Merge branch 'ubitwork' of ssh://3dhosting.de/var/git/careminster into ubitwork
commit
7d2dad0ffa
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@ -2028,7 +2028,7 @@ namespace OpenSim.Data.MySQL
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using (MySqlCommand cmd = dbcon.CreateCommand())
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{
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cmd.CommandText = "select UUID from prims where RegionUUID = ?RegionUUID";
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cmd.CommandText = "select UUID from prims where RegionUUID = ?RegionUUID and SceneGroupID = UUID";
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cmd.Parameters.AddWithValue("RegionUUID", regionID.ToString());
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using (IDataReader reader = ExecuteReader(cmd))
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@ -147,15 +147,9 @@ namespace OpenSim.Region.Physics.Manager
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return ret;
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}
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public virtual PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size,float feetOffset, bool isFlying)
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public virtual PhysicsActor AddAvatar(uint localID, string avName, Vector3 position, Vector3 size, float feetOffset, bool isFlying)
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{
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return null;
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}
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public virtual PhysicsActor AddAvatar(uint localID,string avName, Vector3 position, Vector3 size, float feetOffset, bool isFlying)
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{
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PhysicsActor ret = AddAvatar(avName, position, size,feetOffset, isFlying);
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if (ret != null) ret.LocalID = localID;
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PhysicsActor ret = AddAvatar(localID, avName, position, size, isFlying);
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return ret;
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}
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@ -80,6 +80,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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private Vector3 m_rotationalVelocity;
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private Vector3 m_size;
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private Quaternion m_orientation;
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private Quaternion m_orientation2D;
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private float m_mass = 80f;
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public float m_density = 60f;
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private bool m_pidControllerActive = true;
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@ -165,9 +166,10 @@ namespace OpenSim.Region.Physics.OdePlugin
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public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, Vector3 pSize, float pfeetOffset, float density, float walk_divisor, float rundivisor)
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public OdeCharacter(uint localID, String avName, OdeScene parent_scene, Vector3 pos, Vector3 pSize, float pfeetOffset, float density, float walk_divisor, float rundivisor)
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{
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m_uuid = UUID.Random();
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m_localID = localID;
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timeStep = parent_scene.ODE_STEPSIZE;
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invtimeStep = 1 / timeStep;
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@ -206,6 +208,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_feetOffset = pfeetOffset;
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m_orientation = Quaternion.Identity;
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m_orientation2D = Quaternion.Identity;
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m_density = density;
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// force lower density for testing
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@ -648,7 +651,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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// fakeori = value;
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// givefakeori++;
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value.Normalize();
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AddChange(changes.Orientation, value);
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}
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@ -969,78 +971,86 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (m_collisionException)
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return false;
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Vector3 offset;
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if (me == bbox) // if moving fast
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{
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// force a full inelastic collision
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m_collisionException = true;
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Vector3 off = m_size * 0.5f;
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off.X += contact.depth;
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off.Y += contact.depth;
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off.Z += contact.depth;
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offset = m_size * m_orientation2D;
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offset.X = (float)Math.Abs(offset.X) * 0.5f + contact.depth;
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offset.Y = (float)Math.Abs(offset.Y) * 0.5f + contact.depth;
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offset.Z = (float)Math.Abs(offset.Z) * 0.5f + contact.depth;
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if (reverse)
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{
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off.X *= -contact.normal.X;
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off.Y *= -contact.normal.Y;
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off.Z *= -contact.normal.Z;
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offset.X *= -contact.normal.X;
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offset.Y *= -contact.normal.Y;
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offset.Z *= -contact.normal.Z;
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}
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else
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{
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off.X *= contact.normal.X;
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off.Y *= contact.normal.Y;
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off.Z *= contact.normal.Z;
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offset.X *= contact.normal.X;
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offset.Y *= contact.normal.Y;
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offset.Z *= contact.normal.Z;
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}
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off.X += contact.pos.X;
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off.Y += contact.pos.Y;
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off.Z += contact.pos.Z;
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offset.X += contact.pos.X;
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offset.Y += contact.pos.Y;
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offset.Z += contact.pos.Z;
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_position = off;
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_position = offset;
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return false;
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}
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if (me == topbox) // keep a box head
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return true;
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offset.X = contact.pos.X - _position.X;
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offset.Y = contact.pos.Y - _position.Y;
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float t;
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float offx = contact.pos.X - _position.X;
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float offy = contact.pos.Y - _position.Y;
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if (me == topbox)
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{
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offset.Z = contact.pos.Z - _position.Z;
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offset.Normalize();
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if (reverse)
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{
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contact.normal.X = offset.X;
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contact.normal.Y = offset.Y;
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contact.normal.Z = offset.Z;
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}
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else
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{
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contact.normal.X = -offset.X;
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contact.normal.Y = -offset.Y;
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contact.normal.Z = -offset.Z;
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}
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return true;
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}
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if (me == midbox)
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{
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if (Math.Abs(contact.normal.Z) > 0.95f)
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{
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float nz = contact.normal.Z;
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if (!reverse)
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nz = -nz;
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offset.Z = contact.pos.Z - _position.Z;
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else
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offset.Z = contact.normal.Z;
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if (nz > 0)
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return true; // missed head TODO
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// missed feet collision?
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return true;
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}
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t = offx * offx + offy * offy;
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t = (float)Math.Sqrt(t);
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t = 1 / t;
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offx *= t;
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offy *= t;
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offset.Normalize();
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if (reverse)
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{
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contact.normal.X = offx;
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contact.normal.Y = offy;
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contact.normal.X = offset.X;
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contact.normal.Y = offset.Y;
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contact.normal.Z = offset.Z;
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}
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else
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{
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contact.normal.X = -offx;
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contact.normal.Y = -offy;
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contact.normal.X = -offset.X;
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contact.normal.Y = -offset.Y;
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contact.normal.Z = -offset.Z;
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}
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contact.normal.Z = 0;
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return true;
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}
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@ -1062,39 +1072,33 @@ namespace OpenSim.Region.Physics.OdePlugin
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return true;
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}
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offset.Z = h - feetOff; // distance from top of feetbox
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float offz = h - feetOff; // distance from top of feetbox
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if (offz > 0)
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if (offset.Z > 0)
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return false;
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if (offz > -0.01)
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if (offset.Z > -0.01)
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{
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offx = 0;
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offy = 0;
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offz = -1.0f;
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offset.X = 0;
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offset.Y = 0;
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offset.Z = -1.0f;
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}
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else
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{
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t = offx * offx + offy * offy + offz * offz;
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t = (float)Math.Sqrt(t);
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t = 1 / t;
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offx *= t;
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offy *= t;
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offz *= t;
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offset.Normalize();
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}
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if (reverse)
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{
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contact.normal.X = offx;
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contact.normal.Y = offy;
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contact.normal.Z = offz;
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contact.normal.X = offset.X;
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contact.normal.Y = offset.Y;
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contact.normal.Z = offset.Z;
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}
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else
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{
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contact.normal.X = -offx;
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contact.normal.Y = -offy;
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contact.normal.Z = -offz;
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contact.normal.X = -offset.X;
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contact.normal.Y = -offset.Y;
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contact.normal.Z = -offset.Z;
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}
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feetcollision = true;
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if (h < boneOff)
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@ -1124,7 +1128,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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float v = _velocity.Length();
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if (v != 0)
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{
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v = 6.0f / v;
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v = 5.0f / v;
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_velocity = _velocity * v;
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d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
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}
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@ -1140,10 +1144,10 @@ namespace OpenSim.Region.Physics.OdePlugin
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// so force it back to identity
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d.Quaternion qtmp;
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qtmp.W = m_orientation.W;
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qtmp.X = m_orientation.X;
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qtmp.Y = m_orientation.Y;
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qtmp.Z = m_orientation.Z;
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qtmp.W = m_orientation2D.W;
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qtmp.X = m_orientation2D.X;
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qtmp.Y = m_orientation2D.Y;
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qtmp.Z = m_orientation2D.Z;
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d.BodySetQuaternion(Body, ref qtmp);
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if (m_pidControllerActive == false)
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@ -1209,7 +1213,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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d.AABB aabb;
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d.GeomGetAABB(feetbox, out aabb);
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float chrminZ = aabb.MinZ - 0.02f; // move up a bit
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float chrminZ = aabb.MinZ; ; // move up a bit
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Vector3 posch = localpos;
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float ftmp;
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@ -1252,7 +1256,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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contact.PenetrationDepth = depth;
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contact.Position.X = localpos.X;
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contact.Position.Y = localpos.Y;
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contact.Position.Z = chrminZ;
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contact.Position.Z = terrainheight;
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contact.SurfaceNormal.X = 0.0f;
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contact.SurfaceNormal.Y = 0.0f;
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contact.SurfaceNormal.Z = -1f;
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@ -1676,14 +1680,36 @@ namespace OpenSim.Region.Physics.OdePlugin
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private void changeOrientation(Quaternion newOri)
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{
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if (m_orientation != newOri)
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{
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m_orientation = newOri; // keep a copy for core use
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// but only use rotations around Z
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m_orientation2D.W = newOri.W;
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m_orientation2D.Z = newOri.Z;
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float t = m_orientation2D.W * m_orientation2D.W + m_orientation2D.Z * m_orientation2D.Z;
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if (t > 0)
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{
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t = 1.0f / (float)Math.Sqrt(t);
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m_orientation2D.W *= t;
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m_orientation2D.Z *= t;
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}
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else
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{
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m_orientation2D.W = 1.0f;
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m_orientation2D.Z = 0f;
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}
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m_orientation2D.Y = 0f;
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m_orientation2D.X = 0f;
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d.Quaternion myrot = new d.Quaternion();
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myrot.X = newOri.X;
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myrot.Y = newOri.Y;
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myrot.Z = newOri.Z;
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myrot.W = newOri.W;
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float t = d.JointGetAMotorAngle(Amotor, 2);
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d.BodySetQuaternion(Body,ref myrot);
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m_orientation = newOri;
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myrot.X = m_orientation2D.X;
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myrot.Y = m_orientation2D.Y;
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myrot.Z = m_orientation2D.Z;
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myrot.W = m_orientation2D.W;
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d.BodySetQuaternion(Body, ref myrot);
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}
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}
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private void changeVelocity(Vector3 newVel)
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@ -1251,13 +1251,13 @@ namespace OpenSim.Region.Physics.OdePlugin
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#region Add/Remove Entities
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public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, float feetOffset, bool isFlying)
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public override PhysicsActor AddAvatar(uint localID, string avName, Vector3 position, Vector3 size, float feetOffset, bool isFlying)
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{
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Vector3 pos;
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pos.X = position.X;
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pos.Y = position.Y;
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pos.Z = position.Z;
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OdeCharacter newAv = new OdeCharacter(avName, this, pos, size, feetOffset, avDensity, avMovementDivisorWalk, avMovementDivisorRun);
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OdeCharacter newAv = new OdeCharacter(localID,avName, this, pos, size, feetOffset, avDensity, avMovementDivisorWalk, avMovementDivisorRun);
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newAv.Flying = isFlying;
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newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
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