diff options
author | teravus | 2013-05-14 20:55:56 -0400 |
---|---|---|
committer | teravus | 2013-05-14 20:55:56 -0400 |
commit | 477a5e3a35780809b1807e43f6deed8ede17f14d (patch) | |
tree | 441f4919270fab47da69112261632f22b140fb02 /OpenSim/Region/Physics | |
parent | * Tweaks the hard cut to apply to collisions of Greater then Normal Z 0.95. ... (diff) | |
download | opensim-SC_OLD-477a5e3a35780809b1807e43f6deed8ede17f14d.zip opensim-SC_OLD-477a5e3a35780809b1807e43f6deed8ede17f14d.tar.gz opensim-SC_OLD-477a5e3a35780809b1807e43f6deed8ede17f14d.tar.bz2 opensim-SC_OLD-477a5e3a35780809b1807e43f6deed8ede17f14d.tar.xz |
* This fixes the avatar stuck in objects on login and teleport by gently applying an upward motion when stuck in things on the Z
* Comments describe how it filters out good, normal collisions, from 'stuck' collisions.. It's especially sensitive in feetbox collisions since this is where normal collisions happen under usual circumstances.
Diffstat (limited to 'OpenSim/Region/Physics')
-rw-r--r-- | OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs | 12 |
1 files changed, 12 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs index 238e6e9..e912997 100644 --- a/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs +++ b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs | |||
@@ -1097,8 +1097,20 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1097 | { | 1097 | { |
1098 | float h = contact.pos.Z - _position.Z; | 1098 | float h = contact.pos.Z - _position.Z; |
1099 | 1099 | ||
1100 | // Only do this if the normal is sufficiently pointing in the 'up' direction | ||
1100 | if (Math.Abs(contact.normal.Z) > 0.95f) | 1101 | if (Math.Abs(contact.normal.Z) > 0.95f) |
1101 | { | 1102 | { |
1103 | // We Only want to do this if we're sunk into the object a bit and we're stuck and we're trying to move and feetcollision is false | ||
1104 | if ((contact.depth > 0.0010f && _velocity.X == 0f && _velocity.Y == 0 && _velocity.Z == 0) | ||
1105 | && (_target_velocity.X > 0 || _target_velocity.Y > 0 || _target_velocity.Z > 0) | ||
1106 | && (!feetcollision) ) | ||
1107 | { | ||
1108 | m_collisionException = true; // Stop looping, do this only once not X times Contacts | ||
1109 | _position.Z += contact.depth + 0.01f; // Move us Up the amount that we sank in, and add 0.01 meters to gently lift avatar up. | ||
1110 | |||
1111 | return true; | ||
1112 | } | ||
1113 | |||
1102 | if (contact.normal.Z > 0) | 1114 | if (contact.normal.Z > 0) |
1103 | contact.normal.Z = 1.0f; | 1115 | contact.normal.Z = 1.0f; |
1104 | else | 1116 | else |