From 134f86e8d5c414409631b25b8c6f0ee45fbd8631 Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Thu, 3 Nov 2016 21:44:39 +1000 Subject: Initial update to OpenSim 0.8.2.1 source code. --- .../Region/Physics/BulletSPlugin/BSCharacter.cs | 827 --------------------- 1 file changed, 827 deletions(-) delete mode 100644 OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs deleted file mode 100644 index 103d8fc..0000000 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ /dev/null @@ -1,827 +0,0 @@ -/* - * Copyright (c) Contributors, http://opensimulator.org/ - * See CONTRIBUTORS.TXT for a full list of copyright holders. - * - * Redistribution and use in source and binary forms, with or without - * modification, are permitted provided that the following conditions are met: - * * Redistributions of source code must retain the above copyright - * notice, this list of conditions and the following disclaimer. - * * Redistributions in binary form must reproduce the above copyrightD - * notice, this list of conditions and the following disclaimer in the - * documentation and/or other materials provided with the distribution. - * * Neither the name of the OpenSimulator Project nor the - * names of its contributors may be used to endorse or promote products - * derived from this software without specific prior written permission. - * - * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY - * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED - * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE - * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY - * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES - * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; - * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND - * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT - * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS - * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - */ -using System; -using System.Collections.Generic; -using System.Reflection; -using log4net; -using OMV = OpenMetaverse; -using OpenSim.Framework; -using OpenSim.Region.Physics.Manager; - -namespace OpenSim.Region.Physics.BulletSPlugin -{ -public sealed class BSCharacter : BSPhysObject -{ - private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); - private static readonly string LogHeader = "[BULLETS CHAR]"; - - // private bool _stopped; - private OMV.Vector3 _size; - private bool _grabbed; - private bool _selected; - private OMV.Vector3 _position; - private float _mass; - private float _avatarDensity; - private float _avatarVolume; - private OMV.Vector3 _force; - private OMV.Vector3 _velocity; - private OMV.Vector3 _torque; - private float _collisionScore; - private OMV.Vector3 _acceleration; - private OMV.Quaternion _orientation; - private int _physicsActorType; - private bool _isPhysical; - private bool _flying; - private bool _setAlwaysRun; - private bool _throttleUpdates; - private bool _isColliding; - private bool _collidingObj; - private bool _floatOnWater; - private OMV.Vector3 _rotationalVelocity; - private bool _kinematic; - private float _buoyancy; - - // The friction and velocity of the avatar is modified depending on whether walking or not. - private float _currentFriction; // the friction currently being used (changed by setVelocity). - - private BSVMotor _velocityMotor; - - private OMV.Vector3 _PIDTarget; - private bool _usePID; - private float _PIDTau; - private bool _useHoverPID; - private float _PIDHoverHeight; - private PIDHoverType _PIDHoverType; - private float _PIDHoverTao; - - public BSCharacter(uint localID, String avName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, bool isFlying) - : base(parent_scene, localID, avName, "BSCharacter") - { - _physicsActorType = (int)ActorTypes.Agent; - _position = pos; - - _flying = isFlying; - _orientation = OMV.Quaternion.Identity; - _velocity = OMV.Vector3.Zero; - _buoyancy = ComputeBuoyancyFromFlying(isFlying); - _currentFriction = BSParam.AvatarStandingFriction; - _avatarDensity = BSParam.AvatarDensity; - - // Old versions of ScenePresence passed only the height. If width and/or depth are zero, - // replace with the default values. - _size = size; - if (_size.X == 0f) _size.X = BSParam.AvatarCapsuleDepth; - if (_size.Y == 0f) _size.Y = BSParam.AvatarCapsuleWidth; - - // The dimensions of the physical capsule are kept in the scale. - // Physics creates a unit capsule which is scaled by the physics engine. - Scale = ComputeAvatarScale(_size); - // set _avatarVolume and _mass based on capsule size, _density and Scale - ComputeAvatarVolumeAndMass(); - - SetupMovementMotor(); - - DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}", - LocalID, _size, Scale, _avatarDensity, _avatarVolume, RawMass); - - // do actual creation in taint time - PhysicsScene.TaintedObject("BSCharacter.create", delegate() - { - DetailLog("{0},BSCharacter.create,taint", LocalID); - // New body and shape into PhysBody and PhysShape - PhysicsScene.Shapes.GetBodyAndShape(true, PhysicsScene.World, this); - - SetPhysicalProperties(); - }); - return; - } - - // called when this character is being destroyed and the resources should be released - public override void Destroy() - { - base.Destroy(); - - DetailLog("{0},BSCharacter.Destroy", LocalID); - PhysicsScene.TaintedObject("BSCharacter.destroy", delegate() - { - PhysicsScene.Shapes.DereferenceBody(PhysBody, true, null); - PhysBody.Clear(); - PhysicsScene.Shapes.DereferenceShape(PhysShape, true, null); - PhysShape.Clear(); - }); - } - - private void SetPhysicalProperties() - { - PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, PhysBody); - - ZeroMotion(true); - ForcePosition = _position; - - // Set the velocity and compute the proper friction - _velocityMotor.Reset(); - _velocityMotor.SetTarget(_velocity); - _velocityMotor.SetCurrent(_velocity); - ForceVelocity = _velocity; - - // This will enable or disable the flying buoyancy of the avatar. - // Needs to be reset especially when an avatar is recreated after crossing a region boundry. - Flying = _flying; - - PhysicsScene.PE.SetRestitution(PhysBody, BSParam.AvatarRestitution); - PhysicsScene.PE.SetMargin(PhysShape, PhysicsScene.Params.collisionMargin); - PhysicsScene.PE.SetLocalScaling(PhysShape, Scale); - PhysicsScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold); - if (BSParam.CcdMotionThreshold > 0f) - { - PhysicsScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold); - PhysicsScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius); - } - - UpdatePhysicalMassProperties(RawMass, false); - - // Make so capsule does not fall over - PhysicsScene.PE.SetAngularFactorV(PhysBody, OMV.Vector3.Zero); - - PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_CHARACTER_OBJECT); - - PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, PhysBody); - - // PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.ACTIVE_TAG); - PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.DISABLE_DEACTIVATION); - PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, PhysBody); - - // Do this after the object has been added to the world - PhysBody.collisionType = CollisionType.Avatar; - PhysBody.ApplyCollisionMask(PhysicsScene); - } - - // The avatar's movement is controlled by this motor that speeds up and slows down - // the avatar seeking to reach the motor's target speed. - // This motor runs as a prestep action for the avatar so it will keep the avatar - // standing as well as moving. Destruction of the avatar will destroy the pre-step action. - private void SetupMovementMotor() - { - - // Someday, use a PID motor for asymmetric speed up and slow down - // _velocityMotor = new BSPIDVMotor("BSCharacter.Velocity", 3f, 5f, BSMotor.InfiniteVector, 1f); - - // Infinite decay and timescale values so motor only changes current to target values. - _velocityMotor = new BSVMotor("BSCharacter.Velocity", - 0.2f, // time scale - BSMotor.Infinite, // decay time scale - BSMotor.InfiniteVector, // friction timescale - 1f // efficiency - ); - // _velocityMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages. - - RegisterPreStepAction("BSCharactor.Movement", LocalID, delegate(float timeStep) - { - // TODO: Decide if the step parameters should be changed depending on the avatar's - // state (flying, colliding, ...). There is code in ODE to do this. - - OMV.Vector3 stepVelocity = _velocityMotor.Step(timeStep); - - // If falling, we keep the world's downward vector no matter what the other axis specify. - if (!Flying && !IsColliding) - { - stepVelocity.Z = _velocity.Z; - // DetailLog("{0},BSCharacter.MoveMotor,taint,overrideStepZWithWorldZ,stepVel={1}", LocalID, stepVelocity); - } - - // 'stepVelocity' is now the speed we'd like the avatar to move in. Turn that into an instantanous force. - OMV.Vector3 moveForce = (stepVelocity - _velocity) * Mass / PhysicsScene.LastTimeStep; - - /* - // If moveForce is very small, zero things so we don't keep sending microscopic updates to the user - float moveForceMagnitudeSquared = moveForce.LengthSquared(); - if (moveForceMagnitudeSquared < 0.0001) - { - DetailLog("{0},BSCharacter.MoveMotor,zeroMovement,stepVel={1},vel={2},mass={3},magSq={4},moveForce={5}", - LocalID, stepVelocity, _velocity, Mass, moveForceMagnitudeSquared, moveForce); - ForceVelocity = OMV.Vector3.Zero; - } - else - { - AddForce(moveForce, false, true); - } - */ - // DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", LocalID, stepVelocity, _velocity, Mass, moveForce); - AddForce(moveForce, false, true); - }); - } - - public override void RequestPhysicsterseUpdate() - { - base.RequestPhysicsterseUpdate(); - } - // No one calls this method so I don't know what it could possibly mean - public override bool Stopped { get { return false; } } - - public override OMV.Vector3 Size { - get - { - // Avatar capsule size is kept in the scale parameter. - return _size; - } - - set { - _size = value; - // Old versions of ScenePresence passed only the height. If width and/or depth are zero, - // replace with the default values. - if (_size.X == 0f) _size.X = BSParam.AvatarCapsuleDepth; - if (_size.Y == 0f) _size.Y = BSParam.AvatarCapsuleWidth; - - Scale = ComputeAvatarScale(_size); - ComputeAvatarVolumeAndMass(); - DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}", - LocalID, _size, Scale, _avatarDensity, _avatarVolume, RawMass); - - PhysicsScene.TaintedObject("BSCharacter.setSize", delegate() - { - if (PhysBody.HasPhysicalBody && PhysShape.HasPhysicalShape) - { - PhysicsScene.PE.SetLocalScaling(PhysShape, Scale); - UpdatePhysicalMassProperties(RawMass, true); - // Make sure this change appears as a property update event - PhysicsScene.PE.PushUpdate(PhysBody); - } - }); - - } - } - - public override PrimitiveBaseShape Shape - { - set { BaseShape = value; } - } - // I want the physics engine to make an avatar capsule - public override BSPhysicsShapeType PreferredPhysicalShape - { - get {return BSPhysicsShapeType.SHAPE_CAPSULE; } - } - - public override bool Grabbed { - set { _grabbed = value; } - } - public override bool Selected { - set { _selected = value; } - } - public override void CrossingFailure() { return; } - public override void link(PhysicsActor obj) { return; } - public override void delink() { return; } - - // Set motion values to zero. - // Do it to the properties so the values get set in the physics engine. - // Push the setting of the values to the viewer. - // Called at taint time! - public override void ZeroMotion(bool inTaintTime) - { - _velocity = OMV.Vector3.Zero; - _acceleration = OMV.Vector3.Zero; - _rotationalVelocity = OMV.Vector3.Zero; - - // Zero some other properties directly into the physics engine - PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate() - { - if (PhysBody.HasPhysicalBody) - PhysicsScene.PE.ClearAllForces(PhysBody); - }); - } - public override void ZeroAngularMotion(bool inTaintTime) - { - _rotationalVelocity = OMV.Vector3.Zero; - - PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate() - { - if (PhysBody.HasPhysicalBody) - { - PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, OMV.Vector3.Zero); - PhysicsScene.PE.SetAngularVelocity(PhysBody, OMV.Vector3.Zero); - // The next also get rid of applied linear force but the linear velocity is untouched. - PhysicsScene.PE.ClearForces(PhysBody); - } - }); - } - - - public override void LockAngularMotion(OMV.Vector3 axis) { return; } - - public override OMV.Vector3 RawPosition - { - get { return _position; } - set { _position = value; } - } - public override OMV.Vector3 Position { - get { - // Don't refetch the position because this function is called a zillion times - // _position = PhysicsScene.PE.GetObjectPosition(Scene.World, LocalID); - return _position; - } - set { - _position = value; - PositionSanityCheck(); - - PhysicsScene.TaintedObject("BSCharacter.setPosition", delegate() - { - DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); - if (PhysBody.HasPhysicalBody) - PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); - }); - } - } - public override OMV.Vector3 ForcePosition { - get { - _position = PhysicsScene.PE.GetPosition(PhysBody); - return _position; - } - set { - _position = value; - PositionSanityCheck(); - PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); - } - } - - - // Check that the current position is sane and, if not, modify the position to make it so. - // Check for being below terrain or on water. - // Returns 'true' of the position was made sane by some action. - private bool PositionSanityCheck() - { - bool ret = false; - - // TODO: check for out of bounds - if (!PhysicsScene.TerrainManager.IsWithinKnownTerrain(_position)) - { - // The character is out of the known/simulated area. - // Upper levels of code will handle the transition to other areas so, for - // the time, we just ignore the position. - return ret; - } - - // If below the ground, move the avatar up - float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position); - if (Position.Z < terrainHeight) - { - DetailLog("{0},BSCharacter.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, _position, terrainHeight); - _position.Z = terrainHeight + 2.0f; - ret = true; - } - if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) - { - float waterHeight = PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(_position); - if (Position.Z < waterHeight) - { - _position.Z = waterHeight; - ret = true; - } - } - - return ret; - } - - // A version of the sanity check that also makes sure a new position value is - // pushed back to the physics engine. This routine would be used by anyone - // who is not already pushing the value. - private bool PositionSanityCheck(bool inTaintTime) - { - bool ret = false; - if (PositionSanityCheck()) - { - // The new position value must be pushed into the physics engine but we can't - // just assign to "Position" because of potential call loops. - PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.PositionSanityCheck", delegate() - { - DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); - if (PhysBody.HasPhysicalBody) - PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); - }); - ret = true; - } - return ret; - } - - public override float Mass { get { return _mass; } } - - // used when we only want this prim's mass and not the linkset thing - public override float RawMass { - get {return _mass; } - } - public override void UpdatePhysicalMassProperties(float physMass, bool inWorld) - { - OMV.Vector3 localInertia = PhysicsScene.PE.CalculateLocalInertia(PhysShape, physMass); - PhysicsScene.PE.SetMassProps(PhysBody, physMass, localInertia); - } - - public override OMV.Vector3 Force { - get { return _force; } - set { - _force = value; - // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); - PhysicsScene.TaintedObject("BSCharacter.SetForce", delegate() - { - DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force); - if (PhysBody.HasPhysicalBody) - PhysicsScene.PE.SetObjectForce(PhysBody, _force); - }); - } - } - - // Avatars don't do vehicles - public override int VehicleType { get { return (int)Vehicle.TYPE_NONE; } set { return; } } - public override void VehicleFloatParam(int param, float value) { } - public override void VehicleVectorParam(int param, OMV.Vector3 value) {} - public override void VehicleRotationParam(int param, OMV.Quaternion rotation) { } - public override void VehicleFlags(int param, bool remove) { } - - // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more - public override void SetVolumeDetect(int param) { return; } - - public override OMV.Vector3 GeometricCenter { get { return OMV.Vector3.Zero; } } - public override OMV.Vector3 CenterOfMass { get { return OMV.Vector3.Zero; } } - - // Sets the target in the motor. This starts the changing of the avatar's velocity. - public override OMV.Vector3 TargetVelocity - { - get - { - return _velocityMotor.TargetValue; - } - set - { - DetailLog("{0},BSCharacter.setTargetVelocity,call,vel={1}", LocalID, value); - OMV.Vector3 targetVel = value; - if (_setAlwaysRun) - targetVel *= BSParam.AvatarAlwaysRunFactor; - - PhysicsScene.TaintedObject("BSCharacter.setTargetVelocity", delegate() - { - _velocityMotor.Reset(); - _velocityMotor.SetTarget(targetVel); - _velocityMotor.SetCurrent(_velocity); - _velocityMotor.Enabled = true; - }); - } - } - // Directly setting velocity means this is what the user really wants now. - public override OMV.Vector3 Velocity { - get { return _velocity; } - set { - _velocity = value; - // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity); - PhysicsScene.TaintedObject("BSCharacter.setVelocity", delegate() - { - _velocityMotor.Reset(); - _velocityMotor.SetCurrent(_velocity); - _velocityMotor.SetTarget(_velocity); - // Even though the motor is initialized, it's not used and the velocity goes straight into the avatar. - _velocityMotor.Enabled = false; - - DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity); - ForceVelocity = _velocity; - }); - } - } - public override OMV.Vector3 ForceVelocity { - get { return _velocity; } - set { - PhysicsScene.AssertInTaintTime("BSCharacter.ForceVelocity"); - - _velocity = value; - // Depending on whether the avatar is moving or not, change the friction - // to keep the avatar from slipping around - if (_velocity.Length() == 0) - { - if (_currentFriction != BSParam.AvatarStandingFriction) - { - _currentFriction = BSParam.AvatarStandingFriction; - if (PhysBody.HasPhysicalBody) - PhysicsScene.PE.SetFriction(PhysBody, _currentFriction); - } - } - else - { - if (_currentFriction != BSParam.AvatarFriction) - { - _currentFriction = BSParam.AvatarFriction; - if (PhysBody.HasPhysicalBody) - PhysicsScene.PE.SetFriction(PhysBody, _currentFriction); - } - } - - PhysicsScene.PE.SetLinearVelocity(PhysBody, _velocity); - PhysicsScene.PE.Activate(PhysBody, true); - } - } - public override OMV.Vector3 Torque { - get { return _torque; } - set { _torque = value; - } - } - public override float CollisionScore { - get { return _collisionScore; } - set { _collisionScore = value; - } - } - public override OMV.Vector3 Acceleration { - get { return _acceleration; } - set { _acceleration = value; } - } - public override OMV.Quaternion RawOrientation - { - get { return _orientation; } - set { _orientation = value; } - } - public override OMV.Quaternion Orientation { - get { return _orientation; } - set { - // Orientation is set zillions of times when an avatar is walking. It's like - // the viewer doesn't trust us. - if (_orientation != value) - { - _orientation = value; - PhysicsScene.TaintedObject("BSCharacter.setOrientation", delegate() - { - ForceOrientation = _orientation; - }); - } - } - } - // Go directly to Bullet to get/set the value. - public override OMV.Quaternion ForceOrientation - { - get - { - _orientation = PhysicsScene.PE.GetOrientation(PhysBody); - return _orientation; - } - set - { - _orientation = value; - if (PhysBody.HasPhysicalBody) - { - // _position = PhysicsScene.PE.GetPosition(BSBody); - PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); - } - } - } - public override int PhysicsActorType { - get { return _physicsActorType; } - set { _physicsActorType = value; - } - } - public override bool IsPhysical { - get { return _isPhysical; } - set { _isPhysical = value; - } - } - public override bool IsSolid { - get { return true; } - } - public override bool IsStatic { - get { return false; } - } - public override bool Flying { - get { return _flying; } - set { - _flying = value; - - // simulate flying by changing the effect of gravity - Buoyancy = ComputeBuoyancyFromFlying(_flying); - } - } - // Flying is implimented by changing the avatar's buoyancy. - // Would this be done better with a vehicle type? - private float ComputeBuoyancyFromFlying(bool ifFlying) { - return ifFlying ? 1f : 0f; - } - public override bool - SetAlwaysRun { - get { return _setAlwaysRun; } - set { _setAlwaysRun = value; } - } - public override bool ThrottleUpdates { - get { return _throttleUpdates; } - set { _throttleUpdates = value; } - } - public override bool FloatOnWater { - set { - _floatOnWater = value; - PhysicsScene.TaintedObject("BSCharacter.setFloatOnWater", delegate() - { - if (PhysBody.HasPhysicalBody) - { - if (_floatOnWater) - CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); - else - CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); - } - }); - } - } - public override OMV.Vector3 RotationalVelocity { - get { return _rotationalVelocity; } - set { _rotationalVelocity = value; } - } - public override OMV.Vector3 ForceRotationalVelocity { - get { return _rotationalVelocity; } - set { _rotationalVelocity = value; } - } - public override bool Kinematic { - get { return _kinematic; } - set { _kinematic = value; } - } - // neg=fall quickly, 0=1g, 1=0g, pos=float up - public override float Buoyancy { - get { return _buoyancy; } - set { _buoyancy = value; - PhysicsScene.TaintedObject("BSCharacter.setBuoyancy", delegate() - { - DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy); - ForceBuoyancy = _buoyancy; - }); - } - } - public override float ForceBuoyancy { - get { return _buoyancy; } - set { - PhysicsScene.AssertInTaintTime("BSCharacter.ForceBuoyancy"); - - _buoyancy = value; - DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy); - // Buoyancy is faked by changing the gravity applied to the object - float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); - if (PhysBody.HasPhysicalBody) - PhysicsScene.PE.SetGravity(PhysBody, new OMV.Vector3(0f, 0f, grav)); - } - } - - // Used for MoveTo - public override OMV.Vector3 PIDTarget { - set { _PIDTarget = value; } - } - public override bool PIDActive { - set { _usePID = value; } - } - public override float PIDTau { - set { _PIDTau = value; } - } - - // Used for llSetHoverHeight and maybe vehicle height - // Hover Height will override MoveTo target's Z - public override bool PIDHoverActive { - set { _useHoverPID = value; } - } - public override float PIDHoverHeight { - set { _PIDHoverHeight = value; } - } - public override PIDHoverType PIDHoverType { - set { _PIDHoverType = value; } - } - public override float PIDHoverTau { - set { _PIDHoverTao = value; } - } - - // For RotLookAt - public override OMV.Quaternion APIDTarget { set { return; } } - public override bool APIDActive { set { return; } } - public override float APIDStrength { set { return; } } - public override float APIDDamping { set { return; } } - - public override void AddForce(OMV.Vector3 force, bool pushforce) - { - // Since this force is being applied in only one step, make this a force per second. - OMV.Vector3 addForce = force / PhysicsScene.LastTimeStep; - AddForce(addForce, pushforce, false); - } - private void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { - if (force.IsFinite()) - { - float magnitude = force.Length(); - if (magnitude > BSParam.MaxAddForceMagnitude) - { - // Force has a limit - force = force / magnitude * BSParam.MaxAddForceMagnitude; - } - - OMV.Vector3 addForce = force; - // DetailLog("{0},BSCharacter.addForce,call,force={1}", LocalID, addForce); - - PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.AddForce", delegate() - { - // Bullet adds this central force to the total force for this tick - // DetailLog("{0},BSCharacter.addForce,taint,force={1}", LocalID, addForce); - if (PhysBody.HasPhysicalBody) - { - PhysicsScene.PE.ApplyCentralForce(PhysBody, addForce); - } - }); - } - else - { - m_log.WarnFormat("{0}: Got a NaN force applied to a character. LocalID={1}", LogHeader, LocalID); - return; - } - } - - public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { - } - public override void SetMomentum(OMV.Vector3 momentum) { - } - - private OMV.Vector3 ComputeAvatarScale(OMV.Vector3 size) - { - OMV.Vector3 newScale; - - // Bullet's capsule total height is the "passed height + radius * 2"; - // The base capsule is 1 diameter and 2 height (passed radius=0.5, passed height = 1) - // The number we pass in for 'scaling' is the multiplier to get that base - // shape to be the size desired. - // So, when creating the scale for the avatar height, we take the passed height - // (size.Z) and remove the caps. - // Another oddity of the Bullet capsule implementation is that it presumes the Y - // dimension is the radius of the capsule. Even though some of the code allows - // for a asymmetrical capsule, other parts of the code presume it is cylindrical. - - // Scale is multiplier of radius with one of "0.5" - newScale.X = size.X / 2f; - newScale.Y = size.Y / 2f; - - // The total scale height is the central cylindar plus the caps on the two ends. - newScale.Z = (size.Z + (Math.Min(size.X, size.Y) * 2)) / 2f; - // If smaller than the endcaps, just fake like we're almost that small - if (newScale.Z < 0) - newScale.Z = 0.1f; - - return newScale; - } - - // set _avatarVolume and _mass based on capsule size, _density and Scale - private void ComputeAvatarVolumeAndMass() - { - _avatarVolume = (float)( - Math.PI - * Size.X / 2f - * Size.Y / 2f // the area of capsule cylinder - * Size.Z // times height of capsule cylinder - + 1.33333333f - * Math.PI - * Size.X / 2f - * Math.Min(Size.X, Size.Y) / 2 - * Size.Y / 2f // plus the volume of the capsule end caps - ); - _mass = _avatarDensity * _avatarVolume; - } - - // The physics engine says that properties have updated. Update same and inform - // the world that things have changed. - public override void UpdateProperties(EntityProperties entprop) - { - _position = entprop.Position; - _orientation = entprop.Rotation; - _velocity = entprop.Velocity; - _acceleration = entprop.Acceleration; - _rotationalVelocity = entprop.RotationalVelocity; - - // Do some sanity checking for the avatar. Make sure it's above ground and inbounds. - PositionSanityCheck(true); - - // remember the current and last set values - LastEntityProperties = CurrentEntityProperties; - CurrentEntityProperties = entprop; - - // Tell the linkset about value changes - Linkset.UpdateProperties(this, true); - - // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. - // base.RequestPhysicsterseUpdate(); - - DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", - LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); - } -} -} -- cgit v1.1