Thank you Teravus, very much, for a 'jump', 'crouch' and 'inertia' patch for all three physics plugins.
parent
98b238cf6b
commit
33d6222e8d
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@ -613,12 +613,27 @@ namespace OpenSim.Region.Environment.Scenes
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}
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else
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{
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SendAnimPack(Animations.AnimsLLUUID["WALK"], 1);
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if (((m_movementflag & (uint)MainAvatar.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) && PhysicsActor.IsColliding)
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{
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SendAnimPack(Animations.AnimsLLUUID["CROUCHWALK"], 1);
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}
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else
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{
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SendAnimPack(Animations.AnimsLLUUID["WALK"], 1);
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}
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}
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}
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else
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{
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SendAnimPack(Animations.AnimsLLUUID["STAND"], 1);
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if (((m_movementflag & (uint)MainAvatar.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) && PhysicsActor.IsColliding)
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{
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SendAnimPack(Animations.AnimsLLUUID["CROUCH"], 1);
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}
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else
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{
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SendAnimPack(Animations.AnimsLLUUID["STAND"], 1);
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}
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}
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}
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}
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@ -638,7 +653,21 @@ namespace OpenSim.Region.Environment.Scenes
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direc = direc*((0.03f)*128f);
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if (m_physicsActor.Flying)
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direc *= 4;
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{ direc *= 4; }
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else
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{
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if (!m_physicsActor.Flying && m_physicsActor.IsColliding)
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{
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//direc.z *= 40;
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if (direc.z > 2.0f)
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{
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direc.z *= 3;
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//System.Console.WriteLine("Jump");
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SendAnimPack(Animations.AnimsLLUUID["PRE_JUMP"], 1);
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}
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}
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}
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newVelocity.X = direc.x;
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newVelocity.Y = direc.y;
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@ -867,7 +896,7 @@ namespace OpenSim.Region.Environment.Scenes
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protected void CheckForSignificantMovement()
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{
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if (AbsolutePosition.GetDistanceTo(posLastSignificantMove) > 2.0)
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if (AbsolutePosition.GetDistanceTo(posLastSignificantMove) > 0.02)
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{
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posLastSignificantMove = AbsolutePosition;
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if (OnSignificantClientMovement != null)
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@ -982,6 +1011,8 @@ namespace OpenSim.Region.Environment.Scenes
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NewForce force = m_forcesList[i];
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m_updateflag = true;
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Velocity = new LLVector3(force.X, force.Y, force.Z);
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m_newForce = true;
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}
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@ -177,6 +177,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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private PhysicsVector _velocity;
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private PhysicsVector _acceleration;
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private bool flying;
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private bool iscolliding;
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public BasicActor()
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{
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@ -191,6 +192,12 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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set { flying = value; }
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}
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public override bool IsColliding
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{
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get { return iscolliding; }
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set { iscolliding = value; }
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}
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public override PhysicsVector Position
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{
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get { return _position; }
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@ -239,4 +246,4 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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{
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}
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}
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}
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}
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@ -643,6 +643,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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private PhysicsVector _acceleration;
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private AxiomQuaternion _orientation;
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private bool flying;
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private bool iscolliding = false;
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private RigidBody rigidBody;
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public Vector3 RigidBodyPosition
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@ -773,6 +774,11 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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get { return flying; }
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set { flying = value; }
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}
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public override bool IsColliding
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{
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get { return iscolliding; }
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set { iscolliding = value; }
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}
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public void SetAcceleration(PhysicsVector accel)
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{
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@ -913,6 +919,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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private BulletXScene _parent_scene;
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//_physical value will be linked with the prim object value
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private Boolean _physical = false;
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private Boolean iscolliding = false;
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public Vector3 RigidBodyPosition
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{
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@ -1060,6 +1067,11 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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set { }
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}
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public override bool IsColliding
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{
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get { return iscolliding; }
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set { iscolliding = value; }
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}
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public Boolean Physical
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{
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get { return _physical; }
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@ -1304,4 +1316,4 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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return height;
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}
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}
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}
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}
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@ -59,6 +59,8 @@ namespace OpenSim.Region.Physics.Manager
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public abstract Quaternion Orientation { get; set; }
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public abstract bool Flying { get; set; }
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public abstract bool IsColliding { get; set; }
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public abstract bool Kinematic { get; set; }
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@ -103,6 +105,11 @@ namespace OpenSim.Region.Physics.Manager
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get { return false; }
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set { return; }
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}
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public override bool IsColliding
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{
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get { return false; }
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set { return; }
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}
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public override bool Kinematic
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{
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@ -120,4 +127,4 @@ namespace OpenSim.Region.Physics.Manager
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return;
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}
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}
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}
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}
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@ -83,8 +83,10 @@ namespace OpenSim.Region.Physics.OdePlugin
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private List<OdeCharacter> _characters = new List<OdeCharacter>();
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private List<OdePrim> _prims = new List<OdePrim>();
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public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
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public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>();
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private d.ContactGeom[] contacts = new d.ContactGeom[30];
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private d.Contact contact;
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private PhysicsActor PANull = new NullPhysicsActor();
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private float step_time = 0.0f;
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public IntPtr world;
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public IntPtr space;
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@ -117,36 +119,33 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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_heightmap = new double[258*258];
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}
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// This function blatantly ripped off from BoxStack.cs
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private void near(IntPtr space, IntPtr g1, IntPtr g2)
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{
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// no lock here! It's invoked from within Simulate(), which is thread-locked
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if (g1 == g2)
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return; // Can't collide with yourself
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IntPtr b1 = d.GeomGetBody(g1);
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IntPtr b2 = d.GeomGetBody(g2);
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if (g1 == g2)
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return; // Can't collide with yourself
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if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
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return;
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d.GeomClassID id = d.GeomGetClass(g1);
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if (id == d.GeomClassID.TriMeshClass)
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{
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String name1 = null;
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String name2 = null;
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if (!geom_name_map.TryGetValue(g1, out name1))
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{
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name1 = "null";
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}
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if (!geom_name_map.TryGetValue(g2, out name2))
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{
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name2 = "null";
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}
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// MainLog.Instance.Verbose("near: A collision was detected between {1} and {2}", 0, name1, name2);
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// MainLog.Instance.Verbose("near: A collision was detected between {1} and {2}", 0, name1, name2);
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//System.Console.WriteLine("near: A collision was detected between {1} and {2}", 0, name1, name2);
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}
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int count = d.Collide(g1, g2, contacts.GetLength(0), contacts, d.ContactGeom.SizeOf);
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@ -155,6 +154,22 @@ namespace OpenSim.Region.Physics.OdePlugin
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contact.geom = contacts[i];
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IntPtr joint = d.JointCreateContact(world, contactgroup, ref contact);
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d.JointAttach(joint, b1, b2);
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PhysicsActor p1;
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PhysicsActor p2;
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if (!actor_name_map.TryGetValue(g1, out p1))
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{
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p1 = PANull;
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}
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if (!actor_name_map.TryGetValue(g2, out p2))
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{
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p2 = PANull;
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}
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p1.IsColliding = true;
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p2.IsColliding = true;
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//System.Console.WriteLine("near: A collision was detected between {1} and {2}", 0, name1, name2);
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}
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}
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@ -162,10 +177,19 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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foreach (OdeCharacter chr in _characters)
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{
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chr.IsColliding = false;
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}
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foreach (OdeCharacter chr in _characters)
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{
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d.SpaceCollide2(space, chr.Shell, IntPtr.Zero, nearCallback);
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foreach (OdeCharacter ch2 in _characters)
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/// should be a separate space -- lots of avatars will be N**2 slow
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{
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{
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d.SpaceCollide2(chr.Shell, ch2.Shell, IntPtr.Zero, nearCallback);
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}
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}
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@ -333,8 +357,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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foreach (OdeCharacter actor in _characters)
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{
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actor.Move(timeStep);
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actor.Move(timeStep);
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}
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collision_optimized();
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d.WorldQuickStep(world, ODE_STEPSIZE);
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d.JointGroupEmpty(contactgroup);
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@ -457,6 +482,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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public static float CAPSULE_RADIUS = 0.5f;
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public static float CAPSULE_LENGTH = 0.9f;
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private bool flying = false;
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private bool iscolliding = false;
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private bool jumping = false;
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//private float gravityAccel;
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public IntPtr Body;
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private OdeScene _parent_scene;
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@ -480,6 +507,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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d.GeomSetBody(Shell, Body);
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}
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parent_scene.geom_name_map[Shell] = avName;
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parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
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}
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public override bool Flying
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@ -487,7 +515,12 @@ namespace OpenSim.Region.Physics.OdePlugin
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get { return flying; }
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set { flying = value; }
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}
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public override bool IsColliding
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{
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get { return iscolliding; }
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set
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{iscolliding = value;}
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}
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public override PhysicsVector Position
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{
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get { return _position; }
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@ -538,12 +571,35 @@ namespace OpenSim.Region.Physics.OdePlugin
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public override void AddForce(PhysicsVector force)
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{
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}
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_target_velocity.X += force.X;
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_target_velocity.Y += force.Y;
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_target_velocity.Z += force.Z;
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}
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public void doForce(PhysicsVector force)
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{
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d.BodyAddForce(Body, force.X, force.Y, force.Z);
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// ok -- let's stand up straight!
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d.Vector3 feet;
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d.Vector3 head;
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d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet);
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d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head);
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float posture = head.Z - feet.Z;
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// restoring force proportional to lack of posture:
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float servo = (2.5f - posture) * POSTURE_SERVO;
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d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
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d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
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}
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public override void SetMomentum(PhysicsVector momentum)
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{
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}
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}
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public void Move(float timeStep)
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{
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// no lock; for now it's only called from within Simulate()
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@ -551,7 +607,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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d.Vector3 vel = d.BodyGetLinearVel(Body);
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// if velocity is zero, use position control; otherwise, velocity control
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if (_target_velocity.X == 0.0f & _target_velocity.Y == 0.0f & _target_velocity.Z == 0.0f)
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if (_target_velocity.X == 0.0f & _target_velocity.Y == 0.0f & _target_velocity.Z == 0.0f & iscolliding)
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{
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// keep track of where we stopped. No more slippin' & slidin'
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if (!_zeroFlag)
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@ -569,9 +625,19 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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else
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{
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_zeroFlag = false;
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vec.X = (_target_velocity.X - vel.X)*PID_D;
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vec.Y = (_target_velocity.Y - vel.Y)*PID_D;
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if (iscolliding || flying)
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{
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vec.X = (_target_velocity.X - vel.X) * PID_D;
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vec.Y = (_target_velocity.Y - vel.Y) * PID_D;
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}
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if (iscolliding && !flying && _target_velocity.Z > 0.0f)
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{
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d.Vector3 pos = d.BodyGetPosition(Body);
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vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P;
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}
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if (flying)
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{
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vec.Z = (_target_velocity.Z - vel.Z)*PID_D;
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@ -581,19 +647,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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vec.Z += 10.0f;
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}
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d.BodyAddForce(Body, vec.X, vec.Y, vec.Z);
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// ok -- let's stand up straight!
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d.Vector3 feet;
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d.Vector3 head;
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d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet);
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d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head);
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float posture = head.Z - feet.Z;
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// restoring force proportional to lack of posture:
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float servo = (2.5f - posture)*POSTURE_SERVO;
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d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
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d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
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doForce(vec);
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}
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public void UpdatePositionAndVelocity()
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@ -649,6 +703,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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private OdeScene _parent_scene;
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public IntPtr prim_geom;
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public IntPtr _triMeshData;
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private bool iscolliding = false;
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public OdePrim(String primName, OdeScene parent_scene, PhysicsVector pos, PhysicsVector size,
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Quaternion rotation, Mesh mesh, PrimitiveBaseShape pbs)
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@ -661,6 +716,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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_mesh = mesh;
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_pbs = pbs;
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_parent_scene = parent_scene;
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lock (OdeScene.OdeLock)
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{
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@ -681,6 +737,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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myrot.Z = rotation.z;
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d.GeomSetQuaternion(prim_geom, ref myrot);
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parent_scene.geom_name_map[prim_geom] = primName;
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parent_scene.actor_name_map[prim_geom] = (PhysicsActor) this;
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// don't do .add() here; old geoms get recycled with the same hash
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}
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}
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@ -708,6 +765,13 @@ namespace OpenSim.Region.Physics.OdePlugin
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set { }
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}
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public override bool IsColliding
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{
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get { return iscolliding; }
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set { iscolliding = value; }
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}
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public override PhysicsVector Position
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{
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get { return _position; }
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@ -793,4 +857,4 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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}
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}
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}
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}
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@ -182,6 +182,7 @@ namespace OpenSim.Region.Physics.PhysXPlugin
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private PhysicsVector _acceleration;
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private NxCharacter _character;
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private bool flying;
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private bool iscolliding = false;
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private float gravityAccel;
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public PhysXCharacter(NxCharacter character)
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@ -197,6 +198,11 @@ namespace OpenSim.Region.Physics.PhysXPlugin
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get { return flying; }
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set { flying = value; }
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}
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public override bool IsColliding
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{
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get { return iscolliding; }
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set { iscolliding = value; }
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}
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public override PhysicsVector Position
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{
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|
@ -305,7 +311,14 @@ namespace OpenSim.Region.Physics.PhysXPlugin
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}
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set { }
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}
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||||
public override bool IsColliding
|
||||
{
|
||||
get
|
||||
{
|
||||
return false; //no flying prims for you
|
||||
}
|
||||
set { }
|
||||
}
|
||||
public override PhysicsVector Position
|
||||
{
|
||||
get
|
||||
|
@ -379,4 +392,4 @@ namespace OpenSim.Region.Physics.PhysXPlugin
|
|||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -8,4 +8,7 @@
|
|||
<animation name="WALK">6ed24bd8-91aa-4b12-ccc7-c97c857ab4e0</animation>
|
||||
<animation name="FLY">aec4610c-757f-bc4e-c092-c6e9caf18daf</animation>
|
||||
<animation name="SIT">1a5fe8ac-a804-8a5d-7cbd-56bd83184568</animation>
|
||||
<animation name="PRE_JUMP">7a4e87fe-de39-6fcb-6223-024b00893244</animation>
|
||||
<animation name="CROUCH">201f3fdf-cb1f-dbec-201f-7333e328ae7c</animation>
|
||||
<animation name="CROUCHWALK">47f5f6fb-22e5-ae44-f871-73aaaf4a6022</animation>
|
||||
</animations>
|
||||
|
|
Loading…
Reference in New Issue