diff options
author | idb | 2008-12-01 00:49:36 +0000 |
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committer | idb | 2008-12-01 00:49:36 +0000 |
commit | 098f16fe3192ef17e7c749a70ea0607a22ae55fa (patch) | |
tree | f107a86180f4ebaf7103b466f05c2faeb119cb24 /OpenSim/Region/Physics/POSPlugin | |
parent | Mantis #2584 (again) (diff) | |
download | opensim-SC-098f16fe3192ef17e7c749a70ea0607a22ae55fa.zip opensim-SC-098f16fe3192ef17e7c749a70ea0607a22ae55fa.tar.gz opensim-SC-098f16fe3192ef17e7c749a70ea0607a22ae55fa.tar.bz2 opensim-SC-098f16fe3192ef17e7c749a70ea0607a22ae55fa.tar.xz |
Remove duplicated avatar height calculation in lsl functions.
Use height calculation in Basic Physics and Physics of Simplicity so that avatars larger than the default walk with straight legs and shorter walk on the ground.
Diffstat (limited to 'OpenSim/Region/Physics/POSPlugin')
-rw-r--r-- | OpenSim/Region/Physics/POSPlugin/POSCharacter.cs | 9 | ||||
-rw-r--r-- | OpenSim/Region/Physics/POSPlugin/POSScene.cs | 30 |
2 files changed, 26 insertions, 13 deletions
diff --git a/OpenSim/Region/Physics/POSPlugin/POSCharacter.cs b/OpenSim/Region/Physics/POSPlugin/POSCharacter.cs index a9ddf27..8c185fc 100644 --- a/OpenSim/Region/Physics/POSPlugin/POSCharacter.cs +++ b/OpenSim/Region/Physics/POSPlugin/POSCharacter.cs | |||
@@ -39,6 +39,7 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
39 | private PhysicsVector _position; | 39 | private PhysicsVector _position; |
40 | public PhysicsVector _velocity; | 40 | public PhysicsVector _velocity; |
41 | public PhysicsVector _target_velocity = PhysicsVector.Zero; | 41 | public PhysicsVector _target_velocity = PhysicsVector.Zero; |
42 | public PhysicsVector _size = PhysicsVector.Zero; | ||
42 | private PhysicsVector _acceleration; | 43 | private PhysicsVector _acceleration; |
43 | private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero; | 44 | private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero; |
44 | private bool flying; | 45 | private bool flying; |
@@ -144,8 +145,12 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
144 | 145 | ||
145 | public override PhysicsVector Size | 146 | public override PhysicsVector Size |
146 | { | 147 | { |
147 | get { return new PhysicsVector(0.5f, 0.5f, 1.0f); } | 148 | get { return _size; } |
148 | set { } | 149 | set |
150 | { | ||
151 | _size = value; | ||
152 | _size.Z = _size.Z / 2.0f; | ||
153 | } | ||
149 | } | 154 | } |
150 | 155 | ||
151 | public override float Mass | 156 | public override float Mass |
diff --git a/OpenSim/Region/Physics/POSPlugin/POSScene.cs b/OpenSim/Region/Physics/POSPlugin/POSScene.cs index 9771a62..9a4e92f 100644 --- a/OpenSim/Region/Physics/POSPlugin/POSScene.cs +++ b/OpenSim/Region/Physics/POSPlugin/POSScene.cs | |||
@@ -167,7 +167,7 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
167 | float terrainheight = _heightMap[(int)character.Position.Y * Constants.RegionSize + (int)character.Position.X]; | 167 | float terrainheight = _heightMap[(int)character.Position.Y * Constants.RegionSize + (int)character.Position.X]; |
168 | if (character.Position.Z + (character._target_velocity.Z * timeStep) < terrainheight + 2) | 168 | if (character.Position.Z + (character._target_velocity.Z * timeStep) < terrainheight + 2) |
169 | { | 169 | { |
170 | character.Position.Z = terrainheight + 1.0f; | 170 | character.Position.Z = terrainheight + character.Size.Z; |
171 | forcedZ = true; | 171 | forcedZ = true; |
172 | } | 172 | } |
173 | else | 173 | else |
@@ -184,23 +184,31 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
184 | character.Position.Z = oldposZ; // first try Z axis | 184 | character.Position.Z = oldposZ; // first try Z axis |
185 | if (isCollidingWithPrim(character)) | 185 | if (isCollidingWithPrim(character)) |
186 | { | 186 | { |
187 | character.Position.Z = oldposZ + 0.4f; // try harder | 187 | character.Position.Z = oldposZ + character.Size.Z / 4.4f; // try harder |
188 | if (isCollidingWithPrim(character)) | 188 | if (isCollidingWithPrim(character)) |
189 | { | 189 | { |
190 | character.Position.X = oldposX; | 190 | character.Position.Z = oldposZ + character.Size.Z / 2.2f; // try very hard |
191 | character.Position.Y = oldposY; | ||
192 | character.Position.Z = oldposZ; | ||
193 | |||
194 | character.Position.X += character._target_velocity.X * timeStep; | ||
195 | if (isCollidingWithPrim(character)) | 191 | if (isCollidingWithPrim(character)) |
196 | { | 192 | { |
197 | character.Position.X = oldposX; | 193 | character.Position.X = oldposX; |
194 | character.Position.Y = oldposY; | ||
195 | character.Position.Z = oldposZ; | ||
196 | |||
197 | character.Position.X += character._target_velocity.X * timeStep; | ||
198 | if (isCollidingWithPrim(character)) | ||
199 | { | ||
200 | character.Position.X = oldposX; | ||
201 | } | ||
202 | |||
203 | character.Position.Y += character._target_velocity.Y * timeStep; | ||
204 | if (isCollidingWithPrim(character)) | ||
205 | { | ||
206 | character.Position.Y = oldposY; | ||
207 | } | ||
198 | } | 208 | } |
199 | 209 | else | |
200 | character.Position.Y += character._target_velocity.Y * timeStep; | ||
201 | if (isCollidingWithPrim(character)) | ||
202 | { | 210 | { |
203 | character.Position.Y = oldposY; | 211 | forcedZ = true; |
204 | } | 212 | } |
205 | } | 213 | } |
206 | else | 214 | else |