/* * 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 OpenSim 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 OpenMetaverse; using Ode.NET; using OpenSim.Framework; using OpenSim.Region.Physics.Manager; namespace OpenSim.Region.Physics.OdePlugin { /// /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves. /// public enum dParam : int { LowStop = 0, HiStop = 1, Vel = 2, FMax = 3, FudgeFactor = 4, Bounce = 5, CFM = 6, ERP = 7, StopCFM = 8, LoStop2 = 256, HiStop2 = 257, LoStop3 = 512, HiStop3 = 513 } public class OdeCharacter : PhysicsActor { //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); private PhysicsVector _position; private d.Vector3 _zeroPosition; // private d.Matrix3 m_StandUpRotation; private bool _zeroFlag = false; private bool m_lastUpdateSent = false; private PhysicsVector _velocity; private PhysicsVector _target_velocity; private PhysicsVector _acceleration; private PhysicsVector m_rotationalVelocity; private float m_mass = 80f; public float m_density = 60f; private bool m_pidControllerActive = true; public float PID_D = 800.0f; public float PID_P = 900.0f; //private static float POSTURE_SERVO = 10000.0f; public float CAPSULE_RADIUS = 0.37f; public float CAPSULE_LENGTH = 2.140599f; public float m_tensor = 3800000f; public float heightFudgeFactor = 0.52f; public float walkDivisor = 1.3f; public float runDivisor = 0.8f; private bool flying = false; private bool m_iscolliding = false; private bool m_iscollidingGround = false; private bool m_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; 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]; // Default we're a Character private CollisionCategories m_collisionCategories = (CollisionCategories.Character); // Default, Collide with Other Geometries, spaces, bodies and characters. private CollisionCategories m_collisionFlags = (CollisionCategories.Geom | CollisionCategories.Space | CollisionCategories.Body | CollisionCategories.Character | CollisionCategories.Land); public IntPtr Body; private OdeScene _parent_scene; public IntPtr Shell; public IntPtr Amotor; public d.Mass ShellMass; public bool collidelock = false; public int m_eventsubscription = 0; private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate(); public OdeCharacter(String avName, OdeScene parent_scene, PhysicsVector pos, CollisionLocker dode, PhysicsVector size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor) { // ode = dode; _velocity = new PhysicsVector(); _target_velocity = new PhysicsVector(); _position = pos; _acceleration = new PhysicsVector(); _parent_scene = parent_scene; PID_D = pid_d; PID_P = pid_p; CAPSULE_RADIUS = capsule_radius; m_tensor = tensor; m_density = density; heightFudgeFactor = height_fudge_factor; walkDivisor = walk_divisor; runDivisor = rundivisor; // m_StandUpRotation = // new d.Matrix3(0.5f, 0.7071068f, 0.5f, -0.7071068f, 0f, 0.7071068f, 0.5f, -0.7071068f, // 0.5f); for (int i = 0; i < 11; i++) { m_colliderarr[i] = false; } CAPSULE_LENGTH = (size.Z - ((size.Z * height_fudge_factor))); lock (OdeScene.OdeLock) { AvatarGeomAndBodyCreation(pos.X, pos.Y, pos.Z, m_tensor); } m_name = avName; parent_scene.geom_name_map[Shell] = avName; parent_scene.actor_name_map[Shell] = (PhysicsActor) this; } public override int PhysicsActorType { get { return (int) ActorTypes.Agent; } set { return; } } /// /// If this is set, the avatar will move faster /// public override bool SetAlwaysRun { get { return m_alwaysRun; } set { m_alwaysRun = value; } } public override uint LocalID { set { m_localID = value; } } public override bool Grabbed { set { return; } } public override bool Selected { set { return; } } public override float Buoyancy { get { return m_buoyancy; } set { m_buoyancy = value; } } public override bool FloatOnWater { set { return; } } public override bool IsPhysical { get { return false; } set { return; } } public override bool ThrottleUpdates { get { return false; } set { return; } } public override bool Flying { get { return flying; } set { flying = value; } } /// /// 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. 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; } } /// /// turn the PID controller on or off. /// The PID Controller will turn on all by itself in many situations /// /// public void SetPidStatus(bool status) { m_pidControllerActive = status; } public override bool Stopped { get { return _zeroFlag; } } /// /// This 'puts' an avatar somewhere in the physics space. /// Not really a good choice unless you 'know' it's a good /// spot otherwise you're likely to orbit the avatar. /// public override PhysicsVector Position { get { return _position; } set { lock (OdeScene.OdeLock) { d.BodySetPosition(Body, value.X, value.Y, value.Z); _position = value; } } } public override PhysicsVector RotationalVelocity { get { return m_rotationalVelocity; } set { m_rotationalVelocity = value; } } /// /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight /// and use it to offset landings properly /// public override PhysicsVector Size { get { return new PhysicsVector(CAPSULE_RADIUS*2, CAPSULE_RADIUS*2, CAPSULE_LENGTH); } set { m_pidControllerActive = true; lock (OdeScene.OdeLock) { d.JointDestroy(Amotor); PhysicsVector SetSize = value; float prevCapsule = CAPSULE_LENGTH; // float capsuleradius = CAPSULE_RADIUS; //capsuleradius = 0.2f; CAPSULE_LENGTH = (SetSize.Z - ((SetSize.Z * heightFudgeFactor))); // subtract 43% of the size //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString()); d.BodyDestroy(Body); _parent_scene.waitForSpaceUnlock(_parent_scene.space); d.GeomDestroy(Shell); AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor); Velocity = new PhysicsVector(0f, 0f, 0f); } _parent_scene.geom_name_map[Shell] = m_name; _parent_scene.actor_name_map[Shell] = (PhysicsActor) this; } } /// /// This creates the Avatar's physical Surrogate at the position supplied /// /// /// /// private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ, float tensor) { int dAMotorEuler = 1; _parent_scene.waitForSpaceUnlock(_parent_scene.space); Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH); d.GeomSetCategoryBits(Shell, (int)m_collisionCategories); d.GeomSetCollideBits(Shell, (int)m_collisionFlags); d.MassSetCapsuleTotal(out ShellMass, m_mass, 2, CAPSULE_RADIUS, CAPSULE_LENGTH); Body = d.BodyCreate(_parent_scene.world); d.BodySetPosition(Body, npositionX, npositionY, npositionZ); d.BodySetMass(Body, ref ShellMass); d.Matrix3 m_caprot; // 90 Stand up on the cap of the capped cyllinder d.RFromAxisAndAngle(out m_caprot, 1, 0, 1, (float)(Math.PI / 2)); d.GeomSetRotation(Shell, ref m_caprot); d.BodySetRotation(Body, ref m_caprot); d.GeomSetBody(Shell, Body); // The purpose of the AMotor here is to keep the avatar's physical // surrogate from rotating while moving Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero); d.JointAttach(Amotor, Body, IntPtr.Zero); d.JointSetAMotorMode(Amotor, dAMotorEuler); d.JointSetAMotorNumAxes(Amotor, 3); d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0); d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0); d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1); d.JointSetAMotorAngle(Amotor, 0, 0); d.JointSetAMotorAngle(Amotor, 1, 0); d.JointSetAMotorAngle(Amotor, 2, 0); // These lowstops and high stops are effectively (no wiggle room) d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0.000000000001f); d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0.000000000001f); d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0.000000000001f); d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.000000000001f); d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0.000000000001f); d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.000000000001f); // Fudge factor is 1f by default, we're setting it to 0. We don't want it to Fudge or the // capped cyllinder will fall over d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f); d.JointSetAMotorParam(Amotor, (int)dParam.FMax, tensor); //d.Matrix3 bodyrotation = d.BodyGetRotation(Body); //d.QfromR( //d.Matrix3 checkrotation = new d.Matrix3(0.7071068,0.5, -0.7071068, // //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22); //standupStraight(); } // /// /// Uses the capped cyllinder volume formula to calculate the avatar's mass. /// This may be used in calculations in the scene/scenepresence /// public override float Mass { get { float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH); return m_density*AVvolume; } } public override void link(PhysicsActor obj) { } public override void delink() { } public override void LockAngularMotion(PhysicsVector axis) { } // This code is very useful. Written by DanX0r. We're just not using it right now. // Commented out to prevent a warning. // // private void standupStraight() // { // // The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air. // // The amotor needs a few seconds to stabilize so without it, the avatar shoots up sky high when you // // change appearance and when you enter the simulator // // After this routine is done, the amotor stabilizes much quicker // d.Vector3 feet; // d.Vector3 head; // d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet); // d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head); // float posture = head.Z - feet.Z; // // restoring force proportional to lack of posture: // float servo = (2.5f - posture) * POSTURE_SERVO; // d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f); // d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f); // //d.Matrix3 bodyrotation = d.BodyGetRotation(Body); // //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22); // } public override PhysicsVector Force { get { return new PhysicsVector(_target_velocity.X, _target_velocity.Y, _target_velocity.Z); } set { return; } } public override float VehicleFloatParam { get { return 0f; } set { return; } } public override PhysicsVector CenterOfMass { get { return PhysicsVector.Zero; } } public override PhysicsVector GeometricCenter { get { return PhysicsVector.Zero; } } public override PrimitiveBaseShape Shape { set { return; } } public override PhysicsVector Velocity { get { // There's a problem with PhysicsVector.Zero! Don't Use it Here! if (_zeroFlag) return new PhysicsVector(0f, 0f, 0f); m_lastUpdateSent = false; return _velocity; } set { m_pidControllerActive = true; _target_velocity = value; } } public override float CollisionScore { get { return 0f; } set { } } public override bool Kinematic { get { return false; } set { } } public override Quaternion Orientation { get { return Quaternion.Identity; } set { //Matrix3 or = Orientation.ToRotationMatrix(); //d.Matrix3 ord = new d.Matrix3(or.m00, or.m10, or.m20, or.m01, or.m11, or.m21, or.m02, or.m12, or.m22); //d.BodySetRotation(Body, ref ord); } } public override PhysicsVector Acceleration { get { return _acceleration; } } public void SetAcceleration(PhysicsVector accel) { m_pidControllerActive = true; _acceleration = accel; } /// /// Adds the force supplied to the Target Velocity /// The PID controller takes this target velocity and tries to make it a reality /// /// public override void AddForce(PhysicsVector force, bool pushforce) { if (pushforce) { m_pidControllerActive = false; doForce(force); //_target_velocity.X += force.X; // _target_velocity.Y += force.Y; //_target_velocity.Z += force.Z; } else { m_pidControllerActive = true; _target_velocity.X += force.X; _target_velocity.Y += force.Y; _target_velocity.Z += force.Z; } //m_lastUpdateSent = false; } /// /// After all of the forces add up with 'add force' we apply them with doForce /// /// public void doForce(PhysicsVector force) { if (!collidelock) { d.BodyAddForce(Body, force.X, force.Y, force.Z); //d.BodySetRotation(Body, ref m_StandUpRotation); //standupStraight(); } } public override void SetMomentum(PhysicsVector momentum) { } /// /// 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 (m_pidControllerActive == false) { _zeroPosition = d.BodyGetPosition(Body); } //PidStatus = true; PhysicsVector vec = new PhysicsVector(); d.Vector3 vel = d.BodyGetLinearVel(Body); float movementdivisor = 1f; if (!m_alwaysRun) { movementdivisor = walkDivisor; } else { movementdivisor = runDivisor; } // if velocity is zero, use position control; otherwise, velocity control if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && m_iscolliding) { // keep track of where we stopped. No more slippin' & slidin' if (!_zeroFlag) { _zeroFlag = true; _zeroPosition = d.BodyGetPosition(Body); } 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 d.Vector3 pos = d.BodyGetPosition(Body); vec.X = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2); vec.Y = (_target_velocity.Y - vel.Y)*(PID_D) + (_zeroPosition.Y - pos.Y)* (PID_P * 2); if (flying) { vec.Z = (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P; } } //PidStatus = true; } else { m_pidControllerActive = true; _zeroFlag = false; if (m_iscolliding && !flying) { // We're standing on something vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D); vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D); } else if (m_iscolliding && flying) { // We're flying and colliding with something vec.X = ((_target_velocity.X/movementdivisor) - vel.X)*(PID_D / 16); vec.Y = ((_target_velocity.Y/movementdivisor) - vel.Y)*(PID_D / 16); } else if (!m_iscolliding && flying) { // we're in mid air suspended vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D/6); vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D/6); } if (m_iscolliding && !flying && _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. d.Vector3 pos = d.BodyGetPosition(Body); vec.Z = (_target_velocity.Z - vel.Z)*PID_D + (_zeroPosition.Z - pos.Z)*PID_P; if (_target_velocity.X > 0) { vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D; } if (_target_velocity.Y > 0) { vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D; } } else if (!m_iscolliding && !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 (_target_velocity.X > 0) { vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D; } if (_target_velocity.Y > 0) { vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D; } } if (flying) { vec.Z = (_target_velocity.Z - vel.Z) * (PID_D); } } if (flying) { vec.Z += ((-1 * _parent_scene.gravityz)*m_mass); } doForce(vec); } /// /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence. /// public void UpdatePositionAndVelocity() { // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! d.Vector3 vec = d.BodyGetPosition(Body); // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!) if (vec.X < 0.0f) vec.X = 0.0f; if (vec.Y < 0.0f) vec.Y = 0.0f; if (vec.X > 255.95f) vec.X = 255.95f; if (vec.Y > 255.95f) vec.Y = 255.95f; _position.X = vec.X; _position.Y = vec.Y; _position.Z = vec.Z; // Did we move last? = zeroflag // This helps keep us from sliding all over if (_zeroFlag) { _velocity.X = 0.0f; _velocity.Y = 0.0f; _velocity.Z = 0.0f; // Did we send out the 'stopped' message? if (!m_lastUpdateSent) { m_lastUpdateSent = true; //base.RequestPhysicsterseUpdate(); } } else { m_lastUpdateSent = false; vec = d.BodyGetLinearVel(Body); _velocity.X = (vec.X); _velocity.Y = (vec.Y); _velocity.Z = (vec.Z); if (_velocity.Z < -6 && !m_hackSentFall) { m_hackSentFall = true; m_pidControllerActive = false; } else if (flying && !m_hackSentFly) { //m_hackSentFly = true; //base.SendCollisionUpdate(new CollisionEventUpdate()); } else { m_hackSentFly = false; m_hackSentFall = false; } } } /// /// Cleanup the things we use in the scene. /// public void Destroy() { lock (OdeScene.OdeLock) { // Kill the Amotor d.JointDestroy(Amotor); //kill the Geometry _parent_scene.waitForSpaceUnlock(_parent_scene.space); d.GeomDestroy(Shell); _parent_scene.geom_name_map.Remove(Shell); //kill the body d.BodyDestroy(Body); } } public override void CrossingFailure() { } public override PhysicsVector PIDTarget { set { return; } } public override bool PIDActive { set { return; } } public override float PIDTau { set { return; } } public override void SubscribeEvents(int ms) { m_eventsubscription = ms; _parent_scene.addCollisionEventReporting(this); } public override void UnSubscribeEvents() { _parent_scene.remCollisionEventReporting(this); m_eventsubscription = 0; } public void AddCollisionEvent(uint CollidedWith, float depth) { if (m_eventsubscription > 0) CollisionEventsThisFrame.addCollider(CollidedWith,depth); } public void SendCollisions() { if (m_eventsubscription > 0) { base.SendCollisionUpdate(CollisionEventsThisFrame); CollisionEventsThisFrame = new CollisionEventUpdate(); } } public override bool SubscribedEvents() { if (m_eventsubscription > 0) return true; return false; } } }