/* * 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 Vector3 _velocity; private Vector3 _target_velocity; private Vector3 _acceleration; private Vector3 m_rotationalVelocity; private Vector3 m_size; private Vector3 m_collideNormal; private Quaternion m_orientation; private Quaternion m_orientation2D; private float m_mass = 80f; public float m_density = 60f; private bool m_pidControllerActive = true; const float basePID_D = 0.55f; // scaled for unit mass unit time (2200 /(50*80)) const float basePID_P = 0.225f; // scaled for unit mass unit time (900 /(50*80)) public float PID_D; public float PID_P; private float timeStep; private float invtimeStep; private float m_feetOffset = 0; private float feetOff = 0; private float boneOff = 0; private float AvaAvaSizeXsq = 0.3f; private float AvaAvaSizeYsq = 0.2f; 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 bool _zeroFlag = false; private 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 bool m_freemove = false; // 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; private IntPtr capsule = IntPtr.Zero; public IntPtr collider = IntPtr.Zero; public IntPtr Amotor = IntPtr.Zero; public d.Mass ShellMass; public int m_eventsubscription = 0; private int m_cureventsubscription = 0; private CollisionEventUpdate CollisionEventsThisFrame = null; private bool SentEmptyCollisionsEvent; // unique UUID of this character object public UUID m_uuid; public bool bad = false; float mu; public OdeCharacter(uint localID, String avName, OdeScene parent_scene, Vector3 pos, Vector3 pSize, float pfeetOffset, float density, float walk_divisor, float rundivisor) { m_uuid = UUID.Random(); m_localID = localID; timeStep = parent_scene.ODE_STEPSIZE; invtimeStep = 1 / timeStep; 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; m_size.X = pSize.X; m_size.Y = pSize.Y; m_size.Z = pSize.Z; if(m_size.X <0.01f) m_size.X = 0.01f; if(m_size.Y <0.01f) m_size.Y = 0.01f; if(m_size.Z <0.01f) m_size.Z = 0.01f; m_feetOffset = pfeetOffset; m_orientation = Quaternion.Identity; m_orientation2D = Quaternion.Identity; m_density = density; // force lower density for testing m_density = 3.0f; mu = parent_scene.AvatarFriction; walkDivisor = walk_divisor; runDivisor = rundivisor; m_mass = m_density * m_size.X * m_size.Y * m_size.Z; ; // sure we have a default PID_D = basePID_D * m_mass * invtimeStep; PID_P = basePID_P * m_mass * invtimeStep; m_isPhysical = false; // current status: no ODE information exists 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 { get { return m_localID; } set { m_localID = value; } } public override PhysicsActor ParentActor { get { return (PhysicsActor)this; } } 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 m_isPhysical; } 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 { 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 (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 { return m_size; } set { if (value.IsFinite()) { if(value.X <0.01f) value.X = 0.01f; if(value.Y <0.01f) value.Y = 0.01f; if(value.Z <0.01f) value.Z = 0.01f; AddChange(changes.Size, value); } else { m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character"); } } } public override void setAvatarSize(Vector3 size, float feetOffset) { if (size.IsFinite()) { if (size.X < 0.01f) size.X = 0.01f; if (size.Y < 0.01f) size.Y = 0.01f; if (size.Z < 0.01f) size.Z = 0.01f; strAvatarSize st = new strAvatarSize(); st.size = size; st.offset = feetOffset; AddChange(changes.AvatarSize, st); } else { m_log.Warn("[PHYSICS]: Got a NaN AvatarSize 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 { return m_mass; } } 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; } } 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 m_orientation; } set { // fakeori = value; // givefakeori++; value.Normalize(); AddChange(changes.Orientation, value); } } 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); } private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ) { // sizes one day should came from visual parameters float sx = m_size.X; float sy = m_size.Y; float sz = m_size.Z; float bot = -sz * 0.5f + m_feetOffset; boneOff = bot + 0.3f; float feetsz = sz * 0.45f; if (feetsz > 0.6f) feetsz = 0.6f; feetOff = bot + feetsz; AvaAvaSizeXsq = 0.4f * sx; AvaAvaSizeXsq *= AvaAvaSizeXsq; AvaAvaSizeYsq = 0.5f * sy; AvaAvaSizeYsq *= AvaAvaSizeYsq; _parent_scene.waitForSpaceUnlock(_parent_scene.CharsSpace); collider = d.HashSpaceCreate(_parent_scene.CharsSpace); d.HashSpaceSetLevels(collider, -4, 3); d.SpaceSetSublevel(collider, 3); d.SpaceSetCleanup(collider, false); d.GeomSetCategoryBits(collider, (uint)m_collisionCategories); d.GeomSetCollideBits(collider, (uint)m_collisionFlags); float r = m_size.X; if (m_size.Y > r) r = m_size.Y; float l = m_size.Z - r; r *= 0.5f; capsule = d.CreateCapsule(collider, r, l); m_mass = m_density * m_size.X * m_size.Y * m_size.Z; // update mass d.MassSetBoxTotal(out ShellMass, m_mass, m_size.X, m_size.Y, m_size.Z); PID_D = basePID_D * m_mass / _parent_scene.ODE_STEPSIZE; PID_P = basePID_P * m_mass / _parent_scene.ODE_STEPSIZE; Body = d.BodyCreate(_parent_scene.world); _zeroFlag = false; m_pidControllerActive = true; m_freemove = false; _velocity = Vector3.Zero; 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(capsule, 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, 5e8f); d.JointSetAMotorParam(Amotor, (int)dParam.FMax2, 5e8f); d.JointSetAMotorParam(Amotor, (int)dParam.FMax3, 5e8f); } /// /// 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 Geoms if (capsule != IntPtr.Zero) { _parent_scene.actor_name_map.Remove(capsule); _parent_scene.waitForSpaceUnlock(collider); d.GeomDestroy(capsule); capsule = IntPtr.Zero; } if (collider != IntPtr.Zero) { d.SpaceDestroy(collider); collider = IntPtr.Zero; } } //in place 2D rotation around Z assuming rot is normalised and is a rotation around Z public void RotateXYonZ(ref float x, ref float y, ref Quaternion rot) { float sin = 2.0f * rot.Z * rot.W; float cos = rot.W * rot.W - rot.Z * rot.Z; float tx = x; x = tx * cos - y * sin; y = tx * sin + y * cos; } public void RotateXYonZ(ref float x, ref float y, ref float sin, ref float cos) { float tx = x; x = tx * cos - y * sin; y = tx * sin + y * cos; } public void invRotateXYonZ(ref float x, ref float y, ref float sin, ref float cos) { float tx = x; x = tx * cos + y * sin; y = -tx * sin + y * cos; } public void invRotateXYonZ(ref float x, ref float y, ref Quaternion rot) { float sin = - 2.0f * rot.Z * rot.W; float cos = rot.W * rot.W - rot.Z * rot.Z; float tx = x; x = tx * cos - y * sin; y = tx * sin + y * cos; } public bool Collide(IntPtr me, IntPtr other, bool reverse, ref d.ContactGeom contact, ref d.ContactGeom altContact , ref bool useAltcontact, ref bool feetcollision) { feetcollision = false; useAltcontact = false; if (me == capsule) { Vector3 offset; float h = contact.pos.Z - _position.Z; offset.Z = h - feetOff; offset.X = contact.pos.X - _position.X; offset.Y = contact.pos.Y - _position.Y; d.GeomClassID gtype = d.GeomGetClass(other); if (gtype == d.GeomClassID.CapsuleClass) { Vector3 roff = offset * Quaternion.Inverse(m_orientation2D); float r = roff.X *roff.X / AvaAvaSizeXsq; r += (roff.Y * roff.Y) / AvaAvaSizeYsq; if (r > 1.0f) return false; float dp = 1.0f -(float)Math.Sqrt((double)r); if (dp > 0.05f) dp = 0.05f; contact.depth = dp; if (offset.Z < 0) { feetcollision = true; if (h < boneOff) { m_collideNormal.X = contact.normal.X; m_collideNormal.Y = contact.normal.Y; m_collideNormal.Z = contact.normal.Z; IsColliding = true; } } return true; } /* d.AABB aabb; d.GeomGetAABB(other,out aabb); float othertop = aabb.MaxZ - _position.Z; */ // if (offset.Z > 0 || othertop > -feetOff || contact.normal.Z > 0.35f) if (offset.Z > 0 || contact.normal.Z > 0.35f) { if (offset.Z <= 0) { feetcollision = true; if (h < boneOff) { m_collideNormal.X = contact.normal.X; m_collideNormal.Y = contact.normal.Y; m_collideNormal.Z = contact.normal.Z; IsColliding = true; } } /* if (contact.normal.Z < 0.2f) { contact.normal.Z = 0; float t = contact.normal.X * contact.normal.X + contact.normal.Y * contact.normal.Y; if (t > 0) { t = 1.0f / t; contact.normal.X *= t; contact.normal.Y *= t; } } */ return true; } altContact = contact; useAltcontact = true; offset.Z -= 0.2f; offset.Normalize(); if (contact.depth > 0.1f) contact.depth = 0.1f; if (reverse) { altContact.normal.X = offset.X; altContact.normal.Y = offset.Y; altContact.normal.Z = offset.Z; } else { altContact.normal.X = -offset.X; altContact.normal.Y = -offset.Y; altContact.normal.Z = -offset.Z; } feetcollision = true; if (h < boneOff) { m_collideNormal.X = contact.normal.X; m_collideNormal.Y = contact.normal.Y; m_collideNormal.Z = contact.normal.Z; IsColliding = true; } return true; } return false; } /// /// Called from Simulate /// This is the avatar's movement control + PID Controller /// /// public void Move(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 = m_orientation2D.W; qtmp.X = m_orientation2D.X; qtmp.Y = m_orientation2D.Y; qtmp.Z = m_orientation2D.Z; 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) { m_freemove = false; d.BodySetPosition(Body, localpos.X, localpos.Y, localpos.Z); } float breakfactor; Vector3 vec = Vector3.Zero; dtmp = d.BodyGetLinearVel(Body); Vector3 vel = new Vector3(dtmp.X, dtmp.Y, dtmp.Z); float velLengthSquared = vel.LengthSquared(); Vector3 ctz = _target_velocity; float movementdivisor = 1f; //Ubit change divisions into multiplications below if (!m_alwaysRun) movementdivisor = 1 / walkDivisor; else movementdivisor = 1 / runDivisor; ctz.X *= movementdivisor; ctz.Y *= movementdivisor; //****************************************** // colide with land d.AABB aabb; // d.GeomGetAABB(feetbox, out aabb); d.GeomGetAABB(capsule, out aabb); float chrminZ = aabb.MinZ; // move up a bit 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) { if (ctz.Z < 0) ctz.Z = 0; Vector3 n = _parent_scene.GetTerrainNormalAtXY(posch.X, posch.Y); float depth = terrainheight - chrminZ; vec.Z = depth * PID_P * 50; if (!flying) vec.Z += -vel.Z * PID_D; if (depth < 0.2f) { m_colliderGroundfilter++; if (m_colliderGroundfilter > 2) { m_iscolliding = true; m_colliderfilter = 2; if (m_colliderGroundfilter > 10) { m_colliderGroundfilter = 10; m_freemove = false; } m_collideNormal.X = n.X; m_collideNormal.Y = n.Y; m_collideNormal.Z = n.Z; m_iscollidingGround = true; ContactPoint contact = new ContactPoint(); contact.PenetrationDepth = depth; contact.Position.X = localpos.X; contact.Position.Y = localpos.Y; contact.Position.Z = terrainheight; contact.SurfaceNormal.X = -n.X; contact.SurfaceNormal.Y = -n.Y; contact.SurfaceNormal.Z = -n.Z; contact.RelativeSpeed = -vel.Z; contact.CharacterFeet = true; AddCollisionEvent(0, contact); // vec.Z *= 0.5f; } } else { m_colliderGroundfilter -= 5; if (m_colliderGroundfilter <= 0) { m_colliderGroundfilter = 0; m_iscollidingGround = false; } } } else { m_colliderGroundfilter -= 5; if (m_colliderGroundfilter <= 0) { m_colliderGroundfilter = 0; m_iscollidingGround = false; } } //****************************************** if (!m_iscolliding) m_collideNormal.Z = 0; bool tviszero = (ctz.X == 0.0f && ctz.Y == 0.0f && ctz.Z == 0.0f); if (!tviszero) { m_freemove = false; // movement relative to surface if moving on it // dont disturbe vertical movement, ie jumps if (m_iscolliding && !flying && ctz.Z == 0 && m_collideNormal.Z > 0.2f && m_collideNormal.Z < 0.94f) { float p = ctz.X * m_collideNormal.X + ctz.Y * m_collideNormal.Y; ctz.X *= (float)Math.Sqrt(1 - m_collideNormal.X * m_collideNormal.X); ctz.Y *= (float)Math.Sqrt(1 - m_collideNormal.Y * m_collideNormal.Y); ctz.Z -= p; if (ctz.Z < 0) ctz.Z *= 2; } } if (!m_freemove) { // if velocity is zero, use position control; otherwise, velocity control if (tviszero && m_iscolliding && !flying) { // 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 * 5); vec.Y = -vel.Y * PID_D + (_zeroPosition.Y - localpos.Y) * (PID_P * 5); 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) { // we are on a surface if (ctz.Z > 0f) { // moving up or JUMPING vec.Z += (ctz.Z - vel.Z) * PID_D; vec.X += (ctz.X - vel.X) * (PID_D); vec.Y += (ctz.Y - vel.Y) * (PID_D); } else { // we are moving down on a surface if (ctz.Z == 0) { if (vel.Z > 0) vec.Z -= vel.Z * PID_D; vec.X += (ctz.X - vel.X) * (PID_D); vec.Y += (ctz.Y - vel.Y) * (PID_D); } // intencionally going down else { if (ctz.Z < vel.Z) vec.Z += (ctz.Z - vel.Z) * PID_D; else { } if (Math.Abs(ctz.X) > Math.Abs(vel.X)) vec.X += (ctz.X - vel.X) * (PID_D); if (Math.Abs(ctz.Y) > Math.Abs(vel.Y)) vec.Y += (ctz.Y - vel.Y) * (PID_D); } } // We're standing on something } else { // We're flying and colliding with something vec.X += (ctz.X - vel.X) * (PID_D * 0.0625f); vec.Y += (ctz.Y - vel.Y) * (PID_D * 0.0625f); vec.Z += (ctz.Z - vel.Z) * (PID_D * 0.0625f); } } else // ie not colliding { if (flying) //(!m_iscolliding && flying) { // we're in mid air suspended vec.X += (ctz.X - vel.X) * (PID_D); vec.Y += (ctz.Y - vel.Y) * (PID_D); vec.Z += (ctz.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 += (ctz.X - vel.X) * PID_D * 0.833f; vec.Y += (ctz.Y - vel.Y) * PID_D * 0.833f; // hack for breaking on fall if (ctz.Z == -9999f) vec.Z += -vel.Z * PID_D - _parent_scene.gravityz * m_mass; } } } if (velLengthSquared > 2500.0f) // 50m/s apply breaks { breakfactor = 0.16f * m_mass; vec.X -= breakfactor * vel.X; vec.Y -= breakfactor * vel.Y; vec.Z -= breakfactor * vel.Z; } } else { breakfactor = m_mass; vec.X -= breakfactor * vel.X; vec.Y -= breakfactor * vel.Y; if (flying) vec.Z -= breakfactor * vel.Z; else vec.Z -= .5f* m_mass * vel.Z; } 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 (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; _position = localpos; if (_zeroFlag) { _velocity = Vector3.Zero; _acceleration = Vector3.Zero; m_rotationalVelocity = Vector3.Zero; } else { Vector3 a =_velocity; // previus velocity SetSmooth(ref _velocity, ref vel, 2); a = (_velocity - a) * invtimeStep; SetSmooth(ref _acceleration, ref a, 2); dtmp = d.BodyGetAngularVel(Body); m_rotationalVelocity.X = 0f; m_rotationalVelocity.Y = 0f; m_rotationalVelocity.Z = dtmp.Z; Math.Round(m_rotationalVelocity.Z,3); } } public void round(ref Vector3 v, int digits) { v.X = (float)Math.Round(v.X, digits); v.Y = (float)Math.Round(v.Y, digits); v.Z = (float)Math.Round(v.Z, digits); } public void SetSmooth(ref Vector3 dst, ref Vector3 value) { dst.X = 0.1f * dst.X + 0.9f * value.X; dst.Y = 0.1f * dst.Y + 0.9f * value.Y; dst.Z = 0.1f * dst.Z + 0.9f * value.Z; } public void SetSmooth(ref Vector3 dst, ref Vector3 value, int rounddigits) { dst.X = 0.4f * dst.X + 0.6f * value.X; dst.X = (float)Math.Round(dst.X, rounddigits); dst.Y = 0.4f * dst.Y + 0.6f * value.Y; dst.Y = (float)Math.Round(dst.Y, rounddigits); dst.Z = 0.4f * dst.Z + 0.6f * value.Z; dst.Z = (float)Math.Round(dst.Z, rounddigits); } /// /// 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_eventsubscription = ms; m_cureventsubscription = 0; if (CollisionEventsThisFrame == null) CollisionEventsThisFrame = new CollisionEventUpdate(); SentEmptyCollisionsEvent = false; } public override void UnSubscribeEvents() { if (CollisionEventsThisFrame != null) { lock (CollisionEventsThisFrame) { CollisionEventsThisFrame.Clear(); CollisionEventsThisFrame = null; } } m_eventsubscription = 0; } public override void AddCollisionEvent(uint CollidedWith, ContactPoint contact) { if (CollisionEventsThisFrame == null) CollisionEventsThisFrame = new CollisionEventUpdate(); lock (CollisionEventsThisFrame) { CollisionEventsThisFrame.AddCollider(CollidedWith, contact); _parent_scene.AddCollisionEventReporting(this); } } public void SendCollisions() { if (CollisionEventsThisFrame == null) return; lock (CollisionEventsThisFrame) { if (m_cureventsubscription < m_eventsubscription) return; m_cureventsubscription = 0; int ncolisions = CollisionEventsThisFrame.m_objCollisionList.Count; if (!SentEmptyCollisionsEvent || ncolisions > 0) { base.SendCollisionUpdate(CollisionEventsThisFrame); if (ncolisions == 0) { SentEmptyCollisionsEvent = true; _parent_scene.RemoveCollisionEventReporting(this); } else { SentEmptyCollisionsEvent = false; CollisionEventsThisFrame.Clear(); } } } } internal void AddCollisionFrameTime(int t) { // protect it from overflow crashing if (m_cureventsubscription < 50000) m_cureventsubscription += t; } public override bool SubscribedEvents() { if (m_eventsubscription > 0) return true; return false; } private void changePhysicsStatus(bool NewStatus) { if (NewStatus != m_isPhysical) { if (NewStatus) { AvatarGeomAndBodyDestroy(); AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z); _parent_scene.actor_name_map[collider] = (PhysicsActor)this; _parent_scene.actor_name_map[capsule] = (PhysicsActor)this; _parent_scene.AddCharacter(this); } else { _parent_scene.RemoveCollisionEventReporting(this); _parent_scene.RemoveCharacter(this); // destroy avatar capsule and related ODE data AvatarGeomAndBodyDestroy(); } m_freemove = false; m_isPhysical = NewStatus; } } private void changeAdd() { changePhysicsStatus(true); } private void changeRemove() { changePhysicsStatus(false); } private void changeShape(PrimitiveBaseShape arg) { } private void changeAvatarSize(strAvatarSize st) { m_feetOffset = st.offset; changeSize(st.size); } private void changeSize(Vector3 pSize) { if (pSize.IsFinite()) { // for now only look to Z changes since viewers also don't change X and Y if (pSize.Z != m_size.Z) { AvatarGeomAndBodyDestroy(); float oldsz = m_size.Z; m_size = pSize; AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z + (m_size.Z - oldsz) * 0.5f); Velocity = Vector3.Zero; _parent_scene.actor_name_map[collider] = (PhysicsActor)this; _parent_scene.actor_name_map[capsule] = (PhysicsActor)this; } m_freemove = false; 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; m_freemove = false; m_pidControllerActive = true; } private void changeOrientation(Quaternion newOri) { if (m_orientation != newOri) { m_orientation = newOri; // keep a copy for core use // but only use rotations around Z m_orientation2D.W = newOri.W; m_orientation2D.Z = newOri.Z; float t = m_orientation2D.W * m_orientation2D.W + m_orientation2D.Z * m_orientation2D.Z; if (t > 0) { t = 1.0f / (float)Math.Sqrt(t); m_orientation2D.W *= t; m_orientation2D.Z *= t; } else { m_orientation2D.W = 1.0f; m_orientation2D.Z = 0f; } m_orientation2D.Y = 0f; m_orientation2D.X = 0f; d.Quaternion myrot = new d.Quaternion(); myrot.X = m_orientation2D.X; myrot.Y = m_orientation2D.Y; myrot.Z = m_orientation2D.Z; myrot.W = m_orientation2D.W; d.BodySetQuaternion(Body, ref myrot); } } private void changeVelocity(Vector3 newVel) { m_pidControllerActive = true; m_freemove = false; _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 setFreeMove() { m_pidControllerActive = true; _zeroFlag = false; _target_velocity = Vector3.Zero; m_freemove = true; m_colliderfilter = -2; m_colliderObjectfilter = -2; m_colliderGroundfilter = -2; m_iscolliding = false; m_iscollidingGround = false; m_iscollidingObj = false; CollisionEventsThisFrame.Clear(); } private void changeForce(Vector3 newForce) { setFreeMove(); 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; setFreeMove(); if (Body != IntPtr.Zero) d.BodySetLinearVel(Body, newmomentum.X, newmomentum.Y, newmomentum.Z); } private void donullchange() { } public bool DoAChange(changes what, object arg) { if (collider == 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.AvatarSize: changeAvatarSize((strAvatarSize)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); } private struct strAvatarSize { public Vector3 size; public float offset; } } }