From 2c31fe4614fc193f2600b36eac892ceee86f61e0 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Mon, 12 Aug 2013 13:44:53 -0700 Subject: BulletSim: add check in avatar stair step code to verify the collision is not with a volume detect object. This fixes a problem of avatars trying to step over a volume detect object that they collide with. This appeared as the avatar popping up as it started to step up but then continuing on since the object wasn't physically interacting. --- .../Physics/BulletSPlugin/BSActorAvatarMove.cs | 33 +++++++++++++--------- .../Region/Physics/BulletSPlugin/BSCharacter.cs | 1 + .../Region/Physics/BulletSPlugin/BSPhysObject.cs | 1 + OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 4 +++ 4 files changed, 26 insertions(+), 13 deletions(-) (limited to 'OpenSim/Region/Physics/BulletSPlugin') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs index 0f11c4a..5f232a4 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs @@ -311,21 +311,28 @@ public class BSActorAvatarMove : BSActor // Don't care about collisions with the terrain if (kvp.Key > m_physicsScene.TerrainManager.HighestTerrainID) { - OMV.Vector3 touchPosition = kvp.Value.Position; - m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs,min={1},max={2},touch={3}", - m_controllingPrim.LocalID, nearFeetHeightMin, nearFeetHeightMax, touchPosition); - if (touchPosition.Z >= nearFeetHeightMin && touchPosition.Z <= nearFeetHeightMax) + BSPhysObject collisionObject; + if (m_physicsScene.PhysObjects.TryGetValue(kvp.Key, out collisionObject)) { - // This contact is within the 'near the feet' range. - // The normal should be our contact point to the object so it is pointing away - // thus the difference between our facing orientation and the normal should be small. - OMV.Vector3 directionFacing = OMV.Vector3.UnitX * m_controllingPrim.RawOrientation; - OMV.Vector3 touchNormal = OMV.Vector3.Normalize(kvp.Value.SurfaceNormal); - float diff = Math.Abs(OMV.Vector3.Distance(directionFacing, touchNormal)); - if (diff < BSParam.AvatarStepApproachFactor) + if (!collisionObject.IsVolumeDetect) { - if (highestTouchPosition.Z < touchPosition.Z) - highestTouchPosition = touchPosition; + OMV.Vector3 touchPosition = kvp.Value.Position; + m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs,min={1},max={2},touch={3}", + m_controllingPrim.LocalID, nearFeetHeightMin, nearFeetHeightMax, touchPosition); + if (touchPosition.Z >= nearFeetHeightMin && touchPosition.Z <= nearFeetHeightMax) + { + // This contact is within the 'near the feet' range. + // The normal should be our contact point to the object so it is pointing away + // thus the difference between our facing orientation and the normal should be small. + OMV.Vector3 directionFacing = OMV.Vector3.UnitX * m_controllingPrim.RawOrientation; + OMV.Vector3 touchNormal = OMV.Vector3.Normalize(kvp.Value.SurfaceNormal); + float diff = Math.Abs(OMV.Vector3.Distance(directionFacing, touchNormal)); + if (diff < BSParam.AvatarStepApproachFactor) + { + if (highestTouchPosition.Z < touchPosition.Z) + highestTouchPosition = touchPosition; + } + } } } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 9af3dce..d584782 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs @@ -404,6 +404,7 @@ public sealed class BSCharacter : BSPhysObject // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more public override void SetVolumeDetect(int param) { return; } + public override bool IsVolumeDetect { get { return false; } } public override OMV.Vector3 GeometricCenter { get { return OMV.Vector3.Zero; } } public override OMV.Vector3 CenterOfMass { get { return OMV.Vector3.Zero; } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 0704591..27caf62 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs @@ -175,6 +175,7 @@ public abstract class BSPhysObject : PhysicsActor public abstract bool IsSolid { get; } public abstract bool IsStatic { get; } public abstract bool IsSelected { get; } + public abstract bool IsVolumeDetect { get; } // Materialness public MaterialAttributes.Material Material { get; private set; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index a0b6abc..6b5dea3 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -617,6 +617,10 @@ public class BSPrim : BSPhysObject } return; } + public override bool IsVolumeDetect + { + get { return _isVolumeDetect; } + } public override void SetMaterial(int material) { base.SetMaterial(material); -- cgit v1.1