public PECharacter(String avName, PEScene parent_scene, Vector3 pos, CollisionLocker dode, Vector3 size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor) { _position = pos; _size = size; _density = density; //base.ChangingActorID = RegionSyncServerModule.ActorID; //return; }
public OdeCharacter(String avName, OdeScene parent_scene, PhysicsVector pos, CollisionLocker dode, PhysicsVector size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor) { // ode = dode; _velocity = new PhysicsVector(); _target_velocity = new PhysicsVector(); if (PhysicsVector.isFinite(pos)) { if (pos.Z > 9999999) { pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5; } if (pos.Z < -90000) { pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5; } _position = pos; m_taintPosition.X = pos.X; m_taintPosition.Y = pos.Y; m_taintPosition.Z = pos.Z; } else { _position = new PhysicsVector(128, 128, parent_scene.GetTerrainHeightAtXY(128, 128) + 10); m_taintPosition.X = _position.X; m_taintPosition.Y = _position.Y; m_taintPosition.Z = _position.Z; m_log.Warn("[PHYSICS]: Got NaN Position on Character Create"); } _acceleration = new PhysicsVector(); _parent_scene = parent_scene; PID_D = pid_d; PID_P = pid_p; CAPSULE_RADIUS = capsule_radius; m_tensor = tensor; m_density = density; heightFudgeFactor = height_fudge_factor; walkDivisor = walk_divisor; runDivisor = rundivisor; // m_StandUpRotation = // new d.Matrix3(0.5f, 0.7071068f, 0.5f, -0.7071068f, 0f, 0.7071068f, 0.5f, -0.7071068f, // 0.5f); for (int i = 0; i < 11; i++) { m_colliderarr[i] = false; } CAPSULE_LENGTH = (size.Z * 1.15f) - CAPSULE_RADIUS * 2.0f; //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString()); m_tainted_CAPSULE_LENGTH = CAPSULE_LENGTH; m_isPhysical = false; // current status: no ODE information exists m_tainted_isPhysical = true; // new tainted status: need to create ODE information _parent_scene.AddPhysicsActorTaint(this); m_name = avName; }
public AuroraODEPlugin() { ode = new CollisionLocker(); }
public PEPrim(String primName, PEScene parent_scene, Vector3 pos, Vector3 size, Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode) { _position = pos; _size = size; _orientation = rotation; // m_log.DebugFormat("[REMOTE PRIM ENGINE] PEPrim creation of {0}", primName); }