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authorJustin Clark-Casey (justincc)2013-01-24 00:02:43 +0000
committerJustin Clark-Casey (justincc)2013-01-24 00:02:43 +0000
commita1f78ceb37dda544f8d04aa00bf3fedd298f024e (patch)
treee3f9b4f03f712dc63a4aefc5ac389f9b1c36ed8d /OpenSim/Region/Physics/BulletSNPlugin/BSCharacter.cs
parentNew constants for llGetObjectDetails (diff)
parentBulletSim: remove setting of vehicle InterpolationRotationalVelocity. (diff)
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Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Physics/BulletSNPlugin/BSCharacter.cs814
1 files changed, 0 insertions, 814 deletions
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSNPlugin/BSCharacter.cs
deleted file mode 100644
index d91c47f..0000000
--- a/OpenSim/Region/Physics/BulletSNPlugin/BSCharacter.cs
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@@ -1,814 +0,0 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyrightD
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27using System;
28using System.Collections.Generic;
29using System.Reflection;
30using log4net;
31using OMV = OpenMetaverse;
32using OpenSim.Framework;
33using OpenSim.Region.Physics.Manager;
34
35namespace OpenSim.Region.Physics.BulletSNPlugin
36{
37public sealed class BSCharacter : BSPhysObject
38{
39 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
40 private static readonly string LogHeader = "[BULLETS CHAR]";
41
42 // private bool _stopped;
43 private OMV.Vector3 _size;
44 private bool _grabbed;
45 private bool _selected;
46 private OMV.Vector3 _position;
47 private float _mass;
48 private float _avatarDensity;
49 private float _avatarVolume;
50 private OMV.Vector3 _force;
51 private OMV.Vector3 _velocity;
52 private OMV.Vector3 _torque;
53 private float _collisionScore;
54 private OMV.Vector3 _acceleration;
55 private OMV.Quaternion _orientation;
56 private int _physicsActorType;
57 private bool _isPhysical;
58 private bool _flying;
59 private bool _setAlwaysRun;
60 private bool _throttleUpdates;
61 private bool _isColliding;
62 private bool _collidingObj;
63 private bool _floatOnWater;
64 private OMV.Vector3 _rotationalVelocity;
65 private bool _kinematic;
66 private float _buoyancy;
67
68 // The friction and velocity of the avatar is modified depending on whether walking or not.
69 private OMV.Vector3 _appliedVelocity; // the last velocity applied to the avatar
70 private float _currentFriction; // the friction currently being used (changed by setVelocity).
71
72 private BSVMotor _velocityMotor;
73
74 private OMV.Vector3 _PIDTarget;
75 private bool _usePID;
76 private float _PIDTau;
77 private bool _useHoverPID;
78 private float _PIDHoverHeight;
79 private PIDHoverType _PIDHoverType;
80 private float _PIDHoverTao;
81
82 public BSCharacter(uint localID, String avName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, bool isFlying)
83 : base(parent_scene, localID, avName, "BSCharacter")
84 {
85 _physicsActorType = (int)ActorTypes.Agent;
86 _position = pos;
87
88 // Old versions of ScenePresence passed only the height. If width and/or depth are zero,
89 // replace with the default values.
90 _size = size;
91 if (_size.X == 0f) _size.X = BSParam.AvatarCapsuleDepth;
92 if (_size.Y == 0f) _size.Y = BSParam.AvatarCapsuleWidth;
93
94 // A motor to control the acceleration and deceleration of the avatar movement.
95 // _velocityMotor = new BSVMotor("BSCharacter.Velocity", 3f, 5f, BSMotor.InfiniteVector, 1f);
96 // _velocityMotor = new BSPIDVMotor("BSCharacter.Velocity", 3f, 5f, BSMotor.InfiniteVector, 1f);
97 // Infinite decay and timescale values so motor only changes current to target values.
98 _velocityMotor = new BSVMotor("BSCharacter.Velocity",
99 0.2f, // time scale
100 BSMotor.Infinite, // decay time scale
101 BSMotor.InfiniteVector, // friction timescale
102 1f // efficiency
103 );
104 _velocityMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages.
105
106 _flying = isFlying;
107 _orientation = OMV.Quaternion.Identity;
108 _velocity = OMV.Vector3.Zero;
109 _appliedVelocity = OMV.Vector3.Zero;
110 _buoyancy = ComputeBuoyancyFromFlying(isFlying);
111 _currentFriction = BSParam.AvatarStandingFriction;
112 _avatarDensity = BSParam.AvatarDensity;
113
114 // The dimensions of the avatar capsule are kept in the scale.
115 // Physics creates a unit capsule which is scaled by the physics engine.
116 ComputeAvatarScale(_size);
117 // set _avatarVolume and _mass based on capsule size, _density and Scale
118 ComputeAvatarVolumeAndMass();
119 DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}",
120 LocalID, _size, Scale, _avatarDensity, _avatarVolume, RawMass);
121
122 // do actual creation in taint time
123 PhysicsScene.TaintedObject("BSCharacter.create", delegate()
124 {
125 DetailLog("{0},BSCharacter.create,taint", LocalID);
126 // New body and shape into PhysBody and PhysShape
127 PhysicsScene.Shapes.GetBodyAndShape(true, PhysicsScene.World, this);
128
129 SetPhysicalProperties();
130 });
131 return;
132 }
133
134 // called when this character is being destroyed and the resources should be released
135 public override void Destroy()
136 {
137 base.Destroy();
138
139 DetailLog("{0},BSCharacter.Destroy", LocalID);
140 PhysicsScene.TaintedObject("BSCharacter.destroy", delegate()
141 {
142 PhysicsScene.Shapes.DereferenceBody(PhysBody, true, null);
143 PhysBody.Clear();
144 PhysicsScene.Shapes.DereferenceShape(PhysShape, true, null);
145 PhysShape.Clear();
146 });
147 }
148
149 private void SetPhysicalProperties()
150 {
151 BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, PhysBody.ptr);
152
153 ZeroMotion(true);
154 ForcePosition = _position;
155 // Set the velocity and compute the proper friction
156 ForceVelocity = _velocity;
157 // Setting the current and target in the motor will cause it to start computing any deceleration.
158 _velocityMotor.Reset();
159 _velocityMotor.SetCurrent(_velocity);
160 _velocityMotor.SetTarget(_velocity);
161 _velocityMotor.Enabled = false;
162
163 // This will enable or disable the flying buoyancy of the avatar.
164 // Needs to be reset especially when an avatar is recreated after crossing a region boundry.
165 Flying = _flying;
166
167 BulletSimAPI.SetRestitution2(PhysBody.ptr, BSParam.AvatarRestitution);
168 BulletSimAPI.SetMargin2(PhysShape.ptr, PhysicsScene.Params.collisionMargin);
169 BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale);
170 BulletSimAPI.SetContactProcessingThreshold2(PhysBody.ptr, BSParam.ContactProcessingThreshold);
171 if (BSParam.CcdMotionThreshold > 0f)
172 {
173 BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, BSParam.CcdMotionThreshold);
174 BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, BSParam.CcdSweptSphereRadius);
175 }
176
177 UpdatePhysicalMassProperties(RawMass, false);
178
179 // Make so capsule does not fall over
180 BulletSimAPI.SetAngularFactorV2(PhysBody.ptr, OMV.Vector3.Zero);
181
182 BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_CHARACTER_OBJECT);
183
184 BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, PhysBody.ptr, _position, _orientation);
185
186 // BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ACTIVE_TAG);
187 BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.DISABLE_DEACTIVATION);
188 BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, PhysBody.ptr);
189
190 // Do this after the object has been added to the world
191 PhysBody.collisionType = CollisionType.Avatar;
192 PhysBody.ApplyCollisionMask();
193 }
194
195 public override void RequestPhysicsterseUpdate()
196 {
197 base.RequestPhysicsterseUpdate();
198 }
199 // No one calls this method so I don't know what it could possibly mean
200 public override bool Stopped { get { return false; } }
201
202 public override OMV.Vector3 Size {
203 get
204 {
205 // Avatar capsule size is kept in the scale parameter.
206 return _size;
207 }
208
209 set {
210 // When an avatar's size is set, only the height is changed.
211 _size = value;
212 // Old versions of ScenePresence passed only the height. If width and/or depth are zero,
213 // replace with the default values.
214 if (_size.X == 0f) _size.X = BSParam.AvatarCapsuleDepth;
215 if (_size.Y == 0f) _size.Y = BSParam.AvatarCapsuleWidth;
216
217 ComputeAvatarScale(_size);
218 ComputeAvatarVolumeAndMass();
219 DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}",
220 LocalID, _size, Scale, _avatarDensity, _avatarVolume, RawMass);
221
222 PhysicsScene.TaintedObject("BSCharacter.setSize", delegate()
223 {
224 if (PhysBody.HasPhysicalBody && PhysShape.HasPhysicalShape)
225 {
226 BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale);
227 UpdatePhysicalMassProperties(RawMass, true);
228 // Make sure this change appears as a property update event
229 BulletSimAPI.PushUpdate2(PhysBody.ptr);
230 }
231 });
232
233 }
234 }
235
236 public override PrimitiveBaseShape Shape
237 {
238 set { BaseShape = value; }
239 }
240 // I want the physics engine to make an avatar capsule
241 public override BSPhysicsShapeType PreferredPhysicalShape
242 {
243 get {return BSPhysicsShapeType.SHAPE_CAPSULE; }
244 }
245
246 public override bool Grabbed {
247 set { _grabbed = value; }
248 }
249 public override bool Selected {
250 set { _selected = value; }
251 }
252 public override void CrossingFailure() { return; }
253 public override void link(PhysicsActor obj) { return; }
254 public override void delink() { return; }
255
256 // Set motion values to zero.
257 // Do it to the properties so the values get set in the physics engine.
258 // Push the setting of the values to the viewer.
259 // Called at taint time!
260 public override void ZeroMotion(bool inTaintTime)
261 {
262 _velocity = OMV.Vector3.Zero;
263 _acceleration = OMV.Vector3.Zero;
264 _rotationalVelocity = OMV.Vector3.Zero;
265
266 // Zero some other properties directly into the physics engine
267 PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate()
268 {
269 if (PhysBody.HasPhysicalBody)
270 BulletSimAPI.ClearAllForces2(PhysBody.ptr);
271 });
272 }
273 public override void ZeroAngularMotion(bool inTaintTime)
274 {
275 _rotationalVelocity = OMV.Vector3.Zero;
276
277 PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate()
278 {
279 if (PhysBody.HasPhysicalBody)
280 {
281 BulletSimAPI.SetInterpolationAngularVelocity2(PhysBody.ptr, OMV.Vector3.Zero);
282 BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, OMV.Vector3.Zero);
283 // The next also get rid of applied linear force but the linear velocity is untouched.
284 BulletSimAPI.ClearForces2(PhysBody.ptr);
285 }
286 });
287 }
288
289
290 public override void LockAngularMotion(OMV.Vector3 axis) { return; }
291
292 public override OMV.Vector3 RawPosition
293 {
294 get { return _position; }
295 set { _position = value; }
296 }
297 public override OMV.Vector3 Position {
298 get {
299 // Don't refetch the position because this function is called a zillion times
300 // _position = BulletSimAPI.GetObjectPosition2(Scene.World.ptr, LocalID);
301 return _position;
302 }
303 set {
304 _position = value;
305 PositionSanityCheck();
306
307 PhysicsScene.TaintedObject("BSCharacter.setPosition", delegate()
308 {
309 DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
310 if (PhysBody.HasPhysicalBody)
311 BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
312 });
313 }
314 }
315 public override OMV.Vector3 ForcePosition {
316 get {
317 _position = BulletSimAPI.GetPosition2(PhysBody.ptr);
318 return _position;
319 }
320 set {
321 _position = value;
322 PositionSanityCheck();
323 BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
324 }
325 }
326
327
328 // Check that the current position is sane and, if not, modify the position to make it so.
329 // Check for being below terrain or on water.
330 // Returns 'true' of the position was made sane by some action.
331 private bool PositionSanityCheck()
332 {
333 bool ret = false;
334
335 // TODO: check for out of bounds
336 if (!PhysicsScene.TerrainManager.IsWithinKnownTerrain(_position))
337 {
338 // The character is out of the known/simulated area.
339 // Upper levels of code will handle the transition to other areas so, for
340 // the time, we just ignore the position.
341 return ret;
342 }
343
344 // If below the ground, move the avatar up
345 float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position);
346 if (Position.Z < terrainHeight)
347 {
348 DetailLog("{0},BSCharacter.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, _position, terrainHeight);
349 _position.Z = terrainHeight + 2.0f;
350 ret = true;
351 }
352 if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0)
353 {
354 float waterHeight = PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(_position);
355 if (Position.Z < waterHeight)
356 {
357 _position.Z = waterHeight;
358 ret = true;
359 }
360 }
361
362 return ret;
363 }
364
365 // A version of the sanity check that also makes sure a new position value is
366 // pushed back to the physics engine. This routine would be used by anyone
367 // who is not already pushing the value.
368 private bool PositionSanityCheck(bool inTaintTime)
369 {
370 bool ret = false;
371 if (PositionSanityCheck())
372 {
373 // The new position value must be pushed into the physics engine but we can't
374 // just assign to "Position" because of potential call loops.
375 PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.PositionSanityCheck", delegate()
376 {
377 DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation);
378 if (PhysBody.HasPhysicalBody)
379 BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
380 });
381 ret = true;
382 }
383 return ret;
384 }
385
386 public override float Mass { get { return _mass; } }
387
388 // used when we only want this prim's mass and not the linkset thing
389 public override float RawMass {
390 get {return _mass; }
391 }
392 public override void UpdatePhysicalMassProperties(float physMass, bool inWorld)
393 {
394 OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(PhysShape.ptr, physMass);
395 BulletSimAPI.SetMassProps2(PhysBody.ptr, physMass, localInertia);
396 }
397
398 public override OMV.Vector3 Force {
399 get { return _force; }
400 set {
401 _force = value;
402 // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force);
403 PhysicsScene.TaintedObject("BSCharacter.SetForce", delegate()
404 {
405 DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force);
406 if (PhysBody.HasPhysicalBody)
407 BulletSimAPI.SetObjectForce2(PhysBody.ptr, _force);
408 });
409 }
410 }
411
412 public bool TouchingGround()
413 {
414 bool ret = BulletSimAPI.RayCastGround(PhysicsScene.World.ptr,_position,_size.Z * 0.55f, PhysBody.ptr);
415 return ret;
416 }
417 // Avatars don't do vehicles
418 public override int VehicleType { get { return (int)Vehicle.TYPE_NONE; } set { return; } }
419 public override void VehicleFloatParam(int param, float value) { }
420 public override void VehicleVectorParam(int param, OMV.Vector3 value) {}
421 public override void VehicleRotationParam(int param, OMV.Quaternion rotation) { }
422 public override void VehicleFlags(int param, bool remove) { }
423
424 // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more
425 public override void SetVolumeDetect(int param) { return; }
426
427 public override OMV.Vector3 GeometricCenter { get { return OMV.Vector3.Zero; } }
428 public override OMV.Vector3 CenterOfMass { get { return OMV.Vector3.Zero; } }
429
430 // Sets the target in the motor. This starts the changing of the avatar's velocity.
431 public override OMV.Vector3 TargetVelocity
432 {
433 get
434 {
435 return _velocityMotor.TargetValue;
436 }
437 set
438 {
439 DetailLog("{0},BSCharacter.setTargetVelocity,call,vel={1}", LocalID, value);
440
441 if (!_flying)
442 if ((value.Z >= 0.0001f) || (value.Z <= -0.0001f) || _velocity.Z < -0.0001f)
443 if (!TouchingGround())
444 value.Z = _velocity.Z;
445 if (_setAlwaysRun)
446 value *= 1.3f;
447
448 OMV.Vector3 targetVel = value;
449
450 PhysicsScene.TaintedObject("BSCharacter.setTargetVelocity", delegate()
451 {
452
453 _velocityMotor.Reset();
454 _velocityMotor.SetTarget(targetVel);
455 _velocityMotor.SetCurrent(_velocity);
456 _velocityMotor.Enabled = true;
457
458 // Make sure a property update happens next step so the motor gets incorporated.
459 BulletSimAPI.PushUpdate2(PhysBody.ptr);
460 });
461 }
462 }
463 // Directly setting velocity means this is what the user really wants now.
464 public override OMV.Vector3 Velocity {
465 get { return _velocity; }
466 set {
467 _velocity = value;
468 // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity);
469 PhysicsScene.TaintedObject("BSCharacter.setVelocity", delegate()
470 {
471 _velocityMotor.Reset();
472 _velocityMotor.SetCurrent(_velocity);
473 _velocityMotor.SetTarget(_velocity);
474 // Even though the motor is initialized, it's not used and the velocity goes straight into the avatar.
475 _velocityMotor.Enabled = false;
476
477 DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity);
478 ForceVelocity = _velocity;
479 });
480 }
481 }
482 public override OMV.Vector3 ForceVelocity {
483 get { return _velocity; }
484 set {
485 PhysicsScene.AssertInTaintTime("BSCharacter.ForceVelocity");
486
487 _velocity = value;
488 // Depending on whether the avatar is moving or not, change the friction
489 // to keep the avatar from slipping around
490 if (_velocity.Length() == 0)
491 {
492 if (_currentFriction != BSParam.AvatarStandingFriction)
493 {
494 _currentFriction = BSParam.AvatarStandingFriction;
495 if (PhysBody.HasPhysicalBody)
496 BulletSimAPI.SetFriction2(PhysBody.ptr, _currentFriction);
497 }
498 }
499 else
500 {
501 if (_currentFriction != BSParam.AvatarFriction)
502 {
503 _currentFriction = BSParam.AvatarFriction;
504 if (PhysBody.HasPhysicalBody)
505 BulletSimAPI.SetFriction2(PhysBody.ptr, _currentFriction);
506 }
507 }
508 // Remember the set velocity so we can suppress the reduction by friction, ...
509 _appliedVelocity = value;
510
511 BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity);
512 BulletSimAPI.Activate2(PhysBody.ptr, true);
513 }
514 }
515 public override OMV.Vector3 Torque {
516 get { return _torque; }
517 set { _torque = value;
518 }
519 }
520 public override float CollisionScore {
521 get { return _collisionScore; }
522 set { _collisionScore = value;
523 }
524 }
525 public override OMV.Vector3 Acceleration {
526 get { return _acceleration; }
527 set { _acceleration = value; }
528 }
529 public override OMV.Quaternion RawOrientation
530 {
531 get { return _orientation; }
532 set { _orientation = value; }
533 }
534 public override OMV.Quaternion Orientation {
535 get { return _orientation; }
536 set {
537 _orientation = value;
538 // m_log.DebugFormat("{0}: set orientation to {1}", LogHeader, _orientation);
539 PhysicsScene.TaintedObject("BSCharacter.setOrientation", delegate()
540 {
541 if (PhysBody.HasPhysicalBody)
542 {
543 // _position = BulletSimAPI.GetPosition2(BSBody.ptr);
544 BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
545 }
546 });
547 }
548 }
549 // Go directly to Bullet to get/set the value.
550 public override OMV.Quaternion ForceOrientation
551 {
552 get
553 {
554 _orientation = BulletSimAPI.GetOrientation2(PhysBody.ptr);
555 return _orientation;
556 }
557 set
558 {
559 _orientation = value;
560 BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
561 }
562 }
563 public override int PhysicsActorType {
564 get { return _physicsActorType; }
565 set { _physicsActorType = value;
566 }
567 }
568 public override bool IsPhysical {
569 get { return _isPhysical; }
570 set { _isPhysical = value;
571 }
572 }
573 public override bool IsSolid {
574 get { return true; }
575 }
576 public override bool IsStatic {
577 get { return false; }
578 }
579 public override bool Flying {
580 get { return _flying; }
581 set {
582 _flying = value;
583
584 // simulate flying by changing the effect of gravity
585 Buoyancy = ComputeBuoyancyFromFlying(_flying);
586 }
587 }
588 // Flying is implimented by changing the avatar's buoyancy.
589 // Would this be done better with a vehicle type?
590 private float ComputeBuoyancyFromFlying(bool ifFlying) {
591 return ifFlying ? 1f : 0f;
592 }
593 public override bool
594 SetAlwaysRun {
595 get { return _setAlwaysRun; }
596 set { _setAlwaysRun = value; }
597 }
598 public override bool ThrottleUpdates {
599 get { return _throttleUpdates; }
600 set { _throttleUpdates = value; }
601 }
602 public override bool IsColliding {
603 get { return (CollidingStep == PhysicsScene.SimulationStep); }
604 set { _isColliding = value; }
605 }
606 public override bool CollidingGround {
607 get { return (CollidingGroundStep == PhysicsScene.SimulationStep); }
608 set { CollidingGround = value; }
609 }
610 public override bool CollidingObj {
611 get { return _collidingObj; }
612 set { _collidingObj = value; }
613 }
614 public override bool FloatOnWater {
615 set {
616 _floatOnWater = value;
617 PhysicsScene.TaintedObject("BSCharacter.setFloatOnWater", delegate()
618 {
619 if (PhysBody.HasPhysicalBody)
620 {
621 if (_floatOnWater)
622 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER);
623 else
624 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER);
625 }
626 });
627 }
628 }
629 public override OMV.Vector3 RotationalVelocity {
630 get { return _rotationalVelocity; }
631 set { _rotationalVelocity = value; }
632 }
633 public override OMV.Vector3 ForceRotationalVelocity {
634 get { return _rotationalVelocity; }
635 set { _rotationalVelocity = value; }
636 }
637 public override bool Kinematic {
638 get { return _kinematic; }
639 set { _kinematic = value; }
640 }
641 // neg=fall quickly, 0=1g, 1=0g, pos=float up
642 public override float Buoyancy {
643 get { return _buoyancy; }
644 set { _buoyancy = value;
645 PhysicsScene.TaintedObject("BSCharacter.setBuoyancy", delegate()
646 {
647 DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
648 ForceBuoyancy = _buoyancy;
649 });
650 }
651 }
652 public override float ForceBuoyancy {
653 get { return _buoyancy; }
654 set {
655 PhysicsScene.AssertInTaintTime("BSCharacter.ForceBuoyancy");
656
657 _buoyancy = value;
658 DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
659 // Buoyancy is faked by changing the gravity applied to the object
660 float grav = PhysicsScene.Params.gravity * (1f - _buoyancy);
661 if (PhysBody.HasPhysicalBody)
662 BulletSimAPI.SetGravity2(PhysBody.ptr, new OMV.Vector3(0f, 0f, grav));
663 }
664 }
665
666 // Used for MoveTo
667 public override OMV.Vector3 PIDTarget {
668 set { _PIDTarget = value; }
669 }
670 public override bool PIDActive {
671 set { _usePID = value; }
672 }
673 public override float PIDTau {
674 set { _PIDTau = value; }
675 }
676
677 // Used for llSetHoverHeight and maybe vehicle height
678 // Hover Height will override MoveTo target's Z
679 public override bool PIDHoverActive {
680 set { _useHoverPID = value; }
681 }
682 public override float PIDHoverHeight {
683 set { _PIDHoverHeight = value; }
684 }
685 public override PIDHoverType PIDHoverType {
686 set { _PIDHoverType = value; }
687 }
688 public override float PIDHoverTau {
689 set { _PIDHoverTao = value; }
690 }
691
692 // For RotLookAt
693 public override OMV.Quaternion APIDTarget { set { return; } }
694 public override bool APIDActive { set { return; } }
695 public override float APIDStrength { set { return; } }
696 public override float APIDDamping { set { return; } }
697
698 public override void AddForce(OMV.Vector3 force, bool pushforce) {
699 if (force.IsFinite())
700 {
701 _force.X += force.X;
702 _force.Y += force.Y;
703 _force.Z += force.Z;
704 // m_log.DebugFormat("{0}: AddForce. adding={1}, newForce={2}", LogHeader, force, _force);
705 PhysicsScene.TaintedObject("BSCharacter.AddForce", delegate()
706 {
707 DetailLog("{0},BSCharacter.setAddForce,taint,addedForce={1}", LocalID, _force);
708 if (PhysBody.HasPhysicalBody)
709 BulletSimAPI.SetObjectForce2(PhysBody.ptr, _force);
710 });
711 }
712 else
713 {
714 m_log.ErrorFormat("{0}: Got a NaN force applied to a Character", LogHeader);
715 }
716 //m_lastUpdateSent = false;
717 }
718
719 public override void AddAngularForce(OMV.Vector3 force, bool pushforce) {
720 }
721 public override void SetMomentum(OMV.Vector3 momentum) {
722 }
723
724 private void ComputeAvatarScale(OMV.Vector3 size)
725 {
726 OMV.Vector3 newScale = size;
727 // newScale.X = PhysicsScene.Params.avatarCapsuleWidth;
728 // newScale.Y = PhysicsScene.Params.avatarCapsuleDepth;
729
730 // From the total height, remove the capsule half spheres that are at each end
731 // The 1.15f came from ODE. Not sure what this factors in.
732 // newScale.Z = (size.Z * 1.15f) - (newScale.X + newScale.Y);
733
734 // The total scale height is the central cylindar plus the caps on the two ends.
735 newScale.Z = size.Z + (Math.Min(size.X, size.Y) * 2f);
736
737 // Convert diameters to radii and height to half height -- the way Bullet expects it.
738 Scale = newScale / 2f;
739 }
740
741 // set _avatarVolume and _mass based on capsule size, _density and Scale
742 private void ComputeAvatarVolumeAndMass()
743 {
744 _avatarVolume = (float)(
745 Math.PI
746 * Scale.X
747 * Scale.Y // the area of capsule cylinder
748 * Scale.Z // times height of capsule cylinder
749 + 1.33333333f
750 * Math.PI
751 * Scale.X
752 * Math.Min(Scale.X, Scale.Y)
753 * Scale.Y // plus the volume of the capsule end caps
754 );
755 _mass = _avatarDensity * _avatarVolume;
756 }
757
758 // The physics engine says that properties have updated. Update same and inform
759 // the world that things have changed.
760 public override void UpdateProperties(EntityProperties entprop)
761 {
762 _position = entprop.Position;
763 _orientation = entprop.Rotation;
764 _velocity = entprop.Velocity;
765 _acceleration = entprop.Acceleration;
766 _rotationalVelocity = entprop.RotationalVelocity;
767
768 // Do some sanity checking for the avatar. Make sure it's above ground and inbounds.
769 PositionSanityCheck(true);
770
771 if (_velocityMotor.Enabled)
772 {
773 // TODO: Decide if the step parameters should be changed depending on the avatar's
774 // state (flying, colliding, ...).
775
776 OMV.Vector3 stepVelocity = _velocityMotor.Step(PhysicsScene.LastTimeStep);
777
778 // If falling, we keep the world's downward vector no matter what the other axis specify.
779 if (!Flying && !IsColliding)
780 {
781 stepVelocity.Z = entprop.Velocity.Z;
782 DetailLog("{0},BSCharacter.UpdateProperties,taint,overrideStepZWithWorldZ,stepVel={1}", LocalID, stepVelocity);
783 }
784
785 // If the user has said stop and we've stopped applying velocity correction,
786 // the motor can be turned off. Set the velocity to zero so the zero motion is sent to the viewer.
787 if (_velocityMotor.TargetValue.ApproxEquals(OMV.Vector3.Zero, 0.01f) && _velocityMotor.ErrorIsZero)
788 {
789 ZeroMotion(true);
790 stepVelocity = OMV.Vector3.Zero;
791 _velocityMotor.Enabled = false;
792 DetailLog("{0},BSCharacter.UpdateProperties,taint,disableVelocityMotor,m={1}", LocalID, _velocityMotor);
793 }
794
795 _velocity = stepVelocity;
796 entprop.Velocity = _velocity;
797 BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity);
798 }
799
800 // remember the current and last set values
801 LastEntityProperties = CurrentEntityProperties;
802 CurrentEntityProperties = entprop;
803
804 // Tell the linkset about value changes
805 Linkset.UpdateProperties(this, true);
806
807 // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop.
808 // base.RequestPhysicsterseUpdate();
809
810 DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
811 LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity);
812 }
813}
814}