by reversing the sign on the recoil computation and adding a
[XEngine]RecoilScaleFactor parameter which defaults to zero.
Testing in SL seems to show that there is not a recoil action there.
Or, at least, it is very small. If someone knows how small, the default
for the scale factor should be changed.
0.7.5-pf-bulletsim
Robert Adams 2012-12-29 18:31:38 -08:00
parent 26f364cc5d
commit 4914d6c0ea
1 changed files with 11 additions and 2 deletions

View File

@ -96,6 +96,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
protected float m_ScriptDelayFactor = 1.0f;
protected float m_ScriptDistanceFactor = 1.0f;
protected float m_MinTimerInterval = 0.5f;
protected float m_recoilScaleFactor = 0.0f;
protected DateTime m_timer = DateTime.Now;
protected bool m_waitingForScriptAnswer = false;
@ -146,6 +147,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
// there's an smtp config, so load in the snooze time.
EMAIL_PAUSE_TIME = SMTPConfig.GetInt("email_pause_time", EMAIL_PAUSE_TIME);
}
// Rezzing an object with a velocity can create recoil. This feature seems to have been
// removed from recent versions of SL. The code computes recoil (vel*mass) and scales
// it by this factor. May be zero to turn off recoil all together.
m_recoilScaleFactor = m_ScriptEngine.Config.GetFloat("RecoilScaleFactor", m_recoilScaleFactor);
}
public override Object InitializeLifetimeService()
@ -2829,10 +2834,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
PhysicsActor pa = new_group.RootPart.PhysActor;
//Recoil.
if (pa != null && pa.IsPhysical && (Vector3)vel != Vector3.Zero)
{
//Recoil.
llApplyImpulse(vel * groupmass, 0);
Vector3 recoil = -vel * groupmass * m_recoilScaleFactor;
if (recoil != Vector3.Zero)
{
llApplyImpulse(recoil, 0);
}
}
// Variable script delay? (see (http://wiki.secondlife.com/wiki/LSL_Delay)
});