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authorRobert Adams2012-03-26 17:36:33 -0700
committerRobert Adams2012-03-26 17:36:33 -0700
commit872d513daaa68b94b78f71bd2a2d9a0f117ff727 (patch)
tree3f526fbad3394fa41a86e4aa6aa0a934c9119f3b /OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
parentBulletSim: update BulletSim binaries and configuration fixing a crash which h... (diff)
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BulletSim: make avatar animations update properly.
It seems that ODE calls the avatar collision handling routine even if there are no collisions. This causes the animation to be updated. So, for instance, going from HOVER to FLY is caused by the physics engine calling the collision routine each frame with 0 collisions.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs18
1 files changed, 13 insertions, 5 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index f122df9..248d1f2 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -1326,6 +1326,7 @@ public sealed class BSPrim : PhysicsActor
1326 } 1326 }
1327 1327
1328 // I've collided with something 1328 // I've collided with something
1329 CollisionEventUpdate collisionCollection = null;
1329 public void Collide(uint collidingWith, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) 1330 public void Collide(uint collidingWith, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
1330 { 1331 {
1331 // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith); 1332 // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith);
@@ -1343,11 +1344,18 @@ public sealed class BSPrim : PhysicsActor
1343 if (nowTime < (_lastCollisionTime + _subscribedEventsMs)) return; 1344 if (nowTime < (_lastCollisionTime + _subscribedEventsMs)) return;
1344 _lastCollisionTime = nowTime; 1345 _lastCollisionTime = nowTime;
1345 1346
1346 // create the event for the collision 1347 if (collisionCollection == null)
1347 Dictionary<uint, ContactPoint> contactPoints = new Dictionary<uint, ContactPoint>(); 1348 collisionCollection = new CollisionEventUpdate();
1348 contactPoints.Add(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); 1349 collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
1349 CollisionEventUpdate args = new CollisionEventUpdate(contactPoints); 1350 }
1350 base.SendCollisionUpdate(args); 1351
1352 public void SendCollisions()
1353 {
1354 if (collisionCollection != null)
1355 {
1356 base.SendCollisionUpdate(collisionCollection);
1357 collisionCollection = null;
1358 }
1351 } 1359 }
1352} 1360}
1353} 1361}