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author | Robert Adams | 2012-03-26 17:36:33 -0700 |
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committer | Robert Adams | 2012-03-26 17:36:33 -0700 |
commit | 872d513daaa68b94b78f71bd2a2d9a0f117ff727 (patch) | |
tree | 3f526fbad3394fa41a86e4aa6aa0a934c9119f3b /OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |
parent | BulletSim: update BulletSim binaries and configuration fixing a crash which h... (diff) | |
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BulletSim: make avatar animations update properly.
It seems that ODE calls the avatar collision handling routine even
if there are no collisions. This causes the animation to be updated.
So, for instance, going from HOVER to FLY is caused by the physics engine
calling the collision routine each frame with 0 collisions.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 24 |
1 files changed, 20 insertions, 4 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 20708d9..b08d5db 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -426,6 +426,8 @@ public class BSCharacter : PhysicsActor | |||
426 | } | 426 | } |
427 | } | 427 | } |
428 | 428 | ||
429 | // Called by the scene when a collision with this object is reported | ||
430 | CollisionEventUpdate collisionCollection = null; | ||
429 | public void Collide(uint collidingWith, ActorTypes type, Vector3 contactPoint, Vector3 contactNormal, float pentrationDepth) | 431 | public void Collide(uint collidingWith, ActorTypes type, Vector3 contactPoint, Vector3 contactNormal, float pentrationDepth) |
430 | { | 432 | { |
431 | // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith); | 433 | // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith); |
@@ -443,10 +445,24 @@ public class BSCharacter : PhysicsActor | |||
443 | if (nowTime < (_lastCollisionTime + _subscribedEventsMs)) return; | 445 | if (nowTime < (_lastCollisionTime + _subscribedEventsMs)) return; |
444 | _lastCollisionTime = nowTime; | 446 | _lastCollisionTime = nowTime; |
445 | 447 | ||
446 | Dictionary<uint, ContactPoint> contactPoints = new Dictionary<uint, ContactPoint>(); | 448 | if (collisionCollection == null) |
447 | contactPoints.Add(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); | 449 | collisionCollection = new CollisionEventUpdate(); |
448 | CollisionEventUpdate args = new CollisionEventUpdate(contactPoints); | 450 | collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); |
449 | base.SendCollisionUpdate(args); | 451 | } |
452 | |||
453 | public void SendCollisions() | ||
454 | { | ||
455 | // if (collisionCollection != null) | ||
456 | // { | ||
457 | // base.SendCollisionUpdate(collisionCollection); | ||
458 | // collisionCollection = null; | ||
459 | // } | ||
460 | // Kludge to make a collision call even if there are no collisions. | ||
461 | // This causes the avatar animation to get updated. | ||
462 | if (collisionCollection == null) | ||
463 | collisionCollection = new CollisionEventUpdate(); | ||
464 | base.SendCollisionUpdate(collisionCollection); | ||
465 | collisionCollection = null; | ||
450 | } | 466 | } |
451 | 467 | ||
452 | } | 468 | } |