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author | idb | 2008-12-01 00:49:36 +0000 |
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committer | idb | 2008-12-01 00:49:36 +0000 |
commit | 098f16fe3192ef17e7c749a70ea0607a22ae55fa (patch) | |
tree | f107a86180f4ebaf7103b466f05c2faeb119cb24 /OpenSim/Region/Physics/POSPlugin/POSScene.cs | |
parent | Mantis #2584 (again) (diff) | |
download | opensim-SC_OLD-098f16fe3192ef17e7c749a70ea0607a22ae55fa.zip opensim-SC_OLD-098f16fe3192ef17e7c749a70ea0607a22ae55fa.tar.gz opensim-SC_OLD-098f16fe3192ef17e7c749a70ea0607a22ae55fa.tar.bz2 opensim-SC_OLD-098f16fe3192ef17e7c749a70ea0607a22ae55fa.tar.xz |
Remove duplicated avatar height calculation in lsl functions.
Use height calculation in Basic Physics and Physics of Simplicity so that avatars larger than the default walk with straight legs and shorter walk on the ground.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/POSPlugin/POSScene.cs | 30 |
1 files changed, 19 insertions, 11 deletions
diff --git a/OpenSim/Region/Physics/POSPlugin/POSScene.cs b/OpenSim/Region/Physics/POSPlugin/POSScene.cs index 9771a62..9a4e92f 100644 --- a/OpenSim/Region/Physics/POSPlugin/POSScene.cs +++ b/OpenSim/Region/Physics/POSPlugin/POSScene.cs | |||
@@ -167,7 +167,7 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
167 | float terrainheight = _heightMap[(int)character.Position.Y * Constants.RegionSize + (int)character.Position.X]; | 167 | float terrainheight = _heightMap[(int)character.Position.Y * Constants.RegionSize + (int)character.Position.X]; |
168 | if (character.Position.Z + (character._target_velocity.Z * timeStep) < terrainheight + 2) | 168 | if (character.Position.Z + (character._target_velocity.Z * timeStep) < terrainheight + 2) |
169 | { | 169 | { |
170 | character.Position.Z = terrainheight + 1.0f; | 170 | character.Position.Z = terrainheight + character.Size.Z; |
171 | forcedZ = true; | 171 | forcedZ = true; |
172 | } | 172 | } |
173 | else | 173 | else |
@@ -184,23 +184,31 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
184 | character.Position.Z = oldposZ; // first try Z axis | 184 | character.Position.Z = oldposZ; // first try Z axis |
185 | if (isCollidingWithPrim(character)) | 185 | if (isCollidingWithPrim(character)) |
186 | { | 186 | { |
187 | character.Position.Z = oldposZ + 0.4f; // try harder | 187 | character.Position.Z = oldposZ + character.Size.Z / 4.4f; // try harder |
188 | if (isCollidingWithPrim(character)) | 188 | if (isCollidingWithPrim(character)) |
189 | { | 189 | { |
190 | character.Position.X = oldposX; | 190 | character.Position.Z = oldposZ + character.Size.Z / 2.2f; // try very hard |
191 | character.Position.Y = oldposY; | ||
192 | character.Position.Z = oldposZ; | ||
193 | |||
194 | character.Position.X += character._target_velocity.X * timeStep; | ||
195 | if (isCollidingWithPrim(character)) | 191 | if (isCollidingWithPrim(character)) |
196 | { | 192 | { |
197 | character.Position.X = oldposX; | 193 | character.Position.X = oldposX; |
194 | character.Position.Y = oldposY; | ||
195 | character.Position.Z = oldposZ; | ||
196 | |||
197 | character.Position.X += character._target_velocity.X * timeStep; | ||
198 | if (isCollidingWithPrim(character)) | ||
199 | { | ||
200 | character.Position.X = oldposX; | ||
201 | } | ||
202 | |||
203 | character.Position.Y += character._target_velocity.Y * timeStep; | ||
204 | if (isCollidingWithPrim(character)) | ||
205 | { | ||
206 | character.Position.Y = oldposY; | ||
207 | } | ||
198 | } | 208 | } |
199 | 209 | else | |
200 | character.Position.Y += character._target_velocity.Y * timeStep; | ||
201 | if (isCollidingWithPrim(character)) | ||
202 | { | 210 | { |
203 | character.Position.Y = oldposY; | 211 | forcedZ = true; |
204 | } | 212 | } |
205 | } | 213 | } |
206 | else | 214 | else |