oops i forgot the avatar knees bending on ramps... so go back..
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edc7575f9e
commit
f3a920237b
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@ -899,10 +899,11 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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y = tx * sin + y * cos;
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}
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public bool Collide(IntPtr me, IntPtr other, bool reverse, ref d.ContactGeom contact,
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ref bool feetcollision)
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{
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public bool Collide(IntPtr me, IntPtr other, bool reverse, ref d.ContactGeom contact,
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ref d.ContactGeom altContact , ref bool useAltcontact, ref bool feetcollision)
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{
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feetcollision = false;
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useAltcontact = false;
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if (me == capsule)
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{
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@ -962,6 +963,18 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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if(m_flying)
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return true;
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feetcollision = true;
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if (h < boneOff)
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{
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m_collideNormal.X = contact.normal.X;
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m_collideNormal.Y = contact.normal.Y;
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m_collideNormal.Z = contact.normal.Z;
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IsColliding = true;
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}
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altContact = contact;
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useAltcontact = true;
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offset.Z -= 0.2f;
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offset.Normalize();
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@ -980,28 +993,19 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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if (tdp > 0.25f)
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tdp = 0.25f;
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contact.depth = tdp;
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altContact.depth = tdp;
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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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altContact.normal.X = offset.X;
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altContact.normal.Y = offset.Y;
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altContact.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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feetcollision = true;
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if (h < boneOff)
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{
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m_collideNormal.X = contact.normal.X;
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m_collideNormal.Y = contact.normal.Y;
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m_collideNormal.Z = contact.normal.Z;
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IsColliding = true;
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altContact.normal.X = -offset.X;
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altContact.normal.Y = -offset.Y;
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altContact.normal.Z = -offset.Z;
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}
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return true;
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}
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@ -951,7 +951,9 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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SharedTmpcontact.surface.mu = mu;
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SharedTmpcontact.surface.bounce = bounce;
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bool noskip = true;
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d.ContactGeom altContact = new d.ContactGeom();
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bool useAltcontact;
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bool noskip;
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if(dop1ava || dop2ava)
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smoothMesh = false;
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@ -959,10 +961,11 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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while (true)
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{
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noskip = true;
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useAltcontact = false;
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if (dop1ava)
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{
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if ((((OdeCharacter)p1).Collide(g1, g2, false, ref curContact, ref FeetCollision)))
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if ((((OdeCharacter)p1).Collide(g1, g2, false, ref curContact, ref altContact , ref useAltcontact, ref FeetCollision)))
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{
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if (p2.PhysicsActorType == (int)ActorTypes.Agent)
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{
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@ -977,7 +980,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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}
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else if (dop2ava)
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{
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if ((((OdeCharacter)p2).Collide(g2, g1, true, ref curContact, ref FeetCollision)))
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if ((((OdeCharacter)p2).Collide(g2, g1, true, ref curContact, ref altContact , ref useAltcontact, ref FeetCollision)))
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{
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if (p1.PhysicsActorType == (int)ActorTypes.Agent)
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{
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@ -993,8 +996,10 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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if (noskip)
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{
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Joint = CreateContacJoint(ref curContact,smoothMesh);
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if(useAltcontact)
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Joint = CreateContacJoint(ref altContact,smoothMesh);
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else
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Joint = CreateContacJoint(ref curContact,smoothMesh);
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if (Joint == IntPtr.Zero)
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break;
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