Merge branch 'avination'
commit
174fa4a70f
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@ -2671,11 +2671,11 @@ namespace OpenSim.Region.Framework.Scenes
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Vector3 axPos = linkPart.OffsetPosition;
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Quaternion parentRot = m_rootPart.RotationOffset;
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axPos *= Quaternion.Inverse(parentRot);
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axPos *= Quaternion.Conjugate(parentRot);
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linkPart.OffsetPosition = axPos;
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Quaternion oldRot = linkPart.RotationOffset;
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Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot;
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Quaternion newRot = Quaternion.Conjugate(parentRot) * oldRot;
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linkPart.RotationOffset = newRot;
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// linkPart.ParentID = m_rootPart.LocalId; done above
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@ -2943,12 +2943,12 @@ namespace OpenSim.Region.Framework.Scenes
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Quaternion rootRotation = m_rootPart.RotationOffset;
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Vector3 pos = part.OffsetPosition;
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pos *= Quaternion.Inverse(rootRotation);
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pos *= Quaternion.Conjugate(rootRotation);
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part.OffsetPosition = pos;
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parentRot = m_rootPart.RotationOffset;
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oldRot = part.RotationOffset;
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Quaternion newRot = Quaternion.Inverse(parentRot) * worldRot;
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Quaternion newRot = Quaternion.Conjugate(parentRot) * worldRot;
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part.RotationOffset = newRot;
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part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
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@ -3548,13 +3548,16 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="rot"></param>
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public void UpdateGroupRotationR(Quaternion rot)
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{
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m_rootPart.UpdateRotation(rot);
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/* this is done by rootpart RotationOffset set called by UpdateRotation
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PhysicsActor actor = m_rootPart.PhysActor;
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if (actor != null)
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{
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actor.Orientation = m_rootPart.RotationOffset;
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m_scene.PhysicsScene.AddPhysicsActorTaint(actor);
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}
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*/
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HasGroupChanged = true;
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ScheduleGroupForTerseUpdate();
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}
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@ -4063,6 +4066,39 @@ namespace OpenSim.Region.Framework.Scenes
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return retmass;
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}
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// center of mass of full object
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public Vector3 GetCenterOfMass()
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{
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PhysicsActor pa = RootPart.PhysActor;
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if(((RootPart.Flags & PrimFlags.Physics) !=0) && pa !=null)
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{
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// physics knows better about center of mass of physical prims
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Vector3 tmp = pa.CenterOfMass;
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return tmp;
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}
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Vector3 Ptot = Vector3.Zero;
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float totmass = 0f;
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float m;
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SceneObjectPart[] parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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{
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m = parts[i].GetMass();
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Ptot += parts[i].GetPartCenterOfMass() * m;
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totmass += m;
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}
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if (totmass == 0)
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totmass = 0;
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else
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totmass = 1 / totmass;
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Ptot *= totmass;
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return Ptot;
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}
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/// <summary>
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/// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that
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/// the physics engine can use it.
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@ -1865,7 +1865,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment
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&& !(Shape.PathCurve == (byte)Extrusion.Flexible))
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AddToPhysics(isPhysical, isPhantom, building, true);
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AddToPhysics(isPhysical, isPhantom, building, isPhysical);
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else
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PhysActor = null; // just to be sure
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}
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@ -2311,7 +2311,7 @@ namespace OpenSim.Region.Framework.Scenes
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*/
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}
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public float GetMass()
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public float GetMass()
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{
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PhysicsActor pa = PhysActor;
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@ -2321,6 +2321,40 @@ namespace OpenSim.Region.Framework.Scenes
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return 0;
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}
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public Vector3 GetCenterOfMass()
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{
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if (ParentGroup.RootPart == this)
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{
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if (ParentGroup.IsDeleted)
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return AbsolutePosition;
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return ParentGroup.GetCenterOfMass();
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}
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PhysicsActor pa = PhysActor;
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if (pa != null)
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{
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Vector3 tmp = pa.CenterOfMass;
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return tmp;
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}
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else
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return AbsolutePosition;
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}
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public Vector3 GetPartCenterOfMass()
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{
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PhysicsActor pa = PhysActor;
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if (pa != null)
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{
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Vector3 tmp = pa.CenterOfMass;
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return tmp;
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}
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else
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return AbsolutePosition;
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}
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public Vector3 GetForce()
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{
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return Force;
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@ -4804,7 +4838,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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Velocity = velocity;
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AngularVelocity = rotationalVelocity;
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pa.Velocity = velocity;
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// pa.Velocity = velocity;
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pa.RotationalVelocity = rotationalVelocity;
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// if not vehicle and root part apply force and torque
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@ -1088,6 +1088,41 @@ namespace OpenSim.Region.Framework.Scenes
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SendTerseUpdateToAllClients();
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}
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public void avnLocalTeleport(Vector3 newpos, Vector3? newvel, bool rotateToVelXY)
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{
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CheckLandingPoint(ref newpos);
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AbsolutePosition = newpos;
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if (newvel.HasValue)
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{
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if ((Vector3)newvel == Vector3.Zero)
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{
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if (PhysicsActor != null)
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PhysicsActor.SetMomentum(Vector3.Zero);
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m_velocity = Vector3.Zero;
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}
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else
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{
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if (PhysicsActor != null)
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PhysicsActor.SetMomentum((Vector3)newvel);
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m_velocity = (Vector3)newvel;
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if (rotateToVelXY)
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{
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Vector3 lookAt = (Vector3)newvel;
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lookAt.Z = 0;
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lookAt.Normalize();
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ControllingClient.SendLocalTeleport(newpos, lookAt, (uint)TeleportFlags.ViaLocation);
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return;
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}
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}
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}
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SendTerseUpdateToAllClients();
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}
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public void StopFlying()
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{
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ControllingClient.StopFlying(this);
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@ -103,12 +103,13 @@ namespace OpenSim.Region.Physics.OdePlugin
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private float m_buoyancy = 0f;
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private bool m_freemove = false;
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// private CollisionLocker ode;
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private string m_name = String.Empty;
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// other filter control
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int m_colliderfilter = 0;
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// int m_colliderGroundfilter = 0;
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int m_colliderGroundfilter = 0;
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int m_colliderObjectfilter = 0;
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// Default we're a Character
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@ -280,7 +281,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_iscolliding = false;
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else
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{
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// SetPidStatus(false);
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m_pidControllerActive = true;
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m_iscolliding = true;
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}
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@ -379,24 +379,21 @@ namespace OpenSim.Region.Physics.OdePlugin
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get { return _position; }
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set
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{
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if (Body == IntPtr.Zero || Shell == IntPtr.Zero)
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if (value.IsFinite())
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{
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if (value.IsFinite())
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if (value.Z > 9999999f)
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{
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if (value.Z > 9999999f)
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{
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value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
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}
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if (value.Z < -100f)
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{
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value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
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}
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AddChange(changes.Position, value);
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value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
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}
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else
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if (value.Z < -100f)
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{
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m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
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value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
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}
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AddChange(changes.Position, value);
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}
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else
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{
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m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
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}
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}
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}
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@ -616,7 +613,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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if (pushforce)
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{
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AddChange(changes.Force, force * m_density / _parent_scene.ODE_STEPSIZE / 28f);
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AddChange(changes.Force, force * m_density / (_parent_scene.ODE_STEPSIZE * 28f));
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}
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else
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{
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@ -687,6 +684,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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_zeroFlag = false;
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m_pidControllerActive = true;
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m_freemove = false;
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d.BodySetAutoDisableFlag(Body, false);
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d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
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@ -828,11 +826,17 @@ namespace OpenSim.Region.Physics.OdePlugin
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localpos.Y = _parent_scene.WorldExtents.Y - 0.1f;
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}
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if (fixbody)
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{
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m_freemove = false;
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d.BodySetPosition(Body, localpos.X, localpos.Y, localpos.Z);
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}
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float breakfactor;
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Vector3 vec = Vector3.Zero;
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dtmp = d.BodyGetLinearVel(Body);
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Vector3 vel = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
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float velLengthSquared = vel.LengthSquared();
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float movementdivisor = 1f;
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//Ubit change divisions into multiplications below
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@ -871,104 +875,148 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (depth < 0.1f)
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{
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m_iscolliding = true;
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m_colliderfilter = 2;
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m_iscollidingGround = true;
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m_colliderGroundfilter++;
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if (m_colliderGroundfilter > 2)
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{
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m_iscolliding = true;
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m_colliderfilter = 2;
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ContactPoint contact = new ContactPoint();
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contact.PenetrationDepth = depth;
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contact.Position.X = localpos.X;
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contact.Position.Y = localpos.Y;
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contact.Position.Z = chrminZ;
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contact.SurfaceNormal.X = 0f;
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contact.SurfaceNormal.Y = 0f;
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contact.SurfaceNormal.Z = -1f;
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AddCollisionEvent(0, contact);
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if (m_colliderGroundfilter > 10)
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{
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m_colliderGroundfilter = 10;
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m_freemove = false;
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}
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vec.Z *= 0.5f;
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m_iscollidingGround = true;
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ContactPoint contact = new ContactPoint();
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contact.PenetrationDepth = depth;
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contact.Position.X = localpos.X;
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contact.Position.Y = localpos.Y;
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contact.Position.Z = chrminZ;
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contact.SurfaceNormal.X = 0f;
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contact.SurfaceNormal.Y = 0f;
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contact.SurfaceNormal.Z = -1f;
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AddCollisionEvent(0, contact);
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vec.Z *= 0.5f;
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}
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}
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else
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{
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m_colliderGroundfilter = 0;
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m_iscollidingGround = false;
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}
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}
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else
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{
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m_colliderGroundfilter = 0;
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m_iscollidingGround = false;
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}
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//******************************************
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// if velocity is zero, use position control; otherwise, velocity control
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if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f
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&& m_iscolliding)
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{
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// keep track of where we stopped. No more slippin' & slidin'
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if (!_zeroFlag)
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{
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_zeroFlag = true;
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_zeroPosition = localpos;
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}
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if (m_pidControllerActive)
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{
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// We only want to deactivate the PID Controller if we think we want to have our surrogate
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// react to the physics scene by moving it's position.
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// Avatar to Avatar collisions
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// Prim to avatar collisions
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bool tviszero = (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f);
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vec.X = -vel.X * PID_D + (_zeroPosition.X - localpos.X) * (PID_P * 2);
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vec.Y = -vel.Y * PID_D + (_zeroPosition.Y - localpos.Y) * (PID_P * 2);
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if (flying)
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// if (!tviszero || m_iscolliding || velLengthSquared <0.01)
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if (!tviszero)
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m_freemove = false;
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if (!m_freemove)
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{
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// if velocity is zero, use position control; otherwise, velocity control
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if (tviszero && m_iscolliding)
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{
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// keep track of where we stopped. No more slippin' & slidin'
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if (!_zeroFlag)
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{
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vec.Z += -vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P;
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_zeroFlag = true;
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_zeroPosition = localpos;
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}
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if (m_pidControllerActive)
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{
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// We only want to deactivate the PID Controller if we think we want to have our surrogate
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// react to the physics scene by moving it's position.
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// Avatar to Avatar collisions
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// Prim to avatar collisions
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vec.X = -vel.X * PID_D + (_zeroPosition.X - localpos.X) * (PID_P * 2);
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vec.Y = -vel.Y * PID_D + (_zeroPosition.Y - localpos.Y) * (PID_P * 2);
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if (flying)
|
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{
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vec.Z += -vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P;
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}
|
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}
|
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//PidStatus = true;
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}
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else
|
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{
|
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m_pidControllerActive = true;
|
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_zeroFlag = false;
|
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|
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if (m_iscolliding)
|
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{
|
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if (!flying)
|
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{
|
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if (_target_velocity.Z > 0.0f)
|
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{
|
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// We're colliding with something and we're not flying but we're moving
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// This means we're walking or running. JUMPING
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vec.Z += (_target_velocity.Z - vel.Z) * PID_D * 1.2f;// +(_zeroPosition.Z - localpos.Z) * PID_P;
|
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}
|
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// We're standing on something
|
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vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D);
|
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vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D);
|
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}
|
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else
|
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{
|
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// We're flying and colliding with something
|
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vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 0.0625f);
|
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vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 0.0625f);
|
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vec.Z += (_target_velocity.Z - vel.Z) * (PID_D);
|
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}
|
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}
|
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else // ie not colliding
|
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{
|
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if (flying) //(!m_iscolliding && flying)
|
||||
{
|
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// we're in mid air suspended
|
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vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 1.667f);
|
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vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 1.667f);
|
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vec.Z += (_target_velocity.Z - vel.Z) * (PID_D);
|
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}
|
||||
|
||||
else
|
||||
{
|
||||
// we're not colliding and we're not flying so that means we're falling!
|
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// m_iscolliding includes collisions with the ground.
|
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|
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// d.Vector3 pos = d.BodyGetPosition(Body);
|
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vec.X = (_target_velocity.X - vel.X) * PID_D * 0.833f;
|
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vec.Y = (_target_velocity.Y - vel.Y) * PID_D * 0.833f;
|
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}
|
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}
|
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}
|
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//PidStatus = true;
|
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|
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if (velLengthSquared > 2500.0f) // 50m/s apply breaks
|
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{
|
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breakfactor = 0.16f * m_mass;
|
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vec.X -= breakfactor * vel.X;
|
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vec.Y -= breakfactor * vel.Y;
|
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vec.Z -= breakfactor * vel.Z;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_pidControllerActive = true;
|
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_zeroFlag = false;
|
||||
|
||||
if (m_iscolliding)
|
||||
{
|
||||
if (!flying)
|
||||
{
|
||||
if (_target_velocity.Z > 0.0f)
|
||||
{
|
||||
// We're colliding with something and we're not flying but we're moving
|
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// This means we're walking or running. JUMPING
|
||||
vec.Z += (_target_velocity.Z - vel.Z) * PID_D * 1.2f;// +(_zeroPosition.Z - localpos.Z) * PID_P;
|
||||
}
|
||||
// We're standing on something
|
||||
vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D);
|
||||
vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D);
|
||||
}
|
||||
else
|
||||
{
|
||||
// We're flying and colliding with something
|
||||
vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 0.0625f);
|
||||
vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 0.0625f);
|
||||
vec.Z += (_target_velocity.Z - vel.Z) * (PID_D);
|
||||
}
|
||||
}
|
||||
else // ie not colliding
|
||||
{
|
||||
if (flying) //(!m_iscolliding && flying)
|
||||
{
|
||||
// we're in mid air suspended
|
||||
vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 1.667f);
|
||||
vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 1.667f);
|
||||
vec.Z += (_target_velocity.Z - vel.Z) * (PID_D);
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
// we're not colliding and we're not flying so that means we're falling!
|
||||
// m_iscolliding includes collisions with the ground.
|
||||
|
||||
// d.Vector3 pos = d.BodyGetPosition(Body);
|
||||
vec.X = (_target_velocity.X - vel.X) * PID_D * 0.833f;
|
||||
vec.Y = (_target_velocity.Y - vel.Y) * PID_D * 0.833f;
|
||||
}
|
||||
}
|
||||
breakfactor = m_mass;
|
||||
vec.X -= breakfactor * vel.X;
|
||||
vec.Y -= breakfactor * vel.Y;
|
||||
if (flying)
|
||||
vec.Z -= breakfactor * vel.Z;
|
||||
else
|
||||
vec.Z -= .5f* m_mass * vel.Z;
|
||||
}
|
||||
|
||||
if (flying)
|
||||
|
@ -985,14 +1033,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
// end add Kitto Flora
|
||||
}
|
||||
|
||||
if (vel.X * vel.X + vel.Y * vel.Y + vel.Z * vel.Z > 2500.0f) // 50m/s apply breaks
|
||||
{
|
||||
float breakfactor = 0.16f * m_mass; // will give aprox 60m/s terminal velocity at free fall
|
||||
vec.X -= breakfactor * vel.X;
|
||||
vec.Y -= breakfactor * vel.Y;
|
||||
vec.Z -= breakfactor * vel.Z;
|
||||
}
|
||||
|
||||
if (vec.IsFinite())
|
||||
{
|
||||
if (vec.X != 0 || vec.Y !=0 || vec.Z !=0)
|
||||
|
@ -1210,6 +1250,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
if (Body != IntPtr.Zero)
|
||||
d.BodySetPosition(Body, newPos.X, newPos.Y, newPos.Z);
|
||||
_position = newPos;
|
||||
m_pidControllerActive = true;
|
||||
}
|
||||
|
||||
private void changeOrientation(Quaternion newOri)
|
||||
|
@ -1256,11 +1297,30 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
private void changeBuilding(bool arg)
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
private void setFreeMove()
|
||||
{
|
||||
m_pidControllerActive = true;
|
||||
_zeroFlag = false;
|
||||
_target_velocity = Vector3.Zero;
|
||||
m_freemove = true;
|
||||
m_colliderfilter = -2;
|
||||
m_colliderObjectfilter = -2;
|
||||
m_colliderGroundfilter = -2;
|
||||
|
||||
m_iscolliding = false;
|
||||
m_iscollidingGround = false;
|
||||
m_iscollidingObj = false;
|
||||
|
||||
CollisionEventsThisFrame = new CollisionEventUpdate();
|
||||
m_eventsubscription = 0;
|
||||
}
|
||||
|
||||
private void changeForce(Vector3 newForce)
|
||||
{
|
||||
m_pidControllerActive = false;
|
||||
setFreeMove();
|
||||
|
||||
if (Body != IntPtr.Zero)
|
||||
{
|
||||
if (newForce.X != 0f || newForce.Y != 0f || newForce.Z != 0)
|
||||
|
@ -1272,8 +1332,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
private void changeMomentum(Vector3 newmomentum)
|
||||
{
|
||||
_velocity = newmomentum;
|
||||
_target_velocity = newmomentum;
|
||||
m_pidControllerActive = true;
|
||||
setFreeMove();
|
||||
|
||||
if (Body != IntPtr.Zero)
|
||||
d.BodySetLinearVel(Body, newmomentum.X, newmomentum.Y, newmomentum.Z);
|
||||
}
|
||||
|
|
|
@ -121,6 +121,9 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
private float m_amEfect = 0; // current angular motor eficiency
|
||||
private float m_ffactor = 1.0f;
|
||||
|
||||
private float m_timestep = 0.02f;
|
||||
private float m_invtimestep = 50;
|
||||
|
||||
public float FrictionFactor
|
||||
{
|
||||
get
|
||||
|
@ -133,14 +136,12 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
{
|
||||
rootPrim = rootp;
|
||||
_pParentScene = rootPrim._parent_scene;
|
||||
m_timestep = _pParentScene.ODE_STEPSIZE;
|
||||
m_invtimestep = 1.0f / m_timestep;
|
||||
}
|
||||
|
||||
public void DoSetVehicle(VehicleData vd)
|
||||
{
|
||||
|
||||
float timestep = _pParentScene.ODE_STEPSIZE;
|
||||
float invtimestep = 1.0f / timestep;
|
||||
|
||||
m_type = vd.m_type;
|
||||
m_flags = vd.m_flags;
|
||||
|
||||
|
@ -148,61 +149,60 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
m_linearMotorDirection = vd.m_linearMotorDirection;
|
||||
|
||||
m_linearFrictionTimescale = vd.m_linearFrictionTimescale;
|
||||
if (m_linearFrictionTimescale.X < timestep) m_linearFrictionTimescale.X = timestep;
|
||||
if (m_linearFrictionTimescale.Y < timestep) m_linearFrictionTimescale.Y = timestep;
|
||||
if (m_linearFrictionTimescale.Z < timestep) m_linearFrictionTimescale.Z = timestep;
|
||||
if (m_linearFrictionTimescale.X < m_timestep) m_linearFrictionTimescale.X = m_timestep;
|
||||
if (m_linearFrictionTimescale.Y < m_timestep) m_linearFrictionTimescale.Y = m_timestep;
|
||||
if (m_linearFrictionTimescale.Z < m_timestep) m_linearFrictionTimescale.Z = m_timestep;
|
||||
|
||||
m_linearMotorDecayTimescale = vd.m_linearMotorDecayTimescale;
|
||||
if (m_linearMotorDecayTimescale < timestep) m_linearMotorDecayTimescale = timestep;
|
||||
m_linearMotorDecayTimescale *= invtimestep;
|
||||
if (m_linearMotorDecayTimescale < m_timestep) m_linearMotorDecayTimescale = m_timestep;
|
||||
m_linearMotorDecayTimescale *= m_invtimestep;
|
||||
|
||||
m_linearMotorTimescale = vd.m_linearMotorTimescale;
|
||||
if (m_linearMotorTimescale < timestep) m_linearMotorTimescale = timestep;
|
||||
|
||||
if (m_linearMotorTimescale < m_timestep) m_linearMotorTimescale = m_timestep;
|
||||
|
||||
m_linearMotorOffset = vd.m_linearMotorOffset;
|
||||
|
||||
//Angular properties
|
||||
m_angularMotorDirection = vd.m_angularMotorDirection;
|
||||
m_angularMotorTimescale = vd.m_angularMotorTimescale;
|
||||
if (m_angularMotorTimescale < timestep) m_angularMotorTimescale = timestep;
|
||||
if (m_angularMotorTimescale < m_timestep) m_angularMotorTimescale = m_timestep;
|
||||
|
||||
m_angularMotorDecayTimescale = vd.m_angularMotorDecayTimescale;
|
||||
if (m_angularMotorDecayTimescale < timestep) m_angularMotorDecayTimescale = timestep;
|
||||
m_angularMotorDecayTimescale *= invtimestep;
|
||||
if (m_angularMotorDecayTimescale < m_timestep) m_angularMotorDecayTimescale = m_timestep;
|
||||
m_angularMotorDecayTimescale *= m_invtimestep;
|
||||
|
||||
m_angularFrictionTimescale = vd.m_angularFrictionTimescale;
|
||||
if (m_angularFrictionTimescale.X < timestep) m_angularFrictionTimescale.X = timestep;
|
||||
if (m_angularFrictionTimescale.Y < timestep) m_angularFrictionTimescale.Y = timestep;
|
||||
if (m_angularFrictionTimescale.Z < timestep) m_angularFrictionTimescale.Z = timestep;
|
||||
if (m_angularFrictionTimescale.X < m_timestep) m_angularFrictionTimescale.X = m_timestep;
|
||||
if (m_angularFrictionTimescale.Y < m_timestep) m_angularFrictionTimescale.Y = m_timestep;
|
||||
if (m_angularFrictionTimescale.Z < m_timestep) m_angularFrictionTimescale.Z = m_timestep;
|
||||
|
||||
//Deflection properties
|
||||
m_angularDeflectionEfficiency = vd.m_angularDeflectionEfficiency;
|
||||
m_angularDeflectionTimescale = vd.m_angularDeflectionTimescale;
|
||||
if (m_angularDeflectionTimescale < timestep) m_angularDeflectionTimescale = timestep;
|
||||
if (m_angularDeflectionTimescale < m_timestep) m_angularDeflectionTimescale = m_timestep;
|
||||
|
||||
m_linearDeflectionEfficiency = vd.m_linearDeflectionEfficiency;
|
||||
m_linearDeflectionTimescale = vd.m_linearDeflectionTimescale;
|
||||
if (m_linearDeflectionTimescale < timestep) m_linearDeflectionTimescale = timestep;
|
||||
if (m_linearDeflectionTimescale < m_timestep) m_linearDeflectionTimescale = m_timestep;
|
||||
|
||||
//Banking properties
|
||||
m_bankingEfficiency = vd.m_bankingEfficiency;
|
||||
m_bankingMix = vd.m_bankingMix;
|
||||
m_bankingTimescale = vd.m_bankingTimescale;
|
||||
if (m_bankingTimescale < timestep) m_bankingTimescale = timestep;
|
||||
if (m_bankingTimescale < m_timestep) m_bankingTimescale = m_timestep;
|
||||
|
||||
//Hover and Buoyancy properties
|
||||
m_VhoverHeight = vd.m_VhoverHeight;
|
||||
m_VhoverEfficiency = vd.m_VhoverEfficiency;
|
||||
m_VhoverTimescale = vd.m_VhoverTimescale;
|
||||
if (m_VhoverTimescale < timestep) m_VhoverTimescale = timestep;
|
||||
if (m_VhoverTimescale < m_timestep) m_VhoverTimescale = m_timestep;
|
||||
|
||||
m_VehicleBuoyancy = vd.m_VehicleBuoyancy;
|
||||
|
||||
//Attractor properties
|
||||
m_verticalAttractionEfficiency = vd.m_verticalAttractionEfficiency;
|
||||
m_verticalAttractionTimescale = vd.m_verticalAttractionTimescale;
|
||||
if (m_verticalAttractionTimescale < timestep) m_verticalAttractionTimescale = timestep;
|
||||
if (m_verticalAttractionTimescale < m_timestep) m_verticalAttractionTimescale = m_timestep;
|
||||
|
||||
// Axis
|
||||
m_referenceFrame = vd.m_referenceFrame;
|
||||
|
@ -215,8 +215,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
|
||||
{
|
||||
float len;
|
||||
float invtimestep = 1.0f / _pParentScene.ODE_STEPSIZE;
|
||||
float timestep = _pParentScene.ODE_STEPSIZE;
|
||||
|
||||
switch (pParam)
|
||||
{
|
||||
|
@ -226,18 +224,16 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
m_angularDeflectionEfficiency = pValue;
|
||||
break;
|
||||
case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
|
||||
if (pValue < timestep) pValue = timestep;
|
||||
if (pValue < m_timestep) pValue = m_timestep;
|
||||
m_angularDeflectionTimescale = pValue;
|
||||
break;
|
||||
case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
|
||||
if (pValue < timestep) pValue = timestep;
|
||||
// try to make impulses to work a bit better
|
||||
// if (pValue < 0.5f) pValue = 0.5f;
|
||||
if (pValue < m_timestep) pValue = m_timestep;
|
||||
else if (pValue > 120) pValue = 120;
|
||||
m_angularMotorDecayTimescale = pValue * invtimestep;
|
||||
m_angularMotorDecayTimescale = pValue * m_invtimestep;
|
||||
break;
|
||||
case Vehicle.ANGULAR_MOTOR_TIMESCALE:
|
||||
if (pValue < timestep) pValue = timestep;
|
||||
if (pValue < m_timestep) pValue = m_timestep;
|
||||
m_angularMotorTimescale = pValue;
|
||||
break;
|
||||
case Vehicle.BANKING_EFFICIENCY:
|
||||
|
@ -251,7 +247,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
m_bankingMix = pValue;
|
||||
break;
|
||||
case Vehicle.BANKING_TIMESCALE:
|
||||
if (pValue < timestep) pValue = timestep;
|
||||
if (pValue < m_timestep) pValue = m_timestep;
|
||||
m_bankingTimescale = pValue;
|
||||
break;
|
||||
case Vehicle.BUOYANCY:
|
||||
|
@ -268,7 +264,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
m_VhoverHeight = pValue;
|
||||
break;
|
||||
case Vehicle.HOVER_TIMESCALE:
|
||||
if (pValue < timestep) pValue = timestep;
|
||||
if (pValue < m_timestep) pValue = m_timestep;
|
||||
m_VhoverTimescale = pValue;
|
||||
break;
|
||||
case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
|
||||
|
@ -277,18 +273,16 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
m_linearDeflectionEfficiency = pValue;
|
||||
break;
|
||||
case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
|
||||
if (pValue < timestep) pValue = timestep;
|
||||
if (pValue < m_timestep) pValue = m_timestep;
|
||||
m_linearDeflectionTimescale = pValue;
|
||||
break;
|
||||
case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
|
||||
if (pValue < timestep) pValue = timestep;
|
||||
// try to make impulses to work a bit better
|
||||
//if (pValue < 0.5f) pValue = 0.5f;
|
||||
if (pValue < m_timestep) pValue = m_timestep;
|
||||
else if (pValue > 120) pValue = 120;
|
||||
m_linearMotorDecayTimescale = pValue * invtimestep;
|
||||
m_linearMotorDecayTimescale = pValue * m_invtimestep;
|
||||
break;
|
||||
case Vehicle.LINEAR_MOTOR_TIMESCALE:
|
||||
if (pValue < timestep) pValue = timestep;
|
||||
if (pValue < m_timestep) pValue = m_timestep;
|
||||
m_linearMotorTimescale = pValue;
|
||||
break;
|
||||
case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
|
||||
|
@ -297,14 +291,14 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
m_verticalAttractionEfficiency = pValue;
|
||||
break;
|
||||
case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
|
||||
if (pValue < timestep) pValue = timestep;
|
||||
if (pValue < m_timestep) pValue = m_timestep;
|
||||
m_verticalAttractionTimescale = pValue;
|
||||
break;
|
||||
|
||||
// These are vector properties but the engine lets you use a single float value to
|
||||
// set all of the components to the same value
|
||||
case Vehicle.ANGULAR_FRICTION_TIMESCALE:
|
||||
if (pValue < timestep) pValue = timestep;
|
||||
if (pValue < m_timestep) pValue = m_timestep;
|
||||
m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
|
||||
break;
|
||||
case Vehicle.ANGULAR_MOTOR_DIRECTION:
|
||||
|
@ -318,7 +312,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
d.BodyEnable(rootPrim.Body);
|
||||
break;
|
||||
case Vehicle.LINEAR_FRICTION_TIMESCALE:
|
||||
if (pValue < timestep) pValue = timestep;
|
||||
if (pValue < m_timestep) pValue = m_timestep;
|
||||
m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
|
||||
break;
|
||||
case Vehicle.LINEAR_MOTOR_DIRECTION:
|
||||
|
@ -344,14 +338,13 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
|
||||
{
|
||||
float len;
|
||||
float invtimestep = 1.0f / _pParentScene.ODE_STEPSIZE;
|
||||
float timestep = _pParentScene.ODE_STEPSIZE;
|
||||
|
||||
switch (pParam)
|
||||
{
|
||||
case Vehicle.ANGULAR_FRICTION_TIMESCALE:
|
||||
if (pValue.X < timestep) pValue.X = timestep;
|
||||
if (pValue.Y < timestep) pValue.Y = timestep;
|
||||
if (pValue.Z < timestep) pValue.Z = timestep;
|
||||
if (pValue.X < m_timestep) pValue.X = m_timestep;
|
||||
if (pValue.Y < m_timestep) pValue.Y = m_timestep;
|
||||
if (pValue.Z < m_timestep) pValue.Z = m_timestep;
|
||||
|
||||
m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
|
||||
break;
|
||||
|
@ -367,9 +360,9 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
d.BodyEnable(rootPrim.Body);
|
||||
break;
|
||||
case Vehicle.LINEAR_FRICTION_TIMESCALE:
|
||||
if (pValue.X < timestep) pValue.X = timestep;
|
||||
if (pValue.Y < timestep) pValue.Y = timestep;
|
||||
if (pValue.Z < timestep) pValue.Z = timestep;
|
||||
if (pValue.X < m_timestep) pValue.X = m_timestep;
|
||||
if (pValue.Y < m_timestep) pValue.Y = m_timestep;
|
||||
if (pValue.Z < m_timestep) pValue.Z = m_timestep;
|
||||
m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
|
||||
break;
|
||||
case Vehicle.LINEAR_MOTOR_DIRECTION:
|
||||
|
@ -422,7 +415,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
internal void ProcessTypeChange(Vehicle pType)
|
||||
{
|
||||
float invtimestep = _pParentScene.ODE_STEPSIZE;
|
||||
m_lmEfect = 0;
|
||||
m_amEfect = 0;
|
||||
m_ffactor = 1f;
|
||||
|
@ -444,9 +436,9 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
|
||||
m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
|
||||
m_linearMotorTimescale = 1000;
|
||||
m_linearMotorDecayTimescale = 120 * invtimestep;
|
||||
m_linearMotorDecayTimescale = 120 * m_invtimestep;
|
||||
m_angularMotorTimescale = 1000;
|
||||
m_angularMotorDecayTimescale = 1000 * invtimestep;
|
||||
m_angularMotorDecayTimescale = 1000 * m_invtimestep;
|
||||
m_VhoverHeight = 0;
|
||||
m_VhoverEfficiency = 1;
|
||||
m_VhoverTimescale = 1000;
|
||||
|
@ -468,9 +460,9 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
m_linearFrictionTimescale = new Vector3(30, 1, 1000);
|
||||
m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
|
||||
m_linearMotorTimescale = 1000;
|
||||
m_linearMotorDecayTimescale = 120 * invtimestep;
|
||||
m_linearMotorDecayTimescale = 120 * m_invtimestep;
|
||||
m_angularMotorTimescale = 1000;
|
||||
m_angularMotorDecayTimescale = 120 * invtimestep;
|
||||
m_angularMotorDecayTimescale = 120 * m_invtimestep;
|
||||
m_VhoverHeight = 0;
|
||||
m_VhoverEfficiency = 1;
|
||||
m_VhoverTimescale = 10;
|
||||
|
@ -491,9 +483,9 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
m_linearFrictionTimescale = new Vector3(100, 2, 1000);
|
||||
m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
|
||||
m_linearMotorTimescale = 1;
|
||||
m_linearMotorDecayTimescale = 60 * invtimestep;
|
||||
m_linearMotorDecayTimescale = 60 * m_invtimestep;
|
||||
m_angularMotorTimescale = 1;
|
||||
m_angularMotorDecayTimescale = 0.8f * invtimestep;
|
||||
m_angularMotorDecayTimescale = 0.8f * m_invtimestep;
|
||||
m_VhoverHeight = 0;
|
||||
m_VhoverEfficiency = 0;
|
||||
m_VhoverTimescale = 1000;
|
||||
|
@ -515,9 +507,9 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
m_linearFrictionTimescale = new Vector3(10, 3, 2);
|
||||
m_angularFrictionTimescale = new Vector3(10, 10, 10);
|
||||
m_linearMotorTimescale = 5;
|
||||
m_linearMotorDecayTimescale = 60 * invtimestep;
|
||||
m_linearMotorDecayTimescale = 60 * m_invtimestep;
|
||||
m_angularMotorTimescale = 4;
|
||||
m_angularMotorDecayTimescale = 4 * invtimestep;
|
||||
m_angularMotorDecayTimescale = 4 * m_invtimestep;
|
||||
m_VhoverHeight = 0;
|
||||
m_VhoverEfficiency = 0.5f;
|
||||
m_VhoverTimescale = 2;
|
||||
|
@ -543,9 +535,9 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
m_linearFrictionTimescale = new Vector3(200, 10, 5);
|
||||
m_angularFrictionTimescale = new Vector3(20, 20, 20);
|
||||
m_linearMotorTimescale = 2;
|
||||
m_linearMotorDecayTimescale = 60 * invtimestep;
|
||||
m_linearMotorDecayTimescale = 60 * m_invtimestep;
|
||||
m_angularMotorTimescale = 4;
|
||||
m_angularMotorDecayTimescale = 8 * invtimestep;
|
||||
m_angularMotorDecayTimescale = 8 * m_invtimestep;
|
||||
m_VhoverHeight = 0;
|
||||
m_VhoverEfficiency = 0.5f;
|
||||
m_VhoverTimescale = 1000;
|
||||
|
@ -571,15 +563,15 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
m_linearFrictionTimescale = new Vector3(5, 5, 5);
|
||||
m_angularFrictionTimescale = new Vector3(10, 10, 10);
|
||||
m_linearMotorTimescale = 5;
|
||||
m_linearMotorDecayTimescale = 60 * invtimestep;
|
||||
m_linearMotorDecayTimescale = 60 * m_invtimestep;
|
||||
m_angularMotorTimescale = 6;
|
||||
m_angularMotorDecayTimescale = 10 * invtimestep;
|
||||
m_angularMotorDecayTimescale = 10 * m_invtimestep;
|
||||
m_VhoverHeight = 5;
|
||||
m_VhoverEfficiency = 0.8f;
|
||||
m_VhoverTimescale = 10;
|
||||
m_VehicleBuoyancy = 1;
|
||||
m_linearDeflectionEfficiency = 0;
|
||||
m_linearDeflectionTimescale = 5 * invtimestep;
|
||||
m_linearDeflectionTimescale = 5 * m_invtimestep;
|
||||
m_angularDeflectionEfficiency = 0;
|
||||
m_angularDeflectionTimescale = 5;
|
||||
m_verticalAttractionEfficiency = 0f;
|
||||
|
@ -701,7 +693,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
return ;
|
||||
}
|
||||
|
||||
internal void Step()//float pTimestep)
|
||||
internal void Step()
|
||||
{
|
||||
IntPtr Body = rootPrim.Body;
|
||||
|
||||
|
@ -780,30 +772,37 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
{
|
||||
d.Vector3 pos = d.BodyGetPosition(Body);
|
||||
|
||||
// default to global
|
||||
float perr = m_VhoverHeight - pos.Z;;
|
||||
|
||||
if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
|
||||
{
|
||||
perr += _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y);
|
||||
}
|
||||
else if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0)
|
||||
{
|
||||
perr += _pParentScene.GetWaterLevel();
|
||||
}
|
||||
else if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == 0)
|
||||
{
|
||||
float t = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y);
|
||||
float w = _pParentScene.GetWaterLevel();
|
||||
if (t > w)
|
||||
perr += t;
|
||||
else
|
||||
perr += w;
|
||||
}
|
||||
float t = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y);
|
||||
float perr;
|
||||
|
||||
// default to global but don't go underground
|
||||
if (t < m_VhoverHeight)
|
||||
perr = m_VhoverHeight - pos.Z;
|
||||
else
|
||||
perr = t - pos.Z; ;
|
||||
|
||||
if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == 0)
|
||||
{
|
||||
if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0)
|
||||
{
|
||||
perr += _pParentScene.GetWaterLevel();
|
||||
}
|
||||
else if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
|
||||
{
|
||||
perr += t;
|
||||
}
|
||||
else
|
||||
{
|
||||
float w = _pParentScene.GetWaterLevel();
|
||||
if (t > w)
|
||||
perr += t;
|
||||
else
|
||||
perr += w;
|
||||
}
|
||||
}
|
||||
if ((m_flags & VehicleFlag.HOVER_UP_ONLY) == 0 || perr > 0)
|
||||
{
|
||||
force.Z += (perr / m_VhoverTimescale / m_VhoverTimescale - curVel.Z * m_VhoverEfficiency) / _pParentScene.ODE_STEPSIZE;
|
||||
force.Z += (perr / m_VhoverTimescale / m_VhoverTimescale - curVel.Z * m_VhoverEfficiency) / m_timestep;
|
||||
force.Z += _pParentScene.gravityz * (1f - m_VehicleBuoyancy);
|
||||
}
|
||||
else // no buoyancy
|
||||
|
@ -811,7 +810,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
}
|
||||
else
|
||||
{
|
||||
// default gravity and buoancy
|
||||
// default gravity and Buoyancy
|
||||
force.Z += _pParentScene.gravityz * (1f - m_VehicleBuoyancy);
|
||||
}
|
||||
|
||||
|
@ -819,24 +818,31 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
if (m_linearDeflectionEfficiency > 0)
|
||||
{
|
||||
float len = curVel.Length();
|
||||
Vector3 atAxis;
|
||||
atAxis = Xrot(rotq); // where are we pointing to
|
||||
atAxis *= len; // make it same size as world velocity vector
|
||||
tmpV = -atAxis; // oposite direction
|
||||
atAxis -= curVel; // error to one direction
|
||||
len = atAxis.LengthSquared();
|
||||
tmpV -= curVel; // error to oposite
|
||||
float lens = tmpV.LengthSquared();
|
||||
if (len > 0.01 || lens > 0.01) // do nothing if close enougth
|
||||
if (len > 0.01) // if moving
|
||||
{
|
||||
if (len < lens)
|
||||
tmpV = atAxis;
|
||||
|
||||
tmpV *= (m_linearDeflectionEfficiency / m_linearDeflectionTimescale); // error to correct in this timestep
|
||||
force.X += tmpV.X;
|
||||
force.Y += tmpV.Y;
|
||||
if ((m_flags & VehicleFlag.NO_DEFLECTION_UP) == 0)
|
||||
force.Z += tmpV.Z;
|
||||
Vector3 atAxis;
|
||||
atAxis = Xrot(rotq); // where are we pointing to
|
||||
atAxis *= len; // make it same size as world velocity vector
|
||||
|
||||
tmpV = -atAxis; // oposite direction
|
||||
atAxis -= curVel; // error to one direction
|
||||
len = atAxis.LengthSquared();
|
||||
|
||||
tmpV -= curVel; // error to oposite
|
||||
float lens = tmpV.LengthSquared();
|
||||
|
||||
if (len > 0.01 || lens > 0.01) // do nothing if close enougth
|
||||
{
|
||||
if (len < lens)
|
||||
tmpV = atAxis;
|
||||
|
||||
tmpV *= (m_linearDeflectionEfficiency / m_linearDeflectionTimescale); // error to correct in this timestep
|
||||
force.X += tmpV.X;
|
||||
force.Y += tmpV.Y;
|
||||
if ((m_flags & VehicleFlag.NO_DEFLECTION_UP) == 0)
|
||||
force.Z += tmpV.Z;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -900,10 +906,10 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
GetRollPitch(irotq, out roll, out pitch);
|
||||
|
||||
float ftmp = 1.0f / m_verticalAttractionTimescale / m_verticalAttractionTimescale / _pParentScene.ODE_STEPSIZE;
|
||||
float ftmp = 1.0f / m_verticalAttractionTimescale / m_verticalAttractionTimescale * m_invtimestep;
|
||||
float ftmp2;
|
||||
if (m_bankingEfficiency == 0)
|
||||
ftmp2 = m_verticalAttractionEfficiency / _pParentScene.ODE_STEPSIZE;
|
||||
ftmp2 = m_verticalAttractionEfficiency * m_invtimestep;
|
||||
else
|
||||
ftmp2 = 0;
|
||||
|
||||
|
@ -985,7 +991,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
if (torque.X != 0 || torque.Y != 0 || torque.Z != 0)
|
||||
{
|
||||
torque *= m_referenceFrame; // to object frame
|
||||
dtorque.X = torque.X;
|
||||
dtorque.X = torque.X ;
|
||||
dtorque.Y = torque.Y;
|
||||
dtorque.Z = torque.Z;
|
||||
|
||||
|
|
|
@ -450,7 +450,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
get
|
||||
{
|
||||
d.Vector3 dtmp;
|
||||
if (IsPhysical && !childPrim && Body != IntPtr.Zero)
|
||||
if (!childPrim && Body != IntPtr.Zero)
|
||||
{
|
||||
dtmp = d.BodyGetPosition(Body);
|
||||
return new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
|
||||
|
@ -465,12 +465,38 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
q.Z = dq.Z;
|
||||
q.W = dq.W;
|
||||
|
||||
Vector3 vtmp = primOOBoffset * q;
|
||||
Vector3 Ptot = primOOBoffset * q;
|
||||
dtmp = d.GeomGetPosition(prim_geom);
|
||||
return new Vector3(dtmp.X + vtmp.X, dtmp.Y + vtmp.Y, dtmp.Z + vtmp.Z);
|
||||
Ptot.X += dtmp.X;
|
||||
Ptot.Y += dtmp.Y;
|
||||
Ptot.Z += dtmp.Z;
|
||||
|
||||
// if(childPrim) we only know about physical linksets
|
||||
return Ptot;
|
||||
/*
|
||||
float tmass = _mass;
|
||||
Ptot *= tmass;
|
||||
|
||||
float m;
|
||||
|
||||
foreach (OdePrim prm in childrenPrim)
|
||||
{
|
||||
m = prm._mass;
|
||||
Ptot += prm.CenterOfMass * m;
|
||||
tmass += m;
|
||||
}
|
||||
|
||||
if (tmass == 0)
|
||||
tmass = 0;
|
||||
else
|
||||
tmass = 1.0f / tmass;
|
||||
|
||||
Ptot *= tmass;
|
||||
return Ptot;
|
||||
*/
|
||||
}
|
||||
else
|
||||
return Vector3.Zero;
|
||||
return _position;
|
||||
}
|
||||
}
|
||||
/*
|
||||
|
@ -3490,7 +3516,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
{
|
||||
d.BodySetPosition(Body, lpos.X, lpos.Y, m_targetHoverHeight);
|
||||
d.BodySetLinearVel(Body, vel.X, vel.Y, 0);
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -1020,12 +1020,16 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
|
||||
{
|
||||
// obj1LocalID = 0;
|
||||
//returncollisions = false;
|
||||
obj2LocalID = 0;
|
||||
//ctype = 0;
|
||||
//cStartStop = 0;
|
||||
if (!(p2.SubscribedEvents() || p1.SubscribedEvents()))
|
||||
bool p1events = p1.SubscribedEvents();
|
||||
bool p2events = p2.SubscribedEvents();
|
||||
|
||||
if (p1 is OdePrim && p1.IsVolumeDtc)
|
||||
p2events = false;
|
||||
if (p2 is OdePrim && p2.IsVolumeDtc)
|
||||
p1events = false;
|
||||
|
||||
if (!(p2events || p1events))
|
||||
return;
|
||||
|
||||
switch ((ActorTypes)p1.PhysicsActorType)
|
||||
|
@ -1037,7 +1041,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
case ActorTypes.Agent:
|
||||
cc2 = (OdeCharacter)p2;
|
||||
obj2LocalID = cc2.m_localID;
|
||||
if (p2.SubscribedEvents())
|
||||
if (p2events)
|
||||
cc2.AddCollisionEvent(cc1.m_localID, contact);
|
||||
break;
|
||||
|
||||
|
@ -1046,7 +1050,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
{
|
||||
cp2 = (OdePrim)p2;
|
||||
obj2LocalID = cp2.m_localID;
|
||||
if (p2.SubscribedEvents())
|
||||
if (p2events)
|
||||
cp2.AddCollisionEvent(cc1.m_localID, contact);
|
||||
}
|
||||
break;
|
||||
|
@ -1057,7 +1061,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
obj2LocalID = 0;
|
||||
break;
|
||||
}
|
||||
if (p1.SubscribedEvents())
|
||||
if (p1events)
|
||||
{
|
||||
contact.SurfaceNormal = -contact.SurfaceNormal;
|
||||
cc1.AddCollisionEvent(obj2LocalID, contact);
|
||||
|
@ -1078,7 +1082,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
{
|
||||
cc2 = (OdeCharacter)p2;
|
||||
obj2LocalID = cc2.m_localID;
|
||||
if (p2.SubscribedEvents())
|
||||
if (p2events)
|
||||
cc2.AddCollisionEvent(cp1.m_localID, contact);
|
||||
}
|
||||
break;
|
||||
|
@ -1088,7 +1092,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
{
|
||||
cp2 = (OdePrim)p2;
|
||||
obj2LocalID = cp2.m_localID;
|
||||
if (p2.SubscribedEvents())
|
||||
if (p2events)
|
||||
cp2.AddCollisionEvent(cp1.m_localID, contact);
|
||||
}
|
||||
break;
|
||||
|
@ -1099,7 +1103,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
obj2LocalID = 0;
|
||||
break;
|
||||
}
|
||||
if (p1.SubscribedEvents())
|
||||
if (p1events)
|
||||
{
|
||||
contact.SurfaceNormal = -contact.SurfaceNormal;
|
||||
cp1.AddCollisionEvent(obj2LocalID, contact);
|
||||
|
@ -1734,7 +1738,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
base.TriggerPhysicsBasedRestart();
|
||||
}
|
||||
|
||||
while (step_time >= HalfOdeStep && nodeframes < 10) //limit number of steps so we don't say here for ever
|
||||
while (step_time > HalfOdeStep && nodeframes < 10) //limit number of steps so we don't say here for ever
|
||||
{
|
||||
try
|
||||
{
|
||||
|
|
|
@ -5237,7 +5237,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
public LSL_Vector llGetCenterOfMass()
|
||||
{
|
||||
m_host.AddScriptLPS(1);
|
||||
Vector3 center = m_host.GetGeometricCenter();
|
||||
Vector3 center = m_host.GetCenterOfMass();
|
||||
return new LSL_Vector(center.X,center.Y,center.Z);
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue