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authorRobert Adams2013-10-16 07:53:44 -0700
committerRobert Adams2013-10-16 07:53:44 -0700
commit8937a2244d65ea71c402777bb68a986f60982e07 (patch)
tree03601074b85b0c41ff15f5155a4b14c197954450 /OpenSim/Region/Physics
parentvarregion: move the compressed heighmap compression factor from (diff)
parentBulletSim: implement the SL bug where VEHICLE_HOVER_UP_ONLY disables (diff)
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Merge branch 'master' into varregion
Diffstat (limited to 'OpenSim/Region/Physics')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs12
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs15
2 files changed, 25 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index f0d17d3..7b98f9d 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -1125,7 +1125,19 @@ namespace OpenSim.Region.Physics.BulletSPlugin
1125 { 1125 {
1126 // If body is already heigher, use its height as target height 1126 // If body is already heigher, use its height as target height
1127 if (VehiclePosition.Z > m_VhoverTargetHeight) 1127 if (VehiclePosition.Z > m_VhoverTargetHeight)
1128 {
1128 m_VhoverTargetHeight = VehiclePosition.Z; 1129 m_VhoverTargetHeight = VehiclePosition.Z;
1130
1131 // A 'misfeature' of this flag is that if the vehicle is above it's hover height,
1132 // the vehicle's buoyancy goes away. This is an SL bug that got used by so many
1133 // scripts that it could not be changed.
1134 // So, if above the height, reapply gravity if buoyancy had it turned off.
1135 if (m_VehicleBuoyancy != 0)
1136 {
1137 Vector3 appliedGravity = ControllingPrim.ComputeGravity(ControllingPrim.Buoyancy) * m_vehicleMass;
1138 VehicleAddForce(appliedGravity);
1139 }
1140 }
1129 } 1141 }
1130 1142
1131 if ((m_flags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0) 1143 if ((m_flags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0)
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
index c4807c4..c016eed 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
@@ -354,6 +354,8 @@ public sealed class BSTerrainManager : IDisposable
354 // Return a new position that is over known terrain if the position is outside our terrain. 354 // Return a new position that is over known terrain if the position is outside our terrain.
355 public Vector3 ClampPositionIntoKnownTerrain(Vector3 pPos) 355 public Vector3 ClampPositionIntoKnownTerrain(Vector3 pPos)
356 { 356 {
357 float edgeEpsilon = 0.1f;
358
357 Vector3 ret = pPos; 359 Vector3 ret = pPos;
358 360
359 // First, base addresses are never negative so correct for that possible problem. 361 // First, base addresses are never negative so correct for that possible problem.
@@ -378,10 +380,19 @@ public sealed class BSTerrainManager : IDisposable
378 // NOTE that GetTerrainPhysicalAtXYZ will set 'terrainBaseXYZ' to the base of the unfound region. 380 // NOTE that GetTerrainPhysicalAtXYZ will set 'terrainBaseXYZ' to the base of the unfound region.
379 381
380 // Must be off the top of a region. Find an adjacent region to move into. 382 // Must be off the top of a region. Find an adjacent region to move into.
383 // The returned terrain is always 'lower'. That is, closer to <0,0>.
381 Vector3 adjacentTerrainBase = FindAdjacentTerrainBase(terrainBaseXYZ); 384 Vector3 adjacentTerrainBase = FindAdjacentTerrainBase(terrainBaseXYZ);
382 385
383 ret.X = Math.Min(ret.X, adjacentTerrainBase.X + (ret.X % DefaultRegionSize.X)); 386 if (adjacentTerrainBase.X < terrainBaseXYZ.X)
384 ret.Y = Math.Min(ret.Y, adjacentTerrainBase.Y + (ret.X % DefaultRegionSize.Y)); 387 {
388 // moving down into a new region in the X dimension. New position will be the max in the new base.
389 ret.X = adjacentTerrainBase.X + DefaultRegionSize.X - edgeEpsilon;
390 }
391 if (adjacentTerrainBase.Y < terrainBaseXYZ.Y)
392 {
393 // moving down into a new region in the X dimension. New position will be the max in the new base.
394 ret.Y = adjacentTerrainBase.Y + DefaultRegionSize.Y - edgeEpsilon;
395 }
385 DetailLog("{0},BSTerrainManager.ClampPositionToKnownTerrain,findingAdjacentRegion,adjacentRegBase={1},oldPos={2},newPos={3}", 396 DetailLog("{0},BSTerrainManager.ClampPositionToKnownTerrain,findingAdjacentRegion,adjacentRegBase={1},oldPos={2},newPos={3}",
386 BSScene.DetailLogZero, adjacentTerrainBase, pPos, ret); 397 BSScene.DetailLogZero, adjacentTerrainBase, pPos, ret);
387 398