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author | UbitUmarov | 2015-09-08 17:21:45 +0100 |
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committer | UbitUmarov | 2015-09-08 17:21:45 +0100 |
commit | 5c619fe0ab607be471f6d6fc786da28feff94837 (patch) | |
tree | 376535da35dbbdef4a8edf37cf6434e1c465bd77 /OpenSim/Region/PhysicsModules/UbitOde/ODECharacter.cs | |
parent | rename Ubitode (diff) | |
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opps my files?
Diffstat (limited to 'OpenSim/Region/PhysicsModules/UbitOde/ODECharacter.cs')
-rw-r--r-- | OpenSim/Region/PhysicsModules/UbitOde/ODECharacter.cs | 1847 |
1 files changed, 1847 insertions, 0 deletions
diff --git a/OpenSim/Region/PhysicsModules/UbitOde/ODECharacter.cs b/OpenSim/Region/PhysicsModules/UbitOde/ODECharacter.cs new file mode 100644 index 0000000..e461dcd --- /dev/null +++ b/OpenSim/Region/PhysicsModules/UbitOde/ODECharacter.cs | |||
@@ -0,0 +1,1847 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | |||
29 | // Revision by Ubit 2011/12 | ||
30 | |||
31 | using System; | ||
32 | using System.Collections.Generic; | ||
33 | using System.Reflection; | ||
34 | using OpenMetaverse; | ||
35 | using OdeAPI; | ||
36 | using OpenSim.Framework; | ||
37 | using OpenSim.Region.PhysicsModules.SharedBase; | ||
38 | using log4net; | ||
39 | |||
40 | namespace OpenSim.Region.PhysicsModules.UbitOde | ||
41 | { | ||
42 | /// <summary> | ||
43 | /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves. | ||
44 | /// </summary> | ||
45 | |||
46 | public enum dParam : int | ||
47 | { | ||
48 | LowStop = 0, | ||
49 | HiStop = 1, | ||
50 | Vel = 2, | ||
51 | FMax = 3, | ||
52 | FudgeFactor = 4, | ||
53 | Bounce = 5, | ||
54 | CFM = 6, | ||
55 | StopERP = 7, | ||
56 | StopCFM = 8, | ||
57 | LoStop2 = 256, | ||
58 | HiStop2 = 257, | ||
59 | Vel2 = 258, | ||
60 | FMax2 = 259, | ||
61 | StopERP2 = 7 + 256, | ||
62 | StopCFM2 = 8 + 256, | ||
63 | LoStop3 = 512, | ||
64 | HiStop3 = 513, | ||
65 | Vel3 = 514, | ||
66 | FMax3 = 515, | ||
67 | StopERP3 = 7 + 512, | ||
68 | StopCFM3 = 8 + 512 | ||
69 | } | ||
70 | |||
71 | public class OdeCharacter : PhysicsActor | ||
72 | { | ||
73 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
74 | |||
75 | private Vector3 _position; | ||
76 | private Vector3 _zeroPosition; | ||
77 | private Vector3 _velocity; | ||
78 | private Vector3 _target_velocity; | ||
79 | private Vector3 _acceleration; | ||
80 | private Vector3 m_rotationalVelocity; | ||
81 | private Vector3 m_size; | ||
82 | private Vector3 m_collideNormal; | ||
83 | private Quaternion m_orientation; | ||
84 | private Quaternion m_orientation2D; | ||
85 | private float m_mass = 80f; | ||
86 | public float m_density = 60f; | ||
87 | private bool m_pidControllerActive = true; | ||
88 | |||
89 | const float basePID_D = 0.55f; // scaled for unit mass unit time (2200 /(50*80)) | ||
90 | const float basePID_P = 0.225f; // scaled for unit mass unit time (900 /(50*80)) | ||
91 | public float PID_D; | ||
92 | public float PID_P; | ||
93 | |||
94 | private float timeStep; | ||
95 | private float invtimeStep; | ||
96 | |||
97 | private float m_feetOffset = 0; | ||
98 | private float feetOff = 0; | ||
99 | private float boneOff = 0; | ||
100 | private float AvaAvaSizeXsq = 0.3f; | ||
101 | private float AvaAvaSizeYsq = 0.2f; | ||
102 | |||
103 | public float walkDivisor = 1.3f; | ||
104 | public float runDivisor = 0.8f; | ||
105 | private bool flying = false; | ||
106 | private bool m_iscolliding = false; | ||
107 | private bool m_iscollidingGround = false; | ||
108 | private bool m_iscollidingObj = false; | ||
109 | private bool m_alwaysRun = false; | ||
110 | |||
111 | private bool _zeroFlag = false; | ||
112 | |||
113 | |||
114 | private uint m_localID = 0; | ||
115 | public bool m_returnCollisions = false; | ||
116 | // taints and their non-tainted counterparts | ||
117 | public bool m_isPhysical = false; // the current physical status | ||
118 | public float MinimumGroundFlightOffset = 3f; | ||
119 | |||
120 | private float m_buoyancy = 0f; | ||
121 | |||
122 | private bool m_freemove = false; | ||
123 | // private CollisionLocker ode; | ||
124 | |||
125 | // private string m_name = String.Empty; | ||
126 | // other filter control | ||
127 | int m_colliderfilter = 0; | ||
128 | int m_colliderGroundfilter = 0; | ||
129 | int m_colliderObjectfilter = 0; | ||
130 | |||
131 | // Default we're a Character | ||
132 | private CollisionCategories m_collisionCategories = (CollisionCategories.Character); | ||
133 | |||
134 | // Default, Collide with Other Geometries, spaces, bodies and characters. | ||
135 | private CollisionCategories m_collisionFlags = (CollisionCategories.Character | ||
136 | | CollisionCategories.Geom | ||
137 | | CollisionCategories.VolumeDtc | ||
138 | ); | ||
139 | // we do land collisions not ode | CollisionCategories.Land); | ||
140 | public IntPtr Body = IntPtr.Zero; | ||
141 | private OdeScene _parent_scene; | ||
142 | private IntPtr capsule = IntPtr.Zero; | ||
143 | public IntPtr collider = IntPtr.Zero; | ||
144 | |||
145 | public IntPtr Amotor = IntPtr.Zero; | ||
146 | |||
147 | public d.Mass ShellMass; | ||
148 | |||
149 | public int m_eventsubscription = 0; | ||
150 | private int m_cureventsubscription = 0; | ||
151 | private CollisionEventUpdate CollisionEventsThisFrame = null; | ||
152 | private bool SentEmptyCollisionsEvent; | ||
153 | |||
154 | // unique UUID of this character object | ||
155 | public UUID m_uuid; | ||
156 | public bool bad = false; | ||
157 | |||
158 | float mu; | ||
159 | |||
160 | public OdeCharacter(uint localID, String avName, OdeScene parent_scene, Vector3 pos, Vector3 pSize, float pfeetOffset, float density, float walk_divisor, float rundivisor) | ||
161 | { | ||
162 | m_uuid = UUID.Random(); | ||
163 | m_localID = localID; | ||
164 | |||
165 | timeStep = parent_scene.ODE_STEPSIZE; | ||
166 | invtimeStep = 1 / timeStep; | ||
167 | |||
168 | if (pos.IsFinite()) | ||
169 | { | ||
170 | if (pos.Z > 99999f) | ||
171 | { | ||
172 | pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5; | ||
173 | } | ||
174 | if (pos.Z < -100f) // shouldn't this be 0 ? | ||
175 | { | ||
176 | pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5; | ||
177 | } | ||
178 | _position = pos; | ||
179 | } | ||
180 | else | ||
181 | { | ||
182 | _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f); | ||
183 | m_log.Warn("[PHYSICS]: Got NaN Position on Character Create"); | ||
184 | } | ||
185 | |||
186 | _parent_scene = parent_scene; | ||
187 | |||
188 | |||
189 | m_size.X = pSize.X; | ||
190 | m_size.Y = pSize.Y; | ||
191 | m_size.Z = pSize.Z; | ||
192 | |||
193 | if(m_size.X <0.01f) | ||
194 | m_size.X = 0.01f; | ||
195 | if(m_size.Y <0.01f) | ||
196 | m_size.Y = 0.01f; | ||
197 | if(m_size.Z <0.01f) | ||
198 | m_size.Z = 0.01f; | ||
199 | |||
200 | m_feetOffset = pfeetOffset; | ||
201 | m_orientation = Quaternion.Identity; | ||
202 | m_orientation2D = Quaternion.Identity; | ||
203 | m_density = density; | ||
204 | |||
205 | // force lower density for testing | ||
206 | m_density = 3.0f; | ||
207 | |||
208 | mu = parent_scene.AvatarFriction; | ||
209 | |||
210 | walkDivisor = walk_divisor; | ||
211 | runDivisor = rundivisor; | ||
212 | |||
213 | m_mass = m_density * m_size.X * m_size.Y * m_size.Z; ; // sure we have a default | ||
214 | |||
215 | PID_D = basePID_D * m_mass * invtimeStep; | ||
216 | PID_P = basePID_P * m_mass * invtimeStep; | ||
217 | |||
218 | m_isPhysical = false; // current status: no ODE information exists | ||
219 | |||
220 | Name = avName; | ||
221 | |||
222 | AddChange(changes.Add, null); | ||
223 | } | ||
224 | |||
225 | public override int PhysicsActorType | ||
226 | { | ||
227 | get { return (int)ActorTypes.Agent; } | ||
228 | set { return; } | ||
229 | } | ||
230 | |||
231 | public override void getContactData(ref ContactData cdata) | ||
232 | { | ||
233 | cdata.mu = mu; | ||
234 | cdata.bounce = 0; | ||
235 | cdata.softcolide = false; | ||
236 | } | ||
237 | |||
238 | public override bool Building { get; set; } | ||
239 | |||
240 | /// <summary> | ||
241 | /// If this is set, the avatar will move faster | ||
242 | /// </summary> | ||
243 | public override bool SetAlwaysRun | ||
244 | { | ||
245 | get { return m_alwaysRun; } | ||
246 | set { m_alwaysRun = value; } | ||
247 | } | ||
248 | |||
249 | public override uint LocalID | ||
250 | { | ||
251 | get { return m_localID; } | ||
252 | set { m_localID = value; } | ||
253 | } | ||
254 | |||
255 | public override PhysicsActor ParentActor | ||
256 | { | ||
257 | get { return (PhysicsActor)this; } | ||
258 | } | ||
259 | |||
260 | public override bool Grabbed | ||
261 | { | ||
262 | set { return; } | ||
263 | } | ||
264 | |||
265 | public override bool Selected | ||
266 | { | ||
267 | set { return; } | ||
268 | } | ||
269 | |||
270 | public override float Buoyancy | ||
271 | { | ||
272 | get { return m_buoyancy; } | ||
273 | set { m_buoyancy = value; } | ||
274 | } | ||
275 | |||
276 | public override bool FloatOnWater | ||
277 | { | ||
278 | set { return; } | ||
279 | } | ||
280 | |||
281 | public override bool IsPhysical | ||
282 | { | ||
283 | get { return m_isPhysical; } | ||
284 | set { return; } | ||
285 | } | ||
286 | |||
287 | public override bool ThrottleUpdates | ||
288 | { | ||
289 | get { return false; } | ||
290 | set { return; } | ||
291 | } | ||
292 | |||
293 | public override bool Flying | ||
294 | { | ||
295 | get { return flying; } | ||
296 | set | ||
297 | { | ||
298 | flying = value; | ||
299 | // m_log.DebugFormat("[PHYSICS]: Set OdeCharacter Flying to {0}", flying); | ||
300 | } | ||
301 | } | ||
302 | |||
303 | /// <summary> | ||
304 | /// Returns if the avatar is colliding in general. | ||
305 | /// This includes the ground and objects and avatar. | ||
306 | /// </summary> | ||
307 | public override bool IsColliding | ||
308 | { | ||
309 | get { return (m_iscolliding || m_iscollidingGround); } | ||
310 | set | ||
311 | { | ||
312 | if (value) | ||
313 | { | ||
314 | m_colliderfilter += 3; | ||
315 | if (m_colliderfilter > 3) | ||
316 | m_colliderfilter = 3; | ||
317 | } | ||
318 | else | ||
319 | { | ||
320 | m_colliderfilter--; | ||
321 | if (m_colliderfilter < 0) | ||
322 | m_colliderfilter = 0; | ||
323 | } | ||
324 | |||
325 | if (m_colliderfilter == 0) | ||
326 | m_iscolliding = false; | ||
327 | else | ||
328 | { | ||
329 | m_pidControllerActive = true; | ||
330 | m_iscolliding = true; | ||
331 | m_freemove = false; | ||
332 | } | ||
333 | } | ||
334 | } | ||
335 | |||
336 | /// <summary> | ||
337 | /// Returns if an avatar is colliding with the ground | ||
338 | /// </summary> | ||
339 | public override bool CollidingGround | ||
340 | { | ||
341 | get { return m_iscollidingGround; } | ||
342 | set | ||
343 | { | ||
344 | /* we now control this | ||
345 | if (value) | ||
346 | { | ||
347 | m_colliderGroundfilter += 2; | ||
348 | if (m_colliderGroundfilter > 2) | ||
349 | m_colliderGroundfilter = 2; | ||
350 | } | ||
351 | else | ||
352 | { | ||
353 | m_colliderGroundfilter--; | ||
354 | if (m_colliderGroundfilter < 0) | ||
355 | m_colliderGroundfilter = 0; | ||
356 | } | ||
357 | |||
358 | if (m_colliderGroundfilter == 0) | ||
359 | m_iscollidingGround = false; | ||
360 | else | ||
361 | m_iscollidingGround = true; | ||
362 | */ | ||
363 | } | ||
364 | |||
365 | } | ||
366 | |||
367 | /// <summary> | ||
368 | /// Returns if the avatar is colliding with an object | ||
369 | /// </summary> | ||
370 | public override bool CollidingObj | ||
371 | { | ||
372 | get { return m_iscollidingObj; } | ||
373 | set | ||
374 | { | ||
375 | // Ubit filter this also | ||
376 | if (value) | ||
377 | { | ||
378 | m_colliderObjectfilter += 2; | ||
379 | if (m_colliderObjectfilter > 2) | ||
380 | m_colliderObjectfilter = 2; | ||
381 | } | ||
382 | else | ||
383 | { | ||
384 | m_colliderObjectfilter--; | ||
385 | if (m_colliderObjectfilter < 0) | ||
386 | m_colliderObjectfilter = 0; | ||
387 | } | ||
388 | |||
389 | if (m_colliderObjectfilter == 0) | ||
390 | m_iscollidingObj = false; | ||
391 | else | ||
392 | m_iscollidingObj = true; | ||
393 | |||
394 | // m_iscollidingObj = value; | ||
395 | |||
396 | if (m_iscollidingObj) | ||
397 | m_pidControllerActive = false; | ||
398 | else | ||
399 | m_pidControllerActive = true; | ||
400 | } | ||
401 | } | ||
402 | |||
403 | /// <summary> | ||
404 | /// turn the PID controller on or off. | ||
405 | /// The PID Controller will turn on all by itself in many situations | ||
406 | /// </summary> | ||
407 | /// <param name="status"></param> | ||
408 | public void SetPidStatus(bool status) | ||
409 | { | ||
410 | m_pidControllerActive = status; | ||
411 | } | ||
412 | |||
413 | public override bool Stopped | ||
414 | { | ||
415 | get { return _zeroFlag; } | ||
416 | } | ||
417 | |||
418 | /// <summary> | ||
419 | /// This 'puts' an avatar somewhere in the physics space. | ||
420 | /// Not really a good choice unless you 'know' it's a good | ||
421 | /// spot otherwise you're likely to orbit the avatar. | ||
422 | /// </summary> | ||
423 | public override Vector3 Position | ||
424 | { | ||
425 | get { return _position; } | ||
426 | set | ||
427 | { | ||
428 | if (value.IsFinite()) | ||
429 | { | ||
430 | if (value.Z > 9999999f) | ||
431 | { | ||
432 | value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5; | ||
433 | } | ||
434 | if (value.Z < -100f) | ||
435 | { | ||
436 | value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5; | ||
437 | } | ||
438 | AddChange(changes.Position, value); | ||
439 | } | ||
440 | else | ||
441 | { | ||
442 | m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character"); | ||
443 | } | ||
444 | } | ||
445 | } | ||
446 | |||
447 | public override Vector3 RotationalVelocity | ||
448 | { | ||
449 | get { return m_rotationalVelocity; } | ||
450 | set { m_rotationalVelocity = value; } | ||
451 | } | ||
452 | |||
453 | /// <summary> | ||
454 | /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight | ||
455 | /// and use it to offset landings properly | ||
456 | /// </summary> | ||
457 | public override Vector3 Size | ||
458 | { | ||
459 | get | ||
460 | { | ||
461 | return m_size; | ||
462 | } | ||
463 | set | ||
464 | { | ||
465 | if (value.IsFinite()) | ||
466 | { | ||
467 | if(value.X <0.01f) | ||
468 | value.X = 0.01f; | ||
469 | if(value.Y <0.01f) | ||
470 | value.Y = 0.01f; | ||
471 | if(value.Z <0.01f) | ||
472 | value.Z = 0.01f; | ||
473 | |||
474 | AddChange(changes.Size, value); | ||
475 | } | ||
476 | else | ||
477 | { | ||
478 | m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character"); | ||
479 | } | ||
480 | } | ||
481 | } | ||
482 | |||
483 | public override void setAvatarSize(Vector3 size, float feetOffset) | ||
484 | { | ||
485 | if (size.IsFinite()) | ||
486 | { | ||
487 | if (size.X < 0.01f) | ||
488 | size.X = 0.01f; | ||
489 | if (size.Y < 0.01f) | ||
490 | size.Y = 0.01f; | ||
491 | if (size.Z < 0.01f) | ||
492 | size.Z = 0.01f; | ||
493 | |||
494 | strAvatarSize st = new strAvatarSize(); | ||
495 | st.size = size; | ||
496 | st.offset = feetOffset; | ||
497 | AddChange(changes.AvatarSize, st); | ||
498 | } | ||
499 | else | ||
500 | { | ||
501 | m_log.Warn("[PHYSICS]: Got a NaN AvatarSize from Scene on a Character"); | ||
502 | } | ||
503 | |||
504 | } | ||
505 | /// <summary> | ||
506 | /// This creates the Avatar's physical Surrogate at the position supplied | ||
507 | /// </summary> | ||
508 | /// <param name="npositionX"></param> | ||
509 | /// <param name="npositionY"></param> | ||
510 | /// <param name="npositionZ"></param> | ||
511 | |||
512 | // | ||
513 | /// <summary> | ||
514 | /// Uses the capped cyllinder volume formula to calculate the avatar's mass. | ||
515 | /// This may be used in calculations in the scene/scenepresence | ||
516 | /// </summary> | ||
517 | public override float Mass | ||
518 | { | ||
519 | get | ||
520 | { | ||
521 | return m_mass; | ||
522 | } | ||
523 | } | ||
524 | public override void link(PhysicsActor obj) | ||
525 | { | ||
526 | |||
527 | } | ||
528 | |||
529 | public override void delink() | ||
530 | { | ||
531 | |||
532 | } | ||
533 | |||
534 | public override void LockAngularMotion(Vector3 axis) | ||
535 | { | ||
536 | |||
537 | } | ||
538 | |||
539 | |||
540 | public override Vector3 Force | ||
541 | { | ||
542 | get { return _target_velocity; } | ||
543 | set { return; } | ||
544 | } | ||
545 | |||
546 | public override int VehicleType | ||
547 | { | ||
548 | get { return 0; } | ||
549 | set { return; } | ||
550 | } | ||
551 | |||
552 | public override void VehicleFloatParam(int param, float value) | ||
553 | { | ||
554 | |||
555 | } | ||
556 | |||
557 | public override void VehicleVectorParam(int param, Vector3 value) | ||
558 | { | ||
559 | |||
560 | } | ||
561 | |||
562 | public override void VehicleRotationParam(int param, Quaternion rotation) | ||
563 | { | ||
564 | |||
565 | } | ||
566 | |||
567 | public override void VehicleFlags(int param, bool remove) | ||
568 | { | ||
569 | |||
570 | } | ||
571 | |||
572 | public override void SetVolumeDetect(int param) | ||
573 | { | ||
574 | |||
575 | } | ||
576 | |||
577 | public override Vector3 CenterOfMass | ||
578 | { | ||
579 | get | ||
580 | { | ||
581 | Vector3 pos = _position; | ||
582 | return pos; | ||
583 | } | ||
584 | } | ||
585 | |||
586 | public override Vector3 GeometricCenter | ||
587 | { | ||
588 | get | ||
589 | { | ||
590 | Vector3 pos = _position; | ||
591 | return pos; | ||
592 | } | ||
593 | } | ||
594 | |||
595 | public override PrimitiveBaseShape Shape | ||
596 | { | ||
597 | set { return; } | ||
598 | } | ||
599 | |||
600 | public override Vector3 Velocity | ||
601 | { | ||
602 | get | ||
603 | { | ||
604 | return _velocity; | ||
605 | } | ||
606 | set | ||
607 | { | ||
608 | if (value.IsFinite()) | ||
609 | { | ||
610 | AddChange(changes.Velocity, value); | ||
611 | } | ||
612 | else | ||
613 | { | ||
614 | m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character"); | ||
615 | } | ||
616 | } | ||
617 | } | ||
618 | |||
619 | public override Vector3 Torque | ||
620 | { | ||
621 | get { return Vector3.Zero; } | ||
622 | set { return; } | ||
623 | } | ||
624 | |||
625 | public override float CollisionScore | ||
626 | { | ||
627 | get { return 0f; } | ||
628 | set { } | ||
629 | } | ||
630 | |||
631 | public override bool Kinematic | ||
632 | { | ||
633 | get { return false; } | ||
634 | set { } | ||
635 | } | ||
636 | |||
637 | public override Quaternion Orientation | ||
638 | { | ||
639 | get { return m_orientation; } | ||
640 | set | ||
641 | { | ||
642 | // fakeori = value; | ||
643 | // givefakeori++; | ||
644 | value.Normalize(); | ||
645 | AddChange(changes.Orientation, value); | ||
646 | } | ||
647 | } | ||
648 | |||
649 | public override Vector3 Acceleration | ||
650 | { | ||
651 | get { return _acceleration; } | ||
652 | set { } | ||
653 | } | ||
654 | |||
655 | public void SetAcceleration(Vector3 accel) | ||
656 | { | ||
657 | m_pidControllerActive = true; | ||
658 | _acceleration = accel; | ||
659 | } | ||
660 | |||
661 | /// <summary> | ||
662 | /// Adds the force supplied to the Target Velocity | ||
663 | /// The PID controller takes this target velocity and tries to make it a reality | ||
664 | /// </summary> | ||
665 | /// <param name="force"></param> | ||
666 | public override void AddForce(Vector3 force, bool pushforce) | ||
667 | { | ||
668 | if (force.IsFinite()) | ||
669 | { | ||
670 | if (pushforce) | ||
671 | { | ||
672 | AddChange(changes.Force, force * m_density / (_parent_scene.ODE_STEPSIZE * 28f)); | ||
673 | } | ||
674 | else | ||
675 | { | ||
676 | AddChange(changes.Velocity, force); | ||
677 | } | ||
678 | } | ||
679 | else | ||
680 | { | ||
681 | m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character"); | ||
682 | } | ||
683 | //m_lastUpdateSent = false; | ||
684 | } | ||
685 | |||
686 | public override void AddAngularForce(Vector3 force, bool pushforce) | ||
687 | { | ||
688 | |||
689 | } | ||
690 | |||
691 | public override void SetMomentum(Vector3 momentum) | ||
692 | { | ||
693 | if (momentum.IsFinite()) | ||
694 | AddChange(changes.Momentum, momentum); | ||
695 | } | ||
696 | |||
697 | |||
698 | private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ) | ||
699 | { | ||
700 | // sizes one day should came from visual parameters | ||
701 | float sx = m_size.X; | ||
702 | float sy = m_size.Y; | ||
703 | float sz = m_size.Z; | ||
704 | |||
705 | float bot = -sz * 0.5f + m_feetOffset; | ||
706 | boneOff = bot + 0.3f; | ||
707 | |||
708 | float feetsz = sz * 0.45f; | ||
709 | if (feetsz > 0.6f) | ||
710 | feetsz = 0.6f; | ||
711 | |||
712 | feetOff = bot + feetsz; | ||
713 | |||
714 | AvaAvaSizeXsq = 0.4f * sx; | ||
715 | AvaAvaSizeXsq *= AvaAvaSizeXsq; | ||
716 | AvaAvaSizeYsq = 0.5f * sy; | ||
717 | AvaAvaSizeYsq *= AvaAvaSizeYsq; | ||
718 | |||
719 | _parent_scene.waitForSpaceUnlock(_parent_scene.CharsSpace); | ||
720 | |||
721 | collider = d.HashSpaceCreate(_parent_scene.CharsSpace); | ||
722 | d.HashSpaceSetLevels(collider, -4, 3); | ||
723 | d.SpaceSetSublevel(collider, 3); | ||
724 | d.SpaceSetCleanup(collider, false); | ||
725 | d.GeomSetCategoryBits(collider, (uint)m_collisionCategories); | ||
726 | d.GeomSetCollideBits(collider, (uint)m_collisionFlags); | ||
727 | |||
728 | float r = m_size.X; | ||
729 | if (m_size.Y > r) | ||
730 | r = m_size.Y; | ||
731 | float l = m_size.Z - r; | ||
732 | r *= 0.5f; | ||
733 | |||
734 | capsule = d.CreateCapsule(collider, r, l); | ||
735 | |||
736 | m_mass = m_density * m_size.X * m_size.Y * m_size.Z; // update mass | ||
737 | |||
738 | d.MassSetBoxTotal(out ShellMass, m_mass, m_size.X, m_size.Y, m_size.Z); | ||
739 | |||
740 | PID_D = basePID_D * m_mass / _parent_scene.ODE_STEPSIZE; | ||
741 | PID_P = basePID_P * m_mass / _parent_scene.ODE_STEPSIZE; | ||
742 | |||
743 | Body = d.BodyCreate(_parent_scene.world); | ||
744 | |||
745 | _zeroFlag = false; | ||
746 | m_pidControllerActive = true; | ||
747 | m_freemove = false; | ||
748 | |||
749 | _velocity = Vector3.Zero; | ||
750 | |||
751 | d.BodySetAutoDisableFlag(Body, false); | ||
752 | d.BodySetPosition(Body, npositionX, npositionY, npositionZ); | ||
753 | |||
754 | _position.X = npositionX; | ||
755 | _position.Y = npositionY; | ||
756 | _position.Z = npositionZ; | ||
757 | |||
758 | d.BodySetMass(Body, ref ShellMass); | ||
759 | d.GeomSetBody(capsule, Body); | ||
760 | |||
761 | // The purpose of the AMotor here is to keep the avatar's physical | ||
762 | // surrogate from rotating while moving | ||
763 | Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero); | ||
764 | d.JointAttach(Amotor, Body, IntPtr.Zero); | ||
765 | |||
766 | d.JointSetAMotorMode(Amotor, 0); | ||
767 | d.JointSetAMotorNumAxes(Amotor, 3); | ||
768 | d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0); | ||
769 | d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0); | ||
770 | d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1); | ||
771 | |||
772 | d.JointSetAMotorAngle(Amotor, 0, 0); | ||
773 | d.JointSetAMotorAngle(Amotor, 1, 0); | ||
774 | d.JointSetAMotorAngle(Amotor, 2, 0); | ||
775 | |||
776 | d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f); // make it HARD | ||
777 | d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f); | ||
778 | d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f); | ||
779 | d.JointSetAMotorParam(Amotor, (int)dParam.StopERP, 0.8f); | ||
780 | d.JointSetAMotorParam(Amotor, (int)dParam.StopERP2, 0.8f); | ||
781 | d.JointSetAMotorParam(Amotor, (int)dParam.StopERP3, 0.8f); | ||
782 | |||
783 | // These lowstops and high stops are effectively (no wiggle room) | ||
784 | d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -1e-5f); | ||
785 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 1e-5f); | ||
786 | d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -1e-5f); | ||
787 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 1e-5f); | ||
788 | d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -1e-5f); | ||
789 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 1e-5f); | ||
790 | |||
791 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0); | ||
792 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel2, 0); | ||
793 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel3, 0); | ||
794 | |||
795 | d.JointSetAMotorParam(Amotor, (int)dParam.FMax, 5e8f); | ||
796 | d.JointSetAMotorParam(Amotor, (int)dParam.FMax2, 5e8f); | ||
797 | d.JointSetAMotorParam(Amotor, (int)dParam.FMax3, 5e8f); | ||
798 | } | ||
799 | |||
800 | /// <summary> | ||
801 | /// Destroys the avatar body and geom | ||
802 | |||
803 | private void AvatarGeomAndBodyDestroy() | ||
804 | { | ||
805 | // Kill the Amotor | ||
806 | if (Amotor != IntPtr.Zero) | ||
807 | { | ||
808 | d.JointDestroy(Amotor); | ||
809 | Amotor = IntPtr.Zero; | ||
810 | } | ||
811 | |||
812 | if (Body != IntPtr.Zero) | ||
813 | { | ||
814 | //kill the body | ||
815 | d.BodyDestroy(Body); | ||
816 | Body = IntPtr.Zero; | ||
817 | } | ||
818 | |||
819 | //kill the Geoms | ||
820 | if (capsule != IntPtr.Zero) | ||
821 | { | ||
822 | _parent_scene.actor_name_map.Remove(capsule); | ||
823 | _parent_scene.waitForSpaceUnlock(collider); | ||
824 | d.GeomDestroy(capsule); | ||
825 | capsule = IntPtr.Zero; | ||
826 | } | ||
827 | |||
828 | if (collider != IntPtr.Zero) | ||
829 | { | ||
830 | d.SpaceDestroy(collider); | ||
831 | collider = IntPtr.Zero; | ||
832 | } | ||
833 | |||
834 | } | ||
835 | |||
836 | //in place 2D rotation around Z assuming rot is normalised and is a rotation around Z | ||
837 | public void RotateXYonZ(ref float x, ref float y, ref Quaternion rot) | ||
838 | { | ||
839 | float sin = 2.0f * rot.Z * rot.W; | ||
840 | float cos = rot.W * rot.W - rot.Z * rot.Z; | ||
841 | float tx = x; | ||
842 | |||
843 | x = tx * cos - y * sin; | ||
844 | y = tx * sin + y * cos; | ||
845 | } | ||
846 | public void RotateXYonZ(ref float x, ref float y, ref float sin, ref float cos) | ||
847 | { | ||
848 | float tx = x; | ||
849 | x = tx * cos - y * sin; | ||
850 | y = tx * sin + y * cos; | ||
851 | } | ||
852 | public void invRotateXYonZ(ref float x, ref float y, ref float sin, ref float cos) | ||
853 | { | ||
854 | float tx = x; | ||
855 | x = tx * cos + y * sin; | ||
856 | y = -tx * sin + y * cos; | ||
857 | } | ||
858 | |||
859 | public void invRotateXYonZ(ref float x, ref float y, ref Quaternion rot) | ||
860 | { | ||
861 | float sin = - 2.0f * rot.Z * rot.W; | ||
862 | float cos = rot.W * rot.W - rot.Z * rot.Z; | ||
863 | float tx = x; | ||
864 | |||
865 | x = tx * cos - y * sin; | ||
866 | y = tx * sin + y * cos; | ||
867 | } | ||
868 | |||
869 | public bool Collide(IntPtr me, IntPtr other, bool reverse, ref d.ContactGeom contact, | ||
870 | ref d.ContactGeom altContact , ref bool useAltcontact, ref bool feetcollision) | ||
871 | { | ||
872 | feetcollision = false; | ||
873 | useAltcontact = false; | ||
874 | |||
875 | if (me == capsule) | ||
876 | { | ||
877 | Vector3 offset; | ||
878 | |||
879 | float h = contact.pos.Z - _position.Z; | ||
880 | offset.Z = h - feetOff; | ||
881 | |||
882 | offset.X = contact.pos.X - _position.X; | ||
883 | offset.Y = contact.pos.Y - _position.Y; | ||
884 | |||
885 | d.GeomClassID gtype = d.GeomGetClass(other); | ||
886 | if (gtype == d.GeomClassID.CapsuleClass) | ||
887 | { | ||
888 | Vector3 roff = offset * Quaternion.Inverse(m_orientation2D); | ||
889 | float r = roff.X *roff.X / AvaAvaSizeXsq; | ||
890 | r += (roff.Y * roff.Y) / AvaAvaSizeYsq; | ||
891 | if (r > 1.0f) | ||
892 | return false; | ||
893 | |||
894 | float dp = 1.0f -(float)Math.Sqrt((double)r); | ||
895 | if (dp > 0.05f) | ||
896 | dp = 0.05f; | ||
897 | |||
898 | contact.depth = dp; | ||
899 | |||
900 | if (offset.Z < 0) | ||
901 | { | ||
902 | feetcollision = true; | ||
903 | if (h < boneOff) | ||
904 | { | ||
905 | m_collideNormal.X = contact.normal.X; | ||
906 | m_collideNormal.Y = contact.normal.Y; | ||
907 | m_collideNormal.Z = contact.normal.Z; | ||
908 | IsColliding = true; | ||
909 | } | ||
910 | } | ||
911 | return true; | ||
912 | } | ||
913 | /* | ||
914 | d.AABB aabb; | ||
915 | d.GeomGetAABB(other,out aabb); | ||
916 | float othertop = aabb.MaxZ - _position.Z; | ||
917 | */ | ||
918 | // if (offset.Z > 0 || othertop > -feetOff || contact.normal.Z > 0.35f) | ||
919 | if (offset.Z > 0 || contact.normal.Z > 0.35f) | ||
920 | { | ||
921 | if (offset.Z <= 0) | ||
922 | { | ||
923 | feetcollision = true; | ||
924 | if (h < boneOff) | ||
925 | { | ||
926 | m_collideNormal.X = contact.normal.X; | ||
927 | m_collideNormal.Y = contact.normal.Y; | ||
928 | m_collideNormal.Z = contact.normal.Z; | ||
929 | IsColliding = true; | ||
930 | } | ||
931 | } | ||
932 | return true; | ||
933 | } | ||
934 | |||
935 | altContact = contact; | ||
936 | useAltcontact = true; | ||
937 | |||
938 | offset.Z -= 0.2f; | ||
939 | |||
940 | offset.Normalize(); | ||
941 | |||
942 | if (contact.depth > 0.1f) | ||
943 | contact.depth = 0.1f; | ||
944 | |||
945 | if (reverse) | ||
946 | { | ||
947 | altContact.normal.X = offset.X; | ||
948 | altContact.normal.Y = offset.Y; | ||
949 | altContact.normal.Z = offset.Z; | ||
950 | } | ||
951 | else | ||
952 | { | ||
953 | altContact.normal.X = -offset.X; | ||
954 | altContact.normal.Y = -offset.Y; | ||
955 | altContact.normal.Z = -offset.Z; | ||
956 | } | ||
957 | |||
958 | feetcollision = true; | ||
959 | if (h < boneOff) | ||
960 | { | ||
961 | m_collideNormal.X = contact.normal.X; | ||
962 | m_collideNormal.Y = contact.normal.Y; | ||
963 | m_collideNormal.Z = contact.normal.Z; | ||
964 | IsColliding = true; | ||
965 | } | ||
966 | return true; | ||
967 | } | ||
968 | return false; | ||
969 | } | ||
970 | |||
971 | /// <summary> | ||
972 | /// Called from Simulate | ||
973 | /// This is the avatar's movement control + PID Controller | ||
974 | /// </summary> | ||
975 | /// <param name="timeStep"></param> | ||
976 | public void Move(List<OdeCharacter> defects) | ||
977 | { | ||
978 | if (Body == IntPtr.Zero) | ||
979 | return; | ||
980 | |||
981 | d.Vector3 dtmp = d.BodyGetPosition(Body); | ||
982 | Vector3 localpos = new Vector3(dtmp.X, dtmp.Y, dtmp.Z); | ||
983 | |||
984 | // the Amotor still lets avatar rotation to drift during colisions | ||
985 | // so force it back to identity | ||
986 | |||
987 | d.Quaternion qtmp; | ||
988 | qtmp.W = m_orientation2D.W; | ||
989 | qtmp.X = m_orientation2D.X; | ||
990 | qtmp.Y = m_orientation2D.Y; | ||
991 | qtmp.Z = m_orientation2D.Z; | ||
992 | d.BodySetQuaternion(Body, ref qtmp); | ||
993 | |||
994 | if (m_pidControllerActive == false) | ||
995 | { | ||
996 | _zeroPosition = localpos; | ||
997 | } | ||
998 | |||
999 | if (!localpos.IsFinite()) | ||
1000 | { | ||
1001 | m_log.Warn("[PHYSICS]: Avatar Position is non-finite!"); | ||
1002 | defects.Add(this); | ||
1003 | // _parent_scene.RemoveCharacter(this); | ||
1004 | |||
1005 | // destroy avatar capsule and related ODE data | ||
1006 | AvatarGeomAndBodyDestroy(); | ||
1007 | return; | ||
1008 | } | ||
1009 | |||
1010 | // check outbounds forcing to be in world | ||
1011 | bool fixbody = false; | ||
1012 | if (localpos.X < 0.0f) | ||
1013 | { | ||
1014 | fixbody = true; | ||
1015 | localpos.X = 0.1f; | ||
1016 | } | ||
1017 | else if (localpos.X > _parent_scene.WorldExtents.X - 0.1f) | ||
1018 | { | ||
1019 | fixbody = true; | ||
1020 | localpos.X = _parent_scene.WorldExtents.X - 0.1f; | ||
1021 | } | ||
1022 | if (localpos.Y < 0.0f) | ||
1023 | { | ||
1024 | fixbody = true; | ||
1025 | localpos.Y = 0.1f; | ||
1026 | } | ||
1027 | else if (localpos.Y > _parent_scene.WorldExtents.Y - 0.1) | ||
1028 | { | ||
1029 | fixbody = true; | ||
1030 | localpos.Y = _parent_scene.WorldExtents.Y - 0.1f; | ||
1031 | } | ||
1032 | if (fixbody) | ||
1033 | { | ||
1034 | m_freemove = false; | ||
1035 | d.BodySetPosition(Body, localpos.X, localpos.Y, localpos.Z); | ||
1036 | } | ||
1037 | |||
1038 | float breakfactor; | ||
1039 | |||
1040 | Vector3 vec = Vector3.Zero; | ||
1041 | dtmp = d.BodyGetLinearVel(Body); | ||
1042 | Vector3 vel = new Vector3(dtmp.X, dtmp.Y, dtmp.Z); | ||
1043 | float velLengthSquared = vel.LengthSquared(); | ||
1044 | |||
1045 | |||
1046 | Vector3 ctz = _target_velocity; | ||
1047 | |||
1048 | float movementdivisor = 1f; | ||
1049 | //Ubit change divisions into multiplications below | ||
1050 | if (!m_alwaysRun) | ||
1051 | movementdivisor = 1 / walkDivisor; | ||
1052 | else | ||
1053 | movementdivisor = 1 / runDivisor; | ||
1054 | |||
1055 | ctz.X *= movementdivisor; | ||
1056 | ctz.Y *= movementdivisor; | ||
1057 | |||
1058 | //****************************************** | ||
1059 | // colide with land | ||
1060 | |||
1061 | d.AABB aabb; | ||
1062 | // d.GeomGetAABB(feetbox, out aabb); | ||
1063 | d.GeomGetAABB(capsule, out aabb); | ||
1064 | float chrminZ = aabb.MinZ; // move up a bit | ||
1065 | Vector3 posch = localpos; | ||
1066 | |||
1067 | float ftmp; | ||
1068 | |||
1069 | if (flying) | ||
1070 | { | ||
1071 | ftmp = timeStep; | ||
1072 | posch.X += vel.X * ftmp; | ||
1073 | posch.Y += vel.Y * ftmp; | ||
1074 | } | ||
1075 | |||
1076 | float terrainheight = _parent_scene.GetTerrainHeightAtXY(posch.X, posch.Y); | ||
1077 | if (chrminZ < terrainheight) | ||
1078 | { | ||
1079 | if (ctz.Z < 0) | ||
1080 | ctz.Z = 0; | ||
1081 | |||
1082 | Vector3 n = _parent_scene.GetTerrainNormalAtXY(posch.X, posch.Y); | ||
1083 | float depth = terrainheight - chrminZ; | ||
1084 | |||
1085 | vec.Z = depth * PID_P * 50; | ||
1086 | |||
1087 | if (!flying) | ||
1088 | vec.Z += -vel.Z * PID_D; | ||
1089 | |||
1090 | if (depth < 0.2f) | ||
1091 | { | ||
1092 | m_colliderGroundfilter++; | ||
1093 | if (m_colliderGroundfilter > 2) | ||
1094 | { | ||
1095 | m_iscolliding = true; | ||
1096 | m_colliderfilter = 2; | ||
1097 | |||
1098 | if (m_colliderGroundfilter > 10) | ||
1099 | { | ||
1100 | m_colliderGroundfilter = 10; | ||
1101 | m_freemove = false; | ||
1102 | } | ||
1103 | |||
1104 | m_collideNormal.X = n.X; | ||
1105 | m_collideNormal.Y = n.Y; | ||
1106 | m_collideNormal.Z = n.Z; | ||
1107 | |||
1108 | m_iscollidingGround = true; | ||
1109 | |||
1110 | |||
1111 | ContactPoint contact = new ContactPoint(); | ||
1112 | contact.PenetrationDepth = depth; | ||
1113 | contact.Position.X = localpos.X; | ||
1114 | contact.Position.Y = localpos.Y; | ||
1115 | contact.Position.Z = terrainheight; | ||
1116 | contact.SurfaceNormal.X = -n.X; | ||
1117 | contact.SurfaceNormal.Y = -n.Y; | ||
1118 | contact.SurfaceNormal.Z = -n.Z; | ||
1119 | contact.RelativeSpeed = -vel.Z; | ||
1120 | contact.CharacterFeet = true; | ||
1121 | AddCollisionEvent(0, contact); | ||
1122 | |||
1123 | // vec.Z *= 0.5f; | ||
1124 | } | ||
1125 | } | ||
1126 | |||
1127 | else | ||
1128 | { | ||
1129 | m_colliderGroundfilter -= 5; | ||
1130 | if (m_colliderGroundfilter <= 0) | ||
1131 | { | ||
1132 | m_colliderGroundfilter = 0; | ||
1133 | m_iscollidingGround = false; | ||
1134 | } | ||
1135 | } | ||
1136 | } | ||
1137 | else | ||
1138 | { | ||
1139 | m_colliderGroundfilter -= 5; | ||
1140 | if (m_colliderGroundfilter <= 0) | ||
1141 | { | ||
1142 | m_colliderGroundfilter = 0; | ||
1143 | m_iscollidingGround = false; | ||
1144 | } | ||
1145 | } | ||
1146 | |||
1147 | |||
1148 | //****************************************** | ||
1149 | if (!m_iscolliding) | ||
1150 | m_collideNormal.Z = 0; | ||
1151 | |||
1152 | bool tviszero = (ctz.X == 0.0f && ctz.Y == 0.0f && ctz.Z == 0.0f); | ||
1153 | |||
1154 | |||
1155 | |||
1156 | if (!tviszero) | ||
1157 | { | ||
1158 | m_freemove = false; | ||
1159 | |||
1160 | // movement relative to surface if moving on it | ||
1161 | // dont disturbe vertical movement, ie jumps | ||
1162 | if (m_iscolliding && !flying && ctz.Z == 0 && m_collideNormal.Z > 0.2f && m_collideNormal.Z < 0.94f) | ||
1163 | { | ||
1164 | float p = ctz.X * m_collideNormal.X + ctz.Y * m_collideNormal.Y; | ||
1165 | ctz.X *= (float)Math.Sqrt(1 - m_collideNormal.X * m_collideNormal.X); | ||
1166 | ctz.Y *= (float)Math.Sqrt(1 - m_collideNormal.Y * m_collideNormal.Y); | ||
1167 | ctz.Z -= p; | ||
1168 | if (ctz.Z < 0) | ||
1169 | ctz.Z *= 2; | ||
1170 | |||
1171 | } | ||
1172 | |||
1173 | } | ||
1174 | |||
1175 | |||
1176 | if (!m_freemove) | ||
1177 | { | ||
1178 | |||
1179 | // if velocity is zero, use position control; otherwise, velocity control | ||
1180 | if (tviszero && m_iscolliding && !flying) | ||
1181 | { | ||
1182 | // keep track of where we stopped. No more slippin' & slidin' | ||
1183 | if (!_zeroFlag) | ||
1184 | { | ||
1185 | _zeroFlag = true; | ||
1186 | _zeroPosition = localpos; | ||
1187 | } | ||
1188 | if (m_pidControllerActive) | ||
1189 | { | ||
1190 | // We only want to deactivate the PID Controller if we think we want to have our surrogate | ||
1191 | // react to the physics scene by moving it's position. | ||
1192 | // Avatar to Avatar collisions | ||
1193 | // Prim to avatar collisions | ||
1194 | |||
1195 | vec.X = -vel.X * PID_D * 2f + (_zeroPosition.X - localpos.X) * (PID_P * 5); | ||
1196 | vec.Y = -vel.Y * PID_D * 2f + (_zeroPosition.Y - localpos.Y) * (PID_P * 5); | ||
1197 | if(vel.Z > 0) | ||
1198 | vec.Z += -vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P; | ||
1199 | else | ||
1200 | vec.Z += (-vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P) * 0.2f; | ||
1201 | /* | ||
1202 | if (flying) | ||
1203 | { | ||
1204 | vec.Z += -vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P; | ||
1205 | } | ||
1206 | */ | ||
1207 | } | ||
1208 | //PidStatus = true; | ||
1209 | } | ||
1210 | else | ||
1211 | { | ||
1212 | m_pidControllerActive = true; | ||
1213 | _zeroFlag = false; | ||
1214 | |||
1215 | if (m_iscolliding) | ||
1216 | { | ||
1217 | if (!flying) | ||
1218 | { | ||
1219 | // we are on a surface | ||
1220 | if (ctz.Z > 0f) | ||
1221 | { | ||
1222 | // moving up or JUMPING | ||
1223 | vec.Z += (ctz.Z - vel.Z) * PID_D * 2f; | ||
1224 | vec.X += (ctz.X - vel.X) * (PID_D); | ||
1225 | vec.Y += (ctz.Y - vel.Y) * (PID_D); | ||
1226 | } | ||
1227 | else | ||
1228 | { | ||
1229 | // we are moving down on a surface | ||
1230 | if (ctz.Z == 0) | ||
1231 | { | ||
1232 | if (vel.Z > 0) | ||
1233 | vec.Z -= vel.Z * PID_D * 2f; | ||
1234 | vec.X += (ctz.X - vel.X) * (PID_D); | ||
1235 | vec.Y += (ctz.Y - vel.Y) * (PID_D); | ||
1236 | } | ||
1237 | // intencionally going down | ||
1238 | else | ||
1239 | { | ||
1240 | if (ctz.Z < vel.Z) | ||
1241 | vec.Z += (ctz.Z - vel.Z) * PID_D; | ||
1242 | else | ||
1243 | { | ||
1244 | } | ||
1245 | |||
1246 | if (Math.Abs(ctz.X) > Math.Abs(vel.X)) | ||
1247 | vec.X += (ctz.X - vel.X) * (PID_D); | ||
1248 | if (Math.Abs(ctz.Y) > Math.Abs(vel.Y)) | ||
1249 | vec.Y += (ctz.Y - vel.Y) * (PID_D); | ||
1250 | } | ||
1251 | } | ||
1252 | |||
1253 | // We're standing on something | ||
1254 | } | ||
1255 | else | ||
1256 | { | ||
1257 | // We're flying and colliding with something | ||
1258 | vec.X += (ctz.X - vel.X) * (PID_D * 0.0625f); | ||
1259 | vec.Y += (ctz.Y - vel.Y) * (PID_D * 0.0625f); | ||
1260 | vec.Z += (ctz.Z - vel.Z) * (PID_D * 0.0625f); | ||
1261 | } | ||
1262 | } | ||
1263 | else // ie not colliding | ||
1264 | { | ||
1265 | if (flying) //(!m_iscolliding && flying) | ||
1266 | { | ||
1267 | // we're in mid air suspended | ||
1268 | vec.X += (ctz.X - vel.X) * (PID_D); | ||
1269 | vec.Y += (ctz.Y - vel.Y) * (PID_D); | ||
1270 | vec.Z += (ctz.Z - vel.Z) * (PID_D); | ||
1271 | } | ||
1272 | |||
1273 | else | ||
1274 | { | ||
1275 | // we're not colliding and we're not flying so that means we're falling! | ||
1276 | // m_iscolliding includes collisions with the ground. | ||
1277 | |||
1278 | // d.Vector3 pos = d.BodyGetPosition(Body); | ||
1279 | vec.X += (ctz.X - vel.X) * PID_D * 0.833f; | ||
1280 | vec.Y += (ctz.Y - vel.Y) * PID_D * 0.833f; | ||
1281 | // hack for breaking on fall | ||
1282 | if (ctz.Z == -9999f) | ||
1283 | vec.Z += -vel.Z * PID_D - _parent_scene.gravityz * m_mass; | ||
1284 | } | ||
1285 | } | ||
1286 | } | ||
1287 | |||
1288 | if (velLengthSquared > 2500.0f) // 50m/s apply breaks | ||
1289 | { | ||
1290 | breakfactor = 0.16f * m_mass; | ||
1291 | vec.X -= breakfactor * vel.X; | ||
1292 | vec.Y -= breakfactor * vel.Y; | ||
1293 | vec.Z -= breakfactor * vel.Z; | ||
1294 | } | ||
1295 | } | ||
1296 | else | ||
1297 | { | ||
1298 | breakfactor = m_mass; | ||
1299 | vec.X -= breakfactor * vel.X; | ||
1300 | vec.Y -= breakfactor * vel.Y; | ||
1301 | if (flying) | ||
1302 | vec.Z -= 0.5f * breakfactor * vel.Z; | ||
1303 | else | ||
1304 | vec.Z -= .16f* m_mass * vel.Z; | ||
1305 | } | ||
1306 | |||
1307 | if (flying) | ||
1308 | { | ||
1309 | vec.Z -= _parent_scene.gravityz * m_mass; | ||
1310 | |||
1311 | //Added for auto fly height. Kitto Flora | ||
1312 | float target_altitude = _parent_scene.GetTerrainHeightAtXY(localpos.X, localpos.Y) + MinimumGroundFlightOffset; | ||
1313 | |||
1314 | if (localpos.Z < target_altitude) | ||
1315 | { | ||
1316 | vec.Z += (target_altitude - localpos.Z) * PID_P * 5.0f; | ||
1317 | } | ||
1318 | // end add Kitto Flora | ||
1319 | } | ||
1320 | |||
1321 | if (vec.IsFinite()) | ||
1322 | { | ||
1323 | if (vec.X != 0 || vec.Y !=0 || vec.Z !=0) | ||
1324 | d.BodyAddForce(Body, vec.X, vec.Y, vec.Z); | ||
1325 | } | ||
1326 | else | ||
1327 | { | ||
1328 | m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()"); | ||
1329 | m_log.Warn("[PHYSICS]: Avatar Position is non-finite!"); | ||
1330 | defects.Add(this); | ||
1331 | // _parent_scene.RemoveCharacter(this); | ||
1332 | // destroy avatar capsule and related ODE data | ||
1333 | AvatarGeomAndBodyDestroy(); | ||
1334 | return; | ||
1335 | } | ||
1336 | |||
1337 | // update our local ideia of position velocity and aceleration | ||
1338 | // _position = localpos; | ||
1339 | _position = localpos; | ||
1340 | |||
1341 | if (_zeroFlag) | ||
1342 | { | ||
1343 | _velocity = Vector3.Zero; | ||
1344 | _acceleration = Vector3.Zero; | ||
1345 | m_rotationalVelocity = Vector3.Zero; | ||
1346 | } | ||
1347 | else | ||
1348 | { | ||
1349 | Vector3 a =_velocity; // previus velocity | ||
1350 | SetSmooth(ref _velocity, ref vel, 2); | ||
1351 | a = (_velocity - a) * invtimeStep; | ||
1352 | SetSmooth(ref _acceleration, ref a, 2); | ||
1353 | |||
1354 | dtmp = d.BodyGetAngularVel(Body); | ||
1355 | m_rotationalVelocity.X = 0f; | ||
1356 | m_rotationalVelocity.Y = 0f; | ||
1357 | m_rotationalVelocity.Z = dtmp.Z; | ||
1358 | Math.Round(m_rotationalVelocity.Z,3); | ||
1359 | } | ||
1360 | } | ||
1361 | |||
1362 | public void round(ref Vector3 v, int digits) | ||
1363 | { | ||
1364 | v.X = (float)Math.Round(v.X, digits); | ||
1365 | v.Y = (float)Math.Round(v.Y, digits); | ||
1366 | v.Z = (float)Math.Round(v.Z, digits); | ||
1367 | } | ||
1368 | |||
1369 | public void SetSmooth(ref Vector3 dst, ref Vector3 value) | ||
1370 | { | ||
1371 | dst.X = 0.1f * dst.X + 0.9f * value.X; | ||
1372 | dst.Y = 0.1f * dst.Y + 0.9f * value.Y; | ||
1373 | dst.Z = 0.1f * dst.Z + 0.9f * value.Z; | ||
1374 | } | ||
1375 | |||
1376 | public void SetSmooth(ref Vector3 dst, ref Vector3 value, int rounddigits) | ||
1377 | { | ||
1378 | dst.X = 0.4f * dst.X + 0.6f * value.X; | ||
1379 | dst.X = (float)Math.Round(dst.X, rounddigits); | ||
1380 | |||
1381 | dst.Y = 0.4f * dst.Y + 0.6f * value.Y; | ||
1382 | dst.Y = (float)Math.Round(dst.Y, rounddigits); | ||
1383 | |||
1384 | dst.Z = 0.4f * dst.Z + 0.6f * value.Z; | ||
1385 | dst.Z = (float)Math.Round(dst.Z, rounddigits); | ||
1386 | } | ||
1387 | |||
1388 | |||
1389 | /// <summary> | ||
1390 | /// Updates the reported position and velocity. | ||
1391 | /// Used to copy variables from unmanaged space at heartbeat rate and also trigger scene updates acording | ||
1392 | /// also outbounds checking | ||
1393 | /// copy and outbounds now done in move(..) at ode rate | ||
1394 | /// | ||
1395 | /// </summary> | ||
1396 | public void UpdatePositionAndVelocity() | ||
1397 | { | ||
1398 | return; | ||
1399 | |||
1400 | // if (Body == IntPtr.Zero) | ||
1401 | // return; | ||
1402 | |||
1403 | } | ||
1404 | |||
1405 | /// <summary> | ||
1406 | /// Cleanup the things we use in the scene. | ||
1407 | /// </summary> | ||
1408 | public void Destroy() | ||
1409 | { | ||
1410 | AddChange(changes.Remove, null); | ||
1411 | } | ||
1412 | |||
1413 | public override void CrossingFailure() | ||
1414 | { | ||
1415 | } | ||
1416 | |||
1417 | public override Vector3 PIDTarget { set { return; } } | ||
1418 | public override bool PIDActive {get {return m_pidControllerActive;} set { return; } } | ||
1419 | public override float PIDTau { set { return; } } | ||
1420 | |||
1421 | public override float PIDHoverHeight { set { return; } } | ||
1422 | public override bool PIDHoverActive { set { return; } } | ||
1423 | public override PIDHoverType PIDHoverType { set { return; } } | ||
1424 | public override float PIDHoverTau { set { return; } } | ||
1425 | |||
1426 | public override Quaternion APIDTarget { set { return; } } | ||
1427 | |||
1428 | public override bool APIDActive { set { return; } } | ||
1429 | |||
1430 | public override float APIDStrength { set { return; } } | ||
1431 | |||
1432 | public override float APIDDamping { set { return; } } | ||
1433 | |||
1434 | |||
1435 | public override void SubscribeEvents(int ms) | ||
1436 | { | ||
1437 | m_eventsubscription = ms; | ||
1438 | m_cureventsubscription = 0; | ||
1439 | if (CollisionEventsThisFrame == null) | ||
1440 | CollisionEventsThisFrame = new CollisionEventUpdate(); | ||
1441 | SentEmptyCollisionsEvent = false; | ||
1442 | } | ||
1443 | |||
1444 | public override void UnSubscribeEvents() | ||
1445 | { | ||
1446 | if (CollisionEventsThisFrame != null) | ||
1447 | { | ||
1448 | lock (CollisionEventsThisFrame) | ||
1449 | { | ||
1450 | CollisionEventsThisFrame.Clear(); | ||
1451 | CollisionEventsThisFrame = null; | ||
1452 | } | ||
1453 | } | ||
1454 | m_eventsubscription = 0; | ||
1455 | } | ||
1456 | |||
1457 | public override void AddCollisionEvent(uint CollidedWith, ContactPoint contact) | ||
1458 | { | ||
1459 | if (CollisionEventsThisFrame == null) | ||
1460 | CollisionEventsThisFrame = new CollisionEventUpdate(); | ||
1461 | lock (CollisionEventsThisFrame) | ||
1462 | { | ||
1463 | CollisionEventsThisFrame.AddCollider(CollidedWith, contact); | ||
1464 | _parent_scene.AddCollisionEventReporting(this); | ||
1465 | } | ||
1466 | } | ||
1467 | |||
1468 | public void SendCollisions() | ||
1469 | { | ||
1470 | if (CollisionEventsThisFrame == null) | ||
1471 | return; | ||
1472 | |||
1473 | lock (CollisionEventsThisFrame) | ||
1474 | { | ||
1475 | if (m_cureventsubscription < m_eventsubscription) | ||
1476 | return; | ||
1477 | |||
1478 | m_cureventsubscription = 0; | ||
1479 | |||
1480 | int ncolisions = CollisionEventsThisFrame.m_objCollisionList.Count; | ||
1481 | |||
1482 | if (!SentEmptyCollisionsEvent || ncolisions > 0) | ||
1483 | { | ||
1484 | base.SendCollisionUpdate(CollisionEventsThisFrame); | ||
1485 | |||
1486 | if (ncolisions == 0) | ||
1487 | { | ||
1488 | SentEmptyCollisionsEvent = true; | ||
1489 | _parent_scene.RemoveCollisionEventReporting(this); | ||
1490 | } | ||
1491 | else | ||
1492 | { | ||
1493 | SentEmptyCollisionsEvent = false; | ||
1494 | CollisionEventsThisFrame.Clear(); | ||
1495 | } | ||
1496 | } | ||
1497 | } | ||
1498 | } | ||
1499 | |||
1500 | internal void AddCollisionFrameTime(int t) | ||
1501 | { | ||
1502 | // protect it from overflow crashing | ||
1503 | if (m_cureventsubscription < 50000) | ||
1504 | m_cureventsubscription += t; | ||
1505 | } | ||
1506 | |||
1507 | public override bool SubscribedEvents() | ||
1508 | { | ||
1509 | if (m_eventsubscription > 0) | ||
1510 | return true; | ||
1511 | return false; | ||
1512 | } | ||
1513 | |||
1514 | private void changePhysicsStatus(bool NewStatus) | ||
1515 | { | ||
1516 | if (NewStatus != m_isPhysical) | ||
1517 | { | ||
1518 | if (NewStatus) | ||
1519 | { | ||
1520 | AvatarGeomAndBodyDestroy(); | ||
1521 | |||
1522 | AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z); | ||
1523 | |||
1524 | _parent_scene.actor_name_map[collider] = (PhysicsActor)this; | ||
1525 | _parent_scene.actor_name_map[capsule] = (PhysicsActor)this; | ||
1526 | _parent_scene.AddCharacter(this); | ||
1527 | } | ||
1528 | else | ||
1529 | { | ||
1530 | _parent_scene.RemoveCollisionEventReporting(this); | ||
1531 | _parent_scene.RemoveCharacter(this); | ||
1532 | // destroy avatar capsule and related ODE data | ||
1533 | AvatarGeomAndBodyDestroy(); | ||
1534 | } | ||
1535 | m_freemove = false; | ||
1536 | m_isPhysical = NewStatus; | ||
1537 | } | ||
1538 | } | ||
1539 | |||
1540 | private void changeAdd() | ||
1541 | { | ||
1542 | changePhysicsStatus(true); | ||
1543 | } | ||
1544 | |||
1545 | private void changeRemove() | ||
1546 | { | ||
1547 | changePhysicsStatus(false); | ||
1548 | } | ||
1549 | |||
1550 | private void changeShape(PrimitiveBaseShape arg) | ||
1551 | { | ||
1552 | } | ||
1553 | |||
1554 | private void changeAvatarSize(strAvatarSize st) | ||
1555 | { | ||
1556 | m_feetOffset = st.offset; | ||
1557 | changeSize(st.size); | ||
1558 | } | ||
1559 | |||
1560 | private void changeSize(Vector3 pSize) | ||
1561 | { | ||
1562 | if (pSize.IsFinite()) | ||
1563 | { | ||
1564 | // for now only look to Z changes since viewers also don't change X and Y | ||
1565 | if (pSize.Z != m_size.Z) | ||
1566 | { | ||
1567 | AvatarGeomAndBodyDestroy(); | ||
1568 | |||
1569 | |||
1570 | float oldsz = m_size.Z; | ||
1571 | m_size = pSize; | ||
1572 | |||
1573 | |||
1574 | AvatarGeomAndBodyCreation(_position.X, _position.Y, | ||
1575 | _position.Z + (m_size.Z - oldsz) * 0.5f); | ||
1576 | |||
1577 | Velocity = Vector3.Zero; | ||
1578 | |||
1579 | |||
1580 | _parent_scene.actor_name_map[collider] = (PhysicsActor)this; | ||
1581 | _parent_scene.actor_name_map[capsule] = (PhysicsActor)this; | ||
1582 | } | ||
1583 | m_freemove = false; | ||
1584 | m_pidControllerActive = true; | ||
1585 | } | ||
1586 | else | ||
1587 | { | ||
1588 | m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character"); | ||
1589 | } | ||
1590 | } | ||
1591 | |||
1592 | private void changePosition( Vector3 newPos) | ||
1593 | { | ||
1594 | if (Body != IntPtr.Zero) | ||
1595 | d.BodySetPosition(Body, newPos.X, newPos.Y, newPos.Z); | ||
1596 | _position = newPos; | ||
1597 | m_freemove = false; | ||
1598 | m_pidControllerActive = true; | ||
1599 | } | ||
1600 | |||
1601 | private void changeOrientation(Quaternion newOri) | ||
1602 | { | ||
1603 | if (m_orientation != newOri) | ||
1604 | { | ||
1605 | m_orientation = newOri; // keep a copy for core use | ||
1606 | // but only use rotations around Z | ||
1607 | |||
1608 | m_orientation2D.W = newOri.W; | ||
1609 | m_orientation2D.Z = newOri.Z; | ||
1610 | |||
1611 | float t = m_orientation2D.W * m_orientation2D.W + m_orientation2D.Z * m_orientation2D.Z; | ||
1612 | if (t > 0) | ||
1613 | { | ||
1614 | t = 1.0f / (float)Math.Sqrt(t); | ||
1615 | m_orientation2D.W *= t; | ||
1616 | m_orientation2D.Z *= t; | ||
1617 | } | ||
1618 | else | ||
1619 | { | ||
1620 | m_orientation2D.W = 1.0f; | ||
1621 | m_orientation2D.Z = 0f; | ||
1622 | } | ||
1623 | m_orientation2D.Y = 0f; | ||
1624 | m_orientation2D.X = 0f; | ||
1625 | |||
1626 | d.Quaternion myrot = new d.Quaternion(); | ||
1627 | myrot.X = m_orientation2D.X; | ||
1628 | myrot.Y = m_orientation2D.Y; | ||
1629 | myrot.Z = m_orientation2D.Z; | ||
1630 | myrot.W = m_orientation2D.W; | ||
1631 | d.BodySetQuaternion(Body, ref myrot); | ||
1632 | } | ||
1633 | } | ||
1634 | |||
1635 | private void changeVelocity(Vector3 newVel) | ||
1636 | { | ||
1637 | m_pidControllerActive = true; | ||
1638 | m_freemove = false; | ||
1639 | _target_velocity = newVel; | ||
1640 | } | ||
1641 | |||
1642 | private void changeSetTorque(Vector3 newTorque) | ||
1643 | { | ||
1644 | } | ||
1645 | |||
1646 | private void changeAddForce(Vector3 newForce) | ||
1647 | { | ||
1648 | } | ||
1649 | |||
1650 | private void changeAddAngularForce(Vector3 arg) | ||
1651 | { | ||
1652 | } | ||
1653 | |||
1654 | private void changeAngularLock(Vector3 arg) | ||
1655 | { | ||
1656 | } | ||
1657 | |||
1658 | private void changeFloatOnWater(bool arg) | ||
1659 | { | ||
1660 | } | ||
1661 | |||
1662 | private void changeVolumedetetion(bool arg) | ||
1663 | { | ||
1664 | } | ||
1665 | |||
1666 | private void changeSelectedStatus(bool arg) | ||
1667 | { | ||
1668 | } | ||
1669 | |||
1670 | private void changeDisable(bool arg) | ||
1671 | { | ||
1672 | } | ||
1673 | |||
1674 | private void changeBuilding(bool arg) | ||
1675 | { | ||
1676 | } | ||
1677 | |||
1678 | private void setFreeMove() | ||
1679 | { | ||
1680 | m_pidControllerActive = true; | ||
1681 | _zeroFlag = false; | ||
1682 | _target_velocity = Vector3.Zero; | ||
1683 | m_freemove = true; | ||
1684 | m_colliderfilter = -1; | ||
1685 | m_colliderObjectfilter = -1; | ||
1686 | m_colliderGroundfilter = -1; | ||
1687 | |||
1688 | m_iscolliding = false; | ||
1689 | m_iscollidingGround = false; | ||
1690 | m_iscollidingObj = false; | ||
1691 | |||
1692 | CollisionEventsThisFrame.Clear(); | ||
1693 | } | ||
1694 | |||
1695 | private void changeForce(Vector3 newForce) | ||
1696 | { | ||
1697 | setFreeMove(); | ||
1698 | |||
1699 | if (Body != IntPtr.Zero) | ||
1700 | { | ||
1701 | if (newForce.X != 0f || newForce.Y != 0f || newForce.Z != 0) | ||
1702 | d.BodyAddForce(Body, newForce.X, newForce.Y, newForce.Z); | ||
1703 | } | ||
1704 | } | ||
1705 | |||
1706 | // for now momentum is actually velocity | ||
1707 | private void changeMomentum(Vector3 newmomentum) | ||
1708 | { | ||
1709 | _velocity = newmomentum; | ||
1710 | setFreeMove(); | ||
1711 | |||
1712 | if (Body != IntPtr.Zero) | ||
1713 | d.BodySetLinearVel(Body, newmomentum.X, newmomentum.Y, newmomentum.Z); | ||
1714 | } | ||
1715 | |||
1716 | private void donullchange() | ||
1717 | { | ||
1718 | } | ||
1719 | |||
1720 | public bool DoAChange(changes what, object arg) | ||
1721 | { | ||
1722 | if (collider == IntPtr.Zero && what != changes.Add && what != changes.Remove) | ||
1723 | { | ||
1724 | return false; | ||
1725 | } | ||
1726 | |||
1727 | // nasty switch | ||
1728 | switch (what) | ||
1729 | { | ||
1730 | case changes.Add: | ||
1731 | changeAdd(); | ||
1732 | break; | ||
1733 | case changes.Remove: | ||
1734 | changeRemove(); | ||
1735 | break; | ||
1736 | |||
1737 | case changes.Position: | ||
1738 | changePosition((Vector3)arg); | ||
1739 | break; | ||
1740 | |||
1741 | case changes.Orientation: | ||
1742 | changeOrientation((Quaternion)arg); | ||
1743 | break; | ||
1744 | |||
1745 | case changes.PosOffset: | ||
1746 | donullchange(); | ||
1747 | break; | ||
1748 | |||
1749 | case changes.OriOffset: | ||
1750 | donullchange(); | ||
1751 | break; | ||
1752 | |||
1753 | case changes.Velocity: | ||
1754 | changeVelocity((Vector3)arg); | ||
1755 | break; | ||
1756 | |||
1757 | // case changes.Acceleration: | ||
1758 | // changeacceleration((Vector3)arg); | ||
1759 | // break; | ||
1760 | // case changes.AngVelocity: | ||
1761 | // changeangvelocity((Vector3)arg); | ||
1762 | // break; | ||
1763 | |||
1764 | case changes.Force: | ||
1765 | changeForce((Vector3)arg); | ||
1766 | break; | ||
1767 | |||
1768 | case changes.Torque: | ||
1769 | changeSetTorque((Vector3)arg); | ||
1770 | break; | ||
1771 | |||
1772 | case changes.AddForce: | ||
1773 | changeAddForce((Vector3)arg); | ||
1774 | break; | ||
1775 | |||
1776 | case changes.AddAngForce: | ||
1777 | changeAddAngularForce((Vector3)arg); | ||
1778 | break; | ||
1779 | |||
1780 | case changes.AngLock: | ||
1781 | changeAngularLock((Vector3)arg); | ||
1782 | break; | ||
1783 | |||
1784 | case changes.Size: | ||
1785 | changeSize((Vector3)arg); | ||
1786 | break; | ||
1787 | |||
1788 | case changes.AvatarSize: | ||
1789 | changeAvatarSize((strAvatarSize)arg); | ||
1790 | break; | ||
1791 | |||
1792 | case changes.Momentum: | ||
1793 | changeMomentum((Vector3)arg); | ||
1794 | break; | ||
1795 | /* not in use for now | ||
1796 | case changes.Shape: | ||
1797 | changeShape((PrimitiveBaseShape)arg); | ||
1798 | break; | ||
1799 | |||
1800 | case changes.CollidesWater: | ||
1801 | changeFloatOnWater((bool)arg); | ||
1802 | break; | ||
1803 | |||
1804 | case changes.VolumeDtc: | ||
1805 | changeVolumedetetion((bool)arg); | ||
1806 | break; | ||
1807 | |||
1808 | case changes.Physical: | ||
1809 | changePhysicsStatus((bool)arg); | ||
1810 | break; | ||
1811 | |||
1812 | case changes.Selected: | ||
1813 | changeSelectedStatus((bool)arg); | ||
1814 | break; | ||
1815 | |||
1816 | case changes.disabled: | ||
1817 | changeDisable((bool)arg); | ||
1818 | break; | ||
1819 | |||
1820 | case changes.building: | ||
1821 | changeBuilding((bool)arg); | ||
1822 | break; | ||
1823 | */ | ||
1824 | case changes.Null: | ||
1825 | donullchange(); | ||
1826 | break; | ||
1827 | |||
1828 | default: | ||
1829 | donullchange(); | ||
1830 | break; | ||
1831 | } | ||
1832 | return false; | ||
1833 | } | ||
1834 | |||
1835 | public void AddChange(changes what, object arg) | ||
1836 | { | ||
1837 | _parent_scene.AddChange((PhysicsActor)this, what, arg); | ||
1838 | } | ||
1839 | |||
1840 | private struct strAvatarSize | ||
1841 | { | ||
1842 | public Vector3 size; | ||
1843 | public float offset; | ||
1844 | } | ||
1845 | |||
1846 | } | ||
1847 | } | ||