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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs17
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs8
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs13
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSScene.cs3
4 files changed, 30 insertions, 11 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs
index 928b350..0f11c4a 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs
@@ -130,6 +130,7 @@ public class BSActorAvatarMove : BSActor
130 SetVelocityAndTarget(m_controllingPrim.RawVelocity, m_controllingPrim.TargetVelocity, true /* inTaintTime */); 130 SetVelocityAndTarget(m_controllingPrim.RawVelocity, m_controllingPrim.TargetVelocity, true /* inTaintTime */);
131 131
132 m_physicsScene.BeforeStep += Mover; 132 m_physicsScene.BeforeStep += Mover;
133 m_controllingPrim.OnPreUpdateProperty += Process_OnPreUpdateProperty;
133 134
134 m_walkingUpStairs = 0; 135 m_walkingUpStairs = 0;
135 } 136 }
@@ -139,6 +140,7 @@ public class BSActorAvatarMove : BSActor
139 { 140 {
140 if (m_velocityMotor != null) 141 if (m_velocityMotor != null)
141 { 142 {
143 m_controllingPrim.OnPreUpdateProperty -= Process_OnPreUpdateProperty;
142 m_physicsScene.BeforeStep -= Mover; 144 m_physicsScene.BeforeStep -= Mover;
143 m_velocityMotor = null; 145 m_velocityMotor = null;
144 } 146 }
@@ -197,7 +199,7 @@ public class BSActorAvatarMove : BSActor
197 { 199 {
198 if (m_controllingPrim.Flying) 200 if (m_controllingPrim.Flying)
199 { 201 {
200 // Flying and not collising and velocity nearly zero. 202 // Flying and not colliding and velocity nearly zero.
201 m_controllingPrim.ZeroMotion(true /* inTaintTime */); 203 m_controllingPrim.ZeroMotion(true /* inTaintTime */);
202 } 204 }
203 } 205 }
@@ -266,6 +268,19 @@ public class BSActorAvatarMove : BSActor
266 } 268 }
267 } 269 }
268 270
271 // Called just as the property update is received from the physics engine.
272 // Do any mode necessary for avatar movement.
273 private void Process_OnPreUpdateProperty(ref EntityProperties entprop)
274 {
275 // Don't change position if standing on a stationary object.
276 if (m_controllingPrim.IsStationary)
277 {
278 entprop.Position = m_controllingPrim.RawPosition;
279 m_physicsScene.PE.SetTranslation(m_controllingPrim.PhysBody, entprop.Position, entprop.Rotation);
280 }
281
282 }
283
269 // Decide if the character is colliding with a low object and compute a force to pop the 284 // Decide if the character is colliding with a low object and compute a force to pop the
270 // avatar up so it can walk up and over the low objects. 285 // avatar up so it can walk up and over the low objects.
271 private OMV.Vector3 WalkUpStairs() 286 private OMV.Vector3 WalkUpStairs()
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index c9e3ca0..59e7f5f 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -709,10 +709,10 @@ public sealed class BSCharacter : BSPhysObject
709 // the world that things have changed. 709 // the world that things have changed.
710 public override void UpdateProperties(EntityProperties entprop) 710 public override void UpdateProperties(EntityProperties entprop)
711 { 711 {
712 // Don't change position if standing on a stationary object. 712 // Let anyone (like the actors) modify the updated properties before they are pushed into the object and the simulator.
713 if (!IsStationary) 713 TriggerPreUpdatePropertyAction(ref entprop);
714 RawPosition = entprop.Position;
715 714
715 RawPosition = entprop.Position;
716 RawOrientation = entprop.Rotation; 716 RawOrientation = entprop.Rotation;
717 717
718 // Smooth velocity. OpenSimulator is VERY sensitive to changes in velocity of the avatar 718 // Smooth velocity. OpenSimulator is VERY sensitive to changes in velocity of the avatar
@@ -740,7 +740,7 @@ public sealed class BSCharacter : BSPhysObject
740 // Linkset.UpdateProperties(UpdatedProperties.EntPropUpdates, this); 740 // Linkset.UpdateProperties(UpdatedProperties.EntPropUpdates, this);
741 741
742 // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. 742 // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop.
743 // base.RequestPhysicsterseUpdate(); 743 // PhysScene.PostUpdate(this);
744 744
745 DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", 745 DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
746 LocalID, RawPosition, RawOrientation, RawVelocity, _acceleration, _rotationalVelocity); 746 LocalID, RawPosition, RawOrientation, RawVelocity, _acceleration, _rotationalVelocity);
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index a41eaf8..fc4545f 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -103,9 +103,10 @@ public abstract class BSPhysObject : PhysicsActor
103 CollisionsLastTickStep = -1; 103 CollisionsLastTickStep = -1;
104 104
105 SubscribedEventsMs = 0; 105 SubscribedEventsMs = 0;
106 CollidingStep = 0; 106 // Crazy values that will never be true
107 CollidingGroundStep = 0; 107 CollidingStep = BSScene.NotASimulationStep;
108 CollisionAccumulation = 0; 108 CollidingGroundStep = BSScene.NotASimulationStep;
109 CollisionAccumulation = BSScene.NotASimulationStep;
109 ColliderIsMoving = false; 110 ColliderIsMoving = false;
110 CollisionScore = 0; 111 CollisionScore = 0;
111 112
@@ -349,7 +350,7 @@ public abstract class BSPhysObject : PhysicsActor
349 if (value) 350 if (value)
350 CollidingStep = PhysScene.SimulationStep; 351 CollidingStep = PhysScene.SimulationStep;
351 else 352 else
352 CollidingStep = 0; 353 CollidingStep = BSScene.NotASimulationStep;
353 } 354 }
354 } 355 }
355 public override bool CollidingGround { 356 public override bool CollidingGround {
@@ -359,7 +360,7 @@ public abstract class BSPhysObject : PhysicsActor
359 if (value) 360 if (value)
360 CollidingGroundStep = PhysScene.SimulationStep; 361 CollidingGroundStep = PhysScene.SimulationStep;
361 else 362 else
362 CollidingGroundStep = 0; 363 CollidingGroundStep = BSScene.NotASimulationStep;
363 } 364 }
364 } 365 }
365 public override bool CollidingObj { 366 public override bool CollidingObj {
@@ -368,7 +369,7 @@ public abstract class BSPhysObject : PhysicsActor
368 if (value) 369 if (value)
369 CollidingObjectStep = PhysScene.SimulationStep; 370 CollidingObjectStep = PhysScene.SimulationStep;
370 else 371 else
371 CollidingObjectStep = 0; 372 CollidingObjectStep = BSScene.NotASimulationStep;
372 } 373 }
373 } 374 }
374 375
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index 214271b..41aca3b 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -97,6 +97,9 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
97 97
98 internal long m_simulationStep = 0; // The current simulation step. 98 internal long m_simulationStep = 0; // The current simulation step.
99 public long SimulationStep { get { return m_simulationStep; } } 99 public long SimulationStep { get { return m_simulationStep; } }
100 // A number to use for SimulationStep that is probably not any step value
101 // Used by the collision code (which remembers the step when a collision happens) to remember not any simulation step.
102 public static long NotASimulationStep = -1234;
100 103
101 internal float LastTimeStep { get; private set; } // The simulation time from the last invocation of Simulate() 104 internal float LastTimeStep { get; private set; } // The simulation time from the last invocation of Simulate()
102 105