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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 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.
*/
// Revision by Ubit 2011/12
using System;
using System.Collections.Generic;
using System.Reflection;
using OpenMetaverse;
using OdeAPI;
using OpenSim.Framework;
using OpenSim.Region.Physics.Manager;
using log4net;
namespace OpenSim.Region.Physics.OdePlugin
{
/// <summary>
/// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
/// </summary>
public enum dParam : int
{
LowStop = 0,
HiStop = 1,
Vel = 2,
FMax = 3,
FudgeFactor = 4,
Bounce = 5,
CFM = 6,
StopERP = 7,
StopCFM = 8,
LoStop2 = 256,
HiStop2 = 257,
Vel2 = 258,
FMax2 = 259,
StopERP2 = 7 + 256,
StopCFM2 = 8 + 256,
LoStop3 = 512,
HiStop3 = 513,
Vel3 = 514,
FMax3 = 515,
StopERP3 = 7 + 512,
StopCFM3 = 8 + 512
}
public class OdeCharacter : PhysicsActor
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private Vector3 _position;
private Vector3 _zeroPosition;
private Vector3 _velocity;
private Vector3 _target_velocity;
private Vector3 _acceleration;
private Vector3 m_rotationalVelocity;
private Vector3 m_size;
private Quaternion m_orientation;
private Quaternion m_orientation2D;
private float m_mass = 80f;
public float m_density = 60f;
private bool m_pidControllerActive = true;
const float basePID_D = 0.55f; // scaled for unit mass unit time (2200 /(50*80))
const float basePID_P = 0.225f; // scaled for unit mass unit time (900 /(50*80))
public float PID_D;
public float PID_P;
private float timeStep;
private float invtimeStep;
private float m_feetOffset = 0;
private float feetOff = 0;
private float boneOff = 0;
private float AvaAvaSizeXsq = 0.3f;
private float AvaAvaSizeYsq = 0.2f;
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_iscollidingObj = false;
private bool m_alwaysRun = false;
private bool _zeroFlag = false;
private 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 float MinimumGroundFlightOffset = 3f;
private float m_buoyancy = 0f;
private bool m_freemove = false;
// private CollisionLocker ode;
// private string m_name = String.Empty;
// other filter control
int m_colliderfilter = 0;
int m_colliderGroundfilter = 0;
int m_colliderObjectfilter = 0;
// 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.Character
| CollisionCategories.Geom
| CollisionCategories.VolumeDtc
);
// we do land collisions not ode | CollisionCategories.Land);
public IntPtr Body = IntPtr.Zero;
private OdeScene _parent_scene;
private IntPtr capsule = IntPtr.Zero;
public IntPtr collider = IntPtr.Zero;
public IntPtr Amotor = IntPtr.Zero;
public d.Mass ShellMass;
public int m_eventsubscription = 0;
private int m_cureventsubscription = 0;
private CollisionEventUpdate CollisionEventsThisFrame = null;
private bool SentEmptyCollisionsEvent;
// unique UUID of this character object
public UUID m_uuid;
public bool bad = false;
float mu;
public OdeCharacter(uint localID, String avName, OdeScene parent_scene, Vector3 pos, Vector3 pSize, float pfeetOffset, float density, float walk_divisor, float rundivisor)
{
m_uuid = UUID.Random();
m_localID = localID;
timeStep = parent_scene.ODE_STEPSIZE;
invtimeStep = 1 / timeStep;
if (pos.IsFinite())
{
if (pos.Z > 99999f)
{
pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
}
if (pos.Z < -100f) // shouldn't this be 0 ?
{
pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
}
_position = pos;
}
else
{
_position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
}
_parent_scene = parent_scene;
m_size.X = pSize.X;
m_size.Y = pSize.Y;
m_size.Z = pSize.Z;
if(m_size.X <0.01f)
m_size.X = 0.01f;
if(m_size.Y <0.01f)
m_size.Y = 0.01f;
if(m_size.Z <0.01f)
m_size.Z = 0.01f;
m_feetOffset = pfeetOffset;
m_orientation = Quaternion.Identity;
m_orientation2D = Quaternion.Identity;
m_density = density;
// force lower density for testing
m_density = 3.0f;
mu = parent_scene.AvatarFriction;
walkDivisor = walk_divisor;
runDivisor = rundivisor;
m_mass = m_density * m_size.X * m_size.Y * m_size.Z; ; // sure we have a default
PID_D = basePID_D * m_mass * invtimeStep;
PID_P = basePID_P * m_mass * invtimeStep;
m_isPhysical = false; // current status: no ODE information exists
Name = avName;
AddChange(changes.Add, null);
}
public override int PhysicsActorType
{
get { return (int)ActorTypes.Agent; }
set { return; }
}
public override void getContactData(ref ContactData cdata)
{
cdata.mu = mu;
cdata.bounce = 0;
cdata.softcolide = false;
}
public override bool Building { get; set; }
/// <summary>
/// If this is set, the avatar will move faster
/// </summary>
public override bool SetAlwaysRun
{
get { return m_alwaysRun; }
set { m_alwaysRun = value; }
}
public override uint LocalID
{
get { return m_localID; }
set { m_localID = value; }
}
public override PhysicsActor ParentActor
{
get { return (PhysicsActor)this; }
}
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 m_isPhysical; }
set { return; }
}
public override bool ThrottleUpdates
{
get { return false; }
set { return; }
}
public override bool Flying
{
get { return flying; }
set
{
flying = value;
// m_log.DebugFormat("[PHYSICS]: Set OdeCharacter Flying to {0}", flying);
}
}
/// <summary>
/// Returns if the avatar is colliding in general.
/// This includes the ground and objects and avatar.
/// </summary>
public override bool IsColliding
{
get { return (m_iscolliding || m_iscollidingGround); }
set
{
if (value)
{
m_colliderfilter += 2;
if (m_colliderfilter > 2)
m_colliderfilter = 2;
}
else
{
m_colliderfilter--;
if (m_colliderfilter < 0)
m_colliderfilter = 0;
}
if (m_colliderfilter == 0)
m_iscolliding = false;
else
{
m_pidControllerActive = true;
m_iscolliding = true;
}
}
}
/// <summary>
/// Returns if an avatar is colliding with the ground
/// </summary>
public override bool CollidingGround
{
get { return m_iscollidingGround; }
set
{
/* we now control this
if (value)
{
m_colliderGroundfilter += 2;
if (m_colliderGroundfilter > 2)
m_colliderGroundfilter = 2;
}
else
{
m_colliderGroundfilter--;
if (m_colliderGroundfilter < 0)
m_colliderGroundfilter = 0;
}
if (m_colliderGroundfilter == 0)
m_iscollidingGround = false;
else
m_iscollidingGround = true;
*/
}
}
/// <summary>
/// Returns if the avatar is colliding with an object
/// </summary>
public override bool CollidingObj
{
get { return m_iscollidingObj; }
set
{
// Ubit filter this also
if (value)
{
m_colliderObjectfilter += 2;
if (m_colliderObjectfilter > 2)
m_colliderObjectfilter = 2;
}
else
{
m_colliderObjectfilter--;
if (m_colliderObjectfilter < 0)
m_colliderObjectfilter = 0;
}
if (m_colliderObjectfilter == 0)
m_iscollidingObj = false;
else
m_iscollidingObj = true;
// m_iscollidingObj = value;
if (m_iscollidingObj)
m_pidControllerActive = false;
else
m_pidControllerActive = true;
}
}
/// <summary>
/// turn the PID controller on or off.
/// The PID Controller will turn on all by itself in many situations
/// </summary>
/// <param name="status"></param>
public void SetPidStatus(bool status)
{
m_pidControllerActive = status;
}
public override bool Stopped
{
get { return _zeroFlag; }
}
/// <summary>
/// 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.
/// </summary>
public override Vector3 Position
{
get { return _position; }
set
{
if (value.IsFinite())
{
if (value.Z > 9999999f)
{
value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
}
if (value.Z < -100f)
{
value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
}
AddChange(changes.Position, value);
}
else
{
m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
}
}
}
public override Vector3 RotationalVelocity
{
get { return m_rotationalVelocity; }
set { m_rotationalVelocity = value; }
}
/// <summary>
/// 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
/// </summary>
public override Vector3 Size
{
get
{
return m_size;
}
set
{
if (value.IsFinite())
{
if(value.X <0.01f)
value.X = 0.01f;
if(value.Y <0.01f)
value.Y = 0.01f;
if(value.Z <0.01f)
value.Z = 0.01f;
AddChange(changes.Size, value);
}
else
{
m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
}
}
}
public override void setAvatarSize(Vector3 size, float feetOffset)
{
if (size.IsFinite())
{
if (size.X < 0.01f)
size.X = 0.01f;
if (size.Y < 0.01f)
size.Y = 0.01f;
if (size.Z < 0.01f)
size.Z = 0.01f;
strAvatarSize st = new strAvatarSize();
st.size = size;
st.offset = feetOffset;
AddChange(changes.AvatarSize, st);
}
else
{
m_log.Warn("[PHYSICS]: Got a NaN AvatarSize from Scene on a Character");
}
}
/// <summary>
/// This creates the Avatar's physical Surrogate at the position supplied
/// </summary>
/// <param name="npositionX"></param>
/// <param name="npositionY"></param>
/// <param name="npositionZ"></param>
//
/// <summary>
/// Uses the capped cyllinder volume formula to calculate the avatar's mass.
/// This may be used in calculations in the scene/scenepresence
/// </summary>
public override float Mass
{
get
{
return m_mass;
}
}
public override void link(PhysicsActor obj)
{
}
public override void delink()
{
}
public override void LockAngularMotion(Vector3 axis)
{
}
public override Vector3 Force
{
get { return _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 VehicleFlags(int param, bool remove)
{
}
public override void SetVolumeDetect(int param)
{
}
public override Vector3 CenterOfMass
{
get
{
Vector3 pos = _position;
return pos;
}
}
public override Vector3 GeometricCenter
{
get
{
Vector3 pos = _position;
return pos;
}
}
public override PrimitiveBaseShape Shape
{
set { return; }
}
public override Vector3 Velocity
{
get
{
return _velocity;
}
set
{
if (value.IsFinite())
{
AddChange(changes.Velocity, value);
}
else
{
m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
}
}
}
public override Vector3 Torque
{
get { return Vector3.Zero; }
set { return; }
}
public override float CollisionScore
{
get { return 0f; }
set { }
}
public override bool Kinematic
{
get { return false; }
set { }
}
public override Quaternion Orientation
{
get { return m_orientation; }
set
{
// fakeori = value;
// givefakeori++;
value.Normalize();
AddChange(changes.Orientation, value);
}
}
public override Vector3 Acceleration
{
get { return _acceleration; }
set { }
}
public void SetAcceleration(Vector3 accel)
{
m_pidControllerActive = true;
_acceleration = accel;
}
/// <summary>
/// Adds the force supplied to the Target Velocity
/// The PID controller takes this target velocity and tries to make it a reality
/// </summary>
/// <param name="force"></param>
public override void AddForce(Vector3 force, bool pushforce)
{
if (force.IsFinite())
{
if (pushforce)
{
AddChange(changes.Force, force * m_density / (_parent_scene.ODE_STEPSIZE * 28f));
}
else
{
AddChange(changes.Velocity, force);
}
}
else
{
m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
}
//m_lastUpdateSent = false;
}
public override void AddAngularForce(Vector3 force, bool pushforce)
{
}
public override void SetMomentum(Vector3 momentum)
{
if (momentum.IsFinite())
AddChange(changes.Momentum, momentum);
}
private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ)
{
// sizes one day should came from visual parameters
float sx = m_size.X;
float sy = m_size.Y;
float sz = m_size.Z;
float bot = -sz * 0.5f + m_feetOffset;
boneOff = bot + 0.3f;
float feetsz = sz * 0.45f;
if (feetsz > 0.6f)
feetsz = 0.6f;
feetOff = bot + feetsz;
AvaAvaSizeXsq = 0.4f * sx;
AvaAvaSizeXsq *= AvaAvaSizeXsq;
AvaAvaSizeYsq = 0.5f * sy;
AvaAvaSizeYsq *= AvaAvaSizeYsq;
_parent_scene.waitForSpaceUnlock(_parent_scene.CharsSpace);
collider = d.HashSpaceCreate(_parent_scene.CharsSpace);
d.HashSpaceSetLevels(collider, -4, 3);
d.SpaceSetSublevel(collider, 3);
d.SpaceSetCleanup(collider, false);
d.GeomSetCategoryBits(collider, (uint)m_collisionCategories);
d.GeomSetCollideBits(collider, (uint)m_collisionFlags);
float r = m_size.X;
if (m_size.Y > r)
r = m_size.Y;
float l = m_size.Z - r;
r *= 0.5f;
capsule = d.CreateCapsule(collider, r, l);
m_mass = m_density * m_size.X * m_size.Y * m_size.Z; // update mass
d.MassSetBoxTotal(out ShellMass, m_mass, m_size.X, m_size.Y, m_size.Z);
PID_D = basePID_D * m_mass / _parent_scene.ODE_STEPSIZE;
PID_P = basePID_P * m_mass / _parent_scene.ODE_STEPSIZE;
Body = d.BodyCreate(_parent_scene.world);
_zeroFlag = false;
m_pidControllerActive = true;
m_freemove = false;
_velocity = Vector3.Zero;
d.BodySetAutoDisableFlag(Body, false);
d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
_position.X = npositionX;
_position.Y = npositionY;
_position.Z = npositionZ;
d.BodySetMass(Body, ref ShellMass);
d.GeomSetBody(capsule, 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, 0);
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, (int)dParam.StopCFM, 0f); // make it HARD
d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
d.JointSetAMotorParam(Amotor, (int)dParam.StopERP, 0.8f);
d.JointSetAMotorParam(Amotor, (int)dParam.StopERP2, 0.8f);
d.JointSetAMotorParam(Amotor, (int)dParam.StopERP3, 0.8f);
// These lowstops and high stops are effectively (no wiggle room)
d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -1e-5f);
d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 1e-5f);
d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -1e-5f);
d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 1e-5f);
d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -1e-5f);
d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 1e-5f);
d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel2, 0);
d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel3, 0);
d.JointSetAMotorParam(Amotor, (int)dParam.FMax, 5e8f);
d.JointSetAMotorParam(Amotor, (int)dParam.FMax2, 5e8f);
d.JointSetAMotorParam(Amotor, (int)dParam.FMax3, 5e8f);
}
/// <summary>
/// Destroys the avatar body and geom
private void AvatarGeomAndBodyDestroy()
{
// Kill the Amotor
if (Amotor != IntPtr.Zero)
{
d.JointDestroy(Amotor);
Amotor = IntPtr.Zero;
}
if (Body != IntPtr.Zero)
{
//kill the body
d.BodyDestroy(Body);
Body = IntPtr.Zero;
}
//kill the Geoms
if (capsule != IntPtr.Zero)
{
_parent_scene.actor_name_map.Remove(capsule);
_parent_scene.waitForSpaceUnlock(collider);
d.GeomDestroy(capsule);
capsule = IntPtr.Zero;
}
if (collider != IntPtr.Zero)
{
d.SpaceDestroy(collider);
collider = IntPtr.Zero;
}
}
//in place 2D rotation around Z assuming rot is normalised and is a rotation around Z
public void RotateXYonZ(ref float x, ref float y, ref Quaternion rot)
{
float sin = 2.0f * rot.Z * rot.W;
float cos = rot.W * rot.W - rot.Z * rot.Z;
float tx = x;
x = tx * cos - y * sin;
y = tx * sin + y * cos;
}
public void RotateXYonZ(ref float x, ref float y, ref float sin, ref float cos)
{
float tx = x;
x = tx * cos - y * sin;
y = tx * sin + y * cos;
}
public void invRotateXYonZ(ref float x, ref float y, ref float sin, ref float cos)
{
float tx = x;
x = tx * cos + y * sin;
y = -tx * sin + y * cos;
}
public void invRotateXYonZ(ref float x, ref float y, ref Quaternion rot)
{
float sin = - 2.0f * rot.Z * rot.W;
float cos = rot.W * rot.W - rot.Z * rot.Z;
float tx = x;
x = tx * cos - y * sin;
y = tx * sin + y * cos;
}
public bool Collide(IntPtr me,IntPtr other, bool reverse, ref d.ContactGeom contact, ref bool feetcollision)
{
feetcollision = false;
if (me == capsule)
{
Vector3 offset;
float h = contact.pos.Z - _position.Z;
offset.Z = h - feetOff;
offset.X = contact.pos.X - _position.X;
offset.Y = contact.pos.Y - _position.Y;
d.GeomClassID gtype = d.GeomGetClass(other);
if (gtype == d.GeomClassID.CapsuleClass)
{
Vector3 roff = offset * Quaternion.Inverse(m_orientation2D);
float r = roff.X *roff.X / AvaAvaSizeXsq;
r += (roff.Y * roff.Y) / AvaAvaSizeYsq;
if (r > 1.0f)
return false;
float dp = 1.0f -(float)Math.Sqrt((double)r);
if (dp > 0.05f)
dp = 0.05f;
contact.depth = dp;
if (offset.Z < 0)
{
feetcollision = true;
if (h < boneOff)
IsColliding = true;
}
return true;
}
if (offset.Z > 0)
return true;
offset.Normalize();
if (reverse)
{
contact.normal.X = offset.X;
contact.normal.Y = offset.Y;
contact.normal.Z = offset.Z;
}
else
{
contact.normal.X = -offset.X;
contact.normal.Y = -offset.Y;
contact.normal.Z = -offset.Z;
}
feetcollision = true;
if (h < boneOff)
IsColliding = true;
return true;
}
return false;
}
/// <summary>
/// Called from Simulate
/// This is the avatar's movement control + PID Controller
/// </summary>
/// <param name="timeStep"></param>
public void Move(List<OdeCharacter> defects)
{
if (Body == IntPtr.Zero)
return;
d.Vector3 dtmp = d.BodyGetPosition(Body);
Vector3 localpos = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
// the Amotor still lets avatar rotation to drift during colisions
// so force it back to identity
d.Quaternion qtmp;
qtmp.W = m_orientation2D.W;
qtmp.X = m_orientation2D.X;
qtmp.Y = m_orientation2D.Y;
qtmp.Z = m_orientation2D.Z;
d.BodySetQuaternion(Body, ref qtmp);
if (m_pidControllerActive == false)
{
_zeroPosition = localpos;
}
if (!localpos.IsFinite())
{
m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
defects.Add(this);
// _parent_scene.RemoveCharacter(this);
// destroy avatar capsule and related ODE data
AvatarGeomAndBodyDestroy();
return;
}
// check outbounds forcing to be in world
bool fixbody = false;
if (localpos.X < 0.0f)
{
fixbody = true;
localpos.X = 0.1f;
}
else if (localpos.X > _parent_scene.WorldExtents.X - 0.1f)
{
fixbody = true;
localpos.X = _parent_scene.WorldExtents.X - 0.1f;
}
if (localpos.Y < 0.0f)
{
fixbody = true;
localpos.Y = 0.1f;
}
else if (localpos.Y > _parent_scene.WorldExtents.Y - 0.1)
{
fixbody = true;
localpos.Y = _parent_scene.WorldExtents.Y - 0.1f;
}
if (fixbody)
{
m_freemove = false;
d.BodySetPosition(Body, localpos.X, localpos.Y, localpos.Z);
}
float breakfactor;
Vector3 vec = Vector3.Zero;
dtmp = d.BodyGetLinearVel(Body);
Vector3 vel = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
float velLengthSquared = vel.LengthSquared();
float movementdivisor = 1f;
//Ubit change divisions into multiplications below
if (!m_alwaysRun)
movementdivisor = 1 / walkDivisor;
else
movementdivisor = 1 / runDivisor;
//******************************************
// colide with land
d.AABB aabb;
// d.GeomGetAABB(feetbox, out aabb);
d.GeomGetAABB(capsule, out aabb);
float chrminZ = aabb.MinZ; ; // move up a bit
Vector3 posch = localpos;
float ftmp;
if (flying)
{
ftmp = timeStep;
posch.X += vel.X * ftmp;
posch.Y += vel.Y * ftmp;
}
float terrainheight = _parent_scene.GetTerrainHeightAtXY(posch.X, posch.Y);
if (chrminZ < terrainheight)
{
float depth = terrainheight - chrminZ;
if (!flying)
{
vec.Z = -vel.Z * PID_D * 1.5f + depth * PID_P * 50;
}
else
vec.Z = depth * PID_P * 50;
if (depth < 0.1f)
{
m_colliderGroundfilter++;
if (m_colliderGroundfilter > 2)
{
m_iscolliding = true;
m_colliderfilter = 2;
if (m_colliderGroundfilter > 10)
{
m_colliderGroundfilter = 10;
m_freemove = false;
}
m_iscollidingGround = true;
ContactPoint contact = new ContactPoint();
contact.PenetrationDepth = depth;
contact.Position.X = localpos.X;
contact.Position.Y = localpos.Y;
contact.Position.Z = terrainheight;
contact.SurfaceNormal.X = 0.0f;
contact.SurfaceNormal.Y = 0.0f;
contact.SurfaceNormal.Z = -1f;
contact.RelativeSpeed = -vel.Z;
contact.CharacterFeet = true;
AddCollisionEvent(0, contact);
vec.Z *= 0.5f;
}
}
else
{
m_colliderGroundfilter = 0;
m_iscollidingGround = false;
}
}
else
{
m_colliderGroundfilter = 0;
m_iscollidingGround = false;
}
//******************************************
bool tviszero = (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f);
// if (!tviszero || m_iscolliding || velLengthSquared <0.01)
if (!tviszero)
m_freemove = false;
if (!m_freemove)
{
// if velocity is zero, use position control; otherwise, velocity control
if (tviszero && m_iscolliding)
{
// keep track of where we stopped. No more slippin' & slidin'
if (!_zeroFlag)
{
_zeroFlag = true;
_zeroPosition = localpos;
}
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
vec.X = -vel.X * PID_D * 2 + (_zeroPosition.X - localpos.X) * (PID_P * 5);
vec.Y = -vel.Y * PID_D * 2 + (_zeroPosition.Y - localpos.Y) * (PID_P * 5);
if (flying)
{
vec.Z += -vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P;
}
}
//PidStatus = true;
}
else
{
m_pidControllerActive = true;
_zeroFlag = false;
if (m_iscolliding)
{
if (!flying)
{
if (_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. JUMPING
vec.Z += (_target_velocity.Z - vel.Z) * PID_D * 1.2f;// +(_zeroPosition.Z - localpos.Z) * PID_P;
}
// 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
{
// We're flying and colliding with something
vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 0.0625f);
vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 0.0625f);
vec.Z += (_target_velocity.Z - vel.Z) * (PID_D);
}
}
else // ie not colliding
{
if (flying) //(!m_iscolliding && flying)
{
// we're in mid air suspended
vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 1.667f);
vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 1.667f);
vec.Z += (_target_velocity.Z - vel.Z) * (PID_D);
}
else
{
// 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);
vec.X = (_target_velocity.X - vel.X) * PID_D * 0.833f;
vec.Y = (_target_velocity.Y - vel.Y) * PID_D * 0.833f;
}
}
}
if (velLengthSquared > 2500.0f) // 50m/s apply breaks
{
breakfactor = 0.16f * m_mass;
vec.X -= breakfactor * vel.X;
vec.Y -= breakfactor * vel.Y;
vec.Z -= breakfactor * vel.Z;
}
}
else
{
breakfactor = m_mass;
vec.X -= breakfactor * vel.X;
vec.Y -= breakfactor * vel.Y;
if (flying)
vec.Z -= breakfactor * vel.Z;
else
vec.Z -= .5f* m_mass * vel.Z;
}
if (flying)
{
vec.Z -= _parent_scene.gravityz * m_mass;
//Added for auto fly height. Kitto Flora
float target_altitude = _parent_scene.GetTerrainHeightAtXY(localpos.X, localpos.Y) + MinimumGroundFlightOffset;
if (localpos.Z < target_altitude)
{
vec.Z += (target_altitude - localpos.Z) * PID_P * 5.0f;
}
// end add Kitto Flora
}
if (vec.IsFinite())
{
if (vec.X != 0 || vec.Y !=0 || vec.Z !=0)
d.BodyAddForce(Body, vec.X, vec.Y, vec.Z);
}
else
{
m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
defects.Add(this);
// _parent_scene.RemoveCharacter(this);
// destroy avatar capsule and related ODE data
AvatarGeomAndBodyDestroy();
return;
}
// update our local ideia of position velocity and aceleration
// _position = localpos;
_position = localpos;
if (_zeroFlag)
{
_velocity = Vector3.Zero;
_acceleration = Vector3.Zero;
m_rotationalVelocity = Vector3.Zero;
}
else
{
Vector3 a =_velocity; // previus velocity
SetSmooth(ref _velocity, ref vel, 2);
a = (_velocity - a) * invtimeStep;
SetSmooth(ref _acceleration, ref a, 2);
dtmp = d.BodyGetAngularVel(Body);
m_rotationalVelocity.X = 0f;
m_rotationalVelocity.Y = 0f;
m_rotationalVelocity.Z = dtmp.Z;
Math.Round(m_rotationalVelocity.Z,3);
}
}
public void round(ref Vector3 v, int digits)
{
v.X = (float)Math.Round(v.X, digits);
v.Y = (float)Math.Round(v.Y, digits);
v.Z = (float)Math.Round(v.Z, digits);
}
public void SetSmooth(ref Vector3 dst, ref Vector3 value)
{
dst.X = 0.1f * dst.X + 0.9f * value.X;
dst.Y = 0.1f * dst.Y + 0.9f * value.Y;
dst.Z = 0.1f * dst.Z + 0.9f * value.Z;
}
public void SetSmooth(ref Vector3 dst, ref Vector3 value, int rounddigits)
{
dst.X = 0.4f * dst.X + 0.6f * value.X;
dst.X = (float)Math.Round(dst.X, rounddigits);
dst.Y = 0.4f * dst.Y + 0.6f * value.Y;
dst.Y = (float)Math.Round(dst.Y, rounddigits);
dst.Z = 0.4f * dst.Z + 0.6f * value.Z;
dst.Z = (float)Math.Round(dst.Z, rounddigits);
}
/// <summary>
/// Updates the reported position and velocity.
/// Used to copy variables from unmanaged space at heartbeat rate and also trigger scene updates acording
/// also outbounds checking
/// copy and outbounds now done in move(..) at ode rate
///
/// </summary>
public void UpdatePositionAndVelocity()
{
return;
// if (Body == IntPtr.Zero)
// return;
}
/// <summary>
/// Cleanup the things we use in the scene.
/// </summary>
public void Destroy()
{
AddChange(changes.Remove, null);
}
public override void CrossingFailure()
{
}
public override Vector3 PIDTarget { set { return; } }
public override bool PIDActive { set { return; } }
public override float PIDTau { set { return; } }
public override float PIDHoverHeight { set { return; } }
public override bool PIDHoverActive { 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; } }
public override void SubscribeEvents(int ms)
{
m_eventsubscription = ms;
m_cureventsubscription = 0;
if (CollisionEventsThisFrame == null)
CollisionEventsThisFrame = new CollisionEventUpdate();
SentEmptyCollisionsEvent = false;
}
public override void UnSubscribeEvents()
{
if (CollisionEventsThisFrame != null)
{
lock (CollisionEventsThisFrame)
{
CollisionEventsThisFrame.Clear();
CollisionEventsThisFrame = null;
}
}
m_eventsubscription = 0;
}
public override void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
{
if (CollisionEventsThisFrame == null)
CollisionEventsThisFrame = new CollisionEventUpdate();
lock (CollisionEventsThisFrame)
{
CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
_parent_scene.AddCollisionEventReporting(this);
}
}
public void SendCollisions()
{
if (CollisionEventsThisFrame == null)
return;
lock (CollisionEventsThisFrame)
{
if (m_cureventsubscription < m_eventsubscription)
return;
m_cureventsubscription = 0;
int ncolisions = CollisionEventsThisFrame.m_objCollisionList.Count;
if (!SentEmptyCollisionsEvent || ncolisions > 0)
{
base.SendCollisionUpdate(CollisionEventsThisFrame);
if (ncolisions == 0)
{
SentEmptyCollisionsEvent = true;
_parent_scene.RemoveCollisionEventReporting(this);
}
else
{
SentEmptyCollisionsEvent = false;
CollisionEventsThisFrame.Clear();
}
}
}
}
internal void AddCollisionFrameTime(int t)
{
// protect it from overflow crashing
if (m_cureventsubscription < 50000)
m_cureventsubscription += t;
}
public override bool SubscribedEvents()
{
if (m_eventsubscription > 0)
return true;
return false;
}
private void changePhysicsStatus(bool NewStatus)
{
if (NewStatus != m_isPhysical)
{
if (NewStatus)
{
AvatarGeomAndBodyDestroy();
AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z);
_parent_scene.actor_name_map[collider] = (PhysicsActor)this;
_parent_scene.actor_name_map[capsule] = (PhysicsActor)this;
_parent_scene.AddCharacter(this);
}
else
{
_parent_scene.RemoveCollisionEventReporting(this);
_parent_scene.RemoveCharacter(this);
// destroy avatar capsule and related ODE data
AvatarGeomAndBodyDestroy();
}
m_freemove = false;
m_isPhysical = NewStatus;
}
}
private void changeAdd()
{
changePhysicsStatus(true);
}
private void changeRemove()
{
changePhysicsStatus(false);
}
private void changeShape(PrimitiveBaseShape arg)
{
}
private void changeAvatarSize(strAvatarSize st)
{
m_feetOffset = st.offset;
changeSize(st.size);
}
private void changeSize(Vector3 pSize)
{
if (pSize.IsFinite())
{
// for now only look to Z changes since viewers also don't change X and Y
if (pSize.Z != m_size.Z)
{
AvatarGeomAndBodyDestroy();
float oldsz = m_size.Z;
m_size = pSize;
AvatarGeomAndBodyCreation(_position.X, _position.Y,
_position.Z + (m_size.Z - oldsz) * 0.5f);
Velocity = Vector3.Zero;
_parent_scene.actor_name_map[collider] = (PhysicsActor)this;
_parent_scene.actor_name_map[capsule] = (PhysicsActor)this;
}
m_freemove = false;
m_pidControllerActive = true;
}
else
{
m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
}
}
private void changePosition( Vector3 newPos)
{
if (Body != IntPtr.Zero)
d.BodySetPosition(Body, newPos.X, newPos.Y, newPos.Z);
_position = newPos;
m_freemove = false;
m_pidControllerActive = true;
}
private void changeOrientation(Quaternion newOri)
{
if (m_orientation != newOri)
{
m_orientation = newOri; // keep a copy for core use
// but only use rotations around Z
m_orientation2D.W = newOri.W;
m_orientation2D.Z = newOri.Z;
float t = m_orientation2D.W * m_orientation2D.W + m_orientation2D.Z * m_orientation2D.Z;
if (t > 0)
{
t = 1.0f / (float)Math.Sqrt(t);
m_orientation2D.W *= t;
m_orientation2D.Z *= t;
}
else
{
m_orientation2D.W = 1.0f;
m_orientation2D.Z = 0f;
}
m_orientation2D.Y = 0f;
m_orientation2D.X = 0f;
d.Quaternion myrot = new d.Quaternion();
myrot.X = m_orientation2D.X;
myrot.Y = m_orientation2D.Y;
myrot.Z = m_orientation2D.Z;
myrot.W = m_orientation2D.W;
d.BodySetQuaternion(Body, ref myrot);
}
}
private void changeVelocity(Vector3 newVel)
{
m_pidControllerActive = true;
m_freemove = false;
_target_velocity = newVel;
}
private void changeSetTorque(Vector3 newTorque)
{
}
private void changeAddForce(Vector3 newForce)
{
}
private void changeAddAngularForce(Vector3 arg)
{
}
private void changeAngularLock(Vector3 arg)
{
}
private void changeFloatOnWater(bool arg)
{
}
private void changeVolumedetetion(bool arg)
{
}
private void changeSelectedStatus(bool arg)
{
}
private void changeDisable(bool arg)
{
}
private void changeBuilding(bool arg)
{
}
private void setFreeMove()
{
m_pidControllerActive = true;
_zeroFlag = false;
_target_velocity = Vector3.Zero;
m_freemove = true;
m_colliderfilter = -2;
m_colliderObjectfilter = -2;
m_colliderGroundfilter = -2;
m_iscolliding = false;
m_iscollidingGround = false;
m_iscollidingObj = false;
CollisionEventsThisFrame.Clear();
}
private void changeForce(Vector3 newForce)
{
setFreeMove();
if (Body != IntPtr.Zero)
{
if (newForce.X != 0f || newForce.Y != 0f || newForce.Z != 0)
d.BodyAddForce(Body, newForce.X, newForce.Y, newForce.Z);
}
}
// for now momentum is actually velocity
private void changeMomentum(Vector3 newmomentum)
{
_velocity = newmomentum;
setFreeMove();
if (Body != IntPtr.Zero)
d.BodySetLinearVel(Body, newmomentum.X, newmomentum.Y, newmomentum.Z);
}
private void donullchange()
{
}
public bool DoAChange(changes what, object arg)
{
if (collider == IntPtr.Zero && what != changes.Add && what != changes.Remove)
{
return false;
}
// nasty switch
switch (what)
{
case changes.Add:
changeAdd();
break;
case changes.Remove:
changeRemove();
break;
case changes.Position:
changePosition((Vector3)arg);
break;
case changes.Orientation:
changeOrientation((Quaternion)arg);
break;
case changes.PosOffset:
donullchange();
break;
case changes.OriOffset:
donullchange();
break;
case changes.Velocity:
changeVelocity((Vector3)arg);
break;
// case changes.Acceleration:
// changeacceleration((Vector3)arg);
// break;
// case changes.AngVelocity:
// changeangvelocity((Vector3)arg);
// break;
case changes.Force:
changeForce((Vector3)arg);
break;
case changes.Torque:
changeSetTorque((Vector3)arg);
break;
case changes.AddForce:
changeAddForce((Vector3)arg);
break;
case changes.AddAngForce:
changeAddAngularForce((Vector3)arg);
break;
case changes.AngLock:
changeAngularLock((Vector3)arg);
break;
case changes.Size:
changeSize((Vector3)arg);
break;
case changes.AvatarSize:
changeAvatarSize((strAvatarSize)arg);
break;
case changes.Momentum:
changeMomentum((Vector3)arg);
break;
/* not in use for now
case changes.Shape:
changeShape((PrimitiveBaseShape)arg);
break;
case changes.CollidesWater:
changeFloatOnWater((bool)arg);
break;
case changes.VolumeDtc:
changeVolumedetetion((bool)arg);
break;
case changes.Physical:
changePhysicsStatus((bool)arg);
break;
case changes.Selected:
changeSelectedStatus((bool)arg);
break;
case changes.disabled:
changeDisable((bool)arg);
break;
case changes.building:
changeBuilding((bool)arg);
break;
*/
case changes.Null:
donullchange();
break;
default:
donullchange();
break;
}
return false;
}
public void AddChange(changes what, object arg)
{
_parent_scene.AddChange((PhysicsActor)this, what, arg);
}
private struct strAvatarSize
{
public Vector3 size;
public float offset;
}
}
}
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