/* * 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.Collections.Generic; using Axiom.Math; using Ode.NET; using OpenSim.Framework; using OpenSim.Region.Physics.Manager; using OpenSim.Region.Physics.OdePlugin.Meshing; 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 static float ODE_STEPSIZE = 0.004f; private static bool RENDER_FLAG = false; private IntPtr contactgroup; private IntPtr LandGeom = (IntPtr) 0; 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(); private List _activeprims = new List(); public Dictionary geom_name_map = new Dictionary(); public Dictionary actor_name_map = new Dictionary(); private d.ContactGeom[] contacts = new d.ContactGeom[30]; private d.Contact contact; private d.Contact TerrainContact; private int m_physicsiterations = 10; private 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; 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; */ contact.surface.mu = 250.0f; contact.surface.bounce = 0.2f; TerrainContact.surface.mode |= d.ContactFlags.SoftERP; TerrainContact.surface.mu = 250.0f; TerrainContact.surface.bounce = 0.1f; TerrainContact.surface.soft_erp = 0.1025f; lock (OdeLock) { world = d.WorldCreate(); space = d.HashSpaceCreate(IntPtr.Zero); contactgroup = d.JointGroupCreate(0); //contactgroup d.WorldSetGravity(world, 0.0f, 0.0f, -10.0f); d.WorldSetAutoDisableFlag(world, false); d.WorldSetContactSurfaceLayer(world, 0.001f); d.WorldSetQuickStepNumIterations(world, m_physicsiterations); d.WorldSetContactMaxCorrectingVel(world, 1000.0f); } _heightmap = new double[258*258]; } // 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 IntPtr b1 = d.GeomGetBody(g1); IntPtr b2 = d.GeomGetBody(g2); if (g1 == g2) return; // Can't collide with yourself if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact)) return; d.GeomClassID id = d.GeomGetClass(g1); String name1 = null; String name2 = null; if (!geom_name_map.TryGetValue(g1, out name1)) { name1 = "null"; } if (!geom_name_map.TryGetValue(g2, out name2)) { name2 = "null"; } if (id == d.GeomClassID.TriMeshClass) { // MainLog.Instance.Verbose("near: A collision was detected between {1} and {2}", 0, name1, name2); //System.Console.WriteLine("near: A collision was detected between {1} and {2}", 0, name1, name2); } int count; count = d.Collide(g1, g2, contacts.GetLength(0), contacts, d.ContactGeom.SizeOf); for (int i = 0; i < count; i++) { IntPtr joint; // If we're colliding with terrain, use 'TerrainContact' instead of contact. // allows us to have different settings if (name1 == "Terrain" || name2 == "Terrain") { TerrainContact.geom = contacts[i]; joint = d.JointCreateContact(world, contactgroup, ref TerrainContact); } else { contact.geom = contacts[i]; joint = d.JointCreateContact(world, contactgroup, ref contact); } d.JointAttach(joint, b1, b2); PhysicsActor p2; if (!actor_name_map.TryGetValue(g2, out p2)) { p2 = PANull; } // We only need to test p2 for 'jump crouch purposes' p2.IsColliding = true; //System.Console.WriteLine("near: A collision was detected between {1} and {2}", 0, name1, name2); } } private void collision_optimized(float timeStep) { foreach (OdeCharacter chr in _characters) { chr.IsColliding = false; } foreach (OdeCharacter chr in _characters) { d.SpaceCollide2(space, chr.Shell, IntPtr.Zero, nearCallback); foreach (OdeCharacter ch2 in _characters) /// should be a separate space -- lots of avatars will be N**2 slow { d.SpaceCollide2(chr.Shell, ch2.Shell, IntPtr.Zero, nearCallback); } } // If the sim is running slow this frame, // don't process collision for prim! if (timeStep < (m_SkipFramesAtms / 2)) { foreach (OdePrim chr in _activeprims) { // This if may not need to be there.. it might be skipped anyway. if (d.BodyIsEnabled(chr.Body)) { d.SpaceCollide2(space, chr.prim_geom, IntPtr.Zero, nearCallback); foreach (OdePrim ch2 in _prims) /// should be a separate space -- lots of avatars will be N**2 slow { if (ch2.IsPhysical && d.BodyIsEnabled(ch2.Body)) { // Only test prim that are 0.03 meters away in one direction. // This should be Optimized! if ((Math.Abs(ch2.Position.X - chr.Position.X) < 0.03) || (Math.Abs(ch2.Position.Y - chr.Position.Y) < 0.03) || (Math.Abs(ch2.Position.X - chr.Position.X) < 0.03)) { d.SpaceCollide2(chr.prim_geom, ch2.prim_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) { if (prim.IsPhysical) { OdePrim p; p = (OdePrim) prim; p.disableBody(); } d.GeomDestroy(((OdePrim)prim).prim_geom); _prims.Remove((OdePrim)prim); } } } private PhysicsActor AddPrim(String name, PhysicsVector position, PhysicsVector size, Quaternion rotation, Mesh mesh, PrimitiveBaseShape pbs, bool isphysical) { 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, isphysical); } _prims.Add(newPrim); return newPrim; } public void addActivePrim(OdePrim activatePrim) { // adds active prim.. (ones that should be iterated over in collisions_optimized lock (OdeLock) { _activeprims.Add(activatePrim); } } public void remActivePrim(OdePrim deactivatePrim) { lock (OdeLock) { _activeprims.Remove(deactivatePrim); } } public int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount) { /* String name1 = null; String name2 = null; if (!geom_name_map.TryGetValue(trimesh, out name1)) { name1 = "null"; } if (!geom_name_map.TryGetValue(refObject, out name2)) { name2 = "null"; } MainLog.Instance.Verbose("TriArrayCallback: A collision was detected between {1} and {2}", 0, name1, name2); */ return 1; } public int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex) { String name1 = null; String name2 = null; if (!geom_name_map.TryGetValue(trimesh, out name1)) { name1 = "null"; } if (!geom_name_map.TryGetValue(refObject, out name2)) { name2 = "null"; } // 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 bool needsMeshing(PrimitiveBaseShape pbs) { if (pbs.ProfileHollow != 0) return true; if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0) return true; return false; } public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, PhysicsVector size, Quaternion rotation) //To be removed { return this.AddPrimShape(primName, pbs, position, size, rotation, false); } public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, PhysicsVector size, Quaternion rotation, bool isPhysical) { PhysicsActor result; Mesh mesh = null; switch (pbs.ProfileShape) { case ProfileShape.Square: /// support simple box & hollow box now; later, more shapes if (needsMeshing(pbs)) { mesh = Meshmerizer.CreateMesh(primName, pbs, size); } break; } result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical); return result; } public override void Simulate(float timeStep) { step_time += timeStep; lock (OdeLock) { if (_characters.Count > 0 && RENDER_FLAG) { Console.WriteLine("RENDER: frame"); } foreach (OdePrim p in _prims) { if (_characters.Count > 0 && RENDER_FLAG) { Vector3 rx, ry, rz; p.Orientation.ToAxes(out rx, out ry, out rz); Console.WriteLine("RENDER: block; " + p.Size.X + ", " + p.Size.Y + ", " + p.Size.Z + "; " + " 0, 0, 1; " + //shape, size, color (p.Position.X - 128.0f) + ", " + (p.Position.Y - 128.0f) + ", " + (p.Position.Z - 33.0f) + "; " + // position rx.x + "," + ry.x + "," + rz.x + ", " + // rotation rx.y + "," + ry.y + "," + rz.y + ", " + rx.z + "," + ry.z + "," + rz.z); } } // If We're loaded down by something else, // or debugging with the Visual Studio project on pause // skip a few frames to catch up gracefully. // without shooting the physicsactors all over the place if (step_time >= m_SkipFramesAtms) { // Instead of trying to catch up, it'll do one physics frame only step_time = ODE_STEPSIZE; this.m_physicsiterations = 5; } else { m_physicsiterations = 10; } // Process 10 frames if the sim is running normal.. // process 5 frames if the sim is running slow d.WorldSetQuickStepNumIterations(world, m_physicsiterations); int i = 0; while (step_time > 0.0f) { foreach (OdeCharacter actor in _characters) { actor.Move(timeStep); actor.collidelock = true; } collision_optimized(timeStep); d.WorldQuickStep(world, ODE_STEPSIZE); d.JointGroupEmpty(contactgroup); foreach (OdeCharacter actor in _characters) { actor.collidelock = false; } step_time -= ODE_STEPSIZE; i++; } foreach (OdeCharacter actor in _characters) { actor.UpdatePositionAndVelocity(); if (RENDER_FLAG) { /// debugging code float Zoff = -33.0f; d.Matrix3 temp = d.BodyGetRotation(actor.Body); Console.WriteLine("RENDER: cylinder; " + // shape OdeCharacter.CAPSULE_RADIUS + ", " + OdeCharacter.CAPSULE_LENGTH + //size "; 0, 1, 0; " + // color (actor.Position.X - 128.0f) + ", " + (actor.Position.Y - 128.0f) + ", " + (actor.Position.Z + Zoff) + "; " + // position temp.M00 + "," + temp.M10 + "," + temp.M20 + ", " + // rotation temp.M01 + "," + temp.M11 + "," + temp.M21 + ", " + temp.M02 + "," + temp.M12 + "," + temp.M22); d.Vector3 caphead; d.BodyGetRelPointPos(actor.Body, 0, 0, OdeCharacter.CAPSULE_LENGTH*.5f, out caphead); d.Vector3 capfoot; d.BodyGetRelPointPos(actor.Body, 0, 0, -OdeCharacter.CAPSULE_LENGTH*.5f, out capfoot); Console.WriteLine("RENDER: sphere; " + OdeCharacter.CAPSULE_RADIUS + // shape, size "; 1, 0, 1; " + //color (caphead.X - 128.0f) + ", " + (caphead.Y - 128.0f) + ", " + (caphead.Z + Zoff) + "; " + // position "1,0,0, 0,1,0, 0,0,1"); // rotation Console.WriteLine("RENDER: sphere; " + OdeCharacter.CAPSULE_RADIUS + // shape, size "; 1, 0, 0; " + //color (capfoot.X - 128.0f) + ", " + (capfoot.Y - 128.0f) + ", " + (capfoot.Z + Zoff) + "; " + // position "1,0,0, 0,1,0, 0,0,1"); // rotation } } if (timeStep < 0.2f) { foreach (OdePrim actor in _activeprims) { if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag)) { actor.UpdatePositionAndVelocity(); } } } } } public override void GetResults() { } public override bool IsThreaded { get { return (false); // for now we won't be multithreaded } } public override void SetTerrain(float[] heightMap) { // this._heightmap[i] = (double)heightMap[i]; // dbm (danx0r) -- heightmap x,y must be swapped for Ode (should fix ODE, but for now...) // also, creating a buffer zone of one extra sample all around for (int x = 0; x < 258; x++) { for (int y = 0; y < 258; y++) { int xx = x - 1; if (xx < 0) xx = 0; if (xx > 255) xx = 255; int yy = y - 1; if (yy < 0) yy = 0; if (yy > 255) yy = 255; double val = (double) heightMap[yy*256 + xx]; _heightmap[x*258 + y] = val; } } lock (OdeLock) { if (!(LandGeom == (IntPtr) 0)) { d.SpaceRemove(space, LandGeom); } IntPtr HeightmapData = d.GeomHeightfieldDataCreate(); d.GeomHeightfieldDataBuildDouble(HeightmapData, _heightmap, 0, 258, 258, 258, 258, 1.0f, 0.0f, 2.0f, 0); d.GeomHeightfieldDataSetBounds(HeightmapData, 256, 256); LandGeom = d.CreateHeightfield(space, HeightmapData, 1); 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 _target_velocity; private PhysicsVector _acceleration; private static float PID_D = 4000.0f; private static float PID_P = 7000.0f; private static float POSTURE_SERVO = 10000.0f; public static float CAPSULE_RADIUS = 0.5f; public static float CAPSULE_LENGTH = 0.79f; private bool flying = false; private bool iscolliding = false; private bool jumping = false; //private float gravityAccel; public IntPtr Body; private OdeScene _parent_scene; public IntPtr Shell; public d.Mass ShellMass; public bool collidelock = false; public OdeCharacter(String avName, OdeScene parent_scene, PhysicsVector pos) { _velocity = new PhysicsVector(); _target_velocity = new PhysicsVector(); _position = pos; _acceleration = new PhysicsVector(); _parent_scene = parent_scene; lock (OdeScene.OdeLock) { Shell = d.CreateCapsule(parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH); d.MassSetCapsule(out ShellMass, 50.0f, 3, 0.4f, 1.0f); Body = d.BodyCreate(parent_scene.world); d.BodySetMass(Body, ref ShellMass); d.BodySetPosition(Body, pos.X, pos.Y, pos.Z); d.GeomSetBody(Shell, Body); } parent_scene.geom_name_map[Shell] = avName; parent_scene.actor_name_map[Shell] = (PhysicsActor)this; } public override bool IsPhysical { get { return false; } set { return; } } public override bool Flying { get { return flying; } set { flying = value; } } public override bool IsColliding { get { return iscolliding; } set {iscolliding = value;} } public override PhysicsVector Position { get { return _position; } set { lock (OdeScene.OdeLock) { d.BodySetPosition(Body, value.X, value.Y, value.Z); _position = value; } } } public override PhysicsVector Size { get { return new PhysicsVector(CAPSULE_RADIUS*2, CAPSULE_RADIUS*2, CAPSULE_LENGTH); } set { } } public override PrimitiveBaseShape Shape { set { return; } } public override PhysicsVector Velocity { get { return _velocity; } set { _target_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) { _target_velocity.X += force.X; _target_velocity.Y += force.Y; _target_velocity.Z += force.Z; } public void doForce(PhysicsVector force) { if (!collidelock) { d.BodyAddForce(Body, force.X, force.Y, force.Z); // ok -- let's stand up straight! d.Vector3 feet; d.Vector3 head; d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet); d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head); float posture = head.Z - feet.Z; // restoring force proportional to lack of posture: float servo = (2.5f - posture) * POSTURE_SERVO; d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f); d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f); } } 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(Body); // if velocity is zero, use position control; otherwise, velocity control if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && iscolliding) { // keep track of where we stopped. No more slippin' & slidin' if (!_zeroFlag) { _zeroFlag = true; _zeroPosition = d.BodyGetPosition(Body); } d.Vector3 pos = d.BodyGetPosition(Body); vec.X = (_target_velocity.X - vel.X)*PID_D + (_zeroPosition.X - pos.X)*PID_P; vec.Y = (_target_velocity.Y - vel.Y)*PID_D + (_zeroPosition.Y - pos.Y)*PID_P; if (flying) { vec.Z = (_target_velocity.Z - vel.Z)*PID_D + (_zeroPosition.Z - pos.Z)*PID_P; } } else { _zeroFlag = false; if (iscolliding || flying) { vec.X = (_target_velocity.X - vel.X) * PID_D; vec.Y = (_target_velocity.Y - vel.Y) * PID_D; } if (iscolliding && !flying && _target_velocity.Z > 0.0f) { d.Vector3 pos = d.BodyGetPosition(Body); vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P; } if (flying) { vec.Z = (_target_velocity.Z - vel.Z)*PID_D; } } if (flying) { vec.Z += 10.0f; } doForce(vec); } public void UpdatePositionAndVelocity() { // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! d.Vector3 vec = d.BodyGetPosition(Body); // 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; _position.X = vec.X; _position.Y = vec.Y; _position.Z = vec.Z; if (_zeroFlag) { _velocity.X = 0.0f; _velocity.Y = 0.0f; _velocity.Z = 0.0f; } else { vec = d.BodyGetLinearVel(Body); _velocity.X = (vec.X); _velocity.Y = (vec.Y); _velocity.Z = (vec.Z); } } public void Destroy() { lock (OdeScene.OdeLock) { d.GeomDestroy(Shell); _parent_scene.geom_name_map.Remove(Shell); d.BodyDestroy(Body); } } } public class OdePrim : PhysicsActor { public PhysicsVector _position; private PhysicsVector _velocity; private PhysicsVector m_lastVelocity = new PhysicsVector(0.0f,0.0f,0.0f); private PhysicsVector m_lastposition = new PhysicsVector(0.0f, 0.0f, 0.0f); private PhysicsVector _size; private PhysicsVector _acceleration; public Quaternion _orientation; private Mesh _mesh; private PrimitiveBaseShape _pbs; private OdeScene _parent_scene; public IntPtr prim_geom; public IntPtr _triMeshData; private bool iscolliding = false; private bool m_isphysical = false; public bool _zeroFlag = false; public IntPtr Body = (IntPtr) 0; private String m_primName; private PhysicsVector _target_velocity; public d.Mass pMass; private const float MassMultiplier = 500f; // Ref: Water: 1000kg.. this iset to 500 private int debugcounter = 0; public OdePrim(String primName, OdeScene parent_scene, PhysicsVector pos, PhysicsVector size, Quaternion rotation, Mesh mesh, PrimitiveBaseShape pbs, bool pisPhysical) { _velocity = new PhysicsVector(); _position = pos; _size = size; _acceleration = new PhysicsVector(); _orientation = rotation; _mesh = mesh; _pbs = pbs; _parent_scene = parent_scene; m_isphysical = pisPhysical; m_primName = primName; 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); if (m_isphysical && Body == (IntPtr)0) { enableBody(); } parent_scene.geom_name_map[prim_geom] = primName; parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this; // don't do .add() here; old geoms get recycled with the same hash } } public void enableBody() { // Sets the geom to a body Body = d.BodyCreate(_parent_scene.world); setMass(); d.BodySetPosition(Body, _position.X, _position.Y, _position.Z); d.Quaternion myrot = new d.Quaternion(); myrot.W = _orientation.w; myrot.X = _orientation.x; myrot.Y = _orientation.y; myrot.Z = _orientation.z; d.BodySetQuaternion(Body, ref myrot); d.GeomSetBody(prim_geom, Body); d.BodySetAutoDisableFlag(Body, true); d.BodySetAutoDisableSteps(Body,20); _parent_scene.addActivePrim(this); } public void setMass() { //Sets Mass based on member MassMultiplier. if (Body != (IntPtr)0) { d.MassSetBox(out pMass, (_size.X * _size.Y * _size.Z * MassMultiplier), _size.X, _size.Y, _size.Z); d.BodySetMass(Body, ref pMass); } } public void disableBody() { //this kills the body so things like 'mesh' can re-create it. if (Body != (IntPtr)0) { _parent_scene.remActivePrim(this); d.BodyDestroy(Body); Body = (IntPtr)0; } } public void setMesh(OdeScene parent_scene, Mesh mesh) { //Kill Body so that mesh can re-make the geom if (IsPhysical && Body != (IntPtr)0) { disableBody(); } 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); if (IsPhysical && Body == (IntPtr)0) { // Recreate the body enableBody(); } } public override bool IsPhysical { get { return m_isphysical; } set { lock (OdeScene.OdeLock) { if (m_isphysical == value) { // If the object is already what the user checked return; } if (value == true) { if (Body == (IntPtr)0) { enableBody(); } } else if (value == false) { if (Body != (IntPtr)0) { disableBody(); } } m_isphysical = value; } } } public override bool Flying { get { return false; //no flying prims for you } set { } } public override bool IsColliding { get { return iscolliding; } set { iscolliding = value; } } public override PhysicsVector Position { get { return _position;} set { _position = value; lock (OdeScene.OdeLock) { if (m_isphysical) { // This is a fallback.. May no longer be necessary. if (Body == (IntPtr)0) enableBody(); // Prim auto disable after 20 frames, // if you move it, re-enable the prim manually. d.BodyEnable(Body); d.BodySetPosition(Body, _position.X, _position.Y, _position.Z); } else { d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); } } } } public override PhysicsVector Size { get { return _size; } set { _size = value; lock (OdeScene.OdeLock) { string oldname = _parent_scene.geom_name_map[prim_geom]; // Cleanup of old prim geometry if (_mesh != null) { // Cleanup meshing here } //kill body to rebuild if (IsPhysical && Body != (IntPtr)0) { disableBody(); } // Construction of new prim if (this._parent_scene.needsMeshing(_pbs)) { // Don't need to re-enable body.. it's done in SetMesh Mesh mesh = Meshmerizer.CreateMesh(oldname, _pbs, _size); // createmesh returns null when it's a shape that isn't a cube. if (mesh != null) setMesh(_parent_scene, mesh); } else { prim_geom = d.CreateBox(_parent_scene.space, _size.X, _size.Y, _size.Z); if (IsPhysical && Body == (IntPtr)0) { // Re creates body on size. // EnableBody also does setMass() enableBody(); d.BodyEnable(Body); } } _parent_scene.geom_name_map[prim_geom] = oldname; } } } public override PrimitiveBaseShape Shape { set { _pbs = value; lock (OdeScene.OdeLock) { string oldname = _parent_scene.geom_name_map[prim_geom]; // Cleanup of old prim geometry and Bodies if (IsPhysical && Body != (IntPtr)0) { disableBody(); } d.GeomDestroy(prim_geom); if (_mesh != null) { d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z); } // Construction of new prim if (this._parent_scene.needsMeshing(_pbs)) { Mesh mesh = Meshmerizer.CreateMesh(oldname, _pbs, _size); setMesh(_parent_scene, mesh); } else { prim_geom = d.CreateBox(_parent_scene.space, _size.X, _size.Y, _size.Z); } if (IsPhysical && Body == (IntPtr)0) { //re-create new body enableBody(); } else { d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); 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); } _parent_scene.geom_name_map[prim_geom] = oldname; } } } public override PhysicsVector Velocity { get { // Averate previous velocity with the new one so // client object interpolation works a 'little' better PhysicsVector returnVelocity = new PhysicsVector(); returnVelocity.X = (m_lastVelocity.X + _velocity.X) / 2; returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y) / 2; returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z) / 2; return returnVelocity; } 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); if (m_isphysical && Body != (IntPtr)0) { d.BodySetQuaternion(Body, ref myrot); } } } } public override PhysicsVector Acceleration { get { return _acceleration; } } public void SetAcceleration(PhysicsVector accel) { _acceleration = accel; } public override void AddForce(PhysicsVector force) { } public void Move(float timestep) { } public void UpdatePositionAndVelocity() { // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! if (Body != (IntPtr)0) { d.Vector3 vec = d.BodyGetPosition(Body); d.Quaternion ori = d.BodyGetQuaternion(Body); d.Vector3 vel = d.BodyGetLinearVel(Body); PhysicsVector l_position = new PhysicsVector(); // 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; m_lastposition = _position; l_position.X = vec.X; l_position.Y = vec.Y; l_position.Z = vec.Z; if (l_position.Z < 0) { // This is so prim that get lost underground don't fall forever and suck up // // Sim resources and memory. // Disables the prim's movement physics.... // It's a hack and will generate a console message if it fails. try { disableBody(); } catch (System.Exception e) { if (Body != (IntPtr)0) { d.BodyDestroy(Body); Body = (IntPtr)0; } } IsPhysical = false; _velocity.X = 0; _velocity.Y = 0; _velocity.Z = 0; _zeroFlag = true; } if (m_lastposition == l_position) { _zeroFlag = true; } else { _zeroFlag = false; } m_lastposition = l_position; if (_zeroFlag) { // Supposedly this is supposed to tell SceneObjectGroup that // no more updates need to be sent.. // but it seems broken. _velocity.X = 0.0f; _velocity.Y = 0.0f; _velocity.Z = 0.0f; _orientation.w = 0f; _orientation.x = 0f; _orientation.y = 0f; _orientation.z = 0f; } else { m_lastVelocity = _velocity; _position = l_position; _velocity.X = vel.X; _velocity.Y = vel.Y; _velocity.Z = vel.Z; _orientation.w = ori.W; _orientation.x = ori.X; _orientation.y = ori.Y; _orientation.z = ori.Z; } } } public override void SetMomentum(PhysicsVector momentum) { } } }