update old git to os core version

avinationmerge
UbitUmarov 2015-08-20 13:45:45 +01:00
parent 9a0040d67c
commit 43a83da5ce
4 changed files with 60 additions and 65 deletions

View File

@ -55,4 +55,4 @@ using System.Runtime.InteropServices;
// You can specify all values by your own or you can build default build and revision
// numbers with the '*' character (the default):
[assembly : AssemblyVersion("0.8.0.*")]
[assembly : AssemblyVersion("0.8.2.*")]

View File

@ -167,6 +167,7 @@ namespace OpenSim.Region.Physics.OdePlugin
/// <param name="avName"></param>
/// <param name="parent_scene"></param>
/// <param name="pos"></param>
/// <param name="vel"></param>
/// <param name="size"></param>
/// <param name="pid_d"></param>
/// <param name="pid_p"></param>
@ -178,7 +179,7 @@ namespace OpenSim.Region.Physics.OdePlugin
/// <param name="walk_divisor"></param>
/// <param name="rundivisor"></param>
public OdeCharacter(
String avName, OdeScene parent_scene, Vector3 pos, Vector3 size, float pid_d, float pid_p,
String avName, OdeScene parent_scene, Vector3 pos, Vector3 vel, Vector3 size, float pid_d, float pid_p,
float capsule_radius, float tensor, float density,
float walk_divisor, float rundivisor)
{
@ -210,6 +211,9 @@ namespace OpenSim.Region.Physics.OdePlugin
m_log.WarnFormat("[ODE CHARACTER]: Got NaN Position on Character Create for {0}", avName);
}
_velocity = vel;
m_taintTargetVelocity = vel;
_parent_scene = parent_scene;
PID_D = pid_d;
@ -500,8 +504,10 @@ namespace OpenSim.Region.Physics.OdePlugin
{
m_pidControllerActive = true;
m_tainted_CAPSULE_LENGTH = (size.Z) - CAPSULE_RADIUS * 2.0f;
// m_log.Info("[ODE CHARACTER]: " + CAPSULE_LENGTH);
m_tainted_CAPSULE_LENGTH = size.Z - CAPSULE_RADIUS * 2.0f;
// m_log.InfoFormat("[ODE CHARACTER]: Size = {0}, Capsule Length = {1} (Capsule Radius = {2})",
// size, m_tainted_CAPSULE_LENGTH, CAPSULE_RADIUS);
}
else
{
@ -890,42 +896,30 @@ namespace OpenSim.Region.Physics.OdePlugin
// vec, _target_velocity, movementdivisor, vel);
}
if (m_iscolliding && !flying && _target_velocity.Z > 0.0f)
{
// We're colliding with something and we're not flying but we're moving
// This means we're walking or running.
d.Vector3 pos = d.BodyGetPosition(Body);
vec.Z = (_target_velocity.Z - vel.Z)*PID_D + (_zeroPosition.Z - pos.Z)*PID_P;
if (_target_velocity.X > 0)
{
vec.X = ((_target_velocity.X - vel.X) / 1.2f) * PID_D;
}
if (_target_velocity.Y > 0)
{
vec.Y = ((_target_velocity.Y - vel.Y) / 1.2f) * PID_D;
}
}
else if (!m_iscolliding && !flying)
{
// 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);
if (_target_velocity.X > 0)
{
vec.X = ((_target_velocity.X - vel.X) / 1.2f) * PID_D;
}
if (_target_velocity.Y > 0)
{
vec.Y = ((_target_velocity.Y - vel.Y) / 1.2f) * PID_D;
}
}
if (flying)
{
// This also acts as anti-gravity so that we hover when flying rather than fall.
vec.Z = (_target_velocity.Z - vel.Z) * (PID_D);
}
else
{
if (m_iscolliding && _target_velocity.Z > 0.0f)
{
// We're colliding with something and we're not flying but we're moving
// This means we're walking or running.
d.Vector3 pos = d.BodyGetPosition(Body);
vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P;
vec.X = ((_target_velocity.X - vel.X) / 1.2f) * PID_D;
vec.Y = ((_target_velocity.Y - vel.Y) / 1.2f) * PID_D;
}
else if (!m_iscolliding)
{
// we're not colliding and we're not flying so that means we're falling!
// m_iscolliding includes collisions with the ground.
vec.X = ((_target_velocity.X - vel.X) / 1.2f) * PID_D;
vec.Y = ((_target_velocity.Y - vel.Y) / 1.2f) * PID_D;
}
}
}
if (flying)
@ -1255,7 +1249,11 @@ namespace OpenSim.Region.Physics.OdePlugin
}
public override Vector3 PIDTarget { set { return; } }
public override bool PIDActive { set { return; } }
public override bool PIDActive
{
get { return false; }
set { return; }
}
public override float PIDTau { set { return; } }
public override float PIDHoverHeight { set { return; } }

View File

@ -114,7 +114,6 @@ namespace OpenSim.Region.Physics.OdePlugin
private float m_PIDTau;
private float PID_D = 35f;
private float PID_G = 25f;
private bool m_usePID;
// KF: These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
// and are for non-VEHICLES only.
@ -351,11 +350,10 @@ namespace OpenSim.Region.Physics.OdePlugin
if (m_assetFailed)
{
d.GeomSetCategoryBits(prim_geom, 0);
d.GeomSetCollideBits(prim_geom, BadAssetColideBits());
d.GeomSetCollideBits(prim_geom, BadMeshAssetCollideBits);
}
else
{
d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
}
@ -425,7 +423,7 @@ namespace OpenSim.Region.Physics.OdePlugin
if (m_assetFailed)
{
d.GeomSetCategoryBits(prim_geom, 0);
d.GeomSetCollideBits(prim_geom, BadAssetColideBits());
d.GeomSetCollideBits(prim_geom, BadMeshAssetCollideBits);
}
else
{
@ -787,6 +785,14 @@ namespace OpenSim.Region.Physics.OdePlugin
}
}
private void setAngularVelocity(float x, float y, float z)
{
if (Body != (IntPtr)0)
{
d.BodySetAngularVel(Body, x, y, z);
}
}
/// <summary>
/// Stop a prim from being subject to physics.
/// </summary>
@ -858,11 +864,6 @@ namespace OpenSim.Region.Physics.OdePlugin
private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>();
public int BadAssetColideBits()
{
return (m_isphysical ? (int)CollisionCategories.Land : 0);
}
private void setMesh(OdeScene parent_scene, IMesh mesh)
{
// m_log.DebugFormat("[ODE PRIM]: Setting mesh on {0} to {1}", Name, mesh);
@ -1144,7 +1145,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
if (prm.m_assetFailed)
{
d.GeomSetCategoryBits(prm.prim_geom, 0);
d.GeomSetCollideBits(prm.prim_geom, prm.BadAssetColideBits());
d.GeomSetCollideBits(prm.prim_geom, prm.BadMeshAssetCollideBits);
}
else
{
@ -1198,7 +1199,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
if (m_assetFailed)
{
d.GeomSetCategoryBits(prim_geom, 0);
d.GeomSetCollideBits(prim_geom, BadAssetColideBits());
d.GeomSetCollideBits(prim_geom, BadMeshAssetCollideBits);
}
else
{
@ -1400,7 +1401,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
if (m_assetFailed)
{
d.GeomSetCategoryBits(prim_geom, 0);
d.GeomSetCollideBits(prim_geom, BadAssetColideBits());
d.GeomSetCollideBits(prim_geom, BadMeshAssetCollideBits);
}
else
{
@ -1729,7 +1730,7 @@ Console.WriteLine(" JointCreateFixed");
// gravityz multiplier = 1 - m_buoyancy
fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass;
if (m_usePID)
if (PIDActive)
{
//Console.WriteLine("PID " + Name);
// KF - this is for object move? eg. llSetPos() ?
@ -1798,10 +1799,10 @@ Console.WriteLine(" JointCreateFixed");
fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
}
} // end if (m_usePID)
} // end if (PIDActive)
// Hover PID Controller needs to be mutually exlusive to MoveTo PID controller
if (m_useHoverPID && !m_usePID)
if (m_useHoverPID && !PIDActive)
{
//Console.WriteLine("Hover " + Name);
@ -2144,7 +2145,7 @@ Console.WriteLine(" JointCreateFixed");
}
if (m_assetFailed)
d.GeomSetCollideBits(prim_geom, BadAssetColideBits());
d.GeomSetCollideBits(prim_geom, BadMeshAssetCollideBits);
else
d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
@ -2652,6 +2653,7 @@ Console.WriteLine(" JointCreateFixed");
if (value.IsFinite())
{
m_rotationalVelocity = value;
setAngularVelocity(value.X, value.Y, value.Z);
}
else
{
@ -2872,7 +2874,7 @@ Console.WriteLine(" JointCreateFixed");
// it does make sense to do this for tiny little instabilities with physical prim, however 0.5m/frame is fairly large.
// reducing this to 0.02m/frame seems to help the angular rubberbanding quite a bit, however, to make sure it doesn't affect elevators and vehicles
// adding these logical exclusion situations to maintain this where I think it was intended to be.
if (m_throttleUpdates || m_usePID || (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE) || (Amotor != IntPtr.Zero))
if (m_throttleUpdates || PIDActive || (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE) || (Amotor != IntPtr.Zero))
{
m_minvelocity = 0.5f;
}
@ -2953,9 +2955,9 @@ Console.WriteLine(" JointCreateFixed");
m_log.WarnFormat("[PHYSICS]: Got NaN PIDTarget from Scene on Object {0}", Name);
}
}
public override bool PIDActive { set { m_usePID = value; } }
public override bool PIDActive { get; set; }
public override float PIDTau { set { m_PIDTau = value; } }
public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
public override bool PIDHoverActive { set { m_useHoverPID = value; } }
public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
@ -3350,7 +3352,7 @@ Console.WriteLine(" JointCreateFixed");
RequestAssetDelegate assetProvider = _parent_scene.RequestAssetMethod;
if (assetProvider != null)
assetProvider(_pbs.SculptTexture, MeshAssetReceived);
});
}, null, "ODEPrim.CheckMeshAsset");
}
}
@ -3382,4 +3384,4 @@ Console.WriteLine(" JointCreateFixed");
}
}
}
}
}

View File

@ -1969,16 +1969,11 @@ namespace OpenSim.Region.Physics.OdePlugin
#region Add/Remove Entities
public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
{
Vector3 pos;
pos.X = position.X;
pos.Y = position.Y;
pos.Z = position.Z;
public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying)
{
OdeCharacter newAv
= new OdeCharacter(
avName, this, pos, size, avPIDD, avPIDP,
avName, this, position, velocity, size, avPIDD, avPIDP,
avCapRadius, avStandupTensor, avDensity,
avMovementDivisorWalk, avMovementDivisorRun);