diff options
author | Robert Adams | 2013-04-07 08:27:49 -0700 |
---|---|---|
committer | Robert Adams | 2013-04-08 06:27:43 -0700 |
commit | fe16dc09da3f2736fad5a9e792f5f81098b5f9a1 (patch) | |
tree | 14df85296a103e7326726ccfb9a017bc9ecb669f /OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |
parent | Optimize the number of Simian calls to get the initial presence (diff) | |
download | opensim-SC-fe16dc09da3f2736fad5a9e792f5f81098b5f9a1.zip opensim-SC-fe16dc09da3f2736fad5a9e792f5f81098b5f9a1.tar.gz opensim-SC-fe16dc09da3f2736fad5a9e792f5f81098b5f9a1.tar.bz2 opensim-SC-fe16dc09da3f2736fad5a9e792f5f81098b5f9a1.tar.xz |
BulletSim: complete movement of physical object action code out of the
physical object and into actors for setForce, setTorque, hover, lock
axis and avatar move.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 268 |
1 files changed, 38 insertions, 230 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 25be416..09c9b16 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -46,9 +46,6 @@ public sealed class BSCharacter : BSPhysObject | |||
46 | private OMV.Vector3 _position; | 46 | private OMV.Vector3 _position; |
47 | private float _mass; | 47 | private float _mass; |
48 | private float _avatarVolume; | 48 | private float _avatarVolume; |
49 | private OMV.Vector3 _force; | ||
50 | private OMV.Vector3 _velocity; | ||
51 | private OMV.Vector3 _torque; | ||
52 | private float _collisionScore; | 49 | private float _collisionScore; |
53 | private OMV.Vector3 _acceleration; | 50 | private OMV.Vector3 _acceleration; |
54 | private OMV.Quaternion _orientation; | 51 | private OMV.Quaternion _orientation; |
@@ -61,17 +58,13 @@ public sealed class BSCharacter : BSPhysObject | |||
61 | private OMV.Vector3 _rotationalVelocity; | 58 | private OMV.Vector3 _rotationalVelocity; |
62 | private bool _kinematic; | 59 | private bool _kinematic; |
63 | private float _buoyancy; | 60 | private float _buoyancy; |
64 | private bool _isStationaryStanding; // true is standing on a stationary object | ||
65 | 61 | ||
66 | private BSVMotor _velocityMotor; | 62 | private BSActorAvatarMove m_moveActor; |
63 | private const string AvatarMoveActorName = "BSCharacter.AvatarMove"; | ||
67 | 64 | ||
68 | private OMV.Vector3 _PIDTarget; | 65 | private OMV.Vector3 _PIDTarget; |
69 | private bool _usePID; | 66 | private bool _usePID; |
70 | private float _PIDTau; | 67 | private float _PIDTau; |
71 | private bool _useHoverPID; | ||
72 | private float _PIDHoverHeight; | ||
73 | private PIDHoverType _PIDHoverType; | ||
74 | private float _PIDHoverTao; | ||
75 | 68 | ||
76 | public BSCharacter(uint localID, String avName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, bool isFlying) | 69 | public BSCharacter(uint localID, String avName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, bool isFlying) |
77 | : base(parent_scene, localID, avName, "BSCharacter") | 70 | : base(parent_scene, localID, avName, "BSCharacter") |
@@ -81,11 +74,10 @@ public sealed class BSCharacter : BSPhysObject | |||
81 | 74 | ||
82 | _flying = isFlying; | 75 | _flying = isFlying; |
83 | _orientation = OMV.Quaternion.Identity; | 76 | _orientation = OMV.Quaternion.Identity; |
84 | _velocity = OMV.Vector3.Zero; | 77 | RawVelocity = OMV.Vector3.Zero; |
85 | _buoyancy = ComputeBuoyancyFromFlying(isFlying); | 78 | _buoyancy = ComputeBuoyancyFromFlying(isFlying); |
86 | Friction = BSParam.AvatarStandingFriction; | 79 | Friction = BSParam.AvatarStandingFriction; |
87 | Density = BSParam.AvatarDensity / BSParam.DensityScaleFactor; | 80 | Density = BSParam.AvatarDensity / BSParam.DensityScaleFactor; |
88 | _isStationaryStanding = false; | ||
89 | 81 | ||
90 | // Old versions of ScenePresence passed only the height. If width and/or depth are zero, | 82 | // Old versions of ScenePresence passed only the height. If width and/or depth are zero, |
91 | // replace with the default values. | 83 | // replace with the default values. |
@@ -99,7 +91,12 @@ public sealed class BSCharacter : BSPhysObject | |||
99 | // set _avatarVolume and _mass based on capsule size, _density and Scale | 91 | // set _avatarVolume and _mass based on capsule size, _density and Scale |
100 | ComputeAvatarVolumeAndMass(); | 92 | ComputeAvatarVolumeAndMass(); |
101 | 93 | ||
102 | SetupMovementMotor(); | 94 | // The avatar's movement is controlled by this motor that speeds up and slows down |
95 | // the avatar seeking to reach the motor's target speed. | ||
96 | // This motor runs as a prestep action for the avatar so it will keep the avatar | ||
97 | // standing as well as moving. Destruction of the avatar will destroy the pre-step action. | ||
98 | m_moveActor = new BSActorAvatarMove(PhysicsScene, this, AvatarMoveActorName); | ||
99 | PhysicalActors.Add(AvatarMoveActorName, m_moveActor); | ||
103 | 100 | ||
104 | DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}", | 101 | DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}", |
105 | LocalID, _size, Scale, Density, _avatarVolume, RawMass); | 102 | LocalID, _size, Scale, Density, _avatarVolume, RawMass); |
@@ -139,10 +136,10 @@ public sealed class BSCharacter : BSPhysObject | |||
139 | ForcePosition = _position; | 136 | ForcePosition = _position; |
140 | 137 | ||
141 | // Set the velocity | 138 | // Set the velocity |
142 | _velocityMotor.Reset(); | 139 | if (m_moveActor != null) |
143 | _velocityMotor.SetTarget(_velocity); | 140 | m_moveActor.SetVelocityAndTarget(RawVelocity, RawVelocity, false); |
144 | _velocityMotor.SetCurrent(_velocity); | 141 | |
145 | ForceVelocity = _velocity; | 142 | ForceVelocity = RawVelocity; |
146 | 143 | ||
147 | // This will enable or disable the flying buoyancy of the avatar. | 144 | // This will enable or disable the flying buoyancy of the avatar. |
148 | // Needs to be reset especially when an avatar is recreated after crossing a region boundry. | 145 | // Needs to be reset especially when an avatar is recreated after crossing a region boundry. |
@@ -176,162 +173,6 @@ public sealed class BSCharacter : BSPhysObject | |||
176 | PhysBody.ApplyCollisionMask(PhysicsScene); | 173 | PhysBody.ApplyCollisionMask(PhysicsScene); |
177 | } | 174 | } |
178 | 175 | ||
179 | // The avatar's movement is controlled by this motor that speeds up and slows down | ||
180 | // the avatar seeking to reach the motor's target speed. | ||
181 | // This motor runs as a prestep action for the avatar so it will keep the avatar | ||
182 | // standing as well as moving. Destruction of the avatar will destroy the pre-step action. | ||
183 | private void SetupMovementMotor() | ||
184 | { | ||
185 | // Infinite decay and timescale values so motor only changes current to target values. | ||
186 | _velocityMotor = new BSVMotor("BSCharacter.Velocity", | ||
187 | 0.2f, // time scale | ||
188 | BSMotor.Infinite, // decay time scale | ||
189 | BSMotor.InfiniteVector, // friction timescale | ||
190 | 1f // efficiency | ||
191 | ); | ||
192 | // _velocityMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages. | ||
193 | |||
194 | RegisterPreStepAction("BSCharactor.Movement", LocalID, delegate(float timeStep) | ||
195 | { | ||
196 | // TODO: Decide if the step parameters should be changed depending on the avatar's | ||
197 | // state (flying, colliding, ...). There is code in ODE to do this. | ||
198 | |||
199 | // COMMENTARY: when the user is making the avatar walk, except for falling, the velocity | ||
200 | // specified for the avatar is the one that should be used. For falling, if the avatar | ||
201 | // is not flying and is not colliding then it is presumed to be falling and the Z | ||
202 | // component is not fooled with (thus allowing gravity to do its thing). | ||
203 | // When the avatar is standing, though, the user has specified a velocity of zero and | ||
204 | // the avatar should be standing. But if the avatar is pushed by something in the world | ||
205 | // (raising elevator platform, moving vehicle, ...) the avatar should be allowed to | ||
206 | // move. Thus, the velocity cannot be forced to zero. The problem is that small velocity | ||
207 | // errors can creap in and the avatar will slowly float off in some direction. | ||
208 | // So, the problem is that, when an avatar is standing, we cannot tell creaping error | ||
209 | // from real pushing. | ||
210 | // The code below uses whether the collider is static or moving to decide whether to zero motion. | ||
211 | |||
212 | _velocityMotor.Step(timeStep); | ||
213 | _isStationaryStanding = false; | ||
214 | |||
215 | // If we're not supposed to be moving, make sure things are zero. | ||
216 | if (_velocityMotor.ErrorIsZero() && _velocityMotor.TargetValue == OMV.Vector3.Zero) | ||
217 | { | ||
218 | // The avatar shouldn't be moving | ||
219 | _velocityMotor.Zero(); | ||
220 | |||
221 | if (IsColliding) | ||
222 | { | ||
223 | // If we are colliding with a stationary object, presume we're standing and don't move around | ||
224 | if (!ColliderIsMoving) | ||
225 | { | ||
226 | DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", LocalID); | ||
227 | _isStationaryStanding = true; | ||
228 | ZeroMotion(true /* inTaintTime */); | ||
229 | } | ||
230 | |||
231 | // Standing has more friction on the ground | ||
232 | if (Friction != BSParam.AvatarStandingFriction) | ||
233 | { | ||
234 | Friction = BSParam.AvatarStandingFriction; | ||
235 | PhysicsScene.PE.SetFriction(PhysBody, Friction); | ||
236 | } | ||
237 | } | ||
238 | else | ||
239 | { | ||
240 | if (Flying) | ||
241 | { | ||
242 | // Flying and not collising and velocity nearly zero. | ||
243 | ZeroMotion(true /* inTaintTime */); | ||
244 | } | ||
245 | } | ||
246 | |||
247 | DetailLog("{0},BSCharacter.MoveMotor,taint,stopping,target={1},colliding={2}", LocalID, _velocityMotor.TargetValue, IsColliding); | ||
248 | } | ||
249 | else | ||
250 | { | ||
251 | // Supposed to be moving. | ||
252 | OMV.Vector3 stepVelocity = _velocityMotor.CurrentValue; | ||
253 | |||
254 | if (Friction != BSParam.AvatarFriction) | ||
255 | { | ||
256 | // Probably starting up walking. Set friction to moving friction. | ||
257 | Friction = BSParam.AvatarFriction; | ||
258 | PhysicsScene.PE.SetFriction(PhysBody, Friction); | ||
259 | } | ||
260 | |||
261 | // If falling, we keep the world's downward vector no matter what the other axis specify. | ||
262 | // The check for _velocity.Z < 0 makes jumping work (temporary upward force). | ||
263 | if (!Flying && !IsColliding) | ||
264 | { | ||
265 | if (_velocity.Z < 0) | ||
266 | stepVelocity.Z = _velocity.Z; | ||
267 | // DetailLog("{0},BSCharacter.MoveMotor,taint,overrideStepZWithWorldZ,stepVel={1}", LocalID, stepVelocity); | ||
268 | } | ||
269 | |||
270 | // 'stepVelocity' is now the speed we'd like the avatar to move in. Turn that into an instantanous force. | ||
271 | OMV.Vector3 moveForce = (stepVelocity - _velocity) * Mass; | ||
272 | |||
273 | // Should we check for move force being small and forcing velocity to zero? | ||
274 | |||
275 | // Add special movement force to allow avatars to walk up stepped surfaces. | ||
276 | moveForce += WalkUpStairs(); | ||
277 | |||
278 | DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", LocalID, stepVelocity, _velocity, Mass, moveForce); | ||
279 | PhysicsScene.PE.ApplyCentralImpulse(PhysBody, moveForce); | ||
280 | } | ||
281 | }); | ||
282 | } | ||
283 | |||
284 | // Decide if the character is colliding with a low object and compute a force to pop the | ||
285 | // avatar up so it can walk up and over the low objects. | ||
286 | private OMV.Vector3 WalkUpStairs() | ||
287 | { | ||
288 | OMV.Vector3 ret = OMV.Vector3.Zero; | ||
289 | |||
290 | // This test is done if moving forward, not flying and is colliding with something. | ||
291 | // DetailLog("{0},BSCharacter.WalkUpStairs,IsColliding={1},flying={2},targSpeed={3},collisions={4}", | ||
292 | // LocalID, IsColliding, Flying, TargetSpeed, CollisionsLastTick.Count); | ||
293 | if (IsColliding && !Flying && TargetVelocitySpeed > 0.1f /* && ForwardSpeed < 0.1f */) | ||
294 | { | ||
295 | // The range near the character's feet where we will consider stairs | ||
296 | float nearFeetHeightMin = RawPosition.Z - (Size.Z / 2f) + 0.05f; | ||
297 | float nearFeetHeightMax = nearFeetHeightMin + BSParam.AvatarStepHeight; | ||
298 | |||
299 | // Look for a collision point that is near the character's feet and is oriented the same as the charactor is | ||
300 | foreach (KeyValuePair<uint, ContactPoint> kvp in CollisionsLastTick.m_objCollisionList) | ||
301 | { | ||
302 | // Don't care about collisions with the terrain | ||
303 | if (kvp.Key > PhysicsScene.TerrainManager.HighestTerrainID) | ||
304 | { | ||
305 | OMV.Vector3 touchPosition = kvp.Value.Position; | ||
306 | // DetailLog("{0},BSCharacter.WalkUpStairs,min={1},max={2},touch={3}", | ||
307 | // LocalID, nearFeetHeightMin, nearFeetHeightMax, touchPosition); | ||
308 | if (touchPosition.Z >= nearFeetHeightMin && touchPosition.Z <= nearFeetHeightMax) | ||
309 | { | ||
310 | // This contact is within the 'near the feet' range. | ||
311 | // The normal should be our contact point to the object so it is pointing away | ||
312 | // thus the difference between our facing orientation and the normal should be small. | ||
313 | OMV.Vector3 directionFacing = OMV.Vector3.UnitX * RawOrientation; | ||
314 | OMV.Vector3 touchNormal = OMV.Vector3.Normalize(kvp.Value.SurfaceNormal); | ||
315 | float diff = Math.Abs(OMV.Vector3.Distance(directionFacing, touchNormal)); | ||
316 | if (diff < BSParam.AvatarStepApproachFactor) | ||
317 | { | ||
318 | // Found the stairs contact point. Push up a little to raise the character. | ||
319 | float upForce = (touchPosition.Z - nearFeetHeightMin) * Mass * BSParam.AvatarStepForceFactor; | ||
320 | ret = new OMV.Vector3(0f, 0f, upForce); | ||
321 | |||
322 | // Also move the avatar up for the new height | ||
323 | OMV.Vector3 displacement = new OMV.Vector3(0f, 0f, BSParam.AvatarStepHeight / 2f); | ||
324 | ForcePosition = RawPosition + displacement; | ||
325 | } | ||
326 | DetailLog("{0},BSCharacter.WalkUpStairs,touchPos={1},nearFeetMin={2},faceDir={3},norm={4},diff={5},ret={6}", | ||
327 | LocalID, touchPosition, nearFeetHeightMin, directionFacing, touchNormal, diff, ret); | ||
328 | } | ||
329 | } | ||
330 | } | ||
331 | } | ||
332 | |||
333 | return ret; | ||
334 | } | ||
335 | 176 | ||
336 | public override void RequestPhysicsterseUpdate() | 177 | public override void RequestPhysicsterseUpdate() |
337 | { | 178 | { |
@@ -403,7 +244,7 @@ public sealed class BSCharacter : BSPhysObject | |||
403 | // Called at taint time! | 244 | // Called at taint time! |
404 | public override void ZeroMotion(bool inTaintTime) | 245 | public override void ZeroMotion(bool inTaintTime) |
405 | { | 246 | { |
406 | _velocity = OMV.Vector3.Zero; | 247 | RawVelocity = OMV.Vector3.Zero; |
407 | _acceleration = OMV.Vector3.Zero; | 248 | _acceleration = OMV.Vector3.Zero; |
408 | _rotationalVelocity = OMV.Vector3.Zero; | 249 | _rotationalVelocity = OMV.Vector3.Zero; |
409 | 250 | ||
@@ -542,15 +383,15 @@ public sealed class BSCharacter : BSPhysObject | |||
542 | } | 383 | } |
543 | 384 | ||
544 | public override OMV.Vector3 Force { | 385 | public override OMV.Vector3 Force { |
545 | get { return _force; } | 386 | get { return RawForce; } |
546 | set { | 387 | set { |
547 | _force = value; | 388 | RawForce = value; |
548 | // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); | 389 | // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); |
549 | PhysicsScene.TaintedObject("BSCharacter.SetForce", delegate() | 390 | PhysicsScene.TaintedObject("BSCharacter.SetForce", delegate() |
550 | { | 391 | { |
551 | DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force); | 392 | DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, RawForce); |
552 | if (PhysBody.HasPhysicalBody) | 393 | if (PhysBody.HasPhysicalBody) |
553 | PhysicsScene.PE.SetObjectForce(PhysBody, _force); | 394 | PhysicsScene.PE.SetObjectForce(PhysBody, RawForce); |
554 | }); | 395 | }); |
555 | } | 396 | } |
556 | } | 397 | } |
@@ -573,7 +414,7 @@ public sealed class BSCharacter : BSPhysObject | |||
573 | { | 414 | { |
574 | get | 415 | get |
575 | { | 416 | { |
576 | return m_targetVelocity; | 417 | return base.m_targetVelocity; |
577 | } | 418 | } |
578 | set | 419 | set |
579 | { | 420 | { |
@@ -583,51 +424,39 @@ public sealed class BSCharacter : BSPhysObject | |||
583 | if (_setAlwaysRun) | 424 | if (_setAlwaysRun) |
584 | targetVel *= new OMV.Vector3(BSParam.AvatarAlwaysRunFactor, BSParam.AvatarAlwaysRunFactor, 0f); | 425 | targetVel *= new OMV.Vector3(BSParam.AvatarAlwaysRunFactor, BSParam.AvatarAlwaysRunFactor, 0f); |
585 | 426 | ||
586 | PhysicsScene.TaintedObject("BSCharacter.setTargetVelocity", delegate() | 427 | if (m_moveActor != null) |
587 | { | 428 | m_moveActor.SetVelocityAndTarget(RawVelocity, targetVel, false /* inTaintTime */); |
588 | _velocityMotor.Reset(); | ||
589 | _velocityMotor.SetTarget(targetVel); | ||
590 | _velocityMotor.SetCurrent(_velocity); | ||
591 | _velocityMotor.Enabled = true; | ||
592 | }); | ||
593 | } | 429 | } |
594 | } | 430 | } |
595 | public override OMV.Vector3 RawVelocity | ||
596 | { | ||
597 | get { return _velocity; } | ||
598 | set { _velocity = value; } | ||
599 | } | ||
600 | // Directly setting velocity means this is what the user really wants now. | 431 | // Directly setting velocity means this is what the user really wants now. |
601 | public override OMV.Vector3 Velocity { | 432 | public override OMV.Vector3 Velocity { |
602 | get { return _velocity; } | 433 | get { return RawVelocity; } |
603 | set { | 434 | set { |
604 | _velocity = value; | 435 | RawVelocity = value; |
605 | // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity); | 436 | // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, RawVelocity); |
606 | PhysicsScene.TaintedObject("BSCharacter.setVelocity", delegate() | 437 | PhysicsScene.TaintedObject("BSCharacter.setVelocity", delegate() |
607 | { | 438 | { |
608 | _velocityMotor.Reset(); | 439 | if (m_moveActor != null) |
609 | _velocityMotor.SetCurrent(_velocity); | 440 | m_moveActor.SetVelocityAndTarget(RawVelocity, RawVelocity, true /* inTaintTime */); |
610 | _velocityMotor.SetTarget(_velocity); | ||
611 | _velocityMotor.Enabled = false; | ||
612 | 441 | ||
613 | DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity); | 442 | DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, RawVelocity); |
614 | ForceVelocity = _velocity; | 443 | ForceVelocity = RawVelocity; |
615 | }); | 444 | }); |
616 | } | 445 | } |
617 | } | 446 | } |
618 | public override OMV.Vector3 ForceVelocity { | 447 | public override OMV.Vector3 ForceVelocity { |
619 | get { return _velocity; } | 448 | get { return RawVelocity; } |
620 | set { | 449 | set { |
621 | PhysicsScene.AssertInTaintTime("BSCharacter.ForceVelocity"); | 450 | PhysicsScene.AssertInTaintTime("BSCharacter.ForceVelocity"); |
622 | 451 | ||
623 | _velocity = value; | 452 | RawVelocity = value; |
624 | PhysicsScene.PE.SetLinearVelocity(PhysBody, _velocity); | 453 | PhysicsScene.PE.SetLinearVelocity(PhysBody, RawVelocity); |
625 | PhysicsScene.PE.Activate(PhysBody, true); | 454 | PhysicsScene.PE.Activate(PhysBody, true); |
626 | } | 455 | } |
627 | } | 456 | } |
628 | public override OMV.Vector3 Torque { | 457 | public override OMV.Vector3 Torque { |
629 | get { return _torque; } | 458 | get { return RawTorque; } |
630 | set { _torque = value; | 459 | set { RawTorque = value; |
631 | } | 460 | } |
632 | } | 461 | } |
633 | public override float CollisionScore { | 462 | public override float CollisionScore { |
@@ -783,27 +612,6 @@ public sealed class BSCharacter : BSPhysObject | |||
783 | set { _PIDTau = value; } | 612 | set { _PIDTau = value; } |
784 | } | 613 | } |
785 | 614 | ||
786 | // Used for llSetHoverHeight and maybe vehicle height | ||
787 | // Hover Height will override MoveTo target's Z | ||
788 | public override bool PIDHoverActive { | ||
789 | set { _useHoverPID = value; } | ||
790 | } | ||
791 | public override float PIDHoverHeight { | ||
792 | set { _PIDHoverHeight = value; } | ||
793 | } | ||
794 | public override PIDHoverType PIDHoverType { | ||
795 | set { _PIDHoverType = value; } | ||
796 | } | ||
797 | public override float PIDHoverTau { | ||
798 | set { _PIDHoverTao = value; } | ||
799 | } | ||
800 | |||
801 | // For RotLookAt | ||
802 | public override OMV.Quaternion APIDTarget { set { return; } } | ||
803 | public override bool APIDActive { set { return; } } | ||
804 | public override float APIDStrength { set { return; } } | ||
805 | public override float APIDDamping { set { return; } } | ||
806 | |||
807 | public override void AddForce(OMV.Vector3 force, bool pushforce) | 615 | public override void AddForce(OMV.Vector3 force, bool pushforce) |
808 | { | 616 | { |
809 | // Since this force is being applied in only one step, make this a force per second. | 617 | // Since this force is being applied in only one step, make this a force per second. |
@@ -833,7 +641,7 @@ public sealed class BSCharacter : BSPhysObject | |||
833 | } | 641 | } |
834 | } | 642 | } |
835 | 643 | ||
836 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { | 644 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { |
837 | } | 645 | } |
838 | public override void SetMomentum(OMV.Vector3 momentum) { | 646 | public override void SetMomentum(OMV.Vector3 momentum) { |
839 | } | 647 | } |
@@ -887,7 +695,7 @@ public sealed class BSCharacter : BSPhysObject | |||
887 | public override void UpdateProperties(EntityProperties entprop) | 695 | public override void UpdateProperties(EntityProperties entprop) |
888 | { | 696 | { |
889 | // Don't change position if standing on a stationary object. | 697 | // Don't change position if standing on a stationary object. |
890 | if (!_isStationaryStanding) | 698 | if (!IsStationary) |
891 | _position = entprop.Position; | 699 | _position = entprop.Position; |
892 | 700 | ||
893 | _orientation = entprop.Rotation; | 701 | _orientation = entprop.Rotation; |
@@ -896,8 +704,8 @@ public sealed class BSCharacter : BSPhysObject | |||
896 | // and will send agent updates to the clients if velocity changes by more than | 704 | // and will send agent updates to the clients if velocity changes by more than |
897 | // 0.001m/s. Bullet introduces a lot of jitter in the velocity which causes many | 705 | // 0.001m/s. Bullet introduces a lot of jitter in the velocity which causes many |
898 | // extra updates. | 706 | // extra updates. |
899 | if (!entprop.Velocity.ApproxEquals(_velocity, 0.1f)) | 707 | if (!entprop.Velocity.ApproxEquals(RawVelocity, 0.1f)) |
900 | _velocity = entprop.Velocity; | 708 | RawVelocity = entprop.Velocity; |
901 | 709 | ||
902 | _acceleration = entprop.Acceleration; | 710 | _acceleration = entprop.Acceleration; |
903 | _rotationalVelocity = entprop.RotationalVelocity; | 711 | _rotationalVelocity = entprop.RotationalVelocity; |
@@ -920,7 +728,7 @@ public sealed class BSCharacter : BSPhysObject | |||
920 | // base.RequestPhysicsterseUpdate(); | 728 | // base.RequestPhysicsterseUpdate(); |
921 | 729 | ||
922 | DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | 730 | DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", |
923 | LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); | 731 | LocalID, _position, _orientation, RawVelocity, _acceleration, _rotationalVelocity); |
924 | } | 732 | } |
925 | } | 733 | } |
926 | } | 734 | } |