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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 451 |
1 files changed, 451 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs new file mode 100644 index 0000000..682eb80 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -0,0 +1,451 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using System.Reflection; | ||
30 | using log4net; | ||
31 | using OpenMetaverse; | ||
32 | using OpenSim.Framework; | ||
33 | using OpenSim.Region.Physics.Manager; | ||
34 | |||
35 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
36 | { | ||
37 | public class BSCharacter : PhysicsActor | ||
38 | { | ||
39 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
40 | private static readonly string LogHeader = "[BULLETS CHAR]"; | ||
41 | |||
42 | private BSScene _scene; | ||
43 | private String _avName; | ||
44 | private bool _stopped; | ||
45 | private Vector3 _size; | ||
46 | private Vector3 _scale; | ||
47 | private PrimitiveBaseShape _pbs; | ||
48 | private uint _localID = 0; | ||
49 | private bool _grabbed; | ||
50 | private bool _selected; | ||
51 | private Vector3 _position; | ||
52 | private float _mass; | ||
53 | public float _density; | ||
54 | public float _avatarVolume; | ||
55 | private Vector3 _force; | ||
56 | private Vector3 _velocity; | ||
57 | private Vector3 _torque; | ||
58 | private float _collisionScore; | ||
59 | private Vector3 _acceleration; | ||
60 | private Quaternion _orientation; | ||
61 | private int _physicsActorType; | ||
62 | private bool _isPhysical; | ||
63 | private bool _flying; | ||
64 | private bool _setAlwaysRun; | ||
65 | private bool _throttleUpdates; | ||
66 | private bool _isColliding; | ||
67 | private long _collidingStep; | ||
68 | private bool _collidingGround; | ||
69 | private long _collidingGroundStep; | ||
70 | private bool _collidingObj; | ||
71 | private bool _floatOnWater; | ||
72 | private Vector3 _rotationalVelocity; | ||
73 | private bool _kinematic; | ||
74 | private float _buoyancy; | ||
75 | |||
76 | private int _subscribedEventsMs = 0; | ||
77 | private int _lastCollisionTime = 0; | ||
78 | |||
79 | private Vector3 _PIDTarget; | ||
80 | private bool _usePID; | ||
81 | private float _PIDTau; | ||
82 | private bool _useHoverPID; | ||
83 | private float _PIDHoverHeight; | ||
84 | private PIDHoverType _PIDHoverType; | ||
85 | private float _PIDHoverTao; | ||
86 | |||
87 | public BSCharacter(uint localID, String avName, BSScene parent_scene, Vector3 pos, Vector3 size, bool isFlying) | ||
88 | { | ||
89 | _localID = localID; | ||
90 | _avName = avName; | ||
91 | _scene = parent_scene; | ||
92 | _position = pos; | ||
93 | _size = size; | ||
94 | _flying = isFlying; | ||
95 | _orientation = Quaternion.Identity; | ||
96 | _velocity = Vector3.Zero; | ||
97 | _buoyancy = isFlying ? 1f : 0f; | ||
98 | _scale = new Vector3(1f, 1f, 1f); | ||
99 | _density = _scene.Params.avatarDensity; | ||
100 | ComputeAvatarVolumeAndMass(); // set _avatarVolume and _mass based on capsule size, _density and _scale | ||
101 | |||
102 | ShapeData shapeData = new ShapeData(); | ||
103 | shapeData.ID = _localID; | ||
104 | shapeData.Type = ShapeData.PhysicsShapeType.SHAPE_AVATAR; | ||
105 | shapeData.Position = _position; | ||
106 | shapeData.Rotation = _orientation; | ||
107 | shapeData.Velocity = _velocity; | ||
108 | shapeData.Scale = _scale; | ||
109 | shapeData.Mass = _mass; | ||
110 | shapeData.Buoyancy = _buoyancy; | ||
111 | shapeData.Static = ShapeData.numericFalse; | ||
112 | shapeData.Friction = _scene.Params.avatarFriction; | ||
113 | shapeData.Restitution = _scene.Params.defaultRestitution; | ||
114 | |||
115 | // do actual create at taint time | ||
116 | _scene.TaintedObject(delegate() | ||
117 | { | ||
118 | BulletSimAPI.CreateObject(parent_scene.WorldID, shapeData); | ||
119 | }); | ||
120 | |||
121 | return; | ||
122 | } | ||
123 | |||
124 | // called when this character is being destroyed and the resources should be released | ||
125 | public void Destroy() | ||
126 | { | ||
127 | _scene.TaintedObject(delegate() | ||
128 | { | ||
129 | BulletSimAPI.DestroyObject(_scene.WorldID, _localID); | ||
130 | }); | ||
131 | } | ||
132 | |||
133 | public override void RequestPhysicsterseUpdate() | ||
134 | { | ||
135 | base.RequestPhysicsterseUpdate(); | ||
136 | } | ||
137 | |||
138 | public override bool Stopped { | ||
139 | get { return _stopped; } | ||
140 | } | ||
141 | public override Vector3 Size { | ||
142 | get { return _size; } | ||
143 | set { _size = value; | ||
144 | } | ||
145 | } | ||
146 | public override PrimitiveBaseShape Shape { | ||
147 | set { _pbs = value; | ||
148 | } | ||
149 | } | ||
150 | public override uint LocalID { | ||
151 | set { _localID = value; | ||
152 | } | ||
153 | get { return _localID; } | ||
154 | } | ||
155 | public override bool Grabbed { | ||
156 | set { _grabbed = value; | ||
157 | } | ||
158 | } | ||
159 | public override bool Selected { | ||
160 | set { _selected = value; | ||
161 | } | ||
162 | } | ||
163 | public override void CrossingFailure() { return; } | ||
164 | public override void link(PhysicsActor obj) { return; } | ||
165 | public override void delink() { return; } | ||
166 | public override void LockAngularMotion(Vector3 axis) { return; } | ||
167 | |||
168 | public override Vector3 Position { | ||
169 | get { | ||
170 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | ||
171 | return _position; | ||
172 | } | ||
173 | set { | ||
174 | _position = value; | ||
175 | _scene.TaintedObject(delegate() | ||
176 | { | ||
177 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | ||
178 | }); | ||
179 | } | ||
180 | } | ||
181 | public override float Mass { | ||
182 | get { | ||
183 | return _mass; | ||
184 | } | ||
185 | } | ||
186 | public override Vector3 Force { | ||
187 | get { return _force; } | ||
188 | set { | ||
189 | _force = value; | ||
190 | // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); | ||
191 | _scene.TaintedObject(delegate() | ||
192 | { | ||
193 | BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); | ||
194 | }); | ||
195 | } | ||
196 | } | ||
197 | |||
198 | public override int VehicleType { | ||
199 | get { return 0; } | ||
200 | set { return; } | ||
201 | } | ||
202 | public override void VehicleFloatParam(int param, float value) { } | ||
203 | public override void VehicleVectorParam(int param, Vector3 value) {} | ||
204 | public override void VehicleRotationParam(int param, Quaternion rotation) { } | ||
205 | public override void VehicleFlags(int param, bool remove) { } | ||
206 | |||
207 | // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more | ||
208 | public override void SetVolumeDetect(int param) { return; } | ||
209 | |||
210 | public override Vector3 GeometricCenter { get { return Vector3.Zero; } } | ||
211 | public override Vector3 CenterOfMass { get { return Vector3.Zero; } } | ||
212 | public override Vector3 Velocity { | ||
213 | get { return _velocity; } | ||
214 | set { | ||
215 | _velocity = value; | ||
216 | // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity); | ||
217 | _scene.TaintedObject(delegate() | ||
218 | { | ||
219 | BulletSimAPI.SetObjectVelocity(_scene.WorldID, _localID, _velocity); | ||
220 | }); | ||
221 | } | ||
222 | } | ||
223 | public override Vector3 Torque { | ||
224 | get { return _torque; } | ||
225 | set { _torque = value; | ||
226 | } | ||
227 | } | ||
228 | public override float CollisionScore { | ||
229 | get { return _collisionScore; } | ||
230 | set { _collisionScore = value; | ||
231 | } | ||
232 | } | ||
233 | public override Vector3 Acceleration { | ||
234 | get { return _acceleration; } | ||
235 | } | ||
236 | public override Quaternion Orientation { | ||
237 | get { return _orientation; } | ||
238 | set { | ||
239 | _orientation = value; | ||
240 | // m_log.DebugFormat("{0}: set orientation to {1}", LogHeader, _orientation); | ||
241 | _scene.TaintedObject(delegate() | ||
242 | { | ||
243 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | ||
244 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | ||
245 | }); | ||
246 | } | ||
247 | } | ||
248 | public override int PhysicsActorType { | ||
249 | get { return _physicsActorType; } | ||
250 | set { _physicsActorType = value; | ||
251 | } | ||
252 | } | ||
253 | public override bool IsPhysical { | ||
254 | get { return _isPhysical; } | ||
255 | set { _isPhysical = value; | ||
256 | } | ||
257 | } | ||
258 | public override bool Flying { | ||
259 | get { return _flying; } | ||
260 | set { | ||
261 | _flying = value; | ||
262 | _scene.TaintedObject(delegate() | ||
263 | { | ||
264 | // simulate flying by changing the effect of gravity | ||
265 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, LocalID, _flying ? 1f : 0f); | ||
266 | }); | ||
267 | } | ||
268 | } | ||
269 | public override bool | ||
270 | SetAlwaysRun { | ||
271 | get { return _setAlwaysRun; } | ||
272 | set { _setAlwaysRun = value; } | ||
273 | } | ||
274 | public override bool ThrottleUpdates { | ||
275 | get { return _throttleUpdates; } | ||
276 | set { _throttleUpdates = value; } | ||
277 | } | ||
278 | public override bool IsColliding { | ||
279 | get { return (_collidingStep == _scene.SimulationStep); } | ||
280 | set { _isColliding = value; } | ||
281 | } | ||
282 | public override bool CollidingGround { | ||
283 | get { return (_collidingGroundStep == _scene.SimulationStep); } | ||
284 | set { _collidingGround = value; } | ||
285 | } | ||
286 | public override bool CollidingObj { | ||
287 | get { return _collidingObj; } | ||
288 | set { _collidingObj = value; } | ||
289 | } | ||
290 | public override bool FloatOnWater { | ||
291 | set { _floatOnWater = value; } | ||
292 | } | ||
293 | public override Vector3 RotationalVelocity { | ||
294 | get { return _rotationalVelocity; } | ||
295 | set { _rotationalVelocity = value; } | ||
296 | } | ||
297 | public override bool Kinematic { | ||
298 | get { return _kinematic; } | ||
299 | set { _kinematic = value; } | ||
300 | } | ||
301 | public override float Buoyancy { | ||
302 | get { return _buoyancy; } | ||
303 | set { _buoyancy = value; | ||
304 | _scene.TaintedObject(delegate() | ||
305 | { | ||
306 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, LocalID, _buoyancy); | ||
307 | }); | ||
308 | } | ||
309 | } | ||
310 | |||
311 | // Used for MoveTo | ||
312 | public override Vector3 PIDTarget { | ||
313 | set { _PIDTarget = value; } | ||
314 | } | ||
315 | public override bool PIDActive { | ||
316 | set { _usePID = value; } | ||
317 | } | ||
318 | public override float PIDTau { | ||
319 | set { _PIDTau = value; } | ||
320 | } | ||
321 | |||
322 | // Used for llSetHoverHeight and maybe vehicle height | ||
323 | // Hover Height will override MoveTo target's Z | ||
324 | public override bool PIDHoverActive { | ||
325 | set { _useHoverPID = value; } | ||
326 | } | ||
327 | public override float PIDHoverHeight { | ||
328 | set { _PIDHoverHeight = value; } | ||
329 | } | ||
330 | public override PIDHoverType PIDHoverType { | ||
331 | set { _PIDHoverType = value; } | ||
332 | } | ||
333 | public override float PIDHoverTau { | ||
334 | set { _PIDHoverTao = value; } | ||
335 | } | ||
336 | |||
337 | // For RotLookAt | ||
338 | public override Quaternion APIDTarget { set { return; } } | ||
339 | public override bool APIDActive { set { return; } } | ||
340 | public override float APIDStrength { set { return; } } | ||
341 | public override float APIDDamping { set { return; } } | ||
342 | |||
343 | public override void AddForce(Vector3 force, bool pushforce) { | ||
344 | if (force.IsFinite()) | ||
345 | { | ||
346 | _force.X += force.X; | ||
347 | _force.Y += force.Y; | ||
348 | _force.Z += force.Z; | ||
349 | // m_log.DebugFormat("{0}: AddForce. adding={1}, newForce={2}", LogHeader, force, _force); | ||
350 | _scene.TaintedObject(delegate() | ||
351 | { | ||
352 | BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); | ||
353 | }); | ||
354 | } | ||
355 | else | ||
356 | { | ||
357 | m_log.WarnFormat("{0}: Got a NaN force applied to a Character", LogHeader); | ||
358 | } | ||
359 | //m_lastUpdateSent = false; | ||
360 | } | ||
361 | public override void AddAngularForce(Vector3 force, bool pushforce) { | ||
362 | } | ||
363 | public override void SetMomentum(Vector3 momentum) { | ||
364 | } | ||
365 | public override void SubscribeEvents(int ms) { | ||
366 | _subscribedEventsMs = ms; | ||
367 | _lastCollisionTime = Util.EnvironmentTickCount() - _subscribedEventsMs; // make first collision happen | ||
368 | } | ||
369 | public override void UnSubscribeEvents() { | ||
370 | _subscribedEventsMs = 0; | ||
371 | } | ||
372 | public override bool SubscribedEvents() { | ||
373 | return (_subscribedEventsMs > 0); | ||
374 | } | ||
375 | |||
376 | // set _avatarVolume and _mass based on capsule size, _density and _scale | ||
377 | private void ComputeAvatarVolumeAndMass() | ||
378 | { | ||
379 | _avatarVolume = (float)( | ||
380 | Math.PI | ||
381 | * _scene.Params.avatarCapsuleRadius * _scale.X | ||
382 | * _scene.Params.avatarCapsuleRadius * _scale.Y | ||
383 | * _scene.Params.avatarCapsuleHeight * _scale.Z); | ||
384 | _mass = _density * _avatarVolume; | ||
385 | } | ||
386 | |||
387 | // The physics engine says that properties have updated. Update same and inform | ||
388 | // the world that things have changed. | ||
389 | public void UpdateProperties(EntityProperties entprop) | ||
390 | { | ||
391 | bool changed = false; | ||
392 | // we assign to the local variables so the normal set action does not happen | ||
393 | if (_position != entprop.Position) | ||
394 | { | ||
395 | _position = entprop.Position; | ||
396 | changed = true; | ||
397 | } | ||
398 | if (_orientation != entprop.Rotation) | ||
399 | { | ||
400 | _orientation = entprop.Rotation; | ||
401 | changed = true; | ||
402 | } | ||
403 | if (_velocity != entprop.Velocity) | ||
404 | { | ||
405 | _velocity = entprop.Velocity; | ||
406 | changed = true; | ||
407 | } | ||
408 | if (_acceleration != entprop.Acceleration) | ||
409 | { | ||
410 | _acceleration = entprop.Acceleration; | ||
411 | changed = true; | ||
412 | } | ||
413 | if (_rotationalVelocity != entprop.RotationalVelocity) | ||
414 | { | ||
415 | _rotationalVelocity = entprop.RotationalVelocity; | ||
416 | changed = true; | ||
417 | } | ||
418 | if (changed) | ||
419 | { | ||
420 | // m_log.DebugFormat("{0}: UpdateProperties: id={1}, c={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation); | ||
421 | // Avatar movement is not done by generating this event. There is a system that | ||
422 | // checks for avatar updates each heartbeat loop. | ||
423 | // base.RequestPhysicsterseUpdate(); | ||
424 | } | ||
425 | } | ||
426 | |||
427 | public void Collide(uint collidingWith, ActorTypes type, Vector3 contactPoint, Vector3 contactNormal, float pentrationDepth) | ||
428 | { | ||
429 | // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith); | ||
430 | |||
431 | // The following makes IsColliding() and IsCollidingGround() work | ||
432 | _collidingStep = _scene.SimulationStep; | ||
433 | if (collidingWith == BSScene.TERRAIN_ID || collidingWith == BSScene.GROUNDPLANE_ID) | ||
434 | { | ||
435 | _collidingGroundStep = _scene.SimulationStep; | ||
436 | } | ||
437 | |||
438 | // throttle collisions to the rate specified in the subscription | ||
439 | if (_subscribedEventsMs == 0) return; // don't want collisions | ||
440 | int nowTime = _scene.SimulationNowTime; | ||
441 | if (nowTime < (_lastCollisionTime + _subscribedEventsMs)) return; | ||
442 | _lastCollisionTime = nowTime; | ||
443 | |||
444 | Dictionary<uint, ContactPoint> contactPoints = new Dictionary<uint, ContactPoint>(); | ||
445 | contactPoints.Add(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); | ||
446 | CollisionEventUpdate args = new CollisionEventUpdate(LocalID, (int)type, 1, contactPoints); | ||
447 | base.SendCollisionUpdate(args); | ||
448 | } | ||
449 | |||
450 | } | ||
451 | } | ||