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authoridb2008-12-01 00:49:36 +0000
committeridb2008-12-01 00:49:36 +0000
commit098f16fe3192ef17e7c749a70ea0607a22ae55fa (patch)
treef107a86180f4ebaf7103b466f05c2faeb119cb24 /OpenSim/Region/Physics/POSPlugin
parentMantis #2584 (again) (diff)
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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 'OpenSim/Region/Physics/POSPlugin')
-rw-r--r--OpenSim/Region/Physics/POSPlugin/POSCharacter.cs9
-rw-r--r--OpenSim/Region/Physics/POSPlugin/POSScene.cs30
2 files changed, 26 insertions, 13 deletions
diff --git a/OpenSim/Region/Physics/POSPlugin/POSCharacter.cs b/OpenSim/Region/Physics/POSPlugin/POSCharacter.cs
index a9ddf27..8c185fc 100644
--- a/OpenSim/Region/Physics/POSPlugin/POSCharacter.cs
+++ b/OpenSim/Region/Physics/POSPlugin/POSCharacter.cs
@@ -39,6 +39,7 @@ namespace OpenSim.Region.Physics.POSPlugin
39 private PhysicsVector _position; 39 private PhysicsVector _position;
40 public PhysicsVector _velocity; 40 public PhysicsVector _velocity;
41 public PhysicsVector _target_velocity = PhysicsVector.Zero; 41 public PhysicsVector _target_velocity = PhysicsVector.Zero;
42 public PhysicsVector _size = PhysicsVector.Zero;
42 private PhysicsVector _acceleration; 43 private PhysicsVector _acceleration;
43 private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero; 44 private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero;
44 private bool flying; 45 private bool flying;
@@ -144,8 +145,12 @@ namespace OpenSim.Region.Physics.POSPlugin
144 145
145 public override PhysicsVector Size 146 public override PhysicsVector Size
146 { 147 {
147 get { return new PhysicsVector(0.5f, 0.5f, 1.0f); } 148 get { return _size; }
148 set { } 149 set
150 {
151 _size = value;
152 _size.Z = _size.Z / 2.0f;
153 }
149 } 154 }
150 155
151 public override float Mass 156 public override float Mass
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