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-rw-r--r-- | OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs | 1190 |
1 files changed, 0 insertions, 1190 deletions
diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs deleted file mode 100644 index f13c323..0000000 --- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs +++ /dev/null | |||
@@ -1,1190 +0,0 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Reflection; | ||
30 | using BulletDotNET; | ||
31 | using OpenMetaverse; | ||
32 | using OpenSim.Framework; | ||
33 | using OpenSim.Region.Physics.Manager; | ||
34 | using log4net; | ||
35 | |||
36 | namespace OpenSim.Region.Physics.BulletDotNETPlugin | ||
37 | { | ||
38 | public class BulletDotNETCharacter : PhysicsActor | ||
39 | { | ||
40 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
41 | |||
42 | public btRigidBody Body; | ||
43 | public btCollisionShape Shell; | ||
44 | public btVector3 tempVector1; | ||
45 | public btVector3 tempVector2; | ||
46 | public btVector3 tempVector3; | ||
47 | public btVector3 tempVector4; | ||
48 | |||
49 | public btVector3 tempVector5RayCast; | ||
50 | public btVector3 tempVector6RayCast; | ||
51 | public btVector3 tempVector7RayCast; | ||
52 | |||
53 | public btQuaternion tempQuat1; | ||
54 | public btTransform tempTrans1; | ||
55 | |||
56 | public ClosestNotMeRayResultCallback ClosestCastResult; | ||
57 | private btTransform m_bodyTransform; | ||
58 | private btVector3 m_bodyPosition; | ||
59 | private btVector3 m_CapsuleOrientationAxis; | ||
60 | private btQuaternion m_bodyOrientation; | ||
61 | private btDefaultMotionState m_bodyMotionState; | ||
62 | private btGeneric6DofConstraint m_aMotor; | ||
63 | // private Vector3 m_movementComparision; | ||
64 | private Vector3 m_position; | ||
65 | private Vector3 m_zeroPosition; | ||
66 | private bool m_zeroFlag = false; | ||
67 | private bool m_lastUpdateSent = false; | ||
68 | private Vector3 m_velocity; | ||
69 | private Vector3 m_target_velocity; | ||
70 | private Vector3 m_acceleration; | ||
71 | private Vector3 m_rotationalVelocity; | ||
72 | private bool m_pidControllerActive = true; | ||
73 | public float PID_D = 80.0f; | ||
74 | public float PID_P = 90.0f; | ||
75 | public float CAPSULE_RADIUS = 0.37f; | ||
76 | public float CAPSULE_LENGTH = 2.140599f; | ||
77 | public float heightFudgeFactor = 0.52f; | ||
78 | public float walkDivisor = 1.3f; | ||
79 | public float runDivisor = 0.8f; | ||
80 | private float m_mass = 80f; | ||
81 | public float m_density = 60f; | ||
82 | private bool m_flying = false; | ||
83 | private bool m_iscolliding = false; | ||
84 | private bool m_iscollidingGround = false; | ||
85 | private bool m_wascolliding = false; | ||
86 | private bool m_wascollidingGround = false; | ||
87 | private bool m_iscollidingObj = false; | ||
88 | private bool m_alwaysRun = false; | ||
89 | private bool m_hackSentFall = false; | ||
90 | private bool m_hackSentFly = false; | ||
91 | public uint m_localID = 0; | ||
92 | public bool m_returnCollisions = false; | ||
93 | // taints and their non-tainted counterparts | ||
94 | public bool m_isPhysical = false; // the current physical status | ||
95 | public bool m_tainted_isPhysical = false; // set when the physical status is tainted (false=not existing in physics engine, true=existing) | ||
96 | private float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes. | ||
97 | private bool m_taintRemove = false; | ||
98 | // private bool m_taintedPosition = false; | ||
99 | // private Vector3 m_taintedPosition_value; | ||
100 | private Vector3 m_taintedForce; | ||
101 | |||
102 | private float m_buoyancy = 0f; | ||
103 | |||
104 | // private CollisionLocker ode; | ||
105 | |||
106 | // private string m_name = String.Empty; | ||
107 | |||
108 | private bool[] m_colliderarr = new bool[11]; | ||
109 | private bool[] m_colliderGroundarr = new bool[11]; | ||
110 | |||
111 | private BulletDotNETScene m_parent_scene; | ||
112 | |||
113 | public int m_eventsubscription = 0; | ||
114 | private CollisionEventUpdate CollisionEventsThisFrame = null; | ||
115 | private int m_requestedUpdateFrequency = 0; | ||
116 | |||
117 | public BulletDotNETCharacter(string avName, BulletDotNETScene parent_scene, Vector3 pos, Vector3 size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor) | ||
118 | { | ||
119 | m_position = pos; | ||
120 | m_zeroPosition = pos; | ||
121 | m_parent_scene = parent_scene; | ||
122 | PID_D = pid_d; | ||
123 | PID_P = pid_p; | ||
124 | CAPSULE_RADIUS = capsule_radius; | ||
125 | m_density = density; | ||
126 | heightFudgeFactor = height_fudge_factor; | ||
127 | walkDivisor = walk_divisor; | ||
128 | runDivisor = rundivisor; | ||
129 | |||
130 | for (int i = 0; i < 11; i++) | ||
131 | { | ||
132 | m_colliderarr[i] = false; | ||
133 | } | ||
134 | for (int i = 0; i < 11; i++) | ||
135 | { | ||
136 | m_colliderGroundarr[i] = false; | ||
137 | } | ||
138 | CAPSULE_LENGTH = (size.Z * 1.15f) - CAPSULE_RADIUS * 2.0f; | ||
139 | m_tainted_CAPSULE_LENGTH = CAPSULE_LENGTH; | ||
140 | m_isPhysical = false; // current status: no ODE information exists | ||
141 | m_tainted_isPhysical = true; // new tainted status: need to create ODE information | ||
142 | |||
143 | m_parent_scene.AddPhysicsActorTaint(this); | ||
144 | |||
145 | // m_name = avName; | ||
146 | tempVector1 = new btVector3(0, 0, 0); | ||
147 | tempVector2 = new btVector3(0, 0, 0); | ||
148 | tempVector3 = new btVector3(0, 0, 0); | ||
149 | tempVector4 = new btVector3(0, 0, 0); | ||
150 | |||
151 | tempVector5RayCast = new btVector3(0, 0, 0); | ||
152 | tempVector6RayCast = new btVector3(0, 0, 0); | ||
153 | tempVector7RayCast = new btVector3(0, 0, 0); | ||
154 | |||
155 | tempQuat1 = new btQuaternion(0, 0, 0, 1); | ||
156 | tempTrans1 = new btTransform(tempQuat1, tempVector1); | ||
157 | // m_movementComparision = new PhysicsVector(0, 0, 0); | ||
158 | m_CapsuleOrientationAxis = new btVector3(1, 0, 1); | ||
159 | } | ||
160 | |||
161 | /// <summary> | ||
162 | /// This creates the Avatar's physical Surrogate at the position supplied | ||
163 | /// </summary> | ||
164 | /// <param name="npositionX"></param> | ||
165 | /// <param name="npositionY"></param> | ||
166 | /// <param name="npositionZ"></param> | ||
167 | |||
168 | // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access | ||
169 | // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only | ||
170 | // place that is safe to call this routine AvatarGeomAndBodyCreation. | ||
171 | private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ) | ||
172 | { | ||
173 | |||
174 | if (CAPSULE_LENGTH <= 0) | ||
175 | { | ||
176 | m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!"); | ||
177 | CAPSULE_LENGTH = 0.01f; | ||
178 | |||
179 | } | ||
180 | |||
181 | if (CAPSULE_RADIUS <= 0) | ||
182 | { | ||
183 | m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!"); | ||
184 | CAPSULE_RADIUS = 0.01f; | ||
185 | |||
186 | } | ||
187 | |||
188 | Shell = new btCapsuleShape(CAPSULE_RADIUS, CAPSULE_LENGTH); | ||
189 | |||
190 | if (m_bodyPosition == null) | ||
191 | m_bodyPosition = new btVector3(npositionX, npositionY, npositionZ); | ||
192 | |||
193 | m_bodyPosition.setValue(npositionX, npositionY, npositionZ); | ||
194 | |||
195 | if (m_bodyOrientation == null) | ||
196 | m_bodyOrientation = new btQuaternion(m_CapsuleOrientationAxis, (Utils.DEG_TO_RAD * 90)); | ||
197 | |||
198 | if (m_bodyTransform == null) | ||
199 | m_bodyTransform = new btTransform(m_bodyOrientation, m_bodyPosition); | ||
200 | else | ||
201 | { | ||
202 | m_bodyTransform.Dispose(); | ||
203 | m_bodyTransform = new btTransform(m_bodyOrientation, m_bodyPosition); | ||
204 | } | ||
205 | |||
206 | if (m_bodyMotionState == null) | ||
207 | m_bodyMotionState = new btDefaultMotionState(m_bodyTransform); | ||
208 | else | ||
209 | m_bodyMotionState.setWorldTransform(m_bodyTransform); | ||
210 | |||
211 | m_mass = Mass; | ||
212 | |||
213 | Body = new btRigidBody(m_mass, m_bodyMotionState, Shell); | ||
214 | // this is used for self identification. User localID instead of body handle | ||
215 | Body.setUserPointer(new IntPtr((int)m_localID)); | ||
216 | |||
217 | if (ClosestCastResult != null) | ||
218 | ClosestCastResult.Dispose(); | ||
219 | ClosestCastResult = new ClosestNotMeRayResultCallback(Body); | ||
220 | |||
221 | m_parent_scene.AddRigidBody(Body); | ||
222 | Body.setActivationState(4); | ||
223 | if (m_aMotor != null) | ||
224 | { | ||
225 | if (m_aMotor.Handle != IntPtr.Zero) | ||
226 | { | ||
227 | m_parent_scene.getBulletWorld().removeConstraint(m_aMotor); | ||
228 | m_aMotor.Dispose(); | ||
229 | } | ||
230 | m_aMotor = null; | ||
231 | } | ||
232 | |||
233 | m_aMotor = new btGeneric6DofConstraint(Body, m_parent_scene.TerrainBody, | ||
234 | m_parent_scene.TransZero, | ||
235 | m_parent_scene.TransZero, false); | ||
236 | m_aMotor.setAngularLowerLimit(m_parent_scene.VectorZero); | ||
237 | m_aMotor.setAngularUpperLimit(m_parent_scene.VectorZero); | ||
238 | |||
239 | |||
240 | } | ||
241 | public void Remove() | ||
242 | { | ||
243 | m_taintRemove = true; | ||
244 | } | ||
245 | public override bool Stopped | ||
246 | { | ||
247 | get { return m_zeroFlag; } | ||
248 | } | ||
249 | |||
250 | public override Vector3 Size | ||
251 | { | ||
252 | get { return new Vector3(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); } | ||
253 | set | ||
254 | { | ||
255 | m_pidControllerActive = true; | ||
256 | |||
257 | Vector3 SetSize = value; | ||
258 | m_tainted_CAPSULE_LENGTH = (SetSize.Z * 1.15f) - CAPSULE_RADIUS * 2.0f; | ||
259 | //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString()); | ||
260 | |||
261 | Velocity = Vector3.Zero; | ||
262 | |||
263 | m_parent_scene.AddPhysicsActorTaint(this); | ||
264 | } | ||
265 | } | ||
266 | |||
267 | /// <summary> | ||
268 | /// turn the PID controller on or off. | ||
269 | /// The PID Controller will turn on all by itself in many situations | ||
270 | /// </summary> | ||
271 | /// <param name="status"></param> | ||
272 | public void SetPidStatus(bool status) | ||
273 | { | ||
274 | m_pidControllerActive = status; | ||
275 | } | ||
276 | |||
277 | public override PrimitiveBaseShape Shape | ||
278 | { | ||
279 | set { return; } | ||
280 | } | ||
281 | |||
282 | public override uint LocalID | ||
283 | { | ||
284 | set { m_localID = value; } | ||
285 | } | ||
286 | |||
287 | public override bool Grabbed | ||
288 | { | ||
289 | set { return; } | ||
290 | } | ||
291 | |||
292 | public override bool Selected | ||
293 | { | ||
294 | set { return; } | ||
295 | } | ||
296 | |||
297 | |||
298 | public override void CrossingFailure() | ||
299 | { | ||
300 | |||
301 | } | ||
302 | |||
303 | public override void link(PhysicsActor obj) | ||
304 | { | ||
305 | |||
306 | } | ||
307 | |||
308 | public override void delink() | ||
309 | { | ||
310 | |||
311 | } | ||
312 | |||
313 | public override void LockAngularMotion(Vector3 axis) | ||
314 | { | ||
315 | |||
316 | } | ||
317 | |||
318 | public override Vector3 Position | ||
319 | { | ||
320 | get { return m_position; } | ||
321 | set | ||
322 | { | ||
323 | // m_taintedPosition_value = value; | ||
324 | m_position = value; | ||
325 | // m_taintedPosition = true; | ||
326 | } | ||
327 | } | ||
328 | |||
329 | public override float Mass | ||
330 | { | ||
331 | get | ||
332 | { | ||
333 | float AVvolume = (float)(Math.PI * Math.Pow(CAPSULE_RADIUS, 2) * CAPSULE_LENGTH); | ||
334 | return m_density * AVvolume; | ||
335 | } | ||
336 | } | ||
337 | |||
338 | public override Vector3 Force | ||
339 | { | ||
340 | get { return m_target_velocity; } | ||
341 | set { return; } | ||
342 | } | ||
343 | |||
344 | public override int VehicleType | ||
345 | { | ||
346 | get { return 0; } | ||
347 | set { return; } | ||
348 | } | ||
349 | |||
350 | public override void VehicleFloatParam(int param, float value) | ||
351 | { | ||
352 | |||
353 | } | ||
354 | |||
355 | public override void VehicleVectorParam(int param, Vector3 value) | ||
356 | { | ||
357 | |||
358 | } | ||
359 | |||
360 | public override void VehicleRotationParam(int param, Quaternion rotation) | ||
361 | { | ||
362 | |||
363 | } | ||
364 | |||
365 | public override void VehicleFlags(int param, bool remove) | ||
366 | { | ||
367 | |||
368 | } | ||
369 | |||
370 | public override void SetVolumeDetect(int param) | ||
371 | { | ||
372 | |||
373 | } | ||
374 | |||
375 | public override Vector3 GeometricCenter | ||
376 | { | ||
377 | get { return Vector3.Zero; } | ||
378 | } | ||
379 | |||
380 | public override Vector3 CenterOfMass | ||
381 | { | ||
382 | get { return Vector3.Zero; } | ||
383 | } | ||
384 | |||
385 | public override Vector3 Velocity | ||
386 | { | ||
387 | get | ||
388 | { | ||
389 | if (m_zeroFlag) | ||
390 | return Vector3.Zero; | ||
391 | m_lastUpdateSent = false; | ||
392 | return m_velocity; | ||
393 | } | ||
394 | set | ||
395 | { | ||
396 | m_pidControllerActive = true; | ||
397 | m_target_velocity = value; | ||
398 | } | ||
399 | } | ||
400 | |||
401 | public override Vector3 Torque | ||
402 | { | ||
403 | get { return Vector3.Zero; } | ||
404 | set { return; } | ||
405 | } | ||
406 | |||
407 | public override float CollisionScore | ||
408 | { | ||
409 | get { return 0f; } | ||
410 | set { } | ||
411 | } | ||
412 | |||
413 | public override Vector3 Acceleration | ||
414 | { | ||
415 | get { return m_acceleration; } | ||
416 | } | ||
417 | |||
418 | public override Quaternion Orientation | ||
419 | { | ||
420 | get { return Quaternion.Identity; } | ||
421 | set | ||
422 | { | ||
423 | |||
424 | } | ||
425 | } | ||
426 | |||
427 | public override int PhysicsActorType | ||
428 | { | ||
429 | get { return (int)ActorTypes.Agent; } | ||
430 | set { return; } | ||
431 | } | ||
432 | |||
433 | public override bool IsPhysical | ||
434 | { | ||
435 | get { return false; } | ||
436 | set { return; } | ||
437 | } | ||
438 | |||
439 | public override bool Flying | ||
440 | { | ||
441 | get { return m_flying; } | ||
442 | set { m_flying = value; } | ||
443 | } | ||
444 | |||
445 | public override bool SetAlwaysRun | ||
446 | { | ||
447 | get { return m_alwaysRun; } | ||
448 | set { m_alwaysRun = value; } | ||
449 | } | ||
450 | |||
451 | |||
452 | public override bool ThrottleUpdates | ||
453 | { | ||
454 | get { return false; } | ||
455 | set { return; } | ||
456 | } | ||
457 | |||
458 | /// <summary> | ||
459 | /// Returns if the avatar is colliding in general. | ||
460 | /// This includes the ground and objects and avatar. | ||
461 | /// </summary> | ||
462 | public override bool IsColliding | ||
463 | { | ||
464 | get { return m_iscolliding; } | ||
465 | set | ||
466 | { | ||
467 | int i; | ||
468 | int truecount = 0; | ||
469 | int falsecount = 0; | ||
470 | |||
471 | if (m_colliderarr.Length >= 10) | ||
472 | { | ||
473 | for (i = 0; i < 10; i++) | ||
474 | { | ||
475 | m_colliderarr[i] = m_colliderarr[i + 1]; | ||
476 | } | ||
477 | } | ||
478 | m_colliderarr[10] = value; | ||
479 | |||
480 | for (i = 0; i < 11; i++) | ||
481 | { | ||
482 | if (m_colliderarr[i]) | ||
483 | { | ||
484 | truecount++; | ||
485 | } | ||
486 | else | ||
487 | { | ||
488 | falsecount++; | ||
489 | } | ||
490 | } | ||
491 | |||
492 | // Equal truecounts and false counts means we're colliding with something. | ||
493 | m_log.DebugFormat("[PHYSICS]: TrueCount:{0}, FalseCount:{1}",truecount,falsecount); | ||
494 | if (falsecount > 1.2 * truecount) | ||
495 | { | ||
496 | m_iscolliding = false; | ||
497 | } | ||
498 | else | ||
499 | { | ||
500 | m_iscolliding = true; | ||
501 | } | ||
502 | if (m_wascolliding != m_iscolliding) | ||
503 | { | ||
504 | //base.SendCollisionUpdate(new CollisionEventUpdate()); | ||
505 | } | ||
506 | m_wascolliding = m_iscolliding; | ||
507 | } | ||
508 | } | ||
509 | |||
510 | /// <summary> | ||
511 | /// Returns if an avatar is colliding with the ground | ||
512 | /// </summary> | ||
513 | public override bool CollidingGround | ||
514 | { | ||
515 | get { return m_iscollidingGround; } | ||
516 | set | ||
517 | { | ||
518 | // Collisions against the ground are not really reliable | ||
519 | // So, to get a consistant value we have to average the current result over time | ||
520 | // Currently we use 1 second = 10 calls to this. | ||
521 | int i; | ||
522 | int truecount = 0; | ||
523 | int falsecount = 0; | ||
524 | |||
525 | if (m_colliderGroundarr.Length >= 10) | ||
526 | { | ||
527 | for (i = 0; i < 10; i++) | ||
528 | { | ||
529 | m_colliderGroundarr[i] = m_colliderGroundarr[i + 1]; | ||
530 | } | ||
531 | } | ||
532 | m_colliderGroundarr[10] = value; | ||
533 | |||
534 | for (i = 0; i < 11; i++) | ||
535 | { | ||
536 | if (m_colliderGroundarr[i]) | ||
537 | { | ||
538 | truecount++; | ||
539 | } | ||
540 | else | ||
541 | { | ||
542 | falsecount++; | ||
543 | } | ||
544 | } | ||
545 | |||
546 | // Equal truecounts and false counts means we're colliding with something. | ||
547 | |||
548 | if (falsecount > 1.2 * truecount) | ||
549 | { | ||
550 | m_iscollidingGround = false; | ||
551 | } | ||
552 | else | ||
553 | { | ||
554 | m_iscollidingGround = true; | ||
555 | } | ||
556 | if (m_wascollidingGround != m_iscollidingGround) | ||
557 | { | ||
558 | //base.SendCollisionUpdate(new CollisionEventUpdate()); | ||
559 | } | ||
560 | m_wascollidingGround = m_iscollidingGround; | ||
561 | } | ||
562 | } | ||
563 | |||
564 | /// <summary> | ||
565 | /// Returns if the avatar is colliding with an object | ||
566 | /// </summary> | ||
567 | public override bool CollidingObj | ||
568 | { | ||
569 | get { return m_iscollidingObj; } | ||
570 | set | ||
571 | { | ||
572 | m_iscollidingObj = value; | ||
573 | if (value) | ||
574 | m_pidControllerActive = false; | ||
575 | else | ||
576 | m_pidControllerActive = true; | ||
577 | } | ||
578 | } | ||
579 | |||
580 | |||
581 | public override bool FloatOnWater | ||
582 | { | ||
583 | set { return; } | ||
584 | } | ||
585 | |||
586 | public override Vector3 RotationalVelocity | ||
587 | { | ||
588 | get { return m_rotationalVelocity; } | ||
589 | set { m_rotationalVelocity = value; } | ||
590 | } | ||
591 | |||
592 | public override bool Kinematic | ||
593 | { | ||
594 | get { return false; } | ||
595 | set { } | ||
596 | } | ||
597 | |||
598 | public override float Buoyancy | ||
599 | { | ||
600 | get { return m_buoyancy; } | ||
601 | set { m_buoyancy = value; } | ||
602 | } | ||
603 | |||
604 | public override Vector3 PIDTarget { set { return; } } | ||
605 | public override bool PIDActive { set { return; } } | ||
606 | public override float PIDTau { set { return; } } | ||
607 | |||
608 | public override bool PIDHoverActive | ||
609 | { | ||
610 | set { return; } | ||
611 | } | ||
612 | |||
613 | public override float PIDHoverHeight | ||
614 | { | ||
615 | set { return; } | ||
616 | } | ||
617 | |||
618 | public override PIDHoverType PIDHoverType | ||
619 | { | ||
620 | set { return; } | ||
621 | } | ||
622 | |||
623 | public override float PIDHoverTau | ||
624 | { | ||
625 | set { return; } | ||
626 | } | ||
627 | |||
628 | public override Quaternion APIDTarget | ||
629 | { | ||
630 | set { return; } | ||
631 | } | ||
632 | |||
633 | public override bool APIDActive | ||
634 | { | ||
635 | set { return; } | ||
636 | } | ||
637 | |||
638 | public override float APIDStrength | ||
639 | { | ||
640 | set { return; } | ||
641 | } | ||
642 | |||
643 | public override float APIDDamping | ||
644 | { | ||
645 | set { return; } | ||
646 | } | ||
647 | |||
648 | /// <summary> | ||
649 | /// Adds the force supplied to the Target Velocity | ||
650 | /// The PID controller takes this target velocity and tries to make it a reality | ||
651 | /// </summary> | ||
652 | /// <param name="force"></param> | ||
653 | /// <param name="pushforce">Is this a push by a script?</param> | ||
654 | public override void AddForce(Vector3 force, bool pushforce) | ||
655 | { | ||
656 | if (pushforce) | ||
657 | { | ||
658 | m_pidControllerActive = false; | ||
659 | force *= 100f; | ||
660 | doForce(force, false); | ||
661 | //System.Console.WriteLine("Push!"); | ||
662 | //_target_velocity.X += force.X; | ||
663 | // _target_velocity.Y += force.Y; | ||
664 | //_target_velocity.Z += force.Z; | ||
665 | } | ||
666 | else | ||
667 | { | ||
668 | m_pidControllerActive = true; | ||
669 | m_target_velocity.X += force.X; | ||
670 | m_target_velocity.Y += force.Y; | ||
671 | m_target_velocity.Z += force.Z; | ||
672 | } | ||
673 | //m_lastUpdateSent = false; | ||
674 | } | ||
675 | |||
676 | public void doForce(Vector3 force, bool now) | ||
677 | { | ||
678 | |||
679 | tempVector3.setValue(force.X, force.Y, force.Z); | ||
680 | if (now) | ||
681 | { | ||
682 | Body.applyCentralForce(tempVector3); | ||
683 | } | ||
684 | else | ||
685 | { | ||
686 | m_taintedForce += force; | ||
687 | m_parent_scene.AddPhysicsActorTaint(this); | ||
688 | } | ||
689 | } | ||
690 | |||
691 | public void doImpulse(Vector3 force, bool now) | ||
692 | { | ||
693 | |||
694 | tempVector3.setValue(force.X, force.Y, force.Z); | ||
695 | if (now) | ||
696 | { | ||
697 | Body.applyCentralImpulse(tempVector3); | ||
698 | } | ||
699 | else | ||
700 | { | ||
701 | m_taintedForce += force; | ||
702 | m_parent_scene.AddPhysicsActorTaint(this); | ||
703 | } | ||
704 | } | ||
705 | |||
706 | public override void AddAngularForce(Vector3 force, bool pushforce) | ||
707 | { | ||
708 | |||
709 | } | ||
710 | |||
711 | public override void SetMomentum(Vector3 momentum) | ||
712 | { | ||
713 | |||
714 | } | ||
715 | |||
716 | public override void SubscribeEvents(int ms) | ||
717 | { | ||
718 | m_eventsubscription = ms; | ||
719 | m_requestedUpdateFrequency = ms; | ||
720 | m_parent_scene.addCollisionEventReporting(this); | ||
721 | } | ||
722 | |||
723 | public override void UnSubscribeEvents() | ||
724 | { | ||
725 | m_parent_scene.remCollisionEventReporting(this); | ||
726 | m_eventsubscription = 0; | ||
727 | m_requestedUpdateFrequency = 0; | ||
728 | } | ||
729 | |||
730 | public override bool SubscribedEvents() | ||
731 | { | ||
732 | if (m_eventsubscription > 0) | ||
733 | return true; | ||
734 | return false; | ||
735 | } | ||
736 | |||
737 | public void AddCollision(uint collideWith, ContactPoint contact) | ||
738 | { | ||
739 | if (CollisionEventsThisFrame == null) | ||
740 | { | ||
741 | CollisionEventsThisFrame = new CollisionEventUpdate(); | ||
742 | } | ||
743 | CollisionEventsThisFrame.addCollider(collideWith, contact); | ||
744 | } | ||
745 | |||
746 | public void SendCollisions() | ||
747 | { | ||
748 | if (m_eventsubscription >= m_requestedUpdateFrequency) | ||
749 | { | ||
750 | if (CollisionEventsThisFrame != null) | ||
751 | { | ||
752 | base.SendCollisionUpdate(CollisionEventsThisFrame); | ||
753 | } | ||
754 | CollisionEventsThisFrame = new CollisionEventUpdate(); | ||
755 | m_eventsubscription = 0; | ||
756 | } | ||
757 | return; | ||
758 | } | ||
759 | |||
760 | internal void Dispose() | ||
761 | { | ||
762 | if (Body.isInWorld()) | ||
763 | m_parent_scene.removeFromWorld(Body); | ||
764 | |||
765 | if (m_aMotor.Handle != IntPtr.Zero) | ||
766 | m_parent_scene.getBulletWorld().removeConstraint(m_aMotor); | ||
767 | |||
768 | m_aMotor.Dispose(); m_aMotor = null; | ||
769 | ClosestCastResult.Dispose(); ClosestCastResult = null; | ||
770 | Body.Dispose(); Body = null; | ||
771 | Shell.Dispose(); Shell = null; | ||
772 | tempQuat1.Dispose(); | ||
773 | tempTrans1.Dispose(); | ||
774 | tempVector1.Dispose(); | ||
775 | tempVector2.Dispose(); | ||
776 | tempVector3.Dispose(); | ||
777 | tempVector4.Dispose(); | ||
778 | tempVector5RayCast.Dispose(); | ||
779 | tempVector6RayCast.Dispose(); | ||
780 | |||
781 | } | ||
782 | |||
783 | public void ProcessTaints(float timestep) | ||
784 | { | ||
785 | |||
786 | if (m_tainted_isPhysical != m_isPhysical) | ||
787 | { | ||
788 | if (m_tainted_isPhysical) | ||
789 | { | ||
790 | // Create avatar capsule and related ODE data | ||
791 | if (!(Shell == null && Body == null)) | ||
792 | { | ||
793 | m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - " | ||
794 | + (Shell != null ? "Shell " : "") | ||
795 | + (Body != null ? "Body " : "")); | ||
796 | } | ||
797 | AvatarGeomAndBodyCreation(m_position.X, m_position.Y, m_position.Z); | ||
798 | |||
799 | |||
800 | } | ||
801 | else | ||
802 | { | ||
803 | // destroy avatar capsule and related ODE data | ||
804 | |||
805 | Dispose(); | ||
806 | tempVector1 = new btVector3(0, 0, 0); | ||
807 | tempVector2 = new btVector3(0, 0, 0); | ||
808 | tempVector3 = new btVector3(0, 0, 0); | ||
809 | tempVector4 = new btVector3(0, 0, 0); | ||
810 | |||
811 | tempVector5RayCast = new btVector3(0, 0, 0); | ||
812 | tempVector6RayCast = new btVector3(0, 0, 0); | ||
813 | tempVector7RayCast = new btVector3(0, 0, 0); | ||
814 | |||
815 | tempQuat1 = new btQuaternion(0, 0, 0, 1); | ||
816 | tempTrans1 = new btTransform(tempQuat1, tempVector1); | ||
817 | // m_movementComparision = new PhysicsVector(0, 0, 0); | ||
818 | m_CapsuleOrientationAxis = new btVector3(1, 0, 1); | ||
819 | } | ||
820 | |||
821 | m_isPhysical = m_tainted_isPhysical; | ||
822 | } | ||
823 | |||
824 | if (m_tainted_CAPSULE_LENGTH != CAPSULE_LENGTH) | ||
825 | { | ||
826 | if (Body != null) | ||
827 | { | ||
828 | |||
829 | m_pidControllerActive = true; | ||
830 | // no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate() | ||
831 | //d.JointDestroy(Amotor); | ||
832 | float prevCapsule = CAPSULE_LENGTH; | ||
833 | CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH; | ||
834 | //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString()); | ||
835 | Dispose(); | ||
836 | |||
837 | tempVector1 = new btVector3(0, 0, 0); | ||
838 | tempVector2 = new btVector3(0, 0, 0); | ||
839 | tempVector3 = new btVector3(0, 0, 0); | ||
840 | tempVector4 = new btVector3(0, 0, 0); | ||
841 | |||
842 | tempVector5RayCast = new btVector3(0, 0, 0); | ||
843 | tempVector6RayCast = new btVector3(0, 0, 0); | ||
844 | tempVector7RayCast = new btVector3(0, 0, 0); | ||
845 | |||
846 | tempQuat1 = new btQuaternion(0, 0, 0, 1); | ||
847 | tempTrans1 = new btTransform(tempQuat1, tempVector1); | ||
848 | // m_movementComparision = new PhysicsVector(0, 0, 0); | ||
849 | m_CapsuleOrientationAxis = new btVector3(1, 0, 1); | ||
850 | |||
851 | AvatarGeomAndBodyCreation(m_position.X, m_position.Y, | ||
852 | m_position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2)); | ||
853 | Velocity = Vector3.Zero; | ||
854 | |||
855 | } | ||
856 | else | ||
857 | { | ||
858 | m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - " | ||
859 | + (Shell == null ? "Shell " : "") | ||
860 | + (Body == null ? "Body " : "")); | ||
861 | } | ||
862 | } | ||
863 | if (m_taintRemove) | ||
864 | { | ||
865 | Dispose(); | ||
866 | } | ||
867 | } | ||
868 | |||
869 | /// <summary> | ||
870 | /// Called from Simulate | ||
871 | /// This is the avatar's movement control + PID Controller | ||
872 | /// </summary> | ||
873 | /// <param name="timeStep"></param> | ||
874 | public void Move(float timeStep) | ||
875 | { | ||
876 | // no lock; for now it's only called from within Simulate() | ||
877 | |||
878 | // If the PID Controller isn't active then we set our force | ||
879 | // calculating base velocity to the current position | ||
880 | if (Body == null) | ||
881 | return; | ||
882 | tempTrans1.Dispose(); | ||
883 | tempTrans1 = Body.getInterpolationWorldTransform(); | ||
884 | tempVector1.Dispose(); | ||
885 | tempVector1 = tempTrans1.getOrigin(); | ||
886 | tempVector2.Dispose(); | ||
887 | tempVector2 = Body.getInterpolationLinearVelocity(); | ||
888 | |||
889 | if (m_pidControllerActive == false) | ||
890 | { | ||
891 | m_zeroPosition.X = tempVector1.getX(); | ||
892 | m_zeroPosition.Y = tempVector1.getY(); | ||
893 | m_zeroPosition.Z = tempVector1.getZ(); | ||
894 | } | ||
895 | //PidStatus = true; | ||
896 | |||
897 | Vector3 vec = Vector3.Zero; | ||
898 | |||
899 | Vector3 vel = new Vector3(tempVector2.getX(), tempVector2.getY(), tempVector2.getZ()); | ||
900 | |||
901 | float movementdivisor = 1f; | ||
902 | |||
903 | if (!m_alwaysRun) | ||
904 | { | ||
905 | movementdivisor = walkDivisor; | ||
906 | } | ||
907 | else | ||
908 | { | ||
909 | movementdivisor = runDivisor; | ||
910 | } | ||
911 | |||
912 | // if velocity is zero, use position control; otherwise, velocity control | ||
913 | if (m_target_velocity.X == 0.0f && m_target_velocity.Y == 0.0f && m_target_velocity.Z == 0.0f && m_iscolliding) | ||
914 | { | ||
915 | // keep track of where we stopped. No more slippin' & slidin' | ||
916 | if (!m_zeroFlag) | ||
917 | { | ||
918 | m_zeroFlag = true; | ||
919 | m_zeroPosition.X = tempVector1.getX(); | ||
920 | m_zeroPosition.Y = tempVector1.getY(); | ||
921 | m_zeroPosition.Z = tempVector1.getZ(); | ||
922 | } | ||
923 | if (m_pidControllerActive) | ||
924 | { | ||
925 | // We only want to deactivate the PID Controller if we think we want to have our surrogate | ||
926 | // react to the physics scene by moving it's position. | ||
927 | // Avatar to Avatar collisions | ||
928 | // Prim to avatar collisions | ||
929 | |||
930 | Vector3 pos = new Vector3(tempVector1.getX(), tempVector1.getY(), tempVector1.getZ()); | ||
931 | vec.X = (m_target_velocity.X - vel.X) * (PID_D) + (m_zeroPosition.X - pos.X) * (PID_P * 2); | ||
932 | vec.Y = (m_target_velocity.Y - vel.Y) * (PID_D) + (m_zeroPosition.Y - pos.Y) * (PID_P * 2); | ||
933 | if (m_flying) | ||
934 | { | ||
935 | vec.Z = (m_target_velocity.Z - vel.Z) * (PID_D) + (m_zeroPosition.Z - pos.Z) * PID_P; | ||
936 | } | ||
937 | } | ||
938 | //PidStatus = true; | ||
939 | } | ||
940 | else | ||
941 | { | ||
942 | m_pidControllerActive = true; | ||
943 | m_zeroFlag = false; | ||
944 | if (m_iscolliding && !m_flying) | ||
945 | { | ||
946 | // We're standing on something | ||
947 | vec.X = ((m_target_velocity.X / movementdivisor) - vel.X) * (PID_D); | ||
948 | vec.Y = ((m_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D); | ||
949 | } | ||
950 | else if (m_iscolliding && m_flying) | ||
951 | { | ||
952 | // We're flying and colliding with something | ||
953 | vec.X = ((m_target_velocity.X / movementdivisor) - vel.X) * (PID_D / 16); | ||
954 | vec.Y = ((m_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D / 16); | ||
955 | } | ||
956 | else if (!m_iscolliding && m_flying) | ||
957 | { | ||
958 | // we're in mid air suspended | ||
959 | vec.X = ((m_target_velocity.X / movementdivisor) - vel.X) * (PID_D / 6); | ||
960 | vec.Y = ((m_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D / 6); | ||
961 | |||
962 | // We don't want linear velocity to cause our avatar to bounce, so we check target Z and actual velocity X, Y | ||
963 | // rebound preventing | ||
964 | if (m_target_velocity.Z < 0.025f && m_velocity.X < 0.25f && m_velocity.Y < 0.25f) | ||
965 | m_zeroFlag = true; | ||
966 | } | ||
967 | |||
968 | if (m_iscolliding && !m_flying && m_target_velocity.Z > 0.0f) | ||
969 | { | ||
970 | // We're colliding with something and we're not flying but we're moving | ||
971 | // This means we're walking or running. | ||
972 | Vector3 pos = new Vector3(tempVector1.getX(), tempVector1.getY(), tempVector1.getZ()); | ||
973 | vec.Z = (m_target_velocity.Z - vel.Z) * PID_D + (m_zeroPosition.Z - pos.Z) * PID_P; | ||
974 | if (m_target_velocity.X > 0) | ||
975 | { | ||
976 | vec.X = ((m_target_velocity.X - vel.X) / 1.2f) * PID_D; | ||
977 | } | ||
978 | if (m_target_velocity.Y > 0) | ||
979 | { | ||
980 | vec.Y = ((m_target_velocity.Y - vel.Y) / 1.2f) * PID_D; | ||
981 | } | ||
982 | } | ||
983 | else if (!m_iscolliding && !m_flying) | ||
984 | { | ||
985 | // we're not colliding and we're not flying so that means we're falling! | ||
986 | // m_iscolliding includes collisions with the ground. | ||
987 | |||
988 | // d.Vector3 pos = d.BodyGetPosition(Body); | ||
989 | if (m_target_velocity.X > 0) | ||
990 | { | ||
991 | vec.X = ((m_target_velocity.X - vel.X) / 1.2f) * PID_D; | ||
992 | } | ||
993 | if (m_target_velocity.Y > 0) | ||
994 | { | ||
995 | vec.Y = ((m_target_velocity.Y - vel.Y) / 1.2f) * PID_D; | ||
996 | } | ||
997 | } | ||
998 | |||
999 | |||
1000 | if (m_flying) | ||
1001 | { | ||
1002 | vec.Z = (m_target_velocity.Z - vel.Z) * (PID_D); | ||
1003 | } | ||
1004 | } | ||
1005 | if (m_flying) | ||
1006 | { | ||
1007 | // Slight PID correction | ||
1008 | vec.Z += (((-1 * m_parent_scene.gravityz) * m_mass) * 0.06f); | ||
1009 | |||
1010 | |||
1011 | //auto fly height. Kitto Flora | ||
1012 | //d.Vector3 pos = d.BodyGetPosition(Body); | ||
1013 | float target_altitude = m_parent_scene.GetTerrainHeightAtXY(m_position.X, m_position.Y) + 5.0f; | ||
1014 | |||
1015 | if (m_position.Z < target_altitude) | ||
1016 | { | ||
1017 | vec.Z += (target_altitude - m_position.Z) * PID_P * 5.0f; | ||
1018 | } | ||
1019 | |||
1020 | } | ||
1021 | if (Body != null && (((m_target_velocity.X > 0.2f || m_target_velocity.X < -0.2f) || (m_target_velocity.Y > 0.2f || m_target_velocity.Y < -0.2f)))) | ||
1022 | { | ||
1023 | Body.setFriction(0.001f); | ||
1024 | //m_log.DebugFormat("[PHYSICS]: Avatar force applied: {0}, Target:{1}", vec.ToString(), m_target_velocity.ToString()); | ||
1025 | } | ||
1026 | |||
1027 | if (Body != null) | ||
1028 | { | ||
1029 | int activationstate = Body.getActivationState(); | ||
1030 | if (activationstate == 0) | ||
1031 | { | ||
1032 | Body.forceActivationState(1); | ||
1033 | } | ||
1034 | |||
1035 | |||
1036 | } | ||
1037 | doImpulse(vec, true); | ||
1038 | } | ||
1039 | |||
1040 | /// <summary> | ||
1041 | /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence. | ||
1042 | /// </summary> | ||
1043 | public void UpdatePositionAndVelocity() | ||
1044 | { | ||
1045 | if (Body == null) | ||
1046 | return; | ||
1047 | //int val = Environment.TickCount; | ||
1048 | CheckIfStandingOnObject(); | ||
1049 | //m_log.DebugFormat("time:{0}", Environment.TickCount - val); | ||
1050 | |||
1051 | //IsColliding = Body.checkCollideWith(m_parent_scene.TerrainBody); | ||
1052 | |||
1053 | tempTrans1.Dispose(); | ||
1054 | tempTrans1 = Body.getInterpolationWorldTransform(); | ||
1055 | tempVector1.Dispose(); | ||
1056 | tempVector1 = tempTrans1.getOrigin(); | ||
1057 | tempVector2.Dispose(); | ||
1058 | tempVector2 = Body.getInterpolationLinearVelocity(); | ||
1059 | |||
1060 | // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! | ||
1061 | Vector3 vec = new Vector3(tempVector1.getX(), tempVector1.getY(), tempVector1.getZ()); | ||
1062 | |||
1063 | // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!) | ||
1064 | if (vec.X < -10.0f) vec.X = 0.0f; | ||
1065 | if (vec.Y < -10.0f) vec.Y = 0.0f; | ||
1066 | if (vec.X > (int)Constants.RegionSize + 10.2f) vec.X = (int)Constants.RegionSize + 10.2f; | ||
1067 | if (vec.Y > (int)Constants.RegionSize + 10.2f) vec.Y = (int)Constants.RegionSize + 10.2f; | ||
1068 | |||
1069 | m_position.X = vec.X; | ||
1070 | m_position.Y = vec.Y; | ||
1071 | m_position.Z = vec.Z; | ||
1072 | |||
1073 | // Did we move last? = zeroflag | ||
1074 | // This helps keep us from sliding all over | ||
1075 | |||
1076 | if (m_zeroFlag) | ||
1077 | { | ||
1078 | m_velocity.X = 0.0f; | ||
1079 | m_velocity.Y = 0.0f; | ||
1080 | m_velocity.Z = 0.0f; | ||
1081 | |||
1082 | // Did we send out the 'stopped' message? | ||
1083 | if (!m_lastUpdateSent) | ||
1084 | { | ||
1085 | m_lastUpdateSent = true; | ||
1086 | //base.RequestPhysicsterseUpdate(); | ||
1087 | |||
1088 | } | ||
1089 | } | ||
1090 | else | ||
1091 | { | ||
1092 | m_lastUpdateSent = false; | ||
1093 | vec = new Vector3(tempVector2.getX(), tempVector2.getY(), tempVector2.getZ()); | ||
1094 | m_velocity.X = (vec.X); | ||
1095 | m_velocity.Y = (vec.Y); | ||
1096 | |||
1097 | m_velocity.Z = (vec.Z); | ||
1098 | //m_log.Debug(m_target_velocity); | ||
1099 | if (m_velocity.Z < -6 && !m_hackSentFall) | ||
1100 | { | ||
1101 | m_hackSentFall = true; | ||
1102 | m_pidControllerActive = false; | ||
1103 | } | ||
1104 | else if (m_flying && !m_hackSentFly) | ||
1105 | { | ||
1106 | //m_hackSentFly = true; | ||
1107 | //base.SendCollisionUpdate(new CollisionEventUpdate()); | ||
1108 | } | ||
1109 | else | ||
1110 | { | ||
1111 | m_hackSentFly = false; | ||
1112 | m_hackSentFall = false; | ||
1113 | } | ||
1114 | } | ||
1115 | if (Body != null) | ||
1116 | { | ||
1117 | if (Body.getFriction() < 0.9f) | ||
1118 | Body.setFriction(0.9f); | ||
1119 | } | ||
1120 | //if (Body != null) | ||
1121 | // Body.clearForces(); | ||
1122 | } | ||
1123 | |||
1124 | public void CheckIfStandingOnObject() | ||
1125 | { | ||
1126 | |||
1127 | float capsuleHalfHeight = ((CAPSULE_LENGTH + 2*CAPSULE_RADIUS)*0.5f); | ||
1128 | |||
1129 | tempVector5RayCast.setValue(m_position.X, m_position.Y, m_position.Z); | ||
1130 | tempVector6RayCast.setValue(m_position.X, m_position.Y, m_position.Z - 1 * capsuleHalfHeight * 1.1f); | ||
1131 | |||
1132 | |||
1133 | ClosestCastResult.Dispose(); | ||
1134 | ClosestCastResult = new ClosestNotMeRayResultCallback(Body); | ||
1135 | |||
1136 | try | ||
1137 | { | ||
1138 | m_parent_scene.getBulletWorld().rayTest(tempVector5RayCast, tempVector6RayCast, ClosestCastResult); | ||
1139 | } | ||
1140 | catch (AccessViolationException) | ||
1141 | { | ||
1142 | m_log.Debug("BAD!"); | ||
1143 | } | ||
1144 | if (ClosestCastResult.hasHit()) | ||
1145 | { | ||
1146 | |||
1147 | if (tempVector7RayCast != null) | ||
1148 | tempVector7RayCast.Dispose(); | ||
1149 | |||
1150 | //tempVector7RayCast = ClosestCastResult.getHitPointWorld(); | ||
1151 | |||
1152 | /*if (tempVector7RayCast == null) // null == no result also | ||
1153 | { | ||
1154 | CollidingObj = false; | ||
1155 | IsColliding = false; | ||
1156 | CollidingGround = false; | ||
1157 | |||
1158 | return; | ||
1159 | } | ||
1160 | float zVal = tempVector7RayCast.getZ(); | ||
1161 | if (zVal != 0) | ||
1162 | m_log.Debug("[PHYSICS]: HAAAA"); | ||
1163 | if (zVal < m_position.Z && zVal > ((CAPSULE_LENGTH + 2 * CAPSULE_RADIUS) *0.5f)) | ||
1164 | { | ||
1165 | CollidingObj = true; | ||
1166 | IsColliding = true; | ||
1167 | } | ||
1168 | else | ||
1169 | { | ||
1170 | CollidingObj = false; | ||
1171 | IsColliding = false; | ||
1172 | CollidingGround = false; | ||
1173 | }*/ | ||
1174 | |||
1175 | //height+2*radius = capsule full length | ||
1176 | //CollidingObj = true; | ||
1177 | //IsColliding = true; | ||
1178 | m_iscolliding = true; | ||
1179 | } | ||
1180 | else | ||
1181 | { | ||
1182 | //CollidingObj = false; | ||
1183 | //IsColliding = false; | ||
1184 | //CollidingGround = false; | ||
1185 | m_iscolliding = false; | ||
1186 | } | ||
1187 | } | ||
1188 | } | ||
1189 | |||
1190 | } | ||