Minor refactoring of POS. Adds a Util.Clamp(x, min, max) function.

0.6.0-stable
Jeff Ames 2008-06-26 02:03:40 +00:00
parent 8a0a0f9bb5
commit 76e24d02ad
2 changed files with 28 additions and 53 deletions

View File

@ -130,6 +130,14 @@ namespace OpenSim.Framework
return Helpers.UIntsToLong(X, Y);
}
public static T Clamp<T>(T x, T min, T max)
where T : System.IComparable<T>
{
return x.CompareTo(max) > 0 ? max :
x.CompareTo(min) < 0 ? min :
x;
}
public static uint GetNextXferID()
{
uint id = 0;

View File

@ -107,14 +107,8 @@ namespace OpenSim.Region.Physics.POSPlugin
return prim;
}
private bool check_collision(POSCharacter c, POSPrim p)
private bool isColliding(POSCharacter c, POSPrim p)
{
/*
Console.WriteLine("checking whether " + c + " collides with " + p +
" absX: " + Math.Abs(p.Position.X - c.Position.X) +
" sizeX: " + p.Size.X * 0.5 + 0.5);
*/
Vector3 rotatedPos = p.Orientation.Inverse() *
new Vector3(c.Position.X - p.Position.X, c.Position.Y - p.Position.Y,
c.Position.Z - p.Position.Z);
@ -129,11 +123,11 @@ namespace OpenSim.Region.Physics.POSPlugin
return true;
}
private bool check_all_prims(POSCharacter c)
private bool isCollidingWithPrim(POSCharacter c)
{
for (int i = 0; i < _prims.Count; ++i)
{
if (check_collision(c, _prims[i]))
if (isColliding(c, _prims[i]))
{
return true;
}
@ -160,33 +154,19 @@ namespace OpenSim.Region.Physics.POSPlugin
if (!character.Flying)
{
character._target_velocity.Z += gravity*timeStep;
character._target_velocity.Z += gravity * timeStep;
}
character.Position.X += character._target_velocity.X * timeStep;
character.Position.Y += character._target_velocity.Y * timeStep;
character.Position.X = Util.Clamp(character.Position.X, 0.01f, Constants.RegionSize - 0.01f);
character.Position.Y = Util.Clamp(character.Position.Y, 0.01f, Constants.RegionSize - 0.01f);
bool forcedZ = false;
character.Position.X += character._target_velocity.X*timeStep;
character.Position.Y += character._target_velocity.Y*timeStep;
if (character.Position.Y < 0)
{
character.Position.Y = 0.1F;
}
else if (character.Position.Y >= Constants.RegionSize)
{
character.Position.Y = Constants.RegionSize - 0.1f;
}
if (character.Position.X < 0)
{
character.Position.X = 0.1F;
}
else if (character.Position.X >= Constants.RegionSize)
{
character.Position.X = Constants.RegionSize - 0.1f;
}
float terrainheight = _heightMap[(int)character.Position.Y * Constants.RegionSize + (int)character.Position.X];
if (character.Position.Z + (character._target_velocity.Z*timeStep) < terrainheight + 2)
if (character.Position.Z + (character._target_velocity.Z * timeStep) < terrainheight + 2)
{
character.Position.Z = terrainheight + 1.0f;
forcedZ = true;
@ -200,24 +180,26 @@ namespace OpenSim.Region.Physics.POSPlugin
/// Completely Bogus Collision Detection!!!
/// better known as the CBCD algorithm
if (check_all_prims(character))
if (isCollidingWithPrim(character))
{
character.Position.Z = oldposZ; // first try Z axis
if (check_all_prims(character))
if (isCollidingWithPrim(character))
{
character.Position.Z = oldposZ + 0.4f; // try harder
if (check_all_prims(character))
if (isCollidingWithPrim(character))
{
character.Position.X = oldposX;
character.Position.Y = oldposY;
character.Position.Z = oldposZ;
character.Position.X += character._target_velocity.X * timeStep;
if (check_all_prims(character))
if (isCollidingWithPrim(character))
{
character.Position.X = oldposX;
}
character.Position.Y += character._target_velocity.Y * timeStep;
if (check_all_prims(character))
if (isCollidingWithPrim(character))
{
character.Position.Y = oldposY;
}
@ -233,23 +215,8 @@ namespace OpenSim.Region.Physics.POSPlugin
}
}
if (character.Position.Y < 0)
{
character.Position.Y = 0.1F;
}
else if (character.Position.Y >= Constants.RegionSize)
{
character.Position.Y = Constants.RegionSize - 0.1f;
}
if (character.Position.X < 0)
{
character.Position.X = 0.1F;
}
else if (character.Position.X >= Constants.RegionSize)
{
character.Position.X = Constants.RegionSize - 0.1f;
}
character.Position.X = Util.Clamp(character.Position.X, 0.01f, Constants.RegionSize - 0.01f);
character.Position.Y = Util.Clamp(character.Position.Y, 0.01f, Constants.RegionSize - 0.01f);
character._velocity.X = (character.Position.X - oldposX)/timeStep;
character._velocity.Y = (character.Position.Y - oldposY)/timeStep;