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path: root/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs67
1 files changed, 57 insertions, 10 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index b88ec3c..2a52e01 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -218,6 +218,18 @@ public class BSCharacter : BSPhysObject
218 }); 218 });
219 } 219 }
220 } 220 }
221 public override OMV.Vector3 ForcePosition {
222 get {
223 _position = BulletSimAPI.GetPosition2(BSBody.ptr);
224 return _position;
225 }
226 set {
227 _position = value;
228 PositionSanityCheck();
229 BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation);
230 }
231 }
232
221 233
222 // Check that the current position is sane and, if not, modify the position to make it so. 234 // Check that the current position is sane and, if not, modify the position to make it so.
223 // Check for being below terrain and being out of bounds. 235 // Check for being below terrain and being out of bounds.
@@ -234,6 +246,15 @@ public class BSCharacter : BSPhysObject
234 _position.Z = terrainHeight + 2.0f; 246 _position.Z = terrainHeight + 2.0f;
235 ret = true; 247 ret = true;
236 } 248 }
249 if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0)
250 {
251 float waterHeight = PhysicsScene.GetWaterLevelAtXYZ(_position);
252 if (Position.Z < waterHeight)
253 {
254 _position.Z = waterHeight;
255 ret = true;
256 }
257 }
237 258
238 // TODO: check for out of bounds 259 // TODO: check for out of bounds
239 return ret; 260 return ret;
@@ -242,18 +263,22 @@ public class BSCharacter : BSPhysObject
242 // A version of the sanity check that also makes sure a new position value is 263 // A version of the sanity check that also makes sure a new position value is
243 // pushed back to the physics engine. This routine would be used by anyone 264 // pushed back to the physics engine. This routine would be used by anyone
244 // who is not already pushing the value. 265 // who is not already pushing the value.
245 private bool PositionSanityCheck2() 266 private bool PositionSanityCheck2(bool atTaintTime)
246 { 267 {
247 bool ret = false; 268 bool ret = false;
248 if (PositionSanityCheck()) 269 if (PositionSanityCheck())
249 { 270 {
250 // The new position value must be pushed into the physics engine but we can't 271 // The new position value must be pushed into the physics engine but we can't
251 // just assign to "Position" because of potential call loops. 272 // just assign to "Position" because of potential call loops.
252 PhysicsScene.TaintedObject("BSCharacter.PositionSanityCheck", delegate() 273 BSScene.TaintCallback sanityOperation = delegate()
253 { 274 {
254 DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); 275 DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation);
255 BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, LocalID, _position, _orientation); 276 BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, LocalID, _position, _orientation);
256 }); 277 };
278 if (atTaintTime)
279 sanityOperation();
280 else
281 PhysicsScene.TaintedObject("BSCharacter.PositionSanityCheck", sanityOperation);
257 ret = true; 282 ret = true;
258 } 283 }
259 return ret; 284 return ret;
@@ -333,6 +358,20 @@ public class BSCharacter : BSPhysObject
333 }); 358 });
334 } 359 }
335 } 360 }
361 // Go directly to Bullet to get/set the value.
362 public override OMV.Quaternion ForceOrientation
363 {
364 get
365 {
366 _orientation = BulletSimAPI.GetOrientation2(BSBody.ptr);
367 return _orientation;
368 }
369 set
370 {
371 _orientation = value;
372 BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation);
373 }
374 }
336 public override int PhysicsActorType { 375 public override int PhysicsActorType {
337 get { return _physicsActorType; } 376 get { return _physicsActorType; }
338 set { _physicsActorType = value; 377 set { _physicsActorType = value;
@@ -378,7 +417,16 @@ public class BSCharacter : BSPhysObject
378 set { _collidingObj = value; } 417 set { _collidingObj = value; }
379 } 418 }
380 public override bool FloatOnWater { 419 public override bool FloatOnWater {
381 set { _floatOnWater = value; } 420 set {
421 _floatOnWater = value;
422 PhysicsScene.TaintedObject("BSCharacter.setFloatOnWater", delegate()
423 {
424 if (_floatOnWater)
425 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER);
426 else
427 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER);
428 });
429 }
382 } 430 }
383 public override OMV.Vector3 RotationalVelocity { 431 public override OMV.Vector3 RotationalVelocity {
384 get { return _rotationalVelocity; } 432 get { return _rotationalVelocity; }
@@ -493,15 +541,14 @@ public class BSCharacter : BSPhysObject
493 _velocity = entprop.Velocity; 541 _velocity = entprop.Velocity;
494 _acceleration = entprop.Acceleration; 542 _acceleration = entprop.Acceleration;
495 _rotationalVelocity = entprop.RotationalVelocity; 543 _rotationalVelocity = entprop.RotationalVelocity;
544 // Do some sanity checking for the avatar. Make sure it's above ground and inbounds.
545 PositionSanityCheck2(true);
546
496 // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. 547 // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop.
497 // base.RequestPhysicsterseUpdate(); 548 // base.RequestPhysicsterseUpdate();
498 549
499 // Do some sanity checking for the avatar. Make sure it's above ground and inbounds. 550 DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
500 PositionSanityCheck2(); 551 LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity);
501
502 float heightHere = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position); // only for debug
503 DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5},terrain={6}",
504 LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity, heightHere);
505 } 552 }
506} 553}
507} 554}