using System; using System.Collections.Generic; using Axiom.Math; using Ode.NET; using OpenSim.Framework; using OpenSim.Framework.Console; using OpenSim.Region.Physics.Manager; namespace OpenSim.Region.Physics.OdePlugin { public class OdeCharacter : PhysicsActor { private PhysicsVector _position; private d.Vector3 _zeroPosition; private bool _zeroFlag = false; private bool m_lastUpdateSent = false; private PhysicsVector _velocity; private PhysicsVector _target_velocity; private PhysicsVector _acceleration; private PhysicsVector m_rotationalVelocity; private static float PID_D = 3020.0f; private static float PID_P = 7000.0f; private static float POSTURE_SERVO = 10000.0f; public static float CAPSULE_RADIUS = 0.5f; public float CAPSULE_LENGTH = 0.79f; 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_alwaysRun = false; private bool m_hackSentFall = false; private bool m_hackSentFly = false; private string m_name = ""; private bool[] m_colliderarr = new bool[11]; private bool[] m_colliderGroundarr = new bool[11]; private bool jumping = false; //private float gravityAccel; public IntPtr Body; private OdeScene _parent_scene; public IntPtr Shell; public d.Mass ShellMass; public bool collidelock = false; public OdeCharacter(String avName, OdeScene parent_scene, PhysicsVector pos) { _velocity = new PhysicsVector(); _target_velocity = new PhysicsVector(); _position = pos; _acceleration = new PhysicsVector(); _parent_scene = parent_scene; for (int i = 0; i < 11; i++) { m_colliderarr[i] = false; } lock (OdeScene.OdeLock) { Shell = d.CreateCapsule(parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH); d.MassSetCapsule(out ShellMass, 50.0f, 3, 0.4f, 1.0f); Body = d.BodyCreate(parent_scene.world); d.BodySetMass(Body, ref ShellMass); d.BodySetPosition(Body, pos.X, pos.Y, pos.Z); d.GeomSetBody(Shell, Body); } 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; } } public override bool SetAlwaysRun { get { return m_alwaysRun; } set { m_alwaysRun = value; } } 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; } } 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; } } public override bool CollidingGround { get { return m_iscollidingGround; } set { 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; } } public override bool CollidingObj { get { return false; } set { return; } } 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; } } public override PhysicsVector Size { get { return new PhysicsVector(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); } set { lock (OdeScene.OdeLock) { PhysicsVector SetSize = value; float prevCapsule = CAPSULE_LENGTH; float capsuleradius = CAPSULE_RADIUS; capsuleradius = 0.2f; CAPSULE_LENGTH = (SetSize.Z - ((SetSize.Z * 0.43f))); // subtract 43% of the size d.BodyDestroy(Body); d.GeomDestroy(Shell); //MainLog.Instance.Verbose("PHYSICS", "Set Avatar Height To: " + (CAPSULE_RADIUS + CAPSULE_LENGTH)); Shell = d.CreateCapsule(_parent_scene.space, capsuleradius, CAPSULE_LENGTH); d.MassSetCapsule(out ShellMass, 50.0f, 3, CAPSULE_RADIUS, CAPSULE_LENGTH); Body = d.BodyCreate(_parent_scene.world); d.BodySetMass(Body, ref ShellMass); d.BodySetPosition(Body, _position.X, _position.Y, _position.Z + Math.Abs(CAPSULE_LENGTH - prevCapsule)); d.GeomSetBody(Shell, Body); } _parent_scene.geom_name_map[Shell] = m_name; _parent_scene.actor_name_map[Shell] = (PhysicsActor)this; } } public override PrimitiveBaseShape Shape { set { return; } } public override PhysicsVector Velocity { get { return _velocity; } set { _target_velocity = value; } } public override bool Kinematic { get { return false; } set { } } public override Quaternion Orientation { get { return Quaternion.Identity; } set { } } public override PhysicsVector Acceleration { get { return _acceleration; } } public void SetAcceleration(PhysicsVector accel) { _acceleration = accel; } public override void AddForce(PhysicsVector force) { _target_velocity.X += force.X; _target_velocity.Y += force.Y; _target_velocity.Z += force.Z; //m_lastUpdateSent = false; } public void doForce(PhysicsVector force) { if (!collidelock) { d.BodyAddForce(Body, force.X, force.Y, force.Z); // ok -- let's stand up straight! 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); //m_lastUpdateSent = false; } } public override void SetMomentum(PhysicsVector momentum) { } public void Move(float timeStep) { // no lock; for now it's only called from within Simulate() PhysicsVector vec = new PhysicsVector(); d.Vector3 vel = d.BodyGetLinearVel(Body); float movementdivisor = 1f; if (!m_alwaysRun) { movementdivisor = 1.3f; } else { movementdivisor = 0.8f; } // 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); } d.Vector3 pos = d.BodyGetPosition(Body); vec.X = (_target_velocity.X - vel.X) * PID_D + (_zeroPosition.X - pos.X) * PID_P; vec.Y = (_target_velocity.Y - vel.Y) * PID_D + (_zeroPosition.Y - pos.Y) * PID_P; if (flying) { vec.Z = (_target_velocity.Z - vel.Z) * (PID_D + 5100) + (_zeroPosition.Z - pos.Z) * PID_P; } } else { _zeroFlag = false; if (m_iscolliding || flying) { vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * PID_D; vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * PID_D; } if (m_iscolliding && !flying && _target_velocity.Z > 0.0f) { 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) { 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 + 5100); } } if (flying) { vec.Z += 10.0f; } doForce(vec); } 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; if (_zeroFlag) { _velocity.X = 0.0f; _velocity.Y = 0.0f; _velocity.Z = 0.0f; if (!m_lastUpdateSent) { m_lastUpdateSent = true; base.RequestPhysicsterseUpdate(); string primScenAvatarIn = _parent_scene.whichspaceamIin(_position); int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position); if (primScenAvatarIn == "0") { MainLog.Instance.Verbose("Physics", "Avatar " + m_name + " in space with no prim. Arr:':" + arrayitem[0].ToString() + "," + arrayitem[1].ToString()); } else { MainLog.Instance.Verbose("Physics", "Avatar " + m_name + " in Prim space':" + primScenAvatarIn + ". Arr:" + arrayitem[0].ToString() + "," + arrayitem[1].ToString()); } } } 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; base.SendCollisionUpdate(new CollisionEventUpdate()); } else if (flying && !m_hackSentFly) { //m_hackSentFly = true; //base.SendCollisionUpdate(new CollisionEventUpdate()); } else { m_hackSentFly = false; m_hackSentFall = false; } } } public void Destroy() { lock (OdeScene.OdeLock) { d.GeomDestroy(Shell); _parent_scene.geom_name_map.Remove(Shell); d.BodyDestroy(Body); } } } }