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author | Teravus Ovares | 2008-09-06 07:52:41 +0000 |
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committer | Teravus Ovares | 2008-09-06 07:52:41 +0000 |
commit | 7d89e122930be39e84a6d174548fa2d12ac0484a (patch) | |
tree | e5aa5752f988a9aba2a969f49e5e208985eda80c /OpenSim/Region/Physics/POSPlugin/POSScene.cs | |
parent | * minor: speculatively try a change to bamboo.build to see if this generates ... (diff) | |
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* This is the fabled LibOMV update with all of the libOMV types from JHurliman
* This is a HUGE OMG update and will definitely have unknown side effects.. so this is really only for the strong hearted at this point. Regular people should let the dust settle.
* This has been tested to work with most basic functions. However.. make sure you back up 'everything' before using this. It's that big!
* Essentially we're back at square 1 in the testing phase.. so lets identify things that broke.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/POSPlugin/POSScene.cs | 17 |
1 files changed, 8 insertions, 9 deletions
diff --git a/OpenSim/Region/Physics/POSPlugin/POSScene.cs b/OpenSim/Region/Physics/POSPlugin/POSScene.cs index a32021d..9771a62 100644 --- a/OpenSim/Region/Physics/POSPlugin/POSScene.cs +++ b/OpenSim/Region/Physics/POSPlugin/POSScene.cs | |||
@@ -27,8 +27,8 @@ | |||
27 | 27 | ||
28 | using System; | 28 | using System; |
29 | using System.Collections.Generic; | 29 | using System.Collections.Generic; |
30 | using Axiom.Math; | ||
31 | using Nini.Config; | 30 | using Nini.Config; |
31 | using OpenMetaverse; | ||
32 | using OpenSim.Framework; | 32 | using OpenSim.Framework; |
33 | using OpenSim.Region.Physics.Manager; | 33 | using OpenSim.Region.Physics.Manager; |
34 | 34 | ||
@@ -109,14 +109,13 @@ namespace OpenSim.Region.Physics.POSPlugin | |||
109 | 109 | ||
110 | private bool isColliding(POSCharacter c, POSPrim p) | 110 | private bool isColliding(POSCharacter c, POSPrim p) |
111 | { | 111 | { |
112 | Vector3 rotatedPos = p.Orientation.Inverse() * | 112 | Vector3 rotatedPos = new Vector3(c.Position.X - p.Position.X, c.Position.Y - p.Position.Y, |
113 | new Vector3(c.Position.X - p.Position.X, c.Position.Y - p.Position.Y, | 113 | c.Position.Z - p.Position.Z) * Quaternion.Inverse(p.Orientation); |
114 | c.Position.Z - p.Position.Z); | 114 | Vector3 avatarSize = new Vector3(c.Size.X, c.Size.Y, c.Size.Z) * Quaternion.Inverse(p.Orientation); |
115 | Vector3 avatarSize = p.Orientation.Inverse()*new Vector3(c.Size.X, c.Size.Y, c.Size.Z); | 115 | |
116 | 116 | if (Math.Abs(rotatedPos.X) >= (p.Size.X*0.5 + Math.Abs(avatarSize.X)) || | |
117 | if (Math.Abs(rotatedPos.x) >= (p.Size.X*0.5 + Math.Abs(avatarSize.x)) || | 117 | Math.Abs(rotatedPos.Y) >= (p.Size.Y*0.5 + Math.Abs(avatarSize.Y)) || |
118 | Math.Abs(rotatedPos.y) >= (p.Size.Y*0.5 + Math.Abs(avatarSize.y)) || | 118 | Math.Abs(rotatedPos.Z) >= (p.Size.Z*0.5 + Math.Abs(avatarSize.Z))) |
119 | Math.Abs(rotatedPos.z) >= (p.Size.Z*0.5 + Math.Abs(avatarSize.z))) | ||
120 | { | 119 | { |
121 | return false; | 120 | return false; |
122 | } | 121 | } |