Example #1
0
        /// <summary>
        /// Updates the reported position and velocity.  This essentially sends the data up to ScenePresence.
        /// </summary>
        /// <param name="defects">The character will be added to this list if there is something wrong (non-finite
        /// position or velocity).
        /// </param>
        internal void UpdatePositionAndVelocity(List<OdeCharacter> defects)
        {
            //  no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
            d.Vector3 newPos;
            try
            {
                newPos = d.BodyGetPosition(Body);
            }
            catch (NullReferenceException)
            {
                bad = true;
                defects.Add(this);
                newPos = new d.Vector3(_position.X, _position.Y, _position.Z);
                base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
                m_log.WarnFormat("[ODE CHARACTER]: Avatar Null reference for Avatar {0}, physical actor {1}", Name, m_uuid);

                return;
            }

            //  kluge to keep things in bounds.  ODE lets dead avatars drift away (they should be removed!)
            if (newPos.X < 0.0f) newPos.X = 0.0f;
            if (newPos.Y < 0.0f) newPos.Y = 0.0f;
            if (newPos.X > (int)_parent_scene.WorldExtents.X - 0.05f) newPos.X = (int)_parent_scene.WorldExtents.X - 0.05f;
            if (newPos.Y > (int)_parent_scene.WorldExtents.Y - 0.05f) newPos.Y = (int)_parent_scene.WorldExtents.Y - 0.05f;

            _position.X = newPos.X;
            _position.Y = newPos.Y;
            _position.Z = newPos.Z;

            // I think we need to update the taintPosition too -- Diva 12/24/10
            m_taintPosition = _position;

            // Did we move last? = zeroflag
            // This helps keep us from sliding all over

            if (_zeroFlag)
            {
                _velocity = Vector3.Zero;

                // Did we send out the 'stopped' message?
                if (!m_lastUpdateSent)
                {
                    m_lastUpdateSent = true;
                    //base.RequestPhysicsterseUpdate();
                }
            }
            else
            {
                m_lastUpdateSent = false;
                d.Vector3 newVelocity;

                try
                {
                    newVelocity = d.BodyGetLinearVel(Body);
                }
                catch (NullReferenceException)
                {
                    newVelocity.X = _velocity.X;
                    newVelocity.Y = _velocity.Y;
                    newVelocity.Z = _velocity.Z;
                }

                _velocity.X = newVelocity.X;
                _velocity.Y = newVelocity.Y;
                _velocity.Z = newVelocity.Z;

                if (_velocity.Z < -6 && !m_hackSentFall)
                {
                    m_hackSentFall = true;
                    m_pidControllerActive = false;
                }
                else if (flying && !m_hackSentFly)
                {
                    //m_hackSentFly = true;
                    //base.SendCollisionUpdate(new CollisionEventUpdate());
                }
                else
                {
                    m_hackSentFly = false;
                    m_hackSentFall = false;
                }
            }
        }
Example #2
0
        /// <summary>
        /// Called from Simulate
        /// This is the avatar's movement control + PID Controller
        /// </summary>
        /// <param name="defects">The character will be added to this list if there is something wrong (non-finite
        /// position or velocity).
        /// </param>
        internal void Move(List<OdeCharacter> defects)
        {
            //  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 (Body == IntPtr.Zero)
                return;

            if (m_pidControllerActive == false)
            {
                _zeroPosition = d.BodyGetPosition(Body);
            }
            //PidStatus = true;

            d.Vector3 localpos = d.BodyGetPosition(Body);
            Vector3 localPos = new Vector3(localpos.X, localpos.Y, localpos.Z);
            
            if (!localPos.IsFinite())
            {
                m_log.WarnFormat(
                    "[ODE CHARACTER]: Avatar position of {0} for {1} is non-finite!  Removing from physics scene.",
                    localPos, Name);

                defects.Add(this);

                return;
            }

            Vector3 vec = Vector3.Zero;
            d.Vector3 vel = d.BodyGetLinearVel(Body);

//            m_log.DebugFormat(
//                "[ODE CHARACTER]: Current velocity in Move() is <{0},{1},{2}>, target {3} for {4}",
//                vel.X, vel.Y, vel.Z, _target_velocity, Name);

            float movementdivisor = 1f;

            if (!m_alwaysRun)
            {
                movementdivisor = walkDivisor;
            }
            else
            {
                movementdivisor = runDivisor;
            }

            //  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 standing on 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 in mid air suspended
                    vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D / 6);
                    vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D / 6);

//                    m_log.DebugFormat(
//                        "[ODE CHARACTER]: !m_iscolliding && flying, vec {0}, _target_velocity {1}, movementdivisor {2}, vel {3}",
//                        vec, _target_velocity, movementdivisor, vel);
                }

                if (flying)
                {
                    // This also acts as anti-gravity so that we hover when flying rather than fall.
                    vec.Z = (_target_velocity.Z - vel.Z) * (PID_D);
                }
                else
                {
                    if (m_iscolliding && _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;
                        vec.X = ((_target_velocity.X - vel.X) / 1.2f) * PID_D;
                        vec.Y = ((_target_velocity.Y - vel.Y) / 1.2f) * PID_D;
                    }
                    else if (!m_iscolliding)
                    {
                        // we're not colliding and we're not flying so that means we're falling!
                        // m_iscolliding includes collisions with the ground.
                        vec.X = ((_target_velocity.X - vel.X) / 1.2f) * PID_D;
                        vec.Y = ((_target_velocity.Y - vel.Y) / 1.2f) * PID_D;
                    }
                }
            }

            if (flying)
            {
                // Anti-gravity so that we hover when flying rather than fall.
                vec.Z += ((-1 * _parent_scene.gravityz) * m_mass);

                //Added for auto fly height. Kitto Flora
                //d.Vector3 pos = d.BodyGetPosition(Body);
                float target_altitude = _parent_scene.GetTerrainHeightAtXY(_position.X, _position.Y) + MinimumGroundFlightOffset;

                if (_position.Z < target_altitude)
                {
                    vec.Z += (target_altitude - _position.Z) * PID_P * 5.0f;
                }
                // end add Kitto Flora
            }

            if (vec.IsFinite())
            {
                // Apply the total force acting on this avatar
                d.BodyAddForce(Body, vec.X, vec.Y, vec.Z);

                if (!_zeroFlag)
                    AlignAvatarTiltWithCurrentDirectionOfMovement(vec);
            }
            else
            {
                m_log.WarnFormat(
                    "[ODE CHARACTER]: Got a NaN force vector {0} in Move() for {1}.  Removing character from physics scene.",
                    vec, Name);

                defects.Add(this);

                return;
            }

            d.Vector3 newVel = d.BodyGetLinearVel(Body);
            if (newVel.X >= 256 || newVel.X <= 256 || newVel.Y >= 256 || newVel.Y <= 256 || newVel.Z >= 256 || newVel.Z <= 256)
            {
//                m_log.DebugFormat(
//                    "[ODE CHARACTER]: Limiting falling velocity from {0} to {1} for {2}", newVel.Z, -9.8, Name);

                newVel.X = Util.Clamp<float>(newVel.X, -255f, 255f);
                newVel.Y = Util.Clamp<float>(newVel.Y, -255f, 255f);

                if (!flying)
                    newVel.Z
                        = Util.Clamp<float>(
                            newVel.Z, -_parent_scene.AvatarTerminalVelocity, _parent_scene.AvatarTerminalVelocity);
                else
                    newVel.Z = Util.Clamp<float>(newVel.Z, -255f, 255f);

                d.BodySetLinearVel(Body, newVel.X, newVel.Y, newVel.Z);
            }
        }
Example #3
0
 internal void Stop()
 {
     m_lastLinearVelocityVector = Vector3.Zero;
     m_lastAngularVelocity = Vector3.Zero;
     m_lastPositionVector = d.BodyGetPosition(Body);
 }
Example #4
0
        }// end Step

        private void MoveLinear(float pTimestep, OdeScene _pParentScene)
        {
            if (!m_linearMotorDirection.ApproxEquals(Vector3.Zero, 0.01f))  // requested m_linearMotorDirection is significant
            {
                 if (!d.BodyIsEnabled(Body))
                     d.BodyEnable(Body);

                // add drive to body
                Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale/pTimestep);
                m_lastLinearVelocityVector += (addAmount*10);  // lastLinearVelocityVector is the current body velocity vector?

                // This will work temporarily, but we really need to compare speed on an axis
                // KF: Limit body velocity to applied velocity?
                if (Math.Abs(m_lastLinearVelocityVector.X) > Math.Abs(m_linearMotorDirectionLASTSET.X))
                    m_lastLinearVelocityVector.X = m_linearMotorDirectionLASTSET.X;
                if (Math.Abs(m_lastLinearVelocityVector.Y) > Math.Abs(m_linearMotorDirectionLASTSET.Y))
                    m_lastLinearVelocityVector.Y = m_linearMotorDirectionLASTSET.Y;
                if (Math.Abs(m_lastLinearVelocityVector.Z) > Math.Abs(m_linearMotorDirectionLASTSET.Z))
                    m_lastLinearVelocityVector.Z = m_linearMotorDirectionLASTSET.Z;

                // decay applied velocity
                Vector3 decayfraction = ((Vector3.One/(m_linearMotorDecayTimescale/pTimestep)));
                //Console.WriteLine("decay: " + decayfraction);
                m_linearMotorDirection -= m_linearMotorDirection * decayfraction * 0.5f;
                //Console.WriteLine("actual: " + m_linearMotorDirection);
            }
            else
            {        // requested is not significant
                    // if what remains of applied is small, zero it.
                if (m_lastLinearVelocityVector.ApproxEquals(Vector3.Zero, 0.01f))
                    m_lastLinearVelocityVector = Vector3.Zero;
            }

            // convert requested object velocity to world-referenced vector
            m_dir = m_lastLinearVelocityVector;
            d.Quaternion rot = d.BodyGetQuaternion(Body);
            Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);    // rotq = rotation of object
            m_dir *= rotq;                            // apply obj rotation to velocity vector

            // add Gravity andBuoyancy
            // KF: So far I have found no good method to combine a script-requested
            // .Z velocity and gravity. Therefore only 0g will used script-requested
            // .Z velocity. >0g (m_VehicleBuoyancy < 1) will used modified gravity only.
            Vector3 grav = Vector3.Zero;
            // There is some gravity, make a gravity force vector
            // that is applied after object velocity.
            d.Mass objMass;
            d.BodyGetMass(Body, out objMass);
            // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
            grav.Z = _pParentScene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy);
            // Preserve the current Z velocity
            d.Vector3 vel_now = d.BodyGetLinearVel(Body);
            m_dir.Z = vel_now.Z;        // Preserve the accumulated falling velocity

            d.Vector3 pos = d.BodyGetPosition(Body);
//            Vector3 accel = new Vector3(-(m_dir.X - m_lastLinearVelocityVector.X / 0.1f), -(m_dir.Y - m_lastLinearVelocityVector.Y / 0.1f), m_dir.Z - m_lastLinearVelocityVector.Z / 0.1f);
            Vector3 posChange = new Vector3();
            posChange.X = pos.X - m_lastPositionVector.X;
            posChange.Y = pos.Y - m_lastPositionVector.Y;
            posChange.Z = pos.Z - m_lastPositionVector.Z;
            double Zchange = Math.Abs(posChange.Z);
            if (m_BlockingEndPoint != Vector3.Zero)
            {
                if (pos.X >= (m_BlockingEndPoint.X - (float)1))
                {
                    pos.X -= posChange.X + 1;
                    d.BodySetPosition(Body, pos.X, pos.Y, pos.Z);
                }
                if (pos.Y >= (m_BlockingEndPoint.Y - (float)1))
                {
                    pos.Y -= posChange.Y + 1;
                    d.BodySetPosition(Body, pos.X, pos.Y, pos.Z);
                }
                if (pos.Z >= (m_BlockingEndPoint.Z - (float)1))
                {
                    pos.Z -= posChange.Z + 1;
                    d.BodySetPosition(Body, pos.X, pos.Y, pos.Z);
                }
                if (pos.X <= 0)
                {
                    pos.X += posChange.X + 1;
                    d.BodySetPosition(Body, pos.X, pos.Y, pos.Z);
                }
                if (pos.Y <= 0)
                {
                    pos.Y += posChange.Y + 1;
                    d.BodySetPosition(Body, pos.X, pos.Y, pos.Z);
                }
            }
            if (pos.Z < _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y))
            {
                pos.Z = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y) + 2;
                d.BodySetPosition(Body, pos.X, pos.Y, pos.Z);
            }

            // Check if hovering
            if ((m_Hoverflags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
            {
                // We should hover, get the target height
                if ((m_Hoverflags & VehicleFlag.HOVER_WATER_ONLY) != 0)
                {
                    m_VhoverTargetHeight = _pParentScene.GetWaterLevel() + m_VhoverHeight;
                }
                if ((m_Hoverflags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
                {
                    m_VhoverTargetHeight = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
                }
                if ((m_Hoverflags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0)
                {
                    m_VhoverTargetHeight = m_VhoverHeight;
                }

                if ((m_Hoverflags & VehicleFlag.HOVER_UP_ONLY) != 0)
                {
                    // If body is aready heigher, use its height as target height
                    if (pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z;
                }
                if ((m_Hoverflags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0)
                {
                    if ((pos.Z - m_VhoverTargetHeight) > .2 || (pos.Z - m_VhoverTargetHeight) < -.2)
                    {
                        d.BodySetPosition(Body, pos.X, pos.Y, m_VhoverTargetHeight);
                    }
                }
                else
                {
                    float herr0 = pos.Z - m_VhoverTargetHeight;
                    // Replace Vertical speed with correction figure if significant
                    if (Math.Abs(herr0) > 0.01f)
                    {
                        m_dir.Z = -((herr0 * pTimestep * 50.0f) / m_VhoverTimescale);
                        //KF: m_VhoverEfficiency is not yet implemented
                    }
                    else
                    {
                        m_dir.Z = 0f;
                    }
                }

//                m_VhoverEfficiency = 0f;    // 0=boucy, 1=Crit.damped
//                m_VhoverTimescale = 0f;        // time to acheive height
//                pTimestep  is time since last frame,in secs
            }

            if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0)
            {
                //Start Experimental Values
                if (Zchange > .3)
                {
                    grav.Z = (float)(grav.Z * 3);
                }
                if (Zchange > .15)
                {
                    grav.Z = (float)(grav.Z * 2);
                }
                if (Zchange > .75)
                {
                    grav.Z = (float)(grav.Z * 1.5);
                }
                if (Zchange > .05)
                {
                    grav.Z = (float)(grav.Z * 1.25);
                }
                if (Zchange > .025)
                {
                    grav.Z = (float)(grav.Z * 1.125);
                }
                float terraintemp = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y);
                float postemp = (pos.Z - terraintemp);
                if (postemp > 2.5f)
                {
                    grav.Z = (float)(grav.Z * 1.037125);
                }
                //End Experimental Values
            }
            if ((m_flags & (VehicleFlag.NO_X)) != 0)
            {
                m_dir.X = 0;
            }
            if ((m_flags & (VehicleFlag.NO_Y)) != 0)
            {
                m_dir.Y = 0;
            }
            if ((m_flags & (VehicleFlag.NO_Z)) != 0)
            {
                m_dir.Z = 0;
            }

            m_lastPositionVector = d.BodyGetPosition(Body);

            // Apply velocity
            d.BodySetLinearVel(Body, m_dir.X, m_dir.Y, m_dir.Z);
            // apply gravity force
            d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);


            // apply friction
            Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep);
            m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount;
        } // end MoveLinear()
Example #5
0
        /// <summary>
        /// Get joint axis.
        /// </summary>
        /// <remarks>
        /// normally called from within OnJointMoved, which is called from within a lock (OdeLock)
        /// WARNING: ODE sometimes returns <0,0,0> as the joint axis! Therefore this function
        /// appears to be unreliable. Fortunately we can compute the joint axis ourselves by
        /// keeping track of the joint's original orientation relative to one of the involved bodies.
        /// </remarks>
        /// <param name="joint"></param>
        /// <returns></returns>
        public override Vector3 GetJointAxis(PhysicsJoint joint)
        {
            Debug.Assert(joint.IsInPhysicsEngine);
            d.Vector3 axis = new d.Vector3();

            if (!(joint is OdePhysicsJoint))
            {
                DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
            }
            else
            {
                OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
                switch (odeJoint.Type)
                {
                    case PhysicsJointType.Ball:
                        DoJointErrorMessage(joint, "warning - axis requested for ball joint: " + joint.ObjectNameInScene);
                        break;
                    case PhysicsJointType.Hinge:
                        d.JointGetHingeAxis(odeJoint.jointID, out axis);
                        break;
                }
            }
            return new Vector3(axis.X, axis.Y, axis.Z);
        }