From 9654b81b2d73e524ad5541bc38440949f4952bad Mon Sep 17 00:00:00 2001 From: UbitUmarov Date: Sat, 19 Jul 2014 16:16:13 +0100 Subject: revert to capsule representation of avatar collider --- .../Region/Physics/UbitOdePlugin/ODECharacter.cs | 325 ++------------------- 1 file changed, 28 insertions(+), 297 deletions(-) (limited to 'OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs') diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs index e912997..ecd5474 100644 --- a/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs +++ b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs @@ -95,10 +95,7 @@ namespace OpenSim.Region.Physics.OdePlugin private float m_feetOffset = 0; private float feetOff = 0; - private float feetSZ = 0.5f; - const float feetScale = 0.8f; private float boneOff = 0; - private float m_lastVelocitySqr = 0; public float walkDivisor = 1.3f; public float runDivisor = 0.8f; @@ -110,7 +107,6 @@ namespace OpenSim.Region.Physics.OdePlugin private bool _zeroFlag = false; - private int m_requestedUpdateFrequency = 0; private uint m_localID = 0; public bool m_returnCollisions = false; // taints and their non-tainted counterparts @@ -127,7 +123,6 @@ namespace OpenSim.Region.Physics.OdePlugin int m_colliderfilter = 0; int m_colliderGroundfilter = 0; int m_colliderObjectfilter = 0; - bool m_collisionException = false; // Default we're a Character private CollisionCategories m_collisionCategories = (CollisionCategories.Character); @@ -140,9 +135,7 @@ namespace OpenSim.Region.Physics.OdePlugin // we do land collisions not ode | CollisionCategories.Land); public IntPtr Body = IntPtr.Zero; private OdeScene _parent_scene; - private IntPtr topbox = IntPtr.Zero; - private IntPtr midbox = IntPtr.Zero; - private IntPtr feetbox = IntPtr.Zero; + private IntPtr capsule = IntPtr.Zero; private IntPtr bbox = IntPtr.Zero; public IntPtr collider = IntPtr.Zero; @@ -150,9 +143,6 @@ namespace OpenSim.Region.Physics.OdePlugin public d.Mass ShellMass; - - - public int m_eventsubscription = 0; private int m_cureventsubscription = 0; private CollisionEventUpdate CollisionEventsThisFrame = null; @@ -214,8 +204,6 @@ namespace OpenSim.Region.Physics.OdePlugin // force lower density for testing m_density = 3.0f; - m_density *= 1.4f; // scale to have mass similar to capsule - mu = parent_scene.AvatarFriction; walkDivisor = walk_divisor; @@ -704,58 +692,6 @@ namespace OpenSim.Region.Physics.OdePlugin AddChange(changes.Momentum, momentum); } - private void ajustCollider() - { - float vq = _velocity.LengthSquared(); - if (m_lastVelocitySqr != vq) - { - m_lastVelocitySqr = vq; - if (vq > 100.0f) - { - Vector3 off = _velocity; - float t = 0.5f * timeStep; - off = off * t; - d.Quaternion qtmp; - d.GeomCopyQuaternion(bbox, out qtmp); - Quaternion q; - q.X = qtmp.X; - q.Y = qtmp.Y; - q.Z = qtmp.Z; - q.W = qtmp.W; - off *= Quaternion.Conjugate(q); - - d.GeomSetOffsetPosition(bbox, off.X, off.Y, off.Z); - - off.X = 2.0f * (m_size.X + Math.Abs(off.X)); - off.Y = 2.0f * (m_size.Y + Math.Abs(off.Y)); - off.Z = m_size.Z + 2.0f * Math.Abs(off.Z); - d.GeomBoxSetLengths(bbox, off.X, off.Y, off.Z); - - d.GeomSetCategoryBits(bbox, (uint)m_collisionCategories); - d.GeomSetCollideBits(bbox, (uint)m_collisionFlags); - d.GeomSetCategoryBits(topbox, 0); - d.GeomSetCollideBits(topbox, 0); - d.GeomSetCategoryBits(midbox, 0); - d.GeomSetCollideBits(midbox, 0); - d.GeomSetCategoryBits(feetbox, 0); - d.GeomSetCollideBits(feetbox, 0); - } - else - { - d.GeomSetCategoryBits(bbox, 0); - d.GeomSetCollideBits(bbox, 0); - d.GeomSetCategoryBits(topbox, (uint)m_collisionCategories); - d.GeomSetCollideBits(topbox, (uint)m_collisionFlags); - d.GeomSetCategoryBits(midbox, (uint)m_collisionCategories); - d.GeomSetCollideBits(midbox, (uint)m_collisionFlags); - d.GeomSetCategoryBits(feetbox, (uint)m_collisionCategories); - d.GeomSetCollideBits(feetbox, (uint)m_collisionFlags); - } - uint cat1 = d.GeomGetCategoryBits(bbox); - uint col1 = d.GeomGetCollideBits(bbox); - - } - } private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ) { @@ -764,37 +700,14 @@ namespace OpenSim.Region.Physics.OdePlugin float sy = m_size.Y; float sz = m_size.Z; - float topsx = sx * 0.9f; - float midsx = sx; - float feetsx = sx * feetScale; - float bonesx = sx * 0.2f; - - float topsy = sy * 0.4f; - float midsy = sy; - float feetsy = sy * feetScale * 0.8f; - float bonesy = feetsy * 0.2f; + float bot = -sz * 0.5f + m_feetOffset; + boneOff = bot + 0.3f; - float topsz = sz * 0.15f; float feetsz = sz * 0.45f; if (feetsz > 0.6f) feetsz = 0.6f; - float midsz = sz - topsz - feetsz; - float bonesz = sz; - - float bot = -sz * 0.5f + m_feetOffset; - - boneOff = bot + 0.3f; - - float feetz = bot + feetsz * 0.5f; - bot += feetsz; - - feetOff = bot; - feetSZ = feetsz; - - float midz = bot + midsz * 0.5f; - bot += midsz; - float topz = bot + topsz * 0.5f; + feetOff = bot + feetsz; _parent_scene.waitForSpaceUnlock(_parent_scene.CharsSpace); @@ -805,9 +718,13 @@ namespace OpenSim.Region.Physics.OdePlugin d.GeomSetCategoryBits(collider, (uint)m_collisionCategories); d.GeomSetCollideBits(collider, (uint)m_collisionFlags); - feetbox = d.CreateBox(collider, feetsx, feetsy, feetsz); - midbox = d.CreateBox(collider, midsx, midsy, midsz); - topbox = d.CreateBox(collider, topsx, topsy, topsz); + 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); + bbox = d.CreateBox(collider, m_size.X, m_size.Y, m_size.Z); m_mass = m_density * m_size.X * m_size.Y * m_size.Z; // update mass @@ -820,12 +737,10 @@ namespace OpenSim.Region.Physics.OdePlugin Body = d.BodyCreate(_parent_scene.world); _zeroFlag = false; - m_collisionException = false; m_pidControllerActive = true; m_freemove = false; _velocity = Vector3.Zero; - m_lastVelocitySqr = 0; d.BodySetAutoDisableFlag(Body, false); d.BodySetPosition(Body, npositionX, npositionY, npositionZ); @@ -835,17 +750,9 @@ namespace OpenSim.Region.Physics.OdePlugin _position.Z = npositionZ; d.BodySetMass(Body, ref ShellMass); - d.GeomSetBody(feetbox, Body); - d.GeomSetBody(midbox, Body); - d.GeomSetBody(topbox, Body); - d.GeomSetBody(bbox, Body); - - d.GeomSetOffsetPosition(feetbox, 0, 0, feetz); - d.GeomSetOffsetPosition(midbox, 0, 0, midz); - d.GeomSetOffsetPosition(topbox, 0, 0, topz); - - ajustCollider(); + d.GeomSetBody(bbox, Body); + d.GeomSetBody(capsule, Body); // The purpose of the AMotor here is to keep the avatar's physical // surrogate from rotating while moving @@ -906,26 +813,12 @@ namespace OpenSim.Region.Physics.OdePlugin } //kill the Geoms - if (topbox != IntPtr.Zero) + if (capsule != IntPtr.Zero) { - _parent_scene.actor_name_map.Remove(topbox); + _parent_scene.actor_name_map.Remove(capsule); _parent_scene.waitForSpaceUnlock(collider); - d.GeomDestroy(topbox); - topbox = IntPtr.Zero; - } - if (midbox != IntPtr.Zero) - { - _parent_scene.actor_name_map.Remove(midbox); - _parent_scene.waitForSpaceUnlock(collider); - d.GeomDestroy(midbox); - midbox = IntPtr.Zero; - } - if (feetbox != IntPtr.Zero) - { - _parent_scene.actor_name_map.Remove(feetbox); - _parent_scene.waitForSpaceUnlock(collider); - d.GeomDestroy(feetbox); - feetbox = IntPtr.Zero; + d.GeomDestroy(capsule); + capsule = IntPtr.Zero; } if (bbox != IntPtr.Zero) @@ -981,163 +874,21 @@ namespace OpenSim.Region.Physics.OdePlugin public bool Collide(IntPtr me, bool reverse, ref d.ContactGeom contact, ref bool feetcollision) { feetcollision = false; - if (m_collisionException) - return false; Vector3 offset; - if (me == bbox) // if moving fast - { - // force a full inelastic collision - m_collisionException = true; - - offset = m_size * m_orientation2D; - - offset.X = (float)Math.Abs(offset.X) * 0.5f + contact.depth; - offset.Y = (float)Math.Abs(offset.Y) * 0.5f + contact.depth; - offset.Z = (float)Math.Abs(offset.Z) * 0.5f + contact.depth; - - if (reverse) - { - offset.X *= -contact.normal.X; - offset.Y *= -contact.normal.Y; - offset.Z *= -contact.normal.Z; - } - else - { - offset.X *= contact.normal.X; - offset.Y *= contact.normal.Y; - offset.Z *= contact.normal.Z; - } - - offset.X += contact.pos.X; - offset.Y += contact.pos.Y; - offset.Z += contact.pos.Z; - - //_position = offset; - //return false; - } - offset.X = contact.pos.X - _position.X; offset.Y = contact.pos.Y - _position.Y; - if (me == topbox) - { - offset.Z = contact.pos.Z - _position.Z; - - offset.Normalize(); - - if (reverse) - { - contact.normal.X = offset.X; - contact.normal.Y = offset.Y; - contact.normal.Z = offset.Z; - } - else - { - contact.normal.X = -offset.X; - contact.normal.Y = -offset.Y; - contact.normal.Z = -offset.Z; - } - return true; - } - - if (me == midbox) - { - if (Math.Abs(contact.normal.Z) > 0.95f) - { - offset.Z = contact.pos.Z - _position.Z; - offset.X = (float)Math.Abs(offset.X) * 0.5f + contact.depth; - offset.Y = (float)Math.Abs(offset.Y) * 0.5f + contact.depth; - offset.Z = (float)Math.Abs(offset.Z) * 0.5f + contact.depth; - - if (reverse) - { - offset.X *= -contact.normal.X; - offset.Y *= -contact.normal.Y; - offset.Z *= -contact.normal.Z; - } - else - { - offset.X *= contact.normal.X; - offset.Y *= contact.normal.Y; - offset.Z *= contact.normal.Z; - } - - offset.X += contact.pos.X; - offset.Y += contact.pos.Y; - offset.Z += contact.pos.Z; - _position = offset; - return true; - } - else - offset.Z = contact.normal.Z; - - offset.Normalize(); - - /* - if (reverse) - { - contact.normal.X = offset.X; - contact.normal.Y = offset.Y; - contact.normal.Z = offset.Z; - } - else - { - contact.normal.X = -offset.X; - contact.normal.Y = -offset.Y; - contact.normal.Z = -offset.Z; - } - */ - //_position.Z = offset.Z; - return true; - } - - else if (me == feetbox) + if (me == capsule) { float h = contact.pos.Z - _position.Z; - - // Only do this if the normal is sufficiently pointing in the 'up' direction - if (Math.Abs(contact.normal.Z) > 0.95f) - { - // We Only want to do this if we're sunk into the object a bit and we're stuck and we're trying to move and feetcollision is false - if ((contact.depth > 0.0010f && _velocity.X == 0f && _velocity.Y == 0 && _velocity.Z == 0) - && (_target_velocity.X > 0 || _target_velocity.Y > 0 || _target_velocity.Z > 0) - && (!feetcollision) ) - { - m_collisionException = true; // Stop looping, do this only once not X times Contacts - _position.Z += contact.depth + 0.01f; // Move us Up the amount that we sank in, and add 0.01 meters to gently lift avatar up. - - return true; - } - - if (contact.normal.Z > 0) - contact.normal.Z = 1.0f; - else - contact.normal.Z = -1.0f; - contact.normal.X = 0.0f; - contact.normal.Y = 0.0f; - feetcollision = true; - if (h < boneOff) - IsColliding = true; - return true; - } - - offset.Z = h - feetOff; // distance from top of feetbox + offset.Z = h - feetOff; if (offset.Z > 0) - return false; + return true; - if (offset.Z > -0.01) - { - offset.X = 0; - offset.Y = 0; - offset.Z = -1.0f; - } - else - { - offset.Normalize(); - } + offset.Normalize(); if (reverse) { @@ -1171,23 +922,6 @@ namespace OpenSim.Region.Physics.OdePlugin if (Body == IntPtr.Zero) return; - if (m_collisionException) - { - d.BodySetPosition(Body,_position.X, _position.Y, _position.Z); - d.BodySetLinearVel(Body, 0, 0, 0); - - float v = _velocity.Length(); - if (v != 0) - { - v = 5.0f / v; - _velocity = _velocity * v; - d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z); - } - ajustCollider(); - m_collisionException = false; - return; - } - d.Vector3 dtmp = d.BodyGetPosition(Body); Vector3 localpos = new Vector3(dtmp.X, dtmp.Y, dtmp.Z); @@ -1263,7 +997,8 @@ namespace OpenSim.Region.Physics.OdePlugin // colide with land d.AABB aabb; - d.GeomGetAABB(feetbox, out aabb); +// d.GeomGetAABB(feetbox, out aabb); + d.GeomGetAABB(capsule, out aabb); float chrminZ = aabb.MinZ; ; // move up a bit Vector3 posch = localpos; @@ -1489,7 +1224,6 @@ namespace OpenSim.Region.Physics.OdePlugin m_rotationalVelocity.Z = dtmp.Z; Math.Round(m_rotationalVelocity.Z,3); } - ajustCollider(); } public void round(ref Vector3 v, int digits) @@ -1655,10 +1389,11 @@ namespace OpenSim.Region.Physics.OdePlugin AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z); _parent_scene.actor_name_map[collider] = (PhysicsActor)this; - _parent_scene.actor_name_map[feetbox] = (PhysicsActor)this; - _parent_scene.actor_name_map[midbox] = (PhysicsActor)this; - _parent_scene.actor_name_map[topbox] = (PhysicsActor)this; +// _parent_scene.actor_name_map[feetbox] = (PhysicsActor)this; +// _parent_scene.actor_name_map[midbox] = (PhysicsActor)this; +// _parent_scene.actor_name_map[topbox] = (PhysicsActor)this; _parent_scene.actor_name_map[bbox] = (PhysicsActor)this; + _parent_scene.actor_name_map[capsule] = (PhysicsActor)this; _parent_scene.AddCharacter(this); } else @@ -1714,13 +1449,10 @@ namespace OpenSim.Region.Physics.OdePlugin _parent_scene.actor_name_map[collider] = (PhysicsActor)this; - _parent_scene.actor_name_map[feetbox] = (PhysicsActor)this; - _parent_scene.actor_name_map[midbox] = (PhysicsActor)this; - _parent_scene.actor_name_map[topbox] = (PhysicsActor)this; _parent_scene.actor_name_map[bbox] = (PhysicsActor)this; + _parent_scene.actor_name_map[capsule] = (PhysicsActor)this; } m_freemove = false; - m_collisionException = false; m_pidControllerActive = true; } else @@ -1851,7 +1583,6 @@ namespace OpenSim.Region.Physics.OdePlugin if (Body != IntPtr.Zero) d.BodySetLinearVel(Body, newmomentum.X, newmomentum.Y, newmomentum.Z); - ajustCollider(); } private void donullchange() -- cgit v1.1