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author | dahlia | 2015-02-07 17:39:46 -0800 |
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committer | dahlia | 2015-02-07 17:39:46 -0800 |
commit | 12119a9d7dd16126c80284892412dc5253420fa4 (patch) | |
tree | 7d0509b2a9baae299266d9b1dbbafa34c3619cda | |
parent | llLookAt(): reduce and clamp strengh to reduce probability of overshoot (diff) | |
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llLookAt() strength parameter should slow rotation as it is increased. Thanks Vegaslan for pointing this out.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 8d28915..af7121d 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -4882,7 +4882,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4882 | if (APIDTarget != Quaternion.Identity) | 4882 | if (APIDTarget != Quaternion.Identity) |
4883 | { | 4883 | { |
4884 | PhysicsActor pa = ParentGroup.RootPart.PhysActor; | 4884 | PhysicsActor pa = ParentGroup.RootPart.PhysActor; |
4885 | if (pa == null || !pa.IsPhysical) | 4885 | if (pa == null || !pa.IsPhysical || APIDStrength < 0.04) |
4886 | { | 4886 | { |
4887 | StopLookAt(); | 4887 | StopLookAt(); |
4888 | return; | 4888 | return; |
@@ -4911,7 +4911,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4911 | angle = 2.0f * (float)Math.PI - angle; | 4911 | angle = 2.0f * (float)Math.PI - angle; |
4912 | 4912 | ||
4913 | // clamp strength to avoid overshoot | 4913 | // clamp strength to avoid overshoot |
4914 | float strength = APIDStrength; | 4914 | float strength = 1.0f / APIDStrength; |
4915 | if (strength > 1.0) strength = 1.0f; | 4915 | if (strength > 1.0) strength = 1.0f; |
4916 | 4916 | ||
4917 | // set angular velocity to rotate to desired orientation | 4917 | // set angular velocity to rotate to desired orientation |