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Diffstat (limited to 'OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs')
-rw-r--r-- | OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs | 1474 |
1 files changed, 1474 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs new file mode 100644 index 0000000..9c1b87b --- /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 CollisionLocker ode; | ||
107 | |||
108 | private string m_name = String.Empty; | ||
109 | // other filter control | ||
110 | int m_colliderfilter = 0; | ||
111 | // int m_colliderGroundfilter = 0; | ||
112 | int m_colliderObjectfilter = 0; | ||
113 | |||
114 | // Default we're a Character | ||
115 | private CollisionCategories m_collisionCategories = (CollisionCategories.Character); | ||
116 | |||
117 | // Default, Collide with Other Geometries, spaces, bodies and characters. | ||
118 | private CollisionCategories m_collisionFlags = (CollisionCategories.Character | ||
119 | | CollisionCategories.Geom | ||
120 | | CollisionCategories.VolumeDtc | ||
121 | ); | ||
122 | // we do land collisions not ode | CollisionCategories.Land); | ||
123 | public IntPtr Body = IntPtr.Zero; | ||
124 | private OdeScene _parent_scene; | ||
125 | public IntPtr Shell = IntPtr.Zero; | ||
126 | public IntPtr Amotor = IntPtr.Zero; | ||
127 | public d.Mass ShellMass; | ||
128 | // public bool collidelock = false; | ||
129 | |||
130 | private bool m_haseventsubscription = false; | ||
131 | public int m_eventsubscription = 0; | ||
132 | private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate(); | ||
133 | |||
134 | // unique UUID of this character object | ||
135 | public UUID m_uuid; | ||
136 | public bool bad = false; | ||
137 | |||
138 | float mu; | ||
139 | |||
140 | 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) | ||
141 | { | ||
142 | m_uuid = UUID.Random(); | ||
143 | |||
144 | if (pos.IsFinite()) | ||
145 | { | ||
146 | if (pos.Z > 99999f) | ||
147 | { | ||
148 | pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5; | ||
149 | } | ||
150 | if (pos.Z < -100f) // shouldn't this be 0 ? | ||
151 | { | ||
152 | pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5; | ||
153 | } | ||
154 | _position = pos; | ||
155 | } | ||
156 | else | ||
157 | { | ||
158 | _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f); | ||
159 | m_log.Warn("[PHYSICS]: Got NaN Position on Character Create"); | ||
160 | } | ||
161 | |||
162 | _parent_scene = parent_scene; | ||
163 | |||
164 | PID_D = pid_d; | ||
165 | PID_P = pid_p; | ||
166 | CAPSULE_RADIUS = capsule_radius; | ||
167 | m_density = density; | ||
168 | m_mass = 80f; // sure we have a default | ||
169 | |||
170 | mu = parent_scene.AvatarFriction; | ||
171 | |||
172 | walkDivisor = walk_divisor; | ||
173 | runDivisor = rundivisor; | ||
174 | |||
175 | CAPSULE_LENGTH = size.Z * 1.15f - CAPSULE_RADIUS * 2.0f; | ||
176 | //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString()); | ||
177 | |||
178 | m_isPhysical = false; // current status: no ODE information exists | ||
179 | |||
180 | m_name = avName; | ||
181 | |||
182 | AddChange(changes.Add, null); | ||
183 | } | ||
184 | |||
185 | public override int PhysicsActorType | ||
186 | { | ||
187 | get { return (int)ActorTypes.Agent; } | ||
188 | set { return; } | ||
189 | } | ||
190 | |||
191 | public override void getContactData(ref ContactData cdata) | ||
192 | { | ||
193 | cdata.mu = mu; | ||
194 | cdata.bounce = 0; | ||
195 | cdata.softcolide = false; | ||
196 | } | ||
197 | |||
198 | public override bool Building { get; set; } | ||
199 | |||
200 | /// <summary> | ||
201 | /// If this is set, the avatar will move faster | ||
202 | /// </summary> | ||
203 | public override bool SetAlwaysRun | ||
204 | { | ||
205 | get { return m_alwaysRun; } | ||
206 | set { m_alwaysRun = value; } | ||
207 | } | ||
208 | |||
209 | public override uint LocalID | ||
210 | { | ||
211 | set { m_localID = value; } | ||
212 | } | ||
213 | |||
214 | public override bool Grabbed | ||
215 | { | ||
216 | set { return; } | ||
217 | } | ||
218 | |||
219 | public override bool Selected | ||
220 | { | ||
221 | set { return; } | ||
222 | } | ||
223 | |||
224 | public override float Buoyancy | ||
225 | { | ||
226 | get { return m_buoyancy; } | ||
227 | set { m_buoyancy = value; } | ||
228 | } | ||
229 | |||
230 | public override bool FloatOnWater | ||
231 | { | ||
232 | set { return; } | ||
233 | } | ||
234 | |||
235 | public override bool IsPhysical | ||
236 | { | ||
237 | get { return false; } | ||
238 | set { return; } | ||
239 | } | ||
240 | |||
241 | public override bool ThrottleUpdates | ||
242 | { | ||
243 | get { return false; } | ||
244 | set { return; } | ||
245 | } | ||
246 | |||
247 | public override bool Flying | ||
248 | { | ||
249 | get { return flying; } | ||
250 | set | ||
251 | { | ||
252 | flying = value; | ||
253 | // m_log.DebugFormat("[PHYSICS]: Set OdeCharacter Flying to {0}", flying); | ||
254 | } | ||
255 | } | ||
256 | |||
257 | /// <summary> | ||
258 | /// Returns if the avatar is colliding in general. | ||
259 | /// This includes the ground and objects and avatar. | ||
260 | /// </summary> | ||
261 | public override bool IsColliding | ||
262 | { | ||
263 | get { return (m_iscolliding || m_iscollidingGround); } | ||
264 | set | ||
265 | { | ||
266 | if (value) | ||
267 | { | ||
268 | m_colliderfilter += 2; | ||
269 | if (m_colliderfilter > 2) | ||
270 | m_colliderfilter = 2; | ||
271 | } | ||
272 | else | ||
273 | { | ||
274 | m_colliderfilter--; | ||
275 | if (m_colliderfilter < 0) | ||
276 | m_colliderfilter = 0; | ||
277 | } | ||
278 | |||
279 | if (m_colliderfilter == 0) | ||
280 | m_iscolliding = false; | ||
281 | else | ||
282 | { | ||
283 | // SetPidStatus(false); | ||
284 | m_pidControllerActive = true; | ||
285 | m_iscolliding = true; | ||
286 | } | ||
287 | } | ||
288 | } | ||
289 | |||
290 | /// <summary> | ||
291 | /// Returns if an avatar is colliding with the ground | ||
292 | /// </summary> | ||
293 | public override bool CollidingGround | ||
294 | { | ||
295 | get { return m_iscollidingGround; } | ||
296 | set | ||
297 | { | ||
298 | /* we now control this | ||
299 | if (value) | ||
300 | { | ||
301 | m_colliderGroundfilter += 2; | ||
302 | if (m_colliderGroundfilter > 2) | ||
303 | m_colliderGroundfilter = 2; | ||
304 | } | ||
305 | else | ||
306 | { | ||
307 | m_colliderGroundfilter--; | ||
308 | if (m_colliderGroundfilter < 0) | ||
309 | m_colliderGroundfilter = 0; | ||
310 | } | ||
311 | |||
312 | if (m_colliderGroundfilter == 0) | ||
313 | m_iscollidingGround = false; | ||
314 | else | ||
315 | m_iscollidingGround = true; | ||
316 | */ | ||
317 | } | ||
318 | |||
319 | } | ||
320 | |||
321 | /// <summary> | ||
322 | /// Returns if the avatar is colliding with an object | ||
323 | /// </summary> | ||
324 | public override bool CollidingObj | ||
325 | { | ||
326 | get { return m_iscollidingObj; } | ||
327 | set | ||
328 | { | ||
329 | // Ubit filter this also | ||
330 | if (value) | ||
331 | { | ||
332 | m_colliderObjectfilter += 2; | ||
333 | if (m_colliderObjectfilter > 2) | ||
334 | m_colliderObjectfilter = 2; | ||
335 | } | ||
336 | else | ||
337 | { | ||
338 | m_colliderObjectfilter--; | ||
339 | if (m_colliderObjectfilter < 0) | ||
340 | m_colliderObjectfilter = 0; | ||
341 | } | ||
342 | |||
343 | if (m_colliderObjectfilter == 0) | ||
344 | m_iscollidingObj = false; | ||
345 | else | ||
346 | m_iscollidingObj = true; | ||
347 | |||
348 | // m_iscollidingObj = value; | ||
349 | /* | ||
350 | if (m_iscollidingObj) | ||
351 | m_pidControllerActive = false; | ||
352 | else | ||
353 | m_pidControllerActive = true; | ||
354 | */ | ||
355 | } | ||
356 | } | ||
357 | |||
358 | /// <summary> | ||
359 | /// turn the PID controller on or off. | ||
360 | /// The PID Controller will turn on all by itself in many situations | ||
361 | /// </summary> | ||
362 | /// <param name="status"></param> | ||
363 | public void SetPidStatus(bool status) | ||
364 | { | ||
365 | m_pidControllerActive = status; | ||
366 | } | ||
367 | |||
368 | public override bool Stopped | ||
369 | { | ||
370 | get { return _zeroFlag; } | ||
371 | } | ||
372 | |||
373 | /// <summary> | ||
374 | /// This 'puts' an avatar somewhere in the physics space. | ||
375 | /// Not really a good choice unless you 'know' it's a good | ||
376 | /// spot otherwise you're likely to orbit the avatar. | ||
377 | /// </summary> | ||
378 | public override Vector3 Position | ||
379 | { | ||
380 | get { return _position; } | ||
381 | set | ||
382 | { | ||
383 | if (Body == IntPtr.Zero || Shell == IntPtr.Zero) | ||
384 | { | ||
385 | if (value.IsFinite()) | ||
386 | { | ||
387 | if (value.Z > 9999999f) | ||
388 | { | ||
389 | value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5; | ||
390 | } | ||
391 | if (value.Z < -100f) | ||
392 | { | ||
393 | value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5; | ||
394 | } | ||
395 | AddChange(changes.Position, value); | ||
396 | } | ||
397 | else | ||
398 | { | ||
399 | m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character"); | ||
400 | } | ||
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 | d.BodySetAutoDisableFlag(Body, false); | ||
690 | d.BodySetPosition(Body, npositionX, npositionY, npositionZ); | ||
691 | |||
692 | _position.X = npositionX; | ||
693 | _position.Y = npositionY; | ||
694 | _position.Z = npositionZ; | ||
695 | |||
696 | d.BodySetMass(Body, ref ShellMass); | ||
697 | d.GeomSetBody(Shell, Body); | ||
698 | |||
699 | // The purpose of the AMotor here is to keep the avatar's physical | ||
700 | // surrogate from rotating while moving | ||
701 | Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero); | ||
702 | d.JointAttach(Amotor, Body, IntPtr.Zero); | ||
703 | |||
704 | d.JointSetAMotorMode(Amotor, 0); | ||
705 | d.JointSetAMotorNumAxes(Amotor, 3); | ||
706 | d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0); | ||
707 | d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0); | ||
708 | d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1); | ||
709 | |||
710 | d.JointSetAMotorAngle(Amotor, 0, 0); | ||
711 | d.JointSetAMotorAngle(Amotor, 1, 0); | ||
712 | d.JointSetAMotorAngle(Amotor, 2, 0); | ||
713 | |||
714 | d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f); // make it HARD | ||
715 | d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f); | ||
716 | d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f); | ||
717 | d.JointSetAMotorParam(Amotor, (int)dParam.StopERP, 0.8f); | ||
718 | d.JointSetAMotorParam(Amotor, (int)dParam.StopERP2, 0.8f); | ||
719 | d.JointSetAMotorParam(Amotor, (int)dParam.StopERP3, 0.8f); | ||
720 | |||
721 | // These lowstops and high stops are effectively (no wiggle room) | ||
722 | d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -1e-5f); | ||
723 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 1e-5f); | ||
724 | d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -1e-5f); | ||
725 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 1e-5f); | ||
726 | d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -1e-5f); | ||
727 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 1e-5f); | ||
728 | |||
729 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0); | ||
730 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel2, 0); | ||
731 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel3, 0); | ||
732 | |||
733 | d.JointSetAMotorParam(Amotor, (int)dParam.FMax, 5e6f); | ||
734 | d.JointSetAMotorParam(Amotor, (int)dParam.FMax2, 5e6f); | ||
735 | d.JointSetAMotorParam(Amotor, (int)dParam.FMax3, 5e6f); | ||
736 | } | ||
737 | |||
738 | /// <summary> | ||
739 | /// Destroys the avatar body and geom | ||
740 | |||
741 | private void AvatarGeomAndBodyDestroy() | ||
742 | { | ||
743 | // Kill the Amotor | ||
744 | if (Amotor != IntPtr.Zero) | ||
745 | { | ||
746 | d.JointDestroy(Amotor); | ||
747 | Amotor = IntPtr.Zero; | ||
748 | } | ||
749 | |||
750 | if (Body != IntPtr.Zero) | ||
751 | { | ||
752 | //kill the body | ||
753 | d.BodyDestroy(Body); | ||
754 | Body = IntPtr.Zero; | ||
755 | } | ||
756 | |||
757 | //kill the Geometry | ||
758 | if (Shell != IntPtr.Zero) | ||
759 | { | ||
760 | _parent_scene.geom_name_map.Remove(Shell); | ||
761 | _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace); | ||
762 | d.GeomDestroy(Shell); | ||
763 | Shell = IntPtr.Zero; | ||
764 | } | ||
765 | } | ||
766 | |||
767 | /// <summary> | ||
768 | /// Called from Simulate | ||
769 | /// This is the avatar's movement control + PID Controller | ||
770 | /// </summary> | ||
771 | /// <param name="timeStep"></param> | ||
772 | public void Move(float timeStep, List<OdeCharacter> defects) | ||
773 | { | ||
774 | // no lock; for now it's only called from within Simulate() | ||
775 | |||
776 | // If the PID Controller isn't active then we set our force | ||
777 | // calculating base velocity to the current position | ||
778 | |||
779 | if (Body == IntPtr.Zero) | ||
780 | return; | ||
781 | |||
782 | d.Vector3 dtmp; | ||
783 | d.BodyCopyPosition(Body, out dtmp); | ||
784 | Vector3 localpos = new Vector3(dtmp.X, dtmp.Y, dtmp.Z); | ||
785 | |||
786 | // the Amotor still lets avatar rotation to drift during colisions | ||
787 | // so force it back to identity | ||
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 | //PidStatus = true; | ||
801 | |||
802 | |||
803 | if (!localpos.IsFinite()) | ||
804 | { | ||
805 | |||
806 | m_log.Warn("[PHYSICS]: Avatar Position is non-finite!"); | ||
807 | defects.Add(this); | ||
808 | // _parent_scene.RemoveCharacter(this); | ||
809 | |||
810 | // destroy avatar capsule and related ODE data | ||
811 | AvatarGeomAndBodyDestroy(); | ||
812 | |||
813 | return; | ||
814 | } | ||
815 | |||
816 | Vector3 vec = Vector3.Zero; | ||
817 | dtmp = d.BodyGetLinearVel(Body); | ||
818 | Vector3 vel = new Vector3(dtmp.X, dtmp.Y, dtmp.Z); | ||
819 | |||
820 | float movementdivisor = 1f; | ||
821 | //Ubit change divisions into multiplications below | ||
822 | if (!m_alwaysRun) | ||
823 | { | ||
824 | movementdivisor = 1 / walkDivisor; | ||
825 | } | ||
826 | else | ||
827 | { | ||
828 | movementdivisor = 1 / runDivisor; | ||
829 | } | ||
830 | |||
831 | // colide with land | ||
832 | |||
833 | d.AABB aabb; | ||
834 | d.GeomGetAABB(Shell, out aabb); | ||
835 | float chrminZ = aabb.MinZ; | ||
836 | |||
837 | Vector3 posch = localpos; | ||
838 | |||
839 | float ftmp; | ||
840 | |||
841 | if (flying) | ||
842 | { | ||
843 | ftmp = timeStep; | ||
844 | posch.X += vel.X * ftmp; | ||
845 | posch.Y += vel.Y * ftmp; | ||
846 | } | ||
847 | |||
848 | float terrainheight = _parent_scene.GetTerrainHeightAtXY(posch.X, posch.Y); | ||
849 | if (chrminZ < terrainheight) | ||
850 | { | ||
851 | float depth = terrainheight - chrminZ; | ||
852 | if (!flying) | ||
853 | { | ||
854 | vec.Z = -vel.Z * PID_D * 1.5f + depth * PID_P * 50; | ||
855 | } | ||
856 | else | ||
857 | vec.Z = depth * PID_P * 50; | ||
858 | |||
859 | /* | ||
860 | Vector3 vtmp; | ||
861 | vtmp.X = _target_velocity.X * timeStep; | ||
862 | vtmp.Y = _target_velocity.Y * timeStep; | ||
863 | // fake and avoid squares | ||
864 | float k = (Math.Abs(vtmp.X) + Math.Abs(vtmp.Y)); | ||
865 | if (k > 0) | ||
866 | { | ||
867 | posch.X += vtmp.X; | ||
868 | posch.Y += vtmp.Y; | ||
869 | terrainheight -= _parent_scene.GetTerrainHeightAtXY(posch.X, posch.Y); | ||
870 | k = 1 + Math.Abs(terrainheight) / k; | ||
871 | movementdivisor /= k; | ||
872 | |||
873 | if (k < 1) | ||
874 | k = 1; | ||
875 | } | ||
876 | */ | ||
877 | |||
878 | |||
879 | if (depth < 0.1f) | ||
880 | { | ||
881 | m_iscolliding = true; | ||
882 | m_colliderfilter = 2; | ||
883 | m_iscollidingGround = true; | ||
884 | |||
885 | ContactPoint contact = new ContactPoint(); | ||
886 | contact.PenetrationDepth = depth; | ||
887 | contact.Position.X = localpos.X; | ||
888 | contact.Position.Y = localpos.Y; | ||
889 | contact.Position.Z = chrminZ; | ||
890 | contact.SurfaceNormal.X = 0f; | ||
891 | contact.SurfaceNormal.Y = 0f; | ||
892 | contact.SurfaceNormal.Z = -1f; | ||
893 | AddCollisionEvent(0, contact); | ||
894 | |||
895 | vec.Z *= 0.5f; | ||
896 | } | ||
897 | |||
898 | else | ||
899 | m_iscollidingGround = false; | ||
900 | } | ||
901 | else | ||
902 | m_iscollidingGround = false; | ||
903 | |||
904 | |||
905 | // if velocity is zero, use position control; otherwise, velocity control | ||
906 | if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f | ||
907 | && m_iscolliding) | ||
908 | { | ||
909 | // keep track of where we stopped. No more slippin' & slidin' | ||
910 | if (!_zeroFlag) | ||
911 | { | ||
912 | _zeroFlag = true; | ||
913 | _zeroPosition = localpos; | ||
914 | } | ||
915 | if (m_pidControllerActive) | ||
916 | { | ||
917 | // We only want to deactivate the PID Controller if we think we want to have our surrogate | ||
918 | // react to the physics scene by moving it's position. | ||
919 | // Avatar to Avatar collisions | ||
920 | // Prim to avatar collisions | ||
921 | |||
922 | vec.X = -vel.X * PID_D + (_zeroPosition.X - localpos.X) * (PID_P * 2); | ||
923 | vec.Y = -vel.Y * PID_D + (_zeroPosition.Y - localpos.Y) * (PID_P * 2); | ||
924 | if (flying) | ||
925 | { | ||
926 | vec.Z += -vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P; | ||
927 | } | ||
928 | } | ||
929 | //PidStatus = true; | ||
930 | } | ||
931 | else | ||
932 | { | ||
933 | m_pidControllerActive = true; | ||
934 | _zeroFlag = false; | ||
935 | |||
936 | if (m_iscolliding) | ||
937 | { | ||
938 | if (!flying) | ||
939 | { | ||
940 | if (_target_velocity.Z > 0.0f) | ||
941 | { | ||
942 | // We're colliding with something and we're not flying but we're moving | ||
943 | // This means we're walking or running. JUMPING | ||
944 | vec.Z += (_target_velocity.Z - vel.Z) * PID_D * 1.2f;// +(_zeroPosition.Z - localpos.Z) * PID_P; | ||
945 | } | ||
946 | // We're standing on something | ||
947 | vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D); | ||
948 | vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D); | ||
949 | } | ||
950 | else | ||
951 | { | ||
952 | // We're flying and colliding with something | ||
953 | vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 0.0625f); | ||
954 | vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 0.0625f); | ||
955 | vec.Z += (_target_velocity.Z - vel.Z) * (PID_D); | ||
956 | } | ||
957 | } | ||
958 | else // ie not colliding | ||
959 | { | ||
960 | if (flying) //(!m_iscolliding && flying) | ||
961 | { | ||
962 | // we're in mid air suspended | ||
963 | vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 1.667f); | ||
964 | vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 1.667f); | ||
965 | vec.Z += (_target_velocity.Z - vel.Z) * (PID_D); | ||
966 | } | ||
967 | |||
968 | else | ||
969 | { | ||
970 | // we're not colliding and we're not flying so that means we're falling! | ||
971 | // m_iscolliding includes collisions with the ground. | ||
972 | |||
973 | // d.Vector3 pos = d.BodyGetPosition(Body); | ||
974 | vec.X = (_target_velocity.X - vel.X) * PID_D * 0.833f; | ||
975 | vec.Y = (_target_velocity.Y - vel.Y) * PID_D * 0.833f; | ||
976 | } | ||
977 | } | ||
978 | } | ||
979 | |||
980 | if (flying) | ||
981 | { | ||
982 | vec.Z -= _parent_scene.gravityz * m_mass; | ||
983 | |||
984 | //Added for auto fly height. Kitto Flora | ||
985 | float target_altitude = _parent_scene.GetTerrainHeightAtXY(localpos.X, localpos.Y) + MinimumGroundFlightOffset; | ||
986 | |||
987 | if (localpos.Z < target_altitude) | ||
988 | { | ||
989 | vec.Z += (target_altitude - localpos.Z) * PID_P * 5.0f; | ||
990 | } | ||
991 | // end add Kitto Flora | ||
992 | } | ||
993 | |||
994 | if (vel.X * vel.X + vel.Y * vel.Y + vel.Z * vel.Z > 2500.0f) // 50m/s apply breaks | ||
995 | { | ||
996 | float breakfactor = 0.16f * m_mass; // will give aprox 60m/s terminal velocity at free fall | ||
997 | vec.X -= breakfactor * vel.X; | ||
998 | vec.Y -= breakfactor * vel.Y; | ||
999 | vec.Z -= breakfactor * vel.Z; | ||
1000 | } | ||
1001 | |||
1002 | if (vec.IsFinite()) | ||
1003 | { | ||
1004 | if (vec.X != 0 || vec.Y !=0 || vec.Z !=0) | ||
1005 | d.BodyAddForce(Body, vec.X, vec.Y, vec.Z); | ||
1006 | } | ||
1007 | else | ||
1008 | { | ||
1009 | m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()"); | ||
1010 | m_log.Warn("[PHYSICS]: Avatar Position is non-finite!"); | ||
1011 | defects.Add(this); | ||
1012 | // _parent_scene.RemoveCharacter(this); | ||
1013 | // destroy avatar capsule and related ODE data | ||
1014 | AvatarGeomAndBodyDestroy(); | ||
1015 | } | ||
1016 | } | ||
1017 | |||
1018 | /// <summary> | ||
1019 | /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence. | ||
1020 | /// </summary> | ||
1021 | public void UpdatePositionAndVelocity() | ||
1022 | { | ||
1023 | // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! | ||
1024 | if (Body == IntPtr.Zero) | ||
1025 | return; | ||
1026 | |||
1027 | d.Vector3 vec; | ||
1028 | try | ||
1029 | { | ||
1030 | d.BodyCopyPosition(Body, out vec); | ||
1031 | } | ||
1032 | catch (NullReferenceException) | ||
1033 | { | ||
1034 | bad = true; | ||
1035 | _parent_scene.BadCharacter(this); | ||
1036 | vec = new d.Vector3(_position.X, _position.Y, _position.Z); | ||
1037 | base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem! | ||
1038 | m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid); | ||
1039 | } | ||
1040 | |||
1041 | _position.X = vec.X; | ||
1042 | _position.Y = vec.Y; | ||
1043 | _position.Z = vec.Z; | ||
1044 | |||
1045 | bool fixbody = false; | ||
1046 | |||
1047 | if (_position.X < 0.0f) | ||
1048 | { | ||
1049 | fixbody = true; | ||
1050 | _position.X = 0.1f; | ||
1051 | } | ||
1052 | else if (_position.X > (int)_parent_scene.WorldExtents.X - 0.1f) | ||
1053 | { | ||
1054 | fixbody = true; | ||
1055 | _position.X = (int)_parent_scene.WorldExtents.X - 0.1f; | ||
1056 | } | ||
1057 | |||
1058 | if (_position.Y < 0.0f) | ||
1059 | { | ||
1060 | fixbody = true; | ||
1061 | _position.Y = 0.1f; | ||
1062 | } | ||
1063 | else if (_position.Y > (int)_parent_scene.WorldExtents.Y - 0.1) | ||
1064 | { | ||
1065 | fixbody = true; | ||
1066 | _position.Y = (int)_parent_scene.WorldExtents.Y - 0.1f; | ||
1067 | } | ||
1068 | |||
1069 | if (fixbody) | ||
1070 | d.BodySetPosition(Body, _position.X, _position.Y, _position.Z); | ||
1071 | |||
1072 | // Did we move last? = zeroflag | ||
1073 | // This helps keep us from sliding all over | ||
1074 | /* | ||
1075 | if (_zeroFlag) | ||
1076 | { | ||
1077 | _velocity.X = 0.0f; | ||
1078 | _velocity.Y = 0.0f; | ||
1079 | _velocity.Z = 0.0f; | ||
1080 | |||
1081 | // Did we send out the 'stopped' message? | ||
1082 | if (!m_lastUpdateSent) | ||
1083 | { | ||
1084 | m_lastUpdateSent = true; | ||
1085 | base.RequestPhysicsterseUpdate(); | ||
1086 | } | ||
1087 | } | ||
1088 | else | ||
1089 | { | ||
1090 | m_lastUpdateSent = false; | ||
1091 | */ | ||
1092 | try | ||
1093 | { | ||
1094 | vec = d.BodyGetLinearVel(Body); | ||
1095 | } | ||
1096 | catch (NullReferenceException) | ||
1097 | { | ||
1098 | vec.X = _velocity.X; | ||
1099 | vec.Y = _velocity.Y; | ||
1100 | vec.Z = _velocity.Z; | ||
1101 | } | ||
1102 | _velocity.X = (vec.X); | ||
1103 | _velocity.Y = (vec.Y); | ||
1104 | _velocity.Z = (vec.Z); | ||
1105 | // } | ||
1106 | } | ||
1107 | |||
1108 | /// <summary> | ||
1109 | /// Cleanup the things we use in the scene. | ||
1110 | /// </summary> | ||
1111 | public void Destroy() | ||
1112 | { | ||
1113 | AddChange(changes.Remove, null); | ||
1114 | } | ||
1115 | |||
1116 | public override void CrossingFailure() | ||
1117 | { | ||
1118 | } | ||
1119 | |||
1120 | public override Vector3 PIDTarget { set { return; } } | ||
1121 | public override bool PIDActive { set { return; } } | ||
1122 | public override float PIDTau { set { return; } } | ||
1123 | |||
1124 | public override float PIDHoverHeight { set { return; } } | ||
1125 | public override bool PIDHoverActive { set { return; } } | ||
1126 | public override PIDHoverType PIDHoverType { set { return; } } | ||
1127 | public override float PIDHoverTau { set { return; } } | ||
1128 | |||
1129 | public override Quaternion APIDTarget { set { return; } } | ||
1130 | |||
1131 | public override bool APIDActive { set { return; } } | ||
1132 | |||
1133 | public override float APIDStrength { set { return; } } | ||
1134 | |||
1135 | public override float APIDDamping { set { return; } } | ||
1136 | |||
1137 | |||
1138 | public override void SubscribeEvents(int ms) | ||
1139 | { | ||
1140 | m_requestedUpdateFrequency = ms; | ||
1141 | m_eventsubscription = ms; | ||
1142 | _parent_scene.AddCollisionEventReporting(this); | ||
1143 | m_haseventsubscription = true; | ||
1144 | } | ||
1145 | |||
1146 | public override void UnSubscribeEvents() | ||
1147 | { | ||
1148 | m_haseventsubscription = false; | ||
1149 | _parent_scene.RemoveCollisionEventReporting(this); | ||
1150 | m_requestedUpdateFrequency = 0; | ||
1151 | m_eventsubscription = 0; | ||
1152 | } | ||
1153 | |||
1154 | public void AddCollisionEvent(uint CollidedWith, ContactPoint contact) | ||
1155 | { | ||
1156 | if (m_haseventsubscription) | ||
1157 | { | ||
1158 | // m_log.DebugFormat( | ||
1159 | // "[PHYSICS]: Adding collision event for {0}, collidedWith {1}, contact {2}", "", CollidedWith, contact); | ||
1160 | |||
1161 | CollisionEventsThisFrame.AddCollider(CollidedWith, contact); | ||
1162 | } | ||
1163 | } | ||
1164 | |||
1165 | public void SendCollisions() | ||
1166 | { | ||
1167 | if (m_haseventsubscription && m_eventsubscription > m_requestedUpdateFrequency) | ||
1168 | { | ||
1169 | if (CollisionEventsThisFrame != null) | ||
1170 | { | ||
1171 | base.SendCollisionUpdate(CollisionEventsThisFrame); | ||
1172 | } | ||
1173 | CollisionEventsThisFrame = new CollisionEventUpdate(); | ||
1174 | m_eventsubscription = 0; | ||
1175 | } | ||
1176 | } | ||
1177 | |||
1178 | public override bool SubscribedEvents() | ||
1179 | { | ||
1180 | return m_haseventsubscription; | ||
1181 | } | ||
1182 | |||
1183 | private void changePhysicsStatus(bool NewStatus) | ||
1184 | { | ||
1185 | if (NewStatus != m_isPhysical) | ||
1186 | { | ||
1187 | if (NewStatus) | ||
1188 | { | ||
1189 | // Create avatar capsule and related ODE data | ||
1190 | if ((Shell != IntPtr.Zero)) | ||
1191 | { | ||
1192 | // a lost shell ? | ||
1193 | m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - " | ||
1194 | + (Shell != IntPtr.Zero ? "Shell " : "") | ||
1195 | + (Body != IntPtr.Zero ? "Body " : "") | ||
1196 | + (Amotor != IntPtr.Zero ? "Amotor " : "")); | ||
1197 | AvatarGeomAndBodyDestroy(); | ||
1198 | } | ||
1199 | |||
1200 | AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z); | ||
1201 | _parent_scene.geom_name_map[Shell] = m_name; | ||
1202 | _parent_scene.actor_name_map[Shell] = (PhysicsActor)this; | ||
1203 | _parent_scene.AddCharacter(this); | ||
1204 | } | ||
1205 | else | ||
1206 | { | ||
1207 | _parent_scene.RemoveCharacter(this); | ||
1208 | // destroy avatar capsule and related ODE data | ||
1209 | AvatarGeomAndBodyDestroy(); | ||
1210 | } | ||
1211 | |||
1212 | m_isPhysical = NewStatus; | ||
1213 | } | ||
1214 | } | ||
1215 | |||
1216 | private void changeAdd() | ||
1217 | { | ||
1218 | changePhysicsStatus(true); | ||
1219 | } | ||
1220 | |||
1221 | private void changeRemove() | ||
1222 | { | ||
1223 | changePhysicsStatus(false); | ||
1224 | } | ||
1225 | |||
1226 | private void changeShape(PrimitiveBaseShape arg) | ||
1227 | { | ||
1228 | } | ||
1229 | |||
1230 | private void changeSize(Vector3 Size) | ||
1231 | { | ||
1232 | if (Size.IsFinite()) | ||
1233 | { | ||
1234 | float caplen = Size.Z; | ||
1235 | |||
1236 | caplen = caplen * 1.15f - CAPSULE_RADIUS * 2.0f; | ||
1237 | |||
1238 | if (caplen != CAPSULE_LENGTH) | ||
1239 | { | ||
1240 | if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero) | ||
1241 | { | ||
1242 | AvatarGeomAndBodyDestroy(); | ||
1243 | |||
1244 | float prevCapsule = CAPSULE_LENGTH; | ||
1245 | CAPSULE_LENGTH = caplen; | ||
1246 | |||
1247 | AvatarGeomAndBodyCreation(_position.X, _position.Y, | ||
1248 | _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2)); | ||
1249 | |||
1250 | Velocity = Vector3.Zero; | ||
1251 | |||
1252 | _parent_scene.geom_name_map[Shell] = m_name; | ||
1253 | _parent_scene.actor_name_map[Shell] = (PhysicsActor)this; | ||
1254 | } | ||
1255 | else | ||
1256 | { | ||
1257 | m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - " | ||
1258 | + (Shell == IntPtr.Zero ? "Shell " : "") | ||
1259 | + (Body == IntPtr.Zero ? "Body " : "") | ||
1260 | + (Amotor == IntPtr.Zero ? "Amotor " : "")); | ||
1261 | } | ||
1262 | } | ||
1263 | |||
1264 | m_pidControllerActive = true; | ||
1265 | } | ||
1266 | else | ||
1267 | { | ||
1268 | m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character"); | ||
1269 | } | ||
1270 | } | ||
1271 | |||
1272 | private void changePosition( Vector3 newPos) | ||
1273 | { | ||
1274 | if (Body != IntPtr.Zero) | ||
1275 | d.BodySetPosition(Body, newPos.X, newPos.Y, newPos.Z); | ||
1276 | _position = newPos; | ||
1277 | } | ||
1278 | |||
1279 | private void changeOrientation(Quaternion newOri) | ||
1280 | { | ||
1281 | } | ||
1282 | |||
1283 | private void changeVelocity(Vector3 newVel) | ||
1284 | { | ||
1285 | m_pidControllerActive = true; | ||
1286 | _target_velocity = newVel; | ||
1287 | } | ||
1288 | |||
1289 | private void changeSetTorque(Vector3 newTorque) | ||
1290 | { | ||
1291 | } | ||
1292 | |||
1293 | private void changeAddForce(Vector3 newForce) | ||
1294 | { | ||
1295 | } | ||
1296 | |||
1297 | private void changeAddAngularForce(Vector3 arg) | ||
1298 | { | ||
1299 | } | ||
1300 | |||
1301 | private void changeAngularLock(Vector3 arg) | ||
1302 | { | ||
1303 | } | ||
1304 | |||
1305 | private void changeFloatOnWater(bool arg) | ||
1306 | { | ||
1307 | } | ||
1308 | |||
1309 | private void changeVolumedetetion(bool arg) | ||
1310 | { | ||
1311 | } | ||
1312 | |||
1313 | private void changeSelectedStatus(bool arg) | ||
1314 | { | ||
1315 | } | ||
1316 | |||
1317 | private void changeDisable(bool arg) | ||
1318 | { | ||
1319 | } | ||
1320 | |||
1321 | private void changeBuilding(bool arg) | ||
1322 | { | ||
1323 | } | ||
1324 | |||
1325 | private void changeForce(Vector3 newForce) | ||
1326 | { | ||
1327 | m_pidControllerActive = false; | ||
1328 | if (Body != IntPtr.Zero) | ||
1329 | { | ||
1330 | if (newForce.X != 0f || newForce.Y != 0f || newForce.Z != 0) | ||
1331 | d.BodyAddForce(Body, newForce.X, newForce.Y, newForce.Z); | ||
1332 | } | ||
1333 | } | ||
1334 | |||
1335 | // for now momentum is actually velocity | ||
1336 | private void changeMomentum(Vector3 newmomentum) | ||
1337 | { | ||
1338 | _velocity = newmomentum; | ||
1339 | _target_velocity = newmomentum; | ||
1340 | m_pidControllerActive = true; | ||
1341 | if (Body != IntPtr.Zero) | ||
1342 | d.BodySetLinearVel(Body, newmomentum.X, newmomentum.Y, newmomentum.Z); | ||
1343 | } | ||
1344 | |||
1345 | private void donullchange() | ||
1346 | { | ||
1347 | } | ||
1348 | |||
1349 | public bool DoAChange(changes what, object arg) | ||
1350 | { | ||
1351 | if (Shell == IntPtr.Zero && what != changes.Add && what != changes.Remove) | ||
1352 | { | ||
1353 | return false; | ||
1354 | } | ||
1355 | |||
1356 | // nasty switch | ||
1357 | switch (what) | ||
1358 | { | ||
1359 | case changes.Add: | ||
1360 | changeAdd(); | ||
1361 | break; | ||
1362 | case changes.Remove: | ||
1363 | changeRemove(); | ||
1364 | break; | ||
1365 | |||
1366 | case changes.Position: | ||
1367 | changePosition((Vector3)arg); | ||
1368 | break; | ||
1369 | |||
1370 | case changes.Orientation: | ||
1371 | changeOrientation((Quaternion)arg); | ||
1372 | break; | ||
1373 | |||
1374 | case changes.PosOffset: | ||
1375 | donullchange(); | ||
1376 | break; | ||
1377 | |||
1378 | case changes.OriOffset: | ||
1379 | donullchange(); | ||
1380 | break; | ||
1381 | |||
1382 | case changes.Velocity: | ||
1383 | changeVelocity((Vector3)arg); | ||
1384 | break; | ||
1385 | |||
1386 | // case changes.Acceleration: | ||
1387 | // changeacceleration((Vector3)arg); | ||
1388 | // break; | ||
1389 | // case changes.AngVelocity: | ||
1390 | // changeangvelocity((Vector3)arg); | ||
1391 | // break; | ||
1392 | |||
1393 | case changes.Force: | ||
1394 | changeForce((Vector3)arg); | ||
1395 | break; | ||
1396 | |||
1397 | case changes.Torque: | ||
1398 | changeSetTorque((Vector3)arg); | ||
1399 | break; | ||
1400 | |||
1401 | case changes.AddForce: | ||
1402 | changeAddForce((Vector3)arg); | ||
1403 | break; | ||
1404 | |||
1405 | case changes.AddAngForce: | ||
1406 | changeAddAngularForce((Vector3)arg); | ||
1407 | break; | ||
1408 | |||
1409 | case changes.AngLock: | ||
1410 | changeAngularLock((Vector3)arg); | ||
1411 | break; | ||
1412 | |||
1413 | case changes.Size: | ||
1414 | changeSize((Vector3)arg); | ||
1415 | break; | ||
1416 | |||
1417 | case changes.Momentum: | ||
1418 | changeMomentum((Vector3)arg); | ||
1419 | break; | ||
1420 | /* not in use for now | ||
1421 | case changes.Shape: | ||
1422 | changeShape((PrimitiveBaseShape)arg); | ||
1423 | break; | ||
1424 | |||
1425 | case changes.CollidesWater: | ||
1426 | changeFloatOnWater((bool)arg); | ||
1427 | break; | ||
1428 | |||
1429 | case changes.VolumeDtc: | ||
1430 | changeVolumedetetion((bool)arg); | ||
1431 | break; | ||
1432 | |||
1433 | case changes.Physical: | ||
1434 | changePhysicsStatus((bool)arg); | ||
1435 | break; | ||
1436 | |||
1437 | case changes.Selected: | ||
1438 | changeSelectedStatus((bool)arg); | ||
1439 | break; | ||
1440 | |||
1441 | case changes.disabled: | ||
1442 | changeDisable((bool)arg); | ||
1443 | break; | ||
1444 | |||
1445 | case changes.building: | ||
1446 | changeBuilding((bool)arg); | ||
1447 | break; | ||
1448 | */ | ||
1449 | case changes.Null: | ||
1450 | donullchange(); | ||
1451 | break; | ||
1452 | |||
1453 | default: | ||
1454 | donullchange(); | ||
1455 | break; | ||
1456 | } | ||
1457 | return false; | ||
1458 | } | ||
1459 | |||
1460 | public void AddChange(changes what, object arg) | ||
1461 | { | ||
1462 | _parent_scene.AddChange((PhysicsActor)this, what, arg); | ||
1463 | } | ||
1464 | |||
1465 | |||
1466 | internal void AddCollisionFrameTime(int p) | ||
1467 | { | ||
1468 | // protect it from overflow crashing | ||
1469 | if (m_eventsubscription + p >= int.MaxValue) | ||
1470 | m_eventsubscription = 0; | ||
1471 | m_eventsubscription += p; | ||
1472 | } | ||
1473 | } | ||
1474 | } | ||