BulletSim: move logic for IsColliding, CollidingGround and CollidingObj from individual sub-classes and up to parent BSPhysObject class.
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5afab9bcfe
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7a5f598399
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@ -584,18 +584,6 @@ public sealed class BSCharacter : BSPhysObject
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get { return _throttleUpdates; }
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set { _throttleUpdates = value; }
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}
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public override bool IsColliding {
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get { return (CollidingStep == PhysicsScene.SimulationStep); }
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set { _isColliding = value; }
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}
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public override bool CollidingGround {
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get { return (CollidingGroundStep == PhysicsScene.SimulationStep); }
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set { CollidingGround = value; }
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}
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public override bool CollidingObj {
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get { return _collidingObj; }
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set { _collidingObj = value; }
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}
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public override bool FloatOnWater {
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set {
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_floatOnWater = value;
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@ -769,22 +757,26 @@ public sealed class BSCharacter : BSPhysObject
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OMV.Vector3 stepVelocity = _velocityMotor.Step(PhysicsScene.LastTimeStep);
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// If falling, we keep the world's downward vector no matter what the other axis specify.
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if (!Flying && !IsColliding)
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{
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stepVelocity.Z = entprop.Velocity.Z;
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DetailLog("{0},BSCharacter.UpdateProperties,taint,overrideStepZWithWorldZ,stepVel={1}", LocalID, stepVelocity);
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}
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// If the user has said stop and we've stopped applying velocity correction,
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// the motor can be turned off. Set the velocity to zero so the zero motion is sent to the viewer.
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if (_velocityMotor.TargetValue.ApproxEquals(OMV.Vector3.Zero, 0.01f) && _velocityMotor.ErrorIsZero)
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// Check for cases to turn off the motor.
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if (
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// If the walking motor is all done, turn it off
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(_velocityMotor.TargetValue.ApproxEquals(OMV.Vector3.Zero, 0.01f) && _velocityMotor.ErrorIsZero) )
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{
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ZeroMotion(true);
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stepVelocity = OMV.Vector3.Zero;
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_velocityMotor.Enabled = false;
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DetailLog("{0},BSCharacter.UpdateProperties,taint,disableVelocityMotor,m={1}", LocalID, _velocityMotor);
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}
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else
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{
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// If the motor is not being turned off...
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// If falling, we keep the world's downward vector no matter what the other axis specify.
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if (!Flying && !IsColliding)
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{
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stepVelocity.Z = entprop.Velocity.Z;
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DetailLog("{0},BSCharacter.UpdateProperties,taint,overrideStepZWithWorldZ,stepVel={1}", LocalID, stepVelocity);
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}
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}
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_velocity = stepVelocity;
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entprop.Velocity = _velocity;
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@ -182,9 +182,40 @@ public abstract class BSPhysObject : PhysicsActor
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protected long CollidingStep { get; set; }
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// The simulation step that last had a collision with the ground
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protected long CollidingGroundStep { get; set; }
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// The simulation step that last collided with an object
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protected long CollidingObjectStep { get; set; }
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// The collision flags we think are set in Bullet
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protected CollisionFlags CurrentCollisionFlags { get; set; }
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public override bool IsColliding {
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get { return (CollidingStep == PhysicsScene.SimulationStep); }
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set {
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if (value)
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CollidingStep = PhysicsScene.SimulationStep;
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else
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CollidingStep = 0;
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}
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}
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public override bool CollidingGround {
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get { return (CollidingGroundStep == PhysicsScene.SimulationStep); }
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set
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{
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if (value)
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CollidingGroundStep = PhysicsScene.SimulationStep;
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else
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CollidingGroundStep = 0;
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}
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}
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public override bool CollidingObj {
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get { return (CollidingObjectStep == PhysicsScene.SimulationStep); }
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set {
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if (value)
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CollidingObjectStep = PhysicsScene.SimulationStep;
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else
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CollidingObjectStep = 0;
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}
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}
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// The collisions that have been collected this tick
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protected CollisionEventUpdate CollisionCollection;
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@ -196,12 +227,16 @@ public abstract class BSPhysObject : PhysicsActor
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{
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bool ret = false;
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// The following lines make IsColliding() and IsCollidingGround() work
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// The following lines make IsColliding(), CollidingGround() and CollidingObj work
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CollidingStep = PhysicsScene.SimulationStep;
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if (collidingWith <= PhysicsScene.TerrainManager.HighestTerrainID)
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{
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CollidingGroundStep = PhysicsScene.SimulationStep;
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}
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else
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{
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CollidingObjectStep = PhysicsScene.SimulationStep;
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}
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// prims in the same linkset cannot collide with each other
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if (collidee != null && (this.Linkset.LinksetID == collidee.Linkset.LinksetID))
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@ -915,18 +915,6 @@ public sealed class BSPrim : BSPhysObject
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get { return _throttleUpdates; }
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set { _throttleUpdates = value; }
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}
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public override bool IsColliding {
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get { return (CollidingStep == PhysicsScene.SimulationStep); }
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set { _isColliding = value; }
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}
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public override bool CollidingGround {
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get { return (CollidingGroundStep == PhysicsScene.SimulationStep); }
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set { _collidingGround = value; }
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}
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public override bool CollidingObj {
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get { return _collidingObj; }
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set { _collidingObj = value; }
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}
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public bool IsPhantom {
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get {
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// SceneObjectPart removes phantom objects from the physics scene
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@ -1006,12 +994,12 @@ public sealed class BSPrim : BSPhysObject
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public override OMV.Vector3 PIDTarget {
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set { _PIDTarget = value; }
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}
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public override bool PIDActive {
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set { _usePID = value; }
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}
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public override float PIDTau {
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set { _PIDTau = value; }
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}
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public override bool PIDActive {
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set { _usePID = value; }
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}
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// Used for llSetHoverHeight and maybe vehicle height
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// Hover Height will override MoveTo target's Z
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@ -2,9 +2,10 @@ CURRENT PRIORITIES
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=================================================
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Redo BulletSimAPI to allow native C# implementation of Bullet option.
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Avatar movement
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flying into a wall doesn't stop avatar who keeps appearing to move through the obsticle
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flying into a wall doesn't stop avatar who keeps appearing to move through the obstacle
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walking up stairs is not calibrated correctly (stairs out of Kepler cabin)
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avatar capsule rotation completed
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llMoveToTarget
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Enable vehicle border crossings (at least as poorly as ODE)
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Terrain skirts
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Avatar created in previous region and not new region when crossing border
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