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authorRobert Adams2013-04-07 08:27:49 -0700
committerRobert Adams2013-04-08 06:27:43 -0700
commitfe16dc09da3f2736fad5a9e792f5f81098b5f9a1 (patch)
tree14df85296a103e7326726ccfb9a017bc9ecb669f /OpenSim
parentOptimize the number of Simian calls to get the initial presence (diff)
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BulletSim: complete movement of physical object action code out of the
physical object and into actors for setForce, setTorque, hover, lock axis and avatar move.
Diffstat (limited to 'OpenSim')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs287
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs176
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs4
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs156
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs137
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs138
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSActors.cs12
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs268
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs226
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs307
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt3
11 files changed, 1078 insertions, 636 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs
new file mode 100755
index 0000000..634a898
--- /dev/null
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs
@@ -0,0 +1,287 @@
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
28using System;
29using System.Collections.Generic;
30using System.Linq;
31using System.Text;
32
33using OpenSim.Region.Physics.Manager;
34
35using OMV = OpenMetaverse;
36
37namespace OpenSim.Region.Physics.BulletSPlugin
38{
39public class BSActorAvatarMove : BSActor
40{
41 BSVMotor m_velocityMotor;
42
43 public BSActorAvatarMove(BSScene physicsScene, BSPhysObject pObj, string actorName)
44 : base(physicsScene, pObj, actorName)
45 {
46 m_velocityMotor = null;
47 m_physicsScene.DetailLog("{0},BSActorAvatarMove,constructor", m_controllingPrim.LocalID);
48 }
49
50 // BSActor.isActive
51 public override bool isActive
52 {
53 get { return Enabled && m_controllingPrim.IsPhysicallyActive; }
54 }
55
56 // Release any connections and resources used by the actor.
57 // BSActor.Dispose()
58 public override void Dispose()
59 {
60 Enabled = false;
61 }
62
63 // Called when physical parameters (properties set in Bullet) need to be re-applied.
64 // Called at taint-time.
65 // BSActor.Refresh()
66 public override void Refresh()
67 {
68 m_physicsScene.DetailLog("{0},BSActorAvatarMove,refresh", m_controllingPrim.LocalID);
69
70 // If not active any more, get rid of me (shouldn't ever happen, but just to be safe)
71 if (m_controllingPrim.RawForce == OMV.Vector3.Zero)
72 {
73 m_physicsScene.DetailLog("{0},BSActorAvatarMove,refresh,notAvatarMove,removing={1}", m_controllingPrim.LocalID, ActorName);
74 m_controllingPrim.PhysicalActors.RemoveAndRelease(ActorName);
75 return;
76 }
77
78 // If the object is physically active, add the hoverer prestep action
79 if (isActive)
80 {
81 ActivateAvatarMove();
82 }
83 else
84 {
85 DeactivateAvatarMove();
86 }
87 }
88
89 // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...).
90 // Register a prestep action to restore physical requirements before the next simulation step.
91 // Called at taint-time.
92 // BSActor.RemoveBodyDependencies()
93 public override void RemoveBodyDependencies()
94 {
95 // Nothing to do for the hoverer since it is all software at pre-step action time.
96 }
97
98 public void SetVelocityAndTarget(OMV.Vector3 vel, OMV.Vector3 targ, bool inTaintTime)
99 {
100 m_physicsScene.TaintedObject(inTaintTime, "BSActorAvatarMove.setVelocityAndTarget", delegate()
101 {
102 m_velocityMotor.Reset();
103 m_velocityMotor.SetTarget(targ);
104 m_velocityMotor.SetCurrent(vel);
105 m_velocityMotor.Enabled = true;
106 });
107 }
108
109 // If a hover motor has not been created, create one and start the hovering.
110 private void ActivateAvatarMove()
111 {
112 if (m_velocityMotor == null)
113 {
114 // Infinite decay and timescale values so motor only changes current to target values.
115 m_velocityMotor = new BSVMotor("BSCharacter.Velocity",
116 0.2f, // time scale
117 BSMotor.Infinite, // decay time scale
118 BSMotor.InfiniteVector, // friction timescale
119 1f // efficiency
120 );
121 // _velocityMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages.
122
123 m_physicsScene.BeforeStep += Mover;
124 }
125 }
126
127 private void DeactivateAvatarMove()
128 {
129 if (m_velocityMotor != null)
130 {
131 m_physicsScene.BeforeStep -= Mover;
132 m_velocityMotor = null;
133 }
134 }
135
136 // Called just before the simulation step. Update the vertical position for hoverness.
137 private void Mover(float timeStep)
138 {
139 // Don't do movement while the object is selected.
140 if (!isActive)
141 return;
142
143 // TODO: Decide if the step parameters should be changed depending on the avatar's
144 // state (flying, colliding, ...). There is code in ODE to do this.
145
146 // COMMENTARY: when the user is making the avatar walk, except for falling, the velocity
147 // specified for the avatar is the one that should be used. For falling, if the avatar
148 // is not flying and is not colliding then it is presumed to be falling and the Z
149 // component is not fooled with (thus allowing gravity to do its thing).
150 // When the avatar is standing, though, the user has specified a velocity of zero and
151 // the avatar should be standing. But if the avatar is pushed by something in the world
152 // (raising elevator platform, moving vehicle, ...) the avatar should be allowed to
153 // move. Thus, the velocity cannot be forced to zero. The problem is that small velocity
154 // errors can creap in and the avatar will slowly float off in some direction.
155 // So, the problem is that, when an avatar is standing, we cannot tell creaping error
156 // from real pushing.
157 // The code below uses whether the collider is static or moving to decide whether to zero motion.
158
159 m_velocityMotor.Step(timeStep);
160 m_controllingPrim.IsStationary = false;
161
162 // If we're not supposed to be moving, make sure things are zero.
163 if (m_velocityMotor.ErrorIsZero() && m_velocityMotor.TargetValue == OMV.Vector3.Zero)
164 {
165 // The avatar shouldn't be moving
166 m_velocityMotor.Zero();
167
168 if (m_controllingPrim.IsColliding)
169 {
170 // If we are colliding with a stationary object, presume we're standing and don't move around
171 if (!m_controllingPrim.ColliderIsMoving)
172 {
173 m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", m_controllingPrim.LocalID);
174 m_controllingPrim.IsStationary = true;
175 m_controllingPrim.ZeroMotion(true /* inTaintTime */);
176 }
177
178 // Standing has more friction on the ground
179 if (m_controllingPrim.Friction != BSParam.AvatarStandingFriction)
180 {
181 m_controllingPrim.Friction = BSParam.AvatarStandingFriction;
182 m_physicsScene.PE.SetFriction(m_controllingPrim.PhysBody, m_controllingPrim.Friction);
183 }
184 }
185 else
186 {
187 if (m_controllingPrim.Flying)
188 {
189 // Flying and not collising and velocity nearly zero.
190 m_controllingPrim.ZeroMotion(true /* inTaintTime */);
191 }
192 }
193
194 m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,taint,stopping,target={1},colliding={2}",
195 m_controllingPrim.LocalID, m_velocityMotor.TargetValue, m_controllingPrim.IsColliding);
196 }
197 else
198 {
199 // Supposed to be moving.
200 OMV.Vector3 stepVelocity = m_velocityMotor.CurrentValue;
201
202 if (m_controllingPrim.Friction != BSParam.AvatarFriction)
203 {
204 // Probably starting up walking. Set friction to moving friction.
205 m_controllingPrim.Friction = BSParam.AvatarFriction;
206 m_physicsScene.PE.SetFriction(m_controllingPrim.PhysBody, m_controllingPrim.Friction);
207 }
208
209 // If falling, we keep the world's downward vector no matter what the other axis specify.
210 // The check for RawVelocity.Z < 0 makes jumping work (temporary upward force).
211 if (!m_controllingPrim.Flying && !m_controllingPrim.IsColliding)
212 {
213 if (m_controllingPrim.RawVelocity.Z < 0)
214 stepVelocity.Z = m_controllingPrim.RawVelocity.Z;
215 // DetailLog("{0},BSCharacter.MoveMotor,taint,overrideStepZWithWorldZ,stepVel={1}", LocalID, stepVelocity);
216 }
217
218 // 'stepVelocity' is now the speed we'd like the avatar to move in. Turn that into an instantanous force.
219 OMV.Vector3 moveForce = (stepVelocity - m_controllingPrim.RawVelocity) * m_controllingPrim.Mass;
220
221 // Should we check for move force being small and forcing velocity to zero?
222
223 // Add special movement force to allow avatars to walk up stepped surfaces.
224 moveForce += WalkUpStairs();
225
226 m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}",
227 m_controllingPrim.LocalID, stepVelocity, m_controllingPrim.RawVelocity, m_controllingPrim.Mass, moveForce);
228 m_physicsScene.PE.ApplyCentralImpulse(m_controllingPrim.PhysBody, moveForce);
229 }
230 }
231
232 // Decide if the character is colliding with a low object and compute a force to pop the
233 // avatar up so it can walk up and over the low objects.
234 private OMV.Vector3 WalkUpStairs()
235 {
236 OMV.Vector3 ret = OMV.Vector3.Zero;
237
238 // This test is done if moving forward, not flying and is colliding with something.
239 // DetailLog("{0},BSCharacter.WalkUpStairs,IsColliding={1},flying={2},targSpeed={3},collisions={4}",
240 // LocalID, IsColliding, Flying, TargetSpeed, CollisionsLastTick.Count);
241 if (m_controllingPrim.IsColliding && !m_controllingPrim.Flying && m_controllingPrim.TargetVelocitySpeed > 0.1f /* && ForwardSpeed < 0.1f */)
242 {
243 // The range near the character's feet where we will consider stairs
244 float nearFeetHeightMin = m_controllingPrim.RawPosition.Z - (m_controllingPrim.Size.Z / 2f) + 0.05f;
245 float nearFeetHeightMax = nearFeetHeightMin + BSParam.AvatarStepHeight;
246
247 // Look for a collision point that is near the character's feet and is oriented the same as the charactor is
248 foreach (KeyValuePair<uint, ContactPoint> kvp in m_controllingPrim.CollisionsLastTick.m_objCollisionList)
249 {
250 // Don't care about collisions with the terrain
251 if (kvp.Key > m_physicsScene.TerrainManager.HighestTerrainID)
252 {
253 OMV.Vector3 touchPosition = kvp.Value.Position;
254 // DetailLog("{0},BSCharacter.WalkUpStairs,min={1},max={2},touch={3}",
255 // LocalID, nearFeetHeightMin, nearFeetHeightMax, touchPosition);
256 if (touchPosition.Z >= nearFeetHeightMin && touchPosition.Z <= nearFeetHeightMax)
257 {
258 // This contact is within the 'near the feet' range.
259 // The normal should be our contact point to the object so it is pointing away
260 // thus the difference between our facing orientation and the normal should be small.
261 OMV.Vector3 directionFacing = OMV.Vector3.UnitX * m_controllingPrim.RawOrientation;
262 OMV.Vector3 touchNormal = OMV.Vector3.Normalize(kvp.Value.SurfaceNormal);
263 float diff = Math.Abs(OMV.Vector3.Distance(directionFacing, touchNormal));
264 if (diff < BSParam.AvatarStepApproachFactor)
265 {
266 // Found the stairs contact point. Push up a little to raise the character.
267 float upForce = (touchPosition.Z - nearFeetHeightMin) * m_controllingPrim.Mass * BSParam.AvatarStepForceFactor;
268 ret = new OMV.Vector3(0f, 0f, upForce);
269
270 // Also move the avatar up for the new height
271 OMV.Vector3 displacement = new OMV.Vector3(0f, 0f, BSParam.AvatarStepHeight / 2f);
272 m_controllingPrim.ForcePosition = m_controllingPrim.RawPosition + displacement;
273 }
274 m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs,touchPos={1},nearFeetMin={2},faceDir={3},norm={4},diff={5},ret={6}",
275 m_controllingPrim.LocalID, touchPosition, nearFeetHeightMin, directionFacing, touchNormal, diff, ret);
276 }
277 }
278 }
279 }
280
281 return ret;
282 }
283
284}
285}
286
287
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs
new file mode 100755
index 0000000..8dd3700
--- /dev/null
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs
@@ -0,0 +1,176 @@
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
28using System;
29using System.Collections.Generic;
30using System.Linq;
31using System.Text;
32
33using OpenSim.Region.Physics.Manager;
34
35using OMV = OpenMetaverse;
36
37namespace OpenSim.Region.Physics.BulletSPlugin
38{
39public class BSActorHover : BSActor
40{
41 private BSFMotor m_hoverMotor;
42
43 public BSActorHover(BSScene physicsScene, BSPhysObject pObj, string actorName)
44 : base(physicsScene, pObj, actorName)
45 {
46 m_hoverMotor = null;
47 m_physicsScene.DetailLog("{0},BSActorHover,constructor", m_controllingPrim.LocalID);
48 }
49
50 // BSActor.isActive
51 public override bool isActive
52 {
53 get { return Enabled && m_controllingPrim.IsPhysicallyActive; }
54 }
55
56 // Release any connections and resources used by the actor.
57 // BSActor.Dispose()
58 public override void Dispose()
59 {
60 Enabled = false;
61 }
62
63 // Called when physical parameters (properties set in Bullet) need to be re-applied.
64 // Called at taint-time.
65 // BSActor.Refresh()
66 public override void Refresh()
67 {
68 m_physicsScene.DetailLog("{0},BSActorHover,refresh", m_controllingPrim.LocalID);
69
70 // If not active any more, get rid of me (shouldn't ever happen, but just to be safe)
71 if (!m_controllingPrim.HoverActive)
72 {
73 m_physicsScene.DetailLog("{0},BSActorHover,refresh,notHovering,removing={1}", m_controllingPrim.LocalID, ActorName);
74 m_controllingPrim.PhysicalActors.RemoveAndRelease(ActorName);
75 return;
76 }
77
78 // If the object is physically active, add the hoverer prestep action
79 if (isActive)
80 {
81 ActivateHover();
82 }
83 else
84 {
85 DeactivateHover();
86 }
87 }
88
89 // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...).
90 // Register a prestep action to restore physical requirements before the next simulation step.
91 // Called at taint-time.
92 // BSActor.RemoveBodyDependencies()
93 public override void RemoveBodyDependencies()
94 {
95 // Nothing to do for the hoverer since it is all software at pre-step action time.
96 }
97
98 // If a hover motor has not been created, create one and start the hovering.
99 private void ActivateHover()
100 {
101 if (m_hoverMotor == null)
102 {
103 // Turning the target on
104 m_hoverMotor = new BSFMotor("BSActorHover",
105 m_controllingPrim.HoverTau, // timeScale
106 BSMotor.Infinite, // decay time scale
107 BSMotor.Infinite, // friction timescale
108 1f // efficiency
109 );
110 m_hoverMotor.SetTarget(ComputeCurrentHoverHeight());
111 m_hoverMotor.SetCurrent(m_controllingPrim.RawPosition.Z);
112 m_hoverMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG so motor will output detail log messages.
113
114 m_physicsScene.BeforeStep += Hoverer;
115 }
116 }
117
118 private void DeactivateHover()
119 {
120 if (m_hoverMotor != null)
121 {
122 m_physicsScene.BeforeStep -= Hoverer;
123 m_hoverMotor = null;
124 }
125 }
126
127 // Called just before the simulation step. Update the vertical position for hoverness.
128 private void Hoverer(float timeStep)
129 {
130 // Don't do hovering while the object is selected.
131 if (!isActive)
132 return;
133
134 m_hoverMotor.SetCurrent(m_controllingPrim.RawPosition.Z);
135 m_hoverMotor.SetTarget(ComputeCurrentHoverHeight());
136 float targetHeight = m_hoverMotor.Step(timeStep);
137
138 // 'targetHeight' is where we'd like the Z of the prim to be at this moment.
139 // Compute the amount of force to push us there.
140 float moveForce = (targetHeight - m_controllingPrim.RawPosition.Z) * m_controllingPrim.RawMass;
141 // Undo anything the object thinks it's doing at the moment
142 moveForce = -m_controllingPrim.RawVelocity.Z * m_controllingPrim.Mass;
143
144 m_physicsScene.PE.ApplyCentralImpulse(m_controllingPrim.PhysBody, new OMV.Vector3(0f, 0f, moveForce));
145 m_physicsScene.DetailLog("{0},BSPrim.Hover,move,targHt={1},moveForce={2},mass={3}",
146 m_controllingPrim.LocalID, targetHeight, moveForce, m_controllingPrim.RawMass);
147 }
148
149 // Based on current position, determine what we should be hovering at now.
150 // Must recompute often. What if we walked offa cliff>
151 private float ComputeCurrentHoverHeight()
152 {
153 float ret = m_controllingPrim.HoverHeight;
154 float groundHeight = m_physicsScene.TerrainManager.GetTerrainHeightAtXYZ(m_controllingPrim.RawPosition);
155
156 switch (m_controllingPrim.HoverType)
157 {
158 case PIDHoverType.Ground:
159 ret = groundHeight + m_controllingPrim.HoverHeight;
160 break;
161 case PIDHoverType.GroundAndWater:
162 float waterHeight = m_physicsScene.TerrainManager.GetWaterLevelAtXYZ(m_controllingPrim.RawPosition);
163 if (groundHeight > waterHeight)
164 {
165 ret = groundHeight + m_controllingPrim.HoverHeight;
166 }
167 else
168 {
169 ret = waterHeight + m_controllingPrim.HoverHeight;
170 }
171 break;
172 }
173 return ret;
174 }
175}
176}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs
index 7219617..c40a499 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs
@@ -40,7 +40,7 @@ public class BSActorLockAxis : BSActor
40 BSConstraint LockAxisConstraint = null; 40 BSConstraint LockAxisConstraint = null;
41 41
42 public BSActorLockAxis(BSScene physicsScene, BSPhysObject pObj, string actorName) 42 public BSActorLockAxis(BSScene physicsScene, BSPhysObject pObj, string actorName)
43 : base(physicsScene, pObj,actorName) 43 : base(physicsScene, pObj, actorName)
44 { 44 {
45 m_physicsScene.DetailLog("{0},BSActorLockAxis,constructor", m_controllingPrim.LocalID); 45 m_physicsScene.DetailLog("{0},BSActorLockAxis,constructor", m_controllingPrim.LocalID);
46 LockAxisConstraint = null; 46 LockAxisConstraint = null;
@@ -99,7 +99,7 @@ public class BSActorLockAxis : BSActor
99 // If a constraint is set up, remove it from the physical scene 99 // If a constraint is set up, remove it from the physical scene
100 RemoveAxisLockConstraint(); 100 RemoveAxisLockConstraint();
101 // Schedule a call before the next simulation step to restore the constraint. 101 // Schedule a call before the next simulation step to restore the constraint.
102 m_physicsScene.PostTaintObject(m_controllingPrim.LockedAxisActorName, m_controllingPrim.LocalID, delegate() 102 m_physicsScene.PostTaintObject("BSActorLockAxis:" + ActorName, m_controllingPrim.LocalID, delegate()
103 { 103 {
104 Refresh(); 104 Refresh();
105 }); 105 });
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs
new file mode 100755
index 0000000..3517ef2
--- /dev/null
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs
@@ -0,0 +1,156 @@
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
28using System;
29using System.Collections.Generic;
30using System.Linq;
31using System.Text;
32
33using OpenSim.Region.Physics.Manager;
34
35using OMV = OpenMetaverse;
36
37namespace OpenSim.Region.Physics.BulletSPlugin
38{
39public class BSActorMoveToTarget : BSActor
40{
41 private BSVMotor m_targetMotor;
42
43 public BSActorMoveToTarget(BSScene physicsScene, BSPhysObject pObj, string actorName)
44 : base(physicsScene, pObj, actorName)
45 {
46 m_targetMotor = null;
47 m_physicsScene.DetailLog("{0},BSActorMoveToTarget,constructor", m_controllingPrim.LocalID);
48 }
49
50 // BSActor.isActive
51 public override bool isActive
52 {
53 get { return Enabled && m_controllingPrim.IsPhysicallyActive; }
54 }
55
56 // Release any connections and resources used by the actor.
57 // BSActor.Dispose()
58 public override void Dispose()
59 {
60 Enabled = false;
61 }
62
63 // Called when physical parameters (properties set in Bullet) need to be re-applied.
64 // Called at taint-time.
65 // BSActor.Refresh()
66 public override void Refresh()
67 {
68 m_physicsScene.DetailLog("{0},BSActorMoveToTarget,refresh", m_controllingPrim.LocalID);
69
70 // If not active any more, get rid of me (shouldn't ever happen, but just to be safe)
71 if (!m_controllingPrim.HoverActive)
72 {
73 m_physicsScene.DetailLog("{0},BSActorMoveToTarget,refresh,notMoveToTarget,removing={1}", m_controllingPrim.LocalID, ActorName);
74 m_controllingPrim.PhysicalActors.RemoveAndRelease(ActorName);
75 return;
76 }
77
78 // If the object is physically active, add the hoverer prestep action
79 if (isActive)
80 {
81 ActivateMoveToTarget();
82 }
83 else
84 {
85 DeactivateMoveToTarget();
86 }
87 }
88
89 // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...).
90 // Register a prestep action to restore physical requirements before the next simulation step.
91 // Called at taint-time.
92 // BSActor.RemoveBodyDependencies()
93 public override void RemoveBodyDependencies()
94 {
95 // Nothing to do for the hoverer since it is all software at pre-step action time.
96 }
97
98 // If a hover motor has not been created, create one and start the hovering.
99 private void ActivateMoveToTarget()
100 {
101 if (m_targetMotor == null)
102 {
103 // We're taking over after this.
104 m_controllingPrim.ZeroMotion(true);
105
106 m_targetMotor = new BSVMotor("BSPrim.PIDTarget",
107 m_controllingPrim.MoveToTargetTau, // timeScale
108 BSMotor.Infinite, // decay time scale
109 BSMotor.InfiniteVector, // friction timescale
110 1f // efficiency
111 );
112 m_targetMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG so motor will output detail log messages.
113 m_targetMotor.SetTarget(m_controllingPrim.MoveToTargetTarget);
114 m_targetMotor.SetCurrent(m_controllingPrim.RawPosition);
115
116 m_physicsScene.BeforeStep += Mover;
117 }
118 }
119
120 private void DeactivateMoveToTarget()
121 {
122 if (m_targetMotor != null)
123 {
124 m_physicsScene.BeforeStep -= Mover;
125 m_targetMotor = null;
126 }
127 }
128
129 // Called just before the simulation step. Update the vertical position for hoverness.
130 private void Mover(float timeStep)
131 {
132 // Don't do hovering while the object is selected.
133 if (!isActive)
134 return;
135
136 OMV.Vector3 origPosition = m_controllingPrim.RawPosition; // DEBUG DEBUG (for printout below)
137
138 // 'movePosition' is where we'd like the prim to be at this moment.
139 OMV.Vector3 movePosition = m_controllingPrim.RawPosition + m_targetMotor.Step(timeStep);
140
141 // If we are very close to our target, turn off the movement motor.
142 if (m_targetMotor.ErrorIsZero())
143 {
144 m_physicsScene.DetailLog("{0},BSPrim.PIDTarget,zeroMovement,movePos={1},pos={2},mass={3}",
145 m_controllingPrim.LocalID, movePosition, m_controllingPrim.RawPosition, m_controllingPrim.Mass);
146 m_controllingPrim.ForcePosition = m_targetMotor.TargetValue;
147 m_targetMotor.Enabled = false;
148 }
149 else
150 {
151 m_controllingPrim.ForcePosition = movePosition;
152 }
153 m_physicsScene.DetailLog("{0},BSPrim.PIDTarget,move,fromPos={1},movePos={2}", m_controllingPrim.LocalID, origPosition, movePosition);
154 }
155}
156}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs
new file mode 100755
index 0000000..d942490
--- /dev/null
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs
@@ -0,0 +1,137 @@
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
28using System;
29using System.Collections.Generic;
30using System.Linq;
31using System.Text;
32
33using OpenSim.Region.Physics.Manager;
34
35using OMV = OpenMetaverse;
36
37namespace OpenSim.Region.Physics.BulletSPlugin
38{
39public class BSActorSetForce : BSActor
40{
41 BSFMotor m_forceMotor;
42
43 public BSActorSetForce(BSScene physicsScene, BSPhysObject pObj, string actorName)
44 : base(physicsScene, pObj, actorName)
45 {
46 m_forceMotor = null;
47 m_physicsScene.DetailLog("{0},BSActorSetForce,constructor", m_controllingPrim.LocalID);
48 }
49
50 // BSActor.isActive
51 public override bool isActive
52 {
53 get { return Enabled && m_controllingPrim.IsPhysicallyActive; }
54 }
55
56 // Release any connections and resources used by the actor.
57 // BSActor.Dispose()
58 public override void Dispose()
59 {
60 Enabled = false;
61 }
62
63 // Called when physical parameters (properties set in Bullet) need to be re-applied.
64 // Called at taint-time.
65 // BSActor.Refresh()
66 public override void Refresh()
67 {
68 m_physicsScene.DetailLog("{0},BSActorSetForce,refresh", m_controllingPrim.LocalID);
69
70 // If not active any more, get rid of me (shouldn't ever happen, but just to be safe)
71 if (m_controllingPrim.RawForce == OMV.Vector3.Zero)
72 {
73 m_physicsScene.DetailLog("{0},BSActorSetForce,refresh,notSetForce,removing={1}", m_controllingPrim.LocalID, ActorName);
74 m_controllingPrim.PhysicalActors.RemoveAndRelease(ActorName);
75 return;
76 }
77
78 // If the object is physically active, add the hoverer prestep action
79 if (isActive)
80 {
81 ActivateSetForce();
82 }
83 else
84 {
85 DeactivateSetForce();
86 }
87 }
88
89 // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...).
90 // Register a prestep action to restore physical requirements before the next simulation step.
91 // Called at taint-time.
92 // BSActor.RemoveBodyDependencies()
93 public override void RemoveBodyDependencies()
94 {
95 // Nothing to do for the hoverer since it is all software at pre-step action time.
96 }
97
98 // If a hover motor has not been created, create one and start the hovering.
99 private void ActivateSetForce()
100 {
101 if (m_forceMotor == null)
102 {
103 // A fake motor that might be used someday
104 m_forceMotor = new BSFMotor("setForce", 1f, 1f, 1f, 1f);
105
106 m_physicsScene.BeforeStep += Mover;
107 }
108 }
109
110 private void DeactivateSetForce()
111 {
112 if (m_forceMotor != null)
113 {
114 m_physicsScene.BeforeStep -= Mover;
115 m_forceMotor = null;
116 }
117 }
118
119 // Called just before the simulation step. Update the vertical position for hoverness.
120 private void Mover(float timeStep)
121 {
122 // Don't do force while the object is selected.
123 if (!isActive)
124 return;
125
126 m_physicsScene.DetailLog("{0},BSActorSetForce,preStep,force={1}", m_controllingPrim.LocalID, m_controllingPrim.RawForce);
127 if (m_controllingPrim.PhysBody.HasPhysicalBody)
128 {
129 m_physicsScene.PE.ApplyCentralForce(m_controllingPrim.PhysBody, m_controllingPrim.RawForce);
130 m_controllingPrim.ActivateIfPhysical(false);
131 }
132
133 // TODO:
134 }
135}
136}
137
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs
new file mode 100755
index 0000000..e0f719f
--- /dev/null
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs
@@ -0,0 +1,138 @@
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
28using System;
29using System.Collections.Generic;
30using System.Linq;
31using System.Text;
32
33using OpenSim.Region.Physics.Manager;
34
35using OMV = OpenMetaverse;
36
37namespace OpenSim.Region.Physics.BulletSPlugin
38{
39public class BSActorSetTorque : BSActor
40{
41 BSFMotor m_torqueMotor;
42
43 public BSActorSetTorque(BSScene physicsScene, BSPhysObject pObj, string actorName)
44 : base(physicsScene, pObj, actorName)
45 {
46 m_torqueMotor = null;
47 m_physicsScene.DetailLog("{0},BSActorSetTorque,constructor", m_controllingPrim.LocalID);
48 }
49
50 // BSActor.isActive
51 public override bool isActive
52 {
53 get { return Enabled && m_controllingPrim.IsPhysicallyActive; }
54 }
55
56 // Release any connections and resources used by the actor.
57 // BSActor.Dispose()
58 public override void Dispose()
59 {
60 Enabled = false;
61 }
62
63 // Called when physical parameters (properties set in Bullet) need to be re-applied.
64 // Called at taint-time.
65 // BSActor.Refresh()
66 public override void Refresh()
67 {
68 m_physicsScene.DetailLog("{0},BSActorSetTorque,refresh", m_controllingPrim.LocalID);
69
70 // If not active any more, get rid of me (shouldn't ever happen, but just to be safe)
71 if (m_controllingPrim.RawTorque == OMV.Vector3.Zero)
72 {
73 m_physicsScene.DetailLog("{0},BSActorSetTorque,refresh,notSetTorque,removing={1}", m_controllingPrim.LocalID, ActorName);
74 m_controllingPrim.PhysicalActors.RemoveAndRelease(ActorName);
75 return;
76 }
77
78 // If the object is physically active, add the hoverer prestep action
79 if (isActive)
80 {
81 ActivateSetTorque();
82 }
83 else
84 {
85 DeactivateSetTorque();
86 }
87 }
88
89 // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...).
90 // Register a prestep action to restore physical requirements before the next simulation step.
91 // Called at taint-time.
92 // BSActor.RemoveBodyDependencies()
93 public override void RemoveBodyDependencies()
94 {
95 // Nothing to do for the hoverer since it is all software at pre-step action time.
96 }
97
98 // If a hover motor has not been created, create one and start the hovering.
99 private void ActivateSetTorque()
100 {
101 if (m_torqueMotor == null)
102 {
103 // A fake motor that might be used someday
104 m_torqueMotor = new BSFMotor("setTorque", 1f, 1f, 1f, 1f);
105
106 m_physicsScene.BeforeStep += Mover;
107 }
108 }
109
110 private void DeactivateSetTorque()
111 {
112 if (m_torqueMotor != null)
113 {
114 m_physicsScene.BeforeStep -= Mover;
115 m_torqueMotor = null;
116 }
117 }
118
119 // Called just before the simulation step. Update the vertical position for hoverness.
120 private void Mover(float timeStep)
121 {
122 // Don't do force while the object is selected.
123 if (!isActive)
124 return;
125
126 m_physicsScene.DetailLog("{0},BSActorSetTorque,preStep,force={1}", m_controllingPrim.LocalID, m_controllingPrim.RawTorque);
127 if (m_controllingPrim.PhysBody.HasPhysicalBody)
128 {
129 m_controllingPrim.AddAngularForce(m_controllingPrim.RawTorque, false, true);
130 m_controllingPrim.ActivateIfPhysical(false);
131 }
132
133 // TODO:
134 }
135}
136}
137
138
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs
index 5a19ba4..fb4d452 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs
@@ -32,12 +32,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin
32{ 32{
33public class BSActorCollection 33public class BSActorCollection
34{ 34{
35 private BSScene PhysicsScene { get; set; } 35 private BSScene m_physicsScene { get; set; }
36 private Dictionary<string, BSActor> m_actors; 36 private Dictionary<string, BSActor> m_actors;
37 37
38 public BSActorCollection(BSScene physicsScene) 38 public BSActorCollection(BSScene physicsScene)
39 { 39 {
40 PhysicsScene = physicsScene; 40 m_physicsScene = physicsScene;
41 m_actors = new Dictionary<string, BSActor>(); 41 m_actors = new Dictionary<string, BSActor>();
42 } 42 }
43 public void Add(string name, BSActor actor) 43 public void Add(string name, BSActor actor)
@@ -61,6 +61,10 @@ public class BSActorCollection
61 Release(); 61 Release();
62 m_actors.Clear(); 62 m_actors.Clear();
63 } 63 }
64 public void Dispose()
65 {
66 Clear();
67 }
64 public bool HasActor(string name) 68 public bool HasActor(string name)
65 { 69 {
66 return m_actors.ContainsKey(name); 70 return m_actors.ContainsKey(name);
@@ -71,6 +75,10 @@ public class BSActorCollection
71 act(kvp.Value); 75 act(kvp.Value);
72 } 76 }
73 77
78 public void Enable(bool enabl)
79 {
80 ForEachActor(a => a.Enable(enabl));
81 }
74 public void Release() 82 public void Release()
75 { 83 {
76 ForEachActor(a => a.Dispose()); 84 ForEachActor(a => a.Dispose());
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index 25be416..09c9b16 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -46,9 +46,6 @@ public sealed class BSCharacter : BSPhysObject
46 private OMV.Vector3 _position; 46 private OMV.Vector3 _position;
47 private float _mass; 47 private float _mass;
48 private float _avatarVolume; 48 private float _avatarVolume;
49 private OMV.Vector3 _force;
50 private OMV.Vector3 _velocity;
51 private OMV.Vector3 _torque;
52 private float _collisionScore; 49 private float _collisionScore;
53 private OMV.Vector3 _acceleration; 50 private OMV.Vector3 _acceleration;
54 private OMV.Quaternion _orientation; 51 private OMV.Quaternion _orientation;
@@ -61,17 +58,13 @@ public sealed class BSCharacter : BSPhysObject
61 private OMV.Vector3 _rotationalVelocity; 58 private OMV.Vector3 _rotationalVelocity;
62 private bool _kinematic; 59 private bool _kinematic;
63 private float _buoyancy; 60 private float _buoyancy;
64 private bool _isStationaryStanding; // true is standing on a stationary object
65 61
66 private BSVMotor _velocityMotor; 62 private BSActorAvatarMove m_moveActor;
63 private const string AvatarMoveActorName = "BSCharacter.AvatarMove";
67 64
68 private OMV.Vector3 _PIDTarget; 65 private OMV.Vector3 _PIDTarget;
69 private bool _usePID; 66 private bool _usePID;
70 private float _PIDTau; 67 private float _PIDTau;
71 private bool _useHoverPID;
72 private float _PIDHoverHeight;
73 private PIDHoverType _PIDHoverType;
74 private float _PIDHoverTao;
75 68
76 public BSCharacter(uint localID, String avName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, bool isFlying) 69 public BSCharacter(uint localID, String avName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, bool isFlying)
77 : base(parent_scene, localID, avName, "BSCharacter") 70 : base(parent_scene, localID, avName, "BSCharacter")
@@ -81,11 +74,10 @@ public sealed class BSCharacter : BSPhysObject
81 74
82 _flying = isFlying; 75 _flying = isFlying;
83 _orientation = OMV.Quaternion.Identity; 76 _orientation = OMV.Quaternion.Identity;
84 _velocity = OMV.Vector3.Zero; 77 RawVelocity = OMV.Vector3.Zero;
85 _buoyancy = ComputeBuoyancyFromFlying(isFlying); 78 _buoyancy = ComputeBuoyancyFromFlying(isFlying);
86 Friction = BSParam.AvatarStandingFriction; 79 Friction = BSParam.AvatarStandingFriction;
87 Density = BSParam.AvatarDensity / BSParam.DensityScaleFactor; 80 Density = BSParam.AvatarDensity / BSParam.DensityScaleFactor;
88 _isStationaryStanding = false;
89 81
90 // Old versions of ScenePresence passed only the height. If width and/or depth are zero, 82 // Old versions of ScenePresence passed only the height. If width and/or depth are zero,
91 // replace with the default values. 83 // replace with the default values.
@@ -99,7 +91,12 @@ public sealed class BSCharacter : BSPhysObject
99 // set _avatarVolume and _mass based on capsule size, _density and Scale 91 // set _avatarVolume and _mass based on capsule size, _density and Scale
100 ComputeAvatarVolumeAndMass(); 92 ComputeAvatarVolumeAndMass();
101 93
102 SetupMovementMotor(); 94 // The avatar's movement is controlled by this motor that speeds up and slows down
95 // the avatar seeking to reach the motor's target speed.
96 // This motor runs as a prestep action for the avatar so it will keep the avatar
97 // standing as well as moving. Destruction of the avatar will destroy the pre-step action.
98 m_moveActor = new BSActorAvatarMove(PhysicsScene, this, AvatarMoveActorName);
99 PhysicalActors.Add(AvatarMoveActorName, m_moveActor);
103 100
104 DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}", 101 DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}",
105 LocalID, _size, Scale, Density, _avatarVolume, RawMass); 102 LocalID, _size, Scale, Density, _avatarVolume, RawMass);
@@ -139,10 +136,10 @@ public sealed class BSCharacter : BSPhysObject
139 ForcePosition = _position; 136 ForcePosition = _position;
140 137
141 // Set the velocity 138 // Set the velocity
142 _velocityMotor.Reset(); 139 if (m_moveActor != null)
143 _velocityMotor.SetTarget(_velocity); 140 m_moveActor.SetVelocityAndTarget(RawVelocity, RawVelocity, false);
144 _velocityMotor.SetCurrent(_velocity); 141
145 ForceVelocity = _velocity; 142 ForceVelocity = RawVelocity;
146 143
147 // This will enable or disable the flying buoyancy of the avatar. 144 // This will enable or disable the flying buoyancy of the avatar.
148 // Needs to be reset especially when an avatar is recreated after crossing a region boundry. 145 // Needs to be reset especially when an avatar is recreated after crossing a region boundry.
@@ -176,162 +173,6 @@ public sealed class BSCharacter : BSPhysObject
176 PhysBody.ApplyCollisionMask(PhysicsScene); 173 PhysBody.ApplyCollisionMask(PhysicsScene);
177 } 174 }
178 175
179 // The avatar's movement is controlled by this motor that speeds up and slows down
180 // the avatar seeking to reach the motor's target speed.
181 // This motor runs as a prestep action for the avatar so it will keep the avatar
182 // standing as well as moving. Destruction of the avatar will destroy the pre-step action.
183 private void SetupMovementMotor()
184 {
185 // Infinite decay and timescale values so motor only changes current to target values.
186 _velocityMotor = new BSVMotor("BSCharacter.Velocity",
187 0.2f, // time scale
188 BSMotor.Infinite, // decay time scale
189 BSMotor.InfiniteVector, // friction timescale
190 1f // efficiency
191 );
192 // _velocityMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages.
193
194 RegisterPreStepAction("BSCharactor.Movement", LocalID, delegate(float timeStep)
195 {
196 // TODO: Decide if the step parameters should be changed depending on the avatar's
197 // state (flying, colliding, ...). There is code in ODE to do this.
198
199 // COMMENTARY: when the user is making the avatar walk, except for falling, the velocity
200 // specified for the avatar is the one that should be used. For falling, if the avatar
201 // is not flying and is not colliding then it is presumed to be falling and the Z
202 // component is not fooled with (thus allowing gravity to do its thing).
203 // When the avatar is standing, though, the user has specified a velocity of zero and
204 // the avatar should be standing. But if the avatar is pushed by something in the world
205 // (raising elevator platform, moving vehicle, ...) the avatar should be allowed to
206 // move. Thus, the velocity cannot be forced to zero. The problem is that small velocity
207 // errors can creap in and the avatar will slowly float off in some direction.
208 // So, the problem is that, when an avatar is standing, we cannot tell creaping error
209 // from real pushing.
210 // The code below uses whether the collider is static or moving to decide whether to zero motion.
211
212 _velocityMotor.Step(timeStep);
213 _isStationaryStanding = false;
214
215 // If we're not supposed to be moving, make sure things are zero.
216 if (_velocityMotor.ErrorIsZero() && _velocityMotor.TargetValue == OMV.Vector3.Zero)
217 {
218 // The avatar shouldn't be moving
219 _velocityMotor.Zero();
220
221 if (IsColliding)
222 {
223 // If we are colliding with a stationary object, presume we're standing and don't move around
224 if (!ColliderIsMoving)
225 {
226 DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", LocalID);
227 _isStationaryStanding = true;
228 ZeroMotion(true /* inTaintTime */);
229 }
230
231 // Standing has more friction on the ground
232 if (Friction != BSParam.AvatarStandingFriction)
233 {
234 Friction = BSParam.AvatarStandingFriction;
235 PhysicsScene.PE.SetFriction(PhysBody, Friction);
236 }
237 }
238 else
239 {
240 if (Flying)
241 {
242 // Flying and not collising and velocity nearly zero.
243 ZeroMotion(true /* inTaintTime */);
244 }
245 }
246
247 DetailLog("{0},BSCharacter.MoveMotor,taint,stopping,target={1},colliding={2}", LocalID, _velocityMotor.TargetValue, IsColliding);
248 }
249 else
250 {
251 // Supposed to be moving.
252 OMV.Vector3 stepVelocity = _velocityMotor.CurrentValue;
253
254 if (Friction != BSParam.AvatarFriction)
255 {
256 // Probably starting up walking. Set friction to moving friction.
257 Friction = BSParam.AvatarFriction;
258 PhysicsScene.PE.SetFriction(PhysBody, Friction);
259 }
260
261 // If falling, we keep the world's downward vector no matter what the other axis specify.
262 // The check for _velocity.Z < 0 makes jumping work (temporary upward force).
263 if (!Flying && !IsColliding)
264 {
265 if (_velocity.Z < 0)
266 stepVelocity.Z = _velocity.Z;
267 // DetailLog("{0},BSCharacter.MoveMotor,taint,overrideStepZWithWorldZ,stepVel={1}", LocalID, stepVelocity);
268 }
269
270 // 'stepVelocity' is now the speed we'd like the avatar to move in. Turn that into an instantanous force.
271 OMV.Vector3 moveForce = (stepVelocity - _velocity) * Mass;
272
273 // Should we check for move force being small and forcing velocity to zero?
274
275 // Add special movement force to allow avatars to walk up stepped surfaces.
276 moveForce += WalkUpStairs();
277
278 DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", LocalID, stepVelocity, _velocity, Mass, moveForce);
279 PhysicsScene.PE.ApplyCentralImpulse(PhysBody, moveForce);
280 }
281 });
282 }
283
284 // Decide if the character is colliding with a low object and compute a force to pop the
285 // avatar up so it can walk up and over the low objects.
286 private OMV.Vector3 WalkUpStairs()
287 {
288 OMV.Vector3 ret = OMV.Vector3.Zero;
289
290 // This test is done if moving forward, not flying and is colliding with something.
291 // DetailLog("{0},BSCharacter.WalkUpStairs,IsColliding={1},flying={2},targSpeed={3},collisions={4}",
292 // LocalID, IsColliding, Flying, TargetSpeed, CollisionsLastTick.Count);
293 if (IsColliding && !Flying && TargetVelocitySpeed > 0.1f /* && ForwardSpeed < 0.1f */)
294 {
295 // The range near the character's feet where we will consider stairs
296 float nearFeetHeightMin = RawPosition.Z - (Size.Z / 2f) + 0.05f;
297 float nearFeetHeightMax = nearFeetHeightMin + BSParam.AvatarStepHeight;
298
299 // Look for a collision point that is near the character's feet and is oriented the same as the charactor is
300 foreach (KeyValuePair<uint, ContactPoint> kvp in CollisionsLastTick.m_objCollisionList)
301 {
302 // Don't care about collisions with the terrain
303 if (kvp.Key > PhysicsScene.TerrainManager.HighestTerrainID)
304 {
305 OMV.Vector3 touchPosition = kvp.Value.Position;
306 // DetailLog("{0},BSCharacter.WalkUpStairs,min={1},max={2},touch={3}",
307 // LocalID, nearFeetHeightMin, nearFeetHeightMax, touchPosition);
308 if (touchPosition.Z >= nearFeetHeightMin && touchPosition.Z <= nearFeetHeightMax)
309 {
310 // This contact is within the 'near the feet' range.
311 // The normal should be our contact point to the object so it is pointing away
312 // thus the difference between our facing orientation and the normal should be small.
313 OMV.Vector3 directionFacing = OMV.Vector3.UnitX * RawOrientation;
314 OMV.Vector3 touchNormal = OMV.Vector3.Normalize(kvp.Value.SurfaceNormal);
315 float diff = Math.Abs(OMV.Vector3.Distance(directionFacing, touchNormal));
316 if (diff < BSParam.AvatarStepApproachFactor)
317 {
318 // Found the stairs contact point. Push up a little to raise the character.
319 float upForce = (touchPosition.Z - nearFeetHeightMin) * Mass * BSParam.AvatarStepForceFactor;
320 ret = new OMV.Vector3(0f, 0f, upForce);
321
322 // Also move the avatar up for the new height
323 OMV.Vector3 displacement = new OMV.Vector3(0f, 0f, BSParam.AvatarStepHeight / 2f);
324 ForcePosition = RawPosition + displacement;
325 }
326 DetailLog("{0},BSCharacter.WalkUpStairs,touchPos={1},nearFeetMin={2},faceDir={3},norm={4},diff={5},ret={6}",
327 LocalID, touchPosition, nearFeetHeightMin, directionFacing, touchNormal, diff, ret);
328 }
329 }
330 }
331 }
332
333 return ret;
334 }
335 176
336 public override void RequestPhysicsterseUpdate() 177 public override void RequestPhysicsterseUpdate()
337 { 178 {
@@ -403,7 +244,7 @@ public sealed class BSCharacter : BSPhysObject
403 // Called at taint time! 244 // Called at taint time!
404 public override void ZeroMotion(bool inTaintTime) 245 public override void ZeroMotion(bool inTaintTime)
405 { 246 {
406 _velocity = OMV.Vector3.Zero; 247 RawVelocity = OMV.Vector3.Zero;
407 _acceleration = OMV.Vector3.Zero; 248 _acceleration = OMV.Vector3.Zero;
408 _rotationalVelocity = OMV.Vector3.Zero; 249 _rotationalVelocity = OMV.Vector3.Zero;
409 250
@@ -542,15 +383,15 @@ public sealed class BSCharacter : BSPhysObject
542 } 383 }
543 384
544 public override OMV.Vector3 Force { 385 public override OMV.Vector3 Force {
545 get { return _force; } 386 get { return RawForce; }
546 set { 387 set {
547 _force = value; 388 RawForce = value;
548 // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); 389 // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force);
549 PhysicsScene.TaintedObject("BSCharacter.SetForce", delegate() 390 PhysicsScene.TaintedObject("BSCharacter.SetForce", delegate()
550 { 391 {
551 DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force); 392 DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, RawForce);
552 if (PhysBody.HasPhysicalBody) 393 if (PhysBody.HasPhysicalBody)
553 PhysicsScene.PE.SetObjectForce(PhysBody, _force); 394 PhysicsScene.PE.SetObjectForce(PhysBody, RawForce);
554 }); 395 });
555 } 396 }
556 } 397 }
@@ -573,7 +414,7 @@ public sealed class BSCharacter : BSPhysObject
573 { 414 {
574 get 415 get
575 { 416 {
576 return m_targetVelocity; 417 return base.m_targetVelocity;
577 } 418 }
578 set 419 set
579 { 420 {
@@ -583,51 +424,39 @@ public sealed class BSCharacter : BSPhysObject
583 if (_setAlwaysRun) 424 if (_setAlwaysRun)
584 targetVel *= new OMV.Vector3(BSParam.AvatarAlwaysRunFactor, BSParam.AvatarAlwaysRunFactor, 0f); 425 targetVel *= new OMV.Vector3(BSParam.AvatarAlwaysRunFactor, BSParam.AvatarAlwaysRunFactor, 0f);
585 426
586 PhysicsScene.TaintedObject("BSCharacter.setTargetVelocity", delegate() 427 if (m_moveActor != null)
587 { 428 m_moveActor.SetVelocityAndTarget(RawVelocity, targetVel, false /* inTaintTime */);
588 _velocityMotor.Reset();
589 _velocityMotor.SetTarget(targetVel);
590 _velocityMotor.SetCurrent(_velocity);
591 _velocityMotor.Enabled = true;
592 });
593 } 429 }
594 } 430 }
595 public override OMV.Vector3 RawVelocity
596 {
597 get { return _velocity; }
598 set { _velocity = value; }
599 }
600 // Directly setting velocity means this is what the user really wants now. 431 // Directly setting velocity means this is what the user really wants now.
601 public override OMV.Vector3 Velocity { 432 public override OMV.Vector3 Velocity {
602 get { return _velocity; } 433 get { return RawVelocity; }
603 set { 434 set {
604 _velocity = value; 435 RawVelocity = value;
605 // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity); 436 // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, RawVelocity);
606 PhysicsScene.TaintedObject("BSCharacter.setVelocity", delegate() 437 PhysicsScene.TaintedObject("BSCharacter.setVelocity", delegate()
607 { 438 {
608 _velocityMotor.Reset(); 439 if (m_moveActor != null)
609 _velocityMotor.SetCurrent(_velocity); 440 m_moveActor.SetVelocityAndTarget(RawVelocity, RawVelocity, true /* inTaintTime */);
610 _velocityMotor.SetTarget(_velocity);
611 _velocityMotor.Enabled = false;
612 441
613 DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity); 442 DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, RawVelocity);
614 ForceVelocity = _velocity; 443 ForceVelocity = RawVelocity;
615 }); 444 });
616 } 445 }
617 } 446 }
618 public override OMV.Vector3 ForceVelocity { 447 public override OMV.Vector3 ForceVelocity {
619 get { return _velocity; } 448 get { return RawVelocity; }
620 set { 449 set {
621 PhysicsScene.AssertInTaintTime("BSCharacter.ForceVelocity"); 450 PhysicsScene.AssertInTaintTime("BSCharacter.ForceVelocity");
622 451
623 _velocity = value; 452 RawVelocity = value;
624 PhysicsScene.PE.SetLinearVelocity(PhysBody, _velocity); 453 PhysicsScene.PE.SetLinearVelocity(PhysBody, RawVelocity);
625 PhysicsScene.PE.Activate(PhysBody, true); 454 PhysicsScene.PE.Activate(PhysBody, true);
626 } 455 }
627 } 456 }
628 public override OMV.Vector3 Torque { 457 public override OMV.Vector3 Torque {
629 get { return _torque; } 458 get { return RawTorque; }
630 set { _torque = value; 459 set { RawTorque = value;
631 } 460 }
632 } 461 }
633 public override float CollisionScore { 462 public override float CollisionScore {
@@ -783,27 +612,6 @@ public sealed class BSCharacter : BSPhysObject
783 set { _PIDTau = value; } 612 set { _PIDTau = value; }
784 } 613 }
785 614
786 // Used for llSetHoverHeight and maybe vehicle height
787 // Hover Height will override MoveTo target's Z
788 public override bool PIDHoverActive {
789 set { _useHoverPID = value; }
790 }
791 public override float PIDHoverHeight {
792 set { _PIDHoverHeight = value; }
793 }
794 public override PIDHoverType PIDHoverType {
795 set { _PIDHoverType = value; }
796 }
797 public override float PIDHoverTau {
798 set { _PIDHoverTao = value; }
799 }
800
801 // For RotLookAt
802 public override OMV.Quaternion APIDTarget { set { return; } }
803 public override bool APIDActive { set { return; } }
804 public override float APIDStrength { set { return; } }
805 public override float APIDDamping { set { return; } }
806
807 public override void AddForce(OMV.Vector3 force, bool pushforce) 615 public override void AddForce(OMV.Vector3 force, bool pushforce)
808 { 616 {
809 // Since this force is being applied in only one step, make this a force per second. 617 // Since this force is being applied in only one step, make this a force per second.
@@ -833,7 +641,7 @@ public sealed class BSCharacter : BSPhysObject
833 } 641 }
834 } 642 }
835 643
836 public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { 644 public override void AddAngularForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) {
837 } 645 }
838 public override void SetMomentum(OMV.Vector3 momentum) { 646 public override void SetMomentum(OMV.Vector3 momentum) {
839 } 647 }
@@ -887,7 +695,7 @@ public sealed class BSCharacter : BSPhysObject
887 public override void UpdateProperties(EntityProperties entprop) 695 public override void UpdateProperties(EntityProperties entprop)
888 { 696 {
889 // Don't change position if standing on a stationary object. 697 // Don't change position if standing on a stationary object.
890 if (!_isStationaryStanding) 698 if (!IsStationary)
891 _position = entprop.Position; 699 _position = entprop.Position;
892 700
893 _orientation = entprop.Rotation; 701 _orientation = entprop.Rotation;
@@ -896,8 +704,8 @@ public sealed class BSCharacter : BSPhysObject
896 // and will send agent updates to the clients if velocity changes by more than 704 // and will send agent updates to the clients if velocity changes by more than
897 // 0.001m/s. Bullet introduces a lot of jitter in the velocity which causes many 705 // 0.001m/s. Bullet introduces a lot of jitter in the velocity which causes many
898 // extra updates. 706 // extra updates.
899 if (!entprop.Velocity.ApproxEquals(_velocity, 0.1f)) 707 if (!entprop.Velocity.ApproxEquals(RawVelocity, 0.1f))
900 _velocity = entprop.Velocity; 708 RawVelocity = entprop.Velocity;
901 709
902 _acceleration = entprop.Acceleration; 710 _acceleration = entprop.Acceleration;
903 _rotationalVelocity = entprop.RotationalVelocity; 711 _rotationalVelocity = entprop.RotationalVelocity;
@@ -920,7 +728,7 @@ public sealed class BSCharacter : BSPhysObject
920 // base.RequestPhysicsterseUpdate(); 728 // base.RequestPhysicsterseUpdate();
921 729
922 DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", 730 DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
923 LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); 731 LocalID, _position, _orientation, RawVelocity, _acceleration, _rotationalVelocity);
924 } 732 }
925} 733}
926} 734}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index 98ea833..644bc7e 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -43,7 +43,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
43 * VariableName: used by the simulator and performs taint operations, etc 43 * VariableName: used by the simulator and performs taint operations, etc
44 * RawVariableName: direct reference to the BulletSim storage for the variable value 44 * RawVariableName: direct reference to the BulletSim storage for the variable value
45 * ForceVariableName: direct reference (store and fetch) to the value in the physics engine. 45 * ForceVariableName: direct reference (store and fetch) to the value in the physics engine.
46 * The last two (and certainly the last one) should be referenced only in taint-time. 46 * The last one should only be referenced in taint-time.
47 */ 47 */
48 48
49/* 49/*
@@ -84,6 +84,7 @@ public abstract class BSPhysObject : PhysicsActor
84 // Initialize variables kept in base. 84 // Initialize variables kept in base.
85 GravModifier = 1.0f; 85 GravModifier = 1.0f;
86 Gravity = new OMV.Vector3(0f, 0f, BSParam.Gravity); 86 Gravity = new OMV.Vector3(0f, 0f, BSParam.Gravity);
87 HoverActive = false;
87 88
88 // We don't have any physical representation yet. 89 // We don't have any physical representation yet.
89 PhysBody = new BulletBody(localID); 90 PhysBody = new BulletBody(localID);
@@ -110,11 +111,10 @@ public abstract class BSPhysObject : PhysicsActor
110 // Tell the object to clean up. 111 // Tell the object to clean up.
111 public virtual void Destroy() 112 public virtual void Destroy()
112 { 113 {
113 UnRegisterAllPreStepActions(); 114 PhysicalActors.Enable(false);
114 UnRegisterAllPostStepActions();
115 PhysicsScene.TaintedObject("BSPhysObject.Destroy", delegate() 115 PhysicsScene.TaintedObject("BSPhysObject.Destroy", delegate()
116 { 116 {
117 PhysicalActors.Release(); 117 PhysicalActors.Dispose();
118 }); 118 });
119 } 119 }
120 120
@@ -203,15 +203,48 @@ public abstract class BSPhysObject : PhysicsActor
203 public abstract OMV.Quaternion RawOrientation { get; set; } 203 public abstract OMV.Quaternion RawOrientation { get; set; }
204 public abstract OMV.Quaternion ForceOrientation { get; set; } 204 public abstract OMV.Quaternion ForceOrientation { get; set; }
205 205
206 public abstract OMV.Vector3 RawVelocity { get; set; } 206 public OMV.Vector3 RawVelocity { get; set; }
207 public abstract OMV.Vector3 ForceVelocity { get; set; } 207 public abstract OMV.Vector3 ForceVelocity { get; set; }
208 208
209 public OMV.Vector3 RawForce { get; set; }
210 public OMV.Vector3 RawTorque { get; set; }
211 public override void AddAngularForce(OMV.Vector3 force, bool pushforce)
212 {
213 AddAngularForce(force, pushforce, false);
214 }
215 public abstract void AddAngularForce(OMV.Vector3 force, bool pushforce, bool inTaintTime);
216
209 public abstract OMV.Vector3 ForceRotationalVelocity { get; set; } 217 public abstract OMV.Vector3 ForceRotationalVelocity { get; set; }
210 218
211 public abstract float ForceBuoyancy { get; set; } 219 public abstract float ForceBuoyancy { get; set; }
212 220
213 public virtual bool ForceBodyShapeRebuild(bool inTaintTime) { return false; } 221 public virtual bool ForceBodyShapeRebuild(bool inTaintTime) { return false; }
214 222
223 public override bool PIDActive { set { MoveToTargetActive = value; } }
224 public override OMV.Vector3 PIDTarget { set { MoveToTargetTarget = value; } }
225 public override float PIDTau { set { MoveToTargetTau = value; } }
226
227 public bool MoveToTargetActive { get; set; }
228 public OMV.Vector3 MoveToTargetTarget { get; set; }
229 public float MoveToTargetTau { get; set; }
230
231 // Used for llSetHoverHeight and maybe vehicle height. Hover Height will override MoveTo target's Z
232 public override bool PIDHoverActive { set { HoverActive = value; } }
233 public override float PIDHoverHeight { set { HoverHeight = value; } }
234 public override PIDHoverType PIDHoverType { set { HoverType = value; } }
235 public override float PIDHoverTau { set { HoverTau = value; } }
236
237 public bool HoverActive { get; set; }
238 public float HoverHeight { get; set; }
239 public PIDHoverType HoverType { get; set; }
240 public float HoverTau { get; set; }
241
242 // For RotLookAt
243 public override OMV.Quaternion APIDTarget { set { return; } }
244 public override bool APIDActive { set { return; } }
245 public override float APIDStrength { set { return; } }
246 public override float APIDDamping { set { return; } }
247
215 // The current velocity forward 248 // The current velocity forward
216 public virtual float ForwardSpeed 249 public virtual float ForwardSpeed
217 { 250 {
@@ -237,7 +270,44 @@ public abstract class BSPhysObject : PhysicsActor
237 270
238 public OMV.Vector3 LockedAxis { get; set; } // zero means locked. one means free. 271 public OMV.Vector3 LockedAxis { get; set; } // zero means locked. one means free.
239 public readonly OMV.Vector3 LockedAxisFree = new OMV.Vector3(1f, 1f, 1f); // All axis are free 272 public readonly OMV.Vector3 LockedAxisFree = new OMV.Vector3(1f, 1f, 1f); // All axis are free
240 public readonly String LockedAxisActorName = "BSPrim.LockedAxis"; 273
274 // Enable physical actions. Bullet will keep sleeping non-moving physical objects so
275 // they need waking up when parameters are changed.
276 // Called in taint-time!!
277 public void ActivateIfPhysical(bool forceIt)
278 {
279 if (IsPhysical && PhysBody.HasPhysicalBody)
280 PhysicsScene.PE.Activate(PhysBody, forceIt);
281 }
282
283 // 'actors' act on the physical object to change or constrain its motion. These can range from
284 // hovering to complex vehicle motion.
285 public delegate BSActor CreateActor();
286 public void CreateRemoveActor(bool createRemove, string actorName, bool inTaintTime, CreateActor creator)
287 {
288 if (createRemove)
289 {
290 PhysicsScene.TaintedObject(inTaintTime, "BSPrim.CreateRemoveActor:" + actorName, delegate()
291 {
292 if (!PhysicalActors.HasActor(actorName))
293 {
294 DetailLog("{0},BSPrim.CreateRemoveActor,taint,registerActor,a={1}", LocalID, actorName);
295 PhysicalActors.Add(actorName, creator());
296 }
297 });
298 }
299 else
300 {
301 PhysicsScene.TaintedObject(inTaintTime, "BSPrim.CreateRemoveActor:" + actorName, delegate()
302 {
303 if (PhysicalActors.HasActor(actorName))
304 {
305 DetailLog("{0},BSPrim.CreateRemoveActor,taint,unregisterActor,a={1}", LocalID, actorName);
306 PhysicalActors.RemoveAndRelease(actorName);
307 }
308 });
309 }
310 }
241 311
242 #region Collisions 312 #region Collisions
243 313
@@ -255,7 +325,9 @@ public abstract class BSPhysObject : PhysicsActor
255 protected CollisionFlags CurrentCollisionFlags { get; set; } 325 protected CollisionFlags CurrentCollisionFlags { get; set; }
256 // On a collision, check the collider and remember if the last collider was moving 326 // On a collision, check the collider and remember if the last collider was moving
257 // Used to modify the standing of avatars (avatars on stationary things stand still) 327 // Used to modify the standing of avatars (avatars on stationary things stand still)
258 protected bool ColliderIsMoving; 328 public bool ColliderIsMoving;
329 // Used by BSCharacter to manage standing (and not slipping)
330 public bool IsStationary;
259 331
260 // Count of collisions for this object 332 // Count of collisions for this object
261 protected long CollisionAccumulation { get; set; } 333 protected long CollisionAccumulation { get; set; }
@@ -293,7 +365,7 @@ public abstract class BSPhysObject : PhysicsActor
293 protected CollisionEventUpdate CollisionCollection; 365 protected CollisionEventUpdate CollisionCollection;
294 // Remember collisions from last tick for fancy collision based actions 366 // Remember collisions from last tick for fancy collision based actions
295 // (like a BSCharacter walking up stairs). 367 // (like a BSCharacter walking up stairs).
296 protected CollisionEventUpdate CollisionsLastTick; 368 public CollisionEventUpdate CollisionsLastTick;
297 369
298 // The simulation step is telling this object about a collision. 370 // The simulation step is telling this object about a collision.
299 // Return 'true' if a collision was processed and should be sent up. 371 // Return 'true' if a collision was processed and should be sent up.
@@ -424,104 +496,6 @@ public abstract class BSPhysObject : PhysicsActor
424 496
425 public BSActorCollection PhysicalActors; 497 public BSActorCollection PhysicalActors;
426 498
427 // There are some actions that must be performed for a physical object before each simulation step.
428 // These actions are optional so, rather than scanning all the physical objects and asking them
429 // if they have anything to do, a physical object registers for an event call before the step is performed.
430 // This bookkeeping makes it easy to add, remove and clean up after all these registrations.
431 private Dictionary<string, BSScene.PreStepAction> RegisteredPrestepActions = new Dictionary<string, BSScene.PreStepAction>();
432 private Dictionary<string, BSScene.PostStepAction> RegisteredPoststepActions = new Dictionary<string, BSScene.PostStepAction>();
433 protected void RegisterPreStepAction(string op, uint id, BSScene.PreStepAction actn)
434 {
435 string identifier = op + "-" + id.ToString();
436
437 lock (RegisteredPrestepActions)
438 {
439 // Clean out any existing action
440 UnRegisterPreStepAction(op, id);
441 RegisteredPrestepActions[identifier] = actn;
442 PhysicsScene.BeforeStep += actn;
443 }
444 DetailLog("{0},BSPhysObject.RegisterPreStepAction,id={1}", LocalID, identifier);
445 }
446
447 // Unregister a pre step action. Safe to call if the action has not been registered.
448 // Returns 'true' if an action was actually removed
449 protected bool UnRegisterPreStepAction(string op, uint id)
450 {
451 string identifier = op + "-" + id.ToString();
452 bool removed = false;
453 lock (RegisteredPrestepActions)
454 {
455 if (RegisteredPrestepActions.ContainsKey(identifier))
456 {
457 PhysicsScene.BeforeStep -= RegisteredPrestepActions[identifier];
458 RegisteredPrestepActions.Remove(identifier);
459 removed = true;
460 }
461 }
462 DetailLog("{0},BSPhysObject.UnRegisterPreStepAction,id={1},removed={2}", LocalID, identifier, removed);
463 return removed;
464 }
465
466 protected void UnRegisterAllPreStepActions()
467 {
468 lock (RegisteredPrestepActions)
469 {
470 foreach (KeyValuePair<string, BSScene.PreStepAction> kvp in RegisteredPrestepActions)
471 {
472 PhysicsScene.BeforeStep -= kvp.Value;
473 }
474 RegisteredPrestepActions.Clear();
475 }
476 DetailLog("{0},BSPhysObject.UnRegisterAllPreStepActions,", LocalID);
477 }
478
479 protected void RegisterPostStepAction(string op, uint id, BSScene.PostStepAction actn)
480 {
481 string identifier = op + "-" + id.ToString();
482
483 lock (RegisteredPoststepActions)
484 {
485 // Clean out any existing action
486 UnRegisterPostStepAction(op, id);
487 RegisteredPoststepActions[identifier] = actn;
488 PhysicsScene.AfterStep += actn;
489 }
490 DetailLog("{0},BSPhysObject.RegisterPostStepAction,id={1}", LocalID, identifier);
491 }
492
493 // Unregister a pre step action. Safe to call if the action has not been registered.
494 // Returns 'true' if an action was actually removed.
495 protected bool UnRegisterPostStepAction(string op, uint id)
496 {
497 string identifier = op + "-" + id.ToString();
498 bool removed = false;
499 lock (RegisteredPoststepActions)
500 {
501 if (RegisteredPoststepActions.ContainsKey(identifier))
502 {
503 PhysicsScene.AfterStep -= RegisteredPoststepActions[identifier];
504 RegisteredPoststepActions.Remove(identifier);
505 removed = true;
506 }
507 }
508 DetailLog("{0},BSPhysObject.UnRegisterPostStepAction,id={1},removed={2}", LocalID, identifier, removed);
509 return removed;
510 }
511
512 protected void UnRegisterAllPostStepActions()
513 {
514 lock (RegisteredPoststepActions)
515 {
516 foreach (KeyValuePair<string, BSScene.PostStepAction> kvp in RegisteredPoststepActions)
517 {
518 PhysicsScene.AfterStep -= kvp.Value;
519 }
520 RegisteredPoststepActions.Clear();
521 }
522 DetailLog("{0},BSPhysObject.UnRegisterAllPostStepActions,", LocalID);
523 }
524
525 // When an update to the physical properties happens, this event is fired to let 499 // When an update to the physical properties happens, this event is fired to let
526 // different actors to modify the update before it is passed around 500 // different actors to modify the update before it is passed around
527 public delegate void PreUpdatePropertyAction(ref EntityProperties entprop); 501 public delegate void PreUpdatePropertyAction(ref EntityProperties entprop);
@@ -533,46 +507,6 @@ public abstract class BSPhysObject : PhysicsActor
533 actions(ref entprop); 507 actions(ref entprop);
534 } 508 }
535 509
536 private Dictionary<string, PreUpdatePropertyAction> RegisteredPreUpdatePropertyActions = new Dictionary<string, PreUpdatePropertyAction>();
537 public void RegisterPreUpdatePropertyAction(string identifier, PreUpdatePropertyAction actn)
538 {
539 lock (RegisteredPreUpdatePropertyActions)
540 {
541 // Clean out any existing action
542 UnRegisterPreUpdatePropertyAction(identifier);
543 RegisteredPreUpdatePropertyActions[identifier] = actn;
544 OnPreUpdateProperty += actn;
545 }
546 DetailLog("{0},BSPhysObject.RegisterPreUpdatePropertyAction,id={1}", LocalID, identifier);
547 }
548 public bool UnRegisterPreUpdatePropertyAction(string identifier)
549 {
550 bool removed = false;
551 lock (RegisteredPreUpdatePropertyActions)
552 {
553 if (RegisteredPreUpdatePropertyActions.ContainsKey(identifier))
554 {
555 OnPreUpdateProperty -= RegisteredPreUpdatePropertyActions[identifier];
556 RegisteredPreUpdatePropertyActions.Remove(identifier);
557 removed = true;
558 }
559 }
560 DetailLog("{0},BSPhysObject.UnRegisterPreUpdatePropertyAction,id={1},removed={2}", LocalID, identifier, removed);
561 return removed;
562 }
563 public void UnRegisterAllPreUpdatePropertyActions()
564 {
565 lock (RegisteredPreUpdatePropertyActions)
566 {
567 foreach (KeyValuePair<string, PreUpdatePropertyAction> kvp in RegisteredPreUpdatePropertyActions)
568 {
569 OnPreUpdateProperty -= kvp.Value;
570 }
571 RegisteredPreUpdatePropertyActions.Clear();
572 }
573 DetailLog("{0},BSPhysObject.UnRegisterAllPreUpdatePropertyAction,", LocalID);
574 }
575
576 #endregion // Per Simulation Step actions 510 #endregion // Per Simulation Step actions
577 511
578 // High performance detailed logging routine used by the physical objects. 512 // High performance detailed logging routine used by the physical objects.
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index e56276a..71fea59 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -55,9 +55,6 @@ public class BSPrim : BSPhysObject
55 private OMV.Vector3 _position; 55 private OMV.Vector3 _position;
56 56
57 private float _mass; // the mass of this object 57 private float _mass; // the mass of this object
58 private OMV.Vector3 _force;
59 private OMV.Vector3 _velocity;
60 private OMV.Vector3 _torque;
61 private OMV.Vector3 _acceleration; 58 private OMV.Vector3 _acceleration;
62 private OMV.Quaternion _orientation; 59 private OMV.Quaternion _orientation;
63 private int _physicsActorType; 60 private int _physicsActorType;
@@ -73,16 +70,13 @@ public class BSPrim : BSPhysObject
73 private int CrossingFailures { get; set; } 70 private int CrossingFailures { get; set; }
74 71
75 public BSDynamics VehicleActor; 72 public BSDynamics VehicleActor;
76 public string VehicleActorName = "BasicVehicle"; 73 public const string VehicleActorName = "BasicVehicle";
77 74
78 private BSVMotor _targetMotor; 75 public const string HoverActorName = "HoverActor";
79 private OMV.Vector3 _PIDTarget; 76 public const String LockedAxisActorName = "BSPrim.LockedAxis";
80 private float _PIDTau; 77 public const string MoveToTargetActorName = "MoveToTargetActor";
81 78 public const string SetForceActorName = "SetForceActor";
82 private BSFMotor _hoverMotor; 79 public const string SetTorqueActorName = "SetTorqueActor";
83 private float _PIDHoverHeight;
84 private PIDHoverType _PIDHoverType;
85 private float _PIDHoverTau;
86 80
87 public BSPrim(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, 81 public BSPrim(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size,
88 OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) 82 OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical)
@@ -95,7 +89,7 @@ public class BSPrim : BSPhysObject
95 Scale = size; // prims are the size the user wants them to be (different for BSCharactes). 89 Scale = size; // prims are the size the user wants them to be (different for BSCharactes).
96 _orientation = rotation; 90 _orientation = rotation;
97 _buoyancy = 0f; 91 _buoyancy = 0f;
98 _velocity = OMV.Vector3.Zero; 92 RawVelocity = OMV.Vector3.Zero;
99 _rotationalVelocity = OMV.Vector3.Zero; 93 _rotationalVelocity = OMV.Vector3.Zero;
100 BaseShape = pbs; 94 BaseShape = pbs;
101 _isPhysical = pisPhysical; 95 _isPhysical = pisPhysical;
@@ -233,7 +227,7 @@ public class BSPrim : BSPhysObject
233 // Called at taint time! 227 // Called at taint time!
234 public override void ZeroMotion(bool inTaintTime) 228 public override void ZeroMotion(bool inTaintTime)
235 { 229 {
236 _velocity = OMV.Vector3.Zero; 230 RawVelocity = OMV.Vector3.Zero;
237 _acceleration = OMV.Vector3.Zero; 231 _acceleration = OMV.Vector3.Zero;
238 _rotationalVelocity = OMV.Vector3.Zero; 232 _rotationalVelocity = OMV.Vector3.Zero;
239 233
@@ -270,19 +264,17 @@ public class BSPrim : BSPhysObject
270 if (axis.Z != 1) locking.Z = 0f; 264 if (axis.Z != 1) locking.Z = 0f;
271 LockedAxis = locking; 265 LockedAxis = locking;
272 266
273 if (LockedAxis != LockedAxisFree) 267 CreateRemoveActor(LockedAxis != LockedAxisFree /* creatActor */, LockedAxisActorName, false /* inTaintTime */, delegate()
274 { 268 {
275 PhysicsScene.TaintedObject("BSPrim.LockAngularMotion", delegate() 269 return new BSActorLockAxis(PhysicsScene, this, LockedAxisActorName);
276 { 270 });
277 // If there is not already an axis locker, make one 271
278 if (!PhysicalActors.HasActor(LockedAxisActorName)) 272 // Update parameters so the new actor's Refresh() action is called at the right time.
279 { 273 PhysicsScene.TaintedObject("BSPrim.LockAngularMotion", delegate()
280 DetailLog("{0},BSPrim.LockAngularMotion,taint,registeringLockAxisActor", LocalID); 274 {
281 PhysicalActors.Add(LockedAxisActorName, new BSActorLockAxis(PhysicsScene, this, LockedAxisActorName)); 275 UpdatePhysicalParameters();
282 } 276 });
283 UpdatePhysicalParameters(); 277
284 });
285 }
286 return; 278 return;
287 } 279 }
288 280
@@ -407,9 +399,9 @@ public class BSPrim : BSPhysObject
407 ZeroMotion(inTaintTime); 399 ZeroMotion(inTaintTime);
408 ret = true; 400 ret = true;
409 } 401 }
410 if (_velocity.LengthSquared() > BSParam.MaxLinearVelocity) 402 if (RawVelocity.LengthSquared() > BSParam.MaxLinearVelocity)
411 { 403 {
412 _velocity = Util.ClampV(_velocity, BSParam.MaxLinearVelocity); 404 RawVelocity = Util.ClampV(RawVelocity, BSParam.MaxLinearVelocity);
413 ret = true; 405 ret = true;
414 } 406 }
415 if (_rotationalVelocity.LengthSquared() > BSParam.MaxAngularVelocitySquared) 407 if (_rotationalVelocity.LengthSquared() > BSParam.MaxAngularVelocitySquared)
@@ -506,35 +498,13 @@ public class BSPrim : BSPhysObject
506 } 498 }
507 499
508 public override OMV.Vector3 Force { 500 public override OMV.Vector3 Force {
509 get { return _force; } 501 get { return RawForce; }
510 set { 502 set {
511 _force = value; 503 RawForce = value;
512 if (_force != OMV.Vector3.Zero) 504 CreateRemoveActor(RawForce == OMV.Vector3.Zero, SetForceActorName, false /* inTaintTime */, delegate()
513 {
514 // If the force is non-zero, it must be reapplied each tick because
515 // Bullet clears the forces applied last frame.
516 RegisterPreStepAction("BSPrim.setForce", LocalID,
517 delegate(float timeStep)
518 {
519 if (!IsPhysicallyActive || _force == OMV.Vector3.Zero)
520 {
521 UnRegisterPreStepAction("BSPrim.setForce", LocalID);
522 return;
523 }
524
525 DetailLog("{0},BSPrim.setForce,preStep,force={1}", LocalID, _force);
526 if (PhysBody.HasPhysicalBody)
527 {
528 PhysicsScene.PE.ApplyCentralForce(PhysBody, _force);
529 ActivateIfPhysical(false);
530 }
531 }
532 );
533 }
534 else
535 { 505 {
536 UnRegisterPreStepAction("BSPrim.setForce", LocalID); 506 return new BSActorSetForce(PhysicsScene, this, SetForceActorName);
537 } 507 });
538 } 508 }
539 } 509 }
540 510
@@ -670,62 +640,39 @@ public class BSPrim : BSPhysObject
670 } 640 }
671 } 641 }
672 } 642 }
673 public override OMV.Vector3 RawVelocity
674 {
675 get { return _velocity; }
676 set { _velocity = value; }
677 }
678 public override OMV.Vector3 Velocity { 643 public override OMV.Vector3 Velocity {
679 get { return _velocity; } 644 get { return RawVelocity; }
680 set { 645 set {
681 _velocity = value; 646 RawVelocity = value;
682 PhysicsScene.TaintedObject("BSPrim.setVelocity", delegate() 647 PhysicsScene.TaintedObject("BSPrim.setVelocity", delegate()
683 { 648 {
684 // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); 649 // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, RawVelocity);
685 ForceVelocity = _velocity; 650 ForceVelocity = RawVelocity;
686 }); 651 });
687 } 652 }
688 } 653 }
689 public override OMV.Vector3 ForceVelocity { 654 public override OMV.Vector3 ForceVelocity {
690 get { return _velocity; } 655 get { return RawVelocity; }
691 set { 656 set {
692 PhysicsScene.AssertInTaintTime("BSPrim.ForceVelocity"); 657 PhysicsScene.AssertInTaintTime("BSPrim.ForceVelocity");
693 658
694 _velocity = Util.ClampV(value, BSParam.MaxLinearVelocity); 659 RawVelocity = Util.ClampV(value, BSParam.MaxLinearVelocity);
695 if (PhysBody.HasPhysicalBody) 660 if (PhysBody.HasPhysicalBody)
696 { 661 {
697 DetailLog("{0},BSPrim.ForceVelocity,taint,vel={1}", LocalID, _velocity); 662 DetailLog("{0},BSPrim.ForceVelocity,taint,vel={1}", LocalID, RawVelocity);
698 PhysicsScene.PE.SetLinearVelocity(PhysBody, _velocity); 663 PhysicsScene.PE.SetLinearVelocity(PhysBody, RawVelocity);
699 ActivateIfPhysical(false); 664 ActivateIfPhysical(false);
700 } 665 }
701 } 666 }
702 } 667 }
703 public override OMV.Vector3 Torque { 668 public override OMV.Vector3 Torque {
704 get { return _torque; } 669 get { return RawTorque; }
705 set { 670 set {
706 _torque = value; 671 RawTorque = value;
707 if (_torque != OMV.Vector3.Zero) 672 CreateRemoveActor(RawTorque == OMV.Vector3.Zero, SetTorqueActorName, false /* inTaintTime */, delegate()
708 { 673 {
709 // If the torque is non-zero, it must be reapplied each tick because 674 return new BSActorSetTorque(PhysicsScene, this, SetTorqueActorName);
710 // Bullet clears the forces applied last frame. 675 });
711 RegisterPreStepAction("BSPrim.setTorque", LocalID,
712 delegate(float timeStep)
713 {
714 if (!IsPhysicallyActive || _torque == OMV.Vector3.Zero)
715 {
716 UnRegisterPreStepAction("BSPrim.setTorque", LocalID);
717 return;
718 }
719
720 if (PhysBody.HasPhysicalBody)
721 AddAngularForce(_torque, false, true);
722 }
723 );
724 }
725 else
726 {
727 UnRegisterPreStepAction("BSPrim.setTorque", LocalID);
728 }
729 // DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque); 676 // DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque);
730 } 677 }
731 } 678 }
@@ -909,7 +856,7 @@ public class BSPrim : BSPhysObject
909 856
910 // For good measure, make sure the transform is set through to the motion state 857 // For good measure, make sure the transform is set through to the motion state
911 ForcePosition = _position; 858 ForcePosition = _position;
912 ForceVelocity = _velocity; 859 ForceVelocity = RawVelocity;
913 ForceRotationalVelocity = _rotationalVelocity; 860 ForceRotationalVelocity = _rotationalVelocity;
914 861
915 // A dynamic object has mass 862 // A dynamic object has mass
@@ -966,15 +913,6 @@ public class BSPrim : BSPhysObject
966 } 913 }
967 } 914 }
968 915
969 // Enable physical actions. Bullet will keep sleeping non-moving physical objects so
970 // they need waking up when parameters are changed.
971 // Called in taint-time!!
972 private void ActivateIfPhysical(bool forceIt)
973 {
974 if (IsPhysical && PhysBody.HasPhysicalBody)
975 PhysicsScene.PE.Activate(PhysBody, forceIt);
976 }
977
978 // Turn on or off the flag controlling whether collision events are returned to the simulator. 916 // Turn on or off the flag controlling whether collision events are returned to the simulator.
979 private void EnableCollisions(bool wantsCollisionEvents) 917 private void EnableCollisions(bool wantsCollisionEvents)
980 { 918 {
@@ -1096,78 +1034,13 @@ public class BSPrim : BSPhysObject
1096 } 1034 }
1097 } 1035 }
1098 1036
1099 // Used for MoveTo
1100 public override OMV.Vector3 PIDTarget {
1101 set
1102 {
1103 // TODO: add a sanity check -- don't move more than a region or something like that.
1104 _PIDTarget = value;
1105 }
1106 }
1107 public override float PIDTau {
1108 set { _PIDTau = value; }
1109 }
1110 public override bool PIDActive { 1037 public override bool PIDActive {
1111 set { 1038 set {
1112 if (value) 1039 base.MoveToTargetActive = value;
1113 { 1040 CreateRemoveActor(MoveToTargetActive, MoveToTargetActorName, false /* inTaintTime */, delegate()
1114 // We're taking over after this.
1115 ZeroMotion(true);
1116
1117 _targetMotor = new BSVMotor("BSPrim.PIDTarget",
1118 _PIDTau, // timeScale
1119 BSMotor.Infinite, // decay time scale
1120 BSMotor.InfiniteVector, // friction timescale
1121 1f // efficiency
1122 );
1123 _targetMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages.
1124 _targetMotor.SetTarget(_PIDTarget);
1125 _targetMotor.SetCurrent(RawPosition);
1126 /*
1127 _targetMotor = new BSPIDVMotor("BSPrim.PIDTarget");
1128 _targetMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages.
1129
1130 _targetMotor.SetTarget(_PIDTarget);
1131 _targetMotor.SetCurrent(RawPosition);
1132 _targetMotor.TimeScale = _PIDTau;
1133 _targetMotor.Efficiency = 1f;
1134 */
1135
1136 RegisterPreStepAction("BSPrim.PIDTarget", LocalID, delegate(float timeStep)
1137 {
1138 if (!IsPhysicallyActive)
1139 {
1140 UnRegisterPreStepAction("BSPrim.PIDTarget", LocalID);
1141 return;
1142 }
1143
1144 OMV.Vector3 origPosition = RawPosition; // DEBUG DEBUG (for printout below)
1145
1146 // 'movePosition' is where we'd like the prim to be at this moment.
1147 OMV.Vector3 movePosition = RawPosition + _targetMotor.Step(timeStep);
1148
1149 // If we are very close to our target, turn off the movement motor.
1150 if (_targetMotor.ErrorIsZero())
1151 {
1152 DetailLog("{0},BSPrim.PIDTarget,zeroMovement,movePos={1},pos={2},mass={3}",
1153 LocalID, movePosition, RawPosition, Mass);
1154 ForcePosition = _targetMotor.TargetValue;
1155 _targetMotor.Enabled = false;
1156 }
1157 else
1158 {
1159 _position = movePosition;
1160 PositionSanityCheck(true /* intaintTime */);
1161 ForcePosition = _position;
1162 }
1163 DetailLog("{0},BSPrim.PIDTarget,move,fromPos={1},movePos={2}", LocalID, origPosition, movePosition);
1164 });
1165 }
1166 else
1167 { 1041 {
1168 // Stop any targetting 1042 return new BSActorMoveToTarget(PhysicsScene, this, MoveToTargetActorName);
1169 UnRegisterPreStepAction("BSPrim.PIDTarget", LocalID); 1043 });
1170 }
1171 } 1044 }
1172 } 1045 }
1173 1046
@@ -1175,88 +1048,14 @@ public class BSPrim : BSPhysObject
1175 // Hover Height will override MoveTo target's Z 1048 // Hover Height will override MoveTo target's Z
1176 public override bool PIDHoverActive { 1049 public override bool PIDHoverActive {
1177 set { 1050 set {
1178 if (value) 1051 base.HoverActive = value;
1179 { 1052 CreateRemoveActor(HoverActive /* creatActor */, HoverActorName, false /* inTaintTime */, delegate()
1180 // Turning the target on
1181 _hoverMotor = new BSFMotor("BSPrim.Hover",
1182 _PIDHoverTau, // timeScale
1183 BSMotor.Infinite, // decay time scale
1184 BSMotor.Infinite, // friction timescale
1185 1f // efficiency
1186 );
1187 _hoverMotor.SetTarget(ComputeCurrentPIDHoverHeight());
1188 _hoverMotor.SetCurrent(RawPosition.Z);
1189 _hoverMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages.
1190
1191 RegisterPreStepAction("BSPrim.Hover", LocalID, delegate(float timeStep)
1192 {
1193 // Don't do hovering while the object is selected.
1194 if (!IsPhysicallyActive)
1195 return;
1196
1197 _hoverMotor.SetCurrent(RawPosition.Z);
1198 _hoverMotor.SetTarget(ComputeCurrentPIDHoverHeight());
1199 float targetHeight = _hoverMotor.Step(timeStep);
1200
1201 // 'targetHeight' is where we'd like the Z of the prim to be at this moment.
1202 // Compute the amount of force to push us there.
1203 float moveForce = (targetHeight - RawPosition.Z) * Mass;
1204 // Undo anything the object thinks it's doing at the moment
1205 moveForce = -RawVelocity.Z * Mass;
1206
1207 PhysicsScene.PE.ApplyCentralImpulse(PhysBody, new OMV.Vector3(0f, 0f, moveForce));
1208 DetailLog("{0},BSPrim.Hover,move,targHt={1},moveForce={2},mass={3}", LocalID, targetHeight, moveForce, Mass);
1209 });
1210 }
1211 else
1212 { 1053 {
1213 UnRegisterPreStepAction("BSPrim.Hover", LocalID); 1054 return new BSActorHover(PhysicsScene, this, HoverActorName);
1214 } 1055 });
1215 }
1216 }
1217 public override float PIDHoverHeight {
1218 set { _PIDHoverHeight = value; }
1219 }
1220 public override PIDHoverType PIDHoverType {
1221 set { _PIDHoverType = value; }
1222 }
1223 public override float PIDHoverTau {
1224 set { _PIDHoverTau = value; }
1225 }
1226 // Based on current position, determine what we should be hovering at now.
1227 // Must recompute often. What if we walked offa cliff>
1228 private float ComputeCurrentPIDHoverHeight()
1229 {
1230 float ret = _PIDHoverHeight;
1231 float groundHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition);
1232
1233 switch (_PIDHoverType)
1234 {
1235 case PIDHoverType.Ground:
1236 ret = groundHeight + _PIDHoverHeight;
1237 break;
1238 case PIDHoverType.GroundAndWater:
1239 float waterHeight = PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(RawPosition);
1240 if (groundHeight > waterHeight)
1241 {
1242 ret = groundHeight + _PIDHoverHeight;
1243 }
1244 else
1245 {
1246 ret = waterHeight + _PIDHoverHeight;
1247 }
1248 break;
1249 } 1056 }
1250 return ret;
1251 } 1057 }
1252 1058
1253
1254 // For RotLookAt
1255 public override OMV.Quaternion APIDTarget { set { return; } }
1256 public override bool APIDActive { set { return; } }
1257 public override float APIDStrength { set { return; } }
1258 public override float APIDDamping { set { return; } }
1259
1260 public override void AddForce(OMV.Vector3 force, bool pushforce) { 1059 public override void AddForce(OMV.Vector3 force, bool pushforce) {
1261 // Per documentation, max force is limited. 1060 // Per documentation, max force is limited.
1262 OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude); 1061 OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude);
@@ -1324,10 +1123,8 @@ public class BSPrim : BSPhysObject
1324 } 1123 }
1325 } 1124 }
1326 1125
1327 public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { 1126 // BSPhysObject.AddAngularForce()
1328 AddAngularForce(force, pushforce, false); 1127 public override void AddAngularForce(OMV.Vector3 force, bool pushforce, bool inTaintTime)
1329 }
1330 public void AddAngularForce(OMV.Vector3 force, bool pushforce, bool inTaintTime)
1331 { 1128 {
1332 if (force.IsFinite()) 1129 if (force.IsFinite())
1333 { 1130 {
@@ -1694,8 +1491,8 @@ public class BSPrim : BSPhysObject
1694 _orientation = entprop.Rotation; 1491 _orientation = entprop.Rotation;
1695 // DEBUG DEBUG DEBUG -- smooth velocity changes a bit. The simulator seems to be 1492 // DEBUG DEBUG DEBUG -- smooth velocity changes a bit. The simulator seems to be
1696 // very sensitive to velocity changes. 1493 // very sensitive to velocity changes.
1697 if (entprop.Velocity == OMV.Vector3.Zero || !entprop.Velocity.ApproxEquals(_velocity, BSParam.UpdateVelocityChangeThreshold)) 1494 if (entprop.Velocity == OMV.Vector3.Zero || !entprop.Velocity.ApproxEquals(RawVelocity, BSParam.UpdateVelocityChangeThreshold))
1698 _velocity = entprop.Velocity; 1495 RawVelocity = entprop.Velocity;
1699 _acceleration = entprop.Acceleration; 1496 _acceleration = entprop.Acceleration;
1700 _rotationalVelocity = entprop.RotationalVelocity; 1497 _rotationalVelocity = entprop.RotationalVelocity;
1701 1498
@@ -1705,7 +1502,7 @@ public class BSPrim : BSPhysObject
1705 if (PositionSanityCheck(true /* inTaintTime */ )) 1502 if (PositionSanityCheck(true /* inTaintTime */ ))
1706 { 1503 {
1707 entprop.Position = _position; 1504 entprop.Position = _position;
1708 entprop.Velocity = _velocity; 1505 entprop.Velocity = RawVelocity;
1709 entprop.RotationalVelocity = _rotationalVelocity; 1506 entprop.RotationalVelocity = _rotationalVelocity;
1710 entprop.Acceleration = _acceleration; 1507 entprop.Acceleration = _acceleration;
1711 } 1508 }
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
index 8a15abe..a0131c7 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
@@ -6,7 +6,6 @@ Enable vehicle border crossings (at least as poorly as ODE)
6 Terrain skirts 6 Terrain skirts
7 Avatar created in previous region and not new region when crossing border 7 Avatar created in previous region and not new region when crossing border
8 Vehicle recreated in new sim at small Z value (offset from root value?) (DONE) 8 Vehicle recreated in new sim at small Z value (offset from root value?) (DONE)
9Lock axis
10Deleting a linkset while standing on the root will leave the physical shape of the root behind. 9Deleting a linkset while standing on the root will leave the physical shape of the root behind.
11 Not sure if it is because standing on it. Done with large prim linksets. 10 Not sure if it is because standing on it. Done with large prim linksets.
12Linkset child rotations. 11Linkset child rotations.
@@ -344,3 +343,5 @@ Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE.
344 Verify that angular motion specified around Z moves in the vehicle coordinates. 343 Verify that angular motion specified around Z moves in the vehicle coordinates.
345 DONE 20130120: BulletSim properly applies force in vehicle relative coordinates. 344 DONE 20130120: BulletSim properly applies force in vehicle relative coordinates.
346Nebadon vehicles turning funny in arena (DONE) 345Nebadon vehicles turning funny in arena (DONE)
346Lock axis (DONE 20130401)
347