diff options
Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin/OdePlugin.cs')
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | 77 |
1 files changed, 44 insertions, 33 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs index 46689eb..0f92358 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | |||
@@ -1434,42 +1434,45 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1434 | { | 1434 | { |
1435 | _perloopContact.Clear(); | 1435 | _perloopContact.Clear(); |
1436 | 1436 | ||
1437 | foreach (OdeCharacter chr in _characters) | 1437 | lock (_characters) |
1438 | { | 1438 | { |
1439 | // Reset the collision values to false | 1439 | foreach (OdeCharacter chr in _characters) |
1440 | // since we don't know if we're colliding yet | ||
1441 | |||
1442 | // For some reason this can happen. Don't ask... | ||
1443 | // | ||
1444 | if (chr == null) | ||
1445 | continue; | ||
1446 | |||
1447 | if (chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero) | ||
1448 | continue; | ||
1449 | |||
1450 | chr.IsColliding = false; | ||
1451 | chr.CollidingGround = false; | ||
1452 | chr.CollidingObj = false; | ||
1453 | |||
1454 | // test the avatar's geometry for collision with the space | ||
1455 | // This will return near and the space that they are the closest to | ||
1456 | // And we'll run this again against the avatar and the space segment | ||
1457 | // This will return with a bunch of possible objects in the space segment | ||
1458 | // and we'll run it again on all of them. | ||
1459 | try | ||
1460 | { | ||
1461 | d.SpaceCollide2(space, chr.Shell, IntPtr.Zero, nearCallback); | ||
1462 | } | ||
1463 | catch (AccessViolationException) | ||
1464 | { | 1440 | { |
1465 | m_log.Warn("[PHYSICS]: Unable to space collide"); | 1441 | // Reset the collision values to false |
1466 | } | 1442 | // since we don't know if we're colliding yet |
1467 | //float terrainheight = GetTerrainHeightAtXY(chr.Position.X, chr.Position.Y); | 1443 | |
1468 | //if (chr.Position.Z + (chr.Velocity.Z * timeStep) < terrainheight + 10) | 1444 | // For some reason this can happen. Don't ask... |
1469 | //{ | 1445 | // |
1446 | if (chr == null) | ||
1447 | continue; | ||
1448 | |||
1449 | if (chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero) | ||
1450 | continue; | ||
1451 | |||
1452 | chr.IsColliding = false; | ||
1453 | chr.CollidingGround = false; | ||
1454 | chr.CollidingObj = false; | ||
1455 | |||
1456 | // test the avatar's geometry for collision with the space | ||
1457 | // This will return near and the space that they are the closest to | ||
1458 | // And we'll run this again against the avatar and the space segment | ||
1459 | // This will return with a bunch of possible objects in the space segment | ||
1460 | // and we'll run it again on all of them. | ||
1461 | try | ||
1462 | { | ||
1463 | d.SpaceCollide2(space, chr.Shell, IntPtr.Zero, nearCallback); | ||
1464 | } | ||
1465 | catch (AccessViolationException) | ||
1466 | { | ||
1467 | m_log.Warn("[PHYSICS]: Unable to space collide"); | ||
1468 | } | ||
1469 | //float terrainheight = GetTerrainHeightAtXY(chr.Position.X, chr.Position.Y); | ||
1470 | //if (chr.Position.Z + (chr.Velocity.Z * timeStep) < terrainheight + 10) | ||
1471 | //{ | ||
1470 | //chr.Position.Z = terrainheight + 10.0f; | 1472 | //chr.Position.Z = terrainheight + 10.0f; |
1471 | //forcedZ = true; | 1473 | //forcedZ = true; |
1472 | //} | 1474 | //} |
1475 | } | ||
1473 | } | 1476 | } |
1474 | 1477 | ||
1475 | lock (_activeprims) | 1478 | lock (_activeprims) |
@@ -2799,10 +2802,18 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2799 | // Move characters | 2802 | // Move characters |
2800 | lock (_characters) | 2803 | lock (_characters) |
2801 | { | 2804 | { |
2805 | List<OdeCharacter> defects = new List<OdeCharacter>(); | ||
2802 | foreach (OdeCharacter actor in _characters) | 2806 | foreach (OdeCharacter actor in _characters) |
2803 | { | 2807 | { |
2804 | if (actor != null) | 2808 | if (actor != null) |
2805 | actor.Move(timeStep); | 2809 | actor.Move(timeStep, defects); |
2810 | } | ||
2811 | if (0 != defects.Count) | ||
2812 | { | ||
2813 | foreach (OdeCharacter defect in defects) | ||
2814 | { | ||
2815 | RemoveCharacter(defect); | ||
2816 | } | ||
2806 | } | 2817 | } |
2807 | } | 2818 | } |
2808 | 2819 | ||