* Return of the avatar wobble.

ThreadPoolClientBranch
Teravus Ovares 2008-01-18 21:38:47 +00:00
parent ab5527dd53
commit 741d136f8c
1 changed files with 43 additions and 35 deletions

View File

@ -73,6 +73,7 @@ namespace OpenSim.Region.Physics.OdePlugin
private static float POSTURE_SERVO = 10000.0f;
public static float CAPSULE_RADIUS = 0.37f;
public float CAPSULE_LENGTH = 2.140599f;
private float m_tensor = 3800000f;
private bool flying = false;
private bool m_iscolliding = false;
private bool m_iscollidingGround = false;
@ -107,8 +108,8 @@ namespace OpenSim.Region.Physics.OdePlugin
_parent_scene = parent_scene;
m_StandUpRotation =
new d.Matrix3(0.8184158f, -0.5744568f, -0.0139677f, 0.5744615f, 0.8185215f, -0.004074608f, 0.01377355f,
-0.004689182f, 0.9998941f);
new d.Matrix3(0.5f, 0.7071068f, 0.5f, -0.7071068f, 0f, 0.7071068f, 0.5f, -0.7071068f,
0.5f);
for (int i = 0; i < 11; i++)
{
@ -117,7 +118,7 @@ namespace OpenSim.Region.Physics.OdePlugin
lock (OdeScene.OdeLock)
{
AvatarGeomAndBodyCreation(pos.X, pos.Y, pos.Z);
AvatarGeomAndBodyCreation(pos.X, pos.Y, pos.Z, m_tensor);
}
m_name = avName;
parent_scene.geom_name_map[Shell] = avName;
@ -325,7 +326,7 @@ namespace OpenSim.Region.Physics.OdePlugin
m_pidControllerActive = true;
lock (OdeScene.OdeLock)
{
d.JointDestroy(Amotor);
//d.JointDestroy(Amotor);
PhysicsVector SetSize = value;
float prevCapsule = CAPSULE_LENGTH;
@ -337,7 +338,7 @@ namespace OpenSim.Region.Physics.OdePlugin
d.BodyDestroy(Body);
d.GeomDestroy(Shell);
AvatarGeomAndBodyCreation(_position.X, _position.Y,
_position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule)*2));
_position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
Velocity = new PhysicsVector(0f, 0f, 0f);
}
@ -351,7 +352,7 @@ namespace OpenSim.Region.Physics.OdePlugin
/// <param name="npositionX"></param>
/// <param name="npositionY"></param>
/// <param name="npositionZ"></param>
private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ)
private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ, float tensor)
{
int dAMotorEuler = 1;
@ -361,44 +362,49 @@ namespace OpenSim.Region.Physics.OdePlugin
d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
d.BodySetMass(Body, ref ShellMass);
d.Matrix3 m_caprot;
// 90 Stand up on the cap of the capped cyllinder
d.RFromAxisAndAngle(out m_StandUpRotation, 1, 0, 1, (float)(Math.PI / 2));
//d.RFromAxisAndAngle(out m_caprot, 1, 0, 1, (float)(Math.PI / 2));
d.GeomSetRotation(Shell, ref m_StandUpRotation);
d.BodySetRotation(Body, ref m_StandUpRotation);
//d.GeomSetRotation(Shell, ref m_caprot);
//d.BodySetRotation(Body, ref m_caprot);
d.GeomSetBody(Shell, Body);
// The purpose of the AMotor here is to keep the avatar's physical
// surrogate from rotating while moving
Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
d.JointAttach(Amotor, Body, IntPtr.Zero);
d.JointSetAMotorMode(Amotor, dAMotorEuler);
d.JointSetAMotorNumAxes(Amotor, 3);
d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
d.JointSetAMotorAngle(Amotor, 0, 0);
d.JointSetAMotorAngle(Amotor, 1, 0);
d.JointSetAMotorAngle(Amotor, 2, 0);
//Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
//d.JointAttach(Amotor, Body, IntPtr.Zero);
///d.JointSetAMotorMode(Amotor, dAMotorEuler);
//d.JointSetAMotorNumAxes(Amotor, 3);
//d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
//d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
//d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
//d.JointSetAMotorAngle(Amotor, 0, 0);
//d.JointSetAMotorAngle(Amotor, 1, 0);
//d.JointSetAMotorAngle(Amotor, 2, 0);
// These lowstops and high stops are effectively (no wiggle room)
d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0.000000000001f);
d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0.000000000001f);
d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0.000000000001f);
d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.000000000001f);
d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0.000000000001f);
d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.000000000001f);
//d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0.000000000001f);
//d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0.000000000001f);
//d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0.000000000001f);
//d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.000000000001f);
//d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0.000000000001f);
//d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.000000000001f);
// Fudge factor is 1f by default, we're setting it to 0. We don't want it to Fudge or the
// capped cyllinder will fall over
d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f);
d.JointSetAMotorParam(Amotor, (int)dParam.FMax, 3800000f);
//d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f);
//d.JointSetAMotorParam(Amotor, (int)dParam.FMax, tensor);
standupStraight();
//d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
//d.QfromR(
//d.Matrix3 checkrotation = new d.Matrix3(0.7071068,0.5, -0.7071068,
//
//OpenSim.Framework.Console.MainLog.Instance.Verbose("PHYSICSAV", "Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
//standupStraight();
@ -435,8 +441,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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.Matrix3 bodyrotation = d.BodyGetRotation(Body);
OpenSim.Framework.Console.MainLog.Instance.Verbose("PHYSICSAV", "Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
//d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
//OpenSim.Framework.Console.MainLog.Instance.Verbose("PHYSICSAV", "Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
}
public override PhysicsVector Force
@ -521,7 +527,9 @@ namespace OpenSim.Region.Physics.OdePlugin
if (!collidelock)
{
d.BodyAddForce(Body, force.X, force.Y, force.Z);
//standupStraight();
//d.BodySetRotation(Body, ref m_StandUpRotation);
standupStraight();
}
}
@ -713,7 +721,7 @@ namespace OpenSim.Region.Physics.OdePlugin
lock (OdeScene.OdeLock)
{
// Kill the Amotor
d.JointDestroy(Amotor);
//d.JointDestroy(Amotor);
//kill the Geometry
d.GeomDestroy(Shell);