Stop the avatar stalling on its first boarder cross when using the ODE plugin
When upgrading the previously child agent to a root, the code was setting the Size parameter on the ODECharacter PhysicsActor. This in turn reset Velocity, which cause the border stall. I'm fixing this by commenting out the Velocity = Vector3.Zero lines since they don't appear to play a useful purposeremove-scene-viewer
parent
adfe713b43
commit
6f542f73d4
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@ -469,6 +469,10 @@ namespace OpenSim.Region.Framework.Scenes
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if (actor != null)
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if (actor != null)
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{
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{
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m_pos = actor.Position;
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m_pos = actor.Position;
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Set position {0} for {1} in {2} via getting AbsolutePosition!",
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// m_pos, Name, Scene.RegionInfo.RegionName);
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}
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}
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else
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else
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{
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{
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@ -544,8 +548,14 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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PhysicsActor actor = m_physicsActor;
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PhysicsActor actor = m_physicsActor;
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if (actor != null)
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if (actor != null)
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{
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m_velocity = actor.Velocity;
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m_velocity = actor.Velocity;
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Set velocity {0} for {1} in {2} via getting Velocity!",
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// m_velocity, Name, Scene.RegionInfo.RegionName);
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}
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return m_velocity;
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return m_velocity;
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}
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}
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set
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set
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@ -464,10 +464,12 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_pidControllerActive = true;
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m_pidControllerActive = true;
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Vector3 SetSize = value;
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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_tainted_CAPSULE_LENGTH = (SetSize.Z * 1.15f) - CAPSULE_RADIUS * 2.0f;
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//m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
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// m_log.Info("[SIZE]: " + CAPSULE_LENGTH);
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Velocity = Vector3.Zero;
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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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_parent_scene.AddPhysicsActorTaint(this);
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}
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}
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@ -785,6 +787,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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{
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m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
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m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
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}
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}
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// m_log.DebugFormat("[PHYSICS]: Set target velocity of {0}", _target_velocity);
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}
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}
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}
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}
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@ -1325,7 +1329,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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{
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if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
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if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
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{
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{
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// m_log.DebugFormat("[PHYSICS]: Changing capsule size");
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m_pidControllerActive = true;
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m_pidControllerActive = true;
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// no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate()
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// no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate()
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d.JointDestroy(Amotor);
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d.JointDestroy(Amotor);
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@ -1336,7 +1341,10 @@ namespace OpenSim.Region.Physics.OdePlugin
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d.GeomDestroy(Shell);
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d.GeomDestroy(Shell);
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AvatarGeomAndBodyCreation(_position.X, _position.Y,
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AvatarGeomAndBodyCreation(_position.X, _position.Y,
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_position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
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_position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
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Velocity = Vector3.Zero;
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// As with Size, we reset velocity. However, this isn't strictly necessary since it doesn't
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// appear to stall initial region crossings when done here. Being done for consistency.
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// Velocity = Vector3.Zero;
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_parent_scene.geom_name_map[Shell] = m_name;
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_parent_scene.geom_name_map[Shell] = m_name;
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_parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
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_parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
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@ -1361,7 +1369,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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_position.Z = m_taintPosition.Z;
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_position.Z = m_taintPosition.Z;
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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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internal void AddCollisionFrameTime(int p)
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internal void AddCollisionFrameTime(int p)
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