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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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* modification, are permitted provided that the following conditions are met:
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* notice, this list of conditions and the following disclaimer.
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* notice, this list of conditions and the following disclaimer in the
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* 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
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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*/
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 d.Contact AvatarMovementprimContact;
private d.Contact AvatarMovementTerrainContact;
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;
// split static geometry collision handling into spaces of 64 meters
public IntPtr[] staticPrimspace = new IntPtr[74];
public static Object OdeLock = new Object();
public IMesher mesher;
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;
AvatarMovementprimContact.surface.mu = 150.0f;
AvatarMovementprimContact.surface.bounce = 0.2f;
AvatarMovementTerrainContact.surface.mode |= d.ContactFlags.SoftERP;
AvatarMovementTerrainContact.surface.mu = 150.0f;
AvatarMovementTerrainContact.surface.bounce = 0.1f;
AvatarMovementTerrainContact.surface.soft_erp = 0.1025f;
lock (OdeLock)
{
world = d.WorldCreate();
space = d.HashSpaceCreate(IntPtr.Zero);
d.HashSpaceSetLevels(space, -4, 128);
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];
for (int i = 0; i < staticPrimspace.Length; i++)
{
staticPrimspace[i] = IntPtr.Zero;
}
}
public override void Initialise(IMesher meshmerizer)
{
mesher = meshmerizer;
}
private void near(IntPtr space, IntPtr g1, IntPtr g2)
{
// no lock here! It's invoked from within Simulate(), which is thread-locked
if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2) )
{
// Separating static prim geometry spaces.
// We'll be calling near recursivly if one
// of them is a space to find all of the
// contact points in the space
d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
//Colliding a space or a geom with a space or a geom.
//Collide all geoms in each space..
//if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
//if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
}
else
{
// Colliding Geom To Geom
// This portion of the function 'was' blatantly ripped off from BoxStack.cs
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
PhysicsActor p1;
PhysicsActor p2;
if (!actor_name_map.TryGetValue(g2, out p1))
{
p1 = PANull;
}
if (!actor_name_map.TryGetValue(g2, out p2))
{
p2 = PANull;
}
// We only need to test p2 for 'jump crouch purposes'
p2.IsColliding = true;
switch(p1.PhysicsActorType) {
case (int)ActorTypes.Agent:
p2.CollidingObj = true;
break;
case (int)ActorTypes.Prim:
p2.CollidingObj = true;
break;
case (int)ActorTypes.Unknown:
p2.CollidingGround = true;
break;
}
if (name1 == "Terrain" || name2 == "Terrain")
{
if ((p2.PhysicsActorType == (int)ActorTypes.Agent) && (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
{
AvatarMovementTerrainContact.geom = contacts[i];
joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact);
}
else
{
TerrainContact.geom = contacts[i];
joint = d.JointCreateContact(world, contactgroup, ref TerrainContact);
}
}
else
{
if ((p2.PhysicsActorType == (int)ActorTypes.Agent) && (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
{
AvatarMovementprimContact.geom = contacts[i];
joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact);
}
else
{
contact.geom = contacts[i];
joint = d.JointCreateContact(world, contactgroup, ref contact);
}
}
d.JointAttach(joint, b1, b2);
if (count > 3)
{
p2.ThrottleUpdates = true;
}
//System.Console.WriteLine(count.ToString());
//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;
chr.CollidingGround = false;
chr.CollidingObj = false;
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);
}
}
}
}
}
}
else
{
// Everything is going slow, so we're skipping object to object collisions
// At least collide test against the ground.
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(LandGeom, chr.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();
}
// we don't want to remove the main space
if (((OdePrim)prim).m_targetSpace != space && ((OdePrim)prim).IsPhysical == false)
{
// If the geometry is in the targetspace, remove it from the target space
if (d.SpaceQuery(((OdePrim)prim).m_targetSpace, ((OdePrim)prim).prim_geom))
{
d.SpaceRemove(((OdePrim)prim).m_targetSpace, ((OdePrim)prim).prim_geom);
}
//If there are no more geometries in the sub-space, we don't need it in the main space anymore
if (d.SpaceGetNumGeoms(((OdePrim)prim).m_targetSpace) == 0)
{
d.SpaceRemove(space, ((OdePrim)prim).m_targetSpace);
// free up memory used by the space.
d.SpaceDestroy(((OdePrim)prim).m_targetSpace);
resetSpaceArrayItemToZero(calculateSpaceArrayItemFromPos(((OdePrim)prim).Position));
}
}
d.GeomDestroy(((OdePrim)prim).prim_geom);
_prims.Remove((OdePrim)prim);
}
}
}
public void resetSpaceArrayItemToZero(IntPtr space)
{
for (int i = 0; i < staticPrimspace.Length; i++)
{
if (staticPrimspace[i] == space)
staticPrimspace[i] = IntPtr.Zero;
}
}
public void resetSpaceArrayItemToZero(int arrayitem)
{
staticPrimspace[arrayitem] = IntPtr.Zero;
}
public IntPtr recalculateSpaceForGeom(IntPtr geom, PhysicsVector pos, IntPtr currentspace)
{
//Todo recalculate space the prim is in.
// Called from setting the Position and Size of an ODEPrim so
// it's already in locked space.
// we don't want to remove the main space
// we don't need to test physical here because this function should
// never be called if the prim is physical(active)
if (currentspace != space)
{
if (d.SpaceQuery(currentspace, geom))
{
d.SpaceRemove(currentspace, geom);
}
else
{
IntPtr sGeomIsIn = d.GeomGetSpace(geom);
if (!(sGeomIsIn.Equals(null)))
d.SpaceRemove(sGeomIsIn, geom);
}
//If there are no more geometries in the sub-space, we don't need it in the main space anymore
if (d.SpaceGetNumGeoms(currentspace) == 0)
{
d.SpaceRemove(space, currentspace);
// free up memory used by the space.
d.SpaceDestroy(currentspace);
resetSpaceArrayItemToZero(currentspace);
}
}
else
{
// this is a physical object that got disabled. ;.;
if (d.SpaceQuery(currentspace, geom))
{
d.SpaceRemove(currentspace, geom);
}
else
{
IntPtr sGeomIsIn = d.GeomGetSpace(geom);
if (!(sGeomIsIn.Equals(null)))
d.SpaceRemove(sGeomIsIn, geom);
}
}
// The routines in the Position and Size sections do the 'inserting' into the space,
// so all we have to do is make sure that the space that we're putting the prim into
// is in the 'main' space.
int iprimspaceArrItem = calculateSpaceArrayItemFromPos(pos);
IntPtr newspace = calculateSpaceForGeom(pos);
if (newspace == IntPtr.Zero)
{
newspace = createprimspace(iprimspaceArrItem);
d.HashSpaceSetLevels(newspace, -4, 66);
}
return newspace;
}
public IntPtr createprimspace(int iprimspaceArrItem) {
// creating a new space for prim and inserting it into main space.
staticPrimspace[iprimspaceArrItem] = d.HashSpaceCreate(IntPtr.Zero);
d.SpaceAdd(space, staticPrimspace[iprimspaceArrItem]);
return staticPrimspace[iprimspaceArrItem];
}
public IntPtr calculateSpaceForGeom(PhysicsVector pos)
{
IntPtr locationbasedspace = staticPrimspace[calculateSpaceArrayItemFromPos(pos)];
//locationbasedspace = space;
return locationbasedspace;
}
public int calculateSpaceArrayItemFromPos(PhysicsVector pos)
{
int returnint = ((int)((pos.X + pos.Y)/8.6f));
return returnint;
}
private PhysicsActor AddPrim(String name, PhysicsVector position, PhysicsVector size, Quaternion rotation,
IMesh 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;
int iprimspaceArrItem = calculateSpaceArrayItemFromPos(pos);
IntPtr targetspace = calculateSpaceForGeom(pos);
if (targetspace == IntPtr.Zero)
targetspace = createprimspace(iprimspaceArrItem);
OdePrim newPrim;
lock (OdeLock)
{
newPrim = new OdePrim(name, this, targetspace, 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
_activeprims.Add(activatePrim);
}
public void remActivePrim(OdePrim deactivatePrim)
{
_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;
IMesh mesh = null;
switch (pbs.ProfileShape)
{
case ProfileShape.Square:
/// support simple box & hollow box now; later, more shapes
if (needsMeshing(pbs))
{
mesh = mesher.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");
}
// 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)
{
OdePrim outofBoundsPrim = null;
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()
{
}
}
# region ODE Actors
public class OdeCharacter : PhysicsActor
{
private PhysicsVector _position;
private d.Vector3 _zeroPosition;
private bool _zeroFlag = false;
private bool m_lastUpdateSent = false;
private PhysicsVector _velocity;
private PhysicsVector _target_velocity;
private PhysicsVector _acceleration;
private PhysicsVector m_rotationalVelocity;
private static float PID_D = 3020.0f;
private static float PID_P = 7000.0f;
private static float POSTURE_SERVO = 10000.0f;
public static float CAPSULE_RADIUS = 0.5f;
public float CAPSULE_LENGTH = 0.79f;
private bool flying = false;
private bool m_iscolliding = false;
private bool m_iscollidingGround = false;
private bool m_wascolliding = false;
private bool m_wascollidingGround = false;
private bool m_alwaysRun = false;
private bool m_hackSentFall = false;
private bool m_hackSentFly = false;
private string m_name = "";
private bool[] m_colliderarr = new bool[11];
private bool[] m_colliderGroundarr = new bool[11];
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;
for (int i = 0; i < 11; i++)
{
m_colliderarr[i] = false;
}
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);
}
m_name = avName;
parent_scene.geom_name_map[Shell] = avName;
parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
}
public override int PhysicsActorType
{
get { return (int)ActorTypes.Agent; }
set { return; }
}
public override bool SetAlwaysRun
{
get { return m_alwaysRun; }
set { m_alwaysRun = value;}
}
public override bool IsPhysical
{
get { return false; }
set { return; }
}
public override bool ThrottleUpdates
{
get { return false; }
set { return; }
}
public override bool Flying
{
get { return flying; }
set { flying = value; }
}
public override bool IsColliding
{
get { return m_iscolliding; }
set
{
int i;
int truecount=0;
int falsecount=0;
if (m_colliderarr.Length >= 10)
{
for (i = 0; i < 10; i++)
{
m_colliderarr[i] = m_colliderarr[i + 1];
}
}
m_colliderarr[10] = value;
for (i = 0; i < 11; i++)
{
if (m_colliderarr[i])
{
truecount++;
}
else
{
falsecount++;
}
}
// Equal truecounts and false counts means we're colliding with something.
if (falsecount > 1.2 * truecount)
{
m_iscolliding = false;
}
else
{
m_iscolliding = true;
}
if (m_wascolliding != m_iscolliding)
{
base.SendCollisionUpdate(new CollisionEventUpdate());
}
m_wascolliding = m_iscolliding;
}
}
public override bool CollidingGround
{
get { return m_iscollidingGround; }
set
{
int i;
int truecount = 0;
int falsecount = 0;
if (m_colliderGroundarr.Length >= 10)
{
for (i = 0; i < 10; i++)
{
m_colliderGroundarr[i] = m_colliderGroundarr[i + 1];
}
}
m_colliderGroundarr[10] = value;
for (i = 0; i < 11; i++)
{
if (m_colliderGroundarr[i])
{
truecount++;
}
else
{
falsecount++;
}
}
// Equal truecounts and false counts means we're colliding with something.
if (falsecount > 1.2 * truecount)
{
m_iscollidingGround = false;
}
else
{
m_iscollidingGround = true;
}
if (m_wascollidingGround != m_iscollidingGround)
{
//base.SendCollisionUpdate(new CollisionEventUpdate());
}
m_wascollidingGround = m_iscollidingGround;
}
}
public override bool CollidingObj
{
get { return false; }
set { return; }
}
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 RotationalVelocity
{
get { return m_rotationalVelocity; }
set { m_rotationalVelocity = value; }
}
public override PhysicsVector Size
{
get { return new PhysicsVector(CAPSULE_RADIUS*2, CAPSULE_RADIUS*2, CAPSULE_LENGTH); }
set {
lock (OdeScene.OdeLock)
{
PhysicsVector SetSize = value;
float prevCapsule = CAPSULE_LENGTH;
float capsuleradius = CAPSULE_RADIUS;
capsuleradius = 0.2f;
CAPSULE_LENGTH = (SetSize.Z - ((SetSize.Z * 0.43f))); // subtract 43% of the size
d.BodyDestroy(Body);
d.GeomDestroy(Shell);
//OpenSim.Framework.Console.MainLog.Instance.Verbose("PHYSICS", "Set Avatar Height To: " + (CAPSULE_RADIUS + CAPSULE_LENGTH));
Shell = d.CreateCapsule(_parent_scene.space, capsuleradius, CAPSULE_LENGTH);
d.MassSetCapsule(out ShellMass, 50.0f, 3, CAPSULE_RADIUS, CAPSULE_LENGTH);
Body = d.BodyCreate(_parent_scene.world);
d.BodySetMass(Body, ref ShellMass);
d.BodySetPosition(Body, _position.X, _position.Y, _position.Z + Math.Abs(CAPSULE_LENGTH-prevCapsule));
d.GeomSetBody(Shell, Body);
}
_parent_scene.geom_name_map[Shell] = m_name;
_parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
}
}
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;
//m_lastUpdateSent = false;
}
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);
//m_lastUpdateSent = false;
}
}
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);
float movementdivisor = 1f;
if (!m_alwaysRun)
{
movementdivisor = 1.3f;
}
else
{
movementdivisor = 0.8f;
}
// 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 && m_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 (m_iscolliding || flying)
{
vec.X = ((_target_velocity.X/movementdivisor) - vel.X) * PID_D;
vec.Y = ((_target_velocity.Y/movementdivisor) - vel.Y) * PID_D;
}
if (m_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 (_target_velocity.X > 0)
{
vec.X = ((_target_velocity.X - vel.X) / 1.2f) * PID_D;
}
if (_target_velocity.Y > 0)
{
vec.Y = ((_target_velocity.Y - vel.Y) / 1.2f) * PID_D;
}
}
else if (!m_iscolliding && !flying)
{
d.Vector3 pos = d.BodyGetPosition(Body);
if (_target_velocity.X > 0)
{
vec.X = ((_target_velocity.X - vel.X)/1.2f) * PID_D;
}
if (_target_velocity.Y > 0)
{
vec.Y = ((_target_velocity.Y - vel.Y)/1.2f) * PID_D;
}
}
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;
if (!m_lastUpdateSent)
{
m_lastUpdateSent = true;
base.RequestPhysicsterseUpdate();
}
}
else
{
m_lastUpdateSent = false;
vec = d.BodyGetLinearVel(Body);
_velocity.X = (vec.X);
_velocity.Y = (vec.Y);
_velocity.Z = (vec.Z);
if (_velocity.Z < -6 && !m_hackSentFall)
{
m_hackSentFall = true;
base.SendCollisionUpdate(new CollisionEventUpdate());
}
else if (flying && !m_hackSentFly)
{
//m_hackSentFly = true;
//base.SendCollisionUpdate(new CollisionEventUpdate());
}
else
{
m_hackSentFly = false;
m_hackSentFall = false;
}
}
}
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 m_rotationalVelocity;
private PhysicsVector _size;
private PhysicsVector _acceleration;
private Quaternion _orientation;
private IMesh _mesh;
private PrimitiveBaseShape _pbs;
private OdeScene _parent_scene;
public IntPtr m_targetSpace = (IntPtr)0;
public IntPtr prim_geom;
public IntPtr _triMeshData;
private bool iscolliding = false;
private bool m_isphysical = false;
private bool m_throttleUpdates = false;
private int throttleCounter = 0;
public bool outofBounds = false;
public bool _zeroFlag = false;
private bool m_lastUpdateSent = false;
public IntPtr Body = (IntPtr) 0;
private String m_primName;
private PhysicsVector _target_velocity;
public d.Mass pMass;
private const float MassMultiplier = 150f; // Ref: Water: 1000kg.. this iset to 500
private int debugcounter = 0;
public OdePrim(String primName, OdeScene parent_scene, IntPtr targetSpace, PhysicsVector pos, PhysicsVector size,
Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical)
{
_velocity = new PhysicsVector();
_position = pos;
_size = size;
_acceleration = new PhysicsVector();
m_rotationalVelocity = PhysicsVector.Zero;
_orientation = rotation;
_mesh = mesh;
_pbs = pbs;
_parent_scene = parent_scene;
m_targetSpace = targetSpace;
if (pos.Z < 0)
m_isphysical = false;
else
{
m_isphysical = pisPhysical;
// If we're physical, we need to be in the master space for now.
// linksets *should* be in a space together.. but are not currently
if (m_isphysical)
m_targetSpace = _parent_scene.space;
}
m_primName = primName;
lock (OdeScene.OdeLock)
{
if (mesh != null)
{
setMesh(parent_scene, mesh);
}
else
{
prim_geom = d.CreateBox(m_targetSpace, _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 override int PhysicsActorType
{
get { return (int)ActorTypes.Prim; }
set { return; }
}
public override bool SetAlwaysRun
{
get { return false; }
set { return; }
}
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, IMesh mesh)
{
//Kill Body so that mesh can re-make the geom
if (IsPhysical && Body != (IntPtr)0)
{
disableBody();
}
float[] vertexList = mesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory
int[] indexList = mesh.getIndexListAsIntLocked(); // 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(m_targetSpace, _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 bool CollidingGround
{
get { return false; }
set { return; }
}
public override bool CollidingObj
{
get { return false; }
set { return; }
}
public override bool ThrottleUpdates
{
get { return m_throttleUpdates; }
set { m_throttleUpdates=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);
m_targetSpace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace);
d.SpaceAdd(m_targetSpace, prim_geom);
}
}
}
}
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();
}
if (d.SpaceQuery(m_targetSpace,prim_geom)) {
d.SpaceRemove(m_targetSpace,prim_geom);
}
d.GeomDestroy(prim_geom);
// we don't need to do space calculation because the client sends a position update also.
// Construction of new prim
if (this._parent_scene.needsMeshing(_pbs))
{
// Don't need to re-enable body.. it's done in SetMesh
IMesh mesh = _parent_scene.mesher.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(m_targetSpace, _size.X, _size.Y, _size.Z);
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);
}
} else {
prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
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);
//d.GeomBoxSetLengths(prim_geom, _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))
{
IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size);
if (mesh != null)
{
setMesh(_parent_scene, mesh);
}
else
{
prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
}
} else {
prim_geom = d.CreateBox(m_targetSpace, _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 override PhysicsVector RotationalVelocity
{
get{ return m_rotationalVelocity;}
set { m_rotationalVelocity = value; }
}
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);
d.Vector3 rotvel = d.BodyGetAngularVel(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.
IsPhysical = false;
_velocity.X = 0;
_velocity.Y = 0;
_velocity.Z = 0;
m_rotationalVelocity.X = 0;
m_rotationalVelocity.Y = 0;
m_rotationalVelocity.Z = 0;
//base.RequestPhysicsterseUpdate();
m_throttleUpdates = false;
throttleCounter = 0;
_zeroFlag = true;
outofBounds = true;
}
if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
&& (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02)
&& (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02 ))
{
_zeroFlag = true;
}
else
{
//System.Console.WriteLine(Math.Abs(m_lastposition.X - l_position.X).ToString());
_zeroFlag = false;
}
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;
m_rotationalVelocity.X = 0;
m_rotationalVelocity.Y = 0;
m_rotationalVelocity.Z = 0;
if (!m_lastUpdateSent)
{
m_throttleUpdates = false;
throttleCounter = 0;
base.RequestPhysicsterseUpdate();
m_lastUpdateSent = true;
}
}
else
{
m_lastVelocity = _velocity;
_position = l_position;
_velocity.X = vel.X;
_velocity.Y = vel.Y;
_velocity.Z = vel.Z;
m_rotationalVelocity.X = rotvel.X;
m_rotationalVelocity.Y = rotvel.Y;
m_rotationalVelocity.Z = rotvel.Z;
//System.Console.WriteLine("ODE: " + m_rotationalVelocity.ToString());
_orientation.w = ori.W;
_orientation.x = ori.X;
_orientation.y = ori.Y;
_orientation.z = ori.Z;
m_lastUpdateSent = false;
if (!m_throttleUpdates || throttleCounter > 15)
{
base.RequestPhysicsterseUpdate();
}
else
{
throttleCounter++;
}
}
m_lastposition = l_position;
}
else
{
// Not a body.. so Make sure the client isn't interpolating
_velocity.X = 0;
_velocity.Y = 0;
_velocity.Z = 0;
m_rotationalVelocity.X = 0;
m_rotationalVelocity.Y = 0;
m_rotationalVelocity.Z = 0;
_zeroFlag = true;
}
}
public override void SetMomentum(PhysicsVector momentum)
{
}
}
}
#endregion