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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.Framework.Console;
- using OpenSim.Region.Physics.Manager;
- //using OpenSim.Region.Physics.OdePlugin.Meshing;
- namespace OpenSim.Region.Physics.OdePlugin
- {
- /// <summary>
- /// ODE plugin
- /// </summary>
- public class OdePlugin : IPhysicsPlugin
- {
- private OdeScene _mScene;
- public OdePlugin()
- {
- }
- public bool Init()
- {
- return true;
- }
- public PhysicsScene GetScene()
- {
- if (_mScene == null)
- {
- _mScene = new OdeScene();
- }
- return (_mScene);
- }
- public string GetName()
- {
- return ("OpenDynamicsEngine");
- }
- public void Dispose()
- {
- }
- }
- public class OdeScene : PhysicsScene
- {
- // TODO: this should be hard-coded in some common place
- private const uint m_regionWidth = 256;
- private const uint m_regionHeight = 256;
- private static float ODE_STEPSIZE = 0.004f;
- private static bool RENDER_FLAG = false;
- private static float metersInSpace = 29.9f;
- private IntPtr contactgroup;
- private IntPtr LandGeom = (IntPtr) 0;
- private double[] _heightmap;
- private GCHandle gchHeightMap; // rex
- private d.NearCallback nearCallback;
- public d.TriCallback triCallback;
- public d.TriArrayCallback triArrayCallback;
- private List<OdeCharacter> _characters = new List<OdeCharacter>();
- private List<OdePrim> _prims = new List<OdePrim>();
- private List<OdePrim> _activeprims = new List<OdePrim>();
- private List<OdePrim> _taintedPrim = new List<OdePrim>();
- public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
- public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>();
- private d.ContactGeom[] contacts = new d.ContactGeom[30];
- private d.Contact contact;
- private d.Contact TerrainContact;
- private d.Contact AvatarMovementprimContact;
- private d.Contact AvatarMovementTerrainContact;
- private int m_physicsiterations = 10;
- private float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
- private PhysicsActor PANull = new NullPhysicsActor();
- private float step_time = 0.0f;
- public IntPtr world;
- public IntPtr space;
- // split static geometry collision handling into spaces of 30 meters
- public IntPtr[,] staticPrimspace = new IntPtr[(int) (300/metersInSpace),(int) (300/metersInSpace)];
- public static Object OdeLock = new Object();
- public IMesher mesher;
- public OdeScene()
- {
- nearCallback = near;
- triCallback = TriCallback;
- triArrayCallback = TriArrayCallback;
- /*
- contact.surface.mode |= d.ContactFlags.Approx1 | d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP;
- contact.surface.mu = 10.0f;
- contact.surface.bounce = 0.9f;
- contact.surface.soft_erp = 0.005f;
- contact.surface.soft_cfm = 0.00003f;
- */
- contact.surface.mu = 250.0f;
- contact.surface.bounce = 0.2f;
- TerrainContact.surface.mode |= d.ContactFlags.SoftERP;
- TerrainContact.surface.mu = 550.0f;
- TerrainContact.surface.bounce = 0.1f;
- TerrainContact.surface.soft_erp = 0.1025f;
- AvatarMovementprimContact.surface.mu = 150.0f;
- AvatarMovementprimContact.surface.bounce = 0.1f;
- AvatarMovementTerrainContact.surface.mode |= d.ContactFlags.SoftERP;
- AvatarMovementTerrainContact.surface.mu = 150.0f;
- AvatarMovementTerrainContact.surface.bounce = 0.1f;
- AvatarMovementTerrainContact.surface.soft_erp = 0.1025f;
- lock (OdeLock)
- {
- world = d.WorldCreate();
- space = d.HashSpaceCreate(IntPtr.Zero);
- d.HashSpaceSetLevels(space, -4, 128);
- contactgroup = d.JointGroupCreate(0);
- //contactgroup
- d.WorldSetGravity(world, 0.0f, 0.0f, -10.0f);
- d.WorldSetAutoDisableFlag(world, false);
- d.WorldSetContactSurfaceLayer(world, 0.001f);
- d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
- d.WorldSetContactMaxCorrectingVel(world, 1000.0f);
- }
- _heightmap = new double[514*514];
- gchHeightMap = GCHandle.Alloc(_heightmap, GCHandleType.Pinned); // rex
- for (int i = 0; i < staticPrimspace.GetLength(0); i++)
- {
- for (int j = 0; j < staticPrimspace.GetLength(1); j++)
- {
- staticPrimspace[i, j] = IntPtr.Zero;
- }
- }
- }
- public override void Initialise(IMesher meshmerizer)
- {
- mesher = meshmerizer;
- }
- public string whichspaceamIin(PhysicsVector pos)
- {
- return calculateSpaceForGeom(pos).ToString();
- }
- private void near(IntPtr space, IntPtr g1, IntPtr g2)
- {
- // no lock here! It's invoked from within Simulate(), which is thread-locked
- if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
- {
- // Separating static prim geometry spaces.
- // We'll be calling near recursivly if one
- // of them is a space to find all of the
- // contact points in the space
- d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
- //Colliding a space or a geom with a space or a geom.
- //Collide all geoms in each space..
- //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
- //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
- }
- else
- {
- // Colliding Geom To Geom
- // This portion of the function 'was' blatantly ripped off from BoxStack.cs
- IntPtr b1 = d.GeomGetBody(g1);
- IntPtr b2 = d.GeomGetBody(g2);
- if (g1 == g2)
- return; // Can't collide with yourself
- if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
- return;
- d.GeomClassID id = d.GeomGetClass(g1);
- String name1 = null;
- String name2 = null;
- if (!geom_name_map.TryGetValue(g1, out name1))
- {
- name1 = "null";
- }
- if (!geom_name_map.TryGetValue(g2, out name2))
- {
- name2 = "null";
- }
- if (id == d.GeomClassID.TriMeshClass)
- {
- // MainLog.Instance.Verbose("near: A collision was detected between {1} and {2}", 0, name1, name2);
- //System.Console.WriteLine("near: A collision was detected between {1} and {2}", 0, name1, name2);
- }
- int count = 0;
- try
- {
- count = d.Collide(g1, g2, contacts.GetLength(0), contacts, d.ContactGeom.SizeOf);
- }
- catch (SEHException)
- {
- MainLog.Instance.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.");
- base.TriggerPhysicsBasedRestart();
- }
- for (int i = 0; i < count; i++)
- {
- IntPtr joint;
- // If we're colliding with terrain, use 'TerrainContact' instead of contact.
- // allows us to have different settings
- PhysicsActor p1;
- PhysicsActor p2;
- if (!actor_name_map.TryGetValue(g1, out p1))
- {
- p1 = PANull;
- }
- if (!actor_name_map.TryGetValue(g2, out p2))
- {
- p2 = PANull;
- }
- // We only need to test p2 for 'jump crouch purposes'
- p2.IsColliding = true;
-
- switch (p1.PhysicsActorType)
- {
- case (int) ActorTypes.Agent:
- p2.CollidingObj = true;
- break;
- case (int) ActorTypes.Prim:
- if (p2.Velocity.X > 0 || p2.Velocity.Y > 0 || p2.Velocity.Z > 0)
- p2.CollidingObj = true;
- break;
- case (int) ActorTypes.Unknown:
- p2.CollidingGround = true;
- break;
- case (int)ActorTypes.PrimVolume: // rex, added primvolume
- if (Util.UnixTimeSinceEpoch() > p2.NextPrimVolumeTime)
- {
- p2.NextPrimVolumeTime = Util.UnixTimeSinceEpoch() + 1;
- p1.SendCollisionUpdate(new CollisionEventUpdate(p2.m_localID,0,true,null));
- }
- return;
- default:
- p2.CollidingGround = true;
- break;
- }
- // we don't want prim or avatar to explode
- #region InterPenetration Handling - Unintended physics explosions
- if (contacts[i].depth >= 0.08f)
- {
- if (contacts[i].depth >= 1.00f)
- {
- //MainLog.Instance.Debug("PHYSICS",contacts[i].depth.ToString());
- }
- // If you interpenetrate a prim with an agent
- if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
- p1.PhysicsActorType == (int) ActorTypes.Prim) ||
- (p1.PhysicsActorType == (int) ActorTypes.Agent &&
- p2.PhysicsActorType == (int) ActorTypes.Prim))
- {
- if (p2.PhysicsActorType == (int) ActorTypes.Agent)
- {
- //p2.CollidingObj = true;
- //contacts[i].depth = 0.003f;
- //p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f);
- //OdeCharacter character = (OdeCharacter) p2;
- //character.SetPidStatus(true);
- //contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p1.Size.X / 2), contacts[i].pos.Y + (p1.Size.Y / 2), contacts[i].pos.Z + (p1.Size.Z / 2));
-
- }
- else
- {
-
- //contacts[i].depth = 0.0000000f;
- }
- if (p1.PhysicsActorType == (int) ActorTypes.Agent)
- {
-
- //p1.CollidingObj = true;
- //contacts[i].depth = 0.003f;
- //p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f);
- //contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p2.Size.X / 2), contacts[i].pos.Y + (p2.Size.Y / 2), contacts[i].pos.Z + (p2.Size.Z / 2));
- //OdeCharacter character = (OdeCharacter)p1;
- //character.SetPidStatus(true);
- }
- else
- {
-
- //contacts[i].depth = 0.0000000f;
- }
- }
- // If you interpenetrate a prim with another prim
- if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim)
- {
- // Don't collide, one or both prim will explode.
- contacts[i].depth = 0f;
- }
- if (contacts[i].depth >= 1.00f)
- {
- if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
- p1.PhysicsActorType == (int) ActorTypes.Unknown) ||
- (p1.PhysicsActorType == (int) ActorTypes.Agent &&
- p2.PhysicsActorType == (int) ActorTypes.Unknown))
- {
- if (p2.PhysicsActorType == (int) ActorTypes.Agent)
- {
- OdeCharacter character = (OdeCharacter) p2;
- //p2.CollidingObj = true;
- contacts[i].depth = 0.003f;
- p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 0.5f);
- contacts[i].pos =
- new d.Vector3(contacts[i].pos.X + (p1.Size.X/2),
- contacts[i].pos.Y + (p1.Size.Y/2),
- contacts[i].pos.Z + (p1.Size.Z/2));
- character.SetPidStatus(true);
- }
- else
- {
- }
- if (p1.PhysicsActorType == (int) ActorTypes.Agent)
- {
- OdeCharacter character = (OdeCharacter)p1;
- //p2.CollidingObj = true;
- contacts[i].depth = 0.003f;
- p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 0.5f);
- contacts[i].pos =
- new d.Vector3(contacts[i].pos.X + (p1.Size.X/2),
- contacts[i].pos.Y + (p1.Size.Y/2),
- contacts[i].pos.Z + (p1.Size.Z/2));
- character.SetPidStatus(true);
- }
- else
- {
- //contacts[i].depth = 0.0000000f;
- }
- }
- }
- }
- #endregion
- if (contacts[i].depth >= 0f)
- {
- if (name1 == "Terrain" || name2 == "Terrain")
- {
- if ((p2.PhysicsActorType == (int) ActorTypes.Agent) &&
- (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
- {
- AvatarMovementTerrainContact.geom = contacts[i];
- joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact);
- }
- else
- {
- TerrainContact.geom = contacts[i];
- joint = d.JointCreateContact(world, contactgroup, ref TerrainContact);
- }
- }
- else
- {
- if ((p2.PhysicsActorType == (int) ActorTypes.Agent) &&
- (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
- {
- AvatarMovementprimContact.geom = contacts[i];
- joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact);
- }
- else
- {
- contact.geom = contacts[i];
- joint = d.JointCreateContact(world, contactgroup, ref contact);
- }
- }
- d.JointAttach(joint, b1, b2);
- }
- if (count > 3)
- {
- p2.ThrottleUpdates = true;
- }
- //System.Console.WriteLine(count.ToString());
- //System.Console.WriteLine("near: A collision was detected between {1} and {2}", 0, name1, name2);
- }
- }
- }
- private void collision_optimized(float timeStep)
- {
- foreach (OdeCharacter chr in _characters)
- {
- chr.IsColliding = false;
- chr.CollidingGround = false;
- chr.CollidingObj = false;
- d.SpaceCollide2(space, chr.Shell, IntPtr.Zero, nearCallback);
- }
- // If the sim is running slow this frame,
- // don't process collision for prim!
- if (timeStep < (m_SkipFramesAtms/3))
- {
- foreach (OdePrim chr in _activeprims)
- {
- // This if may not need to be there.. it might be skipped anyway.
- if (d.BodyIsEnabled(chr.Body))
- {
- d.SpaceCollide2(space, chr.prim_geom, IntPtr.Zero, nearCallback);
- //foreach (OdePrim ch2 in _prims)
- /// should be a separate space -- lots of avatars will be N**2 slow
- //{
- //if (ch2.IsPhysical && d.BodyIsEnabled(ch2.Body))
- //{
- // Only test prim that are 0.03 meters away in one direction.
- // This should be Optimized!
- //if ((Math.Abs(ch2.Position.X - chr.Position.X) < 0.03) || (Math.Abs(ch2.Position.Y - chr.Position.Y) < 0.03) || (Math.Abs(ch2.Position.X - chr.Position.X) < 0.03))
- //{
- //d.SpaceCollide2(chr.prim_geom, ch2.prim_geom, IntPtr.Zero, nearCallback);
- //}
- //}
- //}
- }
- }
- }
- else
- {
- // Everything is going slow, so we're skipping object to object collisions
- // At least collide test against the ground.
- foreach (OdePrim chr in _activeprims)
- {
- // This if may not need to be there.. it might be skipped anyway.
- if (d.BodyIsEnabled(chr.Body))
- {
- d.SpaceCollide2(LandGeom, chr.prim_geom, IntPtr.Zero, nearCallback);
- }
- }
- }
- }
- public override PhysicsActor AddAvatar(string avName, PhysicsVector position, uint localID) // rex, localid
- {
- PhysicsVector pos = new PhysicsVector();
- pos.X = position.X;
- pos.Y = position.Y;
- pos.Z = position.Z;
- OdeCharacter newAv = new OdeCharacter(avName, this, pos, localID); // rex, localid
- _characters.Add(newAv);
- return newAv;
- }
- public override void RemoveAvatar(PhysicsActor actor)
- {
- lock (OdeLock)
- {
- ((OdeCharacter) actor).Destroy();
- _characters.Remove((OdeCharacter) actor);
- }
- }
- public override void RemovePrim(PhysicsActor prim)
- {
- if (prim is OdePrim)
- {
- lock (OdeLock)
- {
- OdePrim p = (OdePrim) prim;
- p.setPrimForRemoval();
- AddPhysicsActorTaint(prim);
- }
- }
- }
- public void RemovePrimThreadLocked(OdePrim prim)
- {
- lock (OdeLock)
- {
- if (prim.IsPhysical)
- {
- prim.disableBody();
- }
- // we don't want to remove the main space
- if (prim.m_targetSpace != space && prim.IsPhysical == false)
- {
- // If the geometry is in the targetspace, remove it from the target space
- if (d.SpaceQuery(prim.m_targetSpace, prim.prim_geom))
- {
- if (!(prim.m_targetSpace.Equals(null)))
- {
- if (d.GeomIsSpace(prim.m_targetSpace))
- {
- d.SpaceRemove(prim.m_targetSpace, prim.prim_geom);
- }
- else
- {
- MainLog.Instance.Verbose("Physics",
- "Invalid Scene passed to 'removeprim from scene':" +
- ((OdePrim) prim).m_targetSpace.ToString());
- }
- }
- }
- //If there are no more geometries in the sub-space, we don't need it in the main space anymore
- if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0)
- {
- if (!(prim.m_targetSpace.Equals(null)))
- {
- if (d.GeomIsSpace(prim.m_targetSpace))
- {
- d.SpaceRemove(space, prim.m_targetSpace);
- // free up memory used by the space.
- d.SpaceDestroy(prim.m_targetSpace);
- int[] xyspace = calculateSpaceArrayItemFromPos(prim.Position);
- resetSpaceArrayItemToZero(xyspace[0], xyspace[1]);
- }
- else
- {
- MainLog.Instance.Verbose("Physics",
- "Invalid Scene passed to 'removeprim from scene':" +
- ((OdePrim) prim).m_targetSpace.ToString());
- }
- }
- }
- }
- d.GeomDestroy(prim.prim_geom);
- _prims.Remove(prim);
- }
- }
- public void resetSpaceArrayItemToZero(IntPtr space)
- {
- for (int x = 0; x < staticPrimspace.GetLength(0); x++)
- {
- for (int y = 0; y < staticPrimspace.GetLength(1); y++)
- {
- if (staticPrimspace[x, y] == space)
- staticPrimspace[x, y] = IntPtr.Zero;
- }
- }
- }
- public void resetSpaceArrayItemToZero(int arrayitemX, int arrayitemY)
- {
- staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero;
- }
- public IntPtr recalculateSpaceForGeom(IntPtr geom, PhysicsVector pos, IntPtr currentspace)
- {
- //Todo recalculate space the prim is in.
- // Called from setting the Position and Size of an ODEPrim so
- // it's already in locked space.
- // we don't want to remove the main space
- // we don't need to test physical here because this function should
- // never be called if the prim is physical(active)
- if (currentspace != space)
- {
- if (d.SpaceQuery(currentspace, geom) && currentspace != (IntPtr) 0)
- {
- if (d.GeomIsSpace(currentspace))
- {
- d.SpaceRemove(currentspace, geom);
- }
- else
- {
- MainLog.Instance.Verbose("Physics",
- "Invalid Scene passed to 'recalculatespace':" + currentspace.ToString() +
- " Geom:" + geom.ToString());
- }
- }
- else
- {
- IntPtr sGeomIsIn = d.GeomGetSpace(geom);
- if (!(sGeomIsIn.Equals(null)))
- {
- if (sGeomIsIn != (IntPtr) 0)
- {
- if (d.GeomIsSpace(currentspace))
- {
- d.SpaceRemove(sGeomIsIn, geom);
- }
- else
- {
- MainLog.Instance.Verbose("Physics",
- "Invalid Scene passed to 'recalculatespace':" +
- sGeomIsIn.ToString() + " Geom:" + geom.ToString());
- }
- }
- }
- }
- //If there are no more geometries in the sub-space, we don't need it in the main space anymore
- if (d.SpaceGetNumGeoms(currentspace) == 0)
- {
- if (currentspace != (IntPtr) 0)
- {
- if (d.GeomIsSpace(currentspace))
- {
- d.SpaceRemove(space, currentspace);
- // free up memory used by the space.
- d.SpaceDestroy(currentspace);
- resetSpaceArrayItemToZero(currentspace);
- }
- else
- {
- MainLog.Instance.Verbose("Physics",
- "Invalid Scene passed to 'recalculatespace':" +
- currentspace.ToString() + " Geom:" + geom.ToString());
- }
- }
- }
- }
- else
- {
- // this is a physical object that got disabled. ;.;
- if (d.SpaceQuery(currentspace, geom))
- {
- if (currentspace != (IntPtr) 0)
- if (d.GeomIsSpace(currentspace))
- {
- d.SpaceRemove(currentspace, geom);
- }
- else
- {
- MainLog.Instance.Verbose("Physics",
- "Invalid Scene passed to 'recalculatespace':" +
- currentspace.ToString() + " Geom:" + geom.ToString());
- }
- }
- else
- {
- IntPtr sGeomIsIn = d.GeomGetSpace(geom);
- if (!(sGeomIsIn.Equals(null)))
- {
- if (sGeomIsIn != (IntPtr) 0)
- {
- if (d.GeomIsSpace(sGeomIsIn))
- {
- d.SpaceRemove(sGeomIsIn, geom);
- }
- else
- {
- MainLog.Instance.Verbose("Physics",
- "Invalid Scene passed to 'recalculatespace':" +
- sGeomIsIn.ToString() + " Geom:" + geom.ToString());
- }
- }
- }
- }
- }
- // The routines in the Position and Size sections do the 'inserting' into the space,
- // so all we have to do is make sure that the space that we're putting the prim into
- // is in the 'main' space.
- int[] iprimspaceArrItem = calculateSpaceArrayItemFromPos(pos);
- IntPtr newspace = calculateSpaceForGeom(pos);
- if (newspace == IntPtr.Zero)
- {
- newspace = createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
- d.HashSpaceSetLevels(newspace, -4, 66);
- }
- return newspace;
- }
- public IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY)
- {
- // creating a new space for prim and inserting it into main space.
- staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY] = d.HashSpaceCreate(IntPtr.Zero);
- d.SpaceAdd(space, staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]);
- return staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY];
- }
- public IntPtr calculateSpaceForGeom(PhysicsVector pos)
- {
- int[] xyspace = calculateSpaceArrayItemFromPos(pos);
- //MainLog.Instance.Verbose("Physics", "Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString());
- IntPtr locationbasedspace = staticPrimspace[xyspace[0], xyspace[1]];
- //locationbasedspace = space;
- return locationbasedspace;
- }
- public int[] calculateSpaceArrayItemFromPos(PhysicsVector pos)
- {
- int[] returnint = new int[2];
- returnint[0] = (int) (pos.X/metersInSpace);
- if (returnint[0] > ((int) (259f/metersInSpace)))
- returnint[0] = ((int) (259f/metersInSpace));
- if (returnint[0] < 0)
- returnint[0] = 0;
- returnint[1] = (int) (pos.Y/metersInSpace);
- if (returnint[0] > ((int) (259f/metersInSpace)))
- returnint[0] = ((int) (259f/metersInSpace));
- if (returnint[0] < 0)
- returnint[0] = 0;
- return returnint;
- }
- private PhysicsActor AddPrim(String name, PhysicsVector position, PhysicsVector size, Quaternion rotation,
- IMesh mesh, PrimitiveBaseShape pbs, bool isphysical, uint localID) // rex, localid
- {
- PhysicsVector pos = new PhysicsVector();
- pos.X = position.X;
- pos.Y = position.Y;
- pos.Z = position.Z;
- PhysicsVector siz = new PhysicsVector();
- siz.X = size.X;
- siz.Y = size.Y;
- siz.Z = size.Z;
- Quaternion rot = new Quaternion();
- rot.w = rotation.w;
- rot.x = rotation.x;
- rot.y = rotation.y;
- rot.z = rotation.z;
- int[] iprimspaceArrItem = calculateSpaceArrayItemFromPos(pos);
- IntPtr targetspace = calculateSpaceForGeom(pos);
- if (targetspace == IntPtr.Zero)
- targetspace = createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
- OdePrim newPrim;
- lock (OdeLock)
- {
- newPrim = new OdePrim(name, this, targetspace, pos, siz, rot, mesh, pbs, isphysical, localID); // rex, localid
- _prims.Add(newPrim);
- }
- return newPrim;
- }
- public void addActivePrim(OdePrim activatePrim)
- {
- // adds active prim.. (ones that should be iterated over in collisions_optimized
- _activeprims.Add(activatePrim);
- }
- public void remActivePrim(OdePrim deactivatePrim)
- {
- _activeprims.Remove(deactivatePrim);
- }
- public int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount)
- {
- /* String name1 = null;
- String name2 = null;
- if (!geom_name_map.TryGetValue(trimesh, out name1))
- {
- name1 = "null";
- }
- if (!geom_name_map.TryGetValue(refObject, out name2))
- {
- name2 = "null";
- }
- MainLog.Instance.Verbose("TriArrayCallback: A collision was detected between {1} and {2}", 0, name1, name2);
- */
- return 1;
- }
- public int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex)
- {
- String name1 = null;
- String name2 = null;
- if (!geom_name_map.TryGetValue(trimesh, out name1))
- {
- name1 = "null";
- }
- if (!geom_name_map.TryGetValue(refObject, out name2))
- {
- name2 = "null";
- }
- // MainLog.Instance.Verbose("TriCallback: A collision was detected between {1} and {2}. Index was {3}", 0, name1, name2, triangleIndex);
- d.Vector3 v0 = new d.Vector3();
- d.Vector3 v1 = new d.Vector3();
- d.Vector3 v2 = new d.Vector3();
- d.GeomTriMeshGetTriangle(trimesh, 0, ref v0, ref v1, ref v2);
- // MainLog.Instance.Debug("Triangle {0} is <{1},{2},{3}>, <{4},{5},{6}>, <{7},{8},{9}>", triangleIndex, v0.X, v0.Y, v0.Z, v1.X, v1.Y, v1.Z, v2.X, v2.Y, v2.Z);
- return 1;
- }
- public bool needsMeshing(PrimitiveBaseShape pbs)
- {
- if (pbs.ProfileHollow != 0)
- return true;
- if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
- return true;
- return false;
- }
- public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
- PhysicsVector size, Quaternion rotation, uint localID) //To be removed rex, localid
- {
- return AddPrimShape(primName, pbs, position, size, rotation, false,localID);
- }
- public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
- PhysicsVector size, Quaternion rotation, bool isPhysical, uint localID) // rex, localid
- {
- PhysicsActor result;
- IMesh mesh = null;
- switch (pbs.ProfileShape)
- {
- case ProfileShape.Square:
- /// support simple box & hollow box now; later, more shapes
- if (needsMeshing(pbs))
- {
- mesh = mesher.CreateMesh(primName, pbs, size);
- }
- break;
- }
- result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical, localID); // rex, localid
- return result;
- }
- public override void AddPhysicsActorTaint(PhysicsActor prim)
- {
- if (prim is OdePrim)
- {
- OdePrim taintedprim = ((OdePrim) prim);
- if (!(_taintedPrim.Contains(taintedprim)))
- _taintedPrim.Add(taintedprim);
- }
- }
- public override float Simulate(float timeStep)
- {
- float fps = 0;
- step_time += timeStep;
- // If We're loaded down by something else,
- // or debugging with the Visual Studio project on pause
- // skip a few frames to catch up gracefully.
- // without shooting the physicsactors all over the place
- if (step_time >= m_SkipFramesAtms)
- {
- // Instead of trying to catch up, it'll do one physics frame only
- step_time = ODE_STEPSIZE;
- m_physicsiterations = 5;
- }
- else
- {
- m_physicsiterations = 10;
- }
- lock (OdeLock)
- {
- // Process 10 frames if the sim is running normal..
- // process 5 frames if the sim is running slow
- try
- {
- d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
- }
- catch (StackOverflowException)
- {
- MainLog.Instance.Error("PHYSICS",
- "The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
- base.TriggerPhysicsBasedRestart();
- }
- int i = 0;
- // Figure out the Frames Per Second we're going at.
- fps = (((step_time/ODE_STEPSIZE*m_physicsiterations)*2)*10);
- while (step_time > 0.0f)
- {
- foreach (OdeCharacter actor in _characters)
- {
- actor.Move(timeStep);
- actor.collidelock = true;
- }
- collision_optimized(timeStep);
- d.WorldQuickStep(world, ODE_STEPSIZE);
- d.JointGroupEmpty(contactgroup);
- foreach (OdeCharacter actor in _characters)
- {
- actor.collidelock = false;
- }
- step_time -= ODE_STEPSIZE;
- i++;
- }
- foreach (OdeCharacter actor in _characters)
- {
- actor.UpdatePositionAndVelocity();
- }
- bool processedtaints = false;
- foreach (OdePrim prim in _taintedPrim)
- {
- prim.ProcessTaints(timeStep);
- if (prim.m_taintremove)
- {
- RemovePrimThreadLocked(prim);
- }
- processedtaints = true;
- }
- if (processedtaints)
- _taintedPrim = new List<OdePrim>();
- if (timeStep < 0.2f)
- {
- foreach (OdePrim actor in _activeprims)
- {
- if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag))
- {
- actor.UpdatePositionAndVelocity();
- }
- }
- }
- }
- return fps;
- }
- public override void GetResults()
- {
- }
- public override bool IsThreaded
- {
- get { return (false); // for now we won't be multithreaded
- }
- }
- public float[] ResizeTerrain512(float[] heightMap)
- {
- float[] returnarr = new float[262144];
- float[,] resultarr = new float[m_regionWidth,m_regionHeight];
- // Filling out the array into it's multi-dimentional components
- for (int y = 0; y < m_regionHeight; y++)
- {
- for (int x = 0; x < m_regionWidth; x++)
- {
- resultarr[y, x] = heightMap[y*m_regionWidth + x];
- }
- }
- // Resize using interpolation
- // This particular way is quick but it only works on a multiple of the original
- // The idea behind this method can be described with the following diagrams
- // second pass and third pass happen in the same loop really.. just separated
- // them to show what this does.
- // First Pass
- // ResultArr:
- // 1,1,1,1,1,1
- // 1,1,1,1,1,1
- // 1,1,1,1,1,1
- // 1,1,1,1,1,1
- // 1,1,1,1,1,1
- // 1,1,1,1,1,1
- // Second Pass
- // ResultArr2:
- // 1,,1,,1,,1,,1,,1,
- // ,,,,,,,,,,
- // 1,,1,,1,,1,,1,,1,
- // ,,,,,,,,,,
- // 1,,1,,1,,1,,1,,1,
- // ,,,,,,,,,,
- // 1,,1,,1,,1,,1,,1,
- // ,,,,,,,,,,
- // 1,,1,,1,,1,,1,,1,
- // ,,,,,,,,,,
- // 1,,1,,1,,1,,1,,1,
- // Third pass fills in the blanks
- // ResultArr2:
- // 1,1,1,1,1,1,1,1,1,1,1,1
- // 1,1,1,1,1,1,1,1,1,1,1,1
- // 1,1,1,1,1,1,1,1,1,1,1,1
- // 1,1,1,1,1,1,1,1,1,1,1,1
- // 1,1,1,1,1,1,1,1,1,1,1,1
- // 1,1,1,1,1,1,1,1,1,1,1,1
- // 1,1,1,1,1,1,1,1,1,1,1,1
- // 1,1,1,1,1,1,1,1,1,1,1,1
- // 1,1,1,1,1,1,1,1,1,1,1,1
- // 1,1,1,1,1,1,1,1,1,1,1,1
- // 1,1,1,1,1,1,1,1,1,1,1,1
- // X,Y = .
- // X+1,y = ^
- // X,Y+1 = *
- // X+1,Y+1 = #
- // Filling in like this;
- // .*
- // ^#
- // 1st .
- // 2nd *
- // 3rd ^
- // 4th #
- // on single loop.
- float[,] resultarr2 = new float[512,512];
- for (int y = 0; y < m_regionHeight; y++)
- {
- for (int x = 0; x < m_regionWidth; x++)
- {
- resultarr2[y*2, x*2] = resultarr[y, x];
- if (y < m_regionHeight)
- {
- if (y + 1 < m_regionHeight)
- {
- if (x + 1 < m_regionWidth)
- {
- resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] +
- resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
- }
- else
- {
- resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x])/2);
- }
- }
- else
- {
- resultarr2[(y*2) + 1, x*2] = resultarr[y, x];
- }
- }
- if (x < m_regionWidth)
- {
- if (x + 1 < m_regionWidth)
- {
- if (y + 1 < m_regionHeight)
- {
- resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
- resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
- }
- else
- {
- resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1])/2);
- }
- }
- else
- {
- resultarr2[y*2, (x*2) + 1] = resultarr[y, x];
- }
- }
- if (x < m_regionWidth && y < m_regionHeight)
- {
- if ((x + 1 < m_regionWidth) && (y + 1 < m_regionHeight))
- {
- resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
- resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
- }
- else
- {
- resultarr2[(y*2) + 1, (x*2) + 1] = resultarr[y, x];
- }
- }
- }
- }
- //Flatten out the array
- int i = 0;
- for (int y = 0; y < 512; y++)
- {
- for (int x = 0; x < 512; x++)
- {
- if (resultarr2[y, x] <= 0)
- returnarr[i] = 0.0000001f;
- else
- returnarr[i] = resultarr2[y, x];
- i++;
- }
- }
- return returnarr;
- }
- public override void SetTerrain(float[] heightMap)
- {
- // this._heightmap[i] = (double)heightMap[i];
- // dbm (danx0r) -- heightmap x,y must be swapped for Ode (should fix ODE, but for now...)
- // also, creating a buffer zone of one extra sample all around
- const uint heightmapWidth = m_regionWidth + 2;
- const uint heightmapHeight = m_regionHeight + 2;
- const uint heightmapWidthSamples = 2*m_regionWidth + 2;
- const uint heightmapHeightSamples = 2*m_regionHeight + 2;
- const float scale = 1.0f;
- const float offset = 0.0f;
- const float thickness = 2.0f;
- const int wrap = 0;
- //Double resolution
- heightMap = ResizeTerrain512(heightMap);
- for (int x = 0; x < heightmapWidthSamples; x++)
- {
- for (int y = 0; y < heightmapHeightSamples; y++)
- {
- int xx = Util.Clip(x - 1, 0, 511);
- int yy = Util.Clip(y - 1, 0, 511);
- double val = (double) heightMap[yy*512 + xx];
- _heightmap[x*heightmapHeightSamples + y] = val;
- }
- }
- lock (OdeLock)
- {
- if (!(LandGeom == (IntPtr) 0))
- {
- d.SpaceRemove(space, LandGeom);
- }
- IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
- d.GeomHeightfieldDataBuildDouble(HeightmapData, _heightmap, 0, heightmapWidth, heightmapHeight,
- (int) heightmapWidthSamples, (int) heightmapHeightSamples, scale,
- offset, thickness, wrap);
- d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight);
- LandGeom = d.CreateHeightfield(space, HeightmapData, 1);
- geom_name_map[LandGeom] = "Terrain";
- d.Matrix3 R = new d.Matrix3();
- Quaternion q1 = Quaternion.FromAngleAxis(1.5707f, new Vector3(1, 0, 0));
- Quaternion q2 = Quaternion.FromAngleAxis(1.5707f, new Vector3(0, 1, 0));
- //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
- q1 = q1*q2;
- //q1 = q1 * q3;
- Vector3 v3 = new Vector3();
- float angle = 0;
- q1.ToAngleAxis(ref angle, ref v3);
- d.RFromAxisAndAngle(out R, v3.x, v3.y, v3.z, angle);
- d.GeomSetRotation(LandGeom, ref R);
- d.GeomSetPosition(LandGeom, 128, 128, 0);
- }
- }
- public override void DeleteTerrain()
- {
- }
- }
- }
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