* Maintainence: Applying Dan's ODE Patch to Trunk
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8df2119bc7
commit
e8671a2c05
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@ -84,21 +84,18 @@ namespace OpenSim.Physics.OdePlugin
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public OdeScene()
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{
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contact.surface.mode = d.ContactFlags.Bounce | d.ContactFlags.SoftCFM;
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contact.surface.mu = d.Infinity;
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contact.surface.mu2 = 0.0f;
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contact.surface.bounce = 0.1f;
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contact.surface.bounce_vel = 0.1f;
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contact.surface.soft_cfm = 0.01f;
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contact.surface.mode |= d.ContactFlags.Approx1 | d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP;
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contact.surface.mu = 10.0f;
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contact.surface.bounce = 0.9f;
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contact.surface.soft_erp = 0.005f;
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contact.surface.soft_cfm = 0.00003f;
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world = d.WorldCreate();
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space = d.HashSpaceCreate(IntPtr.Zero);
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contactgroup = d.JointGroupCreate(0);
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d.WorldSetGravity(world, 0.0f, 0.0f, -0.5f);
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//d.WorldSetCFM(world, 1e-5f);
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d.WorldSetGravity(world, 0.0f, 0.0f, -10.0f);
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d.WorldSetAutoDisableFlag(world, false);
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d.WorldSetContactSurfaceLayer(world, 0.001f);
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// d.CreatePlane(space, 0, 0, 1, 0);
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this._heightmap = new double[65536];
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}
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@ -153,16 +150,19 @@ namespace OpenSim.Physics.OdePlugin
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{
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foreach (OdeCharacter actor in _characters)
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{
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actor.Move(timeStep * 5f);
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actor.Move(timeStep);
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}
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d.SpaceCollide(space, IntPtr.Zero, nearCallback);
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d.WorldQuickStep(world, timeStep * 5f);
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for (int i = 0; i < 50; i++)
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{
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d.WorldQuickStep(world, timeStep * 0.02f);
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}
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d.JointGroupEmpty(contactgroup);
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foreach (OdeCharacter actor in _characters)
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{
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actor.UpdatePosition();
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}
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}
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public override void GetResults()
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@ -220,7 +220,7 @@ namespace OpenSim.Physics.OdePlugin
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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 bool flying;
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private bool flying = false;
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//private float gravityAccel;
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private IntPtr BoundingCapsule;
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IntPtr capsule_geom;
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@ -231,8 +231,8 @@ namespace OpenSim.Physics.OdePlugin
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_velocity = new PhysicsVector();
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_position = pos;
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_acceleration = new PhysicsVector();
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d.MassSetCapsule(out capsule_mass, 5.0f, 3, 0.5f, 2f);
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capsule_geom = d.CreateCapsule(OdeScene.space, 0.5f, 2f);
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d.MassSetCapsule(out capsule_mass, 50.0f, 3, 0.5f, 2f);
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capsule_geom = d.CreateSphere(OdeScene.space, 1.0f); /// not a typo! Spheres roll, capsules tumble
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this.BoundingCapsule = d.BodyCreate(OdeScene.world);
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d.BodySetMass(BoundingCapsule, ref capsule_mass);
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d.BodySetPosition(BoundingCapsule, pos.X, pos.Y, pos.Z);
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@ -325,13 +325,14 @@ namespace OpenSim.Physics.OdePlugin
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public void Move(float timeStep)
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{
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PhysicsVector vec = new PhysicsVector();
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vec.X = this._velocity.X * timeStep;
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vec.Y = this._velocity.Y * timeStep;
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d.Vector3 vel = d.BodyGetLinearVel(BoundingCapsule);
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vec.X = (vel.X - this._velocity.X) * -75000.0f;
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vec.Y = (vel.Y - this._velocity.Y) * -75000.0f;
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if (flying)
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{
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vec.Z = (this._velocity.Z + 0.5f) * timeStep;
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vec.Z = (vel.Z - this._velocity.Z) * -75000.0f;
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}
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d.BodySetLinearVel(this.BoundingCapsule, vec.X, vec.Y, vec.Z);
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d.BodyAddForce(this.BoundingCapsule, vec.X, vec.Y, vec.Z);
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}
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public void UpdatePosition()
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@ -339,7 +340,7 @@ namespace OpenSim.Physics.OdePlugin
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d.Vector3 vec = d.BodyGetPosition(BoundingCapsule);
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this._position.X = vec.X;
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this._position.Y = vec.Y;
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this._position.Z = vec.Z+1.0f;
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this._position.Z = vec.Z;
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}
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}
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