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- /*
- * 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.Reflection;
- using log4net;
- using OMV = OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Region.Physics.Manager;
- namespace OpenSim.Region.Physics.BulletSPlugin
- {
- public sealed class BSCharacter : BSPhysObject
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- private static readonly string LogHeader = "[BULLETS CHAR]";
- // private bool _stopped;
- private OMV.Vector3 _size;
- private bool _grabbed;
- private bool _selected;
- private OMV.Vector3 _position;
- private float _mass;
- private float _avatarDensity;
- private float _avatarVolume;
- private OMV.Vector3 _force;
- private OMV.Vector3 _velocity;
- private OMV.Vector3 _torque;
- private float _collisionScore;
- private OMV.Vector3 _acceleration;
- private OMV.Quaternion _orientation;
- private int _physicsActorType;
- private bool _isPhysical;
- private bool _flying;
- private bool _setAlwaysRun;
- private bool _throttleUpdates;
- private bool _isColliding;
- private bool _collidingObj;
- private bool _floatOnWater;
- private OMV.Vector3 _rotationalVelocity;
- private bool _kinematic;
- private float _buoyancy;
- // The friction and velocity of the avatar is modified depending on whether walking or not.
- private OMV.Vector3 _appliedVelocity; // the last velocity applied to the avatar
- private float _currentFriction; // the friction currently being used (changed by setVelocity).
- private OMV.Vector3 _PIDTarget;
- private bool _usePID;
- private float _PIDTau;
- private bool _useHoverPID;
- private float _PIDHoverHeight;
- private PIDHoverType _PIDHoverType;
- private float _PIDHoverTao;
- public BSCharacter(uint localID, String avName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, bool isFlying)
- {
- base.BaseInitialize(parent_scene, localID, avName, "BSCharacter");
- _physicsActorType = (int)ActorTypes.Agent;
- _position = pos;
- _size = size;
- _flying = isFlying;
- _orientation = OMV.Quaternion.Identity;
- _velocity = OMV.Vector3.Zero;
- _appliedVelocity = OMV.Vector3.Zero;
- _buoyancy = ComputeBuoyancyFromFlying(isFlying);
- _currentFriction = PhysicsScene.Params.avatarStandingFriction;
- _avatarDensity = PhysicsScene.Params.avatarDensity;
- // The dimensions of the avatar capsule are kept in the scale.
- // Physics creates a unit capsule which is scaled by the physics engine.
- ComputeAvatarScale(_size);
- // set _avatarVolume and _mass based on capsule size, _density and Scale
- ComputeAvatarVolumeAndMass();
- DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}",
- LocalID, _size, Scale, _avatarDensity, _avatarVolume, MassRaw);
- ShapeData shapeData = new ShapeData();
- shapeData.ID = LocalID;
- shapeData.Type = ShapeData.PhysicsShapeType.SHAPE_AVATAR;
- shapeData.Position = _position;
- shapeData.Rotation = _orientation;
- shapeData.Velocity = _velocity;
- shapeData.Size = Scale; // capsule is a native shape but scale is not just <1,1,1>
- shapeData.Scale = Scale;
- shapeData.Mass = _mass;
- shapeData.Buoyancy = _buoyancy;
- shapeData.Static = ShapeData.numericFalse;
- shapeData.Friction = PhysicsScene.Params.avatarStandingFriction;
- shapeData.Restitution = PhysicsScene.Params.avatarRestitution;
- // do actual create at taint time
- PhysicsScene.TaintedObject("BSCharacter.create", delegate()
- {
- DetailLog("{0},BSCharacter.create,taint", LocalID);
- // New body and shape into BSBody and BSShape
- PhysicsScene.Shapes.GetBodyAndShape(true, PhysicsScene.World, this, shapeData, null, null, null);
- SetPhysicalProperties();
- });
- return;
- }
- // called when this character is being destroyed and the resources should be released
- public override void Destroy()
- {
- DetailLog("{0},BSCharacter.Destroy", LocalID);
- PhysicsScene.TaintedObject("BSCharacter.destroy", delegate()
- {
- PhysicsScene.Shapes.DereferenceBody(BSBody, true, null);
- PhysicsScene.Shapes.DereferenceShape(BSShape, true, null);
- });
- }
- private void SetPhysicalProperties()
- {
- BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, BSBody.ptr);
- ZeroMotion();
- ForcePosition = _position;
- // Set the velocity and compute the proper friction
- ForceVelocity = _velocity;
- BulletSimAPI.SetRestitution2(BSBody.ptr, PhysicsScene.Params.avatarRestitution);
- BulletSimAPI.SetMargin2(BSShape.ptr, PhysicsScene.Params.collisionMargin);
- BulletSimAPI.SetLocalScaling2(BSShape.ptr, Scale);
- BulletSimAPI.SetContactProcessingThreshold2(BSBody.ptr, PhysicsScene.Params.contactProcessingThreshold);
- if (PhysicsScene.Params.ccdMotionThreshold > 0f)
- {
- BulletSimAPI.SetCcdMotionThreshold2(BSBody.ptr, PhysicsScene.Params.ccdMotionThreshold);
- BulletSimAPI.SetCcdSweepSphereRadius2(BSBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius);
- }
- OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(BSShape.ptr, MassRaw);
- BulletSimAPI.SetMassProps2(BSBody.ptr, MassRaw, localInertia);
- // Make so capsule does not fall over
- BulletSimAPI.SetAngularFactorV2(BSBody.ptr, OMV.Vector3.Zero);
- BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.CF_CHARACTER_OBJECT);
- BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, BSBody.ptr);
- // BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ACTIVE_TAG);
- BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.DISABLE_DEACTIVATION);
- BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, BSBody.ptr);
- // Do this after the object has been added to the world
- BulletSimAPI.SetCollisionFilterMask2(BSBody.ptr,
- (uint)CollisionFilterGroups.AvatarFilter,
- (uint)CollisionFilterGroups.AvatarMask);
- }
- public override void RequestPhysicsterseUpdate()
- {
- base.RequestPhysicsterseUpdate();
- }
- // No one calls this method so I don't know what it could possibly mean
- public override bool Stopped { get { return false; } }
- public override OMV.Vector3 Size {
- get
- {
- // Avatar capsule size is kept in the scale parameter.
- // return _size;
- return new OMV.Vector3(Scale.X * 2f, Scale.Y * 2f, Scale.Z);
- }
- set {
- // When an avatar's size is set, only the height is changed.
- _size = value;
- ComputeAvatarScale(_size);
- ComputeAvatarVolumeAndMass();
- DetailLog("{0},BSCharacter.setSize,call,scale={1},density={2},volume={3},mass={4}",
- LocalID, Scale, _avatarDensity, _avatarVolume, MassRaw);
- PhysicsScene.TaintedObject("BSCharacter.setSize", delegate()
- {
- BulletSimAPI.SetLocalScaling2(BSShape.ptr, Scale);
- OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(BSShape.ptr, MassRaw);
- BulletSimAPI.SetMassProps2(BSBody.ptr, MassRaw, localInertia);
- });
- }
- }
- public override OMV.Vector3 Scale { get; set; }
- public override PrimitiveBaseShape Shape
- {
- set { BaseShape = value; }
- }
- public override bool Grabbed {
- set { _grabbed = value; }
- }
- public override bool Selected {
- set { _selected = value; }
- }
- public override void CrossingFailure() { return; }
- public override void link(PhysicsActor obj) { return; }
- public override void delink() { return; }
- // Set motion values to zero.
- // Do it to the properties so the values get set in the physics engine.
- // Push the setting of the values to the viewer.
- // Called at taint time!
- public override void ZeroMotion()
- {
- _velocity = OMV.Vector3.Zero;
- _acceleration = OMV.Vector3.Zero;
- _rotationalVelocity = OMV.Vector3.Zero;
- // Zero some other properties directly into the physics engine
- BulletSimAPI.SetLinearVelocity2(BSBody.ptr, OMV.Vector3.Zero);
- BulletSimAPI.SetAngularVelocity2(BSBody.ptr, OMV.Vector3.Zero);
- BulletSimAPI.SetInterpolationVelocity2(BSBody.ptr, OMV.Vector3.Zero, OMV.Vector3.Zero);
- BulletSimAPI.ClearForces2(BSBody.ptr);
- }
- public override void LockAngularMotion(OMV.Vector3 axis) { return; }
- public override OMV.Vector3 Position {
- get {
- // _position = BulletSimAPI.GetObjectPosition2(Scene.World.ptr, LocalID);
- return _position;
- }
- set {
- _position = value;
- PositionSanityCheck();
- PhysicsScene.TaintedObject("BSCharacter.setPosition", delegate()
- {
- DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
- BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation);
- });
- }
- }
- public override OMV.Vector3 ForcePosition {
- get {
- _position = BulletSimAPI.GetPosition2(BSBody.ptr);
- return _position;
- }
- set {
- _position = value;
- PositionSanityCheck();
- BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation);
- }
- }
- // Check that the current position is sane and, if not, modify the position to make it so.
- // Check for being below terrain or on water.
- // Returns 'true' of the position was made sane by some action.
- private bool PositionSanityCheck()
- {
- bool ret = false;
- // If below the ground, move the avatar up
- float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position);
- 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.GetWaterLevelAtXYZ(_position);
- if (Position.Z < waterHeight)
- {
- _position.Z = waterHeight;
- ret = true;
- }
- }
- // TODO: check for out of bounds
- 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.
- BSScene.TaintCallback sanityOperation = delegate()
- {
- DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation);
- BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation);
- };
- if (inTaintTime)
- sanityOperation();
- else
- PhysicsScene.TaintedObject("BSCharacter.PositionSanityCheck", sanityOperation);
- 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 MassRaw { get {return _mass; } }
- 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);
- BulletSimAPI.SetObjectForce2(BSBody.ptr, _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; } }
- 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()
- {
- DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity);
- ForceVelocity = _velocity;
- });
- }
- }
- public override OMV.Vector3 ForceVelocity {
- get { return _velocity; }
- set {
- // Depending on whether the avatar is moving or not, change the friction
- // to keep the avatar from slipping around
- if (_velocity.Length() == 0)
- {
- if (_currentFriction != PhysicsScene.Params.avatarStandingFriction)
- {
- _currentFriction = PhysicsScene.Params.avatarStandingFriction;
- BulletSimAPI.SetFriction2(BSBody.ptr, _currentFriction);
- }
- }
- else
- {
- if (_currentFriction != PhysicsScene.Params.avatarFriction)
- {
- _currentFriction = PhysicsScene.Params.avatarFriction;
- BulletSimAPI.SetFriction2(BSBody.ptr, _currentFriction);
- }
- }
- _velocity = value;
- // Remember the set velocity so we can suppress the reduction by friction, ...
- _appliedVelocity = value;
- BulletSimAPI.SetLinearVelocity2(BSBody.ptr, _velocity);
- BulletSimAPI.Activate2(BSBody.ptr, 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 Orientation {
- get { return _orientation; }
- set {
- _orientation = value;
- // m_log.DebugFormat("{0}: set orientation to {1}", LogHeader, _orientation);
- PhysicsScene.TaintedObject("BSCharacter.setOrientation", delegate()
- {
- // _position = BulletSimAPI.GetPosition2(BSBody.ptr);
- BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation);
- });
- }
- }
- // Go directly to Bullet to get/set the value.
- public override OMV.Quaternion ForceOrientation
- {
- get
- {
- _orientation = BulletSimAPI.GetOrientation2(BSBody.ptr);
- return _orientation;
- }
- set
- {
- _orientation = value;
- BulletSimAPI.SetTranslation2(BSBody.ptr, _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 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 IsColliding {
- get { return (CollidingStep == PhysicsScene.SimulationStep); }
- set { _isColliding = value; }
- }
- 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(BSBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER);
- else
- CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.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(BSBody.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(BSBody.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(BSBody.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);
- }
- }
- }
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