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ODECharacter.cs 52 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 copyright
  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.Reflection;
  30. using OpenMetaverse;
  31. using Ode.NET;
  32. using OpenSim.Framework;
  33. using OpenSim.Region.Physics.Manager;
  34. using log4net;
  35. namespace OpenSim.Region.Physics.OdePlugin
  36. {
  37. /// <summary>
  38. /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
  39. /// </summary>
  40. public enum dParam : int
  41. {
  42. LowStop = 0,
  43. HiStop = 1,
  44. Vel = 2,
  45. FMax = 3,
  46. FudgeFactor = 4,
  47. Bounce = 5,
  48. CFM = 6,
  49. StopERP = 7,
  50. StopCFM = 8,
  51. LoStop2 = 256,
  52. HiStop2 = 257,
  53. Vel2 = 258,
  54. FMax2 = 259,
  55. StopERP2 = 7 + 256,
  56. StopCFM2 = 8 + 256,
  57. LoStop3 = 512,
  58. HiStop3 = 513,
  59. Vel3 = 514,
  60. FMax3 = 515,
  61. StopERP3 = 7 + 512,
  62. StopCFM3 = 8 + 512
  63. }
  64. public class OdeCharacter : PhysicsActor
  65. {
  66. private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
  67. private Vector3 _position;
  68. private d.Vector3 _zeroPosition;
  69. private bool _zeroFlag = false;
  70. private bool m_lastUpdateSent = false;
  71. private Vector3 _velocity;
  72. private Vector3 m_taintTargetVelocity;
  73. private Vector3 _target_velocity;
  74. private Vector3 _acceleration;
  75. private Vector3 m_rotationalVelocity;
  76. private float m_mass = 80f;
  77. private float m_density = 60f;
  78. private bool m_pidControllerActive = true;
  79. private float PID_D = 800.0f;
  80. private float PID_P = 900.0f;
  81. //private static float POSTURE_SERVO = 10000.0f;
  82. private float CAPSULE_RADIUS = 0.37f;
  83. private float CAPSULE_LENGTH = 2.140599f;
  84. private float m_tensor = 3800000f;
  85. // private float heightFudgeFactor = 0.52f;
  86. private float walkDivisor = 1.3f;
  87. private float runDivisor = 0.8f;
  88. private bool flying = false;
  89. private bool m_iscolliding = false;
  90. private bool m_iscollidingGround = false;
  91. private bool m_wascolliding = false;
  92. private bool m_wascollidingGround = false;
  93. private bool m_iscollidingObj = false;
  94. private bool m_alwaysRun = false;
  95. private bool m_hackSentFall = false;
  96. private bool m_hackSentFly = false;
  97. private int m_requestedUpdateFrequency = 0;
  98. private Vector3 m_taintPosition;
  99. /// <summary>
  100. /// Hold set forces so we can process them outside physics calculations. This prevents race conditions if we set force
  101. /// while calculatios are going on
  102. /// </summary>
  103. private Vector3 m_taintForce;
  104. // taints and their non-tainted counterparts
  105. private bool m_isPhysical = false; // the current physical status
  106. private bool m_tainted_isPhysical = false; // set when the physical status is tainted (false=not existing in physics engine, true=existing)
  107. internal float MinimumGroundFlightOffset = 3f;
  108. private float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes.
  109. /// <summary>
  110. /// Base movement for calculating tilt.
  111. /// </summary>
  112. private float m_tiltBaseMovement = (float)Math.Sqrt(2);
  113. /// <summary>
  114. /// Used to introduce a fixed tilt because a straight-up capsule falls through terrain, probably a bug in terrain collider
  115. /// </summary>
  116. private float m_tiltMagnitudeWhenProjectedOnXYPlane = 0.1131371f;
  117. private float m_buoyancy = 0f;
  118. // private CollisionLocker ode;
  119. private bool[] m_colliderarr = new bool[11];
  120. private bool[] m_colliderGroundarr = new bool[11];
  121. // Default we're a Character
  122. private CollisionCategories m_collisionCategories = (CollisionCategories.Character);
  123. // Default, Collide with Other Geometries, spaces, bodies and characters.
  124. private CollisionCategories m_collisionFlags = (CollisionCategories.Geom
  125. | CollisionCategories.Space
  126. | CollisionCategories.Body
  127. | CollisionCategories.Character
  128. | CollisionCategories.Land);
  129. /// <summary>
  130. /// Body for dynamics simulation
  131. /// </summary>
  132. internal IntPtr Body { get; private set; }
  133. private OdeScene _parent_scene;
  134. /// <summary>
  135. /// Collision geometry
  136. /// </summary>
  137. internal IntPtr Shell { get; private set; }
  138. private IntPtr Amotor = IntPtr.Zero;
  139. private d.Mass ShellMass;
  140. private int m_eventsubscription = 0;
  141. private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
  142. // unique UUID of this character object
  143. internal UUID m_uuid { get; private set; }
  144. internal bool bad = false;
  145. /// <summary>
  146. /// ODE Avatar.
  147. /// </summary>
  148. /// <param name="avName"></param>
  149. /// <param name="parent_scene"></param>
  150. /// <param name="pos"></param>
  151. /// <param name="size"></param>
  152. /// <param name="pid_d"></param>
  153. /// <param name="pid_p"></param>
  154. /// <param name="capsule_radius"></param>
  155. /// <param name="tensor"></param>
  156. /// <param name="density">
  157. /// Only used right now to return information to LSL. Not actually used to set mass in ODE!
  158. /// </param>
  159. /// <param name="walk_divisor"></param>
  160. /// <param name="rundivisor"></param>
  161. public OdeCharacter(
  162. String avName, OdeScene parent_scene, Vector3 pos, Vector3 size, float pid_d, float pid_p,
  163. float capsule_radius, float tensor, float density,
  164. float walk_divisor, float rundivisor)
  165. {
  166. m_uuid = UUID.Random();
  167. if (pos.IsFinite())
  168. {
  169. if (pos.Z > 9999999f)
  170. {
  171. pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
  172. }
  173. if (pos.Z < -90000f)
  174. {
  175. pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
  176. }
  177. _position = pos;
  178. m_taintPosition = pos;
  179. }
  180. else
  181. {
  182. _position
  183. = new Vector3(
  184. (float)_parent_scene.WorldExtents.X * 0.5f,
  185. (float)_parent_scene.WorldExtents.Y * 0.5f,
  186. parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
  187. m_taintPosition = _position;
  188. m_log.WarnFormat("[ODE CHARACTER]: Got NaN Position on Character Create for {0}", avName);
  189. }
  190. _parent_scene = parent_scene;
  191. PID_D = pid_d;
  192. PID_P = pid_p;
  193. CAPSULE_RADIUS = capsule_radius;
  194. m_tensor = tensor;
  195. m_density = density;
  196. // heightFudgeFactor = height_fudge_factor;
  197. walkDivisor = walk_divisor;
  198. runDivisor = rundivisor;
  199. // m_StandUpRotation =
  200. // new d.Matrix3(0.5f, 0.7071068f, 0.5f, -0.7071068f, 0f, 0.7071068f, 0.5f, -0.7071068f,
  201. // 0.5f);
  202. // We can set taint and actual to be the same here, since the entire character will be set up when the
  203. // m_tainted_isPhysical is processed.
  204. SetTaintedCapsuleLength(size);
  205. CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH;
  206. m_isPhysical = false; // current status: no ODE information exists
  207. m_tainted_isPhysical = true; // new tainted status: need to create ODE information
  208. _parent_scene.AddPhysicsActorTaint(this);
  209. Name = avName;
  210. }
  211. public override int PhysicsActorType
  212. {
  213. get { return (int) ActorTypes.Agent; }
  214. set { return; }
  215. }
  216. /// <summary>
  217. /// If this is set, the avatar will move faster
  218. /// </summary>
  219. public override bool SetAlwaysRun
  220. {
  221. get { return m_alwaysRun; }
  222. set { m_alwaysRun = value; }
  223. }
  224. public override bool Grabbed
  225. {
  226. set { return; }
  227. }
  228. public override bool Selected
  229. {
  230. set { return; }
  231. }
  232. public override float Buoyancy
  233. {
  234. get { return m_buoyancy; }
  235. set { m_buoyancy = value; }
  236. }
  237. public override bool FloatOnWater
  238. {
  239. set { return; }
  240. }
  241. public override bool IsPhysical
  242. {
  243. get { return false; }
  244. set { return; }
  245. }
  246. public override bool ThrottleUpdates
  247. {
  248. get { return false; }
  249. set { return; }
  250. }
  251. public override bool Flying
  252. {
  253. get { return flying; }
  254. set
  255. {
  256. flying = value;
  257. // m_log.DebugFormat("[ODE CHARACTER]: Set OdeCharacter Flying to {0}", flying);
  258. }
  259. }
  260. /// <summary>
  261. /// Returns if the avatar is colliding in general.
  262. /// This includes the ground and objects and avatar.
  263. /// </summary>
  264. public override bool IsColliding
  265. {
  266. get { return m_iscolliding; }
  267. set
  268. {
  269. int i;
  270. int truecount = 0;
  271. int falsecount = 0;
  272. if (m_colliderarr.Length >= 10)
  273. {
  274. for (i = 0; i < 10; i++)
  275. {
  276. m_colliderarr[i] = m_colliderarr[i + 1];
  277. }
  278. }
  279. m_colliderarr[10] = value;
  280. for (i = 0; i < 11; i++)
  281. {
  282. if (m_colliderarr[i])
  283. {
  284. truecount++;
  285. }
  286. else
  287. {
  288. falsecount++;
  289. }
  290. }
  291. // Equal truecounts and false counts means we're colliding with something.
  292. if (falsecount > 1.2*truecount)
  293. {
  294. m_iscolliding = false;
  295. }
  296. else
  297. {
  298. m_iscolliding = true;
  299. }
  300. if (m_wascolliding != m_iscolliding)
  301. {
  302. //base.SendCollisionUpdate(new CollisionEventUpdate());
  303. }
  304. m_wascolliding = m_iscolliding;
  305. }
  306. }
  307. /// <summary>
  308. /// Returns if an avatar is colliding with the ground
  309. /// </summary>
  310. public override bool CollidingGround
  311. {
  312. get { return m_iscollidingGround; }
  313. set
  314. {
  315. // Collisions against the ground are not really reliable
  316. // So, to get a consistant value we have to average the current result over time
  317. // Currently we use 1 second = 10 calls to this.
  318. int i;
  319. int truecount = 0;
  320. int falsecount = 0;
  321. if (m_colliderGroundarr.Length >= 10)
  322. {
  323. for (i = 0; i < 10; i++)
  324. {
  325. m_colliderGroundarr[i] = m_colliderGroundarr[i + 1];
  326. }
  327. }
  328. m_colliderGroundarr[10] = value;
  329. for (i = 0; i < 11; i++)
  330. {
  331. if (m_colliderGroundarr[i])
  332. {
  333. truecount++;
  334. }
  335. else
  336. {
  337. falsecount++;
  338. }
  339. }
  340. // Equal truecounts and false counts means we're colliding with something.
  341. if (falsecount > 1.2*truecount)
  342. {
  343. m_iscollidingGround = false;
  344. }
  345. else
  346. {
  347. m_iscollidingGround = true;
  348. }
  349. if (m_wascollidingGround != m_iscollidingGround)
  350. {
  351. //base.SendCollisionUpdate(new CollisionEventUpdate());
  352. }
  353. m_wascollidingGround = m_iscollidingGround;
  354. }
  355. }
  356. /// <summary>
  357. /// Returns if the avatar is colliding with an object
  358. /// </summary>
  359. public override bool CollidingObj
  360. {
  361. get { return m_iscollidingObj; }
  362. set
  363. {
  364. m_iscollidingObj = value;
  365. if (value)
  366. m_pidControllerActive = false;
  367. else
  368. m_pidControllerActive = true;
  369. }
  370. }
  371. /// <summary>
  372. /// turn the PID controller on or off.
  373. /// The PID Controller will turn on all by itself in many situations
  374. /// </summary>
  375. /// <param name="status"></param>
  376. public void SetPidStatus(bool status)
  377. {
  378. m_pidControllerActive = status;
  379. }
  380. public override bool Stopped
  381. {
  382. get { return _zeroFlag; }
  383. }
  384. /// <summary>
  385. /// This 'puts' an avatar somewhere in the physics space.
  386. /// Not really a good choice unless you 'know' it's a good
  387. /// spot otherwise you're likely to orbit the avatar.
  388. /// </summary>
  389. public override Vector3 Position
  390. {
  391. get { return _position; }
  392. set
  393. {
  394. if (Body == IntPtr.Zero || Shell == IntPtr.Zero)
  395. {
  396. if (value.IsFinite())
  397. {
  398. if (value.Z > 9999999f)
  399. {
  400. value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
  401. }
  402. if (value.Z < -90000f)
  403. {
  404. value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
  405. }
  406. m_taintPosition = value;
  407. _parent_scene.AddPhysicsActorTaint(this);
  408. }
  409. else
  410. {
  411. m_log.WarnFormat("[ODE CHARACTER]: Got a NaN Position from Scene on character {0}", Name);
  412. }
  413. }
  414. }
  415. }
  416. public override Vector3 RotationalVelocity
  417. {
  418. get { return m_rotationalVelocity; }
  419. set { m_rotationalVelocity = value; }
  420. }
  421. /// <summary>
  422. /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
  423. /// and use it to offset landings properly
  424. /// </summary>
  425. public override Vector3 Size
  426. {
  427. get { return new Vector3(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); }
  428. set
  429. {
  430. SetTaintedCapsuleLength(value);
  431. // If we reset velocity here, then an avatar stalls when it crosses a border for the first time
  432. // (as the height of the new root agent is set).
  433. // Velocity = Vector3.Zero;
  434. _parent_scene.AddPhysicsActorTaint(this);
  435. }
  436. }
  437. private void SetTaintedCapsuleLength(Vector3 size)
  438. {
  439. if (size.IsFinite())
  440. {
  441. m_pidControllerActive = true;
  442. m_tainted_CAPSULE_LENGTH = (size.Z * 1.15f) - CAPSULE_RADIUS * 2.0f;
  443. // m_log.Info("[ODE CHARACTER]: " + CAPSULE_LENGTH);
  444. }
  445. else
  446. {
  447. m_log.WarnFormat("[ODE CHARACTER]: Got a NaN Size for {0} in {1}", Name, _parent_scene.Name);
  448. }
  449. }
  450. private void AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3 movementVector)
  451. {
  452. movementVector.Z = 0f;
  453. float magnitude = (float)Math.Sqrt((double)(movementVector.X * movementVector.X + movementVector.Y * movementVector.Y));
  454. if (magnitude < 0.1f) return;
  455. // normalize the velocity vector
  456. float invMagnitude = 1.0f / magnitude;
  457. movementVector.X *= invMagnitude;
  458. movementVector.Y *= invMagnitude;
  459. // if we change the capsule heading too often, the capsule can fall down
  460. // therefore we snap movement vector to just 1 of 4 predefined directions (ne, nw, se, sw),
  461. // meaning only 4 possible capsule tilt orientations
  462. if (movementVector.X > 0)
  463. {
  464. // east
  465. if (movementVector.Y > 0)
  466. {
  467. // northeast
  468. movementVector.X = m_tiltBaseMovement;
  469. movementVector.Y = m_tiltBaseMovement;
  470. }
  471. else
  472. {
  473. // southeast
  474. movementVector.X = m_tiltBaseMovement;
  475. movementVector.Y = -m_tiltBaseMovement;
  476. }
  477. }
  478. else
  479. {
  480. // west
  481. if (movementVector.Y > 0)
  482. {
  483. // northwest
  484. movementVector.X = -m_tiltBaseMovement;
  485. movementVector.Y = m_tiltBaseMovement;
  486. }
  487. else
  488. {
  489. // southwest
  490. movementVector.X = -m_tiltBaseMovement;
  491. movementVector.Y = -m_tiltBaseMovement;
  492. }
  493. }
  494. // movementVector.Z is zero
  495. // calculate tilt components based on desired amount of tilt and current (snapped) heading.
  496. // the "-" sign is to force the tilt to be OPPOSITE the direction of movement.
  497. float xTiltComponent = -movementVector.X * m_tiltMagnitudeWhenProjectedOnXYPlane;
  498. float yTiltComponent = -movementVector.Y * m_tiltMagnitudeWhenProjectedOnXYPlane;
  499. //m_log.Debug("[ODE CHARACTER]: changing avatar tilt");
  500. d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, xTiltComponent);
  501. d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, xTiltComponent); // must be same as lowstop, else a different, spurious tilt is introduced
  502. d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, yTiltComponent);
  503. d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, yTiltComponent); // same as lowstop
  504. d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
  505. d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
  506. }
  507. /// <summary>
  508. /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
  509. /// This may be used in calculations in the scene/scenepresence
  510. /// </summary>
  511. public override float Mass
  512. {
  513. get
  514. {
  515. float AVvolume = (float)(Math.PI * Math.Pow(CAPSULE_RADIUS, 2) * CAPSULE_LENGTH);
  516. return m_density * AVvolume;
  517. }
  518. }
  519. public override void link(PhysicsActor obj) {}
  520. public override void delink() {}
  521. public override void LockAngularMotion(Vector3 axis) {}
  522. // This code is very useful. Written by DanX0r. We're just not using it right now.
  523. // Commented out to prevent a warning.
  524. //
  525. // private void standupStraight()
  526. // {
  527. // // The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air.
  528. // // The amotor needs a few seconds to stabilize so without it, the avatar shoots up sky high when you
  529. // // change appearance and when you enter the simulator
  530. // // After this routine is done, the amotor stabilizes much quicker
  531. // d.Vector3 feet;
  532. // d.Vector3 head;
  533. // d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet);
  534. // d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head);
  535. // float posture = head.Z - feet.Z;
  536. // // restoring force proportional to lack of posture:
  537. // float servo = (2.5f - posture) * POSTURE_SERVO;
  538. // d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
  539. // d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
  540. // //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
  541. // //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyFArotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
  542. // }
  543. public override Vector3 Force
  544. {
  545. get { return _target_velocity; }
  546. set { return; }
  547. }
  548. public override int VehicleType
  549. {
  550. get { return 0; }
  551. set { return; }
  552. }
  553. public override void VehicleFloatParam(int param, float value)
  554. {
  555. }
  556. public override void VehicleVectorParam(int param, Vector3 value)
  557. {
  558. }
  559. public override void VehicleRotationParam(int param, Quaternion rotation)
  560. {
  561. }
  562. public override void VehicleFlags(int param, bool remove)
  563. {
  564. }
  565. public override void SetVolumeDetect(int param)
  566. {
  567. }
  568. public override Vector3 CenterOfMass
  569. {
  570. get { return Vector3.Zero; }
  571. }
  572. public override Vector3 GeometricCenter
  573. {
  574. get { return Vector3.Zero; }
  575. }
  576. public override PrimitiveBaseShape Shape
  577. {
  578. set { return; }
  579. }
  580. public override Vector3 Velocity
  581. {
  582. get
  583. {
  584. // There's a problem with Vector3.Zero! Don't Use it Here!
  585. if (_zeroFlag)
  586. return Vector3.Zero;
  587. m_lastUpdateSent = false;
  588. return _velocity;
  589. }
  590. set
  591. {
  592. if (value.IsFinite())
  593. {
  594. m_pidControllerActive = true;
  595. m_taintTargetVelocity = value;
  596. _parent_scene.AddPhysicsActorTaint(this);
  597. }
  598. else
  599. {
  600. m_log.WarnFormat("[ODE CHARACTER]: Got a NaN velocity from Scene for {0}", Name);
  601. }
  602. // m_log.DebugFormat("[PHYSICS]: Set target velocity of {0}", m_taintTargetVelocity);
  603. }
  604. }
  605. public override Vector3 Torque
  606. {
  607. get { return Vector3.Zero; }
  608. set { return; }
  609. }
  610. public override float CollisionScore
  611. {
  612. get { return 0f; }
  613. set { }
  614. }
  615. public override bool Kinematic
  616. {
  617. get { return false; }
  618. set { }
  619. }
  620. public override Quaternion Orientation
  621. {
  622. get { return Quaternion.Identity; }
  623. set {
  624. //Matrix3 or = Orientation.ToRotationMatrix();
  625. //d.Matrix3 ord = new d.Matrix3(or.m00, or.m10, or.m20, or.m01, or.m11, or.m21, or.m02, or.m12, or.m22);
  626. //d.BodySetRotation(Body, ref ord);
  627. }
  628. }
  629. public override Vector3 Acceleration
  630. {
  631. get { return _acceleration; }
  632. set { _acceleration = value; }
  633. }
  634. /// <summary>
  635. /// Adds the force supplied to the Target Velocity
  636. /// The PID controller takes this target velocity and tries to make it a reality
  637. /// </summary>
  638. /// <param name="force"></param>
  639. public override void AddForce(Vector3 force, bool pushforce)
  640. {
  641. if (force.IsFinite())
  642. {
  643. if (pushforce)
  644. {
  645. m_pidControllerActive = false;
  646. force *= 100f;
  647. m_taintForce += force;
  648. _parent_scene.AddPhysicsActorTaint(this);
  649. // If uncommented, things get pushed off world
  650. //
  651. // m_log.Debug("Push!");
  652. // m_taintTargetVelocity.X += force.X;
  653. // m_taintTargetVelocity.Y += force.Y;
  654. // m_taintTargetVelocity.Z += force.Z;
  655. }
  656. else
  657. {
  658. m_pidControllerActive = true;
  659. m_taintTargetVelocity += force;
  660. }
  661. }
  662. else
  663. {
  664. m_log.WarnFormat("[ODE CHARACTER]: Got a NaN force applied to {0}", Name);
  665. }
  666. //m_lastUpdateSent = false;
  667. }
  668. public override void AddAngularForce(Vector3 force, bool pushforce)
  669. {
  670. }
  671. public override void SetMomentum(Vector3 momentum)
  672. {
  673. }
  674. /// <summary>
  675. /// Called from Simulate
  676. /// This is the avatar's movement control + PID Controller
  677. /// </summary>
  678. /// <param name="defects">The character will be added to this list if there is something wrong (non-finite
  679. /// position or velocity).
  680. /// </param>
  681. internal void Move(List<OdeCharacter> defects)
  682. {
  683. // no lock; for now it's only called from within Simulate()
  684. // If the PID Controller isn't active then we set our force
  685. // calculating base velocity to the current position
  686. if (Body == IntPtr.Zero)
  687. return;
  688. if (m_pidControllerActive == false)
  689. {
  690. _zeroPosition = d.BodyGetPosition(Body);
  691. }
  692. //PidStatus = true;
  693. d.Vector3 localpos = d.BodyGetPosition(Body);
  694. Vector3 localPos = new Vector3(localpos.X, localpos.Y, localpos.Z);
  695. if (!localPos.IsFinite())
  696. {
  697. m_log.WarnFormat(
  698. "[ODE CHARACTER]: Avatar position of {0} for {1} is non-finite! Removing from physics scene.",
  699. localPos, Name);
  700. defects.Add(this);
  701. return;
  702. }
  703. Vector3 vec = Vector3.Zero;
  704. d.Vector3 vel = d.BodyGetLinearVel(Body);
  705. // m_log.DebugFormat(
  706. // "[ODE CHARACTER]: Current velocity in Move() is <{0},{1},{2}>, target {3} for {4}",
  707. // vel.X, vel.Y, vel.Z, _target_velocity, Name);
  708. float movementdivisor = 1f;
  709. if (!m_alwaysRun)
  710. {
  711. movementdivisor = walkDivisor;
  712. }
  713. else
  714. {
  715. movementdivisor = runDivisor;
  716. }
  717. // if velocity is zero, use position control; otherwise, velocity control
  718. if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && m_iscolliding)
  719. {
  720. // keep track of where we stopped. No more slippin' & slidin'
  721. if (!_zeroFlag)
  722. {
  723. _zeroFlag = true;
  724. _zeroPosition = d.BodyGetPosition(Body);
  725. }
  726. if (m_pidControllerActive)
  727. {
  728. // We only want to deactivate the PID Controller if we think we want to have our surrogate
  729. // react to the physics scene by moving it's position.
  730. // Avatar to Avatar collisions
  731. // Prim to avatar collisions
  732. d.Vector3 pos = d.BodyGetPosition(Body);
  733. vec.X = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2);
  734. vec.Y = (_target_velocity.Y - vel.Y) * (PID_D) + (_zeroPosition.Y - pos.Y)* (PID_P * 2);
  735. if (flying)
  736. {
  737. vec.Z = (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
  738. }
  739. }
  740. //PidStatus = true;
  741. }
  742. else
  743. {
  744. m_pidControllerActive = true;
  745. _zeroFlag = false;
  746. if (m_iscolliding && !flying)
  747. {
  748. // We're standing on something
  749. vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D);
  750. vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D);
  751. }
  752. else if (m_iscolliding && flying)
  753. {
  754. // We're flying and colliding with something
  755. vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D / 16);
  756. vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D / 16);
  757. }
  758. else if (!m_iscolliding && flying)
  759. {
  760. // we're in mid air suspended
  761. vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D / 6);
  762. vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D / 6);
  763. // m_log.DebugFormat(
  764. // "[ODE CHARACTER]: !m_iscolliding && flying, vec {0}, _target_velocity {1}, movementdivisor {2}, vel {3}",
  765. // vec, _target_velocity, movementdivisor, vel);
  766. }
  767. if (m_iscolliding && !flying && _target_velocity.Z > 0.0f)
  768. {
  769. // We're colliding with something and we're not flying but we're moving
  770. // This means we're walking or running.
  771. d.Vector3 pos = d.BodyGetPosition(Body);
  772. vec.Z = (_target_velocity.Z - vel.Z)*PID_D + (_zeroPosition.Z - pos.Z)*PID_P;
  773. if (_target_velocity.X > 0)
  774. {
  775. vec.X = ((_target_velocity.X - vel.X) / 1.2f) * PID_D;
  776. }
  777. if (_target_velocity.Y > 0)
  778. {
  779. vec.Y = ((_target_velocity.Y - vel.Y) / 1.2f) * PID_D;
  780. }
  781. }
  782. else if (!m_iscolliding && !flying)
  783. {
  784. // we're not colliding and we're not flying so that means we're falling!
  785. // m_iscolliding includes collisions with the ground.
  786. // d.Vector3 pos = d.BodyGetPosition(Body);
  787. if (_target_velocity.X > 0)
  788. {
  789. vec.X = ((_target_velocity.X - vel.X) / 1.2f) * PID_D;
  790. }
  791. if (_target_velocity.Y > 0)
  792. {
  793. vec.Y = ((_target_velocity.Y - vel.Y) / 1.2f) * PID_D;
  794. }
  795. }
  796. if (flying)
  797. {
  798. // This also acts as anti-gravity so that we hover when flying rather than fall.
  799. vec.Z = (_target_velocity.Z - vel.Z) * (PID_D);
  800. }
  801. }
  802. if (flying)
  803. {
  804. // Anti-gravity so that we hover when flying rather than fall.
  805. vec.Z += ((-1 * _parent_scene.gravityz) * m_mass);
  806. //Added for auto fly height. Kitto Flora
  807. //d.Vector3 pos = d.BodyGetPosition(Body);
  808. float target_altitude = _parent_scene.GetTerrainHeightAtXY(_position.X, _position.Y) + MinimumGroundFlightOffset;
  809. if (_position.Z < target_altitude)
  810. {
  811. vec.Z += (target_altitude - _position.Z) * PID_P * 5.0f;
  812. }
  813. // end add Kitto Flora
  814. }
  815. if (vec.IsFinite())
  816. {
  817. // Apply the total force acting on this avatar
  818. d.BodyAddForce(Body, vec.X, vec.Y, vec.Z);
  819. if (!_zeroFlag)
  820. AlignAvatarTiltWithCurrentDirectionOfMovement(vec);
  821. }
  822. else
  823. {
  824. m_log.WarnFormat(
  825. "[ODE CHARACTER]: Got a NaN force vector {0} in Move() for {1}. Removing character from physics scene.",
  826. vec, Name);
  827. defects.Add(this);
  828. return;
  829. }
  830. d.Vector3 newVel = d.BodyGetLinearVel(Body);
  831. if (newVel.X >= 256 || newVel.X <= 256 || newVel.Y >= 256 || newVel.Y <= 256 || newVel.Z >= 256 || newVel.Z <= 256)
  832. {
  833. // m_log.DebugFormat(
  834. // "[ODE CHARACTER]: Limiting falling velocity from {0} to {1} for {2}", newVel.Z, -9.8, Name);
  835. newVel.X = Util.Clamp<float>(newVel.X, -255f, 255f);
  836. newVel.Y = Util.Clamp<float>(newVel.Y, -255f, 255f);
  837. if (!flying)
  838. newVel.Z
  839. = Util.Clamp<float>(
  840. newVel.Z, -_parent_scene.AvatarTerminalVelocity, _parent_scene.AvatarTerminalVelocity);
  841. else
  842. newVel.Z = Util.Clamp<float>(newVel.Z, -255f, 255f);
  843. d.BodySetLinearVel(Body, newVel.X, newVel.Y, newVel.Z);
  844. }
  845. }
  846. /// <summary>
  847. /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence.
  848. /// </summary>
  849. /// <param name="defects">The character will be added to this list if there is something wrong (non-finite
  850. /// position or velocity).
  851. /// </param>
  852. internal void UpdatePositionAndVelocity(List<OdeCharacter> defects)
  853. {
  854. // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
  855. d.Vector3 newPos;
  856. try
  857. {
  858. newPos = d.BodyGetPosition(Body);
  859. }
  860. catch (NullReferenceException)
  861. {
  862. bad = true;
  863. defects.Add(this);
  864. newPos = new d.Vector3(_position.X, _position.Y, _position.Z);
  865. base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
  866. m_log.WarnFormat("[ODE CHARACTER]: Avatar Null reference for Avatar {0}, physical actor {1}", Name, m_uuid);
  867. return;
  868. }
  869. // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
  870. if (newPos.X < 0.0f) newPos.X = 0.0f;
  871. if (newPos.Y < 0.0f) newPos.Y = 0.0f;
  872. if (newPos.X > (int)_parent_scene.WorldExtents.X - 0.05f) newPos.X = (int)_parent_scene.WorldExtents.X - 0.05f;
  873. if (newPos.Y > (int)_parent_scene.WorldExtents.Y - 0.05f) newPos.Y = (int)_parent_scene.WorldExtents.Y - 0.05f;
  874. _position.X = newPos.X;
  875. _position.Y = newPos.Y;
  876. _position.Z = newPos.Z;
  877. // I think we need to update the taintPosition too -- Diva 12/24/10
  878. m_taintPosition = _position;
  879. // Did we move last? = zeroflag
  880. // This helps keep us from sliding all over
  881. if (_zeroFlag)
  882. {
  883. _velocity = Vector3.Zero;
  884. // Did we send out the 'stopped' message?
  885. if (!m_lastUpdateSent)
  886. {
  887. m_lastUpdateSent = true;
  888. //base.RequestPhysicsterseUpdate();
  889. }
  890. }
  891. else
  892. {
  893. m_lastUpdateSent = false;
  894. d.Vector3 newVelocity;
  895. try
  896. {
  897. newVelocity = d.BodyGetLinearVel(Body);
  898. }
  899. catch (NullReferenceException)
  900. {
  901. newVelocity.X = _velocity.X;
  902. newVelocity.Y = _velocity.Y;
  903. newVelocity.Z = _velocity.Z;
  904. }
  905. _velocity.X = newVelocity.X;
  906. _velocity.Y = newVelocity.Y;
  907. _velocity.Z = newVelocity.Z;
  908. if (_velocity.Z < -6 && !m_hackSentFall)
  909. {
  910. m_hackSentFall = true;
  911. m_pidControllerActive = false;
  912. }
  913. else if (flying && !m_hackSentFly)
  914. {
  915. //m_hackSentFly = true;
  916. //base.SendCollisionUpdate(new CollisionEventUpdate());
  917. }
  918. else
  919. {
  920. m_hackSentFly = false;
  921. m_hackSentFall = false;
  922. }
  923. }
  924. }
  925. /// <summary>
  926. /// This creates the Avatar's physical Surrogate in ODE at the position supplied
  927. /// </summary>
  928. /// <remarks>
  929. /// WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
  930. /// to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
  931. /// place that is safe to call this routine AvatarGeomAndBodyCreation.
  932. /// </remarks>
  933. /// <param name="npositionX"></param>
  934. /// <param name="npositionY"></param>
  935. /// <param name="npositionZ"></param>
  936. /// <param name="tensor"></param>
  937. private void CreateOdeStructures(float npositionX, float npositionY, float npositionZ, float tensor)
  938. {
  939. if (!(Shell == IntPtr.Zero && Body == IntPtr.Zero && Amotor == IntPtr.Zero))
  940. {
  941. m_log.ErrorFormat(
  942. "[ODE CHARACTER]: Creating ODE structures for {0} even though some already exist. Shell = {1}, Body = {2}, Amotor = {3}",
  943. Name, Shell, Body, Amotor);
  944. }
  945. int dAMotorEuler = 1;
  946. // _parent_scene.waitForSpaceUnlock(_parent_scene.space);
  947. if (CAPSULE_LENGTH <= 0)
  948. {
  949. m_log.Warn("[ODE CHARACTER]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
  950. CAPSULE_LENGTH = 0.01f;
  951. }
  952. if (CAPSULE_RADIUS <= 0)
  953. {
  954. m_log.Warn("[ODE CHARACTER]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
  955. CAPSULE_RADIUS = 0.01f;
  956. }
  957. // lock (OdeScene.UniversalColliderSyncObject)
  958. Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH);
  959. d.GeomSetCategoryBits(Shell, (int)m_collisionCategories);
  960. d.GeomSetCollideBits(Shell, (int)m_collisionFlags);
  961. d.MassSetCapsuleTotal(out ShellMass, m_mass, 2, CAPSULE_RADIUS, CAPSULE_LENGTH);
  962. Body = d.BodyCreate(_parent_scene.world);
  963. d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
  964. _position.X = npositionX;
  965. _position.Y = npositionY;
  966. _position.Z = npositionZ;
  967. m_taintPosition = _position;
  968. d.BodySetMass(Body, ref ShellMass);
  969. d.Matrix3 m_caprot;
  970. // 90 Stand up on the cap of the capped cyllinder
  971. if (_parent_scene.IsAvCapsuleTilted)
  972. {
  973. d.RFromAxisAndAngle(out m_caprot, 1, 0, 1, (float)(Math.PI / 2));
  974. }
  975. else
  976. {
  977. d.RFromAxisAndAngle(out m_caprot, 0, 0, 1, (float)(Math.PI / 2));
  978. }
  979. d.GeomSetRotation(Shell, ref m_caprot);
  980. d.BodySetRotation(Body, ref m_caprot);
  981. d.GeomSetBody(Shell, Body);
  982. // The purpose of the AMotor here is to keep the avatar's physical
  983. // surrogate from rotating while moving
  984. Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
  985. d.JointAttach(Amotor, Body, IntPtr.Zero);
  986. d.JointSetAMotorMode(Amotor, dAMotorEuler);
  987. d.JointSetAMotorNumAxes(Amotor, 3);
  988. d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
  989. d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
  990. d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
  991. d.JointSetAMotorAngle(Amotor, 0, 0);
  992. d.JointSetAMotorAngle(Amotor, 1, 0);
  993. d.JointSetAMotorAngle(Amotor, 2, 0);
  994. // These lowstops and high stops are effectively (no wiggle room)
  995. if (_parent_scene.IsAvCapsuleTilted)
  996. {
  997. d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0.000000000001f);
  998. d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0.000000000001f);
  999. d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0.000000000001f);
  1000. d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.000000000001f);
  1001. d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0.000000000001f);
  1002. d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.000000000001f);
  1003. }
  1004. else
  1005. {
  1006. #region Documentation of capsule motor LowStop and HighStop parameters
  1007. // Intentionally introduce some tilt into the capsule by setting
  1008. // the motor stops to small epsilon values. This small tilt prevents
  1009. // the capsule from falling into the terrain; a straight-up capsule
  1010. // (with -0..0 motor stops) falls into the terrain for reasons yet
  1011. // to be comprehended in their entirety.
  1012. #endregion
  1013. AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3.Zero);
  1014. d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0.08f);
  1015. d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f);
  1016. d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0.08f);
  1017. d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.08f); // must be same as lowstop, else a different, spurious tilt is introduced
  1018. d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
  1019. d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.08f); // same as lowstop
  1020. }
  1021. // Fudge factor is 1f by default, we're setting it to 0. We don't want it to Fudge or the
  1022. // capped cyllinder will fall over
  1023. d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f);
  1024. d.JointSetAMotorParam(Amotor, (int)dParam.FMax, tensor);
  1025. //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
  1026. //d.QfromR(
  1027. //d.Matrix3 checkrotation = new d.Matrix3(0.7071068,0.5, -0.7071068,
  1028. //
  1029. //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
  1030. //standupStraight();
  1031. _parent_scene.geom_name_map[Shell] = Name;
  1032. _parent_scene.actor_name_map[Shell] = this;
  1033. }
  1034. /// <summary>
  1035. /// Cleanup the things we use in the scene.
  1036. /// </summary>
  1037. internal void Destroy()
  1038. {
  1039. m_tainted_isPhysical = false;
  1040. _parent_scene.AddPhysicsActorTaint(this);
  1041. }
  1042. /// <summary>
  1043. /// Used internally to destroy the ODE structures associated with this character.
  1044. /// </summary>
  1045. internal void DestroyOdeStructures()
  1046. {
  1047. // Create avatar capsule and related ODE data
  1048. if (Shell == IntPtr.Zero || Body == IntPtr.Zero || Amotor == IntPtr.Zero)
  1049. {
  1050. m_log.ErrorFormat(
  1051. "[ODE CHARACTER]: Destroying ODE structures for {0} even though some are already null. Shell = {1}, Body = {2}, Amotor = {3}",
  1052. Name, Shell, Body, Amotor);
  1053. }
  1054. // destroy avatar capsule and related ODE data
  1055. if (Amotor != IntPtr.Zero)
  1056. {
  1057. // Kill the Amotor
  1058. d.JointDestroy(Amotor);
  1059. Amotor = IntPtr.Zero;
  1060. }
  1061. //kill the Geometry
  1062. // _parent_scene.waitForSpaceUnlock(_parent_scene.space);
  1063. if (Body != IntPtr.Zero)
  1064. {
  1065. //kill the body
  1066. d.BodyDestroy(Body);
  1067. Body = IntPtr.Zero;
  1068. }
  1069. if (Shell != IntPtr.Zero)
  1070. {
  1071. // lock (OdeScene.UniversalColliderSyncObject)
  1072. d.GeomDestroy(Shell);
  1073. _parent_scene.geom_name_map.Remove(Shell);
  1074. _parent_scene.actor_name_map.Remove(Shell);
  1075. Shell = IntPtr.Zero;
  1076. }
  1077. }
  1078. public override void CrossingFailure()
  1079. {
  1080. }
  1081. public override Vector3 PIDTarget { set { return; } }
  1082. public override bool PIDActive { set { return; } }
  1083. public override float PIDTau { set { return; } }
  1084. public override float PIDHoverHeight { set { return; } }
  1085. public override bool PIDHoverActive { set { return; } }
  1086. public override PIDHoverType PIDHoverType { set { return; } }
  1087. public override float PIDHoverTau { set { return; } }
  1088. public override Quaternion APIDTarget{ set { return; } }
  1089. public override bool APIDActive{ set { return; } }
  1090. public override float APIDStrength{ set { return; } }
  1091. public override float APIDDamping{ set { return; } }
  1092. public override void SubscribeEvents(int ms)
  1093. {
  1094. m_requestedUpdateFrequency = ms;
  1095. m_eventsubscription = ms;
  1096. // Don't clear collision event reporting here. This is called directly from scene code and so can lead
  1097. // to a race condition with the simulate loop
  1098. _parent_scene.AddCollisionEventReporting(this);
  1099. }
  1100. public override void UnSubscribeEvents()
  1101. {
  1102. _parent_scene.RemoveCollisionEventReporting(this);
  1103. // Don't clear collision event reporting here. This is called directly from scene code and so can lead
  1104. // to a race condition with the simulate loop
  1105. m_requestedUpdateFrequency = 0;
  1106. m_eventsubscription = 0;
  1107. }
  1108. internal void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
  1109. {
  1110. if (m_eventsubscription > 0)
  1111. {
  1112. // m_log.DebugFormat(
  1113. // "[PHYSICS]: Adding collision event for {0}, collidedWith {1}, contact {2}", "", CollidedWith, contact);
  1114. CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
  1115. }
  1116. }
  1117. internal void SendCollisions()
  1118. {
  1119. if (m_eventsubscription > m_requestedUpdateFrequency)
  1120. {
  1121. base.SendCollisionUpdate(CollisionEventsThisFrame);
  1122. CollisionEventsThisFrame.Clear();
  1123. m_eventsubscription = 0;
  1124. }
  1125. }
  1126. public override bool SubscribedEvents()
  1127. {
  1128. if (m_eventsubscription > 0)
  1129. return true;
  1130. return false;
  1131. }
  1132. internal void ProcessTaints()
  1133. {
  1134. if (m_taintPosition != _position)
  1135. {
  1136. if (Body != IntPtr.Zero)
  1137. {
  1138. d.BodySetPosition(Body, m_taintPosition.X, m_taintPosition.Y, m_taintPosition.Z);
  1139. _position = m_taintPosition;
  1140. }
  1141. }
  1142. if (m_taintForce != Vector3.Zero)
  1143. {
  1144. if (Body != IntPtr.Zero)
  1145. {
  1146. // FIXME: This is not a good solution since it's subject to a race condition if a force is another
  1147. // thread sets a new force while we're in this loop (since it could be obliterated by
  1148. // m_taintForce = Vector3.Zero. Need to lock ProcessTaints() when we set a new tainted force.
  1149. d.BodyAddForce(Body, m_taintForce.X, m_taintForce.Y, m_taintForce.Z);
  1150. }
  1151. m_taintForce = Vector3.Zero;
  1152. }
  1153. if (m_taintTargetVelocity != _target_velocity)
  1154. _target_velocity = m_taintTargetVelocity;
  1155. if (m_tainted_isPhysical != m_isPhysical)
  1156. {
  1157. if (m_tainted_isPhysical)
  1158. {
  1159. CreateOdeStructures(_position.X, _position.Y, _position.Z, m_tensor);
  1160. _parent_scene.AddCharacter(this);
  1161. }
  1162. else
  1163. {
  1164. _parent_scene.RemoveCharacter(this);
  1165. DestroyOdeStructures();
  1166. }
  1167. m_isPhysical = m_tainted_isPhysical;
  1168. }
  1169. if (m_tainted_CAPSULE_LENGTH != CAPSULE_LENGTH)
  1170. {
  1171. if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
  1172. {
  1173. // m_log.DebugFormat(
  1174. // "[ODE CHARACTER]: Changing capsule size from {0} to {1} for {2}",
  1175. // CAPSULE_LENGTH, m_tainted_CAPSULE_LENGTH, Name);
  1176. m_pidControllerActive = true;
  1177. // no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate()
  1178. DestroyOdeStructures();
  1179. float prevCapsule = CAPSULE_LENGTH;
  1180. CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH;
  1181. CreateOdeStructures(
  1182. _position.X,
  1183. _position.Y,
  1184. _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
  1185. // As with Size, we reset velocity. However, this isn't strictly necessary since it doesn't
  1186. // appear to stall initial region crossings when done here. Being done for consistency.
  1187. // Velocity = Vector3.Zero;
  1188. }
  1189. else
  1190. {
  1191. m_log.Warn("[ODE CHARACTER]: trying to change capsule size for " + Name + ", but the following ODE data is missing - "
  1192. + (Shell==IntPtr.Zero ? "Shell ":"")
  1193. + (Body==IntPtr.Zero ? "Body ":"")
  1194. + (Amotor==IntPtr.Zero ? "Amotor ":""));
  1195. }
  1196. }
  1197. }
  1198. internal void AddCollisionFrameTime(int p)
  1199. {
  1200. // protect it from overflow crashing
  1201. if (m_eventsubscription + p >= int.MaxValue)
  1202. m_eventsubscription = 0;
  1203. m_eventsubscription += p;
  1204. }
  1205. }
  1206. }