BulletSim: fix problem of not zeroing motion when stationary (drift problem from
Mantis 7813). Redo Z computations for movement. Clean up code to simplify tests. Add function to suppress stationary tests unless velocity drops.LSLKeyTest
parent
35d4298be6
commit
5ed90b3921
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@ -47,10 +47,9 @@ public class BSActorAvatarMove : BSActor
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// The amount the step up is applying. Used to smooth stair walking.
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float m_lastStepUp;
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// Jumping happens over several frames. If use applies up force while colliding, start the
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// jump and allow the jump to continue for this number of frames.
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int m_jumpFrames = 0;
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float m_jumpVelocity = 0f;
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// There are times the velocity is set but we don't want to inforce stationary until the
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// real velocity drops.
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bool m_waitingForLowVelocityForStationary = false;
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public BSActorAvatarMove(BSScene physicsScene, BSPhysObject pObj, string actorName)
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: base(physicsScene, pObj, actorName)
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@ -117,12 +116,18 @@ public class BSActorAvatarMove : BSActor
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m_velocityMotor.SetTarget(targ);
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m_velocityMotor.SetCurrent(vel);
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m_velocityMotor.Enabled = true;
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m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,SetVelocityAndTarget,vel={1}, targ={2}, inTaintTime={3}",
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m_controllingPrim.LocalID, vel, targ, inTaintTime);
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m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,SetVelocityAndTarget,vel={1}, targ={2}",
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m_controllingPrim.LocalID, vel, targ);
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m_waitingForLowVelocityForStationary = false;
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}
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});
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}
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public void SuppressStationayCheckUntilLowVelocity()
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{
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m_waitingForLowVelocityForStationary = true;
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}
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// If a movement motor has not been created, create one and start the hovering.
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private void ActivateAvatarMove()
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{
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@ -135,13 +140,14 @@ public class BSActorAvatarMove : BSActor
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1f // efficiency
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);
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m_velocityMotor.ErrorZeroThreshold = BSParam.AvatarStopZeroThreshold;
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// m_velocityMotor.PhysicsScene = m_controllingPrim.PhysScene; // DEBUG DEBUG so motor will output detail log messages.
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m_velocityMotor.PhysicsScene = m_controllingPrim.PhysScene; // DEBUG DEBUG so motor will output detail log messages.
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SetVelocityAndTarget(m_controllingPrim.RawVelocity, m_controllingPrim.TargetVelocity, true /* inTaintTime */);
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m_physicsScene.BeforeStep += Mover;
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m_controllingPrim.OnPreUpdateProperty += Process_OnPreUpdateProperty;
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m_walkingUpStairs = 0;
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m_waitingForLowVelocityForStationary = false;
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}
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}
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@ -192,29 +198,25 @@ public class BSActorAvatarMove : BSActor
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// if colliding with something stationary and we're not doing volume detect .
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if (!m_controllingPrim.ColliderIsMoving && !m_controllingPrim.ColliderIsVolumeDetect)
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{
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m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", m_controllingPrim.LocalID);
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m_controllingPrim.IsStationary = true;
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m_controllingPrim.ZeroMotion(true /* inTaintTime */);
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/* 20160118 Attempt to not be stationary if some velocity applied. Caused drifting since still can't tell who applied velocity.
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* Solution is to make clearer what is causing the added velocity (push or environment) when deciding if stationary.
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m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,totalForce={1}, vel={2}",
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m_controllingPrim.LocalID, m_physicsScene.PE.GetTotalForce(m_controllingPrim.PhysBody), m_controllingPrim.Velocity);
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// If velocity is very small, assume it is movement creep and suppress it.
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// Applying push forces (Character.AddForce) should move the avatar and that is only seen here as velocity.
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if ( (m_controllingPrim.Velocity.LengthSquared() < BSParam.AvatarStopZeroThresholdSquared)
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&& (m_physicsScene.PE.GetTotalForce(m_controllingPrim.PhysBody).LengthSquared() < BSParam.AvatarStopZeroThresholdSquared) )
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if (m_waitingForLowVelocityForStationary)
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{
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// if waiting for velocity to drop and it has finally dropped, we can be stationary
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if (m_controllingPrim.RawVelocity.LengthSquared() < BSParam.AvatarStopZeroThresholdSquared)
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{
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m_waitingForLowVelocityForStationary = false;
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}
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}
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if (!m_waitingForLowVelocityForStationary)
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{
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m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", m_controllingPrim.LocalID);
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m_controllingPrim.IsStationary = true;
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m_controllingPrim.ZeroMotion(true);
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m_controllingPrim.ZeroMotion(true /* inTaintTime */);
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}
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else
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{
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m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,not zeroing because velocity={1}",
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m_controllingPrim.LocalID, m_controllingPrim.Velocity);
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m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,waitingForLowVel,rawvel={1}",
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m_controllingPrim.LocalID, m_controllingPrim.RawVelocity.Length());
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}
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*/
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}
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// Standing has more friction on the ground
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@ -259,50 +261,24 @@ public class BSActorAvatarMove : BSActor
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m_physicsScene.PE.SetFriction(m_controllingPrim.PhysBody, m_controllingPrim.Friction);
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}
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// If not flying and not colliding, assume falling and keep the downward motion component.
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// This check is done here for the next jump test.
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if (!m_controllingPrim.Flying && !m_controllingPrim.IsColliding)
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{
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stepVelocity.Z = m_controllingPrim.RawVelocity.Z;
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}
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// 'm_velocityMotor is used for walking, flying, and jumping and will thus have the correct values
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// for Z. But in come cases it must be over-ridden. Like when falling or jumping.
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// Colliding and not flying with an upward force. The avatar must be trying to jump.
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if (!m_controllingPrim.Flying && m_controllingPrim.IsColliding && stepVelocity.Z > 0)
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{
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// We allow the upward force to happen for this many frames.
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m_jumpFrames = BSParam.AvatarJumpFrames;
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m_jumpVelocity = stepVelocity.Z;
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}
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float realVelocityZ = m_controllingPrim.RawVelocity.Z;
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// The case where the avatar is not colliding and is not flying is special.
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// The avatar is either falling or jumping and the user can be applying force to the avatar
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// (force in some direction or force up or down).
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// If the avatar has negative Z velocity and is not colliding, presume we're falling and keep the velocity.
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// If the user is trying to apply upward force but we're not colliding, assume the avatar
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// is trying to jump and don't apply the upward force if not touching the ground any more.
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if (!m_controllingPrim.Flying && !m_controllingPrim.IsColliding)
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// If not flying and falling, we over-ride the stepping motor so we can fall to the ground
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if (!m_controllingPrim.Flying && realVelocityZ < 0)
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{
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// If upward velocity is being applied, this must be a jump and only allow that to go on so long
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if (m_jumpFrames > 0)
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// Can't fall faster than this
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if (realVelocityZ < BSParam.AvatarTerminalVelocity)
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{
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// Since not touching the ground, only apply upward force for so long.
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m_jumpFrames--;
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stepVelocity.Z = m_jumpVelocity;
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realVelocityZ = BSParam.AvatarTerminalVelocity;
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}
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else
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{
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// Since we're not affected by anything, the avatar must be falling and we do not want that to be too fast.
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if (m_controllingPrim.RawVelocity.Z < BSParam.AvatarTerminalVelocity)
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{
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stepVelocity.Z = BSParam.AvatarTerminalVelocity;
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}
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else
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{
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stepVelocity.Z = m_controllingPrim.RawVelocity.Z;
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}
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}
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// DetailLog("{0},BSCharacter.MoveMotor,taint,overrideStepZWithWorldZ,stepVel={1}", LocalID, stepVelocity);
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stepVelocity.Z = realVelocityZ;
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}
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// m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,DEBUG,motorCurrent={1},realZ={2},flying={3},collid={4},jFrames={5}",
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// m_controllingPrim.LocalID, m_velocityMotor.CurrentValue, realVelocityZ, m_controllingPrim.Flying, m_controllingPrim.IsColliding, m_jumpFrames);
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//Alicia: Maintain minimum height when flying.
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// SL has a flying effect that keeps the avatar flying above the ground by some margin
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@ -313,6 +289,8 @@ public class BSActorAvatarMove : BSActor
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if( m_controllingPrim.Position.Z < hover_height)
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{
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m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,addingUpforceForGroundMargin,height={1},hoverHeight={2}",
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m_controllingPrim.LocalID, m_controllingPrim.Position.Z, hover_height);
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stepVelocity.Z += BSParam.AvatarFlyingGroundUpForce;
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}
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}
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@ -337,11 +315,7 @@ public class BSActorAvatarMove : BSActor
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if (m_controllingPrim.IsStationary)
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{
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entprop.Position = m_controllingPrim.RawPosition;
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// Suppress small movement velocity
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if (entprop.Velocity.LengthSquared() < BSParam.AvatarStopZeroThresholdSquared) {
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m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,OnPreUpdate,zeroing velocity={1}", m_controllingPrim.LocalID, entprop.Velocity);
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entprop.Velocity = OMV.Vector3.Zero;
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}
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entprop.Velocity = OMV.Vector3.Zero;
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m_physicsScene.PE.SetTranslation(m_controllingPrim.PhysBody, entprop.Position, entprop.Rotation);
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}
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