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-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs625
1 files changed, 432 insertions, 193 deletions
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
index 3d5be3e..bb04ea7 100644
--- a/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
@@ -74,31 +74,31 @@ namespace OpenSim.Region.Physics.OdePlugin
74 74
75 private Vector3 _position; 75 private Vector3 _position;
76 private Vector3 _zeroPosition; 76 private Vector3 _zeroPosition;
77 private bool _zeroFlag = false;
78 private Vector3 _velocity; 77 private Vector3 _velocity;
79 private Vector3 _target_velocity; 78 private Vector3 _target_velocity;
80 private Vector3 _acceleration; 79 private Vector3 _acceleration;
81 private Vector3 m_rotationalVelocity; 80 private Vector3 m_rotationalVelocity;
82 private Vector3 m_size; 81 private Vector3 m_size;
83 private Quaternion m_orientation; 82 private Quaternion m_orientation;
83 private Quaternion m_orientation2D;
84 private float m_mass = 80f; 84 private float m_mass = 80f;
85 public float m_density = 60f; 85 public float m_density = 60f;
86 private bool m_pidControllerActive = true; 86 private bool m_pidControllerActive = true;
87 public float PID_D = 800.0f;
88 public float PID_P = 900.0f;
89 //private static float POSTURE_SERVO = 10000.0f;
90 87
88 const float basePID_D = 0.55f; // scaled for unit mass unit time (2200 /(50*80))
89 const float basePID_P = 0.225f; // scaled for unit mass unit time (900 /(50*80))
90 public float PID_D;
91 public float PID_P;
91 92
92 private float m_invElipSizeX; 93 private float timeStep;
93 private float m_invElipSizeY; 94 private float invtimeStep;
94 95
96 private float m_feetOffset = 0;
95 private float feetOff = 0; 97 private float feetOff = 0;
96 private float feetSZ = 0.5f; 98 private float feetSZ = 0.5f;
97 const float feetScale = 0.9f; 99 const float feetScale = 0.8f;
98 const float invFeetScale = 1.0f / 0.9f;
99 const float sizeZAdjust = 0.15f;
100 private float boneOff = 0; 100 private float boneOff = 0;
101 101 private float m_lastVelocitySqr = 0;
102 102
103 public float walkDivisor = 1.3f; 103 public float walkDivisor = 1.3f;
104 public float runDivisor = 0.8f; 104 public float runDivisor = 0.8f;
@@ -107,6 +107,9 @@ namespace OpenSim.Region.Physics.OdePlugin
107 private bool m_iscollidingGround = false; 107 private bool m_iscollidingGround = false;
108 private bool m_iscollidingObj = false; 108 private bool m_iscollidingObj = false;
109 private bool m_alwaysRun = false; 109 private bool m_alwaysRun = false;
110
111 private bool _zeroFlag = false;
112
110 private int m_requestedUpdateFrequency = 0; 113 private int m_requestedUpdateFrequency = 0;
111 private uint m_localID = 0; 114 private uint m_localID = 0;
112 public bool m_returnCollisions = false; 115 public bool m_returnCollisions = false;
@@ -124,6 +127,7 @@ namespace OpenSim.Region.Physics.OdePlugin
124 int m_colliderfilter = 0; 127 int m_colliderfilter = 0;
125 int m_colliderGroundfilter = 0; 128 int m_colliderGroundfilter = 0;
126 int m_colliderObjectfilter = 0; 129 int m_colliderObjectfilter = 0;
130 bool m_collisionException = false;
127 131
128 // Default we're a Character 132 // Default we're a Character
129 private CollisionCategories m_collisionCategories = (CollisionCategories.Character); 133 private CollisionCategories m_collisionCategories = (CollisionCategories.Character);
@@ -136,10 +140,11 @@ namespace OpenSim.Region.Physics.OdePlugin
136 // we do land collisions not ode | CollisionCategories.Land); 140 // we do land collisions not ode | CollisionCategories.Land);
137 public IntPtr Body = IntPtr.Zero; 141 public IntPtr Body = IntPtr.Zero;
138 private OdeScene _parent_scene; 142 private OdeScene _parent_scene;
139 public IntPtr topbox = IntPtr.Zero; 143 private IntPtr topbox = IntPtr.Zero;
140 public IntPtr midbox = IntPtr.Zero; 144 private IntPtr midbox = IntPtr.Zero;
141 public IntPtr feetbox = IntPtr.Zero; 145 private IntPtr feetbox = IntPtr.Zero;
142 public IntPtr bonebox = IntPtr.Zero; 146 private IntPtr bbox = IntPtr.Zero;
147 public IntPtr collider = IntPtr.Zero;
143 148
144 public IntPtr Amotor = IntPtr.Zero; 149 public IntPtr Amotor = IntPtr.Zero;
145 150
@@ -147,6 +152,7 @@ namespace OpenSim.Region.Physics.OdePlugin
147 152
148 153
149 154
155
150 public int m_eventsubscription = 0; 156 public int m_eventsubscription = 0;
151 private int m_cureventsubscription = 0; 157 private int m_cureventsubscription = 0;
152 private CollisionEventUpdate CollisionEventsThisFrame = null; 158 private CollisionEventUpdate CollisionEventsThisFrame = null;
@@ -160,9 +166,13 @@ namespace OpenSim.Region.Physics.OdePlugin
160 166
161 167
162 168
163 public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, Vector3 pSize, float pid_d, float pid_p, float density, float walk_divisor, float rundivisor) 169 public OdeCharacter(uint localID, String avName, OdeScene parent_scene, Vector3 pos, Vector3 pSize, float pfeetOffset, float density, float walk_divisor, float rundivisor)
164 { 170 {
165 m_uuid = UUID.Random(); 171 m_uuid = UUID.Random();
172 m_localID = localID;
173
174 timeStep = parent_scene.ODE_STEPSIZE;
175 invtimeStep = 1 / timeStep;
166 176
167 if (pos.IsFinite()) 177 if (pos.IsFinite())
168 { 178 {
@@ -184,8 +194,6 @@ namespace OpenSim.Region.Physics.OdePlugin
184 194
185 _parent_scene = parent_scene; 195 _parent_scene = parent_scene;
186 196
187 PID_D = pid_d;
188 PID_P = pid_p;
189 197
190 m_size.X = pSize.X; 198 m_size.X = pSize.X;
191 m_size.Y = pSize.Y; 199 m_size.Y = pSize.Y;
@@ -198,12 +206,16 @@ namespace OpenSim.Region.Physics.OdePlugin
198 if(m_size.Z <0.01f) 206 if(m_size.Z <0.01f)
199 m_size.Z = 0.01f; 207 m_size.Z = 0.01f;
200 208
209 m_feetOffset = pfeetOffset;
201 m_orientation = Quaternion.Identity; 210 m_orientation = Quaternion.Identity;
211 m_orientation2D = Quaternion.Identity;
202 m_density = density; 212 m_density = density;
203 213
204 // force lower density for testing 214 // force lower density for testing
205 m_density = 3.0f; 215 m_density = 3.0f;
206 216
217 m_density *= 1.4f; // scale to have mass similar to capsule
218
207 mu = parent_scene.AvatarFriction; 219 mu = parent_scene.AvatarFriction;
208 220
209 walkDivisor = walk_divisor; 221 walkDivisor = walk_divisor;
@@ -211,6 +223,9 @@ namespace OpenSim.Region.Physics.OdePlugin
211 223
212 m_mass = m_density * m_size.X * m_size.Y * m_size.Z; ; // sure we have a default 224 m_mass = m_density * m_size.X * m_size.Y * m_size.Z; ; // sure we have a default
213 225
226 PID_D = basePID_D * m_mass * invtimeStep;
227 PID_P = basePID_P * m_mass * invtimeStep;
228
214 m_isPhysical = false; // current status: no ODE information exists 229 m_isPhysical = false; // current status: no ODE information exists
215 230
216 Name = avName; 231 Name = avName;
@@ -292,7 +307,7 @@ namespace OpenSim.Region.Physics.OdePlugin
292 set 307 set
293 { 308 {
294 flying = value; 309 flying = value;
295 // m_log.DebugFormat("[PHYSICS]: Set OdeCharacter Flying to {0}", flying); 310// m_log.DebugFormat("[PHYSICS]: Set OdeCharacter Flying to {0}", flying);
296 } 311 }
297 } 312 }
298 313
@@ -336,25 +351,25 @@ namespace OpenSim.Region.Physics.OdePlugin
336 get { return m_iscollidingGround; } 351 get { return m_iscollidingGround; }
337 set 352 set
338 { 353 {
339 /* we now control this 354/* we now control this
340 if (value) 355 if (value)
341 { 356 {
342 m_colliderGroundfilter += 2; 357 m_colliderGroundfilter += 2;
343 if (m_colliderGroundfilter > 2) 358 if (m_colliderGroundfilter > 2)
344 m_colliderGroundfilter = 2; 359 m_colliderGroundfilter = 2;
345 } 360 }
346 else 361 else
347 { 362 {
348 m_colliderGroundfilter--; 363 m_colliderGroundfilter--;
349 if (m_colliderGroundfilter < 0) 364 if (m_colliderGroundfilter < 0)
350 m_colliderGroundfilter = 0; 365 m_colliderGroundfilter = 0;
351 } 366 }
352 367
353 if (m_colliderGroundfilter == 0) 368 if (m_colliderGroundfilter == 0)
354 m_iscollidingGround = false; 369 m_iscollidingGround = false;
355 else 370 else
356 m_iscollidingGround = true; 371 m_iscollidingGround = true;
357 */ 372 */
358 } 373 }
359 374
360 } 375 }
@@ -386,7 +401,7 @@ namespace OpenSim.Region.Physics.OdePlugin
386 else 401 else
387 m_iscollidingObj = true; 402 m_iscollidingObj = true;
388 403
389 // m_iscollidingObj = value; 404// m_iscollidingObj = value;
390 405
391 if (m_iscollidingObj) 406 if (m_iscollidingObj)
392 m_pidControllerActive = false; 407 m_pidControllerActive = false;
@@ -475,6 +490,28 @@ namespace OpenSim.Region.Physics.OdePlugin
475 } 490 }
476 } 491 }
477 492
493 public override void setAvatarSize(Vector3 size, float feetOffset)
494 {
495 if (size.IsFinite())
496 {
497 if (size.X < 0.01f)
498 size.X = 0.01f;
499 if (size.Y < 0.01f)
500 size.Y = 0.01f;
501 if (size.Z < 0.01f)
502 size.Z = 0.01f;
503
504 strAvatarSize st = new strAvatarSize();
505 st.size = size;
506 st.offset = feetOffset;
507 AddChange(changes.AvatarSize, st);
508 }
509 else
510 {
511 m_log.Warn("[PHYSICS]: Got a NaN AvatarSize from Scene on a Character");
512 }
513
514 }
478 /// <summary> 515 /// <summary>
479 /// This creates the Avatar's physical Surrogate at the position supplied 516 /// This creates the Avatar's physical Surrogate at the position supplied
480 /// </summary> 517 /// </summary>
@@ -491,7 +528,7 @@ namespace OpenSim.Region.Physics.OdePlugin
491 { 528 {
492 get 529 get
493 { 530 {
494 return m_density * m_size.X * m_size.Y * m_size.Z; 531 return m_mass;
495 } 532 }
496 } 533 }
497 public override void link(PhysicsActor obj) 534 public override void link(PhysicsActor obj)
@@ -612,9 +649,8 @@ namespace OpenSim.Region.Physics.OdePlugin
612 get { return m_orientation; } 649 get { return m_orientation; }
613 set 650 set
614 { 651 {
615 // fakeori = value; 652// fakeori = value;
616 // givefakeori++; 653// givefakeori++;
617
618 value.Normalize(); 654 value.Normalize();
619 AddChange(changes.Orientation, value); 655 AddChange(changes.Orientation, value);
620 } 656 }
@@ -668,33 +704,72 @@ namespace OpenSim.Region.Physics.OdePlugin
668 AddChange(changes.Momentum, momentum); 704 AddChange(changes.Momentum, momentum);
669 } 705 }
670 706
707 private void ajustCollider()
708 {
709 float vq = _velocity.LengthSquared();
710 if (m_lastVelocitySqr != vq)
711 {
712 m_lastVelocitySqr = vq;
713 if (vq > 100.0f)
714 {
715 Vector3 off = _velocity;
716 float t = 0.5f * timeStep;
717 off = off * t;
718 d.GeomSetOffsetPosition(bbox, off.X, off.Y, off.Z);
719 off.X = 2.0f * (m_size.X + Math.Abs(off.X));
720 off.Y = 2.0f * (m_size.Y + Math.Abs(off.Y));
721 off.Z = m_size.Z + 2.0f * Math.Abs(off.Z);
722 d.GeomBoxSetLengths(bbox, off.X, off.Y, off.Z);
723
724 d.GeomSetCategoryBits(bbox, (uint)m_collisionCategories);
725 d.GeomSetCollideBits(bbox, (uint)m_collisionFlags);
726 d.GeomSetCategoryBits(topbox, 0);
727 d.GeomSetCollideBits(topbox, 0);
728 d.GeomSetCategoryBits(midbox, 0);
729 d.GeomSetCollideBits(midbox, 0);
730 d.GeomSetCategoryBits(feetbox, 0);
731 d.GeomSetCollideBits(feetbox, 0);
732 }
733 else
734 {
735 d.GeomSetCategoryBits(bbox, 0);
736 d.GeomSetCollideBits(bbox, 0);
737 d.GeomSetCategoryBits(topbox, (uint)m_collisionCategories);
738 d.GeomSetCollideBits(topbox, (uint)m_collisionFlags);
739 d.GeomSetCategoryBits(midbox, (uint)m_collisionCategories);
740 d.GeomSetCollideBits(midbox, (uint)m_collisionFlags);
741 d.GeomSetCategoryBits(feetbox, (uint)m_collisionCategories);
742 d.GeomSetCollideBits(feetbox, (uint)m_collisionFlags);
743 }
744 }
745 }
746
671 private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ) 747 private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ)
672 { 748 {
673 // sizes one day should came from visual parameters 749 // sizes one day should came from visual parameters
674 float sz = m_size.Z + sizeZAdjust; 750 float sx = m_size.X;
675 751 float sy = m_size.Y;
676 m_invElipSizeX = 1.0f / m_size.X; 752 float sz = m_size.Z;
677 m_invElipSizeY = 1.0f / m_size.Y; 753
678 754 float topsx = sx * 0.9f;
679 float topsx = m_size.X; 755 float midsx = sx;
680 float midsx = m_size.X; 756 float feetsx = sx * feetScale;
681 float feetsx = m_size.X * feetScale; 757 float bonesx = sx * 0.2f;
682 float bonesx = feetsx * 0.2f; 758
683 759 float topsy = sy * 0.4f;
684 float topsy = m_size.Y * 0.5f; 760 float midsy = sy;
685 float midsy = m_size.Y; 761 float feetsy = sy * feetScale * 0.8f;
686 float feetsy = m_size.Y * feetScale;
687 float bonesy = feetsy * 0.2f; 762 float bonesy = feetsy * 0.2f;
688 763
689 float topsz = sz * 0.15f; 764 float topsz = sz * 0.15f;
690 float feetsz = sz * 0.3f; 765 float feetsz = sz * 0.45f;
691 if (feetsz > 0.6f) 766 if (feetsz > 0.6f)
692 feetsz = 0.6f; 767 feetsz = 0.6f;
693 768
694 float midsz = sz - topsz - feetsz; 769 float midsz = sz - topsz - feetsz;
695 float bonesz = sz; 770 float bonesz = sz;
696 771
697 float bot = -sz * 0.5f; 772 float bot = -sz * 0.5f + m_feetOffset;
698 773
699 boneOff = bot + 0.3f; 774 boneOff = bot + 0.3f;
700 775
@@ -708,47 +783,37 @@ namespace OpenSim.Region.Physics.OdePlugin
708 bot += midsz; 783 bot += midsz;
709 float topz = bot + topsz * 0.5f; 784 float topz = bot + topsz * 0.5f;
710 785
711 _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace); 786 _parent_scene.waitForSpaceUnlock(_parent_scene.CharsSpace);
712
713 feetbox = d.CreateBox(_parent_scene.ActiveSpace, feetsx, feetsy, feetsz);
714 d.GeomSetCategoryBits(feetbox, (uint)m_collisionCategories);
715 d.GeomSetCollideBits(feetbox, (uint)m_collisionFlags);
716
717 midbox = d.CreateBox(_parent_scene.ActiveSpace, midsx, midsy, midsz);
718 d.GeomSetCategoryBits(midbox, (uint)m_collisionCategories);
719 d.GeomSetCollideBits(midbox, (uint)m_collisionFlags);
720
721 topbox = d.CreateBox(_parent_scene.ActiveSpace, topsx, topsy, topsz);
722 d.GeomSetCategoryBits(topbox, (uint)m_collisionCategories);
723 d.GeomSetCollideBits(topbox, (uint)m_collisionFlags);
724 787
725 bonebox = d.CreateBox(_parent_scene.ActiveSpace, bonesx, bonesy, bonesz); 788 collider = d.HashSpaceCreate(_parent_scene.CharsSpace);
726 d.GeomSetCategoryBits(bonebox, (uint)m_collisionCategories); 789 d.HashSpaceSetLevels(collider, -4, 3);
727 d.GeomSetCollideBits(bonebox, (uint)m_collisionFlags); 790 d.SpaceSetSublevel(collider, 3);
791 d.SpaceSetCleanup(collider, false);
792 d.GeomSetCategoryBits(collider, (uint)m_collisionCategories);
793 d.GeomSetCollideBits(collider, (uint)m_collisionFlags);
728 794
729 d.MassSetBox(out ShellMass, m_density, m_size.X , m_size.Y, m_size.Z); 795 feetbox = d.CreateBox(collider, feetsx, feetsy, feetsz);
796 midbox = d.CreateBox(collider, midsx, midsy, midsz);
797 topbox = d.CreateBox(collider, topsx, topsy, topsz);
798 bbox = d.CreateBox(collider, m_size.X, m_size.Y, m_size.Z);
730 799
731 m_mass = ShellMass.mass; // update mass 800 m_mass = m_density * m_size.X * m_size.Y * m_size.Z; // update mass
732 801
733 // rescale PID parameters 802 d.MassSetBoxTotal(out ShellMass, m_mass, m_size.X, m_size.Y, m_size.Z);
734 PID_D = _parent_scene.avPIDD;
735 PID_P = _parent_scene.avPIDP;
736 803
737 // rescale PID parameters so that this aren't affected by mass 804 PID_D = basePID_D * m_mass / _parent_scene.ODE_STEPSIZE;
738 // and so don't get unstable for some masses 805 PID_P = basePID_P * m_mass / _parent_scene.ODE_STEPSIZE;
739 // also scale by ode time step so you don't need to refix them
740
741 PID_D /= 50 * 80; //scale to original mass of around 80 and 50 ODE fps
742 PID_D *= m_mass / _parent_scene.ODE_STEPSIZE;
743 PID_P /= 50 * 80;
744 PID_P *= m_mass / _parent_scene.ODE_STEPSIZE;
745 806
746 Body = d.BodyCreate(_parent_scene.world); 807 Body = d.BodyCreate(_parent_scene.world);
747 808
748 _zeroFlag = false; 809 _zeroFlag = false;
810 m_collisionException = false;
749 m_pidControllerActive = true; 811 m_pidControllerActive = true;
750 m_freemove = false; 812 m_freemove = false;
751 813
814 _velocity = Vector3.Zero;
815 m_lastVelocitySqr = 0;
816
752 d.BodySetAutoDisableFlag(Body, false); 817 d.BodySetAutoDisableFlag(Body, false);
753 d.BodySetPosition(Body, npositionX, npositionY, npositionZ); 818 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
754 819
@@ -760,12 +825,15 @@ namespace OpenSim.Region.Physics.OdePlugin
760 d.GeomSetBody(feetbox, Body); 825 d.GeomSetBody(feetbox, Body);
761 d.GeomSetBody(midbox, Body); 826 d.GeomSetBody(midbox, Body);
762 d.GeomSetBody(topbox, Body); 827 d.GeomSetBody(topbox, Body);
763 d.GeomSetBody(bonebox, Body); 828 d.GeomSetBody(bbox, Body);
764 829
765 d.GeomSetOffsetPosition(feetbox, 0, 0, feetz); 830 d.GeomSetOffsetPosition(feetbox, 0, 0, feetz);
766 d.GeomSetOffsetPosition(midbox, 0, 0, midz); 831 d.GeomSetOffsetPosition(midbox, 0, 0, midz);
767 d.GeomSetOffsetPosition(topbox, 0, 0, topz); 832 d.GeomSetOffsetPosition(topbox, 0, 0, topz);
768 833
834 ajustCollider();
835
836
769 // The purpose of the AMotor here is to keep the avatar's physical 837 // The purpose of the AMotor here is to keep the avatar's physical
770 // surrogate from rotating while moving 838 // surrogate from rotating while moving
771 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero); 839 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
@@ -828,142 +896,212 @@ namespace OpenSim.Region.Physics.OdePlugin
828 if (topbox != IntPtr.Zero) 896 if (topbox != IntPtr.Zero)
829 { 897 {
830 _parent_scene.actor_name_map.Remove(topbox); 898 _parent_scene.actor_name_map.Remove(topbox);
831 _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace); 899 _parent_scene.waitForSpaceUnlock(collider);
832 d.GeomDestroy(topbox); 900 d.GeomDestroy(topbox);
833 topbox = IntPtr.Zero; 901 topbox = IntPtr.Zero;
834 } 902 }
835 if (midbox != IntPtr.Zero) 903 if (midbox != IntPtr.Zero)
836 { 904 {
837 _parent_scene.actor_name_map.Remove(midbox); 905 _parent_scene.actor_name_map.Remove(midbox);
838 _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace); 906 _parent_scene.waitForSpaceUnlock(collider);
839 d.GeomDestroy(midbox); 907 d.GeomDestroy(midbox);
840 midbox = IntPtr.Zero; 908 midbox = IntPtr.Zero;
841 } 909 }
842 if (feetbox != IntPtr.Zero) 910 if (feetbox != IntPtr.Zero)
843 { 911 {
844 _parent_scene.actor_name_map.Remove(feetbox); 912 _parent_scene.actor_name_map.Remove(feetbox);
845 _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace); 913 _parent_scene.waitForSpaceUnlock(collider);
846 d.GeomDestroy(feetbox); 914 d.GeomDestroy(feetbox);
847 feetbox = IntPtr.Zero; 915 feetbox = IntPtr.Zero;
848 } 916 }
849 917
850 if (bonebox != IntPtr.Zero) 918 if (bbox != IntPtr.Zero)
919 {
920 _parent_scene.actor_name_map.Remove(bbox);
921 _parent_scene.waitForSpaceUnlock(collider);
922 d.GeomDestroy(bbox);
923 bbox = IntPtr.Zero;
924 }
925
926 if (collider != IntPtr.Zero)
851 { 927 {
852 _parent_scene.actor_name_map.Remove(bonebox); 928 d.SpaceDestroy(collider);
853 _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace); 929 collider = IntPtr.Zero;
854 d.GeomDestroy(bonebox);
855 bonebox = IntPtr.Zero;
856 } 930 }
857 931
858 } 932 }
859 933
860 public bool Collide(IntPtr me, bool reverse, ref d.ContactGeom contact) 934 //in place 2D rotation around Z assuming rot is normalised and is a rotation around Z
935 public void RotateXYonZ(ref float x, ref float y, ref Quaternion rot)
861 { 936 {
937 float sin = 2.0f * rot.Z * rot.W;
938 float cos = rot.W * rot.W - rot.Z * rot.Z;
939 float tx = x;
862 940
863 if (me == bonebox) // inner bone 941 x = tx * cos - y * sin;
864 { 942 y = tx * sin + y * cos;
865 if (contact.pos.Z - _position.Z < boneOff) 943 }
866 IsColliding = true; 944 public void RotateXYonZ(ref float x, ref float y, ref float sin, ref float cos)
867 return true; 945 {
868 } 946 float tx = x;
947 x = tx * cos - y * sin;
948 y = tx * sin + y * cos;
949 }
950 public void invRotateXYonZ(ref float x, ref float y, ref float sin, ref float cos)
951 {
952 float tx = x;
953 x = tx * cos + y * sin;
954 y = -tx * sin + y * cos;
955 }
869 956
870 if (me == topbox) // keep a box head 957 public void invRotateXYonZ(ref float x, ref float y, ref Quaternion rot)
871 return true; 958 {
959 float sin = - 2.0f * rot.Z * rot.W;
960 float cos = rot.W * rot.W - rot.Z * rot.Z;
961 float tx = x;
872 962
873 // rotate elipsoide assuming only rotation around Z 963 x = tx * cos - y * sin;
874 float ca = m_orientation.W * m_orientation.W - m_orientation.Z * m_orientation.Z; 964 y = tx * sin + y * cos;
875 float sa = 2 * m_orientation.W * m_orientation.Z; 965 }
876 966
877 float isx;
878 float isy;
879 967
880 if (me == feetbox) // feet have narrow bounds 968 public bool Collide(IntPtr me, bool reverse, ref d.ContactGeom contact, ref bool feetcollision)
881 { 969 {
970 feetcollision = false;
971 if (m_collisionException)
972 return false;
882 973
883 isx = m_invElipSizeX * invFeetScale; 974 Vector3 offset;
884 isy = m_invElipSizeY * invFeetScale; 975
885 } 976 if (me == bbox) // if moving fast
886 else
887 { 977 {
888 isx = m_invElipSizeX; 978 // force a full inelastic collision
889 isy = m_invElipSizeY; 979 m_collisionException = true;
980
981 offset = m_size * m_orientation2D;
982
983 offset.X = (float)Math.Abs(offset.X) * 0.5f + contact.depth;
984 offset.Y = (float)Math.Abs(offset.Y) * 0.5f + contact.depth;
985 offset.Z = (float)Math.Abs(offset.Z) * 0.5f + contact.depth;
986
987 if (reverse)
988 {
989 offset.X *= -contact.normal.X;
990 offset.Y *= -contact.normal.Y;
991 offset.Z *= -contact.normal.Z;
992 }
993 else
994 {
995 offset.X *= contact.normal.X;
996 offset.Y *= contact.normal.Y;
997 offset.Z *= contact.normal.Z;
998 }
999
1000 offset.X += contact.pos.X;
1001 offset.Y += contact.pos.Y;
1002 offset.Z += contact.pos.Z;
1003
1004 _position = offset;
1005 return false;
890 } 1006 }
891 1007
892 float a = isx * ca - isy * sa; 1008 offset.X = contact.pos.X - _position.X;
893 float b = isx * sa + isy * ca; 1009 offset.Y = contact.pos.Y - _position.Y;
894 1010
895 float offx = contact.pos.X - _position.X; 1011 if (me == topbox)
896 float er = offx * a; 1012 {
897 er *= er; 1013 offset.Z = contact.pos.Z - _position.Z;
898 1014
899 float offy = contact.pos.Y - _position.Y; 1015 offset.Normalize();
900 float ty = offy * b; 1016
901 er += ty * ty; 1017 if (reverse)
1018 {
1019 contact.normal.X = offset.X;
1020 contact.normal.Y = offset.Y;
1021 contact.normal.Z = offset.Z;
1022 }
1023 else
1024 {
1025 contact.normal.X = -offset.X;
1026 contact.normal.Y = -offset.Y;
1027 contact.normal.Z = -offset.Z;
1028 }
1029 return true;
1030 }
902 1031
903 if (me == midbox) 1032 if (me == midbox)
904 { 1033 {
905 if (er > 4.0f) // no collision 1034 if (Math.Abs(contact.normal.Z) > 0.95f)
906 return false; 1035 offset.Z = contact.pos.Z - _position.Z;
907 if (er < 0.2f) 1036 else
908 return true; 1037 offset.Z = contact.normal.Z;
909 1038
910 float t = offx * offx + offy * offy; 1039 offset.Normalize();
911 t = (float)Math.Sqrt(t);
912 t = 1 / t;
913 offx *= t;
914 offy *= t;
915 1040
916 if (reverse) 1041 if (reverse)
917 { 1042 {
918 contact.normal.X = offx; 1043 contact.normal.X = offset.X;
919 contact.normal.Y = offy; 1044 contact.normal.Y = offset.Y;
1045 contact.normal.Z = offset.Z;
920 } 1046 }
921 else 1047 else
922 { 1048 {
923 contact.normal.X = -offx; 1049 contact.normal.X = -offset.X;
924 contact.normal.Y = -offy; 1050 contact.normal.Y = -offset.Y;
1051 contact.normal.Z = -offset.Z;
925 } 1052 }
926 1053
927 contact.normal.Z = 0;
928 return true; 1054 return true;
929 } 1055 }
930 1056
931 else if (me == feetbox) 1057 else if (me == feetbox)
932 { 1058 {
933 float c = feetSZ * 2;
934 float h = contact.pos.Z - _position.Z; 1059 float h = contact.pos.Z - _position.Z;
935 float offz = h - feetOff; // distance from top of feetbox
936 1060
937 float tz = offz / c; 1061 if (Math.Abs(contact.normal.Z) > 0.95f)
938 er += tz * tz; 1062 {
1063 if (contact.normal.Z > 0)
1064 contact.normal.Z = 1.0f;
1065 else
1066 contact.normal.Z = -1.0f;
1067 contact.normal.X = 0.0f;
1068 contact.normal.Y = 0.0f;
1069 feetcollision = true;
1070 if (h < boneOff)
1071 IsColliding = true;
1072 return true;
1073 }
1074
1075 offset.Z = h - feetOff; // distance from top of feetbox
939 1076
940 if (er > 4.0f) // no collision 1077 if (offset.Z > 0)
941 return false; 1078 return false;
942 1079
943 if (er > 0.2f) 1080 if (offset.Z > -0.01)
944 { 1081 {
945 float t = offx * offx + offy * offy + offz * offz; 1082 offset.X = 0;
946 t = (float)Math.Sqrt(t); 1083 offset.Y = 0;
947 t = 1 / t; 1084 offset.Z = -1.0f;
948 offx *= t; 1085 }
949 offy *= t; 1086 else
950 offz *= t; 1087 {
951 1088 offset.Normalize();
952 if (reverse)
953 {
954 contact.normal.X = offx;
955 contact.normal.Y = offy;
956 contact.normal.Z = offz;
957 }
958 else
959 {
960 contact.normal.X = -offx;
961 contact.normal.Y = -offy;
962 contact.normal.Z = -offz;
963 }
964 } 1089 }
965 1090
966 if(h < boneOff) 1091 if (reverse)
1092 {
1093 contact.normal.X = offset.X;
1094 contact.normal.Y = offset.Y;
1095 contact.normal.Z = offset.Z;
1096 }
1097 else
1098 {
1099 contact.normal.X = -offset.X;
1100 contact.normal.Y = -offset.Y;
1101 contact.normal.Z = -offset.Z;
1102 }
1103 feetcollision = true;
1104 if (h < boneOff)
967 IsColliding = true; 1105 IsColliding = true;
968 } 1106 }
969 else 1107 else
@@ -977,11 +1115,28 @@ namespace OpenSim.Region.Physics.OdePlugin
977 /// This is the avatar's movement control + PID Controller 1115 /// This is the avatar's movement control + PID Controller
978 /// </summary> 1116 /// </summary>
979 /// <param name="timeStep"></param> 1117 /// <param name="timeStep"></param>
980 public void Move(float timeStep, List<OdeCharacter> defects) 1118 public void Move(List<OdeCharacter> defects)
981 { 1119 {
982 if (Body == IntPtr.Zero) 1120 if (Body == IntPtr.Zero)
983 return; 1121 return;
984 1122
1123 if (m_collisionException)
1124 {
1125 d.BodySetPosition(Body,_position.X, _position.Y, _position.Z);
1126 d.BodySetLinearVel(Body, 0, 0, 0);
1127
1128 float v = _velocity.Length();
1129 if (v != 0)
1130 {
1131 v = 5.0f / v;
1132 _velocity = _velocity * v;
1133 d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
1134 }
1135 ajustCollider();
1136 m_collisionException = false;
1137 return;
1138 }
1139
985 d.Vector3 dtmp = d.BodyGetPosition(Body); 1140 d.Vector3 dtmp = d.BodyGetPosition(Body);
986 Vector3 localpos = new Vector3(dtmp.X, dtmp.Y, dtmp.Z); 1141 Vector3 localpos = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
987 1142
@@ -989,10 +1144,10 @@ namespace OpenSim.Region.Physics.OdePlugin
989 // so force it back to identity 1144 // so force it back to identity
990 1145
991 d.Quaternion qtmp; 1146 d.Quaternion qtmp;
992 qtmp.W = m_orientation.W; 1147 qtmp.W = m_orientation2D.W;
993 qtmp.X = m_orientation.X; 1148 qtmp.X = m_orientation2D.X;
994 qtmp.Y = m_orientation.Y; 1149 qtmp.Y = m_orientation2D.Y;
995 qtmp.Z = m_orientation.Z; 1150 qtmp.Z = m_orientation2D.Z;
996 d.BodySetQuaternion(Body, ref qtmp); 1151 d.BodySetQuaternion(Body, ref qtmp);
997 1152
998 if (m_pidControllerActive == false) 1153 if (m_pidControllerActive == false)
@@ -1055,9 +1210,10 @@ namespace OpenSim.Region.Physics.OdePlugin
1055 1210
1056 //****************************************** 1211 //******************************************
1057 // colide with land 1212 // colide with land
1213
1058 d.AABB aabb; 1214 d.AABB aabb;
1059 d.GeomGetAABB(feetbox, out aabb); 1215 d.GeomGetAABB(feetbox, out aabb);
1060 float chrminZ = aabb.MinZ - 0.04f; // move up a bit 1216 float chrminZ = aabb.MinZ; ; // move up a bit
1061 Vector3 posch = localpos; 1217 Vector3 posch = localpos;
1062 1218
1063 float ftmp; 1219 float ftmp;
@@ -1100,11 +1256,12 @@ namespace OpenSim.Region.Physics.OdePlugin
1100 contact.PenetrationDepth = depth; 1256 contact.PenetrationDepth = depth;
1101 contact.Position.X = localpos.X; 1257 contact.Position.X = localpos.X;
1102 contact.Position.Y = localpos.Y; 1258 contact.Position.Y = localpos.Y;
1103 contact.Position.Z = chrminZ; 1259 contact.Position.Z = terrainheight;
1104 contact.SurfaceNormal.X = 0f; 1260 contact.SurfaceNormal.X = 0.0f;
1105 contact.SurfaceNormal.Y = 0f; 1261 contact.SurfaceNormal.Y = 0.0f;
1106 contact.SurfaceNormal.Z = -1f; 1262 contact.SurfaceNormal.Z = -1f;
1107 contact.RelativeSpeed = -vel.Z; 1263 contact.RelativeSpeed = -vel.Z;
1264 contact.CharacterFeet = true;
1108 AddCollisionEvent(0, contact); 1265 AddCollisionEvent(0, contact);
1109 1266
1110 vec.Z *= 0.5f; 1267 vec.Z *= 0.5f;
@@ -1123,6 +1280,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1123 m_iscollidingGround = false; 1280 m_iscollidingGround = false;
1124 } 1281 }
1125 1282
1283
1126 //****************************************** 1284 //******************************************
1127 1285
1128 bool tviszero = (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f); 1286 bool tviszero = (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f);
@@ -1258,21 +1416,58 @@ namespace OpenSim.Region.Physics.OdePlugin
1258 } 1416 }
1259 1417
1260 // update our local ideia of position velocity and aceleration 1418 // update our local ideia of position velocity and aceleration
1419 // _position = localpos;
1261 _position = localpos; 1420 _position = localpos;
1421
1262 if (_zeroFlag) 1422 if (_zeroFlag)
1263 { 1423 {
1264 _velocity = Vector3.Zero; 1424 _velocity = Vector3.Zero;
1265 _acceleration = Vector3.Zero; 1425 _acceleration = Vector3.Zero;
1426 m_rotationalVelocity = Vector3.Zero;
1266 } 1427 }
1267 else 1428 else
1268 { 1429 {
1269 _acceleration = _velocity; // previus velocity 1430 Vector3 a =_velocity; // previus velocity
1270 _velocity = vel; 1431 SetSmooth(ref _velocity, ref vel, 2);
1271 _acceleration = (vel - _acceleration) / timeStep; 1432 a = (_velocity - a) * invtimeStep;
1433 SetSmooth(ref _acceleration, ref a, 2);
1434
1435 dtmp = d.BodyGetAngularVel(Body);
1436 m_rotationalVelocity.X = 0f;
1437 m_rotationalVelocity.Y = 0f;
1438 m_rotationalVelocity.Z = dtmp.Z;
1439 Math.Round(m_rotationalVelocity.Z,3);
1272 } 1440 }
1273 1441 ajustCollider();
1442 }
1443
1444 public void round(ref Vector3 v, int digits)
1445 {
1446 v.X = (float)Math.Round(v.X, digits);
1447 v.Y = (float)Math.Round(v.Y, digits);
1448 v.Z = (float)Math.Round(v.Z, digits);
1449 }
1450
1451 public void SetSmooth(ref Vector3 dst, ref Vector3 value)
1452 {
1453 dst.X = 0.1f * dst.X + 0.9f * value.X;
1454 dst.Y = 0.1f * dst.Y + 0.9f * value.Y;
1455 dst.Z = 0.1f * dst.Z + 0.9f * value.Z;
1456 }
1457
1458 public void SetSmooth(ref Vector3 dst, ref Vector3 value, int rounddigits)
1459 {
1460 dst.X = 0.4f * dst.X + 0.6f * value.X;
1461 dst.X = (float)Math.Round(dst.X, rounddigits);
1462
1463 dst.Y = 0.4f * dst.Y + 0.6f * value.Y;
1464 dst.Y = (float)Math.Round(dst.Y, rounddigits);
1465
1466 dst.Z = 0.4f * dst.Z + 0.6f * value.Z;
1467 dst.Z = (float)Math.Round(dst.Z, rounddigits);
1274 } 1468 }
1275 1469
1470
1276 /// <summary> 1471 /// <summary>
1277 /// Updates the reported position and velocity. 1472 /// Updates the reported position and velocity.
1278 /// Used to copy variables from unmanaged space at heartbeat rate and also trigger scene updates acording 1473 /// Used to copy variables from unmanaged space at heartbeat rate and also trigger scene updates acording
@@ -1399,10 +1594,11 @@ namespace OpenSim.Region.Physics.OdePlugin
1399 1594
1400 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z); 1595 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z);
1401 1596
1402 _parent_scene.actor_name_map[topbox] = (PhysicsActor)this; 1597 _parent_scene.actor_name_map[collider] = (PhysicsActor)this;
1403 _parent_scene.actor_name_map[midbox] = (PhysicsActor)this;
1404 _parent_scene.actor_name_map[feetbox] = (PhysicsActor)this; 1598 _parent_scene.actor_name_map[feetbox] = (PhysicsActor)this;
1405 _parent_scene.actor_name_map[bonebox] = (PhysicsActor)this; 1599 _parent_scene.actor_name_map[midbox] = (PhysicsActor)this;
1600 _parent_scene.actor_name_map[topbox] = (PhysicsActor)this;
1601 _parent_scene.actor_name_map[bbox] = (PhysicsActor)this;
1406 _parent_scene.AddCharacter(this); 1602 _parent_scene.AddCharacter(this);
1407 } 1603 }
1408 else 1604 else
@@ -1431,6 +1627,12 @@ namespace OpenSim.Region.Physics.OdePlugin
1431 { 1627 {
1432 } 1628 }
1433 1629
1630 private void changeAvatarSize(strAvatarSize st)
1631 {
1632 m_feetOffset = st.offset;
1633 changeSize(st.size);
1634 }
1635
1434 private void changeSize(Vector3 pSize) 1636 private void changeSize(Vector3 pSize)
1435 { 1637 {
1436 if (pSize.IsFinite()) 1638 if (pSize.IsFinite())
@@ -1449,13 +1651,16 @@ namespace OpenSim.Region.Physics.OdePlugin
1449 _position.Z + (m_size.Z - oldsz) * 0.5f); 1651 _position.Z + (m_size.Z - oldsz) * 0.5f);
1450 1652
1451 Velocity = Vector3.Zero; 1653 Velocity = Vector3.Zero;
1654
1452 1655
1453 _parent_scene.actor_name_map[topbox] = (PhysicsActor)this; 1656 _parent_scene.actor_name_map[collider] = (PhysicsActor)this;
1454 _parent_scene.actor_name_map[midbox] = (PhysicsActor)this;
1455 _parent_scene.actor_name_map[feetbox] = (PhysicsActor)this; 1657 _parent_scene.actor_name_map[feetbox] = (PhysicsActor)this;
1456 _parent_scene.actor_name_map[bonebox] = (PhysicsActor)this; 1658 _parent_scene.actor_name_map[midbox] = (PhysicsActor)this;
1659 _parent_scene.actor_name_map[topbox] = (PhysicsActor)this;
1660 _parent_scene.actor_name_map[bbox] = (PhysicsActor)this;
1457 } 1661 }
1458 m_freemove = false; 1662 m_freemove = false;
1663 m_collisionException = false;
1459 m_pidControllerActive = true; 1664 m_pidControllerActive = true;
1460 } 1665 }
1461 else 1666 else
@@ -1475,14 +1680,36 @@ namespace OpenSim.Region.Physics.OdePlugin
1475 1680
1476 private void changeOrientation(Quaternion newOri) 1681 private void changeOrientation(Quaternion newOri)
1477 { 1682 {
1478 d.Quaternion myrot = new d.Quaternion(); 1683 if (m_orientation != newOri)
1479 myrot.X = newOri.X; 1684 {
1480 myrot.Y = newOri.Y; 1685 m_orientation = newOri; // keep a copy for core use
1481 myrot.Z = newOri.Z; 1686 // but only use rotations around Z
1482 myrot.W = newOri.W; 1687
1483 float t = d.JointGetAMotorAngle(Amotor, 2); 1688 m_orientation2D.W = newOri.W;
1484 d.BodySetQuaternion(Body,ref myrot); 1689 m_orientation2D.Z = newOri.Z;
1485 m_orientation = newOri; 1690
1691 float t = m_orientation2D.W * m_orientation2D.W + m_orientation2D.Z * m_orientation2D.Z;
1692 if (t > 0)
1693 {
1694 t = 1.0f / (float)Math.Sqrt(t);
1695 m_orientation2D.W *= t;
1696 m_orientation2D.Z *= t;
1697 }
1698 else
1699 {
1700 m_orientation2D.W = 1.0f;
1701 m_orientation2D.Z = 0f;
1702 }
1703 m_orientation2D.Y = 0f;
1704 m_orientation2D.X = 0f;
1705
1706 d.Quaternion myrot = new d.Quaternion();
1707 myrot.X = m_orientation2D.X;
1708 myrot.Y = m_orientation2D.Y;
1709 myrot.Z = m_orientation2D.Z;
1710 myrot.W = m_orientation2D.W;
1711 d.BodySetQuaternion(Body, ref myrot);
1712 }
1486 } 1713 }
1487 1714
1488 private void changeVelocity(Vector3 newVel) 1715 private void changeVelocity(Vector3 newVel)
@@ -1564,6 +1791,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1564 1791
1565 if (Body != IntPtr.Zero) 1792 if (Body != IntPtr.Zero)
1566 d.BodySetLinearVel(Body, newmomentum.X, newmomentum.Y, newmomentum.Z); 1793 d.BodySetLinearVel(Body, newmomentum.X, newmomentum.Y, newmomentum.Z);
1794 ajustCollider();
1567 } 1795 }
1568 1796
1569 private void donullchange() 1797 private void donullchange()
@@ -1572,7 +1800,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1572 1800
1573 public bool DoAChange(changes what, object arg) 1801 public bool DoAChange(changes what, object arg)
1574 { 1802 {
1575 if (topbox == IntPtr.Zero && what != changes.Add && what != changes.Remove) 1803 if (collider == IntPtr.Zero && what != changes.Add && what != changes.Remove)
1576 { 1804 {
1577 return false; 1805 return false;
1578 } 1806 }
@@ -1638,6 +1866,10 @@ namespace OpenSim.Region.Physics.OdePlugin
1638 changeSize((Vector3)arg); 1866 changeSize((Vector3)arg);
1639 break; 1867 break;
1640 1868
1869 case changes.AvatarSize:
1870 changeAvatarSize((strAvatarSize)arg);
1871 break;
1872
1641 case changes.Momentum: 1873 case changes.Momentum:
1642 changeMomentum((Vector3)arg); 1874 changeMomentum((Vector3)arg);
1643 break; 1875 break;
@@ -1685,5 +1917,12 @@ namespace OpenSim.Region.Physics.OdePlugin
1685 { 1917 {
1686 _parent_scene.AddChange((PhysicsActor)this, what, arg); 1918 _parent_scene.AddChange((PhysicsActor)this, what, arg);
1687 } 1919 }
1920
1921 private struct strAvatarSize
1922 {
1923 public Vector3 size;
1924 public float offset;
1925 }
1926
1688 } 1927 }
1689} 1928}