aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Physics
diff options
context:
space:
mode:
authordan miller2007-11-17 23:28:44 +0000
committerdan miller2007-11-17 23:28:44 +0000
commit8c5add18a2c5daa850c950e4026b963831ba8d97 (patch)
treed273454087c30a6fafc995160e34e92d541363a0 /OpenSim/Region/Physics
parentminor POS tweak for speed (diff)
downloadopensim-SC-8c5add18a2c5daa850c950e4026b963831ba8d97.zip
opensim-SC-8c5add18a2c5daa850c950e4026b963831ba8d97.tar.gz
opensim-SC-8c5add18a2c5daa850c950e4026b963831ba8d97.tar.bz2
opensim-SC-8c5add18a2c5daa850c950e4026b963831ba8d97.tar.xz
improved avatar logic -- walk up low steps now, sorta
Diffstat (limited to 'OpenSim/Region/Physics')
-rw-r--r--OpenSim/Region/Physics/POSPlugin/POSPlugin.cs26
1 files changed, 21 insertions, 5 deletions
diff --git a/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs b/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs
index 6906451..c6428b8 100644
--- a/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs
+++ b/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs
@@ -150,6 +150,16 @@ namespace OpenSim.Region.Physics.POSPlugin
150 return true; 150 return true;
151 } 151 }
152 152
153 private bool check_all_prims(POSCharacter c)
154 {
155 foreach (POSPrim p in _prims)
156 {
157 if (check_collision(c, p))
158 return true;
159 }
160 return false;
161 }
162
153 public override void Simulate(float timeStep) 163 public override void Simulate(float timeStep)
154 { 164 {
155 foreach (POSCharacter character in _characters) 165 foreach (POSCharacter character in _characters)
@@ -181,22 +191,28 @@ namespace OpenSim.Region.Physics.POSPlugin
181 /// Completely Bogus Collision Detection!!! 191 /// Completely Bogus Collision Detection!!!
182 /// better known as the CBCD algorithm 192 /// better known as the CBCD algorithm
183 193
184 foreach (POSPrim p in _prims) 194 if (check_all_prims(character))
185 { 195 {
186 if (check_collision(character, p)) 196 character.Position.Z = oldposZ; // first try Z axis
197 if (check_all_prims(character))
187 { 198 {
188 character.Position.Z = oldposZ; // first try Z axis 199 character.Position.Z = oldposZ + 0.4f; // try harder
189 if (check_collision(character, p)) 200 if (check_all_prims(character))
190 { 201 {
191 character.Position.X = oldposX; 202 character.Position.X = oldposX;
192 character.Position.Y = oldposY; 203 character.Position.Y = oldposY;
204 character.Position.Z = oldposZ;
193 } 205 }
194 else 206 else
195 { 207 {
196 character._target_velocity.Z = 0; 208 character._target_velocity.Z = 0;
197 } 209 }
198 } 210 }
199 } 211 else
212 {
213 character._target_velocity.Z = 0;
214 }
215 }
200 216
201 if (character.Position.Y < 0) 217 if (character.Position.Y < 0)
202 { 218 {