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-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs706
1 files changed, 415 insertions, 291 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index e2f7af9..3c48dcc 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -28,62 +28,48 @@ using System;
28using System.Collections.Generic; 28using System.Collections.Generic;
29using System.Reflection; 29using System.Reflection;
30using log4net; 30using log4net;
31using OpenMetaverse; 31using OMV = OpenMetaverse;
32using OpenSim.Framework; 32using OpenSim.Framework;
33using OpenSim.Region.Physics.Manager; 33using OpenSim.Region.Physics.Manager;
34 34
35namespace OpenSim.Region.Physics.BulletSPlugin 35namespace OpenSim.Region.Physics.BulletSPlugin
36{ 36{
37public class BSCharacter : PhysicsActor 37public sealed class BSCharacter : BSPhysObject
38{ 38{
39 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 39 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
40 private static readonly string LogHeader = "[BULLETS CHAR]"; 40 private static readonly string LogHeader = "[BULLETS CHAR]";
41 41
42 private BSScene _scene;
43 public BSScene Scene { get { return _scene; } }
44 private String _avName;
45 // private bool _stopped; 42 // private bool _stopped;
46 private Vector3 _size; 43 private OMV.Vector3 _size;
47 private Vector3 _scale;
48 private PrimitiveBaseShape _pbs;
49 private uint _localID = 0;
50 private bool _grabbed; 44 private bool _grabbed;
51 private bool _selected; 45 private bool _selected;
52 private Vector3 _position; 46 private OMV.Vector3 _position;
53 private float _mass; 47 private float _mass;
54 public float _density; 48 private float _avatarDensity;
55 public float _avatarVolume; 49 private float _avatarVolume;
56 private Vector3 _force; 50 private OMV.Vector3 _force;
57 private Vector3 _velocity; 51 private OMV.Vector3 _velocity;
58 private Vector3 _torque; 52 private OMV.Vector3 _torque;
59 private float _collisionScore; 53 private float _collisionScore;
60 private Vector3 _acceleration; 54 private OMV.Vector3 _acceleration;
61 private Quaternion _orientation; 55 private OMV.Quaternion _orientation;
62 private int _physicsActorType; 56 private int _physicsActorType;
63 private bool _isPhysical; 57 private bool _isPhysical;
64 private bool _flying; 58 private bool _flying;
65 private bool _setAlwaysRun; 59 private bool _setAlwaysRun;
66 private bool _throttleUpdates; 60 private bool _throttleUpdates;
67 private bool _isColliding; 61 private bool _isColliding;
68 private long _collidingStep;
69 private bool _collidingGround;
70 private long _collidingGroundStep;
71 private bool _collidingObj; 62 private bool _collidingObj;
72 private bool _floatOnWater; 63 private bool _floatOnWater;
73 private Vector3 _rotationalVelocity; 64 private OMV.Vector3 _rotationalVelocity;
74 private bool _kinematic; 65 private bool _kinematic;
75 private float _buoyancy; 66 private float _buoyancy;
76 67
77 private BulletBody m_body; 68 // The friction and velocity of the avatar is modified depending on whether walking or not.
78 public BulletBody Body { 69 private OMV.Vector3 _appliedVelocity; // the last velocity applied to the avatar
79 get { return m_body; } 70 private float _currentFriction; // the friction currently being used (changed by setVelocity).
80 set { m_body = value; }
81 }
82
83 private int _subscribedEventsMs = 0;
84 private int _nextCollisionOkTime = 0;
85 71
86 private Vector3 _PIDTarget; 72 private OMV.Vector3 _PIDTarget;
87 private bool _usePID; 73 private bool _usePID;
88 private float _PIDTau; 74 private float _PIDTau;
89 private bool _useHoverPID; 75 private bool _useHoverPID;
@@ -91,332 +77,524 @@ public class BSCharacter : PhysicsActor
91 private PIDHoverType _PIDHoverType; 77 private PIDHoverType _PIDHoverType;
92 private float _PIDHoverTao; 78 private float _PIDHoverTao;
93 79
94 public BSCharacter(uint localID, String avName, BSScene parent_scene, Vector3 pos, Vector3 size, bool isFlying) 80 public BSCharacter(uint localID, String avName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, bool isFlying)
81 : base(parent_scene, localID, avName, "BSCharacter")
95 { 82 {
96 _localID = localID; 83 _physicsActorType = (int)ActorTypes.Agent;
97 _avName = avName;
98 _scene = parent_scene;
99 _position = pos; 84 _position = pos;
100 _size = size; 85 _size = size;
101 _flying = isFlying; 86 _flying = isFlying;
102 _orientation = Quaternion.Identity; 87 _orientation = OMV.Quaternion.Identity;
103 _velocity = Vector3.Zero; 88 _velocity = OMV.Vector3.Zero;
89 _appliedVelocity = OMV.Vector3.Zero;
104 _buoyancy = ComputeBuoyancyFromFlying(isFlying); 90 _buoyancy = ComputeBuoyancyFromFlying(isFlying);
91 _currentFriction = PhysicsScene.Params.avatarStandingFriction;
92 _avatarDensity = PhysicsScene.Params.avatarDensity;
93
105 // The dimensions of the avatar capsule are kept in the scale. 94 // The dimensions of the avatar capsule are kept in the scale.
106 // Physics creates a unit capsule which is scaled by the physics engine. 95 // Physics creates a unit capsule which is scaled by the physics engine.
107 _scale = new Vector3(_scene.Params.avatarCapsuleRadius, _scene.Params.avatarCapsuleRadius, size.Z); 96 ComputeAvatarScale(_size);
108 _density = _scene.Params.avatarDensity; 97 // set _avatarVolume and _mass based on capsule size, _density and Scale
109 ComputeAvatarVolumeAndMass(); // set _avatarVolume and _mass based on capsule size, _density and _scale 98 ComputeAvatarVolumeAndMass();
110 99 DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}",
111 ShapeData shapeData = new ShapeData(); 100 LocalID, _size, Scale, _avatarDensity, _avatarVolume, RawMass);
112 shapeData.ID = _localID;
113 shapeData.Type = ShapeData.PhysicsShapeType.SHAPE_AVATAR;
114 shapeData.Position = _position;
115 shapeData.Rotation = _orientation;
116 shapeData.Velocity = _velocity;
117 shapeData.Scale = _scale;
118 shapeData.Mass = _mass;
119 shapeData.Buoyancy = _buoyancy;
120 shapeData.Static = ShapeData.numericFalse;
121 shapeData.Friction = _scene.Params.avatarFriction;
122 shapeData.Restitution = _scene.Params.avatarRestitution;
123 101
124 // do actual create at taint time 102 // do actual create at taint time
125 _scene.TaintedObject("BSCharacter.create", delegate() 103 PhysicsScene.TaintedObject("BSCharacter.create", delegate()
126 { 104 {
127 BulletSimAPI.CreateObject(parent_scene.WorldID, shapeData); 105 DetailLog("{0},BSCharacter.create,taint", LocalID);
106 // New body and shape into PhysBody and PhysShape
107 PhysicsScene.Shapes.GetBodyAndShape(true, PhysicsScene.World, this, null, null);
128 108
129 m_body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID)); 109 SetPhysicalProperties();
130 // avatars get all collisions no matter what
131 BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
132 }); 110 });
133
134 return; 111 return;
135 } 112 }
136 113
137 // called when this character is being destroyed and the resources should be released 114 // called when this character is being destroyed and the resources should be released
138 public void Destroy() 115 public override void Destroy()
139 { 116 {
140 // DetailLog("{0},BSCharacter.Destroy", LocalID); 117 DetailLog("{0},BSCharacter.Destroy", LocalID);
141 _scene.TaintedObject("BSCharacter.destroy", delegate() 118 PhysicsScene.TaintedObject("BSCharacter.destroy", delegate()
142 { 119 {
143 BulletSimAPI.DestroyObject(_scene.WorldID, _localID); 120 PhysicsScene.Shapes.DereferenceBody(PhysBody, true, null);
121 PhysicsScene.Shapes.DereferenceShape(PhysShape, true, null);
144 }); 122 });
145 } 123 }
146 124
125 private void SetPhysicalProperties()
126 {
127 BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, PhysBody.ptr);
128
129 ZeroMotion(true);
130 ForcePosition = _position;
131 // Set the velocity and compute the proper friction
132 ForceVelocity = _velocity;
133
134 // This will enable or disable the flying buoyancy of the avatar.
135 // Needs to be reset especially when an avatar is recreated after crossing a region boundry.
136 Flying = _flying;
137
138 BulletSimAPI.SetRestitution2(PhysBody.ptr, PhysicsScene.Params.avatarRestitution);
139 BulletSimAPI.SetMargin2(PhysShape.ptr, PhysicsScene.Params.collisionMargin);
140 BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale);
141 BulletSimAPI.SetContactProcessingThreshold2(PhysBody.ptr, PhysicsScene.Params.contactProcessingThreshold);
142 if (PhysicsScene.Params.ccdMotionThreshold > 0f)
143 {
144 BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, PhysicsScene.Params.ccdMotionThreshold);
145 BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius);
146 }
147
148 UpdatePhysicalMassProperties(RawMass);
149
150 // Make so capsule does not fall over
151 BulletSimAPI.SetAngularFactorV2(PhysBody.ptr, OMV.Vector3.Zero);
152
153 BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_CHARACTER_OBJECT);
154
155 BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, PhysBody.ptr);
156
157 // BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ACTIVE_TAG);
158 BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.DISABLE_DEACTIVATION);
159 BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, PhysBody.ptr);
160
161 // Do this after the object has been added to the world
162 BulletSimAPI.SetCollisionFilterMask2(PhysBody.ptr,
163 (uint)CollisionFilterGroups.AvatarFilter,
164 (uint)CollisionFilterGroups.AvatarMask);
165 }
166
147 public override void RequestPhysicsterseUpdate() 167 public override void RequestPhysicsterseUpdate()
148 { 168 {
149 base.RequestPhysicsterseUpdate(); 169 base.RequestPhysicsterseUpdate();
150 } 170 }
151 // No one calls this method so I don't know what it could possibly mean 171 // No one calls this method so I don't know what it could possibly mean
152 public override bool Stopped { 172 public override bool Stopped { get { return false; } }
153 get { return false; } 173
154 } 174 public override OMV.Vector3 Size {
155 public override Vector3 Size {
156 get 175 get
157 { 176 {
158 // Avatar capsule size is kept in the scale parameter. 177 // Avatar capsule size is kept in the scale parameter.
159 return new Vector3(_scale.X * 2, _scale.Y * 2, _scale.Z); 178 // return _size;
179 return new OMV.Vector3(Scale.X * 2f, Scale.Y * 2f, Scale.Z);
160 } 180 }
161 181
162 set { 182 set {
163 // When an avatar's size is set, only the height is changed 183 // When an avatar's size is set, only the height is changed.
164 // and that really only depends on the radius.
165 _size = value; 184 _size = value;
166 _scale.Z = (_size.Z * 1.15f) - (_scale.X + _scale.Y); 185 ComputeAvatarScale(_size);
167
168 // TODO: something has to be done with the avatar's vertical position
169
170 ComputeAvatarVolumeAndMass(); 186 ComputeAvatarVolumeAndMass();
187 DetailLog("{0},BSCharacter.setSize,call,scale={1},density={2},volume={3},mass={4}",
188 LocalID, Scale, _avatarDensity, _avatarVolume, RawMass);
171 189
172 _scene.TaintedObject("BSCharacter.setSize", delegate() 190 PhysicsScene.TaintedObject("BSCharacter.setSize", delegate()
173 { 191 {
174 BulletSimAPI.SetObjectScaleMass(_scene.WorldID, LocalID, _scale, _mass, true); 192 BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale);
193 UpdatePhysicalMassProperties(RawMass);
175 }); 194 });
176 195
177 } 196 }
178 } 197 }
179 public override PrimitiveBaseShape Shape { 198
180 set { _pbs = value; 199 public override OMV.Vector3 Scale { get; set; }
181 } 200
201 public override PrimitiveBaseShape Shape
202 {
203 set { BaseShape = value; }
182 } 204 }
183 public override uint LocalID { 205 // I want the physics engine to make an avatar capsule
184 set { _localID = value; 206 public override ShapeData.PhysicsShapeType PreferredPhysicalShape
185 } 207 {
186 get { return _localID; } 208 get {return ShapeData.PhysicsShapeType.SHAPE_AVATAR; }
187 } 209 }
188 public override bool Grabbed { 210
189 set { _grabbed = value; 211 public override bool Grabbed {
190 } 212 set { _grabbed = value; }
191 } 213 }
192 public override bool Selected { 214 public override bool Selected {
193 set { _selected = value; 215 set { _selected = value; }
194 }
195 } 216 }
196 public override void CrossingFailure() { return; } 217 public override void CrossingFailure() { return; }
197 public override void link(PhysicsActor obj) { return; } 218 public override void link(PhysicsActor obj) { return; }
198 public override void delink() { return; } 219 public override void delink() { return; }
199 public override void LockAngularMotion(Vector3 axis) { return; }
200 220
201 public override Vector3 Position { 221 // Set motion values to zero.
222 // Do it to the properties so the values get set in the physics engine.
223 // Push the setting of the values to the viewer.
224 // Called at taint time!
225 public override void ZeroMotion(bool inTaintTime)
226 {
227 _velocity = OMV.Vector3.Zero;
228 _acceleration = OMV.Vector3.Zero;
229 _rotationalVelocity = OMV.Vector3.Zero;
230
231 // Zero some other properties directly into the physics engine
232 PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate()
233 {
234 BulletSimAPI.ClearAllForces2(PhysBody.ptr);
235 });
236 }
237 public override void ZeroAngularMotion(bool inTaintTime)
238 {
239 _rotationalVelocity = OMV.Vector3.Zero;
240
241 PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate()
242 {
243 BulletSimAPI.SetInterpolationAngularVelocity2(PhysBody.ptr, OMV.Vector3.Zero);
244 BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, OMV.Vector3.Zero);
245 // The next also get rid of applied linear force but the linear velocity is untouched.
246 BulletSimAPI.ClearForces2(PhysBody.ptr);
247 });
248 }
249
250
251 public override void LockAngularMotion(OMV.Vector3 axis) { return; }
252
253 public override OMV.Vector3 RawPosition
254 {
255 get { return _position; }
256 set { _position = value; }
257 }
258 public override OMV.Vector3 Position {
202 get { 259 get {
203 // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); 260 // Don't refetch the position because this function is called a zillion times
204 return _position; 261 // _position = BulletSimAPI.GetObjectPosition2(Scene.World.ptr, LocalID);
205 } 262 return _position;
263 }
206 set { 264 set {
207 _position = value; 265 _position = value;
208 PositionSanityCheck(); 266 PositionSanityCheck();
209 267
210 _scene.TaintedObject("BSCharacter.setPosition", delegate() 268 PhysicsScene.TaintedObject("BSCharacter.setPosition", delegate()
211 { 269 {
212 DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); 270 DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
213 BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); 271 BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
214 }); 272 });
215 } 273 }
216 } 274 }
275 public override OMV.Vector3 ForcePosition {
276 get {
277 _position = BulletSimAPI.GetPosition2(PhysBody.ptr);
278 return _position;
279 }
280 set {
281 _position = value;
282 PositionSanityCheck();
283 BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
284 }
285 }
286
217 287
218 // Check that the current position is sane and, if not, modify the position to make it so. 288 // Check that the current position is sane and, if not, modify the position to make it so.
219 // Check for being below terrain and being out of bounds. 289 // Check for being below terrain or on water.
220 // Returns 'true' of the position was made sane by some action. 290 // Returns 'true' of the position was made sane by some action.
221 private bool PositionSanityCheck() 291 private bool PositionSanityCheck()
222 { 292 {
223 bool ret = false; 293 bool ret = false;
224 294
225 // If below the ground, move the avatar up 295 // If below the ground, move the avatar up
226 float terrainHeight = Scene.GetTerrainHeightAtXYZ(_position); 296 float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position);
227 if (_position.Z < terrainHeight) 297 if (Position.Z < terrainHeight)
228 { 298 {
229 DetailLog("{0},BSCharacter.PositionAdjustUnderGround,call,pos={1},orient={2}", LocalID, _position, _orientation); 299 DetailLog("{0},BSCharacter.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, _position, terrainHeight);
230 _position.Z = terrainHeight + 2.0f; 300 _position.Z = terrainHeight + 2.0f;
231 ret = true; 301 ret = true;
232 } 302 }
303 if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0)
304 {
305 float waterHeight = PhysicsScene.GetWaterLevelAtXYZ(_position);
306 if (Position.Z < waterHeight)
307 {
308 _position.Z = waterHeight;
309 ret = true;
310 }
311 }
233 312
234 // TODO: check for out of bounds 313 // TODO: check for out of bounds
314 return ret;
315 }
235 316
317 // A version of the sanity check that also makes sure a new position value is
318 // pushed back to the physics engine. This routine would be used by anyone
319 // who is not already pushing the value.
320 private bool PositionSanityCheck(bool inTaintTime)
321 {
322 bool ret = false;
323 if (PositionSanityCheck())
324 {
325 // The new position value must be pushed into the physics engine but we can't
326 // just assign to "Position" because of potential call loops.
327 PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.PositionSanityCheck", delegate()
328 {
329 DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation);
330 BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
331 });
332 ret = true;
333 }
236 return ret; 334 return ret;
237 } 335 }
238 336
239 public override float Mass { 337 public override float Mass { get { return _mass; } }
240 get { 338
241 return _mass; 339 // used when we only want this prim's mass and not the linkset thing
242 } 340 public override float RawMass {
341 get {return _mass; }
243 } 342 }
244 public override Vector3 Force { 343 public override void UpdatePhysicalMassProperties(float physMass)
245 get { return _force; } 344 {
345 OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(PhysShape.ptr, physMass);
346 BulletSimAPI.SetMassProps2(PhysBody.ptr, physMass, localInertia);
347 }
348
349 public override OMV.Vector3 Force {
350 get { return _force; }
246 set { 351 set {
247 _force = value; 352 _force = value;
248 // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); 353 // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force);
249 Scene.TaintedObject("BSCharacter.SetForce", delegate() 354 PhysicsScene.TaintedObject("BSCharacter.SetForce", delegate()
250 { 355 {
251 DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force); 356 DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force);
252 BulletSimAPI.SetObjectForce(Scene.WorldID, LocalID, _force); 357 BulletSimAPI.SetObjectForce2(PhysBody.ptr, _force);
253 }); 358 });
254 } 359 }
255 } 360 }
256 361
257 public override int VehicleType { 362 // Avatars don't do vehicles
258 get { return 0; } 363 public override int VehicleType { get { return (int)Vehicle.TYPE_NONE; } set { return; } }
259 set { return; }
260 }
261 public override void VehicleFloatParam(int param, float value) { } 364 public override void VehicleFloatParam(int param, float value) { }
262 public override void VehicleVectorParam(int param, Vector3 value) {} 365 public override void VehicleVectorParam(int param, OMV.Vector3 value) {}
263 public override void VehicleRotationParam(int param, Quaternion rotation) { } 366 public override void VehicleRotationParam(int param, OMV.Quaternion rotation) { }
264 public override void VehicleFlags(int param, bool remove) { } 367 public override void VehicleFlags(int param, bool remove) { }
265 368
266 // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more 369 // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more
267 public override void SetVolumeDetect(int param) { return; } 370 public override void SetVolumeDetect(int param) { return; }
268 371
269 public override Vector3 GeometricCenter { get { return Vector3.Zero; } } 372 public override OMV.Vector3 GeometricCenter { get { return OMV.Vector3.Zero; } }
270 public override Vector3 CenterOfMass { get { return Vector3.Zero; } } 373 public override OMV.Vector3 CenterOfMass { get { return OMV.Vector3.Zero; } }
271 public override Vector3 Velocity { 374 public override OMV.Vector3 Velocity {
272 get { return _velocity; } 375 get { return _velocity; }
273 set { 376 set {
274 _velocity = value; 377 _velocity = value;
275 // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity); 378 // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity);
276 _scene.TaintedObject("BSCharacter.setVelocity", delegate() 379 PhysicsScene.TaintedObject("BSCharacter.setVelocity", delegate()
277 { 380 {
278 DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity); 381 DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity);
279 BulletSimAPI.SetObjectVelocity(_scene.WorldID, _localID, _velocity); 382 ForceVelocity = _velocity;
280 }); 383 });
281 } 384 }
282 } 385 }
283 public override Vector3 Torque { 386 public override OMV.Vector3 ForceVelocity {
284 get { return _torque; } 387 get { return _velocity; }
285 set { _torque = value; 388 set {
286 } 389 // Depending on whether the avatar is moving or not, change the friction
390 // to keep the avatar from slipping around
391 if (_velocity.Length() == 0)
392 {
393 if (_currentFriction != PhysicsScene.Params.avatarStandingFriction)
394 {
395 _currentFriction = PhysicsScene.Params.avatarStandingFriction;
396 BulletSimAPI.SetFriction2(PhysBody.ptr, _currentFriction);
397 }
398 }
399 else
400 {
401 if (_currentFriction != PhysicsScene.Params.avatarFriction)
402 {
403 _currentFriction = PhysicsScene.Params.avatarFriction;
404 BulletSimAPI.SetFriction2(PhysBody.ptr, _currentFriction);
405 }
406 }
407 _velocity = value;
408 // Remember the set velocity so we can suppress the reduction by friction, ...
409 _appliedVelocity = value;
410
411 BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity);
412 BulletSimAPI.Activate2(PhysBody.ptr, true);
413 }
287 } 414 }
288 public override float CollisionScore { 415 public override OMV.Vector3 Torque {
289 get { return _collisionScore; } 416 get { return _torque; }
290 set { _collisionScore = value; 417 set { _torque = value;
291 } 418 }
419 }
420 public override float CollisionScore {
421 get { return _collisionScore; }
422 set { _collisionScore = value;
423 }
292 } 424 }
293 public override Vector3 Acceleration { 425 public override OMV.Vector3 Acceleration {
294 get { return _acceleration; } 426 get { return _acceleration; }
295 set { _acceleration = value; } 427 set { _acceleration = value; }
296 } 428 }
297 public override Quaternion Orientation { 429 public override OMV.Quaternion RawOrientation
298 get { return _orientation; } 430 {
431 get { return _orientation; }
432 set { _orientation = value; }
433 }
434 public override OMV.Quaternion Orientation {
435 get { return _orientation; }
299 set { 436 set {
300 _orientation = value; 437 _orientation = value;
301 // m_log.DebugFormat("{0}: set orientation to {1}", LogHeader, _orientation); 438 // m_log.DebugFormat("{0}: set orientation to {1}", LogHeader, _orientation);
302 _scene.TaintedObject("BSCharacter.setOrientation", delegate() 439 PhysicsScene.TaintedObject("BSCharacter.setOrientation", delegate()
303 { 440 {
304 // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); 441 // _position = BulletSimAPI.GetPosition2(BSBody.ptr);
305 BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); 442 BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
306 }); 443 });
307 } 444 }
445 }
446 // Go directly to Bullet to get/set the value.
447 public override OMV.Quaternion ForceOrientation
448 {
449 get
450 {
451 _orientation = BulletSimAPI.GetOrientation2(PhysBody.ptr);
452 return _orientation;
453 }
454 set
455 {
456 _orientation = value;
457 BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
458 }
308 } 459 }
309 public override int PhysicsActorType { 460 public override int PhysicsActorType {
310 get { return _physicsActorType; } 461 get { return _physicsActorType; }
311 set { _physicsActorType = value; 462 set { _physicsActorType = value;
312 } 463 }
313 } 464 }
314 public override bool IsPhysical { 465 public override bool IsPhysical {
315 get { return _isPhysical; } 466 get { return _isPhysical; }
316 set { _isPhysical = value; 467 set { _isPhysical = value;
317 } 468 }
318 } 469 }
319 public override bool Flying { 470 public override bool IsSolid {
320 get { return _flying; } 471 get { return true; }
472 }
473 public override bool IsStatic {
474 get { return false; }
475 }
476 public override bool Flying {
477 get { return _flying; }
321 set { 478 set {
322 if (_flying != value) 479 _flying = value;
323 { 480 // simulate flying by changing the effect of gravity
324 _flying = value; 481 Buoyancy = ComputeBuoyancyFromFlying(_flying);
325 // simulate flying by changing the effect of gravity 482 }
326 this.Buoyancy = ComputeBuoyancyFromFlying(_flying);
327 }
328 }
329 } 483 }
484 // Flying is implimented by changing the avatar's buoyancy.
485 // Would this be done better with a vehicle type?
330 private float ComputeBuoyancyFromFlying(bool ifFlying) { 486 private float ComputeBuoyancyFromFlying(bool ifFlying) {
331 return ifFlying ? 1f : 0f; 487 return ifFlying ? 1f : 0f;
332 } 488 }
333 public override bool 489 public override bool
334 SetAlwaysRun { 490 SetAlwaysRun {
335 get { return _setAlwaysRun; } 491 get { return _setAlwaysRun; }
336 set { _setAlwaysRun = value; } 492 set { _setAlwaysRun = value; }
337 } 493 }
338 public override bool ThrottleUpdates { 494 public override bool ThrottleUpdates {
339 get { return _throttleUpdates; } 495 get { return _throttleUpdates; }
340 set { _throttleUpdates = value; } 496 set { _throttleUpdates = value; }
341 } 497 }
342 public override bool IsColliding { 498 public override bool IsColliding {
343 get { return (_collidingStep == _scene.SimulationStep); } 499 get { return (CollidingStep == PhysicsScene.SimulationStep); }
344 set { _isColliding = value; } 500 set { _isColliding = value; }
345 } 501 }
346 public override bool CollidingGround { 502 public override bool CollidingGround {
347 get { return (_collidingGroundStep == _scene.SimulationStep); } 503 get { return (CollidingGroundStep == PhysicsScene.SimulationStep); }
348 set { _collidingGround = value; } 504 set { CollidingGround = value; }
349 } 505 }
350 public override bool CollidingObj { 506 public override bool CollidingObj {
351 get { return _collidingObj; } 507 get { return _collidingObj; }
352 set { _collidingObj = value; } 508 set { _collidingObj = value; }
353 } 509 }
354 public override bool FloatOnWater { 510 public override bool FloatOnWater {
355 set { _floatOnWater = value; } 511 set {
512 _floatOnWater = value;
513 PhysicsScene.TaintedObject("BSCharacter.setFloatOnWater", delegate()
514 {
515 if (_floatOnWater)
516 CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER);
517 else
518 CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER);
519 });
520 }
356 } 521 }
357 public override Vector3 RotationalVelocity { 522 public override OMV.Vector3 RotationalVelocity {
358 get { return _rotationalVelocity; } 523 get { return _rotationalVelocity; }
359 set { _rotationalVelocity = value; } 524 set { _rotationalVelocity = value; }
360 } 525 }
361 public override bool Kinematic { 526 public override OMV.Vector3 ForceRotationalVelocity {
362 get { return _kinematic; } 527 get { return _rotationalVelocity; }
363 set { _kinematic = value; } 528 set { _rotationalVelocity = value; }
529 }
530 public override bool Kinematic {
531 get { return _kinematic; }
532 set { _kinematic = value; }
364 } 533 }
365 // neg=fall quickly, 0=1g, 1=0g, pos=float up 534 // neg=fall quickly, 0=1g, 1=0g, pos=float up
366 public override float Buoyancy { 535 public override float Buoyancy {
367 get { return _buoyancy; } 536 get { return _buoyancy; }
368 set { _buoyancy = value; 537 set { _buoyancy = value;
369 _scene.TaintedObject("BSCharacter.setBuoyancy", delegate() 538 PhysicsScene.TaintedObject("BSCharacter.setBuoyancy", delegate()
370 { 539 {
371 DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy); 540 DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
372 BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, LocalID, _buoyancy); 541 ForceBuoyancy = _buoyancy;
373 }); 542 });
374 } 543 }
544 }
545 public override float ForceBuoyancy {
546 get { return _buoyancy; }
547 set { _buoyancy = value;
548 DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
549 // Buoyancy is faked by changing the gravity applied to the object
550 float grav = PhysicsScene.Params.gravity * (1f - _buoyancy);
551 BulletSimAPI.SetGravity2(PhysBody.ptr, new OMV.Vector3(0f, 0f, grav));
552 }
375 } 553 }
376 554
377 // Used for MoveTo 555 // Used for MoveTo
378 public override Vector3 PIDTarget { 556 public override OMV.Vector3 PIDTarget {
379 set { _PIDTarget = value; } 557 set { _PIDTarget = value; }
380 } 558 }
381 public override bool PIDActive { 559 public override bool PIDActive {
382 set { _usePID = value; } 560 set { _usePID = value; }
383 } 561 }
384 public override float PIDTau { 562 public override float PIDTau {
385 set { _PIDTau = value; } 563 set { _PIDTau = value; }
386 } 564 }
387 565
388 // Used for llSetHoverHeight and maybe vehicle height 566 // Used for llSetHoverHeight and maybe vehicle height
389 // Hover Height will override MoveTo target's Z 567 // Hover Height will override MoveTo target's Z
390 public override bool PIDHoverActive { 568 public override bool PIDHoverActive {
391 set { _useHoverPID = value; } 569 set { _useHoverPID = value; }
392 } 570 }
393 public override float PIDHoverHeight { 571 public override float PIDHoverHeight {
394 set { _PIDHoverHeight = value; } 572 set { _PIDHoverHeight = value; }
395 } 573 }
396 public override PIDHoverType PIDHoverType { 574 public override PIDHoverType PIDHoverType {
397 set { _PIDHoverType = value; } 575 set { _PIDHoverType = value; }
398 } 576 }
399 public override float PIDHoverTau { 577 public override float PIDHoverTau {
400 set { _PIDHoverTao = value; } 578 set { _PIDHoverTao = value; }
401 } 579 }
402 580
403 // For RotLookAt 581 // For RotLookAt
404 public override Quaternion APIDTarget { set { return; } } 582 public override OMV.Quaternion APIDTarget { set { return; } }
405 public override bool APIDActive { set { return; } } 583 public override bool APIDActive { set { return; } }
406 public override float APIDStrength { set { return; } } 584 public override float APIDStrength { set { return; } }
407 public override float APIDDamping { set { return; } } 585 public override float APIDDamping { set { return; } }
408 586
409 public override void AddForce(Vector3 force, bool pushforce) { 587 public override void AddForce(OMV.Vector3 force, bool pushforce) {
410 if (force.IsFinite()) 588 if (force.IsFinite())
411 { 589 {
412 _force.X += force.X; 590 _force.X += force.X;
413 _force.Y += force.Y; 591 _force.Y += force.Y;
414 _force.Z += force.Z; 592 _force.Z += force.Z;
415 // m_log.DebugFormat("{0}: AddForce. adding={1}, newForce={2}", LogHeader, force, _force); 593 // m_log.DebugFormat("{0}: AddForce. adding={1}, newForce={2}", LogHeader, force, _force);
416 _scene.TaintedObject("BSCharacter.AddForce", delegate() 594 PhysicsScene.TaintedObject("BSCharacter.AddForce", delegate()
417 { 595 {
418 DetailLog("{0},BSCharacter.setAddForce,taint,addedForce={1}", LocalID, _force); 596 DetailLog("{0},BSCharacter.setAddForce,taint,addedForce={1}", LocalID, _force);
419 BulletSimAPI.AddObjectForce2(Body.Ptr, _force); 597 BulletSimAPI.SetObjectForce2(PhysBody.ptr, _force);
420 }); 598 });
421 } 599 }
422 else 600 else
@@ -426,129 +604,75 @@ public class BSCharacter : PhysicsActor
426 //m_lastUpdateSent = false; 604 //m_lastUpdateSent = false;
427 } 605 }
428 606
429 public override void AddAngularForce(Vector3 force, bool pushforce) { 607 public override void AddAngularForce(OMV.Vector3 force, bool pushforce) {
430 } 608 }
431 public override void SetMomentum(Vector3 momentum) { 609 public override void SetMomentum(OMV.Vector3 momentum) {
432 } 610 }
433 611
434 // Turn on collision events at a rate no faster than one every the given milliseconds 612 private void ComputeAvatarScale(OMV.Vector3 size)
435 public override void SubscribeEvents(int ms) { 613 {
436 _subscribedEventsMs = ms; 614 // The 'size' given by the simulator is the mid-point of the avatar
437 if (ms > 0) 615 // and X and Y are unspecified.
438 {
439 // make sure first collision happens
440 _nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs;
441 616
442 Scene.TaintedObject("BSCharacter.SubscribeEvents", delegate() 617 OMV.Vector3 newScale = OMV.Vector3.Zero;
443 { 618 newScale.X = PhysicsScene.Params.avatarCapsuleRadius;
444 BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); 619 newScale.Y = PhysicsScene.Params.avatarCapsuleRadius;
445 }); 620
446 } 621 // From the total height, remove the capsule half spheres that are at each end
447 } 622 newScale.Z = size.Z - (newScale.X + newScale.Y);
448 // Stop collision events 623 Scale = newScale;
449 public override void UnSubscribeEvents() {
450 _subscribedEventsMs = 0;
451 // Avatars get all their collision events
452 // Scene.TaintedObject("BSCharacter.UnSubscribeEvents", delegate()
453 // {
454 // BulletSimAPI.RemoveFromCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
455 // });
456 }
457 // Return 'true' if someone has subscribed to events
458 public override bool SubscribedEvents() {
459 return (_subscribedEventsMs > 0);
460 } 624 }
461 625
462 // set _avatarVolume and _mass based on capsule size, _density and _scale 626 // set _avatarVolume and _mass based on capsule size, _density and Scale
463 private void ComputeAvatarVolumeAndMass() 627 private void ComputeAvatarVolumeAndMass()
464 { 628 {
465 _avatarVolume = (float)( 629 _avatarVolume = (float)(
466 Math.PI 630 Math.PI
467 * _scale.X 631 * Scale.X
468 * _scale.Y // the area of capsule cylinder 632 * Scale.Y // the area of capsule cylinder
469 * _scale.Z // times height of capsule cylinder 633 * Scale.Z // times height of capsule cylinder
470 + 1.33333333f 634 + 1.33333333f
471 * Math.PI 635 * Math.PI
472 * _scale.X 636 * Scale.X
473 * Math.Min(_scale.X, _scale.Y) 637 * Math.Min(Scale.X, Scale.Y)
474 * _scale.Y // plus the volume of the capsule end caps 638 * Scale.Y // plus the volume of the capsule end caps
475 ); 639 );
476 _mass = _density * _avatarVolume; 640 _mass = _avatarDensity * _avatarVolume;
477 } 641 }
478 642
479 // The physics engine says that properties have updated. Update same and inform 643 // The physics engine says that properties have updated. Update same and inform
480 // the world that things have changed. 644 // the world that things have changed.
481 public void UpdateProperties(EntityProperties entprop) 645 public override void UpdateProperties(EntityProperties entprop)
482 { 646 {
483 _position = entprop.Position; 647 _position = entprop.Position;
484 _orientation = entprop.Rotation; 648 _orientation = entprop.Rotation;
485 _velocity = entprop.Velocity; 649 _velocity = entprop.Velocity;
486 _acceleration = entprop.Acceleration; 650 _acceleration = entprop.Acceleration;
487 _rotationalVelocity = entprop.RotationalVelocity; 651 _rotationalVelocity = entprop.RotationalVelocity;
488 // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. 652 // Do some sanity checking for the avatar. Make sure it's above ground and inbounds.
489 // base.RequestPhysicsterseUpdate(); 653 PositionSanityCheck(true);
490
491 /*
492 DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
493 LocalID, entprop.Position, entprop.Rotation, entprop.Velocity,
494 entprop.Acceleration, entprop.RotationalVelocity);
495 */
496 }
497 654
498 // Called by the scene when a collision with this object is reported 655 // remember the current and last set values
499 // The collision, if it should be reported to the character, is placed in a collection 656 LastEntityProperties = CurrentEntityProperties;
500 // that will later be sent to the simulator when SendCollisions() is called. 657 CurrentEntityProperties = entprop;
501 CollisionEventUpdate collisionCollection = null;
502 public void Collide(uint collidingWith, ActorTypes type, Vector3 contactPoint, Vector3 contactNormal, float pentrationDepth)
503 {
504 // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith);
505 658
506 // The following makes IsColliding() and IsCollidingGround() work 659 if (entprop.Velocity != LastEntityProperties.Velocity)
507 _collidingStep = _scene.SimulationStep;
508 if (collidingWith == BSScene.TERRAIN_ID || collidingWith == BSScene.GROUNDPLANE_ID)
509 { 660 {
510 _collidingGroundStep = _scene.SimulationStep; 661 // Changes in the velocity are suppressed in avatars.
662 // That's just the way they are defined.
663 OMV.Vector3 avVel = new OMV.Vector3(_appliedVelocity.X, _appliedVelocity.Y, entprop.Velocity.Z);
664 _velocity = avVel;
665 BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, avVel);
511 } 666 }
512 // DetailLog("{0},BSCharacter.Collison,call,with={1}", LocalID, collidingWith);
513 667
514 // throttle collisions to the rate specified in the subscription 668 // Tell the linkset about value changes
515 if (_subscribedEventsMs != 0) { 669 Linkset.UpdateProperties(this);
516 int nowTime = _scene.SimulationNowTime;
517 if (nowTime >= _nextCollisionOkTime) {
518 _nextCollisionOkTime = nowTime + _subscribedEventsMs;
519 670
520 if (collisionCollection == null) 671 // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop.
521 collisionCollection = new CollisionEventUpdate(); 672 // base.RequestPhysicsterseUpdate();
522 collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
523 }
524 }
525 }
526 673
527 public void SendCollisions() 674 DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
528 { 675 LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity);
529 /*
530 if (collisionCollection != null && collisionCollection.Count > 0)
531 {
532 base.SendCollisionUpdate(collisionCollection);
533 collisionCollection = null;
534 }
535 */
536 // Kludge to make a collision call even if there are no collisions.
537 // This causes the avatar animation to get updated.
538 if (collisionCollection == null)
539 collisionCollection = new CollisionEventUpdate();
540 base.SendCollisionUpdate(collisionCollection);
541 // If there were any collisions in the collection, make sure we don't use the
542 // same instance next time.
543 if (collisionCollection.Count > 0)
544 collisionCollection = null;
545 // End kludge
546 }
547
548 // Invoke the detailed logger and output something if it's enabled.
549 private void DetailLog(string msg, params Object[] args)
550 {
551 Scene.PhysicsLogging.Write(msg, args);
552 } 676 }
553} 677}
554} 678}