Files
opensim/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
Robert Adams 872d513daa BulletSim: make avatar animations update properly.
It seems that ODE calls the avatar collision handling routine even
if there are no collisions. This causes the animation to be updated.
So, for instance, going from HOVER to FLY is caused by the physics engine
calling the collision routine each frame with 0 collisions.
2012-03-26 17:36:33 -07:00

470 lines
16 KiB
C#

/*
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using System;
using System.Collections.Generic;
using System.Reflection;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Physics.Manager;
namespace OpenSim.Region.Physics.BulletSPlugin
{
public class BSCharacter : PhysicsActor
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static readonly string LogHeader = "[BULLETS CHAR]";
private BSScene _scene;
private String _avName;
private bool _stopped;
private Vector3 _size;
private Vector3 _scale;
private PrimitiveBaseShape _pbs;
private uint _localID = 0;
private bool _grabbed;
private bool _selected;
private Vector3 _position;
private float _mass;
public float _density;
public float _avatarVolume;
private Vector3 _force;
private Vector3 _velocity;
private Vector3 _torque;
private float _collisionScore;
private Vector3 _acceleration;
private 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 Vector3 _rotationalVelocity;
private bool _kinematic;
private float _buoyancy;
private int _subscribedEventsMs = 0;
private int _lastCollisionTime = 0;
private 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, Vector3 pos, Vector3 size, bool isFlying)
{
_localID = localID;
_avName = avName;
_scene = parent_scene;
_position = pos;
_size = size;
_flying = isFlying;
_orientation = Quaternion.Identity;
_velocity = Vector3.Zero;
_buoyancy = ComputeBuoyancyFromFlying(isFlying);
_scale = new Vector3(1f, 1f, 1f);
_density = _scene.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 = _scene.Params.avatarFriction;
shapeData.Restitution = _scene.Params.avatarRestitution;
// do actual create at taint time
_scene.TaintedObject(delegate()
{
BulletSimAPI.CreateObject(parent_scene.WorldID, shapeData);
});
return;
}
// called when this character is being destroyed and the resources should be released
public void Destroy()
{
_scene.TaintedObject(delegate()
{
BulletSimAPI.DestroyObject(_scene.WorldID, _localID);
});
}
public override void RequestPhysicsterseUpdate()
{
base.RequestPhysicsterseUpdate();
}
public override bool Stopped {
get { return _stopped; }
}
public override Vector3 Size {
get { return _size; }
set { _size = value;
}
}
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; }
public override void LockAngularMotion(Vector3 axis) { return; }
public override Vector3 Position {
get {
// _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID);
return _position;
}
set {
_position = value;
_scene.TaintedObject(delegate()
{
BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation);
});
}
}
public override float Mass {
get {
return _mass;
}
}
public override Vector3 Force {
get { return _force; }
set {
_force = value;
// m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force);
_scene.TaintedObject(delegate()
{
BulletSimAPI.SetObjectForce(_scene.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, Vector3 value) {}
public override void VehicleRotationParam(int param, 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 Vector3 GeometricCenter { get { return Vector3.Zero; } }
public override Vector3 CenterOfMass { get { return Vector3.Zero; } }
public override Vector3 Velocity {
get { return _velocity; }
set {
_velocity = value;
// m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity);
_scene.TaintedObject(delegate()
{
BulletSimAPI.SetObjectVelocity(_scene.WorldID, _localID, _velocity);
});
}
}
public override Vector3 Torque {
get { return _torque; }
set { _torque = value;
}
}
public override float CollisionScore {
get { return _collisionScore; }
set { _collisionScore = value;
}
}
public override Vector3 Acceleration {
get { return _acceleration; }
set { _acceleration = value; }
}
public override Quaternion Orientation {
get { return _orientation; }
set {
_orientation = value;
// m_log.DebugFormat("{0}: set orientation to {1}", LogHeader, _orientation);
_scene.TaintedObject(delegate()
{
// _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID);
BulletSimAPI.SetObjectTranslation(_scene.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);
}
}
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 == _scene.SimulationStep); }
set { _isColliding = value; }
}
public override bool CollidingGround {
get { return (_collidingGroundStep == _scene.SimulationStep); }
set { _collidingGround = value; }
}
public override bool CollidingObj {
get { return _collidingObj; }
set { _collidingObj = value; }
}
public override bool FloatOnWater {
set { _floatOnWater = value; }
}
public override 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;
_scene.TaintedObject(delegate()
{
BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, LocalID, _buoyancy);
});
}
}
// Used for MoveTo
public override 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 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(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);
_scene.TaintedObject(delegate()
{
BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force);
});
}
else
{
m_log.ErrorFormat("{0}: Got a NaN force applied to a Character", LogHeader);
}
//m_lastUpdateSent = false;
}
public override void AddAngularForce(Vector3 force, bool pushforce) {
}
public override void SetMomentum(Vector3 momentum) {
}
public override void SubscribeEvents(int ms) {
_subscribedEventsMs = ms;
_lastCollisionTime = Util.EnvironmentTickCount() - _subscribedEventsMs; // make first collision happen
}
public override void UnSubscribeEvents() {
_subscribedEventsMs = 0;
}
public override bool SubscribedEvents() {
return (_subscribedEventsMs > 0);
}
// set _avatarVolume and _mass based on capsule size, _density and _scale
private void ComputeAvatarVolumeAndMass()
{
_avatarVolume = (float)(
Math.PI
* _scene.Params.avatarCapsuleRadius * _scale.X
* _scene.Params.avatarCapsuleRadius * _scale.Y
* _scene.Params.avatarCapsuleHeight * _scale.Z);
_mass = _density * _avatarVolume;
}
// The physics engine says that properties have updated. Update same and inform
// the world that things have changed.
public void UpdateProperties(EntityProperties entprop)
{
bool changed = false;
// we assign to the local variables so the normal set action does not happen
if (_position != entprop.Position)
{
_position = entprop.Position;
changed = true;
}
if (_orientation != entprop.Rotation)
{
_orientation = entprop.Rotation;
changed = true;
}
if (_velocity != entprop.Velocity)
{
_velocity = entprop.Velocity;
changed = true;
}
if (_acceleration != entprop.Acceleration)
{
_acceleration = entprop.Acceleration;
changed = true;
}
if (_rotationalVelocity != entprop.RotationalVelocity)
{
_rotationalVelocity = entprop.RotationalVelocity;
changed = true;
}
if (changed)
{
// m_log.DebugFormat("{0}: UpdateProperties: id={1}, c={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation);
// Avatar movement is not done by generating this event. There is a system that
// checks for avatar updates each heartbeat loop.
// base.RequestPhysicsterseUpdate();
}
}
// Called by the scene when a collision with this object is reported
CollisionEventUpdate collisionCollection = null;
public void Collide(uint collidingWith, ActorTypes type, Vector3 contactPoint, Vector3 contactNormal, float pentrationDepth)
{
// m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith);
// The following makes IsColliding() and IsCollidingGround() work
_collidingStep = _scene.SimulationStep;
if (collidingWith == BSScene.TERRAIN_ID || collidingWith == BSScene.GROUNDPLANE_ID)
{
_collidingGroundStep = _scene.SimulationStep;
}
// throttle collisions to the rate specified in the subscription
if (_subscribedEventsMs == 0) return; // don't want collisions
int nowTime = _scene.SimulationNowTime;
if (nowTime < (_lastCollisionTime + _subscribedEventsMs)) return;
_lastCollisionTime = nowTime;
if (collisionCollection == null)
collisionCollection = new CollisionEventUpdate();
collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
}
public void SendCollisions()
{
// if (collisionCollection != null)
// {
// base.SendCollisionUpdate(collisionCollection);
// collisionCollection = null;
// }
// Kludge to make a collision call even if there are no collisions.
// This causes the avatar animation to get updated.
if (collisionCollection == null)
collisionCollection = new CollisionEventUpdate();
base.SendCollisionUpdate(collisionCollection);
collisionCollection = null;
}
}
}