432 lines
14 KiB
C#
432 lines
14 KiB
C#
/*
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* Copyright (c) 2011 Intel Corporation
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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 copyright
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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 Intel Corporation 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 OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Physics.Manager;
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using OpenSim.Region.CoreModules.RegionSync.RegionSyncModule;
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namespace OpenSim.Region.Physics.BulletSPlugin
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{
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public class BSCharacter : PhysicsActor
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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 BSScene _scene;
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private String _avName;
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private bool _stopped;
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private Vector3 _size;
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private Vector3 _scale;
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private PrimitiveBaseShape _pbs;
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private uint _localID = 0;
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private bool _grabbed;
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private bool _selected;
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private Vector3 _position;
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private float _mass = 80f;
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public float _density = 60f;
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public float CAPSULE_RADIUS = 0.37f;
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public float CAPSULE_LENGTH = 2.140599f;
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private Vector3 _force;
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private Vector3 _velocity;
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private Vector3 _torque;
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private float _collisionScore;
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private Vector3 _acceleration;
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private 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 long _collidingStep;
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private bool _collidingGround;
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private long _collidingGroundStep;
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private bool _collidingObj;
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private bool _floatOnWater;
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private Vector3 _rotationalVelocity;
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private bool _kinematic;
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private float _buoyancy;
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private int _subscribedEventsMs = 0;
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private 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, Vector3 pos, Vector3 size, bool isFlying)
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{
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_localID = localID;
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_avName = avName;
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_scene = parent_scene;
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_position = pos;
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_size = size;
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_orientation = Quaternion.Identity;
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_velocity = Vector3.Zero;
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_scale = new Vector3(1f, 1f, 1f);
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float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
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_mass = _density*AVvolume;
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ShapeData shapeData = new ShapeData();
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shapeData.ID = _localID;
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shapeData.Type = ShapeData.PhysicsShapeType.SHAPE_AVATAR;
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shapeData.Position = _position;
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shapeData.Rotation = _orientation;
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shapeData.Velocity = _velocity;
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shapeData.Scale = _scale;
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shapeData.Mass = _mass;
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shapeData.Flying = isFlying ? ShapeData.numericTrue : ShapeData.numericFalse;
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shapeData.Dynamic = ShapeData.numericFalse;
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BulletSimAPI.CreateObject(parent_scene.WorldID, shapeData);
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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 void Destroy()
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{
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_scene.TaintedObject(delegate()
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{
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BulletSimAPI.DestroyObject(_scene.WorldID, _localID);
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});
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}
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public override void RequestPhysicsterseUpdate()
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{
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if (PhysEngineToSceneConnectorModule.IsPhysEngineActorS)
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{
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// if the values have changed and it was I who changed them, send an update
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if (this.lastValues.Changed(this) && ChangingActorID == RegionSyncServerModule.ActorID)
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{
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// m_log.DebugFormat("{0}: Sending terse update for {1}", LogHeader, LocalID);
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PhysEngineToSceneConnectorModule.RouteUpdate(this);
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}
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}
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else
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{
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base.RequestPhysicsterseUpdate();
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}
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}
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public override bool Stopped {
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get { return _stopped; }
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}
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public override Vector3 Size {
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get { return _size; }
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set { _size = value;
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base.ChangingActorID = RegionSyncServerModule.ActorID;
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}
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}
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public override PrimitiveBaseShape Shape {
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set { _pbs = value;
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}
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}
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public override uint LocalID {
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set { _localID = value;
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}
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get { return _localID; }
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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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}
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public override bool Selected {
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set { _selected = value;
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}
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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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public override void LockAngularMotion(Vector3 axis) { return; }
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public override Vector3 Position {
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get {
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// _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _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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base.ChangingActorID = RegionSyncServerModule.ActorID;
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_scene.TaintedObject(delegate()
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{
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BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation);
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});
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}
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}
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public override float Mass {
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get {
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return _mass;
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}
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}
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public override 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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_scene.TaintedObject(delegate()
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{
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BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force);
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});
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}
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}
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public override int VehicleType {
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get { return 0; }
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set { return; }
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}
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public override void VehicleFloatParam(int param, float value) { }
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public override void VehicleVectorParam(int param, Vector3 value) {}
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public override void VehicleRotationParam(int param, 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 Vector3 GeometricCenter { get { return Vector3.Zero; } }
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public override Vector3 CenterOfMass { get { return Vector3.Zero; } }
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public override Vector3 Velocity {
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get { return _velocity; }
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set {
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_velocity = value;
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base.ChangingActorID = RegionSyncServerModule.ActorID;
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_scene.TaintedObject(delegate()
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{
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BulletSimAPI.SetObjectVelocity(_scene.WorldID, _localID, _velocity);
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});
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}
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}
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public override 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 Vector3 Acceleration {
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get { return _acceleration; }
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}
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public override Quaternion Orientation {
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get { return _orientation; }
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set {
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_orientation = value;
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_scene.TaintedObject(delegate()
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{
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// _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID);
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BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation);
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});
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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 Flying {
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get { return _flying; }
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set {
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_flying = value;
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_scene.TaintedObject(delegate()
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{
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BulletSimAPI.SetObjectFlying(_scene.WorldID, LocalID, _flying);
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});
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}
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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 == _scene.SimulationStep); }
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set { _isColliding = value; }
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}
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public override bool CollidingGround {
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get { return (_collidingGroundStep == _scene.SimulationStep); }
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set { _collidingGround = value; }
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}
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public override bool CollidingObj {
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get { return _collidingObj; }
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set { _collidingObj = value; }
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}
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public override bool FloatOnWater {
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set { _floatOnWater = value; }
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}
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public override Vector3 RotationalVelocity {
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get { return _rotationalVelocity; }
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set { _rotationalVelocity = value; }
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}
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public override bool Kinematic {
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get { return _kinematic; }
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set { _kinematic = value; }
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}
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public override float Buoyancy {
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get { return _buoyancy; }
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set { _buoyancy = value; }
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}
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// Used for MoveTo
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public override Vector3 PIDTarget {
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set { _PIDTarget = value; }
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}
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public override bool PIDActive {
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set { _usePID = value; }
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}
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public override float PIDTau {
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set { _PIDTau = value; }
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}
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// Used for llSetHoverHeight and maybe vehicle height
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// Hover Height will override MoveTo target's Z
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public override bool PIDHoverActive {
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set { _useHoverPID = value; }
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}
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public override float PIDHoverHeight {
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set { _PIDHoverHeight = value; }
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}
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public override PIDHoverType PIDHoverType {
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set { _PIDHoverType = value; }
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}
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public override float PIDHoverTau {
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set { _PIDHoverTao = value; }
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}
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// For RotLookAt
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public override Quaternion APIDTarget { set { return; } }
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public override bool APIDActive { set { return; } }
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public override float APIDStrength { set { return; } }
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public override float APIDDamping { set { return; } }
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public override void AddForce(Vector3 force, bool pushforce) {
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if (force.IsFinite())
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{
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_force.X += force.X;
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_force.Y += force.Y;
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_force.Z += force.Z;
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base.ChangingActorID = RegionSyncServerModule.ActorID;
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_scene.TaintedObject(delegate()
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{
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BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force);
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});
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}
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else
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{
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m_log.WarnFormat("{0}: Got a NaN force applied to a Character", LogHeader);
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}
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//m_lastUpdateSent = false;
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}
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public override void AddAngularForce(Vector3 force, bool pushforce) {
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}
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public override void SetMomentum(Vector3 momentum) {
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}
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public override void SubscribeEvents(int ms) {
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_subscribedEventsMs = ms;
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}
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public override void UnSubscribeEvents() {
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_subscribedEventsMs = 0;
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}
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public override bool SubscribedEvents() {
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return (_subscribedEventsMs > 0);
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}
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// The physics engine says that properties have updated. Update same and inform
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// the world that things have changed.
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public void UpdateProperties(EntityProperties entprop)
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{
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bool changed = false;
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// we assign to the local variables so the normal set action does not happen
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if (_position != entprop.Position)
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{
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_position = entprop.Position;
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changed = true;
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}
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if (_orientation != entprop.Rotation)
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{
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_orientation = entprop.Rotation;
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changed = true;
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}
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if (_velocity != entprop.Velocity)
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{
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_velocity = entprop.Velocity;
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changed = true;
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}
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if (_acceleration != entprop.Acceleration)
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{
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_acceleration = entprop.Acceleration;
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changed = true;
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}
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if (_rotationalVelocity != entprop.AngularVelocity)
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{
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_rotationalVelocity = entprop.AngularVelocity;
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changed = true;
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}
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if (changed)
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{
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this.RequestPhysicsterseUpdate();
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}
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}
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public void Collide(uint collidingWith, ActorTypes type, Vector3 contactPoint, Vector3 contactNormal, float pentrationDepth)
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{
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// m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith);
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// The following says we're colliding this simulation step
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_collidingStep = _scene.SimulationStep;
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if (collidingWith == BSScene.TERRAIN_ID || collidingWith == BSScene.GROUNDPLANE_ID)
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{
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_collidingGroundStep = _scene.SimulationStep;
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}
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if (_subscribedEventsMs == 0) return; // don't want collisions
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Dictionary<uint, ContactPoint> contactPoints = new Dictionary<uint, ContactPoint>();
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contactPoints.Add(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
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CollisionEventUpdate args = new CollisionEventUpdate(LocalID, (int)type, 1, contactPoints);
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base.SendCollisionUpdate(args);
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}
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}
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}
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