diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 689 |
1 files changed, 398 insertions, 291 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index e2f7af9..2a5397e 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -28,62 +28,48 @@ using System; | |||
28 | using System.Collections.Generic; | 28 | using System.Collections.Generic; |
29 | using System.Reflection; | 29 | using System.Reflection; |
30 | using log4net; | 30 | using log4net; |
31 | using OpenMetaverse; | 31 | using OMV = OpenMetaverse; |
32 | using OpenSim.Framework; | 32 | using OpenSim.Framework; |
33 | using OpenSim.Region.Physics.Manager; | 33 | using OpenSim.Region.Physics.Manager; |
34 | 34 | ||
35 | namespace OpenSim.Region.Physics.BulletSPlugin | 35 | namespace OpenSim.Region.Physics.BulletSPlugin |
36 | { | 36 | { |
37 | public class BSCharacter : PhysicsActor | 37 | public 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 +77,507 @@ 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) |
95 | { | 81 | { |
96 | _localID = localID; | 82 | base.BaseInitialize(parent_scene, localID, avName, "BSCharacter"); |
97 | _avName = avName; | 83 | _physicsActorType = (int)ActorTypes.Agent; |
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 BSBody and BSShape | ||
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(); | ||
130 | ForcePosition = _position; | ||
131 | // Set the velocity and compute the proper friction | ||
132 | ForceVelocity = _velocity; | ||
133 | |||
134 | BulletSimAPI.SetRestitution2(PhysBody.ptr, PhysicsScene.Params.avatarRestitution); | ||
135 | BulletSimAPI.SetMargin2(PhysShape.ptr, PhysicsScene.Params.collisionMargin); | ||
136 | BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale); | ||
137 | BulletSimAPI.SetContactProcessingThreshold2(PhysBody.ptr, PhysicsScene.Params.contactProcessingThreshold); | ||
138 | if (PhysicsScene.Params.ccdMotionThreshold > 0f) | ||
139 | { | ||
140 | BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, PhysicsScene.Params.ccdMotionThreshold); | ||
141 | BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius); | ||
142 | } | ||
143 | |||
144 | UpdatePhysicalMassProperties(RawMass); | ||
145 | |||
146 | // Make so capsule does not fall over | ||
147 | BulletSimAPI.SetAngularFactorV2(PhysBody.ptr, OMV.Vector3.Zero); | ||
148 | |||
149 | BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_CHARACTER_OBJECT); | ||
150 | |||
151 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, PhysBody.ptr); | ||
152 | |||
153 | // BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ACTIVE_TAG); | ||
154 | BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.DISABLE_DEACTIVATION); | ||
155 | BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, PhysBody.ptr); | ||
156 | |||
157 | // Do this after the object has been added to the world | ||
158 | BulletSimAPI.SetCollisionFilterMask2(PhysBody.ptr, | ||
159 | (uint)CollisionFilterGroups.AvatarFilter, | ||
160 | (uint)CollisionFilterGroups.AvatarMask); | ||
161 | } | ||
162 | |||
147 | public override void RequestPhysicsterseUpdate() | 163 | public override void RequestPhysicsterseUpdate() |
148 | { | 164 | { |
149 | base.RequestPhysicsterseUpdate(); | 165 | base.RequestPhysicsterseUpdate(); |
150 | } | 166 | } |
151 | // No one calls this method so I don't know what it could possibly mean | 167 | // No one calls this method so I don't know what it could possibly mean |
152 | public override bool Stopped { | 168 | public override bool Stopped { get { return false; } } |
153 | get { return false; } | 169 | |
154 | } | 170 | public override OMV.Vector3 Size { |
155 | public override Vector3 Size { | ||
156 | get | 171 | get |
157 | { | 172 | { |
158 | // Avatar capsule size is kept in the scale parameter. | 173 | // Avatar capsule size is kept in the scale parameter. |
159 | return new Vector3(_scale.X * 2, _scale.Y * 2, _scale.Z); | 174 | // return _size; |
175 | return new OMV.Vector3(Scale.X * 2f, Scale.Y * 2f, Scale.Z); | ||
160 | } | 176 | } |
161 | 177 | ||
162 | set { | 178 | set { |
163 | // When an avatar's size is set, only the height is changed | 179 | // When an avatar's size is set, only the height is changed. |
164 | // and that really only depends on the radius. | ||
165 | _size = value; | 180 | _size = value; |
166 | _scale.Z = (_size.Z * 1.15f) - (_scale.X + _scale.Y); | 181 | ComputeAvatarScale(_size); |
167 | |||
168 | // TODO: something has to be done with the avatar's vertical position | ||
169 | |||
170 | ComputeAvatarVolumeAndMass(); | 182 | ComputeAvatarVolumeAndMass(); |
183 | DetailLog("{0},BSCharacter.setSize,call,scale={1},density={2},volume={3},mass={4}", | ||
184 | LocalID, Scale, _avatarDensity, _avatarVolume, RawMass); | ||
171 | 185 | ||
172 | _scene.TaintedObject("BSCharacter.setSize", delegate() | 186 | PhysicsScene.TaintedObject("BSCharacter.setSize", delegate() |
173 | { | 187 | { |
174 | BulletSimAPI.SetObjectScaleMass(_scene.WorldID, LocalID, _scale, _mass, true); | 188 | BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale); |
189 | UpdatePhysicalMassProperties(RawMass); | ||
175 | }); | 190 | }); |
176 | 191 | ||
177 | } | 192 | } |
178 | } | 193 | } |
179 | public override PrimitiveBaseShape Shape { | 194 | |
180 | set { _pbs = value; | 195 | public override OMV.Vector3 Scale { get; set; } |
181 | } | 196 | |
197 | public override PrimitiveBaseShape Shape | ||
198 | { | ||
199 | set { BaseShape = value; } | ||
182 | } | 200 | } |
183 | public override uint LocalID { | 201 | // I want the physics engine to make an avatar capsule |
184 | set { _localID = value; | 202 | public override ShapeData.PhysicsShapeType PreferredPhysicalShape |
185 | } | 203 | { |
186 | get { return _localID; } | 204 | get {return ShapeData.PhysicsShapeType.SHAPE_AVATAR; } |
187 | } | 205 | } |
188 | public override bool Grabbed { | 206 | |
189 | set { _grabbed = value; | 207 | public override bool Grabbed { |
190 | } | 208 | set { _grabbed = value; } |
191 | } | 209 | } |
192 | public override bool Selected { | 210 | public override bool Selected { |
193 | set { _selected = value; | 211 | set { _selected = value; } |
194 | } | ||
195 | } | 212 | } |
196 | public override void CrossingFailure() { return; } | 213 | public override void CrossingFailure() { return; } |
197 | public override void link(PhysicsActor obj) { return; } | 214 | public override void link(PhysicsActor obj) { return; } |
198 | public override void delink() { return; } | 215 | public override void delink() { return; } |
199 | public override void LockAngularMotion(Vector3 axis) { return; } | ||
200 | 216 | ||
201 | public override Vector3 Position { | 217 | // Set motion values to zero. |
218 | // Do it to the properties so the values get set in the physics engine. | ||
219 | // Push the setting of the values to the viewer. | ||
220 | // Called at taint time! | ||
221 | public override void ZeroMotion() | ||
222 | { | ||
223 | _velocity = OMV.Vector3.Zero; | ||
224 | _acceleration = OMV.Vector3.Zero; | ||
225 | _rotationalVelocity = OMV.Vector3.Zero; | ||
226 | |||
227 | // Zero some other properties directly into the physics engine | ||
228 | BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, OMV.Vector3.Zero); | ||
229 | BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, OMV.Vector3.Zero); | ||
230 | BulletSimAPI.SetInterpolationVelocity2(PhysBody.ptr, OMV.Vector3.Zero, OMV.Vector3.Zero); | ||
231 | BulletSimAPI.ClearForces2(PhysBody.ptr); | ||
232 | } | ||
233 | |||
234 | public override void LockAngularMotion(OMV.Vector3 axis) { return; } | ||
235 | |||
236 | public override OMV.Vector3 RawPosition | ||
237 | { | ||
238 | get { return _position; } | ||
239 | set { _position = value; } | ||
240 | } | ||
241 | public override OMV.Vector3 Position { | ||
202 | get { | 242 | get { |
203 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 243 | // Don't refetch the position because this function is called a zillion times |
204 | return _position; | 244 | // _position = BulletSimAPI.GetObjectPosition2(Scene.World.ptr, LocalID); |
205 | } | 245 | return _position; |
246 | } | ||
206 | set { | 247 | set { |
207 | _position = value; | 248 | _position = value; |
208 | PositionSanityCheck(); | 249 | PositionSanityCheck(); |
209 | 250 | ||
210 | _scene.TaintedObject("BSCharacter.setPosition", delegate() | 251 | PhysicsScene.TaintedObject("BSCharacter.setPosition", delegate() |
211 | { | 252 | { |
212 | DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 253 | DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
213 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 254 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); |
214 | }); | 255 | }); |
215 | } | 256 | } |
257 | } | ||
258 | public override OMV.Vector3 ForcePosition { | ||
259 | get { | ||
260 | _position = BulletSimAPI.GetPosition2(PhysBody.ptr); | ||
261 | return _position; | ||
262 | } | ||
263 | set { | ||
264 | _position = value; | ||
265 | PositionSanityCheck(); | ||
266 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); | ||
267 | } | ||
216 | } | 268 | } |
217 | 269 | ||
270 | |||
218 | // Check that the current position is sane and, if not, modify the position to make it so. | 271 | // 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. | 272 | // Check for being below terrain or on water. |
220 | // Returns 'true' of the position was made sane by some action. | 273 | // Returns 'true' of the position was made sane by some action. |
221 | private bool PositionSanityCheck() | 274 | private bool PositionSanityCheck() |
222 | { | 275 | { |
223 | bool ret = false; | 276 | bool ret = false; |
224 | 277 | ||
225 | // If below the ground, move the avatar up | 278 | // If below the ground, move the avatar up |
226 | float terrainHeight = Scene.GetTerrainHeightAtXYZ(_position); | 279 | float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position); |
227 | if (_position.Z < terrainHeight) | 280 | if (Position.Z < terrainHeight) |
228 | { | 281 | { |
229 | DetailLog("{0},BSCharacter.PositionAdjustUnderGround,call,pos={1},orient={2}", LocalID, _position, _orientation); | 282 | DetailLog("{0},BSCharacter.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, _position, terrainHeight); |
230 | _position.Z = terrainHeight + 2.0f; | 283 | _position.Z = terrainHeight + 2.0f; |
231 | ret = true; | 284 | ret = true; |
232 | } | 285 | } |
286 | if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) | ||
287 | { | ||
288 | float waterHeight = PhysicsScene.GetWaterLevelAtXYZ(_position); | ||
289 | if (Position.Z < waterHeight) | ||
290 | { | ||
291 | _position.Z = waterHeight; | ||
292 | ret = true; | ||
293 | } | ||
294 | } | ||
233 | 295 | ||
234 | // TODO: check for out of bounds | 296 | // TODO: check for out of bounds |
297 | return ret; | ||
298 | } | ||
235 | 299 | ||
300 | // A version of the sanity check that also makes sure a new position value is | ||
301 | // pushed back to the physics engine. This routine would be used by anyone | ||
302 | // who is not already pushing the value. | ||
303 | private bool PositionSanityCheck(bool inTaintTime) | ||
304 | { | ||
305 | bool ret = false; | ||
306 | if (PositionSanityCheck()) | ||
307 | { | ||
308 | // The new position value must be pushed into the physics engine but we can't | ||
309 | // just assign to "Position" because of potential call loops. | ||
310 | PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.PositionSanityCheck", delegate() | ||
311 | { | ||
312 | DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); | ||
313 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); | ||
314 | }); | ||
315 | ret = true; | ||
316 | } | ||
236 | return ret; | 317 | return ret; |
237 | } | 318 | } |
238 | 319 | ||
239 | public override float Mass { | 320 | public override float Mass { get { return _mass; } } |
240 | get { | 321 | |
241 | return _mass; | 322 | // used when we only want this prim's mass and not the linkset thing |
242 | } | 323 | public override float RawMass { |
324 | get {return _mass; } | ||
325 | } | ||
326 | public override void UpdatePhysicalMassProperties(float physMass) | ||
327 | { | ||
328 | OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(PhysShape.ptr, physMass); | ||
329 | BulletSimAPI.SetMassProps2(PhysBody.ptr, physMass, localInertia); | ||
243 | } | 330 | } |
244 | public override Vector3 Force { | 331 | |
245 | get { return _force; } | 332 | public override OMV.Vector3 Force { |
333 | get { return _force; } | ||
246 | set { | 334 | set { |
247 | _force = value; | 335 | _force = value; |
248 | // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); | 336 | // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); |
249 | Scene.TaintedObject("BSCharacter.SetForce", delegate() | 337 | PhysicsScene.TaintedObject("BSCharacter.SetForce", delegate() |
250 | { | 338 | { |
251 | DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force); | 339 | DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force); |
252 | BulletSimAPI.SetObjectForce(Scene.WorldID, LocalID, _force); | 340 | BulletSimAPI.SetObjectForce2(PhysBody.ptr, _force); |
253 | }); | 341 | }); |
254 | } | 342 | } |
255 | } | 343 | } |
256 | 344 | ||
257 | public override int VehicleType { | 345 | // Avatars don't do vehicles |
258 | get { return 0; } | 346 | 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) { } | 347 | public override void VehicleFloatParam(int param, float value) { } |
262 | public override void VehicleVectorParam(int param, Vector3 value) {} | 348 | public override void VehicleVectorParam(int param, OMV.Vector3 value) {} |
263 | public override void VehicleRotationParam(int param, Quaternion rotation) { } | 349 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) { } |
264 | public override void VehicleFlags(int param, bool remove) { } | 350 | public override void VehicleFlags(int param, bool remove) { } |
265 | 351 | ||
266 | // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more | 352 | // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more |
267 | public override void SetVolumeDetect(int param) { return; } | 353 | public override void SetVolumeDetect(int param) { return; } |
268 | 354 | ||
269 | public override Vector3 GeometricCenter { get { return Vector3.Zero; } } | 355 | public override OMV.Vector3 GeometricCenter { get { return OMV.Vector3.Zero; } } |
270 | public override Vector3 CenterOfMass { get { return Vector3.Zero; } } | 356 | public override OMV.Vector3 CenterOfMass { get { return OMV.Vector3.Zero; } } |
271 | public override Vector3 Velocity { | 357 | public override OMV.Vector3 Velocity { |
272 | get { return _velocity; } | 358 | get { return _velocity; } |
273 | set { | 359 | set { |
274 | _velocity = value; | 360 | _velocity = value; |
275 | // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity); | 361 | // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity); |
276 | _scene.TaintedObject("BSCharacter.setVelocity", delegate() | 362 | PhysicsScene.TaintedObject("BSCharacter.setVelocity", delegate() |
277 | { | 363 | { |
278 | DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity); | 364 | DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity); |
279 | BulletSimAPI.SetObjectVelocity(_scene.WorldID, _localID, _velocity); | 365 | ForceVelocity = _velocity; |
280 | }); | 366 | }); |
281 | } | 367 | } |
368 | } | ||
369 | public override OMV.Vector3 ForceVelocity { | ||
370 | get { return _velocity; } | ||
371 | set { | ||
372 | // Depending on whether the avatar is moving or not, change the friction | ||
373 | // to keep the avatar from slipping around | ||
374 | if (_velocity.Length() == 0) | ||
375 | { | ||
376 | if (_currentFriction != PhysicsScene.Params.avatarStandingFriction) | ||
377 | { | ||
378 | _currentFriction = PhysicsScene.Params.avatarStandingFriction; | ||
379 | BulletSimAPI.SetFriction2(PhysBody.ptr, _currentFriction); | ||
380 | } | ||
381 | } | ||
382 | else | ||
383 | { | ||
384 | if (_currentFriction != PhysicsScene.Params.avatarFriction) | ||
385 | { | ||
386 | _currentFriction = PhysicsScene.Params.avatarFriction; | ||
387 | BulletSimAPI.SetFriction2(PhysBody.ptr, _currentFriction); | ||
388 | } | ||
389 | } | ||
390 | _velocity = value; | ||
391 | // Remember the set velocity so we can suppress the reduction by friction, ... | ||
392 | _appliedVelocity = value; | ||
393 | |||
394 | BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity); | ||
395 | BulletSimAPI.Activate2(PhysBody.ptr, true); | ||
396 | } | ||
282 | } | 397 | } |
283 | public override Vector3 Torque { | 398 | public override OMV.Vector3 Torque { |
284 | get { return _torque; } | 399 | get { return _torque; } |
285 | set { _torque = value; | 400 | set { _torque = value; |
286 | } | 401 | } |
287 | } | 402 | } |
288 | public override float CollisionScore { | 403 | public override float CollisionScore { |
289 | get { return _collisionScore; } | 404 | get { return _collisionScore; } |
290 | set { _collisionScore = value; | 405 | set { _collisionScore = value; |
291 | } | 406 | } |
292 | } | 407 | } |
293 | public override Vector3 Acceleration { | 408 | public override OMV.Vector3 Acceleration { |
294 | get { return _acceleration; } | 409 | get { return _acceleration; } |
295 | set { _acceleration = value; } | 410 | set { _acceleration = value; } |
296 | } | 411 | } |
297 | public override Quaternion Orientation { | 412 | public override OMV.Quaternion RawOrientation |
298 | get { return _orientation; } | 413 | { |
414 | get { return _orientation; } | ||
415 | set { _orientation = value; } | ||
416 | } | ||
417 | public override OMV.Quaternion Orientation { | ||
418 | get { return _orientation; } | ||
299 | set { | 419 | set { |
300 | _orientation = value; | 420 | _orientation = value; |
301 | // m_log.DebugFormat("{0}: set orientation to {1}", LogHeader, _orientation); | 421 | // m_log.DebugFormat("{0}: set orientation to {1}", LogHeader, _orientation); |
302 | _scene.TaintedObject("BSCharacter.setOrientation", delegate() | 422 | PhysicsScene.TaintedObject("BSCharacter.setOrientation", delegate() |
303 | { | 423 | { |
304 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 424 | // _position = BulletSimAPI.GetPosition2(BSBody.ptr); |
305 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 425 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); |
306 | }); | 426 | }); |
307 | } | 427 | } |
308 | } | 428 | } |
309 | public override int PhysicsActorType { | 429 | // Go directly to Bullet to get/set the value. |
310 | get { return _physicsActorType; } | 430 | public override OMV.Quaternion ForceOrientation |
311 | set { _physicsActorType = value; | 431 | { |
312 | } | 432 | get |
433 | { | ||
434 | _orientation = BulletSimAPI.GetOrientation2(PhysBody.ptr); | ||
435 | return _orientation; | ||
436 | } | ||
437 | set | ||
438 | { | ||
439 | _orientation = value; | ||
440 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); | ||
441 | } | ||
442 | } | ||
443 | public override int PhysicsActorType { | ||
444 | get { return _physicsActorType; } | ||
445 | set { _physicsActorType = value; | ||
446 | } | ||
313 | } | 447 | } |
314 | public override bool IsPhysical { | 448 | public override bool IsPhysical { |
315 | get { return _isPhysical; } | 449 | get { return _isPhysical; } |
316 | set { _isPhysical = value; | 450 | set { _isPhysical = value; |
317 | } | 451 | } |
452 | } | ||
453 | public override bool IsSolid { | ||
454 | get { return true; } | ||
318 | } | 455 | } |
319 | public override bool Flying { | 456 | public override bool IsStatic { |
320 | get { return _flying; } | 457 | get { return false; } |
458 | } | ||
459 | public override bool Flying { | ||
460 | get { return _flying; } | ||
321 | set { | 461 | set { |
322 | if (_flying != value) | 462 | _flying = value; |
323 | { | 463 | // simulate flying by changing the effect of gravity |
324 | _flying = value; | 464 | Buoyancy = ComputeBuoyancyFromFlying(_flying); |
325 | // simulate flying by changing the effect of gravity | 465 | } |
326 | this.Buoyancy = ComputeBuoyancyFromFlying(_flying); | ||
327 | } | ||
328 | } | ||
329 | } | 466 | } |
467 | // Flying is implimented by changing the avatar's buoyancy. | ||
468 | // Would this be done better with a vehicle type? | ||
330 | private float ComputeBuoyancyFromFlying(bool ifFlying) { | 469 | private float ComputeBuoyancyFromFlying(bool ifFlying) { |
331 | return ifFlying ? 1f : 0f; | 470 | return ifFlying ? 1f : 0f; |
332 | } | 471 | } |
333 | public override bool | 472 | public override bool |
334 | SetAlwaysRun { | 473 | SetAlwaysRun { |
335 | get { return _setAlwaysRun; } | 474 | get { return _setAlwaysRun; } |
336 | set { _setAlwaysRun = value; } | 475 | set { _setAlwaysRun = value; } |
337 | } | 476 | } |
338 | public override bool ThrottleUpdates { | 477 | public override bool ThrottleUpdates { |
339 | get { return _throttleUpdates; } | 478 | get { return _throttleUpdates; } |
340 | set { _throttleUpdates = value; } | 479 | set { _throttleUpdates = value; } |
341 | } | 480 | } |
342 | public override bool IsColliding { | 481 | public override bool IsColliding { |
343 | get { return (_collidingStep == _scene.SimulationStep); } | 482 | get { return (CollidingStep == PhysicsScene.SimulationStep); } |
344 | set { _isColliding = value; } | 483 | set { _isColliding = value; } |
345 | } | 484 | } |
346 | public override bool CollidingGround { | 485 | public override bool CollidingGround { |
347 | get { return (_collidingGroundStep == _scene.SimulationStep); } | 486 | get { return (CollidingGroundStep == PhysicsScene.SimulationStep); } |
348 | set { _collidingGround = value; } | 487 | set { CollidingGround = value; } |
488 | } | ||
489 | public override bool CollidingObj { | ||
490 | get { return _collidingObj; } | ||
491 | set { _collidingObj = value; } | ||
349 | } | 492 | } |
350 | public override bool CollidingObj { | 493 | public override bool FloatOnWater { |
351 | get { return _collidingObj; } | 494 | set { |
352 | set { _collidingObj = value; } | 495 | _floatOnWater = value; |
496 | PhysicsScene.TaintedObject("BSCharacter.setFloatOnWater", delegate() | ||
497 | { | ||
498 | if (_floatOnWater) | ||
499 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); | ||
500 | else | ||
501 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); | ||
502 | }); | ||
503 | } | ||
353 | } | 504 | } |
354 | public override bool FloatOnWater { | 505 | public override OMV.Vector3 RotationalVelocity { |
355 | set { _floatOnWater = value; } | 506 | get { return _rotationalVelocity; } |
507 | set { _rotationalVelocity = value; } | ||
356 | } | 508 | } |
357 | public override Vector3 RotationalVelocity { | 509 | public override OMV.Vector3 ForceRotationalVelocity { |
358 | get { return _rotationalVelocity; } | 510 | get { return _rotationalVelocity; } |
359 | set { _rotationalVelocity = value; } | 511 | set { _rotationalVelocity = value; } |
360 | } | 512 | } |
361 | public override bool Kinematic { | 513 | public override bool Kinematic { |
362 | get { return _kinematic; } | 514 | get { return _kinematic; } |
363 | set { _kinematic = value; } | 515 | set { _kinematic = value; } |
364 | } | 516 | } |
365 | // neg=fall quickly, 0=1g, 1=0g, pos=float up | 517 | // neg=fall quickly, 0=1g, 1=0g, pos=float up |
366 | public override float Buoyancy { | 518 | public override float Buoyancy { |
367 | get { return _buoyancy; } | 519 | get { return _buoyancy; } |
368 | set { _buoyancy = value; | 520 | set { _buoyancy = value; |
369 | _scene.TaintedObject("BSCharacter.setBuoyancy", delegate() | 521 | PhysicsScene.TaintedObject("BSCharacter.setBuoyancy", delegate() |
370 | { | 522 | { |
371 | DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | 523 | DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy); |
372 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, LocalID, _buoyancy); | 524 | ForceBuoyancy = _buoyancy; |
373 | }); | 525 | }); |
374 | } | 526 | } |
527 | } | ||
528 | public override float ForceBuoyancy { | ||
529 | get { return _buoyancy; } | ||
530 | set { _buoyancy = value; | ||
531 | DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | ||
532 | // Buoyancy is faked by changing the gravity applied to the object | ||
533 | float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); | ||
534 | BulletSimAPI.SetGravity2(PhysBody.ptr, new OMV.Vector3(0f, 0f, grav)); | ||
535 | } | ||
375 | } | 536 | } |
376 | 537 | ||
377 | // Used for MoveTo | 538 | // Used for MoveTo |
378 | public override Vector3 PIDTarget { | 539 | public override OMV.Vector3 PIDTarget { |
379 | set { _PIDTarget = value; } | 540 | set { _PIDTarget = value; } |
380 | } | 541 | } |
381 | public override bool PIDActive { | 542 | public override bool PIDActive { |
382 | set { _usePID = value; } | 543 | set { _usePID = value; } |
383 | } | 544 | } |
384 | public override float PIDTau { | 545 | public override float PIDTau { |
385 | set { _PIDTau = value; } | 546 | set { _PIDTau = value; } |
386 | } | 547 | } |
387 | 548 | ||
388 | // Used for llSetHoverHeight and maybe vehicle height | 549 | // Used for llSetHoverHeight and maybe vehicle height |
389 | // Hover Height will override MoveTo target's Z | 550 | // Hover Height will override MoveTo target's Z |
390 | public override bool PIDHoverActive { | 551 | public override bool PIDHoverActive { |
391 | set { _useHoverPID = value; } | 552 | set { _useHoverPID = value; } |
392 | } | 553 | } |
393 | public override float PIDHoverHeight { | 554 | public override float PIDHoverHeight { |
394 | set { _PIDHoverHeight = value; } | 555 | set { _PIDHoverHeight = value; } |
395 | } | 556 | } |
396 | public override PIDHoverType PIDHoverType { | 557 | public override PIDHoverType PIDHoverType { |
397 | set { _PIDHoverType = value; } | 558 | set { _PIDHoverType = value; } |
398 | } | 559 | } |
399 | public override float PIDHoverTau { | 560 | public override float PIDHoverTau { |
400 | set { _PIDHoverTao = value; } | 561 | set { _PIDHoverTao = value; } |
401 | } | 562 | } |
402 | 563 | ||
403 | // For RotLookAt | 564 | // For RotLookAt |
404 | public override Quaternion APIDTarget { set { return; } } | 565 | public override OMV.Quaternion APIDTarget { set { return; } } |
405 | public override bool APIDActive { set { return; } } | 566 | public override bool APIDActive { set { return; } } |
406 | public override float APIDStrength { set { return; } } | 567 | public override float APIDStrength { set { return; } } |
407 | public override float APIDDamping { set { return; } } | 568 | public override float APIDDamping { set { return; } } |
408 | 569 | ||
409 | public override void AddForce(Vector3 force, bool pushforce) { | 570 | public override void AddForce(OMV.Vector3 force, bool pushforce) { |
410 | if (force.IsFinite()) | 571 | if (force.IsFinite()) |
411 | { | 572 | { |
412 | _force.X += force.X; | 573 | _force.X += force.X; |
413 | _force.Y += force.Y; | 574 | _force.Y += force.Y; |
414 | _force.Z += force.Z; | 575 | _force.Z += force.Z; |
415 | // m_log.DebugFormat("{0}: AddForce. adding={1}, newForce={2}", LogHeader, force, _force); | 576 | // m_log.DebugFormat("{0}: AddForce. adding={1}, newForce={2}", LogHeader, force, _force); |
416 | _scene.TaintedObject("BSCharacter.AddForce", delegate() | 577 | PhysicsScene.TaintedObject("BSCharacter.AddForce", delegate() |
417 | { | 578 | { |
418 | DetailLog("{0},BSCharacter.setAddForce,taint,addedForce={1}", LocalID, _force); | 579 | DetailLog("{0},BSCharacter.setAddForce,taint,addedForce={1}", LocalID, _force); |
419 | BulletSimAPI.AddObjectForce2(Body.Ptr, _force); | 580 | BulletSimAPI.SetObjectForce2(PhysBody.ptr, _force); |
420 | }); | 581 | }); |
421 | } | 582 | } |
422 | else | 583 | else |
@@ -426,129 +587,75 @@ public class BSCharacter : PhysicsActor | |||
426 | //m_lastUpdateSent = false; | 587 | //m_lastUpdateSent = false; |
427 | } | 588 | } |
428 | 589 | ||
429 | public override void AddAngularForce(Vector3 force, bool pushforce) { | 590 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { |
430 | } | 591 | } |
431 | public override void SetMomentum(Vector3 momentum) { | 592 | public override void SetMomentum(OMV.Vector3 momentum) { |
432 | } | 593 | } |
433 | 594 | ||
434 | // Turn on collision events at a rate no faster than one every the given milliseconds | 595 | private void ComputeAvatarScale(OMV.Vector3 size) |
435 | public override void SubscribeEvents(int ms) { | 596 | { |
436 | _subscribedEventsMs = ms; | 597 | // The 'size' given by the simulator is the mid-point of the avatar |
437 | if (ms > 0) | 598 | // and X and Y are unspecified. |
438 | { | ||
439 | // make sure first collision happens | ||
440 | _nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs; | ||
441 | 599 | ||
442 | Scene.TaintedObject("BSCharacter.SubscribeEvents", delegate() | 600 | OMV.Vector3 newScale = OMV.Vector3.Zero; |
443 | { | 601 | newScale.X = PhysicsScene.Params.avatarCapsuleRadius; |
444 | BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 602 | newScale.Y = PhysicsScene.Params.avatarCapsuleRadius; |
445 | }); | 603 | |
446 | } | 604 | // From the total height, remove the capsule half spheres that are at each end |
447 | } | 605 | newScale.Z = size.Z- (newScale.X + newScale.Y); |
448 | // Stop collision events | 606 | 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 | } | 607 | } |
461 | 608 | ||
462 | // set _avatarVolume and _mass based on capsule size, _density and _scale | 609 | // set _avatarVolume and _mass based on capsule size, _density and Scale |
463 | private void ComputeAvatarVolumeAndMass() | 610 | private void ComputeAvatarVolumeAndMass() |
464 | { | 611 | { |
465 | _avatarVolume = (float)( | 612 | _avatarVolume = (float)( |
466 | Math.PI | 613 | Math.PI |
467 | * _scale.X | 614 | * Scale.X |
468 | * _scale.Y // the area of capsule cylinder | 615 | * Scale.Y // the area of capsule cylinder |
469 | * _scale.Z // times height of capsule cylinder | 616 | * Scale.Z // times height of capsule cylinder |
470 | + 1.33333333f | 617 | + 1.33333333f |
471 | * Math.PI | 618 | * Math.PI |
472 | * _scale.X | 619 | * Scale.X |
473 | * Math.Min(_scale.X, _scale.Y) | 620 | * Math.Min(Scale.X, Scale.Y) |
474 | * _scale.Y // plus the volume of the capsule end caps | 621 | * Scale.Y // plus the volume of the capsule end caps |
475 | ); | 622 | ); |
476 | _mass = _density * _avatarVolume; | 623 | _mass = _avatarDensity * _avatarVolume; |
477 | } | 624 | } |
478 | 625 | ||
479 | // The physics engine says that properties have updated. Update same and inform | 626 | // The physics engine says that properties have updated. Update same and inform |
480 | // the world that things have changed. | 627 | // the world that things have changed. |
481 | public void UpdateProperties(EntityProperties entprop) | 628 | public override void UpdateProperties(EntityProperties entprop) |
482 | { | 629 | { |
483 | _position = entprop.Position; | 630 | _position = entprop.Position; |
484 | _orientation = entprop.Rotation; | 631 | _orientation = entprop.Rotation; |
485 | _velocity = entprop.Velocity; | 632 | _velocity = entprop.Velocity; |
486 | _acceleration = entprop.Acceleration; | 633 | _acceleration = entprop.Acceleration; |
487 | _rotationalVelocity = entprop.RotationalVelocity; | 634 | _rotationalVelocity = entprop.RotationalVelocity; |
488 | // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. | 635 | // Do some sanity checking for the avatar. Make sure it's above ground and inbounds. |
489 | // base.RequestPhysicsterseUpdate(); | 636 | 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 | 637 | ||
498 | // Called by the scene when a collision with this object is reported | 638 | // remember the current and last set values |
499 | // The collision, if it should be reported to the character, is placed in a collection | 639 | LastEntityProperties = CurrentEntityProperties; |
500 | // that will later be sent to the simulator when SendCollisions() is called. | 640 | 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 | 641 | ||
506 | // The following makes IsColliding() and IsCollidingGround() work | 642 | if (entprop.Velocity != LastEntityProperties.Velocity) |
507 | _collidingStep = _scene.SimulationStep; | ||
508 | if (collidingWith == BSScene.TERRAIN_ID || collidingWith == BSScene.GROUNDPLANE_ID) | ||
509 | { | 643 | { |
510 | _collidingGroundStep = _scene.SimulationStep; | 644 | // Changes in the velocity are suppressed in avatars. |
645 | // That's just the way they are defined. | ||
646 | OMV.Vector3 avVel = new OMV.Vector3(_appliedVelocity.X, _appliedVelocity.Y, entprop.Velocity.Z); | ||
647 | _velocity = avVel; | ||
648 | BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, avVel); | ||
511 | } | 649 | } |
512 | // DetailLog("{0},BSCharacter.Collison,call,with={1}", LocalID, collidingWith); | ||
513 | 650 | ||
514 | // throttle collisions to the rate specified in the subscription | 651 | // Tell the linkset about value changes |
515 | if (_subscribedEventsMs != 0) { | 652 | Linkset.UpdateProperties(this); |
516 | int nowTime = _scene.SimulationNowTime; | ||
517 | if (nowTime >= _nextCollisionOkTime) { | ||
518 | _nextCollisionOkTime = nowTime + _subscribedEventsMs; | ||
519 | 653 | ||
520 | if (collisionCollection == null) | 654 | // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. |
521 | collisionCollection = new CollisionEventUpdate(); | 655 | // base.RequestPhysicsterseUpdate(); |
522 | collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); | ||
523 | } | ||
524 | } | ||
525 | } | ||
526 | 656 | ||
527 | public void SendCollisions() | 657 | DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", |
528 | { | 658 | 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 | } | 659 | } |
553 | } | 660 | } |
554 | } | 661 | } |