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-rwxr-xr-xOpenSim/Region/PhysicsModules/BulletS/BSActorHover.cs174
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diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSActorHover.cs b/OpenSim/Region/PhysicsModules/BulletS/BSActorHover.cs
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1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyrightD
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Linq;
31using System.Text;
32
33using OpenSim.Region.PhysicsModules.SharedBase;
34
35using OMV = OpenMetaverse;
36
37namespace OpenSim.Region.PhysicsModule.BulletS
38{
39public class BSActorHover : BSActor
40{
41 private BSFMotor m_hoverMotor;
42
43 public BSActorHover(BSScene physicsScene, BSPhysObject pObj, string actorName)
44 : base(physicsScene, pObj, actorName)
45 {
46 m_hoverMotor = null;
47 m_physicsScene.DetailLog("{0},BSActorHover,constructor", m_controllingPrim.LocalID);
48 }
49
50 // BSActor.isActive
51 public override bool isActive
52 {
53 get { return Enabled; }
54 }
55
56 // Release any connections and resources used by the actor.
57 // BSActor.Dispose()
58 public override void Dispose()
59 {
60 Enabled = false;
61 DeactivateHover();
62 }
63
64 // Called when physical parameters (properties set in Bullet) need to be re-applied.
65 // Called at taint-time.
66 // BSActor.Refresh()
67 public override void Refresh()
68 {
69 m_physicsScene.DetailLog("{0},BSActorHover,refresh", m_controllingPrim.LocalID);
70
71 // If not active any more, turn me off
72 if (!m_controllingPrim.HoverActive)
73 {
74 SetEnabled(false);
75 }
76
77 // If the object is physically active, add the hoverer prestep action
78 if (isActive)
79 {
80 ActivateHover();
81 }
82 else
83 {
84 DeactivateHover();
85 }
86 }
87
88 // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...).
89 // Register a prestep action to restore physical requirements before the next simulation step.
90 // Called at taint-time.
91 // BSActor.RemoveDependencies()
92 public override void RemoveDependencies()
93 {
94 // Nothing to do for the hoverer since it is all software at pre-step action time.
95 }
96
97 // If a hover motor has not been created, create one and start the hovering.
98 private void ActivateHover()
99 {
100 if (m_hoverMotor == null)
101 {
102 // Turning the target on
103 m_hoverMotor = new BSFMotor("BSActorHover",
104 m_controllingPrim.HoverTau, // timeScale
105 BSMotor.Infinite, // decay time scale
106 1f // efficiency
107 );
108 m_hoverMotor.SetTarget(ComputeCurrentHoverHeight());
109 m_hoverMotor.SetCurrent(m_controllingPrim.RawPosition.Z);
110 m_hoverMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG so motor will output detail log messages.
111
112 m_physicsScene.BeforeStep += Hoverer;
113 }
114 }
115
116 private void DeactivateHover()
117 {
118 if (m_hoverMotor != null)
119 {
120 m_physicsScene.BeforeStep -= Hoverer;
121 m_hoverMotor = null;
122 }
123 }
124
125 // Called just before the simulation step. Update the vertical position for hoverness.
126 private void Hoverer(float timeStep)
127 {
128 // Don't do hovering while the object is selected.
129 if (!isActive)
130 return;
131
132 m_hoverMotor.SetCurrent(m_controllingPrim.RawPosition.Z);
133 m_hoverMotor.SetTarget(ComputeCurrentHoverHeight());
134 float targetHeight = m_hoverMotor.Step(timeStep);
135
136 // 'targetHeight' is where we'd like the Z of the prim to be at this moment.
137 // Compute the amount of force to push us there.
138 float moveForce = (targetHeight - m_controllingPrim.RawPosition.Z) * m_controllingPrim.RawMass;
139 // Undo anything the object thinks it's doing at the moment
140 moveForce = -m_controllingPrim.RawVelocity.Z * m_controllingPrim.Mass;
141
142 m_physicsScene.PE.ApplyCentralImpulse(m_controllingPrim.PhysBody, new OMV.Vector3(0f, 0f, moveForce));
143 m_physicsScene.DetailLog("{0},BSPrim.Hover,move,targHt={1},moveForce={2},mass={3}",
144 m_controllingPrim.LocalID, targetHeight, moveForce, m_controllingPrim.RawMass);
145 }
146
147 // Based on current position, determine what we should be hovering at now.
148 // Must recompute often. What if we walked offa cliff>
149 private float ComputeCurrentHoverHeight()
150 {
151 float ret = m_controllingPrim.HoverHeight;
152 float groundHeight = m_physicsScene.TerrainManager.GetTerrainHeightAtXYZ(m_controllingPrim.RawPosition);
153
154 switch (m_controllingPrim.HoverType)
155 {
156 case PIDHoverType.Ground:
157 ret = groundHeight + m_controllingPrim.HoverHeight;
158 break;
159 case PIDHoverType.GroundAndWater:
160 float waterHeight = m_physicsScene.TerrainManager.GetWaterLevelAtXYZ(m_controllingPrim.RawPosition);
161 if (groundHeight > waterHeight)
162 {
163 ret = groundHeight + m_controllingPrim.HoverHeight;
164 }
165 else
166 {
167 ret = waterHeight + m_controllingPrim.HoverHeight;
168 }
169 break;
170 }
171 return ret;
172 }
173}
174}