* Mostly ODE update. Things are a bit more behaved then the last experimental update.

ThreadPoolClientBranch
Teravus Ovares 2008-01-28 03:25:02 +00:00
parent 205001ab8d
commit 5e36feada2
3 changed files with 47 additions and 11 deletions

View File

@ -812,7 +812,10 @@ namespace OpenSim.Region.Environment.Scenes
}
if (m_physicsActor == null)
{
AddToPhysicalScene();
}
m_pos += m_parentPosition + new LLVector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight);
m_parentPosition = new LLVector3();
@ -820,6 +823,12 @@ namespace OpenSim.Region.Environment.Scenes
m_parentID = 0;
SendFullUpdateToAllClients();
if (m_physicsActor != null)
{
SetHeight(m_avHeight);
}
}
SetMovementAnimation(Animations.AnimsLLUUID["STAND"], 1);

View File

@ -112,11 +112,11 @@ namespace OpenSim.Region.Physics.OdePlugin
if (System.Environment.OSVersion.Platform == PlatformID.Unix)
{
m_foundDebian = true;
m_tensor = 1000000f;
m_tensor = 2000000f;
}
else
{
m_tensor = 1000000f;
m_tensor = 1300000f;
}
m_StandUpRotation =
@ -366,7 +366,17 @@ namespace OpenSim.Region.Physics.OdePlugin
/// <param name="npositionZ"></param>
private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ, float tensor)
{
if (System.Environment.OSVersion.Platform == PlatformID.Unix)
{
m_foundDebian = true;
m_tensor = 2000000f;
}
else
{
m_tensor = 550000f;
}
int dAMotorEuler = 1;
Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH);
d.MassSetCapsuleTotal(out ShellMass, m_mass, 2, CAPSULE_RADIUS, CAPSULE_LENGTH);
@ -561,7 +571,8 @@ namespace OpenSim.Region.Physics.OdePlugin
// If the PID Controller isn't active then we set our force
// calculating base velocity to the current position
PID_D = 2200.0f;
PID_P = 900.0f;
if (m_pidControllerActive == false)
{
@ -599,8 +610,8 @@ namespace OpenSim.Region.Physics.OdePlugin
// Prim to avatar collisions
d.Vector3 pos = d.BodyGetPosition(Body);
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.X = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2);
vec.Y = (_target_velocity.Y - vel.Y)*(PID_D) + (_zeroPosition.Y - pos.Y)* (PID_P * 2);
if (flying)
{
vec.Z = (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
@ -612,12 +623,25 @@ namespace OpenSim.Region.Physics.OdePlugin
{
m_pidControllerActive = true;
_zeroFlag = false;
if (m_iscolliding || flying)
if (m_iscolliding && !flying)
{
// We're flying and colliding with something
vec.X = ((_target_velocity.X/movementdivisor) - vel.X)*PID_D;
vec.Y = ((_target_velocity.Y/movementdivisor) - vel.Y)*PID_D;
vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D);
vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D);
}
else if (m_iscolliding && flying)
{
// We're flying and colliding with something
vec.X = ((_target_velocity.X/movementdivisor) - vel.X)*(PID_D / 16);
vec.Y = ((_target_velocity.Y/movementdivisor) - vel.Y)*(PID_D / 16);
}
else if (!m_iscolliding && flying)
{
// We're flying and colliding with something
vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D/6);
vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D/6);
}
if (m_iscolliding && !flying && _target_velocity.Z > 0.0f)
{
// We're colliding with something and we're not flying but we're moving

View File

@ -338,7 +338,7 @@ namespace OpenSim.Region.Physics.OdePlugin
{
//This is disabled at the moment only because it needs more tweaking
//It will eventually be uncommented
/*
if (contacts[i].depth >= 1.00f)
{
//MainLog.Instance.Debug("PHYSICS",contacts[i].depth.ToString());
@ -350,6 +350,8 @@ namespace OpenSim.Region.Physics.OdePlugin
(p1.PhysicsActorType == (int) ActorTypes.Agent &&
p2.PhysicsActorType == (int) ActorTypes.Prim))
{
//contacts[i].depth = contacts[i].depth * 4.15f;
/*
if (p2.PhysicsActorType == (int) ActorTypes.Agent)
{
p2.CollidingObj = true;
@ -380,8 +382,9 @@ namespace OpenSim.Region.Physics.OdePlugin
//contacts[i].depth = 0.0000000f;
}
*/
}
*/
// If you interpenetrate a prim with another prim
if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim)