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author | Teravus Ovares | 2008-02-12 07:32:32 +0000 |
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committer | Teravus Ovares | 2008-02-12 07:32:32 +0000 |
commit | e5ede36f0c8974dc81d1755d16513641aff535c2 (patch) | |
tree | ea29d39f83ceb72b61d98184aab08c90ee3d7b10 /OpenSim/Region/Physics/OdePlugin | |
parent | * A bunch of updates to make things more smooth. (diff) | |
download | opensim-SC-e5ede36f0c8974dc81d1755d16513641aff535c2.zip opensim-SC-e5ede36f0c8974dc81d1755d16513641aff535c2.tar.gz opensim-SC-e5ede36f0c8974dc81d1755d16513641aff535c2.tar.bz2 opensim-SC-e5ede36f0c8974dc81d1755d16513641aff535c2.tar.xz |
* Physical prim cross borders and continue from where the left off on the other side now, assuming the region on the other side has physical prim enabled.
Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin')
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | 44 |
1 files changed, 38 insertions, 6 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs index 819d823..5cdbb77 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | |||
@@ -49,6 +49,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
49 | private Quaternion _orientation; | 49 | private Quaternion _orientation; |
50 | private PhysicsVector m_taintposition; | 50 | private PhysicsVector m_taintposition; |
51 | private PhysicsVector m_taintsize; | 51 | private PhysicsVector m_taintsize; |
52 | private PhysicsVector m_taintVelocity = PhysicsVector.Zero; | ||
52 | private Quaternion m_taintrot; | 53 | private Quaternion m_taintrot; |
53 | private bool m_taintshape = false; | 54 | private bool m_taintshape = false; |
54 | private bool m_taintPhysics = false; | 55 | private bool m_taintPhysics = false; |
@@ -455,8 +456,13 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
455 | 456 | ||
456 | if (m_taintdisable) | 457 | if (m_taintdisable) |
457 | changedisable(timestep); | 458 | changedisable(timestep); |
459 | |||
460 | if (m_taintVelocity != PhysicsVector.Zero) | ||
461 | changevelocity(timestep); | ||
458 | } | 462 | } |
459 | 463 | ||
464 | |||
465 | |||
460 | public void Move(float timestep) | 466 | public void Move(float timestep) |
461 | { | 467 | { |
462 | if (m_isphysical) | 468 | if (m_isphysical) |
@@ -743,7 +749,18 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
743 | m_taintforce = false; | 749 | m_taintforce = false; |
744 | 750 | ||
745 | } | 751 | } |
746 | 752 | private void changevelocity(float timestep) | |
753 | { | ||
754 | System.Threading.Thread.Sleep(20); | ||
755 | if (IsPhysical) | ||
756 | { | ||
757 | if (Body != (IntPtr)0) | ||
758 | { | ||
759 | d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z); | ||
760 | } | ||
761 | } | ||
762 | m_taintVelocity = PhysicsVector.Zero; | ||
763 | } | ||
747 | public override bool IsPhysical | 764 | public override bool IsPhysical |
748 | { | 765 | { |
749 | get { return m_isphysical; } | 766 | get { return m_isphysical; } |
@@ -838,7 +855,14 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
838 | returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z)/2; | 855 | returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z)/2; |
839 | return returnVelocity; | 856 | return returnVelocity; |
840 | } | 857 | } |
841 | set { _velocity = value; } | 858 | set { |
859 | _velocity = value; | ||
860 | |||
861 | m_taintVelocity = value; | ||
862 | _parent_scene.AddPhysicsActorTaint(this); | ||
863 | |||
864 | |||
865 | } | ||
842 | } | 866 | } |
843 | 867 | ||
844 | public override bool Kinematic | 868 | public override bool Kinematic |
@@ -898,16 +922,24 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
898 | d.Vector3 rotvel = d.BodyGetAngularVel(Body); | 922 | d.Vector3 rotvel = d.BodyGetAngularVel(Body); |
899 | 923 | ||
900 | PhysicsVector l_position = new PhysicsVector(); | 924 | PhysicsVector l_position = new PhysicsVector(); |
925 | |||
926 | |||
901 | // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!) | 927 | // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!) |
902 | if (vec.X < 0.0f) vec.X = 0.0f; | 928 | //if (vec.X < 0.0f) vec.X = 0.0f; |
903 | if (vec.Y < 0.0f) vec.Y = 0.0f; | 929 | //if (vec.Y < 0.0f) vec.Y = 0.0f; |
904 | if (vec.X > 255.95f) vec.X = 255.95f; | 930 | //if (vec.X > 255.95f) vec.X = 255.95f; |
905 | if (vec.Y > 255.95f) vec.Y = 255.95f; | 931 | //if (vec.Y > 255.95f) vec.Y = 255.95f; |
906 | m_lastposition = _position; | 932 | m_lastposition = _position; |
907 | 933 | ||
908 | l_position.X = vec.X; | 934 | l_position.X = vec.X; |
909 | l_position.Y = vec.Y; | 935 | l_position.Y = vec.Y; |
910 | l_position.Z = vec.Z; | 936 | l_position.Z = vec.Z; |
937 | |||
938 | if (l_position.X > 257f || l_position.X < -1f || l_position.Y > 257f || l_position.Y < -1f) | ||
939 | { | ||
940 | base.RequestPhysicsterseUpdate(); | ||
941 | } | ||
942 | |||
911 | if (l_position.Z < 0) | 943 | if (l_position.Z < 0) |
912 | { | 944 | { |
913 | // This is so prim that get lost underground don't fall forever and suck up | 945 | // This is so prim that get lost underground don't fall forever and suck up |