added avatar updates for physics movement -- fixes gravity & avatar collision (ODE)
parent
907918e68e
commit
86e3fc3da2
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@ -251,7 +251,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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{
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if (phyScene.IsThreaded)
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if (phyScene.IsThreaded)
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{
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{
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phyScene.GetResults();
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phyScene.GetResults(); /// no engines implement this, and what does it have to do with threading? possible DEAD CODE
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}
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}
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List<EntityBase> moveEntities = new List<EntityBase>(Entities.Values);
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List<EntityBase> moveEntities = new List<EntityBase>(Entities.Values);
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@ -72,6 +72,7 @@ namespace OpenSim.Region.Environment.Scenes
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private IScenePresenceBody m_body;
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private IScenePresenceBody m_body;
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private Vector3[] Dir_Vectors = new Vector3[6];
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private Vector3[] Dir_Vectors = new Vector3[6];
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private libsecondlife.LLVector3 lastPhysPos = new libsecondlife.LLVector3();
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private enum Dir_ControlFlags
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private enum Dir_ControlFlags
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{
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{
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DIR_CONTROL_FLAG_FOWARD = MainAvatar.ControlFlags.AGENT_CONTROL_AT_POS,
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DIR_CONTROL_FLAG_FOWARD = MainAvatar.ControlFlags.AGENT_CONTROL_AT_POS,
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@ -470,11 +471,15 @@ namespace OpenSim.Region.Environment.Scenes
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if (this.childAgent == false)
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if (this.childAgent == false)
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{
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{
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/// check for user movement 'forces' (ie commands to move)
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if (this.newForce)
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if (this.newForce)
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{
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{
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this.SendTerseUpdateToALLClients();
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this.SendTerseUpdateToALLClients();
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_updateCount = 0;
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_updateCount = 0;
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}
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}
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/// check for scripted movement (?)
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else if (movementflag != 0)
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else if (movementflag != 0)
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{
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{
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_updateCount++;
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_updateCount++;
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@ -485,6 +490,13 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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}
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}
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/// check for physics-related movement
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else if (this.lastPhysPos.GetDistanceTo(this.AbsolutePosition) > 0.02 )
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{
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this.SendTerseUpdateToALLClients();
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_updateCount = 0;
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this.lastPhysPos = this.AbsolutePosition;
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}
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this.CheckForSignificantMovement();
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this.CheckForSignificantMovement();
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this.CheckForBorderCrossing();
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this.CheckForBorderCrossing();
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