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-rw-r--r--OpenSim/Region/Physics/POSPlugin/POSPlugin.cs39
1 files changed, 17 insertions, 22 deletions
diff --git a/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs b/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs
index ef7b1f0..5b4450c 100644
--- a/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs
+++ b/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs
@@ -65,6 +65,7 @@ namespace OpenSim.Region.Physics.POSPlugin
65 { 65 {
66 private List<POSActor> _actors = new List<POSActor>(); 66 private List<POSActor> _actors = new List<POSActor>();
67 private float[] _heightMap; 67 private float[] _heightMap;
68 private const float gravity = -1.0f;
68 69
69 public POSScene() 70 public POSScene()
70 { 71 {
@@ -119,15 +120,13 @@ namespace OpenSim.Region.Physics.POSPlugin
119 { 120 {
120 foreach (POSActor actor in _actors) 121 foreach (POSActor actor in _actors)
121 { 122 {
122 actor.Position.X = actor.Position.X + (actor.Velocity.X*timeStep); 123 actor.Position.X += actor.Velocity.X * timeStep;
123 actor.Position.Y = actor.Position.Y + (actor.Velocity.Y*timeStep); 124 actor.Position.Y += actor.Velocity.Y * timeStep;
124 if (actor.Position.Y < 0) 125 actor.Position.Z += actor.Velocity.Z * timeStep;
125 { 126
126 actor.Position.Y = 0.1F; 127 if (!actor.Flying)
127 }
128 else if (actor.Position.Y >= 256)
129 { 128 {
130 actor.Position.Y = 255.9F; 129 actor.Velocity.Z += gravity;
131 } 130 }
132 131
133 if (actor.Position.X < 0) 132 if (actor.Position.X < 0)
@@ -139,23 +138,19 @@ namespace OpenSim.Region.Physics.POSPlugin
139 actor.Position.X = 255.9F; 138 actor.Position.X = 255.9F;
140 } 139 }
141 140
142 float height = _heightMap[(int) actor.Position.Y*256 + (int) actor.Position.X] + 1.0f; 141 if (actor.Position.Y < 0)
143 if (actor.Flying)
144 { 142 {
145 if (actor.Position.Z + (actor.Velocity.Z*timeStep) < 143 actor.Position.Y = 0.1F;
146 _heightMap[(int) actor.Position.Y*256 + (int) actor.Position.X] + 2)
147 {
148 actor.Position.Z = height;
149 actor.Velocity.Z = 0;
150 }
151 else
152 {
153 actor.Position.Z = actor.Position.Z + (actor.Velocity.Z*timeStep);
154 }
155 } 144 }
156 else 145 else if (actor.Position.Y >= 256)
146 {
147 actor.Position.Y = 255.9F;
148 }
149
150 float terrainheight = _heightMap[(int) actor.Position.Y * 256 + (int) actor.Position.X];
151 if (actor.Position.Z + (actor.Velocity.Z * timeStep) < terrainheight + 2)
157 { 152 {
158 actor.Position.Z = height; 153 actor.Position.Z = terrainheight + 1.0f;
159 actor.Velocity.Z = 0; 154 actor.Velocity.Z = 0;
160 } 155 }
161 } 156 }