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-rw-r--r-- | OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs | 1476 |
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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..f5bf05d --- /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 | private 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 | public int m_eventsubscription = 0; | ||
132 | private int m_cureventsubscription = 0; | ||
133 | private CollisionEventUpdate CollisionEventsThisFrame = null; | ||
134 | private bool SentEmptyCollisionsEvent; | ||
135 | |||
136 | // unique UUID of this character object | ||
137 | public UUID m_uuid; | ||
138 | public bool bad = false; | ||
139 | |||
140 | float mu; | ||
141 | |||
142 | 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) | ||
143 | { | ||
144 | m_uuid = UUID.Random(); | ||
145 | |||
146 | if (pos.IsFinite()) | ||
147 | { | ||
148 | if (pos.Z > 99999f) | ||
149 | { | ||
150 | pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5; | ||
151 | } | ||
152 | if (pos.Z < -100f) // shouldn't this be 0 ? | ||
153 | { | ||
154 | pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5; | ||
155 | } | ||
156 | _position = pos; | ||
157 | } | ||
158 | else | ||
159 | { | ||
160 | _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f); | ||
161 | m_log.Warn("[PHYSICS]: Got NaN Position on Character Create"); | ||
162 | } | ||
163 | |||
164 | _parent_scene = parent_scene; | ||
165 | |||
166 | PID_D = pid_d; | ||
167 | PID_P = pid_p; | ||
168 | CAPSULE_RADIUS = capsule_radius; | ||
169 | m_density = density; | ||
170 | m_mass = 80f; // sure we have a default | ||
171 | |||
172 | // force lower density for testing | ||
173 | m_density = 3.0f; | ||
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 | 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 | get { return m_localID; } | ||
217 | set { m_localID = value; } | ||
218 | } | ||
219 | |||
220 | public override PhysicsActor ParentActor | ||
221 | { | ||
222 | get { return (PhysicsActor)this; } | ||
223 | } | ||
224 | |||
225 | public override bool Grabbed | ||
226 | { | ||
227 | set { return; } | ||
228 | } | ||
229 | |||
230 | public override bool Selected | ||
231 | { | ||
232 | set { return; } | ||
233 | } | ||
234 | |||
235 | public override float Buoyancy | ||
236 | { | ||
237 | get { return m_buoyancy; } | ||
238 | set { m_buoyancy = value; } | ||
239 | } | ||
240 | |||
241 | public override bool FloatOnWater | ||
242 | { | ||
243 | set { return; } | ||
244 | } | ||
245 | |||
246 | public override bool IsPhysical | ||
247 | { | ||
248 | get { return m_isPhysical; } | ||
249 | set { return; } | ||
250 | } | ||
251 | |||
252 | public override bool ThrottleUpdates | ||
253 | { | ||
254 | get { return false; } | ||
255 | set { return; } | ||
256 | } | ||
257 | |||
258 | public override bool Flying | ||
259 | { | ||
260 | get { return flying; } | ||
261 | set | ||
262 | { | ||
263 | flying = value; | ||
264 | // m_log.DebugFormat("[PHYSICS]: Set OdeCharacter Flying to {0}", flying); | ||
265 | } | ||
266 | } | ||
267 | |||
268 | /// <summary> | ||
269 | /// Returns if the avatar is colliding in general. | ||
270 | /// This includes the ground and objects and avatar. | ||
271 | /// </summary> | ||
272 | public override bool IsColliding | ||
273 | { | ||
274 | get { return (m_iscolliding || m_iscollidingGround); } | ||
275 | set | ||
276 | { | ||
277 | if (value) | ||
278 | { | ||
279 | m_colliderfilter += 2; | ||
280 | if (m_colliderfilter > 2) | ||
281 | m_colliderfilter = 2; | ||
282 | } | ||
283 | else | ||
284 | { | ||
285 | m_colliderfilter--; | ||
286 | if (m_colliderfilter < 0) | ||
287 | m_colliderfilter = 0; | ||
288 | } | ||
289 | |||
290 | if (m_colliderfilter == 0) | ||
291 | m_iscolliding = false; | ||
292 | else | ||
293 | { | ||
294 | m_pidControllerActive = true; | ||
295 | m_iscolliding = true; | ||
296 | } | ||
297 | } | ||
298 | } | ||
299 | |||
300 | /// <summary> | ||
301 | /// Returns if an avatar is colliding with the ground | ||
302 | /// </summary> | ||
303 | public override bool CollidingGround | ||
304 | { | ||
305 | get { return m_iscollidingGround; } | ||
306 | set | ||
307 | { | ||
308 | /* we now control this | ||
309 | if (value) | ||
310 | { | ||
311 | m_colliderGroundfilter += 2; | ||
312 | if (m_colliderGroundfilter > 2) | ||
313 | m_colliderGroundfilter = 2; | ||
314 | } | ||
315 | else | ||
316 | { | ||
317 | m_colliderGroundfilter--; | ||
318 | if (m_colliderGroundfilter < 0) | ||
319 | m_colliderGroundfilter = 0; | ||
320 | } | ||
321 | |||
322 | if (m_colliderGroundfilter == 0) | ||
323 | m_iscollidingGround = false; | ||
324 | else | ||
325 | m_iscollidingGround = true; | ||
326 | */ | ||
327 | } | ||
328 | |||
329 | } | ||
330 | |||
331 | /// <summary> | ||
332 | /// Returns if the avatar is colliding with an object | ||
333 | /// </summary> | ||
334 | public override bool CollidingObj | ||
335 | { | ||
336 | get { return m_iscollidingObj; } | ||
337 | set | ||
338 | { | ||
339 | // Ubit filter this also | ||
340 | if (value) | ||
341 | { | ||
342 | m_colliderObjectfilter += 2; | ||
343 | if (m_colliderObjectfilter > 2) | ||
344 | m_colliderObjectfilter = 2; | ||
345 | } | ||
346 | else | ||
347 | { | ||
348 | m_colliderObjectfilter--; | ||
349 | if (m_colliderObjectfilter < 0) | ||
350 | m_colliderObjectfilter = 0; | ||
351 | } | ||
352 | |||
353 | if (m_colliderObjectfilter == 0) | ||
354 | m_iscollidingObj = false; | ||
355 | else | ||
356 | m_iscollidingObj = true; | ||
357 | |||
358 | // m_iscollidingObj = value; | ||
359 | |||
360 | if (m_iscollidingObj) | ||
361 | m_pidControllerActive = false; | ||
362 | else | ||
363 | m_pidControllerActive = true; | ||
364 | } | ||
365 | } | ||
366 | |||
367 | /// <summary> | ||
368 | /// turn the PID controller on or off. | ||
369 | /// The PID Controller will turn on all by itself in many situations | ||
370 | /// </summary> | ||
371 | /// <param name="status"></param> | ||
372 | public void SetPidStatus(bool status) | ||
373 | { | ||
374 | m_pidControllerActive = status; | ||
375 | } | ||
376 | |||
377 | public override bool Stopped | ||
378 | { | ||
379 | get { return _zeroFlag; } | ||
380 | } | ||
381 | |||
382 | /// <summary> | ||
383 | /// This 'puts' an avatar somewhere in the physics space. | ||
384 | /// Not really a good choice unless you 'know' it's a good | ||
385 | /// spot otherwise you're likely to orbit the avatar. | ||
386 | /// </summary> | ||
387 | public override Vector3 Position | ||
388 | { | ||
389 | get { return _position; } | ||
390 | set | ||
391 | { | ||
392 | if (value.IsFinite()) | ||
393 | { | ||
394 | if (value.Z > 9999999f) | ||
395 | { | ||
396 | value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5; | ||
397 | } | ||
398 | if (value.Z < -100f) | ||
399 | { | ||
400 | value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5; | ||
401 | } | ||
402 | AddChange(changes.Position, value); | ||
403 | } | ||
404 | else | ||
405 | { | ||
406 | m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character"); | ||
407 | } | ||
408 | } | ||
409 | } | ||
410 | |||
411 | public override Vector3 RotationalVelocity | ||
412 | { | ||
413 | get { return m_rotationalVelocity; } | ||
414 | set { m_rotationalVelocity = value; } | ||
415 | } | ||
416 | |||
417 | /// <summary> | ||
418 | /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight | ||
419 | /// and use it to offset landings properly | ||
420 | /// </summary> | ||
421 | public override Vector3 Size | ||
422 | { | ||
423 | get { | ||
424 | float d = CAPSULE_RADIUS * 2; | ||
425 | return new Vector3(d, d, (CAPSULE_LENGTH +d)/1.15f); } | ||
426 | set | ||
427 | { | ||
428 | if (value.IsFinite()) | ||
429 | { | ||
430 | AddChange(changes.Size, value); | ||
431 | } | ||
432 | else | ||
433 | { | ||
434 | m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character"); | ||
435 | } | ||
436 | } | ||
437 | } | ||
438 | |||
439 | /// <summary> | ||
440 | /// This creates the Avatar's physical Surrogate at the position supplied | ||
441 | /// </summary> | ||
442 | /// <param name="npositionX"></param> | ||
443 | /// <param name="npositionY"></param> | ||
444 | /// <param name="npositionZ"></param> | ||
445 | |||
446 | // | ||
447 | /// <summary> | ||
448 | /// Uses the capped cyllinder volume formula to calculate the avatar's mass. | ||
449 | /// This may be used in calculations in the scene/scenepresence | ||
450 | /// </summary> | ||
451 | public override float Mass | ||
452 | { | ||
453 | get | ||
454 | { | ||
455 | float AVvolume = (float)(Math.PI * CAPSULE_RADIUS * CAPSULE_RADIUS * (1.3333333333f * CAPSULE_RADIUS + CAPSULE_LENGTH)); | ||
456 | return m_density * AVvolume; | ||
457 | } | ||
458 | } | ||
459 | public override void link(PhysicsActor obj) | ||
460 | { | ||
461 | |||
462 | } | ||
463 | |||
464 | public override void delink() | ||
465 | { | ||
466 | |||
467 | } | ||
468 | |||
469 | public override void LockAngularMotion(Vector3 axis) | ||
470 | { | ||
471 | |||
472 | } | ||
473 | |||
474 | |||
475 | public override Vector3 Force | ||
476 | { | ||
477 | get { return _target_velocity; } | ||
478 | set { return; } | ||
479 | } | ||
480 | |||
481 | public override int VehicleType | ||
482 | { | ||
483 | get { return 0; } | ||
484 | set { return; } | ||
485 | } | ||
486 | |||
487 | public override void VehicleFloatParam(int param, float value) | ||
488 | { | ||
489 | |||
490 | } | ||
491 | |||
492 | public override void VehicleVectorParam(int param, Vector3 value) | ||
493 | { | ||
494 | |||
495 | } | ||
496 | |||
497 | public override void VehicleRotationParam(int param, Quaternion rotation) | ||
498 | { | ||
499 | |||
500 | } | ||
501 | |||
502 | public override void VehicleFlags(int param, bool remove) | ||
503 | { | ||
504 | |||
505 | } | ||
506 | |||
507 | public override void SetVolumeDetect(int param) | ||
508 | { | ||
509 | |||
510 | } | ||
511 | |||
512 | public override Vector3 CenterOfMass | ||
513 | { | ||
514 | get | ||
515 | { | ||
516 | Vector3 pos = _position; | ||
517 | return pos; | ||
518 | } | ||
519 | } | ||
520 | |||
521 | public override Vector3 GeometricCenter | ||
522 | { | ||
523 | get | ||
524 | { | ||
525 | Vector3 pos = _position; | ||
526 | return pos; | ||
527 | } | ||
528 | } | ||
529 | |||
530 | public override PrimitiveBaseShape Shape | ||
531 | { | ||
532 | set { return; } | ||
533 | } | ||
534 | |||
535 | public override Vector3 Velocity | ||
536 | { | ||
537 | get | ||
538 | { | ||
539 | return _velocity; | ||
540 | } | ||
541 | set | ||
542 | { | ||
543 | if (value.IsFinite()) | ||
544 | { | ||
545 | AddChange(changes.Velocity, value); | ||
546 | } | ||
547 | else | ||
548 | { | ||
549 | m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character"); | ||
550 | } | ||
551 | } | ||
552 | } | ||
553 | |||
554 | public override Vector3 Torque | ||
555 | { | ||
556 | get { return Vector3.Zero; } | ||
557 | set { return; } | ||
558 | } | ||
559 | |||
560 | public override float CollisionScore | ||
561 | { | ||
562 | get { return 0f; } | ||
563 | set { } | ||
564 | } | ||
565 | |||
566 | public override bool Kinematic | ||
567 | { | ||
568 | get { return false; } | ||
569 | set { } | ||
570 | } | ||
571 | |||
572 | public override Quaternion Orientation | ||
573 | { | ||
574 | get { return Quaternion.Identity; } | ||
575 | set | ||
576 | { | ||
577 | } | ||
578 | } | ||
579 | |||
580 | public override Vector3 Acceleration | ||
581 | { | ||
582 | get { return _acceleration; } | ||
583 | set { } | ||
584 | } | ||
585 | |||
586 | public void SetAcceleration(Vector3 accel) | ||
587 | { | ||
588 | m_pidControllerActive = true; | ||
589 | _acceleration = accel; | ||
590 | } | ||
591 | |||
592 | /// <summary> | ||
593 | /// Adds the force supplied to the Target Velocity | ||
594 | /// The PID controller takes this target velocity and tries to make it a reality | ||
595 | /// </summary> | ||
596 | /// <param name="force"></param> | ||
597 | public override void AddForce(Vector3 force, bool pushforce) | ||
598 | { | ||
599 | if (force.IsFinite()) | ||
600 | { | ||
601 | if (pushforce) | ||
602 | { | ||
603 | AddChange(changes.Force, force * m_density / (_parent_scene.ODE_STEPSIZE * 28f)); | ||
604 | } | ||
605 | else | ||
606 | { | ||
607 | AddChange(changes.Velocity, force); | ||
608 | } | ||
609 | } | ||
610 | else | ||
611 | { | ||
612 | m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character"); | ||
613 | } | ||
614 | //m_lastUpdateSent = false; | ||
615 | } | ||
616 | |||
617 | public override void AddAngularForce(Vector3 force, bool pushforce) | ||
618 | { | ||
619 | |||
620 | } | ||
621 | |||
622 | public override void SetMomentum(Vector3 momentum) | ||
623 | { | ||
624 | if (momentum.IsFinite()) | ||
625 | AddChange(changes.Momentum, momentum); | ||
626 | } | ||
627 | |||
628 | |||
629 | // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access | ||
630 | // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only | ||
631 | // place that is safe to call this routine AvatarGeomAndBodyCreation. | ||
632 | private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ) | ||
633 | { | ||
634 | _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace); | ||
635 | if (CAPSULE_LENGTH <= 0) | ||
636 | { | ||
637 | m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!"); | ||
638 | CAPSULE_LENGTH = 0.01f; | ||
639 | |||
640 | } | ||
641 | |||
642 | if (CAPSULE_RADIUS <= 0) | ||
643 | { | ||
644 | m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!"); | ||
645 | CAPSULE_RADIUS = 0.01f; | ||
646 | |||
647 | } | ||
648 | Shell = d.CreateCapsule(_parent_scene.ActiveSpace, CAPSULE_RADIUS, CAPSULE_LENGTH); | ||
649 | |||
650 | d.GeomSetCategoryBits(Shell, (uint)m_collisionCategories); | ||
651 | d.GeomSetCollideBits(Shell, (uint)m_collisionFlags); | ||
652 | |||
653 | d.MassSetCapsule(out ShellMass, m_density, 3, CAPSULE_RADIUS, CAPSULE_LENGTH); | ||
654 | |||
655 | m_mass = ShellMass.mass; // update mass | ||
656 | |||
657 | // rescale PID parameters | ||
658 | PID_D = _parent_scene.avPIDD; | ||
659 | PID_P = _parent_scene.avPIDP; | ||
660 | |||
661 | // rescale PID parameters so that this aren't affected by mass | ||
662 | // and so don't get unstable for some masses | ||
663 | // also scale by ode time step so you don't need to refix them | ||
664 | |||
665 | PID_D /= 50 * 80; //scale to original mass of around 80 and 50 ODE fps | ||
666 | PID_D *= m_mass / _parent_scene.ODE_STEPSIZE; | ||
667 | PID_P /= 50 * 80; | ||
668 | PID_P *= m_mass / _parent_scene.ODE_STEPSIZE; | ||
669 | |||
670 | Body = d.BodyCreate(_parent_scene.world); | ||
671 | |||
672 | _zeroFlag = false; | ||
673 | m_pidControllerActive = true; | ||
674 | m_freemove = false; | ||
675 | |||
676 | d.BodySetAutoDisableFlag(Body, false); | ||
677 | d.BodySetPosition(Body, npositionX, npositionY, npositionZ); | ||
678 | |||
679 | _position.X = npositionX; | ||
680 | _position.Y = npositionY; | ||
681 | _position.Z = npositionZ; | ||
682 | |||
683 | d.BodySetMass(Body, ref ShellMass); | ||
684 | d.GeomSetBody(Shell, Body); | ||
685 | |||
686 | // The purpose of the AMotor here is to keep the avatar's physical | ||
687 | // surrogate from rotating while moving | ||
688 | Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero); | ||
689 | d.JointAttach(Amotor, Body, IntPtr.Zero); | ||
690 | |||
691 | d.JointSetAMotorMode(Amotor, 0); | ||
692 | d.JointSetAMotorNumAxes(Amotor, 3); | ||
693 | d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0); | ||
694 | d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0); | ||
695 | d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1); | ||
696 | |||
697 | d.JointSetAMotorAngle(Amotor, 0, 0); | ||
698 | d.JointSetAMotorAngle(Amotor, 1, 0); | ||
699 | d.JointSetAMotorAngle(Amotor, 2, 0); | ||
700 | |||
701 | d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f); // make it HARD | ||
702 | d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f); | ||
703 | d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f); | ||
704 | d.JointSetAMotorParam(Amotor, (int)dParam.StopERP, 0.8f); | ||
705 | d.JointSetAMotorParam(Amotor, (int)dParam.StopERP2, 0.8f); | ||
706 | d.JointSetAMotorParam(Amotor, (int)dParam.StopERP3, 0.8f); | ||
707 | |||
708 | // These lowstops and high stops are effectively (no wiggle room) | ||
709 | d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -1e-5f); | ||
710 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 1e-5f); | ||
711 | d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -1e-5f); | ||
712 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 1e-5f); | ||
713 | d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -1e-5f); | ||
714 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 1e-5f); | ||
715 | |||
716 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0); | ||
717 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel2, 0); | ||
718 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel3, 0); | ||
719 | |||
720 | d.JointSetAMotorParam(Amotor, (int)dParam.FMax, 5e8f); | ||
721 | d.JointSetAMotorParam(Amotor, (int)dParam.FMax2, 5e8f); | ||
722 | d.JointSetAMotorParam(Amotor, (int)dParam.FMax3, 5e8f); | ||
723 | } | ||
724 | |||
725 | /// <summary> | ||
726 | /// Destroys the avatar body and geom | ||
727 | |||
728 | private void AvatarGeomAndBodyDestroy() | ||
729 | { | ||
730 | // Kill the Amotor | ||
731 | if (Amotor != IntPtr.Zero) | ||
732 | { | ||
733 | d.JointDestroy(Amotor); | ||
734 | Amotor = IntPtr.Zero; | ||
735 | } | ||
736 | |||
737 | if (Body != IntPtr.Zero) | ||
738 | { | ||
739 | //kill the body | ||
740 | d.BodyDestroy(Body); | ||
741 | Body = IntPtr.Zero; | ||
742 | } | ||
743 | |||
744 | //kill the Geometry | ||
745 | if (Shell != IntPtr.Zero) | ||
746 | { | ||
747 | // _parent_scene.geom_name_map.Remove(Shell); | ||
748 | _parent_scene.actor_name_map.Remove(Shell); | ||
749 | _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace); | ||
750 | d.GeomDestroy(Shell); | ||
751 | Shell = IntPtr.Zero; | ||
752 | } | ||
753 | } | ||
754 | |||
755 | /// <summary> | ||
756 | /// Called from Simulate | ||
757 | /// This is the avatar's movement control + PID Controller | ||
758 | /// </summary> | ||
759 | /// <param name="timeStep"></param> | ||
760 | public void Move(float timeStep, List<OdeCharacter> defects) | ||
761 | { | ||
762 | if (Body == IntPtr.Zero) | ||
763 | return; | ||
764 | |||
765 | d.Vector3 dtmp = d.BodyGetPosition(Body); | ||
766 | Vector3 localpos = new Vector3(dtmp.X, dtmp.Y, dtmp.Z); | ||
767 | |||
768 | // the Amotor still lets avatar rotation to drift during colisions | ||
769 | // so force it back to identity | ||
770 | |||
771 | d.Quaternion qtmp; | ||
772 | qtmp.W = 1; | ||
773 | qtmp.X = 0; | ||
774 | qtmp.Y = 0; | ||
775 | qtmp.Z = 0; | ||
776 | d.BodySetQuaternion(Body, ref qtmp); | ||
777 | |||
778 | if (m_pidControllerActive == false) | ||
779 | { | ||
780 | _zeroPosition = localpos; | ||
781 | } | ||
782 | |||
783 | if (!localpos.IsFinite()) | ||
784 | { | ||
785 | m_log.Warn("[PHYSICS]: Avatar Position is non-finite!"); | ||
786 | defects.Add(this); | ||
787 | // _parent_scene.RemoveCharacter(this); | ||
788 | |||
789 | // destroy avatar capsule and related ODE data | ||
790 | AvatarGeomAndBodyDestroy(); | ||
791 | return; | ||
792 | } | ||
793 | |||
794 | // check outbounds forcing to be in world | ||
795 | bool fixbody = false; | ||
796 | if (localpos.X < 0.0f) | ||
797 | { | ||
798 | fixbody = true; | ||
799 | localpos.X = 0.1f; | ||
800 | } | ||
801 | else if (localpos.X > _parent_scene.WorldExtents.X - 0.1f) | ||
802 | { | ||
803 | fixbody = true; | ||
804 | localpos.X = _parent_scene.WorldExtents.X - 0.1f; | ||
805 | } | ||
806 | if (localpos.Y < 0.0f) | ||
807 | { | ||
808 | fixbody = true; | ||
809 | localpos.Y = 0.1f; | ||
810 | } | ||
811 | else if (localpos.Y > _parent_scene.WorldExtents.Y - 0.1) | ||
812 | { | ||
813 | fixbody = true; | ||
814 | localpos.Y = _parent_scene.WorldExtents.Y - 0.1f; | ||
815 | } | ||
816 | if (fixbody) | ||
817 | { | ||
818 | m_freemove = false; | ||
819 | d.BodySetPosition(Body, localpos.X, localpos.Y, localpos.Z); | ||
820 | } | ||
821 | |||
822 | float breakfactor; | ||
823 | |||
824 | Vector3 vec = Vector3.Zero; | ||
825 | dtmp = d.BodyGetLinearVel(Body); | ||
826 | Vector3 vel = new Vector3(dtmp.X, dtmp.Y, dtmp.Z); | ||
827 | float velLengthSquared = vel.LengthSquared(); | ||
828 | |||
829 | float movementdivisor = 1f; | ||
830 | //Ubit change divisions into multiplications below | ||
831 | if (!m_alwaysRun) | ||
832 | movementdivisor = 1 / walkDivisor; | ||
833 | else | ||
834 | movementdivisor = 1 / runDivisor; | ||
835 | |||
836 | //****************************************** | ||
837 | // colide with land | ||
838 | d.AABB aabb; | ||
839 | d.GeomGetAABB(Shell, out aabb); | ||
840 | float chrminZ = aabb.MinZ; | ||
841 | |||
842 | Vector3 posch = localpos; | ||
843 | |||
844 | float ftmp; | ||
845 | |||
846 | if (flying) | ||
847 | { | ||
848 | ftmp = timeStep; | ||
849 | posch.X += vel.X * ftmp; | ||
850 | posch.Y += vel.Y * ftmp; | ||
851 | } | ||
852 | |||
853 | float terrainheight = _parent_scene.GetTerrainHeightAtXY(posch.X, posch.Y); | ||
854 | if (chrminZ < terrainheight) | ||
855 | { | ||
856 | float depth = terrainheight - chrminZ; | ||
857 | if (!flying) | ||
858 | { | ||
859 | vec.Z = -vel.Z * PID_D * 1.5f + depth * PID_P * 50; | ||
860 | } | ||
861 | else | ||
862 | vec.Z = depth * PID_P * 50; | ||
863 | |||
864 | if (depth < 0.1f) | ||
865 | { | ||
866 | m_colliderGroundfilter++; | ||
867 | if (m_colliderGroundfilter > 2) | ||
868 | { | ||
869 | m_iscolliding = true; | ||
870 | m_colliderfilter = 2; | ||
871 | |||
872 | if (m_colliderGroundfilter > 10) | ||
873 | { | ||
874 | m_colliderGroundfilter = 10; | ||
875 | m_freemove = false; | ||
876 | } | ||
877 | |||
878 | m_iscollidingGround = true; | ||
879 | |||
880 | ContactPoint contact = new ContactPoint(); | ||
881 | contact.PenetrationDepth = depth; | ||
882 | contact.Position.X = localpos.X; | ||
883 | contact.Position.Y = localpos.Y; | ||
884 | contact.Position.Z = chrminZ; | ||
885 | contact.SurfaceNormal.X = 0f; | ||
886 | contact.SurfaceNormal.Y = 0f; | ||
887 | contact.SurfaceNormal.Z = -1f; | ||
888 | contact.RelativeSpeed = -vel.Z; | ||
889 | AddCollisionEvent(0, contact); | ||
890 | |||
891 | vec.Z *= 0.5f; | ||
892 | } | ||
893 | } | ||
894 | |||
895 | else | ||
896 | { | ||
897 | m_colliderGroundfilter = 0; | ||
898 | m_iscollidingGround = false; | ||
899 | } | ||
900 | } | ||
901 | else | ||
902 | { | ||
903 | m_colliderGroundfilter = 0; | ||
904 | m_iscollidingGround = false; | ||
905 | } | ||
906 | |||
907 | //****************************************** | ||
908 | |||
909 | bool tviszero = (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f); | ||
910 | |||
911 | // if (!tviszero || m_iscolliding || velLengthSquared <0.01) | ||
912 | if (!tviszero) | ||
913 | m_freemove = false; | ||
914 | |||
915 | if (!m_freemove) | ||
916 | { | ||
917 | |||
918 | // if velocity is zero, use position control; otherwise, velocity control | ||
919 | if (tviszero && m_iscolliding) | ||
920 | { | ||
921 | // keep track of where we stopped. No more slippin' & slidin' | ||
922 | if (!_zeroFlag) | ||
923 | { | ||
924 | _zeroFlag = true; | ||
925 | _zeroPosition = localpos; | ||
926 | } | ||
927 | if (m_pidControllerActive) | ||
928 | { | ||
929 | // We only want to deactivate the PID Controller if we think we want to have our surrogate | ||
930 | // react to the physics scene by moving it's position. | ||
931 | // Avatar to Avatar collisions | ||
932 | // Prim to avatar collisions | ||
933 | |||
934 | vec.X = -vel.X * PID_D + (_zeroPosition.X - localpos.X) * (PID_P * 2); | ||
935 | vec.Y = -vel.Y * PID_D + (_zeroPosition.Y - localpos.Y) * (PID_P * 2); | ||
936 | if (flying) | ||
937 | { | ||
938 | vec.Z += -vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P; | ||
939 | } | ||
940 | } | ||
941 | //PidStatus = true; | ||
942 | } | ||
943 | else | ||
944 | { | ||
945 | m_pidControllerActive = true; | ||
946 | _zeroFlag = false; | ||
947 | |||
948 | if (m_iscolliding) | ||
949 | { | ||
950 | if (!flying) | ||
951 | { | ||
952 | if (_target_velocity.Z > 0.0f) | ||
953 | { | ||
954 | // We're colliding with something and we're not flying but we're moving | ||
955 | // This means we're walking or running. JUMPING | ||
956 | vec.Z += (_target_velocity.Z - vel.Z) * PID_D * 1.2f;// +(_zeroPosition.Z - localpos.Z) * PID_P; | ||
957 | } | ||
958 | // We're standing on something | ||
959 | vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D); | ||
960 | vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D); | ||
961 | } | ||
962 | else | ||
963 | { | ||
964 | // We're flying and colliding with something | ||
965 | vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 0.0625f); | ||
966 | vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 0.0625f); | ||
967 | vec.Z += (_target_velocity.Z - vel.Z) * (PID_D); | ||
968 | } | ||
969 | } | ||
970 | else // ie not colliding | ||
971 | { | ||
972 | if (flying) //(!m_iscolliding && flying) | ||
973 | { | ||
974 | // we're in mid air suspended | ||
975 | vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 1.667f); | ||
976 | vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 1.667f); | ||
977 | vec.Z += (_target_velocity.Z - vel.Z) * (PID_D); | ||
978 | } | ||
979 | |||
980 | else | ||
981 | { | ||
982 | // we're not colliding and we're not flying so that means we're falling! | ||
983 | // m_iscolliding includes collisions with the ground. | ||
984 | |||
985 | // d.Vector3 pos = d.BodyGetPosition(Body); | ||
986 | vec.X = (_target_velocity.X - vel.X) * PID_D * 0.833f; | ||
987 | vec.Y = (_target_velocity.Y - vel.Y) * PID_D * 0.833f; | ||
988 | } | ||
989 | } | ||
990 | } | ||
991 | |||
992 | if (velLengthSquared > 2500.0f) // 50m/s apply breaks | ||
993 | { | ||
994 | breakfactor = 0.16f * m_mass; | ||
995 | vec.X -= breakfactor * vel.X; | ||
996 | vec.Y -= breakfactor * vel.Y; | ||
997 | vec.Z -= breakfactor * vel.Z; | ||
998 | } | ||
999 | } | ||
1000 | else | ||
1001 | { | ||
1002 | breakfactor = m_mass; | ||
1003 | vec.X -= breakfactor * vel.X; | ||
1004 | vec.Y -= breakfactor * vel.Y; | ||
1005 | if (flying) | ||
1006 | vec.Z -= breakfactor * vel.Z; | ||
1007 | else | ||
1008 | vec.Z -= .5f* m_mass * vel.Z; | ||
1009 | } | ||
1010 | |||
1011 | if (flying) | ||
1012 | { | ||
1013 | vec.Z -= _parent_scene.gravityz * m_mass; | ||
1014 | |||
1015 | //Added for auto fly height. Kitto Flora | ||
1016 | float target_altitude = _parent_scene.GetTerrainHeightAtXY(localpos.X, localpos.Y) + MinimumGroundFlightOffset; | ||
1017 | |||
1018 | if (localpos.Z < target_altitude) | ||
1019 | { | ||
1020 | vec.Z += (target_altitude - localpos.Z) * PID_P * 5.0f; | ||
1021 | } | ||
1022 | // end add Kitto Flora | ||
1023 | } | ||
1024 | |||
1025 | if (vec.IsFinite()) | ||
1026 | { | ||
1027 | if (vec.X != 0 || vec.Y !=0 || vec.Z !=0) | ||
1028 | d.BodyAddForce(Body, vec.X, vec.Y, vec.Z); | ||
1029 | } | ||
1030 | else | ||
1031 | { | ||
1032 | m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()"); | ||
1033 | m_log.Warn("[PHYSICS]: Avatar Position is non-finite!"); | ||
1034 | defects.Add(this); | ||
1035 | // _parent_scene.RemoveCharacter(this); | ||
1036 | // destroy avatar capsule and related ODE data | ||
1037 | AvatarGeomAndBodyDestroy(); | ||
1038 | return; | ||
1039 | } | ||
1040 | |||
1041 | // update our local ideia of position velocity and aceleration | ||
1042 | _position = localpos; | ||
1043 | if (_zeroFlag) | ||
1044 | { | ||
1045 | _velocity = Vector3.Zero; | ||
1046 | _acceleration = Vector3.Zero; | ||
1047 | } | ||
1048 | else | ||
1049 | { | ||
1050 | _acceleration = _velocity; // previus velocity | ||
1051 | _velocity = vel; | ||
1052 | _acceleration = (vel - _acceleration) / timeStep; | ||
1053 | } | ||
1054 | |||
1055 | } | ||
1056 | |||
1057 | /// <summary> | ||
1058 | /// Updates the reported position and velocity. | ||
1059 | /// Used to copy variables from unmanaged space at heartbeat rate and also trigger scene updates acording | ||
1060 | /// also outbounds checking | ||
1061 | /// copy and outbounds now done in move(..) at ode rate | ||
1062 | /// | ||
1063 | /// </summary> | ||
1064 | public void UpdatePositionAndVelocity() | ||
1065 | { | ||
1066 | return; | ||
1067 | |||
1068 | // if (Body == IntPtr.Zero) | ||
1069 | // return; | ||
1070 | |||
1071 | } | ||
1072 | |||
1073 | /// <summary> | ||
1074 | /// Cleanup the things we use in the scene. | ||
1075 | /// </summary> | ||
1076 | public void Destroy() | ||
1077 | { | ||
1078 | AddChange(changes.Remove, null); | ||
1079 | } | ||
1080 | |||
1081 | public override void CrossingFailure() | ||
1082 | { | ||
1083 | } | ||
1084 | |||
1085 | public override Vector3 PIDTarget { set { return; } } | ||
1086 | public override bool PIDActive { set { return; } } | ||
1087 | public override float PIDTau { set { return; } } | ||
1088 | |||
1089 | public override float PIDHoverHeight { set { return; } } | ||
1090 | public override bool PIDHoverActive { set { return; } } | ||
1091 | public override PIDHoverType PIDHoverType { set { return; } } | ||
1092 | public override float PIDHoverTau { set { return; } } | ||
1093 | |||
1094 | public override Quaternion APIDTarget { set { return; } } | ||
1095 | |||
1096 | public override bool APIDActive { set { return; } } | ||
1097 | |||
1098 | public override float APIDStrength { set { return; } } | ||
1099 | |||
1100 | public override float APIDDamping { set { return; } } | ||
1101 | |||
1102 | |||
1103 | public override void SubscribeEvents(int ms) | ||
1104 | { | ||
1105 | m_eventsubscription = ms; | ||
1106 | m_cureventsubscription = 0; | ||
1107 | if (CollisionEventsThisFrame == null) | ||
1108 | CollisionEventsThisFrame = new CollisionEventUpdate(); | ||
1109 | SentEmptyCollisionsEvent = false; | ||
1110 | } | ||
1111 | |||
1112 | public override void UnSubscribeEvents() | ||
1113 | { | ||
1114 | if (CollisionEventsThisFrame != null) | ||
1115 | { | ||
1116 | CollisionEventsThisFrame.Clear(); | ||
1117 | CollisionEventsThisFrame = null; | ||
1118 | } | ||
1119 | m_eventsubscription = 0; | ||
1120 | } | ||
1121 | |||
1122 | public override void AddCollisionEvent(uint CollidedWith, ContactPoint contact) | ||
1123 | { | ||
1124 | if (CollisionEventsThisFrame == null) | ||
1125 | CollisionEventsThisFrame = new CollisionEventUpdate(); | ||
1126 | CollisionEventsThisFrame.AddCollider(CollidedWith, contact); | ||
1127 | _parent_scene.AddCollisionEventReporting(this); | ||
1128 | } | ||
1129 | |||
1130 | public void SendCollisions() | ||
1131 | { | ||
1132 | if (CollisionEventsThisFrame == null) | ||
1133 | return; | ||
1134 | |||
1135 | if (m_cureventsubscription < m_eventsubscription) | ||
1136 | return; | ||
1137 | |||
1138 | m_cureventsubscription = 0; | ||
1139 | |||
1140 | int ncolisions = CollisionEventsThisFrame.m_objCollisionList.Count; | ||
1141 | |||
1142 | if (!SentEmptyCollisionsEvent || ncolisions > 0) | ||
1143 | { | ||
1144 | base.SendCollisionUpdate(CollisionEventsThisFrame); | ||
1145 | |||
1146 | if (ncolisions == 0) | ||
1147 | { | ||
1148 | SentEmptyCollisionsEvent = true; | ||
1149 | _parent_scene.RemoveCollisionEventReporting(this); | ||
1150 | } | ||
1151 | else | ||
1152 | { | ||
1153 | SentEmptyCollisionsEvent = false; | ||
1154 | CollisionEventsThisFrame.Clear(); | ||
1155 | } | ||
1156 | } | ||
1157 | } | ||
1158 | |||
1159 | internal void AddCollisionFrameTime(int t) | ||
1160 | { | ||
1161 | // protect it from overflow crashing | ||
1162 | if (m_cureventsubscription < 50000) | ||
1163 | m_cureventsubscription += t; | ||
1164 | } | ||
1165 | |||
1166 | public override bool SubscribedEvents() | ||
1167 | { | ||
1168 | if (m_eventsubscription > 0) | ||
1169 | return true; | ||
1170 | return false; | ||
1171 | } | ||
1172 | |||
1173 | private void changePhysicsStatus(bool NewStatus) | ||
1174 | { | ||
1175 | if (NewStatus != m_isPhysical) | ||
1176 | { | ||
1177 | if (NewStatus) | ||
1178 | { | ||
1179 | // Create avatar capsule and related ODE data | ||
1180 | if ((Shell != IntPtr.Zero)) | ||
1181 | { | ||
1182 | // a lost shell ? | ||
1183 | m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - " | ||
1184 | + (Shell != IntPtr.Zero ? "Shell " : "") | ||
1185 | + (Body != IntPtr.Zero ? "Body " : "") | ||
1186 | + (Amotor != IntPtr.Zero ? "Amotor " : "")); | ||
1187 | AvatarGeomAndBodyDestroy(); | ||
1188 | } | ||
1189 | |||
1190 | AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z); | ||
1191 | |||
1192 | _parent_scene.actor_name_map[Shell] = (PhysicsActor)this; | ||
1193 | _parent_scene.AddCharacter(this); | ||
1194 | } | ||
1195 | else | ||
1196 | { | ||
1197 | _parent_scene.RemoveCollisionEventReporting(this); | ||
1198 | _parent_scene.RemoveCharacter(this); | ||
1199 | // destroy avatar capsule and related ODE data | ||
1200 | AvatarGeomAndBodyDestroy(); | ||
1201 | } | ||
1202 | m_freemove = false; | ||
1203 | m_isPhysical = NewStatus; | ||
1204 | } | ||
1205 | } | ||
1206 | |||
1207 | private void changeAdd() | ||
1208 | { | ||
1209 | changePhysicsStatus(true); | ||
1210 | } | ||
1211 | |||
1212 | private void changeRemove() | ||
1213 | { | ||
1214 | changePhysicsStatus(false); | ||
1215 | } | ||
1216 | |||
1217 | private void changeShape(PrimitiveBaseShape arg) | ||
1218 | { | ||
1219 | } | ||
1220 | |||
1221 | private void changeSize(Vector3 Size) | ||
1222 | { | ||
1223 | if (Size.IsFinite()) | ||
1224 | { | ||
1225 | float caplen = Size.Z; | ||
1226 | |||
1227 | caplen = caplen * 1.15f - CAPSULE_RADIUS * 2.0f; | ||
1228 | |||
1229 | if (caplen != CAPSULE_LENGTH) | ||
1230 | { | ||
1231 | if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero) | ||
1232 | { | ||
1233 | AvatarGeomAndBodyDestroy(); | ||
1234 | |||
1235 | float prevCapsule = CAPSULE_LENGTH; | ||
1236 | CAPSULE_LENGTH = caplen; | ||
1237 | |||
1238 | AvatarGeomAndBodyCreation(_position.X, _position.Y, | ||
1239 | _position.Z + (CAPSULE_LENGTH - prevCapsule) * 0.5f); | ||
1240 | |||
1241 | Velocity = Vector3.Zero; | ||
1242 | |||
1243 | _parent_scene.actor_name_map[Shell] = (PhysicsActor)this; | ||
1244 | } | ||
1245 | else | ||
1246 | { | ||
1247 | m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - " | ||
1248 | + (Shell == IntPtr.Zero ? "Shell " : "") | ||
1249 | + (Body == IntPtr.Zero ? "Body " : "") | ||
1250 | + (Amotor == IntPtr.Zero ? "Amotor " : "")); | ||
1251 | } | ||
1252 | } | ||
1253 | m_freemove = false; | ||
1254 | m_pidControllerActive = true; | ||
1255 | } | ||
1256 | else | ||
1257 | { | ||
1258 | m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character"); | ||
1259 | } | ||
1260 | } | ||
1261 | |||
1262 | private void changePosition( Vector3 newPos) | ||
1263 | { | ||
1264 | if (Body != IntPtr.Zero) | ||
1265 | d.BodySetPosition(Body, newPos.X, newPos.Y, newPos.Z); | ||
1266 | _position = newPos; | ||
1267 | m_freemove = false; | ||
1268 | m_pidControllerActive = true; | ||
1269 | } | ||
1270 | |||
1271 | private void changeOrientation(Quaternion newOri) | ||
1272 | { | ||
1273 | } | ||
1274 | |||
1275 | private void changeVelocity(Vector3 newVel) | ||
1276 | { | ||
1277 | m_pidControllerActive = true; | ||
1278 | m_freemove = false; | ||
1279 | _target_velocity = newVel; | ||
1280 | } | ||
1281 | |||
1282 | private void changeSetTorque(Vector3 newTorque) | ||
1283 | { | ||
1284 | } | ||
1285 | |||
1286 | private void changeAddForce(Vector3 newForce) | ||
1287 | { | ||
1288 | } | ||
1289 | |||
1290 | private void changeAddAngularForce(Vector3 arg) | ||
1291 | { | ||
1292 | } | ||
1293 | |||
1294 | private void changeAngularLock(Vector3 arg) | ||
1295 | { | ||
1296 | } | ||
1297 | |||
1298 | private void changeFloatOnWater(bool arg) | ||
1299 | { | ||
1300 | } | ||
1301 | |||
1302 | private void changeVolumedetetion(bool arg) | ||
1303 | { | ||
1304 | } | ||
1305 | |||
1306 | private void changeSelectedStatus(bool arg) | ||
1307 | { | ||
1308 | } | ||
1309 | |||
1310 | private void changeDisable(bool arg) | ||
1311 | { | ||
1312 | } | ||
1313 | |||
1314 | private void changeBuilding(bool arg) | ||
1315 | { | ||
1316 | } | ||
1317 | |||
1318 | private void setFreeMove() | ||
1319 | { | ||
1320 | m_pidControllerActive = true; | ||
1321 | _zeroFlag = false; | ||
1322 | _target_velocity = Vector3.Zero; | ||
1323 | m_freemove = true; | ||
1324 | m_colliderfilter = -2; | ||
1325 | m_colliderObjectfilter = -2; | ||
1326 | m_colliderGroundfilter = -2; | ||
1327 | |||
1328 | m_iscolliding = false; | ||
1329 | m_iscollidingGround = false; | ||
1330 | m_iscollidingObj = false; | ||
1331 | |||
1332 | CollisionEventsThisFrame.Clear(); | ||
1333 | } | ||
1334 | |||
1335 | private void changeForce(Vector3 newForce) | ||
1336 | { | ||
1337 | setFreeMove(); | ||
1338 | |||
1339 | if (Body != IntPtr.Zero) | ||
1340 | { | ||
1341 | if (newForce.X != 0f || newForce.Y != 0f || newForce.Z != 0) | ||
1342 | d.BodyAddForce(Body, newForce.X, newForce.Y, newForce.Z); | ||
1343 | } | ||
1344 | } | ||
1345 | |||
1346 | // for now momentum is actually velocity | ||
1347 | private void changeMomentum(Vector3 newmomentum) | ||
1348 | { | ||
1349 | _velocity = newmomentum; | ||
1350 | setFreeMove(); | ||
1351 | |||
1352 | if (Body != IntPtr.Zero) | ||
1353 | d.BodySetLinearVel(Body, newmomentum.X, newmomentum.Y, newmomentum.Z); | ||
1354 | } | ||
1355 | |||
1356 | private void donullchange() | ||
1357 | { | ||
1358 | } | ||
1359 | |||
1360 | public bool DoAChange(changes what, object arg) | ||
1361 | { | ||
1362 | if (Shell == IntPtr.Zero && what != changes.Add && what != changes.Remove) | ||
1363 | { | ||
1364 | return false; | ||
1365 | } | ||
1366 | |||
1367 | // nasty switch | ||
1368 | switch (what) | ||
1369 | { | ||
1370 | case changes.Add: | ||
1371 | changeAdd(); | ||
1372 | break; | ||
1373 | case changes.Remove: | ||
1374 | changeRemove(); | ||
1375 | break; | ||
1376 | |||
1377 | case changes.Position: | ||
1378 | changePosition((Vector3)arg); | ||
1379 | break; | ||
1380 | |||
1381 | case changes.Orientation: | ||
1382 | changeOrientation((Quaternion)arg); | ||
1383 | break; | ||
1384 | |||
1385 | case changes.PosOffset: | ||
1386 | donullchange(); | ||
1387 | break; | ||
1388 | |||
1389 | case changes.OriOffset: | ||
1390 | donullchange(); | ||
1391 | break; | ||
1392 | |||
1393 | case changes.Velocity: | ||
1394 | changeVelocity((Vector3)arg); | ||
1395 | break; | ||
1396 | |||
1397 | // case changes.Acceleration: | ||
1398 | // changeacceleration((Vector3)arg); | ||
1399 | // break; | ||
1400 | // case changes.AngVelocity: | ||
1401 | // changeangvelocity((Vector3)arg); | ||
1402 | // break; | ||
1403 | |||
1404 | case changes.Force: | ||
1405 | changeForce((Vector3)arg); | ||
1406 | break; | ||
1407 | |||
1408 | case changes.Torque: | ||
1409 | changeSetTorque((Vector3)arg); | ||
1410 | break; | ||
1411 | |||
1412 | case changes.AddForce: | ||
1413 | changeAddForce((Vector3)arg); | ||
1414 | break; | ||
1415 | |||
1416 | case changes.AddAngForce: | ||
1417 | changeAddAngularForce((Vector3)arg); | ||
1418 | break; | ||
1419 | |||
1420 | case changes.AngLock: | ||
1421 | changeAngularLock((Vector3)arg); | ||
1422 | break; | ||
1423 | |||
1424 | case changes.Size: | ||
1425 | changeSize((Vector3)arg); | ||
1426 | break; | ||
1427 | |||
1428 | case changes.Momentum: | ||
1429 | changeMomentum((Vector3)arg); | ||
1430 | break; | ||
1431 | /* not in use for now | ||
1432 | case changes.Shape: | ||
1433 | changeShape((PrimitiveBaseShape)arg); | ||
1434 | break; | ||
1435 | |||
1436 | case changes.CollidesWater: | ||
1437 | changeFloatOnWater((bool)arg); | ||
1438 | break; | ||
1439 | |||
1440 | case changes.VolumeDtc: | ||
1441 | changeVolumedetetion((bool)arg); | ||
1442 | break; | ||
1443 | |||
1444 | case changes.Physical: | ||
1445 | changePhysicsStatus((bool)arg); | ||
1446 | break; | ||
1447 | |||
1448 | case changes.Selected: | ||
1449 | changeSelectedStatus((bool)arg); | ||
1450 | break; | ||
1451 | |||
1452 | case changes.disabled: | ||
1453 | changeDisable((bool)arg); | ||
1454 | break; | ||
1455 | |||
1456 | case changes.building: | ||
1457 | changeBuilding((bool)arg); | ||
1458 | break; | ||
1459 | */ | ||
1460 | case changes.Null: | ||
1461 | donullchange(); | ||
1462 | break; | ||
1463 | |||
1464 | default: | ||
1465 | donullchange(); | ||
1466 | break; | ||
1467 | } | ||
1468 | return false; | ||
1469 | } | ||
1470 | |||
1471 | public void AddChange(changes what, object arg) | ||
1472 | { | ||
1473 | _parent_scene.AddChange((PhysicsActor)this, what, arg); | ||
1474 | } | ||
1475 | } | ||
1476 | } | ||