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Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin/ODECharacter.cs')
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODECharacter.cs19
1 files changed, 13 insertions, 6 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
index 0a0d13f..4cc8c59 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
@@ -464,10 +464,12 @@ namespace OpenSim.Region.Physics.OdePlugin
464 m_pidControllerActive = true; 464 m_pidControllerActive = true;
465 465
466 Vector3 SetSize = value; 466 Vector3 SetSize = value;
467 m_tainted_CAPSULE_LENGTH = (SetSize.Z*1.15f) - CAPSULE_RADIUS*2.0f; 467 m_tainted_CAPSULE_LENGTH = (SetSize.Z * 1.15f) - CAPSULE_RADIUS * 2.0f;
468 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString()); 468// m_log.Info("[SIZE]: " + CAPSULE_LENGTH);
469 469
470 Velocity = Vector3.Zero; 470 // If we reset velocity here, then an avatar stalls when it crosses a border for the first time
471 // (as the height of the new root agent is set).
472// Velocity = Vector3.Zero;
471 473
472 _parent_scene.AddPhysicsActorTaint(this); 474 _parent_scene.AddPhysicsActorTaint(this);
473 } 475 }
@@ -785,6 +787,8 @@ namespace OpenSim.Region.Physics.OdePlugin
785 { 787 {
786 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character"); 788 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
787 } 789 }
790
791// m_log.DebugFormat("[PHYSICS]: Set target velocity of {0}", _target_velocity);
788 } 792 }
789 } 793 }
790 794
@@ -1325,7 +1329,8 @@ namespace OpenSim.Region.Physics.OdePlugin
1325 { 1329 {
1326 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero) 1330 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1327 { 1331 {
1328 1332// m_log.DebugFormat("[PHYSICS]: Changing capsule size");
1333
1329 m_pidControllerActive = true; 1334 m_pidControllerActive = true;
1330 // no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate() 1335 // no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate()
1331 d.JointDestroy(Amotor); 1336 d.JointDestroy(Amotor);
@@ -1336,7 +1341,10 @@ namespace OpenSim.Region.Physics.OdePlugin
1336 d.GeomDestroy(Shell); 1341 d.GeomDestroy(Shell);
1337 AvatarGeomAndBodyCreation(_position.X, _position.Y, 1342 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1338 _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor); 1343 _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
1339 Velocity = Vector3.Zero; 1344
1345 // As with Size, we reset velocity. However, this isn't strictly necessary since it doesn't
1346 // appear to stall initial region crossings when done here. Being done for consistency.
1347// Velocity = Vector3.Zero;
1340 1348
1341 _parent_scene.geom_name_map[Shell] = m_name; 1349 _parent_scene.geom_name_map[Shell] = m_name;
1342 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this; 1350 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
@@ -1361,7 +1369,6 @@ namespace OpenSim.Region.Physics.OdePlugin
1361 _position.Z = m_taintPosition.Z; 1369 _position.Z = m_taintPosition.Z;
1362 } 1370 }
1363 } 1371 }
1364
1365 } 1372 }
1366 1373
1367 internal void AddCollisionFrameTime(int p) 1374 internal void AddCollisionFrameTime(int p)