BulletSim: use the new 'setAvatarSize' physics call introduced in 0.9.

This disables all the avatar size fudge numbers previously used by BulletSim.
If you have your region tuned to the old way, set
"[BulletSim]AvatarUseBefore09SizeComputation=true" in your INI files.
LSLKeyTest
Robert Adams 2016-03-06 14:23:06 -08:00
parent b65a18ef3f
commit be43fc2234
3 changed files with 137 additions and 99 deletions

View File

@ -40,7 +40,6 @@ public sealed class BSCharacter : BSPhysObject
private static readonly string LogHeader = "[BULLETS CHAR]";
// private bool _stopped;
private OMV.Vector3 _size;
private bool _grabbed;
private bool _selected;
private float _mass;
@ -57,6 +56,9 @@ public sealed class BSCharacter : BSPhysObject
private bool _kinematic;
private float _buoyancy;
private OMV.Vector3 _size;
private float _footOffset;
private BSActorAvatarMove m_moveActor;
private const string AvatarMoveActorName = "BSCharacter.AvatarMove";
@ -76,7 +78,7 @@ public sealed class BSCharacter : BSPhysObject
public override bool IsIncomplete { get { return false; } }
public BSCharacter(
uint localID, String avName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 vel, OMV.Vector3 size, bool isFlying)
uint localID, String avName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 vel, OMV.Vector3 size, float footOffset, bool isFlying)
: base(parent_scene, localID, avName, "BSCharacter")
{
@ -91,21 +93,13 @@ public sealed class BSCharacter : BSPhysObject
Density = BSParam.AvatarDensity;
_isPhysical = true;
// 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();
// Adjustments for zero X and Y made in Size()
// This also computes avatar scale, volume, and mass
SetAvatarSize(size, footOffset, true /* initializing */);
DetailLog(
"{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5},pos={6},vel={7}",
LocalID, _size, Scale, Density, _avatarVolume, RawMass, pos, vel);
LocalID, Size, Scale, Density, _avatarVolume, RawMass, pos, vel);
// do actual creation in taint time
PhysScene.TaintedObject(LocalID, "BSCharacter.create", delegate()
@ -209,45 +203,68 @@ public sealed class BSCharacter : BSPhysObject
public override OMV.Vector3 Size {
get
{
// Avatar capsule size is kept in the scale parameter.
return _size;
}
set {
// This is how much the avatar size is changing. Positive means getting bigger.
// The avatar altitude must be adjusted for this change.
float heightChange = value.Z - _size.Z;
_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);
PhysScene.TaintedObject(LocalID, "BSCharacter.setSize", delegate()
{
if (PhysBody.HasPhysicalBody && PhysShape.physShapeInfo.HasPhysicalShape)
{
PhysScene.PE.SetLocalScaling(PhysShape.physShapeInfo, Scale);
UpdatePhysicalMassProperties(RawMass, true);
// Adjust the avatar's position to account for the increase/decrease in size
ForcePosition = new OMV.Vector3(RawPosition.X, RawPosition.Y, RawPosition.Z + heightChange / 2f);
// Make sure this change appears as a property update event
PhysScene.PE.PushUpdate(PhysBody);
}
});
setAvatarSize(value, _footOffset);
}
}
public override PrimitiveBaseShape Shape
// OpenSim 0.9 introduces a common avatar size computation
public override void setAvatarSize(OMV.Vector3 size, float feetOffset)
{
SetAvatarSize(size, feetOffset, false /* initializing */);
}
// Internal version that, if initializing, doesn't do all the updating of the physics engine
public void SetAvatarSize(OMV.Vector3 size, float feetOffset, bool initializing)
{
OMV.Vector3 newSize = size;
if (newSize.IsFinite())
{
// Old versions of ScenePresence passed only the height. If width and/or depth are zero,
// replace with the default values.
if (newSize.X == 0f) newSize.X = BSParam.AvatarCapsuleDepth;
if (newSize.Y == 0f) newSize.Y = BSParam.AvatarCapsuleWidth;
if (newSize.X < 0.01f) newSize.X = 0.01f;
if (newSize.Y < 0.01f) newSize.Y = 0.01f;
if (newSize.Z < 0.01f) newSize.Z = BSParam.AvatarCapsuleHeight;
}
else
{
newSize = new OMV.Vector3(BSParam.AvatarCapsuleDepth, BSParam.AvatarCapsuleWidth, BSParam.AvatarCapsuleHeight);
}
// This is how much the avatar size is changing. Positive means getting bigger.
// The avatar altitude must be adjusted for this change.
float heightChange = newSize.Z - Size.Z;
_size = newSize;
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);
PhysScene.TaintedObject(LocalID, "BSCharacter.setSize", delegate()
{
if (PhysBody.HasPhysicalBody && PhysShape.physShapeInfo.HasPhysicalShape)
{
PhysScene.PE.SetLocalScaling(PhysShape.physShapeInfo, Scale);
UpdatePhysicalMassProperties(RawMass, true);
// Adjust the avatar's position to account for the increase/decrease in size
ForcePosition = new OMV.Vector3(RawPosition.X, RawPosition.Y, RawPosition.Z + heightChange / 2f);
// Make sure this change appears as a property update event
PhysScene.PE.PushUpdate(PhysBody);
}
});
}
public override PrimitiveBaseShape Shape
{
set { BaseShape = value; }
}
@ -702,60 +719,71 @@ public sealed class BSCharacter : BSPhysObject
public override void SetMomentum(OMV.Vector3 momentum) {
}
// The avatar's physical shape (whether capsule or cube) is unit sized. BulletSim sets
// the scale of that unit shape to create the avatars full size.
private OMV.Vector3 ComputeAvatarScale(OMV.Vector3 size)
{
OMV.Vector3 newScale = size;
// Bullet's capsule total height is the "passed height + radius * 2";
// The base capsule is 1 unit in diameter and 2 units in 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.
// An 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"
float heightAdjust = BSParam.AvatarHeightMidFudge;
if (BSParam.AvatarHeightLowFudge != 0f || BSParam.AvatarHeightHighFudge != 0f)
if (BSParam.AvatarUseBefore09SizeComputation)
{
const float AVATAR_LOW = 1.1f;
const float AVATAR_MID = 1.775f; // 1.87f
const float AVATAR_HI = 2.45f;
// An avatar is between 1.1 and 2.45 meters. Midpoint is 1.775m.
float midHeightOffset = size.Z - AVATAR_MID;
if (midHeightOffset < 0f)
// Bullet's capsule total height is the "passed height + radius * 2";
// The base capsule is 1 unit in diameter and 2 units in 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.
// An 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"
float heightAdjust = BSParam.AvatarHeightMidFudge;
if (BSParam.AvatarHeightLowFudge != 0f || BSParam.AvatarHeightHighFudge != 0f)
{
// Small avatar. Add the adjustment based on the distance from midheight
heightAdjust += ((-1f * midHeightOffset) / (AVATAR_MID - AVATAR_LOW)) * BSParam.AvatarHeightLowFudge;
const float AVATAR_LOW = 1.1f;
const float AVATAR_MID = 1.775f; // 1.87f
const float AVATAR_HI = 2.45f;
// An avatar is between 1.1 and 2.45 meters. Midpoint is 1.775m.
float midHeightOffset = size.Z - AVATAR_MID;
if (midHeightOffset < 0f)
{
// Small avatar. Add the adjustment based on the distance from midheight
heightAdjust += ((-1f * midHeightOffset) / (AVATAR_MID - AVATAR_LOW)) * BSParam.AvatarHeightLowFudge;
}
else
{
// Large avatar. Add the adjustment based on the distance from midheight
heightAdjust += ((midHeightOffset) / (AVATAR_HI - AVATAR_MID)) * BSParam.AvatarHeightHighFudge;
}
}
if (BSParam.AvatarShape == BSShapeCollection.AvatarShapeCapsule)
{
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) + heightAdjust) / 2f;
}
else
{
// Large avatar. Add the adjustment based on the distance from midheight
heightAdjust += ((midHeightOffset) / (AVATAR_HI - AVATAR_MID)) * BSParam.AvatarHeightHighFudge;
newScale.Z = size.Z + heightAdjust;
}
}
if (BSParam.AvatarShape == BSShapeCollection.AvatarShapeCapsule)
{
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) + heightAdjust) / 2f;
// m_log.DebugFormat("{0} ComputeAvatarScale: size={1},adj={2},scale={3}", LogHeader, size, heightAdjust, newScale);
// If smaller than the endcaps, just fake like we're almost that small
if (newScale.Z < 0)
newScale.Z = 0.1f;
DetailLog("{0},BSCharacter.ComputeAvatarScale,size={1},lowF={2},midF={3},hiF={4},adj={5},newScale={6}",
LocalID, size, BSParam.AvatarHeightLowFudge, BSParam.AvatarHeightMidFudge, BSParam.AvatarHeightHighFudge, heightAdjust, newScale);
}
else
{
newScale.Z = size.Z + heightAdjust;
newScale.Z = size.Z + _footOffset;
DetailLog("{0},BSCharacter.ComputeAvatarScale,using newScale={1}, footOffset={2}", LocalID, newScale, _footOffset);
}
// m_log.DebugFormat("{0} ComputeAvatarScale: size={1},adj={2},scale={3}", LogHeader, size, heightAdjust, newScale);
// If smaller than the endcaps, just fake like we're almost that small
if (newScale.Z < 0)
newScale.Z = 0.1f;
DetailLog("{0},BSCharacter.ComputerAvatarScale,size={1},lowF={2},midF={3},hiF={4},adj={5},newScale={6}",
LocalID, size, BSParam.AvatarHeightLowFudge, BSParam.AvatarHeightMidFudge, BSParam.AvatarHeightHighFudge, heightAdjust, newScale);
return newScale;
}
@ -763,17 +791,24 @@ public sealed class BSCharacter : BSPhysObject
// 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
);
if (BSParam.AvatarShape == BSShapeCollection.AvatarShapeCapsule)
{
_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
);
}
else
{
_avatarVolume = Size.X * Size.Y * Size.Z;
}
_mass = Density * BSParam.DensityScaleFactor * _avatarVolume;
}

View File

@ -142,6 +142,7 @@ public static class BSParam
public static float AvatarCapsuleWidth { get; private set; }
public static float AvatarCapsuleDepth { get; private set; }
public static float AvatarCapsuleHeight { get; private set; }
public static bool AvatarUseBefore09SizeComputation { get; private set; }
public static float AvatarHeightLowFudge { get; private set; }
public static float AvatarHeightMidFudge { get; private set; }
public static float AvatarHeightHighFudge { get; private set; }
@ -616,6 +617,8 @@ public static class BSParam
0.45f ),
new ParameterDefn<float>("AvatarCapsuleHeight", "Default height of space around avatar",
1.5f ),
new ParameterDefn<bool>("AvatarUseBefore09SizeComputation", "Use the old fudge method of computing avatar capsule size",
true ),
new ParameterDefn<float>("AvatarHeightLowFudge", "A fudge factor to make small avatars stand on the ground",
0f ),
new ParameterDefn<float>("AvatarHeightMidFudge", "A fudge distance to adjust average sized avatars to be standing on ground",

View File

@ -523,13 +523,13 @@ namespace OpenSim.Region.PhysicsModule.BulletS
return null;
}
public override PhysicsActor AddAvatar(uint localID, string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying)
public override PhysicsActor AddAvatar(uint localID, string avName, Vector3 position, Vector3 size, float footOffset, bool isFlying)
{
// m_log.DebugFormat("{0}: AddAvatar: {1}", LogHeader, avName);
if (!m_initialized) return null;
BSCharacter actor = new BSCharacter(localID, avName, this, position, velocity, size, isFlying);
BSCharacter actor = new BSCharacter(localID, avName, this, position, Vector3.Zero, size, footOffset, isFlying);
lock (PhysObjects)
PhysObjects.Add(localID, actor);