set svn:eol-style
parent
4f05347246
commit
21c35d5703
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@ -1,477 +1,477 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using Axiom.Math;
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using Axiom.Math;
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using Ode.NET;
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using Ode.NET;
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using OpenSim.Framework;
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using OpenSim.Framework;
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using OpenSim.Region.Physics.Manager;
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using OpenSim.Region.Physics.Manager;
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namespace OpenSim.Region.Physics.OdePlugin
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namespace OpenSim.Region.Physics.OdePlugin
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{
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{
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public class OdeCharacter : PhysicsActor
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public class OdeCharacter : PhysicsActor
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{
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{
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private PhysicsVector _position;
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private PhysicsVector _position;
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private d.Vector3 _zeroPosition;
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private d.Vector3 _zeroPosition;
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private bool _zeroFlag = false;
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private bool _zeroFlag = false;
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private bool m_lastUpdateSent = false;
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private bool m_lastUpdateSent = false;
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private PhysicsVector _velocity;
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private PhysicsVector _velocity;
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private PhysicsVector _target_velocity;
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private PhysicsVector _target_velocity;
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private PhysicsVector _acceleration;
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private PhysicsVector _acceleration;
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private PhysicsVector m_rotationalVelocity;
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private PhysicsVector m_rotationalVelocity;
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private static float PID_D = 3020.0f;
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private static float PID_D = 3020.0f;
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private static float PID_P = 7000.0f;
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private static float PID_P = 7000.0f;
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private static float POSTURE_SERVO = 10000.0f;
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private static float POSTURE_SERVO = 10000.0f;
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public static float CAPSULE_RADIUS = 0.5f;
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public static float CAPSULE_RADIUS = 0.5f;
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public float CAPSULE_LENGTH = 0.79f;
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public float CAPSULE_LENGTH = 0.79f;
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private bool flying = false;
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private bool flying = false;
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private bool m_iscolliding = false;
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private bool m_iscolliding = false;
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private bool m_iscollidingGround = false;
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private bool m_iscollidingGround = false;
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private bool m_wascolliding = false;
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private bool m_wascolliding = false;
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private bool m_wascollidingGround = false;
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private bool m_wascollidingGround = false;
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private bool m_alwaysRun = false;
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private bool m_alwaysRun = false;
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private bool m_hackSentFall = false;
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private bool m_hackSentFall = false;
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private bool m_hackSentFly = false;
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private bool m_hackSentFly = false;
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private string m_name = "";
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private string m_name = "";
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private bool[] m_colliderarr = new bool[11];
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private bool[] m_colliderarr = new bool[11];
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private bool[] m_colliderGroundarr = new bool[11];
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private bool[] m_colliderGroundarr = new bool[11];
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private bool jumping = false;
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private bool jumping = false;
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//private float gravityAccel;
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//private float gravityAccel;
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public IntPtr Body;
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public IntPtr Body;
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private OdeScene _parent_scene;
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private OdeScene _parent_scene;
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public IntPtr Shell;
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public IntPtr Shell;
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public d.Mass ShellMass;
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public d.Mass ShellMass;
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public bool collidelock = false;
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public bool collidelock = false;
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public OdeCharacter(String avName, OdeScene parent_scene, PhysicsVector pos)
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public OdeCharacter(String avName, OdeScene parent_scene, PhysicsVector pos)
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{
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{
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_velocity = new PhysicsVector();
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_velocity = new PhysicsVector();
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_target_velocity = new PhysicsVector();
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_target_velocity = new PhysicsVector();
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_position = pos;
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_position = pos;
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_acceleration = new PhysicsVector();
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_acceleration = new PhysicsVector();
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_parent_scene = parent_scene;
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_parent_scene = parent_scene;
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for (int i = 0; i < 11; i++)
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for (int i = 0; i < 11; i++)
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{
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{
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m_colliderarr[i] = false;
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m_colliderarr[i] = false;
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}
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}
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lock (OdeScene.OdeLock)
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lock (OdeScene.OdeLock)
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{
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{
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Shell = d.CreateCapsule(parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH);
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Shell = d.CreateCapsule(parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH);
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d.MassSetCapsule(out ShellMass, 50.0f, 3, 0.4f, 1.0f);
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d.MassSetCapsule(out ShellMass, 50.0f, 3, 0.4f, 1.0f);
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Body = d.BodyCreate(parent_scene.world);
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Body = d.BodyCreate(parent_scene.world);
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d.BodySetMass(Body, ref ShellMass);
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d.BodySetMass(Body, ref ShellMass);
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d.BodySetPosition(Body, pos.X, pos.Y, pos.Z);
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d.BodySetPosition(Body, pos.X, pos.Y, pos.Z);
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d.GeomSetBody(Shell, Body);
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d.GeomSetBody(Shell, Body);
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}
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}
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m_name = avName;
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m_name = avName;
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parent_scene.geom_name_map[Shell] = avName;
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parent_scene.geom_name_map[Shell] = avName;
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parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
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parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
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}
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}
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public override int PhysicsActorType
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public override int PhysicsActorType
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{
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{
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get { return (int)ActorTypes.Agent; }
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get { return (int)ActorTypes.Agent; }
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set { return; }
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set { return; }
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}
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}
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public override bool SetAlwaysRun
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public override bool SetAlwaysRun
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{
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{
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get { return m_alwaysRun; }
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get { return m_alwaysRun; }
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set { m_alwaysRun = value; }
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set { m_alwaysRun = value; }
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}
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}
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public override bool IsPhysical
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public override bool IsPhysical
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{
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{
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get { return false; }
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get { return false; }
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set { return; }
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set { return; }
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}
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}
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public override bool ThrottleUpdates
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public override bool ThrottleUpdates
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{
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{
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get { return false; }
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get { return false; }
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set { return; }
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set { return; }
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}
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}
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public override bool Flying
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public override bool Flying
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{
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{
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get { return flying; }
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get { return flying; }
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set { flying = value; }
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set { flying = value; }
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}
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}
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public override bool IsColliding
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public override bool IsColliding
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{
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{
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get { return m_iscolliding; }
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get { return m_iscolliding; }
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set
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set
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{
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{
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int i;
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int i;
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int truecount = 0;
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int truecount = 0;
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int falsecount = 0;
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int falsecount = 0;
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if (m_colliderarr.Length >= 10)
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if (m_colliderarr.Length >= 10)
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{
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{
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for (i = 0; i < 10; i++)
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for (i = 0; i < 10; i++)
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{
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{
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m_colliderarr[i] = m_colliderarr[i + 1];
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m_colliderarr[i] = m_colliderarr[i + 1];
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}
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}
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}
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}
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m_colliderarr[10] = value;
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m_colliderarr[10] = value;
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for (i = 0; i < 11; i++)
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for (i = 0; i < 11; i++)
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{
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{
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if (m_colliderarr[i])
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if (m_colliderarr[i])
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{
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{
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truecount++;
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truecount++;
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}
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}
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else
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else
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{
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{
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falsecount++;
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falsecount++;
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}
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}
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}
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}
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// Equal truecounts and false counts means we're colliding with something.
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// Equal truecounts and false counts means we're colliding with something.
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if (falsecount > 1.2 * truecount)
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if (falsecount > 1.2 * truecount)
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{
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{
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m_iscolliding = false;
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m_iscolliding = false;
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}
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}
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else
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else
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{
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{
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m_iscolliding = true;
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m_iscolliding = true;
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}
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}
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if (m_wascolliding != m_iscolliding)
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if (m_wascolliding != m_iscolliding)
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{
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{
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base.SendCollisionUpdate(new CollisionEventUpdate());
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base.SendCollisionUpdate(new CollisionEventUpdate());
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}
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}
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m_wascolliding = m_iscolliding;
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m_wascolliding = m_iscolliding;
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}
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}
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}
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}
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public override bool CollidingGround
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public override bool CollidingGround
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{
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{
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get { return m_iscollidingGround; }
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get { return m_iscollidingGround; }
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set
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set
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{
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{
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int i;
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int i;
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int truecount = 0;
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int truecount = 0;
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int falsecount = 0;
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int falsecount = 0;
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if (m_colliderGroundarr.Length >= 10)
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if (m_colliderGroundarr.Length >= 10)
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{
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{
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for (i = 0; i < 10; i++)
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for (i = 0; i < 10; i++)
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{
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{
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m_colliderGroundarr[i] = m_colliderGroundarr[i + 1];
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m_colliderGroundarr[i] = m_colliderGroundarr[i + 1];
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}
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}
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}
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}
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m_colliderGroundarr[10] = value;
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m_colliderGroundarr[10] = value;
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for (i = 0; i < 11; i++)
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for (i = 0; i < 11; i++)
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{
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{
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if (m_colliderGroundarr[i])
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if (m_colliderGroundarr[i])
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{
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{
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truecount++;
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truecount++;
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}
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}
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else
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else
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{
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{
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falsecount++;
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falsecount++;
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}
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}
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}
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}
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// Equal truecounts and false counts means we're colliding with something.
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// Equal truecounts and false counts means we're colliding with something.
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if (falsecount > 1.2 * truecount)
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if (falsecount > 1.2 * truecount)
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{
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{
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m_iscollidingGround = false;
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m_iscollidingGround = false;
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}
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}
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else
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else
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{
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{
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m_iscollidingGround = true;
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m_iscollidingGround = true;
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}
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}
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if (m_wascollidingGround != m_iscollidingGround)
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if (m_wascollidingGround != m_iscollidingGround)
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{
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{
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//base.SendCollisionUpdate(new CollisionEventUpdate());
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//base.SendCollisionUpdate(new CollisionEventUpdate());
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}
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}
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m_wascollidingGround = m_iscollidingGround;
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m_wascollidingGround = m_iscollidingGround;
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}
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}
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}
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}
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public override bool CollidingObj
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public override bool CollidingObj
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{
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{
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get { return false; }
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get { return false; }
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set { return; }
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set { return; }
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}
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}
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public override PhysicsVector Position
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public override PhysicsVector Position
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{
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{
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get { return _position; }
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get { return _position; }
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set
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set
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{
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{
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lock (OdeScene.OdeLock)
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lock (OdeScene.OdeLock)
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{
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{
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d.BodySetPosition(Body, value.X, value.Y, value.Z);
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d.BodySetPosition(Body, value.X, value.Y, value.Z);
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_position = value;
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_position = value;
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}
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}
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}
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}
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}
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}
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public override PhysicsVector RotationalVelocity
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public override PhysicsVector RotationalVelocity
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{
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{
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get { return m_rotationalVelocity; }
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get { return m_rotationalVelocity; }
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set { m_rotationalVelocity = value; }
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set { m_rotationalVelocity = value; }
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}
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}
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public override PhysicsVector Size
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public override PhysicsVector Size
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{
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{
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get { return new PhysicsVector(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); }
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get { return new PhysicsVector(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); }
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set
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set
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{
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{
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lock (OdeScene.OdeLock)
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lock (OdeScene.OdeLock)
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{
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{
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PhysicsVector SetSize = value;
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PhysicsVector SetSize = value;
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float prevCapsule = CAPSULE_LENGTH;
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float prevCapsule = CAPSULE_LENGTH;
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float capsuleradius = CAPSULE_RADIUS;
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float capsuleradius = CAPSULE_RADIUS;
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capsuleradius = 0.2f;
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capsuleradius = 0.2f;
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CAPSULE_LENGTH = (SetSize.Z - ((SetSize.Z * 0.43f))); // subtract 43% of the size
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CAPSULE_LENGTH = (SetSize.Z - ((SetSize.Z * 0.43f))); // subtract 43% of the size
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d.BodyDestroy(Body);
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d.BodyDestroy(Body);
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d.GeomDestroy(Shell);
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d.GeomDestroy(Shell);
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//OpenSim.Framework.Console.MainLog.Instance.Verbose("PHYSICS", "Set Avatar Height To: " + (CAPSULE_RADIUS + CAPSULE_LENGTH));
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//OpenSim.Framework.Console.MainLog.Instance.Verbose("PHYSICS", "Set Avatar Height To: " + (CAPSULE_RADIUS + CAPSULE_LENGTH));
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Shell = d.CreateCapsule(_parent_scene.space, capsuleradius, CAPSULE_LENGTH);
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Shell = d.CreateCapsule(_parent_scene.space, capsuleradius, CAPSULE_LENGTH);
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d.MassSetCapsule(out ShellMass, 50.0f, 3, CAPSULE_RADIUS, CAPSULE_LENGTH);
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d.MassSetCapsule(out ShellMass, 50.0f, 3, CAPSULE_RADIUS, CAPSULE_LENGTH);
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Body = d.BodyCreate(_parent_scene.world);
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Body = d.BodyCreate(_parent_scene.world);
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d.BodySetMass(Body, ref ShellMass);
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d.BodySetMass(Body, ref ShellMass);
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d.BodySetPosition(Body, _position.X, _position.Y, _position.Z + Math.Abs(CAPSULE_LENGTH - prevCapsule));
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d.BodySetPosition(Body, _position.X, _position.Y, _position.Z + Math.Abs(CAPSULE_LENGTH - prevCapsule));
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d.GeomSetBody(Shell, Body);
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d.GeomSetBody(Shell, Body);
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}
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}
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_parent_scene.geom_name_map[Shell] = m_name;
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_parent_scene.geom_name_map[Shell] = m_name;
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_parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
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_parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
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}
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}
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}
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}
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public override PrimitiveBaseShape Shape
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public override PrimitiveBaseShape Shape
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{
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{
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set
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set
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{
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{
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return;
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return;
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}
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}
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}
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}
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public override PhysicsVector Velocity
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public override PhysicsVector Velocity
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{
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{
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get { return _velocity; }
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get { return _velocity; }
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set { _target_velocity = value; }
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set { _target_velocity = value; }
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}
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}
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public override bool Kinematic
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public override bool Kinematic
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{
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{
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get { return false; }
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get { return false; }
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set { }
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set { }
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}
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}
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public override Quaternion Orientation
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public override Quaternion Orientation
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{
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{
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get { return Quaternion.Identity; }
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get { return Quaternion.Identity; }
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set { }
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set { }
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}
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}
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public override PhysicsVector Acceleration
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public override PhysicsVector Acceleration
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{
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{
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get { return _acceleration; }
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get { return _acceleration; }
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}
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}
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public void SetAcceleration(PhysicsVector accel)
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public void SetAcceleration(PhysicsVector accel)
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{
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{
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_acceleration = accel;
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_acceleration = accel;
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}
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}
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public override void AddForce(PhysicsVector force)
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public override void AddForce(PhysicsVector force)
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{
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{
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_target_velocity.X += force.X;
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_target_velocity.X += force.X;
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_target_velocity.Y += force.Y;
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_target_velocity.Y += force.Y;
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_target_velocity.Z += force.Z;
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_target_velocity.Z += force.Z;
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//m_lastUpdateSent = false;
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//m_lastUpdateSent = false;
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}
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}
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public void doForce(PhysicsVector force)
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public void doForce(PhysicsVector force)
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{
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{
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if (!collidelock)
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if (!collidelock)
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{
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{
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d.BodyAddForce(Body, force.X, force.Y, force.Z);
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d.BodyAddForce(Body, force.X, force.Y, force.Z);
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// ok -- let's stand up straight!
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// ok -- let's stand up straight!
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d.Vector3 feet;
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d.Vector3 feet;
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d.Vector3 head;
|
d.Vector3 head;
|
||||||
d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet);
|
d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet);
|
||||||
d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head);
|
d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head);
|
||||||
float posture = head.Z - feet.Z;
|
float posture = head.Z - feet.Z;
|
||||||
|
|
||||||
// restoring force proportional to lack of posture:
|
// restoring force proportional to lack of posture:
|
||||||
float servo = (2.5f - posture) * POSTURE_SERVO;
|
float servo = (2.5f - posture) * POSTURE_SERVO;
|
||||||
d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
|
d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
|
||||||
d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
|
d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
|
||||||
//m_lastUpdateSent = false;
|
//m_lastUpdateSent = false;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
public override void SetMomentum(PhysicsVector momentum)
|
public override void SetMomentum(PhysicsVector momentum)
|
||||||
{
|
{
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Move(float timeStep)
|
public void Move(float timeStep)
|
||||||
{
|
{
|
||||||
// no lock; for now it's only called from within Simulate()
|
// no lock; for now it's only called from within Simulate()
|
||||||
PhysicsVector vec = new PhysicsVector();
|
PhysicsVector vec = new PhysicsVector();
|
||||||
d.Vector3 vel = d.BodyGetLinearVel(Body);
|
d.Vector3 vel = d.BodyGetLinearVel(Body);
|
||||||
float movementdivisor = 1f;
|
float movementdivisor = 1f;
|
||||||
|
|
||||||
if (!m_alwaysRun)
|
if (!m_alwaysRun)
|
||||||
{
|
{
|
||||||
movementdivisor = 1.3f;
|
movementdivisor = 1.3f;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
movementdivisor = 0.8f;
|
movementdivisor = 0.8f;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// if velocity is zero, use position control; otherwise, velocity control
|
// if velocity is zero, use position control; otherwise, velocity control
|
||||||
if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && m_iscolliding)
|
if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && m_iscolliding)
|
||||||
{
|
{
|
||||||
// keep track of where we stopped. No more slippin' & slidin'
|
// keep track of where we stopped. No more slippin' & slidin'
|
||||||
if (!_zeroFlag)
|
if (!_zeroFlag)
|
||||||
{
|
{
|
||||||
_zeroFlag = true;
|
_zeroFlag = true;
|
||||||
_zeroPosition = d.BodyGetPosition(Body);
|
_zeroPosition = d.BodyGetPosition(Body);
|
||||||
}
|
}
|
||||||
d.Vector3 pos = d.BodyGetPosition(Body);
|
d.Vector3 pos = d.BodyGetPosition(Body);
|
||||||
vec.X = (_target_velocity.X - vel.X) * PID_D + (_zeroPosition.X - pos.X) * PID_P;
|
vec.X = (_target_velocity.X - vel.X) * PID_D + (_zeroPosition.X - pos.X) * PID_P;
|
||||||
vec.Y = (_target_velocity.Y - vel.Y) * PID_D + (_zeroPosition.Y - pos.Y) * PID_P;
|
vec.Y = (_target_velocity.Y - vel.Y) * PID_D + (_zeroPosition.Y - pos.Y) * PID_P;
|
||||||
if (flying)
|
if (flying)
|
||||||
{
|
{
|
||||||
vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P;
|
vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
|
||||||
_zeroFlag = false;
|
_zeroFlag = false;
|
||||||
if (m_iscolliding || flying)
|
if (m_iscolliding || flying)
|
||||||
{
|
{
|
||||||
|
|
||||||
vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * PID_D;
|
vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * PID_D;
|
||||||
vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * PID_D;
|
vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * PID_D;
|
||||||
}
|
}
|
||||||
if (m_iscolliding && !flying && _target_velocity.Z > 0.0f)
|
if (m_iscolliding && !flying && _target_velocity.Z > 0.0f)
|
||||||
{
|
{
|
||||||
d.Vector3 pos = d.BodyGetPosition(Body);
|
d.Vector3 pos = d.BodyGetPosition(Body);
|
||||||
vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P;
|
vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P;
|
||||||
if (_target_velocity.X > 0)
|
if (_target_velocity.X > 0)
|
||||||
{
|
{
|
||||||
vec.X = ((_target_velocity.X - vel.X) / 1.2f) * PID_D;
|
vec.X = ((_target_velocity.X - vel.X) / 1.2f) * PID_D;
|
||||||
}
|
}
|
||||||
if (_target_velocity.Y > 0)
|
if (_target_velocity.Y > 0)
|
||||||
{
|
{
|
||||||
vec.Y = ((_target_velocity.Y - vel.Y) / 1.2f) * PID_D;
|
vec.Y = ((_target_velocity.Y - vel.Y) / 1.2f) * PID_D;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else if (!m_iscolliding && !flying)
|
else if (!m_iscolliding && !flying)
|
||||||
{
|
{
|
||||||
d.Vector3 pos = d.BodyGetPosition(Body);
|
d.Vector3 pos = d.BodyGetPosition(Body);
|
||||||
if (_target_velocity.X > 0)
|
if (_target_velocity.X > 0)
|
||||||
{
|
{
|
||||||
vec.X = ((_target_velocity.X - vel.X) / 1.2f) * PID_D;
|
vec.X = ((_target_velocity.X - vel.X) / 1.2f) * PID_D;
|
||||||
}
|
}
|
||||||
if (_target_velocity.Y > 0)
|
if (_target_velocity.Y > 0)
|
||||||
{
|
{
|
||||||
vec.Y = ((_target_velocity.Y - vel.Y) / 1.2f) * PID_D;
|
vec.Y = ((_target_velocity.Y - vel.Y) / 1.2f) * PID_D;
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
if (flying)
|
if (flying)
|
||||||
{
|
{
|
||||||
vec.Z = (_target_velocity.Z - vel.Z) * PID_D;
|
vec.Z = (_target_velocity.Z - vel.Z) * PID_D;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (flying)
|
if (flying)
|
||||||
{
|
{
|
||||||
vec.Z += 10.0f;
|
vec.Z += 10.0f;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
doForce(vec);
|
doForce(vec);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void UpdatePositionAndVelocity()
|
public void UpdatePositionAndVelocity()
|
||||||
{
|
{
|
||||||
// no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
|
// no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
|
||||||
d.Vector3 vec = d.BodyGetPosition(Body);
|
d.Vector3 vec = d.BodyGetPosition(Body);
|
||||||
|
|
||||||
// kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
|
// kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
|
||||||
if (vec.X < 0.0f) vec.X = 0.0f;
|
if (vec.X < 0.0f) vec.X = 0.0f;
|
||||||
if (vec.Y < 0.0f) vec.Y = 0.0f;
|
if (vec.Y < 0.0f) vec.Y = 0.0f;
|
||||||
if (vec.X > 255.95f) vec.X = 255.95f;
|
if (vec.X > 255.95f) vec.X = 255.95f;
|
||||||
if (vec.Y > 255.95f) vec.Y = 255.95f;
|
if (vec.Y > 255.95f) vec.Y = 255.95f;
|
||||||
|
|
||||||
_position.X = vec.X;
|
_position.X = vec.X;
|
||||||
_position.Y = vec.Y;
|
_position.Y = vec.Y;
|
||||||
_position.Z = vec.Z;
|
_position.Z = vec.Z;
|
||||||
|
|
||||||
if (_zeroFlag)
|
if (_zeroFlag)
|
||||||
{
|
{
|
||||||
_velocity.X = 0.0f;
|
_velocity.X = 0.0f;
|
||||||
_velocity.Y = 0.0f;
|
_velocity.Y = 0.0f;
|
||||||
_velocity.Z = 0.0f;
|
_velocity.Z = 0.0f;
|
||||||
if (!m_lastUpdateSent)
|
if (!m_lastUpdateSent)
|
||||||
{
|
{
|
||||||
m_lastUpdateSent = true;
|
m_lastUpdateSent = true;
|
||||||
base.RequestPhysicsterseUpdate();
|
base.RequestPhysicsterseUpdate();
|
||||||
string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
|
string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
|
||||||
int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
|
int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
|
||||||
if (primScenAvatarIn == "0")
|
if (primScenAvatarIn == "0")
|
||||||
{
|
{
|
||||||
OpenSim.Framework.Console.MainLog.Instance.Verbose("Physics", "Avatar " + m_name + " in space with no prim. Arr:':" + arrayitem[0].ToString() + "," + arrayitem[1].ToString());
|
OpenSim.Framework.Console.MainLog.Instance.Verbose("Physics", "Avatar " + m_name + " in space with no prim. Arr:':" + arrayitem[0].ToString() + "," + arrayitem[1].ToString());
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
OpenSim.Framework.Console.MainLog.Instance.Verbose("Physics", "Avatar " + m_name + " in Prim space':" + primScenAvatarIn + ". Arr:" + arrayitem[0].ToString() + "," + arrayitem[1].ToString());
|
OpenSim.Framework.Console.MainLog.Instance.Verbose("Physics", "Avatar " + m_name + " in Prim space':" + primScenAvatarIn + ". Arr:" + arrayitem[0].ToString() + "," + arrayitem[1].ToString());
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
m_lastUpdateSent = false;
|
m_lastUpdateSent = false;
|
||||||
vec = d.BodyGetLinearVel(Body);
|
vec = d.BodyGetLinearVel(Body);
|
||||||
_velocity.X = (vec.X);
|
_velocity.X = (vec.X);
|
||||||
_velocity.Y = (vec.Y);
|
_velocity.Y = (vec.Y);
|
||||||
|
|
||||||
_velocity.Z = (vec.Z);
|
_velocity.Z = (vec.Z);
|
||||||
if (_velocity.Z < -6 && !m_hackSentFall)
|
if (_velocity.Z < -6 && !m_hackSentFall)
|
||||||
{
|
{
|
||||||
m_hackSentFall = true;
|
m_hackSentFall = true;
|
||||||
base.SendCollisionUpdate(new CollisionEventUpdate());
|
base.SendCollisionUpdate(new CollisionEventUpdate());
|
||||||
}
|
}
|
||||||
else if (flying && !m_hackSentFly)
|
else if (flying && !m_hackSentFly)
|
||||||
{
|
{
|
||||||
//m_hackSentFly = true;
|
//m_hackSentFly = true;
|
||||||
//base.SendCollisionUpdate(new CollisionEventUpdate());
|
//base.SendCollisionUpdate(new CollisionEventUpdate());
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
m_hackSentFly = false;
|
m_hackSentFly = false;
|
||||||
m_hackSentFall = false;
|
m_hackSentFall = false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Destroy()
|
public void Destroy()
|
||||||
{
|
{
|
||||||
lock (OdeScene.OdeLock)
|
lock (OdeScene.OdeLock)
|
||||||
{
|
{
|
||||||
d.GeomDestroy(Shell);
|
d.GeomDestroy(Shell);
|
||||||
_parent_scene.geom_name_map.Remove(Shell);
|
_parent_scene.geom_name_map.Remove(Shell);
|
||||||
d.BodyDestroy(Body);
|
d.BodyDestroy(Body);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
File diff suppressed because it is too large
Load Diff
Loading…
Reference in New Issue