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* Added a lot of Glue to help with reporting proper collisions.
* ODE - Fixed the iscolliding property to report a static true when colliding. * Added reporting of collisions to call UpdateMovementAnimations * Added Jump - air animation (with arms outstretched). * Added Fall Animations * ODE - Added a small amount of X, Y motion control while jumping or Falling * ODE - Avatar movement animations are still a bit odd sometimes, and had to get this up there.
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@@ -705,6 +705,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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protected AxiomQuaternion _orientation;
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protected PhysicsVector m_rotationalVelocity = PhysicsVector.Zero;
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protected RigidBody rigidBody;
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protected int m_PhysicsActorType;
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private Boolean iscolliding = false;
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internal string _name;
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@@ -784,6 +785,12 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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{
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get { return 0; }
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}
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public override int PhysicsActorType
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{
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get { return (int) m_PhysicsActorType; }
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set { m_PhysicsActorType = value; }
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}
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public RigidBody RigidBody
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{
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get { return rigidBody; }
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@@ -814,6 +821,16 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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get { return iscolliding; }
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set { iscolliding = value; }
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}
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public override bool CollidingGround
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{
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get { return false; }
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set { return; }
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}
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public override bool CollidingObj
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{
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get { return false; }
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set { return; }
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}
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public virtual void SetAcceleration(PhysicsVector accel)
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{
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lock (BulletXScene.BulletXLock)
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@@ -956,7 +973,11 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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parent_scene.ddWorld.AddRigidBody(rigidBody);
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}
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}
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public override int PhysicsActorType
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{
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get { return (int)ActorTypes.Agent; }
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set { return; }
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}
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public override PhysicsVector Position
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{
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get { return base.Position; }
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@@ -1103,7 +1124,11 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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CreateRigidBody(parent_scene, mesh, pos, size);
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}
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public override int PhysicsActorType
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{
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get { return (int)ActorTypes.Prim; }
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set { return; }
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}
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public override PhysicsVector Position
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{
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get { return base.Position; }
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