* Fix an over compensation for bounciness on flat Primitive

* Implement the linear impulse portion of llPushObject.  We should have a lsl compatible implementation of that portion of the push.  Angular..   well.  still have yet to implement a torque accumulator.
* llPushObject respects the region and parcel settings for Restrict Push, it also respects GodMode as is defined in the LSL spec.
0.6.0-stable
Teravus Ovares 2008-10-17 23:19:00 +00:00
parent 739f1591da
commit 0916b38b83
3 changed files with 176 additions and 12 deletions

View File

@ -634,8 +634,9 @@ namespace OpenSim.Region.Physics.OdePlugin
if (pushforce)
{
m_pidControllerActive = false;
force *= 100f;
doForce(force);
//System.Console.WriteLine("Push!");
//_target_velocity.X += force.X;
// _target_velocity.Y += force.Y;
//_target_velocity.Z += force.Z;

View File

@ -575,10 +575,7 @@ namespace OpenSim.Region.Physics.OdePlugin
for (int i = 0; i < count; i++)
{
if (checkDupe(contacts[i],p2.PhysicsActorType))
{
continue;
}
max_collision_depth = (contacts[i].depth > max_collision_depth) ? contacts[i].depth : max_collision_depth;
//m_log.Warn("[CCOUNT]: " + count);
@ -588,7 +585,7 @@ namespace OpenSim.Region.Physics.OdePlugin
// We only need to test p2 for 'jump crouch purposes'
p2.IsColliding = true;
//if ((framecount % m_returncollisions) == 0)
switch (p1.PhysicsActorType)
@ -759,7 +756,7 @@ namespace OpenSim.Region.Physics.OdePlugin
#endregion
if (contacts[i].depth >= 0f)
if (contacts[i].depth >= 0f && !checkDupe(contacts[i], p2.PhysicsActorType))
{
// If we're colliding against terrain
if (name1 == "Terrain" || name2 == "Terrain")
@ -863,11 +860,11 @@ namespace OpenSim.Region.Physics.OdePlugin
if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
{
if (Math.Abs(contact.depth - contactGeom.depth) < 0.272f)
if (Math.Abs(contact.depth - contactGeom.depth) < 0.072f)
{
//contactGeom.depth *= .00005f;
//m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
// m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
//m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
result = true;
break;
}

View File

@ -3456,10 +3456,176 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
public void llPushObject(string target, LSL_Vector impulse, LSL_Vector ang_impulse, int local)
{
m_host.AddScriptLPS(1);
SceneObjectPart targ = World.GetSceneObjectPart((UUID)target);
if (targ == null)
bool pushrestricted = World.RegionInfo.RegionSettings.RestrictPushing;
bool pushAllowed = false;
bool pusheeIsAvatar = false;
UUID targetID = UUID.Zero;
if (!UUID.TryParse(target,out targetID))
return;
targ.ApplyImpulse(new Vector3((float)impulse.x, (float)impulse.y, (float)impulse.z), local != 0);
ScenePresence pusheeav = null;
//SceneObjectPart pusheeob = null;
EntityBase obj = null;
Vector3 PusheePos = Vector3.Zero;
SceneObjectPart pusheeob = null;
List<ScenePresence> avatars = World.GetAvatars();
foreach (ScenePresence avatar in avatars)
{
if (avatar.UUID == targetID)
{
pusheeIsAvatar = true;
// Pushee doesn't have a physics actor
if (avatar.PhysicsActor == null)
return;
// Pushee is in GodMode this pushing object isn't owned by them
if (avatar.GodLevel > 0 && m_host.OwnerID != targetID)
return;
pusheeav = avatar;
// Find pushee position
// Pushee Linked?
if (pusheeav.ParentID != 0)
{
SceneObjectPart parentobj = World.GetSceneObjectPart(pusheeav.ParentID);
if (parentobj != null)
{
PusheePos = parentobj.AbsolutePosition;
}
else
{
PusheePos = pusheeav.AbsolutePosition;
}
}
else
{
PusheePos = pusheeav.AbsolutePosition;
}
obj = (EntityBase)pusheeav;
break;
}
}
if (!pusheeIsAvatar)
{
pusheeob = World.GetSceneObjectPart((UUID)target);
// We can't find object
if (pusheeob == null)
return;
// Object not pushable. Not an attachment and has no physics component
if (!pusheeob.IsAttachment && pusheeob.PhysActor == null)
return;
PusheePos = pusheeob.AbsolutePosition;
//obj = (EntityBase)pusheeob;
}
if (pushrestricted)
{
ILandObject targetlandObj = World.LandChannel.GetLandObject(PusheePos.X,PusheePos.Y);
// We didn't find the parcel but region is push restricted so assume it is NOT ok
if (targetlandObj == null)
return;
// Need provisions for Group Owned here
if (m_host.OwnerID == targetlandObj.landData.OwnerID || targetlandObj.landData.IsGroupOwned || m_host.OwnerID == targetID)
{
pushAllowed = true;
}
}
else
{
ILandObject targetlandObj = World.LandChannel.GetLandObject(PusheePos.X, PusheePos.Y);
if (targetlandObj == null)
{
// We didn't find the parcel but region isn't push restricted so assume it's ok
pushAllowed = true;
}
else
{
// Parcel push restriction
if ((targetlandObj.landData.Flags & (uint)Parcel.ParcelFlags.RestrictPushObject) == (uint)Parcel.ParcelFlags.RestrictPushObject)
{
// Need provisions for Group Owned here
if (m_host.OwnerID == targetlandObj.landData.OwnerID || targetlandObj.landData.IsGroupOwned || m_host.OwnerID == targetID)
{
pushAllowed = true;
}
//Parcel.ParcelFlags.RestrictPushObject
//pushAllowed = true;
}
else
{
// Parcel isn't push restricted
pushAllowed = true;
}
}
}
if (pushAllowed)
{
float distance = (PusheePos - m_host.AbsolutePosition).Length();
float distance_term = distance * distance * distance; // Script Energy
float pusher_mass = m_host.GetMass();
float PUSH_ATTENUATION_DISTANCE = 17f;
float PUSH_ATTENUATION_SCALE = 5f;
float distance_attenuation = 1f;
if (distance > PUSH_ATTENUATION_DISTANCE)
{
float normalized_units = 1f + (distance - PUSH_ATTENUATION_DISTANCE) / PUSH_ATTENUATION_SCALE;
distance_attenuation = 1f / normalized_units;
}
Vector3 applied_linear_impulse = new Vector3((float)impulse.x, (float)impulse.y, (float)impulse.z);
{
float impulse_length = applied_linear_impulse.Length();
float desired_energy = impulse_length * pusher_mass;
if (desired_energy > 0f)
desired_energy += distance_term;
float scaling_factor = 1f;
scaling_factor *= distance_attenuation;
applied_linear_impulse *= scaling_factor;
}
if (pusheeIsAvatar)
{
if (pusheeav != null)
{
if (pusheeav.PhysicsActor != null)
{
if (local != 0)
{
applied_linear_impulse *= m_host.GetWorldRotation();
}
pusheeav.PhysicsActor.AddForce(new PhysicsVector(applied_linear_impulse.X, applied_linear_impulse.Y, applied_linear_impulse.Z), true);
}
}
}
else
{
if (pusheeob != null)
{
if (pusheeob.PhysActor != null)
{
pusheeob.ApplyImpulse(applied_linear_impulse, local != 0);
}
}
}
}
}
public void llPassCollisions(int pass)