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. // There are times the velocity is set but we don't want to inforce stationary until the
  45. // real velocity drops.
  46. bool m_waitingForLowVelocityForStationary = false;
  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. DeactivateAvatarMove();
  65. }
  66. // Called when physical parameters (properties set in Bullet) need to be re-applied.
  67. // Called at taint-time.
  68. // BSActor.Refresh()
  69. public override void Refresh()
  70. {
  71. m_physicsScene.DetailLog("{0},BSActorAvatarMove,refresh", m_controllingPrim.LocalID);
  72. // If the object is physically active, add the hoverer prestep action
  73. if (isActive)
  74. {
  75. ActivateAvatarMove();
  76. }
  77. else
  78. {
  79. DeactivateAvatarMove();
  80. }
  81. }
  82. // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...).
  83. // Register a prestep action to restore physical requirements before the next simulation step.
  84. // Called at taint-time.
  85. // BSActor.RemoveDependencies()
  86. public override void RemoveDependencies()
  87. {
  88. // Nothing to do for the hoverer since it is all software at pre-step action time.
  89. }
  90. // Usually called when target velocity changes to set the current velocity and the target
  91. // into the movement motor.
  92. public void SetVelocityAndTarget(OMV.Vector3 vel, OMV.Vector3 targ, bool inTaintTime)
  93. {
  94. m_physicsScene.TaintedObject(inTaintTime, m_controllingPrim.LocalID, "BSActorAvatarMove.setVelocityAndTarget", delegate()
  95. {
  96. if (m_velocityMotor != null)
  97. {
  98. m_velocityMotor.Reset();
  99. m_velocityMotor.SetTarget(targ);
  100. m_velocityMotor.SetCurrent(vel);
  101. m_velocityMotor.Enabled = true;
  102. m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,SetVelocityAndTarget,vel={1}, targ={2}",
  103. m_controllingPrim.LocalID, vel, targ);
  104. m_waitingForLowVelocityForStationary = false;
  105. }
  106. });
  107. }
  108. public void SuppressStationayCheckUntilLowVelocity()
  109. {
  110. m_waitingForLowVelocityForStationary = true;
  111. }
  112. // If a movement motor has not been created, create one and start the movement
  113. private void ActivateAvatarMove()
  114. {
  115. if (m_velocityMotor == null)
  116. {
  117. // Infinite decay and timescale values so motor only changes current to target values.
  118. m_velocityMotor = new BSVMotor("BSCharacter.Velocity",
  119. 0.2f, // time scale
  120. BSMotor.Infinite, // decay time scale
  121. 1f // efficiency
  122. );
  123. m_velocityMotor.ErrorZeroThreshold = BSParam.AvatarStopZeroThreshold;
  124. // m_velocityMotor.PhysicsScene = m_controllingPrim.PhysScene; // DEBUG DEBUG so motor will output detail log messages.
  125. SetVelocityAndTarget(m_controllingPrim.RawVelocity, m_controllingPrim.TargetVelocity, true /* inTaintTime */);
  126. m_physicsScene.BeforeStep += Mover;
  127. m_controllingPrim.OnPreUpdateProperty += Process_OnPreUpdateProperty;
  128. m_walkingUpStairs = 0;
  129. m_waitingForLowVelocityForStationary = false;
  130. }
  131. }
  132. private void DeactivateAvatarMove()
  133. {
  134. if (m_velocityMotor != null)
  135. {
  136. m_controllingPrim.OnPreUpdateProperty -= Process_OnPreUpdateProperty;
  137. m_physicsScene.BeforeStep -= Mover;
  138. m_velocityMotor = null;
  139. }
  140. }
  141. // Called just before the simulation step.
  142. private void Mover(float timeStep)
  143. {
  144. // Don't do movement while the object is selected.
  145. if (!isActive)
  146. return;
  147. // TODO: Decide if the step parameters should be changed depending on the avatar's
  148. // state (flying, colliding, ...). There is code in ODE to do this.
  149. // COMMENTARY: when the user is making the avatar walk, except for falling, the velocity
  150. // specified for the avatar is the one that should be used. For falling, if the avatar
  151. // is not flying and is not colliding then it is presumed to be falling and the Z
  152. // component is not fooled with (thus allowing gravity to do its thing).
  153. // When the avatar is standing, though, the user has specified a velocity of zero and
  154. // the avatar should be standing. But if the avatar is pushed by something in the world
  155. // (raising elevator platform, moving vehicle, ...) the avatar should be allowed to
  156. // move. Thus, the velocity cannot be forced to zero. The problem is that small velocity
  157. // errors can creap in and the avatar will slowly float off in some direction.
  158. // So, the problem is that, when an avatar is standing, we cannot tell creaping error
  159. // from real pushing.
  160. // The code below uses whether the collider is static or moving to decide whether to zero motion.
  161. m_velocityMotor.Step(timeStep);
  162. m_controllingPrim.IsStationary = false;
  163. // If we're not supposed to be moving, make sure things are zero.
  164. if (m_velocityMotor.ErrorIsZero() && m_velocityMotor.TargetValue == OMV.Vector3.Zero)
  165. {
  166. // The avatar shouldn't be moving
  167. m_velocityMotor.Zero();
  168. if (m_controllingPrim.IsColliding)
  169. {
  170. // if colliding with something stationary and we're not doing volume detect .
  171. if (!m_controllingPrim.ColliderIsMoving && !m_controllingPrim.ColliderIsVolumeDetect)
  172. {
  173. if (m_waitingForLowVelocityForStationary)
  174. {
  175. // if waiting for velocity to drop and it has finally dropped, we can be stationary
  176. if (m_controllingPrim.RawVelocity.LengthSquared() < BSParam.AvatarStopZeroThresholdSquared)
  177. {
  178. m_waitingForLowVelocityForStationary = false;
  179. }
  180. }
  181. if (!m_waitingForLowVelocityForStationary)
  182. {
  183. m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", m_controllingPrim.LocalID);
  184. m_controllingPrim.IsStationary = true;
  185. m_controllingPrim.ZeroMotion(true /* inTaintTime */);
  186. }
  187. else
  188. {
  189. m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,waitingForLowVel,rawvel={1}",
  190. m_controllingPrim.LocalID, m_controllingPrim.RawVelocity.Length());
  191. }
  192. }
  193. // Standing has more friction on the ground
  194. if (m_controllingPrim.Friction != BSParam.AvatarStandingFriction)
  195. {
  196. m_controllingPrim.Friction = BSParam.AvatarStandingFriction;
  197. m_physicsScene.PE.SetFriction(m_controllingPrim.PhysBody, m_controllingPrim.Friction);
  198. }
  199. }
  200. else
  201. {
  202. if (m_controllingPrim.Flying)
  203. {
  204. // Flying and not colliding and velocity nearly zero.
  205. m_controllingPrim.ZeroMotion(true /* inTaintTime */);
  206. }
  207. else
  208. {
  209. //We are falling but are not touching any keys make sure not falling too fast
  210. if (m_controllingPrim.RawVelocity.Z < BSParam.AvatarTerminalVelocity)
  211. {
  212. OMV.Vector3 slowingForce = new OMV.Vector3(0f, 0f, BSParam.AvatarTerminalVelocity - m_controllingPrim.RawVelocity.Z) * m_controllingPrim.Mass;
  213. m_physicsScene.PE.ApplyCentralImpulse(m_controllingPrim.PhysBody, slowingForce);
  214. }
  215. }
  216. }
  217. m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,taint,stopping,target={1},colliding={2},isStationary={3}",
  218. m_controllingPrim.LocalID, m_velocityMotor.TargetValue, m_controllingPrim.IsColliding,m_controllingPrim.IsStationary);
  219. }
  220. else
  221. {
  222. // Supposed to be moving.
  223. OMV.Vector3 stepVelocity = m_velocityMotor.CurrentValue;
  224. if (m_controllingPrim.Friction != BSParam.AvatarFriction)
  225. {
  226. // Probably starting to walk. Set friction to moving friction.
  227. m_controllingPrim.Friction = BSParam.AvatarFriction;
  228. m_physicsScene.PE.SetFriction(m_controllingPrim.PhysBody, m_controllingPrim.Friction);
  229. }
  230. // 'm_velocityMotor is used for walking, flying, and jumping and will thus have the correct values
  231. // for Z. But in come cases it must be over-ridden. Like when falling or jumping.
  232. float realVelocityZ = m_controllingPrim.RawVelocity.Z;
  233. // If not flying and falling, we over-ride the stepping motor so we can fall to the ground
  234. if (!m_controllingPrim.Flying && realVelocityZ < 0)
  235. {
  236. // Can't fall faster than this
  237. if (realVelocityZ < BSParam.AvatarTerminalVelocity)
  238. {
  239. realVelocityZ = BSParam.AvatarTerminalVelocity;
  240. }
  241. stepVelocity.Z = realVelocityZ;
  242. }
  243. // m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,DEBUG,motorCurrent={1},realZ={2},flying={3},collid={4},jFrames={5}",
  244. // m_controllingPrim.LocalID, m_velocityMotor.CurrentValue, realVelocityZ, m_controllingPrim.Flying, m_controllingPrim.IsColliding, m_jumpFrames);
  245. //Alicia: Maintain minimum height when flying.
  246. // SL has a flying effect that keeps the avatar flying above the ground by some margin
  247. if (m_controllingPrim.Flying)
  248. {
  249. float hover_height = m_physicsScene.TerrainManager.GetTerrainHeightAtXYZ(m_controllingPrim.RawPosition)
  250. + BSParam.AvatarFlyingGroundMargin;
  251. if( m_controllingPrim.Position.Z < hover_height)
  252. {
  253. m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,addingUpforceForGroundMargin,height={1},hoverHeight={2}",
  254. m_controllingPrim.LocalID, m_controllingPrim.Position.Z, hover_height);
  255. stepVelocity.Z += BSParam.AvatarFlyingGroundUpForce;
  256. }
  257. }
  258. // 'stepVelocity' is now the speed we'd like the avatar to move in. Turn that into an instantanous force.
  259. OMV.Vector3 moveForce = (stepVelocity - m_controllingPrim.RawVelocity) * m_controllingPrim.Mass;
  260. // Add special movement force to allow avatars to walk up stepped surfaces.
  261. moveForce += WalkUpStairs();
  262. m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}",
  263. m_controllingPrim.LocalID, stepVelocity, m_controllingPrim.RawVelocity, m_controllingPrim.Mass, moveForce);
  264. m_physicsScene.PE.ApplyCentralImpulse(m_controllingPrim.PhysBody, moveForce);
  265. }
  266. }
  267. // Called just as the property update is received from the physics engine.
  268. // Do any mode necessary for avatar movement.
  269. private void Process_OnPreUpdateProperty(ref EntityProperties entprop)
  270. {
  271. // Don't change position if standing on a stationary object.
  272. if (m_controllingPrim.IsStationary)
  273. {
  274. entprop.Position = m_controllingPrim.RawPosition;
  275. entprop.Velocity = OMV.Vector3.Zero;
  276. m_physicsScene.PE.SetTranslation(m_controllingPrim.PhysBody, entprop.Position, entprop.Rotation);
  277. }
  278. }
  279. // Decide if the character is colliding with a low object and compute a force to pop the
  280. // avatar up so it can walk up and over the low objects.
  281. private OMV.Vector3 WalkUpStairs()
  282. {
  283. OMV.Vector3 ret = OMV.Vector3.Zero;
  284. m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs,IsColliding={1},flying={2},targSpeed={3},collisions={4},avHeight={5}",
  285. m_controllingPrim.LocalID, m_controllingPrim.IsColliding, m_controllingPrim.Flying,
  286. m_controllingPrim.TargetVelocitySpeed, m_controllingPrim.CollisionsLastTick.Count, m_controllingPrim.Size.Z);
  287. // Check for stairs climbing if colliding, not flying and moving forward
  288. if ( m_controllingPrim.IsColliding
  289. && !m_controllingPrim.Flying
  290. && m_controllingPrim.TargetVelocitySpeed > 0.1f )
  291. {
  292. // The range near the character's feet where we will consider stairs
  293. // float nearFeetHeightMin = m_controllingPrim.RawPosition.Z - (m_controllingPrim.Size.Z / 2f) + 0.05f;
  294. // Note: there is a problem with the computation of the capsule height. Thus RawPosition is off
  295. // from the height. Revisit size and this computation when height is scaled properly.
  296. float nearFeetHeightMin = m_controllingPrim.RawPosition.Z - (m_controllingPrim.Size.Z / 2f) - BSParam.AvatarStepGroundFudge;
  297. float nearFeetHeightMax = nearFeetHeightMin + BSParam.AvatarStepHeight;
  298. // Look for a collision point that is near the character's feet and is oriented the same as the charactor is.
  299. // Find the highest 'good' collision.
  300. OMV.Vector3 highestTouchPosition = OMV.Vector3.Zero;
  301. foreach (KeyValuePair<uint, ContactPoint> kvp in m_controllingPrim.CollisionsLastTick.m_objCollisionList)
  302. {
  303. // Don't care about collisions with the terrain
  304. if (kvp.Key > m_physicsScene.TerrainManager.HighestTerrainID)
  305. {
  306. BSPhysObject collisionObject;
  307. if (m_physicsScene.PhysObjects.TryGetValue(kvp.Key, out collisionObject))
  308. {
  309. if (!collisionObject.IsVolumeDetect)
  310. {
  311. OMV.Vector3 touchPosition = kvp.Value.Position;
  312. m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs,min={1},max={2},touch={3}",
  313. m_controllingPrim.LocalID, nearFeetHeightMin, nearFeetHeightMax, touchPosition);
  314. if (touchPosition.Z >= nearFeetHeightMin && touchPosition.Z <= nearFeetHeightMax)
  315. {
  316. // This contact is within the 'near the feet' range.
  317. // The step is presumed to be more or less vertical. Thus the Z component should
  318. // be nearly horizontal.
  319. OMV.Vector3 directionFacing = OMV.Vector3.UnitX * m_controllingPrim.RawOrientation;
  320. OMV.Vector3 touchNormal = OMV.Vector3.Normalize(kvp.Value.SurfaceNormal);
  321. const float PIOver2 = 1.571f; // Used to make unit vector axis into approx radian angles
  322. // m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs,avNormal={1},colNormal={2},diff={3}",
  323. // m_controllingPrim.LocalID, directionFacing, touchNormal,
  324. // Math.Abs(OMV.Vector3.Distance(directionFacing, touchNormal)) );
  325. if ((Math.Abs(directionFacing.Z) * PIOver2) < BSParam.AvatarStepAngle
  326. && (Math.Abs(touchNormal.Z) * PIOver2) < BSParam.AvatarStepAngle)
  327. {
  328. // The normal should be our contact point to the object so it is pointing away
  329. // thus the difference between our facing orientation and the normal should be small.
  330. float diff = Math.Abs(OMV.Vector3.Distance(directionFacing, touchNormal));
  331. if (diff < BSParam.AvatarStepApproachFactor)
  332. {
  333. if (highestTouchPosition.Z < touchPosition.Z)
  334. highestTouchPosition = touchPosition;
  335. }
  336. }
  337. }
  338. }
  339. }
  340. }
  341. }
  342. m_walkingUpStairs = 0;
  343. // If there is a good step sensing, move the avatar over the step.
  344. if (highestTouchPosition != OMV.Vector3.Zero)
  345. {
  346. // Remember that we are going up stairs. This is needed because collisions
  347. // will stop when we move up so this smoothes out that effect.
  348. m_walkingUpStairs = BSParam.AvatarStepSmoothingSteps;
  349. m_lastStepUp = highestTouchPosition.Z - nearFeetHeightMin;
  350. ret = ComputeStairCorrection(m_lastStepUp);
  351. m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs,touchPos={1},nearFeetMin={2},ret={3}",
  352. m_controllingPrim.LocalID, highestTouchPosition, nearFeetHeightMin, ret);
  353. }
  354. }
  355. else
  356. {
  357. // If we used to be going up stairs but are not now, smooth the case where collision goes away while
  358. // we are bouncing up the stairs.
  359. if (m_walkingUpStairs > 0)
  360. {
  361. m_walkingUpStairs--;
  362. ret = ComputeStairCorrection(m_lastStepUp);
  363. }
  364. }
  365. return ret;
  366. }
  367. private OMV.Vector3 ComputeStairCorrection(float stepUp)
  368. {
  369. OMV.Vector3 ret = OMV.Vector3.Zero;
  370. OMV.Vector3 displacement = OMV.Vector3.Zero;
  371. if (stepUp > 0f)
  372. {
  373. // Found the stairs contact point. Push up a little to raise the character.
  374. if (BSParam.AvatarStepForceFactor > 0f)
  375. {
  376. float upForce = stepUp * m_controllingPrim.Mass * BSParam.AvatarStepForceFactor;
  377. ret = new OMV.Vector3(0f, 0f, upForce);
  378. }
  379. // Also move the avatar up for the new height
  380. if (BSParam.AvatarStepUpCorrectionFactor > 0f)
  381. {
  382. // Move the avatar up related to the height of the collision
  383. displacement = new OMV.Vector3(0f, 0f, stepUp * BSParam.AvatarStepUpCorrectionFactor);
  384. m_controllingPrim.ForcePosition = m_controllingPrim.RawPosition + displacement;
  385. }
  386. else
  387. {
  388. if (BSParam.AvatarStepUpCorrectionFactor < 0f)
  389. {
  390. // Move the avatar up about the specified step height
  391. displacement = new OMV.Vector3(0f, 0f, BSParam.AvatarStepHeight);
  392. m_controllingPrim.ForcePosition = m_controllingPrim.RawPosition + displacement;
  393. }
  394. }
  395. m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs.ComputeStairCorrection,stepUp={1},isp={2},force={3}",
  396. m_controllingPrim.LocalID, stepUp, displacement, ret);
  397. }
  398. return ret;
  399. }
  400. }
  401. }