diff options
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 56 |
1 files changed, 25 insertions, 31 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index d4f5c63..8149a53 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -205,6 +205,8 @@ public class BSCharacter : PhysicsActor | |||
205 | } | 205 | } |
206 | set { | 206 | set { |
207 | _position = value; | 207 | _position = value; |
208 | PositionSanityCheck(); | ||
209 | |||
208 | _scene.TaintedObject(delegate() | 210 | _scene.TaintedObject(delegate() |
209 | { | 211 | { |
210 | DetailLog("{0},SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 212 | DetailLog("{0},SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
@@ -212,6 +214,28 @@ public class BSCharacter : PhysicsActor | |||
212 | }); | 214 | }); |
213 | } | 215 | } |
214 | } | 216 | } |
217 | |||
218 | // Check that the current position is sane and, if not, modify the position to make it so. | ||
219 | // Check for being below terrain and being out of bounds. | ||
220 | // Returns 'true' of the position was made sane by some action. | ||
221 | private bool PositionSanityCheck() | ||
222 | { | ||
223 | bool ret = false; | ||
224 | |||
225 | // If below the ground, move the avatar up | ||
226 | float terrainHeight = Scene.GetTerrainHeightAtXYZ(_position); | ||
227 | if (_position.Z < terrainHeight) | ||
228 | { | ||
229 | DetailLog("{0},PositionAdjustUnderGround,call,pos={1},orient={2}", LocalID, _position, _orientation); | ||
230 | _position.Z = terrainHeight + 2.0f; | ||
231 | ret = true; | ||
232 | } | ||
233 | |||
234 | // TODO: check for out of bounds | ||
235 | |||
236 | return ret; | ||
237 | } | ||
238 | |||
215 | public override float Mass { | 239 | public override float Mass { |
216 | get { | 240 | get { |
217 | return _mass; | 241 | return _mass; |
@@ -456,42 +480,12 @@ public class BSCharacter : PhysicsActor | |||
456 | // the world that things have changed. | 480 | // the world that things have changed. |
457 | public void UpdateProperties(EntityProperties entprop) | 481 | public void UpdateProperties(EntityProperties entprop) |
458 | { | 482 | { |
459 | /* | ||
460 | bool changed = false; | ||
461 | // we assign to the local variables so the normal set action does not happen | ||
462 | if (_position != entprop.Position) { | ||
463 | _position = entprop.Position; | ||
464 | changed = true; | ||
465 | } | ||
466 | if (_orientation != entprop.Rotation) { | ||
467 | _orientation = entprop.Rotation; | ||
468 | changed = true; | ||
469 | } | ||
470 | if (_velocity != entprop.Velocity) { | ||
471 | _velocity = entprop.Velocity; | ||
472 | changed = true; | ||
473 | } | ||
474 | if (_acceleration != entprop.Acceleration) { | ||
475 | _acceleration = entprop.Acceleration; | ||
476 | changed = true; | ||
477 | } | ||
478 | if (_rotationalVelocity != entprop.RotationalVelocity) { | ||
479 | _rotationalVelocity = entprop.RotationalVelocity; | ||
480 | changed = true; | ||
481 | } | ||
482 | if (changed) { | ||
483 | // m_log.DebugFormat("{0}: UpdateProperties: id={1}, c={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation); | ||
484 | // Avatar movement is not done by generating this event. There is code in the heartbeat | ||
485 | // loop that updates avatars. | ||
486 | // base.RequestPhysicsterseUpdate(); | ||
487 | } | ||
488 | */ | ||
489 | _position = entprop.Position; | 483 | _position = entprop.Position; |
490 | _orientation = entprop.Rotation; | 484 | _orientation = entprop.Rotation; |
491 | _velocity = entprop.Velocity; | 485 | _velocity = entprop.Velocity; |
492 | _acceleration = entprop.Acceleration; | 486 | _acceleration = entprop.Acceleration; |
493 | _rotationalVelocity = entprop.RotationalVelocity; | 487 | _rotationalVelocity = entprop.RotationalVelocity; |
494 | // Avatars don't report theirr changes the usual way. Changes are checked for in the heartbeat loop. | 488 | // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. |
495 | // base.RequestPhysicsterseUpdate(); | 489 | // base.RequestPhysicsterseUpdate(); |
496 | } | 490 | } |
497 | 491 | ||