2789 lines
100 KiB
C#
2789 lines
100 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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// Revision 2011/12/13 by Ubit Umarov
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//#define SPAM
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using System.Runtime.InteropServices;
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using System.Threading;
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using System.IO;
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using System.Diagnostics;
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using log4net;
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using Nini.Config;
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using Mono.Addins;
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using OdeAPI;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.PhysicsModules.SharedBase;
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using OpenMetaverse;
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namespace OpenSim.Region.PhysicsModule.ubOde
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{
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// colision flags of things others can colide with
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// rays, sensors, probes removed since can't be colided with
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// The top space where things are placed provided further selection
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// ie physical are in active space nonphysical in static
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// this should be exclusive as possible
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[Flags]
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public enum CollisionCategories : uint
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{
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Disabled = 0,
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//by 'things' types
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Space = 0x01,
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Geom = 0x02, // aka prim/part
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Character = 0x04,
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Land = 0x08,
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Water = 0x010,
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// by state
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Phantom = 0x01000,
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VolumeDtc = 0x02000,
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Selected = 0x04000,
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NoShape = 0x08000,
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All = 0xffffffff
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}
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/// <summary>
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/// Material type for a primitive
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/// </summary>
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public enum Material : int
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{
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/// <summary></summary>
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Stone = 0,
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/// <summary></summary>
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Metal = 1,
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/// <summary></summary>
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Glass = 2,
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/// <summary></summary>
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Wood = 3,
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/// <summary></summary>
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Flesh = 4,
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/// <summary></summary>
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Plastic = 5,
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/// <summary></summary>
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Rubber = 6,
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light = 7 // compatibility with old viewers
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}
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public enum changes : int
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{
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Add = 0, // arg null. finishs the prim creation. should be used internally only ( to remove later ?)
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Remove,
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Link, // arg AuroraODEPrim new parent prim or null to delink. Makes the prim part of a object with prim parent as root
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// or removes from a object if arg is null
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DeLink,
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Position, // arg Vector3 new position in world coords. Changes prim position. Prim must know if it is root or child
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Orientation, // arg Quaternion new orientation in world coords. Changes prim position. Prim must know it it is root or child
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PosOffset, // not in use
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// arg Vector3 new position in local coords. Changes prim position in object
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OriOffset, // not in use
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// arg Vector3 new position in local coords. Changes prim position in object
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Velocity,
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TargetVelocity,
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AngVelocity,
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Acceleration,
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Force,
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Torque,
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Momentum,
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AddForce,
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AddAngForce,
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AngLock,
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Buoyancy,
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PIDTarget,
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PIDTau,
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PIDActive,
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PIDHoverHeight,
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PIDHoverType,
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PIDHoverTau,
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PIDHoverActive,
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Size,
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AvatarSize,
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Shape,
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PhysRepData,
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AddPhysRep,
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CollidesWater,
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VolumeDtc,
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Physical,
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Phantom,
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Selected,
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disabled,
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building,
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VehicleType,
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VehicleFloatParam,
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VehicleVectorParam,
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VehicleRotationParam,
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VehicleFlags,
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SetVehicle,
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Null //keep this last used do dim the methods array. does nothing but pulsing the prim
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}
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public struct ODEchangeitem
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{
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public PhysicsActor actor;
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public OdeCharacter character;
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public changes what;
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public Object arg;
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}
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public class ODEScene : PhysicsScene
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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public bool m_OSOdeLib = false;
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public Scene m_frameWorkScene = null;
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// private int threadid = 0;
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// const d.ContactFlags comumContactFlags = d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM |d.ContactFlags.Approx1 | d.ContactFlags.Bounce;
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const d.ContactFlags comumContactFlags = d.ContactFlags.Bounce | d.ContactFlags.Approx1 | d.ContactFlags.Slip1 | d.ContactFlags.Slip2;
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const float comumContactERP = 0.75f;
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const float comumContactCFM = 0.0001f;
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const float comumContactSLIP = 0f;
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float frictionMovementMult = 0.8f;
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float TerrainBounce = 0.1f;
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float TerrainFriction = 0.3f;
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public float AvatarFriction = 0;// 0.9f * 0.5f;
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// this netx dimensions are only relevant for terrain partition (mega regions)
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// WorldExtents below has the simulation dimensions
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// they should be identical except on mega regions
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private uint m_regionWidth = Constants.RegionSize;
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private uint m_regionHeight = Constants.RegionSize;
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public float ODE_STEPSIZE = 0.020f;
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public float HalfOdeStep = 0.01f;
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public int odetimestepMS = 20; // rounded
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private float metersInSpace = 25.6f;
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private float m_timeDilation = 1.0f;
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private DateTime m_lastframe;
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private DateTime m_lastMeshExpire;
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public float gravityx = 0f;
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public float gravityy = 0f;
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public float gravityz = -9.8f;
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private float waterlevel = 0f;
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private int framecount = 0;
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private float avDensity = 80f;
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private float avMovementDivisorWalk = 1.3f;
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private float avMovementDivisorRun = 0.8f;
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private float minimumGroundFlightOffset = 3f;
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public float maximumMassObject = 10000.01f;
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public float geomDefaultDensity = 10.0f;
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public float maximumAngularVelocity = 12.0f; // default 12rad/s
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public float maxAngVelocitySQ = 144f; // squared value
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public float bodyPIDD = 35f;
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public float bodyPIDG = 25;
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public int bodyFramesAutoDisable = 5;
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private d.NearCallback nearCallback;
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private Dictionary<uint,OdePrim> _prims = new Dictionary<uint,OdePrim>();
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private HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
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private HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
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private HashSet<OdePrim> _activegroups = new HashSet<OdePrim>();
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public OpenSim.Framework.LocklessQueue<ODEchangeitem> ChangesQueue = new OpenSim.Framework.LocklessQueue<ODEchangeitem>();
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/// <summary>
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/// A list of actors that should receive collision events.
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/// </summary>
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private List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
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private List<PhysicsActor> _collisionEventPrimRemove = new List<PhysicsActor>();
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private HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>();
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public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>();
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private float contactsurfacelayer = 0.002f;
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private int contactsPerCollision = 80;
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internal IntPtr ContactgeomsArray = IntPtr.Zero;
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private IntPtr GlobalContactsArray = IntPtr.Zero;
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private d.Contact SharedTmpcontact = new d.Contact();
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const int maxContactsbeforedeath = 6000;
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private volatile int m_global_contactcount = 0;
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private IntPtr contactgroup;
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public ContactData[] m_materialContactsData = new ContactData[8];
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private IntPtr TerrainGeom;
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private float[] TerrainHeightFieldHeight;
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private GCHandle TerrainHeightFieldHeightsHandler = new GCHandle();
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private int m_physicsiterations = 15;
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private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
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// private PhysicsActor PANull = new NullPhysicsActor();
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private float step_time = 0.0f;
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public IntPtr world;
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// split the spaces acording to contents type
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// ActiveSpace contains characters and active prims
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// StaticSpace contains land and other that is mostly static in enviroment
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// this can contain subspaces, like the grid in staticspace
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// as now space only contains this 2 top spaces
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public IntPtr TopSpace; // the global space
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public IntPtr ActiveSpace; // space for active prims
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public IntPtr CharsSpace; // space for active prims
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public IntPtr StaticSpace; // space for the static things around
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public IntPtr GroundSpace; // space for ground
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// some speedup variables
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private int spaceGridMaxX;
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private int spaceGridMaxY;
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private float spacesPerMeterX;
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private float spacesPerMeterY;
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// split static geometry collision into a grid as before
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private IntPtr[,] staticPrimspace;
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private IntPtr[] staticPrimspaceOffRegion;
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public Object OdeLock;
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public static Object SimulationLock;
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public IMesher mesher;
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public IConfigSource m_config;
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public bool physics_logging = false;
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public int physics_logging_interval = 0;
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public bool physics_logging_append_existing_logfile = false;
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public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
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private ODERayCastRequestManager m_rayCastManager;
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public ODEMeshWorker m_meshWorker;
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/* maybe needed if ode uses tls
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private void checkThread()
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{
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int th = Thread.CurrentThread.ManagedThreadId;
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if(th != threadid)
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{
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threadid = th;
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d.AllocateODEDataForThread(~0U);
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}
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}
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*/
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IConfig physicsconfig = null;
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public ODEScene(Scene pscene, IConfigSource psourceconfig, string pname, string pversion, bool pOSOdeLib)
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{
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OdeLock = new Object();
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EngineType = pname;
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PhysicsSceneName = EngineType + "/" + pscene.RegionInfo.RegionName;
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EngineName = pname + " " + pversion;
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m_config = psourceconfig;
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m_OSOdeLib = pOSOdeLib;
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// m_OSOdeLib = false; //debug
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m_frameWorkScene = pscene;
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m_frameWorkScene.RegisterModuleInterface<PhysicsScene>(this);
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Initialization();
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base.Initialise(m_frameWorkScene.PhysicsRequestAsset,
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(m_frameWorkScene.Heightmap != null ? m_frameWorkScene.Heightmap.GetFloatsSerialised() : new float[m_frameWorkScene.RegionInfo.RegionSizeX * m_frameWorkScene.RegionInfo.RegionSizeY]),
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(float)m_frameWorkScene.RegionInfo.RegionSettings.WaterHeight);
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}
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public void RegionLoaded()
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{
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mesher = m_frameWorkScene.RequestModuleInterface<IMesher>();
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if (mesher == null)
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{
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m_log.ErrorFormat("[ubOde] No mesher. module disabled");
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return;
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}
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m_meshWorker = new ODEMeshWorker(this, m_log, mesher, physicsconfig);
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m_frameWorkScene.PhysicsEnabled = true;
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}
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/// <summary>
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/// Initiailizes the scene
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/// Sets many properties that ODE requires to be stable
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/// These settings need to be tweaked 'exactly' right or weird stuff happens.
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/// </summary>
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private void Initialization()
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{
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d.AllocateODEDataForThread(~0U);
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SimulationLock = new Object();
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nearCallback = near;
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m_rayCastManager = new ODERayCastRequestManager(this);
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WorldExtents.X = m_frameWorkScene.RegionInfo.RegionSizeX;
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m_regionWidth = (uint)WorldExtents.X;
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WorldExtents.Y = m_frameWorkScene.RegionInfo.RegionSizeY;
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m_regionHeight = (uint)WorldExtents.Y;
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lock (OdeLock)
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{
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// Create the world and the first space
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try
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{
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world = d.WorldCreate();
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TopSpace = d.HashSpaceCreate(IntPtr.Zero);
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// now the major subspaces
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ActiveSpace = d.HashSpaceCreate(TopSpace);
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CharsSpace = d.HashSpaceCreate(TopSpace);
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StaticSpace = d.HashSpaceCreate(TopSpace);
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GroundSpace = d.HashSpaceCreate(TopSpace);
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}
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catch
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{
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// i must RtC#FM
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// i did!
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}
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d.HashSpaceSetLevels(TopSpace, -5, 12);
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d.HashSpaceSetLevels(ActiveSpace, -5, 10);
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d.HashSpaceSetLevels(CharsSpace, -4, 3);
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d.HashSpaceSetLevels(StaticSpace, -5, 12);
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d.HashSpaceSetLevels(GroundSpace, 0, 8);
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// demote to second level
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d.SpaceSetSublevel(ActiveSpace, 1);
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d.SpaceSetSublevel(CharsSpace, 1);
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d.SpaceSetSublevel(StaticSpace, 1);
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d.SpaceSetSublevel(GroundSpace, 1);
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d.GeomSetCategoryBits(ActiveSpace, (uint)(CollisionCategories.Space |
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CollisionCategories.Geom |
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CollisionCategories.Character |
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CollisionCategories.Phantom |
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CollisionCategories.VolumeDtc
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));
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d.GeomSetCollideBits(ActiveSpace, (uint)(CollisionCategories.Space |
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CollisionCategories.Geom |
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CollisionCategories.Character |
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CollisionCategories.Phantom |
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CollisionCategories.VolumeDtc
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));
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d.GeomSetCategoryBits(CharsSpace, (uint)(CollisionCategories.Space |
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CollisionCategories.Geom |
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CollisionCategories.Character |
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CollisionCategories.Phantom |
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CollisionCategories.VolumeDtc
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));
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d.GeomSetCollideBits(CharsSpace, 0);
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d.GeomSetCategoryBits(StaticSpace, (uint)(CollisionCategories.Space |
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CollisionCategories.Geom |
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// CollisionCategories.Land |
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// CollisionCategories.Water |
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CollisionCategories.Phantom |
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CollisionCategories.VolumeDtc
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));
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d.GeomSetCollideBits(StaticSpace, 0);
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d.GeomSetCategoryBits(GroundSpace, (uint)(CollisionCategories.Land));
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d.GeomSetCollideBits(GroundSpace, 0);
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contactgroup = d.JointGroupCreate(maxContactsbeforedeath + 1);
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//contactgroup
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d.WorldSetAutoDisableFlag(world, false);
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}
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// checkThread();
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// Defaults
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int contactsPerCollision = 80;
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physicsconfig = null;
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if (m_config != null)
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{
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physicsconfig = m_config.Configs["ODEPhysicsSettings"];
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if (physicsconfig != null)
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{
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gravityx = physicsconfig.GetFloat("world_gravityx", gravityx);
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gravityy = physicsconfig.GetFloat("world_gravityy", gravityy);
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gravityz = physicsconfig.GetFloat("world_gravityz", gravityz);
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metersInSpace = physicsconfig.GetFloat("meters_in_small_space", metersInSpace);
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// contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", contactsurfacelayer);
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ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", ODE_STEPSIZE);
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avDensity = physicsconfig.GetFloat("av_density", avDensity);
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avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", avMovementDivisorWalk);
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avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", avMovementDivisorRun);
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contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", contactsPerCollision);
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geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", geomDefaultDensity);
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bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", bodyFramesAutoDisable);
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physics_logging = physicsconfig.GetBoolean("physics_logging", false);
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physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
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physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
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minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", minimumGroundFlightOffset);
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maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", maximumMassObject);
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avDensity *= 3f / 80f; // scale other engines density option to this
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}
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}
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float heartbeat = 1/m_frameWorkScene.FrameTime;
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maximumAngularVelocity = 0.49f * heartbeat *(float)Math.PI;
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maxAngVelocitySQ = maximumAngularVelocity * maximumAngularVelocity;
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d.WorldSetCFM(world, comumContactCFM);
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d.WorldSetERP(world, comumContactERP);
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d.WorldSetGravity(world, gravityx, gravityy, gravityz);
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d.WorldSetLinearDamping(world, 0.002f);
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d.WorldSetAngularDamping(world, 0.002f);
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d.WorldSetAngularDampingThreshold(world, 0f);
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d.WorldSetLinearDampingThreshold(world, 0f);
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d.WorldSetMaxAngularSpeed(world, maximumAngularVelocity);
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d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
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d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
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d.WorldSetContactMaxCorrectingVel(world, 60.0f);
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HalfOdeStep = ODE_STEPSIZE * 0.5f;
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odetimestepMS = (int)(1000.0f * ODE_STEPSIZE + 0.5f);
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ContactgeomsArray = Marshal.AllocHGlobal(contactsPerCollision * d.ContactGeom.unmanagedSizeOf);
|
|
GlobalContactsArray = Marshal.AllocHGlobal((maxContactsbeforedeath + 100) * d.Contact.unmanagedSizeOf);
|
|
|
|
SharedTmpcontact.geom.g1 = IntPtr.Zero;
|
|
SharedTmpcontact.geom.g2 = IntPtr.Zero;
|
|
|
|
SharedTmpcontact.geom.side1 = -1;
|
|
SharedTmpcontact.geom.side2 = -1;
|
|
|
|
SharedTmpcontact.surface.mode = comumContactFlags;
|
|
SharedTmpcontact.surface.mu = 0;
|
|
SharedTmpcontact.surface.bounce = 0;
|
|
SharedTmpcontact.surface.soft_cfm = comumContactCFM;
|
|
SharedTmpcontact.surface.soft_erp = comumContactERP;
|
|
SharedTmpcontact.surface.slip1 = comumContactSLIP;
|
|
SharedTmpcontact.surface.slip2 = comumContactSLIP;
|
|
|
|
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;
|
|
|
|
|
|
spacesPerMeterX = 1.0f / metersInSpace;
|
|
spacesPerMeterY = spacesPerMeterX;
|
|
spaceGridMaxX = (int)(WorldExtents.X * spacesPerMeterX);
|
|
spaceGridMaxY = (int)(WorldExtents.Y * spacesPerMeterY);
|
|
|
|
if (spaceGridMaxX > 24)
|
|
{
|
|
spaceGridMaxX = 24;
|
|
spacesPerMeterX = spaceGridMaxX / WorldExtents.X;
|
|
}
|
|
|
|
if (spaceGridMaxY > 24)
|
|
{
|
|
spaceGridMaxY = 24;
|
|
spacesPerMeterY = spaceGridMaxY / WorldExtents.Y;
|
|
}
|
|
|
|
staticPrimspace = new IntPtr[spaceGridMaxX, spaceGridMaxY];
|
|
|
|
// create all spaces now
|
|
int i, j;
|
|
IntPtr newspace;
|
|
|
|
for (i = 0; i < spaceGridMaxX; i++)
|
|
for (j = 0; j < spaceGridMaxY; j++)
|
|
{
|
|
newspace = d.HashSpaceCreate(StaticSpace);
|
|
d.GeomSetCategoryBits(newspace, (int)CollisionCategories.Space);
|
|
waitForSpaceUnlock(newspace);
|
|
d.SpaceSetSublevel(newspace, 2);
|
|
d.HashSpaceSetLevels(newspace, -2, 8);
|
|
d.GeomSetCategoryBits(newspace, (uint)(CollisionCategories.Space |
|
|
CollisionCategories.Geom |
|
|
CollisionCategories.Land |
|
|
CollisionCategories.Water |
|
|
CollisionCategories.Phantom |
|
|
CollisionCategories.VolumeDtc
|
|
));
|
|
d.GeomSetCollideBits(newspace, 0);
|
|
|
|
staticPrimspace[i, j] = newspace;
|
|
}
|
|
|
|
// let this now be index limit
|
|
spaceGridMaxX--;
|
|
spaceGridMaxY--;
|
|
|
|
// create 4 off world spaces (x<0,x>max,y<0,y>max)
|
|
staticPrimspaceOffRegion = new IntPtr[4];
|
|
|
|
for (i = 0; i < 4; i++)
|
|
{
|
|
newspace = d.HashSpaceCreate(StaticSpace);
|
|
d.GeomSetCategoryBits(newspace, (int)CollisionCategories.Space);
|
|
waitForSpaceUnlock(newspace);
|
|
d.SpaceSetSublevel(newspace, 2);
|
|
d.HashSpaceSetLevels(newspace, -2, 8);
|
|
d.GeomSetCategoryBits(newspace, (uint)(CollisionCategories.Space |
|
|
CollisionCategories.Geom |
|
|
CollisionCategories.Land |
|
|
CollisionCategories.Water |
|
|
CollisionCategories.Phantom |
|
|
CollisionCategories.VolumeDtc
|
|
));
|
|
d.GeomSetCollideBits(newspace, 0);
|
|
|
|
staticPrimspaceOffRegion[i] = newspace;
|
|
}
|
|
|
|
m_lastframe = DateTime.UtcNow;
|
|
m_lastMeshExpire = m_lastframe;
|
|
}
|
|
|
|
internal void waitForSpaceUnlock(IntPtr space)
|
|
{
|
|
//if (space != IntPtr.Zero)
|
|
//while (d.SpaceLockQuery(space)) { } // Wait and do nothing
|
|
}
|
|
|
|
#region Collision Detection
|
|
|
|
// sets a global contact for a joint for contactgeom , and base contact description)
|
|
private IntPtr CreateContacJoint(ref d.ContactGeom contactGeom,bool smooth)
|
|
{
|
|
if (m_global_contactcount >= maxContactsbeforedeath)
|
|
return IntPtr.Zero;
|
|
|
|
m_global_contactcount++;
|
|
if(smooth)
|
|
SharedTmpcontact.geom.depth = contactGeom.depth * 0.05f;
|
|
else
|
|
SharedTmpcontact.geom.depth = contactGeom.depth;
|
|
SharedTmpcontact.geom.pos = contactGeom.pos;
|
|
SharedTmpcontact.geom.normal = contactGeom.normal;
|
|
|
|
IntPtr contact = new IntPtr(GlobalContactsArray.ToInt64() + (Int64)(m_global_contactcount * d.Contact.unmanagedSizeOf));
|
|
Marshal.StructureToPtr(SharedTmpcontact, contact, true);
|
|
return d.JointCreateContactPtr(world, contactgroup, contact);
|
|
}
|
|
|
|
private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom)
|
|
{
|
|
if (ContactgeomsArray == IntPtr.Zero || index >= contactsPerCollision)
|
|
return false;
|
|
|
|
IntPtr contactptr = new IntPtr(ContactgeomsArray.ToInt64() + (Int64)(index * d.ContactGeom.unmanagedSizeOf));
|
|
newcontactgeom = (d.ContactGeom)Marshal.PtrToStructure(contactptr, typeof(d.ContactGeom));
|
|
return true;
|
|
}
|
|
|
|
/// <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 near(IntPtr space, IntPtr g1, IntPtr g2)
|
|
{
|
|
// no lock here! It's invoked from within Simulate(), which is thread-locked
|
|
|
|
if (m_global_contactcount >= maxContactsbeforedeath)
|
|
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 (d.GeomIsSpace(g1) || d.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
|
|
{
|
|
d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
|
|
}
|
|
catch (AccessViolationException)
|
|
{
|
|
m_log.Warn("[PHYSICS]: Unable to collide test a space");
|
|
return;
|
|
}
|
|
//here one should check collisions of geoms inside a space
|
|
// but on each space we only should have geoms that not colide amoung each other
|
|
// so we don't dig inside spaces
|
|
return;
|
|
}
|
|
|
|
// get geom bodies to check if we already a joint contact
|
|
// guess this shouldn't happen now
|
|
IntPtr b1 = d.GeomGetBody(g1);
|
|
IntPtr b2 = d.GeomGetBody(g2);
|
|
|
|
// d.GeomClassID id = d.GeomGetClass(g1);
|
|
|
|
// Figure out how many contact points we have
|
|
int count = 0;
|
|
try
|
|
{
|
|
// Colliding Geom To Geom
|
|
// This portion of the function 'was' blatantly ripped off from BoxStack.cs
|
|
|
|
if (g1 == g2)
|
|
return; // Can't collide with yourself
|
|
|
|
if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
|
|
return;
|
|
/*
|
|
// debug
|
|
PhysicsActor dp2;
|
|
if (d.GeomGetClass(g1) == d.GeomClassID.HeightfieldClass)
|
|
{
|
|
d.AABB aabb;
|
|
d.GeomGetAABB(g2, out aabb);
|
|
float x = aabb.MaxX - aabb.MinX;
|
|
float y = aabb.MaxY - aabb.MinY;
|
|
float z = aabb.MaxZ - aabb.MinZ;
|
|
if (x > 60.0f || y > 60.0f || z > 60.0f)
|
|
{
|
|
if (!actor_name_map.TryGetValue(g2, out dp2))
|
|
m_log.WarnFormat("[PHYSICS]: failed actor mapping for geom 2");
|
|
else
|
|
m_log.WarnFormat("[PHYSICS]: land versus large prim geo {0},size {1}, AABBsize <{2},{3},{4}>, at {5} ori {6},({7})",
|
|
dp2.Name, dp2.Size, x, y, z,
|
|
dp2.Position.ToString(),
|
|
dp2.Orientation.ToString(),
|
|
dp2.Orientation.Length());
|
|
return;
|
|
}
|
|
}
|
|
//
|
|
*/
|
|
|
|
|
|
if (d.GeomGetCategoryBits(g1) == (uint)CollisionCategories.VolumeDtc ||
|
|
d.GeomGetCategoryBits(g2) == (uint)CollisionCategories.VolumeDtc)
|
|
{
|
|
int cflags;
|
|
unchecked
|
|
{
|
|
cflags = (int)(1 | d.CONTACTS_UNIMPORTANT);
|
|
}
|
|
count = d.CollidePtr(g1, g2, cflags, ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
|
|
}
|
|
else
|
|
count = d.CollidePtr(g1, g2, (contactsPerCollision & 0xffff), ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
|
|
}
|
|
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
|
|
PhysicsActor p1;
|
|
PhysicsActor p2;
|
|
|
|
if (!actor_name_map.TryGetValue(g1, out p1))
|
|
{
|
|
m_log.WarnFormat("[PHYSICS]: failed actor mapping for geom 1");
|
|
return;
|
|
}
|
|
|
|
if (!actor_name_map.TryGetValue(g2, out p2))
|
|
{
|
|
m_log.WarnFormat("[PHYSICS]: failed actor mapping for geom 2");
|
|
return;
|
|
}
|
|
|
|
|
|
// get first contact
|
|
d.ContactGeom curContact = new d.ContactGeom();
|
|
|
|
if (!GetCurContactGeom(0, ref curContact))
|
|
return;
|
|
|
|
ContactPoint maxDepthContact = new ContactPoint();
|
|
|
|
// do volume detection case
|
|
if ((p1.IsVolumeDtc || p2.IsVolumeDtc))
|
|
{
|
|
maxDepthContact = new ContactPoint(
|
|
new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
|
|
new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
|
|
curContact.depth, false
|
|
);
|
|
|
|
collision_accounting_events(p1, p2, maxDepthContact);
|
|
return;
|
|
}
|
|
|
|
// big messy collision analises
|
|
|
|
float mu = 0;
|
|
float bounce = 0;
|
|
// bool IgnoreNegSides = false;
|
|
|
|
ContactData contactdata1 = new ContactData(0, 0, false);
|
|
ContactData contactdata2 = new ContactData(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(d.GeomGetClass(g2) == d.GeomClassID.TriMeshClass &&
|
|
d.GeomGetClass(g1) == d.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(d.GeomGetClass(g1) == d.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(d.GeomGetClass(g2) == d.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;
|
|
|
|
int i = 0;
|
|
|
|
maxDepthContact = new ContactPoint();
|
|
maxDepthContact.PenetrationDepth = float.MinValue;
|
|
ContactPoint minDepthContact = new ContactPoint();
|
|
minDepthContact.PenetrationDepth = float.MaxValue;
|
|
|
|
SharedTmpcontact.geom.depth = 0;
|
|
SharedTmpcontact.surface.mu = mu;
|
|
SharedTmpcontact.surface.bounce = bounce;
|
|
|
|
d.ContactGeom altContact = new d.ContactGeom();
|
|
bool useAltcontact = false;
|
|
bool noskip = true;
|
|
|
|
if(dop1ava || dop2ava)
|
|
smoothMesh = false;
|
|
|
|
while (true)
|
|
{
|
|
noskip = true;
|
|
useAltcontact = false;
|
|
|
|
if (dop1ava)
|
|
{
|
|
if ((((OdeCharacter)p1).Collide(g1, g2, false, ref curContact, ref altContact , 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(g2, g1, true, ref curContact, ref altContact , 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)
|
|
{
|
|
if(useAltcontact)
|
|
Joint = CreateContacJoint(ref altContact,smoothMesh);
|
|
else
|
|
Joint = CreateContacJoint(ref curContact,smoothMesh);
|
|
|
|
if (Joint == IntPtr.Zero)
|
|
break;
|
|
|
|
d.JointAttach(Joint, b1, b2);
|
|
|
|
ncontacts++;
|
|
|
|
if (curContact.depth > maxDepthContact.PenetrationDepth)
|
|
{
|
|
maxDepthContact.Position.X = curContact.pos.X;
|
|
maxDepthContact.Position.Y = curContact.pos.Y;
|
|
maxDepthContact.Position.Z = curContact.pos.Z;
|
|
maxDepthContact.PenetrationDepth = curContact.depth;
|
|
maxDepthContact.CharacterFeet = FeetCollision;
|
|
}
|
|
|
|
if (curContact.depth < minDepthContact.PenetrationDepth)
|
|
{
|
|
minDepthContact.PenetrationDepth = curContact.depth;
|
|
minDepthContact.SurfaceNormal.X = curContact.normal.X;
|
|
minDepthContact.SurfaceNormal.Y = curContact.normal.Y;
|
|
minDepthContact.SurfaceNormal.Z = curContact.normal.Z;
|
|
}
|
|
}
|
|
|
|
if (++i >= count)
|
|
break;
|
|
|
|
if (!GetCurContactGeom(i, ref curContact))
|
|
break;
|
|
}
|
|
|
|
if (ncontacts > 0)
|
|
{
|
|
maxDepthContact.SurfaceNormal.X = minDepthContact.SurfaceNormal.X;
|
|
maxDepthContact.SurfaceNormal.Y = minDepthContact.SurfaceNormal.Y;
|
|
maxDepthContact.SurfaceNormal.Z = minDepthContact.SurfaceNormal.Z;
|
|
|
|
collision_accounting_events(p1, p2, maxDepthContact);
|
|
}
|
|
}
|
|
|
|
private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
|
|
{
|
|
uint obj2LocalID = 0;
|
|
|
|
// 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 != null && p2.IsPhysical)
|
|
vel = p2.rootVelocity;
|
|
|
|
if (p1 != null && p1.IsPhysical)
|
|
vel -= p1.rootVelocity;
|
|
|
|
contact.RelativeSpeed = Vector3.Dot(vel, contact.SurfaceNormal);
|
|
|
|
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.LocalID, contact);
|
|
}
|
|
obj2LocalID = p2.ParentActor.LocalID;
|
|
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);
|
|
}
|
|
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)
|
|
{
|
|
try
|
|
{
|
|
foreach (OdeCharacter chr in _characters)
|
|
{
|
|
if (chr == null)
|
|
continue;
|
|
|
|
chr.IsColliding = false;
|
|
// chr.CollidingGround = false; not done here
|
|
chr.CollidingObj = false;
|
|
|
|
if(chr.Body == IntPtr.Zero || chr.collider == IntPtr.Zero )
|
|
continue;
|
|
|
|
// do colisions with static space
|
|
d.SpaceCollide2(chr.collider, StaticSpace, IntPtr.Zero, nearCallback);
|
|
|
|
// no coll with gnd
|
|
}
|
|
// chars with chars
|
|
d.SpaceCollide(CharsSpace, IntPtr.Zero, nearCallback);
|
|
|
|
}
|
|
catch (AccessViolationException)
|
|
{
|
|
m_log.Warn("[PHYSICS]: Unable to collide Character to static space");
|
|
}
|
|
|
|
}
|
|
|
|
lock (_activeprims)
|
|
{
|
|
foreach (OdePrim aprim in _activeprims)
|
|
{
|
|
aprim.CollisionScore = 0;
|
|
aprim.IsColliding = false;
|
|
}
|
|
}
|
|
lock (_activegroups)
|
|
{
|
|
try
|
|
{
|
|
foreach (OdePrim aprim in _activegroups)
|
|
{
|
|
if(!aprim.m_outbounds && d.BodyIsEnabled(aprim.Body) &&
|
|
aprim.collide_geom != IntPtr.Zero)
|
|
{
|
|
d.SpaceCollide2(StaticSpace, aprim.collide_geom, IntPtr.Zero, nearCallback);
|
|
d.SpaceCollide2(GroundSpace, aprim.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
|
|
{
|
|
d.SpaceCollide(ActiveSpace, IntPtr.Zero, nearCallback);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
m_log.Warn("[PHYSICS]: Unable to collide in Active: " + e.Message);
|
|
}
|
|
|
|
// and with chars
|
|
try
|
|
{
|
|
d.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)
|
|
{
|
|
if (!_collisionEventPrim.Contains(obj))
|
|
_collisionEventPrim.Add(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)
|
|
{
|
|
if (_collisionEventPrim.Contains(obj) && !_collisionEventPrimRemove.Contains(obj))
|
|
_collisionEventPrimRemove.Add(obj);
|
|
}
|
|
|
|
public override float TimeDilation
|
|
{
|
|
get { return m_timeDilation; }
|
|
}
|
|
|
|
public override bool SupportsNINJAJoints
|
|
{
|
|
get { return false; }
|
|
}
|
|
|
|
#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 OdeCharacter(localID, avName, this, position,
|
|
size, feetOffset, avDensity, avMovementDivisorWalk, avMovementDivisorRun);
|
|
newAv.Flying = isFlying;
|
|
newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
|
|
|
|
return newAv;
|
|
}
|
|
|
|
public void AddCharacter(OdeCharacter chr)
|
|
{
|
|
lock (_characters)
|
|
{
|
|
if (!_characters.Contains(chr))
|
|
{
|
|
_characters.Add(chr);
|
|
if (chr.bad)
|
|
m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void RemoveCharacter(OdeCharacter chr)
|
|
{
|
|
lock (_characters)
|
|
{
|
|
if (_characters.Contains(chr))
|
|
{
|
|
_characters.Remove(chr);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void BadCharacter(OdeCharacter chr)
|
|
{
|
|
lock (_badCharacter)
|
|
{
|
|
if (!_badCharacter.Contains(chr))
|
|
_badCharacter.Add(chr);
|
|
}
|
|
}
|
|
|
|
public override void RemoveAvatar(PhysicsActor actor)
|
|
{
|
|
//m_log.Debug("[PHYSICS]:ODELOCK");
|
|
lock (OdeLock)
|
|
{
|
|
d.AllocateODEDataForThread(0);
|
|
((OdeCharacter) actor).Destroy();
|
|
}
|
|
}
|
|
|
|
|
|
public void addActivePrim(OdePrim activatePrim)
|
|
{
|
|
// adds active prim..
|
|
lock (_activeprims)
|
|
{
|
|
if (!_activeprims.Contains(activatePrim))
|
|
_activeprims.Add(activatePrim);
|
|
}
|
|
}
|
|
|
|
public void addActiveGroups(OdePrim activatePrim)
|
|
{
|
|
lock (_activegroups)
|
|
{
|
|
if (!_activegroups.Contains(activatePrim))
|
|
_activegroups.Add(activatePrim);
|
|
}
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
public void remActivePrim(OdePrim deactivatePrim)
|
|
{
|
|
lock (_activeprims)
|
|
{
|
|
_activeprims.Remove(deactivatePrim);
|
|
}
|
|
}
|
|
public void remActiveGroup(OdePrim deactivatePrim)
|
|
{
|
|
lock (_activegroups)
|
|
{
|
|
_activegroups.Remove(deactivatePrim);
|
|
}
|
|
}
|
|
|
|
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)
|
|
{
|
|
// lock (OdeLock)
|
|
{
|
|
|
|
OdePrim p = (OdePrim)prim;
|
|
p.setPrimForRemoval();
|
|
}
|
|
}
|
|
}
|
|
|
|
public void RemovePrimThreadLocked(OdePrim prim)
|
|
{
|
|
//Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
|
|
lock (prim)
|
|
{
|
|
// RemoveCollisionEventReporting(prim);
|
|
lock (_prims)
|
|
_prims.Remove(prim.LocalID);
|
|
}
|
|
|
|
}
|
|
|
|
public void addToPrims(OdePrim prim)
|
|
{
|
|
lock (_prims)
|
|
_prims[prim.LocalID] = prim;
|
|
}
|
|
|
|
public OdePrim getPrim(uint id)
|
|
{
|
|
lock (_prims)
|
|
{
|
|
if(_prims.ContainsKey(id))
|
|
return _prims[id];
|
|
else
|
|
return null;
|
|
}
|
|
}
|
|
|
|
public bool havePrim(OdePrim prm)
|
|
{
|
|
lock (_prims)
|
|
return _prims.ContainsKey(prm.LocalID);
|
|
}
|
|
|
|
public void changePrimID(OdePrim prim,uint oldID)
|
|
{
|
|
lock (_prims)
|
|
{
|
|
if(_prims.ContainsKey(oldID))
|
|
_prims.Remove(oldID);
|
|
_prims[prim.LocalID] = prim;
|
|
}
|
|
}
|
|
|
|
public bool haveActor(PhysicsActor actor)
|
|
{
|
|
if (actor is OdePrim)
|
|
{
|
|
lock (_prims)
|
|
return _prims.ContainsKey(((OdePrim)actor).LocalID);
|
|
}
|
|
else if (actor is OdeCharacter)
|
|
{
|
|
lock (_characters)
|
|
return _characters.Contains((OdeCharacter)actor);
|
|
}
|
|
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 sub-spaces grid
|
|
/// </summary>
|
|
/// <param name="geom">the pointer to the geom that moved</param>
|
|
/// <param name="pos">the position that the geom moved to</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, Vector3 pos, IntPtr currentspace)
|
|
{
|
|
// moves a prim into another static sub-space or from another space into a static sub-space
|
|
|
|
// Called ODEPrim so
|
|
// it's already in locked space.
|
|
|
|
if (geom == IntPtr.Zero) // shouldn't happen
|
|
return IntPtr.Zero;
|
|
|
|
// get the static sub-space for current position
|
|
IntPtr newspace = calculateSpaceForGeom(pos);
|
|
|
|
if (newspace == currentspace) // if we are there all done
|
|
return newspace;
|
|
|
|
// else remove it from its current space
|
|
if (currentspace != IntPtr.Zero && d.SpaceQuery(currentspace, geom))
|
|
{
|
|
if (d.GeomIsSpace(currentspace))
|
|
{
|
|
waitForSpaceUnlock(currentspace);
|
|
d.SpaceRemove(currentspace, geom);
|
|
|
|
if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0)
|
|
{
|
|
d.SpaceDestroy(currentspace);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_log.Info("[Physics]: Invalid or empty Space passed to 'MoveGeomToStaticSpace':" + currentspace +
|
|
" Geom:" + geom);
|
|
}
|
|
}
|
|
else // odd currentspace is null or doesn't contain the geom? lets try the geom ideia of current space
|
|
{
|
|
currentspace = d.GeomGetSpace(geom);
|
|
if (currentspace != IntPtr.Zero)
|
|
{
|
|
if (d.GeomIsSpace(currentspace))
|
|
{
|
|
waitForSpaceUnlock(currentspace);
|
|
d.SpaceRemove(currentspace, geom);
|
|
|
|
if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0)
|
|
{
|
|
d.SpaceDestroy(currentspace);
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
// put the geom in the newspace
|
|
waitForSpaceUnlock(newspace);
|
|
d.SpaceAdd(newspace, geom);
|
|
|
|
// let caller know this newspace
|
|
return newspace;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Calculates the space the prim should be in by its position
|
|
/// </summary>
|
|
/// <param name="pos"></param>
|
|
/// <returns>a pointer to the space. This could be a new space or reused space.</returns>
|
|
public IntPtr calculateSpaceForGeom(Vector3 pos)
|
|
{
|
|
int x, y;
|
|
|
|
if (pos.X < 0)
|
|
return staticPrimspaceOffRegion[0];
|
|
|
|
if (pos.Y < 0)
|
|
return staticPrimspaceOffRegion[2];
|
|
|
|
x = (int)(pos.X * spacesPerMeterX);
|
|
if (x > spaceGridMaxX)
|
|
return staticPrimspaceOffRegion[1];
|
|
|
|
y = (int)(pos.Y * spacesPerMeterY);
|
|
if (y > spaceGridMaxY)
|
|
return staticPrimspaceOffRegion[3];
|
|
|
|
return staticPrimspace[x, y];
|
|
}
|
|
|
|
#endregion
|
|
|
|
|
|
/// <summary>
|
|
/// Called to queue a change to a actor
|
|
/// to use in place of old taint mechanism so changes do have a time sequence
|
|
/// </summary>
|
|
|
|
public void AddChange(PhysicsActor actor, changes what, Object arg)
|
|
{
|
|
ODEchangeitem item = new ODEchangeitem();
|
|
item.actor = actor;
|
|
item.what = what;
|
|
item.arg = arg;
|
|
ChangesQueue.Enqueue(item);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Called after our prim properties are set Scale, position etc.
|
|
/// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
|
|
/// This assures us that we have no race conditions
|
|
/// </summary>
|
|
/// <param name="prim"></param>
|
|
public override void AddPhysicsActorTaint(PhysicsActor prim)
|
|
{
|
|
}
|
|
|
|
// does all pending changes generated during region load process
|
|
public override void ProcessPreSimulation()
|
|
{
|
|
lock (OdeLock)
|
|
{
|
|
if (world == IntPtr.Zero)
|
|
{
|
|
ChangesQueue.Clear();
|
|
return;
|
|
}
|
|
|
|
d.AllocateODEDataForThread(~0U);
|
|
|
|
ODEchangeitem item;
|
|
|
|
int donechanges = 0;
|
|
if (ChangesQueue.Count > 0)
|
|
{
|
|
m_log.InfoFormat("[ubOde] start processing pending actor operations");
|
|
int tstart = Util.EnvironmentTickCount();
|
|
|
|
while (ChangesQueue.Dequeue(out item))
|
|
{
|
|
if (item.actor != null)
|
|
{
|
|
try
|
|
{
|
|
if (item.actor is OdeCharacter)
|
|
((OdeCharacter)item.actor).DoAChange(item.what, item.arg);
|
|
else if (((OdePrim)item.actor).DoAChange(item.what, item.arg))
|
|
RemovePrimThreadLocked((OdePrim)item.actor);
|
|
}
|
|
catch
|
|
{
|
|
m_log.WarnFormat("[PHYSICS]: Operation failed for a actor {0} {1}",
|
|
item.actor.Name, item.what.ToString());
|
|
}
|
|
}
|
|
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);
|
|
}
|
|
}
|
|
|
|
/// <summary>
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/// This is our main simulate loop
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/// It's thread locked by a Mutex in the scene.
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/// It holds Collisions, it instructs ODE to step through the physical reactions
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/// It moves the objects around in memory
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/// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
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/// </summary>
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/// <param name="timeStep"></param>
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/// <returns></returns>
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public override float Simulate(float reqTimeStep)
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{
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DateTime now = DateTime.UtcNow;
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TimeSpan timedif = now - m_lastframe;
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float timeStep = (float)timedif.TotalSeconds;
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m_lastframe = now;
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|
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// acumulate time so we can reduce error
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step_time += timeStep;
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|
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if (step_time < HalfOdeStep)
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return 0;
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|
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if (framecount < 0)
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framecount = 0;
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|
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framecount++;
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|
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// checkThread();
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int nodeframes = 0;
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float fps = 0;
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lock (SimulationLock)
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lock(OdeLock)
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{
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if (world == IntPtr.Zero)
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{
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ChangesQueue.Clear();
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return 0;
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}
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|
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ODEchangeitem item;
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// d.WorldSetQuickStepNumIterations(world, curphysiteractions);
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int loopstartMS = Util.EnvironmentTickCount();
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int looptimeMS = 0;
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int changestimeMS = 0;
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int maxChangestime = (int)(reqTimeStep * 500f); // half the time
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int maxLoopTime = (int)(reqTimeStep * 1200f); // 1.2 the time
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d.AllocateODEDataForThread(~0U);
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|
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if (ChangesQueue.Count > 0)
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{
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while (ChangesQueue.Dequeue(out item))
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{
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if (item.actor != null)
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{
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try
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{
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if (item.actor is OdeCharacter)
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((OdeCharacter)item.actor).DoAChange(item.what, item.arg);
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else if (((OdePrim)item.actor).DoAChange(item.what, item.arg))
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RemovePrimThreadLocked((OdePrim)item.actor);
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}
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catch
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{
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m_log.WarnFormat("[PHYSICS]: doChange failed for a actor {0} {1}",
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item.actor.Name, item.what.ToString());
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}
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}
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changestimeMS = Util.EnvironmentTickCountSubtract(loopstartMS);
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if (changestimeMS > maxChangestime)
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break;
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}
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}
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|
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// do simulation taking at most 150ms total time including changes
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while (step_time > HalfOdeStep)
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{
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try
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{
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// clear pointer/counter to contacts to pass into joints
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m_global_contactcount = 0;
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|
|
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// Move characters
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lock (_characters)
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{
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List<OdeCharacter> defects = new List<OdeCharacter>();
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foreach (OdeCharacter actor in _characters)
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{
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if (actor != null)
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actor.Move(defects);
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}
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if (defects.Count != 0)
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{
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foreach (OdeCharacter defect in defects)
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{
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RemoveCharacter(defect);
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}
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defects.Clear();
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}
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}
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// Move other active objects
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lock (_activegroups)
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{
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foreach (OdePrim aprim in _activegroups)
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{
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aprim.Move();
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}
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}
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|
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m_rayCastManager.ProcessQueuedRequests();
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|
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collision_optimized();
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List<OdePrim> sleepers = new List<OdePrim>();
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|
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foreach (PhysicsActor obj in _collisionEventPrim)
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|
{
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if (obj == null)
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continue;
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|
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switch ((ActorTypes)obj.PhysicsActorType)
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{
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case ActorTypes.Agent:
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OdeCharacter cobj = (OdeCharacter)obj;
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cobj.SendCollisions((int)(odetimestepMS));
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break;
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|
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case ActorTypes.Prim:
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OdePrim pobj = (OdePrim)obj;
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if (!pobj.m_outbounds)
|
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{
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pobj.SendCollisions((int)(odetimestepMS));
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if(pobj.Body != IntPtr.Zero && !pobj.m_isSelected &&
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!pobj.m_disabled && !pobj.m_building &&
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!d.BodyIsEnabled(pobj.Body))
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sleepers.Add(pobj);
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}
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break;
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|
}
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}
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|
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foreach(OdePrim prm in sleepers)
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prm.SleeperAddCollisionEvents();
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sleepers.Clear();
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|
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foreach (PhysicsActor obj in _collisionEventPrimRemove)
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_collisionEventPrim.Remove(obj);
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|
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_collisionEventPrimRemove.Clear();
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|
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// do a ode simulation step
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d.WorldQuickStep(world, ODE_STEPSIZE);
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d.JointGroupEmpty(contactgroup);
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|
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// update managed ideia of physical data and do updates to core
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/*
|
|
lock (_characters)
|
|
{
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|
foreach (OdeCharacter actor in _characters)
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|
{
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|
if (actor != null)
|
|
{
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|
if (actor.bad)
|
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m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
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|
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actor.UpdatePositionAndVelocity();
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|
}
|
|
}
|
|
}
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|
*/
|
|
|
|
lock (_activegroups)
|
|
{
|
|
{
|
|
foreach (OdePrim actor in _activegroups)
|
|
{
|
|
if (actor.IsPhysical)
|
|
{
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|
actor.UpdatePositionAndVelocity(framecount);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
catch (Exception e)
|
|
{
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|
m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
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// ode.dunlock(world);
|
|
}
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|
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step_time -= ODE_STEPSIZE;
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|
nodeframes++;
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|
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|
looptimeMS = Util.EnvironmentTickCountSubtract(loopstartMS);
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if (looptimeMS > maxLoopTime)
|
|
break;
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|
}
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|
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lock (_badCharacter)
|
|
{
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|
if (_badCharacter.Count > 0)
|
|
{
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|
foreach (OdeCharacter chr in _badCharacter)
|
|
{
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|
RemoveCharacter(chr);
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|
}
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|
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|
_badCharacter.Clear();
|
|
}
|
|
}
|
|
|
|
timedif = now - m_lastMeshExpire;
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|
|
|
if (timedif.Seconds > 10)
|
|
{
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|
mesher.ExpireReleaseMeshs();
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|
m_lastMeshExpire = now;
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|
}
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|
|
|
// information block for in debug breakpoint only
|
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/*
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int ntopactivegeoms = d.SpaceGetNumGeoms(ActiveSpace);
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int ntopstaticgeoms = d.SpaceGetNumGeoms(StaticSpace);
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int ngroundgeoms = d.SpaceGetNumGeoms(GroundSpace);
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|
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int nactivegeoms = 0;
|
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int nactivespaces = 0;
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|
|
|
int nstaticgeoms = 0;
|
|
int nstaticspaces = 0;
|
|
IntPtr sp;
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|
|
|
for (int i = 0; i < ntopactivegeoms; i++)
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|
{
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|
sp = d.SpaceGetGeom(ActiveSpace, i);
|
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if (d.GeomIsSpace(sp))
|
|
{
|
|
nactivespaces++;
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nactivegeoms += d.SpaceGetNumGeoms(sp);
|
|
}
|
|
else
|
|
nactivegeoms++;
|
|
}
|
|
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|
for (int i = 0; i < ntopstaticgeoms; i++)
|
|
{
|
|
sp = d.SpaceGetGeom(StaticSpace, i);
|
|
if (d.GeomIsSpace(sp))
|
|
{
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|
nstaticspaces++;
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nstaticgeoms += d.SpaceGetNumGeoms(sp);
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|
}
|
|
else
|
|
nstaticgeoms++;
|
|
}
|
|
|
|
int ntopgeoms = d.SpaceGetNumGeoms(TopSpace);
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|
|
|
int totgeoms = nstaticgeoms + nactivegeoms + ngroundgeoms + 1; // one ray
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int nbodies = d.NTotalBodies;
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int ngeoms = d.NTotalGeoms;
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|
*/
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// Finished with all sim stepping. If requested, dump world state to file for debugging.
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|
// TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
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|
// TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
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if (physics_logging && (physics_logging_interval > 0) && (framecount % physics_logging_interval == 0))
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|
{
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string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
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string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
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if (physics_logging_append_existing_logfile)
|
|
{
|
|
string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
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|
TextWriter fwriter = File.AppendText(fname);
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|
fwriter.WriteLine(header);
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|
fwriter.Close();
|
|
}
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|
|
|
d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
|
|
}
|
|
|
|
fps = (float)nodeframes * ODE_STEPSIZE / reqTimeStep;
|
|
|
|
if(step_time < HalfOdeStep)
|
|
m_timeDilation = 1.0f;
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|
else if (step_time > m_SkipFramesAtms)
|
|
{
|
|
// if we lag too much skip frames
|
|
m_timeDilation = 0.0f;
|
|
step_time = 0;
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|
m_lastframe = DateTime.UtcNow; // skip also the time lost
|
|
}
|
|
else
|
|
{
|
|
m_timeDilation = ODE_STEPSIZE / step_time;
|
|
if (m_timeDilation > 1)
|
|
m_timeDilation = 1;
|
|
}
|
|
}
|
|
|
|
return fps;
|
|
}
|
|
|
|
/// <summary>
|
|
public override void GetResults()
|
|
{
|
|
}
|
|
|
|
public override bool IsThreaded
|
|
{
|
|
// for now we won't be multithreaded
|
|
get { return (false); }
|
|
}
|
|
|
|
public float GetTerrainHeightAtXY(float x, float y)
|
|
{
|
|
if (TerrainGeom == IntPtr.Zero)
|
|
return 0f;
|
|
|
|
if (TerrainHeightFieldHeight == null || TerrainHeightFieldHeight.Length == 0)
|
|
return 0f;
|
|
|
|
// TerrainHeightField for ODE as offset 1m
|
|
x += 1f;
|
|
y += 1f;
|
|
|
|
// make position fit into array
|
|
if (x < 0)
|
|
x = 0;
|
|
if (y < 0)
|
|
y = 0;
|
|
|
|
// integer indexs
|
|
int ix;
|
|
int iy;
|
|
// interpolators offset
|
|
float dx;
|
|
float dy;
|
|
|
|
int regsizeX = (int)m_regionWidth + 3; // map size see setterrain number of samples
|
|
int regsizeY = (int)m_regionHeight + 3; // map size see setterrain number of samples
|
|
int regsize = regsizeX;
|
|
|
|
if (m_OSOdeLib)
|
|
{
|
|
if (x < regsizeX - 1)
|
|
{
|
|
ix = (int)x;
|
|
dx = x - (float)ix;
|
|
}
|
|
else // out world use external height
|
|
{
|
|
ix = regsizeX - 2;
|
|
dx = 0;
|
|
}
|
|
if (y < regsizeY - 1)
|
|
{
|
|
iy = (int)y;
|
|
dy = y - (float)iy;
|
|
}
|
|
else
|
|
{
|
|
iy = regsizeY - 2;
|
|
dy = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// we still have square fixed size regions
|
|
// also flip x and y because of how map is done for ODE fliped axis
|
|
// so ix,iy,dx and dy are inter exchanged
|
|
|
|
regsize = regsizeY;
|
|
|
|
if (x < regsizeX - 1)
|
|
{
|
|
iy = (int)x;
|
|
dy = x - (float)iy;
|
|
}
|
|
else // out world use external height
|
|
{
|
|
iy = regsizeX - 2;
|
|
dy = 0;
|
|
}
|
|
if (y < regsizeY - 1)
|
|
{
|
|
ix = (int)y;
|
|
dx = y - (float)ix;
|
|
}
|
|
else
|
|
{
|
|
ix = regsizeY - 2;
|
|
dx = 0;
|
|
}
|
|
}
|
|
|
|
float h0;
|
|
float h1;
|
|
float h2;
|
|
|
|
iy *= regsize;
|
|
iy += ix; // all indexes have iy + ix
|
|
|
|
float[] heights = TerrainHeightFieldHeight;
|
|
/*
|
|
if ((dx + dy) <= 1.0f)
|
|
{
|
|
h0 = ((float)heights[iy]); // 0,0 vertice
|
|
h1 = (((float)heights[iy + 1]) - h0) * dx; // 1,0 vertice minus 0,0
|
|
h2 = (((float)heights[iy + regsize]) - h0) * dy; // 0,1 vertice minus 0,0
|
|
}
|
|
else
|
|
{
|
|
h0 = ((float)heights[iy + regsize + 1]); // 1,1 vertice
|
|
h1 = (((float)heights[iy + 1]) - h0) * (1 - dy); // 1,1 vertice minus 1,0
|
|
h2 = (((float)heights[iy + regsize]) - h0) * (1 - dx); // 1,1 vertice minus 0,1
|
|
}
|
|
*/
|
|
h0 = ((float)heights[iy]); // 0,0 vertice
|
|
|
|
if (dy>dx)
|
|
{
|
|
iy += regsize;
|
|
h2 = (float)heights[iy]; // 0,1 vertice
|
|
h1 = (h2 - h0) * dy; // 0,1 vertice minus 0,0
|
|
h2 = ((float)heights[iy + 1] - h2) * dx; // 1,1 vertice minus 0,1
|
|
}
|
|
else
|
|
{
|
|
iy++;
|
|
h2 = (float)heights[iy]; // vertice 1,0
|
|
h1 = (h2 - h0) * dx; // 1,0 vertice minus 0,0
|
|
h2 = (((float)heights[iy + regsize]) - h2) * dy; // 1,1 vertice minus 1,0
|
|
}
|
|
|
|
return h0 + h1 + h2;
|
|
}
|
|
|
|
public Vector3 GetTerrainNormalAtXY(float x, float y)
|
|
{
|
|
Vector3 norm = new Vector3(0, 0, 1);
|
|
|
|
if (TerrainGeom == IntPtr.Zero)
|
|
return norm;
|
|
|
|
if (TerrainHeightFieldHeight == null || TerrainHeightFieldHeight.Length == 0)
|
|
return norm;
|
|
|
|
// TerrainHeightField for ODE as offset 1m
|
|
x += 1f;
|
|
y += 1f;
|
|
|
|
// make position fit into array
|
|
if (x < 0)
|
|
x = 0;
|
|
if (y < 0)
|
|
y = 0;
|
|
|
|
// integer indexs
|
|
int ix;
|
|
int iy;
|
|
// interpolators offset
|
|
float dx;
|
|
float dy;
|
|
|
|
int regsizeX = (int)m_regionWidth + 3; // map size see setterrain number of samples
|
|
int regsizeY = (int)m_regionHeight + 3; // map size see setterrain number of samples
|
|
int regsize = regsizeX;
|
|
|
|
int xstep = 1;
|
|
int ystep = regsizeX;
|
|
bool firstTri = false;
|
|
|
|
if (m_OSOdeLib)
|
|
{
|
|
if (x < regsizeX - 1)
|
|
{
|
|
ix = (int)x;
|
|
dx = x - (float)ix;
|
|
}
|
|
else // out world use external height
|
|
{
|
|
ix = regsizeX - 2;
|
|
dx = 0;
|
|
}
|
|
if (y < regsizeY - 1)
|
|
{
|
|
iy = (int)y;
|
|
dy = y - (float)iy;
|
|
}
|
|
else
|
|
{
|
|
iy = regsizeY - 2;
|
|
dy = 0;
|
|
}
|
|
firstTri = dy > dx;
|
|
}
|
|
|
|
else
|
|
{
|
|
xstep = regsizeY;
|
|
ystep = 1;
|
|
regsize = regsizeY;
|
|
|
|
// we still have square fixed size regions
|
|
// also flip x and y because of how map is done for ODE fliped axis
|
|
// so ix,iy,dx and dy are inter exchanged
|
|
if (x < regsizeX - 1)
|
|
{
|
|
iy = (int)x;
|
|
dy = x - (float)iy;
|
|
}
|
|
else // out world use external height
|
|
{
|
|
iy = regsizeX - 2;
|
|
dy = 0;
|
|
}
|
|
if (y < regsizeY - 1)
|
|
{
|
|
ix = (int)y;
|
|
dx = y - (float)ix;
|
|
}
|
|
else
|
|
{
|
|
ix = regsizeY - 2;
|
|
dx = 0;
|
|
}
|
|
firstTri = dx > dy;
|
|
}
|
|
|
|
float h0;
|
|
float h1;
|
|
float h2;
|
|
|
|
iy *= regsize;
|
|
iy += ix; // all indexes have iy + ix
|
|
|
|
float[] heights = TerrainHeightFieldHeight;
|
|
|
|
if (firstTri)
|
|
{
|
|
h1 = ((float)heights[iy]); // 0,0 vertice
|
|
iy += ystep;
|
|
h0 = (float)heights[iy]; // 0,1
|
|
h2 = (float)heights[iy+xstep]; // 1,1 vertice
|
|
norm.X = h0 - h2;
|
|
norm.Y = h1 - h0;
|
|
}
|
|
else
|
|
{
|
|
h2 = ((float)heights[iy]); // 0,0 vertice
|
|
iy += xstep;
|
|
h0 = ((float)heights[iy]); // 1,0 vertice
|
|
h1 = (float)heights[iy+ystep]; // vertice 1,1
|
|
norm.X = h2 - h0;
|
|
norm.Y = h0 - h1;
|
|
}
|
|
norm.Z = 1;
|
|
norm.Normalize();
|
|
return norm;
|
|
}
|
|
|
|
public override void SetTerrain(float[] heightMap)
|
|
{
|
|
if (m_OSOdeLib)
|
|
OSSetTerrain(heightMap);
|
|
else
|
|
OriSetTerrain(heightMap);
|
|
}
|
|
|
|
public void OriSetTerrain(float[] heightMap)
|
|
{
|
|
// assumes 1m size grid and constante size square regions
|
|
// needs to know about sims around in future
|
|
|
|
float[] _heightmap;
|
|
|
|
uint regionsizeX = m_regionWidth;
|
|
uint regionsizeY = m_regionHeight;
|
|
|
|
// map is rotated
|
|
uint heightmapWidth = regionsizeY + 2;
|
|
uint heightmapHeight = regionsizeX + 2;
|
|
|
|
uint heightmapWidthSamples = heightmapWidth + 1;
|
|
uint heightmapHeightSamples = heightmapHeight + 1;
|
|
|
|
_heightmap = new float[heightmapWidthSamples * heightmapHeightSamples];
|
|
|
|
const float scale = 1.0f;
|
|
const float offset = 0.0f;
|
|
const float thickness = 10f;
|
|
const int wrap = 0;
|
|
|
|
|
|
float hfmin = float.MaxValue;
|
|
float hfmax = float.MinValue;
|
|
float val;
|
|
uint xx;
|
|
uint yy;
|
|
|
|
uint maxXX = regionsizeX - 1;
|
|
uint maxYY = regionsizeY - 1;
|
|
// flipping map adding one margin all around so things don't fall in edges
|
|
|
|
uint xt = 0;
|
|
xx = 0;
|
|
|
|
for (uint x = 0; x < heightmapWidthSamples; x++)
|
|
{
|
|
if (x > 1 && xx < maxXX)
|
|
xx++;
|
|
yy = 0;
|
|
for (uint y = 0; y < heightmapHeightSamples; y++)
|
|
{
|
|
if (y > 1 && y < maxYY)
|
|
yy += regionsizeX;
|
|
|
|
val = heightMap[yy + xx];
|
|
if (val < 0.0f)
|
|
val = 0.0f; // no neg terrain as in chode
|
|
_heightmap[xt + y] = val;
|
|
|
|
if (hfmin > val)
|
|
hfmin = val;
|
|
if (hfmax < val)
|
|
hfmax = val;
|
|
}
|
|
xt += heightmapHeightSamples;
|
|
}
|
|
|
|
lock (OdeLock)
|
|
{
|
|
d.AllocateODEDataForThread(~0U);
|
|
|
|
if (TerrainGeom != IntPtr.Zero)
|
|
{
|
|
actor_name_map.Remove(TerrainGeom);
|
|
d.GeomDestroy(TerrainGeom);
|
|
|
|
}
|
|
|
|
if (TerrainHeightFieldHeightsHandler.IsAllocated)
|
|
TerrainHeightFieldHeightsHandler.Free();
|
|
|
|
IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
|
|
|
|
GC.Collect(1);
|
|
|
|
TerrainHeightFieldHeightsHandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned);
|
|
|
|
d.GeomHeightfieldDataBuildSingle(HeightmapData, TerrainHeightFieldHeightsHandler.AddrOfPinnedObject(), 0,
|
|
heightmapHeight, heightmapWidth ,
|
|
(int)heightmapHeightSamples, (int)heightmapWidthSamples, scale,
|
|
offset, thickness, wrap);
|
|
|
|
d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
|
|
|
|
TerrainGeom = d.CreateHeightfield(GroundSpace, HeightmapData, 1);
|
|
|
|
if (TerrainGeom != IntPtr.Zero)
|
|
{
|
|
d.GeomSetCategoryBits(TerrainGeom, (uint)(CollisionCategories.Land));
|
|
d.GeomSetCollideBits(TerrainGeom, 0);
|
|
|
|
PhysicsActor pa = new NullPhysicsActor();
|
|
pa.Name = "Terrain";
|
|
pa.PhysicsActorType = (int)ActorTypes.Ground;
|
|
actor_name_map[TerrainGeom] = pa;
|
|
|
|
// geom_name_map[GroundGeom] = "Terrain";
|
|
|
|
d.Quaternion q = new d.Quaternion();
|
|
q.X = 0.5f;
|
|
q.Y = 0.5f;
|
|
q.Z = 0.5f;
|
|
q.W = 0.5f;
|
|
|
|
d.GeomSetQuaternion(TerrainGeom, ref q);
|
|
d.GeomSetPosition(TerrainGeom, m_regionWidth * 0.5f, m_regionHeight * 0.5f, 0.0f);
|
|
TerrainHeightFieldHeight = _heightmap;
|
|
}
|
|
else
|
|
TerrainHeightFieldHeightsHandler.Free();
|
|
}
|
|
}
|
|
|
|
public void OSSetTerrain(float[] heightMap)
|
|
{
|
|
// assumes 1m size grid and constante size square regions
|
|
// needs to know about sims around in future
|
|
|
|
float[] _heightmap;
|
|
|
|
uint regionsizeX = m_regionWidth;
|
|
uint regionsizeY = m_regionHeight;
|
|
|
|
uint heightmapWidth = regionsizeX + 2;
|
|
uint heightmapHeight = regionsizeY + 2;
|
|
|
|
uint heightmapWidthSamples = heightmapWidth + 1;
|
|
uint heightmapHeightSamples = heightmapHeight + 1;
|
|
|
|
_heightmap = new float[heightmapWidthSamples * heightmapHeightSamples];
|
|
|
|
|
|
float hfmin = float.MaxValue;
|
|
// float hfmax = float.MinValue;
|
|
float val;
|
|
|
|
|
|
uint maxXX = regionsizeX - 1;
|
|
uint maxYY = regionsizeY - 1;
|
|
// adding one margin all around so things don't fall in edges
|
|
|
|
uint xx;
|
|
uint yy = 0;
|
|
uint yt = 0;
|
|
|
|
for (uint y = 0; y < heightmapHeightSamples; y++)
|
|
{
|
|
if (y > 1 && y < maxYY)
|
|
yy += regionsizeX;
|
|
xx = 0;
|
|
for (uint x = 0; x < heightmapWidthSamples; x++)
|
|
{
|
|
if (x > 1 && x < maxXX)
|
|
xx++;
|
|
|
|
val = heightMap[yy + xx];
|
|
if (val < 0.0f)
|
|
val = 0.0f; // no neg terrain as in chode
|
|
_heightmap[yt + x] = val;
|
|
|
|
if (hfmin > val)
|
|
hfmin = val;
|
|
// if (hfmax < val)
|
|
// hfmax = val;
|
|
}
|
|
yt += heightmapWidthSamples;
|
|
}
|
|
|
|
lock (OdeLock)
|
|
{
|
|
if (TerrainGeom != IntPtr.Zero)
|
|
{
|
|
actor_name_map.Remove(TerrainGeom);
|
|
d.GeomDestroy(TerrainGeom);
|
|
}
|
|
|
|
if (TerrainHeightFieldHeightsHandler.IsAllocated)
|
|
TerrainHeightFieldHeightsHandler.Free();
|
|
|
|
TerrainHeightFieldHeight = null;
|
|
|
|
IntPtr HeightmapData = d.GeomOSTerrainDataCreate();
|
|
|
|
const int wrap = 0;
|
|
float thickness = hfmin;
|
|
if (thickness < 0)
|
|
thickness = 1;
|
|
|
|
TerrainHeightFieldHeightsHandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned);
|
|
|
|
d.GeomOSTerrainDataBuild(HeightmapData, TerrainHeightFieldHeightsHandler.AddrOfPinnedObject(), 0, 1.0f,
|
|
(int)heightmapWidthSamples, (int)heightmapHeightSamples,
|
|
thickness, wrap);
|
|
|
|
// d.GeomOSTerrainDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
|
|
TerrainGeom = d.CreateOSTerrain(GroundSpace, HeightmapData, 1);
|
|
if (TerrainGeom != IntPtr.Zero)
|
|
{
|
|
d.GeomSetCategoryBits(TerrainGeom, (uint)(CollisionCategories.Land));
|
|
d.GeomSetCollideBits(TerrainGeom, 0);
|
|
|
|
PhysicsActor pa = new NullPhysicsActor();
|
|
pa.Name = "Terrain";
|
|
pa.PhysicsActorType = (int)ActorTypes.Ground;
|
|
actor_name_map[TerrainGeom] = pa;
|
|
|
|
// geom_name_map[GroundGeom] = "Terrain";
|
|
|
|
d.GeomSetPosition(TerrainGeom, m_regionWidth * 0.5f, m_regionHeight * 0.5f, 0.0f);
|
|
TerrainHeightFieldHeight = _heightmap;
|
|
}
|
|
else
|
|
TerrainHeightFieldHeightsHandler.Free();
|
|
}
|
|
}
|
|
|
|
public override void DeleteTerrain()
|
|
{
|
|
}
|
|
|
|
public float GetWaterLevel()
|
|
{
|
|
return waterlevel;
|
|
}
|
|
|
|
public override void SetWaterLevel(float baseheight)
|
|
{
|
|
waterlevel = baseheight;
|
|
}
|
|
|
|
public override void Dispose()
|
|
{
|
|
lock (OdeLock)
|
|
{
|
|
|
|
if (world == IntPtr.Zero)
|
|
return;
|
|
|
|
d.AllocateODEDataForThread(~0U);
|
|
|
|
if (m_meshWorker != null)
|
|
m_meshWorker.Stop();
|
|
|
|
if (m_rayCastManager != null)
|
|
{
|
|
m_rayCastManager.Dispose();
|
|
m_rayCastManager = null;
|
|
}
|
|
|
|
lock (_prims)
|
|
{
|
|
ChangesQueue.Clear();
|
|
foreach (OdePrim prm in _prims.Values)
|
|
{
|
|
prm.DoAChange(changes.Remove, null);
|
|
_collisionEventPrim.Remove(prm);
|
|
}
|
|
_prims.Clear();
|
|
}
|
|
|
|
OdeCharacter[] chtorem;
|
|
lock (_characters)
|
|
{
|
|
chtorem = new OdeCharacter[_characters.Count];
|
|
_characters.CopyTo(chtorem);
|
|
}
|
|
|
|
ChangesQueue.Clear();
|
|
foreach (OdeCharacter ch in chtorem)
|
|
ch.DoAChange(changes.Remove, null);
|
|
|
|
if (TerrainGeom != IntPtr.Zero)
|
|
d.GeomDestroy(TerrainGeom);
|
|
TerrainGeom = IntPtr.Zero;
|
|
|
|
if (TerrainHeightFieldHeightsHandler.IsAllocated)
|
|
TerrainHeightFieldHeightsHandler.Free();
|
|
|
|
TerrainHeightFieldHeight = null;
|
|
|
|
if (ContactgeomsArray != IntPtr.Zero)
|
|
{
|
|
Marshal.FreeHGlobal(ContactgeomsArray);
|
|
ContactgeomsArray = IntPtr.Zero;
|
|
}
|
|
if (GlobalContactsArray != IntPtr.Zero)
|
|
{
|
|
Marshal.FreeHGlobal(GlobalContactsArray);
|
|
GlobalContactsArray = IntPtr.Zero;
|
|
}
|
|
|
|
d.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.LocalID, 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 ODERayRequest();
|
|
req.actor = null;
|
|
req.callbackMethod = retMethod;
|
|
req.length = length;
|
|
req.Normal = direction;
|
|
req.Origin = position;
|
|
req.Count = 0;
|
|
req.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 ODERayRequest();
|
|
req.actor = null;
|
|
req.callbackMethod = retMethod;
|
|
req.length = length;
|
|
req.Normal = direction;
|
|
req.Origin = position;
|
|
req.Count = Count;
|
|
req.filter = RayFilterFlags.AllPrims;
|
|
|
|
m_rayCastManager.QueueRequest(req);
|
|
}
|
|
}
|
|
|
|
|
|
public override List<ContactResult> RaycastWorld(Vector3 position, Vector3 direction, float length, int Count)
|
|
{
|
|
List<ContactResult> ourresults = new List<ContactResult>();
|
|
object SyncObject = new object();
|
|
|
|
RayCallback retMethod = delegate(List<ContactResult> results)
|
|
{
|
|
lock (SyncObject)
|
|
{
|
|
ourresults = results;
|
|
Monitor.PulseAll(SyncObject);
|
|
}
|
|
};
|
|
|
|
ODERayRequest req = new ODERayRequest();
|
|
req.actor = null;
|
|
req.callbackMethod = retMethod;
|
|
req.length = length;
|
|
req.Normal = direction;
|
|
req.Origin = position;
|
|
req.Count = Count;
|
|
req.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 object();
|
|
List<ContactResult> ourresults = new List<ContactResult>();
|
|
|
|
RayCallback retMethod = delegate(List<ContactResult> results)
|
|
{
|
|
lock (SyncObject)
|
|
{
|
|
ourresults = results;
|
|
Monitor.PulseAll(SyncObject);
|
|
}
|
|
};
|
|
|
|
ODERayRequest req = new ODERayRequest();
|
|
req.actor = null;
|
|
req.callbackMethod = retMethod;
|
|
req.length = length;
|
|
req.Normal = direction;
|
|
req.Origin = position;
|
|
req.Count = Count;
|
|
req.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)
|
|
geom = ((OdePrim)actor).prim_geom;
|
|
else if (actor is OdeCharacter)
|
|
geom = ((OdePrim)actor).prim_geom;
|
|
else
|
|
return new List<ContactResult>();
|
|
|
|
if (geom == IntPtr.Zero)
|
|
return new List<ContactResult>();
|
|
|
|
List<ContactResult> ourResults = null;
|
|
object SyncObject = new object();
|
|
|
|
RayCallback retMethod = delegate(List<ContactResult> results)
|
|
{
|
|
lock (SyncObject)
|
|
{
|
|
ourResults = results;
|
|
Monitor.PulseAll(SyncObject);
|
|
}
|
|
};
|
|
|
|
ODERayRequest req = new ODERayRequest();
|
|
req.actor = actor;
|
|
req.callbackMethod = retMethod;
|
|
req.length = length;
|
|
req.Normal = direction;
|
|
req.Origin = position;
|
|
req.Count = Count;
|
|
req.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 List<ContactResult> BoxProbe(Vector3 position, Vector3 size, Quaternion orientation, int Count, RayFilterFlags flags)
|
|
{
|
|
List<ContactResult> ourResults = null;
|
|
object SyncObject = new object();
|
|
|
|
ProbeBoxCallback retMethod = delegate(List<ContactResult> results)
|
|
{
|
|
lock (SyncObject)
|
|
{
|
|
ourResults = results;
|
|
Monitor.PulseAll(SyncObject);
|
|
}
|
|
};
|
|
|
|
ODERayRequest req = new ODERayRequest();
|
|
req.actor = null;
|
|
req.callbackMethod = retMethod;
|
|
req.Normal = size;
|
|
req.Origin = position;
|
|
req.orientation = orientation;
|
|
req.Count = Count;
|
|
req.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 List<ContactResult> SphereProbe(Vector3 position, float radius, int Count, RayFilterFlags flags)
|
|
{
|
|
List<ContactResult> ourResults = null;
|
|
object SyncObject = new object();
|
|
|
|
ProbeSphereCallback retMethod = delegate(List<ContactResult> results)
|
|
{
|
|
ourResults = results;
|
|
Monitor.PulseAll(SyncObject);
|
|
};
|
|
|
|
ODERayRequest req = new ODERayRequest();
|
|
req.actor = null;
|
|
req.callbackMethod = retMethod;
|
|
req.length = radius;
|
|
req.Origin = position;
|
|
req.Count = Count;
|
|
req.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 List<ContactResult> PlaneProbe(PhysicsActor actor, Vector4 plane, int Count, RayFilterFlags flags)
|
|
{
|
|
IntPtr geom = IntPtr.Zero;;
|
|
|
|
if (actor != null)
|
|
{
|
|
if (actor is OdePrim)
|
|
geom = ((OdePrim)actor).prim_geom;
|
|
else if (actor is OdeCharacter)
|
|
geom = ((OdePrim)actor).prim_geom;
|
|
}
|
|
|
|
List<ContactResult> ourResults = null;
|
|
object SyncObject = new object();
|
|
|
|
ProbePlaneCallback retMethod = delegate(List<ContactResult> results)
|
|
{
|
|
ourResults = results;
|
|
Monitor.PulseAll(SyncObject);
|
|
};
|
|
|
|
ODERayRequest req = new ODERayRequest();
|
|
req.actor = null;
|
|
req.callbackMethod = retMethod;
|
|
req.length = plane.W;
|
|
req.Normal.X = plane.X;
|
|
req.Normal.Y = plane.Y;
|
|
req.Normal.Z = plane.Z;
|
|
req.Count = Count;
|
|
req.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 ODESitAvatar(this, m_rayCastManager);
|
|
if(sitAvatar != null)
|
|
sitAvatar.Sit(actor, AbsolutePosition, CameraPosition, offset, AvatarSize, PhysicsSitResponse);
|
|
});
|
|
return 1;
|
|
}
|
|
|
|
}
|
|
}
|