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authorTeravus Ovares2007-11-12 23:46:26 +0000
committerTeravus Ovares2007-11-12 23:46:26 +0000
commitd9d35f9fd7141d8f7a5b3b056cae051d6de2efd5 (patch)
tree37a49b26a6cb07d1fdc3e419222ea2147eaa089e /OpenSim/Region/Physics/OdePlugin
parent* Added a lot of Glue to help with reporting proper collisions. (diff)
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* Implemented Walk Vs Run in ODE. Also helps make the walk look smoother.
* All thanks to unimplemented packet listing :D
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Physics/OdePlugin/OdePlugin.cs27
1 files changed, 25 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
index c93b96f..b528b9b 100644
--- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
+++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
@@ -660,6 +660,7 @@ namespace OpenSim.Region.Physics.OdePlugin
660 private bool flying = false; 660 private bool flying = false;
661 private bool m_iscolliding = false; 661 private bool m_iscolliding = false;
662 private bool m_wascolliding = false; 662 private bool m_wascolliding = false;
663 private bool m_alwaysRun = false;
663 664
664 private bool[] m_colliderarr = new bool[11]; 665 private bool[] m_colliderarr = new bool[11];
665 666
@@ -702,6 +703,11 @@ namespace OpenSim.Region.Physics.OdePlugin
702 get { return (int)ActorTypes.Agent; } 703 get { return (int)ActorTypes.Agent; }
703 set { return; } 704 set { return; }
704 } 705 }
706 public override bool SetAlwaysRun
707 {
708 get { return m_alwaysRun; }
709 set { m_alwaysRun = value;}
710 }
705 public override bool IsPhysical 711 public override bool IsPhysical
706 { 712 {
707 get { return false; } 713 get { return false; }
@@ -876,6 +882,17 @@ namespace OpenSim.Region.Physics.OdePlugin
876 // no lock; for now it's only called from within Simulate() 882 // no lock; for now it's only called from within Simulate()
877 PhysicsVector vec = new PhysicsVector(); 883 PhysicsVector vec = new PhysicsVector();
878 d.Vector3 vel = d.BodyGetLinearVel(Body); 884 d.Vector3 vel = d.BodyGetLinearVel(Body);
885 float movementdivisor = 1f;
886
887 if (!m_alwaysRun)
888 {
889 movementdivisor = 10.5f;
890 }
891 else
892 {
893 movementdivisor = 0.2079f;
894
895 }
879 896
880 // if velocity is zero, use position control; otherwise, velocity control 897 // if velocity is zero, use position control; otherwise, velocity control
881 if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && m_iscolliding) 898 if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && m_iscolliding)
@@ -900,8 +917,9 @@ namespace OpenSim.Region.Physics.OdePlugin
900 _zeroFlag = false; 917 _zeroFlag = false;
901 if (m_iscolliding || flying) 918 if (m_iscolliding || flying)
902 { 919 {
903 vec.X = (_target_velocity.X - vel.X) * PID_D; 920
904 vec.Y = (_target_velocity.Y - vel.Y) * PID_D; 921 vec.X = ((_target_velocity.X - vel.X)/movementdivisor) * PID_D;
922 vec.Y = ((_target_velocity.Y - vel.Y)/movementdivisor) * PID_D;
905 } 923 }
906 if (m_iscolliding && !flying && _target_velocity.Z > 0.0f) 924 if (m_iscolliding && !flying && _target_velocity.Z > 0.0f)
907 { 925 {
@@ -1077,6 +1095,11 @@ namespace OpenSim.Region.Physics.OdePlugin
1077 get { return (int)ActorTypes.Prim; } 1095 get { return (int)ActorTypes.Prim; }
1078 set { return; } 1096 set { return; }
1079 } 1097 }
1098 public override bool SetAlwaysRun
1099 {
1100 get { return false; }
1101 set { return; }
1102 }
1080 public void enableBody() 1103 public void enableBody()
1081 { 1104 {
1082 // Sets the geom to a body 1105 // Sets the geom to a body