Fix for avatar jiggling in place and scooting after stop
parent
0be7f9d804
commit
bfb1068eca
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@ -353,6 +353,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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// pa.Size = data["size"].AsVector3();
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// pa.Size = data["size"].AsVector3();
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pa.Position = data["position"].AsVector3();
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pa.Position = data["position"].AsVector3();
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pa.Force = data["force"].AsVector3();
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pa.Force = data["force"].AsVector3();
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// m_log.DebugFormat("{0}: HandlePhysUpdateAttributes: receiving velocity = {1}", LogHeader, data["velocity"].AsVector3());
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pa.Velocity = data["velocity"].AsVector3();
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pa.Velocity = data["velocity"].AsVector3();
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pa.RotationalVelocity = data["rotationalVelocity"].AsVector3();
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pa.RotationalVelocity = data["rotationalVelocity"].AsVector3();
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pa.Acceleration = data["acceleration"].AsVector3();
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pa.Acceleration = data["acceleration"].AsVector3();
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@ -416,6 +417,7 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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data["position"] = OSD.FromVector3(pa.Position);
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data["position"] = OSD.FromVector3(pa.Position);
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data["force"] = OSD.FromVector3(pa.Force);
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data["force"] = OSD.FromVector3(pa.Force);
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data["velocity"] = OSD.FromVector3(pa.Velocity);
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data["velocity"] = OSD.FromVector3(pa.Velocity);
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// m_log.DebugFormat("{0}: HandlePhysUpdateAttributes: sending velocity = {1}", LogHeader, data["velocity"].AsVector3());
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data["rotationalVelocity"] = OSD.FromVector3(pa.RotationalVelocity);
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data["rotationalVelocity"] = OSD.FromVector3(pa.RotationalVelocity);
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data["acceleration"] = OSD.FromVector3(pa.Acceleration);
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data["acceleration"] = OSD.FromVector3(pa.Acceleration);
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data["torque"] = OSD.FromVector3(pa.Torque);
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data["torque"] = OSD.FromVector3(pa.Torque);
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@ -460,21 +460,25 @@ namespace OpenSim.Region.CoreModules.RegionSync.RegionSyncModule
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*/
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*/
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try
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try
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{
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{
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presence.AgentControlFlags = flags;
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if (!PhysEngineToSceneConnectorModule.IsPhysEngineActorS)
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presence.AbsolutePosition = pos;
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presence.Velocity = vel;
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presence.Rotation = rot;
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// It seems the physics scene can drop an avatar if the avatar makes it angry
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if (presence.PhysicsActor != null)
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{
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{
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presence.PhysicsActor.Flying = flying;
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presence.AgentControlFlags = flags;
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presence.PhysicsActor.CollidingGround = !flying;
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presence.AbsolutePosition = pos;
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}
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m_log.DebugFormat("{0}: UpdateAvatar. Setting vel={1}", LogHeader(), vel);
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if (doFullUpdate)
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presence.Velocity = vel;
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{
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presence.Rotation = rot;
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presence.CollisionPlane = collisionPlane;
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// It seems the physics scene can drop an avatar if the avatar makes it angry
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presence.OffsetPosition = offsetPosition;
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if (presence.PhysicsActor != null)
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presence.ParentID = parentID;
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{
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presence.PhysicsActor.Flying = flying;
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presence.PhysicsActor.CollidingGround = !flying;
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}
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if (doFullUpdate)
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{
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presence.CollisionPlane = collisionPlane;
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presence.OffsetPosition = offsetPosition;
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presence.ParentID = parentID;
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}
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}
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}
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}
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}
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catch(Exception e)
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catch(Exception e)
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@ -208,9 +208,11 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (PhysEngineToSceneConnectorModule.IsPhysEngineActorS)
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if (PhysEngineToSceneConnectorModule.IsPhysEngineActorS)
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{
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{
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// if the values have changed and it was I who changed them, send an update
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// if the values have changed and it was I who changed them, send an update
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if (this.lastValues.Changed(this) && ChangingActorID == RegionSyncServerModule.ActorID)
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// if (this.lastValues.Changed(this) && ChangingActorID == RegionSyncServerModule.ActorID)
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if (ChangingActorID == RegionSyncServerModule.ActorID)
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{
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{
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// m_log.DebugFormat("[ODE CHARACTER]: Sending terse update for {0}", LocalID);
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// m_log.DebugFormat("[ODE CHARACTER]: Sending terse update for {0}", LocalID);
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ChangingActorID = "XXX"; // it's been sent. I am not changing it.
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PhysEngineToSceneConnectorModule.RouteUpdate(this);
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PhysEngineToSceneConnectorModule.RouteUpdate(this);
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}
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}
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}
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}
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@ -795,6 +797,12 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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{
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m_pidControllerActive = true;
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m_pidControllerActive = true;
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_target_velocity = value;
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_target_velocity = value;
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if (_target_velocity.X == 0 && _target_velocity.Y == 0 && _target_velocity.Z == 0)
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{
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// if stopping, force real velocity to zero
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_velocity = Vector3.Zero;
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// m_log.DebugFormat("{0}: Set velocity {1}", "[PHYSICS]", _target_velocity); // RADEBUG
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}
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base.ChangingActorID = RegionSyncServerModule.ActorID;
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base.ChangingActorID = RegionSyncServerModule.ActorID;
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}
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}
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else
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else
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@ -983,10 +991,12 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && m_iscolliding)
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if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && m_iscolliding)
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{
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{
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// keep track of where we stopped. No more slippin' & slidin'
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// keep track of where we stopped. No more slippin' & slidin'
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// m_log.DebugFormat("[PHYSICS]: Move setting zero. zeroFlag={0}, pidControllerActive={1}", _zeroFlag, m_pidControllerActive); // RADEBUG
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if (!_zeroFlag)
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if (!_zeroFlag)
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{
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{
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_zeroFlag = true;
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_zeroFlag = true;
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_zeroPosition = d.BodyGetPosition(Body);
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_zeroPosition = d.BodyGetPosition(Body);
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_velocity = _target_velocity;
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}
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}
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if (m_pidControllerActive)
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if (m_pidControllerActive)
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{
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{
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@ -1164,13 +1174,15 @@ namespace OpenSim.Region.Physics.OdePlugin
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_velocity.Y = 0.0f;
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_velocity.Y = 0.0f;
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_velocity.Z = 0.0f;
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_velocity.Z = 0.0f;
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/*
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// Did we send out the 'stopped' message?
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// Did we send out the 'stopped' message?
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if (!m_lastUpdateSent)
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if (!m_lastUpdateSent)
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{
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{
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m_lastUpdateSent = true;
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m_lastUpdateSent = true;
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// base.RequestPhysicsterseUpdate();
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this.RequestPhysicsterseUpdate();
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}
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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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else
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{
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{
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@ -1208,6 +1220,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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}
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if (!m_lastUpdateSent)
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if (!m_lastUpdateSent)
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{
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{
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m_lastUpdateSent = true;
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ChangingActorID = RegionSyncServerModule.ActorID;
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ChangingActorID = RegionSyncServerModule.ActorID;
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this.RequestPhysicsterseUpdate();
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this.RequestPhysicsterseUpdate();
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}
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}
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