* Mostly ODE update. Things are a bit more behaved then the last experimental update.
parent
205001ab8d
commit
5e36feada2
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@ -812,14 +812,23 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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if (m_physicsActor == null)
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if (m_physicsActor == null)
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{
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AddToPhysicalScene();
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AddToPhysicalScene();
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}
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m_pos += m_parentPosition + new LLVector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight);
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m_pos += m_parentPosition + new LLVector3(0.0f, 0.0f, 2.0f*m_sitAvatarHeight);
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m_parentPosition = new LLVector3();
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m_parentPosition = new LLVector3();
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m_parentID = 0;
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m_parentID = 0;
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SendFullUpdateToAllClients();
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SendFullUpdateToAllClients();
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if (m_physicsActor != null)
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{
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SetHeight(m_avHeight);
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}
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}
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}
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SetMovementAnimation(Animations.AnimsLLUUID["STAND"], 1);
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SetMovementAnimation(Animations.AnimsLLUUID["STAND"], 1);
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@ -112,11 +112,11 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (System.Environment.OSVersion.Platform == PlatformID.Unix)
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if (System.Environment.OSVersion.Platform == PlatformID.Unix)
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{
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{
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m_foundDebian = true;
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m_foundDebian = true;
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m_tensor = 1000000f;
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m_tensor = 2000000f;
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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_tensor = 1000000f;
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m_tensor = 1300000f;
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}
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}
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m_StandUpRotation =
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m_StandUpRotation =
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@ -367,6 +367,16 @@ namespace OpenSim.Region.Physics.OdePlugin
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private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ, float tensor)
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private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ, float tensor)
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{
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{
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if (System.Environment.OSVersion.Platform == PlatformID.Unix)
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{
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m_foundDebian = true;
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m_tensor = 2000000f;
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}
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else
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{
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m_tensor = 550000f;
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}
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int dAMotorEuler = 1;
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int dAMotorEuler = 1;
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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.MassSetCapsuleTotal(out ShellMass, m_mass, 2, CAPSULE_RADIUS, CAPSULE_LENGTH);
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d.MassSetCapsuleTotal(out ShellMass, m_mass, 2, CAPSULE_RADIUS, CAPSULE_LENGTH);
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@ -561,7 +571,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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// If the PID Controller isn't active then we set our force
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// If the PID Controller isn't active then we set our force
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// calculating base velocity to the current position
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// calculating base velocity to the current position
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PID_D = 2200.0f;
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PID_P = 900.0f;
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if (m_pidControllerActive == false)
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if (m_pidControllerActive == false)
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{
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{
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@ -599,8 +610,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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// Prim to avatar collisions
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// Prim to avatar collisions
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d.Vector3 pos = d.BodyGetPosition(Body);
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d.Vector3 pos = d.BodyGetPosition(Body);
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vec.X = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * PID_P;
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vec.X = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2);
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vec.Y = (_target_velocity.Y - vel.Y)*(PID_D) + (_zeroPosition.Y - pos.Y)*PID_P;
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vec.Y = (_target_velocity.Y - vel.Y)*(PID_D) + (_zeroPosition.Y - pos.Y)* (PID_P * 2);
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if (flying)
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if (flying)
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{
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{
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vec.Z = (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
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vec.Z = (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
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@ -612,12 +623,25 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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{
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m_pidControllerActive = true;
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m_pidControllerActive = true;
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_zeroFlag = false;
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_zeroFlag = false;
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if (m_iscolliding || flying)
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if (m_iscolliding && !flying)
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{
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{
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// We're flying and colliding with something
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// We're flying and colliding with something
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vec.X = ((_target_velocity.X/movementdivisor) - vel.X)*PID_D;
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vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D);
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vec.Y = ((_target_velocity.Y/movementdivisor) - vel.Y)*PID_D;
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vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (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 flying and colliding with something
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vec.X = ((_target_velocity.X/movementdivisor) - vel.X)*(PID_D / 16);
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vec.Y = ((_target_velocity.Y/movementdivisor) - vel.Y)*(PID_D / 16);
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}
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else if (!m_iscolliding && flying)
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{
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// We're flying and colliding with something
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vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D/6);
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vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D/6);
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}
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if (m_iscolliding && !flying && _target_velocity.Z > 0.0f)
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if (m_iscolliding && !flying && _target_velocity.Z > 0.0f)
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{
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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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// We're colliding with something and we're not flying but we're moving
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@ -338,7 +338,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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{
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//This is disabled at the moment only because it needs more tweaking
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//This is disabled at the moment only because it needs more tweaking
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//It will eventually be uncommented
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//It will eventually be uncommented
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/*
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if (contacts[i].depth >= 1.00f)
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if (contacts[i].depth >= 1.00f)
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{
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{
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//MainLog.Instance.Debug("PHYSICS",contacts[i].depth.ToString());
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//MainLog.Instance.Debug("PHYSICS",contacts[i].depth.ToString());
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@ -350,6 +350,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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(p1.PhysicsActorType == (int) ActorTypes.Agent &&
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(p1.PhysicsActorType == (int) ActorTypes.Agent &&
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p2.PhysicsActorType == (int) ActorTypes.Prim))
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p2.PhysicsActorType == (int) ActorTypes.Prim))
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{
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{
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//contacts[i].depth = contacts[i].depth * 4.15f;
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/*
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if (p2.PhysicsActorType == (int) ActorTypes.Agent)
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if (p2.PhysicsActorType == (int) ActorTypes.Agent)
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{
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{
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p2.CollidingObj = true;
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p2.CollidingObj = true;
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@ -380,8 +382,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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//contacts[i].depth = 0.0000000f;
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//contacts[i].depth = 0.0000000f;
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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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// If you interpenetrate a prim with another prim
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// If you interpenetrate a prim with another prim
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if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim)
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if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim)
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