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|
/*
* 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.PhysicsModules.SharedBase;
namespace OpenSim.Region.PhysicsModule.BulletS
{
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 bool _grabbed;
private bool _selected;
private float _mass;
private float _avatarVolume;
private float _collisionScore;
private OMV.Vector3 _acceleration;
private int _physicsActorType;
private bool _isPhysical;
private bool _flying;
private bool _setAlwaysRun;
private bool _throttleUpdates;
private bool _floatOnWater;
private bool _kinematic;
private float _buoyancy;
private OMV.Vector3 _size;
private float _footOffset;
private BSActorAvatarMove m_moveActor;
private const string AvatarMoveActorName = "BSCharacter.AvatarMove";
private OMV.Vector3 _PIDTarget;
private float _PIDTau;
// public override OMV.Vector3 RawVelocity
// { get { return base.RawVelocity; }
// set {
// if (value != base.RawVelocity)
// Util.PrintCallStack();
// Console.WriteLine("Set rawvel to {0}", value);
// base.RawVelocity = value; }
// }
// Avatars are always complete (in the physics engine sense)
public override bool IsIncomplete { get { return false; } }
public BSCharacter(
uint localID, String avName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 vel, OMV.Vector3 size, float footOffset, bool isFlying)
: base(parent_scene, localID, avName, "BSCharacter")
{
_physicsActorType = (int)ActorTypes.Agent;
RawPosition = pos;
_flying = isFlying;
RawOrientation = OMV.Quaternion.Identity;
RawVelocity = vel;
_buoyancy = ComputeBuoyancyFromFlying(isFlying);
Friction = BSParam.AvatarStandingFriction;
Density = BSParam.AvatarDensity;
_isPhysical = true;
// Adjustments for zero X and Y made in Size()
// This also computes avatar scale, volume, and mass
SetAvatarSize(size, footOffset, true /* initializing */);
DetailLog(
"{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5},pos={6},vel={7}",
LocalID, Size, Scale, Density, _avatarVolume, RawMass, pos, vel);
// do actual creation in taint time
PhysScene.TaintedObject(LocalID, "BSCharacter.create", delegate()
{
DetailLog("{0},BSCharacter.create,taint", LocalID);
// New body and shape into PhysBody and PhysShape
PhysScene.Shapes.GetBodyAndShape(true, PhysScene.World, this);
// The avatar's movement is controlled by this motor that speeds up and slows down
// the avatar seeking to reach the motor's target speed.
// This motor runs as a prestep action for the avatar so it will keep the avatar
// standing as well as moving. Destruction of the avatar will destroy the pre-step action.
m_moveActor = new BSActorAvatarMove(PhysScene, this, AvatarMoveActorName);
PhysicalActors.Add(AvatarMoveActorName, m_moveActor);
SetPhysicalProperties();
IsInitialized = true;
});
return;
}
// called when this character is being destroyed and the resources should be released
public override void Destroy()
{
IsInitialized = false;
base.Destroy();
DetailLog("{0},BSCharacter.Destroy", LocalID);
PhysScene.TaintedObject(LocalID, "BSCharacter.destroy", delegate()
{
PhysScene.Shapes.DereferenceBody(PhysBody, null /* bodyCallback */);
PhysBody.Clear();
PhysShape.Dereference(PhysScene);
PhysShape = new BSShapeNull();
});
}
private void SetPhysicalProperties()
{
PhysScene.PE.RemoveObjectFromWorld(PhysScene.World, PhysBody);
ForcePosition = RawPosition;
// Set the velocity
if (m_moveActor != null)
m_moveActor.SetVelocityAndTarget(RawVelocity, RawVelocity, false);
ForceVelocity = RawVelocity;
TargetVelocity = RawVelocity;
// 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;
PhysScene.PE.SetRestitution(PhysBody, BSParam.AvatarRestitution);
PhysScene.PE.SetMargin(PhysShape.physShapeInfo, PhysScene.Params.collisionMargin);
PhysScene.PE.SetLocalScaling(PhysShape.physShapeInfo, Scale);
PhysScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold);
if (BSParam.CcdMotionThreshold > 0f)
{
PhysScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold);
PhysScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius);
}
UpdatePhysicalMassProperties(RawMass, false);
// Make so capsule does not fall over
PhysScene.PE.SetAngularFactorV(PhysBody, OMV.Vector3.Zero);
// The avatar mover sets some parameters.
PhysicalActors.Refresh();
PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_CHARACTER_OBJECT);
PhysScene.PE.AddObjectToWorld(PhysScene.World, PhysBody);
// PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.ACTIVE_TAG);
PhysScene.PE.ForceActivationState(PhysBody, ActivationState.DISABLE_DEACTIVATION);
PhysScene.PE.UpdateSingleAabb(PhysScene.World, PhysBody);
// Do this after the object has been added to the world
if (BSParam.AvatarToAvatarCollisionsByDefault)
PhysBody.collisionType = CollisionType.Avatar;
else
PhysBody.collisionType = CollisionType.PhantomToOthersAvatar;
PhysBody.ApplyCollisionMask(PhysScene);
}
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
{
return _size;
}
set {
setAvatarSize(value, _footOffset);
}
}
// OpenSim 0.9 introduces a common avatar size computation
public override void setAvatarSize(OMV.Vector3 size, float feetOffset)
{
SetAvatarSize(size, feetOffset, false /* initializing */);
}
// Internal version that, if initializing, doesn't do all the updating of the physics engine
public void SetAvatarSize(OMV.Vector3 size, float feetOffset, bool initializing)
{
OMV.Vector3 newSize = size;
if (newSize.IsFinite())
{
// Old versions of ScenePresence passed only the height. If width and/or depth are zero,
// replace with the default values.
if (newSize.X == 0f) newSize.X = BSParam.AvatarCapsuleDepth;
if (newSize.Y == 0f) newSize.Y = BSParam.AvatarCapsuleWidth;
if (newSize.X < 0.01f) newSize.X = 0.01f;
if (newSize.Y < 0.01f) newSize.Y = 0.01f;
if (newSize.Z < 0.01f) newSize.Z = BSParam.AvatarCapsuleHeight;
}
else
{
newSize = new OMV.Vector3(BSParam.AvatarCapsuleDepth, BSParam.AvatarCapsuleWidth, BSParam.AvatarCapsuleHeight);
}
// This is how much the avatar size is changing. Positive means getting bigger.
// The avatar altitude must be adjusted for this change.
float heightChange = newSize.Z - Size.Z;
_size = newSize;
Scale = ComputeAvatarScale(Size);
ComputeAvatarVolumeAndMass();
DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}",
LocalID, _size, Scale, Density, _avatarVolume, RawMass);
PhysScene.TaintedObject(LocalID, "BSCharacter.setSize", delegate()
{
if (PhysBody.HasPhysicalBody && PhysShape.physShapeInfo.HasPhysicalShape)
{
PhysScene.PE.SetLocalScaling(PhysShape.physShapeInfo, Scale);
UpdatePhysicalMassProperties(RawMass, true);
// Adjust the avatar's position to account for the increase/decrease in size
ForcePosition = new OMV.Vector3(RawPosition.X, RawPosition.Y, RawPosition.Z + heightChange / 2f);
// Make sure this change appears as a property update event
PhysScene.PE.PushUpdate(PhysBody);
}
});
}
public override PrimitiveBaseShape Shape
{
set { BaseShape = value; }
}
public override bool Grabbed {
set { _grabbed = value; }
}
public override bool Selected {
set { _selected = value; }
}
public override bool IsSelected
{
get { return _selected; }
}
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)
{
RawVelocity = OMV.Vector3.Zero;
_acceleration = OMV.Vector3.Zero;
RawRotationalVelocity = OMV.Vector3.Zero;
// Zero some other properties directly into the physics engine
PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.ZeroMotion", delegate()
{
if (PhysBody.HasPhysicalBody)
PhysScene.PE.ClearAllForces(PhysBody);
});
}
public override void ZeroAngularMotion(bool inTaintTime)
{
RawRotationalVelocity = OMV.Vector3.Zero;
PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.ZeroMotion", delegate()
{
if (PhysBody.HasPhysicalBody)
{
PhysScene.PE.SetInterpolationAngularVelocity(PhysBody, OMV.Vector3.Zero);
PhysScene.PE.SetAngularVelocity(PhysBody, OMV.Vector3.Zero);
// The next also get rid of applied linear force but the linear velocity is untouched.
PhysScene.PE.ClearForces(PhysBody);
}
});
}
public override void LockAngularMotion(byte axislocks) { return; }
public override OMV.Vector3 Position {
get {
// Don't refetch the position because this function is called a zillion times
// RawPosition = PhysicsScene.PE.GetObjectPosition(Scene.World, LocalID);
return RawPosition;
}
set {
RawPosition = value;
PhysScene.TaintedObject(LocalID, "BSCharacter.setPosition", delegate()
{
DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation);
PositionSanityCheck();
ForcePosition = RawPosition;
});
}
}
public override OMV.Vector3 ForcePosition {
get {
RawPosition = PhysScene.PE.GetPosition(PhysBody);
return RawPosition;
}
set {
RawPosition = value;
if (PhysBody.HasPhysicalBody)
{
PhysScene.PE.SetTranslation(PhysBody, RawPosition, RawOrientation);
}
}
}
// 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 (!PhysScene.TerrainManager.IsWithinKnownTerrain(RawPosition))
{
// The character is out of the known/simulated area.
// Force the avatar position to be within known. ScenePresence will use the position
// plus the velocity to decide if the avatar is moving out of the region.
RawPosition = PhysScene.TerrainManager.ClampPositionIntoKnownTerrain(RawPosition);
DetailLog("{0},BSCharacter.PositionSanityCheck,notWithinKnownTerrain,clampedPos={1}", LocalID, RawPosition);
return true;
}
// If below the ground, move the avatar up
float terrainHeight = PhysScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition);
if (Position.Z < terrainHeight)
{
DetailLog("{0},BSCharacter.PositionSanityCheck,adjustForUnderGround,pos={1},terrain={2}", LocalID, RawPosition, terrainHeight);
RawPosition = new OMV.Vector3(RawPosition.X, RawPosition.Y, terrainHeight + BSParam.AvatarBelowGroundUpCorrectionMeters);
ret = true;
}
if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0)
{
float waterHeight = PhysScene.TerrainManager.GetWaterLevelAtXYZ(RawPosition);
if (Position.Z < waterHeight)
{
RawPosition = new OMV.Vector3(RawPosition.X, RawPosition.Y, 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.
PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.PositionSanityCheck", delegate()
{
DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation);
ForcePosition = RawPosition;
});
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, bool inWorld)
{
OMV.Vector3 localInertia = PhysScene.PE.CalculateLocalInertia(PhysShape.physShapeInfo, physMass);
PhysScene.PE.SetMassProps(PhysBody, physMass, localInertia);
}
public override OMV.Vector3 Force {
get { return RawForce; }
set {
RawForce = value;
// m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force);
PhysScene.TaintedObject(LocalID, "BSCharacter.SetForce", delegate()
{
DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, RawForce);
if (PhysBody.HasPhysicalBody)
PhysScene.PE.SetObjectForce(PhysBody, RawForce);
});
}
}
// 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 bool IsVolumeDetect { get { return false; } }
public override OMV.Vector3 GeometricCenter { get { return OMV.Vector3.Zero; } }
public override OMV.Vector3 CenterOfMass { get { return OMV.Vector3.Zero; } }
// PhysicsActor.TargetVelocity
// Sets the target in the motor. This starts the changing of the avatar's velocity.
public override OMV.Vector3 TargetVelocity
{
get
{
return base.m_targetVelocity;
}
set
{
DetailLog("{0},BSCharacter.setTargetVelocity,call,vel={1}", LocalID, value);
OMV.Vector3 targetVel = value;
if (!_flying)
{
if (_setAlwaysRun)
targetVel *= new OMV.Vector3(BSParam.AvatarAlwaysRunFactor, BSParam.AvatarAlwaysRunFactor, 1f);
else
if (BSParam.AvatarWalkVelocityFactor != 1f)
targetVel *= new OMV.Vector3(BSParam.AvatarWalkVelocityFactor, BSParam.AvatarWalkVelocityFactor, 1f);
}
base.m_targetVelocity = targetVel;
if (m_moveActor != null)
m_moveActor.SetVelocityAndTarget(RawVelocity, base.m_targetVelocity, false /* inTaintTime */);
}
}
// Directly setting velocity means this is what the user really wants now.
public override OMV.Vector3 Velocity {
get { return RawVelocity; }
set {
if (m_moveActor != null)
{
// m_moveActor.SetVelocityAndTarget(OMV.Vector3.Zero, OMV.Vector3.Zero, false /* inTaintTime */);
m_moveActor.SetVelocityAndTarget(RawVelocity, RawVelocity, false /* inTaintTime */);
}
base.Velocity = value;
}
}
// SetMomentum just sets the velocity without a target. We need to stop the movement actor if a character.
public override void SetMomentum(OMV.Vector3 momentum)
{
if (m_moveActor != null)
{
// m_moveActor.SetVelocityAndTarget(OMV.Vector3.Zero, OMV.Vector3.Zero, false /* inTaintTime */);
m_moveActor.SetVelocityAndTarget(RawVelocity, RawVelocity, false /* inTaintTime */);
}
base.SetMomentum(momentum);
}
public override OMV.Vector3 ForceVelocity {
get { return RawVelocity; }
set {
DetailLog("{0},BSCharacter.ForceVelocity.set={1}", LocalID, value);
RawVelocity = Util.ClampV(value, BSParam.MaxLinearVelocity);
PhysScene.PE.SetLinearVelocity(PhysBody, RawVelocity);
PhysScene.PE.Activate(PhysBody, true);
}
}
public override OMV.Vector3 Torque {
get { return RawTorque; }
set { RawTorque = 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 Orientation {
get { return RawOrientation; }
set {
// Orientation is set zillions of times when an avatar is walking. It's like
// the viewer doesn't trust us.
if (RawOrientation != value)
{
RawOrientation = value;
PhysScene.TaintedObject(LocalID, "BSCharacter.setOrientation", delegate()
{
// Bullet assumes we know what we are doing when forcing orientation
// so it lets us go against all the rules and just compensates for them later.
// This forces rotation to be only around the Z axis and doesn't change any of the other axis.
// This keeps us from flipping the capsule over which the veiwer does not understand.
float oRoll, oPitch, oYaw;
RawOrientation.GetEulerAngles(out oRoll, out oPitch, out oYaw);
OMV.Quaternion trimmedOrientation = OMV.Quaternion.CreateFromEulers(0f, 0f, oYaw);
// DetailLog("{0},BSCharacter.setOrientation,taint,val={1},valDir={2},conv={3},convDir={4}",
// LocalID, RawOrientation, OMV.Vector3.UnitX * RawOrientation,
// trimmedOrientation, OMV.Vector3.UnitX * trimmedOrientation);
ForceOrientation = trimmedOrientation;
});
}
}
}
// Go directly to Bullet to get/set the value.
public override OMV.Quaternion ForceOrientation
{
get
{
RawOrientation = PhysScene.PE.GetOrientation(PhysBody);
return RawOrientation;
}
set
{
RawOrientation = value;
if (PhysBody.HasPhysicalBody)
{
// RawPosition = PhysicsScene.PE.GetPosition(BSBody);
PhysScene.PE.SetTranslation(PhysBody, RawPosition, RawOrientation);
}
}
}
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 IsPhysicallyActive {
get { return true; }
}
public override bool Flying {
get { return _flying; }
set {
_flying = value;
// 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 FloatOnWater {
set {
_floatOnWater = value;
PhysScene.TaintedObject(LocalID, "BSCharacter.setFloatOnWater", delegate()
{
if (PhysBody.HasPhysicalBody)
{
if (_floatOnWater)
CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER);
else
CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER);
}
});
}
}
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;
PhysScene.TaintedObject(LocalID, "BSCharacter.setBuoyancy", delegate()
{
DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
ForceBuoyancy = _buoyancy;
});
}
}
public override float ForceBuoyancy {
get { return _buoyancy; }
set {
_buoyancy = value;
DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
// Buoyancy is faked by changing the gravity applied to the object
float grav = BSParam.Gravity * (1f - _buoyancy);
Gravity = new OMV.Vector3(0f, 0f, grav);
if (PhysBody.HasPhysicalBody)
PhysScene.PE.SetGravity(PhysBody, Gravity);
}
}
// Used for MoveTo
public override OMV.Vector3 PIDTarget {
set { _PIDTarget = value; }
}
public override bool PIDActive { get; set; }
public override float PIDTau {
set { _PIDTau = value; }
}
public override void AddForce(OMV.Vector3 force, bool pushforce)
{
// Since this force is being applied in only one step, make this a force per second.
OMV.Vector3 addForce = force;
// The interaction of this force with the simulator rate and collision occurance is tricky.
// ODE multiplies the force by 100
// ubODE multiplies the force by 5.3
// BulletSim, after much in-world testing, thinks it gets a similar effect by multiplying mass*0.315f
// This number could be a feature of friction or timing, but it seems to move avatars the same as ubODE
addForce *= Mass * BSParam.AvatarAddForcePushFactor;
DetailLog("{0},BSCharacter.addForce,call,force={1},addForce={2},push={3},mass={4}", LocalID, force, addForce, pushforce, Mass);
AddForce(false, addForce);
}
public override void AddForce(bool inTaintTime, OMV.Vector3 force) {
if (force.IsFinite())
{
OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude);
// DetailLog("{0},BSCharacter.addForce,call,force={1},push={2},inTaint={3}", LocalID, addForce, pushforce, inTaintTime);
PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.AddForce", delegate()
{
// Bullet adds this central force to the total force for this tick
// DetailLog("{0},BSCharacter.addForce,taint,force={1}", LocalID, addForce);
if (PhysBody.HasPhysicalBody)
{
// Bullet adds this central force to the total force for this tick.
// Deep down in Bullet:
// linearVelocity += totalForce / mass * timeStep;
PhysScene.PE.ApplyCentralForce(PhysBody, addForce);
PhysScene.PE.Activate(PhysBody, true);
}
if (m_moveActor != null)
{
m_moveActor.SuppressStationayCheckUntilLowVelocity();
}
});
}
else
{
m_log.WarnFormat("{0}: Got a NaN force applied to a character. LocalID={1}", LogHeader, LocalID);
return;
}
}
public override void AddAngularForce(bool inTaintTime, OMV.Vector3 force) {
}
// The avatar's physical shape (whether capsule or cube) is unit sized. BulletSim sets
// the scale of that unit shape to create the avatars full size.
private OMV.Vector3 ComputeAvatarScale(OMV.Vector3 size)
{
OMV.Vector3 newScale = size;
if (BSParam.AvatarUseBefore09SizeComputation)
{
// Bullet's capsule total height is the "passed height + radius * 2";
// The base capsule is 1 unit in diameter and 2 units in height (passed radius=0.5, passed height = 1)
// The number we pass in for 'scaling' is the multiplier to get that base
// shape to be the size desired.
// So, when creating the scale for the avatar height, we take the passed height
// (size.Z) and remove the caps.
// An oddity of the Bullet capsule implementation is that it presumes the Y
// dimension is the radius of the capsule. Even though some of the code allows
// for a asymmetrical capsule, other parts of the code presume it is cylindrical.
// Scale is multiplier of radius with one of "0.5"
float heightAdjust = BSParam.AvatarHeightMidFudge;
if (BSParam.AvatarHeightLowFudge != 0f || BSParam.AvatarHeightHighFudge != 0f)
{
const float AVATAR_LOW = 1.1f;
const float AVATAR_MID = 1.775f; // 1.87f
const float AVATAR_HI = 2.45f;
// An avatar is between 1.1 and 2.45 meters. Midpoint is 1.775m.
float midHeightOffset = size.Z - AVATAR_MID;
if (midHeightOffset < 0f)
{
// Small avatar. Add the adjustment based on the distance from midheight
heightAdjust += ((-1f * midHeightOffset) / (AVATAR_MID - AVATAR_LOW)) * BSParam.AvatarHeightLowFudge;
}
else
{
// Large avatar. Add the adjustment based on the distance from midheight
heightAdjust += ((midHeightOffset) / (AVATAR_HI - AVATAR_MID)) * BSParam.AvatarHeightHighFudge;
}
}
if (BSParam.AvatarShape == BSShapeCollection.AvatarShapeCapsule)
{
newScale.X = size.X / 2f;
newScale.Y = size.Y / 2f;
// 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) * 2) + heightAdjust) / 2f;
}
else
{
newScale.Z = size.Z + heightAdjust;
}
// m_log.DebugFormat("{0} ComputeAvatarScale: size={1},adj={2},scale={3}", LogHeader, size, heightAdjust, newScale);
// If smaller than the endcaps, just fake like we're almost that small
if (newScale.Z < 0)
newScale.Z = 0.1f;
DetailLog("{0},BSCharacter.ComputeAvatarScale,size={1},lowF={2},midF={3},hiF={4},adj={5},newScale={6}",
LocalID, size, BSParam.AvatarHeightLowFudge, BSParam.AvatarHeightMidFudge, BSParam.AvatarHeightHighFudge, heightAdjust, newScale);
}
else
{
newScale.Z = size.Z + _footOffset;
DetailLog("{0},BSCharacter.ComputeAvatarScale,using newScale={1}, footOffset={2}", LocalID, newScale, _footOffset);
}
return newScale;
}
// set _avatarVolume and _mass based on capsule size, _density and Scale
private void ComputeAvatarVolumeAndMass()
{
if (BSParam.AvatarShape == BSShapeCollection.AvatarShapeCapsule)
{
_avatarVolume = (float)(
Math.PI
* Size.X / 2f
* Size.Y / 2f // the area of capsule cylinder
* Size.Z // times height of capsule cylinder
+ 1.33333333f
* Math.PI
* Size.X / 2f
* Math.Min(Size.X, Size.Y) / 2
* Size.Y / 2f // plus the volume of the capsule end caps
);
}
else
{
_avatarVolume = Size.X * Size.Y * Size.Z;
}
_mass = Density * BSParam.DensityScaleFactor * _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)
{
// Let anyone (like the actors) modify the updated properties before they are pushed into the object and the simulator.
TriggerPreUpdatePropertyAction(ref entprop);
RawPosition = entprop.Position;
RawOrientation = entprop.Rotation;
// Smooth velocity. OpenSimulator is VERY sensitive to changes in velocity of the avatar
// and will send agent updates to the clients if velocity changes by more than
// 0.001m/s. Bullet introduces a lot of jitter in the velocity which causes many
// extra updates.
//
// XXX: Contrary to the above comment, setting an update threshold here above 0.4 actually introduces jitter to
// avatar movement rather than removes it. The larger the threshold, the bigger the jitter.
// This is most noticeable in level flight and can be seen with
// the "show updates" option in a viewer. With an update threshold, the RawVelocity cycles between a lower
// bound and an upper bound, where the difference between the two is enough to trigger a large delta v update
// and subsequently trigger an update in ScenePresence.SendTerseUpdateToAllClients(). The cause of this cycle (feedback?)
// has not yet been identified.
//
// If there is a threshold below 0.4 or no threshold check at all (as in ODE), then RawVelocity stays constant and extra
// updates are not triggered in ScenePresence.SendTerseUpdateToAllClients().
// if (!entprop.Velocity.ApproxEquals(RawVelocity, 0.1f))
RawVelocity = entprop.Velocity;
_acceleration = entprop.Acceleration;
RawRotationalVelocity = entprop.RotationalVelocity;
// Do some sanity checking for the avatar. Make sure it's above ground and inbounds.
if (PositionSanityCheck(true))
{
DetailLog("{0},BSCharacter.UpdateProperties,updatePosForSanity,pos={1}", LocalID, RawPosition);
entprop.Position = RawPosition;
}
// remember the current and last set values
LastEntityProperties = CurrentEntityProperties;
CurrentEntityProperties = entprop;
// Tell the linkset about value changes
// Linkset.UpdateProperties(UpdatedProperties.EntPropUpdates, this);
// Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop.
// PhysScene.PostUpdate(this);
DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
LocalID, RawPosition, RawOrientation, RawVelocity, _acceleration, RawRotationalVelocity);
}
}
}
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