175 lines
6.7 KiB
C#
Executable File
175 lines
6.7 KiB
C#
Executable File
/*
|
|
* Copyright (c) Contributors, http://opensimulator.org/
|
|
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
|
*
|
|
* Redistribution and use in source and binary forms, with or without
|
|
* modification, are permitted provided that the following conditions are met:
|
|
* * Redistributions of source code must retain the above copyright
|
|
* notice, this list of conditions and the following disclaimer.
|
|
* * Redistributions in binary form must reproduce the above copyrightD
|
|
* notice, this list of conditions and the following disclaimer in the
|
|
* documentation and/or other materials provided with the distribution.
|
|
* * Neither the name of the OpenSimulator Project nor the
|
|
* names of its contributors may be used to endorse or promote products
|
|
* derived from this software without specific prior written permission.
|
|
*
|
|
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
|
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
|
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
|
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
|
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
|
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
|
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
|
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
|
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
|
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
*/
|
|
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using System.Text;
|
|
|
|
using OpenSim.Region.Physics.Manager;
|
|
|
|
using OMV = OpenMetaverse;
|
|
|
|
namespace OpenSim.Region.Physics.BulletSPlugin
|
|
{
|
|
public class BSActorHover : BSActor
|
|
{
|
|
private BSFMotor m_hoverMotor;
|
|
|
|
public BSActorHover(BSScene physicsScene, BSPhysObject pObj, string actorName)
|
|
: base(physicsScene, pObj, actorName)
|
|
{
|
|
m_hoverMotor = null;
|
|
m_physicsScene.DetailLog("{0},BSActorHover,constructor", m_controllingPrim.LocalID);
|
|
}
|
|
|
|
// BSActor.isActive
|
|
public override bool isActive
|
|
{
|
|
get { return Enabled; }
|
|
}
|
|
|
|
// Release any connections and resources used by the actor.
|
|
// BSActor.Dispose()
|
|
public override void Dispose()
|
|
{
|
|
Enabled = false;
|
|
}
|
|
|
|
// Called when physical parameters (properties set in Bullet) need to be re-applied.
|
|
// Called at taint-time.
|
|
// BSActor.Refresh()
|
|
public override void Refresh()
|
|
{
|
|
m_physicsScene.DetailLog("{0},BSActorHover,refresh", m_controllingPrim.LocalID);
|
|
|
|
// If not active any more, turn me off
|
|
if (!m_controllingPrim.HoverActive)
|
|
{
|
|
SetEnabled(false);
|
|
}
|
|
|
|
// If the object is physically active, add the hoverer prestep action
|
|
if (isActive)
|
|
{
|
|
ActivateHover();
|
|
}
|
|
else
|
|
{
|
|
DeactivateHover();
|
|
}
|
|
}
|
|
|
|
// The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...).
|
|
// Register a prestep action to restore physical requirements before the next simulation step.
|
|
// Called at taint-time.
|
|
// BSActor.RemoveDependencies()
|
|
public override void RemoveDependencies()
|
|
{
|
|
// Nothing to do for the hoverer since it is all software at pre-step action time.
|
|
}
|
|
|
|
// If a hover motor has not been created, create one and start the hovering.
|
|
private void ActivateHover()
|
|
{
|
|
if (m_hoverMotor == null)
|
|
{
|
|
// Turning the target on
|
|
m_hoverMotor = new BSFMotor("BSActorHover",
|
|
m_controllingPrim.HoverTau, // timeScale
|
|
BSMotor.Infinite, // decay time scale
|
|
BSMotor.Infinite, // friction timescale
|
|
1f // efficiency
|
|
);
|
|
m_hoverMotor.SetTarget(ComputeCurrentHoverHeight());
|
|
m_hoverMotor.SetCurrent(m_controllingPrim.RawPosition.Z);
|
|
m_hoverMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG so motor will output detail log messages.
|
|
|
|
m_physicsScene.BeforeStep += Hoverer;
|
|
}
|
|
}
|
|
|
|
private void DeactivateHover()
|
|
{
|
|
if (m_hoverMotor != null)
|
|
{
|
|
m_physicsScene.BeforeStep -= Hoverer;
|
|
m_hoverMotor = null;
|
|
}
|
|
}
|
|
|
|
// Called just before the simulation step. Update the vertical position for hoverness.
|
|
private void Hoverer(float timeStep)
|
|
{
|
|
// Don't do hovering while the object is selected.
|
|
if (!isActive)
|
|
return;
|
|
|
|
m_hoverMotor.SetCurrent(m_controllingPrim.RawPosition.Z);
|
|
m_hoverMotor.SetTarget(ComputeCurrentHoverHeight());
|
|
float targetHeight = m_hoverMotor.Step(timeStep);
|
|
|
|
// 'targetHeight' is where we'd like the Z of the prim to be at this moment.
|
|
// Compute the amount of force to push us there.
|
|
float moveForce = (targetHeight - m_controllingPrim.RawPosition.Z) * m_controllingPrim.RawMass;
|
|
// Undo anything the object thinks it's doing at the moment
|
|
moveForce = -m_controllingPrim.RawVelocity.Z * m_controllingPrim.Mass;
|
|
|
|
m_physicsScene.PE.ApplyCentralImpulse(m_controllingPrim.PhysBody, new OMV.Vector3(0f, 0f, moveForce));
|
|
m_physicsScene.DetailLog("{0},BSPrim.Hover,move,targHt={1},moveForce={2},mass={3}",
|
|
m_controllingPrim.LocalID, targetHeight, moveForce, m_controllingPrim.RawMass);
|
|
}
|
|
|
|
// Based on current position, determine what we should be hovering at now.
|
|
// Must recompute often. What if we walked offa cliff>
|
|
private float ComputeCurrentHoverHeight()
|
|
{
|
|
float ret = m_controllingPrim.HoverHeight;
|
|
float groundHeight = m_physicsScene.TerrainManager.GetTerrainHeightAtXYZ(m_controllingPrim.RawPosition);
|
|
|
|
switch (m_controllingPrim.HoverType)
|
|
{
|
|
case PIDHoverType.Ground:
|
|
ret = groundHeight + m_controllingPrim.HoverHeight;
|
|
break;
|
|
case PIDHoverType.GroundAndWater:
|
|
float waterHeight = m_physicsScene.TerrainManager.GetWaterLevelAtXYZ(m_controllingPrim.RawPosition);
|
|
if (groundHeight > waterHeight)
|
|
{
|
|
ret = groundHeight + m_controllingPrim.HoverHeight;
|
|
}
|
|
else
|
|
{
|
|
ret = waterHeight + m_controllingPrim.HoverHeight;
|
|
}
|
|
break;
|
|
}
|
|
return ret;
|
|
}
|
|
}
|
|
}
|