/* * 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.Collections.Generic; using System.Reflection; using System.Runtime.InteropServices; using log4net; using OpenMetaverse; using Ode.NET; using OpenSim.Framework; using OpenSim.Region.Physics.Manager; namespace OpenSim.Region.Physics.OdePlugin { public class ODEVehicleSettings { public Vehicle Type { get { return m_type; } } public IntPtr Body { get { return m_body; } } private Vehicle m_type = Vehicle.TYPE_NONE; private OdeScene m_parentScene = null; private IntPtr m_body = IntPtr.Zero; private IntPtr m_jointGroup = IntPtr.Zero; private IntPtr m_aMotor = IntPtr.Zero; private IntPtr m_lMotor = IntPtr.Zero; // Vehicle properties private Quaternion m_referenceFrame = Quaternion.Identity; private Vector3 m_angularFrictionTimescale = Vector3.Zero; private Vector3 m_angularMotorDirection = Vector3.Zero; private Vector3 m_linearFrictionTimescale = Vector3.Zero; private Vector3 m_linearMotorDirection = Vector3.Zero; private Vector3 m_linearMotorOffset = Vector3.Zero; private float m_angularDeflectionEfficiency = 0; private float m_angularDeflectionTimescale = 0; private float m_angularMotorDecayTimescale = 0; private float m_angularMotorTimescale = 0; private float m_bankingEfficiency = 0; private float m_bankingMix = 0; private float m_bankingTimescale = 0; private float m_buoyancy = 0; private float m_hoverHeight = 0; private float m_hoverEfficiency = 0; private float m_hoverTimescale = 0; private float m_linearDeflectionEfficiency = 0; private float m_linearDeflectionTimescale = 0; private float m_linearMotorDecayTimescale = 0; private float m_linearMotorTimescale = 0; private float m_verticalAttractionEfficiency = 0; private float m_verticalAttractionTimescale = 0; private Vector3 m_lastVector = Vector3.Zero; private VehicleFlag m_flags = (VehicleFlag) 0; internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue) { switch (pParam) { case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: m_angularDeflectionEfficiency = pValue; break; case Vehicle.ANGULAR_DEFLECTION_TIMESCALE: m_angularDeflectionTimescale = pValue; break; case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE: m_angularMotorDecayTimescale = pValue; break; case Vehicle.ANGULAR_MOTOR_TIMESCALE: m_angularMotorTimescale = pValue; break; case Vehicle.BANKING_EFFICIENCY: m_bankingEfficiency = pValue; break; case Vehicle.BANKING_MIX: m_bankingMix = pValue; break; case Vehicle.BANKING_TIMESCALE: m_bankingTimescale = pValue; break; case Vehicle.BUOYANCY: m_buoyancy = pValue; break; case Vehicle.HOVER_EFFICIENCY: m_hoverEfficiency = pValue; break; case Vehicle.HOVER_HEIGHT: m_hoverHeight = pValue; break; case Vehicle.HOVER_TIMESCALE: m_hoverTimescale = pValue; break; case Vehicle.LINEAR_DEFLECTION_EFFICIENCY: m_linearDeflectionEfficiency = pValue; break; case Vehicle.LINEAR_DEFLECTION_TIMESCALE: m_linearDeflectionTimescale = pValue; break; case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE: m_linearMotorDecayTimescale = pValue; break; case Vehicle.LINEAR_MOTOR_TIMESCALE: m_linearMotorTimescale = pValue; break; case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY: m_verticalAttractionEfficiency = pValue; break; case Vehicle.VERTICAL_ATTRACTION_TIMESCALE: m_verticalAttractionTimescale = pValue; break; // These are vector properties but the engine lets you use a single float value to // set all of the components to the same value case Vehicle.ANGULAR_FRICTION_TIMESCALE: m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue); break; case Vehicle.ANGULAR_MOTOR_DIRECTION: m_angularMotorDirection = new Vector3(pValue, pValue, pValue); break; case Vehicle.LINEAR_FRICTION_TIMESCALE: m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue); break; case Vehicle.LINEAR_MOTOR_DIRECTION: m_linearMotorDirection = new Vector3(pValue, pValue, pValue); break; case Vehicle.LINEAR_MOTOR_OFFSET: m_linearMotorOffset = new Vector3(pValue, pValue, pValue); break; } Reset(); } internal void ProcessVectorVehicleParam(Vehicle pParam, PhysicsVector pValue) { switch (pParam) { case Vehicle.ANGULAR_FRICTION_TIMESCALE: m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); break; case Vehicle.ANGULAR_MOTOR_DIRECTION: m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); break; case Vehicle.LINEAR_FRICTION_TIMESCALE: m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); break; case Vehicle.LINEAR_MOTOR_DIRECTION: m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); break; case Vehicle.LINEAR_MOTOR_OFFSET: m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z); break; } Reset(); } internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue) { switch (pParam) { case Vehicle.REFERENCE_FRAME: m_referenceFrame = pValue; break; } Reset(); } internal void ProcessTypeChange(Vehicle pType) { if (m_type == Vehicle.TYPE_NONE && pType != Vehicle.TYPE_NONE) { // Activate whatever it is SetDefaultsForType(pType); Reset(); } else if (m_type != Vehicle.TYPE_NONE && pType != Vehicle.TYPE_NONE ) { // Set properties SetDefaultsForType(pType); // then reset Reset(); } else if (m_type != Vehicle.TYPE_NONE && pType == Vehicle.TYPE_NONE) { Destroy(); } } internal void Disable() { if (m_body == IntPtr.Zero || m_type == Vehicle.TYPE_NONE) return; } internal void Enable(IntPtr pBody, OdeScene pParentScene) { if (m_type == Vehicle.TYPE_NONE) return; m_body = pBody; m_parentScene = pParentScene; } internal void Reset() { if (m_body == IntPtr.Zero || m_type == Vehicle.TYPE_NONE) return; } internal void Destroy() { if (m_body == IntPtr.Zero || m_type == Vehicle.TYPE_NONE) return; } internal void Step(float pTimestep) { if (m_body == IntPtr.Zero || m_type == Vehicle.TYPE_NONE) return; VerticalAttractor(pTimestep); LinearMotor(pTimestep); } private void SetDefaultsForType(Vehicle pType) { m_type = pType; switch (pType) { case Vehicle.TYPE_SLED: m_linearFrictionTimescale = new Vector3(30, 1, 1000); m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); m_linearMotorDirection = Vector3.Zero; m_linearMotorTimescale = 1000; m_linearMotorDecayTimescale = 120; m_angularMotorDirection = Vector3.Zero; m_angularMotorTimescale = 1000; m_angularMotorDecayTimescale = 120; m_hoverHeight = 0; m_hoverEfficiency = 10; m_hoverTimescale = 10; m_buoyancy = 0; m_linearDeflectionEfficiency = 1; m_linearDeflectionTimescale = 1; m_angularDeflectionEfficiency = 1; m_angularDeflectionTimescale = 1000; m_bankingEfficiency = 0; m_bankingMix = 1; m_bankingTimescale = 10; m_referenceFrame = Quaternion.Identity; m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP); break; case Vehicle.TYPE_CAR: m_linearFrictionTimescale = new Vector3(100, 2, 1000); m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); m_linearMotorDirection = Vector3.Zero; m_linearMotorTimescale = 1; m_linearMotorDecayTimescale = 60; m_angularMotorDirection = Vector3.Zero; m_angularMotorTimescale = 1; m_angularMotorDecayTimescale = 0.8f; m_hoverHeight = 0; m_hoverEfficiency = 0; m_hoverTimescale = 1000; m_buoyancy = 0; m_linearDeflectionEfficiency = 1; m_linearDeflectionTimescale = 2; m_angularDeflectionEfficiency = 0; m_angularDeflectionTimescale = 10; m_verticalAttractionEfficiency = 1; m_verticalAttractionTimescale = 10; m_bankingEfficiency = -0.2f; m_bankingMix = 1; m_bankingTimescale = 1; m_referenceFrame = Quaternion.Identity; m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT); m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP); break; case Vehicle.TYPE_BOAT: m_linearFrictionTimescale = new Vector3(10, 3, 2); m_angularFrictionTimescale = new Vector3(10,10,10); m_linearMotorDirection = Vector3.Zero; m_linearMotorTimescale = 5; m_linearMotorDecayTimescale = 60; m_angularMotorDirection = Vector3.Zero; m_angularMotorTimescale = 4; m_angularMotorDecayTimescale = 4; m_hoverHeight = 0; m_hoverEfficiency = 0.5f; m_hoverTimescale = 2; m_buoyancy = 1; m_linearDeflectionEfficiency = 0.5f; m_linearDeflectionTimescale = 3; m_angularDeflectionEfficiency = 0.5f; m_angularDeflectionTimescale = 5; m_verticalAttractionEfficiency = 0.5f; m_verticalAttractionTimescale = 5; m_bankingEfficiency = -0.3f; m_bankingMix = 0.8f; m_bankingTimescale = 1; m_referenceFrame = Quaternion.Identity; m_flags &= ~( VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT); m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP); break; case Vehicle.TYPE_AIRPLANE: m_linearFrictionTimescale = new Vector3(200, 10, 5); m_angularFrictionTimescale = new Vector3(20, 20, 20); m_linearMotorDirection = Vector3.Zero; m_linearMotorTimescale = 2; m_linearMotorDecayTimescale = 60; m_angularMotorDirection = Vector3.Zero; m_angularMotorTimescale = 4; m_angularMotorDecayTimescale = 4; m_hoverHeight = 0; m_hoverEfficiency = 0.5f; m_hoverTimescale = 1000; m_buoyancy = 0; m_linearDeflectionEfficiency = 0.5f; m_linearDeflectionTimescale = 3; m_angularDeflectionEfficiency = 1; m_angularDeflectionTimescale = 2; m_verticalAttractionEfficiency = 0.9f; m_verticalAttractionTimescale = 2; m_bankingEfficiency = 1; m_bankingMix = 0.7f; m_bankingTimescale = 2; m_referenceFrame = Quaternion.Identity; m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP); m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); break; case Vehicle.TYPE_BALLOON: m_linearFrictionTimescale = new Vector3(5, 5, 5); m_angularFrictionTimescale = new Vector3(10, 10, 10); m_linearMotorDirection = Vector3.Zero; m_linearMotorTimescale = 5; m_linearMotorDecayTimescale = 60; m_angularMotorDirection = Vector3.Zero; m_angularMotorTimescale = 6; m_angularMotorDecayTimescale = 10; m_hoverHeight = 5; m_hoverEfficiency = 0.8f; m_hoverTimescale = 10; m_buoyancy = 1; m_linearDeflectionEfficiency = 0; m_linearDeflectionTimescale = 5; m_angularDeflectionEfficiency = 0; m_angularDeflectionTimescale = 5; m_verticalAttractionEfficiency = 1; m_verticalAttractionTimescale = 1000; m_bankingEfficiency = 0; m_bankingMix = 0.7f; m_bankingTimescale = 5; m_referenceFrame = Quaternion.Identity; m_flags = (VehicleFlag)0; break; } } private void VerticalAttractor(float pTimestep) { // 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.Mass objMass; d.BodyGetMass(Body, out objMass); //d.BodyGetS d.Vector3 feet; d.Vector3 head; d.BodyGetRelPointPos(m_body, 0.0f, 0.0f, -1.0f, out feet); d.BodyGetRelPointPos(m_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) * (objMass.mass * m_verticalAttractionEfficiency / (m_verticalAttractionTimescale * pTimestep)) * objMass.mass; d.BodyAddForceAtRelPos(m_body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f); d.BodyAddForceAtRelPos(m_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); } private void LinearMotor(float pTimestep) { /* float decayval = (m_linearMotorDecayTimescale * pTimestep); m_linearMotorDirection *= decayval; m_lastVector += m_linearMotorDirection m_lin m_lastVector * */ } } }