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authorTeravus Ovares2007-12-26 00:57:37 +0000
committerTeravus Ovares2007-12-26 00:57:37 +0000
commite008c3e4a941eb3631976f77f38a82c7d8e04533 (patch)
tree7baa668f9f4138a489b700d467e09fa6311e5fe7 /OpenSim/Region/Physics/OdePlugin
parentSmall non-functional inventory changes (diff)
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* Added the ability to land automatically on prim by pressing the page down button when over them and colliding
* Reverted the avatar portion of the inter-penetration physics scene explosion management, it needs more work.
Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin')
-rw-r--r--OpenSim/Region/Physics/OdePlugin/OdePlugin.cs14
1 files changed, 7 insertions, 7 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
index b4336c3..83190c4 100644
--- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
+++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
@@ -296,9 +296,9 @@ namespace OpenSim.Region.Physics.OdePlugin
296 if (p2.PhysicsActorType == (int)ActorTypes.Agent) 296 if (p2.PhysicsActorType == (int)ActorTypes.Agent)
297 { 297 {
298 p2.CollidingObj = true; 298 p2.CollidingObj = true;
299 contacts[i].depth = 0.003f; 299 //contacts[i].depth = 0.003f;
300 p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f); 300 //p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f);
301 contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p1.Size.X / 2), contacts[i].pos.Y + (p1.Size.Y / 2), contacts[i].pos.Z + (p1.Size.Z / 2)); 301 //contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p1.Size.X / 2), contacts[i].pos.Y + (p1.Size.Y / 2), contacts[i].pos.Z + (p1.Size.Z / 2));
302 302
303 } 303 }
304 else 304 else
@@ -308,13 +308,13 @@ namespace OpenSim.Region.Physics.OdePlugin
308 if (p1.PhysicsActorType == (int)ActorTypes.Agent) 308 if (p1.PhysicsActorType == (int)ActorTypes.Agent)
309 { 309 {
310 p1.CollidingObj = true; 310 p1.CollidingObj = true;
311 contacts[i].depth = 0.003f; 311 //contacts[i].depth = 0.003f;
312 p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f); 312 //p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f);
313 contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p2.Size.X / 2), contacts[i].pos.Y + (p2.Size.Y / 2), contacts[i].pos.Z + (p2.Size.Z / 2)); 313 //contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p2.Size.X / 2), contacts[i].pos.Y + (p2.Size.Y / 2), contacts[i].pos.Z + (p2.Size.Z / 2));
314 } 314 }
315 else 315 else
316 { 316 {
317 contacts[i].depth = 0.0000000f; 317 //contacts[i].depth = 0.0000000f;
318 } 318 }
319 } 319 }
320 // If you interpenetrate a prim with another prim 320 // If you interpenetrate a prim with another prim