BSActorAvatarMove.cs 22 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyrightD
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSimulator Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System;
  28. using System.Collections.Generic;
  29. using System.Linq;
  30. using System.Text;
  31. using OpenSim.Framework;
  32. using OpenSim.Region.PhysicsModules.SharedBase;
  33. using OMV = OpenMetaverse;
  34. namespace OpenSim.Region.PhysicsModule.BulletS
  35. {
  36. public class BSActorAvatarMove : BSActor
  37. {
  38. BSVMotor m_velocityMotor;
  39. // Set to true if we think we're going up stairs.
  40. // This state is remembered because collisions will turn on and off as we go up stairs.
  41. int m_walkingUpStairs;
  42. // The amount the step up is applying. Used to smooth stair walking.
  43. float m_lastStepUp;
  44. // Jumping happens over several frames. If use applies up force while colliding, start the
  45. // jump and allow the jump to continue for this number of frames.
  46. int m_jumpFrames = 0;
  47. float m_jumpVelocity = 0f;
  48. public BSActorAvatarMove(BSScene physicsScene, BSPhysObject pObj, string actorName)
  49. : base(physicsScene, pObj, actorName)
  50. {
  51. m_velocityMotor = null;
  52. m_walkingUpStairs = 0;
  53. m_physicsScene.DetailLog("{0},BSActorAvatarMove,constructor", m_controllingPrim.LocalID);
  54. }
  55. // BSActor.isActive
  56. public override bool isActive
  57. {
  58. get { return Enabled && m_controllingPrim.IsPhysicallyActive; }
  59. }
  60. // Release any connections and resources used by the actor.
  61. // BSActor.Dispose()
  62. public override void Dispose()
  63. {
  64. base.SetEnabled(false);
  65. DeactivateAvatarMove();
  66. }
  67. // Called when physical parameters (properties set in Bullet) need to be re-applied.
  68. // Called at taint-time.
  69. // BSActor.Refresh()
  70. public override void Refresh()
  71. {
  72. m_physicsScene.DetailLog("{0},BSActorAvatarMove,refresh", m_controllingPrim.LocalID);
  73. // If the object is physically active, add the hoverer prestep action
  74. if (isActive)
  75. {
  76. ActivateAvatarMove();
  77. }
  78. else
  79. {
  80. DeactivateAvatarMove();
  81. }
  82. }
  83. // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...).
  84. // Register a prestep action to restore physical requirements before the next simulation step.
  85. // Called at taint-time.
  86. // BSActor.RemoveDependencies()
  87. public override void RemoveDependencies()
  88. {
  89. // Nothing to do for the hoverer since it is all software at pre-step action time.
  90. }
  91. // Usually called when target velocity changes to set the current velocity and the target
  92. // into the movement motor.
  93. public void SetVelocityAndTarget(OMV.Vector3 vel, OMV.Vector3 targ, bool inTaintTime)
  94. {
  95. m_physicsScene.TaintedObject(inTaintTime, m_controllingPrim.LocalID, "BSActorAvatarMove.setVelocityAndTarget", delegate()
  96. {
  97. if (m_velocityMotor != null)
  98. {
  99. // if (targ == OMV.Vector3.Zero)
  100. // Util.PrintCallStack();
  101. //
  102. // Console.WriteLine("SetVelocityAndTarget, {0} {1}", vel, targ);
  103. m_velocityMotor.Reset();
  104. m_velocityMotor.SetTarget(targ);
  105. m_velocityMotor.SetCurrent(vel);
  106. m_velocityMotor.Enabled = true;
  107. }
  108. });
  109. }
  110. // If a hover motor has not been created, create one and start the hovering.
  111. private void ActivateAvatarMove()
  112. {
  113. if (m_velocityMotor == null)
  114. {
  115. // Infinite decay and timescale values so motor only changes current to target values.
  116. m_velocityMotor = new BSVMotor("BSCharacter.Velocity",
  117. 0.2f, // time scale
  118. BSMotor.Infinite, // decay time scale
  119. 1f // efficiency
  120. );
  121. m_velocityMotor.ErrorZeroThreshold = BSParam.AvatarStopZeroThreshold;
  122. // _velocityMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages.
  123. SetVelocityAndTarget(m_controllingPrim.RawVelocity, m_controllingPrim.TargetVelocity, true /* inTaintTime */);
  124. m_physicsScene.BeforeStep += Mover;
  125. m_controllingPrim.OnPreUpdateProperty += Process_OnPreUpdateProperty;
  126. m_walkingUpStairs = 0;
  127. }
  128. }
  129. private void DeactivateAvatarMove()
  130. {
  131. if (m_velocityMotor != null)
  132. {
  133. m_controllingPrim.OnPreUpdateProperty -= Process_OnPreUpdateProperty;
  134. m_physicsScene.BeforeStep -= Mover;
  135. m_velocityMotor = null;
  136. }
  137. }
  138. // Called just before the simulation step. Update the vertical position for hoverness.
  139. private void Mover(float timeStep)
  140. {
  141. // Don't do movement while the object is selected.
  142. if (!isActive)
  143. return;
  144. // TODO: Decide if the step parameters should be changed depending on the avatar's
  145. // state (flying, colliding, ...). There is code in ODE to do this.
  146. // COMMENTARY: when the user is making the avatar walk, except for falling, the velocity
  147. // specified for the avatar is the one that should be used. For falling, if the avatar
  148. // is not flying and is not colliding then it is presumed to be falling and the Z
  149. // component is not fooled with (thus allowing gravity to do its thing).
  150. // When the avatar is standing, though, the user has specified a velocity of zero and
  151. // the avatar should be standing. But if the avatar is pushed by something in the world
  152. // (raising elevator platform, moving vehicle, ...) the avatar should be allowed to
  153. // move. Thus, the velocity cannot be forced to zero. The problem is that small velocity
  154. // errors can creap in and the avatar will slowly float off in some direction.
  155. // So, the problem is that, when an avatar is standing, we cannot tell creaping error
  156. // from real pushing.
  157. // The code below uses whether the collider is static or moving to decide whether to zero motion.
  158. m_velocityMotor.Step(timeStep);
  159. m_controllingPrim.IsStationary = false;
  160. // If we're not supposed to be moving, make sure things are zero.
  161. if (m_velocityMotor.ErrorIsZero() && m_velocityMotor.TargetValue == OMV.Vector3.Zero)
  162. {
  163. // The avatar shouldn't be moving
  164. m_velocityMotor.Zero();
  165. if (m_controllingPrim.IsColliding)
  166. {
  167. // If we are colliding with a stationary object, presume we're standing and don't move around
  168. if (!m_controllingPrim.ColliderIsMoving && !m_controllingPrim.ColliderIsVolumeDetect)
  169. {
  170. m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", m_controllingPrim.LocalID);
  171. m_controllingPrim.IsStationary = true;
  172. m_controllingPrim.ZeroMotion(true /* inTaintTime */);
  173. }
  174. // Standing has more friction on the ground
  175. if (m_controllingPrim.Friction != BSParam.AvatarStandingFriction)
  176. {
  177. m_controllingPrim.Friction = BSParam.AvatarStandingFriction;
  178. m_physicsScene.PE.SetFriction(m_controllingPrim.PhysBody, m_controllingPrim.Friction);
  179. }
  180. }
  181. else
  182. {
  183. if (m_controllingPrim.Flying)
  184. {
  185. // Flying and not colliding and velocity nearly zero.
  186. m_controllingPrim.ZeroMotion(true /* inTaintTime */);
  187. }
  188. else
  189. {
  190. //We are falling but are not touching any keys make sure not falling too fast
  191. if (m_controllingPrim.RawVelocity.Z < BSParam.AvatarTerminalVelocity)
  192. {
  193. OMV.Vector3 slowingForce = new OMV.Vector3(0f, 0f, BSParam.AvatarTerminalVelocity - m_controllingPrim.RawVelocity.Z) * m_controllingPrim.Mass;
  194. m_physicsScene.PE.ApplyCentralImpulse(m_controllingPrim.PhysBody, slowingForce);
  195. }
  196. }
  197. }
  198. m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,taint,stopping,target={1},colliding={2}",
  199. m_controllingPrim.LocalID, m_velocityMotor.TargetValue, m_controllingPrim.IsColliding);
  200. }
  201. else
  202. {
  203. // Supposed to be moving.
  204. OMV.Vector3 stepVelocity = m_velocityMotor.CurrentValue;
  205. if (m_controllingPrim.Friction != BSParam.AvatarFriction)
  206. {
  207. // Probably starting to walk. Set friction to moving friction.
  208. m_controllingPrim.Friction = BSParam.AvatarFriction;
  209. m_physicsScene.PE.SetFriction(m_controllingPrim.PhysBody, m_controllingPrim.Friction);
  210. }
  211. if (!m_controllingPrim.Flying && !m_controllingPrim.IsColliding)
  212. {
  213. stepVelocity.Z = m_controllingPrim.RawVelocity.Z;
  214. }
  215. // Colliding and not flying with an upward force. The avatar must be trying to jump.
  216. if (!m_controllingPrim.Flying && m_controllingPrim.IsColliding && stepVelocity.Z > 0)
  217. {
  218. // We allow the upward force to happen for this many frames.
  219. m_jumpFrames = BSParam.AvatarJumpFrames;
  220. m_jumpVelocity = stepVelocity.Z;
  221. }
  222. // The case where the avatar is not colliding and is not flying is special.
  223. // The avatar is either falling or jumping and the user can be applying force to the avatar
  224. // (force in some direction or force up or down).
  225. // If the avatar has negative Z velocity and is not colliding, presume we're falling and keep the velocity.
  226. // If the user is trying to apply upward force but we're not colliding, assume the avatar
  227. // is trying to jump and don't apply the upward force if not touching the ground any more.
  228. if (!m_controllingPrim.Flying && !m_controllingPrim.IsColliding)
  229. {
  230. // If upward velocity is being applied, this must be a jump and only allow that to go on so long
  231. if (m_jumpFrames > 0)
  232. {
  233. // Since not touching the ground, only apply upward force for so long.
  234. m_jumpFrames--;
  235. stepVelocity.Z = m_jumpVelocity;
  236. }
  237. else
  238. {
  239. // Since we're not affected by anything, the avatar must be falling and we do not want that to be too fast.
  240. if (m_controllingPrim.RawVelocity.Z < BSParam.AvatarTerminalVelocity)
  241. {
  242. stepVelocity.Z = BSParam.AvatarTerminalVelocity;
  243. }
  244. else
  245. {
  246. stepVelocity.Z = m_controllingPrim.RawVelocity.Z;
  247. }
  248. }
  249. // DetailLog("{0},BSCharacter.MoveMotor,taint,overrideStepZWithWorldZ,stepVel={1}", LocalID, stepVelocity);
  250. }
  251. //Alicia: Maintain minimum height when flying.
  252. // SL has a flying effect that keeps the avatar flying above the ground by some margin
  253. if (m_controllingPrim.Flying)
  254. {
  255. float hover_height = m_physicsScene.TerrainManager.GetTerrainHeightAtXYZ(m_controllingPrim.RawPosition)
  256. + BSParam.AvatarFlyingGroundMargin;
  257. if( m_controllingPrim.Position.Z < hover_height)
  258. {
  259. stepVelocity.Z += BSParam.AvatarFlyingGroundUpForce;
  260. }
  261. }
  262. // 'stepVelocity' is now the speed we'd like the avatar to move in. Turn that into an instantanous force.
  263. OMV.Vector3 moveForce = (stepVelocity - m_controllingPrim.RawVelocity) * m_controllingPrim.Mass;
  264. // Add special movement force to allow avatars to walk up stepped surfaces.
  265. moveForce += WalkUpStairs();
  266. m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}",
  267. m_controllingPrim.LocalID, stepVelocity, m_controllingPrim.RawVelocity, m_controllingPrim.Mass, moveForce);
  268. m_physicsScene.PE.ApplyCentralImpulse(m_controllingPrim.PhysBody, moveForce);
  269. }
  270. }
  271. // Called just as the property update is received from the physics engine.
  272. // Do any mode necessary for avatar movement.
  273. private void Process_OnPreUpdateProperty(ref EntityProperties entprop)
  274. {
  275. // Don't change position if standing on a stationary object.
  276. if (m_controllingPrim.IsStationary)
  277. {
  278. entprop.Position = m_controllingPrim.RawPosition;
  279. entprop.Velocity = OMV.Vector3.Zero;
  280. m_physicsScene.PE.SetTranslation(m_controllingPrim.PhysBody, entprop.Position, entprop.Rotation);
  281. }
  282. }
  283. // Decide if the character is colliding with a low object and compute a force to pop the
  284. // avatar up so it can walk up and over the low objects.
  285. private OMV.Vector3 WalkUpStairs()
  286. {
  287. OMV.Vector3 ret = OMV.Vector3.Zero;
  288. m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs,IsColliding={1},flying={2},targSpeed={3},collisions={4},avHeight={5}",
  289. m_controllingPrim.LocalID, m_controllingPrim.IsColliding, m_controllingPrim.Flying,
  290. m_controllingPrim.TargetVelocitySpeed, m_controllingPrim.CollisionsLastTick.Count, m_controllingPrim.Size.Z);
  291. // Check for stairs climbing if colliding, not flying and moving forward
  292. if ( m_controllingPrim.IsColliding
  293. && !m_controllingPrim.Flying
  294. && m_controllingPrim.TargetVelocitySpeed > 0.1f )
  295. {
  296. // The range near the character's feet where we will consider stairs
  297. // float nearFeetHeightMin = m_controllingPrim.RawPosition.Z - (m_controllingPrim.Size.Z / 2f) + 0.05f;
  298. // Note: there is a problem with the computation of the capsule height. Thus RawPosition is off
  299. // from the height. Revisit size and this computation when height is scaled properly.
  300. float nearFeetHeightMin = m_controllingPrim.RawPosition.Z - (m_controllingPrim.Size.Z / 2f) - BSParam.AvatarStepGroundFudge;
  301. float nearFeetHeightMax = nearFeetHeightMin + BSParam.AvatarStepHeight;
  302. // Look for a collision point that is near the character's feet and is oriented the same as the charactor is.
  303. // Find the highest 'good' collision.
  304. OMV.Vector3 highestTouchPosition = OMV.Vector3.Zero;
  305. foreach (KeyValuePair<uint, ContactPoint> kvp in m_controllingPrim.CollisionsLastTick.m_objCollisionList)
  306. {
  307. // Don't care about collisions with the terrain
  308. if (kvp.Key > m_physicsScene.TerrainManager.HighestTerrainID)
  309. {
  310. BSPhysObject collisionObject;
  311. if (m_physicsScene.PhysObjects.TryGetValue(kvp.Key, out collisionObject))
  312. {
  313. if (!collisionObject.IsVolumeDetect)
  314. {
  315. OMV.Vector3 touchPosition = kvp.Value.Position;
  316. m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs,min={1},max={2},touch={3}",
  317. m_controllingPrim.LocalID, nearFeetHeightMin, nearFeetHeightMax, touchPosition);
  318. if (touchPosition.Z >= nearFeetHeightMin && touchPosition.Z <= nearFeetHeightMax)
  319. {
  320. // This contact is within the 'near the feet' range.
  321. // The step is presumed to be more or less vertical. Thus the Z component should
  322. // be nearly horizontal.
  323. OMV.Vector3 directionFacing = OMV.Vector3.UnitX * m_controllingPrim.RawOrientation;
  324. OMV.Vector3 touchNormal = OMV.Vector3.Normalize(kvp.Value.SurfaceNormal);
  325. const float PIOver2 = 1.571f; // Used to make unit vector axis into approx radian angles
  326. // m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs,avNormal={1},colNormal={2},diff={3}",
  327. // m_controllingPrim.LocalID, directionFacing, touchNormal,
  328. // Math.Abs(OMV.Vector3.Distance(directionFacing, touchNormal)) );
  329. if ((Math.Abs(directionFacing.Z) * PIOver2) < BSParam.AvatarStepAngle
  330. && (Math.Abs(touchNormal.Z) * PIOver2) < BSParam.AvatarStepAngle)
  331. {
  332. // The normal should be our contact point to the object so it is pointing away
  333. // thus the difference between our facing orientation and the normal should be small.
  334. float diff = Math.Abs(OMV.Vector3.Distance(directionFacing, touchNormal));
  335. if (diff < BSParam.AvatarStepApproachFactor)
  336. {
  337. if (highestTouchPosition.Z < touchPosition.Z)
  338. highestTouchPosition = touchPosition;
  339. }
  340. }
  341. }
  342. }
  343. }
  344. }
  345. }
  346. m_walkingUpStairs = 0;
  347. // If there is a good step sensing, move the avatar over the step.
  348. if (highestTouchPosition != OMV.Vector3.Zero)
  349. {
  350. // Remember that we are going up stairs. This is needed because collisions
  351. // will stop when we move up so this smoothes out that effect.
  352. m_walkingUpStairs = BSParam.AvatarStepSmoothingSteps;
  353. m_lastStepUp = highestTouchPosition.Z - nearFeetHeightMin;
  354. ret = ComputeStairCorrection(m_lastStepUp);
  355. m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs,touchPos={1},nearFeetMin={2},ret={3}",
  356. m_controllingPrim.LocalID, highestTouchPosition, nearFeetHeightMin, ret);
  357. }
  358. }
  359. else
  360. {
  361. // If we used to be going up stairs but are not now, smooth the case where collision goes away while
  362. // we are bouncing up the stairs.
  363. if (m_walkingUpStairs > 0)
  364. {
  365. m_walkingUpStairs--;
  366. ret = ComputeStairCorrection(m_lastStepUp);
  367. }
  368. }
  369. return ret;
  370. }
  371. private OMV.Vector3 ComputeStairCorrection(float stepUp)
  372. {
  373. OMV.Vector3 ret = OMV.Vector3.Zero;
  374. OMV.Vector3 displacement = OMV.Vector3.Zero;
  375. if (stepUp > 0f)
  376. {
  377. // Found the stairs contact point. Push up a little to raise the character.
  378. if (BSParam.AvatarStepForceFactor > 0f)
  379. {
  380. float upForce = stepUp * m_controllingPrim.Mass * BSParam.AvatarStepForceFactor;
  381. ret = new OMV.Vector3(0f, 0f, upForce);
  382. }
  383. // Also move the avatar up for the new height
  384. if (BSParam.AvatarStepUpCorrectionFactor > 0f)
  385. {
  386. // Move the avatar up related to the height of the collision
  387. displacement = new OMV.Vector3(0f, 0f, stepUp * BSParam.AvatarStepUpCorrectionFactor);
  388. m_controllingPrim.ForcePosition = m_controllingPrim.RawPosition + displacement;
  389. }
  390. else
  391. {
  392. if (BSParam.AvatarStepUpCorrectionFactor < 0f)
  393. {
  394. // Move the avatar up about the specified step height
  395. displacement = new OMV.Vector3(0f, 0f, BSParam.AvatarStepHeight);
  396. m_controllingPrim.ForcePosition = m_controllingPrim.RawPosition + displacement;
  397. }
  398. }
  399. m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs.ComputeStairCorrection,stepUp={1},isp={2},force={3}",
  400. m_controllingPrim.LocalID, stepUp, displacement, ret);
  401. }
  402. return ret;
  403. }
  404. }
  405. }