/* * 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.Linq; using System.Text; using OpenSim.Region.Physics.Manager; using OMV = OpenMetaverse; namespace OpenSim.Region.Physics.BulletSPlugin { public class BSActorHover : BSActor { private BSFMotor m_hoverMotor; public BSActorHover(BSScene physicsScene, BSPhysObject pObj, string actorName) : base(physicsScene, pObj, actorName) { m_hoverMotor = null; m_physicsScene.DetailLog("{0},BSActorHover,constructor", m_controllingPrim.LocalID); } // BSActor.isActive public override bool isActive { get { return Enabled; } } // Release any connections and resources used by the actor. // BSActor.Dispose() public override void Dispose() { Enabled = false; } // Called when physical parameters (properties set in Bullet) need to be re-applied. // Called at taint-time. // BSActor.Refresh() public override void Refresh() { m_physicsScene.DetailLog("{0},BSActorHover,refresh", m_controllingPrim.LocalID); // If not active any more, turn me off if (!m_controllingPrim.HoverActive) { SetEnabled(false); } // If the object is physically active, add the hoverer prestep action if (isActive) { ActivateHover(); } else { DeactivateHover(); } } // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). // Register a prestep action to restore physical requirements before the next simulation step. // Called at taint-time. // BSActor.RemoveDependencies() public override void RemoveDependencies() { // Nothing to do for the hoverer since it is all software at pre-step action time. } // If a hover motor has not been created, create one and start the hovering. private void ActivateHover() { if (m_hoverMotor == null) { // Turning the target on m_hoverMotor = new BSFMotor("BSActorHover", m_controllingPrim.HoverTau, // timeScale BSMotor.Infinite, // decay time scale BSMotor.Infinite, // friction timescale 1f // efficiency ); m_hoverMotor.SetTarget(ComputeCurrentHoverHeight()); m_hoverMotor.SetCurrent(m_controllingPrim.RawPosition.Z); m_hoverMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG so motor will output detail log messages. m_physicsScene.BeforeStep += Hoverer; } } private void DeactivateHover() { if (m_hoverMotor != null) { m_physicsScene.BeforeStep -= Hoverer; m_hoverMotor = null; } } // Called just before the simulation step. Update the vertical position for hoverness. private void Hoverer(float timeStep) { // Don't do hovering while the object is selected. if (!isActive) return; m_hoverMotor.SetCurrent(m_controllingPrim.RawPosition.Z); m_hoverMotor.SetTarget(ComputeCurrentHoverHeight()); float targetHeight = m_hoverMotor.Step(timeStep); // 'targetHeight' is where we'd like the Z of the prim to be at this moment. // Compute the amount of force to push us there. float moveForce = (targetHeight - m_controllingPrim.RawPosition.Z) * m_controllingPrim.RawMass; // Undo anything the object thinks it's doing at the moment moveForce = -m_controllingPrim.RawVelocity.Z * m_controllingPrim.Mass; m_physicsScene.PE.ApplyCentralImpulse(m_controllingPrim.PhysBody, new OMV.Vector3(0f, 0f, moveForce)); m_physicsScene.DetailLog("{0},BSPrim.Hover,move,targHt={1},moveForce={2},mass={3}", m_controllingPrim.LocalID, targetHeight, moveForce, m_controllingPrim.RawMass); } // Based on current position, determine what we should be hovering at now. // Must recompute often. What if we walked offa cliff> private float ComputeCurrentHoverHeight() { float ret = m_controllingPrim.HoverHeight; float groundHeight = m_physicsScene.TerrainManager.GetTerrainHeightAtXYZ(m_controllingPrim.RawPosition); switch (m_controllingPrim.HoverType) { case PIDHoverType.Ground: ret = groundHeight + m_controllingPrim.HoverHeight; break; case PIDHoverType.GroundAndWater: float waterHeight = m_physicsScene.TerrainManager.GetWaterLevelAtXYZ(m_controllingPrim.RawPosition); if (groundHeight > waterHeight) { ret = groundHeight + m_controllingPrim.HoverHeight; } else { ret = waterHeight + m_controllingPrim.HoverHeight; } break; } return ret; } } }