914 lines
37 KiB
C#
914 lines
37 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyrightD
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using log4net;
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using OMV = OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Physics.Manager;
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namespace OpenSim.Region.Physics.BulletSPlugin
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{
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public sealed class BSCharacter : BSPhysObject
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{
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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 CHAR]";
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// private bool _stopped;
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private OMV.Vector3 _size;
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private bool _grabbed;
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private bool _selected;
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private OMV.Vector3 _position;
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private float _mass;
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private float _avatarDensity;
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private float _avatarVolume;
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private OMV.Vector3 _force;
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private OMV.Vector3 _velocity;
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private OMV.Vector3 _torque;
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private float _collisionScore;
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private OMV.Vector3 _acceleration;
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private OMV.Quaternion _orientation;
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private int _physicsActorType;
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private bool _isPhysical;
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private bool _flying;
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private bool _setAlwaysRun;
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private bool _throttleUpdates;
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private bool _floatOnWater;
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private OMV.Vector3 _rotationalVelocity;
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private bool _kinematic;
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private float _buoyancy;
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// The friction and velocity of the avatar is modified depending on whether walking or not.
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private float _currentFriction; // the friction currently being used (changed by setVelocity).
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private BSVMotor _velocityMotor;
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private OMV.Vector3 _PIDTarget;
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private bool _usePID;
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private float _PIDTau;
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private bool _useHoverPID;
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private float _PIDHoverHeight;
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private PIDHoverType _PIDHoverType;
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private float _PIDHoverTao;
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public BSCharacter(uint localID, String avName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, bool isFlying)
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: base(parent_scene, localID, avName, "BSCharacter")
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{
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_physicsActorType = (int)ActorTypes.Agent;
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_position = pos;
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_flying = isFlying;
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_orientation = OMV.Quaternion.Identity;
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_velocity = OMV.Vector3.Zero;
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_buoyancy = ComputeBuoyancyFromFlying(isFlying);
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_currentFriction = BSParam.AvatarStandingFriction;
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_avatarDensity = BSParam.AvatarDensity;
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// Old versions of ScenePresence passed only the height. If width and/or depth are zero,
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// replace with the default values.
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_size = size;
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if (_size.X == 0f) _size.X = BSParam.AvatarCapsuleDepth;
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if (_size.Y == 0f) _size.Y = BSParam.AvatarCapsuleWidth;
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// The dimensions of the physical capsule are kept in the scale.
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// Physics creates a unit capsule which is scaled by the physics engine.
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Scale = ComputeAvatarScale(_size);
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// set _avatarVolume and _mass based on capsule size, _density and Scale
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ComputeAvatarVolumeAndMass();
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SetupMovementMotor();
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DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}",
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LocalID, _size, Scale, _avatarDensity, _avatarVolume, RawMass);
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// do actual creation in taint time
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PhysicsScene.TaintedObject("BSCharacter.create", delegate()
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{
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DetailLog("{0},BSCharacter.create,taint", LocalID);
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// New body and shape into PhysBody and PhysShape
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PhysicsScene.Shapes.GetBodyAndShape(true, PhysicsScene.World, this);
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SetPhysicalProperties();
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});
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return;
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}
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// called when this character is being destroyed and the resources should be released
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public override void Destroy()
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{
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base.Destroy();
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DetailLog("{0},BSCharacter.Destroy", LocalID);
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PhysicsScene.TaintedObject("BSCharacter.destroy", delegate()
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{
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PhysicsScene.Shapes.DereferenceBody(PhysBody, null /* bodyCallback */);
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PhysBody.Clear();
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PhysicsScene.Shapes.DereferenceShape(PhysShape, null /* bodyCallback */);
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PhysShape.Clear();
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});
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}
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private void SetPhysicalProperties()
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{
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PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, PhysBody);
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ZeroMotion(true);
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ForcePosition = _position;
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// Set the velocity and compute the proper friction
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_velocityMotor.Reset();
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_velocityMotor.SetTarget(_velocity);
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_velocityMotor.SetCurrent(_velocity);
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ForceVelocity = _velocity;
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// This will enable or disable the flying buoyancy of the avatar.
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// Needs to be reset especially when an avatar is recreated after crossing a region boundry.
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Flying = _flying;
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PhysicsScene.PE.SetRestitution(PhysBody, BSParam.AvatarRestitution);
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PhysicsScene.PE.SetMargin(PhysShape, PhysicsScene.Params.collisionMargin);
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PhysicsScene.PE.SetLocalScaling(PhysShape, Scale);
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PhysicsScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold);
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if (BSParam.CcdMotionThreshold > 0f)
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{
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PhysicsScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold);
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PhysicsScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius);
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}
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UpdatePhysicalMassProperties(RawMass, false);
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// Make so capsule does not fall over
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PhysicsScene.PE.SetAngularFactorV(PhysBody, OMV.Vector3.Zero);
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PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_CHARACTER_OBJECT);
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PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, PhysBody);
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// PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.ACTIVE_TAG);
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PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.DISABLE_DEACTIVATION);
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PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, PhysBody);
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// Do this after the object has been added to the world
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PhysBody.collisionType = CollisionType.Avatar;
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PhysBody.ApplyCollisionMask(PhysicsScene);
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}
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// The avatar's movement is controlled by this motor that speeds up and slows down
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// the avatar seeking to reach the motor's target speed.
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// This motor runs as a prestep action for the avatar so it will keep the avatar
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// standing as well as moving. Destruction of the avatar will destroy the pre-step action.
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private void SetupMovementMotor()
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{
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// Infinite decay and timescale values so motor only changes current to target values.
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_velocityMotor = new BSVMotor("BSCharacter.Velocity",
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0.2f, // time scale
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BSMotor.Infinite, // decay time scale
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BSMotor.InfiniteVector, // friction timescale
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1f // efficiency
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);
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// _velocityMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages.
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RegisterPreStepAction("BSCharactor.Movement", LocalID, delegate(float timeStep)
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{
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// TODO: Decide if the step parameters should be changed depending on the avatar's
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// state (flying, colliding, ...). There is code in ODE to do this.
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// COMMENTARY: when the user is making the avatar walk, except for falling, the velocity
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// specified for the avatar is the one that should be used. For falling, if the avatar
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// is not flying and is not colliding then it is presumed to be falling and the Z
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// component is not fooled with (thus allowing gravity to do its thing).
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// When the avatar is standing, though, the user has specified a velocity of zero and
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// the avatar should be standing. But if the avatar is pushed by something in the world
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// (raising elevator platform, moving vehicle, ...) the avatar should be allowed to
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// move. Thus, the velocity cannot be forced to zero. The problem is that small velocity
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// errors can creap in and the avatar will slowly float off in some direction.
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// So, the problem is that, when an avatar is standing, we cannot tell creaping error
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// from real pushing.OMV.Vector3.Zero;
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// The code below keeps setting the velocity to zero hoping the world will keep pushing.
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_velocityMotor.Step(timeStep);
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// If we're not supposed to be moving, make sure things are zero.
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if (_velocityMotor.ErrorIsZero() && _velocityMotor.TargetValue == OMV.Vector3.Zero && IsColliding)
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{
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// The avatar shouldn't be moving
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_velocityMotor.Zero();
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// If we are colliding with a stationary object, presume we're standing and don't move around
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if (!ColliderIsMoving)
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{
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DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", LocalID);
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ZeroMotion(true /* inTaintTime */);
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}
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// Standing has more friction on the ground
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if (_currentFriction != BSParam.AvatarStandingFriction)
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{
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_currentFriction = BSParam.AvatarStandingFriction;
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PhysicsScene.PE.SetFriction(PhysBody, _currentFriction);
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}
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DetailLog("{0},BSCharacter.MoveMotor,taint,stopping,target={1}", LocalID, _velocityMotor.TargetValue);
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}
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else
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{
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OMV.Vector3 stepVelocity = _velocityMotor.CurrentValue;
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if (_currentFriction != BSParam.AvatarFriction)
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{
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// Probably starting up walking. Set friction to moving friction.
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_currentFriction = BSParam.AvatarFriction;
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PhysicsScene.PE.SetFriction(PhysBody, _currentFriction);
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}
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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 = _velocity.Z;
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// DetailLog("{0},BSCharacter.MoveMotor,taint,overrideStepZWithWorldZ,stepVel={1}", LocalID, stepVelocity);
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}
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// 'stepVelocity' is now the speed we'd like the avatar to move in. Turn that into an instantanous force.
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OMV.Vector3 moveForce = (stepVelocity - _velocity) * Mass;
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// Should we check for move force being small and forcing velocity to zero?
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// Add special movement force to allow avatars to walk up stepped surfaces.
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moveForce += WalkUpStairs();
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DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", LocalID, stepVelocity, _velocity, Mass, moveForce);
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PhysicsScene.PE.ApplyCentralImpulse(PhysBody, moveForce);
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}
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});
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}
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// Decide of the character is colliding with a low object and compute a force to pop the
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// avatar up so it has a chance of walking up and over the low object.
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private OMV.Vector3 WalkUpStairs()
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{
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OMV.Vector3 ret = OMV.Vector3.Zero;
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// This test is done if moving forward, not flying and is colliding with something.
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// DetailLog("{0},BSCharacter.WalkUpStairs,IsColliding={1},flying={2},targSpeed={3},collisions={4}",
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// LocalID, IsColliding, Flying, TargetSpeed, CollisionsLastTick.Count);
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if (IsColliding && !Flying && TargetSpeed > 0.1f /* && ForwardSpeed < 0.1f */)
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{
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// The range near the character's feet where we will consider stairs
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float nearFeetHeightMin = RawPosition.Z - (Size.Z / 2f) + 0.05f;
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float nearFeetHeightMax = nearFeetHeightMin + BSParam.AvatarStepHeight;
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// Look for a collision point that is near the character's feet and is oriented the same as the charactor is
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foreach (KeyValuePair<uint, ContactPoint> kvp in CollisionsLastTick.m_objCollisionList)
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{
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// Don't care about collisions with the terrain
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if (kvp.Key > PhysicsScene.TerrainManager.HighestTerrainID)
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{
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OMV.Vector3 touchPosition = kvp.Value.Position;
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// DetailLog("{0},BSCharacter.WalkUpStairs,min={1},max={2},touch={3}",
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// LocalID, nearFeetHeightMin, nearFeetHeightMax, touchPosition);
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if (touchPosition.Z >= nearFeetHeightMin && touchPosition.Z <= nearFeetHeightMax)
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{
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// This contact is within the 'near the feet' range.
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// The normal should be our contact point to the object so it is pointing away
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// thus the difference between our facing orientation and the normal should be small.
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OMV.Vector3 directionFacing = OMV.Vector3.UnitX * RawOrientation;
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OMV.Vector3 touchNormal = OMV.Vector3.Normalize(kvp.Value.SurfaceNormal);
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float diff = Math.Abs(OMV.Vector3.Distance(directionFacing, touchNormal));
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if (diff < BSParam.AvatarStepApproachFactor)
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{
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// Found the stairs contact point. Push up a little to raise the character.
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float upForce = (touchPosition.Z - nearFeetHeightMin) * Mass * BSParam.AvatarStepForceFactor;
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ret = new OMV.Vector3(0f, 0f, upForce);
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// Also move the avatar up for the new height
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OMV.Vector3 displacement = new OMV.Vector3(0f, 0f, BSParam.AvatarStepHeight / 2f);
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ForcePosition = RawPosition + displacement;
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}
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DetailLog("{0},BSCharacter.WalkUpStairs,touchPos={1},nearFeetMin={2},faceDir={3},norm={4},diff={5},ret={6}",
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LocalID, touchPosition, nearFeetHeightMin, directionFacing, touchNormal, diff, ret);
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}
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}
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}
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}
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return ret;
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}
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public override void RequestPhysicsterseUpdate()
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{
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base.RequestPhysicsterseUpdate();
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}
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// No one calls this method so I don't know what it could possibly mean
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public override bool Stopped { get { return false; } }
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public override OMV.Vector3 Size {
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get
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{
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// Avatar capsule size is kept in the scale parameter.
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return _size;
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}
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set {
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_size = value;
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// Old versions of ScenePresence passed only the height. If width and/or depth are zero,
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// replace with the default values.
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if (_size.X == 0f) _size.X = BSParam.AvatarCapsuleDepth;
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if (_size.Y == 0f) _size.Y = BSParam.AvatarCapsuleWidth;
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Scale = ComputeAvatarScale(_size);
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ComputeAvatarVolumeAndMass();
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DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}",
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LocalID, _size, Scale, _avatarDensity, _avatarVolume, RawMass);
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PhysicsScene.TaintedObject("BSCharacter.setSize", delegate()
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{
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if (PhysBody.HasPhysicalBody && PhysShape.HasPhysicalShape)
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{
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PhysicsScene.PE.SetLocalScaling(PhysShape, Scale);
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UpdatePhysicalMassProperties(RawMass, true);
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// Make sure this change appears as a property update event
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PhysicsScene.PE.PushUpdate(PhysBody);
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}
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});
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}
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}
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public override PrimitiveBaseShape Shape
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{
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set { BaseShape = value; }
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}
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// I want the physics engine to make an avatar capsule
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public override BSPhysicsShapeType PreferredPhysicalShape
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{
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get {return BSPhysicsShapeType.SHAPE_CAPSULE; }
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}
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public override bool Grabbed {
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set { _grabbed = value; }
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}
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public override bool Selected {
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set { _selected = value; }
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}
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public override bool IsSelected
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{
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get { return _selected; }
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}
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public override void CrossingFailure() { return; }
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public override void link(PhysicsActor obj) { return; }
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public override void delink() { return; }
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// Set motion values to zero.
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// Do it to the properties so the values get set in the physics engine.
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// Push the setting of the values to the viewer.
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// Called at taint time!
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public override void ZeroMotion(bool inTaintTime)
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{
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_velocity = OMV.Vector3.Zero;
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_acceleration = OMV.Vector3.Zero;
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_rotationalVelocity = OMV.Vector3.Zero;
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// Zero some other properties directly into the physics engine
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PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate()
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{
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if (PhysBody.HasPhysicalBody)
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PhysicsScene.PE.ClearAllForces(PhysBody);
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});
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}
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public override void ZeroAngularMotion(bool inTaintTime)
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{
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_rotationalVelocity = OMV.Vector3.Zero;
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PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate()
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{
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if (PhysBody.HasPhysicalBody)
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{
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PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, OMV.Vector3.Zero);
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PhysicsScene.PE.SetAngularVelocity(PhysBody, OMV.Vector3.Zero);
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// The next also get rid of applied linear force but the linear velocity is untouched.
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PhysicsScene.PE.ClearForces(PhysBody);
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}
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});
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}
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public override void LockAngularMotion(OMV.Vector3 axis) { return; }
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public override OMV.Vector3 RawPosition
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{
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get { return _position; }
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set { _position = value; }
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}
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public override OMV.Vector3 Position {
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get {
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// Don't refetch the position because this function is called a zillion times
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// _position = PhysicsScene.PE.GetObjectPosition(Scene.World, LocalID);
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return _position;
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}
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set {
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_position = value;
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PhysicsScene.TaintedObject("BSCharacter.setPosition", delegate()
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{
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DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
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ForcePosition = _position;
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});
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}
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}
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public override OMV.Vector3 ForcePosition {
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get {
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_position = PhysicsScene.PE.GetPosition(PhysBody);
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return _position;
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}
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set {
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_position = value;
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if (PhysBody.HasPhysicalBody)
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{
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PositionSanityCheck();
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PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation);
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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 or on water.
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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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// TODO: check for out of bounds
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if (!PhysicsScene.TerrainManager.IsWithinKnownTerrain(RawPosition))
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{
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// The character is out of the known/simulated area.
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// Upper levels of code will handle the transition to other areas so, for
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// 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; }
|
|
set {
|
|
_force = value;
|
|
// m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force);
|
|
PhysicsScene.TaintedObject("BSCharacter.SetForce", delegate()
|
|
{
|
|
DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force);
|
|
if (PhysBody.HasPhysicalBody)
|
|
PhysicsScene.PE.SetObjectForce(PhysBody, _force);
|
|
});
|
|
}
|
|
}
|
|
|
|
// Avatars don't do vehicles
|
|
public override int VehicleType { get { return (int)Vehicle.TYPE_NONE; } set { return; } }
|
|
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) { }
|
|
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; }
|
|
set {
|
|
_velocity = value;
|
|
// m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity);
|
|
PhysicsScene.TaintedObject("BSCharacter.setVelocity", delegate()
|
|
{
|
|
_velocityMotor.Reset();
|
|
_velocityMotor.SetCurrent(_velocity);
|
|
_velocityMotor.SetTarget(_velocity);
|
|
_velocityMotor.Enabled = false;
|
|
|
|
DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity);
|
|
ForceVelocity = _velocity;
|
|
});
|
|
}
|
|
}
|
|
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;
|
|
}
|
|
}
|
|
public override float CollisionScore {
|
|
get { return _collisionScore; }
|
|
set { _collisionScore = value;
|
|
}
|
|
}
|
|
public override OMV.Vector3 Acceleration {
|
|
get { return _acceleration; }
|
|
set { _acceleration = value; }
|
|
}
|
|
public override OMV.Quaternion RawOrientation
|
|
{
|
|
get { return _orientation; }
|
|
set { _orientation = value; }
|
|
}
|
|
public override OMV.Quaternion Orientation {
|
|
get { return _orientation; }
|
|
set {
|
|
// Orientation is set zillions of times when an avatar is walking. It's like
|
|
// the viewer doesn't trust us.
|
|
if (_orientation != value)
|
|
{
|
|
_orientation = value;
|
|
PhysicsScene.TaintedObject("BSCharacter.setOrientation", delegate()
|
|
{
|
|
ForceOrientation = _orientation;
|
|
});
|
|
}
|
|
}
|
|
}
|
|
// 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;
|
|
}
|
|
}
|
|
public override bool IsPhysical {
|
|
get { return _isPhysical; }
|
|
set { _isPhysical = value;
|
|
}
|
|
}
|
|
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; }
|
|
set {
|
|
_flying = value;
|
|
|
|
// simulate flying by changing the effect of gravity
|
|
Buoyancy = ComputeBuoyancyFromFlying(_flying);
|
|
}
|
|
}
|
|
// 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; }
|
|
}
|
|
public override bool ThrottleUpdates {
|
|
get { return _throttleUpdates; }
|
|
set { _throttleUpdates = value; }
|
|
}
|
|
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);
|
|
}
|
|
});
|
|
}
|
|
}
|
|
public override OMV.Vector3 RotationalVelocity {
|
|
get { return _rotationalVelocity; }
|
|
set { _rotationalVelocity = value; }
|
|
}
|
|
public override OMV.Vector3 ForceRotationalVelocity {
|
|
get { return _rotationalVelocity; }
|
|
set { _rotationalVelocity = value; }
|
|
}
|
|
public override bool Kinematic {
|
|
get { return _kinematic; }
|
|
set { _kinematic = value; }
|
|
}
|
|
// 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;
|
|
});
|
|
}
|
|
}
|
|
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);
|
|
}
|
|
}
|
|
|
|
// Used for MoveTo
|
|
public override OMV.Vector3 PIDTarget {
|
|
set { _PIDTarget = value; }
|
|
}
|
|
public override bool PIDActive {
|
|
set { _usePID = value; }
|
|
}
|
|
public override float PIDTau {
|
|
set { _PIDTau = value; }
|
|
}
|
|
|
|
// Used for llSetHoverHeight and maybe vehicle height
|
|
// Hover Height will override MoveTo target's Z
|
|
public override bool PIDHoverActive {
|
|
set { _useHoverPID = value; }
|
|
}
|
|
public override float PIDHoverHeight {
|
|
set { _PIDHoverHeight = value; }
|
|
}
|
|
public override PIDHoverType PIDHoverType {
|
|
set { _PIDHoverType = value; }
|
|
}
|
|
public override float PIDHoverTau {
|
|
set { _PIDHoverTao = value; }
|
|
}
|
|
|
|
// For RotLookAt
|
|
public override OMV.Quaternion APIDTarget { set { return; } }
|
|
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) {
|
|
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()
|
|
{
|
|
// 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);
|
|
}
|
|
});
|
|
}
|
|
else
|
|
{
|
|
m_log.WarnFormat("{0}: Got a NaN force applied to a character. LocalID={1}", LogHeader, LocalID);
|
|
return;
|
|
}
|
|
}
|
|
|
|
public override void AddAngularForce(OMV.Vector3 force, bool pushforce) {
|
|
}
|
|
public override void SetMomentum(OMV.Vector3 momentum) {
|
|
}
|
|
|
|
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 = _avatarDensity * _avatarVolume;
|
|
}
|
|
|
|
// The physics engine says that properties have updated. Update same and inform
|
|
// the world that things have changed.
|
|
public override void UpdateProperties(EntityProperties entprop)
|
|
{
|
|
_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);
|
|
}
|
|
}
|
|
}
|