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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 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.Region.Physics.Manager;
- namespace OpenSim.Region.Physics.OdePlugin
- {
- public class OdePrim : PhysicsActor
- {
- private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
- public PhysicsVector _position;
- private PhysicsVector _velocity;
- private PhysicsVector m_lastVelocity = new PhysicsVector(0.0f, 0.0f, 0.0f);
- private PhysicsVector m_lastposition = new PhysicsVector(0.0f, 0.0f, 0.0f);
- private PhysicsVector m_rotationalVelocity;
- private PhysicsVector _size;
- private PhysicsVector _acceleration;
- private Quaternion _orientation;
- private PhysicsVector m_taintposition;
- private PhysicsVector m_taintsize;
- private PhysicsVector m_taintVelocity = PhysicsVector.Zero;
- private Quaternion m_taintrot;
- private bool m_taintshape = false;
- private bool m_taintPhysics = false;
- public bool m_taintremove = false;
- public bool m_taintdisable = false;
- public bool m_disabled = false;
- public bool m_taintadd = false;
- public GCHandle gc;
- private CollisionLocker ode;
- private bool m_taintforce = false;
- private List<PhysicsVector> m_forcelist = new List<PhysicsVector>();
- private IMesh _mesh;
- private PrimitiveBaseShape _pbs;
- private OdeScene _parent_scene;
- public IntPtr m_targetSpace = (IntPtr) 0;
- public IntPtr prim_geom;
- public IntPtr prev_geom;
- public IntPtr _triMeshData;
- private bool iscolliding = false;
- private bool m_isphysical = false;
- private bool m_throttleUpdates = false;
- private int throttleCounter = 0;
- public int m_interpenetrationcount = 0;
- public int m_collisionscore = 0;
- public int m_roundsUnderMotionThreshold = 0;
- private int m_crossingfailures = 0;
- public bool outofBounds = false;
- private float m_density = 10.000006836f; // Aluminum g/cm3;
- public bool _zeroFlag = false;
- private bool m_lastUpdateSent = false;
- public IntPtr Body = (IntPtr) 0;
- private String m_primName;
- private PhysicsVector _target_velocity;
- public d.Mass pMass;
- private int debugcounter = 0;
- public OdePrim(String primName, OdeScene parent_scene, PhysicsVector pos, PhysicsVector size,
- Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode)
- {
- gc = GCHandle.Alloc(prim_geom, GCHandleType.Pinned);
- ode = dode;
- _velocity = new PhysicsVector();
- _position = pos;
- m_taintposition = pos;
- if (_position.X > 257)
- {
- _position.X = 257;
- }
- if (_position.X < 0)
- {
- _position.X = 0;
- }
- if (_position.Y > 257)
- {
- _position.Y = 257;
- }
- if (_position.Y < 0)
- {
- _position.Y = 0;
- }
- prim_geom = (IntPtr)0;
- prev_geom = (IntPtr)0;
- _size = size;
- m_taintsize = _size;
- _acceleration = new PhysicsVector();
- m_rotationalVelocity = PhysicsVector.Zero;
- _orientation = rotation;
- m_taintrot = _orientation;
- _mesh = mesh;
- _pbs = pbs;
- _parent_scene = parent_scene;
- m_targetSpace = (IntPtr)0;
- if (pos.Z < 0)
- m_isphysical = false;
- else
- {
- m_isphysical = pisPhysical;
- // If we're physical, we need to be in the master space for now.
- // linksets *should* be in a space together.. but are not currently
- if (m_isphysical)
- m_targetSpace = _parent_scene.space;
- }
- m_primName = primName;
- m_taintadd = true;
- _parent_scene.AddPhysicsActorTaint(this);
- // don't do .add() here; old geoms get recycled with the same hash
-
- }
- /// <summary>
- /// Nasty, however without this you get
- /// 'invalid operation for locked space' when things are really loaded down
- /// </summary>
- /// <param name="space"></param>
-
- public override int PhysicsActorType
- {
- get { return (int) ActorTypes.Prim; }
- set { return; }
- }
- public override bool SetAlwaysRun
- {
- get { return false; }
- set { return; }
- }
- public override bool Grabbed
- {
- set { return; }
- }
- public override bool Selected
- {
- set { return; }
- }
- public void SetGeom(IntPtr geom)
- {
- prev_geom = prim_geom;
- prim_geom = geom;
- //m_log.Warn("Setting Geom to: " + prim_geom);
-
- }
- public void enableBody()
- {
- // Sets the geom to a body
- Body = d.BodyCreate(_parent_scene.world);
- setMass();
- d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
- d.Quaternion myrot = new d.Quaternion();
- myrot.W = _orientation.w;
- myrot.X = _orientation.x;
- myrot.Y = _orientation.y;
- myrot.Z = _orientation.z;
- d.BodySetQuaternion(Body, ref myrot);
- d.GeomSetBody(prim_geom, Body);
- d.BodySetAutoDisableFlag(Body, true);
- d.BodySetAutoDisableSteps(Body, 20);
-
- m_interpenetrationcount = 0;
- m_collisionscore = 0;
- m_disabled = false;
- _parent_scene.addActivePrim(this);
- }
- private float CalculateMass()
- {
- float volume = 0;
- // No material is passed to the physics engines yet.. soo..
- // we're using the m_density constant in the class definition
- float returnMass = 0;
- switch (_pbs.ProfileShape)
- {
- case ProfileShape.Square:
- // Profile Volume
- volume = _size.X*_size.Y*_size.Z;
- // If the user has 'hollowed out'
- // ProfileHollow is one of those 0 to 50000 values :P
- // we like percentages better.. so turning into a percentage
- if (((float) _pbs.ProfileHollow/50000f) > 0.0)
- {
- float hollowAmount = (float) _pbs.ProfileHollow/50000f;
- // calculate the hollow volume by it's shape compared to the prim shape
- float hollowVolume = 0;
- switch (_pbs.HollowShape)
- {
- case HollowShape.Square:
- case HollowShape.Same:
- // Cube Hollow volume calculation
- float hollowsizex = _size.X*hollowAmount;
- float hollowsizey = _size.Y*hollowAmount;
- float hollowsizez = _size.Z*hollowAmount;
- hollowVolume = hollowsizex*hollowsizey*hollowsizez;
- break;
- case HollowShape.Circle:
- // Hollow shape is a perfect cyllinder in respect to the cube's scale
- // Cyllinder hollow volume calculation
- float hRadius = _size.X/2;
- float hLength = _size.Z;
- // pi * r2 * h
- hollowVolume = ((float) (Math.PI*Math.Pow(hRadius, 2)*hLength)*hollowAmount);
- break;
- case HollowShape.Triangle:
- // Equilateral Triangular Prism volume hollow calculation
- // Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
- float aLength = _size.Y;
- // 1/2 abh
- hollowVolume = (float) ((0.5*aLength*_size.X*_size.Z)*hollowAmount);
- break;
- default:
- hollowVolume = 0;
- break;
- }
- volume = volume - hollowVolume;
- }
- break;
- default:
- // we don't have all of the volume formulas yet so
- // use the common volume formula for all
- volume = _size.X*_size.Y*_size.Z;
- break;
- }
- // Calculate Path cut effect on volume
- // Not exact, in the triangle hollow example
- // They should never be zero or less then zero..
- // we'll ignore it if it's less then zero
- // ProfileEnd and ProfileBegin are values
- // from 0 to 50000
- // Turning them back into percentages so that I can cut that percentage off the volume
- float PathCutEndAmount = _pbs.ProfileEnd;
- float PathCutStartAmount = _pbs.ProfileBegin;
- if (((PathCutStartAmount + PathCutEndAmount)/50000f) > 0.0f)
- {
- float pathCutAmount = ((PathCutStartAmount + PathCutEndAmount)/50000f);
- // Check the return amount for sanity
- if (pathCutAmount >= 0.99f)
- pathCutAmount = 0.99f;
- volume = volume - (volume*pathCutAmount);
- }
- // Mass = density * volume
- returnMass = m_density*volume;
- return returnMass;
- }
- public void setMass()
- {
- if (Body != (IntPtr) 0)
- {
- d.MassSetBoxTotal(out pMass, CalculateMass(), _size.X, _size.Y, _size.Z);
- d.BodySetMass(Body, ref pMass);
- }
- }
- public void disableBody()
- {
- //this kills the body so things like 'mesh' can re-create it.
- if (Body != (IntPtr) 0)
- {
- _parent_scene.remActivePrim(this);
- d.BodyDestroy(Body);
- Body = (IntPtr) 0;
- }
- m_disabled = true;
- m_collisionscore = 0;
- }
- public void setMesh(OdeScene parent_scene, IMesh mesh)
- {
- // This sleeper is there to moderate how long it takes between
- // setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object
-
- System.Threading.Thread.Sleep(10);
-
- //Kill Body so that mesh can re-make the geom
- if (IsPhysical && Body != (IntPtr) 0)
- {
- disableBody();
- }
- float[] vertexList = mesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory
- int[] indexList = mesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage
- int VertexCount = vertexList.GetLength(0)/3;
- int IndexCount = indexList.GetLength(0);
- _triMeshData = d.GeomTriMeshDataCreate();
- d.GeomTriMeshDataBuildSimple(_triMeshData, vertexList, 3*sizeof (float), VertexCount, indexList, IndexCount,
- 3*sizeof (int));
- d.GeomTriMeshDataPreprocess(_triMeshData);
-
- _parent_scene.waitForSpaceUnlock(m_targetSpace);
-
- try
- {
- if (prim_geom == (IntPtr)0)
- {
- SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null));
- }
- }
- catch (System.AccessViolationException)
- {
-
- m_log.Error("[PHYSICS]: MESH LOCKED");
- return;
- }
- if (IsPhysical && Body == (IntPtr) 0)
- {
- // Recreate the body
- m_interpenetrationcount = 0;
- m_collisionscore = 0;
-
- enableBody();
- }
- }
- public void ProcessTaints(float timestep)
- {
- if (m_taintadd)
- {
- changeadd(timestep);
- }
- if (m_taintposition != _position)
- Move(timestep);
- if (m_taintrot != _orientation)
- rotate(timestep);
- //
- if (m_taintPhysics != m_isphysical)
- changePhysicsStatus(timestep);
- //
- if (m_taintsize != _size)
- changesize(timestep);
- //
- if (m_taintshape)
- changeshape(timestep);
- //
- if (m_taintforce)
- changeAddForce(timestep);
- if (m_taintdisable)
- changedisable(timestep);
- if (m_taintVelocity != PhysicsVector.Zero)
- changevelocity(timestep);
- }
- public void ResetTaints()
- {
- m_taintposition = _position;
- m_taintrot = _orientation;
- m_taintPhysics = m_isphysical;
- m_taintsize = _size;
-
- m_taintshape = false;
- m_taintforce = false;
-
- m_taintdisable = false;
- m_taintVelocity = PhysicsVector.Zero;
- }
- public void changeadd(float timestep)
- {
- while (ode.lockquery())
- {
- }
- ode.dlock(_parent_scene.world);
-
- int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
- IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position);
- if (targetspace == IntPtr.Zero)
- targetspace = _parent_scene.createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
- m_targetSpace = targetspace;
-
- if (_mesh != null)
- {
- }
- else
- {
- if (_parent_scene.needsMeshing(_pbs))
- {
- // Don't need to re-enable body.. it's done in SetMesh
- _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size);
- // createmesh returns null when it's a shape that isn't a cube.
- }
- }
- lock (OdeScene.OdeLock)
- {
- if (_mesh != null)
- {
- setMesh(_parent_scene, _mesh);
- }
- else
- {
- if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1)
- {
- if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z)
- {
- if (((_size.X / 2f) > 0f))
- {
- _parent_scene.waitForSpaceUnlock(m_targetSpace);
- try
- {
- SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2));
- }
- catch (System.AccessViolationException)
- {
- m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
- ode.dunlock(_parent_scene.world);
- return;
- }
- }
- else
- {
- _parent_scene.waitForSpaceUnlock(m_targetSpace);
- try
- {
- SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
- }
- catch (System.AccessViolationException)
- {
- m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
- ode.dunlock(_parent_scene.world);
- return;
- }
- }
- }
- else
- {
- _parent_scene.waitForSpaceUnlock(m_targetSpace);
- try
- {
- SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
- }
- catch (System.AccessViolationException)
- {
- m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
- ode.dunlock(_parent_scene.world);
- return;
- }
- }
- }
- //else if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
- //{
- //Cyllinder
- //if (_size.X == _size.Y)
- //{
- //prim_geom = d.CreateCylinder(m_targetSpace, _size.X / 2, _size.Z);
- //}
- //else
- //{
- //prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
- //}
- //}
- else
- {
- _parent_scene.waitForSpaceUnlock(m_targetSpace);
- try
- {
- SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
- }
- catch (System.AccessViolationException)
- {
- m_log.Warn("[PHYSICS]: Unable to create physics proxy for object");
- ode.dunlock(_parent_scene.world);
- return;
- }
- }
- }
- if (prim_geom != (IntPtr) 0)
- {
- d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
- d.Quaternion myrot = new d.Quaternion();
- myrot.W = _orientation.w;
- myrot.X = _orientation.x;
- myrot.Y = _orientation.y;
- myrot.Z = _orientation.z;
- d.GeomSetQuaternion(prim_geom, ref myrot);
- }
- if (m_isphysical && Body == (IntPtr)0)
- {
- enableBody();
- }
- }
- ode.dunlock(_parent_scene.world);
- _parent_scene.geom_name_map[prim_geom] = this.m_primName;
- _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
- m_taintadd = false;
- }
- public void Move(float timestep)
- {
- while (ode.lockquery())
- {
- }
- ode.dlock(_parent_scene.world);
- if (m_isphysical)
- {
- // This is a fallback.. May no longer be necessary.
- if (Body == (IntPtr) 0)
- enableBody();
- //Prim auto disable after 20 frames,
- //if you move it, re-enable the prim manually.
-
- d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
- d.BodyEnable(Body);
-
- }
- else
- {
- string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
- int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
- _parent_scene.waitForSpaceUnlock(m_targetSpace);
- IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace);
- m_targetSpace = tempspace;
- _parent_scene.waitForSpaceUnlock(m_targetSpace);
- if (prim_geom != (IntPtr) 0)
- {
- d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
- _parent_scene.waitForSpaceUnlock(m_targetSpace);
- d.SpaceAdd(m_targetSpace, prim_geom);
- }
- }
- ode.dunlock(_parent_scene.world);
- resetCollisionAccounting();
- m_taintposition = _position;
- }
- public void rotate(float timestep)
- {
- while (ode.lockquery())
- {
- }
- ode.dlock(_parent_scene.world);
- d.Quaternion myrot = new d.Quaternion();
- myrot.W = _orientation.w;
- myrot.X = _orientation.x;
- myrot.Y = _orientation.y;
- myrot.Z = _orientation.z;
- d.GeomSetQuaternion(prim_geom, ref myrot);
- if (m_isphysical && Body != (IntPtr) 0)
- {
- d.BodySetQuaternion(Body, ref myrot);
- }
- ode.dunlock(_parent_scene.world);
-
- resetCollisionAccounting();
- m_taintrot = _orientation;
- }
- private void resetCollisionAccounting()
- {
- m_collisionscore = 0;
- m_interpenetrationcount = 0;
- m_disabled = false;
- }
- public void changedisable(float timestep)
- {
- while (ode.lockquery())
- {
- }
- ode.dlock(_parent_scene.world);
- m_disabled = true;
- if (Body != (IntPtr)0)
- {
- d.BodyDisable(Body);
- Body = (IntPtr)0;
- }
- ode.dunlock(_parent_scene.world);
- m_taintdisable = false;
- }
- public void changePhysicsStatus(float timestap)
- {
- lock (ode)
- {
- while (ode.lockquery())
- {
- }
- ode.dlock(_parent_scene.world);
- if (m_isphysical == true)
- {
- if (Body == (IntPtr)0)
- {
- enableBody();
- }
- }
- else
- {
- if (Body != (IntPtr)0)
- {
- disableBody();
- }
- }
- ode.dunlock(_parent_scene.world);
- }
- resetCollisionAccounting();
- m_taintPhysics = m_isphysical;
- }
- public void changesize(float timestamp)
- {
- while (ode.lockquery())
- {
- }
- ode.dlock(_parent_scene.world);
- //if (!_parent_scene.geom_name_map.ContainsKey(prim_geom))
- //{
- // m_taintsize = _size;
- //return;
- //}
- string oldname = _parent_scene.geom_name_map[prim_geom];
-
- // Cleanup of old prim geometry
- if (_mesh != null)
- {
- // Cleanup meshing here
- }
- //kill body to rebuild
- if (IsPhysical && Body != (IntPtr) 0)
- {
- disableBody();
- }
- if (d.SpaceQuery(m_targetSpace, prim_geom))
- {
- _parent_scene.waitForSpaceUnlock(m_targetSpace);
- d.SpaceRemove(m_targetSpace, prim_geom);
- }
- d.GeomDestroy(prim_geom);
- prim_geom = (IntPtr)0;
- // we don't need to do space calculation because the client sends a position update also.
- // Construction of new prim
- if (_parent_scene.needsMeshing(_pbs))
- {
- // Don't need to re-enable body.. it's done in SetMesh
- IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size);
- // createmesh returns null when it's a shape that isn't a cube.
- if (mesh != null)
- {
- setMesh(_parent_scene, mesh);
- d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
- d.Quaternion myrot = new d.Quaternion();
- myrot.W = _orientation.w;
- myrot.X = _orientation.x;
- myrot.Y = _orientation.y;
- myrot.Z = _orientation.z;
- d.GeomSetQuaternion(prim_geom, ref myrot);
- //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
- if (IsPhysical && Body == (IntPtr)0)
- {
- // Re creates body on size.
- // EnableBody also does setMass()
- enableBody();
- d.BodyEnable(Body);
- }
- }
- else
- {
- if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1)
- {
- if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z)
- {
- if (((_size.X / 2f) > 0f) && ((_size.X / 2f) < 1000))
- {
- _parent_scene.waitForSpaceUnlock(m_targetSpace);
- SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2));
- }
- else
- {
- m_log.Info("[PHYSICS]: Failed to load a sphere bad size");
- _parent_scene.waitForSpaceUnlock(m_targetSpace);
- SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
- }
- }
- else
- {
- _parent_scene.waitForSpaceUnlock(m_targetSpace);
- SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
- }
- }
- //else if (_pbs.ProfileShape == ProfileShape.Circle && _pbs.PathCurve == (byte)Extrusion.Straight)
- //{
- //Cyllinder
- //if (_size.X == _size.Y)
- //{
- // prim_geom = d.CreateCylinder(m_targetSpace, _size.X / 2, _size.Z);
- //}
- //else
- //{
- //prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
- //}
- //}
- else
- {
- _parent_scene.waitForSpaceUnlock(m_targetSpace);
- SetGeom(prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
- }
- //prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
- d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
- d.Quaternion myrot = new d.Quaternion();
- myrot.W = _orientation.w;
- myrot.X = _orientation.x;
- myrot.Y = _orientation.y;
- myrot.Z = _orientation.z;
- d.GeomSetQuaternion(prim_geom, ref myrot);
- }
- }
- else
- {
- if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1)
- {
- if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z)
- {
- _parent_scene.waitForSpaceUnlock(m_targetSpace);
- SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2));
- }
- else
- {
- _parent_scene.waitForSpaceUnlock(m_targetSpace);
- SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
- }
- }
- //else if (_pbs.ProfileShape == ProfileShape.Circle && _pbs.PathCurve == (byte)Extrusion.Straight)
- //{
- //Cyllinder
- //if (_size.X == _size.Y)
- //{
- //prim_geom = d.CreateCylinder(m_targetSpace, _size.X / 2, _size.Z);
- //}
- //else
- //{
- //prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
- //}
- //}
- else
- {
- _parent_scene.waitForSpaceUnlock(m_targetSpace);
- SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
- }
- d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
- d.Quaternion myrot = new d.Quaternion();
- myrot.W = _orientation.w;
- myrot.X = _orientation.x;
- myrot.Y = _orientation.y;
- myrot.Z = _orientation.z;
- d.GeomSetQuaternion(prim_geom, ref myrot);
- //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
- if (IsPhysical && Body == (IntPtr) 0)
- {
- // Re creates body on size.
- // EnableBody also does setMass()
- enableBody();
- d.BodyEnable(Body);
- }
- }
- _parent_scene.geom_name_map[prim_geom] = oldname;
- ode.dunlock(_parent_scene.world);
- resetCollisionAccounting();
- m_taintsize = _size;
- }
- public void changeshape(float timestamp)
- {
- while (ode.lockquery())
- {
- }
- ode.dlock(_parent_scene.world);
- string oldname = _parent_scene.geom_name_map[prim_geom];
- // Cleanup of old prim geometry and Bodies
- if (IsPhysical && Body != (IntPtr) 0)
- {
- disableBody();
- }
- d.GeomDestroy(prim_geom);
- prim_geom = (IntPtr) 0;
- // we don't need to do space calculation because the client sends a position update also.
- // Construction of new prim
- if (_parent_scene.needsMeshing(_pbs))
- {
- // Don't need to re-enable body.. it's done in SetMesh
- IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size);
- // createmesh returns null when it's a shape that isn't a cube.
- if (mesh != null)
- {
- setMesh(_parent_scene, mesh);
- d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
- d.Quaternion myrot = new d.Quaternion();
- myrot.W = _orientation.w;
- myrot.X = _orientation.x;
- myrot.Y = _orientation.y;
- myrot.Z = _orientation.z;
- d.GeomSetQuaternion(prim_geom, ref myrot);
- //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
- if (IsPhysical && Body == (IntPtr)0)
- {
- // Re creates body on size.
- // EnableBody also does setMass()
- enableBody();
- d.BodyEnable(Body);
- }
- }
- else
- {
- if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1)
- {
- if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z)
- {
- if (((_size.X / 2f) > 0f) && ((_size.X / 2f) < 1000))
- {
- _parent_scene.waitForSpaceUnlock(m_targetSpace);
- SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2));
- }
- else
- {
- m_log.Info("[PHYSICS]: Failed to load a sphere bad size");
- _parent_scene.waitForSpaceUnlock(m_targetSpace);
- SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
- }
- }
- else
- {
- _parent_scene.waitForSpaceUnlock(m_targetSpace);
- SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
- }
- }
- //else if (_pbs.ProfileShape == ProfileShape.Circle && _pbs.PathCurve == (byte)Extrusion.Straight)
- //{
- //Cyllinder
- //if (_size.X == _size.Y)
- //{
- // prim_geom = d.CreateCylinder(m_targetSpace, _size.X / 2, _size.Z);
- //}
- //else
- //{
- //prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
- //}
- //}
- else
- {
- _parent_scene.waitForSpaceUnlock(m_targetSpace);
- SetGeom(prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
- }
- //prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
- d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
- d.Quaternion myrot = new d.Quaternion();
- myrot.W = _orientation.w;
- myrot.X = _orientation.x;
- myrot.Y = _orientation.y;
- myrot.Z = _orientation.z;
- d.GeomSetQuaternion(prim_geom, ref myrot);
- }
- }
- else
- {
- if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1)
- {
- if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z)
- {
- _parent_scene.waitForSpaceUnlock(m_targetSpace);
- SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2));
- }
- else
- {
- _parent_scene.waitForSpaceUnlock(m_targetSpace);
- SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
- }
- }
- //else if (_pbs.ProfileShape == ProfileShape.Circle && _pbs.PathCurve == (byte)Extrusion.Straight)
- //{
- //Cyllinder
- //if (_size.X == _size.Y)
- //{
- //prim_geom = d.CreateCylinder(m_targetSpace, _size.X / 2, _size.Z);
- //}
- //else
- //{
- //prim_geom = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
- //}
- //}
- else
- {
- _parent_scene.waitForSpaceUnlock(m_targetSpace);
- SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
- }
- d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
- d.Quaternion myrot = new d.Quaternion();
- myrot.W = _orientation.w;
- myrot.X = _orientation.x;
- myrot.Y = _orientation.y;
- myrot.Z = _orientation.z;
- d.GeomSetQuaternion(prim_geom, ref myrot);
- //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
- if (IsPhysical && Body == (IntPtr)0)
- {
- // Re creates body on size.
- // EnableBody also does setMass()
- enableBody();
- d.BodyEnable(Body);
- }
- }
- _parent_scene.geom_name_map[prim_geom] = oldname;
- ode.dunlock(_parent_scene.world);
- resetCollisionAccounting();
- m_taintshape = false;
- }
- public void changeAddForce(float timestamp)
- {
- while (ode.lockquery())
- {
- }
- ode.dlock(_parent_scene.world);
-
- lock (m_forcelist)
- {
- //m_log.Info("[PHYSICS]: dequeing forcelist");
- if (IsPhysical)
- {
- PhysicsVector iforce = new PhysicsVector();
- for (int i = 0; i < m_forcelist.Count; i++)
- {
- iforce = iforce + (m_forcelist[i]*100);
- }
- d.BodyEnable(Body);
- d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z);
- }
- m_forcelist.Clear();
- }
- ode.dunlock(_parent_scene.world);
- m_collisionscore = 0;
- m_interpenetrationcount = 0;
- m_taintforce = false;
- }
- private void changevelocity(float timestep)
- {
- lock (ode)
- {
- while (ode.lockquery())
- {
- }
- ode.dlock(_parent_scene.world);
- System.Threading.Thread.Sleep(20);
- if (IsPhysical)
- {
- if (Body != (IntPtr)0)
- {
- d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z);
- }
- }
- ode.dunlock(_parent_scene.world);
- }
- //resetCollisionAccounting();
- m_taintVelocity = PhysicsVector.Zero;
- }
- public override bool IsPhysical
- {
- get { return m_isphysical; }
- set { m_isphysical = value; }
- }
- public void setPrimForRemoval()
- {
- m_taintremove = true;
- }
- public override bool Flying
- {
- get { return false; //no flying prims for you
- }
- set { }
- }
- public override bool IsColliding
- {
- get { return iscolliding; }
- set { iscolliding = value; }
- }
- public override bool CollidingGround
- {
- get { return false; }
- set { return; }
- }
- public override bool CollidingObj
- {
- get { return false; }
- set { return; }
- }
- public override bool ThrottleUpdates
- {
- get { return m_throttleUpdates; }
- set { m_throttleUpdates = value; }
- }
- public override bool Stopped
- {
- get { return _zeroFlag; }
- }
- public override PhysicsVector Position
- {
- get { return _position; }
- set { _position = value;
- //m_log.Info("[PHYSICS]: " + _position.ToString());
- }
- }
- public override PhysicsVector Size
- {
- get { return _size; }
- set { _size = value; }
- }
- public override float Mass
- {
- get { return CalculateMass(); }
- }
- public override PhysicsVector Force
- {
- get { return PhysicsVector.Zero; }
- }
- public override PhysicsVector CenterOfMass
- {
- get { return PhysicsVector.Zero; }
- }
- public override PhysicsVector GeometricCenter
- {
- get { return PhysicsVector.Zero; }
- }
- public override PrimitiveBaseShape Shape
- {
- set {
- _pbs = value;
- m_taintshape = true;
- }
- }
- public override PhysicsVector Velocity
- {
- get
- {
- // Averate previous velocity with the new one so
- // client object interpolation works a 'little' better
- PhysicsVector returnVelocity = new PhysicsVector();
- returnVelocity.X = (m_lastVelocity.X + _velocity.X)/2;
- returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y)/2;
- returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z)/2;
- return returnVelocity;
- }
- set {
- _velocity = value;
-
- m_taintVelocity = value;
- _parent_scene.AddPhysicsActorTaint(this);
-
-
- }
- }
- public override float CollisionScore
- {
- get { return m_collisionscore; }
- }
- public override bool Kinematic
- {
- get { return false; }
- set { }
- }
- public override Quaternion Orientation
- {
- get { return _orientation; }
- set { _orientation = value; }
- }
- public override PhysicsVector Acceleration
- {
- get { return _acceleration; }
- }
- public void SetAcceleration(PhysicsVector accel)
- {
- _acceleration = accel;
- }
- public override void AddForce(PhysicsVector force)
- {
- m_forcelist.Add(force);
- m_taintforce = true;
- //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
- }
- public override PhysicsVector RotationalVelocity
- {
- get {
- PhysicsVector pv = new PhysicsVector(0, 0, 0);
- if (_zeroFlag)
- return pv;
- m_lastUpdateSent = false;
-
- if (m_rotationalVelocity.IsIdentical(pv, 0.2f))
- return pv;
- return m_rotationalVelocity;
- }
- set { m_rotationalVelocity = value; }
- }
- public override void CrossingFailure()
- {
- m_crossingfailures++;
- if (m_crossingfailures > 5)
- {
- base.RaiseOutOfBounds(_position);
- return;
- }
- else if (m_crossingfailures == 5)
- {
- m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName);
- }
- }
- public void UpdatePositionAndVelocity()
- {
- // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
- PhysicsVector pv = new PhysicsVector(0, 0, 0);
- if (Body != (IntPtr) 0)
- {
- d.Vector3 vec = d.BodyGetPosition(Body);
- d.Quaternion ori = d.BodyGetQuaternion(Body);
- d.Vector3 vel = d.BodyGetLinearVel(Body);
- d.Vector3 rotvel = d.BodyGetAngularVel(Body);
- PhysicsVector l_position = new PhysicsVector();
-
- // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
- //if (vec.X < 0.0f) { vec.X = 0.0f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); }
- //if (vec.Y < 0.0f) { vec.Y = 0.0f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); }
- //if (vec.X > 255.95f) { vec.X = 255.95f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); }
- //if (vec.Y > 255.95f) { vec.Y = 255.95f; if (Body != (IntPtr)0) d.BodySetAngularVel(Body, 0, 0, 0); }
- m_lastposition = _position;
- l_position.X = vec.X;
- l_position.Y = vec.Y;
- l_position.Z = vec.Z;
- if (l_position.X > 255.95f || l_position.X < 0f || l_position.Y > 255.95f || l_position.Y < 0f)
- {
- base.RaiseOutOfBounds(_position);
- }
- //if (m_crossingfailures < 5)
- //{
- //base.RequestPhysicsterseUpdate();
- //}
- //}
- if (l_position.Z < 0)
- {
- // This is so prim that get lost underground don't fall forever and suck up
- //
- // Sim resources and memory.
- // Disables the prim's movement physics....
- // It's a hack and will generate a console message if it fails.
- //IsPhysical = false;
- base.RaiseOutOfBounds(_position);
- _velocity.X = 0;
- _velocity.Y = 0;
- _velocity.Z = 0;
- m_rotationalVelocity.X = 0;
- m_rotationalVelocity.Y = 0;
- m_rotationalVelocity.Z = 0;
- base.RequestPhysicsterseUpdate();
- m_throttleUpdates = false;
- throttleCounter = 0;
- _zeroFlag = true;
- //outofBounds = true;
- }
- if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
- && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02)
- && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02))
- {
- _zeroFlag = true;
- m_throttleUpdates = false;
- }
- else
- {
- //System.Console.WriteLine(Math.Abs(m_lastposition.X - l_position.X).ToString());
- _zeroFlag = false;
- }
- if (_zeroFlag)
- {
- // Supposedly this is supposed to tell SceneObjectGroup that
- // no more updates need to be sent..
- // but it seems broken.
- _velocity.X = 0.0f;
- _velocity.Y = 0.0f;
- _velocity.Z = 0.0f;
- //_orientation.w = 0f;
- //_orientation.x = 0f;
- //_orientation.y = 0f;
- //_orientation.z = 0f;
- m_rotationalVelocity.X = 0;
- m_rotationalVelocity.Y = 0;
- m_rotationalVelocity.Z = 0;
- if (!m_lastUpdateSent)
- {
- m_throttleUpdates = false;
- throttleCounter = 0;
- m_rotationalVelocity = pv;
- base.RequestPhysicsterseUpdate();
- m_lastUpdateSent = true;
- }
- }
- else
- {
- m_lastVelocity = _velocity;
- _position = l_position;
- _velocity.X = vel.X;
- _velocity.Y = vel.Y;
- _velocity.Z = vel.Z;
- if (_velocity.IsIdentical(pv, 0.5f))
- {
- m_rotationalVelocity = pv;
- }
- else
- {
- m_rotationalVelocity.setValues(rotvel.X, rotvel.Y, rotvel.Z);
- }
-
- //System.Console.WriteLine("ODE: " + m_rotationalVelocity.ToString());
- _orientation.w = ori.W;
- _orientation.x = ori.X;
- _orientation.y = ori.Y;
- _orientation.z = ori.Z;
- m_lastUpdateSent = false;
- if (!m_throttleUpdates || throttleCounter > 15)
- {
-
- base.RequestPhysicsterseUpdate();
- }
- else
- {
- throttleCounter++;
- }
- }
- m_lastposition = l_position;
- }
- else
- {
- // Not a body.. so Make sure the client isn't interpolating
- _velocity.X = 0;
- _velocity.Y = 0;
- _velocity.Z = 0;
- m_rotationalVelocity.X = 0;
- m_rotationalVelocity.Y = 0;
- m_rotationalVelocity.Z = 0;
- _zeroFlag = true;
- }
- }
- public override void SetMomentum(PhysicsVector momentum)
- {
- }
- }
- }
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