aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
diff options
context:
space:
mode:
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs51
1 files changed, 25 insertions, 26 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index d694a6a..f781aea 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -45,7 +45,6 @@ public sealed class BSCharacter : BSPhysObject
45 private bool _selected; 45 private bool _selected;
46 private OMV.Vector3 _position; 46 private OMV.Vector3 _position;
47 private float _mass; 47 private float _mass;
48 private float _avatarDensity;
49 private float _avatarVolume; 48 private float _avatarVolume;
50 private OMV.Vector3 _force; 49 private OMV.Vector3 _force;
51 private OMV.Vector3 _velocity; 50 private OMV.Vector3 _velocity;
@@ -63,9 +62,6 @@ public sealed class BSCharacter : BSPhysObject
63 private bool _kinematic; 62 private bool _kinematic;
64 private float _buoyancy; 63 private float _buoyancy;
65 64
66 // The friction and velocity of the avatar is modified depending on whether walking or not.
67 private float _currentFriction; // the friction currently being used (changed by setVelocity).
68
69 private BSVMotor _velocityMotor; 65 private BSVMotor _velocityMotor;
70 66
71 private OMV.Vector3 _PIDTarget; 67 private OMV.Vector3 _PIDTarget;
@@ -86,8 +82,8 @@ public sealed class BSCharacter : BSPhysObject
86 _orientation = OMV.Quaternion.Identity; 82 _orientation = OMV.Quaternion.Identity;
87 _velocity = OMV.Vector3.Zero; 83 _velocity = OMV.Vector3.Zero;
88 _buoyancy = ComputeBuoyancyFromFlying(isFlying); 84 _buoyancy = ComputeBuoyancyFromFlying(isFlying);
89 _currentFriction = BSParam.AvatarStandingFriction; 85 Friction = BSParam.AvatarStandingFriction;
90 _avatarDensity = BSParam.AvatarDensity; 86 Density = BSParam.AvatarDensity;
91 87
92 // Old versions of ScenePresence passed only the height. If width and/or depth are zero, 88 // Old versions of ScenePresence passed only the height. If width and/or depth are zero,
93 // replace with the default values. 89 // replace with the default values.
@@ -104,7 +100,7 @@ public sealed class BSCharacter : BSPhysObject
104 SetupMovementMotor(); 100 SetupMovementMotor();
105 101
106 DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}", 102 DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}",
107 LocalID, _size, Scale, _avatarDensity, _avatarVolume, RawMass); 103 LocalID, _size, Scale, Density, _avatarVolume, RawMass);
108 104
109 // do actual creation in taint time 105 // do actual creation in taint time
110 PhysicsScene.TaintedObject("BSCharacter.create", delegate() 106 PhysicsScene.TaintedObject("BSCharacter.create", delegate()
@@ -140,7 +136,7 @@ public sealed class BSCharacter : BSPhysObject
140 ZeroMotion(true); 136 ZeroMotion(true);
141 ForcePosition = _position; 137 ForcePosition = _position;
142 138
143 // Set the velocity and compute the proper friction 139 // Set the velocity
144 _velocityMotor.Reset(); 140 _velocityMotor.Reset();
145 _velocityMotor.SetTarget(_velocity); 141 _velocityMotor.SetTarget(_velocity);
146 _velocityMotor.SetCurrent(_velocity); 142 _velocityMotor.SetCurrent(_velocity);
@@ -214,35 +210,38 @@ public sealed class BSCharacter : BSPhysObject
214 _velocityMotor.Step(timeStep); 210 _velocityMotor.Step(timeStep);
215 211
216 // If we're not supposed to be moving, make sure things are zero. 212 // If we're not supposed to be moving, make sure things are zero.
217 if (_velocityMotor.ErrorIsZero() && _velocityMotor.TargetValue == OMV.Vector3.Zero && IsColliding) 213 if (_velocityMotor.ErrorIsZero() && _velocityMotor.TargetValue == OMV.Vector3.Zero)
218 { 214 {
219 // The avatar shouldn't be moving 215 // The avatar shouldn't be moving
220 _velocityMotor.Zero(); 216 _velocityMotor.Zero();
221 217
222 // If we are colliding with a stationary object, presume we're standing and don't move around 218 if (IsColliding)
223 if (!ColliderIsMoving)
224 { 219 {
225 DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", LocalID); 220 // If we are colliding with a stationary object, presume we're standing and don't move around
226 ZeroMotion(true /* inTaintTime */); 221 if (!ColliderIsMoving)
227 } 222 {
223 DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", LocalID);
224 ZeroMotion(true /* inTaintTime */);
225 }
228 226
229 // Standing has more friction on the ground 227 // Standing has more friction on the ground
230 if (_currentFriction != BSParam.AvatarStandingFriction) 228 if (Friction != BSParam.AvatarStandingFriction)
231 { 229 {
232 _currentFriction = BSParam.AvatarStandingFriction; 230 Friction = BSParam.AvatarStandingFriction;
233 PhysicsScene.PE.SetFriction(PhysBody, _currentFriction); 231 PhysicsScene.PE.SetFriction(PhysBody, Friction);
232 }
234 } 233 }
235 DetailLog("{0},BSCharacter.MoveMotor,taint,stopping,target={1}", LocalID, _velocityMotor.TargetValue); 234 DetailLog("{0},BSCharacter.MoveMotor,taint,stopping,target={1},colliding={2}", LocalID, _velocityMotor.TargetValue, IsColliding);
236 } 235 }
237 else 236 else
238 { 237 {
239 OMV.Vector3 stepVelocity = _velocityMotor.CurrentValue; 238 OMV.Vector3 stepVelocity = _velocityMotor.CurrentValue;
240 239
241 if (_currentFriction != BSParam.AvatarFriction) 240 if (Friction != BSParam.AvatarFriction)
242 { 241 {
243 // Probably starting up walking. Set friction to moving friction. 242 // Probably starting up walking. Set friction to moving friction.
244 _currentFriction = BSParam.AvatarFriction; 243 Friction = BSParam.AvatarFriction;
245 PhysicsScene.PE.SetFriction(PhysBody, _currentFriction); 244 PhysicsScene.PE.SetFriction(PhysBody, Friction);
246 } 245 }
247 246
248 // If falling, we keep the world's downward vector no matter what the other axis specify. 247 // If falling, we keep the world's downward vector no matter what the other axis specify.
@@ -342,7 +341,7 @@ public sealed class BSCharacter : BSPhysObject
342 Scale = ComputeAvatarScale(_size); 341 Scale = ComputeAvatarScale(_size);
343 ComputeAvatarVolumeAndMass(); 342 ComputeAvatarVolumeAndMass();
344 DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}", 343 DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}",
345 LocalID, _size, Scale, _avatarDensity, _avatarVolume, RawMass); 344 LocalID, _size, Scale, Density, _avatarVolume, RawMass);
346 345
347 PhysicsScene.TaintedObject("BSCharacter.setSize", delegate() 346 PhysicsScene.TaintedObject("BSCharacter.setSize", delegate()
348 { 347 {
@@ -870,7 +869,7 @@ public sealed class BSCharacter : BSPhysObject
870 * Math.Min(Size.X, Size.Y) / 2 869 * Math.Min(Size.X, Size.Y) / 2
871 * Size.Y / 2f // plus the volume of the capsule end caps 870 * Size.Y / 2f // plus the volume of the capsule end caps
872 ); 871 );
873 _mass = _avatarDensity * _avatarVolume; 872 _mass = Density * _avatarVolume;
874 } 873 }
875 874
876 // The physics engine says that properties have updated. Update same and inform 875 // The physics engine says that properties have updated. Update same and inform
@@ -901,7 +900,7 @@ public sealed class BSCharacter : BSPhysObject
901 CurrentEntityProperties = entprop; 900 CurrentEntityProperties = entprop;
902 901
903 // Tell the linkset about value changes 902 // Tell the linkset about value changes
904 Linkset.UpdateProperties(UpdatedProperties.EntPropUpdates, this); 903 // Linkset.UpdateProperties(UpdatedProperties.EntPropUpdates, this);
905 904
906 // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. 905 // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop.
907 // base.RequestPhysicsterseUpdate(); 906 // base.RequestPhysicsterseUpdate();