revert to capsule representation of avatar collider
parent
748fc66ef1
commit
9654b81b2d
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@ -95,10 +95,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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private float m_feetOffset = 0;
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private float feetOff = 0;
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private float feetSZ = 0.5f;
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const float feetScale = 0.8f;
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private float boneOff = 0;
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private float m_lastVelocitySqr = 0;
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public float walkDivisor = 1.3f;
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public float runDivisor = 0.8f;
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@ -110,7 +107,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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private bool _zeroFlag = false;
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private int m_requestedUpdateFrequency = 0;
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private uint m_localID = 0;
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public bool m_returnCollisions = false;
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// taints and their non-tainted counterparts
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@ -127,7 +123,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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int m_colliderfilter = 0;
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int m_colliderGroundfilter = 0;
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int m_colliderObjectfilter = 0;
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bool m_collisionException = false;
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// Default we're a Character
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private CollisionCategories m_collisionCategories = (CollisionCategories.Character);
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@ -140,9 +135,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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// we do land collisions not ode | CollisionCategories.Land);
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public IntPtr Body = IntPtr.Zero;
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private OdeScene _parent_scene;
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private IntPtr topbox = IntPtr.Zero;
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private IntPtr midbox = IntPtr.Zero;
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private IntPtr feetbox = IntPtr.Zero;
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private IntPtr capsule = IntPtr.Zero;
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private IntPtr bbox = IntPtr.Zero;
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public IntPtr collider = IntPtr.Zero;
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@ -150,9 +143,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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public d.Mass ShellMass;
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public int m_eventsubscription = 0;
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private int m_cureventsubscription = 0;
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private CollisionEventUpdate CollisionEventsThisFrame = null;
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@ -214,8 +204,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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// force lower density for testing
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m_density = 3.0f;
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m_density *= 1.4f; // scale to have mass similar to capsule
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mu = parent_scene.AvatarFriction;
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walkDivisor = walk_divisor;
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@ -704,58 +692,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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AddChange(changes.Momentum, momentum);
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}
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private void ajustCollider()
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{
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float vq = _velocity.LengthSquared();
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if (m_lastVelocitySqr != vq)
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{
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m_lastVelocitySqr = vq;
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if (vq > 100.0f)
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{
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Vector3 off = _velocity;
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float t = 0.5f * timeStep;
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off = off * t;
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d.Quaternion qtmp;
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d.GeomCopyQuaternion(bbox, out qtmp);
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Quaternion q;
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q.X = qtmp.X;
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q.Y = qtmp.Y;
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q.Z = qtmp.Z;
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q.W = qtmp.W;
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off *= Quaternion.Conjugate(q);
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d.GeomSetOffsetPosition(bbox, off.X, off.Y, off.Z);
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off.X = 2.0f * (m_size.X + Math.Abs(off.X));
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off.Y = 2.0f * (m_size.Y + Math.Abs(off.Y));
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off.Z = m_size.Z + 2.0f * Math.Abs(off.Z);
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d.GeomBoxSetLengths(bbox, off.X, off.Y, off.Z);
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d.GeomSetCategoryBits(bbox, (uint)m_collisionCategories);
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d.GeomSetCollideBits(bbox, (uint)m_collisionFlags);
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d.GeomSetCategoryBits(topbox, 0);
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d.GeomSetCollideBits(topbox, 0);
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d.GeomSetCategoryBits(midbox, 0);
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d.GeomSetCollideBits(midbox, 0);
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d.GeomSetCategoryBits(feetbox, 0);
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d.GeomSetCollideBits(feetbox, 0);
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}
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else
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{
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d.GeomSetCategoryBits(bbox, 0);
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d.GeomSetCollideBits(bbox, 0);
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d.GeomSetCategoryBits(topbox, (uint)m_collisionCategories);
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d.GeomSetCollideBits(topbox, (uint)m_collisionFlags);
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d.GeomSetCategoryBits(midbox, (uint)m_collisionCategories);
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d.GeomSetCollideBits(midbox, (uint)m_collisionFlags);
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d.GeomSetCategoryBits(feetbox, (uint)m_collisionCategories);
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d.GeomSetCollideBits(feetbox, (uint)m_collisionFlags);
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}
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uint cat1 = d.GeomGetCategoryBits(bbox);
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uint col1 = d.GeomGetCollideBits(bbox);
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}
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}
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private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ)
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{
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@ -764,37 +700,14 @@ namespace OpenSim.Region.Physics.OdePlugin
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float sy = m_size.Y;
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float sz = m_size.Z;
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float topsx = sx * 0.9f;
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float midsx = sx;
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float feetsx = sx * feetScale;
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float bonesx = sx * 0.2f;
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float bot = -sz * 0.5f + m_feetOffset;
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boneOff = bot + 0.3f;
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float topsy = sy * 0.4f;
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float midsy = sy;
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float feetsy = sy * feetScale * 0.8f;
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float bonesy = feetsy * 0.2f;
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float topsz = sz * 0.15f;
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float feetsz = sz * 0.45f;
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if (feetsz > 0.6f)
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feetsz = 0.6f;
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float midsz = sz - topsz - feetsz;
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float bonesz = sz;
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float bot = -sz * 0.5f + m_feetOffset;
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boneOff = bot + 0.3f;
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float feetz = bot + feetsz * 0.5f;
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bot += feetsz;
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feetOff = bot;
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feetSZ = feetsz;
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float midz = bot + midsz * 0.5f;
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bot += midsz;
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float topz = bot + topsz * 0.5f;
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feetOff = bot + feetsz;
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_parent_scene.waitForSpaceUnlock(_parent_scene.CharsSpace);
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@ -805,9 +718,13 @@ namespace OpenSim.Region.Physics.OdePlugin
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d.GeomSetCategoryBits(collider, (uint)m_collisionCategories);
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d.GeomSetCollideBits(collider, (uint)m_collisionFlags);
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feetbox = d.CreateBox(collider, feetsx, feetsy, feetsz);
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midbox = d.CreateBox(collider, midsx, midsy, midsz);
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topbox = d.CreateBox(collider, topsx, topsy, topsz);
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float r = m_size.X;
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if (m_size.Y > r)
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r = m_size.Y;
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float l = m_size.Z - r;
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r *= 0.5f;
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capsule = d.CreateCapsule(collider, r, l);
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bbox = d.CreateBox(collider, m_size.X, m_size.Y, m_size.Z);
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m_mass = m_density * m_size.X * m_size.Y * m_size.Z; // update mass
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@ -820,12 +737,10 @@ namespace OpenSim.Region.Physics.OdePlugin
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Body = d.BodyCreate(_parent_scene.world);
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_zeroFlag = false;
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m_collisionException = false;
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m_pidControllerActive = true;
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m_freemove = false;
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_velocity = Vector3.Zero;
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m_lastVelocitySqr = 0;
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d.BodySetAutoDisableFlag(Body, false);
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d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
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@ -835,17 +750,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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_position.Z = npositionZ;
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d.BodySetMass(Body, ref ShellMass);
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d.GeomSetBody(feetbox, Body);
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d.GeomSetBody(midbox, Body);
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d.GeomSetBody(topbox, Body);
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d.GeomSetBody(bbox, Body);
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d.GeomSetOffsetPosition(feetbox, 0, 0, feetz);
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d.GeomSetOffsetPosition(midbox, 0, 0, midz);
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d.GeomSetOffsetPosition(topbox, 0, 0, topz);
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ajustCollider();
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d.GeomSetBody(capsule, Body);
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// The purpose of the AMotor here is to keep the avatar's physical
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// surrogate from rotating while moving
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@ -906,26 +813,12 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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//kill the Geoms
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if (topbox != IntPtr.Zero)
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if (capsule != IntPtr.Zero)
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{
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_parent_scene.actor_name_map.Remove(topbox);
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_parent_scene.actor_name_map.Remove(capsule);
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_parent_scene.waitForSpaceUnlock(collider);
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d.GeomDestroy(topbox);
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topbox = IntPtr.Zero;
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}
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if (midbox != IntPtr.Zero)
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{
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_parent_scene.actor_name_map.Remove(midbox);
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_parent_scene.waitForSpaceUnlock(collider);
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d.GeomDestroy(midbox);
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midbox = IntPtr.Zero;
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}
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if (feetbox != IntPtr.Zero)
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{
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_parent_scene.actor_name_map.Remove(feetbox);
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_parent_scene.waitForSpaceUnlock(collider);
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d.GeomDestroy(feetbox);
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feetbox = IntPtr.Zero;
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d.GeomDestroy(capsule);
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capsule = IntPtr.Zero;
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}
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if (bbox != IntPtr.Zero)
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@ -981,163 +874,21 @@ namespace OpenSim.Region.Physics.OdePlugin
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public bool Collide(IntPtr me, bool reverse, ref d.ContactGeom contact, ref bool feetcollision)
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{
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feetcollision = false;
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if (m_collisionException)
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return false;
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Vector3 offset;
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if (me == bbox) // if moving fast
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{
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// force a full inelastic collision
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m_collisionException = true;
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offset = m_size * m_orientation2D;
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offset.X = (float)Math.Abs(offset.X) * 0.5f + contact.depth;
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offset.Y = (float)Math.Abs(offset.Y) * 0.5f + contact.depth;
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offset.Z = (float)Math.Abs(offset.Z) * 0.5f + contact.depth;
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if (reverse)
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{
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offset.X *= -contact.normal.X;
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offset.Y *= -contact.normal.Y;
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offset.Z *= -contact.normal.Z;
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}
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else
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{
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offset.X *= contact.normal.X;
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offset.Y *= contact.normal.Y;
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offset.Z *= contact.normal.Z;
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}
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offset.X += contact.pos.X;
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offset.Y += contact.pos.Y;
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offset.Z += contact.pos.Z;
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//_position = offset;
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//return false;
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}
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offset.X = contact.pos.X - _position.X;
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offset.Y = contact.pos.Y - _position.Y;
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if (me == topbox)
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{
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offset.Z = contact.pos.Z - _position.Z;
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offset.Normalize();
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if (reverse)
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{
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contact.normal.X = offset.X;
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contact.normal.Y = offset.Y;
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contact.normal.Z = offset.Z;
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}
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else
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{
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contact.normal.X = -offset.X;
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contact.normal.Y = -offset.Y;
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contact.normal.Z = -offset.Z;
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}
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return true;
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}
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if (me == midbox)
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{
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if (Math.Abs(contact.normal.Z) > 0.95f)
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{
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offset.Z = contact.pos.Z - _position.Z;
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offset.X = (float)Math.Abs(offset.X) * 0.5f + contact.depth;
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offset.Y = (float)Math.Abs(offset.Y) * 0.5f + contact.depth;
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offset.Z = (float)Math.Abs(offset.Z) * 0.5f + contact.depth;
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if (reverse)
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{
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offset.X *= -contact.normal.X;
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offset.Y *= -contact.normal.Y;
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offset.Z *= -contact.normal.Z;
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}
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else
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{
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offset.X *= contact.normal.X;
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offset.Y *= contact.normal.Y;
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offset.Z *= contact.normal.Z;
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}
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offset.X += contact.pos.X;
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offset.Y += contact.pos.Y;
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offset.Z += contact.pos.Z;
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_position = offset;
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return true;
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}
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else
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offset.Z = contact.normal.Z;
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offset.Normalize();
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/*
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if (reverse)
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{
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contact.normal.X = offset.X;
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contact.normal.Y = offset.Y;
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contact.normal.Z = offset.Z;
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}
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else
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{
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contact.normal.X = -offset.X;
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contact.normal.Y = -offset.Y;
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contact.normal.Z = -offset.Z;
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}
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*/
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//_position.Z = offset.Z;
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return true;
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}
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else if (me == feetbox)
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if (me == capsule)
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{
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float h = contact.pos.Z - _position.Z;
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// Only do this if the normal is sufficiently pointing in the 'up' direction
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if (Math.Abs(contact.normal.Z) > 0.95f)
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{
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// We Only want to do this if we're sunk into the object a bit and we're stuck and we're trying to move and feetcollision is false
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if ((contact.depth > 0.0010f && _velocity.X == 0f && _velocity.Y == 0 && _velocity.Z == 0)
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&& (_target_velocity.X > 0 || _target_velocity.Y > 0 || _target_velocity.Z > 0)
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&& (!feetcollision) )
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{
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m_collisionException = true; // Stop looping, do this only once not X times Contacts
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_position.Z += contact.depth + 0.01f; // Move us Up the amount that we sank in, and add 0.01 meters to gently lift avatar up.
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return true;
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}
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if (contact.normal.Z > 0)
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contact.normal.Z = 1.0f;
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else
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contact.normal.Z = -1.0f;
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contact.normal.X = 0.0f;
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contact.normal.Y = 0.0f;
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feetcollision = true;
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if (h < boneOff)
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IsColliding = true;
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return true;
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}
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offset.Z = h - feetOff; // distance from top of feetbox
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offset.Z = h - feetOff;
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if (offset.Z > 0)
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return false;
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return true;
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if (offset.Z > -0.01)
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{
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offset.X = 0;
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offset.Y = 0;
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offset.Z = -1.0f;
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}
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else
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{
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offset.Normalize();
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}
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offset.Normalize();
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if (reverse)
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{
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@ -1171,23 +922,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (Body == IntPtr.Zero)
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return;
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if (m_collisionException)
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{
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d.BodySetPosition(Body,_position.X, _position.Y, _position.Z);
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d.BodySetLinearVel(Body, 0, 0, 0);
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float v = _velocity.Length();
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if (v != 0)
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{
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v = 5.0f / v;
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_velocity = _velocity * v;
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d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
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}
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ajustCollider();
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m_collisionException = false;
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return;
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}
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d.Vector3 dtmp = d.BodyGetPosition(Body);
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Vector3 localpos = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
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@ -1263,7 +997,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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// colide with land
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d.AABB aabb;
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d.GeomGetAABB(feetbox, out aabb);
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// d.GeomGetAABB(feetbox, out aabb);
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d.GeomGetAABB(capsule, out aabb);
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float chrminZ = aabb.MinZ; ; // move up a bit
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Vector3 posch = localpos;
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@ -1489,7 +1224,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_rotationalVelocity.Z = dtmp.Z;
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Math.Round(m_rotationalVelocity.Z,3);
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}
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ajustCollider();
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}
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public void round(ref Vector3 v, int digits)
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@ -1655,10 +1389,11 @@ namespace OpenSim.Region.Physics.OdePlugin
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AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z);
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_parent_scene.actor_name_map[collider] = (PhysicsActor)this;
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_parent_scene.actor_name_map[feetbox] = (PhysicsActor)this;
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_parent_scene.actor_name_map[midbox] = (PhysicsActor)this;
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_parent_scene.actor_name_map[topbox] = (PhysicsActor)this;
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// _parent_scene.actor_name_map[feetbox] = (PhysicsActor)this;
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// _parent_scene.actor_name_map[midbox] = (PhysicsActor)this;
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// _parent_scene.actor_name_map[topbox] = (PhysicsActor)this;
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_parent_scene.actor_name_map[bbox] = (PhysicsActor)this;
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_parent_scene.actor_name_map[capsule] = (PhysicsActor)this;
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_parent_scene.AddCharacter(this);
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}
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else
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|
@ -1714,13 +1449,10 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
|
||||
_parent_scene.actor_name_map[collider] = (PhysicsActor)this;
|
||||
_parent_scene.actor_name_map[feetbox] = (PhysicsActor)this;
|
||||
_parent_scene.actor_name_map[midbox] = (PhysicsActor)this;
|
||||
_parent_scene.actor_name_map[topbox] = (PhysicsActor)this;
|
||||
_parent_scene.actor_name_map[bbox] = (PhysicsActor)this;
|
||||
_parent_scene.actor_name_map[capsule] = (PhysicsActor)this;
|
||||
}
|
||||
m_freemove = false;
|
||||
m_collisionException = false;
|
||||
m_pidControllerActive = true;
|
||||
}
|
||||
else
|
||||
|
@ -1851,7 +1583,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
if (Body != IntPtr.Zero)
|
||||
d.BodySetLinearVel(Body, newmomentum.X, newmomentum.Y, newmomentum.Z);
|
||||
ajustCollider();
|
||||
}
|
||||
|
||||
private void donullchange()
|
||||
|
|
Loading…
Reference in New Issue