bug fixes to rotation
parent
0f3b9ef3dc
commit
7d6417d5fd
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@ -146,19 +146,14 @@ namespace Flocking
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protected void SimChatSent (Object x, OSChatMessage msg)
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{
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m_log.Info ("got msg");
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if (m_scene.ConsoleScene () != m_scene)
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return; // not for us
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m_log.Info ("got channel" + msg.Channel);
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if (msg.Channel != m_chatChannel)
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if (m_scene.ConsoleScene () != m_scene || msg.Channel != m_chatChannel)
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return; // not for us
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// try and parse a valid cmd from this msg
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string cmd = msg.Message.ToLower ();
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m_log.Info ("got cmd " + cmd);
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//stick ui in the args so we know to respond in world
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//bit of a hack - but lets us us CommandDelegate inWorld
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string[] args = (cmd + " <ui>").Split (" ".ToCharArray ());
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if (cmd.StartsWith ("stop")) {
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@ -257,12 +252,9 @@ namespace Flocking
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{
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if (ShouldHandleCmd ()) {
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lock( m_sync ) {
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//m_enabled = false;
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//m_log.Info( args );
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int newSize = Convert.ToInt32(args[1]);
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m_model.Size = newSize;
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m_view.Clear();
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//m_enabled = true;
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}
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}
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}
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@ -278,7 +270,6 @@ namespace Flocking
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public void HandleSetPrimCmd (string module, string[] args)
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{
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if (ShouldHandleCmd ()) {
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//m_log.Info ("set prim not implemented yet");
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string primName = args[1];
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lock(m_sync) {
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m_view.BoidPrim = primName;
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@ -34,8 +34,6 @@ namespace Flocking
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{
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public class FlockingView
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{
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private const float DEG_TO_RAD = 0.01745329238f;
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private Scene m_scene;
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private UUID m_owner;
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private String m_boidPrim;
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@ -89,27 +87,19 @@ namespace Flocking
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}
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Quaternion rotation = CalcRotationToEndpoint (sog, sog.AbsolutePosition, boid.Location);
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sog.UpdateGroupPosition(boid.Location);
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sog.UpdateGroupRotationR (rotation);
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sog.UpdateGroupRotationPR( boid.Location, rotation);
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}
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private static Quaternion CalcRotationToEndpoint (SceneObjectGroup copy, Vector3 sv, Vector3 ev)
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{
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//llSetRot(llRotBetween(<1,0,0>,llVecNorm(targetPosition - llGetPos())));
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// boid wil fly x forwards and Z up
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Vector3 currDirVec = Vector3.UnitX;
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float angle = 0f;
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copy.GroupRotation.GetAxisAngle (out currDirVec, out angle);
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currDirVec.Normalize ();
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Vector3 desiredDirVec = Vector3.Subtract (ev, sv);
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desiredDirVec.Normalize ();
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Quaternion rot = Vector3.RotationBetween (currDirVec, desiredDirVec);
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//Quaternion x90 = Quaternion.CreateFromEulers (90f * DEG_TO_RAD, 0f, 0f);
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//rot = rot * x90;
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return rot;
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}
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