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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.PhysicsModules.SharedBase;
- namespace OpenSim.Region.PhysicsModule.BulletS
- {
- 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 bool _grabbed;
- private bool _selected;
- private float _mass;
- private float _avatarVolume;
- private float _collisionScore;
- private OMV.Vector3 _acceleration;
- private int _physicsActorType;
- private bool _isPhysical;
- private bool _flying;
- private bool _setAlwaysRun;
- private bool _throttleUpdates;
- private bool _floatOnWater;
- private bool _kinematic;
- private float _buoyancy;
- private OMV.Vector3 _size;
- private float _footOffset;
- private BSActorAvatarMove m_moveActor;
- private const string AvatarMoveActorName = "BSCharacter.AvatarMove";
- private OMV.Vector3 _PIDTarget;
- private float _PIDTau;
- // public override OMV.Vector3 RawVelocity
- // { get { return base.RawVelocity; }
- // set {
- // if (value != base.RawVelocity)
- // Util.PrintCallStack();
- // Console.WriteLine("Set rawvel to {0}", value);
- // base.RawVelocity = value; }
- // }
- // Avatars are always complete (in the physics engine sense)
- public override bool IsIncomplete { get { return false; } }
- public BSCharacter(
- uint localID, String avName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 vel, OMV.Vector3 size, float footOffset, bool isFlying)
- : base(parent_scene, localID, avName, "BSCharacter")
- {
- _physicsActorType = (int)ActorTypes.Agent;
- RawPosition = pos;
- _flying = isFlying;
- RawOrientation = OMV.Quaternion.Identity;
- RawVelocity = vel;
- _buoyancy = ComputeBuoyancyFromFlying(isFlying);
- Friction = BSParam.AvatarStandingFriction;
- Density = BSParam.AvatarDensity;
- _isPhysical = true;
- // Adjustments for zero X and Y made in Size()
- // This also computes avatar scale, volume, and mass
- SetAvatarSize(size, footOffset, true /* initializing */);
- DetailLog(
- "{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5},pos={6},vel={7}",
- LocalID, Size, Scale, Density, _avatarVolume, RawMass, pos, vel);
- // do actual creation in taint time
- PhysScene.TaintedObject(LocalID, "BSCharacter.create", delegate()
- {
- DetailLog("{0},BSCharacter.create,taint", LocalID);
- // New body and shape into PhysBody and PhysShape
- PhysScene.Shapes.GetBodyAndShape(true, PhysScene.World, this);
- // The avatar's movement is controlled by this motor that speeds up and slows down
- // the avatar seeking to reach the motor's target speed.
- // This motor runs as a prestep action for the avatar so it will keep the avatar
- // standing as well as moving. Destruction of the avatar will destroy the pre-step action.
- m_moveActor = new BSActorAvatarMove(PhysScene, this, AvatarMoveActorName);
- PhysicalActors.Add(AvatarMoveActorName, m_moveActor);
- SetPhysicalProperties();
- IsInitialized = true;
- });
- return;
- }
- // called when this character is being destroyed and the resources should be released
- public override void Destroy()
- {
- IsInitialized = false;
- base.Destroy();
- DetailLog("{0},BSCharacter.Destroy", LocalID);
- PhysScene.TaintedObject(LocalID, "BSCharacter.destroy", delegate()
- {
- PhysScene.Shapes.DereferenceBody(PhysBody, null /* bodyCallback */);
- PhysBody.Clear();
- PhysShape.Dereference(PhysScene);
- PhysShape = new BSShapeNull();
- });
- }
- private void SetPhysicalProperties()
- {
- PhysScene.PE.RemoveObjectFromWorld(PhysScene.World, PhysBody);
- ForcePosition = RawPosition;
- // Set the velocity
- if (m_moveActor != null)
- m_moveActor.SetVelocityAndTarget(RawVelocity, RawVelocity, false);
- ForceVelocity = RawVelocity;
- TargetVelocity = RawVelocity;
- // This will enable or disable the flying buoyancy of the avatar.
- // Needs to be reset especially when an avatar is recreated after crossing a region boundry.
- Flying = _flying;
- PhysScene.PE.SetRestitution(PhysBody, BSParam.AvatarRestitution);
- PhysScene.PE.SetMargin(PhysShape.physShapeInfo, PhysScene.Params.collisionMargin);
- PhysScene.PE.SetLocalScaling(PhysShape.physShapeInfo, Scale);
- PhysScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold);
- if (BSParam.CcdMotionThreshold > 0f)
- {
- PhysScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold);
- PhysScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius);
- }
- UpdatePhysicalMassProperties(RawMass, false);
- // Make so capsule does not fall over
- PhysScene.PE.SetAngularFactorV(PhysBody, OMV.Vector3.Zero);
- // The avatar mover sets some parameters.
- PhysicalActors.Refresh();
- PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_CHARACTER_OBJECT);
- PhysScene.PE.AddObjectToWorld(PhysScene.World, PhysBody);
- // PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.ACTIVE_TAG);
- PhysScene.PE.ForceActivationState(PhysBody, ActivationState.DISABLE_DEACTIVATION);
- PhysScene.PE.UpdateSingleAabb(PhysScene.World, PhysBody);
- // Do this after the object has been added to the world
- if (BSParam.AvatarToAvatarCollisionsByDefault)
- PhysBody.collisionType = CollisionType.Avatar;
- else
- PhysBody.collisionType = CollisionType.PhantomToOthersAvatar;
- PhysBody.ApplyCollisionMask(PhysScene);
- }
- 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
- {
- return _size;
- }
- set {
- setAvatarSize(value, _footOffset);
- }
- }
- // OpenSim 0.9 introduces a common avatar size computation
- public override void setAvatarSize(OMV.Vector3 size, float feetOffset)
- {
- SetAvatarSize(size, feetOffset, false /* initializing */);
- }
- // Internal version that, if initializing, doesn't do all the updating of the physics engine
- public void SetAvatarSize(OMV.Vector3 size, float feetOffset, bool initializing)
- {
- OMV.Vector3 newSize = size;
- if (newSize.IsFinite())
- {
- // Old versions of ScenePresence passed only the height. If width and/or depth are zero,
- // replace with the default values.
- if (newSize.X == 0f) newSize.X = BSParam.AvatarCapsuleDepth;
- if (newSize.Y == 0f) newSize.Y = BSParam.AvatarCapsuleWidth;
- if (newSize.X < 0.01f) newSize.X = 0.01f;
- if (newSize.Y < 0.01f) newSize.Y = 0.01f;
- if (newSize.Z < 0.01f) newSize.Z = BSParam.AvatarCapsuleHeight;
- }
- else
- {
- newSize = new OMV.Vector3(BSParam.AvatarCapsuleDepth, BSParam.AvatarCapsuleWidth, BSParam.AvatarCapsuleHeight);
- }
- // This is how much the avatar size is changing. Positive means getting bigger.
- // The avatar altitude must be adjusted for this change.
- float heightChange = newSize.Z - Size.Z;
- _size = newSize;
- Scale = ComputeAvatarScale(Size);
- ComputeAvatarVolumeAndMass();
- DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}",
- LocalID, _size, Scale, Density, _avatarVolume, RawMass);
- PhysScene.TaintedObject(LocalID, "BSCharacter.setSize", delegate()
- {
- if (PhysBody.HasPhysicalBody && PhysShape.physShapeInfo.HasPhysicalShape)
- {
- PhysScene.PE.SetLocalScaling(PhysShape.physShapeInfo, Scale);
- UpdatePhysicalMassProperties(RawMass, true);
- // Adjust the avatar's position to account for the increase/decrease in size
- ForcePosition = new OMV.Vector3(RawPosition.X, RawPosition.Y, RawPosition.Z + heightChange / 2f);
- // Make sure this change appears as a property update event
- PhysScene.PE.PushUpdate(PhysBody);
- }
- });
- }
- public override PrimitiveBaseShape Shape
- {
- set { BaseShape = value; }
- }
- public override bool Grabbed {
- set { _grabbed = value; }
- }
- public override bool Selected {
- set { _selected = value; }
- }
- public override bool IsSelected
- {
- get { return _selected; }
- }
- 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(bool inTaintTime)
- {
- RawVelocity = OMV.Vector3.Zero;
- _acceleration = OMV.Vector3.Zero;
- RawRotationalVelocity = OMV.Vector3.Zero;
- // Zero some other properties directly into the physics engine
- PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.ZeroMotion", delegate()
- {
- if (PhysBody.HasPhysicalBody)
- PhysScene.PE.ClearAllForces(PhysBody);
- });
- }
- public override void ZeroAngularMotion(bool inTaintTime)
- {
- RawRotationalVelocity = OMV.Vector3.Zero;
- PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.ZeroMotion", delegate()
- {
- if (PhysBody.HasPhysicalBody)
- {
- PhysScene.PE.SetInterpolationAngularVelocity(PhysBody, OMV.Vector3.Zero);
- PhysScene.PE.SetAngularVelocity(PhysBody, OMV.Vector3.Zero);
- // The next also get rid of applied linear force but the linear velocity is untouched.
- PhysScene.PE.ClearForces(PhysBody);
- }
- });
- }
- public override void LockAngularMotion(byte axislocks) { return; }
- public override OMV.Vector3 Position {
- get {
- // Don't refetch the position because this function is called a zillion times
- // RawPosition = PhysicsScene.PE.GetObjectPosition(Scene.World, LocalID);
- return RawPosition;
- }
- set {
- RawPosition = value;
- PhysScene.TaintedObject(LocalID, "BSCharacter.setPosition", delegate()
- {
- DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation);
- PositionSanityCheck();
- ForcePosition = RawPosition;
- });
- }
- }
- public override OMV.Vector3 ForcePosition {
- get {
- RawPosition = PhysScene.PE.GetPosition(PhysBody);
- return RawPosition;
- }
- set {
- RawPosition = value;
- if (PhysBody.HasPhysicalBody)
- {
- PhysScene.PE.SetTranslation(PhysBody, RawPosition, RawOrientation);
- }
- }
- }
- // 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;
- // TODO: check for out of bounds
- if (!PhysScene.TerrainManager.IsWithinKnownTerrain(RawPosition))
- {
- // The character is out of the known/simulated area.
- // Force the avatar position to be within known. ScenePresence will use the position
- // plus the velocity to decide if the avatar is moving out of the region.
- RawPosition = PhysScene.TerrainManager.ClampPositionIntoKnownTerrain(RawPosition);
- DetailLog("{0},BSCharacter.PositionSanityCheck,notWithinKnownTerrain,clampedPos={1}", LocalID, RawPosition);
- return true;
- }
- // If below the ground, move the avatar up
- float terrainHeight = PhysScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition);
- if (Position.Z < terrainHeight)
- {
- DetailLog("{0},BSCharacter.PositionSanityCheck,adjustForUnderGround,pos={1},terrain={2}", LocalID, RawPosition, terrainHeight);
- RawPosition = new OMV.Vector3(RawPosition.X, RawPosition.Y, terrainHeight + BSParam.AvatarBelowGroundUpCorrectionMeters);
- ret = true;
- }
- if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0)
- {
- float waterHeight = PhysScene.TerrainManager.GetWaterLevelAtXYZ(RawPosition);
- if (Position.Z < waterHeight)
- {
- RawPosition = new OMV.Vector3(RawPosition.X, RawPosition.Y, waterHeight);
- ret = true;
- }
- }
- return ret;
- }
- // A version of the sanity check that also makes sure a new position value is
- // pushed back to the physics engine. This routine would be used by anyone
- // who is not already pushing the value.
- private bool PositionSanityCheck(bool inTaintTime)
- {
- bool ret = false;
- if (PositionSanityCheck())
- {
- // The new position value must be pushed into the physics engine but we can't
- // just assign to "Position" because of potential call loops.
- PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.PositionSanityCheck", delegate()
- {
- DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation);
- ForcePosition = RawPosition;
- });
- ret = true;
- }
- return ret;
- }
- public override float Mass { get { return _mass; } }
- // used when we only want this prim's mass and not the linkset thing
- public override float RawMass {
- get {return _mass; }
- }
- public override void UpdatePhysicalMassProperties(float physMass, bool inWorld)
- {
- OMV.Vector3 localInertia = PhysScene.PE.CalculateLocalInertia(PhysShape.physShapeInfo, physMass);
- PhysScene.PE.SetMassProps(PhysBody, physMass, localInertia);
- }
- public override OMV.Vector3 Force {
- get { return RawForce; }
- set {
- RawForce = value;
- // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force);
- PhysScene.TaintedObject(LocalID, "BSCharacter.SetForce", delegate()
- {
- DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, RawForce);
- if (PhysBody.HasPhysicalBody)
- PhysScene.PE.SetObjectForce(PhysBody, RawForce);
- });
- }
- }
- // 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 bool IsVolumeDetect { get { return false; } }
- public override OMV.Vector3 GeometricCenter { get { return OMV.Vector3.Zero; } }
- public override OMV.Vector3 CenterOfMass { get { return OMV.Vector3.Zero; } }
- // PhysicsActor.TargetVelocity
- // Sets the target in the motor. This starts the changing of the avatar's velocity.
- public override OMV.Vector3 TargetVelocity
- {
- get
- {
- return base.m_targetVelocity;
- }
- set
- {
- DetailLog("{0},BSCharacter.setTargetVelocity,call,vel={1}", LocalID, value);
- base.m_targetVelocity = value;
- OMV.Vector3 targetVel = value;
- if (_setAlwaysRun && !_flying)
- targetVel *= new OMV.Vector3(BSParam.AvatarAlwaysRunFactor, BSParam.AvatarAlwaysRunFactor, 1f);
- if (m_moveActor != null)
- m_moveActor.SetVelocityAndTarget(RawVelocity, targetVel, false /* inTaintTime */);
- }
- }
- // Directly setting velocity means this is what the user really wants now.
- public override OMV.Vector3 Velocity {
- get { return RawVelocity; }
- set {
- if (m_moveActor != null)
- {
- // m_moveActor.SetVelocityAndTarget(OMV.Vector3.Zero, OMV.Vector3.Zero, false /* inTaintTime */);
- m_moveActor.SetVelocityAndTarget(RawVelocity, RawVelocity, false /* inTaintTime */);
- }
- base.Velocity = value;
- }
- }
- // SetMomentum just sets the velocity without a target. We need to stop the movement actor if a character.
- public override void SetMomentum(OMV.Vector3 momentum)
- {
- if (m_moveActor != null)
- {
- // m_moveActor.SetVelocityAndTarget(OMV.Vector3.Zero, OMV.Vector3.Zero, false /* inTaintTime */);
- m_moveActor.SetVelocityAndTarget(RawVelocity, RawVelocity, false /* inTaintTime */);
- }
- base.SetMomentum(momentum);
- }
- public override OMV.Vector3 ForceVelocity {
- get { return RawVelocity; }
- set {
- PhysScene.AssertInTaintTime("BSCharacter.ForceVelocity");
- DetailLog("{0}: BSCharacter.ForceVelocity.set = {1}", LocalID, value);
- RawVelocity = Util.ClampV(value, BSParam.MaxLinearVelocity);
- PhysScene.PE.SetLinearVelocity(PhysBody, RawVelocity);
- PhysScene.PE.Activate(PhysBody, true);
- }
- }
- public override OMV.Vector3 Torque {
- get { return RawTorque; }
- set { RawTorque = 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 RawOrientation; }
- set {
- // Orientation is set zillions of times when an avatar is walking. It's like
- // the viewer doesn't trust us.
- if (RawOrientation != value)
- {
- RawOrientation = value;
- PhysScene.TaintedObject(LocalID, "BSCharacter.setOrientation", delegate()
- {
- // Bullet assumes we know what we are doing when forcing orientation
- // so it lets us go against all the rules and just compensates for them later.
- // This forces rotation to be only around the Z axis and doesn't change any of the other axis.
- // This keeps us from flipping the capsule over which the veiwer does not understand.
- float oRoll, oPitch, oYaw;
- RawOrientation.GetEulerAngles(out oRoll, out oPitch, out oYaw);
- OMV.Quaternion trimmedOrientation = OMV.Quaternion.CreateFromEulers(0f, 0f, oYaw);
- // DetailLog("{0},BSCharacter.setOrientation,taint,val={1},valDir={2},conv={3},convDir={4}",
- // LocalID, RawOrientation, OMV.Vector3.UnitX * RawOrientation,
- // trimmedOrientation, OMV.Vector3.UnitX * trimmedOrientation);
- ForceOrientation = trimmedOrientation;
- });
- }
- }
- }
- // Go directly to Bullet to get/set the value.
- public override OMV.Quaternion ForceOrientation
- {
- get
- {
- RawOrientation = PhysScene.PE.GetOrientation(PhysBody);
- return RawOrientation;
- }
- set
- {
- RawOrientation = value;
- if (PhysBody.HasPhysicalBody)
- {
- // RawPosition = PhysicsScene.PE.GetPosition(BSBody);
- PhysScene.PE.SetTranslation(PhysBody, RawPosition, RawOrientation);
- }
- }
- }
- public override int PhysicsActorType {
- get { return _physicsActorType; }
- set { _physicsActorType = value;
- }
- }
- public override bool IsPhysical {
- get { return _isPhysical; }
- set { _isPhysical = value;
- }
- }
- public override bool IsSolid {
- get { return true; }
- }
- public override bool IsStatic {
- get { return false; }
- }
- public override bool IsPhysicallyActive {
- get { return true; }
- }
- public override bool Flying {
- get { return _flying; }
- set {
- _flying = value;
- // simulate flying by changing the effect of gravity
- Buoyancy = ComputeBuoyancyFromFlying(_flying);
- }
- }
- // Flying is implimented by changing the avatar's buoyancy.
- // Would this be done better with a vehicle type?
- private float ComputeBuoyancyFromFlying(bool ifFlying) {
- return ifFlying ? 1f : 0f;
- }
- public override bool
- SetAlwaysRun {
- get { return _setAlwaysRun; }
- set { _setAlwaysRun = value; }
- }
- public override bool ThrottleUpdates {
- get { return _throttleUpdates; }
- set { _throttleUpdates = value; }
- }
- public override bool FloatOnWater {
- set {
- _floatOnWater = value;
- PhysScene.TaintedObject(LocalID, "BSCharacter.setFloatOnWater", delegate()
- {
- if (PhysBody.HasPhysicalBody)
- {
- if (_floatOnWater)
- CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER);
- else
- CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER);
- }
- });
- }
- }
- 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;
- PhysScene.TaintedObject(LocalID, "BSCharacter.setBuoyancy", delegate()
- {
- DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
- ForceBuoyancy = _buoyancy;
- });
- }
- }
- public override float ForceBuoyancy {
- get { return _buoyancy; }
- set {
- PhysScene.AssertInTaintTime("BSCharacter.ForceBuoyancy");
- _buoyancy = value;
- DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
- // Buoyancy is faked by changing the gravity applied to the object
- float grav = BSParam.Gravity * (1f - _buoyancy);
- Gravity = new OMV.Vector3(0f, 0f, grav);
- if (PhysBody.HasPhysicalBody)
- PhysScene.PE.SetGravity(PhysBody, Gravity);
- }
- }
- // Used for MoveTo
- public override OMV.Vector3 PIDTarget {
- set { _PIDTarget = value; }
- }
- public override bool PIDActive { get; set; }
- public override float PIDTau {
- set { _PIDTau = value; }
- }
- public override void AddForce(OMV.Vector3 force, bool pushforce)
- {
- // Since this force is being applied in only one step, make this a force per second.
- OMV.Vector3 addForce = force;
- // The interaction of this force with the simulator rate and collision occurance is tricky.
- // ODE multiplies the force by 100
- // ubODE multiplies the force by 5.3
- // BulletSim, after much in-world testing, thinks it gets a similar effect by multiplying mass*0.315f
- // This number could be a feature of friction or timing, but it seems to move avatars the same as ubODE
- addForce *= Mass * BSParam.AvatarAddForcePushFactor;
- DetailLog("{0},BSCharacter.addForce,call,force={1},addForce={2},push={3},mass={4}", LocalID, force, addForce, pushforce, Mass);
- AddForce(false, addForce);
- }
- public override void AddForce(bool inTaintTime, OMV.Vector3 force) {
- if (force.IsFinite())
- {
- OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude);
- // DetailLog("{0},BSCharacter.addForce,call,force={1},push={2},inTaint={3}", LocalID, addForce, pushforce, inTaintTime);
- PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.AddForce", delegate()
- {
- // Bullet adds this central force to the total force for this tick
- // DetailLog("{0},BSCharacter.addForce,taint,force={1}", LocalID, addForce);
- if (PhysBody.HasPhysicalBody)
- {
- // Bullet adds this central force to the total force for this tick.
- // Deep down in Bullet:
- // linearVelocity += totalForce / mass * timeStep;
- PhysScene.PE.ApplyCentralForce(PhysBody, addForce);
- PhysScene.PE.Activate(PhysBody, true);
- }
- if (m_moveActor != null)
- {
- m_moveActor.SuppressStationayCheckUntilLowVelocity();
- }
- });
- }
- else
- {
- m_log.WarnFormat("{0}: Got a NaN force applied to a character. LocalID={1}", LogHeader, LocalID);
- return;
- }
- }
- public override void AddAngularForce(bool inTaintTime, OMV.Vector3 force) {
- }
- // The avatar's physical shape (whether capsule or cube) is unit sized. BulletSim sets
- // the scale of that unit shape to create the avatars full size.
- private OMV.Vector3 ComputeAvatarScale(OMV.Vector3 size)
- {
- OMV.Vector3 newScale = size;
- if (BSParam.AvatarUseBefore09SizeComputation)
- {
- // Bullet's capsule total height is the "passed height + radius * 2";
- // The base capsule is 1 unit in diameter and 2 units in height (passed radius=0.5, passed height = 1)
- // The number we pass in for 'scaling' is the multiplier to get that base
- // shape to be the size desired.
- // So, when creating the scale for the avatar height, we take the passed height
- // (size.Z) and remove the caps.
- // An oddity of the Bullet capsule implementation is that it presumes the Y
- // dimension is the radius of the capsule. Even though some of the code allows
- // for a asymmetrical capsule, other parts of the code presume it is cylindrical.
- // Scale is multiplier of radius with one of "0.5"
- float heightAdjust = BSParam.AvatarHeightMidFudge;
- if (BSParam.AvatarHeightLowFudge != 0f || BSParam.AvatarHeightHighFudge != 0f)
- {
- const float AVATAR_LOW = 1.1f;
- const float AVATAR_MID = 1.775f; // 1.87f
- const float AVATAR_HI = 2.45f;
- // An avatar is between 1.1 and 2.45 meters. Midpoint is 1.775m.
- float midHeightOffset = size.Z - AVATAR_MID;
- if (midHeightOffset < 0f)
- {
- // Small avatar. Add the adjustment based on the distance from midheight
- heightAdjust += ((-1f * midHeightOffset) / (AVATAR_MID - AVATAR_LOW)) * BSParam.AvatarHeightLowFudge;
- }
- else
- {
- // Large avatar. Add the adjustment based on the distance from midheight
- heightAdjust += ((midHeightOffset) / (AVATAR_HI - AVATAR_MID)) * BSParam.AvatarHeightHighFudge;
- }
- }
- if (BSParam.AvatarShape == BSShapeCollection.AvatarShapeCapsule)
- {
- newScale.X = size.X / 2f;
- newScale.Y = size.Y / 2f;
- // The total scale height is the central cylindar plus the caps on the two ends.
- newScale.Z = (size.Z + (Math.Min(size.X, size.Y) * 2) + heightAdjust) / 2f;
- }
- else
- {
- newScale.Z = size.Z + heightAdjust;
- }
- // m_log.DebugFormat("{0} ComputeAvatarScale: size={1},adj={2},scale={3}", LogHeader, size, heightAdjust, newScale);
- // If smaller than the endcaps, just fake like we're almost that small
- if (newScale.Z < 0)
- newScale.Z = 0.1f;
- DetailLog("{0},BSCharacter.ComputeAvatarScale,size={1},lowF={2},midF={3},hiF={4},adj={5},newScale={6}",
- LocalID, size, BSParam.AvatarHeightLowFudge, BSParam.AvatarHeightMidFudge, BSParam.AvatarHeightHighFudge, heightAdjust, newScale);
- }
- else
- {
- newScale.Z = size.Z + _footOffset;
- DetailLog("{0},BSCharacter.ComputeAvatarScale,using newScale={1}, footOffset={2}", LocalID, newScale, _footOffset);
- }
- return newScale;
- }
- // set _avatarVolume and _mass based on capsule size, _density and Scale
- private void ComputeAvatarVolumeAndMass()
- {
- if (BSParam.AvatarShape == BSShapeCollection.AvatarShapeCapsule)
- {
- _avatarVolume = (float)(
- Math.PI
- * Size.X / 2f
- * Size.Y / 2f // the area of capsule cylinder
- * Size.Z // times height of capsule cylinder
- + 1.33333333f
- * Math.PI
- * Size.X / 2f
- * Math.Min(Size.X, Size.Y) / 2
- * Size.Y / 2f // plus the volume of the capsule end caps
- );
- }
- else
- {
- _avatarVolume = Size.X * Size.Y * Size.Z;
- }
- _mass = Density * BSParam.DensityScaleFactor * _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)
- {
- // Let anyone (like the actors) modify the updated properties before they are pushed into the object and the simulator.
- TriggerPreUpdatePropertyAction(ref entprop);
- RawPosition = entprop.Position;
- RawOrientation = entprop.Rotation;
- // Smooth velocity. OpenSimulator is VERY sensitive to changes in velocity of the avatar
- // and will send agent updates to the clients if velocity changes by more than
- // 0.001m/s. Bullet introduces a lot of jitter in the velocity which causes many
- // extra updates.
- //
- // XXX: Contrary to the above comment, setting an update threshold here above 0.4 actually introduces jitter to
- // avatar movement rather than removes it. The larger the threshold, the bigger the jitter.
- // This is most noticeable in level flight and can be seen with
- // the "show updates" option in a viewer. With an update threshold, the RawVelocity cycles between a lower
- // bound and an upper bound, where the difference between the two is enough to trigger a large delta v update
- // and subsequently trigger an update in ScenePresence.SendTerseUpdateToAllClients(). The cause of this cycle (feedback?)
- // has not yet been identified.
- //
- // If there is a threshold below 0.4 or no threshold check at all (as in ODE), then RawVelocity stays constant and extra
- // updates are not triggered in ScenePresence.SendTerseUpdateToAllClients().
- // if (!entprop.Velocity.ApproxEquals(RawVelocity, 0.1f))
- RawVelocity = entprop.Velocity;
- _acceleration = entprop.Acceleration;
- RawRotationalVelocity = entprop.RotationalVelocity;
- // Do some sanity checking for the avatar. Make sure it's above ground and inbounds.
- if (PositionSanityCheck(true))
- {
- DetailLog("{0},BSCharacter.UpdateProperties,updatePosForSanity,pos={1}", LocalID, RawPosition);
- entprop.Position = RawPosition;
- }
- // remember the current and last set values
- LastEntityProperties = CurrentEntityProperties;
- CurrentEntityProperties = entprop;
- // Tell the linkset about value changes
- // Linkset.UpdateProperties(UpdatedProperties.EntPropUpdates, this);
- // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop.
- // PhysScene.PostUpdate(this);
- DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
- LocalID, RawPosition, RawOrientation, RawVelocity, _acceleration, RawRotationalVelocity);
- }
- }
- }
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