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authorTeravus Ovares2008-02-12 07:32:32 +0000
committerTeravus Ovares2008-02-12 07:32:32 +0000
commite5ede36f0c8974dc81d1755d16513641aff535c2 (patch)
treeea29d39f83ceb72b61d98184aab08c90ee3d7b10 /OpenSim/Region/Physics/OdePlugin
parent* A bunch of updates to make things more smooth. (diff)
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* Physical prim cross borders and continue from where the left off on the other side now, assuming the region on the other side has physical prim enabled.
Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin')
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs44
1 files changed, 38 insertions, 6 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index 819d823..5cdbb77 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -49,6 +49,7 @@ namespace OpenSim.Region.Physics.OdePlugin
49 private Quaternion _orientation; 49 private Quaternion _orientation;
50 private PhysicsVector m_taintposition; 50 private PhysicsVector m_taintposition;
51 private PhysicsVector m_taintsize; 51 private PhysicsVector m_taintsize;
52 private PhysicsVector m_taintVelocity = PhysicsVector.Zero;
52 private Quaternion m_taintrot; 53 private Quaternion m_taintrot;
53 private bool m_taintshape = false; 54 private bool m_taintshape = false;
54 private bool m_taintPhysics = false; 55 private bool m_taintPhysics = false;
@@ -455,8 +456,13 @@ namespace OpenSim.Region.Physics.OdePlugin
455 456
456 if (m_taintdisable) 457 if (m_taintdisable)
457 changedisable(timestep); 458 changedisable(timestep);
459
460 if (m_taintVelocity != PhysicsVector.Zero)
461 changevelocity(timestep);
458 } 462 }
459 463
464
465
460 public void Move(float timestep) 466 public void Move(float timestep)
461 { 467 {
462 if (m_isphysical) 468 if (m_isphysical)
@@ -743,7 +749,18 @@ namespace OpenSim.Region.Physics.OdePlugin
743 m_taintforce = false; 749 m_taintforce = false;
744 750
745 } 751 }
746 752 private void changevelocity(float timestep)
753 {
754 System.Threading.Thread.Sleep(20);
755 if (IsPhysical)
756 {
757 if (Body != (IntPtr)0)
758 {
759 d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z);
760 }
761 }
762 m_taintVelocity = PhysicsVector.Zero;
763 }
747 public override bool IsPhysical 764 public override bool IsPhysical
748 { 765 {
749 get { return m_isphysical; } 766 get { return m_isphysical; }
@@ -838,7 +855,14 @@ namespace OpenSim.Region.Physics.OdePlugin
838 returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z)/2; 855 returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z)/2;
839 return returnVelocity; 856 return returnVelocity;
840 } 857 }
841 set { _velocity = value; } 858 set {
859 _velocity = value;
860
861 m_taintVelocity = value;
862 _parent_scene.AddPhysicsActorTaint(this);
863
864
865 }
842 } 866 }
843 867
844 public override bool Kinematic 868 public override bool Kinematic
@@ -898,16 +922,24 @@ namespace OpenSim.Region.Physics.OdePlugin
898 d.Vector3 rotvel = d.BodyGetAngularVel(Body); 922 d.Vector3 rotvel = d.BodyGetAngularVel(Body);
899 923
900 PhysicsVector l_position = new PhysicsVector(); 924 PhysicsVector l_position = new PhysicsVector();
925
926
901 // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!) 927 // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
902 if (vec.X < 0.0f) vec.X = 0.0f; 928 //if (vec.X < 0.0f) vec.X = 0.0f;
903 if (vec.Y < 0.0f) vec.Y = 0.0f; 929 //if (vec.Y < 0.0f) vec.Y = 0.0f;
904 if (vec.X > 255.95f) vec.X = 255.95f; 930 //if (vec.X > 255.95f) vec.X = 255.95f;
905 if (vec.Y > 255.95f) vec.Y = 255.95f; 931 //if (vec.Y > 255.95f) vec.Y = 255.95f;
906 m_lastposition = _position; 932 m_lastposition = _position;
907 933
908 l_position.X = vec.X; 934 l_position.X = vec.X;
909 l_position.Y = vec.Y; 935 l_position.Y = vec.Y;
910 l_position.Z = vec.Z; 936 l_position.Z = vec.Z;
937
938 if (l_position.X > 257f || l_position.X < -1f || l_position.Y > 257f || l_position.Y < -1f)
939 {
940 base.RequestPhysicsterseUpdate();
941 }
942
911 if (l_position.Z < 0) 943 if (l_position.Z < 0)
912 { 944 {
913 // This is so prim that get lost underground don't fall forever and suck up 945 // This is so prim that get lost underground don't fall forever and suck up