Add llRotLookat pt1.
parent
91084653bd
commit
8428b25939
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@ -1727,6 +1727,45 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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public void rotLookAt(Quaternion target, float strength, float damping)
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{
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SceneObjectPart rootpart = m_rootPart;
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if (rootpart != null)
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{
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if (IsAttachment)
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{
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/*
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ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
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if (avatar != null)
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{
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Rotate the Av?
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} */
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}
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else
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{
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if (rootpart.PhysActor != null)
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{
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rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
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rootpart.PhysActor.APIDStrength = strength;
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rootpart.PhysActor.APIDDamping = damping;
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rootpart.PhysActor.APIDActive = true;
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}
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}
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}
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}
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public void stopLookAt()
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{
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SceneObjectPart rootpart = m_rootPart;
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if (rootpart != null)
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{
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if (rootpart.PhysActor != null)
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{
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rootpart.PhysActor.APIDActive = false;
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}
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}
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}
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/// <summary>
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/// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
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/// </summary>
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@ -2187,6 +2187,11 @@ if (m_shape != null) {
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ParentGroup.HasGroupChanged = true;
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ScheduleFullUpdate();
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}
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public void RotLookAt(Quaternion target, float strength, float damping)
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{
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m_parentGroup.rotLookAt(target, strength, damping);
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}
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/// <summary>
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/// Schedules this prim for a full update
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@ -2662,6 +2667,13 @@ if (m_shape != null) {
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SetText(text);
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}
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public void StopLookAt()
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{
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m_parentGroup.stopLookAt();
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m_parentGroup.ScheduleGroupForTerseUpdate();
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}
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public void StopMoveToTarget()
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{
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m_parentGroup.stopMoveToTarget();
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@ -307,6 +307,26 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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set { return; }
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}
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public override Quaternion APIDTarget
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{
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set { return; }
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}
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public override bool APIDActive
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{
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set { return; }
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}
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public override float APIDStrength
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{
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set { return; }
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}
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public override float APIDDamping
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{
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set { return; }
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}
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public override void SubscribeEvents(int ms)
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{
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}
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@ -627,6 +627,12 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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{
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set { return; }
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}
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public override Quaternion APIDTarget { set { return; } }
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public override bool APIDActive { set { return; } }
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public override float APIDStrength { set { return; } }
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public override float APIDDamping { set { return; } }
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/// <summary>
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/// Adds the force supplied to the Target Velocity
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@ -566,6 +566,11 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
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public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
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public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
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public override Quaternion APIDTarget { set { return; } }
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public override bool APIDActive { set { return; } }
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public override float APIDStrength { set { return; } }
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public override float APIDDamping { set { return; } }
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public override void AddForce(PhysicsVector force, bool pushforce)
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{
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@ -1236,6 +1236,26 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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public override PIDHoverType PIDHoverType { set { return; } }
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public override float PIDHoverTau { set { return; } }
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public override OpenMetaverse.Quaternion APIDTarget
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{
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set { return; }
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}
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public override bool APIDActive
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{
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set { return; }
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}
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public override float APIDStrength
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{
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set { return; }
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}
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public override float APIDDamping
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{
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set { return; }
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}
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public override void SubscribeEvents(int ms)
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{
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@ -230,7 +230,12 @@ namespace OpenSim.Region.Physics.Manager
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public abstract PIDHoverType PIDHoverType { set;}
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public abstract float PIDHoverTau { set;}
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// For RotLookAt
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public abstract Quaternion APIDTarget { set;}
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public abstract bool APIDActive { set;}
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public abstract float APIDStrength { set;}
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public abstract float APIDDamping { set;}
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public abstract void AddForce(PhysicsVector force, bool pushforce);
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public abstract void AddAngularForce(PhysicsVector force, bool pushforce);
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public abstract void SetMomentum(PhysicsVector momentum);
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@ -463,6 +468,12 @@ namespace OpenSim.Region.Physics.Manager
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public override bool PIDHoverActive { set { return; } }
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public override PIDHoverType PIDHoverType { set { return; } }
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public override float PIDHoverTau { set { return; } }
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public override Quaternion APIDTarget { set { return; } }
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public override bool APIDActive { set { return; } }
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public override float APIDStrength { set { return; } }
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public override float APIDDamping { set { return; } }
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public override void SetMomentum(PhysicsVector momentum)
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{
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@ -1205,6 +1205,28 @@ namespace OpenSim.Region.Physics.OdePlugin
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public override bool PIDHoverActive { set { return; } }
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public override PIDHoverType PIDHoverType { set { return; } }
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public override float PIDHoverTau { set { return; } }
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public override Quaternion APIDTarget
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{
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set { return; }
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}
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public override bool APIDActive
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{
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set { return; }
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}
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public override float APIDStrength
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{
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set { return; }
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}
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public override float APIDDamping
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{
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set { return; }
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}
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public override void SubscribeEvents(int ms)
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{
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@ -119,7 +119,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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private float m_VhoverEfficiency = 0f;
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private float m_VhoverTimescale = 0f;
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private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
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private float m_VehicleBuoyancy = 0f; //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle.
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private float m_VehicleBuoyancy = 0f; // Set by VEHICLE_BUOYANCY, for a vehicle.
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// Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
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// KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
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// Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
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@ -478,7 +478,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
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m_dir *= rotq; // apply obj rotation to velocity vector
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// add Gravity andBuoyancy
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// add Gravity and Buoyancy
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// KF: So far I have found no good method to combine a script-requested
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// .Z velocity and gravity. Therefore only 0g will used script-requested
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// .Z velocity. >0g (m_VehicleBuoyancy < 1) will used modified gravity only.
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@ -1,15 +1,4 @@
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/*
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* Revised August 26 2009 by Kitto Flora. ODEDynamics.cs replaces
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* ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
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* ODEPrim.cs contains methods dealing with Prim editing, Prim
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* characteristics and Kinetic motion.
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* ODEDynamics.cs contains methods dealing with Prim Physical motion
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* (dynamics) and the associated settings. Old Linear and angular
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* motors for dynamic motion have been replace with MoveLinear()
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* and MoveAngular(); 'Physical' is used only to switch ODE dynamic
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* simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
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* switch between 'VEHICLE' parameter use and general dynamics
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* settings use.
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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@ -34,6 +23,18 @@
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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* Revised August 26 2009 by Kitto Flora. ODEDynamics.cs replaces
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* ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
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* ODEPrim.cs contains methods dealing with Prim editing, Prim
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* characteristics and Kinetic motion.
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* ODEDynamics.cs contains methods dealing with Prim Physical motion
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* (dynamics) and the associated settings. Old Linear and angular
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* motors for dynamic motion have been replace with MoveLinear()
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* and MoveAngular(); 'Physical' is used only to switch ODE dynamic
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* simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
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* switch between 'VEHICLE' parameter use and general dynamics
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* settings use.
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*/
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using System;
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using System.Collections.Generic;
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@ -82,6 +83,14 @@ namespace OpenSim.Region.Physics.OdePlugin
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private float PID_D = 35f;
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private float PID_G = 25f;
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private bool m_usePID = false;
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private Quaternion m_APIDTarget = new Quaternion();
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private float m_APIDStrength = 0.5f;
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private float m_APIDDamping = 0.5f;
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private float APID_D = 35f;
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private float APID_G = 25f;
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private bool m_useAPID = false;
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// KF: These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
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// and are for non-VEHICLES only.
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@ -93,7 +102,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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private float m_targetHoverHeight = 0f;
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private float m_groundHeight = 0f;
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private float m_waterHeight = 0f;
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private float m_buoyancy = 0f; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle.
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private float m_buoyancy = 0f; //Set by llSetBuoyancy(), for non-vehicles.
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// private float m_tensor = 5f;
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private int body_autodisable_frames = 20;
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@ -1586,21 +1595,18 @@ Console.WriteLine(" JointCreateFixed");
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//m_log.Info(m_collisionFlags.ToString());
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//KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle.
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// would come from SceneObjectPart.cs, public void SetBuoyancy(float fvalue) , PhysActor.Buoyancy = fvalue; ??
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//KF: m_buoyancy is set by llSetBuoyancy() and is for non-vehicle.
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// m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up
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// gravityz multiplier = 1 - m_buoyancy
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fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass;
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// NB Prims in ODE are no subject to global gravity
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fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; // force = acceleration * mass
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if (m_usePID)
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{
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//Console.WriteLine("PID " + m_primName);
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// KF - this is for object move? eg. llSetPos() ?
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// KF - this is for object MoveToTarget.
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//if (!d.BodyIsEnabled(Body))
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//d.BodySetForce(Body, 0f, 0f, 0f);
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// If we're using the PID controller, then we have no gravity
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//fz = (-1 * _parent_scene.gravityz) * m_mass; //KF: ?? Prims have no global gravity,so simply...
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fz = 0f;
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// no lock; for now it's only called from within Simulate()
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@ -1744,8 +1750,37 @@ Console.WriteLine(" JointCreateFixed");
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// We're flying and colliding with something
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fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
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}
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}
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} // end m_useHoverPID && !m_usePID
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if (m_useAPID)
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{
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// RotLookAt, apparently overrides all other rotation sources. Inputs:
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// Quaternion m_APIDTarget
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// float m_APIDStrength // perhaps ratio other forces to lookat force?
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// float m_APIDDamping //'seconds to critically damps in'[sic]
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// Factors:
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// float APID_D
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// float APID_G
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// get present body rotation
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d.Quaternion rot = d.BodyGetQuaternion(Body);
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Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
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Quaternion rot_diff = Quaternion.Inverse(rotq) * m_APIDTarget;
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float diff_angle;
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Vector3 diff_axis;
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rot_diff.GetAxisAngle(out diff_axis, out diff_angle);
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diff_axis.Normalize();
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PhysicsVector rotforce = new PhysicsVector(diff_axis.X, diff_axis.Y, diff_axis.Z);
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float RLAservo = timestep / m_APIDDamping;
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rotforce = rotforce * RLAservo * m_mass;
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d.BodyAddTorque(Body, rotforce.X, rotforce.Y, rotforce.Z);
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// d.BodySetAngularVel (Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z);
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} // end m_useAPID
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fx *= m_mass;
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fy *= m_mass;
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//fz *= m_mass;
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@ -2778,6 +2813,12 @@ Console.WriteLine(" JointCreateFixed");
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}
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public override bool PIDActive { set { m_usePID = value; } }
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public override float PIDTau { set { m_PIDTau = value; } }
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// For RotLookAt
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public override Quaternion APIDTarget { set { m_APIDTarget = value; } }
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public override bool APIDActive { set { m_useAPID = value; } }
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public override float APIDStrength { set { m_APIDStrength = value; } }
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public override float APIDDamping { set { m_APIDDamping = value; } }
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public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
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public override bool PIDHoverActive { set { m_useHoverPID = value; } }
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@ -307,6 +307,27 @@ namespace OpenSim.Region.Physics.POSPlugin
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{
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set { return; }
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}
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public override Quaternion APIDTarget
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{
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set { return; }
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}
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public override bool APIDActive
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{
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set { return; }
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}
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public override float APIDStrength
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{
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set { return; }
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}
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public override float APIDDamping
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{
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set { return; }
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}
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public override void SubscribeEvents(int ms)
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{
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@ -302,6 +302,26 @@ namespace OpenSim.Region.Physics.POSPlugin
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{
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set { return; }
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}
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public override Quaternion APIDTarget
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{
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set { return; }
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}
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public override bool APIDActive
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{
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set { return; }
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}
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public override float APIDStrength
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{
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set { return; }
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}
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public override float APIDDamping
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{
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set { return; }
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}
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public override void SubscribeEvents(int ms)
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{
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@ -500,6 +500,28 @@ namespace OpenSim.Region.Physics.PhysXPlugin
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public override bool PIDHoverActive { set { return; } }
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public override PIDHoverType PIDHoverType { set { return; } }
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public override float PIDHoverTau { set { return; } }
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public override Quaternion APIDTarget
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{
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set { return; }
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}
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public override bool APIDActive
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{
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set { return; }
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}
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public override float APIDStrength
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{
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set { return; }
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}
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public override float APIDDamping
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{
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set { return; }
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}
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public override void SubscribeEvents(int ms)
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{
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@ -782,6 +804,28 @@ namespace OpenSim.Region.Physics.PhysXPlugin
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public override bool PIDHoverActive { set { return; } }
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public override PIDHoverType PIDHoverType { set { return; } }
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public override float PIDHoverTau { set { return; } }
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public override Quaternion APIDTarget
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{
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set { return; }
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}
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public override bool APIDActive
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{
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set { return; }
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}
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public override float APIDStrength
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{
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set { return; }
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}
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public override float APIDDamping
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{
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set { return; }
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}
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public override void SubscribeEvents(int ms)
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{
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||||
|
|
|
@ -2694,11 +2694,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
// Orient the object to the angle calculated
|
||||
llSetRot(rot);
|
||||
}
|
||||
|
||||
public void llRotLookAt(LSL_Rotation target, double strength, double damping)
|
||||
{
|
||||
m_host.AddScriptLPS(1);
|
||||
// NotImplemented("llRotLookAt");
|
||||
m_host.RotLookAt(Rot2Quaternion(target), (float)strength, (float)damping);
|
||||
|
||||
}
|
||||
|
||||
|
||||
public void llStopLookAt()
|
||||
{
|
||||
m_host.AddScriptLPS(1);
|
||||
NotImplemented("llStopLookAt");
|
||||
// NotImplemented("llStopLookAt");
|
||||
m_host.StopLookAt();
|
||||
}
|
||||
|
||||
public void llSetTimerEvent(double sec)
|
||||
|
@ -3042,12 +3052,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
m_host.AddScriptLPS(1);
|
||||
}
|
||||
|
||||
public void llRotLookAt(LSL_Rotation target, double strength, double damping)
|
||||
{
|
||||
m_host.AddScriptLPS(1);
|
||||
NotImplemented("llRotLookAt");
|
||||
}
|
||||
|
||||
public LSL_Integer llStringLength(string str)
|
||||
{
|
||||
m_host.AddScriptLPS(1);
|
||||
|
|
Loading…
Reference in New Issue