From d199767e6991d6f368661fce9c5a072e564b8a4b Mon Sep 17 00:00:00 2001 From: John Hurliman Date: Sun, 25 Oct 2009 23:16:12 -0700 Subject: Experimental change of PhysicsVector to Vector3. Untested --- .../BulletDotNETPlugin/BulletDotNETCharacter.cs | 96 ++++++++++------------ 1 file changed, 44 insertions(+), 52 deletions(-) (limited to 'OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs') diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs index 8da9687..5ed3b14 100644 --- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs +++ b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs @@ -60,15 +60,15 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin private btQuaternion m_bodyOrientation; private btDefaultMotionState m_bodyMotionState; private btGeneric6DofConstraint m_aMotor; - // private PhysicsVector m_movementComparision; - private PhysicsVector m_position; - private PhysicsVector m_zeroPosition; + // private Vector3 m_movementComparision; + private Vector3 m_position; + private Vector3 m_zeroPosition; private bool m_zeroFlag = false; private bool m_lastUpdateSent = false; - private PhysicsVector m_velocity; - private PhysicsVector m_target_velocity; - private PhysicsVector m_acceleration; - private PhysicsVector m_rotationalVelocity; + private Vector3 m_velocity; + private Vector3 m_target_velocity; + private Vector3 m_acceleration; + private Vector3 m_rotationalVelocity; private bool m_pidControllerActive = true; public float PID_D = 80.0f; public float PID_P = 90.0f; @@ -96,8 +96,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin private float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes. private bool m_taintRemove = false; // private bool m_taintedPosition = false; - // private PhysicsVector m_taintedPosition_value; - private PhysicsVector m_taintedForce; + // private Vector3 m_taintedPosition_value; + private Vector3 m_taintedForce; private float m_buoyancy = 0f; @@ -115,14 +115,10 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin public int m_eventsubscription = 0; // private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate(); - public BulletDotNETCharacter(string avName, BulletDotNETScene parent_scene, PhysicsVector pos, PhysicsVector size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor) + 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) { - m_taintedForce = new PhysicsVector(); - m_velocity = new PhysicsVector(); - m_target_velocity = new PhysicsVector(); m_position = pos; - m_zeroPosition = new PhysicsVector(pos.X, pos.Y, pos.Z); // this is a class, not a struct. Must make new, or m_zeroPosition will == position regardless - m_acceleration = new PhysicsVector(); + m_zeroPosition = pos; m_parent_scene = parent_scene; PID_D = pid_d; PID_P = pid_p; @@ -161,9 +157,6 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin tempTrans1 = new btTransform(tempQuat1, tempVector1); // m_movementComparision = new PhysicsVector(0, 0, 0); m_CapsuleOrientationAxis = new btVector3(1, 0, 1); - - - } /// @@ -254,18 +247,18 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin get { return m_zeroFlag; } } - public override PhysicsVector Size + public override Vector3 Size { - get { return new PhysicsVector(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); } + get { return new Vector3(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); } set { m_pidControllerActive = true; - - PhysicsVector SetSize = value; + + Vector3 SetSize = value; m_tainted_CAPSULE_LENGTH = (SetSize.Z * 1.15f) - CAPSULE_RADIUS * 2.0f; //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString()); - Velocity = new PhysicsVector(0f, 0f, 0f); + Velocity = Vector3.Zero; m_parent_scene.AddPhysicsActorTaint(this); } @@ -317,12 +310,12 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin } - public override void LockAngularMotion(PhysicsVector axis) + public override void LockAngularMotion(Vector3 axis) { } - public override PhysicsVector Position + public override Vector3 Position { get { return m_position; } set @@ -342,9 +335,9 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin } } - public override PhysicsVector Force + public override Vector3 Force { - get { return new PhysicsVector(m_target_velocity.X, m_target_velocity.Y, m_target_velocity.Z); } + get { return m_target_velocity; } set { return; } } @@ -359,7 +352,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin } - public override void VehicleVectorParam(int param, PhysicsVector value) + public override void VehicleVectorParam(int param, Vector3 value) { } @@ -374,23 +367,22 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin } - public override PhysicsVector GeometricCenter + public override Vector3 GeometricCenter { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } } - public override PhysicsVector CenterOfMass + public override Vector3 CenterOfMass { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } } - public override PhysicsVector Velocity + public override Vector3 Velocity { get { - // There's a problem with PhysicsVector.Zero! Don't Use it Here! if (m_zeroFlag) - return new PhysicsVector(0f, 0f, 0f); + return Vector3.Zero; m_lastUpdateSent = false; return m_velocity; } @@ -401,9 +393,9 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin } } - public override PhysicsVector Torque + public override Vector3 Torque { - get { return PhysicsVector.Zero; } + get { return Vector3.Zero; } set { return; } } @@ -413,7 +405,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin set { } } - public override PhysicsVector Acceleration + public override Vector3 Acceleration { get { return m_acceleration; } } @@ -586,7 +578,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin set { return; } } - public override PhysicsVector RotationalVelocity + public override Vector3 RotationalVelocity { get { return m_rotationalVelocity; } set { m_rotationalVelocity = value; } @@ -604,7 +596,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin set { m_buoyancy = value; } } - public override PhysicsVector PIDTarget { set { return; } } + public override Vector3 PIDTarget { set { return; } } public override bool PIDActive { set { return; } } public override float PIDTau { set { return; } } @@ -634,7 +626,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin /// /// /// Is this a push by a script? - public override void AddForce(PhysicsVector force, bool pushforce) + public override void AddForce(Vector3 force, bool pushforce) { if (pushforce) { @@ -656,7 +648,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin //m_lastUpdateSent = false; } - public void doForce(PhysicsVector force, bool now) + public void doForce(Vector3 force, bool now) { tempVector3.setValue(force.X, force.Y, force.Z); @@ -671,7 +663,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin } } - public void doImpulse(PhysicsVector force, bool now) + public void doImpulse(Vector3 force, bool now) { tempVector3.setValue(force.X, force.Y, force.Z); @@ -686,12 +678,12 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin } } - public override void AddAngularForce(PhysicsVector force, bool pushforce) + public override void AddAngularForce(Vector3 force, bool pushforce) { } - public override void SetMomentum(PhysicsVector momentum) + public override void SetMomentum(Vector3 momentum) { } @@ -808,7 +800,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin AvatarGeomAndBodyCreation(m_position.X, m_position.Y, m_position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2)); - Velocity = new PhysicsVector(0f, 0f, 0f); + Velocity = Vector3.Zero; } else @@ -852,9 +844,9 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin } //PidStatus = true; - PhysicsVector vec = new PhysicsVector(); + Vector3 vec = Vector3.Zero; - PhysicsVector vel = new PhysicsVector(tempVector2.getX(), tempVector2.getY(), tempVector2.getZ()); + Vector3 vel = new Vector3(tempVector2.getX(), tempVector2.getY(), tempVector2.getZ()); float movementdivisor = 1f; @@ -885,7 +877,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin // Avatar to Avatar collisions // Prim to avatar collisions - PhysicsVector pos = new PhysicsVector(tempVector1.getX(), tempVector1.getY(), tempVector1.getZ()); + Vector3 pos = new Vector3(tempVector1.getX(), tempVector1.getY(), tempVector1.getZ()); vec.X = (m_target_velocity.X - vel.X) * (PID_D) + (m_zeroPosition.X - pos.X) * (PID_P * 2); vec.Y = (m_target_velocity.Y - vel.Y) * (PID_D) + (m_zeroPosition.Y - pos.Y) * (PID_P * 2); if (m_flying) @@ -927,7 +919,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin { // We're colliding with something and we're not flying but we're moving // This means we're walking or running. - PhysicsVector pos = new PhysicsVector(tempVector1.getX(), tempVector1.getY(), tempVector1.getZ()); + Vector3 pos = new Vector3(tempVector1.getX(), tempVector1.getY(), tempVector1.getZ()); vec.Z = (m_target_velocity.Z - vel.Z) * PID_D + (m_zeroPosition.Z - pos.Z) * PID_P; if (m_target_velocity.X > 0) { @@ -1016,7 +1008,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin tempVector2 = Body.getInterpolationLinearVelocity(); // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! - PhysicsVector vec = new PhysicsVector(tempVector1.getX(),tempVector1.getY(),tempVector1.getZ()); + Vector3 vec = new Vector3(tempVector1.getX(), tempVector1.getY(), tempVector1.getZ()); // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!) if (vec.X < -10.0f) vec.X = 0.0f; @@ -1048,7 +1040,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin else { m_lastUpdateSent = false; - vec = new PhysicsVector(tempVector2.getX(), tempVector2.getY(), tempVector2.getZ()); + vec = new Vector3(tempVector2.getX(), tempVector2.getY(), tempVector2.getZ()); m_velocity.X = (vec.X); m_velocity.Y = (vec.Y); -- cgit v1.1