675 lines
26 KiB
C#
675 lines
26 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 _isColliding;
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private bool _collidingObj;
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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 OMV.Vector3 _appliedVelocity; // the last velocity applied to the avatar
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private float _currentFriction; // the friction currently being used (changed by setVelocity).
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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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{
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base.BaseInitialize(parent_scene, localID, avName, "BSCharacter");
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_physicsActorType = (int)ActorTypes.Agent;
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_position = pos;
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_size = size;
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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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_appliedVelocity = OMV.Vector3.Zero;
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_buoyancy = ComputeBuoyancyFromFlying(isFlying);
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_currentFriction = PhysicsScene.Params.avatarStandingFriction;
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_avatarDensity = PhysicsScene.Params.avatarDensity;
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// The dimensions of the avatar 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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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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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 create at 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, null, null);
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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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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, true, null);
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PhysicsScene.Shapes.DereferenceShape(PhysShape, true, null);
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});
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}
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private void SetPhysicalProperties()
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{
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BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, PhysBody.ptr);
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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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ForceVelocity = _velocity;
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BulletSimAPI.SetRestitution2(PhysBody.ptr, PhysicsScene.Params.avatarRestitution);
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BulletSimAPI.SetMargin2(PhysShape.ptr, PhysicsScene.Params.collisionMargin);
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BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale);
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BulletSimAPI.SetContactProcessingThreshold2(PhysBody.ptr, PhysicsScene.Params.contactProcessingThreshold);
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if (PhysicsScene.Params.ccdMotionThreshold > 0f)
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{
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BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, PhysicsScene.Params.ccdMotionThreshold);
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BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius);
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}
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UpdatePhysicalMassProperties(RawMass);
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// Make so capsule does not fall over
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BulletSimAPI.SetAngularFactorV2(PhysBody.ptr, OMV.Vector3.Zero);
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BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_CHARACTER_OBJECT);
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BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, PhysBody.ptr);
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// BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ACTIVE_TAG);
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BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.DISABLE_DEACTIVATION);
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BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, PhysBody.ptr);
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// Do this after the object has been added to the world
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BulletSimAPI.SetCollisionFilterMask2(PhysBody.ptr,
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(uint)CollisionFilterGroups.AvatarFilter,
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(uint)CollisionFilterGroups.AvatarMask);
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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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return new OMV.Vector3(Scale.X * 2f, Scale.Y * 2f, Scale.Z);
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}
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set {
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// When an avatar's size is set, only the height is changed.
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_size = value;
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ComputeAvatarScale(_size);
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ComputeAvatarVolumeAndMass();
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DetailLog("{0},BSCharacter.setSize,call,scale={1},density={2},volume={3},mass={4}",
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LocalID, Scale, _avatarDensity, _avatarVolume, RawMass);
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PhysicsScene.TaintedObject("BSCharacter.setSize", delegate()
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{
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BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale);
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UpdatePhysicalMassProperties(RawMass);
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});
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}
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}
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public override OMV.Vector3 Scale { get; set; }
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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 ShapeData.PhysicsShapeType PreferredPhysicalShape
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{
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get {return ShapeData.PhysicsShapeType.SHAPE_AVATAR; }
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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 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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BulletSimAPI.ClearAllForces2(PhysBody.ptr);
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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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BulletSimAPI.SetInterpolationAngularVelocity2(PhysBody.ptr, OMV.Vector3.Zero);
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BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, 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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BulletSimAPI.ClearForces2(PhysBody.ptr);
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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 = BulletSimAPI.GetObjectPosition2(Scene.World.ptr, 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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PositionSanityCheck();
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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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BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
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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 = BulletSimAPI.GetPosition2(PhysBody.ptr);
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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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PositionSanityCheck();
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BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
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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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// If below the ground, move the avatar up
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float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position);
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if (Position.Z < terrainHeight)
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{
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DetailLog("{0},BSCharacter.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, _position, terrainHeight);
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_position.Z = terrainHeight + 2.0f;
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ret = true;
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}
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if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0)
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{
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float waterHeight = PhysicsScene.GetWaterLevelAtXYZ(_position);
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if (Position.Z < waterHeight)
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{
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_position.Z = waterHeight;
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ret = true;
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}
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}
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// TODO: check for out of bounds
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return ret;
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}
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// A version of the sanity check that also makes sure a new position value is
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// pushed back to the physics engine. This routine would be used by anyone
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// who is not already pushing the value.
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private bool PositionSanityCheck(bool inTaintTime)
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{
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bool ret = false;
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if (PositionSanityCheck())
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{
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// The new position value must be pushed into the physics engine but we can't
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// just assign to "Position" because of potential call loops.
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PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.PositionSanityCheck", delegate()
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{
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DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation);
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BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
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});
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ret = true;
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}
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return ret;
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}
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public override float Mass { get { return _mass; } }
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// used when we only want this prim's mass and not the linkset thing
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public override float RawMass {
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get {return _mass; }
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}
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public override void UpdatePhysicalMassProperties(float physMass)
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{
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OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(PhysShape.ptr, physMass);
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BulletSimAPI.SetMassProps2(PhysBody.ptr, physMass, localInertia);
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}
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public override OMV.Vector3 Force {
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get { return _force; }
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set {
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_force = value;
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// m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force);
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PhysicsScene.TaintedObject("BSCharacter.SetForce", delegate()
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{
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DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force);
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BulletSimAPI.SetObjectForce2(PhysBody.ptr, _force);
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});
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}
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}
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// Avatars don't do vehicles
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public override int VehicleType { get { return (int)Vehicle.TYPE_NONE; } set { return; } }
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public override void VehicleFloatParam(int param, float value) { }
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public override void VehicleVectorParam(int param, OMV.Vector3 value) {}
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public override void VehicleRotationParam(int param, OMV.Quaternion rotation) { }
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public override void VehicleFlags(int param, bool remove) { }
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// Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more
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public override void SetVolumeDetect(int param) { return; }
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public override OMV.Vector3 GeometricCenter { get { return OMV.Vector3.Zero; } }
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public override OMV.Vector3 CenterOfMass { get { return OMV.Vector3.Zero; } }
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public override OMV.Vector3 Velocity {
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get { return _velocity; }
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set {
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_velocity = value;
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// m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity);
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PhysicsScene.TaintedObject("BSCharacter.setVelocity", delegate()
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{
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DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity);
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ForceVelocity = _velocity;
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});
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}
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}
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public override OMV.Vector3 ForceVelocity {
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get { return _velocity; }
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set {
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// Depending on whether the avatar is moving or not, change the friction
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// to keep the avatar from slipping around
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if (_velocity.Length() == 0)
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{
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if (_currentFriction != PhysicsScene.Params.avatarStandingFriction)
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{
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_currentFriction = PhysicsScene.Params.avatarStandingFriction;
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BulletSimAPI.SetFriction2(PhysBody.ptr, _currentFriction);
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}
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}
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else
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{
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if (_currentFriction != PhysicsScene.Params.avatarFriction)
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{
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_currentFriction = PhysicsScene.Params.avatarFriction;
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BulletSimAPI.SetFriction2(PhysBody.ptr, _currentFriction);
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}
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}
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_velocity = value;
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// Remember the set velocity so we can suppress the reduction by friction, ...
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_appliedVelocity = value;
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BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity);
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BulletSimAPI.Activate2(PhysBody.ptr, true);
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}
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}
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public override OMV.Vector3 Torque {
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get { return _torque; }
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set { _torque = value;
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}
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}
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public override float CollisionScore {
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get { return _collisionScore; }
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set { _collisionScore = value;
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}
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}
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public override OMV.Vector3 Acceleration {
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get { return _acceleration; }
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set { _acceleration = value; }
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}
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public override OMV.Quaternion RawOrientation
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{
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get { return _orientation; }
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set { _orientation = value; }
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}
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public override OMV.Quaternion Orientation {
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get { return _orientation; }
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set {
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_orientation = value;
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// m_log.DebugFormat("{0}: set orientation to {1}", LogHeader, _orientation);
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PhysicsScene.TaintedObject("BSCharacter.setOrientation", delegate()
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{
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// _position = BulletSimAPI.GetPosition2(BSBody.ptr);
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BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
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});
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}
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}
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// Go directly to Bullet to get/set the value.
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public override OMV.Quaternion ForceOrientation
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{
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get
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{
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_orientation = BulletSimAPI.GetOrientation2(PhysBody.ptr);
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return _orientation;
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}
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set
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{
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_orientation = value;
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BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
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}
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}
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public override int PhysicsActorType {
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get { return _physicsActorType; }
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set { _physicsActorType = value;
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}
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}
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public override bool IsPhysical {
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get { return _isPhysical; }
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set { _isPhysical = value;
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}
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}
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public override bool IsSolid {
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get { return true; }
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}
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public override bool IsStatic {
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get { return false; }
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}
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public override bool Flying {
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get { return _flying; }
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set {
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_flying = value;
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// simulate flying by changing the effect of gravity
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Buoyancy = ComputeBuoyancyFromFlying(_flying);
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}
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}
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// Flying is implimented by changing the avatar's buoyancy.
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// Would this be done better with a vehicle type?
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private float ComputeBuoyancyFromFlying(bool ifFlying) {
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return ifFlying ? 1f : 0f;
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}
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public override bool
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SetAlwaysRun {
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get { return _setAlwaysRun; }
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set { _setAlwaysRun = value; }
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}
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public override bool ThrottleUpdates {
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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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}
|
|
public override bool CollidingGround {
|
|
get { return (CollidingGroundStep == PhysicsScene.SimulationStep); }
|
|
set { CollidingGround = value; }
|
|
}
|
|
public override bool CollidingObj {
|
|
get { return _collidingObj; }
|
|
set { _collidingObj = value; }
|
|
}
|
|
public override bool FloatOnWater {
|
|
set {
|
|
_floatOnWater = value;
|
|
PhysicsScene.TaintedObject("BSCharacter.setFloatOnWater", delegate()
|
|
{
|
|
if (_floatOnWater)
|
|
CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER);
|
|
else
|
|
CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, 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 { _buoyancy = value;
|
|
DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
|
|
// Buoyancy is faked by changing the gravity applied to the object
|
|
float grav = PhysicsScene.Params.gravity * (1f - _buoyancy);
|
|
BulletSimAPI.SetGravity2(PhysBody.ptr, new OMV.Vector3(0f, 0f, grav));
|
|
}
|
|
}
|
|
|
|
// 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) {
|
|
if (force.IsFinite())
|
|
{
|
|
_force.X += force.X;
|
|
_force.Y += force.Y;
|
|
_force.Z += force.Z;
|
|
// m_log.DebugFormat("{0}: AddForce. adding={1}, newForce={2}", LogHeader, force, _force);
|
|
PhysicsScene.TaintedObject("BSCharacter.AddForce", delegate()
|
|
{
|
|
DetailLog("{0},BSCharacter.setAddForce,taint,addedForce={1}", LocalID, _force);
|
|
BulletSimAPI.SetObjectForce2(PhysBody.ptr, _force);
|
|
});
|
|
}
|
|
else
|
|
{
|
|
m_log.ErrorFormat("{0}: Got a NaN force applied to a Character", LogHeader);
|
|
}
|
|
//m_lastUpdateSent = false;
|
|
}
|
|
|
|
public override void AddAngularForce(OMV.Vector3 force, bool pushforce) {
|
|
}
|
|
public override void SetMomentum(OMV.Vector3 momentum) {
|
|
}
|
|
|
|
private void ComputeAvatarScale(OMV.Vector3 size)
|
|
{
|
|
// The 'size' given by the simulator is the mid-point of the avatar
|
|
// and X and Y are unspecified.
|
|
|
|
OMV.Vector3 newScale = OMV.Vector3.Zero;
|
|
newScale.X = PhysicsScene.Params.avatarCapsuleRadius;
|
|
newScale.Y = PhysicsScene.Params.avatarCapsuleRadius;
|
|
|
|
// From the total height, remove the capsule half spheres that are at each end
|
|
newScale.Z = size.Z- (newScale.X + newScale.Y);
|
|
Scale = newScale;
|
|
}
|
|
|
|
// set _avatarVolume and _mass based on capsule size, _density and Scale
|
|
private void ComputeAvatarVolumeAndMass()
|
|
{
|
|
_avatarVolume = (float)(
|
|
Math.PI
|
|
* Scale.X
|
|
* Scale.Y // the area of capsule cylinder
|
|
* Scale.Z // times height of capsule cylinder
|
|
+ 1.33333333f
|
|
* Math.PI
|
|
* Scale.X
|
|
* Math.Min(Scale.X, Scale.Y)
|
|
* Scale.Y // 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;
|
|
_velocity = entprop.Velocity;
|
|
_acceleration = entprop.Acceleration;
|
|
_rotationalVelocity = entprop.RotationalVelocity;
|
|
// Do some sanity checking for the avatar. Make sure it's above ground and inbounds.
|
|
PositionSanityCheck(true);
|
|
|
|
// remember the current and last set values
|
|
LastEntityProperties = CurrentEntityProperties;
|
|
CurrentEntityProperties = entprop;
|
|
|
|
if (entprop.Velocity != LastEntityProperties.Velocity)
|
|
{
|
|
// Changes in the velocity are suppressed in avatars.
|
|
// That's just the way they are defined.
|
|
OMV.Vector3 avVel = new OMV.Vector3(_appliedVelocity.X, _appliedVelocity.Y, entprop.Velocity.Z);
|
|
_velocity = avVel;
|
|
BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, avVel);
|
|
}
|
|
|
|
// Tell the linkset about value changes
|
|
Linkset.UpdateProperties(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);
|
|
}
|
|
}
|
|
}
|