/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Reflection;
using BulletDotNET;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Physics.Manager;
using log4net;
namespace OpenSim.Region.Physics.BulletDotNETPlugin
{
public class BulletDotNETCharacter : PhysicsActor
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public btRigidBody Body;
public btCollisionShape Shell;
public btVector3 tempVector1;
public btVector3 tempVector2;
public btVector3 tempVector3;
public btVector3 tempVector4;
public btVector3 tempVector5RayCast;
public btVector3 tempVector6RayCast;
public btVector3 tempVector7RayCast;
public btQuaternion tempQuat1;
public btTransform tempTrans1;
public ClosestNotMeRayResultCallback ClosestCastResult;
private btTransform m_bodyTransform;
private btVector3 m_bodyPosition;
private btVector3 m_CapsuleOrientationAxis;
private btQuaternion m_bodyOrientation;
private btDefaultMotionState m_bodyMotionState;
private btGeneric6DofConstraint m_aMotor;
// private Vector3 m_movementComparision;
private Vector3 m_position;
private Vector3 m_zeroPosition;
private bool m_zeroFlag = false;
private bool m_lastUpdateSent = false;
private Vector3 m_velocity;
private Vector3 m_target_velocity;
private Vector3 m_acceleration;
private Vector3 m_rotationalVelocity;
private bool m_pidControllerActive = true;
public float PID_D = 80.0f;
public float PID_P = 90.0f;
public float CAPSULE_RADIUS = 0.37f;
public float CAPSULE_LENGTH = 2.140599f;
public float heightFudgeFactor = 0.52f;
public float walkDivisor = 1.3f;
public float runDivisor = 0.8f;
private float m_mass = 80f;
public float m_density = 60f;
private bool m_flying = false;
private bool m_iscolliding = false;
private bool m_iscollidingGround = false;
private bool m_wascolliding = false;
private bool m_wascollidingGround = false;
private bool m_iscollidingObj = false;
private bool m_alwaysRun = false;
private bool m_hackSentFall = false;
private bool m_hackSentFly = false;
public uint m_localID = 0;
public bool m_returnCollisions = false;
// taints and their non-tainted counterparts
public bool m_isPhysical = false; // the current physical status
public bool m_tainted_isPhysical = false; // set when the physical status is tainted (false=not existing in physics engine, true=existing)
private float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes.
private bool m_taintRemove = false;
// private bool m_taintedPosition = false;
// private Vector3 m_taintedPosition_value;
private Vector3 m_taintedForce;
private float m_buoyancy = 0f;
// private CollisionLocker ode;
// private string m_name = String.Empty;
private bool[] m_colliderarr = new bool[11];
private bool[] m_colliderGroundarr = new bool[11];
private BulletDotNETScene m_parent_scene;
public int m_eventsubscription = 0;
// private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
public BulletDotNETCharacter(string avName, BulletDotNETScene parent_scene, Vector3 pos, Vector3 size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor)
{
m_position = pos;
m_zeroPosition = pos;
m_parent_scene = parent_scene;
PID_D = pid_d;
PID_P = pid_p;
CAPSULE_RADIUS = capsule_radius;
m_density = density;
heightFudgeFactor = height_fudge_factor;
walkDivisor = walk_divisor;
runDivisor = rundivisor;
for (int i = 0; i < 11; i++)
{
m_colliderarr[i] = false;
}
for (int i = 0; i < 11; i++)
{
m_colliderGroundarr[i] = false;
}
CAPSULE_LENGTH = (size.Z * 1.15f) - CAPSULE_RADIUS * 2.0f;
m_tainted_CAPSULE_LENGTH = CAPSULE_LENGTH;
m_isPhysical = false; // current status: no ODE information exists
m_tainted_isPhysical = true; // new tainted status: need to create ODE information
m_parent_scene.AddPhysicsActorTaint(this);
// m_name = avName;
tempVector1 = new btVector3(0, 0, 0);
tempVector2 = new btVector3(0, 0, 0);
tempVector3 = new btVector3(0, 0, 0);
tempVector4 = new btVector3(0, 0, 0);
tempVector5RayCast = new btVector3(0, 0, 0);
tempVector6RayCast = new btVector3(0, 0, 0);
tempVector7RayCast = new btVector3(0, 0, 0);
tempQuat1 = new btQuaternion(0, 0, 0, 1);
tempTrans1 = new btTransform(tempQuat1, tempVector1);
// m_movementComparision = new PhysicsVector(0, 0, 0);
m_CapsuleOrientationAxis = new btVector3(1, 0, 1);
}
///
/// This creates the Avatar's physical Surrogate at the position supplied
///
///
///
///
// WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
// to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
// place that is safe to call this routine AvatarGeomAndBodyCreation.
private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ)
{
if (CAPSULE_LENGTH <= 0)
{
m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
CAPSULE_LENGTH = 0.01f;
}
if (CAPSULE_RADIUS <= 0)
{
m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
CAPSULE_RADIUS = 0.01f;
}
Shell = new btCapsuleShape(CAPSULE_RADIUS, CAPSULE_LENGTH);
if (m_bodyPosition == null)
m_bodyPosition = new btVector3(npositionX, npositionY, npositionZ);
m_bodyPosition.setValue(npositionX, npositionY, npositionZ);
if (m_bodyOrientation == null)
m_bodyOrientation = new btQuaternion(m_CapsuleOrientationAxis, (Utils.DEG_TO_RAD * 90));
if (m_bodyTransform == null)
m_bodyTransform = new btTransform(m_bodyOrientation, m_bodyPosition);
else
{
m_bodyTransform.Dispose();
m_bodyTransform = new btTransform(m_bodyOrientation, m_bodyPosition);
}
if (m_bodyMotionState == null)
m_bodyMotionState = new btDefaultMotionState(m_bodyTransform);
else
m_bodyMotionState.setWorldTransform(m_bodyTransform);
m_mass = Mass;
Body = new btRigidBody(m_mass, m_bodyMotionState, Shell);
Body.setUserPointer(new IntPtr((int)Body.Handle));
if (ClosestCastResult != null)
ClosestCastResult.Dispose();
ClosestCastResult = new ClosestNotMeRayResultCallback(Body);
m_parent_scene.AddRigidBody(Body);
Body.setActivationState(4);
if (m_aMotor != null)
{
if (m_aMotor.Handle != IntPtr.Zero)
{
m_parent_scene.getBulletWorld().removeConstraint(m_aMotor);
m_aMotor.Dispose();
}
m_aMotor = null;
}
m_aMotor = new btGeneric6DofConstraint(Body, m_parent_scene.TerrainBody,
m_parent_scene.TransZero,
m_parent_scene.TransZero, false);
m_aMotor.setAngularLowerLimit(m_parent_scene.VectorZero);
m_aMotor.setAngularUpperLimit(m_parent_scene.VectorZero);
}
public void Remove()
{
m_taintRemove = true;
}
public override bool Stopped
{
get { return m_zeroFlag; }
}
public override Vector3 Size
{
get { return new Vector3(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); }
set
{
m_pidControllerActive = true;
Vector3 SetSize = value;
m_tainted_CAPSULE_LENGTH = (SetSize.Z * 1.15f) - CAPSULE_RADIUS * 2.0f;
//m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
Velocity = Vector3.Zero;
m_parent_scene.AddPhysicsActorTaint(this);
}
}
///
/// turn the PID controller on or off.
/// The PID Controller will turn on all by itself in many situations
///
///
public void SetPidStatus(bool status)
{
m_pidControllerActive = status;
}
public override PrimitiveBaseShape Shape
{
set { return; }
}
public override uint LocalID
{
set { m_localID = value; }
}
public override bool Grabbed
{
set { return; }
}
public override bool Selected
{
set { return; }
}
public override void CrossingFailure()
{
}
public override void link(PhysicsActor obj)
{
}
public override void delink()
{
}
public override void LockAngularMotion(Vector3 axis)
{
}
public override Vector3 Position
{
get { return m_position; }
set
{
// m_taintedPosition_value = value;
m_position = value;
// m_taintedPosition = true;
}
}
public override float Mass
{
get
{
float AVvolume = (float)(Math.PI * Math.Pow(CAPSULE_RADIUS, 2) * CAPSULE_LENGTH);
return m_density * AVvolume;
}
}
public override Vector3 Force
{
get { return m_target_velocity; }
set { return; }
}
public override int VehicleType
{
get { return 0; }
set { return; }
}
public override void VehicleFloatParam(int param, float value)
{
}
public override void VehicleVectorParam(int param, Vector3 value)
{
}
public override void VehicleRotationParam(int param, Quaternion rotation)
{
}
public override void VehicleFlagsSet(int flags)
{
}
public override void VehicleFlagsRemove(int flags)
{
}
public override void VehicleFlags(int param, bool remove)
{
}
public override void SetVolumeDetect(int param)
{
}
public override Vector3 GeometricCenter
{
get { return Vector3.Zero; }
}
public override Vector3 CenterOfMass
{
get { return Vector3.Zero; }
}
public override Vector3 Velocity
{
get
{
if (m_zeroFlag)
return Vector3.Zero;
m_lastUpdateSent = false;
return m_velocity;
}
set
{
m_pidControllerActive = true;
m_target_velocity = value;
}
}
public override Vector3 Torque
{
get { return Vector3.Zero; }
set { return; }
}
public override float CollisionScore
{
get { return 0f; }
set { }
}
public override Vector3 Acceleration
{
get { return m_acceleration; }
}
public override Quaternion Orientation
{
get { return Quaternion.Identity; }
set
{
}
}
public override int PhysicsActorType
{
get { return (int)ActorTypes.Agent; }
set { return; }
}
public override bool IsPhysical
{
get { return false; }
set { return; }
}
public override bool Flying
{
get { return m_flying; }
set { m_flying = value; }
}
public override bool SetAlwaysRun
{
get { return m_alwaysRun; }
set { m_alwaysRun = value; }
}
public override bool ThrottleUpdates
{
get { return false; }
set { return; }
}
///
/// Returns if the avatar is colliding in general.
/// This includes the ground and objects and avatar.
///
public override bool IsColliding
{
get { return m_iscolliding; }
set
{
int i;
int truecount = 0;
int falsecount = 0;
if (m_colliderarr.Length >= 10)
{
for (i = 0; i < 10; i++)
{
m_colliderarr[i] = m_colliderarr[i + 1];
}
}
m_colliderarr[10] = value;
for (i = 0; i < 11; i++)
{
if (m_colliderarr[i])
{
truecount++;
}
else
{
falsecount++;
}
}
// Equal truecounts and false counts means we're colliding with something.
m_log.DebugFormat("[PHYSICS]: TrueCount:{0}, FalseCount:{1}",truecount,falsecount);
if (falsecount > 1.2 * truecount)
{
m_iscolliding = false;
}
else
{
m_iscolliding = true;
}
if (m_wascolliding != m_iscolliding)
{
//base.SendCollisionUpdate(new CollisionEventUpdate());
}
m_wascolliding = m_iscolliding;
}
}
///
/// Returns if an avatar is colliding with the ground
///
public override bool CollidingGround
{
get { return m_iscollidingGround; }
set
{
// Collisions against the ground are not really reliable
// So, to get a consistant value we have to average the current result over time
// Currently we use 1 second = 10 calls to this.
int i;
int truecount = 0;
int falsecount = 0;
if (m_colliderGroundarr.Length >= 10)
{
for (i = 0; i < 10; i++)
{
m_colliderGroundarr[i] = m_colliderGroundarr[i + 1];
}
}
m_colliderGroundarr[10] = value;
for (i = 0; i < 11; i++)
{
if (m_colliderGroundarr[i])
{
truecount++;
}
else
{
falsecount++;
}
}
// Equal truecounts and false counts means we're colliding with something.
if (falsecount > 1.2 * truecount)
{
m_iscollidingGround = false;
}
else
{
m_iscollidingGround = true;
}
if (m_wascollidingGround != m_iscollidingGround)
{
//base.SendCollisionUpdate(new CollisionEventUpdate());
}
m_wascollidingGround = m_iscollidingGround;
}
}
///
/// Returns if the avatar is colliding with an object
///
public override bool CollidingObj
{
get { return m_iscollidingObj; }
set
{
m_iscollidingObj = value;
if (value)
m_pidControllerActive = false;
else
m_pidControllerActive = true;
}
}
public override bool FloatOnWater
{
set { return; }
}
public override Vector3 RotationalVelocity
{
get { return m_rotationalVelocity; }
set { m_rotationalVelocity = value; }
}
public override bool Kinematic
{
get { return false; }
set { }
}
public override float Buoyancy
{
get { return m_buoyancy; }
set { m_buoyancy = value; }
}
public override Vector3 PIDTarget { set { return; } }
public override bool PIDActive { set { return; } }
public override float PIDTau { set { return; } }
public override bool PIDHoverActive
{
set { return; }
}
public override float PIDHoverHeight
{
set { return; }
}
public override PIDHoverType PIDHoverType
{
set { return; }
}
public override float PIDHoverTau
{
set { return; }
}
public override Quaternion APIDTarget
{
set { return; }
}
public override bool APIDActive
{
set { return; }
}
public override float APIDStrength
{
set { return; }
}
public override float APIDDamping
{
set { return; }
}
///
/// Adds the force supplied to the Target Velocity
/// The PID controller takes this target velocity and tries to make it a reality
///
///
/// Is this a push by a script?
public override void AddForce(Vector3 force, bool pushforce)
{
if (pushforce)
{
m_pidControllerActive = false;
force *= 100f;
doForce(force, false);
//System.Console.WriteLine("Push!");
//_target_velocity.X += force.X;
// _target_velocity.Y += force.Y;
//_target_velocity.Z += force.Z;
}
else
{
m_pidControllerActive = true;
m_target_velocity.X += force.X;
m_target_velocity.Y += force.Y;
m_target_velocity.Z += force.Z;
}
//m_lastUpdateSent = false;
}
public void doForce(Vector3 force, bool now)
{
tempVector3.setValue(force.X, force.Y, force.Z);
if (now)
{
Body.applyCentralForce(tempVector3);
}
else
{
m_taintedForce += force;
m_parent_scene.AddPhysicsActorTaint(this);
}
}
public void doImpulse(Vector3 force, bool now)
{
tempVector3.setValue(force.X, force.Y, force.Z);
if (now)
{
Body.applyCentralImpulse(tempVector3);
}
else
{
m_taintedForce += force;
m_parent_scene.AddPhysicsActorTaint(this);
}
}
public override void AddAngularForce(Vector3 force, bool pushforce)
{
}
public override void SetMomentum(Vector3 momentum)
{
}
public override void SubscribeEvents(int ms)
{
m_eventsubscription = ms;
m_parent_scene.addCollisionEventReporting(this);
}
public override void UnSubscribeEvents()
{
m_parent_scene.remCollisionEventReporting(this);
m_eventsubscription = 0;
}
public override bool SubscribedEvents()
{
if (m_eventsubscription > 0)
return true;
return false;
}
internal void Dispose()
{
if (Body.isInWorld())
m_parent_scene.removeFromWorld(Body);
if (m_aMotor.Handle != IntPtr.Zero)
m_parent_scene.getBulletWorld().removeConstraint(m_aMotor);
m_aMotor.Dispose(); m_aMotor = null;
ClosestCastResult.Dispose(); ClosestCastResult = null;
Body.Dispose(); Body = null;
Shell.Dispose(); Shell = null;
tempQuat1.Dispose();
tempTrans1.Dispose();
tempVector1.Dispose();
tempVector2.Dispose();
tempVector3.Dispose();
tempVector4.Dispose();
tempVector5RayCast.Dispose();
tempVector6RayCast.Dispose();
}
public void ProcessTaints(float timestep)
{
if (m_tainted_isPhysical != m_isPhysical)
{
if (m_tainted_isPhysical)
{
// Create avatar capsule and related ODE data
if (!(Shell == null && Body == null))
{
m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
+ (Shell != null ? "Shell " : "")
+ (Body != null ? "Body " : ""));
}
AvatarGeomAndBodyCreation(m_position.X, m_position.Y, m_position.Z);
}
else
{
// destroy avatar capsule and related ODE data
Dispose();
tempVector1 = new btVector3(0, 0, 0);
tempVector2 = new btVector3(0, 0, 0);
tempVector3 = new btVector3(0, 0, 0);
tempVector4 = new btVector3(0, 0, 0);
tempVector5RayCast = new btVector3(0, 0, 0);
tempVector6RayCast = new btVector3(0, 0, 0);
tempVector7RayCast = new btVector3(0, 0, 0);
tempQuat1 = new btQuaternion(0, 0, 0, 1);
tempTrans1 = new btTransform(tempQuat1, tempVector1);
// m_movementComparision = new PhysicsVector(0, 0, 0);
m_CapsuleOrientationAxis = new btVector3(1, 0, 1);
}
m_isPhysical = m_tainted_isPhysical;
}
if (m_tainted_CAPSULE_LENGTH != CAPSULE_LENGTH)
{
if (Body != null)
{
m_pidControllerActive = true;
// no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate()
//d.JointDestroy(Amotor);
float prevCapsule = CAPSULE_LENGTH;
CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH;
//m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
Dispose();
tempVector1 = new btVector3(0, 0, 0);
tempVector2 = new btVector3(0, 0, 0);
tempVector3 = new btVector3(0, 0, 0);
tempVector4 = new btVector3(0, 0, 0);
tempVector5RayCast = new btVector3(0, 0, 0);
tempVector6RayCast = new btVector3(0, 0, 0);
tempVector7RayCast = new btVector3(0, 0, 0);
tempQuat1 = new btQuaternion(0, 0, 0, 1);
tempTrans1 = new btTransform(tempQuat1, tempVector1);
// m_movementComparision = new PhysicsVector(0, 0, 0);
m_CapsuleOrientationAxis = new btVector3(1, 0, 1);
AvatarGeomAndBodyCreation(m_position.X, m_position.Y,
m_position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2));
Velocity = Vector3.Zero;
}
else
{
m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
+ (Shell == null ? "Shell " : "")
+ (Body == null ? "Body " : ""));
}
}
if (m_taintRemove)
{
Dispose();
}
}
///
/// Called from Simulate
/// This is the avatar's movement control + PID Controller
///
///
public void Move(float timeStep)
{
// no lock; for now it's only called from within Simulate()
// If the PID Controller isn't active then we set our force
// calculating base velocity to the current position
if (Body == null)
return;
tempTrans1.Dispose();
tempTrans1 = Body.getInterpolationWorldTransform();
tempVector1.Dispose();
tempVector1 = tempTrans1.getOrigin();
tempVector2.Dispose();
tempVector2 = Body.getInterpolationLinearVelocity();
if (m_pidControllerActive == false)
{
m_zeroPosition.X = tempVector1.getX();
m_zeroPosition.Y = tempVector1.getY();
m_zeroPosition.Z = tempVector1.getZ();
}
//PidStatus = true;
Vector3 vec = Vector3.Zero;
Vector3 vel = new Vector3(tempVector2.getX(), tempVector2.getY(), tempVector2.getZ());
float movementdivisor = 1f;
if (!m_alwaysRun)
{
movementdivisor = walkDivisor;
}
else
{
movementdivisor = runDivisor;
}
// if velocity is zero, use position control; otherwise, velocity control
if (m_target_velocity.X == 0.0f && m_target_velocity.Y == 0.0f && m_target_velocity.Z == 0.0f && m_iscolliding)
{
// keep track of where we stopped. No more slippin' & slidin'
if (!m_zeroFlag)
{
m_zeroFlag = true;
m_zeroPosition.X = tempVector1.getX();
m_zeroPosition.Y = tempVector1.getY();
m_zeroPosition.Z = tempVector1.getZ();
}
if (m_pidControllerActive)
{
// We only want to deactivate the PID Controller if we think we want to have our surrogate
// react to the physics scene by moving it's position.
// Avatar to Avatar collisions
// Prim to avatar collisions
Vector3 pos = new Vector3(tempVector1.getX(), tempVector1.getY(), tempVector1.getZ());
vec.X = (m_target_velocity.X - vel.X) * (PID_D) + (m_zeroPosition.X - pos.X) * (PID_P * 2);
vec.Y = (m_target_velocity.Y - vel.Y) * (PID_D) + (m_zeroPosition.Y - pos.Y) * (PID_P * 2);
if (m_flying)
{
vec.Z = (m_target_velocity.Z - vel.Z) * (PID_D) + (m_zeroPosition.Z - pos.Z) * PID_P;
}
}
//PidStatus = true;
}
else
{
m_pidControllerActive = true;
m_zeroFlag = false;
if (m_iscolliding && !m_flying)
{
// We're standing on something
vec.X = ((m_target_velocity.X / movementdivisor) - vel.X) * (PID_D);
vec.Y = ((m_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D);
}
else if (m_iscolliding && m_flying)
{
// We're flying and colliding with something
vec.X = ((m_target_velocity.X / movementdivisor) - vel.X) * (PID_D / 16);
vec.Y = ((m_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D / 16);
}
else if (!m_iscolliding && m_flying)
{
// we're in mid air suspended
vec.X = ((m_target_velocity.X / movementdivisor) - vel.X) * (PID_D / 6);
vec.Y = ((m_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D / 6);
// We don't want linear velocity to cause our avatar to bounce, so we check target Z and actual velocity X, Y
// rebound preventing
if (m_target_velocity.Z < 0.025f && m_velocity.X < 0.25f && m_velocity.Y < 0.25f)
m_zeroFlag = true;
}
if (m_iscolliding && !m_flying && m_target_velocity.Z > 0.0f)
{
// We're colliding with something and we're not flying but we're moving
// This means we're walking or running.
Vector3 pos = new Vector3(tempVector1.getX(), tempVector1.getY(), tempVector1.getZ());
vec.Z = (m_target_velocity.Z - vel.Z) * PID_D + (m_zeroPosition.Z - pos.Z) * PID_P;
if (m_target_velocity.X > 0)
{
vec.X = ((m_target_velocity.X - vel.X) / 1.2f) * PID_D;
}
if (m_target_velocity.Y > 0)
{
vec.Y = ((m_target_velocity.Y - vel.Y) / 1.2f) * PID_D;
}
}
else if (!m_iscolliding && !m_flying)
{
// we're not colliding and we're not flying so that means we're falling!
// m_iscolliding includes collisions with the ground.
// d.Vector3 pos = d.BodyGetPosition(Body);
if (m_target_velocity.X > 0)
{
vec.X = ((m_target_velocity.X - vel.X) / 1.2f) * PID_D;
}
if (m_target_velocity.Y > 0)
{
vec.Y = ((m_target_velocity.Y - vel.Y) / 1.2f) * PID_D;
}
}
if (m_flying)
{
vec.Z = (m_target_velocity.Z - vel.Z) * (PID_D);
}
}
if (m_flying)
{
// Slight PID correction
vec.Z += (((-1 * m_parent_scene.gravityz) * m_mass) * 0.06f);
//auto fly height. Kitto Flora
//d.Vector3 pos = d.BodyGetPosition(Body);
float target_altitude = m_parent_scene.GetTerrainHeightAtXY(m_position.X, m_position.Y) + 5.0f;
if (m_position.Z < target_altitude)
{
vec.Z += (target_altitude - m_position.Z) * PID_P * 5.0f;
}
}
if (Body != null && (((m_target_velocity.X > 0.2f || m_target_velocity.X < -0.2f) || (m_target_velocity.Y > 0.2f || m_target_velocity.Y < -0.2f))))
{
Body.setFriction(0.001f);
//m_log.DebugFormat("[PHYSICS]: Avatar force applied: {0}, Target:{1}", vec.ToString(), m_target_velocity.ToString());
}
if (Body != null)
{
int activationstate = Body.getActivationState();
if (activationstate == 0)
{
Body.forceActivationState(1);
}
}
doImpulse(vec, true);
}
///
/// Updates the reported position and velocity. This essentially sends the data up to ScenePresence.
///
public void UpdatePositionAndVelocity()
{
if (Body == null)
return;
//int val = Environment.TickCount;
CheckIfStandingOnObject();
//m_log.DebugFormat("time:{0}", Environment.TickCount - val);
//IsColliding = Body.checkCollideWith(m_parent_scene.TerrainBody);
tempTrans1.Dispose();
tempTrans1 = Body.getInterpolationWorldTransform();
tempVector1.Dispose();
tempVector1 = tempTrans1.getOrigin();
tempVector2.Dispose();
tempVector2 = Body.getInterpolationLinearVelocity();
// no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
Vector3 vec = new Vector3(tempVector1.getX(), tempVector1.getY(), tempVector1.getZ());
// kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
if (vec.X < -10.0f) vec.X = 0.0f;
if (vec.Y < -10.0f) vec.Y = 0.0f;
if (vec.X > (int)Constants.RegionSize + 10.2f) vec.X = (int)Constants.RegionSize + 10.2f;
if (vec.Y > (int)Constants.RegionSize + 10.2f) vec.Y = (int)Constants.RegionSize + 10.2f;
m_position.X = vec.X;
m_position.Y = vec.Y;
m_position.Z = vec.Z;
// Did we move last? = zeroflag
// This helps keep us from sliding all over
if (m_zeroFlag)
{
m_velocity.X = 0.0f;
m_velocity.Y = 0.0f;
m_velocity.Z = 0.0f;
// Did we send out the 'stopped' message?
if (!m_lastUpdateSent)
{
m_lastUpdateSent = true;
//base.RequestPhysicsterseUpdate();
}
}
else
{
m_lastUpdateSent = false;
vec = new Vector3(tempVector2.getX(), tempVector2.getY(), tempVector2.getZ());
m_velocity.X = (vec.X);
m_velocity.Y = (vec.Y);
m_velocity.Z = (vec.Z);
//m_log.Debug(m_target_velocity);
if (m_velocity.Z < -6 && !m_hackSentFall)
{
m_hackSentFall = true;
m_pidControllerActive = false;
}
else if (m_flying && !m_hackSentFly)
{
//m_hackSentFly = true;
//base.SendCollisionUpdate(new CollisionEventUpdate());
}
else
{
m_hackSentFly = false;
m_hackSentFall = false;
}
}
if (Body != null)
{
if (Body.getFriction() < 0.9f)
Body.setFriction(0.9f);
}
//if (Body != null)
// Body.clearForces();
}
public void CheckIfStandingOnObject()
{
float capsuleHalfHeight = ((CAPSULE_LENGTH + 2*CAPSULE_RADIUS)*0.5f);
tempVector5RayCast.setValue(m_position.X, m_position.Y, m_position.Z);
tempVector6RayCast.setValue(m_position.X, m_position.Y, m_position.Z - 1 * capsuleHalfHeight * 1.1f);
ClosestCastResult.Dispose();
ClosestCastResult = new ClosestNotMeRayResultCallback(Body);
try
{
m_parent_scene.getBulletWorld().rayTest(tempVector5RayCast, tempVector6RayCast, ClosestCastResult);
}
catch (AccessViolationException)
{
m_log.Debug("BAD!");
}
if (ClosestCastResult.hasHit())
{
if (tempVector7RayCast != null)
tempVector7RayCast.Dispose();
//tempVector7RayCast = ClosestCastResult.getHitPointWorld();
/*if (tempVector7RayCast == null) // null == no result also
{
CollidingObj = false;
IsColliding = false;
CollidingGround = false;
return;
}
float zVal = tempVector7RayCast.getZ();
if (zVal != 0)
m_log.Debug("[PHYSICS]: HAAAA");
if (zVal < m_position.Z && zVal > ((CAPSULE_LENGTH + 2 * CAPSULE_RADIUS) *0.5f))
{
CollidingObj = true;
IsColliding = true;
}
else
{
CollidingObj = false;
IsColliding = false;
CollidingGround = false;
}*/
//height+2*radius = capsule full length
//CollidingObj = true;
//IsColliding = true;
m_iscolliding = true;
}
else
{
//CollidingObj = false;
//IsColliding = false;
//CollidingGround = false;
m_iscolliding = false;
}
}
}
}