aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region
diff options
context:
space:
mode:
authorCharles Krinke2007-10-31 04:18:34 +0000
committerCharles Krinke2007-10-31 04:18:34 +0000
commit33d6222e8dc40331e98c3549a040d3d206eed338 (patch)
treed5481827758cdfc7a9f44faf016706ed75bd9ca4 /OpenSim/Region
parentset svn:eol-style (diff)
downloadopensim-SC_OLD-33d6222e8dc40331e98c3549a040d3d206eed338.zip
opensim-SC_OLD-33d6222e8dc40331e98c3549a040d3d206eed338.tar.gz
opensim-SC_OLD-33d6222e8dc40331e98c3549a040d3d206eed338.tar.bz2
opensim-SC_OLD-33d6222e8dc40331e98c3549a040d3d206eed338.tar.xz
Thank you Teravus, very much, for a 'jump', 'crouch' and 'inertia' patch for all three physics plugins.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Environment/Scenes/ScenePresence.cs39
-rw-r--r--OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs9
-rw-r--r--OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs14
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsActor.cs9
-rw-r--r--OpenSim/Region/Physics/OdePlugin/OdePlugin.cs132
-rw-r--r--OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs17
6 files changed, 177 insertions, 43 deletions
diff --git a/OpenSim/Region/Environment/Scenes/ScenePresence.cs b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
index 3b73893..b9c723b 100644
--- a/OpenSim/Region/Environment/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
@@ -613,12 +613,27 @@ namespace OpenSim.Region.Environment.Scenes
613 } 613 }
614 else 614 else
615 { 615 {
616 SendAnimPack(Animations.AnimsLLUUID["WALK"], 1); 616 if (((m_movementflag & (uint)MainAvatar.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) && PhysicsActor.IsColliding)
617 {
618 SendAnimPack(Animations.AnimsLLUUID["CROUCHWALK"], 1);
619 }
620 else
621 {
622 SendAnimPack(Animations.AnimsLLUUID["WALK"], 1);
623 }
624
617 } 625 }
618 } 626 }
619 else 627 else
620 { 628 {
621 SendAnimPack(Animations.AnimsLLUUID["STAND"], 1); 629 if (((m_movementflag & (uint)MainAvatar.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) && PhysicsActor.IsColliding)
630 {
631 SendAnimPack(Animations.AnimsLLUUID["CROUCH"], 1);
632 }
633 else
634 {
635 SendAnimPack(Animations.AnimsLLUUID["STAND"], 1);
636 }
622 } 637 }
623 } 638 }
624 } 639 }
@@ -638,7 +653,21 @@ namespace OpenSim.Region.Environment.Scenes
638 653
639 direc = direc*((0.03f)*128f); 654 direc = direc*((0.03f)*128f);
640 if (m_physicsActor.Flying) 655 if (m_physicsActor.Flying)
641 direc *= 4; 656 { direc *= 4; }
657 else
658 {
659 if (!m_physicsActor.Flying && m_physicsActor.IsColliding)
660 {
661 //direc.z *= 40;
662 if (direc.z > 2.0f)
663 {
664 direc.z *= 3;
665 //System.Console.WriteLine("Jump");
666 SendAnimPack(Animations.AnimsLLUUID["PRE_JUMP"], 1);
667 }
668
669 }
670 }
642 671
643 newVelocity.X = direc.x; 672 newVelocity.X = direc.x;
644 newVelocity.Y = direc.y; 673 newVelocity.Y = direc.y;
@@ -867,7 +896,7 @@ namespace OpenSim.Region.Environment.Scenes
867 896
868 protected void CheckForSignificantMovement() 897 protected void CheckForSignificantMovement()
869 { 898 {
870 if (AbsolutePosition.GetDistanceTo(posLastSignificantMove) > 2.0) 899 if (AbsolutePosition.GetDistanceTo(posLastSignificantMove) > 0.02)
871 { 900 {
872 posLastSignificantMove = AbsolutePosition; 901 posLastSignificantMove = AbsolutePosition;
873 if (OnSignificantClientMovement != null) 902 if (OnSignificantClientMovement != null)
@@ -982,6 +1011,8 @@ namespace OpenSim.Region.Environment.Scenes
982 NewForce force = m_forcesList[i]; 1011 NewForce force = m_forcesList[i];
983 1012
984 m_updateflag = true; 1013 m_updateflag = true;
1014
1015
985 Velocity = new LLVector3(force.X, force.Y, force.Z); 1016 Velocity = new LLVector3(force.X, force.Y, force.Z);
986 m_newForce = true; 1017 m_newForce = true;
987 } 1018 }
diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs
index b412818..c516044 100644
--- a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs
+++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs
@@ -177,6 +177,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
177 private PhysicsVector _velocity; 177 private PhysicsVector _velocity;
178 private PhysicsVector _acceleration; 178 private PhysicsVector _acceleration;
179 private bool flying; 179 private bool flying;
180 private bool iscolliding;
180 181
181 public BasicActor() 182 public BasicActor()
182 { 183 {
@@ -191,6 +192,12 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
191 set { flying = value; } 192 set { flying = value; }
192 } 193 }
193 194
195 public override bool IsColliding
196 {
197 get { return iscolliding; }
198 set { iscolliding = value; }
199 }
200
194 public override PhysicsVector Position 201 public override PhysicsVector Position
195 { 202 {
196 get { return _position; } 203 get { return _position; }
@@ -239,4 +246,4 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
239 { 246 {
240 } 247 }
241 } 248 }
242} \ No newline at end of file 249}
diff --git a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
index 1658e2d..8b05295 100644
--- a/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
+++ b/OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs
@@ -643,6 +643,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
643 private PhysicsVector _acceleration; 643 private PhysicsVector _acceleration;
644 private AxiomQuaternion _orientation; 644 private AxiomQuaternion _orientation;
645 private bool flying; 645 private bool flying;
646 private bool iscolliding = false;
646 private RigidBody rigidBody; 647 private RigidBody rigidBody;
647 648
648 public Vector3 RigidBodyPosition 649 public Vector3 RigidBodyPosition
@@ -773,6 +774,11 @@ namespace OpenSim.Region.Physics.BulletXPlugin
773 get { return flying; } 774 get { return flying; }
774 set { flying = value; } 775 set { flying = value; }
775 } 776 }
777 public override bool IsColliding
778 {
779 get { return iscolliding; }
780 set { iscolliding = value; }
781 }
776 782
777 public void SetAcceleration(PhysicsVector accel) 783 public void SetAcceleration(PhysicsVector accel)
778 { 784 {
@@ -913,6 +919,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
913 private BulletXScene _parent_scene; 919 private BulletXScene _parent_scene;
914 //_physical value will be linked with the prim object value 920 //_physical value will be linked with the prim object value
915 private Boolean _physical = false; 921 private Boolean _physical = false;
922 private Boolean iscolliding = false;
916 923
917 public Vector3 RigidBodyPosition 924 public Vector3 RigidBodyPosition
918 { 925 {
@@ -1060,6 +1067,11 @@ namespace OpenSim.Region.Physics.BulletXPlugin
1060 set { } 1067 set { }
1061 } 1068 }
1062 1069
1070 public override bool IsColliding
1071 {
1072 get { return iscolliding; }
1073 set { iscolliding = value; }
1074 }
1063 public Boolean Physical 1075 public Boolean Physical
1064 { 1076 {
1065 get { return _physical; } 1077 get { return _physical; }
@@ -1304,4 +1316,4 @@ namespace OpenSim.Region.Physics.BulletXPlugin
1304 return height; 1316 return height;
1305 } 1317 }
1306 } 1318 }
1307} \ No newline at end of file 1319}
diff --git a/OpenSim/Region/Physics/Manager/PhysicsActor.cs b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
index b59c13a..74608ef 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
@@ -59,6 +59,8 @@ namespace OpenSim.Region.Physics.Manager
59 public abstract Quaternion Orientation { get; set; } 59 public abstract Quaternion Orientation { get; set; }
60 60
61 public abstract bool Flying { get; set; } 61 public abstract bool Flying { get; set; }
62
63 public abstract bool IsColliding { get; set; }
62 64
63 public abstract bool Kinematic { get; set; } 65 public abstract bool Kinematic { get; set; }
64 66
@@ -103,6 +105,11 @@ namespace OpenSim.Region.Physics.Manager
103 get { return false; } 105 get { return false; }
104 set { return; } 106 set { return; }
105 } 107 }
108 public override bool IsColliding
109 {
110 get { return false; }
111 set { return; }
112 }
106 113
107 public override bool Kinematic 114 public override bool Kinematic
108 { 115 {
@@ -120,4 +127,4 @@ namespace OpenSim.Region.Physics.Manager
120 return; 127 return;
121 } 128 }
122 } 129 }
123} \ No newline at end of file 130}
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
index 27c3a6a..4afe784 100644
--- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
+++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
@@ -83,8 +83,10 @@ namespace OpenSim.Region.Physics.OdePlugin
83 private List<OdeCharacter> _characters = new List<OdeCharacter>(); 83 private List<OdeCharacter> _characters = new List<OdeCharacter>();
84 private List<OdePrim> _prims = new List<OdePrim>(); 84 private List<OdePrim> _prims = new List<OdePrim>();
85 public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>(); 85 public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
86 public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>();
86 private d.ContactGeom[] contacts = new d.ContactGeom[30]; 87 private d.ContactGeom[] contacts = new d.ContactGeom[30];
87 private d.Contact contact; 88 private d.Contact contact;
89 private PhysicsActor PANull = new NullPhysicsActor();
88 private float step_time = 0.0f; 90 private float step_time = 0.0f;
89 public IntPtr world; 91 public IntPtr world;
90 public IntPtr space; 92 public IntPtr space;
@@ -117,36 +119,33 @@ namespace OpenSim.Region.Physics.OdePlugin
117 } 119 }
118 120
119 _heightmap = new double[258*258]; 121 _heightmap = new double[258*258];
122
120 } 123 }
121 124
122 // This function blatantly ripped off from BoxStack.cs 125 // This function blatantly ripped off from BoxStack.cs
123 private void near(IntPtr space, IntPtr g1, IntPtr g2) 126 private void near(IntPtr space, IntPtr g1, IntPtr g2)
124 { 127 {
125 // no lock here! It's invoked from within Simulate(), which is thread-locked 128 // no lock here! It's invoked from within Simulate(), which is thread-locked
129 IntPtr b1 = d.GeomGetBody(g1);
130 IntPtr b2 = d.GeomGetBody(g2);
131
132
126 if (g1 == g2) 133 if (g1 == g2)
127 return; // Can't collide with yourself 134 return; // Can't collide with yourself
135
128 136
129 IntPtr b1 = d.GeomGetBody(g1);
130 IntPtr b2 = d.GeomGetBody(g2);
131 137
132 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact)) 138 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
133 return; 139 return;
134 140
141
135 d.GeomClassID id = d.GeomGetClass(g1); 142 d.GeomClassID id = d.GeomGetClass(g1);
136 if (id == d.GeomClassID.TriMeshClass) 143 if (id == d.GeomClassID.TriMeshClass)
137 { 144 {
138 String name1 = null; 145
139 String name2 = null;
140 if (!geom_name_map.TryGetValue(g1, out name1))
141 {
142 name1 = "null";
143 }
144 if (!geom_name_map.TryGetValue(g2, out name2))
145 {
146 name2 = "null";
147 }
148 146
149// MainLog.Instance.Verbose("near: A collision was detected between {1} and {2}", 0, name1, name2); 147// MainLog.Instance.Verbose("near: A collision was detected between {1} and {2}", 0, name1, name2);
148 //System.Console.WriteLine("near: A collision was detected between {1} and {2}", 0, name1, name2);
150 } 149 }
151 150
152 int count = d.Collide(g1, g2, contacts.GetLength(0), contacts, d.ContactGeom.SizeOf); 151 int count = d.Collide(g1, g2, contacts.GetLength(0), contacts, d.ContactGeom.SizeOf);
@@ -155,6 +154,22 @@ namespace OpenSim.Region.Physics.OdePlugin
155 contact.geom = contacts[i]; 154 contact.geom = contacts[i];
156 IntPtr joint = d.JointCreateContact(world, contactgroup, ref contact); 155 IntPtr joint = d.JointCreateContact(world, contactgroup, ref contact);
157 d.JointAttach(joint, b1, b2); 156 d.JointAttach(joint, b1, b2);
157 PhysicsActor p1;
158 PhysicsActor p2;
159
160
161 if (!actor_name_map.TryGetValue(g1, out p1))
162 {
163 p1 = PANull;
164 }
165 if (!actor_name_map.TryGetValue(g2, out p2))
166 {
167 p2 = PANull;
168 }
169
170 p1.IsColliding = true;
171 p2.IsColliding = true;
172 //System.Console.WriteLine("near: A collision was detected between {1} and {2}", 0, name1, name2);
158 } 173 }
159 } 174 }
160 175
@@ -162,10 +177,19 @@ namespace OpenSim.Region.Physics.OdePlugin
162 { 177 {
163 foreach (OdeCharacter chr in _characters) 178 foreach (OdeCharacter chr in _characters)
164 { 179 {
180 chr.IsColliding = false;
181 }
182 foreach (OdeCharacter chr in _characters)
183 {
184
185
186
165 d.SpaceCollide2(space, chr.Shell, IntPtr.Zero, nearCallback); 187 d.SpaceCollide2(space, chr.Shell, IntPtr.Zero, nearCallback);
166 foreach (OdeCharacter ch2 in _characters) 188 foreach (OdeCharacter ch2 in _characters)
167 /// should be a separate space -- lots of avatars will be N**2 slow 189 /// should be a separate space -- lots of avatars will be N**2 slow
168 { 190 {
191
192
169 d.SpaceCollide2(chr.Shell, ch2.Shell, IntPtr.Zero, nearCallback); 193 d.SpaceCollide2(chr.Shell, ch2.Shell, IntPtr.Zero, nearCallback);
170 } 194 }
171 } 195 }
@@ -333,8 +357,9 @@ namespace OpenSim.Region.Physics.OdePlugin
333 { 357 {
334 foreach (OdeCharacter actor in _characters) 358 foreach (OdeCharacter actor in _characters)
335 { 359 {
336 actor.Move(timeStep); 360 actor.Move(timeStep);
337 } 361 }
362
338 collision_optimized(); 363 collision_optimized();
339 d.WorldQuickStep(world, ODE_STEPSIZE); 364 d.WorldQuickStep(world, ODE_STEPSIZE);
340 d.JointGroupEmpty(contactgroup); 365 d.JointGroupEmpty(contactgroup);
@@ -457,6 +482,8 @@ namespace OpenSim.Region.Physics.OdePlugin
457 public static float CAPSULE_RADIUS = 0.5f; 482 public static float CAPSULE_RADIUS = 0.5f;
458 public static float CAPSULE_LENGTH = 0.9f; 483 public static float CAPSULE_LENGTH = 0.9f;
459 private bool flying = false; 484 private bool flying = false;
485 private bool iscolliding = false;
486 private bool jumping = false;
460 //private float gravityAccel; 487 //private float gravityAccel;
461 public IntPtr Body; 488 public IntPtr Body;
462 private OdeScene _parent_scene; 489 private OdeScene _parent_scene;
@@ -480,6 +507,7 @@ namespace OpenSim.Region.Physics.OdePlugin
480 d.GeomSetBody(Shell, Body); 507 d.GeomSetBody(Shell, Body);
481 } 508 }
482 parent_scene.geom_name_map[Shell] = avName; 509 parent_scene.geom_name_map[Shell] = avName;
510 parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
483 } 511 }
484 512
485 public override bool Flying 513 public override bool Flying
@@ -487,7 +515,12 @@ namespace OpenSim.Region.Physics.OdePlugin
487 get { return flying; } 515 get { return flying; }
488 set { flying = value; } 516 set { flying = value; }
489 } 517 }
490 518 public override bool IsColliding
519 {
520 get { return iscolliding; }
521 set
522 {iscolliding = value;}
523 }
491 public override PhysicsVector Position 524 public override PhysicsVector Position
492 { 525 {
493 get { return _position; } 526 get { return _position; }
@@ -538,12 +571,35 @@ namespace OpenSim.Region.Physics.OdePlugin
538 571
539 public override void AddForce(PhysicsVector force) 572 public override void AddForce(PhysicsVector force)
540 { 573 {
574
575 _target_velocity.X += force.X;
576 _target_velocity.Y += force.Y;
577 _target_velocity.Z += force.Z;
578
579
541 } 580 }
581 public void doForce(PhysicsVector force)
582 {
583 d.BodyAddForce(Body, force.X, force.Y, force.Z);
584
585 // ok -- let's stand up straight!
586 d.Vector3 feet;
587 d.Vector3 head;
588 d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet);
589 d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head);
590 float posture = head.Z - feet.Z;
542 591
592 // restoring force proportional to lack of posture:
593 float servo = (2.5f - posture) * POSTURE_SERVO;
594 d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
595 d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
596
597 }
543 public override void SetMomentum(PhysicsVector momentum) 598 public override void SetMomentum(PhysicsVector momentum)
544 { 599 {
545 }
546 600
601 }
602
547 public void Move(float timeStep) 603 public void Move(float timeStep)
548 { 604 {
549 // no lock; for now it's only called from within Simulate() 605 // no lock; for now it's only called from within Simulate()
@@ -551,7 +607,7 @@ namespace OpenSim.Region.Physics.OdePlugin
551 d.Vector3 vel = d.BodyGetLinearVel(Body); 607 d.Vector3 vel = d.BodyGetLinearVel(Body);
552 608
553 // if velocity is zero, use position control; otherwise, velocity control 609 // if velocity is zero, use position control; otherwise, velocity control
554 if (_target_velocity.X == 0.0f & _target_velocity.Y == 0.0f & _target_velocity.Z == 0.0f) 610 if (_target_velocity.X == 0.0f & _target_velocity.Y == 0.0f & _target_velocity.Z == 0.0f & iscolliding)
555 { 611 {
556 // keep track of where we stopped. No more slippin' & slidin' 612 // keep track of where we stopped. No more slippin' & slidin'
557 if (!_zeroFlag) 613 if (!_zeroFlag)
@@ -569,9 +625,19 @@ namespace OpenSim.Region.Physics.OdePlugin
569 } 625 }
570 else 626 else
571 { 627 {
628
572 _zeroFlag = false; 629 _zeroFlag = false;
573 vec.X = (_target_velocity.X - vel.X)*PID_D; 630 if (iscolliding || flying)
574 vec.Y = (_target_velocity.Y - vel.Y)*PID_D; 631 {
632 vec.X = (_target_velocity.X - vel.X) * PID_D;
633 vec.Y = (_target_velocity.Y - vel.Y) * PID_D;
634 }
635 if (iscolliding && !flying && _target_velocity.Z > 0.0f)
636 {
637 d.Vector3 pos = d.BodyGetPosition(Body);
638 vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P;
639 }
640
575 if (flying) 641 if (flying)
576 { 642 {
577 vec.Z = (_target_velocity.Z - vel.Z)*PID_D; 643 vec.Z = (_target_velocity.Z - vel.Z)*PID_D;
@@ -581,19 +647,7 @@ namespace OpenSim.Region.Physics.OdePlugin
581 { 647 {
582 vec.Z += 10.0f; 648 vec.Z += 10.0f;
583 } 649 }
584 d.BodyAddForce(Body, vec.X, vec.Y, vec.Z); 650 doForce(vec);
585
586 // ok -- let's stand up straight!
587 d.Vector3 feet;
588 d.Vector3 head;
589 d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet);
590 d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head);
591 float posture = head.Z - feet.Z;
592
593 // restoring force proportional to lack of posture:
594 float servo = (2.5f - posture)*POSTURE_SERVO;
595 d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
596 d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
597 } 651 }
598 652
599 public void UpdatePositionAndVelocity() 653 public void UpdatePositionAndVelocity()
@@ -649,6 +703,7 @@ namespace OpenSim.Region.Physics.OdePlugin
649 private OdeScene _parent_scene; 703 private OdeScene _parent_scene;
650 public IntPtr prim_geom; 704 public IntPtr prim_geom;
651 public IntPtr _triMeshData; 705 public IntPtr _triMeshData;
706 private bool iscolliding = false;
652 707
653 public OdePrim(String primName, OdeScene parent_scene, PhysicsVector pos, PhysicsVector size, 708 public OdePrim(String primName, OdeScene parent_scene, PhysicsVector pos, PhysicsVector size,
654 Quaternion rotation, Mesh mesh, PrimitiveBaseShape pbs) 709 Quaternion rotation, Mesh mesh, PrimitiveBaseShape pbs)
@@ -661,6 +716,7 @@ namespace OpenSim.Region.Physics.OdePlugin
661 _mesh = mesh; 716 _mesh = mesh;
662 _pbs = pbs; 717 _pbs = pbs;
663 _parent_scene = parent_scene; 718 _parent_scene = parent_scene;
719
664 720
665 lock (OdeScene.OdeLock) 721 lock (OdeScene.OdeLock)
666 { 722 {
@@ -681,6 +737,7 @@ namespace OpenSim.Region.Physics.OdePlugin
681 myrot.Z = rotation.z; 737 myrot.Z = rotation.z;
682 d.GeomSetQuaternion(prim_geom, ref myrot); 738 d.GeomSetQuaternion(prim_geom, ref myrot);
683 parent_scene.geom_name_map[prim_geom] = primName; 739 parent_scene.geom_name_map[prim_geom] = primName;
740 parent_scene.actor_name_map[prim_geom] = (PhysicsActor) this;
684 // don't do .add() here; old geoms get recycled with the same hash 741 // don't do .add() here; old geoms get recycled with the same hash
685 } 742 }
686 } 743 }
@@ -708,6 +765,13 @@ namespace OpenSim.Region.Physics.OdePlugin
708 set { } 765 set { }
709 } 766 }
710 767
768 public override bool IsColliding
769 {
770 get { return iscolliding; }
771 set { iscolliding = value; }
772 }
773
774
711 public override PhysicsVector Position 775 public override PhysicsVector Position
712 { 776 {
713 get { return _position; } 777 get { return _position; }
@@ -793,4 +857,4 @@ namespace OpenSim.Region.Physics.OdePlugin
793 { 857 {
794 } 858 }
795 } 859 }
796} \ No newline at end of file 860}
diff --git a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs b/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs
index 4896359..cad66d7 100644
--- a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs
+++ b/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs
@@ -182,6 +182,7 @@ namespace OpenSim.Region.Physics.PhysXPlugin
182 private PhysicsVector _acceleration; 182 private PhysicsVector _acceleration;
183 private NxCharacter _character; 183 private NxCharacter _character;
184 private bool flying; 184 private bool flying;
185 private bool iscolliding = false;
185 private float gravityAccel; 186 private float gravityAccel;
186 187
187 public PhysXCharacter(NxCharacter character) 188 public PhysXCharacter(NxCharacter character)
@@ -197,6 +198,11 @@ namespace OpenSim.Region.Physics.PhysXPlugin
197 get { return flying; } 198 get { return flying; }
198 set { flying = value; } 199 set { flying = value; }
199 } 200 }
201 public override bool IsColliding
202 {
203 get { return iscolliding; }
204 set { iscolliding = value; }
205 }
200 206
201 public override PhysicsVector Position 207 public override PhysicsVector Position
202 { 208 {
@@ -305,7 +311,14 @@ namespace OpenSim.Region.Physics.PhysXPlugin
305 } 311 }
306 set { } 312 set { }
307 } 313 }
308 314 public override bool IsColliding
315 {
316 get
317 {
318 return false; //no flying prims for you
319 }
320 set { }
321 }
309 public override PhysicsVector Position 322 public override PhysicsVector Position
310 { 323 {
311 get 324 get
@@ -379,4 +392,4 @@ namespace OpenSim.Region.Physics.PhysXPlugin
379 { 392 {
380 } 393 }
381 } 394 }
382} \ No newline at end of file 395}