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author | UbitUmarov | 2012-12-05 23:19:18 +0000 |
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committer | UbitUmarov | 2012-12-05 23:19:18 +0000 |
commit | de3180a63ecb89971321b7dce60dd86703f87e6d (patch) | |
tree | 3945930136e5942de13f1c23c19f8ed0c0020e0e /OpenSim/Region/Framework/Scenes | |
parent | move characters (avatars) to own collision space, also fixing a problem (diff) | |
download | opensim-SC_OLD-de3180a63ecb89971321b7dce60dd86703f87e6d.zip opensim-SC_OLD-de3180a63ecb89971321b7dce60dd86703f87e6d.tar.gz opensim-SC_OLD-de3180a63ecb89971321b7dce60dd86703f87e6d.tar.bz2 opensim-SC_OLD-de3180a63ecb89971321b7dce60dd86703f87e6d.tar.xz |
avatar collision plane send to viewer is only relative to feet. change
avatar collider, just rounding the boxes, etc
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 15 |
1 files changed, 11 insertions, 4 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index bacc9c9..f5d609d 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -3465,6 +3465,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3465 | ControllingClient.SendAgentAlertMessage("Physics is having a problem with your avatar. You may not be able to move until you relog.", true); | 3465 | ControllingClient.SendAgentAlertMessage("Physics is having a problem with your avatar. You may not be able to move until you relog.", true); |
3466 | } | 3466 | } |
3467 | 3467 | ||
3468 | |||
3468 | /// <summary> | 3469 | /// <summary> |
3469 | /// Event called by the physics plugin to tell the avatar about a collision. | 3470 | /// Event called by the physics plugin to tell the avatar about a collision. |
3470 | /// </summary> | 3471 | /// </summary> |
@@ -3494,7 +3495,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3494 | CollisionEventUpdate collisionData = (CollisionEventUpdate)e; | 3495 | CollisionEventUpdate collisionData = (CollisionEventUpdate)e; |
3495 | Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; | 3496 | Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; |
3496 | 3497 | ||
3497 | CollisionPlane = Vector4.UnitW; | ||
3498 | 3498 | ||
3499 | // // No collisions at all means we may be flying. Update always | 3499 | // // No collisions at all means we may be flying. Update always |
3500 | // // to make falling work | 3500 | // // to make falling work |
@@ -3504,6 +3504,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3504 | // m_lastColCount = coldata.Count; | 3504 | // m_lastColCount = coldata.Count; |
3505 | // } | 3505 | // } |
3506 | 3506 | ||
3507 | CollisionPlane = Vector4.UnitW; | ||
3508 | |||
3507 | if (coldata.Count != 0) | 3509 | if (coldata.Count != 0) |
3508 | { | 3510 | { |
3509 | switch (Animator.CurrentMovementAnimation) | 3511 | switch (Animator.CurrentMovementAnimation) |
@@ -3517,17 +3519,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
3517 | ContactPoint lowest; | 3519 | ContactPoint lowest; |
3518 | lowest.SurfaceNormal = Vector3.Zero; | 3520 | lowest.SurfaceNormal = Vector3.Zero; |
3519 | lowest.Position = Vector3.Zero; | 3521 | lowest.Position = Vector3.Zero; |
3520 | lowest.Position.Z = Single.NaN; | 3522 | lowest.Position.Z = float.MaxValue; |
3521 | 3523 | ||
3522 | foreach (ContactPoint contact in coldata.Values) | 3524 | foreach (ContactPoint contact in coldata.Values) |
3523 | { | 3525 | { |
3524 | if (Single.IsNaN(lowest.Position.Z) || contact.Position.Z < lowest.Position.Z) | 3526 | |
3527 | if (contact.CharacterFeet && contact.Position.Z < lowest.Position.Z) | ||
3525 | { | 3528 | { |
3526 | lowest = contact; | 3529 | lowest = contact; |
3527 | } | 3530 | } |
3528 | } | 3531 | } |
3529 | 3532 | ||
3530 | CollisionPlane = new Vector4(-lowest.SurfaceNormal, -Vector3.Dot(lowest.Position, lowest.SurfaceNormal)); | 3533 | if (lowest.Position.Z != float.MaxValue) |
3534 | { | ||
3535 | lowest.SurfaceNormal = -lowest.SurfaceNormal; | ||
3536 | CollisionPlane = new Vector4(lowest.SurfaceNormal, Vector3.Dot(lowest.Position, lowest.SurfaceNormal)); | ||
3537 | } | ||
3531 | } | 3538 | } |
3532 | break; | 3539 | break; |
3533 | } | 3540 | } |