Stop having to call SetHeight again in ScenePresence.AddToPhysicalScene() when we've already passed size information to the avatar at PhysicsScene.AddAvatar()
Eliminate some copypasta for height setting in OdeCharacter0.7.2-post-fixes
parent
903da8acbd
commit
27644bcce6
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@ -1093,13 +1093,11 @@ namespace OpenSim.Region.Framework.Scenes
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/// <summary>
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/// Sets avatar height in the physics plugin
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/// </summary>
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/// <param name="height">New height of avatar</param>
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public void SetHeight(float height)
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{
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if (PhysicsActor != null && !IsChildAgent)
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{
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Vector3 SetSize = new Vector3(0.45f, 0.6f, height);
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PhysicsActor.Size = SetSize;
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}
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PhysicsActor.Size = new Vector3(0.45f, 0.6f, height);
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}
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/// <summary>
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@ -3311,14 +3309,11 @@ namespace OpenSim.Region.Framework.Scenes
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m_physicsActor = scene.AddAvatar(LocalId, Firstname + "." + Lastname, pVec,
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new Vector3(0f, 0f, m_appearance.AvatarHeight), isFlying);
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scene.AddPhysicsActorTaint(m_physicsActor);
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//m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
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m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
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m_physicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong
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m_physicsActor.SubscribeEvents(500);
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m_physicsActor.LocalID = LocalId;
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SetHeight(m_appearance.AvatarHeight);
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//PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
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PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
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PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong
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PhysicsActor.SubscribeEvents(500);
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PhysicsActor.LocalID = LocalId;
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}
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private void OutOfBoundsCall(Vector3 pos)
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@ -44,8 +44,9 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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private bool flying;
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private bool iscolliding;
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public BasicActor()
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public BasicActor(Vector3 size)
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{
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Size = size;
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}
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public override int PhysicsActorType
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@ -56,7 +56,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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}
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public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
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{
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BasicActor act = new BasicActor();
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BasicActor act = new BasicActor(size);
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act.Position = position;
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act.Flying = isFlying;
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_actors.Add(act);
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@ -200,9 +200,11 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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m_colliderarr[i] = false;
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}
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CAPSULE_LENGTH = (size.Z * 1.15f) - CAPSULE_RADIUS * 2.0f;
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//m_log.Info("[ODE CHARACTER]: " + CAPSULE_LENGTH.ToString());
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m_tainted_CAPSULE_LENGTH = CAPSULE_LENGTH;
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// We can set taint and actual to be the same here, since the entire character will be set up when the
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// m_tainted_isPhysical is processed.
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SetTaintedCapsuleLength(size);
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CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH;
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m_isPhysical = false; // current status: no ODE information exists
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m_tainted_isPhysical = true; // new tainted status: need to create ODE information
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@ -463,24 +465,28 @@ namespace OpenSim.Region.Physics.OdePlugin
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get { return new Vector3(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); }
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set
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{
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if (value.IsFinite())
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{
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m_pidControllerActive = true;
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Vector3 SetSize = value;
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m_tainted_CAPSULE_LENGTH = (SetSize.Z * 1.15f) - CAPSULE_RADIUS * 2.0f;
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// m_log.Info("[ODE CHARACTER]: " + CAPSULE_LENGTH);
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SetTaintedCapsuleLength(value);
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// If we reset velocity here, then an avatar stalls when it crosses a border for the first time
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// (as the height of the new root agent is set).
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// Velocity = Vector3.Zero;
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_parent_scene.AddPhysicsActorTaint(this);
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}
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else
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{
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m_log.WarnFormat("[ODE CHARACTER]: Got a NaN Size from Scene on {0}", Name);
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}
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_parent_scene.AddPhysicsActorTaint(this);
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}
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}
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private void SetTaintedCapsuleLength(Vector3 size)
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{
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if (size.IsFinite())
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{
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m_pidControllerActive = true;
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m_tainted_CAPSULE_LENGTH = (size.Z * 1.15f) - CAPSULE_RADIUS * 2.0f;
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// m_log.Info("[ODE CHARACTER]: " + CAPSULE_LENGTH);
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}
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else
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{
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m_log.WarnFormat("[ODE CHARACTER]: Got a NaN Size for {0} in {1}", Name, _parent_scene.Name);
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}
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}
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