diff --git a/OpenSim/Region/Environment/Scenes/ScenePresence.cs b/OpenSim/Region/Environment/Scenes/ScenePresence.cs index 959e6eeac2..0a1977a750 100644 --- a/OpenSim/Region/Environment/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Environment/Scenes/ScenePresence.cs @@ -1510,7 +1510,7 @@ namespace OpenSim.Region.Environment.Scenes adb.AgentID = agentID; adb.SessionID = sessionID; // More security - gdb.GodLevel = (byte) 100; + gdb.GodLevel = (byte) 250; gdb.Token = token; //respondPacket.AgentData = (GrantGodlikePowersPacket.AgentDataBlock)ablock; respondPacket.GrantData = gdb; diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs index bfdb90f7f2..85aac93048 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs @@ -71,8 +71,8 @@ namespace OpenSim.Region.Physics.OdePlugin private static float PID_D = 3020.0f; private static float PID_P = 7000.0f; private static float POSTURE_SERVO = 10000.0f; - public static float CAPSULE_RADIUS = 0.5f; - public float CAPSULE_LENGTH = 0.79f; + public static float CAPSULE_RADIUS = 0.37f; + public float CAPSULE_LENGTH = 2.140599f; private bool flying = false; private bool m_iscolliding = false; private bool m_iscollidingGround = false; @@ -326,12 +326,14 @@ namespace OpenSim.Region.Physics.OdePlugin lock (OdeScene.OdeLock) { d.JointDestroy(Amotor); + PhysicsVector SetSize = value; float prevCapsule = CAPSULE_LENGTH; float capsuleradius = CAPSULE_RADIUS; - capsuleradius = 0.2f; + //capsuleradius = 0.2f; CAPSULE_LENGTH = (SetSize.Z - ((SetSize.Z*0.43f))); // subtract 43% of the size + OpenSim.Framework.Console.MainLog.Instance.Verbose("SIZE", CAPSULE_LENGTH.ToString()); d.BodyDestroy(Body); d.GeomDestroy(Shell); AvatarGeomAndBodyCreation(_position.X, _position.Y, @@ -351,6 +353,7 @@ namespace OpenSim.Region.Physics.OdePlugin /// private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ) { + int dAMotorEuler = 1; Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH); d.MassSetCapsuleTotal(out ShellMass, m_mass, 2, CAPSULE_RADIUS, CAPSULE_LENGTH); @@ -360,7 +363,7 @@ namespace OpenSim.Region.Physics.OdePlugin d.BodySetMass(Body, ref ShellMass); // 90 Stand up on the cap of the capped cyllinder - d.RFromAxisAndAngle(out m_StandUpRotation, 1, 0, 0, (float)(Math.PI / 2)); + d.RFromAxisAndAngle(out m_StandUpRotation, 1, 0, 1, (float)(Math.PI / 2)); d.GeomSetRotation(Shell, ref m_StandUpRotation); @@ -395,21 +398,8 @@ namespace OpenSim.Region.Physics.OdePlugin d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f); d.JointSetAMotorParam(Amotor, (int)dParam.FMax, 3800000f); - - // The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air. - // The amotor needs a few seconds to stabilize so without it, the avatar shoots up sky high when you - // change appearance and when you enter the simulator - // After this routine is done, the amotor stabilizes much quicker - d.Vector3 feet; - d.Vector3 head; - d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet); - d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head); - float posture = head.Z - feet.Z; - - // restoring force proportional to lack of posture: - float servo = (2.5f - posture) * POSTURE_SERVO; - d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f); - d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f); + //standupStraight(); + } @@ -428,6 +418,27 @@ namespace OpenSim.Region.Physics.OdePlugin } } + private void standupStraight() + { + + // The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air. + // The amotor needs a few seconds to stabilize so without it, the avatar shoots up sky high when you + // change appearance and when you enter the simulator + // After this routine is done, the amotor stabilizes much quicker + d.Vector3 feet; + d.Vector3 head; + d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet); + d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head); + float posture = head.Z - feet.Z; + + // restoring force proportional to lack of posture: + float servo = (2.5f - posture) * POSTURE_SERVO; + d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f); + d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f); + d.Matrix3 bodyrotation = d.BodyGetRotation(Body); + OpenSim.Framework.Console.MainLog.Instance.Verbose("PHYSICSAV", "Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22); + } + public override PhysicsVector Force { get { return new PhysicsVector(_target_velocity.X, _target_velocity.Y, _target_velocity.Z); } @@ -467,7 +478,12 @@ namespace OpenSim.Region.Physics.OdePlugin public override Quaternion Orientation { get { return Quaternion.Identity; } - set { } + set { + //Matrix3 or = Orientation.ToRotationMatrix(); + //d.Matrix3 ord = new d.Matrix3(or.m00, or.m10, or.m20, or.m01, or.m11, or.m21, or.m02, or.m12, or.m22); + //d.BodySetRotation(Body, ref ord); + + } } public override PhysicsVector Acceleration @@ -505,6 +521,7 @@ namespace OpenSim.Region.Physics.OdePlugin if (!collidelock) { d.BodyAddForce(Body, force.X, force.Y, force.Z); + //standupStraight(); } } diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs index 47839ca2b9..4045adde49 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs @@ -174,7 +174,7 @@ namespace OpenSim.Region.Physics.OdePlugin // Set the gravity,, don't disable things automatically (we set it explicitly on some things) - d.WorldSetGravity(world, 0.0f, 0.0f, -10.0f); + d.WorldSetGravity(world, 0.0f, 0.0f, -9.8f); d.WorldSetAutoDisableFlag(world, false); d.WorldSetContactSurfaceLayer(world, 0.001f); @@ -336,8 +336,8 @@ namespace OpenSim.Region.Physics.OdePlugin if (contacts[i].depth >= 0.08f) { - /* This is disabled at the moment only because it needs more tweaking - It will eventually be uncommented + //This is disabled at the moment only because it needs more tweaking + //It will eventually be uncommented if (contacts[i].depth >= 1.00f) { @@ -363,7 +363,7 @@ namespace OpenSim.Region.Physics.OdePlugin else { - contacts[i].depth = 0.0000000f; + //contacts[i].depth = 0.0000000f; } if (p1.PhysicsActorType == (int) ActorTypes.Agent) { @@ -378,10 +378,10 @@ namespace OpenSim.Region.Physics.OdePlugin else { - contacts[i].depth = 0.0000000f; + //contacts[i].depth = 0.0000000f; } } - */ + // If you interpenetrate a prim with another prim if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim)