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Diffstat (limited to 'OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs')
-rw-r--r-- | OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs | 1928 |
1 files changed, 1928 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..bb04ea7 --- /dev/null +++ b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs | |||
@@ -0,0 +1,1928 @@ | |||
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 Vector3 _velocity; | ||
78 | private Vector3 _target_velocity; | ||
79 | private Vector3 _acceleration; | ||
80 | private Vector3 m_rotationalVelocity; | ||
81 | private Vector3 m_size; | ||
82 | private Quaternion m_orientation; | ||
83 | private Quaternion m_orientation2D; | ||
84 | private float m_mass = 80f; | ||
85 | public float m_density = 60f; | ||
86 | private bool m_pidControllerActive = true; | ||
87 | |||
88 | const float basePID_D = 0.55f; // scaled for unit mass unit time (2200 /(50*80)) | ||
89 | const float basePID_P = 0.225f; // scaled for unit mass unit time (900 /(50*80)) | ||
90 | public float PID_D; | ||
91 | public float PID_P; | ||
92 | |||
93 | private float timeStep; | ||
94 | private float invtimeStep; | ||
95 | |||
96 | private float m_feetOffset = 0; | ||
97 | private float feetOff = 0; | ||
98 | private float feetSZ = 0.5f; | ||
99 | const float feetScale = 0.8f; | ||
100 | private float boneOff = 0; | ||
101 | private float m_lastVelocitySqr = 0; | ||
102 | |||
103 | public float walkDivisor = 1.3f; | ||
104 | public float runDivisor = 0.8f; | ||
105 | private bool flying = false; | ||
106 | private bool m_iscolliding = false; | ||
107 | private bool m_iscollidingGround = false; | ||
108 | private bool m_iscollidingObj = false; | ||
109 | private bool m_alwaysRun = false; | ||
110 | |||
111 | private bool _zeroFlag = false; | ||
112 | |||
113 | private int m_requestedUpdateFrequency = 0; | ||
114 | private uint m_localID = 0; | ||
115 | public bool m_returnCollisions = false; | ||
116 | // taints and their non-tainted counterparts | ||
117 | public bool m_isPhysical = false; // the current physical status | ||
118 | public float MinimumGroundFlightOffset = 3f; | ||
119 | |||
120 | private float m_buoyancy = 0f; | ||
121 | |||
122 | private bool m_freemove = false; | ||
123 | // private CollisionLocker ode; | ||
124 | |||
125 | // private string m_name = String.Empty; | ||
126 | // other filter control | ||
127 | int m_colliderfilter = 0; | ||
128 | int m_colliderGroundfilter = 0; | ||
129 | int m_colliderObjectfilter = 0; | ||
130 | bool m_collisionException = false; | ||
131 | |||
132 | // Default we're a Character | ||
133 | private CollisionCategories m_collisionCategories = (CollisionCategories.Character); | ||
134 | |||
135 | // Default, Collide with Other Geometries, spaces, bodies and characters. | ||
136 | private CollisionCategories m_collisionFlags = (CollisionCategories.Character | ||
137 | | CollisionCategories.Geom | ||
138 | | CollisionCategories.VolumeDtc | ||
139 | ); | ||
140 | // we do land collisions not ode | CollisionCategories.Land); | ||
141 | public IntPtr Body = IntPtr.Zero; | ||
142 | private OdeScene _parent_scene; | ||
143 | private IntPtr topbox = IntPtr.Zero; | ||
144 | private IntPtr midbox = IntPtr.Zero; | ||
145 | private IntPtr feetbox = IntPtr.Zero; | ||
146 | private IntPtr bbox = IntPtr.Zero; | ||
147 | public IntPtr collider = IntPtr.Zero; | ||
148 | |||
149 | public IntPtr Amotor = IntPtr.Zero; | ||
150 | |||
151 | public d.Mass ShellMass; | ||
152 | |||
153 | |||
154 | |||
155 | |||
156 | public int m_eventsubscription = 0; | ||
157 | private int m_cureventsubscription = 0; | ||
158 | private CollisionEventUpdate CollisionEventsThisFrame = null; | ||
159 | private bool SentEmptyCollisionsEvent; | ||
160 | |||
161 | // unique UUID of this character object | ||
162 | public UUID m_uuid; | ||
163 | public bool bad = false; | ||
164 | |||
165 | float mu; | ||
166 | |||
167 | |||
168 | |||
169 | public OdeCharacter(uint localID, String avName, OdeScene parent_scene, Vector3 pos, Vector3 pSize, float pfeetOffset, float density, float walk_divisor, float rundivisor) | ||
170 | { | ||
171 | m_uuid = UUID.Random(); | ||
172 | m_localID = localID; | ||
173 | |||
174 | timeStep = parent_scene.ODE_STEPSIZE; | ||
175 | invtimeStep = 1 / timeStep; | ||
176 | |||
177 | if (pos.IsFinite()) | ||
178 | { | ||
179 | if (pos.Z > 99999f) | ||
180 | { | ||
181 | pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5; | ||
182 | } | ||
183 | if (pos.Z < -100f) // shouldn't this be 0 ? | ||
184 | { | ||
185 | pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5; | ||
186 | } | ||
187 | _position = pos; | ||
188 | } | ||
189 | else | ||
190 | { | ||
191 | _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f); | ||
192 | m_log.Warn("[PHYSICS]: Got NaN Position on Character Create"); | ||
193 | } | ||
194 | |||
195 | _parent_scene = parent_scene; | ||
196 | |||
197 | |||
198 | m_size.X = pSize.X; | ||
199 | m_size.Y = pSize.Y; | ||
200 | m_size.Z = pSize.Z; | ||
201 | |||
202 | if(m_size.X <0.01f) | ||
203 | m_size.X = 0.01f; | ||
204 | if(m_size.Y <0.01f) | ||
205 | m_size.Y = 0.01f; | ||
206 | if(m_size.Z <0.01f) | ||
207 | m_size.Z = 0.01f; | ||
208 | |||
209 | m_feetOffset = pfeetOffset; | ||
210 | m_orientation = Quaternion.Identity; | ||
211 | m_orientation2D = Quaternion.Identity; | ||
212 | m_density = density; | ||
213 | |||
214 | // force lower density for testing | ||
215 | m_density = 3.0f; | ||
216 | |||
217 | m_density *= 1.4f; // scale to have mass similar to capsule | ||
218 | |||
219 | mu = parent_scene.AvatarFriction; | ||
220 | |||
221 | walkDivisor = walk_divisor; | ||
222 | runDivisor = rundivisor; | ||
223 | |||
224 | m_mass = m_density * m_size.X * m_size.Y * m_size.Z; ; // sure we have a default | ||
225 | |||
226 | PID_D = basePID_D * m_mass * invtimeStep; | ||
227 | PID_P = basePID_P * m_mass * invtimeStep; | ||
228 | |||
229 | m_isPhysical = false; // current status: no ODE information exists | ||
230 | |||
231 | Name = avName; | ||
232 | |||
233 | AddChange(changes.Add, null); | ||
234 | } | ||
235 | |||
236 | public override int PhysicsActorType | ||
237 | { | ||
238 | get { return (int)ActorTypes.Agent; } | ||
239 | set { return; } | ||
240 | } | ||
241 | |||
242 | public override void getContactData(ref ContactData cdata) | ||
243 | { | ||
244 | cdata.mu = mu; | ||
245 | cdata.bounce = 0; | ||
246 | cdata.softcolide = false; | ||
247 | } | ||
248 | |||
249 | public override bool Building { get; set; } | ||
250 | |||
251 | /// <summary> | ||
252 | /// If this is set, the avatar will move faster | ||
253 | /// </summary> | ||
254 | public override bool SetAlwaysRun | ||
255 | { | ||
256 | get { return m_alwaysRun; } | ||
257 | set { m_alwaysRun = value; } | ||
258 | } | ||
259 | |||
260 | public override uint LocalID | ||
261 | { | ||
262 | get { return m_localID; } | ||
263 | set { m_localID = value; } | ||
264 | } | ||
265 | |||
266 | public override PhysicsActor ParentActor | ||
267 | { | ||
268 | get { return (PhysicsActor)this; } | ||
269 | } | ||
270 | |||
271 | public override bool Grabbed | ||
272 | { | ||
273 | set { return; } | ||
274 | } | ||
275 | |||
276 | public override bool Selected | ||
277 | { | ||
278 | set { return; } | ||
279 | } | ||
280 | |||
281 | public override float Buoyancy | ||
282 | { | ||
283 | get { return m_buoyancy; } | ||
284 | set { m_buoyancy = value; } | ||
285 | } | ||
286 | |||
287 | public override bool FloatOnWater | ||
288 | { | ||
289 | set { return; } | ||
290 | } | ||
291 | |||
292 | public override bool IsPhysical | ||
293 | { | ||
294 | get { return m_isPhysical; } | ||
295 | set { return; } | ||
296 | } | ||
297 | |||
298 | public override bool ThrottleUpdates | ||
299 | { | ||
300 | get { return false; } | ||
301 | set { return; } | ||
302 | } | ||
303 | |||
304 | public override bool Flying | ||
305 | { | ||
306 | get { return flying; } | ||
307 | set | ||
308 | { | ||
309 | flying = value; | ||
310 | // m_log.DebugFormat("[PHYSICS]: Set OdeCharacter Flying to {0}", flying); | ||
311 | } | ||
312 | } | ||
313 | |||
314 | /// <summary> | ||
315 | /// Returns if the avatar is colliding in general. | ||
316 | /// This includes the ground and objects and avatar. | ||
317 | /// </summary> | ||
318 | public override bool IsColliding | ||
319 | { | ||
320 | get { return (m_iscolliding || m_iscollidingGround); } | ||
321 | set | ||
322 | { | ||
323 | if (value) | ||
324 | { | ||
325 | m_colliderfilter += 2; | ||
326 | if (m_colliderfilter > 2) | ||
327 | m_colliderfilter = 2; | ||
328 | } | ||
329 | else | ||
330 | { | ||
331 | m_colliderfilter--; | ||
332 | if (m_colliderfilter < 0) | ||
333 | m_colliderfilter = 0; | ||
334 | } | ||
335 | |||
336 | if (m_colliderfilter == 0) | ||
337 | m_iscolliding = false; | ||
338 | else | ||
339 | { | ||
340 | m_pidControllerActive = true; | ||
341 | m_iscolliding = true; | ||
342 | } | ||
343 | } | ||
344 | } | ||
345 | |||
346 | /// <summary> | ||
347 | /// Returns if an avatar is colliding with the ground | ||
348 | /// </summary> | ||
349 | public override bool CollidingGround | ||
350 | { | ||
351 | get { return m_iscollidingGround; } | ||
352 | set | ||
353 | { | ||
354 | /* we now control this | ||
355 | if (value) | ||
356 | { | ||
357 | m_colliderGroundfilter += 2; | ||
358 | if (m_colliderGroundfilter > 2) | ||
359 | m_colliderGroundfilter = 2; | ||
360 | } | ||
361 | else | ||
362 | { | ||
363 | m_colliderGroundfilter--; | ||
364 | if (m_colliderGroundfilter < 0) | ||
365 | m_colliderGroundfilter = 0; | ||
366 | } | ||
367 | |||
368 | if (m_colliderGroundfilter == 0) | ||
369 | m_iscollidingGround = false; | ||
370 | else | ||
371 | m_iscollidingGround = true; | ||
372 | */ | ||
373 | } | ||
374 | |||
375 | } | ||
376 | |||
377 | /// <summary> | ||
378 | /// Returns if the avatar is colliding with an object | ||
379 | /// </summary> | ||
380 | public override bool CollidingObj | ||
381 | { | ||
382 | get { return m_iscollidingObj; } | ||
383 | set | ||
384 | { | ||
385 | // Ubit filter this also | ||
386 | if (value) | ||
387 | { | ||
388 | m_colliderObjectfilter += 2; | ||
389 | if (m_colliderObjectfilter > 2) | ||
390 | m_colliderObjectfilter = 2; | ||
391 | } | ||
392 | else | ||
393 | { | ||
394 | m_colliderObjectfilter--; | ||
395 | if (m_colliderObjectfilter < 0) | ||
396 | m_colliderObjectfilter = 0; | ||
397 | } | ||
398 | |||
399 | if (m_colliderObjectfilter == 0) | ||
400 | m_iscollidingObj = false; | ||
401 | else | ||
402 | m_iscollidingObj = true; | ||
403 | |||
404 | // m_iscollidingObj = value; | ||
405 | |||
406 | if (m_iscollidingObj) | ||
407 | m_pidControllerActive = false; | ||
408 | else | ||
409 | m_pidControllerActive = true; | ||
410 | } | ||
411 | } | ||
412 | |||
413 | /// <summary> | ||
414 | /// turn the PID controller on or off. | ||
415 | /// The PID Controller will turn on all by itself in many situations | ||
416 | /// </summary> | ||
417 | /// <param name="status"></param> | ||
418 | public void SetPidStatus(bool status) | ||
419 | { | ||
420 | m_pidControllerActive = status; | ||
421 | } | ||
422 | |||
423 | public override bool Stopped | ||
424 | { | ||
425 | get { return _zeroFlag; } | ||
426 | } | ||
427 | |||
428 | /// <summary> | ||
429 | /// This 'puts' an avatar somewhere in the physics space. | ||
430 | /// Not really a good choice unless you 'know' it's a good | ||
431 | /// spot otherwise you're likely to orbit the avatar. | ||
432 | /// </summary> | ||
433 | public override Vector3 Position | ||
434 | { | ||
435 | get { return _position; } | ||
436 | set | ||
437 | { | ||
438 | if (value.IsFinite()) | ||
439 | { | ||
440 | if (value.Z > 9999999f) | ||
441 | { | ||
442 | value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5; | ||
443 | } | ||
444 | if (value.Z < -100f) | ||
445 | { | ||
446 | value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5; | ||
447 | } | ||
448 | AddChange(changes.Position, value); | ||
449 | } | ||
450 | else | ||
451 | { | ||
452 | m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character"); | ||
453 | } | ||
454 | } | ||
455 | } | ||
456 | |||
457 | public override Vector3 RotationalVelocity | ||
458 | { | ||
459 | get { return m_rotationalVelocity; } | ||
460 | set { m_rotationalVelocity = value; } | ||
461 | } | ||
462 | |||
463 | /// <summary> | ||
464 | /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight | ||
465 | /// and use it to offset landings properly | ||
466 | /// </summary> | ||
467 | public override Vector3 Size | ||
468 | { | ||
469 | get | ||
470 | { | ||
471 | return m_size; | ||
472 | } | ||
473 | set | ||
474 | { | ||
475 | if (value.IsFinite()) | ||
476 | { | ||
477 | if(value.X <0.01f) | ||
478 | value.X = 0.01f; | ||
479 | if(value.Y <0.01f) | ||
480 | value.Y = 0.01f; | ||
481 | if(value.Z <0.01f) | ||
482 | value.Z = 0.01f; | ||
483 | |||
484 | AddChange(changes.Size, value); | ||
485 | } | ||
486 | else | ||
487 | { | ||
488 | m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character"); | ||
489 | } | ||
490 | } | ||
491 | } | ||
492 | |||
493 | public override void setAvatarSize(Vector3 size, float feetOffset) | ||
494 | { | ||
495 | if (size.IsFinite()) | ||
496 | { | ||
497 | if (size.X < 0.01f) | ||
498 | size.X = 0.01f; | ||
499 | if (size.Y < 0.01f) | ||
500 | size.Y = 0.01f; | ||
501 | if (size.Z < 0.01f) | ||
502 | size.Z = 0.01f; | ||
503 | |||
504 | strAvatarSize st = new strAvatarSize(); | ||
505 | st.size = size; | ||
506 | st.offset = feetOffset; | ||
507 | AddChange(changes.AvatarSize, st); | ||
508 | } | ||
509 | else | ||
510 | { | ||
511 | m_log.Warn("[PHYSICS]: Got a NaN AvatarSize from Scene on a Character"); | ||
512 | } | ||
513 | |||
514 | } | ||
515 | /// <summary> | ||
516 | /// This creates the Avatar's physical Surrogate at the position supplied | ||
517 | /// </summary> | ||
518 | /// <param name="npositionX"></param> | ||
519 | /// <param name="npositionY"></param> | ||
520 | /// <param name="npositionZ"></param> | ||
521 | |||
522 | // | ||
523 | /// <summary> | ||
524 | /// Uses the capped cyllinder volume formula to calculate the avatar's mass. | ||
525 | /// This may be used in calculations in the scene/scenepresence | ||
526 | /// </summary> | ||
527 | public override float Mass | ||
528 | { | ||
529 | get | ||
530 | { | ||
531 | return m_mass; | ||
532 | } | ||
533 | } | ||
534 | public override void link(PhysicsActor obj) | ||
535 | { | ||
536 | |||
537 | } | ||
538 | |||
539 | public override void delink() | ||
540 | { | ||
541 | |||
542 | } | ||
543 | |||
544 | public override void LockAngularMotion(Vector3 axis) | ||
545 | { | ||
546 | |||
547 | } | ||
548 | |||
549 | |||
550 | public override Vector3 Force | ||
551 | { | ||
552 | get { return _target_velocity; } | ||
553 | set { return; } | ||
554 | } | ||
555 | |||
556 | public override int VehicleType | ||
557 | { | ||
558 | get { return 0; } | ||
559 | set { return; } | ||
560 | } | ||
561 | |||
562 | public override void VehicleFloatParam(int param, float value) | ||
563 | { | ||
564 | |||
565 | } | ||
566 | |||
567 | public override void VehicleVectorParam(int param, Vector3 value) | ||
568 | { | ||
569 | |||
570 | } | ||
571 | |||
572 | public override void VehicleRotationParam(int param, Quaternion rotation) | ||
573 | { | ||
574 | |||
575 | } | ||
576 | |||
577 | public override void VehicleFlags(int param, bool remove) | ||
578 | { | ||
579 | |||
580 | } | ||
581 | |||
582 | public override void SetVolumeDetect(int param) | ||
583 | { | ||
584 | |||
585 | } | ||
586 | |||
587 | public override Vector3 CenterOfMass | ||
588 | { | ||
589 | get | ||
590 | { | ||
591 | Vector3 pos = _position; | ||
592 | return pos; | ||
593 | } | ||
594 | } | ||
595 | |||
596 | public override Vector3 GeometricCenter | ||
597 | { | ||
598 | get | ||
599 | { | ||
600 | Vector3 pos = _position; | ||
601 | return pos; | ||
602 | } | ||
603 | } | ||
604 | |||
605 | public override PrimitiveBaseShape Shape | ||
606 | { | ||
607 | set { return; } | ||
608 | } | ||
609 | |||
610 | public override Vector3 Velocity | ||
611 | { | ||
612 | get | ||
613 | { | ||
614 | return _velocity; | ||
615 | } | ||
616 | set | ||
617 | { | ||
618 | if (value.IsFinite()) | ||
619 | { | ||
620 | AddChange(changes.Velocity, value); | ||
621 | } | ||
622 | else | ||
623 | { | ||
624 | m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character"); | ||
625 | } | ||
626 | } | ||
627 | } | ||
628 | |||
629 | public override Vector3 Torque | ||
630 | { | ||
631 | get { return Vector3.Zero; } | ||
632 | set { return; } | ||
633 | } | ||
634 | |||
635 | public override float CollisionScore | ||
636 | { | ||
637 | get { return 0f; } | ||
638 | set { } | ||
639 | } | ||
640 | |||
641 | public override bool Kinematic | ||
642 | { | ||
643 | get { return false; } | ||
644 | set { } | ||
645 | } | ||
646 | |||
647 | public override Quaternion Orientation | ||
648 | { | ||
649 | get { return m_orientation; } | ||
650 | set | ||
651 | { | ||
652 | // fakeori = value; | ||
653 | // givefakeori++; | ||
654 | value.Normalize(); | ||
655 | AddChange(changes.Orientation, value); | ||
656 | } | ||
657 | } | ||
658 | |||
659 | public override Vector3 Acceleration | ||
660 | { | ||
661 | get { return _acceleration; } | ||
662 | set { } | ||
663 | } | ||
664 | |||
665 | public void SetAcceleration(Vector3 accel) | ||
666 | { | ||
667 | m_pidControllerActive = true; | ||
668 | _acceleration = accel; | ||
669 | } | ||
670 | |||
671 | /// <summary> | ||
672 | /// Adds the force supplied to the Target Velocity | ||
673 | /// The PID controller takes this target velocity and tries to make it a reality | ||
674 | /// </summary> | ||
675 | /// <param name="force"></param> | ||
676 | public override void AddForce(Vector3 force, bool pushforce) | ||
677 | { | ||
678 | if (force.IsFinite()) | ||
679 | { | ||
680 | if (pushforce) | ||
681 | { | ||
682 | AddChange(changes.Force, force * m_density / (_parent_scene.ODE_STEPSIZE * 28f)); | ||
683 | } | ||
684 | else | ||
685 | { | ||
686 | AddChange(changes.Velocity, force); | ||
687 | } | ||
688 | } | ||
689 | else | ||
690 | { | ||
691 | m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character"); | ||
692 | } | ||
693 | //m_lastUpdateSent = false; | ||
694 | } | ||
695 | |||
696 | public override void AddAngularForce(Vector3 force, bool pushforce) | ||
697 | { | ||
698 | |||
699 | } | ||
700 | |||
701 | public override void SetMomentum(Vector3 momentum) | ||
702 | { | ||
703 | if (momentum.IsFinite()) | ||
704 | AddChange(changes.Momentum, momentum); | ||
705 | } | ||
706 | |||
707 | private void ajustCollider() | ||
708 | { | ||
709 | float vq = _velocity.LengthSquared(); | ||
710 | if (m_lastVelocitySqr != vq) | ||
711 | { | ||
712 | m_lastVelocitySqr = vq; | ||
713 | if (vq > 100.0f) | ||
714 | { | ||
715 | Vector3 off = _velocity; | ||
716 | float t = 0.5f * timeStep; | ||
717 | off = off * t; | ||
718 | d.GeomSetOffsetPosition(bbox, off.X, off.Y, off.Z); | ||
719 | off.X = 2.0f * (m_size.X + Math.Abs(off.X)); | ||
720 | off.Y = 2.0f * (m_size.Y + Math.Abs(off.Y)); | ||
721 | off.Z = m_size.Z + 2.0f * Math.Abs(off.Z); | ||
722 | d.GeomBoxSetLengths(bbox, off.X, off.Y, off.Z); | ||
723 | |||
724 | d.GeomSetCategoryBits(bbox, (uint)m_collisionCategories); | ||
725 | d.GeomSetCollideBits(bbox, (uint)m_collisionFlags); | ||
726 | d.GeomSetCategoryBits(topbox, 0); | ||
727 | d.GeomSetCollideBits(topbox, 0); | ||
728 | d.GeomSetCategoryBits(midbox, 0); | ||
729 | d.GeomSetCollideBits(midbox, 0); | ||
730 | d.GeomSetCategoryBits(feetbox, 0); | ||
731 | d.GeomSetCollideBits(feetbox, 0); | ||
732 | } | ||
733 | else | ||
734 | { | ||
735 | d.GeomSetCategoryBits(bbox, 0); | ||
736 | d.GeomSetCollideBits(bbox, 0); | ||
737 | d.GeomSetCategoryBits(topbox, (uint)m_collisionCategories); | ||
738 | d.GeomSetCollideBits(topbox, (uint)m_collisionFlags); | ||
739 | d.GeomSetCategoryBits(midbox, (uint)m_collisionCategories); | ||
740 | d.GeomSetCollideBits(midbox, (uint)m_collisionFlags); | ||
741 | d.GeomSetCategoryBits(feetbox, (uint)m_collisionCategories); | ||
742 | d.GeomSetCollideBits(feetbox, (uint)m_collisionFlags); | ||
743 | } | ||
744 | } | ||
745 | } | ||
746 | |||
747 | private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ) | ||
748 | { | ||
749 | // sizes one day should came from visual parameters | ||
750 | float sx = m_size.X; | ||
751 | float sy = m_size.Y; | ||
752 | float sz = m_size.Z; | ||
753 | |||
754 | float topsx = sx * 0.9f; | ||
755 | float midsx = sx; | ||
756 | float feetsx = sx * feetScale; | ||
757 | float bonesx = sx * 0.2f; | ||
758 | |||
759 | float topsy = sy * 0.4f; | ||
760 | float midsy = sy; | ||
761 | float feetsy = sy * feetScale * 0.8f; | ||
762 | float bonesy = feetsy * 0.2f; | ||
763 | |||
764 | float topsz = sz * 0.15f; | ||
765 | float feetsz = sz * 0.45f; | ||
766 | if (feetsz > 0.6f) | ||
767 | feetsz = 0.6f; | ||
768 | |||
769 | float midsz = sz - topsz - feetsz; | ||
770 | float bonesz = sz; | ||
771 | |||
772 | float bot = -sz * 0.5f + m_feetOffset; | ||
773 | |||
774 | boneOff = bot + 0.3f; | ||
775 | |||
776 | float feetz = bot + feetsz * 0.5f; | ||
777 | bot += feetsz; | ||
778 | |||
779 | feetOff = bot; | ||
780 | feetSZ = feetsz; | ||
781 | |||
782 | float midz = bot + midsz * 0.5f; | ||
783 | bot += midsz; | ||
784 | float topz = bot + topsz * 0.5f; | ||
785 | |||
786 | _parent_scene.waitForSpaceUnlock(_parent_scene.CharsSpace); | ||
787 | |||
788 | collider = d.HashSpaceCreate(_parent_scene.CharsSpace); | ||
789 | d.HashSpaceSetLevels(collider, -4, 3); | ||
790 | d.SpaceSetSublevel(collider, 3); | ||
791 | d.SpaceSetCleanup(collider, false); | ||
792 | d.GeomSetCategoryBits(collider, (uint)m_collisionCategories); | ||
793 | d.GeomSetCollideBits(collider, (uint)m_collisionFlags); | ||
794 | |||
795 | feetbox = d.CreateBox(collider, feetsx, feetsy, feetsz); | ||
796 | midbox = d.CreateBox(collider, midsx, midsy, midsz); | ||
797 | topbox = d.CreateBox(collider, topsx, topsy, topsz); | ||
798 | bbox = d.CreateBox(collider, m_size.X, m_size.Y, m_size.Z); | ||
799 | |||
800 | m_mass = m_density * m_size.X * m_size.Y * m_size.Z; // update mass | ||
801 | |||
802 | d.MassSetBoxTotal(out ShellMass, m_mass, m_size.X, m_size.Y, m_size.Z); | ||
803 | |||
804 | PID_D = basePID_D * m_mass / _parent_scene.ODE_STEPSIZE; | ||
805 | PID_P = basePID_P * m_mass / _parent_scene.ODE_STEPSIZE; | ||
806 | |||
807 | Body = d.BodyCreate(_parent_scene.world); | ||
808 | |||
809 | _zeroFlag = false; | ||
810 | m_collisionException = false; | ||
811 | m_pidControllerActive = true; | ||
812 | m_freemove = false; | ||
813 | |||
814 | _velocity = Vector3.Zero; | ||
815 | m_lastVelocitySqr = 0; | ||
816 | |||
817 | d.BodySetAutoDisableFlag(Body, false); | ||
818 | d.BodySetPosition(Body, npositionX, npositionY, npositionZ); | ||
819 | |||
820 | _position.X = npositionX; | ||
821 | _position.Y = npositionY; | ||
822 | _position.Z = npositionZ; | ||
823 | |||
824 | d.BodySetMass(Body, ref ShellMass); | ||
825 | d.GeomSetBody(feetbox, Body); | ||
826 | d.GeomSetBody(midbox, Body); | ||
827 | d.GeomSetBody(topbox, Body); | ||
828 | d.GeomSetBody(bbox, Body); | ||
829 | |||
830 | d.GeomSetOffsetPosition(feetbox, 0, 0, feetz); | ||
831 | d.GeomSetOffsetPosition(midbox, 0, 0, midz); | ||
832 | d.GeomSetOffsetPosition(topbox, 0, 0, topz); | ||
833 | |||
834 | ajustCollider(); | ||
835 | |||
836 | |||
837 | // The purpose of the AMotor here is to keep the avatar's physical | ||
838 | // surrogate from rotating while moving | ||
839 | Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero); | ||
840 | d.JointAttach(Amotor, Body, IntPtr.Zero); | ||
841 | |||
842 | d.JointSetAMotorMode(Amotor, 0); | ||
843 | d.JointSetAMotorNumAxes(Amotor, 3); | ||
844 | d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0); | ||
845 | d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0); | ||
846 | d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1); | ||
847 | |||
848 | d.JointSetAMotorAngle(Amotor, 0, 0); | ||
849 | d.JointSetAMotorAngle(Amotor, 1, 0); | ||
850 | d.JointSetAMotorAngle(Amotor, 2, 0); | ||
851 | |||
852 | d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f); // make it HARD | ||
853 | d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f); | ||
854 | d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f); | ||
855 | d.JointSetAMotorParam(Amotor, (int)dParam.StopERP, 0.8f); | ||
856 | d.JointSetAMotorParam(Amotor, (int)dParam.StopERP2, 0.8f); | ||
857 | d.JointSetAMotorParam(Amotor, (int)dParam.StopERP3, 0.8f); | ||
858 | |||
859 | // These lowstops and high stops are effectively (no wiggle room) | ||
860 | d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -1e-5f); | ||
861 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 1e-5f); | ||
862 | d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -1e-5f); | ||
863 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 1e-5f); | ||
864 | d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -1e-5f); | ||
865 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 1e-5f); | ||
866 | |||
867 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0); | ||
868 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel2, 0); | ||
869 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel3, 0); | ||
870 | |||
871 | d.JointSetAMotorParam(Amotor, (int)dParam.FMax, 5e8f); | ||
872 | d.JointSetAMotorParam(Amotor, (int)dParam.FMax2, 5e8f); | ||
873 | d.JointSetAMotorParam(Amotor, (int)dParam.FMax3, 5e8f); | ||
874 | } | ||
875 | |||
876 | /// <summary> | ||
877 | /// Destroys the avatar body and geom | ||
878 | |||
879 | private void AvatarGeomAndBodyDestroy() | ||
880 | { | ||
881 | // Kill the Amotor | ||
882 | if (Amotor != IntPtr.Zero) | ||
883 | { | ||
884 | d.JointDestroy(Amotor); | ||
885 | Amotor = IntPtr.Zero; | ||
886 | } | ||
887 | |||
888 | if (Body != IntPtr.Zero) | ||
889 | { | ||
890 | //kill the body | ||
891 | d.BodyDestroy(Body); | ||
892 | Body = IntPtr.Zero; | ||
893 | } | ||
894 | |||
895 | //kill the Geoms | ||
896 | if (topbox != IntPtr.Zero) | ||
897 | { | ||
898 | _parent_scene.actor_name_map.Remove(topbox); | ||
899 | _parent_scene.waitForSpaceUnlock(collider); | ||
900 | d.GeomDestroy(topbox); | ||
901 | topbox = IntPtr.Zero; | ||
902 | } | ||
903 | if (midbox != IntPtr.Zero) | ||
904 | { | ||
905 | _parent_scene.actor_name_map.Remove(midbox); | ||
906 | _parent_scene.waitForSpaceUnlock(collider); | ||
907 | d.GeomDestroy(midbox); | ||
908 | midbox = IntPtr.Zero; | ||
909 | } | ||
910 | if (feetbox != IntPtr.Zero) | ||
911 | { | ||
912 | _parent_scene.actor_name_map.Remove(feetbox); | ||
913 | _parent_scene.waitForSpaceUnlock(collider); | ||
914 | d.GeomDestroy(feetbox); | ||
915 | feetbox = IntPtr.Zero; | ||
916 | } | ||
917 | |||
918 | if (bbox != IntPtr.Zero) | ||
919 | { | ||
920 | _parent_scene.actor_name_map.Remove(bbox); | ||
921 | _parent_scene.waitForSpaceUnlock(collider); | ||
922 | d.GeomDestroy(bbox); | ||
923 | bbox = IntPtr.Zero; | ||
924 | } | ||
925 | |||
926 | if (collider != IntPtr.Zero) | ||
927 | { | ||
928 | d.SpaceDestroy(collider); | ||
929 | collider = IntPtr.Zero; | ||
930 | } | ||
931 | |||
932 | } | ||
933 | |||
934 | //in place 2D rotation around Z assuming rot is normalised and is a rotation around Z | ||
935 | public void RotateXYonZ(ref float x, ref float y, ref Quaternion rot) | ||
936 | { | ||
937 | float sin = 2.0f * rot.Z * rot.W; | ||
938 | float cos = rot.W * rot.W - rot.Z * rot.Z; | ||
939 | float tx = x; | ||
940 | |||
941 | x = tx * cos - y * sin; | ||
942 | y = tx * sin + y * cos; | ||
943 | } | ||
944 | public void RotateXYonZ(ref float x, ref float y, ref float sin, ref float cos) | ||
945 | { | ||
946 | float tx = x; | ||
947 | x = tx * cos - y * sin; | ||
948 | y = tx * sin + y * cos; | ||
949 | } | ||
950 | public void invRotateXYonZ(ref float x, ref float y, ref float sin, ref float cos) | ||
951 | { | ||
952 | float tx = x; | ||
953 | x = tx * cos + y * sin; | ||
954 | y = -tx * sin + y * cos; | ||
955 | } | ||
956 | |||
957 | public void invRotateXYonZ(ref float x, ref float y, ref Quaternion rot) | ||
958 | { | ||
959 | float sin = - 2.0f * rot.Z * rot.W; | ||
960 | float cos = rot.W * rot.W - rot.Z * rot.Z; | ||
961 | float tx = x; | ||
962 | |||
963 | x = tx * cos - y * sin; | ||
964 | y = tx * sin + y * cos; | ||
965 | } | ||
966 | |||
967 | |||
968 | public bool Collide(IntPtr me, bool reverse, ref d.ContactGeom contact, ref bool feetcollision) | ||
969 | { | ||
970 | feetcollision = false; | ||
971 | if (m_collisionException) | ||
972 | return false; | ||
973 | |||
974 | Vector3 offset; | ||
975 | |||
976 | if (me == bbox) // if moving fast | ||
977 | { | ||
978 | // force a full inelastic collision | ||
979 | m_collisionException = true; | ||
980 | |||
981 | offset = m_size * m_orientation2D; | ||
982 | |||
983 | offset.X = (float)Math.Abs(offset.X) * 0.5f + contact.depth; | ||
984 | offset.Y = (float)Math.Abs(offset.Y) * 0.5f + contact.depth; | ||
985 | offset.Z = (float)Math.Abs(offset.Z) * 0.5f + contact.depth; | ||
986 | |||
987 | if (reverse) | ||
988 | { | ||
989 | offset.X *= -contact.normal.X; | ||
990 | offset.Y *= -contact.normal.Y; | ||
991 | offset.Z *= -contact.normal.Z; | ||
992 | } | ||
993 | else | ||
994 | { | ||
995 | offset.X *= contact.normal.X; | ||
996 | offset.Y *= contact.normal.Y; | ||
997 | offset.Z *= contact.normal.Z; | ||
998 | } | ||
999 | |||
1000 | offset.X += contact.pos.X; | ||
1001 | offset.Y += contact.pos.Y; | ||
1002 | offset.Z += contact.pos.Z; | ||
1003 | |||
1004 | _position = offset; | ||
1005 | return false; | ||
1006 | } | ||
1007 | |||
1008 | offset.X = contact.pos.X - _position.X; | ||
1009 | offset.Y = contact.pos.Y - _position.Y; | ||
1010 | |||
1011 | if (me == topbox) | ||
1012 | { | ||
1013 | offset.Z = contact.pos.Z - _position.Z; | ||
1014 | |||
1015 | offset.Normalize(); | ||
1016 | |||
1017 | if (reverse) | ||
1018 | { | ||
1019 | contact.normal.X = offset.X; | ||
1020 | contact.normal.Y = offset.Y; | ||
1021 | contact.normal.Z = offset.Z; | ||
1022 | } | ||
1023 | else | ||
1024 | { | ||
1025 | contact.normal.X = -offset.X; | ||
1026 | contact.normal.Y = -offset.Y; | ||
1027 | contact.normal.Z = -offset.Z; | ||
1028 | } | ||
1029 | return true; | ||
1030 | } | ||
1031 | |||
1032 | if (me == midbox) | ||
1033 | { | ||
1034 | if (Math.Abs(contact.normal.Z) > 0.95f) | ||
1035 | offset.Z = contact.pos.Z - _position.Z; | ||
1036 | else | ||
1037 | offset.Z = contact.normal.Z; | ||
1038 | |||
1039 | offset.Normalize(); | ||
1040 | |||
1041 | if (reverse) | ||
1042 | { | ||
1043 | contact.normal.X = offset.X; | ||
1044 | contact.normal.Y = offset.Y; | ||
1045 | contact.normal.Z = offset.Z; | ||
1046 | } | ||
1047 | else | ||
1048 | { | ||
1049 | contact.normal.X = -offset.X; | ||
1050 | contact.normal.Y = -offset.Y; | ||
1051 | contact.normal.Z = -offset.Z; | ||
1052 | } | ||
1053 | |||
1054 | return true; | ||
1055 | } | ||
1056 | |||
1057 | else if (me == feetbox) | ||
1058 | { | ||
1059 | float h = contact.pos.Z - _position.Z; | ||
1060 | |||
1061 | if (Math.Abs(contact.normal.Z) > 0.95f) | ||
1062 | { | ||
1063 | if (contact.normal.Z > 0) | ||
1064 | contact.normal.Z = 1.0f; | ||
1065 | else | ||
1066 | contact.normal.Z = -1.0f; | ||
1067 | contact.normal.X = 0.0f; | ||
1068 | contact.normal.Y = 0.0f; | ||
1069 | feetcollision = true; | ||
1070 | if (h < boneOff) | ||
1071 | IsColliding = true; | ||
1072 | return true; | ||
1073 | } | ||
1074 | |||
1075 | offset.Z = h - feetOff; // distance from top of feetbox | ||
1076 | |||
1077 | if (offset.Z > 0) | ||
1078 | return false; | ||
1079 | |||
1080 | if (offset.Z > -0.01) | ||
1081 | { | ||
1082 | offset.X = 0; | ||
1083 | offset.Y = 0; | ||
1084 | offset.Z = -1.0f; | ||
1085 | } | ||
1086 | else | ||
1087 | { | ||
1088 | offset.Normalize(); | ||
1089 | } | ||
1090 | |||
1091 | if (reverse) | ||
1092 | { | ||
1093 | contact.normal.X = offset.X; | ||
1094 | contact.normal.Y = offset.Y; | ||
1095 | contact.normal.Z = offset.Z; | ||
1096 | } | ||
1097 | else | ||
1098 | { | ||
1099 | contact.normal.X = -offset.X; | ||
1100 | contact.normal.Y = -offset.Y; | ||
1101 | contact.normal.Z = -offset.Z; | ||
1102 | } | ||
1103 | feetcollision = true; | ||
1104 | if (h < boneOff) | ||
1105 | IsColliding = true; | ||
1106 | } | ||
1107 | else | ||
1108 | return false; | ||
1109 | |||
1110 | return true; | ||
1111 | } | ||
1112 | |||
1113 | /// <summary> | ||
1114 | /// Called from Simulate | ||
1115 | /// This is the avatar's movement control + PID Controller | ||
1116 | /// </summary> | ||
1117 | /// <param name="timeStep"></param> | ||
1118 | public void Move(List<OdeCharacter> defects) | ||
1119 | { | ||
1120 | if (Body == IntPtr.Zero) | ||
1121 | return; | ||
1122 | |||
1123 | if (m_collisionException) | ||
1124 | { | ||
1125 | d.BodySetPosition(Body,_position.X, _position.Y, _position.Z); | ||
1126 | d.BodySetLinearVel(Body, 0, 0, 0); | ||
1127 | |||
1128 | float v = _velocity.Length(); | ||
1129 | if (v != 0) | ||
1130 | { | ||
1131 | v = 5.0f / v; | ||
1132 | _velocity = _velocity * v; | ||
1133 | d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z); | ||
1134 | } | ||
1135 | ajustCollider(); | ||
1136 | m_collisionException = false; | ||
1137 | return; | ||
1138 | } | ||
1139 | |||
1140 | d.Vector3 dtmp = d.BodyGetPosition(Body); | ||
1141 | Vector3 localpos = new Vector3(dtmp.X, dtmp.Y, dtmp.Z); | ||
1142 | |||
1143 | // the Amotor still lets avatar rotation to drift during colisions | ||
1144 | // so force it back to identity | ||
1145 | |||
1146 | d.Quaternion qtmp; | ||
1147 | qtmp.W = m_orientation2D.W; | ||
1148 | qtmp.X = m_orientation2D.X; | ||
1149 | qtmp.Y = m_orientation2D.Y; | ||
1150 | qtmp.Z = m_orientation2D.Z; | ||
1151 | d.BodySetQuaternion(Body, ref qtmp); | ||
1152 | |||
1153 | if (m_pidControllerActive == false) | ||
1154 | { | ||
1155 | _zeroPosition = localpos; | ||
1156 | } | ||
1157 | |||
1158 | if (!localpos.IsFinite()) | ||
1159 | { | ||
1160 | m_log.Warn("[PHYSICS]: Avatar Position is non-finite!"); | ||
1161 | defects.Add(this); | ||
1162 | // _parent_scene.RemoveCharacter(this); | ||
1163 | |||
1164 | // destroy avatar capsule and related ODE data | ||
1165 | AvatarGeomAndBodyDestroy(); | ||
1166 | return; | ||
1167 | } | ||
1168 | |||
1169 | // check outbounds forcing to be in world | ||
1170 | bool fixbody = false; | ||
1171 | if (localpos.X < 0.0f) | ||
1172 | { | ||
1173 | fixbody = true; | ||
1174 | localpos.X = 0.1f; | ||
1175 | } | ||
1176 | else if (localpos.X > _parent_scene.WorldExtents.X - 0.1f) | ||
1177 | { | ||
1178 | fixbody = true; | ||
1179 | localpos.X = _parent_scene.WorldExtents.X - 0.1f; | ||
1180 | } | ||
1181 | if (localpos.Y < 0.0f) | ||
1182 | { | ||
1183 | fixbody = true; | ||
1184 | localpos.Y = 0.1f; | ||
1185 | } | ||
1186 | else if (localpos.Y > _parent_scene.WorldExtents.Y - 0.1) | ||
1187 | { | ||
1188 | fixbody = true; | ||
1189 | localpos.Y = _parent_scene.WorldExtents.Y - 0.1f; | ||
1190 | } | ||
1191 | if (fixbody) | ||
1192 | { | ||
1193 | m_freemove = false; | ||
1194 | d.BodySetPosition(Body, localpos.X, localpos.Y, localpos.Z); | ||
1195 | } | ||
1196 | |||
1197 | float breakfactor; | ||
1198 | |||
1199 | Vector3 vec = Vector3.Zero; | ||
1200 | dtmp = d.BodyGetLinearVel(Body); | ||
1201 | Vector3 vel = new Vector3(dtmp.X, dtmp.Y, dtmp.Z); | ||
1202 | float velLengthSquared = vel.LengthSquared(); | ||
1203 | |||
1204 | float movementdivisor = 1f; | ||
1205 | //Ubit change divisions into multiplications below | ||
1206 | if (!m_alwaysRun) | ||
1207 | movementdivisor = 1 / walkDivisor; | ||
1208 | else | ||
1209 | movementdivisor = 1 / runDivisor; | ||
1210 | |||
1211 | //****************************************** | ||
1212 | // colide with land | ||
1213 | |||
1214 | d.AABB aabb; | ||
1215 | d.GeomGetAABB(feetbox, out aabb); | ||
1216 | float chrminZ = aabb.MinZ; ; // move up a bit | ||
1217 | Vector3 posch = localpos; | ||
1218 | |||
1219 | float ftmp; | ||
1220 | |||
1221 | if (flying) | ||
1222 | { | ||
1223 | ftmp = timeStep; | ||
1224 | posch.X += vel.X * ftmp; | ||
1225 | posch.Y += vel.Y * ftmp; | ||
1226 | } | ||
1227 | |||
1228 | float terrainheight = _parent_scene.GetTerrainHeightAtXY(posch.X, posch.Y); | ||
1229 | if (chrminZ < terrainheight) | ||
1230 | { | ||
1231 | float depth = terrainheight - chrminZ; | ||
1232 | if (!flying) | ||
1233 | { | ||
1234 | vec.Z = -vel.Z * PID_D * 1.5f + depth * PID_P * 50; | ||
1235 | } | ||
1236 | else | ||
1237 | vec.Z = depth * PID_P * 50; | ||
1238 | |||
1239 | if (depth < 0.1f) | ||
1240 | { | ||
1241 | m_colliderGroundfilter++; | ||
1242 | if (m_colliderGroundfilter > 2) | ||
1243 | { | ||
1244 | m_iscolliding = true; | ||
1245 | m_colliderfilter = 2; | ||
1246 | |||
1247 | if (m_colliderGroundfilter > 10) | ||
1248 | { | ||
1249 | m_colliderGroundfilter = 10; | ||
1250 | m_freemove = false; | ||
1251 | } | ||
1252 | |||
1253 | m_iscollidingGround = true; | ||
1254 | |||
1255 | ContactPoint contact = new ContactPoint(); | ||
1256 | contact.PenetrationDepth = depth; | ||
1257 | contact.Position.X = localpos.X; | ||
1258 | contact.Position.Y = localpos.Y; | ||
1259 | contact.Position.Z = terrainheight; | ||
1260 | contact.SurfaceNormal.X = 0.0f; | ||
1261 | contact.SurfaceNormal.Y = 0.0f; | ||
1262 | contact.SurfaceNormal.Z = -1f; | ||
1263 | contact.RelativeSpeed = -vel.Z; | ||
1264 | contact.CharacterFeet = true; | ||
1265 | AddCollisionEvent(0, contact); | ||
1266 | |||
1267 | vec.Z *= 0.5f; | ||
1268 | } | ||
1269 | } | ||
1270 | |||
1271 | else | ||
1272 | { | ||
1273 | m_colliderGroundfilter = 0; | ||
1274 | m_iscollidingGround = false; | ||
1275 | } | ||
1276 | } | ||
1277 | else | ||
1278 | { | ||
1279 | m_colliderGroundfilter = 0; | ||
1280 | m_iscollidingGround = false; | ||
1281 | } | ||
1282 | |||
1283 | |||
1284 | //****************************************** | ||
1285 | |||
1286 | bool tviszero = (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f); | ||
1287 | |||
1288 | // if (!tviszero || m_iscolliding || velLengthSquared <0.01) | ||
1289 | if (!tviszero) | ||
1290 | m_freemove = false; | ||
1291 | |||
1292 | if (!m_freemove) | ||
1293 | { | ||
1294 | |||
1295 | // if velocity is zero, use position control; otherwise, velocity control | ||
1296 | if (tviszero && m_iscolliding) | ||
1297 | { | ||
1298 | // keep track of where we stopped. No more slippin' & slidin' | ||
1299 | if (!_zeroFlag) | ||
1300 | { | ||
1301 | _zeroFlag = true; | ||
1302 | _zeroPosition = localpos; | ||
1303 | } | ||
1304 | if (m_pidControllerActive) | ||
1305 | { | ||
1306 | // We only want to deactivate the PID Controller if we think we want to have our surrogate | ||
1307 | // react to the physics scene by moving it's position. | ||
1308 | // Avatar to Avatar collisions | ||
1309 | // Prim to avatar collisions | ||
1310 | |||
1311 | vec.X = -vel.X * PID_D + (_zeroPosition.X - localpos.X) * (PID_P * 2); | ||
1312 | vec.Y = -vel.Y * PID_D + (_zeroPosition.Y - localpos.Y) * (PID_P * 2); | ||
1313 | if (flying) | ||
1314 | { | ||
1315 | vec.Z += -vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P; | ||
1316 | } | ||
1317 | } | ||
1318 | //PidStatus = true; | ||
1319 | } | ||
1320 | else | ||
1321 | { | ||
1322 | m_pidControllerActive = true; | ||
1323 | _zeroFlag = false; | ||
1324 | |||
1325 | if (m_iscolliding) | ||
1326 | { | ||
1327 | if (!flying) | ||
1328 | { | ||
1329 | if (_target_velocity.Z > 0.0f) | ||
1330 | { | ||
1331 | // We're colliding with something and we're not flying but we're moving | ||
1332 | // This means we're walking or running. JUMPING | ||
1333 | vec.Z += (_target_velocity.Z - vel.Z) * PID_D * 1.2f;// +(_zeroPosition.Z - localpos.Z) * PID_P; | ||
1334 | } | ||
1335 | // We're standing on something | ||
1336 | vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D); | ||
1337 | vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D); | ||
1338 | } | ||
1339 | else | ||
1340 | { | ||
1341 | // We're flying and colliding with something | ||
1342 | vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 0.0625f); | ||
1343 | vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 0.0625f); | ||
1344 | vec.Z += (_target_velocity.Z - vel.Z) * (PID_D); | ||
1345 | } | ||
1346 | } | ||
1347 | else // ie not colliding | ||
1348 | { | ||
1349 | if (flying) //(!m_iscolliding && flying) | ||
1350 | { | ||
1351 | // we're in mid air suspended | ||
1352 | vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 1.667f); | ||
1353 | vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 1.667f); | ||
1354 | vec.Z += (_target_velocity.Z - vel.Z) * (PID_D); | ||
1355 | } | ||
1356 | |||
1357 | else | ||
1358 | { | ||
1359 | // we're not colliding and we're not flying so that means we're falling! | ||
1360 | // m_iscolliding includes collisions with the ground. | ||
1361 | |||
1362 | // d.Vector3 pos = d.BodyGetPosition(Body); | ||
1363 | vec.X = (_target_velocity.X - vel.X) * PID_D * 0.833f; | ||
1364 | vec.Y = (_target_velocity.Y - vel.Y) * PID_D * 0.833f; | ||
1365 | } | ||
1366 | } | ||
1367 | } | ||
1368 | |||
1369 | if (velLengthSquared > 2500.0f) // 50m/s apply breaks | ||
1370 | { | ||
1371 | breakfactor = 0.16f * m_mass; | ||
1372 | vec.X -= breakfactor * vel.X; | ||
1373 | vec.Y -= breakfactor * vel.Y; | ||
1374 | vec.Z -= breakfactor * vel.Z; | ||
1375 | } | ||
1376 | } | ||
1377 | else | ||
1378 | { | ||
1379 | breakfactor = m_mass; | ||
1380 | vec.X -= breakfactor * vel.X; | ||
1381 | vec.Y -= breakfactor * vel.Y; | ||
1382 | if (flying) | ||
1383 | vec.Z -= breakfactor * vel.Z; | ||
1384 | else | ||
1385 | vec.Z -= .5f* m_mass * vel.Z; | ||
1386 | } | ||
1387 | |||
1388 | if (flying) | ||
1389 | { | ||
1390 | vec.Z -= _parent_scene.gravityz * m_mass; | ||
1391 | |||
1392 | //Added for auto fly height. Kitto Flora | ||
1393 | float target_altitude = _parent_scene.GetTerrainHeightAtXY(localpos.X, localpos.Y) + MinimumGroundFlightOffset; | ||
1394 | |||
1395 | if (localpos.Z < target_altitude) | ||
1396 | { | ||
1397 | vec.Z += (target_altitude - localpos.Z) * PID_P * 5.0f; | ||
1398 | } | ||
1399 | // end add Kitto Flora | ||
1400 | } | ||
1401 | |||
1402 | if (vec.IsFinite()) | ||
1403 | { | ||
1404 | if (vec.X != 0 || vec.Y !=0 || vec.Z !=0) | ||
1405 | d.BodyAddForce(Body, vec.X, vec.Y, vec.Z); | ||
1406 | } | ||
1407 | else | ||
1408 | { | ||
1409 | m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()"); | ||
1410 | m_log.Warn("[PHYSICS]: Avatar Position is non-finite!"); | ||
1411 | defects.Add(this); | ||
1412 | // _parent_scene.RemoveCharacter(this); | ||
1413 | // destroy avatar capsule and related ODE data | ||
1414 | AvatarGeomAndBodyDestroy(); | ||
1415 | return; | ||
1416 | } | ||
1417 | |||
1418 | // update our local ideia of position velocity and aceleration | ||
1419 | // _position = localpos; | ||
1420 | _position = localpos; | ||
1421 | |||
1422 | if (_zeroFlag) | ||
1423 | { | ||
1424 | _velocity = Vector3.Zero; | ||
1425 | _acceleration = Vector3.Zero; | ||
1426 | m_rotationalVelocity = Vector3.Zero; | ||
1427 | } | ||
1428 | else | ||
1429 | { | ||
1430 | Vector3 a =_velocity; // previus velocity | ||
1431 | SetSmooth(ref _velocity, ref vel, 2); | ||
1432 | a = (_velocity - a) * invtimeStep; | ||
1433 | SetSmooth(ref _acceleration, ref a, 2); | ||
1434 | |||
1435 | dtmp = d.BodyGetAngularVel(Body); | ||
1436 | m_rotationalVelocity.X = 0f; | ||
1437 | m_rotationalVelocity.Y = 0f; | ||
1438 | m_rotationalVelocity.Z = dtmp.Z; | ||
1439 | Math.Round(m_rotationalVelocity.Z,3); | ||
1440 | } | ||
1441 | ajustCollider(); | ||
1442 | } | ||
1443 | |||
1444 | public void round(ref Vector3 v, int digits) | ||
1445 | { | ||
1446 | v.X = (float)Math.Round(v.X, digits); | ||
1447 | v.Y = (float)Math.Round(v.Y, digits); | ||
1448 | v.Z = (float)Math.Round(v.Z, digits); | ||
1449 | } | ||
1450 | |||
1451 | public void SetSmooth(ref Vector3 dst, ref Vector3 value) | ||
1452 | { | ||
1453 | dst.X = 0.1f * dst.X + 0.9f * value.X; | ||
1454 | dst.Y = 0.1f * dst.Y + 0.9f * value.Y; | ||
1455 | dst.Z = 0.1f * dst.Z + 0.9f * value.Z; | ||
1456 | } | ||
1457 | |||
1458 | public void SetSmooth(ref Vector3 dst, ref Vector3 value, int rounddigits) | ||
1459 | { | ||
1460 | dst.X = 0.4f * dst.X + 0.6f * value.X; | ||
1461 | dst.X = (float)Math.Round(dst.X, rounddigits); | ||
1462 | |||
1463 | dst.Y = 0.4f * dst.Y + 0.6f * value.Y; | ||
1464 | dst.Y = (float)Math.Round(dst.Y, rounddigits); | ||
1465 | |||
1466 | dst.Z = 0.4f * dst.Z + 0.6f * value.Z; | ||
1467 | dst.Z = (float)Math.Round(dst.Z, rounddigits); | ||
1468 | } | ||
1469 | |||
1470 | |||
1471 | /// <summary> | ||
1472 | /// Updates the reported position and velocity. | ||
1473 | /// Used to copy variables from unmanaged space at heartbeat rate and also trigger scene updates acording | ||
1474 | /// also outbounds checking | ||
1475 | /// copy and outbounds now done in move(..) at ode rate | ||
1476 | /// | ||
1477 | /// </summary> | ||
1478 | public void UpdatePositionAndVelocity() | ||
1479 | { | ||
1480 | return; | ||
1481 | |||
1482 | // if (Body == IntPtr.Zero) | ||
1483 | // return; | ||
1484 | |||
1485 | } | ||
1486 | |||
1487 | /// <summary> | ||
1488 | /// Cleanup the things we use in the scene. | ||
1489 | /// </summary> | ||
1490 | public void Destroy() | ||
1491 | { | ||
1492 | AddChange(changes.Remove, null); | ||
1493 | } | ||
1494 | |||
1495 | public override void CrossingFailure() | ||
1496 | { | ||
1497 | } | ||
1498 | |||
1499 | public override Vector3 PIDTarget { set { return; } } | ||
1500 | public override bool PIDActive { set { return; } } | ||
1501 | public override float PIDTau { set { return; } } | ||
1502 | |||
1503 | public override float PIDHoverHeight { set { return; } } | ||
1504 | public override bool PIDHoverActive { set { return; } } | ||
1505 | public override PIDHoverType PIDHoverType { set { return; } } | ||
1506 | public override float PIDHoverTau { set { return; } } | ||
1507 | |||
1508 | public override Quaternion APIDTarget { set { return; } } | ||
1509 | |||
1510 | public override bool APIDActive { set { return; } } | ||
1511 | |||
1512 | public override float APIDStrength { set { return; } } | ||
1513 | |||
1514 | public override float APIDDamping { set { return; } } | ||
1515 | |||
1516 | |||
1517 | public override void SubscribeEvents(int ms) | ||
1518 | { | ||
1519 | m_eventsubscription = ms; | ||
1520 | m_cureventsubscription = 0; | ||
1521 | if (CollisionEventsThisFrame == null) | ||
1522 | CollisionEventsThisFrame = new CollisionEventUpdate(); | ||
1523 | SentEmptyCollisionsEvent = false; | ||
1524 | } | ||
1525 | |||
1526 | public override void UnSubscribeEvents() | ||
1527 | { | ||
1528 | if (CollisionEventsThisFrame != null) | ||
1529 | { | ||
1530 | CollisionEventsThisFrame.Clear(); | ||
1531 | CollisionEventsThisFrame = null; | ||
1532 | } | ||
1533 | m_eventsubscription = 0; | ||
1534 | } | ||
1535 | |||
1536 | public override void AddCollisionEvent(uint CollidedWith, ContactPoint contact) | ||
1537 | { | ||
1538 | if (CollisionEventsThisFrame == null) | ||
1539 | CollisionEventsThisFrame = new CollisionEventUpdate(); | ||
1540 | CollisionEventsThisFrame.AddCollider(CollidedWith, contact); | ||
1541 | _parent_scene.AddCollisionEventReporting(this); | ||
1542 | } | ||
1543 | |||
1544 | public void SendCollisions() | ||
1545 | { | ||
1546 | if (CollisionEventsThisFrame == null) | ||
1547 | return; | ||
1548 | |||
1549 | if (m_cureventsubscription < m_eventsubscription) | ||
1550 | return; | ||
1551 | |||
1552 | m_cureventsubscription = 0; | ||
1553 | |||
1554 | int ncolisions = CollisionEventsThisFrame.m_objCollisionList.Count; | ||
1555 | |||
1556 | if (!SentEmptyCollisionsEvent || ncolisions > 0) | ||
1557 | { | ||
1558 | base.SendCollisionUpdate(CollisionEventsThisFrame); | ||
1559 | |||
1560 | if (ncolisions == 0) | ||
1561 | { | ||
1562 | SentEmptyCollisionsEvent = true; | ||
1563 | _parent_scene.RemoveCollisionEventReporting(this); | ||
1564 | } | ||
1565 | else | ||
1566 | { | ||
1567 | SentEmptyCollisionsEvent = false; | ||
1568 | CollisionEventsThisFrame.Clear(); | ||
1569 | } | ||
1570 | } | ||
1571 | } | ||
1572 | |||
1573 | internal void AddCollisionFrameTime(int t) | ||
1574 | { | ||
1575 | // protect it from overflow crashing | ||
1576 | if (m_cureventsubscription < 50000) | ||
1577 | m_cureventsubscription += t; | ||
1578 | } | ||
1579 | |||
1580 | public override bool SubscribedEvents() | ||
1581 | { | ||
1582 | if (m_eventsubscription > 0) | ||
1583 | return true; | ||
1584 | return false; | ||
1585 | } | ||
1586 | |||
1587 | private void changePhysicsStatus(bool NewStatus) | ||
1588 | { | ||
1589 | if (NewStatus != m_isPhysical) | ||
1590 | { | ||
1591 | if (NewStatus) | ||
1592 | { | ||
1593 | AvatarGeomAndBodyDestroy(); | ||
1594 | |||
1595 | AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z); | ||
1596 | |||
1597 | _parent_scene.actor_name_map[collider] = (PhysicsActor)this; | ||
1598 | _parent_scene.actor_name_map[feetbox] = (PhysicsActor)this; | ||
1599 | _parent_scene.actor_name_map[midbox] = (PhysicsActor)this; | ||
1600 | _parent_scene.actor_name_map[topbox] = (PhysicsActor)this; | ||
1601 | _parent_scene.actor_name_map[bbox] = (PhysicsActor)this; | ||
1602 | _parent_scene.AddCharacter(this); | ||
1603 | } | ||
1604 | else | ||
1605 | { | ||
1606 | _parent_scene.RemoveCollisionEventReporting(this); | ||
1607 | _parent_scene.RemoveCharacter(this); | ||
1608 | // destroy avatar capsule and related ODE data | ||
1609 | AvatarGeomAndBodyDestroy(); | ||
1610 | } | ||
1611 | m_freemove = false; | ||
1612 | m_isPhysical = NewStatus; | ||
1613 | } | ||
1614 | } | ||
1615 | |||
1616 | private void changeAdd() | ||
1617 | { | ||
1618 | changePhysicsStatus(true); | ||
1619 | } | ||
1620 | |||
1621 | private void changeRemove() | ||
1622 | { | ||
1623 | changePhysicsStatus(false); | ||
1624 | } | ||
1625 | |||
1626 | private void changeShape(PrimitiveBaseShape arg) | ||
1627 | { | ||
1628 | } | ||
1629 | |||
1630 | private void changeAvatarSize(strAvatarSize st) | ||
1631 | { | ||
1632 | m_feetOffset = st.offset; | ||
1633 | changeSize(st.size); | ||
1634 | } | ||
1635 | |||
1636 | private void changeSize(Vector3 pSize) | ||
1637 | { | ||
1638 | if (pSize.IsFinite()) | ||
1639 | { | ||
1640 | // for now only look to Z changes since viewers also don't change X and Y | ||
1641 | if (pSize.Z != m_size.Z) | ||
1642 | { | ||
1643 | AvatarGeomAndBodyDestroy(); | ||
1644 | |||
1645 | |||
1646 | float oldsz = m_size.Z; | ||
1647 | m_size = pSize; | ||
1648 | |||
1649 | |||
1650 | AvatarGeomAndBodyCreation(_position.X, _position.Y, | ||
1651 | _position.Z + (m_size.Z - oldsz) * 0.5f); | ||
1652 | |||
1653 | Velocity = Vector3.Zero; | ||
1654 | |||
1655 | |||
1656 | _parent_scene.actor_name_map[collider] = (PhysicsActor)this; | ||
1657 | _parent_scene.actor_name_map[feetbox] = (PhysicsActor)this; | ||
1658 | _parent_scene.actor_name_map[midbox] = (PhysicsActor)this; | ||
1659 | _parent_scene.actor_name_map[topbox] = (PhysicsActor)this; | ||
1660 | _parent_scene.actor_name_map[bbox] = (PhysicsActor)this; | ||
1661 | } | ||
1662 | m_freemove = false; | ||
1663 | m_collisionException = false; | ||
1664 | m_pidControllerActive = true; | ||
1665 | } | ||
1666 | else | ||
1667 | { | ||
1668 | m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character"); | ||
1669 | } | ||
1670 | } | ||
1671 | |||
1672 | private void changePosition( Vector3 newPos) | ||
1673 | { | ||
1674 | if (Body != IntPtr.Zero) | ||
1675 | d.BodySetPosition(Body, newPos.X, newPos.Y, newPos.Z); | ||
1676 | _position = newPos; | ||
1677 | m_freemove = false; | ||
1678 | m_pidControllerActive = true; | ||
1679 | } | ||
1680 | |||
1681 | private void changeOrientation(Quaternion newOri) | ||
1682 | { | ||
1683 | if (m_orientation != newOri) | ||
1684 | { | ||
1685 | m_orientation = newOri; // keep a copy for core use | ||
1686 | // but only use rotations around Z | ||
1687 | |||
1688 | m_orientation2D.W = newOri.W; | ||
1689 | m_orientation2D.Z = newOri.Z; | ||
1690 | |||
1691 | float t = m_orientation2D.W * m_orientation2D.W + m_orientation2D.Z * m_orientation2D.Z; | ||
1692 | if (t > 0) | ||
1693 | { | ||
1694 | t = 1.0f / (float)Math.Sqrt(t); | ||
1695 | m_orientation2D.W *= t; | ||
1696 | m_orientation2D.Z *= t; | ||
1697 | } | ||
1698 | else | ||
1699 | { | ||
1700 | m_orientation2D.W = 1.0f; | ||
1701 | m_orientation2D.Z = 0f; | ||
1702 | } | ||
1703 | m_orientation2D.Y = 0f; | ||
1704 | m_orientation2D.X = 0f; | ||
1705 | |||
1706 | d.Quaternion myrot = new d.Quaternion(); | ||
1707 | myrot.X = m_orientation2D.X; | ||
1708 | myrot.Y = m_orientation2D.Y; | ||
1709 | myrot.Z = m_orientation2D.Z; | ||
1710 | myrot.W = m_orientation2D.W; | ||
1711 | d.BodySetQuaternion(Body, ref myrot); | ||
1712 | } | ||
1713 | } | ||
1714 | |||
1715 | private void changeVelocity(Vector3 newVel) | ||
1716 | { | ||
1717 | m_pidControllerActive = true; | ||
1718 | m_freemove = false; | ||
1719 | _target_velocity = newVel; | ||
1720 | } | ||
1721 | |||
1722 | private void changeSetTorque(Vector3 newTorque) | ||
1723 | { | ||
1724 | } | ||
1725 | |||
1726 | private void changeAddForce(Vector3 newForce) | ||
1727 | { | ||
1728 | } | ||
1729 | |||
1730 | private void changeAddAngularForce(Vector3 arg) | ||
1731 | { | ||
1732 | } | ||
1733 | |||
1734 | private void changeAngularLock(Vector3 arg) | ||
1735 | { | ||
1736 | } | ||
1737 | |||
1738 | private void changeFloatOnWater(bool arg) | ||
1739 | { | ||
1740 | } | ||
1741 | |||
1742 | private void changeVolumedetetion(bool arg) | ||
1743 | { | ||
1744 | } | ||
1745 | |||
1746 | private void changeSelectedStatus(bool arg) | ||
1747 | { | ||
1748 | } | ||
1749 | |||
1750 | private void changeDisable(bool arg) | ||
1751 | { | ||
1752 | } | ||
1753 | |||
1754 | private void changeBuilding(bool arg) | ||
1755 | { | ||
1756 | } | ||
1757 | |||
1758 | private void setFreeMove() | ||
1759 | { | ||
1760 | m_pidControllerActive = true; | ||
1761 | _zeroFlag = false; | ||
1762 | _target_velocity = Vector3.Zero; | ||
1763 | m_freemove = true; | ||
1764 | m_colliderfilter = -2; | ||
1765 | m_colliderObjectfilter = -2; | ||
1766 | m_colliderGroundfilter = -2; | ||
1767 | |||
1768 | m_iscolliding = false; | ||
1769 | m_iscollidingGround = false; | ||
1770 | m_iscollidingObj = false; | ||
1771 | |||
1772 | CollisionEventsThisFrame.Clear(); | ||
1773 | } | ||
1774 | |||
1775 | private void changeForce(Vector3 newForce) | ||
1776 | { | ||
1777 | setFreeMove(); | ||
1778 | |||
1779 | if (Body != IntPtr.Zero) | ||
1780 | { | ||
1781 | if (newForce.X != 0f || newForce.Y != 0f || newForce.Z != 0) | ||
1782 | d.BodyAddForce(Body, newForce.X, newForce.Y, newForce.Z); | ||
1783 | } | ||
1784 | } | ||
1785 | |||
1786 | // for now momentum is actually velocity | ||
1787 | private void changeMomentum(Vector3 newmomentum) | ||
1788 | { | ||
1789 | _velocity = newmomentum; | ||
1790 | setFreeMove(); | ||
1791 | |||
1792 | if (Body != IntPtr.Zero) | ||
1793 | d.BodySetLinearVel(Body, newmomentum.X, newmomentum.Y, newmomentum.Z); | ||
1794 | ajustCollider(); | ||
1795 | } | ||
1796 | |||
1797 | private void donullchange() | ||
1798 | { | ||
1799 | } | ||
1800 | |||
1801 | public bool DoAChange(changes what, object arg) | ||
1802 | { | ||
1803 | if (collider == IntPtr.Zero && what != changes.Add && what != changes.Remove) | ||
1804 | { | ||
1805 | return false; | ||
1806 | } | ||
1807 | |||
1808 | // nasty switch | ||
1809 | switch (what) | ||
1810 | { | ||
1811 | case changes.Add: | ||
1812 | changeAdd(); | ||
1813 | break; | ||
1814 | case changes.Remove: | ||
1815 | changeRemove(); | ||
1816 | break; | ||
1817 | |||
1818 | case changes.Position: | ||
1819 | changePosition((Vector3)arg); | ||
1820 | break; | ||
1821 | |||
1822 | case changes.Orientation: | ||
1823 | changeOrientation((Quaternion)arg); | ||
1824 | break; | ||
1825 | |||
1826 | case changes.PosOffset: | ||
1827 | donullchange(); | ||
1828 | break; | ||
1829 | |||
1830 | case changes.OriOffset: | ||
1831 | donullchange(); | ||
1832 | break; | ||
1833 | |||
1834 | case changes.Velocity: | ||
1835 | changeVelocity((Vector3)arg); | ||
1836 | break; | ||
1837 | |||
1838 | // case changes.Acceleration: | ||
1839 | // changeacceleration((Vector3)arg); | ||
1840 | // break; | ||
1841 | // case changes.AngVelocity: | ||
1842 | // changeangvelocity((Vector3)arg); | ||
1843 | // break; | ||
1844 | |||
1845 | case changes.Force: | ||
1846 | changeForce((Vector3)arg); | ||
1847 | break; | ||
1848 | |||
1849 | case changes.Torque: | ||
1850 | changeSetTorque((Vector3)arg); | ||
1851 | break; | ||
1852 | |||
1853 | case changes.AddForce: | ||
1854 | changeAddForce((Vector3)arg); | ||
1855 | break; | ||
1856 | |||
1857 | case changes.AddAngForce: | ||
1858 | changeAddAngularForce((Vector3)arg); | ||
1859 | break; | ||
1860 | |||
1861 | case changes.AngLock: | ||
1862 | changeAngularLock((Vector3)arg); | ||
1863 | break; | ||
1864 | |||
1865 | case changes.Size: | ||
1866 | changeSize((Vector3)arg); | ||
1867 | break; | ||
1868 | |||
1869 | case changes.AvatarSize: | ||
1870 | changeAvatarSize((strAvatarSize)arg); | ||
1871 | break; | ||
1872 | |||
1873 | case changes.Momentum: | ||
1874 | changeMomentum((Vector3)arg); | ||
1875 | break; | ||
1876 | /* not in use for now | ||
1877 | case changes.Shape: | ||
1878 | changeShape((PrimitiveBaseShape)arg); | ||
1879 | break; | ||
1880 | |||
1881 | case changes.CollidesWater: | ||
1882 | changeFloatOnWater((bool)arg); | ||
1883 | break; | ||
1884 | |||
1885 | case changes.VolumeDtc: | ||
1886 | changeVolumedetetion((bool)arg); | ||
1887 | break; | ||
1888 | |||
1889 | case changes.Physical: | ||
1890 | changePhysicsStatus((bool)arg); | ||
1891 | break; | ||
1892 | |||
1893 | case changes.Selected: | ||
1894 | changeSelectedStatus((bool)arg); | ||
1895 | break; | ||
1896 | |||
1897 | case changes.disabled: | ||
1898 | changeDisable((bool)arg); | ||
1899 | break; | ||
1900 | |||
1901 | case changes.building: | ||
1902 | changeBuilding((bool)arg); | ||
1903 | break; | ||
1904 | */ | ||
1905 | case changes.Null: | ||
1906 | donullchange(); | ||
1907 | break; | ||
1908 | |||
1909 | default: | ||
1910 | donullchange(); | ||
1911 | break; | ||
1912 | } | ||
1913 | return false; | ||
1914 | } | ||
1915 | |||
1916 | public void AddChange(changes what, object arg) | ||
1917 | { | ||
1918 | _parent_scene.AddChange((PhysicsActor)this, what, arg); | ||
1919 | } | ||
1920 | |||
1921 | private struct strAvatarSize | ||
1922 | { | ||
1923 | public Vector3 size; | ||
1924 | public float offset; | ||
1925 | } | ||
1926 | |||
1927 | } | ||
1928 | } | ||