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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs527
1 files changed, 375 insertions, 152 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index 4c195e1..192bcb5 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -58,17 +58,16 @@ public sealed class BSCharacter : BSPhysObject
58 private bool _flying; 58 private bool _flying;
59 private bool _setAlwaysRun; 59 private bool _setAlwaysRun;
60 private bool _throttleUpdates; 60 private bool _throttleUpdates;
61 private bool _isColliding;
62 private bool _collidingObj;
63 private bool _floatOnWater; 61 private bool _floatOnWater;
64 private OMV.Vector3 _rotationalVelocity; 62 private OMV.Vector3 _rotationalVelocity;
65 private bool _kinematic; 63 private bool _kinematic;
66 private float _buoyancy; 64 private float _buoyancy;
67 65
68 // The friction and velocity of the avatar is modified depending on whether walking or not. 66 // The friction and velocity of the avatar is modified depending on whether walking or not.
69 private OMV.Vector3 _appliedVelocity; // the last velocity applied to the avatar
70 private float _currentFriction; // the friction currently being used (changed by setVelocity). 67 private float _currentFriction; // the friction currently being used (changed by setVelocity).
71 68
69 private BSVMotor _velocityMotor;
70
72 private OMV.Vector3 _PIDTarget; 71 private OMV.Vector3 _PIDTarget;
73 private bool _usePID; 72 private bool _usePID;
74 private float _PIDTau; 73 private float _PIDTau;
@@ -83,34 +82,36 @@ public sealed class BSCharacter : BSPhysObject
83 _physicsActorType = (int)ActorTypes.Agent; 82 _physicsActorType = (int)ActorTypes.Agent;
84 _position = pos; 83 _position = pos;
85 84
86 // Old versions of ScenePresence passed only the height. If width and/or depth are zero,
87 // replace with the default values.
88 _size = size;
89 if (_size.X == 0f) _size.X = PhysicsScene.Params.avatarCapsuleDepth;
90 if (_size.Y == 0f) _size.Y = PhysicsScene.Params.avatarCapsuleWidth;
91
92 _flying = isFlying; 85 _flying = isFlying;
93 _orientation = OMV.Quaternion.Identity; 86 _orientation = OMV.Quaternion.Identity;
94 _velocity = OMV.Vector3.Zero; 87 _velocity = OMV.Vector3.Zero;
95 _appliedVelocity = OMV.Vector3.Zero;
96 _buoyancy = ComputeBuoyancyFromFlying(isFlying); 88 _buoyancy = ComputeBuoyancyFromFlying(isFlying);
97 _currentFriction = PhysicsScene.Params.avatarStandingFriction; 89 _currentFriction = BSParam.AvatarStandingFriction;
98 _avatarDensity = PhysicsScene.Params.avatarDensity; 90 _avatarDensity = BSParam.AvatarDensity;
91
92 // Old versions of ScenePresence passed only the height. If width and/or depth are zero,
93 // replace with the default values.
94 _size = size;
95 if (_size.X == 0f) _size.X = BSParam.AvatarCapsuleDepth;
96 if (_size.Y == 0f) _size.Y = BSParam.AvatarCapsuleWidth;
99 97
100 // The dimensions of the avatar capsule are kept in the scale. 98 // The dimensions of the physical capsule are kept in the scale.
101 // Physics creates a unit capsule which is scaled by the physics engine. 99 // Physics creates a unit capsule which is scaled by the physics engine.
102 ComputeAvatarScale(_size); 100 Scale = ComputeAvatarScale(_size);
103 // set _avatarVolume and _mass based on capsule size, _density and Scale 101 // set _avatarVolume and _mass based on capsule size, _density and Scale
104 ComputeAvatarVolumeAndMass(); 102 ComputeAvatarVolumeAndMass();
103
104 SetupMovementMotor();
105
105 DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}", 106 DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}",
106 LocalID, _size, Scale, _avatarDensity, _avatarVolume, RawMass); 107 LocalID, _size, Scale, _avatarDensity, _avatarVolume, RawMass);
107 108
108 // do actual create at taint time 109 // do actual creation in taint time
109 PhysicsScene.TaintedObject("BSCharacter.create", delegate() 110 PhysicsScene.TaintedObject("BSCharacter.create", delegate()
110 { 111 {
111 DetailLog("{0},BSCharacter.create,taint", LocalID); 112 DetailLog("{0},BSCharacter.create,taint", LocalID);
112 // New body and shape into PhysBody and PhysShape 113 // New body and shape into PhysBody and PhysShape
113 PhysicsScene.Shapes.GetBodyAndShape(true, PhysicsScene.World, this, null, null); 114 PhysicsScene.Shapes.GetBodyAndShape(true, PhysicsScene.World, this);
114 115
115 SetPhysicalProperties(); 116 SetPhysicalProperties();
116 }); 117 });
@@ -120,54 +121,201 @@ public sealed class BSCharacter : BSPhysObject
120 // called when this character is being destroyed and the resources should be released 121 // called when this character is being destroyed and the resources should be released
121 public override void Destroy() 122 public override void Destroy()
122 { 123 {
124 base.Destroy();
125
123 DetailLog("{0},BSCharacter.Destroy", LocalID); 126 DetailLog("{0},BSCharacter.Destroy", LocalID);
124 PhysicsScene.TaintedObject("BSCharacter.destroy", delegate() 127 PhysicsScene.TaintedObject("BSCharacter.destroy", delegate()
125 { 128 {
126 PhysicsScene.Shapes.DereferenceBody(PhysBody, true, null); 129 PhysicsScene.Shapes.DereferenceBody(PhysBody, null /* bodyCallback */);
127 PhysicsScene.Shapes.DereferenceShape(PhysShape, true, null); 130 PhysBody.Clear();
131 PhysicsScene.Shapes.DereferenceShape(PhysShape, null /* bodyCallback */);
132 PhysShape.Clear();
128 }); 133 });
129 } 134 }
130 135
131 private void SetPhysicalProperties() 136 private void SetPhysicalProperties()
132 { 137 {
133 BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, PhysBody.ptr); 138 PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, PhysBody);
134 139
135 ZeroMotion(true); 140 ZeroMotion(true);
136 ForcePosition = _position; 141 ForcePosition = _position;
142
137 // Set the velocity and compute the proper friction 143 // Set the velocity and compute the proper friction
144 _velocityMotor.Reset();
145 _velocityMotor.SetTarget(_velocity);
146 _velocityMotor.SetCurrent(_velocity);
138 ForceVelocity = _velocity; 147 ForceVelocity = _velocity;
139 148
140 // This will enable or disable the flying buoyancy of the avatar. 149 // This will enable or disable the flying buoyancy of the avatar.
141 // Needs to be reset especially when an avatar is recreated after crossing a region boundry. 150 // Needs to be reset especially when an avatar is recreated after crossing a region boundry.
142 Flying = _flying; 151 Flying = _flying;
143 152
144 BulletSimAPI.SetRestitution2(PhysBody.ptr, PhysicsScene.Params.avatarRestitution); 153 PhysicsScene.PE.SetRestitution(PhysBody, BSParam.AvatarRestitution);
145 BulletSimAPI.SetMargin2(PhysShape.ptr, PhysicsScene.Params.collisionMargin); 154 PhysicsScene.PE.SetMargin(PhysShape, PhysicsScene.Params.collisionMargin);
146 BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale); 155 PhysicsScene.PE.SetLocalScaling(PhysShape, Scale);
147 BulletSimAPI.SetContactProcessingThreshold2(PhysBody.ptr, PhysicsScene.Params.contactProcessingThreshold); 156 PhysicsScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold);
148 if (PhysicsScene.Params.ccdMotionThreshold > 0f) 157 if (BSParam.CcdMotionThreshold > 0f)
149 { 158 {
150 BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, PhysicsScene.Params.ccdMotionThreshold); 159 PhysicsScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold);
151 BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius); 160 PhysicsScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius);
152 } 161 }
153 162
154 UpdatePhysicalMassProperties(RawMass); 163 UpdatePhysicalMassProperties(RawMass, false);
155 164
156 // Make so capsule does not fall over 165 // Make so capsule does not fall over
157 BulletSimAPI.SetAngularFactorV2(PhysBody.ptr, OMV.Vector3.Zero); 166 PhysicsScene.PE.SetAngularFactorV(PhysBody, OMV.Vector3.Zero);
158 167
159 BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_CHARACTER_OBJECT); 168 PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_CHARACTER_OBJECT);
160 169
161 BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, PhysBody.ptr); 170 PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, PhysBody);
162 171
163 // BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ACTIVE_TAG); 172 // PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.ACTIVE_TAG);
164 BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.DISABLE_DEACTIVATION); 173 PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.DISABLE_DEACTIVATION);
165 BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, PhysBody.ptr); 174 PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, PhysBody);
166 175
167 // Do this after the object has been added to the world 176 // Do this after the object has been added to the world
168 BulletSimAPI.SetCollisionFilterMask2(PhysBody.ptr, 177 PhysBody.collisionType = CollisionType.Avatar;
169 (uint)CollisionFilterGroups.AvatarFilter, 178 PhysBody.ApplyCollisionMask(PhysicsScene);
170 (uint)CollisionFilterGroups.AvatarMask); 179 }
180
181 // The avatar's movement is controlled by this motor that speeds up and slows down
182 // the avatar seeking to reach the motor's target speed.
183 // This motor runs as a prestep action for the avatar so it will keep the avatar
184 // standing as well as moving. Destruction of the avatar will destroy the pre-step action.
185 private void SetupMovementMotor()
186 {
187 // Infinite decay and timescale values so motor only changes current to target values.
188 _velocityMotor = new BSVMotor("BSCharacter.Velocity",
189 0.2f, // time scale
190 BSMotor.Infinite, // decay time scale
191 BSMotor.InfiniteVector, // friction timescale
192 1f // efficiency
193 );
194 // _velocityMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages.
195
196 RegisterPreStepAction("BSCharactor.Movement", LocalID, delegate(float timeStep)
197 {
198 // TODO: Decide if the step parameters should be changed depending on the avatar's
199 // state (flying, colliding, ...). There is code in ODE to do this.
200
201 // COMMENTARY: when the user is making the avatar walk, except for falling, the velocity
202 // specified for the avatar is the one that should be used. For falling, if the avatar
203 // is not flying and is not colliding then it is presumed to be falling and the Z
204 // component is not fooled with (thus allowing gravity to do its thing).
205 // When the avatar is standing, though, the user has specified a velocity of zero and
206 // the avatar should be standing. But if the avatar is pushed by something in the world
207 // (raising elevator platform, moving vehicle, ...) the avatar should be allowed to
208 // move. Thus, the velocity cannot be forced to zero. The problem is that small velocity
209 // errors can creap in and the avatar will slowly float off in some direction.
210 // So, the problem is that, when an avatar is standing, we cannot tell creaping error
211 // from real pushing.OMV.Vector3.Zero;
212 // The code below keeps setting the velocity to zero hoping the world will keep pushing.
213
214 _velocityMotor.Step(timeStep);
215
216 // If we're not supposed to be moving, make sure things are zero.
217 if (_velocityMotor.ErrorIsZero() && _velocityMotor.TargetValue == OMV.Vector3.Zero && IsColliding)
218 {
219 // The avatar shouldn't be moving
220 _velocityMotor.Zero();
221
222 // If we are colliding with a stationary object, presume we're standing and don't move around
223 if (!ColliderIsMoving)
224 {
225 DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", LocalID);
226 ZeroMotion(true /* inTaintTime */);
227 }
228
229 // Standing has more friction on the ground
230 if (_currentFriction != BSParam.AvatarStandingFriction)
231 {
232 _currentFriction = BSParam.AvatarStandingFriction;
233 PhysicsScene.PE.SetFriction(PhysBody, _currentFriction);
234 }
235 DetailLog("{0},BSCharacter.MoveMotor,taint,stopping,target={1}", LocalID, _velocityMotor.TargetValue);
236 }
237 else
238 {
239 OMV.Vector3 stepVelocity = _velocityMotor.CurrentValue;
240
241 if (_currentFriction != BSParam.AvatarFriction)
242 {
243 // Probably starting up walking. Set friction to moving friction.
244 _currentFriction = BSParam.AvatarFriction;
245 PhysicsScene.PE.SetFriction(PhysBody, _currentFriction);
246 }
247
248 // If falling, we keep the world's downward vector no matter what the other axis specify.
249 if (!Flying && !IsColliding)
250 {
251 stepVelocity.Z = _velocity.Z;
252 // DetailLog("{0},BSCharacter.MoveMotor,taint,overrideStepZWithWorldZ,stepVel={1}", LocalID, stepVelocity);
253 }
254
255 // 'stepVelocity' is now the speed we'd like the avatar to move in. Turn that into an instantanous force.
256 OMV.Vector3 moveForce = (stepVelocity - _velocity) * Mass;
257
258 // Should we check for move force being small and forcing velocity to zero?
259
260 // Add special movement force to allow avatars to walk up stepped surfaces.
261 moveForce += WalkUpStairs();
262
263 DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", LocalID, stepVelocity, _velocity, Mass, moveForce);
264 PhysicsScene.PE.ApplyCentralImpulse(PhysBody, moveForce);
265 }
266 });
267 }
268
269 // Decide of the character is colliding with a low object and compute a force to pop the
270 // avatar up so it has a chance of walking up and over the low object.
271 private OMV.Vector3 WalkUpStairs()
272 {
273 OMV.Vector3 ret = OMV.Vector3.Zero;
274
275 // This test is done if moving forward, not flying and is colliding with something.
276 // DetailLog("{0},BSCharacter.WalkUpStairs,IsColliding={1},flying={2},targSpeed={3},collisions={4}",
277 // LocalID, IsColliding, Flying, TargetSpeed, CollisionsLastTick.Count);
278 if (IsColliding && !Flying && TargetSpeed > 0.1f /* && ForwardSpeed < 0.1f */)
279 {
280 // The range near the character's feet where we will consider stairs
281 float nearFeetHeightMin = RawPosition.Z - (Size.Z / 2f) + 0.05f;
282 float nearFeetHeightMax = nearFeetHeightMin + BSParam.AvatarStepHeight;
283
284 // Look for a collision point that is near the character's feet and is oriented the same as the charactor is
285 foreach (KeyValuePair<uint, ContactPoint> kvp in CollisionsLastTick.m_objCollisionList)
286 {
287 // Don't care about collisions with the terrain
288 if (kvp.Key > PhysicsScene.TerrainManager.HighestTerrainID)
289 {
290 OMV.Vector3 touchPosition = kvp.Value.Position;
291 // DetailLog("{0},BSCharacter.WalkUpStairs,min={1},max={2},touch={3}",
292 // LocalID, nearFeetHeightMin, nearFeetHeightMax, touchPosition);
293 if (touchPosition.Z >= nearFeetHeightMin && touchPosition.Z <= nearFeetHeightMax)
294 {
295 // This contact is within the 'near the feet' range.
296 // The normal should be our contact point to the object so it is pointing away
297 // thus the difference between our facing orientation and the normal should be small.
298 OMV.Vector3 directionFacing = OMV.Vector3.UnitX * RawOrientation;
299 OMV.Vector3 touchNormal = OMV.Vector3.Normalize(kvp.Value.SurfaceNormal);
300 float diff = Math.Abs(OMV.Vector3.Distance(directionFacing, touchNormal));
301 if (diff < BSParam.AvatarStepApproachFactor)
302 {
303 // Found the stairs contact point. Push up a little to raise the character.
304 float upForce = (touchPosition.Z - nearFeetHeightMin) * Mass * BSParam.AvatarStepForceFactor;
305 ret = new OMV.Vector3(0f, 0f, upForce);
306
307 // Also move the avatar up for the new height
308 OMV.Vector3 displacement = new OMV.Vector3(0f, 0f, BSParam.AvatarStepHeight / 2f);
309 ForcePosition = RawPosition + displacement;
310 }
311 DetailLog("{0},BSCharacter.WalkUpStairs,touchPos={1},nearFeetMin={2},faceDir={3},norm={4},diff={5},ret={6}",
312 LocalID, touchPosition, nearFeetHeightMin, directionFacing, touchNormal, diff, ret);
313 }
314 }
315 }
316 }
317
318 return ret;
171 } 319 }
172 320
173 public override void RequestPhysicsterseUpdate() 321 public override void RequestPhysicsterseUpdate()
@@ -185,24 +333,31 @@ public sealed class BSCharacter : BSPhysObject
185 } 333 }
186 334
187 set { 335 set {
188 // When an avatar's size is set, only the height is changed.
189 _size = value; 336 _size = value;
190 ComputeAvatarScale(_size); 337 // Old versions of ScenePresence passed only the height. If width and/or depth are zero,
338 // replace with the default values.
339 if (_size.X == 0f) _size.X = BSParam.AvatarCapsuleDepth;
340 if (_size.Y == 0f) _size.Y = BSParam.AvatarCapsuleWidth;
341
342 Scale = ComputeAvatarScale(_size);
191 ComputeAvatarVolumeAndMass(); 343 ComputeAvatarVolumeAndMass();
192 DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}", 344 DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}",
193 LocalID, _size, Scale, _avatarDensity, _avatarVolume, RawMass); 345 LocalID, _size, Scale, _avatarDensity, _avatarVolume, RawMass);
194 346
195 PhysicsScene.TaintedObject("BSCharacter.setSize", delegate() 347 PhysicsScene.TaintedObject("BSCharacter.setSize", delegate()
196 { 348 {
197 BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale); 349 if (PhysBody.HasPhysicalBody && PhysShape.HasPhysicalShape)
198 UpdatePhysicalMassProperties(RawMass); 350 {
351 PhysicsScene.PE.SetLocalScaling(PhysShape, Scale);
352 UpdatePhysicalMassProperties(RawMass, true);
353 // Make sure this change appears as a property update event
354 PhysicsScene.PE.PushUpdate(PhysBody);
355 }
199 }); 356 });
200 357
201 } 358 }
202 } 359 }
203 360
204 public override OMV.Vector3 Scale { get; set; }
205
206 public override PrimitiveBaseShape Shape 361 public override PrimitiveBaseShape Shape
207 { 362 {
208 set { BaseShape = value; } 363 set { BaseShape = value; }
@@ -219,6 +374,10 @@ public sealed class BSCharacter : BSPhysObject
219 public override bool Selected { 374 public override bool Selected {
220 set { _selected = value; } 375 set { _selected = value; }
221 } 376 }
377 public override bool IsSelected
378 {
379 get { return _selected; }
380 }
222 public override void CrossingFailure() { return; } 381 public override void CrossingFailure() { return; }
223 public override void link(PhysicsActor obj) { return; } 382 public override void link(PhysicsActor obj) { return; }
224 public override void delink() { return; } 383 public override void delink() { return; }
@@ -236,7 +395,8 @@ public sealed class BSCharacter : BSPhysObject
236 // Zero some other properties directly into the physics engine 395 // Zero some other properties directly into the physics engine
237 PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate() 396 PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate()
238 { 397 {
239 BulletSimAPI.ClearAllForces2(PhysBody.ptr); 398 if (PhysBody.HasPhysicalBody)
399 PhysicsScene.PE.ClearAllForces(PhysBody);
240 }); 400 });
241 } 401 }
242 public override void ZeroAngularMotion(bool inTaintTime) 402 public override void ZeroAngularMotion(bool inTaintTime)
@@ -245,10 +405,13 @@ public sealed class BSCharacter : BSPhysObject
245 405
246 PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate() 406 PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate()
247 { 407 {
248 BulletSimAPI.SetInterpolationAngularVelocity2(PhysBody.ptr, OMV.Vector3.Zero); 408 if (PhysBody.HasPhysicalBody)
249 BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, OMV.Vector3.Zero); 409 {
250 // The next also get rid of applied linear force but the linear velocity is untouched. 410 PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, OMV.Vector3.Zero);
251 BulletSimAPI.ClearForces2(PhysBody.ptr); 411 PhysicsScene.PE.SetAngularVelocity(PhysBody, OMV.Vector3.Zero);
412 // The next also get rid of applied linear force but the linear velocity is untouched.
413 PhysicsScene.PE.ClearForces(PhysBody);
414 }
252 }); 415 });
253 } 416 }
254 417
@@ -263,29 +426,31 @@ public sealed class BSCharacter : BSPhysObject
263 public override OMV.Vector3 Position { 426 public override OMV.Vector3 Position {
264 get { 427 get {
265 // Don't refetch the position because this function is called a zillion times 428 // Don't refetch the position because this function is called a zillion times
266 // _position = BulletSimAPI.GetObjectPosition2(Scene.World.ptr, LocalID); 429 // _position = PhysicsScene.PE.GetObjectPosition(Scene.World, LocalID);
267 return _position; 430 return _position;
268 } 431 }
269 set { 432 set {
270 _position = value; 433 _position = value;
271 PositionSanityCheck();
272 434
273 PhysicsScene.TaintedObject("BSCharacter.setPosition", delegate() 435 PhysicsScene.TaintedObject("BSCharacter.setPosition", delegate()
274 { 436 {
275 DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); 437 DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
276 BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); 438 ForcePosition = _position;
277 }); 439 });
278 } 440 }
279 } 441 }
280 public override OMV.Vector3 ForcePosition { 442 public override OMV.Vector3 ForcePosition {
281 get { 443 get {
282 _position = BulletSimAPI.GetPosition2(PhysBody.ptr); 444 _position = PhysicsScene.PE.GetPosition(PhysBody);
283 return _position; 445 return _position;
284 } 446 }
285 set { 447 set {
286 _position = value; 448 _position = value;
287 PositionSanityCheck(); 449 if (PhysBody.HasPhysicalBody)
288 BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); 450 {
451 PositionSanityCheck();
452 PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation);
453 }
289 } 454 }
290 } 455 }
291 456
@@ -297,8 +462,17 @@ public sealed class BSCharacter : BSPhysObject
297 { 462 {
298 bool ret = false; 463 bool ret = false;
299 464
465 // TODO: check for out of bounds
466 if (!PhysicsScene.TerrainManager.IsWithinKnownTerrain(RawPosition))
467 {
468 // The character is out of the known/simulated area.
469 // Upper levels of code will handle the transition to other areas so, for
470 // the time, we just ignore the position.
471 return ret;
472 }
473
300 // If below the ground, move the avatar up 474 // If below the ground, move the avatar up
301 float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position); 475 float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition);
302 if (Position.Z < terrainHeight) 476 if (Position.Z < terrainHeight)
303 { 477 {
304 DetailLog("{0},BSCharacter.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, _position, terrainHeight); 478 DetailLog("{0},BSCharacter.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, _position, terrainHeight);
@@ -307,7 +481,7 @@ public sealed class BSCharacter : BSPhysObject
307 } 481 }
308 if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) 482 if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0)
309 { 483 {
310 float waterHeight = PhysicsScene.GetWaterLevelAtXYZ(_position); 484 float waterHeight = PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(_position);
311 if (Position.Z < waterHeight) 485 if (Position.Z < waterHeight)
312 { 486 {
313 _position.Z = waterHeight; 487 _position.Z = waterHeight;
@@ -315,7 +489,6 @@ public sealed class BSCharacter : BSPhysObject
315 } 489 }
316 } 490 }
317 491
318 // TODO: check for out of bounds
319 return ret; 492 return ret;
320 } 493 }
321 494
@@ -332,7 +505,8 @@ public sealed class BSCharacter : BSPhysObject
332 PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.PositionSanityCheck", delegate() 505 PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.PositionSanityCheck", delegate()
333 { 506 {
334 DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); 507 DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation);
335 BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); 508 if (PhysBody.HasPhysicalBody)
509 PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation);
336 }); 510 });
337 ret = true; 511 ret = true;
338 } 512 }
@@ -345,10 +519,10 @@ public sealed class BSCharacter : BSPhysObject
345 public override float RawMass { 519 public override float RawMass {
346 get {return _mass; } 520 get {return _mass; }
347 } 521 }
348 public override void UpdatePhysicalMassProperties(float physMass) 522 public override void UpdatePhysicalMassProperties(float physMass, bool inWorld)
349 { 523 {
350 OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(PhysShape.ptr, physMass); 524 OMV.Vector3 localInertia = PhysicsScene.PE.CalculateLocalInertia(PhysShape, physMass);
351 BulletSimAPI.SetMassProps2(PhysBody.ptr, physMass, localInertia); 525 PhysicsScene.PE.SetMassProps(PhysBody, physMass, localInertia);
352 } 526 }
353 527
354 public override OMV.Vector3 Force { 528 public override OMV.Vector3 Force {
@@ -359,7 +533,8 @@ public sealed class BSCharacter : BSPhysObject
359 PhysicsScene.TaintedObject("BSCharacter.SetForce", delegate() 533 PhysicsScene.TaintedObject("BSCharacter.SetForce", delegate()
360 { 534 {
361 DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force); 535 DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force);
362 BulletSimAPI.SetObjectForce2(PhysBody.ptr, _force); 536 if (PhysBody.HasPhysicalBody)
537 PhysicsScene.PE.SetObjectForce(PhysBody, _force);
363 }); 538 });
364 } 539 }
365 } 540 }
@@ -376,6 +551,37 @@ public sealed class BSCharacter : BSPhysObject
376 551
377 public override OMV.Vector3 GeometricCenter { get { return OMV.Vector3.Zero; } } 552 public override OMV.Vector3 GeometricCenter { get { return OMV.Vector3.Zero; } }
378 public override OMV.Vector3 CenterOfMass { get { return OMV.Vector3.Zero; } } 553 public override OMV.Vector3 CenterOfMass { get { return OMV.Vector3.Zero; } }
554
555 // Sets the target in the motor. This starts the changing of the avatar's velocity.
556 public override OMV.Vector3 TargetVelocity
557 {
558 get
559 {
560 return m_targetVelocity;
561 }
562 set
563 {
564 DetailLog("{0},BSCharacter.setTargetVelocity,call,vel={1}", LocalID, value);
565 m_targetVelocity = value;
566 OMV.Vector3 targetVel = value;
567 if (_setAlwaysRun)
568 targetVel *= BSParam.AvatarAlwaysRunFactor;
569
570 PhysicsScene.TaintedObject("BSCharacter.setTargetVelocity", delegate()
571 {
572 _velocityMotor.Reset();
573 _velocityMotor.SetTarget(targetVel);
574 _velocityMotor.SetCurrent(_velocity);
575 _velocityMotor.Enabled = true;
576 });
577 }
578 }
579 public override OMV.Vector3 RawVelocity
580 {
581 get { return _velocity; }
582 set { _velocity = value; }
583 }
584 // Directly setting velocity means this is what the user really wants now.
379 public override OMV.Vector3 Velocity { 585 public override OMV.Vector3 Velocity {
380 get { return _velocity; } 586 get { return _velocity; }
381 set { 587 set {
@@ -383,6 +589,11 @@ public sealed class BSCharacter : BSPhysObject
383 // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity); 589 // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity);
384 PhysicsScene.TaintedObject("BSCharacter.setVelocity", delegate() 590 PhysicsScene.TaintedObject("BSCharacter.setVelocity", delegate()
385 { 591 {
592 _velocityMotor.Reset();
593 _velocityMotor.SetCurrent(_velocity);
594 _velocityMotor.SetTarget(_velocity);
595 _velocityMotor.Enabled = false;
596
386 DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity); 597 DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity);
387 ForceVelocity = _velocity; 598 ForceVelocity = _velocity;
388 }); 599 });
@@ -391,30 +602,11 @@ public sealed class BSCharacter : BSPhysObject
391 public override OMV.Vector3 ForceVelocity { 602 public override OMV.Vector3 ForceVelocity {
392 get { return _velocity; } 603 get { return _velocity; }
393 set { 604 set {
394 // Depending on whether the avatar is moving or not, change the friction 605 PhysicsScene.AssertInTaintTime("BSCharacter.ForceVelocity");
395 // to keep the avatar from slipping around
396 if (_velocity.Length() == 0)
397 {
398 if (_currentFriction != PhysicsScene.Params.avatarStandingFriction)
399 {
400 _currentFriction = PhysicsScene.Params.avatarStandingFriction;
401 BulletSimAPI.SetFriction2(PhysBody.ptr, _currentFriction);
402 }
403 }
404 else
405 {
406 if (_currentFriction != PhysicsScene.Params.avatarFriction)
407 {
408 _currentFriction = PhysicsScene.Params.avatarFriction;
409 BulletSimAPI.SetFriction2(PhysBody.ptr, _currentFriction);
410 }
411 }
412 _velocity = value;
413 // Remember the set velocity so we can suppress the reduction by friction, ...
414 _appliedVelocity = value;
415 606
416 BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity); 607 _velocity = value;
417 BulletSimAPI.Activate2(PhysBody.ptr, true); 608 PhysicsScene.PE.SetLinearVelocity(PhysBody, _velocity);
609 PhysicsScene.PE.Activate(PhysBody, true);
418 } 610 }
419 } 611 }
420 public override OMV.Vector3 Torque { 612 public override OMV.Vector3 Torque {
@@ -439,13 +631,16 @@ public sealed class BSCharacter : BSPhysObject
439 public override OMV.Quaternion Orientation { 631 public override OMV.Quaternion Orientation {
440 get { return _orientation; } 632 get { return _orientation; }
441 set { 633 set {
442 _orientation = value; 634 // Orientation is set zillions of times when an avatar is walking. It's like
443 // m_log.DebugFormat("{0}: set orientation to {1}", LogHeader, _orientation); 635 // the viewer doesn't trust us.
444 PhysicsScene.TaintedObject("BSCharacter.setOrientation", delegate() 636 if (_orientation != value)
445 { 637 {
446 // _position = BulletSimAPI.GetPosition2(BSBody.ptr); 638 _orientation = value;
447 BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); 639 PhysicsScene.TaintedObject("BSCharacter.setOrientation", delegate()
448 }); 640 {
641 ForceOrientation = _orientation;
642 });
643 }
449 } 644 }
450 } 645 }
451 // Go directly to Bullet to get/set the value. 646 // Go directly to Bullet to get/set the value.
@@ -453,13 +648,17 @@ public sealed class BSCharacter : BSPhysObject
453 { 648 {
454 get 649 get
455 { 650 {
456 _orientation = BulletSimAPI.GetOrientation2(PhysBody.ptr); 651 _orientation = PhysicsScene.PE.GetOrientation(PhysBody);
457 return _orientation; 652 return _orientation;
458 } 653 }
459 set 654 set
460 { 655 {
461 _orientation = value; 656 _orientation = value;
462 BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); 657 if (PhysBody.HasPhysicalBody)
658 {
659 // _position = PhysicsScene.PE.GetPosition(BSBody);
660 PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation);
661 }
463 } 662 }
464 } 663 }
465 public override int PhysicsActorType { 664 public override int PhysicsActorType {
@@ -478,10 +677,14 @@ public sealed class BSCharacter : BSPhysObject
478 public override bool IsStatic { 677 public override bool IsStatic {
479 get { return false; } 678 get { return false; }
480 } 679 }
680 public override bool IsPhysicallyActive {
681 get { return true; }
682 }
481 public override bool Flying { 683 public override bool Flying {
482 get { return _flying; } 684 get { return _flying; }
483 set { 685 set {
484 _flying = value; 686 _flying = value;
687
485 // simulate flying by changing the effect of gravity 688 // simulate flying by changing the effect of gravity
486 Buoyancy = ComputeBuoyancyFromFlying(_flying); 689 Buoyancy = ComputeBuoyancyFromFlying(_flying);
487 } 690 }
@@ -500,27 +703,18 @@ public sealed class BSCharacter : BSPhysObject
500 get { return _throttleUpdates; } 703 get { return _throttleUpdates; }
501 set { _throttleUpdates = value; } 704 set { _throttleUpdates = value; }
502 } 705 }
503 public override bool IsColliding {
504 get { return (CollidingStep == PhysicsScene.SimulationStep); }
505 set { _isColliding = value; }
506 }
507 public override bool CollidingGround {
508 get { return (CollidingGroundStep == PhysicsScene.SimulationStep); }
509 set { CollidingGround = value; }
510 }
511 public override bool CollidingObj {
512 get { return _collidingObj; }
513 set { _collidingObj = value; }
514 }
515 public override bool FloatOnWater { 706 public override bool FloatOnWater {
516 set { 707 set {
517 _floatOnWater = value; 708 _floatOnWater = value;
518 PhysicsScene.TaintedObject("BSCharacter.setFloatOnWater", delegate() 709 PhysicsScene.TaintedObject("BSCharacter.setFloatOnWater", delegate()
519 { 710 {
520 if (_floatOnWater) 711 if (PhysBody.HasPhysicalBody)
521 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); 712 {
522 else 713 if (_floatOnWater)
523 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); 714 CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER);
715 else
716 CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER);
717 }
524 }); 718 });
525 } 719 }
526 } 720 }
@@ -549,11 +743,15 @@ public sealed class BSCharacter : BSPhysObject
549 } 743 }
550 public override float ForceBuoyancy { 744 public override float ForceBuoyancy {
551 get { return _buoyancy; } 745 get { return _buoyancy; }
552 set { _buoyancy = value; 746 set {
747 PhysicsScene.AssertInTaintTime("BSCharacter.ForceBuoyancy");
748
749 _buoyancy = value;
553 DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy); 750 DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
554 // Buoyancy is faked by changing the gravity applied to the object 751 // Buoyancy is faked by changing the gravity applied to the object
555 float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); 752 float grav = PhysicsScene.Params.gravity * (1f - _buoyancy);
556 BulletSimAPI.SetGravity2(PhysBody.ptr, new OMV.Vector3(0f, 0f, grav)); 753 if (PhysBody.HasPhysicalBody)
754 PhysicsScene.PE.SetGravity(PhysBody, new OMV.Vector3(0f, 0f, grav));
557 } 755 }
558 } 756 }
559 757
@@ -589,24 +787,40 @@ public sealed class BSCharacter : BSPhysObject
589 public override float APIDStrength { set { return; } } 787 public override float APIDStrength { set { return; } }
590 public override float APIDDamping { set { return; } } 788 public override float APIDDamping { set { return; } }
591 789
592 public override void AddForce(OMV.Vector3 force, bool pushforce) { 790 public override void AddForce(OMV.Vector3 force, bool pushforce)
791 {
792 // Since this force is being applied in only one step, make this a force per second.
793 OMV.Vector3 addForce = force / PhysicsScene.LastTimeStep;
794 AddForce(addForce, pushforce, false);
795 }
796 private void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) {
593 if (force.IsFinite()) 797 if (force.IsFinite())
594 { 798 {
595 _force.X += force.X; 799 float magnitude = force.Length();
596 _force.Y += force.Y; 800 if (magnitude > BSParam.MaxAddForceMagnitude)
597 _force.Z += force.Z;
598 // m_log.DebugFormat("{0}: AddForce. adding={1}, newForce={2}", LogHeader, force, _force);
599 PhysicsScene.TaintedObject("BSCharacter.AddForce", delegate()
600 { 801 {
601 DetailLog("{0},BSCharacter.setAddForce,taint,addedForce={1}", LocalID, _force); 802 // Force has a limit
602 BulletSimAPI.SetObjectForce2(PhysBody.ptr, _force); 803 force = force / magnitude * BSParam.MaxAddForceMagnitude;
804 }
805
806 OMV.Vector3 addForce = force;
807 // DetailLog("{0},BSCharacter.addForce,call,force={1}", LocalID, addForce);
808
809 PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.AddForce", delegate()
810 {
811 // Bullet adds this central force to the total force for this tick
812 // DetailLog("{0},BSCharacter.addForce,taint,force={1}", LocalID, addForce);
813 if (PhysBody.HasPhysicalBody)
814 {
815 PhysicsScene.PE.ApplyCentralForce(PhysBody, addForce);
816 }
603 }); 817 });
604 } 818 }
605 else 819 else
606 { 820 {
607 m_log.ErrorFormat("{0}: Got a NaN force applied to a Character", LogHeader); 821 m_log.WarnFormat("{0}: Got a NaN force applied to a character. LocalID={1}", LogHeader, LocalID);
822 return;
608 } 823 }
609 //m_lastUpdateSent = false;
610 } 824 }
611 825
612 public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { 826 public override void AddAngularForce(OMV.Vector3 force, bool pushforce) {
@@ -614,24 +828,31 @@ public sealed class BSCharacter : BSPhysObject
614 public override void SetMomentum(OMV.Vector3 momentum) { 828 public override void SetMomentum(OMV.Vector3 momentum) {
615 } 829 }
616 830
617 private void ComputeAvatarScale(OMV.Vector3 size) 831 private OMV.Vector3 ComputeAvatarScale(OMV.Vector3 size)
618 { 832 {
619 // The 'size' given by the simulator is the mid-point of the avatar 833 OMV.Vector3 newScale;
620 // and X and Y are unspecified. 834
621 835 // Bullet's capsule total height is the "passed height + radius * 2";
622 OMV.Vector3 newScale = size; 836 // The base capsule is 1 diameter and 2 height (passed radius=0.5, passed height = 1)
623 // newScale.X = PhysicsScene.Params.avatarCapsuleWidth; 837 // The number we pass in for 'scaling' is the multiplier to get that base
624 // newScale.Y = PhysicsScene.Params.avatarCapsuleDepth; 838 // shape to be the size desired.
625 839 // So, when creating the scale for the avatar height, we take the passed height
626 // From the total height, remove the capsule half spheres that are at each end 840 // (size.Z) and remove the caps.
627 // The 1.15f came from ODE. Not sure what this factors in. 841 // Another oddity of the Bullet capsule implementation is that it presumes the Y
628 // newScale.Z = (size.Z * 1.15f) - (newScale.X + newScale.Y); 842 // dimension is the radius of the capsule. Even though some of the code allows
843 // for a asymmetrical capsule, other parts of the code presume it is cylindrical.
844
845 // Scale is multiplier of radius with one of "0.5"
846 newScale.X = size.X / 2f;
847 newScale.Y = size.Y / 2f;
629 848
630 // The total scale height is the central cylindar plus the caps on the two ends. 849 // The total scale height is the central cylindar plus the caps on the two ends.
631 newScale.Z = size.Z + (Math.Min(size.X, size.Y) * 2f); 850 newScale.Z = (size.Z + (Math.Min(size.X, size.Y) * 2)) / 2f;
851 // If smaller than the endcaps, just fake like we're almost that small
852 if (newScale.Z < 0)
853 newScale.Z = 0.1f;
632 854
633 // Convert diameters to radii and height to half height -- the way Bullet expects it. 855 return newScale;
634 Scale = newScale / 2f;
635 } 856 }
636 857
637 // set _avatarVolume and _mass based on capsule size, _density and Scale 858 // set _avatarVolume and _mass based on capsule size, _density and Scale
@@ -639,14 +860,14 @@ public sealed class BSCharacter : BSPhysObject
639 { 860 {
640 _avatarVolume = (float)( 861 _avatarVolume = (float)(
641 Math.PI 862 Math.PI
642 * Scale.X 863 * Size.X / 2f
643 * Scale.Y // the area of capsule cylinder 864 * Size.Y / 2f // the area of capsule cylinder
644 * Scale.Z // times height of capsule cylinder 865 * Size.Z // times height of capsule cylinder
645 + 1.33333333f 866 + 1.33333333f
646 * Math.PI 867 * Math.PI
647 * Scale.X 868 * Size.X / 2f
648 * Math.Min(Scale.X, Scale.Y) 869 * Math.Min(Size.X, Size.Y) / 2
649 * Scale.Y // plus the volume of the capsule end caps 870 * Size.Y / 2f // plus the volume of the capsule end caps
650 ); 871 );
651 _mass = _avatarDensity * _avatarVolume; 872 _mass = _avatarDensity * _avatarVolume;
652 } 873 }
@@ -657,27 +878,29 @@ public sealed class BSCharacter : BSPhysObject
657 { 878 {
658 _position = entprop.Position; 879 _position = entprop.Position;
659 _orientation = entprop.Rotation; 880 _orientation = entprop.Rotation;
660 _velocity = entprop.Velocity; 881
882 // Smooth velocity. OpenSimulator is VERY sensitive to changes in velocity of the avatar
883 // and will send agent updates to the clients if velocity changes by more than
884 // 0.001m/s. Bullet introduces a lot of jitter in the velocity which causes many
885 // extra updates.
886 if (!entprop.Velocity.ApproxEquals(_velocity, 0.1f))
887 _velocity = entprop.Velocity;
888
661 _acceleration = entprop.Acceleration; 889 _acceleration = entprop.Acceleration;
662 _rotationalVelocity = entprop.RotationalVelocity; 890 _rotationalVelocity = entprop.RotationalVelocity;
891
663 // Do some sanity checking for the avatar. Make sure it's above ground and inbounds. 892 // Do some sanity checking for the avatar. Make sure it's above ground and inbounds.
664 PositionSanityCheck(true); 893 if (PositionSanityCheck(true))
894 {
895 entprop.Position = _position;
896 }
665 897
666 // remember the current and last set values 898 // remember the current and last set values
667 LastEntityProperties = CurrentEntityProperties; 899 LastEntityProperties = CurrentEntityProperties;
668 CurrentEntityProperties = entprop; 900 CurrentEntityProperties = entprop;
669 901
670 if (entprop.Velocity != LastEntityProperties.Velocity)
671 {
672 // Changes in the velocity are suppressed in avatars.
673 // That's just the way they are defined.
674 OMV.Vector3 avVel = new OMV.Vector3(_appliedVelocity.X, _appliedVelocity.Y, entprop.Velocity.Z);
675 _velocity = avVel;
676 BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, avVel);
677 }
678
679 // Tell the linkset about value changes 902 // Tell the linkset about value changes
680 Linkset.UpdateProperties(this); 903 Linkset.UpdateProperties(UpdatedProperties.EntPropUpdates, this);
681 904
682 // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. 905 // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop.
683 // base.RequestPhysicsterseUpdate(); 906 // base.RequestPhysicsterseUpdate();