diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index 85f9d68401..5da0ca1355 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -5195,8 +5195,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
ScenePresence presence = (ScenePresence)entity;
-// m_log.DebugFormat(
-// "[LLCLIENTVIEW]: Sending terse update to {0} with position {1} in {2}", Name, presence.OffsetPosition, m_scene.Name);
+// m_log.DebugFormat(
+// "[LLCLIENTVIEW]: Sending terse update to {0} with pos {1}, vel {2} in {3}",
+// Name, presence.OffsetPosition, presence.Velocity, m_scene.Name);
attachPoint = presence.State;
collisionPlane = presence.CollisionPlane;
@@ -5333,13 +5334,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
protected ObjectUpdatePacket.ObjectDataBlock CreateAvatarUpdateBlock(ScenePresence data)
{
// m_log.DebugFormat(
-// "[LLCLIENTVIEW]: Sending full update to {0} with position {1} in {2}", Name, data.OffsetPosition, m_scene.Name);
+// "[LLCLIENTVIEW]: Sending full update to {0} with pos {1}, vel {2} in {3}", Name, data.OffsetPosition, data.Velocity, m_scene.Name);
byte[] objectData = new byte[76];
data.CollisionPlane.ToBytes(objectData, 0);
data.OffsetPosition.ToBytes(objectData, 16);
-// data.Velocity.ToBytes(objectData, 28);
+ data.Velocity.ToBytes(objectData, 28);
// data.Acceleration.ToBytes(objectData, 40);
// Whilst not in mouselook, an avatar will transmit only the Z rotation as this is the only axis
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 5a35aff9ed..966152a925 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -636,6 +636,11 @@ namespace OpenSim.Region.Framework.Scenes
set
{
+// Util.PrintCallStack();
+// m_log.DebugFormat(
+// "[SCENE PRESENCE]: In {0} set velocity of {1} to {2}",
+// Scene.RegionInfo.RegionName, Name, value);
+
if (PhysicsActor != null)
{
try
@@ -648,11 +653,7 @@ namespace OpenSim.Region.Framework.Scenes
}
}
- m_velocity = value;
-
-// m_log.DebugFormat(
-// "[SCENE PRESENCE]: In {0} set velocity of {1} to {2}",
-// Scene.RegionInfo.RegionName, Name, m_velocity);
+ m_velocity = value;
}
}
/*
@@ -1185,15 +1186,23 @@ namespace OpenSim.Region.Framework.Scenes
}
AbsolutePosition = pos;
+// m_log.DebugFormat(
+// "Set pos {0}, vel {1} in {1} to {2} from input position of {3} on MakeRootAgent",
+// Name, Scene.Name, AbsolutePosition, pos);
+//
if (m_teleportFlags == TeleportFlags.Default)
{
- Vector3 vel = Velocity;
AddToPhysicalScene(isFlying);
- if (PhysicsActor != null)
- PhysicsActor.SetMomentum(vel);
+//
+// Console.WriteLine(
+// "Set velocity of {0} in {1} to {2} from input velocity of {3} on MakeRootAgent",
+// Name, Scene.Name, PhysicsActor.Velocity, vel);
+// }
}
else
+ {
AddToPhysicalScene(isFlying);
+ }
// XXX: This is to trigger any secondary teleport needed for a megaregion when the user has teleported to a
// location outside the 'root region' (the south-west 256x256 corner). This is the earlist we can do it
@@ -1211,6 +1220,7 @@ namespace OpenSim.Region.Framework.Scenes
Flying = false;
}
}
+
// Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
// avatar to return to the standing position in mid-air. On login it looks like this is being sent
// elsewhere anyway
@@ -1275,7 +1285,6 @@ namespace OpenSim.Region.Framework.Scenes
// If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will
// stall on the border crossing since the existing child agent will still have the last movement
// recorded, which stops the input from being processed.
-
MovementFlag = 0;
m_scene.EventManager.TriggerOnMakeRootAgent(this);
@@ -3668,10 +3677,7 @@ namespace OpenSim.Region.Framework.Scenes
// Compute the avatar position in the next physics tick.
// If the avatar will be crossing, we force the crossing to happen now
// in the hope that this will make the avatar movement smoother when crossing.
- float timeStep = 0.1f;
- pos2.X = pos2.X + (vel.X * timeStep);
- pos2.Y = pos2.Y + (vel.Y * timeStep);
- pos2.Z = pos2.Z + (vel.Z * timeStep);
+ pos2 += vel * 0.1f;
if (m_scene.PositionIsInCurrentRegion(pos2))
return;
@@ -3682,9 +3688,11 @@ namespace OpenSim.Region.Framework.Scenes
// Disconnect from the current region
bool isFlying = Flying;
RemoveFromPhysicalScene();
+
// pos2 is the forcasted position so make that the 'current' position so the crossing
// code will move us into the newly addressed region.
m_pos = pos2;
+
if (CrossToNewRegion())
{
AddToPhysicalScene(isFlying);
@@ -4116,19 +4124,15 @@ namespace OpenSim.Region.Framework.Scenes
if (Appearance.AvatarHeight == 0)
// Appearance.SetHeight();
Appearance.SetSize(new Vector3(0.45f,0.6f,1.9f));
-
- PhysicsScene scene = m_scene.PhysicsScene;
-
- Vector3 pVec = AbsolutePosition;
-
+
/*
PhysicsActor = scene.AddAvatar(
LocalId, Firstname + "." + Lastname, pVec,
new Vector3(0.45f, 0.6f, Appearance.AvatarHeight), isFlying);
*/
- PhysicsActor = scene.AddAvatar(
- LocalId, Firstname + "." + Lastname, pVec,
+ PhysicsActor = m_scene.PhysicsScene.AddAvatar(
+ LocalId, Firstname + "." + Lastname, AbsolutePosition, Velocity,
Appearance.AvatarBoxSize, isFlying);
//PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs
index f53adcb065..06a205e521 100644
--- a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs
+++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs
@@ -80,10 +80,11 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
return prim;
}
- public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
+ public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying)
{
BasicActor act = new BasicActor(size);
act.Position = position;
+ act.Velocity = velocity;
act.Flying = isFlying;
_actors.Add(act);
return act;
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs
index 14518e9044..8e998ba126 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs
@@ -30,6 +30,7 @@ using System.Collections.Generic;
using System.Linq;
using System.Text;
+using OpenSim.Framework;
using OpenSim.Region.Physics.Manager;
using OMV = OpenMetaverse;
@@ -109,6 +110,10 @@ public class BSActorAvatarMove : BSActor
{
if (m_velocityMotor != null)
{
+// if (targ == OMV.Vector3.Zero)
+// Util.PrintCallStack();
+//
+// Console.WriteLine("SetVelocityAndTarget, {0} {1}", vel, targ);
m_velocityMotor.Reset();
m_velocityMotor.SetTarget(targ);
m_velocityMotor.SetCurrent(vel);
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index 4c54f9ff27..f29784a69e 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -64,15 +64,25 @@ public sealed class BSCharacter : BSPhysObject
private bool _usePID;
private float _PIDTau;
- public BSCharacter(uint localID, String avName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, bool isFlying)
+// public override OMV.Vector3 RawVelocity
+// { get { return base.RawVelocity; }
+// set {
+// if (value != base.RawVelocity)
+// Util.PrintCallStack();
+// Console.WriteLine("Set rawvel to {0}", value);
+// base.RawVelocity = value; }
+// }
+
+ public BSCharacter(
+ uint localID, String avName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 vel, OMV.Vector3 size, bool isFlying)
: base(parent_scene, localID, avName, "BSCharacter")
{
_physicsActorType = (int)ActorTypes.Agent;
- RawPosition = pos;
+ RawPosition = pos;
_flying = isFlying;
RawOrientation = OMV.Quaternion.Identity;
- RawVelocity = OMV.Vector3.Zero;
+ RawVelocity = vel;
_buoyancy = ComputeBuoyancyFromFlying(isFlying);
Friction = BSParam.AvatarStandingFriction;
Density = BSParam.AvatarDensity;
@@ -89,13 +99,15 @@ public sealed class BSCharacter : BSPhysObject
// set _avatarVolume and _mass based on capsule size, _density and Scale
ComputeAvatarVolumeAndMass();
- DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5},pos={6}",
- LocalID, _size, Scale, Density, _avatarVolume, RawMass, pos);
+ DetailLog(
+ "{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5},pos={6},vel={7}",
+ LocalID, _size, Scale, Density, _avatarVolume, RawMass, pos, vel);
// do actual creation in taint time
PhysScene.TaintedObject(LocalID, "BSCharacter.create", delegate()
{
DetailLog("{0},BSCharacter.create,taint", LocalID);
+
// New body and shape into PhysBody and PhysShape
PhysScene.Shapes.GetBodyAndShape(true, PhysScene.World, this);
@@ -142,6 +154,7 @@ public sealed class BSCharacter : BSPhysObject
m_moveActor.SetVelocityAndTarget(RawVelocity, RawVelocity, false);
ForceVelocity = RawVelocity;
+ TargetVelocity = RawVelocity;
// This will enable or disable the flying buoyancy of the avatar.
// Needs to be reset especially when an avatar is recreated after crossing a region boundry.
@@ -256,7 +269,6 @@ public sealed class BSCharacter : BSPhysObject
// Called at taint time!
public override void ZeroMotion(bool inTaintTime)
{
- RawVelocity = OMV.Vector3.Zero;
_acceleration = OMV.Vector3.Zero;
_rotationalVelocity = OMV.Vector3.Zero;
@@ -267,6 +279,7 @@ public sealed class BSCharacter : BSPhysObject
PhysScene.PE.ClearAllForces(PhysBody);
});
}
+
public override void ZeroAngularMotion(bool inTaintTime)
{
_rotationalVelocity = OMV.Vector3.Zero;
@@ -441,32 +454,40 @@ public sealed class BSCharacter : BSPhysObject
get { return RawVelocity; }
set {
RawVelocity = value;
- // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, RawVelocity);
+ OMV.Vector3 vel = RawVelocity;
+
+ DetailLog("{0}: set Velocity = {1}", LogHeader, value);
+
PhysScene.TaintedObject(LocalID, "BSCharacter.setVelocity", delegate()
{
if (m_moveActor != null)
- m_moveActor.SetVelocityAndTarget(RawVelocity, RawVelocity, true /* inTaintTime */);
+ m_moveActor.SetVelocityAndTarget(vel, vel, true /* inTaintTime */);
- DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, RawVelocity);
- ForceVelocity = RawVelocity;
+ m_log.DebugFormat("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, vel);
+ ForceVelocity = vel;
});
}
}
+
public override OMV.Vector3 ForceVelocity {
get { return RawVelocity; }
set {
PhysScene.AssertInTaintTime("BSCharacter.ForceVelocity");
+// Util.PrintCallStack();
+ DetailLog("{0}: set ForceVelocity = {1}", LogHeader, value);
RawVelocity = value;
PhysScene.PE.SetLinearVelocity(PhysBody, RawVelocity);
PhysScene.PE.Activate(PhysBody, true);
}
}
+
public override OMV.Vector3 Torque {
get { return RawTorque; }
set { RawTorque = value;
}
}
+
public override float CollisionScore {
get { return _collisionScore; }
set { _collisionScore = value;
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index f05932291c..e4d8df8f6b 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -228,7 +228,7 @@ public abstract class BSPhysObject : PhysicsActor
public virtual OMV.Quaternion RawOrientation { get; set; }
public abstract OMV.Quaternion ForceOrientation { get; set; }
- public OMV.Vector3 RawVelocity { get; set; }
+ public virtual OMV.Vector3 RawVelocity { get; set; }
public abstract OMV.Vector3 ForceVelocity { get; set; }
public OMV.Vector3 RawForce { get; set; }
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index 0f79a10cc5..414bc92a0b 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -461,19 +461,19 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
#region Prim and Avatar addition and removal
- public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
+ public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying)
{
m_log.ErrorFormat("{0}: CALL TO AddAvatar in BSScene. NOT IMPLEMENTED", LogHeader);
return null;
}
- public override PhysicsActor AddAvatar(uint localID, string avName, Vector3 position, Vector3 size, bool isFlying)
+ public override PhysicsActor AddAvatar(uint localID, string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying)
{
// m_log.DebugFormat("{0}: AddAvatar: {1}", LogHeader, avName);
if (!m_initialized) return null;
- BSCharacter actor = new BSCharacter(localID, avName, this, position, size, isFlying);
+ BSCharacter actor = new BSCharacter(localID, avName, this, position, velocity, size, isFlying);
lock (PhysObjects)
PhysObjects.Add(localID, actor);
diff --git a/OpenSim/Region/Physics/Manager/NullPhysicsScene.cs b/OpenSim/Region/Physics/Manager/NullPhysicsScene.cs
index 1ccf46d0fa..b52f1f62f7 100644
--- a/OpenSim/Region/Physics/Manager/NullPhysicsScene.cs
+++ b/OpenSim/Region/Physics/Manager/NullPhysicsScene.cs
@@ -45,7 +45,8 @@ namespace OpenSim.Region.Physics.Manager
// Does nothing right now
}
- public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
+ public override PhysicsActor AddAvatar(
+ string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying)
{
m_log.InfoFormat("[PHYSICS]: NullPhysicsScene : AddAvatar({0})", position);
return PhysicsActor.Null;
diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
index 71ad795225..9cdedbf4c9 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
@@ -142,10 +142,12 @@ namespace OpenSim.Region.Physics.Manager
///
///
///
+ ///
///
///
///
- public abstract PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying);
+ public abstract PhysicsActor AddAvatar(
+ string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying);
///
/// Add an avatar
@@ -153,13 +155,18 @@ namespace OpenSim.Region.Physics.Manager
///
///
///
+ ///
///
///
///
- public virtual PhysicsActor AddAvatar(uint localID, string avName, Vector3 position, Vector3 size, bool isFlying)
+ public virtual PhysicsActor AddAvatar(
+ uint localID, string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying)
{
- PhysicsActor ret = AddAvatar(avName, position, size, isFlying);
- if (ret != null) ret.LocalID = localID;
+ PhysicsActor ret = AddAvatar(avName, position, velocity, size, isFlying);
+
+ if (ret != null)
+ ret.LocalID = localID;
+
return ret;
}
diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
index 67503df38f..05eaf2aa68 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
@@ -167,6 +167,7 @@ namespace OpenSim.Region.Physics.OdePlugin
///
///
///
+ ///
///
///
///
@@ -178,7 +179,7 @@ namespace OpenSim.Region.Physics.OdePlugin
///
///
public OdeCharacter(
- String avName, OdeScene parent_scene, Vector3 pos, Vector3 size, float pid_d, float pid_p,
+ String avName, OdeScene parent_scene, Vector3 pos, Vector3 vel, Vector3 size, float pid_d, float pid_p,
float capsule_radius, float tensor, float density,
float walk_divisor, float rundivisor)
{
@@ -210,6 +211,9 @@ namespace OpenSim.Region.Physics.OdePlugin
m_log.WarnFormat("[ODE CHARACTER]: Got NaN Position on Character Create for {0}", avName);
}
+ _velocity = vel;
+ m_taintTargetVelocity = vel;
+
_parent_scene = parent_scene;
PID_D = pid_d;
diff --git a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
index 6d7f079e88..59535574d1 100644
--- a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
+++ b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs
@@ -1969,16 +1969,11 @@ namespace OpenSim.Region.Physics.OdePlugin
#region Add/Remove Entities
- public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
- {
- Vector3 pos;
- pos.X = position.X;
- pos.Y = position.Y;
- pos.Z = position.Z;
-
+ public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying)
+ {
OdeCharacter newAv
= new OdeCharacter(
- avName, this, pos, size, avPIDD, avPIDP,
+ avName, this, position, velocity, size, avPIDD, avPIDP,
avCapRadius, avStandupTensor, avDensity,
avMovementDivisorWalk, avMovementDivisorRun);
diff --git a/OpenSim/Region/Physics/POSPlugin/POSScene.cs b/OpenSim/Region/Physics/POSPlugin/POSScene.cs
index d30d482caa..080c6abcf5 100644
--- a/OpenSim/Region/Physics/POSPlugin/POSScene.cs
+++ b/OpenSim/Region/Physics/POSPlugin/POSScene.cs
@@ -58,7 +58,8 @@ namespace OpenSim.Region.Physics.POSPlugin
{
}
- public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
+ public override PhysicsActor AddAvatar(
+ string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying)
{
POSCharacter act = new POSCharacter();
act.Position = position;