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authorMic Bowman2011-08-05 11:13:02 -0700
committerMic Bowman2011-08-05 11:13:02 -0700
commitc3f579046c4de7a5a65e71e4c02958425fd7998a (patch)
treeb725d9eaa66d5eb7cf1f87ddbb4fa0f4284f71f5 /OpenSim/Region/Physics/BasicPhysicsPlugin
parentBulletSim: Parameters settable from ini file. Linksets. Physical property val... (diff)
parentremove the largely unused copy/pasted HandleAgentRequestSit() method (diff)
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Merge branch 'master' into bulletsim
Diffstat (limited to 'OpenSim/Region/Physics/BasicPhysicsPlugin')
-rw-r--r--OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs12
1 files changed, 8 insertions, 4 deletions
diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs
index 6c9d9ab..1ceed1a 100644
--- a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs
+++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs
@@ -123,11 +123,15 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
123 actorPosition.X = ((int)Constants.RegionSize - 0.1f); 123 actorPosition.X = ((int)Constants.RegionSize - 0.1f);
124 } 124 }
125 125
126 float height = _heightMap[(int)actor.Position.Y * Constants.RegionSize + (int)actor.Position.X] + actor.Size.Z; 126 float terrainHeight = 0;
127 if (_heightMap != null)
128 terrainHeight = _heightMap[(int)actor.Position.Y * Constants.RegionSize + (int)actor.Position.X];
129
130 float height = terrainHeight + actor.Size.Z;
131
127 if (actor.Flying) 132 if (actor.Flying)
128 { 133 {
129 if (actor.Position.Z + (actor.Velocity.Z*timeStep) < 134 if (actor.Position.Z + (actor.Velocity.Z * timeStep) < terrainHeight + 2)
130 _heightMap[(int)actor.Position.Y * Constants.RegionSize + (int)actor.Position.X] + 2)
131 { 135 {
132 actorPosition.Z = height; 136 actorPosition.Z = height;
133 actorVelocity.Z = 0; 137 actorVelocity.Z = 0;
@@ -135,7 +139,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
135 } 139 }
136 else 140 else
137 { 141 {
138 actorPosition.Z += actor.Velocity.Z*timeStep; 142 actorPosition.Z += actor.Velocity.Z * timeStep;
139 actor.IsColliding = false; 143 actor.IsColliding = false;
140 } 144 }
141 } 145 }