/* * 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 OpenSim 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.Threading; using System.Collections.Generic; using libsecondlife; using libsecondlife.Utilities; using Axiom.Math; using Ode.NET; using OpenSim.Framework.Types; using OpenSim.Framework.Console; using OpenSim.Region.Physics.Manager; namespace OpenSim.Region.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 { private IntPtr contactgroup; private IntPtr LandGeom; private double[] _heightmap; private d.NearCallback nearCallback; public d.TriCallback triCallback; public d.TriArrayCallback triArrayCallback; private List _characters = new List(); private List _prims = new List(); public Dictionary geom_name_map=new Dictionary(); private d.ContactGeom[] contacts = new d.ContactGeom[30]; private d.Contact contact; public IntPtr world; public IntPtr space; public static Object OdeLock = new Object(); public OdeScene() { nearCallback = near; triCallback = TriCallback; triArrayCallback = TriArrayCallback; contact.surface.mode |= d.ContactFlags.Approx1 | d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP; contact.surface.mu = 10.0f; contact.surface.bounce = 0.9f; contact.surface.soft_erp = 0.005f; contact.surface.soft_cfm = 0.00003f; lock (OdeLock) { world = d.WorldCreate(); space = d.HashSpaceCreate(IntPtr.Zero); contactgroup = d.JointGroupCreate(0); d.WorldSetGravity(world, 0.0f, 0.0f, -10.0f); d.WorldSetAutoDisableFlag(world, false); d.WorldSetContactSurfaceLayer(world, 0.001f); } _heightmap = new double[65536]; } // This function blatantly ripped off from BoxStack.cs private void near(IntPtr space, IntPtr g1, IntPtr g2) { // no lock here! It's invoked from within Simulate(), which is thread-locked if (g1 == g2) return; // Can't collide with yourself 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; d.GeomClassID id = d.GeomGetClass(g1); if (id==d.GeomClassID.TriMeshClass) { String name1 = null; String name2 = null; if (!geom_name_map.TryGetValue(g1, out name1)) { name1 = "null"; } if (!geom_name_map.TryGetValue(g2, out name2)) { name2 = "null"; } // MainLog.Instance.Verbose("near: A collision was detected between {1} and {2}", 0, name1, name2); } int count = d.Collide(g1, g2, contacts.GetLength(0), 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); } } private void collision_optimized() { foreach (OdeCharacter chr in _characters) { d.SpaceCollide2(space, chr.capsule_geom, IntPtr.Zero, nearCallback); foreach (OdeCharacter ch2 in _characters) /// should be a separate space -- lots of avatars will be N**2 slow { d.SpaceCollide2(chr.capsule_geom, ch2.capsule_geom, IntPtr.Zero, nearCallback); } } } public override PhysicsActor AddAvatar(string avName, PhysicsVector position) { PhysicsVector pos = new PhysicsVector(); pos.X = position.X; pos.Y = position.Y; pos.Z = position.Z; OdeCharacter newAv = new OdeCharacter(avName, this, pos); _characters.Add(newAv); return newAv; } public override void RemoveAvatar(PhysicsActor actor) { lock (OdeLock) { ((OdeCharacter)actor).Destroy(); _characters.Remove((OdeCharacter)actor); } } public override void RemovePrim(PhysicsActor prim) { if (prim is OdePrim) { lock (OdeLock) { d.GeomDestroy(((OdePrim)prim).prim_geom); _prims.Remove((OdePrim)prim); } } } PhysicsActor AddPrim(String name, PhysicsVector position, PhysicsVector size, Quaternion rotation, Mesh mesh, PrimitiveBaseShape pbs) { 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; Quaternion rot = new Quaternion(); rot.w = rotation.w; rot.x = rotation.x; rot.y = rotation.y; rot.z = rotation.z; OdePrim newPrim; lock (OdeLock) { newPrim = new OdePrim(name, this, pos, siz, rot, mesh, pbs); } _prims.Add(newPrim); return newPrim; } public int TriArrayCallback(System.IntPtr trimesh, System.IntPtr refObject, int[] triangleIndex, int triCount) { /* String name1 = null; String name2 = null; if (!geom_name_map.TryGetValue(trimesh, out name1)) { name1 = "null"; } if (!geom_name_map.TryGetValue(refObject, out name2)) { name2 = "null"; } MainLog.Instance.Verbose("TriArrayCallback: A collision was detected between {1} and {2}", 0, name1, name2); */ return 1; } public int TriCallback(System.IntPtr trimesh, System.IntPtr refObject, int triangleIndex) { String name1 = null; String name2 = null; if (!geom_name_map.TryGetValue(trimesh, out name1)) { Console.WriteLine("+++ nulling " + name1); name1 = "null"; } if (!geom_name_map.TryGetValue(refObject, out name2)) { Console.WriteLine("+++ nulling " + name2); name2 = "null"; } // MainLog.Instance.Verbose("TriCallback: A collision was detected between {1} and {2}. Index was {3}", 0, name1, name2, triangleIndex); d.Vector3 v0 = new d.Vector3(); d.Vector3 v1 = new d.Vector3(); d.Vector3 v2 = new d.Vector3(); d.GeomTriMeshGetTriangle(trimesh, 0, ref v0, ref v1, ref v2); MainLog.Instance.Debug("Triangle {0} is <{1},{2},{3}>, <{4},{5},{6}>, <{7},{8},{9}>", triangleIndex, v0.X, v0.Y, v0.Z, v1.X, v1.Y, v1.Z, v2.X, v2.Y, v2.Z); return 1; } public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, PhysicsVector size, Quaternion rotation) { PhysicsActor result; switch(pbs.ProfileShape) { case ProfileShape.Square: /// support simple box & hollow box now; later, more shapes if (pbs.ProfileHollow == 0) { result = AddPrim(primName, position, size, rotation, null, null); } else { Mesh mesh = Meshmerizer.CreateMesh(pbs, size); result = AddPrim(primName, position, size, rotation, mesh, pbs); } break; default: result = AddPrim(primName, position, size, rotation, null, null); break; } return result; } public override void Simulate(float timeStep) { lock (OdeLock) { foreach (OdePrim p in _prims) { } foreach (OdeCharacter actor in _characters) { actor.Move(timeStep); } collision_optimized(); for (int i = 0; i < 50; i++) { d.WorldQuickStep(world, timeStep * 0.02f); } 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]; // dbm (danx0r) -- heightmap x,y must be swapped for Ode (should fix ODE, but for now...) int x = i & 0xff; int y = i >> 8; _heightmap[i] = (double)heightMap[x * 256 + y]; } lock (OdeLock) { IntPtr HeightmapData = d.GeomHeightfieldDataCreate(); d.GeomHeightfieldDataBuildDouble(HeightmapData, _heightmap, 0, 256, 256, 256, 256, 1.0f, 0.0f, 2.0f, 0); d.GeomHeightfieldDataSetBounds(HeightmapData, 256, 256); LandGeom = d.CreateHeightfield(space, HeightmapData, 1); this.geom_name_map[LandGeom]="Terrain"; d.Matrix3 R = new d.Matrix3(); Quaternion q1 = Quaternion.FromAngleAxis(1.5707f, new Vector3(1, 0, 0)); Quaternion q2 = Quaternion.FromAngleAxis(1.5707f, new Vector3(0, 1, 0)); //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1)); q1 = q1 * q2; //q1 = q1 * q3; Vector3 v3 = new Vector3(); float angle = 0; q1.ToAngleAxis(ref angle, ref v3); d.RFromAxisAndAngle(out R, v3.x, v3.y, v3.z, angle); d.GeomSetRotation(LandGeom, ref R); d.GeomSetPosition(LandGeom, 128, 128, 0); } } public override void DeleteTerrain() { } } public class OdeCharacter : PhysicsActor { private PhysicsVector _position; private d.Vector3 _zeroPosition; private bool _zeroFlag=false; private PhysicsVector _velocity; private PhysicsVector _acceleration; private bool flying = false; //private float gravityAccel; public IntPtr BoundingCapsule; private OdeScene _parent_scene; public IntPtr capsule_geom; public d.Mass capsule_mass; public OdeCharacter(String avName, OdeScene parent_scene, PhysicsVector pos) { _velocity = new PhysicsVector(); _position = pos; _acceleration = new PhysicsVector(); _parent_scene = parent_scene; lock (OdeScene.OdeLock) { d.MassSetCapsule(out capsule_mass, 50.0f, 3, 0.5f, 2f); capsule_geom = d.CreateSphere(parent_scene.space, 1.0f); /// not a typo! Spheres roll, capsules tumble BoundingCapsule = d.BodyCreate(parent_scene.world); d.BodySetMass(BoundingCapsule, ref capsule_mass); d.BodySetPosition(BoundingCapsule, pos.X, pos.Y, pos.Z); d.GeomSetBody(capsule_geom, BoundingCapsule); } parent_scene.geom_name_map[capsule_geom]=avName; } public override bool Flying { get { return flying; } set { flying = value; } } public override PhysicsVector Position { get { return _position; } set { lock (OdeScene.OdeLock) { d.BodySetPosition(BoundingCapsule, value.X, value.Y, value.Z); _position = value; } } } public override PhysicsVector Size { get { return new PhysicsVector(0,0,0); } set { } } public override PhysicsVector Velocity { get { return _velocity; } set { _velocity = value; } } public override bool Kinematic { get { return false; } set { } } public override Quaternion Orientation { get { return Quaternion.Identity; } set { } } public override PhysicsVector Acceleration { get { return _acceleration; } } public void SetAcceleration(PhysicsVector accel) { _acceleration = accel; } public override void AddForce(PhysicsVector force) { } public override void SetMomentum(PhysicsVector momentum) { } public void Move(float timeStep) { // no lock; for now it's only called from within Simulate() PhysicsVector vec = new PhysicsVector(); d.Vector3 vel = d.BodyGetLinearVel(BoundingCapsule); // if velocity is zero, use position control; otherwise, velocity control if (_velocity.X == 0.0f & _velocity.Y == 0.0f & _velocity.Z == 0.0f & !flying) { // keep track of where we stopped. No more slippin' & slidin' if (!_zeroFlag) { _zeroFlag = true; _zeroPosition = d.BodyGetPosition(BoundingCapsule); } d.Vector3 pos = d.BodyGetPosition(BoundingCapsule); vec.X = (_velocity.X - vel.X) * 75000.0f + (_zeroPosition.X - pos.X) * 120000.0f; vec.Y = (_velocity.Y - vel.Y) * 75000.0f + (_zeroPosition.Y - pos.Y) * 120000.0f; } else { _zeroFlag = false; vec.X = (_velocity.X - vel.X) * 75000.0f; vec.Y = (_velocity.Y - vel.Y) * 75000.0f; if (flying) { vec.Z = (_velocity.Z - vel.Z) * 75000.0f; } } d.BodyAddForce(this.BoundingCapsule, vec.X, vec.Y, vec.Z); } public void UpdatePosition() { // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! d.Vector3 vec = d.BodyGetPosition(BoundingCapsule); // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!) if (vec.X < 0.0f) vec.X = 0.0f; if (vec.Y < 0.0f) vec.Y = 0.0f; if (vec.X > 255.95f) vec.X = 255.95f; if (vec.Y > 255.95f) vec.Y = 255.95f; this._position.X = vec.X; this._position.Y = vec.Y; this._position.Z = vec.Z; } public void Destroy() { lock (OdeScene.OdeLock) { d.GeomDestroy(this.capsule_geom); Console.WriteLine("+++ removing geom"); this._parent_scene.geom_name_map.Remove(this.capsule_geom); d.BodyDestroy(this.BoundingCapsule); } } } public class OdePrim : PhysicsActor { private PhysicsVector _position; private PhysicsVector _velocity; private PhysicsVector _size; private PhysicsVector _acceleration; private Quaternion _orientation; private Mesh _mesh; private PrimitiveBaseShape _pbs; private OdeScene _parent_scene; public IntPtr prim_geom; public IntPtr _triMeshData; public OdePrim(String primName, OdeScene parent_scene, PhysicsVector pos, PhysicsVector size, Quaternion rotation, Mesh mesh, PrimitiveBaseShape pbs) { _velocity = new PhysicsVector(); _position = pos; _size = size; _acceleration = new PhysicsVector(); _orientation = rotation; _mesh = mesh; _pbs = pbs; _parent_scene = parent_scene; lock (OdeScene.OdeLock) { if (mesh!=null) { setMesh(parent_scene, mesh); } else { prim_geom = d.CreateBox(parent_scene.space, _size.X, _size.Y, _size.Z); } d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); d.Quaternion myrot = new d.Quaternion(); myrot.W = rotation.w; myrot.X = rotation.x; myrot.Y = rotation.y; myrot.Z = rotation.z; d.GeomSetQuaternion(prim_geom, ref myrot); parent_scene.geom_name_map[prim_geom] = primName; // don't do .add() here; old geoms get recycled with the same hash } } public void setMesh(OdeScene parent_scene, Mesh mesh) { float[] vertexList = mesh.getVertexListAsFloat(); // Note, that vertextList is pinned in memory int[] indexList = mesh.getIndexListAsInt(); // Also pinned, needs release after usage int VertexCount = vertexList.GetLength(0) / 3; int IndexCount = indexList.GetLength(0); _triMeshData = d.GeomTriMeshDataCreate(); d.GeomTriMeshDataBuildSimple(_triMeshData, vertexList, 3 * sizeof(float), VertexCount, indexList, IndexCount, 3 * sizeof(int)); d.GeomTriMeshDataPreprocess(_triMeshData); prim_geom = d.CreateTriMesh(parent_scene.space, _triMeshData, parent_scene.triCallback, null, null); } public override bool Flying { get { return false; //no flying prims for you } set { } } public override PhysicsVector Position { get { return _position; } set { _position = value; lock (OdeScene.OdeLock) { d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); } } } public override PhysicsVector Size { get { return _size; } set { _size = value; lock (OdeScene.OdeLock) { if (_mesh != null) // We deal with a mesh here { string oldname = _parent_scene.geom_name_map[prim_geom]; d.GeomDestroy(prim_geom); Mesh mesh = Meshmerizer.CreateMesh(_pbs, _size); setMesh(_parent_scene, mesh); _parent_scene.geom_name_map[prim_geom] = oldname; } else { d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z); } } } } public override PhysicsVector Velocity { get { return _velocity; } set { _velocity = value; } } public override bool Kinematic { get { return false; } set { } } public override Quaternion Orientation { get { return _orientation; } set { _orientation = value; lock (OdeScene.OdeLock) { d.Quaternion myrot = new d.Quaternion(); myrot.W = _orientation.w; myrot.X = _orientation.x; myrot.Y = _orientation.y; myrot.Z = _orientation.z; d.GeomSetQuaternion(prim_geom, ref myrot); } } } 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) { } } }