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-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs432
1 files changed, 137 insertions, 295 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index 90c2d9c..48f842e 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -1,4 +1,4 @@
1/* 1/*
2 * Copyright (c) Contributors, http://opensimulator.org/ 2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders. 3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 * 4 *
@@ -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;
@@ -62,15 +59,12 @@ public sealed class BSCharacter : BSPhysObject
62 private bool _kinematic; 59 private bool _kinematic;
63 private float _buoyancy; 60 private float _buoyancy;
64 61
65 private BSVMotor _velocityMotor; 62 private BSActorAvatarMove m_moveActor;
63 private const string AvatarMoveActorName = "BSCharacter.AvatarMove";
66 64
67 private OMV.Vector3 _PIDTarget; 65 private OMV.Vector3 _PIDTarget;
68 private bool _usePID; 66 private bool _usePID;
69 private float _PIDTau; 67 private float _PIDTau;
70 private bool _useHoverPID;
71 private float _PIDHoverHeight;
72 private PIDHoverType _PIDHoverType;
73 private float _PIDHoverTao;
74 68
75 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)
76 : base(parent_scene, localID, avName, "BSCharacter") 70 : base(parent_scene, localID, avName, "BSCharacter")
@@ -80,7 +74,7 @@ public sealed class BSCharacter : BSPhysObject
80 74
81 _flying = isFlying; 75 _flying = isFlying;
82 _orientation = OMV.Quaternion.Identity; 76 _orientation = OMV.Quaternion.Identity;
83 _velocity = OMV.Vector3.Zero; 77 RawVelocity = OMV.Vector3.Zero;
84 _buoyancy = ComputeBuoyancyFromFlying(isFlying); 78 _buoyancy = ComputeBuoyancyFromFlying(isFlying);
85 Friction = BSParam.AvatarStandingFriction; 79 Friction = BSParam.AvatarStandingFriction;
86 Density = BSParam.AvatarDensity / BSParam.DensityScaleFactor; 80 Density = BSParam.AvatarDensity / BSParam.DensityScaleFactor;
@@ -97,17 +91,22 @@ public sealed class BSCharacter : BSPhysObject
97 // set _avatarVolume and _mass based on capsule size, _density and Scale 91 // set _avatarVolume and _mass based on capsule size, _density and Scale
98 ComputeAvatarVolumeAndMass(); 92 ComputeAvatarVolumeAndMass();
99 93
100 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(PhysScene, this, AvatarMoveActorName);
99 PhysicalActors.Add(AvatarMoveActorName, m_moveActor);
101 100
102 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}",
103 LocalID, _size, Scale, Density, _avatarVolume, RawMass); 102 LocalID, _size, Scale, Density, _avatarVolume, RawMass);
104 103
105 // do actual creation in taint time 104 // do actual creation in taint time
106 PhysicsScene.TaintedObject("BSCharacter.create", delegate() 105 PhysScene.TaintedObject("BSCharacter.create", delegate()
107 { 106 {
108 DetailLog("{0},BSCharacter.create,taint", LocalID); 107 DetailLog("{0},BSCharacter.create,taint", LocalID);
109 // New body and shape into PhysBody and PhysShape 108 // New body and shape into PhysBody and PhysShape
110 PhysicsScene.Shapes.GetBodyAndShape(true, PhysicsScene.World, this); 109 PhysScene.Shapes.GetBodyAndShape(true, PhysScene.World, this);
111 110
112 SetPhysicalProperties(); 111 SetPhysicalProperties();
113 }); 112 });
@@ -120,214 +119,63 @@ public sealed class BSCharacter : BSPhysObject
120 base.Destroy(); 119 base.Destroy();
121 120
122 DetailLog("{0},BSCharacter.Destroy", LocalID); 121 DetailLog("{0},BSCharacter.Destroy", LocalID);
123 PhysicsScene.TaintedObject("BSCharacter.destroy", delegate() 122 PhysScene.TaintedObject("BSCharacter.destroy", delegate()
124 { 123 {
125 PhysicsScene.Shapes.DereferenceBody(PhysBody, null /* bodyCallback */); 124 PhysScene.Shapes.DereferenceBody(PhysBody, null /* bodyCallback */);
126 PhysBody.Clear(); 125 PhysBody.Clear();
127 PhysicsScene.Shapes.DereferenceShape(PhysShape, null /* bodyCallback */); 126 PhysShape.Dereference(PhysScene);
128 PhysShape.Clear(); 127 PhysShape = new BSShapeNull();
129 }); 128 });
130 } 129 }
131 130
132 private void SetPhysicalProperties() 131 private void SetPhysicalProperties()
133 { 132 {
134 PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, PhysBody); 133 PhysScene.PE.RemoveObjectFromWorld(PhysScene.World, PhysBody);
135 134
136 ZeroMotion(true); 135 ZeroMotion(true);
137 ForcePosition = _position; 136 ForcePosition = _position;
138 137
139 // Set the velocity 138 // Set the velocity
140 _velocityMotor.Reset(); 139 if (m_moveActor != null)
141 _velocityMotor.SetTarget(_velocity); 140 m_moveActor.SetVelocityAndTarget(RawVelocity, RawVelocity, false);
142 _velocityMotor.SetCurrent(_velocity); 141
143 ForceVelocity = _velocity; 142 ForceVelocity = RawVelocity;
144 143
145 // This will enable or disable the flying buoyancy of the avatar. 144 // This will enable or disable the flying buoyancy of the avatar.
146 // 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.
147 Flying = _flying; 146 Flying = _flying;
148 147
149 PhysicsScene.PE.SetRestitution(PhysBody, BSParam.AvatarRestitution); 148 PhysScene.PE.SetRestitution(PhysBody, BSParam.AvatarRestitution);
150 PhysicsScene.PE.SetMargin(PhysShape, PhysicsScene.Params.collisionMargin); 149 PhysScene.PE.SetMargin(PhysShape.physShapeInfo, PhysScene.Params.collisionMargin);
151 PhysicsScene.PE.SetLocalScaling(PhysShape, Scale); 150 PhysScene.PE.SetLocalScaling(PhysShape.physShapeInfo, Scale);
152 PhysicsScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold); 151 PhysScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold);
153 if (BSParam.CcdMotionThreshold > 0f) 152 if (BSParam.CcdMotionThreshold > 0f)
154 { 153 {
155 PhysicsScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold); 154 PhysScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold);
156 PhysicsScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius); 155 PhysScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius);
157 } 156 }
158 157
159 UpdatePhysicalMassProperties(RawMass, false); 158 UpdatePhysicalMassProperties(RawMass, false);
160 159
161 // Make so capsule does not fall over 160 // Make so capsule does not fall over
162 PhysicsScene.PE.SetAngularFactorV(PhysBody, OMV.Vector3.Zero); 161 PhysScene.PE.SetAngularFactorV(PhysBody, OMV.Vector3.Zero);
162
163 // The avatar mover sets some parameters.
164 PhysicalActors.Refresh();
163 165
164 PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_CHARACTER_OBJECT); 166 PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_CHARACTER_OBJECT);
165 167
166 PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, PhysBody); 168 PhysScene.PE.AddObjectToWorld(PhysScene.World, PhysBody);
167 169
168 // PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.ACTIVE_TAG); 170 // PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.ACTIVE_TAG);
169 PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.DISABLE_DEACTIVATION); 171 PhysScene.PE.ForceActivationState(PhysBody, ActivationState.DISABLE_DEACTIVATION);
170 PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, PhysBody); 172 PhysScene.PE.UpdateSingleAabb(PhysScene.World, PhysBody);
171 173
172 // Do this after the object has been added to the world 174 // Do this after the object has been added to the world
173 PhysBody.collisionType = CollisionType.Avatar; 175 PhysBody.collisionType = CollisionType.Avatar;
174 PhysBody.ApplyCollisionMask(PhysicsScene); 176 PhysBody.ApplyCollisionMask(PhysScene);
175 }
176
177 // The avatar's movement is controlled by this motor that speeds up and slows down
178 // the avatar seeking to reach the motor's target speed.
179 // This motor runs as a prestep action for the avatar so it will keep the avatar
180 // standing as well as moving. Destruction of the avatar will destroy the pre-step action.
181 private void SetupMovementMotor()
182 {
183 // Infinite decay and timescale values so motor only changes current to target values.
184 _velocityMotor = new BSVMotor("BSCharacter.Velocity",
185 0.2f, // time scale
186 BSMotor.Infinite, // decay time scale
187 BSMotor.InfiniteVector, // friction timescale
188 1f // efficiency
189 );
190 // _velocityMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages.
191
192 RegisterPreStepAction("BSCharactor.Movement", LocalID, delegate(float timeStep)
193 {
194 // TODO: Decide if the step parameters should be changed depending on the avatar's
195 // state (flying, colliding, ...). There is code in ODE to do this.
196
197 // COMMENTARY: when the user is making the avatar walk, except for falling, the velocity
198 // specified for the avatar is the one that should be used. For falling, if the avatar
199 // is not flying and is not colliding then it is presumed to be falling and the Z
200 // component is not fooled with (thus allowing gravity to do its thing).
201 // When the avatar is standing, though, the user has specified a velocity of zero and
202 // the avatar should be standing. But if the avatar is pushed by something in the world
203 // (raising elevator platform, moving vehicle, ...) the avatar should be allowed to
204 // move. Thus, the velocity cannot be forced to zero. The problem is that small velocity
205 // errors can creap in and the avatar will slowly float off in some direction.
206 // So, the problem is that, when an avatar is standing, we cannot tell creaping error
207 // from real pushing.
208 // The code below uses whether the collider is static or moving to decide whether to zero motion.
209
210 _velocityMotor.Step(timeStep);
211
212 // If we're not supposed to be moving, make sure things are zero.
213 if (_velocityMotor.ErrorIsZero() && _velocityMotor.TargetValue == OMV.Vector3.Zero)
214 {
215 // The avatar shouldn't be moving
216 _velocityMotor.Zero();
217
218 if (IsColliding)
219 {
220 // If we are colliding with a stationary object, presume we're standing and don't move around
221 if (!ColliderIsMoving)
222 {
223 DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", LocalID);
224 ZeroMotion(true /* inTaintTime */);
225 }
226
227 // Standing has more friction on the ground
228 if (Friction != BSParam.AvatarStandingFriction)
229 {
230 Friction = BSParam.AvatarStandingFriction;
231 PhysicsScene.PE.SetFriction(PhysBody, Friction);
232 }
233 }
234 else
235 {
236 if (Flying)
237 {
238 // Flying and not collising and velocity nearly zero.
239 ZeroMotion(true /* inTaintTime */);
240 }
241 }
242
243 DetailLog("{0},BSCharacter.MoveMotor,taint,stopping,target={1},colliding={2}", LocalID, _velocityMotor.TargetValue, IsColliding);
244 }
245 else
246 {
247 // Supposed to be moving.
248 OMV.Vector3 stepVelocity = _velocityMotor.CurrentValue;
249
250 if (Friction != BSParam.AvatarFriction)
251 {
252 // Probably starting up walking. Set friction to moving friction.
253 Friction = BSParam.AvatarFriction;
254 PhysicsScene.PE.SetFriction(PhysBody, Friction);
255 }
256
257 // If falling, we keep the world's downward vector no matter what the other axis specify.
258 // The check for _velocity.Z < 0 makes jumping work (temporary upward force).
259 if (!Flying && !IsColliding)
260 {
261 if (_velocity.Z < 0)
262 stepVelocity.Z = _velocity.Z;
263 // DetailLog("{0},BSCharacter.MoveMotor,taint,overrideStepZWithWorldZ,stepVel={1}", LocalID, stepVelocity);
264 }
265
266 // 'stepVelocity' is now the speed we'd like the avatar to move in. Turn that into an instantanous force.
267 OMV.Vector3 moveForce = (stepVelocity - _velocity) * Mass;
268
269 // Should we check for move force being small and forcing velocity to zero?
270
271 // Add special movement force to allow avatars to walk up stepped surfaces.
272 moveForce += WalkUpStairs();
273
274 DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", LocalID, stepVelocity, _velocity, Mass, moveForce);
275 PhysicsScene.PE.ApplyCentralImpulse(PhysBody, moveForce);
276 }
277 });
278 } 177 }
279 178
280 // Decide if the character is colliding with a low object and compute a force to pop the
281 // avatar up so it can walk up and over the low objects.
282 private OMV.Vector3 WalkUpStairs()
283 {
284 OMV.Vector3 ret = OMV.Vector3.Zero;
285
286 // This test is done if moving forward, not flying and is colliding with something.
287 // DetailLog("{0},BSCharacter.WalkUpStairs,IsColliding={1},flying={2},targSpeed={3},collisions={4}",
288 // LocalID, IsColliding, Flying, TargetSpeed, CollisionsLastTick.Count);
289 if (IsColliding && !Flying && TargetVelocitySpeed > 0.1f /* && ForwardSpeed < 0.1f */)
290 {
291 // The range near the character's feet where we will consider stairs
292 float nearFeetHeightMin = RawPosition.Z - (Size.Z / 2f) + 0.05f;
293 float nearFeetHeightMax = nearFeetHeightMin + BSParam.AvatarStepHeight;
294
295 // Look for a collision point that is near the character's feet and is oriented the same as the charactor is
296 foreach (KeyValuePair<uint, ContactPoint> kvp in CollisionsLastTick.m_objCollisionList)
297 {
298 // Don't care about collisions with the terrain
299 if (kvp.Key > PhysicsScene.TerrainManager.HighestTerrainID)
300 {
301 OMV.Vector3 touchPosition = kvp.Value.Position;
302 // DetailLog("{0},BSCharacter.WalkUpStairs,min={1},max={2},touch={3}",
303 // LocalID, nearFeetHeightMin, nearFeetHeightMax, touchPosition);
304 if (touchPosition.Z >= nearFeetHeightMin && touchPosition.Z <= nearFeetHeightMax)
305 {
306 // This contact is within the 'near the feet' range.
307 // The normal should be our contact point to the object so it is pointing away
308 // thus the difference between our facing orientation and the normal should be small.
309 OMV.Vector3 directionFacing = OMV.Vector3.UnitX * RawOrientation;
310 OMV.Vector3 touchNormal = OMV.Vector3.Normalize(kvp.Value.SurfaceNormal);
311 float diff = Math.Abs(OMV.Vector3.Distance(directionFacing, touchNormal));
312 if (diff < BSParam.AvatarStepApproachFactor)
313 {
314 // Found the stairs contact point. Push up a little to raise the character.
315 float upForce = (touchPosition.Z - nearFeetHeightMin) * Mass * BSParam.AvatarStepForceFactor;
316 ret = new OMV.Vector3(0f, 0f, upForce);
317
318 // Also move the avatar up for the new height
319 OMV.Vector3 displacement = new OMV.Vector3(0f, 0f, BSParam.AvatarStepHeight / 2f);
320 ForcePosition = RawPosition + displacement;
321 }
322 DetailLog("{0},BSCharacter.WalkUpStairs,touchPos={1},nearFeetMin={2},faceDir={3},norm={4},diff={5},ret={6}",
323 LocalID, touchPosition, nearFeetHeightMin, directionFacing, touchNormal, diff, ret);
324 }
325 }
326 }
327 }
328
329 return ret;
330 }
331 179
332 public override void RequestPhysicsterseUpdate() 180 public override void RequestPhysicsterseUpdate()
333 { 181 {
@@ -355,14 +203,14 @@ public sealed class BSCharacter : BSPhysObject
355 DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}", 203 DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}",
356 LocalID, _size, Scale, Density, _avatarVolume, RawMass); 204 LocalID, _size, Scale, Density, _avatarVolume, RawMass);
357 205
358 PhysicsScene.TaintedObject("BSCharacter.setSize", delegate() 206 PhysScene.TaintedObject("BSCharacter.setSize", delegate()
359 { 207 {
360 if (PhysBody.HasPhysicalBody && PhysShape.HasPhysicalShape) 208 if (PhysBody.HasPhysicalBody && PhysShape.physShapeInfo.HasPhysicalShape)
361 { 209 {
362 PhysicsScene.PE.SetLocalScaling(PhysShape, Scale); 210 PhysScene.PE.SetLocalScaling(PhysShape.physShapeInfo, Scale);
363 UpdatePhysicalMassProperties(RawMass, true); 211 UpdatePhysicalMassProperties(RawMass, true);
364 // Make sure this change appears as a property update event 212 // Make sure this change appears as a property update event
365 PhysicsScene.PE.PushUpdate(PhysBody); 213 PhysScene.PE.PushUpdate(PhysBody);
366 } 214 }
367 }); 215 });
368 216
@@ -373,11 +221,6 @@ public sealed class BSCharacter : BSPhysObject
373 { 221 {
374 set { BaseShape = value; } 222 set { BaseShape = value; }
375 } 223 }
376 // I want the physics engine to make an avatar capsule
377 public override BSPhysicsShapeType PreferredPhysicalShape
378 {
379 get {return BSPhysicsShapeType.SHAPE_CAPSULE; }
380 }
381 224
382 public override bool Grabbed { 225 public override bool Grabbed {
383 set { _grabbed = value; } 226 set { _grabbed = value; }
@@ -399,29 +242,29 @@ public sealed class BSCharacter : BSPhysObject
399 // Called at taint time! 242 // Called at taint time!
400 public override void ZeroMotion(bool inTaintTime) 243 public override void ZeroMotion(bool inTaintTime)
401 { 244 {
402 _velocity = OMV.Vector3.Zero; 245 RawVelocity = OMV.Vector3.Zero;
403 _acceleration = OMV.Vector3.Zero; 246 _acceleration = OMV.Vector3.Zero;
404 _rotationalVelocity = OMV.Vector3.Zero; 247 _rotationalVelocity = OMV.Vector3.Zero;
405 248
406 // Zero some other properties directly into the physics engine 249 // Zero some other properties directly into the physics engine
407 PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate() 250 PhysScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate()
408 { 251 {
409 if (PhysBody.HasPhysicalBody) 252 if (PhysBody.HasPhysicalBody)
410 PhysicsScene.PE.ClearAllForces(PhysBody); 253 PhysScene.PE.ClearAllForces(PhysBody);
411 }); 254 });
412 } 255 }
413 public override void ZeroAngularMotion(bool inTaintTime) 256 public override void ZeroAngularMotion(bool inTaintTime)
414 { 257 {
415 _rotationalVelocity = OMV.Vector3.Zero; 258 _rotationalVelocity = OMV.Vector3.Zero;
416 259
417 PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate() 260 PhysScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate()
418 { 261 {
419 if (PhysBody.HasPhysicalBody) 262 if (PhysBody.HasPhysicalBody)
420 { 263 {
421 PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, OMV.Vector3.Zero); 264 PhysScene.PE.SetInterpolationAngularVelocity(PhysBody, OMV.Vector3.Zero);
422 PhysicsScene.PE.SetAngularVelocity(PhysBody, OMV.Vector3.Zero); 265 PhysScene.PE.SetAngularVelocity(PhysBody, OMV.Vector3.Zero);
423 // The next also get rid of applied linear force but the linear velocity is untouched. 266 // The next also get rid of applied linear force but the linear velocity is untouched.
424 PhysicsScene.PE.ClearForces(PhysBody); 267 PhysScene.PE.ClearForces(PhysBody);
425 } 268 }
426 }); 269 });
427 } 270 }
@@ -443,7 +286,7 @@ public sealed class BSCharacter : BSPhysObject
443 set { 286 set {
444 _position = value; 287 _position = value;
445 288
446 PhysicsScene.TaintedObject("BSCharacter.setPosition", delegate() 289 PhysScene.TaintedObject("BSCharacter.setPosition", delegate()
447 { 290 {
448 DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); 291 DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
449 PositionSanityCheck(); 292 PositionSanityCheck();
@@ -453,14 +296,14 @@ public sealed class BSCharacter : BSPhysObject
453 } 296 }
454 public override OMV.Vector3 ForcePosition { 297 public override OMV.Vector3 ForcePosition {
455 get { 298 get {
456 _position = PhysicsScene.PE.GetPosition(PhysBody); 299 _position = PhysScene.PE.GetPosition(PhysBody);
457 return _position; 300 return _position;
458 } 301 }
459 set { 302 set {
460 _position = value; 303 _position = value;
461 if (PhysBody.HasPhysicalBody) 304 if (PhysBody.HasPhysicalBody)
462 { 305 {
463 PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); 306 PhysScene.PE.SetTranslation(PhysBody, _position, _orientation);
464 } 307 }
465 } 308 }
466 } 309 }
@@ -474,18 +317,18 @@ public sealed class BSCharacter : BSPhysObject
474 bool ret = false; 317 bool ret = false;
475 318
476 // TODO: check for out of bounds 319 // TODO: check for out of bounds
477 if (!PhysicsScene.TerrainManager.IsWithinKnownTerrain(RawPosition)) 320 if (!PhysScene.TerrainManager.IsWithinKnownTerrain(RawPosition))
478 { 321 {
479 // The character is out of the known/simulated area. 322 // The character is out of the known/simulated area.
480 // Force the avatar position to be within known. ScenePresence will use the position 323 // Force the avatar position to be within known. ScenePresence will use the position
481 // plus the velocity to decide if the avatar is moving out of the region. 324 // plus the velocity to decide if the avatar is moving out of the region.
482 RawPosition = PhysicsScene.TerrainManager.ClampPositionIntoKnownTerrain(RawPosition); 325 RawPosition = PhysScene.TerrainManager.ClampPositionIntoKnownTerrain(RawPosition);
483 DetailLog("{0},BSCharacter.PositionSanityCheck,notWithinKnownTerrain,clampedPos={1}", LocalID, RawPosition); 326 DetailLog("{0},BSCharacter.PositionSanityCheck,notWithinKnownTerrain,clampedPos={1}", LocalID, RawPosition);
484 return true; 327 return true;
485 } 328 }
486 329
487 // If below the ground, move the avatar up 330 // If below the ground, move the avatar up
488 float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition); 331 float terrainHeight = PhysScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition);
489 if (Position.Z < terrainHeight) 332 if (Position.Z < terrainHeight)
490 { 333 {
491 DetailLog("{0},BSCharacter.PositionSanityCheck,adjustForUnderGround,pos={1},terrain={2}", LocalID, _position, terrainHeight); 334 DetailLog("{0},BSCharacter.PositionSanityCheck,adjustForUnderGround,pos={1},terrain={2}", LocalID, _position, terrainHeight);
@@ -494,7 +337,7 @@ public sealed class BSCharacter : BSPhysObject
494 } 337 }
495 if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) 338 if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0)
496 { 339 {
497 float waterHeight = PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(_position); 340 float waterHeight = PhysScene.TerrainManager.GetWaterLevelAtXYZ(_position);
498 if (Position.Z < waterHeight) 341 if (Position.Z < waterHeight)
499 { 342 {
500 _position.Z = waterHeight; 343 _position.Z = waterHeight;
@@ -515,7 +358,7 @@ public sealed class BSCharacter : BSPhysObject
515 { 358 {
516 // The new position value must be pushed into the physics engine but we can't 359 // The new position value must be pushed into the physics engine but we can't
517 // just assign to "Position" because of potential call loops. 360 // just assign to "Position" because of potential call loops.
518 PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.PositionSanityCheck", delegate() 361 PhysScene.TaintedObject(inTaintTime, "BSCharacter.PositionSanityCheck", delegate()
519 { 362 {
520 DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); 363 DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation);
521 ForcePosition = _position; 364 ForcePosition = _position;
@@ -528,25 +371,25 @@ public sealed class BSCharacter : BSPhysObject
528 public override float Mass { get { return _mass; } } 371 public override float Mass { get { return _mass; } }
529 372
530 // used when we only want this prim's mass and not the linkset thing 373 // used when we only want this prim's mass and not the linkset thing
531 public override float RawMass { 374 public override float RawMass {
532 get {return _mass; } 375 get {return _mass; }
533 } 376 }
534 public override void UpdatePhysicalMassProperties(float physMass, bool inWorld) 377 public override void UpdatePhysicalMassProperties(float physMass, bool inWorld)
535 { 378 {
536 OMV.Vector3 localInertia = PhysicsScene.PE.CalculateLocalInertia(PhysShape, physMass); 379 OMV.Vector3 localInertia = PhysScene.PE.CalculateLocalInertia(PhysShape.physShapeInfo, physMass);
537 PhysicsScene.PE.SetMassProps(PhysBody, physMass, localInertia); 380 PhysScene.PE.SetMassProps(PhysBody, physMass, localInertia);
538 } 381 }
539 382
540 public override OMV.Vector3 Force { 383 public override OMV.Vector3 Force {
541 get { return _force; } 384 get { return RawForce; }
542 set { 385 set {
543 _force = value; 386 RawForce = value;
544 // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); 387 // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force);
545 PhysicsScene.TaintedObject("BSCharacter.SetForce", delegate() 388 PhysScene.TaintedObject("BSCharacter.SetForce", delegate()
546 { 389 {
547 DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force); 390 DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, RawForce);
548 if (PhysBody.HasPhysicalBody) 391 if (PhysBody.HasPhysicalBody)
549 PhysicsScene.PE.SetObjectForce(PhysBody, _force); 392 PhysScene.PE.SetObjectForce(PhysBody, RawForce);
550 }); 393 });
551 } 394 }
552 } 395 }
@@ -569,61 +412,49 @@ public sealed class BSCharacter : BSPhysObject
569 { 412 {
570 get 413 get
571 { 414 {
572 return m_targetVelocity; 415 return base.m_targetVelocity;
573 } 416 }
574 set 417 set
575 { 418 {
576 DetailLog("{0},BSCharacter.setTargetVelocity,call,vel={1}", LocalID, value); 419 DetailLog("{0},BSCharacter.setTargetVelocity,call,vel={1}", LocalID, value);
577 m_targetVelocity = value; 420 m_targetVelocity = value;
578 OMV.Vector3 targetVel = value; 421 OMV.Vector3 targetVel = value;
579 if (_setAlwaysRun) 422 if (_setAlwaysRun && !_flying)
580 targetVel *= new OMV.Vector3(BSParam.AvatarAlwaysRunFactor, BSParam.AvatarAlwaysRunFactor, 0f); 423 targetVel *= new OMV.Vector3(BSParam.AvatarAlwaysRunFactor, BSParam.AvatarAlwaysRunFactor, 0f);
581 424
582 PhysicsScene.TaintedObject("BSCharacter.setTargetVelocity", delegate() 425 if (m_moveActor != null)
583 { 426 m_moveActor.SetVelocityAndTarget(RawVelocity, targetVel, false /* inTaintTime */);
584 _velocityMotor.Reset();
585 _velocityMotor.SetTarget(targetVel);
586 _velocityMotor.SetCurrent(_velocity);
587 _velocityMotor.Enabled = true;
588 });
589 } 427 }
590 } 428 }
591 public override OMV.Vector3 RawVelocity
592 {
593 get { return _velocity; }
594 set { _velocity = value; }
595 }
596 // Directly setting velocity means this is what the user really wants now. 429 // Directly setting velocity means this is what the user really wants now.
597 public override OMV.Vector3 Velocity { 430 public override OMV.Vector3 Velocity {
598 get { return _velocity; } 431 get { return RawVelocity; }
599 set { 432 set {
600 _velocity = value; 433 RawVelocity = value;
601 // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity); 434 // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, RawVelocity);
602 PhysicsScene.TaintedObject("BSCharacter.setVelocity", delegate() 435 PhysScene.TaintedObject("BSCharacter.setVelocity", delegate()
603 { 436 {
604 _velocityMotor.Reset(); 437 if (m_moveActor != null)
605 _velocityMotor.SetCurrent(_velocity); 438 m_moveActor.SetVelocityAndTarget(RawVelocity, RawVelocity, true /* inTaintTime */);
606 _velocityMotor.SetTarget(_velocity);
607 _velocityMotor.Enabled = false;
608 439
609 DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity); 440 DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, RawVelocity);
610 ForceVelocity = _velocity; 441 ForceVelocity = RawVelocity;
611 }); 442 });
612 } 443 }
613 } 444 }
614 public override OMV.Vector3 ForceVelocity { 445 public override OMV.Vector3 ForceVelocity {
615 get { return _velocity; } 446 get { return RawVelocity; }
616 set { 447 set {
617 PhysicsScene.AssertInTaintTime("BSCharacter.ForceVelocity"); 448 PhysScene.AssertInTaintTime("BSCharacter.ForceVelocity");
618 449
619 _velocity = value; 450 RawVelocity = value;
620 PhysicsScene.PE.SetLinearVelocity(PhysBody, _velocity); 451 PhysScene.PE.SetLinearVelocity(PhysBody, RawVelocity);
621 PhysicsScene.PE.Activate(PhysBody, true); 452 PhysScene.PE.Activate(PhysBody, true);
622 } 453 }
623 } 454 }
624 public override OMV.Vector3 Torque { 455 public override OMV.Vector3 Torque {
625 get { return _torque; } 456 get { return RawTorque; }
626 set { _torque = value; 457 set { RawTorque = value;
627 } 458 }
628 } 459 }
629 public override float CollisionScore { 460 public override float CollisionScore {
@@ -648,9 +479,19 @@ public sealed class BSCharacter : BSPhysObject
648 if (_orientation != value) 479 if (_orientation != value)
649 { 480 {
650 _orientation = value; 481 _orientation = value;
651 PhysicsScene.TaintedObject("BSCharacter.setOrientation", delegate() 482 PhysScene.TaintedObject("BSCharacter.setOrientation", delegate()
652 { 483 {
653 ForceOrientation = _orientation; 484 // Bullet assumes we know what we are doing when forcing orientation
485 // so it lets us go against all the rules and just compensates for them later.
486 // This forces rotation to be only around the Z axis and doesn't change any of the other axis.
487 // This keeps us from flipping the capsule over which the veiwer does not understand.
488 float oRoll, oPitch, oYaw;
489 _orientation.GetEulerAngles(out oRoll, out oPitch, out oYaw);
490 OMV.Quaternion trimmedOrientation = OMV.Quaternion.CreateFromEulers(0f, 0f, oYaw);
491 // DetailLog("{0},BSCharacter.setOrientation,taint,val={1},valDir={2},conv={3},convDir={4}",
492 // LocalID, _orientation, OMV.Vector3.UnitX * _orientation,
493 // trimmedOrientation, OMV.Vector3.UnitX * trimmedOrientation);
494 ForceOrientation = trimmedOrientation;
654 }); 495 });
655 } 496 }
656 } 497 }
@@ -660,7 +501,7 @@ public sealed class BSCharacter : BSPhysObject
660 { 501 {
661 get 502 get
662 { 503 {
663 _orientation = PhysicsScene.PE.GetOrientation(PhysBody); 504 _orientation = PhysScene.PE.GetOrientation(PhysBody);
664 return _orientation; 505 return _orientation;
665 } 506 }
666 set 507 set
@@ -669,7 +510,7 @@ public sealed class BSCharacter : BSPhysObject
669 if (PhysBody.HasPhysicalBody) 510 if (PhysBody.HasPhysicalBody)
670 { 511 {
671 // _position = PhysicsScene.PE.GetPosition(BSBody); 512 // _position = PhysicsScene.PE.GetPosition(BSBody);
672 PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); 513 PhysScene.PE.SetTranslation(PhysBody, _position, _orientation);
673 } 514 }
674 } 515 }
675 } 516 }
@@ -718,14 +559,14 @@ public sealed class BSCharacter : BSPhysObject
718 public override bool FloatOnWater { 559 public override bool FloatOnWater {
719 set { 560 set {
720 _floatOnWater = value; 561 _floatOnWater = value;
721 PhysicsScene.TaintedObject("BSCharacter.setFloatOnWater", delegate() 562 PhysScene.TaintedObject("BSCharacter.setFloatOnWater", delegate()
722 { 563 {
723 if (PhysBody.HasPhysicalBody) 564 if (PhysBody.HasPhysicalBody)
724 { 565 {
725 if (_floatOnWater) 566 if (_floatOnWater)
726 CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); 567 CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER);
727 else 568 else
728 CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); 569 CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER);
729 } 570 }
730 }); 571 });
731 } 572 }
@@ -746,7 +587,7 @@ public sealed class BSCharacter : BSPhysObject
746 public override float Buoyancy { 587 public override float Buoyancy {
747 get { return _buoyancy; } 588 get { return _buoyancy; }
748 set { _buoyancy = value; 589 set { _buoyancy = value;
749 PhysicsScene.TaintedObject("BSCharacter.setBuoyancy", delegate() 590 PhysScene.TaintedObject("BSCharacter.setBuoyancy", delegate()
750 { 591 {
751 DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy); 592 DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
752 ForceBuoyancy = _buoyancy; 593 ForceBuoyancy = _buoyancy;
@@ -755,8 +596,8 @@ public sealed class BSCharacter : BSPhysObject
755 } 596 }
756 public override float ForceBuoyancy { 597 public override float ForceBuoyancy {
757 get { return _buoyancy; } 598 get { return _buoyancy; }
758 set { 599 set {
759 PhysicsScene.AssertInTaintTime("BSCharacter.ForceBuoyancy"); 600 PhysScene.AssertInTaintTime("BSCharacter.ForceBuoyancy");
760 601
761 _buoyancy = value; 602 _buoyancy = value;
762 DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy); 603 DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
@@ -764,7 +605,7 @@ public sealed class BSCharacter : BSPhysObject
764 float grav = BSParam.Gravity * (1f - _buoyancy); 605 float grav = BSParam.Gravity * (1f - _buoyancy);
765 Gravity = new OMV.Vector3(0f, 0f, grav); 606 Gravity = new OMV.Vector3(0f, 0f, grav);
766 if (PhysBody.HasPhysicalBody) 607 if (PhysBody.HasPhysicalBody)
767 PhysicsScene.PE.SetGravity(PhysBody, Gravity); 608 PhysScene.PE.SetGravity(PhysBody, Gravity);
768 } 609 }
769 } 610 }
770 611
@@ -779,31 +620,10 @@ public sealed class BSCharacter : BSPhysObject
779 set { _PIDTau = value; } 620 set { _PIDTau = value; }
780 } 621 }
781 622
782 // Used for llSetHoverHeight and maybe vehicle height
783 // Hover Height will override MoveTo target's Z
784 public override bool PIDHoverActive {
785 set { _useHoverPID = value; }
786 }
787 public override float PIDHoverHeight {
788 set { _PIDHoverHeight = value; }
789 }
790 public override PIDHoverType PIDHoverType {
791 set { _PIDHoverType = value; }
792 }
793 public override float PIDHoverTau {
794 set { _PIDHoverTao = value; }
795 }
796
797 // For RotLookAt
798 public override OMV.Quaternion APIDTarget { set { return; } }
799 public override bool APIDActive { set { return; } }
800 public override float APIDStrength { set { return; } }
801 public override float APIDDamping { set { return; } }
802
803 public override void AddForce(OMV.Vector3 force, bool pushforce) 623 public override void AddForce(OMV.Vector3 force, bool pushforce)
804 { 624 {
805 // Since this force is being applied in only one step, make this a force per second. 625 // Since this force is being applied in only one step, make this a force per second.
806 OMV.Vector3 addForce = force / PhysicsScene.LastTimeStep; 626 OMV.Vector3 addForce = force / PhysScene.LastTimeStep;
807 AddForce(addForce, pushforce, false); 627 AddForce(addForce, pushforce, false);
808 } 628 }
809 private void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { 629 private void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) {
@@ -812,13 +632,13 @@ public sealed class BSCharacter : BSPhysObject
812 OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude); 632 OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude);
813 // DetailLog("{0},BSCharacter.addForce,call,force={1}", LocalID, addForce); 633 // DetailLog("{0},BSCharacter.addForce,call,force={1}", LocalID, addForce);
814 634
815 PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.AddForce", delegate() 635 PhysScene.TaintedObject(inTaintTime, "BSCharacter.AddForce", delegate()
816 { 636 {
817 // Bullet adds this central force to the total force for this tick 637 // Bullet adds this central force to the total force for this tick
818 // DetailLog("{0},BSCharacter.addForce,taint,force={1}", LocalID, addForce); 638 // DetailLog("{0},BSCharacter.addForce,taint,force={1}", LocalID, addForce);
819 if (PhysBody.HasPhysicalBody) 639 if (PhysBody.HasPhysicalBody)
820 { 640 {
821 PhysicsScene.PE.ApplyCentralForce(PhysBody, addForce); 641 PhysScene.PE.ApplyCentralForce(PhysBody, addForce);
822 } 642 }
823 }); 643 });
824 } 644 }
@@ -829,7 +649,7 @@ public sealed class BSCharacter : BSPhysObject
829 } 649 }
830 } 650 }
831 651
832 public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { 652 public override void AddAngularForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) {
833 } 653 }
834 public override void SetMomentum(OMV.Vector3 momentum) { 654 public override void SetMomentum(OMV.Vector3 momentum) {
835 } 655 }
@@ -837,14 +657,14 @@ public sealed class BSCharacter : BSPhysObject
837 private OMV.Vector3 ComputeAvatarScale(OMV.Vector3 size) 657 private OMV.Vector3 ComputeAvatarScale(OMV.Vector3 size)
838 { 658 {
839 OMV.Vector3 newScale; 659 OMV.Vector3 newScale;
840 660
841 // Bullet's capsule total height is the "passed height + radius * 2"; 661 // Bullet's capsule total height is the "passed height + radius * 2";
842 // The base capsule is 1 diameter and 2 height (passed radius=0.5, passed height = 1) 662 // The base capsule is 1 unit in diameter and 2 units in height (passed radius=0.5, passed height = 1)
843 // The number we pass in for 'scaling' is the multiplier to get that base 663 // The number we pass in for 'scaling' is the multiplier to get that base
844 // shape to be the size desired. 664 // shape to be the size desired.
845 // So, when creating the scale for the avatar height, we take the passed height 665 // So, when creating the scale for the avatar height, we take the passed height
846 // (size.Z) and remove the caps. 666 // (size.Z) and remove the caps.
847 // Another oddity of the Bullet capsule implementation is that it presumes the Y 667 // An oddity of the Bullet capsule implementation is that it presumes the Y
848 // dimension is the radius of the capsule. Even though some of the code allows 668 // dimension is the radius of the capsule. Even though some of the code allows
849 // for a asymmetrical capsule, other parts of the code presume it is cylindrical. 669 // for a asymmetrical capsule, other parts of the code presume it is cylindrical.
850 670
@@ -852,8 +672,27 @@ public sealed class BSCharacter : BSPhysObject
852 newScale.X = size.X / 2f; 672 newScale.X = size.X / 2f;
853 newScale.Y = size.Y / 2f; 673 newScale.Y = size.Y / 2f;
854 674
675 float heightAdjust = BSParam.AvatarHeightMidFudge;
676 if (BSParam.AvatarHeightLowFudge != 0f || BSParam.AvatarHeightHighFudge != 0f)
677 {
678 // An avatar is between 1.61 and 2.12 meters. Midpoint is 1.87m.
679 // The "times 4" relies on the fact that the difference from the midpoint to the extremes is exactly 0.25
680 float midHeightOffset = size.Z - 1.87f;
681 if (midHeightOffset < 0f)
682 {
683 // Small avatar. Add the adjustment based on the distance from midheight
684 heightAdjust += -1f * midHeightOffset * 4f * BSParam.AvatarHeightLowFudge;
685 }
686 else
687 {
688 // Large avatar. Add the adjustment based on the distance from midheight
689 heightAdjust += midHeightOffset * 4f * BSParam.AvatarHeightHighFudge;
690 }
691 }
855 // The total scale height is the central cylindar plus the caps on the two ends. 692 // The total scale height is the central cylindar plus the caps on the two ends.
856 newScale.Z = (size.Z + (Math.Min(size.X, size.Y) * 2)) / 2f; 693 newScale.Z = (size.Z + (Math.Min(size.X, size.Y) * 2) + heightAdjust) / 2f;
694 // m_log.DebugFormat("{0} ComputeAvatarScale: size={1},adj={2},scale={3}", LogHeader, size, heightAdjust, newScale);
695
857 // If smaller than the endcaps, just fake like we're almost that small 696 // If smaller than the endcaps, just fake like we're almost that small
858 if (newScale.Z < 0) 697 if (newScale.Z < 0)
859 newScale.Z = 0.1f; 698 newScale.Z = 0.1f;
@@ -882,15 +721,18 @@ public sealed class BSCharacter : BSPhysObject
882 // the world that things have changed. 721 // the world that things have changed.
883 public override void UpdateProperties(EntityProperties entprop) 722 public override void UpdateProperties(EntityProperties entprop)
884 { 723 {
885 _position = entprop.Position; 724 // Don't change position if standing on a stationary object.
725 if (!IsStationary)
726 _position = entprop.Position;
727
886 _orientation = entprop.Rotation; 728 _orientation = entprop.Rotation;
887 729
888 // Smooth velocity. OpenSimulator is VERY sensitive to changes in velocity of the avatar 730 // Smooth velocity. OpenSimulator is VERY sensitive to changes in velocity of the avatar
889 // and will send agent updates to the clients if velocity changes by more than 731 // and will send agent updates to the clients if velocity changes by more than
890 // 0.001m/s. Bullet introduces a lot of jitter in the velocity which causes many 732 // 0.001m/s. Bullet introduces a lot of jitter in the velocity which causes many
891 // extra updates. 733 // extra updates.
892 if (!entprop.Velocity.ApproxEquals(_velocity, 0.1f)) 734 if (!entprop.Velocity.ApproxEquals(RawVelocity, 0.1f))
893 _velocity = entprop.Velocity; 735 RawVelocity = entprop.Velocity;
894 736
895 _acceleration = entprop.Acceleration; 737 _acceleration = entprop.Acceleration;
896 _rotationalVelocity = entprop.RotationalVelocity; 738 _rotationalVelocity = entprop.RotationalVelocity;
@@ -913,7 +755,7 @@ public sealed class BSCharacter : BSPhysObject
913 // base.RequestPhysicsterseUpdate(); 755 // base.RequestPhysicsterseUpdate();
914 756
915 DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", 757 DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
916 LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); 758 LocalID, _position, _orientation, RawVelocity, _acceleration, _rotationalVelocity);
917 } 759 }
918} 760}
919} 761}