/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyrightD * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; using System.Collections.Generic; using System.Reflection; using log4net; using OMV = OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.Physics.Manager; namespace OpenSim.Region.Physics.BulletSPlugin { public sealed class BSCharacter : BSPhysObject { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private static readonly string LogHeader = "[BULLETS CHAR]"; // private bool _stopped; private OMV.Vector3 _size; private bool _grabbed; private bool _selected; private OMV.Vector3 _position; private float _mass; private float _avatarDensity; private float _avatarVolume; private OMV.Vector3 _force; private OMV.Vector3 _velocity; private OMV.Vector3 _torque; private float _collisionScore; private OMV.Vector3 _acceleration; private OMV.Quaternion _orientation; private int _physicsActorType; private bool _isPhysical; private bool _flying; private bool _setAlwaysRun; private bool _throttleUpdates; private bool _isColliding; private bool _collidingObj; private bool _floatOnWater; private OMV.Vector3 _rotationalVelocity; private bool _kinematic; private float _buoyancy; // The friction and velocity of the avatar is modified depending on whether walking or not. private OMV.Vector3 _appliedVelocity; // the last velocity applied to the avatar private float _currentFriction; // the friction currently being used (changed by setVelocity). private BSVMotor _velocityMotor; private OMV.Vector3 _PIDTarget; private bool _usePID; private float _PIDTau; private bool _useHoverPID; private float _PIDHoverHeight; private PIDHoverType _PIDHoverType; private float _PIDHoverTao; public BSCharacter(uint localID, String avName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, bool isFlying) : base(parent_scene, localID, avName, "BSCharacter") { _physicsActorType = (int)ActorTypes.Agent; _position = pos; // Old versions of ScenePresence passed only the height. If width and/or depth are zero, // replace with the default values. _size = size; if (_size.X == 0f) _size.X = BSParam.AvatarCapsuleDepth; if (_size.Y == 0f) _size.Y = BSParam.AvatarCapsuleWidth; // A motor to control the acceleration and deceleration of the avatar movement. // _velocityMotor = new BSVMotor("BSCharacter.Velocity", 3f, 5f, BSMotor.InfiniteVector, 1f); // _velocityMotor = new BSPIDVMotor("BSCharacter.Velocity", 3f, 5f, BSMotor.InfiniteVector, 1f); // Infinite decay and timescale values so motor only changes current to target values. _velocityMotor = new BSVMotor("BSCharacter.Velocity", 0.2f, // time scale BSMotor.Infinite, // decay time scale BSMotor.InfiniteVector, // friction timescale 1f // efficiency ); _velocityMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages. _flying = isFlying; _orientation = OMV.Quaternion.Identity; _velocity = OMV.Vector3.Zero; _appliedVelocity = OMV.Vector3.Zero; _buoyancy = ComputeBuoyancyFromFlying(isFlying); _currentFriction = BSParam.AvatarStandingFriction; _avatarDensity = BSParam.AvatarDensity; // The dimensions of the avatar capsule are kept in the scale. // Physics creates a unit capsule which is scaled by the physics engine. ComputeAvatarScale(_size); // set _avatarVolume and _mass based on capsule size, _density and Scale ComputeAvatarVolumeAndMass(); DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}", LocalID, _size, Scale, _avatarDensity, _avatarVolume, RawMass); // do actual creation in taint time PhysicsScene.TaintedObject("BSCharacter.create", delegate() { DetailLog("{0},BSCharacter.create,taint", LocalID); // New body and shape into PhysBody and PhysShape PhysicsScene.Shapes.GetBodyAndShape(true, PhysicsScene.World, this); SetPhysicalProperties(); }); return; } // called when this character is being destroyed and the resources should be released public override void Destroy() { base.Destroy(); DetailLog("{0},BSCharacter.Destroy", LocalID); PhysicsScene.TaintedObject("BSCharacter.destroy", delegate() { PhysicsScene.Shapes.DereferenceBody(PhysBody, true, null); PhysBody.Clear(); PhysicsScene.Shapes.DereferenceShape(PhysShape, true, null); PhysShape.Clear(); }); } private void SetPhysicalProperties() { BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, PhysBody.ptr); ZeroMotion(true); ForcePosition = _position; // Set the velocity and compute the proper friction ForceVelocity = _velocity; // Setting the current and target in the motor will cause it to start computing any deceleration. _velocityMotor.Reset(); _velocityMotor.SetCurrent(_velocity); _velocityMotor.SetTarget(_velocity); // This will enable or disable the flying buoyancy of the avatar. // Needs to be reset especially when an avatar is recreated after crossing a region boundry. Flying = _flying; BulletSimAPI.SetRestitution2(PhysBody.ptr, BSParam.AvatarRestitution); BulletSimAPI.SetMargin2(PhysShape.ptr, PhysicsScene.Params.collisionMargin); BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale); BulletSimAPI.SetContactProcessingThreshold2(PhysBody.ptr, BSParam.ContactProcessingThreshold); if (BSParam.CcdMotionThreshold > 0f) { BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, BSParam.CcdMotionThreshold); BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, BSParam.CcdSweptSphereRadius); } UpdatePhysicalMassProperties(RawMass); // Make so capsule does not fall over BulletSimAPI.SetAngularFactorV2(PhysBody.ptr, OMV.Vector3.Zero); BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_CHARACTER_OBJECT); BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, PhysBody.ptr); // BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ACTIVE_TAG); BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.DISABLE_DEACTIVATION); BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, PhysBody.ptr); // Do this after the object has been added to the world PhysBody.collisionType = CollisionType.Avatar; PhysBody.ApplyCollisionMask(); } public override void RequestPhysicsterseUpdate() { base.RequestPhysicsterseUpdate(); } // No one calls this method so I don't know what it could possibly mean public override bool Stopped { get { return false; } } public override OMV.Vector3 Size { get { // Avatar capsule size is kept in the scale parameter. return _size; } set { // When an avatar's size is set, only the height is changed. _size = value; // Old versions of ScenePresence passed only the height. If width and/or depth are zero, // replace with the default values. if (_size.X == 0f) _size.X = BSParam.AvatarCapsuleDepth; if (_size.Y == 0f) _size.Y = BSParam.AvatarCapsuleWidth; ComputeAvatarScale(_size); ComputeAvatarVolumeAndMass(); DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}", LocalID, _size, Scale, _avatarDensity, _avatarVolume, RawMass); PhysicsScene.TaintedObject("BSCharacter.setSize", delegate() { if (PhysBody.HasPhysicalBody && PhysShape.HasPhysicalShape) { BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale); UpdatePhysicalMassProperties(RawMass); // Make sure this change appears as a property update event BulletSimAPI.PushUpdate2(PhysBody.ptr); } }); } } public override PrimitiveBaseShape Shape { set { BaseShape = value; } } // I want the physics engine to make an avatar capsule public override BSPhysicsShapeType PreferredPhysicalShape { get {return BSPhysicsShapeType.SHAPE_CAPSULE; } } public override bool Grabbed { set { _grabbed = value; } } public override bool Selected { set { _selected = value; } } public override void CrossingFailure() { return; } public override void link(PhysicsActor obj) { return; } public override void delink() { return; } // Set motion values to zero. // Do it to the properties so the values get set in the physics engine. // Push the setting of the values to the viewer. // Called at taint time! public override void ZeroMotion(bool inTaintTime) { _velocity = OMV.Vector3.Zero; _velocityMotor.Zero(); _acceleration = OMV.Vector3.Zero; _rotationalVelocity = OMV.Vector3.Zero; // Zero some other properties directly into the physics engine PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate() { if (PhysBody.HasPhysicalBody) BulletSimAPI.ClearAllForces2(PhysBody.ptr); }); } public override void ZeroAngularMotion(bool inTaintTime) { _rotationalVelocity = OMV.Vector3.Zero; PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate() { if (PhysBody.HasPhysicalBody) { BulletSimAPI.SetInterpolationAngularVelocity2(PhysBody.ptr, OMV.Vector3.Zero); BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, OMV.Vector3.Zero); // The next also get rid of applied linear force but the linear velocity is untouched. BulletSimAPI.ClearForces2(PhysBody.ptr); } }); } public override void LockAngularMotion(OMV.Vector3 axis) { return; } public override OMV.Vector3 RawPosition { get { return _position; } set { _position = value; } } public override OMV.Vector3 Position { get { // Don't refetch the position because this function is called a zillion times // _position = BulletSimAPI.GetObjectPosition2(Scene.World.ptr, LocalID); return _position; } set { _position = value; PositionSanityCheck(); PhysicsScene.TaintedObject("BSCharacter.setPosition", delegate() { DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); if (PhysBody.HasPhysicalBody) BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); }); } } public override OMV.Vector3 ForcePosition { get { _position = BulletSimAPI.GetPosition2(PhysBody.ptr); return _position; } set { _position = value; PositionSanityCheck(); BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); } } // Check that the current position is sane and, if not, modify the position to make it so. // Check for being below terrain or on water. // Returns 'true' of the position was made sane by some action. private bool PositionSanityCheck() { bool ret = false; // TODO: check for out of bounds if (!PhysicsScene.TerrainManager.IsWithinKnownTerrain(_position)) { // The character is out of the known/simulated area. // Upper levels of code will handle the transition to other areas so, for // the time, we just ignore the position. return ret; } // If below the ground, move the avatar up float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position); if (Position.Z < terrainHeight) { DetailLog("{0},BSCharacter.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, _position, terrainHeight); _position.Z = terrainHeight + 2.0f; ret = true; } if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) { float waterHeight = PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(_position); if (Position.Z < waterHeight) { _position.Z = waterHeight; ret = true; } } return ret; } // A version of the sanity check that also makes sure a new position value is // pushed back to the physics engine. This routine would be used by anyone // who is not already pushing the value. private bool PositionSanityCheck(bool inTaintTime) { bool ret = false; if (PositionSanityCheck()) { // The new position value must be pushed into the physics engine but we can't // just assign to "Position" because of potential call loops. PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.PositionSanityCheck", delegate() { DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); if (PhysBody.HasPhysicalBody) BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); }); ret = true; } return ret; } public override float Mass { get { return _mass; } } // used when we only want this prim's mass and not the linkset thing public override float RawMass { get {return _mass; } } public override void UpdatePhysicalMassProperties(float physMass) { OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(PhysShape.ptr, physMass); BulletSimAPI.SetMassProps2(PhysBody.ptr, physMass, localInertia); } public override OMV.Vector3 Force { get { return _force; } set { _force = value; // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); PhysicsScene.TaintedObject("BSCharacter.SetForce", delegate() { DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force); if (PhysBody.HasPhysicalBody) BulletSimAPI.SetObjectForce2(PhysBody.ptr, _force); }); } } // Avatars don't do vehicles public override int VehicleType { get { return (int)Vehicle.TYPE_NONE; } set { return; } } public override void VehicleFloatParam(int param, float value) { } public override void VehicleVectorParam(int param, OMV.Vector3 value) {} public override void VehicleRotationParam(int param, OMV.Quaternion rotation) { } public override void VehicleFlags(int param, bool remove) { } // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more public override void SetVolumeDetect(int param) { return; } public override OMV.Vector3 GeometricCenter { get { return OMV.Vector3.Zero; } } public override OMV.Vector3 CenterOfMass { get { return OMV.Vector3.Zero; } } // Sets the target in the motor. This starts the changing of the avatar's velocity. public override OMV.Vector3 TargetVelocity { get { return _velocityMotor.TargetValue; } set { DetailLog("{0},BSCharacter.setTargetVelocity,call,vel={1}", LocalID, value); OMV.Vector3 targetVel = value; PhysicsScene.TaintedObject("BSCharacter.setTargetVelocity", delegate() { float timeStep = 0.089f; // DEBUG DEBUG FIX FIX FIX _velocityMotor.Reset(); _velocityMotor.SetTarget(targetVel); _velocityMotor.SetCurrent(_velocity); // Compute a velocity value and make sure it gets pushed into the avatar. // This makes sure the avatar will start from a stop. ForceVelocity = _velocityMotor.Step(timeStep); }); } } // Directly setting velocity means this is what the user really wants now. public override OMV.Vector3 Velocity { get { return _velocity; } set { _velocity = value; _velocityMotor.Reset(); _velocityMotor.SetCurrent(_velocity); _velocityMotor.SetTarget(_velocity); // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity); PhysicsScene.TaintedObject("BSCharacter.setVelocity", delegate() { DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity); ForceVelocity = _velocity; }); } } public override OMV.Vector3 ForceVelocity { get { return _velocity; } set { PhysicsScene.AssertInTaintTime("BSCharacter.ForceVelocity"); // Depending on whether the avatar is moving or not, change the friction // to keep the avatar from slipping around if (_velocity.Length() == 0) { if (_currentFriction != BSParam.AvatarStandingFriction) { _currentFriction = BSParam.AvatarStandingFriction; if (PhysBody.HasPhysicalBody) BulletSimAPI.SetFriction2(PhysBody.ptr, _currentFriction); } } else { if (_currentFriction != BSParam.AvatarFriction) { _currentFriction = BSParam.AvatarFriction; if (PhysBody.HasPhysicalBody) BulletSimAPI.SetFriction2(PhysBody.ptr, _currentFriction); } } _velocity = value; // Remember the set velocity so we can suppress the reduction by friction, ... _appliedVelocity = value; BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity); BulletSimAPI.Activate2(PhysBody.ptr, true); } } public override OMV.Vector3 Torque { get { return _torque; } set { _torque = value; } } public override float CollisionScore { get { return _collisionScore; } set { _collisionScore = value; } } public override OMV.Vector3 Acceleration { get { return _acceleration; } set { _acceleration = value; } } public override OMV.Quaternion RawOrientation { get { return _orientation; } set { _orientation = value; } } public override OMV.Quaternion Orientation { get { return _orientation; } set { _orientation = value; // m_log.DebugFormat("{0}: set orientation to {1}", LogHeader, _orientation); PhysicsScene.TaintedObject("BSCharacter.setOrientation", delegate() { if (PhysBody.HasPhysicalBody) { // _position = BulletSimAPI.GetPosition2(BSBody.ptr); BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); } }); } } // Go directly to Bullet to get/set the value. public override OMV.Quaternion ForceOrientation { get { _orientation = BulletSimAPI.GetOrientation2(PhysBody.ptr); return _orientation; } set { _orientation = value; BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); } } public override int PhysicsActorType { get { return _physicsActorType; } set { _physicsActorType = value; } } public override bool IsPhysical { get { return _isPhysical; } set { _isPhysical = value; } } public override bool IsSolid { get { return true; } } public override bool IsStatic { get { return false; } } public override bool Flying { get { return _flying; } set { _flying = value; // Velocity movement is different when flying: flying velocity degrades over time. if (_flying) _velocityMotor.TargetValueDecayTimeScale = 1f; else _velocityMotor.TargetValueDecayTimeScale = BSMotor.Infinite; // simulate flying by changing the effect of gravity Buoyancy = ComputeBuoyancyFromFlying(_flying); } } // Flying is implimented by changing the avatar's buoyancy. // Would this be done better with a vehicle type? private float ComputeBuoyancyFromFlying(bool ifFlying) { return ifFlying ? 1f : 0f; } public override bool SetAlwaysRun { get { return _setAlwaysRun; } set { _setAlwaysRun = value; } } public override bool ThrottleUpdates { get { return _throttleUpdates; } set { _throttleUpdates = value; } } public override bool IsColliding { get { return (CollidingStep == PhysicsScene.SimulationStep); } set { _isColliding = value; } } public override bool CollidingGround { get { return (CollidingGroundStep == PhysicsScene.SimulationStep); } set { CollidingGround = value; } } public override bool CollidingObj { get { return _collidingObj; } set { _collidingObj = value; } } public override bool FloatOnWater { set { _floatOnWater = value; PhysicsScene.TaintedObject("BSCharacter.setFloatOnWater", delegate() { if (PhysBody.HasPhysicalBody) { if (_floatOnWater) CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); else CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); } }); } } public override OMV.Vector3 RotationalVelocity { get { return _rotationalVelocity; } set { _rotationalVelocity = value; } } public override OMV.Vector3 ForceRotationalVelocity { get { return _rotationalVelocity; } set { _rotationalVelocity = value; } } public override bool Kinematic { get { return _kinematic; } set { _kinematic = value; } } // neg=fall quickly, 0=1g, 1=0g, pos=float up public override float Buoyancy { get { return _buoyancy; } set { _buoyancy = value; PhysicsScene.TaintedObject("BSCharacter.setBuoyancy", delegate() { DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy); ForceBuoyancy = _buoyancy; }); } } public override float ForceBuoyancy { get { return _buoyancy; } set { PhysicsScene.AssertInTaintTime("BSCharacter.ForceBuoyancy"); _buoyancy = value; DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy); // Buoyancy is faked by changing the gravity applied to the object float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); if (PhysBody.HasPhysicalBody) BulletSimAPI.SetGravity2(PhysBody.ptr, new OMV.Vector3(0f, 0f, grav)); } } // Used for MoveTo public override OMV.Vector3 PIDTarget { set { _PIDTarget = value; } } public override bool PIDActive { set { _usePID = value; } } public override float PIDTau { set { _PIDTau = value; } } // Used for llSetHoverHeight and maybe vehicle height // Hover Height will override MoveTo target's Z public override bool PIDHoverActive { set { _useHoverPID = value; } } public override float PIDHoverHeight { set { _PIDHoverHeight = value; } } public override PIDHoverType PIDHoverType { set { _PIDHoverType = value; } } public override float PIDHoverTau { set { _PIDHoverTao = value; } } // For RotLookAt public override OMV.Quaternion APIDTarget { set { return; } } public override bool APIDActive { set { return; } } public override float APIDStrength { set { return; } } public override float APIDDamping { set { return; } } public override void AddForce(OMV.Vector3 force, bool pushforce) { if (force.IsFinite()) { _force.X += force.X; _force.Y += force.Y; _force.Z += force.Z; // m_log.DebugFormat("{0}: AddForce. adding={1}, newForce={2}", LogHeader, force, _force); PhysicsScene.TaintedObject("BSCharacter.AddForce", delegate() { DetailLog("{0},BSCharacter.setAddForce,taint,addedForce={1}", LocalID, _force); if (PhysBody.HasPhysicalBody) BulletSimAPI.SetObjectForce2(PhysBody.ptr, _force); }); } else { m_log.ErrorFormat("{0}: Got a NaN force applied to a Character", LogHeader); } //m_lastUpdateSent = false; } public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { } public override void SetMomentum(OMV.Vector3 momentum) { } private void ComputeAvatarScale(OMV.Vector3 size) { OMV.Vector3 newScale = size; // newScale.X = PhysicsScene.Params.avatarCapsuleWidth; // newScale.Y = PhysicsScene.Params.avatarCapsuleDepth; // From the total height, remove the capsule half spheres that are at each end // The 1.15f came from ODE. Not sure what this factors in. // newScale.Z = (size.Z * 1.15f) - (newScale.X + newScale.Y); // The total scale height is the central cylindar plus the caps on the two ends. newScale.Z = size.Z + (Math.Min(size.X, size.Y) * 2f); // Convert diameters to radii and height to half height -- the way Bullet expects it. Scale = newScale / 2f; } // set _avatarVolume and _mass based on capsule size, _density and Scale private void ComputeAvatarVolumeAndMass() { _avatarVolume = (float)( Math.PI * Scale.X * Scale.Y // the area of capsule cylinder * Scale.Z // times height of capsule cylinder + 1.33333333f * Math.PI * Scale.X * Math.Min(Scale.X, Scale.Y) * Scale.Y // plus the volume of the capsule end caps ); _mass = _avatarDensity * _avatarVolume; } // The physics engine says that properties have updated. Update same and inform // the world that things have changed. public override void UpdateProperties(EntityProperties entprop) { _position = entprop.Position; _orientation = entprop.Rotation; _velocity = entprop.Velocity; _acceleration = entprop.Acceleration; _rotationalVelocity = entprop.RotationalVelocity; // Do some sanity checking for the avatar. Make sure it's above ground and inbounds. PositionSanityCheck(true); // remember the current and last set values LastEntityProperties = CurrentEntityProperties; CurrentEntityProperties = entprop; // Avatars don't respond to world friction, etc. They only go the speed I tell them too. // Special kludge here for falling. Even though the target velocity might not have a // Z component, the avatar could be falling (walked off a ledge, stopped flying, ...) // and that velocity component must be retained. float timeStep = 0.089f; // DEBUG DEBUG FIX FIX FIX OMV.Vector3 stepVelocity = _velocityMotor.Step(timeStep); // Remove next line so avatars don't fly up forever. DEBUG DEBUG this is only temporary. // stepVelocity.Z += entprop.Velocity.Z; _velocity = stepVelocity; BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity); /* OMV.Vector3 stepVelocity = _velocityMotor.Step(timeStep); OMV.Vector3 avVel = new OMV.Vector3(stepVelocity.X, stepVelocity.Y, entprop.Velocity.Z); _velocity = avVel; BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, avVel); if (entprop.Velocity != LastEntityProperties.Velocity) { // Changes in the velocity are suppressed in avatars. // That's just the way they are defined. OMV.Vector3 avVel = new OMV.Vector3(_appliedVelocity.X, _appliedVelocity.Y, entprop.Velocity.Z); _velocity = avVel; BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, avVel); } */ // Tell the linkset about value changes Linkset.UpdateProperties(this, true); // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. // base.RequestPhysicsterseUpdate(); DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); } } }