* Added a lot of Glue to help with reporting proper collisions.
* ODE - Fixed the iscolliding property to report a static true when colliding. * Added reporting of collisions to call UpdateMovementAnimations * Added Jump - air animation (with arms outstretched). * Added Fall Animations * ODE - Added a small amount of X, Y motion control while jumping or Falling * ODE - Avatar movement animations are still a bit odd sometimes, and had to get this up there.afrisby
parent
b9e971cda9
commit
5952441fcc
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@ -52,6 +52,7 @@ namespace OpenSim.Region.Environment.Scenes
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private uint m_requestedSitTargetID = 0;
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private LLVector3 m_requestedSitOffset = new LLVector3();
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private float m_sitAvatarHeight = 2.0f;
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private bool m_oldColliding = true;
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private bool m_isTyping = false;
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@ -388,6 +389,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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m_scene.PhysScene.RemoveAvatar(PhysicsActor);
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m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
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m_physicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
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PhysicsActor = null;
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}
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}
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@ -407,6 +409,7 @@ namespace OpenSim.Region.Environment.Scenes
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/// </summary>
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public void StopMovement()
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{
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int x = 0;
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}
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public void AddNeighbourRegion(ulong regionHandle)
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@ -497,6 +500,8 @@ namespace OpenSim.Region.Environment.Scenes
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Vector3 agent_control_v3 = new Vector3(0, 0, 0);
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Quaternion q = new Quaternion(bodyRotation.W, bodyRotation.X, bodyRotation.Y, bodyRotation.Z);
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bool oldflying = PhysicsActor.Flying;
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PhysicsActor.Flying = ((flags & (uint) MainAvatar.ControlFlags.AGENT_CONTROL_FLY) != 0);
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if (PhysicsActor.Flying != oldflying)
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{
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@ -651,11 +656,22 @@ namespace OpenSim.Region.Environment.Scenes
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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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if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z > 6)
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{
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SendAnimPack(Animations.AnimsLLUUID["FALLDOWN"], 1);
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}
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else if (!PhysicsActor.IsColliding && Velocity.Z > 0)
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{
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SendAnimPack(Animations.AnimsLLUUID["JUMP"], 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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}
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else
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{
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if (((m_movementflag & (uint) MainAvatar.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) &&
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@ -668,10 +684,25 @@ namespace OpenSim.Region.Environment.Scenes
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SendAnimPack(Animations.AnimsLLUUID["TYPE"], 1);
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}
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else
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{
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if (!PhysicsActor.IsColliding && m_physicsActor.Velocity.Z > 6 && !m_physicsActor.Flying)
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{
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SendAnimPack(Animations.AnimsLLUUID["FALLDOWN"], 1);
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}
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else if (!PhysicsActor.IsColliding && Velocity.Z > 0 && !m_physicsActor.Flying)
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{
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SendAnimPack(Animations.AnimsLLUUID["JUMP"], 1);
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}
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else
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{
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if (!m_physicsActor.Flying)
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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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}
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}
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@ -702,6 +733,7 @@ namespace OpenSim.Region.Environment.Scenes
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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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SendAnimPack(Animations.AnimsLLUUID["JUMP"], 1);
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}
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}
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}
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@ -1115,8 +1147,16 @@ namespace OpenSim.Region.Environment.Scenes
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m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec);
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m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
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m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
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}
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private void PhysicsCollisionUpdate(EventArgs e)
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{
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bool isUserMoving = false;
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if (Velocity.X > 0 || Velocity.Y > 0)
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isUserMoving = true;
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UpdateMovementAnimations(isUserMoving);
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}
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internal void Close()
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{
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RemoveFromPhysicalScene();
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@ -196,6 +196,11 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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_position = new PhysicsVector();
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_acceleration = new PhysicsVector();
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}
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public override int PhysicsActorType
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{
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get { return (int)ActorTypes.Agent; }
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set { return; }
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}
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public override PhysicsVector RotationalVelocity
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{
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get { return m_rotationalVelocity; }
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@ -222,7 +227,16 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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get { return iscolliding; }
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set { iscolliding = value; }
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}
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public override bool CollidingGround
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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 CollidingObj
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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 PhysicsVector Position
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{
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get { return _position; }
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@ -705,6 +705,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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protected AxiomQuaternion _orientation;
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protected PhysicsVector m_rotationalVelocity = PhysicsVector.Zero;
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protected RigidBody rigidBody;
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protected int m_PhysicsActorType;
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private Boolean iscolliding = false;
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internal string _name;
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@ -784,6 +785,12 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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{
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get { return 0; }
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}
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public override int PhysicsActorType
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{
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get { return (int) m_PhysicsActorType; }
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set { m_PhysicsActorType = value; }
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}
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public RigidBody RigidBody
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{
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get { return rigidBody; }
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@ -814,6 +821,16 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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get { return iscolliding; }
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set { iscolliding = value; }
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}
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public override bool CollidingGround
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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 CollidingObj
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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 virtual void SetAcceleration(PhysicsVector accel)
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{
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lock (BulletXScene.BulletXLock)
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@ -956,7 +973,11 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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parent_scene.ddWorld.AddRigidBody(rigidBody);
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}
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}
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public override int PhysicsActorType
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{
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get { return (int)ActorTypes.Agent; }
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set { return; }
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}
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public override PhysicsVector Position
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{
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get { return base.Position; }
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@ -1103,7 +1124,11 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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CreateRigidBody(parent_scene, mesh, pos, size);
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}
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public override int PhysicsActorType
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{
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get { return (int)ActorTypes.Prim; }
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set { return; }
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}
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public override PhysicsVector Position
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{
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get { return base.Position; }
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@ -27,6 +27,8 @@
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*/
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using Axiom.Math;
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using OpenSim.Framework;
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using System;
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using System.Collections.Generic;
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namespace OpenSim.Region.Physics.Manager
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{
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@ -35,6 +37,59 @@ namespace OpenSim.Region.Physics.Manager
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public delegate void VelocityUpdate(PhysicsVector velocity);
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public delegate void OrientationUpdate(Quaternion orientation);
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public enum ActorTypes : int
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{
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Unknown = 0,
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Agent = 1,
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Prim = 2,
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Ground = 3
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}
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public class CollisionEventUpdate : EventArgs
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{
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// Raising the event on the object, so don't need to provide location.. further up the tree knows that info.
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public int m_colliderType;
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public bool m_startOrEnd;
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//public uint m_LocalID;
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public List<uint> m_objCollisionList;
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public CollisionEventUpdate(uint localID, int colliderType, bool startOrEnd, List<uint> objCollisionList)
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{
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m_colliderType = colliderType;
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m_startOrEnd = startOrEnd;
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m_objCollisionList = objCollisionList;
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}
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public CollisionEventUpdate(bool startOrEnd){
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m_colliderType = (int)ActorTypes.Unknown;
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m_startOrEnd = startOrEnd;
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m_objCollisionList = null;
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}
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public CollisionEventUpdate() {
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m_colliderType = (int)ActorTypes.Unknown;
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m_startOrEnd = false;
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m_objCollisionList = null;
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}
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public int collidertype{
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get {
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return m_colliderType;
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}
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set {
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m_colliderType = value;
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}
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}
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public bool startOrEnd {
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get {
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return m_startOrEnd;
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}
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set {
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m_startOrEnd = value;
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}
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}
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public void addCollider(uint localID) {
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m_objCollisionList.Add(localID);
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}
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}
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@ -43,12 +98,14 @@ namespace OpenSim.Region.Physics.Manager
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public abstract class PhysicsActor
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{
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public delegate void RequestTerseUpdate();
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public delegate void CollisionUpdate(EventArgs e);
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#pragma warning disable 67
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public event PositionUpdate OnPositionUpdate;
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public event VelocityUpdate OnVelocityUpdate;
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public event OrientationUpdate OnOrientationUpdate;
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public event RequestTerseUpdate OnRequestTerseUpdate;
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public event CollisionUpdate OnCollisionUpdate;
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#pragma warning restore 67
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public static PhysicsActor Null
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@ -74,6 +131,14 @@ namespace OpenSim.Region.Physics.Manager
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}
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}
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public virtual void SendCollisionUpdate(EventArgs e)
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{
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CollisionUpdate handler = OnCollisionUpdate;
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if (handler != null)
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{
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OnCollisionUpdate(e);
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}
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}
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public abstract PhysicsVector Position { get; set; }
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@ -83,6 +148,7 @@ namespace OpenSim.Region.Physics.Manager
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public abstract PhysicsVector Acceleration { get; }
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public abstract Quaternion Orientation { get; set; }
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public abstract int PhysicsActorType { get; set; }
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public abstract bool IsPhysical {get; set;}
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@ -91,6 +157,9 @@ namespace OpenSim.Region.Physics.Manager
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public abstract bool ThrottleUpdates { get; set; }
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public abstract bool IsColliding { get; set; }
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public abstract bool CollidingGround { get; set; }
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public abstract bool CollidingObj { get; set; }
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public abstract PhysicsVector RotationalVelocity { get; set; }
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public abstract bool Kinematic { get; set; }
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@ -107,7 +176,16 @@ namespace OpenSim.Region.Physics.Manager
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get { return PhysicsVector.Zero; }
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set { return; }
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}
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public override bool CollidingGround
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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 CollidingObj
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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 PhysicsVector Size
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{
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get { return PhysicsVector.Zero; }
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@ -161,6 +239,11 @@ 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 int PhysicsActorType
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{
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get { return (int)ActorTypes.Unknown; }
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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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@ -89,6 +89,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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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 d.Contact TerrainContact;
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private int m_physicsiterations = 10;
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private float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
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private PhysicsActor PANull = new NullPhysicsActor();
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@ -211,8 +212,13 @@ namespace OpenSim.Region.Physics.OdePlugin
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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(g2, 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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@ -220,6 +226,17 @@ namespace OpenSim.Region.Physics.OdePlugin
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// We only need to test p2 for 'jump crouch purposes'
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p2.IsColliding = true;
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switch(p1.PhysicsActorType) {
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case (int)ActorTypes.Agent:
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p2.CollidingObj = true;
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break;
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case (int)ActorTypes.Prim:
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p2.CollidingObj = true;
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break;
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case (int)ActorTypes.Unknown:
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p2.CollidingGround = true;
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break;
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}
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if (count > 3)
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{
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p2.ThrottleUpdates = true;
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@ -237,6 +254,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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chr.IsColliding = false;
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chr.CollidingGround = false;
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chr.CollidingObj = false;
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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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|
@ -308,11 +327,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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p = (OdePrim) prim;
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p.disableBody();
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}
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if (!((OdePrim)prim).prim_geom.Equals(null))
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{
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if (((OdePrim)prim).prim_geom != (IntPtr) 0)
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d.GeomDestroy(((OdePrim)prim).prim_geom);
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}
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_prims.Remove((OdePrim)prim);
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}
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|
@ -642,8 +659,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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public static float CAPSULE_LENGTH = 0.79f;
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private bool flying = false;
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private bool m_iscolliding = false;
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private bool m_wascolliding = false;
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private bool[] m_colliderarr = new bool[10];
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private bool[] m_colliderarr = new bool[11];
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|
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private bool jumping = false;
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//private float gravityAccel;
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|
@ -661,7 +679,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
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_acceleration = new PhysicsVector();
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_parent_scene = parent_scene;
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|
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for (int i = 0; i < 10; i++)
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for (int i = 0; i < 11; i++)
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{
|
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m_colliderarr[i] = false;
|
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}
|
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|
@ -679,7 +697,11 @@ namespace OpenSim.Region.Physics.OdePlugin
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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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|
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public override int PhysicsActorType
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{
|
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get { return (int)ActorTypes.Agent; }
|
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set { return; }
|
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}
|
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public override bool IsPhysical
|
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{
|
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get { return false; }
|
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|
@ -705,16 +727,16 @@ namespace OpenSim.Region.Physics.OdePlugin
|
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int truecount=0;
|
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int falsecount=0;
|
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|
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if (m_colliderarr.Length >= 6)
|
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if (m_colliderarr.Length >= 10)
|
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{
|
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for (i = 0; i < 6; i++)
|
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for (i = 0; i < 10; i++)
|
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{
|
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m_colliderarr[i] = m_colliderarr[i + 1];
|
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}
|
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}
|
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m_colliderarr[6] = value;
|
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m_colliderarr[10] = value;
|
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|
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for (i = 0; i < 7; i++)
|
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for (i = 0; i < 11; i++)
|
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{
|
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if (m_colliderarr[i])
|
||||
{
|
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|
@ -728,7 +750,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
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// Equal truecounts and false counts means we're colliding with something.
|
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|
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if (falsecount > truecount)
|
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if (falsecount > 1.2 * truecount)
|
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{
|
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m_iscolliding = false;
|
||||
}
|
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|
@ -736,8 +758,24 @@ namespace OpenSim.Region.Physics.OdePlugin
|
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{
|
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m_iscolliding = true;
|
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}
|
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if (m_wascolliding != m_iscolliding)
|
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{
|
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base.SendCollisionUpdate(new CollisionEventUpdate());
|
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}
|
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m_wascolliding = m_iscolliding;
|
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}
|
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}
|
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public override bool CollidingGround
|
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{
|
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get { return false; }
|
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set { return; }
|
||||
}
|
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public override bool CollidingObj
|
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{
|
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get { return false; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override PhysicsVector Position
|
||||
{
|
||||
get { return _position; }
|
||||
|
@ -869,7 +907,29 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
{
|
||||
d.Vector3 pos = d.BodyGetPosition(Body);
|
||||
vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P;
|
||||
if (_target_velocity.X > 0)
|
||||
{
|
||||
vec.X = ((_target_velocity.X - vel.X) / 1.2f) * PID_D;
|
||||
}
|
||||
if (_target_velocity.Y > 0)
|
||||
{
|
||||
vec.Y = ((_target_velocity.Y - vel.Y) / 1.2f) * PID_D;
|
||||
}
|
||||
}
|
||||
else if (!m_iscolliding && !flying)
|
||||
{
|
||||
d.Vector3 pos = d.BodyGetPosition(Body);
|
||||
if (_target_velocity.X > 0)
|
||||
{
|
||||
vec.X = ((_target_velocity.X - vel.X)/1.2f) * PID_D;
|
||||
}
|
||||
if (_target_velocity.Y > 0)
|
||||
{
|
||||
vec.Y = ((_target_velocity.Y - vel.Y)/1.2f) * PID_D;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
if (flying)
|
||||
{
|
||||
|
@ -1012,6 +1072,11 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
// don't do .add() here; old geoms get recycled with the same hash
|
||||
}
|
||||
}
|
||||
public override int PhysicsActorType
|
||||
{
|
||||
get { return (int)ActorTypes.Prim; }
|
||||
set { return; }
|
||||
}
|
||||
public void enableBody()
|
||||
{
|
||||
// Sets the geom to a body
|
||||
|
@ -1028,6 +1093,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
d.GeomSetBody(prim_geom, Body);
|
||||
d.BodySetAutoDisableFlag(Body, true);
|
||||
d.BodySetAutoDisableSteps(Body,20);
|
||||
|
||||
_parent_scene.addActivePrim(this);
|
||||
}
|
||||
public void setMass()
|
||||
|
@ -1122,6 +1188,16 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
get { return iscolliding; }
|
||||
set { iscolliding = value; }
|
||||
}
|
||||
public override bool CollidingGround
|
||||
{
|
||||
get { return false; }
|
||||
set { return; }
|
||||
}
|
||||
public override bool CollidingObj
|
||||
{
|
||||
get { return false; }
|
||||
set { return; }
|
||||
}
|
||||
public override bool ThrottleUpdates
|
||||
{
|
||||
get { return m_throttleUpdates; }
|
||||
|
|
|
@ -204,7 +204,11 @@ namespace OpenSim.Region.Physics.PhysXPlugin
|
|||
_acceleration = new PhysicsVector();
|
||||
_character = character;
|
||||
}
|
||||
|
||||
public override int PhysicsActorType
|
||||
{
|
||||
get { return (int)ActorTypes.Agent; }
|
||||
set { return; }
|
||||
}
|
||||
public override bool IsPhysical
|
||||
{
|
||||
get { return false; }
|
||||
|
@ -225,6 +229,16 @@ namespace OpenSim.Region.Physics.PhysXPlugin
|
|||
get { return iscolliding; }
|
||||
set { iscolliding = value; }
|
||||
}
|
||||
public override bool CollidingGround
|
||||
{
|
||||
get { return false; }
|
||||
set { return; }
|
||||
}
|
||||
public override bool CollidingObj
|
||||
{
|
||||
get { return false; }
|
||||
set { return; }
|
||||
}
|
||||
public override PhysicsVector RotationalVelocity
|
||||
{
|
||||
get { return m_rotationalVelocity; }
|
||||
|
@ -339,7 +353,11 @@ namespace OpenSim.Region.Physics.PhysXPlugin
|
|||
_acceleration = new PhysicsVector();
|
||||
_prim = prim;
|
||||
}
|
||||
|
||||
public override int PhysicsActorType
|
||||
{
|
||||
get { return (int)ActorTypes.Prim; }
|
||||
set { return; }
|
||||
}
|
||||
public override bool IsPhysical
|
||||
{
|
||||
get { return false; }
|
||||
|
@ -365,10 +383,20 @@ namespace OpenSim.Region.Physics.PhysXPlugin
|
|||
{
|
||||
get
|
||||
{
|
||||
return false; //no flying prims for you
|
||||
return false;
|
||||
}
|
||||
set { }
|
||||
}
|
||||
public override bool CollidingGround
|
||||
{
|
||||
get { return false; }
|
||||
set { return; }
|
||||
}
|
||||
public override bool CollidingObj
|
||||
{
|
||||
get { return false; }
|
||||
set { return; }
|
||||
}
|
||||
public override PhysicsVector Position
|
||||
{
|
||||
get
|
||||
|
|
|
@ -12,4 +12,6 @@
|
|||
<animation name="CROUCH">201f3fdf-cb1f-dbec-201f-7333e328ae7c</animation>
|
||||
<animation name="CROUCHWALK">47f5f6fb-22e5-ae44-f871-73aaaf4a6022</animation>
|
||||
<animation name="TYPE">c541c47f-e0c0-058b-ad1a-d6ae3a4584d9</animation>
|
||||
<animation name="FALLDOWN">666307d9-a860-572d-6fd4-c3ab8865c094</animation>
|
||||
<animation name="JUMP">2305bd75-1ca9-b03b-1faa-b176b8a8c49e</animation>
|
||||
</animations>
|
||||
|
|
Loading…
Reference in New Issue