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authoridb2008-12-01 00:49:36 +0000
committeridb2008-12-01 00:49:36 +0000
commit098f16fe3192ef17e7c749a70ea0607a22ae55fa (patch)
treef107a86180f4ebaf7103b466f05c2faeb119cb24 /OpenSim/Region/Physics
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')
-rw-r--r--OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs12
-rw-r--r--OpenSim/Region/Physics/POSPlugin/POSCharacter.cs9
-rw-r--r--OpenSim/Region/Physics/POSPlugin/POSScene.cs30
3 files changed, 34 insertions, 17 deletions
diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs
index cacb9eb..6a27f46 100644
--- a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs
+++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs
@@ -152,7 +152,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
152 actor.Position.X = 255.9F; 152 actor.Position.X = 255.9F;
153 } 153 }
154 154
155 float height = _heightMap[(int)actor.Position.Y * Constants.RegionSize + (int)actor.Position.X] + 1.0f; 155 float height = _heightMap[(int)actor.Position.Y * Constants.RegionSize + (int)actor.Position.X] + actor.Size.Z;
156 if (actor.Flying) 156 if (actor.Flying)
157 { 157 {
158 if (actor.Position.Z + (actor.Velocity.Z*timeStep) < 158 if (actor.Position.Z + (actor.Velocity.Z*timeStep) <
@@ -210,15 +210,16 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
210 private PhysicsVector _position; 210 private PhysicsVector _position;
211 private PhysicsVector _velocity; 211 private PhysicsVector _velocity;
212 private PhysicsVector _acceleration; 212 private PhysicsVector _acceleration;
213 private PhysicsVector _size;
213 private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero; 214 private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero;
214 private bool flying; 215 private bool flying;
215 private bool iscolliding; 216 private bool iscolliding;
216
217 public BasicActor() 217 public BasicActor()
218 { 218 {
219 _velocity = new PhysicsVector(); 219 _velocity = new PhysicsVector();
220 _position = new PhysicsVector(); 220 _position = new PhysicsVector();
221 _acceleration = new PhysicsVector(); 221 _acceleration = new PhysicsVector();
222 _size = new PhysicsVector();
222 } 223 }
223 224
224 public override int PhysicsActorType 225 public override int PhysicsActorType
@@ -315,8 +316,11 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
315 316
316 public override PhysicsVector Size 317 public override PhysicsVector Size
317 { 318 {
318 get { return PhysicsVector.Zero; } 319 get { return _size; }
319 set { } 320 set {
321 _size = value;
322 _size.Z = _size.Z / 2.0f;
323 }
320 } 324 }
321 325
322 public override PrimitiveBaseShape Shape 326 public override PrimitiveBaseShape Shape
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