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For some reason as yet unidentified (feedback?) a threshold above 0.4 here causes the RawVelocity to move between a lower and upper bound rather than remaining constant. The RawVelocity increased until it triggered the threshold update, at which point it started to decrease until it again triggered the threshhold update. This delta-v was enough to exceed the checks in ScenePresence.SendTerseUpdateToAllClients() and produce jittery avatar flight because of the fluctuating velocity. With a threshold of 0.4 (or 0, as with ODE), the RawVelocity remains constant in BulletSim and so avatar flight becomes mostly smooth - remaining occasional glitches appear to be a result of errors in distance extraploation. There are no obvious problems with commenting out the threshold. Misterblue, if this is wrong or I've missed some subtlety here, please feel free to revert and/or correct. The same considerations may or may not apply to object velocity updates.
786 lines
32 KiB
C#
786 lines
32 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyrightD
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using log4net;
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using OMV = OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Physics.Manager;
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namespace OpenSim.Region.Physics.BulletSPlugin
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{
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public sealed class BSCharacter : BSPhysObject
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private static readonly string LogHeader = "[BULLETS CHAR]";
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// private bool _stopped;
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private OMV.Vector3 _size;
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private bool _grabbed;
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private bool _selected;
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private float _mass;
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private float _avatarVolume;
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private float _collisionScore;
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private OMV.Vector3 _acceleration;
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private int _physicsActorType;
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private bool _isPhysical;
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private bool _flying;
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private bool _setAlwaysRun;
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private bool _throttleUpdates;
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private bool _floatOnWater;
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private OMV.Vector3 _rotationalVelocity;
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private bool _kinematic;
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private float _buoyancy;
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private BSActorAvatarMove m_moveActor;
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private const string AvatarMoveActorName = "BSCharacter.AvatarMove";
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private OMV.Vector3 _PIDTarget;
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private bool _usePID;
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private float _PIDTau;
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public BSCharacter(uint localID, String avName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, bool isFlying)
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: base(parent_scene, localID, avName, "BSCharacter")
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{
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_physicsActorType = (int)ActorTypes.Agent;
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RawPosition = pos;
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_flying = isFlying;
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RawOrientation = OMV.Quaternion.Identity;
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RawVelocity = OMV.Vector3.Zero;
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_buoyancy = ComputeBuoyancyFromFlying(isFlying);
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Friction = BSParam.AvatarStandingFriction;
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Density = BSParam.AvatarDensity;
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// Old versions of ScenePresence passed only the height. If width and/or depth are zero,
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// replace with the default values.
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_size = size;
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if (_size.X == 0f) _size.X = BSParam.AvatarCapsuleDepth;
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if (_size.Y == 0f) _size.Y = BSParam.AvatarCapsuleWidth;
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// The dimensions of the physical capsule are kept in the scale.
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// Physics creates a unit capsule which is scaled by the physics engine.
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Scale = ComputeAvatarScale(_size);
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// set _avatarVolume and _mass based on capsule size, _density and Scale
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ComputeAvatarVolumeAndMass();
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DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5},pos={6}",
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LocalID, _size, Scale, Density, _avatarVolume, RawMass, pos);
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// do actual creation in taint time
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PhysScene.TaintedObject(LocalID, "BSCharacter.create", delegate()
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{
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DetailLog("{0},BSCharacter.create,taint", LocalID);
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// New body and shape into PhysBody and PhysShape
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PhysScene.Shapes.GetBodyAndShape(true, PhysScene.World, this);
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// The avatar's movement is controlled by this motor that speeds up and slows down
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// the avatar seeking to reach the motor's target speed.
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// This motor runs as a prestep action for the avatar so it will keep the avatar
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// standing as well as moving. Destruction of the avatar will destroy the pre-step action.
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m_moveActor = new BSActorAvatarMove(PhysScene, this, AvatarMoveActorName);
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PhysicalActors.Add(AvatarMoveActorName, m_moveActor);
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SetPhysicalProperties();
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IsInitialized = true;
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});
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return;
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}
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// called when this character is being destroyed and the resources should be released
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public override void Destroy()
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{
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IsInitialized = false;
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base.Destroy();
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DetailLog("{0},BSCharacter.Destroy", LocalID);
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PhysScene.TaintedObject(LocalID, "BSCharacter.destroy", delegate()
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{
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PhysScene.Shapes.DereferenceBody(PhysBody, null /* bodyCallback */);
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PhysBody.Clear();
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PhysShape.Dereference(PhysScene);
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PhysShape = new BSShapeNull();
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});
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}
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private void SetPhysicalProperties()
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{
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PhysScene.PE.RemoveObjectFromWorld(PhysScene.World, PhysBody);
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ZeroMotion(true);
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ForcePosition = RawPosition;
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// Set the velocity
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if (m_moveActor != null)
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m_moveActor.SetVelocityAndTarget(RawVelocity, RawVelocity, false);
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ForceVelocity = RawVelocity;
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// This will enable or disable the flying buoyancy of the avatar.
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// Needs to be reset especially when an avatar is recreated after crossing a region boundry.
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Flying = _flying;
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PhysScene.PE.SetRestitution(PhysBody, BSParam.AvatarRestitution);
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PhysScene.PE.SetMargin(PhysShape.physShapeInfo, PhysScene.Params.collisionMargin);
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PhysScene.PE.SetLocalScaling(PhysShape.physShapeInfo, Scale);
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PhysScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold);
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if (BSParam.CcdMotionThreshold > 0f)
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{
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PhysScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold);
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PhysScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius);
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}
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UpdatePhysicalMassProperties(RawMass, false);
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// Make so capsule does not fall over
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PhysScene.PE.SetAngularFactorV(PhysBody, OMV.Vector3.Zero);
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// The avatar mover sets some parameters.
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PhysicalActors.Refresh();
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PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_CHARACTER_OBJECT);
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PhysScene.PE.AddObjectToWorld(PhysScene.World, PhysBody);
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// PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.ACTIVE_TAG);
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PhysScene.PE.ForceActivationState(PhysBody, ActivationState.DISABLE_DEACTIVATION);
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PhysScene.PE.UpdateSingleAabb(PhysScene.World, PhysBody);
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// Do this after the object has been added to the world
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PhysBody.collisionType = CollisionType.Avatar;
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PhysBody.ApplyCollisionMask(PhysScene);
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}
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public override void RequestPhysicsterseUpdate()
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{
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base.RequestPhysicsterseUpdate();
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}
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// No one calls this method so I don't know what it could possibly mean
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public override bool Stopped { get { return false; } }
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public override OMV.Vector3 Size {
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get
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{
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// Avatar capsule size is kept in the scale parameter.
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return _size;
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}
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set {
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// This is how much the avatar size is changing. Positive means getting bigger.
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// The avatar altitude must be adjusted for this change.
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float heightChange = value.Z - _size.Z;
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_size = value;
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// Old versions of ScenePresence passed only the height. If width and/or depth are zero,
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// replace with the default values.
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if (_size.X == 0f) _size.X = BSParam.AvatarCapsuleDepth;
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if (_size.Y == 0f) _size.Y = BSParam.AvatarCapsuleWidth;
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Scale = ComputeAvatarScale(_size);
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ComputeAvatarVolumeAndMass();
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DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}",
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LocalID, _size, Scale, Density, _avatarVolume, RawMass);
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PhysScene.TaintedObject(LocalID, "BSCharacter.setSize", delegate()
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{
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if (PhysBody.HasPhysicalBody && PhysShape.physShapeInfo.HasPhysicalShape)
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{
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PhysScene.PE.SetLocalScaling(PhysShape.physShapeInfo, Scale);
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UpdatePhysicalMassProperties(RawMass, true);
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// Adjust the avatar's position to account for the increase/decrease in size
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ForcePosition = new OMV.Vector3(RawPosition.X, RawPosition.Y, RawPosition.Z + heightChange / 2f);
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// Make sure this change appears as a property update event
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PhysScene.PE.PushUpdate(PhysBody);
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}
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});
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}
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}
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public override PrimitiveBaseShape Shape
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{
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set { BaseShape = value; }
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}
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public override bool Grabbed {
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set { _grabbed = value; }
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}
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public override bool Selected {
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set { _selected = value; }
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}
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public override bool IsSelected
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{
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get { return _selected; }
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}
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public override void CrossingFailure() { return; }
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public override void link(PhysicsActor obj) { return; }
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public override void delink() { return; }
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// Set motion values to zero.
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// Do it to the properties so the values get set in the physics engine.
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// Push the setting of the values to the viewer.
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// Called at taint time!
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public override void ZeroMotion(bool inTaintTime)
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{
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RawVelocity = OMV.Vector3.Zero;
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_acceleration = OMV.Vector3.Zero;
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_rotationalVelocity = OMV.Vector3.Zero;
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// Zero some other properties directly into the physics engine
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PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.ZeroMotion", delegate()
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{
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if (PhysBody.HasPhysicalBody)
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PhysScene.PE.ClearAllForces(PhysBody);
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});
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}
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public override void ZeroAngularMotion(bool inTaintTime)
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{
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_rotationalVelocity = OMV.Vector3.Zero;
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PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.ZeroMotion", delegate()
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{
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if (PhysBody.HasPhysicalBody)
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{
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PhysScene.PE.SetInterpolationAngularVelocity(PhysBody, OMV.Vector3.Zero);
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PhysScene.PE.SetAngularVelocity(PhysBody, OMV.Vector3.Zero);
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// The next also get rid of applied linear force but the linear velocity is untouched.
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PhysScene.PE.ClearForces(PhysBody);
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}
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});
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}
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public override void LockAngularMotion(OMV.Vector3 axis) { return; }
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public override OMV.Vector3 Position {
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get {
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// Don't refetch the position because this function is called a zillion times
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// RawPosition = PhysicsScene.PE.GetObjectPosition(Scene.World, LocalID);
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return RawPosition;
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}
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set {
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RawPosition = value;
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PhysScene.TaintedObject(LocalID, "BSCharacter.setPosition", delegate()
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{
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DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation);
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PositionSanityCheck();
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ForcePosition = RawPosition;
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});
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}
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}
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public override OMV.Vector3 ForcePosition {
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get {
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RawPosition = PhysScene.PE.GetPosition(PhysBody);
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return RawPosition;
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}
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set {
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RawPosition = value;
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if (PhysBody.HasPhysicalBody)
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{
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PhysScene.PE.SetTranslation(PhysBody, RawPosition, RawOrientation);
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}
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}
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}
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// Check that the current position is sane and, if not, modify the position to make it so.
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// Check for being below terrain or on water.
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// Returns 'true' of the position was made sane by some action.
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private bool PositionSanityCheck()
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{
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bool ret = false;
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// TODO: check for out of bounds
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if (!PhysScene.TerrainManager.IsWithinKnownTerrain(RawPosition))
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{
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// The character is out of the known/simulated area.
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// Force the avatar position to be within known. ScenePresence will use the position
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// plus the velocity to decide if the avatar is moving out of the region.
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RawPosition = PhysScene.TerrainManager.ClampPositionIntoKnownTerrain(RawPosition);
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DetailLog("{0},BSCharacter.PositionSanityCheck,notWithinKnownTerrain,clampedPos={1}", LocalID, RawPosition);
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return true;
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}
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// If below the ground, move the avatar up
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float terrainHeight = PhysScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition);
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if (Position.Z < terrainHeight)
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{
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DetailLog("{0},BSCharacter.PositionSanityCheck,adjustForUnderGround,pos={1},terrain={2}", LocalID, RawPosition, terrainHeight);
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RawPosition = new OMV.Vector3(RawPosition.X, RawPosition.Y, terrainHeight + BSParam.AvatarBelowGroundUpCorrectionMeters);
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ret = true;
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}
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if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0)
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{
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float waterHeight = PhysScene.TerrainManager.GetWaterLevelAtXYZ(RawPosition);
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if (Position.Z < waterHeight)
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{
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RawPosition = new OMV.Vector3(RawPosition.X, RawPosition.Y, waterHeight);
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ret = true;
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}
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}
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return ret;
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}
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// A version of the sanity check that also makes sure a new position value is
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// pushed back to the physics engine. This routine would be used by anyone
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// who is not already pushing the value.
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private bool PositionSanityCheck(bool inTaintTime)
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{
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bool ret = false;
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if (PositionSanityCheck())
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{
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// The new position value must be pushed into the physics engine but we can't
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// just assign to "Position" because of potential call loops.
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PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.PositionSanityCheck", delegate()
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{
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DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation);
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ForcePosition = RawPosition;
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});
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ret = true;
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}
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return ret;
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}
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public override float Mass { get { return _mass; } }
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// used when we only want this prim's mass and not the linkset thing
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public override float RawMass {
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get {return _mass; }
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}
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public override void UpdatePhysicalMassProperties(float physMass, bool inWorld)
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{
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OMV.Vector3 localInertia = PhysScene.PE.CalculateLocalInertia(PhysShape.physShapeInfo, physMass);
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PhysScene.PE.SetMassProps(PhysBody, physMass, localInertia);
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}
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public override OMV.Vector3 Force {
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get { return RawForce; }
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set {
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RawForce = value;
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// m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force);
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PhysScene.TaintedObject(LocalID, "BSCharacter.SetForce", delegate()
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{
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DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, RawForce);
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if (PhysBody.HasPhysicalBody)
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PhysScene.PE.SetObjectForce(PhysBody, RawForce);
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});
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}
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}
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// Avatars don't do vehicles
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public override int VehicleType { get { return (int)Vehicle.TYPE_NONE; } set { return; } }
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public override void VehicleFloatParam(int param, float value) { }
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public override void VehicleVectorParam(int param, OMV.Vector3 value) {}
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public override void VehicleRotationParam(int param, OMV.Quaternion rotation) { }
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public override void VehicleFlags(int param, bool remove) { }
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// Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more
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public override void SetVolumeDetect(int param) { return; }
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public override bool IsVolumeDetect { get { return false; } }
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public override OMV.Vector3 GeometricCenter { get { return OMV.Vector3.Zero; } }
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public override OMV.Vector3 CenterOfMass { get { return OMV.Vector3.Zero; } }
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// Sets the target in the motor. This starts the changing of the avatar's velocity.
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public override OMV.Vector3 TargetVelocity
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{
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get
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{
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return base.m_targetVelocity;
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}
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set
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{
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DetailLog("{0},BSCharacter.setTargetVelocity,call,vel={1}", LocalID, value);
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m_targetVelocity = value;
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OMV.Vector3 targetVel = value;
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if (_setAlwaysRun && !_flying)
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targetVel *= new OMV.Vector3(BSParam.AvatarAlwaysRunFactor, BSParam.AvatarAlwaysRunFactor, 1f);
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if (m_moveActor != null)
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m_moveActor.SetVelocityAndTarget(RawVelocity, targetVel, false /* inTaintTime */);
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}
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}
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// Directly setting velocity means this is what the user really wants now.
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public override OMV.Vector3 Velocity {
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get { return RawVelocity; }
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set {
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RawVelocity = value;
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// m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, RawVelocity);
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PhysScene.TaintedObject(LocalID, "BSCharacter.setVelocity", delegate()
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{
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if (m_moveActor != null)
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m_moveActor.SetVelocityAndTarget(RawVelocity, RawVelocity, true /* inTaintTime */);
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DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, RawVelocity);
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ForceVelocity = RawVelocity;
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});
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}
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}
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public override OMV.Vector3 ForceVelocity {
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get { return RawVelocity; }
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set {
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PhysScene.AssertInTaintTime("BSCharacter.ForceVelocity");
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RawVelocity = value;
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PhysScene.PE.SetLinearVelocity(PhysBody, RawVelocity);
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PhysScene.PE.Activate(PhysBody, true);
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}
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}
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public override OMV.Vector3 Torque {
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get { return RawTorque; }
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set { RawTorque = value;
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}
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}
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public override float CollisionScore {
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get { return _collisionScore; }
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set { _collisionScore = value;
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}
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}
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public override OMV.Vector3 Acceleration {
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get { return _acceleration; }
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set { _acceleration = value; }
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}
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public override OMV.Quaternion Orientation {
|
|
get { return RawOrientation; }
|
|
set {
|
|
// Orientation is set zillions of times when an avatar is walking. It's like
|
|
// the viewer doesn't trust us.
|
|
if (RawOrientation != value)
|
|
{
|
|
RawOrientation = value;
|
|
PhysScene.TaintedObject(LocalID, "BSCharacter.setOrientation", delegate()
|
|
{
|
|
// Bullet assumes we know what we are doing when forcing orientation
|
|
// so it lets us go against all the rules and just compensates for them later.
|
|
// This forces rotation to be only around the Z axis and doesn't change any of the other axis.
|
|
// This keeps us from flipping the capsule over which the veiwer does not understand.
|
|
float oRoll, oPitch, oYaw;
|
|
RawOrientation.GetEulerAngles(out oRoll, out oPitch, out oYaw);
|
|
OMV.Quaternion trimmedOrientation = OMV.Quaternion.CreateFromEulers(0f, 0f, oYaw);
|
|
// DetailLog("{0},BSCharacter.setOrientation,taint,val={1},valDir={2},conv={3},convDir={4}",
|
|
// LocalID, RawOrientation, OMV.Vector3.UnitX * RawOrientation,
|
|
// trimmedOrientation, OMV.Vector3.UnitX * trimmedOrientation);
|
|
ForceOrientation = trimmedOrientation;
|
|
});
|
|
}
|
|
}
|
|
}
|
|
// Go directly to Bullet to get/set the value.
|
|
public override OMV.Quaternion ForceOrientation
|
|
{
|
|
get
|
|
{
|
|
RawOrientation = PhysScene.PE.GetOrientation(PhysBody);
|
|
return RawOrientation;
|
|
}
|
|
set
|
|
{
|
|
RawOrientation = value;
|
|
if (PhysBody.HasPhysicalBody)
|
|
{
|
|
// RawPosition = PhysicsScene.PE.GetPosition(BSBody);
|
|
PhysScene.PE.SetTranslation(PhysBody, RawPosition, RawOrientation);
|
|
}
|
|
}
|
|
}
|
|
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 IsPhysicallyActive {
|
|
get { return true; }
|
|
}
|
|
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;
|
|
PhysScene.TaintedObject(LocalID, "BSCharacter.setFloatOnWater", delegate()
|
|
{
|
|
if (PhysBody.HasPhysicalBody)
|
|
{
|
|
if (_floatOnWater)
|
|
CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER);
|
|
else
|
|
CurrentCollisionFlags = PhysScene.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;
|
|
PhysScene.TaintedObject(LocalID, "BSCharacter.setBuoyancy", delegate()
|
|
{
|
|
DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
|
|
ForceBuoyancy = _buoyancy;
|
|
});
|
|
}
|
|
}
|
|
public override float ForceBuoyancy {
|
|
get { return _buoyancy; }
|
|
set {
|
|
PhysScene.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 = BSParam.Gravity * (1f - _buoyancy);
|
|
Gravity = new OMV.Vector3(0f, 0f, grav);
|
|
if (PhysBody.HasPhysicalBody)
|
|
PhysScene.PE.SetGravity(PhysBody, Gravity);
|
|
}
|
|
}
|
|
|
|
// 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; }
|
|
}
|
|
|
|
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 / PhysScene.LastTimeStep;
|
|
AddForce(addForce, pushforce, false);
|
|
}
|
|
public override void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) {
|
|
if (force.IsFinite())
|
|
{
|
|
OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude);
|
|
// DetailLog("{0},BSCharacter.addForce,call,force={1}", LocalID, addForce);
|
|
|
|
PhysScene.TaintedObject(inTaintTime, LocalID, "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)
|
|
{
|
|
PhysScene.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, bool inTaintTime) {
|
|
}
|
|
public override void SetMomentum(OMV.Vector3 momentum) {
|
|
}
|
|
|
|
private OMV.Vector3 ComputeAvatarScale(OMV.Vector3 size)
|
|
{
|
|
OMV.Vector3 newScale = size;
|
|
|
|
// Bullet's capsule total height is the "passed height + radius * 2";
|
|
// The base capsule is 1 unit in diameter and 2 units in 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.
|
|
// An 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"
|
|
|
|
float heightAdjust = BSParam.AvatarHeightMidFudge;
|
|
if (BSParam.AvatarHeightLowFudge != 0f || BSParam.AvatarHeightHighFudge != 0f)
|
|
{
|
|
const float AVATAR_LOW = 1.1f;
|
|
const float AVATAR_MID = 1.775f; // 1.87f
|
|
const float AVATAR_HI = 2.45f;
|
|
// An avatar is between 1.1 and 2.45 meters. Midpoint is 1.775m.
|
|
float midHeightOffset = size.Z - AVATAR_MID;
|
|
if (midHeightOffset < 0f)
|
|
{
|
|
// Small avatar. Add the adjustment based on the distance from midheight
|
|
heightAdjust += ((-1f * midHeightOffset) / (AVATAR_MID - AVATAR_LOW)) * BSParam.AvatarHeightLowFudge;
|
|
}
|
|
else
|
|
{
|
|
// Large avatar. Add the adjustment based on the distance from midheight
|
|
heightAdjust += ((midHeightOffset) / (AVATAR_HI - AVATAR_MID)) * BSParam.AvatarHeightHighFudge;
|
|
}
|
|
}
|
|
if (BSParam.AvatarShape == BSShapeCollection.AvatarShapeCapsule)
|
|
{
|
|
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) + heightAdjust) / 2f;
|
|
}
|
|
else
|
|
{
|
|
newScale.Z = size.Z + heightAdjust;
|
|
}
|
|
// m_log.DebugFormat("{0} ComputeAvatarScale: size={1},adj={2},scale={3}", LogHeader, size, heightAdjust, newScale);
|
|
|
|
// If smaller than the endcaps, just fake like we're almost that small
|
|
if (newScale.Z < 0)
|
|
newScale.Z = 0.1f;
|
|
|
|
DetailLog("{0},BSCharacter.ComputerAvatarScale,size={1},lowF={2},midF={3},hiF={4},adj={5},newScale={6}",
|
|
LocalID, size, BSParam.AvatarHeightLowFudge, BSParam.AvatarHeightMidFudge, BSParam.AvatarHeightHighFudge, heightAdjust, newScale);
|
|
|
|
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 = Density * BSParam.DensityScaleFactor * _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)
|
|
{
|
|
// Let anyone (like the actors) modify the updated properties before they are pushed into the object and the simulator.
|
|
TriggerPreUpdatePropertyAction(ref entprop);
|
|
|
|
RawPosition = entprop.Position;
|
|
RawOrientation = entprop.Rotation;
|
|
|
|
// Smooth velocity. OpenSimulator is VERY sensitive to changes in velocity of the avatar
|
|
// and will send agent updates to the clients if velocity changes by more than
|
|
// 0.001m/s. Bullet introduces a lot of jitter in the velocity which causes many
|
|
// extra updates.
|
|
//
|
|
// XXX: Contrary to the above comment, setting an update threshold here above 0.4 actually introduces jitter to
|
|
// avatar movement rather than removes it. The larger the threshold, the bigger the jitter.
|
|
// This is most noticeable in level flight and can be seen with
|
|
// the "show updates" option in a viewer. With an update threshold, the RawVelocity cycles between a lower
|
|
// bound and an upper bound, where the difference between the two is enough to trigger a large delta v update
|
|
// and subsequently trigger an update in ScenePresence.SendTerseUpdateToAllClients(). The cause of this cycle (feedback?)
|
|
// has not yet been identified.
|
|
//
|
|
// If there is a threshold below 0.4 or no threshold check at all (as in ODE), then RawVelocity stays constant and extra
|
|
// updates are not triggered in ScenePresence.SendTerseUpdateToAllClients().
|
|
// if (!entprop.Velocity.ApproxEquals(RawVelocity, 0.1f))
|
|
RawVelocity = entprop.Velocity;
|
|
|
|
_acceleration = entprop.Acceleration;
|
|
_rotationalVelocity = entprop.RotationalVelocity;
|
|
|
|
// Do some sanity checking for the avatar. Make sure it's above ground and inbounds.
|
|
if (PositionSanityCheck(true))
|
|
{
|
|
DetailLog("{0},BSCharacter.UpdateProperties,updatePosForSanity,pos={1}", LocalID, RawPosition);
|
|
entprop.Position = RawPosition;
|
|
}
|
|
|
|
// remember the current and last set values
|
|
LastEntityProperties = CurrentEntityProperties;
|
|
CurrentEntityProperties = entprop;
|
|
|
|
// Tell the linkset about value changes
|
|
// Linkset.UpdateProperties(UpdatedProperties.EntPropUpdates, this);
|
|
|
|
// Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop.
|
|
// PhysScene.PostUpdate(this);
|
|
|
|
DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
|
|
LocalID, RawPosition, RawOrientation, RawVelocity, _acceleration, _rotationalVelocity);
|
|
}
|
|
}
|
|
}
|