avatar collisions fix

avinationmerge
UbitUmarov 2014-07-21 23:54:53 +01:00
parent 5cdd205ee7
commit 0239c7ba1c
1 changed files with 53 additions and 50 deletions

View File

@ -833,13 +833,7 @@ namespace OpenSim.Region.Physics.OdePlugin
switch (p2.PhysicsActorType)
{
case (int)ActorTypes.Agent:
p1.CollidingObj = true;
p2.CollidingObj = true;
break;
case (int)ActorTypes.Prim:
if (p2.Velocity.LengthSquared() > 0.0f)
p2.CollidingObj = true;
break;
default:
@ -850,55 +844,53 @@ namespace OpenSim.Region.Physics.OdePlugin
}
case (int)ActorTypes.Prim:
switch (p2.PhysicsActorType)
{
case (int)ActorTypes.Agent:
switch (p2.PhysicsActorType)
{
case (int)ActorTypes.Agent:
dop2ava = true;
break;
dop2ava = true;
case (int)ActorTypes.Prim:
Vector3 relV = p1.Velocity - p2.Velocity;
float relVlenSQ = relV.LengthSquared();
if (relVlenSQ > 0.0001f)
{
p1.CollidingObj = true;
p2.CollidingObj = true;
}
p1.getContactData(ref contactdata1);
p2.getContactData(ref contactdata2);
bounce = contactdata1.bounce * contactdata2.bounce;
mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
if (p1.Velocity.LengthSquared() > 0.0f)
p1.CollidingObj = true;
break;
if (relVlenSQ > 0.01f)
mu *= frictionMovementMult;
case (int)ActorTypes.Prim:
Vector3 relV = p1.Velocity - p2.Velocity;
float relVlenSQ = relV.LengthSquared();
if (relVlenSQ > 0.0001f)
{
p1.CollidingObj = true;
p2.CollidingObj = true;
}
p1.getContactData(ref contactdata1);
p2.getContactData(ref contactdata2);
bounce = contactdata1.bounce * contactdata2.bounce;
mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
break;
if (relVlenSQ > 0.01f)
mu *= frictionMovementMult;
case (int)ActorTypes.Ground:
p1.getContactData(ref contactdata1);
bounce = contactdata1.bounce * TerrainBounce;
mu = (float)Math.Sqrt(contactdata1.mu * TerrainFriction);
break;
if (Math.Abs(p1.Velocity.X) > 0.1f || Math.Abs(p1.Velocity.Y) > 0.1f)
mu *= frictionMovementMult;
p1.CollidingGround = true;
/*
if (d.GeomGetClass(g1) == d.GeomClassID.TriMeshClass)
{
if (curContact.side1 > 0)
IgnoreNegSides = true;
}
*/
break;
case (int)ActorTypes.Ground:
p1.getContactData(ref contactdata1);
bounce = contactdata1.bounce * TerrainBounce;
mu = (float)Math.Sqrt(contactdata1.mu * TerrainFriction);
if (Math.Abs(p1.Velocity.X) > 0.1f || Math.Abs(p1.Velocity.Y) > 0.1f)
mu *= frictionMovementMult;
p1.CollidingGround = true;
/*
if (d.GeomGetClass(g1) == d.GeomClassID.TriMeshClass)
{
if (curContact.side1 > 0)
IgnoreNegSides = true;
}
*/
break;
case (int)ActorTypes.Water:
default:
ignore = true;
break;
case (int)ActorTypes.Water:
default:
ignore = true;
break;
}
}
break;
@ -950,14 +942,25 @@ namespace OpenSim.Region.Physics.OdePlugin
bool noskip = true;
if (dop1ava)
{
if (!(((OdeCharacter)p1).Collide(g1,g2, false, ref curContact, ref FeetCollision)))
if (!(((OdeCharacter)p1).Collide(g1, g2, false, ref curContact, ref FeetCollision)))
noskip = false;
else
{
if(p2.PhysicsActorType == (int)ActorTypes.Agent)
{
p1.CollidingObj = true;
p2.CollidingObj = true;
}
else if (p2.Velocity.LengthSquared() > 0.0f)
p2.CollidingObj = true;
}
}
else if (dop2ava)
{
if (!(((OdeCharacter)p2).Collide(g2,g1, true, ref curContact, ref FeetCollision)))
noskip = false;
else if (p1.Velocity.LengthSquared() > 0.0f)
p1.CollidingObj = true;
}
if (noskip)