/*
* 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.
*/
// Revision by Ubit 2011/12
using System;
using System.Collections.Generic;
using System.Reflection;
using OpenMetaverse;
using OdeAPI;
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 Vector3 _zeroPosition;
private bool _zeroFlag = 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 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_iscollidingObj = false;
private bool m_alwaysRun = false;
private int m_requestedUpdateFrequency = 0;
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 float MinimumGroundFlightOffset = 3f;
private float m_buoyancy = 0f;
// private CollisionLocker ode;
private string m_name = String.Empty;
// other filter control
int m_colliderfilter = 0;
// int m_colliderGroundfilter = 0;
int m_colliderObjectfilter = 0;
// 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.Character
| CollisionCategories.Geom
| CollisionCategories.VolumeDtc
);
// we do land collisions not ode | 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;
private bool m_haseventsubscription = 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;
float mu;
public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, Vector3 size, float pid_d, float pid_p, float capsule_radius, float density, float walk_divisor, float rundivisor)
{
m_uuid = UUID.Random();
if (pos.IsFinite())
{
if (pos.Z > 99999f)
{
pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
}
if (pos.Z < -100f) // shouldn't this be 0 ?
{
pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
}
_position = 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_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_density = density;
m_mass = 80f; // sure we have a default
mu = parent_scene.AvatarFriction;
walkDivisor = walk_divisor;
runDivisor = rundivisor;
CAPSULE_LENGTH = size.Z * 1.15f - CAPSULE_RADIUS * 2.0f;
//m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
m_isPhysical = false; // current status: no ODE information exists
m_name = avName;
AddChange(changes.Add, null);
}
public override int PhysicsActorType
{
get { return (int)ActorTypes.Agent; }
set { return; }
}
public override void getContactData(ref ContactData cdata)
{
cdata.mu = mu;
cdata.bounce = 0;
cdata.softcolide = false;
}
public override bool Building { get; set; }
///
/// 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;
// m_log.DebugFormat("[PHYSICS]: 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 || m_iscollidingGround); }
set
{
if (value)
{
m_colliderfilter += 2;
if (m_colliderfilter > 2)
m_colliderfilter = 2;
}
else
{
m_colliderfilter--;
if (m_colliderfilter < 0)
m_colliderfilter = 0;
}
if (m_colliderfilter == 0)
m_iscolliding = false;
else
{
// SetPidStatus(false);
m_pidControllerActive = true;
m_iscolliding = true;
}
}
}
///
/// Returns if an avatar is colliding with the ground
///
public override bool CollidingGround
{
get { return m_iscollidingGround; }
set
{
/* we now control this
if (value)
{
m_colliderGroundfilter += 2;
if (m_colliderGroundfilter > 2)
m_colliderGroundfilter = 2;
}
else
{
m_colliderGroundfilter--;
if (m_colliderGroundfilter < 0)
m_colliderGroundfilter = 0;
}
if (m_colliderGroundfilter == 0)
m_iscollidingGround = false;
else
m_iscollidingGround = true;
*/
}
}
///
/// Returns if the avatar is colliding with an object
///
public override bool CollidingObj
{
get { return m_iscollidingObj; }
set
{
// Ubit filter this also
if (value)
{
m_colliderObjectfilter += 2;
if (m_colliderObjectfilter > 2)
m_colliderObjectfilter = 2;
}
else
{
m_colliderObjectfilter--;
if (m_colliderObjectfilter < 0)
m_colliderObjectfilter = 0;
}
if (m_colliderObjectfilter == 0)
m_iscollidingObj = false;
else
m_iscollidingObj = true;
// m_iscollidingObj = value;
/*
if (m_iscollidingObj)
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 < -100f)
{
value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
}
AddChange(changes.Position, value);
}
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 {
float d = CAPSULE_RADIUS * 2;
return new Vector3(d, d, (CAPSULE_LENGTH +d)/1.15f); }
set
{
if (value.IsFinite())
{
AddChange(changes.Size, value);
}
else
{
m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
}
}
}
///
/// This creates the Avatar's physical Surrogate at the position supplied
///
///
///
///
//
///
/// 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 * CAPSULE_RADIUS * CAPSULE_RADIUS * (1.3333333333f * CAPSULE_RADIUS + CAPSULE_LENGTH));
return m_density * AVvolume;
}
}
public override void link(PhysicsActor obj)
{
}
public override void delink()
{
}
public override void LockAngularMotion(Vector3 axis)
{
}
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
{
Vector3 pos = _position;
return pos;
}
}
public override Vector3 GeometricCenter
{
get
{
Vector3 pos = _position;
return pos;
}
}
//UBit mess
/* for later use
public override Vector3 PrimOOBsize
{
get
{
Vector3 s=Size;
s.X *=0.5f;
s.Y *=0.5f;
s.Z *=0.5f;
return s;
}
}
public override Vector3 PrimOOBoffset
{
get
{
return Vector3.Zero;
}
}
*/
public override PrimitiveBaseShape Shape
{
set { return; }
}
public override Vector3 Velocity
{
get
{
return _velocity;
}
set
{
if (value.IsFinite())
{
AddChange(changes.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
{
}
}
public override Vector3 Acceleration
{
get { return _acceleration; }
set { }
}
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)
{
AddChange(changes.Force, force * m_density / _parent_scene.ODE_STEPSIZE / 28f);
}
else
{
AddChange(changes.Velocity, force);
}
}
else
{
m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
}
//m_lastUpdateSent = false;
}
public override void AddAngularForce(Vector3 force, bool pushforce)
{
}
public override void SetMomentum(Vector3 momentum)
{
if (momentum.IsFinite())
AddChange(changes.Momentum, momentum);
}
// 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)
{
_parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace);
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.ActiveSpace, CAPSULE_RADIUS, CAPSULE_LENGTH);
d.GeomSetCategoryBits(Shell, (uint)m_collisionCategories);
d.GeomSetCollideBits(Shell, (uint)m_collisionFlags);
d.MassSetCapsule(out ShellMass, m_density, 3, CAPSULE_RADIUS, CAPSULE_LENGTH);
m_mass = ShellMass.mass; // update mass
// rescale PID parameters
PID_D = _parent_scene.avPIDD;
PID_P = _parent_scene.avPIDP;
// rescale PID parameters so that this aren't affected by mass
// and so don't get unstable for some masses
// also scale by ode time step so you don't need to refix them
PID_D /= 50 * 80; //scale to original mass of around 80 and 50 ODE fps
PID_D *= m_mass / _parent_scene.ODE_STEPSIZE;
PID_P /= 50 * 80;
PID_P *= m_mass / _parent_scene.ODE_STEPSIZE;
Body = d.BodyCreate(_parent_scene.world);
d.BodySetAutoDisableFlag(Body, false);
d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
_position.X = npositionX;
_position.Y = npositionY;
_position.Z = npositionZ;
d.BodySetMass(Body, ref ShellMass);
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, 0);
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);
d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f); // make it HARD
d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
d.JointSetAMotorParam(Amotor, (int)dParam.StopERP, 0.8f);
d.JointSetAMotorParam(Amotor, (int)dParam.StopERP2, 0.8f);
d.JointSetAMotorParam(Amotor, (int)dParam.StopERP3, 0.8f);
// These lowstops and high stops are effectively (no wiggle room)
d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -1e-5f);
d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 1e-5f);
d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -1e-5f);
d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 1e-5f);
d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -1e-5f);
d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 1e-5f);
d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel2, 0);
d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel3, 0);
d.JointSetAMotorParam(Amotor, (int)dParam.FMax, 5e6f);
d.JointSetAMotorParam(Amotor, (int)dParam.FMax2, 5e6f);
d.JointSetAMotorParam(Amotor, (int)dParam.FMax3, 5e6f);
}
///
/// Destroys the avatar body and geom
private void AvatarGeomAndBodyDestroy()
{
// Kill the Amotor
if (Amotor != IntPtr.Zero)
{
d.JointDestroy(Amotor);
Amotor = IntPtr.Zero;
}
if (Body != IntPtr.Zero)
{
//kill the body
d.BodyDestroy(Body);
Body = IntPtr.Zero;
}
//kill the Geometry
if (Shell != IntPtr.Zero)
{
_parent_scene.geom_name_map.Remove(Shell);
_parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace);
d.GeomDestroy(Shell);
Shell = IntPtr.Zero;
}
}
///
/// Called from Simulate
/// This is the avatar's movement control + PID Controller
///
///
public void Move(float timeStep, List defects)
{
if (Body == IntPtr.Zero)
return;
d.Vector3 dtmp = d.BodyGetPosition(Body);
Vector3 localpos = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
// the Amotor still lets avatar rotation to drift during colisions
// so force it back to identity
d.Quaternion qtmp;
qtmp.W = 1;
qtmp.X = 0;
qtmp.Y = 0;
qtmp.Z = 0;
d.BodySetQuaternion(Body, ref qtmp);
if (m_pidControllerActive == false)
{
_zeroPosition = localpos;
}
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
AvatarGeomAndBodyDestroy();
return;
}
// check outbounds forcing to be in world
bool fixbody = false;
if (localpos.X < 0.0f)
{
fixbody = true;
localpos.X = 0.1f;
}
else if (localpos.X > _parent_scene.WorldExtents.X - 0.1f)
{
fixbody = true;
localpos.X = _parent_scene.WorldExtents.X - 0.1f;
}
if (localpos.Y < 0.0f)
{
fixbody = true;
localpos.Y = 0.1f;
}
else if (localpos.Y > _parent_scene.WorldExtents.Y - 0.1)
{
fixbody = true;
localpos.Y = _parent_scene.WorldExtents.Y - 0.1f;
}
if (fixbody)
d.BodySetPosition(Body, localpos.X, localpos.Y, localpos.Z);
Vector3 vec = Vector3.Zero;
dtmp = d.BodyGetLinearVel(Body);
Vector3 vel = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
float movementdivisor = 1f;
//Ubit change divisions into multiplications below
if (!m_alwaysRun)
movementdivisor = 1 / walkDivisor;
else
movementdivisor = 1 / runDivisor;
//******************************************
// colide with land
d.AABB aabb;
d.GeomGetAABB(Shell, out aabb);
float chrminZ = aabb.MinZ;
Vector3 posch = localpos;
float ftmp;
if (flying)
{
ftmp = timeStep;
posch.X += vel.X * ftmp;
posch.Y += vel.Y * ftmp;
}
float terrainheight = _parent_scene.GetTerrainHeightAtXY(posch.X, posch.Y);
if (chrminZ < terrainheight)
{
float depth = terrainheight - chrminZ;
if (!flying)
{
vec.Z = -vel.Z * PID_D * 1.5f + depth * PID_P * 60;
}
else
vec.Z = depth * PID_P * 60;
if (depth < 0.2f)
{
m_iscolliding = true;
m_colliderfilter = 2;
m_iscollidingGround = true;
ContactPoint contact = new ContactPoint();
contact.PenetrationDepth = depth;
contact.Position.X = localpos.X;
contact.Position.Y = localpos.Y;
contact.Position.Z = chrminZ;
contact.SurfaceNormal.X = 0f;
contact.SurfaceNormal.Y = 0f;
contact.SurfaceNormal.Z = -1f;
AddCollisionEvent(0, contact);
vec.Z *= 0.5f;
}
else
m_iscollidingGround = false;
}
else
m_iscollidingGround = false;
//******************************************
// 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 = localpos;
}
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
vec.X = -vel.X * PID_D + (_zeroPosition.X - localpos.X) * (PID_P * 2);
vec.Y = -vel.Y * PID_D + (_zeroPosition.Y - localpos.Y) * (PID_P * 2);
if (flying)
{
vec.Z += -vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P;
}
}
//PidStatus = true;
}
else
{
m_pidControllerActive = true;
_zeroFlag = false;
if (m_iscolliding)
{
if (!flying)
{
if (_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. JUMPING
vec.Z += (_target_velocity.Z - vel.Z) * PID_D * 1.2f;// +(_zeroPosition.Z - localpos.Z) * PID_P;
}
// 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
{
// We're flying and colliding with something
vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 0.0625f);
vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 0.0625f);
vec.Z += (_target_velocity.Z - vel.Z) * (PID_D);
}
}
else // ie not colliding
{
if (flying) //(!m_iscolliding && flying)
{
// we're in mid air suspended
vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 1.667f);
vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 1.667f);
vec.Z += (_target_velocity.Z - vel.Z) * (PID_D);
}
else
{
// 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);
vec.X = (_target_velocity.X - vel.X) * PID_D * 0.833f;
vec.Y = (_target_velocity.Y - vel.Y) * PID_D * 0.833f;
}
}
}
if (flying)
{
vec.Z -= _parent_scene.gravityz * m_mass;
//Added for auto fly height. Kitto Flora
float target_altitude = _parent_scene.GetTerrainHeightAtXY(localpos.X, localpos.Y) + MinimumGroundFlightOffset;
if (localpos.Z < target_altitude)
{
vec.Z += (target_altitude - localpos.Z) * PID_P * 5.0f;
}
// end add Kitto Flora
}
if (vel.X * vel.X + vel.Y * vel.Y + vel.Z * vel.Z > 2500.0f) // 50m/s 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.X != 0 || vec.Y !=0 || vec.Z !=0)
d.BodyAddForce(Body, vec.X, vec.Y, vec.Z);
}
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
AvatarGeomAndBodyDestroy();
return;
}
// update our local ideia of position velocity and aceleration
_position = localpos;
_acceleration = _velocity; // previus velocity
_velocity = vel;
_acceleration = (vel - _acceleration) / timeStep;
}
///
/// Updates the reported position and velocity.
/// Used to copy variables from unmanaged space at heartbeat rate and also trigger scene updates acording
/// also outbounds checking
/// copy and outbounds now done in move(..) at ode rate
///
///
public void UpdatePositionAndVelocity()
{
return;
// if (Body == IntPtr.Zero)
// return;
}
///
/// Cleanup the things we use in the scene.
///
public void Destroy()
{
AddChange(changes.Remove, null);
}
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);
m_haseventsubscription = true;
}
public override void UnSubscribeEvents()
{
m_haseventsubscription = false;
_parent_scene.RemoveCollisionEventReporting(this);
m_requestedUpdateFrequency = 0;
m_eventsubscription = 0;
}
public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
{
if (m_haseventsubscription)
{
// m_log.DebugFormat(
// "[PHYSICS]: Adding collision event for {0}, collidedWith {1}, contact {2}", "", CollidedWith, contact);
CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
}
}
public void SendCollisions()
{
if (m_haseventsubscription && m_eventsubscription > m_requestedUpdateFrequency)
{
if (CollisionEventsThisFrame != null)
{
base.SendCollisionUpdate(CollisionEventsThisFrame);
}
CollisionEventsThisFrame = new CollisionEventUpdate();
m_eventsubscription = 0;
}
}
public override bool SubscribedEvents()
{
return m_haseventsubscription;
}
private void changePhysicsStatus(bool NewStatus)
{
if (NewStatus != m_isPhysical)
{
if (NewStatus)
{
// Create avatar capsule and related ODE data
if ((Shell != IntPtr.Zero))
{
// a lost shell ?
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 " : ""));
AvatarGeomAndBodyDestroy();
}
AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z);
_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
AvatarGeomAndBodyDestroy();
}
m_isPhysical = NewStatus;
}
}
private void changeAdd()
{
changePhysicsStatus(true);
}
private void changeRemove()
{
changePhysicsStatus(false);
}
private void changeShape(PrimitiveBaseShape arg)
{
}
private void changeSize(Vector3 Size)
{
if (Size.IsFinite())
{
float caplen = Size.Z;
caplen = caplen * 1.15f - CAPSULE_RADIUS * 2.0f;
if (caplen != CAPSULE_LENGTH)
{
if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
{
AvatarGeomAndBodyDestroy();
float prevCapsule = CAPSULE_LENGTH;
CAPSULE_LENGTH = caplen;
AvatarGeomAndBodyCreation(_position.X, _position.Y,
_position.Z + (CAPSULE_LENGTH - prevCapsule) * 0.5f);
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 " : ""));
}
}
m_pidControllerActive = true;
}
else
{
m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
}
}
private void changePosition( Vector3 newPos)
{
if (Body != IntPtr.Zero)
d.BodySetPosition(Body, newPos.X, newPos.Y, newPos.Z);
_position = newPos;
}
private void changeOrientation(Quaternion newOri)
{
}
private void changeVelocity(Vector3 newVel)
{
m_pidControllerActive = true;
_target_velocity = newVel;
}
private void changeSetTorque(Vector3 newTorque)
{
}
private void changeAddForce(Vector3 newForce)
{
}
private void changeAddAngularForce(Vector3 arg)
{
}
private void changeAngularLock(Vector3 arg)
{
}
private void changeFloatOnWater(bool arg)
{
}
private void changeVolumedetetion(bool arg)
{
}
private void changeSelectedStatus(bool arg)
{
}
private void changeDisable(bool arg)
{
}
private void changeBuilding(bool arg)
{
}
private void changeForce(Vector3 newForce)
{
m_pidControllerActive = false;
if (Body != IntPtr.Zero)
{
if (newForce.X != 0f || newForce.Y != 0f || newForce.Z != 0)
d.BodyAddForce(Body, newForce.X, newForce.Y, newForce.Z);
}
}
// for now momentum is actually velocity
private void changeMomentum(Vector3 newmomentum)
{
_velocity = newmomentum;
_target_velocity = newmomentum;
m_pidControllerActive = true;
if (Body != IntPtr.Zero)
d.BodySetLinearVel(Body, newmomentum.X, newmomentum.Y, newmomentum.Z);
}
private void donullchange()
{
}
public bool DoAChange(changes what, object arg)
{
if (Shell == IntPtr.Zero && what != changes.Add && what != changes.Remove)
{
return false;
}
// nasty switch
switch (what)
{
case changes.Add:
changeAdd();
break;
case changes.Remove:
changeRemove();
break;
case changes.Position:
changePosition((Vector3)arg);
break;
case changes.Orientation:
changeOrientation((Quaternion)arg);
break;
case changes.PosOffset:
donullchange();
break;
case changes.OriOffset:
donullchange();
break;
case changes.Velocity:
changeVelocity((Vector3)arg);
break;
// case changes.Acceleration:
// changeacceleration((Vector3)arg);
// break;
// case changes.AngVelocity:
// changeangvelocity((Vector3)arg);
// break;
case changes.Force:
changeForce((Vector3)arg);
break;
case changes.Torque:
changeSetTorque((Vector3)arg);
break;
case changes.AddForce:
changeAddForce((Vector3)arg);
break;
case changes.AddAngForce:
changeAddAngularForce((Vector3)arg);
break;
case changes.AngLock:
changeAngularLock((Vector3)arg);
break;
case changes.Size:
changeSize((Vector3)arg);
break;
case changes.Momentum:
changeMomentum((Vector3)arg);
break;
/* not in use for now
case changes.Shape:
changeShape((PrimitiveBaseShape)arg);
break;
case changes.CollidesWater:
changeFloatOnWater((bool)arg);
break;
case changes.VolumeDtc:
changeVolumedetetion((bool)arg);
break;
case changes.Physical:
changePhysicsStatus((bool)arg);
break;
case changes.Selected:
changeSelectedStatus((bool)arg);
break;
case changes.disabled:
changeDisable((bool)arg);
break;
case changes.building:
changeBuilding((bool)arg);
break;
*/
case changes.Null:
donullchange();
break;
default:
donullchange();
break;
}
return false;
}
public void AddChange(changes what, object arg)
{
_parent_scene.AddChange((PhysicsActor)this, what, arg);
}
internal void AddCollisionFrameTime(int p)
{
// protect it from overflow crashing
if (m_eventsubscription + p >= int.MaxValue)
m_eventsubscription = 0;
m_eventsubscription += p;
}
}
}