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- /*
- * 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 OpenSimulator 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.
- */
- // Revision 2011/12/13 by Ubit Umarov
- using System;
- using System.Collections.Concurrent;
- using System.Collections.Generic;
- using System.Linq;
- using System.Reflection;
- using System.Runtime.CompilerServices;
- using System.Runtime.InteropServices;
- using System.Threading;
- using log4net;
- using Nini.Config;
- using OpenSim.Framework;
- using OpenSim.Region.Framework.Scenes;
- using OpenSim.Region.PhysicsModules.SharedBase;
- using OpenMetaverse;
- namespace OpenSim.Region.PhysicsModule.ubOde
- {
- // colision flags of things others can colide with
- // rays, sensors, probes removed since can't be colided with
- // The top space where things are placed provided further selection
- // ie physical are in active space nonphysical in static
- // this should be exclusive as possible
- [Flags]
- public enum CollisionCategories : uint
- {
- Disabled = 0,
- //by 'things' types
- Space = 0x01,
- Geom = 0x02, // aka prim/part
- Character = 0x04,
- Land = 0x08,
- Water = 0x010,
- // by state
- Phantom = 0x01000,
- VolumeDtc = 0x02000,
- Selected = 0x04000,
- NoShape = 0x08000,
- All = 0xffffffff
- }
- /// <summary>
- /// Material type for a primitive
- /// </summary>
- public enum Material : int
- {
- /// <summary></summary>
- Stone = 0,
- /// <summary></summary>
- Metal = 1,
- /// <summary></summary>
- Glass = 2,
- /// <summary></summary>
- Wood = 3,
- /// <summary></summary>
- Flesh = 4,
- /// <summary></summary>
- Plastic = 5,
- /// <summary></summary>
- Rubber = 6,
- light = 7 // compatibility with old viewers
- }
- public enum changes : int
- {
- Add = 0, // arg null. finishs the prim creation. should be used internally only ( to remove later ?)
- Remove,
- Link, // arg AuroraODEPrim new parent prim or null to delink. Makes the prim part of a object with prim parent as root
- // or removes from a object if arg is null
- DeLink,
- Position, // arg Vector3 new position in world coords. Changes prim position. Prim must know if it is root or child
- Orientation, // arg Quaternion new orientation in world coords. Changes prim orientation. Prim must know it it is root or child
- PosOffset, // not in use
- // arg Vector3 new position in local coords. Changes prim position in object
- OriOffset, // not in use
- // arg Vector3 new orientation in local coords. Changes prim orientation in object
- Velocity,
- TargetVelocity,
- AngVelocity,
- Acceleration,
- Force,
- Torque,
- Momentum,
- AddForce,
- AddAngForce,
- AngLock,
- Buoyancy,
- PIDTarget,
- PIDTau,
- PIDActive,
- PIDHoverHeight,
- PIDHoverType,
- PIDHoverTau,
- PIDHoverActive,
- Size,
- AvatarSize,
- Shape,
- PhysRepData,
- AddPhysRep,
- VolumeDtc,
- Physical,
- Phantom,
- Selected,
- disabled,
- building,
- VehicleType,
- VehicleFloatParam,
- VehicleVectorParam,
- VehicleRotationParam,
- VehicleFlags,
- SetVehicle,
- SetInertia,
- Null //keep this last used do dim the methods array. does nothing but pulsing the prim
- }
- public readonly struct ODEchangeitem
- {
- public readonly PhysicsActor actor;
- public readonly changes what;
- public readonly Object arg;
- public ODEchangeitem(PhysicsActor _actor, changes _what, Object _arg)
- {
- actor = _actor;
- what = _what;
- arg = _arg;
- }
- }
- public partial class ODEScene : PhysicsScene
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- public Scene m_frameWorkScene = null;
- //private int threadid = 0;
- const UBOdeNative.ContactFlags commomContactFlags = UBOdeNative.ContactFlags.Bounce | UBOdeNative.ContactFlags.Approx1;
- const float commomContactERP = 0.75f;
- const float commonContactCFM = 0.0001f;
- const float commomContactSLIP = 0f;
- readonly float TerrainBounce = 0.001f;
- readonly float TerrainFriction = 0.3f;
- public float AvatarFriction = 0;// 0.9f * 0.5f;
- // this netx dimensions are only relevant for terrain partition (mega regions)
- // WorldExtents below has the simulation dimensions
- // they should be identical except on mega regions
- private int m_regionWidth = (int)Constants.RegionSize;
- private int m_regionHeight = (int)Constants.RegionSize;
- private int m_heightmapWidthSamples = (int)Constants.RegionSize + 3;
- private int m_heightmapHeightSamples = (int)Constants.RegionSize + 3;
- public float ODE_STEPSIZE = 0.020f;
- public float HalfOdeStep = 0.01f;
- public int odetimestepMS = 20; // rounded
- private float m_timeDilation = 1.0f;
- private double m_lastframe;
- private double m_lastMeshExpire;
- public float gravityx = 0f;
- public float gravityy = 0f;
- public float gravityz = -9.8f;
- public float WaterLevel = 0f;
- private int framecount = 0;
- private float avDensity = 80f;
- private float avMovementDivisorWalk = 1.3f;
- private float avMovementDivisorRun = 0.8f;
- private float minimumGroundFlightOffset = 3f;
- public float maximumMassObject = 10000.01f;
- public float geomDefaultDensity = 10.0f;
- public float maximumAngularVelocity = 12.0f; // default 12rad/s
- public float maxAngVelocitySQ = 144f; // squared value
- public float bodyPIDD = 35f;
- public float bodyPIDG = 25;
- public int bodyFramesAutoDisable = 10;
- private UBOdeNative.NearCallback NearCallback;
- private readonly Dictionary<uint, OdePrim> _prims = new();
- private readonly HashSet<OdeCharacter> _characters = new();
- private readonly HashSet<OdePrim> _activeprims = new();
- private readonly HashSet<OdePrim> _activegroups = new();
- public List<OdeCharacter> _charactersList;
- public readonly ConcurrentQueue<ODEchangeitem> ChangesQueue = new();
- /// <summary>
- /// A list of actors that should receive collision events.
- /// </summary>
- private readonly Dictionary<uint, PhysicsActor> _collisionEventPrim = new();
- private readonly List<PhysicsActor> _collisionEventPrimRemove = new();
- private readonly List<OdeCharacter> _badCharacter = new();
- public readonly Dictionary<IntPtr, PhysicsActor> actor_name_map = new();
- private readonly float contactsurfacelayer = 0.002f;
- private readonly int contactsPerCollision = 80;
- internal IntPtr ContactgeomsArray = IntPtr.Zero;
- internal UBOdeNative.ContactGeom[] m_contacts;
- internal GCHandle m_contactsHandler;
- private IntPtr GlobalContactsArray;
- private UBOdeNative.Contact contactSharedForJoints = new();
- const int maxContactJoints = 6000;
- private volatile int ContactJointCount = 0;
- private IntPtr JointContactGroup;
- public readonly ContactData[] m_materialContactsData = new ContactData[8];
- public IntPtr TerrainGeom;
- private float[] m_terrainHeights;
- private GCHandle m_terrainHeightsHandler = new();
- private IntPtr HeightmapData;
- private int m_lastRegionWidth;
- private int m_lastRegionHeight;
- private readonly int m_physicsiterations = 15;
- private const 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;
- // split the spaces acording to contents type
- // ActiveSpace contains characters and active prims
- // StaticSpace contains land and other that is mostly static in enviroment
- // this can contain subspaces, like the grid in staticspace
- // as now space only contains this 2 top spaces
- public IntPtr TopSpace; // the global space
- public IntPtr ActiveSpace; // space for active prims
- public IntPtr StaticSpace; // space for the static things around
- public readonly object OdeLock = new();
- public static readonly object SimulationLock = new();
- public IMesher mesher;
- public IConfigSource m_config;
- public Vector2 WorldExtents = new((int)Constants.RegionSize, (int)Constants.RegionSize);
- private ODERayCastRequestManager m_rayCastManager;
- public ODEMeshWorker m_meshWorker;
- /* maybe needed if ode uses tls
- private void checkThread()
- {
- int th = Thread.CurrentThread.ManagedThreadId;
- if(th != threadid)
- {
- threadid = th;
- d.AllocateODEDataForThread(~0U);
- }
- }
- */
- IConfig physicsconfig = null;
- public ODEScene(Scene pscene, IConfigSource psourceconfig, string pname, string pversion)
- {
- EngineType = pname;
- PhysicsSceneName = EngineType + "/" + pscene.RegionInfo.RegionName;
- EngineName = pname + " " + pversion;
- m_config = psourceconfig;
- m_frameWorkScene = pscene;
- m_frameWorkScene.RegisterModuleInterface<PhysicsScene>(this);
- Initialization();
- }
- public void RegionLoaded()
- {
- mesher = m_frameWorkScene.RequestModuleInterface<IMesher>();
- if (mesher == null)
- {
- m_log.ErrorFormat("[ubOde] No mesher. module disabled");
- return;
- }
- m_meshWorker = new ODEMeshWorker(this, m_log, mesher, physicsconfig);
- m_frameWorkScene.PhysicsEnabled = true;
- }
- /// <summary>
- /// Initiailizes the scene
- /// Sets many properties that ODE requires to be stable
- /// These settings need to be tweaked 'exactly' right or weird stuff happens.
- /// </summary>
- private void Initialization()
- {
- UBOdeNative.AllocateODEDataForThread(~0U);
- NearCallback = DefaultNearCallback;
- _charactersList = new List<OdeCharacter>(m_frameWorkScene.RegionInfo.AgentCapacity);
- WorldExtents.X = m_frameWorkScene.RegionInfo.RegionSizeX;
- m_regionWidth = (int)WorldExtents.X;
- WorldExtents.Y = m_frameWorkScene.RegionInfo.RegionSizeY;
- m_regionHeight = (int)WorldExtents.Y;
- lock (OdeLock)
- {
- // Create the world and the first space
- try
- {
- world = UBOdeNative.WorldCreate();
- TopSpace = UBOdeNative.SimpleSpaceCreate(IntPtr.Zero);
- ActiveSpace = UBOdeNative.SimpleSpaceCreate(TopSpace);
- float sx = m_regionWidth + 16;
- float sy = m_regionHeight + 16;
- UBOdeNative.Vector3 px = new(sx * 0.5f, sy * 0.5f, 0);
- if (sx < sy)
- sx = sy;
- int dp = Util.intLog2((uint)sx);
- if(dp > 8)
- dp = 8;
- else if(dp < 4)
- dp = 4;
- StaticSpace = UBOdeNative.QuadTreeSpaceCreate(TopSpace, ref px, ref px, dp);
- }
- catch
- {
- }
- // move to high level
- UBOdeNative.SpaceSetSublevel(ActiveSpace, 1);
- UBOdeNative.SpaceSetSublevel(StaticSpace, 1);
- UBOdeNative.GeomSetCategoryBits(ActiveSpace, (uint)(CollisionCategories.Space |
- CollisionCategories.Geom |
- CollisionCategories.Character |
- CollisionCategories.Phantom |
- CollisionCategories.VolumeDtc
- ));
- UBOdeNative.GeomSetCollideBits(ActiveSpace, (uint)(CollisionCategories.Space |
- CollisionCategories.Geom |
- CollisionCategories.Character |
- CollisionCategories.Phantom |
- CollisionCategories.VolumeDtc
- ));
- UBOdeNative.GeomSetCategoryBits(StaticSpace, (uint)(CollisionCategories.Space |
- CollisionCategories.Geom |
- //CollisionCategories.Land |
- //CollisionCategories.Water |
- CollisionCategories.Phantom |
- CollisionCategories.VolumeDtc
- ));
- UBOdeNative.GeomSetCollideBits(StaticSpace, 0);
- JointContactGroup = UBOdeNative.JointGroupCreate(maxContactJoints + 1);
- //contactgroup
- UBOdeNative.WorldSetAutoDisableFlag(world, false);
- }
- //checkThread();
- // Defaults
- int contactsPerCollision = 80;
- physicsconfig = null;
- if (m_config != null)
- {
- physicsconfig = m_config.Configs["ODEPhysicsSettings"];
- if (physicsconfig != null)
- {
- gravityx = physicsconfig.GetFloat("world_gravityx", gravityx);
- gravityy = physicsconfig.GetFloat("world_gravityy", gravityy);
- gravityz = physicsconfig.GetFloat("world_gravityz", gravityz);
- //contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", contactsurfacelayer);
- ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", ODE_STEPSIZE);
- avDensity = physicsconfig.GetFloat("av_density", avDensity);
- avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", avMovementDivisorWalk);
- avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", avMovementDivisorRun);
- contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", contactsPerCollision);
- geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", geomDefaultDensity);
- // bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", bodyFramesAutoDisable);
- minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", minimumGroundFlightOffset);
- maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", maximumMassObject);
- avDensity *= 3f / 80f; // scale other engines density option to this
- }
- }
- float heartbeat = 1/m_frameWorkScene.FrameTime;
- maximumAngularVelocity = 0.49f * heartbeat *(float)Math.PI;
- maxAngVelocitySQ = maximumAngularVelocity * maximumAngularVelocity;
- UBOdeNative.WorldSetCFM(world, commonContactCFM);
- UBOdeNative.WorldSetERP(world, commomContactERP);
- UBOdeNative.WorldSetGravity(world, gravityx, gravityy, gravityz);
- UBOdeNative.WorldSetLinearDamping(world, 0.001f);
- UBOdeNative.WorldSetAngularDamping(world, 0.002f);
- UBOdeNative.WorldSetAngularDampingThreshold(world, 0f);
- UBOdeNative.WorldSetLinearDampingThreshold(world, 0f);
- UBOdeNative.WorldSetMaxAngularSpeed(world, maximumAngularVelocity);
- UBOdeNative.WorldSetQuickStepNumIterations(world, m_physicsiterations);
- UBOdeNative.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
- UBOdeNative.WorldSetContactMaxCorrectingVel(world, 60.0f);
- HalfOdeStep = ODE_STEPSIZE * 0.5f;
- odetimestepMS = (int)(1000.0f * ODE_STEPSIZE + 0.5f);
- m_contacts = new UBOdeNative.ContactGeom[contactsPerCollision];
- m_contactsHandler = GCHandle.Alloc(m_contacts, GCHandleType.Pinned);
- ContactgeomsArray = m_contactsHandler.AddrOfPinnedObject();
- GlobalContactsArray = Marshal.AllocHGlobal((maxContactJoints + 100) * UBOdeNative.SizeOfContact);
- contactSharedForJoints.geom.g1 = IntPtr.Zero;
- contactSharedForJoints.geom.g2 = IntPtr.Zero;
- contactSharedForJoints.geom.side1 = -1;
- contactSharedForJoints.geom.side2 = -1;
- contactSharedForJoints.surface.mode = commomContactFlags;
- contactSharedForJoints.surface.mu = 0;
- contactSharedForJoints.surface.bounce = 0;
- contactSharedForJoints.surface.bounce_vel = 1.5f;
- contactSharedForJoints.surface.soft_cfm = commonContactCFM;
- contactSharedForJoints.surface.soft_erp = commomContactERP;
- contactSharedForJoints.surface.slip1 = commomContactSLIP;
- contactSharedForJoints.surface.slip2 = commomContactSLIP;
- m_materialContactsData[(int)Material.Stone].mu = 0.8f;
- m_materialContactsData[(int)Material.Stone].bounce = 0.4f;
- m_materialContactsData[(int)Material.Metal].mu = 0.3f;
- m_materialContactsData[(int)Material.Metal].bounce = 0.4f;
- m_materialContactsData[(int)Material.Glass].mu = 0.2f;
- m_materialContactsData[(int)Material.Glass].bounce = 0.7f;
- m_materialContactsData[(int)Material.Wood].mu = 0.6f;
- m_materialContactsData[(int)Material.Wood].bounce = 0.5f;
- m_materialContactsData[(int)Material.Flesh].mu = 0.9f;
- m_materialContactsData[(int)Material.Flesh].bounce = 0.3f;
- m_materialContactsData[(int)Material.Plastic].mu = 0.4f;
- m_materialContactsData[(int)Material.Plastic].bounce = 0.7f;
- m_materialContactsData[(int)Material.Rubber].mu = 0.9f;
- m_materialContactsData[(int)Material.Rubber].bounce = 0.95f;
- m_materialContactsData[(int)Material.light].mu = 0.0f;
- m_materialContactsData[(int)Material.light].bounce = 0.0f;
- m_lastframe = Util.GetTimeStamp();
- m_lastMeshExpire = m_lastframe;
- step_time = -1;
- m_rayCastManager = new ODERayCastRequestManager(this);
- base.Initialise(m_frameWorkScene.PhysicsRequestAsset,
- (m_frameWorkScene.Heightmap != null ? m_frameWorkScene.Heightmap.GetFloatsSerialised() : new float[m_frameWorkScene.RegionInfo.RegionSizeX * m_frameWorkScene.RegionInfo.RegionSizeY]),
- (float)m_frameWorkScene.RegionInfo.RegionSettings.WaterHeight);
- }
- /*
- internal void waitForSpaceUnlock(IntPtr space)
- {
- //if (space != IntPtr.Zero)
- //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
- }
- */
- #region Collision Detection
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- private IntPtr CreateContacJoint(ref UBOdeNative.ContactGeom contactGeom, bool smooth)
- {
- if (ContactJointCount >= maxContactJoints)
- return IntPtr.Zero;
- ContactJointCount++;
- contactSharedForJoints.geom.depth = smooth ? contactGeom.depth * 0.05f : contactGeom.depth;
- contactSharedForJoints.geom.pos = contactGeom.pos;
- contactSharedForJoints.geom.normal = contactGeom.normal;
- IntPtr contact = new(GlobalContactsArray.ToInt64() + (Int64)(ContactJointCount * UBOdeNative.SizeOfContact));
- Marshal.StructureToPtr(contactSharedForJoints, contact, false);
- return UBOdeNative.JointCreateContactPtr(world, JointContactGroup, contact);
- }
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- private IntPtr CreateCharContacJoint()
- {
- ContactJointCount++;
- IntPtr contact = new(GlobalContactsArray.ToInt64() + (Int64)(ContactJointCount * UBOdeNative.SizeOfContact));
- Marshal.StructureToPtr(contactSharedForJoints, contact, false);
- return UBOdeNative.JointCreateContactPtr(world, JointContactGroup, contact);
- }
- UBOdeNative.ContactGeom altWorkContact = new();
- /// <summary>
- /// This is our near callback. A geometry is near a body
- /// </summary>
- /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
- /// <param name="g1">a geometry or space</param>
- /// <param name="g2">another geometry or space</param>
- ///
- private void DefaultNearCallback(IntPtr space, IntPtr g1, IntPtr g2)
- {
- // no lock here! It's invoked from within Simulate(), which is thread-locked
- if (ContactJointCount >= maxContactJoints)
- return;
- // Test if we're colliding a geom with a space.
- // If so we have to drill down into the space recursively
- if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
- return;
- if (UBOdeNative.GeomIsSpace(g1) || UBOdeNative.GeomIsSpace(g2))
- {
- // We'll be calling near recursivly if one
- // of them is a space to find all of the
- // contact points in the space
- try
- {
- UBOdeNative.SpaceCollide2(g1, g2, IntPtr.Zero, DefaultNearCallback);
- }
- catch (AccessViolationException)
- {
- m_log.Warn("[PHYSICS]: Unable to collide test a space");
- }
- return;
- }
- if (g1 == g2)
- return; // Can't collide with yourself
- // Figure out how many contact points we have
- int count = 0;
- try
- {
- if (UBOdeNative.GeomGetCategoryBits(g1) == (uint)CollisionCategories.VolumeDtc ||
- UBOdeNative.GeomGetCategoryBits(g2) == (uint)CollisionCategories.VolumeDtc)
- {
- int cflags = unchecked((int)(1 | UBOdeNative.CONTACTS_UNIMPORTANT));
- count = UBOdeNative.CollidePtr(g1, g2, cflags, ContactgeomsArray, UBOdeNative.SizeOfContactGeom);
- }
- else
- count = UBOdeNative.CollidePtr(g1, g2, contactsPerCollision, ContactgeomsArray, UBOdeNative.SizeOfContactGeom);
- }
- 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 (Exception e)
- {
- m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
- return;
- }
- // contacts done
- if (count == 0)
- return;
- // try get physical actors
- if (!actor_name_map.TryGetValue(g1, out PhysicsActor p1))
- {
- m_log.WarnFormat("[PHYSICS]: failed actor mapping for geom 1");
- return;
- }
- if (!actor_name_map.TryGetValue(g2, out PhysicsActor p2))
- {
- m_log.WarnFormat("[PHYSICS]: failed actor mapping for geom 2");
- return;
- }
- // do volume detection case
- if ((p1.IsVolumeDtc || p2.IsVolumeDtc))
- {
- ref UBOdeNative.ContactGeom curctc0 = ref m_contacts[0];
- ContactPoint volDepthContact = new(
- new Vector3(curctc0.pos.X, curctc0.pos.Y, curctc0.pos.Z),
- new Vector3(curctc0.normal.X, curctc0.normal.Y, curctc0.normal.Z),
- curctc0.depth, false
- );
- Collision_accounting_events(p1, p2, ref volDepthContact);
- return;
- }
- // big messy collision analises
- float mu = 0;
- float bounce = 0;
- //bool IgnoreNegSides = false;
- ContactData contactdata1 = new(0, 0, false);
- ContactData contactdata2 = new(0, 0, false);
- bool dop1ava = false;
- bool dop2ava = false;
- bool ignore = false;
- bool smoothMesh = false;
- switch (p1.PhysicsActorType)
- {
- case (int)ActorTypes.Agent:
- {
- dop1ava = true;
- switch (p2.PhysicsActorType)
- {
- case (int)ActorTypes.Agent:
- case (int)ActorTypes.Prim:
- break;
- default:
- ignore = true; // avatar to terrain and water ignored
- break;
- }
- break;
- }
- case (int)ActorTypes.Prim:
- {
- switch (p2.PhysicsActorType)
- {
- case (int)ActorTypes.Agent:
- dop2ava = true;
- break;
- case (int)ActorTypes.Prim:
- //Vector3 relV = p1.rootVelocity - p2.rootVelocity;
- //float relVlenSQ = relV.LengthSquared();
- //if (relVlenSQ > 0.0001f)
- {
- p1.CollidingObj = true;
- p2.CollidingObj = true;
- }
- p1.getContactData(ref contactdata1);
- p2.getContactData(ref contactdata2);
- bounce = contactdata1.bounce * contactdata2.bounce;
- mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
- //if (relVlenSQ > 0.01f)
- // mu *= frictionMovementMult;
- if (UBOdeNative.GeomGetClass(g2) == UBOdeNative.GeomClassID.TriMeshClass &&
- UBOdeNative.GeomGetClass(g1) == UBOdeNative.GeomClassID.TriMeshClass)
- smoothMesh = true;
- break;
- case (int)ActorTypes.Ground:
- p1.getContactData(ref contactdata1);
- bounce = contactdata1.bounce * TerrainBounce;
- mu = (float)Math.Sqrt(contactdata1.mu * TerrainFriction);
- //Vector3 v1 = p1.rootVelocity;
- //if (Math.Abs(v1.X) > 0.1f || Math.Abs(v1.Y) > 0.1f)
- // mu *= frictionMovementMult;
- p1.CollidingGround = true;
- if (UBOdeNative.GeomGetClass(g1) == UBOdeNative.GeomClassID.TriMeshClass)
- smoothMesh = true;
- break;
- case (int)ActorTypes.Water:
- default:
- ignore = true;
- break;
- }
- }
- break;
- case (int)ActorTypes.Ground:
- if (p2.PhysicsActorType == (int)ActorTypes.Prim)
- {
- p2.CollidingGround = true;
- p2.getContactData(ref contactdata2);
- bounce = contactdata2.bounce * TerrainBounce;
- mu = (float)Math.Sqrt(contactdata2.mu * TerrainFriction);
- //if (curContact.side1 > 0) // should be 2 ?
- // IgnoreNegSides = true;
- //Vector3 v2 = p2.rootVelocity;
- //if (Math.Abs(v2.X) > 0.1f || Math.Abs(v2.Y) > 0.1f)
- // mu *= frictionMovementMult;
- if (UBOdeNative.GeomGetClass(g2) == UBOdeNative.GeomClassID.TriMeshClass)
- smoothMesh = true;
- }
- else
- ignore = true;
- break;
- case (int)ActorTypes.Water:
- default:
- break;
- }
- if (ignore)
- return;
- IntPtr Joint;
- bool FeetCollision = false;
- int ncontacts = 0;
- ContactPoint maxDepthContact = new();
- float minDepth = float.MaxValue;
- float maxDepth = float.MinValue;
- contactSharedForJoints.surface.mu = mu;
- contactSharedForJoints.surface.bounce = bounce;
- bool useAltcontact;
- bool noskip;
- if (dop1ava || dop2ava)
- smoothMesh = false;
- IntPtr b1 = UBOdeNative.GeomGetBody(g1);
- IntPtr b2 = UBOdeNative.GeomGetBody(g2);
- for (int i = 0; i < count; ++i)
- {
- ref UBOdeNative.ContactGeom curctc = ref m_contacts[i];
- noskip = true;
- useAltcontact = false;
- if (dop1ava)
- {
- if ((((OdeCharacter)p1).Collide(g2, false, ref curctc, ref altWorkContact, ref useAltcontact, ref FeetCollision)))
- {
- if (p2.PhysicsActorType == (int)ActorTypes.Agent)
- {
- p1.CollidingObj = true;
- p2.CollidingObj = true;
- }
- else if (p2.rootVelocity.LengthSquared() > 0.0f)
- p2.CollidingObj = true;
- }
- else
- noskip = false;
- }
- else if (dop2ava)
- {
- if ((((OdeCharacter)p2).Collide(g1, true, ref curctc, ref altWorkContact, ref useAltcontact, ref FeetCollision)))
- {
- if (p1.PhysicsActorType == (int)ActorTypes.Agent)
- {
- p1.CollidingObj = true;
- p2.CollidingObj = true;
- }
- else if (p1.rootVelocity.LengthSquared() > 0.0f)
- p1.CollidingObj = true;
- }
- else
- noskip = false;
- }
- if (noskip)
- {
- Joint = useAltcontact ?
- CreateContacJoint(ref altWorkContact, smoothMesh) :
- CreateContacJoint(ref curctc, smoothMesh);
- if (Joint == IntPtr.Zero)
- break;
- UBOdeNative.JointAttach(Joint, b1, b2);
- ncontacts++;
- if (curctc.depth > maxDepth)
- {
- maxDepth = curctc.depth;
- maxDepthContact.PenetrationDepth = maxDepth;
- maxDepthContact.Position = Unsafe.As<UBOdeNative.Vector3, Vector3>(ref curctc.pos);
- maxDepthContact.CharacterFeet = FeetCollision;
- }
- if (curctc.depth < minDepth)
- {
- minDepth = curctc.depth;
- maxDepthContact.SurfaceNormal = Unsafe.As<UBOdeNative.Vector3, Vector3>(ref curctc.normal);
- }
- }
- }
- if (ncontacts > 0)
- {
- Collision_accounting_events(p1, p2, ref maxDepthContact);
- }
- }
- private void CharPrimNearCallback(IntPtr space, IntPtr g1, IntPtr g2)
- {
- // no lock here! It's invoked from within Simulate(), which is thread-locked
- if (ContactJointCount >= maxContactJoints)
- return;
- // Test if we're colliding a geom with a space.
- // If so we have to drill down into the space recursively
- if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
- return;
- //if (SafeNativeMethods.GeomIsSpace(g1) || SafeNativeMethods.GeomIsSpace(g2))
- if (UBOdeNative.GeomIsSpace(g2))
- {
- // We'll be calling near recursivly if one
- // of them is a space to find all of the
- // contact points in the space
- try
- {
- UBOdeNative.SpaceCollide2(g1, g2, IntPtr.Zero, CharPrimNearCallback);
- }
- catch (AccessViolationException)
- {
- m_log.Warn("[PHYSICS]: Unable to collide test a space");
- }
- return;
- }
- // Figure out how many contact points we have
- int count = 0;
- try
- {
- if (UBOdeNative.GeomGetCategoryBits(g2) == (uint)CollisionCategories.VolumeDtc)
- {
- int cflags = unchecked((int)(1 | UBOdeNative.CONTACTS_UNIMPORTANT));
- count = UBOdeNative.CollidePtr(g1, g2, cflags, ContactgeomsArray, UBOdeNative.SizeOfContactGeom);
- }
- else
- count = UBOdeNative.CollidePtr(g1, g2, contactsPerCollision, ContactgeomsArray, UBOdeNative.SizeOfContactGeom);
- }
- 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 (Exception e)
- {
- m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
- return;
- }
- // contacts done
- if (count == 0)
- return;
- // try get physical actors
- if (!actor_name_map.TryGetValue(g1, out PhysicsActor p1))
- {
- m_log.WarnFormat("[PHYSICS]: failed actor mapping for geom 1");
- return;
- }
- if (!actor_name_map.TryGetValue(g2, out PhysicsActor p2))
- {
- m_log.WarnFormat("[PHYSICS]: failed actor mapping for geom 2");
- return;
- }
- // do volume detection case
- if (p2.IsVolumeDtc)
- {
- ref UBOdeNative.ContactGeom curctc0 = ref m_contacts[0];
- ContactPoint volDepthContact = new(
- new Vector3(curctc0.pos.X, curctc0.pos.Y, curctc0.pos.Z),
- new Vector3(curctc0.normal.X, curctc0.normal.Y, curctc0.normal.Z),
- curctc0.depth, false
- );
- Collision_accounting_events(p1, p2, ref volDepthContact);
- return;
- }
- if(p2.PhysicsActorType != (int)ActorTypes.Prim)
- return;
- IntPtr Joint;
- bool FeetCollision = false;
- int ncontacts = 0;
- ContactPoint accountContact = new();
- float minDepth = float.MaxValue;
- float maxDepth = float.MinValue;
- contactSharedForJoints.surface.mu = 0;
- contactSharedForJoints.surface.bounce = 0;
- bool useAltcontact;
- IntPtr b1 = UBOdeNative.GeomGetBody(g1);
- IntPtr b2 = UBOdeNative.GeomGetBody(g2);
- for (int i = 0; i < count; ++i)
- {
- ref UBOdeNative.ContactGeom curctc = ref m_contacts[i];
- useAltcontact = false;
-
- if ((((OdeCharacter)p1).Collide(g2, false, ref curctc, ref altWorkContact, ref useAltcontact, ref FeetCollision)))
- {
- if(p2.rootVelocity.LengthSquared() > 0.0f)
- p2.CollidingObj = true;
-
- Joint = useAltcontact ?
- CreateContacJoint(ref altWorkContact, false) :
- CreateContacJoint(ref curctc, false);
- if (Joint == IntPtr.Zero)
- break;
- UBOdeNative.JointAttach(Joint, b1, b2);
- ncontacts++;
- if (curctc.depth > maxDepth)
- {
- maxDepth = curctc.depth;
- accountContact.PenetrationDepth = maxDepth;
- accountContact.Position = Unsafe.As<UBOdeNative.Vector3, Vector3>(ref curctc.pos);
- accountContact.CharacterFeet = FeetCollision;
- }
- if (curctc.depth < minDepth)
- {
- minDepth = curctc.depth;
- accountContact.SurfaceNormal = Unsafe.As<UBOdeNative.Vector3, Vector3>(ref curctc.normal);
- }
- }
- }
- if (ncontacts > 0)
- {
- Collision_accounting_events(p1, p2, ref accountContact);
- }
- }
- private static void Collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ref ContactPoint contact)
- {
- // update actors collision score
- if (p1.CollisionScore < float.MaxValue)
- p1.CollisionScore += 1.0f;
- if (p2.CollisionScore < float.MaxValue)
- p2.CollisionScore += 1.0f;
- bool p1events = p1.SubscribedEvents();
- bool p2events = p2.SubscribedEvents();
- if (p1.IsVolumeDtc)
- p2events = false;
- if (p2.IsVolumeDtc)
- p1events = false;
- if (!p2events && !p1events)
- return;
- Vector3 vel = Vector3.Zero;
- if (p2.IsPhysical)
- vel = p2.rootVelocity;
- if (p1.IsPhysical)
- vel -= p1.rootVelocity;
- contact.RelativeSpeed = Vector3.Dot(vel, contact.SurfaceNormal);
- uint obj2LocalID;
- switch ((ActorTypes)p1.PhysicsActorType)
- {
- case ActorTypes.Agent:
- case ActorTypes.Prim:
- {
- switch ((ActorTypes)p2.PhysicsActorType)
- {
- case ActorTypes.Agent:
- case ActorTypes.Prim:
- if (p2events)
- {
- //AddCollisionEventReporting(p2);
- p2.AddCollisionEvent(p1.ParentActor.m_baseLocalID, contact);
- }
- else if(p1.IsVolumeDtc)
- p2.AddVDTCCollisionEvent(p1.ParentActor.m_baseLocalID, contact);
- obj2LocalID = p2.ParentActor.m_baseLocalID;
- break;
- case ActorTypes.Ground:
- case ActorTypes.Unknown:
- default:
- obj2LocalID = 0;
- break;
- }
- if (p1events)
- {
- contact.SurfaceNormal = -contact.SurfaceNormal;
- contact.RelativeSpeed = -contact.RelativeSpeed;
- //AddCollisionEventReporting(p1);
- p1.AddCollisionEvent(obj2LocalID, contact);
- }
- else if(p2.IsVolumeDtc)
- {
- contact.SurfaceNormal = -contact.SurfaceNormal;
- contact.RelativeSpeed = -contact.RelativeSpeed;
- //AddCollisionEventReporting(p1);
- p1.AddVDTCCollisionEvent(obj2LocalID, contact);
- }
- break;
- }
- case ActorTypes.Ground:
- case ActorTypes.Unknown:
- default:
- {
- if (p2events && !p2.IsVolumeDtc)
- {
- //AddCollisionEventReporting(p2);
- p2.AddCollisionEvent(0, contact);
- }
- break;
- }
- }
- }
- /// <summary>
- /// This is our collision testing routine in ODE
- /// </summary>
- /// <param name="timeStep"></param>
- private void collision_optimized()
- {
- lock (_characters)
- {
- if (_charactersList.Count > 0)
- {
- try
- {
- Span<OdeCharacter> charsSpan = CollectionsMarshal.AsSpan(_charactersList);
- if (charsSpan.Length == 1)
- {
- OdeCharacter chr = charsSpan[0];
- if (chr.Colliderfilter < -1)
- chr.Colliderfilter = -1;
- else
- {
- chr.IsColliding = false;
- chr.CollidingObj = false;
- UBOdeNative.SpaceCollide2(chr.collider, StaticSpace, IntPtr.Zero, CharPrimNearCallback);
- UBOdeNative.SpaceCollide2(chr.collider, ActiveSpace, IntPtr.Zero, CharPrimNearCallback);
- }
- }
- else
- {
- for (int i = 0; i < charsSpan.Length; ++i)
- {
- OdeCharacter chr = charsSpan[i];
- if (chr.Colliderfilter < -1)
- chr.Colliderfilter = -1;
- else
- {
- chr.IsColliding = false;
- chr.CollidingObj = false;
- // do colisions with static space
- UBOdeNative.SpaceCollide2(chr.collider, StaticSpace, IntPtr.Zero, CharPrimNearCallback);
- UBOdeNative.SpaceCollide2(chr.collider, ActiveSpace, IntPtr.Zero, CharPrimNearCallback);
- float mx = chr._AABB2D.minx;
- float Mx = chr._AABB2D.maxx;
- float my = chr._AABB2D.miny;
- float My = chr._AABB2D.maxy;
- for (int j = i + 1 ; j < charsSpan.Length; ++j)
- {
- OdeCharacter chr2 = charsSpan[j];
- if (chr2.Colliderfilter < -1)
- continue;
- if(Mx < chr2._AABB2D.minx ||
- mx > chr2._AABB2D.maxx ||
- My < chr2._AABB2D.miny ||
- my > chr2._AABB2D.maxy)
- continue;
-
- CollideCharChar(chr, chr2);
- }
- }
- }
- }
- // chars with chars
- //SafeNativeMethods.SpaceCollide(CharsSpace, IntPtr.Zero, nearCallback);
- }
- catch (AccessViolationException)
- {
- m_log.Warn("[PHYSICS]: Unable to collide Character to static space");
- }
- }
- }
- if(_activeprims.Count > 0)
- {
- lock (_activeprims)
- {
- foreach (OdePrim aprim in _activeprims)
- {
- aprim.CollisionScore = 0;
- aprim.IsColliding = false;
- if(!aprim.m_outbounds && UBOdeNative.BodyIsEnabled(aprim.Body))
- aprim.clearSleeperCollisions();
- }
- }
- lock (_activegroups)
- {
- try
- {
- foreach (OdePrim aprim in _activegroups)
- {
- if(!aprim.m_outbounds && UBOdeNative.BodyIsEnabled(aprim.Body) &&
- aprim.m_collide_geom != IntPtr.Zero)
- {
- UBOdeNative.SpaceCollide2(StaticSpace, aprim.m_collide_geom, IntPtr.Zero, NearCallback);
- UBOdeNative.SpaceCollide2(TerrainGeom, aprim.m_collide_geom, IntPtr.Zero, NearCallback);
- }
- }
- }
- catch (Exception e)
- {
- m_log.Warn("[PHYSICS]: Unable to collide Active to Static: " + e.Message);
- }
- }
- // colide active amoung them
- try
- {
- UBOdeNative.SpaceCollide(ActiveSpace, IntPtr.Zero, NearCallback);
- }
- catch (Exception e)
- {
- m_log.Warn("[PHYSICS]: Unable to collide in Active: " + e.Message);
- }
- }
- /*
- // and with chars
- try
- {
- SafeNativeMethods.SpaceCollide2(CharsSpace,ActiveSpace, IntPtr.Zero, nearCallback);
- }
- catch (Exception e)
- {
- m_log.Warn("[PHYSICS]: Unable to collide Active to Character: " + e.Message);
- }
- */
- }
- #endregion
- /// <summary>
- /// Add actor to the list that should receive collision events in the simulate loop.
- /// </summary>
- /// <param name="obj"></param>
- public void AddCollisionEventReporting(PhysicsActor obj)
- {
- _collisionEventPrim[obj.LocalID] = obj;
- }
- /// <summary>
- /// Remove actor from the list that should receive collision events in the simulate loop.
- /// </summary>
- /// <param name="obj"></param>
- public void RemoveCollisionEventReporting(PhysicsActor obj)
- {
- lock(_collisionEventPrimRemove)
- {
- _collisionEventPrimRemove.Add(obj);
- }
- }
- public override float TimeDilation
- {
- get { return m_timeDilation; }
- }
- #region Add/Remove Entities
- public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying)
- {
- return null;
- }
- public override PhysicsActor AddAvatar(uint localID, string avName, Vector3 position, Vector3 size, float feetOffset, bool isFlying)
- {
- OdeCharacter newAv = new(localID, avName, this, position,
- size, feetOffset, avDensity, avMovementDivisorWalk, avMovementDivisorRun)
- {
- Flying = isFlying,
- MinimumGroundFlightOffset = minimumGroundFlightOffset
- };
- return newAv;
- }
- public void AddCharacter(OdeCharacter chr)
- {
- lock (_characters)
- {
- if (_characters.Add(chr))
- {
- chr._charsListIndex = _charactersList.Count;
- _charactersList.Add(chr);
- }
- else
- chr._charsListIndex = -1;
- if (chr.bad)
- m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_baseLocalID);
- }
- }
- public void RemoveCharacter(OdeCharacter chr)
- {
- lock (_characters)
- {
- if (_characters.Remove(chr))
- {
- if (chr._charsListIndex >= 0)
- {
- int last = _charactersList.Count - 1;
- if(chr._charsListIndex != last)
- {
- _charactersList[chr._charsListIndex] = _charactersList[last];
- _charactersList[chr._charsListIndex]._charsListIndex = chr._charsListIndex;
- }
- _charactersList.RemoveAt(last);
- chr._charsListIndex = -1;
- }
- }
- }
- }
- public void BadCharacter(OdeCharacter chr)
- {
- lock (_badCharacter)
- {
- _badCharacter.Add(chr);
- }
- }
- public override void RemoveAvatar(PhysicsActor actor)
- {
- //m_log.Debug("[PHYSICS]:ODELOCK");
- if (world == IntPtr.Zero)
- return;
- ((OdeCharacter) actor).Destroy();
- }
- public void addActivePrim(OdePrim activatePrim)
- {
- // adds active prim..
- lock (_activeprims)
- {
- _activeprims.Add(activatePrim);
- }
- }
- public void addActiveGroups(OdePrim activatePrim)
- {
- lock (_activegroups)
- {
- _activegroups.Add(activatePrim);
- }
- }
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
- PrimitiveBaseShape pbs, bool isphysical, bool isPhantom, byte shapeType, uint localID)
- {
- OdePrim newPrim;
- lock (OdeLock)
- {
- newPrim = new OdePrim(name, this, position, size, rotation, pbs, isphysical, isPhantom, shapeType, localID);
- }
- return newPrim;
- }
- public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
- Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid)
- {
- return AddPrim(primName, position, size, rotation, pbs, isPhysical, isPhantom, 0 , localid);
- }
- public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
- Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
- {
- return AddPrim(primName, position, size, rotation, pbs, isPhysical,false, 0, localid);
- }
- public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
- Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapeType, uint localid)
- {
- return AddPrim(primName, position, size, rotation, pbs, isPhysical,isPhantom, shapeType, localid);
- }
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- public void remActivePrim(OdePrim deactivatePrim)
- {
- lock (_activeprims)
- {
- _activeprims.Remove(deactivatePrim);
- }
- }
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- public void remActiveGroup(OdePrim deactivatePrim)
- {
- lock (_activegroups)
- {
- _activegroups.Remove(deactivatePrim);
- }
- }
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- public override void RemovePrim(PhysicsActor prim)
- {
- // As with all ODE physics operations, we don't remove the prim immediately but signal that it should be
- // removed in the next physics simulate pass.
- if (prim is OdePrim p)
- {
- p.setPrimForRemoval();
- }
- }
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- public void RemovePrimThreadLocked(OdePrim prim)
- {
- //Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
- lock (_prims)
- _prims.Remove(prim.m_baseLocalID);
- }
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- public void addToPrims(OdePrim prim)
- {
- lock (_prims)
- {
- _prims[prim.m_baseLocalID] = prim;
- }
- }
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- public OdePrim getPrim(uint id)
- {
- lock (_prims)
- {
- if(_prims.TryGetValue(id, out OdePrim p))
- return p;
- else
- return null;
- }
- }
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- public bool havePrim(OdePrim prim)
- {
- lock (_prims)
- return _prims.ContainsKey(prim.m_baseLocalID);
- }
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- public void changePrimID(OdePrim prim,uint oldID)
- {
- lock (_prims)
- {
- _prims.Remove(oldID);
- _prims[prim.m_baseLocalID] = prim;
- }
- }
- public bool haveActor(PhysicsActor actor)
- {
- if (actor is OdePrim prim)
- {
- lock (_prims)
- return _prims.ContainsKey(prim.m_baseLocalID);
- }
- else if (actor is OdeCharacter ch)
- {
- lock (_characters)
- return _characters.Contains(ch);
- }
- return false;
- }
- #endregion
- #region Space Separation Calculation
- /// <summary>
- /// Called when a static prim moves or becomes static
- /// Places the prim in a space one the static space
- /// </summary>
- /// <param name="geom">the pointer to the geom that moved</param>
- /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
- /// <returns>a pointer to the new space it's in</returns>
- public IntPtr MoveGeomToStaticSpace(IntPtr geom, IntPtr currentspace)
- {
- // moves a prim into static sub-space
- // Called ODEPrim so
- // it's already in locked space.
- if (geom == IntPtr.Zero) // shouldn't happen
- return IntPtr.Zero;
-
- if (StaticSpace == currentspace) // if we are there all done
- return StaticSpace;
- // else remove it from its current space
- if (currentspace != IntPtr.Zero && UBOdeNative.SpaceQuery(currentspace, geom))
- {
- if (UBOdeNative.GeomIsSpace(currentspace))
- {
- //waitForSpaceUnlock(currentspace);
- UBOdeNative.SpaceRemove(currentspace, geom);
- if (UBOdeNative.SpaceGetSublevel(currentspace) == 0 && UBOdeNative.SpaceGetNumGeoms(currentspace) == 0)
- {
- UBOdeNative.SpaceDestroy(currentspace);
- }
- }
- else
- {
- m_log.Info("[Physics]: Invalid or empty Space passed to 'MoveGeomToStaticSpace':" + currentspace +
- " Geom:" + geom);
- }
- }
- else
- {
- currentspace = UBOdeNative.GeomGetSpace(geom);
- if (currentspace != IntPtr.Zero)
- {
- if (UBOdeNative.GeomIsSpace(currentspace))
- {
- //waitForSpaceUnlock(currentspace);
- UBOdeNative.SpaceRemove(currentspace, geom);
- if (UBOdeNative.SpaceGetSublevel(currentspace) == 0 && UBOdeNative.SpaceGetNumGeoms(currentspace) == 0)
- {
- UBOdeNative.SpaceDestroy(currentspace);
- }
- }
- }
- }
- // put the geom in the newspace
- //waitForSpaceUnlock(StaticSpace);
- if(UBOdeNative.SpaceQuery(StaticSpace, geom))
- m_log.Info("[Physics]: 'MoveGeomToStaticSpace' geom already in static space:" + geom);
- else
- UBOdeNative.SpaceAdd(StaticSpace, geom);
- return StaticSpace;
- }
- #endregion
- /// <summary>
- /// Called to queue a change to a actor
- /// </summary>
- [MethodImpl(MethodImplOptions.AggressiveInlining)]
- internal void AddChange(PhysicsActor _actor, changes _what, Object _arg)
- {
- if (world == IntPtr.Zero)
- return;
- ChangesQueue.Enqueue(new ODEchangeitem(_actor, _what, _arg));
- }
- // does all pending changes generated during region load process
- public override void ProcessPreSimulation()
- {
- lock (OdeLock)
- {
- if (world == IntPtr.Zero)
- return;
- int donechanges = 0;
- if (!ChangesQueue.IsEmpty)
- {
- m_log.InfoFormat("[ubOde] start processing pending actor operations");
- int tstart = Util.EnvironmentTickCount();
- UBOdeNative.AllocateODEDataForThread(~0U);
- while (ChangesQueue.TryDequeue(out ODEchangeitem item))
- {
- try
- {
- lock (SimulationLock)
- {
- if (item.actor is OdePrim prim)
- {
- if (prim.DoAChange(item.what, item.arg))
- RemovePrimThreadLocked((OdePrim)item.actor);
- }
- else
- ((OdeCharacter)item.actor).DoAChange(item.what, item.arg);
- }
- }
- catch
- {
- try
- {
- m_log.WarnFormat($"[PHYSICS]: Operation failed for a actor {item.actor.Name} {item.what}");
- }
- catch
- {
- m_log.WarnFormat("[PHYSICS]: Operation failed for a unknown actor");
- }
- }
- donechanges++;
- }
- int time = Util.EnvironmentTickCountSubtract(tstart);
- m_log.InfoFormat("[ubOde] finished {0} operations in {1}ms", donechanges, time);
- }
- m_log.InfoFormat("[ubOde] {0} prim actors loaded",_prims.Count);
- }
- m_lastframe = Util.GetTimeStamp() + 0.5;
- step_time = -0.5f;
- }
- /// <summary>
- /// 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)
- /// </summary>
- /// <param name="timeStep"></param>
- /// <returns></returns>
- public override float Simulate(float reqTimeStep)
- {
- if (world == IntPtr.Zero)
- return 0;
- double now = Util.GetTimeStamp();
- double timeStep = now - m_lastframe;
- m_lastframe = now;
- // acumulate time so we can reduce error
- step_time += (float)timeStep;
- if (step_time < HalfOdeStep)
- return 0;
- if (framecount <= 0)
- framecount = 1;
- else
- framecount++;
- //checkThread();
- int nodeframes = 0;
- float fps = 0;
- lock (OdeLock)
- {
- //d.WorldSetQuickStepNumIterations(world, curphysiteractions);
- double loopstartMS = Util.GetTimeStampMS();
- double maxChangestime = (int)(reqTimeStep * 500f) + loopstartMS; // half the time
- double maxLoopTime = (int)(reqTimeStep * 1200f) + loopstartMS; // 1.2 the time
- //double collisionTime = 0;
- //double qstepTIme = 0;
- //double tmpTime = 0;
- //double changestot = 0;
- //double collisonRepo = 0;
- //double updatesTime = 0;
- //double moveTime = 0;
- //double rayTime = 0;
- UBOdeNative.AllocateODEDataForThread(~0U);
- while (ChangesQueue.TryDequeue(out ODEchangeitem item))
- {
- try
- {
- lock (SimulationLock)
- {
- if (item.actor is OdePrim prim)
- {
- if (prim.DoAChange(item.what, item.arg))
- RemovePrimThreadLocked((OdePrim)item.actor);
- }
- else
- ((OdeCharacter)item.actor).DoAChange(item.what, item.arg);
- }
- }
- catch
- {
- try
- {
- m_log.WarnFormat($"[PHYSICS]: Operation failed for a actor {item.actor.Name} {item.what}");
- }
- catch
- {
- m_log.WarnFormat("[PHYSICS]: Operation failed for a unknown actor");
- }
- }
- if (maxChangestime < Util.GetTimeStampMS())
- break;
- }
- // do simulation taking at most 150ms total time including changes
- while (step_time > HalfOdeStep)
- {
- try
- {
- // clear pointer/counter to contacts to pass into joints
- ContactJointCount = 0;
- //tmpTime = Util.GetTimeStampMS();
- // Move characters
- lock (_characters)
- {
- foreach (OdeCharacter actor in _characters)
- {
- actor.Move();
- }
- }
- // Move other active objects
- lock (_activegroups)
- {
- foreach (OdePrim aprim in _activegroups)
- {
- aprim.Move();
- }
- }
- //moveTime += Util.GetTimeStampMS() - tmpTime;
- //tmpTime = Util.GetTimeStampMS();
- lock (SimulationLock)
- {
- m_rayCastManager.ProcessQueuedRequests();
- //rayTime += Util.GetTimeStampMS() - tmpTime;
- //tmpTime = Util.GetTimeStampMS();
- collision_optimized();
- }
- //collisionTime += Util.GetTimeStampMS() - tmpTime;
- //tmpTime = Util.GetTimeStampMS();
- lock (_collisionEventPrimRemove)
- {
- foreach (PhysicsActor obj in CollectionsMarshal.AsSpan(_collisionEventPrimRemove))
- _collisionEventPrim.Remove(obj.LocalID);
- _collisionEventPrimRemove.Clear();
- }
- List<OdePrim> sleepers = new();
- foreach (PhysicsActor obj in _collisionEventPrim.Values)
- {
- switch ((ActorTypes)obj.PhysicsActorType)
- {
- case ActorTypes.Agent:
- OdeCharacter cobj = (OdeCharacter)obj;
- cobj.SendCollisions(odetimestepMS);
- break;
- case ActorTypes.Prim:
- OdePrim pobj = (OdePrim)obj;
- if (!pobj.m_outbounds)
- {
- pobj.SendCollisions(odetimestepMS);
- lock(SimulationLock)
- {
- if(pobj.Body != IntPtr.Zero && !pobj.m_isSelected &&
- !pobj.m_disabled && !pobj.m_building &&
- !UBOdeNative.BodyIsEnabled(pobj.Body))
- sleepers.Add(pobj);
- }
- }
- break;
- }
- }
- foreach(OdePrim prm in sleepers)
- prm.SleeperAddCollisionEvents();
- sleepers.Clear();
- //collisonRepo += Util.GetTimeStampMS() - tmpTime;
- //tmpTime = Util.GetTimeStampMS();
- // do a ode simulation step
- lock (SimulationLock)
- {
- UBOdeNative.WorldQuickStep(world, ODE_STEPSIZE);
- UBOdeNative.JointGroupEmpty(JointContactGroup);
- }
- //qstepTIme += Util.GetTimeStampMS() - tmpTime;
- // update managed ideia of physical data and do updates to core
- /*
- lock (_characters)
- {
- foreach (OdeCharacter actor in _characters)
- {
- if (actor != null)
- {
- if (actor.bad)
- m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
- actor.UpdatePositionAndVelocity();
- }
- }
- }
- */
- //tmpTime = Util.GetTimeStampMS();
- lock (_activegroups)
- {
- {
- foreach (OdePrim actor in _activegroups)
- {
- if (actor.IsPhysical)
- {
- actor.UpdatePositionAndVelocity(framecount);
- }
- }
- }
- }
- //updatesTime += Util.GetTimeStampMS() - tmpTime;
- }
- catch (Exception e)
- {
- m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
- //ode.dunlock(world);
- }
- step_time -= ODE_STEPSIZE;
- nodeframes++;
- if (Util.GetTimeStampMS() > maxLoopTime)
- break;
- }
- lock (_badCharacter)
- {
- if (_badCharacter.Count > 0)
- {
- foreach (OdeCharacter chr in _badCharacter)
- {
- RemoveCharacter(chr);
- }
- _badCharacter.Clear();
- }
- }
- // information block for in debug breakpoint only
- /*
- int ntopactivegeoms = SafeNativeMethods.SpaceGetNumGeoms(ActiveSpace);
- int ntopstaticgeoms = SafeNativeMethods.SpaceGetNumGeoms(StaticSpace);
- int ngroundgeoms = SafeNativeMethods.SpaceGetNumGeoms(GroundSpace);
- int nactivegeoms = 0;
- int nactivespaces = 0;
- int nstaticgeoms = 0;
- int nstaticspaces = 0;
- IntPtr sp;
- for (int i = 0; i < ntopactivegeoms; i++)
- {
- sp = SafeNativeMethods.SpaceGetGeom(ActiveSpace, i);
- if (SafeNativeMethods.GeomIsSpace(sp))
- {
- nactivespaces++;
- nactivegeoms += SafeNativeMethods.SpaceGetNumGeoms(sp);
- }
- else
- nactivegeoms++;
- }
- for (int i = 0; i < ntopstaticgeoms; i++)
- {
- sp = SafeNativeMethods.SpaceGetGeom(StaticSpace, i);
- if (SafeNativeMethods.GeomIsSpace(sp))
- {
- nstaticspaces++;
- nstaticgeoms += SafeNativeMethods.SpaceGetNumGeoms(sp);
- }
- else
- nstaticgeoms++;
- }
-
- int ntopgeoms = SafeNativeMethods.SpaceGetNumGeoms(TopSpace);
- int totgeoms = nstaticgeoms + nactivegeoms + ngroundgeoms + 1; // one ray
- int nbodies = SafeNativeMethods.NTotalBodies;
- int ngeoms = SafeNativeMethods.NTotalGeoms;
- */
- //looptimeMS /= nodeframes;
- //collisionTime /= nodeframes;
- //qstepTIme /= nodeframes;
- //changestot /= nodeframes;
- //collisonRepo /= nodeframes;
- //updatesTime /= nodeframes;
- //moveTime /= nodeframes;
- //rayTime /= nodeframes;
- //if(looptimeMS > .05)
- {
- }
-
- fps = (float)nodeframes * ODE_STEPSIZE / reqTimeStep;
- if(step_time < HalfOdeStep)
- m_timeDilation = 1.0f;
- else if (step_time > m_SkipFramesAtms)
- {
- // if we lag too much skip frames
- m_timeDilation = 0.0f;
- step_time = 0;
- m_lastframe = Util.GetTimeStamp(); // skip also the time lost
- }
- else
- {
- m_timeDilation = ODE_STEPSIZE / step_time;
- if (m_timeDilation > 1)
- m_timeDilation = 1;
- }
- if (m_timeDilation == 1 && now - m_lastMeshExpire > 30)
- {
- mesher.ExpireReleaseMeshs();
- m_lastMeshExpire = now;
- }
- }
- return fps;
- }
- public unsafe float GetTerrainHeightAtXY(float x, float y)
- {
- // TerrainHeightField for ODE as offset 1m
- x += 1f;
- y += 1f;
- // integer indexs
- int ix;
- int iy;
- // interpolators offset
- float dx;
- float dy;
- // make position fit into array
- if (x < 0)
- {
- ix = 0;
- dx = 0;
- }
- else if (x < m_heightmapWidthSamples - 1)
- {
- ix = (int)x;
- dx = x - ix;
- }
- else // out world use external height
- {
- ix = m_heightmapWidthSamples - 2;
- dx = 0;
- }
- if (y < 0)
- {
- iy = 0;
- dy = 0;
- }
- else if (y < m_heightmapHeightSamples - 1)
- {
- iy = (int)y;
- dy = y - iy;
- }
- else
- {
- iy = m_heightmapHeightSamples - 2;
- dy = 0;
- }
- float h0;
- float h1;
- float h2;
- iy *= m_heightmapWidthSamples;
- iy += ix; // all indexes have iy + ix
- fixed(float* heightsb = &m_terrainHeights[iy])
- {
- float* heights = heightsb;
- h0 = *heights; // 0,0 vertice
- if (dy>dx)
- {
- heights += m_heightmapWidthSamples;
- h2 = *heights; // 0,1 vertice
- h1 = (h2 - h0) * dy; // 0,1 vertice minus 0,0
- ++heights;
- h2 = (*heights - h2) * dx; // 1,1 vertice minus 0,1
- }
- else
- {
- ++heights;
- h2 = *heights; // vertice 1,0
- h1 = (h2 - h0) * dx; // 1,0 vertice minus 0,0
- heights += m_heightmapWidthSamples;
- h2 = (*heights - h2) * dy; // 1,1 vertice minus 1,0
- }
- }
- return h0 + h1 + h2;
- }
- public unsafe Vector3 GetTerrainNormalAtXY(float x, float y)
- {
- // TerrainHeightField for ODE as offset 1m
- x += 1f;
- y += 1f;
- int ix;
- int iy;
- float dx;
- float dy;
- // make position fit into array
- if (x < 0)
- {
- ix = 0;
- dx = 0;
- }
- else if (x < m_heightmapWidthSamples - 1)
- {
- ix = (int)x;
- dx = x - ix;
- }
- else // out world use external height
- {
- ix = m_heightmapWidthSamples - 2;
- dx = 0;
- }
- if (y < 0)
- {
- iy = 0;
- dy = 0;
- }
- else if (y < m_heightmapHeightSamples - 1)
- {
- iy = (int)y;
- dy = y - iy;
- }
- else
- {
- iy = m_heightmapHeightSamples - 2;
- dy = 0;
- }
- float h0;
- float h1;
- float h2;
- iy *= m_heightmapWidthSamples;
- iy += ix; // all indexes have iy + ix
- float rx;
- float ry;
- fixed (float* heightsB = &m_terrainHeights[iy])
- {
- float* heights = heightsB;
- if (dy > dx)
- {
- h1 = *heights; // 0,0 vertice
- heights += m_heightmapWidthSamples;
- h0 = *heights; // 0,1
- h2 = *(heights + 1); // 1,1 vertice
- rx = h0 - h2;
- ry = h1 - h0;
- }
- else
- {
- h2 = *heights; // 0,0 vertice
- heights++;
- h0 = *heights; // 1,0 vertice
- h1 = *(heights + m_heightmapWidthSamples); // vertice 1,1
- rx = h2 - h0;
- ry = h0 - h1;
- }
- }
- h0 = rx * rx + ry * ry + 1.0f;
- h0 = 1.0f / MathF.Sqrt(h0);
- return new Vector3(rx * h0, ry * h0, h0);
- }
- private void InitTerrain()
- {
- lock(SimulationLock)
- lock (OdeLock)
- {
- UBOdeNative.AllocateODEDataForThread(~0U);
- if (TerrainGeom != IntPtr.Zero)
- {
- actor_name_map.Remove(TerrainGeom);
- UBOdeNative.GeomDestroy(TerrainGeom);
- }
- if (m_terrainHeightsHandler.IsAllocated)
- m_terrainHeightsHandler.Free();
- m_terrainHeights = null;
- m_heightmapWidthSamples = m_regionWidth + 3;
- m_heightmapHeightSamples = m_regionHeight + 3;
- m_terrainHeights = new float[m_heightmapWidthSamples * m_heightmapHeightSamples];
- m_terrainHeightsHandler = GCHandle.Alloc(m_terrainHeights, GCHandleType.Pinned);
- m_lastRegionWidth = m_regionWidth;
- m_lastRegionHeight = m_regionHeight;
- HeightmapData = UBOdeNative.GeomOSTerrainDataCreate();
- UBOdeNative.GeomOSTerrainDataBuild(HeightmapData, m_terrainHeightsHandler.AddrOfPinnedObject(), 0, 1.0f,
- m_heightmapWidthSamples, m_heightmapHeightSamples,
- 1, 0);
- TerrainGeom = UBOdeNative.CreateOSTerrain(TopSpace, HeightmapData, 1);
- if (TerrainGeom != IntPtr.Zero)
- {
- UBOdeNative.GeomSetCategoryBits(TerrainGeom, (uint)(CollisionCategories.Land));
- UBOdeNative.GeomSetCollideBits(TerrainGeom, 0);
- PhysicsActor pa = new NullPhysicsActor
- {
- Name = "Terrain",
- PhysicsActorType = (int)ActorTypes.Ground
- };
- actor_name_map[TerrainGeom] = pa;
- //geom_name_map[GroundGeom] = "Terrain";
- UBOdeNative.GeomSetPosition(TerrainGeom, m_regionWidth * 0.5f, m_regionHeight * 0.5f, 0.0f);
- }
- else
- m_terrainHeightsHandler.Free();
- }
- }
- public override void SetTerrain(float[] heightMap)
- {
- // assumes 1m size grid and constante size square regions
- // needs to know about sims around in future
- if(m_regionWidth != m_lastRegionWidth ||
- m_regionHeight != m_lastRegionHeight ||
- !m_terrainHeightsHandler.IsAllocated ||
- TerrainGeom == IntPtr.Zero)
- InitTerrain();
- int regionsizeX = m_regionWidth;
- int regionsizeY = m_regionHeight;
- int heightmapWidth = regionsizeX + 2;
- int heightmapHeight = regionsizeY + 2;
- m_heightmapWidthSamples = heightmapWidth + 1;
- m_heightmapHeightSamples = heightmapHeight + 1;
- float val;
- int maxXX = regionsizeX + 1;
- int maxYY = regionsizeY + 1;
- // adding one margin all around so things don't fall in edges
- int xx;
- int yy = 0;
- int yt = 0;
- float minH = float.MaxValue;
- float maxH = float.MinValue;
- for (int y = 0; y < m_heightmapHeightSamples; y++)
- {
- if (y > 1 && y < maxYY)
- yy += regionsizeX;
- xx = 0;
- lock(OdeLock)
- {
- for (int x = 0; x < m_heightmapWidthSamples; x++)
- {
- if (x > 1 && x < maxXX)
- xx++;
- val = Utils.Clamp(heightMap[yy + xx], Constants.MinTerrainHeightmap, Constants.MaxTerrainHeightmap);
- if(val > maxH)
- maxH = val;
- if(val < minH)
- minH = val;
- m_terrainHeights[yt + x] = val;
- }
- }
- yt += m_heightmapWidthSamples;
- }
- lock(SimulationLock)
- lock (OdeLock)
- {
- UBOdeNative.GeomOSTerrainDataSetBounds(HeightmapData, minH, maxH);
- UBOdeNative.GeomSetPosition(TerrainGeom, m_regionWidth * 0.5f, m_regionHeight * 0.5f, 0.0f);
- }
- }
- public override void DeleteTerrain()
- {
- }
- public override void SetWaterLevel(float baseheight)
- {
- WaterLevel = baseheight;
- }
- public override void Dispose()
- {
- lock(SimulationLock)
- lock (OdeLock)
- {
- if (world == IntPtr.Zero)
- return;
- UBOdeNative.AllocateODEDataForThread(~0U);
- m_meshWorker?.Stop();
- if (m_rayCastManager != null)
- {
- m_rayCastManager.Dispose();
- m_rayCastManager = null;
- }
- lock (_prims)
- {
- foreach (OdePrim prm in _prims.Values)
- {
- prm.DoAChange(changes.Remove, null);
- _collisionEventPrim.Remove(prm.LocalID);
- }
- _prims.Clear();
- }
- OdeCharacter[] chtorem;
- lock (_characters)
- {
- chtorem = new OdeCharacter[_characters.Count];
- _characters.CopyTo(chtorem);
- }
- foreach (OdeCharacter ch in chtorem)
- ch.DoAChange(changes.Remove, null);
- if (TerrainGeom != IntPtr.Zero)
- {
- UBOdeNative.GeomDestroy(TerrainGeom);
- TerrainGeom = IntPtr.Zero;
- }
- if (m_terrainHeightsHandler.IsAllocated)
- m_terrainHeightsHandler.Free();
- m_terrainHeights = null;
- if (m_contactsHandler.IsAllocated)
- {
- m_contactsHandler.Free();
- ContactgeomsArray = IntPtr.Zero;
- }
- if (GlobalContactsArray != IntPtr.Zero)
- {
- Marshal.FreeHGlobal(GlobalContactsArray);
- GlobalContactsArray = IntPtr.Zero;
- }
- UBOdeNative.WorldDestroy(world);
- world = IntPtr.Zero;
- //d.CloseODE();
- }
- }
- private int compareByCollisionsDesc(OdePrim A, OdePrim B)
- {
- return -A.CollisionScore.CompareTo(B.CollisionScore);
- }
- public override Dictionary<uint, float> GetTopColliders()
- {
- Dictionary<uint, float> topColliders;
- List<OdePrim> orderedPrims;
- lock (_activeprims)
- orderedPrims = new List<OdePrim>(_activeprims);
- orderedPrims.Sort(compareByCollisionsDesc);
- topColliders = orderedPrims.Take(25).ToDictionary(p => p.m_baseLocalID, p => p.CollisionScore);
- return topColliders;
- }
- public override bool SupportsRayCast()
- {
- return true;
- }
- public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
- {
- if (retMethod != null)
- {
- ODERayRequest req = new()
- {
- actor = null,
- callbackMethod = retMethod,
- length = length,
- Normal = direction,
- Origin = position,
- Count = 0,
- filter = RayFilterFlags.AllPrims
- };
- m_rayCastManager.QueueRequest(req);
- }
- }
- public override void RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod)
- {
- if (retMethod != null)
- {
- ODERayRequest req = new()
- {
- actor = null,
- callbackMethod = retMethod,
- length = length,
- Normal = direction,
- Origin = position,
- Count = Count,
- filter = RayFilterFlags.AllPrims
- };
- m_rayCastManager.QueueRequest(req);
- }
- }
- public override List<ContactResult> RaycastWorld(Vector3 position, Vector3 direction, float length, int Count)
- {
- List<ContactResult> ourresults = new();
- object SyncObject = new();
- RayCallback retMethod = delegate(List<ContactResult> results)
- {
- lock (SyncObject)
- {
- ourresults = results;
- Monitor.PulseAll(SyncObject);
- }
- };
- ODERayRequest req = new()
- {
- actor = null,
- callbackMethod = retMethod,
- length = length,
- Normal = direction,
- Origin = position,
- Count = Count,
- filter = RayFilterFlags.AllPrims
- };
- lock (SyncObject)
- {
- m_rayCastManager.QueueRequest(req);
- if (!Monitor.Wait(SyncObject, 500))
- return null;
- else
- return ourresults;
- }
- }
- public override bool SupportsRaycastWorldFiltered()
- {
- return true;
- }
- public override object RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
- {
- object SyncObject = new();
- List<ContactResult> ourresults = new();
- RayCallback retMethod = delegate(List<ContactResult> results)
- {
- lock (SyncObject)
- {
- ourresults = results;
- Monitor.PulseAll(SyncObject);
- }
- };
- ODERayRequest req = new()
- {
- actor = null,
- callbackMethod = retMethod,
- length = length,
- Normal = direction,
- Origin = position,
- Count = Count,
- filter = filter
- };
- lock (SyncObject)
- {
- m_rayCastManager.QueueRequest(req);
- if (!Monitor.Wait(SyncObject, 500))
- return null;
- else
- return ourresults;
- }
- }
- public override List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags flags)
- {
- if (actor == null)
- return new List<ContactResult>();
- IntPtr geom;
- if (actor is OdePrim prim)
- geom = prim.m_prim_geom;
- else if (actor is OdeCharacter ch)
- geom = ch.collider;
- else
- return new List<ContactResult>();
- if (geom == IntPtr.Zero)
- return new List<ContactResult>();
- List<ContactResult> ourResults = null;
- object SyncObject = new();
- RayCallback retMethod = delegate(List<ContactResult> results)
- {
- lock (SyncObject)
- {
- ourResults = results;
- Monitor.PulseAll(SyncObject);
- }
- };
- ODERayRequest req = new()
- {
- actor = actor,
- callbackMethod = retMethod,
- length = length,
- Normal = direction,
- Origin = position,
- Count = Count,
- filter = flags
- };
- lock (SyncObject)
- {
- m_rayCastManager.QueueRequest(req);
- if (!Monitor.Wait(SyncObject, 500))
- return new List<ContactResult>();
- }
- if (ourResults == null)
- return new List<ContactResult>();
- return ourResults;
- }
- public override int SitAvatar(PhysicsActor actor, Vector3 AbsolutePosition, Vector3 CameraPosition, Vector3 offset, Vector3 AvatarSize, SitAvatarCallback PhysicsSitResponse)
- {
- Util.FireAndForget( delegate
- {
- ODESitAvatar sitAvatar = new(this, m_rayCastManager);
- sitAvatar?.Sit(actor, AbsolutePosition, CameraPosition, offset, AvatarSize, PhysicsSitResponse);
- });
- return 1;
- }
- }
- }
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