Merge branch 'ubitwork' of ssh://3dhosting.de/var/git/careminster into ubitwork

avinationmerge
ubit 2012-12-11 23:55:34 +01:00
commit 7d2dad0ffa
4 changed files with 109 additions and 89 deletions

View File

@ -2028,7 +2028,7 @@ namespace OpenSim.Data.MySQL
using (MySqlCommand cmd = dbcon.CreateCommand())
{
cmd.CommandText = "select UUID from prims where RegionUUID = ?RegionUUID";
cmd.CommandText = "select UUID from prims where RegionUUID = ?RegionUUID and SceneGroupID = UUID";
cmd.Parameters.AddWithValue("RegionUUID", regionID.ToString());
using (IDataReader reader = ExecuteReader(cmd))

View File

@ -147,15 +147,9 @@ namespace OpenSim.Region.Physics.Manager
return ret;
}
public virtual PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size,float feetOffset, bool isFlying)
public virtual PhysicsActor AddAvatar(uint localID, string avName, Vector3 position, Vector3 size, float feetOffset, bool isFlying)
{
return null;
}
public virtual PhysicsActor AddAvatar(uint localID,string avName, Vector3 position, Vector3 size, float feetOffset, bool isFlying)
{
PhysicsActor ret = AddAvatar(avName, position, size,feetOffset, isFlying);
if (ret != null) ret.LocalID = localID;
PhysicsActor ret = AddAvatar(localID, avName, position, size, isFlying);
return ret;
}

View File

@ -80,6 +80,7 @@ namespace OpenSim.Region.Physics.OdePlugin
private Vector3 m_rotationalVelocity;
private Vector3 m_size;
private Quaternion m_orientation;
private Quaternion m_orientation2D;
private float m_mass = 80f;
public float m_density = 60f;
private bool m_pidControllerActive = true;
@ -165,9 +166,10 @@ namespace OpenSim.Region.Physics.OdePlugin
public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, Vector3 pSize, float pfeetOffset, float density, float walk_divisor, float rundivisor)
public OdeCharacter(uint localID, String avName, OdeScene parent_scene, Vector3 pos, Vector3 pSize, float pfeetOffset, float density, float walk_divisor, float rundivisor)
{
m_uuid = UUID.Random();
m_localID = localID;
timeStep = parent_scene.ODE_STEPSIZE;
invtimeStep = 1 / timeStep;
@ -206,6 +208,7 @@ namespace OpenSim.Region.Physics.OdePlugin
m_feetOffset = pfeetOffset;
m_orientation = Quaternion.Identity;
m_orientation2D = Quaternion.Identity;
m_density = density;
// force lower density for testing
@ -648,7 +651,6 @@ namespace OpenSim.Region.Physics.OdePlugin
{
// fakeori = value;
// givefakeori++;
value.Normalize();
AddChange(changes.Orientation, value);
}
@ -969,78 +971,86 @@ namespace OpenSim.Region.Physics.OdePlugin
if (m_collisionException)
return false;
Vector3 offset;
if (me == bbox) // if moving fast
{
// force a full inelastic collision
m_collisionException = true;
Vector3 off = m_size * 0.5f;
off.X += contact.depth;
off.Y += contact.depth;
off.Z += contact.depth;
offset = m_size * m_orientation2D;
offset.X = (float)Math.Abs(offset.X) * 0.5f + contact.depth;
offset.Y = (float)Math.Abs(offset.Y) * 0.5f + contact.depth;
offset.Z = (float)Math.Abs(offset.Z) * 0.5f + contact.depth;
if (reverse)
{
off.X *= -contact.normal.X;
off.Y *= -contact.normal.Y;
off.Z *= -contact.normal.Z;
offset.X *= -contact.normal.X;
offset.Y *= -contact.normal.Y;
offset.Z *= -contact.normal.Z;
}
else
{
off.X *= contact.normal.X;
off.Y *= contact.normal.Y;
off.Z *= contact.normal.Z;
offset.X *= contact.normal.X;
offset.Y *= contact.normal.Y;
offset.Z *= contact.normal.Z;
}
off.X += contact.pos.X;
off.Y += contact.pos.Y;
off.Z += contact.pos.Z;
offset.X += contact.pos.X;
offset.Y += contact.pos.Y;
offset.Z += contact.pos.Z;
_position = off;
_position = offset;
return false;
}
if (me == topbox) // keep a box head
return true;
offset.X = contact.pos.X - _position.X;
offset.Y = contact.pos.Y - _position.Y;
float t;
float offx = contact.pos.X - _position.X;
float offy = contact.pos.Y - _position.Y;
if (me == topbox)
{
offset.Z = contact.pos.Z - _position.Z;
offset.Normalize();
if (reverse)
{
contact.normal.X = offset.X;
contact.normal.Y = offset.Y;
contact.normal.Z = offset.Z;
}
else
{
contact.normal.X = -offset.X;
contact.normal.Y = -offset.Y;
contact.normal.Z = -offset.Z;
}
return true;
}
if (me == midbox)
{
if (Math.Abs(contact.normal.Z) > 0.95f)
{
float nz = contact.normal.Z;
if (!reverse)
nz = -nz;
offset.Z = contact.pos.Z - _position.Z;
else
offset.Z = contact.normal.Z;
if (nz > 0)
return true; // missed head TODO
// missed feet collision?
return true;
}
t = offx * offx + offy * offy;
t = (float)Math.Sqrt(t);
t = 1 / t;
offx *= t;
offy *= t;
offset.Normalize();
if (reverse)
{
contact.normal.X = offx;
contact.normal.Y = offy;
contact.normal.X = offset.X;
contact.normal.Y = offset.Y;
contact.normal.Z = offset.Z;
}
else
{
contact.normal.X = -offx;
contact.normal.Y = -offy;
contact.normal.X = -offset.X;
contact.normal.Y = -offset.Y;
contact.normal.Z = -offset.Z;
}
contact.normal.Z = 0;
return true;
}
@ -1062,39 +1072,33 @@ namespace OpenSim.Region.Physics.OdePlugin
return true;
}
offset.Z = h - feetOff; // distance from top of feetbox
float offz = h - feetOff; // distance from top of feetbox
if (offz > 0)
if (offset.Z > 0)
return false;
if (offz > -0.01)
if (offset.Z > -0.01)
{
offx = 0;
offy = 0;
offz = -1.0f;
offset.X = 0;
offset.Y = 0;
offset.Z = -1.0f;
}
else
{
t = offx * offx + offy * offy + offz * offz;
t = (float)Math.Sqrt(t);
t = 1 / t;
offx *= t;
offy *= t;
offz *= t;
offset.Normalize();
}
if (reverse)
{
contact.normal.X = offx;
contact.normal.Y = offy;
contact.normal.Z = offz;
contact.normal.X = offset.X;
contact.normal.Y = offset.Y;
contact.normal.Z = offset.Z;
}
else
{
contact.normal.X = -offx;
contact.normal.Y = -offy;
contact.normal.Z = -offz;
contact.normal.X = -offset.X;
contact.normal.Y = -offset.Y;
contact.normal.Z = -offset.Z;
}
feetcollision = true;
if (h < boneOff)
@ -1124,7 +1128,7 @@ namespace OpenSim.Region.Physics.OdePlugin
float v = _velocity.Length();
if (v != 0)
{
v = 6.0f / v;
v = 5.0f / v;
_velocity = _velocity * v;
d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
}
@ -1140,10 +1144,10 @@ namespace OpenSim.Region.Physics.OdePlugin
// so force it back to identity
d.Quaternion qtmp;
qtmp.W = m_orientation.W;
qtmp.X = m_orientation.X;
qtmp.Y = m_orientation.Y;
qtmp.Z = m_orientation.Z;
qtmp.W = m_orientation2D.W;
qtmp.X = m_orientation2D.X;
qtmp.Y = m_orientation2D.Y;
qtmp.Z = m_orientation2D.Z;
d.BodySetQuaternion(Body, ref qtmp);
if (m_pidControllerActive == false)
@ -1209,7 +1213,7 @@ namespace OpenSim.Region.Physics.OdePlugin
d.AABB aabb;
d.GeomGetAABB(feetbox, out aabb);
float chrminZ = aabb.MinZ - 0.02f; // move up a bit
float chrminZ = aabb.MinZ; ; // move up a bit
Vector3 posch = localpos;
float ftmp;
@ -1252,7 +1256,7 @@ namespace OpenSim.Region.Physics.OdePlugin
contact.PenetrationDepth = depth;
contact.Position.X = localpos.X;
contact.Position.Y = localpos.Y;
contact.Position.Z = chrminZ;
contact.Position.Z = terrainheight;
contact.SurfaceNormal.X = 0.0f;
contact.SurfaceNormal.Y = 0.0f;
contact.SurfaceNormal.Z = -1f;
@ -1676,14 +1680,36 @@ namespace OpenSim.Region.Physics.OdePlugin
private void changeOrientation(Quaternion newOri)
{
if (m_orientation != newOri)
{
m_orientation = newOri; // keep a copy for core use
// but only use rotations around Z
m_orientation2D.W = newOri.W;
m_orientation2D.Z = newOri.Z;
float t = m_orientation2D.W * m_orientation2D.W + m_orientation2D.Z * m_orientation2D.Z;
if (t > 0)
{
t = 1.0f / (float)Math.Sqrt(t);
m_orientation2D.W *= t;
m_orientation2D.Z *= t;
}
else
{
m_orientation2D.W = 1.0f;
m_orientation2D.Z = 0f;
}
m_orientation2D.Y = 0f;
m_orientation2D.X = 0f;
d.Quaternion myrot = new d.Quaternion();
myrot.X = newOri.X;
myrot.Y = newOri.Y;
myrot.Z = newOri.Z;
myrot.W = newOri.W;
float t = d.JointGetAMotorAngle(Amotor, 2);
d.BodySetQuaternion(Body,ref myrot);
m_orientation = newOri;
myrot.X = m_orientation2D.X;
myrot.Y = m_orientation2D.Y;
myrot.Z = m_orientation2D.Z;
myrot.W = m_orientation2D.W;
d.BodySetQuaternion(Body, ref myrot);
}
}
private void changeVelocity(Vector3 newVel)

View File

@ -1251,13 +1251,13 @@ namespace OpenSim.Region.Physics.OdePlugin
#region Add/Remove Entities
public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, float feetOffset, bool isFlying)
public override PhysicsActor AddAvatar(uint localID, string avName, Vector3 position, Vector3 size, float feetOffset, bool isFlying)
{
Vector3 pos;
pos.X = position.X;
pos.Y = position.Y;
pos.Z = position.Z;
OdeCharacter newAv = new OdeCharacter(avName, this, pos, size, feetOffset, avDensity, avMovementDivisorWalk, avMovementDivisorRun);
OdeCharacter newAv = new OdeCharacter(localID,avName, this, pos, size, feetOffset, avDensity, avMovementDivisorWalk, avMovementDivisorRun);
newAv.Flying = isFlying;
newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;