update old git to os core version
parent
9a0040d67c
commit
43a83da5ce
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@ -55,4 +55,4 @@ using System.Runtime.InteropServices;
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// You can specify all values by your own or you can build default build and revision
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// numbers with the '*' character (the default):
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[assembly : AssemblyVersion("0.8.0.*")]
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[assembly : AssemblyVersion("0.8.2.*")]
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@ -167,6 +167,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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/// <param name="avName"></param>
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/// <param name="parent_scene"></param>
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/// <param name="pos"></param>
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/// <param name="vel"></param>
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/// <param name="size"></param>
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/// <param name="pid_d"></param>
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/// <param name="pid_p"></param>
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@ -178,7 +179,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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/// <param name="walk_divisor"></param>
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/// <param name="rundivisor"></param>
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public OdeCharacter(
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String avName, OdeScene parent_scene, Vector3 pos, Vector3 size, float pid_d, float pid_p,
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String avName, OdeScene parent_scene, Vector3 pos, Vector3 vel, Vector3 size, float pid_d, float pid_p,
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float capsule_radius, float tensor, float density,
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float walk_divisor, float rundivisor)
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{
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@ -210,6 +211,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_log.WarnFormat("[ODE CHARACTER]: Got NaN Position on Character Create for {0}", avName);
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}
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_velocity = vel;
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m_taintTargetVelocity = vel;
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_parent_scene = parent_scene;
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PID_D = pid_d;
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@ -500,8 +504,10 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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m_pidControllerActive = true;
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m_tainted_CAPSULE_LENGTH = (size.Z) - CAPSULE_RADIUS * 2.0f;
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// m_log.Info("[ODE CHARACTER]: " + CAPSULE_LENGTH);
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m_tainted_CAPSULE_LENGTH = size.Z - CAPSULE_RADIUS * 2.0f;
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// m_log.InfoFormat("[ODE CHARACTER]: Size = {0}, Capsule Length = {1} (Capsule Radius = {2})",
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// size, m_tainted_CAPSULE_LENGTH, CAPSULE_RADIUS);
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}
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else
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{
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@ -890,42 +896,30 @@ namespace OpenSim.Region.Physics.OdePlugin
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// vec, _target_velocity, movementdivisor, vel);
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}
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if (m_iscolliding && !flying && _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.
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d.Vector3 pos = d.BodyGetPosition(Body);
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vec.Z = (_target_velocity.Z - vel.Z)*PID_D + (_zeroPosition.Z - pos.Z)*PID_P;
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if (_target_velocity.X > 0)
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{
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vec.X = ((_target_velocity.X - vel.X) / 1.2f) * PID_D;
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}
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if (_target_velocity.Y > 0)
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{
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vec.Y = ((_target_velocity.Y - vel.Y) / 1.2f) * PID_D;
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}
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}
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else if (!m_iscolliding && !flying)
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{
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// 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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// d.Vector3 pos = d.BodyGetPosition(Body);
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if (_target_velocity.X > 0)
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{
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vec.X = ((_target_velocity.X - vel.X) / 1.2f) * PID_D;
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}
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if (_target_velocity.Y > 0)
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{
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vec.Y = ((_target_velocity.Y - vel.Y) / 1.2f) * PID_D;
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}
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}
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if (flying)
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{
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// This also acts as anti-gravity so that we hover when flying rather than fall.
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vec.Z = (_target_velocity.Z - vel.Z) * (PID_D);
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}
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else
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{
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if (m_iscolliding && _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.
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d.Vector3 pos = d.BodyGetPosition(Body);
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vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P;
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vec.X = ((_target_velocity.X - vel.X) / 1.2f) * PID_D;
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vec.Y = ((_target_velocity.Y - vel.Y) / 1.2f) * PID_D;
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}
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else if (!m_iscolliding)
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{
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// 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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vec.X = ((_target_velocity.X - vel.X) / 1.2f) * PID_D;
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vec.Y = ((_target_velocity.Y - vel.Y) / 1.2f) * PID_D;
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}
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}
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}
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if (flying)
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@ -1255,7 +1249,11 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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public override Vector3 PIDTarget { set { return; } }
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public override bool PIDActive { set { return; } }
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public override bool PIDActive
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{
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get { return false; }
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set { return; }
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}
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public override float PIDTau { set { return; } }
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public override float PIDHoverHeight { set { return; } }
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@ -114,7 +114,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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private float m_PIDTau;
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private float PID_D = 35f;
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private float PID_G = 25f;
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private bool m_usePID;
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// KF: These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
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// and are for non-VEHICLES only.
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@ -351,11 +350,10 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (m_assetFailed)
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{
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d.GeomSetCategoryBits(prim_geom, 0);
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d.GeomSetCollideBits(prim_geom, BadAssetColideBits());
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d.GeomSetCollideBits(prim_geom, BadMeshAssetCollideBits);
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}
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else
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{
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d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
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d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
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}
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@ -425,7 +423,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (m_assetFailed)
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{
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d.GeomSetCategoryBits(prim_geom, 0);
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d.GeomSetCollideBits(prim_geom, BadAssetColideBits());
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d.GeomSetCollideBits(prim_geom, BadMeshAssetCollideBits);
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}
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else
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{
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@ -787,6 +785,14 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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}
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private void setAngularVelocity(float x, float y, float z)
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{
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if (Body != (IntPtr)0)
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{
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d.BodySetAngularVel(Body, x, y, z);
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}
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}
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/// <summary>
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/// Stop a prim from being subject to physics.
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/// </summary>
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@ -858,11 +864,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>();
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public int BadAssetColideBits()
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{
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return (m_isphysical ? (int)CollisionCategories.Land : 0);
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}
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private void setMesh(OdeScene parent_scene, IMesh mesh)
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{
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// m_log.DebugFormat("[ODE PRIM]: Setting mesh on {0} to {1}", Name, mesh);
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@ -1144,7 +1145,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
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if (prm.m_assetFailed)
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{
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d.GeomSetCategoryBits(prm.prim_geom, 0);
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d.GeomSetCollideBits(prm.prim_geom, prm.BadAssetColideBits());
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d.GeomSetCollideBits(prm.prim_geom, prm.BadMeshAssetCollideBits);
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}
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else
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{
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@ -1198,7 +1199,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
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if (m_assetFailed)
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{
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d.GeomSetCategoryBits(prim_geom, 0);
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d.GeomSetCollideBits(prim_geom, BadAssetColideBits());
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d.GeomSetCollideBits(prim_geom, BadMeshAssetCollideBits);
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}
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else
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{
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@ -1400,7 +1401,7 @@ Console.WriteLine("ZProcessTaints for " + Name);
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if (m_assetFailed)
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{
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d.GeomSetCategoryBits(prim_geom, 0);
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d.GeomSetCollideBits(prim_geom, BadAssetColideBits());
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d.GeomSetCollideBits(prim_geom, BadMeshAssetCollideBits);
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}
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else
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{
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@ -1729,7 +1730,7 @@ Console.WriteLine(" JointCreateFixed");
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// gravityz multiplier = 1 - m_buoyancy
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fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass;
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if (m_usePID)
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if (PIDActive)
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{
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//Console.WriteLine("PID " + Name);
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// KF - this is for object move? eg. llSetPos() ?
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fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
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}
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} // end if (m_usePID)
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} // end if (PIDActive)
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// Hover PID Controller needs to be mutually exlusive to MoveTo PID controller
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if (m_useHoverPID && !m_usePID)
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if (m_useHoverPID && !PIDActive)
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{
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//Console.WriteLine("Hover " + Name);
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}
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if (m_assetFailed)
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d.GeomSetCollideBits(prim_geom, BadAssetColideBits());
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d.GeomSetCollideBits(prim_geom, BadMeshAssetCollideBits);
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else
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d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
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if (value.IsFinite())
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{
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m_rotationalVelocity = value;
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setAngularVelocity(value.X, value.Y, value.Z);
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}
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else
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{
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@ -2872,7 +2874,7 @@ Console.WriteLine(" JointCreateFixed");
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// it does make sense to do this for tiny little instabilities with physical prim, however 0.5m/frame is fairly large.
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// 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
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// adding these logical exclusion situations to maintain this where I think it was intended to be.
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if (m_throttleUpdates || m_usePID || (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE) || (Amotor != IntPtr.Zero))
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if (m_throttleUpdates || PIDActive || (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE) || (Amotor != IntPtr.Zero))
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{
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m_minvelocity = 0.5f;
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}
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m_log.WarnFormat("[PHYSICS]: Got NaN PIDTarget from Scene on Object {0}", Name);
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}
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}
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public override bool PIDActive { set { m_usePID = value; } }
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public override bool PIDActive { get; set; }
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public override float PIDTau { set { m_PIDTau = value; } }
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public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
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@ -3350,7 +3352,7 @@ Console.WriteLine(" JointCreateFixed");
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RequestAssetDelegate assetProvider = _parent_scene.RequestAssetMethod;
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if (assetProvider != null)
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assetProvider(_pbs.SculptTexture, MeshAssetReceived);
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});
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}, null, "ODEPrim.CheckMeshAsset");
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}
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}
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@ -1969,16 +1969,11 @@ namespace OpenSim.Region.Physics.OdePlugin
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#region Add/Remove Entities
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public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
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public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying)
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{
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Vector3 pos;
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pos.X = position.X;
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pos.Y = position.Y;
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pos.Z = position.Z;
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OdeCharacter newAv
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= new OdeCharacter(
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avName, this, pos, size, avPIDD, avPIDP,
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avName, this, position, velocity, size, avPIDD, avPIDP,
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avCapRadius, avStandupTensor, avDensity,
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avMovementDivisorWalk, avMovementDivisorRun);
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