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Diffstat (limited to 'OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs')
-rw-r--r-- | OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs | 1301 |
1 files changed, 1301 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..c8f7c76 --- /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 | ||
30 | |||
31 | using System; | ||
32 | using System.Collections.Generic; | ||
33 | using System.Reflection; | ||
34 | using OpenMetaverse; | ||
35 | using OdeAPI; | ||
36 | using OpenSim.Framework; | ||
37 | using OpenSim.Region.Physics.Manager; | ||
38 | using log4net; | ||
39 | |||
40 | namespace OpenSim.Region.Physics.OdePlugin | ||
41 | { | ||
42 | /// <summary> | ||
43 | /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves. | ||
44 | /// </summary> | ||
45 | |||
46 | public enum dParam : int | ||
47 | { | ||
48 | LowStop = 0, | ||
49 | HiStop = 1, | ||
50 | Vel = 2, | ||
51 | FMax = 3, | ||
52 | FudgeFactor = 4, | ||
53 | Bounce = 5, | ||
54 | CFM = 6, | ||
55 | StopERP = 7, | ||
56 | StopCFM = 8, | ||
57 | LoStop2 = 256, | ||
58 | HiStop2 = 257, | ||
59 | Vel2 = 258, | ||
60 | FMax2 = 259, | ||
61 | StopERP2 = 7 + 256, | ||
62 | StopCFM2 = 8 + 256, | ||
63 | LoStop3 = 512, | ||
64 | HiStop3 = 513, | ||
65 | Vel3 = 514, | ||
66 | FMax3 = 515, | ||
67 | StopERP3 = 7 + 512, | ||
68 | StopCFM3 = 8 + 512 | ||
69 | } | ||
70 | |||
71 | public class OdeCharacter : PhysicsActor | ||
72 | { | ||
73 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
74 | |||
75 | private Vector3 _position; | ||
76 | private Vector3 _zeroPosition; | ||
77 | private bool _zeroFlag = false; | ||
78 | private Vector3 _velocity; | ||
79 | private Vector3 _target_velocity; | ||
80 | private Vector3 _acceleration; | ||
81 | private Vector3 m_rotationalVelocity; | ||
82 | private float m_mass = 80f; | ||
83 | public float m_density = 60f; | ||
84 | private bool m_pidControllerActive = true; | ||
85 | public float PID_D = 800.0f; | ||
86 | public float PID_P = 900.0f; | ||
87 | //private static float POSTURE_SERVO = 10000.0f; | ||
88 | public float CAPSULE_RADIUS = 0.37f; | ||
89 | public float CAPSULE_LENGTH = 2.140599f; | ||
90 | public float walkDivisor = 1.3f; | ||
91 | public float runDivisor = 0.8f; | ||
92 | private bool flying = false; | ||
93 | private bool m_iscolliding = false; | ||
94 | private bool m_iscollidingGround = false; | ||
95 | private bool m_iscollidingObj = false; | ||
96 | private bool m_alwaysRun = false; | ||
97 | private int m_requestedUpdateFrequency = 0; | ||
98 | private Vector3 m_taintPosition = Vector3.Zero; | ||
99 | private bool m_hasTaintPosition = false; | ||
100 | public uint m_localID = 0; | ||
101 | public bool m_returnCollisions = false; | ||
102 | // taints and their non-tainted counterparts | ||
103 | public bool m_isPhysical = false; // the current physical status | ||
104 | public bool m_tainted_isPhysical = false; // set when the physical status is tainted (false=not existing in physics engine, true=existing) | ||
105 | public float MinimumGroundFlightOffset = 3f; | ||
106 | |||
107 | |||
108 | private Vector3 m_taintForce; | ||
109 | private bool m_hasTaintForce; | ||
110 | private float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes. | ||
111 | |||
112 | |||
113 | private float m_buoyancy = 0f; | ||
114 | |||
115 | // private CollisionLocker ode; | ||
116 | |||
117 | private string m_name = String.Empty; | ||
118 | // other filter control | ||
119 | int m_colliderfilter = 0; | ||
120 | // int m_colliderGroundfilter = 0; | ||
121 | int m_colliderObjectfilter = 0; | ||
122 | |||
123 | // Default we're a Character | ||
124 | private CollisionCategories m_collisionCategories = (CollisionCategories.Character); | ||
125 | |||
126 | // Default, Collide with Other Geometries, spaces, bodies and characters. | ||
127 | private CollisionCategories m_collisionFlags = (CollisionCategories.Geom | ||
128 | | CollisionCategories.Space | ||
129 | | CollisionCategories.Body | ||
130 | | CollisionCategories.Character | ||
131 | ); | ||
132 | // we do land collisions not ode | CollisionCategories.Land); | ||
133 | public IntPtr Body = IntPtr.Zero; | ||
134 | private OdeScene _parent_scene; | ||
135 | public IntPtr Shell = IntPtr.Zero; | ||
136 | public IntPtr Amotor = IntPtr.Zero; | ||
137 | public d.Mass ShellMass; | ||
138 | public bool collidelock = false; | ||
139 | |||
140 | private bool m_haseventsubscription = false; | ||
141 | public int m_eventsubscription = 0; | ||
142 | private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate(); | ||
143 | |||
144 | // unique UUID of this character object | ||
145 | public UUID m_uuid; | ||
146 | public bool bad = false; | ||
147 | |||
148 | public ContactData AvatarContactData = new ContactData(10f, 0.3f); | ||
149 | |||
150 | 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) | ||
151 | { | ||
152 | m_uuid = UUID.Random(); | ||
153 | |||
154 | m_hasTaintPosition = false; | ||
155 | |||
156 | if (pos.IsFinite()) | ||
157 | { | ||
158 | if (pos.Z > 9999999f) | ||
159 | { | ||
160 | pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5; | ||
161 | } | ||
162 | if (pos.Z < -90000f) | ||
163 | { | ||
164 | pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5; | ||
165 | } | ||
166 | _position = pos; | ||
167 | } | ||
168 | else | ||
169 | { | ||
170 | _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f); | ||
171 | m_log.Warn("[PHYSICS]: Got NaN Position on Character Create"); | ||
172 | } | ||
173 | |||
174 | _parent_scene = parent_scene; | ||
175 | |||
176 | PID_D = pid_d; | ||
177 | PID_P = pid_p; | ||
178 | CAPSULE_RADIUS = capsule_radius; | ||
179 | m_density = density; | ||
180 | m_mass = 80f; // sure we have a default | ||
181 | |||
182 | AvatarContactData.mu = parent_scene.AvatarFriction; | ||
183 | AvatarContactData.bounce = parent_scene.AvatarBounce; | ||
184 | |||
185 | walkDivisor = walk_divisor; | ||
186 | runDivisor = rundivisor; | ||
187 | |||
188 | CAPSULE_LENGTH = size.Z * 1.15f - CAPSULE_RADIUS * 2.0f; | ||
189 | //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString()); | ||
190 | m_tainted_CAPSULE_LENGTH = CAPSULE_LENGTH; | ||
191 | |||
192 | m_isPhysical = false; // current status: no ODE information exists | ||
193 | m_tainted_isPhysical = true; // new tainted status: need to create ODE information | ||
194 | |||
195 | m_hasTaintForce = false; | ||
196 | _parent_scene.AddPhysicsActorTaint(this); | ||
197 | |||
198 | m_name = avName; | ||
199 | } | ||
200 | |||
201 | public override int PhysicsActorType | ||
202 | { | ||
203 | get { return (int)ActorTypes.Agent; } | ||
204 | set { return; } | ||
205 | } | ||
206 | |||
207 | public override ContactData ContactData | ||
208 | { | ||
209 | get { return AvatarContactData; } | ||
210 | } | ||
211 | |||
212 | public override bool Building { get; set; } | ||
213 | |||
214 | /// <summary> | ||
215 | /// If this is set, the avatar will move faster | ||
216 | /// </summary> | ||
217 | public override bool SetAlwaysRun | ||
218 | { | ||
219 | get { return m_alwaysRun; } | ||
220 | set { m_alwaysRun = value; } | ||
221 | } | ||
222 | |||
223 | public override uint LocalID | ||
224 | { | ||
225 | set { m_localID = value; } | ||
226 | } | ||
227 | |||
228 | public override bool Grabbed | ||
229 | { | ||
230 | set { return; } | ||
231 | } | ||
232 | |||
233 | public override bool Selected | ||
234 | { | ||
235 | set { return; } | ||
236 | } | ||
237 | |||
238 | public override float Buoyancy | ||
239 | { | ||
240 | get { return m_buoyancy; } | ||
241 | set { m_buoyancy = value; } | ||
242 | } | ||
243 | |||
244 | public override bool FloatOnWater | ||
245 | { | ||
246 | set { return; } | ||
247 | } | ||
248 | |||
249 | public override bool IsPhysical | ||
250 | { | ||
251 | get { return false; } | ||
252 | set { return; } | ||
253 | } | ||
254 | |||
255 | public override bool ThrottleUpdates | ||
256 | { | ||
257 | get { return false; } | ||
258 | set { return; } | ||
259 | } | ||
260 | |||
261 | public override bool Flying | ||
262 | { | ||
263 | get { return flying; } | ||
264 | set | ||
265 | { | ||
266 | flying = value; | ||
267 | // m_log.DebugFormat("[PHYSICS]: Set OdeCharacter Flying to {0}", flying); | ||
268 | } | ||
269 | } | ||
270 | |||
271 | /// <summary> | ||
272 | /// Returns if the avatar is colliding in general. | ||
273 | /// This includes the ground and objects and avatar. | ||
274 | /// </summary> | ||
275 | public override bool IsColliding | ||
276 | { | ||
277 | get { return (m_iscolliding || m_iscollidingGround); } | ||
278 | set | ||
279 | { | ||
280 | if (value) | ||
281 | { | ||
282 | m_colliderfilter += 2; | ||
283 | if (m_colliderfilter > 2) | ||
284 | m_colliderfilter = 2; | ||
285 | } | ||
286 | else | ||
287 | { | ||
288 | m_colliderfilter--; | ||
289 | if (m_colliderfilter < 0) | ||
290 | m_colliderfilter = 0; | ||
291 | } | ||
292 | |||
293 | if (m_colliderfilter == 0) | ||
294 | m_iscolliding = false; | ||
295 | else | ||
296 | { | ||
297 | // SetPidStatus(false); | ||
298 | m_pidControllerActive = true; | ||
299 | m_iscolliding = true; | ||
300 | } | ||
301 | } | ||
302 | } | ||
303 | |||
304 | /// <summary> | ||
305 | /// Returns if an avatar is colliding with the ground | ||
306 | /// </summary> | ||
307 | public override bool CollidingGround | ||
308 | { | ||
309 | get { return m_iscollidingGround; } | ||
310 | set | ||
311 | { | ||
312 | /* we now control this | ||
313 | if (value) | ||
314 | { | ||
315 | m_colliderGroundfilter += 2; | ||
316 | if (m_colliderGroundfilter > 2) | ||
317 | m_colliderGroundfilter = 2; | ||
318 | } | ||
319 | else | ||
320 | { | ||
321 | m_colliderGroundfilter--; | ||
322 | if (m_colliderGroundfilter < 0) | ||
323 | m_colliderGroundfilter = 0; | ||
324 | } | ||
325 | |||
326 | if (m_colliderGroundfilter == 0) | ||
327 | m_iscollidingGround = false; | ||
328 | else | ||
329 | m_iscollidingGround = true; | ||
330 | */ | ||
331 | } | ||
332 | |||
333 | } | ||
334 | |||
335 | /// <summary> | ||
336 | /// Returns if the avatar is colliding with an object | ||
337 | /// </summary> | ||
338 | public override bool CollidingObj | ||
339 | { | ||
340 | get { return m_iscollidingObj; } | ||
341 | set | ||
342 | { | ||
343 | // Ubit filter this also | ||
344 | if (value) | ||
345 | { | ||
346 | m_colliderObjectfilter += 2; | ||
347 | if (m_colliderObjectfilter > 2) | ||
348 | m_colliderObjectfilter = 2; | ||
349 | } | ||
350 | else | ||
351 | { | ||
352 | m_colliderObjectfilter--; | ||
353 | if (m_colliderObjectfilter < 0) | ||
354 | m_colliderObjectfilter = 0; | ||
355 | } | ||
356 | |||
357 | if (m_colliderObjectfilter == 0) | ||
358 | m_iscollidingObj = false; | ||
359 | else | ||
360 | m_iscollidingObj = true; | ||
361 | |||
362 | // m_iscollidingObj = value; | ||
363 | /* | ||
364 | if (m_iscollidingObj) | ||
365 | m_pidControllerActive = false; | ||
366 | else | ||
367 | m_pidControllerActive = true; | ||
368 | */ | ||
369 | } | ||
370 | } | ||
371 | |||
372 | /// <summary> | ||
373 | /// turn the PID controller on or off. | ||
374 | /// The PID Controller will turn on all by itself in many situations | ||
375 | /// </summary> | ||
376 | /// <param name="status"></param> | ||
377 | public void SetPidStatus(bool status) | ||
378 | { | ||
379 | m_pidControllerActive = status; | ||
380 | } | ||
381 | |||
382 | public override bool Stopped | ||
383 | { | ||
384 | get { return _zeroFlag; } | ||
385 | } | ||
386 | |||
387 | /// <summary> | ||
388 | /// This 'puts' an avatar somewhere in the physics space. | ||
389 | /// Not really a good choice unless you 'know' it's a good | ||
390 | /// spot otherwise you're likely to orbit the avatar. | ||
391 | /// </summary> | ||
392 | public override Vector3 Position | ||
393 | { | ||
394 | get { return _position; } | ||
395 | set | ||
396 | { | ||
397 | if (Body == IntPtr.Zero || Shell == IntPtr.Zero) | ||
398 | { | ||
399 | if (value.IsFinite()) | ||
400 | { | ||
401 | if (value.Z > 9999999f) | ||
402 | { | ||
403 | value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5; | ||
404 | } | ||
405 | if (value.Z < -90000f) | ||
406 | { | ||
407 | value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5; | ||
408 | } | ||
409 | |||
410 | m_taintPosition.X = value.X; | ||
411 | m_taintPosition.Y = value.Y; | ||
412 | m_taintPosition.Z = value.Z; | ||
413 | m_hasTaintPosition = true; | ||
414 | _parent_scene.AddPhysicsActorTaint(this); | ||
415 | } | ||
416 | else | ||
417 | { | ||
418 | m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character"); | ||
419 | } | ||
420 | } | ||
421 | } | ||
422 | } | ||
423 | |||
424 | public override Vector3 RotationalVelocity | ||
425 | { | ||
426 | get { return m_rotationalVelocity; } | ||
427 | set { m_rotationalVelocity = value; } | ||
428 | } | ||
429 | |||
430 | /// <summary> | ||
431 | /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight | ||
432 | /// and use it to offset landings properly | ||
433 | /// </summary> | ||
434 | public override Vector3 Size | ||
435 | { | ||
436 | get { | ||
437 | float d = CAPSULE_RADIUS * 2; | ||
438 | return new Vector3(d, d, (CAPSULE_LENGTH +d)/1.15f); } | ||
439 | set | ||
440 | { | ||
441 | if (value.IsFinite()) | ||
442 | { | ||
443 | m_pidControllerActive = true; | ||
444 | |||
445 | Vector3 SetSize = value; | ||
446 | m_tainted_CAPSULE_LENGTH = SetSize.Z *1.15f - CAPSULE_RADIUS * 2.0f; | ||
447 | _parent_scene.AddPhysicsActorTaint(this); | ||
448 | } | ||
449 | else | ||
450 | { | ||
451 | m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character"); | ||
452 | } | ||
453 | } | ||
454 | } | ||
455 | |||
456 | /// <summary> | ||
457 | /// This creates the Avatar's physical Surrogate at the position supplied | ||
458 | /// </summary> | ||
459 | /// <param name="npositionX"></param> | ||
460 | /// <param name="npositionY"></param> | ||
461 | /// <param name="npositionZ"></param> | ||
462 | |||
463 | // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access | ||
464 | // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only | ||
465 | // place that is safe to call this routine AvatarGeomAndBodyCreation. | ||
466 | private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ) | ||
467 | { | ||
468 | _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace); | ||
469 | if (CAPSULE_LENGTH <= 0) | ||
470 | { | ||
471 | m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!"); | ||
472 | CAPSULE_LENGTH = 0.01f; | ||
473 | |||
474 | } | ||
475 | |||
476 | if (CAPSULE_RADIUS <= 0) | ||
477 | { | ||
478 | m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!"); | ||
479 | CAPSULE_RADIUS = 0.01f; | ||
480 | |||
481 | } | ||
482 | Shell = d.CreateCapsule(_parent_scene.ActiveSpace, CAPSULE_RADIUS, CAPSULE_LENGTH); | ||
483 | |||
484 | d.GeomSetCategoryBits(Shell, (int)m_collisionCategories); | ||
485 | d.GeomSetCollideBits(Shell, (int)m_collisionFlags); | ||
486 | |||
487 | d.MassSetCapsule(out ShellMass, m_density, 3, CAPSULE_RADIUS, CAPSULE_LENGTH); | ||
488 | |||
489 | m_mass = ShellMass.mass; // update mass | ||
490 | |||
491 | // rescale PID parameters | ||
492 | PID_D = _parent_scene.avPIDD; | ||
493 | PID_P = _parent_scene.avPIDP; | ||
494 | |||
495 | // rescale PID parameters so that this aren't affected by mass | ||
496 | // and so don't get unstable for some masses | ||
497 | // also scale by ode time step so you don't need to refix them | ||
498 | |||
499 | PID_D /= 50 * 80; //scale to original mass of around 80 and 50 ODE fps | ||
500 | PID_D *= m_mass / _parent_scene.ODE_STEPSIZE; | ||
501 | PID_P /= 50 * 80; | ||
502 | PID_P *= m_mass / _parent_scene.ODE_STEPSIZE; | ||
503 | |||
504 | Body = d.BodyCreate(_parent_scene.world); | ||
505 | |||
506 | d.BodySetAutoDisableFlag(Body, false); | ||
507 | d.BodySetPosition(Body, npositionX, npositionY, npositionZ); | ||
508 | |||
509 | _position.X = npositionX; | ||
510 | _position.Y = npositionY; | ||
511 | _position.Z = npositionZ; | ||
512 | |||
513 | m_hasTaintPosition = false; | ||
514 | |||
515 | d.BodySetMass(Body, ref ShellMass); | ||
516 | d.GeomSetBody(Shell, Body); | ||
517 | |||
518 | // The purpose of the AMotor here is to keep the avatar's physical | ||
519 | // surrogate from rotating while moving | ||
520 | Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero); | ||
521 | d.JointAttach(Amotor, Body, IntPtr.Zero); | ||
522 | |||
523 | d.JointSetAMotorMode(Amotor, 0); | ||
524 | d.JointSetAMotorNumAxes(Amotor, 3); | ||
525 | d.JointSetAMotorAxis(Amotor, 0, 0 , 1, 0, 0); | ||
526 | d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0); | ||
527 | d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1); | ||
528 | |||
529 | d.JointSetAMotorAngle(Amotor, 0, 0); | ||
530 | d.JointSetAMotorAngle(Amotor, 1, 0); | ||
531 | d.JointSetAMotorAngle(Amotor, 2, 0); | ||
532 | |||
533 | d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f); // make it HARD | ||
534 | d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f); | ||
535 | d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f); | ||
536 | d.JointSetAMotorParam(Amotor, (int)dParam.StopERP, 0.8f); | ||
537 | d.JointSetAMotorParam(Amotor, (int)dParam.StopERP2, 0.8f); | ||
538 | d.JointSetAMotorParam(Amotor, (int)dParam.StopERP3, 0.8f); | ||
539 | |||
540 | // These lowstops and high stops are effectively (no wiggle room) | ||
541 | d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -1e-5f); | ||
542 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 1e-5f); | ||
543 | d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -1e-5f); | ||
544 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 1e-5f); | ||
545 | d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -1e-5f); | ||
546 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 1e-5f); | ||
547 | |||
548 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0); | ||
549 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel2, 0); | ||
550 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel3, 0); | ||
551 | |||
552 | d.JointSetAMotorParam(Amotor, (int)dParam.FMax, 5e6f); | ||
553 | d.JointSetAMotorParam(Amotor, (int)dParam.FMax2, 5e6f); | ||
554 | d.JointSetAMotorParam(Amotor, (int)dParam.FMax3, 5e6f); | ||
555 | } | ||
556 | |||
557 | /// <summary> | ||
558 | /// Destroys the avatar body and geom | ||
559 | |||
560 | private void AvatarGeomAndBodyDestroy() | ||
561 | { | ||
562 | // Kill the Amotor | ||
563 | if (Amotor != IntPtr.Zero) | ||
564 | { | ||
565 | d.JointDestroy(Amotor); | ||
566 | Amotor = IntPtr.Zero; | ||
567 | } | ||
568 | |||
569 | if (Body != IntPtr.Zero) | ||
570 | { | ||
571 | //kill the body | ||
572 | d.BodyDestroy(Body); | ||
573 | Body = IntPtr.Zero; | ||
574 | } | ||
575 | |||
576 | //kill the Geometry | ||
577 | if (Shell != IntPtr.Zero) | ||
578 | { | ||
579 | _parent_scene.geom_name_map.Remove(Shell); | ||
580 | _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace); | ||
581 | d.GeomDestroy(Shell); | ||
582 | _parent_scene.geom_name_map.Remove(Shell); | ||
583 | Shell = IntPtr.Zero; | ||
584 | } | ||
585 | } | ||
586 | // | ||
587 | /// <summary> | ||
588 | /// Uses the capped cyllinder volume formula to calculate the avatar's mass. | ||
589 | /// This may be used in calculations in the scene/scenepresence | ||
590 | /// </summary> | ||
591 | public override float Mass | ||
592 | { | ||
593 | get | ||
594 | { | ||
595 | float AVvolume = (float)(Math.PI * CAPSULE_RADIUS * CAPSULE_RADIUS * (1.3333333333f * CAPSULE_RADIUS + CAPSULE_LENGTH)); | ||
596 | return m_density * AVvolume; | ||
597 | } | ||
598 | } | ||
599 | public override void link(PhysicsActor obj) | ||
600 | { | ||
601 | |||
602 | } | ||
603 | |||
604 | public override void delink() | ||
605 | { | ||
606 | |||
607 | } | ||
608 | |||
609 | public override void LockAngularMotion(Vector3 axis) | ||
610 | { | ||
611 | |||
612 | } | ||
613 | |||
614 | |||
615 | public override Vector3 Force | ||
616 | { | ||
617 | get { return _target_velocity; } | ||
618 | set { return; } | ||
619 | } | ||
620 | |||
621 | public override int VehicleType | ||
622 | { | ||
623 | get { return 0; } | ||
624 | set { return; } | ||
625 | } | ||
626 | |||
627 | public override void VehicleFloatParam(int param, float value) | ||
628 | { | ||
629 | |||
630 | } | ||
631 | |||
632 | public override void VehicleVectorParam(int param, Vector3 value) | ||
633 | { | ||
634 | |||
635 | } | ||
636 | |||
637 | public override void VehicleRotationParam(int param, Quaternion rotation) | ||
638 | { | ||
639 | |||
640 | } | ||
641 | |||
642 | public override void VehicleFlags(int param, bool remove) | ||
643 | { | ||
644 | |||
645 | } | ||
646 | |||
647 | public override void SetVolumeDetect(int param) | ||
648 | { | ||
649 | |||
650 | } | ||
651 | |||
652 | public override Vector3 CenterOfMass | ||
653 | { | ||
654 | get | ||
655 | { | ||
656 | Vector3 pos = _position; | ||
657 | return pos; | ||
658 | } | ||
659 | } | ||
660 | |||
661 | public override Vector3 GeometricCenter | ||
662 | { | ||
663 | get | ||
664 | { | ||
665 | Vector3 pos = _position; | ||
666 | return pos; | ||
667 | } | ||
668 | } | ||
669 | |||
670 | //UBit mess | ||
671 | /* for later use | ||
672 | public override Vector3 PrimOOBsize | ||
673 | { | ||
674 | get | ||
675 | { | ||
676 | Vector3 s=Size; | ||
677 | s.X *=0.5f; | ||
678 | s.Y *=0.5f; | ||
679 | s.Z *=0.5f; | ||
680 | return s; | ||
681 | } | ||
682 | } | ||
683 | |||
684 | public override Vector3 PrimOOBoffset | ||
685 | { | ||
686 | get | ||
687 | { | ||
688 | return Vector3.Zero; | ||
689 | } | ||
690 | } | ||
691 | */ | ||
692 | |||
693 | public override PrimitiveBaseShape Shape | ||
694 | { | ||
695 | set { return; } | ||
696 | } | ||
697 | |||
698 | public override Vector3 Velocity | ||
699 | { | ||
700 | get | ||
701 | { | ||
702 | return _velocity; | ||
703 | } | ||
704 | set | ||
705 | { | ||
706 | if (value.IsFinite()) | ||
707 | { | ||
708 | m_pidControllerActive = true; | ||
709 | _target_velocity = value; | ||
710 | } | ||
711 | else | ||
712 | { | ||
713 | m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character"); | ||
714 | } | ||
715 | } | ||
716 | } | ||
717 | |||
718 | public override Vector3 Torque | ||
719 | { | ||
720 | get { return Vector3.Zero; } | ||
721 | set { return; } | ||
722 | } | ||
723 | |||
724 | public override float CollisionScore | ||
725 | { | ||
726 | get { return 0f; } | ||
727 | set { } | ||
728 | } | ||
729 | |||
730 | public override bool Kinematic | ||
731 | { | ||
732 | get { return false; } | ||
733 | set { } | ||
734 | } | ||
735 | |||
736 | public override Quaternion Orientation | ||
737 | { | ||
738 | get { return Quaternion.Identity; } | ||
739 | set | ||
740 | { | ||
741 | //Matrix3 or = Orientation.ToRotationMatrix(); | ||
742 | //d.Matrix3 ord = new d.Matrix3(or.m00, or.m10, or.m20, or.m01, or.m11, or.m21, or.m02, or.m12, or.m22); | ||
743 | //d.BodySetRotation(Body, ref ord); | ||
744 | } | ||
745 | } | ||
746 | |||
747 | public override Vector3 Acceleration | ||
748 | { | ||
749 | get { return _acceleration; } | ||
750 | set { } | ||
751 | } | ||
752 | |||
753 | public void SetAcceleration(Vector3 accel) | ||
754 | { | ||
755 | m_pidControllerActive = true; | ||
756 | _acceleration = accel; | ||
757 | } | ||
758 | |||
759 | /// <summary> | ||
760 | /// Adds the force supplied to the Target Velocity | ||
761 | /// The PID controller takes this target velocity and tries to make it a reality | ||
762 | /// </summary> | ||
763 | /// <param name="force"></param> | ||
764 | public override void AddForce(Vector3 force, bool pushforce) | ||
765 | { | ||
766 | if (force.IsFinite()) | ||
767 | { | ||
768 | if (pushforce) | ||
769 | { | ||
770 | m_pidControllerActive = false; | ||
771 | m_taintForce = force / _parent_scene.ODE_STEPSIZE; | ||
772 | m_hasTaintForce = true; | ||
773 | _parent_scene.AddPhysicsActorTaint(this); | ||
774 | } | ||
775 | else | ||
776 | { | ||
777 | m_pidControllerActive = true; | ||
778 | _target_velocity.X += force.X; | ||
779 | _target_velocity.Y += force.Y; | ||
780 | _target_velocity.Z += force.Z; | ||
781 | } | ||
782 | } | ||
783 | else | ||
784 | { | ||
785 | m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character"); | ||
786 | } | ||
787 | //m_lastUpdateSent = false; | ||
788 | } | ||
789 | |||
790 | public override void AddAngularForce(Vector3 force, bool pushforce) | ||
791 | { | ||
792 | |||
793 | } | ||
794 | |||
795 | public override void SetMomentum(Vector3 momentum) | ||
796 | { | ||
797 | } | ||
798 | |||
799 | |||
800 | /// <summary> | ||
801 | /// Called from Simulate | ||
802 | /// This is the avatar's movement control + PID Controller | ||
803 | /// </summary> | ||
804 | /// <param name="timeStep"></param> | ||
805 | public void Move(float timeStep, List<OdeCharacter> defects) | ||
806 | { | ||
807 | // no lock; for now it's only called from within Simulate() | ||
808 | |||
809 | // If the PID Controller isn't active then we set our force | ||
810 | // calculating base velocity to the current position | ||
811 | |||
812 | if (Body == IntPtr.Zero) | ||
813 | return; | ||
814 | |||
815 | d.Vector3 dtmp; | ||
816 | d.BodyCopyPosition(Body, out dtmp); | ||
817 | Vector3 localpos = new Vector3(dtmp.X, dtmp.Y, dtmp.Z); | ||
818 | |||
819 | // the Amotor still lets avatar rotation to drift during colisions | ||
820 | // so force it back to identity | ||
821 | |||
822 | d.Quaternion qtmp; | ||
823 | qtmp.W = 1; | ||
824 | qtmp.X = 0; | ||
825 | qtmp.Y = 0; | ||
826 | qtmp.Z = 0; | ||
827 | d.BodySetQuaternion(Body, ref qtmp); | ||
828 | |||
829 | if (m_pidControllerActive == false) | ||
830 | { | ||
831 | _zeroPosition = localpos; | ||
832 | } | ||
833 | //PidStatus = true; | ||
834 | |||
835 | |||
836 | if (!localpos.IsFinite()) | ||
837 | { | ||
838 | |||
839 | m_log.Warn("[PHYSICS]: Avatar Position is non-finite!"); | ||
840 | defects.Add(this); | ||
841 | // _parent_scene.RemoveCharacter(this); | ||
842 | |||
843 | // destroy avatar capsule and related ODE data | ||
844 | AvatarGeomAndBodyDestroy(); | ||
845 | |||
846 | return; | ||
847 | } | ||
848 | |||
849 | Vector3 vec = Vector3.Zero; | ||
850 | dtmp = d.BodyGetLinearVel(Body); | ||
851 | Vector3 vel = new Vector3(dtmp.X, dtmp.Y, dtmp.Z); | ||
852 | |||
853 | float movementdivisor = 1f; | ||
854 | //Ubit change divisions into multiplications below | ||
855 | if (!m_alwaysRun) | ||
856 | { | ||
857 | movementdivisor = 1 / walkDivisor; | ||
858 | } | ||
859 | else | ||
860 | { | ||
861 | movementdivisor = 1 / runDivisor; | ||
862 | } | ||
863 | |||
864 | // colide with land | ||
865 | |||
866 | d.AABB aabb; | ||
867 | d.GeomGetAABB(Shell, out aabb); | ||
868 | float chrminZ = aabb.MinZ; | ||
869 | |||
870 | Vector3 posch = localpos; | ||
871 | |||
872 | float ftmp; | ||
873 | |||
874 | if (flying) | ||
875 | { | ||
876 | ftmp = timeStep; | ||
877 | posch.X += vel.X * ftmp; | ||
878 | posch.Y += vel.Y * ftmp; | ||
879 | } | ||
880 | |||
881 | float terrainheight = _parent_scene.GetTerrainHeightAtXY(posch.X, posch.Y); | ||
882 | if (chrminZ < terrainheight) | ||
883 | { | ||
884 | float depth = terrainheight - chrminZ; | ||
885 | if (!flying) | ||
886 | { | ||
887 | vec.Z = -vel.Z * PID_D * 1.5f + depth * PID_P * 50; | ||
888 | } | ||
889 | else | ||
890 | vec.Z = depth * PID_P * 50; | ||
891 | |||
892 | /* | ||
893 | Vector3 vtmp; | ||
894 | vtmp.X = _target_velocity.X * timeStep; | ||
895 | vtmp.Y = _target_velocity.Y * timeStep; | ||
896 | // fake and avoid squares | ||
897 | float k = (Math.Abs(vtmp.X) + Math.Abs(vtmp.Y)); | ||
898 | if (k > 0) | ||
899 | { | ||
900 | posch.X += vtmp.X; | ||
901 | posch.Y += vtmp.Y; | ||
902 | terrainheight -= _parent_scene.GetTerrainHeightAtXY(posch.X, posch.Y); | ||
903 | k = 1 + Math.Abs(terrainheight) / k; | ||
904 | movementdivisor /= k; | ||
905 | |||
906 | if (k < 1) | ||
907 | k = 1; | ||
908 | } | ||
909 | */ | ||
910 | |||
911 | |||
912 | if (depth < 0.1f) | ||
913 | { | ||
914 | m_iscolliding = true; | ||
915 | m_colliderfilter = 2; | ||
916 | m_iscollidingGround = true; | ||
917 | |||
918 | ContactPoint contact = new ContactPoint(); | ||
919 | contact.PenetrationDepth = depth; | ||
920 | contact.Position.X = localpos.X; | ||
921 | contact.Position.Y = localpos.Y; | ||
922 | contact.Position.Z = chrminZ; | ||
923 | contact.SurfaceNormal.X = 0f; | ||
924 | contact.SurfaceNormal.Y = 0f; | ||
925 | contact.SurfaceNormal.Z = -1f; | ||
926 | AddCollisionEvent(0, contact); | ||
927 | |||
928 | vec.Z *= 0.5f; | ||
929 | } | ||
930 | |||
931 | else | ||
932 | m_iscollidingGround = false; | ||
933 | } | ||
934 | else | ||
935 | m_iscollidingGround = false; | ||
936 | |||
937 | |||
938 | // if velocity is zero, use position control; otherwise, velocity control | ||
939 | if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f | ||
940 | && m_iscolliding) | ||
941 | { | ||
942 | // keep track of where we stopped. No more slippin' & slidin' | ||
943 | if (!_zeroFlag) | ||
944 | { | ||
945 | _zeroFlag = true; | ||
946 | _zeroPosition = localpos; | ||
947 | } | ||
948 | if (m_pidControllerActive) | ||
949 | { | ||
950 | // We only want to deactivate the PID Controller if we think we want to have our surrogate | ||
951 | // react to the physics scene by moving it's position. | ||
952 | // Avatar to Avatar collisions | ||
953 | // Prim to avatar collisions | ||
954 | |||
955 | vec.X = -vel.X * PID_D + (_zeroPosition.X - localpos.X) * (PID_P * 2); | ||
956 | vec.Y = -vel.Y * PID_D + (_zeroPosition.Y - localpos.Y) * (PID_P * 2); | ||
957 | if (flying) | ||
958 | { | ||
959 | vec.Z += -vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P; | ||
960 | } | ||
961 | } | ||
962 | //PidStatus = true; | ||
963 | } | ||
964 | else | ||
965 | { | ||
966 | m_pidControllerActive = true; | ||
967 | _zeroFlag = false; | ||
968 | |||
969 | if (m_iscolliding) | ||
970 | { | ||
971 | if (!flying) | ||
972 | { | ||
973 | if (_target_velocity.Z > 0.0f) | ||
974 | { | ||
975 | // We're colliding with something and we're not flying but we're moving | ||
976 | // This means we're walking or running. JUMPING | ||
977 | vec.Z += (_target_velocity.Z - vel.Z) * PID_D * 1.2f;// +(_zeroPosition.Z - localpos.Z) * PID_P; | ||
978 | } | ||
979 | // We're standing on something | ||
980 | vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D); | ||
981 | vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D); | ||
982 | } | ||
983 | else | ||
984 | { | ||
985 | // We're flying and colliding with something | ||
986 | vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 0.0625f); | ||
987 | vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 0.0625f); | ||
988 | vec.Z += (_target_velocity.Z - vel.Z) * (PID_D); | ||
989 | } | ||
990 | } | ||
991 | else // ie not colliding | ||
992 | { | ||
993 | if (flying) //(!m_iscolliding && flying) | ||
994 | { | ||
995 | // we're in mid air suspended | ||
996 | vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 1.667f); | ||
997 | vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 1.667f); | ||
998 | vec.Z += (_target_velocity.Z - vel.Z) * (PID_D); | ||
999 | } | ||
1000 | |||
1001 | else | ||
1002 | { | ||
1003 | // we're not colliding and we're not flying so that means we're falling! | ||
1004 | // m_iscolliding includes collisions with the ground. | ||
1005 | |||
1006 | // d.Vector3 pos = d.BodyGetPosition(Body); | ||
1007 | vec.X = (_target_velocity.X - vel.X) * PID_D * 0.833f; | ||
1008 | vec.Y = (_target_velocity.Y - vel.Y) * PID_D * 0.833f; | ||
1009 | } | ||
1010 | } | ||
1011 | } | ||
1012 | |||
1013 | if (flying) | ||
1014 | { | ||
1015 | vec.Z -= _parent_scene.gravityz * m_mass; | ||
1016 | |||
1017 | //Added for auto fly height. Kitto Flora | ||
1018 | float target_altitude = _parent_scene.GetTerrainHeightAtXY(localpos.X, localpos.Y) + MinimumGroundFlightOffset; | ||
1019 | |||
1020 | if (localpos.Z < target_altitude) | ||
1021 | { | ||
1022 | vec.Z += (target_altitude - localpos.Z) * PID_P * 5.0f; | ||
1023 | } | ||
1024 | // end add Kitto Flora | ||
1025 | } | ||
1026 | |||
1027 | if (vec.IsFinite()) | ||
1028 | { | ||
1029 | if (vec.X != 0 || vec.Y !=0 || vec.Z !=0) | ||
1030 | d.BodyAddForce(Body, vec.X, vec.Y, vec.Z); | ||
1031 | } | ||
1032 | else | ||
1033 | { | ||
1034 | m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()"); | ||
1035 | m_log.Warn("[PHYSICS]: Avatar Position is non-finite!"); | ||
1036 | defects.Add(this); | ||
1037 | // _parent_scene.RemoveCharacter(this); | ||
1038 | // destroy avatar capsule and related ODE data | ||
1039 | AvatarGeomAndBodyDestroy(); | ||
1040 | } | ||
1041 | } | ||
1042 | |||
1043 | /// <summary> | ||
1044 | /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence. | ||
1045 | /// </summary> | ||
1046 | public void UpdatePositionAndVelocity() | ||
1047 | { | ||
1048 | // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! | ||
1049 | if (Body == IntPtr.Zero) | ||
1050 | return; | ||
1051 | |||
1052 | d.Vector3 vec; | ||
1053 | try | ||
1054 | { | ||
1055 | d.BodyCopyPosition(Body, out vec); | ||
1056 | } | ||
1057 | catch (NullReferenceException) | ||
1058 | { | ||
1059 | bad = true; | ||
1060 | _parent_scene.BadCharacter(this); | ||
1061 | vec = new d.Vector3(_position.X, _position.Y, _position.Z); | ||
1062 | base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem! | ||
1063 | m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid); | ||
1064 | } | ||
1065 | |||
1066 | _position.X = vec.X; | ||
1067 | _position.Y = vec.Y; | ||
1068 | _position.Z = vec.Z; | ||
1069 | |||
1070 | bool fixbody = false; | ||
1071 | |||
1072 | if (_position.X < 0.0f) | ||
1073 | { | ||
1074 | fixbody = true; | ||
1075 | _position.X = 0.1f; | ||
1076 | } | ||
1077 | else if (_position.X > (int)_parent_scene.WorldExtents.X - 0.1f) | ||
1078 | { | ||
1079 | fixbody = true; | ||
1080 | _position.X = (int)_parent_scene.WorldExtents.X - 0.1f; | ||
1081 | } | ||
1082 | |||
1083 | if (_position.Y < 0.0f) | ||
1084 | { | ||
1085 | fixbody = true; | ||
1086 | _position.Y = 0.1f; | ||
1087 | } | ||
1088 | else if (_position.Y > (int)_parent_scene.WorldExtents.Y - 0.1) | ||
1089 | { | ||
1090 | fixbody = true; | ||
1091 | _position.Y = (int)_parent_scene.WorldExtents.Y - 0.1f; | ||
1092 | } | ||
1093 | |||
1094 | if (fixbody) | ||
1095 | d.BodySetPosition(Body, _position.X, _position.Y, _position.Z); | ||
1096 | |||
1097 | // Did we move last? = zeroflag | ||
1098 | // This helps keep us from sliding all over | ||
1099 | /* | ||
1100 | if (_zeroFlag) | ||
1101 | { | ||
1102 | _velocity.X = 0.0f; | ||
1103 | _velocity.Y = 0.0f; | ||
1104 | _velocity.Z = 0.0f; | ||
1105 | |||
1106 | // Did we send out the 'stopped' message? | ||
1107 | if (!m_lastUpdateSent) | ||
1108 | { | ||
1109 | m_lastUpdateSent = true; | ||
1110 | base.RequestPhysicsterseUpdate(); | ||
1111 | } | ||
1112 | } | ||
1113 | else | ||
1114 | { | ||
1115 | m_lastUpdateSent = false; | ||
1116 | */ | ||
1117 | try | ||
1118 | { | ||
1119 | vec = d.BodyGetLinearVel(Body); | ||
1120 | } | ||
1121 | catch (NullReferenceException) | ||
1122 | { | ||
1123 | vec.X = _velocity.X; | ||
1124 | vec.Y = _velocity.Y; | ||
1125 | vec.Z = _velocity.Z; | ||
1126 | } | ||
1127 | _velocity.X = (vec.X); | ||
1128 | _velocity.Y = (vec.Y); | ||
1129 | _velocity.Z = (vec.Z); | ||
1130 | // } | ||
1131 | } | ||
1132 | |||
1133 | /// <summary> | ||
1134 | /// Cleanup the things we use in the scene. | ||
1135 | /// </summary> | ||
1136 | public void Destroy() | ||
1137 | { | ||
1138 | m_tainted_isPhysical = false; | ||
1139 | _parent_scene.AddPhysicsActorTaint(this); | ||
1140 | } | ||
1141 | |||
1142 | public override void CrossingFailure() | ||
1143 | { | ||
1144 | } | ||
1145 | |||
1146 | public override Vector3 PIDTarget { set { return; } } | ||
1147 | public override bool PIDActive { set { return; } } | ||
1148 | public override float PIDTau { set { return; } } | ||
1149 | |||
1150 | public override float PIDHoverHeight { set { return; } } | ||
1151 | public override bool PIDHoverActive { set { return; } } | ||
1152 | public override PIDHoverType PIDHoverType { set { return; } } | ||
1153 | public override float PIDHoverTau { set { return; } } | ||
1154 | |||
1155 | public override Quaternion APIDTarget { set { return; } } | ||
1156 | |||
1157 | public override bool APIDActive { set { return; } } | ||
1158 | |||
1159 | public override float APIDStrength { set { return; } } | ||
1160 | |||
1161 | public override float APIDDamping { set { return; } } | ||
1162 | |||
1163 | |||
1164 | public override void SubscribeEvents(int ms) | ||
1165 | { | ||
1166 | m_requestedUpdateFrequency = ms; | ||
1167 | m_eventsubscription = ms; | ||
1168 | _parent_scene.AddCollisionEventReporting(this); | ||
1169 | m_haseventsubscription = true; | ||
1170 | } | ||
1171 | |||
1172 | public override void UnSubscribeEvents() | ||
1173 | { | ||
1174 | m_haseventsubscription = false; | ||
1175 | _parent_scene.RemoveCollisionEventReporting(this); | ||
1176 | m_requestedUpdateFrequency = 0; | ||
1177 | m_eventsubscription = 0; | ||
1178 | } | ||
1179 | |||
1180 | public void AddCollisionEvent(uint CollidedWith, ContactPoint contact) | ||
1181 | { | ||
1182 | if (m_haseventsubscription) | ||
1183 | { | ||
1184 | // m_log.DebugFormat( | ||
1185 | // "[PHYSICS]: Adding collision event for {0}, collidedWith {1}, contact {2}", "", CollidedWith, contact); | ||
1186 | |||
1187 | CollisionEventsThisFrame.AddCollider(CollidedWith, contact); | ||
1188 | } | ||
1189 | } | ||
1190 | |||
1191 | public void SendCollisions() | ||
1192 | { | ||
1193 | if (m_haseventsubscription && m_eventsubscription > m_requestedUpdateFrequency) | ||
1194 | { | ||
1195 | if (CollisionEventsThisFrame != null) | ||
1196 | { | ||
1197 | base.SendCollisionUpdate(CollisionEventsThisFrame); | ||
1198 | } | ||
1199 | CollisionEventsThisFrame = new CollisionEventUpdate(); | ||
1200 | m_eventsubscription = 0; | ||
1201 | } | ||
1202 | } | ||
1203 | |||
1204 | public override bool SubscribedEvents() | ||
1205 | { | ||
1206 | return m_haseventsubscription; | ||
1207 | } | ||
1208 | |||
1209 | public void ProcessTaints(float timestep) | ||
1210 | { | ||
1211 | |||
1212 | if (m_tainted_isPhysical != m_isPhysical) | ||
1213 | { | ||
1214 | if (m_tainted_isPhysical) | ||
1215 | { | ||
1216 | // Create avatar capsule and related ODE data | ||
1217 | if ((Shell != IntPtr.Zero)) | ||
1218 | { | ||
1219 | // a lost shell ? | ||
1220 | m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - " | ||
1221 | + (Shell != IntPtr.Zero ? "Shell " : "") | ||
1222 | + (Body != IntPtr.Zero ? "Body " : "") | ||
1223 | + (Amotor != IntPtr.Zero ? "Amotor " : "")); | ||
1224 | AvatarGeomAndBodyDestroy(); | ||
1225 | } | ||
1226 | |||
1227 | AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z); | ||
1228 | _parent_scene.geom_name_map[Shell] = m_name; | ||
1229 | _parent_scene.actor_name_map[Shell] = (PhysicsActor)this; | ||
1230 | _parent_scene.AddCharacter(this); | ||
1231 | } | ||
1232 | else | ||
1233 | { | ||
1234 | _parent_scene.RemoveCharacter(this); | ||
1235 | // destroy avatar capsule and related ODE data | ||
1236 | AvatarGeomAndBodyDestroy(); | ||
1237 | } | ||
1238 | |||
1239 | m_isPhysical = m_tainted_isPhysical; | ||
1240 | } | ||
1241 | |||
1242 | if (m_tainted_CAPSULE_LENGTH != CAPSULE_LENGTH) | ||
1243 | { | ||
1244 | if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero) | ||
1245 | { | ||
1246 | AvatarGeomAndBodyDestroy(); | ||
1247 | |||
1248 | m_pidControllerActive = true; | ||
1249 | |||
1250 | float prevCapsule = CAPSULE_LENGTH; | ||
1251 | CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH; | ||
1252 | |||
1253 | AvatarGeomAndBodyCreation(_position.X, _position.Y, | ||
1254 | _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2)); | ||
1255 | |||
1256 | Velocity = Vector3.Zero; | ||
1257 | |||
1258 | _parent_scene.geom_name_map[Shell] = m_name; | ||
1259 | _parent_scene.actor_name_map[Shell] = (PhysicsActor)this; | ||
1260 | } | ||
1261 | else | ||
1262 | { | ||
1263 | m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - " | ||
1264 | + (Shell == IntPtr.Zero ? "Shell " : "") | ||
1265 | + (Body == IntPtr.Zero ? "Body " : "") | ||
1266 | + (Amotor == IntPtr.Zero ? "Amotor " : "")); | ||
1267 | } | ||
1268 | } | ||
1269 | |||
1270 | if (m_hasTaintPosition) | ||
1271 | { | ||
1272 | if (Body != IntPtr.Zero) | ||
1273 | d.BodySetPosition(Body, m_taintPosition.X, m_taintPosition.Y, m_taintPosition.Z); | ||
1274 | |||
1275 | _position.X = m_taintPosition.X; | ||
1276 | _position.Y = m_taintPosition.Y; | ||
1277 | _position.Z = m_taintPosition.Z; | ||
1278 | m_hasTaintPosition = false; | ||
1279 | } | ||
1280 | |||
1281 | if (m_hasTaintForce) | ||
1282 | { | ||
1283 | if (Body != IntPtr.Zero) | ||
1284 | { | ||
1285 | if(m_taintForce.X !=0f || m_taintForce.Y !=0f || m_taintForce.Z !=0) | ||
1286 | d.BodyAddForce(Body, m_taintForce.X, m_taintForce.Y, m_taintForce.Z); | ||
1287 | m_hasTaintForce = false; | ||
1288 | } | ||
1289 | } | ||
1290 | |||
1291 | } | ||
1292 | |||
1293 | internal void AddCollisionFrameTime(int p) | ||
1294 | { | ||
1295 | // protect it from overflow crashing | ||
1296 | if (m_eventsubscription + p >= int.MaxValue) | ||
1297 | m_eventsubscription = 0; | ||
1298 | m_eventsubscription += p; | ||
1299 | } | ||
1300 | } | ||
1301 | } | ||