BSActorAvatarMove.cs 19 KB

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