Beispiel #1
0
        /// <summary>
        /// Updates the reported position and velocity.  This essentially sends the data up to ScenePresence.
        /// </summary>
        public void UpdatePositionAndVelocity()
        {
            if (Body == null)
            {
                return;
            }
            //int val = Environment.TickCount;
            CheckIfStandingOnObject();
            //m_log.DebugFormat("time:{0}", Environment.TickCount - val);

            //IsColliding = Body.checkCollideWith(m_parent_scene.TerrainBody);

            tempTrans1.Dispose();
            tempTrans1 = Body.getInterpolationWorldTransform();
            tempVector1.Dispose();
            tempVector1 = tempTrans1.getOrigin();
            tempVector2.Dispose();
            tempVector2 = Body.getInterpolationLinearVelocity();

            //  no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
            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;
            }
            if (vec.Y < -10.0f)
            {
                vec.Y = 0.0f;
            }
            if (vec.X > m_parent_scene.m_region.RegionSizeX + 10.2f)
            {
                vec.X = m_parent_scene.m_region.RegionSizeX + 10.2f;
            }
            if (vec.Y > m_parent_scene.m_region.RegionSizeY + 10.2f)
            {
                vec.Y = m_parent_scene.m_region.RegionSizeY + 10.2f;
            }

            m_position.X = vec.X;
            m_position.Y = vec.Y;
            m_position.Z = vec.Z;

            // Did we move last? = zeroflag
            // This helps keep us from sliding all over

            if (m_zeroFlag)
            {
                m_velocity.X = 0.0f;
                m_velocity.Y = 0.0f;
                m_velocity.Z = 0.0f;

                // Did we send out the 'stopped' message?
                if (!m_lastUpdateSent)
                {
                    m_lastUpdateSent = true;
                    base.RequestPhysicsterseUpdate();
                }

                //Tell any listeners that we've stopped
                base.TriggerMovementUpdate();
            }
            else
            {
                m_lastUpdateSent = false;
                vec          = new Vector3(tempVector2.getX(), tempVector2.getY(), tempVector2.getZ());
                m_velocity.X = (vec.X);
                m_velocity.Y = (vec.Y);

                m_velocity.Z = (vec.Z);
                //m_log.Debug(m_target_velocity);
                if (m_velocity.Z < -6 && !m_hackSentFall)
                {
                    m_hackSentFall        = true;
                    m_pidControllerActive = false;
                }
                else if (m_flying && !m_hackSentFly)
                {
                    //m_hackSentFly = true;
                    //base.SendCollisionUpdate(new CollisionEventUpdate());
                }
                else
                {
                    m_hackSentFly  = false;
                    m_hackSentFall = false;
                }
                const float VELOCITY_TOLERANCE = 0.001f;
                const float POSITION_TOLERANCE = 0.05f;

                //Check to see whether we need to trigger the significant movement method in the presence
                if (!RotationalVelocity.ApproxEquals(m_lastRotationalVelocity, VELOCITY_TOLERANCE) ||
                    !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
                    !Position.ApproxEquals(m_lastPosition, POSITION_TOLERANCE))
                {
                    // Update the "last" values
                    m_lastPosition           = Position;
                    m_lastRotationalVelocity = RotationalVelocity;
                    m_lastVelocity           = Velocity;
                    base.RequestPhysicsterseUpdate();
                    base.TriggerSignificantMovement();
                }
                //Tell any listeners about the new info
                base.TriggerMovementUpdate();
            }
            if (Body != null)
            {
                if (Body.getFriction() < 0.9f)
                {
                    Body.setFriction(0.9f);
                }
            }
            //if (Body != null)
            //    Body.clearForces();
        }
        /// <summary>
        /// Updates the reported position and velocity.  This essentially sends the data up to ScenePresence.
        /// </summary>
        public void UpdatePositionAndVelocity()
        {
            if (Body == null)
            {
                return;
            }
            //int val = Environment.TickCount;
            CheckIfStandingOnObject();
            //m_log.DebugFormat("time:{0}", Environment.TickCount - val);

            //IsColliding = Body.checkCollideWith(m_parent_scene.TerrainBody);

            tempTrans1.Dispose();
            tempTrans1 = Body.getInterpolationWorldTransform();
            tempVector1.Dispose();
            tempVector1 = tempTrans1.getOrigin();
            tempVector2.Dispose();
            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());

            //  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;
            }
            if (vec.Y < -10.0f)
            {
                vec.Y = 0.0f;
            }
            if (vec.X > (int)Constants.RegionSize + 10.2f)
            {
                vec.X = (int)Constants.RegionSize + 10.2f;
            }
            if (vec.Y > (int)Constants.RegionSize + 10.2f)
            {
                vec.Y = (int)Constants.RegionSize + 10.2f;
            }

            m_position.X = vec.X;
            m_position.Y = vec.Y;
            m_position.Z = vec.Z;

            // Did we move last? = zeroflag
            // This helps keep us from sliding all over

            if (m_zeroFlag)
            {
                m_velocity.X = 0.0f;
                m_velocity.Y = 0.0f;
                m_velocity.Z = 0.0f;

                // Did we send out the 'stopped' message?
                if (!m_lastUpdateSent)
                {
                    m_lastUpdateSent = true;
                    //base.RequestPhysicsterseUpdate();
                }
            }
            else
            {
                m_lastUpdateSent = false;
                vec          = new PhysicsVector(tempVector2.getX(), tempVector2.getY(), tempVector2.getZ());
                m_velocity.X = (vec.X);
                m_velocity.Y = (vec.Y);

                m_velocity.Z = (vec.Z);
                //m_log.Debug(m_target_velocity);
                if (m_velocity.Z < -6 && !m_hackSentFall)
                {
                    m_hackSentFall        = true;
                    m_pidControllerActive = false;
                }
                else if (m_flying && !m_hackSentFly)
                {
                    //m_hackSentFly = true;
                    //base.SendCollisionUpdate(new CollisionEventUpdate());
                }
                else
                {
                    m_hackSentFly  = false;
                    m_hackSentFall = false;
                }
            }
            if (Body != null)
            {
                if (Body.getFriction() < 0.9f)
                {
                    Body.setFriction(0.9f);
                }
            }
            //if (Body != null)
            //    Body.clearForces();
        }