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author | teravus | 2013-08-23 00:28:36 -0500 |
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committer | teravus | 2013-08-23 00:28:36 -0500 |
commit | 55400ff7be55b1c8dbededca68e6fce42cd6ce0f (patch) | |
tree | 23ff734c7328361f3d26e8cc7074e9af73667f43 /OpenSim/Region/Framework | |
parent | Make attachment state load work again (diff) | |
download | opensim-SC-55400ff7be55b1c8dbededca68e6fce42cd6ce0f.zip opensim-SC-55400ff7be55b1c8dbededca68e6fce42cd6ce0f.tar.gz opensim-SC-55400ff7be55b1c8dbededca68e6fce42cd6ce0f.tar.bz2 opensim-SC-55400ff7be55b1c8dbededca68e6fce42cd6ce0f.tar.xz |
* This increases accuracy when border crossing (the reason is.. the border crossing code will use velocity to predict where the object should be, so setting it to zero. It still looses about 0.0045 per loop.
Diffstat (limited to 'OpenSim/Region/Framework')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/KeyframeMotion.cs | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs index d773ee7..f96b56a 100644 --- a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs +++ b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs | |||
@@ -644,8 +644,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
644 | // m_group.AbsolutePosition += motionThisFrame; | 644 | // m_group.AbsolutePosition += motionThisFrame; |
645 | m_nextPosition = m_group.AbsolutePosition + motionThisFrame; | 645 | m_nextPosition = m_group.AbsolutePosition + motionThisFrame; |
646 | m_group.AbsolutePosition = m_nextPosition; | 646 | m_group.AbsolutePosition = m_nextPosition; |
647 | 647 | if ((m_group.AbsolutePosition.X < 10 || m_group.AbsolutePosition.Y < 10 || m_group.AbsolutePosition.X > Constants.RegionSize - 10 || m_group.AbsolutePosition.Y > Constants.RegionSize - 10)) | |
648 | //m_group.RootPart.Velocity = v; | 648 | m_group.RootPart.Velocity = v; |
649 | update = true; | 649 | update = true; |
650 | } | 650 | } |
651 | 651 | ||
@@ -736,12 +736,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
736 | m_waitingCrossing = true; | 736 | m_waitingCrossing = true; |
737 | 737 | ||
738 | // to remove / retune to smoth crossings | 738 | // to remove / retune to smoth crossings |
739 | if (m_group.RootPart.Velocity != Vector3.Zero) | 739 | //if (m_group.RootPart.Velocity != Vector3.Zero) |
740 | { | 740 | //{ |
741 | m_group.RootPart.Velocity = Vector3.Zero; | 741 | // m_group.RootPart.Velocity = Vector3.Zero; |
742 | m_group.SendGroupRootTerseUpdate(); | 742 | // m_group.SendGroupRootTerseUpdate(); |
743 | // m_group.RootPart.ScheduleTerseUpdate(); | 743 | // m_group.RootPart.ScheduleTerseUpdate(); |
744 | } | 744 | //} |
745 | } | 745 | } |
746 | 746 | ||
747 | public void CrossingFailure() | 747 | public void CrossingFailure() |