public override void AddForce(bool inTaintTime, OMV.Vector3 force) { if (force.IsFinite()) { OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude); // DetailLog("{0},BSCharacter.addForce,call,force={1},push={2},inTaint={3}", LocalID, addForce, pushforce, inTaintTime); 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) { // Bullet adds this central force to the total force for this tick. // Deep down in Bullet: // linearVelocity += totalForce / mass * timeStep; PhysScene.PE.ApplyCentralForce(PhysBody, addForce); PhysScene.PE.Activate(PhysBody, true); } if (m_moveActor != null) { m_moveActor.SuppressStationayCheckUntilLowVelocity(); } }); } else { m_log.WarnFormat("{0}: Got a NaN force applied to a character. LocalID={1}", LogHeader, LocalID); return; } }
// Internal version that, if initializing, doesn't do all the updating of the physics engine public void SetAvatarSize(OMV.Vector3 size, float feetOffset, bool initializing) { OMV.Vector3 newSize = size; if (newSize.IsFinite()) { // Old versions of ScenePresence passed only the height. If width and/or depth are zero, // replace with the default values. if (newSize.X == 0f) { newSize.X = BSParam.AvatarCapsuleDepth; } if (newSize.Y == 0f) { newSize.Y = BSParam.AvatarCapsuleWidth; } if (newSize.X < 0.01f) { newSize.X = 0.01f; } if (newSize.Y < 0.01f) { newSize.Y = 0.01f; } if (newSize.Z < 0.01f) { newSize.Z = BSParam.AvatarCapsuleHeight; } } else { newSize = new OMV.Vector3(BSParam.AvatarCapsuleDepth, BSParam.AvatarCapsuleWidth, BSParam.AvatarCapsuleHeight); } // This is how much the avatar size is changing. Positive means getting bigger. // The avatar altitude must be adjusted for this change. float heightChange = newSize.Z - Size.Z; _size = newSize; Scale = ComputeAvatarScale(Size); ComputeAvatarVolumeAndMass(); DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}", LocalID, _size, Scale, Density, _avatarVolume, RawMass); PhysScene.TaintedObject(LocalID, "BSCharacter.setSize", delegate() { if (PhysBody.HasPhysicalBody && PhysShape.physShapeInfo.HasPhysicalShape) { PhysScene.PE.SetLocalScaling(PhysShape.physShapeInfo, Scale); UpdatePhysicalMassProperties(RawMass, true); // Adjust the avatar's position to account for the increase/decrease in size ForcePosition = new OMV.Vector3(RawPosition.X, RawPosition.Y, RawPosition.Z + heightChange / 2f); // Make sure this change appears as a property update event PhysScene.PE.PushUpdate(PhysBody); } }); }
// Subscribe for collision events. // Parameter is the millisecond rate the caller wishes collision events to occur. public override void SubscribeEvents(int ms) { // DetailLog("{0},{1}.SubscribeEvents,subscribing,ms={2}", LocalID, TypeName, ms); SubscribedEventsMs = ms; if (ms > 0) { // make sure first collision happens NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs); PhysScene.TaintedObject(LocalID, TypeName + ".SubscribeEvents", delegate() { if (PhysBody.HasPhysicalBody) { CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); DetailLog("{0},{1}.SubscribeEvents,setting collision. ms={2}, collisionFlags={3:x}", LocalID, TypeName, SubscribedEventsMs, CurrentCollisionFlags); } }); } else { // Subscribing for zero or less is the same as unsubscribing UnSubscribeEvents(); } }
// Tell the object to clean up. public virtual void Destroy() { PhysicalActors.Enable(false); PhysScene.TaintedObject(LocalID, "BSPhysObject.Destroy", delegate() { PhysicalActors.Dispose(); }); }
public BSCharacter( uint localID, String avName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 vel, OMV.Vector3 size, bool isFlying) : base(parent_scene, localID, avName, "BSCharacter") { _physicsActorType = (int)ActorTypes.Agent; RawPosition = pos; _flying = isFlying; RawOrientation = OMV.Quaternion.Identity; RawVelocity = vel; _buoyancy = ComputeBuoyancyFromFlying(isFlying); Friction = BSParam.AvatarStandingFriction; Density = 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(); DetailLog( "{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5},pos={6},vel={7}", LocalID, _size, Scale, Density, _avatarVolume, RawMass, pos, vel); // do actual creation in taint time PhysScene.TaintedObject(LocalID, "BSCharacter.create", delegate() { DetailLog("{0},BSCharacter.create,taint", LocalID); // New body and shape into PhysBody and PhysShape PhysScene.Shapes.GetBodyAndShape(true, PhysScene.World, this); // 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. m_moveActor = new BSActorAvatarMove(PhysScene, this, AvatarMoveActorName); PhysicalActors.Add(AvatarMoveActorName, m_moveActor); SetPhysicalProperties(); IsInitialized = true; }); return; }
public BSPrimLinkable(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) : base(localID, primName, parent_scene, pos, size, rotation, pbs, pisPhysical) { Linkset = BSLinkset.Factory(PhysScene, this); PhysScene.TaintedObject("BSPrimLinksetCompound.Refresh", delegate() { Linkset.Refresh(this); }); }
public override void UnSubscribeEvents() { // DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName); SubscribedEventsMs = 0; PhysScene.TaintedObject(LocalID, TypeName + ".UnSubscribeEvents", delegate() { // Make sure there is a body there because sometimes destruction happens in an un-ideal order. if (PhysBody.HasPhysicalBody) { CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); } }); }
// called when this character is being destroyed and the resources should be released public override void Destroy() { base.Destroy(); DetailLog("{0},BSCharacter.Destroy", LocalID); PhysScene.TaintedObject("BSCharacter.destroy", delegate() { PhysScene.Shapes.DereferenceBody(PhysBody, null /* bodyCallback */); PhysBody.Clear(); PhysShape.Dereference(PhysScene); PhysShape = new BSShapeNull(); }); }
public override void ZeroAngularMotion(bool inTaintTime) { _rotationalVelocity = OMV.Vector3.Zero; PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.ZeroMotion", delegate() { if (PhysBody.HasPhysicalBody) { PhysScene.PE.SetInterpolationAngularVelocity(PhysBody, OMV.Vector3.Zero); PhysScene.PE.SetAngularVelocity(PhysBody, OMV.Vector3.Zero); // The next also get rid of applied linear force but the linear velocity is untouched. PhysScene.PE.ClearForces(PhysBody); } }); }
// 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) { RawVelocity = OMV.Vector3.Zero; _acceleration = OMV.Vector3.Zero; _rotationalVelocity = OMV.Vector3.Zero; // Zero some other properties directly into the physics engine PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.ZeroMotion", delegate() { if (PhysBody.HasPhysicalBody) { PhysScene.PE.ClearAllForces(PhysBody); } }); }
// 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. PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.PositionSanityCheck", delegate() { DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation); ForcePosition = RawPosition; }); ret = true; } return(ret); }
public BSCharacter( uint localID, String avName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 vel, OMV.Vector3 size, float footOffset, bool isFlying) : base(parent_scene, localID, avName, "BSCharacter") { _physicsActorType = (int)ActorTypes.Agent; RawPosition = pos; _flying = isFlying; RawOrientation = OMV.Quaternion.Identity; RawVelocity = vel; _buoyancy = ComputeBuoyancyFromFlying(isFlying); Friction = BSParam.AvatarStandingFriction; Density = BSParam.AvatarDensity; _isPhysical = true; _footOffset = footOffset; // Adjustments for zero X and Y made in Size() // This also computes avatar scale, volume, and mass SetAvatarSize(size, footOffset, true /* initializing */); DetailLog( "{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5},pos={6},vel={7}", LocalID, Size, Scale, Density, _avatarVolume, RawMass, pos, vel); // do actual creation in taint time PhysScene.TaintedObject(LocalID, "BSCharacter.create", delegate() { DetailLog("{0},BSCharacter.create,taint", LocalID); // New body and shape into PhysBody and PhysShape PhysScene.Shapes.GetBodyAndShape(true, PhysScene.World, this); // 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. m_moveActor = new BSActorAvatarMove(PhysScene, this, AvatarMoveActorName); PhysicalActors.Add(AvatarMoveActorName, m_moveActor); SetPhysicalProperties(); IsInitialized = true; }); return; }
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 object Extension(string pFunct, params object[] pParams) { DetailLog("{0} BSPrimLinkable.Extension,op={1},nParam={2}", LocalID, pFunct, pParams.Length); object ret = null; switch (pFunct) { // physGetLinksetType(); // pParams = [ BSPhysObject root, null ] case ExtendedPhysics.PhysFunctGetLinksetType: { ret = (object)LinksetType; DetailLog("{0},BSPrimLinkable.Extension.physGetLinksetType,type={1}", LocalID, ret); break; } // physSetLinksetType(type); // pParams = [ BSPhysObject root, null, integer type ] case ExtendedPhysics.PhysFunctSetLinksetType: { if (pParams.Length > 2) { BSLinkset.LinksetImplementation linksetType = (BSLinkset.LinksetImplementation)pParams[2]; if (Linkset.IsRoot(this)) { PhysScene.TaintedObject(LocalID, "BSPrim.PhysFunctSetLinksetType", delegate() { // Cause the linkset type to change DetailLog("{0},BSPrimLinkable.Extension.physSetLinksetType, oldType={1},newType={2}", LocalID, Linkset.LinksetImpl, linksetType); ConvertLinkset(linksetType); }); } ret = (object)(int)linksetType; } break; } // physChangeLinkType(linknum, typeCode); // pParams = [ BSPhysObject root, BSPhysObject child, integer linkType ] case ExtendedPhysics.PhysFunctChangeLinkType: { ret = Linkset.Extension(pFunct, pParams); break; } // physGetLinkType(linknum); // pParams = [ BSPhysObject root, BSPhysObject child ] case ExtendedPhysics.PhysFunctGetLinkType: { ret = Linkset.Extension(pFunct, pParams); break; } // physChangeLinkParams(linknum, [code, value, code, value, ...]); // pParams = [ BSPhysObject root, BSPhysObject child, object[] [ string op, object opParam, string op, object opParam, ... ] ] case ExtendedPhysics.PhysFunctChangeLinkParams: { ret = Linkset.Extension(pFunct, pParams); break; } default: ret = base.Extension(pFunct, pParams); break; } return(ret); }