From 0a29842caf5dbe711490b9b323ae922c418c6c30 Mon Sep 17 00:00:00 2001
From: Kitto Flora
Date: Tue, 22 Dec 2009 00:20:04 -0500
Subject: Include ChOdePlugin
---
OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs | 1353 ++++++++++++++++++++
1 file changed, 1353 insertions(+)
create mode 100644 OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
(limited to 'OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs')
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
new file mode 100644
index 0000000..aa0acb7
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
@@ -0,0 +1,1353 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+using System;
+using System.Collections.Generic;
+using System.Reflection;
+using OpenMetaverse;
+using Ode.NET;
+using OpenSim.Framework;
+using OpenSim.Region.Physics.Manager;
+using log4net;
+
+namespace OpenSim.Region.Physics.OdePlugin
+{
+ ///
+ /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
+ ///
+
+ public enum dParam : int
+ {
+ LowStop = 0,
+ HiStop = 1,
+ Vel = 2,
+ FMax = 3,
+ FudgeFactor = 4,
+ Bounce = 5,
+ CFM = 6,
+ StopERP = 7,
+ StopCFM = 8,
+ LoStop2 = 256,
+ HiStop2 = 257,
+ Vel2 = 258,
+ FMax2 = 259,
+ StopERP2 = 7 + 256,
+ StopCFM2 = 8 + 256,
+ LoStop3 = 512,
+ HiStop3 = 513,
+ Vel3 = 514,
+ FMax3 = 515,
+ StopERP3 = 7 + 512,
+ StopCFM3 = 8 + 512
+ }
+ public class OdeCharacter : PhysicsActor
+ {
+ private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
+
+ private Vector3 _position;
+ private d.Vector3 _zeroPosition;
+ // private d.Matrix3 m_StandUpRotation;
+ private bool _zeroFlag = false;
+ private bool m_lastUpdateSent = false;
+ private Vector3 _velocity;
+ private Vector3 _target_velocity;
+ private Vector3 _acceleration;
+ private Vector3 m_rotationalVelocity;
+ private float m_mass = 80f;
+ public float m_density = 60f;
+ private bool m_pidControllerActive = true;
+ public float PID_D = 800.0f;
+ public float PID_P = 900.0f;
+ //private static float POSTURE_SERVO = 10000.0f;
+ public float CAPSULE_RADIUS = 0.37f;
+ public float CAPSULE_LENGTH = 2.140599f;
+ public float m_tensor = 3800000f;
+ public float heightFudgeFactor = 0.52f;
+ public float walkDivisor = 1.3f;
+ public float runDivisor = 0.8f;
+ private bool flying = false;
+ private bool m_iscolliding = false;
+ private bool m_iscollidingGround = false;
+ private bool m_wascolliding = false;
+ private bool m_wascollidingGround = false;
+ private bool m_iscollidingObj = false;
+ private bool m_alwaysRun = false;
+ private bool m_hackSentFall = false;
+ private bool m_hackSentFly = false;
+ private int m_requestedUpdateFrequency = 0;
+ private Vector3 m_taintPosition = Vector3.Zero;
+ public uint m_localID = 0;
+ public bool m_returnCollisions = false;
+ // taints and their non-tainted counterparts
+ public bool m_isPhysical = false; // the current physical status
+ public bool m_tainted_isPhysical = false; // set when the physical status is tainted (false=not existing in physics engine, true=existing)
+ public float MinimumGroundFlightOffset = 3f;
+
+ private float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes.
+ private float m_tiltMagnitudeWhenProjectedOnXYPlane = 0.1131371f; // used to introduce a fixed tilt because a straight-up capsule falls through terrain, probably a bug in terrain collider
+
+
+ private float m_buoyancy = 0f;
+
+ // private CollisionLocker ode;
+
+ private string m_name = String.Empty;
+
+ private bool[] m_colliderarr = new bool[11];
+ private bool[] m_colliderGroundarr = new bool[11];
+
+ // Default we're a Character
+ private CollisionCategories m_collisionCategories = (CollisionCategories.Character);
+
+ // Default, Collide with Other Geometries, spaces, bodies and characters.
+ private CollisionCategories m_collisionFlags = (CollisionCategories.Geom
+ | CollisionCategories.Space
+ | CollisionCategories.Body
+ | CollisionCategories.Character
+ | CollisionCategories.Land);
+ public IntPtr Body = IntPtr.Zero;
+ private OdeScene _parent_scene;
+ public IntPtr Shell = IntPtr.Zero;
+ public IntPtr Amotor = IntPtr.Zero;
+ public d.Mass ShellMass;
+ public bool collidelock = false;
+
+ public int m_eventsubscription = 0;
+ private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
+
+ // unique UUID of this character object
+ public UUID m_uuid;
+ public bool bad = false;
+
+ public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, CollisionLocker dode, Vector3 size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor)
+ {
+ m_uuid = UUID.Random();
+
+ if (pos.IsFinite())
+ {
+ if (pos.Z > 9999999f)
+ {
+ pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
+ }
+ if (pos.Z < -90000f)
+ {
+ pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
+ }
+ _position = pos;
+ m_taintPosition.X = pos.X;
+ m_taintPosition.Y = pos.Y;
+ m_taintPosition.Z = pos.Z;
+ }
+ else
+ {
+ _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
+ m_taintPosition.X = _position.X;
+ m_taintPosition.Y = _position.Y;
+ m_taintPosition.Z = _position.Z;
+ m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
+ }
+
+ _parent_scene = parent_scene;
+
+ PID_D = pid_d;
+ PID_P = pid_p;
+ CAPSULE_RADIUS = capsule_radius;
+ m_tensor = tensor;
+ m_density = density;
+ heightFudgeFactor = height_fudge_factor;
+ walkDivisor = walk_divisor;
+ runDivisor = rundivisor;
+
+ // m_StandUpRotation =
+ // new d.Matrix3(0.5f, 0.7071068f, 0.5f, -0.7071068f, 0f, 0.7071068f, 0.5f, -0.7071068f,
+ // 0.5f);
+
+ for (int i = 0; i < 11; i++)
+ {
+ m_colliderarr[i] = false;
+ }
+ CAPSULE_LENGTH = (size.Z * 1.15f) - CAPSULE_RADIUS * 2.0f;
+ //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
+ m_tainted_CAPSULE_LENGTH = CAPSULE_LENGTH;
+
+ m_isPhysical = false; // current status: no ODE information exists
+ m_tainted_isPhysical = true; // new tainted status: need to create ODE information
+
+ _parent_scene.AddPhysicsActorTaint(this);
+
+ m_name = avName;
+ }
+
+ public override int PhysicsActorType
+ {
+ get { return (int) ActorTypes.Agent; }
+ set { return; }
+ }
+
+ ///
+ /// If this is set, the avatar will move faster
+ ///
+ public override bool SetAlwaysRun
+ {
+ get { return m_alwaysRun; }
+ set { m_alwaysRun = value; }
+ }
+
+ public override uint LocalID
+ {
+ set { m_localID = value; }
+ }
+
+ public override bool Grabbed
+ {
+ set { return; }
+ }
+
+ public override bool Selected
+ {
+ set { return; }
+ }
+
+ public override float Buoyancy
+ {
+ get { return m_buoyancy; }
+ set { m_buoyancy = value; }
+ }
+
+ public override bool FloatOnWater
+ {
+ set { return; }
+ }
+
+ public override bool IsPhysical
+ {
+ get { return false; }
+ set { return; }
+ }
+
+ public override bool ThrottleUpdates
+ {
+ get { return false; }
+ set { return; }
+ }
+
+ public override bool Flying
+ {
+ get { return flying; }
+ set { flying = value; }
+ }
+
+ ///
+ /// Returns if the avatar is colliding in general.
+ /// This includes the ground and objects and avatar.
+ ///
+ public override bool IsColliding
+ {
+ get { return m_iscolliding; }
+ set
+ {
+ int i;
+ int truecount = 0;
+ int falsecount = 0;
+
+ if (m_colliderarr.Length >= 10)
+ {
+ for (i = 0; i < 10; i++)
+ {
+ m_colliderarr[i] = m_colliderarr[i + 1];
+ }
+ }
+ m_colliderarr[10] = value;
+
+ for (i = 0; i < 11; i++)
+ {
+ if (m_colliderarr[i])
+ {
+ truecount++;
+ }
+ else
+ {
+ falsecount++;
+ }
+ }
+
+ // Equal truecounts and false counts means we're colliding with something.
+
+ if (falsecount > 1.2*truecount)
+ {
+ m_iscolliding = false;
+ }
+ else
+ {
+ m_iscolliding = true;
+ }
+ if (m_wascolliding != m_iscolliding)
+ {
+ //base.SendCollisionUpdate(new CollisionEventUpdate());
+ }
+ m_wascolliding = m_iscolliding;
+ }
+ }
+
+ ///
+ /// Returns if an avatar is colliding with the ground
+ ///
+ public override bool CollidingGround
+ {
+ get { return m_iscollidingGround; }
+ set
+ {
+ // Collisions against the ground are not really reliable
+ // So, to get a consistant value we have to average the current result over time
+ // Currently we use 1 second = 10 calls to this.
+ int i;
+ int truecount = 0;
+ int falsecount = 0;
+
+ if (m_colliderGroundarr.Length >= 10)
+ {
+ for (i = 0; i < 10; i++)
+ {
+ m_colliderGroundarr[i] = m_colliderGroundarr[i + 1];
+ }
+ }
+ m_colliderGroundarr[10] = value;
+
+ for (i = 0; i < 11; i++)
+ {
+ if (m_colliderGroundarr[i])
+ {
+ truecount++;
+ }
+ else
+ {
+ falsecount++;
+ }
+ }
+
+ // Equal truecounts and false counts means we're colliding with something.
+
+ if (falsecount > 1.2*truecount)
+ {
+ m_iscollidingGround = false;
+ }
+ else
+ {
+ m_iscollidingGround = true;
+ }
+ if (m_wascollidingGround != m_iscollidingGround)
+ {
+ //base.SendCollisionUpdate(new CollisionEventUpdate());
+ }
+ m_wascollidingGround = m_iscollidingGround;
+ }
+ }
+
+ ///
+ /// Returns if the avatar is colliding with an object
+ ///
+ public override bool CollidingObj
+ {
+ get { return m_iscollidingObj; }
+ set
+ {
+ m_iscollidingObj = value;
+ if (value)
+ m_pidControllerActive = false;
+ else
+ m_pidControllerActive = true;
+ }
+ }
+
+ ///
+ /// turn the PID controller on or off.
+ /// The PID Controller will turn on all by itself in many situations
+ ///
+ ///
+ public void SetPidStatus(bool status)
+ {
+ m_pidControllerActive = status;
+ }
+
+ public override bool Stopped
+ {
+ get { return _zeroFlag; }
+ }
+
+ ///
+ /// This 'puts' an avatar somewhere in the physics space.
+ /// Not really a good choice unless you 'know' it's a good
+ /// spot otherwise you're likely to orbit the avatar.
+ ///
+ public override Vector3 Position
+ {
+ get { return _position; }
+ set
+ {
+ if (Body == IntPtr.Zero || Shell == IntPtr.Zero)
+ {
+ if (value.IsFinite())
+ {
+ if (value.Z > 9999999f)
+ {
+ value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
+ }
+ if (value.Z < -90000f)
+ {
+ value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
+ }
+
+ _position.X = value.X;
+ _position.Y = value.Y;
+ _position.Z = value.Z;
+
+ m_taintPosition.X = value.X;
+ m_taintPosition.Y = value.Y;
+ m_taintPosition.Z = value.Z;
+ _parent_scene.AddPhysicsActorTaint(this);
+ }
+ else
+ {
+ m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
+ }
+ }
+ }
+ }
+
+ public override Vector3 RotationalVelocity
+ {
+ get { return m_rotationalVelocity; }
+ set { m_rotationalVelocity = value; }
+ }
+
+ ///
+ /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
+ /// and use it to offset landings properly
+ ///
+ public override Vector3 Size
+ {
+ get { return new Vector3(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); }
+ set
+ {
+ if (value.IsFinite())
+ {
+ m_pidControllerActive = true;
+
+ Vector3 SetSize = value;
+ m_tainted_CAPSULE_LENGTH = (SetSize.Z*1.15f) - CAPSULE_RADIUS*2.0f;
+ //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
+
+ Velocity = Vector3.Zero;
+
+ _parent_scene.AddPhysicsActorTaint(this);
+ }
+ else
+ {
+ m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
+ }
+ }
+ }
+
+ private void AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3 movementVector)
+ {
+ movementVector.Z = 0f;
+ float magnitude = (float)Math.Sqrt((double)(movementVector.X * movementVector.X + movementVector.Y * movementVector.Y));
+ if (magnitude < 0.1f) return;
+
+ // normalize the velocity vector
+ float invMagnitude = 1.0f / magnitude;
+ movementVector.X *= invMagnitude;
+ movementVector.Y *= invMagnitude;
+
+ // if we change the capsule heading too often, the capsule can fall down
+ // therefore we snap movement vector to just 1 of 4 predefined directions (ne, nw, se, sw),
+ // meaning only 4 possible capsule tilt orientations
+ if (movementVector.X > 0)
+ {
+ // east
+ if (movementVector.Y > 0)
+ {
+ // northeast
+ movementVector.X = (float)Math.Sqrt(2.0);
+ movementVector.Y = (float)Math.Sqrt(2.0);
+ }
+ else
+ {
+ // southeast
+ movementVector.X = (float)Math.Sqrt(2.0);
+ movementVector.Y = -(float)Math.Sqrt(2.0);
+ }
+ }
+ else
+ {
+ // west
+ if (movementVector.Y > 0)
+ {
+ // northwest
+ movementVector.X = -(float)Math.Sqrt(2.0);
+ movementVector.Y = (float)Math.Sqrt(2.0);
+ }
+ else
+ {
+ // southwest
+ movementVector.X = -(float)Math.Sqrt(2.0);
+ movementVector.Y = -(float)Math.Sqrt(2.0);
+ }
+ }
+
+
+ // movementVector.Z is zero
+
+ // calculate tilt components based on desired amount of tilt and current (snapped) heading.
+ // the "-" sign is to force the tilt to be OPPOSITE the direction of movement.
+ float xTiltComponent = -movementVector.X * m_tiltMagnitudeWhenProjectedOnXYPlane;
+ float yTiltComponent = -movementVector.Y * m_tiltMagnitudeWhenProjectedOnXYPlane;
+
+ //m_log.Debug("[PHYSICS] changing avatar tilt");
+ d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, xTiltComponent);
+ d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, xTiltComponent); // must be same as lowstop, else a different, spurious tilt is introduced
+ d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, yTiltComponent);
+ d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, yTiltComponent); // same as lowstop
+ d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
+ d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
+ }
+
+ ///
+ /// This creates the Avatar's physical Surrogate at the position supplied
+ ///
+ ///
+ ///
+ ///
+
+ // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
+ // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
+ // place that is safe to call this routine AvatarGeomAndBodyCreation.
+ private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ, float tensor)
+ {
+ //CAPSULE_LENGTH = -5;
+ //CAPSULE_RADIUS = -5;
+ int dAMotorEuler = 1;
+ _parent_scene.waitForSpaceUnlock(_parent_scene.space);
+ if (CAPSULE_LENGTH <= 0)
+ {
+ m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
+ CAPSULE_LENGTH = 0.01f;
+
+ }
+
+ if (CAPSULE_RADIUS <= 0)
+ {
+ m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
+ CAPSULE_RADIUS = 0.01f;
+
+ }
+ Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH);
+
+ d.GeomSetCategoryBits(Shell, (int)m_collisionCategories);
+ d.GeomSetCollideBits(Shell, (int)m_collisionFlags);
+
+ d.MassSetCapsuleTotal(out ShellMass, m_mass, 2, CAPSULE_RADIUS, CAPSULE_LENGTH);
+ Body = d.BodyCreate(_parent_scene.world);
+ d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
+
+ _position.X = npositionX;
+ _position.Y = npositionY;
+ _position.Z = npositionZ;
+
+
+ m_taintPosition.X = npositionX;
+ m_taintPosition.Y = npositionY;
+ m_taintPosition.Z = npositionZ;
+
+ d.BodySetMass(Body, ref ShellMass);
+ d.Matrix3 m_caprot;
+ // 90 Stand up on the cap of the capped cyllinder
+ if (_parent_scene.IsAvCapsuleTilted)
+ {
+ d.RFromAxisAndAngle(out m_caprot, 1, 0, 1, (float)(Math.PI / 2));
+ }
+ else
+ {
+ d.RFromAxisAndAngle(out m_caprot, 0, 0, 1, (float)(Math.PI / 2));
+ }
+
+
+ d.GeomSetRotation(Shell, ref m_caprot);
+ d.BodySetRotation(Body, ref m_caprot);
+
+ d.GeomSetBody(Shell, Body);
+
+
+ // The purpose of the AMotor here is to keep the avatar's physical
+ // surrogate from rotating while moving
+ Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
+ d.JointAttach(Amotor, Body, IntPtr.Zero);
+ d.JointSetAMotorMode(Amotor, dAMotorEuler);
+ d.JointSetAMotorNumAxes(Amotor, 3);
+ d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
+ d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
+ d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
+ d.JointSetAMotorAngle(Amotor, 0, 0);
+ d.JointSetAMotorAngle(Amotor, 1, 0);
+ d.JointSetAMotorAngle(Amotor, 2, 0);
+
+ // These lowstops and high stops are effectively (no wiggle room)
+ if (_parent_scene.IsAvCapsuleTilted)
+ {
+ d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0.000000000001f);
+ d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0.000000000001f);
+ d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0.000000000001f);
+ d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.000000000001f);
+ d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0.000000000001f);
+ d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.000000000001f);
+ }
+ else
+ {
+ #region Documentation of capsule motor LowStop and HighStop parameters
+ // Intentionally introduce some tilt into the capsule by setting
+ // the motor stops to small epsilon values. This small tilt prevents
+ // the capsule from falling into the terrain; a straight-up capsule
+ // (with -0..0 motor stops) falls into the terrain for reasons yet
+ // to be comprehended in their entirety.
+ #endregion
+ AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3.Zero);
+ d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0.08f);
+ d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f);
+ d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0.08f);
+ d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.08f); // must be same as lowstop, else a different, spurious tilt is introduced
+ d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
+ d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.08f); // same as lowstop
+ }
+
+ // Fudge factor is 1f by default, we're setting it to 0. We don't want it to Fudge or the
+ // capped cyllinder will fall over
+ d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f);
+ d.JointSetAMotorParam(Amotor, (int)dParam.FMax, tensor);
+
+ //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
+ //d.QfromR(
+ //d.Matrix3 checkrotation = new d.Matrix3(0.7071068,0.5, -0.7071068,
+ //
+ //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
+ //standupStraight();
+ }
+
+ //
+ ///
+ /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
+ /// This may be used in calculations in the scene/scenepresence
+ ///
+ public override float Mass
+ {
+ get
+ {
+ float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
+ return m_density*AVvolume;
+ }
+ }
+ public override void link(PhysicsActor obj)
+ {
+
+ }
+
+ public override void delink()
+ {
+
+ }
+
+ public override void LockAngularMotion(Vector3 axis)
+ {
+
+ }
+
+// This code is very useful. Written by DanX0r. We're just not using it right now.
+// Commented out to prevent a warning.
+//
+// private void standupStraight()
+// {
+// // The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air.
+// // The amotor needs a few seconds to stabilize so without it, the avatar shoots up sky high when you
+// // change appearance and when you enter the simulator
+// // After this routine is done, the amotor stabilizes much quicker
+// d.Vector3 feet;
+// d.Vector3 head;
+// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet);
+// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head);
+// float posture = head.Z - feet.Z;
+
+// // restoring force proportional to lack of posture:
+// float servo = (2.5f - posture) * POSTURE_SERVO;
+// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
+// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
+// //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
+// //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
+// }
+
+ public override Vector3 Force
+ {
+ get { return _target_velocity; }
+ set { return; }
+ }
+
+ public override int VehicleType
+ {
+ get { return 0; }
+ set { return; }
+ }
+
+ public override void VehicleFloatParam(int param, float value)
+ {
+
+ }
+
+ public override void VehicleVectorParam(int param, Vector3 value)
+ {
+
+ }
+
+ public override void VehicleRotationParam(int param, Quaternion rotation)
+ {
+
+ }
+
+ public override void SetVolumeDetect(int param)
+ {
+
+ }
+
+ public override Vector3 CenterOfMass
+ {
+ get { return Vector3.Zero; }
+ }
+
+ public override Vector3 GeometricCenter
+ {
+ get { return Vector3.Zero; }
+ }
+
+ public override PrimitiveBaseShape Shape
+ {
+ set { return; }
+ }
+
+ public override Vector3 Velocity
+ {
+ get {
+ // There's a problem with Vector3.Zero! Don't Use it Here!
+ if (_zeroFlag)
+ return Vector3.Zero;
+ m_lastUpdateSent = false;
+ return _velocity;
+ }
+ set
+ {
+ if (value.IsFinite())
+ {
+ m_pidControllerActive = true;
+ _target_velocity = value;
+ }
+ else
+ {
+ m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
+ }
+ }
+ }
+
+ public override Vector3 Torque
+ {
+ get { return Vector3.Zero; }
+ set { return; }
+ }
+
+ public override float CollisionScore
+ {
+ get { return 0f; }
+ set { }
+ }
+
+ public override bool Kinematic
+ {
+ get { return false; }
+ set { }
+ }
+
+ public override Quaternion Orientation
+ {
+ get { return Quaternion.Identity; }
+ set {
+ //Matrix3 or = Orientation.ToRotationMatrix();
+ //d.Matrix3 ord = new d.Matrix3(or.m00, or.m10, or.m20, or.m01, or.m11, or.m21, or.m02, or.m12, or.m22);
+ //d.BodySetRotation(Body, ref ord);
+ }
+ }
+
+ public override Vector3 Acceleration
+ {
+ get { return _acceleration; }
+ }
+
+ public void SetAcceleration(Vector3 accel)
+ {
+ m_pidControllerActive = true;
+ _acceleration = accel;
+ }
+
+ ///
+ /// Adds the force supplied to the Target Velocity
+ /// The PID controller takes this target velocity and tries to make it a reality
+ ///
+ ///
+ public override void AddForce(Vector3 force, bool pushforce)
+ {
+ if (force.IsFinite())
+ {
+ if (pushforce)
+ {
+ m_pidControllerActive = false;
+ force *= 100f;
+ doForce(force);
+ // If uncommented, things get pushed off world
+ //
+ // m_log.Debug("Push!");
+ // _target_velocity.X += force.X;
+ // _target_velocity.Y += force.Y;
+ // _target_velocity.Z += force.Z;
+ }
+ else
+ {
+ m_pidControllerActive = true;
+ _target_velocity.X += force.X;
+ _target_velocity.Y += force.Y;
+ _target_velocity.Z += force.Z;
+ }
+ }
+ else
+ {
+ m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
+ }
+ //m_lastUpdateSent = false;
+ }
+
+ public override void AddAngularForce(Vector3 force, bool pushforce)
+ {
+
+ }
+
+ ///
+ /// After all of the forces add up with 'add force' we apply them with doForce
+ ///
+ ///
+ public void doForce(Vector3 force)
+ {
+ if (!collidelock)
+ {
+ d.BodyAddForce(Body, force.X, force.Y, force.Z);
+ //d.BodySetRotation(Body, ref m_StandUpRotation);
+ //standupStraight();
+
+ }
+ }
+
+ public override void SetMomentum(Vector3 momentum)
+ {
+ }
+
+
+ ///
+ /// Called from Simulate
+ /// This is the avatar's movement control + PID Controller
+ ///
+ ///
+ public void Move(float timeStep, List defects)
+ {
+ // no lock; for now it's only called from within Simulate()
+
+ // If the PID Controller isn't active then we set our force
+ // calculating base velocity to the current position
+
+ if (Body == IntPtr.Zero)
+ return;
+
+ if (m_pidControllerActive == false)
+ {
+ _zeroPosition = d.BodyGetPosition(Body);
+ }
+ //PidStatus = true;
+
+ d.Vector3 localpos = d.BodyGetPosition(Body);
+ Vector3 localPos = new Vector3(localpos.X, localpos.Y, localpos.Z);
+
+ if (!localPos.IsFinite())
+ {
+
+ m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
+ defects.Add(this);
+ // _parent_scene.RemoveCharacter(this);
+
+ // destroy avatar capsule and related ODE data
+ if (Amotor != IntPtr.Zero)
+ {
+ // Kill the Amotor
+ d.JointDestroy(Amotor);
+ Amotor = IntPtr.Zero;
+ }
+
+ //kill the Geometry
+ _parent_scene.waitForSpaceUnlock(_parent_scene.space);
+
+ if (Body != IntPtr.Zero)
+ {
+ //kill the body
+ d.BodyDestroy(Body);
+
+ Body = IntPtr.Zero;
+ }
+
+ if (Shell != IntPtr.Zero)
+ {
+ d.GeomDestroy(Shell);
+ _parent_scene.geom_name_map.Remove(Shell);
+ Shell = IntPtr.Zero;
+ }
+
+ return;
+ }
+
+ Vector3 vec = Vector3.Zero;
+ d.Vector3 vel = d.BodyGetLinearVel(Body);
+
+ float movementdivisor = 1f;
+
+ if (!m_alwaysRun)
+ {
+ movementdivisor = walkDivisor;
+ }
+ else
+ {
+ movementdivisor = runDivisor;
+ }
+
+ // if velocity is zero, use position control; otherwise, velocity control
+ if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && m_iscolliding)
+ {
+ // keep track of where we stopped. No more slippin' & slidin'
+ if (!_zeroFlag)
+ {
+ _zeroFlag = true;
+ _zeroPosition = d.BodyGetPosition(Body);
+ }
+ if (m_pidControllerActive)
+ {
+ // We only want to deactivate the PID Controller if we think we want to have our surrogate
+ // react to the physics scene by moving it's position.
+ // Avatar to Avatar collisions
+ // Prim to avatar collisions
+
+ d.Vector3 pos = d.BodyGetPosition(Body);
+ vec.X = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2);
+ vec.Y = (_target_velocity.Y - vel.Y)*(PID_D) + (_zeroPosition.Y - pos.Y)* (PID_P * 2);
+ if (flying)
+ {
+ vec.Z = (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
+ }
+ }
+ //PidStatus = true;
+ }
+ else
+ {
+ m_pidControllerActive = true;
+ _zeroFlag = false;
+ if (m_iscolliding && !flying)
+ {
+ // We're standing on something
+ vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D);
+ vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D);
+ }
+ else if (m_iscolliding && flying)
+ {
+ // We're flying and colliding with something
+ vec.X = ((_target_velocity.X/movementdivisor) - vel.X)*(PID_D / 16);
+ vec.Y = ((_target_velocity.Y/movementdivisor) - vel.Y)*(PID_D / 16);
+ }
+ else if (!m_iscolliding && flying)
+ {
+ // we're in mid air suspended
+ vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D/6);
+ vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D/6);
+ }
+
+ if (m_iscolliding && !flying && _target_velocity.Z > 0.0f)
+ {
+ // We're colliding with something and we're not flying but we're moving
+ // This means we're walking or running.
+ d.Vector3 pos = d.BodyGetPosition(Body);
+ vec.Z = (_target_velocity.Z - vel.Z)*PID_D + (_zeroPosition.Z - pos.Z)*PID_P;
+ if (_target_velocity.X > 0)
+ {
+ vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
+ }
+ if (_target_velocity.Y > 0)
+ {
+ vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
+ }
+ }
+ else if (!m_iscolliding && !flying)
+ {
+ // we're not colliding and we're not flying so that means we're falling!
+ // m_iscolliding includes collisions with the ground.
+
+ // d.Vector3 pos = d.BodyGetPosition(Body);
+ if (_target_velocity.X > 0)
+ {
+ vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
+ }
+ if (_target_velocity.Y > 0)
+ {
+ vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
+ }
+ }
+
+ if (flying)
+ {
+ vec.Z = (_target_velocity.Z - vel.Z) * (PID_D);
+ }
+ }
+ if (flying)
+ {
+ vec.Z += ((-1 * _parent_scene.gravityz)*m_mass);
+
+ //Added for auto fly height. Kitto Flora
+ //d.Vector3 pos = d.BodyGetPosition(Body);
+ float target_altitude = _parent_scene.GetTerrainHeightAtXY(_position.X, _position.Y) + MinimumGroundFlightOffset;
+
+ if (_position.Z < target_altitude)
+ {
+ vec.Z += (target_altitude - _position.Z) * PID_P * 5.0f;
+ }
+ // end add Kitto Flora
+ }
+ if (vec.IsFinite())
+ {
+ doForce(vec);
+ if (!_zeroFlag)
+ {
+ AlignAvatarTiltWithCurrentDirectionOfMovement(vec);
+ }
+ }
+ else
+ {
+ m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
+ m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
+ defects.Add(this);
+ // _parent_scene.RemoveCharacter(this);
+ // destroy avatar capsule and related ODE data
+ if (Amotor != IntPtr.Zero)
+ {
+ // Kill the Amotor
+ d.JointDestroy(Amotor);
+ Amotor = IntPtr.Zero;
+ }
+ //kill the Geometry
+ _parent_scene.waitForSpaceUnlock(_parent_scene.space);
+
+ if (Body != IntPtr.Zero)
+ {
+ //kill the body
+ d.BodyDestroy(Body);
+
+ Body = IntPtr.Zero;
+ }
+
+ if (Shell != IntPtr.Zero)
+ {
+ d.GeomDestroy(Shell);
+ _parent_scene.geom_name_map.Remove(Shell);
+ Shell = IntPtr.Zero;
+ }
+ }
+ }
+
+ ///
+ /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence.
+ ///
+ public void UpdatePositionAndVelocity()
+ {
+ // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
+ d.Vector3 vec;
+ try
+ {
+ vec = d.BodyGetPosition(Body);
+ }
+ catch (NullReferenceException)
+ {
+ bad = true;
+ _parent_scene.BadCharacter(this);
+ vec = new d.Vector3(_position.X, _position.Y, _position.Z);
+ base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
+ m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid);
+ }
+
+
+ // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
+ if (vec.X < 0.0f) vec.X = 0.0f;
+ if (vec.Y < 0.0f) vec.Y = 0.0f;
+ if (vec.X > (int)_parent_scene.WorldExtents.X - 0.05f) vec.X = (int)_parent_scene.WorldExtents.X - 0.05f;
+ if (vec.Y > (int)_parent_scene.WorldExtents.Y - 0.05f) vec.Y = (int)_parent_scene.WorldExtents.Y - 0.05f;
+
+ _position.X = vec.X;
+ _position.Y = vec.Y;
+ _position.Z = vec.Z;
+
+ // Did we move last? = zeroflag
+ // This helps keep us from sliding all over
+
+ if (_zeroFlag)
+ {
+ _velocity.X = 0.0f;
+ _velocity.Y = 0.0f;
+ _velocity.Z = 0.0f;
+
+ // Did we send out the 'stopped' message?
+ if (!m_lastUpdateSent)
+ {
+ m_lastUpdateSent = true;
+ //base.RequestPhysicsterseUpdate();
+
+ }
+ }
+ else
+ {
+ m_lastUpdateSent = false;
+ try
+ {
+ vec = d.BodyGetLinearVel(Body);
+ }
+ catch (NullReferenceException)
+ {
+ vec.X = _velocity.X;
+ vec.Y = _velocity.Y;
+ vec.Z = _velocity.Z;
+ }
+ _velocity.X = (vec.X);
+ _velocity.Y = (vec.Y);
+
+ _velocity.Z = (vec.Z);
+
+ if (_velocity.Z < -6 && !m_hackSentFall)
+ {
+ m_hackSentFall = true;
+ m_pidControllerActive = false;
+ }
+ else if (flying && !m_hackSentFly)
+ {
+ //m_hackSentFly = true;
+ //base.SendCollisionUpdate(new CollisionEventUpdate());
+ }
+ else
+ {
+ m_hackSentFly = false;
+ m_hackSentFall = false;
+ }
+ }
+ }
+
+ ///
+ /// Cleanup the things we use in the scene.
+ ///
+ public void Destroy()
+ {
+ m_tainted_isPhysical = false;
+ _parent_scene.AddPhysicsActorTaint(this);
+ }
+
+ public override void CrossingFailure()
+ {
+ }
+
+ public override Vector3 PIDTarget { set { return; } }
+ public override bool PIDActive { set { return; } }
+ public override float PIDTau { set { return; } }
+
+ public override float PIDHoverHeight { set { return; } }
+ public override bool PIDHoverActive { set { return; } }
+ public override PIDHoverType PIDHoverType { set { return; } }
+ public override float PIDHoverTau { set { return; } }
+
+ public override Quaternion APIDTarget{ set { return; } }
+
+ public override bool APIDActive{ set { return; } }
+
+ public override float APIDStrength{ set { return; } }
+
+ public override float APIDDamping{ set { return; } }
+
+
+ public override void SubscribeEvents(int ms)
+ {
+ m_requestedUpdateFrequency = ms;
+ m_eventsubscription = ms;
+ _parent_scene.addCollisionEventReporting(this);
+ }
+ public override void UnSubscribeEvents()
+ {
+ _parent_scene.remCollisionEventReporting(this);
+ m_requestedUpdateFrequency = 0;
+ m_eventsubscription = 0;
+ }
+ public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
+ {
+ if (m_eventsubscription > 0)
+ {
+ CollisionEventsThisFrame.addCollider(CollidedWith, contact);
+ }
+ }
+
+ public void SendCollisions()
+ {
+ if (m_eventsubscription > m_requestedUpdateFrequency)
+ {
+ if (CollisionEventsThisFrame != null)
+ {
+ base.SendCollisionUpdate(CollisionEventsThisFrame);
+ }
+ CollisionEventsThisFrame = new CollisionEventUpdate();
+ m_eventsubscription = 0;
+ }
+ }
+ public override bool SubscribedEvents()
+ {
+ if (m_eventsubscription > 0)
+ return true;
+ return false;
+ }
+
+ public void ProcessTaints(float timestep)
+ {
+
+ if (m_tainted_isPhysical != m_isPhysical)
+ {
+ if (m_tainted_isPhysical)
+ {
+ // Create avatar capsule and related ODE data
+ if (!(Shell == IntPtr.Zero && Body == IntPtr.Zero && Amotor == IntPtr.Zero))
+ {
+ m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
+ + (Shell!=IntPtr.Zero ? "Shell ":"")
+ + (Body!=IntPtr.Zero ? "Body ":"")
+ + (Amotor!=IntPtr.Zero ? "Amotor ":""));
+ }
+ AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z, m_tensor);
+
+ _parent_scene.geom_name_map[Shell] = m_name;
+ _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
+ _parent_scene.AddCharacter(this);
+ }
+ else
+ {
+ _parent_scene.RemoveCharacter(this);
+ // destroy avatar capsule and related ODE data
+ if (Amotor != IntPtr.Zero)
+ {
+ // Kill the Amotor
+ d.JointDestroy(Amotor);
+ Amotor = IntPtr.Zero;
+ }
+ //kill the Geometry
+ _parent_scene.waitForSpaceUnlock(_parent_scene.space);
+
+ if (Body != IntPtr.Zero)
+ {
+ //kill the body
+ d.BodyDestroy(Body);
+
+ Body = IntPtr.Zero;
+ }
+
+ if (Shell != IntPtr.Zero)
+ {
+ d.GeomDestroy(Shell);
+ _parent_scene.geom_name_map.Remove(Shell);
+ Shell = IntPtr.Zero;
+ }
+
+ }
+
+ m_isPhysical = m_tainted_isPhysical;
+ }
+
+ if (m_tainted_CAPSULE_LENGTH != CAPSULE_LENGTH)
+ {
+ if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
+ {
+
+ m_pidControllerActive = true;
+ // no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate()
+ d.JointDestroy(Amotor);
+ float prevCapsule = CAPSULE_LENGTH;
+ CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH;
+ //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
+ d.BodyDestroy(Body);
+ d.GeomDestroy(Shell);
+ AvatarGeomAndBodyCreation(_position.X, _position.Y,
+ _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
+ Velocity = Vector3.Zero;
+
+ _parent_scene.geom_name_map[Shell] = m_name;
+ _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
+ }
+ else
+ {
+ m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
+ + (Shell==IntPtr.Zero ? "Shell ":"")
+ + (Body==IntPtr.Zero ? "Body ":"")
+ + (Amotor==IntPtr.Zero ? "Amotor ":""));
+ }
+ }
+
+ if (!m_taintPosition.ApproxEquals(_position, 0.05f))
+ {
+ if (Body != IntPtr.Zero)
+ {
+ d.BodySetPosition(Body, m_taintPosition.X, m_taintPosition.Y, m_taintPosition.Z);
+
+ _position.X = m_taintPosition.X;
+ _position.Y = m_taintPosition.Y;
+ _position.Z = m_taintPosition.Z;
+ }
+ }
+
+ }
+
+ internal void AddCollisionFrameTime(int p)
+ {
+ // protect it from overflow crashing
+ if (m_eventsubscription + p >= int.MaxValue)
+ m_eventsubscription = 0;
+ m_eventsubscription += p;
+ }
+ }
+}
--
cgit v1.1
From 1abb70cc73c997c08a416fecf689b83453f853d0 Mon Sep 17 00:00:00 2001
From: Kitto Flora
Date: Thu, 21 Jan 2010 19:31:02 -0500
Subject: Add glue for llSetVehicleFlags(), llRemoveVehicleFlags(). ChODE: Add
associated methods.
---
OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs | 10 ++++++++++
1 file changed, 10 insertions(+)
(limited to 'OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs')
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
index aa0acb7..2eb519f 100644
--- a/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
@@ -733,7 +733,17 @@ namespace OpenSim.Region.Physics.OdePlugin
{
}
+
+ public override void VehicleFlagsSet(int flags)
+ {
+ }
+
+ public override void VehicleFlagsRemove(int flags)
+ {
+
+ }
+
public override void SetVolumeDetect(int param)
{
--
cgit v1.1
From f3c21524be94dac139e15b0cd80b1e79570f7916 Mon Sep 17 00:00:00 2001
From: Kitto Flora
Date: Thu, 29 Apr 2010 19:41:08 -0400
Subject: Fix Av jump motion S/W
---
OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs | 4 ++--
1 file changed, 2 insertions(+), 2 deletions(-)
(limited to 'OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs')
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
index 8e87ad9..7a5093b 100644
--- a/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
@@ -1025,11 +1025,11 @@ namespace OpenSim.Region.Physics.OdePlugin
// m_iscolliding includes collisions with the ground.
// d.Vector3 pos = d.BodyGetPosition(Body);
- if (_target_velocity.X > 0)
+ if (Math.Abs(_target_velocity.X) > 0)
{
vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
}
- if (_target_velocity.Y > 0)
+ if (Math.Abs(_target_velocity.Y) > 0)
{
vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
}
--
cgit v1.1
From add7abc1de2fce8db4c6d01cc4b5305bafa4bd87 Mon Sep 17 00:00:00 2001
From: Kitto Flora
Date: Fri, 7 May 2010 14:12:07 -0400
Subject: Fix Mouse+WASD makes Av rise; Fix PREJUMP.
---
OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs | 30 +++++++++++++++-------
1 file changed, 21 insertions(+), 9 deletions(-)
(limited to 'OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs')
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
index 7a5093b..38c38b6 100644
--- a/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
@@ -142,7 +142,7 @@ namespace OpenSim.Region.Physics.OdePlugin
// unique UUID of this character object
public UUID m_uuid;
public bool bad = false;
-
+
public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, CollisionLocker dode, Vector3 size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor)
{
m_uuid = UUID.Random();
@@ -892,7 +892,7 @@ namespace OpenSim.Region.Physics.OdePlugin
// If the PID Controller isn't active then we set our force
// calculating base velocity to the current position
-
+
if (Body == IntPtr.Zero)
return;
@@ -972,8 +972,17 @@ namespace OpenSim.Region.Physics.OdePlugin
// Prim to avatar collisions
d.Vector3 pos = d.BodyGetPosition(Body);
- vec.X = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2);
- vec.Y = (_target_velocity.Y - vel.Y)*(PID_D) + (_zeroPosition.Y - pos.Y)* (PID_P * 2);
+ float errX = _zeroPosition.X - pos.X;
+ float errY = _zeroPosition.Y - pos.Y;
+ if( (Math.Abs(errX) > 0.1f) || (Math.Abs(errY) > 0.1f) )
+ {
+ vec.X = (_target_velocity.X - vel.X) * (PID_D) + (errX) * (PID_P * 2);
+ vec.Y = (_target_velocity.Y - vel.Y) * (PID_D) + (errY) * (PID_P * 2);
+ }
+ else
+ { // close, jump to lateral destination
+ d.BodySetPosition(Body, _zeroPosition.X, _zeroPosition.Y, pos.Z);
+ }
if (flying)
{
vec.Z = (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
@@ -1056,11 +1065,14 @@ namespace OpenSim.Region.Physics.OdePlugin
}
if (vec.IsFinite())
{
- doForce(vec);
- if (!_zeroFlag)
- {
- AlignAvatarTiltWithCurrentDirectionOfMovement(vec);
- }
+ if (!vec.ApproxEquals(Vector3.Zero, 0.01f))
+ {
+ doForce(vec);
+ if (!_zeroFlag)
+ {
+ AlignAvatarTiltWithCurrentDirectionOfMovement(vec);
+ }
+ }
}
else
{
--
cgit v1.1
From 7ab103c96f3e82cac592f20d61358e1928da8e27 Mon Sep 17 00:00:00 2001
From: Kitto Flora
Date: Tue, 13 Jul 2010 20:37:13 +0000
Subject: Rewrite collision dictionary handling, cleans up deleted obects/avs.
Fixes occasional collision event failure. ChOde only.
---
OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs | 90 +++++++++++++++++-----
1 file changed, 71 insertions(+), 19 deletions(-)
(limited to 'OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs')
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
index 38c38b6..61c16b8 100644
--- a/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
@@ -565,7 +565,29 @@ namespace OpenSim.Region.Physics.OdePlugin
CAPSULE_RADIUS = 0.01f;
}
+
+ if(Shell != IntPtr.Zero)
+ {
+ try
+ {
+ d.GeomDestroy(Shell);
+ }
+ catch (System.AccessViolationException)
+ {
+ m_log.Error("[PHYSICS]: PrimGeom dead");
+ }
+ // Remove any old entries
+//string tShell;
+//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
+//Console.WriteLine("**** Remove {0}", tShell);
+ if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
+ if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
+ }
+
Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH);
+ _parent_scene.geom_name_map[Shell] = m_name;
+ _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
+//Console.WriteLine("**** Create {2} Dicts: actor={0} name={1}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, m_name);
d.GeomSetCategoryBits(Shell, (int)m_collisionCategories);
d.GeomSetCollideBits(Shell, (int)m_collisionFlags);
@@ -931,10 +953,23 @@ namespace OpenSim.Region.Physics.OdePlugin
Body = IntPtr.Zero;
}
- if (Shell != IntPtr.Zero)
+ if(Shell != IntPtr.Zero)
{
- d.GeomDestroy(Shell);
- _parent_scene.geom_name_map.Remove(Shell);
+ try
+ {
+ d.GeomDestroy(Shell);
+ }
+ catch (System.AccessViolationException)
+ {
+ m_log.Error("[PHYSICS]: PrimGeom dead");
+ }
+ // Remove any old entries
+//string tShell;
+//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
+//Console.WriteLine("**** Remove {0}", tShell);
+
+ if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
+ if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
Shell = IntPtr.Zero;
}
@@ -1097,11 +1132,24 @@ namespace OpenSim.Region.Physics.OdePlugin
Body = IntPtr.Zero;
}
-
- if (Shell != IntPtr.Zero)
+
+ if(Shell != IntPtr.Zero)
{
- d.GeomDestroy(Shell);
- _parent_scene.geom_name_map.Remove(Shell);
+ try
+ {
+ d.GeomDestroy(Shell);
+ }
+ catch (System.AccessViolationException)
+ {
+ m_log.Error("[PHYSICS]: PrimGeom dead");
+ }
+ // Remove any old entries
+//string tShell;
+//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
+//Console.WriteLine("**** Remove {0}", tShell);
+
+ if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
+ if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
Shell = IntPtr.Zero;
}
}
@@ -1277,9 +1325,6 @@ namespace OpenSim.Region.Physics.OdePlugin
+ (Amotor!=IntPtr.Zero ? "Amotor ":""));
}
AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z, m_tensor);
-
- _parent_scene.geom_name_map[Shell] = m_name;
- _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
_parent_scene.AddCharacter(this);
}
else
@@ -1299,17 +1344,28 @@ namespace OpenSim.Region.Physics.OdePlugin
{
//kill the body
d.BodyDestroy(Body);
-
Body = IntPtr.Zero;
}
- if (Shell != IntPtr.Zero)
+ if(Shell != IntPtr.Zero)
{
- d.GeomDestroy(Shell);
- _parent_scene.geom_name_map.Remove(Shell);
+ try
+ {
+ d.GeomDestroy(Shell);
+ }
+ catch (System.AccessViolationException)
+ {
+ m_log.Error("[PHYSICS]: PrimGeom dead");
+ }
+ // Remove any old entries
+//string tShell;
+//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
+//Console.WriteLine("**** Remove {0}", tShell);
+
+ if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
+ if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
Shell = IntPtr.Zero;
}
-
}
m_isPhysical = m_tainted_isPhysical;
@@ -1327,13 +1383,9 @@ namespace OpenSim.Region.Physics.OdePlugin
CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH;
//m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
d.BodyDestroy(Body);
- d.GeomDestroy(Shell);
AvatarGeomAndBodyCreation(_position.X, _position.Y,
_position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
Velocity = Vector3.Zero;
-
- _parent_scene.geom_name_map[Shell] = m_name;
- _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
}
else
{
--
cgit v1.1
From 16814dd8f18b51f5dd8841ae341847e117bb83b3 Mon Sep 17 00:00:00 2001
From: Kitto Flora
Date: Thu, 2 Sep 2010 21:51:19 +0000
Subject: Fixes to JUMP system.
---
OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs | 7 +++++--
1 file changed, 5 insertions(+), 2 deletions(-)
(limited to 'OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs')
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
index 61c16b8..0c79aa6 100644
--- a/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
@@ -90,6 +90,7 @@ namespace OpenSim.Region.Physics.OdePlugin
public float walkDivisor = 1.3f;
public float runDivisor = 0.8f;
private bool flying = false;
+ private bool jumping = false; // add for jumping
private bool m_iscolliding = false;
private bool m_iscollidingGround = false;
private bool m_wascolliding = false;
@@ -229,7 +230,8 @@ namespace OpenSim.Region.Physics.OdePlugin
public override bool Selected
{
- set { return; }
+// set { return; }
+ set { jumping = value; } // add for jumping flag
}
public override float Buoyancy
@@ -1018,7 +1020,8 @@ namespace OpenSim.Region.Physics.OdePlugin
{ // close, jump to lateral destination
d.BodySetPosition(Body, _zeroPosition.X, _zeroPosition.Y, pos.Z);
}
- if (flying)
+// if (flying)
+ if (flying || jumping) // add for jumping
{
vec.Z = (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
}
--
cgit v1.1
From c719e016ed9bfbb56fd8c571b9b7b9622bcef566 Mon Sep 17 00:00:00 2001
From: Kitto Flora
Date: Mon, 6 Sep 2010 21:45:07 +0000
Subject: Falling animation fix, comment out instrumentation.
---
OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs | 21 +++++++++++++++------
1 file changed, 15 insertions(+), 6 deletions(-)
(limited to 'OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs')
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
index 0c79aa6..ae63cfa 100644
--- a/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
@@ -269,7 +269,10 @@ namespace OpenSim.Region.Physics.OdePlugin
///
public override bool IsColliding
{
- get { return m_iscolliding; }
+//#@ get { return m_iscolliding; }
+ get { //##
+//Console.WriteLine(">>>>>>>>>>>> IC get = {0}", m_iscolliding); //##
+ return m_iscolliding; } //##
set
{
int i;
@@ -307,6 +310,7 @@ namespace OpenSim.Region.Physics.OdePlugin
{
m_iscolliding = true;
}
+// ## Console.WriteLine("IC SET = {0} t{1} f{2} i {3}", value, truecount, falsecount, m_iscolliding);
if (m_wascolliding != m_iscolliding)
{
//base.SendCollisionUpdate(new CollisionEventUpdate());
@@ -589,7 +593,7 @@ namespace OpenSim.Region.Physics.OdePlugin
Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH);
_parent_scene.geom_name_map[Shell] = m_name;
_parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
-//Console.WriteLine("**** Create {2} Dicts: actor={0} name={1}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, m_name);
+Console.WriteLine("**** Create {2} Dicts: actor={0} name={1} height={3} rad={4}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, m_name, CAPSULE_LENGTH, CAPSULE_RADIUS);
d.GeomSetCategoryBits(Shell, (int)m_collisionCategories);
d.GeomSetCollideBits(Shell, (int)m_collisionFlags);
@@ -857,7 +861,9 @@ namespace OpenSim.Region.Physics.OdePlugin
{
m_pidControllerActive = false;
force *= 100f;
- doForce(force);
+//Console.WriteLine("DF 1"); // ##
+ if (!force.ApproxEquals(Vector3.Zero, 0.01f))
+ doForce(force);
// If uncommented, things get pushed off world
//
// m_log.Debug("Push!");
@@ -896,7 +902,8 @@ namespace OpenSim.Region.Physics.OdePlugin
d.BodyAddForce(Body, force.X, force.Y, force.Z);
//d.BodySetRotation(Body, ref m_StandUpRotation);
//standupStraight();
-
+ d.Vector3 vel = d.BodyGetLinearVel(Body); //##
+//Console.WriteLine("AvVel <{0},{1},{2}>", vel.X, vel.Y, vel.Z); //##
}
}
@@ -1103,12 +1110,14 @@ namespace OpenSim.Region.Physics.OdePlugin
}
if (vec.IsFinite())
{
- if (!vec.ApproxEquals(Vector3.Zero, 0.01f))
+ if (!vec.ApproxEquals(Vector3.Zero, 0.02f)) // 0.01 allows 0.002 !!
{
+//Console.WriteLine("DF 2"); // ##
+
doForce(vec);
if (!_zeroFlag)
{
- AlignAvatarTiltWithCurrentDirectionOfMovement(vec);
+// AlignAvatarTiltWithCurrentDirectionOfMovement(vec);
}
}
}
--
cgit v1.1
From 83b16612ce13ee89f139df8fdc78ded14cb6a69e Mon Sep 17 00:00:00 2001
From: Melanie
Date: Sat, 25 Sep 2010 05:57:08 +0200
Subject: Experimental locking of taint processing
---
OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs | 156 +++++++++++----------
1 file changed, 80 insertions(+), 76 deletions(-)
(limited to 'OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs')
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
index ae63cfa..505d455 100644
--- a/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
@@ -143,6 +143,7 @@ namespace OpenSim.Region.Physics.OdePlugin
// unique UUID of this character object
public UUID m_uuid;
public bool bad = false;
+ private Object m_syncRoot = new Object();
public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, CollisionLocker dode, Vector3 size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor)
{
@@ -1323,103 +1324,106 @@ Console.WriteLine("**** Create {2} Dicts: actor={0} name={1} height={3} ra
public void ProcessTaints(float timestep)
{
-
- if (m_tainted_isPhysical != m_isPhysical)
+ lock (m_syncRoot)
{
- if (m_tainted_isPhysical)
- {
- // Create avatar capsule and related ODE data
- if (!(Shell == IntPtr.Zero && Body == IntPtr.Zero && Amotor == IntPtr.Zero))
- {
- m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
- + (Shell!=IntPtr.Zero ? "Shell ":"")
- + (Body!=IntPtr.Zero ? "Body ":"")
- + (Amotor!=IntPtr.Zero ? "Amotor ":""));
- }
- AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z, m_tensor);
- _parent_scene.AddCharacter(this);
- }
- else
- {
- _parent_scene.RemoveCharacter(this);
- // destroy avatar capsule and related ODE data
- if (Amotor != IntPtr.Zero)
- {
- // Kill the Amotor
- d.JointDestroy(Amotor);
- Amotor = IntPtr.Zero;
- }
- //kill the Geometry
- _parent_scene.waitForSpaceUnlock(_parent_scene.space);
- if (Body != IntPtr.Zero)
+ if (m_tainted_isPhysical != m_isPhysical)
+ {
+ if (m_tainted_isPhysical)
{
- //kill the body
- d.BodyDestroy(Body);
- Body = IntPtr.Zero;
+ // Create avatar capsule and related ODE data
+ if (!(Shell == IntPtr.Zero && Body == IntPtr.Zero && Amotor == IntPtr.Zero))
+ {
+ m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
+ + (Shell!=IntPtr.Zero ? "Shell ":"")
+ + (Body!=IntPtr.Zero ? "Body ":"")
+ + (Amotor!=IntPtr.Zero ? "Amotor ":""));
+ }
+ AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z, m_tensor);
+ _parent_scene.AddCharacter(this);
}
-
- if(Shell != IntPtr.Zero)
+ else
{
- try
+ _parent_scene.RemoveCharacter(this);
+ // destroy avatar capsule and related ODE data
+ if (Amotor != IntPtr.Zero)
{
- d.GeomDestroy(Shell);
+ // Kill the Amotor
+ d.JointDestroy(Amotor);
+ Amotor = IntPtr.Zero;
}
- catch (System.AccessViolationException)
+ //kill the Geometry
+ _parent_scene.waitForSpaceUnlock(_parent_scene.space);
+
+ if (Body != IntPtr.Zero)
{
- m_log.Error("[PHYSICS]: PrimGeom dead");
+ //kill the body
+ d.BodyDestroy(Body);
+ Body = IntPtr.Zero;
}
- // Remove any old entries
-//string tShell;
-//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
-//Console.WriteLine("**** Remove {0}", tShell);
- if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
- if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
- Shell = IntPtr.Zero;
+ if(Shell != IntPtr.Zero)
+ {
+ try
+ {
+ d.GeomDestroy(Shell);
+ }
+ catch (System.AccessViolationException)
+ {
+ m_log.Error("[PHYSICS]: PrimGeom dead");
+ }
+ // Remove any old entries
+ //string tShell;
+ //_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
+ //Console.WriteLine("**** Remove {0}", tShell);
+
+ if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
+ if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
+ Shell = IntPtr.Zero;
+ }
}
- }
- m_isPhysical = m_tainted_isPhysical;
- }
+ m_isPhysical = m_tainted_isPhysical;
+ }
- if (m_tainted_CAPSULE_LENGTH != CAPSULE_LENGTH)
- {
- if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
+ if (m_tainted_CAPSULE_LENGTH != CAPSULE_LENGTH)
{
+ if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
+ {
- m_pidControllerActive = true;
- // no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate()
- d.JointDestroy(Amotor);
- float prevCapsule = CAPSULE_LENGTH;
- CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH;
- //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
- d.BodyDestroy(Body);
- AvatarGeomAndBodyCreation(_position.X, _position.Y,
- _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
- Velocity = Vector3.Zero;
- }
- else
- {
- m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
- + (Shell==IntPtr.Zero ? "Shell ":"")
- + (Body==IntPtr.Zero ? "Body ":"")
- + (Amotor==IntPtr.Zero ? "Amotor ":""));
+ m_pidControllerActive = true;
+ // no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate()
+ d.JointDestroy(Amotor);
+ float prevCapsule = CAPSULE_LENGTH;
+ CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH;
+ //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
+ d.BodyDestroy(Body);
+ AvatarGeomAndBodyCreation(_position.X, _position.Y,
+ _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
+ Velocity = Vector3.Zero;
+ }
+ else
+ {
+ m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
+ + (Shell==IntPtr.Zero ? "Shell ":"")
+ + (Body==IntPtr.Zero ? "Body ":"")
+ + (Amotor==IntPtr.Zero ? "Amotor ":""));
+ }
}
- }
- if (!m_taintPosition.ApproxEquals(_position, 0.05f))
- {
- if (Body != IntPtr.Zero)
+ if (!m_taintPosition.ApproxEquals(_position, 0.05f))
{
- d.BodySetPosition(Body, m_taintPosition.X, m_taintPosition.Y, m_taintPosition.Z);
+ if (Body != IntPtr.Zero)
+ {
+ d.BodySetPosition(Body, m_taintPosition.X, m_taintPosition.Y, m_taintPosition.Z);
- _position.X = m_taintPosition.X;
- _position.Y = m_taintPosition.Y;
- _position.Z = m_taintPosition.Z;
+ _position.X = m_taintPosition.X;
+ _position.Y = m_taintPosition.Y;
+ _position.Z = m_taintPosition.Z;
+ }
}
- }
+ }
}
internal void AddCollisionFrameTime(int p)
--
cgit v1.1
From bf695cccbabcc4c18ca26fac17922a1b79d25c33 Mon Sep 17 00:00:00 2001
From: Kitto Flora
Date: Fri, 3 Dec 2010 18:32:58 +0000
Subject: Fix spurious Av move when clothing item worn or removed.
---
OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
(limited to 'OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs')
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
index 505d455..93f9964 100644
--- a/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
@@ -469,7 +469,7 @@ namespace OpenSim.Region.Physics.OdePlugin
//m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
Velocity = Vector3.Zero;
-
+ m_taintPosition = _position; // update the stale taint position
_parent_scene.AddPhysicsActorTaint(this);
}
else
--
cgit v1.1
From 566eff17de31b4ffc1aef85c6047ce9e4e8bf5cd Mon Sep 17 00:00:00 2001
From: Melanie
Date: Fri, 28 Jan 2011 01:46:30 +0100
Subject: Comment a very spammy debug message that was being output directly to
console. My last fox that makes bumping into sim borders/bans work makes this
spam endlessly.
---
OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
(limited to 'OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs')
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
index 93f9964..1bce760 100644
--- a/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
@@ -594,7 +594,7 @@ namespace OpenSim.Region.Physics.OdePlugin
Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH);
_parent_scene.geom_name_map[Shell] = m_name;
_parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
-Console.WriteLine("**** Create {2} Dicts: actor={0} name={1} height={3} rad={4}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, m_name, CAPSULE_LENGTH, CAPSULE_RADIUS);
+//Console.WriteLine("**** Create {2} Dicts: actor={0} name={1} height={3} rad={4}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, m_name, CAPSULE_LENGTH, CAPSULE_RADIUS);
d.GeomSetCategoryBits(Shell, (int)m_collisionCategories);
d.GeomSetCollideBits(Shell, (int)m_collisionFlags);
--
cgit v1.1
From f2855d36686a20f2a40f138c9eb7f92d2b56b6c6 Mon Sep 17 00:00:00 2001
From: Melanie
Date: Sat, 24 Dec 2011 01:41:32 +0100
Subject: Add setter for Acceleration on physics objects.
---
OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs | 1 +
1 file changed, 1 insertion(+)
(limited to 'OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs')
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
index 58e2e4c..2945199 100644
--- a/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
@@ -841,6 +841,7 @@ namespace OpenSim.Region.Physics.OdePlugin
public override Vector3 Acceleration
{
get { return _acceleration; }
+ set { _acceleration = value; }
}
public void SetAcceleration(Vector3 accel)
--
cgit v1.1
From 3999822e13d7ae2f6ab1c19a19a01e0cc7c7acd7 Mon Sep 17 00:00:00 2001
From: UbitUmarov
Date: Sat, 14 Apr 2012 05:07:52 +0100
Subject: Use chode character actor.SetMomentum() to force full restore
Velocity in scenepresence TeleportWithMomentum(), since actor.Velocity was
selected by original coders as the input of a desired velocity (even
'forces') that is modified by character conditions, like not changing
velocity.Z if it is in free fall.
---
OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs | 20 +++++++++++++++++++-
1 file changed, 19 insertions(+), 1 deletion(-)
(limited to 'OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs')
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
index 2945199..1f1ba95 100644
--- a/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
@@ -140,6 +140,10 @@ namespace OpenSim.Region.Physics.OdePlugin
public int m_eventsubscription = 0;
private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
+ private Vector3 m_taintMomentum = Vector3.Zero;
+ private bool m_haveTaintMomentum = false;
+
+
// unique UUID of this character object
public UUID m_uuid;
public bool bad = false;
@@ -800,8 +804,8 @@ namespace OpenSim.Region.Physics.OdePlugin
{
if (value.IsFinite())
{
- m_pidControllerActive = true;
_target_velocity = value;
+ m_pidControllerActive = true;
}
else
{
@@ -911,6 +915,12 @@ namespace OpenSim.Region.Physics.OdePlugin
public override void SetMomentum(Vector3 momentum)
{
+ if (momentum.IsFinite())
+ {
+ m_taintMomentum = momentum;
+ m_haveTaintMomentum = true;
+ _parent_scene.AddPhysicsActorTaint(this);
+ }
}
@@ -1424,6 +1434,14 @@ namespace OpenSim.Region.Physics.OdePlugin
}
}
+ if (m_haveTaintMomentum)
+ {
+ m_haveTaintMomentum = false;
+ _velocity = m_taintMomentum;
+ _target_velocity = m_taintMomentum;
+ m_pidControllerActive = true;
+ d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
+ }
}
}
--
cgit v1.1
From 04ed5519a5ad265794a0768a6a3c9e4e0fdf1a6c Mon Sep 17 00:00:00 2001
From: UbitUmarov
Date: Mon, 16 Apr 2012 17:14:31 +0100
Subject: chODE bug fix
---
OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs | 16 +++++++++-------
1 file changed, 9 insertions(+), 7 deletions(-)
(limited to 'OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs')
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
index 1f1ba95..c53ccec 100644
--- a/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
@@ -921,6 +921,8 @@ namespace OpenSim.Region.Physics.OdePlugin
m_haveTaintMomentum = true;
_parent_scene.AddPhysicsActorTaint(this);
}
+ else
+ m_log.Warn("[PHYSICS] !isFinite momentum");
}
@@ -1337,7 +1339,6 @@ namespace OpenSim.Region.Physics.OdePlugin
{
lock (m_syncRoot)
{
-
if (m_tainted_isPhysical != m_isPhysical)
{
if (m_tainted_isPhysical)
@@ -1379,9 +1380,9 @@ namespace OpenSim.Region.Physics.OdePlugin
{
d.GeomDestroy(Shell);
}
- catch (System.AccessViolationException)
+ catch (Exception e)
{
- m_log.Error("[PHYSICS]: PrimGeom dead");
+ m_log.ErrorFormat("[PHYSICS]: Failed to destroy character shell {0}",e.Message);
}
// Remove any old entries
//string tShell;
@@ -1428,10 +1429,10 @@ namespace OpenSim.Region.Physics.OdePlugin
{
d.BodySetPosition(Body, m_taintPosition.X, m_taintPosition.Y, m_taintPosition.Z);
- _position.X = m_taintPosition.X;
- _position.Y = m_taintPosition.Y;
- _position.Z = m_taintPosition.Z;
}
+ _position.X = m_taintPosition.X;
+ _position.Y = m_taintPosition.Y;
+ _position.Z = m_taintPosition.Z;
}
if (m_haveTaintMomentum)
@@ -1440,7 +1441,8 @@ namespace OpenSim.Region.Physics.OdePlugin
_velocity = m_taintMomentum;
_target_velocity = m_taintMomentum;
m_pidControllerActive = true;
- d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
+ if (Body != IntPtr.Zero)
+ d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
}
}
}
--
cgit v1.1
From fff5c61ae83ad54eaff640d2868186d275f3dd62 Mon Sep 17 00:00:00 2001
From: UbitUmarov
Date: Mon, 16 Apr 2012 17:47:17 +0100
Subject: chODE: if character velocity > 50m/s apply breaks. In free fall this
will give a terminal velocity +- 60m/s
---
OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs | 11 ++++++++++-
1 file changed, 10 insertions(+), 1 deletion(-)
(limited to 'OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs')
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
index c53ccec..ec717d7 100644
--- a/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
@@ -1122,9 +1122,18 @@ namespace OpenSim.Region.Physics.OdePlugin
}
// end add Kitto Flora
}
+
+ if (vel.X * vel.X + vel.Y * vel.Y + vel.Z * vel.Z > 2500.0f) // 50ms apply breaks
+ {
+ float breakfactor = 0.16f * m_mass; // will give aprox 60m/s terminal velocity at free fall
+ vec.X -= breakfactor * vel.X;
+ vec.Y -= breakfactor * vel.Y;
+ vec.Z -= breakfactor * vel.Z;
+ }
+
if (vec.IsFinite())
{
- if (!vec.ApproxEquals(Vector3.Zero, 0.02f)) // 0.01 allows 0.002 !!
+ if (vec.LengthSquared() > 0.0004f) // 0.01 allows 0.002 !!
{
//Console.WriteLine("DF 2"); // ##
--
cgit v1.1