From 1d6b33bc2da3b312cff1d1802a73aacdf72b0385 Mon Sep 17 00:00:00 2001
From: Diva Canto
Date: Sun, 30 Aug 2015 20:06:53 -0700
Subject: Major renaming of Physics dlls / folders. No functional changes, just
renames.
---
OpenSim/Region/PhysicsModules/Ode/ODECharacter.cs | 1409 +++++++++++++++++++++
1 file changed, 1409 insertions(+)
create mode 100644 OpenSim/Region/PhysicsModules/Ode/ODECharacter.cs
(limited to 'OpenSim/Region/PhysicsModules/Ode/ODECharacter.cs')
diff --git a/OpenSim/Region/PhysicsModules/Ode/ODECharacter.cs b/OpenSim/Region/PhysicsModules/Ode/ODECharacter.cs
new file mode 100644
index 0000000..05eaf2a
--- /dev/null
+++ b/OpenSim/Region/PhysicsModules/Ode/ODECharacter.cs
@@ -0,0 +1,1409 @@
+/*
+ * 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 bool _zeroFlag = false;
+ private bool m_lastUpdateSent = false;
+ private Vector3 _velocity;
+ private Vector3 m_taintTargetVelocity;
+ private Vector3 _target_velocity;
+ private Vector3 _acceleration;
+ private Vector3 m_rotationalVelocity;
+ private float m_mass = 80f;
+ private float m_density = 60f;
+ private bool m_pidControllerActive = true;
+ private float PID_D = 800.0f;
+ private float PID_P = 900.0f;
+ //private static float POSTURE_SERVO = 10000.0f;
+ private float CAPSULE_RADIUS = 0.37f;
+ private float CAPSULE_LENGTH = 2.140599f;
+ private float m_tensor = 3800000f;
+// private float heightFudgeFactor = 0.52f;
+ private float walkDivisor = 1.3f;
+ private 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;
+ internal bool m_avatarplanted = false;
+ ///
+ /// Hold set forces so we can process them outside physics calculations. This prevents race conditions if we set force
+ /// while calculatios are going on
+ ///
+ private Vector3 m_taintForce;
+
+ // taints and their non-tainted counterparts
+ private bool m_isPhysical = false; // the current physical status
+ private bool m_tainted_isPhysical = false; // set when the physical status is tainted (false=not existing in physics engine, true=existing)
+ internal float MinimumGroundFlightOffset = 3f;
+
+ private float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes.
+
+ ///
+ /// Base movement for calculating tilt.
+ ///
+ private float m_tiltBaseMovement = (float)Math.Sqrt(2);
+
+ ///
+ /// Used to introduce a fixed tilt because a straight-up capsule falls through terrain, probably a bug in terrain collider
+ ///
+ private float m_tiltMagnitudeWhenProjectedOnXYPlane = 0.1131371f;
+
+ private float m_buoyancy = 0f;
+
+ // private CollisionLocker ode;
+ 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);
+ ///
+ /// Body for dynamics simulation
+ ///
+ internal IntPtr Body { get; private set; }
+
+ private OdeScene _parent_scene;
+
+ ///
+ /// Collision geometry
+ ///
+ internal IntPtr Shell { get; private set; }
+
+ private IntPtr Amotor = IntPtr.Zero;
+ private d.Mass ShellMass;
+
+ private int m_eventsubscription = 0;
+ private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
+
+ // unique UUID of this character object
+ internal UUID m_uuid { get; private set; }
+ internal bool bad = false;
+
+ ///
+ /// ODE Avatar.
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ /// Only used right now to return information to LSL. Not actually used to set mass in ODE!
+ ///
+ ///
+ ///
+ public OdeCharacter(
+ String avName, OdeScene parent_scene, Vector3 pos, Vector3 vel, Vector3 size, float pid_d, float pid_p,
+ float capsule_radius, float tensor, float density,
+ 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 = pos;
+ }
+ 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 = _position;
+
+ m_log.WarnFormat("[ODE CHARACTER]: Got NaN Position on Character Create for {0}", avName);
+ }
+
+ _velocity = vel;
+ m_taintTargetVelocity = vel;
+
+ _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);
+
+ // We can set taint and actual to be the same here, since the entire character will be set up when the
+ // m_tainted_isPhysical is processed.
+ SetTaintedCapsuleLength(size);
+ CAPSULE_LENGTH = m_tainted_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);
+
+ 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 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;
+// m_log.DebugFormat("[ODE CHARACTER]: Set OdeCharacter Flying to {0}", flying);
+ }
+ }
+
+ ///
+ /// 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_avatarplanted)
+ 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;
+ }
+
+ m_taintPosition = value;
+ _parent_scene.AddPhysicsActorTaint(this);
+ }
+ else
+ {
+ m_log.WarnFormat("[ODE CHARACTER]: Got a NaN Position from Scene on character {0}", Name);
+ }
+ }
+ }
+ }
+
+ 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
+ {
+ SetTaintedCapsuleLength(value);
+
+ // If we reset velocity here, then an avatar stalls when it crosses a border for the first time
+ // (as the height of the new root agent is set).
+// Velocity = Vector3.Zero;
+
+ _parent_scene.AddPhysicsActorTaint(this);
+ }
+ }
+
+ private void SetTaintedCapsuleLength(Vector3 size)
+ {
+ if (size.IsFinite())
+ {
+ m_pidControllerActive = true;
+
+ m_tainted_CAPSULE_LENGTH = size.Z - CAPSULE_RADIUS * 2.0f;
+
+ // m_log.InfoFormat("[ODE CHARACTER]: Size = {0}, Capsule Length = {1} (Capsule Radius = {2})",
+ // size, m_tainted_CAPSULE_LENGTH, CAPSULE_RADIUS);
+ }
+ else
+ {
+ m_log.WarnFormat("[ODE CHARACTER]: Got a NaN Size for {0} in {1}", Name, _parent_scene.Name);
+ }
+ }
+
+ 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 = m_tiltBaseMovement;
+ movementVector.Y = m_tiltBaseMovement;
+ }
+ else
+ {
+ // southeast
+ movementVector.X = m_tiltBaseMovement;
+ movementVector.Y = -m_tiltBaseMovement;
+ }
+ }
+ else
+ {
+ // west
+ if (movementVector.Y > 0)
+ {
+ // northwest
+ movementVector.X = -m_tiltBaseMovement;
+ movementVector.Y = m_tiltBaseMovement;
+ }
+ else
+ {
+ // southwest
+ movementVector.X = -m_tiltBaseMovement;
+ movementVector.Y = -m_tiltBaseMovement;
+ }
+ }
+
+ // 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("[ODE CHARACTER]: 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
+ }
+
+ ///
+ /// 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 + " : " + bodyFArotation.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 VehicleFlags(int param, bool remove)
+ {
+ }
+
+ 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 TargetVelocity
+ {
+ get
+ {
+ return m_taintTargetVelocity;
+ }
+
+ set
+ {
+ Velocity = value;
+ }
+ }
+
+
+ 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;
+ m_taintTargetVelocity = value;
+ _parent_scene.AddPhysicsActorTaint(this);
+ }
+ else
+ {
+ m_log.WarnFormat("[ODE CHARACTER]: Got a NaN velocity from Scene for {0}", Name);
+ }
+
+// m_log.DebugFormat("[PHYSICS]: Set target velocity of {0}", m_taintTargetVelocity);
+ }
+ }
+
+ 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; }
+ set { _acceleration = value; }
+ }
+
+ ///
+ /// 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;
+ m_taintForce += force;
+ _parent_scene.AddPhysicsActorTaint(this);
+
+ // If uncommented, things get pushed off world
+ //
+ // m_log.Debug("Push!");
+ // m_taintTargetVelocity.X += force.X;
+ // m_taintTargetVelocity.Y += force.Y;
+ // m_taintTargetVelocity.Z += force.Z;
+ }
+ else
+ {
+ m_pidControllerActive = true;
+ m_taintTargetVelocity += force;
+ }
+ }
+ else
+ {
+ m_log.WarnFormat("[ODE CHARACTER]: Got a NaN force applied to {0}", Name);
+ }
+ //m_lastUpdateSent = false;
+ }
+
+ public override void AddAngularForce(Vector3 force, bool pushforce)
+ {
+ }
+
+ public override void SetMomentum(Vector3 momentum)
+ {
+ }
+
+ ///
+ /// Called from Simulate
+ /// This is the avatar's movement control + PID Controller
+ ///
+ /// The character will be added to this list if there is something wrong (non-finite
+ /// position or velocity).
+ ///
+ internal void Move(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.WarnFormat(
+ "[ODE CHARACTER]: Avatar position of {0} for {1} is non-finite! Removing from physics scene.",
+ localPos, Name);
+
+ defects.Add(this);
+
+ return;
+ }
+
+ Vector3 vec = Vector3.Zero;
+ d.Vector3 vel = d.BodyGetLinearVel(Body);
+
+// m_log.DebugFormat(
+// "[ODE CHARACTER]: Current velocity in Move() is <{0},{1},{2}>, target {3} for {4}",
+// vel.X, vel.Y, vel.Z, _target_velocity, Name);
+
+ 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);
+
+// m_log.DebugFormat(
+// "[ODE CHARACTER]: !m_iscolliding && flying, vec {0}, _target_velocity {1}, movementdivisor {2}, vel {3}",
+// vec, _target_velocity, movementdivisor, vel);
+ }
+
+ if (flying)
+ {
+ // This also acts as anti-gravity so that we hover when flying rather than fall.
+ vec.Z = (_target_velocity.Z - vel.Z) * (PID_D);
+ }
+ else
+ {
+ if (m_iscolliding && _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;
+ vec.X = ((_target_velocity.X - vel.X) / 1.2f) * PID_D;
+ vec.Y = ((_target_velocity.Y - vel.Y) / 1.2f) * PID_D;
+ }
+ else if (!m_iscolliding)
+ {
+ // we're not colliding and we're not flying so that means we're falling!
+ // m_iscolliding includes collisions with the ground.
+ vec.X = ((_target_velocity.X - vel.X) / 1.2f) * PID_D;
+ vec.Y = ((_target_velocity.Y - vel.Y) / 1.2f) * PID_D;
+ }
+ }
+ }
+
+ if (flying)
+ {
+ // Anti-gravity so that we hover when flying rather than fall.
+ 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())
+ {
+ // Apply the total force acting on this avatar
+ d.BodyAddForce(Body, vec.X, vec.Y, vec.Z);
+
+ if (!_zeroFlag)
+ AlignAvatarTiltWithCurrentDirectionOfMovement(vec);
+ }
+ else
+ {
+ m_log.WarnFormat(
+ "[ODE CHARACTER]: Got a NaN force vector {0} in Move() for {1}. Removing character from physics scene.",
+ vec, Name);
+
+ defects.Add(this);
+
+ return;
+ }
+
+ d.Vector3 newVel = d.BodyGetLinearVel(Body);
+ if (newVel.X >= 256 || newVel.X <= 256 || newVel.Y >= 256 || newVel.Y <= 256 || newVel.Z >= 256 || newVel.Z <= 256)
+ {
+// m_log.DebugFormat(
+// "[ODE CHARACTER]: Limiting falling velocity from {0} to {1} for {2}", newVel.Z, -9.8, Name);
+
+ newVel.X = Util.Clamp(newVel.X, -255f, 255f);
+ newVel.Y = Util.Clamp(newVel.Y, -255f, 255f);
+
+ if (!flying)
+ newVel.Z
+ = Util.Clamp(
+ newVel.Z, -_parent_scene.AvatarTerminalVelocity, _parent_scene.AvatarTerminalVelocity);
+ else
+ newVel.Z = Util.Clamp(newVel.Z, -255f, 255f);
+
+ d.BodySetLinearVel(Body, newVel.X, newVel.Y, newVel.Z);
+ }
+ }
+
+ ///
+ /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence.
+ ///
+ /// The character will be added to this list if there is something wrong (non-finite
+ /// position or velocity).
+ ///
+ internal void UpdatePositionAndVelocity(List defects)
+ {
+ // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
+ d.Vector3 newPos;
+ try
+ {
+ newPos = d.BodyGetPosition(Body);
+ }
+ catch (NullReferenceException)
+ {
+ bad = true;
+ defects.Add(this);
+ newPos = new d.Vector3(_position.X, _position.Y, _position.Z);
+ base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
+ m_log.WarnFormat("[ODE CHARACTER]: Avatar Null reference for Avatar {0}, physical actor {1}", Name, m_uuid);
+
+ return;
+ }
+
+ // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
+ if (newPos.X < 0.0f) newPos.X = 0.0f;
+ if (newPos.Y < 0.0f) newPos.Y = 0.0f;
+ if (newPos.X > (int)_parent_scene.WorldExtents.X - 0.05f) newPos.X = (int)_parent_scene.WorldExtents.X - 0.05f;
+ if (newPos.Y > (int)_parent_scene.WorldExtents.Y - 0.05f) newPos.Y = (int)_parent_scene.WorldExtents.Y - 0.05f;
+
+ _position.X = newPos.X;
+ _position.Y = newPos.Y;
+ _position.Z = newPos.Z;
+
+ // I think we need to update the taintPosition too -- Diva 12/24/10
+ m_taintPosition = _position;
+
+ // Did we move last? = zeroflag
+ // This helps keep us from sliding all over
+
+ if (_zeroFlag)
+ {
+ _velocity = Vector3.Zero;
+
+ // Did we send out the 'stopped' message?
+ if (!m_lastUpdateSent)
+ {
+ m_lastUpdateSent = true;
+ //base.RequestPhysicsterseUpdate();
+ }
+ }
+ else
+ {
+ m_lastUpdateSent = false;
+ d.Vector3 newVelocity;
+
+ try
+ {
+ newVelocity = d.BodyGetLinearVel(Body);
+ }
+ catch (NullReferenceException)
+ {
+ newVelocity.X = _velocity.X;
+ newVelocity.Y = _velocity.Y;
+ newVelocity.Z = _velocity.Z;
+ }
+
+ _velocity.X = newVelocity.X;
+ _velocity.Y = newVelocity.Y;
+ _velocity.Z = newVelocity.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;
+ }
+ }
+ }
+
+ ///
+ /// This creates the Avatar's physical Surrogate in ODE 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 CreateOdeStructures(float npositionX, float npositionY, float npositionZ, float tensor)
+ {
+ if (!(Shell == IntPtr.Zero && Body == IntPtr.Zero && Amotor == IntPtr.Zero))
+ {
+ m_log.ErrorFormat(
+ "[ODE CHARACTER]: Creating ODE structures for {0} even though some already exist. Shell = {1}, Body = {2}, Amotor = {3}",
+ Name, Shell, Body, Amotor);
+ }
+
+ int dAMotorEuler = 1;
+// _parent_scene.waitForSpaceUnlock(_parent_scene.space);
+ if (CAPSULE_LENGTH <= 0)
+ {
+ m_log.Warn("[ODE CHARACTER]: 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("[ODE CHARACTER]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
+ CAPSULE_RADIUS = 0.01f;
+ }
+
+// lock (OdeScene.UniversalColliderSyncObject)
+ 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 = _position;
+
+ 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();
+
+ _parent_scene.geom_name_map[Shell] = Name;
+ _parent_scene.actor_name_map[Shell] = this;
+ }
+
+ ///
+ /// Cleanup the things we use in the scene.
+ ///
+ internal void Destroy()
+ {
+ m_tainted_isPhysical = false;
+ _parent_scene.AddPhysicsActorTaint(this);
+ }
+
+ ///
+ /// Used internally to destroy the ODE structures associated with this character.
+ ///
+ internal void DestroyOdeStructures()
+ {
+ // Create avatar capsule and related ODE data
+ if (Shell == IntPtr.Zero || Body == IntPtr.Zero || Amotor == IntPtr.Zero)
+ {
+ m_log.ErrorFormat(
+ "[ODE CHARACTER]: Destroying ODE structures for {0} even though some are already null. Shell = {1}, Body = {2}, Amotor = {3}",
+ Name, Shell, Body, Amotor);
+ }
+
+ // 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)
+ {
+// lock (OdeScene.UniversalColliderSyncObject)
+ d.GeomDestroy(Shell);
+
+ _parent_scene.geom_name_map.Remove(Shell);
+ _parent_scene.actor_name_map.Remove(Shell);
+
+ Shell = IntPtr.Zero;
+ }
+ }
+
+ public override void CrossingFailure()
+ {
+ }
+
+ public override Vector3 PIDTarget { set { return; } }
+ public override bool PIDActive
+ {
+ get { return false; }
+ 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;
+
+ // Don't clear collision event reporting here. This is called directly from scene code and so can lead
+ // to a race condition with the simulate loop
+
+ _parent_scene.AddCollisionEventReporting(this);
+ }
+
+ public override void UnSubscribeEvents()
+ {
+ _parent_scene.RemoveCollisionEventReporting(this);
+
+ // Don't clear collision event reporting here. This is called directly from scene code and so can lead
+ // to a race condition with the simulate loop
+
+ m_requestedUpdateFrequency = 0;
+ m_eventsubscription = 0;
+ }
+
+ internal void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
+ {
+ if (m_eventsubscription > 0)
+ {
+// m_log.DebugFormat(
+// "[PHYSICS]: Adding collision event for {0}, collidedWith {1}, contact {2}", "", CollidedWith, contact);
+
+ CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
+ }
+ }
+
+ internal void SendCollisions()
+ {
+ if (m_eventsubscription > m_requestedUpdateFrequency)
+ {
+ base.SendCollisionUpdate(CollisionEventsThisFrame);
+
+ CollisionEventsThisFrame.Clear();
+ m_eventsubscription = 0;
+ }
+ }
+
+ public override bool SubscribedEvents()
+ {
+ if (m_eventsubscription > 0)
+ return true;
+ return false;
+ }
+
+ internal void ProcessTaints()
+ {
+ if (m_taintPosition != _position)
+ {
+ if (Body != IntPtr.Zero)
+ {
+ d.BodySetPosition(Body, m_taintPosition.X, m_taintPosition.Y, m_taintPosition.Z);
+ _position = m_taintPosition;
+ }
+ }
+
+ if (m_taintForce != Vector3.Zero)
+ {
+ if (Body != IntPtr.Zero)
+ {
+ // FIXME: This is not a good solution since it's subject to a race condition if a force is another
+ // thread sets a new force while we're in this loop (since it could be obliterated by
+ // m_taintForce = Vector3.Zero. Need to lock ProcessTaints() when we set a new tainted force.
+ d.BodyAddForce(Body, m_taintForce.X, m_taintForce.Y, m_taintForce.Z);
+ }
+
+ m_taintForce = Vector3.Zero;
+ }
+
+ if (m_taintTargetVelocity != _target_velocity)
+ _target_velocity = m_taintTargetVelocity;
+
+ if (m_tainted_isPhysical != m_isPhysical)
+ {
+ if (m_tainted_isPhysical)
+ {
+ CreateOdeStructures(_position.X, _position.Y, _position.Z, m_tensor);
+ _parent_scene.AddCharacter(this);
+ }
+ else
+ {
+ _parent_scene.RemoveCharacter(this);
+ DestroyOdeStructures();
+ }
+
+ m_isPhysical = m_tainted_isPhysical;
+ }
+
+ if (m_tainted_CAPSULE_LENGTH != CAPSULE_LENGTH)
+ {
+ if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
+ {
+// m_log.DebugFormat(
+// "[ODE CHARACTER]: Changing capsule size from {0} to {1} for {2}",
+// CAPSULE_LENGTH, m_tainted_CAPSULE_LENGTH, Name);
+
+ m_pidControllerActive = true;
+
+ // no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate()
+ DestroyOdeStructures();
+
+ float prevCapsule = CAPSULE_LENGTH;
+ CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH;
+
+ CreateOdeStructures(
+ _position.X,
+ _position.Y,
+ _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
+
+ // As with Size, we reset velocity. However, this isn't strictly necessary since it doesn't
+ // appear to stall initial region crossings when done here. Being done for consistency.
+// Velocity = Vector3.Zero;
+ }
+ else
+ {
+ m_log.Warn("[ODE CHARACTER]: trying to change capsule size for " + Name + ", but the following ODE data is missing - "
+ + (Shell==IntPtr.Zero ? "Shell ":"")
+ + (Body==IntPtr.Zero ? "Body ":"")
+ + (Amotor==IntPtr.Zero ? "Amotor ":""));
+ }
+ }
+ }
+
+ 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