/* * 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 System.Runtime.InteropServices; using Axiom.Math; using Ode.NET; using OpenSim.Framework; using OpenSim.Framework.Console; using OpenSim.Region.Physics.Manager; //using OpenSim.Region.Physics.OdePlugin.Meshing; namespace OpenSim.Region.Physics.OdePlugin { /// /// ODE plugin /// public class OdePlugin : IPhysicsPlugin { private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); private CollisionLocker ode; private OdeScene _mScene; public OdePlugin() { ode = new CollisionLocker(); } public bool Init() { return true; } public PhysicsScene GetScene() { if (_mScene == null) { _mScene = new OdeScene(ode); } return (_mScene); } public string GetName() { return ("OpenDynamicsEngine"); } public void Dispose() { } } public class OdeScene : PhysicsScene { private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); CollisionLocker ode; private const uint m_regionWidth = Constants.RegionSize; private const uint m_regionHeight = Constants.RegionSize; private static float ODE_STEPSIZE = 0.020f; private static bool RENDER_FLAG = false; private static float metersInSpace = 29.9f; private int interpenetrations_before_disable = 35; private IntPtr contactgroup; private IntPtr LandGeom = (IntPtr) 0; private float[] _heightmap; private float[] _origheightmap; 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(); private List _taintedPrim = 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; private int ms = 0; public IntPtr world; public IntPtr space; private IntPtr tmpSpace; // split static geometry collision handling into spaces of 30 meters public IntPtr[,] staticPrimspace = new IntPtr[(int) (300/metersInSpace),(int) (300/metersInSpace)]; public static Object OdeLock = new Object(); public IMesher mesher; /// /// Initiailizes the scene /// Sets many properties that ODE requires to be stable /// These settings need to be tweaked 'exactly' right or weird stuff happens. /// public OdeScene(CollisionLocker dode) { ode = dode; 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; */ // Centeral contact friction and bounce contact.surface.mu = 250.0f; contact.surface.bounce = 0.2f; // Terrain contact friction and Bounce // This is the *non* moving version. Use this when an avatar // isn't moving to keep it in place better TerrainContact.surface.mode |= d.ContactFlags.SoftERP; TerrainContact.surface.mu = 255.0f; TerrainContact.surface.bounce = 0.1f; TerrainContact.surface.soft_erp = 0.1025f; // Prim contact friction and bounce // THis is the *non* moving version of friction and bounce // Use this when an avatar comes in contact with a prim // and is moving AvatarMovementprimContact.surface.mu = 75.0f; AvatarMovementprimContact.surface.bounce = 0.1f; // Terrain contact friction bounce and various error correcting calculations // Use this when an avatar is in contact with the terrain and moving. AvatarMovementTerrainContact.surface.mode |= d.ContactFlags.SoftERP; AvatarMovementTerrainContact.surface.mu = 75.0f; AvatarMovementTerrainContact.surface.bounce = 0.1f; AvatarMovementTerrainContact.surface.soft_erp = 0.1025f; lock (OdeLock) { // Creat the world and the first space world = d.WorldCreate(); space = d.HashSpaceCreate(IntPtr.Zero); d.HashSpaceSetLevels(space, -4, 128); contactgroup = d.JointGroupCreate(0); //contactgroup // Set the gravity,, don't disable things automatically (we set it explicitly on some things) d.WorldSetGravity(world, 0.0f, 0.0f, -9.8f); d.WorldSetAutoDisableFlag(world, false); d.WorldSetContactSurfaceLayer(world, 0.001f); // Set how many steps we go without running collision testing // This is in addition to the step size. // Essentially Steps * m_physicsiterations d.WorldSetQuickStepNumIterations(world, m_physicsiterations); ///d.WorldSetContactMaxCorrectingVel(world, 1000.0f); } // zero out a heightmap array float array (single dimention [flattened])) _heightmap = new float[514*514]; // Zero out the prim spaces array (we split our space into smaller spaces so // we can hit test less. for (int i = 0; i < staticPrimspace.GetLength(0); i++) { for (int j = 0; j < staticPrimspace.GetLength(1); j++) { staticPrimspace[i, j] = IntPtr.Zero; } } } public void starttiming() { ms = Environment.TickCount; } public int stoptiming() { return Environment.TickCount - ms; } // Initialize the mesh plugin public override void Initialise(IMesher meshmerizer) { mesher = meshmerizer; } internal void waitForSpaceUnlock(IntPtr space) { while (d.SpaceLockQuery(space)) { } } /// /// Debug space message for printing the space that a prim/avatar is in. /// /// /// Returns which split up space the given position is in. public string whichspaceamIin(PhysicsVector pos) { return calculateSpaceForGeom(pos).ToString(); } /// /// This is our near callback. A geometry is near a body /// /// The space that contains the geoms. Remember, spaces are also geoms /// a geometry or space /// another geometry or space private void near(IntPtr space, IntPtr g1, IntPtr g2) { // no lock here! It's invoked from within Simulate(), which is thread-locked // Test if we're collidng a geom with a space. // If so we have to drill down into the space recursively if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2)) { if (g1 == (IntPtr)0 || g2 == (IntPtr)0) return; // 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 try { d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback); } catch (System.AccessViolationException) { m_log.Warn("[PHYSICS]: Unable to collide test a space"); return; } //Colliding a space or a geom with a space or a geom. so drill down //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 if (g1 == (IntPtr)0 || g2 == (IntPtr)0) return; 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) //{ // m_log.Info("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); //} // Figure out how many contact points we have int count = 0; try { //m_log.Warn(g1.ToString() + "|" + g2.ToString()); count = d.Collide(g1, g2, contacts.GetLength(0), contacts, d.ContactGeom.SizeOf); } catch (SEHException) { m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim."); ode.drelease(world); base.TriggerPhysicsBasedRestart(); } catch (System.AccessViolationException) { m_log.Warn("[PHYSICS]: Unable to collide test an object"); return; } PhysicsActor p1; PhysicsActor p2; for (int i = 0; i < count; i++) { //m_log.Warn("[CCOUNT]: " + count); IntPtr joint; // If we're colliding with terrain, use 'TerrainContact' instead of contact. // allows us to have different settings if (!actor_name_map.TryGetValue(g1, 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: if (p2.Velocity.X > 0 || p2.Velocity.Y > 0 || p2.Velocity.Z > 0) p2.CollidingObj = true; break; case (int)ActorTypes.Unknown: p2.CollidingGround = true; break; default: p2.CollidingGround = true; break; } // we don't want prim or avatar to explode #region InterPenetration Handling - Unintended physics explosions if (contacts[i].depth >= 0.08f) { //This is disabled at the moment only because it needs more tweaking //It will eventually be uncommented if (contacts[i].depth >= 1.00f) { //m_log.Debug("[PHYSICS]: " +contacts[i].depth.ToString()); } //If you interpenetrate a prim with an agent if ((p2.PhysicsActorType == (int) ActorTypes.Agent && p1.PhysicsActorType == (int) ActorTypes.Prim) || (p1.PhysicsActorType == (int) ActorTypes.Agent && p2.PhysicsActorType == (int) ActorTypes.Prim)) { //contacts[i].depth = contacts[i].depth * 4.15f; /* if (p2.PhysicsActorType == (int) ActorTypes.Agent) { p2.CollidingObj = true; contacts[i].depth = 0.003f; p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f); OdeCharacter character = (OdeCharacter) p2; character.SetPidStatus(true); contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p1.Size.X / 2), contacts[i].pos.Y + (p1.Size.Y / 2), contacts[i].pos.Z + (p1.Size.Z / 2)); } else { //contacts[i].depth = 0.0000000f; } if (p1.PhysicsActorType == (int) ActorTypes.Agent) { p1.CollidingObj = true; contacts[i].depth = 0.003f; p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f); contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p2.Size.X / 2), contacts[i].pos.Y + (p2.Size.Y / 2), contacts[i].pos.Z + (p2.Size.Z / 2)); OdeCharacter character = (OdeCharacter)p1; character.SetPidStatus(true); } else { //contacts[i].depth = 0.0000000f; } */ } // If you interpenetrate a prim with another prim if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim) { //OdePrim op1 = (OdePrim)p1; //OdePrim op2 = (OdePrim)p2; //op1.m_collisionscore++; //op2.m_collisionscore++; //if (op1.m_collisionscore > 8000 || op2.m_collisionscore > 8000) //{ //op1.m_taintdisable = true; //AddPhysicsActorTaint(p1); //op2.m_taintdisable = true; //AddPhysicsActorTaint(p2); //} //if (contacts[i].depth >= 0.25f) //{ // Don't collide, one or both prim will expld. //op1.m_interpenetrationcount++; //op2.m_interpenetrationcount++; //interpenetrations_before_disable = 200; //if (op1.m_interpenetrationcount >= interpenetrations_before_disable) //{ //op1.m_taintdisable = true; //AddPhysicsActorTaint(p1); //} //if (op2.m_interpenetrationcount >= interpenetrations_before_disable) //{ // op2.m_taintdisable = true; //AddPhysicsActorTaint(p2); //} //contacts[i].depth = contacts[i].depth / 8f; //contacts[i].normal = new d.Vector3(0, 0, 1); //} //if (op1.m_disabled || op2.m_disabled) //{ //Manually disabled objects stay disabled //contacts[i].depth = 0f; //} } if (contacts[i].depth >= 1.00f) { //m_log.Info("[P]: " + contacts[i].depth.ToString()); if ((p2.PhysicsActorType == (int) ActorTypes.Agent && p1.PhysicsActorType == (int) ActorTypes.Unknown) || (p1.PhysicsActorType == (int) ActorTypes.Agent && p2.PhysicsActorType == (int) ActorTypes.Unknown)) { if (p2.PhysicsActorType == (int) ActorTypes.Agent) { OdeCharacter character = (OdeCharacter) p2; //p2.CollidingObj = true; contacts[i].depth = 0.00000003f; p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 0.5f); contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p1.Size.X/2), contacts[i].pos.Y + (p1.Size.Y/2), contacts[i].pos.Z + (p1.Size.Z/2)); character.SetPidStatus(true); } else { } if (p1.PhysicsActorType == (int) ActorTypes.Agent) { OdeCharacter character = (OdeCharacter)p1; //p2.CollidingObj = true; contacts[i].depth = 0.00000003f; p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 0.5f); contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p1.Size.X/2), contacts[i].pos.Y + (p1.Size.Y/2), contacts[i].pos.Z + (p1.Size.Z/2)); character.SetPidStatus(true); } else { //contacts[i].depth = 0.0000000f; } } } } #endregion if (contacts[i].depth >= 0f) { // If we're collidng against terrain if (name1 == "Terrain" || name2 == "Terrain") { // If we're moving if ((p2.PhysicsActorType == (int) ActorTypes.Agent) && (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) { // Use the movement terrain contact AvatarMovementTerrainContact.geom = contacts[i]; joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact); } else { // Use the non moving terrain contact TerrainContact.geom = contacts[i]; joint = d.JointCreateContact(world, contactgroup, ref TerrainContact); } } else { // we're colliding with prim or avatar // check if we're moving if ((p2.PhysicsActorType == (int) ActorTypes.Agent) && (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) { // Use the Movement prim contact AvatarMovementprimContact.geom = contacts[i]; joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact); } else { // Use the non movement contact contact.geom = contacts[i]; joint = d.JointCreateContact(world, contactgroup, ref contact); } } d.JointAttach(joint, b1, b2); } if (count > 3) { // If there are more then 3 contact points, it's likely // that we've got a pile of objects // // We don't want to send out hundreds of terse updates over and over again // so lets throttle them and send them again after it's somewhat sorted out. p2.ThrottleUpdates = true; } //System.Console.WriteLine(count.ToString()); //System.Console.WriteLine("near: A collision was detected between {1} and {2}", 0, name1, name2); } } } private float GetTerrainHeightAtXY(float x, float y) { return (float)_origheightmap[(int)y * Constants.RegionSize + (int)x]; } /// /// This is our collision testing routine in ODE /// /// private void collision_optimized(float timeStep) { foreach (OdeCharacter chr in _characters) { // Reset the collision values to false // since we don't know if we're colliding yet chr.IsColliding = false; chr.CollidingGround = false; chr.CollidingObj = false; // test the avatar's geometry for collision with the space // This will return near and the space that they are the closest to // And we'll run this again against the avatar and the space segment // This will return with a bunch of possible objects in the space segment // and we'll run it again on all of them. try { d.SpaceCollide2(space, chr.Shell, IntPtr.Zero, nearCallback); } catch (AccessViolationException) { m_log.Warn("[PHYSICS]: Unable to space collide"); } //float terrainheight = GetTerrainHeightAtXY(chr.Position.X, chr.Position.Y); //if (chr.Position.Z + (chr.Velocity.Z * timeStep) < terrainheight + 10) //{ //chr.Position.Z = terrainheight + 10.0f; //forcedZ = true; //} } // If the sim is running slow this frame, // don't process collision for prim! if (timeStep < (m_SkipFramesAtms/3)) { foreach (OdePrim chr in _activeprims) { // This if may not need to be there.. it might be skipped anyway. if (d.BodyIsEnabled(chr.Body) && (!chr.m_disabled)) { try { d.SpaceCollide2(space, chr.prim_geom, IntPtr.Zero, nearCallback); } catch (AccessViolationException) { m_log.Warn("[PHYSICS]: Unable to space collide"); } //calculateSpaceForGeom(chr.Position) //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); //} //} //} } try { d.SpaceCollide2(LandGeom, chr.prim_geom, IntPtr.Zero, nearCallback); } catch (AccessViolationException) { m_log.Warn("[PHYSICS]: Unable to space collide"); } } } 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)) { // Collide test the prims with the terrain.. since if you don't do this, // next frame, all of the physical prim in the scene will awaken and explode upwards tmpSpace = calculateSpaceForGeom(chr.Position); if (tmpSpace != (IntPtr) 0 && d.GeomIsSpace(tmpSpace)) d.SpaceCollide2(calculateSpaceForGeom(chr.Position), chr.prim_geom, IntPtr.Zero, nearCallback); d.SpaceCollide2(LandGeom, chr.prim_geom, IntPtr.Zero, nearCallback); } } } } public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size) { PhysicsVector pos = new PhysicsVector(); pos.X = position.X; pos.Y = position.Y; pos.Z = position.Z; OdeCharacter newAv = new OdeCharacter(avName, this, pos, ode, size); _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) { OdePrim p = (OdePrim) prim; p.setPrimForRemoval(); AddPhysicsActorTaint(prim); //RemovePrimThreadLocked(p); } } } /// /// This is called from within simulate but outside the locked portion /// We need to do our own locking here /// Essentially, we need to remove the prim from our space segment, whatever segment it's in. /// /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory /// that the space was using. /// /// public void RemovePrimThreadLocked(OdePrim prim) { lock (ode) { if (prim.prim_geom != (IntPtr)0) { while (ode.lockquery()) { } ode.dlock(world); //System.Threading.Thread.Sleep(20); prim.ResetTaints(); if (prim.IsPhysical) { prim.disableBody(); } // we don't want to remove the main space // If the geometry is in the targetspace, remove it from the target space //m_log.Warn(prim.m_targetSpace); //if (prim.m_targetSpace != (IntPtr)0) //{ if (d.SpaceQuery(prim.m_targetSpace, prim.prim_geom)) { if (d.GeomIsSpace(prim.m_targetSpace)) { waitForSpaceUnlock(prim.m_targetSpace); d.SpaceRemove(prim.m_targetSpace, prim.prim_geom); prim.m_targetSpace = (IntPtr) 0; } else { m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" + ((OdePrim)prim).m_targetSpace.ToString()); } } //} //m_log.Warn(prim.prim_geom); try { if (prim.prim_geom != (IntPtr)0) { d.GeomDestroy(prim.prim_geom); prim.prim_geom = (IntPtr)0; } else { m_log.Warn("[PHYSICS]: Unable to remove prim from physics scene"); } } catch (System.AccessViolationException) { m_log.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed."); } _prims.Remove(prim); //If there are no more geometries in the sub-space, we don't need it in the main space anymore //if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0) //{ //if (!(prim.m_targetSpace.Equals(null))) //{ //if (d.GeomIsSpace(prim.m_targetSpace)) //{ //waitForSpaceUnlock(prim.m_targetSpace); //d.SpaceRemove(space, prim.m_targetSpace); // free up memory used by the space. //d.SpaceDestroy(prim.m_targetSpace); //int[] xyspace = calculateSpaceArrayItemFromPos(prim.Position); //resetSpaceArrayItemToZero(xyspace[0], xyspace[1]); //} //else //{ //m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" + //((OdePrim) prim).m_targetSpace.ToString()); //} //} //} } ode.dunlock(world); } } /// /// Takes a space pointer and zeros out the array we're using to hold the spaces /// /// public void resetSpaceArrayItemToZero(IntPtr space) { for (int x = 0; x < staticPrimspace.GetLength(0); x++) { for (int y = 0; y < staticPrimspace.GetLength(1); y++) { if (staticPrimspace[x, y] == space) staticPrimspace[x, y] = IntPtr.Zero; } } } public void resetSpaceArrayItemToZero(int arrayitemX, int arrayitemY) { staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero; } /// /// Called when a static prim moves. Allocates a space for the prim based on it's position /// /// the pointer to the geom that moved /// the position that the geom moved to /// a pointer to the space it was in before it was moved. /// a pointer to the new space it's in public IntPtr recalculateSpaceForGeom(IntPtr geom, PhysicsVector pos, IntPtr currentspace) { // 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) // All physical prim end up in the root space System.Threading.Thread.Sleep(20); if (currentspace != space) { if (d.SpaceQuery(currentspace, geom) && currentspace != (IntPtr) 0) { if (d.GeomIsSpace(currentspace)) { waitForSpaceUnlock(currentspace); d.SpaceRemove(currentspace, geom); } else { m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + currentspace.ToString() + " Geom:" + geom.ToString()); } } else { IntPtr sGeomIsIn = d.GeomGetSpace(geom); if (!(sGeomIsIn.Equals(null))) { if (sGeomIsIn != (IntPtr) 0) { if (d.GeomIsSpace(currentspace)) { waitForSpaceUnlock(sGeomIsIn); d.SpaceRemove(sGeomIsIn, geom); } else { m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + sGeomIsIn.ToString() + " Geom:" + geom.ToString()); } } } } //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) { if (currentspace != (IntPtr) 0) { if (d.GeomIsSpace(currentspace)) { waitForSpaceUnlock(currentspace); waitForSpaceUnlock(space); d.SpaceRemove(space, currentspace); // free up memory used by the space. d.SpaceDestroy(currentspace); resetSpaceArrayItemToZero(currentspace); } else { m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + currentspace.ToString() + " Geom:" + geom.ToString()); } } } } else { // this is a physical object that got disabled. ;.; if (currentspace != (IntPtr)0 && geom != (IntPtr)0) { if (d.SpaceQuery(currentspace, geom)) { if (d.GeomIsSpace(currentspace)) { waitForSpaceUnlock(currentspace); d.SpaceRemove(currentspace, geom); } else { m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + currentspace.ToString() + " Geom:" + geom.ToString()); } } else { IntPtr sGeomIsIn = d.GeomGetSpace(geom); if (!(sGeomIsIn.Equals(null))) { if (sGeomIsIn != (IntPtr)0) { if (d.GeomIsSpace(sGeomIsIn)) { waitForSpaceUnlock(sGeomIsIn); d.SpaceRemove(sGeomIsIn, geom); } else { m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + sGeomIsIn.ToString() + " Geom:" + geom.ToString()); } } } } } } // 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[0], iprimspaceArrItem[1]); d.HashSpaceSetLevels(newspace, -4, 66); } return newspace; } /// /// Creates a new space at X Y /// /// /// /// A pointer to the created space public IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY) { // creating a new space for prim and inserting it into main space. staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY] = d.HashSpaceCreate(IntPtr.Zero); waitForSpaceUnlock(space); d.SpaceAdd(space, staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]); return staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]; } /// /// Calculates the space the prim should be in by it's position /// /// /// a pointer to the space. This could be a new space or reused space. public IntPtr calculateSpaceForGeom(PhysicsVector pos) { IntPtr locationbasedspace =IntPtr.Zero; int[] xyspace = calculateSpaceArrayItemFromPos(pos); //m_log.Info("[Physics]: Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString()); locationbasedspace = staticPrimspace[xyspace[0], xyspace[1]]; //locationbasedspace = space; return locationbasedspace; } /// /// Holds the space allocation logic /// /// /// an array item based on the position public int[] calculateSpaceArrayItemFromPos(PhysicsVector pos) { int[] returnint = new int[2]; returnint[0] = (int) (pos.X/metersInSpace); if (returnint[0] > ((int) (259f/metersInSpace))) returnint[0] = ((int) (259f/metersInSpace)); if (returnint[0] < 0) returnint[0] = 0; returnint[1] = (int) (pos.Y/metersInSpace); if (returnint[1] > ((int) (259f/metersInSpace))) returnint[1] = ((int) (259f/metersInSpace)); if (returnint[1] < 0) returnint[1] = 0; 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; OdePrim newPrim; lock (OdeLock) { newPrim = new OdePrim(name, this, pos, siz, rot, mesh, pbs, isphysical, ode); _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"; } m_log.Info("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"; } // m_log.Info("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); // m_log.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; } /// /// Routine to figure out if we need to mesh this prim with our mesher /// /// /// public bool needsMeshing(PrimitiveBaseShape pbs) { if (pbs.ProfileHollow != 0) return true; if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0) return true; if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100)) return true; if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0)) return true; if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight) return true; return false; } public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, PhysicsVector size, Quaternion rotation) //To be removed { return 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; } /// /// Called after our prim properties are set Scale, position etc. /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex /// This assures us that we have no race conditions /// /// public override void AddPhysicsActorTaint(PhysicsActor prim) { if (prim is OdePrim) { OdePrim taintedprim = ((OdePrim) prim); if (!(_taintedPrim.Contains(taintedprim))) _taintedPrim.Add(taintedprim); } } /// /// This is our main simulate loop /// It's thread locked by a Mutex in the scene. /// It holds Collisions, it instructs ODE to step through the physical reactions /// It moves the objects around in memory /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup) /// /// /// public override float Simulate(float timeStep) { float fps = 0; step_time += timeStep; // 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 5 physics frames only step_time = ODE_STEPSIZE; m_physicsiterations = 5; } else { m_physicsiterations = 10; } lock (OdeLock) { // Process 10 frames if the sim is running normal.. // process 5 frames if the sim is running slow try { d.WorldSetQuickStepNumIterations(world, m_physicsiterations); } catch (StackOverflowException) { m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim."); ode.drelease(world); base.TriggerPhysicsBasedRestart(); } int i = 0; // Figure out the Frames Per Second we're going at. //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size fps = (step_time/ODE_STEPSIZE) * 1000; while (step_time > 0.0f) { lock (ode) { if (!ode.lockquery()) { ode.dlock(world); try { foreach (OdeCharacter actor in _characters) { actor.Move(timeStep); } collision_optimized(timeStep); d.WorldQuickStep(world, ODE_STEPSIZE); d.JointGroupEmpty(contactgroup); ode.dunlock(world); } catch (Exception e) { m_log.Error("[PHYSICS]: " + e.Message.ToString() + e.TargetSite.ToString()); ode.dunlock(world); } step_time -= ODE_STEPSIZE; i++; } else { fps = 0; } } } foreach (OdeCharacter actor in _characters) { actor.UpdatePositionAndVelocity(); } if (!ode.lockquery()) { bool processedtaints = false; foreach (OdePrim prim in _taintedPrim) { if (prim.m_taintremove) { RemovePrimThreadLocked(prim); } prim.ProcessTaints(timeStep); processedtaints = true; prim.m_collisionscore = 0; } if (processedtaints) _taintedPrim = new List(); } foreach (OdePrim prim in _activeprims) { prim.m_collisionscore = 0; } if (timeStep < 0.2f) { foreach (OdePrim actor in _activeprims) { if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag)) { actor.UpdatePositionAndVelocity(); } } } } return fps; } public override void GetResults() { } public override bool IsThreaded { // for now we won't be multithreaded get { return (false); } } public float[] ResizeTerrain512NearestNeighbour(float[] heightMap) { float[] returnarr = new float[262144]; float[,] resultarr = new float[m_regionWidth, m_regionHeight]; // Filling out the array into it's multi-dimentional components for (int y = 0; y < m_regionHeight; y++) { for (int x = 0; x < m_regionWidth; x++) { resultarr[y, x] = heightMap[y * m_regionWidth + x]; } } // Resize using Nearest Neighbour // This particular way is quick but it only works on a multiple of the original // The idea behind this method can be described with the following diagrams // second pass and third pass happen in the same loop really.. just separated // them to show what this does. // First Pass // ResultArr: // 1,1,1,1,1,1 // 1,1,1,1,1,1 // 1,1,1,1,1,1 // 1,1,1,1,1,1 // 1,1,1,1,1,1 // 1,1,1,1,1,1 // Second Pass // ResultArr2: // 1,,1,,1,,1,,1,,1, // ,,,,,,,,,, // 1,,1,,1,,1,,1,,1, // ,,,,,,,,,, // 1,,1,,1,,1,,1,,1, // ,,,,,,,,,, // 1,,1,,1,,1,,1,,1, // ,,,,,,,,,, // 1,,1,,1,,1,,1,,1, // ,,,,,,,,,, // 1,,1,,1,,1,,1,,1, // Third pass fills in the blanks // ResultArr2: // 1,1,1,1,1,1,1,1,1,1,1,1 // 1,1,1,1,1,1,1,1,1,1,1,1 // 1,1,1,1,1,1,1,1,1,1,1,1 // 1,1,1,1,1,1,1,1,1,1,1,1 // 1,1,1,1,1,1,1,1,1,1,1,1 // 1,1,1,1,1,1,1,1,1,1,1,1 // 1,1,1,1,1,1,1,1,1,1,1,1 // 1,1,1,1,1,1,1,1,1,1,1,1 // 1,1,1,1,1,1,1,1,1,1,1,1 // 1,1,1,1,1,1,1,1,1,1,1,1 // 1,1,1,1,1,1,1,1,1,1,1,1 // X,Y = . // X+1,y = ^ // X,Y+1 = * // X+1,Y+1 = # // Filling in like this; // .* // ^# // 1st . // 2nd * // 3rd ^ // 4th # // on single loop. float[,] resultarr2 = new float[512, 512]; for (int y = 0; y < m_regionHeight; y++) { for (int x = 0; x < m_regionWidth; x++) { resultarr2[y * 2, x * 2] = resultarr[y, x]; if (y < m_regionHeight) { resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x]; } if (x < m_regionWidth) { resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x]; } if (x < m_regionWidth && y < m_regionHeight) { resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x]; } } } //Flatten out the array int i = 0; for (int y = 0; y < 512; y++) { for (int x = 0; x < 512; x++) { if (resultarr2[y, x] <= 0) returnarr[i] = 0.0000001f; else returnarr[i] = resultarr2[y, x]; i++; } } return returnarr; } public float[] ResizeTerrain512Interpolation(float[] heightMap) { float[] returnarr = new float[262144]; float[,] resultarr = new float[m_regionWidth,m_regionHeight]; // Filling out the array into it's multi-dimentional components for (int y = 0; y < m_regionHeight; y++) { for (int x = 0; x < m_regionWidth; x++) { resultarr[y, x] = heightMap[y*m_regionWidth + x]; } } // Resize using interpolation // This particular way is quick but it only works on a multiple of the original // The idea behind this method can be described with the following diagrams // second pass and third pass happen in the same loop really.. just separated // them to show what this does. // First Pass // ResultArr: // 1,1,1,1,1,1 // 1,1,1,1,1,1 // 1,1,1,1,1,1 // 1,1,1,1,1,1 // 1,1,1,1,1,1 // 1,1,1,1,1,1 // Second Pass // ResultArr2: // 1,,1,,1,,1,,1,,1, // ,,,,,,,,,, // 1,,1,,1,,1,,1,,1, // ,,,,,,,,,, // 1,,1,,1,,1,,1,,1, // ,,,,,,,,,, // 1,,1,,1,,1,,1,,1, // ,,,,,,,,,, // 1,,1,,1,,1,,1,,1, // ,,,,,,,,,, // 1,,1,,1,,1,,1,,1, // Third pass fills in the blanks // ResultArr2: // 1,1,1,1,1,1,1,1,1,1,1,1 // 1,1,1,1,1,1,1,1,1,1,1,1 // 1,1,1,1,1,1,1,1,1,1,1,1 // 1,1,1,1,1,1,1,1,1,1,1,1 // 1,1,1,1,1,1,1,1,1,1,1,1 // 1,1,1,1,1,1,1,1,1,1,1,1 // 1,1,1,1,1,1,1,1,1,1,1,1 // 1,1,1,1,1,1,1,1,1,1,1,1 // 1,1,1,1,1,1,1,1,1,1,1,1 // 1,1,1,1,1,1,1,1,1,1,1,1 // 1,1,1,1,1,1,1,1,1,1,1,1 // X,Y = . // X+1,y = ^ // X,Y+1 = * // X+1,Y+1 = # // Filling in like this; // .* // ^# // 1st . // 2nd * // 3rd ^ // 4th # // on single loop. float[,] resultarr2 = new float[512,512]; for (int y = 0; y < m_regionHeight; y++) { for (int x = 0; x < m_regionWidth; x++) { resultarr2[y*2, x*2] = resultarr[y, x]; if (y < m_regionHeight) { if (y + 1 < m_regionHeight) { if (x + 1 < m_regionWidth) { resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] + resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4); } else { resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x])/2); } } else { resultarr2[(y*2) + 1, x*2] = resultarr[y, x]; } } if (x < m_regionWidth) { if (x + 1 < m_regionWidth) { if (y + 1 < m_regionHeight) { resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] + resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4); } else { resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1])/2); } } else { resultarr2[y*2, (x*2) + 1] = resultarr[y, x]; } } if (x < m_regionWidth && y < m_regionHeight) { if ((x + 1 < m_regionWidth) && (y + 1 < m_regionHeight)) { resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] + resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4); } else { resultarr2[(y*2) + 1, (x*2) + 1] = resultarr[y, x]; } } } } //Flatten out the array int i = 0; for (int y = 0; y < 512; y++) { for (int x = 0; x < 512; x++) { if (resultarr2[y, x] <= 0) returnarr[i] = 0.0000001f; else returnarr[i] = resultarr2[y, x]; i++; } } return returnarr; } 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 _origheightmap = heightMap; const uint heightmapWidth = m_regionWidth + 2; const uint heightmapHeight = m_regionHeight + 2; const uint heightmapWidthSamples = 2*m_regionWidth + 2; const uint heightmapHeightSamples = 2*m_regionHeight + 2; const float scale = 1.0f; const float offset = 0.0f; const float thickness = 0.2f; const int wrap = 0; //Double resolution heightMap = ResizeTerrain512Interpolation(heightMap); for (int x = 0; x < heightmapWidthSamples; x++) { for (int y = 0; y < heightmapHeightSamples; y++) { int xx = Util.Clip(x - 1, 0, 511); int yy = Util.Clip(y - 1, 0, 511); float val = heightMap[yy*512 + xx]; _heightmap[x*heightmapHeightSamples + y] = val; } } lock (OdeLock) { if (!(LandGeom == (IntPtr) 0)) { d.SpaceRemove(space, LandGeom); } IntPtr HeightmapData = d.GeomHeightfieldDataCreate(); d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0, heightmapWidth, heightmapHeight, (int) heightmapWidthSamples, (int) heightmapHeightSamples, scale, offset, thickness, wrap); d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight); 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 override void Dispose() { lock (OdeLock) { foreach (OdePrim prm in _prims) { RemovePrim(prm); } foreach (OdeCharacter act in _characters) { RemoveAvatar(act); } d.WorldDestroy(world); //d.CloseODE(); } } } }