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BSActorAvatarMove.cs 19 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.Region.Physics.Manager;
  32. using OMV = OpenMetaverse;
  33. namespace OpenSim.Region.Physics.BulletSPlugin
  34. {
  35. public class BSActorAvatarMove : BSActor
  36. {
  37. BSVMotor m_velocityMotor;
  38. // Set to true if we think we're going up stairs.
  39. // This state is remembered because collisions will turn on and off as we go up stairs.
  40. int m_walkingUpStairs;
  41. // The amount the step up is applying. Used to smooth stair walking.
  42. float m_lastStepUp;
  43. // Jumping happens over several frames. If use applies up force while colliding, start the
  44. // jump and allow the jump to continue for this number of frames.
  45. int m_jumpFrames = 0;
  46. float m_jumpVelocity = 0f;
  47. public BSActorAvatarMove(BSScene physicsScene, BSPhysObject pObj, string actorName)
  48. : base(physicsScene, pObj, actorName)
  49. {
  50. m_velocityMotor = null;
  51. m_walkingUpStairs = 0;
  52. m_physicsScene.DetailLog("{0},BSActorAvatarMove,constructor", m_controllingPrim.LocalID);
  53. }
  54. // BSActor.isActive
  55. public override bool isActive
  56. {
  57. get { return Enabled && m_controllingPrim.IsPhysicallyActive; }
  58. }
  59. // Release any connections and resources used by the actor.
  60. // BSActor.Dispose()
  61. public override void Dispose()
  62. {
  63. base.SetEnabled(false);
  64. // Now that turned off, remove any state we have in the scene.
  65. Refresh();
  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. m_velocityMotor.Reset();
  100. m_velocityMotor.SetTarget(targ);
  101. m_velocityMotor.SetCurrent(vel);
  102. m_velocityMotor.Enabled = true;
  103. }
  104. });
  105. }
  106. // If a hover motor has not been created, create one and start the hovering.
  107. private void ActivateAvatarMove()
  108. {
  109. if (m_velocityMotor == null)
  110. {
  111. // Infinite decay and timescale values so motor only changes current to target values.
  112. m_velocityMotor = new BSVMotor("BSCharacter.Velocity",
  113. 0.2f, // time scale
  114. BSMotor.Infinite, // decay time scale
  115. 1f // efficiency
  116. );
  117. m_velocityMotor.ErrorZeroThreshold = BSParam.AvatarStopZeroThreshold;
  118. // _velocityMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages.
  119. SetVelocityAndTarget(m_controllingPrim.RawVelocity, m_controllingPrim.TargetVelocity, true /* inTaintTime */);
  120. m_physicsScene.BeforeStep += Mover;
  121. m_controllingPrim.OnPreUpdateProperty += Process_OnPreUpdateProperty;
  122. m_walkingUpStairs = 0;
  123. }
  124. }
  125. private void DeactivateAvatarMove()
  126. {
  127. if (m_velocityMotor != null)
  128. {
  129. m_controllingPrim.OnPreUpdateProperty -= Process_OnPreUpdateProperty;
  130. m_physicsScene.BeforeStep -= Mover;
  131. m_velocityMotor = null;
  132. }
  133. }
  134. // Called just before the simulation step. Update the vertical position for hoverness.
  135. private void Mover(float timeStep)
  136. {
  137. // Don't do movement while the object is selected.
  138. if (!isActive)
  139. return;
  140. // TODO: Decide if the step parameters should be changed depending on the avatar's
  141. // state (flying, colliding, ...). There is code in ODE to do this.
  142. // COMMENTARY: when the user is making the avatar walk, except for falling, the velocity
  143. // specified for the avatar is the one that should be used. For falling, if the avatar
  144. // is not flying and is not colliding then it is presumed to be falling and the Z
  145. // component is not fooled with (thus allowing gravity to do its thing).
  146. // When the avatar is standing, though, the user has specified a velocity of zero and
  147. // the avatar should be standing. But if the avatar is pushed by something in the world
  148. // (raising elevator platform, moving vehicle, ...) the avatar should be allowed to
  149. // move. Thus, the velocity cannot be forced to zero. The problem is that small velocity
  150. // errors can creap in and the avatar will slowly float off in some direction.
  151. // So, the problem is that, when an avatar is standing, we cannot tell creaping error
  152. // from real pushing.
  153. // The code below uses whether the collider is static or moving to decide whether to zero motion.
  154. m_velocityMotor.Step(timeStep);
  155. m_controllingPrim.IsStationary = false;
  156. // If we're not supposed to be moving, make sure things are zero.
  157. if (m_velocityMotor.ErrorIsZero() && m_velocityMotor.TargetValue == OMV.Vector3.Zero)
  158. {
  159. // The avatar shouldn't be moving
  160. m_velocityMotor.Zero();
  161. if (m_controllingPrim.IsColliding)
  162. {
  163. // If we are colliding with a stationary object, presume we're standing and don't move around
  164. if (!m_controllingPrim.ColliderIsMoving && !m_controllingPrim.ColliderIsVolumeDetect)
  165. {
  166. m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", m_controllingPrim.LocalID);
  167. m_controllingPrim.IsStationary = true;
  168. m_controllingPrim.ZeroMotion(true /* inTaintTime */);
  169. }
  170. // Standing has more friction on the ground
  171. if (m_controllingPrim.Friction != BSParam.AvatarStandingFriction)
  172. {
  173. m_controllingPrim.Friction = BSParam.AvatarStandingFriction;
  174. m_physicsScene.PE.SetFriction(m_controllingPrim.PhysBody, m_controllingPrim.Friction);
  175. }
  176. }
  177. else
  178. {
  179. if (m_controllingPrim.Flying)
  180. {
  181. // Flying and not colliding and velocity nearly zero.
  182. m_controllingPrim.ZeroMotion(true /* inTaintTime */);
  183. }
  184. }
  185. m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,taint,stopping,target={1},colliding={2}",
  186. m_controllingPrim.LocalID, m_velocityMotor.TargetValue, m_controllingPrim.IsColliding);
  187. }
  188. else
  189. {
  190. // Supposed to be moving.
  191. OMV.Vector3 stepVelocity = m_velocityMotor.CurrentValue;
  192. if (m_controllingPrim.Friction != BSParam.AvatarFriction)
  193. {
  194. // Probably starting to walk. Set friction to moving friction.
  195. m_controllingPrim.Friction = BSParam.AvatarFriction;
  196. m_physicsScene.PE.SetFriction(m_controllingPrim.PhysBody, m_controllingPrim.Friction);
  197. }
  198. if (!m_controllingPrim.Flying && !m_controllingPrim.IsColliding)
  199. {
  200. stepVelocity.Z = m_controllingPrim.RawVelocity.Z;
  201. }
  202. // Colliding and not flying with an upward force. The avatar must be trying to jump.
  203. if (!m_controllingPrim.Flying && m_controllingPrim.IsColliding && stepVelocity.Z > 0)
  204. {
  205. // We allow the upward force to happen for this many frames.
  206. m_jumpFrames = BSParam.AvatarJumpFrames;
  207. m_jumpVelocity = stepVelocity.Z;
  208. }
  209. // The case where the avatar is not colliding and is not flying is special.
  210. // The avatar is either falling or jumping and the user can be applying force to the avatar
  211. // (force in some direction or force up or down).
  212. // If the avatar has negative Z velocity and is not colliding, presume we're falling and keep the velocity.
  213. // If the user is trying to apply upward force but we're not colliding, assume the avatar
  214. // is trying to jump and don't apply the upward force if not touching the ground any more.
  215. if (!m_controllingPrim.Flying && !m_controllingPrim.IsColliding)
  216. {
  217. // If upward velocity is being applied, this must be a jump and only allow that to go on so long
  218. if (m_jumpFrames > 0)
  219. {
  220. // Since not touching the ground, only apply upward force for so long.
  221. m_jumpFrames--;
  222. stepVelocity.Z = m_jumpVelocity;
  223. }
  224. else
  225. {
  226. // Since we're not affected by anything, whatever vertical motion the avatar has, continue that.
  227. stepVelocity.Z = m_controllingPrim.RawVelocity.Z;
  228. }
  229. // DetailLog("{0},BSCharacter.MoveMotor,taint,overrideStepZWithWorldZ,stepVel={1}", LocalID, stepVelocity);
  230. }
  231. // 'stepVelocity' is now the speed we'd like the avatar to move in. Turn that into an instantanous force.
  232. OMV.Vector3 moveForce = (stepVelocity - m_controllingPrim.RawVelocity) * m_controllingPrim.Mass;
  233. // Add special movement force to allow avatars to walk up stepped surfaces.
  234. moveForce += WalkUpStairs();
  235. m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}",
  236. m_controllingPrim.LocalID, stepVelocity, m_controllingPrim.RawVelocity, m_controllingPrim.Mass, moveForce);
  237. m_physicsScene.PE.ApplyCentralImpulse(m_controllingPrim.PhysBody, moveForce);
  238. }
  239. }
  240. // Called just as the property update is received from the physics engine.
  241. // Do any mode necessary for avatar movement.
  242. private void Process_OnPreUpdateProperty(ref EntityProperties entprop)
  243. {
  244. // Don't change position if standing on a stationary object.
  245. if (m_controllingPrim.IsStationary)
  246. {
  247. entprop.Position = m_controllingPrim.RawPosition;
  248. entprop.Velocity = OMV.Vector3.Zero;
  249. m_physicsScene.PE.SetTranslation(m_controllingPrim.PhysBody, entprop.Position, entprop.Rotation);
  250. }
  251. }
  252. // Decide if the character is colliding with a low object and compute a force to pop the
  253. // avatar up so it can walk up and over the low objects.
  254. private OMV.Vector3 WalkUpStairs()
  255. {
  256. OMV.Vector3 ret = OMV.Vector3.Zero;
  257. m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs,IsColliding={1},flying={2},targSpeed={3},collisions={4},avHeight={5}",
  258. m_controllingPrim.LocalID, m_controllingPrim.IsColliding, m_controllingPrim.Flying,
  259. m_controllingPrim.TargetVelocitySpeed, m_controllingPrim.CollisionsLastTick.Count, m_controllingPrim.Size.Z);
  260. // Check for stairs climbing if colliding, not flying and moving forward
  261. if ( m_controllingPrim.IsColliding
  262. && !m_controllingPrim.Flying
  263. && m_controllingPrim.TargetVelocitySpeed > 0.1f )
  264. {
  265. // The range near the character's feet where we will consider stairs
  266. // float nearFeetHeightMin = m_controllingPrim.RawPosition.Z - (m_controllingPrim.Size.Z / 2f) + 0.05f;
  267. // Note: there is a problem with the computation of the capsule height. Thus RawPosition is off
  268. // from the height. Revisit size and this computation when height is scaled properly.
  269. float nearFeetHeightMin = m_controllingPrim.RawPosition.Z - (m_controllingPrim.Size.Z / 2f) - 0.05f;
  270. float nearFeetHeightMax = nearFeetHeightMin + BSParam.AvatarStepHeight;
  271. // Look for a collision point that is near the character's feet and is oriented the same as the charactor is.
  272. // Find the highest 'good' collision.
  273. OMV.Vector3 highestTouchPosition = OMV.Vector3.Zero;
  274. foreach (KeyValuePair<uint, ContactPoint> kvp in m_controllingPrim.CollisionsLastTick.m_objCollisionList)
  275. {
  276. // Don't care about collisions with the terrain
  277. if (kvp.Key > m_physicsScene.TerrainManager.HighestTerrainID)
  278. {
  279. BSPhysObject collisionObject;
  280. if (m_physicsScene.PhysObjects.TryGetValue(kvp.Key, out collisionObject))
  281. {
  282. if (!collisionObject.IsVolumeDetect)
  283. {
  284. OMV.Vector3 touchPosition = kvp.Value.Position;
  285. m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs,min={1},max={2},touch={3}",
  286. m_controllingPrim.LocalID, nearFeetHeightMin, nearFeetHeightMax, touchPosition);
  287. if (touchPosition.Z >= nearFeetHeightMin && touchPosition.Z <= nearFeetHeightMax)
  288. {
  289. // This contact is within the 'near the feet' range.
  290. // The normal should be our contact point to the object so it is pointing away
  291. // thus the difference between our facing orientation and the normal should be small.
  292. OMV.Vector3 directionFacing = OMV.Vector3.UnitX * m_controllingPrim.RawOrientation;
  293. OMV.Vector3 touchNormal = OMV.Vector3.Normalize(kvp.Value.SurfaceNormal);
  294. float diff = Math.Abs(OMV.Vector3.Distance(directionFacing, touchNormal));
  295. if (diff < BSParam.AvatarStepApproachFactor)
  296. {
  297. if (highestTouchPosition.Z < touchPosition.Z)
  298. highestTouchPosition = touchPosition;
  299. }
  300. }
  301. }
  302. }
  303. }
  304. }
  305. m_walkingUpStairs = 0;
  306. // If there is a good step sensing, move the avatar over the step.
  307. if (highestTouchPosition != OMV.Vector3.Zero)
  308. {
  309. // Remember that we are going up stairs. This is needed because collisions
  310. // will stop when we move up so this smoothes out that effect.
  311. m_walkingUpStairs = BSParam.AvatarStepSmoothingSteps;
  312. m_lastStepUp = highestTouchPosition.Z - nearFeetHeightMin;
  313. ret = ComputeStairCorrection(m_lastStepUp);
  314. m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs,touchPos={1},nearFeetMin={2},ret={3}",
  315. m_controllingPrim.LocalID, highestTouchPosition, nearFeetHeightMin, ret);
  316. }
  317. }
  318. else
  319. {
  320. // If we used to be going up stairs but are not now, smooth the case where collision goes away while
  321. // we are bouncing up the stairs.
  322. if (m_walkingUpStairs > 0)
  323. {
  324. m_walkingUpStairs--;
  325. ret = ComputeStairCorrection(m_lastStepUp);
  326. }
  327. }
  328. return ret;
  329. }
  330. private OMV.Vector3 ComputeStairCorrection(float stepUp)
  331. {
  332. OMV.Vector3 ret = OMV.Vector3.Zero;
  333. OMV.Vector3 displacement = OMV.Vector3.Zero;
  334. if (stepUp > 0f)
  335. {
  336. // Found the stairs contact point. Push up a little to raise the character.
  337. if (BSParam.AvatarStepForceFactor > 0f)
  338. {
  339. float upForce = stepUp * m_controllingPrim.Mass * BSParam.AvatarStepForceFactor;
  340. ret = new OMV.Vector3(0f, 0f, upForce);
  341. }
  342. // Also move the avatar up for the new height
  343. if (BSParam.AvatarStepUpCorrectionFactor > 0f)
  344. {
  345. // Move the avatar up related to the height of the collision
  346. displacement = new OMV.Vector3(0f, 0f, stepUp * BSParam.AvatarStepUpCorrectionFactor);
  347. m_controllingPrim.ForcePosition = m_controllingPrim.RawPosition + displacement;
  348. }
  349. else
  350. {
  351. if (BSParam.AvatarStepUpCorrectionFactor < 0f)
  352. {
  353. // Move the avatar up about the specified step height
  354. displacement = new OMV.Vector3(0f, 0f, BSParam.AvatarStepHeight);
  355. m_controllingPrim.ForcePosition = m_controllingPrim.RawPosition + displacement;
  356. }
  357. }
  358. m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs.ComputeStairCorrection,disp={1},force={2}",
  359. m_controllingPrim.LocalID, displacement, ret);
  360. }
  361. return ret;
  362. }
  363. }
  364. }