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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;
- using System.Runtime.InteropServices; // rex
- namespace OpenSim.Region.Physics.OdePlugin
- {
- public class OdeCharacter : PhysicsActor
- {
- 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_density = 50f;
- private bool m_pidControllerActive = true;
- private static float PID_D = 3020.0f;
- private static float PID_P = 7000.0f;
- private static float POSTURE_SERVO = 10000.0f;
- public static float CAPSULE_RADIUS = 0.5f;
- public float CAPSULE_LENGTH = 0.79f;
- 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 string m_name = "";
- 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 GCHandle gchBody; // rex
- private OdeScene _parent_scene;
- public IntPtr Shell;
- private GCHandle gchShell; // rex
- public IntPtr Amotor;
- public d.Mass ShellMass;
- public bool collidelock = false;
- public OdeCharacter(String avName, OdeScene parent_scene, PhysicsVector pos, uint localID) // rex, localID added
- {
- m_localID = localID; // rex
- _velocity = new PhysicsVector();
- _target_velocity = new PhysicsVector();
- _position = pos;
- _acceleration = new PhysicsVector();
- _parent_scene = parent_scene;
- m_StandUpRotation =
- new d.Matrix3(0.8184158f, -0.5744568f, -0.0139677f, 0.5744615f, 0.8185215f, -0.004074608f, 0.01377355f,
- -0.004689182f, 0.9998941f);
- for (int i = 0; i < 11; i++)
- {
- m_colliderarr[i] = false;
- }
- lock (OdeScene.OdeLock)
- {
- int dAMotorEuler = 1;
- Shell = d.CreateCapsule(parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH);
- gchShell = GCHandle.Alloc(Shell, GCHandleType.Pinned); // rex
- d.MassSetCapsule(out ShellMass, m_density, 3, CAPSULE_RADIUS, CAPSULE_LENGTH);
- Body = d.BodyCreate(parent_scene.world);
- gchBody = GCHandle.Alloc(Body, GCHandleType.Pinned); // rex
- d.BodySetMass(Body, ref ShellMass);
- d.BodySetPosition(Body, pos.X, pos.Y, pos.Z);
- d.GeomSetBody(Shell, Body);
- d.BodySetRotation(Body, ref m_StandUpRotation);
- //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);
- //d.JointSetAMotorParam(Amotor, 0, -0);
- //d.JointSetAMotorParam(Amotor, 0x200, -0);
- //d.JointSetAMotorParam(Amotor, 0x100, -0);
- // d.JointSetAMotorParam(Amotor, 0, 0);
- // d.JointSetAMotorParam(Amotor, 3, 0);
- // d.JointSetAMotorParam(Amotor, 2, 0);
- }
- 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; }
- }
- public override bool SetAlwaysRun
- {
- get { return m_alwaysRun; }
- set { m_alwaysRun = value; }
- }
- 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; }
- }
- 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;
- }
- }
- public override bool CollidingGround
- {
- get { return m_iscollidingGround; }
- set
- {
- 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;
- }
- }
- public override bool CollidingObj
- {
- get { return m_iscollidingObj; }
- set
- {
- m_iscollidingObj = value;
- if (value)
- m_pidControllerActive = false;
- else
- m_pidControllerActive = true;
- }
- }
- public void SetPidStatus(bool status)
- {
- m_pidControllerActive = status;
- }
- 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; }
- }
- public override PhysicsVector Size
- {
- get { return new PhysicsVector(CAPSULE_RADIUS*2, CAPSULE_RADIUS*2, CAPSULE_LENGTH); }
- set
- {
- m_pidControllerActive = true;
- lock (OdeScene.OdeLock)
- {
- PhysicsVector SetSize = value;
- float prevCapsule = CAPSULE_LENGTH;
- float capsuleradius = CAPSULE_RADIUS;
- capsuleradius = 0.2f;
- CAPSULE_LENGTH = (SetSize.Z - ((SetSize.Z*0.43f))); // subtract 43% of the size
- d.BodyDestroy(Body);
- gchBody.Free(); // rex
- d.GeomDestroy(Shell);
- gchShell.Free(); // rex
- //MainLog.Instance.Verbose("PHYSICS", "Set Avatar Height To: " + (CAPSULE_RADIUS + CAPSULE_LENGTH));
- Shell = d.CreateCapsule(_parent_scene.space, capsuleradius, CAPSULE_LENGTH);
- gchShell = GCHandle.Alloc(Shell, GCHandleType.Pinned); // rex
- d.MassSetCapsule(out ShellMass, m_density, 3, CAPSULE_RADIUS, CAPSULE_LENGTH);
- Body = d.BodyCreate(_parent_scene.world);
- gchBody = GCHandle.Alloc(Body, GCHandleType.Pinned); // rex
- d.BodySetMass(Body, ref ShellMass);
- d.BodySetPosition(Body, _position.X, _position.Y,
- _position.Z + Math.Abs(CAPSULE_LENGTH - prevCapsule));
- d.GeomSetBody(Shell, Body);
- }
- _parent_scene.geom_name_map[Shell] = m_name;
- _parent_scene.actor_name_map[Shell] = (PhysicsActor) this;
- }
- }
- public override float Mass
- {
- get
- {
- float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
- return m_density*AVvolume;
- }
- }
- 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 { return _velocity; }
- set
- {
- m_pidControllerActive = true;
- _target_velocity = value;
- }
- }
- public override bool Kinematic
- {
- get { return false; }
- set { }
- }
- public override Quaternion Orientation
- {
- get { return Quaternion.Identity; }
- set { }
- }
- public override PhysicsVector Acceleration
- {
- get { return _acceleration; }
- }
- public void SetAcceleration(PhysicsVector accel)
- {
- m_pidControllerActive = true;
- _acceleration = accel;
- }
- 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;
- }
- public void doForce(PhysicsVector force)
- {
- if (!collidelock)
- {
- d.BodyAddForce(Body, force.X, force.Y, force.Z);
- // ok -- let's stand up straight!
- //d.Matrix3 StandUpRotationalMatrix = new d.Matrix3(0.8184158f, -0.5744568f, -0.0139677f, 0.5744615f, 0.8185215f, -0.004074608f, 0.01377355f, -0.004689182f, 0.9998941f);
- //d.BodySetRotation(Body, ref StandUpRotationalMatrix);
- //d.BodySetRotation(Body, ref m_StandUpRotation);
- // The above matrix was generated with the amazing standup routine below by danX0r *cheer*
- 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);
- //m_lastUpdateSent = false;
- }
- }
- public override void SetMomentum(PhysicsVector momentum)
- {
- }
- public void Move(float timeStep)
- {
- // no lock; for now it's only called from within Simulate()
- 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)
- {
- d.Vector3 pos = d.BodyGetPosition(Body);
- vec.X = (_target_velocity.X - vel.X)*PID_D + (_zeroPosition.X - pos.X)*PID_P;
- vec.Y = (_target_velocity.Y - vel.Y)*PID_D + (_zeroPosition.Y - pos.Y)*PID_P;
- if (flying)
- {
- vec.Z = (_target_velocity.Z - vel.Z)*(PID_D + 5100) + (_zeroPosition.Z - pos.Z)*PID_P;
- }
- }
- //PidStatus = true;
- }
- else
- {
- m_pidControllerActive = true;
- _zeroFlag = false;
- if (m_iscolliding || flying)
- {
- vec.X = ((_target_velocity.X/movementdivisor) - vel.X)*PID_D;
- vec.Y = ((_target_velocity.Y/movementdivisor) - vel.Y)*PID_D;
- }
- if (m_iscolliding && !flying && _target_velocity.Z > 0.0f)
- {
- 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)
- {
- 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 + 5100);
- }
- }
- if (flying)
- {
- vec.Z += 10.0f;
- }
- doForce(vec);
- }
- 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;
- if (_zeroFlag)
- {
- _velocity.X = 0.0f;
- _velocity.Y = 0.0f;
- _velocity.Z = 0.0f;
- if (!m_lastUpdateSent)
- {
- m_lastUpdateSent = true;
- base.RequestPhysicsterseUpdate();
- //string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
- //int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
- //if (primScenAvatarIn == "0")
- //{
- //MainLog.Instance.Verbose("Physics", "Avatar " + m_name + " in space with no prim. Arr:':" + arrayitem[0].ToString() + "," + arrayitem[1].ToString());
- //}
- //else
- //{
- // MainLog.Instance.Verbose("Physics", "Avatar " + m_name + " in Prim space':" + primScenAvatarIn + ". Arr:" + arrayitem[0].ToString() + "," + arrayitem[1].ToString());
- //}
- }
- }
- 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)
- {
- 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;
- }
- }
- }
- public void Destroy()
- {
- lock (OdeScene.OdeLock)
- {
- // d.JointDestroy(Amotor);
- d.GeomDestroy(Shell);
- _parent_scene.geom_name_map.Remove(Shell);
- d.BodyDestroy(Body);
- }
- }
- }
- }
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