Merge commit '20da04fd0c909a00c0cdc2585f242e95c868801a' into bigmerge
commit
747786aac0
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@ -4812,6 +4812,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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position = presence.OffsetPosition;
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velocity = presence.Velocity;
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acceleration = Vector3.Zero;
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// Interestingly, sending this to non-zero will cause the client's avatar to start moving & accelerating
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// in that direction, even though we don't model this on the server. Implementing this in the future
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// may improve movement smoothness.
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// acceleration = new Vector3(1, 0, 0);
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angularVelocity = Vector3.Zero;
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rotation = presence.Rotation;
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@ -202,10 +202,18 @@ namespace OpenSim.Region.Physics.Manager
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public virtual void SetMaterial (int material)
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{
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}
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/// <summary>
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/// Position of this actor.
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/// </summary>
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/// <remarks>
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/// Setting this directly moves the actor to a given position.
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/// Getting this retrieves the position calculated by physics scene updates, using factors such as velocity and
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/// collisions.
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/// </remarks>
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public abstract Vector3 Position { get; set; }
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public abstract float Mass { get; }
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public abstract Vector3 Force { get; set; }
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@ -215,11 +223,24 @@ namespace OpenSim.Region.Physics.Manager
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public abstract void VehicleRotationParam(int param, Quaternion rotation);
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public abstract void VehicleFlags(int param, bool remove);
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public abstract void SetVolumeDetect(int param); // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more
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/// <summary>
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/// Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more
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/// </summary>
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public abstract void SetVolumeDetect(int param);
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public abstract Vector3 GeometricCenter { get; }
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public abstract Vector3 CenterOfMass { get; }
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/// <summary>
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/// Velocity of this actor.
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/// </summary>
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/// <remarks>
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/// Setting this provides a target velocity for physics scene updates.
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/// Getting this returns the velocity calculated by physics scene updates, using factors such as target velocity,
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/// time to accelerate and collisions.
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/// </remarks>
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public abstract Vector3 Velocity { get; set; }
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public abstract Vector3 Torque { get; set; }
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public abstract float CollisionScore { get; set;}
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public abstract Vector3 Acceleration { get; }
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@ -886,7 +886,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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d.BodyAddForce(Body, force.X, force.Y, force.Z);
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//d.BodySetRotation(Body, ref m_StandUpRotation);
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//standupStraight();
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}
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}
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@ -901,7 +900,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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/// <param name="timeStep"></param>
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/// <param name="defects">
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/// If there is something wrong with the character (e.g. its position is non-finite)
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/// then it is added to this list. The ODE structures associated with it are also destroyed.</param>
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/// then it is added to this list. The ODE structures associated with it are also destroyed.
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/// </param>
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public void Move(float timeStep, List<OdeCharacter> defects)
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{
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// no lock; for now it's only called from within Simulate()
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@ -995,6 +995,10 @@ namespace OpenSim.Region.Physics.OdePlugin
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// we're in mid air suspended
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vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D / 6);
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vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D / 6);
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// m_log.DebugFormat(
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// "[ODE CHARACTER]: !m_iscolliding && flying, vec {0}, _target_velocity {1}, movementdivisor {2}, vel {3}",
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// vec, _target_velocity, movementdivisor, vel);
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}
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if (m_iscolliding && !flying && _target_velocity.Z > 0.0f)
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@ -1167,7 +1171,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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/// <summary>
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/// Used internally to destroy the ODE structures associated with this character.
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/// </summary>
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public void DestroyOdeStructures()
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private void DestroyOdeStructures()
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{
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// destroy avatar capsule and related ODE data
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if (Amotor != IntPtr.Zero)
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