/*
* 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 System.Runtime.CompilerServices;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.PhysicsModules.SharedBase;
using log4net;
namespace OpenSim.Region.PhysicsModule.ubOde
{
///
/// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
///
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);
internal AABB2D _AABB2D;
internal Vector3 _position;
public int Colliderfilter = 0;
public float CapsuleSizeZ;
public float CapsuleRadius;
internal Vector2 Orientation2D;
internal float AvaSizeXsq = 0.3f;
internal float AvaSizeYsq = 0.2f;
internal float feetOff = 0;
internal float boneOff = 0;
public IntPtr Body = IntPtr.Zero;
public int m_bodydisablecontrol = 0;
private float m_scenegravityForceZ;
int m_colliderObjectfilter = 0;
int m_colliderGroundfilter = 0;
private UBOdeNative.Quaternion m_NativeOrientation2D;
private Vector3 _zeroPosition;
internal Quaternion m_orientation;
private Vector3 _velocity;
private Vector3 m_rotationalVelocity;
private Vector3 _acceleration;
private Vector3 m_lastFallVel;
private Vector3 m_size;
private float m_mass = 80f;
private float m_massInvTimeScaled = 1600f;
public readonly float m_density = 60f;
private bool m_pidControllerActive = true;
internal Vector3 CollideNormal;
public int _charsListIndex;
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 readonly ODEScene m_parent_scene;
private readonly float m_sceneTimeStep;
private readonly float m_sceneInverseTimeStep;
public readonly float m_walkMultiplier = 1.0f / 1.3f;
public readonly float m_runMultiplier = 1.0f / 0.8f;
private bool m_flying = false;
private bool m_iscolliding = false;
private bool m_iscollidingGround = false;
private bool m_iscollidingObj = false;
private bool _zeroFlag = false;
private bool m_haveLastFallVel = false;
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 bool m_freemove = false;
// private string m_name = String.Empty;
// other filter control
// Default we're a Character
private const CollisionCategories m_collisionCategories = (CollisionCategories.Character);
// Default, Collide with Other Geometries, spaces, bodies and characters.
private const CollisionCategories m_collisionFlags = (CollisionCategories.Character
| CollisionCategories.Geom
| CollisionCategories.VolumeDtc
);
// we do land collisions not ode | CollisionCategories.Land);
//private IntPtr capsule = IntPtr.Zero;
public IntPtr collider = IntPtr.Zero;
public IntPtr Amotor = IntPtr.Zero;
internal UBOdeNative.Mass ShellMass;
public int m_eventsubscription = 0;
private int m_cureventsubscription = 0;
private readonly CollisionEventUpdate CollisionEventsThisFrame = new();
private bool SentEmptyCollisionsEvent;
public bool bad = false;
private readonly float m_frictionmu;
// 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_baseLocalID = localID;
m_parent_scene = parent_scene;
m_sceneTimeStep = parent_scene.ODE_STEPSIZE;
m_sceneInverseTimeStep = 1.0f / m_sceneTimeStep;
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 > 0.01f ? 0.5f * pSize.X : 0.01f;
m_size.Y = pSize.Y > 0.01f ? 0.5f * pSize.Y : 0.01f;
m_size.Z = pSize.Z > 0.01f ? 0.5f * pSize.Z : 0.01f;
CapsuleRadius = MathF.Max(m_size.X, m_size.Y);
CapsuleSizeZ = m_size.Z;
AvaSizeXsq = m_size.X;
AvaSizeXsq *= AvaSizeXsq;
AvaSizeYsq = m_size.Y;
AvaSizeYsq *= AvaSizeYsq;
m_orientation = Quaternion.Identity;
Orientation2D = new(0f, 1f);
m_NativeOrientation2D.X = 0f;
m_NativeOrientation2D.Y = 0f;
m_NativeOrientation2D.Z = 0f;
m_NativeOrientation2D.W = 1f;
m_density = density;
// force lower density for testing
m_density = 3.0f;
m_frictionmu = m_parent_scene.AvatarFriction;
m_walkMultiplier = 1.0f / walk_divisor;
m_runMultiplier = 1.0f / rundivisor;
m_mass = 8f * m_density * m_size.X * m_size.Y * m_size.Z;
m_massInvTimeScaled = m_mass * m_sceneInverseTimeStep;
// sure we have a default
PID_D = basePID_D * m_massInvTimeScaled;
PID_P = basePID_P * m_massInvTimeScaled;
m_scenegravityForceZ = parent_scene.gravityz * m_mass;
m_isPhysical = false; // current status: no ODE information exists
Name = avName;
UpdateAABB2D();
AddChange(changes.Add, null);
}
public override int PhysicsActorType
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get
{
return (int)ActorTypes.Agent;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
set
{
return;
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public override void getContactData(ref ContactData cdata)
{
cdata.mu = m_frictionmu;
cdata.bounce = 0;
cdata.softcolide = false;
}
public override bool Building
{
get; set;
}
///
/// If this is set, the avatar will move faster
///
private bool m_alwaysRun = false;
public override bool SetAlwaysRun
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get
{
return m_alwaysRun;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
set
{
m_alwaysRun = value;
}
}
public override PhysicsActor ParentActor
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get
{
return (PhysicsActor)this;
}
}
public override bool Grabbed
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
set
{
return;
}
}
public override bool Selected
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
set
{
return;
}
}
private float m_buoyancy = 0f;
public override float Buoyancy
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get
{
return m_buoyancy;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
set
{
m_buoyancy = value;
}
}
public override bool IsPhysical
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get
{
return m_isPhysical;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
set
{
return;
}
}
public override bool ThrottleUpdates
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get
{
return false;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
set
{
return;
}
}
public override bool Flying
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get
{
return m_flying;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
set
{
m_flying = value;
//m_log.DebugFormat("[PHYSICS]: Set OdeCharacter Flying to {0}", flying);
}
}
///
/// Returns if the avatar is colliding in general.
/// This includes the ground and objects and avatar.
///
public override bool IsColliding
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get
{
return (m_iscolliding || m_iscollidingGround);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
set
{
if (value)
{
Colliderfilter += 3;
if (Colliderfilter > 9)
Colliderfilter = 9;
}
else
{
Colliderfilter--;
if (Colliderfilter < 0)
Colliderfilter = 0;
}
if (Colliderfilter < 6)
m_iscolliding = false;
else
{
m_pidControllerActive = true;
m_iscolliding = true;
m_freemove = false;
}
}
}
///
/// Returns if an avatar is colliding with the ground
///
public override bool CollidingGround
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get
{
return m_iscollidingGround;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
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;
*/
}
}
///
/// Returns if the avatar is colliding with an object
///
public override bool CollidingObj
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get
{
return m_iscollidingObj;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
set
{
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;
}
}
///
/// turn the PID controller on or off.
/// The PID Controller will turn on all by itself in many situations
///
///
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetPidStatus(bool status)
{
m_pidControllerActive = status;
}
public override bool Stopped
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get
{
return _zeroFlag;
}
}
///
/// 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.
///
public override Vector3 Position
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get
{
return _position;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
set
{
if (value.IsFinite())
{
if (value.Z < -100f || value.Z > 9999999f)
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
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get
{
return m_rotationalVelocity;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
set
{
m_rotationalVelocity = value;
}
}
///
/// 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
///
public override Vector3 Size
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get
{
return m_size * 2f;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
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");
}
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
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()
{
size = size,
};
AddChange(changes.AvatarSize, st);
}
else
{
m_log.Warn("[PHYSICS]: Got a NaN AvatarSize from Scene on a Character");
}
}
///
/// Uses the capped cyllinder volume formula to calculate the avatar's mass.
/// This may be used in calculations in the scene/scenepresence
///
public override float Mass
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get
{
return m_mass;
}
}
public override void link(PhysicsActor obj)
{
}
public override void delink()
{
}
public override void LockAngularMotion(byte axislocks)
{
}
public override Vector3 Force
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get
{
return m_targetVelocity;
}
set
{
}
}
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
{
return _position;
}
}
public override Vector3 GeometricCenter
{
get
{
return _position;
}
}
public override PrimitiveBaseShape Shape
{
set
{
return;
}
}
public override Vector3 rootVelocity
{
get
{
return _velocity;
}
}
public override Vector3 Velocity
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get
{
return _velocity;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
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
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get
{
return m_targetVelocity;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
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
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get
{
return Vector3.Zero;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
set
{
return;
}
}
public override float CollisionScore
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get
{
return 0f;
}
set
{
}
}
public override bool Kinematic
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get
{
return false;
}
set
{
}
}
public override Quaternion Orientation
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get
{
return m_orientation;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
set
{
//fakeori = value;
//givefakeori++;
value.Normalize();
AddChange(changes.Orientation, value);
}
}
public override Vector3 Acceleration
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get
{
return _acceleration;
}
set
{
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void SetAcceleration(Vector3 accel)
{
m_pidControllerActive = true;
_acceleration = accel;
if (Body != IntPtr.Zero)
UBOdeNative.BodyEnable(Body);
}
///
/// Adds the force supplied to the Target Velocity
/// The PID controller takes this target velocity and tries to make it a reality
///
///
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public override void AddForce(Vector3 force, bool pushforce)
{
if (force.IsFinite())
{
if (pushforce)
{
AddChange(changes.Force, force * m_density * m_sceneInverseTimeStep / 28f);
}
else
{
AddChange(changes.TargetVelocity, force);
}
}
else
{
m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
}
//m_lastUpdateSent = false;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public override void AvatarJump(float impulseZ)
{
// convert back to force and remove mass effect
AddChange(changes.Force, new Vector3(0, 0, impulseZ * m_massInvTimeScaled));
}
public override void AddAngularForce(Vector3 force, bool pushforce)
{
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public override void SetMomentum(Vector3 momentum)
{
if (momentum.IsFinite())
AddChange(changes.Momentum, momentum);
}
private void AvatarGeomAndBodyCreate()
{
float sx = m_size.X;
float sy = m_size.Y;
float sz = m_size.Z;
float bot = -sz;
boneOff = bot + 0.3f;
float feetsz = sz * 0.45f;
if (feetsz > 0.6f)
feetsz = 0.6f;
feetOff = bot + feetsz;
AvaSizeXsq = sx;
AvaSizeXsq *= AvaSizeXsq;
AvaSizeYsq = sy;
AvaSizeYsq *= AvaSizeYsq;
CapsuleRadius = MathF.Max(sx, sy);
float l = sz - CapsuleRadius;
CapsuleSizeZ = sz;
collider = UBOdeNative.CreateCapsule(m_parent_scene.TopSpace, CapsuleRadius, 2.0f * l);
UBOdeNative.GeomSetCategoryBits(collider, (uint)m_collisionCategories);
UBOdeNative.GeomSetCollideBits(collider, (uint)m_collisionFlags);
// update mass
m_mass = 8f * m_density * sx * sy * sz;
UBOdeNative.MassSetBoxTotal(out ShellMass, m_mass, 2f * sx, 2f * sy, 2f * sz);
m_massInvTimeScaled = m_mass * m_sceneInverseTimeStep;
PID_D = basePID_D * m_massInvTimeScaled;
PID_P = basePID_P * m_massInvTimeScaled;
m_scenegravityForceZ = m_parent_scene.gravityz * m_mass;
Body = UBOdeNative.BodyCreate(m_parent_scene.world);
_zeroFlag = false;
m_pidControllerActive = true;
m_freemove = false;
_velocity = Vector3.Zero;
// SafeNativeMethods.BodySetAutoDisableFlag(Body,false);
UBOdeNative.BodySetAutoDisableFlag(Body, true);
m_bodydisablecontrol = 0;
UBOdeNative.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
UBOdeNative.BodySetMass(Body, ref ShellMass);
//SafeNativeMethods.GeomSetBody(capsule, Body);
UBOdeNative.GeomSetBody(collider, Body);
// The purpose of the AMotor here is to keep the avatar's physical
// surrogate from rotating while moving
Amotor = UBOdeNative.JointCreateAMotor(m_parent_scene.world, IntPtr.Zero);
UBOdeNative.JointAttach(Amotor, Body, IntPtr.Zero);
UBOdeNative.JointSetAMotorMode(Amotor, 0);
UBOdeNative.JointSetAMotorNumAxes(Amotor, 3);
UBOdeNative.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
UBOdeNative.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
UBOdeNative.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
UBOdeNative.JointSetAMotorAngle(Amotor, 0, 0);
UBOdeNative.JointSetAMotorAngle(Amotor, 1, 0);
UBOdeNative.JointSetAMotorAngle(Amotor, 2, 0);
UBOdeNative.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f); // make it HARD
UBOdeNative.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
UBOdeNative.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
UBOdeNative.JointSetAMotorParam(Amotor, (int)dParam.StopERP, 0.8f);
UBOdeNative.JointSetAMotorParam(Amotor, (int)dParam.StopERP2, 0.8f);
UBOdeNative.JointSetAMotorParam(Amotor, (int)dParam.StopERP3, 0.8f);
// These lowstops and high stops are effectively (no wiggle room)
UBOdeNative.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -1e-5f);
UBOdeNative.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 1e-5f);
UBOdeNative.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -1e-5f);
UBOdeNative.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 1e-5f);
UBOdeNative.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -1e-5f);
UBOdeNative.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 1e-5f);
UBOdeNative.JointSetAMotorParam(Amotor, (int)UBOdeNative.JointParam.Vel, 0);
UBOdeNative.JointSetAMotorParam(Amotor, (int)UBOdeNative.JointParam.Vel2, 0);
UBOdeNative.JointSetAMotorParam(Amotor, (int)UBOdeNative.JointParam.Vel3, 0);
UBOdeNative.JointSetAMotorParam(Amotor, (int)dParam.FMax, 5e8f);
UBOdeNative.JointSetAMotorParam(Amotor, (int)dParam.FMax2, 5e8f);
UBOdeNative.JointSetAMotorParam(Amotor, (int)dParam.FMax3, 5e8f);
}
///
/// Destroys the avatar body and geom
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void AvatarGeomAndBodyDestroy()
{
// Kill the Amotor
if (Amotor != IntPtr.Zero)
{
UBOdeNative.JointDestroy(Amotor);
Amotor = IntPtr.Zero;
}
if (Body != IntPtr.Zero)
{
//kill the body
UBOdeNative.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;
}
*/
if (collider != IntPtr.Zero)
{
m_parent_scene.actor_name_map.Remove(collider);
//m_parent_scene.waitForSpaceUnlock(m_parent_scene.CharsSpace);
UBOdeNative.GeomDestroy(collider);
collider = IntPtr.Zero;
}
}
//in place 2D rotation around Z assuming rot is normalised and is a rotation around Z
public static 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 static void RotateXYonZ(ref float x, ref float y, float sin, float cos)
{
float tx = x;
x = tx * cos - y * sin;
y = tx * sin + y * cos;
}
public static void invRotateXYonZ(ref float x, ref float y, float sin, float cos)
{
float tx = x;
x = tx * cos + y * sin;
y = -tx * sin + y * cos;
}
public static void invRotateXYonZ(ref float x, ref float y, in 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;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
internal bool Collide(IntPtr other, bool reverse, ref UBOdeNative.ContactGeom contact,
ref UBOdeNative.ContactGeom altContact, ref bool useAltcontact, ref bool feetcollision)
{
feetcollision = false;
useAltcontact = false;
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;
UBOdeNative.GeomClassID gtype = UBOdeNative.GeomGetClass(other);
if (gtype == UBOdeNative.GeomClassID.SphereClass && UBOdeNative.GeomGetBody(other) != IntPtr.Zero)
{
if (UBOdeNative.GeomSphereGetRadius(other) < 0.5)
return true;
}
if (offset.Z > 0 || contact.normal.Z > 0.35f)
{
if (offset.Z <= 0)
{
feetcollision = true;
if (h < boneOff)
{
CollideNormal = Unsafe.As(ref contact.normal);
IsColliding = true;
}
}
return true;
}
if (m_flying)
return true;
feetcollision = true;
if (h < boneOff)
{
CollideNormal = Unsafe.As(ref contact.normal);
IsColliding = true;
}
useAltcontact = true;
offset.Z -= 0.2f;
offset.Normalize();
float tdp = contact.depth;
float t = offset.X;
t = MathF.Abs(t);
if (t > 1e-6)
{
tdp /= t;
tdp *= contact.normal.X;
}
else
tdp *= 10;
if (tdp > 0.25f)
tdp = 0.25f;
altContact.pos = contact.pos;
altContact.depth = tdp;
if (reverse)
{
altContact.normal = Unsafe.As(ref offset);
}
else
{
altContact.normal.X = -offset.X;
altContact.normal.Y = -offset.Y;
altContact.normal.Z = -offset.Z;
}
return true;
}
///
/// Called from Simulate
/// This is the avatar's movement control + PID Controller
///
///
public void Move()
{
if (Body == IntPtr.Zero)
return;
if (!UBOdeNative.BodyIsEnabled(Body))
{
if (++m_bodydisablecontrol < 50)
return;
// clear residuals
UBOdeNative.BodySetAngularVel(Body, 0f, 0f, 0f);
UBOdeNative.BodySetLinearVel(Body, 0f, 0f, 0f);
_zeroFlag = true;
UBOdeNative.BodyEnable(Body);
}
m_bodydisablecontrol = 0;
// the Amotor still lets avatar rotation to drift during colisions
// so force it back to identity
UBOdeNative.BodySetQuaternion(Body, ref m_NativeOrientation2D);
_position = UBOdeNative.BodyGetPositionOMV(Body);
// check outbounds forcing to be in world
bool fixbody = false;
if ((Single.IsNaN(_position.X) || Single.IsInfinity(_position.X)))
{
fixbody = true;
_position.X = 128f;
}
else if (_position.X < 0.0f)
{
fixbody = true;
_position.X = 0.1f;
}
else if (_position.X > m_parent_scene.WorldExtents.X - 0.1f)
{
fixbody = true;
_position.X = m_parent_scene.WorldExtents.X - 0.1f;
}
if ((Single.IsNaN(_position.Y) || Single.IsInfinity(_position.Y)))
{
fixbody = true;
_position.Y = 128f;
}
else if (_position.Y < 0.0f)
{
fixbody = true;
_position.Y = 0.1f;
}
else if (_position.Y > m_parent_scene.WorldExtents.Y - 0.1f)
{
fixbody = true;
_position.Y = m_parent_scene.WorldExtents.Y - 0.1f;
}
if ((Single.IsNaN(_position.Z) || Single.IsInfinity(_position.Z)))
{
fixbody = true;
_position.Z = 128f;
}
if (fixbody)
{
m_freemove = false;
UBOdeNative.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
}
if (!m_pidControllerActive)
_zeroPosition = _position;
//Update AABB
UpdateAABB2D();
float aabbminz = _position.Z - CapsuleSizeZ;
//float aabbmaxz = _position.Z + CapsuleSizeZ;
bool tviszero = m_targetVelocity.IsZero();
Vector3 ctv;
if (tviszero)
ctv = Vector3.Zero;
else
{
if (m_alwaysRun)
{
ctv = new( m_targetVelocity.X * m_runMultiplier,
m_targetVelocity.Y * m_runMultiplier,
m_targetVelocity.Z);
}
else
{
ctv = new ( m_targetVelocity.X * m_walkMultiplier,
m_targetVelocity.Y * m_walkMultiplier,
m_targetVelocity.Z);
}
}
Vector3 vel = UBOdeNative.BodyGetLinearVelOMV(Body);
//******************************************
// colide with land
float tmpX = _position.X;
float tmpY = _position.Y;
if (m_flying)
{
tmpX += vel.X * m_sceneTimeStep;
tmpY += vel.Y * m_sceneTimeStep;
}
Vector3 vec = Vector3.Zero;
float terrainheight = m_parent_scene.GetTerrainHeightAtXY(tmpX, tmpY);
if (aabbminz < terrainheight)
{
if (ctv.Z < 0f)
ctv.Z = 0f;
if (!m_haveLastFallVel)
{
m_lastFallVel = vel;
m_haveLastFallVel = true;
}
float pidp50 = PID_P * 50;
float depth = terrainheight - aabbminz;
vec.Z = depth * pidp50;
Vector3 n = m_parent_scene.GetTerrainNormalAtXY(tmpX, tmpY);
if (!m_flying)
{
vec.Z -= vel.Z * PID_D;
if (n.Z < 0.4f)
{
vec.X = depth * pidp50 - vel.X * PID_D;
vec.X *= n.X;
vec.Y = depth * pidp50 - 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;
Colliderfilter = 2;
if (m_colliderGroundfilter > 10)
{
m_colliderGroundfilter = 10;
m_freemove = false;
}
CollideNormal = n;
m_iscollidingGround = true;
ContactPoint contact = new()
{
PenetrationDepth = depth,
Position = new( _position.X, _position.Y, terrainheight),
SurfaceNormal = -n,
RelativeSpeed = Vector3.Dot(m_lastFallVel, n),
CharacterFeet = true
};
AddCollisionEvent(0,contact);
m_lastFallVel = Vector3.Zero;
}
}
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:
if (terrainheight > m_parent_scene.WaterLevel)
m_targetHoverHeight = terrainheight + m_PIDHoverHeight;
else
m_targetHoverHeight = m_parent_scene.WaterLevel + m_PIDHoverHeight;
break;
} // end switch (m_PIDHoverType)
// don't go underground
if (m_targetHoverHeight > terrainheight + _position.Z)
{
float fz = (m_targetHoverHeight - _position.Z);
// if error is zero, use position control; otherwise, velocity control
if (MathF.Abs(fz) < 0.01f)
{
ctv.Z = 0;
}
else
{
_zeroFlag = false;
fz /= m_PIDHoverTau;
float tmp = MathF.Abs(fz);
if (tmp > 50f)
fz = 50f * MathF.Sign(fz);
else if (tmp < 0.1f)
fz = 0.1f * MathF.Sign(fz);
ctv.Z = fz;
}
}
}
//******************************************
if (!m_iscolliding)
CollideNormal.Z = 0;
if (!tviszero)
{
m_freemove = false;
// movement relative to surface if moving on it
// dont disturbe vertical movement, ie jumps
if (m_iscolliding && !m_flying && ctv.Z == 0f && CollideNormal.Z > 0.2f && CollideNormal.Z < 0.94f)
{
float p = ctv.X * CollideNormal.X + ctv.Y * CollideNormal.Y;
ctv.X *= MathF.Sqrt(1 - CollideNormal.X * CollideNormal.X);
ctv.Y *= MathF.Sqrt(1 - CollideNormal.Y * CollideNormal.Y);
ctv.Z -= p;
if (ctv.Z < 0f)
ctv.Z *= 2f;
}
}
float breakfactor;
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 = _position;
if(!m_pidControllerActive)
{
float pidd0833 = PID_D * 0.833f;
vec.X -= vel.X * pidd0833;
vec.Y -= vel.Y * pidd0833;
}
}
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
float pidd2 = PID_D * 2f;
float pidp5 = PID_P * 5;
vec.X = -vel.X * pidd2 + (_zeroPosition.X - _position.X) * pidp5;
vec.Y = -vel.Y * pidd2 + (_zeroPosition.Y - _position.Y) * pidp5;
if (vel.Z > 0)
vec.Z += -vel.Z * PID_D + (_zeroPosition.Z - _position.Z) * PID_P;
else
vec.Z += (-vel.Z * PID_D + (_zeroPosition.Z - _position.Z) * PID_P) * 0.2f;
}
}
else
{
_zeroFlag = false;
float pidd0833 = PID_D * 0.833f;
vec.X += (ctv.X - vel.X) * pidd0833;
vec.Y += (ctv.Y - vel.Y) * pidd0833;
// hack for breaking on fall
if (ctv.Z == -9999f)
vec.Z += -vel.Z * PID_D - m_scenegravityForceZ;
}
}
else
{
m_pidControllerActive = true;
_zeroFlag = false;
if (m_iscolliding)
{
if (!m_flying)
{
// we are on a surface
if (ctv.Z > 0f)
{
// moving up or JUMPING
vec.Z += (ctv.Z - vel.Z) * PID_D * 2f;
vec.X += (ctv.X - vel.X) * PID_D;
vec.Y += (ctv.Y - vel.Y) * PID_D;
}
else
{
// we are moving down on a surface
if (ctv.Z == 0)
{
if (vel.Z > 0)
vec.Z -= vel.Z * PID_D * 2f;
vec.X += (ctv.X - vel.X) * PID_D;
vec.Y += (ctv.Y - vel.Y) * PID_D;
}
// intencionally going down
else
{
if (ctv.Z < vel.Z)
vec.Z += (ctv.Z - vel.Z) * PID_D;
else
{
}
if (MathF.Abs(ctv.X) > MathF.Abs(vel.X))
vec.X += (ctv.X - vel.X) * PID_D;
if (MathF.Abs(ctv.Y) > MathF.Abs(vel.Y))
vec.Y += (ctv.Y - vel.Y) * PID_D;
}
}
// We're standing on something
}
else
{
// We're flying and colliding with something
float pidd00625 = PID_D * 0.0625f;
vec.X += (ctv.X - vel.X) * pidd00625;
vec.Y += (ctv.Y - vel.Y) * pidd00625;
vec.Z += (ctv.Z - vel.Z) * pidd00625;
}
}
else // ie not colliding
{
if (m_flying || hoverPIDActive) //(!m_iscolliding && flying)
{
// we're in mid air suspended
vec.X += (ctv.X - vel.X) * PID_D;
vec.Y += (ctv.Y - vel.Y) * PID_D;
vec.Z += (ctv.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);
float pidd0833 = PID_D * 0.833f;
vec.X += (ctv.X - vel.X) * pidd0833;
vec.Y += (ctv.Y - vel.Y) * pidd0833;
// hack for breaking on fall
if (ctv.Z == -9999f)
vec.Z += -vel.Z * PID_D - m_scenegravityForceZ;
}
}
}
float velLengthSquared = vel.LengthSquared();
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_scenegravityForceZ;
if (!hoverPIDActive)
{
//Added for auto fly height. Kitto Flora
float target_altitude = terrainheight + MinimumGroundFlightOffset;
if (_position.Z < target_altitude)
{
vec.Z += (target_altitude - _position.Z) * PID_P * 5.0f;
}
// end add Kitto Flora
}
}
else if (m_buoyancy != 0.0)
{
vec.Z -= m_scenegravityForceZ * m_buoyancy;
}
if ((vec.Z != 0 || vec.X != 0 || vec.Y != 0))
UBOdeNative.BodyAddForce(Body, vec.X, vec.Y, vec.Z);
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) * m_sceneInverseTimeStep;
SetSmooth(ref _acceleration, ref a, 2);
m_rotationalVelocity = UBOdeNative.BodyGetAngularVelOMVforAvatar(Body);
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void round(ref Vector3 v, int digits)
{
v.X = MathF.Round(v.X, digits);
v.Y = MathF.Round(v.Y, digits);
v.Z = MathF.Round(v.Z, digits);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static void SetSmooth(ref Vector3 dst, ref Vector3 value, int rounddigits)
{
dst.X = 0.4f * dst.X + 0.6f * value.X;
dst.X = MathF.Round(dst.X, rounddigits);
dst.Y = 0.4f * dst.Y + 0.6f * value.Y;
dst.Y = MathF.Round(dst.Y, rounddigits);
dst.Z = 0.4f * dst.Z + 0.6f * value.Z;
dst.Z = MathF.Round(dst.Z, rounddigits);
}
///
/// 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
///
///
/*
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void UpdatePositionAndVelocity()
{
}
*/
///
/// Cleanup the things we use in the scene.
///
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void Destroy()
{
AddChange(changes.Remove, null);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public override void CrossingFailure()
{
}
public override Vector3 PIDTarget
{
set
{
return;
}
}
public override bool PIDActive
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get
{
return m_pidControllerActive;
}
set
{
}
}
public override float PIDTau
{
set
{
}
}
public override float PIDHoverHeight
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
set
{
AddChange(changes.PIDHoverHeight, value);
}
}
public override bool PIDHoverActive
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
get
{
return m_useHoverPID;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
set
{
AddChange(changes.PIDHoverActive, value);
}
}
public override PIDHoverType PIDHoverType
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
set
{
AddChange(changes.PIDHoverType, value);
}
}
public override float PIDHoverTau
{
[MethodImpl(MethodImplOptions.AggressiveInlining)]
set
{
float tmp = 0;
if (value > 0)
{
float mint = m_sceneTimeStep < 0.05f ? 0.05f : m_sceneTimeStep;
tmp = value < mint ? mint : value;
}
AddChange(changes.PIDHoverTau, tmp);
}
}
public override Quaternion APIDTarget
{
set
{
}
}
public override bool APIDActive
{
set
{
}
}
public override float APIDStrength
{
set
{
}
}
public override float APIDDamping
{
set
{
return;
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public override void SubscribeEvents(int ms)
{
m_eventsubscription = ms;
m_cureventsubscription = 0;
CollisionEventsThisFrame.Clear();
SentEmptyCollisionsEvent = false;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public override void UnSubscribeEvents()
{
m_eventsubscription = 0;
m_parent_scene.RemoveCollisionEventReporting(this);
lock (CollisionEventsThisFrame)
CollisionEventsThisFrame.Clear();
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
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 && !UBOdeNative.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();
}
}
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public override bool SubscribedEvents()
{
if (m_eventsubscription > 0)
return true;
return false;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void changePhysicsStatus(bool NewStatus)
{
if (NewStatus != m_isPhysical)
{
if (NewStatus)
{
AvatarGeomAndBodyDestroy();
AvatarGeomAndBodyCreate();
m_parent_scene.actor_name_map[collider] = 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;
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void changeAdd()
{
changePhysicsStatus(true);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void changeRemove()
{
changePhysicsStatus(false);
}
/*
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void changeShape(PrimitiveBaseShape arg)
{
}
*/
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void changeAvatarSize(strAvatarSize st)
{
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 * 0.5f;
float sz = m_size.Z;
float bot = -sz;
boneOff = bot + 0.3f;
float feetsz = sz * 0.9f;
if (feetsz > 0.6f)
feetsz = 0.6f;
feetOff = bot + feetsz;
float sx = m_size.X;
AvaSizeXsq = sx;
AvaSizeXsq *= AvaSizeXsq;
float sy = m_size.Y;
AvaSizeYsq = sy;
AvaSizeYsq *= AvaSizeYsq;
CapsuleRadius = MathF.Max(sx, sy);
float l = sz - CapsuleRadius;
CapsuleSizeZ= sz;
UBOdeNative.GeomCapsuleSetParams(collider, CapsuleRadius, 2f * l);
m_mass = 8f * m_density * sx * sy * sz; // update mass
m_massInvTimeScaled = m_mass * m_sceneInverseTimeStep;
PID_D = basePID_D * m_massInvTimeScaled;
PID_P = basePID_P * m_massInvTimeScaled;
UBOdeNative.MassSetBoxTotal(out ShellMass, m_mass, 2f * sx, 2f * sy, 2f * sz);
UBOdeNative.BodySetMass(Body, ref ShellMass);
m_scenegravityForceZ = m_parent_scene.gravityz * m_mass;
_position.Z += sz - oldsz;
UBOdeNative.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
UpdateAABB2D();
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");
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void changePosition(Vector3 newPos)
{
if (Body != IntPtr.Zero)
{
UBOdeNative.BodySetPosition(Body, newPos.X, newPos.Y, newPos.Z);
UBOdeNative.BodyEnable(Body);
}
_position = newPos;
UpdateAABB2D();
m_freemove = false;
_zeroFlag = false;
m_pidControllerActive = true;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void changeOrientation(Quaternion newOri)
{
if (m_orientation.NotEqual(newOri))
{
m_orientation = newOri;
Orientation2D.X = newOri.Z;
Orientation2D.Y = newOri.W;
Orientation2D.Normalize();
m_NativeOrientation2D.X = 0;
m_NativeOrientation2D.Y = 0;
m_NativeOrientation2D.Z = Orientation2D.X;
m_NativeOrientation2D.W = Orientation2D.Y;
if (Body != IntPtr.Zero)
{
UBOdeNative.BodySetQuaternion(Body, ref m_NativeOrientation2D);
UBOdeNative.BodyEnable(Body);
}
}
else if (Body != IntPtr.Zero)
UBOdeNative.BodyEnable(Body);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void changeVelocity(Vector3 newVel)
{
_velocity = newVel;
setFreeMove();
if (Body != IntPtr.Zero)
{
UBOdeNative.BodySetLinearVel(Body, newVel.X, newVel.Y, newVel.Z);
UBOdeNative.BodyEnable(Body);
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void changeTargetVelocity(Vector3 newVel)
{
//m_pidControllerActive = true;
//m_freemove = false;
m_targetVelocity = newVel;
if (Body != IntPtr.Zero)
UBOdeNative.BodyEnable(Body);
}
/*
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void changeSetTorque(Vector3 newTorque)
{
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void changeAddForce(Vector3 newForce)
{
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void changeAddAngularForce(Vector3 arg)
{
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void changeAngularLock(byte arg)
{
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void changeFloatOnWater(bool arg)
{
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void changeVolumedetetion(bool arg)
{
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void changeSelectedStatus(bool arg)
{
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void changeDisable(bool arg)
{
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void changeBuilding(bool arg)
{
}
*/
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void setFreeMove()
{
m_pidControllerActive = true;
_zeroFlag = false;
m_targetVelocity = Vector3.Zero;
m_freemove = true;
Colliderfilter = int.MinValue;
m_colliderObjectfilter = -1;
m_colliderGroundfilter = -1;
m_iscolliding = false;
m_iscollidingGround = false;
m_iscollidingObj = false;
CollisionEventsThisFrame.Clear();
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void changeForce(Vector3 newForce)
{
setFreeMove();
if (Body != IntPtr.Zero)
{
if (newForce.X != 0f || newForce.Y != 0f || newForce.Z != 0)
UBOdeNative.BodyAddForce(Body, newForce.X, newForce.Y, newForce.Z);
UBOdeNative.BodyEnable(Body);
}
}
// for now momentum is actually velocity
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void changeMomentum(Vector3 newmomentum)
{
_velocity = newmomentum;
setFreeMove();
if (Body != IntPtr.Zero)
{
UBOdeNative.BodySetLinearVel(Body, newmomentum.X, newmomentum.Y, newmomentum.Z);
UBOdeNative.BodyEnable(Body);
}
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void changePIDHoverHeight(float val)
{
m_PIDHoverHeight = val;
if (val == 0)
m_useHoverPID = false;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void changePIDHoverType(PIDHoverType type)
{
m_PIDHoverType = type;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void changePIDHoverTau(float tau)
{
m_PIDHoverTau = tau;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void changePIDHoverActive(bool active)
{
m_useHoverPID = active;
}
/*
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private void donullchange()
{
}
*/
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void UpdateAABB2D()
{
_AABB2D.minx = _position.X - CapsuleRadius;
_AABB2D.maxx = _position.X + CapsuleRadius;
_AABB2D.miny = _position.Y - CapsuleRadius;
_AABB2D.maxy = _position.Y + CapsuleRadius;
}
public bool DoAChange(changes what, object arg)
{
if (collider == IntPtr.Zero && what != changes.Add && what != changes.Remove)
{
return false;
}
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;
/*
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:
default:
break;
}
return false;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public void AddChange(changes what, object arg)
{
m_parent_scene.AddChange(this, what, arg);
}
private struct strAvatarSize
{
public Vector3 size;
}
}
}