/* * Copyright (c) OpenSim project, http://sim.opensecondlife.org/ * * 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 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 ``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 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 OpenSim.Physics.Manager; using Ode.NET; namespace OpenSim.Physics.OdePlugin { /// /// ODE plugin /// public class OdePlugin : IPhysicsPlugin { private OdeScene _mScene; public OdePlugin() { } public bool Init() { return true; } public PhysicsScene GetScene() { if(_mScene == null) { _mScene = new OdeScene(); } return(_mScene); } public string GetName() { return("OpenDynamicsEngine"); } public void Dispose() { } } public class OdeScene :PhysicsScene { static public IntPtr world; static public IntPtr space; static private IntPtr contactgroup; static private IntPtr LandGeom; static private IntPtr Land; private double[] _heightmap; static private d.NearCallback nearCallback = near; private List _characters = new List(); private static d.ContactGeom[] contacts = new d.ContactGeom[500]; private static d.Contact contact; public OdeScene() { world = d.WorldCreate(); space = d.HashSpaceCreate(IntPtr.Zero); contactgroup = d.JointGroupCreate(0); d.WorldSetGravity(world, 0.0f, 0.0f, -0.5f); d.WorldSetCFM(world, 1e-5f); d.WorldSetAutoDisableFlag(world, false); this._heightmap=new double[65536]; } // This function blatantly ripped off from BoxStack.cs static private void near(IntPtr space, IntPtr g1, IntPtr g2) { IntPtr b1 = d.GeomGetBody(g1); IntPtr b2 = d.GeomGetBody(g2); if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact)) return; int count = d.Collide(g1, g2, 500, contacts, d.ContactGeom.SizeOf); for (int i = 0; i < count; ++i) { contact.geom = contacts[i]; IntPtr joint = d.JointCreateContact(world, contactgroup, ref contact); d.JointAttach(joint, b1, b2); } } public override PhysicsActor AddAvatar(PhysicsVector position) { PhysicsVector pos = new PhysicsVector(); pos.X = position.X; pos.Y = position.Y; pos.Z = position.Z; OdeCharacter newAv= new OdeCharacter(this,pos); this._characters.Add(newAv); return newAv; } public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size) { PhysicsVector pos = new PhysicsVector(); pos.X = position.X; pos.Y = position.Y; pos.Z = position.Z; PhysicsVector siz = new PhysicsVector(); siz.X = size.X; siz.Y = size.Y; siz.Z = size.Z; return new OdePrim(); } public override void Simulate(float timeStep) { foreach (OdeCharacter actor in _characters) { actor.Move(timeStep*5f); } d.SpaceCollide(space, IntPtr.Zero, nearCallback); d.WorldQuickStep(world, timeStep*5f); d.JointGroupEmpty(contactgroup); foreach (OdeCharacter actor in _characters) { actor.UpdatePosition(); } } public override void GetResults() { } public override bool IsThreaded { get { return(false); // for now we won't be multithreaded } } public override void SetTerrain(float[] heightMap) { for(int i=0; i<65536; i++) { this._heightmap[i]=(double)heightMap[i]; } IntPtr HeightmapData = d.GeomHeightfieldDataCreate(); d.GeomHeightfieldDataBuildDouble(HeightmapData,_heightmap,1,256,256,256,256,1.0f,0.0f,2.0f,0); LandGeom=d.CreateHeightfield(space, HeightmapData, 0); } } public class OdeCharacter : PhysicsActor { private PhysicsVector _position; private PhysicsVector _velocity; private PhysicsVector _acceleration; private bool flying; private float gravityAccel; private IntPtr BoundingCapsule; IntPtr capsule_geom; d.Mass capsule_mass; public OdeCharacter(OdeScene parent_scene, PhysicsVector pos) { _velocity = new PhysicsVector(); _position = pos; _acceleration = new PhysicsVector(); d.MassSetCapsule(out capsule_mass, 5.0f, 3, 0.5f, 2f); capsule_geom = d.CreateCapsule(OdeScene.space, 0.5f, 2f); this.BoundingCapsule=d.BodyCreate(OdeScene.world); d.BodySetMass(BoundingCapsule, ref capsule_mass); d.BodySetPosition(BoundingCapsule,pos.X,pos.Y,pos.Z); } public override bool Flying { get { return flying; } set { flying = value; } } public override PhysicsVector Position { get { return _position; } set { _position = value; } } public override PhysicsVector Velocity { get { return _velocity; } set { _velocity = value; } } public override bool Kinematic { get { return false; } set { } } public override Axiom.MathLib.Quaternion Orientation { get { return Axiom.MathLib.Quaternion.Identity; } set { } } public override PhysicsVector Acceleration { get { return _acceleration; } } public void SetAcceleration (PhysicsVector accel) { this._acceleration = accel; } public override void AddForce(PhysicsVector force) { } public override void SetMomentum(PhysicsVector momentum) { } public void Move(float timeStep) { PhysicsVector vec = new PhysicsVector(); vec.X = this._velocity.X * timeStep; vec.Y = this._velocity.Y * timeStep; if(flying) { vec.Z = ( this._velocity.Z+0.5f) * timeStep; } d.BodySetLinearVel(this.BoundingCapsule, vec.X, vec.Y, vec.Z); } public void UpdatePosition() { d.Vector3 vec = d.BodyGetPosition(BoundingCapsule); this._position.X = vec.X; this._position.Y = vec.Y; this._position.Z = vec.Z; } } public class OdePrim : PhysicsActor { private PhysicsVector _position; private PhysicsVector _velocity; private PhysicsVector _acceleration; public OdePrim() { _velocity = new PhysicsVector(); _position = new PhysicsVector(); _acceleration = new PhysicsVector(); } public override bool Flying { get { return false; //no flying prims for you } set { } } public override PhysicsVector Position { get { PhysicsVector pos = new PhysicsVector(); // PhysicsVector vec = this._prim.Position; //pos.X = vec.X; //pos.Y = vec.Y; //pos.Z = vec.Z; return pos; } set { /*PhysicsVector vec = value; PhysicsVector pos = new PhysicsVector(); pos.X = vec.X; pos.Y = vec.Y; pos.Z = vec.Z; this._prim.Position = pos;*/ } } public override PhysicsVector Velocity { get { return _velocity; } set { _velocity = value; } } public override bool Kinematic { get { return false; //return this._prim.Kinematic; } set { //this._prim.Kinematic = value; } } public override Axiom.MathLib.Quaternion Orientation { get { Axiom.MathLib.Quaternion res = new Axiom.MathLib.Quaternion(); return res; } set { } } public override PhysicsVector Acceleration { get { return _acceleration; } } public void SetAcceleration (PhysicsVector accel) { this._acceleration = accel; } public override void AddForce(PhysicsVector force) { } public override void SetMomentum(PhysicsVector momentum) { } } }