diff options
Diffstat (limited to 'OpenSim/Region')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 77 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 8 |
2 files changed, 81 insertions, 4 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 4dd6264..695896e 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -69,6 +69,8 @@ public sealed class BSCharacter : BSPhysObject | |||
69 | private OMV.Vector3 _appliedVelocity; // the last velocity applied to the avatar | 69 | private OMV.Vector3 _appliedVelocity; // the last velocity applied to the avatar |
70 | private float _currentFriction; // the friction currently being used (changed by setVelocity). | 70 | private float _currentFriction; // the friction currently being used (changed by setVelocity). |
71 | 71 | ||
72 | private BSVMotor _velocityMotor; | ||
73 | |||
72 | private OMV.Vector3 _PIDTarget; | 74 | private OMV.Vector3 _PIDTarget; |
73 | private bool _usePID; | 75 | private bool _usePID; |
74 | private float _PIDTau; | 76 | private float _PIDTau; |
@@ -89,6 +91,18 @@ public sealed class BSCharacter : BSPhysObject | |||
89 | if (_size.X == 0f) _size.X = PhysicsScene.Params.avatarCapsuleDepth; | 91 | if (_size.X == 0f) _size.X = PhysicsScene.Params.avatarCapsuleDepth; |
90 | if (_size.Y == 0f) _size.Y = PhysicsScene.Params.avatarCapsuleWidth; | 92 | if (_size.Y == 0f) _size.Y = PhysicsScene.Params.avatarCapsuleWidth; |
91 | 93 | ||
94 | // A motor to control the acceleration and deceleration of the avatar movement. | ||
95 | // _velocityMotor = new BSVMotor("BSCharacter.Velocity", 3f, 5f, BSMotor.InfiniteVector, 1f); | ||
96 | // _velocityMotor = new BSPIDVMotor("BSCharacter.Velocity", 3f, 5f, BSMotor.InfiniteVector, 1f); | ||
97 | // Infinite decay and timescale values so motor only changes current to target values. | ||
98 | _velocityMotor = new BSVMotor("BSCharacter.Velocity", | ||
99 | 0.2f, // time scale | ||
100 | BSMotor.Infinite, // decay time scale | ||
101 | BSMotor.InfiniteVector, // friction timescale | ||
102 | 1f // efficiency | ||
103 | ); | ||
104 | _velocityMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages. | ||
105 | |||
92 | _flying = isFlying; | 106 | _flying = isFlying; |
93 | _orientation = OMV.Quaternion.Identity; | 107 | _orientation = OMV.Quaternion.Identity; |
94 | _velocity = OMV.Vector3.Zero; | 108 | _velocity = OMV.Vector3.Zero; |
@@ -138,6 +152,10 @@ public sealed class BSCharacter : BSPhysObject | |||
138 | ForcePosition = _position; | 152 | ForcePosition = _position; |
139 | // Set the velocity and compute the proper friction | 153 | // Set the velocity and compute the proper friction |
140 | ForceVelocity = _velocity; | 154 | ForceVelocity = _velocity; |
155 | // Setting the current and target in the motor will cause it to start computing any deceleration. | ||
156 | _velocityMotor.Reset(); | ||
157 | _velocityMotor.SetCurrent(_velocity); | ||
158 | _velocityMotor.SetTarget(_velocity); | ||
141 | 159 | ||
142 | // This will enable or disable the flying buoyancy of the avatar. | 160 | // This will enable or disable the flying buoyancy of the avatar. |
143 | // Needs to be reset especially when an avatar is recreated after crossing a region boundry. | 161 | // Needs to be reset especially when an avatar is recreated after crossing a region boundry. |
@@ -239,6 +257,7 @@ public sealed class BSCharacter : BSPhysObject | |||
239 | public override void ZeroMotion(bool inTaintTime) | 257 | public override void ZeroMotion(bool inTaintTime) |
240 | { | 258 | { |
241 | _velocity = OMV.Vector3.Zero; | 259 | _velocity = OMV.Vector3.Zero; |
260 | _velocityMotor.Zero(); | ||
242 | _acceleration = OMV.Vector3.Zero; | 261 | _acceleration = OMV.Vector3.Zero; |
243 | _rotationalVelocity = OMV.Vector3.Zero; | 262 | _rotationalVelocity = OMV.Vector3.Zero; |
244 | 263 | ||
@@ -400,10 +419,38 @@ public sealed class BSCharacter : BSPhysObject | |||
400 | 419 | ||
401 | public override OMV.Vector3 GeometricCenter { get { return OMV.Vector3.Zero; } } | 420 | public override OMV.Vector3 GeometricCenter { get { return OMV.Vector3.Zero; } } |
402 | public override OMV.Vector3 CenterOfMass { get { return OMV.Vector3.Zero; } } | 421 | public override OMV.Vector3 CenterOfMass { get { return OMV.Vector3.Zero; } } |
422 | |||
423 | // Sets the target in the motor. This starts the changing of the avatar's velocity. | ||
424 | public override OMV.Vector3 TargetVelocity | ||
425 | { | ||
426 | get | ||
427 | { | ||
428 | return _velocityMotor.TargetValue; | ||
429 | } | ||
430 | set | ||
431 | { | ||
432 | DetailLog("{0},BSCharacter.setTargetVelocity,call,vel={1}", LocalID, value); | ||
433 | OMV.Vector3 targetVel = value; | ||
434 | PhysicsScene.TaintedObject("BSCharacter.setTargetVelocity", delegate() | ||
435 | { | ||
436 | float timeStep = 0.089f; // DEBUG DEBUG FIX FIX FIX | ||
437 | _velocityMotor.Reset(); | ||
438 | _velocityMotor.SetTarget(targetVel); | ||
439 | _velocityMotor.SetCurrent(_velocity); | ||
440 | // Compute a velocity value and make sure it gets pushed into the avatar. | ||
441 | // This makes sure the avatar will start from a stop. | ||
442 | ForceVelocity = _velocityMotor.Step(timeStep); | ||
443 | }); | ||
444 | } | ||
445 | } | ||
446 | // Directly setting velocity means this is what the user really wants now. | ||
403 | public override OMV.Vector3 Velocity { | 447 | public override OMV.Vector3 Velocity { |
404 | get { return _velocity; } | 448 | get { return _velocity; } |
405 | set { | 449 | set { |
406 | _velocity = value; | 450 | _velocity = value; |
451 | _velocityMotor.Reset(); | ||
452 | _velocityMotor.SetCurrent(_velocity); | ||
453 | _velocityMotor.SetTarget(_velocity); | ||
407 | // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity); | 454 | // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity); |
408 | PhysicsScene.TaintedObject("BSCharacter.setVelocity", delegate() | 455 | PhysicsScene.TaintedObject("BSCharacter.setVelocity", delegate() |
409 | { | 456 | { |
@@ -415,6 +462,8 @@ public sealed class BSCharacter : BSPhysObject | |||
415 | public override OMV.Vector3 ForceVelocity { | 462 | public override OMV.Vector3 ForceVelocity { |
416 | get { return _velocity; } | 463 | get { return _velocity; } |
417 | set { | 464 | set { |
465 | PhysicsScene.AssertInTaintTime("BSCharacter.ForceVelocity"); | ||
466 | |||
418 | // Depending on whether the avatar is moving or not, change the friction | 467 | // Depending on whether the avatar is moving or not, change the friction |
419 | // to keep the avatar from slipping around | 468 | // to keep the avatar from slipping around |
420 | if (_velocity.Length() == 0) | 469 | if (_velocity.Length() == 0) |
@@ -511,6 +560,13 @@ public sealed class BSCharacter : BSPhysObject | |||
511 | get { return _flying; } | 560 | get { return _flying; } |
512 | set { | 561 | set { |
513 | _flying = value; | 562 | _flying = value; |
563 | |||
564 | // Velocity movement is different when flying: flying velocity degrades over time. | ||
565 | if (_flying) | ||
566 | _velocityMotor.TargetValueDecayTimeScale = 1f; | ||
567 | else | ||
568 | _velocityMotor.TargetValueDecayTimeScale = BSMotor.Infinite; | ||
569 | |||
514 | // simulate flying by changing the effect of gravity | 570 | // simulate flying by changing the effect of gravity |
515 | Buoyancy = ComputeBuoyancyFromFlying(_flying); | 571 | Buoyancy = ComputeBuoyancyFromFlying(_flying); |
516 | } | 572 | } |
@@ -581,7 +637,10 @@ public sealed class BSCharacter : BSPhysObject | |||
581 | } | 637 | } |
582 | public override float ForceBuoyancy { | 638 | public override float ForceBuoyancy { |
583 | get { return _buoyancy; } | 639 | get { return _buoyancy; } |
584 | set { _buoyancy = value; | 640 | set { |
641 | PhysicsScene.AssertInTaintTime("BSCharacter.ForceBuoyancy"); | ||
642 | |||
643 | _buoyancy = value; | ||
585 | DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | 644 | DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy); |
586 | // Buoyancy is faked by changing the gravity applied to the object | 645 | // Buoyancy is faked by changing the gravity applied to the object |
587 | float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); | 646 | float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); |
@@ -698,6 +757,21 @@ public sealed class BSCharacter : BSPhysObject | |||
698 | LastEntityProperties = CurrentEntityProperties; | 757 | LastEntityProperties = CurrentEntityProperties; |
699 | CurrentEntityProperties = entprop; | 758 | CurrentEntityProperties = entprop; |
700 | 759 | ||
760 | // Avatars don't respond to world friction, etc. They only go the speed I tell them too. | ||
761 | // Special kludge here for falling. Even though the target velocity might not have a | ||
762 | // Z component, the avatar could be falling (walked off a ledge, stopped flying, ...) | ||
763 | // and that velocity component must be retained. | ||
764 | float timeStep = 0.089f; // DEBUG DEBUG FIX FIX FIX | ||
765 | OMV.Vector3 stepVelocity = _velocityMotor.Step(timeStep); | ||
766 | stepVelocity.Z += entprop.Velocity.Z; | ||
767 | _velocity = stepVelocity; | ||
768 | BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity); | ||
769 | /* | ||
770 | OMV.Vector3 stepVelocity = _velocityMotor.Step(timeStep); | ||
771 | OMV.Vector3 avVel = new OMV.Vector3(stepVelocity.X, stepVelocity.Y, entprop.Velocity.Z); | ||
772 | _velocity = avVel; | ||
773 | BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, avVel); | ||
774 | |||
701 | if (entprop.Velocity != LastEntityProperties.Velocity) | 775 | if (entprop.Velocity != LastEntityProperties.Velocity) |
702 | { | 776 | { |
703 | // Changes in the velocity are suppressed in avatars. | 777 | // Changes in the velocity are suppressed in avatars. |
@@ -706,6 +780,7 @@ public sealed class BSCharacter : BSPhysObject | |||
706 | _velocity = avVel; | 780 | _velocity = avVel; |
707 | BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, avVel); | 781 | BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, avVel); |
708 | } | 782 | } |
783 | */ | ||
709 | 784 | ||
710 | // Tell the linkset about value changes | 785 | // Tell the linkset about value changes |
711 | Linkset.UpdateProperties(this, true); | 786 | Linkset.UpdateProperties(this, true); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 1c6f946..68a0db6 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -532,16 +532,18 @@ public sealed class BSPrim : BSPhysObject | |||
532 | PhysicsScene.TaintedObject("BSPrim.setVelocity", delegate() | 532 | PhysicsScene.TaintedObject("BSPrim.setVelocity", delegate() |
533 | { | 533 | { |
534 | // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); | 534 | // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); |
535 | if (PhysBody.HasPhysicalBody) | 535 | ForceVelocity = _velocity; |
536 | BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity); | ||
537 | }); | 536 | }); |
538 | } | 537 | } |
539 | } | 538 | } |
540 | public override OMV.Vector3 ForceVelocity { | 539 | public override OMV.Vector3 ForceVelocity { |
541 | get { return _velocity; } | 540 | get { return _velocity; } |
542 | set { | 541 | set { |
542 | PhysicsScene.AssertInTaintTime("BSPrim.ForceVelocity"); | ||
543 | |||
543 | _velocity = value; | 544 | _velocity = value; |
544 | BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity); | 545 | if (PhysBody.HasPhysicalBody) |
546 | BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity); | ||
545 | } | 547 | } |
546 | } | 548 | } |
547 | public override OMV.Vector3 Torque { | 549 | public override OMV.Vector3 Torque { |