Done some fixes to the ODE plugin, but its still not working correctly, believe that the terrain is rotated /placed wrongly.
parent
cf182b9897
commit
e4316394c3
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@ -50,16 +50,16 @@ namespace OpenSim.Physics.OdePlugin
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public PhysicsScene GetScene()
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{
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if(_mScene == null)
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if (_mScene == null)
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{
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_mScene = new OdeScene();
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}
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return(_mScene);
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return (_mScene);
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}
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public string GetName()
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{
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return("OpenDynamicsEngine");
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return ("OpenDynamicsEngine");
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}
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public void Dispose()
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@ -68,7 +68,7 @@ namespace OpenSim.Physics.OdePlugin
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}
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}
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public class OdeScene :PhysicsScene
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public class OdeScene : PhysicsScene
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{
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static public IntPtr world;
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static public IntPtr space;
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@ -78,22 +78,33 @@ namespace OpenSim.Physics.OdePlugin
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private double[] _heightmap;
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static private d.NearCallback nearCallback = near;
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private List<OdeCharacter> _characters = new List<OdeCharacter>();
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private static d.ContactGeom[] contacts = new d.ContactGeom[500];
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private static d.ContactGeom[] contacts = new d.ContactGeom[30];
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private static d.Contact contact;
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public OdeScene() {
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public OdeScene()
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{
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contact.surface.mode = d.ContactFlags.Bounce | d.ContactFlags.SoftCFM;
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contact.surface.mu = d.Infinity;
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contact.surface.mu2 = 0.0f;
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contact.surface.bounce = 0.1f;
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contact.surface.bounce_vel = 0.1f;
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contact.surface.soft_cfm = 0.01f;
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world = d.WorldCreate();
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space = d.HashSpaceCreate(IntPtr.Zero);
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contactgroup = d.JointGroupCreate(0);
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d.WorldSetGravity(world, 0.0f, 0.0f, -0.5f);
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d.WorldSetCFM(world, 1e-5f);
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//d.WorldSetCFM(world, 1e-5f);
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d.WorldSetAutoDisableFlag(world, false);
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this._heightmap=new double[65536];
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d.WorldSetContactSurfaceLayer(world, 0.001f);
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// d.CreatePlane(space, 0, 0, 1, 0);
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this._heightmap = new double[65536];
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}
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// This function blatantly ripped off from BoxStack.cs
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static private void near(IntPtr space, IntPtr g1, IntPtr g2)
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{
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//Console.WriteLine("collision callback");
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IntPtr b1 = d.GeomGetBody(g1);
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IntPtr b2 = d.GeomGetBody(g2);
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if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
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@ -114,8 +125,8 @@ namespace OpenSim.Physics.OdePlugin
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PhysicsVector pos = new PhysicsVector();
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pos.X = position.X;
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pos.Y = position.Y;
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pos.Z = position.Z;
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OdeCharacter newAv= new OdeCharacter(this,pos);
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pos.Z = position.Z + 20;
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OdeCharacter newAv = new OdeCharacter(this, pos);
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this._characters.Add(newAv);
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return newAv;
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}
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@ -135,11 +146,12 @@ namespace OpenSim.Physics.OdePlugin
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public override void Simulate(float timeStep)
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{
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foreach (OdeCharacter actor in _characters) {
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actor.Move(timeStep*5f);
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foreach (OdeCharacter actor in _characters)
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{
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actor.Move(timeStep * 5f);
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}
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d.SpaceCollide(space, IntPtr.Zero, nearCallback);
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d.WorldQuickStep(world, timeStep*5f);
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d.WorldQuickStep(world, timeStep * 5f);
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d.JointGroupEmpty(contactgroup);
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foreach (OdeCharacter actor in _characters)
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{
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@ -157,18 +169,35 @@ namespace OpenSim.Physics.OdePlugin
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{
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get
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{
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return(false); // for now we won't be multithreaded
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return (false); // for now we won't be multithreaded
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}
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}
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public override void SetTerrain(float[] heightMap)
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{
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for(int i=0; i<65536; i++) {
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this._heightmap[i]=(double)heightMap[i];
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for (int i = 0; i < 65536; i++)
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{
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this._heightmap[i] = (double)heightMap[i];
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}
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IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
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d.GeomHeightfieldDataBuildDouble(HeightmapData,_heightmap,1,256,256,256,256,1.0f,0.0f,2.0f,0);
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LandGeom=d.CreateHeightfield(space, HeightmapData, 0);
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d.GeomHeightfieldDataBuildDouble(HeightmapData, _heightmap, 0, 256, 256, 256, 256, 1.0f, 0.0f, 2.0f, 0);
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d.GeomHeightfieldDataSetBounds(HeightmapData, 256, 256);
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LandGeom = d.CreateHeightfield(space, HeightmapData, 1);
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d.Matrix3 R = new d.Matrix3();
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Axiom.MathLib.Quaternion q1 =Axiom.MathLib.Quaternion.FromAngleAxis(1.5707f, new Axiom.MathLib.Vector3(1,0,0));
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Axiom.MathLib.Quaternion q2 =Axiom.MathLib.Quaternion.FromAngleAxis(1.5707f, new Axiom.MathLib.Vector3(0,1,0));
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//Axiom.MathLib.Quaternion q3 = Axiom.MathLib.Quaternion.FromAngleAxis(3.14f, new Axiom.MathLib.Vector3(0, 0, 1));
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q1 = q1 * q2;
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//q1 = q1 * q3;
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Axiom.MathLib.Vector3 v3 = new Axiom.MathLib.Vector3();
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float angle = 0;
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q1.ToAngleAxis(ref angle, ref v3);
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d.RFromAxisAndAngle(out R, v3.x, v3.y, v3.z, angle);
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d.GeomSetRotation(LandGeom, ref R);
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d.GeomSetPosition(LandGeom, 128, 128, 0);
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}
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public override void DeleteTerrain()
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@ -195,9 +224,10 @@ namespace OpenSim.Physics.OdePlugin
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_acceleration = new PhysicsVector();
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d.MassSetCapsule(out capsule_mass, 5.0f, 3, 0.5f, 2f);
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capsule_geom = d.CreateCapsule(OdeScene.space, 0.5f, 2f);
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this.BoundingCapsule=d.BodyCreate(OdeScene.world);
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this.BoundingCapsule = d.BodyCreate(OdeScene.world);
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d.BodySetMass(BoundingCapsule, ref capsule_mass);
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d.BodySetPosition(BoundingCapsule,pos.X,pos.Y,pos.Z);
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d.BodySetPosition(BoundingCapsule, pos.X, pos.Y, pos.Z);
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d.GeomSetBody(capsule_geom, BoundingCapsule);
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}
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public override bool Flying
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@ -268,7 +298,7 @@ namespace OpenSim.Physics.OdePlugin
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}
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}
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public void SetAcceleration (PhysicsVector accel)
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public void SetAcceleration(PhysicsVector accel)
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{
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this._acceleration = accel;
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}
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@ -288,9 +318,9 @@ namespace OpenSim.Physics.OdePlugin
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PhysicsVector vec = new PhysicsVector();
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vec.X = this._velocity.X * timeStep;
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vec.Y = this._velocity.Y * timeStep;
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if(flying)
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if (flying)
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{
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vec.Z = ( this._velocity.Z+0.5f) * timeStep;
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vec.Z = (this._velocity.Z + 0.5f) * timeStep;
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}
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d.BodySetLinearVel(this.BoundingCapsule, vec.X, vec.Y, vec.Z);
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}
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@ -396,7 +426,7 @@ namespace OpenSim.Physics.OdePlugin
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}
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}
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public void SetAcceleration (PhysicsVector accel)
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public void SetAcceleration(PhysicsVector accel)
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{
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this._acceleration = accel;
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}
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