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/*
* 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 Axiom.Math;
using Ode.NET;
using OpenSim.Framework;
using OpenSim.Region.Physics.Manager;
namespace OpenSim.Region.Physics.OdePlugin
{
public class OdeCharacter : PhysicsActor
{
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_density = 50f;
private bool m_pidControllerActive = true;
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_iscollidingObj = false;
private bool m_wascollidingObj = 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 IntPtr Amotor;
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;
m_StandUpRotation =
new d.Matrix3(0.8184158f, -0.5744568f, -0.0139677f, 0.5744615f, 0.8185215f, -0.004074608f, 0.01377355f,
-0.004689182f, 0.9998941f);
for (int i = 0; i < 11; i++)
{
m_colliderarr[i] = false;
}
lock (OdeScene.OdeLock)
{
int dAMotorEuler = 1;
Shell = d.CreateCapsule(parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH);
d.MassSetCapsule(out ShellMass, m_density, 3, CAPSULE_RADIUS, CAPSULE_LENGTH);
Body = d.BodyCreate(parent_scene.world);
d.BodySetMass(Body, ref ShellMass);
d.BodySetPosition(Body, pos.X, pos.Y, pos.Z);
d.GeomSetBody(Shell, Body);
d.BodySetRotation(Body, ref m_StandUpRotation);
//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);
//d.JointSetAMotorParam(Amotor, 0, -0);
//d.JointSetAMotorParam(Amotor, 0x200, -0);
//d.JointSetAMotorParam(Amotor, 0x100, -0);
// d.JointSetAMotorParam(Amotor, 0, 0);
// d.JointSetAMotorParam(Amotor, 3, 0);
// d.JointSetAMotorParam(Amotor, 2, 0);
}
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 m_iscollidingObj; }
set
{
m_iscollidingObj = value;
if (value)
m_pidControllerActive = false;
else
m_pidControllerActive = true;
}
}
public void SetPidStatus(bool status)
{
m_pidControllerActive = status;
}
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
{
m_pidControllerActive = true;
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, m_density, 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 float Mass
{
get
{
float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
return m_density*AVvolume;
}
}
public override PhysicsVector Force
{
get { return new PhysicsVector(_target_velocity.X, _target_velocity.Y, _target_velocity.Z); }
}
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 { return _velocity; }
set
{
m_pidControllerActive = true;
_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)
{
m_pidControllerActive = true;
_acceleration = accel;
}
public override void AddForce(PhysicsVector force)
{
m_pidControllerActive = true;
_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.Matrix3 StandUpRotationalMatrix = new d.Matrix3(0.8184158f, -0.5744568f, -0.0139677f, 0.5744615f, 0.8185215f, -0.004074608f, 0.01377355f, -0.004689182f, 0.9998941f);
//d.BodySetRotation(Body, ref StandUpRotationalMatrix);
//d.BodySetRotation(Body, ref m_StandUpRotation);
// The above matrix was generated with the amazing standup routine below by danX0r *cheer*
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()
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 = 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);
}
if (m_pidControllerActive)
{
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;
}
}
//PidStatus = true;
}
else
{
m_pidControllerActive = true;
_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());
m_pidControllerActive = false;
}
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.JointDestroy(Amotor);
d.GeomDestroy(Shell);
_parent_scene.geom_name_map.Remove(Shell);
d.BodyDestroy(Body);
}
}
}
}
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