avatar collisions fix
parent
5cdd205ee7
commit
0239c7ba1c
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@ -833,13 +833,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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switch (p2.PhysicsActorType)
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{
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case (int)ActorTypes.Agent:
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p1.CollidingObj = true;
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p2.CollidingObj = true;
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break;
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case (int)ActorTypes.Prim:
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if (p2.Velocity.LengthSquared() > 0.0f)
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p2.CollidingObj = true;
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break;
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default:
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@ -850,55 +844,53 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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case (int)ActorTypes.Prim:
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switch (p2.PhysicsActorType)
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{
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case (int)ActorTypes.Agent:
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switch (p2.PhysicsActorType)
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{
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case (int)ActorTypes.Agent:
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dop2ava = true;
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break;
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dop2ava = true;
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case (int)ActorTypes.Prim:
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Vector3 relV = p1.Velocity - p2.Velocity;
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float relVlenSQ = relV.LengthSquared();
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if (relVlenSQ > 0.0001f)
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{
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p1.CollidingObj = true;
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p2.CollidingObj = true;
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}
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p1.getContactData(ref contactdata1);
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p2.getContactData(ref contactdata2);
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bounce = contactdata1.bounce * contactdata2.bounce;
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mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
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if (p1.Velocity.LengthSquared() > 0.0f)
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p1.CollidingObj = true;
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break;
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if (relVlenSQ > 0.01f)
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mu *= frictionMovementMult;
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case (int)ActorTypes.Prim:
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Vector3 relV = p1.Velocity - p2.Velocity;
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float relVlenSQ = relV.LengthSquared();
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if (relVlenSQ > 0.0001f)
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{
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p1.CollidingObj = true;
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p2.CollidingObj = true;
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}
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p1.getContactData(ref contactdata1);
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p2.getContactData(ref contactdata2);
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bounce = contactdata1.bounce * contactdata2.bounce;
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mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
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break;
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if (relVlenSQ > 0.01f)
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mu *= frictionMovementMult;
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case (int)ActorTypes.Ground:
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p1.getContactData(ref contactdata1);
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bounce = contactdata1.bounce * TerrainBounce;
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mu = (float)Math.Sqrt(contactdata1.mu * TerrainFriction);
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break;
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if (Math.Abs(p1.Velocity.X) > 0.1f || Math.Abs(p1.Velocity.Y) > 0.1f)
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mu *= frictionMovementMult;
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p1.CollidingGround = true;
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/*
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if (d.GeomGetClass(g1) == d.GeomClassID.TriMeshClass)
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{
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if (curContact.side1 > 0)
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IgnoreNegSides = true;
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}
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*/
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break;
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case (int)ActorTypes.Ground:
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p1.getContactData(ref contactdata1);
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bounce = contactdata1.bounce * TerrainBounce;
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mu = (float)Math.Sqrt(contactdata1.mu * TerrainFriction);
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if (Math.Abs(p1.Velocity.X) > 0.1f || Math.Abs(p1.Velocity.Y) > 0.1f)
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mu *= frictionMovementMult;
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p1.CollidingGround = true;
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/*
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if (d.GeomGetClass(g1) == d.GeomClassID.TriMeshClass)
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{
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if (curContact.side1 > 0)
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IgnoreNegSides = true;
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}
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*/
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break;
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case (int)ActorTypes.Water:
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default:
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ignore = true;
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break;
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case (int)ActorTypes.Water:
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default:
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ignore = true;
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break;
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}
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}
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break;
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@ -950,14 +942,25 @@ namespace OpenSim.Region.Physics.OdePlugin
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bool noskip = true;
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if (dop1ava)
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{
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if (!(((OdeCharacter)p1).Collide(g1,g2, false, ref curContact, ref FeetCollision)))
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if (!(((OdeCharacter)p1).Collide(g1, g2, false, ref curContact, ref FeetCollision)))
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noskip = false;
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else
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{
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if(p2.PhysicsActorType == (int)ActorTypes.Agent)
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{
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p1.CollidingObj = true;
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p2.CollidingObj = true;
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}
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else if (p2.Velocity.LengthSquared() > 0.0f)
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p2.CollidingObj = true;
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}
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}
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else if (dop2ava)
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{
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if (!(((OdeCharacter)p2).Collide(g2,g1, true, ref curContact, ref FeetCollision)))
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noskip = false;
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else if (p1.Velocity.LengthSquared() > 0.0f)
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p1.CollidingObj = true;
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}
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if (noskip)
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