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authorMW2007-03-10 20:30:25 +0000
committerMW2007-03-10 20:30:25 +0000
commit76569ff4fba09f22ed4a06b8073deaed7f64a2e3 (patch)
treef83430652d8874f299733f505b6b7ded13910bb8 /src/world/Avatar.cs
parentAnother attempt to fix the project files (diff)
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A PhysX physics plugin (that actually uses physX now but currently only works on windows)
Can now change direction when walking without stopping Flying works when using the Physx dll
Diffstat (limited to 'src/world/Avatar.cs')
-rw-r--r--src/world/Avatar.cs103
1 files changed, 90 insertions, 13 deletions
diff --git a/src/world/Avatar.cs b/src/world/Avatar.cs
index c09c008..facfeee 100644
--- a/src/world/Avatar.cs
+++ b/src/world/Avatar.cs
@@ -11,15 +11,17 @@ namespace OpenSim.world
11{ 11{
12 public class Avatar : Entity 12 public class Avatar : Entity
13 { 13 {
14 public static bool PhysicsEngineFlying;
14 public string firstname; 15 public string firstname;
15 public string lastname; 16 public string lastname;
16 public OpenSimClient ControllingClient; 17 public OpenSimClient ControllingClient;
17 private PhysicsActor _physActor; 18 private PhysicsActor _physActor;
18 private static libsecondlife.Packets.ObjectUpdatePacket.ObjectDataBlock AvatarTemplate; 19 private static libsecondlife.Packets.ObjectUpdatePacket.ObjectDataBlock AvatarTemplate;
19 private bool updateflag; 20 private bool updateflag;
20 private bool walking; 21 private byte movementflag;
21 private List<NewForce> forcesList = new List<NewForce>(); 22 private List<NewForce> forcesList = new List<NewForce>();
22 private short _updateCount; 23 private short _updateCount;
24 private Axiom.MathLib.Quaternion bodyRot;
23 25
24 public Avatar(OpenSimClient TheClient) { 26 public Avatar(OpenSimClient TheClient) {
25 ServerConsole.MainConsole.Instance.WriteLine("Avatar.cs - Loading details from grid (DUMMY)"); 27 ServerConsole.MainConsole.Instance.WriteLine("Avatar.cs - Loading details from grid (DUMMY)");
@@ -77,14 +79,14 @@ namespace OpenSim.world
77 } 79 }
78 80
79 updateflag =false; 81 updateflag =false;
80 this._updateCount = 0; 82 //this._updateCount = 0;
81 } 83 }
82 else 84 else
83 { 85 {
84 if(walking) 86 //if((movementflag & 1) !=0)
85 { 87 //{
86 _updateCount++; 88 _updateCount++;
87 if(_updateCount>3) 89 if(( (!PhysicsEngineFlying) && (_updateCount>3)) || (_updateCount>0))
88 { 90 {
89 //It has been a while since last update was sent so lets send one. 91 //It has been a while since last update was sent so lets send one.
90 ImprovedTerseObjectUpdatePacket.ObjectDataBlock terseBlock = CreateTerseBlock(); 92 ImprovedTerseObjectUpdatePacket.ObjectDataBlock terseBlock = CreateTerseBlock();
@@ -98,7 +100,7 @@ namespace OpenSim.world
98 } 100 }
99 _updateCount = 0; 101 _updateCount = 0;
100 } 102 }
101 } 103 //}
102 } 104 }
103 } 105 }
104 106
@@ -249,36 +251,111 @@ namespace OpenSim.world
249 } 251 }
250 252
251 public void HandleUpdate(AgentUpdatePacket pack) { 253 public void HandleUpdate(AgentUpdatePacket pack) {
252 if(((uint)pack.AgentData.ControlFlags & (uint)MainAvatar.AgentUpdateFlags.AGENT_CONTROL_AT_POS) !=0) { 254 if(((uint)pack.AgentData.ControlFlags & (uint)MainAvatar.AgentUpdateFlags.AGENT_CONTROL_FLY) !=0)
253 if(!walking) 255 {
256 this._physActor.Flying = true;
257 }
258 else
259 {
260 this._physActor.Flying = false;
261 }
262 if(((uint)pack.AgentData.ControlFlags & (uint)MainAvatar.AgentUpdateFlags.AGENT_CONTROL_AT_POS) !=0) {
263 Axiom.MathLib.Quaternion q = new Axiom.MathLib.Quaternion(pack.AgentData.BodyRotation.W, pack.AgentData.BodyRotation.X, pack.AgentData.BodyRotation.Y, pack.AgentData.BodyRotation.Z);
264 if(((movementflag & 1) ==0) || (q!= this.bodyRot))
254 { 265 {
255 //we should add a new force to the list 266 //we should add a new force to the list
256 // but for now we will deal with velocities 267 // but for now we will deal with velocities
257 NewForce newVelocity = new NewForce(); 268 NewForce newVelocity = new NewForce();
258 Axiom.MathLib.Vector3 v3 = new Axiom.MathLib.Vector3(1, 0, 0); 269 Axiom.MathLib.Vector3 v3 = new Axiom.MathLib.Vector3(1, 0, 0);
259 Axiom.MathLib.Quaternion q = new Axiom.MathLib.Quaternion(pack.AgentData.BodyRotation.W, pack.AgentData.BodyRotation.X, pack.AgentData.BodyRotation.Y, pack.AgentData.BodyRotation.Z);
260 Axiom.MathLib.Vector3 direc = q * v3; 270 Axiom.MathLib.Vector3 direc = q * v3;
261 direc.Normalize(); 271 direc.Normalize();
262 272
263 //work out velocity for sim physics system 273 //work out velocity for sim physics system
264 direc = direc * ((0.03f) * 128f); 274 direc = direc * ((0.03f) * 128f);
275 if(this._physActor.Flying)
276 direc *=2;
277
278 newVelocity.X = direc.x;
279 newVelocity.Y = direc.y;
280 newVelocity.Z = direc.z;
281 this.forcesList.Add(newVelocity);
282 movementflag = 1;
283 this.bodyRot = q;
284 }
285 }
286 else if((((uint)pack.AgentData.ControlFlags & (uint)MainAvatar.AgentUpdateFlags.AGENT_CONTROL_UP_POS) !=0) &&(PhysicsEngineFlying)) {
287 if(((movementflag & 2) ==0) && this._physActor.Flying)
288 {
289 //we should add a new force to the list
290 // but for now we will deal with velocities
291 NewForce newVelocity = new NewForce();
292 Axiom.MathLib.Vector3 v3 = new Axiom.MathLib.Vector3(0, 0, 1);
293 Axiom.MathLib.Vector3 direc = v3;
294 direc.Normalize();
295
296 //work out velocity for sim physics system
297 direc = direc * ((0.03f) * 128f *2);
298 newVelocity.X = direc.x;
299 newVelocity.Y = direc.y;
300 newVelocity.Z = direc.z;
301 this.forcesList.Add(newVelocity);
302 movementflag = 2;
303 }
304 }
305 else if((((uint)pack.AgentData.ControlFlags & (uint)MainAvatar.AgentUpdateFlags.AGENT_CONTROL_UP_NEG) !=0) && (PhysicsEngineFlying)) {
306 if(((movementflag & 4) ==0) && this._physActor.Flying)
307 {
308 //we should add a new force to the list
309 // but for now we will deal with velocities
310 NewForce newVelocity = new NewForce();
311 Axiom.MathLib.Vector3 v3 = new Axiom.MathLib.Vector3(0, 0, -1);
312 //Axiom.MathLib.Quaternion q = new Axiom.MathLib.Quaternion(pack.AgentData.BodyRotation.W, pack.AgentData.BodyRotation.X, pack.AgentData.BodyRotation.Y, pack.AgentData.BodyRotation.Z);
313 Axiom.MathLib.Vector3 direc = v3;
314 direc.Normalize();
315
316 //work out velocity for sim physics system
317 direc = direc * ((0.03f) * 128f *2);
318 newVelocity.X = direc.x;
319 newVelocity.Y = direc.y;
320 newVelocity.Z = direc.z;
321 this.forcesList.Add(newVelocity);
322 movementflag = 4;
323 }
324 }
325 else if(((uint)pack.AgentData.ControlFlags & (uint)MainAvatar.AgentUpdateFlags.AGENT_CONTROL_AT_NEG) !=0) {
326 Axiom.MathLib.Quaternion q = new Axiom.MathLib.Quaternion(pack.AgentData.BodyRotation.W, pack.AgentData.BodyRotation.X, pack.AgentData.BodyRotation.Y, pack.AgentData.BodyRotation.Z);
327 if(((movementflag & 8) ==0) || (q!= this.bodyRot))
328 {
329 //we should add a new force to the list
330 // but for now we will deal with velocities
331 NewForce newVelocity = new NewForce();
332 Axiom.MathLib.Vector3 v3 = new Axiom.MathLib.Vector3(-1, 0, 0);
333 Axiom.MathLib.Vector3 direc = q * v3;
334 direc.Normalize();
335
336 //work out velocity for sim physics system
337 direc = direc * ((0.03f) * 128f);
338 if(this._physActor.Flying)
339 direc *=2;
340
265 newVelocity.X = direc.x; 341 newVelocity.X = direc.x;
266 newVelocity.Y = direc.y; 342 newVelocity.Y = direc.y;
267 newVelocity.Z = direc.z; 343 newVelocity.Z = direc.z;
268 this.forcesList.Add(newVelocity); 344 this.forcesList.Add(newVelocity);
269 walking=true; 345 movementflag = 8;
346 this.bodyRot = q;
270 } 347 }
271 } 348 }
272 else 349 else
273 { 350 {
274 if(walking) 351 if((movementflag) !=0)
275 { 352 {
276 NewForce newVelocity = new NewForce(); 353 NewForce newVelocity = new NewForce();
277 newVelocity.X = 0; 354 newVelocity.X = 0;
278 newVelocity.Y = 0; 355 newVelocity.Y = 0;
279 newVelocity.Z = 0; 356 newVelocity.Z = 0;
280 this.forcesList.Add(newVelocity); 357 this.forcesList.Add(newVelocity);
281 walking = false; 358 movementflag = 0;
282 } 359 }
283 } 360 }
284 } 361 }