[Simian] * Avoid remeshing whenever possible by reverting back to using the untransformed mesh for the world mesh generation * Add forceMeshing and forceTransform booleans to SimulationObject to specify when a new untransformed mesh needs to be generated and when the transformation needs to be reapplied git-svn-id: http://libopenmetaverse.googlecode.com/svn/libopenmetaverse/trunk@2477 52acb1d6-8a22-11de-b505-999d5b087335
434 lines
18 KiB
C#
434 lines
18 KiB
C#
using System;
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using ExtensionLoader;
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using OpenMetaverse;
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using OpenMetaverse.Rendering;
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namespace Simian.Extensions
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{
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public class PhysicsSimple : IExtension<Simian>, IPhysicsProvider
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{
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Simian server;
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public PhysicsSimple()
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{
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}
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public void Start(Simian server)
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{
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this.server = server;
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server.Scene.OnObjectAdd += Scene_OnObjectAdd;
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server.Scene.OnObjectModify += Scene_OnObjectModify;
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server.Scene.OnObjectTransform += Scene_OnObjectTransform;
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}
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public void Stop()
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{
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}
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public Vector3 ObjectCollisionTest(Vector3 rayStart, Vector3 rayEnd, SimulationObject obj)
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{
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Vector3 closestPoint = rayEnd;
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if (rayStart == rayEnd)
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{
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Logger.DebugLog("RayStart is equal to RayEnd, returning given location");
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return closestPoint;
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}
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Vector3 direction = Vector3.Normalize(rayEnd - rayStart);
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// Get the mesh that has been transformed into world-space
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SimpleMesh mesh = obj.GetWorldMesh(DetailLevel.Low, false, false);
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if (mesh != null)
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{
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// Iterate through all of the triangles in the mesh, doing a ray-triangle intersection
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float closestDistance = Single.MaxValue;
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for (int i = 0; i < mesh.Indices.Count; i += 3)
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{
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Vector3 point0 = mesh.Vertices[mesh.Indices[i + 0]].Position;
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Vector3 point1 = mesh.Vertices[mesh.Indices[i + 1]].Position;
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Vector3 point2 = mesh.Vertices[mesh.Indices[i + 2]].Position;
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Vector3 collisionPoint;
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if (RayTriangleIntersection(rayStart, direction, point0, point1, point2, out collisionPoint))
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{
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if ((collisionPoint - rayStart).Length() < closestDistance)
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closestPoint = collisionPoint;
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}
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}
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}
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return closestPoint;
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}
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public bool TryGetObjectMass(UUID objectID, out float mass)
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{
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SimulationObject obj;
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if (server.Scene.TryGetObject(objectID, out obj))
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{
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mass = CalculateMass(obj.Prim);
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return true;
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}
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else
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{
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mass = 0f;
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return false;
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}
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}
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/// <summary>
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/// Adapted from http://www.cs.virginia.edu/~gfx/Courses/2003/ImageSynthesis/papers/Acceleration/Fast%20MinimumStorage%20RayTriangle%20Intersection.pdf
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/// </summary>
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/// <param name="origin">Origin point of the ray</param>
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/// <param name="direction">Unit vector representing the direction of the ray</param>
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/// <param name="vert0">Position of the first triangle corner</param>
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/// <param name="vert1">Position of the second triangle corner</param>
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/// <param name="vert2">Position of the third triangle corner</param>
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/// <param name="collisionPoint">The collision point in the triangle</param>
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/// <returns>True if the ray passes through the triangle, otherwise false</returns>
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static bool RayTriangleIntersection(Vector3 origin, Vector3 direction, Vector3 vert0, Vector3 vert1, Vector3 vert2, out Vector3 collisionPoint)
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{
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const float EPSILON = 0.00001f;
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Vector3 edge1, edge2, pvec;
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float determinant, invDeterminant;
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// Find vectors for two edges sharing vert0
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edge1 = vert1 - vert0;
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edge2 = vert2 - vert0;
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// Begin calculating the determinant
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pvec = Vector3.Cross(direction, edge2);
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// If the determinant is near zero, ray lies in plane of triangle
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determinant = Vector3.Dot(edge1, pvec);
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if (determinant > -EPSILON && determinant < EPSILON)
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{
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collisionPoint = Vector3.Zero;
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return false;
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}
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invDeterminant = 1f / determinant;
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// Calculate distance from vert0 to ray origin
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Vector3 tvec = origin - vert0;
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// Calculate U parameter and test bounds
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float u = Vector3.Dot(tvec, pvec) * invDeterminant;
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if (u < 0.0f || u > 1.0f)
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{
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collisionPoint = Vector3.Zero;
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return false;
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}
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// Prepare to test V parameter
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Vector3 qvec = Vector3.Cross(tvec, edge1);
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// Calculate V parameter and test bounds
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float v = Vector3.Dot(direction, qvec) * invDeterminant;
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if (v < 0.0f || u + v > 1.0f)
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{
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collisionPoint = Vector3.Zero;
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return false;
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}
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//t = Vector3.Dot(edge2, qvec) * invDeterminant;
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collisionPoint = new Vector3(
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vert0.X + u * (vert1.X - vert0.X) + v * (vert2.X - vert0.X),
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vert0.Y + u * (vert1.Y - vert0.Y) + v * (vert2.Y - vert0.Y),
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vert0.Z + u * (vert1.Z - vert0.Z) + v * (vert2.Z - vert0.Z));
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return true;
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}
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/// <summary>
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/// Adapted from code written by Teravus for OpenSim
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/// </summary>
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/// <param name="prim">Primitive to calculate the mass of</param>
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/// <returns>Estimated mass of the given primitive</returns>
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static float CalculateMass(Primitive prim)
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{
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const float PRIM_DENSITY = 10.000006836f; // Aluminum g/cm3
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float volume = 0f;
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float returnMass = 0f;
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// TODO: Use the prim material in mass calculations once our physics
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// engine supports different materials
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switch (prim.PrimData.ProfileCurve)
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{
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case ProfileCurve.Square:
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// Profile Volume
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volume = prim.Scale.X * prim.Scale.Y * prim.Scale.Z;
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// If the user has 'hollowed out'
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if (prim.PrimData.ProfileHollow > 0.0f)
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{
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float hollowAmount = prim.PrimData.ProfileHollow;
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// calculate the hollow volume by it's shape compared to the prim shape
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float hollowVolume = 0;
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switch (prim.PrimData.ProfileHole)
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{
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case HoleType.Square:
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case HoleType.Same:
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// Cube Hollow volume calculation
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float hollowsizex = prim.Scale.X * hollowAmount;
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float hollowsizey = prim.Scale.Y * hollowAmount;
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float hollowsizez = prim.Scale.Z * hollowAmount;
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hollowVolume = hollowsizex * hollowsizey * hollowsizez;
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break;
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case HoleType.Circle:
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// Hollow shape is a perfect cyllinder in respect to the cube's scale
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// Cyllinder hollow volume calculation
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float hRadius = prim.Scale.X * 0.5f;
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float hLength = prim.Scale.Z;
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// pi * r2 * h
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hollowVolume = ((float)(Math.PI * Math.Pow(hRadius, 2) * hLength) * hollowAmount);
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break;
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case HoleType.Triangle:
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// Equilateral Triangular Prism volume hollow calculation
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// Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
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float aLength = prim.Scale.Y;
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// 1/2 abh
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hollowVolume = (float)((0.5 * aLength * prim.Scale.X * prim.Scale.Z) * hollowAmount);
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break;
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default:
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hollowVolume = 0;
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break;
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}
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volume = volume - hollowVolume;
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}
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break;
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case ProfileCurve.Circle:
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if (prim.PrimData.PathCurve == PathCurve.Line)
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{
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// Cylinder
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float volume1 = (float)(Math.PI * Math.Pow(prim.Scale.X / 2, 2) * prim.Scale.Z);
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float volume2 = (float)(Math.PI * Math.Pow(prim.Scale.Y / 2, 2) * prim.Scale.Z);
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// Approximating the cylinder's irregularity.
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if (volume1 > volume2)
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{
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volume = (float)volume1 - (volume1 - volume2);
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}
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else if (volume2 > volume1)
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{
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volume = (float)volume2 - (volume2 - volume1);
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}
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else
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{
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// Regular cylinder
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volume = volume1;
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}
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}
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else
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{
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// We don't know what the shape is yet, so use default
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volume = prim.Scale.X * prim.Scale.Y * prim.Scale.Z;
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}
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// If the user has 'hollowed out'
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if (prim.PrimData.ProfileHollow > 0.0f)
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{
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float hollowAmount = prim.PrimData.ProfileHollow;
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// calculate the hollow volume by it's shape compared to the prim shape
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float hollowVolume = 0f;
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switch (prim.PrimData.ProfileHole)
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{
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case HoleType.Circle:
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case HoleType.Same:
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// Hollow shape is a perfect cyllinder in respect to the cube's scale
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// Cyllinder hollow volume calculation
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float hRadius = prim.Scale.X * 0.5f;
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float hLength = prim.Scale.Z;
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// pi * r2 * h
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hollowVolume = ((float)(Math.PI * Math.Pow(hRadius, 2) * hLength) * hollowAmount);
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break;
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case HoleType.Square:
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// Cube Hollow volume calculation
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float hollowsizex = prim.Scale.X * hollowAmount;
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float hollowsizey = prim.Scale.Y * hollowAmount;
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float hollowsizez = prim.Scale.Z * hollowAmount;
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hollowVolume = hollowsizex * hollowsizey * hollowsizez;
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break;
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case HoleType.Triangle:
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// Equilateral Triangular Prism volume hollow calculation
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// Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
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float aLength = prim.Scale.Y;
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// 1/2 abh
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hollowVolume = (0.5f * aLength * prim.Scale.X * prim.Scale.Z) * hollowAmount;
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break;
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default:
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hollowVolume = 0;
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break;
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}
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volume = volume - hollowVolume;
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}
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break;
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case ProfileCurve.HalfCircle:
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if (prim.PrimData.PathCurve == PathCurve.Circle)
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{
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if (prim.Scale.X == prim.Scale.Y && prim.Scale.Y == prim.Scale.Z)
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{
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// regular sphere
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// v = 4/3 * pi * r^3
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float sradius3 = (float)Math.Pow((prim.Scale.X * 0.5f), 3);
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volume = (4f / 3f) * (float)Math.PI * sradius3;
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}
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else
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{
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// we treat this as a box currently
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volume = prim.Scale.X * prim.Scale.Y * prim.Scale.Z;
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}
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}
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else
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{
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// We don't know what the shape is yet, so use default
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volume = prim.Scale.X * prim.Scale.Y * prim.Scale.Z;
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}
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break;
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case ProfileCurve.EqualTriangle:
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float xA = -0.25f * prim.Scale.X;
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float yA = -0.45f * prim.Scale.Y;
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float xB = 0.5f * prim.Scale.X;
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float yB = 0;
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float xC = -0.25f * prim.Scale.X;
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float yC = 0.45f * prim.Scale.Y;
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volume = (float)((Math.Abs((xB * yA - xA * yB) + (xC * yB - xB * yC) + (xA * yC - xC * yA)) / 2) * prim.Scale.Z);
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// If the user has 'hollowed out'
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// ProfileHollow is one of those 0 to 50000 values :P
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// we like percentages better.. so turning into a percentage
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if (prim.PrimData.ProfileHollow > 0.0f)
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{
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float hollowAmount = prim.PrimData.ProfileHollow;
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// calculate the hollow volume by it's shape compared to the prim shape
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float hollowVolume = 0f;
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switch (prim.PrimData.ProfileHole)
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{
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case HoleType.Triangle:
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case HoleType.Same:
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// Equilateral Triangular Prism volume hollow calculation
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// Triangle is an Equilateral Triangular Prism with aLength = to _size.Y
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float aLength = prim.Scale.Y;
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// 1/2 abh
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hollowVolume = (0.5f * aLength * prim.Scale.X * prim.Scale.Z) * hollowAmount;
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break;
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case HoleType.Square:
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// Cube Hollow volume calculation
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float hollowsizex = prim.Scale.X * hollowAmount;
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float hollowsizey = prim.Scale.Y * hollowAmount;
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float hollowsizez = prim.Scale.Z * hollowAmount;
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hollowVolume = hollowsizex * hollowsizey * hollowsizez;
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break;
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case HoleType.Circle:
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// Hollow shape is a perfect cyllinder in respect to the cube's scale
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// Cyllinder hollow volume calculation
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float hRadius = prim.Scale.X * 0.5f;
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float hLength = prim.Scale.Z;
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// pi * r2 * h
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hollowVolume = ((float)((Math.PI * Math.Pow(hRadius, 2) * hLength) / 2) * hollowAmount);
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break;
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default:
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hollowVolume = 0;
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break;
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}
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volume = volume - hollowVolume;
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}
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break;
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default:
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// we don't have all of the volume formulas yet so
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// use the common volume formula for all
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volume = prim.Scale.X * prim.Scale.Y * prim.Scale.Z;
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break;
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}
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// Calculate Path cut effect on volume
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// Not exact, in the triangle hollow example
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// They should never be zero or less then zero..
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// we'll ignore it if it's less then zero
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if (prim.PrimData.ProfileBegin + prim.PrimData.ProfileEnd > 0.0f)
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{
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float pathCutAmount = prim.PrimData.ProfileBegin + prim.PrimData.ProfileEnd;
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// Check the return amount for sanity
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if (pathCutAmount >= 0.99f)
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pathCutAmount = 0.99f;
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volume = volume - (volume * pathCutAmount);
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}
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// Mass = density * volume
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if (prim.PrimData.PathTaperX != 1f)
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volume *= (prim.PrimData.PathTaperX / 3f) + 0.001f;
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if (prim.PrimData.PathTaperY != 1f)
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volume *= (prim.PrimData.PathTaperY / 3f) + 0.001f;
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returnMass = PRIM_DENSITY * volume;
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if (returnMass <= 0f)
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returnMass = 0.0001f; //ckrinke: Mass must be greater then zero.
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return returnMass;
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}
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#region Callbacks
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void Scene_OnObjectAdd(object sender, SimulationObject obj, UUID ownerID, int scriptStartParam, PrimFlags creatorFlags)
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{
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// TODO: This doesn't update children prims when their parents move. "World meshes" are a bad approach in general,
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// the transforms should probably be applied to the mesh in the collision test
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obj.GetWorldMesh(DetailLevel.Low, true, true);
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}
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void Scene_OnObjectModify(object sender, SimulationObject obj, Primitive.ConstructionData data)
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{
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obj.GetWorldMesh(DetailLevel.Low, true, false);
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}
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void Scene_OnObjectTransform(object sender, SimulationObject obj, Vector3 position, Quaternion rotation, Vector3 velocity,
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Vector3 acceleration, Vector3 angularVelocity)
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{
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// TODO: This doesn't update children prims when their parents move. "World meshes" are a bad approach in general,
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// the transforms should probably be applied to the mesh in the collision test
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if (position != obj.Prim.Position || rotation != obj.Prim.Rotation)
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obj.GetWorldMesh(DetailLevel.Low, false, true);
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}
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#endregion Callbacks
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}
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}
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