diff options
author | Robert Adams | 2013-03-09 14:15:14 -0800 |
---|---|---|
committer | Robert Adams | 2013-03-09 14:15:14 -0800 |
commit | 1120bcf123b5aa159e966a80254794f6af66f2a3 (patch) | |
tree | d2add6a1b8a5b5b24dac2820bf55af2c1b94d3fc /OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |
parent | * Apparently, sometimes texture entries come in from the wire with no default... (diff) | |
download | opensim-SC_OLD-1120bcf123b5aa159e966a80254794f6af66f2a3.zip opensim-SC_OLD-1120bcf123b5aa159e966a80254794f6af66f2a3.tar.gz opensim-SC_OLD-1120bcf123b5aa159e966a80254794f6af66f2a3.tar.bz2 opensim-SC_OLD-1120bcf123b5aa159e966a80254794f6af66f2a3.tar.xz |
BulletSim: remove the ability for avatars to fly off the edge of
regions when there are no region neighbors.
Add some terrain location processing routines to support above.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 29 |
1 files changed, 13 insertions, 16 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index f442ca2..e208d3a 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -205,7 +205,7 @@ public sealed class BSCharacter : BSPhysObject | |||
205 | // errors can creap in and the avatar will slowly float off in some direction. | 205 | // errors can creap in and the avatar will slowly float off in some direction. |
206 | // So, the problem is that, when an avatar is standing, we cannot tell creaping error | 206 | // So, the problem is that, when an avatar is standing, we cannot tell creaping error |
207 | // from real pushing. | 207 | // from real pushing. |
208 | // The code below keeps setting the velocity to zero hoping the world will keep pushing. | 208 | // The code below uses whether the collider is static or moving to decide whether to zero motion. |
209 | 209 | ||
210 | _velocityMotor.Step(timeStep); | 210 | _velocityMotor.Step(timeStep); |
211 | 211 | ||
@@ -244,6 +244,7 @@ public sealed class BSCharacter : BSPhysObject | |||
244 | } | 244 | } |
245 | else | 245 | else |
246 | { | 246 | { |
247 | // Supposed to be moving. | ||
247 | OMV.Vector3 stepVelocity = _velocityMotor.CurrentValue; | 248 | OMV.Vector3 stepVelocity = _velocityMotor.CurrentValue; |
248 | 249 | ||
249 | if (Friction != BSParam.AvatarFriction) | 250 | if (Friction != BSParam.AvatarFriction) |
@@ -276,8 +277,8 @@ public sealed class BSCharacter : BSPhysObject | |||
276 | }); | 277 | }); |
277 | } | 278 | } |
278 | 279 | ||
279 | // Decide of the character is colliding with a low object and compute a force to pop the | 280 | // Decide if the character is colliding with a low object and compute a force to pop the |
280 | // avatar up so it has a chance of walking up and over the low object. | 281 | // avatar up so it can walk up and over the low objects. |
281 | private OMV.Vector3 WalkUpStairs() | 282 | private OMV.Vector3 WalkUpStairs() |
282 | { | 283 | { |
283 | OMV.Vector3 ret = OMV.Vector3.Zero; | 284 | OMV.Vector3 ret = OMV.Vector3.Zero; |
@@ -476,17 +477,19 @@ public sealed class BSCharacter : BSPhysObject | |||
476 | if (!PhysicsScene.TerrainManager.IsWithinKnownTerrain(RawPosition)) | 477 | if (!PhysicsScene.TerrainManager.IsWithinKnownTerrain(RawPosition)) |
477 | { | 478 | { |
478 | // The character is out of the known/simulated area. | 479 | // The character is out of the known/simulated area. |
479 | // Upper levels of code will handle the transition to other areas so, for | 480 | // Force the avatar position to be within known. ScenePresence will use the position |
480 | // the time, we just ignore the position. | 481 | // plus the velocity to decide if the avatar is moving out of the region. |
481 | return ret; | 482 | RawPosition = PhysicsScene.TerrainManager.ClampPositionIntoKnownTerrain(RawPosition); |
483 | DetailLog("{0},BSCharacter.PositionSanityCheck,notWithinKnownTerrain,clampedPos={1}", LocalID, RawPosition); | ||
484 | return true; | ||
482 | } | 485 | } |
483 | 486 | ||
484 | // If below the ground, move the avatar up | 487 | // If below the ground, move the avatar up |
485 | float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition); | 488 | float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition); |
486 | if (Position.Z < terrainHeight) | 489 | if (Position.Z < terrainHeight) |
487 | { | 490 | { |
488 | DetailLog("{0},BSCharacter.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, _position, terrainHeight); | 491 | DetailLog("{0},BSCharacter.PositionSanityCheck,adjustForUnderGround,pos={1},terrain={2}", LocalID, _position, terrainHeight); |
489 | _position.Z = terrainHeight + 2.0f; | 492 | _position.Z = terrainHeight + BSParam.AvatarBelowGroundUpCorrectionMeters; |
490 | ret = true; | 493 | ret = true; |
491 | } | 494 | } |
492 | if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) | 495 | if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) |
@@ -806,14 +809,7 @@ public sealed class BSCharacter : BSPhysObject | |||
806 | private void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { | 809 | private void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { |
807 | if (force.IsFinite()) | 810 | if (force.IsFinite()) |
808 | { | 811 | { |
809 | float magnitude = force.Length(); | 812 | OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude); |
810 | if (magnitude > BSParam.MaxAddForceMagnitude) | ||
811 | { | ||
812 | // Force has a limit | ||
813 | force = force / magnitude * BSParam.MaxAddForceMagnitude; | ||
814 | } | ||
815 | |||
816 | OMV.Vector3 addForce = force; | ||
817 | // DetailLog("{0},BSCharacter.addForce,call,force={1}", LocalID, addForce); | 813 | // DetailLog("{0},BSCharacter.addForce,call,force={1}", LocalID, addForce); |
818 | 814 | ||
819 | PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.AddForce", delegate() | 815 | PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.AddForce", delegate() |
@@ -902,6 +898,7 @@ public sealed class BSCharacter : BSPhysObject | |||
902 | // Do some sanity checking for the avatar. Make sure it's above ground and inbounds. | 898 | // Do some sanity checking for the avatar. Make sure it's above ground and inbounds. |
903 | if (PositionSanityCheck(true)) | 899 | if (PositionSanityCheck(true)) |
904 | { | 900 | { |
901 | DetailLog("{0},BSCharacter.UpdateProperties,updatePosForSanity,pos={1}", LocalID, _position); | ||
905 | entprop.Position = _position; | 902 | entprop.Position = _position; |
906 | } | 903 | } |
907 | 904 | ||