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-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
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs22
4 files changed, 37 insertions, 36 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
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index 17dca98..90b2583 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -5040,27 +5040,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5040 } 5040 }
5041 else 5041 else
5042 { 5042 {
5043 agentSize = new LSL_Vector(0.45, 0.6, calculateAgentHeight(avatar)); 5043 agentSize = new LSL_Vector(0.45, 0.6, avatar.Appearance.AvatarHeight);
5044 } 5044 }
5045 return agentSize; 5045 return agentSize;
5046 } 5046 }
5047 5047
5048 private float calculateAgentHeight(ScenePresence avatar)
5049 {
5050 byte[] parms = avatar.Appearance.VisualParams;
5051 // The values here were arrived at from experimentation with the sliders
5052 // in edit appearance in SL to find the ones that affected the height and how
5053 // much they affected it.
5054 float avatarHeight = 1.23077f // Shortest possible avatar height
5055 + 0.516945f * (float)parms[25] / 255.0f // Body height
5056 + 0.072514f * (float)parms[120] / 255.0f // Head size
5057 + 0.3836f * (float)parms[125] / 255.0f // Leg length
5058 + 0.08f * (float)parms[77] / 255.0f // Shoe heel height
5059 + 0.07f * (float)parms[78] / 255.0f // Shoe platform height
5060 + 0.076f * (float)parms[148] / 255.0f; // Neck length
5061 return avatarHeight;
5062 }
5063
5064 public LSL_Integer llSameGroup(string agent) 5048 public LSL_Integer llSameGroup(string agent)
5065 { 5049 {
5066 m_host.AddScriptLPS(1); 5050 m_host.AddScriptLPS(1);
@@ -6600,14 +6584,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6600 if (presence.Animations.DefaultAnimation.AnimID == AnimationSet.Animations.AnimsUUID["SIT_GROUND_CONSTRAINED"]) 6584 if (presence.Animations.DefaultAnimation.AnimID == AnimationSet.Animations.AnimsUUID["SIT_GROUND_CONSTRAINED"])
6601 { 6585 {
6602 // This is for ground sitting avatars 6586 // This is for ground sitting avatars
6603 float height = calculateAgentHeight(presence) / 2.66666667f; 6587 float height = presence.Appearance.AvatarHeight / 2.66666667f;
6604 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f); 6588 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
6605 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f); 6589 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
6606 } 6590 }
6607 else 6591 else
6608 { 6592 {
6609 // This is for standing/flying avatars 6593 // This is for standing/flying avatars
6610 float height = calculateAgentHeight(presence) / 2.0f; 6594 float height = presence.Appearance.AvatarHeight / 2.0f;
6611 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f); 6595 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
6612 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f); 6596 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
6613 } 6597 }