* This increases accuracy when border crossing (the reason is.. the border crossing code will use velocity to predict where the object should be, so setting it to zero. It still looses about 0.0045 per loop.
parent
bdc48e3e0f
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55400ff7be
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@ -644,8 +644,8 @@ namespace OpenSim.Region.Framework.Scenes
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// m_group.AbsolutePosition += motionThisFrame;
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// m_group.AbsolutePosition += motionThisFrame;
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m_nextPosition = m_group.AbsolutePosition + motionThisFrame;
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m_nextPosition = m_group.AbsolutePosition + motionThisFrame;
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m_group.AbsolutePosition = m_nextPosition;
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m_group.AbsolutePosition = m_nextPosition;
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if ((m_group.AbsolutePosition.X < 10 || m_group.AbsolutePosition.Y < 10 || m_group.AbsolutePosition.X > Constants.RegionSize - 10 || m_group.AbsolutePosition.Y > Constants.RegionSize - 10))
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//m_group.RootPart.Velocity = v;
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m_group.RootPart.Velocity = v;
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update = true;
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update = true;
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}
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}
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@ -736,12 +736,12 @@ namespace OpenSim.Region.Framework.Scenes
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m_waitingCrossing = true;
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m_waitingCrossing = true;
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// to remove / retune to smoth crossings
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// to remove / retune to smoth crossings
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if (m_group.RootPart.Velocity != Vector3.Zero)
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//if (m_group.RootPart.Velocity != Vector3.Zero)
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{
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//{
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m_group.RootPart.Velocity = Vector3.Zero;
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// m_group.RootPart.Velocity = Vector3.Zero;
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m_group.SendGroupRootTerseUpdate();
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// m_group.SendGroupRootTerseUpdate();
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// m_group.RootPart.ScheduleTerseUpdate();
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// m_group.RootPart.ScheduleTerseUpdate();
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}
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//}
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}
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}
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public void CrossingFailure()
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public void CrossingFailure()
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