/* * 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 class BSCharacter : BSPhysObject { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private static readonly string LogHeader = "[BULLETS CHAR]"; private String _avName; // private bool _stopped; private OMV.Vector3 _size; private OMV.Vector3 _scale; private PrimitiveBaseShape _pbs; private uint _localID = 0; private bool _grabbed; private bool _selected; private OMV.Vector3 _position; private float _mass; public float _density; public 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 long _collidingStep; private bool _collidingGround; private long _collidingGroundStep; private bool _collidingObj; private bool _floatOnWater; private OMV.Vector3 _rotationalVelocity; private bool _kinematic; private float _buoyancy; private int _subscribedEventsMs = 0; private int _nextCollisionOkTime = 0; 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.BaseInitialize(parent_scene); _localID = localID; _avName = avName; _physicsActorType = (int)ActorTypes.Agent; _position = pos; _size = size; _flying = isFlying; _orientation = OMV.Quaternion.Identity; _velocity = OMV.Vector3.Zero; _buoyancy = ComputeBuoyancyFromFlying(isFlying); // The dimensions of the avatar capsule are kept in the scale. // Physics creates a unit capsule which is scaled by the physics engine. _scale = new OMV.Vector3(PhysicsScene.Params.avatarCapsuleRadius, PhysicsScene.Params.avatarCapsuleRadius, size.Z); _density = PhysicsScene.Params.avatarDensity; ComputeAvatarVolumeAndMass(); // set _avatarVolume and _mass based on capsule size, _density and _scale ShapeData shapeData = new ShapeData(); shapeData.ID = _localID; shapeData.Type = ShapeData.PhysicsShapeType.SHAPE_AVATAR; shapeData.Position = _position; shapeData.Rotation = _orientation; shapeData.Velocity = _velocity; shapeData.Scale = _scale; shapeData.Mass = _mass; shapeData.Buoyancy = _buoyancy; shapeData.Static = ShapeData.numericFalse; shapeData.Friction = PhysicsScene.Params.avatarFriction; shapeData.Restitution = PhysicsScene.Params.avatarRestitution; // do actual create at taint time PhysicsScene.TaintedObject("BSCharacter.create", delegate() { DetailLog("{0},BSCharacter.create", _localID); BulletSimAPI.CreateObject(PhysicsScene.WorldID, shapeData); // Set the buoyancy for flying. This will be refactored when all the settings happen in C# BulletSimAPI.SetObjectBuoyancy(PhysicsScene.WorldID, LocalID, _buoyancy); BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(PhysicsScene.World.Ptr, LocalID)); }); return; } // called when this character is being destroyed and the resources should be released public override void Destroy() { DetailLog("{0},BSCharacter.Destroy", LocalID); PhysicsScene.TaintedObject("BSCharacter.destroy", delegate() { BulletSimAPI.DestroyObject(PhysicsScene.WorldID, _localID); }); } 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 new OMV.Vector3(_scale.X * 2, _scale.Y * 2, _scale.Z); } set { // When an avatar's size is set, only the height is changed // and that really only depends on the radius. _size = value; _scale.Z = (_size.Z * 1.15f) - (_scale.X + _scale.Y); // TODO: something has to be done with the avatar's vertical position ComputeAvatarVolumeAndMass(); PhysicsScene.TaintedObject("BSCharacter.setSize", delegate() { BulletSimAPI.SetObjectScaleMass(PhysicsScene.WorldID, LocalID, _scale, _mass, true); }); } } public override PrimitiveBaseShape Shape { set { _pbs = value; } } public override uint LocalID { set { _localID = value; } get { return _localID; } } 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() { _velocity = OMV.Vector3.Zero; _acceleration = OMV.Vector3.Zero; _rotationalVelocity = OMV.Vector3.Zero; // Zero some other properties directly into the physics engine BulletSimAPI.SetLinearVelocity2(BSBody.Ptr, OMV.Vector3.Zero); BulletSimAPI.SetAngularVelocity2(BSBody.Ptr, OMV.Vector3.Zero); BulletSimAPI.SetInterpolationVelocity2(BSBody.Ptr, OMV.Vector3.Zero, OMV.Vector3.Zero); BulletSimAPI.ClearForces2(BSBody.Ptr); } public override void LockAngularMotion(OMV.Vector3 axis) { return; } public override OMV.Vector3 Position { get { // _position = BulletSimAPI.GetObjectPosition(Scene.WorldID, _localID); return _position; } set { _position = value; PositionSanityCheck(); PhysicsScene.TaintedObject("BSCharacter.setPosition", delegate() { DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, _localID, _position, _orientation); }); } } // Check that the current position is sane and, if not, modify the position to make it so. // Check for being below terrain and being out of bounds. // Returns 'true' of the position was made sane by some action. private bool PositionSanityCheck() { bool ret = false; // 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; } // TODO: check for out of bounds 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 PositionSanityCheck2() { 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("BSCharacter.PositionSanityCheck", delegate() { DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, _localID, _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 MassRaw { get {return _mass; } } 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); BulletSimAPI.SetObjectForce(PhysicsScene.WorldID, LocalID, _force); }); } } public override int VehicleType { get { return 0; } 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; } } 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() { DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity); BulletSimAPI.SetObjectVelocity(PhysicsScene.WorldID, _localID, _velocity); }); } } 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 Orientation { get { return _orientation; } set { _orientation = value; // m_log.DebugFormat("{0}: set orientation to {1}", LogHeader, _orientation); PhysicsScene.TaintedObject("BSCharacter.setOrientation", delegate() { // _position = BulletSimAPI.GetObjectPosition(Scene.WorldID, _localID); BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, _localID, _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 Flying { get { return _flying; } set { _flying = value; // simulate flying by changing the effect of gravity this.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 IsColliding { get { return (_collidingStep == PhysicsScene.SimulationStep); } set { _isColliding = value; } } public override bool CollidingGround { get { return (_collidingGroundStep == PhysicsScene.SimulationStep); } set { _collidingGround = value; } } public override bool CollidingObj { get { return _collidingObj; } set { _collidingObj = value; } } public override bool FloatOnWater { set { _floatOnWater = value; } } public override OMV.Vector3 RotationalVelocity { 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); BulletSimAPI.SetObjectBuoyancy(PhysicsScene.WorldID, LocalID, _buoyancy); }); } } // 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) { if (force.IsFinite()) { _force.X += force.X; _force.Y += force.Y; _force.Z += force.Z; // m_log.DebugFormat("{0}: AddForce. adding={1}, newForce={2}", LogHeader, force, _force); PhysicsScene.TaintedObject("BSCharacter.AddForce", delegate() { DetailLog("{0},BSCharacter.setAddForce,taint,addedForce={1}", LocalID, _force); BulletSimAPI.SetObjectForce2(BSBody.Ptr, _force); }); } else { m_log.ErrorFormat("{0}: Got a NaN force applied to a Character", LogHeader); } //m_lastUpdateSent = false; } public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { } public override void SetMomentum(OMV.Vector3 momentum) { } // set _avatarVolume and _mass based on capsule size, _density and _scale private void ComputeAvatarVolumeAndMass() { _avatarVolume = (float)( Math.PI * _scale.X * _scale.Y // the area of capsule cylinder * _scale.Z // times height of capsule cylinder + 1.33333333f * Math.PI * _scale.X * Math.Min(_scale.X, _scale.Y) * _scale.Y // plus the volume of the capsule end caps ); _mass = _density * _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; // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. // base.RequestPhysicsterseUpdate(); // Do some sanity checking for the avatar. Make sure it's above ground and inbounds. PositionSanityCheck2(); float heightHere = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position); // only for debug DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5},terrain={6}", LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity, heightHere); } // Invoke the detailed logger and output something if it's enabled. private void DetailLog(string msg, params Object[] args) { PhysicsScene.PhysicsLogging.Write(msg, args); } } }