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author | Justin Clark-Casey (justincc) | 2013-04-02 00:46:53 +0100 |
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committer | Justin Clark-Casey (justincc) | 2013-04-02 00:46:53 +0100 |
commit | 600087ab49e9489e37471ccfb7360ac14d31b7f2 (patch) | |
tree | 7fd908e81185346da6d0bd3561c2712519942117 /OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |
parent | Change recent MSSQL migrations to drop COLUMN from ALTER TABLE which is eithe... (diff) | |
parent | BulletSim: stop an avatar from moving if standing on a stationary (diff) | |
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Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 9 |
1 files changed, 8 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 90c2d9c..25be416 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -61,6 +61,7 @@ public sealed class BSCharacter : BSPhysObject | |||
61 | private OMV.Vector3 _rotationalVelocity; | 61 | private OMV.Vector3 _rotationalVelocity; |
62 | private bool _kinematic; | 62 | private bool _kinematic; |
63 | private float _buoyancy; | 63 | private float _buoyancy; |
64 | private bool _isStationaryStanding; // true is standing on a stationary object | ||
64 | 65 | ||
65 | private BSVMotor _velocityMotor; | 66 | private BSVMotor _velocityMotor; |
66 | 67 | ||
@@ -84,6 +85,7 @@ public sealed class BSCharacter : BSPhysObject | |||
84 | _buoyancy = ComputeBuoyancyFromFlying(isFlying); | 85 | _buoyancy = ComputeBuoyancyFromFlying(isFlying); |
85 | Friction = BSParam.AvatarStandingFriction; | 86 | Friction = BSParam.AvatarStandingFriction; |
86 | Density = BSParam.AvatarDensity / BSParam.DensityScaleFactor; | 87 | Density = BSParam.AvatarDensity / BSParam.DensityScaleFactor; |
88 | _isStationaryStanding = false; | ||
87 | 89 | ||
88 | // Old versions of ScenePresence passed only the height. If width and/or depth are zero, | 90 | // Old versions of ScenePresence passed only the height. If width and/or depth are zero, |
89 | // replace with the default values. | 91 | // replace with the default values. |
@@ -208,6 +210,7 @@ public sealed class BSCharacter : BSPhysObject | |||
208 | // The code below uses whether the collider is static or moving to decide whether to zero motion. | 210 | // The code below uses whether the collider is static or moving to decide whether to zero motion. |
209 | 211 | ||
210 | _velocityMotor.Step(timeStep); | 212 | _velocityMotor.Step(timeStep); |
213 | _isStationaryStanding = false; | ||
211 | 214 | ||
212 | // If we're not supposed to be moving, make sure things are zero. | 215 | // If we're not supposed to be moving, make sure things are zero. |
213 | if (_velocityMotor.ErrorIsZero() && _velocityMotor.TargetValue == OMV.Vector3.Zero) | 216 | if (_velocityMotor.ErrorIsZero() && _velocityMotor.TargetValue == OMV.Vector3.Zero) |
@@ -221,6 +224,7 @@ public sealed class BSCharacter : BSPhysObject | |||
221 | if (!ColliderIsMoving) | 224 | if (!ColliderIsMoving) |
222 | { | 225 | { |
223 | DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", LocalID); | 226 | DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", LocalID); |
227 | _isStationaryStanding = true; | ||
224 | ZeroMotion(true /* inTaintTime */); | 228 | ZeroMotion(true /* inTaintTime */); |
225 | } | 229 | } |
226 | 230 | ||
@@ -882,7 +886,10 @@ public sealed class BSCharacter : BSPhysObject | |||
882 | // the world that things have changed. | 886 | // the world that things have changed. |
883 | public override void UpdateProperties(EntityProperties entprop) | 887 | public override void UpdateProperties(EntityProperties entprop) |
884 | { | 888 | { |
885 | _position = entprop.Position; | 889 | // Don't change position if standing on a stationary object. |
890 | if (!_isStationaryStanding) | ||
891 | _position = entprop.Position; | ||
892 | |||
886 | _orientation = entprop.Rotation; | 893 | _orientation = entprop.Rotation; |
887 | 894 | ||
888 | // Smooth velocity. OpenSimulator is VERY sensitive to changes in velocity of the avatar | 895 | // Smooth velocity. OpenSimulator is VERY sensitive to changes in velocity of the avatar |