コード例 #1
0
ファイル: OdeScene.cs プロジェクト: UbitUmarov/Ubit-opensim
 /// <summary>
 /// Called to queue a change to a prim
 /// to use in place of old taint mechanism so changes do have a time sequence
 /// </summary>
 public void AddChange(OdeCharacter character, changes what, Object arg)
 {
     ODEchangeitem item = new ODEchangeitem();
     item.character = character;
     item.what = what;
     item.arg = arg;
     ChangesQueue.Enqueue(item);
 }
コード例 #2
0
ファイル: OdeScene.cs プロジェクト: UbitUmarov/Ubit-opensim
 public void RemoveCharacter(OdeCharacter chr)
 {
     lock (_characters)
     {
         if (_characters.Contains(chr))
         {
             _characters.Remove(chr);
         }
     }
 }
コード例 #3
0
ファイル: OdeScene.cs プロジェクト: UbitUmarov/Ubit-opensim
 public void BadCharacter(OdeCharacter chr)
 {
     lock (_badCharacter)
     {
         if (!_badCharacter.Contains(chr))
             _badCharacter.Add(chr);
     }
 }
コード例 #4
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ファイル: OdeScene.cs プロジェクト: UbitUmarov/Ubit-opensim
 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
 {
     Vector3 pos;
     pos.X = position.X;
     pos.Y = position.Y;
     pos.Z = position.Z;
     OdeCharacter newAv = new OdeCharacter(avName, this, pos, size, avPIDD, avPIDP, avCapRadius, avDensity, avMovementDivisorWalk, avMovementDivisorRun);
     newAv.Flying = isFlying;
     newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
     
     return newAv;
 }
コード例 #5
0
ファイル: OdeScene.cs プロジェクト: UbitUmarov/Ubit-opensim
 public void AddCharacter(OdeCharacter chr)
 {
     lock (_characters)
     {
         if (!_characters.Contains(chr))
         {
             _characters.Add(chr);
             if (chr.bad)
                 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
         }
     }
 }
コード例 #6
0
ファイル: OdePlugin.cs プロジェクト: shangcheng/Aurora
        private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
        {
            // obj1LocalID = 0;
            //returncollisions = false;
            obj2LocalID = 0;
            //ctype = 0;
            //cStartStop = 0;
            if (!p2.SubscribedEvents() && !p1.SubscribedEvents())
                return;

            switch ((ActorTypes)p2.PhysicsActorType)
            {
                case ActorTypes.Agent:
                    cc2 = (OdeCharacter)p2;

                    // obj1LocalID = cc2.m_localID;
                    switch ((ActorTypes)p1.PhysicsActorType)
                    {
                        case ActorTypes.Agent:
                            cc1 = (OdeCharacter)p1;
                            obj2LocalID = cc1.m_localID;
                            cc1.AddCollisionEvent(cc2.m_localID, contact);
                            //ctype = (int)CollisionCategories.Character;

                            //if (cc1.CollidingObj)
                            //cStartStop = (int)StatusIndicators.Generic;
                            //else
                            //cStartStop = (int)StatusIndicators.Start;

                            //returncollisions = true;
                            break;
                        case ActorTypes.Prim:
                            if (p1 is OdePrim)
                            {
                                cp1 = (OdePrim) p1;
                                obj2LocalID = cp1.m_localID;
                                cp1.AddCollisionEvent(cc2.m_localID, contact);
                            }
                            //ctype = (int)CollisionCategories.Geom;

                            //if (cp1.CollidingObj)
                            //cStartStop = (int)StatusIndicators.Generic;
                            //else
                            //cStartStop = (int)StatusIndicators.Start;

                            //returncollisions = true;
                            break;

                        case ActorTypes.Ground:
                        case ActorTypes.Unknown:
                            obj2LocalID = 0;
                            //ctype = (int)CollisionCategories.Land;
                            //returncollisions = true;
                            break;
                    }

                    cc2.AddCollisionEvent(obj2LocalID, contact);
                    break;
                case ActorTypes.Prim:

                    if (p2 is OdePrim)
                    {
                        cp2 = (OdePrim) p2;

                        // obj1LocalID = cp2.m_localID;
                        switch ((ActorTypes) p1.PhysicsActorType)
                        {
                            case ActorTypes.Agent:
                                if (p1 is OdeCharacter)
                                {
                                    cc1 = (OdeCharacter) p1;
                                    obj2LocalID = cc1.m_localID;
                                    cc1.AddCollisionEvent(cp2.m_localID, contact);
                                    //ctype = (int)CollisionCategories.Character;

                                    //if (cc1.CollidingObj)
                                    //cStartStop = (int)StatusIndicators.Generic;
                                    //else
                                    //cStartStop = (int)StatusIndicators.Start;
                                    //returncollisions = true;
                                }
                                break;
                            case ActorTypes.Prim:

                                if (p1 is OdePrim)
                                {
                                    cp1 = (OdePrim) p1;
                                    obj2LocalID = cp1.m_localID;
                                    cp1.AddCollisionEvent(cp2.m_localID, contact);
                                    //ctype = (int)CollisionCategories.Geom;

                                    //if (cp1.CollidingObj)
                                    //cStartStop = (int)StatusIndicators.Generic;
                                    //else
                                    //cStartStop = (int)StatusIndicators.Start;

                                    //returncollisions = true;
                                }
                                break;

                            case ActorTypes.Ground:
                            case ActorTypes.Unknown:
                                obj2LocalID = 0;
                                //ctype = (int)CollisionCategories.Land;

                                //returncollisions = true;
                                break;
                        }

                        cp2.AddCollisionEvent(obj2LocalID, contact);
                    }
                    break;
            }
            //if (returncollisions)
            //{

                //lock (m_storedCollisions)
                //{
                    //cDictKey = obj1LocalID.ToString() + obj2LocalID.ToString() + cStartStop.ToString() + ctype.ToString();
                    //if (m_storedCollisions.ContainsKey(cDictKey))
                    //{
                        //sCollisionData objd = m_storedCollisions[cDictKey];
                        //objd.NumberOfCollisions += 1;
                        //objd.lastframe = framecount;
                        //m_storedCollisions[cDictKey] = objd;
                    //}
                    //else
                    //{
                        //sCollisionData objd = new sCollisionData();
                        //objd.ColliderLocalId = obj1LocalID;
                        //objd.CollidedWithLocalId = obj2LocalID;
                        //objd.CollisionType = ctype;
                        //objd.NumberOfCollisions = 1;
                        //objd.lastframe = framecount;
                        //objd.StatusIndicator = cStartStop;
                        //m_storedCollisions.Add(cDictKey, objd);
                    //}
                //}
           // }
        }
コード例 #7
0
ファイル: OdeScene.cs プロジェクト: UbitUmarov/Ubit-opensim
        private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
            {
            // obj1LocalID = 0;
            //returncollisions = false;
            obj2LocalID = 0;
            //ctype = 0;
            //cStartStop = 0;
            if (!(p2.SubscribedEvents() || p1.SubscribedEvents()))
                return;

            switch ((ActorTypes)p1.PhysicsActorType)
                {
                case ActorTypes.Agent:
                    cc1 = (OdeCharacter)p1;
                    switch ((ActorTypes)p2.PhysicsActorType)
                        {
                        case ActorTypes.Agent:
                            cc2 = (OdeCharacter)p2;
                            obj2LocalID = cc2.m_localID;
                            if (p2.SubscribedEvents())
                                cc2.AddCollisionEvent(cc1.m_localID, contact);
                            break;

                        case ActorTypes.Prim:
                            if (p2 is OdePrim)
                                {
                                cp2 = (OdePrim)p2;
                                obj2LocalID = cp2.m_localID;
                                if (p2.SubscribedEvents())
                                    cp2.AddCollisionEvent(cc1.m_localID, contact);
                                }
                            break;

                        case ActorTypes.Ground:
                        case ActorTypes.Unknown:
                        default:
                            obj2LocalID = 0;
                            break;
                        }
                    if (p1.SubscribedEvents())
                        {
                        contact.SurfaceNormal = -contact.SurfaceNormal;
                        cc1.AddCollisionEvent(obj2LocalID, contact);
                        }
                    break;

                case ActorTypes.Prim:

                    if (p1 is OdePrim)
                        {
                        cp1 = (OdePrim)p1;

                        // obj1LocalID = cp2.m_localID;
                        switch ((ActorTypes)p2.PhysicsActorType)
                            {
                            case ActorTypes.Agent:
                                if (p2 is OdeCharacter)
                                    {
                                    cc2 = (OdeCharacter)p2;
                                    obj2LocalID = cc2.m_localID;
                                    if (p2.SubscribedEvents())
                                        cc2.AddCollisionEvent(cp1.m_localID, contact);
                                    }
                                break;
                            case ActorTypes.Prim:

                                if (p2 is OdePrim)
                                    {
                                    cp2 = (OdePrim)p2;
                                    obj2LocalID = cp2.m_localID;
                                    if (p2.SubscribedEvents())
                                        cp2.AddCollisionEvent(cp1.m_localID, contact);
                                    }
                                break;

                            case ActorTypes.Ground:
                            case ActorTypes.Unknown:
                            default:
                                obj2LocalID = 0;
                                break;
                            }
                        if (p1.SubscribedEvents())
                            {
                            contact.SurfaceNormal = -contact.SurfaceNormal;
                            cp1.AddCollisionEvent(obj2LocalID, contact);
                            }
                        }
                    break;
                }
            }
コード例 #8
0
ファイル: OdeScene.cs プロジェクト: jhance/VDC-OpenSim
        internal void AddCharacter(OdeCharacter chr)
        {
            if (!_characters.Contains(chr))
            {
                _characters.Add(chr);

//                m_log.DebugFormat(
//                    "[ODE SCENE]: Adding physics character {0} {1} to physics scene {2}.  Count now {3}",
//                    chr.Name, chr.LocalID, Name, _characters.Count);

                if (chr.bad)
                    m_log.ErrorFormat("[ODE SCENE]: Added BAD actor {0} to characters list", chr.m_uuid);
            }
            else
            {
                m_log.ErrorFormat(
                    "[ODE SCENE]: Tried to add character {0} {1} but they are already in the set!",
                    chr.Name, chr.LocalID);
            }
        }
コード例 #9
0
ファイル: OdeScene.cs プロジェクト: jhance/VDC-OpenSim
        internal void RemoveCharacter(OdeCharacter chr)
        {
            if (_characters.Contains(chr))
            {
                _characters.Remove(chr);

//                m_log.DebugFormat(
//                    "[ODE SCENE]: Removing physics character {0} {1} from physics scene {2}.  Count now {3}",
//                    chr.Name, chr.LocalID, Name, _characters.Count);
            }
            else
            {
                m_log.ErrorFormat(
                    "[ODE SCENE]: Tried to remove character {0} {1} but they are not in the list!",
                    chr.Name, chr.LocalID);
            }
        }
コード例 #10
0
ファイル: OdePlugin.cs プロジェクト: Ideia-Boa/opensim
 public void AddCharacter(OdeCharacter chr)
 {
     lock (_characters)
     {
         if (!_characters.Contains(chr))
         {
             _characters.Add(chr);
         }
     }
 }
コード例 #11
0
ファイル: OdePlugin.cs プロジェクト: Ideia-Boa/opensim
 public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying)
 {
     PhysicsVector pos = new PhysicsVector();
     pos.X = position.X;
     pos.Y = position.Y;
     pos.Z = position.Z;
     OdeCharacter newAv = new OdeCharacter(avName, this, pos, ode, size, avPIDD, avPIDP, avCapRadius, avStandupTensor, avDensity, avHeightFudgeFactor, avMovementDivisorWalk, avMovementDivisorRun);
     newAv.Flying = isFlying;
     newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
     
     return newAv;
 }
コード例 #12
0
ファイル: OdeScene.cs プロジェクト: szielins/opensim
        public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying)
        {                       
            OdeCharacter newAv
                = new OdeCharacter(
                    avName, this, position, velocity, size, avPIDD, avPIDP,
                    avCapRadius, avStandupTensor, avDensity,
                    avMovementDivisorWalk, avMovementDivisorRun);

            newAv.Flying = isFlying;
            newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
            newAv.m_avatarplanted = avplanted;

            return newAv;
        }
コード例 #13
0
ファイル: OdeScene.cs プロジェクト: justasabc/opensim
 internal void RemoveCharacter(OdeCharacter chr)
 {
     if (_characters.Contains(chr))
         _characters.Remove(chr);
     else
         m_log.ErrorFormat(
             "[ODE SCENE]: Tried to remove character {0} {1} but they are not in the list!",
             chr.Name, chr.LocalID);
 }
コード例 #14
0
ファイル: OdeScene.cs プロジェクト: justasabc/opensim
        internal void AddCharacter(OdeCharacter chr)
        {
            if (!_characters.Contains(chr))
            {
                _characters.Add(chr);

                if (chr.bad)
                    m_log.ErrorFormat("[ODE SCENE]: Added BAD actor {0} to characters list", chr.m_uuid);
            }
            else
            {
                m_log.ErrorFormat(
                    "[ODE SCENE]: Tried to add character {0} {1} but they are already in the set!",
                    chr.Name, chr.LocalID);
            }
        }