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Diffstat (limited to 'OpenSim/Region/PhysicsModules/BulletS/BSActorAvatarMove.cs')
-rwxr-xr-xOpenSim/Region/PhysicsModules/BulletS/BSActorAvatarMove.cs97
1 files changed, 40 insertions, 57 deletions
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSActorAvatarMove.cs b/OpenSim/Region/PhysicsModules/BulletS/BSActorAvatarMove.cs
index 12ffacb..79ee00f 100755
--- a/OpenSim/Region/PhysicsModules/BulletS/BSActorAvatarMove.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/BSActorAvatarMove.cs
@@ -47,10 +47,9 @@ public class BSActorAvatarMove : BSActor
47 // The amount the step up is applying. Used to smooth stair walking. 47 // The amount the step up is applying. Used to smooth stair walking.
48 float m_lastStepUp; 48 float m_lastStepUp;
49 49
50 // Jumping happens over several frames. If use applies up force while colliding, start the 50 // There are times the velocity is set but we don't want to inforce stationary until the
51 // jump and allow the jump to continue for this number of frames. 51 // real velocity drops.
52 int m_jumpFrames = 0; 52 bool m_waitingForLowVelocityForStationary = false;
53 float m_jumpVelocity = 0f;
54 53
55 public BSActorAvatarMove(BSScene physicsScene, BSPhysObject pObj, string actorName) 54 public BSActorAvatarMove(BSScene physicsScene, BSPhysObject pObj, string actorName)
56 : base(physicsScene, pObj, actorName) 55 : base(physicsScene, pObj, actorName)
@@ -117,11 +116,19 @@ public class BSActorAvatarMove : BSActor
117 m_velocityMotor.SetTarget(targ); 116 m_velocityMotor.SetTarget(targ);
118 m_velocityMotor.SetCurrent(vel); 117 m_velocityMotor.SetCurrent(vel);
119 m_velocityMotor.Enabled = true; 118 m_velocityMotor.Enabled = true;
119 m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,SetVelocityAndTarget,vel={1}, targ={2}",
120 m_controllingPrim.LocalID, vel, targ);
121 m_waitingForLowVelocityForStationary = false;
120 } 122 }
121 }); 123 });
122 } 124 }
123 125
124 // If a hover motor has not been created, create one and start the hovering. 126 public void SuppressStationayCheckUntilLowVelocity()
127 {
128 m_waitingForLowVelocityForStationary = true;
129 }
130
131 // If a movement motor has not been created, create one and start the hovering.
125 private void ActivateAvatarMove() 132 private void ActivateAvatarMove()
126 { 133 {
127 if (m_velocityMotor == null) 134 if (m_velocityMotor == null)
@@ -133,13 +140,14 @@ public class BSActorAvatarMove : BSActor
133 1f // efficiency 140 1f // efficiency
134 ); 141 );
135 m_velocityMotor.ErrorZeroThreshold = BSParam.AvatarStopZeroThreshold; 142 m_velocityMotor.ErrorZeroThreshold = BSParam.AvatarStopZeroThreshold;
136 // _velocityMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages. 143 // m_velocityMotor.PhysicsScene = m_controllingPrim.PhysScene; // DEBUG DEBUG so motor will output detail log messages.
137 SetVelocityAndTarget(m_controllingPrim.RawVelocity, m_controllingPrim.TargetVelocity, true /* inTaintTime */); 144 SetVelocityAndTarget(m_controllingPrim.RawVelocity, m_controllingPrim.TargetVelocity, true /* inTaintTime */);
138 145
139 m_physicsScene.BeforeStep += Mover; 146 m_physicsScene.BeforeStep += Mover;
140 m_controllingPrim.OnPreUpdateProperty += Process_OnPreUpdateProperty; 147 m_controllingPrim.OnPreUpdateProperty += Process_OnPreUpdateProperty;
141 148
142 m_walkingUpStairs = 0; 149 m_walkingUpStairs = 0;
150 m_waitingForLowVelocityForStationary = false;
143 } 151 }
144 } 152 }
145 153
@@ -190,12 +198,15 @@ public class BSActorAvatarMove : BSActor
190 // if colliding with something stationary and we're not doing volume detect . 198 // if colliding with something stationary and we're not doing volume detect .
191 if (!m_controllingPrim.ColliderIsMoving && !m_controllingPrim.ColliderIsVolumeDetect) 199 if (!m_controllingPrim.ColliderIsMoving && !m_controllingPrim.ColliderIsVolumeDetect)
192 { 200 {
193 m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,totalForce={1}, vel={2}", /* DEBUG */ 201 if (m_waitingForLowVelocityForStationary)
194 m_controllingPrim.LocalID, m_physicsScene.PE.GetTotalForce(m_controllingPrim.PhysBody), m_controllingPrim.Velocity); /* DEBUG */ 202 {
195 // If velocity is very small, assume it is movement creep and suppress it. 203 // if waiting for velocity to drop and it has finally dropped, we can be stationary
196 // Applying push forces (Character.AddForce) should move the avatar and that is only seen here as velocity. 204 if (m_controllingPrim.RawVelocity.LengthSquared() < BSParam.AvatarStopZeroThresholdSquared)
197 if ( (m_controllingPrim.Velocity.LengthSquared() < BSParam.AvatarStopZeroThresholdSquared) 205 {
198 && (m_physicsScene.PE.GetTotalForce(m_controllingPrim.PhysBody).LengthSquared() < BSParam.AvatarStopZeroThresholdSquared) ) 206 m_waitingForLowVelocityForStationary = false;
207 }
208 }
209 if (!m_waitingForLowVelocityForStationary)
199 { 210 {
200 m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", m_controllingPrim.LocalID); 211 m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", m_controllingPrim.LocalID);
201 m_controllingPrim.IsStationary = true; 212 m_controllingPrim.IsStationary = true;
@@ -203,8 +214,8 @@ public class BSActorAvatarMove : BSActor
203 } 214 }
204 else 215 else
205 { 216 {
206 m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,not zeroing because velocity={1}", 217 m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,waitingForLowVel,rawvel={1}",
207 m_controllingPrim.LocalID, m_controllingPrim.Velocity); 218 m_controllingPrim.LocalID, m_controllingPrim.RawVelocity.Length());
208 } 219 }
209 } 220 }
210 221
@@ -250,50 +261,24 @@ public class BSActorAvatarMove : BSActor
250 m_physicsScene.PE.SetFriction(m_controllingPrim.PhysBody, m_controllingPrim.Friction); 261 m_physicsScene.PE.SetFriction(m_controllingPrim.PhysBody, m_controllingPrim.Friction);
251 } 262 }
252 263
253 // If not flying and not colliding, assume falling and keep the downward motion component. 264 // 'm_velocityMotor is used for walking, flying, and jumping and will thus have the correct values
254 // This check is done here for the next jump test. 265 // for Z. But in come cases it must be over-ridden. Like when falling or jumping.
255 if (!m_controllingPrim.Flying && !m_controllingPrim.IsColliding)
256 {
257 stepVelocity.Z = m_controllingPrim.RawVelocity.Z;
258 }
259 266
260 // Colliding and not flying with an upward force. The avatar must be trying to jump. 267 float realVelocityZ = m_controllingPrim.RawVelocity.Z;
261 if (!m_controllingPrim.Flying && m_controllingPrim.IsColliding && stepVelocity.Z > 0)
262 {
263 // We allow the upward force to happen for this many frames.
264 m_jumpFrames = BSParam.AvatarJumpFrames;
265 m_jumpVelocity = stepVelocity.Z;
266 }
267 268
268 // The case where the avatar is not colliding and is not flying is special. 269 // If not flying and falling, we over-ride the stepping motor so we can fall to the ground
269 // The avatar is either falling or jumping and the user can be applying force to the avatar 270 if (!m_controllingPrim.Flying && realVelocityZ < 0)
270 // (force in some direction or force up or down).
271 // If the avatar has negative Z velocity and is not colliding, presume we're falling and keep the velocity.
272 // If the user is trying to apply upward force but we're not colliding, assume the avatar
273 // is trying to jump and don't apply the upward force if not touching the ground any more.
274 if (!m_controllingPrim.Flying && !m_controllingPrim.IsColliding)
275 { 271 {
276 // If upward velocity is being applied, this must be a jump and only allow that to go on so long 272 // Can't fall faster than this
277 if (m_jumpFrames > 0) 273 if (realVelocityZ < BSParam.AvatarTerminalVelocity)
278 { 274 {
279 // Since not touching the ground, only apply upward force for so long. 275 realVelocityZ = BSParam.AvatarTerminalVelocity;
280 m_jumpFrames--;
281 stepVelocity.Z = m_jumpVelocity;
282 } 276 }
283 else 277
284 { 278 stepVelocity.Z = realVelocityZ;
285 // Since we're not affected by anything, the avatar must be falling and we do not want that to be too fast.
286 if (m_controllingPrim.RawVelocity.Z < BSParam.AvatarTerminalVelocity)
287 {
288 stepVelocity.Z = BSParam.AvatarTerminalVelocity;
289 }
290 else
291 {
292 stepVelocity.Z = m_controllingPrim.RawVelocity.Z;
293 }
294 }
295 // DetailLog("{0},BSCharacter.MoveMotor,taint,overrideStepZWithWorldZ,stepVel={1}", LocalID, stepVelocity);
296 } 279 }
280 // m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,DEBUG,motorCurrent={1},realZ={2},flying={3},collid={4},jFrames={5}",
281 // m_controllingPrim.LocalID, m_velocityMotor.CurrentValue, realVelocityZ, m_controllingPrim.Flying, m_controllingPrim.IsColliding, m_jumpFrames);
297 282
298 //Alicia: Maintain minimum height when flying. 283 //Alicia: Maintain minimum height when flying.
299 // SL has a flying effect that keeps the avatar flying above the ground by some margin 284 // SL has a flying effect that keeps the avatar flying above the ground by some margin
@@ -304,6 +289,8 @@ public class BSActorAvatarMove : BSActor
304 289
305 if( m_controllingPrim.Position.Z < hover_height) 290 if( m_controllingPrim.Position.Z < hover_height)
306 { 291 {
292 m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,addingUpforceForGroundMargin,height={1},hoverHeight={2}",
293 m_controllingPrim.LocalID, m_controllingPrim.Position.Z, hover_height);
307 stepVelocity.Z += BSParam.AvatarFlyingGroundUpForce; 294 stepVelocity.Z += BSParam.AvatarFlyingGroundUpForce;
308 } 295 }
309 } 296 }
@@ -328,11 +315,7 @@ public class BSActorAvatarMove : BSActor
328 if (m_controllingPrim.IsStationary) 315 if (m_controllingPrim.IsStationary)
329 { 316 {
330 entprop.Position = m_controllingPrim.RawPosition; 317 entprop.Position = m_controllingPrim.RawPosition;
331 // Suppress small movement velocity 318 entprop.Velocity = OMV.Vector3.Zero;
332 if (entprop.Velocity.LengthSquared() < BSParam.AvatarStopZeroThresholdSquared) {
333 m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,OnPreUpdate,zeroing velocity={1}", m_controllingPrim.LocalID, entprop.Velocity);
334 entprop.Velocity = OMV.Vector3.Zero;
335 }
336 m_physicsScene.PE.SetTranslation(m_controllingPrim.PhysBody, entprop.Position, entprop.Rotation); 319 m_physicsScene.PE.SetTranslation(m_controllingPrim.PhysBody, entprop.Position, entprop.Rotation);
337 } 320 }
338 321