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authoronefang2019-05-19 21:24:15 +1000
committeronefang2019-05-19 21:24:15 +1000
commit5e4d6cab00cb29cd088ab7b62ab13aff103b64cb (patch)
treea9fbc62df9eb2d1d9ba2698d8552eae71eca20d8 /OpenSim/Region/PhysicsModules/ubOde/ODECharacter.cs
parentAdd a build script. (diff)
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Dump OpenSim 0.9.0.1 into it's own branch.
Diffstat (limited to 'OpenSim/Region/PhysicsModules/ubOde/ODECharacter.cs')
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diff --git a/OpenSim/Region/PhysicsModules/ubOde/ODECharacter.cs b/OpenSim/Region/PhysicsModules/ubOde/ODECharacter.cs
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1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28
29// Revision by Ubit 2011/12
30
31using System;
32using System.Collections.Generic;
33using System.Reflection;
34using OpenMetaverse;
35using OdeAPI;
36using OpenSim.Framework;
37using OpenSim.Region.PhysicsModules.SharedBase;
38using log4net;
39
40namespace OpenSim.Region.PhysicsModule.ubOde
41{
42 /// <summary>
43 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
44 /// </summary>
45
46 public enum dParam : int
47 {
48 LowStop = 0,
49 HiStop = 1,
50 Vel = 2,
51 FMax = 3,
52 FudgeFactor = 4,
53 Bounce = 5,
54 CFM = 6,
55 StopERP = 7,
56 StopCFM = 8,
57 LoStop2 = 256,
58 HiStop2 = 257,
59 Vel2 = 258,
60 FMax2 = 259,
61 StopERP2 = 7 + 256,
62 StopCFM2 = 8 + 256,
63 LoStop3 = 512,
64 HiStop3 = 513,
65 Vel3 = 514,
66 FMax3 = 515,
67 StopERP3 = 7 + 512,
68 StopCFM3 = 8 + 512
69 }
70
71 public class OdeCharacter : PhysicsActor
72 {
73 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
74
75 private Vector3 _position;
76 private Vector3 _zeroPosition;
77 private Vector3 _velocity;
78 private Vector3 _target_velocity;
79 private Vector3 _acceleration;
80 private Vector3 m_rotationalVelocity;
81 private Vector3 m_size;
82 private Vector3 m_collideNormal;
83 private Vector3 m_lastFallVel;
84 private Quaternion m_orientation;
85 private Quaternion m_orientation2D;
86 private float m_mass = 80f;
87 public float m_density = 60f;
88 private bool m_pidControllerActive = true;
89
90 const float basePID_D = 0.55f; // scaled for unit mass unit time (2200 /(50*80))
91 const float basePID_P = 0.225f; // scaled for unit mass unit time (900 /(50*80))
92 public float PID_D;
93 public float PID_P;
94
95 private float timeStep;
96 private float invtimeStep;
97
98 private float m_feetOffset = 0;
99 private float feetOff = 0;
100 private float boneOff = 0;
101 private float AvaAvaSizeXsq = 0.3f;
102 private float AvaAvaSizeYsq = 0.2f;
103
104 public float walkDivisor = 1.3f;
105 public float runDivisor = 0.8f;
106 private bool m_flying = false;
107 private bool m_iscolliding = false;
108 private bool m_iscollidingGround = false;
109 private bool m_iscollidingObj = false;
110 private bool m_alwaysRun = false;
111
112 private bool _zeroFlag = false;
113 private bool m_haveLastFallVel = false;
114
115 private uint m_localID = 0;
116 public bool m_returnCollisions = false;
117 // taints and their non-tainted counterparts
118 public bool m_isPhysical = false; // the current physical status
119 public float MinimumGroundFlightOffset = 3f;
120
121 private float m_buoyancy = 0f;
122
123 private bool m_freemove = false;
124
125// private string m_name = String.Empty;
126 // other filter control
127 int m_colliderfilter = 0;
128 int m_colliderGroundfilter = 0;
129 int m_colliderObjectfilter = 0;
130
131 // Default we're a Character
132 private CollisionCategories m_collisionCategories = (CollisionCategories.Character);
133
134 // Default, Collide with Other Geometries, spaces, bodies and characters.
135 private CollisionCategories m_collisionFlags = (CollisionCategories.Character
136 | CollisionCategories.Geom
137 | CollisionCategories.VolumeDtc
138 );
139 // we do land collisions not ode | CollisionCategories.Land);
140 public IntPtr Body = IntPtr.Zero;
141 private ODEScene m_parent_scene;
142 private IntPtr capsule = IntPtr.Zero;
143 public IntPtr collider = IntPtr.Zero;
144
145 public IntPtr Amotor = IntPtr.Zero;
146
147 public d.Mass ShellMass;
148
149 public int m_eventsubscription = 0;
150 private int m_cureventsubscription = 0;
151 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
152 private bool SentEmptyCollisionsEvent;
153
154 // unique UUID of this character object
155 public UUID m_uuid;
156 public bool bad = false;
157
158 float mu;
159
160 // HoverHeight control
161 private float m_PIDHoverHeight;
162 private float m_PIDHoverTau;
163 private bool m_useHoverPID;
164 private PIDHoverType m_PIDHoverType;
165 private float m_targetHoverHeight;
166
167
168 public OdeCharacter(uint localID, String avName, ODEScene parent_scene, Vector3 pos, Vector3 pSize, float pfeetOffset, float density, float walk_divisor, float rundivisor)
169 {
170 m_uuid = UUID.Random();
171 m_localID = localID;
172 m_parent_scene = parent_scene;
173
174 timeStep = parent_scene.ODE_STEPSIZE;
175 invtimeStep = 1 / timeStep;
176
177 if (pos.IsFinite())
178 {
179 if (pos.Z > 99999f)
180 {
181 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
182 }
183 if (pos.Z < -100f) // shouldn't this be 0 ?
184 {
185 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
186 }
187 _position = pos;
188 }
189 else
190 {
191 _position = new Vector3(((float)m_parent_scene.WorldExtents.X * 0.5f), ((float)m_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
192 m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
193 }
194
195 m_size.X = pSize.X;
196 m_size.Y = pSize.Y;
197 m_size.Z = pSize.Z;
198
199 if(m_size.X <0.01f)
200 m_size.X = 0.01f;
201 if(m_size.Y <0.01f)
202 m_size.Y = 0.01f;
203 if(m_size.Z <0.01f)
204 m_size.Z = 0.01f;
205
206 m_feetOffset = pfeetOffset;
207 m_orientation = Quaternion.Identity;
208 m_orientation2D = Quaternion.Identity;
209 m_density = density;
210
211 // force lower density for testing
212 m_density = 3.0f;
213
214 mu = m_parent_scene.AvatarFriction;
215
216 walkDivisor = walk_divisor;
217 runDivisor = rundivisor;
218
219 m_mass = m_density * m_size.X * m_size.Y * m_size.Z; ; // sure we have a default
220
221 PID_D = basePID_D * m_mass * invtimeStep;
222 PID_P = basePID_P * m_mass * invtimeStep;
223
224 m_isPhysical = false; // current status: no ODE information exists
225
226 Name = avName;
227
228 AddChange(changes.Add, null);
229 }
230
231 public override int PhysicsActorType
232 {
233 get { return (int)ActorTypes.Agent; }
234 set { return; }
235 }
236
237 public override void getContactData(ref ContactData cdata)
238 {
239 cdata.mu = mu;
240 cdata.bounce = 0;
241 cdata.softcolide = false;
242 }
243
244 public override bool Building { get; set; }
245
246 /// <summary>
247 /// If this is set, the avatar will move faster
248 /// </summary>
249 public override bool SetAlwaysRun
250 {
251 get { return m_alwaysRun; }
252 set { m_alwaysRun = value; }
253 }
254
255 public override uint LocalID
256 {
257 get { return m_localID; }
258 set { m_localID = value; }
259 }
260
261 public override PhysicsActor ParentActor
262 {
263 get { return (PhysicsActor)this; }
264 }
265
266 public override bool Grabbed
267 {
268 set { return; }
269 }
270
271 public override bool Selected
272 {
273 set { return; }
274 }
275
276 public override float Buoyancy
277 {
278 get { return m_buoyancy; }
279 set { m_buoyancy = value; }
280 }
281
282 public override bool FloatOnWater
283 {
284 set { return; }
285 }
286
287 public override bool IsPhysical
288 {
289 get { return m_isPhysical; }
290 set { return; }
291 }
292
293 public override bool ThrottleUpdates
294 {
295 get { return false; }
296 set { return; }
297 }
298
299 public override bool Flying
300 {
301 get { return m_flying; }
302 set
303 {
304 m_flying = value;
305// m_log.DebugFormat("[PHYSICS]: Set OdeCharacter Flying to {0}", flying);
306 }
307 }
308
309 /// <summary>
310 /// Returns if the avatar is colliding in general.
311 /// This includes the ground and objects and avatar.
312 /// </summary>
313 public override bool IsColliding
314 {
315 get { return (m_iscolliding || m_iscollidingGround); }
316 set
317 {
318 if (value)
319 {
320 m_colliderfilter += 3;
321 if (m_colliderfilter > 3)
322 m_colliderfilter = 3;
323 }
324 else
325 {
326 m_colliderfilter--;
327 if (m_colliderfilter < 0)
328 m_colliderfilter = 0;
329 }
330
331 if (m_colliderfilter == 0)
332 m_iscolliding = false;
333 else
334 {
335 m_pidControllerActive = true;
336 m_iscolliding = true;
337 m_freemove = false;
338 }
339 }
340 }
341
342 /// <summary>
343 /// Returns if an avatar is colliding with the ground
344 /// </summary>
345 public override bool CollidingGround
346 {
347 get { return m_iscollidingGround; }
348 set
349 {
350/* we now control this
351 if (value)
352 {
353 m_colliderGroundfilter += 2;
354 if (m_colliderGroundfilter > 2)
355 m_colliderGroundfilter = 2;
356 }
357 else
358 {
359 m_colliderGroundfilter--;
360 if (m_colliderGroundfilter < 0)
361 m_colliderGroundfilter = 0;
362 }
363
364 if (m_colliderGroundfilter == 0)
365 m_iscollidingGround = false;
366 else
367 m_iscollidingGround = true;
368 */
369 }
370
371 }
372
373 /// <summary>
374 /// Returns if the avatar is colliding with an object
375 /// </summary>
376 public override bool CollidingObj
377 {
378 get { return m_iscollidingObj; }
379 set
380 {
381 // Ubit filter this also
382 if (value)
383 {
384 m_colliderObjectfilter += 2;
385 if (m_colliderObjectfilter > 2)
386 m_colliderObjectfilter = 2;
387 }
388 else
389 {
390 m_colliderObjectfilter--;
391 if (m_colliderObjectfilter < 0)
392 m_colliderObjectfilter = 0;
393 }
394
395 if (m_colliderObjectfilter == 0)
396 m_iscollidingObj = false;
397 else
398 m_iscollidingObj = true;
399
400// m_iscollidingObj = value;
401
402 if (m_iscollidingObj)
403 m_pidControllerActive = false;
404 else
405 m_pidControllerActive = true;
406 }
407 }
408
409 /// <summary>
410 /// turn the PID controller on or off.
411 /// The PID Controller will turn on all by itself in many situations
412 /// </summary>
413 /// <param name="status"></param>
414 public void SetPidStatus(bool status)
415 {
416 m_pidControllerActive = status;
417 }
418
419 public override bool Stopped
420 {
421 get { return _zeroFlag; }
422 }
423
424 /// <summary>
425 /// This 'puts' an avatar somewhere in the physics space.
426 /// Not really a good choice unless you 'know' it's a good
427 /// spot otherwise you're likely to orbit the avatar.
428 /// </summary>
429 public override Vector3 Position
430 {
431 get { return _position; }
432 set
433 {
434 if (value.IsFinite())
435 {
436 if (value.Z > 9999999f)
437 {
438 value.Z = m_parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
439 }
440 if (value.Z < -100f)
441 {
442 value.Z = m_parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
443 }
444 AddChange(changes.Position, value);
445 }
446 else
447 {
448 m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
449 }
450 }
451 }
452
453 public override Vector3 RotationalVelocity
454 {
455 get { return m_rotationalVelocity; }
456 set { m_rotationalVelocity = value; }
457 }
458
459 /// <summary>
460 /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
461 /// and use it to offset landings properly
462 /// </summary>
463 public override Vector3 Size
464 {
465 get
466 {
467 return m_size;
468 }
469 set
470 {
471 if (value.IsFinite())
472 {
473 if(value.X <0.01f)
474 value.X = 0.01f;
475 if(value.Y <0.01f)
476 value.Y = 0.01f;
477 if(value.Z <0.01f)
478 value.Z = 0.01f;
479
480 AddChange(changes.Size, value);
481 }
482 else
483 {
484 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
485 }
486 }
487 }
488
489 public override void setAvatarSize(Vector3 size, float feetOffset)
490 {
491 if (size.IsFinite())
492 {
493 if (size.X < 0.01f)
494 size.X = 0.01f;
495 if (size.Y < 0.01f)
496 size.Y = 0.01f;
497 if (size.Z < 0.01f)
498 size.Z = 0.01f;
499
500 strAvatarSize st = new strAvatarSize();
501 st.size = size;
502 st.offset = feetOffset;
503 AddChange(changes.AvatarSize, st);
504 }
505 else
506 {
507 m_log.Warn("[PHYSICS]: Got a NaN AvatarSize from Scene on a Character");
508 }
509
510 }
511 /// <summary>
512 /// This creates the Avatar's physical Surrogate at the position supplied
513 /// </summary>
514 /// <param name="npositionX"></param>
515 /// <param name="npositionY"></param>
516 /// <param name="npositionZ"></param>
517
518 //
519 /// <summary>
520 /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
521 /// This may be used in calculations in the scene/scenepresence
522 /// </summary>
523 public override float Mass
524 {
525 get
526 {
527 return m_mass;
528 }
529 }
530 public override void link(PhysicsActor obj)
531 {
532
533 }
534
535 public override void delink()
536 {
537
538 }
539
540 public override void LockAngularMotion(byte axislocks)
541 {
542
543 }
544
545
546 public override Vector3 Force
547 {
548 get { return _target_velocity; }
549 set { return; }
550 }
551
552 public override int VehicleType
553 {
554 get { return 0; }
555 set { return; }
556 }
557
558 public override void VehicleFloatParam(int param, float value)
559 {
560
561 }
562
563 public override void VehicleVectorParam(int param, Vector3 value)
564 {
565
566 }
567
568 public override void VehicleRotationParam(int param, Quaternion rotation)
569 {
570
571 }
572
573 public override void VehicleFlags(int param, bool remove)
574 {
575
576 }
577
578 public override void SetVolumeDetect(int param)
579 {
580
581 }
582
583 public override Vector3 CenterOfMass
584 {
585 get
586 {
587 Vector3 pos = _position;
588 return pos;
589 }
590 }
591
592 public override Vector3 GeometricCenter
593 {
594 get
595 {
596 Vector3 pos = _position;
597 return pos;
598 }
599 }
600
601 public override PrimitiveBaseShape Shape
602 {
603 set { return; }
604 }
605
606 public override Vector3 rootVelocity
607 {
608 get
609 {
610 return _velocity;
611 }
612 }
613
614 public override Vector3 Velocity
615 {
616 get
617 {
618 return _velocity;
619 }
620 set
621 {
622 if (value.IsFinite())
623 {
624 AddChange(changes.Velocity, value);
625 }
626 else
627 {
628 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
629 }
630 }
631 }
632
633 public override Vector3 TargetVelocity
634 {
635 get
636 {
637 return m_targetVelocity;
638 }
639 set
640 {
641 if (value.IsFinite())
642 {
643 AddChange(changes.TargetVelocity, value);
644 }
645 else
646 {
647 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
648 }
649 }
650 }
651
652 public override Vector3 Torque
653 {
654 get { return Vector3.Zero; }
655 set { return; }
656 }
657
658 public override float CollisionScore
659 {
660 get { return 0f; }
661 set { }
662 }
663
664 public override bool Kinematic
665 {
666 get { return false; }
667 set { }
668 }
669
670 public override Quaternion Orientation
671 {
672 get { return m_orientation; }
673 set
674 {
675// fakeori = value;
676// givefakeori++;
677 value.Normalize();
678 AddChange(changes.Orientation, value);
679 }
680 }
681
682 public override Vector3 Acceleration
683 {
684 get { return _acceleration; }
685 set { }
686 }
687
688 public void SetAcceleration(Vector3 accel)
689 {
690 m_pidControllerActive = true;
691 _acceleration = accel;
692 }
693
694 /// <summary>
695 /// Adds the force supplied to the Target Velocity
696 /// The PID controller takes this target velocity and tries to make it a reality
697 /// </summary>
698 /// <param name="force"></param>
699 public override void AddForce(Vector3 force, bool pushforce)
700 {
701 if (force.IsFinite())
702 {
703 if (pushforce)
704 {
705 AddChange(changes.Force, force * m_density / (m_parent_scene.ODE_STEPSIZE * 28f));
706 }
707 else
708 {
709 AddChange(changes.TargetVelocity, force);
710 }
711 }
712 else
713 {
714 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
715 }
716 //m_lastUpdateSent = false;
717 }
718
719 public override void AddAngularForce(Vector3 force, bool pushforce)
720 {
721
722 }
723
724 public override void SetMomentum(Vector3 momentum)
725 {
726 if (momentum.IsFinite())
727 AddChange(changes.Momentum, momentum);
728 }
729
730
731 private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ)
732 {
733 // sizes one day should came from visual parameters
734 float sx = m_size.X;
735 float sy = m_size.Y;
736 float sz = m_size.Z;
737
738 float bot = -sz * 0.5f + m_feetOffset;
739 boneOff = bot + 0.3f;
740
741 float feetsz = sz * 0.45f;
742 if (feetsz > 0.6f)
743 feetsz = 0.6f;
744
745 feetOff = bot + feetsz;
746
747 AvaAvaSizeXsq = 0.4f * sx;
748 AvaAvaSizeXsq *= AvaAvaSizeXsq;
749 AvaAvaSizeYsq = 0.5f * sy;
750 AvaAvaSizeYsq *= AvaAvaSizeYsq;
751
752 m_parent_scene.waitForSpaceUnlock(m_parent_scene.CharsSpace);
753
754 collider = d.HashSpaceCreate(m_parent_scene.CharsSpace);
755 d.HashSpaceSetLevels(collider, -4, 3);
756 d.SpaceSetSublevel(collider, 3);
757 d.SpaceSetCleanup(collider, false);
758 d.GeomSetCategoryBits(collider, (uint)m_collisionCategories);
759 d.GeomSetCollideBits(collider, (uint)m_collisionFlags);
760
761 float r = m_size.X;
762 if (m_size.Y > r)
763 r = m_size.Y;
764 float l = m_size.Z - r;
765 r *= 0.5f;
766
767 capsule = d.CreateCapsule(collider, r, l);
768
769 m_mass = m_density * m_size.X * m_size.Y * m_size.Z; // update mass
770
771 d.MassSetBoxTotal(out ShellMass, m_mass, m_size.X, m_size.Y, m_size.Z);
772
773 PID_D = basePID_D * m_mass / m_parent_scene.ODE_STEPSIZE;
774 PID_P = basePID_P * m_mass / m_parent_scene.ODE_STEPSIZE;
775
776 Body = d.BodyCreate(m_parent_scene.world);
777
778 _zeroFlag = false;
779 m_pidControllerActive = true;
780 m_freemove = false;
781
782 _velocity = Vector3.Zero;
783
784 d.BodySetAutoDisableFlag(Body, false);
785 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
786
787 _position.X = npositionX;
788 _position.Y = npositionY;
789 _position.Z = npositionZ;
790
791 d.BodySetMass(Body, ref ShellMass);
792 d.GeomSetBody(capsule, Body);
793
794 // The purpose of the AMotor here is to keep the avatar's physical
795 // surrogate from rotating while moving
796 Amotor = d.JointCreateAMotor(m_parent_scene.world, IntPtr.Zero);
797 d.JointAttach(Amotor, Body, IntPtr.Zero);
798
799 d.JointSetAMotorMode(Amotor, 0);
800 d.JointSetAMotorNumAxes(Amotor, 3);
801 d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
802 d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
803 d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
804
805 d.JointSetAMotorAngle(Amotor, 0, 0);
806 d.JointSetAMotorAngle(Amotor, 1, 0);
807 d.JointSetAMotorAngle(Amotor, 2, 0);
808
809 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f); // make it HARD
810 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
811 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
812 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP, 0.8f);
813 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP2, 0.8f);
814 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP3, 0.8f);
815
816 // These lowstops and high stops are effectively (no wiggle room)
817 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -1e-5f);
818 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 1e-5f);
819 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -1e-5f);
820 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 1e-5f);
821 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -1e-5f);
822 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 1e-5f);
823
824 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
825 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel2, 0);
826 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel3, 0);
827
828 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, 5e8f);
829 d.JointSetAMotorParam(Amotor, (int)dParam.FMax2, 5e8f);
830 d.JointSetAMotorParam(Amotor, (int)dParam.FMax3, 5e8f);
831 }
832
833 /// <summary>
834 /// Destroys the avatar body and geom
835
836 private void AvatarGeomAndBodyDestroy()
837 {
838 // Kill the Amotor
839 if (Amotor != IntPtr.Zero)
840 {
841 d.JointDestroy(Amotor);
842 Amotor = IntPtr.Zero;
843 }
844
845 if (Body != IntPtr.Zero)
846 {
847 //kill the body
848 d.BodyDestroy(Body);
849 Body = IntPtr.Zero;
850 }
851
852 //kill the Geoms
853 if (capsule != IntPtr.Zero)
854 {
855 m_parent_scene.actor_name_map.Remove(capsule);
856 m_parent_scene.waitForSpaceUnlock(collider);
857 d.GeomDestroy(capsule);
858 capsule = IntPtr.Zero;
859 }
860
861 if (collider != IntPtr.Zero)
862 {
863 d.SpaceDestroy(collider);
864 collider = IntPtr.Zero;
865 }
866
867 }
868
869 //in place 2D rotation around Z assuming rot is normalised and is a rotation around Z
870 public void RotateXYonZ(ref float x, ref float y, ref Quaternion rot)
871 {
872 float sin = 2.0f * rot.Z * rot.W;
873 float cos = rot.W * rot.W - rot.Z * rot.Z;
874 float tx = x;
875
876 x = tx * cos - y * sin;
877 y = tx * sin + y * cos;
878 }
879 public void RotateXYonZ(ref float x, ref float y, ref float sin, ref float cos)
880 {
881 float tx = x;
882 x = tx * cos - y * sin;
883 y = tx * sin + y * cos;
884 }
885 public void invRotateXYonZ(ref float x, ref float y, ref float sin, ref float cos)
886 {
887 float tx = x;
888 x = tx * cos + y * sin;
889 y = -tx * sin + y * cos;
890 }
891
892 public void invRotateXYonZ(ref float x, ref float y, ref Quaternion rot)
893 {
894 float sin = - 2.0f * rot.Z * rot.W;
895 float cos = rot.W * rot.W - rot.Z * rot.Z;
896 float tx = x;
897
898 x = tx * cos - y * sin;
899 y = tx * sin + y * cos;
900 }
901
902 public bool Collide(IntPtr me, IntPtr other, bool reverse, ref d.ContactGeom contact,
903 ref d.ContactGeom altContact , ref bool useAltcontact, ref bool feetcollision)
904 {
905 feetcollision = false;
906 useAltcontact = false;
907
908 if (me == capsule)
909 {
910 Vector3 offset;
911
912 float h = contact.pos.Z - _position.Z;
913 offset.Z = h - feetOff;
914
915 offset.X = contact.pos.X - _position.X;
916 offset.Y = contact.pos.Y - _position.Y;
917
918 d.GeomClassID gtype = d.GeomGetClass(other);
919 if (gtype == d.GeomClassID.CapsuleClass)
920 {
921 Vector3 roff = offset * Quaternion.Inverse(m_orientation2D);
922 float r = roff.X *roff.X / AvaAvaSizeXsq;
923 r += (roff.Y * roff.Y) / AvaAvaSizeYsq;
924 if (r > 1.0f)
925 return false;
926
927 float dp = 1.0f -(float)Math.Sqrt((double)r);
928 if (dp > 0.05f)
929 dp = 0.05f;
930
931 contact.depth = dp;
932
933 if (offset.Z < 0)
934 {
935 feetcollision = true;
936 if (h < boneOff)
937 {
938 m_collideNormal.X = contact.normal.X;
939 m_collideNormal.Y = contact.normal.Y;
940 m_collideNormal.Z = contact.normal.Z;
941 IsColliding = true;
942 }
943 }
944 return true;
945 }
946
947 if (gtype == d.GeomClassID.SphereClass && d.GeomGetBody(other) != IntPtr.Zero)
948 {
949 if(d.GeomSphereGetRadius(other) < 0.5)
950 return true;
951 }
952
953 if (offset.Z > 0 || contact.normal.Z > 0.35f)
954 {
955 if (offset.Z <= 0)
956 {
957 feetcollision = true;
958 if (h < boneOff)
959 {
960 m_collideNormal.X = contact.normal.X;
961 m_collideNormal.Y = contact.normal.Y;
962 m_collideNormal.Z = contact.normal.Z;
963 IsColliding = true;
964 }
965 }
966 return true;
967 }
968
969 if(m_flying)
970 return true;
971
972 feetcollision = true;
973 if (h < boneOff)
974 {
975 m_collideNormal.X = contact.normal.X;
976 m_collideNormal.Y = contact.normal.Y;
977 m_collideNormal.Z = contact.normal.Z;
978 IsColliding = true;
979 }
980
981 altContact = contact;
982 useAltcontact = true;
983
984 offset.Z -= 0.2f;
985
986 offset.Normalize();
987
988 float tdp = contact.depth;
989 float t = offset.X;
990 t = Math.Abs(t);
991 if(t > 1e-6)
992 {
993 tdp /= t;
994 tdp *= contact.normal.X;
995 }
996 else
997 tdp *= 10;
998
999 if (tdp > 0.25f)
1000 tdp = 0.25f;
1001
1002 altContact.depth = tdp;
1003
1004 if (reverse)
1005 {
1006 altContact.normal.X = offset.X;
1007 altContact.normal.Y = offset.Y;
1008 altContact.normal.Z = offset.Z;
1009 }
1010 else
1011 {
1012 altContact.normal.X = -offset.X;
1013 altContact.normal.Y = -offset.Y;
1014 altContact.normal.Z = -offset.Z;
1015 }
1016 return true;
1017 }
1018 return false;
1019 }
1020
1021 /// <summary>
1022 /// Called from Simulate
1023 /// This is the avatar's movement control + PID Controller
1024 /// </summary>
1025 /// <param name="timeStep"></param>
1026 public void Move(List<OdeCharacter> defects)
1027 {
1028 if (Body == IntPtr.Zero)
1029 return;
1030
1031 d.Vector3 dtmp = d.BodyGetPosition(Body);
1032 Vector3 localpos = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
1033
1034 // the Amotor still lets avatar rotation to drift during colisions
1035 // so force it back to identity
1036
1037 d.Quaternion qtmp;
1038 qtmp.W = m_orientation2D.W;
1039 qtmp.X = m_orientation2D.X;
1040 qtmp.Y = m_orientation2D.Y;
1041 qtmp.Z = m_orientation2D.Z;
1042 d.BodySetQuaternion(Body, ref qtmp);
1043
1044 if (m_pidControllerActive == false)
1045 {
1046 _zeroPosition = localpos;
1047 }
1048
1049 if (!localpos.IsFinite())
1050 {
1051 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1052 defects.Add(this);
1053 // _parent_scene.RemoveCharacter(this);
1054
1055 // destroy avatar capsule and related ODE data
1056 AvatarGeomAndBodyDestroy();
1057 return;
1058 }
1059
1060 // check outbounds forcing to be in world
1061 bool fixbody = false;
1062 if (localpos.X < 0.0f)
1063 {
1064 fixbody = true;
1065 localpos.X = 0.1f;
1066 }
1067 else if (localpos.X > m_parent_scene.WorldExtents.X - 0.1f)
1068 {
1069 fixbody = true;
1070 localpos.X = m_parent_scene.WorldExtents.X - 0.1f;
1071 }
1072 if (localpos.Y < 0.0f)
1073 {
1074 fixbody = true;
1075 localpos.Y = 0.1f;
1076 }
1077 else if (localpos.Y > m_parent_scene.WorldExtents.Y - 0.1)
1078 {
1079 fixbody = true;
1080 localpos.Y = m_parent_scene.WorldExtents.Y - 0.1f;
1081 }
1082 if (fixbody)
1083 {
1084 m_freemove = false;
1085 d.BodySetPosition(Body, localpos.X, localpos.Y, localpos.Z);
1086 }
1087
1088 float breakfactor;
1089
1090 Vector3 vec = Vector3.Zero;
1091 dtmp = d.BodyGetLinearVel(Body);
1092 Vector3 vel = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
1093 float velLengthSquared = vel.LengthSquared();
1094
1095 Vector3 ctz = _target_velocity;
1096
1097 float movementdivisor = 1f;
1098 //Ubit change divisions into multiplications below
1099 if (!m_alwaysRun)
1100 movementdivisor = 1 / walkDivisor;
1101 else
1102 movementdivisor = 1 / runDivisor;
1103
1104 ctz.X *= movementdivisor;
1105 ctz.Y *= movementdivisor;
1106
1107 //******************************************
1108 // colide with land
1109
1110 d.AABB aabb;
1111// d.GeomGetAABB(feetbox, out aabb);
1112 d.GeomGetAABB(capsule, out aabb);
1113 float chrminZ = aabb.MinZ; // move up a bit
1114 Vector3 posch = localpos;
1115
1116 float ftmp;
1117
1118 if (m_flying)
1119 {
1120 ftmp = timeStep;
1121 posch.X += vel.X * ftmp;
1122 posch.Y += vel.Y * ftmp;
1123 }
1124
1125 float terrainheight = m_parent_scene.GetTerrainHeightAtXY(posch.X, posch.Y);
1126 if (chrminZ < terrainheight)
1127 {
1128 if (ctz.Z < 0)
1129 ctz.Z = 0;
1130
1131 if(!m_haveLastFallVel)
1132 {
1133 m_lastFallVel = vel;
1134 m_haveLastFallVel = true;
1135 }
1136
1137 Vector3 n = m_parent_scene.GetTerrainNormalAtXY(posch.X, posch.Y);
1138 float depth = terrainheight - chrminZ;
1139
1140 vec.Z = depth * PID_P * 50;
1141
1142 if (!m_flying)
1143 {
1144 vec.Z += -vel.Z * PID_D;
1145 if(n.Z < 0.4f)
1146 {
1147 vec.X = depth * PID_P * 50 - vel.X * PID_D;
1148 vec.X *= n.X;
1149 vec.Y = depth * PID_P * 50 - vel.Y * PID_D;
1150 vec.Y *= n.Y;
1151 vec.Z *= n.Z;
1152 if(n.Z < 0.1f)
1153 {
1154 // cancel the slope pose
1155 n.X = 0f;
1156 n.Y = 0f;
1157 n.Z = 1.0f;
1158 }
1159 }
1160 }
1161
1162 if (depth < 0.2f)
1163 {
1164 m_colliderGroundfilter++;
1165 if (m_colliderGroundfilter > 2)
1166 {
1167 m_iscolliding = true;
1168 m_colliderfilter = 2;
1169
1170 if (m_colliderGroundfilter > 10)
1171 {
1172 m_colliderGroundfilter = 10;
1173 m_freemove = false;
1174 }
1175
1176 m_collideNormal.X = n.X;
1177 m_collideNormal.Y = n.Y;
1178 m_collideNormal.Z = n.Z;
1179
1180 m_iscollidingGround = true;
1181
1182 ContactPoint contact = new ContactPoint();
1183 contact.PenetrationDepth = depth;
1184 contact.Position.X = localpos.X;
1185 contact.Position.Y = localpos.Y;
1186 contact.Position.Z = terrainheight;
1187 contact.SurfaceNormal.X = -n.X;
1188 contact.SurfaceNormal.Y = -n.Y;
1189 contact.SurfaceNormal.Z = -n.Z;
1190 contact.RelativeSpeed = Vector3.Dot(m_lastFallVel, n);
1191 contact.CharacterFeet = true;
1192 AddCollisionEvent(0, contact);
1193 m_lastFallVel = vel;
1194
1195// vec.Z *= 0.5f;
1196 }
1197 }
1198
1199 else
1200 {
1201 m_colliderGroundfilter -= 5;
1202 if (m_colliderGroundfilter <= 0)
1203 {
1204 m_colliderGroundfilter = 0;
1205 m_iscollidingGround = false;
1206 }
1207 }
1208 }
1209 else
1210 {
1211 m_haveLastFallVel = false;
1212 m_colliderGroundfilter -= 5;
1213 if (m_colliderGroundfilter <= 0)
1214 {
1215 m_colliderGroundfilter = 0;
1216 m_iscollidingGround = false;
1217 }
1218 }
1219
1220 bool hoverPIDActive = false;
1221
1222 if (m_useHoverPID && m_PIDHoverTau != 0 && m_PIDHoverHeight != 0)
1223 {
1224 hoverPIDActive = true;
1225
1226 switch (m_PIDHoverType)
1227 {
1228 case PIDHoverType.Ground:
1229 m_targetHoverHeight = terrainheight + m_PIDHoverHeight;
1230 break;
1231
1232 case PIDHoverType.GroundAndWater:
1233 float waterHeight = m_parent_scene.GetWaterLevel();
1234 if (terrainheight > waterHeight)
1235 m_targetHoverHeight = terrainheight + m_PIDHoverHeight;
1236 else
1237 m_targetHoverHeight = waterHeight + m_PIDHoverHeight;
1238 break;
1239 } // end switch (m_PIDHoverType)
1240
1241 // don't go underground
1242 if (m_targetHoverHeight > terrainheight + 0.5f * (aabb.MaxZ - aabb.MinZ))
1243 {
1244 float fz = (m_targetHoverHeight - localpos.Z);
1245
1246 // if error is zero, use position control; otherwise, velocity control
1247 if (Math.Abs(fz) < 0.01f)
1248 {
1249 ctz.Z = 0;
1250 }
1251 else
1252 {
1253 _zeroFlag = false;
1254 fz /= m_PIDHoverTau;
1255
1256 float tmp = Math.Abs(fz);
1257 if (tmp > 50)
1258 fz = 50 * Math.Sign(fz);
1259 else if (tmp < 0.1)
1260 fz = 0.1f * Math.Sign(fz);
1261
1262 ctz.Z = fz;
1263 }
1264 }
1265 }
1266
1267 //******************************************
1268 if (!m_iscolliding)
1269 m_collideNormal.Z = 0;
1270
1271 bool tviszero = (ctz.X == 0.0f && ctz.Y == 0.0f && ctz.Z == 0.0f);
1272
1273 if (!tviszero)
1274 {
1275 m_freemove = false;
1276
1277 // movement relative to surface if moving on it
1278 // dont disturbe vertical movement, ie jumps
1279 if (m_iscolliding && !m_flying && ctz.Z == 0 && m_collideNormal.Z > 0.2f && m_collideNormal.Z < 0.94f)
1280 {
1281 float p = ctz.X * m_collideNormal.X + ctz.Y * m_collideNormal.Y;
1282 ctz.X *= (float)Math.Sqrt(1 - m_collideNormal.X * m_collideNormal.X);
1283 ctz.Y *= (float)Math.Sqrt(1 - m_collideNormal.Y * m_collideNormal.Y);
1284 ctz.Z -= p;
1285 if (ctz.Z < 0)
1286 ctz.Z *= 2;
1287
1288 }
1289
1290 }
1291
1292 if (!m_freemove)
1293 {
1294
1295 // if velocity is zero, use position control; otherwise, velocity control
1296 if (tviszero && m_iscolliding && !m_flying)
1297 {
1298 // keep track of where we stopped. No more slippin' & slidin'
1299 if (!_zeroFlag)
1300 {
1301 _zeroFlag = true;
1302 _zeroPosition = localpos;
1303 }
1304 if (m_pidControllerActive)
1305 {
1306 // We only want to deactivate the PID Controller if we think we want to have our surrogate
1307 // react to the physics scene by moving it's position.
1308 // Avatar to Avatar collisions
1309 // Prim to avatar collisions
1310
1311 vec.X = -vel.X * PID_D * 2f + (_zeroPosition.X - localpos.X) * (PID_P * 5);
1312 vec.Y = -vel.Y * PID_D * 2f + (_zeroPosition.Y - localpos.Y) * (PID_P * 5);
1313 if(vel.Z > 0)
1314 vec.Z += -vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P;
1315 else
1316 vec.Z += (-vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P) * 0.2f;
1317/*
1318 if (flying)
1319 {
1320 vec.Z += -vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P;
1321 }
1322*/
1323 }
1324 //PidStatus = true;
1325 }
1326 else
1327 {
1328 m_pidControllerActive = true;
1329 _zeroFlag = false;
1330
1331 if (m_iscolliding)
1332 {
1333 if (!m_flying)
1334 {
1335 // we are on a surface
1336 if (ctz.Z > 0f)
1337 {
1338 // moving up or JUMPING
1339 vec.Z += (ctz.Z - vel.Z) * PID_D * 2f;
1340 vec.X += (ctz.X - vel.X) * (PID_D);
1341 vec.Y += (ctz.Y - vel.Y) * (PID_D);
1342 }
1343 else
1344 {
1345 // we are moving down on a surface
1346 if (ctz.Z == 0)
1347 {
1348 if (vel.Z > 0)
1349 vec.Z -= vel.Z * PID_D * 2f;
1350 vec.X += (ctz.X - vel.X) * (PID_D);
1351 vec.Y += (ctz.Y - vel.Y) * (PID_D);
1352 }
1353 // intencionally going down
1354 else
1355 {
1356 if (ctz.Z < vel.Z)
1357 vec.Z += (ctz.Z - vel.Z) * PID_D;
1358 else
1359 {
1360 }
1361
1362 if (Math.Abs(ctz.X) > Math.Abs(vel.X))
1363 vec.X += (ctz.X - vel.X) * (PID_D);
1364 if (Math.Abs(ctz.Y) > Math.Abs(vel.Y))
1365 vec.Y += (ctz.Y - vel.Y) * (PID_D);
1366 }
1367 }
1368
1369 // We're standing on something
1370 }
1371 else
1372 {
1373 // We're flying and colliding with something
1374 vec.X += (ctz.X - vel.X) * (PID_D * 0.0625f);
1375 vec.Y += (ctz.Y - vel.Y) * (PID_D * 0.0625f);
1376 vec.Z += (ctz.Z - vel.Z) * (PID_D * 0.0625f);
1377 }
1378 }
1379 else // ie not colliding
1380 {
1381 if (m_flying || hoverPIDActive) //(!m_iscolliding && flying)
1382 {
1383 // we're in mid air suspended
1384 vec.X += (ctz.X - vel.X) * (PID_D);
1385 vec.Y += (ctz.Y - vel.Y) * (PID_D);
1386 vec.Z += (ctz.Z - vel.Z) * (PID_D);
1387 }
1388
1389 else
1390 {
1391 // we're not colliding and we're not flying so that means we're falling!
1392 // m_iscolliding includes collisions with the ground.
1393
1394 // d.Vector3 pos = d.BodyGetPosition(Body);
1395 vec.X += (ctz.X - vel.X) * PID_D * 0.833f;
1396 vec.Y += (ctz.Y - vel.Y) * PID_D * 0.833f;
1397 // hack for breaking on fall
1398 if (ctz.Z == -9999f)
1399 vec.Z += -vel.Z * PID_D - m_parent_scene.gravityz * m_mass;
1400 }
1401 }
1402 }
1403
1404 if (velLengthSquared > 2500.0f) // 50m/s apply breaks
1405 {
1406 breakfactor = 0.16f * m_mass;
1407 vec.X -= breakfactor * vel.X;
1408 vec.Y -= breakfactor * vel.Y;
1409 vec.Z -= breakfactor * vel.Z;
1410 }
1411 }
1412 else
1413 {
1414 breakfactor = m_mass;
1415 vec.X -= breakfactor * vel.X;
1416 vec.Y -= breakfactor * vel.Y;
1417 if (m_flying)
1418 vec.Z -= 0.5f * breakfactor * vel.Z;
1419 else
1420 vec.Z -= .16f* m_mass * vel.Z;
1421 }
1422
1423 if (m_flying || hoverPIDActive)
1424 {
1425 vec.Z -= m_parent_scene.gravityz * m_mass;
1426
1427 if(!hoverPIDActive)
1428 {
1429 //Added for auto fly height. Kitto Flora
1430 float target_altitude = terrainheight + MinimumGroundFlightOffset;
1431
1432 if (localpos.Z < target_altitude)
1433 {
1434 vec.Z += (target_altitude - localpos.Z) * PID_P * 5.0f;
1435 }
1436 // end add Kitto Flora
1437 }
1438 }
1439
1440 if (vec.IsFinite())
1441 {
1442 if (vec.X != 0 || vec.Y !=0 || vec.Z !=0)
1443 d.BodyAddForce(Body, vec.X, vec.Y, vec.Z);
1444 }
1445 else
1446 {
1447 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1448 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1449 defects.Add(this);
1450 // _parent_scene.RemoveCharacter(this);
1451 // destroy avatar capsule and related ODE data
1452 AvatarGeomAndBodyDestroy();
1453 return;
1454 }
1455
1456 // update our local ideia of position velocity and aceleration
1457 // _position = localpos;
1458 _position = localpos;
1459
1460 if (_zeroFlag)
1461 {
1462 _velocity = Vector3.Zero;
1463 _acceleration = Vector3.Zero;
1464 m_rotationalVelocity = Vector3.Zero;
1465 }
1466 else
1467 {
1468 Vector3 a =_velocity; // previus velocity
1469 SetSmooth(ref _velocity, ref vel, 2);
1470 a = (_velocity - a) * invtimeStep;
1471 SetSmooth(ref _acceleration, ref a, 2);
1472
1473 dtmp = d.BodyGetAngularVel(Body);
1474 m_rotationalVelocity.X = 0f;
1475 m_rotationalVelocity.Y = 0f;
1476 m_rotationalVelocity.Z = dtmp.Z;
1477 Math.Round(m_rotationalVelocity.Z,3);
1478 }
1479 }
1480
1481 public void round(ref Vector3 v, int digits)
1482 {
1483 v.X = (float)Math.Round(v.X, digits);
1484 v.Y = (float)Math.Round(v.Y, digits);
1485 v.Z = (float)Math.Round(v.Z, digits);
1486 }
1487
1488 public void SetSmooth(ref Vector3 dst, ref Vector3 value)
1489 {
1490 dst.X = 0.1f * dst.X + 0.9f * value.X;
1491 dst.Y = 0.1f * dst.Y + 0.9f * value.Y;
1492 dst.Z = 0.1f * dst.Z + 0.9f * value.Z;
1493 }
1494
1495 public void SetSmooth(ref Vector3 dst, ref Vector3 value, int rounddigits)
1496 {
1497 dst.X = 0.4f * dst.X + 0.6f * value.X;
1498 dst.X = (float)Math.Round(dst.X, rounddigits);
1499
1500 dst.Y = 0.4f * dst.Y + 0.6f * value.Y;
1501 dst.Y = (float)Math.Round(dst.Y, rounddigits);
1502
1503 dst.Z = 0.4f * dst.Z + 0.6f * value.Z;
1504 dst.Z = (float)Math.Round(dst.Z, rounddigits);
1505 }
1506
1507
1508 /// <summary>
1509 /// Updates the reported position and velocity.
1510 /// Used to copy variables from unmanaged space at heartbeat rate and also trigger scene updates acording
1511 /// also outbounds checking
1512 /// copy and outbounds now done in move(..) at ode rate
1513 ///
1514 /// </summary>
1515 public void UpdatePositionAndVelocity()
1516 {
1517 return;
1518
1519// if (Body == IntPtr.Zero)
1520// return;
1521
1522 }
1523
1524 /// <summary>
1525 /// Cleanup the things we use in the scene.
1526 /// </summary>
1527 public void Destroy()
1528 {
1529 AddChange(changes.Remove, null);
1530 }
1531
1532 public override void CrossingFailure()
1533 {
1534 }
1535
1536 public override Vector3 PIDTarget { set { return; } }
1537 public override bool PIDActive {get {return m_pidControllerActive;} set { return; } }
1538 public override float PIDTau { set { return; } }
1539
1540 public override float PIDHoverHeight
1541 {
1542 set
1543 {
1544 AddChange(changes.PIDHoverHeight,value);
1545 }
1546 }
1547 public override bool PIDHoverActive
1548 {
1549 get
1550 {
1551 return m_useHoverPID;
1552 }
1553 set
1554 {
1555 AddChange(changes.PIDHoverActive, value);
1556 }
1557 }
1558
1559 public override PIDHoverType PIDHoverType
1560 {
1561 set
1562 {
1563 AddChange(changes.PIDHoverType,value);
1564 }
1565 }
1566
1567 public override float PIDHoverTau
1568 {
1569 set
1570 {
1571 float tmp =0;
1572 if (value > 0)
1573 {
1574 float mint = (0.05f > timeStep ? 0.05f : timeStep);
1575 if (value < mint)
1576 tmp = mint;
1577 else
1578 tmp = value;
1579 }
1580 AddChange(changes.PIDHoverTau, tmp);
1581 }
1582 }
1583
1584 public override Quaternion APIDTarget { set { return; } }
1585
1586 public override bool APIDActive { set { return; } }
1587
1588 public override float APIDStrength { set { return; } }
1589
1590 public override float APIDDamping { set { return; } }
1591
1592 public override void SubscribeEvents(int ms)
1593 {
1594 m_eventsubscription = ms;
1595 m_cureventsubscription = 0;
1596 CollisionEventsThisFrame.Clear();
1597 SentEmptyCollisionsEvent = false;
1598 }
1599
1600 public override void UnSubscribeEvents()
1601 {
1602 m_eventsubscription = 0;
1603 m_parent_scene.RemoveCollisionEventReporting(this);
1604 lock(CollisionEventsThisFrame)
1605 CollisionEventsThisFrame.Clear();
1606 }
1607
1608 public override void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1609 {
1610 lock(CollisionEventsThisFrame)
1611 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
1612 m_parent_scene.AddCollisionEventReporting(this);
1613 }
1614
1615 public void SendCollisions(int timestep)
1616 {
1617 if (m_cureventsubscription < 50000)
1618 m_cureventsubscription += timestep;
1619
1620 if (m_cureventsubscription < m_eventsubscription)
1621 return;
1622
1623 lock(CollisionEventsThisFrame)
1624 {
1625 int ncolisions = CollisionEventsThisFrame.m_objCollisionList.Count;
1626
1627 if (!SentEmptyCollisionsEvent || ncolisions > 0)
1628 {
1629 base.SendCollisionUpdate(CollisionEventsThisFrame);
1630 m_cureventsubscription = 0;
1631
1632 if (ncolisions == 0)
1633 {
1634 SentEmptyCollisionsEvent = true;
1635 // _parent_scene.RemoveCollisionEventReporting(this);
1636 }
1637 else
1638 {
1639 SentEmptyCollisionsEvent = false;
1640 CollisionEventsThisFrame.Clear();
1641 }
1642 }
1643 }
1644 }
1645
1646 public override bool SubscribedEvents()
1647 {
1648 if (m_eventsubscription > 0)
1649 return true;
1650 return false;
1651 }
1652
1653 private void changePhysicsStatus(bool NewStatus)
1654 {
1655 if (NewStatus != m_isPhysical)
1656 {
1657 if (NewStatus)
1658 {
1659 AvatarGeomAndBodyDestroy();
1660
1661 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z);
1662
1663 m_parent_scene.actor_name_map[collider] = (PhysicsActor)this;
1664 m_parent_scene.actor_name_map[capsule] = (PhysicsActor)this;
1665 m_parent_scene.AddCharacter(this);
1666 }
1667 else
1668 {
1669 m_parent_scene.RemoveCollisionEventReporting(this);
1670 m_parent_scene.RemoveCharacter(this);
1671 // destroy avatar capsule and related ODE data
1672 AvatarGeomAndBodyDestroy();
1673 }
1674 m_freemove = false;
1675 m_isPhysical = NewStatus;
1676 }
1677 }
1678
1679 private void changeAdd()
1680 {
1681 changePhysicsStatus(true);
1682 }
1683
1684 private void changeRemove()
1685 {
1686 changePhysicsStatus(false);
1687 }
1688
1689 private void changeShape(PrimitiveBaseShape arg)
1690 {
1691 }
1692
1693 private void changeAvatarSize(strAvatarSize st)
1694 {
1695 m_feetOffset = st.offset;
1696 changeSize(st.size);
1697 }
1698
1699 private void changeSize(Vector3 pSize)
1700 {
1701 if (pSize.IsFinite())
1702 {
1703 // for now only look to Z changes since viewers also don't change X and Y
1704 if (pSize.Z != m_size.Z)
1705 {
1706 AvatarGeomAndBodyDestroy();
1707
1708 float oldsz = m_size.Z;
1709 m_size = pSize;
1710
1711 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1712 _position.Z + (m_size.Z - oldsz) * 0.5f);
1713
1714// Velocity = Vector3.Zero;
1715 m_targetVelocity = Vector3.Zero;
1716
1717 m_parent_scene.actor_name_map[collider] = (PhysicsActor)this;
1718 m_parent_scene.actor_name_map[capsule] = (PhysicsActor)this;
1719 }
1720 m_freemove = false;
1721 m_pidControllerActive = true;
1722 }
1723 else
1724 {
1725 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
1726 }
1727 }
1728
1729 private void changePosition( Vector3 newPos)
1730 {
1731 if (Body != IntPtr.Zero)
1732 d.BodySetPosition(Body, newPos.X, newPos.Y, newPos.Z);
1733 _position = newPos;
1734 m_freemove = false;
1735 m_pidControllerActive = true;
1736 }
1737
1738 private void changeOrientation(Quaternion newOri)
1739 {
1740 if (m_orientation != newOri)
1741 {
1742 m_orientation = newOri; // keep a copy for core use
1743 // but only use rotations around Z
1744
1745 m_orientation2D.W = newOri.W;
1746 m_orientation2D.Z = newOri.Z;
1747
1748 float t = m_orientation2D.W * m_orientation2D.W + m_orientation2D.Z * m_orientation2D.Z;
1749 if (t > 0)
1750 {
1751 t = 1.0f / (float)Math.Sqrt(t);
1752 m_orientation2D.W *= t;
1753 m_orientation2D.Z *= t;
1754 }
1755 else
1756 {
1757 m_orientation2D.W = 1.0f;
1758 m_orientation2D.Z = 0f;
1759 }
1760 m_orientation2D.Y = 0f;
1761 m_orientation2D.X = 0f;
1762
1763 d.Quaternion myrot = new d.Quaternion();
1764 myrot.X = m_orientation2D.X;
1765 myrot.Y = m_orientation2D.Y;
1766 myrot.Z = m_orientation2D.Z;
1767 myrot.W = m_orientation2D.W;
1768 d.BodySetQuaternion(Body, ref myrot);
1769 }
1770 }
1771
1772 private void changeVelocity(Vector3 newVel)
1773 {
1774 _velocity = newVel;
1775 setFreeMove();
1776
1777 if (Body != IntPtr.Zero)
1778 d.BodySetLinearVel(Body, newVel.X, newVel.Y, newVel.Z);
1779 }
1780
1781 private void changeTargetVelocity(Vector3 newVel)
1782 {
1783 m_pidControllerActive = true;
1784 m_freemove = false;
1785 _target_velocity = newVel;
1786 }
1787
1788 private void changeSetTorque(Vector3 newTorque)
1789 {
1790 }
1791
1792 private void changeAddForce(Vector3 newForce)
1793 {
1794 }
1795
1796 private void changeAddAngularForce(Vector3 arg)
1797 {
1798 }
1799
1800 private void changeAngularLock(byte arg)
1801 {
1802 }
1803
1804 private void changeFloatOnWater(bool arg)
1805 {
1806 }
1807
1808 private void changeVolumedetetion(bool arg)
1809 {
1810 }
1811
1812 private void changeSelectedStatus(bool arg)
1813 {
1814 }
1815
1816 private void changeDisable(bool arg)
1817 {
1818 }
1819
1820 private void changeBuilding(bool arg)
1821 {
1822 }
1823
1824 private void setFreeMove()
1825 {
1826 m_pidControllerActive = true;
1827 _zeroFlag = false;
1828 _target_velocity = Vector3.Zero;
1829 m_freemove = true;
1830 m_colliderfilter = -1;
1831 m_colliderObjectfilter = -1;
1832 m_colliderGroundfilter = -1;
1833
1834 m_iscolliding = false;
1835 m_iscollidingGround = false;
1836 m_iscollidingObj = false;
1837
1838 CollisionEventsThisFrame.Clear();
1839 }
1840
1841 private void changeForce(Vector3 newForce)
1842 {
1843 setFreeMove();
1844
1845 if (Body != IntPtr.Zero)
1846 {
1847 if (newForce.X != 0f || newForce.Y != 0f || newForce.Z != 0)
1848 d.BodyAddForce(Body, newForce.X, newForce.Y, newForce.Z);
1849 }
1850 }
1851
1852 // for now momentum is actually velocity
1853 private void changeMomentum(Vector3 newmomentum)
1854 {
1855 _velocity = newmomentum;
1856 setFreeMove();
1857
1858 if (Body != IntPtr.Zero)
1859 d.BodySetLinearVel(Body, newmomentum.X, newmomentum.Y, newmomentum.Z);
1860 }
1861
1862 private void changePIDHoverHeight(float val)
1863 {
1864 m_PIDHoverHeight = val;
1865 if (val == 0)
1866 m_useHoverPID = false;
1867 }
1868
1869 private void changePIDHoverType(PIDHoverType type)
1870 {
1871 m_PIDHoverType = type;
1872 }
1873
1874 private void changePIDHoverTau(float tau)
1875 {
1876 m_PIDHoverTau = tau;
1877 }
1878
1879 private void changePIDHoverActive(bool active)
1880 {
1881 m_useHoverPID = active;
1882 }
1883
1884 private void donullchange()
1885 {
1886 }
1887
1888 public bool DoAChange(changes what, object arg)
1889 {
1890 if (collider == IntPtr.Zero && what != changes.Add && what != changes.Remove)
1891 {
1892 return false;
1893 }
1894
1895 // nasty switch
1896 switch (what)
1897 {
1898 case changes.Add:
1899 changeAdd();
1900 break;
1901 case changes.Remove:
1902 changeRemove();
1903 break;
1904
1905 case changes.Position:
1906 changePosition((Vector3)arg);
1907 break;
1908
1909 case changes.Orientation:
1910 changeOrientation((Quaternion)arg);
1911 break;
1912
1913 case changes.PosOffset:
1914 donullchange();
1915 break;
1916
1917 case changes.OriOffset:
1918 donullchange();
1919 break;
1920
1921 case changes.Velocity:
1922 changeVelocity((Vector3)arg);
1923 break;
1924
1925 case changes.TargetVelocity:
1926 changeTargetVelocity((Vector3)arg);
1927 break;
1928
1929 // case changes.Acceleration:
1930 // changeacceleration((Vector3)arg);
1931 // break;
1932 // case changes.AngVelocity:
1933 // changeangvelocity((Vector3)arg);
1934 // break;
1935
1936 case changes.Force:
1937 changeForce((Vector3)arg);
1938 break;
1939
1940 case changes.Torque:
1941 changeSetTorque((Vector3)arg);
1942 break;
1943
1944 case changes.AddForce:
1945 changeAddForce((Vector3)arg);
1946 break;
1947
1948 case changes.AddAngForce:
1949 changeAddAngularForce((Vector3)arg);
1950 break;
1951
1952 case changes.AngLock:
1953 changeAngularLock((byte)arg);
1954 break;
1955
1956 case changes.Size:
1957 changeSize((Vector3)arg);
1958 break;
1959
1960 case changes.AvatarSize:
1961 changeAvatarSize((strAvatarSize)arg);
1962 break;
1963
1964 case changes.Momentum:
1965 changeMomentum((Vector3)arg);
1966 break;
1967
1968 case changes.PIDHoverHeight:
1969 changePIDHoverHeight((float)arg);
1970 break;
1971
1972 case changes.PIDHoverType:
1973 changePIDHoverType((PIDHoverType)arg);
1974 break;
1975
1976 case changes.PIDHoverTau:
1977 changePIDHoverTau((float)arg);
1978 break;
1979
1980 case changes.PIDHoverActive:
1981 changePIDHoverActive((bool)arg);
1982 break;
1983
1984/* not in use for now
1985 case changes.Shape:
1986 changeShape((PrimitiveBaseShape)arg);
1987 break;
1988
1989 case changes.CollidesWater:
1990 changeFloatOnWater((bool)arg);
1991 break;
1992
1993 case changes.VolumeDtc:
1994 changeVolumedetetion((bool)arg);
1995 break;
1996
1997 case changes.Physical:
1998 changePhysicsStatus((bool)arg);
1999 break;
2000
2001 case changes.Selected:
2002 changeSelectedStatus((bool)arg);
2003 break;
2004
2005 case changes.disabled:
2006 changeDisable((bool)arg);
2007 break;
2008
2009 case changes.building:
2010 changeBuilding((bool)arg);
2011 break;
2012*/
2013 case changes.Null:
2014 donullchange();
2015 break;
2016
2017 default:
2018 donullchange();
2019 break;
2020 }
2021 return false;
2022 }
2023
2024 public void AddChange(changes what, object arg)
2025 {
2026 m_parent_scene.AddChange((PhysicsActor)this, what, arg);
2027 }
2028
2029 private struct strAvatarSize
2030 {
2031 public Vector3 size;
2032 public float offset;
2033 }
2034
2035 }
2036}