diff options
Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin/OdePlugin.cs')
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | 127 |
1 files changed, 67 insertions, 60 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs index 7caaa14..a8e006b 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | |||
@@ -807,7 +807,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
807 | p2 = PANull; | 807 | p2 = PANull; |
808 | } | 808 | } |
809 | 809 | ||
810 | float max_collision_depth = 0f; | 810 | ContactPoint maxDepthContact = new ContactPoint(); |
811 | if (p1.CollisionScore + count >= float.MaxValue) | 811 | if (p1.CollisionScore + count >= float.MaxValue) |
812 | p1.CollisionScore = 0; | 812 | p1.CollisionScore = 0; |
813 | p1.CollisionScore += count; | 813 | p1.CollisionScore += count; |
@@ -818,9 +818,17 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
818 | 818 | ||
819 | for (int i = 0; i < count; i++) | 819 | for (int i = 0; i < count; i++) |
820 | { | 820 | { |
821 | d.ContactGeom curContact = contacts[i]; | ||
821 | 822 | ||
823 | if (curContact.depth > maxDepthContact.PenetrationDepth) | ||
824 | { | ||
825 | maxDepthContact = new ContactPoint( | ||
826 | new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z), | ||
827 | new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z), | ||
828 | curContact.depth | ||
829 | ); | ||
830 | } | ||
822 | 831 | ||
823 | max_collision_depth = (contacts[i].depth > max_collision_depth) ? contacts[i].depth : max_collision_depth; | ||
824 | //m_log.Warn("[CCOUNT]: " + count); | 832 | //m_log.Warn("[CCOUNT]: " + count); |
825 | IntPtr joint; | 833 | IntPtr joint; |
826 | // If we're colliding with terrain, use 'TerrainContact' instead of contact. | 834 | // If we're colliding with terrain, use 'TerrainContact' instead of contact. |
@@ -853,14 +861,14 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
853 | #region InterPenetration Handling - Unintended physics explosions | 861 | #region InterPenetration Handling - Unintended physics explosions |
854 | # region disabled code1 | 862 | # region disabled code1 |
855 | 863 | ||
856 | if (contacts[i].depth >= 0.08f) | 864 | if (curContact.depth >= 0.08f) |
857 | { | 865 | { |
858 | //This is disabled at the moment only because it needs more tweaking | 866 | //This is disabled at the moment only because it needs more tweaking |
859 | //It will eventually be uncommented | 867 | //It will eventually be uncommented |
860 | /* | 868 | /* |
861 | if (contacts[i].depth >= 1.00f) | 869 | if (contact.depth >= 1.00f) |
862 | { | 870 | { |
863 | //m_log.Debug("[PHYSICS]: " + contacts[i].depth.ToString()); | 871 | //m_log.Debug("[PHYSICS]: " + contact.depth.ToString()); |
864 | } | 872 | } |
865 | 873 | ||
866 | //If you interpenetrate a prim with an agent | 874 | //If you interpenetrate a prim with an agent |
@@ -870,37 +878,37 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
870 | p2.PhysicsActorType == (int) ActorTypes.Prim)) | 878 | p2.PhysicsActorType == (int) ActorTypes.Prim)) |
871 | { | 879 | { |
872 | 880 | ||
873 | //contacts[i].depth = contacts[i].depth * 4.15f; | 881 | //contact.depth = contact.depth * 4.15f; |
874 | /* | 882 | /* |
875 | if (p2.PhysicsActorType == (int) ActorTypes.Agent) | 883 | if (p2.PhysicsActorType == (int) ActorTypes.Agent) |
876 | { | 884 | { |
877 | p2.CollidingObj = true; | 885 | p2.CollidingObj = true; |
878 | contacts[i].depth = 0.003f; | 886 | contact.depth = 0.003f; |
879 | p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f); | 887 | p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f); |
880 | OdeCharacter character = (OdeCharacter) p2; | 888 | OdeCharacter character = (OdeCharacter) p2; |
881 | character.SetPidStatus(true); | 889 | character.SetPidStatus(true); |
882 | contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p1.Size.X / 2), contacts[i].pos.Y + (p1.Size.Y / 2), contacts[i].pos.Z + (p1.Size.Z / 2)); | 890 | contact.pos = new d.Vector3(contact.pos.X + (p1.Size.X / 2), contact.pos.Y + (p1.Size.Y / 2), contact.pos.Z + (p1.Size.Z / 2)); |
883 | 891 | ||
884 | } | 892 | } |
885 | else | 893 | else |
886 | { | 894 | { |
887 | 895 | ||
888 | //contacts[i].depth = 0.0000000f; | 896 | //contact.depth = 0.0000000f; |
889 | } | 897 | } |
890 | if (p1.PhysicsActorType == (int) ActorTypes.Agent) | 898 | if (p1.PhysicsActorType == (int) ActorTypes.Agent) |
891 | { | 899 | { |
892 | 900 | ||
893 | p1.CollidingObj = true; | 901 | p1.CollidingObj = true; |
894 | contacts[i].depth = 0.003f; | 902 | contact.depth = 0.003f; |
895 | p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f); | 903 | p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f); |
896 | contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p2.Size.X / 2), contacts[i].pos.Y + (p2.Size.Y / 2), contacts[i].pos.Z + (p2.Size.Z / 2)); | 904 | contact.pos = new d.Vector3(contact.pos.X + (p2.Size.X / 2), contact.pos.Y + (p2.Size.Y / 2), contact.pos.Z + (p2.Size.Z / 2)); |
897 | OdeCharacter character = (OdeCharacter)p1; | 905 | OdeCharacter character = (OdeCharacter)p1; |
898 | character.SetPidStatus(true); | 906 | character.SetPidStatus(true); |
899 | } | 907 | } |
900 | else | 908 | else |
901 | { | 909 | { |
902 | 910 | ||
903 | //contacts[i].depth = 0.0000000f; | 911 | //contact.depth = 0.0000000f; |
904 | } | 912 | } |
905 | 913 | ||
906 | 914 | ||
@@ -925,7 +933,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
925 | //AddPhysicsActorTaint(p2); | 933 | //AddPhysicsActorTaint(p2); |
926 | //} | 934 | //} |
927 | 935 | ||
928 | //if (contacts[i].depth >= 0.25f) | 936 | //if (contact.depth >= 0.25f) |
929 | //{ | 937 | //{ |
930 | // Don't collide, one or both prim will expld. | 938 | // Don't collide, one or both prim will expld. |
931 | 939 | ||
@@ -943,21 +951,21 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
943 | //AddPhysicsActorTaint(p2); | 951 | //AddPhysicsActorTaint(p2); |
944 | //} | 952 | //} |
945 | 953 | ||
946 | //contacts[i].depth = contacts[i].depth / 8f; | 954 | //contact.depth = contact.depth / 8f; |
947 | //contacts[i].normal = new d.Vector3(0, 0, 1); | 955 | //contact.normal = new d.Vector3(0, 0, 1); |
948 | //} | 956 | //} |
949 | //if (op1.m_disabled || op2.m_disabled) | 957 | //if (op1.m_disabled || op2.m_disabled) |
950 | //{ | 958 | //{ |
951 | //Manually disabled objects stay disabled | 959 | //Manually disabled objects stay disabled |
952 | //contacts[i].depth = 0f; | 960 | //contact.depth = 0f; |
953 | //} | 961 | //} |
954 | #endregion | 962 | #endregion |
955 | } | 963 | } |
956 | */ | 964 | */ |
957 | #endregion | 965 | #endregion |
958 | if (contacts[i].depth >= 1.00f) | 966 | if (curContact.depth >= 1.00f) |
959 | { | 967 | { |
960 | //m_log.Info("[P]: " + contacts[i].depth.ToString()); | 968 | //m_log.Info("[P]: " + contact.depth.ToString()); |
961 | if ((p2.PhysicsActorType == (int) ActorTypes.Agent && | 969 | if ((p2.PhysicsActorType == (int) ActorTypes.Agent && |
962 | p1.PhysicsActorType == (int) ActorTypes.Unknown) || | 970 | p1.PhysicsActorType == (int) ActorTypes.Unknown) || |
963 | (p1.PhysicsActorType == (int) ActorTypes.Agent && | 971 | (p1.PhysicsActorType == (int) ActorTypes.Agent && |
@@ -970,12 +978,12 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
970 | OdeCharacter character = (OdeCharacter) p2; | 978 | OdeCharacter character = (OdeCharacter) p2; |
971 | 979 | ||
972 | //p2.CollidingObj = true; | 980 | //p2.CollidingObj = true; |
973 | contacts[i].depth = 0.00000003f; | 981 | curContact.depth = 0.00000003f; |
974 | p2.Velocity = p2.Velocity + new Vector3(0f, 0f, 0.5f); | 982 | p2.Velocity = p2.Velocity + new Vector3(0f, 0f, 0.5f); |
975 | contacts[i].pos = | 983 | curContact.pos = |
976 | new d.Vector3(contacts[i].pos.X + (p1.Size.X/2), | 984 | new d.Vector3(curContact.pos.X + (p1.Size.X/2), |
977 | contacts[i].pos.Y + (p1.Size.Y/2), | 985 | curContact.pos.Y + (p1.Size.Y/2), |
978 | contacts[i].pos.Z + (p1.Size.Z/2)); | 986 | curContact.pos.Z + (p1.Size.Z/2)); |
979 | character.SetPidStatus(true); | 987 | character.SetPidStatus(true); |
980 | } | 988 | } |
981 | } | 989 | } |
@@ -988,12 +996,12 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
988 | OdeCharacter character = (OdeCharacter) p1; | 996 | OdeCharacter character = (OdeCharacter) p1; |
989 | 997 | ||
990 | //p2.CollidingObj = true; | 998 | //p2.CollidingObj = true; |
991 | contacts[i].depth = 0.00000003f; | 999 | curContact.depth = 0.00000003f; |
992 | p1.Velocity = p1.Velocity + new Vector3(0f, 0f, 0.5f); | 1000 | p1.Velocity = p1.Velocity + new Vector3(0f, 0f, 0.5f); |
993 | contacts[i].pos = | 1001 | curContact.pos = |
994 | new d.Vector3(contacts[i].pos.X + (p1.Size.X/2), | 1002 | new d.Vector3(curContact.pos.X + (p1.Size.X/2), |
995 | contacts[i].pos.Y + (p1.Size.Y/2), | 1003 | curContact.pos.Y + (p1.Size.Y/2), |
996 | contacts[i].pos.Z + (p1.Size.Z/2)); | 1004 | curContact.pos.Z + (p1.Size.Z/2)); |
997 | character.SetPidStatus(true); | 1005 | character.SetPidStatus(true); |
998 | } | 1006 | } |
999 | } | 1007 | } |
@@ -1015,16 +1023,15 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1015 | if (!skipThisContact && (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect)) | 1023 | if (!skipThisContact && (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect)) |
1016 | skipThisContact = true; // No collision on volume detect prims | 1024 | skipThisContact = true; // No collision on volume detect prims |
1017 | 1025 | ||
1018 | if (!skipThisContact && contacts[i].depth < 0f) | 1026 | if (!skipThisContact && curContact.depth < 0f) |
1019 | skipThisContact = true; | 1027 | skipThisContact = true; |
1020 | 1028 | ||
1021 | if (!skipThisContact && checkDupe(contacts[i], p2.PhysicsActorType)) | 1029 | if (!skipThisContact && checkDupe(curContact, p2.PhysicsActorType)) |
1022 | skipThisContact = true; | 1030 | skipThisContact = true; |
1023 | 1031 | ||
1024 | const int maxContactsbeforedeath = 4000; | 1032 | const int maxContactsbeforedeath = 4000; |
1025 | joint = IntPtr.Zero; | 1033 | joint = IntPtr.Zero; |
1026 | 1034 | ||
1027 | |||
1028 | if (!skipThisContact) | 1035 | if (!skipThisContact) |
1029 | { | 1036 | { |
1030 | // If we're colliding against terrain | 1037 | // If we're colliding against terrain |
@@ -1035,8 +1042,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1035 | (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) | 1042 | (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) |
1036 | { | 1043 | { |
1037 | // Use the movement terrain contact | 1044 | // Use the movement terrain contact |
1038 | AvatarMovementTerrainContact.geom = contacts[i]; | 1045 | AvatarMovementTerrainContact.geom = curContact; |
1039 | _perloopContact.Add(contacts[i]); | 1046 | _perloopContact.Add(curContact); |
1040 | if (m_global_contactcount < maxContactsbeforedeath) | 1047 | if (m_global_contactcount < maxContactsbeforedeath) |
1041 | { | 1048 | { |
1042 | joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact); | 1049 | joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact); |
@@ -1048,8 +1055,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1048 | if (p2.PhysicsActorType == (int)ActorTypes.Agent) | 1055 | if (p2.PhysicsActorType == (int)ActorTypes.Agent) |
1049 | { | 1056 | { |
1050 | // Use the non moving terrain contact | 1057 | // Use the non moving terrain contact |
1051 | TerrainContact.geom = contacts[i]; | 1058 | TerrainContact.geom = curContact; |
1052 | _perloopContact.Add(contacts[i]); | 1059 | _perloopContact.Add(curContact); |
1053 | if (m_global_contactcount < maxContactsbeforedeath) | 1060 | if (m_global_contactcount < maxContactsbeforedeath) |
1054 | { | 1061 | { |
1055 | joint = d.JointCreateContact(world, contactgroup, ref TerrainContact); | 1062 | joint = d.JointCreateContact(world, contactgroup, ref TerrainContact); |
@@ -1074,8 +1081,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1074 | material = ((OdePrim)p2).m_material; | 1081 | material = ((OdePrim)p2).m_material; |
1075 | 1082 | ||
1076 | //m_log.DebugFormat("Material: {0}", material); | 1083 | //m_log.DebugFormat("Material: {0}", material); |
1077 | m_materialContacts[material, movintYN].geom = contacts[i]; | 1084 | m_materialContacts[material, movintYN].geom = curContact; |
1078 | _perloopContact.Add(contacts[i]); | 1085 | _perloopContact.Add(curContact); |
1079 | 1086 | ||
1080 | if (m_global_contactcount < maxContactsbeforedeath) | 1087 | if (m_global_contactcount < maxContactsbeforedeath) |
1081 | { | 1088 | { |
@@ -1100,8 +1107,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1100 | if (p2 is OdePrim) | 1107 | if (p2 is OdePrim) |
1101 | material = ((OdePrim)p2).m_material; | 1108 | material = ((OdePrim)p2).m_material; |
1102 | //m_log.DebugFormat("Material: {0}", material); | 1109 | //m_log.DebugFormat("Material: {0}", material); |
1103 | m_materialContacts[material, movintYN].geom = contacts[i]; | 1110 | m_materialContacts[material, movintYN].geom = curContact; |
1104 | _perloopContact.Add(contacts[i]); | 1111 | _perloopContact.Add(curContact); |
1105 | 1112 | ||
1106 | if (m_global_contactcount < maxContactsbeforedeath) | 1113 | if (m_global_contactcount < maxContactsbeforedeath) |
1107 | { | 1114 | { |
@@ -1129,20 +1136,20 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1129 | */ | 1136 | */ |
1130 | //WaterContact.surface.soft_cfm = 0.0000f; | 1137 | //WaterContact.surface.soft_cfm = 0.0000f; |
1131 | //WaterContact.surface.soft_erp = 0.00000f; | 1138 | //WaterContact.surface.soft_erp = 0.00000f; |
1132 | if (contacts[i].depth > 0.1f) | 1139 | if (curContact.depth > 0.1f) |
1133 | { | 1140 | { |
1134 | contacts[i].depth *= 52; | 1141 | curContact.depth *= 52; |
1135 | //contacts[i].normal = new d.Vector3(0, 0, 1); | 1142 | //contact.normal = new d.Vector3(0, 0, 1); |
1136 | //contacts[i].pos = new d.Vector3(0, 0, contacts[i].pos.Z - 5f); | 1143 | //contact.pos = new d.Vector3(0, 0, contact.pos.Z - 5f); |
1137 | } | 1144 | } |
1138 | WaterContact.geom = contacts[i]; | 1145 | WaterContact.geom = curContact; |
1139 | _perloopContact.Add(contacts[i]); | 1146 | _perloopContact.Add(curContact); |
1140 | if (m_global_contactcount < maxContactsbeforedeath) | 1147 | if (m_global_contactcount < maxContactsbeforedeath) |
1141 | { | 1148 | { |
1142 | joint = d.JointCreateContact(world, contactgroup, ref WaterContact); | 1149 | joint = d.JointCreateContact(world, contactgroup, ref WaterContact); |
1143 | m_global_contactcount++; | 1150 | m_global_contactcount++; |
1144 | } | 1151 | } |
1145 | //m_log.Info("[PHYSICS]: Prim Water Contact" + contacts[i].depth); | 1152 | //m_log.Info("[PHYSICS]: Prim Water Contact" + contact.depth); |
1146 | } | 1153 | } |
1147 | else | 1154 | else |
1148 | { | 1155 | { |
@@ -1153,8 +1160,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1153 | if ((Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) | 1160 | if ((Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) |
1154 | { | 1161 | { |
1155 | // Use the Movement prim contact | 1162 | // Use the Movement prim contact |
1156 | AvatarMovementprimContact.geom = contacts[i]; | 1163 | AvatarMovementprimContact.geom = curContact; |
1157 | _perloopContact.Add(contacts[i]); | 1164 | _perloopContact.Add(curContact); |
1158 | if (m_global_contactcount < maxContactsbeforedeath) | 1165 | if (m_global_contactcount < maxContactsbeforedeath) |
1159 | { | 1166 | { |
1160 | joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact); | 1167 | joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact); |
@@ -1164,8 +1171,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1164 | else | 1171 | else |
1165 | { | 1172 | { |
1166 | // Use the non movement contact | 1173 | // Use the non movement contact |
1167 | contact.geom = contacts[i]; | 1174 | contact.geom = curContact; |
1168 | _perloopContact.Add(contacts[i]); | 1175 | _perloopContact.Add(curContact); |
1169 | 1176 | ||
1170 | if (m_global_contactcount < maxContactsbeforedeath) | 1177 | if (m_global_contactcount < maxContactsbeforedeath) |
1171 | { | 1178 | { |
@@ -1183,8 +1190,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1183 | material = ((OdePrim)p2).m_material; | 1190 | material = ((OdePrim)p2).m_material; |
1184 | 1191 | ||
1185 | //m_log.DebugFormat("Material: {0}", material); | 1192 | //m_log.DebugFormat("Material: {0}", material); |
1186 | m_materialContacts[material, 0].geom = contacts[i]; | 1193 | m_materialContacts[material, 0].geom = curContact; |
1187 | _perloopContact.Add(contacts[i]); | 1194 | _perloopContact.Add(curContact); |
1188 | 1195 | ||
1189 | if (m_global_contactcount < maxContactsbeforedeath) | 1196 | if (m_global_contactcount < maxContactsbeforedeath) |
1190 | { | 1197 | { |
@@ -1202,7 +1209,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1202 | } | 1209 | } |
1203 | 1210 | ||
1204 | } | 1211 | } |
1205 | collision_accounting_events(p1, p2, max_collision_depth); | 1212 | collision_accounting_events(p1, p2, maxDepthContact); |
1206 | if (count > geomContactPointsStartthrottle) | 1213 | if (count > geomContactPointsStartthrottle) |
1207 | { | 1214 | { |
1208 | // If there are more then 3 contact points, it's likely | 1215 | // If there are more then 3 contact points, it's likely |
@@ -1286,7 +1293,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1286 | return result; | 1293 | return result; |
1287 | } | 1294 | } |
1288 | 1295 | ||
1289 | private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, float collisiondepth) | 1296 | private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact) |
1290 | { | 1297 | { |
1291 | // obj1LocalID = 0; | 1298 | // obj1LocalID = 0; |
1292 | //returncollisions = false; | 1299 | //returncollisions = false; |
@@ -1307,7 +1314,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1307 | case ActorTypes.Agent: | 1314 | case ActorTypes.Agent: |
1308 | cc1 = (OdeCharacter)p1; | 1315 | cc1 = (OdeCharacter)p1; |
1309 | obj2LocalID = cc1.m_localID; | 1316 | obj2LocalID = cc1.m_localID; |
1310 | cc1.AddCollisionEvent(cc2.m_localID, collisiondepth); | 1317 | cc1.AddCollisionEvent(cc2.m_localID, contact); |
1311 | //ctype = (int)CollisionCategories.Character; | 1318 | //ctype = (int)CollisionCategories.Character; |
1312 | 1319 | ||
1313 | //if (cc1.CollidingObj) | 1320 | //if (cc1.CollidingObj) |
@@ -1322,7 +1329,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1322 | { | 1329 | { |
1323 | cp1 = (OdePrim) p1; | 1330 | cp1 = (OdePrim) p1; |
1324 | obj2LocalID = cp1.m_localID; | 1331 | obj2LocalID = cp1.m_localID; |
1325 | cp1.AddCollisionEvent(cc2.m_localID, collisiondepth); | 1332 | cp1.AddCollisionEvent(cc2.m_localID, contact); |
1326 | } | 1333 | } |
1327 | //ctype = (int)CollisionCategories.Geom; | 1334 | //ctype = (int)CollisionCategories.Geom; |
1328 | 1335 | ||
@@ -1342,7 +1349,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1342 | break; | 1349 | break; |
1343 | } | 1350 | } |
1344 | 1351 | ||
1345 | cc2.AddCollisionEvent(obj2LocalID, collisiondepth); | 1352 | cc2.AddCollisionEvent(obj2LocalID, contact); |
1346 | break; | 1353 | break; |
1347 | case ActorTypes.Prim: | 1354 | case ActorTypes.Prim: |
1348 | 1355 | ||
@@ -1358,7 +1365,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1358 | { | 1365 | { |
1359 | cc1 = (OdeCharacter) p1; | 1366 | cc1 = (OdeCharacter) p1; |
1360 | obj2LocalID = cc1.m_localID; | 1367 | obj2LocalID = cc1.m_localID; |
1361 | cc1.AddCollisionEvent(cp2.m_localID, collisiondepth); | 1368 | cc1.AddCollisionEvent(cp2.m_localID, contact); |
1362 | //ctype = (int)CollisionCategories.Character; | 1369 | //ctype = (int)CollisionCategories.Character; |
1363 | 1370 | ||
1364 | //if (cc1.CollidingObj) | 1371 | //if (cc1.CollidingObj) |
@@ -1374,7 +1381,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1374 | { | 1381 | { |
1375 | cp1 = (OdePrim) p1; | 1382 | cp1 = (OdePrim) p1; |
1376 | obj2LocalID = cp1.m_localID; | 1383 | obj2LocalID = cp1.m_localID; |
1377 | cp1.AddCollisionEvent(cp2.m_localID, collisiondepth); | 1384 | cp1.AddCollisionEvent(cp2.m_localID, contact); |
1378 | //ctype = (int)CollisionCategories.Geom; | 1385 | //ctype = (int)CollisionCategories.Geom; |
1379 | 1386 | ||
1380 | //if (cp1.CollidingObj) | 1387 | //if (cp1.CollidingObj) |
@@ -1395,7 +1402,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1395 | break; | 1402 | break; |
1396 | } | 1403 | } |
1397 | 1404 | ||
1398 | cp2.AddCollisionEvent(obj2LocalID, collisiondepth); | 1405 | cp2.AddCollisionEvent(obj2LocalID, contact); |
1399 | } | 1406 | } |
1400 | break; | 1407 | break; |
1401 | } | 1408 | } |