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authorUbitUmarov2016-07-24 21:29:34 +0100
committerUbitUmarov2016-07-24 21:29:34 +0100
commita572a22dd9fa6ae1b7fe8b3237decccc97af45fd (patch)
tree69eb02367f8165beac82e89cd8bbe3713373991f /OpenSim/Region
parentubOde fix contact relative velocity sign (diff)
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ubOde try to improve contact velocity on first avatar collision with terrain
Diffstat (limited to 'OpenSim/Region')
-rw-r--r--OpenSim/Region/PhysicsModules/ubOde/ODECharacter.cs7
1 files changed, 5 insertions, 2 deletions
diff --git a/OpenSim/Region/PhysicsModules/ubOde/ODECharacter.cs b/OpenSim/Region/PhysicsModules/ubOde/ODECharacter.cs
index 55619c0..ccaff5e 100644
--- a/OpenSim/Region/PhysicsModules/ubOde/ODECharacter.cs
+++ b/OpenSim/Region/PhysicsModules/ubOde/ODECharacter.cs
@@ -80,6 +80,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
80 private Vector3 m_rotationalVelocity; 80 private Vector3 m_rotationalVelocity;
81 private Vector3 m_size; 81 private Vector3 m_size;
82 private Vector3 m_collideNormal; 82 private Vector3 m_collideNormal;
83 private Vector3 m_lastFallVel;
83 private Quaternion m_orientation; 84 private Quaternion m_orientation;
84 private Quaternion m_orientation2D; 85 private Quaternion m_orientation2D;
85 private float m_mass = 80f; 86 private float m_mass = 80f;
@@ -1114,7 +1115,6 @@ namespace OpenSim.Region.PhysicsModule.ubOde
1114 1115
1115 m_iscollidingGround = true; 1116 m_iscollidingGround = true;
1116 1117
1117
1118 ContactPoint contact = new ContactPoint(); 1118 ContactPoint contact = new ContactPoint();
1119 contact.PenetrationDepth = depth; 1119 contact.PenetrationDepth = depth;
1120 contact.Position.X = localpos.X; 1120 contact.Position.X = localpos.X;
@@ -1123,9 +1123,10 @@ namespace OpenSim.Region.PhysicsModule.ubOde
1123 contact.SurfaceNormal.X = -n.X; 1123 contact.SurfaceNormal.X = -n.X;
1124 contact.SurfaceNormal.Y = -n.Y; 1124 contact.SurfaceNormal.Y = -n.Y;
1125 contact.SurfaceNormal.Z = -n.Z; 1125 contact.SurfaceNormal.Z = -n.Z;
1126 contact.RelativeSpeed = -vel.Z; 1126 contact.RelativeSpeed = -Vector3.Dot(m_lastFallVel, contact.SurfaceNormal);;
1127 contact.CharacterFeet = true; 1127 contact.CharacterFeet = true;
1128 AddCollisionEvent(0, contact); 1128 AddCollisionEvent(0, contact);
1129 m_lastFallVel = vel;
1129 1130
1130// vec.Z *= 0.5f; 1131// vec.Z *= 0.5f;
1131 } 1132 }
@@ -1133,6 +1134,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
1133 1134
1134 else 1135 else
1135 { 1136 {
1137 m_lastFallVel = vel;
1136 m_colliderGroundfilter -= 5; 1138 m_colliderGroundfilter -= 5;
1137 if (m_colliderGroundfilter <= 0) 1139 if (m_colliderGroundfilter <= 0)
1138 { 1140 {
@@ -1143,6 +1145,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
1143 } 1145 }
1144 else 1146 else
1145 { 1147 {
1148 m_lastFallVel = vel;
1146 m_colliderGroundfilter -= 5; 1149 m_colliderGroundfilter -= 5;
1147 if (m_colliderGroundfilter <= 0) 1150 if (m_colliderGroundfilter <= 0)
1148 { 1151 {