using System; using System.Collections.Generic; using System.Threading; using ExtensionLoader; using OpenMetaverse; using OpenMetaverse.Packets; namespace Simian.Extensions { public class Movement : IExtension { const int UPDATE_ITERATION = 100; //rate in milliseconds to send ObjectUpdate const bool ENVIRONMENT_SOUNDS = true; //collision sounds, splashing, etc const float GRAVITY = 9.8f; //meters/sec const float WALK_SPEED = 3f; //meters/sec const float RUN_SPEED = 5f; //meters/sec const float FLY_SPEED = 10f; //meters/sec const float FALL_DELAY = 0.33f; //seconds before starting animation const float FALL_FORGIVENESS = 0.25f; //fall buffer in meters const float JUMP_IMPULSE_VERTICAL = 8.5f; //boost amount in meters/sec const float JUMP_IMPULSE_HORIZONTAL = 10f; //boost amount in meters/sec const float INITIAL_HOVER_IMPULSE = 2f; //boost amount in meters/sec const float PREJUMP_DELAY = 0.25f; //seconds before actually jumping const float AVATAR_TERMINAL_VELOCITY = 54f; //~120mph static readonly UUID BIG_SPLASH_SOUND = new UUID("486475b9-1460-4969-871e-fad973b38015"); const float SQRT_TWO = 1.41421356f; Simian server; Timer updateTimer; long lastTick; TerrainPatch[,] heightmap = new TerrainPatch[16, 16]; public int LastTick { get { return (int) Interlocked.Read(ref lastTick); } set { Interlocked.Exchange(ref lastTick, value); } } public Movement() { } public void Start(Simian server) { this.server = server; server.Scene.OnTerrainUpdate += Scene_OnTerrainUpdate; server.UDP.RegisterPacketCallback(PacketType.AgentUpdate, AgentUpdateHandler); server.UDP.RegisterPacketCallback(PacketType.SetAlwaysRun, SetAlwaysRunHandler); updateTimer = new Timer(new TimerCallback(UpdateTimer_Elapsed)); LastTick = Environment.TickCount; updateTimer.Change(UPDATE_ITERATION, UPDATE_ITERATION); } public void Stop() { if (updateTimer != null) { updateTimer.Dispose(); updateTimer = null; } } void Scene_OnTerrainUpdate(object sender, uint x, uint y, float[,] patchData) { TerrainPatch patch = new TerrainPatch(16, 16); patch.Height = patchData; heightmap[y, x] = patch; } void UpdateTimer_Elapsed(object sender) { int tick = Environment.TickCount; float seconds = (float)((tick - LastTick) / 1000f); LastTick = tick; server.Scene.ForEachAgent( delegate(Agent agent) { bool animsChanged = false; // Create forward and left vectors from the current avatar rotation Matrix4 rotMatrix = Matrix4.CreateFromQuaternion(agent.Avatar.Rotation); Vector3 fwd = Vector3.Transform(Vector3.UnitX, rotMatrix); Vector3 left = Vector3.Transform(Vector3.UnitY, rotMatrix); // Check control flags bool heldForward = (agent.ControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_AT_POS; bool heldBack = (agent.ControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG; bool heldLeft = (agent.ControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS; bool heldRight = (agent.ControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG; bool heldTurnLeft = (agent.ControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; bool heldTurnRight = (agent.ControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; bool heldUp = (agent.ControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; bool heldDown = (agent.ControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG; bool flying = (agent.ControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) == AgentManager.ControlFlags.AGENT_CONTROL_FLY; bool mouselook = (agent.ControlFlags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) == AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK; // direction in which the avatar is trying to move Vector3 move = Vector3.Zero; if (heldForward) { move.X += fwd.X; move.Y += fwd.Y; } if (heldBack) { move.X -= fwd.X; move.Y -= fwd.Y; } if (heldLeft) { move.X += left.X; move.Y += left.Y; } if (heldRight) { move.X -= left.X; move.Y -= left.Y; } if (heldUp) { move.Z += 1; } if (heldDown) { move.Z -= 1; } // is the avatar trying to move? bool moving = move != Vector3.Zero; bool jumping = agent.TickJump != 0; // 2-dimensional speed multipler float speed = seconds * (flying ? FLY_SPEED : agent.Running && !jumping ? RUN_SPEED : WALK_SPEED); if ((heldForward || heldBack) && (heldLeft || heldRight)) speed /= SQRT_TWO; // adjust multiplier for Z dimension float oldFloor = GetLandHeightAt(agent.Avatar.Position); float newFloor = GetLandHeightAt(agent.Avatar.Position + (move * speed)); if (!flying && newFloor != oldFloor) speed /= (1 + (SQRT_TWO * Math.Abs(newFloor - oldFloor))); // least possible distance from avatar to the ground // TODO: calculate to get rid of "bot squat" float lowerLimit = newFloor + agent.Avatar.Scale.Z / 2; // TODO: check our Z (minus height/2) compared to all the prim // bounding boxes, and define a new lowerLimit as a hack for platforms // Z acceleration resulting from gravity float gravity = 0f; float waterChestHeight = server.Scene.WaterHeight - (agent.Avatar.Scale.Z * .33f); if (flying) { agent.TickFall = 0; agent.TickJump = 0; //velocity falloff while flying agent.Avatar.Velocity.X *= 0.66f; agent.Avatar.Velocity.Y *= 0.66f; agent.Avatar.Velocity.Z *= 0.33f; if (agent.Avatar.Position.Z == lowerLimit) agent.Avatar.Velocity.Z += INITIAL_HOVER_IMPULSE; if (move.X != 0 || move.Y != 0) { //flying horizontally if (server.Avatars.SetDefaultAnimation(agent, Animations.FLY)) animsChanged = true; } else if (move.Z > 0) { //flying straight up if (server.Avatars.SetDefaultAnimation(agent, Animations.HOVER_UP)) animsChanged = true; } else if (move.Z < 0) { //flying straight down if (server.Avatars.SetDefaultAnimation(agent, Animations.HOVER_DOWN)) animsChanged = true; } else { //hovering in the air if (server.Avatars.SetDefaultAnimation(agent, Animations.HOVER)) animsChanged = true; } } else if (agent.Avatar.Position.Z > lowerLimit + FALL_FORGIVENESS || agent.Avatar.Position.Z <= waterChestHeight) { //falling, floating, or landing from a jump if (agent.Avatar.Position.Z > server.Scene.WaterHeight) { //above water move = Vector3.Zero; //override controls while drifting agent.Avatar.Velocity *= 0.95f; //keep most of our inertia float fallElapsed = (float)(Environment.TickCount - agent.TickFall) / 1000f; if (agent.TickFall == 0 || (fallElapsed > FALL_DELAY && agent.Avatar.Velocity.Z >= 0f)) { //just started falling agent.TickFall = Environment.TickCount; } else { gravity = GRAVITY * fallElapsed * seconds; //normal gravity if (!jumping) { //falling if (fallElapsed > FALL_DELAY) { //falling long enough to trigger the animation if (server.Avatars.SetDefaultAnimation(agent, Animations.FALLDOWN)) animsChanged = true; } } } } else if (agent.Avatar.Position.Z >= waterChestHeight) { //at the water line gravity = 0f; agent.Avatar.Velocity *= 0.5f; agent.Avatar.Velocity.Z = 0f; if (move.Z < 1) agent.Avatar.Position.Z = waterChestHeight; if (move.Z > 0) { if (server.Avatars.SetDefaultAnimation(agent, Animations.HOVER_UP)) animsChanged = true; } else if (move.X != 0 || move.Y != 0) { if (server.Avatars.SetDefaultAnimation(agent, Animations.FLYSLOW)) animsChanged = true; } else { if (server.Avatars.SetDefaultAnimation(agent, Animations.HOVER)) animsChanged = true; } } else { //underwater gravity = 0f; //buoyant agent.Avatar.Velocity *= 0.5f * seconds; agent.Avatar.Velocity.Z += 0.75f * seconds; if (server.Avatars.SetDefaultAnimation(agent, Animations.FALLDOWN)) animsChanged = true; } } else { //on the ground agent.TickFall = 0; //friction agent.Avatar.Acceleration *= 0.2f; agent.Avatar.Velocity *= 0.2f; agent.Avatar.Position.Z = lowerLimit; if (move.Z > 0) { //jumping if (!jumping) { //begin prejump move.Z = 0; //override Z control if (server.Avatars.SetDefaultAnimation(agent, Animations.PRE_JUMP)) animsChanged = true; agent.TickJump = Environment.TickCount; } else if (Environment.TickCount - agent.TickJump > PREJUMP_DELAY * 1000) { //start actual jump if (agent.TickJump == -1) { //already jumping! end current jump agent.TickJump = 0; return; } if (server.Avatars.SetDefaultAnimation(agent, Animations.JUMP)) animsChanged = true; agent.Avatar.Velocity.X += agent.Avatar.Acceleration.X * JUMP_IMPULSE_HORIZONTAL; agent.Avatar.Velocity.Y += agent.Avatar.Acceleration.Y * JUMP_IMPULSE_HORIZONTAL; agent.Avatar.Velocity.Z = JUMP_IMPULSE_VERTICAL * seconds; agent.TickJump = -1; //flag that we are currently jumping } else move.Z = 0; //override Z control } else { //not jumping agent.TickJump = 0; if (move.X != 0 || move.Y != 0) { //not walking if (move.Z < 0) { //crouchwalking if (server.Avatars.SetDefaultAnimation(agent, Animations.CROUCHWALK)) animsChanged = true; } else if (agent.Running) { //running if (server.Avatars.SetDefaultAnimation(agent, Animations.RUN)) animsChanged = true; } else { //walking if (server.Avatars.SetDefaultAnimation(agent, Animations.WALK)) animsChanged = true; } } else { //walking if (move.Z < 0) { //crouching if (server.Avatars.SetDefaultAnimation(agent, Animations.CROUCH)) animsChanged = true; } else { //standing if (server.Avatars.SetDefaultAnimation(agent, Animations.STAND)) animsChanged = true; } } } } if (animsChanged) server.Avatars.SendAnimations(agent); float maxVel = AVATAR_TERMINAL_VELOCITY * seconds; // static acceleration when any control is held, otherwise none if (moving) { agent.Avatar.Acceleration = move * speed; if (agent.Avatar.Acceleration.Z < -maxVel) agent.Avatar.Acceleration.Z = -maxVel; else if (agent.Avatar.Acceleration.Z > maxVel) agent.Avatar.Acceleration.Z = maxVel; } else agent.Avatar.Acceleration = Vector3.Zero; agent.Avatar.Velocity += agent.Avatar.Acceleration - new Vector3(0f, 0f, gravity); if (agent.Avatar.Velocity.Z < -maxVel) agent.Avatar.Velocity.Z = -maxVel; else if (agent.Avatar.Velocity.Z > maxVel) agent.Avatar.Velocity.Z = maxVel; agent.Avatar.Position += agent.Avatar.Velocity; if (agent.Avatar.Position.X < 0) agent.Avatar.Position.X = 0f; else if (agent.Avatar.Position.X > 255) agent.Avatar.Position.X = 255f; if (agent.Avatar.Position.Y < 0) agent.Avatar.Position.Y = 0f; else if (agent.Avatar.Position.Y > 255) agent.Avatar.Position.Y = 255f; if (agent.Avatar.Position.Z < lowerLimit) agent.Avatar.Position.Z = lowerLimit; } ); } void AgentUpdateHandler(Packet packet, Agent agent) { AgentUpdatePacket update = (AgentUpdatePacket)packet; agent.Avatar.Rotation = update.AgentData.BodyRotation; agent.ControlFlags = (AgentManager.ControlFlags)update.AgentData.ControlFlags; agent.Avatar.PrimData.State = update.AgentData.State; // FIXME: Are these two different state variables? agent.Flags = (PrimFlags)update.AgentData.Flags; ObjectUpdatePacket fullUpdate = SimulationObject.BuildFullUpdate(agent.Avatar, server.Scene.RegionHandle, agent.Flags); server.UDP.BroadcastPacket(fullUpdate, PacketCategory.State); } void SetAlwaysRunHandler(Packet packet, Agent agent) { SetAlwaysRunPacket run = (SetAlwaysRunPacket)packet; agent.Running = run.AgentData.AlwaysRun; } float GetLandHeightAt(Vector3 position) { int x = (int)position.X; int y = (int)position.Y; if (x > 255) x = 255; else if (x < 0) x = 0; if (y > 255) y = 255; else if (y < 0) y = 0; int patchX = x / 16; int patchY = y / 16; if (heightmap[patchY, patchX] != null) { float center = heightmap[patchY, patchX].Height[y - (patchY * 16), x - (patchX * 16)]; float distX = position.X - (int)position.X; float distY = position.Y - (int)position.Y; float nearestX; float nearestY; if (distX > 0f) { int i = x < 255 ? 1 : 0; int newPatchX = (x + i) / 16; nearestX = heightmap[patchY, newPatchX].Height[y - (patchY * 16), (x + i) - (newPatchX * 16)]; } else { int i = x > 0 ? 1 : 0; int newPatchX = (x - i) / 16; nearestX = heightmap[patchY, newPatchX].Height[y - (patchY * 16), (x - i) - (newPatchX * 16)]; } if (distY > 0f) { int i = y < 255 ? 1 : 0; int newPatchY = (y + i) / 16; nearestY = heightmap[newPatchY, patchX].Height[(y + i) - (newPatchY * 16), x - (patchX * 16)]; } else { int i = y > 0 ? 1 : 0; int newPatchY = (y - i) / 16; nearestY = heightmap[newPatchY, patchX].Height[(y - i) - (newPatchY * 16), x - (patchX * 16)]; } float lerpX = Utils.Lerp(center, nearestX, Math.Abs(distX)); float lerpY = Utils.Lerp(center, nearestY, Math.Abs(distY)); return ((lerpX + lerpY) / 2); } else { return 0f; } } } }