From e9a56d5e194b9b80f8adf5d1ce5d9ab3f5f7bfdd Mon Sep 17 00:00:00 2001
From: UbitUmarov
Date: Sat, 12 Sep 2015 21:38:26 +0100
Subject: rename Ubit physics modules
---
OpenSim/Region/PhysicsModules/ubOde/ODEApi.cs | 2024 ++++++++++
.../Region/PhysicsModules/ubOde/ODECharacter.cs | 1847 ++++++++++
OpenSim/Region/PhysicsModules/ubOde/ODEDynamics.cs | 1096 ++++++
.../Region/PhysicsModules/ubOde/ODEMeshWorker.cs | 933 +++++
OpenSim/Region/PhysicsModules/ubOde/ODEModule.cs | 97 +
OpenSim/Region/PhysicsModules/ubOde/ODEPrim.cs | 3896 ++++++++++++++++++++
.../ubOde/ODERayCastRequestManager.cs | 683 ++++
OpenSim/Region/PhysicsModules/ubOde/ODEScene.cs | 2825 ++++++++++++++
.../Region/PhysicsModules/ubOde/ODESitAvatar.cs | 356 ++
.../ubOde/Properties/AssemblyInfo.cs | 61 +
10 files changed, 13818 insertions(+)
create mode 100644 OpenSim/Region/PhysicsModules/ubOde/ODEApi.cs
create mode 100644 OpenSim/Region/PhysicsModules/ubOde/ODECharacter.cs
create mode 100644 OpenSim/Region/PhysicsModules/ubOde/ODEDynamics.cs
create mode 100644 OpenSim/Region/PhysicsModules/ubOde/ODEMeshWorker.cs
create mode 100644 OpenSim/Region/PhysicsModules/ubOde/ODEModule.cs
create mode 100644 OpenSim/Region/PhysicsModules/ubOde/ODEPrim.cs
create mode 100644 OpenSim/Region/PhysicsModules/ubOde/ODERayCastRequestManager.cs
create mode 100644 OpenSim/Region/PhysicsModules/ubOde/ODEScene.cs
create mode 100644 OpenSim/Region/PhysicsModules/ubOde/ODESitAvatar.cs
create mode 100644 OpenSim/Region/PhysicsModules/ubOde/Properties/AssemblyInfo.cs
(limited to 'OpenSim/Region/PhysicsModules/ubOde')
diff --git a/OpenSim/Region/PhysicsModules/ubOde/ODEApi.cs b/OpenSim/Region/PhysicsModules/ubOde/ODEApi.cs
new file mode 100644
index 0000000..2ebd964
--- /dev/null
+++ b/OpenSim/Region/PhysicsModules/ubOde/ODEApi.cs
@@ -0,0 +1,2024 @@
+/*
+ * based on:
+ * Ode.NET - .NET bindings for ODE
+ * Jason Perkins (starkos@industriousone.com)
+ * Licensed under the New BSD
+ * Part of the OpenDynamicsEngine
+Open Dynamics Engine
+Copyright (c) 2001-2007, Russell L. Smith.
+All rights reserved.
+
+Redistribution and use in source and binary forms, with or without
+modification, are permitted provided that the following conditions
+are met:
+
+Redistributions of source code must retain the above copyright notice,
+this list of conditions and the following disclaimer.
+
+Redistributions in binary form must reproduce the above copyright notice,
+this list of conditions and the following disclaimer in the documentation
+and/or other materials provided with the distribution.
+
+Neither the names of ODE's copyright owner nor the names of its
+contributors may be used to endorse or promote products derived from
+this software without specific prior written permission.
+
+THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
+FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
+TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
+LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
+NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ *
+ * changes by opensim team;
+ * changes by Aurora team http://www.aurora-sim.org/
+ * changes by Ubit Umarov
+ */
+
+using System;
+using System.Runtime.InteropServices;
+using System.Security;
+using OMV = OpenMetaverse;
+namespace OdeAPI
+{
+//#if dDOUBLE
+// don't see much use in double precision with time steps of 20ms and 10 iterations used on opensim
+// at least we save same memory and memory access time, FPU performance on intel usually is similar
+// using dReal = System.Double;
+//#else
+ using dReal = System.Single;
+//#endif
+
+ public static class d
+ {
+ public static dReal Infinity = dReal.MaxValue;
+ public static int NTotalBodies = 0;
+ public static int NTotalGeoms = 0;
+
+ public const uint CONTACTS_UNIMPORTANT = 0x80000000;
+
+ #region Flags and Enumerations
+
+ [Flags]
+ public enum AllocateODEDataFlags : uint
+ {
+ BasicData = 0,
+ CollisionData = 0x00000001,
+ All = ~0u
+ }
+
+ [Flags]
+ public enum IniteODEFlags : uint
+ {
+ dInitFlagManualThreadCleanup = 0x00000001
+ }
+
+ [Flags]
+ public enum ContactFlags : int
+ {
+ Mu2 = 0x001,
+ FDir1 = 0x002,
+ Bounce = 0x004,
+ SoftERP = 0x008,
+ SoftCFM = 0x010,
+ Motion1 = 0x020,
+ Motion2 = 0x040,
+ MotionN = 0x080,
+ Slip1 = 0x100,
+ Slip2 = 0x200,
+ Approx0 = 0x0000,
+ Approx1_1 = 0x1000,
+ Approx1_2 = 0x2000,
+ Approx1 = 0x3000
+ }
+
+ public enum GeomClassID : int
+ {
+ SphereClass,
+ BoxClass,
+ CapsuleClass,
+ CylinderClass,
+ PlaneClass,
+ RayClass,
+ ConvexClass,
+ GeomTransformClass,
+ TriMeshClass,
+ HeightfieldClass,
+ FirstSpaceClass,
+ SimpleSpaceClass = FirstSpaceClass,
+ HashSpaceClass,
+ QuadTreeSpaceClass,
+ LastSpaceClass = QuadTreeSpaceClass,
+ ubtTerrainClass,
+ FirstUserClass,
+ LastUserClass = FirstUserClass + MaxUserClasses - 1,
+ NumClasses,
+ MaxUserClasses = 5
+ }
+
+ public enum JointType : int
+ {
+ None,
+ Ball,
+ Hinge,
+ Slider,
+ Contact,
+ Universal,
+ Hinge2,
+ Fixed,
+ Null,
+ AMotor,
+ LMotor,
+ Plane2D
+ }
+
+ public enum JointParam : int
+ {
+ LoStop,
+ HiStop,
+ Vel,
+ FMax,
+ FudgeFactor,
+ Bounce,
+ CFM,
+ StopERP,
+ StopCFM,
+ SuspensionERP,
+ SuspensionCFM,
+ LoStop2 = 256,
+ HiStop2,
+ Vel2,
+ FMax2,
+ FudgeFactor2,
+ Bounce2,
+ CFM2,
+ StopERP2,
+ StopCFM2,
+ SuspensionERP2,
+ SuspensionCFM2,
+ LoStop3 = 512,
+ HiStop3,
+ Vel3,
+ FMax3,
+ FudgeFactor3,
+ Bounce3,
+ CFM3,
+ StopERP3,
+ StopCFM3,
+ SuspensionERP3,
+ SuspensionCFM3
+ }
+
+ public enum dSweepAndPruneAxis : int
+ {
+ XYZ = ((0)|(1<<2)|(2<<4)),
+ XZY = ((0)|(2<<2)|(1<<4)),
+ YXZ = ((1)|(0<<2)|(2<<4)),
+ YZX = ((1)|(2<<2)|(0<<4)),
+ ZXY = ((2)|(0<<2)|(1<<4)),
+ ZYX = ((2)|(1<<2)|(0<<4))
+ }
+
+ #endregion
+
+ #region Callbacks
+
+ [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
+ public delegate int AABBTestFn(IntPtr o1, IntPtr o2, ref AABB aabb);
+
+ [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
+ public delegate int ColliderFn(IntPtr o1, IntPtr o2, int flags, out ContactGeom contact, int skip);
+
+ [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
+ public delegate void GetAABBFn(IntPtr geom, out AABB aabb);
+
+ [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
+ public delegate ColliderFn GetColliderFnFn(int num);
+
+ [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
+ public delegate void GeomDtorFn(IntPtr o);
+
+ [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
+ public delegate dReal HeightfieldGetHeight(IntPtr p_user_data, int x, int z);
+
+ [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
+ public delegate dReal ubTerrainGetHeight(IntPtr p_user_data, int x, int z);
+
+ [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
+ public delegate void NearCallback(IntPtr data, IntPtr geom1, IntPtr geom2);
+
+ [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
+ public delegate int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex);
+
+ [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
+ public delegate int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount);
+
+ [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
+ public delegate int TriRayCallback(IntPtr trimesh, IntPtr ray, int triangleIndex, dReal u, dReal v);
+
+ #endregion
+
+ #region Structs
+
+ [StructLayout(LayoutKind.Sequential)]
+ public struct AABB
+ {
+ public dReal MinX, MaxX;
+ public dReal MinY, MaxY;
+ public dReal MinZ, MaxZ;
+ }
+
+
+ [StructLayout(LayoutKind.Sequential)]
+ public struct Contact
+ {
+ public SurfaceParameters surface;
+ public ContactGeom geom;
+ public Vector3 fdir1;
+ public static readonly int unmanagedSizeOf = Marshal.SizeOf(typeof(Contact));
+ }
+
+
+ [StructLayout(LayoutKind.Sequential)]
+ public struct ContactGeom
+ {
+
+ public Vector3 pos;
+ public Vector3 normal;
+ public dReal depth;
+ public IntPtr g1;
+ public IntPtr g2;
+ public int side1;
+ public int side2;
+ public static readonly int unmanagedSizeOf = Marshal.SizeOf(typeof(ContactGeom));
+ }
+
+ [StructLayout(LayoutKind.Sequential)]
+ public struct GeomClass
+ {
+ public int bytes;
+ public GetColliderFnFn collider;
+ public GetAABBFn aabb;
+ public AABBTestFn aabb_test;
+ public GeomDtorFn dtor;
+ }
+
+
+ [StructLayout(LayoutKind.Sequential)]
+ public struct JointFeedback
+ {
+ public Vector3 f1;
+ public Vector3 t1;
+ public Vector3 f2;
+ public Vector3 t2;
+ }
+
+
+ [StructLayout(LayoutKind.Sequential)]
+ public struct Mass
+ {
+ public dReal mass;
+ public Vector4 c;
+ public Matrix3 I;
+ }
+
+
+ [StructLayout(LayoutKind.Sequential)]
+ public struct Matrix3
+ {
+ public Matrix3(dReal m00, dReal m10, dReal m20, dReal m01, dReal m11, dReal m21, dReal m02, dReal m12, dReal m22)
+ {
+ M00 = m00; M10 = m10; M20 = m20; _m30 = 0.0f;
+ M01 = m01; M11 = m11; M21 = m21; _m31 = 0.0f;
+ M02 = m02; M12 = m12; M22 = m22; _m32 = 0.0f;
+ }
+ public dReal M00, M10, M20;
+ private dReal _m30;
+ public dReal M01, M11, M21;
+ private dReal _m31;
+ public dReal M02, M12, M22;
+ private dReal _m32;
+ }
+
+ [StructLayout(LayoutKind.Sequential)]
+ public struct Matrix4
+ {
+ public Matrix4(dReal m00, dReal m10, dReal m20, dReal m30,
+ dReal m01, dReal m11, dReal m21, dReal m31,
+ dReal m02, dReal m12, dReal m22, dReal m32,
+ dReal m03, dReal m13, dReal m23, dReal m33)
+ {
+ M00 = m00; M10 = m10; M20 = m20; M30 = m30;
+ M01 = m01; M11 = m11; M21 = m21; M31 = m31;
+ M02 = m02; M12 = m12; M22 = m22; M32 = m32;
+ M03 = m03; M13 = m13; M23 = m23; M33 = m33;
+ }
+ public dReal M00, M10, M20, M30;
+ public dReal M01, M11, M21, M31;
+ public dReal M02, M12, M22, M32;
+ public dReal M03, M13, M23, M33;
+ }
+
+ [StructLayout(LayoutKind.Sequential)]
+ public struct Quaternion
+ {
+ public dReal W, X, Y, Z;
+ }
+
+
+ [StructLayout(LayoutKind.Sequential)]
+ public struct SurfaceParameters
+ {
+ public ContactFlags mode;
+ public dReal mu;
+ public dReal mu2;
+ public dReal bounce;
+ public dReal bounce_vel;
+ public dReal soft_erp;
+ public dReal soft_cfm;
+ public dReal motion1;
+ public dReal motion2;
+ public dReal motionN;
+ public dReal slip1;
+ public dReal slip2;
+ }
+
+
+ [StructLayout(LayoutKind.Sequential)]
+ public struct Vector3
+ {
+ public Vector3(dReal x, dReal y, dReal z)
+ {
+ X = x; Y = y; Z = z; _w = 0.0f;
+ }
+ public dReal X, Y, Z;
+ private dReal _w;
+ }
+
+
+ [StructLayout(LayoutKind.Sequential)]
+ public struct Vector4
+ {
+ public Vector4(dReal x, dReal y, dReal z, dReal w)
+ {
+ X = x; Y = y; Z = z; W = w;
+ }
+ public dReal X, Y, Z, W;
+ }
+
+ #endregion
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAllocateODEDataForThread"), SuppressUnmanagedCodeSecurity]
+ public static extern int AllocateODEDataForThread(uint ODEInitFlags);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAreConnected"), SuppressUnmanagedCodeSecurity]
+ public static extern bool AreConnected(IntPtr b1, IntPtr b2);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAreConnectedExcluding"), SuppressUnmanagedCodeSecurity]
+ public static extern bool AreConnectedExcluding(IntPtr b1, IntPtr b2, JointType joint_type);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForce"), SuppressUnmanagedCodeSecurity]
+ public static extern void BodyAddForce(IntPtr body, dReal fx, dReal fy, dReal fz);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForceAtPos"), SuppressUnmanagedCodeSecurity]
+ public static extern void BodyAddForceAtPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForceAtRelPos"), SuppressUnmanagedCodeSecurity]
+ public static extern void BodyAddForceAtRelPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForce"), SuppressUnmanagedCodeSecurity]
+ public static extern void BodyAddRelForce(IntPtr body, dReal fx, dReal fy, dReal fz);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForceAtPos"), SuppressUnmanagedCodeSecurity]
+ public static extern void BodyAddRelForceAtPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForceAtRelPos"), SuppressUnmanagedCodeSecurity]
+ public static extern void BodyAddRelForceAtRelPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelTorque"), SuppressUnmanagedCodeSecurity]
+ public static extern void BodyAddRelTorque(IntPtr body, dReal fx, dReal fy, dReal fz);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddTorque"), SuppressUnmanagedCodeSecurity]
+ public static extern void BodyAddTorque(IntPtr body, dReal fx, dReal fy, dReal fz);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyPosition"), SuppressUnmanagedCodeSecurity]
+ public static extern void BodyCopyPosition(IntPtr body, out Vector3 pos);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyPosition"), SuppressUnmanagedCodeSecurity]
+ public static extern void BodyCopyPosition(IntPtr body, out dReal X);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyQuaternion"), SuppressUnmanagedCodeSecurity]
+ public static extern void BodyCopyQuaternion(IntPtr body, out Quaternion quat);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyQuaternion"), SuppressUnmanagedCodeSecurity]
+ public static extern void BodyCopyQuaternion(IntPtr body, out dReal X);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyRotation"), SuppressUnmanagedCodeSecurity]
+ public static extern void BodyCopyRotation(IntPtr body, out Matrix3 R);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyRotation"), SuppressUnmanagedCodeSecurity]
+ public static extern void BodyCopyRotation(IntPtr body, out dReal M00);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCreate"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr BodyiCreate(IntPtr world);
+ public static IntPtr BodyCreate(IntPtr world)
+ {
+ NTotalBodies++;
+ return BodyiCreate(world);
+ }
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyDestroy"), SuppressUnmanagedCodeSecurity]
+ public static extern void BodyiDestroy(IntPtr body);
+ public static void BodyDestroy(IntPtr body)
+ {
+ NTotalBodies--;
+ BodyiDestroy(body);
+ }
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyDisable"), SuppressUnmanagedCodeSecurity]
+ public static extern void BodyDisable(IntPtr body);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyEnable"), SuppressUnmanagedCodeSecurity]
+ public static extern void BodyEnable(IntPtr body);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
+ public static extern dReal BodyGetAutoDisableAngularThreshold(IntPtr body);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
+ public static extern bool BodyGetAutoDisableFlag(IntPtr body);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableDefaults"), SuppressUnmanagedCodeSecurity]
+ public static extern void BodyGetAutoDisableDefaults(IntPtr body);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
+ public static extern dReal BodyGetAutoDisableLinearThreshold(IntPtr body);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
+ public static extern int BodyGetAutoDisableSteps(IntPtr body);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
+ public static extern dReal BodyGetAutoDisableTime(IntPtr body);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularVel"), SuppressUnmanagedCodeSecurity]
+ public extern unsafe static Vector3* BodyGetAngularVelUnsafe(IntPtr body);
+ public static Vector3 BodyGetAngularVel(IntPtr body)
+ {
+ unsafe { return *(BodyGetAngularVelUnsafe(body)); }
+ }
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetData"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr BodyGetData(IntPtr body);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFiniteRotationMode"), SuppressUnmanagedCodeSecurity]
+ public static extern int BodyGetFiniteRotationMode(IntPtr body);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFiniteRotationAxis"), SuppressUnmanagedCodeSecurity]
+ public static extern void BodyGetFiniteRotationAxis(IntPtr body, out Vector3 result);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetForce"), SuppressUnmanagedCodeSecurity]
+ public extern unsafe static Vector3* BodyGetForceUnsafe(IntPtr body);
+ public static Vector3 BodyGetForce(IntPtr body)
+ {
+ unsafe { return *(BodyGetForceUnsafe(body)); }
+ }
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetGravityMode"), SuppressUnmanagedCodeSecurity]
+ public static extern bool BodyGetGravityMode(IntPtr body);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetGyroscopicMode"), SuppressUnmanagedCodeSecurity]
+ public static extern int BodyGetGyroscopicMode(IntPtr body);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetJoint"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr BodyGetJoint(IntPtr body, int index);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearVel"), SuppressUnmanagedCodeSecurity]
+ public extern unsafe static Vector3* BodyGetLinearVelUnsafe(IntPtr body);
+ public static Vector3 BodyGetLinearVel(IntPtr body)
+ {
+ unsafe { return *(BodyGetLinearVelUnsafe(body)); }
+ }
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetMass"), SuppressUnmanagedCodeSecurity]
+ public static extern void BodyGetMass(IntPtr body, out Mass mass);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetNumJoints"), SuppressUnmanagedCodeSecurity]
+ public static extern int BodyGetNumJoints(IntPtr body);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPointVel"), SuppressUnmanagedCodeSecurity]
+ public static extern void BodyGetPointVel(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPosition"), SuppressUnmanagedCodeSecurity]
+ public extern unsafe static Vector3* BodyGetPositionUnsafe(IntPtr body);
+ public static Vector3 BodyGetPosition(IntPtr body)
+ {
+ unsafe { return *(BodyGetPositionUnsafe(body)); }
+ }
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPosRelPoint"), SuppressUnmanagedCodeSecurity]
+ public static extern void BodyGetPosRelPoint(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetQuaternion"), SuppressUnmanagedCodeSecurity]
+ public extern unsafe static Quaternion* BodyGetQuaternionUnsafe(IntPtr body);
+ public static Quaternion BodyGetQuaternion(IntPtr body)
+ {
+ unsafe { return *(BodyGetQuaternionUnsafe(body)); }
+ }
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRelPointPos"), SuppressUnmanagedCodeSecurity]
+ public static extern void BodyGetRelPointPos(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRelPointVel"), SuppressUnmanagedCodeSecurity]
+ public static extern void BodyGetRelPointVel(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRotation"), SuppressUnmanagedCodeSecurity]
+ public extern unsafe static Matrix3* BodyGetRotationUnsafe(IntPtr body);
+ public static Matrix3 BodyGetRotation(IntPtr body)
+ {
+ unsafe { return *(BodyGetRotationUnsafe(body)); }
+ }
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetTorque"), SuppressUnmanagedCodeSecurity]
+ public extern unsafe static Vector3* BodyGetTorqueUnsafe(IntPtr body);
+ public static Vector3 BodyGetTorque(IntPtr body)
+ {
+ unsafe { return *(BodyGetTorqueUnsafe(body)); }
+ }
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetWorld"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr BodyGetWorld(IntPtr body);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFirstGeom"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr BodyGetFirstGeom(IntPtr body);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetNextGeom"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr dBodyGetNextGeom(IntPtr Geom);
+
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyIsEnabled"), SuppressUnmanagedCodeSecurity]
+ public static extern bool BodyIsEnabled(IntPtr body);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularVel"), SuppressUnmanagedCodeSecurity]
+ public static extern void BodySetAngularVel(IntPtr body, dReal x, dReal y, dReal z);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
+ public static extern void BodySetAutoDisableAngularThreshold(IntPtr body, dReal angular_threshold);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableDefaults"), SuppressUnmanagedCodeSecurity]
+ public static extern void BodySetAutoDisableDefaults(IntPtr body);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
+ public static extern void BodySetAutoDisableFlag(IntPtr body, bool do_auto_disable);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
+ public static extern void BodySetAutoDisableLinearThreshold(IntPtr body, dReal linear_threshold);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
+ public static extern void BodySetAutoDisableSteps(IntPtr body, int steps);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
+ public static extern void BodySetAutoDisableTime(IntPtr body, dReal time);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetData"), SuppressUnmanagedCodeSecurity]
+ public static extern void BodySetData(IntPtr body, IntPtr data);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetFiniteRotationMode"), SuppressUnmanagedCodeSecurity]
+ public static extern void BodySetFiniteRotationMode(IntPtr body, int mode);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetFiniteRotationAxis"), SuppressUnmanagedCodeSecurity]
+ public static extern void BodySetFiniteRotationAxis(IntPtr body, dReal x, dReal y, dReal z);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearDamping"), SuppressUnmanagedCodeSecurity]
+ public static extern void BodySetLinearDamping(IntPtr body, dReal scale);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDamping"), SuppressUnmanagedCodeSecurity]
+ public static extern void BodySetAngularDamping(IntPtr body, dReal scale);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearDamping"), SuppressUnmanagedCodeSecurity]
+ public static extern dReal BodyGetLinearDamping(IntPtr body);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularDamping"), SuppressUnmanagedCodeSecurity]
+ public static extern dReal BodyGetAngularDamping(IntPtr body);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDamping"), SuppressUnmanagedCodeSecurity]
+ public static extern void BodySetDamping(IntPtr body, dReal linear_scale, dReal angular_scale);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
+ public static extern void BodySetAngularDampingThreshold(IntPtr body, dReal threshold);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
+ public static extern void BodySetLinearDampingThreshold(IntPtr body, dReal threshold);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
+ public static extern dReal BodyGetLinearDampingThreshold(IntPtr body);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
+ public static extern dReal BodyGetAngularDampingThreshold(IntPtr body);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetForce"), SuppressUnmanagedCodeSecurity]
+ public static extern void BodySetForce(IntPtr body, dReal x, dReal y, dReal z);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetGravityMode"), SuppressUnmanagedCodeSecurity]
+ public static extern void BodySetGravityMode(IntPtr body, bool mode);
+
+ ///
+ /// Sets the Gyroscopic term status on the body specified.
+ ///
+ /// Pointer to body
+ /// NonZero enabled, Zero disabled
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetGyroscopicMode"), SuppressUnmanagedCodeSecurity]
+ public static extern void dBodySetGyroscopicMode(IntPtr body, int enabled);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearVel"), SuppressUnmanagedCodeSecurity]
+ public static extern void BodySetLinearVel(IntPtr body, dReal x, dReal y, dReal z);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetMass"), SuppressUnmanagedCodeSecurity]
+ public static extern void BodySetMass(IntPtr body, ref Mass mass);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetPosition"), SuppressUnmanagedCodeSecurity]
+ public static extern void BodySetPosition(IntPtr body, dReal x, dReal y, dReal z);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetQuaternion"), SuppressUnmanagedCodeSecurity]
+ public static extern void BodySetQuaternion(IntPtr body, ref Quaternion q);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetQuaternion"), SuppressUnmanagedCodeSecurity]
+ public static extern void BodySetQuaternion(IntPtr body, ref dReal w);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetRotation"), SuppressUnmanagedCodeSecurity]
+ public static extern void BodySetRotation(IntPtr body, ref Matrix3 R);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetRotation"), SuppressUnmanagedCodeSecurity]
+ public static extern void BodySetRotation(IntPtr body, ref dReal M00);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetTorque"), SuppressUnmanagedCodeSecurity]
+ public static extern void BodySetTorque(IntPtr body, dReal x, dReal y, dReal z);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyVectorFromWorld"), SuppressUnmanagedCodeSecurity]
+ public static extern void BodyVectorFromWorld(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyVectorToWorld"), SuppressUnmanagedCodeSecurity]
+ public static extern void BodyVectorToWorld(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBoxBox"), SuppressUnmanagedCodeSecurity]
+ public static extern void BoxBox(ref Vector3 p1, ref Matrix3 R1,
+ ref Vector3 side1, ref Vector3 p2,
+ ref Matrix3 R2, ref Vector3 side2,
+ ref Vector3 normal, out dReal depth, out int return_code,
+ int maxc, out ContactGeom contact, int skip);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBoxTouchesBox"), SuppressUnmanagedCodeSecurity]
+ public static extern void BoxTouchesBox(ref Vector3 _p1, ref Matrix3 R1,
+ ref Vector3 side1, ref Vector3 _p2,
+ ref Matrix3 R2, ref Vector3 side2);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCleanupODEAllDataForThread"), SuppressUnmanagedCodeSecurity]
+ public static extern void CleanupODEAllDataForThread();
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dClosestLineSegmentPoints"), SuppressUnmanagedCodeSecurity]
+ public static extern void ClosestLineSegmentPoints(ref Vector3 a1, ref Vector3 a2,
+ ref Vector3 b1, ref Vector3 b2,
+ ref Vector3 cp1, ref Vector3 cp2);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCloseODE"), SuppressUnmanagedCodeSecurity]
+ public static extern void CloseODE();
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCollide"), SuppressUnmanagedCodeSecurity]
+ public static extern int Collide(IntPtr o1, IntPtr o2, int flags, [In, Out] ContactGeom[] contact, int skip);
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCollide"), SuppressUnmanagedCodeSecurity]
+ public static extern int CollidePtr(IntPtr o1, IntPtr o2, int flags, IntPtr contactgeomarray, int skip);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dConnectingJoint"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr ConnectingJoint(IntPtr j1, IntPtr j2);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateBox"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr CreateiBox(IntPtr space, dReal lx, dReal ly, dReal lz);
+ public static IntPtr CreateBox(IntPtr space, dReal lx, dReal ly, dReal lz)
+ {
+ NTotalGeoms++;
+ return CreateiBox(space, lx, ly, lz);
+ }
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateCapsule"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr CreateiCapsule(IntPtr space, dReal radius, dReal length);
+ public static IntPtr CreateCapsule(IntPtr space, dReal radius, dReal length)
+ {
+ NTotalGeoms++;
+ return CreateiCapsule(space, radius, length);
+ }
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateConvex"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr CreateiConvex(IntPtr space, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
+ public static IntPtr CreateConvex(IntPtr space, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons)
+ {
+ NTotalGeoms++;
+ return CreateiConvex(space, planes, planeCount, points, pointCount, polygons);
+ }
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateCylinder"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr CreateiCylinder(IntPtr space, dReal radius, dReal length);
+ public static IntPtr CreateCylinder(IntPtr space, dReal radius, dReal length)
+ {
+ NTotalGeoms++;
+ return CreateiCylinder(space, radius, length);
+ }
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateHeightfield"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr CreateiHeightfield(IntPtr space, IntPtr data, int bPlaceable);
+ public static IntPtr CreateHeightfield(IntPtr space, IntPtr data, int bPlaceable)
+ {
+ NTotalGeoms++;
+ return CreateiHeightfield(space, data, bPlaceable);
+ }
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateubTerrain"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr CreateiubTerrain(IntPtr space, IntPtr data, int bPlaceable);
+ public static IntPtr CreateubTerrain(IntPtr space, IntPtr data, int bPlaceable)
+ {
+ NTotalGeoms++;
+ return CreateiubTerrain(space, data, bPlaceable);
+ }
+
+
+
+
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeom"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr CreateiGeom(int classnum);
+ public static IntPtr CreateGeom(int classnum)
+ {
+ NTotalGeoms++;
+ return CreateiGeom(classnum);
+ }
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeomClass"), SuppressUnmanagedCodeSecurity]
+ public static extern int CreateGeomClass(ref GeomClass classptr);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeomTransform"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr CreateGeomTransform(IntPtr space);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreatePlane"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr CreateiPlane(IntPtr space, dReal a, dReal b, dReal c, dReal d);
+ public static IntPtr CreatePlane(IntPtr space, dReal a, dReal b, dReal c, dReal d)
+ {
+ NTotalGeoms++;
+ return CreateiPlane(space, a, b, c, d);
+ }
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateRay"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr CreateiRay(IntPtr space, dReal length);
+ public static IntPtr CreateRay(IntPtr space, dReal length)
+ {
+ NTotalGeoms++;
+ return CreateiRay(space, length);
+ }
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateSphere"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr CreateiSphere(IntPtr space, dReal radius);
+ public static IntPtr CreateSphere(IntPtr space, dReal radius)
+ {
+ NTotalGeoms++;
+ return CreateiSphere(space, radius);
+ }
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateTriMesh"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr CreateiTriMesh(IntPtr space, IntPtr data,
+ TriCallback callback, TriArrayCallback arrayCallback, TriRayCallback rayCallback);
+ public static IntPtr CreateTriMesh(IntPtr space, IntPtr data,
+ TriCallback callback, TriArrayCallback arrayCallback, TriRayCallback rayCallback)
+ {
+ NTotalGeoms++;
+ return CreateiTriMesh(space, data, callback, arrayCallback, rayCallback);
+ }
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dDot"), SuppressUnmanagedCodeSecurity]
+ public static extern dReal Dot(ref dReal X0, ref dReal X1, int n);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dDQfromW"), SuppressUnmanagedCodeSecurity]
+ public static extern void DQfromW(dReal[] dq, ref Vector3 w, ref Quaternion q);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dFactorCholesky"), SuppressUnmanagedCodeSecurity]
+ public static extern int FactorCholesky(ref dReal A00, int n);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dFactorLDLT"), SuppressUnmanagedCodeSecurity]
+ public static extern void FactorLDLT(ref dReal A, out dReal d, int n, int nskip);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxGetLengths"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomBoxGetLengths(IntPtr geom, out Vector3 len);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxGetLengths"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomBoxGetLengths(IntPtr geom, out dReal x);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxPointDepth"), SuppressUnmanagedCodeSecurity]
+ public static extern dReal GeomBoxPointDepth(IntPtr geom, dReal x, dReal y, dReal z);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxSetLengths"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomBoxSetLengths(IntPtr geom, dReal x, dReal y, dReal z);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsuleGetParams"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomCapsuleGetParams(IntPtr geom, out dReal radius, out dReal length);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsulePointDepth"), SuppressUnmanagedCodeSecurity]
+ public static extern dReal GeomCapsulePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsuleSetParams"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomCapsuleSetParams(IntPtr geom, dReal radius, dReal length);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomClearOffset"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomClearOffset(IntPtr geom);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetPosition"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr GeomCopyOffsetPosition(IntPtr geom, ref Vector3 pos);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetPosition"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr GeomCopyOffsetPosition(IntPtr geom, ref dReal X);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomCopyOffsetQuaternion(IntPtr geom, ref Quaternion Q);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomCopyOffsetQuaternion(IntPtr geom, ref dReal X);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetRotation"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr GeomCopyOffsetRotation(IntPtr geom, ref Matrix3 R);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetRotation"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr GeomCopyOffsetRotation(IntPtr geom, ref dReal M00);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyPosition"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomCopyPosition(IntPtr geom, out Vector3 pos);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyPosition"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomCopyPosition(IntPtr geom, out dReal X);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyRotation"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomCopyRotation(IntPtr geom, out Matrix3 R);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyRotation"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomCopyRotation(IntPtr geom, out dReal M00);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCylinderGetParams"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomCylinderGetParams(IntPtr geom, out dReal radius, out dReal length);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCylinderSetParams"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomCylinderSetParams(IntPtr geom, dReal radius, dReal length);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomDestroy"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomiDestroy(IntPtr geom);
+ public static void GeomDestroy(IntPtr geom)
+ {
+ NTotalGeoms--;
+ GeomiDestroy(geom);
+ }
+
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomDisable"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomDisable(IntPtr geom);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomEnable"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomEnable(IntPtr geom);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetAABB"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomGetAABB(IntPtr geom, out AABB aabb);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetAABB"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomGetAABB(IntPtr geom, out dReal minX);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetBody"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr GeomGetBody(IntPtr geom);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetCategoryBits"), SuppressUnmanagedCodeSecurity]
+ public static extern uint GeomGetCategoryBits(IntPtr geom);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetClassData"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr GeomGetClassData(IntPtr geom);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetCollideBits"), SuppressUnmanagedCodeSecurity]
+ public static extern uint GeomGetCollideBits(IntPtr geom);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetClass"), SuppressUnmanagedCodeSecurity]
+ public static extern GeomClassID GeomGetClass(IntPtr geom);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetData"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr GeomGetData(IntPtr geom);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetPosition"), SuppressUnmanagedCodeSecurity]
+ public extern unsafe static Vector3* GeomGetOffsetPositionUnsafe(IntPtr geom);
+ public static Vector3 GeomGetOffsetPosition(IntPtr geom)
+ {
+ unsafe { return *(GeomGetOffsetPositionUnsafe(geom)); }
+ }
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetRotation"), SuppressUnmanagedCodeSecurity]
+ public extern unsafe static Matrix3* GeomGetOffsetRotationUnsafe(IntPtr geom);
+ public static Matrix3 GeomGetOffsetRotation(IntPtr geom)
+ {
+ unsafe { return *(GeomGetOffsetRotationUnsafe(geom)); }
+ }
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetPosition"), SuppressUnmanagedCodeSecurity]
+ public extern unsafe static Vector3* GeomGetPositionUnsafe(IntPtr geom);
+ public static Vector3 GeomGetPosition(IntPtr geom)
+ {
+ unsafe { return *(GeomGetPositionUnsafe(geom)); }
+ }
+ public static OMV.Vector3 GeomGetPositionOMV(IntPtr geom)
+ {
+ Vector3 vtmp = GeomGetPosition(geom);
+ return new OMV.Vector3(vtmp.X, vtmp.Y, vtmp.Z);
+ }
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetQuaternion"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomCopyQuaternion(IntPtr geom, out Quaternion q);
+ public static OMV.Quaternion GeomGetQuaternionOMV(IntPtr geom)
+ {
+ Quaternion qtmp;
+ GeomCopyQuaternion(geom, out qtmp);
+ return new OMV.Quaternion(qtmp.X, qtmp.Y, qtmp.Z, qtmp.W);
+ }
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetQuaternion"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomCopyQuaternion(IntPtr geom, out dReal X);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetRotation"), SuppressUnmanagedCodeSecurity]
+ public extern unsafe static Matrix3* GeomGetRotationUnsafe(IntPtr geom);
+ public static Matrix3 GeomGetRotation(IntPtr geom)
+ {
+ unsafe { return *(GeomGetRotationUnsafe(geom)); }
+ }
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetSpace"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr GeomGetSpace(IntPtr geom);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildByte"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomHeightfieldDataBuildByte(IntPtr d, byte[] pHeightData, int bCopyHeightData,
+ dReal width, dReal depth, int widthSamples, int depthSamples,
+ dReal scale, dReal offset, dReal thickness, int bWrap);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildByte"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomHeightfieldDataBuildByte(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
+ dReal width, dReal depth, int widthSamples, int depthSamples,
+ dReal scale, dReal offset, dReal thickness, int bWrap);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildCallback"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomHeightfieldDataBuildCallback(IntPtr d, IntPtr pUserData, HeightfieldGetHeight pCallback,
+ dReal width, dReal depth, int widthSamples, int depthSamples,
+ dReal scale, dReal offset, dReal thickness, int bWrap);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomHeightfieldDataBuildShort(IntPtr d, ushort[] pHeightData, int bCopyHeightData,
+ dReal width, dReal depth, int widthSamples, int depthSamples,
+ dReal scale, dReal offset, dReal thickness, int bWrap);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomHeightfieldDataBuildShort(IntPtr d, short[] pHeightData, int bCopyHeightData,
+ dReal width, dReal depth, int widthSamples, int depthSamples,
+ dReal scale, dReal offset, dReal thickness, int bWrap);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomHeightfieldDataBuildShort(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
+ dReal width, dReal depth, int widthSamples, int depthSamples,
+ dReal scale, dReal offset, dReal thickness, int bWrap);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildSingle"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomHeightfieldDataBuildSingle(IntPtr d, float[] pHeightData, int bCopyHeightData,
+ dReal width, dReal depth, int widthSamples, int depthSamples,
+ dReal scale, dReal offset, dReal thickness, int bWrap);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildSingle"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomHeightfieldDataBuildSingle(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
+ dReal width, dReal depth, int widthSamples, int depthSamples,
+ dReal scale, dReal offset, dReal thickness, int bWrap);
+
+
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildDouble"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomHeightfieldDataBuildDouble(IntPtr d, double[] pHeightData, int bCopyHeightData,
+ dReal width, dReal depth, int widthSamples, int depthSamples,
+ dReal scale, dReal offset, dReal thickness, int bWrap);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildDouble"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomHeightfieldDataBuildDouble(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
+ dReal width, dReal depth, int widthSamples, int depthSamples,
+ dReal scale, dReal offset, dReal thickness, int bWrap);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataCreate"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr GeomHeightfieldDataCreate();
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataDestroy"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomHeightfieldDataDestroy(IntPtr d);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataSetBounds"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomHeightfieldDataSetBounds(IntPtr d, dReal minHeight, dReal maxHeight);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldGetHeightfieldData"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr GeomHeightfieldGetHeightfieldData(IntPtr g);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldSetHeightfieldData"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomHeightfieldSetHeightfieldData(IntPtr g, IntPtr d);
+
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataBuild"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomubTerrainDataBuild(IntPtr d, float[] pHeightData, int bCopyHeightData,
+ dReal sampleSize, int widthSamples, int depthSamples,
+ dReal offset, dReal thickness, int bWrap);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomubTerrainDataBuild"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomubTerrainDataBuild(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
+ dReal sampleSize, int widthSamples, int depthSamples,
+ dReal thickness, int bWrap);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomubTerrainDataCreate"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr GeomubTerrainDataCreate();
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomubTerrainDataDestroy"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomubTerrainDataDestroy(IntPtr d);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomubTerrainDataSetBounds"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomubTerrainDataSetBounds(IntPtr d, dReal minHeight, dReal maxHeight);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomubTerrainGetHeightfieldData"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr GeomubTerrainGetHeightfieldData(IntPtr g);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomubTerrainSetHeightfieldData"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomubTerrainSetHeightfieldData(IntPtr g, IntPtr d);
+
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsEnabled"), SuppressUnmanagedCodeSecurity]
+ public static extern bool GeomIsEnabled(IntPtr geom);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsOffset"), SuppressUnmanagedCodeSecurity]
+ public static extern bool GeomIsOffset(IntPtr geom);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsSpace"), SuppressUnmanagedCodeSecurity]
+ public static extern bool GeomIsSpace(IntPtr geom);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneGetParams"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomPlaneGetParams(IntPtr geom, ref Vector4 result);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneGetParams"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomPlaneGetParams(IntPtr geom, ref dReal A);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlanePointDepth"), SuppressUnmanagedCodeSecurity]
+ public static extern dReal GeomPlanePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneSetParams"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomPlaneSetParams(IntPtr plane, dReal a, dReal b, dReal c, dReal d);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGet"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomRayGet(IntPtr ray, ref Vector3 start, ref Vector3 dir);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGet"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomRayGet(IntPtr ray, ref dReal startX, ref dReal dirX);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetClosestHit"), SuppressUnmanagedCodeSecurity]
+ public static extern int GeomRayGetClosestHit(IntPtr ray);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetLength"), SuppressUnmanagedCodeSecurity]
+ public static extern dReal GeomRayGetLength(IntPtr ray);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetParams"), SuppressUnmanagedCodeSecurity]
+ public static extern dReal GeomRayGetParams(IntPtr g, out int firstContact, out int backfaceCull);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySet"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomRaySet(IntPtr ray, dReal px, dReal py, dReal pz, dReal dx, dReal dy, dReal dz);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetClosestHit"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomRaySetClosestHit(IntPtr ray, int closestHit);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetLength"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomRaySetLength(IntPtr ray, dReal length);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetParams"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomRaySetParams(IntPtr ray, int firstContact, int backfaceCull);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetBody"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomSetBody(IntPtr geom, IntPtr body);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetCategoryBits"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomSetCategoryBits(IntPtr geom, uint bits);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetCollideBits"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomSetCollideBits(IntPtr geom, uint bits);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetConvex"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr GeomSetConvex(IntPtr geom, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetData"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomSetData(IntPtr geom, IntPtr data);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetPosition"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomSetOffsetPosition(IntPtr geom, dReal x, dReal y, dReal z);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomSetOffsetQuaternion(IntPtr geom, ref Quaternion Q);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomSetOffsetQuaternion(IntPtr geom, ref dReal X);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetRotation"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomSetOffsetRotation(IntPtr geom, ref Matrix3 R);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetRotation"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomSetOffsetRotation(IntPtr geom, ref dReal M00);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldPosition"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomSetOffsetWorldPosition(IntPtr geom, dReal x, dReal y, dReal z);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldQuaternion"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomSetOffsetWorldQuaternion(IntPtr geom, ref Quaternion Q);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldQuaternion"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomSetOffsetWorldQuaternion(IntPtr geom, ref dReal X);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldRotation"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomSetOffsetWorldRotation(IntPtr geom, ref Matrix3 R);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldRotation"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomSetOffsetWorldRotation(IntPtr geom, ref dReal M00);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetPosition"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomSetPosition(IntPtr geom, dReal x, dReal y, dReal z);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetQuaternion"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomSetQuaternion(IntPtr geom, ref Quaternion quat);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetQuaternion"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomSetQuaternion(IntPtr geom, ref dReal w);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetRotation"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomSetRotation(IntPtr geom, ref Matrix3 R);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetRotation"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomSetRotation(IntPtr geom, ref dReal M00);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSphereGetRadius"), SuppressUnmanagedCodeSecurity]
+ public static extern dReal GeomSphereGetRadius(IntPtr geom);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSpherePointDepth"), SuppressUnmanagedCodeSecurity]
+ public static extern dReal GeomSpherePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSphereSetRadius"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomSphereSetRadius(IntPtr geom, dReal radius);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetCleanup"), SuppressUnmanagedCodeSecurity]
+ public static extern int GeomTransformGetCleanup(IntPtr geom);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetGeom"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr GeomTransformGetGeom(IntPtr geom);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetInfo"), SuppressUnmanagedCodeSecurity]
+ public static extern int GeomTransformGetInfo(IntPtr geom);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetCleanup"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomTransformSetCleanup(IntPtr geom, int mode);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetGeom"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomTransformSetGeom(IntPtr geom, IntPtr obj);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetInfo"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomTransformSetInfo(IntPtr geom, int info);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
+ double[] vertices, int vertexStride, int vertexCount,
+ int[] indices, int indexCount, int triStride);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
+ IntPtr vertices, int vertexStride, int vertexCount,
+ IntPtr indices, int indexCount, int triStride);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble1"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomTriMeshDataBuildDouble1(IntPtr d,
+ double[] vertices, int vertexStride, int vertexCount,
+ int[] indices, int indexCount, int triStride,
+ double[] normals);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble1"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
+ IntPtr vertices, int vertexStride, int vertexCount,
+ IntPtr indices, int indexCount, int triStride,
+ IntPtr normals);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomTriMeshDataBuildSingle(IntPtr d,
+ dReal[] vertices, int vertexStride, int vertexCount,
+ int[] indices, int indexCount, int triStride);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomTriMeshDataBuildSingle(IntPtr d,
+ IntPtr vertices, int vertexStride, int vertexCount,
+ IntPtr indices, int indexCount, int triStride);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple1"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomTriMeshDataBuildSingle1(IntPtr d,
+ dReal[] vertices, int vertexStride, int vertexCount,
+ int[] indices, int indexCount, int triStride,
+ dReal[] normals);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple1"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomTriMeshDataBuildSingle1(IntPtr d,
+ IntPtr vertices, int vertexStride, int vertexCount,
+ IntPtr indices, int indexCount, int triStride,
+ IntPtr normals);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomTriMeshDataBuildSimple(IntPtr d,
+ float[] vertices, int vertexStride, int vertexCount,
+ int[] indices, int indexCount, int triStride);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomTriMeshDataBuildSimple(IntPtr d,
+ IntPtr vertices, int vertexStride, int vertexCount,
+ IntPtr indices, int indexCount, int triStride);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle1"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomTriMeshDataBuildSimple1(IntPtr d,
+ float[] vertices, int vertexStride, int vertexCount,
+ int[] indices, int indexCount, int triStride,
+ float[] normals);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle1"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomTriMeshDataBuildSimple1(IntPtr d,
+ IntPtr vertices, int vertexStride, int vertexCount,
+ IntPtr indices, int indexCount, int triStride,
+ IntPtr normals);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshClearTCCache"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomTriMeshClearTCCache(IntPtr g);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataCreate"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr GeomTriMeshDataCreate();
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataDestroy"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomTriMeshDataDestroy(IntPtr d);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataGet"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr GeomTriMeshDataGet(IntPtr d, int data_id);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataPreprocess"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomTriMeshDataPreprocess(IntPtr d);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataSet"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomTriMeshDataSet(IntPtr d, int data_id, IntPtr in_data);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataUpdate"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomTriMeshDataUpdate(IntPtr d);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshEnableTC"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomTriMeshEnableTC(IntPtr g, int geomClass, bool enable);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetArrayCallback"), SuppressUnmanagedCodeSecurity]
+ public static extern TriArrayCallback GeomTriMeshGetArrayCallback(IntPtr g);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetCallback"), SuppressUnmanagedCodeSecurity]
+ public static extern TriCallback GeomTriMeshGetCallback(IntPtr g);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetData"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr GeomTriMeshGetData(IntPtr g);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetLastTransform"), SuppressUnmanagedCodeSecurity]
+ public extern unsafe static Matrix4* GeomTriMeshGetLastTransformUnsafe(IntPtr geom);
+ public static Matrix4 GeomTriMeshGetLastTransform(IntPtr geom)
+ {
+ unsafe { return *(GeomTriMeshGetLastTransformUnsafe(geom)); }
+ }
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetPoint"), SuppressUnmanagedCodeSecurity]
+ public extern static void GeomTriMeshGetPoint(IntPtr g, int index, dReal u, dReal v, ref Vector3 outVec);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetRayCallback"), SuppressUnmanagedCodeSecurity]
+ public static extern TriRayCallback GeomTriMeshGetRayCallback(IntPtr g);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriangle"), SuppressUnmanagedCodeSecurity]
+ public extern static void GeomTriMeshGetTriangle(IntPtr g, int index, ref Vector3 v0, ref Vector3 v1, ref Vector3 v2);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriangleCount"), SuppressUnmanagedCodeSecurity]
+ public extern static int GeomTriMeshGetTriangleCount(IntPtr g);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriMeshDataID"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr GeomTriMeshGetTriMeshDataID(IntPtr g);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshIsTCEnabled"), SuppressUnmanagedCodeSecurity]
+ public static extern bool GeomTriMeshIsTCEnabled(IntPtr g, int geomClass);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetArrayCallback"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomTriMeshSetArrayCallback(IntPtr g, TriArrayCallback arrayCallback);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetCallback"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomTriMeshSetCallback(IntPtr g, TriCallback callback);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetData"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomTriMeshSetData(IntPtr g, IntPtr data);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetLastTransform"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomTriMeshSetLastTransform(IntPtr g, ref Matrix4 last_trans);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetLastTransform"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomTriMeshSetLastTransform(IntPtr g, ref dReal M00);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetRayCallback"), SuppressUnmanagedCodeSecurity]
+ public static extern void GeomTriMeshSetRayCallback(IntPtr g, TriRayCallback callback);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGetConfiguration"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr iGetConfiguration();
+
+ public static string GetConfiguration()
+ {
+ IntPtr ptr = iGetConfiguration();
+ string s = Marshal.PtrToStringAnsi(ptr);
+ return s;
+ }
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceCreate"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr HashSpaceCreate(IntPtr space);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceGetLevels"), SuppressUnmanagedCodeSecurity]
+ public static extern void HashSpaceGetLevels(IntPtr space, out int minlevel, out int maxlevel);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceSetLevels"), SuppressUnmanagedCodeSecurity]
+ public static extern void HashSpaceSetLevels(IntPtr space, int minlevel, int maxlevel);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInfiniteAABB"), SuppressUnmanagedCodeSecurity]
+ public static extern void InfiniteAABB(IntPtr geom, out AABB aabb);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInitODE"), SuppressUnmanagedCodeSecurity]
+ public static extern void InitODE();
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInitODE2"), SuppressUnmanagedCodeSecurity]
+ public static extern int InitODE2(uint ODEInitFlags);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dIsPositiveDefinite"), SuppressUnmanagedCodeSecurity]
+ public static extern int IsPositiveDefinite(ref dReal A, int n);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInvertPDMatrix"), SuppressUnmanagedCodeSecurity]
+ public static extern int InvertPDMatrix(ref dReal A, out dReal Ainv, int n);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddAMotorTorques"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointAddAMotorTorques(IntPtr joint, dReal torque1, dReal torque2, dReal torque3);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddHingeTorque"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointAddHingeTorque(IntPtr joint, dReal torque);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddHinge2Torque"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointAddHinge2Torques(IntPtr joint, dReal torque1, dReal torque2);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddPRTorque"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointAddPRTorque(IntPtr joint, dReal torque);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddUniversalTorque"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointAddUniversalTorques(IntPtr joint, dReal torque1, dReal torque2);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddSliderForce"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointAddSliderForce(IntPtr joint, dReal force);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAttach"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointAttach(IntPtr joint, IntPtr body1, IntPtr body2);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateAMotor"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr JointCreateAMotor(IntPtr world, IntPtr group);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateBall"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr JointCreateBall(IntPtr world, IntPtr group);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateContact"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr JointCreateContact(IntPtr world, IntPtr group, ref Contact contact);
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateContact"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr JointCreateContactPtr(IntPtr world, IntPtr group, IntPtr contact);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateFixed"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr JointCreateFixed(IntPtr world, IntPtr group);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateHinge"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr JointCreateHinge(IntPtr world, IntPtr group);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateHinge2"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr JointCreateHinge2(IntPtr world, IntPtr group);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateLMotor"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr JointCreateLMotor(IntPtr world, IntPtr group);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateNull"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr JointCreateNull(IntPtr world, IntPtr group);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreatePR"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr JointCreatePR(IntPtr world, IntPtr group);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreatePlane2D"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr JointCreatePlane2D(IntPtr world, IntPtr group);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateSlider"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr JointCreateSlider(IntPtr world, IntPtr group);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateUniversal"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr JointCreateUniversal(IntPtr world, IntPtr group);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointDestroy"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointDestroy(IntPtr j);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAngle"), SuppressUnmanagedCodeSecurity]
+ public static extern dReal JointGetAMotorAngle(IntPtr j, int anum);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAngleRate"), SuppressUnmanagedCodeSecurity]
+ public static extern dReal JointGetAMotorAngleRate(IntPtr j, int anum);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAxis"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointGetAMotorAxis(IntPtr j, int anum, out Vector3 result);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAxisRel"), SuppressUnmanagedCodeSecurity]
+ public static extern int JointGetAMotorAxisRel(IntPtr j, int anum);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorMode"), SuppressUnmanagedCodeSecurity]
+ public static extern int JointGetAMotorMode(IntPtr j);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorNumAxes"), SuppressUnmanagedCodeSecurity]
+ public static extern int JointGetAMotorNumAxes(IntPtr j);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorParam"), SuppressUnmanagedCodeSecurity]
+ public static extern dReal JointGetAMotorParam(IntPtr j, int parameter);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBallAnchor"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointGetBallAnchor(IntPtr j, out Vector3 result);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBallAnchor2"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointGetBallAnchor2(IntPtr j, out Vector3 result);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBody"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr JointGetBody(IntPtr j);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetData"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr JointGetData(IntPtr j);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetFeedback"), SuppressUnmanagedCodeSecurity]
+ public extern unsafe static JointFeedback* JointGetFeedbackUnsafe(IntPtr j);
+ public static JointFeedback JointGetFeedback(IntPtr j)
+ {
+ unsafe { return *(JointGetFeedbackUnsafe(j)); }
+ }
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAnchor"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointGetHingeAnchor(IntPtr j, out Vector3 result);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAngle"), SuppressUnmanagedCodeSecurity]
+ public static extern dReal JointGetHingeAngle(IntPtr j);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAngleRate"), SuppressUnmanagedCodeSecurity]
+ public static extern dReal JointGetHingeAngleRate(IntPtr j);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAxis"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointGetHingeAxis(IntPtr j, out Vector3 result);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeParam"), SuppressUnmanagedCodeSecurity]
+ public static extern dReal JointGetHingeParam(IntPtr j, int parameter);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle1"), SuppressUnmanagedCodeSecurity]
+ public static extern dReal JointGetHinge2Angle1(IntPtr j);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle1Rate"), SuppressUnmanagedCodeSecurity]
+ public static extern dReal JointGetHinge2Angle1Rate(IntPtr j);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle2Rate"), SuppressUnmanagedCodeSecurity]
+ public static extern dReal JointGetHinge2Angle2Rate(IntPtr j);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAnchor2"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointGetHingeAnchor2(IntPtr j, out Vector3 result);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Anchor"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointGetHinge2Anchor(IntPtr j, out Vector3 result);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Anchor2"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointGetHinge2Anchor2(IntPtr j, out Vector3 result);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Axis1"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointGetHinge2Axis1(IntPtr j, out Vector3 result);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Axis2"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointGetHinge2Axis2(IntPtr j, out Vector3 result);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Param"), SuppressUnmanagedCodeSecurity]
+ public static extern dReal JointGetHinge2Param(IntPtr j, int parameter);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorAxis"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointGetLMotorAxis(IntPtr j, int anum, out Vector3 result);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorNumAxes"), SuppressUnmanagedCodeSecurity]
+ public static extern int JointGetLMotorNumAxes(IntPtr j);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorParam"), SuppressUnmanagedCodeSecurity]
+ public static extern dReal JointGetLMotorParam(IntPtr j, int parameter);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAnchor"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointGetPRAnchor(IntPtr j, out Vector3 result);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAxis1"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointGetPRAxis1(IntPtr j, out Vector3 result);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAxis2"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointGetPRAxis2(IntPtr j, out Vector3 result);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRParam"), SuppressUnmanagedCodeSecurity]
+ public static extern dReal JointGetPRParam(IntPtr j, int parameter);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRPosition"), SuppressUnmanagedCodeSecurity]
+ public static extern dReal JointGetPRPosition(IntPtr j);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRPositionRate"), SuppressUnmanagedCodeSecurity]
+ public static extern dReal JointGetPRPositionRate(IntPtr j);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderAxis"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointGetSliderAxis(IntPtr j, out Vector3 result);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderParam"), SuppressUnmanagedCodeSecurity]
+ public static extern dReal JointGetSliderParam(IntPtr j, int parameter);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderPosition"), SuppressUnmanagedCodeSecurity]
+ public static extern dReal JointGetSliderPosition(IntPtr j);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderPositionRate"), SuppressUnmanagedCodeSecurity]
+ public static extern dReal JointGetSliderPositionRate(IntPtr j);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetType"), SuppressUnmanagedCodeSecurity]
+ public static extern JointType JointGetType(IntPtr j);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAnchor"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointGetUniversalAnchor(IntPtr j, out Vector3 result);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAnchor2"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointGetUniversalAnchor2(IntPtr j, out Vector3 result);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle1"), SuppressUnmanagedCodeSecurity]
+ public static extern dReal JointGetUniversalAngle1(IntPtr j);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle1Rate"), SuppressUnmanagedCodeSecurity]
+ public static extern dReal JointGetUniversalAngle1Rate(IntPtr j);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle2"), SuppressUnmanagedCodeSecurity]
+ public static extern dReal JointGetUniversalAngle2(IntPtr j);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle2Rate"), SuppressUnmanagedCodeSecurity]
+ public static extern dReal JointGetUniversalAngle2Rate(IntPtr j);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngles"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointGetUniversalAngles(IntPtr j, out dReal angle1, out dReal angle2);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAxis1"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointGetUniversalAxis1(IntPtr j, out Vector3 result);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAxis2"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointGetUniversalAxis2(IntPtr j, out Vector3 result);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalParam"), SuppressUnmanagedCodeSecurity]
+ public static extern dReal JointGetUniversalParam(IntPtr j, int parameter);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupCreate"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr JointGroupCreate(int max_size);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupDestroy"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointGroupDestroy(IntPtr group);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupEmpty"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointGroupEmpty(IntPtr group);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorAngle"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointSetAMotorAngle(IntPtr j, int anum, dReal angle);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorAxis"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointSetAMotorAxis(IntPtr j, int anum, int rel, dReal x, dReal y, dReal z);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorMode"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointSetAMotorMode(IntPtr j, int mode);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorNumAxes"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointSetAMotorNumAxes(IntPtr group, int num);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorParam"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointSetAMotorParam(IntPtr group, int parameter, dReal value);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetBallAnchor"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointSetBallAnchor(IntPtr j, dReal x, dReal y, dReal z);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetBallAnchor2"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointSetBallAnchor2(IntPtr j, dReal x, dReal y, dReal z);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetData"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointSetData(IntPtr j, IntPtr data);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetFeedback"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointSetFeedback(IntPtr j, out JointFeedback feedback);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetFixed"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointSetFixed(IntPtr j);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAnchor"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointSetHingeAnchor(IntPtr j, dReal x, dReal y, dReal z);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAnchorDelta"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointSetHingeAnchorDelta(IntPtr j, dReal x, dReal y, dReal z, dReal ax, dReal ay, dReal az);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAxis"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointSetHingeAxis(IntPtr j, dReal x, dReal y, dReal z);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeParam"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointSetHingeParam(IntPtr j, int parameter, dReal value);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Anchor"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointSetHinge2Anchor(IntPtr j, dReal x, dReal y, dReal z);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Axis1"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointSetHinge2Axis1(IntPtr j, dReal x, dReal y, dReal z);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Axis2"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointSetHinge2Axis2(IntPtr j, dReal x, dReal y, dReal z);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Param"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointSetHinge2Param(IntPtr j, int parameter, dReal value);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorAxis"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointSetLMotorAxis(IntPtr j, int anum, int rel, dReal x, dReal y, dReal z);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorNumAxes"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointSetLMotorNumAxes(IntPtr j, int num);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorParam"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointSetLMotorParam(IntPtr j, int parameter, dReal value);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DAngleParam"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointSetPlane2DAngleParam(IntPtr j, int parameter, dReal value);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DXParam"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointSetPlane2DXParam(IntPtr j, int parameter, dReal value);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DYParam"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointSetPlane2DYParam(IntPtr j, int parameter, dReal value);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAnchor"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointSetPRAnchor(IntPtr j, dReal x, dReal y, dReal z);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAxis1"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointSetPRAxis1(IntPtr j, dReal x, dReal y, dReal z);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAxis2"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointSetPRAxis2(IntPtr j, dReal x, dReal y, dReal z);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRParam"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointSetPRParam(IntPtr j, int parameter, dReal value);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderAxis"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointSetSliderAxis(IntPtr j, dReal x, dReal y, dReal z);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderAxisDelta"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointSetSliderAxisDelta(IntPtr j, dReal x, dReal y, dReal z, dReal ax, dReal ay, dReal az);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderParam"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointSetSliderParam(IntPtr j, int parameter, dReal value);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAnchor"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointSetUniversalAnchor(IntPtr j, dReal x, dReal y, dReal z);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAxis1"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointSetUniversalAxis1(IntPtr j, dReal x, dReal y, dReal z);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAxis2"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointSetUniversalAxis2(IntPtr j, dReal x, dReal y, dReal z);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalParam"), SuppressUnmanagedCodeSecurity]
+ public static extern void JointSetUniversalParam(IntPtr j, int parameter, dReal value);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dLDLTAddTL"), SuppressUnmanagedCodeSecurity]
+ public static extern void LDLTAddTL(ref dReal L, ref dReal d, ref dReal a, int n, int nskip);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassAdd"), SuppressUnmanagedCodeSecurity]
+ public static extern void MassAdd(ref Mass a, ref Mass b);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassAdjust"), SuppressUnmanagedCodeSecurity]
+ public static extern void MassAdjust(ref Mass m, dReal newmass);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassCheck"), SuppressUnmanagedCodeSecurity]
+ public static extern bool MassCheck(ref Mass m);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassRotate"), SuppressUnmanagedCodeSecurity]
+ public static extern void MassRotate(ref Mass mass, ref Matrix3 R);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassRotate"), SuppressUnmanagedCodeSecurity]
+ public static extern void MassRotate(ref Mass mass, ref dReal M00);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetBox"), SuppressUnmanagedCodeSecurity]
+ public static extern void MassSetBox(out Mass mass, dReal density, dReal lx, dReal ly, dReal lz);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetBoxTotal"), SuppressUnmanagedCodeSecurity]
+ public static extern void MassSetBoxTotal(out Mass mass, dReal total_mass, dReal lx, dReal ly, dReal lz);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCapsule"), SuppressUnmanagedCodeSecurity]
+ public static extern void MassSetCapsule(out Mass mass, dReal density, int direction, dReal radius, dReal length);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCapsuleTotal"), SuppressUnmanagedCodeSecurity]
+ public static extern void MassSetCapsuleTotal(out Mass mass, dReal total_mass, int direction, dReal radius, dReal length);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCylinder"), SuppressUnmanagedCodeSecurity]
+ public static extern void MassSetCylinder(out Mass mass, dReal density, int direction, dReal radius, dReal length);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCylinderTotal"), SuppressUnmanagedCodeSecurity]
+ public static extern void MassSetCylinderTotal(out Mass mass, dReal total_mass, int direction, dReal radius, dReal length);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetParameters"), SuppressUnmanagedCodeSecurity]
+ public static extern void MassSetParameters(out Mass mass, dReal themass,
+ dReal cgx, dReal cgy, dReal cgz,
+ dReal i11, dReal i22, dReal i33,
+ dReal i12, dReal i13, dReal i23);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetSphere"), SuppressUnmanagedCodeSecurity]
+ public static extern void MassSetSphere(out Mass mass, dReal density, dReal radius);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetSphereTotal"), SuppressUnmanagedCodeSecurity]
+ public static extern void dMassSetSphereTotal(out Mass mass, dReal total_mass, dReal radius);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetTrimesh"), SuppressUnmanagedCodeSecurity]
+ public static extern void MassSetTrimesh(out Mass mass, dReal density, IntPtr g);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetZero"), SuppressUnmanagedCodeSecurity]
+ public static extern void MassSetZero(out Mass mass);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassTranslate"), SuppressUnmanagedCodeSecurity]
+ public static extern void MassTranslate(ref Mass mass, dReal x, dReal y, dReal z);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply0"), SuppressUnmanagedCodeSecurity]
+ public static extern void Multiply0(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply0"), SuppressUnmanagedCodeSecurity]
+ private static extern void MultiplyiM3V3(out Vector3 vout, ref Matrix3 matrix, ref Vector3 vect,int p, int q, int r);
+ public static void MultiplyM3V3(out Vector3 outvector, ref Matrix3 matrix, ref Vector3 invector)
+ {
+ MultiplyiM3V3(out outvector, ref matrix, ref invector, 3, 3, 1);
+ }
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply1"), SuppressUnmanagedCodeSecurity]
+ public static extern void Multiply1(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply2"), SuppressUnmanagedCodeSecurity]
+ public static extern void Multiply2(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQFromAxisAndAngle"), SuppressUnmanagedCodeSecurity]
+ public static extern void QFromAxisAndAngle(out Quaternion q, dReal ax, dReal ay, dReal az, dReal angle);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQfromR"), SuppressUnmanagedCodeSecurity]
+ public static extern void QfromR(out Quaternion q, ref Matrix3 R);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply0"), SuppressUnmanagedCodeSecurity]
+ public static extern void QMultiply0(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply1"), SuppressUnmanagedCodeSecurity]
+ public static extern void QMultiply1(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply2"), SuppressUnmanagedCodeSecurity]
+ public static extern void QMultiply2(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply3"), SuppressUnmanagedCodeSecurity]
+ public static extern void QMultiply3(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQSetIdentity"), SuppressUnmanagedCodeSecurity]
+ public static extern void QSetIdentity(out Quaternion q);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQuadTreeSpaceCreate"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr QuadTreeSpaceCreate(IntPtr space, ref Vector3 center, ref Vector3 extents, int depth);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQuadTreeSpaceCreate"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr QuadTreeSpaceCreate(IntPtr space, ref dReal centerX, ref dReal extentsX, int depth);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRandReal"), SuppressUnmanagedCodeSecurity]
+ public static extern dReal RandReal();
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFrom2Axes"), SuppressUnmanagedCodeSecurity]
+ public static extern void RFrom2Axes(out Matrix3 R, dReal ax, dReal ay, dReal az, dReal bx, dReal by, dReal bz);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromAxisAndAngle"), SuppressUnmanagedCodeSecurity]
+ public static extern void RFromAxisAndAngle(out Matrix3 R, dReal x, dReal y, dReal z, dReal angle);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromEulerAngles"), SuppressUnmanagedCodeSecurity]
+ public static extern void RFromEulerAngles(out Matrix3 R, dReal phi, dReal theta, dReal psi);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRfromQ"), SuppressUnmanagedCodeSecurity]
+ public static extern void RfromQ(out Matrix3 R, ref Quaternion q);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromZAxis"), SuppressUnmanagedCodeSecurity]
+ public static extern void RFromZAxis(out Matrix3 R, dReal ax, dReal ay, dReal az);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRSetIdentity"), SuppressUnmanagedCodeSecurity]
+ public static extern void RSetIdentity(out Matrix3 R);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSetValue"), SuppressUnmanagedCodeSecurity]
+ public static extern void SetValue(out dReal a, int n);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSetZero"), SuppressUnmanagedCodeSecurity]
+ public static extern void SetZero(out dReal a, int n);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSimpleSpaceCreate"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr SimpleSpaceCreate(IntPtr space);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveCholesky"), SuppressUnmanagedCodeSecurity]
+ public static extern void SolveCholesky(ref dReal L, out dReal b, int n);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveL1"), SuppressUnmanagedCodeSecurity]
+ public static extern void SolveL1(ref dReal L, out dReal b, int n, int nskip);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveL1T"), SuppressUnmanagedCodeSecurity]
+ public static extern void SolveL1T(ref dReal L, out dReal b, int n, int nskip);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveLDLT"), SuppressUnmanagedCodeSecurity]
+ public static extern void SolveLDLT(ref dReal L, ref dReal d, out dReal b, int n, int nskip);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceAdd"), SuppressUnmanagedCodeSecurity]
+ public static extern void SpaceAdd(IntPtr space, IntPtr geom);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceLockQuery"), SuppressUnmanagedCodeSecurity]
+ public static extern bool SpaceLockQuery(IntPtr space);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceClean"), SuppressUnmanagedCodeSecurity]
+ public static extern void SpaceClean(IntPtr space);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceCollide"), SuppressUnmanagedCodeSecurity]
+ public static extern void SpaceCollide(IntPtr space, IntPtr data, NearCallback callback);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceCollide2"), SuppressUnmanagedCodeSecurity]
+ public static extern void SpaceCollide2(IntPtr space1, IntPtr space2, IntPtr data, NearCallback callback);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceDestroy"), SuppressUnmanagedCodeSecurity]
+ public static extern void SpaceDestroy(IntPtr space);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetCleanup"), SuppressUnmanagedCodeSecurity]
+ public static extern bool SpaceGetCleanup(IntPtr space);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetNumGeoms"), SuppressUnmanagedCodeSecurity]
+ public static extern int SpaceGetNumGeoms(IntPtr space);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetGeom"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr SpaceGetGeom(IntPtr space, int i);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetSublevel"), SuppressUnmanagedCodeSecurity]
+ public static extern int SpaceGetSublevel(IntPtr space);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceQuery"), SuppressUnmanagedCodeSecurity]
+ public static extern bool SpaceQuery(IntPtr space, IntPtr geom);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceRemove"), SuppressUnmanagedCodeSecurity]
+ public static extern void SpaceRemove(IntPtr space, IntPtr geom);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceSetCleanup"), SuppressUnmanagedCodeSecurity]
+ public static extern void SpaceSetCleanup(IntPtr space, bool mode);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceSetSublevel"), SuppressUnmanagedCodeSecurity]
+ public static extern void SpaceSetSublevel(IntPtr space, int sublevel);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSweepAndPruneSpaceCreate"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr SweepAndPruneSpaceCreate(IntPtr space, int AxisOrder);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dVectorScale"), SuppressUnmanagedCodeSecurity]
+ public static extern void VectorScale(out dReal a, ref dReal d, int n);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldCreate"), SuppressUnmanagedCodeSecurity]
+ public static extern IntPtr WorldCreate();
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldDestroy"), SuppressUnmanagedCodeSecurity]
+ public static extern void WorldDestroy(IntPtr world);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableAverageSamplesCount"), SuppressUnmanagedCodeSecurity]
+ public static extern int WorldGetAutoDisableAverageSamplesCount(IntPtr world);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
+ public static extern dReal WorldGetAutoDisableAngularThreshold(IntPtr world);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
+ public static extern bool WorldGetAutoDisableFlag(IntPtr world);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
+ public static extern dReal WorldGetAutoDisableLinearThreshold(IntPtr world);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
+ public static extern int WorldGetAutoDisableSteps(IntPtr world);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
+ public static extern dReal WorldGetAutoDisableTime(IntPtr world);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoEnableDepthSF1"), SuppressUnmanagedCodeSecurity]
+ public static extern int WorldGetAutoEnableDepthSF1(IntPtr world);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetCFM"), SuppressUnmanagedCodeSecurity]
+ public static extern dReal WorldGetCFM(IntPtr world);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetERP"), SuppressUnmanagedCodeSecurity]
+ public static extern dReal WorldGetERP(IntPtr world);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetGravity"), SuppressUnmanagedCodeSecurity]
+ public static extern void WorldGetGravity(IntPtr world, out Vector3 gravity);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetGravity"), SuppressUnmanagedCodeSecurity]
+ public static extern void WorldGetGravity(IntPtr world, out dReal X);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetContactMaxCorrectingVel"), SuppressUnmanagedCodeSecurity]
+ public static extern dReal WorldGetContactMaxCorrectingVel(IntPtr world);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetContactSurfaceLayer"), SuppressUnmanagedCodeSecurity]
+ public static extern dReal WorldGetContactSurfaceLayer(IntPtr world);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAngularDamping"), SuppressUnmanagedCodeSecurity]
+ public static extern dReal WorldGetAngularDamping(IntPtr world);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
+ public static extern dReal WorldGetAngularDampingThreshold(IntPtr world);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetLinearDamping"), SuppressUnmanagedCodeSecurity]
+ public static extern dReal WorldGetLinearDamping(IntPtr world);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
+ public static extern dReal WorldGetLinearDampingThreshold(IntPtr world);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetQuickStepNumIterations"), SuppressUnmanagedCodeSecurity]
+ public static extern int WorldGetQuickStepNumIterations(IntPtr world);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetQuickStepW"), SuppressUnmanagedCodeSecurity]
+ public static extern dReal WorldGetQuickStepW(IntPtr world);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetMaxAngularSpeed"), SuppressUnmanagedCodeSecurity]
+ public static extern dReal WorldGetMaxAngularSpeed(IntPtr world);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldImpulseToForce"), SuppressUnmanagedCodeSecurity]
+ public static extern void WorldImpulseToForce(IntPtr world, dReal stepsize, dReal ix, dReal iy, dReal iz, out Vector3 force);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldImpulseToForce"), SuppressUnmanagedCodeSecurity]
+ public static extern void WorldImpulseToForce(IntPtr world, dReal stepsize, dReal ix, dReal iy, dReal iz, out dReal forceX);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldQuickStep"), SuppressUnmanagedCodeSecurity]
+ public static extern void WorldQuickStep(IntPtr world, dReal stepsize);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAngularDamping"), SuppressUnmanagedCodeSecurity]
+ public static extern void WorldSetAngularDamping(IntPtr world, dReal scale);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
+ public static extern void WorldSetAngularDampingThreshold(IntPtr world, dReal threshold);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
+ public static extern void WorldSetAutoDisableAngularThreshold(IntPtr world, dReal angular_threshold);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableAverageSamplesCount"), SuppressUnmanagedCodeSecurity]
+ public static extern void WorldSetAutoDisableAverageSamplesCount(IntPtr world, int average_samples_count);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
+ public static extern void WorldSetAutoDisableFlag(IntPtr world, bool do_auto_disable);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
+ public static extern void WorldSetAutoDisableLinearThreshold(IntPtr world, dReal linear_threshold);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
+ public static extern void WorldSetAutoDisableSteps(IntPtr world, int steps);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
+ public static extern void WorldSetAutoDisableTime(IntPtr world, dReal time);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoEnableDepthSF1"), SuppressUnmanagedCodeSecurity]
+ public static extern void WorldSetAutoEnableDepthSF1(IntPtr world, int autoEnableDepth);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetCFM"), SuppressUnmanagedCodeSecurity]
+ public static extern void WorldSetCFM(IntPtr world, dReal cfm);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetContactMaxCorrectingVel"), SuppressUnmanagedCodeSecurity]
+ public static extern void WorldSetContactMaxCorrectingVel(IntPtr world, dReal vel);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetContactSurfaceLayer"), SuppressUnmanagedCodeSecurity]
+ public static extern void WorldSetContactSurfaceLayer(IntPtr world, dReal depth);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetDamping"), SuppressUnmanagedCodeSecurity]
+ public static extern void WorldSetDamping(IntPtr world, dReal linear_scale, dReal angular_scale);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetERP"), SuppressUnmanagedCodeSecurity]
+ public static extern void WorldSetERP(IntPtr world, dReal erp);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetGravity"), SuppressUnmanagedCodeSecurity]
+ public static extern void WorldSetGravity(IntPtr world, dReal x, dReal y, dReal z);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetLinearDamping"), SuppressUnmanagedCodeSecurity]
+ public static extern void WorldSetLinearDamping(IntPtr world, dReal scale);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
+ public static extern void WorldSetLinearDampingThreshold(IntPtr world, dReal threshold);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetQuickStepNumIterations"), SuppressUnmanagedCodeSecurity]
+ public static extern void WorldSetQuickStepNumIterations(IntPtr world, int num);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetQuickStepW"), SuppressUnmanagedCodeSecurity]
+ public static extern void WorldSetQuickStepW(IntPtr world, dReal over_relaxation);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetMaxAngularSpeed"), SuppressUnmanagedCodeSecurity]
+ public static extern void WorldSetMaxAngularSpeed(IntPtr world, dReal max_speed);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldStep"), SuppressUnmanagedCodeSecurity]
+ public static extern void WorldStep(IntPtr world, dReal stepsize);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldStepFast1"), SuppressUnmanagedCodeSecurity]
+ public static extern void WorldStepFast1(IntPtr world, dReal stepsize, int maxiterations);
+
+ [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldExportDIF"), SuppressUnmanagedCodeSecurity]
+ public static extern void WorldExportDIF(IntPtr world, string filename, bool append, string prefix);
+ }
+}
diff --git a/OpenSim/Region/PhysicsModules/ubOde/ODECharacter.cs b/OpenSim/Region/PhysicsModules/ubOde/ODECharacter.cs
new file mode 100644
index 0000000..cc37ef5
--- /dev/null
+++ b/OpenSim/Region/PhysicsModules/ubOde/ODECharacter.cs
@@ -0,0 +1,1847 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+
+// Revision by Ubit 2011/12
+
+using System;
+using System.Collections.Generic;
+using System.Reflection;
+using OpenMetaverse;
+using OdeAPI;
+using OpenSim.Framework;
+using OpenSim.Region.PhysicsModules.SharedBase;
+using log4net;
+
+namespace OpenSim.Region.PhysicsModule.ubOde
+{
+ ///
+ /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
+ ///
+
+ public enum dParam : int
+ {
+ LowStop = 0,
+ HiStop = 1,
+ Vel = 2,
+ FMax = 3,
+ FudgeFactor = 4,
+ Bounce = 5,
+ CFM = 6,
+ StopERP = 7,
+ StopCFM = 8,
+ LoStop2 = 256,
+ HiStop2 = 257,
+ Vel2 = 258,
+ FMax2 = 259,
+ StopERP2 = 7 + 256,
+ StopCFM2 = 8 + 256,
+ LoStop3 = 512,
+ HiStop3 = 513,
+ Vel3 = 514,
+ FMax3 = 515,
+ StopERP3 = 7 + 512,
+ StopCFM3 = 8 + 512
+ }
+
+ public class OdeCharacter : PhysicsActor
+ {
+ private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
+
+ private Vector3 _position;
+ private Vector3 _zeroPosition;
+ private Vector3 _velocity;
+ private Vector3 _target_velocity;
+ private Vector3 _acceleration;
+ private Vector3 m_rotationalVelocity;
+ private Vector3 m_size;
+ private Vector3 m_collideNormal;
+ private Quaternion m_orientation;
+ private Quaternion m_orientation2D;
+ private float m_mass = 80f;
+ public float m_density = 60f;
+ private bool m_pidControllerActive = true;
+
+ const float basePID_D = 0.55f; // scaled for unit mass unit time (2200 /(50*80))
+ const float basePID_P = 0.225f; // scaled for unit mass unit time (900 /(50*80))
+ public float PID_D;
+ public float PID_P;
+
+ private float timeStep;
+ private float invtimeStep;
+
+ private float m_feetOffset = 0;
+ private float feetOff = 0;
+ private float boneOff = 0;
+ private float AvaAvaSizeXsq = 0.3f;
+ private float AvaAvaSizeYsq = 0.2f;
+
+ public float walkDivisor = 1.3f;
+ public float runDivisor = 0.8f;
+ private bool flying = false;
+ private bool m_iscolliding = false;
+ private bool m_iscollidingGround = false;
+ private bool m_iscollidingObj = false;
+ private bool m_alwaysRun = false;
+
+ private bool _zeroFlag = false;
+
+
+ private uint m_localID = 0;
+ public bool m_returnCollisions = false;
+ // taints and their non-tainted counterparts
+ public bool m_isPhysical = false; // the current physical status
+ public float MinimumGroundFlightOffset = 3f;
+
+ private float m_buoyancy = 0f;
+
+ private bool m_freemove = false;
+ // private CollisionLocker ode;
+
+// private string m_name = String.Empty;
+ // other filter control
+ int m_colliderfilter = 0;
+ int m_colliderGroundfilter = 0;
+ int m_colliderObjectfilter = 0;
+
+ // Default we're a Character
+ private CollisionCategories m_collisionCategories = (CollisionCategories.Character);
+
+ // Default, Collide with Other Geometries, spaces, bodies and characters.
+ private CollisionCategories m_collisionFlags = (CollisionCategories.Character
+ | CollisionCategories.Geom
+ | CollisionCategories.VolumeDtc
+ );
+ // we do land collisions not ode | CollisionCategories.Land);
+ public IntPtr Body = IntPtr.Zero;
+ private ODEScene _parent_scene;
+ private IntPtr capsule = IntPtr.Zero;
+ public IntPtr collider = IntPtr.Zero;
+
+ public IntPtr Amotor = IntPtr.Zero;
+
+ public d.Mass ShellMass;
+
+ public int m_eventsubscription = 0;
+ private int m_cureventsubscription = 0;
+ private CollisionEventUpdate CollisionEventsThisFrame = null;
+ private bool SentEmptyCollisionsEvent;
+
+ // unique UUID of this character object
+ public UUID m_uuid;
+ public bool bad = false;
+
+ float mu;
+
+ public OdeCharacter(uint localID, String avName, ODEScene parent_scene, Vector3 pos, Vector3 pSize, float pfeetOffset, float density, float walk_divisor, float rundivisor)
+ {
+ m_uuid = UUID.Random();
+ m_localID = localID;
+
+ timeStep = parent_scene.ODE_STEPSIZE;
+ invtimeStep = 1 / timeStep;
+
+ if (pos.IsFinite())
+ {
+ if (pos.Z > 99999f)
+ {
+ pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
+ }
+ if (pos.Z < -100f) // shouldn't this be 0 ?
+ {
+ pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
+ }
+ _position = pos;
+ }
+ else
+ {
+ _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
+ m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
+ }
+
+ _parent_scene = parent_scene;
+
+
+ m_size.X = pSize.X;
+ m_size.Y = pSize.Y;
+ m_size.Z = pSize.Z;
+
+ if(m_size.X <0.01f)
+ m_size.X = 0.01f;
+ if(m_size.Y <0.01f)
+ m_size.Y = 0.01f;
+ if(m_size.Z <0.01f)
+ m_size.Z = 0.01f;
+
+ m_feetOffset = pfeetOffset;
+ m_orientation = Quaternion.Identity;
+ m_orientation2D = Quaternion.Identity;
+ m_density = density;
+
+ // force lower density for testing
+ m_density = 3.0f;
+
+ mu = parent_scene.AvatarFriction;
+
+ walkDivisor = walk_divisor;
+ runDivisor = rundivisor;
+
+ m_mass = m_density * m_size.X * m_size.Y * m_size.Z; ; // sure we have a default
+
+ PID_D = basePID_D * m_mass * invtimeStep;
+ PID_P = basePID_P * m_mass * invtimeStep;
+
+ m_isPhysical = false; // current status: no ODE information exists
+
+ Name = avName;
+
+ AddChange(changes.Add, null);
+ }
+
+ public override int PhysicsActorType
+ {
+ get { return (int)ActorTypes.Agent; }
+ set { return; }
+ }
+
+ public override void getContactData(ref ContactData cdata)
+ {
+ cdata.mu = mu;
+ cdata.bounce = 0;
+ cdata.softcolide = false;
+ }
+
+ public override bool Building { get; set; }
+
+ ///
+ /// If this is set, the avatar will move faster
+ ///
+ public override bool SetAlwaysRun
+ {
+ get { return m_alwaysRun; }
+ set { m_alwaysRun = value; }
+ }
+
+ public override uint LocalID
+ {
+ get { return m_localID; }
+ set { m_localID = value; }
+ }
+
+ public override PhysicsActor ParentActor
+ {
+ get { return (PhysicsActor)this; }
+ }
+
+ public override bool Grabbed
+ {
+ set { return; }
+ }
+
+ public override bool Selected
+ {
+ set { return; }
+ }
+
+ public override float Buoyancy
+ {
+ get { return m_buoyancy; }
+ set { m_buoyancy = value; }
+ }
+
+ public override bool FloatOnWater
+ {
+ set { return; }
+ }
+
+ public override bool IsPhysical
+ {
+ get { return m_isPhysical; }
+ set { return; }
+ }
+
+ public override bool ThrottleUpdates
+ {
+ get { return false; }
+ set { return; }
+ }
+
+ public override bool Flying
+ {
+ get { return flying; }
+ set
+ {
+ flying = value;
+// m_log.DebugFormat("[PHYSICS]: Set OdeCharacter Flying to {0}", flying);
+ }
+ }
+
+ ///
+ /// Returns if the avatar is colliding in general.
+ /// This includes the ground and objects and avatar.
+ ///
+ public override bool IsColliding
+ {
+ get { return (m_iscolliding || m_iscollidingGround); }
+ set
+ {
+ if (value)
+ {
+ m_colliderfilter += 3;
+ if (m_colliderfilter > 3)
+ m_colliderfilter = 3;
+ }
+ else
+ {
+ m_colliderfilter--;
+ if (m_colliderfilter < 0)
+ m_colliderfilter = 0;
+ }
+
+ if (m_colliderfilter == 0)
+ m_iscolliding = false;
+ else
+ {
+ m_pidControllerActive = true;
+ m_iscolliding = true;
+ m_freemove = false;
+ }
+ }
+ }
+
+ ///
+ /// Returns if an avatar is colliding with the ground
+ ///
+ public override bool CollidingGround
+ {
+ get { return m_iscollidingGround; }
+ set
+ {
+/* we now control this
+ if (value)
+ {
+ m_colliderGroundfilter += 2;
+ if (m_colliderGroundfilter > 2)
+ m_colliderGroundfilter = 2;
+ }
+ else
+ {
+ m_colliderGroundfilter--;
+ if (m_colliderGroundfilter < 0)
+ m_colliderGroundfilter = 0;
+ }
+
+ if (m_colliderGroundfilter == 0)
+ m_iscollidingGround = false;
+ else
+ m_iscollidingGround = true;
+ */
+ }
+
+ }
+
+ ///
+ /// Returns if the avatar is colliding with an object
+ ///
+ public override bool CollidingObj
+ {
+ get { return m_iscollidingObj; }
+ set
+ {
+ // Ubit filter this also
+ if (value)
+ {
+ m_colliderObjectfilter += 2;
+ if (m_colliderObjectfilter > 2)
+ m_colliderObjectfilter = 2;
+ }
+ else
+ {
+ m_colliderObjectfilter--;
+ if (m_colliderObjectfilter < 0)
+ m_colliderObjectfilter = 0;
+ }
+
+ if (m_colliderObjectfilter == 0)
+ m_iscollidingObj = false;
+ else
+ m_iscollidingObj = true;
+
+// m_iscollidingObj = value;
+
+ if (m_iscollidingObj)
+ m_pidControllerActive = false;
+ else
+ m_pidControllerActive = true;
+ }
+ }
+
+ ///
+ /// turn the PID controller on or off.
+ /// The PID Controller will turn on all by itself in many situations
+ ///
+ ///
+ public void SetPidStatus(bool status)
+ {
+ m_pidControllerActive = status;
+ }
+
+ public override bool Stopped
+ {
+ get { return _zeroFlag; }
+ }
+
+ ///
+ /// This 'puts' an avatar somewhere in the physics space.
+ /// Not really a good choice unless you 'know' it's a good
+ /// spot otherwise you're likely to orbit the avatar.
+ ///
+ public override Vector3 Position
+ {
+ get { return _position; }
+ set
+ {
+ if (value.IsFinite())
+ {
+ if (value.Z > 9999999f)
+ {
+ value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
+ }
+ if (value.Z < -100f)
+ {
+ value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
+ }
+ AddChange(changes.Position, value);
+ }
+ else
+ {
+ m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
+ }
+ }
+ }
+
+ public override Vector3 RotationalVelocity
+ {
+ get { return m_rotationalVelocity; }
+ set { m_rotationalVelocity = value; }
+ }
+
+ ///
+ /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
+ /// and use it to offset landings properly
+ ///
+ public override Vector3 Size
+ {
+ get
+ {
+ return m_size;
+ }
+ set
+ {
+ if (value.IsFinite())
+ {
+ if(value.X <0.01f)
+ value.X = 0.01f;
+ if(value.Y <0.01f)
+ value.Y = 0.01f;
+ if(value.Z <0.01f)
+ value.Z = 0.01f;
+
+ AddChange(changes.Size, value);
+ }
+ else
+ {
+ m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
+ }
+ }
+ }
+
+ public override void setAvatarSize(Vector3 size, float feetOffset)
+ {
+ if (size.IsFinite())
+ {
+ if (size.X < 0.01f)
+ size.X = 0.01f;
+ if (size.Y < 0.01f)
+ size.Y = 0.01f;
+ if (size.Z < 0.01f)
+ size.Z = 0.01f;
+
+ strAvatarSize st = new strAvatarSize();
+ st.size = size;
+ st.offset = feetOffset;
+ AddChange(changes.AvatarSize, st);
+ }
+ else
+ {
+ m_log.Warn("[PHYSICS]: Got a NaN AvatarSize from Scene on a Character");
+ }
+
+ }
+ ///
+ /// This creates the Avatar's physical Surrogate at the position supplied
+ ///
+ ///
+ ///
+ ///
+
+ //
+ ///
+ /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
+ /// This may be used in calculations in the scene/scenepresence
+ ///
+ public override float Mass
+ {
+ get
+ {
+ return m_mass;
+ }
+ }
+ public override void link(PhysicsActor obj)
+ {
+
+ }
+
+ public override void delink()
+ {
+
+ }
+
+ public override void LockAngularMotion(Vector3 axis)
+ {
+
+ }
+
+
+ public override Vector3 Force
+ {
+ get { return _target_velocity; }
+ set { return; }
+ }
+
+ public override int VehicleType
+ {
+ get { return 0; }
+ set { return; }
+ }
+
+ public override void VehicleFloatParam(int param, float value)
+ {
+
+ }
+
+ public override void VehicleVectorParam(int param, Vector3 value)
+ {
+
+ }
+
+ public override void VehicleRotationParam(int param, Quaternion rotation)
+ {
+
+ }
+
+ public override void VehicleFlags(int param, bool remove)
+ {
+
+ }
+
+ public override void SetVolumeDetect(int param)
+ {
+
+ }
+
+ public override Vector3 CenterOfMass
+ {
+ get
+ {
+ Vector3 pos = _position;
+ return pos;
+ }
+ }
+
+ public override Vector3 GeometricCenter
+ {
+ get
+ {
+ Vector3 pos = _position;
+ return pos;
+ }
+ }
+
+ public override PrimitiveBaseShape Shape
+ {
+ set { return; }
+ }
+
+ public override Vector3 Velocity
+ {
+ get
+ {
+ return _velocity;
+ }
+ set
+ {
+ if (value.IsFinite())
+ {
+ AddChange(changes.Velocity, value);
+ }
+ else
+ {
+ m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
+ }
+ }
+ }
+
+ public override Vector3 Torque
+ {
+ get { return Vector3.Zero; }
+ set { return; }
+ }
+
+ public override float CollisionScore
+ {
+ get { return 0f; }
+ set { }
+ }
+
+ public override bool Kinematic
+ {
+ get { return false; }
+ set { }
+ }
+
+ public override Quaternion Orientation
+ {
+ get { return m_orientation; }
+ set
+ {
+// fakeori = value;
+// givefakeori++;
+ value.Normalize();
+ AddChange(changes.Orientation, value);
+ }
+ }
+
+ public override Vector3 Acceleration
+ {
+ get { return _acceleration; }
+ set { }
+ }
+
+ public void SetAcceleration(Vector3 accel)
+ {
+ m_pidControllerActive = true;
+ _acceleration = accel;
+ }
+
+ ///
+ /// Adds the force supplied to the Target Velocity
+ /// The PID controller takes this target velocity and tries to make it a reality
+ ///
+ ///
+ public override void AddForce(Vector3 force, bool pushforce)
+ {
+ if (force.IsFinite())
+ {
+ if (pushforce)
+ {
+ AddChange(changes.Force, force * m_density / (_parent_scene.ODE_STEPSIZE * 28f));
+ }
+ else
+ {
+ AddChange(changes.Velocity, force);
+ }
+ }
+ else
+ {
+ m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
+ }
+ //m_lastUpdateSent = false;
+ }
+
+ public override void AddAngularForce(Vector3 force, bool pushforce)
+ {
+
+ }
+
+ public override void SetMomentum(Vector3 momentum)
+ {
+ if (momentum.IsFinite())
+ AddChange(changes.Momentum, momentum);
+ }
+
+
+ private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ)
+ {
+ // sizes one day should came from visual parameters
+ float sx = m_size.X;
+ float sy = m_size.Y;
+ float sz = m_size.Z;
+
+ float bot = -sz * 0.5f + m_feetOffset;
+ boneOff = bot + 0.3f;
+
+ float feetsz = sz * 0.45f;
+ if (feetsz > 0.6f)
+ feetsz = 0.6f;
+
+ feetOff = bot + feetsz;
+
+ AvaAvaSizeXsq = 0.4f * sx;
+ AvaAvaSizeXsq *= AvaAvaSizeXsq;
+ AvaAvaSizeYsq = 0.5f * sy;
+ AvaAvaSizeYsq *= AvaAvaSizeYsq;
+
+ _parent_scene.waitForSpaceUnlock(_parent_scene.CharsSpace);
+
+ collider = d.HashSpaceCreate(_parent_scene.CharsSpace);
+ d.HashSpaceSetLevels(collider, -4, 3);
+ d.SpaceSetSublevel(collider, 3);
+ d.SpaceSetCleanup(collider, false);
+ d.GeomSetCategoryBits(collider, (uint)m_collisionCategories);
+ d.GeomSetCollideBits(collider, (uint)m_collisionFlags);
+
+ float r = m_size.X;
+ if (m_size.Y > r)
+ r = m_size.Y;
+ float l = m_size.Z - r;
+ r *= 0.5f;
+
+ capsule = d.CreateCapsule(collider, r, l);
+
+ m_mass = m_density * m_size.X * m_size.Y * m_size.Z; // update mass
+
+ d.MassSetBoxTotal(out ShellMass, m_mass, m_size.X, m_size.Y, m_size.Z);
+
+ PID_D = basePID_D * m_mass / _parent_scene.ODE_STEPSIZE;
+ PID_P = basePID_P * m_mass / _parent_scene.ODE_STEPSIZE;
+
+ Body = d.BodyCreate(_parent_scene.world);
+
+ _zeroFlag = false;
+ m_pidControllerActive = true;
+ m_freemove = false;
+
+ _velocity = Vector3.Zero;
+
+ d.BodySetAutoDisableFlag(Body, false);
+ d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
+
+ _position.X = npositionX;
+ _position.Y = npositionY;
+ _position.Z = npositionZ;
+
+ d.BodySetMass(Body, ref ShellMass);
+ d.GeomSetBody(capsule, Body);
+
+ // The purpose of the AMotor here is to keep the avatar's physical
+ // surrogate from rotating while moving
+ Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
+ d.JointAttach(Amotor, Body, IntPtr.Zero);
+
+ d.JointSetAMotorMode(Amotor, 0);
+ d.JointSetAMotorNumAxes(Amotor, 3);
+ d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
+ d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
+ d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
+
+ d.JointSetAMotorAngle(Amotor, 0, 0);
+ d.JointSetAMotorAngle(Amotor, 1, 0);
+ d.JointSetAMotorAngle(Amotor, 2, 0);
+
+ d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f); // make it HARD
+ d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
+ d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
+ d.JointSetAMotorParam(Amotor, (int)dParam.StopERP, 0.8f);
+ d.JointSetAMotorParam(Amotor, (int)dParam.StopERP2, 0.8f);
+ d.JointSetAMotorParam(Amotor, (int)dParam.StopERP3, 0.8f);
+
+ // These lowstops and high stops are effectively (no wiggle room)
+ d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -1e-5f);
+ d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 1e-5f);
+ d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -1e-5f);
+ d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 1e-5f);
+ d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -1e-5f);
+ d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 1e-5f);
+
+ d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
+ d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel2, 0);
+ d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel3, 0);
+
+ d.JointSetAMotorParam(Amotor, (int)dParam.FMax, 5e8f);
+ d.JointSetAMotorParam(Amotor, (int)dParam.FMax2, 5e8f);
+ d.JointSetAMotorParam(Amotor, (int)dParam.FMax3, 5e8f);
+ }
+
+ ///
+ /// Destroys the avatar body and geom
+
+ private void AvatarGeomAndBodyDestroy()
+ {
+ // Kill the Amotor
+ if (Amotor != IntPtr.Zero)
+ {
+ d.JointDestroy(Amotor);
+ Amotor = IntPtr.Zero;
+ }
+
+ if (Body != IntPtr.Zero)
+ {
+ //kill the body
+ d.BodyDestroy(Body);
+ Body = IntPtr.Zero;
+ }
+
+ //kill the Geoms
+ if (capsule != IntPtr.Zero)
+ {
+ _parent_scene.actor_name_map.Remove(capsule);
+ _parent_scene.waitForSpaceUnlock(collider);
+ d.GeomDestroy(capsule);
+ capsule = IntPtr.Zero;
+ }
+
+ if (collider != IntPtr.Zero)
+ {
+ d.SpaceDestroy(collider);
+ collider = IntPtr.Zero;
+ }
+
+ }
+
+ //in place 2D rotation around Z assuming rot is normalised and is a rotation around Z
+ public void RotateXYonZ(ref float x, ref float y, ref Quaternion rot)
+ {
+ float sin = 2.0f * rot.Z * rot.W;
+ float cos = rot.W * rot.W - rot.Z * rot.Z;
+ float tx = x;
+
+ x = tx * cos - y * sin;
+ y = tx * sin + y * cos;
+ }
+ public void RotateXYonZ(ref float x, ref float y, ref float sin, ref float cos)
+ {
+ float tx = x;
+ x = tx * cos - y * sin;
+ y = tx * sin + y * cos;
+ }
+ public void invRotateXYonZ(ref float x, ref float y, ref float sin, ref float cos)
+ {
+ float tx = x;
+ x = tx * cos + y * sin;
+ y = -tx * sin + y * cos;
+ }
+
+ public void invRotateXYonZ(ref float x, ref float y, ref Quaternion rot)
+ {
+ float sin = - 2.0f * rot.Z * rot.W;
+ float cos = rot.W * rot.W - rot.Z * rot.Z;
+ float tx = x;
+
+ x = tx * cos - y * sin;
+ y = tx * sin + y * cos;
+ }
+
+ public bool Collide(IntPtr me, IntPtr other, bool reverse, ref d.ContactGeom contact,
+ ref d.ContactGeom altContact , ref bool useAltcontact, ref bool feetcollision)
+ {
+ feetcollision = false;
+ useAltcontact = false;
+
+ if (me == capsule)
+ {
+ Vector3 offset;
+
+ float h = contact.pos.Z - _position.Z;
+ offset.Z = h - feetOff;
+
+ offset.X = contact.pos.X - _position.X;
+ offset.Y = contact.pos.Y - _position.Y;
+
+ d.GeomClassID gtype = d.GeomGetClass(other);
+ if (gtype == d.GeomClassID.CapsuleClass)
+ {
+ Vector3 roff = offset * Quaternion.Inverse(m_orientation2D);
+ float r = roff.X *roff.X / AvaAvaSizeXsq;
+ r += (roff.Y * roff.Y) / AvaAvaSizeYsq;
+ if (r > 1.0f)
+ return false;
+
+ float dp = 1.0f -(float)Math.Sqrt((double)r);
+ if (dp > 0.05f)
+ dp = 0.05f;
+
+ contact.depth = dp;
+
+ if (offset.Z < 0)
+ {
+ feetcollision = true;
+ if (h < boneOff)
+ {
+ m_collideNormal.X = contact.normal.X;
+ m_collideNormal.Y = contact.normal.Y;
+ m_collideNormal.Z = contact.normal.Z;
+ IsColliding = true;
+ }
+ }
+ return true;
+ }
+/*
+ d.AABB aabb;
+ d.GeomGetAABB(other,out aabb);
+ float othertop = aabb.MaxZ - _position.Z;
+*/
+// if (offset.Z > 0 || othertop > -feetOff || contact.normal.Z > 0.35f)
+ if (offset.Z > 0 || contact.normal.Z > 0.35f)
+ {
+ if (offset.Z <= 0)
+ {
+ feetcollision = true;
+ if (h < boneOff)
+ {
+ m_collideNormal.X = contact.normal.X;
+ m_collideNormal.Y = contact.normal.Y;
+ m_collideNormal.Z = contact.normal.Z;
+ IsColliding = true;
+ }
+ }
+ return true;
+ }
+
+ altContact = contact;
+ useAltcontact = true;
+
+ offset.Z -= 0.2f;
+
+ offset.Normalize();
+
+ if (contact.depth > 0.1f)
+ contact.depth = 0.1f;
+
+ if (reverse)
+ {
+ altContact.normal.X = offset.X;
+ altContact.normal.Y = offset.Y;
+ altContact.normal.Z = offset.Z;
+ }
+ else
+ {
+ altContact.normal.X = -offset.X;
+ altContact.normal.Y = -offset.Y;
+ altContact.normal.Z = -offset.Z;
+ }
+
+ feetcollision = true;
+ if (h < boneOff)
+ {
+ m_collideNormal.X = contact.normal.X;
+ m_collideNormal.Y = contact.normal.Y;
+ m_collideNormal.Z = contact.normal.Z;
+ IsColliding = true;
+ }
+ return true;
+ }
+ return false;
+ }
+
+ ///
+ /// Called from Simulate
+ /// This is the avatar's movement control + PID Controller
+ ///
+ ///
+ public void Move(List defects)
+ {
+ if (Body == IntPtr.Zero)
+ return;
+
+ d.Vector3 dtmp = d.BodyGetPosition(Body);
+ Vector3 localpos = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
+
+ // the Amotor still lets avatar rotation to drift during colisions
+ // so force it back to identity
+
+ d.Quaternion qtmp;
+ qtmp.W = m_orientation2D.W;
+ qtmp.X = m_orientation2D.X;
+ qtmp.Y = m_orientation2D.Y;
+ qtmp.Z = m_orientation2D.Z;
+ d.BodySetQuaternion(Body, ref qtmp);
+
+ if (m_pidControllerActive == false)
+ {
+ _zeroPosition = localpos;
+ }
+
+ if (!localpos.IsFinite())
+ {
+ m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
+ defects.Add(this);
+ // _parent_scene.RemoveCharacter(this);
+
+ // destroy avatar capsule and related ODE data
+ AvatarGeomAndBodyDestroy();
+ return;
+ }
+
+ // check outbounds forcing to be in world
+ bool fixbody = false;
+ if (localpos.X < 0.0f)
+ {
+ fixbody = true;
+ localpos.X = 0.1f;
+ }
+ else if (localpos.X > _parent_scene.WorldExtents.X - 0.1f)
+ {
+ fixbody = true;
+ localpos.X = _parent_scene.WorldExtents.X - 0.1f;
+ }
+ if (localpos.Y < 0.0f)
+ {
+ fixbody = true;
+ localpos.Y = 0.1f;
+ }
+ else if (localpos.Y > _parent_scene.WorldExtents.Y - 0.1)
+ {
+ fixbody = true;
+ localpos.Y = _parent_scene.WorldExtents.Y - 0.1f;
+ }
+ if (fixbody)
+ {
+ m_freemove = false;
+ d.BodySetPosition(Body, localpos.X, localpos.Y, localpos.Z);
+ }
+
+ float breakfactor;
+
+ Vector3 vec = Vector3.Zero;
+ dtmp = d.BodyGetLinearVel(Body);
+ Vector3 vel = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
+ float velLengthSquared = vel.LengthSquared();
+
+
+ Vector3 ctz = _target_velocity;
+
+ float movementdivisor = 1f;
+ //Ubit change divisions into multiplications below
+ if (!m_alwaysRun)
+ movementdivisor = 1 / walkDivisor;
+ else
+ movementdivisor = 1 / runDivisor;
+
+ ctz.X *= movementdivisor;
+ ctz.Y *= movementdivisor;
+
+ //******************************************
+ // colide with land
+
+ d.AABB aabb;
+// d.GeomGetAABB(feetbox, out aabb);
+ d.GeomGetAABB(capsule, out aabb);
+ float chrminZ = aabb.MinZ; // move up a bit
+ Vector3 posch = localpos;
+
+ float ftmp;
+
+ if (flying)
+ {
+ ftmp = timeStep;
+ posch.X += vel.X * ftmp;
+ posch.Y += vel.Y * ftmp;
+ }
+
+ float terrainheight = _parent_scene.GetTerrainHeightAtXY(posch.X, posch.Y);
+ if (chrminZ < terrainheight)
+ {
+ if (ctz.Z < 0)
+ ctz.Z = 0;
+
+ Vector3 n = _parent_scene.GetTerrainNormalAtXY(posch.X, posch.Y);
+ float depth = terrainheight - chrminZ;
+
+ vec.Z = depth * PID_P * 50;
+
+ if (!flying)
+ vec.Z += -vel.Z * PID_D;
+
+ if (depth < 0.2f)
+ {
+ m_colliderGroundfilter++;
+ if (m_colliderGroundfilter > 2)
+ {
+ m_iscolliding = true;
+ m_colliderfilter = 2;
+
+ if (m_colliderGroundfilter > 10)
+ {
+ m_colliderGroundfilter = 10;
+ m_freemove = false;
+ }
+
+ m_collideNormal.X = n.X;
+ m_collideNormal.Y = n.Y;
+ m_collideNormal.Z = n.Z;
+
+ m_iscollidingGround = true;
+
+
+ ContactPoint contact = new ContactPoint();
+ contact.PenetrationDepth = depth;
+ contact.Position.X = localpos.X;
+ contact.Position.Y = localpos.Y;
+ contact.Position.Z = terrainheight;
+ contact.SurfaceNormal.X = -n.X;
+ contact.SurfaceNormal.Y = -n.Y;
+ contact.SurfaceNormal.Z = -n.Z;
+ contact.RelativeSpeed = -vel.Z;
+ contact.CharacterFeet = true;
+ AddCollisionEvent(0, contact);
+
+// vec.Z *= 0.5f;
+ }
+ }
+
+ else
+ {
+ m_colliderGroundfilter -= 5;
+ if (m_colliderGroundfilter <= 0)
+ {
+ m_colliderGroundfilter = 0;
+ m_iscollidingGround = false;
+ }
+ }
+ }
+ else
+ {
+ m_colliderGroundfilter -= 5;
+ if (m_colliderGroundfilter <= 0)
+ {
+ m_colliderGroundfilter = 0;
+ m_iscollidingGround = false;
+ }
+ }
+
+
+ //******************************************
+ if (!m_iscolliding)
+ m_collideNormal.Z = 0;
+
+ bool tviszero = (ctz.X == 0.0f && ctz.Y == 0.0f && ctz.Z == 0.0f);
+
+
+
+ if (!tviszero)
+ {
+ m_freemove = false;
+
+ // movement relative to surface if moving on it
+ // dont disturbe vertical movement, ie jumps
+ if (m_iscolliding && !flying && ctz.Z == 0 && m_collideNormal.Z > 0.2f && m_collideNormal.Z < 0.94f)
+ {
+ float p = ctz.X * m_collideNormal.X + ctz.Y * m_collideNormal.Y;
+ ctz.X *= (float)Math.Sqrt(1 - m_collideNormal.X * m_collideNormal.X);
+ ctz.Y *= (float)Math.Sqrt(1 - m_collideNormal.Y * m_collideNormal.Y);
+ ctz.Z -= p;
+ if (ctz.Z < 0)
+ ctz.Z *= 2;
+
+ }
+
+ }
+
+
+ if (!m_freemove)
+ {
+
+ // if velocity is zero, use position control; otherwise, velocity control
+ if (tviszero && m_iscolliding && !flying)
+ {
+ // keep track of where we stopped. No more slippin' & slidin'
+ if (!_zeroFlag)
+ {
+ _zeroFlag = true;
+ _zeroPosition = localpos;
+ }
+ if (m_pidControllerActive)
+ {
+ // We only want to deactivate the PID Controller if we think we want to have our surrogate
+ // react to the physics scene by moving it's position.
+ // Avatar to Avatar collisions
+ // Prim to avatar collisions
+
+ vec.X = -vel.X * PID_D * 2f + (_zeroPosition.X - localpos.X) * (PID_P * 5);
+ vec.Y = -vel.Y * PID_D * 2f + (_zeroPosition.Y - localpos.Y) * (PID_P * 5);
+ if(vel.Z > 0)
+ vec.Z += -vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P;
+ else
+ vec.Z += (-vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P) * 0.2f;
+/*
+ if (flying)
+ {
+ vec.Z += -vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P;
+ }
+*/
+ }
+ //PidStatus = true;
+ }
+ else
+ {
+ m_pidControllerActive = true;
+ _zeroFlag = false;
+
+ if (m_iscolliding)
+ {
+ if (!flying)
+ {
+ // we are on a surface
+ if (ctz.Z > 0f)
+ {
+ // moving up or JUMPING
+ vec.Z += (ctz.Z - vel.Z) * PID_D * 2f;
+ vec.X += (ctz.X - vel.X) * (PID_D);
+ vec.Y += (ctz.Y - vel.Y) * (PID_D);
+ }
+ else
+ {
+ // we are moving down on a surface
+ if (ctz.Z == 0)
+ {
+ if (vel.Z > 0)
+ vec.Z -= vel.Z * PID_D * 2f;
+ vec.X += (ctz.X - vel.X) * (PID_D);
+ vec.Y += (ctz.Y - vel.Y) * (PID_D);
+ }
+ // intencionally going down
+ else
+ {
+ if (ctz.Z < vel.Z)
+ vec.Z += (ctz.Z - vel.Z) * PID_D;
+ else
+ {
+ }
+
+ if (Math.Abs(ctz.X) > Math.Abs(vel.X))
+ vec.X += (ctz.X - vel.X) * (PID_D);
+ if (Math.Abs(ctz.Y) > Math.Abs(vel.Y))
+ vec.Y += (ctz.Y - vel.Y) * (PID_D);
+ }
+ }
+
+ // We're standing on something
+ }
+ else
+ {
+ // We're flying and colliding with something
+ vec.X += (ctz.X - vel.X) * (PID_D * 0.0625f);
+ vec.Y += (ctz.Y - vel.Y) * (PID_D * 0.0625f);
+ vec.Z += (ctz.Z - vel.Z) * (PID_D * 0.0625f);
+ }
+ }
+ else // ie not colliding
+ {
+ if (flying) //(!m_iscolliding && flying)
+ {
+ // we're in mid air suspended
+ vec.X += (ctz.X - vel.X) * (PID_D);
+ vec.Y += (ctz.Y - vel.Y) * (PID_D);
+ vec.Z += (ctz.Z - vel.Z) * (PID_D);
+ }
+
+ else
+ {
+ // we're not colliding and we're not flying so that means we're falling!
+ // m_iscolliding includes collisions with the ground.
+
+ // d.Vector3 pos = d.BodyGetPosition(Body);
+ vec.X += (ctz.X - vel.X) * PID_D * 0.833f;
+ vec.Y += (ctz.Y - vel.Y) * PID_D * 0.833f;
+ // hack for breaking on fall
+ if (ctz.Z == -9999f)
+ vec.Z += -vel.Z * PID_D - _parent_scene.gravityz * m_mass;
+ }
+ }
+ }
+
+ if (velLengthSquared > 2500.0f) // 50m/s apply breaks
+ {
+ breakfactor = 0.16f * m_mass;
+ vec.X -= breakfactor * vel.X;
+ vec.Y -= breakfactor * vel.Y;
+ vec.Z -= breakfactor * vel.Z;
+ }
+ }
+ else
+ {
+ breakfactor = m_mass;
+ vec.X -= breakfactor * vel.X;
+ vec.Y -= breakfactor * vel.Y;
+ if (flying)
+ vec.Z -= 0.5f * breakfactor * vel.Z;
+ else
+ vec.Z -= .16f* m_mass * vel.Z;
+ }
+
+ if (flying)
+ {
+ vec.Z -= _parent_scene.gravityz * m_mass;
+
+ //Added for auto fly height. Kitto Flora
+ float target_altitude = _parent_scene.GetTerrainHeightAtXY(localpos.X, localpos.Y) + MinimumGroundFlightOffset;
+
+ if (localpos.Z < target_altitude)
+ {
+ vec.Z += (target_altitude - localpos.Z) * PID_P * 5.0f;
+ }
+ // end add Kitto Flora
+ }
+
+ if (vec.IsFinite())
+ {
+ if (vec.X != 0 || vec.Y !=0 || vec.Z !=0)
+ d.BodyAddForce(Body, vec.X, vec.Y, vec.Z);
+ }
+ else
+ {
+ m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
+ m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
+ defects.Add(this);
+ // _parent_scene.RemoveCharacter(this);
+ // destroy avatar capsule and related ODE data
+ AvatarGeomAndBodyDestroy();
+ return;
+ }
+
+ // update our local ideia of position velocity and aceleration
+ // _position = localpos;
+ _position = localpos;
+
+ if (_zeroFlag)
+ {
+ _velocity = Vector3.Zero;
+ _acceleration = Vector3.Zero;
+ m_rotationalVelocity = Vector3.Zero;
+ }
+ else
+ {
+ Vector3 a =_velocity; // previus velocity
+ SetSmooth(ref _velocity, ref vel, 2);
+ a = (_velocity - a) * invtimeStep;
+ SetSmooth(ref _acceleration, ref a, 2);
+
+ dtmp = d.BodyGetAngularVel(Body);
+ m_rotationalVelocity.X = 0f;
+ m_rotationalVelocity.Y = 0f;
+ m_rotationalVelocity.Z = dtmp.Z;
+ Math.Round(m_rotationalVelocity.Z,3);
+ }
+ }
+
+ public void round(ref Vector3 v, int digits)
+ {
+ v.X = (float)Math.Round(v.X, digits);
+ v.Y = (float)Math.Round(v.Y, digits);
+ v.Z = (float)Math.Round(v.Z, digits);
+ }
+
+ public void SetSmooth(ref Vector3 dst, ref Vector3 value)
+ {
+ dst.X = 0.1f * dst.X + 0.9f * value.X;
+ dst.Y = 0.1f * dst.Y + 0.9f * value.Y;
+ dst.Z = 0.1f * dst.Z + 0.9f * value.Z;
+ }
+
+ public void SetSmooth(ref Vector3 dst, ref Vector3 value, int rounddigits)
+ {
+ dst.X = 0.4f * dst.X + 0.6f * value.X;
+ dst.X = (float)Math.Round(dst.X, rounddigits);
+
+ dst.Y = 0.4f * dst.Y + 0.6f * value.Y;
+ dst.Y = (float)Math.Round(dst.Y, rounddigits);
+
+ dst.Z = 0.4f * dst.Z + 0.6f * value.Z;
+ dst.Z = (float)Math.Round(dst.Z, rounddigits);
+ }
+
+
+ ///
+ /// Updates the reported position and velocity.
+ /// Used to copy variables from unmanaged space at heartbeat rate and also trigger scene updates acording
+ /// also outbounds checking
+ /// copy and outbounds now done in move(..) at ode rate
+ ///
+ ///
+ public void UpdatePositionAndVelocity()
+ {
+ return;
+
+// if (Body == IntPtr.Zero)
+// return;
+
+ }
+
+ ///
+ /// Cleanup the things we use in the scene.
+ ///
+ public void Destroy()
+ {
+ AddChange(changes.Remove, null);
+ }
+
+ public override void CrossingFailure()
+ {
+ }
+
+ public override Vector3 PIDTarget { set { return; } }
+ public override bool PIDActive {get {return m_pidControllerActive;} set { return; } }
+ public override float PIDTau { set { return; } }
+
+ public override float PIDHoverHeight { set { return; } }
+ public override bool PIDHoverActive { set { return; } }
+ public override PIDHoverType PIDHoverType { set { return; } }
+ public override float PIDHoverTau { set { return; } }
+
+ public override Quaternion APIDTarget { set { return; } }
+
+ public override bool APIDActive { set { return; } }
+
+ public override float APIDStrength { set { return; } }
+
+ public override float APIDDamping { set { return; } }
+
+
+ public override void SubscribeEvents(int ms)
+ {
+ m_eventsubscription = ms;
+ m_cureventsubscription = 0;
+ if (CollisionEventsThisFrame == null)
+ CollisionEventsThisFrame = new CollisionEventUpdate();
+ SentEmptyCollisionsEvent = false;
+ }
+
+ public override void UnSubscribeEvents()
+ {
+ if (CollisionEventsThisFrame != null)
+ {
+ lock (CollisionEventsThisFrame)
+ {
+ CollisionEventsThisFrame.Clear();
+ CollisionEventsThisFrame = null;
+ }
+ }
+ m_eventsubscription = 0;
+ }
+
+ public override void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
+ {
+ if (CollisionEventsThisFrame == null)
+ CollisionEventsThisFrame = new CollisionEventUpdate();
+ lock (CollisionEventsThisFrame)
+ {
+ CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
+ _parent_scene.AddCollisionEventReporting(this);
+ }
+ }
+
+ public void SendCollisions()
+ {
+ if (CollisionEventsThisFrame == null)
+ return;
+
+ lock (CollisionEventsThisFrame)
+ {
+ if (m_cureventsubscription < m_eventsubscription)
+ return;
+
+ m_cureventsubscription = 0;
+
+ int ncolisions = CollisionEventsThisFrame.m_objCollisionList.Count;
+
+ if (!SentEmptyCollisionsEvent || ncolisions > 0)
+ {
+ base.SendCollisionUpdate(CollisionEventsThisFrame);
+
+ if (ncolisions == 0)
+ {
+ SentEmptyCollisionsEvent = true;
+ _parent_scene.RemoveCollisionEventReporting(this);
+ }
+ else
+ {
+ SentEmptyCollisionsEvent = false;
+ CollisionEventsThisFrame.Clear();
+ }
+ }
+ }
+ }
+
+ internal void AddCollisionFrameTime(int t)
+ {
+ // protect it from overflow crashing
+ if (m_cureventsubscription < 50000)
+ m_cureventsubscription += t;
+ }
+
+ public override bool SubscribedEvents()
+ {
+ if (m_eventsubscription > 0)
+ return true;
+ return false;
+ }
+
+ private void changePhysicsStatus(bool NewStatus)
+ {
+ if (NewStatus != m_isPhysical)
+ {
+ if (NewStatus)
+ {
+ AvatarGeomAndBodyDestroy();
+
+ AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z);
+
+ _parent_scene.actor_name_map[collider] = (PhysicsActor)this;
+ _parent_scene.actor_name_map[capsule] = (PhysicsActor)this;
+ _parent_scene.AddCharacter(this);
+ }
+ else
+ {
+ _parent_scene.RemoveCollisionEventReporting(this);
+ _parent_scene.RemoveCharacter(this);
+ // destroy avatar capsule and related ODE data
+ AvatarGeomAndBodyDestroy();
+ }
+ m_freemove = false;
+ m_isPhysical = NewStatus;
+ }
+ }
+
+ private void changeAdd()
+ {
+ changePhysicsStatus(true);
+ }
+
+ private void changeRemove()
+ {
+ changePhysicsStatus(false);
+ }
+
+ private void changeShape(PrimitiveBaseShape arg)
+ {
+ }
+
+ private void changeAvatarSize(strAvatarSize st)
+ {
+ m_feetOffset = st.offset;
+ changeSize(st.size);
+ }
+
+ private void changeSize(Vector3 pSize)
+ {
+ if (pSize.IsFinite())
+ {
+ // for now only look to Z changes since viewers also don't change X and Y
+ if (pSize.Z != m_size.Z)
+ {
+ AvatarGeomAndBodyDestroy();
+
+
+ float oldsz = m_size.Z;
+ m_size = pSize;
+
+
+ AvatarGeomAndBodyCreation(_position.X, _position.Y,
+ _position.Z + (m_size.Z - oldsz) * 0.5f);
+
+ Velocity = Vector3.Zero;
+
+
+ _parent_scene.actor_name_map[collider] = (PhysicsActor)this;
+ _parent_scene.actor_name_map[capsule] = (PhysicsActor)this;
+ }
+ m_freemove = false;
+ m_pidControllerActive = true;
+ }
+ else
+ {
+ m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
+ }
+ }
+
+ private void changePosition( Vector3 newPos)
+ {
+ if (Body != IntPtr.Zero)
+ d.BodySetPosition(Body, newPos.X, newPos.Y, newPos.Z);
+ _position = newPos;
+ m_freemove = false;
+ m_pidControllerActive = true;
+ }
+
+ private void changeOrientation(Quaternion newOri)
+ {
+ if (m_orientation != newOri)
+ {
+ m_orientation = newOri; // keep a copy for core use
+ // but only use rotations around Z
+
+ m_orientation2D.W = newOri.W;
+ m_orientation2D.Z = newOri.Z;
+
+ float t = m_orientation2D.W * m_orientation2D.W + m_orientation2D.Z * m_orientation2D.Z;
+ if (t > 0)
+ {
+ t = 1.0f / (float)Math.Sqrt(t);
+ m_orientation2D.W *= t;
+ m_orientation2D.Z *= t;
+ }
+ else
+ {
+ m_orientation2D.W = 1.0f;
+ m_orientation2D.Z = 0f;
+ }
+ m_orientation2D.Y = 0f;
+ m_orientation2D.X = 0f;
+
+ d.Quaternion myrot = new d.Quaternion();
+ myrot.X = m_orientation2D.X;
+ myrot.Y = m_orientation2D.Y;
+ myrot.Z = m_orientation2D.Z;
+ myrot.W = m_orientation2D.W;
+ d.BodySetQuaternion(Body, ref myrot);
+ }
+ }
+
+ private void changeVelocity(Vector3 newVel)
+ {
+ m_pidControllerActive = true;
+ m_freemove = false;
+ _target_velocity = newVel;
+ }
+
+ private void changeSetTorque(Vector3 newTorque)
+ {
+ }
+
+ private void changeAddForce(Vector3 newForce)
+ {
+ }
+
+ private void changeAddAngularForce(Vector3 arg)
+ {
+ }
+
+ private void changeAngularLock(Vector3 arg)
+ {
+ }
+
+ private void changeFloatOnWater(bool arg)
+ {
+ }
+
+ private void changeVolumedetetion(bool arg)
+ {
+ }
+
+ private void changeSelectedStatus(bool arg)
+ {
+ }
+
+ private void changeDisable(bool arg)
+ {
+ }
+
+ private void changeBuilding(bool arg)
+ {
+ }
+
+ private void setFreeMove()
+ {
+ m_pidControllerActive = true;
+ _zeroFlag = false;
+ _target_velocity = Vector3.Zero;
+ m_freemove = true;
+ m_colliderfilter = -1;
+ m_colliderObjectfilter = -1;
+ m_colliderGroundfilter = -1;
+
+ m_iscolliding = false;
+ m_iscollidingGround = false;
+ m_iscollidingObj = false;
+
+ CollisionEventsThisFrame.Clear();
+ }
+
+ private void changeForce(Vector3 newForce)
+ {
+ setFreeMove();
+
+ if (Body != IntPtr.Zero)
+ {
+ if (newForce.X != 0f || newForce.Y != 0f || newForce.Z != 0)
+ d.BodyAddForce(Body, newForce.X, newForce.Y, newForce.Z);
+ }
+ }
+
+ // for now momentum is actually velocity
+ private void changeMomentum(Vector3 newmomentum)
+ {
+ _velocity = newmomentum;
+ setFreeMove();
+
+ if (Body != IntPtr.Zero)
+ d.BodySetLinearVel(Body, newmomentum.X, newmomentum.Y, newmomentum.Z);
+ }
+
+ private void donullchange()
+ {
+ }
+
+ public bool DoAChange(changes what, object arg)
+ {
+ if (collider == IntPtr.Zero && what != changes.Add && what != changes.Remove)
+ {
+ return false;
+ }
+
+ // nasty switch
+ switch (what)
+ {
+ case changes.Add:
+ changeAdd();
+ break;
+ case changes.Remove:
+ changeRemove();
+ break;
+
+ case changes.Position:
+ changePosition((Vector3)arg);
+ break;
+
+ case changes.Orientation:
+ changeOrientation((Quaternion)arg);
+ break;
+
+ case changes.PosOffset:
+ donullchange();
+ break;
+
+ case changes.OriOffset:
+ donullchange();
+ break;
+
+ case changes.Velocity:
+ changeVelocity((Vector3)arg);
+ break;
+
+ // case changes.Acceleration:
+ // changeacceleration((Vector3)arg);
+ // break;
+ // case changes.AngVelocity:
+ // changeangvelocity((Vector3)arg);
+ // break;
+
+ case changes.Force:
+ changeForce((Vector3)arg);
+ break;
+
+ case changes.Torque:
+ changeSetTorque((Vector3)arg);
+ break;
+
+ case changes.AddForce:
+ changeAddForce((Vector3)arg);
+ break;
+
+ case changes.AddAngForce:
+ changeAddAngularForce((Vector3)arg);
+ break;
+
+ case changes.AngLock:
+ changeAngularLock((Vector3)arg);
+ break;
+
+ case changes.Size:
+ changeSize((Vector3)arg);
+ break;
+
+ case changes.AvatarSize:
+ changeAvatarSize((strAvatarSize)arg);
+ break;
+
+ case changes.Momentum:
+ changeMomentum((Vector3)arg);
+ break;
+/* not in use for now
+ case changes.Shape:
+ changeShape((PrimitiveBaseShape)arg);
+ break;
+
+ case changes.CollidesWater:
+ changeFloatOnWater((bool)arg);
+ break;
+
+ case changes.VolumeDtc:
+ changeVolumedetetion((bool)arg);
+ break;
+
+ case changes.Physical:
+ changePhysicsStatus((bool)arg);
+ break;
+
+ case changes.Selected:
+ changeSelectedStatus((bool)arg);
+ break;
+
+ case changes.disabled:
+ changeDisable((bool)arg);
+ break;
+
+ case changes.building:
+ changeBuilding((bool)arg);
+ break;
+*/
+ case changes.Null:
+ donullchange();
+ break;
+
+ default:
+ donullchange();
+ break;
+ }
+ return false;
+ }
+
+ public void AddChange(changes what, object arg)
+ {
+ _parent_scene.AddChange((PhysicsActor)this, what, arg);
+ }
+
+ private struct strAvatarSize
+ {
+ public Vector3 size;
+ public float offset;
+ }
+
+ }
+}
diff --git a/OpenSim/Region/PhysicsModules/ubOde/ODEDynamics.cs b/OpenSim/Region/PhysicsModules/ubOde/ODEDynamics.cs
new file mode 100644
index 0000000..c3b4dd8
--- /dev/null
+++ b/OpenSim/Region/PhysicsModules/ubOde/ODEDynamics.cs
@@ -0,0 +1,1096 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+/* Revised Aug, Sept 2009 by Kitto Flora. ODEDynamics.cs replaces
+ * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
+ * ODEPrim.cs contains methods dealing with Prim editing, Prim
+ * characteristics and Kinetic motion.
+ * ODEDynamics.cs contains methods dealing with Prim Physical motion
+ * (dynamics) and the associated settings. Old Linear and angular
+ * motors for dynamic motion have been replace with MoveLinear()
+ * and MoveAngular(); 'Physical' is used only to switch ODE dynamic
+ * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_ is to
+ * switch between 'VEHICLE' parameter use and general dynamics
+ * settings use.
+ */
+
+// Extensive change Ubit 2012
+
+using System;
+using System.Collections.Generic;
+using System.Reflection;
+using System.Runtime.InteropServices;
+using log4net;
+using OpenMetaverse;
+using OdeAPI;
+using OpenSim.Framework;
+using OpenSim.Region.PhysicsModules.SharedBase;
+
+namespace OpenSim.Region.PhysicsModule.ubOde
+{
+ public class ODEDynamics
+ {
+ public Vehicle Type
+ {
+ get { return m_type; }
+ }
+
+ private OdePrim rootPrim;
+ private ODEScene _pParentScene;
+
+ // Vehicle properties
+ // WARNING this are working copies for internel use
+ // their values may not be the corresponding parameter
+
+ private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
+ private Quaternion m_RollreferenceFrame = Quaternion.Identity; // what hell is this ?
+
+ private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
+
+ private VehicleFlag m_flags = (VehicleFlag) 0; // Boolean settings:
+ // HOVER_TERRAIN_ONLY
+ // HOVER_GLOBAL_HEIGHT
+ // NO_DEFLECTION_UP
+ // HOVER_WATER_ONLY
+ // HOVER_UP_ONLY
+ // LIMIT_MOTOR_UP
+ // LIMIT_ROLL_ONLY
+ private Vector3 m_BlockingEndPoint = Vector3.Zero; // not sl
+
+ // Linear properties
+ private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time
+ private Vector3 m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
+ private float m_linearMotorDecayTimescale = 120;
+ private float m_linearMotorTimescale = 1000;
+ private Vector3 m_linearMotorOffset = Vector3.Zero;
+
+ //Angular properties
+ private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
+ private float m_angularMotorTimescale = 1000; // motor angular velocity ramp up rate
+ private float m_angularMotorDecayTimescale = 120; // motor angular velocity decay rate
+ private Vector3 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); // body angular velocity decay rate
+
+ //Deflection properties
+ private float m_angularDeflectionEfficiency = 0;
+ private float m_angularDeflectionTimescale = 1000;
+ private float m_linearDeflectionEfficiency = 0;
+ private float m_linearDeflectionTimescale = 1000;
+
+ //Banking properties
+ private float m_bankingEfficiency = 0;
+ private float m_bankingMix = 0;
+ private float m_bankingTimescale = 1000;
+
+ //Hover and Buoyancy properties
+ private float m_VhoverHeight = 0f;
+ private float m_VhoverEfficiency = 0f;
+ private float m_VhoverTimescale = 1000f;
+ private float m_VehicleBuoyancy = 0f; //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle.
+ // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
+ // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
+ // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
+
+ //Attractor properties
+ private float m_verticalAttractionEfficiency = 1.0f; // damped
+ private float m_verticalAttractionTimescale = 1000f; // Timescale > 300 means no vert attractor.
+
+
+ // auxiliar
+ private float m_lmEfect = 0f; // current linear motor eficiency
+ private float m_lmDecay = 0f; // current linear decay
+
+ private float m_amEfect = 0; // current angular motor eficiency
+ private float m_amDecay = 0f; // current linear decay
+
+ private float m_ffactor = 1.0f;
+
+ private float m_timestep = 0.02f;
+ private float m_invtimestep = 50;
+
+
+ float m_ampwr;
+ float m_amdampX;
+ float m_amdampY;
+ float m_amdampZ;
+
+ float m_gravmod;
+
+ public float FrictionFactor
+ {
+ get
+ {
+ return m_ffactor;
+ }
+ }
+
+ public float GravMod
+ {
+ set
+ {
+ m_gravmod = value;
+ }
+ }
+
+
+ public ODEDynamics(OdePrim rootp)
+ {
+ rootPrim = rootp;
+ _pParentScene = rootPrim._parent_scene;
+ m_timestep = _pParentScene.ODE_STEPSIZE;
+ m_invtimestep = 1.0f / m_timestep;
+ m_gravmod = rootPrim.GravModifier;
+ }
+
+ public void DoSetVehicle(VehicleData vd)
+ {
+ m_type = vd.m_type;
+ m_flags = vd.m_flags;
+
+
+ // Linear properties
+ m_linearMotorDirection = vd.m_linearMotorDirection;
+
+ m_linearFrictionTimescale = vd.m_linearFrictionTimescale;
+ if (m_linearFrictionTimescale.X < m_timestep) m_linearFrictionTimescale.X = m_timestep;
+ if (m_linearFrictionTimescale.Y < m_timestep) m_linearFrictionTimescale.Y = m_timestep;
+ if (m_linearFrictionTimescale.Z < m_timestep) m_linearFrictionTimescale.Z = m_timestep;
+
+ m_linearMotorDecayTimescale = vd.m_linearMotorDecayTimescale;
+ if (m_linearMotorDecayTimescale < m_timestep) m_linearMotorDecayTimescale = m_timestep;
+ m_linearMotorDecayTimescale += 0.2f;
+ m_linearMotorDecayTimescale *= m_invtimestep;
+
+ m_linearMotorTimescale = vd.m_linearMotorTimescale;
+ if (m_linearMotorTimescale < m_timestep) m_linearMotorTimescale = m_timestep;
+
+ m_linearMotorOffset = vd.m_linearMotorOffset;
+
+ //Angular properties
+ m_angularMotorDirection = vd.m_angularMotorDirection;
+ m_angularMotorTimescale = vd.m_angularMotorTimescale;
+ if (m_angularMotorTimescale < m_timestep) m_angularMotorTimescale = m_timestep;
+
+ m_angularMotorDecayTimescale = vd.m_angularMotorDecayTimescale;
+ if (m_angularMotorDecayTimescale < m_timestep) m_angularMotorDecayTimescale = m_timestep;
+ m_angularMotorDecayTimescale *= m_invtimestep;
+
+ m_angularFrictionTimescale = vd.m_angularFrictionTimescale;
+ if (m_angularFrictionTimescale.X < m_timestep) m_angularFrictionTimescale.X = m_timestep;
+ if (m_angularFrictionTimescale.Y < m_timestep) m_angularFrictionTimescale.Y = m_timestep;
+ if (m_angularFrictionTimescale.Z < m_timestep) m_angularFrictionTimescale.Z = m_timestep;
+
+ //Deflection properties
+ m_angularDeflectionEfficiency = vd.m_angularDeflectionEfficiency;
+ m_angularDeflectionTimescale = vd.m_angularDeflectionTimescale;
+ if (m_angularDeflectionTimescale < m_timestep) m_angularDeflectionTimescale = m_timestep;
+
+ m_linearDeflectionEfficiency = vd.m_linearDeflectionEfficiency;
+ m_linearDeflectionTimescale = vd.m_linearDeflectionTimescale;
+ if (m_linearDeflectionTimescale < m_timestep) m_linearDeflectionTimescale = m_timestep;
+
+ //Banking properties
+ m_bankingEfficiency = vd.m_bankingEfficiency;
+ m_bankingMix = vd.m_bankingMix;
+ m_bankingTimescale = vd.m_bankingTimescale;
+ if (m_bankingTimescale < m_timestep) m_bankingTimescale = m_timestep;
+
+ //Hover and Buoyancy properties
+ m_VhoverHeight = vd.m_VhoverHeight;
+ m_VhoverEfficiency = vd.m_VhoverEfficiency;
+ m_VhoverTimescale = vd.m_VhoverTimescale;
+ if (m_VhoverTimescale < m_timestep) m_VhoverTimescale = m_timestep;
+
+ m_VehicleBuoyancy = vd.m_VehicleBuoyancy;
+
+ //Attractor properties
+ m_verticalAttractionEfficiency = vd.m_verticalAttractionEfficiency;
+ m_verticalAttractionTimescale = vd.m_verticalAttractionTimescale;
+ if (m_verticalAttractionTimescale < m_timestep) m_verticalAttractionTimescale = m_timestep;
+
+ // Axis
+ m_referenceFrame = vd.m_referenceFrame;
+
+ m_lmEfect = 0;
+ m_lmDecay = (1.0f - 1.0f / m_linearMotorDecayTimescale);
+ m_amEfect = 0;
+ m_ffactor = 1.0f;
+ }
+
+ internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
+ {
+ float len;
+
+ switch (pParam)
+ {
+ case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
+ if (pValue < 0f) pValue = 0f;
+ if (pValue > 1f) pValue = 1f;
+ m_angularDeflectionEfficiency = pValue;
+ break;
+ case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
+ if (pValue < m_timestep) pValue = m_timestep;
+ m_angularDeflectionTimescale = pValue;
+ break;
+ case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
+ if (pValue < m_timestep) pValue = m_timestep;
+ else if (pValue > 120) pValue = 120;
+ m_angularMotorDecayTimescale = pValue * m_invtimestep;
+ m_amDecay = 1.0f - 1.0f / m_angularMotorDecayTimescale;
+ break;
+ case Vehicle.ANGULAR_MOTOR_TIMESCALE:
+ if (pValue < m_timestep) pValue = m_timestep;
+ m_angularMotorTimescale = pValue;
+ break;
+ case Vehicle.BANKING_EFFICIENCY:
+ if (pValue < -1f) pValue = -1f;
+ if (pValue > 1f) pValue = 1f;
+ m_bankingEfficiency = pValue;
+ break;
+ case Vehicle.BANKING_MIX:
+ if (pValue < 0f) pValue = 0f;
+ if (pValue > 1f) pValue = 1f;
+ m_bankingMix = pValue;
+ break;
+ case Vehicle.BANKING_TIMESCALE:
+ if (pValue < m_timestep) pValue = m_timestep;
+ m_bankingTimescale = pValue;
+ break;
+ case Vehicle.BUOYANCY:
+ if (pValue < -1f) pValue = -1f;
+ if (pValue > 1f) pValue = 1f;
+ m_VehicleBuoyancy = pValue;
+ break;
+ case Vehicle.HOVER_EFFICIENCY:
+ if (pValue < 0f) pValue = 0f;
+ if (pValue > 1f) pValue = 1f;
+ m_VhoverEfficiency = pValue;
+ break;
+ case Vehicle.HOVER_HEIGHT:
+ m_VhoverHeight = pValue;
+ break;
+ case Vehicle.HOVER_TIMESCALE:
+ if (pValue < m_timestep) pValue = m_timestep;
+ m_VhoverTimescale = pValue;
+ break;
+ case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
+ if (pValue < 0f) pValue = 0f;
+ if (pValue > 1f) pValue = 1f;
+ m_linearDeflectionEfficiency = pValue;
+ break;
+ case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
+ if (pValue < m_timestep) pValue = m_timestep;
+ m_linearDeflectionTimescale = pValue;
+ break;
+ case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
+ if (pValue < m_timestep) pValue = m_timestep;
+ else if (pValue > 120) pValue = 120;
+ m_linearMotorDecayTimescale = (0.2f +pValue) * m_invtimestep;
+ m_lmDecay = (1.0f - 1.0f / m_linearMotorDecayTimescale);
+ break;
+ case Vehicle.LINEAR_MOTOR_TIMESCALE:
+ if (pValue < m_timestep) pValue = m_timestep;
+ m_linearMotorTimescale = pValue;
+ break;
+ case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
+ if (pValue < 0f) pValue = 0f;
+ if (pValue > 1f) pValue = 1f;
+ m_verticalAttractionEfficiency = pValue;
+ break;
+ case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
+ if (pValue < m_timestep) pValue = m_timestep;
+ m_verticalAttractionTimescale = pValue;
+ break;
+
+ // These are vector properties but the engine lets you use a single float value to
+ // set all of the components to the same value
+ case Vehicle.ANGULAR_FRICTION_TIMESCALE:
+ if (pValue < m_timestep) pValue = m_timestep;
+ m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
+ break;
+ case Vehicle.ANGULAR_MOTOR_DIRECTION:
+ m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
+ len = m_angularMotorDirection.Length();
+ if (len > 12.566f)
+ m_angularMotorDirection *= (12.566f / len);
+
+ m_amEfect = 1.0f ; // turn it on
+ m_amDecay = 1.0f - 1.0f / m_angularMotorDecayTimescale;
+
+ if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
+ && !rootPrim.m_isSelected && !rootPrim.m_disabled)
+ d.BodyEnable(rootPrim.Body);
+ break;
+ case Vehicle.LINEAR_FRICTION_TIMESCALE:
+ if (pValue < m_timestep) pValue = m_timestep;
+ m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
+ break;
+ case Vehicle.LINEAR_MOTOR_DIRECTION:
+ m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
+ len = m_linearMotorDirection.Length();
+ if (len > 100.0f)
+ m_linearMotorDirection *= (100.0f / len);
+
+ m_lmDecay = 1.0f - 1.0f / m_linearMotorDecayTimescale;
+ m_lmEfect = 1.0f; // turn it on
+
+ m_ffactor = 0.0f;
+ if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
+ && !rootPrim.m_isSelected && !rootPrim.m_disabled)
+ d.BodyEnable(rootPrim.Body);
+ break;
+ case Vehicle.LINEAR_MOTOR_OFFSET:
+ m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
+ len = m_linearMotorOffset.Length();
+ if (len > 100.0f)
+ m_linearMotorOffset *= (100.0f / len);
+ break;
+ }
+ }//end ProcessFloatVehicleParam
+
+ internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
+ {
+ float len;
+
+ switch (pParam)
+ {
+ case Vehicle.ANGULAR_FRICTION_TIMESCALE:
+ if (pValue.X < m_timestep) pValue.X = m_timestep;
+ if (pValue.Y < m_timestep) pValue.Y = m_timestep;
+ if (pValue.Z < m_timestep) pValue.Z = m_timestep;
+
+ m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
+ break;
+ case Vehicle.ANGULAR_MOTOR_DIRECTION:
+ m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
+ // Limit requested angular speed to 2 rps= 4 pi rads/sec
+ len = m_angularMotorDirection.Length();
+ if (len > 12.566f)
+ m_angularMotorDirection *= (12.566f / len);
+
+ m_amEfect = 1.0f; // turn it on
+ m_amDecay = 1.0f - 1.0f / m_angularMotorDecayTimescale;
+
+ if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
+ && !rootPrim.m_isSelected && !rootPrim.m_disabled)
+ d.BodyEnable(rootPrim.Body);
+ break;
+ case Vehicle.LINEAR_FRICTION_TIMESCALE:
+ if (pValue.X < m_timestep) pValue.X = m_timestep;
+ if (pValue.Y < m_timestep) pValue.Y = m_timestep;
+ if (pValue.Z < m_timestep) pValue.Z = m_timestep;
+ m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
+ break;
+ case Vehicle.LINEAR_MOTOR_DIRECTION:
+ m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
+ len = m_linearMotorDirection.Length();
+ if (len > 100.0f)
+ m_linearMotorDirection *= (100.0f / len);
+
+ m_lmEfect = 1.0f; // turn it on
+ m_lmDecay = 1.0f - 1.0f / m_linearMotorDecayTimescale;
+
+ m_ffactor = 0.0f;
+ if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
+ && !rootPrim.m_isSelected && !rootPrim.m_disabled)
+ d.BodyEnable(rootPrim.Body);
+ break;
+ case Vehicle.LINEAR_MOTOR_OFFSET:
+ m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
+ len = m_linearMotorOffset.Length();
+ if (len > 100.0f)
+ m_linearMotorOffset *= (100.0f / len);
+ break;
+ case Vehicle.BLOCK_EXIT:
+ m_BlockingEndPoint = new Vector3(pValue.X, pValue.Y, pValue.Z);
+ break;
+ }
+ }//end ProcessVectorVehicleParam
+
+ internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
+ {
+ switch (pParam)
+ {
+ case Vehicle.REFERENCE_FRAME:
+ // m_referenceFrame = Quaternion.Inverse(pValue);
+ m_referenceFrame = pValue;
+ break;
+ case Vehicle.ROLL_FRAME:
+ m_RollreferenceFrame = pValue;
+ break;
+ }
+ }//end ProcessRotationVehicleParam
+
+ internal void ProcessVehicleFlags(int pParam, bool remove)
+ {
+ if (remove)
+ {
+ m_flags &= ~((VehicleFlag)pParam);
+ }
+ else
+ {
+ m_flags |= (VehicleFlag)pParam;
+ }
+ }//end ProcessVehicleFlags
+
+ internal void ProcessTypeChange(Vehicle pType)
+ {
+ m_lmEfect = 0;
+
+ m_amEfect = 0;
+ m_ffactor = 1f;
+
+ m_linearMotorDirection = Vector3.Zero;
+ m_angularMotorDirection = Vector3.Zero;
+
+ m_BlockingEndPoint = Vector3.Zero;
+ m_RollreferenceFrame = Quaternion.Identity;
+ m_linearMotorOffset = Vector3.Zero;
+
+ m_referenceFrame = Quaternion.Identity;
+
+ // Set Defaults For Type
+ m_type = pType;
+ switch (pType)
+ {
+ case Vehicle.TYPE_NONE:
+ m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
+ m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
+ m_linearMotorTimescale = 1000;
+ m_linearMotorDecayTimescale = 120 * m_invtimestep;
+ m_angularMotorTimescale = 1000;
+ m_angularMotorDecayTimescale = 1000 * m_invtimestep;
+ m_VhoverHeight = 0;
+ m_VhoverEfficiency = 1;
+ m_VhoverTimescale = 1000;
+ m_VehicleBuoyancy = 0;
+ m_linearDeflectionEfficiency = 0;
+ m_linearDeflectionTimescale = 1000;
+ m_angularDeflectionEfficiency = 0;
+ m_angularDeflectionTimescale = 1000;
+ m_bankingEfficiency = 0;
+ m_bankingMix = 1;
+ m_bankingTimescale = 1000;
+ m_verticalAttractionEfficiency = 0;
+ m_verticalAttractionTimescale = 1000;
+
+ m_flags = (VehicleFlag)0;
+ break;
+
+ case Vehicle.TYPE_SLED:
+ m_linearFrictionTimescale = new Vector3(30, 1, 1000);
+ m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
+ m_linearMotorTimescale = 1000;
+ m_linearMotorDecayTimescale = 120 * m_invtimestep;
+ m_angularMotorTimescale = 1000;
+ m_angularMotorDecayTimescale = 120 * m_invtimestep;
+ m_VhoverHeight = 0;
+ m_VhoverEfficiency = 1;
+ m_VhoverTimescale = 10;
+ m_VehicleBuoyancy = 0;
+ m_linearDeflectionEfficiency = 1;
+ m_linearDeflectionTimescale = 1;
+ m_angularDeflectionEfficiency = 0;
+ m_angularDeflectionTimescale = 10;
+ m_verticalAttractionEfficiency = 1;
+ m_verticalAttractionTimescale = 1000;
+ m_bankingEfficiency = 0;
+ m_bankingMix = 1;
+ m_bankingTimescale = 10;
+ m_flags &=
+ ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
+ VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
+ m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
+ VehicleFlag.LIMIT_ROLL_ONLY |
+ VehicleFlag.LIMIT_MOTOR_UP);
+ break;
+
+ case Vehicle.TYPE_CAR:
+ m_linearFrictionTimescale = new Vector3(100, 2, 1000);
+ m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
+ m_linearMotorTimescale = 1;
+ m_linearMotorDecayTimescale = 60 * m_invtimestep;
+ m_angularMotorTimescale = 1;
+ m_angularMotorDecayTimescale = 0.8f * m_invtimestep;
+ m_VhoverHeight = 0;
+ m_VhoverEfficiency = 0;
+ m_VhoverTimescale = 1000;
+ m_VehicleBuoyancy = 0;
+ m_linearDeflectionEfficiency = 1;
+ m_linearDeflectionTimescale = 2;
+ m_angularDeflectionEfficiency = 0;
+ m_angularDeflectionTimescale = 10;
+ m_verticalAttractionEfficiency = 1f;
+ m_verticalAttractionTimescale = 10f;
+ m_bankingEfficiency = -0.2f;
+ m_bankingMix = 1;
+ m_bankingTimescale = 1;
+ m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
+ VehicleFlag.HOVER_TERRAIN_ONLY |
+ VehicleFlag.HOVER_GLOBAL_HEIGHT);
+ m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
+ VehicleFlag.LIMIT_ROLL_ONLY |
+ VehicleFlag.LIMIT_MOTOR_UP |
+ VehicleFlag.HOVER_UP_ONLY);
+ break;
+ case Vehicle.TYPE_BOAT:
+ m_linearFrictionTimescale = new Vector3(10, 3, 2);
+ m_angularFrictionTimescale = new Vector3(10, 10, 10);
+ m_linearMotorTimescale = 5;
+ m_linearMotorDecayTimescale = 60 * m_invtimestep;
+ m_angularMotorTimescale = 4;
+ m_angularMotorDecayTimescale = 4 * m_invtimestep;
+ m_VhoverHeight = 0;
+ m_VhoverEfficiency = 0.5f;
+ m_VhoverTimescale = 2;
+ m_VehicleBuoyancy = 1;
+ m_linearDeflectionEfficiency = 0.5f;
+ m_linearDeflectionTimescale = 3;
+ m_angularDeflectionEfficiency = 0.5f;
+ m_angularDeflectionTimescale = 5;
+ m_verticalAttractionEfficiency = 0.5f;
+ m_verticalAttractionTimescale = 5f;
+ m_bankingEfficiency = -0.3f;
+ m_bankingMix = 0.8f;
+ m_bankingTimescale = 1;
+ m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
+ VehicleFlag.HOVER_GLOBAL_HEIGHT |
+ VehicleFlag.HOVER_UP_ONLY); // |
+// VehicleFlag.LIMIT_ROLL_ONLY);
+ m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
+ VehicleFlag.LIMIT_MOTOR_UP |
+ VehicleFlag.HOVER_UP_ONLY | // new sl
+ VehicleFlag.HOVER_WATER_ONLY);
+ break;
+
+ case Vehicle.TYPE_AIRPLANE:
+ m_linearFrictionTimescale = new Vector3(200, 10, 5);
+ m_angularFrictionTimescale = new Vector3(20, 20, 20);
+ m_linearMotorTimescale = 2;
+ m_linearMotorDecayTimescale = 60 * m_invtimestep;
+ m_angularMotorTimescale = 4;
+ m_angularMotorDecayTimescale = 8 * m_invtimestep;
+ m_VhoverHeight = 0;
+ m_VhoverEfficiency = 0.5f;
+ m_VhoverTimescale = 1000;
+ m_VehicleBuoyancy = 0;
+ m_linearDeflectionEfficiency = 0.5f;
+ m_linearDeflectionTimescale = 0.5f;
+ m_angularDeflectionEfficiency = 1;
+ m_angularDeflectionTimescale = 2;
+ m_verticalAttractionEfficiency = 0.9f;
+ m_verticalAttractionTimescale = 2f;
+ m_bankingEfficiency = 1;
+ m_bankingMix = 0.7f;
+ m_bankingTimescale = 2;
+ m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
+ VehicleFlag.HOVER_TERRAIN_ONLY |
+ VehicleFlag.HOVER_GLOBAL_HEIGHT |
+ VehicleFlag.HOVER_UP_ONLY |
+ VehicleFlag.NO_DEFLECTION_UP |
+ VehicleFlag.LIMIT_MOTOR_UP);
+ m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
+ break;
+
+ case Vehicle.TYPE_BALLOON:
+ m_linearFrictionTimescale = new Vector3(5, 5, 5);
+ m_angularFrictionTimescale = new Vector3(10, 10, 10);
+ m_linearMotorTimescale = 5;
+ m_linearMotorDecayTimescale = 60 * m_invtimestep;
+ m_angularMotorTimescale = 6;
+ m_angularMotorDecayTimescale = 10 * m_invtimestep;
+ m_VhoverHeight = 5;
+ m_VhoverEfficiency = 0.8f;
+ m_VhoverTimescale = 10;
+ m_VehicleBuoyancy = 1;
+ m_linearDeflectionEfficiency = 0;
+ m_linearDeflectionTimescale = 5 * m_invtimestep;
+ m_angularDeflectionEfficiency = 0;
+ m_angularDeflectionTimescale = 5;
+ m_verticalAttractionEfficiency = 1f;
+ m_verticalAttractionTimescale = 1000f;
+ m_bankingEfficiency = 0;
+ m_bankingMix = 0.7f;
+ m_bankingTimescale = 5;
+ m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
+ VehicleFlag.HOVER_TERRAIN_ONLY |
+ VehicleFlag.HOVER_UP_ONLY |
+ VehicleFlag.NO_DEFLECTION_UP |
+ VehicleFlag.LIMIT_MOTOR_UP | //);
+ VehicleFlag.LIMIT_ROLL_ONLY | // new sl
+ VehicleFlag.HOVER_GLOBAL_HEIGHT); // new sl
+
+// m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
+// VehicleFlag.HOVER_GLOBAL_HEIGHT);
+ break;
+
+ }
+
+ m_lmDecay = (1.0f - 1.0f / m_linearMotorDecayTimescale);
+ m_amDecay = 1.0f - 1.0f / m_angularMotorDecayTimescale;
+
+ }//end SetDefaultsForType
+
+ internal void Stop()
+ {
+ m_lmEfect = 0;
+ m_lmDecay = 0f;
+ m_amEfect = 0;
+ m_amDecay = 0;
+ m_ffactor = 1f;
+ }
+
+ public static Vector3 Xrot(Quaternion rot)
+ {
+ Vector3 vec;
+ rot.Normalize(); // just in case
+ vec.X = 2 * (rot.X * rot.X + rot.W * rot.W) - 1;
+ vec.Y = 2 * (rot.X * rot.Y + rot.Z * rot.W);
+ vec.Z = 2 * (rot.X * rot.Z - rot.Y * rot.W);
+ return vec;
+ }
+
+ public static Vector3 Zrot(Quaternion rot)
+ {
+ Vector3 vec;
+ rot.Normalize(); // just in case
+ vec.X = 2 * (rot.X * rot.Z + rot.Y * rot.W);
+ vec.Y = 2 * (rot.Y * rot.Z - rot.X * rot.W);
+ vec.Z = 2 * (rot.Z * rot.Z + rot.W * rot.W) - 1;
+
+ return vec;
+ }
+
+ private const float pi = (float)Math.PI;
+ private const float halfpi = 0.5f * (float)Math.PI;
+ private const float twopi = 2.0f * pi;
+
+ public static Vector3 ubRot2Euler(Quaternion rot)
+ {
+ // returns roll in X
+ // pitch in Y
+ // yaw in Z
+ Vector3 vec;
+
+ // assuming rot is normalised
+ // rot.Normalize();
+
+ float zX = rot.X * rot.Z + rot.Y * rot.W;
+
+ if (zX < -0.49999f)
+ {
+ vec.X = 0;
+ vec.Y = -halfpi;
+ vec.Z = (float)(-2d * Math.Atan(rot.X / rot.W));
+ }
+ else if (zX > 0.49999f)
+ {
+ vec.X = 0;
+ vec.Y = halfpi;
+ vec.Z = (float)(2d * Math.Atan(rot.X / rot.W));
+ }
+ else
+ {
+ vec.Y = (float)Math.Asin(2 * zX);
+
+ float sqw = rot.W * rot.W;
+
+ float minuszY = rot.X * rot.W - rot.Y * rot.Z;
+ float zZ = rot.Z * rot.Z + sqw - 0.5f;
+
+ vec.X = (float)Math.Atan2(minuszY, zZ);
+
+ float yX = rot.Z * rot.W - rot.X * rot.Y; //( have negative ?)
+ float yY = rot.X * rot.X + sqw - 0.5f;
+ vec.Z = (float)Math.Atan2(yX, yY);
+ }
+ return vec;
+ }
+
+ public static void GetRollPitch(Quaternion rot, out float roll, out float pitch)
+ {
+ // assuming rot is normalised
+ // rot.Normalize();
+
+ float zX = rot.X * rot.Z + rot.Y * rot.W;
+
+ if (zX < -0.49999f)
+ {
+ roll = 0;
+ pitch = -halfpi;
+ }
+ else if (zX > 0.49999f)
+ {
+ roll = 0;
+ pitch = halfpi;
+ }
+ else
+ {
+ pitch = (float)Math.Asin(2 * zX);
+
+ float minuszY = rot.X * rot.W - rot.Y * rot.Z;
+ float zZ = rot.Z * rot.Z + rot.W * rot.W - 0.5f;
+
+ roll = (float)Math.Atan2(minuszY, zZ);
+ }
+ return ;
+ }
+
+ internal void Step()
+ {
+ IntPtr Body = rootPrim.Body;
+
+ d.Mass dmass;
+ d.BodyGetMass(Body, out dmass);
+
+ d.Quaternion rot = d.BodyGetQuaternion(Body);
+ Quaternion objrotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
+ Quaternion rotq = objrotq; // rotq = rotation of object
+ rotq *= m_referenceFrame; // rotq is now rotation in vehicle reference frame
+ Quaternion irotq = Quaternion.Inverse(rotq);
+
+ d.Vector3 dvtmp;
+ Vector3 tmpV;
+ Vector3 curVel; // velocity in world
+ Vector3 curAngVel; // angular velocity in world
+ Vector3 force = Vector3.Zero; // actually linear aceleration until mult by mass in world frame
+ Vector3 torque = Vector3.Zero;// actually angular aceleration until mult by Inertia in vehicle frame
+ d.Vector3 dtorque = new d.Vector3();
+
+ dvtmp = d.BodyGetLinearVel(Body);
+ curVel.X = dvtmp.X;
+ curVel.Y = dvtmp.Y;
+ curVel.Z = dvtmp.Z;
+ Vector3 curLocalVel = curVel * irotq; // current velocity in local
+
+ dvtmp = d.BodyGetAngularVel(Body);
+ curAngVel.X = dvtmp.X;
+ curAngVel.Y = dvtmp.Y;
+ curAngVel.Z = dvtmp.Z;
+ Vector3 curLocalAngVel = curAngVel * irotq; // current angular velocity in local
+
+ float ldampZ = 0;
+
+ // linear motor
+ if (m_lmEfect > 0.01 && m_linearMotorTimescale < 1000)
+ {
+ tmpV = m_linearMotorDirection - curLocalVel; // velocity error
+ tmpV *= m_lmEfect / m_linearMotorTimescale; // error to correct in this timestep
+ tmpV *= rotq; // to world
+
+ if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != 0)
+ tmpV.Z = 0;
+
+ if (m_linearMotorOffset.X != 0 || m_linearMotorOffset.Y != 0 || m_linearMotorOffset.Z != 0)
+ {
+ // have offset, do it now
+ tmpV *= dmass.mass;
+ d.BodyAddForceAtRelPos(Body, tmpV.X, tmpV.Y, tmpV.Z, m_linearMotorOffset.X, m_linearMotorOffset.Y, m_linearMotorOffset.Z);
+ }
+ else
+ {
+ force.X += tmpV.X;
+ force.Y += tmpV.Y;
+ force.Z += tmpV.Z;
+ }
+
+ m_lmEfect *= m_lmDecay;
+// m_ffactor = 0.01f + 1e-4f * curVel.LengthSquared();
+ m_ffactor = 0.0f;
+ }
+ else
+ {
+ m_lmEfect = 0;
+ m_ffactor = 1f;
+ }
+
+ // hover
+ if (m_VhoverTimescale < 300 && rootPrim.prim_geom != IntPtr.Zero)
+ {
+ // d.Vector3 pos = d.BodyGetPosition(Body);
+ d.Vector3 pos = d.GeomGetPosition(rootPrim.prim_geom);
+ pos.Z -= 0.21f; // minor offset that seems to be always there in sl
+
+ float t = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y);
+ float perr;
+
+ // default to global but don't go underground
+ perr = m_VhoverHeight - pos.Z;
+
+ if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == 0)
+ {
+ if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0)
+ {
+ perr += _pParentScene.GetWaterLevel();
+ }
+ else if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
+ {
+ perr += t;
+ }
+ else
+ {
+ float w = _pParentScene.GetWaterLevel();
+ if (t > w)
+ perr += t;
+ else
+ perr += w;
+ }
+ }
+ else if (t > m_VhoverHeight)
+ perr = t - pos.Z; ;
+
+ if ((m_flags & VehicleFlag.HOVER_UP_ONLY) == 0 || perr > -0.1)
+ {
+ ldampZ = m_VhoverEfficiency * m_invtimestep;
+
+ perr *= (1.0f + ldampZ) / m_VhoverTimescale;
+
+ // force.Z += perr - curVel.Z * tmp;
+ force.Z += perr;
+ ldampZ *= -curVel.Z;
+
+ force.Z += _pParentScene.gravityz * m_gravmod * (1f - m_VehicleBuoyancy);
+ }
+ else // no buoyancy
+ force.Z += _pParentScene.gravityz;
+ }
+ else
+ {
+ // default gravity and Buoyancy
+ force.Z += _pParentScene.gravityz * m_gravmod * (1f - m_VehicleBuoyancy);
+ }
+
+ // linear deflection
+ if (m_linearDeflectionEfficiency > 0)
+ {
+ float len = curVel.Length();
+ if (len > 0.01) // if moving
+ {
+ Vector3 atAxis;
+ atAxis = Xrot(rotq); // where are we pointing to
+ atAxis *= len; // make it same size as world velocity vector
+
+ tmpV = -atAxis; // oposite direction
+ atAxis -= curVel; // error to one direction
+ len = atAxis.LengthSquared();
+
+ tmpV -= curVel; // error to oposite
+ float lens = tmpV.LengthSquared();
+
+ if (len > 0.01 || lens > 0.01) // do nothing if close enougth
+ {
+ if (len < lens)
+ tmpV = atAxis;
+
+ tmpV *= (m_linearDeflectionEfficiency / m_linearDeflectionTimescale); // error to correct in this timestep
+ force.X += tmpV.X;
+ force.Y += tmpV.Y;
+ if ((m_flags & VehicleFlag.NO_DEFLECTION_UP) == 0)
+ force.Z += tmpV.Z;
+ }
+ }
+ }
+
+ // linear friction/damping
+ if (curLocalVel.X != 0 || curLocalVel.Y != 0 || curLocalVel.Z != 0)
+ {
+ tmpV.X = -curLocalVel.X / m_linearFrictionTimescale.X;
+ tmpV.Y = -curLocalVel.Y / m_linearFrictionTimescale.Y;
+ tmpV.Z = -curLocalVel.Z / m_linearFrictionTimescale.Z;
+ tmpV *= rotq; // to world
+
+ if(ldampZ != 0 && Math.Abs(ldampZ) > Math.Abs(tmpV.Z))
+ tmpV.Z = ldampZ;
+ force.X += tmpV.X;
+ force.Y += tmpV.Y;
+ force.Z += tmpV.Z;
+ }
+
+ // vertical atractor
+ if (m_verticalAttractionTimescale < 300)
+ {
+ float roll;
+ float pitch;
+
+
+
+ float ftmp = m_invtimestep / m_verticalAttractionTimescale / m_verticalAttractionTimescale;
+
+ float ftmp2;
+ ftmp2 = 0.5f * m_verticalAttractionEfficiency * m_invtimestep;
+ m_amdampX = ftmp2;
+
+ m_ampwr = 1.0f - 0.8f * m_verticalAttractionEfficiency;
+
+ GetRollPitch(irotq, out roll, out pitch);
+
+ if (roll > halfpi)
+ roll = pi - roll;
+ else if (roll < -halfpi)
+ roll = -pi - roll;
+
+ float effroll = pitch / halfpi;
+ effroll *= effroll;
+ effroll = 1 - effroll;
+ effroll *= roll;
+
+
+ torque.X += effroll * ftmp;
+
+ if ((m_flags & VehicleFlag.LIMIT_ROLL_ONLY) == 0)
+ {
+ float effpitch = roll / halfpi;
+ effpitch *= effpitch;
+ effpitch = 1 - effpitch;
+ effpitch *= pitch;
+
+ torque.Y += effpitch * ftmp;
+ }
+
+ if (m_bankingEfficiency != 0 && Math.Abs(effroll) > 0.01)
+ {
+
+ float broll = effroll;
+ /*
+ if (broll > halfpi)
+ broll = pi - broll;
+ else if (broll < -halfpi)
+ broll = -pi - broll;
+ */
+ broll *= m_bankingEfficiency;
+ if (m_bankingMix != 0)
+ {
+ float vfact = Math.Abs(curLocalVel.X) / 10.0f;
+ if (vfact > 1.0f) vfact = 1.0f;
+
+ if (curLocalVel.X >= 0)
+ broll *= (1 + (vfact - 1) * m_bankingMix);
+ else
+ broll *= -(1 + (vfact - 1) * m_bankingMix);
+ }
+ // make z rot be in world Z not local as seems to be in sl
+
+ broll = broll / m_bankingTimescale;
+
+
+ tmpV = Zrot(irotq);
+ tmpV *= broll;
+
+ torque.X += tmpV.X;
+ torque.Y += tmpV.Y;
+ torque.Z += tmpV.Z;
+
+ m_amdampZ = Math.Abs(m_bankingEfficiency) / m_bankingTimescale;
+ m_amdampY = m_amdampZ;
+
+ }
+ else
+ {
+ m_amdampZ = 1 / m_angularFrictionTimescale.Z;
+ m_amdampY = m_amdampX;
+ }
+ }
+ else
+ {
+ m_ampwr = 1.0f;
+ m_amdampX = 1 / m_angularFrictionTimescale.X;
+ m_amdampY = 1 / m_angularFrictionTimescale.Y;
+ m_amdampZ = 1 / m_angularFrictionTimescale.Z;
+ }
+
+ // angular motor
+ if (m_amEfect > 0.01 && m_angularMotorTimescale < 1000)
+ {
+ tmpV = m_angularMotorDirection - curLocalAngVel; // velocity error
+ tmpV *= m_amEfect / m_angularMotorTimescale; // error to correct in this timestep
+ torque.X += tmpV.X * m_ampwr;
+ torque.Y += tmpV.Y * m_ampwr;
+ torque.Z += tmpV.Z;
+
+ m_amEfect *= m_amDecay;
+ }
+ else
+ m_amEfect = 0;
+
+ // angular deflection
+ if (m_angularDeflectionEfficiency > 0)
+ {
+ Vector3 dirv;
+
+ if (curLocalVel.X > 0.01f)
+ dirv = curLocalVel;
+ else if (curLocalVel.X < -0.01f)
+ // use oposite
+ dirv = -curLocalVel;
+ else
+ {
+ // make it fall into small positive x case
+ dirv.X = 0.01f;
+ dirv.Y = curLocalVel.Y;
+ dirv.Z = curLocalVel.Z;
+ }
+
+ float ftmp = m_angularDeflectionEfficiency / m_angularDeflectionTimescale;
+
+ if (Math.Abs(dirv.Z) > 0.01)
+ {
+ torque.Y += - (float)Math.Atan2(dirv.Z, dirv.X) * ftmp;
+ }
+
+ if (Math.Abs(dirv.Y) > 0.01)
+ {
+ torque.Z += (float)Math.Atan2(dirv.Y, dirv.X) * ftmp;
+ }
+ }
+
+ // angular friction
+ if (curLocalAngVel.X != 0 || curLocalAngVel.Y != 0 || curLocalAngVel.Z != 0)
+ {
+ torque.X -= curLocalAngVel.X * m_amdampX;
+ torque.Y -= curLocalAngVel.Y * m_amdampY;
+ torque.Z -= curLocalAngVel.Z * m_amdampZ;
+ }
+
+
+ if (force.X != 0 || force.Y != 0 || force.Z != 0)
+ {
+ force *= dmass.mass;
+ d.BodyAddForce(Body, force.X, force.Y, force.Z);
+ }
+
+ if (torque.X != 0 || torque.Y != 0 || torque.Z != 0)
+ {
+ torque *= m_referenceFrame; // to object frame
+ dtorque.X = torque.X ;
+ dtorque.Y = torque.Y;
+ dtorque.Z = torque.Z;
+
+ d.MultiplyM3V3(out dvtmp, ref dmass.I, ref dtorque);
+ d.BodyAddRelTorque(Body, dvtmp.X, dvtmp.Y, dvtmp.Z); // add torque in object frame
+ }
+ }
+ }
+}
diff --git a/OpenSim/Region/PhysicsModules/ubOde/ODEMeshWorker.cs b/OpenSim/Region/PhysicsModules/ubOde/ODEMeshWorker.cs
new file mode 100644
index 0000000..40b5ef7
--- /dev/null
+++ b/OpenSim/Region/PhysicsModules/ubOde/ODEMeshWorker.cs
@@ -0,0 +1,933 @@
+/*
+ * AJLDuarte 2012
+ */
+
+using System;
+using System.Threading;
+using System.Collections.Generic;
+using System.IO;
+using System.Reflection;
+using System.Runtime.InteropServices;
+using System.Text;
+using OpenSim.Framework;
+using OpenSim.Region.PhysicsModules.SharedBase;
+using OdeAPI;
+using log4net;
+using Nini.Config;
+using OpenMetaverse;
+
+namespace OpenSim.Region.PhysicsModule.ubOde
+{
+ public enum MeshState : byte
+ {
+ noNeed = 0,
+
+ loadingAsset = 1,
+
+ AssetOK = 0x0f, // 00001111
+
+ NeedMask = 0x30, // 00110000
+ needMesh = 0x10, // 00010000
+ needAsset = 0x20, // 00100000
+
+ FailMask = 0xC0, // 11000000
+ AssetFailed = 0x40, // 01000000
+ MeshFailed = 0x80, // 10000000
+
+ MeshNoColide = FailMask | needAsset
+ }
+
+ public enum meshWorkerCmnds : byte
+ {
+ nop = 0,
+ addnew,
+ changefull,
+ changesize,
+ changeshapetype,
+ getmesh,
+ }
+
+ public class ODEPhysRepData
+ {
+ public PhysicsActor actor;
+ public PrimitiveBaseShape pbs;
+ public IMesh mesh;
+
+ public Vector3 size;
+ public Vector3 OBB;
+ public Vector3 OBBOffset;
+
+ public float volume;
+
+ public byte shapetype;
+ public bool hasOBB;
+ public bool hasMeshVolume;
+ public MeshState meshState;
+ public UUID? assetID;
+ public meshWorkerCmnds comand;
+ }
+
+ public class ODEMeshWorker
+ {
+
+ private ILog m_log;
+ private ODEScene m_scene;
+ private IMesher m_mesher;
+
+ public bool meshSculptedPrim = true;
+ public bool forceSimplePrimMeshing = false;
+ public float meshSculptLOD = 32;
+ public float MeshSculptphysicalLOD = 32;
+
+
+ private OpenSim.Framework.BlockingQueue createqueue = new OpenSim.Framework.BlockingQueue();
+ private bool m_running;
+
+ private Thread m_thread;
+
+ public ODEMeshWorker(ODEScene pScene, ILog pLog, IMesher pMesher, IConfig pConfig)
+ {
+ m_scene = pScene;
+ m_log = pLog;
+ m_mesher = pMesher;
+
+ if (pConfig != null)
+ {
+ forceSimplePrimMeshing = pConfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
+ meshSculptedPrim = pConfig.GetBoolean("mesh_sculpted_prim", meshSculptedPrim);
+ meshSculptLOD = pConfig.GetFloat("mesh_lod", meshSculptLOD);
+ MeshSculptphysicalLOD = pConfig.GetFloat("mesh_physical_lod", MeshSculptphysicalLOD);
+ }
+ m_running = true;
+ m_thread = new Thread(DoWork);
+ m_thread.Name = "OdeMeshWorker";
+ m_thread.Start();
+ }
+
+ private void DoWork()
+ {
+ m_mesher.ExpireFileCache();
+
+ while(m_running)
+ {
+ ODEPhysRepData nextRep = createqueue.Dequeue();
+ if(!m_running)
+ return;
+ if (nextRep == null)
+ continue;
+ if (m_scene.haveActor(nextRep.actor))
+ {
+ switch (nextRep.comand)
+ {
+ case meshWorkerCmnds.changefull:
+ case meshWorkerCmnds.changeshapetype:
+ case meshWorkerCmnds.changesize:
+ GetMesh(nextRep);
+ if (CreateActorPhysRep(nextRep) && m_scene.haveActor(nextRep.actor))
+ m_scene.AddChange(nextRep.actor, changes.PhysRepData, nextRep);
+ break;
+ case meshWorkerCmnds.getmesh:
+ DoRepDataGetMesh(nextRep);
+ break;
+ }
+ }
+ }
+ }
+
+ public void Stop()
+ {
+ try
+ {
+ m_thread.Abort();
+ createqueue.Clear();
+ }
+ catch
+ {
+ }
+ }
+
+ public void ChangeActorPhysRep(PhysicsActor actor, PrimitiveBaseShape pbs,
+ Vector3 size, byte shapetype)
+ {
+ ODEPhysRepData repData = new ODEPhysRepData();
+ repData.actor = actor;
+ repData.pbs = pbs;
+ repData.size = size;
+ repData.shapetype = shapetype;
+
+ CheckMesh(repData);
+ CalcVolumeData(repData);
+ m_scene.AddChange(actor, changes.PhysRepData, repData);
+ return;
+ }
+
+ public ODEPhysRepData NewActorPhysRep(PhysicsActor actor, PrimitiveBaseShape pbs,
+ Vector3 size, byte shapetype)
+ {
+ ODEPhysRepData repData = new ODEPhysRepData();
+ repData.actor = actor;
+ repData.pbs = pbs;
+ repData.size = size;
+ repData.shapetype = shapetype;
+
+ CheckMesh(repData);
+ CalcVolumeData(repData);
+ m_scene.AddChange(actor, changes.AddPhysRep, repData);
+ return repData;
+ }
+
+ public void RequestMesh(ODEPhysRepData repData)
+ {
+ repData.mesh = null;
+
+ if (repData.meshState == MeshState.needAsset)
+ {
+ PrimitiveBaseShape pbs = repData.pbs;
+
+ // check if we got outdated
+
+ if (!pbs.SculptEntry || pbs.SculptTexture == UUID.Zero)
+ {
+ repData.meshState = MeshState.noNeed;
+ return;
+ }
+
+ repData.assetID = pbs.SculptTexture;
+ repData.meshState = MeshState.loadingAsset;
+
+ repData.comand = meshWorkerCmnds.getmesh;
+ createqueue.Enqueue(repData);
+ }
+ }
+
+ // creates and prepares a mesh to use and calls parameters estimation
+ public bool CreateActorPhysRep(ODEPhysRepData repData)
+ {
+ IMesh mesh = repData.mesh;
+
+ if (mesh != null)
+ {
+ IntPtr vertices, indices;
+ int vertexCount, indexCount;
+ int vertexStride, triStride;
+
+ mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount);
+ mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount);
+
+ if (vertexCount == 0 || indexCount == 0)
+ {
+ m_log.WarnFormat("[PHYSICS]: Invalid mesh data on prim {0} mesh UUID {1}",
+ repData.actor.Name, repData.pbs.SculptTexture.ToString());
+ repData.meshState = MeshState.MeshFailed;
+ repData.hasOBB = false;
+ repData.mesh = null;
+ m_scene.mesher.ReleaseMesh(mesh);
+ }
+ else
+ {
+ repData.OBBOffset = mesh.GetCentroid();
+ repData.OBB = mesh.GetOBB();
+ repData.hasOBB = true;
+ mesh.releaseSourceMeshData();
+ }
+ }
+ CalcVolumeData(repData);
+ return true;
+ }
+
+ public void AssetLoaded(ODEPhysRepData repData)
+ {
+ if (m_scene.haveActor(repData.actor))
+ {
+ if (needsMeshing(repData.pbs)) // no need for pbs now?
+ {
+ repData.comand = meshWorkerCmnds.changefull;
+ createqueue.Enqueue(repData);
+ }
+ }
+ else
+ repData.pbs.SculptData = Utils.EmptyBytes;
+ }
+
+ public void DoRepDataGetMesh(ODEPhysRepData repData)
+ {
+ if (!repData.pbs.SculptEntry)
+ return;
+
+ if (repData.meshState != MeshState.loadingAsset)
+ return;
+
+ if (repData.assetID == null || repData.assetID == UUID.Zero)
+ return;
+
+ if (repData.assetID != repData.pbs.SculptTexture)
+ return;
+
+ // check if it is in cache
+ GetMesh(repData);
+ if (repData.meshState != MeshState.needAsset)
+ {
+ CreateActorPhysRep(repData);
+ m_scene.AddChange(repData.actor, changes.PhysRepData, repData);
+ return;
+ }
+
+ RequestAssetDelegate assetProvider = m_scene.RequestAssetMethod;
+ if (assetProvider == null)
+ return;
+ ODEAssetRequest asr = new ODEAssetRequest(this, assetProvider, repData, m_log);
+ }
+
+
+ ///
+ /// Routine to figure out if we need to mesh this prim with our mesher
+ ///
+ ///
+ ///
+ public bool needsMeshing(PrimitiveBaseShape pbs)
+ {
+ // check sculpts or meshs
+ if (pbs.SculptEntry)
+ {
+ if (meshSculptedPrim)
+ return true;
+
+ if (pbs.SculptType == (byte)SculptType.Mesh) // always do meshs
+ return true;
+
+ return false;
+ }
+
+ if (forceSimplePrimMeshing)
+ return true;
+
+ // 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 ((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)
+ {
+ return false;
+ }
+ }
+
+ // following code doesn't give meshs to boxes and spheres ever
+ // and it's odd.. so for now just return true if asked to force meshs
+ // hopefully mesher will fail if doesn't suport so things still get basic boxes
+
+ int iPropertiesNotSupportedDefault = 0;
+
+ 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 (iPropertiesNotSupportedDefault == 0)
+ {
+ return false;
+ }
+ return true;
+ }
+
+ // see if we need a mesh and if so if we have a cached one
+ // called with a new repData
+ public void CheckMesh(ODEPhysRepData repData)
+ {
+ PhysicsActor actor = repData.actor;
+ PrimitiveBaseShape pbs = repData.pbs;
+
+ if (!needsMeshing(pbs))
+ {
+ repData.meshState = MeshState.noNeed;
+ return;
+ }
+
+ IMesh mesh = null;
+
+ Vector3 size = repData.size;
+ byte shapetype = repData.shapetype;
+
+ bool convex;
+
+ int clod = (int)LevelOfDetail.High;
+ if (shapetype == 0)
+ convex = false;
+ else
+ {
+ convex = true;
+ if (pbs.SculptType != (byte)SculptType.Mesh)
+ clod = (int)LevelOfDetail.Low;
+ }
+
+ mesh = m_mesher.GetMesh(actor.Name, pbs, size, clod, true, convex);
+
+ if (mesh == null)
+ {
+ if (pbs.SculptEntry)
+ {
+ if (pbs.SculptTexture != null && pbs.SculptTexture != UUID.Zero)
+ {
+ repData.assetID = pbs.SculptTexture;
+ repData.meshState = MeshState.needAsset;
+ }
+ else
+ repData.meshState = MeshState.MeshFailed;
+
+ return;
+ }
+ else
+ {
+ repData.meshState = MeshState.needMesh;
+ mesh = m_mesher.CreateMesh(actor.Name, pbs, size, clod, true, convex, true);
+ if (mesh == null)
+ {
+ repData.meshState = MeshState.MeshFailed;
+ return;
+ }
+ }
+ }
+
+ repData.meshState = MeshState.AssetOK;
+ repData.mesh = mesh;
+
+ if (pbs.SculptEntry)
+ {
+ repData.assetID = pbs.SculptTexture;
+ }
+
+ pbs.SculptData = Utils.EmptyBytes;
+ return ;
+ }
+
+ public void GetMesh(ODEPhysRepData repData)
+ {
+ PhysicsActor actor = repData.actor;
+
+ PrimitiveBaseShape pbs = repData.pbs;
+
+ repData.mesh = null;
+ repData.hasOBB = false;
+
+ if (!needsMeshing(pbs))
+ {
+ repData.meshState = MeshState.noNeed;
+ return;
+ }
+
+ if (repData.meshState == MeshState.MeshFailed)
+ return;
+
+ if (pbs.SculptEntry)
+ {
+ if (repData.meshState == MeshState.AssetFailed)
+ {
+ if (pbs.SculptTexture == repData.assetID)
+ return;
+ }
+ }
+
+ repData.meshState = MeshState.noNeed;
+
+ IMesh mesh = null;
+ Vector3 size = repData.size;
+ byte shapetype = repData.shapetype;
+
+ bool convex;
+ int clod = (int)LevelOfDetail.High;
+ if (shapetype == 0)
+ convex = false;
+ else
+ {
+ convex = true;
+ if (pbs.SculptType != (byte)SculptType.Mesh)
+ clod = (int)LevelOfDetail.Low;
+ }
+
+ mesh = m_mesher.CreateMesh(actor.Name, pbs, size, clod, true, convex, true);
+
+ if (mesh == null)
+ {
+ if (pbs.SculptEntry)
+ {
+ if (pbs.SculptTexture == UUID.Zero)
+ return;
+
+ repData.assetID = pbs.SculptTexture;
+
+ if (pbs.SculptData == null || pbs.SculptData.Length == 0)
+ {
+ repData.meshState = MeshState.needAsset;
+ return;
+ }
+ }
+ }
+
+ repData.mesh = mesh;
+ repData.pbs.SculptData = Utils.EmptyBytes;
+
+ if (mesh == null)
+ {
+ if (pbs.SculptEntry)
+ repData.meshState = MeshState.AssetFailed;
+ else
+ repData.meshState = MeshState.MeshFailed;
+
+ return;
+ }
+
+ repData.meshState = MeshState.AssetOK;
+
+ return;
+ }
+
+ private void CalculateBasicPrimVolume(ODEPhysRepData repData)
+ {
+ PrimitiveBaseShape _pbs = repData.pbs;
+ Vector3 _size = repData.size;
+
+ float volume = _size.X * _size.Y * _size.Z; // default
+ float tmp;
+
+ float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
+ float hollowVolume = hollowAmount * hollowAmount;
+
+ switch (_pbs.ProfileShape)
+ {
+ case ProfileShape.Square:
+ // default box
+
+ if (_pbs.PathCurve == (byte)Extrusion.Straight)
+ {
+ if (hollowAmount > 0.0)
+ {
+ switch (_pbs.HollowShape)
+ {
+ case HollowShape.Square:
+ case HollowShape.Same:
+ break;
+
+ case HollowShape.Circle:
+
+ hollowVolume *= 0.78539816339f;
+ break;
+
+ case HollowShape.Triangle:
+
+ hollowVolume *= (0.5f * .5f);
+ break;
+
+ default:
+ hollowVolume = 0;
+ break;
+ }
+ volume *= (1.0f - hollowVolume);
+ }
+ }
+
+ else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
+ {
+ //a tube
+
+ volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
+ tmp = 1.0f - 2.0e-2f * (float)(200 - _pbs.PathScaleY);
+ volume -= volume * tmp * tmp;
+
+ if (hollowAmount > 0.0)
+ {
+ hollowVolume *= hollowAmount;
+
+ switch (_pbs.HollowShape)
+ {
+ case HollowShape.Square:
+ case HollowShape.Same:
+ break;
+
+ case HollowShape.Circle:
+ hollowVolume *= 0.78539816339f;
+ break;
+
+ case HollowShape.Triangle:
+ hollowVolume *= 0.5f * 0.5f;
+ break;
+ default:
+ hollowVolume = 0;
+ break;
+ }
+ volume *= (1.0f - hollowVolume);
+ }
+ }
+
+ break;
+
+ case ProfileShape.Circle:
+
+ if (_pbs.PathCurve == (byte)Extrusion.Straight)
+ {
+ volume *= 0.78539816339f; // elipse base
+
+ if (hollowAmount > 0.0)
+ {
+ switch (_pbs.HollowShape)
+ {
+ case HollowShape.Same:
+ case HollowShape.Circle:
+ break;
+
+ case HollowShape.Square:
+ hollowVolume *= 0.5f * 2.5984480504799f;
+ break;
+
+ case HollowShape.Triangle:
+ hollowVolume *= .5f * 1.27323954473516f;
+ break;
+
+ default:
+ hollowVolume = 0;
+ break;
+ }
+ volume *= (1.0f - hollowVolume);
+ }
+ }
+
+ else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
+ {
+ volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
+ tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
+ volume *= (1.0f - tmp * tmp);
+
+ if (hollowAmount > 0.0)
+ {
+
+ // calculate the hollow volume by it's shape compared to the prim shape
+ hollowVolume *= hollowAmount;
+
+ switch (_pbs.HollowShape)
+ {
+ case HollowShape.Same:
+ case HollowShape.Circle:
+ break;
+
+ case HollowShape.Square:
+ hollowVolume *= 0.5f * 2.5984480504799f;
+ break;
+
+ case HollowShape.Triangle:
+ hollowVolume *= .5f * 1.27323954473516f;
+ break;
+
+ default:
+ hollowVolume = 0;
+ break;
+ }
+ volume *= (1.0f - hollowVolume);
+ }
+ }
+ break;
+
+ case ProfileShape.HalfCircle:
+ if (_pbs.PathCurve == (byte)Extrusion.Curve1)
+ {
+ volume *= 0.5236f;
+
+ if (hollowAmount > 0.0)
+ {
+ hollowVolume *= hollowAmount;
+
+ switch (_pbs.HollowShape)
+ {
+ case HollowShape.Circle:
+ case HollowShape.Triangle: // diference in sl is minor and odd
+ case HollowShape.Same:
+ break;
+
+ case HollowShape.Square:
+ hollowVolume *= 0.909f;
+ break;
+
+ // case HollowShape.Triangle:
+ // hollowVolume *= .827f;
+ // break;
+ default:
+ hollowVolume = 0;
+ break;
+ }
+ volume *= (1.0f - hollowVolume);
+ }
+
+ }
+ break;
+
+ case ProfileShape.EquilateralTriangle:
+
+ if (_pbs.PathCurve == (byte)Extrusion.Straight)
+ {
+ volume *= 0.32475953f;
+
+ if (hollowAmount > 0.0)
+ {
+
+ // calculate the hollow volume by it's shape compared to the prim shape
+ switch (_pbs.HollowShape)
+ {
+ case HollowShape.Same:
+ case HollowShape.Triangle:
+ hollowVolume *= .25f;
+ break;
+
+ case HollowShape.Square:
+ hollowVolume *= 0.499849f * 3.07920140172638f;
+ break;
+
+ case HollowShape.Circle:
+ // Hollow shape is a perfect cyllinder in respect to the cube's scale
+ // Cyllinder hollow volume calculation
+
+ hollowVolume *= 0.1963495f * 3.07920140172638f;
+ break;
+
+ default:
+ hollowVolume = 0;
+ break;
+ }
+ volume *= (1.0f - hollowVolume);
+ }
+ }
+ else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
+ {
+ volume *= 0.32475953f;
+ volume *= 0.01f * (float)(200 - _pbs.PathScaleX);
+ tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
+ volume *= (1.0f - tmp * tmp);
+
+ if (hollowAmount > 0.0)
+ {
+
+ hollowVolume *= hollowAmount;
+
+ switch (_pbs.HollowShape)
+ {
+ case HollowShape.Same:
+ case HollowShape.Triangle:
+ hollowVolume *= .25f;
+ break;
+
+ case HollowShape.Square:
+ hollowVolume *= 0.499849f * 3.07920140172638f;
+ break;
+
+ case HollowShape.Circle:
+
+ hollowVolume *= 0.1963495f * 3.07920140172638f;
+ break;
+
+ default:
+ hollowVolume = 0;
+ break;
+ }
+ volume *= (1.0f - hollowVolume);
+ }
+ }
+ break;
+
+ default:
+ break;
+ }
+
+ float taperX1;
+ float taperY1;
+ float taperX;
+ float taperY;
+ float pathBegin;
+ float pathEnd;
+ float profileBegin;
+ float profileEnd;
+
+ if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible)
+ {
+ taperX1 = _pbs.PathScaleX * 0.01f;
+ if (taperX1 > 1.0f)
+ taperX1 = 2.0f - taperX1;
+ taperX = 1.0f - taperX1;
+
+ taperY1 = _pbs.PathScaleY * 0.01f;
+ if (taperY1 > 1.0f)
+ taperY1 = 2.0f - taperY1;
+ taperY = 1.0f - taperY1;
+ }
+ else
+ {
+ taperX = _pbs.PathTaperX * 0.01f;
+ if (taperX < 0.0f)
+ taperX = -taperX;
+ taperX1 = 1.0f - taperX;
+
+ taperY = _pbs.PathTaperY * 0.01f;
+ if (taperY < 0.0f)
+ taperY = -taperY;
+ taperY1 = 1.0f - taperY;
+ }
+
+ volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
+
+ pathBegin = (float)_pbs.PathBegin * 2.0e-5f;
+ pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f;
+ volume *= (pathEnd - pathBegin);
+
+ // this is crude aproximation
+ profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f;
+ profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f;
+ volume *= (profileEnd - profileBegin);
+
+ repData.volume = volume;
+ }
+
+ private void CalcVolumeData(ODEPhysRepData repData)
+ {
+ if (repData.hasOBB)
+ {
+ Vector3 OBB = repData.OBB;
+ }
+ else
+ {
+ Vector3 OBB = repData.size;
+ OBB.X *= 0.5f;
+ OBB.Y *= 0.5f;
+ OBB.Z *= 0.5f;
+
+ repData.OBB = OBB;
+ repData.OBBOffset = Vector3.Zero;
+ }
+
+ CalculateBasicPrimVolume(repData);
+ }
+ }
+
+ public class ODEAssetRequest
+ {
+ ODEMeshWorker m_worker;
+ private ILog m_log;
+ ODEPhysRepData repData;
+
+ public ODEAssetRequest(ODEMeshWorker pWorker, RequestAssetDelegate provider,
+ ODEPhysRepData pRepData, ILog plog)
+ {
+ m_worker = pWorker;
+ m_log = plog;
+ repData = pRepData;
+
+ repData.meshState = MeshState.AssetFailed;
+ if (provider == null)
+ return;
+
+ if (repData.assetID == null)
+ return;
+
+ UUID assetID = (UUID) repData.assetID;
+ if (assetID == UUID.Zero)
+ return;
+
+ repData.meshState = MeshState.loadingAsset;
+ provider(assetID, ODEassetReceived);
+ }
+
+ void ODEassetReceived(AssetBase asset)
+ {
+ repData.meshState = MeshState.AssetFailed;
+ if (asset != null)
+ {
+ if (asset.Data != null && asset.Data.Length > 0)
+ {
+ repData.meshState = MeshState.noNeed;
+
+ if (!repData.pbs.SculptEntry)
+ return;
+ if (repData.pbs.SculptTexture != repData.assetID)
+ return;
+
+// repData.pbs.SculptData = new byte[asset.Data.Length];
+// asset.Data.CopyTo(repData.pbs.SculptData,0);
+ repData.pbs.SculptData = asset.Data;
+ repData.meshState = MeshState.AssetOK;
+ m_worker.AssetLoaded(repData);
+ }
+ else
+ m_log.WarnFormat("[PHYSICS]: asset provider returned invalid mesh data for prim {0} asset UUID {1}.",
+ repData.actor.Name, asset.ID.ToString());
+ }
+ else
+ m_log.WarnFormat("[PHYSICS]: asset provider returned null asset fo mesh of prim {0}.",
+ repData.actor.Name);
+ }
+ }
+}
diff --git a/OpenSim/Region/PhysicsModules/ubOde/ODEModule.cs b/OpenSim/Region/PhysicsModules/ubOde/ODEModule.cs
new file mode 100644
index 0000000..44bf17f
--- /dev/null
+++ b/OpenSim/Region/PhysicsModules/ubOde/ODEModule.cs
@@ -0,0 +1,97 @@
+using System;
+using System.Reflection;
+using log4net;
+using Nini.Config;
+using Mono.Addins;
+using OdeAPI;
+using OpenSim.Framework;
+using OpenSim.Region.Framework.Scenes;
+using OpenSim.Region.Framework.Interfaces;
+
+namespace OpenSim.Region.PhysicsModule.ubOde
+{
+ [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "ubODEPhysicsScene")]
+ class ubOdeModule : INonSharedRegionModule
+ {
+ private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
+
+ private bool m_Enabled = false;
+ private IConfigSource m_config;
+ private ODEScene m_scene;
+ private bool ubOdeLib;
+
+ #region INonSharedRegionModule
+
+ public string Name
+ {
+ get { return "ubODE"; }
+ }
+
+ public Type ReplaceableInterface
+ {
+ get { return null; }
+ }
+
+ public void Initialise(IConfigSource source)
+ {
+ IConfig config = source.Configs["Startup"];
+ if (config != null)
+ {
+ string physics = config.GetString("physics", string.Empty);
+ if (physics == Name)
+ {
+ m_config = source;
+ m_Enabled = true;
+ }
+ }
+ }
+
+ public void Close()
+ {
+ }
+
+ public void AddRegion(Scene scene)
+ {
+ if (!m_Enabled)
+ return;
+
+ if (Util.IsWindows())
+ Util.LoadArchSpecificWindowsDll("ode.dll");
+
+ // Initializing ODE only when a scene is created allows alternative ODE plugins to co-habit (according to
+ // http://opensimulator.org/mantis/view.php?id=2750).
+ d.InitODE();
+
+ string ode_config = d.GetConfiguration();
+ if (ode_config != null && ode_config != "")
+ {
+ m_log.InfoFormat("[ubODE] ode library configuration: {0}", ode_config);
+ // ubODE still not avaiable
+ if (ode_config.Contains("ubODE"))
+ {
+ ubOdeLib = true;
+ }
+ }
+
+ m_scene = new ODEScene(scene, m_config, Name, ubOdeLib);
+ }
+
+ public void RemoveRegion(Scene scene)
+ {
+ if (!m_Enabled || m_scene == null)
+ return;
+
+ m_scene.Dispose();
+ m_scene = null;
+ }
+
+ public void RegionLoaded(Scene scene)
+ {
+ if (!m_Enabled || m_scene == null)
+ return;
+
+ m_scene.RegionLoaded();
+ }
+ #endregion
+ }
+}
diff --git a/OpenSim/Region/PhysicsModules/ubOde/ODEPrim.cs b/OpenSim/Region/PhysicsModules/ubOde/ODEPrim.cs
new file mode 100644
index 0000000..91aca26
--- /dev/null
+++ b/OpenSim/Region/PhysicsModules/ubOde/ODEPrim.cs
@@ -0,0 +1,3896 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+/*
+ * Revised August 26 2009 by Kitto Flora. ODEDynamics.cs replaces
+ * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
+ * ODEPrim.cs contains methods dealing with Prim editing, Prim
+ * characteristics and Kinetic motion.
+ * ODEDynamics.cs contains methods dealing with Prim Physical motion
+ * (dynamics) and the associated settings. Old Linear and angular
+ * motors for dynamic motion have been replace with MoveLinear()
+ * and MoveAngular(); 'Physical' is used only to switch ODE dynamic
+ * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_ is to
+ * switch between 'VEHICLE' parameter use and general dynamics
+ * settings use.
+ */
+
+//#define SPAM
+
+using System;
+using System.Collections.Generic;
+using System.Reflection;
+using System.Runtime.InteropServices;
+using System.Threading;
+using log4net;
+using OpenMetaverse;
+using OdeAPI;
+using OpenSim.Framework;
+using OpenSim.Region.PhysicsModules.SharedBase;
+
+namespace OpenSim.Region.PhysicsModule.ubOde
+{
+ public class OdePrim : PhysicsActor
+ {
+ private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
+
+ private bool m_isphysical;
+ private bool m_fakeisphysical;
+ private bool m_isphantom;
+ private bool m_fakeisphantom;
+ internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
+ private bool m_fakeisVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
+
+ protected bool m_building;
+ protected bool m_forcePosOrRotation;
+ private bool m_iscolliding;
+
+ internal bool m_isSelected;
+ private bool m_delaySelect;
+ private bool m_lastdoneSelected;
+ internal bool m_outbounds;
+
+ private Quaternion m_lastorientation;
+ private Quaternion _orientation;
+
+ private Vector3 _position;
+ private Vector3 _velocity;
+ private Vector3 m_torque;
+ private Vector3 m_lastVelocity;
+ private Vector3 m_lastposition;
+ private Vector3 m_rotationalVelocity;
+ private Vector3 _size;
+ private Vector3 _acceleration;
+ private Vector3 m_angularlock = Vector3.One;
+ private IntPtr Amotor;
+
+ private Vector3 m_force;
+ private Vector3 m_forceacc;
+ private Vector3 m_angularForceacc;
+
+ private float m_invTimeStep;
+ private float m_timeStep;
+
+ private Vector3 m_PIDTarget;
+ private float m_PIDTau;
+ private bool m_usePID;
+
+ private float m_PIDHoverHeight;
+ private float m_PIDHoverTau;
+ private bool m_useHoverPID;
+ private PIDHoverType m_PIDHoverType;
+ private float m_targetHoverHeight;
+ private float m_groundHeight;
+ private float m_waterHeight;
+ private float m_buoyancy; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle.
+
+ private int body_autodisable_frames;
+ public int bodydisablecontrol;
+ private float m_gravmod = 1.0f;
+
+ // Default we're a Geometry
+ private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
+ // Default colide nonphysical don't try to colide with anything
+ private const CollisionCategories m_default_collisionFlagsNotPhysical = 0;
+
+ private const CollisionCategories m_default_collisionFlagsPhysical = (CollisionCategories.Geom |
+ CollisionCategories.Character |
+ CollisionCategories.Land |
+ CollisionCategories.VolumeDtc);
+
+// private bool m_collidesLand = true;
+ private bool m_collidesWater;
+// public bool m_returnCollisions;
+
+ private bool m_NoColide; // for now only for internal use for bad meshs
+
+
+ // Default, Collide with Other Geometries, spaces and Bodies
+ private CollisionCategories m_collisionFlags = m_default_collisionFlagsNotPhysical;
+
+ public bool m_disabled;
+
+ private uint m_localID;
+
+ private IMesh m_mesh;
+ private object m_meshlock = new object();
+ private PrimitiveBaseShape _pbs;
+
+ private UUID? m_assetID;
+ private MeshState m_meshState;
+
+ public ODEScene _parent_scene;
+
+ ///
+ /// The physics space which contains prim geometry
+ ///
+ public IntPtr m_targetSpace;
+
+ public IntPtr prim_geom;
+ public IntPtr _triMeshData;
+
+ private PhysicsActor _parent;
+
+ private List childrenPrim = new List();
+
+ public float m_collisionscore;
+ private int m_colliderfilter = 0;
+
+ public IntPtr collide_geom; // for objects: geom if single prim space it linkset
+
+ private float m_density;
+ private byte m_shapetype;
+ public bool _zeroFlag;
+ private bool m_lastUpdateSent;
+
+ public IntPtr Body;
+
+ private Vector3 _target_velocity;
+
+ public Vector3 m_OBBOffset;
+ public Vector3 m_OBB;
+ public float primOOBradiusSQ;
+
+ private bool m_hasOBB = true;
+
+ private float m_physCost;
+ private float m_streamCost;
+
+ public d.Mass primdMass; // prim inertia information on it's own referencial
+ float primMass; // prim own mass
+ float primVolume; // prim own volume;
+ float _mass; // object mass acording to case
+
+ public int givefakepos;
+ private Vector3 fakepos;
+ public int givefakeori;
+ private Quaternion fakeori;
+
+ private int m_eventsubscription;
+ private int m_cureventsubscription;
+ private CollisionEventUpdate CollisionEventsThisFrame = null;
+ private bool SentEmptyCollisionsEvent;
+
+ public volatile bool childPrim;
+
+ public ODEDynamics m_vehicle;
+
+ internal int m_material = (int)Material.Wood;
+ private float mu;
+ private float bounce;
+
+ ///
+ /// Is this prim subject to physics? Even if not, it's still solid for collision purposes.
+ ///
+ public override bool IsPhysical // this is not reliable for internal use
+ {
+ get { return m_fakeisphysical; }
+ set
+ {
+ m_fakeisphysical = value; // we show imediatly to outside that we changed physical
+ // and also to stop imediatly some updates
+ // but real change will only happen in taintprocessing
+
+ if (!value) // Zero the remembered last velocity
+ m_lastVelocity = Vector3.Zero;
+ AddChange(changes.Physical, value);
+ }
+ }
+
+ public override bool IsVolumeDtc
+ {
+ get { return m_fakeisVolumeDetect; }
+ set
+ {
+ m_fakeisVolumeDetect = value;
+ AddChange(changes.VolumeDtc, value);
+ }
+ }
+
+ public override bool Phantom // this is not reliable for internal use
+ {
+ get { return m_fakeisphantom; }
+ set
+ {
+ m_fakeisphantom = value;
+ AddChange(changes.Phantom, value);
+ }
+ }
+
+ public override bool Building // this is not reliable for internal use
+ {
+ get { return m_building; }
+ set
+ {
+// if (value)
+// m_building = true;
+ AddChange(changes.building, value);
+ }
+ }
+
+ public override void getContactData(ref ContactData cdata)
+ {
+ cdata.mu = mu;
+ cdata.bounce = bounce;
+
+ // cdata.softcolide = m_softcolide;
+ cdata.softcolide = false;
+
+ if (m_isphysical)
+ {
+ ODEDynamics veh;
+ if (_parent != null)
+ veh = ((OdePrim)_parent).m_vehicle;
+ else
+ veh = m_vehicle;
+
+ if (veh != null && veh.Type != Vehicle.TYPE_NONE)
+ cdata.mu *= veh.FrictionFactor;
+// cdata.mu *= 0;
+ }
+ }
+
+ public override float PhysicsCost
+ {
+ get
+ {
+ return m_physCost;
+ }
+ }
+
+ public override float StreamCost
+ {
+ get
+ {
+ return m_streamCost;
+ }
+ }
+
+ public override int PhysicsActorType
+ {
+ get { return (int)ActorTypes.Prim; }
+ set { return; }
+ }
+
+ public override bool SetAlwaysRun
+ {
+ get { return false; }
+ set { return; }
+ }
+
+ public override uint LocalID
+ {
+ get { return m_localID; }
+ set { m_localID = value; }
+ }
+
+ public override PhysicsActor ParentActor
+ {
+ get
+ {
+ if (childPrim)
+ return _parent;
+ else
+ return (PhysicsActor)this;
+ }
+ }
+
+ public override bool Grabbed
+ {
+ set { return; }
+ }
+
+ public override bool Selected
+ {
+ set
+ {
+ if (value)
+ m_isSelected = value; // if true set imediatly to stop moves etc
+ AddChange(changes.Selected, value);
+ }
+ }
+
+ public override bool Flying
+ {
+ // no flying prims for you
+ get { return false; }
+ set { }
+ }
+
+ public override bool IsColliding
+ {
+ get { return m_iscolliding; }
+ set
+ {
+ if (value)
+ {
+ m_colliderfilter += 2;
+ if (m_colliderfilter > 2)
+ m_colliderfilter = 2;
+ }
+ else
+ {
+ m_colliderfilter--;
+ if (m_colliderfilter < 0)
+ m_colliderfilter = 0;
+ }
+
+ if (m_colliderfilter == 0)
+ m_iscolliding = false;
+ else
+ m_iscolliding = true;
+ }
+ }
+
+ public override bool CollidingGround
+ {
+ get { return false; }
+ set { return; }
+ }
+
+ public override bool CollidingObj
+ {
+ get { return false; }
+ set { return; }
+ }
+
+
+ public override bool ThrottleUpdates {get;set;}
+
+ public override bool Stopped
+ {
+ get { return _zeroFlag; }
+ }
+
+ public override Vector3 Position
+ {
+ get
+ {
+ if (givefakepos > 0)
+ return fakepos;
+ else
+ return _position;
+ }
+
+ set
+ {
+ fakepos = value;
+ givefakepos++;
+ AddChange(changes.Position, value);
+ }
+ }
+
+ public override Vector3 Size
+ {
+ get { return _size; }
+ set
+ {
+ if (value.IsFinite())
+ {
+ _parent_scene.m_meshWorker.ChangeActorPhysRep(this, _pbs, value, m_shapetype);
+ }
+ else
+ {
+ m_log.WarnFormat("[PHYSICS]: Got NaN Size on object {0}", Name);
+ }
+ }
+ }
+
+ public override float Mass
+ {
+ get { return primMass; }
+ }
+
+ public override Vector3 Force
+ {
+ get { return m_force; }
+ set
+ {
+ if (value.IsFinite())
+ {
+ AddChange(changes.Force, value);
+ }
+ else
+ {
+ m_log.WarnFormat("[PHYSICS]: NaN in Force Applied to an Object {0}", Name);
+ }
+ }
+ }
+
+ public override void SetVolumeDetect(int param)
+ {
+ m_fakeisVolumeDetect = (param != 0);
+ AddChange(changes.VolumeDtc, m_fakeisVolumeDetect);
+ }
+
+ public override Vector3 GeometricCenter
+ {
+ // this is not real geometric center but a average of positions relative to root prim acording to
+ // http://wiki.secondlife.com/wiki/llGetGeometricCenter
+ // ignoring tortured prims details since sl also seems to ignore
+ // so no real use in doing it on physics
+ get
+ {
+ return Vector3.Zero;
+ }
+ }
+
+ public override Vector3 CenterOfMass
+ {
+ get
+ {
+ lock (_parent_scene.OdeLock)
+ {
+ d.Vector3 dtmp;
+ if (!childPrim && Body != IntPtr.Zero)
+ {
+ dtmp = d.BodyGetPosition(Body);
+ return new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
+ }
+ else if (prim_geom != IntPtr.Zero)
+ {
+ d.Quaternion dq;
+ d.GeomCopyQuaternion(prim_geom, out dq);
+ Quaternion q;
+ q.X = dq.X;
+ q.Y = dq.Y;
+ q.Z = dq.Z;
+ q.W = dq.W;
+
+ Vector3 Ptot = m_OBBOffset * q;
+ dtmp = d.GeomGetPosition(prim_geom);
+ Ptot.X += dtmp.X;
+ Ptot.Y += dtmp.Y;
+ Ptot.Z += dtmp.Z;
+
+ // if(childPrim) we only know about physical linksets
+ return Ptot;
+/*
+ float tmass = _mass;
+ Ptot *= tmass;
+
+ float m;
+
+ foreach (OdePrim prm in childrenPrim)
+ {
+ m = prm._mass;
+ Ptot += prm.CenterOfMass * m;
+ tmass += m;
+ }
+
+ if (tmass == 0)
+ tmass = 0;
+ else
+ tmass = 1.0f / tmass;
+
+ Ptot *= tmass;
+ return Ptot;
+*/
+ }
+ else
+ return _position;
+ }
+ }
+ }
+
+ public override Vector3 OOBsize
+ {
+ get
+ {
+ return m_OBB;
+ }
+ }
+
+ public override Vector3 OOBoffset
+ {
+ get
+ {
+ return m_OBBOffset;
+ }
+ }
+
+ public override float OOBRadiusSQ
+ {
+ get
+ {
+ return primOOBradiusSQ;
+ }
+ }
+
+ public override PrimitiveBaseShape Shape
+ {
+ set
+ {
+// AddChange(changes.Shape, value);
+ _parent_scene.m_meshWorker.ChangeActorPhysRep(this, value, _size, m_shapetype);
+ }
+ }
+
+ public override byte PhysicsShapeType
+ {
+ get
+ {
+ return m_shapetype;
+ }
+ set
+ {
+ m_shapetype = value;
+ _parent_scene.m_meshWorker.ChangeActorPhysRep(this, _pbs, _size, value);
+ }
+ }
+
+ public override Vector3 Velocity
+ {
+ get
+ {
+ if (_zeroFlag)
+ return Vector3.Zero;
+ return _velocity;
+ }
+ set
+ {
+ if (value.IsFinite())
+ {
+ AddChange(changes.Velocity, value);
+ }
+ else
+ {
+ m_log.WarnFormat("[PHYSICS]: Got NaN Velocity in Object {0}", Name);
+ }
+
+ }
+ }
+
+ public override Vector3 Torque
+ {
+ get
+ {
+ if (!IsPhysical || Body == IntPtr.Zero)
+ return Vector3.Zero;
+
+ return m_torque;
+ }
+
+ set
+ {
+ if (value.IsFinite())
+ {
+ AddChange(changes.Torque, value);
+ }
+ else
+ {
+ m_log.WarnFormat("[PHYSICS]: Got NaN Torque in Object {0}", Name);
+ }
+ }
+ }
+
+ public override float CollisionScore
+ {
+ get { return m_collisionscore; }
+ set { m_collisionscore = value; }
+ }
+
+ public override bool Kinematic
+ {
+ get { return false; }
+ set { }
+ }
+
+ public override Quaternion Orientation
+ {
+ get
+ {
+ if (givefakeori > 0)
+ return fakeori;
+ else
+
+ return _orientation;
+ }
+ set
+ {
+ if (QuaternionIsFinite(value))
+ {
+ fakeori = value;
+ givefakeori++;
+
+ value.Normalize();
+
+ AddChange(changes.Orientation, value);
+ }
+ else
+ m_log.WarnFormat("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object {0}", Name);
+
+ }
+ }
+
+ public override Vector3 Acceleration
+ {
+ get { return _acceleration; }
+ set { }
+ }
+
+ public override Vector3 RotationalVelocity
+ {
+ get
+ {
+ Vector3 pv = Vector3.Zero;
+ if (_zeroFlag)
+ return pv;
+
+ if (m_rotationalVelocity.ApproxEquals(pv, 0.0001f))
+ return pv;
+
+ return m_rotationalVelocity;
+ }
+ set
+ {
+ if (value.IsFinite())
+ {
+ AddChange(changes.AngVelocity, value);
+ }
+ else
+ {
+ m_log.WarnFormat("[PHYSICS]: Got NaN RotationalVelocity in Object {0}", Name);
+ }
+ }
+ }
+
+ public override float Buoyancy
+ {
+ get { return m_buoyancy; }
+ set
+ {
+ AddChange(changes.Buoyancy,value);
+ }
+ }
+
+ public override bool FloatOnWater
+ {
+ set
+ {
+ AddChange(changes.CollidesWater, value);
+ }
+ }
+
+ public override Vector3 PIDTarget
+ {
+ set
+ {
+ if (value.IsFinite())
+ {
+ AddChange(changes.PIDTarget,value);
+ }
+ else
+ m_log.WarnFormat("[PHYSICS]: Got NaN PIDTarget from Scene on Object {0}", Name);
+ }
+ }
+
+ public override bool PIDActive
+ {
+ get
+ {
+ return m_usePID;
+ }
+ set
+ {
+ AddChange(changes.PIDActive,value);
+ }
+ }
+
+ public override float PIDTau
+ {
+ set
+ {
+ float tmp = 0;
+ if (value > 0)
+ {
+ float mint = (0.05f > m_timeStep ? 0.05f : m_timeStep);
+ if (value < mint)
+ tmp = mint;
+ else
+ tmp = value;
+ }
+ AddChange(changes.PIDTau,tmp);
+ }
+ }
+
+ public override float PIDHoverHeight
+ {
+ set
+ {
+ AddChange(changes.PIDHoverHeight,value);
+ }
+ }
+ public override bool PIDHoverActive
+ {
+ set
+ {
+ AddChange(changes.PIDHoverActive, value);
+ }
+ }
+
+ public override PIDHoverType PIDHoverType
+ {
+ set
+ {
+ AddChange(changes.PIDHoverType,value);
+ }
+ }
+
+ public override float PIDHoverTau
+ {
+ set
+ {
+ float tmp =0;
+ if (value > 0)
+ {
+ float mint = (0.05f > m_timeStep ? 0.05f : m_timeStep);
+ if (value < mint)
+ tmp = mint;
+ else
+ tmp = value;
+ }
+ AddChange(changes.PIDHoverTau, tmp);
+ }
+ }
+
+ public override Quaternion APIDTarget { set { return; } }
+
+ public override bool APIDActive { set { return; } }
+
+ public override float APIDStrength { set { return; } }
+
+ public override float APIDDamping { set { return; } }
+
+ public override int VehicleType
+ {
+ // we may need to put a fake on this
+ get
+ {
+ if (m_vehicle == null)
+ return (int)Vehicle.TYPE_NONE;
+ else
+ return (int)m_vehicle.Type;
+ }
+ set
+ {
+ AddChange(changes.VehicleType, value);
+ }
+ }
+
+ public override void VehicleFloatParam(int param, float value)
+ {
+ strVehicleFloatParam fp = new strVehicleFloatParam();
+ fp.param = param;
+ fp.value = value;
+ AddChange(changes.VehicleFloatParam, fp);
+ }
+
+ public override void VehicleVectorParam(int param, Vector3 value)
+ {
+ strVehicleVectorParam fp = new strVehicleVectorParam();
+ fp.param = param;
+ fp.value = value;
+ AddChange(changes.VehicleVectorParam, fp);
+ }
+
+ public override void VehicleRotationParam(int param, Quaternion value)
+ {
+ strVehicleQuatParam fp = new strVehicleQuatParam();
+ fp.param = param;
+ fp.value = value;
+ AddChange(changes.VehicleRotationParam, fp);
+ }
+
+ public override void VehicleFlags(int param, bool value)
+ {
+ strVehicleBoolParam bp = new strVehicleBoolParam();
+ bp.param = param;
+ bp.value = value;
+ AddChange(changes.VehicleFlags, bp);
+ }
+
+ public override void SetVehicle(object vdata)
+ {
+ AddChange(changes.SetVehicle, vdata);
+ }
+ public void SetAcceleration(Vector3 accel)
+ {
+ _acceleration = accel;
+ }
+
+ public override void AddForce(Vector3 force, bool pushforce)
+ {
+ if (force.IsFinite())
+ {
+ if(pushforce)
+ AddChange(changes.AddForce, force);
+ else // a impulse
+ AddChange(changes.AddForce, force * m_invTimeStep);
+ }
+ else
+ {
+ m_log.WarnFormat("[PHYSICS]: Got Invalid linear force vector from Scene in Object {0}", Name);
+ }
+ //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
+ }
+
+ public override void AddAngularForce(Vector3 force, bool pushforce)
+ {
+ if (force.IsFinite())
+ {
+// if(pushforce) for now applyrotationimpulse seems more happy applied as a force
+ AddChange(changes.AddAngForce, force);
+// else // a impulse
+// AddChange(changes.AddAngForce, force * m_invTimeStep);
+ }
+ else
+ {
+ m_log.WarnFormat("[PHYSICS]: Got Invalid Angular force vector from Scene in Object {0}", Name);
+ }
+ }
+
+ public override void CrossingFailure()
+ {
+ if (m_outbounds)
+ {
+ _position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
+ _position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
+ _position.Z = Util.Clip(_position.Z + 0.2f, -100f, 50000f);
+
+ m_lastposition = _position;
+ _velocity.X = 0;
+ _velocity.Y = 0;
+ _velocity.Z = 0;
+
+ m_lastVelocity = _velocity;
+ if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
+ m_vehicle.Stop();
+
+ if(Body != IntPtr.Zero)
+ d.BodySetLinearVel(Body, 0, 0, 0); // stop it
+ if (prim_geom != IntPtr.Zero)
+ d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
+
+ m_outbounds = false;
+ changeDisable(false);
+ base.RequestPhysicsterseUpdate();
+ }
+ }
+
+ public override void SetMomentum(Vector3 momentum)
+ {
+ }
+
+ public override void SetMaterial(int pMaterial)
+ {
+ m_material = pMaterial;
+ mu = _parent_scene.m_materialContactsData[pMaterial].mu;
+ bounce = _parent_scene.m_materialContactsData[pMaterial].bounce;
+ }
+
+ public override float Density
+ {
+ get
+ {
+ return m_density * 100f;
+ }
+ set
+ {
+ m_density = value / 100f;
+ // for not prim mass is not updated since this implies full rebuild of body inertia TODO
+ }
+ }
+ public override float GravModifier
+ {
+ get
+ {
+ return m_gravmod;
+ }
+ set
+ {
+ m_gravmod = value;
+ if (m_vehicle != null)
+ m_vehicle.GravMod = m_gravmod;
+ }
+ }
+ public override float Friction
+ {
+ get
+ {
+ return mu;
+ }
+ set
+ {
+ mu = value;
+ }
+ }
+
+ public override float Restitution
+ {
+ get
+ {
+ return bounce;
+ }
+ set
+ {
+ bounce = value;
+ }
+ }
+
+ public void setPrimForRemoval()
+ {
+ AddChange(changes.Remove, null);
+ }
+
+ public override void link(PhysicsActor obj)
+ {
+ AddChange(changes.Link, obj);
+ }
+
+ public override void delink()
+ {
+ AddChange(changes.DeLink, null);
+ }
+
+ public override void LockAngularMotion(Vector3 axis)
+ {
+ // reverse the zero/non zero values for ODE.
+ if (axis.IsFinite())
+ {
+ axis.X = (axis.X > 0) ? 1f : 0f;
+ axis.Y = (axis.Y > 0) ? 1f : 0f;
+ axis.Z = (axis.Z > 0) ? 1f : 0f;
+// m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
+ AddChange(changes.AngLock, axis);
+ }
+ else
+ {
+ m_log.WarnFormat("[PHYSICS]: Got NaN locking axis from Scene on Object {0}", Name);
+ }
+ }
+
+ public override void SubscribeEvents(int ms)
+ {
+ m_eventsubscription = ms;
+ m_cureventsubscription = 0;
+ if (CollisionEventsThisFrame == null)
+ CollisionEventsThisFrame = new CollisionEventUpdate();
+ SentEmptyCollisionsEvent = false;
+ }
+
+ public override void UnSubscribeEvents()
+ {
+ if (CollisionEventsThisFrame != null)
+ {
+ CollisionEventsThisFrame.Clear();
+ CollisionEventsThisFrame = null;
+ }
+ m_eventsubscription = 0;
+ _parent_scene.RemoveCollisionEventReporting(this);
+ }
+
+ public override void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
+ {
+ if (CollisionEventsThisFrame == null)
+ CollisionEventsThisFrame = new CollisionEventUpdate();
+// if(CollisionEventsThisFrame.Count < 32)
+ CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
+ }
+
+ public void SendCollisions()
+ {
+ if (CollisionEventsThisFrame == null)
+ return;
+
+ if (m_cureventsubscription < m_eventsubscription)
+ return;
+
+ m_cureventsubscription = 0;
+
+ int ncolisions = CollisionEventsThisFrame.m_objCollisionList.Count;
+
+ if (!SentEmptyCollisionsEvent || ncolisions > 0)
+ {
+ base.SendCollisionUpdate(CollisionEventsThisFrame);
+
+ if (ncolisions == 0)
+ {
+ SentEmptyCollisionsEvent = true;
+ _parent_scene.RemoveCollisionEventReporting(this);
+ }
+ else
+ {
+ SentEmptyCollisionsEvent = false;
+ CollisionEventsThisFrame.Clear();
+ }
+ }
+ }
+
+ internal void AddCollisionFrameTime(int t)
+ {
+ if (m_cureventsubscription < 50000)
+ m_cureventsubscription += t;
+ }
+
+ public override bool SubscribedEvents()
+ {
+ if (m_eventsubscription > 0)
+ return true;
+ return false;
+ }
+
+ public OdePrim(String primName, ODEScene parent_scene, Vector3 pos, Vector3 size,
+ Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical,bool pisPhantom,byte _shapeType,uint plocalID)
+ {
+ Name = primName;
+ LocalID = plocalID;
+
+ m_vehicle = null;
+
+ if (!pos.IsFinite())
+ {
+ pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
+ parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
+ m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Position for {0}", Name);
+ }
+ _position = pos;
+ givefakepos = 0;
+
+ m_timeStep = parent_scene.ODE_STEPSIZE;
+ m_invTimeStep = 1f / m_timeStep;
+
+ m_density = parent_scene.geomDefaultDensity;
+ body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
+
+ prim_geom = IntPtr.Zero;
+ collide_geom = IntPtr.Zero;
+ Body = IntPtr.Zero;
+
+ if (!size.IsFinite())
+ {
+ size = new Vector3(0.5f, 0.5f, 0.5f);
+ m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Size for {0}", Name);
+ }
+
+ if (size.X <= 0) size.X = 0.01f;
+ if (size.Y <= 0) size.Y = 0.01f;
+ if (size.Z <= 0) size.Z = 0.01f;
+
+ _size = size;
+
+ if (!QuaternionIsFinite(rotation))
+ {
+ rotation = Quaternion.Identity;
+ m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Rotation for {0}", Name);
+ }
+
+ _orientation = rotation;
+ givefakeori = 0;
+
+ _pbs = pbs;
+
+ _parent_scene = parent_scene;
+ m_targetSpace = IntPtr.Zero;
+
+ if (pos.Z < 0)
+ {
+ m_isphysical = false;
+ }
+ else
+ {
+ m_isphysical = pisPhysical;
+ }
+ m_fakeisphysical = m_isphysical;
+
+ m_isVolumeDetect = false;
+ m_fakeisVolumeDetect = false;
+
+ m_force = Vector3.Zero;
+
+ m_iscolliding = false;
+ m_colliderfilter = 0;
+ m_NoColide = false;
+
+ _triMeshData = IntPtr.Zero;
+
+ m_shapetype = _shapeType;
+
+ m_lastdoneSelected = false;
+ m_isSelected = false;
+ m_delaySelect = false;
+
+ m_isphantom = pisPhantom;
+ m_fakeisphantom = pisPhantom;
+
+ mu = parent_scene.m_materialContactsData[(int)Material.Wood].mu;
+ bounce = parent_scene.m_materialContactsData[(int)Material.Wood].bounce;
+
+ m_building = true; // control must set this to false when done
+
+ // get basic mass parameters
+ ODEPhysRepData repData = _parent_scene.m_meshWorker.NewActorPhysRep(this, _pbs, _size, m_shapetype);
+
+ primVolume = repData.volume;
+ m_OBB = repData.OBB;
+ m_OBBOffset = repData.OBBOffset;
+
+ UpdatePrimBodyData();
+ }
+
+ private void resetCollisionAccounting()
+ {
+ m_collisionscore = 0;
+ }
+
+ private void UpdateCollisionCatFlags()
+ {
+ if(m_isphysical && m_disabled)
+ {
+ m_collisionCategories = 0;
+ m_collisionFlags = 0;
+ }
+
+ else if (m_isSelected)
+ {
+ m_collisionCategories = CollisionCategories.Selected;
+ m_collisionFlags = 0;
+ }
+
+ else if (m_isVolumeDetect)
+ {
+ m_collisionCategories = CollisionCategories.VolumeDtc;
+ if (m_isphysical)
+ m_collisionFlags = CollisionCategories.Geom | CollisionCategories.Character;
+ else
+ m_collisionFlags = 0;
+ }
+ else if (m_isphantom)
+ {
+ m_collisionCategories = CollisionCategories.Phantom;
+ if (m_isphysical)
+ m_collisionFlags = CollisionCategories.Land;
+ else
+ m_collisionFlags = 0;
+ }
+ else
+ {
+ m_collisionCategories = CollisionCategories.Geom;
+ if (m_isphysical)
+ m_collisionFlags = m_default_collisionFlagsPhysical;
+ else
+ m_collisionFlags = m_default_collisionFlagsNotPhysical;
+ }
+ }
+
+ private void ApplyCollisionCatFlags()
+ {
+ if (prim_geom != IntPtr.Zero)
+ {
+ if (!childPrim && childrenPrim.Count > 0)
+ {
+ foreach (OdePrim prm in childrenPrim)
+ {
+ if (m_isphysical && m_disabled)
+ {
+ prm.m_collisionCategories = 0;
+ prm.m_collisionFlags = 0;
+ }
+ else
+ {
+ // preserve some
+ if (prm.m_isSelected)
+ {
+ prm.m_collisionCategories = CollisionCategories.Selected;
+ prm.m_collisionFlags = 0;
+ }
+ else if (prm.m_isVolumeDetect)
+ {
+ prm.m_collisionCategories = CollisionCategories.VolumeDtc;
+ if (m_isphysical)
+ prm.m_collisionFlags = CollisionCategories.Geom | CollisionCategories.Character;
+ else
+ prm.m_collisionFlags = 0;
+ }
+ else if (prm.m_isphantom)
+ {
+ prm.m_collisionCategories = CollisionCategories.Phantom;
+ if (m_isphysical)
+ prm.m_collisionFlags = CollisionCategories.Land;
+ else
+ prm.m_collisionFlags = 0;
+ }
+ else
+ {
+ prm.m_collisionCategories = m_collisionCategories;
+ prm.m_collisionFlags = m_collisionFlags;
+ }
+ }
+
+ if (prm.prim_geom != IntPtr.Zero)
+ {
+ if (prm.m_NoColide)
+ {
+ d.GeomSetCategoryBits(prm.prim_geom, 0);
+ if (m_isphysical)
+ d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land);
+ else
+ d.GeomSetCollideBits(prm.prim_geom, 0);
+ }
+ else
+ {
+ d.GeomSetCategoryBits(prm.prim_geom, (uint)prm.m_collisionCategories);
+ d.GeomSetCollideBits(prm.prim_geom, (uint)prm.m_collisionFlags);
+ }
+ }
+ }
+ }
+
+ if (m_NoColide)
+ {
+ d.GeomSetCategoryBits(prim_geom, 0);
+ d.GeomSetCollideBits(prim_geom, (uint)CollisionCategories.Land);
+ if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
+ {
+ d.GeomSetCategoryBits(collide_geom, 0);
+ d.GeomSetCollideBits(collide_geom, (uint)CollisionCategories.Land);
+ }
+ }
+ else
+ {
+ d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
+ d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
+ if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
+ {
+ d.GeomSetCategoryBits(collide_geom, (uint)m_collisionCategories);
+ d.GeomSetCollideBits(collide_geom, (uint)m_collisionFlags);
+ }
+ }
+ }
+ }
+
+ private void createAMotor(Vector3 axis)
+ {
+ if (Body == IntPtr.Zero)
+ return;
+
+ if (Amotor != IntPtr.Zero)
+ {
+ d.JointDestroy(Amotor);
+ Amotor = IntPtr.Zero;
+ }
+
+ int axisnum = 3 - (int)(axis.X + axis.Y + axis.Z);
+
+ if (axisnum <= 0)
+ return;
+
+ // stop it
+ d.BodySetTorque(Body, 0, 0, 0);
+ d.BodySetAngularVel(Body, 0, 0, 0);
+
+ Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
+ d.JointAttach(Amotor, Body, IntPtr.Zero);
+
+ d.JointSetAMotorMode(Amotor, 0);
+
+ d.JointSetAMotorNumAxes(Amotor, axisnum);
+
+ // get current orientation to lock
+
+ d.Quaternion dcur = d.BodyGetQuaternion(Body);
+ Quaternion curr; // crap convertion between identical things
+ curr.X = dcur.X;
+ curr.Y = dcur.Y;
+ curr.Z = dcur.Z;
+ curr.W = dcur.W;
+ Vector3 ax;
+
+ int i = 0;
+ int j = 0;
+ if (axis.X == 0)
+ {
+ ax = (new Vector3(1, 0, 0)) * curr; // rotate world X to current local X
+ // ODE should do this with axis relative to body 1 but seems to fail
+ d.JointSetAMotorAxis(Amotor, 0, 0, ax.X, ax.Y, ax.Z);
+ d.JointSetAMotorAngle(Amotor, 0, 0);
+ d.JointSetAMotorParam(Amotor, (int)d.JointParam.LoStop, 0f);
+ d.JointSetAMotorParam(Amotor, (int)d.JointParam.HiStop, 0f);
+ d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
+ d.JointSetAMotorParam(Amotor, (int)d.JointParam.FudgeFactor, 0.0001f);
+ d.JointSetAMotorParam(Amotor, (int)d.JointParam.Bounce, 0f);
+ d.JointSetAMotorParam(Amotor, (int)d.JointParam.FMax, 5e8f);
+ d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopCFM, 0f);
+ d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopERP, 0.8f);
+ i++;
+ j = 256; // move to next axis set
+ }
+
+ if (axis.Y == 0)
+ {
+ ax = (new Vector3(0, 1, 0)) * curr;
+ d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
+ d.JointSetAMotorAngle(Amotor, i, 0);
+ d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, 0f);
+ d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0f);
+ d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
+ d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
+ d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
+ d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
+ d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
+ d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
+ i++;
+ j += 256;
+ }
+
+ if (axis.Z == 0)
+ {
+ ax = (new Vector3(0, 0, 1)) * curr;
+ d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
+ d.JointSetAMotorAngle(Amotor, i, 0);
+ d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, 0f);
+ d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0f);
+ d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
+ d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
+ d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
+ d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
+ d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
+ d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
+ }
+ }
+
+
+ private void SetGeom(IntPtr geom)
+ {
+ prim_geom = geom;
+ //Console.WriteLine("SetGeom to " + prim_geom + " for " + Name);
+ if (prim_geom != IntPtr.Zero)
+ {
+
+ if (m_NoColide)
+ {
+ d.GeomSetCategoryBits(prim_geom, 0);
+ if (m_isphysical)
+ {
+ d.GeomSetCollideBits(prim_geom, (uint)CollisionCategories.Land);
+ }
+ else
+ {
+ d.GeomSetCollideBits(prim_geom, 0);
+ d.GeomDisable(prim_geom);
+ }
+ }
+ else
+ {
+ d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
+ d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
+ }
+
+ UpdatePrimBodyData();
+ _parent_scene.actor_name_map[prim_geom] = this;
+
+/*
+// debug
+ d.AABB aabb;
+ d.GeomGetAABB(prim_geom, 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)
+ m_log.WarnFormat("[PHYSICS]: large prim geo {0},size {1}, AABBsize <{2},{3},{4}, mesh {5} at {6}",
+ Name, _size.ToString(), x, y, z, _pbs.SculptEntry ? _pbs.SculptTexture.ToString() : "primMesh", _position.ToString());
+ else if (x < 0.001f || y < 0.001f || z < 0.001f)
+ m_log.WarnFormat("[PHYSICS]: small prim geo {0},size {1}, AABBsize <{2},{3},{4}, mesh {5} at {6}",
+ Name, _size.ToString(), x, y, z, _pbs.SculptEntry ? _pbs.SculptTexture.ToString() : "primMesh", _position.ToString());
+
+//
+*/
+
+ }
+ else
+ m_log.Warn("Setting bad Geom");
+ }
+
+ private bool GetMeshGeom()
+ {
+ IntPtr vertices, indices;
+ int vertexCount, indexCount;
+ int vertexStride, triStride;
+
+ IMesh mesh = m_mesh;
+
+ if (mesh == null)
+ return false;
+
+ mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount);
+ mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount);
+
+ if (vertexCount == 0 || indexCount == 0)
+ {
+ m_log.WarnFormat("[PHYSICS]: Invalid mesh data on OdePrim {0}, mesh {1} at {2}",
+ Name, _pbs.SculptEntry ? _pbs.SculptTexture.ToString() : "primMesh",_position.ToString());
+
+ m_hasOBB = false;
+ m_OBBOffset = Vector3.Zero;
+ m_OBB = _size * 0.5f;
+
+ m_physCost = 0.1f;
+ m_streamCost = 1.0f;
+
+ _parent_scene.mesher.ReleaseMesh(mesh);
+ m_meshState = MeshState.MeshFailed;
+ m_mesh = null;
+ return false;
+ }
+
+ IntPtr geo = IntPtr.Zero;
+
+ try
+ {
+ _triMeshData = d.GeomTriMeshDataCreate();
+
+ d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
+ d.GeomTriMeshDataPreprocess(_triMeshData);
+
+ geo = d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null);
+ }
+
+ catch (Exception e)
+ {
+ m_log.ErrorFormat("[PHYSICS]: SetGeom Mesh failed for {0} exception: {1}", Name, e);
+ if (_triMeshData != IntPtr.Zero)
+ {
+ try
+ {
+ d.GeomTriMeshDataDestroy(_triMeshData);
+ }
+ catch
+ {
+ }
+ }
+ _triMeshData = IntPtr.Zero;
+
+ m_hasOBB = false;
+ m_OBBOffset = Vector3.Zero;
+ m_OBB = _size * 0.5f;
+ m_physCost = 0.1f;
+ m_streamCost = 1.0f;
+
+ _parent_scene.mesher.ReleaseMesh(mesh);
+ m_meshState = MeshState.MeshFailed;
+ m_mesh = null;
+ return false;
+ }
+
+ m_physCost = 0.0013f * (float)indexCount;
+ // todo
+ m_streamCost = 1.0f;
+
+ SetGeom(geo);
+
+ return true;
+ }
+
+ private void CreateGeom()
+ {
+ bool hasMesh = false;
+
+ m_NoColide = false;
+
+ if ((m_meshState & MeshState.MeshNoColide) != 0)
+ m_NoColide = true;
+
+ else if(m_mesh != null)
+ {
+ if (GetMeshGeom())
+ hasMesh = true;
+ else
+ m_NoColide = true;
+ }
+
+
+ if (!hasMesh)
+ {
+ IntPtr geo = IntPtr.Zero;
+
+ if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1
+ && _size.X == _size.Y && _size.Y == _size.Z)
+ { // it's a sphere
+ try
+ {
+ geo = d.CreateSphere(m_targetSpace, _size.X * 0.5f);
+ }
+ catch (Exception e)
+ {
+ m_log.WarnFormat("[PHYSICS]: Create sphere failed: {0}", e);
+ return;
+ }
+ }
+ else
+ {// do it as a box
+ try
+ {
+ geo = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
+ }
+ catch (Exception e)
+ {
+ m_log.Warn("[PHYSICS]: Create box failed: {0}", e);
+ return;
+ }
+ }
+ m_physCost = 0.1f;
+ m_streamCost = 1.0f;
+ SetGeom(geo);
+ }
+ }
+
+ private void RemoveGeom()
+ {
+ if (prim_geom != IntPtr.Zero)
+ {
+ _parent_scene.actor_name_map.Remove(prim_geom);
+
+ try
+ {
+ d.GeomDestroy(prim_geom);
+ if (_triMeshData != IntPtr.Zero)
+ {
+ d.GeomTriMeshDataDestroy(_triMeshData);
+ _triMeshData = IntPtr.Zero;
+ }
+ }
+ catch (Exception e)
+ {
+ m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction failed for {0} exception {1}", Name, e);
+ }
+
+ prim_geom = IntPtr.Zero;
+ collide_geom = IntPtr.Zero;
+ m_targetSpace = IntPtr.Zero;
+ }
+ else
+ {
+ m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction BAD {0}", Name);
+ }
+
+ lock (m_meshlock)
+ {
+ if (m_mesh != null)
+ {
+ _parent_scene.mesher.ReleaseMesh(m_mesh);
+ m_mesh = null;
+ }
+ }
+
+ Body = IntPtr.Zero;
+ m_hasOBB = false;
+ }
+
+ //sets non physical prim m_targetSpace to right space in spaces grid for static prims
+ // should only be called for non physical prims unless they are becoming non physical
+ private void SetInStaticSpace(OdePrim prim)
+ {
+ IntPtr targetSpace = _parent_scene.MoveGeomToStaticSpace(prim.prim_geom, prim._position, prim.m_targetSpace);
+ prim.m_targetSpace = targetSpace;
+ collide_geom = IntPtr.Zero;
+ }
+
+ public void enableBodySoft()
+ {
+ m_disabled = false;
+ if (!childPrim && !m_isSelected)
+ {
+ if (m_isphysical && Body != IntPtr.Zero)
+ {
+ UpdateCollisionCatFlags();
+ ApplyCollisionCatFlags();
+
+ d.BodyEnable(Body);
+ }
+ }
+ resetCollisionAccounting();
+ }
+
+ private void disableBodySoft()
+ {
+ m_disabled = true;
+ if (!childPrim)
+ {
+ if (m_isphysical && Body != IntPtr.Zero)
+ {
+ if (m_isSelected)
+ m_collisionFlags = CollisionCategories.Selected;
+ else
+ m_collisionCategories = 0;
+ m_collisionFlags = 0;
+ ApplyCollisionCatFlags();
+ d.BodyDisable(Body);
+ }
+ }
+ }
+
+ private void MakeBody()
+ {
+ if (!m_isphysical) // only physical get bodies
+ return;
+
+ if (childPrim) // child prims don't get bodies;
+ return;
+
+ if (m_building)
+ return;
+
+ if (prim_geom == IntPtr.Zero)
+ {
+ m_log.Warn("[PHYSICS]: Unable to link the linkset. Root has no geom yet");
+ return;
+ }
+
+ if (Body != IntPtr.Zero)
+ {
+ DestroyBody();
+ m_log.Warn("[PHYSICS]: MakeBody called having a body");
+ }
+
+ if (d.GeomGetBody(prim_geom) != IntPtr.Zero)
+ {
+ d.GeomSetBody(prim_geom, IntPtr.Zero);
+ m_log.Warn("[PHYSICS]: MakeBody root geom already had a body");
+ }
+
+ d.Matrix3 mymat = new d.Matrix3();
+ d.Quaternion myrot = new d.Quaternion();
+ d.Mass objdmass = new d.Mass { };
+
+ Body = d.BodyCreate(_parent_scene.world);
+
+ objdmass = primdMass;
+
+ // rotate inertia
+ myrot.X = _orientation.X;
+ myrot.Y = _orientation.Y;
+ myrot.Z = _orientation.Z;
+ myrot.W = _orientation.W;
+
+ d.RfromQ(out mymat, ref myrot);
+ d.MassRotate(ref objdmass, ref mymat);
+
+ // set the body rotation
+ d.BodySetRotation(Body, ref mymat);
+
+ // recompute full object inertia if needed
+ if (childrenPrim.Count > 0)
+ {
+ d.Matrix3 mat = new d.Matrix3();
+ d.Quaternion quat = new d.Quaternion();
+ d.Mass tmpdmass = new d.Mass { };
+ Vector3 rcm;
+
+ rcm.X = _position.X;
+ rcm.Y = _position.Y;
+ rcm.Z = _position.Z;
+
+ lock (childrenPrim)
+ {
+ foreach (OdePrim prm in childrenPrim)
+ {
+ if (prm.prim_geom == IntPtr.Zero)
+ {
+ m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements, skipping it. No geom yet");
+ continue;
+ }
+
+ tmpdmass = prm.primdMass;
+
+ // apply prim current rotation to inertia
+ quat.X = prm._orientation.X;
+ quat.Y = prm._orientation.Y;
+ quat.Z = prm._orientation.Z;
+ quat.W = prm._orientation.W;
+ d.RfromQ(out mat, ref quat);
+ d.MassRotate(ref tmpdmass, ref mat);
+
+ Vector3 ppos = prm._position;
+ ppos.X -= rcm.X;
+ ppos.Y -= rcm.Y;
+ ppos.Z -= rcm.Z;
+ // refer inertia to root prim center of mass position
+ d.MassTranslate(ref tmpdmass,
+ ppos.X,
+ ppos.Y,
+ ppos.Z);
+
+ d.MassAdd(ref objdmass, ref tmpdmass); // add to total object inertia
+ // fix prim colision cats
+
+ if (d.GeomGetBody(prm.prim_geom) != IntPtr.Zero)
+ {
+ d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
+ m_log.Warn("[PHYSICS]: MakeBody child geom already had a body");
+ }
+
+ d.GeomClearOffset(prm.prim_geom);
+ d.GeomSetBody(prm.prim_geom, Body);
+ prm.Body = Body;
+ d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat); // set relative rotation
+ }
+ }
+ }
+
+ d.GeomClearOffset(prim_geom); // make sure we don't have a hidden offset
+ // associate root geom with body
+ d.GeomSetBody(prim_geom, Body);
+
+ d.BodySetPosition(Body, _position.X + objdmass.c.X, _position.Y + objdmass.c.Y, _position.Z + objdmass.c.Z);
+ d.GeomSetOffsetWorldPosition(prim_geom, _position.X, _position.Y, _position.Z);
+
+ d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
+ myrot.X = -myrot.X;
+ myrot.Y = -myrot.Y;
+ myrot.Z = -myrot.Z;
+
+ d.RfromQ(out mymat, ref myrot);
+ d.MassRotate(ref objdmass, ref mymat);
+
+ d.BodySetMass(Body, ref objdmass);
+ _mass = objdmass.mass;
+
+ // disconnect from world gravity so we can apply buoyancy
+ d.BodySetGravityMode(Body, false);
+
+ d.BodySetAutoDisableFlag(Body, true);
+ d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
+ d.BodySetAutoDisableAngularThreshold(Body, 0.01f);
+ d.BodySetAutoDisableLinearThreshold(Body, 0.01f);
+ d.BodySetDamping(Body, .005f, .001f);
+
+ if (m_targetSpace != IntPtr.Zero)
+ {
+ _parent_scene.waitForSpaceUnlock(m_targetSpace);
+ if (d.SpaceQuery(m_targetSpace, prim_geom))
+ d.SpaceRemove(m_targetSpace, prim_geom);
+ }
+
+ if (childrenPrim.Count == 0)
+ {
+ collide_geom = prim_geom;
+ m_targetSpace = _parent_scene.ActiveSpace;
+ }
+ else
+ {
+ m_targetSpace = d.HashSpaceCreate(_parent_scene.ActiveSpace);
+ d.HashSpaceSetLevels(m_targetSpace, -2, 8);
+ d.SpaceSetSublevel(m_targetSpace, 3);
+ d.SpaceSetCleanup(m_targetSpace, false);
+
+ d.GeomSetCategoryBits(m_targetSpace, (uint)(CollisionCategories.Space |
+ CollisionCategories.Geom |
+ CollisionCategories.Phantom |
+ CollisionCategories.VolumeDtc
+ ));
+ d.GeomSetCollideBits(m_targetSpace, 0);
+ collide_geom = m_targetSpace;
+ }
+
+ d.SpaceAdd(m_targetSpace, prim_geom);
+
+ if (m_delaySelect)
+ {
+ m_isSelected = true;
+ m_delaySelect = false;
+ }
+
+ m_collisionscore = 0;
+
+ UpdateCollisionCatFlags();
+ ApplyCollisionCatFlags();
+
+ _parent_scene.addActivePrim(this);
+
+ lock (childrenPrim)
+ {
+ foreach (OdePrim prm in childrenPrim)
+ {
+ if (prm.prim_geom == IntPtr.Zero)
+ continue;
+
+ Vector3 ppos = prm._position;
+ d.GeomSetOffsetWorldPosition(prm.prim_geom, ppos.X, ppos.Y, ppos.Z); // set relative position
+
+ if (prm.m_targetSpace != m_targetSpace)
+ {
+ if (prm.m_targetSpace != IntPtr.Zero)
+ {
+ _parent_scene.waitForSpaceUnlock(prm.m_targetSpace);
+ if (d.SpaceQuery(prm.m_targetSpace, prm.prim_geom))
+ d.SpaceRemove(prm.m_targetSpace, prm.prim_geom);
+ }
+ prm.m_targetSpace = m_targetSpace;
+ d.SpaceAdd(m_targetSpace, prm.prim_geom);
+ }
+
+ prm.m_collisionscore = 0;
+
+ if(!m_disabled)
+ prm.m_disabled = false;
+
+ _parent_scene.addActivePrim(prm);
+ }
+ }
+
+ // The body doesn't already have a finite rotation mode set here
+ if ((!m_angularlock.ApproxEquals(Vector3.One, 0.0f)) && _parent == null)
+ {
+ createAMotor(m_angularlock);
+ }
+
+
+ if (m_isSelected || m_disabled)
+ {
+ d.BodyDisable(Body);
+ }
+ else
+ {
+ d.BodySetAngularVel(Body, m_rotationalVelocity.X, m_rotationalVelocity.Y, m_rotationalVelocity.Z);
+ d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
+ }
+ _parent_scene.addActiveGroups(this);
+ }
+
+ private void DestroyBody()
+ {
+ if (Body != IntPtr.Zero)
+ {
+ _parent_scene.remActivePrim(this);
+
+ collide_geom = IntPtr.Zero;
+
+ if (m_disabled)
+ m_collisionCategories = 0;
+ else if (m_isSelected)
+ m_collisionCategories = CollisionCategories.Selected;
+ else if (m_isVolumeDetect)
+ m_collisionCategories = CollisionCategories.VolumeDtc;
+ else if (m_isphantom)
+ m_collisionCategories = CollisionCategories.Phantom;
+ else
+ m_collisionCategories = CollisionCategories.Geom;
+
+ m_collisionFlags = 0;
+
+ if (prim_geom != IntPtr.Zero)
+ {
+ if (m_NoColide)
+ {
+ d.GeomSetCategoryBits(prim_geom, 0);
+ d.GeomSetCollideBits(prim_geom, 0);
+ }
+ else
+ {
+ d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
+ d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
+ }
+ UpdateDataFromGeom();
+ d.GeomSetBody(prim_geom, IntPtr.Zero);
+ SetInStaticSpace(this);
+ }
+
+ if (!childPrim)
+ {
+ lock (childrenPrim)
+ {
+ foreach (OdePrim prm in childrenPrim)
+ {
+ _parent_scene.remActivePrim(prm);
+
+ if (prm.m_isSelected)
+ prm.m_collisionCategories = CollisionCategories.Selected;
+ else if (prm.m_isVolumeDetect)
+ prm.m_collisionCategories = CollisionCategories.VolumeDtc;
+ else if (prm.m_isphantom)
+ prm.m_collisionCategories = CollisionCategories.Phantom;
+ else
+ prm.m_collisionCategories = CollisionCategories.Geom;
+
+ prm.m_collisionFlags = 0;
+
+ if (prm.prim_geom != IntPtr.Zero)
+ {
+ if (prm.m_NoColide)
+ {
+ d.GeomSetCategoryBits(prm.prim_geom, 0);
+ d.GeomSetCollideBits(prm.prim_geom, 0);
+ }
+ else
+ {
+ d.GeomSetCategoryBits(prm.prim_geom, (uint)prm.m_collisionCategories);
+ d.GeomSetCollideBits(prm.prim_geom, (uint)prm.m_collisionFlags);
+ }
+ prm.UpdateDataFromGeom();
+ SetInStaticSpace(prm);
+ }
+ prm.Body = IntPtr.Zero;
+ prm._mass = prm.primMass;
+ prm.m_collisionscore = 0;
+ }
+ }
+ if (Amotor != IntPtr.Zero)
+ {
+ d.JointDestroy(Amotor);
+ Amotor = IntPtr.Zero;
+ }
+ _parent_scene.remActiveGroup(this);
+ d.BodyDestroy(Body);
+ }
+ Body = IntPtr.Zero;
+ }
+ _mass = primMass;
+ m_collisionscore = 0;
+ }
+
+ private void FixInertia(Vector3 NewPos,Quaternion newrot)
+ {
+ d.Matrix3 mat = new d.Matrix3();
+ d.Quaternion quat = new d.Quaternion();
+
+ d.Mass tmpdmass = new d.Mass { };
+ d.Mass objdmass = new d.Mass { };
+
+ d.BodyGetMass(Body, out tmpdmass);
+ objdmass = tmpdmass;
+
+ d.Vector3 dobjpos;
+ d.Vector3 thispos;
+
+ // get current object position and rotation
+ dobjpos = d.BodyGetPosition(Body);
+
+ // get prim own inertia in its local frame
+ tmpdmass = primdMass;
+
+ // transform to object frame
+ mat = d.GeomGetOffsetRotation(prim_geom);
+ d.MassRotate(ref tmpdmass, ref mat);
+
+ thispos = d.GeomGetOffsetPosition(prim_geom);
+ d.MassTranslate(ref tmpdmass,
+ thispos.X,
+ thispos.Y,
+ thispos.Z);
+
+ // subtract current prim inertia from object
+ DMassSubPartFromObj(ref tmpdmass, ref objdmass);
+
+ // back prim own inertia
+ tmpdmass = primdMass;
+
+ // update to new position and orientation
+ _position = NewPos;
+ d.GeomSetOffsetWorldPosition(prim_geom, NewPos.X, NewPos.Y, NewPos.Z);
+ _orientation = newrot;
+ quat.X = newrot.X;
+ quat.Y = newrot.Y;
+ quat.Z = newrot.Z;
+ quat.W = newrot.W;
+ d.GeomSetOffsetWorldQuaternion(prim_geom, ref quat);
+
+ mat = d.GeomGetOffsetRotation(prim_geom);
+ d.MassRotate(ref tmpdmass, ref mat);
+
+ thispos = d.GeomGetOffsetPosition(prim_geom);
+ d.MassTranslate(ref tmpdmass,
+ thispos.X,
+ thispos.Y,
+ thispos.Z);
+
+ d.MassAdd(ref objdmass, ref tmpdmass);
+
+ // fix all positions
+ IntPtr g = d.BodyGetFirstGeom(Body);
+ while (g != IntPtr.Zero)
+ {
+ thispos = d.GeomGetOffsetPosition(g);
+ thispos.X -= objdmass.c.X;
+ thispos.Y -= objdmass.c.Y;
+ thispos.Z -= objdmass.c.Z;
+ d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
+ g = d.dBodyGetNextGeom(g);
+ }
+ d.BodyVectorToWorld(Body,objdmass.c.X, objdmass.c.Y, objdmass.c.Z,out thispos);
+
+ d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
+ d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
+ d.BodySetMass(Body, ref objdmass);
+ _mass = objdmass.mass;
+ }
+
+
+
+ private void FixInertia(Vector3 NewPos)
+ {
+ d.Matrix3 primmat = new d.Matrix3();
+ d.Mass tmpdmass = new d.Mass { };
+ d.Mass objdmass = new d.Mass { };
+ d.Mass primmass = new d.Mass { };
+
+ d.Vector3 dobjpos;
+ d.Vector3 thispos;
+
+ d.BodyGetMass(Body, out objdmass);
+
+ // get prim own inertia in its local frame
+ primmass = primdMass;
+ // transform to object frame
+ primmat = d.GeomGetOffsetRotation(prim_geom);
+ d.MassRotate(ref primmass, ref primmat);
+
+ tmpdmass = primmass;
+
+ thispos = d.GeomGetOffsetPosition(prim_geom);
+ d.MassTranslate(ref tmpdmass,
+ thispos.X,
+ thispos.Y,
+ thispos.Z);
+
+ // subtract current prim inertia from object
+ DMassSubPartFromObj(ref tmpdmass, ref objdmass);
+
+ // update to new position
+ _position = NewPos;
+ d.GeomSetOffsetWorldPosition(prim_geom, NewPos.X, NewPos.Y, NewPos.Z);
+
+ thispos = d.GeomGetOffsetPosition(prim_geom);
+ d.MassTranslate(ref primmass,
+ thispos.X,
+ thispos.Y,
+ thispos.Z);
+
+ d.MassAdd(ref objdmass, ref primmass);
+
+ // fix all positions
+ IntPtr g = d.BodyGetFirstGeom(Body);
+ while (g != IntPtr.Zero)
+ {
+ thispos = d.GeomGetOffsetPosition(g);
+ thispos.X -= objdmass.c.X;
+ thispos.Y -= objdmass.c.Y;
+ thispos.Z -= objdmass.c.Z;
+ d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
+ g = d.dBodyGetNextGeom(g);
+ }
+
+ d.BodyVectorToWorld(Body, objdmass.c.X, objdmass.c.Y, objdmass.c.Z, out thispos);
+
+ // get current object position and rotation
+ dobjpos = d.BodyGetPosition(Body);
+
+ d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
+ d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
+ d.BodySetMass(Body, ref objdmass);
+ _mass = objdmass.mass;
+ }
+
+ private void FixInertia(Quaternion newrot)
+ {
+ d.Matrix3 mat = new d.Matrix3();
+ d.Quaternion quat = new d.Quaternion();
+
+ d.Mass tmpdmass = new d.Mass { };
+ d.Mass objdmass = new d.Mass { };
+ d.Vector3 dobjpos;
+ d.Vector3 thispos;
+
+ d.BodyGetMass(Body, out objdmass);
+
+ // get prim own inertia in its local frame
+ tmpdmass = primdMass;
+ mat = d.GeomGetOffsetRotation(prim_geom);
+ d.MassRotate(ref tmpdmass, ref mat);
+ // transform to object frame
+ thispos = d.GeomGetOffsetPosition(prim_geom);
+ d.MassTranslate(ref tmpdmass,
+ thispos.X,
+ thispos.Y,
+ thispos.Z);
+
+ // subtract current prim inertia from object
+ DMassSubPartFromObj(ref tmpdmass, ref objdmass);
+
+ // update to new orientation
+ _orientation = newrot;
+ quat.X = newrot.X;
+ quat.Y = newrot.Y;
+ quat.Z = newrot.Z;
+ quat.W = newrot.W;
+ d.GeomSetOffsetWorldQuaternion(prim_geom, ref quat);
+
+ tmpdmass = primdMass;
+ mat = d.GeomGetOffsetRotation(prim_geom);
+ d.MassRotate(ref tmpdmass, ref mat);
+ d.MassTranslate(ref tmpdmass,
+ thispos.X,
+ thispos.Y,
+ thispos.Z);
+
+ d.MassAdd(ref objdmass, ref tmpdmass);
+
+ // fix all positions
+ IntPtr g = d.BodyGetFirstGeom(Body);
+ while (g != IntPtr.Zero)
+ {
+ thispos = d.GeomGetOffsetPosition(g);
+ thispos.X -= objdmass.c.X;
+ thispos.Y -= objdmass.c.Y;
+ thispos.Z -= objdmass.c.Z;
+ d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
+ g = d.dBodyGetNextGeom(g);
+ }
+
+ d.BodyVectorToWorld(Body, objdmass.c.X, objdmass.c.Y, objdmass.c.Z, out thispos);
+ // get current object position and rotation
+ dobjpos = d.BodyGetPosition(Body);
+
+ d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
+ d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
+ d.BodySetMass(Body, ref objdmass);
+ _mass = objdmass.mass;
+ }
+
+
+ #region Mass Calculation
+
+ private void UpdatePrimBodyData()
+ {
+ primMass = m_density * primVolume;
+
+ if (primMass <= 0)
+ primMass = 0.0001f;//ckrinke: Mass must be greater then zero.
+ if (primMass > _parent_scene.maximumMassObject)
+ primMass = _parent_scene.maximumMassObject;
+
+ _mass = primMass; // just in case
+
+ d.MassSetBoxTotal(out primdMass, primMass, 2.0f * m_OBB.X, 2.0f * m_OBB.Y, 2.0f * m_OBB.Z);
+
+ d.MassTranslate(ref primdMass,
+ m_OBBOffset.X,
+ m_OBBOffset.Y,
+ m_OBBOffset.Z);
+
+ primOOBradiusSQ = m_OBB.LengthSquared();
+
+ if (_triMeshData != IntPtr.Zero)
+ {
+ float pc = m_physCost;
+ float psf = primOOBradiusSQ;
+ psf *= 1.33f * .2f;
+ pc *= psf;
+ if (pc < 0.1f)
+ pc = 0.1f;
+
+ m_physCost = pc;
+ }
+ else
+ m_physCost = 0.1f;
+
+ m_streamCost = 1.0f;
+ }
+
+ #endregion
+
+
+ ///
+ /// Add a child prim to this parent prim.
+ ///
+ /// Child prim
+ // I'm the parent
+ // prim is the child
+ public void ParentPrim(OdePrim prim)
+ {
+ //Console.WriteLine("ParentPrim " + m_primName);
+ if (this.m_localID != prim.m_localID)
+ {
+ DestroyBody(); // for now we need to rebuil entire object on link change
+
+ lock (childrenPrim)
+ {
+ // adopt the prim
+ if (!childrenPrim.Contains(prim))
+ childrenPrim.Add(prim);
+
+ // see if this prim has kids and adopt them also
+ // should not happen for now
+ foreach (OdePrim prm in prim.childrenPrim)
+ {
+ if (!childrenPrim.Contains(prm))
+ {
+ if (prm.Body != IntPtr.Zero)
+ {
+ if (prm.prim_geom != IntPtr.Zero)
+ d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
+ if (prm.Body != prim.Body)
+ prm.DestroyBody(); // don't loose bodies around
+ prm.Body = IntPtr.Zero;
+ }
+
+ childrenPrim.Add(prm);
+ prm._parent = this;
+ }
+ }
+ }
+ //Remove old children from the prim
+ prim.childrenPrim.Clear();
+
+ if (prim.Body != IntPtr.Zero)
+ {
+ if (prim.prim_geom != IntPtr.Zero)
+ d.GeomSetBody(prim.prim_geom, IntPtr.Zero);
+ prim.DestroyBody(); // don't loose bodies around
+ prim.Body = IntPtr.Zero;
+ }
+
+ prim.childPrim = true;
+ prim._parent = this;
+
+ MakeBody(); // full nasty reconstruction
+ }
+ }
+
+ private void UpdateChildsfromgeom()
+ {
+ if (childrenPrim.Count > 0)
+ {
+ foreach (OdePrim prm in childrenPrim)
+ prm.UpdateDataFromGeom();
+ }
+ }
+
+ private void UpdateDataFromGeom()
+ {
+ if (prim_geom != IntPtr.Zero)
+ {
+ d.Quaternion qtmp;
+ d.GeomCopyQuaternion(prim_geom, out qtmp);
+ _orientation.X = qtmp.X;
+ _orientation.Y = qtmp.Y;
+ _orientation.Z = qtmp.Z;
+ _orientation.W = qtmp.W;
+/*
+// Debug
+ float qlen = _orientation.Length();
+ if (qlen > 1.01f || qlen < 0.99)
+ m_log.WarnFormat("[PHYSICS]: Got nonnorm quaternion from geom in Object {0} norm {1}", Name, qlen);
+//
+*/
+ _orientation.Normalize();
+
+ d.Vector3 lpos = d.GeomGetPosition(prim_geom);
+ _position.X = lpos.X;
+ _position.Y = lpos.Y;
+ _position.Z = lpos.Z;
+ }
+ }
+
+ private void ChildDelink(OdePrim odePrim, bool remakebodies)
+ {
+ // Okay, we have a delinked child.. destroy all body and remake
+ if (odePrim != this && !childrenPrim.Contains(odePrim))
+ return;
+
+ DestroyBody();
+
+ if (odePrim == this) // delinking the root prim
+ {
+ OdePrim newroot = null;
+ lock (childrenPrim)
+ {
+ if (childrenPrim.Count > 0)
+ {
+ newroot = childrenPrim[0];
+ childrenPrim.RemoveAt(0);
+ foreach (OdePrim prm in childrenPrim)
+ {
+ newroot.childrenPrim.Add(prm);
+ }
+ childrenPrim.Clear();
+ }
+ if (newroot != null)
+ {
+ newroot.childPrim = false;
+ newroot._parent = null;
+ if (remakebodies)
+ newroot.MakeBody();
+ }
+ }
+ }
+
+ else
+ {
+ lock (childrenPrim)
+ {
+ childrenPrim.Remove(odePrim);
+ odePrim.childPrim = false;
+ odePrim._parent = null;
+ // odePrim.UpdateDataFromGeom();
+ if (remakebodies)
+ odePrim.MakeBody();
+ }
+ }
+ if (remakebodies)
+ MakeBody();
+ }
+
+ protected void ChildRemove(OdePrim odePrim, bool reMakeBody)
+ {
+ // Okay, we have a delinked child.. destroy all body and remake
+ if (odePrim != this && !childrenPrim.Contains(odePrim))
+ return;
+
+ DestroyBody();
+
+ if (odePrim == this)
+ {
+ OdePrim newroot = null;
+ lock (childrenPrim)
+ {
+ if (childrenPrim.Count > 0)
+ {
+ newroot = childrenPrim[0];
+ childrenPrim.RemoveAt(0);
+ foreach (OdePrim prm in childrenPrim)
+ {
+ newroot.childrenPrim.Add(prm);
+ }
+ childrenPrim.Clear();
+ }
+ if (newroot != null)
+ {
+ newroot.childPrim = false;
+ newroot._parent = null;
+ newroot.MakeBody();
+ }
+ }
+ if (reMakeBody)
+ MakeBody();
+ return;
+ }
+ else
+ {
+ lock (childrenPrim)
+ {
+ childrenPrim.Remove(odePrim);
+ odePrim.childPrim = false;
+ odePrim._parent = null;
+ if (reMakeBody)
+ odePrim.MakeBody();
+ }
+ }
+ MakeBody();
+ }
+
+
+ #region changes
+
+ private void changeadd()
+ {
+ }
+
+ private void changeAngularLock(Vector3 newLock)
+ {
+ // do we have a Physical object?
+ if (Body != IntPtr.Zero)
+ {
+ //Check that we have a Parent
+ //If we have a parent then we're not authorative here
+ if (_parent == null)
+ {
+ if (!newLock.ApproxEquals(Vector3.One, 0f))
+ {
+ createAMotor(newLock);
+ }
+ else
+ {
+ if (Amotor != IntPtr.Zero)
+ {
+ d.JointDestroy(Amotor);
+ Amotor = IntPtr.Zero;
+ }
+ }
+ }
+ }
+ // Store this for later in case we get turned into a separate body
+ m_angularlock = newLock;
+ }
+
+ private void changeLink(OdePrim NewParent)
+ {
+ if (_parent == null && NewParent != null)
+ {
+ NewParent.ParentPrim(this);
+ }
+ else if (_parent != null)
+ {
+ if (_parent is OdePrim)
+ {
+ if (NewParent != _parent)
+ {
+ (_parent as OdePrim).ChildDelink(this, false); // for now...
+ childPrim = false;
+
+ if (NewParent != null)
+ {
+ NewParent.ParentPrim(this);
+ }
+ }
+ }
+ }
+ _parent = NewParent;
+ }
+
+
+ private void Stop()
+ {
+ if (!childPrim)
+ {
+// m_force = Vector3.Zero;
+ m_forceacc = Vector3.Zero;
+ m_angularForceacc = Vector3.Zero;
+// m_torque = Vector3.Zero;
+ _velocity = Vector3.Zero;
+ _acceleration = Vector3.Zero;
+ m_rotationalVelocity = Vector3.Zero;
+ _target_velocity = Vector3.Zero;
+ if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
+ m_vehicle.Stop();
+
+ _zeroFlag = false;
+ base.RequestPhysicsterseUpdate();
+ }
+
+ if (Body != IntPtr.Zero)
+ {
+ d.BodySetForce(Body, 0f, 0f, 0f);
+ d.BodySetTorque(Body, 0f, 0f, 0f);
+ d.BodySetLinearVel(Body, 0f, 0f, 0f);
+ d.BodySetAngularVel(Body, 0f, 0f, 0f);
+ }
+ }
+
+ private void changePhantomStatus(bool newval)
+ {
+ m_isphantom = newval;
+
+ UpdateCollisionCatFlags();
+ ApplyCollisionCatFlags();
+ }
+
+/* not in use
+ internal void ChildSelectedChange(bool childSelect)
+ {
+ if(childPrim)
+ return;
+
+ if (childSelect == m_isSelected)
+ return;
+
+ if (childSelect)
+ {
+ DoSelectedStatus(true);
+ }
+
+ else
+ {
+ foreach (OdePrim prm in childrenPrim)
+ {
+ if (prm.m_isSelected)
+ return;
+ }
+ DoSelectedStatus(false);
+ }
+ }
+*/
+ private void changeSelectedStatus(bool newval)
+ {
+ if (m_lastdoneSelected == newval)
+ return;
+
+ m_lastdoneSelected = newval;
+ DoSelectedStatus(newval);
+ }
+
+ private void CheckDelaySelect()
+ {
+ if (m_delaySelect)
+ {
+ DoSelectedStatus(m_isSelected);
+ }
+ }
+
+ private void DoSelectedStatus(bool newval)
+ {
+ m_isSelected = newval;
+ Stop();
+
+ if (newval)
+ {
+ if (!childPrim && Body != IntPtr.Zero)
+ d.BodyDisable(Body);
+
+ if (m_delaySelect || m_isphysical)
+ {
+ m_collisionCategories = CollisionCategories.Selected;
+ m_collisionFlags = 0;
+
+ if (!childPrim)
+ {
+ foreach (OdePrim prm in childrenPrim)
+ {
+ prm.m_collisionCategories = m_collisionCategories;
+ prm.m_collisionFlags = m_collisionFlags;
+
+ if (prm.prim_geom != IntPtr.Zero)
+ {
+
+ if (prm.m_NoColide)
+ {
+ d.GeomSetCategoryBits(prm.prim_geom, 0);
+ d.GeomSetCollideBits(prm.prim_geom, 0);
+ }
+ else
+ {
+ d.GeomSetCategoryBits(prm.prim_geom, (uint)m_collisionCategories);
+ d.GeomSetCollideBits(prm.prim_geom, (uint)m_collisionFlags);
+ }
+ }
+ prm.m_delaySelect = false;
+ }
+ }
+// else if (_parent != null)
+// ((OdePrim)_parent).ChildSelectedChange(true);
+
+
+ if (prim_geom != IntPtr.Zero)
+ {
+ if (m_NoColide)
+ {
+ d.GeomSetCategoryBits(prim_geom, 0);
+ d.GeomSetCollideBits(prim_geom, 0);
+ if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
+ {
+ d.GeomSetCategoryBits(collide_geom, 0);
+ d.GeomSetCollideBits(collide_geom, 0);
+ }
+
+ }
+ else
+ {
+ d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
+ d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
+ if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
+ {
+ d.GeomSetCategoryBits(collide_geom, (uint)m_collisionCategories);
+ d.GeomSetCollideBits(collide_geom, (uint)m_collisionFlags);
+ }
+ }
+ }
+
+ m_delaySelect = false;
+ }
+ else if(!m_isphysical)
+ {
+ m_delaySelect = true;
+ }
+ }
+ else
+ {
+ if (!childPrim)
+ {
+ if (Body != IntPtr.Zero && !m_disabled)
+ d.BodyEnable(Body);
+ }
+// else if (_parent != null)
+// ((OdePrim)_parent).ChildSelectedChange(false);
+
+ UpdateCollisionCatFlags();
+ ApplyCollisionCatFlags();
+
+ m_delaySelect = false;
+ }
+
+ resetCollisionAccounting();
+ }
+
+ private void changePosition(Vector3 newPos)
+ {
+ CheckDelaySelect();
+ if (m_isphysical)
+ {
+ if (childPrim) // inertia is messed, must rebuild
+ {
+ if (m_building)
+ {
+ _position = newPos;
+ }
+
+ else if (m_forcePosOrRotation && _position != newPos && Body != IntPtr.Zero)
+ {
+ FixInertia(newPos);
+ if (!d.BodyIsEnabled(Body))
+ d.BodyEnable(Body);
+ }
+ }
+ else
+ {
+ if (_position != newPos)
+ {
+ d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
+ _position = newPos;
+ }
+ if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
+ d.BodyEnable(Body);
+ }
+ }
+ else
+ {
+ if (prim_geom != IntPtr.Zero)
+ {
+ if (newPos != _position)
+ {
+ d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
+ _position = newPos;
+
+ m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace);
+ }
+ }
+ }
+ givefakepos--;
+ if (givefakepos < 0)
+ givefakepos = 0;
+// changeSelectedStatus();
+ resetCollisionAccounting();
+ }
+
+ private void changeOrientation(Quaternion newOri)
+ {
+ CheckDelaySelect();
+ if (m_isphysical)
+ {
+ if (childPrim) // inertia is messed, must rebuild
+ {
+ if (m_building)
+ {
+ _orientation = newOri;
+ }
+/*
+ else if (m_forcePosOrRotation && _orientation != newOri && Body != IntPtr.Zero)
+ {
+ FixInertia(_position, newOri);
+ if (!d.BodyIsEnabled(Body))
+ d.BodyEnable(Body);
+ }
+*/
+ }
+ else
+ {
+ if (newOri != _orientation)
+ {
+ d.Quaternion myrot = new d.Quaternion();
+ myrot.X = newOri.X;
+ myrot.Y = newOri.Y;
+ myrot.Z = newOri.Z;
+ myrot.W = newOri.W;
+ d.GeomSetQuaternion(prim_geom, ref myrot);
+ _orientation = newOri;
+ if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f))
+ createAMotor(m_angularlock);
+ }
+ if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
+ d.BodyEnable(Body);
+ }
+ }
+ else
+ {
+ if (prim_geom != IntPtr.Zero)
+ {
+ if (newOri != _orientation)
+ {
+ d.Quaternion myrot = new d.Quaternion();
+ myrot.X = newOri.X;
+ myrot.Y = newOri.Y;
+ myrot.Z = newOri.Z;
+ myrot.W = newOri.W;
+ d.GeomSetQuaternion(prim_geom, ref myrot);
+ _orientation = newOri;
+ }
+ }
+ }
+ givefakeori--;
+ if (givefakeori < 0)
+ givefakeori = 0;
+ resetCollisionAccounting();
+ }
+
+ private void changePositionAndOrientation(Vector3 newPos, Quaternion newOri)
+ {
+ CheckDelaySelect();
+ if (m_isphysical)
+ {
+ if (childPrim && m_building) // inertia is messed, must rebuild
+ {
+ _position = newPos;
+ _orientation = newOri;
+ }
+ else
+ {
+ if (newOri != _orientation)
+ {
+ d.Quaternion myrot = new d.Quaternion();
+ myrot.X = newOri.X;
+ myrot.Y = newOri.Y;
+ myrot.Z = newOri.Z;
+ myrot.W = newOri.W;
+ d.GeomSetQuaternion(prim_geom, ref myrot);
+ _orientation = newOri;
+ if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f))
+ createAMotor(m_angularlock);
+ }
+ if (_position != newPos)
+ {
+ d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
+ _position = newPos;
+ }
+ if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
+ d.BodyEnable(Body);
+ }
+ }
+ else
+ {
+ // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
+ // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
+
+ if (prim_geom != IntPtr.Zero)
+ {
+ if (newOri != _orientation)
+ {
+ d.Quaternion myrot = new d.Quaternion();
+ myrot.X = newOri.X;
+ myrot.Y = newOri.Y;
+ myrot.Z = newOri.Z;
+ myrot.W = newOri.W;
+ d.GeomSetQuaternion(prim_geom, ref myrot);
+ _orientation = newOri;
+ }
+
+ if (newPos != _position)
+ {
+ d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
+ _position = newPos;
+
+ m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace);
+ }
+ }
+ }
+ givefakepos--;
+ if (givefakepos < 0)
+ givefakepos = 0;
+ givefakeori--;
+ if (givefakeori < 0)
+ givefakeori = 0;
+ resetCollisionAccounting();
+ }
+
+ private void changeDisable(bool disable)
+ {
+ if (disable)
+ {
+ if (!m_disabled)
+ disableBodySoft();
+ }
+ else
+ {
+ if (m_disabled)
+ enableBodySoft();
+ }
+ }
+
+ private void changePhysicsStatus(bool NewStatus)
+ {
+ CheckDelaySelect();
+
+ m_isphysical = NewStatus;
+
+ if (!childPrim)
+ {
+ if (NewStatus)
+ {
+ if (Body == IntPtr.Zero)
+ MakeBody();
+ }
+ else
+ {
+ if (Body != IntPtr.Zero)
+ {
+ DestroyBody();
+ }
+ Stop();
+ }
+ }
+
+ resetCollisionAccounting();
+ }
+
+ private void changeSize(Vector3 newSize)
+ {
+ }
+
+ private void changeShape(PrimitiveBaseShape newShape)
+ {
+ }
+
+ private void changeAddPhysRep(ODEPhysRepData repData)
+ {
+ _size = repData.size; //??
+ _pbs = repData.pbs;
+ m_shapetype = repData.shapetype;
+
+ m_mesh = repData.mesh;
+
+ m_assetID = repData.assetID;
+ m_meshState = repData.meshState;
+
+ m_hasOBB = repData.hasOBB;
+ m_OBBOffset = repData.OBBOffset;
+ m_OBB = repData.OBB;
+
+ primVolume = repData.volume;
+
+ CreateGeom();
+
+ if (prim_geom != IntPtr.Zero)
+ {
+ d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
+ d.Quaternion myrot = new d.Quaternion();
+ myrot.X = _orientation.X;
+ myrot.Y = _orientation.Y;
+ myrot.Z = _orientation.Z;
+ myrot.W = _orientation.W;
+ d.GeomSetQuaternion(prim_geom, ref myrot);
+ }
+
+ if (!m_isphysical)
+ {
+ SetInStaticSpace(this);
+ UpdateCollisionCatFlags();
+ ApplyCollisionCatFlags();
+ }
+ else
+ MakeBody();
+
+ if ((m_meshState & MeshState.NeedMask) != 0)
+ {
+ repData.size = _size;
+ repData.pbs = _pbs;
+ repData.shapetype = m_shapetype;
+ _parent_scene.m_meshWorker.RequestMesh(repData);
+ }
+ }
+
+ private void changePhysRepData(ODEPhysRepData repData)
+ {
+ CheckDelaySelect();
+
+ OdePrim parent = (OdePrim)_parent;
+
+ bool chp = childPrim;
+
+ if (chp)
+ {
+ if (parent != null)
+ {
+ parent.DestroyBody();
+ }
+ }
+ else
+ {
+ DestroyBody();
+ }
+
+ RemoveGeom();
+
+ _size = repData.size;
+ _pbs = repData.pbs;
+ m_shapetype = repData.shapetype;
+
+ m_mesh = repData.mesh;
+
+ m_assetID = repData.assetID;
+ m_meshState = repData.meshState;
+
+ m_hasOBB = repData.hasOBB;
+ m_OBBOffset = repData.OBBOffset;
+ m_OBB = repData.OBB;
+
+ primVolume = repData.volume;
+
+ CreateGeom();
+
+ if (prim_geom != IntPtr.Zero)
+ {
+ d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
+ d.Quaternion myrot = new d.Quaternion();
+ myrot.X = _orientation.X;
+ myrot.Y = _orientation.Y;
+ myrot.Z = _orientation.Z;
+ myrot.W = _orientation.W;
+ d.GeomSetQuaternion(prim_geom, ref myrot);
+ }
+
+ if (m_isphysical)
+ {
+ if (chp)
+ {
+ if (parent != null)
+ {
+ parent.MakeBody();
+ }
+ }
+ else
+ MakeBody();
+ }
+ else
+ {
+ SetInStaticSpace(this);
+ UpdateCollisionCatFlags();
+ ApplyCollisionCatFlags();
+ }
+
+ resetCollisionAccounting();
+
+ if ((m_meshState & MeshState.NeedMask) != 0)
+ {
+ repData.size = _size;
+ repData.pbs = _pbs;
+ repData.shapetype = m_shapetype;
+ _parent_scene.m_meshWorker.RequestMesh(repData);
+ }
+ }
+
+ private void changeFloatOnWater(bool newval)
+ {
+ m_collidesWater = newval;
+
+ UpdateCollisionCatFlags();
+ ApplyCollisionCatFlags();
+ }
+
+ private void changeSetTorque(Vector3 newtorque)
+ {
+ if (!m_isSelected)
+ {
+ if (m_isphysical && Body != IntPtr.Zero)
+ {
+ if (m_disabled)
+ enableBodySoft();
+ else if (!d.BodyIsEnabled(Body))
+ d.BodyEnable(Body);
+
+ }
+ m_torque = newtorque;
+ }
+ }
+
+ private void changeForce(Vector3 force)
+ {
+ m_force = force;
+ if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
+ d.BodyEnable(Body);
+ }
+
+ private void changeAddForce(Vector3 theforce)
+ {
+ m_forceacc += theforce;
+ if (!m_isSelected)
+ {
+ lock (this)
+ {
+ //m_log.Info("[PHYSICS]: dequeing forcelist");
+ if (m_isphysical && Body != IntPtr.Zero)
+ {
+ if (m_disabled)
+ enableBodySoft();
+ else if (!d.BodyIsEnabled(Body))
+ d.BodyEnable(Body);
+ }
+ }
+ m_collisionscore = 0;
+ }
+ }
+
+ // actually angular impulse
+ private void changeAddAngularImpulse(Vector3 aimpulse)
+ {
+ m_angularForceacc += aimpulse * m_invTimeStep;
+ if (!m_isSelected)
+ {
+ lock (this)
+ {
+ if (m_isphysical && Body != IntPtr.Zero)
+ {
+ if (m_disabled)
+ enableBodySoft();
+ else if (!d.BodyIsEnabled(Body))
+ d.BodyEnable(Body);
+ }
+ }
+ m_collisionscore = 0;
+ }
+ }
+
+ private void changevelocity(Vector3 newVel)
+ {
+ float len = newVel.LengthSquared();
+ if (len > 100000.0f) // limit to 100m/s
+ {
+ len = 100.0f / (float)Math.Sqrt(len);
+ newVel *= len;
+ }
+
+ if (!m_isSelected)
+ {
+ if (Body != IntPtr.Zero)
+ {
+ if (m_disabled)
+ enableBodySoft();
+ else if (!d.BodyIsEnabled(Body))
+ d.BodyEnable(Body);
+
+ d.BodySetLinearVel(Body, newVel.X, newVel.Y, newVel.Z);
+ }
+ //resetCollisionAccounting();
+ }
+ _velocity = newVel;
+ }
+
+ private void changeangvelocity(Vector3 newAngVel)
+ {
+ float len = newAngVel.LengthSquared();
+ if (len > 144.0f) // limit to 12rad/s
+ {
+ len = 12.0f / (float)Math.Sqrt(len);
+ newAngVel *= len;
+ }
+
+ if (!m_isSelected)
+ {
+ if (Body != IntPtr.Zero)
+ {
+ if (m_disabled)
+ enableBodySoft();
+ else if (!d.BodyIsEnabled(Body))
+ d.BodyEnable(Body);
+
+
+ d.BodySetAngularVel(Body, newAngVel.X, newAngVel.Y, newAngVel.Z);
+ }
+ //resetCollisionAccounting();
+ }
+ m_rotationalVelocity = newAngVel;
+ }
+
+ private void changeVolumedetetion(bool newVolDtc)
+ {
+ m_isVolumeDetect = newVolDtc;
+ m_fakeisVolumeDetect = newVolDtc;
+ UpdateCollisionCatFlags();
+ ApplyCollisionCatFlags();
+ }
+
+ protected void changeBuilding(bool newbuilding)
+ {
+ // Check if we need to do anything
+ if (newbuilding == m_building)
+ return;
+
+ if ((bool)newbuilding)
+ {
+ m_building = true;
+ if (!childPrim)
+ DestroyBody();
+ }
+ else
+ {
+ m_building = false;
+ CheckDelaySelect();
+ if (!childPrim)
+ MakeBody();
+ }
+ if (!childPrim && childrenPrim.Count > 0)
+ {
+ foreach (OdePrim prm in childrenPrim)
+ prm.changeBuilding(m_building); // call directly
+ }
+ }
+
+ public void changeSetVehicle(VehicleData vdata)
+ {
+ if (m_vehicle == null)
+ m_vehicle = new ODEDynamics(this);
+ m_vehicle.DoSetVehicle(vdata);
+ }
+
+ private void changeVehicleType(int value)
+ {
+ if (value == (int)Vehicle.TYPE_NONE)
+ {
+ if (m_vehicle != null)
+ m_vehicle = null;
+ }
+ else
+ {
+ if (m_vehicle == null)
+ m_vehicle = new ODEDynamics(this);
+
+ m_vehicle.ProcessTypeChange((Vehicle)value);
+ }
+ }
+
+ private void changeVehicleFloatParam(strVehicleFloatParam fp)
+ {
+ if (m_vehicle == null)
+ return;
+
+ m_vehicle.ProcessFloatVehicleParam((Vehicle)fp.param, fp.value);
+ }
+
+ private void changeVehicleVectorParam(strVehicleVectorParam vp)
+ {
+ if (m_vehicle == null)
+ return;
+ m_vehicle.ProcessVectorVehicleParam((Vehicle)vp.param, vp.value);
+ }
+
+ private void changeVehicleRotationParam(strVehicleQuatParam qp)
+ {
+ if (m_vehicle == null)
+ return;
+ m_vehicle.ProcessRotationVehicleParam((Vehicle)qp.param, qp.value);
+ }
+
+ private void changeVehicleFlags(strVehicleBoolParam bp)
+ {
+ if (m_vehicle == null)
+ return;
+ m_vehicle.ProcessVehicleFlags(bp.param, bp.value);
+ }
+
+ private void changeBuoyancy(float b)
+ {
+ m_buoyancy = b;
+ }
+
+ private void changePIDTarget(Vector3 trg)
+ {
+ m_PIDTarget = trg;
+ }
+
+ private void changePIDTau(float tau)
+ {
+ m_PIDTau = tau;
+ }
+
+ private void changePIDActive(bool val)
+ {
+ m_usePID = val;
+ }
+
+ private void changePIDHoverHeight(float val)
+ {
+ m_PIDHoverHeight = val;
+ if (val == 0)
+ m_useHoverPID = false;
+ }
+
+ private void changePIDHoverType(PIDHoverType type)
+ {
+ m_PIDHoverType = type;
+ }
+
+ private void changePIDHoverTau(float tau)
+ {
+ m_PIDHoverTau = tau;
+ }
+
+ private void changePIDHoverActive(bool active)
+ {
+ m_useHoverPID = active;
+ }
+
+ #endregion
+
+ public void Move()
+ {
+ if (!childPrim && m_isphysical && Body != IntPtr.Zero &&
+ !m_disabled && !m_isSelected && !m_building && !m_outbounds)
+ {
+ if (!d.BodyIsEnabled(Body))
+ {
+ // let vehicles sleep
+ if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
+ return;
+
+ if (++bodydisablecontrol < 20)
+ return;
+
+ d.BodyEnable(Body);
+ }
+
+ bodydisablecontrol = 0;
+
+ d.Vector3 lpos = d.GeomGetPosition(prim_geom); // root position that is seem by rest of simulator
+
+ if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
+ {
+ // 'VEHICLES' are dealt with in ODEDynamics.cs
+ m_vehicle.Step();
+ return;
+ }
+
+ float fx = 0;
+ float fy = 0;
+ float fz = 0;
+
+ float m_mass = _mass;
+
+ if (m_usePID && m_PIDTau > 0)
+ {
+ // for now position error
+ _target_velocity =
+ new Vector3(
+ (m_PIDTarget.X - lpos.X),
+ (m_PIDTarget.Y - lpos.Y),
+ (m_PIDTarget.Z - lpos.Z)
+ );
+
+ if (_target_velocity.ApproxEquals(Vector3.Zero, 0.02f))
+ {
+ d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
+ d.BodySetLinearVel(Body, 0, 0, 0);
+ return;
+ }
+ else
+ {
+ _zeroFlag = false;
+
+ float tmp = 1 / m_PIDTau;
+ _target_velocity *= tmp;
+
+ // apply limits
+ tmp = _target_velocity.Length();
+ if (tmp > 50.0f)
+ {
+ tmp = 50 / tmp;
+ _target_velocity *= tmp;
+ }
+ else if (tmp < 0.05f)
+ {
+ tmp = 0.05f / tmp;
+ _target_velocity *= tmp;
+ }
+
+ d.Vector3 vel = d.BodyGetLinearVel(Body);
+ fx = (_target_velocity.X - vel.X) * m_invTimeStep;
+ fy = (_target_velocity.Y - vel.Y) * m_invTimeStep;
+ fz = (_target_velocity.Z - vel.Z) * m_invTimeStep;
+// d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
+ }
+ } // end if (m_usePID)
+
+ // Hover PID Controller needs to be mutually exlusive to MoveTo PID controller
+ else if (m_useHoverPID && m_PIDHoverTau != 0 && m_PIDHoverHeight != 0)
+ {
+
+ // Non-Vehicles have a limited set of Hover options.
+ // determine what our target height really is based on HoverType
+
+ m_groundHeight = _parent_scene.GetTerrainHeightAtXY(lpos.X, lpos.Y);
+
+ switch (m_PIDHoverType)
+ {
+ case PIDHoverType.Ground:
+ m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
+ break;
+
+ case PIDHoverType.GroundAndWater:
+ m_waterHeight = _parent_scene.GetWaterLevel();
+ if (m_groundHeight > m_waterHeight)
+ m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
+ else
+ m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
+ break;
+ } // end switch (m_PIDHoverType)
+
+ // don't go underground unless volumedetector
+
+ if (m_targetHoverHeight > m_groundHeight || m_isVolumeDetect)
+ {
+ d.Vector3 vel = d.BodyGetLinearVel(Body);
+
+ fz = (m_targetHoverHeight - lpos.Z);
+
+ // if error is zero, use position control; otherwise, velocity control
+ if (Math.Abs(fz) < 0.01f)
+ {
+ d.BodySetPosition(Body, lpos.X, lpos.Y, m_targetHoverHeight);
+ d.BodySetLinearVel(Body, vel.X, vel.Y, 0);
+ }
+ else
+ {
+ _zeroFlag = false;
+ fz /= m_PIDHoverTau;
+
+ float tmp = Math.Abs(fz);
+ if (tmp > 50)
+ fz = 50 * Math.Sign(fz);
+ else if (tmp < 0.1)
+ fz = 0.1f * Math.Sign(fz);
+
+ fz = ((fz - vel.Z) * m_invTimeStep);
+ }
+ }
+ }
+ else
+ {
+ float b = (1.0f - m_buoyancy) * m_gravmod;
+ fx = _parent_scene.gravityx * b;
+ fy = _parent_scene.gravityy * b;
+ fz = _parent_scene.gravityz * b;
+ }
+
+ fx *= m_mass;
+ fy *= m_mass;
+ fz *= m_mass;
+
+ // constant force
+ fx += m_force.X;
+ fy += m_force.Y;
+ fz += m_force.Z;
+
+ fx += m_forceacc.X;
+ fy += m_forceacc.Y;
+ fz += m_forceacc.Z;
+
+ m_forceacc = Vector3.Zero;
+
+ //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
+ if (fx != 0 || fy != 0 || fz != 0)
+ {
+ d.BodyAddForce(Body, fx, fy, fz);
+ //Console.WriteLine("AddForce " + fx + "," + fy + "," + fz);
+ }
+
+ Vector3 trq;
+
+ trq = m_torque;
+ trq += m_angularForceacc;
+ m_angularForceacc = Vector3.Zero;
+ if (trq.X != 0 || trq.Y != 0 || trq.Z != 0)
+ {
+ d.BodyAddTorque(Body, trq.X, trq.Y, trq.Z);
+ }
+ }
+ else
+ { // is not physical, or is not a body or is selected
+ // _zeroPosition = d.BodyGetPosition(Body);
+ return;
+ //Console.WriteLine("Nothing " + Name);
+
+ }
+ }
+
+ public void UpdatePositionAndVelocity(int frame)
+ {
+ if (_parent == null && !m_disabled && !m_building && !m_outbounds && Body != IntPtr.Zero)
+ {
+ bool bodyenabled = d.BodyIsEnabled(Body);
+ if (bodyenabled || !_zeroFlag)
+ {
+ bool lastZeroFlag = _zeroFlag;
+
+ d.Vector3 lpos = d.GeomGetPosition(prim_geom);
+
+ // check outside region
+ if (lpos.Z < -100 || lpos.Z > 100000f)
+ {
+ m_outbounds = true;
+
+ lpos.Z = Util.Clip(lpos.Z, -100f, 100000f);
+ _acceleration.X = 0;
+ _acceleration.Y = 0;
+ _acceleration.Z = 0;
+
+ _velocity.X = 0;
+ _velocity.Y = 0;
+ _velocity.Z = 0;
+ m_rotationalVelocity.X = 0;
+ m_rotationalVelocity.Y = 0;
+ m_rotationalVelocity.Z = 0;
+
+ d.BodySetLinearVel(Body, 0, 0, 0); // stop it
+ d.BodySetAngularVel(Body, 0, 0, 0); // stop it
+ d.BodySetPosition(Body, lpos.X, lpos.Y, lpos.Z); // put it somewhere
+ m_lastposition = _position;
+ m_lastorientation = _orientation;
+
+ base.RequestPhysicsterseUpdate();
+
+// throttleCounter = 0;
+ _zeroFlag = true;
+
+ disableBodySoft(); // disable it and colisions
+ base.RaiseOutOfBounds(_position);
+ return;
+ }
+
+ if (lpos.X < 0f)
+ {
+ _position.X = Util.Clip(lpos.X, -2f, -0.1f);
+ m_outbounds = true;
+ }
+ else if (lpos.X > _parent_scene.WorldExtents.X)
+ {
+ _position.X = Util.Clip(lpos.X, _parent_scene.WorldExtents.X + 0.1f, _parent_scene.WorldExtents.X + 2f);
+ m_outbounds = true;
+ }
+ if (lpos.Y < 0f)
+ {
+ _position.Y = Util.Clip(lpos.Y, -2f, -0.1f);
+ m_outbounds = true;
+ }
+ else if (lpos.Y > _parent_scene.WorldExtents.Y)
+ {
+ _position.Y = Util.Clip(lpos.Y, _parent_scene.WorldExtents.Y + 0.1f, _parent_scene.WorldExtents.Y + 2f);
+ m_outbounds = true;
+ }
+
+ if (m_outbounds)
+ {
+ m_lastposition = _position;
+ m_lastorientation = _orientation;
+
+ d.Vector3 dtmp = d.BodyGetAngularVel(Body);
+ m_rotationalVelocity.X = dtmp.X;
+ m_rotationalVelocity.Y = dtmp.Y;
+ m_rotationalVelocity.Z = dtmp.Z;
+
+ dtmp = d.BodyGetLinearVel(Body);
+ _velocity.X = dtmp.X;
+ _velocity.Y = dtmp.Y;
+ _velocity.Z = dtmp.Z;
+
+ d.BodySetLinearVel(Body, 0, 0, 0); // stop it
+ d.BodySetAngularVel(Body, 0, 0, 0);
+ d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
+ disableBodySoft(); // stop collisions
+ UnSubscribeEvents();
+
+ base.RequestPhysicsterseUpdate();
+ return;
+ }
+
+ d.Quaternion ori;
+ d.GeomCopyQuaternion(prim_geom, out ori);
+
+ // decide if moving
+ // use positions since this are integrated quantities
+ // tolerance values depende a lot on simulation noise...
+ // use simple math.abs since we dont need to be exact
+
+ if (!bodyenabled ||
+ (Math.Abs(_position.X - lpos.X) < 0.005f)
+ && (Math.Abs(_position.Y - lpos.Y) < 0.005f)
+ && (Math.Abs(_position.Z - lpos.Z) < 0.005f)
+ && (Math.Abs(_orientation.X - ori.X) < 0.0005f)
+ && (Math.Abs(_orientation.Y - ori.Y) < 0.0005f)
+ && (Math.Abs(_orientation.Z - ori.Z) < 0.0005f) // ignore W
+ )
+ {
+ _zeroFlag = true;
+ }
+ else
+ _zeroFlag = false;
+
+ // update velocities and aceleration
+ if (!(_zeroFlag && lastZeroFlag))
+ {
+ d.Vector3 vel = d.BodyGetLinearVel(Body);
+
+ _acceleration = _velocity;
+
+ if ((Math.Abs(vel.X) < 0.005f) &&
+ (Math.Abs(vel.Y) < 0.005f) &&
+ (Math.Abs(vel.Z) < 0.005f))
+ {
+ _velocity = Vector3.Zero;
+ float t = -m_invTimeStep;
+ _acceleration = _acceleration * t;
+ }
+ else
+ {
+ _velocity.X = vel.X;
+ _velocity.Y = vel.Y;
+ _velocity.Z = vel.Z;
+ _acceleration = (_velocity - _acceleration) * m_invTimeStep;
+ }
+
+ if ((Math.Abs(_acceleration.X) < 0.01f) &&
+ (Math.Abs(_acceleration.Y) < 0.01f) &&
+ (Math.Abs(_acceleration.Z) < 0.01f))
+ {
+ _acceleration = Vector3.Zero;
+ }
+
+ if ((Math.Abs(_orientation.X - ori.X) < 0.0001) &&
+ (Math.Abs(_orientation.Y - ori.Y) < 0.0001) &&
+ (Math.Abs(_orientation.Z - ori.Z) < 0.0001)
+ )
+ {
+ m_rotationalVelocity = Vector3.Zero;
+ }
+ else
+ {
+ vel = d.BodyGetAngularVel(Body);
+ m_rotationalVelocity.X = vel.X;
+ m_rotationalVelocity.Y = vel.Y;
+ m_rotationalVelocity.Z = vel.Z;
+ }
+ // }
+
+ _position.X = lpos.X;
+ _position.Y = lpos.Y;
+ _position.Z = lpos.Z;
+
+ _orientation.X = ori.X;
+ _orientation.Y = ori.Y;
+ _orientation.Z = ori.Z;
+ _orientation.W = ori.W;
+ }
+ if (_zeroFlag)
+ {
+ if (lastZeroFlag)
+ {
+ _velocity = Vector3.Zero;
+ _acceleration = Vector3.Zero;
+ m_rotationalVelocity = Vector3.Zero;
+ }
+
+ if (!m_lastUpdateSent)
+ {
+ base.RequestPhysicsterseUpdate();
+ if (lastZeroFlag)
+ m_lastUpdateSent = true;
+ }
+ return;
+ }
+
+ base.RequestPhysicsterseUpdate();
+ m_lastUpdateSent = false;
+ }
+ }
+ }
+
+ internal static bool QuaternionIsFinite(Quaternion q)
+ {
+ if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
+ return false;
+ if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
+ return false;
+ if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
+ return false;
+ if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
+ return false;
+ return true;
+ }
+
+ internal static void DMassSubPartFromObj(ref d.Mass part, ref d.Mass theobj)
+ {
+ // assumes object center of mass is zero
+ float smass = part.mass;
+ theobj.mass -= smass;
+
+ smass *= 1.0f / (theobj.mass); ;
+
+ theobj.c.X -= part.c.X * smass;
+ theobj.c.Y -= part.c.Y * smass;
+ theobj.c.Z -= part.c.Z * smass;
+
+ theobj.I.M00 -= part.I.M00;
+ theobj.I.M01 -= part.I.M01;
+ theobj.I.M02 -= part.I.M02;
+ theobj.I.M10 -= part.I.M10;
+ theobj.I.M11 -= part.I.M11;
+ theobj.I.M12 -= part.I.M12;
+ theobj.I.M20 -= part.I.M20;
+ theobj.I.M21 -= part.I.M21;
+ theobj.I.M22 -= part.I.M22;
+ }
+
+ private void donullchange()
+ {
+ }
+
+ public bool DoAChange(changes what, object arg)
+ {
+ if (prim_geom == IntPtr.Zero && what != changes.Add && what != changes.AddPhysRep && what != changes.Remove)
+ {
+ return false;
+ }
+
+ // nasty switch
+ switch (what)
+ {
+ case changes.Add:
+ changeadd();
+ break;
+
+ case changes.AddPhysRep:
+ changeAddPhysRep((ODEPhysRepData)arg);
+ break;
+
+ case changes.Remove:
+ //If its being removed, we don't want to rebuild the physical rep at all, so ignore this stuff...
+ //When we return true, it destroys all of the prims in the linkset anyway
+ if (_parent != null)
+ {
+ OdePrim parent = (OdePrim)_parent;
+ parent.ChildRemove(this, false);
+ }
+ else
+ ChildRemove(this, false);
+
+ m_vehicle = null;
+ RemoveGeom();
+ m_targetSpace = IntPtr.Zero;
+ UnSubscribeEvents();
+ return true;
+
+ case changes.Link:
+ OdePrim tmp = (OdePrim)arg;
+ changeLink(tmp);
+ break;
+
+ case changes.DeLink:
+ changeLink(null);
+ break;
+
+ case changes.Position:
+ changePosition((Vector3)arg);
+ break;
+
+ case changes.Orientation:
+ changeOrientation((Quaternion)arg);
+ break;
+
+ case changes.PosOffset:
+ donullchange();
+ break;
+
+ case changes.OriOffset:
+ donullchange();
+ break;
+
+ case changes.Velocity:
+ changevelocity((Vector3)arg);
+ break;
+
+// case changes.Acceleration:
+// changeacceleration((Vector3)arg);
+// break;
+
+ case changes.AngVelocity:
+ changeangvelocity((Vector3)arg);
+ break;
+
+ case changes.Force:
+ changeForce((Vector3)arg);
+ break;
+
+ case changes.Torque:
+ changeSetTorque((Vector3)arg);
+ break;
+
+ case changes.AddForce:
+ changeAddForce((Vector3)arg);
+ break;
+
+ case changes.AddAngForce:
+ changeAddAngularImpulse((Vector3)arg);
+ break;
+
+ case changes.AngLock:
+ changeAngularLock((Vector3)arg);
+ break;
+
+ case changes.Size:
+ changeSize((Vector3)arg);
+ break;
+
+ case changes.Shape:
+ changeShape((PrimitiveBaseShape)arg);
+ break;
+
+ case changes.PhysRepData:
+ changePhysRepData((ODEPhysRepData) arg);
+ break;
+
+ case changes.CollidesWater:
+ changeFloatOnWater((bool)arg);
+ break;
+
+ case changes.VolumeDtc:
+ changeVolumedetetion((bool)arg);
+ break;
+
+ case changes.Phantom:
+ changePhantomStatus((bool)arg);
+ break;
+
+ case changes.Physical:
+ changePhysicsStatus((bool)arg);
+ break;
+
+ case changes.Selected:
+ changeSelectedStatus((bool)arg);
+ break;
+
+ case changes.disabled:
+ changeDisable((bool)arg);
+ break;
+
+ case changes.building:
+ changeBuilding((bool)arg);
+ break;
+
+ case changes.VehicleType:
+ changeVehicleType((int)arg);
+ break;
+
+ case changes.VehicleFlags:
+ changeVehicleFlags((strVehicleBoolParam) arg);
+ break;
+
+ case changes.VehicleFloatParam:
+ changeVehicleFloatParam((strVehicleFloatParam) arg);
+ break;
+
+ case changes.VehicleVectorParam:
+ changeVehicleVectorParam((strVehicleVectorParam) arg);
+ break;
+
+ case changes.VehicleRotationParam:
+ changeVehicleRotationParam((strVehicleQuatParam) arg);
+ break;
+
+ case changes.SetVehicle:
+ changeSetVehicle((VehicleData) arg);
+ break;
+
+ case changes.Buoyancy:
+ changeBuoyancy((float)arg);
+ break;
+
+ case changes.PIDTarget:
+ changePIDTarget((Vector3)arg);
+ break;
+
+ case changes.PIDTau:
+ changePIDTau((float)arg);
+ break;
+
+ case changes.PIDActive:
+ changePIDActive((bool)arg);
+ break;
+
+ case changes.PIDHoverHeight:
+ changePIDHoverHeight((float)arg);
+ break;
+
+ case changes.PIDHoverType:
+ changePIDHoverType((PIDHoverType)arg);
+ break;
+
+ case changes.PIDHoverTau:
+ changePIDHoverTau((float)arg);
+ break;
+
+ case changes.PIDHoverActive:
+ changePIDHoverActive((bool)arg);
+ break;
+
+ case changes.Null:
+ donullchange();
+ break;
+
+
+
+ default:
+ donullchange();
+ break;
+ }
+ return false;
+ }
+
+ public void AddChange(changes what, object arg)
+ {
+ _parent_scene.AddChange((PhysicsActor) this, what, arg);
+ }
+
+
+ private struct strVehicleBoolParam
+ {
+ public int param;
+ public bool value;
+ }
+
+ private struct strVehicleFloatParam
+ {
+ public int param;
+ public float value;
+ }
+
+ private struct strVehicleQuatParam
+ {
+ public int param;
+ public Quaternion value;
+ }
+
+ private struct strVehicleVectorParam
+ {
+ public int param;
+ public Vector3 value;
+ }
+ }
+}
diff --git a/OpenSim/Region/PhysicsModules/ubOde/ODERayCastRequestManager.cs b/OpenSim/Region/PhysicsModules/ubOde/ODERayCastRequestManager.cs
new file mode 100644
index 0000000..ef1e57c
--- /dev/null
+++ b/OpenSim/Region/PhysicsModules/ubOde/ODERayCastRequestManager.cs
@@ -0,0 +1,683 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+using System;
+using System.Collections.Generic;
+using System.Reflection;
+using System.Runtime.InteropServices;
+using System.Text;
+using OpenSim.Framework;
+using OpenSim.Region.PhysicsModules.SharedBase;
+using OdeAPI;
+using log4net;
+using OpenMetaverse;
+
+namespace OpenSim.Region.PhysicsModule.ubOde
+{
+ ///
+ /// Processes raycast requests as ODE is in a state to be able to do them.
+ /// This ensures that it's thread safe and there will be no conflicts.
+ /// Requests get returned by a different thread then they were requested by.
+ ///
+ public class ODERayCastRequestManager
+ {
+ ///
+ /// Pending ray requests
+ ///
+ protected OpenSim.Framework.LocklessQueue m_PendingRequests = new OpenSim.Framework.LocklessQueue();
+
+ ///
+ /// Scene that created this object.
+ ///
+ private ODEScene m_scene;
+
+ IntPtr ray; // the ray. we only need one for our lifetime
+ IntPtr Sphere;
+ IntPtr Box;
+ IntPtr Plane;
+
+ private int CollisionContactGeomsPerTest = 25;
+ private const int DefaultMaxCount = 25;
+ private const int MaxTimePerCallMS = 30;
+
+ ///
+ /// ODE near callback delegate
+ ///
+ private d.NearCallback nearCallback;
+ private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
+ private List m_contactResults = new List();
+ private RayFilterFlags CurrentRayFilter;
+ private int CurrentMaxCount;
+
+ public ODERayCastRequestManager(ODEScene pScene)
+ {
+ m_scene = pScene;
+ nearCallback = near;
+ ray = d.CreateRay(IntPtr.Zero, 1.0f);
+ d.GeomSetCategoryBits(ray, 0);
+ Box = d.CreateBox(IntPtr.Zero, 1.0f, 1.0f, 1.0f);
+ d.GeomSetCategoryBits(Box, 0);
+ Sphere = d.CreateSphere(IntPtr.Zero,1.0f);
+ d.GeomSetCategoryBits(Sphere, 0);
+ Plane = d.CreatePlane(IntPtr.Zero, 0f,0f,1f,1f);
+ d.GeomSetCategoryBits(Sphere, 0);
+ }
+
+ public void QueueRequest(ODERayRequest req)
+ {
+ if (req.Count == 0)
+ req.Count = DefaultMaxCount;
+
+ m_PendingRequests.Enqueue(req);
+ }
+
+ ///
+ /// Process all queued raycast requests
+ ///
+ /// Time in MS the raycasts took to process.
+ public int ProcessQueuedRequests()
+ {
+
+ if (m_PendingRequests.Count <= 0)
+ return 0;
+
+ if (m_scene.ContactgeomsArray == IntPtr.Zero || ray == IntPtr.Zero)
+ // oops something got wrong or scene isn't ready still
+ {
+ m_PendingRequests.Clear();
+ return 0;
+ }
+
+ int time = Util.EnvironmentTickCount();
+
+ ODERayRequest req;
+ int closestHit;
+ int backfacecull;
+ CollisionCategories catflags;
+
+ while (m_PendingRequests.Dequeue(out req))
+ {
+ if (req.callbackMethod != null)
+ {
+ IntPtr geom = IntPtr.Zero;
+ if (req.actor != null)
+ {
+ if (m_scene.haveActor(req.actor))
+ {
+ if (req.actor is OdePrim)
+ geom = ((OdePrim)req.actor).prim_geom;
+ else if (req.actor is OdeCharacter)
+ geom = ((OdePrim)req.actor).prim_geom;
+ }
+ if (geom == IntPtr.Zero)
+ {
+ NoContacts(req);
+ continue;
+ }
+ }
+
+
+ CurrentRayFilter = req.filter;
+ CurrentMaxCount = req.Count;
+
+ CollisionContactGeomsPerTest = req.Count & 0xffff;
+
+ closestHit = ((CurrentRayFilter & RayFilterFlags.ClosestHit) == 0 ? 0 : 1);
+ backfacecull = ((CurrentRayFilter & RayFilterFlags.BackFaceCull) == 0 ? 0 : 1);
+
+ if (req.callbackMethod is ProbeBoxCallback)
+ {
+ if (CollisionContactGeomsPerTest > 80)
+ CollisionContactGeomsPerTest = 80;
+ d.GeomBoxSetLengths(Box, req.Normal.X, req.Normal.Y, req.Normal.Z);
+ d.GeomSetPosition(Box, req.Origin.X, req.Origin.Y, req.Origin.Z);
+ d.Quaternion qtmp;
+ qtmp.X = req.orientation.X;
+ qtmp.Y = req.orientation.Y;
+ qtmp.Z = req.orientation.Z;
+ qtmp.W = req.orientation.W;
+ d.GeomSetQuaternion(Box, ref qtmp);
+ }
+ else if (req.callbackMethod is ProbeSphereCallback)
+ {
+ if (CollisionContactGeomsPerTest > 80)
+ CollisionContactGeomsPerTest = 80;
+
+ d.GeomSphereSetRadius(Sphere, req.length);
+ d.GeomSetPosition(Sphere, req.Origin.X, req.Origin.Y, req.Origin.Z);
+ }
+ else if (req.callbackMethod is ProbePlaneCallback)
+ {
+ if (CollisionContactGeomsPerTest > 80)
+ CollisionContactGeomsPerTest = 80;
+
+ d.GeomPlaneSetParams(Plane, req.Normal.X, req.Normal.Y, req.Normal.Z, req.length);
+ }
+
+ else
+ {
+ if (CollisionContactGeomsPerTest > 25)
+ CollisionContactGeomsPerTest = 25;
+
+ d.GeomRaySetLength(ray, req.length);
+ d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
+ d.GeomRaySetParams(ray, 0, backfacecull);
+ d.GeomRaySetClosestHit(ray, closestHit);
+
+ if (req.callbackMethod is RaycastCallback)
+ {
+ // if we only want one get only one per Collision pair saving memory
+ CurrentRayFilter |= RayFilterFlags.ClosestHit;
+ d.GeomRaySetClosestHit(ray, 1);
+ }
+ else
+ d.GeomRaySetClosestHit(ray, closestHit);
+ }
+
+ if ((CurrentRayFilter & RayFilterFlags.ContactsUnImportant) != 0)
+ unchecked
+ {
+ CollisionContactGeomsPerTest |= (int)d.CONTACTS_UNIMPORTANT;
+ }
+
+ if (geom == IntPtr.Zero)
+ {
+ // translate ray filter to Collision flags
+ catflags = 0;
+ if ((CurrentRayFilter & RayFilterFlags.volumedtc) != 0)
+ catflags |= CollisionCategories.VolumeDtc;
+ if ((CurrentRayFilter & RayFilterFlags.phantom) != 0)
+ catflags |= CollisionCategories.Phantom;
+ if ((CurrentRayFilter & RayFilterFlags.agent) != 0)
+ catflags |= CollisionCategories.Character;
+ if ((CurrentRayFilter & RayFilterFlags.PrimsNonPhantom) != 0)
+ catflags |= CollisionCategories.Geom;
+ if ((CurrentRayFilter & RayFilterFlags.land) != 0)
+ catflags |= CollisionCategories.Land;
+ if ((CurrentRayFilter & RayFilterFlags.water) != 0)
+ catflags |= CollisionCategories.Water;
+
+ if (catflags != 0)
+ {
+ if (req.callbackMethod is ProbeBoxCallback)
+ {
+ catflags |= CollisionCategories.Space;
+ d.GeomSetCollideBits(Box, (uint)catflags);
+ d.GeomSetCategoryBits(Box, (uint)catflags);
+ doProbe(req, Box);
+ }
+ else if (req.callbackMethod is ProbeSphereCallback)
+ {
+ catflags |= CollisionCategories.Space;
+ d.GeomSetCollideBits(Sphere, (uint)catflags);
+ d.GeomSetCategoryBits(Sphere, (uint)catflags);
+ doProbe(req, Sphere);
+ }
+ else if (req.callbackMethod is ProbePlaneCallback)
+ {
+ catflags |= CollisionCategories.Space;
+ d.GeomSetCollideBits(Plane, (uint)catflags);
+ d.GeomSetCategoryBits(Plane, (uint)catflags);
+ doPlane(req,IntPtr.Zero);
+ }
+ else
+ {
+ d.GeomSetCollideBits(ray, (uint)catflags);
+ doSpaceRay(req);
+ }
+ }
+ }
+ else
+ {
+ // if we select a geom don't use filters
+
+ if (req.callbackMethod is ProbePlaneCallback)
+ {
+ d.GeomSetCollideBits(Plane, (uint)CollisionCategories.All);
+ doPlane(req,geom);
+ }
+ else
+ {
+ d.GeomSetCollideBits(ray, (uint)CollisionCategories.All);
+ doGeomRay(req,geom);
+ }
+ }
+ }
+
+ if (Util.EnvironmentTickCountSubtract(time) > MaxTimePerCallMS)
+ break;
+ }
+
+ lock (m_contactResults)
+ m_contactResults.Clear();
+
+ return Util.EnvironmentTickCountSubtract(time);
+ }
+ ///
+ /// Method that actually initiates the raycast with spaces
+ ///
+ ///
+ ///
+
+ private void NoContacts(ODERayRequest req)
+ {
+ if (req.callbackMethod is RaycastCallback)
+ {
+ ((RaycastCallback)req.callbackMethod)(false, Vector3.Zero, 0, 0, Vector3.Zero);
+ return;
+ }
+ List cresult = new List();
+
+ if (req.callbackMethod is RayCallback)
+ ((RayCallback)req.callbackMethod)(cresult);
+ else if (req.callbackMethod is ProbeBoxCallback)
+ ((ProbeBoxCallback)req.callbackMethod)(cresult);
+ else if (req.callbackMethod is ProbeSphereCallback)
+ ((ProbeSphereCallback)req.callbackMethod)(cresult);
+ }
+
+ private const RayFilterFlags FilterActiveSpace = RayFilterFlags.agent | RayFilterFlags.physical | RayFilterFlags.LSLPhantom;
+// private const RayFilterFlags FilterStaticSpace = RayFilterFlags.water | RayFilterFlags.land | RayFilterFlags.nonphysical | RayFilterFlags.LSLPhanton;
+ private const RayFilterFlags FilterStaticSpace = RayFilterFlags.water | RayFilterFlags.nonphysical | RayFilterFlags.LSLPhantom;
+
+ private void doSpaceRay(ODERayRequest req)
+ {
+ // Collide tests
+ if ((CurrentRayFilter & FilterActiveSpace) != 0)
+ {
+ d.SpaceCollide2(ray, m_scene.ActiveSpace, IntPtr.Zero, nearCallback);
+ d.SpaceCollide2(ray, m_scene.CharsSpace, IntPtr.Zero, nearCallback);
+ }
+ if ((CurrentRayFilter & FilterStaticSpace) != 0 && (m_contactResults.Count < CurrentMaxCount))
+ d.SpaceCollide2(ray, m_scene.StaticSpace, IntPtr.Zero, nearCallback);
+ if ((CurrentRayFilter & RayFilterFlags.land) != 0 && (m_contactResults.Count < CurrentMaxCount))
+ {
+ // current ode land to ray collisions is very bad
+ // so for now limit its range badly
+
+ if (req.length > 30.0f)
+ d.GeomRaySetLength(ray, 30.0f);
+
+ d.SpaceCollide2(ray, m_scene.GroundSpace, IntPtr.Zero, nearCallback);
+ }
+
+ if (req.callbackMethod is RaycastCallback)
+ {
+ // Define default results
+ bool hitYN = false;
+ uint hitConsumerID = 0;
+ float distance = float.MaxValue;
+ Vector3 closestcontact = Vector3.Zero;
+ Vector3 snormal = Vector3.Zero;
+
+ // Find closest contact and object.
+ lock (m_contactResults)
+ {
+ foreach (ContactResult cResult in m_contactResults)
+ {
+ if(cResult.Depth < distance)
+ {
+ closestcontact = cResult.Pos;
+ hitConsumerID = cResult.ConsumerID;
+ distance = cResult.Depth;
+ snormal = cResult.Normal;
+ }
+ }
+ m_contactResults.Clear();
+ }
+
+ if (distance > 0 && distance < float.MaxValue)
+ hitYN = true;
+ ((RaycastCallback)req.callbackMethod)(hitYN, closestcontact, hitConsumerID, distance, snormal);
+ }
+ else
+ {
+ List cresult = new List(m_contactResults.Count);
+ lock (m_PendingRequests)
+ {
+ cresult.AddRange(m_contactResults);
+ m_contactResults.Clear();
+ }
+ ((RayCallback)req.callbackMethod)(cresult);
+ }
+ }
+
+ private void doProbe(ODERayRequest req, IntPtr probe)
+ {
+ // Collide tests
+ if ((CurrentRayFilter & FilterActiveSpace) != 0)
+ {
+ d.SpaceCollide2(probe, m_scene.ActiveSpace, IntPtr.Zero, nearCallback);
+ d.SpaceCollide2(probe, m_scene.CharsSpace, IntPtr.Zero, nearCallback);
+ }
+ if ((CurrentRayFilter & FilterStaticSpace) != 0 && (m_contactResults.Count < CurrentMaxCount))
+ d.SpaceCollide2(probe, m_scene.StaticSpace, IntPtr.Zero, nearCallback);
+ if ((CurrentRayFilter & RayFilterFlags.land) != 0 && (m_contactResults.Count < CurrentMaxCount))
+ d.SpaceCollide2(probe, m_scene.GroundSpace, IntPtr.Zero, nearCallback);
+
+ List cresult = new List(m_contactResults.Count);
+ lock (m_PendingRequests)
+ {
+ cresult.AddRange(m_contactResults);
+ m_contactResults.Clear();
+ }
+ if (req.callbackMethod is ProbeBoxCallback)
+ ((ProbeBoxCallback)req.callbackMethod)(cresult);
+ else if (req.callbackMethod is ProbeSphereCallback)
+ ((ProbeSphereCallback)req.callbackMethod)(cresult);
+ }
+
+ private void doPlane(ODERayRequest req,IntPtr geom)
+ {
+ // Collide tests
+ if (geom == IntPtr.Zero)
+ {
+ if ((CurrentRayFilter & FilterActiveSpace) != 0)
+ {
+ d.SpaceCollide2(Plane, m_scene.ActiveSpace, IntPtr.Zero, nearCallback);
+ d.SpaceCollide2(Plane, m_scene.CharsSpace, IntPtr.Zero, nearCallback);
+ }
+ if ((CurrentRayFilter & FilterStaticSpace) != 0 && (m_contactResults.Count < CurrentMaxCount))
+ d.SpaceCollide2(Plane, m_scene.StaticSpace, IntPtr.Zero, nearCallback);
+ if ((CurrentRayFilter & RayFilterFlags.land) != 0 && (m_contactResults.Count < CurrentMaxCount))
+ d.SpaceCollide2(Plane, m_scene.GroundSpace, IntPtr.Zero, nearCallback);
+ }
+ else
+ {
+ d.SpaceCollide2(Plane, geom, IntPtr.Zero, nearCallback);
+ }
+
+ List cresult = new List(m_contactResults.Count);
+ lock (m_PendingRequests)
+ {
+ cresult.AddRange(m_contactResults);
+ m_contactResults.Clear();
+ }
+
+ ((ProbePlaneCallback)req.callbackMethod)(cresult);
+ }
+
+ ///
+ /// Method that actually initiates the raycast with a geom
+ ///
+ ///
+ private void doGeomRay(ODERayRequest req, IntPtr geom)
+ {
+ // Collide test
+ d.SpaceCollide2(ray, geom, IntPtr.Zero, nearCallback); // still do this to have full AABB pre test
+
+ if (req.callbackMethod is RaycastCallback)
+ {
+ // Define default results
+ bool hitYN = false;
+ uint hitConsumerID = 0;
+ float distance = float.MaxValue;
+ Vector3 closestcontact = Vector3.Zero;
+ Vector3 snormal = Vector3.Zero;
+
+ // Find closest contact and object.
+ lock (m_contactResults)
+ {
+ foreach (ContactResult cResult in m_contactResults)
+ {
+ if(cResult.Depth < distance )
+ {
+ closestcontact = cResult.Pos;
+ hitConsumerID = cResult.ConsumerID;
+ distance = cResult.Depth;
+ snormal = cResult.Normal;
+ }
+ }
+ m_contactResults.Clear();
+ }
+
+ if (distance > 0 && distance < float.MaxValue)
+ hitYN = true;
+
+ ((RaycastCallback)req.callbackMethod)(hitYN, closestcontact, hitConsumerID, distance, snormal);
+ }
+ else
+ {
+ List cresult = new List(m_contactResults.Count);
+ lock (m_PendingRequests)
+ {
+ cresult.AddRange(m_contactResults);
+ m_contactResults.Clear();
+ }
+ ((RayCallback)req.callbackMethod)(cresult);
+ }
+ }
+
+ private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom)
+ {
+ IntPtr ContactgeomsArray = m_scene.ContactgeomsArray;
+ if (ContactgeomsArray == IntPtr.Zero || index >= CollisionContactGeomsPerTest)
+ return false;
+
+ IntPtr contactptr = new IntPtr(ContactgeomsArray.ToInt64() + (Int64)(index * d.ContactGeom.unmanagedSizeOf));
+ newcontactgeom = (d.ContactGeom)Marshal.PtrToStructure(contactptr, typeof(d.ContactGeom));
+ return true;
+ }
+
+ // This is the standard Near. g1 is the ray
+ private void near(IntPtr space, IntPtr g1, IntPtr g2)
+ {
+ if (g2 == IntPtr.Zero || g1 == g2)
+ return;
+
+ if (m_contactResults.Count >= CurrentMaxCount)
+ return;
+
+ if (d.GeomIsSpace(g2))
+ {
+ try
+ {
+ d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
+ }
+ catch (Exception e)
+ {
+ m_log.WarnFormat("[PHYSICS Ray]: Unable to Space collide test an object: {0}", e.Message);
+ }
+ return;
+ }
+
+ int count = 0;
+ try
+ {
+ count = d.CollidePtr(g1, g2, CollisionContactGeomsPerTest, m_scene.ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
+ }
+ catch (Exception e)
+ {
+ m_log.WarnFormat("[PHYSICS Ray]: Unable to collide test an object: {0}", e.Message);
+ return;
+ }
+
+ if (count == 0)
+ return;
+/*
+ uint cat1 = d.GeomGetCategoryBits(g1);
+ uint cat2 = d.GeomGetCategoryBits(g2);
+ uint col1 = d.GeomGetCollideBits(g1);
+ uint col2 = d.GeomGetCollideBits(g2);
+*/
+
+ uint ID = 0;
+ PhysicsActor p2 = null;
+
+ m_scene.actor_name_map.TryGetValue(g2, out p2);
+
+ if (p2 == null)
+ return;
+
+ switch (p2.PhysicsActorType)
+ {
+ case (int)ActorTypes.Prim:
+
+ RayFilterFlags thisFlags;
+
+ if (p2.IsPhysical)
+ thisFlags = RayFilterFlags.physical;
+ else
+ thisFlags = RayFilterFlags.nonphysical;
+
+ if (p2.Phantom)
+ thisFlags |= RayFilterFlags.phantom;
+
+ if (p2.IsVolumeDtc)
+ thisFlags |= RayFilterFlags.volumedtc;
+
+ if ((thisFlags & CurrentRayFilter) == 0)
+ return;
+
+ ID = ((OdePrim)p2).LocalID;
+ break;
+
+ case (int)ActorTypes.Agent:
+
+ if ((CurrentRayFilter & RayFilterFlags.agent) == 0)
+ return;
+ else
+ ID = ((OdeCharacter)p2).LocalID;
+ break;
+
+ case (int)ActorTypes.Ground:
+
+ if ((CurrentRayFilter & RayFilterFlags.land) == 0)
+ return;
+ break;
+
+ case (int)ActorTypes.Water:
+
+ if ((CurrentRayFilter & RayFilterFlags.water) == 0)
+ return;
+ break;
+
+ default:
+ break;
+ }
+
+ d.ContactGeom curcontact = new d.ContactGeom();
+
+ // closestHit for now only works for meshs, so must do it for others
+ if ((CurrentRayFilter & RayFilterFlags.ClosestHit) == 0)
+ {
+ // Loop all contacts, build results.
+ for (int i = 0; i < count; i++)
+ {
+ if (!GetCurContactGeom(i, ref curcontact))
+ break;
+
+ ContactResult collisionresult = new ContactResult();
+ collisionresult.ConsumerID = ID;
+ collisionresult.Pos.X = curcontact.pos.X;
+ collisionresult.Pos.Y = curcontact.pos.Y;
+ collisionresult.Pos.Z = curcontact.pos.Z;
+ collisionresult.Depth = curcontact.depth;
+ collisionresult.Normal.X = curcontact.normal.X;
+ collisionresult.Normal.Y = curcontact.normal.Y;
+ collisionresult.Normal.Z = curcontact.normal.Z;
+ lock (m_contactResults)
+ {
+ m_contactResults.Add(collisionresult);
+ if (m_contactResults.Count >= CurrentMaxCount)
+ return;
+ }
+ }
+ }
+ else
+ {
+ // keep only closest contact
+ ContactResult collisionresult = new ContactResult();
+ collisionresult.ConsumerID = ID;
+ collisionresult.Depth = float.MaxValue;
+
+ for (int i = 0; i < count; i++)
+ {
+ if (!GetCurContactGeom(i, ref curcontact))
+ break;
+
+ if (curcontact.depth < collisionresult.Depth)
+ {
+ collisionresult.Pos.X = curcontact.pos.X;
+ collisionresult.Pos.Y = curcontact.pos.Y;
+ collisionresult.Pos.Z = curcontact.pos.Z;
+ collisionresult.Depth = curcontact.depth;
+ collisionresult.Normal.X = curcontact.normal.X;
+ collisionresult.Normal.Y = curcontact.normal.Y;
+ collisionresult.Normal.Z = curcontact.normal.Z;
+ }
+ }
+
+ if (collisionresult.Depth != float.MaxValue)
+ {
+ lock (m_contactResults)
+ m_contactResults.Add(collisionresult);
+ }
+ }
+ }
+
+ ///
+ /// Dereference the creator scene so that it can be garbage collected if needed.
+ ///
+ internal void Dispose()
+ {
+ m_scene = null;
+ if (ray != IntPtr.Zero)
+ {
+ d.GeomDestroy(ray);
+ ray = IntPtr.Zero;
+ }
+ if (Box != IntPtr.Zero)
+ {
+ d.GeomDestroy(Box);
+ Box = IntPtr.Zero;
+ }
+ if (Sphere != IntPtr.Zero)
+ {
+ d.GeomDestroy(Sphere);
+ Sphere = IntPtr.Zero;
+ }
+ if (Plane != IntPtr.Zero)
+ {
+ d.GeomDestroy(Plane);
+ Plane = IntPtr.Zero;
+ }
+ }
+ }
+
+ public struct ODERayRequest
+ {
+ public PhysicsActor actor;
+ public Vector3 Origin;
+ public Vector3 Normal;
+ public int Count;
+ public float length;
+ public object callbackMethod;
+ public RayFilterFlags filter;
+ public Quaternion orientation;
+ }
+}
diff --git a/OpenSim/Region/PhysicsModules/ubOde/ODEScene.cs b/OpenSim/Region/PhysicsModules/ubOde/ODEScene.cs
new file mode 100644
index 0000000..a2dd885
--- /dev/null
+++ b/OpenSim/Region/PhysicsModules/ubOde/ODEScene.cs
@@ -0,0 +1,2825 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+// Revision 2011/12/13 by Ubit Umarov
+//#define SPAM
+
+using System;
+using System.Collections.Generic;
+using System.Reflection;
+using System.Runtime.InteropServices;
+using System.Threading;
+using System.IO;
+using System.Diagnostics;
+using log4net;
+using Nini.Config;
+using Mono.Addins;
+using OdeAPI;
+using OpenSim.Framework;
+using OpenSim.Region.Framework.Scenes;
+using OpenSim.Region.Framework.Interfaces;
+using OpenSim.Region.PhysicsModules.SharedBase;
+using OpenMetaverse;
+
+namespace OpenSim.Region.PhysicsModule.ubOde
+{
+ // 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
+
+ [Flags]
+ public enum CollisionCategories : uint
+ {
+ 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
+ }
+
+ ///
+ /// Material type for a primitive
+ ///
+ public enum Material : int
+ {
+ ///
+ Stone = 0,
+ ///
+ Metal = 1,
+ ///
+ Glass = 2,
+ ///
+ Wood = 3,
+ ///
+ Flesh = 4,
+ ///
+ 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,
+ AvatarSize,
+ 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
+ }
+
+ public struct ODEchangeitem
+ {
+ public PhysicsActor actor;
+ public OdeCharacter character;
+ public changes what;
+ public Object arg;
+ }
+
+ public class ODEScene : PhysicsScene
+ {
+ private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
+
+ public bool m_ubOdeLib = false;
+ public bool m_suportCombine = false; // mega suport not tested
+ public Scene m_frameWorkScene = null;
+
+// private int threadid = 0;
+
+// const d.ContactFlags comumContactFlags = d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM |d.ContactFlags.Approx1 | d.ContactFlags.Bounce;
+
+ const d.ContactFlags comumContactFlags = d.ContactFlags.Bounce | d.ContactFlags.Approx1 | d.ContactFlags.Slip1 | d.ContactFlags.Slip2;
+ const float comumContactERP = 0.7f;
+ const float comumContactCFM = 0.0001f;
+ const float comumContactSLIP = 0f;
+
+ float frictionMovementMult = 0.8f;
+
+ float TerrainBounce = 0.1f;
+ float TerrainFriction = 0.3f;
+
+ public float AvatarFriction = 0;// 0.9f * 0.5f;
+
+ // this netx dimensions are only relevant for terrain partition (mega regions)
+ // WorldExtents below has the simulation dimensions
+ // they should be identical except on mega regions
+ private uint m_regionWidth = Constants.RegionSize;
+ private 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 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;
+
+ private float waterlevel = 0f;
+ private int framecount = 0;
+
+// private int m_meshExpireCntr;
+
+ private float avDensity = 80f;
+ private float avMovementDivisorWalk = 1.3f;
+ private float avMovementDivisorRun = 0.8f;
+ private float minimumGroundFlightOffset = 3f;
+ public float maximumMassObject = 10000.01f;
+
+
+ public float geomDefaultDensity = 10.000006836f;
+
+ public float bodyPIDD = 35f;
+ public float bodyPIDG = 25;
+
+ public int bodyFramesAutoDisable = 5;
+
+ private d.NearCallback nearCallback;
+
+ private HashSet _characters = new HashSet();
+ private HashSet _prims = new HashSet();
+ private HashSet _activeprims = new HashSet();
+ private HashSet _activegroups = new HashSet();
+
+ public OpenSim.Framework.LocklessQueue ChangesQueue = new OpenSim.Framework.LocklessQueue();
+
+ ///
+ /// A list of actors that should receive collision events.
+ ///
+ 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 float contactsurfacelayer = 0.001f;
+
+ private int contactsPerCollision = 80;
+ internal IntPtr ContactgeomsArray = IntPtr.Zero;
+ private IntPtr GlobalContactsArray = IntPtr.Zero;
+ private d.Contact SharedTmpcontact = new d.Contact();
+
+ const int maxContactsbeforedeath = 4000;
+ private volatile int m_global_contactcount = 0;
+
+ private IntPtr contactgroup;
+
+ public ContactData[] m_materialContactsData = new ContactData[8];
+
+ private Dictionary RegionTerrain = new Dictionary();
+ private Dictionary TerrainHeightFieldHeights = new Dictionary();
+ private Dictionary TerrainHeightFieldHeightsHandlers = new Dictionary();
+
+ private int m_physicsiterations = 15;
+ 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;
+
+ public IntPtr world;
+
+
+ // 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
+
+ public IntPtr TopSpace; // the global space
+ public IntPtr ActiveSpace; // space for active prims
+ public IntPtr CharsSpace; // space for active prims
+ public IntPtr StaticSpace; // space for the static things around
+ public IntPtr GroundSpace; // space for ground
+
+ // some speedup variables
+ private int spaceGridMaxX;
+ private int spaceGridMaxY;
+ private float spacesPerMeterX;
+ private float spacesPerMeterY;
+
+ // split static geometry collision into a grid as before
+ private IntPtr[,] staticPrimspace;
+ private IntPtr[] staticPrimspaceOffRegion;
+
+ public Object OdeLock;
+ public static Object SimulationLock;
+
+ public IMesher mesher;
+
+ public IConfigSource m_config;
+
+ public bool physics_logging = false;
+ public int physics_logging_interval = 0;
+ public bool physics_logging_append_existing_logfile = false;
+
+ 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);
+ }
+ }
+ */
+
+ IConfig physicsconfig = null;
+
+ public ODEScene(Scene pscene, IConfigSource psourceconfig, string pname, bool pubOdeLib)
+ {
+ OdeLock = new Object();
+
+ EngineType = pname;
+ PhysicsSceneName = EngineType + "/" + pscene.RegionInfo.RegionName;
+
+ m_config = psourceconfig;
+ m_ubOdeLib = pubOdeLib;
+ m_frameWorkScene = pscene;
+
+ m_frameWorkScene.RegisterModuleInterface(this);
+
+ Initialization();
+
+ base.Initialise(m_frameWorkScene.PhysicsRequestAsset,
+ (m_frameWorkScene.Heightmap != null ? m_frameWorkScene.Heightmap.GetFloatsSerialised() : new float[m_frameWorkScene.RegionInfo.RegionSizeX * m_frameWorkScene.RegionInfo.RegionSizeY]),
+ (float)m_frameWorkScene.RegionInfo.RegionSettings.WaterHeight);
+ }
+
+ // core hack this just means all modules where loaded
+ // so now we can look for dependencies
+ public void RegionLoaded()
+ {
+ mesher = m_frameWorkScene.RequestModuleInterface();
+ if (mesher == null)
+ {
+ m_log.WarnFormat("[ubOde] No mesher. module disabled");
+ return;
+ }
+
+ m_meshWorker = new ODEMeshWorker(this, m_log, mesher, physicsconfig);
+ m_frameWorkScene.PhysicsEnabled = true;
+ }
+ ///
+ /// Initiailizes the scene
+ /// Sets many properties that ODE requires to be stable
+ /// These settings need to be tweaked 'exactly' right or weird stuff happens.
+ ///
+ private void Initialization()
+ {
+ // checkThread();
+ SimulationLock = new Object();
+
+ nearCallback = near;
+
+ m_rayCastManager = new ODERayCastRequestManager(this);
+
+ WorldExtents.X = m_frameWorkScene.RegionInfo.RegionSizeX;
+ m_regionWidth = (uint)WorldExtents.X;
+ WorldExtents.Y = m_frameWorkScene.RegionInfo.RegionSizeY;
+ m_regionHeight = (uint)WorldExtents.Y;
+
+ m_suportCombine = false;
+
+ 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);
+ CharsSpace = d.HashSpaceCreate(TopSpace);
+ StaticSpace = d.HashSpaceCreate(TopSpace);
+ GroundSpace = d.HashSpaceCreate(TopSpace);
+ }
+ catch
+ {
+ // i must RtC#FM
+ // i did!
+ }
+
+ d.HashSpaceSetLevels(TopSpace, -2, 8);
+ d.HashSpaceSetLevels(ActiveSpace, -2, 8);
+ d.HashSpaceSetLevels(CharsSpace, -4, 3);
+ d.HashSpaceSetLevels(StaticSpace, -2, 8);
+ d.HashSpaceSetLevels(GroundSpace, 0, 8);
+
+ // demote to second level
+ d.SpaceSetSublevel(ActiveSpace, 1);
+ d.SpaceSetSublevel(CharsSpace, 1);
+ d.SpaceSetSublevel(StaticSpace, 1);
+ d.SpaceSetSublevel(GroundSpace, 1);
+
+ d.GeomSetCategoryBits(ActiveSpace, (uint)(CollisionCategories.Space |
+ CollisionCategories.Geom |
+ CollisionCategories.Character |
+ CollisionCategories.Phantom |
+ CollisionCategories.VolumeDtc
+ ));
+ d.GeomSetCollideBits(ActiveSpace, (uint)(CollisionCategories.Space |
+ CollisionCategories.Geom |
+ CollisionCategories.Character |
+ CollisionCategories.Phantom |
+ CollisionCategories.VolumeDtc
+ ));
+ d.GeomSetCategoryBits(CharsSpace, (uint)(CollisionCategories.Space |
+ CollisionCategories.Geom |
+ CollisionCategories.Character |
+ CollisionCategories.Phantom |
+ CollisionCategories.VolumeDtc
+ ));
+ d.GeomSetCollideBits(CharsSpace, 0);
+
+ d.GeomSetCategoryBits(StaticSpace, (uint)(CollisionCategories.Space |
+ CollisionCategories.Geom |
+ // CollisionCategories.Land |
+ // CollisionCategories.Water |
+ CollisionCategories.Phantom |
+ CollisionCategories.VolumeDtc
+ ));
+ d.GeomSetCollideBits(StaticSpace, 0);
+
+ d.GeomSetCategoryBits(GroundSpace, (uint)(CollisionCategories.Land));
+ d.GeomSetCollideBits(GroundSpace, 0);
+
+ contactgroup = d.JointGroupCreate(maxContactsbeforedeath + 1);
+ //contactgroup
+
+ d.WorldSetAutoDisableFlag(world, false);
+ }
+
+
+ // checkThread();
+
+
+ // Defaults
+
+ int contactsPerCollision = 80;
+
+ physicsconfig = null;
+
+ if (m_config != null)
+ {
+ 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);
+
+ metersInSpace = physicsconfig.GetFloat("meters_in_small_space", metersInSpace);
+
+ // contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", contactsurfacelayer);
+
+ ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", ODE_STEPSIZE);
+
+ avDensity = physicsconfig.GetFloat("av_density", avDensity);
+ avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", avMovementDivisorWalk);
+ avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", avMovementDivisorRun);
+
+ contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", contactsPerCollision);
+
+ geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", geomDefaultDensity);
+ bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", bodyFramesAutoDisable);
+
+ 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);
+
+ avDensity *= 3f / 80f; // scale other engines density option to this
+ }
+ }
+
+ d.WorldSetCFM(world, comumContactCFM);
+ d.WorldSetERP(world, comumContactERP);
+
+ d.WorldSetGravity(world, gravityx, gravityy, gravityz);
+
+ d.WorldSetLinearDamping(world, 0.002f);
+ d.WorldSetAngularDamping(world, 0.002f);
+ d.WorldSetAngularDampingThreshold(world, 0f);
+ d.WorldSetLinearDampingThreshold(world, 0f);
+ d.WorldSetMaxAngularSpeed(world, 100f);
+
+ d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
+
+ d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
+ d.WorldSetContactMaxCorrectingVel(world, 60.0f);
+
+ HalfOdeStep = ODE_STEPSIZE * 0.5f;
+ odetimestepMS = (int)(1000.0f * ODE_STEPSIZE + 0.5f);
+
+ ContactgeomsArray = Marshal.AllocHGlobal(contactsPerCollision * d.ContactGeom.unmanagedSizeOf);
+ GlobalContactsArray = Marshal.AllocHGlobal(maxContactsbeforedeath * d.Contact.unmanagedSizeOf);
+
+ SharedTmpcontact.geom.g1 = IntPtr.Zero;
+ SharedTmpcontact.geom.g2 = IntPtr.Zero;
+
+ SharedTmpcontact.geom.side1 = -1;
+ SharedTmpcontact.geom.side2 = -1;
+
+ SharedTmpcontact.surface.mode = comumContactFlags;
+ SharedTmpcontact.surface.mu = 0;
+ SharedTmpcontact.surface.bounce = 0;
+ SharedTmpcontact.surface.soft_cfm = comumContactCFM;
+ SharedTmpcontact.surface.soft_erp = comumContactERP;
+ SharedTmpcontact.surface.slip1 = comumContactSLIP;
+ SharedTmpcontact.surface.slip2 = comumContactSLIP;
+
+ 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;
+
+ m_materialContactsData[(int)Material.Plastic].mu = 0.4f;
+ m_materialContactsData[(int)Material.Plastic].bounce = 0.7f;
+
+ m_materialContactsData[(int)Material.Rubber].mu = 0.9f;
+ m_materialContactsData[(int)Material.Rubber].bounce = 0.95f;
+
+ m_materialContactsData[(int)Material.light].mu = 0.0f;
+ m_materialContactsData[(int)Material.light].bounce = 0.0f;
+
+
+ spacesPerMeterX = 1.0f / metersInSpace;
+ spacesPerMeterY = spacesPerMeterX;
+ spaceGridMaxX = (int)(WorldExtents.X * spacesPerMeterX);
+ spaceGridMaxY = (int)(WorldExtents.Y * spacesPerMeterY);
+
+ if (spaceGridMaxX > 24)
+ {
+ spaceGridMaxX = 24;
+ spacesPerMeterX = spaceGridMaxX / WorldExtents.X;
+ }
+
+ if (spaceGridMaxY > 24)
+ {
+ spaceGridMaxY = 24;
+ spacesPerMeterY = spaceGridMaxY / WorldExtents.Y;
+ }
+
+ 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 index limit
+ 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++)
+ {
+ 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;
+ }
+
+ m_lastframe = DateTime.UtcNow;
+ m_lastMeshExpire = m_lastframe;
+ }
+
+ internal void waitForSpaceUnlock(IntPtr space)
+ {
+ //if (space != IntPtr.Zero)
+ //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
+ }
+
+ #region Collision Detection
+
+ // sets a global contact for a joint for contactgeom , and base contact description)
+
+
+
+ private IntPtr CreateContacJoint(ref d.ContactGeom contactGeom)
+ {
+ if (m_global_contactcount >= maxContactsbeforedeath)
+ return IntPtr.Zero;
+
+ m_global_contactcount++;
+
+ SharedTmpcontact.geom.depth = contactGeom.depth;
+ SharedTmpcontact.geom.pos = contactGeom.pos;
+ SharedTmpcontact.geom.normal = contactGeom.normal;
+
+ IntPtr contact = new IntPtr(GlobalContactsArray.ToInt64() + (Int64)(m_global_contactcount * d.Contact.unmanagedSizeOf));
+ Marshal.StructureToPtr(SharedTmpcontact, contact, true);
+ return d.JointCreateContactPtr(world, contactgroup, contact);
+ }
+
+ private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom)
+ {
+ if (ContactgeomsArray == IntPtr.Zero || index >= contactsPerCollision)
+ return false;
+
+ IntPtr contactptr = new IntPtr(ContactgeomsArray.ToInt64() + (Int64)(index * d.ContactGeom.unmanagedSizeOf));
+ newcontactgeom = (d.ContactGeom)Marshal.PtrToStructure(contactptr, typeof(d.ContactGeom));
+ return true;
+ }
+
+ ///
+ /// This is our near callback. A geometry is near a body
+ ///
+ /// 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 (m_global_contactcount >= maxContactsbeforedeath)
+ return;
+
+ // 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))
+ {
+ // 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);
+ }
+ catch (AccessViolationException)
+ {
+ m_log.Warn("[PHYSICS]: 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
+ return;
+ }
+
+ // get geom bodies to check if we already a joint contact
+ // guess this shouldn't happen now
+ IntPtr b1 = d.GeomGetBody(g1);
+ IntPtr b2 = d.GeomGetBody(g2);
+
+ // d.GeomClassID id = d.GeomGetClass(g1);
+
+ // Figure out how many contact points we have
+ int count = 0;
+ try
+ {
+ // Colliding Geom To Geom
+ // This portion of the function 'was' blatantly ripped off from BoxStack.cs
+
+ if (g1 == g2)
+ return; // Can't collide with yourself
+
+ 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;
+ }
+ }
+ //
+ */
+
+
+ if (d.GeomGetCategoryBits(g1) == (uint)CollisionCategories.VolumeDtc ||
+ d.GeomGetCategoryBits(g2) == (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);
+ }
+ 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);
+ base.TriggerPhysicsBasedRestart();
+ }
+ catch (Exception e)
+ {
+ m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
+ return;
+ }
+
+ // contacts done
+ if (count == 0)
+ return;
+
+ // try get physical actors
+ PhysicsActor p1;
+ PhysicsActor p2;
+
+ if (!actor_name_map.TryGetValue(g1, out p1))
+ {
+ m_log.WarnFormat("[PHYSICS]: failed actor mapping for geom 1");
+ return;
+ }
+
+ if (!actor_name_map.TryGetValue(g2, out p2))
+ {
+ m_log.WarnFormat("[PHYSICS]: failed actor mapping for geom 2");
+ return;
+ }
+
+ // update actors collision score
+ if (p1.CollisionScore >= float.MaxValue - count)
+ p1.CollisionScore = 0;
+ p1.CollisionScore += count;
+
+ if (p2.CollisionScore >= float.MaxValue - count)
+ p2.CollisionScore = 0;
+ p2.CollisionScore += count;
+
+ // get first contact
+ d.ContactGeom curContact = new d.ContactGeom();
+
+ if (!GetCurContactGeom(0, ref curContact))
+ return;
+
+ ContactPoint maxDepthContact = new ContactPoint();
+
+ // do volume detection case
+ if ((p1.IsVolumeDtc || p2.IsVolumeDtc))
+ {
+ 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, false
+ );
+
+ collision_accounting_events(p1, p2, maxDepthContact);
+ return;
+ }
+
+ // big messy collision analises
+
+ float mu = 0;
+ float bounce = 0;
+// bool IgnoreNegSides = false;
+
+ ContactData contactdata1 = new ContactData(0, 0, false);
+ ContactData contactdata2 = new ContactData(0, 0, false);
+
+ bool dop1ava = false;
+ bool dop2ava = false;
+ bool ignore = false;
+
+ switch (p1.PhysicsActorType)
+ {
+ case (int)ActorTypes.Agent:
+ {
+ dop1ava = true;
+ switch (p2.PhysicsActorType)
+ {
+ case (int)ActorTypes.Agent:
+ case (int)ActorTypes.Prim:
+ break;
+
+ default:
+ ignore = true; // avatar to terrain and water ignored
+ break;
+ }
+ break;
+ }
+
+ case (int)ActorTypes.Prim:
+ {
+ switch (p2.PhysicsActorType)
+ {
+ case (int)ActorTypes.Agent:
+ dop2ava = true;
+ break;
+
+ case (int)ActorTypes.Prim:
+ Vector3 relV = p1.Velocity - p2.Velocity;
+ float relVlenSQ = relV.LengthSquared();
+ if (relVlenSQ > 0.0001f)
+ {
+ p1.CollidingObj = true;
+ p2.CollidingObj = true;
+ }
+ p1.getContactData(ref contactdata1);
+ p2.getContactData(ref contactdata2);
+ bounce = contactdata1.bounce * contactdata2.bounce;
+ mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
+
+ if (relVlenSQ > 0.01f)
+ 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;
+ /*
+ if (d.GeomGetClass(g1) == d.GeomClassID.TriMeshClass)
+ {
+ if (curContact.side1 > 0)
+ IgnoreNegSides = 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);
+
+// if (curContact.side1 > 0) // should be 2 ?
+// IgnoreNegSides = true;
+
+ if (Math.Abs(p2.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y) > 0.1f)
+ mu *= frictionMovementMult;
+ }
+ else
+ ignore = true;
+ break;
+
+ case (int)ActorTypes.Water:
+ default:
+ break;
+ }
+
+ if (ignore)
+ return;
+
+ IntPtr Joint;
+ bool FeetCollision = false;
+ int ncontacts = 0;
+
+ int i = 0;
+
+ maxDepthContact = new ContactPoint();
+ maxDepthContact.PenetrationDepth = float.MinValue;
+ ContactPoint minDepthContact = new ContactPoint();
+ minDepthContact.PenetrationDepth = float.MaxValue;
+
+ SharedTmpcontact.geom.depth = 0;
+ SharedTmpcontact.surface.mu = mu;
+ SharedTmpcontact.surface.bounce = bounce;
+
+ d.ContactGeom altContact = new d.ContactGeom();
+ bool useAltcontact = false;
+ bool noskip = true;
+
+ while (true)
+ {
+// if (!(IgnoreNegSides && curContact.side1 < 0))
+ {
+ noskip = true;
+ useAltcontact = false;
+
+ if (dop1ava)
+ {
+ if ((((OdeCharacter)p1).Collide(g1, g2, false, ref curContact, ref altContact , ref useAltcontact, ref FeetCollision)))
+ {
+ if (p2.PhysicsActorType == (int)ActorTypes.Agent)
+ {
+ p1.CollidingObj = true;
+ p2.CollidingObj = true;
+ }
+ else if (p2.Velocity.LengthSquared() > 0.0f)
+ p2.CollidingObj = true;
+ }
+ else
+ noskip = false;
+ }
+ else if (dop2ava)
+ {
+ if ((((OdeCharacter)p2).Collide(g2, g1, true, ref curContact, ref altContact , ref useAltcontact, ref FeetCollision)))
+ {
+ if (p1.PhysicsActorType == (int)ActorTypes.Agent)
+ {
+ p1.CollidingObj = true;
+ p2.CollidingObj = true;
+ }
+ else if (p2.Velocity.LengthSquared() > 0.0f)
+ p1.CollidingObj = true;
+ }
+ else
+ noskip = false;
+ }
+
+ if (noskip)
+ {
+ if(useAltcontact)
+ Joint = CreateContacJoint(ref altContact);
+ else
+ Joint = CreateContacJoint(ref curContact);
+
+ if (Joint == IntPtr.Zero)
+ break;
+
+ d.JointAttach(Joint, b1, b2);
+
+ ncontacts++;
+
+ if (curContact.depth > maxDepthContact.PenetrationDepth)
+ {
+ maxDepthContact.Position.X = curContact.pos.X;
+ maxDepthContact.Position.Y = curContact.pos.Y;
+ maxDepthContact.Position.Z = curContact.pos.Z;
+ maxDepthContact.PenetrationDepth = curContact.depth;
+ maxDepthContact.CharacterFeet = FeetCollision;
+ }
+
+ if (curContact.depth < minDepthContact.PenetrationDepth)
+ {
+ minDepthContact.PenetrationDepth = curContact.depth;
+ minDepthContact.SurfaceNormal.X = curContact.normal.X;
+ minDepthContact.SurfaceNormal.Y = curContact.normal.Y;
+ minDepthContact.SurfaceNormal.Z = curContact.normal.Z;
+ }
+ }
+ }
+ if (++i >= count)
+ break;
+
+ if (!GetCurContactGeom(i, ref curContact))
+ break;
+ }
+
+ if (ncontacts > 0)
+ {
+ maxDepthContact.SurfaceNormal.X = minDepthContact.SurfaceNormal.X;
+ maxDepthContact.SurfaceNormal.Y = minDepthContact.SurfaceNormal.Y;
+ maxDepthContact.SurfaceNormal.Z = minDepthContact.SurfaceNormal.Z;
+
+ collision_accounting_events(p1, p2, maxDepthContact);
+ }
+ }
+
+ private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
+ {
+ uint obj2LocalID = 0;
+
+ bool p1events = p1.SubscribedEvents();
+ bool p2events = p2.SubscribedEvents();
+
+ if (p1.IsVolumeDtc)
+ p2events = false;
+ if (p2.IsVolumeDtc)
+ p1events = false;
+
+ if (!p2events && !p1events)
+ return;
+
+ Vector3 vel = Vector3.Zero;
+ if (p2 != null && p2.IsPhysical)
+ vel = p2.Velocity;
+
+ if (p1 != null && p1.IsPhysical)
+ vel -= p1.Velocity;
+
+ contact.RelativeSpeed = Vector3.Dot(vel, contact.SurfaceNormal);
+
+ switch ((ActorTypes)p1.PhysicsActorType)
+ {
+ case ActorTypes.Agent:
+ case ActorTypes.Prim:
+ {
+ switch ((ActorTypes)p2.PhysicsActorType)
+ {
+ case ActorTypes.Agent:
+ case ActorTypes.Prim:
+ if (p2events)
+ {
+ AddCollisionEventReporting(p2);
+ p2.AddCollisionEvent(p1.ParentActor.LocalID, contact);
+ }
+ obj2LocalID = p2.ParentActor.LocalID;
+ break;
+
+ case ActorTypes.Ground:
+ case ActorTypes.Unknown:
+ default:
+ obj2LocalID = 0;
+ 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;
+ }
+ }
+ }
+
+ ///
+ /// This is our collision testing routine in ODE
+ ///
+ ///
+ private void collision_optimized()
+ {
+ lock (_characters)
+ {
+ try
+ {
+ foreach (OdeCharacter chr in _characters)
+ {
+ if (chr == null || chr.Body == IntPtr.Zero)
+ continue;
+
+ chr.IsColliding = false;
+ // chr.CollidingGround = false; not done here
+ chr.CollidingObj = false;
+ // do colisions with static space
+ d.SpaceCollide2(chr.collider, StaticSpace, IntPtr.Zero, nearCallback);
+
+ // no coll with gnd
+ }
+ // chars with chars
+ d.SpaceCollide(CharsSpace, IntPtr.Zero, nearCallback);
+
+ }
+ catch (AccessViolationException)
+ {
+ m_log.Warn("[PHYSICS]: Unable to collide Character to static space");
+ }
+
+ }
+
+ lock (_activeprims)
+ {
+ foreach (OdePrim aprim in _activeprims)
+ {
+ aprim.CollisionScore = 0;
+ aprim.IsColliding = false;
+ }
+ }
+
+ // collide active prims with static enviroment
+ lock (_activegroups)
+ {
+ try
+ {
+ foreach (OdePrim prm in _activegroups)
+ {
+ if (!prm.m_outbounds)
+ {
+ if (d.BodyIsEnabled(prm.Body))
+ {
+ d.SpaceCollide2(StaticSpace, prm.collide_geom, IntPtr.Zero, nearCallback);
+ d.SpaceCollide2(GroundSpace, prm.collide_geom, IntPtr.Zero, nearCallback);
+ }
+ }
+ }
+ }
+ catch (AccessViolationException)
+ {
+ m_log.Warn("[PHYSICS]: Unable to collide Active prim to static space");
+ }
+ }
+ // colide active amoung them
+ try
+ {
+ d.SpaceCollide(ActiveSpace, IntPtr.Zero, nearCallback);
+ }
+ catch (AccessViolationException)
+ {
+ m_log.Warn("[PHYSICS]: Unable to collide Active with Characters space");
+ }
+ // and with chars
+ try
+ {
+ d.SpaceCollide2(CharsSpace,ActiveSpace, IntPtr.Zero, nearCallback);
+ }
+ catch (AccessViolationException)
+ {
+ m_log.Warn("[PHYSICS]: Unable to collide in Active space");
+ }
+ // _perloopContact.Clear();
+ }
+
+ #endregion
+ ///
+ /// Add actor to the list that should receive collision events in the simulate loop.
+ ///
+ ///
+ public void AddCollisionEventReporting(PhysicsActor obj)
+ {
+ if (!_collisionEventPrim.Contains(obj))
+ _collisionEventPrim.Add(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
+ {
+ get { return m_timeDilation; }
+ }
+
+ public override bool SupportsNINJAJoints
+ {
+ get { return false; }
+ }
+
+ #region Add/Remove Entities
+
+ public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying)
+ {
+ return null;
+ }
+
+ public override PhysicsActor AddAvatar(uint localID, string avName, Vector3 position, Vector3 size, float feetOffset, bool isFlying)
+ {
+ OdeCharacter newAv = new OdeCharacter(localID, avName, this, position,
+ size, feetOffset, avDensity, avMovementDivisorWalk, avMovementDivisorRun);
+ newAv.Flying = isFlying;
+ newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
+
+ return newAv;
+ }
+
+ public void AddCharacter(OdeCharacter chr)
+ {
+ 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);
+ }
+ }
+ }
+
+ public void RemoveCharacter(OdeCharacter chr)
+ {
+ lock (_characters)
+ {
+ if (_characters.Contains(chr))
+ {
+ _characters.Remove(chr);
+ }
+ }
+ }
+
+ public void BadCharacter(OdeCharacter chr)
+ {
+ lock (_badCharacter)
+ {
+ if (!_badCharacter.Contains(chr))
+ _badCharacter.Add(chr);
+ }
+ }
+
+ public override void RemoveAvatar(PhysicsActor actor)
+ {
+ //m_log.Debug("[PHYSICS]:ODELOCK");
+ ((OdeCharacter) actor).Destroy();
+ }
+
+
+ public void addActivePrim(OdePrim activatePrim)
+ {
+ // adds active prim..
+ lock (_activeprims)
+ {
+ if (!_activeprims.Contains(activatePrim))
+ _activeprims.Add(activatePrim);
+ }
+ }
+
+ public void addActiveGroups(OdePrim activatePrim)
+ {
+ lock (_activegroups)
+ {
+ if (!_activegroups.Contains(activatePrim))
+ _activegroups.Add(activatePrim);
+ }
+ }
+
+ private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
+ PrimitiveBaseShape pbs, bool isphysical, bool isPhantom, byte shapeType, uint localID)
+ {
+ OdePrim newPrim;
+ lock (OdeLock)
+ {
+ newPrim = new OdePrim(name, this, position, size, rotation, pbs, isphysical, isPhantom, shapeType, localID);
+ lock (_prims)
+ _prims.Add(newPrim);
+ }
+ return newPrim;
+ }
+
+ public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
+ Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid)
+ {
+ return AddPrim(primName, position, size, rotation, pbs, isPhysical, isPhantom, 0 , localid);
+ }
+
+
+ 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);
+ }
+
+ public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
+ Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapeType, uint localid)
+ {
+
+ return AddPrim(primName, position, size, rotation, pbs, isPhysical,isPhantom, shapeType, localid);
+ }
+
+ public void remActivePrim(OdePrim deactivatePrim)
+ {
+ lock (_activeprims)
+ {
+ _activeprims.Remove(deactivatePrim);
+ }
+ }
+ public void remActiveGroup(OdePrim deactivatePrim)
+ {
+ lock (_activegroups)
+ {
+ _activegroups.Remove(deactivatePrim);
+ }
+ }
+
+ public override void RemovePrim(PhysicsActor prim)
+ {
+ // 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();
+ }
+ }
+ }
+
+ public void RemovePrimThreadLocked(OdePrim prim)
+ {
+ //Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
+ lock (prim)
+ {
+// RemoveCollisionEventReporting(prim);
+ lock (_prims)
+ _prims.Remove(prim);
+ }
+
+ }
+
+ public bool havePrim(OdePrim prm)
+ {
+ lock (_prims)
+ return _prims.Contains(prm);
+ }
+
+ public bool haveActor(PhysicsActor actor)
+ {
+ if (actor is OdePrim)
+ {
+ lock (_prims)
+ return _prims.Contains((OdePrim)actor);
+ }
+ else if (actor is OdeCharacter)
+ {
+ lock (_characters)
+ return _characters.Contains((OdeCharacter)actor);
+ }
+ return false;
+ }
+
+ #endregion
+
+ #region Space Separation Calculation
+
+ ///
+ /// 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)
+ {
+ // 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);
+
+ if (newspace == currentspace) // if we are there all done
+ return newspace;
+
+ // else remove it from its current space
+ if (currentspace != IntPtr.Zero && d.SpaceQuery(currentspace, geom))
+ {
+ if (d.GeomIsSpace(currentspace))
+ {
+ waitForSpaceUnlock(currentspace);
+ d.SpaceRemove(currentspace, geom);
+
+ if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0)
+ {
+ d.SpaceDestroy(currentspace);
+ }
+ }
+ else
+ {
+ m_log.Info("[Physics]: Invalid or empty Space passed to 'MoveGeomToStaticSpace':" + currentspace +
+ " Geom:" + geom);
+ }
+ }
+ else // odd currentspace is null or doesn't contain the geom? lets try the geom ideia of current space
+ {
+ currentspace = d.GeomGetSpace(geom);
+ if (currentspace != IntPtr.Zero)
+ {
+ if (d.GeomIsSpace(currentspace))
+ {
+ waitForSpaceUnlock(currentspace);
+ d.SpaceRemove(currentspace, geom);
+
+ if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0)
+ {
+ d.SpaceDestroy(currentspace);
+ }
+
+ }
+ }
+ }
+
+ // put the geom in the newspace
+ waitForSpaceUnlock(newspace);
+ d.SpaceAdd(newspace, geom);
+
+ // let caller know this newspace
+ return newspace;
+ }
+
+ ///
+ /// 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.
+ public IntPtr calculateSpaceForGeom(Vector3 pos)
+ {
+ int x, y;
+
+ if (pos.X < 0)
+ return staticPrimspaceOffRegion[0];
+
+ if (pos.Y < 0)
+ return staticPrimspaceOffRegion[2];
+
+ x = (int)(pos.X * spacesPerMeterX);
+ if (x > spaceGridMaxX)
+ return staticPrimspaceOffRegion[1];
+
+ y = (int)(pos.Y * spacesPerMeterY);
+ if (y > spaceGridMaxY)
+ return staticPrimspaceOffRegion[3];
+
+ return staticPrimspace[x, y];
+ }
+
+ #endregion
+
+
+ ///
+ /// Called to queue a change to a actor
+ /// to use in place of old taint mechanism so changes do have a time sequence
+ ///
+
+ public void AddChange(PhysicsActor actor, changes what, Object arg)
+ {
+ ODEchangeitem item = new ODEchangeitem();
+ item.actor = actor;
+ item.what = what;
+ item.arg = arg;
+ ChangesQueue.Enqueue(item);
+ }
+
+ ///
+ /// 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 prim)
+ {
+ }
+
+ // does all pending changes generated during region load process
+ public override void PrepareSimulation()
+ {
+ lock (OdeLock)
+ {
+ if (world == IntPtr.Zero)
+ {
+ ChangesQueue.Clear();
+ return;
+ }
+
+ ODEchangeitem item;
+
+ int donechanges = 0;
+ if (ChangesQueue.Count > 0)
+ {
+ m_log.InfoFormat("[ODE] start processing pending actor operations");
+ int tstart = Util.EnvironmentTickCount();
+
+ while (ChangesQueue.Dequeue(out item))
+ {
+ if (item.actor != null)
+ {
+ 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
+ {
+ m_log.WarnFormat("[PHYSICS]: Operation failed for a actor {0} {1}",
+ item.actor.Name, item.what.ToString());
+ }
+ }
+ donechanges++;
+ }
+ int time = Util.EnvironmentTickCountSubtract(tstart);
+ m_log.InfoFormat("[ODE] finished {0} operations in {1}ms", donechanges, time);
+ }
+ }
+ }
+
+ ///
+ /// 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)
+ ///
+ ///
+ ///
+ public override float Simulate(float timeStep)
+ {
+ DateTime now = DateTime.UtcNow;
+ TimeSpan timedif = now - m_lastframe;
+ timeStep = (float)timedif.TotalSeconds;
+ m_lastframe = now;
+
+ // acumulate time so we can reduce error
+ step_time += timeStep;
+
+ if (step_time < HalfOdeStep)
+ return 0;
+
+ if (framecount < 0)
+ framecount = 0;
+
+ framecount++;
+
+// int curphysiteractions;
+
+ // if in trouble reduce step resolution
+// if (step_time >= m_SkipFramesAtms)
+// curphysiteractions = m_physicsiterations / 2;
+// else
+// curphysiteractions = m_physicsiterations;
+
+// checkThread();
+ int nodeframes = 0;
+
+ lock (SimulationLock)
+ lock(OdeLock)
+ {
+ if (world == IntPtr.Zero)
+ {
+ ChangesQueue.Clear();
+ return 0;
+ }
+
+ ODEchangeitem item;
+
+// d.WorldSetQuickStepNumIterations(world, curphysiteractions);
+
+ int loopstartMS = Util.EnvironmentTickCount();
+ int looptimeMS = 0;
+
+
+ while (step_time > HalfOdeStep)
+ {
+ try
+ {
+ // clear pointer/counter to contacts to pass into joints
+ m_global_contactcount = 0;
+
+ if (ChangesQueue.Count > 0)
+ {
+ int changestartMS = Util.EnvironmentTickCount();
+ int ttmp;
+ while (ChangesQueue.Dequeue(out item))
+ {
+ if (item.actor != null)
+ {
+ 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
+ {
+ m_log.WarnFormat("[PHYSICS]: doChange failed for a actor {0} {1}",
+ item.actor.Name, item.what.ToString());
+ }
+ }
+ ttmp = Util.EnvironmentTickCountSubtract(changestartMS);
+ if (ttmp > 20)
+ break;
+ }
+ }
+
+ // Move characters
+ lock (_characters)
+ {
+ List defects = new List();
+ foreach (OdeCharacter actor in _characters)
+ {
+ if (actor != null)
+ actor.Move(defects);
+ }
+ if (defects.Count != 0)
+ {
+ foreach (OdeCharacter defect in defects)
+ {
+ RemoveCharacter(defect);
+ }
+ defects.Clear();
+ }
+ }
+
+ // Move other active objects
+ lock (_activegroups)
+ {
+ foreach (OdePrim aprim in _activegroups)
+ {
+ aprim.Move();
+ }
+ }
+
+ m_rayCastManager.ProcessQueuedRequests();
+
+ collision_optimized();
+
+ foreach (PhysicsActor obj in _collisionEventPrim)
+ {
+ if (obj == null)
+ continue;
+
+ switch ((ActorTypes)obj.PhysicsActorType)
+ {
+ case ActorTypes.Agent:
+ OdeCharacter cobj = (OdeCharacter)obj;
+ cobj.AddCollisionFrameTime((int)(odetimestepMS));
+ 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();
+ }
+ break;
+ }
+ }
+
+ foreach (PhysicsActor obj in _collisionEventPrimRemove)
+ _collisionEventPrim.Remove(obj);
+
+ _collisionEventPrimRemove.Clear();
+
+ // do a ode simulation step
+ d.WorldQuickStep(world, ODE_STEPSIZE);
+// d.WorldStep(world, ODE_STEPSIZE);
+ d.JointGroupEmpty(contactgroup);
+
+ // update managed ideia of physical data and do updates to core
+ /*
+ lock (_characters)
+ {
+ 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();
+ }
+ }
+ }
+ */
+
+ lock (_activegroups)
+ {
+ {
+ foreach (OdePrim actor in _activegroups)
+ {
+ if (actor.IsPhysical)
+ {
+ actor.UpdatePositionAndVelocity(framecount);
+ }
+ }
+ }
+ }
+ }
+ catch (Exception e)
+ {
+ m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
+// ode.dunlock(world);
+ }
+
+ step_time -= ODE_STEPSIZE;
+ nodeframes++;
+
+ looptimeMS = Util.EnvironmentTickCountSubtract(loopstartMS);
+ if (looptimeMS > 100)
+ break;
+ }
+
+ lock (_badCharacter)
+ {
+ if (_badCharacter.Count > 0)
+ {
+ foreach (OdeCharacter chr in _badCharacter)
+ {
+ RemoveCharacter(chr);
+ }
+
+ _badCharacter.Clear();
+ }
+ }
+
+ timedif = now - m_lastMeshExpire;
+
+ if (timedif.Seconds > 10)
+ {
+ mesher.ExpireReleaseMeshs();
+ m_lastMeshExpire = now;
+ }
+
+// 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;
+
+ int nstaticgeoms = 0;
+ int nstaticspaces = 0;
+ IntPtr sp;
+
+ for (int i = 0; i < ntopactivegeoms; i++)
+ {
+ sp = d.SpaceGetGeom(ActiveSpace, i);
+ if (d.GeomIsSpace(sp))
+ {
+ nactivespaces++;
+ nactivegeoms += d.SpaceGetNumGeoms(sp);
+ }
+ else
+ nactivegeoms++;
+ }
+
+ for (int i = 0; i < ntopstaticgeoms; i++)
+ {
+ sp = d.SpaceGetGeom(StaticSpace, i);
+ if (d.GeomIsSpace(sp))
+ {
+ nstaticspaces++;
+ nstaticgeoms += d.SpaceGetNumGeoms(sp);
+ }
+ else
+ nstaticgeoms++;
+ }
+
+ int ntopgeoms = d.SpaceGetNumGeoms(TopSpace);
+
+ 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?
+ if (physics_logging && (physics_logging_interval > 0) && (framecount % physics_logging_interval == 0))
+ {
+ string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
+ string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
+
+ if (physics_logging_append_existing_logfile)
+ {
+ string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
+ TextWriter fwriter = File.AppendText(fname);
+ fwriter.WriteLine(header);
+ fwriter.Close();
+ }
+
+ 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 (looptimeMS < 100) // we did the requested loops
+ m_timeDilation = 1.0f;
+ else if (step_time > 0)
+ {
+ m_timeDilation = timeStep / step_time;
+ if (m_timeDilation > 1)
+ m_timeDilation = 1;
+ if (step_time > m_SkipFramesAtms)
+ step_time = 0;
+ m_lastframe = DateTime.UtcNow; // skip also the time lost
+ }
+ }
+ return (float)nodeframes * ODE_STEPSIZE / timeStep;
+ }
+
+ ///
+ public override void GetResults()
+ {
+ }
+
+ public override bool IsThreaded
+ {
+ // for now we won't be multithreaded
+ get { return (false); }
+ }
+
+ public float GetTerrainHeightAtXY(float x, float y)
+ {
+
+ int offsetX = 0;
+ int offsetY = 0;
+
+ if (m_suportCombine)
+ {
+ offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
+ offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
+ }
+
+ // get region map
+ IntPtr heightFieldGeom = IntPtr.Zero;
+ 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 regsizeX = (int)m_regionWidth + 3; // map size see setterrain number of samples
+ int regsizeY = (int)m_regionHeight + 3; // map size see setterrain number of samples
+ int regsize = regsizeX;
+
+ if (m_ubOdeLib)
+ {
+ if (x < regsizeX - 1)
+ {
+ ix = (int)x;
+ dx = x - (float)ix;
+ }
+ else // out world use external height
+ {
+ ix = regsizeX - 2;
+ dx = 0;
+ }
+ if (y < regsizeY - 1)
+ {
+ iy = (int)y;
+ dy = y - (float)iy;
+ }
+ else
+ {
+ iy = regsizeY - 2;
+ dy = 0;
+ }
+ }
+ else
+ {
+ // 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
+
+ regsize = regsizeY;
+
+ if (x < regsizeX - 1)
+ {
+ iy = (int)x;
+ dy = x - (float)iy;
+ }
+ else // out world use external height
+ {
+ iy = regsizeX - 2;
+ dy = 0;
+ }
+ if (y < regsizeY - 1)
+ {
+ ix = (int)y;
+ dx = y - (float)ix;
+ }
+ else
+ {
+ ix = regsizeY - 2;
+ dx = 0;
+ }
+ }
+
+ float h0;
+ float h1;
+ float h2;
+
+ iy *= regsize;
+ iy += ix; // all indexes have iy + ix
+
+ float[] heights = TerrainHeightFieldHeights[heightFieldGeom];
+ /*
+ if ((dx + dy) <= 1.0f)
+ {
+ 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
+ }
+ 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
+ }
+ */
+ 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
+ {
+ 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
+ }
+
+ return h0 + h1 + h2;
+ }
+
+ public Vector3 GetTerrainNormalAtXY(float x, float y)
+ {
+ int offsetX = 0;
+ int offsetY = 0;
+
+ if (m_suportCombine)
+ {
+ offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
+ offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
+ }
+
+ // get region map
+ IntPtr heightFieldGeom = IntPtr.Zero;
+ Vector3 norm = new Vector3(0, 0, 1);
+
+ if (!RegionTerrain.TryGetValue(new Vector3(offsetX, offsetY, 0), out heightFieldGeom))
+ return norm; ;
+
+ if (heightFieldGeom == IntPtr.Zero)
+ return norm;
+
+ if (!TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
+ return norm;
+
+ // 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 regsizeX = (int)m_regionWidth + 3; // map size see setterrain number of samples
+ int regsizeY = (int)m_regionHeight + 3; // map size see setterrain number of samples
+ int regsize = regsizeX;
+
+ int xstep = 1;
+ int ystep = regsizeX;
+ bool firstTri = false;
+
+ if (m_ubOdeLib)
+ {
+ if (x < regsizeX - 1)
+ {
+ ix = (int)x;
+ dx = x - (float)ix;
+ }
+ else // out world use external height
+ {
+ ix = regsizeX - 2;
+ dx = 0;
+ }
+ if (y < regsizeY - 1)
+ {
+ iy = (int)y;
+ dy = y - (float)iy;
+ }
+ else
+ {
+ iy = regsizeY - 2;
+ dy = 0;
+ }
+ firstTri = dy > dx;
+ }
+
+ else
+ {
+ xstep = regsizeY;
+ ystep = 1;
+ regsize = regsizeY;
+
+ // 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 < regsizeX - 1)
+ {
+ iy = (int)x;
+ dy = x - (float)iy;
+ }
+ else // out world use external height
+ {
+ iy = regsizeX - 2;
+ dy = 0;
+ }
+ if (y < regsizeY - 1)
+ {
+ ix = (int)y;
+ dx = y - (float)ix;
+ }
+ else
+ {
+ ix = regsizeY - 2;
+ dx = 0;
+ }
+ firstTri = dx > dy;
+ }
+
+ float h0;
+ float h1;
+ float h2;
+
+ iy *= regsize;
+ iy += ix; // all indexes have iy + ix
+
+ float[] heights = TerrainHeightFieldHeights[heightFieldGeom];
+
+ if (firstTri)
+ {
+ h1 = ((float)heights[iy]); // 0,0 vertice
+ iy += ystep;
+ h0 = (float)heights[iy]; // 0,1
+ h2 = (float)heights[iy+xstep]; // 1,1 vertice
+ norm.X = h0 - h2;
+ norm.Y = h1 - h0;
+ }
+ else
+ {
+ h2 = ((float)heights[iy]); // 0,0 vertice
+ iy += xstep;
+ h0 = ((float)heights[iy]); // 1,0 vertice
+ h1 = (float)heights[iy+ystep]; // vertice 1,1
+ norm.X = h2 - h0;
+ norm.Y = h0 - h1;
+ }
+ norm.Z = 1;
+ norm.Normalize();
+ return norm;
+ }
+
+ public override void SetTerrain(float[] heightMap)
+ {
+ if (m_worldOffset != Vector3.Zero && m_parentScene != null)
+ {
+ if (m_parentScene is ODEScene)
+ {
+ ((ODEScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
+ }
+ }
+ else
+ {
+ SetTerrain(heightMap, m_worldOffset);
+ }
+ }
+
+ public override void CombineTerrain(float[] heightMap, Vector3 pOffset)
+ {
+ if(m_suportCombine)
+ SetTerrain(heightMap, pOffset);
+ }
+
+ public void SetTerrain(float[] heightMap, Vector3 pOffset)
+ {
+ if (m_ubOdeLib)
+ ubSetTerrain(heightMap, pOffset);
+ else
+ OriSetTerrain(heightMap, pOffset);
+ }
+
+ public void OriSetTerrain(float[] heightMap, Vector3 pOffset)
+ {
+ // assumes 1m size grid and constante size square regions
+ // needs to know about sims around in future
+
+ float[] _heightmap;
+
+ uint regionsizeX = m_regionWidth;
+ uint regionsizeY = m_regionHeight;
+
+ // map is rotated
+ uint heightmapWidth = regionsizeY + 2;
+ uint heightmapHeight = regionsizeX + 2;
+
+ uint heightmapWidthSamples = heightmapWidth + 1;
+ uint heightmapHeightSamples = heightmapHeight + 1;
+
+ _heightmap = new float[heightmapWidthSamples * heightmapHeightSamples];
+
+ const float scale = 1.0f;
+ const float offset = 0.0f;
+ const float thickness = 10f;
+ const int wrap = 0;
+
+
+ float hfmin = float.MaxValue;
+ float hfmax = float.MinValue;
+ float val;
+ uint xx;
+ uint yy;
+
+ uint maxXX = regionsizeX - 1;
+ uint maxYY = regionsizeY - 1;
+ // flipping map adding one margin all around so things don't fall in edges
+
+ uint xt = 0;
+ xx = 0;
+
+ for (uint x = 0; x < heightmapWidthSamples; x++)
+ {
+ if (x > 1 && xx < maxXX)
+ xx++;
+ yy = 0;
+ for (uint y = 0; y < heightmapHeightSamples; y++)
+ {
+ if (y > 1 && y < maxYY)
+ yy += regionsizeX;
+
+ 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;
+ }
+ xt += heightmapHeightSamples;
+ }
+
+ lock (OdeLock)
+ {
+ IntPtr GroundGeom = IntPtr.Zero;
+ if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
+ {
+ 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);
+ }
+ }
+ }
+ IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
+
+ GCHandle _heightmaphandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned);
+
+ d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmaphandler.AddrOfPinnedObject(), 0, heightmapWidth , heightmapHeight,
+ (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
+ offset, thickness, wrap);
+
+ d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
+
+ GroundGeom = d.CreateHeightfield(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.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 + m_regionWidth * 0.5f, pOffset.Y + m_regionHeight * 0.5f, 0);
+ RegionTerrain.Add(pOffset, GroundGeom);
+ TerrainHeightFieldHeights.Add(GroundGeom, _heightmap);
+ TerrainHeightFieldHeightsHandlers.Add(GroundGeom, _heightmaphandler);
+ }
+ }
+ }
+
+ public void ubSetTerrain(float[] heightMap, Vector3 pOffset)
+ {
+ // assumes 1m size grid and constante size square regions
+ // needs to know about sims around in future
+
+ float[] _heightmap;
+
+ uint regionsizeX = m_regionWidth;
+ uint regionsizeY = m_regionHeight;
+
+ uint heightmapWidth = regionsizeX + 2;
+ uint heightmapHeight = regionsizeY + 2;
+
+ uint heightmapWidthSamples = heightmapWidth + 1;
+ uint heightmapHeightSamples = heightmapHeight + 1;
+
+ _heightmap = new float[heightmapWidthSamples * heightmapHeightSamples];
+
+
+ float hfmin = float.MaxValue;
+// float hfmax = float.MinValue;
+ float val;
+
+
+ uint maxXX = regionsizeX - 1;
+ uint maxYY = regionsizeY - 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 < maxYY)
+ yy += regionsizeX;
+ xx = 0;
+ for (uint x = 0; x < heightmapWidthSamples; x++)
+ {
+ if (x > 1 && x < maxXX)
+ 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))
+ {
+ 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.GeomubTerrainDataCreate();
+
+ const int wrap = 0;
+ float thickness = hfmin;
+ if (thickness < 0)
+ thickness = 1;
+
+ GCHandle _heightmaphandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned);
+
+ d.GeomubTerrainDataBuild(HeightmapData, _heightmaphandler.AddrOfPinnedObject(), 0, 1.0f,
+ (int)heightmapWidthSamples, (int)heightmapHeightSamples,
+ thickness, wrap);
+
+// d.GeomubTerrainDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
+ GroundGeom = d.CreateubTerrain(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 + m_regionWidth * 0.5f, pOffset.Y + m_regionHeight * 0.5f, 0);
+ RegionTerrain.Add(pOffset, GroundGeom);
+ TerrainHeightFieldHeights.Add(GroundGeom, _heightmap);
+ TerrainHeightFieldHeightsHandlers.Add(GroundGeom, _heightmaphandler);
+ }
+ }
+ }
+
+ public override void DeleteTerrain()
+ {
+ }
+
+ public float GetWaterLevel()
+ {
+ return waterlevel;
+ }
+
+ public override bool SupportsCombining()
+ {
+ return m_suportCombine;
+ }
+
+ public override void SetWaterLevel(float baseheight)
+ {
+ waterlevel = baseheight;
+ }
+
+ public override void Dispose()
+ {
+ if (m_rayCastManager == null) // if this is null we already did dispose
+ return;
+ lock (OdeLock)
+ {
+ if (m_meshWorker != null)
+ m_meshWorker.Stop();
+
+ if (m_rayCastManager != null)
+ {
+ 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();
+ }
+ }
+
+ TerrainHeightFieldHeightsHandlers.Clear();
+ TerrainHeightFieldHeights.Clear();
+
+ if (ContactgeomsArray != IntPtr.Zero)
+ Marshal.FreeHGlobal(ContactgeomsArray);
+ if (GlobalContactsArray != IntPtr.Zero)
+ Marshal.FreeHGlobal(GlobalContactsArray);
+
+
+ d.WorldDestroy(world);
+ world = IntPtr.Zero;
+ //d.CloseODE();
+ }
+ }
+
+ public override Dictionary GetTopColliders()
+ {
+ Dictionary returncolliders = new Dictionary();
+ int cnt = 0;
+ 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;
+ }
+ }
+ }
+ }
+ return returncolliders;
+ }
+
+ public override bool SupportsRayCast()
+ {
+ return true;
+ }
+
+ public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
+ {
+ if (retMethod != null)
+ {
+ ODERayRequest req = new ODERayRequest();
+ req.actor = null;
+ req.callbackMethod = retMethod;
+ req.length = length;
+ req.Normal = direction;
+ req.Origin = position;
+ req.Count = 0;
+ req.filter = RayFilterFlags.AllPrims;
+
+ m_rayCastManager.QueueRequest(req);
+ }
+ }
+
+ public override void RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod)
+ {
+ if (retMethod != null)
+ {
+ ODERayRequest req = new ODERayRequest();
+ req.actor = null;
+ req.callbackMethod = retMethod;
+ req.length = length;
+ req.Normal = direction;
+ req.Origin = position;
+ req.Count = Count;
+ req.filter = RayFilterFlags.AllPrims;
+
+ m_rayCastManager.QueueRequest(req);
+ }
+ }
+
+
+ public override List RaycastWorld(Vector3 position, Vector3 direction, float length, int Count)
+ {
+ List ourresults = new List();
+ object SyncObject = new object();
+
+ RayCallback retMethod = delegate(List results)
+ {
+ lock (SyncObject)
+ {
+ ourresults = results;
+ Monitor.PulseAll(SyncObject);
+ }
+ };
+
+ ODERayRequest req = new ODERayRequest();
+ req.actor = null;
+ req.callbackMethod = retMethod;
+ req.length = length;
+ req.Normal = direction;
+ req.Origin = position;
+ req.Count = Count;
+ req.filter = RayFilterFlags.AllPrims;
+
+ lock (SyncObject)
+ {
+ m_rayCastManager.QueueRequest(req);
+ if (!Monitor.Wait(SyncObject, 500))
+ return null;
+ else
+ return ourresults;
+ }
+ }
+
+ public override bool SupportsRaycastWorldFiltered()
+ {
+ return true;
+ }
+
+ public override object RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
+ {
+ object SyncObject = new object();
+ List ourresults = new List();
+
+ RayCallback retMethod = delegate(List results)
+ {
+ lock (SyncObject)
+ {
+ ourresults = results;
+ Monitor.PulseAll(SyncObject);
+ }
+ };
+
+ ODERayRequest req = new ODERayRequest();
+ req.actor = null;
+ req.callbackMethod = retMethod;
+ req.length = length;
+ req.Normal = direction;
+ req.Origin = position;
+ req.Count = Count;
+ req.filter = filter;
+
+ lock (SyncObject)
+ {
+ m_rayCastManager.QueueRequest(req);
+ if (!Monitor.Wait(SyncObject, 500))
+ return null;
+ else
+ return ourresults;
+ }
+ }
+
+ public override List RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags flags)
+ {
+ if (actor == null)
+ return new List();
+
+ 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();
+
+ List ourResults = null;
+ object SyncObject = new object();
+
+ RayCallback retMethod = delegate(List results)
+ {
+ lock (SyncObject)
+ {
+ ourResults = results;
+ Monitor.PulseAll(SyncObject);
+ }
+ };
+
+ ODERayRequest req = new ODERayRequest();
+ req.actor = actor;
+ req.callbackMethod = retMethod;
+ req.length = length;
+ req.Normal = direction;
+ req.Origin = position;
+ req.Count = Count;
+ req.filter = flags;
+
+ lock (SyncObject)
+ {
+ m_rayCastManager.QueueRequest(req);
+ if (!Monitor.Wait(SyncObject, 500))
+ return new List();
+ }
+
+ if (ourResults == null)
+ return new List();
+ return ourResults;
+ }
+
+ public override List BoxProbe(Vector3 position, Vector3 size, Quaternion orientation, int Count, RayFilterFlags flags)
+ {
+ List ourResults = null;
+ object SyncObject = new object();
+
+ ProbeBoxCallback retMethod = delegate(List results)
+ {
+ lock (SyncObject)
+ {
+ ourResults = results;
+ Monitor.PulseAll(SyncObject);
+ }
+ };
+
+ ODERayRequest req = new ODERayRequest();
+ req.actor = null;
+ req.callbackMethod = retMethod;
+ req.Normal = size;
+ req.Origin = position;
+ req.orientation = orientation;
+ req.Count = Count;
+ req.filter = flags;
+
+ lock (SyncObject)
+ {
+ m_rayCastManager.QueueRequest(req);
+ if (!Monitor.Wait(SyncObject, 500))
+ return new List();
+ }
+
+ if (ourResults == null)
+ return new List();
+ return ourResults;
+ }
+
+ public override List SphereProbe(Vector3 position, float radius, int Count, RayFilterFlags flags)
+ {
+ List ourResults = null;
+ object SyncObject = new object();
+
+ ProbeSphereCallback retMethod = delegate(List results)
+ {
+ ourResults = results;
+ Monitor.PulseAll(SyncObject);
+ };
+
+ ODERayRequest req = new ODERayRequest();
+ req.actor = null;
+ req.callbackMethod = retMethod;
+ req.length = radius;
+ req.Origin = position;
+ req.Count = Count;
+ req.filter = flags;
+
+
+ lock (SyncObject)
+ {
+ m_rayCastManager.QueueRequest(req);
+ if (!Monitor.Wait(SyncObject, 500))
+ return new List();
+ }
+
+ if (ourResults == null)
+ return new List();
+ return ourResults;
+ }
+
+ public override List PlaneProbe(PhysicsActor actor, Vector4 plane, int Count, RayFilterFlags flags)
+ {
+ IntPtr geom = IntPtr.Zero;;
+
+ if (actor != null)
+ {
+ if (actor is OdePrim)
+ geom = ((OdePrim)actor).prim_geom;
+ else if (actor is OdeCharacter)
+ geom = ((OdePrim)actor).prim_geom;
+ }
+
+ List ourResults = null;
+ object SyncObject = new object();
+
+ ProbePlaneCallback retMethod = delegate(List results)
+ {
+ ourResults = results;
+ Monitor.PulseAll(SyncObject);
+ };
+
+ ODERayRequest req = new ODERayRequest();
+ req.actor = null;
+ req.callbackMethod = retMethod;
+ req.length = plane.W;
+ req.Normal.X = plane.X;
+ req.Normal.Y = plane.Y;
+ req.Normal.Z = plane.Z;
+ req.Count = Count;
+ req.filter = flags;
+
+ lock (SyncObject)
+ {
+ m_rayCastManager.QueueRequest(req);
+ if (!Monitor.Wait(SyncObject, 500))
+ return new List();
+ }
+
+ if (ourResults == null)
+ return new List();
+ return ourResults;
+ }
+
+ public override int SitAvatar(PhysicsActor actor, Vector3 AbsolutePosition, Vector3 CameraPosition, Vector3 offset, Vector3 AvatarSize, SitAvatarCallback PhysicsSitResponse)
+ {
+ Util.FireAndForget( delegate
+ {
+ ODESitAvatar sitAvatar = new ODESitAvatar(this, m_rayCastManager);
+ if(sitAvatar != null)
+ sitAvatar.Sit(actor, AbsolutePosition, CameraPosition, offset, AvatarSize, PhysicsSitResponse);
+ });
+ return 1;
+ }
+
+ }
+}
diff --git a/OpenSim/Region/PhysicsModules/ubOde/ODESitAvatar.cs b/OpenSim/Region/PhysicsModules/ubOde/ODESitAvatar.cs
new file mode 100644
index 0000000..214205d
--- /dev/null
+++ b/OpenSim/Region/PhysicsModules/ubOde/ODESitAvatar.cs
@@ -0,0 +1,356 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+// Ubit Umarov 2012
+using System;
+using System.Collections.Generic;
+using System.Reflection;
+using System.Runtime.InteropServices;
+using System.Text;
+using OpenSim.Framework;
+using OpenSim.Region.PhysicsModules.SharedBase;
+using OdeAPI;
+using log4net;
+using OpenMetaverse;
+
+namespace OpenSim.Region.PhysicsModule.ubOde
+{
+ ///
+ ///
+ public class ODESitAvatar
+ {
+ private ODEScene m_scene;
+ private ODERayCastRequestManager m_raymanager;
+
+ public ODESitAvatar(ODEScene pScene, ODERayCastRequestManager raymanager)
+ {
+ m_scene = pScene;
+ m_raymanager = raymanager;
+ }
+
+ private static Vector3 SitAjust = new Vector3(0, 0, 0.4f);
+ private const RayFilterFlags RaySitFlags = RayFilterFlags.AllPrims | RayFilterFlags.ClosestHit;
+
+ private void RotAroundZ(float x, float y, ref Quaternion ori)
+ {
+ double ang = Math.Atan2(y, x);
+ ang *= 0.5d;
+ float s = (float)Math.Sin(ang);
+ float c = (float)Math.Cos(ang);
+
+ ori.X = 0;
+ ori.Y = 0;
+ ori.Z = s;
+ ori.W = c;
+ }
+
+
+ public void Sit(PhysicsActor actor, Vector3 avPos, Vector3 avCameraPosition, Vector3 offset, Vector3 avOffset, SitAvatarCallback PhysicsSitResponse)
+ {
+ if (!m_scene.haveActor(actor) || !(actor is OdePrim) || ((OdePrim)actor).prim_geom == IntPtr.Zero)
+ {
+ PhysicsSitResponse(-1, actor.LocalID, offset, Quaternion.Identity);
+ return;
+ }
+
+ IntPtr geom = ((OdePrim)actor).prim_geom;
+
+ Vector3 geopos = d.GeomGetPositionOMV(geom);
+ Quaternion geomOri = d.GeomGetQuaternionOMV(geom);
+
+// Vector3 geopos = actor.Position;
+// Quaternion geomOri = actor.Orientation;
+
+ Quaternion geomInvOri = Quaternion.Conjugate(geomOri);
+
+ Quaternion ori = Quaternion.Identity;
+
+ Vector3 rayDir = geopos + offset - avCameraPosition;
+
+ float raylen = rayDir.Length();
+ if (raylen < 0.001f)
+ {
+ PhysicsSitResponse(-1, actor.LocalID, offset, Quaternion.Identity);
+ return;
+ }
+ float t = 1 / raylen;
+ rayDir.X *= t;
+ rayDir.Y *= t;
+ rayDir.Z *= t;
+
+ raylen += 30f; // focal point may be far
+ List rayResults;
+
+ rayResults = m_scene.RaycastActor(actor, avCameraPosition, rayDir, raylen, 1, RaySitFlags);
+ if (rayResults.Count == 0)
+ {
+/* if this fundamental ray failed, then just fail so user can try another spot and not be sitted far on a big prim
+ d.AABB aabb;
+ d.GeomGetAABB(geom, out aabb);
+ offset = new Vector3(avOffset.X, 0, aabb.MaxZ + avOffset.Z - geopos.Z);
+ ori = geomInvOri;
+ offset *= geomInvOri;
+ PhysicsSitResponse(1, actor.LocalID, offset, ori);
+*/
+ PhysicsSitResponse(0, actor.LocalID, offset, ori);
+ return;
+ }
+
+ int status = 1;
+
+ offset = rayResults[0].Pos - geopos;
+
+ d.GeomClassID geoclass = d.GeomGetClass(geom);
+
+ if (geoclass == d.GeomClassID.SphereClass)
+ {
+ float r = d.GeomSphereGetRadius(geom);
+
+ offset.Normalize();
+ offset *= r;
+
+ RotAroundZ(offset.X, offset.Y, ref ori);
+
+ if (r < 0.4f)
+ {
+ offset = new Vector3(0, 0, r);
+ }
+ else
+ {
+ if (offset.Z < 0.4f)
+ {
+ t = offset.Z;
+ float rsq = r * r;
+
+ t = 1.0f / (rsq - t * t);
+ offset.X *= t;
+ offset.Y *= t;
+ offset.Z = 0.4f;
+ t = rsq - 0.16f;
+ offset.X *= t;
+ offset.Y *= t;
+ }
+ else if (r > 0.8f && offset.Z > 0.8f * r)
+ {
+ status = 3;
+ avOffset.X = -avOffset.X;
+ avOffset.Z *= 1.6f;
+ }
+ }
+
+ offset += avOffset * ori;
+
+ ori = geomInvOri * ori;
+ offset *= geomInvOri;
+
+ PhysicsSitResponse(status, actor.LocalID, offset, ori);
+ return;
+ }
+
+ Vector3 norm = rayResults[0].Normal;
+
+ if (norm.Z < -0.4f)
+ {
+ PhysicsSitResponse(0, actor.LocalID, offset, Quaternion.Identity);
+ return;
+ }
+
+
+ float SitNormX = -rayDir.X;
+ float SitNormY = -rayDir.Y;
+
+ Vector3 pivot = geopos + offset;
+
+ float edgeNormalX = norm.X;
+ float edgeNormalY = norm.Y;
+ float edgeDirX = -rayDir.X;
+ float edgeDirY = -rayDir.Y;
+ Vector3 edgePos = rayResults[0].Pos;
+ float edgeDist = float.MaxValue;
+
+ bool foundEdge = false;
+
+ if (norm.Z < 0.5f)
+ {
+ float rayDist = 4.0f;
+
+ for (int i = 0; i < 6; i++)
+ {
+ pivot.X -= 0.01f * norm.X;
+ pivot.Y -= 0.01f * norm.Y;
+ pivot.Z -= 0.01f * norm.Z;
+
+ rayDir.X = -norm.X * norm.Z;
+ rayDir.Y = -norm.Y * norm.Z;
+ rayDir.Z = 1.0f - norm.Z * norm.Z;
+ rayDir.Normalize();
+
+ rayResults = m_scene.RaycastActor(actor, pivot, rayDir, rayDist, 1, RayFilterFlags.AllPrims);
+ if (rayResults.Count == 0)
+ break;
+
+ if (Math.Abs(rayResults[0].Normal.Z) < 0.7f)
+ {
+ rayDist -= rayResults[0].Depth;
+ if (rayDist < 0f)
+ break;
+
+ pivot = rayResults[0].Pos;
+ norm = rayResults[0].Normal;
+ edgeNormalX = norm.X;
+ edgeNormalY = norm.Y;
+ edgeDirX = -rayDir.X;
+ edgeDirY = -rayDir.Y;
+ }
+ else
+ {
+ foundEdge = true;
+ edgePos = rayResults[0].Pos;
+ break;
+ }
+ }
+
+ if (!foundEdge)
+ {
+ PhysicsSitResponse(0, actor.LocalID, offset, ori);
+ return;
+ }
+ avOffset.X *= 0.5f;
+ }
+
+ else if (norm.Z > 0.866f)
+ {
+ float toCamBaseX = avCameraPosition.X - pivot.X;
+ float toCamBaseY = avCameraPosition.Y - pivot.Y;
+ float toCamX = toCamBaseX;
+ float toCamY = toCamBaseY;
+
+ for (int j = 0; j < 4; j++)
+ {
+ float rayDist = 1.0f;
+ float curEdgeDist = 0.0f;
+
+ for (int i = 0; i < 3; i++)
+ {
+ pivot.Z -= 0.01f;
+ rayDir.X = toCamX;
+ rayDir.Y = toCamY;
+ rayDir.Z = (-toCamX * norm.X - toCamY * norm.Y) / norm.Z;
+ rayDir.Normalize();
+
+ rayResults = m_scene.RaycastActor(actor, pivot, rayDir, rayDist, 1, RayFilterFlags.AllPrims);
+ if (rayResults.Count == 0)
+ break;
+
+ curEdgeDist += rayResults[0].Depth;
+
+ if (rayResults[0].Normal.Z > 0.5f)
+ {
+ rayDist -= rayResults[0].Depth;
+ if (rayDist < 0f)
+ break;
+
+ pivot = rayResults[0].Pos;
+ norm = rayResults[0].Normal;
+ }
+ else
+ {
+ foundEdge = true;
+ if (curEdgeDist < edgeDist)
+ {
+ edgeDist = curEdgeDist;
+ edgeNormalX = rayResults[0].Normal.X;
+ edgeNormalY = rayResults[0].Normal.Y;
+ edgeDirX = rayDir.X;
+ edgeDirY = rayDir.Y;
+ edgePos = rayResults[0].Pos;
+ }
+ break;
+ }
+ }
+ if (foundEdge && edgeDist < 0.2f)
+ break;
+
+ pivot = geopos + offset;
+
+ switch (j)
+ {
+ case 0:
+ toCamX = -toCamBaseY;
+ toCamY = toCamBaseX;
+ break;
+ case 1:
+ toCamX = toCamBaseY;
+ toCamY = -toCamBaseX;
+ break;
+ case 2:
+ toCamX = -toCamBaseX;
+ toCamY = -toCamBaseY;
+ break;
+ default:
+ break;
+ }
+ }
+
+ if (!foundEdge)
+ {
+ avOffset.X = -avOffset.X;
+ avOffset.Z *= 1.6f;
+
+ RotAroundZ(SitNormX, SitNormY, ref ori);
+
+ offset += avOffset * ori;
+
+ ori = geomInvOri * ori;
+ offset *= geomInvOri;
+
+ PhysicsSitResponse(3, actor.LocalID, offset, ori);
+ return;
+ }
+ avOffset.X *= 0.5f;
+ }
+
+ SitNormX = edgeNormalX;
+ SitNormY = edgeNormalY;
+ if (edgeDirX * SitNormX + edgeDirY * SitNormY < 0)
+ {
+ SitNormX = -SitNormX;
+ SitNormY = -SitNormY;
+ }
+
+ RotAroundZ(SitNormX, SitNormY, ref ori);
+
+ offset = edgePos + avOffset * ori;
+ offset -= geopos;
+
+ ori = geomInvOri * ori;
+ offset *= geomInvOri;
+
+ PhysicsSitResponse(1, actor.LocalID, offset, ori);
+ return;
+ }
+ }
+}
diff --git a/OpenSim/Region/PhysicsModules/ubOde/Properties/AssemblyInfo.cs b/OpenSim/Region/PhysicsModules/ubOde/Properties/AssemblyInfo.cs
new file mode 100644
index 0000000..01c8470
--- /dev/null
+++ b/OpenSim/Region/PhysicsModules/ubOde/Properties/AssemblyInfo.cs
@@ -0,0 +1,61 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+using System.Reflection;
+using System.Runtime.InteropServices;
+using Mono.Addins;
+
+// Information about this assembly is defined by the following
+// attributes.
+//
+// change them to the information which is associated with the assembly
+// you compile.
+
+[assembly : AssemblyTitle("OpenSim.Region.PhysicsModule.UbitOde")]
+[assembly : AssemblyDescription("Ubit Variation")]
+[assembly : AssemblyConfiguration("")]
+[assembly : AssemblyCompany("http://opensimulator.org")]
+[assembly : AssemblyProduct("UbitOde")]
+[assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers 2007-2009")]
+[assembly : AssemblyTrademark("")]
+[assembly : AssemblyCulture("")]
+
+// This sets the default COM visibility of types in the assembly to invisible.
+// If you need to expose a type to COM, use [ComVisible(true)] on that type.
+
+[assembly : ComVisible(false)]
+
+// The assembly version has following format :
+//
+// Major.Minor.Build.Revision
+//
+// You can specify all values by your own or you can build default build and revision
+// numbers with the '*' character (the default):
+
+[assembly : AssemblyVersion("0.8.2.*")]
+[assembly: Addin("OpenSim.Region.PhysicsModule.UbitOde", OpenSim.VersionInfo.VersionNumber)]
+[assembly: AddinDependency("OpenSim.Region.Framework", OpenSim.VersionInfo.VersionNumber)]
\ No newline at end of file
--
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