diff options
Diffstat (limited to 'OpenSim/Region/Physics/UbitOdePlugin')
-rw-r--r-- | OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs | 292 | ||||
-rw-r--r-- | OpenSim/Region/Physics/UbitOdePlugin/ODEMeshWorker.cs | 1 | ||||
-rw-r--r-- | OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs | 4 | ||||
-rw-r--r-- | OpenSim/Region/Physics/UbitOdePlugin/ODESitAvatar.cs | 8 | ||||
-rw-r--r-- | OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs | 265 |
5 files changed, 424 insertions, 146 deletions
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs index ecd5474..1c38246 100644 --- a/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs +++ b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs | |||
@@ -79,6 +79,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
79 | private Vector3 _acceleration; | 79 | private Vector3 _acceleration; |
80 | private Vector3 m_rotationalVelocity; | 80 | private Vector3 m_rotationalVelocity; |
81 | private Vector3 m_size; | 81 | private Vector3 m_size; |
82 | private Vector3 m_collideNormal; | ||
82 | private Quaternion m_orientation; | 83 | private Quaternion m_orientation; |
83 | private Quaternion m_orientation2D; | 84 | private Quaternion m_orientation2D; |
84 | private float m_mass = 80f; | 85 | private float m_mass = 80f; |
@@ -96,6 +97,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
96 | private float m_feetOffset = 0; | 97 | private float m_feetOffset = 0; |
97 | private float feetOff = 0; | 98 | private float feetOff = 0; |
98 | private float boneOff = 0; | 99 | private float boneOff = 0; |
100 | private float AvaAvaSizeXsq = 0.3f; | ||
101 | private float AvaAvaSizeYsq = 0.2f; | ||
99 | 102 | ||
100 | public float walkDivisor = 1.3f; | 103 | public float walkDivisor = 1.3f; |
101 | public float runDivisor = 0.8f; | 104 | public float runDivisor = 0.8f; |
@@ -107,6 +110,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
107 | 110 | ||
108 | private bool _zeroFlag = false; | 111 | private bool _zeroFlag = false; |
109 | 112 | ||
113 | |||
110 | private uint m_localID = 0; | 114 | private uint m_localID = 0; |
111 | public bool m_returnCollisions = false; | 115 | public bool m_returnCollisions = false; |
112 | // taints and their non-tainted counterparts | 116 | // taints and their non-tainted counterparts |
@@ -136,7 +140,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
136 | public IntPtr Body = IntPtr.Zero; | 140 | public IntPtr Body = IntPtr.Zero; |
137 | private OdeScene _parent_scene; | 141 | private OdeScene _parent_scene; |
138 | private IntPtr capsule = IntPtr.Zero; | 142 | private IntPtr capsule = IntPtr.Zero; |
139 | private IntPtr bbox = IntPtr.Zero; | ||
140 | public IntPtr collider = IntPtr.Zero; | 143 | public IntPtr collider = IntPtr.Zero; |
141 | 144 | ||
142 | public IntPtr Amotor = IntPtr.Zero; | 145 | public IntPtr Amotor = IntPtr.Zero; |
@@ -152,9 +155,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
152 | public UUID m_uuid; | 155 | public UUID m_uuid; |
153 | public bool bad = false; | 156 | public bool bad = false; |
154 | 157 | ||
155 | float mu; | 158 | float mu; |
156 | |||
157 | |||
158 | 159 | ||
159 | public OdeCharacter(uint localID, String avName, OdeScene parent_scene, Vector3 pos, Vector3 pSize, float pfeetOffset, float density, float walk_divisor, float rundivisor) | 160 | public OdeCharacter(uint localID, String avName, OdeScene parent_scene, Vector3 pos, Vector3 pSize, float pfeetOffset, float density, float walk_divisor, float rundivisor) |
160 | { | 161 | { |
@@ -310,9 +311,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
310 | { | 311 | { |
311 | if (value) | 312 | if (value) |
312 | { | 313 | { |
313 | m_colliderfilter += 2; | 314 | m_colliderfilter += 3; |
314 | if (m_colliderfilter > 2) | 315 | if (m_colliderfilter > 3) |
315 | m_colliderfilter = 2; | 316 | m_colliderfilter = 3; |
316 | } | 317 | } |
317 | else | 318 | else |
318 | { | 319 | { |
@@ -327,6 +328,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
327 | { | 328 | { |
328 | m_pidControllerActive = true; | 329 | m_pidControllerActive = true; |
329 | m_iscolliding = true; | 330 | m_iscolliding = true; |
331 | m_freemove = false; | ||
330 | } | 332 | } |
331 | } | 333 | } |
332 | } | 334 | } |
@@ -709,6 +711,11 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
709 | 711 | ||
710 | feetOff = bot + feetsz; | 712 | feetOff = bot + feetsz; |
711 | 713 | ||
714 | AvaAvaSizeXsq = 0.4f * sx; | ||
715 | AvaAvaSizeXsq *= AvaAvaSizeXsq; | ||
716 | AvaAvaSizeYsq = 0.5f * sy; | ||
717 | AvaAvaSizeYsq *= AvaAvaSizeYsq; | ||
718 | |||
712 | _parent_scene.waitForSpaceUnlock(_parent_scene.CharsSpace); | 719 | _parent_scene.waitForSpaceUnlock(_parent_scene.CharsSpace); |
713 | 720 | ||
714 | collider = d.HashSpaceCreate(_parent_scene.CharsSpace); | 721 | collider = d.HashSpaceCreate(_parent_scene.CharsSpace); |
@@ -723,9 +730,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
723 | r = m_size.Y; | 730 | r = m_size.Y; |
724 | float l = m_size.Z - r; | 731 | float l = m_size.Z - r; |
725 | r *= 0.5f; | 732 | r *= 0.5f; |
726 | capsule = d.CreateCapsule(collider, r, l); | ||
727 | 733 | ||
728 | bbox = d.CreateBox(collider, m_size.X, m_size.Y, m_size.Z); | 734 | capsule = d.CreateCapsule(collider, r, l); |
729 | 735 | ||
730 | m_mass = m_density * m_size.X * m_size.Y * m_size.Z; // update mass | 736 | m_mass = m_density * m_size.X * m_size.Y * m_size.Z; // update mass |
731 | 737 | ||
@@ -750,8 +756,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
750 | _position.Z = npositionZ; | 756 | _position.Z = npositionZ; |
751 | 757 | ||
752 | d.BodySetMass(Body, ref ShellMass); | 758 | d.BodySetMass(Body, ref ShellMass); |
753 | |||
754 | d.GeomSetBody(bbox, Body); | ||
755 | d.GeomSetBody(capsule, Body); | 759 | d.GeomSetBody(capsule, Body); |
756 | 760 | ||
757 | // The purpose of the AMotor here is to keep the avatar's physical | 761 | // The purpose of the AMotor here is to keep the avatar's physical |
@@ -821,14 +825,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
821 | capsule = IntPtr.Zero; | 825 | capsule = IntPtr.Zero; |
822 | } | 826 | } |
823 | 827 | ||
824 | if (bbox != IntPtr.Zero) | ||
825 | { | ||
826 | _parent_scene.actor_name_map.Remove(bbox); | ||
827 | _parent_scene.waitForSpaceUnlock(collider); | ||
828 | d.GeomDestroy(bbox); | ||
829 | bbox = IntPtr.Zero; | ||
830 | } | ||
831 | |||
832 | if (collider != IntPtr.Zero) | 828 | if (collider != IntPtr.Zero) |
833 | { | 829 | { |
834 | d.SpaceDestroy(collider); | 830 | d.SpaceDestroy(collider); |
@@ -869,47 +865,107 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
869 | x = tx * cos - y * sin; | 865 | x = tx * cos - y * sin; |
870 | y = tx * sin + y * cos; | 866 | y = tx * sin + y * cos; |
871 | } | 867 | } |
872 | 868 | ||
873 | 869 | public bool Collide(IntPtr me, IntPtr other, bool reverse, ref d.ContactGeom contact, | |
874 | public bool Collide(IntPtr me, bool reverse, ref d.ContactGeom contact, ref bool feetcollision) | 870 | ref d.ContactGeom altContact , ref bool useAltcontact, ref bool feetcollision) |
875 | { | 871 | { |
876 | feetcollision = false; | 872 | feetcollision = false; |
877 | 873 | useAltcontact = false; | |
878 | Vector3 offset; | ||
879 | |||
880 | offset.X = contact.pos.X - _position.X; | ||
881 | offset.Y = contact.pos.Y - _position.Y; | ||
882 | 874 | ||
883 | if (me == capsule) | 875 | if (me == capsule) |
884 | { | 876 | { |
877 | Vector3 offset; | ||
878 | |||
885 | float h = contact.pos.Z - _position.Z; | 879 | float h = contact.pos.Z - _position.Z; |
886 | offset.Z = h - feetOff; | 880 | offset.Z = h - feetOff; |
887 | 881 | ||
888 | if (offset.Z > 0) | 882 | offset.X = contact.pos.X - _position.X; |
883 | offset.Y = contact.pos.Y - _position.Y; | ||
884 | |||
885 | d.GeomClassID gtype = d.GeomGetClass(other); | ||
886 | if (gtype == d.GeomClassID.CapsuleClass) | ||
887 | { | ||
888 | Vector3 roff = offset * Quaternion.Inverse(m_orientation2D); | ||
889 | float r = roff.X *roff.X / AvaAvaSizeXsq; | ||
890 | r += (roff.Y * roff.Y) / AvaAvaSizeYsq; | ||
891 | if (r > 1.0f) | ||
892 | return false; | ||
893 | |||
894 | float dp = 1.0f -(float)Math.Sqrt((double)r); | ||
895 | if (dp > 0.05f) | ||
896 | dp = 0.05f; | ||
897 | |||
898 | contact.depth = dp; | ||
899 | |||
900 | if (offset.Z < 0) | ||
901 | { | ||
902 | feetcollision = true; | ||
903 | if (h < boneOff) | ||
904 | { | ||
905 | m_collideNormal.X = contact.normal.X; | ||
906 | m_collideNormal.Y = contact.normal.Y; | ||
907 | m_collideNormal.Z = contact.normal.Z; | ||
908 | IsColliding = true; | ||
909 | } | ||
910 | } | ||
889 | return true; | 911 | return true; |
912 | } | ||
913 | /* | ||
914 | d.AABB aabb; | ||
915 | d.GeomGetAABB(other,out aabb); | ||
916 | float othertop = aabb.MaxZ - _position.Z; | ||
917 | */ | ||
918 | // if (offset.Z > 0 || othertop > -feetOff || contact.normal.Z > 0.35f) | ||
919 | if (offset.Z > 0 || contact.normal.Z > 0.35f) | ||
920 | { | ||
921 | if (offset.Z <= 0) | ||
922 | { | ||
923 | feetcollision = true; | ||
924 | if (h < boneOff) | ||
925 | { | ||
926 | m_collideNormal.X = contact.normal.X; | ||
927 | m_collideNormal.Y = contact.normal.Y; | ||
928 | m_collideNormal.Z = contact.normal.Z; | ||
929 | IsColliding = true; | ||
930 | } | ||
931 | } | ||
932 | return true; | ||
933 | } | ||
934 | |||
935 | altContact = contact; | ||
936 | useAltcontact = true; | ||
937 | |||
938 | offset.Z -= 0.2f; | ||
890 | 939 | ||
891 | offset.Normalize(); | 940 | offset.Normalize(); |
892 | 941 | ||
942 | if (contact.depth > 0.1f) | ||
943 | contact.depth = 0.1f; | ||
944 | |||
893 | if (reverse) | 945 | if (reverse) |
894 | { | 946 | { |
895 | contact.normal.X = offset.X; | 947 | altContact.normal.X = offset.X; |
896 | contact.normal.Y = offset.Y; | 948 | altContact.normal.Y = offset.Y; |
897 | contact.normal.Z = offset.Z; | 949 | altContact.normal.Z = offset.Z; |
898 | } | 950 | } |
899 | else | 951 | else |
900 | { | 952 | { |
901 | contact.normal.X = -offset.X; | 953 | altContact.normal.X = -offset.X; |
902 | contact.normal.Y = -offset.Y; | 954 | altContact.normal.Y = -offset.Y; |
903 | contact.normal.Z = -offset.Z; | 955 | altContact.normal.Z = -offset.Z; |
904 | } | 956 | } |
957 | |||
905 | feetcollision = true; | 958 | feetcollision = true; |
906 | if (h < boneOff) | 959 | if (h < boneOff) |
960 | { | ||
961 | m_collideNormal.X = contact.normal.X; | ||
962 | m_collideNormal.Y = contact.normal.Y; | ||
963 | m_collideNormal.Z = contact.normal.Z; | ||
907 | IsColliding = true; | 964 | IsColliding = true; |
965 | } | ||
966 | return true; | ||
908 | } | 967 | } |
909 | else | 968 | return false; |
910 | return false; | ||
911 | |||
912 | return true; | ||
913 | } | 969 | } |
914 | 970 | ||
915 | /// <summary> | 971 | /// <summary> |
@@ -986,6 +1042,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
986 | Vector3 vel = new Vector3(dtmp.X, dtmp.Y, dtmp.Z); | 1042 | Vector3 vel = new Vector3(dtmp.X, dtmp.Y, dtmp.Z); |
987 | float velLengthSquared = vel.LengthSquared(); | 1043 | float velLengthSquared = vel.LengthSquared(); |
988 | 1044 | ||
1045 | |||
1046 | Vector3 ctz = _target_velocity; | ||
1047 | |||
989 | float movementdivisor = 1f; | 1048 | float movementdivisor = 1f; |
990 | //Ubit change divisions into multiplications below | 1049 | //Ubit change divisions into multiplications below |
991 | if (!m_alwaysRun) | 1050 | if (!m_alwaysRun) |
@@ -993,13 +1052,16 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
993 | else | 1052 | else |
994 | movementdivisor = 1 / runDivisor; | 1053 | movementdivisor = 1 / runDivisor; |
995 | 1054 | ||
1055 | ctz.X *= movementdivisor; | ||
1056 | ctz.Y *= movementdivisor; | ||
1057 | |||
996 | //****************************************** | 1058 | //****************************************** |
997 | // colide with land | 1059 | // colide with land |
998 | 1060 | ||
999 | d.AABB aabb; | 1061 | d.AABB aabb; |
1000 | // d.GeomGetAABB(feetbox, out aabb); | 1062 | // d.GeomGetAABB(feetbox, out aabb); |
1001 | d.GeomGetAABB(capsule, out aabb); | 1063 | d.GeomGetAABB(capsule, out aabb); |
1002 | float chrminZ = aabb.MinZ; ; // move up a bit | 1064 | float chrminZ = aabb.MinZ; // move up a bit |
1003 | Vector3 posch = localpos; | 1065 | Vector3 posch = localpos; |
1004 | 1066 | ||
1005 | float ftmp; | 1067 | float ftmp; |
@@ -1014,15 +1076,18 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1014 | float terrainheight = _parent_scene.GetTerrainHeightAtXY(posch.X, posch.Y); | 1076 | float terrainheight = _parent_scene.GetTerrainHeightAtXY(posch.X, posch.Y); |
1015 | if (chrminZ < terrainheight) | 1077 | if (chrminZ < terrainheight) |
1016 | { | 1078 | { |
1079 | if (ctz.Z < 0) | ||
1080 | ctz.Z = 0; | ||
1081 | |||
1082 | Vector3 n = _parent_scene.GetTerrainNormalAtXY(posch.X, posch.Y); | ||
1017 | float depth = terrainheight - chrminZ; | 1083 | float depth = terrainheight - chrminZ; |
1084 | |||
1085 | vec.Z = depth * PID_P * 50; | ||
1086 | |||
1018 | if (!flying) | 1087 | if (!flying) |
1019 | { | 1088 | vec.Z += -vel.Z * PID_D; |
1020 | vec.Z = -vel.Z * PID_D * 1.5f + depth * PID_P * 50; | ||
1021 | } | ||
1022 | else | ||
1023 | vec.Z = depth * PID_P * 50; | ||
1024 | 1089 | ||
1025 | if (depth < 0.1f) | 1090 | if (depth < 0.2f) |
1026 | { | 1091 | { |
1027 | m_colliderGroundfilter++; | 1092 | m_colliderGroundfilter++; |
1028 | if (m_colliderGroundfilter > 2) | 1093 | if (m_colliderGroundfilter > 2) |
@@ -1036,50 +1101,83 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1036 | m_freemove = false; | 1101 | m_freemove = false; |
1037 | } | 1102 | } |
1038 | 1103 | ||
1104 | m_collideNormal.X = n.X; | ||
1105 | m_collideNormal.Y = n.Y; | ||
1106 | m_collideNormal.Z = n.Z; | ||
1107 | |||
1039 | m_iscollidingGround = true; | 1108 | m_iscollidingGround = true; |
1040 | 1109 | ||
1110 | |||
1041 | ContactPoint contact = new ContactPoint(); | 1111 | ContactPoint contact = new ContactPoint(); |
1042 | contact.PenetrationDepth = depth; | 1112 | contact.PenetrationDepth = depth; |
1043 | contact.Position.X = localpos.X; | 1113 | contact.Position.X = localpos.X; |
1044 | contact.Position.Y = localpos.Y; | 1114 | contact.Position.Y = localpos.Y; |
1045 | contact.Position.Z = terrainheight; | 1115 | contact.Position.Z = terrainheight; |
1046 | contact.SurfaceNormal.X = 0.0f; | 1116 | contact.SurfaceNormal.X = -n.X; |
1047 | contact.SurfaceNormal.Y = 0.0f; | 1117 | contact.SurfaceNormal.Y = -n.Y; |
1048 | contact.SurfaceNormal.Z = -1f; | 1118 | contact.SurfaceNormal.Z = -n.Z; |
1049 | contact.RelativeSpeed = -vel.Z; | 1119 | contact.RelativeSpeed = -vel.Z; |
1050 | contact.CharacterFeet = true; | 1120 | contact.CharacterFeet = true; |
1051 | AddCollisionEvent(0, contact); | 1121 | AddCollisionEvent(0, contact); |
1052 | 1122 | ||
1053 | vec.Z *= 0.5f; | 1123 | // vec.Z *= 0.5f; |
1054 | } | 1124 | } |
1055 | } | 1125 | } |
1056 | 1126 | ||
1057 | else | 1127 | else |
1058 | { | 1128 | { |
1059 | m_colliderGroundfilter = 0; | 1129 | m_colliderGroundfilter -= 5; |
1060 | m_iscollidingGround = false; | 1130 | if (m_colliderGroundfilter <= 0) |
1131 | { | ||
1132 | m_colliderGroundfilter = 0; | ||
1133 | m_iscollidingGround = false; | ||
1134 | } | ||
1061 | } | 1135 | } |
1062 | } | 1136 | } |
1063 | else | 1137 | else |
1064 | { | 1138 | { |
1065 | m_colliderGroundfilter = 0; | 1139 | m_colliderGroundfilter -= 5; |
1066 | m_iscollidingGround = false; | 1140 | if (m_colliderGroundfilter <= 0) |
1141 | { | ||
1142 | m_colliderGroundfilter = 0; | ||
1143 | m_iscollidingGround = false; | ||
1144 | } | ||
1067 | } | 1145 | } |
1068 | 1146 | ||
1069 | 1147 | ||
1070 | //****************************************** | 1148 | //****************************************** |
1149 | if (!m_iscolliding) | ||
1150 | m_collideNormal.Z = 0; | ||
1151 | |||
1152 | bool tviszero = (ctz.X == 0.0f && ctz.Y == 0.0f && ctz.Z == 0.0f); | ||
1153 | |||
1071 | 1154 | ||
1072 | bool tviszero = (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f); | ||
1073 | 1155 | ||
1074 | // if (!tviszero || m_iscolliding || velLengthSquared <0.01) | ||
1075 | if (!tviszero) | 1156 | if (!tviszero) |
1157 | { | ||
1076 | m_freemove = false; | 1158 | m_freemove = false; |
1077 | 1159 | ||
1160 | // movement relative to surface if moving on it | ||
1161 | // dont disturbe vertical movement, ie jumps | ||
1162 | if (m_iscolliding && !flying && ctz.Z == 0 && m_collideNormal.Z > 0.2f && m_collideNormal.Z < 0.94f) | ||
1163 | { | ||
1164 | float p = ctz.X * m_collideNormal.X + ctz.Y * m_collideNormal.Y; | ||
1165 | ctz.X *= (float)Math.Sqrt(1 - m_collideNormal.X * m_collideNormal.X); | ||
1166 | ctz.Y *= (float)Math.Sqrt(1 - m_collideNormal.Y * m_collideNormal.Y); | ||
1167 | ctz.Z -= p; | ||
1168 | if (ctz.Z < 0) | ||
1169 | ctz.Z *= 2; | ||
1170 | |||
1171 | } | ||
1172 | |||
1173 | } | ||
1174 | |||
1175 | |||
1078 | if (!m_freemove) | 1176 | if (!m_freemove) |
1079 | { | 1177 | { |
1080 | 1178 | ||
1081 | // if velocity is zero, use position control; otherwise, velocity control | 1179 | // if velocity is zero, use position control; otherwise, velocity control |
1082 | if (tviszero && m_iscolliding) | 1180 | if (tviszero && m_iscolliding && !flying) |
1083 | { | 1181 | { |
1084 | // keep track of where we stopped. No more slippin' & slidin' | 1182 | // keep track of where we stopped. No more slippin' & slidin' |
1085 | if (!_zeroFlag) | 1183 | if (!_zeroFlag) |
@@ -1094,12 +1192,18 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1094 | // Avatar to Avatar collisions | 1192 | // Avatar to Avatar collisions |
1095 | // Prim to avatar collisions | 1193 | // Prim to avatar collisions |
1096 | 1194 | ||
1097 | vec.X = -vel.X * PID_D + (_zeroPosition.X - localpos.X) * (PID_P * 2); | 1195 | vec.X = -vel.X * PID_D * 2f + (_zeroPosition.X - localpos.X) * (PID_P * 5); |
1098 | vec.Y = -vel.Y * PID_D + (_zeroPosition.Y - localpos.Y) * (PID_P * 2); | 1196 | vec.Y = -vel.Y * PID_D * 2f + (_zeroPosition.Y - localpos.Y) * (PID_P * 5); |
1197 | if(vel.Z > 0) | ||
1198 | vec.Z += -vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P; | ||
1199 | else | ||
1200 | vec.Z += (-vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P) * 0.2f; | ||
1201 | /* | ||
1099 | if (flying) | 1202 | if (flying) |
1100 | { | 1203 | { |
1101 | vec.Z += -vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P; | 1204 | vec.Z += -vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P; |
1102 | } | 1205 | } |
1206 | */ | ||
1103 | } | 1207 | } |
1104 | //PidStatus = true; | 1208 | //PidStatus = true; |
1105 | } | 1209 | } |
@@ -1112,22 +1216,48 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1112 | { | 1216 | { |
1113 | if (!flying) | 1217 | if (!flying) |
1114 | { | 1218 | { |
1115 | if (_target_velocity.Z > 0.0f) | 1219 | // we are on a surface |
1220 | if (ctz.Z > 0f) | ||
1221 | { | ||
1222 | // moving up or JUMPING | ||
1223 | vec.Z += (ctz.Z - vel.Z) * PID_D * 2f; | ||
1224 | vec.X += (ctz.X - vel.X) * (PID_D); | ||
1225 | vec.Y += (ctz.Y - vel.Y) * (PID_D); | ||
1226 | } | ||
1227 | else | ||
1116 | { | 1228 | { |
1117 | // We're colliding with something and we're not flying but we're moving | 1229 | // we are moving down on a surface |
1118 | // This means we're walking or running. JUMPING | 1230 | if (ctz.Z == 0) |
1119 | vec.Z += (_target_velocity.Z - vel.Z) * PID_D * 1.2f;// +(_zeroPosition.Z - localpos.Z) * PID_P; | 1231 | { |
1232 | if (vel.Z > 0) | ||
1233 | vec.Z -= vel.Z * PID_D * 2f; | ||
1234 | vec.X += (ctz.X - vel.X) * (PID_D); | ||
1235 | vec.Y += (ctz.Y - vel.Y) * (PID_D); | ||
1236 | } | ||
1237 | // intencionally going down | ||
1238 | else | ||
1239 | { | ||
1240 | if (ctz.Z < vel.Z) | ||
1241 | vec.Z += (ctz.Z - vel.Z) * PID_D; | ||
1242 | else | ||
1243 | { | ||
1244 | } | ||
1245 | |||
1246 | if (Math.Abs(ctz.X) > Math.Abs(vel.X)) | ||
1247 | vec.X += (ctz.X - vel.X) * (PID_D); | ||
1248 | if (Math.Abs(ctz.Y) > Math.Abs(vel.Y)) | ||
1249 | vec.Y += (ctz.Y - vel.Y) * (PID_D); | ||
1250 | } | ||
1120 | } | 1251 | } |
1252 | |||
1121 | // We're standing on something | 1253 | // We're standing on something |
1122 | vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D); | ||
1123 | vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D); | ||
1124 | } | 1254 | } |
1125 | else | 1255 | else |
1126 | { | 1256 | { |
1127 | // We're flying and colliding with something | 1257 | // We're flying and colliding with something |
1128 | vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 0.0625f); | 1258 | vec.X += (ctz.X - vel.X) * (PID_D * 0.0625f); |
1129 | vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 0.0625f); | 1259 | vec.Y += (ctz.Y - vel.Y) * (PID_D * 0.0625f); |
1130 | vec.Z += (_target_velocity.Z - vel.Z) * (PID_D); | 1260 | vec.Z += (ctz.Z - vel.Z) * (PID_D * 0.0625f); |
1131 | } | 1261 | } |
1132 | } | 1262 | } |
1133 | else // ie not colliding | 1263 | else // ie not colliding |
@@ -1135,9 +1265,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1135 | if (flying) //(!m_iscolliding && flying) | 1265 | if (flying) //(!m_iscolliding && flying) |
1136 | { | 1266 | { |
1137 | // we're in mid air suspended | 1267 | // we're in mid air suspended |
1138 | vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 1.667f); | 1268 | vec.X += (ctz.X - vel.X) * (PID_D); |
1139 | vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 1.667f); | 1269 | vec.Y += (ctz.Y - vel.Y) * (PID_D); |
1140 | vec.Z += (_target_velocity.Z - vel.Z) * (PID_D); | 1270 | vec.Z += (ctz.Z - vel.Z) * (PID_D); |
1141 | } | 1271 | } |
1142 | 1272 | ||
1143 | else | 1273 | else |
@@ -1146,8 +1276,11 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1146 | // m_iscolliding includes collisions with the ground. | 1276 | // m_iscolliding includes collisions with the ground. |
1147 | 1277 | ||
1148 | // d.Vector3 pos = d.BodyGetPosition(Body); | 1278 | // d.Vector3 pos = d.BodyGetPosition(Body); |
1149 | vec.X = (_target_velocity.X - vel.X) * PID_D * 0.833f; | 1279 | vec.X += (ctz.X - vel.X) * PID_D * 0.833f; |
1150 | vec.Y = (_target_velocity.Y - vel.Y) * PID_D * 0.833f; | 1280 | vec.Y += (ctz.Y - vel.Y) * PID_D * 0.833f; |
1281 | // hack for breaking on fall | ||
1282 | if (ctz.Z == -9999f) | ||
1283 | vec.Z += -vel.Z * PID_D - _parent_scene.gravityz * m_mass; | ||
1151 | } | 1284 | } |
1152 | } | 1285 | } |
1153 | } | 1286 | } |
@@ -1166,9 +1299,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1166 | vec.X -= breakfactor * vel.X; | 1299 | vec.X -= breakfactor * vel.X; |
1167 | vec.Y -= breakfactor * vel.Y; | 1300 | vec.Y -= breakfactor * vel.Y; |
1168 | if (flying) | 1301 | if (flying) |
1169 | vec.Z -= breakfactor * vel.Z; | 1302 | vec.Z -= 0.5f * breakfactor * vel.Z; |
1170 | else | 1303 | else |
1171 | vec.Z -= .5f* m_mass * vel.Z; | 1304 | vec.Z -= .16f* m_mass * vel.Z; |
1172 | } | 1305 | } |
1173 | 1306 | ||
1174 | if (flying) | 1307 | if (flying) |
@@ -1389,10 +1522,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1389 | AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z); | 1522 | AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z); |
1390 | 1523 | ||
1391 | _parent_scene.actor_name_map[collider] = (PhysicsActor)this; | 1524 | _parent_scene.actor_name_map[collider] = (PhysicsActor)this; |
1392 | // _parent_scene.actor_name_map[feetbox] = (PhysicsActor)this; | ||
1393 | // _parent_scene.actor_name_map[midbox] = (PhysicsActor)this; | ||
1394 | // _parent_scene.actor_name_map[topbox] = (PhysicsActor)this; | ||
1395 | _parent_scene.actor_name_map[bbox] = (PhysicsActor)this; | ||
1396 | _parent_scene.actor_name_map[capsule] = (PhysicsActor)this; | 1525 | _parent_scene.actor_name_map[capsule] = (PhysicsActor)this; |
1397 | _parent_scene.AddCharacter(this); | 1526 | _parent_scene.AddCharacter(this); |
1398 | } | 1527 | } |
@@ -1449,7 +1578,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1449 | 1578 | ||
1450 | 1579 | ||
1451 | _parent_scene.actor_name_map[collider] = (PhysicsActor)this; | 1580 | _parent_scene.actor_name_map[collider] = (PhysicsActor)this; |
1452 | _parent_scene.actor_name_map[bbox] = (PhysicsActor)this; | ||
1453 | _parent_scene.actor_name_map[capsule] = (PhysicsActor)this; | 1581 | _parent_scene.actor_name_map[capsule] = (PhysicsActor)this; |
1454 | } | 1582 | } |
1455 | m_freemove = false; | 1583 | m_freemove = false; |
@@ -1553,9 +1681,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1553 | _zeroFlag = false; | 1681 | _zeroFlag = false; |
1554 | _target_velocity = Vector3.Zero; | 1682 | _target_velocity = Vector3.Zero; |
1555 | m_freemove = true; | 1683 | m_freemove = true; |
1556 | m_colliderfilter = -2; | 1684 | m_colliderfilter = -1; |
1557 | m_colliderObjectfilter = -2; | 1685 | m_colliderObjectfilter = -1; |
1558 | m_colliderGroundfilter = -2; | 1686 | m_colliderGroundfilter = -1; |
1559 | 1687 | ||
1560 | m_iscolliding = false; | 1688 | m_iscolliding = false; |
1561 | m_iscollidingGround = false; | 1689 | m_iscollidingGround = false; |
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEMeshWorker.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEMeshWorker.cs index 5030cec..a6bdaa0 100644 --- a/OpenSim/Region/Physics/UbitOdePlugin/ODEMeshWorker.cs +++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEMeshWorker.cs | |||
@@ -100,6 +100,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
100 | } | 100 | } |
101 | m_running = true; | 101 | m_running = true; |
102 | m_thread = new Thread(DoWork); | 102 | m_thread = new Thread(DoWork); |
103 | m_thread.Name = "OdeMeshWorker"; | ||
103 | m_thread.Start(); | 104 | m_thread.Start(); |
104 | } | 105 | } |
105 | 106 | ||
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs index 4cac0aa..2c3190f 100644 --- a/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs | |||
@@ -251,8 +251,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
251 | get { return m_building; } | 251 | get { return m_building; } |
252 | set | 252 | set |
253 | { | 253 | { |
254 | if (value) | 254 | // if (value) |
255 | m_building = true; | 255 | // m_building = true; |
256 | AddChange(changes.building, value); | 256 | AddChange(changes.building, value); |
257 | } | 257 | } |
258 | } | 258 | } |
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODESitAvatar.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODESitAvatar.cs index e9023c3..672212f 100644 --- a/OpenSim/Region/Physics/UbitOdePlugin/ODESitAvatar.cs +++ b/OpenSim/Region/Physics/UbitOdePlugin/ODESitAvatar.cs | |||
@@ -78,11 +78,11 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
78 | 78 | ||
79 | IntPtr geom = ((OdePrim)actor).prim_geom; | 79 | IntPtr geom = ((OdePrim)actor).prim_geom; |
80 | 80 | ||
81 | // Vector3 geopos = d.GeomGetPositionOMV(geom); | 81 | Vector3 geopos = d.GeomGetPositionOMV(geom); |
82 | // Quaternion geomOri = d.GeomGetQuaternionOMV(geom); | 82 | Quaternion geomOri = d.GeomGetQuaternionOMV(geom); |
83 | 83 | ||
84 | Vector3 geopos = actor.Position; | 84 | // Vector3 geopos = actor.Position; |
85 | Quaternion geomOri = actor.Orientation; | 85 | // Quaternion geomOri = actor.Orientation; |
86 | 86 | ||
87 | Quaternion geomInvOri = Quaternion.Conjugate(geomOri); | 87 | Quaternion geomInvOri = Quaternion.Conjugate(geomOri); |
88 | 88 | ||
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs index 8abf6cf..2adbe01 100644 --- a/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs +++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs | |||
@@ -833,13 +833,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
833 | switch (p2.PhysicsActorType) | 833 | switch (p2.PhysicsActorType) |
834 | { | 834 | { |
835 | case (int)ActorTypes.Agent: | 835 | case (int)ActorTypes.Agent: |
836 | p1.CollidingObj = true; | ||
837 | p2.CollidingObj = true; | ||
838 | break; | ||
839 | |||
840 | case (int)ActorTypes.Prim: | 836 | case (int)ActorTypes.Prim: |
841 | if (p2.Velocity.LengthSquared() > 0.0f) | ||
842 | p2.CollidingObj = true; | ||
843 | break; | 837 | break; |
844 | 838 | ||
845 | default: | 839 | default: |
@@ -850,55 +844,53 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
850 | } | 844 | } |
851 | 845 | ||
852 | case (int)ActorTypes.Prim: | 846 | case (int)ActorTypes.Prim: |
853 | switch (p2.PhysicsActorType) | ||
854 | { | 847 | { |
855 | case (int)ActorTypes.Agent: | 848 | switch (p2.PhysicsActorType) |
856 | 849 | { | |
857 | dop2ava = true; | 850 | case (int)ActorTypes.Agent: |
858 | 851 | dop2ava = true; | |
859 | if (p1.Velocity.LengthSquared() > 0.0f) | 852 | break; |
860 | p1.CollidingObj = true; | ||
861 | break; | ||
862 | |||
863 | case (int)ActorTypes.Prim: | ||
864 | Vector3 relV = p1.Velocity - p2.Velocity; | ||
865 | float relVlenSQ = relV.LengthSquared(); | ||
866 | if (relVlenSQ > 0.0001f) | ||
867 | { | ||
868 | p1.CollidingObj = true; | ||
869 | p2.CollidingObj = true; | ||
870 | } | ||
871 | p1.getContactData(ref contactdata1); | ||
872 | p2.getContactData(ref contactdata2); | ||
873 | bounce = contactdata1.bounce * contactdata2.bounce; | ||
874 | mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu); | ||
875 | 853 | ||
876 | if (relVlenSQ > 0.01f) | 854 | case (int)ActorTypes.Prim: |
877 | mu *= frictionMovementMult; | 855 | Vector3 relV = p1.Velocity - p2.Velocity; |
856 | float relVlenSQ = relV.LengthSquared(); | ||
857 | if (relVlenSQ > 0.0001f) | ||
858 | { | ||
859 | p1.CollidingObj = true; | ||
860 | p2.CollidingObj = true; | ||
861 | } | ||
862 | p1.getContactData(ref contactdata1); | ||
863 | p2.getContactData(ref contactdata2); | ||
864 | bounce = contactdata1.bounce * contactdata2.bounce; | ||
865 | mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu); | ||
878 | 866 | ||
879 | break; | 867 | if (relVlenSQ > 0.01f) |
868 | mu *= frictionMovementMult; | ||
880 | 869 | ||
881 | case (int)ActorTypes.Ground: | 870 | break; |
882 | p1.getContactData(ref contactdata1); | ||
883 | bounce = contactdata1.bounce * TerrainBounce; | ||
884 | mu = (float)Math.Sqrt(contactdata1.mu * TerrainFriction); | ||
885 | 871 | ||
886 | if (Math.Abs(p1.Velocity.X) > 0.1f || Math.Abs(p1.Velocity.Y) > 0.1f) | 872 | case (int)ActorTypes.Ground: |
887 | mu *= frictionMovementMult; | 873 | p1.getContactData(ref contactdata1); |
888 | p1.CollidingGround = true; | 874 | bounce = contactdata1.bounce * TerrainBounce; |
889 | /* | 875 | mu = (float)Math.Sqrt(contactdata1.mu * TerrainFriction); |
890 | if (d.GeomGetClass(g1) == d.GeomClassID.TriMeshClass) | 876 | |
891 | { | 877 | if (Math.Abs(p1.Velocity.X) > 0.1f || Math.Abs(p1.Velocity.Y) > 0.1f) |
892 | if (curContact.side1 > 0) | 878 | mu *= frictionMovementMult; |
893 | IgnoreNegSides = true; | 879 | p1.CollidingGround = true; |
894 | } | 880 | /* |
895 | */ | 881 | if (d.GeomGetClass(g1) == d.GeomClassID.TriMeshClass) |
896 | break; | 882 | { |
883 | if (curContact.side1 > 0) | ||
884 | IgnoreNegSides = true; | ||
885 | } | ||
886 | */ | ||
887 | break; | ||
897 | 888 | ||
898 | case (int)ActorTypes.Water: | 889 | case (int)ActorTypes.Water: |
899 | default: | 890 | default: |
900 | ignore = true; | 891 | ignore = true; |
901 | break; | 892 | break; |
893 | } | ||
902 | } | 894 | } |
903 | break; | 895 | break; |
904 | 896 | ||
@@ -943,26 +935,55 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
943 | SharedTmpcontact.surface.mu = mu; | 935 | SharedTmpcontact.surface.mu = mu; |
944 | SharedTmpcontact.surface.bounce = bounce; | 936 | SharedTmpcontact.surface.bounce = bounce; |
945 | 937 | ||
938 | d.ContactGeom altContact = new d.ContactGeom(); | ||
939 | bool useAltcontact = false; | ||
940 | bool noskip = true; | ||
941 | |||
946 | while (true) | 942 | while (true) |
947 | { | 943 | { |
948 | // if (!(IgnoreNegSides && curContact.side1 < 0)) | 944 | // if (!(IgnoreNegSides && curContact.side1 < 0)) |
949 | { | 945 | { |
950 | bool noskip = true; | 946 | noskip = true; |
947 | useAltcontact = false; | ||
948 | |||
951 | if (dop1ava) | 949 | if (dop1ava) |
952 | { | 950 | { |
953 | if (!(((OdeCharacter)p1).Collide(g1, false, ref curContact, ref FeetCollision))) | 951 | if ((((OdeCharacter)p1).Collide(g1, g2, false, ref curContact, ref altContact , ref useAltcontact, ref FeetCollision))) |
954 | 952 | { | |
953 | if (p2.PhysicsActorType == (int)ActorTypes.Agent) | ||
954 | { | ||
955 | p1.CollidingObj = true; | ||
956 | p2.CollidingObj = true; | ||
957 | } | ||
958 | else if (p2.Velocity.LengthSquared() > 0.0f) | ||
959 | p2.CollidingObj = true; | ||
960 | } | ||
961 | else | ||
955 | noskip = false; | 962 | noskip = false; |
956 | } | 963 | } |
957 | else if (dop2ava) | 964 | else if (dop2ava) |
958 | { | 965 | { |
959 | if (!(((OdeCharacter)p2).Collide(g2, true, ref curContact, ref FeetCollision))) | 966 | if ((((OdeCharacter)p2).Collide(g2, g1, true, ref curContact, ref altContact , ref useAltcontact, ref FeetCollision))) |
967 | { | ||
968 | if (p1.PhysicsActorType == (int)ActorTypes.Agent) | ||
969 | { | ||
970 | p1.CollidingObj = true; | ||
971 | p2.CollidingObj = true; | ||
972 | } | ||
973 | else if (p2.Velocity.LengthSquared() > 0.0f) | ||
974 | p1.CollidingObj = true; | ||
975 | } | ||
976 | else | ||
960 | noskip = false; | 977 | noskip = false; |
961 | } | 978 | } |
962 | 979 | ||
963 | if (noskip) | 980 | if (noskip) |
964 | { | 981 | { |
965 | Joint = CreateContacJoint(ref curContact); | 982 | if(useAltcontact) |
983 | Joint = CreateContacJoint(ref altContact); | ||
984 | else | ||
985 | Joint = CreateContacJoint(ref curContact); | ||
986 | |||
966 | if (Joint == IntPtr.Zero) | 987 | if (Joint == IntPtr.Zero) |
967 | break; | 988 | break; |
968 | 989 | ||
@@ -1095,10 +1116,11 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1095 | // do colisions with static space | 1116 | // do colisions with static space |
1096 | d.SpaceCollide2(chr.collider, StaticSpace, IntPtr.Zero, nearCallback); | 1117 | d.SpaceCollide2(chr.collider, StaticSpace, IntPtr.Zero, nearCallback); |
1097 | 1118 | ||
1098 | // chars with chars | ||
1099 | d.SpaceCollide(CharsSpace, IntPtr.Zero, nearCallback); | ||
1100 | // no coll with gnd | 1119 | // no coll with gnd |
1101 | } | 1120 | } |
1121 | // chars with chars | ||
1122 | d.SpaceCollide(CharsSpace, IntPtr.Zero, nearCallback); | ||
1123 | |||
1102 | } | 1124 | } |
1103 | catch (AccessViolationException) | 1125 | catch (AccessViolationException) |
1104 | { | 1126 | { |
@@ -1920,12 +1942,12 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1920 | dy = 0; | 1942 | dy = 0; |
1921 | } | 1943 | } |
1922 | } | 1944 | } |
1923 | |||
1924 | else | 1945 | else |
1925 | { | 1946 | { |
1926 | // we still have square fixed size regions | 1947 | // we still have square fixed size regions |
1927 | // also flip x and y because of how map is done for ODE fliped axis | 1948 | // also flip x and y because of how map is done for ODE fliped axis |
1928 | // so ix,iy,dx and dy are inter exchanged | 1949 | // so ix,iy,dx and dy are inter exchanged |
1950 | |||
1929 | if (x < regsize - 1) | 1951 | if (x < regsize - 1) |
1930 | { | 1952 | { |
1931 | iy = (int)x; | 1953 | iy = (int)x; |
@@ -1972,7 +1994,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1972 | */ | 1994 | */ |
1973 | h0 = ((float)heights[iy]); // 0,0 vertice | 1995 | h0 = ((float)heights[iy]); // 0,0 vertice |
1974 | 1996 | ||
1975 | if ((dy > dx)) | 1997 | if (dy>dx) |
1976 | { | 1998 | { |
1977 | iy += regsize; | 1999 | iy += regsize; |
1978 | h2 = (float)heights[iy]; // 0,1 vertice | 2000 | h2 = (float)heights[iy]; // 0,1 vertice |
@@ -1990,6 +2012,133 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1990 | return h0 + h1 + h2; | 2012 | return h0 + h1 + h2; |
1991 | } | 2013 | } |
1992 | 2014 | ||
2015 | public Vector3 GetTerrainNormalAtXY(float x, float y) | ||
2016 | { | ||
2017 | int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize; | ||
2018 | int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize; | ||
2019 | |||
2020 | IntPtr heightFieldGeom = IntPtr.Zero; | ||
2021 | Vector3 norm = new Vector3(0, 0, 1); | ||
2022 | |||
2023 | // get region map | ||
2024 | if (!RegionTerrain.TryGetValue(new Vector3(offsetX, offsetY, 0), out heightFieldGeom)) | ||
2025 | return norm; | ||
2026 | |||
2027 | if (heightFieldGeom == IntPtr.Zero) | ||
2028 | return norm; | ||
2029 | |||
2030 | if (!TerrainHeightFieldHeights.ContainsKey(heightFieldGeom)) | ||
2031 | return norm; | ||
2032 | |||
2033 | // TerrainHeightField for ODE as offset 1m | ||
2034 | x += 1f - offsetX; | ||
2035 | y += 1f - offsetY; | ||
2036 | |||
2037 | // make position fit into array | ||
2038 | if (x < 0) | ||
2039 | x = 0; | ||
2040 | if (y < 0) | ||
2041 | y = 0; | ||
2042 | |||
2043 | // integer indexs | ||
2044 | int ix; | ||
2045 | int iy; | ||
2046 | // interpolators offset | ||
2047 | float dx; | ||
2048 | float dy; | ||
2049 | |||
2050 | |||
2051 | int regsize = (int)Constants.RegionSize + 3; // map size see setterrain number of samples | ||
2052 | int xstep = 1; | ||
2053 | int ystep = regsize; | ||
2054 | bool firstTri = false; | ||
2055 | |||
2056 | if (OdeUbitLib) | ||
2057 | { | ||
2058 | if (x < regsize - 1) | ||
2059 | { | ||
2060 | ix = (int)x; | ||
2061 | dx = x - (float)ix; | ||
2062 | } | ||
2063 | else // out world use external height | ||
2064 | { | ||
2065 | ix = regsize - 2; | ||
2066 | dx = 0; | ||
2067 | } | ||
2068 | if (y < regsize - 1) | ||
2069 | { | ||
2070 | iy = (int)y; | ||
2071 | dy = y - (float)iy; | ||
2072 | } | ||
2073 | else | ||
2074 | { | ||
2075 | iy = regsize - 2; | ||
2076 | dy = 0; | ||
2077 | } | ||
2078 | firstTri = dy > dx; | ||
2079 | } | ||
2080 | |||
2081 | else | ||
2082 | { | ||
2083 | xstep = regsize; | ||
2084 | ystep = 1; | ||
2085 | // we still have square fixed size regions | ||
2086 | // also flip x and y because of how map is done for ODE fliped axis | ||
2087 | // so ix,iy,dx and dy are inter exchanged | ||
2088 | if (x < regsize - 1) | ||
2089 | { | ||
2090 | iy = (int)x; | ||
2091 | dy = x - (float)iy; | ||
2092 | } | ||
2093 | else // out world use external height | ||
2094 | { | ||
2095 | iy = regsize - 2; | ||
2096 | dy = 0; | ||
2097 | } | ||
2098 | if (y < regsize - 1) | ||
2099 | { | ||
2100 | ix = (int)y; | ||
2101 | dx = y - (float)ix; | ||
2102 | } | ||
2103 | else | ||
2104 | { | ||
2105 | ix = regsize - 2; | ||
2106 | dx = 0; | ||
2107 | } | ||
2108 | firstTri = dx > dy; | ||
2109 | } | ||
2110 | |||
2111 | float h0; | ||
2112 | float h1; | ||
2113 | float h2; | ||
2114 | |||
2115 | iy *= regsize; | ||
2116 | iy += ix; // all indexes have iy + ix | ||
2117 | |||
2118 | float[] heights = TerrainHeightFieldHeights[heightFieldGeom]; | ||
2119 | |||
2120 | if (firstTri) | ||
2121 | { | ||
2122 | h1 = ((float)heights[iy]); // 0,0 vertice | ||
2123 | iy += ystep; | ||
2124 | h0 = (float)heights[iy]; // 0,1 | ||
2125 | h2 = (float)heights[iy+xstep]; // 1,1 vertice | ||
2126 | norm.X = h0 - h2; | ||
2127 | norm.Y = h1 - h0; | ||
2128 | } | ||
2129 | else | ||
2130 | { | ||
2131 | h2 = ((float)heights[iy]); // 0,0 vertice | ||
2132 | iy += xstep; | ||
2133 | h0 = ((float)heights[iy]); // 1,0 vertice | ||
2134 | h1 = (float)heights[iy+ystep]; // vertice 1,1 | ||
2135 | norm.X = h2 - h0; | ||
2136 | norm.Y = h0 - h1; | ||
2137 | } | ||
2138 | norm.Z = 1; | ||
2139 | norm.Normalize(); | ||
2140 | return norm; | ||
2141 | } | ||
1993 | 2142 | ||
1994 | public override void SetTerrain(float[] heightMap) | 2143 | public override void SetTerrain(float[] heightMap) |
1995 | { | 2144 | { |