refactor: slightly adjust some code in ODECharacter.Move() to eliminate a condition check without changing the logic
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ad3ce54aca
commit
19bd27071a
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@ -890,29 +890,30 @@ namespace OpenSim.Region.Physics.OdePlugin
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// vec, _target_velocity, movementdivisor, vel);
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}
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if (m_iscolliding && !flying && _target_velocity.Z > 0.0f)
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{
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// We're colliding with something and we're not flying but we're moving
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// This means we're walking or running.
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d.Vector3 pos = d.BodyGetPosition(Body);
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vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P;
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vec.X = ((_target_velocity.X - vel.X) / 1.2f) * PID_D;
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vec.Y = ((_target_velocity.Y - vel.Y) / 1.2f) * PID_D;
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}
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else if (!m_iscolliding && !flying)
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{
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// we're not colliding and we're not flying so that means we're falling!
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// m_iscolliding includes collisions with the ground.
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vec.X = ((_target_velocity.X - vel.X) / 1.2f) * PID_D;
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vec.Y = ((_target_velocity.Y - vel.Y) / 1.2f) * PID_D;
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}
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if (flying)
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{
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// This also acts as anti-gravity so that we hover when flying rather than fall.
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vec.Z = (_target_velocity.Z - vel.Z) * (PID_D);
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}
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else
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{
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if (m_iscolliding && _target_velocity.Z > 0.0f)
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{
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// We're colliding with something and we're not flying but we're moving
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// This means we're walking or running.
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d.Vector3 pos = d.BodyGetPosition(Body);
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vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P;
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vec.X = ((_target_velocity.X - vel.X) / 1.2f) * PID_D;
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vec.Y = ((_target_velocity.Y - vel.Y) / 1.2f) * PID_D;
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}
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else if (!m_iscolliding)
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{
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// we're not colliding and we're not flying so that means we're falling!
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// m_iscolliding includes collisions with the ground.
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vec.X = ((_target_velocity.X - vel.X) / 1.2f) * PID_D;
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vec.Y = ((_target_velocity.Y - vel.Y) / 1.2f) * PID_D;
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}
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}
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}
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if (flying)
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