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authorJustin Clark-Casey (justincc)2011-09-16 23:57:16 +0100
committerJustin Clark-Casey (justincc)2011-09-16 23:57:16 +0100
commit6f542f73d4aacc0b92c2ebcff84b4ce2c8d9433b (patch)
treea7656d5ec25d54ba2a5d50efda269de8e3129cb1 /OpenSim/Region
parentminor: I was wrong about OffsetPosition - sometimes it genuinely does return ... (diff)
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Stop the avatar stalling on its first boarder cross when using the ODE plugin
When upgrading the previously child agent to a root, the code was setting the Size parameter on the ODECharacter PhysicsActor. This in turn reset Velocity, which cause the border stall. I'm fixing this by commenting out the Velocity = Vector3.Zero lines since they don't appear to play a useful purpose
Diffstat (limited to 'OpenSim/Region')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs10
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODECharacter.cs19
2 files changed, 23 insertions, 6 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 81475b8..0fc85b9 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -469,6 +469,10 @@ namespace OpenSim.Region.Framework.Scenes
469 if (actor != null) 469 if (actor != null)
470 { 470 {
471 m_pos = actor.Position; 471 m_pos = actor.Position;
472
473// m_log.DebugFormat(
474// "[SCENE PRESENCE]: Set position {0} for {1} in {2} via getting AbsolutePosition!",
475// m_pos, Name, Scene.RegionInfo.RegionName);
472 } 476 }
473 else 477 else
474 { 478 {
@@ -544,8 +548,14 @@ namespace OpenSim.Region.Framework.Scenes
544 { 548 {
545 PhysicsActor actor = m_physicsActor; 549 PhysicsActor actor = m_physicsActor;
546 if (actor != null) 550 if (actor != null)
551 {
547 m_velocity = actor.Velocity; 552 m_velocity = actor.Velocity;
548 553
554// m_log.DebugFormat(
555// "[SCENE PRESENCE]: Set velocity {0} for {1} in {2} via getting Velocity!",
556// m_velocity, Name, Scene.RegionInfo.RegionName);
557 }
558
549 return m_velocity; 559 return m_velocity;
550 } 560 }
551 set 561 set
diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
index 0a0d13f..4cc8c59 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
@@ -464,10 +464,12 @@ namespace OpenSim.Region.Physics.OdePlugin
464 m_pidControllerActive = true; 464 m_pidControllerActive = true;
465 465
466 Vector3 SetSize = value; 466 Vector3 SetSize = value;
467 m_tainted_CAPSULE_LENGTH = (SetSize.Z*1.15f) - CAPSULE_RADIUS*2.0f; 467 m_tainted_CAPSULE_LENGTH = (SetSize.Z * 1.15f) - CAPSULE_RADIUS * 2.0f;
468 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString()); 468// m_log.Info("[SIZE]: " + CAPSULE_LENGTH);
469 469
470 Velocity = Vector3.Zero; 470 // If we reset velocity here, then an avatar stalls when it crosses a border for the first time
471 // (as the height of the new root agent is set).
472// Velocity = Vector3.Zero;
471 473
472 _parent_scene.AddPhysicsActorTaint(this); 474 _parent_scene.AddPhysicsActorTaint(this);
473 } 475 }
@@ -785,6 +787,8 @@ namespace OpenSim.Region.Physics.OdePlugin
785 { 787 {
786 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character"); 788 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
787 } 789 }
790
791// m_log.DebugFormat("[PHYSICS]: Set target velocity of {0}", _target_velocity);
788 } 792 }
789 } 793 }
790 794
@@ -1325,7 +1329,8 @@ namespace OpenSim.Region.Physics.OdePlugin
1325 { 1329 {
1326 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero) 1330 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1327 { 1331 {
1328 1332// m_log.DebugFormat("[PHYSICS]: Changing capsule size");
1333
1329 m_pidControllerActive = true; 1334 m_pidControllerActive = true;
1330 // no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate() 1335 // no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate()
1331 d.JointDestroy(Amotor); 1336 d.JointDestroy(Amotor);
@@ -1336,7 +1341,10 @@ namespace OpenSim.Region.Physics.OdePlugin
1336 d.GeomDestroy(Shell); 1341 d.GeomDestroy(Shell);
1337 AvatarGeomAndBodyCreation(_position.X, _position.Y, 1342 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1338 _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor); 1343 _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
1339 Velocity = Vector3.Zero; 1344
1345 // As with Size, we reset velocity. However, this isn't strictly necessary since it doesn't
1346 // appear to stall initial region crossings when done here. Being done for consistency.
1347// Velocity = Vector3.Zero;
1340 1348
1341 _parent_scene.geom_name_map[Shell] = m_name; 1349 _parent_scene.geom_name_map[Shell] = m_name;
1342 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this; 1350 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
@@ -1361,7 +1369,6 @@ namespace OpenSim.Region.Physics.OdePlugin
1361 _position.Z = m_taintPosition.Z; 1369 _position.Z = m_taintPosition.Z;
1362 } 1370 }
1363 } 1371 }
1364
1365 } 1372 }
1366 1373
1367 internal void AddCollisionFrameTime(int p) 1374 internal void AddCollisionFrameTime(int p)