Files
opensim/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs
Justin Clark-Casey (justincc) 265fe349e0 Somewhat improve avatar region crossings by properly preserving velocity when avatar enters the new region.
This commit addresses the following issues were causing velocity to be set to 0 on the new region, disrupting flight in particular
* Full avatar updates contained no velocity information, which does appear to have some effect in testing.
* BulletSim was always setting the velocity to 0 for the new BSCharacter.  Now, physics engines take a velocity parameter when setting up characters so we can avoid this.
This patch applies to both Bullet and ODE.
2014-11-29 00:12:11 +00:00

211 lines
7.4 KiB
C#

/*
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using System;
using System.Collections.Generic;
using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Physics.Manager;
namespace OpenSim.Region.Physics.BasicPhysicsPlugin
{
/// <summary>
/// This is an incomplete extremely basic physics implementation
/// </summary>
/// <remarks>
/// Not useful for anything at the moment apart from some regression testing in other components where some form
/// of physics plugin is needed.
/// </remarks>
public class BasicScene : PhysicsScene
{
private List<BasicActor> _actors = new List<BasicActor>();
private List<BasicPhysicsPrim> _prims = new List<BasicPhysicsPrim>();
private float[] _heightMap;
private Vector3 m_regionExtent;
//protected internal string sceneIdentifier;
public BasicScene(string engineType, string _sceneIdentifier)
{
EngineType = engineType;
Name = EngineType + "/" + _sceneIdentifier;
//sceneIdentifier = _sceneIdentifier;
}
public override void Initialise(IMesher meshmerizer, IConfigSource config)
{
throw new Exception("Should not be called.");
}
public override void Initialise(IMesher meshmerizer, IConfigSource config, Vector3 regionExtent)
{
m_regionExtent = regionExtent;
}
public override void Dispose() {}
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
{
BasicPhysicsPrim prim = new BasicPhysicsPrim(primName, localid, position, size, rotation, pbs);
prim.IsPhysical = isPhysical;
_prims.Add(prim);
return prim;
}
public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying)
{
BasicActor act = new BasicActor(size);
act.Position = position;
act.Velocity = velocity;
act.Flying = isFlying;
_actors.Add(act);
return act;
}
public override void RemovePrim(PhysicsActor actor)
{
BasicPhysicsPrim prim = (BasicPhysicsPrim)actor;
if (_prims.Contains(prim))
_prims.Remove(prim);
}
public override void RemoveAvatar(PhysicsActor actor)
{
BasicActor act = (BasicActor)actor;
if (_actors.Contains(act))
_actors.Remove(act);
}
public override void AddPhysicsActorTaint(PhysicsActor prim)
{
}
public override float Simulate(float timeStep)
{
// Console.WriteLine("Simulating");
float fps = 0;
for (int i = 0; i < _actors.Count; ++i)
{
BasicActor actor = _actors[i];
Vector3 actorPosition = actor.Position;
Vector3 actorVelocity = actor.Velocity;
// Console.WriteLine(
// "Processing actor {0}, starting pos {1}, starting vel {2}", i, actorPosition, actorVelocity);
actorPosition.X += actor.Velocity.X * timeStep;
actorPosition.Y += actor.Velocity.Y * timeStep;
if (actor.Position.Y < 0)
{
actorPosition.Y = 0.1F;
}
else if (actor.Position.Y >= m_regionExtent.Y)
{
actorPosition.Y = (m_regionExtent.Y - 0.1f);
}
if (actor.Position.X < 0)
{
actorPosition.X = 0.1F;
}
else if (actor.Position.X >= m_regionExtent.X)
{
actorPosition.X = (m_regionExtent.X - 0.1f);
}
float terrainHeight = 0;
if (_heightMap != null)
terrainHeight = _heightMap[(int)actor.Position.Y * (int)m_regionExtent.Y + (int)actor.Position.X];
float height = terrainHeight + actor.Size.Z;
// Console.WriteLine("height {0}, actorPosition {1}", height, actorPosition);
if (actor.Flying)
{
if (actor.Position.Z + (actor.Velocity.Z * timeStep) < terrainHeight + 2)
{
actorPosition.Z = height;
actorVelocity.Z = 0;
actor.IsColliding = true;
}
else
{
actorPosition.Z += actor.Velocity.Z * timeStep;
actor.IsColliding = false;
}
}
else
{
actorPosition.Z = height;
actorVelocity.Z = 0;
actor.IsColliding = true;
}
actor.Position = actorPosition;
actor.Velocity = actorVelocity;
}
return fps;
}
public override void GetResults()
{
}
public override bool IsThreaded
{
get { return (false); // for now we won't be multithreaded
}
}
public override void SetTerrain(float[] heightMap)
{
_heightMap = heightMap;
}
public override void DeleteTerrain()
{
}
public override void SetWaterLevel(float baseheight)
{
}
public override Dictionary<uint, float> GetTopColliders()
{
Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
return returncolliders;
}
}
}