* Added an Avatar control tweak that disables the PID controller in certain circumstances.
* This allows collisions with other avatar and prim with a velocity greater then 0 to push avatar around.afrisby
parent
8a8c89a0f3
commit
81828c9b14
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@ -46,6 +46,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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private PhysicsVector _target_velocity;
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private PhysicsVector _acceleration;
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private PhysicsVector m_rotationalVelocity;
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private bool m_pidControllerActive = true;
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private static float PID_D = 3020.0f;
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private static float PID_P = 7000.0f;
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private static float POSTURE_SERVO = 10000.0f;
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@ -56,6 +57,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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private bool m_iscollidingGround = false;
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private bool m_wascolliding = false;
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private bool m_wascollidingGround = false;
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private bool m_iscollidingObj = false;
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private bool m_wascollidingObj = false;
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private bool m_alwaysRun = false;
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private bool m_hackSentFall = false;
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private bool m_hackSentFly = false;
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@ -165,10 +168,13 @@ namespace OpenSim.Region.Physics.OdePlugin
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else
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{
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m_iscolliding = true;
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}
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if (m_wascolliding != m_iscolliding)
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{
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base.SendCollisionUpdate(new CollisionEventUpdate());
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}
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m_wascolliding = m_iscolliding;
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}
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@ -222,8 +228,14 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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public override bool CollidingObj
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{
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get { return false; }
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set { return; }
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get { return m_iscollidingObj; }
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set {
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m_iscollidingObj = value;
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if (value)
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m_pidControllerActive = false;
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else
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m_pidControllerActive = true;
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}
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}
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public override PhysicsVector Position
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@ -248,6 +260,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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get { return new PhysicsVector(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); }
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set
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{
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m_pidControllerActive = true;
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lock (OdeScene.OdeLock)
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{
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PhysicsVector SetSize = value;
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@ -282,7 +295,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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public override PhysicsVector Velocity
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{
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get { return _velocity; }
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set { _target_velocity = value; }
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set {
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m_pidControllerActive = true;
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_target_velocity = value; }
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}
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public override bool Kinematic
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@ -304,12 +319,13 @@ namespace OpenSim.Region.Physics.OdePlugin
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public void SetAcceleration(PhysicsVector accel)
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{
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m_pidControllerActive = true;
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_acceleration = accel;
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}
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public override void AddForce(PhysicsVector force)
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{
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m_pidControllerActive = true;
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_target_velocity.X += force.X;
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_target_velocity.Y += force.Y;
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_target_velocity.Z += force.Z;
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@ -346,6 +362,12 @@ namespace OpenSim.Region.Physics.OdePlugin
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public void Move(float timeStep)
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{
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// no lock; for now it's only called from within Simulate()
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if (m_pidControllerActive == false)
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{
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_zeroPosition = d.BodyGetPosition(Body);
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}
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//PidStatus = true;
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PhysicsVector vec = new PhysicsVector();
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d.Vector3 vel = d.BodyGetLinearVel(Body);
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float movementdivisor = 1f;
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@ -369,6 +391,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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_zeroFlag = true;
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_zeroPosition = d.BodyGetPosition(Body);
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}
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if (m_pidControllerActive)
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{
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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.Y = (_target_velocity.Y - vel.Y) * PID_D + (_zeroPosition.Y - pos.Y) * PID_P;
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@ -377,9 +401,11 @@ namespace OpenSim.Region.Physics.OdePlugin
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vec.Z = (_target_velocity.Z - vel.Z) * (PID_D + 5100) + (_zeroPosition.Z - pos.Z) * PID_P;
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}
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}
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//PidStatus = true;
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}
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else
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{
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m_pidControllerActive = true;
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_zeroFlag = false;
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if (m_iscolliding || flying)
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{
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@ -455,14 +481,15 @@ namespace OpenSim.Region.Physics.OdePlugin
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base.RequestPhysicsterseUpdate();
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string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
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int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
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if (primScenAvatarIn == "0")
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{
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MainLog.Instance.Verbose("Physics", "Avatar " + m_name + " in space with no prim. Arr:':" + arrayitem[0].ToString() + "," + arrayitem[1].ToString());
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}
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else
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{
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MainLog.Instance.Verbose("Physics", "Avatar " + m_name + " in Prim space':" + primScenAvatarIn + ". Arr:" + arrayitem[0].ToString() + "," + arrayitem[1].ToString());
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}
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//if (primScenAvatarIn == "0")
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//{
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//MainLog.Instance.Verbose("Physics", "Avatar " + m_name + " in space with no prim. Arr:':" + arrayitem[0].ToString() + "," + arrayitem[1].ToString());
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//}
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//else
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//{
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// MainLog.Instance.Verbose("Physics", "Avatar " + m_name + " in Prim space':" + primScenAvatarIn + ". Arr:" + arrayitem[0].ToString() + "," + arrayitem[1].ToString());
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//}
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}
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}
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else
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@ -477,6 +504,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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m_hackSentFall = true;
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base.SendCollisionUpdate(new CollisionEventUpdate());
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m_pidControllerActive = false;
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}
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else if (flying && !m_hackSentFly)
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{
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@ -127,7 +127,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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contact.surface.bounce = 0.2f;
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TerrainContact.surface.mode |= d.ContactFlags.SoftERP;
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TerrainContact.surface.mu = 250.0f;
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TerrainContact.surface.mu = 550.0f;
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TerrainContact.surface.bounce = 0.1f;
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TerrainContact.surface.soft_erp = 0.1025f;
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@ -255,7 +255,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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PhysicsActor p1;
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PhysicsActor p2;
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if (!actor_name_map.TryGetValue(g2, out p1))
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if (!actor_name_map.TryGetValue(g1, out p1))
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{
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p1 = PANull;
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}
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@ -267,16 +267,22 @@ namespace OpenSim.Region.Physics.OdePlugin
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// We only need to test p2 for 'jump crouch purposes'
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p2.IsColliding = true;
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switch(p1.PhysicsActorType) {
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case (int)ActorTypes.Agent:
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p2.CollidingObj = true;
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break;
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case (int)ActorTypes.Prim:
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if (p2.Velocity.X >0 || p2.Velocity.Y > 0 || p2.Velocity.Z > 0)
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p2.CollidingObj = true;
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break;
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case (int)ActorTypes.Unknown:
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p2.CollidingGround = true;
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break;
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default:
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p2.CollidingGround = true;
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break;
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}
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if (name1 == "Terrain" || name2 == "Terrain")
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