diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 717 |
1 files changed, 426 insertions, 291 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index e2f7af9..4c195e1 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -28,62 +28,48 @@ using System; | |||
28 | using System.Collections.Generic; | 28 | using System.Collections.Generic; |
29 | using System.Reflection; | 29 | using System.Reflection; |
30 | using log4net; | 30 | using log4net; |
31 | using OpenMetaverse; | 31 | using OMV = OpenMetaverse; |
32 | using OpenSim.Framework; | 32 | using OpenSim.Framework; |
33 | using OpenSim.Region.Physics.Manager; | 33 | using OpenSim.Region.Physics.Manager; |
34 | 34 | ||
35 | namespace OpenSim.Region.Physics.BulletSPlugin | 35 | namespace OpenSim.Region.Physics.BulletSPlugin |
36 | { | 36 | { |
37 | public class BSCharacter : PhysicsActor | 37 | public sealed class BSCharacter : BSPhysObject |
38 | { | 38 | { |
39 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 39 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
40 | private static readonly string LogHeader = "[BULLETS CHAR]"; | 40 | private static readonly string LogHeader = "[BULLETS CHAR]"; |
41 | 41 | ||
42 | private BSScene _scene; | ||
43 | public BSScene Scene { get { return _scene; } } | ||
44 | private String _avName; | ||
45 | // private bool _stopped; | 42 | // private bool _stopped; |
46 | private Vector3 _size; | 43 | private OMV.Vector3 _size; |
47 | private Vector3 _scale; | ||
48 | private PrimitiveBaseShape _pbs; | ||
49 | private uint _localID = 0; | ||
50 | private bool _grabbed; | 44 | private bool _grabbed; |
51 | private bool _selected; | 45 | private bool _selected; |
52 | private Vector3 _position; | 46 | private OMV.Vector3 _position; |
53 | private float _mass; | 47 | private float _mass; |
54 | public float _density; | 48 | private float _avatarDensity; |
55 | public float _avatarVolume; | 49 | private float _avatarVolume; |
56 | private Vector3 _force; | 50 | private OMV.Vector3 _force; |
57 | private Vector3 _velocity; | 51 | private OMV.Vector3 _velocity; |
58 | private Vector3 _torque; | 52 | private OMV.Vector3 _torque; |
59 | private float _collisionScore; | 53 | private float _collisionScore; |
60 | private Vector3 _acceleration; | 54 | private OMV.Vector3 _acceleration; |
61 | private Quaternion _orientation; | 55 | private OMV.Quaternion _orientation; |
62 | private int _physicsActorType; | 56 | private int _physicsActorType; |
63 | private bool _isPhysical; | 57 | private bool _isPhysical; |
64 | private bool _flying; | 58 | private bool _flying; |
65 | private bool _setAlwaysRun; | 59 | private bool _setAlwaysRun; |
66 | private bool _throttleUpdates; | 60 | private bool _throttleUpdates; |
67 | private bool _isColliding; | 61 | private bool _isColliding; |
68 | private long _collidingStep; | ||
69 | private bool _collidingGround; | ||
70 | private long _collidingGroundStep; | ||
71 | private bool _collidingObj; | 62 | private bool _collidingObj; |
72 | private bool _floatOnWater; | 63 | private bool _floatOnWater; |
73 | private Vector3 _rotationalVelocity; | 64 | private OMV.Vector3 _rotationalVelocity; |
74 | private bool _kinematic; | 65 | private bool _kinematic; |
75 | private float _buoyancy; | 66 | private float _buoyancy; |
76 | 67 | ||
77 | private BulletBody m_body; | 68 | // The friction and velocity of the avatar is modified depending on whether walking or not. |
78 | public BulletBody Body { | 69 | private OMV.Vector3 _appliedVelocity; // the last velocity applied to the avatar |
79 | get { return m_body; } | 70 | private float _currentFriction; // the friction currently being used (changed by setVelocity). |
80 | set { m_body = value; } | ||
81 | } | ||
82 | |||
83 | private int _subscribedEventsMs = 0; | ||
84 | private int _nextCollisionOkTime = 0; | ||
85 | 71 | ||
86 | private Vector3 _PIDTarget; | 72 | private OMV.Vector3 _PIDTarget; |
87 | private bool _usePID; | 73 | private bool _usePID; |
88 | private float _PIDTau; | 74 | private float _PIDTau; |
89 | private bool _useHoverPID; | 75 | private bool _useHoverPID; |
@@ -91,332 +77,529 @@ public class BSCharacter : PhysicsActor | |||
91 | private PIDHoverType _PIDHoverType; | 77 | private PIDHoverType _PIDHoverType; |
92 | private float _PIDHoverTao; | 78 | private float _PIDHoverTao; |
93 | 79 | ||
94 | public BSCharacter(uint localID, String avName, BSScene parent_scene, Vector3 pos, Vector3 size, bool isFlying) | 80 | public BSCharacter(uint localID, String avName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, bool isFlying) |
81 | : base(parent_scene, localID, avName, "BSCharacter") | ||
95 | { | 82 | { |
96 | _localID = localID; | 83 | _physicsActorType = (int)ActorTypes.Agent; |
97 | _avName = avName; | ||
98 | _scene = parent_scene; | ||
99 | _position = pos; | 84 | _position = pos; |
85 | |||
86 | // Old versions of ScenePresence passed only the height. If width and/or depth are zero, | ||
87 | // replace with the default values. | ||
100 | _size = size; | 88 | _size = size; |
89 | if (_size.X == 0f) _size.X = PhysicsScene.Params.avatarCapsuleDepth; | ||
90 | if (_size.Y == 0f) _size.Y = PhysicsScene.Params.avatarCapsuleWidth; | ||
91 | |||
101 | _flying = isFlying; | 92 | _flying = isFlying; |
102 | _orientation = Quaternion.Identity; | 93 | _orientation = OMV.Quaternion.Identity; |
103 | _velocity = Vector3.Zero; | 94 | _velocity = OMV.Vector3.Zero; |
95 | _appliedVelocity = OMV.Vector3.Zero; | ||
104 | _buoyancy = ComputeBuoyancyFromFlying(isFlying); | 96 | _buoyancy = ComputeBuoyancyFromFlying(isFlying); |
97 | _currentFriction = PhysicsScene.Params.avatarStandingFriction; | ||
98 | _avatarDensity = PhysicsScene.Params.avatarDensity; | ||
99 | |||
105 | // The dimensions of the avatar capsule are kept in the scale. | 100 | // The dimensions of the avatar capsule are kept in the scale. |
106 | // Physics creates a unit capsule which is scaled by the physics engine. | 101 | // Physics creates a unit capsule which is scaled by the physics engine. |
107 | _scale = new Vector3(_scene.Params.avatarCapsuleRadius, _scene.Params.avatarCapsuleRadius, size.Z); | 102 | ComputeAvatarScale(_size); |
108 | _density = _scene.Params.avatarDensity; | 103 | // set _avatarVolume and _mass based on capsule size, _density and Scale |
109 | ComputeAvatarVolumeAndMass(); // set _avatarVolume and _mass based on capsule size, _density and _scale | 104 | ComputeAvatarVolumeAndMass(); |
110 | 105 | DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}", | |
111 | ShapeData shapeData = new ShapeData(); | 106 | LocalID, _size, Scale, _avatarDensity, _avatarVolume, RawMass); |
112 | shapeData.ID = _localID; | ||
113 | shapeData.Type = ShapeData.PhysicsShapeType.SHAPE_AVATAR; | ||
114 | shapeData.Position = _position; | ||
115 | shapeData.Rotation = _orientation; | ||
116 | shapeData.Velocity = _velocity; | ||
117 | shapeData.Scale = _scale; | ||
118 | shapeData.Mass = _mass; | ||
119 | shapeData.Buoyancy = _buoyancy; | ||
120 | shapeData.Static = ShapeData.numericFalse; | ||
121 | shapeData.Friction = _scene.Params.avatarFriction; | ||
122 | shapeData.Restitution = _scene.Params.avatarRestitution; | ||
123 | 107 | ||
124 | // do actual create at taint time | 108 | // do actual create at taint time |
125 | _scene.TaintedObject("BSCharacter.create", delegate() | 109 | PhysicsScene.TaintedObject("BSCharacter.create", delegate() |
126 | { | 110 | { |
127 | BulletSimAPI.CreateObject(parent_scene.WorldID, shapeData); | 111 | DetailLog("{0},BSCharacter.create,taint", LocalID); |
112 | // New body and shape into PhysBody and PhysShape | ||
113 | PhysicsScene.Shapes.GetBodyAndShape(true, PhysicsScene.World, this, null, null); | ||
128 | 114 | ||
129 | m_body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID)); | 115 | SetPhysicalProperties(); |
130 | // avatars get all collisions no matter what | ||
131 | BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
132 | }); | 116 | }); |
133 | |||
134 | return; | 117 | return; |
135 | } | 118 | } |
136 | 119 | ||
137 | // called when this character is being destroyed and the resources should be released | 120 | // called when this character is being destroyed and the resources should be released |
138 | public void Destroy() | 121 | public override void Destroy() |
139 | { | 122 | { |
140 | // DetailLog("{0},BSCharacter.Destroy", LocalID); | 123 | DetailLog("{0},BSCharacter.Destroy", LocalID); |
141 | _scene.TaintedObject("BSCharacter.destroy", delegate() | 124 | PhysicsScene.TaintedObject("BSCharacter.destroy", delegate() |
142 | { | 125 | { |
143 | BulletSimAPI.DestroyObject(_scene.WorldID, _localID); | 126 | PhysicsScene.Shapes.DereferenceBody(PhysBody, true, null); |
127 | PhysicsScene.Shapes.DereferenceShape(PhysShape, true, null); | ||
144 | }); | 128 | }); |
145 | } | 129 | } |
146 | 130 | ||
131 | private void SetPhysicalProperties() | ||
132 | { | ||
133 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, PhysBody.ptr); | ||
134 | |||
135 | ZeroMotion(true); | ||
136 | ForcePosition = _position; | ||
137 | // Set the velocity and compute the proper friction | ||
138 | ForceVelocity = _velocity; | ||
139 | |||
140 | // This will enable or disable the flying buoyancy of the avatar. | ||
141 | // Needs to be reset especially when an avatar is recreated after crossing a region boundry. | ||
142 | Flying = _flying; | ||
143 | |||
144 | BulletSimAPI.SetRestitution2(PhysBody.ptr, PhysicsScene.Params.avatarRestitution); | ||
145 | BulletSimAPI.SetMargin2(PhysShape.ptr, PhysicsScene.Params.collisionMargin); | ||
146 | BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale); | ||
147 | BulletSimAPI.SetContactProcessingThreshold2(PhysBody.ptr, PhysicsScene.Params.contactProcessingThreshold); | ||
148 | if (PhysicsScene.Params.ccdMotionThreshold > 0f) | ||
149 | { | ||
150 | BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, PhysicsScene.Params.ccdMotionThreshold); | ||
151 | BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius); | ||
152 | } | ||
153 | |||
154 | UpdatePhysicalMassProperties(RawMass); | ||
155 | |||
156 | // Make so capsule does not fall over | ||
157 | BulletSimAPI.SetAngularFactorV2(PhysBody.ptr, OMV.Vector3.Zero); | ||
158 | |||
159 | BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_CHARACTER_OBJECT); | ||
160 | |||
161 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, PhysBody.ptr); | ||
162 | |||
163 | // BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ACTIVE_TAG); | ||
164 | BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.DISABLE_DEACTIVATION); | ||
165 | BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, PhysBody.ptr); | ||
166 | |||
167 | // Do this after the object has been added to the world | ||
168 | BulletSimAPI.SetCollisionFilterMask2(PhysBody.ptr, | ||
169 | (uint)CollisionFilterGroups.AvatarFilter, | ||
170 | (uint)CollisionFilterGroups.AvatarMask); | ||
171 | } | ||
172 | |||
147 | public override void RequestPhysicsterseUpdate() | 173 | public override void RequestPhysicsterseUpdate() |
148 | { | 174 | { |
149 | base.RequestPhysicsterseUpdate(); | 175 | base.RequestPhysicsterseUpdate(); |
150 | } | 176 | } |
151 | // No one calls this method so I don't know what it could possibly mean | 177 | // No one calls this method so I don't know what it could possibly mean |
152 | public override bool Stopped { | 178 | public override bool Stopped { get { return false; } } |
153 | get { return false; } | 179 | |
154 | } | 180 | public override OMV.Vector3 Size { |
155 | public override Vector3 Size { | ||
156 | get | 181 | get |
157 | { | 182 | { |
158 | // Avatar capsule size is kept in the scale parameter. | 183 | // Avatar capsule size is kept in the scale parameter. |
159 | return new Vector3(_scale.X * 2, _scale.Y * 2, _scale.Z); | 184 | return _size; |
160 | } | 185 | } |
161 | 186 | ||
162 | set { | 187 | set { |
163 | // When an avatar's size is set, only the height is changed | 188 | // When an avatar's size is set, only the height is changed. |
164 | // and that really only depends on the radius. | ||
165 | _size = value; | 189 | _size = value; |
166 | _scale.Z = (_size.Z * 1.15f) - (_scale.X + _scale.Y); | 190 | ComputeAvatarScale(_size); |
167 | |||
168 | // TODO: something has to be done with the avatar's vertical position | ||
169 | |||
170 | ComputeAvatarVolumeAndMass(); | 191 | ComputeAvatarVolumeAndMass(); |
192 | DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}", | ||
193 | LocalID, _size, Scale, _avatarDensity, _avatarVolume, RawMass); | ||
171 | 194 | ||
172 | _scene.TaintedObject("BSCharacter.setSize", delegate() | 195 | PhysicsScene.TaintedObject("BSCharacter.setSize", delegate() |
173 | { | 196 | { |
174 | BulletSimAPI.SetObjectScaleMass(_scene.WorldID, LocalID, _scale, _mass, true); | 197 | BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale); |
198 | UpdatePhysicalMassProperties(RawMass); | ||
175 | }); | 199 | }); |
176 | 200 | ||
177 | } | 201 | } |
178 | } | 202 | } |
179 | public override PrimitiveBaseShape Shape { | 203 | |
180 | set { _pbs = value; | 204 | public override OMV.Vector3 Scale { get; set; } |
181 | } | 205 | |
206 | public override PrimitiveBaseShape Shape | ||
207 | { | ||
208 | set { BaseShape = value; } | ||
182 | } | 209 | } |
183 | public override uint LocalID { | 210 | // I want the physics engine to make an avatar capsule |
184 | set { _localID = value; | 211 | public override BSPhysicsShapeType PreferredPhysicalShape |
185 | } | 212 | { |
186 | get { return _localID; } | 213 | get {return BSPhysicsShapeType.SHAPE_CAPSULE; } |
187 | } | 214 | } |
188 | public override bool Grabbed { | 215 | |
189 | set { _grabbed = value; | 216 | public override bool Grabbed { |
190 | } | 217 | set { _grabbed = value; } |
191 | } | 218 | } |
192 | public override bool Selected { | 219 | public override bool Selected { |
193 | set { _selected = value; | 220 | set { _selected = value; } |
194 | } | ||
195 | } | 221 | } |
196 | public override void CrossingFailure() { return; } | 222 | public override void CrossingFailure() { return; } |
197 | public override void link(PhysicsActor obj) { return; } | 223 | public override void link(PhysicsActor obj) { return; } |
198 | public override void delink() { return; } | 224 | public override void delink() { return; } |
199 | public override void LockAngularMotion(Vector3 axis) { return; } | ||
200 | 225 | ||
201 | public override Vector3 Position { | 226 | // Set motion values to zero. |
227 | // Do it to the properties so the values get set in the physics engine. | ||
228 | // Push the setting of the values to the viewer. | ||
229 | // Called at taint time! | ||
230 | public override void ZeroMotion(bool inTaintTime) | ||
231 | { | ||
232 | _velocity = OMV.Vector3.Zero; | ||
233 | _acceleration = OMV.Vector3.Zero; | ||
234 | _rotationalVelocity = OMV.Vector3.Zero; | ||
235 | |||
236 | // Zero some other properties directly into the physics engine | ||
237 | PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate() | ||
238 | { | ||
239 | BulletSimAPI.ClearAllForces2(PhysBody.ptr); | ||
240 | }); | ||
241 | } | ||
242 | public override void ZeroAngularMotion(bool inTaintTime) | ||
243 | { | ||
244 | _rotationalVelocity = OMV.Vector3.Zero; | ||
245 | |||
246 | PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate() | ||
247 | { | ||
248 | BulletSimAPI.SetInterpolationAngularVelocity2(PhysBody.ptr, OMV.Vector3.Zero); | ||
249 | BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, OMV.Vector3.Zero); | ||
250 | // The next also get rid of applied linear force but the linear velocity is untouched. | ||
251 | BulletSimAPI.ClearForces2(PhysBody.ptr); | ||
252 | }); | ||
253 | } | ||
254 | |||
255 | |||
256 | public override void LockAngularMotion(OMV.Vector3 axis) { return; } | ||
257 | |||
258 | public override OMV.Vector3 RawPosition | ||
259 | { | ||
260 | get { return _position; } | ||
261 | set { _position = value; } | ||
262 | } | ||
263 | public override OMV.Vector3 Position { | ||
202 | get { | 264 | get { |
203 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 265 | // Don't refetch the position because this function is called a zillion times |
204 | return _position; | 266 | // _position = BulletSimAPI.GetObjectPosition2(Scene.World.ptr, LocalID); |
205 | } | 267 | return _position; |
268 | } | ||
206 | set { | 269 | set { |
207 | _position = value; | 270 | _position = value; |
208 | PositionSanityCheck(); | 271 | PositionSanityCheck(); |
209 | 272 | ||
210 | _scene.TaintedObject("BSCharacter.setPosition", delegate() | 273 | PhysicsScene.TaintedObject("BSCharacter.setPosition", delegate() |
211 | { | 274 | { |
212 | DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 275 | DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
213 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 276 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); |
214 | }); | 277 | }); |
215 | } | 278 | } |
279 | } | ||
280 | public override OMV.Vector3 ForcePosition { | ||
281 | get { | ||
282 | _position = BulletSimAPI.GetPosition2(PhysBody.ptr); | ||
283 | return _position; | ||
284 | } | ||
285 | set { | ||
286 | _position = value; | ||
287 | PositionSanityCheck(); | ||
288 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); | ||
289 | } | ||
216 | } | 290 | } |
217 | 291 | ||
292 | |||
218 | // Check that the current position is sane and, if not, modify the position to make it so. | 293 | // Check that the current position is sane and, if not, modify the position to make it so. |
219 | // Check for being below terrain and being out of bounds. | 294 | // Check for being below terrain or on water. |
220 | // Returns 'true' of the position was made sane by some action. | 295 | // Returns 'true' of the position was made sane by some action. |
221 | private bool PositionSanityCheck() | 296 | private bool PositionSanityCheck() |
222 | { | 297 | { |
223 | bool ret = false; | 298 | bool ret = false; |
224 | 299 | ||
225 | // If below the ground, move the avatar up | 300 | // If below the ground, move the avatar up |
226 | float terrainHeight = Scene.GetTerrainHeightAtXYZ(_position); | 301 | float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position); |
227 | if (_position.Z < terrainHeight) | 302 | if (Position.Z < terrainHeight) |
228 | { | 303 | { |
229 | DetailLog("{0},BSCharacter.PositionAdjustUnderGround,call,pos={1},orient={2}", LocalID, _position, _orientation); | 304 | DetailLog("{0},BSCharacter.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, _position, terrainHeight); |
230 | _position.Z = terrainHeight + 2.0f; | 305 | _position.Z = terrainHeight + 2.0f; |
231 | ret = true; | 306 | ret = true; |
232 | } | 307 | } |
308 | if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) | ||
309 | { | ||
310 | float waterHeight = PhysicsScene.GetWaterLevelAtXYZ(_position); | ||
311 | if (Position.Z < waterHeight) | ||
312 | { | ||
313 | _position.Z = waterHeight; | ||
314 | ret = true; | ||
315 | } | ||
316 | } | ||
233 | 317 | ||
234 | // TODO: check for out of bounds | 318 | // TODO: check for out of bounds |
319 | return ret; | ||
320 | } | ||
235 | 321 | ||
322 | // A version of the sanity check that also makes sure a new position value is | ||
323 | // pushed back to the physics engine. This routine would be used by anyone | ||
324 | // who is not already pushing the value. | ||
325 | private bool PositionSanityCheck(bool inTaintTime) | ||
326 | { | ||
327 | bool ret = false; | ||
328 | if (PositionSanityCheck()) | ||
329 | { | ||
330 | // The new position value must be pushed into the physics engine but we can't | ||
331 | // just assign to "Position" because of potential call loops. | ||
332 | PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.PositionSanityCheck", delegate() | ||
333 | { | ||
334 | DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); | ||
335 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); | ||
336 | }); | ||
337 | ret = true; | ||
338 | } | ||
236 | return ret; | 339 | return ret; |
237 | } | 340 | } |
238 | 341 | ||
239 | public override float Mass { | 342 | public override float Mass { get { return _mass; } } |
240 | get { | 343 | |
241 | return _mass; | 344 | // used when we only want this prim's mass and not the linkset thing |
242 | } | 345 | public override float RawMass { |
346 | get {return _mass; } | ||
243 | } | 347 | } |
244 | public override Vector3 Force { | 348 | public override void UpdatePhysicalMassProperties(float physMass) |
245 | get { return _force; } | 349 | { |
350 | OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(PhysShape.ptr, physMass); | ||
351 | BulletSimAPI.SetMassProps2(PhysBody.ptr, physMass, localInertia); | ||
352 | } | ||
353 | |||
354 | public override OMV.Vector3 Force { | ||
355 | get { return _force; } | ||
246 | set { | 356 | set { |
247 | _force = value; | 357 | _force = value; |
248 | // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); | 358 | // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); |
249 | Scene.TaintedObject("BSCharacter.SetForce", delegate() | 359 | PhysicsScene.TaintedObject("BSCharacter.SetForce", delegate() |
250 | { | 360 | { |
251 | DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force); | 361 | DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force); |
252 | BulletSimAPI.SetObjectForce(Scene.WorldID, LocalID, _force); | 362 | BulletSimAPI.SetObjectForce2(PhysBody.ptr, _force); |
253 | }); | 363 | }); |
254 | } | 364 | } |
255 | } | 365 | } |
256 | 366 | ||
257 | public override int VehicleType { | 367 | // Avatars don't do vehicles |
258 | get { return 0; } | 368 | public override int VehicleType { get { return (int)Vehicle.TYPE_NONE; } set { return; } } |
259 | set { return; } | ||
260 | } | ||
261 | public override void VehicleFloatParam(int param, float value) { } | 369 | public override void VehicleFloatParam(int param, float value) { } |
262 | public override void VehicleVectorParam(int param, Vector3 value) {} | 370 | public override void VehicleVectorParam(int param, OMV.Vector3 value) {} |
263 | public override void VehicleRotationParam(int param, Quaternion rotation) { } | 371 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) { } |
264 | public override void VehicleFlags(int param, bool remove) { } | 372 | public override void VehicleFlags(int param, bool remove) { } |
265 | 373 | ||
266 | // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more | 374 | // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more |
267 | public override void SetVolumeDetect(int param) { return; } | 375 | public override void SetVolumeDetect(int param) { return; } |
268 | 376 | ||
269 | public override Vector3 GeometricCenter { get { return Vector3.Zero; } } | 377 | public override OMV.Vector3 GeometricCenter { get { return OMV.Vector3.Zero; } } |
270 | public override Vector3 CenterOfMass { get { return Vector3.Zero; } } | 378 | public override OMV.Vector3 CenterOfMass { get { return OMV.Vector3.Zero; } } |
271 | public override Vector3 Velocity { | 379 | public override OMV.Vector3 Velocity { |
272 | get { return _velocity; } | 380 | get { return _velocity; } |
273 | set { | 381 | set { |
274 | _velocity = value; | 382 | _velocity = value; |
275 | // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity); | 383 | // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity); |
276 | _scene.TaintedObject("BSCharacter.setVelocity", delegate() | 384 | PhysicsScene.TaintedObject("BSCharacter.setVelocity", delegate() |
277 | { | 385 | { |
278 | DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity); | 386 | DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity); |
279 | BulletSimAPI.SetObjectVelocity(_scene.WorldID, _localID, _velocity); | 387 | ForceVelocity = _velocity; |
280 | }); | 388 | }); |
281 | } | 389 | } |
282 | } | 390 | } |
283 | public override Vector3 Torque { | 391 | public override OMV.Vector3 ForceVelocity { |
284 | get { return _torque; } | 392 | get { return _velocity; } |
285 | set { _torque = value; | 393 | set { |
286 | } | 394 | // Depending on whether the avatar is moving or not, change the friction |
395 | // to keep the avatar from slipping around | ||
396 | if (_velocity.Length() == 0) | ||
397 | { | ||
398 | if (_currentFriction != PhysicsScene.Params.avatarStandingFriction) | ||
399 | { | ||
400 | _currentFriction = PhysicsScene.Params.avatarStandingFriction; | ||
401 | BulletSimAPI.SetFriction2(PhysBody.ptr, _currentFriction); | ||
402 | } | ||
403 | } | ||
404 | else | ||
405 | { | ||
406 | if (_currentFriction != PhysicsScene.Params.avatarFriction) | ||
407 | { | ||
408 | _currentFriction = PhysicsScene.Params.avatarFriction; | ||
409 | BulletSimAPI.SetFriction2(PhysBody.ptr, _currentFriction); | ||
410 | } | ||
411 | } | ||
412 | _velocity = value; | ||
413 | // Remember the set velocity so we can suppress the reduction by friction, ... | ||
414 | _appliedVelocity = value; | ||
415 | |||
416 | BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity); | ||
417 | BulletSimAPI.Activate2(PhysBody.ptr, true); | ||
418 | } | ||
287 | } | 419 | } |
288 | public override float CollisionScore { | 420 | public override OMV.Vector3 Torque { |
289 | get { return _collisionScore; } | 421 | get { return _torque; } |
290 | set { _collisionScore = value; | 422 | set { _torque = value; |
291 | } | 423 | } |
424 | } | ||
425 | public override float CollisionScore { | ||
426 | get { return _collisionScore; } | ||
427 | set { _collisionScore = value; | ||
428 | } | ||
292 | } | 429 | } |
293 | public override Vector3 Acceleration { | 430 | public override OMV.Vector3 Acceleration { |
294 | get { return _acceleration; } | 431 | get { return _acceleration; } |
295 | set { _acceleration = value; } | 432 | set { _acceleration = value; } |
296 | } | 433 | } |
297 | public override Quaternion Orientation { | 434 | public override OMV.Quaternion RawOrientation |
298 | get { return _orientation; } | 435 | { |
436 | get { return _orientation; } | ||
437 | set { _orientation = value; } | ||
438 | } | ||
439 | public override OMV.Quaternion Orientation { | ||
440 | get { return _orientation; } | ||
299 | set { | 441 | set { |
300 | _orientation = value; | 442 | _orientation = value; |
301 | // m_log.DebugFormat("{0}: set orientation to {1}", LogHeader, _orientation); | 443 | // m_log.DebugFormat("{0}: set orientation to {1}", LogHeader, _orientation); |
302 | _scene.TaintedObject("BSCharacter.setOrientation", delegate() | 444 | PhysicsScene.TaintedObject("BSCharacter.setOrientation", delegate() |
303 | { | 445 | { |
304 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 446 | // _position = BulletSimAPI.GetPosition2(BSBody.ptr); |
305 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 447 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); |
306 | }); | 448 | }); |
307 | } | 449 | } |
308 | } | 450 | } |
309 | public override int PhysicsActorType { | 451 | // Go directly to Bullet to get/set the value. |
310 | get { return _physicsActorType; } | 452 | public override OMV.Quaternion ForceOrientation |
311 | set { _physicsActorType = value; | 453 | { |
312 | } | 454 | get |
455 | { | ||
456 | _orientation = BulletSimAPI.GetOrientation2(PhysBody.ptr); | ||
457 | return _orientation; | ||
458 | } | ||
459 | set | ||
460 | { | ||
461 | _orientation = value; | ||
462 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); | ||
463 | } | ||
313 | } | 464 | } |
314 | public override bool IsPhysical { | 465 | public override int PhysicsActorType { |
315 | get { return _isPhysical; } | 466 | get { return _physicsActorType; } |
467 | set { _physicsActorType = value; | ||
468 | } | ||
469 | } | ||
470 | public override bool IsPhysical { | ||
471 | get { return _isPhysical; } | ||
316 | set { _isPhysical = value; | 472 | set { _isPhysical = value; |
317 | } | 473 | } |
474 | } | ||
475 | public override bool IsSolid { | ||
476 | get { return true; } | ||
318 | } | 477 | } |
319 | public override bool Flying { | 478 | public override bool IsStatic { |
320 | get { return _flying; } | 479 | get { return false; } |
480 | } | ||
481 | public override bool Flying { | ||
482 | get { return _flying; } | ||
321 | set { | 483 | set { |
322 | if (_flying != value) | 484 | _flying = value; |
323 | { | 485 | // simulate flying by changing the effect of gravity |
324 | _flying = value; | 486 | Buoyancy = ComputeBuoyancyFromFlying(_flying); |
325 | // simulate flying by changing the effect of gravity | 487 | } |
326 | this.Buoyancy = ComputeBuoyancyFromFlying(_flying); | ||
327 | } | ||
328 | } | ||
329 | } | 488 | } |
489 | // Flying is implimented by changing the avatar's buoyancy. | ||
490 | // Would this be done better with a vehicle type? | ||
330 | private float ComputeBuoyancyFromFlying(bool ifFlying) { | 491 | private float ComputeBuoyancyFromFlying(bool ifFlying) { |
331 | return ifFlying ? 1f : 0f; | 492 | return ifFlying ? 1f : 0f; |
332 | } | 493 | } |
333 | public override bool | 494 | public override bool |
334 | SetAlwaysRun { | 495 | SetAlwaysRun { |
335 | get { return _setAlwaysRun; } | 496 | get { return _setAlwaysRun; } |
336 | set { _setAlwaysRun = value; } | 497 | set { _setAlwaysRun = value; } |
337 | } | 498 | } |
338 | public override bool ThrottleUpdates { | 499 | public override bool ThrottleUpdates { |
339 | get { return _throttleUpdates; } | 500 | get { return _throttleUpdates; } |
340 | set { _throttleUpdates = value; } | 501 | set { _throttleUpdates = value; } |
341 | } | 502 | } |
342 | public override bool IsColliding { | 503 | public override bool IsColliding { |
343 | get { return (_collidingStep == _scene.SimulationStep); } | 504 | get { return (CollidingStep == PhysicsScene.SimulationStep); } |
344 | set { _isColliding = value; } | 505 | set { _isColliding = value; } |
345 | } | 506 | } |
346 | public override bool CollidingGround { | 507 | public override bool CollidingGround { |
347 | get { return (_collidingGroundStep == _scene.SimulationStep); } | 508 | get { return (CollidingGroundStep == PhysicsScene.SimulationStep); } |
348 | set { _collidingGround = value; } | 509 | set { CollidingGround = value; } |
349 | } | 510 | } |
350 | public override bool CollidingObj { | 511 | public override bool CollidingObj { |
351 | get { return _collidingObj; } | 512 | get { return _collidingObj; } |
352 | set { _collidingObj = value; } | 513 | set { _collidingObj = value; } |
353 | } | 514 | } |
354 | public override bool FloatOnWater { | 515 | public override bool FloatOnWater { |
355 | set { _floatOnWater = value; } | 516 | set { |
517 | _floatOnWater = value; | ||
518 | PhysicsScene.TaintedObject("BSCharacter.setFloatOnWater", delegate() | ||
519 | { | ||
520 | if (_floatOnWater) | ||
521 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); | ||
522 | else | ||
523 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); | ||
524 | }); | ||
525 | } | ||
526 | } | ||
527 | public override OMV.Vector3 RotationalVelocity { | ||
528 | get { return _rotationalVelocity; } | ||
529 | set { _rotationalVelocity = value; } | ||
356 | } | 530 | } |
357 | public override Vector3 RotationalVelocity { | 531 | public override OMV.Vector3 ForceRotationalVelocity { |
358 | get { return _rotationalVelocity; } | 532 | get { return _rotationalVelocity; } |
359 | set { _rotationalVelocity = value; } | 533 | set { _rotationalVelocity = value; } |
360 | } | 534 | } |
361 | public override bool Kinematic { | 535 | public override bool Kinematic { |
362 | get { return _kinematic; } | 536 | get { return _kinematic; } |
363 | set { _kinematic = value; } | 537 | set { _kinematic = value; } |
364 | } | 538 | } |
365 | // neg=fall quickly, 0=1g, 1=0g, pos=float up | 539 | // neg=fall quickly, 0=1g, 1=0g, pos=float up |
366 | public override float Buoyancy { | 540 | public override float Buoyancy { |
367 | get { return _buoyancy; } | 541 | get { return _buoyancy; } |
368 | set { _buoyancy = value; | 542 | set { _buoyancy = value; |
369 | _scene.TaintedObject("BSCharacter.setBuoyancy", delegate() | 543 | PhysicsScene.TaintedObject("BSCharacter.setBuoyancy", delegate() |
370 | { | 544 | { |
371 | DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | 545 | DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy); |
372 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, LocalID, _buoyancy); | 546 | ForceBuoyancy = _buoyancy; |
373 | }); | 547 | }); |
374 | } | 548 | } |
549 | } | ||
550 | public override float ForceBuoyancy { | ||
551 | get { return _buoyancy; } | ||
552 | set { _buoyancy = value; | ||
553 | DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | ||
554 | // Buoyancy is faked by changing the gravity applied to the object | ||
555 | float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); | ||
556 | BulletSimAPI.SetGravity2(PhysBody.ptr, new OMV.Vector3(0f, 0f, grav)); | ||
557 | } | ||
375 | } | 558 | } |
376 | 559 | ||
377 | // Used for MoveTo | 560 | // Used for MoveTo |
378 | public override Vector3 PIDTarget { | 561 | public override OMV.Vector3 PIDTarget { |
379 | set { _PIDTarget = value; } | 562 | set { _PIDTarget = value; } |
380 | } | 563 | } |
381 | public override bool PIDActive { | 564 | public override bool PIDActive { |
382 | set { _usePID = value; } | 565 | set { _usePID = value; } |
383 | } | 566 | } |
384 | public override float PIDTau { | 567 | public override float PIDTau { |
385 | set { _PIDTau = value; } | 568 | set { _PIDTau = value; } |
386 | } | 569 | } |
387 | 570 | ||
388 | // Used for llSetHoverHeight and maybe vehicle height | 571 | // Used for llSetHoverHeight and maybe vehicle height |
389 | // Hover Height will override MoveTo target's Z | 572 | // Hover Height will override MoveTo target's Z |
390 | public override bool PIDHoverActive { | 573 | public override bool PIDHoverActive { |
391 | set { _useHoverPID = value; } | 574 | set { _useHoverPID = value; } |
392 | } | 575 | } |
393 | public override float PIDHoverHeight { | 576 | public override float PIDHoverHeight { |
394 | set { _PIDHoverHeight = value; } | 577 | set { _PIDHoverHeight = value; } |
395 | } | 578 | } |
396 | public override PIDHoverType PIDHoverType { | 579 | public override PIDHoverType PIDHoverType { |
397 | set { _PIDHoverType = value; } | 580 | set { _PIDHoverType = value; } |
398 | } | 581 | } |
399 | public override float PIDHoverTau { | 582 | public override float PIDHoverTau { |
400 | set { _PIDHoverTao = value; } | 583 | set { _PIDHoverTao = value; } |
401 | } | 584 | } |
402 | 585 | ||
403 | // For RotLookAt | 586 | // For RotLookAt |
404 | public override Quaternion APIDTarget { set { return; } } | 587 | public override OMV.Quaternion APIDTarget { set { return; } } |
405 | public override bool APIDActive { set { return; } } | 588 | public override bool APIDActive { set { return; } } |
406 | public override float APIDStrength { set { return; } } | 589 | public override float APIDStrength { set { return; } } |
407 | public override float APIDDamping { set { return; } } | 590 | public override float APIDDamping { set { return; } } |
408 | 591 | ||
409 | public override void AddForce(Vector3 force, bool pushforce) { | 592 | public override void AddForce(OMV.Vector3 force, bool pushforce) { |
410 | if (force.IsFinite()) | 593 | if (force.IsFinite()) |
411 | { | 594 | { |
412 | _force.X += force.X; | 595 | _force.X += force.X; |
413 | _force.Y += force.Y; | 596 | _force.Y += force.Y; |
414 | _force.Z += force.Z; | 597 | _force.Z += force.Z; |
415 | // m_log.DebugFormat("{0}: AddForce. adding={1}, newForce={2}", LogHeader, force, _force); | 598 | // m_log.DebugFormat("{0}: AddForce. adding={1}, newForce={2}", LogHeader, force, _force); |
416 | _scene.TaintedObject("BSCharacter.AddForce", delegate() | 599 | PhysicsScene.TaintedObject("BSCharacter.AddForce", delegate() |
417 | { | 600 | { |
418 | DetailLog("{0},BSCharacter.setAddForce,taint,addedForce={1}", LocalID, _force); | 601 | DetailLog("{0},BSCharacter.setAddForce,taint,addedForce={1}", LocalID, _force); |
419 | BulletSimAPI.AddObjectForce2(Body.Ptr, _force); | 602 | BulletSimAPI.SetObjectForce2(PhysBody.ptr, _force); |
420 | }); | 603 | }); |
421 | } | 604 | } |
422 | else | 605 | else |
@@ -426,129 +609,81 @@ public class BSCharacter : PhysicsActor | |||
426 | //m_lastUpdateSent = false; | 609 | //m_lastUpdateSent = false; |
427 | } | 610 | } |
428 | 611 | ||
429 | public override void AddAngularForce(Vector3 force, bool pushforce) { | 612 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { |
430 | } | 613 | } |
431 | public override void SetMomentum(Vector3 momentum) { | 614 | public override void SetMomentum(OMV.Vector3 momentum) { |
432 | } | 615 | } |
433 | 616 | ||
434 | // Turn on collision events at a rate no faster than one every the given milliseconds | 617 | private void ComputeAvatarScale(OMV.Vector3 size) |
435 | public override void SubscribeEvents(int ms) { | 618 | { |
436 | _subscribedEventsMs = ms; | 619 | // The 'size' given by the simulator is the mid-point of the avatar |
437 | if (ms > 0) | 620 | // and X and Y are unspecified. |
438 | { | ||
439 | // make sure first collision happens | ||
440 | _nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs; | ||
441 | 621 | ||
442 | Scene.TaintedObject("BSCharacter.SubscribeEvents", delegate() | 622 | OMV.Vector3 newScale = size; |
443 | { | 623 | // newScale.X = PhysicsScene.Params.avatarCapsuleWidth; |
444 | BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 624 | // newScale.Y = PhysicsScene.Params.avatarCapsuleDepth; |
445 | }); | 625 | |
446 | } | 626 | // From the total height, remove the capsule half spheres that are at each end |
447 | } | 627 | // The 1.15f came from ODE. Not sure what this factors in. |
448 | // Stop collision events | 628 | // newScale.Z = (size.Z * 1.15f) - (newScale.X + newScale.Y); |
449 | public override void UnSubscribeEvents() { | 629 | |
450 | _subscribedEventsMs = 0; | 630 | // The total scale height is the central cylindar plus the caps on the two ends. |
451 | // Avatars get all their collision events | 631 | newScale.Z = size.Z + (Math.Min(size.X, size.Y) * 2f); |
452 | // Scene.TaintedObject("BSCharacter.UnSubscribeEvents", delegate() | 632 | |
453 | // { | 633 | // Convert diameters to radii and height to half height -- the way Bullet expects it. |
454 | // BulletSimAPI.RemoveFromCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 634 | Scale = newScale / 2f; |
455 | // }); | ||
456 | } | ||
457 | // Return 'true' if someone has subscribed to events | ||
458 | public override bool SubscribedEvents() { | ||
459 | return (_subscribedEventsMs > 0); | ||
460 | } | 635 | } |
461 | 636 | ||
462 | // set _avatarVolume and _mass based on capsule size, _density and _scale | 637 | // set _avatarVolume and _mass based on capsule size, _density and Scale |
463 | private void ComputeAvatarVolumeAndMass() | 638 | private void ComputeAvatarVolumeAndMass() |
464 | { | 639 | { |
465 | _avatarVolume = (float)( | 640 | _avatarVolume = (float)( |
466 | Math.PI | 641 | Math.PI |
467 | * _scale.X | 642 | * Scale.X |
468 | * _scale.Y // the area of capsule cylinder | 643 | * Scale.Y // the area of capsule cylinder |
469 | * _scale.Z // times height of capsule cylinder | 644 | * Scale.Z // times height of capsule cylinder |
470 | + 1.33333333f | 645 | + 1.33333333f |
471 | * Math.PI | 646 | * Math.PI |
472 | * _scale.X | 647 | * Scale.X |
473 | * Math.Min(_scale.X, _scale.Y) | 648 | * Math.Min(Scale.X, Scale.Y) |
474 | * _scale.Y // plus the volume of the capsule end caps | 649 | * Scale.Y // plus the volume of the capsule end caps |
475 | ); | 650 | ); |
476 | _mass = _density * _avatarVolume; | 651 | _mass = _avatarDensity * _avatarVolume; |
477 | } | 652 | } |
478 | 653 | ||
479 | // The physics engine says that properties have updated. Update same and inform | 654 | // The physics engine says that properties have updated. Update same and inform |
480 | // the world that things have changed. | 655 | // the world that things have changed. |
481 | public void UpdateProperties(EntityProperties entprop) | 656 | public override void UpdateProperties(EntityProperties entprop) |
482 | { | 657 | { |
483 | _position = entprop.Position; | 658 | _position = entprop.Position; |
484 | _orientation = entprop.Rotation; | 659 | _orientation = entprop.Rotation; |
485 | _velocity = entprop.Velocity; | 660 | _velocity = entprop.Velocity; |
486 | _acceleration = entprop.Acceleration; | 661 | _acceleration = entprop.Acceleration; |
487 | _rotationalVelocity = entprop.RotationalVelocity; | 662 | _rotationalVelocity = entprop.RotationalVelocity; |
488 | // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. | 663 | // Do some sanity checking for the avatar. Make sure it's above ground and inbounds. |
489 | // base.RequestPhysicsterseUpdate(); | 664 | PositionSanityCheck(true); |
490 | 665 | ||
491 | /* | 666 | // remember the current and last set values |
492 | DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | 667 | LastEntityProperties = CurrentEntityProperties; |
493 | LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, | 668 | CurrentEntityProperties = entprop; |
494 | entprop.Acceleration, entprop.RotationalVelocity); | ||
495 | */ | ||
496 | } | ||
497 | 669 | ||
498 | // Called by the scene when a collision with this object is reported | 670 | if (entprop.Velocity != LastEntityProperties.Velocity) |
499 | // The collision, if it should be reported to the character, is placed in a collection | ||
500 | // that will later be sent to the simulator when SendCollisions() is called. | ||
501 | CollisionEventUpdate collisionCollection = null; | ||
502 | public void Collide(uint collidingWith, ActorTypes type, Vector3 contactPoint, Vector3 contactNormal, float pentrationDepth) | ||
503 | { | ||
504 | // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith); | ||
505 | |||
506 | // The following makes IsColliding() and IsCollidingGround() work | ||
507 | _collidingStep = _scene.SimulationStep; | ||
508 | if (collidingWith == BSScene.TERRAIN_ID || collidingWith == BSScene.GROUNDPLANE_ID) | ||
509 | { | 671 | { |
510 | _collidingGroundStep = _scene.SimulationStep; | 672 | // Changes in the velocity are suppressed in avatars. |
673 | // That's just the way they are defined. | ||
674 | OMV.Vector3 avVel = new OMV.Vector3(_appliedVelocity.X, _appliedVelocity.Y, entprop.Velocity.Z); | ||
675 | _velocity = avVel; | ||
676 | BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, avVel); | ||
511 | } | 677 | } |
512 | // DetailLog("{0},BSCharacter.Collison,call,with={1}", LocalID, collidingWith); | ||
513 | 678 | ||
514 | // throttle collisions to the rate specified in the subscription | 679 | // Tell the linkset about value changes |
515 | if (_subscribedEventsMs != 0) { | 680 | Linkset.UpdateProperties(this); |
516 | int nowTime = _scene.SimulationNowTime; | ||
517 | if (nowTime >= _nextCollisionOkTime) { | ||
518 | _nextCollisionOkTime = nowTime + _subscribedEventsMs; | ||
519 | 681 | ||
520 | if (collisionCollection == null) | 682 | // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. |
521 | collisionCollection = new CollisionEventUpdate(); | 683 | // base.RequestPhysicsterseUpdate(); |
522 | collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); | ||
523 | } | ||
524 | } | ||
525 | } | ||
526 | 684 | ||
527 | public void SendCollisions() | 685 | DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", |
528 | { | 686 | LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); |
529 | /* | ||
530 | if (collisionCollection != null && collisionCollection.Count > 0) | ||
531 | { | ||
532 | base.SendCollisionUpdate(collisionCollection); | ||
533 | collisionCollection = null; | ||
534 | } | ||
535 | */ | ||
536 | // Kludge to make a collision call even if there are no collisions. | ||
537 | // This causes the avatar animation to get updated. | ||
538 | if (collisionCollection == null) | ||
539 | collisionCollection = new CollisionEventUpdate(); | ||
540 | base.SendCollisionUpdate(collisionCollection); | ||
541 | // If there were any collisions in the collection, make sure we don't use the | ||
542 | // same instance next time. | ||
543 | if (collisionCollection.Count > 0) | ||
544 | collisionCollection = null; | ||
545 | // End kludge | ||
546 | } | ||
547 | |||
548 | // Invoke the detailed logger and output something if it's enabled. | ||
549 | private void DetailLog(string msg, params Object[] args) | ||
550 | { | ||
551 | Scene.PhysicsLogging.Write(msg, args); | ||
552 | } | 687 | } |
553 | } | 688 | } |
554 | } | 689 | } |