ubOde still on relative velocity. Make ubOde report avatar empty collisions to tick events on core. Avn didn't require this, core should not require also (TODO)

LSLKeyTest
UbitUmarov 2016-07-24 22:28:45 +01:00
parent a572a22dd9
commit c303cf7412
1 changed files with 11 additions and 5 deletions

View File

@ -110,6 +110,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
private bool m_alwaysRun = false;
private bool _zeroFlag = false;
private bool m_haveLastFallVel = false;
private uint m_localID = 0;
@ -1087,6 +1088,12 @@ namespace OpenSim.Region.PhysicsModule.ubOde
if (ctz.Z < 0)
ctz.Z = 0;
if(!m_haveLastFallVel)
{
m_lastFallVel = vel;
m_haveLastFallVel = true;
}
Vector3 n = _parent_scene.GetTerrainNormalAtXY(posch.X, posch.Y);
float depth = terrainheight - chrminZ;
@ -1123,7 +1130,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
contact.SurfaceNormal.X = -n.X;
contact.SurfaceNormal.Y = -n.Y;
contact.SurfaceNormal.Z = -n.Z;
contact.RelativeSpeed = -Vector3.Dot(m_lastFallVel, contact.SurfaceNormal);;
contact.RelativeSpeed = Vector3.Dot(m_lastFallVel, n);
contact.CharacterFeet = true;
AddCollisionEvent(0, contact);
m_lastFallVel = vel;
@ -1134,7 +1141,6 @@ namespace OpenSim.Region.PhysicsModule.ubOde
else
{
m_lastFallVel = vel;
m_colliderGroundfilter -= 5;
if (m_colliderGroundfilter <= 0)
{
@ -1145,7 +1151,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
}
else
{
m_lastFallVel = vel;
m_haveLastFallVel = false;
m_colliderGroundfilter -= 5;
if (m_colliderGroundfilter <= 0)
{
@ -1574,14 +1580,14 @@ namespace OpenSim.Region.PhysicsModule.ubOde
int ncolisions = CollisionEventsThisFrame.m_objCollisionList.Count;
if (!SentEmptyCollisionsEvent || ncolisions > 0)
// if (!SentEmptyCollisionsEvent || ncolisions > 0)
{
base.SendCollisionUpdate(CollisionEventsThisFrame);
if (ncolisions == 0)
{
SentEmptyCollisionsEvent = true;
_parent_scene.RemoveCollisionEventReporting(this);
// _parent_scene.RemoveCollisionEventReporting(this);
}
else
{