refactor: precalculate the fixed movement factor for avatar tilting (sqrt(2)) rather than doing it multiple times on every move.
parent
9b547f76e7
commit
3117b3cd88
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@ -114,6 +114,11 @@ namespace OpenSim.Region.Physics.OdePlugin
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private float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes.
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/// <summary>
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/// Base movement for calculating tilt.
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/// </summary>
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private float m_tiltBaseMovement = (float)Math.Sqrt(2);
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/// <summary>
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/// Used to introduce a fixed tilt because a straight-up capsule falls through terrain, probably a bug in terrain collider
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/// </summary>
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@ -524,14 +529,14 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (movementVector.Y > 0)
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{
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// northeast
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movementVector.X = (float)Math.Sqrt(2.0);
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movementVector.Y = (float)Math.Sqrt(2.0);
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movementVector.X = m_tiltBaseMovement;
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movementVector.Y = m_tiltBaseMovement;
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}
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else
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{
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// southeast
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movementVector.X = (float)Math.Sqrt(2.0);
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movementVector.Y = -(float)Math.Sqrt(2.0);
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movementVector.X = m_tiltBaseMovement;
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movementVector.Y = -m_tiltBaseMovement;
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}
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}
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else
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@ -540,14 +545,14 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (movementVector.Y > 0)
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{
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// northwest
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movementVector.X = -(float)Math.Sqrt(2.0);
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movementVector.Y = (float)Math.Sqrt(2.0);
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movementVector.X = -m_tiltBaseMovement;
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movementVector.Y = m_tiltBaseMovement;
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}
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else
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{
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// southwest
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movementVector.X = -(float)Math.Sqrt(2.0);
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movementVector.Y = -(float)Math.Sqrt(2.0);
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movementVector.X = -m_tiltBaseMovement;
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movementVector.Y = -m_tiltBaseMovement;
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}
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}
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@ -185,6 +185,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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/// <summary>
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/// true = old compatibility mode with leaning capsule; false = new corrected mode
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/// </summary>
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/// <remarks>
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/// Even when set to false, the capsule still tilts but this is done in a different way.
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/// </remarks>
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public bool IsAvCapsuleTilted { get; private set; }
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private float avDensity = 80f;
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