/* * 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; } } }