fix let other phys plugins work.. broken when added feetOffset
parent
9a253c7c04
commit
28ea08c3e2
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@ -147,15 +147,9 @@ namespace OpenSim.Region.Physics.Manager
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return ret;
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}
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public virtual PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size,float feetOffset, bool isFlying)
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public virtual PhysicsActor AddAvatar(uint localID, string avName, Vector3 position, Vector3 size, float feetOffset, bool isFlying)
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{
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return null;
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}
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public virtual PhysicsActor AddAvatar(uint localID,string avName, Vector3 position, Vector3 size, float feetOffset, bool isFlying)
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{
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PhysicsActor ret = AddAvatar(avName, position, size,feetOffset, isFlying);
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if (ret != null) ret.LocalID = localID;
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PhysicsActor ret = AddAvatar(localID, avName, position, size, isFlying);
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return ret;
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}
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@ -165,9 +165,10 @@ namespace OpenSim.Region.Physics.OdePlugin
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public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, Vector3 pSize, float pfeetOffset, float density, float walk_divisor, float rundivisor)
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public OdeCharacter(uint localID, String avName, OdeScene parent_scene, Vector3 pos, Vector3 pSize, float pfeetOffset, float density, float walk_divisor, float rundivisor)
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{
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m_uuid = UUID.Random();
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m_localID = localID;
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timeStep = parent_scene.ODE_STEPSIZE;
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invtimeStep = 1 / timeStep;
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@ -1209,7 +1210,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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d.AABB aabb;
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d.GeomGetAABB(feetbox, out aabb);
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float chrminZ = aabb.MinZ - 0.02f; // move up a bit
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float chrminZ = aabb.MinZ; ; // move up a bit
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Vector3 posch = localpos;
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float ftmp;
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@ -1252,7 +1253,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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contact.PenetrationDepth = depth;
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contact.Position.X = localpos.X;
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contact.Position.Y = localpos.Y;
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contact.Position.Z = chrminZ;
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contact.Position.Z = terrainheight;
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contact.SurfaceNormal.X = 0.0f;
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contact.SurfaceNormal.Y = 0.0f;
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contact.SurfaceNormal.Z = -1f;
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@ -1251,13 +1251,13 @@ namespace OpenSim.Region.Physics.OdePlugin
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#region Add/Remove Entities
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public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, float feetOffset, bool isFlying)
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public override PhysicsActor AddAvatar(uint localID, string avName, Vector3 position, Vector3 size, float feetOffset, bool isFlying)
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{
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Vector3 pos;
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pos.X = position.X;
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pos.Y = position.Y;
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pos.Z = position.Z;
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OdeCharacter newAv = new OdeCharacter(avName, this, pos, size, feetOffset, avDensity, avMovementDivisorWalk, avMovementDivisorRun);
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OdeCharacter newAv = new OdeCharacter(localID,avName, this, pos, size, feetOffset, avDensity, avMovementDivisorWalk, avMovementDivisorRun);
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newAv.Flying = isFlying;
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newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
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