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author | Robert Adams | 2013-01-07 16:05:02 -0800 |
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committer | Robert Adams | 2013-01-07 16:05:02 -0800 |
commit | 8452c0a8702ccf7ea045740dd829c69a6f509845 (patch) | |
tree | a2c094fbded7a502dc997d1eb4252659eddbb003 /OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |
parent | BulletSim: fix exception when re-creating the terrain when loading an OAR file (diff) | |
download | opensim-SC-8452c0a8702ccf7ea045740dd829c69a6f509845.zip opensim-SC-8452c0a8702ccf7ea045740dd829c69a6f509845.tar.gz opensim-SC-8452c0a8702ccf7ea045740dd829c69a6f509845.tar.bz2 opensim-SC-8452c0a8702ccf7ea045740dd829c69a6f509845.tar.xz |
BulletSim: add function to push avatar up when hitting stairs.
It looks like BulletSim and ODE rely on penetration correction to cause
the avatar to move up and thus allowing walking up stairs. Object
penetration was minimized for walking and flying (so one doesn't go
through walls) and this stopped stairs from working. This commit
introduces avatar movement code to check for collisions at the
feet while walking and attempts to raise the avatar for the steps.
Not yet perfect but movement is better.
Diffstat (limited to '')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | 27 |
1 files changed, 27 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 534f929..e8575f6 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -79,6 +79,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
79 | Material = MaterialAttributes.Material.Wood; | 79 | Material = MaterialAttributes.Material.Wood; |
80 | 80 | ||
81 | CollisionCollection = new CollisionEventUpdate(); | 81 | CollisionCollection = new CollisionEventUpdate(); |
82 | CollisionsLastTick = CollisionCollection; | ||
82 | SubscribedEventsMs = 0; | 83 | SubscribedEventsMs = 0; |
83 | CollidingStep = 0; | 84 | CollidingStep = 0; |
84 | CollidingGroundStep = 0; | 85 | CollidingGroundStep = 0; |
@@ -159,6 +160,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
159 | public abstract OMV.Quaternion ForceOrientation { get; set; } | 160 | public abstract OMV.Quaternion ForceOrientation { get; set; } |
160 | 161 | ||
161 | // The system is telling us the velocity it wants to move at. | 162 | // The system is telling us the velocity it wants to move at. |
163 | // Velocity in world coordinates. | ||
162 | // protected OMV.Vector3 m_targetVelocity; // use the definition in PhysicsActor | 164 | // protected OMV.Vector3 m_targetVelocity; // use the definition in PhysicsActor |
163 | public override OMV.Vector3 TargetVelocity | 165 | public override OMV.Vector3 TargetVelocity |
164 | { | 166 | { |
@@ -169,6 +171,15 @@ public abstract class BSPhysObject : PhysicsActor | |||
169 | Velocity = value; | 171 | Velocity = value; |
170 | } | 172 | } |
171 | } | 173 | } |
174 | public virtual float TargetSpeed | ||
175 | { | ||
176 | get | ||
177 | { | ||
178 | OMV.Vector3 characterOrientedVelocity = TargetVelocity * OMV.Quaternion.Inverse(OMV.Quaternion.Normalize(RawOrientation)); | ||
179 | return characterOrientedVelocity.X; | ||
180 | } | ||
181 | } | ||
182 | public abstract OMV.Vector3 RawVelocity { get; set; } | ||
172 | public abstract OMV.Vector3 ForceVelocity { get; set; } | 183 | public abstract OMV.Vector3 ForceVelocity { get; set; } |
173 | 184 | ||
174 | public abstract OMV.Vector3 ForceRotationalVelocity { get; set; } | 185 | public abstract OMV.Vector3 ForceRotationalVelocity { get; set; } |
@@ -177,6 +188,15 @@ public abstract class BSPhysObject : PhysicsActor | |||
177 | 188 | ||
178 | public virtual bool ForceBodyShapeRebuild(bool inTaintTime) { return false; } | 189 | public virtual bool ForceBodyShapeRebuild(bool inTaintTime) { return false; } |
179 | 190 | ||
191 | public virtual float ForwardSpeed | ||
192 | { | ||
193 | get | ||
194 | { | ||
195 | OMV.Vector3 characterOrientedVelocity = RawVelocity * OMV.Quaternion.Inverse(OMV.Quaternion.Normalize(RawOrientation)); | ||
196 | return characterOrientedVelocity.X; | ||
197 | } | ||
198 | } | ||
199 | |||
180 | #region Collisions | 200 | #region Collisions |
181 | 201 | ||
182 | // Requested number of milliseconds between collision events. Zero means disabled. | 202 | // Requested number of milliseconds between collision events. Zero means disabled. |
@@ -223,9 +243,13 @@ public abstract class BSPhysObject : PhysicsActor | |||
223 | 243 | ||
224 | // The collisions that have been collected this tick | 244 | // The collisions that have been collected this tick |
225 | protected CollisionEventUpdate CollisionCollection; | 245 | protected CollisionEventUpdate CollisionCollection; |
246 | // Remember collisions from last tick for fancy collision based actions | ||
247 | // (like a BSCharacter walking up stairs). | ||
248 | protected CollisionEventUpdate CollisionsLastTick; | ||
226 | 249 | ||
227 | // The simulation step is telling this object about a collision. | 250 | // The simulation step is telling this object about a collision. |
228 | // Return 'true' if a collision was processed and should be sent up. | 251 | // Return 'true' if a collision was processed and should be sent up. |
252 | // Return 'false' if this object is not enabled/subscribed/appropriate for or has already seen this collision. | ||
229 | // Called at taint time from within the Step() function | 253 | // Called at taint time from within the Step() function |
230 | public virtual bool Collide(uint collidingWith, BSPhysObject collidee, | 254 | public virtual bool Collide(uint collidingWith, BSPhysObject collidee, |
231 | OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) | 255 | OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) |
@@ -286,6 +310,9 @@ public abstract class BSPhysObject : PhysicsActor | |||
286 | // DetailLog("{0},{1}.SendCollisionUpdate,call,numCollisions={2}", LocalID, TypeName, CollisionCollection.Count); | 310 | // DetailLog("{0},{1}.SendCollisionUpdate,call,numCollisions={2}", LocalID, TypeName, CollisionCollection.Count); |
287 | base.SendCollisionUpdate(CollisionCollection); | 311 | base.SendCollisionUpdate(CollisionCollection); |
288 | 312 | ||
313 | // Remember the collisions from this tick for some collision specific processing. | ||
314 | CollisionsLastTick = CollisionCollection; | ||
315 | |||
289 | // The CollisionCollection instance is passed around in the simulator. | 316 | // The CollisionCollection instance is passed around in the simulator. |
290 | // Make sure we don't have a handle to that one and that a new one is used for next time. | 317 | // Make sure we don't have a handle to that one and that a new one is used for next time. |
291 | // This fixes an interesting 'gotcha'. If we call CollisionCollection.Clear() here, | 318 | // This fixes an interesting 'gotcha'. If we call CollisionCollection.Clear() here, |