OpenSimMirror/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs

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/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyrightD
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Reflection;
using log4net;
using OMV = OpenMetaverse;
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using OpenSim.Framework;
using OpenSim.Region.Physics.Manager;
namespace OpenSim.Region.Physics.BulletSPlugin
{
public sealed class BSCharacter : BSPhysObject
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{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static readonly string LogHeader = "[BULLETS CHAR]";
// private bool _stopped;
private OMV.Vector3 _size;
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private bool _grabbed;
private bool _selected;
private OMV.Vector3 _position;
private float _mass;
private float _avatarVolume;
private OMV.Vector3 _force;
private OMV.Vector3 _velocity;
private OMV.Vector3 _torque;
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private float _collisionScore;
private OMV.Vector3 _acceleration;
private OMV.Quaternion _orientation;
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private int _physicsActorType;
private bool _isPhysical;
private bool _flying;
private bool _setAlwaysRun;
private bool _throttleUpdates;
private bool _floatOnWater;
private OMV.Vector3 _rotationalVelocity;
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private bool _kinematic;
private float _buoyancy;
private BSVMotor _velocityMotor;
private OMV.Vector3 _PIDTarget;
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private bool _usePID;
private float _PIDTau;
private bool _useHoverPID;
private float _PIDHoverHeight;
private PIDHoverType _PIDHoverType;
private float _PIDHoverTao;
public BSCharacter(uint localID, String avName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, bool isFlying)
: base(parent_scene, localID, avName, "BSCharacter")
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{
_physicsActorType = (int)ActorTypes.Agent;
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_position = pos;
_flying = isFlying;
_orientation = OMV.Quaternion.Identity;
_velocity = OMV.Vector3.Zero;
_buoyancy = ComputeBuoyancyFromFlying(isFlying);
Friction = BSParam.AvatarStandingFriction;
Density = BSParam.AvatarDensity / BSParam.DensityScaleFactor;
// Old versions of ScenePresence passed only the height. If width and/or depth are zero,
// replace with the default values.
_size = size;
if (_size.X == 0f) _size.X = BSParam.AvatarCapsuleDepth;
if (_size.Y == 0f) _size.Y = BSParam.AvatarCapsuleWidth;
// The dimensions of the physical capsule are kept in the scale.
// Physics creates a unit capsule which is scaled by the physics engine.
Scale = ComputeAvatarScale(_size);
// set _avatarVolume and _mass based on capsule size, _density and Scale
ComputeAvatarVolumeAndMass();
SetupMovementMotor();
DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}",
LocalID, _size, Scale, Density, _avatarVolume, RawMass);
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// do actual creation in taint time
PhysicsScene.TaintedObject("BSCharacter.create", delegate()
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{
DetailLog("{0},BSCharacter.create,taint", LocalID);
// New body and shape into PhysBody and PhysShape
PhysicsScene.Shapes.GetBodyAndShape(true, PhysicsScene.World, this);
SetPhysicalProperties();
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});
return;
}
// called when this character is being destroyed and the resources should be released
public override void Destroy()
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{
base.Destroy();
DetailLog("{0},BSCharacter.Destroy", LocalID);
PhysicsScene.TaintedObject("BSCharacter.destroy", delegate()
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{
PhysicsScene.Shapes.DereferenceBody(PhysBody, null /* bodyCallback */);
PhysBody.Clear();
PhysicsScene.Shapes.DereferenceShape(PhysShape, null /* bodyCallback */);
PhysShape.Clear();
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});
}
private void SetPhysicalProperties()
{
PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, PhysBody);
ZeroMotion(true);
ForcePosition = _position;
// Set the velocity
_velocityMotor.Reset();
_velocityMotor.SetTarget(_velocity);
_velocityMotor.SetCurrent(_velocity);
ForceVelocity = _velocity;
// This will enable or disable the flying buoyancy of the avatar.
// Needs to be reset especially when an avatar is recreated after crossing a region boundry.
Flying = _flying;
PhysicsScene.PE.SetRestitution(PhysBody, BSParam.AvatarRestitution);
PhysicsScene.PE.SetMargin(PhysShape, PhysicsScene.Params.collisionMargin);
PhysicsScene.PE.SetLocalScaling(PhysShape, Scale);
PhysicsScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold);
if (BSParam.CcdMotionThreshold > 0f)
{
PhysicsScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold);
PhysicsScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius);
}
UpdatePhysicalMassProperties(RawMass, false);
// Make so capsule does not fall over
PhysicsScene.PE.SetAngularFactorV(PhysBody, OMV.Vector3.Zero);
PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_CHARACTER_OBJECT);
PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, PhysBody);
// PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.ACTIVE_TAG);
PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.DISABLE_DEACTIVATION);
PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, PhysBody);
// Do this after the object has been added to the world
PhysBody.collisionType = CollisionType.Avatar;
PhysBody.ApplyCollisionMask(PhysicsScene);
}
// The avatar's movement is controlled by this motor that speeds up and slows down
// the avatar seeking to reach the motor's target speed.
// This motor runs as a prestep action for the avatar so it will keep the avatar
// standing as well as moving. Destruction of the avatar will destroy the pre-step action.
private void SetupMovementMotor()
{
// Infinite decay and timescale values so motor only changes current to target values.
_velocityMotor = new BSVMotor("BSCharacter.Velocity",
0.2f, // time scale
BSMotor.Infinite, // decay time scale
BSMotor.InfiniteVector, // friction timescale
1f // efficiency
);
// _velocityMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages.
RegisterPreStepAction("BSCharactor.Movement", LocalID, delegate(float timeStep)
{
// 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.OMV.Vector3.Zero;
// The code below keeps setting the velocity to zero hoping the world will keep pushing.
_velocityMotor.Step(timeStep);
// If we're not supposed to be moving, make sure things are zero.
if (_velocityMotor.ErrorIsZero() && _velocityMotor.TargetValue == OMV.Vector3.Zero)
{
// The avatar shouldn't be moving
_velocityMotor.Zero();
if (IsColliding)
{
// If we are colliding with a stationary object, presume we're standing and don't move around
if (!ColliderIsMoving)
{
DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", LocalID);
ZeroMotion(true /* inTaintTime */);
}
// Standing has more friction on the ground
if (Friction != BSParam.AvatarStandingFriction)
{
Friction = BSParam.AvatarStandingFriction;
PhysicsScene.PE.SetFriction(PhysBody, Friction);
}
}
else
{
if (Flying)
{
// Flying and not collising and velocity nearly zero.
ZeroMotion(true /* inTaintTime */);
}
}
DetailLog("{0},BSCharacter.MoveMotor,taint,stopping,target={1},colliding={2}", LocalID, _velocityMotor.TargetValue, IsColliding);
}
else
{
OMV.Vector3 stepVelocity = _velocityMotor.CurrentValue;
if (Friction != BSParam.AvatarFriction)
{
// Probably starting up walking. Set friction to moving friction.
Friction = BSParam.AvatarFriction;
PhysicsScene.PE.SetFriction(PhysBody, Friction);
}
// If falling, we keep the world's downward vector no matter what the other axis specify.
if (!Flying && !IsColliding)
{
stepVelocity.Z = _velocity.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 - _velocity) * Mass;
// Should we check for move force being small and forcing velocity to zero?
// Add special movement force to allow avatars to walk up stepped surfaces.
moveForce += WalkUpStairs();
DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", LocalID, stepVelocity, _velocity, Mass, moveForce);
PhysicsScene.PE.ApplyCentralImpulse(PhysBody, moveForce);
}
});
}
// Decide of the character is colliding with a low object and compute a force to pop the
// avatar up so it has a chance of walking up and over the low object.
private OMV.Vector3 WalkUpStairs()
{
OMV.Vector3 ret = OMV.Vector3.Zero;
// This test is done if moving forward, not flying and is colliding with something.
// DetailLog("{0},BSCharacter.WalkUpStairs,IsColliding={1},flying={2},targSpeed={3},collisions={4}",
// LocalID, IsColliding, Flying, TargetSpeed, CollisionsLastTick.Count);
if (IsColliding && !Flying && TargetVelocitySpeed > 0.1f /* && ForwardSpeed < 0.1f */)
{
// The range near the character's feet where we will consider stairs
float nearFeetHeightMin = RawPosition.Z - (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
foreach (KeyValuePair<uint, ContactPoint> kvp in CollisionsLastTick.m_objCollisionList)
{
// Don't care about collisions with the terrain
if (kvp.Key > PhysicsScene.TerrainManager.HighestTerrainID)
{
OMV.Vector3 touchPosition = kvp.Value.Position;
// DetailLog("{0},BSCharacter.WalkUpStairs,min={1},max={2},touch={3}",
// 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 * RawOrientation;
OMV.Vector3 touchNormal = OMV.Vector3.Normalize(kvp.Value.SurfaceNormal);
float diff = Math.Abs(OMV.Vector3.Distance(directionFacing, touchNormal));
if (diff < BSParam.AvatarStepApproachFactor)
{
// Found the stairs contact point. Push up a little to raise the character.
float upForce = (touchPosition.Z - nearFeetHeightMin) * Mass * BSParam.AvatarStepForceFactor;
ret = new OMV.Vector3(0f, 0f, upForce);
// Also move the avatar up for the new height
OMV.Vector3 displacement = new OMV.Vector3(0f, 0f, BSParam.AvatarStepHeight / 2f);
ForcePosition = RawPosition + displacement;
}
DetailLog("{0},BSCharacter.WalkUpStairs,touchPos={1},nearFeetMin={2},faceDir={3},norm={4},diff={5},ret={6}",
LocalID, touchPosition, nearFeetHeightMin, directionFacing, touchNormal, diff, ret);
}
}
}
}
return ret;
}
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public override void RequestPhysicsterseUpdate()
{
base.RequestPhysicsterseUpdate();
}
// No one calls this method so I don't know what it could possibly mean
public override bool Stopped { get { return false; } }
public override OMV.Vector3 Size {
get
{
// Avatar capsule size is kept in the scale parameter.
return _size;
}
set {
_size = value;
// Old versions of ScenePresence passed only the height. If width and/or depth are zero,
// replace with the default values.
if (_size.X == 0f) _size.X = BSParam.AvatarCapsuleDepth;
if (_size.Y == 0f) _size.Y = BSParam.AvatarCapsuleWidth;
Scale = ComputeAvatarScale(_size);
ComputeAvatarVolumeAndMass();
DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}",
LocalID, _size, Scale, Density, _avatarVolume, RawMass);
PhysicsScene.TaintedObject("BSCharacter.setSize", delegate()
{
if (PhysBody.HasPhysicalBody && PhysShape.HasPhysicalShape)
{
PhysicsScene.PE.SetLocalScaling(PhysShape, Scale);
UpdatePhysicalMassProperties(RawMass, true);
// Make sure this change appears as a property update event
PhysicsScene.PE.PushUpdate(PhysBody);
}
});
}
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}
public override PrimitiveBaseShape Shape
{
set { BaseShape = value; }
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}
// I want the physics engine to make an avatar capsule
public override BSPhysicsShapeType PreferredPhysicalShape
{
get {return BSPhysicsShapeType.SHAPE_CAPSULE; }
}
public override bool Grabbed {
set { _grabbed = value; }
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}
public override bool Selected {
set { _selected = value; }
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}
public override bool IsSelected
{
get { return _selected; }
}
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public override void CrossingFailure() { return; }
public override void link(PhysicsActor obj) { return; }
public override void delink() { return; }
// Set motion values to zero.
// Do it to the properties so the values get set in the physics engine.
// Push the setting of the values to the viewer.
// Called at taint time!
public override void ZeroMotion(bool inTaintTime)
{
_velocity = OMV.Vector3.Zero;
_acceleration = OMV.Vector3.Zero;
_rotationalVelocity = OMV.Vector3.Zero;
// Zero some other properties directly into the physics engine
PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate()
{
if (PhysBody.HasPhysicalBody)
PhysicsScene.PE.ClearAllForces(PhysBody);
});
}
public override void ZeroAngularMotion(bool inTaintTime)
{
_rotationalVelocity = OMV.Vector3.Zero;
PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate()
{
if (PhysBody.HasPhysicalBody)
{
PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, OMV.Vector3.Zero);
PhysicsScene.PE.SetAngularVelocity(PhysBody, OMV.Vector3.Zero);
// The next also get rid of applied linear force but the linear velocity is untouched.
PhysicsScene.PE.ClearForces(PhysBody);
}
});
}
public override void LockAngularMotion(OMV.Vector3 axis) { return; }
public override OMV.Vector3 RawPosition
{
get { return _position; }
set { _position = value; }
}
public override OMV.Vector3 Position {
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get {
// Don't refetch the position because this function is called a zillion times
// _position = PhysicsScene.PE.GetObjectPosition(Scene.World, LocalID);
return _position;
}
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set {
_position = value;
PhysicsScene.TaintedObject("BSCharacter.setPosition", delegate()
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{
DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
ForcePosition = _position;
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});
}
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}
public override OMV.Vector3 ForcePosition {
get {
_position = PhysicsScene.PE.GetPosition(PhysBody);
return _position;
}
set {
_position = value;
if (PhysBody.HasPhysicalBody)
{
PositionSanityCheck();
PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation);
}
}
}
// Check that the current position is sane and, if not, modify the position to make it so.
// Check for being below terrain or on water.
// Returns 'true' of the position was made sane by some action.
private bool PositionSanityCheck()
{
bool ret = false;
// TODO: check for out of bounds
if (!PhysicsScene.TerrainManager.IsWithinKnownTerrain(RawPosition))
{
// The character is out of the known/simulated area.
// Upper levels of code will handle the transition to other areas so, for
// the time, we just ignore the position.
return ret;
}
// If below the ground, move the avatar up
float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition);
if (Position.Z < terrainHeight)
{
DetailLog("{0},BSCharacter.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, _position, terrainHeight);
_position.Z = terrainHeight + 2.0f;
ret = true;
}
if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0)
{
float waterHeight = PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(_position);
if (Position.Z < waterHeight)
{
_position.Z = waterHeight;
ret = true;
}
}
return ret;
}
// A version of the sanity check that also makes sure a new position value is
// pushed back to the physics engine. This routine would be used by anyone
// who is not already pushing the value.
private bool PositionSanityCheck(bool inTaintTime)
{
bool ret = false;
if (PositionSanityCheck())
{
// The new position value must be pushed into the physics engine but we can't
// just assign to "Position" because of potential call loops.
PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.PositionSanityCheck", delegate()
{
DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation);
if (PhysBody.HasPhysicalBody)
PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation);
});
ret = true;
}
return ret;
}
public override float Mass { get { return _mass; } }
// used when we only want this prim's mass and not the linkset thing
public override float RawMass {
get {return _mass; }
}
public override void UpdatePhysicalMassProperties(float physMass, bool inWorld)
{
OMV.Vector3 localInertia = PhysicsScene.PE.CalculateLocalInertia(PhysShape, physMass);
PhysicsScene.PE.SetMassProps(PhysBody, physMass, localInertia);
}
public override OMV.Vector3 Force {
get { return _force; }
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set {
_force = value;
// m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force);
PhysicsScene.TaintedObject("BSCharacter.SetForce", delegate()
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{
DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force);
if (PhysBody.HasPhysicalBody)
PhysicsScene.PE.SetObjectForce(PhysBody, _force);
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});
}
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}
// Avatars don't do vehicles
public override int VehicleType { get { return (int)Vehicle.TYPE_NONE; } set { return; } }
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public override void VehicleFloatParam(int param, float value) { }
public override void VehicleVectorParam(int param, OMV.Vector3 value) {}
public override void VehicleRotationParam(int param, OMV.Quaternion rotation) { }
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public override void VehicleFlags(int param, bool remove) { }
// Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more
public override void SetVolumeDetect(int param) { return; }
public override OMV.Vector3 GeometricCenter { get { return OMV.Vector3.Zero; } }
public override OMV.Vector3 CenterOfMass { get { return OMV.Vector3.Zero; } }
// Sets the target in the motor. This starts the changing of the avatar's velocity.
public override OMV.Vector3 TargetVelocity
{
get
{
return m_targetVelocity;
}
set
{
DetailLog("{0},BSCharacter.setTargetVelocity,call,vel={1}", LocalID, value);
m_targetVelocity = value;
OMV.Vector3 targetVel = value;
if (_setAlwaysRun)
targetVel *= BSParam.AvatarAlwaysRunFactor;
PhysicsScene.TaintedObject("BSCharacter.setTargetVelocity", delegate()
{
_velocityMotor.Reset();
_velocityMotor.SetTarget(targetVel);
_velocityMotor.SetCurrent(_velocity);
_velocityMotor.Enabled = true;
});
}
}
public override OMV.Vector3 RawVelocity
{
get { return _velocity; }
set { _velocity = value; }
}
// Directly setting velocity means this is what the user really wants now.
public override OMV.Vector3 Velocity {
get { return _velocity; }
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set {
_velocity = value;
// m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity);
PhysicsScene.TaintedObject("BSCharacter.setVelocity", delegate()
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{
_velocityMotor.Reset();
_velocityMotor.SetCurrent(_velocity);
_velocityMotor.SetTarget(_velocity);
_velocityMotor.Enabled = false;
DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity);
ForceVelocity = _velocity;
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});
}
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}
public override OMV.Vector3 ForceVelocity {
get { return _velocity; }
set {
PhysicsScene.AssertInTaintTime("BSCharacter.ForceVelocity");
_velocity = value;
PhysicsScene.PE.SetLinearVelocity(PhysBody, _velocity);
PhysicsScene.PE.Activate(PhysBody, true);
}
}
public override OMV.Vector3 Torque {
get { return _torque; }
set { _torque = value;
}
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}
public override float CollisionScore {
get { return _collisionScore; }
set { _collisionScore = value;
}
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}
public override OMV.Vector3 Acceleration {
get { return _acceleration; }
set { _acceleration = value; }
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}
public override OMV.Quaternion RawOrientation
{
get { return _orientation; }
set { _orientation = value; }
}
public override OMV.Quaternion Orientation {
get { return _orientation; }
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set {
// Orientation is set zillions of times when an avatar is walking. It's like
// the viewer doesn't trust us.
if (_orientation != value)
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{
_orientation = value;
PhysicsScene.TaintedObject("BSCharacter.setOrientation", delegate()
{
ForceOrientation = _orientation;
});
}
}
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}
// Go directly to Bullet to get/set the value.
public override OMV.Quaternion ForceOrientation
{
get
{
_orientation = PhysicsScene.PE.GetOrientation(PhysBody);
return _orientation;
}
set
{
_orientation = value;
if (PhysBody.HasPhysicalBody)
{
// _position = PhysicsScene.PE.GetPosition(BSBody);
PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation);
}
}
}
public override int PhysicsActorType {
get { return _physicsActorType; }
set { _physicsActorType = value;
}
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}
public override bool IsPhysical {
get { return _isPhysical; }
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set { _isPhysical = value;
}
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}
public override bool IsSolid {
get { return true; }
}
public override bool IsStatic {
get { return false; }
}
public override bool IsPhysicallyActive {
get { return true; }
}
public override bool Flying {
get { return _flying; }
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set {
_flying = value;
// simulate flying by changing the effect of gravity
Buoyancy = ComputeBuoyancyFromFlying(_flying);
}
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}
// Flying is implimented by changing the avatar's buoyancy.
// Would this be done better with a vehicle type?
private float ComputeBuoyancyFromFlying(bool ifFlying) {
return ifFlying ? 1f : 0f;
}
public override bool
SetAlwaysRun {
get { return _setAlwaysRun; }
set { _setAlwaysRun = value; }
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}
public override bool ThrottleUpdates {
get { return _throttleUpdates; }
set { _throttleUpdates = value; }
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}
public override bool FloatOnWater {
set {
_floatOnWater = value;
PhysicsScene.TaintedObject("BSCharacter.setFloatOnWater", delegate()
{
if (PhysBody.HasPhysicalBody)
{
if (_floatOnWater)
CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER);
else
CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER);
}
});
}
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}
public override OMV.Vector3 RotationalVelocity {
get { return _rotationalVelocity; }
set { _rotationalVelocity = value; }
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}
public override OMV.Vector3 ForceRotationalVelocity {
get { return _rotationalVelocity; }
set { _rotationalVelocity = value; }
}
public override bool Kinematic {
get { return _kinematic; }
set { _kinematic = value; }
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}
// neg=fall quickly, 0=1g, 1=0g, pos=float up
public override float Buoyancy {
get { return _buoyancy; }
set { _buoyancy = value;
PhysicsScene.TaintedObject("BSCharacter.setBuoyancy", delegate()
{
DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
ForceBuoyancy = _buoyancy;
});
}
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}
public override float ForceBuoyancy {
get { return _buoyancy; }
set {
PhysicsScene.AssertInTaintTime("BSCharacter.ForceBuoyancy");
_buoyancy = value;
DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
// Buoyancy is faked by changing the gravity applied to the object
float grav = BSParam.Gravity * (1f - _buoyancy);
Gravity = new OMV.Vector3(0f, 0f, grav);
if (PhysBody.HasPhysicalBody)
PhysicsScene.PE.SetGravity(PhysBody, Gravity);
}
}
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// Used for MoveTo
public override OMV.Vector3 PIDTarget {
set { _PIDTarget = value; }
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}
public override bool PIDActive {
set { _usePID = value; }
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}
public override float PIDTau {
set { _PIDTau = value; }
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}
// Used for llSetHoverHeight and maybe vehicle height
// Hover Height will override MoveTo target's Z
public override bool PIDHoverActive {
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set { _useHoverPID = value; }
}
public override float PIDHoverHeight {
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set { _PIDHoverHeight = value; }
}
public override PIDHoverType PIDHoverType {
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set { _PIDHoverType = value; }
}
public override float PIDHoverTau {
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set { _PIDHoverTao = value; }
}
// For RotLookAt
public override OMV.Quaternion APIDTarget { set { return; } }
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public override bool APIDActive { set { return; } }
public override float APIDStrength { set { return; } }
public override float APIDDamping { set { return; } }
public override void AddForce(OMV.Vector3 force, bool pushforce)
{
// Since this force is being applied in only one step, make this a force per second.
OMV.Vector3 addForce = force / PhysicsScene.LastTimeStep;
AddForce(addForce, pushforce, false);
}
private void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) {
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if (force.IsFinite())
{
float magnitude = force.Length();
if (magnitude > BSParam.MaxAddForceMagnitude)
{
// Force has a limit
force = force / magnitude * BSParam.MaxAddForceMagnitude;
}
OMV.Vector3 addForce = force;
// DetailLog("{0},BSCharacter.addForce,call,force={1}", LocalID, addForce);
PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.AddForce", delegate()
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{
// Bullet adds this central force to the total force for this tick
// DetailLog("{0},BSCharacter.addForce,taint,force={1}", LocalID, addForce);
if (PhysBody.HasPhysicalBody)
{
PhysicsScene.PE.ApplyCentralForce(PhysBody, addForce);
}
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});
}
else
{
m_log.WarnFormat("{0}: Got a NaN force applied to a character. LocalID={1}", LogHeader, LocalID);
return;
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}
}
public override void AddAngularForce(OMV.Vector3 force, bool pushforce) {
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}
public override void SetMomentum(OMV.Vector3 momentum) {
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}
private OMV.Vector3 ComputeAvatarScale(OMV.Vector3 size)
{
OMV.Vector3 newScale;
// Bullet's capsule total height is the "passed height + radius * 2";
// The base capsule is 1 diameter and 2 height (passed radius=0.5, passed height = 1)
// The number we pass in for 'scaling' is the multiplier to get that base
// shape to be the size desired.
// So, when creating the scale for the avatar height, we take the passed height
// (size.Z) and remove the caps.
// Another oddity of the Bullet capsule implementation is that it presumes the Y
// dimension is the radius of the capsule. Even though some of the code allows
// for a asymmetrical capsule, other parts of the code presume it is cylindrical.
// Scale is multiplier of radius with one of "0.5"
newScale.X = size.X / 2f;
newScale.Y = size.Y / 2f;
// The total scale height is the central cylindar plus the caps on the two ends.
newScale.Z = (size.Z + (Math.Min(size.X, size.Y) * 2)) / 2f;
// If smaller than the endcaps, just fake like we're almost that small
if (newScale.Z < 0)
newScale.Z = 0.1f;
return newScale;
}
// set _avatarVolume and _mass based on capsule size, _density and Scale
private void ComputeAvatarVolumeAndMass()
{
_avatarVolume = (float)(
Math.PI
* Size.X / 2f
* Size.Y / 2f // the area of capsule cylinder
* Size.Z // times height of capsule cylinder
+ 1.33333333f
* Math.PI
* Size.X / 2f
* Math.Min(Size.X, Size.Y) / 2
* Size.Y / 2f // plus the volume of the capsule end caps
);
_mass = Density * BSParam.DensityScaleFactor * _avatarVolume;
}
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// The physics engine says that properties have updated. Update same and inform
// the world that things have changed.
public override void UpdateProperties(EntityProperties entprop)
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{
_position = entprop.Position;
_orientation = entprop.Rotation;
// Smooth velocity. OpenSimulator is VERY sensitive to changes in velocity of the avatar
// and will send agent updates to the clients if velocity changes by more than
// 0.001m/s. Bullet introduces a lot of jitter in the velocity which causes many
// extra updates.
if (!entprop.Velocity.ApproxEquals(_velocity, 0.1f))
_velocity = entprop.Velocity;
_acceleration = entprop.Acceleration;
_rotationalVelocity = entprop.RotationalVelocity;
// Do some sanity checking for the avatar. Make sure it's above ground and inbounds.
if (PositionSanityCheck(true))
{
entprop.Position = _position;
}
// remember the current and last set values
LastEntityProperties = CurrentEntityProperties;
CurrentEntityProperties = entprop;
// Tell the linkset about value changes
// Linkset.UpdateProperties(UpdatedProperties.EntPropUpdates, this);
// Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop.
// base.RequestPhysicsterseUpdate();
DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity);
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}
}
}