internal void Enable(IntPtr pBody, OdeScene pParentScene)
        {
            if (m_type == Vehicle.TYPE_NONE)
            {
                return;
            }

            m_body = pBody;
            // m_parentScene = pParentScene;
            if (m_jointGroup == IntPtr.Zero)
            {
                m_jointGroup = d.JointGroupCreate(3);
            }

            if (pBody != IntPtr.Zero)
            {
                if (m_lMotor1 == IntPtr.Zero)
                {
                    d.BodySetAutoDisableFlag(Body, false);
                    m_lMotor1 = d.JointCreateLMotor(pParentScene.world, m_jointGroup);
                    d.JointSetLMotorNumAxes(m_lMotor1, 1);
                    d.JointAttach(m_lMotor1, Body, IntPtr.Zero);
                }

                if (m_aMotor == IntPtr.Zero)
                {
                    m_aMotor = d.JointCreateAMotor(pParentScene.world, m_jointGroup);
                    d.JointSetAMotorNumAxes(m_aMotor, 3);
                    d.JointAttach(m_aMotor, Body, IntPtr.Zero);
                }
            }
        }
Beispiel #2
0
        public OdeCharacter(
            String avName, OdeScene parent_scene, Vector3 pos, Vector3 size, float pid_d, float pid_p,
            float capsule_radius, float tensor, float density,
            float walk_divisor, float rundivisor)
        {
            m_uuid = UUID.Random();

            if (pos.IsFinite())
            {
                if (pos.Z > 9999999f)
                {
                    pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
                }
                if (pos.Z < -90000f)
                {
                    pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
                }

                _position       = pos;
                m_taintPosition = pos;
            }
            else
            {
                _position
                    = new Vector3(
                          (float)_parent_scene.WorldExtents.X * 0.5f,
                          (float)_parent_scene.WorldExtents.Y * 0.5f,
                          parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
                m_taintPosition = _position;

                m_log.WarnFormat("[ODE CHARACTER]: Got NaN Position on Character Create for {0}", avName);
            }

            _parent_scene = parent_scene;

            PID_D          = pid_d;
            PID_P          = pid_p;
            CAPSULE_RADIUS = capsule_radius;
            m_tensor       = tensor;
            m_density      = density;
//            heightFudgeFactor = height_fudge_factor;
            walkDivisor = walk_divisor;
            runDivisor  = rundivisor;

            // m_StandUpRotation =
            //     new d.Matrix3(0.5f, 0.7071068f, 0.5f, -0.7071068f, 0f, 0.7071068f, 0.5f, -0.7071068f,
            //                   0.5f);

            // We can set taint and actual to be the same here, since the entire character will be set up when the
            // m_tainted_isPhysical is processed.
            SetTaintedCapsuleLength(size);
            CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH;

            m_isPhysical         = false; // current status: no ODE information exists
            m_tainted_isPhysical = true;  // new tainted status: need to create ODE information

            _parent_scene.AddPhysicsActorTaint(this);

            Name = avName;
        }
Beispiel #3
0
        // Used to limit dynamics debug output to
        // every 100th frame
        //        private IntPtr m_jointGroup = IntPtr.Zero;
        //        private IntPtr m_aMotor = IntPtr.Zero;

        // If a 'VEHICLE', and what kind
        // velocity requested by LSL, decayed by time
        // private bool m_LinearMotorSetLastFrame = false;
        // private Vector3 m_linearMotorOffset = Vector3.Zero;

        // angular velocity requested by LSL motor

        // what was last applied to body
        //       private Vector3 m_lastVertAttractor = Vector3.Zero;             // what VA was last applied to body

        //Deflection properties
        // private float m_angularDeflectionEfficiency = 0;
        // private float m_angularDeflectionTimescale = 0;
        // private float m_linearDeflectionEfficiency = 0;
        // private float m_linearDeflectionTimescale = 0;
        // if <0 then no hover, else its the current target height
        //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle.
        // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
        // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
        // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.

        // damped

        // Timescale > 300  means no vert attractor.

        internal void Enable(IntPtr pBody, OdeScene pParentScene)
        {
            if (m_type == Vehicle.TYPE_NONE)
            {
                return;
            }

            m_body = pBody;
        }
Beispiel #4
0
        public void RemoveRegion(Scene scene)
        {
            if (!m_Enabled || m_scene == null)
            {
                return;
            }

            m_scene.Dispose();
            m_scene = null;
        }
Beispiel #5
0
        public PhysicsScene GetScene(String sceneIdentifier)
        {
            if (m_scene == null)
            {
                // Initializing ODE only when a scene is created allows alternative ODE plugins to co-habit (according to
                // http://opensimulator.org/mantis/view.php?id=2750).
                d.InitODE();

                m_scene = new OdeScene(sceneIdentifier);
            }
            return(m_scene);
        }
Beispiel #6
0
        }//end ProcessVehicleFlags

        //end SetDefaultsForType
        internal void Step(float pTimestep, OdeScene pParentScene)
        {
            if (m_body == IntPtr.Zero || m_type == Vehicle.TYPE_NONE)
            {
                return;
            }
            frcount++;  // used to limit debug comment output
            if (frcount > 100)
            {
                frcount = 0;
            }

            MoveLinear(pTimestep, pParentScene);
            MoveAngular(pTimestep);
            LimitRotation(pTimestep);
        }// end Step
Beispiel #7
0
        public void CreateAndDropPhysicalCube()
        {
            PrimitiveBaseShape newcube  = PrimitiveBaseShape.CreateBox();
            Vector3            position = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 128f);
            Vector3            size     = new Vector3(0.5f, 0.5f, 0.5f);
            Quaternion         rot      = Quaternion.Identity;
            PhysicsActor       prim     = ps.AddPrimShape("CoolShape", newcube, position, size, rot, true);
            OdePrim            oprim    = (OdePrim)prim;
            OdeScene           pscene   = (OdeScene)ps;

            Assert.That(oprim.m_taintadd);

            prim.LocalID = 5;

            for (int i = 0; i < 58; i++)
            {
                ps.Simulate(0.133f);

                Assert.That(oprim.prim_geom != (IntPtr)0);

                Assert.That(oprim.m_targetSpace != (IntPtr)0);

                //Assert.That(oprim.m_targetSpace == pscene.space);
                m_log.Info("TargetSpace: " + oprim.m_targetSpace + " - SceneMainSpace: " + pscene.space);

                Assert.That(!oprim.m_taintadd);
                m_log.Info("Prim Position (" + oprim.m_localID + "): " + prim.Position.ToString());

                // Make sure we're above the ground
                //Assert.That(prim.Position.Z > 20f);
                //m_log.Info("PrimCollisionScore (" + oprim.m_localID + "): " + oprim.m_collisionscore);

                // Make sure we've got a Body
                Assert.That(oprim.Body != (IntPtr)0);
                //m_log.Info(
            }

            // Make sure we're not somewhere above the ground
            Assert.That(prim.Position.Z < 21.5f);

            ps.RemovePrim(prim);
            Assert.That(oprim.m_taintremove);
            ps.Simulate(0.133f);
            Assert.That(oprim.Body == (IntPtr)0);
        }
Beispiel #8
0
        public void AddRegion(Scene scene)
        {
            if (!m_Enabled)
            {
                return;
            }

            if (Util.IsWindows())
            {
                Util.LoadArchSpecificWindowsDll("ode.dll");
            }

            // Initializing ODE only when a scene is created allows alternative ODE plugins to co-habit (according to
            // http://opensimulator.org/mantis/view.php?id=2750).
            SafeNativeMethods.InitODE();

            m_scene = new OdeScene(scene, m_config, Name, Version);
        }
        //public class FallingPrim
        //{
        //public bool DoneMoving = false;
        //public uint localId;

        public void FallingPrim(OdeScene ps, CollisionPlane Plane, PhysicsVector position, int x, int y, float offsetZ)
        {
            uint localId = Plane.fallingPrims;
            PrimitiveBaseShape newcube = PrimitiveBaseShape.CreateBox();
            OdePrim            oprim   = (OdePrim)ps.AddPrimShape("FallingPrim_" + localId, newcube, position, new PhysicsVector(0.1f, 0.1f, 2f), Quaternion.Identity, true);

            oprim.LocalID            = localId + 100000;
            oprim.OnCollisionUpdate += delegate(EventArgs args)
            {
                if (!oprim.m_taintremove)
                {
                    // CollisionEventUpdate arg = (CollisionEventUpdate)args;
                    //simhinfo 58 58 30
                    // DoneMoving = true;
                    LandingHieghts[x, y] = oprim.Position.Z + offsetZ;
                    fallingPrims--;
                    ps.remCollisionEventReporting(oprim);
                    ps.RemovePrim(oprim);
                }
            };
            oprim.SubscribeEvents(30000);
        }
        public PhysicsScene GetScene(String sceneIdentifier)
        {
            if (m_scene == null)
            {
                // We do this so that OpenSimulator on Windows loads the correct native ODE library depending on whether
                // it's running as a 32-bit process or a 64-bit one.  By invoking LoadLibary here, later DLLImports
                // will find it already loaded later on.
                //
                // This isn't necessary for other platforms (e.g. Mac OSX and Linux) since the DLL used can be
                // controlled in Ode.NET.dll.config
                if (Util.IsWindows())
                {
                    Util.LoadArchSpecificWindowsDll("ode.dll");
                }

                // Initializing ODE only when a scene is created allows alternative ODE plugins to co-habit (according to
                // http://opensimulator.org/mantis/view.php?id=2750).
                d.InitODE();

                m_scene = new OdeScene(GetName(), sceneIdentifier);
            }

            return(m_scene);
        }
Beispiel #11
0
        public OdeCharacter(String avName, OdeScene parent_scene, PhysicsVector pos, CollisionLocker dode, PhysicsVector size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor)
        {
            // ode = dode;
            _velocity        = new PhysicsVector();
            _target_velocity = new PhysicsVector();


            if (PhysicsVector.isFinite(pos))
            {
                if (pos.Z > 9999999)
                {
                    pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
                }
                if (pos.Z < -90000)
                {
                    pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
                }
                _position         = pos;
                m_taintPosition.X = pos.X;
                m_taintPosition.Y = pos.Y;
                m_taintPosition.Z = pos.Z;
            }
            else
            {
                _position         = new PhysicsVector(128, 128, parent_scene.GetTerrainHeightAtXY(128, 128) + 10);
                m_taintPosition.X = _position.X;
                m_taintPosition.Y = _position.Y;
                m_taintPosition.Z = _position.Z;
                m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
            }


            _acceleration = new PhysicsVector();
            _parent_scene = parent_scene;

            PID_D             = pid_d;
            PID_P             = pid_p;
            CAPSULE_RADIUS    = capsule_radius;
            m_tensor          = tensor;
            m_density         = density;
            heightFudgeFactor = height_fudge_factor;
            walkDivisor       = walk_divisor;
            runDivisor        = rundivisor;


            // m_StandUpRotation =
            //     new d.Matrix3(0.5f, 0.7071068f, 0.5f, -0.7071068f, 0f, 0.7071068f, 0.5f, -0.7071068f,
            //                   0.5f);

            for (int i = 0; i < 11; i++)
            {
                m_colliderarr[i] = false;
            }
            CAPSULE_LENGTH = (size.Z * 1.15f) - CAPSULE_RADIUS * 2.0f;
            //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
            m_tainted_CAPSULE_LENGTH = CAPSULE_LENGTH;

            m_isPhysical         = false; // current status: no ODE information exists
            m_tainted_isPhysical = true;  // new tainted status: need to create ODE information


            _parent_scene.AddPhysicsActorTaint(this);

            m_name = avName;
        }
        void ComputeLandingHeights()
        {
            float fromZ     = MaxZ + 10;
            float StepSize  = PathStore.StepSize; //0.2f
            int   MAPSPACE  = PathStore.MAPSPACE;
            int   MAPSPACE1 = MAPSPACE - 1;       // 1279
            bool  needsInit = false;

            float[,] _HeightMap = HeightMap;

            if (LandingHieghts == null)
            {
                if (_HeightMap != null)
                {
                    LandingHieghts = (float[, ])_HeightMap.Clone();
                }
                else
                {
                    LandingHieghts = new float[MAPSPACE, MAPSPACE];
                    needsInit      = true;
                }
            }

            CollisionIndex[,] MeshIndex = PathStore.MeshIndex;
            // FallingPrims = new FallingPrim[MAPSPACE, MAPSPACE];
            float              fy      = 256.1f;
            OdeScene           ps      = PathStore.odeScene;
            PrimitiveBaseShape newcube = PrimitiveBaseShape.CreateBox();
            uint          localId      = 6666666;
            PhysicsVector position     = new PhysicsVector(1, 1, 30);
            OdePrim       oprim        = (OdePrim)ps.AddPrimShape("FallingPrim_" + localId, newcube, position, new PhysicsVector(0.1f, 0.1f, 2f), Quaternion.Identity, true);

            oprim.LocalID = localId + 100000;
            oprim.SubscribeEvents(30000);

            for (int y = MAPSPACE1; y >= 0; y--)
            {
                fy         = fy - StepSize;
                position.Y = fy;
                float fx = 256.1f;
                for (int x = MAPSPACE1; x >= 0; x--)
                {
                    fx         = fx - StepSize;
                    position.X = fx;
                    if (needsInit)
                    {
                        LandingHieghts[x, y] = float.MinValue;
                    }
                    if (MeshIndex[x, y] == null)
                    {
                        continue;
                    }
                    float z           = MinZ;
                    bool  FoundClearZ = false;
                    while (z < MaxZ && !FoundClearZ)
                    {
                        float ClearZ = z;
                        position.Z = z;
                        if (!ps.IsSomethingAt(oprim))
                        {
                            FoundClearZ = true;
                            float CapZ = 2f + z;
                            while (z < CapZ && FoundClearZ)
                            {
                                if (ps.IsSomethingAt(oprim))
                                {
                                    FoundClearZ = false;
                                    break;
                                }
                            }
                            FoundClearZ = true;
                            break;
                        }
                        z += 0.1f;
                    }
                    if (FoundClearZ)
                    {
                        LandingHieghts[x, y] = z;
                    }
                    //FallingPrims[x, y] = new
                }
            }
            _HeightMap = LandingHieghts;
        }
Beispiel #13
0
        public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
            Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode)
        {
            _target_velocity = new Vector3(0, 0, 0);
            //gc = GCHandle.Alloc(prim_geom, GCHandleType.Pinned);
            ode = dode;
            _velocity = new Vector3();
            _position = pos;
            m_taintposition = pos;
            PID_D = parent_scene.bodyPIDD;
            PID_G = parent_scene.bodyPIDG;
            m_density = parent_scene.geomDefaultDensity;
            m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
            body_autodisable_frames = parent_scene.bodyFramesAutoDisable;

            prim_geom = IntPtr.Zero;
            prev_geom = IntPtr.Zero;

            if (size.X <= 0) size.X = 0.01f;
            if (size.Y <= 0) size.Y = 0.01f;
            if (size.Z <= 0) size.Z = 0.01f;

            _size = size;
            m_taintsize = _size;
            _acceleration = new Vector3();
            m_rotationalVelocity = Vector3.Zero;
            _orientation = rotation;
            m_taintrot = _orientation;
            _mesh = mesh;
            _pbs = pbs;

            _parent_scene = parent_scene;
            m_targetSpace = (IntPtr)0;

            if (pos.Z < 0)
                m_isphysical = false;
            else
            {
                m_isphysical = pisPhysical;
                // If we're physical, we need to be in the master space for now.
                // linksets *should* be in a space together..  but are not currently
                if (m_isphysical)
                    m_targetSpace = _parent_scene.space;
            }
            m_primName = primName;
            m_taintadd = true;
            _parent_scene.AddPhysicsActorTaint(this);
            //  don't do .add() here; old geoms get recycled with the same hash
        }
Beispiel #14
0
        /// <summary>
        /// Constructor.
        /// </summary>
        public SimPathStore(String simName, Vector2 pos, Vector3d globalPos, Vector3 endTop)
        {
            RegisterPathStore(pos, this);
            RegionName = simName;
            RegionLocation = pos;
            Start = Vector3.Zero;
            GlobalStart = globalPos;
            GlobalEnd = globalPos;
            Size = endTop;
            _XY256 = Size.X;
            _OuterBounds = new Box3Fill(true);
            OuterBounds.AddPoint(Start.X, Start.Y, Start.Z, Vector3.Zero);
            OuterBounds.AddPoint(endTop.X, endTop.Y, endTop.Z, Vector3.Zero);
            //TheSimZMinMaxLevel = new SimZMinMaxLevel(MinMaxLevel);
            StepSize = 1f/POINTS_PER_METER;
            _Max256 = XY256 - StepSize;
            MAPSPACE = (int) XY256*((int) POINTS_PER_METER);
            RegisterHttp();
            if (Size.X != Size.Y) throw new Exception("X and Y must be the same for " + this);
#if COLLIDER_ODE            
            odeScene = (OdeScene) odePhysics.GetScene(RegionName);
            odeScene.Initialise(meshMerizer, null);
            float[] _heightmap = new float[256*256];
            for (int i = 0; i < (256*256); i++)
            {
                _heightmap[i] = 21f;
            }
            odeScene.SetTerrain(_heightmap);
#endif
            //CreateDefaultRoutes();
            //  CurrentPlane = new CollisionPlane(MAPSPACE,MAPSPACE,0);
        }
 /// <summary>
 /// Dereference the creator scene so that it can be garbage collected if needed.
 /// </summary>
 internal void Dispose()
 {
     m_scene = null;
 }
 public ODERayCastRequestManager(OdeScene pScene)
 {
     m_scene      = pScene;
     nearCallback = near;
 }
Beispiel #17
0
        private void MoveLinear(float pTimestep, OdeScene _pParentScene)
        {
            if (!m_linearMotorDirection.ApproxEquals(Vector3.Zero, 0.01f))  // requested m_linearMotorDirection is significant
            {
                if (!d.BodyIsEnabled(Body))
                {
                    d.BodyEnable(Body);
                }

                // add drive to body
                Vector3 addAmount = m_linearMotorDirection / (m_linearMotorTimescale / pTimestep);
                m_lastLinearVelocityVector += (addAmount * 10);  // lastLinearVelocityVector is the current body velocity vector?

                // This will work temporarily, but we really need to compare speed on an axis
                // KF: Limit body velocity to applied velocity?
                if (Math.Abs(m_lastLinearVelocityVector.X) > Math.Abs(m_linearMotorDirectionLASTSET.X))
                {
                    m_lastLinearVelocityVector.X = m_linearMotorDirectionLASTSET.X;
                }
                if (Math.Abs(m_lastLinearVelocityVector.Y) > Math.Abs(m_linearMotorDirectionLASTSET.Y))
                {
                    m_lastLinearVelocityVector.Y = m_linearMotorDirectionLASTSET.Y;
                }
                if (Math.Abs(m_lastLinearVelocityVector.Z) > Math.Abs(m_linearMotorDirectionLASTSET.Z))
                {
                    m_lastLinearVelocityVector.Z = m_linearMotorDirectionLASTSET.Z;
                }

                // decay applied velocity
                Vector3 decayfraction = ((Vector3.One / (m_linearMotorDecayTimescale / pTimestep)));
                //Console.WriteLine("decay: " + decayfraction);
                m_linearMotorDirection -= m_linearMotorDirection * decayfraction * 0.5f;
                //Console.WriteLine("actual: " + m_linearMotorDirection);
            }
            else
            {        // requested is not significant
                // if what remains of applied is small, zero it.
                if (m_lastLinearVelocityVector.ApproxEquals(Vector3.Zero, 0.01f))
                {
                    m_lastLinearVelocityVector = Vector3.Zero;
                }
            }

            // convert requested object velocity to world-referenced vector
            m_dir = m_lastLinearVelocityVector;
            d.Quaternion rot  = d.BodyGetQuaternion(Body);
            Quaternion   rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object

            m_dir *= rotq;                                                  // apply obj rotation to velocity vector

            // add Gravity andBuoyancy
            // KF: So far I have found no good method to combine a script-requested
            // .Z velocity and gravity. Therefore only 0g will used script-requested
            // .Z velocity. >0g (m_VehicleBuoyancy < 1) will used modified gravity only.
            Vector3 grav = Vector3.Zero;

            // There is some gravity, make a gravity force vector
            // that is applied after object velocity.
            d.Mass objMass;
            d.BodyGetMass(Body, out objMass);
            // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
            grav.Z = _pParentScene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy);
            // Preserve the current Z velocity
            d.Vector3 vel_now = d.BodyGetLinearVel(Body);
            m_dir.Z = vel_now.Z;        // Preserve the accumulated falling velocity

            d.Vector3 pos = d.BodyGetPosition(Body);
            //            Vector3 accel = new Vector3(-(m_dir.X - m_lastLinearVelocityVector.X / 0.1f), -(m_dir.Y - m_lastLinearVelocityVector.Y / 0.1f), m_dir.Z - m_lastLinearVelocityVector.Z / 0.1f);
            Vector3 posChange = new Vector3();

            posChange.X = pos.X - m_lastPositionVector.X;
            posChange.Y = pos.Y - m_lastPositionVector.Y;
            posChange.Z = pos.Z - m_lastPositionVector.Z;
            double Zchange = Math.Abs(posChange.Z);

            if (m_BlockingEndPoint != Vector3.Zero)
            {
                if (pos.X >= (m_BlockingEndPoint.X - (float)1))
                {
                    pos.X -= posChange.X + 1;
                    d.BodySetPosition(Body, pos.X, pos.Y, pos.Z);
                }
                if (pos.Y >= (m_BlockingEndPoint.Y - (float)1))
                {
                    pos.Y -= posChange.Y + 1;
                    d.BodySetPosition(Body, pos.X, pos.Y, pos.Z);
                }
                if (pos.Z >= (m_BlockingEndPoint.Z - (float)1))
                {
                    pos.Z -= posChange.Z + 1;
                    d.BodySetPosition(Body, pos.X, pos.Y, pos.Z);
                }
                if (pos.X <= 0)
                {
                    pos.X += posChange.X + 1;
                    d.BodySetPosition(Body, pos.X, pos.Y, pos.Z);
                }
                if (pos.Y <= 0)
                {
                    pos.Y += posChange.Y + 1;
                    d.BodySetPosition(Body, pos.X, pos.Y, pos.Z);
                }
            }
            if (pos.Z < _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y))
            {
                pos.Z = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y) + 2;
                d.BodySetPosition(Body, pos.X, pos.Y, pos.Z);
            }

            // Check if hovering
            if ((m_Hoverflags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
            {
                // We should hover, get the target height
                if ((m_Hoverflags & VehicleFlag.HOVER_WATER_ONLY) != 0)
                {
                    m_VhoverTargetHeight = _pParentScene.GetWaterLevel() + m_VhoverHeight;
                }
                if ((m_Hoverflags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
                {
                    m_VhoverTargetHeight = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
                }
                if ((m_Hoverflags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0)
                {
                    m_VhoverTargetHeight = m_VhoverHeight;
                }

                if ((m_Hoverflags & VehicleFlag.HOVER_UP_ONLY) != 0)
                {
                    // If body is aready heigher, use its height as target height
                    if (pos.Z > m_VhoverTargetHeight)
                    {
                        m_VhoverTargetHeight = pos.Z;
                    }
                }
                if ((m_Hoverflags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0)
                {
                    if ((pos.Z - m_VhoverTargetHeight) > .2 || (pos.Z - m_VhoverTargetHeight) < -.2)
                    {
                        d.BodySetPosition(Body, pos.X, pos.Y, m_VhoverTargetHeight);
                    }
                }
                else
                {
                    float herr0 = pos.Z - m_VhoverTargetHeight;
                    // Replace Vertical speed with correction figure if significant
                    if (Math.Abs(herr0) > 0.01f)
                    {
                        m_dir.Z = -((herr0 * pTimestep * 50.0f) / m_VhoverTimescale);
                        //KF: m_VhoverEfficiency is not yet implemented
                    }
                    else
                    {
                        m_dir.Z = 0f;
                    }
                }

                //                m_VhoverEfficiency = 0f;    // 0=boucy, 1=Crit.damped
                //                m_VhoverTimescale = 0f;        // time to acheive height
                //                pTimestep  is time since last frame,in secs
            }

            if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0)
            {
                //Start Experimental Values
                if (Zchange > .3)
                {
                    grav.Z = (float)(grav.Z * 3);
                }
                if (Zchange > .15)
                {
                    grav.Z = (float)(grav.Z * 2);
                }
                if (Zchange > .75)
                {
                    grav.Z = (float)(grav.Z * 1.5);
                }
                if (Zchange > .05)
                {
                    grav.Z = (float)(grav.Z * 1.25);
                }
                if (Zchange > .025)
                {
                    grav.Z = (float)(grav.Z * 1.125);
                }
                float terraintemp = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y);
                float postemp     = (pos.Z - terraintemp);
                if (postemp > 2.5f)
                {
                    grav.Z = (float)(grav.Z * 1.037125);
                }
                //End Experimental Values
            }
            if ((m_flags & (VehicleFlag.NO_X)) != 0)
            {
                m_dir.X = 0;
            }
            if ((m_flags & (VehicleFlag.NO_Y)) != 0)
            {
                m_dir.Y = 0;
            }
            if ((m_flags & (VehicleFlag.NO_Z)) != 0)
            {
                m_dir.Z = 0;
            }

            m_lastPositionVector = d.BodyGetPosition(Body);

            // Apply velocity
            d.BodySetLinearVel(Body, m_dir.X, m_dir.Y, m_dir.Z);
            // apply gravity force
            d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);

            // apply friction
            Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep);

            m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount;
        } // end MoveLinear()
Beispiel #18
0
        public void setMesh(OdeScene parent_scene, IMesh mesh)
        {
            // This sleeper is there to moderate how long it takes between
            // setting up the mesh and pre-processing it when we get rapid fire mesh requests on a single object

            Thread.Sleep(10);

            //Kill Body so that mesh can re-make the geom
            if (IsPhysical && Body != IntPtr.Zero)
            {
                if (childPrim)
                {
                    if (_parent != null)
                    {
                        OdePrim parent = (OdePrim)_parent;
                        parent.ChildDelink(this);
                    }
                }
                else
                {
                    disableBody();
                }
            }

            IMesh oldMesh = primMesh;

            primMesh = mesh;

            float[] vertexList = primMesh.getVertexListAsFloatLocked(); // Note, that vertextList is pinned in memory
            int[] indexList = primMesh.getIndexListAsIntLocked(); // Also pinned, needs release after usage

            primMesh.releaseSourceMeshData(); // free up the original mesh data to save memory

            int VertexCount = vertexList.GetLength(0)/3;
            int IndexCount = indexList.GetLength(0);

            _triMeshData = d.GeomTriMeshDataCreate();

            d.GeomTriMeshDataBuildSimple(_triMeshData, vertexList, 3*sizeof (float), VertexCount, indexList, IndexCount,
                                         3*sizeof (int));
            d.GeomTriMeshDataPreprocess(_triMeshData);

            _parent_scene.waitForSpaceUnlock(m_targetSpace);

            try
            {
                if (prim_geom == IntPtr.Zero)
                {
                    SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null));
                }
            }
            catch (AccessViolationException)
            {
                m_log.Error("[PHYSICS]: MESH LOCKED");
                return;
            }

            if (oldMesh != null)
            {
                oldMesh.releasePinned();
                oldMesh = null;
            }

               // if (IsPhysical && Body == (IntPtr) 0)
               // {
                // Recreate the body
              //     m_interpenetrationcount = 0;
               //     m_collisionscore = 0;

               //     enableBody();
               // }
        }
Beispiel #19
0
        //public class FallingPrim
        //{
             //public bool DoneMoving = false;
             //public uint localId;

            public void FallingPrim(OdeScene ps, CollisionPlane Plane, PhysicsVector position, int x, int y, float offsetZ)
            {
                uint localId = Plane.fallingPrims;
                PrimitiveBaseShape newcube = PrimitiveBaseShape.CreateBox();
                OdePrim oprim = (OdePrim)ps.AddPrimShape("FallingPrim_" + localId, newcube, position, new PhysicsVector(0.1f, 0.1f, 2f), Quaternion.Identity, true);
                oprim.LocalID = localId + 100000;
                oprim.OnCollisionUpdate += delegate(EventArgs args)
                {
                    if (!oprim.m_taintremove)
                    {
                       // CollisionEventUpdate arg = (CollisionEventUpdate)args;
                        //simhinfo 58 58 30
                       // DoneMoving = true;
                        LandingHieghts[x, y] = oprim.Position.Z + offsetZ;
                        fallingPrims--;
                        ps.remCollisionEventReporting(oprim);
                        ps.RemovePrim(oprim);
                    }
                };
                oprim.SubscribeEvents(30000);
            }
Beispiel #20
0
        public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, CollisionLocker dode, Vector3 size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor)
        {
            // ode = dode;
            _velocity = new Vector3();
            _target_velocity = new Vector3();
            _position = pos;

            m_taintPosition.X = pos.X;
            m_taintPosition.Y = pos.Y;
            m_taintPosition.Z = pos.Z;

            _acceleration = new Vector3();
            _parent_scene = parent_scene;

            PID_D = pid_d;
            PID_P = pid_p;
            CAPSULE_RADIUS = capsule_radius;
            m_tensor = tensor;
            m_density = density;
            heightFudgeFactor = height_fudge_factor;
            walkDivisor = walk_divisor;
            runDivisor = rundivisor;

            // m_StandUpRotation =
            //     new d.Matrix3(0.5f, 0.7071068f, 0.5f, -0.7071068f, 0f, 0.7071068f, 0.5f, -0.7071068f,
            //                   0.5f);

            for (int i = 0; i < 11; i++)
            {
                m_colliderarr[i] = false;
            }
            CAPSULE_LENGTH = (size.Z * 1.15f) - CAPSULE_RADIUS * 2.0f;
            //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
            m_tainted_CAPSULE_LENGTH = CAPSULE_LENGTH;

            m_isPhysical = false; // current status: no ODE information exists
            m_tainted_isPhysical = true; // new tainted status: need to create ODE information

            _parent_scene.AddPhysicsActorTaint(this);

            m_name = avName;
        }
        void ComputeLandingHeightsOld()
        {
            float fromZ     = MaxZ + 10;
            float StepSize  = PathStore.StepSize; //0.2f
            int   MAPSPACE  = PathStore.MAPSPACE;
            int   MAPSPACE1 = MAPSPACE - 1;       // 1279
            bool  needsInit = false;

            float[,] _HeightMap = HeightMap;

            if (LandingHieghts == null)
            {
                if (_HeightMap != null)
                {
                    LandingHieghts = (float[, ])_HeightMap.Clone();
                }
                else
                {
                    LandingHieghts = new float[MAPSPACE, MAPSPACE];
                    needsInit      = true;
                }
            }
            CollisionIndex[,] MeshIndex = PathStore.MeshIndex;
            // FallingPrims = new FallingPrim[MAPSPACE, MAPSPACE];
            float    fy = 256.1f;
            OdeScene ps = PathStore.odeScene;

            fallingPrims = 0;
            for (int y = MAPSPACE1; y >= 0; y--)
            {
                fy = fy - StepSize;
                float fx = 256.1f;
                for (int x = MAPSPACE1; x >= 0; x--)
                {
                    fx = fx - StepSize;
                    if (needsInit)
                    {
                        LandingHieghts[x, y] = float.MinValue;
                    }
                    if (MeshIndex[x, y] == null)
                    {
                        continue;
                    }
                    //FallingPrims[x, y] = new
                    FallingPrim(ps, this, new PhysicsVector(fx, fy, fromZ), x, y, 0f);
                    fallingPrims++;
                }

                int MaxTries = 100;
                while (fallingPrims > 0 && MaxTries-- > 0)
                {
                    //   CollisionPlane.Debug("fallingPrims=" + fallingPrims);
                    ps.Simulate(0.133f);
                }
                //CollisionPlane.Debug("fallingPrims left over {0} MaxTries Left over = {1}", fallingPrims, MaxTries);
                ps.Simulate(0.133f); // for removal of remainders or not needed?
                if (fallingPrims < 10)
                {
                    _HeightMap = LandingHieghts;
                }
                if (fallingPrims != 0)
                {
                    CollisionPlane.Debug("fallingPrims left over {0} MaxTries Left over = {1}", fallingPrims, MaxTries);
                }
                else if (y % 100 == 0)
                {
                    CollisionPlane.Debug("Y={0} MaxTries Left over = {1}", y, MaxTries);
                }
            }
        }