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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 copyrightD
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
28using System;
29using System.Collections.Generic;
30using System.Linq;
31using System.Text;
32
33using OpenSim.Region.Physics.Manager;
34
35using OMV = OpenMetaverse;
36
37namespace OpenSim.Region.Physics.BulletSPlugin
38{
39public class BSActorAvatarMove : BSActor
40{
41 BSVMotor m_velocityMotor;
42
43 // Set to true if we think we're going up stairs.
44 // This state is remembered because collisions will turn on and off as we go up stairs.
45 int m_walkingUpStairs;
46 // The amount the step up is applying. Used to smooth stair walking.
47 float m_lastStepUp;
48
49 // Jumping happens over several frames. If use applies up force while colliding, start the
50 // jump and allow the jump to continue for this number of frames.
51 int m_jumpFrames = 0;
52 float m_jumpVelocity = 0f;
53
54 public BSActorAvatarMove(BSScene physicsScene, BSPhysObject pObj, string actorName)
55 : base(physicsScene, pObj, actorName)
56 {
57 m_velocityMotor = null;
58 m_walkingUpStairs = 0;
59 m_physicsScene.DetailLog("{0},BSActorAvatarMove,constructor", m_controllingPrim.LocalID);
60 }
61
62 // BSActor.isActive
63 public override bool isActive
64 {
65 get { return Enabled && m_controllingPrim.IsPhysicallyActive; }
66 }
67
68 // Release any connections and resources used by the actor.
69 // BSActor.Dispose()
70 public override void Dispose()
71 {
72 Enabled = false;
73 }
74
75 // Called when physical parameters (properties set in Bullet) need to be re-applied.
76 // Called at taint-time.
77 // BSActor.Refresh()
78 public override void Refresh()
79 {
80 m_physicsScene.DetailLog("{0},BSActorAvatarMove,refresh", m_controllingPrim.LocalID);
81
82 // If the object is physically active, add the hoverer prestep action
83 if (isActive)
84 {
85 ActivateAvatarMove();
86 }
87 else
88 {
89 DeactivateAvatarMove();
90 }
91 }
92
93 // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...).
94 // Register a prestep action to restore physical requirements before the next simulation step.
95 // Called at taint-time.
96 // BSActor.RemoveDependencies()
97 public override void RemoveDependencies()
98 {
99 // Nothing to do for the hoverer since it is all software at pre-step action time.
100 }
101
102 // Usually called when target velocity changes to set the current velocity and the target
103 // into the movement motor.
104 public void SetVelocityAndTarget(OMV.Vector3 vel, OMV.Vector3 targ, bool inTaintTime)
105 {
106 m_physicsScene.TaintedObject(inTaintTime, "BSActorAvatarMove.setVelocityAndTarget", delegate()
107 {
108 if (m_velocityMotor != null)
109 {
110 m_velocityMotor.Reset();
111 m_velocityMotor.SetTarget(targ);
112 m_velocityMotor.SetCurrent(vel);
113 m_velocityMotor.Enabled = true;
114 }
115 });
116 }
117
118 // If a hover motor has not been created, create one and start the hovering.
119 private void ActivateAvatarMove()
120 {
121 if (m_velocityMotor == null)
122 {
123 // Infinite decay and timescale values so motor only changes current to target values.
124 m_velocityMotor = new BSVMotor("BSCharacter.Velocity",
125 0.2f, // time scale
126 BSMotor.Infinite, // decay time scale
127 1f // efficiency
128 );
129 // _velocityMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages.
130 SetVelocityAndTarget(m_controllingPrim.RawVelocity, m_controllingPrim.TargetVelocity, true /* inTaintTime */);
131
132 m_physicsScene.BeforeStep += Mover;
133 m_controllingPrim.OnPreUpdateProperty += Process_OnPreUpdateProperty;
134
135 m_walkingUpStairs = 0;
136 }
137 }
138
139 private void DeactivateAvatarMove()
140 {
141 if (m_velocityMotor != null)
142 {
143 m_controllingPrim.OnPreUpdateProperty -= Process_OnPreUpdateProperty;
144 m_physicsScene.BeforeStep -= Mover;
145 m_velocityMotor = null;
146 }
147 }
148
149 // Called just before the simulation step. Update the vertical position for hoverness.
150 private void Mover(float timeStep)
151 {
152 // Don't do movement while the object is selected.
153 if (!isActive)
154 return;
155
156 // TODO: Decide if the step parameters should be changed depending on the avatar's
157 // state (flying, colliding, ...). There is code in ODE to do this.
158
159 // COMMENTARY: when the user is making the avatar walk, except for falling, the velocity
160 // specified for the avatar is the one that should be used. For falling, if the avatar
161 // is not flying and is not colliding then it is presumed to be falling and the Z
162 // component is not fooled with (thus allowing gravity to do its thing).
163 // When the avatar is standing, though, the user has specified a velocity of zero and
164 // the avatar should be standing. But if the avatar is pushed by something in the world
165 // (raising elevator platform, moving vehicle, ...) the avatar should be allowed to
166 // move. Thus, the velocity cannot be forced to zero. The problem is that small velocity
167 // errors can creap in and the avatar will slowly float off in some direction.
168 // So, the problem is that, when an avatar is standing, we cannot tell creaping error
169 // from real pushing.
170 // The code below uses whether the collider is static or moving to decide whether to zero motion.
171
172 m_velocityMotor.Step(timeStep);
173 m_controllingPrim.IsStationary = false;
174
175 // If we're not supposed to be moving, make sure things are zero.
176 if (m_velocityMotor.ErrorIsZero() && m_velocityMotor.TargetValue == OMV.Vector3.Zero)
177 {
178 // The avatar shouldn't be moving
179 m_velocityMotor.Zero();
180
181 if (m_controllingPrim.IsColliding)
182 {
183 // If we are colliding with a stationary object, presume we're standing and don't move around
184 if (!m_controllingPrim.ColliderIsMoving)
185 {
186 m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", m_controllingPrim.LocalID);
187 m_controllingPrim.IsStationary = true;
188 m_controllingPrim.ZeroMotion(true /* inTaintTime */);
189 }
190
191 // Standing has more friction on the ground
192 if (m_controllingPrim.Friction != BSParam.AvatarStandingFriction)
193 {
194 m_controllingPrim.Friction = BSParam.AvatarStandingFriction;
195 m_physicsScene.PE.SetFriction(m_controllingPrim.PhysBody, m_controllingPrim.Friction);
196 }
197 }
198 else
199 {
200 if (m_controllingPrim.Flying)
201 {
202 // Flying and not colliding and velocity nearly zero.
203 m_controllingPrim.ZeroMotion(true /* inTaintTime */);
204 }
205 }
206
207 m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,taint,stopping,target={1},colliding={2}",
208 m_controllingPrim.LocalID, m_velocityMotor.TargetValue, m_controllingPrim.IsColliding);
209 }
210 else
211 {
212 // Supposed to be moving.
213 OMV.Vector3 stepVelocity = m_velocityMotor.CurrentValue;
214
215 if (m_controllingPrim.Friction != BSParam.AvatarFriction)
216 {
217 // Probably starting to walk. Set friction to moving friction.
218 m_controllingPrim.Friction = BSParam.AvatarFriction;
219 m_physicsScene.PE.SetFriction(m_controllingPrim.PhysBody, m_controllingPrim.Friction);
220 }
221
222 if (!m_controllingPrim.Flying && !m_controllingPrim.IsColliding)
223 {
224 stepVelocity.Z = m_controllingPrim.RawVelocity.Z;
225 }
226
227
228 // Colliding and not flying with an upward force. The avatar must be trying to jump.
229 if (!m_controllingPrim.Flying && m_controllingPrim.IsColliding && stepVelocity.Z > 0)
230 {
231 // We allow the upward force to happen for this many frames.
232 m_jumpFrames = BSParam.AvatarJumpFrames;
233 m_jumpVelocity = stepVelocity.Z;
234 }
235
236 // The case where the avatar is not colliding and is not flying is special.
237 // The avatar is either falling or jumping and the user can be applying force to the avatar
238 // (force in some direction or force up or down).
239 // If the avatar has negative Z velocity and is not colliding, presume we're falling and keep the velocity.
240 // If the user is trying to apply upward force but we're not colliding, assume the avatar
241 // is trying to jump and don't apply the upward force if not touching the ground any more.
242 if (!m_controllingPrim.Flying && !m_controllingPrim.IsColliding)
243 {
244 // If upward velocity is being applied, this must be a jump and only allow that to go on so long
245 if (m_jumpFrames > 0)
246 {
247 // Since not touching the ground, only apply upward force for so long.
248 m_jumpFrames--;
249 stepVelocity.Z = m_jumpVelocity;
250 }
251 else
252 {
253 // Since we're not affected by anything, whatever vertical motion the avatar has, continue that.
254 stepVelocity.Z = m_controllingPrim.RawVelocity.Z;
255 }
256 // DetailLog("{0},BSCharacter.MoveMotor,taint,overrideStepZWithWorldZ,stepVel={1}", LocalID, stepVelocity);
257 }
258
259 // 'stepVelocity' is now the speed we'd like the avatar to move in. Turn that into an instantanous force.
260 OMV.Vector3 moveForce = (stepVelocity - m_controllingPrim.RawVelocity) * m_controllingPrim.Mass;
261
262 // Add special movement force to allow avatars to walk up stepped surfaces.
263 moveForce += WalkUpStairs();
264
265 m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}",
266 m_controllingPrim.LocalID, stepVelocity, m_controllingPrim.RawVelocity, m_controllingPrim.Mass, moveForce);
267 m_physicsScene.PE.ApplyCentralImpulse(m_controllingPrim.PhysBody, moveForce);
268 }
269 }
270
271 // Called just as the property update is received from the physics engine.
272 // Do any mode necessary for avatar movement.
273 private void Process_OnPreUpdateProperty(ref EntityProperties entprop)
274 {
275 // Don't change position if standing on a stationary object.
276 if (m_controllingPrim.IsStationary)
277 {
278 entprop.Position = m_controllingPrim.RawPosition;
279 m_physicsScene.PE.SetTranslation(m_controllingPrim.PhysBody, entprop.Position, entprop.Rotation);
280 }
281
282 }
283
284 // Decide if the character is colliding with a low object and compute a force to pop the
285 // avatar up so it can walk up and over the low objects.
286 private OMV.Vector3 WalkUpStairs()
287 {
288 OMV.Vector3 ret = OMV.Vector3.Zero;
289
290 m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs,IsColliding={1},flying={2},targSpeed={3},collisions={4},avHeight={5}",
291 m_controllingPrim.LocalID, m_controllingPrim.IsColliding, m_controllingPrim.Flying,
292 m_controllingPrim.TargetVelocitySpeed, m_controllingPrim.CollisionsLastTick.Count, m_controllingPrim.Size.Z);
293
294 // Check for stairs climbing if colliding, not flying and moving forward
295 if ( m_controllingPrim.IsColliding
296 && !m_controllingPrim.Flying
297 && m_controllingPrim.TargetVelocitySpeed > 0.1f )
298 {
299 // The range near the character's feet where we will consider stairs
300 // float nearFeetHeightMin = m_controllingPrim.RawPosition.Z - (m_controllingPrim.Size.Z / 2f) + 0.05f;
301 // Note: there is a problem with the computation of the capsule height. Thus RawPosition is off
302 // from the height. Revisit size and this computation when height is scaled properly.
303 float nearFeetHeightMin = m_controllingPrim.RawPosition.Z - (m_controllingPrim.Size.Z / 2f) - 0.05f;
304 float nearFeetHeightMax = nearFeetHeightMin + BSParam.AvatarStepHeight;
305
306 // Look for a collision point that is near the character's feet and is oriented the same as the charactor is.
307 // Find the highest 'good' collision.
308 OMV.Vector3 highestTouchPosition = OMV.Vector3.Zero;
309 foreach (KeyValuePair<uint, ContactPoint> kvp in m_controllingPrim.CollisionsLastTick.m_objCollisionList)
310 {
311 // Don't care about collisions with the terrain
312 if (kvp.Key > m_physicsScene.TerrainManager.HighestTerrainID)
313 {
314 OMV.Vector3 touchPosition = kvp.Value.Position;
315 m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs,min={1},max={2},touch={3}",
316 m_controllingPrim.LocalID, nearFeetHeightMin, nearFeetHeightMax, touchPosition);
317 if (touchPosition.Z >= nearFeetHeightMin && touchPosition.Z <= nearFeetHeightMax)
318 {
319 // This contact is within the 'near the feet' range.
320 // The normal should be our contact point to the object so it is pointing away
321 // thus the difference between our facing orientation and the normal should be small.
322 OMV.Vector3 directionFacing = OMV.Vector3.UnitX * m_controllingPrim.RawOrientation;
323 OMV.Vector3 touchNormal = OMV.Vector3.Normalize(kvp.Value.SurfaceNormal);
324 float diff = Math.Abs(OMV.Vector3.Distance(directionFacing, touchNormal));
325 if (diff < BSParam.AvatarStepApproachFactor)
326 {
327 if (highestTouchPosition.Z < touchPosition.Z)
328 highestTouchPosition = touchPosition;
329 }
330 }
331 }
332 }
333 m_walkingUpStairs = 0;
334 // If there is a good step sensing, move the avatar over the step.
335 if (highestTouchPosition != OMV.Vector3.Zero)
336 {
337 // Remember that we are going up stairs. This is needed because collisions
338 // will stop when we move up so this smoothes out that effect.
339 m_walkingUpStairs = BSParam.AvatarStepSmoothingSteps;
340
341 m_lastStepUp = highestTouchPosition.Z - nearFeetHeightMin;
342 ret = ComputeStairCorrection(m_lastStepUp);
343 m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs,touchPos={1},nearFeetMin={2},ret={3}",
344 m_controllingPrim.LocalID, highestTouchPosition, nearFeetHeightMin, ret);
345 }
346 }
347 else
348 {
349 // If we used to be going up stairs but are not now, smooth the case where collision goes away while
350 // we are bouncing up the stairs.
351 if (m_walkingUpStairs > 0)
352 {
353 m_walkingUpStairs--;
354 ret = ComputeStairCorrection(m_lastStepUp);
355 }
356 }
357
358 return ret;
359 }
360
361 private OMV.Vector3 ComputeStairCorrection(float stepUp)
362 {
363 OMV.Vector3 ret = OMV.Vector3.Zero;
364 OMV.Vector3 displacement = OMV.Vector3.Zero;
365
366 if (stepUp > 0f)
367 {
368 // Found the stairs contact point. Push up a little to raise the character.
369 if (BSParam.AvatarStepForceFactor > 0f)
370 {
371 float upForce = stepUp * m_controllingPrim.Mass * BSParam.AvatarStepForceFactor;
372 ret = new OMV.Vector3(0f, 0f, upForce);
373 }
374
375 // Also move the avatar up for the new height
376 if (BSParam.AvatarStepUpCorrectionFactor > 0f)
377 {
378 // Move the avatar up related to the height of the collision
379 displacement = new OMV.Vector3(0f, 0f, stepUp * BSParam.AvatarStepUpCorrectionFactor);
380 m_controllingPrim.ForcePosition = m_controllingPrim.RawPosition + displacement;
381 }
382 else
383 {
384 if (BSParam.AvatarStepUpCorrectionFactor < 0f)
385 {
386 // Move the avatar up about the specified step height
387 displacement = new OMV.Vector3(0f, 0f, BSParam.AvatarStepHeight);
388 m_controllingPrim.ForcePosition = m_controllingPrim.RawPosition + displacement;
389 }
390 }
391 m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs.ComputeStairCorrection,disp={1},force={2}",
392 m_controllingPrim.LocalID, displacement, ret);
393
394 }
395 return ret;
396 }
397}
398}
399
400