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); } } }
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; }
// 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; }
public void RemoveRegion(Scene scene) { if (!m_Enabled || m_scene == null) { return; } m_scene.Dispose(); m_scene = null; }
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); }
}//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
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); }
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); }
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; }
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 }
/// <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; }
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()
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(); // } }
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); } } }