Files
opensim/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs
Robert Adams 0be9e3b079 BulletSim: adjust avatar step up parameters to better walk up small
staircases. This change is required because of the change in the
avatar default shape from the capsule to the rectangle.
2014-05-17 20:11:22 -07:00

412 lines
19 KiB
C#
Executable File

/*
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using OpenSim.Region.Physics.Manager;
using OMV = OpenMetaverse;
namespace OpenSim.Region.Physics.BulletSPlugin
{
public class BSActorAvatarMove : BSActor
{
BSVMotor m_velocityMotor;
// Set to true if we think we're going up stairs.
// This state is remembered because collisions will turn on and off as we go up stairs.
int m_walkingUpStairs;
// The amount the step up is applying. Used to smooth stair walking.
float m_lastStepUp;
// Jumping happens over several frames. If use applies up force while colliding, start the
// jump and allow the jump to continue for this number of frames.
int m_jumpFrames = 0;
float m_jumpVelocity = 0f;
public BSActorAvatarMove(BSScene physicsScene, BSPhysObject pObj, string actorName)
: base(physicsScene, pObj, actorName)
{
m_velocityMotor = null;
m_walkingUpStairs = 0;
m_physicsScene.DetailLog("{0},BSActorAvatarMove,constructor", m_controllingPrim.LocalID);
}
// BSActor.isActive
public override bool isActive
{
get { return Enabled && m_controllingPrim.IsPhysicallyActive; }
}
// Release any connections and resources used by the actor.
// BSActor.Dispose()
public override void Dispose()
{
base.SetEnabled(false);
// Now that turned off, remove any state we have in the scene.
Refresh();
}
// Called when physical parameters (properties set in Bullet) need to be re-applied.
// Called at taint-time.
// BSActor.Refresh()
public override void Refresh()
{
m_physicsScene.DetailLog("{0},BSActorAvatarMove,refresh", m_controllingPrim.LocalID);
// If the object is physically active, add the hoverer prestep action
if (isActive)
{
ActivateAvatarMove();
}
else
{
DeactivateAvatarMove();
}
}
// The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...).
// Register a prestep action to restore physical requirements before the next simulation step.
// Called at taint-time.
// BSActor.RemoveDependencies()
public override void RemoveDependencies()
{
// Nothing to do for the hoverer since it is all software at pre-step action time.
}
// Usually called when target velocity changes to set the current velocity and the target
// into the movement motor.
public void SetVelocityAndTarget(OMV.Vector3 vel, OMV.Vector3 targ, bool inTaintTime)
{
m_physicsScene.TaintedObject(inTaintTime, m_controllingPrim.LocalID, "BSActorAvatarMove.setVelocityAndTarget", delegate()
{
if (m_velocityMotor != null)
{
m_velocityMotor.Reset();
m_velocityMotor.SetTarget(targ);
m_velocityMotor.SetCurrent(vel);
m_velocityMotor.Enabled = true;
}
});
}
// If a hover motor has not been created, create one and start the hovering.
private void ActivateAvatarMove()
{
if (m_velocityMotor == null)
{
// Infinite decay and timescale values so motor only changes current to target values.
m_velocityMotor = new BSVMotor("BSCharacter.Velocity",
0.2f, // time scale
BSMotor.Infinite, // decay time scale
1f // efficiency
);
m_velocityMotor.ErrorZeroThreshold = BSParam.AvatarStopZeroThreshold;
// _velocityMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages.
SetVelocityAndTarget(m_controllingPrim.RawVelocity, m_controllingPrim.TargetVelocity, true /* inTaintTime */);
m_physicsScene.BeforeStep += Mover;
m_controllingPrim.OnPreUpdateProperty += Process_OnPreUpdateProperty;
m_walkingUpStairs = 0;
}
}
private void DeactivateAvatarMove()
{
if (m_velocityMotor != null)
{
m_controllingPrim.OnPreUpdateProperty -= Process_OnPreUpdateProperty;
m_physicsScene.BeforeStep -= Mover;
m_velocityMotor = null;
}
}
// Called just before the simulation step. Update the vertical position for hoverness.
private void Mover(float timeStep)
{
// Don't do movement while the object is selected.
if (!isActive)
return;
// TODO: Decide if the step parameters should be changed depending on the avatar's
// state (flying, colliding, ...). There is code in ODE to do this.
// COMMENTARY: when the user is making the avatar walk, except for falling, the velocity
// specified for the avatar is the one that should be used. For falling, if the avatar
// is not flying and is not colliding then it is presumed to be falling and the Z
// component is not fooled with (thus allowing gravity to do its thing).
// When the avatar is standing, though, the user has specified a velocity of zero and
// the avatar should be standing. But if the avatar is pushed by something in the world
// (raising elevator platform, moving vehicle, ...) the avatar should be allowed to
// move. Thus, the velocity cannot be forced to zero. The problem is that small velocity
// errors can creap in and the avatar will slowly float off in some direction.
// So, the problem is that, when an avatar is standing, we cannot tell creaping error
// from real pushing.
// The code below uses whether the collider is static or moving to decide whether to zero motion.
m_velocityMotor.Step(timeStep);
m_controllingPrim.IsStationary = false;
// If we're not supposed to be moving, make sure things are zero.
if (m_velocityMotor.ErrorIsZero() && m_velocityMotor.TargetValue == OMV.Vector3.Zero)
{
// The avatar shouldn't be moving
m_velocityMotor.Zero();
if (m_controllingPrim.IsColliding)
{
// If we are colliding with a stationary object, presume we're standing and don't move around
if (!m_controllingPrim.ColliderIsMoving && !m_controllingPrim.ColliderIsVolumeDetect)
{
m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", m_controllingPrim.LocalID);
m_controllingPrim.IsStationary = true;
m_controllingPrim.ZeroMotion(true /* inTaintTime */);
}
// Standing has more friction on the ground
if (m_controllingPrim.Friction != BSParam.AvatarStandingFriction)
{
m_controllingPrim.Friction = BSParam.AvatarStandingFriction;
m_physicsScene.PE.SetFriction(m_controllingPrim.PhysBody, m_controllingPrim.Friction);
}
}
else
{
if (m_controllingPrim.Flying)
{
// Flying and not colliding and velocity nearly zero.
m_controllingPrim.ZeroMotion(true /* inTaintTime */);
}
}
m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,taint,stopping,target={1},colliding={2}",
m_controllingPrim.LocalID, m_velocityMotor.TargetValue, m_controllingPrim.IsColliding);
}
else
{
// Supposed to be moving.
OMV.Vector3 stepVelocity = m_velocityMotor.CurrentValue;
if (m_controllingPrim.Friction != BSParam.AvatarFriction)
{
// Probably starting to walk. Set friction to moving friction.
m_controllingPrim.Friction = BSParam.AvatarFriction;
m_physicsScene.PE.SetFriction(m_controllingPrim.PhysBody, m_controllingPrim.Friction);
}
if (!m_controllingPrim.Flying && !m_controllingPrim.IsColliding)
{
stepVelocity.Z = m_controllingPrim.RawVelocity.Z;
}
// Colliding and not flying with an upward force. The avatar must be trying to jump.
if (!m_controllingPrim.Flying && m_controllingPrim.IsColliding && stepVelocity.Z > 0)
{
// We allow the upward force to happen for this many frames.
m_jumpFrames = BSParam.AvatarJumpFrames;
m_jumpVelocity = stepVelocity.Z;
}
// The case where the avatar is not colliding and is not flying is special.
// The avatar is either falling or jumping and the user can be applying force to the avatar
// (force in some direction or force up or down).
// If the avatar has negative Z velocity and is not colliding, presume we're falling and keep the velocity.
// If the user is trying to apply upward force but we're not colliding, assume the avatar
// is trying to jump and don't apply the upward force if not touching the ground any more.
if (!m_controllingPrim.Flying && !m_controllingPrim.IsColliding)
{
// If upward velocity is being applied, this must be a jump and only allow that to go on so long
if (m_jumpFrames > 0)
{
// Since not touching the ground, only apply upward force for so long.
m_jumpFrames--;
stepVelocity.Z = m_jumpVelocity;
}
else
{
// Since we're not affected by anything, whatever vertical motion the avatar has, continue that.
stepVelocity.Z = m_controllingPrim.RawVelocity.Z;
}
// DetailLog("{0},BSCharacter.MoveMotor,taint,overrideStepZWithWorldZ,stepVel={1}", LocalID, stepVelocity);
}
// 'stepVelocity' is now the speed we'd like the avatar to move in. Turn that into an instantanous force.
OMV.Vector3 moveForce = (stepVelocity - m_controllingPrim.RawVelocity) * m_controllingPrim.Mass;
// Add special movement force to allow avatars to walk up stepped surfaces.
moveForce += WalkUpStairs();
m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}",
m_controllingPrim.LocalID, stepVelocity, m_controllingPrim.RawVelocity, m_controllingPrim.Mass, moveForce);
m_physicsScene.PE.ApplyCentralImpulse(m_controllingPrim.PhysBody, moveForce);
}
}
// Called just as the property update is received from the physics engine.
// Do any mode necessary for avatar movement.
private void Process_OnPreUpdateProperty(ref EntityProperties entprop)
{
// Don't change position if standing on a stationary object.
if (m_controllingPrim.IsStationary)
{
entprop.Position = m_controllingPrim.RawPosition;
entprop.Velocity = OMV.Vector3.Zero;
m_physicsScene.PE.SetTranslation(m_controllingPrim.PhysBody, entprop.Position, entprop.Rotation);
}
}
// Decide if the character is colliding with a low object and compute a force to pop the
// avatar up so it can walk up and over the low objects.
private OMV.Vector3 WalkUpStairs()
{
OMV.Vector3 ret = OMV.Vector3.Zero;
m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs,IsColliding={1},flying={2},targSpeed={3},collisions={4},avHeight={5}",
m_controllingPrim.LocalID, m_controllingPrim.IsColliding, m_controllingPrim.Flying,
m_controllingPrim.TargetVelocitySpeed, m_controllingPrim.CollisionsLastTick.Count, m_controllingPrim.Size.Z);
// Check for stairs climbing if colliding, not flying and moving forward
if ( m_controllingPrim.IsColliding
&& !m_controllingPrim.Flying
&& m_controllingPrim.TargetVelocitySpeed > 0.1f )
{
// The range near the character's feet where we will consider stairs
// float nearFeetHeightMin = m_controllingPrim.RawPosition.Z - (m_controllingPrim.Size.Z / 2f) + 0.05f;
// Note: there is a problem with the computation of the capsule height. Thus RawPosition is off
// from the height. Revisit size and this computation when height is scaled properly.
float nearFeetHeightMin = m_controllingPrim.RawPosition.Z - (m_controllingPrim.Size.Z / 2f) - 0.05f;
float nearFeetHeightMax = nearFeetHeightMin + BSParam.AvatarStepHeight;
// Look for a collision point that is near the character's feet and is oriented the same as the charactor is.
// Find the highest 'good' collision.
OMV.Vector3 highestTouchPosition = OMV.Vector3.Zero;
foreach (KeyValuePair<uint, ContactPoint> kvp in m_controllingPrim.CollisionsLastTick.m_objCollisionList)
{
// Don't care about collisions with the terrain
if (kvp.Key > m_physicsScene.TerrainManager.HighestTerrainID)
{
BSPhysObject collisionObject;
if (m_physicsScene.PhysObjects.TryGetValue(kvp.Key, out collisionObject))
{
if (!collisionObject.IsVolumeDetect)
{
OMV.Vector3 touchPosition = kvp.Value.Position;
m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs,min={1},max={2},touch={3}",
m_controllingPrim.LocalID, nearFeetHeightMin, nearFeetHeightMax, touchPosition);
if (touchPosition.Z >= nearFeetHeightMin && touchPosition.Z <= nearFeetHeightMax)
{
// This contact is within the 'near the feet' range.
// The normal should be our contact point to the object so it is pointing away
// thus the difference between our facing orientation and the normal should be small.
OMV.Vector3 directionFacing = OMV.Vector3.UnitX * m_controllingPrim.RawOrientation;
OMV.Vector3 touchNormal = OMV.Vector3.Normalize(kvp.Value.SurfaceNormal);
float diff = Math.Abs(OMV.Vector3.Distance(directionFacing, touchNormal));
if (diff < BSParam.AvatarStepApproachFactor)
{
if (highestTouchPosition.Z < touchPosition.Z)
highestTouchPosition = touchPosition;
}
}
}
}
}
}
m_walkingUpStairs = 0;
// If there is a good step sensing, move the avatar over the step.
if (highestTouchPosition != OMV.Vector3.Zero)
{
// Remember that we are going up stairs. This is needed because collisions
// will stop when we move up so this smoothes out that effect.
m_walkingUpStairs = BSParam.AvatarStepSmoothingSteps;
m_lastStepUp = highestTouchPosition.Z - nearFeetHeightMin;
ret = ComputeStairCorrection(m_lastStepUp);
m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs,touchPos={1},nearFeetMin={2},ret={3}",
m_controllingPrim.LocalID, highestTouchPosition, nearFeetHeightMin, ret);
}
}
else
{
// If we used to be going up stairs but are not now, smooth the case where collision goes away while
// we are bouncing up the stairs.
if (m_walkingUpStairs > 0)
{
m_walkingUpStairs--;
ret = ComputeStairCorrection(m_lastStepUp);
}
}
return ret;
}
private OMV.Vector3 ComputeStairCorrection(float stepUp)
{
OMV.Vector3 ret = OMV.Vector3.Zero;
OMV.Vector3 displacement = OMV.Vector3.Zero;
if (stepUp > 0f)
{
// Found the stairs contact point. Push up a little to raise the character.
if (BSParam.AvatarStepForceFactor > 0f)
{
float upForce = stepUp * m_controllingPrim.Mass * BSParam.AvatarStepForceFactor;
ret = new OMV.Vector3(0f, 0f, upForce);
}
// Also move the avatar up for the new height
if (BSParam.AvatarStepUpCorrectionFactor > 0f)
{
// Move the avatar up related to the height of the collision
displacement = new OMV.Vector3(0f, 0f, stepUp * BSParam.AvatarStepUpCorrectionFactor);
m_controllingPrim.ForcePosition = m_controllingPrim.RawPosition + displacement;
}
else
{
if (BSParam.AvatarStepUpCorrectionFactor < 0f)
{
// Move the avatar up about the specified step height
displacement = new OMV.Vector3(0f, 0f, BSParam.AvatarStepHeight);
m_controllingPrim.ForcePosition = m_controllingPrim.RawPosition + displacement;
}
}
m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs.ComputeStairCorrection,stepUp={1},isp={2},force={3}",
m_controllingPrim.LocalID, stepUp, displacement, ret);
}
return ret;
}
}
}