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authorJeff Ames2008-06-26 02:03:40 +0000
committerJeff Ames2008-06-26 02:03:40 +0000
commit76e24d02ad422987f1bff7c2202e6c9955cfedd8 (patch)
tree5b58435612b0875df2f09717ceefb541445649b1 /OpenSim/Region/Physics/POSPlugin
parentAdd patch from bug #1596 - adds Doxygen documentation in OpenSim.Data.MySQL f... (diff)
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Minor refactoring of POS. Adds a Util.Clamp(x, min, max) function.
Diffstat (limited to 'OpenSim/Region/Physics/POSPlugin')
-rw-r--r--OpenSim/Region/Physics/POSPlugin/POSScene.cs71
1 files changed, 19 insertions, 52 deletions
diff --git a/OpenSim/Region/Physics/POSPlugin/POSScene.cs b/OpenSim/Region/Physics/POSPlugin/POSScene.cs
index e9ecaa5..a32021d 100644
--- a/OpenSim/Region/Physics/POSPlugin/POSScene.cs
+++ b/OpenSim/Region/Physics/POSPlugin/POSScene.cs
@@ -107,14 +107,8 @@ namespace OpenSim.Region.Physics.POSPlugin
107 return prim; 107 return prim;
108 } 108 }
109 109
110 private bool check_collision(POSCharacter c, POSPrim p) 110 private bool isColliding(POSCharacter c, POSPrim p)
111 { 111 {
112 /*
113 Console.WriteLine("checking whether " + c + " collides with " + p +
114 " absX: " + Math.Abs(p.Position.X - c.Position.X) +
115 " sizeX: " + p.Size.X * 0.5 + 0.5);
116 */
117
118 Vector3 rotatedPos = p.Orientation.Inverse() * 112 Vector3 rotatedPos = p.Orientation.Inverse() *
119 new Vector3(c.Position.X - p.Position.X, c.Position.Y - p.Position.Y, 113 new Vector3(c.Position.X - p.Position.X, c.Position.Y - p.Position.Y,
120 c.Position.Z - p.Position.Z); 114 c.Position.Z - p.Position.Z);
@@ -129,11 +123,11 @@ namespace OpenSim.Region.Physics.POSPlugin
129 return true; 123 return true;
130 } 124 }
131 125
132 private bool check_all_prims(POSCharacter c) 126 private bool isCollidingWithPrim(POSCharacter c)
133 { 127 {
134 for (int i = 0; i < _prims.Count; ++i) 128 for (int i = 0; i < _prims.Count; ++i)
135 { 129 {
136 if (check_collision(c, _prims[i])) 130 if (isColliding(c, _prims[i]))
137 { 131 {
138 return true; 132 return true;
139 } 133 }
@@ -160,33 +154,19 @@ namespace OpenSim.Region.Physics.POSPlugin
160 154
161 if (!character.Flying) 155 if (!character.Flying)
162 { 156 {
163 character._target_velocity.Z += gravity*timeStep; 157 character._target_velocity.Z += gravity * timeStep;
164 } 158 }
165 159
166 bool forcedZ = false; 160 character.Position.X += character._target_velocity.X * timeStep;
167 character.Position.X += character._target_velocity.X*timeStep; 161 character.Position.Y += character._target_velocity.Y * timeStep;
168 character.Position.Y += character._target_velocity.Y*timeStep;
169 162
170 if (character.Position.Y < 0) 163 character.Position.X = Util.Clamp(character.Position.X, 0.01f, Constants.RegionSize - 0.01f);
171 { 164 character.Position.Y = Util.Clamp(character.Position.Y, 0.01f, Constants.RegionSize - 0.01f);
172 character.Position.Y = 0.1F;
173 }
174 else if (character.Position.Y >= Constants.RegionSize)
175 {
176 character.Position.Y = Constants.RegionSize - 0.1f;
177 }
178 165
179 if (character.Position.X < 0) 166 bool forcedZ = false;
180 {
181 character.Position.X = 0.1F;
182 }
183 else if (character.Position.X >= Constants.RegionSize)
184 {
185 character.Position.X = Constants.RegionSize - 0.1f;
186 }
187 167
188 float terrainheight = _heightMap[(int)character.Position.Y * Constants.RegionSize + (int)character.Position.X]; 168 float terrainheight = _heightMap[(int)character.Position.Y * Constants.RegionSize + (int)character.Position.X];
189 if (character.Position.Z + (character._target_velocity.Z*timeStep) < terrainheight + 2) 169 if (character.Position.Z + (character._target_velocity.Z * timeStep) < terrainheight + 2)
190 { 170 {
191 character.Position.Z = terrainheight + 1.0f; 171 character.Position.Z = terrainheight + 1.0f;
192 forcedZ = true; 172 forcedZ = true;
@@ -200,24 +180,26 @@ namespace OpenSim.Region.Physics.POSPlugin
200 /// Completely Bogus Collision Detection!!! 180 /// Completely Bogus Collision Detection!!!
201 /// better known as the CBCD algorithm 181 /// better known as the CBCD algorithm
202 182
203 if (check_all_prims(character)) 183 if (isCollidingWithPrim(character))
204 { 184 {
205 character.Position.Z = oldposZ; // first try Z axis 185 character.Position.Z = oldposZ; // first try Z axis
206 if (check_all_prims(character)) 186 if (isCollidingWithPrim(character))
207 { 187 {
208 character.Position.Z = oldposZ + 0.4f; // try harder 188 character.Position.Z = oldposZ + 0.4f; // try harder
209 if (check_all_prims(character)) 189 if (isCollidingWithPrim(character))
210 { 190 {
211 character.Position.X = oldposX; 191 character.Position.X = oldposX;
212 character.Position.Y = oldposY; 192 character.Position.Y = oldposY;
213 character.Position.Z = oldposZ; 193 character.Position.Z = oldposZ;
194
214 character.Position.X += character._target_velocity.X * timeStep; 195 character.Position.X += character._target_velocity.X * timeStep;
215 if (check_all_prims(character)) 196 if (isCollidingWithPrim(character))
216 { 197 {
217 character.Position.X = oldposX; 198 character.Position.X = oldposX;
218 } 199 }
200
219 character.Position.Y += character._target_velocity.Y * timeStep; 201 character.Position.Y += character._target_velocity.Y * timeStep;
220 if (check_all_prims(character)) 202 if (isCollidingWithPrim(character))
221 { 203 {
222 character.Position.Y = oldposY; 204 character.Position.Y = oldposY;
223 } 205 }
@@ -233,23 +215,8 @@ namespace OpenSim.Region.Physics.POSPlugin
233 } 215 }
234 } 216 }
235 217
236 if (character.Position.Y < 0) 218 character.Position.X = Util.Clamp(character.Position.X, 0.01f, Constants.RegionSize - 0.01f);
237 { 219 character.Position.Y = Util.Clamp(character.Position.Y, 0.01f, Constants.RegionSize - 0.01f);
238 character.Position.Y = 0.1F;
239 }
240 else if (character.Position.Y >= Constants.RegionSize)
241 {
242 character.Position.Y = Constants.RegionSize - 0.1f;
243 }
244
245 if (character.Position.X < 0)
246 {
247 character.Position.X = 0.1F;
248 }
249 else if (character.Position.X >= Constants.RegionSize)
250 {
251 character.Position.X = Constants.RegionSize - 0.1f;
252 }
253 220
254 character._velocity.X = (character.Position.X - oldposX)/timeStep; 221 character._velocity.X = (character.Position.X - oldposX)/timeStep;
255 character._velocity.Y = (character.Position.Y - oldposY)/timeStep; 222 character._velocity.Y = (character.Position.Y - oldposY)/timeStep;