From a135e51d232143556e8154ccffeaf4860e02e33d Mon Sep 17 00:00:00 2001 From: UbitUmarov Date: Wed, 2 May 2012 22:08:09 +0100 Subject: Improved sitted avatars crossings ( plus tests on vehicles) --- OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 16 ++++++++++++---- OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs | 11 ++++++----- 2 files changed, 18 insertions(+), 9 deletions(-) diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 76804d7..8e1f447 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -634,10 +634,18 @@ namespace OpenSim.Region.Framework.Scenes ScenePresence agent = icon.EndInvoke(iar); //// If the cross was successful, this agent is a child agent - //if (agent.IsChildAgent) - // agent.Reset(); - //else // Not successful - // agent.RestoreInCurrentScene(); + if (agent.IsChildAgent) + { + if (agent.ParentUUID != UUID.Zero) + { + agent.ParentPart = null; + agent.ParentPosition = Vector3.Zero; + } + } + +// agent.Reset(); +// else // Not successful +// agent.RestoreInCurrentScene(); // In any case agent.IsInTransit = false; diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs index 7b232c1..9fefc4e 100644 --- a/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs +++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs @@ -793,10 +793,7 @@ namespace OpenSim.Region.Physics.OdePlugin float perr; // default to global but don't go underground - if (t < m_VhoverHeight) - perr = m_VhoverHeight - pos.Z; - else - perr = t - pos.Z; ; + perr = m_VhoverHeight - pos.Z; if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == 0) { @@ -817,9 +814,13 @@ namespace OpenSim.Region.Physics.OdePlugin perr += w; } } + else if (t > m_VhoverHeight) + perr = t - pos.Z; ; + if ((m_flags & VehicleFlag.HOVER_UP_ONLY) == 0 || perr > 0) { - force.Z += (perr / m_VhoverTimescale / m_VhoverTimescale - curVel.Z * m_VhoverEfficiency) / m_timestep; + // force.Z += (perr / m_VhoverTimescale / m_VhoverTimescale - curVel.Z * m_VhoverEfficiency) / m_timestep; + force.Z += (perr / m_VhoverTimescale - curVel.Z * m_VhoverEfficiency);// * m_invtimestep); force.Z += _pParentScene.gravityz * (1f - m_VehicleBuoyancy); } else // no buoyancy -- cgit v1.1