ubitODE: - don't try to hover underground unless volumedetector (that doesn't colide with it)
parent
3b56c44453
commit
190e7a4334
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@ -68,9 +68,17 @@ namespace OpenSim.Region.Physics.OdePlugin
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private bool m_fakeisphysical;
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private bool m_isphantom;
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private bool m_fakeisphantom;
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internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
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private bool m_fakeisVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
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protected bool m_building;
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protected bool m_forcePosOrRotation;
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private bool m_iscolliding;
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internal bool m_isSelected;
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private bool m_delaySelect;
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private bool m_lastdoneSelected;
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internal bool m_outbounds;
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private Quaternion m_lastorientation = new Quaternion();
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private Quaternion _orientation;
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@ -153,14 +161,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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private List<OdePrim> childrenPrim = new List<OdePrim>();
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private bool m_iscolliding;
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public bool m_isSelected;
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private bool m_delaySelect;
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private bool m_lastdoneSelected;
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public bool m_outbounds;
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internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
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private bool m_throttleUpdates;
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private int throttleCounter;
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@ -223,9 +223,12 @@ namespace OpenSim.Region.Physics.OdePlugin
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public override bool IsVolumeDtc
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{
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set { return; }
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get { return m_isVolumeDetect; }
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get { return m_fakeisVolumeDetect; }
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set
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{
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m_fakeisVolumeDetect = value;
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AddChange(changes.VolumeDtc, value);
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}
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}
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@ -234,10 +237,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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get { return m_fakeisphantom; }
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set
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{
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m_fakeisphantom = value; // we show imediatly to outside that we changed physical
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// and also to stop imediatly some updates
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// but real change will only happen in taintprocessing
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m_fakeisphantom = value;
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AddChange(changes.Phantom, value);
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}
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}
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@ -427,7 +427,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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public override void SetVolumeDetect(int param)
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{
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AddChange(changes.VolumeDtc, (param != 0));
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m_fakeisVolumeDetect = (param != 0);
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AddChange(changes.VolumeDtc, m_fakeisVolumeDetect);
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}
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public override Vector3 GeometricCenter
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@ -958,6 +959,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_fakeisphysical = m_isphysical;
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m_isVolumeDetect = false;
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m_fakeisVolumeDetect = false;
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m_force = Vector3.Zero;
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@ -1066,7 +1068,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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prm.m_collisionCategories = CollisionCategories.Selected;
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prm.m_collisionFlags = 0;
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}
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else if (prm.IsVolumeDtc)
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else if (prm.m_isVolumeDetect)
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{
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prm.m_collisionCategories = CollisionCategories.VolumeDtc;
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if (m_isphysical)
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@ -1445,14 +1447,14 @@ namespace OpenSim.Region.Physics.OdePlugin
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hasOOBoffsetFromMesh = false;
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CalcPrimBodyData();
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}
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/*
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private void ChildSetGeom(OdePrim odePrim)
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{
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// well..
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DestroyBody();
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MakeBody();
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}
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*/
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//sets non physical prim m_targetSpace to right space in spaces grid for static prims
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// should only be called for non physical prims unless they are becoming non physical
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private void SetInStaticSpace(OdePrim prim)
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@ -2650,6 +2652,31 @@ namespace OpenSim.Region.Physics.OdePlugin
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ApplyCollisionCatFlags();
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}
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/* not in use
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internal void ChildSelectedChange(bool childSelect)
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{
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if(childPrim)
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return;
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if (childSelect == m_isSelected)
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return;
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if (childSelect)
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{
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DoSelectedStatus(true);
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}
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else
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{
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foreach (OdePrim prm in childrenPrim)
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{
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if (prm.m_isSelected)
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return;
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}
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DoSelectedStatus(false);
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}
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}
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*/
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private void changeSelectedStatus(bool newval)
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{
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if (m_lastdoneSelected == newval)
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@ -2669,6 +2696,12 @@ namespace OpenSim.Region.Physics.OdePlugin
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private void DoSelectedStatus(bool newval)
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{
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if (m_isSelected == newval)
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{
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resetCollisionAccounting();
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return;
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}
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m_isSelected = newval;
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Stop();
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@ -2706,6 +2739,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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prm.m_delaySelect = false;
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}
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}
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// else if (_parent != null)
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// ((OdePrim)_parent).ChildSelectedChange(true);
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if (prim_geom != null)
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{
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@ -2741,8 +2777,13 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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else
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{
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if (!childPrim && Body != IntPtr.Zero && !m_disabled)
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d.BodyEnable(Body);
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if (!childPrim)
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{
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if (Body != IntPtr.Zero && !m_disabled)
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d.BodyEnable(Body);
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}
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// else if (_parent != null)
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// ((OdePrim)_parent).ChildSelectedChange(false);
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UpdateCollisionCatFlags();
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ApplyCollisionCatFlags();
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@ -3145,6 +3186,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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private void changeVolumedetetion(bool newVolDtc)
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{
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m_isVolumeDetect = newVolDtc;
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m_fakeisVolumeDetect = newVolDtc;
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UpdateCollisionCatFlags();
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ApplyCollisionCatFlags();
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}
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@ -3370,7 +3412,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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//fz = fz + (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
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d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
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d.BodySetLinearVel(Body, 0, 0, 0);
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d.BodyAddForce(Body, 0, 0, fz);
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// d.BodyAddForce(Body, 0, 0, fz);
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return;
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}
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else
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@ -3419,14 +3461,17 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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case PIDHoverType.Ground:
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m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
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m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
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break;
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case PIDHoverType.GroundAndWater:
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m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
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m_waterHeight = _parent_scene.GetWaterLevel();
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if (m_groundHeight > m_waterHeight)
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{
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m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
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if (m_PIDHoverHeight > 0 || m_isVolumeDetect)
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m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
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else
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m_targetHoverHeight = m_groundHeight;
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}
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else
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{
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@ -3436,34 +3481,35 @@ namespace OpenSim.Region.Physics.OdePlugin
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} // end switch (m_PIDHoverType)
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_target_velocity =
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new Vector3(0.0f, 0.0f,
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(m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
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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.ApproxEquals(Vector3.Zero, 0.1f))
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// don't go underground unless volumedetector
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if (m_targetHoverHeight > m_groundHeight || m_isVolumeDetect)
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{
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// keep track of where we stopped. No more slippin' & slidin'
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fz = (m_targetHoverHeight - pos.Z) * (PID_G - m_PIDHoverTau) * timestep;
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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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// if velocity is zero, use position control; otherwise, velocity control
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d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
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d.BodySetLinearVel(Body, vel.X, vel.Y, 0);
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// ? d.BodyAddForce(Body, 0, 0, fz);
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return;
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}
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else
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{
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_zeroFlag = false;
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if (Math.Abs(fz) < 0.1f)
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{
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// keep track of where we stopped. No more slippin' & slidin'
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// We're flying and colliding with something
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fz = ((_target_velocity.Z - vel.Z) * (PID_D));
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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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d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
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d.BodySetLinearVel(Body, vel.X, vel.Y, 0);
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// ? d.BodyAddForce(Body, 0, 0, fz);
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return;
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}
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else
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{
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_zeroFlag = false;
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// We're flying and colliding with something
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fz = ((fz - vel.Z) * (PID_D));
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}
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}
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}
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else
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