* Fixed occasional character drift caused by sim not sending the avatar's final resting velocity.
* Added Smooth moving prim * Added event to PhysicsActor RequestPhysicsterseUpdate to allow physics plugins to be able to schedule a terse update.afrisby
parent
a9b5732c33
commit
fcc276a68d
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@ -782,10 +782,15 @@ namespace OpenSim.Region.Environment.Scenes
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if (UsePhysics)
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{
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AddFlag(LLObject.ObjectFlags.Physics);
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if (PhysActor != null)
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PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
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}
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else
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{
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RemFlag(LLObject.ObjectFlags.Physics);
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if (PhysActor != null)
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PhysActor.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
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}
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if (IsPhantom)
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@ -1067,6 +1072,13 @@ namespace OpenSim.Region.Environment.Scenes
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public virtual void UpdateMovement()
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{
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}
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#region Events
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public void PhysicsRequestingTerseUpdate()
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{
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SendTerseUpdateToAllClients();
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}
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#endregion
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public virtual void OnGrab(LLVector3 offsetPos, IClientAPI remoteClient)
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{
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@ -386,6 +386,7 @@ namespace OpenSim.Region.Environment.Scenes
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if (PhysicsActor != null)
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{
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m_scene.PhysScene.RemoveAvatar(PhysicsActor);
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m_physicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
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PhysicsActor = null;
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}
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}
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@ -1092,6 +1093,7 @@ namespace OpenSim.Region.Environment.Scenes
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AbsolutePosition.Z);
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m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec);
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m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
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}
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internal void Close()
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@ -38,12 +38,17 @@ namespace OpenSim.Region.Physics.Manager
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public abstract class PhysicsActor
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{
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public delegate void RequestTerseUpdate();
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#pragma warning disable 67
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public event PositionUpdate OnPositionUpdate;
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public event VelocityUpdate OnVelocityUpdate;
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public event OrientationUpdate OnOrientationUpdate;
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public event RequestTerseUpdate OnRequestTerseUpdate;
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#pragma warning restore 67
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public static PhysicsActor Null
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@ -57,6 +62,19 @@ namespace OpenSim.Region.Physics.Manager
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{
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set;
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}
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public virtual void RequestPhysicsterseUpdate()
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{
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// Make a temporary copy of the event to avoid possibility of
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// a race condition if the last subscriber unsubscribes
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// immediately after the null check and before the event is raised.
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RequestTerseUpdate handler = OnRequestTerseUpdate;
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if (handler != null)
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{
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OnRequestTerseUpdate();
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}
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}
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public abstract PhysicsVector Position { get; set; }
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@ -217,15 +217,12 @@ namespace OpenSim.Region.Physics.OdePlugin
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private void collision_optimized(float timeStep)
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{
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foreach (OdeCharacter chr in _characters)
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{
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chr.IsColliding = false;
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}
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foreach (OdeCharacter chr in _characters)
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{
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d.SpaceCollide2(space, chr.Shell, IntPtr.Zero, nearCallback);
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foreach (OdeCharacter ch2 in _characters)
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/// should be a separate space -- lots of avatars will be N**2 slow
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@ -614,6 +611,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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private PhysicsVector _position;
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private d.Vector3 _zeroPosition;
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private bool _zeroFlag = false;
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private bool m_lastUpdateSent = false;
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private PhysicsVector _velocity;
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private PhysicsVector _target_velocity;
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private PhysicsVector _acceleration;
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@ -624,7 +622,10 @@ namespace OpenSim.Region.Physics.OdePlugin
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public static float CAPSULE_RADIUS = 0.5f;
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public static float CAPSULE_LENGTH = 0.79f;
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private bool flying = false;
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private bool iscolliding = false;
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private bool m_iscolliding = false;
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private bool[] m_colliderarr = new bool[10];
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private bool jumping = false;
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//private float gravityAccel;
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public IntPtr Body;
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@ -640,6 +641,12 @@ namespace OpenSim.Region.Physics.OdePlugin
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_position = pos;
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_acceleration = new PhysicsVector();
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_parent_scene = parent_scene;
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for (int i = 0; i < 10; i++)
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{
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m_colliderarr[i] = false;
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}
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lock (OdeScene.OdeLock)
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{
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@ -667,11 +674,48 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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public override bool IsColliding
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{
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get { return iscolliding; }
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get { return m_iscolliding; }
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set
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{iscolliding = value;}
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{
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int i;
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int truecount=0;
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int falsecount=0;
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if (m_colliderarr.Length >= 6)
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{
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for (i = 0; i < 6; i++)
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{
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m_colliderarr[i] = m_colliderarr[i + 1];
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}
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}
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m_colliderarr[6] = value;
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for (i = 0; i < 7; i++)
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{
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if (m_colliderarr[i])
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{
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truecount++;
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}
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else
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{
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falsecount++;
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}
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}
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// Equal truecounts and false counts means we're colliding with something.
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if (falsecount > truecount)
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{
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m_iscolliding = false;
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}
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else
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{
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m_iscolliding = true;
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}
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}
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}
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public override PhysicsVector Position
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public override PhysicsVector Position
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{
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get { return _position; }
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set
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@ -737,7 +781,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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_target_velocity.Y += force.Y;
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_target_velocity.Z += force.Z;
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//m_lastUpdateSent = false;
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}
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public void doForce(PhysicsVector force)
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{
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@ -756,6 +800,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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float servo = (2.5f - posture) * POSTURE_SERVO;
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d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
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d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
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//m_lastUpdateSent = false;
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}
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}
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@ -771,7 +817,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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d.Vector3 vel = d.BodyGetLinearVel(Body);
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// if velocity is zero, use position control; otherwise, velocity control
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if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && 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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// keep track of where we stopped. No more slippin' & slidin'
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if (!_zeroFlag)
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@ -791,12 +837,12 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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_zeroFlag = false;
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if (iscolliding || flying)
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if (m_iscolliding || flying)
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{
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vec.X = (_target_velocity.X - vel.X) * PID_D;
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vec.Y = (_target_velocity.Y - vel.Y) * PID_D;
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}
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if (iscolliding && !flying && _target_velocity.Z > 0.0f)
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if (m_iscolliding && !flying && _target_velocity.Z > 0.0f)
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{
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d.Vector3 pos = d.BodyGetPosition(Body);
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vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P;
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@ -836,9 +882,16 @@ namespace OpenSim.Region.Physics.OdePlugin
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_velocity.X = 0.0f;
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_velocity.Y = 0.0f;
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_velocity.Z = 0.0f;
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if (!m_lastUpdateSent)
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{
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m_lastUpdateSent = true;
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base.RequestPhysicsterseUpdate();
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}
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}
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else
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{
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m_lastUpdateSent = false;
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vec = d.BodyGetLinearVel(Body);
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_velocity.X = (vec.X);
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_velocity.Y = (vec.Y);
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@ -875,7 +928,10 @@ namespace OpenSim.Region.Physics.OdePlugin
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public IntPtr _triMeshData;
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private bool iscolliding = false;
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private bool m_isphysical = false;
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public bool _zeroFlag = false;
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private bool m_lastUpdateSent = false;
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public IntPtr Body = (IntPtr) 0;
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private String m_primName;
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private PhysicsVector _target_velocity;
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@ -1281,6 +1337,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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}
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IsPhysical = false;
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_velocity.X = 0;
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_velocity.Y = 0;
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@ -1288,15 +1345,20 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_rotationalVelocity.X = 0;
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m_rotationalVelocity.Y = 0;
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m_rotationalVelocity.Z = 0;
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base.RequestPhysicsterseUpdate();
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_zeroFlag = true;
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}
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if (m_lastposition == l_position)
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if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
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&& (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02)
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&& (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02 ))
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{
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_zeroFlag = true;
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}
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else
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{
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System.Console.WriteLine(Math.Abs(m_lastposition.X - l_position.X).ToString());
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_zeroFlag = false;
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}
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m_lastposition = l_position;
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@ -1337,6 +1399,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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_orientation.x = ori.X;
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_orientation.y = ori.Y;
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_orientation.z = ori.Z;
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base.RequestPhysicsterseUpdate();
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}
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}
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