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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 OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Region.Physics.Manager;
- namespace OpenSim.Region.Physics.BulletSPlugin
- {
- public class BSCharacter : PhysicsActor
- {
- private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- private static readonly string LogHeader = "[BULLETS CHAR]";
- private BSScene _scene;
- private String _avName;
- private bool _stopped;
- private Vector3 _size;
- private Vector3 _scale;
- private PrimitiveBaseShape _pbs;
- private uint _localID = 0;
- private bool _grabbed;
- private bool _selected;
- private Vector3 _position;
- private float _mass;
- public float _density;
- public float _avatarVolume;
- private Vector3 _force;
- private Vector3 _velocity;
- private Vector3 _torque;
- private float _collisionScore;
- private Vector3 _acceleration;
- private Quaternion _orientation;
- private int _physicsActorType;
- private bool _isPhysical;
- private bool _flying;
- private bool _setAlwaysRun;
- private bool _throttleUpdates;
- private bool _isColliding;
- private long _collidingStep;
- private bool _collidingGround;
- private long _collidingGroundStep;
- private bool _collidingObj;
- private bool _floatOnWater;
- private Vector3 _rotationalVelocity;
- private bool _kinematic;
- private float _buoyancy;
- private int _subscribedEventsMs = 0;
- private int _lastCollisionTime = 0;
- private 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, Vector3 pos, Vector3 size, bool isFlying)
- {
- _localID = localID;
- _avName = avName;
- _scene = parent_scene;
- _position = pos;
- _size = size;
- _flying = isFlying;
- _orientation = Quaternion.Identity;
- _velocity = Vector3.Zero;
- _buoyancy = isFlying ? 1f : 0f;
- _scale = new Vector3(1f, 1f, 1f);
- _density = _scene.Params.avatarDensity;
- ComputeAvatarVolumeAndMass(); // set _avatarVolume and _mass based on capsule size, _density and _scale
- ShapeData shapeData = new ShapeData();
- shapeData.ID = _localID;
- shapeData.Type = ShapeData.PhysicsShapeType.SHAPE_AVATAR;
- shapeData.Position = _position;
- shapeData.Rotation = _orientation;
- shapeData.Velocity = _velocity;
- shapeData.Scale = _scale;
- shapeData.Mass = _mass;
- shapeData.Buoyancy = _buoyancy;
- shapeData.Static = ShapeData.numericFalse;
- shapeData.Friction = _scene.Params.avatarFriction;
- shapeData.Restitution = _scene.Params.defaultRestitution;
- // do actual create at taint time
- _scene.TaintedObject(delegate()
- {
- BulletSimAPI.CreateObject(parent_scene.WorldID, shapeData);
- });
-
- return;
- }
- // called when this character is being destroyed and the resources should be released
- public void Destroy()
- {
- _scene.TaintedObject(delegate()
- {
- BulletSimAPI.DestroyObject(_scene.WorldID, _localID);
- });
- }
- public override void RequestPhysicsterseUpdate()
- {
- base.RequestPhysicsterseUpdate();
- }
- public override bool Stopped {
- get { return _stopped; }
- }
- public override Vector3 Size {
- get { return _size; }
- set { _size = value;
- }
- }
- public override PrimitiveBaseShape Shape {
- set { _pbs = value;
- }
- }
- public override uint LocalID {
- set { _localID = value;
- }
- get { return _localID; }
- }
- 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; }
- public override void LockAngularMotion(Vector3 axis) { return; }
- public override Vector3 Position {
- get {
- // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID);
- return _position;
- }
- set {
- _position = value;
- _scene.TaintedObject(delegate()
- {
- BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation);
- });
- }
- }
- public override float Mass {
- get {
- return _mass;
- }
- }
- public override Vector3 Force {
- get { return _force; }
- set {
- _force = value;
- // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force);
- _scene.TaintedObject(delegate()
- {
- BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force);
- });
- }
- }
- public override int VehicleType {
- get { return 0; }
- set { return; }
- }
- public override void VehicleFloatParam(int param, float value) { }
- public override void VehicleVectorParam(int param, Vector3 value) {}
- public override void VehicleRotationParam(int param, 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 Vector3 GeometricCenter { get { return Vector3.Zero; } }
- public override Vector3 CenterOfMass { get { return Vector3.Zero; } }
- public override Vector3 Velocity {
- get { return _velocity; }
- set {
- _velocity = value;
- // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity);
- _scene.TaintedObject(delegate()
- {
- BulletSimAPI.SetObjectVelocity(_scene.WorldID, _localID, _velocity);
- });
- }
- }
- public override Vector3 Torque {
- get { return _torque; }
- set { _torque = value;
- }
- }
- public override float CollisionScore {
- get { return _collisionScore; }
- set { _collisionScore = value;
- }
- }
- public override Vector3 Acceleration {
- get { return _acceleration; }
- set { _acceleration = value; }
- }
- public override Quaternion Orientation {
- get { return _orientation; }
- set {
- _orientation = value;
- // m_log.DebugFormat("{0}: set orientation to {1}", LogHeader, _orientation);
- _scene.TaintedObject(delegate()
- {
- // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID);
- BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _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 Flying {
- get { return _flying; }
- set {
- _flying = value;
- _scene.TaintedObject(delegate()
- {
- // simulate flying by changing the effect of gravity
- BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, LocalID, _flying ? 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 == _scene.SimulationStep); }
- set { _isColliding = value; }
- }
- public override bool CollidingGround {
- get { return (_collidingGroundStep == _scene.SimulationStep); }
- set { _collidingGround = value; }
- }
- public override bool CollidingObj {
- get { return _collidingObj; }
- set { _collidingObj = value; }
- }
- public override bool FloatOnWater {
- set { _floatOnWater = value; }
- }
- public override Vector3 RotationalVelocity {
- get { return _rotationalVelocity; }
- set { _rotationalVelocity = value; }
- }
- public override bool Kinematic {
- get { return _kinematic; }
- set { _kinematic = value; }
- }
- public override float Buoyancy {
- get { return _buoyancy; }
- set { _buoyancy = value;
- _scene.TaintedObject(delegate()
- {
- BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, LocalID, _buoyancy);
- });
- }
- }
- // Used for MoveTo
- public override 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 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(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);
- _scene.TaintedObject(delegate()
- {
- BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force);
- });
- }
- else
- {
- m_log.WarnFormat("{0}: Got a NaN force applied to a Character", LogHeader);
- }
- //m_lastUpdateSent = false;
- }
- public override void AddAngularForce(Vector3 force, bool pushforce) {
- }
- public override void SetMomentum(Vector3 momentum) {
- }
- public override void SubscribeEvents(int ms) {
- _subscribedEventsMs = ms;
- _lastCollisionTime = Util.EnvironmentTickCount() - _subscribedEventsMs; // make first collision happen
- }
- public override void UnSubscribeEvents() {
- _subscribedEventsMs = 0;
- }
- public override bool SubscribedEvents() {
- return (_subscribedEventsMs > 0);
- }
- // set _avatarVolume and _mass based on capsule size, _density and _scale
- private void ComputeAvatarVolumeAndMass()
- {
- _avatarVolume = (float)(
- Math.PI
- * _scene.Params.avatarCapsuleRadius * _scale.X
- * _scene.Params.avatarCapsuleRadius * _scale.Y
- * _scene.Params.avatarCapsuleHeight * _scale.Z);
- _mass = _density * _avatarVolume;
- }
- // The physics engine says that properties have updated. Update same and inform
- // the world that things have changed.
- public void UpdateProperties(EntityProperties entprop)
- {
- bool changed = false;
- // we assign to the local variables so the normal set action does not happen
- if (_position != entprop.Position)
- {
- _position = entprop.Position;
- changed = true;
- }
- if (_orientation != entprop.Rotation)
- {
- _orientation = entprop.Rotation;
- changed = true;
- }
- if (_velocity != entprop.Velocity)
- {
- _velocity = entprop.Velocity;
- changed = true;
- }
- if (_acceleration != entprop.Acceleration)
- {
- _acceleration = entprop.Acceleration;
- changed = true;
- }
- if (_rotationalVelocity != entprop.RotationalVelocity)
- {
- _rotationalVelocity = entprop.RotationalVelocity;
- changed = true;
- }
- if (changed)
- {
- // m_log.DebugFormat("{0}: UpdateProperties: id={1}, c={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation);
- // Avatar movement is not done by generating this event. There is a system that
- // checks for avatar updates each heartbeat loop.
- // base.RequestPhysicsterseUpdate();
- }
- }
- public void Collide(uint collidingWith, ActorTypes type, Vector3 contactPoint, Vector3 contactNormal, float pentrationDepth)
- {
- // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith);
- // The following makes IsColliding() and IsCollidingGround() work
- _collidingStep = _scene.SimulationStep;
- if (collidingWith == BSScene.TERRAIN_ID || collidingWith == BSScene.GROUNDPLANE_ID)
- {
- _collidingGroundStep = _scene.SimulationStep;
- }
- // throttle collisions to the rate specified in the subscription
- if (_subscribedEventsMs == 0) return; // don't want collisions
- int nowTime = _scene.SimulationNowTime;
- if (nowTime < (_lastCollisionTime + _subscribedEventsMs)) return;
- _lastCollisionTime = nowTime;
- Dictionary<uint, ContactPoint> contactPoints = new Dictionary<uint, ContactPoint>();
- contactPoints.Add(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
- CollisionEventUpdate args = new CollisionEventUpdate(contactPoints);
- base.SendCollisionUpdate(args);
- }
- }
- }
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