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author | Justin Clark-Casey (justincc) | 2014-11-29 00:12:11 +0000 |
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committer | Justin Clark-Casey (justincc) | 2014-11-29 00:12:11 +0000 |
commit | 265fe349e00b3ece59ec02e56f83bb7623e9d962 (patch) | |
tree | 42afe816271f54a017fe5f731d905e923ef5d67b /OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |
parent | Avoid repeated lag-generating continuous attempts to retrieve HG service Urls... (diff) | |
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Somewhat improve avatar region crossings by properly preserving velocity when avatar enters the new region.
This commit addresses the following issues were causing velocity to be set to 0 on the new region, disrupting flight in particular
* Full avatar updates contained no velocity information, which does appear to have some effect in testing.
* BulletSim was always setting the velocity to 0 for the new BSCharacter. Now, physics engines take a velocity parameter when setting up characters so we can avoid this.
This patch applies to both Bullet and ODE.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSScene.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 0f79a10..414bc92 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -461,19 +461,19 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
461 | 461 | ||
462 | #region Prim and Avatar addition and removal | 462 | #region Prim and Avatar addition and removal |
463 | 463 | ||
464 | public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) | 464 | public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying) |
465 | { | 465 | { |
466 | m_log.ErrorFormat("{0}: CALL TO AddAvatar in BSScene. NOT IMPLEMENTED", LogHeader); | 466 | m_log.ErrorFormat("{0}: CALL TO AddAvatar in BSScene. NOT IMPLEMENTED", LogHeader); |
467 | return null; | 467 | return null; |
468 | } | 468 | } |
469 | 469 | ||
470 | public override PhysicsActor AddAvatar(uint localID, string avName, Vector3 position, Vector3 size, bool isFlying) | 470 | public override PhysicsActor AddAvatar(uint localID, string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying) |
471 | { | 471 | { |
472 | // m_log.DebugFormat("{0}: AddAvatar: {1}", LogHeader, avName); | 472 | // m_log.DebugFormat("{0}: AddAvatar: {1}", LogHeader, avName); |
473 | 473 | ||
474 | if (!m_initialized) return null; | 474 | if (!m_initialized) return null; |
475 | 475 | ||
476 | BSCharacter actor = new BSCharacter(localID, avName, this, position, size, isFlying); | 476 | BSCharacter actor = new BSCharacter(localID, avName, this, position, velocity, size, isFlying); |
477 | lock (PhysObjects) | 477 | lock (PhysObjects) |
478 | PhysObjects.Add(localID, actor); | 478 | PhysObjects.Add(localID, actor); |
479 | 479 | ||