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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 OpenSim.Framework;
- using OpenSim.Region.PhysicsModules.SharedBase;
- using log4net;
- namespace OpenSim.Region.PhysicsModule.ubOde
- {
- /// <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 Vector3 m_collideNormal;
- private Vector3 m_lastFallVel;
- private Quaternion m_orientation;
- private Quaternion m_orientation2D;
- private float m_mass = 80f;
- public float m_density = 60f;
- private bool m_pidControllerActive = true;
- public int m_bodydisablecontrol = 0;
- 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 m_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 bool m_haveLastFallVel = 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 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 m_parent_scene;
- private IntPtr capsule = IntPtr.Zero;
- public IntPtr collider = IntPtr.Zero;
- public IntPtr Amotor = IntPtr.Zero;
- internal SafeNativeMethods.Mass ShellMass;
- public int m_eventsubscription = 0;
- private int m_cureventsubscription = 0;
- private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
- private bool SentEmptyCollisionsEvent;
- // unique UUID of this character object
- public UUID m_uuid;
- public bool bad = false;
- float mu;
- // HoverHeight control
- private float m_PIDHoverHeight;
- private float m_PIDHoverTau;
- private bool m_useHoverPID;
- private PIDHoverType m_PIDHoverType;
- private float m_targetHoverHeight;
- 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;
- m_parent_scene = parent_scene;
- timeStep = parent_scene.ODE_STEPSIZE;
- invtimeStep = 1 / timeStep;
- if(pos.IsFinite())
- {
- if(pos.Z > Constants.MaxSimulationHeight)
- {
- pos.Z = parent_scene.GetTerrainHeightAtXY(127,127) + 5;
- }
- if(pos.Z < Constants.MinSimulationHeight) // shouldn't this be 0 ?
- {
- pos.Z = parent_scene.GetTerrainHeightAtXY(127,127) + 5;
- }
- _position = pos;
- }
- else
- {
- _position = new Vector3(((float)m_parent_scene.WorldExtents.X * 0.5f),((float)m_parent_scene.WorldExtents.Y * 0.5f),parent_scene.GetTerrainHeightAtXY(128f,128f) + 10f);
- m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
- }
- 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 = m_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 m_flying;
- }
- set
- {
- m_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 += 3;
- if(m_colliderfilter > 3)
- m_colliderfilter = 3;
- }
- else
- {
- m_colliderfilter--;
- if(m_colliderfilter < 0)
- m_colliderfilter = 0;
- }
- if(m_colliderfilter == 0)
- m_iscolliding = false;
- else
- {
- m_pidControllerActive = true;
- m_iscolliding = true;
- m_freemove = false;
- }
- }
- }
- /// <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 = m_parent_scene.GetTerrainHeightAtXY(127,127) + 5;
- }
- if(value.Z < -100f)
- {
- value.Z = m_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(byte axislocks)
- {
- }
- 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 rootVelocity
- {
- get
- {
- return _velocity;
- }
- }
- 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 TargetVelocity
- {
- get
- {
- return m_targetVelocity;
- }
- set
- {
- if(value.IsFinite())
- {
- AddChange(changes.TargetVelocity,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;
- if (Body != IntPtr.Zero)
- SafeNativeMethods.BodyEnable(Body);
- }
- /// <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 / (m_parent_scene.ODE_STEPSIZE * 28f));
- }
- else
- {
- AddChange(changes.TargetVelocity,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)
- {
- 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;
- m_parent_scene.waitForSpaceUnlock(m_parent_scene.CharsSpace);
- collider = SafeNativeMethods.SimpleSpaceCreate(m_parent_scene.CharsSpace);
- SafeNativeMethods.SpaceSetSublevel(collider,3);
- SafeNativeMethods.SpaceSetCleanup(collider,false);
- SafeNativeMethods.GeomSetCategoryBits(collider,(uint)m_collisionCategories);
- SafeNativeMethods.GeomSetCollideBits(collider,(uint)m_collisionFlags);
- float r = sx;
- if(sy > r)
- r = sy;
- float l = sz - r;
- r *= 0.5f;
- capsule = SafeNativeMethods.CreateCapsule(collider, r, l);
- m_mass = m_density * sx * sy * sz; // update mass
- SafeNativeMethods.MassSetBoxTotal(out ShellMass, m_mass, sx, sy, sz);
- PID_D = basePID_D * m_mass / m_parent_scene.ODE_STEPSIZE;
- PID_P = basePID_P * m_mass / m_parent_scene.ODE_STEPSIZE;
- Body = SafeNativeMethods.BodyCreate(m_parent_scene.world);
- _zeroFlag = false;
- m_pidControllerActive = true;
- m_freemove = false;
- _velocity = Vector3.Zero;
- // SafeNativeMethods.BodySetAutoDisableFlag(Body,false);
- SafeNativeMethods.BodySetAutoDisableFlag(Body, true);
- m_bodydisablecontrol = 0;
- SafeNativeMethods.BodySetPosition(Body, npositionX, npositionY, npositionZ);
- _position.X = npositionX;
- _position.Y = npositionY;
- _position.Z = npositionZ;
- SafeNativeMethods.BodySetMass(Body,ref ShellMass);
- SafeNativeMethods.GeomSetBody(capsule,Body);
- // The purpose of the AMotor here is to keep the avatar's physical
- // surrogate from rotating while moving
- Amotor = SafeNativeMethods.JointCreateAMotor(m_parent_scene.world,IntPtr.Zero);
- SafeNativeMethods.JointAttach(Amotor,Body,IntPtr.Zero);
- SafeNativeMethods.JointSetAMotorMode(Amotor,0);
- SafeNativeMethods.JointSetAMotorNumAxes(Amotor,3);
- SafeNativeMethods.JointSetAMotorAxis(Amotor,0,0,1,0,0);
- SafeNativeMethods.JointSetAMotorAxis(Amotor,1,0,0,1,0);
- SafeNativeMethods.JointSetAMotorAxis(Amotor,2,0,0,0,1);
- SafeNativeMethods.JointSetAMotorAngle(Amotor,0,0);
- SafeNativeMethods.JointSetAMotorAngle(Amotor,1,0);
- SafeNativeMethods.JointSetAMotorAngle(Amotor,2,0);
- SafeNativeMethods.JointSetAMotorParam(Amotor,(int)dParam.StopCFM,0f); // make it HARD
- SafeNativeMethods.JointSetAMotorParam(Amotor,(int)dParam.StopCFM2,0f);
- SafeNativeMethods.JointSetAMotorParam(Amotor,(int)dParam.StopCFM3,0f);
- SafeNativeMethods.JointSetAMotorParam(Amotor,(int)dParam.StopERP,0.8f);
- SafeNativeMethods.JointSetAMotorParam(Amotor,(int)dParam.StopERP2,0.8f);
- SafeNativeMethods.JointSetAMotorParam(Amotor,(int)dParam.StopERP3,0.8f);
- // These lowstops and high stops are effectively (no wiggle room)
- SafeNativeMethods.JointSetAMotorParam(Amotor,(int)dParam.LowStop,-1e-5f);
- SafeNativeMethods.JointSetAMotorParam(Amotor,(int)dParam.HiStop,1e-5f);
- SafeNativeMethods.JointSetAMotorParam(Amotor,(int)dParam.LoStop2,-1e-5f);
- SafeNativeMethods.JointSetAMotorParam(Amotor,(int)dParam.HiStop2,1e-5f);
- SafeNativeMethods.JointSetAMotorParam(Amotor,(int)dParam.LoStop3,-1e-5f);
- SafeNativeMethods.JointSetAMotorParam(Amotor,(int)dParam.HiStop3,1e-5f);
- SafeNativeMethods.JointSetAMotorParam(Amotor,(int)SafeNativeMethods.JointParam.Vel,0);
- SafeNativeMethods.JointSetAMotorParam(Amotor,(int)SafeNativeMethods.JointParam.Vel2,0);
- SafeNativeMethods.JointSetAMotorParam(Amotor,(int)SafeNativeMethods.JointParam.Vel3,0);
- SafeNativeMethods.JointSetAMotorParam(Amotor,(int)dParam.FMax,5e8f);
- SafeNativeMethods.JointSetAMotorParam(Amotor,(int)dParam.FMax2,5e8f);
- SafeNativeMethods.JointSetAMotorParam(Amotor,(int)dParam.FMax3,5e8f);
- }
- /// <summary>
- /// Destroys the avatar body and geom
- private void AvatarGeomAndBodyDestroy()
- {
- // Kill the Amotor
- if(Amotor != IntPtr.Zero)
- {
- SafeNativeMethods.JointDestroy(Amotor);
- Amotor = IntPtr.Zero;
- }
- if(Body != IntPtr.Zero)
- {
- //kill the body
- SafeNativeMethods.BodyDestroy(Body);
- Body = IntPtr.Zero;
- }
- //kill the Geoms
- if(capsule != IntPtr.Zero)
- {
- m_parent_scene.actor_name_map.Remove(capsule);
- m_parent_scene.waitForSpaceUnlock(collider);
- SafeNativeMethods.GeomDestroy(capsule);
- capsule = IntPtr.Zero;
- }
- if(collider != IntPtr.Zero)
- {
- SafeNativeMethods.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;
- }
- internal bool Collide(IntPtr me,IntPtr other,bool reverse,ref SafeNativeMethods.ContactGeom contact,
- ref SafeNativeMethods.ContactGeom altContact,ref bool useAltcontact,ref bool feetcollision)
- {
- feetcollision = false;
- useAltcontact = 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;
- SafeNativeMethods.GeomClassID gtype = SafeNativeMethods.GeomGetClass(other);
- if(gtype == SafeNativeMethods.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)
- {
- m_collideNormal.X = contact.normal.X;
- m_collideNormal.Y = contact.normal.Y;
- m_collideNormal.Z = contact.normal.Z;
- IsColliding = true;
- }
- }
- return true;
- }
- if(gtype == SafeNativeMethods.GeomClassID.SphereClass && SafeNativeMethods.GeomGetBody(other) != IntPtr.Zero)
- {
- if(SafeNativeMethods.GeomSphereGetRadius(other) < 0.5)
- return true;
- }
- if(offset.Z > 0 || contact.normal.Z > 0.35f)
- {
- if(offset.Z <= 0)
- {
- feetcollision = true;
- if(h < boneOff)
- {
- m_collideNormal.X = contact.normal.X;
- m_collideNormal.Y = contact.normal.Y;
- m_collideNormal.Z = contact.normal.Z;
- IsColliding = true;
- }
- }
- return true;
- }
- if(m_flying)
- return true;
- feetcollision = true;
- if(h < boneOff)
- {
- m_collideNormal.X = contact.normal.X;
- m_collideNormal.Y = contact.normal.Y;
- m_collideNormal.Z = contact.normal.Z;
- IsColliding = true;
- }
- altContact = contact;
- useAltcontact = true;
- offset.Z -= 0.2f;
- offset.Normalize();
- float tdp = contact.depth;
- float t = offset.X;
- t = Math.Abs(t);
- if(t > 1e-6)
- {
- tdp /= t;
- tdp *= contact.normal.X;
- }
- else
- tdp *= 10;
- if(tdp > 0.25f)
- tdp = 0.25f;
- altContact.depth = tdp;
- if(reverse)
- {
- altContact.normal.X = offset.X;
- altContact.normal.Y = offset.Y;
- altContact.normal.Z = offset.Z;
- }
- else
- {
- altContact.normal.X = -offset.X;
- altContact.normal.Y = -offset.Y;
- altContact.normal.Z = -offset.Z;
- }
- 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()
- {
- if(Body == IntPtr.Zero)
- return;
- if (!SafeNativeMethods.BodyIsEnabled(Body))
- {
- if (++m_bodydisablecontrol < 50)
- return;
- // clear residuals
- SafeNativeMethods.BodySetAngularVel(Body, 0f, 0f, 0f);
- SafeNativeMethods.BodySetLinearVel(Body, 0f, 0f, 0f);
- _zeroFlag = true;
- SafeNativeMethods.BodyEnable(Body);
- }
- m_bodydisablecontrol = 0;
- SafeNativeMethods.Vector3 dtmp = SafeNativeMethods.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
- SafeNativeMethods.Quaternion qtmp;
- qtmp.W = m_orientation2D.W;
- qtmp.X = m_orientation2D.X;
- qtmp.Y = m_orientation2D.Y;
- qtmp.Z = m_orientation2D.Z;
- SafeNativeMethods.BodySetQuaternion(Body,ref qtmp);
- if(m_pidControllerActive == false)
- {
- _zeroPosition = localpos;
- }
- // check outbounds forcing to be in world
- bool fixbody = false;
- float tmp = localpos.X;
- if ((Single.IsNaN(tmp) || Single.IsInfinity(tmp)))
- {
- fixbody = true;
- localpos.X = 128f;
- }
- else if (tmp < 0.0f)
- {
- fixbody = true;
- localpos.X = 0.1f;
- }
- else if (tmp > m_parent_scene.WorldExtents.X - 0.1f)
- {
- fixbody = true;
- localpos.X = m_parent_scene.WorldExtents.X - 0.1f;
- }
- tmp = localpos.Y;
- if ((Single.IsNaN(tmp) || Single.IsInfinity(tmp)))
- {
- fixbody = true;
- localpos.X = 128f;
- }
- else if (tmp < 0.0f)
- {
- fixbody = true;
- localpos.Y = 0.1f;
- }
- else if(tmp > m_parent_scene.WorldExtents.Y - 0.1)
- {
- fixbody = true;
- localpos.Y = m_parent_scene.WorldExtents.Y - 0.1f;
- }
- tmp = localpos.Z;
- if ((Single.IsNaN(tmp) || Single.IsInfinity(tmp)))
- {
- fixbody = true;
- localpos.Z = 128f;
- }
- if (fixbody)
- {
- m_freemove = false;
- SafeNativeMethods.BodySetPosition(Body,localpos.X,localpos.Y,localpos.Z);
- }
- float breakfactor;
- Vector3 vec = Vector3.Zero;
- dtmp = SafeNativeMethods.BodyGetLinearVel(Body);
- Vector3 vel = new Vector3(dtmp.X,dtmp.Y,dtmp.Z);
- float velLengthSquared = vel.LengthSquared();
- Vector3 ctz = _target_velocity;
- float movementdivisor = 1f;
- //Ubit change divisions into multiplications below
- if(!m_alwaysRun)
- movementdivisor = 1 / walkDivisor;
- else
- movementdivisor = 1 / runDivisor;
- ctz.X *= movementdivisor;
- ctz.Y *= movementdivisor;
- //******************************************
- // colide with land
- SafeNativeMethods.AABB aabb;
- // d.GeomGetAABB(feetbox, out aabb);
- SafeNativeMethods.GeomGetAABB(capsule,out aabb);
- float chrminZ = aabb.MinZ; // move up a bit
- Vector3 posch = localpos;
- float ftmp;
- if(m_flying)
- {
- ftmp = timeStep;
- posch.X += vel.X * ftmp;
- posch.Y += vel.Y * ftmp;
- }
- float terrainheight = m_parent_scene.GetTerrainHeightAtXY(posch.X,posch.Y);
- if(chrminZ < terrainheight)
- {
- if(ctz.Z < 0)
- ctz.Z = 0;
- if(!m_haveLastFallVel)
- {
- m_lastFallVel = vel;
- m_haveLastFallVel = true;
- }
- Vector3 n = m_parent_scene.GetTerrainNormalAtXY(posch.X,posch.Y);
- float depth = terrainheight - chrminZ;
- vec.Z = depth * PID_P * 50;
- if(!m_flying)
- {
- vec.Z += -vel.Z * PID_D;
- if(n.Z < 0.4f)
- {
- vec.X = depth * PID_P * 50 - vel.X * PID_D;
- vec.X *= n.X;
- vec.Y = depth * PID_P * 50 - vel.Y * PID_D;
- vec.Y *= n.Y;
- vec.Z *= n.Z;
- if(n.Z < 0.1f)
- {
- // cancel the slope pose
- n.X = 0f;
- n.Y = 0f;
- n.Z = 1.0f;
- }
- }
- }
- if(depth < 0.2f)
- {
- m_colliderGroundfilter++;
- if(m_colliderGroundfilter > 2)
- {
- m_iscolliding = true;
- m_colliderfilter = 2;
- if(m_colliderGroundfilter > 10)
- {
- m_colliderGroundfilter = 10;
- m_freemove = false;
- }
- m_collideNormal.X = n.X;
- m_collideNormal.Y = n.Y;
- m_collideNormal.Z = n.Z;
- 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 = -n.X;
- contact.SurfaceNormal.Y = -n.Y;
- contact.SurfaceNormal.Z = -n.Z;
- contact.RelativeSpeed = Vector3.Dot(m_lastFallVel,n);
- contact.CharacterFeet = true;
- AddCollisionEvent(0,contact);
- m_lastFallVel = vel;
- // vec.Z *= 0.5f;
- }
- }
- else
- {
- m_colliderGroundfilter -= 5;
- if(m_colliderGroundfilter <= 0)
- {
- m_colliderGroundfilter = 0;
- m_iscollidingGround = false;
- }
- }
- }
- else
- {
- m_haveLastFallVel = false;
- m_colliderGroundfilter -= 5;
- if(m_colliderGroundfilter <= 0)
- {
- m_colliderGroundfilter = 0;
- m_iscollidingGround = false;
- }
- }
- bool hoverPIDActive = false;
- if(m_useHoverPID && m_PIDHoverTau != 0 && m_PIDHoverHeight != 0)
- {
- hoverPIDActive = true;
- switch(m_PIDHoverType)
- {
- case PIDHoverType.Ground:
- m_targetHoverHeight = terrainheight + m_PIDHoverHeight;
- break;
- case PIDHoverType.GroundAndWater:
- float waterHeight = m_parent_scene.GetWaterLevel();
- if(terrainheight > waterHeight)
- m_targetHoverHeight = terrainheight + m_PIDHoverHeight;
- else
- m_targetHoverHeight = waterHeight + m_PIDHoverHeight;
- break;
- } // end switch (m_PIDHoverType)
- // don't go underground
- if(m_targetHoverHeight > terrainheight + 0.5f * (aabb.MaxZ - aabb.MinZ))
- {
- float fz = (m_targetHoverHeight - localpos.Z);
- // if error is zero, use position control; otherwise, velocity control
- if(Math.Abs(fz) < 0.01f)
- {
- ctz.Z = 0;
- }
- else
- {
- _zeroFlag = false;
- fz /= m_PIDHoverTau;
- tmp = Math.Abs(fz);
- if(tmp > 50)
- fz = 50 * Math.Sign(fz);
- else if(tmp < 0.1)
- fz = 0.1f * Math.Sign(fz);
- ctz.Z = fz;
- }
- }
- }
- //******************************************
- if(!m_iscolliding)
- m_collideNormal.Z = 0;
- bool tviszero = (ctz.X == 0.0f && ctz.Y == 0.0f && ctz.Z == 0.0f);
- if(!tviszero)
- {
- m_freemove = false;
- // movement relative to surface if moving on it
- // dont disturbe vertical movement, ie jumps
- if(m_iscolliding && !m_flying && ctz.Z == 0 && m_collideNormal.Z > 0.2f && m_collideNormal.Z < 0.94f)
- {
- float p = ctz.X * m_collideNormal.X + ctz.Y * m_collideNormal.Y;
- ctz.X *= (float)Math.Sqrt(1 - m_collideNormal.X * m_collideNormal.X);
- ctz.Y *= (float)Math.Sqrt(1 - m_collideNormal.Y * m_collideNormal.Y);
- ctz.Z -= p;
- if(ctz.Z < 0)
- ctz.Z *= 2;
- }
- }
- if(!m_freemove)
- {
- // if velocity is zero, use position control; otherwise, velocity control
- if(tviszero)
- {
- if(m_iscolliding || m_flying)
- {
- // 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 * 2f + (_zeroPosition.X - localpos.X) * (PID_P * 5);
- vec.Y = -vel.Y * PID_D * 2f + (_zeroPosition.Y - localpos.Y) * (PID_P * 5);
- if(vel.Z > 0)
- vec.Z += -vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P;
- else
- vec.Z += (-vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P) * 0.2f;
- }
- }
- else
- {
- _zeroFlag = false;
- vec.X += (ctz.X - vel.X) * PID_D * 0.833f;
- vec.Y += (ctz.Y - vel.Y) * PID_D * 0.833f;
- // hack for breaking on fall
- if (ctz.Z == -9999f)
- vec.Z += -vel.Z * PID_D - m_parent_scene.gravityz * m_mass;
- }
- }
- else
- {
- m_pidControllerActive = true;
- _zeroFlag = false;
- if(m_iscolliding)
- {
- if(!m_flying)
- {
- // we are on a surface
- if(ctz.Z > 0f)
- {
- // moving up or JUMPING
- vec.Z += (ctz.Z - vel.Z) * PID_D * 2f;
- vec.X += (ctz.X - vel.X) * (PID_D);
- vec.Y += (ctz.Y - vel.Y) * (PID_D);
- }
- else
- {
- // we are moving down on a surface
- if(ctz.Z == 0)
- {
- if(vel.Z > 0)
- vec.Z -= vel.Z * PID_D * 2f;
- vec.X += (ctz.X - vel.X) * (PID_D);
- vec.Y += (ctz.Y - vel.Y) * (PID_D);
- }
- // intencionally going down
- else
- {
- if(ctz.Z < vel.Z)
- vec.Z += (ctz.Z - vel.Z) * PID_D;
- else
- {
- }
- if(Math.Abs(ctz.X) > Math.Abs(vel.X))
- vec.X += (ctz.X - vel.X) * (PID_D);
- if(Math.Abs(ctz.Y) > Math.Abs(vel.Y))
- vec.Y += (ctz.Y - vel.Y) * (PID_D);
- }
- }
- // We're standing on something
- }
- else
- {
- // We're flying and colliding with something
- vec.X += (ctz.X - vel.X) * (PID_D * 0.0625f);
- vec.Y += (ctz.Y - vel.Y) * (PID_D * 0.0625f);
- vec.Z += (ctz.Z - vel.Z) * (PID_D * 0.0625f);
- }
- }
- else // ie not colliding
- {
- if(m_flying || hoverPIDActive) //(!m_iscolliding && flying)
- {
- // we're in mid air suspended
- vec.X += (ctz.X - vel.X) * (PID_D);
- vec.Y += (ctz.Y - vel.Y) * (PID_D);
- vec.Z += (ctz.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 += (ctz.X - vel.X) * PID_D * 0.833f;
- vec.Y += (ctz.Y - vel.Y) * PID_D * 0.833f;
- // hack for breaking on fall
- if (ctz.Z == -9999f)
- vec.Z += -vel.Z * PID_D - m_parent_scene.gravityz * m_mass;
- }
- }
- }
- 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(m_flying)
- vec.Z -= 0.5f * breakfactor * vel.Z;
- else
- vec.Z -= .16f* m_mass * vel.Z;
- }
- if(m_flying || hoverPIDActive)
- {
- vec.Z -= m_parent_scene.gravityz * m_mass;
- if(!hoverPIDActive)
- {
- //Added for auto fly height. Kitto Flora
- float target_altitude = terrainheight + 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))
- SafeNativeMethods.BodyAddForce(Body,vec.X,vec.Y,vec.Z);
- }
-
- // 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; // previous velocity
- SetSmooth(ref _velocity,ref vel,2);
- a = (_velocity - a) * invtimeStep;
- SetSmooth(ref _acceleration,ref a,2);
- dtmp = SafeNativeMethods.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
- {
- get
- {
- return m_pidControllerActive;
- }
- set
- {
- return;
- }
- }
- public override float PIDTau
- {
- set
- {
- return;
- }
- }
- public override float PIDHoverHeight
- {
- set
- {
- AddChange(changes.PIDHoverHeight,value);
- }
- }
- public override bool PIDHoverActive
- {
- get
- {
- return m_useHoverPID;
- }
- set
- {
- AddChange(changes.PIDHoverActive,value);
- }
- }
- public override PIDHoverType PIDHoverType
- {
- set
- {
- AddChange(changes.PIDHoverType,value);
- }
- }
- public override float PIDHoverTau
- {
- set
- {
- float tmp = 0;
- if(value > 0)
- {
- float mint = (0.05f > timeStep ? 0.05f : timeStep);
- if(value < mint)
- tmp = mint;
- else
- tmp = value;
- }
- AddChange(changes.PIDHoverTau,tmp);
- }
- }
- 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;
- CollisionEventsThisFrame.Clear();
- SentEmptyCollisionsEvent = false;
- }
- public override void UnSubscribeEvents()
- {
- m_eventsubscription = 0;
- m_parent_scene.RemoveCollisionEventReporting(this);
- lock(CollisionEventsThisFrame)
- CollisionEventsThisFrame.Clear();
- }
- public override void AddCollisionEvent(uint CollidedWith,ContactPoint contact)
- {
- lock(CollisionEventsThisFrame)
- CollisionEventsThisFrame.AddCollider(CollidedWith,contact);
- m_parent_scene.AddCollisionEventReporting(this);
- }
- public void SendCollisions(int timestep)
- {
- if(m_cureventsubscription < 50000)
- m_cureventsubscription += timestep;
- if(m_cureventsubscription < m_eventsubscription)
- return;
- if(Body != IntPtr.Zero && !SafeNativeMethods.BodyIsEnabled(Body))
- return;
- lock(CollisionEventsThisFrame)
- {
- int ncolisions = CollisionEventsThisFrame.m_objCollisionList.Count;
- if(!SentEmptyCollisionsEvent || ncolisions > 0)
- {
- base.SendCollisionUpdate(CollisionEventsThisFrame);
- m_cureventsubscription = 0;
- if(ncolisions == 0)
- {
- SentEmptyCollisionsEvent = true;
- // _parent_scene.RemoveCollisionEventReporting(this);
- }
- else
- {
- SentEmptyCollisionsEvent = false;
- CollisionEventsThisFrame.Clear();
- }
- }
- }
- }
- 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);
- m_parent_scene.actor_name_map[capsule] = (PhysicsActor)this;
- m_parent_scene.AddCharacter(this);
- }
- else
- {
- m_parent_scene.RemoveCollisionEventReporting(this);
- m_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)
- {
- float oldsz = m_size.Z;
- m_size = pSize;
- 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;
- float sx = m_size.X;
- AvaAvaSizeXsq = 0.4f * sx;
- AvaAvaSizeXsq *= AvaAvaSizeXsq;
- float sy = m_size.Y;
- AvaAvaSizeYsq = 0.5f * sy;
- AvaAvaSizeYsq *= AvaAvaSizeYsq;
- float r = sx;
- if (sy > r)
- r = sy;
- float l = sz - r;
- r *= 0.5f;
- SafeNativeMethods.GeomCapsuleSetParams(capsule, r, l);
- m_mass = m_density * sx * sy * sz; // update mass
- PID_D = basePID_D * m_mass / m_parent_scene.ODE_STEPSIZE;
- PID_P = basePID_P * m_mass / m_parent_scene.ODE_STEPSIZE;
- SafeNativeMethods.MassSetBoxTotal(out ShellMass, m_mass, sx, sy, sz);
- SafeNativeMethods.BodySetMass(Body, ref ShellMass);
- _position.Z += (sz - oldsz) * 0.5f;
- SafeNativeMethods.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
- m_bodydisablecontrol = 0;
- _zeroFlag = false;
- _velocity = Vector3.Zero;
- m_targetVelocity = Vector3.Zero;
- }
- 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)
- {
- SafeNativeMethods.BodySetPosition(Body, newPos.X, newPos.Y, newPos.Z);
- SafeNativeMethods.BodyEnable(Body);
- }
- _position = newPos;
- m_freemove = false;
- _zeroFlag = 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;
- if (Body != IntPtr.Zero)
- {
- SafeNativeMethods.Quaternion myrot = new SafeNativeMethods.Quaternion();
- myrot.X = m_orientation2D.X;
- myrot.Y = m_orientation2D.Y;
- myrot.Z = m_orientation2D.Z;
- myrot.W = m_orientation2D.W;
- SafeNativeMethods.BodySetQuaternion(Body,ref myrot);
- SafeNativeMethods.BodyEnable(Body);
- }
- }
- }
- private void changeVelocity(Vector3 newVel)
- {
- _velocity = newVel;
- setFreeMove();
- if (Body != IntPtr.Zero)
- {
- SafeNativeMethods.BodySetLinearVel(Body, newVel.X, newVel.Y, newVel.Z);
- SafeNativeMethods.BodyEnable(Body);
- }
- }
- private void changeTargetVelocity(Vector3 newVel)
- {
- //m_pidControllerActive = true;
- //m_freemove = false;
- _target_velocity = newVel;
- if (Body != IntPtr.Zero)
- SafeNativeMethods.BodyEnable(Body);
- }
- private void changeSetTorque(Vector3 newTorque)
- {
- }
- private void changeAddForce(Vector3 newForce)
- {
- }
- private void changeAddAngularForce(Vector3 arg)
- {
- }
- private void changeAngularLock(byte 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 = -1;
- m_colliderObjectfilter = -1;
- m_colliderGroundfilter = -1;
- 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)
- SafeNativeMethods.BodyAddForce(Body,newForce.X,newForce.Y,newForce.Z);
- SafeNativeMethods.BodyEnable(Body);
- }
- }
- // for now momentum is actually velocity
- private void changeMomentum(Vector3 newmomentum)
- {
- _velocity = newmomentum;
- setFreeMove();
- if(Body != IntPtr.Zero)
- {
- SafeNativeMethods.BodySetLinearVel(Body,newmomentum.X,newmomentum.Y,newmomentum.Z);
- SafeNativeMethods.BodyEnable(Body);
- }
- }
- private void changePIDHoverHeight(float val)
- {
- m_PIDHoverHeight = val;
- if(val == 0)
- m_useHoverPID = false;
- }
- private void changePIDHoverType(PIDHoverType type)
- {
- m_PIDHoverType = type;
- }
- private void changePIDHoverTau(float tau)
- {
- m_PIDHoverTau = tau;
- }
- private void changePIDHoverActive(bool active)
- {
- m_useHoverPID = active;
- }
- 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.TargetVelocity:
- changeTargetVelocity((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((byte)arg);
- break;
- case changes.Size:
- changeSize((Vector3)arg);
- break;
- case changes.AvatarSize:
- changeAvatarSize((strAvatarSize)arg);
- break;
- case changes.Momentum:
- changeMomentum((Vector3)arg);
- break;
- case changes.PIDHoverHeight:
- changePIDHoverHeight((float)arg);
- break;
- case changes.PIDHoverType:
- changePIDHoverType((PIDHoverType)arg);
- break;
- case changes.PIDHoverTau:
- changePIDHoverTau((float)arg);
- break;
- case changes.PIDHoverActive:
- changePIDHoverActive((bool)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)
- {
- m_parent_scene.AddChange((PhysicsActor)this,what,arg);
- }
- private struct strAvatarSize
- {
- public Vector3 size;
- public float offset;
- }
- }
- }
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