Out of a fog of alcohol and adenovirus, I present - POS!
EXTREMELY basic collision detection; walk on prims don't rotate anything do not feed or annoy POS YMMVafrisby
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6ad471abc0
commit
d71b28c731
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@ -1267,7 +1267,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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private PhysicsVector m_rotationalVelocity;
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private PhysicsVector _size;
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private PhysicsVector _acceleration;
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public Quaternion _orientation;
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private Quaternion _orientation;
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private IMesh _mesh;
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private PrimitiveBaseShape _pbs;
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@ -26,6 +26,7 @@
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*
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*/
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using System.Collections.Generic;
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using System;
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using Axiom.Math;
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using OpenSim.Framework;
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using OpenSim.Region.Physics.Manager;
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@ -63,9 +64,10 @@ namespace OpenSim.Region.Physics.POSPlugin
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public class POSScene : PhysicsScene
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{
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private List<POSActor> _actors = new List<POSActor>();
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private List<POSCharacter> _characters = new List<POSCharacter>();
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private List<POSPrim> _prims = new List<POSPrim>();
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private float[] _heightMap;
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private const float gravity = -1.0f;
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private const float gravity = -9.8f;
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public POSScene()
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{
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@ -78,22 +80,27 @@ namespace OpenSim.Region.Physics.POSPlugin
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public override PhysicsActor AddAvatar(string avName, PhysicsVector position)
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{
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POSActor act = new POSActor();
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POSCharacter act = new POSCharacter();
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act.Position = position;
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_actors.Add(act);
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_characters.Add(act);
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return act;
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}
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public override void RemovePrim(PhysicsActor prim)
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{
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POSPrim p = (POSPrim) prim;
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if (_prims.Contains(p))
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{
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_prims.Remove(p);
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}
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}
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public override void RemoveAvatar(PhysicsActor actor)
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public override void RemoveAvatar(PhysicsActor character)
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{
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POSActor act = (POSActor) actor;
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if (_actors.Contains(act))
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POSCharacter act = (POSCharacter) character;
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if (_characters.Contains(act))
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{
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_actors.Remove(act);
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_characters.Remove(act);
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}
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}
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@ -113,46 +120,105 @@ namespace OpenSim.Region.Physics.POSPlugin
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
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PhysicsVector size, Quaternion rotation, bool isPhysical)
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{
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return null;
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POSPrim prim = new POSPrim();
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prim.Position = position;
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prim.Orientation = rotation;
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prim.Size = size;
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_prims.Add(prim);
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return prim;
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}
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private bool check_collision(POSCharacter c, POSPrim p)
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{
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/*
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Console.WriteLine("checking whether " + c + " collides with " + p +
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" absX: " + Math.Abs(p.Position.X - c.Position.X) +
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" sizeX: " + p.Size.X * 0.5 + 0.5);
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*/
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bool collides = true;
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if (Math.Abs(p.Position.X - c.Position.X) >= (p.Size.X * 0.5 + 0.5))
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{
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collides = false;
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}
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if (Math.Abs(p.Position.Y - c.Position.Y) >= (p.Size.Y * 0.5 + 0.5))
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{
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collides = false;
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}
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if (Math.Abs(p.Position.Z - c.Position.Z) >= (p.Size.Z * 0.5 + 1.0))
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{
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collides = false;
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}
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return collides;
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}
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public override void Simulate(float timeStep)
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{
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foreach (POSActor actor in _actors)
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foreach (POSCharacter character in _characters)
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{
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actor.Position.X += actor.Velocity.X * timeStep;
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actor.Position.Y += actor.Velocity.Y * timeStep;
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actor.Position.Z += actor.Velocity.Z * timeStep;
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float oldposX = character.Position.X;
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float oldposY = character.Position.Y;
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float oldposZ = character.Position.Z;
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if (!actor.Flying)
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if (!character.Flying)
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{
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actor.Velocity.Z += gravity;
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character._target_velocity.Z += gravity * timeStep;
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}
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if (actor.Position.X < 0)
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character.Position.X = character.Position.X + (character._target_velocity.X * timeStep);
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character.Position.Y = character.Position.Y + (character._target_velocity.Y * timeStep);
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float terrainheight = _heightMap[(int)character.Position.Y * 256 + (int)character.Position.X];
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if (character.Position.Z + (character._target_velocity.Z * timeStep) < terrainheight + 2)
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{
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actor.Position.X = 0.1F;
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character.Position.Z = terrainheight + 1.0f;
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character._target_velocity.Z = 0;
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character._velocity.Z = 0;
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}
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else if (actor.Position.X > 256)
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else
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{
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actor.Position.X = 255.9F;
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character.Position.Z = character.Position.Z + (character._target_velocity.Z * timeStep);
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}
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if (actor.Position.Y < 0)
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/// this is it -- the magic you've all been waiting for! Ladies and gentlemen --
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/// Completely Bogus Collision Detection!!!
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/// better known as the CBCD algorithm
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foreach (POSPrim p in _prims)
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{
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actor.Position.Y = 0.1F;
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}
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else if (actor.Position.Y >= 256)
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{
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actor.Position.Y = 255.9F;
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if (check_collision(character, p))
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{
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character.Position.Z = oldposZ; // first try Z axis
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if (check_collision(character, p))
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{
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character.Position.X = oldposX;
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character.Position.Y = oldposY;
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}
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else
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{
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character._target_velocity.Z = 0;
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}
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}
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}
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float terrainheight = _heightMap[(int) actor.Position.Y * 256 + (int) actor.Position.X];
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if (actor.Position.Z + (actor.Velocity.Z * timeStep) < terrainheight + 2)
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if (character.Position.Y < 0)
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{
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actor.Position.Z = terrainheight + 1.0f;
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actor.Velocity.Z = 0;
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character.Position.Y = 0.1F;
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}
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else if (character.Position.Y >= 256)
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{
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character.Position.Y = 255.9F;
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}
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if (character.Position.X < 0)
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{
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character.Position.X = 0.1F;
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}
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else if (character.Position.X > 256)
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{
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character.Position.X = 255.9F;
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}
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character._velocity.X = (character.Position.X - oldposX) / timeStep;
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character._velocity.Y = (character.Position.Y - oldposY) / timeStep;
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}
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}
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@ -176,16 +242,17 @@ namespace OpenSim.Region.Physics.POSPlugin
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}
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}
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public class POSActor : PhysicsActor
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public class POSCharacter : PhysicsActor
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{
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private PhysicsVector _position;
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private PhysicsVector _velocity;
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public PhysicsVector _velocity;
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public PhysicsVector _target_velocity = PhysicsVector.Zero;
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private PhysicsVector _acceleration;
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private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero;
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private bool flying;
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private bool iscolliding;
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public POSActor()
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public POSCharacter()
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{
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_velocity = new PhysicsVector();
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_position = new PhysicsVector();
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@ -260,7 +327,7 @@ namespace OpenSim.Region.Physics.POSPlugin
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public override PhysicsVector Velocity
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{
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get { return _velocity; }
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set { _velocity = value; }
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set { _target_velocity = value; }
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}
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public override Quaternion Orientation
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@ -293,4 +360,124 @@ namespace OpenSim.Region.Physics.POSPlugin
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{
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}
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}
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public class POSPrim : PhysicsActor
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{
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private PhysicsVector _position;
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private PhysicsVector _velocity;
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private PhysicsVector _acceleration;
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private PhysicsVector _size;
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private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero;
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private Quaternion _orientation;
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private bool flying;
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private bool iscolliding;
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public POSPrim()
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{
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_velocity = new PhysicsVector();
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_position = new PhysicsVector();
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_acceleration = new PhysicsVector();
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}
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public override int PhysicsActorType
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{
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get { return (int)ActorTypes.Prim; }
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set { return; }
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}
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public override PhysicsVector RotationalVelocity
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{
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get { return m_rotationalVelocity; }
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set { m_rotationalVelocity = value; }
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}
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public override bool IsPhysical
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{
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get { return false; }
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set { return; }
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}
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public override bool ThrottleUpdates
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{
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get { return false; }
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set { return; }
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}
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public override bool IsColliding
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{
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get { return iscolliding; }
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set { iscolliding = value; }
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}
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public override bool CollidingGround
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{
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get { return false; }
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set { return; }
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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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}
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public override PhysicsVector Position
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{
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get { return _position; }
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set { _position = value; }
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}
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public override PhysicsVector Size
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{
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get { return _size; }
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set { _size = value; }
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}
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public override PrimitiveBaseShape Shape
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{
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set
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{
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return;
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}
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}
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public override PhysicsVector Velocity
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{
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get { return _velocity; }
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set { _velocity = value; }
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}
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public override Quaternion Orientation
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{
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get { return _orientation; }
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set { _orientation = value; }
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}
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public override PhysicsVector Acceleration
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{
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get { return _acceleration; }
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}
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public override bool Kinematic
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{
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get { return true; }
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set { }
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}
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public void SetAcceleration(PhysicsVector accel)
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{
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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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}
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public override void SetMomentum(PhysicsVector momentum)
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{
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}
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public override bool Flying
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{
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get { return false; }
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set { }
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}
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public override bool SetAlwaysRun
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{
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get { return false; }
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set { return; }
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}
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}
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}
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