[Simian]
* Created an LLUDP folder to hold extensions that are purely LLUDP packet handlers. This is not a complete abstraction away from transport protocols, but it's a start * Moved physics code from Movement.cs into PhysicsSimple.cs, and moved the physics loop into a thread in SceneManager * Simian.ini cleanup git-svn-id: http://libopenmetaverse.googlecode.com/svn/libopenmetaverse/trunk@2490 52acb1d6-8a22-11de-b505-999d5b087335
This commit is contained in:
@@ -7,12 +7,25 @@ namespace Simian
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{
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public class PhysicsSimple : IExtension<ISceneProvider>, IPhysicsProvider
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{
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ISceneProvider scene;
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// Run our own frames per second limiter on top of the limiting done by ISceneProvider
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const int FRAMES_PER_SECOND = 10;
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public float TimeDilation
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{
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get { return 1.0f; }
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}
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const float GRAVITY = 9.8f; //meters/sec
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const float WALK_SPEED = 3f; //meters/sec
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const float RUN_SPEED = 5f; //meters/sec
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const float FLY_SPEED = 10f; //meters/sec
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const float FALL_DELAY = 0.33f; //seconds before starting animation
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const float FALL_FORGIVENESS = .25f; //fall buffer in meters
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const float JUMP_IMPULSE_VERTICAL = 8.5f; //boost amount in meters/sec
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const float JUMP_IMPULSE_HORIZONTAL = 10f; //boost amount in meters/sec
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const float INITIAL_HOVER_IMPULSE = 2f; //boost amount in meters/sec
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const float PREJUMP_DELAY = 0.25f; //seconds before actually jumping
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const float AVATAR_TERMINAL_VELOCITY = 54f; //~120mph
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const float SQRT_TWO = 1.41421356f;
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ISceneProvider scene;
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float elapsedSinceUpdate;
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public PhysicsSimple()
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{
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@@ -21,6 +34,8 @@ namespace Simian
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public bool Start(ISceneProvider scene)
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{
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this.scene = scene;
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scene.OnObjectAddOrUpdate += Scene_OnObjectAddOrUpdate;
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return true;
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}
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@@ -28,6 +43,335 @@ namespace Simian
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{
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}
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public void Update(float elapsedTime)
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{
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if (elapsedSinceUpdate >= 1f / (float)FRAMES_PER_SECOND)
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{
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elapsedTime = elapsedSinceUpdate;
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elapsedSinceUpdate = 0f;
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}
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else
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{
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elapsedSinceUpdate += elapsedTime;
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return;
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}
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scene.ForEachAgent(
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delegate(Agent agent)
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{
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if ((agent.Avatar.Prim.Flags & PrimFlags.Physics) == 0)
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return;
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bool animsChanged = false;
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// Create forward and left vectors from the current avatar rotation
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Matrix4 rotMatrix = Matrix4.CreateFromQuaternion(agent.Avatar.Prim.Rotation);
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Vector3 fwd = Vector3.Transform(Vector3.UnitX, rotMatrix);
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Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix);
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// Check control flags
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bool heldForward = (agent.ControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS;
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bool heldBack = (agent.ControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG;
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bool heldLeft = (agent.ControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS;
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bool heldRight = (agent.ControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG;
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//bool heldTurnLeft = (agent.ControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
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//bool heldTurnRight = (agent.ControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
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bool heldUp = (agent.ControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
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bool heldDown = (agent.ControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG;
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bool flying = (agent.ControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) == AgentManager.ControlFlags.AGENT_CONTROL_FLY;
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//bool mouselook = (agent.ControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) == AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK;
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// direction in which the avatar is trying to move
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Vector3 move = Vector3.Zero;
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if (heldForward) { move.X += fwd.X; move.Y += fwd.Y; }
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if (heldBack) { move.X -= fwd.X; move.Y -= fwd.Y; }
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if (heldLeft) { move.X += left.X; move.Y += left.Y; }
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if (heldRight) { move.X -= left.X; move.Y -= left.Y; }
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if (heldUp) { move.Z += 1; }
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if (heldDown) { move.Z -= 1; }
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// is the avatar trying to move?
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bool moving = move != Vector3.Zero;
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bool jumping = agent.TickJump != 0;
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// 2-dimensional speed multipler
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float speed = elapsedTime * (flying ? FLY_SPEED : agent.Running && !jumping ? RUN_SPEED : WALK_SPEED);
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if ((heldForward || heldBack) && (heldLeft || heldRight))
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speed /= SQRT_TWO;
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Vector3 agentPosition = agent.Avatar.GetSimulatorPosition();
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float oldFloor = scene.GetTerrainHeightAt(agentPosition.X, agentPosition.Y);
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agentPosition += (move * speed);
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float newFloor = scene.GetTerrainHeightAt(agentPosition.X, agentPosition.Y);
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if (!flying && newFloor != oldFloor)
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speed /= (1 + (SQRT_TWO * Math.Abs(newFloor - oldFloor)));
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//HACK: distance from avatar center to the bottom of its feet
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float distanceFromFloor = agent.Avatar.Prim.Scale.Z * .5f;
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float lowerLimit = newFloor + distanceFromFloor;
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//"bridge" physics
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if (agent.Avatar.Prim.Velocity != Vector3.Zero)
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{
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//start ray at our feet
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Vector3 rayStart = new Vector3(
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agent.Avatar.Prim.Position.X,
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agent.Avatar.Prim.Position.Y,
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agent.Avatar.Prim.Position.Z - distanceFromFloor
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);
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//end ray at 0.01m below our feet
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Vector3 rayEnd = new Vector3(
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rayStart.X,
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rayStart.Y,
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rayStart.Z - 0.01f
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);
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scene.ForEachObject(delegate(SimulationObject obj)
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{
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//HACK: check nearby objects (what did you expect, octree?)
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if (Vector3.Distance(rayStart, obj.Prim.Position) <= 15f)
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{
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Vector3 collision = scene.Physics.ObjectCollisionTest(rayStart, rayEnd, obj);
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if (collision != rayEnd) //we collided!
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{
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//check if we are any higher than before
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float height = collision.Z + distanceFromFloor;
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if (height > lowerLimit) lowerLimit = height;
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}
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}
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});
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}
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// Z acceleration resulting from gravity
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float gravity = 0f;
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float waterChestHeight = scene.WaterHeight - (agent.Avatar.Prim.Scale.Z * .33f);
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if (flying)
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{
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agent.TickFall = 0;
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agent.TickJump = 0;
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//velocity falloff while flying
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agent.Avatar.Prim.Velocity.X *= 0.66f;
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agent.Avatar.Prim.Velocity.Y *= 0.66f;
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agent.Avatar.Prim.Velocity.Z *= 0.33f;
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if (agent.Avatar.Prim.Position.Z == lowerLimit)
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agent.Avatar.Prim.Velocity.Z += INITIAL_HOVER_IMPULSE;
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if (move.X != 0 || move.Y != 0)
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{ //flying horizontally
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if (scene.Avatars.SetDefaultAnimation(agent, Animations.FLY))
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animsChanged = true;
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}
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else if (move.Z > 0)
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{ //flying straight up
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if (scene.Avatars.SetDefaultAnimation(agent, Animations.HOVER_UP))
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animsChanged = true;
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}
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else if (move.Z < 0)
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{ //flying straight down
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if (scene.Avatars.SetDefaultAnimation(agent, Animations.HOVER_DOWN))
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animsChanged = true;
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}
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else
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{ //hovering in the air
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if (scene.Avatars.SetDefaultAnimation(agent, Animations.HOVER))
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animsChanged = true;
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}
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}
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else if (agent.Avatar.Prim.Position.Z > lowerLimit + FALL_FORGIVENESS || agent.Avatar.Prim.Position.Z <= waterChestHeight)
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{ //falling, floating, or landing from a jump
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if (agent.Avatar.Prim.Position.Z > scene.WaterHeight)
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{ //above water
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//override controls while drifting
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move = Vector3.Zero;
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//keep most of our horizontal inertia
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agent.Avatar.Prim.Velocity.X *= 0.975f;
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agent.Avatar.Prim.Velocity.Y *= 0.975f;
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float fallElapsed = (float)(Environment.TickCount - agent.TickFall) / 1000f;
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if (agent.TickFall == 0 || (fallElapsed > FALL_DELAY && agent.Avatar.Prim.Velocity.Z >= 0f))
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{ //just started falling
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agent.TickFall = Environment.TickCount;
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}
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else
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{
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gravity = GRAVITY * fallElapsed * elapsedTime; //normal gravity
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if (!jumping)
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{ //falling
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if (fallElapsed > FALL_DELAY)
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{ //falling long enough to trigger the animation
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if (scene.Avatars.SetDefaultAnimation(agent, Animations.FALLDOWN))
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animsChanged = true;
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}
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}
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}
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}
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else if (agent.Avatar.Prim.Position.Z >= waterChestHeight)
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{ //at the water line
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gravity = 0f;
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agent.Avatar.Prim.Velocity *= 0.5f;
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agent.Avatar.Prim.Velocity.Z = 0f;
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if (move.Z < 1) agent.Avatar.Prim.Position.Z = waterChestHeight;
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if (move.Z > 0)
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{
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if (scene.Avatars.SetDefaultAnimation(agent, Animations.HOVER_UP))
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animsChanged = true;
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}
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else if (move.X != 0 || move.Y != 0)
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{
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if (scene.Avatars.SetDefaultAnimation(agent, Animations.FLYSLOW))
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animsChanged = true;
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}
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else
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{
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if (scene.Avatars.SetDefaultAnimation(agent, Animations.HOVER))
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animsChanged = true;
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}
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}
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else
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{ //underwater
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gravity = 0f; //buoyant
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agent.Avatar.Prim.Velocity *= 0.5f * elapsedTime;
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agent.Avatar.Prim.Velocity.Z += 0.75f * elapsedTime;
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if (scene.Avatars.SetDefaultAnimation(agent, Animations.FALLDOWN))
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animsChanged = true;
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}
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}
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else
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{ //on the ground
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agent.TickFall = 0;
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//friction
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agent.Avatar.Prim.Acceleration *= 0.2f;
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agent.Avatar.Prim.Velocity *= 0.2f;
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agent.Avatar.Prim.Position.Z = lowerLimit;
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if (move.Z > 0)
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{ //jumping
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if (!jumping)
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{ //begin prejump
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move.Z = 0; //override Z control
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if (scene.Avatars.SetDefaultAnimation(agent, Animations.PRE_JUMP))
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animsChanged = true;
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agent.TickJump = Environment.TickCount;
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}
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else if (Environment.TickCount - agent.TickJump > PREJUMP_DELAY * 1000)
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{ //start actual jump
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if (agent.TickJump == -1)
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{
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//already jumping! end current jump
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agent.TickJump = 0;
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return;
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}
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if (scene.Avatars.SetDefaultAnimation(agent, Animations.JUMP))
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animsChanged = true;
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agent.Avatar.Prim.Velocity.X += agent.Avatar.Prim.Acceleration.X * JUMP_IMPULSE_HORIZONTAL;
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agent.Avatar.Prim.Velocity.Y += agent.Avatar.Prim.Acceleration.Y * JUMP_IMPULSE_HORIZONTAL;
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agent.Avatar.Prim.Velocity.Z = JUMP_IMPULSE_VERTICAL * elapsedTime;
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agent.TickJump = -1; //flag that we are currently jumping
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}
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else move.Z = 0; //override Z control
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}
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else
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{ //not jumping
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agent.TickJump = 0;
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if (move.X != 0 || move.Y != 0)
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{ //not walking
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if (move.Z < 0)
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{ //crouchwalking
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if (scene.Avatars.SetDefaultAnimation(agent, Animations.CROUCHWALK))
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animsChanged = true;
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}
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else if (agent.Running)
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{ //running
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if (scene.Avatars.SetDefaultAnimation(agent, Animations.RUN))
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animsChanged = true;
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}
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else
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{ //walking
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if (scene.Avatars.SetDefaultAnimation(agent, Animations.WALK))
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animsChanged = true;
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}
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}
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else
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{ //walking
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if (move.Z < 0)
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{ //crouching
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if (scene.Avatars.SetDefaultAnimation(agent, Animations.CROUCH))
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animsChanged = true;
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}
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else
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{ //standing
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if (scene.Avatars.SetDefaultAnimation(agent, Animations.STAND))
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animsChanged = true;
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}
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}
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}
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}
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if (animsChanged)
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scene.Avatars.SendAnimations(agent);
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float maxVel = AVATAR_TERMINAL_VELOCITY * elapsedTime;
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// static acceleration when any control is held, otherwise none
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if (moving)
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{
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agent.Avatar.Prim.Acceleration = move * speed;
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if (agent.Avatar.Prim.Acceleration.Z < -maxVel)
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agent.Avatar.Prim.Acceleration.Z = -maxVel;
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else if (agent.Avatar.Prim.Acceleration.Z > maxVel)
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agent.Avatar.Prim.Acceleration.Z = maxVel;
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}
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else agent.Avatar.Prim.Acceleration = Vector3.Zero;
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agent.Avatar.Prim.Velocity += agent.Avatar.Prim.Acceleration - new Vector3(0f, 0f, gravity);
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if (agent.Avatar.Prim.Velocity.Z < -maxVel)
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agent.Avatar.Prim.Velocity.Z = -maxVel;
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else if (agent.Avatar.Prim.Velocity.Z > maxVel)
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agent.Avatar.Prim.Velocity.Z = maxVel;
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agent.Avatar.Prim.Position += agent.Avatar.Prim.Velocity;
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if (agent.Avatar.Prim.Position.X < 0) agent.Avatar.Prim.Position.X = 0f;
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else if (agent.Avatar.Prim.Position.X > 255) agent.Avatar.Prim.Position.X = 255f;
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if (agent.Avatar.Prim.Position.Y < 0) agent.Avatar.Prim.Position.Y = 0f;
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else if (agent.Avatar.Prim.Position.Y > 255) agent.Avatar.Prim.Position.Y = 255f;
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if (agent.Avatar.Prim.Position.Z < lowerLimit) agent.Avatar.Prim.Position.Z = lowerLimit;
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}
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);
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}
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public Vector3 ObjectCollisionTest(Vector3 rayStart, Vector3 rayEnd, SimulationObject obj)
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{
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Vector3 closestPoint = rayEnd;
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@@ -80,6 +424,28 @@ namespace Simian
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}
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}
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void Scene_OnObjectAddOrUpdate(object sender, SimulationObject obj, UUID ownerID, int scriptStartParam, PrimFlags creatorFlags, UpdateFlags update)
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{
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// Recompute meshes for
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bool forceMeshing = false;
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bool forceTransform = false;
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if ((update & UpdateFlags.Scale) != 0 ||
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(update & UpdateFlags.Position) != 0 ||
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(update & UpdateFlags.Rotation) != 0)
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{
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forceTransform = true;
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}
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if ((update & UpdateFlags.PrimData) != 0)
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{
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forceMeshing = true;
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}
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// TODO: This doesn't update children prims when their parents move
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obj.GetWorldMesh(DetailLevel.Low, forceMeshing, forceTransform);
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}
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/// <summary>
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/// Adapted from http://www.cs.virginia.edu/~gfx/Courses/2003/ImageSynthesis/papers/Acceleration/Fast%20MinimumStorage%20RayTriangle%20Intersection.pdf
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/// </summary>
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