Files
opensim/OpenSim/Region/Physics/Manager/NullPhysicsScene.cs
Justin Clark-Casey (justincc) 265fe349e0 Somewhat improve avatar region crossings by properly preserving velocity when avatar enters the new region.
This commit addresses the following issues were causing velocity to be set to 0 on the new region, disrupting flight in particular
* Full avatar updates contained no velocity information, which does appear to have some effect in testing.
* BulletSim was always setting the velocity to 0 for the new BSCharacter.  Now, physics engines take a velocity parameter when setting up characters so we can avoid this.
This patch applies to both Bullet and ODE.
2014-11-29 00:12:11 +00:00

122 lines
4.2 KiB
C#

/*
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using System.Collections.Generic;
using System.Reflection;
using log4net;
using Nini.Config;
using OpenSim.Framework;
using OpenMetaverse;
namespace OpenSim.Region.Physics.Manager
{
class NullPhysicsScene : PhysicsScene
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static int m_workIndicator;
public override void Initialise(IMesher meshmerizer, IConfigSource config)
{
// Does nothing right now
}
public override PhysicsActor AddAvatar(
string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying)
{
m_log.InfoFormat("[PHYSICS]: NullPhysicsScene : AddAvatar({0})", position);
return PhysicsActor.Null;
}
public override void RemoveAvatar(PhysicsActor actor)
{
}
public override void RemovePrim(PhysicsActor prim)
{
}
public override void SetWaterLevel(float baseheight)
{
}
/*
public override PhysicsActor AddPrim(Vector3 position, Vector3 size, Quaternion rotation)
{
m_log.InfoFormat("NullPhysicsScene : AddPrim({0},{1})", position, size);
return PhysicsActor.Null;
}
*/
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
{
m_log.InfoFormat("[PHYSICS]: NullPhysicsScene : AddPrim({0},{1})", position, size);
return PhysicsActor.Null;
}
public override void AddPhysicsActorTaint(PhysicsActor prim)
{
}
public override float Simulate(float timeStep)
{
m_workIndicator = (m_workIndicator + 1) % 10;
return 0f;
}
public override void GetResults()
{
m_log.Info("[PHYSICS]: NullPhysicsScene : GetResults()");
}
public override void SetTerrain(float[] heightMap)
{
m_log.InfoFormat("[PHYSICS]: NullPhysicsScene : SetTerrain({0} items)", heightMap.Length);
}
public override void DeleteTerrain()
{
}
public override bool IsThreaded
{
get { return false; }
}
public override void Dispose()
{
}
public override Dictionary<uint,float> GetTopColliders()
{
Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
return returncolliders;
}
}
}