Files
libremetaverse/Programs/Simian/SceneExtensions/PeriscopeMovement.cs
John Hurliman 70fe1f8f2a [Simian]
* Initial framework support for multiple simulators. Currently only the first region config is loaded, but the framework is there
* Big reorganization of config and data files
* Started renaming extensions that handle LLUDP packets to start with the LL prefix. Work in progress
* Initial SSL support

git-svn-id: http://libopenmetaverse.googlecode.com/svn/libopenmetaverse/trunk@2482 52acb1d6-8a22-11de-b505-999d5b087335
2009-03-12 23:02:42 +00:00

347 lines
18 KiB
C#

using System;
using System.Collections.Generic;
using System.Threading;
using ExtensionLoader;
using OpenMetaverse;
using OpenMetaverse.Packets;
namespace Simian
{
public class PeriscopeMovement
{
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 (no clue why this is so high)
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;
ISceneProvider scene;
Periscope periscope;
Timer updateTimer;
long lastTick;
public int LastTick
{
get { return (int)Interlocked.Read(ref lastTick); }
set { Interlocked.Exchange(ref lastTick, value); }
}
public PeriscopeMovement(ISceneProvider scene, Periscope periscope)
{
this.scene = scene;
this.periscope = periscope;
scene.UDP.RegisterPacketCallback(PacketType.AgentUpdate, AgentUpdateHandler);
scene.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 UpdateTimer_Elapsed(object sender)
{
int tick = Environment.TickCount;
float seconds = (float)((tick - LastTick) / 1000f);
LastTick = tick;
scene.ForEachAgent(
delegate(Agent agent)
{
// Don't handle movement for the master agent or foreign agents
if (agent != periscope.MasterAgent && agent.SessionID != UUID.Zero)
{
bool animsChanged = false;
// Create forward and left vectors from the current avatar rotation
Matrix4 rotMatrix = Matrix4.CreateFromQuaternion(agent.Avatar.Prim.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;
Vector3 agentPosition = agent.Avatar.GetSimulatorPosition();
float oldFloor = scene.GetTerrainHeightAt(agentPosition.X, agentPosition.Y);
agentPosition += (move * speed);
float newFloor = scene.GetTerrainHeightAt(agentPosition.X, agentPosition.Y);
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.Prim.Scale.Z / 2;
// Z acceleration resulting from gravity
float gravity = 0f;
float waterChestHeight = scene.WaterHeight - (agent.Avatar.Prim.Scale.Z * .33f);
if (flying)
{
agent.TickFall = 0;
agent.TickJump = 0;
//velocity falloff while flying
agent.Avatar.Prim.Velocity.X *= 0.66f;
agent.Avatar.Prim.Velocity.Y *= 0.66f;
agent.Avatar.Prim.Velocity.Z *= 0.33f;
if (agent.Avatar.Prim.Position.Z == lowerLimit)
agent.Avatar.Prim.Velocity.Z += INITIAL_HOVER_IMPULSE;
if (move.X != 0 || move.Y != 0)
{ //flying horizontally
if (scene.Avatars.SetDefaultAnimation(agent, Animations.FLY))
animsChanged = true;
}
else if (move.Z > 0)
{ //flying straight up
if (scene.Avatars.SetDefaultAnimation(agent, Animations.HOVER_UP))
animsChanged = true;
}
else if (move.Z < 0)
{ //flying straight down
if (scene.Avatars.SetDefaultAnimation(agent, Animations.HOVER_DOWN))
animsChanged = true;
}
else
{ //hovering in the air
if (scene.Avatars.SetDefaultAnimation(agent, Animations.HOVER))
animsChanged = true;
}
}
else if (agent.Avatar.Prim.Position.Z > lowerLimit + FALL_FORGIVENESS || agent.Avatar.Prim.Position.Z <= waterChestHeight)
{ //falling, floating, or landing from a jump
if (agent.Avatar.Prim.Position.Z > scene.WaterHeight)
{ //above water
move = Vector3.Zero; //override controls while drifting
agent.Avatar.Prim.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.Prim.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 (scene.Avatars.SetDefaultAnimation(agent, Animations.FALLDOWN))
animsChanged = true;
}
}
}
}
}
else
{ //on the ground
agent.TickFall = 0;
//friction
agent.Avatar.Prim.Acceleration *= 0.2f;
agent.Avatar.Prim.Velocity *= 0.2f;
agent.Avatar.Prim.Position.Z = lowerLimit;
if (move.Z > 0)
{ //jumping
if (!jumping)
{ //begin prejump
move.Z = 0; //override Z control
if (scene.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 (scene.Avatars.SetDefaultAnimation(agent, Animations.JUMP))
animsChanged = true;
agent.Avatar.Prim.Velocity.X += agent.Avatar.Prim.Acceleration.X * JUMP_IMPULSE_HORIZONTAL;
agent.Avatar.Prim.Velocity.Y += agent.Avatar.Prim.Acceleration.Y * JUMP_IMPULSE_HORIZONTAL;
agent.Avatar.Prim.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 (scene.Avatars.SetDefaultAnimation(agent, Animations.CROUCHWALK))
animsChanged = true;
}
else if (agent.Running)
{ //running
if (scene.Avatars.SetDefaultAnimation(agent, Animations.RUN))
animsChanged = true;
}
else
{ //walking
if (scene.Avatars.SetDefaultAnimation(agent, Animations.WALK))
animsChanged = true;
}
}
else
{ //walking
if (move.Z < 0)
{ //crouching
if (scene.Avatars.SetDefaultAnimation(agent, Animations.CROUCH))
animsChanged = true;
}
else
{ //standing
if (scene.Avatars.SetDefaultAnimation(agent, Animations.STAND))
animsChanged = true;
}
}
}
}
if (animsChanged)
scene.Avatars.SendAnimations(agent);
float maxVel = AVATAR_TERMINAL_VELOCITY * seconds;
// static acceleration when any control is held, otherwise none
if (moving)
{
agent.Avatar.Prim.Acceleration = move * speed;
if (agent.Avatar.Prim.Acceleration.Z < -maxVel)
agent.Avatar.Prim.Acceleration.Z = -maxVel;
else if (agent.Avatar.Prim.Acceleration.Z > maxVel)
agent.Avatar.Prim.Acceleration.Z = maxVel;
}
else
{
agent.Avatar.Prim.Acceleration = Vector3.Zero;
}
agent.Avatar.Prim.Velocity += agent.Avatar.Prim.Acceleration - new Vector3(0f, 0f, gravity);
if (agent.Avatar.Prim.Velocity.Z < -maxVel)
agent.Avatar.Prim.Velocity.Z = -maxVel;
else if (agent.Avatar.Prim.Velocity.Z > maxVel)
agent.Avatar.Prim.Velocity.Z = maxVel;
agent.Avatar.Prim.Position += agent.Avatar.Prim.Velocity;
if (agent.Avatar.Prim.Position.X < 0) agent.Avatar.Prim.Position.X = 0f;
else if (agent.Avatar.Prim.Position.X > 255) agent.Avatar.Prim.Position.X = 255f;
if (agent.Avatar.Prim.Position.Y < 0) agent.Avatar.Prim.Position.Y = 0f;
else if (agent.Avatar.Prim.Position.Y > 255) agent.Avatar.Prim.Position.Y = 255f;
if (agent.Avatar.Prim.Position.Z < lowerLimit) agent.Avatar.Prim.Position.Z = lowerLimit;
}
}
);
}
void AgentUpdateHandler(Packet packet, Agent agent)
{
AgentUpdatePacket update = (AgentUpdatePacket)packet;
// Don't use the local physics to update the master agent
if (agent != periscope.MasterAgent)
{
agent.Avatar.Prim.Rotation = update.AgentData.BodyRotation;
agent.ControlFlags = (AgentManager.ControlFlags)update.AgentData.ControlFlags;
agent.State = (AgentState)update.AgentData.State;
agent.HideTitle = update.AgentData.Flags != 0;
}
SimulationObject obj;
if (scene.TryGetObject(update.AgentData.AgentID, out obj))
{
obj.Prim.Rotation = update.AgentData.BodyRotation;
scene.ObjectAddOrUpdate(this, obj, obj.Prim.OwnerID, 0, PrimFlags.None, UpdateFlags.Rotation);
}
}
void SetAlwaysRunHandler(Packet packet, Agent agent)
{
SetAlwaysRunPacket run = (SetAlwaysRunPacket)packet;
agent.Running = run.AgentData.AlwaysRun;
}
}
}