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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.Linq;
- using System.Text;
- using OpenSim.Region.PhysicsModules.SharedBase;
- using OMV = OpenMetaverse;
- namespace OpenSim.Region.PhysicsModule.BulletS
- {
- public class BSActorHover : BSActor
- {
- private BSFMotor m_hoverMotor;
- public BSActorHover(BSScene physicsScene, BSPhysObject pObj, string actorName)
- : base(physicsScene, pObj, actorName)
- {
- m_hoverMotor = null;
- m_physicsScene.DetailLog("{0},BSActorHover,constructor", m_controllingPrim.LocalID);
- }
- // BSActor.isActive
- public override bool isActive
- {
- get { return Enabled; }
- }
- // Release any connections and resources used by the actor.
- // BSActor.Dispose()
- public override void Dispose()
- {
- Enabled = false;
- DeactivateHover();
- }
- // Called when physical parameters (properties set in Bullet) need to be re-applied.
- // Called at taint-time.
- // BSActor.Refresh()
- public override void Refresh()
- {
- m_physicsScene.DetailLog("{0},BSActorHover,refresh", m_controllingPrim.LocalID);
- // If not active any more, turn me off
- if (!m_controllingPrim.HoverActive)
- {
- SetEnabled(false);
- }
- // If the object is physically active, add the hoverer prestep action
- if (isActive)
- {
- ActivateHover();
- }
- else
- {
- DeactivateHover();
- }
- }
- // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...).
- // Register a prestep action to restore physical requirements before the next simulation step.
- // Called at taint-time.
- // BSActor.RemoveDependencies()
- public override void RemoveDependencies()
- {
- // Nothing to do for the hoverer since it is all software at pre-step action time.
- }
- // If a hover motor has not been created, create one and start the hovering.
- private void ActivateHover()
- {
- if (m_hoverMotor == null)
- {
- // Turning the target on
- m_hoverMotor = new BSFMotor("BSActorHover",
- m_controllingPrim.HoverTau, // timeScale
- BSMotor.Infinite, // decay time scale
- 1f // efficiency
- );
- m_hoverMotor.SetTarget(ComputeCurrentHoverHeight());
- m_hoverMotor.SetCurrent(m_controllingPrim.RawPosition.Z);
- m_hoverMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG so motor will output detail log messages.
- m_physicsScene.BeforeStep += Hoverer;
- }
- }
- private void DeactivateHover()
- {
- if (m_hoverMotor != null)
- {
- m_physicsScene.BeforeStep -= Hoverer;
- m_hoverMotor = null;
- }
- }
- // Called just before the simulation step. Update the vertical position for hoverness.
- private void Hoverer(float timeStep)
- {
- // Don't do hovering while the object is selected.
- if (!isActive)
- return;
- m_hoverMotor.SetCurrent(m_controllingPrim.RawPosition.Z);
- m_hoverMotor.SetTarget(ComputeCurrentHoverHeight());
- float targetHeight = m_hoverMotor.Step(timeStep);
- // 'targetHeight' is where we'd like the Z of the prim to be at this moment.
- // Compute the amount of force to push us there.
- float moveForce = (targetHeight - m_controllingPrim.RawPosition.Z) * m_controllingPrim.RawMass;
- // Undo anything the object thinks it's doing at the moment
- moveForce = -m_controllingPrim.RawVelocity.Z * m_controllingPrim.Mass;
- m_physicsScene.PE.ApplyCentralImpulse(m_controllingPrim.PhysBody, new OMV.Vector3(0f, 0f, moveForce));
- m_physicsScene.DetailLog("{0},BSPrim.Hover,move,targHt={1},moveForce={2},mass={3}",
- m_controllingPrim.LocalID, targetHeight, moveForce, m_controllingPrim.RawMass);
- }
- // Based on current position, determine what we should be hovering at now.
- // Must recompute often. What if we walked offa cliff>
- private float ComputeCurrentHoverHeight()
- {
- float ret = m_controllingPrim.HoverHeight;
- float groundHeight = m_physicsScene.TerrainManager.GetTerrainHeightAtXYZ(m_controllingPrim.RawPosition);
- switch (m_controllingPrim.HoverType)
- {
- case PIDHoverType.Ground:
- ret = groundHeight + m_controllingPrim.HoverHeight;
- break;
- case PIDHoverType.GroundAndWater:
- float waterHeight = m_physicsScene.TerrainManager.GetWaterLevelAtXYZ(m_controllingPrim.RawPosition);
- if (groundHeight > waterHeight)
- {
- ret = groundHeight + m_controllingPrim.HoverHeight;
- }
- else
- {
- ret = waterHeight + m_controllingPrim.HoverHeight;
- }
- break;
- }
- return ret;
- }
- }
- }
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