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-rw-r--r-- | OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs | 1478 |
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diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs new file mode 100644 index 0000000..b0711d7 --- /dev/null +++ b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs | |||
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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 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.Physics.Manager; | ||
38 | using log4net; | ||
39 | |||
40 | namespace OpenSim.Region.Physics.OdePlugin | ||
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 bool _zeroFlag = false; | ||
78 | private Vector3 _velocity; | ||
79 | private Vector3 _target_velocity; | ||
80 | private Vector3 _acceleration; | ||
81 | private Vector3 m_rotationalVelocity; | ||
82 | private float m_mass = 80f; | ||
83 | public float m_density = 60f; | ||
84 | private bool m_pidControllerActive = true; | ||
85 | public float PID_D = 800.0f; | ||
86 | public float PID_P = 900.0f; | ||
87 | //private static float POSTURE_SERVO = 10000.0f; | ||
88 | public float CAPSULE_RADIUS = 0.37f; | ||
89 | public float CAPSULE_LENGTH = 2.140599f; | ||
90 | public float walkDivisor = 1.3f; | ||
91 | public float runDivisor = 0.8f; | ||
92 | private bool flying = false; | ||
93 | private bool m_iscolliding = false; | ||
94 | private bool m_iscollidingGround = false; | ||
95 | private bool m_iscollidingObj = false; | ||
96 | private bool m_alwaysRun = false; | ||
97 | private int m_requestedUpdateFrequency = 0; | ||
98 | public uint m_localID = 0; | ||
99 | public bool m_returnCollisions = false; | ||
100 | // taints and their non-tainted counterparts | ||
101 | public bool m_isPhysical = false; // the current physical status | ||
102 | public float MinimumGroundFlightOffset = 3f; | ||
103 | |||
104 | private float m_buoyancy = 0f; | ||
105 | |||
106 | private bool m_freemove = false; | ||
107 | // private CollisionLocker ode; | ||
108 | |||
109 | private string m_name = String.Empty; | ||
110 | // other filter control | ||
111 | int m_colliderfilter = 0; | ||
112 | int m_colliderGroundfilter = 0; | ||
113 | int m_colliderObjectfilter = 0; | ||
114 | |||
115 | // Default we're a Character | ||
116 | private CollisionCategories m_collisionCategories = (CollisionCategories.Character); | ||
117 | |||
118 | // Default, Collide with Other Geometries, spaces, bodies and characters. | ||
119 | private CollisionCategories m_collisionFlags = (CollisionCategories.Character | ||
120 | | CollisionCategories.Geom | ||
121 | | CollisionCategories.VolumeDtc | ||
122 | ); | ||
123 | // we do land collisions not ode | CollisionCategories.Land); | ||
124 | public IntPtr Body = IntPtr.Zero; | ||
125 | private OdeScene _parent_scene; | ||
126 | public IntPtr Shell = IntPtr.Zero; | ||
127 | public IntPtr Amotor = IntPtr.Zero; | ||
128 | public d.Mass ShellMass; | ||
129 | // public bool collidelock = false; | ||
130 | |||
131 | private bool m_haseventsubscription = false; | ||
132 | public int m_eventsubscription = 0; | ||
133 | private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate(); | ||
134 | |||
135 | // unique UUID of this character object | ||
136 | public UUID m_uuid; | ||
137 | public bool bad = false; | ||
138 | |||
139 | float mu; | ||
140 | |||
141 | public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, Vector3 size, float pid_d, float pid_p, float capsule_radius, float density, float walk_divisor, float rundivisor) | ||
142 | { | ||
143 | m_uuid = UUID.Random(); | ||
144 | |||
145 | if (pos.IsFinite()) | ||
146 | { | ||
147 | if (pos.Z > 99999f) | ||
148 | { | ||
149 | pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5; | ||
150 | } | ||
151 | if (pos.Z < -100f) // shouldn't this be 0 ? | ||
152 | { | ||
153 | pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5; | ||
154 | } | ||
155 | _position = pos; | ||
156 | } | ||
157 | else | ||
158 | { | ||
159 | _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f); | ||
160 | m_log.Warn("[PHYSICS]: Got NaN Position on Character Create"); | ||
161 | } | ||
162 | |||
163 | _parent_scene = parent_scene; | ||
164 | |||
165 | PID_D = pid_d; | ||
166 | PID_P = pid_p; | ||
167 | CAPSULE_RADIUS = capsule_radius; | ||
168 | m_density = density; | ||
169 | m_mass = 80f; // sure we have a default | ||
170 | |||
171 | // force lower density for testing | ||
172 | m_density = 3.0f; | ||
173 | |||
174 | |||
175 | mu = parent_scene.AvatarFriction; | ||
176 | |||
177 | walkDivisor = walk_divisor; | ||
178 | runDivisor = rundivisor; | ||
179 | |||
180 | CAPSULE_LENGTH = size.Z * 1.15f - CAPSULE_RADIUS * 2.0f; | ||
181 | //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString()); | ||
182 | |||
183 | m_isPhysical = false; // current status: no ODE information exists | ||
184 | |||
185 | m_name = avName; | ||
186 | |||
187 | AddChange(changes.Add, null); | ||
188 | } | ||
189 | |||
190 | public override int PhysicsActorType | ||
191 | { | ||
192 | get { return (int)ActorTypes.Agent; } | ||
193 | set { return; } | ||
194 | } | ||
195 | |||
196 | public override void getContactData(ref ContactData cdata) | ||
197 | { | ||
198 | cdata.mu = mu; | ||
199 | cdata.bounce = 0; | ||
200 | cdata.softcolide = false; | ||
201 | } | ||
202 | |||
203 | public override bool Building { get; set; } | ||
204 | |||
205 | /// <summary> | ||
206 | /// If this is set, the avatar will move faster | ||
207 | /// </summary> | ||
208 | public override bool SetAlwaysRun | ||
209 | { | ||
210 | get { return m_alwaysRun; } | ||
211 | set { m_alwaysRun = value; } | ||
212 | } | ||
213 | |||
214 | public override uint LocalID | ||
215 | { | ||
216 | set { m_localID = value; } | ||
217 | } | ||
218 | |||
219 | public override bool Grabbed | ||
220 | { | ||
221 | set { return; } | ||
222 | } | ||
223 | |||
224 | public override bool Selected | ||
225 | { | ||
226 | set { return; } | ||
227 | } | ||
228 | |||
229 | public override float Buoyancy | ||
230 | { | ||
231 | get { return m_buoyancy; } | ||
232 | set { m_buoyancy = value; } | ||
233 | } | ||
234 | |||
235 | public override bool FloatOnWater | ||
236 | { | ||
237 | set { return; } | ||
238 | } | ||
239 | |||
240 | public override bool IsPhysical | ||
241 | { | ||
242 | get { return false; } | ||
243 | set { return; } | ||
244 | } | ||
245 | |||
246 | public override bool ThrottleUpdates | ||
247 | { | ||
248 | get { return false; } | ||
249 | set { return; } | ||
250 | } | ||
251 | |||
252 | public override bool Flying | ||
253 | { | ||
254 | get { return flying; } | ||
255 | set | ||
256 | { | ||
257 | flying = value; | ||
258 | // m_log.DebugFormat("[PHYSICS]: Set OdeCharacter Flying to {0}", flying); | ||
259 | } | ||
260 | } | ||
261 | |||
262 | /// <summary> | ||
263 | /// Returns if the avatar is colliding in general. | ||
264 | /// This includes the ground and objects and avatar. | ||
265 | /// </summary> | ||
266 | public override bool IsColliding | ||
267 | { | ||
268 | get { return (m_iscolliding || m_iscollidingGround); } | ||
269 | set | ||
270 | { | ||
271 | if (value) | ||
272 | { | ||
273 | m_colliderfilter += 2; | ||
274 | if (m_colliderfilter > 2) | ||
275 | m_colliderfilter = 2; | ||
276 | } | ||
277 | else | ||
278 | { | ||
279 | m_colliderfilter--; | ||
280 | if (m_colliderfilter < 0) | ||
281 | m_colliderfilter = 0; | ||
282 | } | ||
283 | |||
284 | if (m_colliderfilter == 0) | ||
285 | m_iscolliding = false; | ||
286 | else | ||
287 | { | ||
288 | m_pidControllerActive = true; | ||
289 | m_iscolliding = true; | ||
290 | } | ||
291 | } | ||
292 | } | ||
293 | |||
294 | /// <summary> | ||
295 | /// Returns if an avatar is colliding with the ground | ||
296 | /// </summary> | ||
297 | public override bool CollidingGround | ||
298 | { | ||
299 | get { return m_iscollidingGround; } | ||
300 | set | ||
301 | { | ||
302 | /* we now control this | ||
303 | if (value) | ||
304 | { | ||
305 | m_colliderGroundfilter += 2; | ||
306 | if (m_colliderGroundfilter > 2) | ||
307 | m_colliderGroundfilter = 2; | ||
308 | } | ||
309 | else | ||
310 | { | ||
311 | m_colliderGroundfilter--; | ||
312 | if (m_colliderGroundfilter < 0) | ||
313 | m_colliderGroundfilter = 0; | ||
314 | } | ||
315 | |||
316 | if (m_colliderGroundfilter == 0) | ||
317 | m_iscollidingGround = false; | ||
318 | else | ||
319 | m_iscollidingGround = true; | ||
320 | */ | ||
321 | } | ||
322 | |||
323 | } | ||
324 | |||
325 | /// <summary> | ||
326 | /// Returns if the avatar is colliding with an object | ||
327 | /// </summary> | ||
328 | public override bool CollidingObj | ||
329 | { | ||
330 | get { return m_iscollidingObj; } | ||
331 | set | ||
332 | { | ||
333 | // Ubit filter this also | ||
334 | if (value) | ||
335 | { | ||
336 | m_colliderObjectfilter += 2; | ||
337 | if (m_colliderObjectfilter > 2) | ||
338 | m_colliderObjectfilter = 2; | ||
339 | } | ||
340 | else | ||
341 | { | ||
342 | m_colliderObjectfilter--; | ||
343 | if (m_colliderObjectfilter < 0) | ||
344 | m_colliderObjectfilter = 0; | ||
345 | } | ||
346 | |||
347 | if (m_colliderObjectfilter == 0) | ||
348 | m_iscollidingObj = false; | ||
349 | else | ||
350 | m_iscollidingObj = true; | ||
351 | |||
352 | // m_iscollidingObj = value; | ||
353 | |||
354 | if (m_iscollidingObj) | ||
355 | m_pidControllerActive = false; | ||
356 | else | ||
357 | m_pidControllerActive = true; | ||
358 | } | ||
359 | } | ||
360 | |||
361 | /// <summary> | ||
362 | /// turn the PID controller on or off. | ||
363 | /// The PID Controller will turn on all by itself in many situations | ||
364 | /// </summary> | ||
365 | /// <param name="status"></param> | ||
366 | public void SetPidStatus(bool status) | ||
367 | { | ||
368 | m_pidControllerActive = status; | ||
369 | } | ||
370 | |||
371 | public override bool Stopped | ||
372 | { | ||
373 | get { return _zeroFlag; } | ||
374 | } | ||
375 | |||
376 | /// <summary> | ||
377 | /// This 'puts' an avatar somewhere in the physics space. | ||
378 | /// Not really a good choice unless you 'know' it's a good | ||
379 | /// spot otherwise you're likely to orbit the avatar. | ||
380 | /// </summary> | ||
381 | public override Vector3 Position | ||
382 | { | ||
383 | get { return _position; } | ||
384 | set | ||
385 | { | ||
386 | if (value.IsFinite()) | ||
387 | { | ||
388 | if (value.Z > 9999999f) | ||
389 | { | ||
390 | value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5; | ||
391 | } | ||
392 | if (value.Z < -100f) | ||
393 | { | ||
394 | value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5; | ||
395 | } | ||
396 | AddChange(changes.Position, value); | ||
397 | } | ||
398 | else | ||
399 | { | ||
400 | m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character"); | ||
401 | } | ||
402 | } | ||
403 | } | ||
404 | |||
405 | public override Vector3 RotationalVelocity | ||
406 | { | ||
407 | get { return m_rotationalVelocity; } | ||
408 | set { m_rotationalVelocity = value; } | ||
409 | } | ||
410 | |||
411 | /// <summary> | ||
412 | /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight | ||
413 | /// and use it to offset landings properly | ||
414 | /// </summary> | ||
415 | public override Vector3 Size | ||
416 | { | ||
417 | get { | ||
418 | float d = CAPSULE_RADIUS * 2; | ||
419 | return new Vector3(d, d, (CAPSULE_LENGTH +d)/1.15f); } | ||
420 | set | ||
421 | { | ||
422 | if (value.IsFinite()) | ||
423 | { | ||
424 | AddChange(changes.Size, value); | ||
425 | } | ||
426 | else | ||
427 | { | ||
428 | m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character"); | ||
429 | } | ||
430 | } | ||
431 | } | ||
432 | |||
433 | /// <summary> | ||
434 | /// This creates the Avatar's physical Surrogate at the position supplied | ||
435 | /// </summary> | ||
436 | /// <param name="npositionX"></param> | ||
437 | /// <param name="npositionY"></param> | ||
438 | /// <param name="npositionZ"></param> | ||
439 | |||
440 | // | ||
441 | /// <summary> | ||
442 | /// Uses the capped cyllinder volume formula to calculate the avatar's mass. | ||
443 | /// This may be used in calculations in the scene/scenepresence | ||
444 | /// </summary> | ||
445 | public override float Mass | ||
446 | { | ||
447 | get | ||
448 | { | ||
449 | float AVvolume = (float)(Math.PI * CAPSULE_RADIUS * CAPSULE_RADIUS * (1.3333333333f * CAPSULE_RADIUS + CAPSULE_LENGTH)); | ||
450 | return m_density * AVvolume; | ||
451 | } | ||
452 | } | ||
453 | public override void link(PhysicsActor obj) | ||
454 | { | ||
455 | |||
456 | } | ||
457 | |||
458 | public override void delink() | ||
459 | { | ||
460 | |||
461 | } | ||
462 | |||
463 | public override void LockAngularMotion(Vector3 axis) | ||
464 | { | ||
465 | |||
466 | } | ||
467 | |||
468 | |||
469 | public override Vector3 Force | ||
470 | { | ||
471 | get { return _target_velocity; } | ||
472 | set { return; } | ||
473 | } | ||
474 | |||
475 | public override int VehicleType | ||
476 | { | ||
477 | get { return 0; } | ||
478 | set { return; } | ||
479 | } | ||
480 | |||
481 | public override void VehicleFloatParam(int param, float value) | ||
482 | { | ||
483 | |||
484 | } | ||
485 | |||
486 | public override void VehicleVectorParam(int param, Vector3 value) | ||
487 | { | ||
488 | |||
489 | } | ||
490 | |||
491 | public override void VehicleRotationParam(int param, Quaternion rotation) | ||
492 | { | ||
493 | |||
494 | } | ||
495 | |||
496 | public override void VehicleFlags(int param, bool remove) | ||
497 | { | ||
498 | |||
499 | } | ||
500 | |||
501 | public override void SetVolumeDetect(int param) | ||
502 | { | ||
503 | |||
504 | } | ||
505 | |||
506 | public override Vector3 CenterOfMass | ||
507 | { | ||
508 | get | ||
509 | { | ||
510 | Vector3 pos = _position; | ||
511 | return pos; | ||
512 | } | ||
513 | } | ||
514 | |||
515 | public override Vector3 GeometricCenter | ||
516 | { | ||
517 | get | ||
518 | { | ||
519 | Vector3 pos = _position; | ||
520 | return pos; | ||
521 | } | ||
522 | } | ||
523 | |||
524 | //UBit mess | ||
525 | /* for later use | ||
526 | public override Vector3 PrimOOBsize | ||
527 | { | ||
528 | get | ||
529 | { | ||
530 | Vector3 s=Size; | ||
531 | s.X *=0.5f; | ||
532 | s.Y *=0.5f; | ||
533 | s.Z *=0.5f; | ||
534 | return s; | ||
535 | } | ||
536 | } | ||
537 | |||
538 | public override Vector3 PrimOOBoffset | ||
539 | { | ||
540 | get | ||
541 | { | ||
542 | return Vector3.Zero; | ||
543 | } | ||
544 | } | ||
545 | */ | ||
546 | |||
547 | public override PrimitiveBaseShape Shape | ||
548 | { | ||
549 | set { return; } | ||
550 | } | ||
551 | |||
552 | public override Vector3 Velocity | ||
553 | { | ||
554 | get | ||
555 | { | ||
556 | return _velocity; | ||
557 | } | ||
558 | set | ||
559 | { | ||
560 | if (value.IsFinite()) | ||
561 | { | ||
562 | AddChange(changes.Velocity, value); | ||
563 | } | ||
564 | else | ||
565 | { | ||
566 | m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character"); | ||
567 | } | ||
568 | } | ||
569 | } | ||
570 | |||
571 | public override Vector3 Torque | ||
572 | { | ||
573 | get { return Vector3.Zero; } | ||
574 | set { return; } | ||
575 | } | ||
576 | |||
577 | public override float CollisionScore | ||
578 | { | ||
579 | get { return 0f; } | ||
580 | set { } | ||
581 | } | ||
582 | |||
583 | public override bool Kinematic | ||
584 | { | ||
585 | get { return false; } | ||
586 | set { } | ||
587 | } | ||
588 | |||
589 | public override Quaternion Orientation | ||
590 | { | ||
591 | get { return Quaternion.Identity; } | ||
592 | set | ||
593 | { | ||
594 | } | ||
595 | } | ||
596 | |||
597 | public override Vector3 Acceleration | ||
598 | { | ||
599 | get { return _acceleration; } | ||
600 | set { } | ||
601 | } | ||
602 | |||
603 | public void SetAcceleration(Vector3 accel) | ||
604 | { | ||
605 | m_pidControllerActive = true; | ||
606 | _acceleration = accel; | ||
607 | } | ||
608 | |||
609 | /// <summary> | ||
610 | /// Adds the force supplied to the Target Velocity | ||
611 | /// The PID controller takes this target velocity and tries to make it a reality | ||
612 | /// </summary> | ||
613 | /// <param name="force"></param> | ||
614 | public override void AddForce(Vector3 force, bool pushforce) | ||
615 | { | ||
616 | if (force.IsFinite()) | ||
617 | { | ||
618 | if (pushforce) | ||
619 | { | ||
620 | AddChange(changes.Force, force * m_density / (_parent_scene.ODE_STEPSIZE * 28f)); | ||
621 | } | ||
622 | else | ||
623 | { | ||
624 | AddChange(changes.Velocity, force); | ||
625 | } | ||
626 | } | ||
627 | else | ||
628 | { | ||
629 | m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character"); | ||
630 | } | ||
631 | //m_lastUpdateSent = false; | ||
632 | } | ||
633 | |||
634 | public override void AddAngularForce(Vector3 force, bool pushforce) | ||
635 | { | ||
636 | |||
637 | } | ||
638 | |||
639 | public override void SetMomentum(Vector3 momentum) | ||
640 | { | ||
641 | if (momentum.IsFinite()) | ||
642 | AddChange(changes.Momentum, momentum); | ||
643 | } | ||
644 | |||
645 | |||
646 | // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access | ||
647 | // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only | ||
648 | // place that is safe to call this routine AvatarGeomAndBodyCreation. | ||
649 | private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ) | ||
650 | { | ||
651 | _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace); | ||
652 | if (CAPSULE_LENGTH <= 0) | ||
653 | { | ||
654 | m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!"); | ||
655 | CAPSULE_LENGTH = 0.01f; | ||
656 | |||
657 | } | ||
658 | |||
659 | if (CAPSULE_RADIUS <= 0) | ||
660 | { | ||
661 | m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!"); | ||
662 | CAPSULE_RADIUS = 0.01f; | ||
663 | |||
664 | } | ||
665 | Shell = d.CreateCapsule(_parent_scene.ActiveSpace, CAPSULE_RADIUS, CAPSULE_LENGTH); | ||
666 | |||
667 | d.GeomSetCategoryBits(Shell, (uint)m_collisionCategories); | ||
668 | d.GeomSetCollideBits(Shell, (uint)m_collisionFlags); | ||
669 | |||
670 | d.MassSetCapsule(out ShellMass, m_density, 3, CAPSULE_RADIUS, CAPSULE_LENGTH); | ||
671 | |||
672 | m_mass = ShellMass.mass; // update mass | ||
673 | |||
674 | // rescale PID parameters | ||
675 | PID_D = _parent_scene.avPIDD; | ||
676 | PID_P = _parent_scene.avPIDP; | ||
677 | |||
678 | // rescale PID parameters so that this aren't affected by mass | ||
679 | // and so don't get unstable for some masses | ||
680 | // also scale by ode time step so you don't need to refix them | ||
681 | |||
682 | PID_D /= 50 * 80; //scale to original mass of around 80 and 50 ODE fps | ||
683 | PID_D *= m_mass / _parent_scene.ODE_STEPSIZE; | ||
684 | PID_P /= 50 * 80; | ||
685 | PID_P *= m_mass / _parent_scene.ODE_STEPSIZE; | ||
686 | |||
687 | Body = d.BodyCreate(_parent_scene.world); | ||
688 | |||
689 | _zeroFlag = false; | ||
690 | m_pidControllerActive = true; | ||
691 | m_freemove = false; | ||
692 | |||
693 | d.BodySetAutoDisableFlag(Body, false); | ||
694 | d.BodySetPosition(Body, npositionX, npositionY, npositionZ); | ||
695 | |||
696 | _position.X = npositionX; | ||
697 | _position.Y = npositionY; | ||
698 | _position.Z = npositionZ; | ||
699 | |||
700 | d.BodySetMass(Body, ref ShellMass); | ||
701 | d.GeomSetBody(Shell, Body); | ||
702 | |||
703 | // The purpose of the AMotor here is to keep the avatar's physical | ||
704 | // surrogate from rotating while moving | ||
705 | Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero); | ||
706 | d.JointAttach(Amotor, Body, IntPtr.Zero); | ||
707 | |||
708 | d.JointSetAMotorMode(Amotor, 0); | ||
709 | d.JointSetAMotorNumAxes(Amotor, 3); | ||
710 | d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0); | ||
711 | d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0); | ||
712 | d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1); | ||
713 | |||
714 | d.JointSetAMotorAngle(Amotor, 0, 0); | ||
715 | d.JointSetAMotorAngle(Amotor, 1, 0); | ||
716 | d.JointSetAMotorAngle(Amotor, 2, 0); | ||
717 | |||
718 | d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f); // make it HARD | ||
719 | d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f); | ||
720 | d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f); | ||
721 | d.JointSetAMotorParam(Amotor, (int)dParam.StopERP, 0.8f); | ||
722 | d.JointSetAMotorParam(Amotor, (int)dParam.StopERP2, 0.8f); | ||
723 | d.JointSetAMotorParam(Amotor, (int)dParam.StopERP3, 0.8f); | ||
724 | |||
725 | // These lowstops and high stops are effectively (no wiggle room) | ||
726 | d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -1e-5f); | ||
727 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 1e-5f); | ||
728 | d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -1e-5f); | ||
729 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 1e-5f); | ||
730 | d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -1e-5f); | ||
731 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 1e-5f); | ||
732 | |||
733 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0); | ||
734 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel2, 0); | ||
735 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel3, 0); | ||
736 | |||
737 | d.JointSetAMotorParam(Amotor, (int)dParam.FMax, 5e8f); | ||
738 | d.JointSetAMotorParam(Amotor, (int)dParam.FMax2, 5e8f); | ||
739 | d.JointSetAMotorParam(Amotor, (int)dParam.FMax3, 5e8f); | ||
740 | } | ||
741 | |||
742 | /// <summary> | ||
743 | /// Destroys the avatar body and geom | ||
744 | |||
745 | private void AvatarGeomAndBodyDestroy() | ||
746 | { | ||
747 | // Kill the Amotor | ||
748 | if (Amotor != IntPtr.Zero) | ||
749 | { | ||
750 | d.JointDestroy(Amotor); | ||
751 | Amotor = IntPtr.Zero; | ||
752 | } | ||
753 | |||
754 | if (Body != IntPtr.Zero) | ||
755 | { | ||
756 | //kill the body | ||
757 | d.BodyDestroy(Body); | ||
758 | Body = IntPtr.Zero; | ||
759 | } | ||
760 | |||
761 | //kill the Geometry | ||
762 | if (Shell != IntPtr.Zero) | ||
763 | { | ||
764 | _parent_scene.geom_name_map.Remove(Shell); | ||
765 | _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace); | ||
766 | d.GeomDestroy(Shell); | ||
767 | Shell = IntPtr.Zero; | ||
768 | } | ||
769 | } | ||
770 | |||
771 | /// <summary> | ||
772 | /// Called from Simulate | ||
773 | /// This is the avatar's movement control + PID Controller | ||
774 | /// </summary> | ||
775 | /// <param name="timeStep"></param> | ||
776 | public void Move(float timeStep, List<OdeCharacter> defects) | ||
777 | { | ||
778 | if (Body == IntPtr.Zero) | ||
779 | return; | ||
780 | |||
781 | d.Vector3 dtmp = d.BodyGetPosition(Body); | ||
782 | Vector3 localpos = new Vector3(dtmp.X, dtmp.Y, dtmp.Z); | ||
783 | |||
784 | // the Amotor still lets avatar rotation to drift during colisions | ||
785 | // so force it back to identity | ||
786 | |||
787 | |||
788 | |||
789 | d.Quaternion qtmp; | ||
790 | qtmp.W = 1; | ||
791 | qtmp.X = 0; | ||
792 | qtmp.Y = 0; | ||
793 | qtmp.Z = 0; | ||
794 | d.BodySetQuaternion(Body, ref qtmp); | ||
795 | |||
796 | if (m_pidControllerActive == false) | ||
797 | { | ||
798 | _zeroPosition = localpos; | ||
799 | } | ||
800 | |||
801 | if (!localpos.IsFinite()) | ||
802 | { | ||
803 | m_log.Warn("[PHYSICS]: Avatar Position is non-finite!"); | ||
804 | defects.Add(this); | ||
805 | // _parent_scene.RemoveCharacter(this); | ||
806 | |||
807 | // destroy avatar capsule and related ODE data | ||
808 | AvatarGeomAndBodyDestroy(); | ||
809 | return; | ||
810 | } | ||
811 | |||
812 | // check outbounds forcing to be in world | ||
813 | bool fixbody = false; | ||
814 | if (localpos.X < 0.0f) | ||
815 | { | ||
816 | fixbody = true; | ||
817 | localpos.X = 0.1f; | ||
818 | } | ||
819 | else if (localpos.X > _parent_scene.WorldExtents.X - 0.1f) | ||
820 | { | ||
821 | fixbody = true; | ||
822 | localpos.X = _parent_scene.WorldExtents.X - 0.1f; | ||
823 | } | ||
824 | if (localpos.Y < 0.0f) | ||
825 | { | ||
826 | fixbody = true; | ||
827 | localpos.Y = 0.1f; | ||
828 | } | ||
829 | else if (localpos.Y > _parent_scene.WorldExtents.Y - 0.1) | ||
830 | { | ||
831 | fixbody = true; | ||
832 | localpos.Y = _parent_scene.WorldExtents.Y - 0.1f; | ||
833 | } | ||
834 | if (fixbody) | ||
835 | { | ||
836 | m_freemove = false; | ||
837 | d.BodySetPosition(Body, localpos.X, localpos.Y, localpos.Z); | ||
838 | } | ||
839 | |||
840 | float breakfactor; | ||
841 | |||
842 | Vector3 vec = Vector3.Zero; | ||
843 | dtmp = d.BodyGetLinearVel(Body); | ||
844 | Vector3 vel = new Vector3(dtmp.X, dtmp.Y, dtmp.Z); | ||
845 | float velLengthSquared = vel.LengthSquared(); | ||
846 | |||
847 | float movementdivisor = 1f; | ||
848 | //Ubit change divisions into multiplications below | ||
849 | if (!m_alwaysRun) | ||
850 | movementdivisor = 1 / walkDivisor; | ||
851 | else | ||
852 | movementdivisor = 1 / runDivisor; | ||
853 | |||
854 | //****************************************** | ||
855 | // colide with land | ||
856 | d.AABB aabb; | ||
857 | d.GeomGetAABB(Shell, out aabb); | ||
858 | float chrminZ = aabb.MinZ; | ||
859 | |||
860 | Vector3 posch = localpos; | ||
861 | |||
862 | float ftmp; | ||
863 | |||
864 | if (flying) | ||
865 | { | ||
866 | ftmp = timeStep; | ||
867 | posch.X += vel.X * ftmp; | ||
868 | posch.Y += vel.Y * ftmp; | ||
869 | } | ||
870 | |||
871 | float terrainheight = _parent_scene.GetTerrainHeightAtXY(posch.X, posch.Y); | ||
872 | if (chrminZ < terrainheight) | ||
873 | { | ||
874 | float depth = terrainheight - chrminZ; | ||
875 | if (!flying) | ||
876 | { | ||
877 | vec.Z = -vel.Z * PID_D * 1.5f + depth * PID_P * 50; | ||
878 | } | ||
879 | else | ||
880 | vec.Z = depth * PID_P * 50; | ||
881 | |||
882 | if (depth < 0.1f) | ||
883 | { | ||
884 | m_colliderGroundfilter++; | ||
885 | if (m_colliderGroundfilter > 2) | ||
886 | { | ||
887 | m_iscolliding = true; | ||
888 | m_colliderfilter = 2; | ||
889 | |||
890 | if (m_colliderGroundfilter > 10) | ||
891 | { | ||
892 | m_colliderGroundfilter = 10; | ||
893 | m_freemove = false; | ||
894 | } | ||
895 | |||
896 | m_iscollidingGround = true; | ||
897 | |||
898 | ContactPoint contact = new ContactPoint(); | ||
899 | contact.PenetrationDepth = depth; | ||
900 | contact.Position.X = localpos.X; | ||
901 | contact.Position.Y = localpos.Y; | ||
902 | contact.Position.Z = chrminZ; | ||
903 | contact.SurfaceNormal.X = 0f; | ||
904 | contact.SurfaceNormal.Y = 0f; | ||
905 | contact.SurfaceNormal.Z = -1f; | ||
906 | AddCollisionEvent(0, contact); | ||
907 | |||
908 | vec.Z *= 0.5f; | ||
909 | } | ||
910 | } | ||
911 | |||
912 | else | ||
913 | { | ||
914 | m_colliderGroundfilter = 0; | ||
915 | m_iscollidingGround = false; | ||
916 | } | ||
917 | } | ||
918 | else | ||
919 | { | ||
920 | m_colliderGroundfilter = 0; | ||
921 | m_iscollidingGround = false; | ||
922 | } | ||
923 | |||
924 | //****************************************** | ||
925 | |||
926 | bool tviszero = (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f); | ||
927 | |||
928 | // if (!tviszero || m_iscolliding || velLengthSquared <0.01) | ||
929 | if (!tviszero) | ||
930 | m_freemove = false; | ||
931 | |||
932 | if (!m_freemove) | ||
933 | { | ||
934 | |||
935 | // if velocity is zero, use position control; otherwise, velocity control | ||
936 | if (tviszero && m_iscolliding) | ||
937 | { | ||
938 | // keep track of where we stopped. No more slippin' & slidin' | ||
939 | if (!_zeroFlag) | ||
940 | { | ||
941 | _zeroFlag = true; | ||
942 | _zeroPosition = localpos; | ||
943 | } | ||
944 | if (m_pidControllerActive) | ||
945 | { | ||
946 | // We only want to deactivate the PID Controller if we think we want to have our surrogate | ||
947 | // react to the physics scene by moving it's position. | ||
948 | // Avatar to Avatar collisions | ||
949 | // Prim to avatar collisions | ||
950 | |||
951 | vec.X = -vel.X * PID_D + (_zeroPosition.X - localpos.X) * (PID_P * 2); | ||
952 | vec.Y = -vel.Y * PID_D + (_zeroPosition.Y - localpos.Y) * (PID_P * 2); | ||
953 | if (flying) | ||
954 | { | ||
955 | vec.Z += -vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P; | ||
956 | } | ||
957 | } | ||
958 | //PidStatus = true; | ||
959 | } | ||
960 | else | ||
961 | { | ||
962 | m_pidControllerActive = true; | ||
963 | _zeroFlag = false; | ||
964 | |||
965 | if (m_iscolliding) | ||
966 | { | ||
967 | if (!flying) | ||
968 | { | ||
969 | if (_target_velocity.Z > 0.0f) | ||
970 | { | ||
971 | // We're colliding with something and we're not flying but we're moving | ||
972 | // This means we're walking or running. JUMPING | ||
973 | vec.Z += (_target_velocity.Z - vel.Z) * PID_D * 1.2f;// +(_zeroPosition.Z - localpos.Z) * PID_P; | ||
974 | } | ||
975 | // We're standing on something | ||
976 | vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D); | ||
977 | vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D); | ||
978 | } | ||
979 | else | ||
980 | { | ||
981 | // We're flying and colliding with something | ||
982 | vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 0.0625f); | ||
983 | vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 0.0625f); | ||
984 | vec.Z += (_target_velocity.Z - vel.Z) * (PID_D); | ||
985 | } | ||
986 | } | ||
987 | else // ie not colliding | ||
988 | { | ||
989 | if (flying) //(!m_iscolliding && flying) | ||
990 | { | ||
991 | // we're in mid air suspended | ||
992 | vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 1.667f); | ||
993 | vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 1.667f); | ||
994 | vec.Z += (_target_velocity.Z - vel.Z) * (PID_D); | ||
995 | } | ||
996 | |||
997 | else | ||
998 | { | ||
999 | // we're not colliding and we're not flying so that means we're falling! | ||
1000 | // m_iscolliding includes collisions with the ground. | ||
1001 | |||
1002 | // d.Vector3 pos = d.BodyGetPosition(Body); | ||
1003 | vec.X = (_target_velocity.X - vel.X) * PID_D * 0.833f; | ||
1004 | vec.Y = (_target_velocity.Y - vel.Y) * PID_D * 0.833f; | ||
1005 | } | ||
1006 | } | ||
1007 | } | ||
1008 | |||
1009 | if (velLengthSquared > 2500.0f) // 50m/s apply breaks | ||
1010 | { | ||
1011 | breakfactor = 0.16f * m_mass; | ||
1012 | vec.X -= breakfactor * vel.X; | ||
1013 | vec.Y -= breakfactor * vel.Y; | ||
1014 | vec.Z -= breakfactor * vel.Z; | ||
1015 | } | ||
1016 | } | ||
1017 | else | ||
1018 | { | ||
1019 | breakfactor = m_mass; | ||
1020 | vec.X -= breakfactor * vel.X; | ||
1021 | vec.Y -= breakfactor * vel.Y; | ||
1022 | if (flying) | ||
1023 | vec.Z -= breakfactor * vel.Z; | ||
1024 | else | ||
1025 | vec.Z -= .5f* m_mass * vel.Z; | ||
1026 | } | ||
1027 | |||
1028 | if (flying) | ||
1029 | { | ||
1030 | vec.Z -= _parent_scene.gravityz * m_mass; | ||
1031 | |||
1032 | //Added for auto fly height. Kitto Flora | ||
1033 | float target_altitude = _parent_scene.GetTerrainHeightAtXY(localpos.X, localpos.Y) + MinimumGroundFlightOffset; | ||
1034 | |||
1035 | if (localpos.Z < target_altitude) | ||
1036 | { | ||
1037 | vec.Z += (target_altitude - localpos.Z) * PID_P * 5.0f; | ||
1038 | } | ||
1039 | // end add Kitto Flora | ||
1040 | } | ||
1041 | |||
1042 | if (vec.IsFinite()) | ||
1043 | { | ||
1044 | if (vec.X != 0 || vec.Y !=0 || vec.Z !=0) | ||
1045 | d.BodyAddForce(Body, vec.X, vec.Y, vec.Z); | ||
1046 | } | ||
1047 | else | ||
1048 | { | ||
1049 | m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()"); | ||
1050 | m_log.Warn("[PHYSICS]: Avatar Position is non-finite!"); | ||
1051 | defects.Add(this); | ||
1052 | // _parent_scene.RemoveCharacter(this); | ||
1053 | // destroy avatar capsule and related ODE data | ||
1054 | AvatarGeomAndBodyDestroy(); | ||
1055 | return; | ||
1056 | } | ||
1057 | |||
1058 | // update our local ideia of position velocity and aceleration | ||
1059 | _position = localpos; | ||
1060 | if (_zeroFlag) | ||
1061 | { | ||
1062 | _velocity = Vector3.Zero; | ||
1063 | _acceleration = Vector3.Zero; | ||
1064 | } | ||
1065 | else | ||
1066 | { | ||
1067 | _acceleration = _velocity; // previus velocity | ||
1068 | _velocity = vel; | ||
1069 | _acceleration = (vel - _acceleration) / timeStep; | ||
1070 | } | ||
1071 | |||
1072 | } | ||
1073 | |||
1074 | /// <summary> | ||
1075 | /// Updates the reported position and velocity. | ||
1076 | /// Used to copy variables from unmanaged space at heartbeat rate and also trigger scene updates acording | ||
1077 | /// also outbounds checking | ||
1078 | /// copy and outbounds now done in move(..) at ode rate | ||
1079 | /// | ||
1080 | /// </summary> | ||
1081 | public void UpdatePositionAndVelocity() | ||
1082 | { | ||
1083 | return; | ||
1084 | |||
1085 | // if (Body == IntPtr.Zero) | ||
1086 | // return; | ||
1087 | |||
1088 | } | ||
1089 | |||
1090 | /// <summary> | ||
1091 | /// Cleanup the things we use in the scene. | ||
1092 | /// </summary> | ||
1093 | public void Destroy() | ||
1094 | { | ||
1095 | AddChange(changes.Remove, null); | ||
1096 | } | ||
1097 | |||
1098 | public override void CrossingFailure() | ||
1099 | { | ||
1100 | } | ||
1101 | |||
1102 | public override Vector3 PIDTarget { set { return; } } | ||
1103 | public override bool PIDActive { set { return; } } | ||
1104 | public override float PIDTau { set { return; } } | ||
1105 | |||
1106 | public override float PIDHoverHeight { set { return; } } | ||
1107 | public override bool PIDHoverActive { set { return; } } | ||
1108 | public override PIDHoverType PIDHoverType { set { return; } } | ||
1109 | public override float PIDHoverTau { set { return; } } | ||
1110 | |||
1111 | public override Quaternion APIDTarget { set { return; } } | ||
1112 | |||
1113 | public override bool APIDActive { set { return; } } | ||
1114 | |||
1115 | public override float APIDStrength { set { return; } } | ||
1116 | |||
1117 | public override float APIDDamping { set { return; } } | ||
1118 | |||
1119 | |||
1120 | public override void SubscribeEvents(int ms) | ||
1121 | { | ||
1122 | m_requestedUpdateFrequency = ms; | ||
1123 | m_eventsubscription = ms; | ||
1124 | _parent_scene.AddCollisionEventReporting(this); | ||
1125 | m_haseventsubscription = true; | ||
1126 | } | ||
1127 | |||
1128 | public override void UnSubscribeEvents() | ||
1129 | { | ||
1130 | m_haseventsubscription = false; | ||
1131 | _parent_scene.RemoveCollisionEventReporting(this); | ||
1132 | m_requestedUpdateFrequency = 0; | ||
1133 | m_eventsubscription = 0; | ||
1134 | } | ||
1135 | |||
1136 | public void AddCollisionEvent(uint CollidedWith, ContactPoint contact) | ||
1137 | { | ||
1138 | if (m_haseventsubscription) | ||
1139 | { | ||
1140 | // m_log.DebugFormat( | ||
1141 | // "[PHYSICS]: Adding collision event for {0}, collidedWith {1}, contact {2}", "", CollidedWith, contact); | ||
1142 | |||
1143 | CollisionEventsThisFrame.AddCollider(CollidedWith, contact); | ||
1144 | } | ||
1145 | } | ||
1146 | |||
1147 | public void SendCollisions() | ||
1148 | { | ||
1149 | if (m_haseventsubscription && m_eventsubscription > m_requestedUpdateFrequency) | ||
1150 | { | ||
1151 | if (CollisionEventsThisFrame != null) | ||
1152 | { | ||
1153 | base.SendCollisionUpdate(CollisionEventsThisFrame); | ||
1154 | } | ||
1155 | CollisionEventsThisFrame = new CollisionEventUpdate(); | ||
1156 | m_eventsubscription = 0; | ||
1157 | } | ||
1158 | } | ||
1159 | |||
1160 | public override bool SubscribedEvents() | ||
1161 | { | ||
1162 | return m_haseventsubscription; | ||
1163 | } | ||
1164 | |||
1165 | private void changePhysicsStatus(bool NewStatus) | ||
1166 | { | ||
1167 | if (NewStatus != m_isPhysical) | ||
1168 | { | ||
1169 | if (NewStatus) | ||
1170 | { | ||
1171 | // Create avatar capsule and related ODE data | ||
1172 | if ((Shell != IntPtr.Zero)) | ||
1173 | { | ||
1174 | // a lost shell ? | ||
1175 | m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - " | ||
1176 | + (Shell != IntPtr.Zero ? "Shell " : "") | ||
1177 | + (Body != IntPtr.Zero ? "Body " : "") | ||
1178 | + (Amotor != IntPtr.Zero ? "Amotor " : "")); | ||
1179 | AvatarGeomAndBodyDestroy(); | ||
1180 | } | ||
1181 | |||
1182 | AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z); | ||
1183 | _parent_scene.geom_name_map[Shell] = m_name; | ||
1184 | _parent_scene.actor_name_map[Shell] = (PhysicsActor)this; | ||
1185 | _parent_scene.AddCharacter(this); | ||
1186 | } | ||
1187 | else | ||
1188 | { | ||
1189 | _parent_scene.RemoveCharacter(this); | ||
1190 | // destroy avatar capsule and related ODE data | ||
1191 | AvatarGeomAndBodyDestroy(); | ||
1192 | } | ||
1193 | m_freemove = false; | ||
1194 | m_isPhysical = NewStatus; | ||
1195 | } | ||
1196 | } | ||
1197 | |||
1198 | private void changeAdd() | ||
1199 | { | ||
1200 | changePhysicsStatus(true); | ||
1201 | } | ||
1202 | |||
1203 | private void changeRemove() | ||
1204 | { | ||
1205 | changePhysicsStatus(false); | ||
1206 | } | ||
1207 | |||
1208 | private void changeShape(PrimitiveBaseShape arg) | ||
1209 | { | ||
1210 | } | ||
1211 | |||
1212 | private void changeSize(Vector3 Size) | ||
1213 | { | ||
1214 | if (Size.IsFinite()) | ||
1215 | { | ||
1216 | float caplen = Size.Z; | ||
1217 | |||
1218 | caplen = caplen * 1.15f - CAPSULE_RADIUS * 2.0f; | ||
1219 | |||
1220 | if (caplen != CAPSULE_LENGTH) | ||
1221 | { | ||
1222 | if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero) | ||
1223 | { | ||
1224 | AvatarGeomAndBodyDestroy(); | ||
1225 | |||
1226 | float prevCapsule = CAPSULE_LENGTH; | ||
1227 | CAPSULE_LENGTH = caplen; | ||
1228 | |||
1229 | AvatarGeomAndBodyCreation(_position.X, _position.Y, | ||
1230 | _position.Z + (CAPSULE_LENGTH - prevCapsule) * 0.5f); | ||
1231 | |||
1232 | Velocity = Vector3.Zero; | ||
1233 | |||
1234 | _parent_scene.geom_name_map[Shell] = m_name; | ||
1235 | _parent_scene.actor_name_map[Shell] = (PhysicsActor)this; | ||
1236 | } | ||
1237 | else | ||
1238 | { | ||
1239 | m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - " | ||
1240 | + (Shell == IntPtr.Zero ? "Shell " : "") | ||
1241 | + (Body == IntPtr.Zero ? "Body " : "") | ||
1242 | + (Amotor == IntPtr.Zero ? "Amotor " : "")); | ||
1243 | } | ||
1244 | } | ||
1245 | m_freemove = false; | ||
1246 | m_pidControllerActive = true; | ||
1247 | } | ||
1248 | else | ||
1249 | { | ||
1250 | m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character"); | ||
1251 | } | ||
1252 | } | ||
1253 | |||
1254 | private void changePosition( Vector3 newPos) | ||
1255 | { | ||
1256 | if (Body != IntPtr.Zero) | ||
1257 | d.BodySetPosition(Body, newPos.X, newPos.Y, newPos.Z); | ||
1258 | _position = newPos; | ||
1259 | m_freemove = false; | ||
1260 | m_pidControllerActive = true; | ||
1261 | } | ||
1262 | |||
1263 | private void changeOrientation(Quaternion newOri) | ||
1264 | { | ||
1265 | } | ||
1266 | |||
1267 | private void changeVelocity(Vector3 newVel) | ||
1268 | { | ||
1269 | m_pidControllerActive = true; | ||
1270 | m_freemove = false; | ||
1271 | _target_velocity = newVel; | ||
1272 | } | ||
1273 | |||
1274 | private void changeSetTorque(Vector3 newTorque) | ||
1275 | { | ||
1276 | } | ||
1277 | |||
1278 | private void changeAddForce(Vector3 newForce) | ||
1279 | { | ||
1280 | } | ||
1281 | |||
1282 | private void changeAddAngularForce(Vector3 arg) | ||
1283 | { | ||
1284 | } | ||
1285 | |||
1286 | private void changeAngularLock(Vector3 arg) | ||
1287 | { | ||
1288 | } | ||
1289 | |||
1290 | private void changeFloatOnWater(bool arg) | ||
1291 | { | ||
1292 | } | ||
1293 | |||
1294 | private void changeVolumedetetion(bool arg) | ||
1295 | { | ||
1296 | } | ||
1297 | |||
1298 | private void changeSelectedStatus(bool arg) | ||
1299 | { | ||
1300 | } | ||
1301 | |||
1302 | private void changeDisable(bool arg) | ||
1303 | { | ||
1304 | } | ||
1305 | |||
1306 | private void changeBuilding(bool arg) | ||
1307 | { | ||
1308 | } | ||
1309 | |||
1310 | private void setFreeMove() | ||
1311 | { | ||
1312 | m_pidControllerActive = true; | ||
1313 | _zeroFlag = false; | ||
1314 | _target_velocity = Vector3.Zero; | ||
1315 | m_freemove = true; | ||
1316 | m_colliderfilter = -2; | ||
1317 | m_colliderObjectfilter = -2; | ||
1318 | m_colliderGroundfilter = -2; | ||
1319 | |||
1320 | m_iscolliding = false; | ||
1321 | m_iscollidingGround = false; | ||
1322 | m_iscollidingObj = false; | ||
1323 | |||
1324 | CollisionEventsThisFrame = new CollisionEventUpdate(); | ||
1325 | m_eventsubscription = 0; | ||
1326 | } | ||
1327 | |||
1328 | private void changeForce(Vector3 newForce) | ||
1329 | { | ||
1330 | setFreeMove(); | ||
1331 | |||
1332 | if (Body != IntPtr.Zero) | ||
1333 | { | ||
1334 | if (newForce.X != 0f || newForce.Y != 0f || newForce.Z != 0) | ||
1335 | d.BodyAddForce(Body, newForce.X, newForce.Y, newForce.Z); | ||
1336 | } | ||
1337 | } | ||
1338 | |||
1339 | // for now momentum is actually velocity | ||
1340 | private void changeMomentum(Vector3 newmomentum) | ||
1341 | { | ||
1342 | _velocity = newmomentum; | ||
1343 | setFreeMove(); | ||
1344 | |||
1345 | if (Body != IntPtr.Zero) | ||
1346 | d.BodySetLinearVel(Body, newmomentum.X, newmomentum.Y, newmomentum.Z); | ||
1347 | } | ||
1348 | |||
1349 | private void donullchange() | ||
1350 | { | ||
1351 | } | ||
1352 | |||
1353 | public bool DoAChange(changes what, object arg) | ||
1354 | { | ||
1355 | if (Shell == IntPtr.Zero && what != changes.Add && what != changes.Remove) | ||
1356 | { | ||
1357 | return false; | ||
1358 | } | ||
1359 | |||
1360 | // nasty switch | ||
1361 | switch (what) | ||
1362 | { | ||
1363 | case changes.Add: | ||
1364 | changeAdd(); | ||
1365 | break; | ||
1366 | case changes.Remove: | ||
1367 | changeRemove(); | ||
1368 | break; | ||
1369 | |||
1370 | case changes.Position: | ||
1371 | changePosition((Vector3)arg); | ||
1372 | break; | ||
1373 | |||
1374 | case changes.Orientation: | ||
1375 | changeOrientation((Quaternion)arg); | ||
1376 | break; | ||
1377 | |||
1378 | case changes.PosOffset: | ||
1379 | donullchange(); | ||
1380 | break; | ||
1381 | |||
1382 | case changes.OriOffset: | ||
1383 | donullchange(); | ||
1384 | break; | ||
1385 | |||
1386 | case changes.Velocity: | ||
1387 | changeVelocity((Vector3)arg); | ||
1388 | break; | ||
1389 | |||
1390 | // case changes.Acceleration: | ||
1391 | // changeacceleration((Vector3)arg); | ||
1392 | // break; | ||
1393 | // case changes.AngVelocity: | ||
1394 | // changeangvelocity((Vector3)arg); | ||
1395 | // break; | ||
1396 | |||
1397 | case changes.Force: | ||
1398 | changeForce((Vector3)arg); | ||
1399 | break; | ||
1400 | |||
1401 | case changes.Torque: | ||
1402 | changeSetTorque((Vector3)arg); | ||
1403 | break; | ||
1404 | |||
1405 | case changes.AddForce: | ||
1406 | changeAddForce((Vector3)arg); | ||
1407 | break; | ||
1408 | |||
1409 | case changes.AddAngForce: | ||
1410 | changeAddAngularForce((Vector3)arg); | ||
1411 | break; | ||
1412 | |||
1413 | case changes.AngLock: | ||
1414 | changeAngularLock((Vector3)arg); | ||
1415 | break; | ||
1416 | |||
1417 | case changes.Size: | ||
1418 | changeSize((Vector3)arg); | ||
1419 | break; | ||
1420 | |||
1421 | case changes.Momentum: | ||
1422 | changeMomentum((Vector3)arg); | ||
1423 | break; | ||
1424 | /* not in use for now | ||
1425 | case changes.Shape: | ||
1426 | changeShape((PrimitiveBaseShape)arg); | ||
1427 | break; | ||
1428 | |||
1429 | case changes.CollidesWater: | ||
1430 | changeFloatOnWater((bool)arg); | ||
1431 | break; | ||
1432 | |||
1433 | case changes.VolumeDtc: | ||
1434 | changeVolumedetetion((bool)arg); | ||
1435 | break; | ||
1436 | |||
1437 | case changes.Physical: | ||
1438 | changePhysicsStatus((bool)arg); | ||
1439 | break; | ||
1440 | |||
1441 | case changes.Selected: | ||
1442 | changeSelectedStatus((bool)arg); | ||
1443 | break; | ||
1444 | |||
1445 | case changes.disabled: | ||
1446 | changeDisable((bool)arg); | ||
1447 | break; | ||
1448 | |||
1449 | case changes.building: | ||
1450 | changeBuilding((bool)arg); | ||
1451 | break; | ||
1452 | */ | ||
1453 | case changes.Null: | ||
1454 | donullchange(); | ||
1455 | break; | ||
1456 | |||
1457 | default: | ||
1458 | donullchange(); | ||
1459 | break; | ||
1460 | } | ||
1461 | return false; | ||
1462 | } | ||
1463 | |||
1464 | public void AddChange(changes what, object arg) | ||
1465 | { | ||
1466 | _parent_scene.AddChange((PhysicsActor)this, what, arg); | ||
1467 | } | ||
1468 | |||
1469 | |||
1470 | internal void AddCollisionFrameTime(int p) | ||
1471 | { | ||
1472 | // protect it from overflow crashing | ||
1473 | if (m_eventsubscription + p >= int.MaxValue) | ||
1474 | m_eventsubscription = 0; | ||
1475 | m_eventsubscription += p; | ||
1476 | } | ||
1477 | } | ||
1478 | } | ||