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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs26
1 files changed, 26 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs
index 1b8a454..54bae21 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs
@@ -139,6 +139,21 @@ public class BSActorAvatarMove : BSActor
139 } 139 }
140 } 140 }
141 141
142 private float ComputeMinFlightHeight()
143 {
144 float waterHeight = m_physicsScene.TerrainManager.GetWaterLevelAtXYZ(m_controllingPrim.RawPosition);
145 float groundHeight = m_physicsScene.TerrainManager.GetTerrainHeightAtXYZ(m_controllingPrim.RawPosition);
146
147 if (groundHeight > waterHeight)
148 {
149 return groundHeight + 8f;
150 }
151 else
152 {
153 return waterHeight + 8f;
154 }
155 }
156
142 private void DeactivateAvatarMove() 157 private void DeactivateAvatarMove()
143 { 158 {
144 if (m_velocityMotor != null) 159 if (m_velocityMotor != null)
@@ -265,6 +280,17 @@ public class BSActorAvatarMove : BSActor
265 // Add special movement force to allow avatars to walk up stepped surfaces. 280 // Add special movement force to allow avatars to walk up stepped surfaces.
266 moveForce += WalkUpStairs(); 281 moveForce += WalkUpStairs();
267 282
283 //Alicia: Maintain minimum height when flying
284 if (m_controllingPrim.Flying)
285 {
286 float hover_height = ComputeMinFlightHeight();
287
288 if( m_controllingPrim.Position.Z < hover_height)
289 {
290 moveForce.Z = moveForce.Z + 50f;
291 }
292 }
293
268 m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", 294 m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}",
269 m_controllingPrim.LocalID, stepVelocity, m_controllingPrim.RawVelocity, m_controllingPrim.Mass, moveForce); 295 m_controllingPrim.LocalID, stepVelocity, m_controllingPrim.RawVelocity, m_controllingPrim.Mass, moveForce);
270 m_physicsScene.PE.ApplyCentralImpulse(m_controllingPrim.PhysBody, moveForce); 296 m_physicsScene.PE.ApplyCentralImpulse(m_controllingPrim.PhysBody, moveForce);