opensim – Blame information for rev 1
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1 | eva | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ |
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3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
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4 | * |
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5 | * Redistribution and use in source and binary forms, with or without |
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6 | * modification, are permitted provided that the following conditions are met: |
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7 | * * Redistributions of source code must retain the above copyright |
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8 | * notice, this list of conditions and the following disclaimer. |
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9 | * * Redistributions in binary form must reproduce the above copyright |
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10 | * notice, this list of conditions and the following disclaimer in the |
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11 | * documentation and/or other materials provided with the distribution. |
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12 | * * Neither the name of the OpenSimulator Project nor the |
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13 | * names of its contributors may be used to endorse or promote products |
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14 | * derived from this software without specific prior written permission. |
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15 | * |
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16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
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17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
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20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
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22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
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23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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26 | */ |
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27 | |||
28 | using System; |
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29 | using System.Collections.Generic; |
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30 | using Nini.Config; |
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31 | using OpenMetaverse; |
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32 | using OpenSim.Framework; |
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33 | using OpenSim.Region.Physics.Manager; |
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34 | |||
35 | namespace OpenSim.Region.Physics.POSPlugin |
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36 | { |
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37 | public class POSScene : PhysicsScene |
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38 | { |
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39 | private List<POSCharacter> _characters = new List<POSCharacter>(); |
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40 | private List<POSPrim> _prims = new List<POSPrim>(); |
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41 | private float[] _heightMap; |
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42 | private const float gravity = -9.8f; |
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43 | |||
44 | //protected internal string sceneIdentifier; |
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45 | |||
46 | public POSScene(string engineType, String _sceneIdentifier) |
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47 | { |
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48 | EngineType = engineType; |
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49 | Name = EngineType + "/" + _sceneIdentifier; |
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50 | //sceneIdentifier = _sceneIdentifier; |
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51 | } |
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52 | |||
53 | public override void Initialise(IMesher meshmerizer, IConfigSource config) |
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54 | { |
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55 | } |
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56 | |||
57 | public override void Dispose() |
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58 | { |
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59 | } |
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60 | |||
61 | public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) |
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62 | { |
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63 | POSCharacter act = new POSCharacter(); |
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64 | act.Position = position; |
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65 | act.Flying = isFlying; |
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66 | _characters.Add(act); |
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67 | return act; |
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68 | } |
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69 | |||
70 | public override void RemovePrim(PhysicsActor prim) |
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71 | { |
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72 | POSPrim p = (POSPrim) prim; |
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73 | if (_prims.Contains(p)) |
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74 | { |
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75 | _prims.Remove(p); |
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76 | } |
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77 | } |
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78 | |||
79 | public override void RemoveAvatar(PhysicsActor character) |
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80 | { |
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81 | POSCharacter act = (POSCharacter) character; |
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82 | if (_characters.Contains(act)) |
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83 | { |
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84 | _characters.Remove(act); |
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85 | } |
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86 | } |
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87 | |||
88 | /* |
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89 | public override PhysicsActor AddPrim(Vector3 position, Vector3 size, Quaternion rotation) |
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90 | { |
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91 | return null; |
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92 | } |
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93 | */ |
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94 | |||
95 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, |
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96 | Vector3 size, Quaternion rotation, bool isPhysical, uint localid) |
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97 | { |
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98 | POSPrim prim = new POSPrim(); |
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99 | prim.Position = position; |
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100 | prim.Orientation = rotation; |
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101 | prim.Size = size; |
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102 | _prims.Add(prim); |
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103 | return prim; |
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104 | } |
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105 | |||
106 | private bool isColliding(POSCharacter c, POSPrim p) |
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107 | { |
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108 | Vector3 rotatedPos = new Vector3(c.Position.X - p.Position.X, c.Position.Y - p.Position.Y, |
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109 | c.Position.Z - p.Position.Z) * Quaternion.Inverse(p.Orientation); |
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110 | Vector3 avatarSize = new Vector3(c.Size.X, c.Size.Y, c.Size.Z) * Quaternion.Inverse(p.Orientation); |
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111 | |||
112 | return (Math.Abs(rotatedPos.X) < (p.Size.X*0.5 + Math.Abs(avatarSize.X)) && |
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113 | Math.Abs(rotatedPos.Y) < (p.Size.Y*0.5 + Math.Abs(avatarSize.Y)) && |
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114 | Math.Abs(rotatedPos.Z) < (p.Size.Z*0.5 + Math.Abs(avatarSize.Z))); |
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115 | } |
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116 | |||
117 | private bool isCollidingWithPrim(POSCharacter c) |
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118 | { |
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119 | foreach (POSPrim p in _prims) |
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120 | { |
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121 | if (isColliding(c, p)) |
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122 | { |
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123 | return true; |
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124 | } |
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125 | } |
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126 | |||
127 | return false; |
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128 | } |
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129 | |||
130 | public override void AddPhysicsActorTaint(PhysicsActor prim) |
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131 | { |
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132 | } |
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133 | |||
134 | public override float Simulate(float timeStep) |
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135 | { |
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136 | float fps = 0; |
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137 | for (int i = 0; i < _characters.Count; ++i) |
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138 | { |
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139 | fps++; |
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140 | POSCharacter character = _characters[i]; |
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141 | |||
142 | float oldposX = character.Position.X; |
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143 | float oldposY = character.Position.Y; |
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144 | float oldposZ = character.Position.Z; |
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145 | |||
146 | if (!character.Flying) |
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147 | { |
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148 | character._target_velocity.Z += gravity * timeStep; |
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149 | } |
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150 | |||
151 | Vector3 characterPosition = character.Position; |
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152 | |||
153 | characterPosition.X += character._target_velocity.X * timeStep; |
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154 | characterPosition.Y += character._target_velocity.Y * timeStep; |
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155 | |||
156 | characterPosition.X = Util.Clamp(character.Position.X, 0.01f, Constants.RegionSize - 0.01f); |
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157 | characterPosition.Y = Util.Clamp(character.Position.Y, 0.01f, Constants.RegionSize - 0.01f); |
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158 | |||
159 | bool forcedZ = false; |
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160 | |||
161 | float terrainheight = _heightMap[(int)character.Position.Y * Constants.RegionSize + (int)character.Position.X]; |
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162 | if (character.Position.Z + (character._target_velocity.Z * timeStep) < terrainheight + 2) |
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163 | { |
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164 | characterPosition.Z = terrainheight + character.Size.Z; |
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165 | forcedZ = true; |
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166 | } |
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167 | else |
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168 | { |
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169 | characterPosition.Z += character._target_velocity.Z*timeStep; |
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170 | } |
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171 | |||
172 | /// this is it -- the magic you've all been waiting for! Ladies and gentlemen -- |
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173 | /// Completely Bogus Collision Detection!!! |
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174 | /// better known as the CBCD algorithm |
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175 | |||
176 | if (isCollidingWithPrim(character)) |
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177 | { |
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178 | characterPosition.Z = oldposZ; // first try Z axis |
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179 | if (isCollidingWithPrim(character)) |
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180 | { |
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181 | characterPosition.Z = oldposZ + character.Size.Z / 4.4f; // try harder |
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182 | if (isCollidingWithPrim(character)) |
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183 | { |
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184 | characterPosition.Z = oldposZ + character.Size.Z / 2.2f; // try very hard |
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185 | if (isCollidingWithPrim(character)) |
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186 | { |
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187 | characterPosition.X = oldposX; |
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188 | characterPosition.Y = oldposY; |
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189 | characterPosition.Z = oldposZ; |
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190 | |||
191 | characterPosition.X += character._target_velocity.X * timeStep; |
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192 | if (isCollidingWithPrim(character)) |
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193 | { |
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194 | characterPosition.X = oldposX; |
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195 | } |
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196 | |||
197 | characterPosition.Y += character._target_velocity.Y * timeStep; |
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198 | if (isCollidingWithPrim(character)) |
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199 | { |
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200 | characterPosition.Y = oldposY; |
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201 | } |
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202 | } |
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203 | else |
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204 | { |
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205 | forcedZ = true; |
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206 | } |
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207 | } |
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208 | else |
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209 | { |
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210 | forcedZ = true; |
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211 | } |
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212 | } |
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213 | else |
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214 | { |
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215 | forcedZ = true; |
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216 | } |
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217 | } |
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218 | |||
219 | characterPosition.X = Util.Clamp(character.Position.X, 0.01f, Constants.RegionSize - 0.01f); |
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220 | characterPosition.Y = Util.Clamp(character.Position.Y, 0.01f, Constants.RegionSize - 0.01f); |
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221 | |||
222 | character.Position = characterPosition; |
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223 | |||
224 | character._velocity.X = (character.Position.X - oldposX)/timeStep; |
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225 | character._velocity.Y = (character.Position.Y - oldposY)/timeStep; |
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226 | |||
227 | if (forcedZ) |
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228 | { |
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229 | character._velocity.Z = 0; |
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230 | character._target_velocity.Z = 0; |
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231 | ((PhysicsActor)character).IsColliding = true; |
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232 | character.RequestPhysicsterseUpdate(); |
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233 | } |
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234 | else |
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235 | { |
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236 | ((PhysicsActor)character).IsColliding = false; |
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237 | character._velocity.Z = (character.Position.Z - oldposZ)/timeStep; |
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238 | } |
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239 | } |
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240 | return fps; |
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241 | } |
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242 | |||
243 | public override void GetResults() |
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244 | { |
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245 | } |
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246 | |||
247 | public override bool IsThreaded |
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248 | { |
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249 | // for now we won't be multithreaded |
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250 | get { return (false); } |
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251 | } |
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252 | |||
253 | public override void SetTerrain(float[] heightMap) |
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254 | { |
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255 | _heightMap = heightMap; |
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256 | } |
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257 | |||
258 | public override void DeleteTerrain() |
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259 | { |
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260 | } |
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261 | |||
262 | public override void SetWaterLevel(float baseheight) |
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263 | { |
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264 | } |
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265 | |||
266 | public override Dictionary<uint, float> GetTopColliders() |
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267 | { |
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268 | Dictionary<uint, float> returncolliders = new Dictionary<uint, float>(); |
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269 | return returncolliders; |
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270 | } |
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271 | } |
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272 | } |