From 6f542f73d4aacc0b92c2ebcff84b4ce2c8d9433b Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 16 Sep 2011 23:57:16 +0100 Subject: Stop the avatar stalling on its first boarder cross when using the ODE plugin When upgrading the previously child agent to a root, the code was setting the Size parameter on the ODECharacter PhysicsActor. This in turn reset Velocity, which cause the border stall. I'm fixing this by commenting out the Velocity = Vector3.Zero lines since they don't appear to play a useful purpose --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 10 ++++++++++ OpenSim/Region/Physics/OdePlugin/ODECharacter.cs | 19 +++++++++++++------ 2 files changed, 23 insertions(+), 6 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 81475b8..0fc85b9 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -469,6 +469,10 @@ namespace OpenSim.Region.Framework.Scenes if (actor != null) { m_pos = actor.Position; + +// m_log.DebugFormat( +// "[SCENE PRESENCE]: Set position {0} for {1} in {2} via getting AbsolutePosition!", +// m_pos, Name, Scene.RegionInfo.RegionName); } else { @@ -544,8 +548,14 @@ namespace OpenSim.Region.Framework.Scenes { PhysicsActor actor = m_physicsActor; if (actor != null) + { m_velocity = actor.Velocity; +// m_log.DebugFormat( +// "[SCENE PRESENCE]: Set velocity {0} for {1} in {2} via getting Velocity!", +// m_velocity, Name, Scene.RegionInfo.RegionName); + } + return m_velocity; } set 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 m_pidControllerActive = true; Vector3 SetSize = value; - m_tainted_CAPSULE_LENGTH = (SetSize.Z*1.15f) - CAPSULE_RADIUS*2.0f; - //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString()); + m_tainted_CAPSULE_LENGTH = (SetSize.Z * 1.15f) - CAPSULE_RADIUS * 2.0f; +// m_log.Info("[SIZE]: " + CAPSULE_LENGTH); - Velocity = Vector3.Zero; + // If we reset velocity here, then an avatar stalls when it crosses a border for the first time + // (as the height of the new root agent is set). +// Velocity = Vector3.Zero; _parent_scene.AddPhysicsActorTaint(this); } @@ -785,6 +787,8 @@ namespace OpenSim.Region.Physics.OdePlugin { m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character"); } + +// m_log.DebugFormat("[PHYSICS]: Set target velocity of {0}", _target_velocity); } } @@ -1325,7 +1329,8 @@ namespace OpenSim.Region.Physics.OdePlugin { if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero) { - +// m_log.DebugFormat("[PHYSICS]: Changing capsule size"); + m_pidControllerActive = true; // no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate() d.JointDestroy(Amotor); @@ -1336,7 +1341,10 @@ namespace OpenSim.Region.Physics.OdePlugin d.GeomDestroy(Shell); AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor); - Velocity = Vector3.Zero; + + // As with Size, we reset velocity. However, this isn't strictly necessary since it doesn't + // appear to stall initial region crossings when done here. Being done for consistency. +// Velocity = Vector3.Zero; _parent_scene.geom_name_map[Shell] = m_name; _parent_scene.actor_name_map[Shell] = (PhysicsActor)this; @@ -1361,7 +1369,6 @@ namespace OpenSim.Region.Physics.OdePlugin _position.Z = m_taintPosition.Z; } } - } internal void AddCollisionFrameTime(int p) -- cgit v1.1