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- /*
- * 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 OpenSim 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.
- *
- */
- using System;
- using Axiom.Math;
- using Ode.NET;
- using OpenSim.Framework;
- using OpenSim.Region.Physics.Manager;
- namespace OpenSim.Region.Physics.OdePlugin
- {
- /// <summary>
- /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
- /// </summary>
-
- public enum dParam : int
- {
- LowStop = 0,
- HiStop = 1,
- Vel = 2,
- FMax = 3,
- FudgeFactor = 4,
- Bounce = 5,
- CFM = 6,
- ERP = 7,
- StopCFM = 8,
- LoStop2 = 256,
- HiStop2 = 257,
- LoStop3 = 512,
- HiStop3 = 513
- }
- public class OdeCharacter : PhysicsActor
- {
- private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
- private PhysicsVector _position;
- private d.Vector3 _zeroPosition;
- private d.Matrix3 m_StandUpRotation;
- private bool _zeroFlag = false;
- private bool m_lastUpdateSent = false;
- private PhysicsVector _velocity;
- private PhysicsVector _target_velocity;
- private PhysicsVector _acceleration;
- private PhysicsVector m_rotationalVelocity;
- private float m_mass = 80f;
- private float m_density = 60f;
- private bool m_pidControllerActive = true;
- private float PID_D = 800.0f;
- private float PID_P = 900.0f;
- private static float POSTURE_SERVO = 10000.0f;
- public static float CAPSULE_RADIUS = 0.37f;
- public float CAPSULE_LENGTH = 2.140599f;
- private float m_tensor = 3800000f;
- private bool flying = false;
- private bool m_iscolliding = false;
- private bool m_iscollidingGround = false;
- private bool m_wascolliding = false;
- private bool m_wascollidingGround = false;
- private bool m_iscollidingObj = false;
- private bool m_wascollidingObj = false;
- private bool m_alwaysRun = false;
- private bool m_hackSentFall = false;
- private bool m_hackSentFly = false;
- private bool m_foundDebian = false;
- private CollisionLocker ode;
- private string m_name = String.Empty;
- private bool[] m_colliderarr = new bool[11];
- private bool[] m_colliderGroundarr = new bool[11];
- private bool jumping = false;
- //private float gravityAccel;
- public IntPtr Body;
- private OdeScene _parent_scene;
- public IntPtr Shell;
- public IntPtr Amotor;
- public d.Mass ShellMass;
- public bool collidelock = false;
- public OdeCharacter(String avName, OdeScene parent_scene, PhysicsVector pos, CollisionLocker dode, PhysicsVector size)
- {
- ode = dode;
- _velocity = new PhysicsVector();
- _target_velocity = new PhysicsVector();
- _position = pos;
- _acceleration = new PhysicsVector();
- _parent_scene = parent_scene;
- if (System.Environment.OSVersion.Platform == PlatformID.Unix)
- {
- m_foundDebian = true;
- m_tensor = 2000000f;
- }
- else
- {
- m_tensor = 1300000f;
- }
- m_StandUpRotation =
- new d.Matrix3(0.5f, 0.7071068f, 0.5f, -0.7071068f, 0f, 0.7071068f, 0.5f, -0.7071068f,
- 0.5f);
- for (int i = 0; i < 11; i++)
- {
- m_colliderarr[i] = false;
- }
- CAPSULE_LENGTH = (size.Z - ((size.Z * 0.52f)));
- lock (OdeScene.OdeLock)
- {
- AvatarGeomAndBodyCreation(pos.X, pos.Y, pos.Z, m_tensor);
- }
- m_name = avName;
- parent_scene.geom_name_map[Shell] = avName;
- parent_scene.actor_name_map[Shell] = (PhysicsActor) this;
- }
- public override int PhysicsActorType
- {
- get { return (int) ActorTypes.Agent; }
- set { return; }
- }
- /// <summary>
- /// If this is set, the avatar will move faster
- /// </summary>
- public override bool SetAlwaysRun
- {
- get { return m_alwaysRun; }
- set { m_alwaysRun = value; }
- }
- public override bool Grabbed
- {
- set { return; }
- }
- public override bool Selected
- {
- set { return; }
- }
- public override bool IsPhysical
- {
- get { return false; }
- set { return; }
- }
- public override bool ThrottleUpdates
- {
- get { return false; }
- set { return; }
- }
- public override bool Flying
- {
- get { return flying; }
- set { flying = value; }
- }
- /// <summary>
- /// Returns if the avatar is colliding in general.
- /// This includes the ground and objects and avatar.
- /// </summary>
- public override bool IsColliding
- {
- get { return m_iscolliding; }
- set
- {
- int i;
- int truecount = 0;
- int falsecount = 0;
- if (m_colliderarr.Length >= 10)
- {
- for (i = 0; i < 10; i++)
- {
- m_colliderarr[i] = m_colliderarr[i + 1];
- }
- }
- m_colliderarr[10] = value;
- for (i = 0; i < 11; i++)
- {
- if (m_colliderarr[i])
- {
- truecount++;
- }
- else
- {
- falsecount++;
- }
- }
- // Equal truecounts and false counts means we're colliding with something.
- if (falsecount > 1.2*truecount)
- {
- m_iscolliding = false;
- }
- else
- {
- m_iscolliding = true;
- }
- if (m_wascolliding != m_iscolliding)
- {
- //base.SendCollisionUpdate(new CollisionEventUpdate());
- }
- m_wascolliding = m_iscolliding;
- }
- }
- /// <summary>
- /// Returns if an avatar is colliding with the ground
- /// </summary>
- public override bool CollidingGround
- {
- get { return m_iscollidingGround; }
- set
- {
- // Collisions against the ground are not really reliable
- // So, to get a consistant value we have to average the current result over time
- // Currently we use 1 second = 10 calls to this.
- int i;
- int truecount = 0;
- int falsecount = 0;
- if (m_colliderGroundarr.Length >= 10)
- {
- for (i = 0; i < 10; i++)
- {
- m_colliderGroundarr[i] = m_colliderGroundarr[i + 1];
- }
- }
- m_colliderGroundarr[10] = value;
- for (i = 0; i < 11; i++)
- {
- if (m_colliderGroundarr[i])
- {
- truecount++;
- }
- else
- {
- falsecount++;
- }
- }
- // Equal truecounts and false counts means we're colliding with something.
- if (falsecount > 1.2*truecount)
- {
- m_iscollidingGround = false;
- }
- else
- {
- m_iscollidingGround = true;
- }
- if (m_wascollidingGround != m_iscollidingGround)
- {
- //base.SendCollisionUpdate(new CollisionEventUpdate());
- }
- m_wascollidingGround = m_iscollidingGround;
- }
- }
- /// <summary>
- /// Returns if the avatar is colliding with an object
- /// </summary>
- public override bool CollidingObj
- {
- get { return m_iscollidingObj; }
- set
- {
- m_iscollidingObj = value;
- if (value)
- m_pidControllerActive = false;
- else
- m_pidControllerActive = true;
- }
- }
- /// <summary>
- /// turn the PID controller on or off.
- /// The PID Controller will turn on all by itself in many situations
- /// </summary>
- /// <param name="status"></param>
- public void SetPidStatus(bool status)
- {
- m_pidControllerActive = status;
- }
- public override bool Stopped
- {
- get { return _zeroFlag; }
- }
- /// <summary>
- /// 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.
- /// </summary>
- public override PhysicsVector Position
- {
- get { return _position; }
- set
- {
- lock (OdeScene.OdeLock)
- {
- d.BodySetPosition(Body, value.X, value.Y, value.Z);
- _position = value;
- }
- }
- }
- public override PhysicsVector RotationalVelocity
- {
- get { return m_rotationalVelocity; }
- set { m_rotationalVelocity = value; }
- }
- /// <summary>
- /// 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
- /// </summary>
- public override PhysicsVector Size
- {
- get { return new PhysicsVector(CAPSULE_RADIUS*2, CAPSULE_RADIUS*2, CAPSULE_LENGTH); }
- set
- {
- m_pidControllerActive = true;
- lock (OdeScene.OdeLock)
- {
- d.JointDestroy(Amotor);
-
- PhysicsVector SetSize = value;
- float prevCapsule = CAPSULE_LENGTH;
- float capsuleradius = CAPSULE_RADIUS;
- //capsuleradius = 0.2f;
- CAPSULE_LENGTH = (SetSize.Z - ((SetSize.Z*0.52f))); // subtract 43% of the size
- //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
- d.BodyDestroy(Body);
- _parent_scene.waitForSpaceUnlock(_parent_scene.space);
- d.GeomDestroy(Shell);
- AvatarGeomAndBodyCreation(_position.X, _position.Y,
- _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
- Velocity = new PhysicsVector(0f, 0f, 0f);
-
- }
- _parent_scene.geom_name_map[Shell] = m_name;
- _parent_scene.actor_name_map[Shell] = (PhysicsActor) this;
- }
- }
- /// <summary>
- /// This creates the Avatar's physical Surrogate at the position supplied
- /// </summary>
- /// <param name="npositionX"></param>
- /// <param name="npositionY"></param>
- /// <param name="npositionZ"></param>
- private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ, float tensor)
- {
- if (System.Environment.OSVersion.Platform == PlatformID.Unix)
- {
- m_foundDebian = true;
- m_tensor = 2000000f;
- }
- else
- {
- m_tensor = 550000f;
- }
- int dAMotorEuler = 1;
- _parent_scene.waitForSpaceUnlock(_parent_scene.space);
- Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH);
- d.MassSetCapsuleTotal(out ShellMass, m_mass, 2, CAPSULE_RADIUS, CAPSULE_LENGTH);
- Body = d.BodyCreate(_parent_scene.world);
- d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
- d.BodySetMass(Body, ref ShellMass);
- d.Matrix3 m_caprot;
- // 90 Stand up on the cap of the capped cyllinder
- d.RFromAxisAndAngle(out m_caprot, 1, 0, 1, (float)(Math.PI / 2));
- d.GeomSetRotation(Shell, ref m_caprot);
- d.BodySetRotation(Body, ref m_caprot);
- d.GeomSetBody(Shell, Body);
-
- // The purpose of the AMotor here is to keep the avatar's physical
- // surrogate from rotating while moving
- Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
- d.JointAttach(Amotor, Body, IntPtr.Zero);
- d.JointSetAMotorMode(Amotor, dAMotorEuler);
- d.JointSetAMotorNumAxes(Amotor, 3);
- d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
- d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
- d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
- d.JointSetAMotorAngle(Amotor, 0, 0);
- d.JointSetAMotorAngle(Amotor, 1, 0);
- d.JointSetAMotorAngle(Amotor, 2, 0);
-
- // These lowstops and high stops are effectively (no wiggle room)
- d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0.000000000001f);
- d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0.000000000001f);
- d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0.000000000001f);
- d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.000000000001f);
- d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0.000000000001f);
- d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.000000000001f);
- // Fudge factor is 1f by default, we're setting it to 0. We don't want it to Fudge or the
- // capped cyllinder will fall over
- d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f);
- d.JointSetAMotorParam(Amotor, (int)dParam.FMax, tensor);
-
- //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
- //d.QfromR(
- //d.Matrix3 checkrotation = new d.Matrix3(0.7071068,0.5, -0.7071068,
- //
- //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
- //standupStraight();
-
-
-
- }
- //
- /// <summary>
- /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
- /// This may be used in calculations in the scene/scenepresence
- /// </summary>
- public override float Mass
- {
- get
- {
- float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
- return m_density*AVvolume;
- }
- }
- private void standupStraight()
- {
- // The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air.
- // The amotor needs a few seconds to stabilize so without it, the avatar shoots up sky high when you
- // change appearance and when you enter the simulator
- // After this routine is done, the amotor stabilizes much quicker
- d.Vector3 feet;
- d.Vector3 head;
- d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet);
- d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head);
- float posture = head.Z - feet.Z;
- // restoring force proportional to lack of posture:
- float servo = (2.5f - posture) * POSTURE_SERVO;
- d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
- d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
- //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
- //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
- }
- public override PhysicsVector Force
- {
- get { return new PhysicsVector(_target_velocity.X, _target_velocity.Y, _target_velocity.Z); }
- }
- public override PhysicsVector CenterOfMass
- {
- get { return PhysicsVector.Zero; }
- }
- public override PhysicsVector GeometricCenter
- {
- get { return PhysicsVector.Zero; }
- }
- public override PrimitiveBaseShape Shape
- {
- set { return; }
- }
- public override PhysicsVector Velocity
- {
- get {
- // There's a problem with PhysicsVector.Zero! Don't Use it Here!
- if (_zeroFlag)
- return new PhysicsVector(0f, 0f, 0f);
- m_lastUpdateSent = false;
- return _velocity;
- }
- set
- {
- m_pidControllerActive = true;
- _target_velocity = value;
- }
- }
- public override float CollisionScore
- {
- get { return 0f; }
- }
- public override bool Kinematic
- {
- get { return false; }
- set { }
- }
- public override Quaternion Orientation
- {
- get { return Quaternion.Identity; }
- set {
- //Matrix3 or = Orientation.ToRotationMatrix();
- //d.Matrix3 ord = new d.Matrix3(or.m00, or.m10, or.m20, or.m01, or.m11, or.m21, or.m02, or.m12, or.m22);
- //d.BodySetRotation(Body, ref ord);
- }
- }
- public override PhysicsVector Acceleration
- {
- get { return _acceleration; }
- }
- public void SetAcceleration(PhysicsVector accel)
- {
- m_pidControllerActive = true;
- _acceleration = accel;
- }
- /// <summary>
- /// Adds the force supplied to the Target Velocity
- /// The PID controller takes this target velocity and tries to make it a reality
- /// </summary>
- /// <param name="force"></param>
- public override void AddForce(PhysicsVector force)
- {
- m_pidControllerActive = true;
- _target_velocity.X += force.X;
- _target_velocity.Y += force.Y;
- _target_velocity.Z += force.Z;
- //m_lastUpdateSent = false;
- }
- /// <summary>
- /// After all of the forces add up with 'add force' we apply them with doForce
- /// </summary>
- /// <param name="force"></param>
- public void doForce(PhysicsVector force)
- {
- if (!collidelock)
- {
- d.BodyAddForce(Body, force.X, force.Y, force.Z);
- //d.BodySetRotation(Body, ref m_StandUpRotation);
- //standupStraight();
-
- }
- }
- public override void SetMomentum(PhysicsVector momentum)
- {
- }
- /// <summary>
- /// Called from Simulate
- /// This is the avatar's movement control + PID Controller
- /// </summary>
- /// <param name="timeStep"></param>
- public void Move(float timeStep)
- {
- // no lock; for now it's only called from within Simulate()
- // If the PID Controller isn't active then we set our force
- // calculating base velocity to the current position
- if (System.Environment.OSVersion.Platform == PlatformID.Unix)
- {
- PID_D = 3200.0f;
- PID_P = 1400.0f;
- }
- else
- {
- PID_D = 2200.0f;
- PID_P = 900.0f;
- }
-
- if (m_pidControllerActive == false)
- {
- _zeroPosition = d.BodyGetPosition(Body);
- }
- //PidStatus = true;
-
- PhysicsVector vec = new PhysicsVector();
- d.Vector3 vel = d.BodyGetLinearVel(Body);
- float movementdivisor = 1f;
- if (!m_alwaysRun)
- {
- movementdivisor = 1.3f;
- }
- else
- {
- movementdivisor = 0.8f;
- }
- // if velocity is zero, use position control; otherwise, velocity control
- if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && m_iscolliding)
- {
- // keep track of where we stopped. No more slippin' & slidin'
- if (!_zeroFlag)
- {
- _zeroFlag = true;
- _zeroPosition = d.BodyGetPosition(Body);
- }
- 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
- d.Vector3 pos = d.BodyGetPosition(Body);
- vec.X = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2);
- vec.Y = (_target_velocity.Y - vel.Y)*(PID_D) + (_zeroPosition.Y - pos.Y)* (PID_P * 2);
- if (flying)
- {
- vec.Z = (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
- }
- }
- //PidStatus = true;
- }
- else
- {
- m_pidControllerActive = true;
- _zeroFlag = false;
- if (m_iscolliding && !flying)
- {
- // We're flying and colliding with something
- vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D);
- vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D);
- }
- else if (m_iscolliding && flying)
- {
- // We're flying and colliding with something
- vec.X = ((_target_velocity.X/movementdivisor) - vel.X)*(PID_D / 16);
- vec.Y = ((_target_velocity.Y/movementdivisor) - vel.Y)*(PID_D / 16);
- }
- else if (!m_iscolliding && flying)
- {
- // We're flying and colliding with something
- vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D/6);
- vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D/6);
- }
- if (m_iscolliding && !flying && _target_velocity.Z > 0.0f)
- {
- // We're colliding with something and we're not flying but we're moving
- // This means we're walking or running.
- d.Vector3 pos = d.BodyGetPosition(Body);
- vec.Z = (_target_velocity.Z - vel.Z)*PID_D + (_zeroPosition.Z - pos.Z)*PID_P;
- if (_target_velocity.X > 0)
- {
- vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
- }
- if (_target_velocity.Y > 0)
- {
- vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
- }
- }
- else if (!m_iscolliding && !flying)
- {
- // 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);
- if (_target_velocity.X > 0)
- {
- vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
- }
- if (_target_velocity.Y > 0)
- {
- vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
- }
- }
- if (flying)
- {
- vec.Z = (_target_velocity.Z - vel.Z) * (PID_D);
- }
- }
- if (flying)
- {
- vec.Z += (9.8f*m_mass);
- }
- doForce(vec);
- }
- /// <summary>
- /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence.
- /// </summary>
- public void UpdatePositionAndVelocity()
- {
- // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
- d.Vector3 vec = d.BodyGetPosition(Body);
- // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
- if (vec.X < 0.0f) vec.X = 0.0f;
- if (vec.Y < 0.0f) vec.Y = 0.0f;
- if (vec.X > 255.95f) vec.X = 255.95f;
- if (vec.Y > 255.95f) vec.Y = 255.95f;
- _position.X = vec.X;
- _position.Y = vec.Y;
- _position.Z = vec.Z;
- // Did we move last? = zeroflag
- // This helps keep us from sliding all over
- if (_zeroFlag)
- {
- _velocity.X = 0.0f;
- _velocity.Y = 0.0f;
- _velocity.Z = 0.0f;
-
- // Did we send out the 'stopped' message?
- if (!m_lastUpdateSent)
- {
- m_lastUpdateSent = true;
- //base.RequestPhysicsterseUpdate();
-
- }
- }
- else
- {
- m_lastUpdateSent = false;
- vec = d.BodyGetLinearVel(Body);
- _velocity.X = (vec.X);
- _velocity.Y = (vec.Y);
- _velocity.Z = (vec.Z);
- if (_velocity.Z < -6 && !m_hackSentFall)
- {
- // Collisionupdates will be used in the future, right now the're not being used.
- m_hackSentFall = true;
- //base.SendCollisionUpdate(new CollisionEventUpdate());
- m_pidControllerActive = false;
- }
- else if (flying && !m_hackSentFly)
- {
- //m_hackSentFly = true;
- //base.SendCollisionUpdate(new CollisionEventUpdate());
- }
- else
- {
- m_hackSentFly = false;
- m_hackSentFall = false;
- }
- }
- }
- /// <summary>
- /// Cleanup the things we use in the scene.
- /// </summary>
- public void Destroy()
- {
- lock (OdeScene.OdeLock)
- {
- // Kill the Amotor
- d.JointDestroy(Amotor);
- //kill the Geometry
- _parent_scene.waitForSpaceUnlock(_parent_scene.space);
- d.GeomDestroy(Shell);
- _parent_scene.geom_name_map.Remove(Shell);
-
- //kill the body
- d.BodyDestroy(Body);
- }
- }
- public override void CrossingFailure()
- {
- }
- }
- }
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