BulletSim: add avatar code to keep avatars from ending up trapped under the terrain
parent
19417fca41
commit
5ab151c2d6
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@ -205,6 +205,8 @@ public class BSCharacter : PhysicsActor
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}
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set {
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_position = value;
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PositionSanityCheck();
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_scene.TaintedObject(delegate()
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{
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DetailLog("{0},SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
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@ -212,6 +214,28 @@ public class BSCharacter : PhysicsActor
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});
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}
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}
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// Check that the current position is sane and, if not, modify the position to make it so.
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// Check for being below terrain and being out of bounds.
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// Returns 'true' of the position was made sane by some action.
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private bool PositionSanityCheck()
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{
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bool ret = false;
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// If below the ground, move the avatar up
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float terrainHeight = Scene.GetTerrainHeightAtXYZ(_position);
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if (_position.Z < terrainHeight)
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{
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DetailLog("{0},PositionAdjustUnderGround,call,pos={1},orient={2}", LocalID, _position, _orientation);
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_position.Z = terrainHeight + 2.0f;
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ret = true;
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}
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// TODO: check for out of bounds
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return ret;
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}
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public override float Mass {
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get {
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return _mass;
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@ -456,42 +480,12 @@ public class BSCharacter : PhysicsActor
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// the world that things have changed.
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public void UpdateProperties(EntityProperties entprop)
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{
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/*
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bool changed = false;
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// we assign to the local variables so the normal set action does not happen
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if (_position != entprop.Position) {
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_position = entprop.Position;
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changed = true;
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}
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if (_orientation != entprop.Rotation) {
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_orientation = entprop.Rotation;
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changed = true;
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}
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if (_velocity != entprop.Velocity) {
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_velocity = entprop.Velocity;
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changed = true;
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}
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if (_acceleration != entprop.Acceleration) {
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_acceleration = entprop.Acceleration;
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changed = true;
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}
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if (_rotationalVelocity != entprop.RotationalVelocity) {
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_rotationalVelocity = entprop.RotationalVelocity;
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changed = true;
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}
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if (changed) {
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// m_log.DebugFormat("{0}: UpdateProperties: id={1}, c={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation);
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// Avatar movement is not done by generating this event. There is code in the heartbeat
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// loop that updates avatars.
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// base.RequestPhysicsterseUpdate();
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}
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*/
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_position = entprop.Position;
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_orientation = entprop.Rotation;
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_velocity = entprop.Velocity;
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_acceleration = entprop.Acceleration;
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_rotationalVelocity = entprop.RotationalVelocity;
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// Avatars don't report theirr changes the usual way. Changes are checked for in the heartbeat loop.
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// Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop.
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// base.RequestPhysicsterseUpdate();
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}
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@ -296,13 +296,13 @@ public class BSLinkset
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DetailLog("{0},LinkAChildToMe,taint,root={1},child={2}", m_linksetRoot.LocalID, m_linksetRoot.LocalID, childPrim.LocalID);
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BSConstraint constrain = m_scene.Constraints.CreateConstraint(
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m_scene.World, m_linksetRoot.Body, childPrim.Body,
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// childRelativePosition,
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// childRelativeRotation,
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childRelativePosition,
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childRelativeRotation,
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OMV.Vector3.Zero,
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OMV.Quaternion.Identity,
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OMV.Vector3.Zero,
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OMV.Quaternion.Identity
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-childRelativeRotation
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);
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// zero linear and angular limits makes the objects unable to move in relation to each other
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constrain.SetLinearLimits(OMV.Vector3.Zero, OMV.Vector3.Zero);
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constrain.SetAngularLimits(OMV.Vector3.Zero, OMV.Vector3.Zero);
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@ -339,7 +339,8 @@ public class BSLinkset
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// Invoke the detailed logger and output something if it's enabled.
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private void DebugLog(string msg, params Object[] args)
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{
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m_scene.Logger.DebugFormat(msg, args);
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if (m_scene.ShouldDebugLog)
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m_scene.Logger.DebugFormat(msg, args);
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}
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// Invoke the detailed logger and output something if it's enabled.
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@ -42,7 +42,7 @@ public sealed class BSPrim : PhysicsActor
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private static readonly string LogHeader = "[BULLETS PRIM]";
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private void DebugLog(string mm, params Object[] xx) { if (_scene.shouldDebugLog) m_log.DebugFormat(mm, xx); }
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private void DebugLog(string mm, params Object[] xx) { if (_scene.ShouldDebugLog) m_log.DebugFormat(mm, xx); }
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private IMesh _mesh;
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private PrimitiveBaseShape _pbs;
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@ -1338,7 +1338,6 @@ public sealed class BSPrim : PhysicsActor
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base.RequestPhysicsterseUpdate();
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}
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/*
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else
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{
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// For debugging, we also report the movement of children
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@ -1346,7 +1345,6 @@ public sealed class BSPrim : PhysicsActor
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LocalID, entprop.Position, entprop.Rotation, entprop.Velocity,
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entprop.Acceleration, entprop.RotationalVelocity);
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}
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*/
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}
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// I've collided with something
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@ -73,7 +73,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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private static readonly string LogHeader = "[BULLETS SCENE]";
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public void DebugLog(string mm, params Object[] xx) { if (shouldDebugLog) m_log.DebugFormat(mm, xx); }
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public void DebugLog(string mm, params Object[] xx) { if (ShouldDebugLog) m_log.DebugFormat(mm, xx); }
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public string BulletSimVersion = "?";
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@ -169,7 +169,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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ConfigurationParameters[] m_params;
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GCHandle m_paramsHandle;
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public bool shouldDebugLog { get; private set; }
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public bool ShouldDebugLog { get; private set; }
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private BulletSimAPI.DebugLogCallback m_DebugLogCallbackHandle;
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@ -812,12 +812,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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private struct ParameterDefn
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{
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public string name;
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public string desc;
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public float defaultValue;
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public ParamUser userParam;
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public ParamGet getter;
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public ParamSet setter;
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public string name; // string name of the parameter
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public string desc; // a short description of what the parameter means
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public float defaultValue; // default value if not specified anywhere else
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public ParamUser userParam; // get the value from the configuration file
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public ParamGet getter; // return the current value stored for this parameter
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public ParamSet setter; // set the current value for this parameter
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public ParameterDefn(string n, string d, float v, ParamUser u, ParamGet g, ParamSet s)
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{
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name = n;
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@ -834,7 +834,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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// To add a new externally referencable/settable parameter, add the paramter storage
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// location somewhere in the program and make an entry in this table with the
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// getters and setters.
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// To add a new variable, it is easiest to find an existing definition and copy it.
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// It is easiest to find an existing definition and copy it.
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// Parameter values are floats. Booleans are converted to a floating value.
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//
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// A ParameterDefn() takes the following parameters:
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@ -870,7 +870,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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(s) => { return (float)s.m_meshLOD; },
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(s,p,l,v) => { s.m_meshLOD = (int)v; } ),
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new ParameterDefn("SculptLOD", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)",
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32,
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32f,
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(s,cf,p,v) => { s.m_sculptLOD = cf.GetInt(p, (int)v); },
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(s) => { return (float)s.m_sculptLOD; },
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(s,p,l,v) => { s.m_sculptLOD = (int)v; } ),
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@ -1106,9 +1106,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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(s,p,l,v) => { s.m_detailedStatsStep = (int)v; } ),
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new ParameterDefn("ShouldDebugLog", "Enables detailed DEBUG log statements",
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ConfigurationParameters.numericFalse,
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(s,cf,p,v) => { s.shouldDebugLog = cf.GetBoolean(p, s.BoolNumeric(v)); },
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(s) => { return s.NumericBool(s.shouldDebugLog); },
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(s,p,l,v) => { s.shouldDebugLog = s.BoolNumeric(v); } ),
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(s,cf,p,v) => { s.ShouldDebugLog = cf.GetBoolean(p, s.BoolNumeric(v)); },
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(s) => { return s.NumericBool(s.ShouldDebugLog); },
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(s,p,l,v) => { s.ShouldDebugLog = s.BoolNumeric(v); } ),
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};
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@ -939,7 +939,7 @@
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FixedTimeStep = .01667
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MaxCollisionsPerFrame = 2048
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MaxUpdatesPerFrame = 2048
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MaxUpdatesPerFrame = 8192
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[RemoteAdmin]
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enabled = false
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