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authorTeravus Ovares2007-12-26 17:16:47 +0000
committerTeravus Ovares2007-12-26 17:16:47 +0000
commitf852b6455550569d002d0b1c527249f3f7894326 (patch)
tree95abccc4ae8529dc8c1b2aa283ac44e952f7dda7 /OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
parent* Patch by Melanie to fix CreateSelected (diff)
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* This update includes a wide range of changes to the ODEPlugin for avatar movement, including:
** - avatar can navigate stairs better now ** - avatar can land without shooting into the air ** - excessive collisions with the ground are tempered somewhat and should only shoot the avatar up 20m instead of 200m ** - Try Catched a TextureDownloadModule.cs array out of bounds error with a report that causes it not to crash the sim, however it reports a few important items for tracking it down.
Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin/OdePlugin.cs')
-rw-r--r--OpenSim/Region/Physics/OdePlugin/OdePlugin.cs50
1 files changed, 45 insertions, 5 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
index 51c0e15..8bb822e 100644
--- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
+++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
@@ -136,7 +136,7 @@ namespace OpenSim.Region.Physics.OdePlugin
136 TerrainContact.surface.soft_erp = 0.1025f; 136 TerrainContact.surface.soft_erp = 0.1025f;
137 137
138 AvatarMovementprimContact.surface.mu = 150.0f; 138 AvatarMovementprimContact.surface.mu = 150.0f;
139 AvatarMovementprimContact.surface.bounce = 0.2f; 139 AvatarMovementprimContact.surface.bounce = 0.1f;
140 140
141 AvatarMovementTerrainContact.surface.mode |= d.ContactFlags.SoftERP; 141 AvatarMovementTerrainContact.surface.mode |= d.ContactFlags.SoftERP;
142 AvatarMovementTerrainContact.surface.mu = 150.0f; 142 AvatarMovementTerrainContact.surface.mu = 150.0f;
@@ -297,7 +297,9 @@ namespace OpenSim.Region.Physics.OdePlugin
297 { 297 {
298 p2.CollidingObj = true; 298 p2.CollidingObj = true;
299 //contacts[i].depth = 0.003f; 299 //contacts[i].depth = 0.003f;
300 //p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f); 300 p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f);
301 OdeCharacter character = (OdeCharacter)p2;
302 character.SetPidStatus(true);
301 //contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p1.Size.X / 2), contacts[i].pos.Y + (p1.Size.Y / 2), contacts[i].pos.Z + (p1.Size.Z / 2)); 303 //contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p1.Size.X / 2), contacts[i].pos.Y + (p1.Size.Y / 2), contacts[i].pos.Z + (p1.Size.Z / 2));
302 304
303 } 305 }
@@ -309,8 +311,10 @@ namespace OpenSim.Region.Physics.OdePlugin
309 { 311 {
310 p1.CollidingObj = true; 312 p1.CollidingObj = true;
311 //contacts[i].depth = 0.003f; 313 //contacts[i].depth = 0.003f;
312 //p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f); 314 p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f);
313 //contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p2.Size.X / 2), contacts[i].pos.Y + (p2.Size.Y / 2), contacts[i].pos.Z + (p2.Size.Z / 2)); 315 //contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p2.Size.X / 2), contacts[i].pos.Y + (p2.Size.Y / 2), contacts[i].pos.Z + (p2.Size.Z / 2));
316 OdeCharacter character = (OdeCharacter)p2;
317 character.SetPidStatus(true);
314 } 318 }
315 else 319 else
316 { 320 {
@@ -321,12 +325,48 @@ namespace OpenSim.Region.Physics.OdePlugin
321 if (p1.PhysicsActorType == (int)ActorTypes.Prim && p2.PhysicsActorType == (int)ActorTypes.Prim) 325 if (p1.PhysicsActorType == (int)ActorTypes.Prim && p2.PhysicsActorType == (int)ActorTypes.Prim)
322 { 326 {
323 // Don't collide, one or both prim will explode. 327 // Don't collide, one or both prim will explode.
324 contacts[i].depth = 0.0f; 328 contacts[i].depth = -1f;
329 }
330 if (contacts[i].depth >= 1.00f)
331 {
332 if ((p2.PhysicsActorType == (int)ActorTypes.Agent && p1.PhysicsActorType == (int)ActorTypes.Unknown) || (p1.PhysicsActorType == (int)ActorTypes.Agent && p2.PhysicsActorType == (int)ActorTypes.Unknown))
333 {
334
335 if (p2.PhysicsActorType == (int)ActorTypes.Agent)
336 {
337 OdeCharacter character = (OdeCharacter)p2;
338
339 //p2.CollidingObj = true;
340 contacts[i].depth = 0.003f;
341 p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 0.5f);
342 contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p1.Size.X / 2), contacts[i].pos.Y + (p1.Size.Y / 2), contacts[i].pos.Z + (p1.Size.Z / 2));
343 character.SetPidStatus(true);
344
345 }
346 else
347 {
348
349 }
350 if (p1.PhysicsActorType == (int)ActorTypes.Agent)
351 {
352 OdeCharacter character = (OdeCharacter)p2;
353
354 //p2.CollidingObj = true;
355 contacts[i].depth = 0.003f;
356 p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 0.5f);
357 contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p1.Size.X / 2), contacts[i].pos.Y + (p1.Size.Y / 2), contacts[i].pos.Z + (p1.Size.Z / 2));
358 character.SetPidStatus(true);
359 }
360 else
361 {
362 //contacts[i].depth = 0.0000000f;
363 }
364 }
325 } 365 }
326 } 366 }
327 #endregion 367 #endregion
328 368
329 if (contacts[i].depth > 0f) 369 if (contacts[i].depth >= 0f)
330 { 370 {
331 if (name1 == "Terrain" || name2 == "Terrain") 371 if (name1 == "Terrain" || name2 == "Terrain")
332 { 372 {