From 86bd287b5346063edb0f62ceb96ee08c6ee80c18 Mon Sep 17 00:00:00 2001 From: "Justin Clark-Casey (justincc)" Date: Tue, 20 Mar 2012 20:39:33 +0000 Subject: [PATCH] refactor: precalculate the fixed movement factor for avatar tilting (sqrt(2)) rather than doing it multiple times on every move. --- .../Region/Physics/OdePlugin/ODECharacter.cs | 21 ++++++++++++------- OpenSim/Region/Physics/OdePlugin/OdeScene.cs | 3 +++ 2 files changed, 16 insertions(+), 8 deletions(-) diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs index 6d1f41da05..8397eb4331 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs @@ -114,6 +114,11 @@ namespace OpenSim.Region.Physics.OdePlugin private float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes. + /// + /// Base movement for calculating tilt. + /// + private float m_tiltBaseMovement = (float)Math.Sqrt(2); + /// /// Used to introduce a fixed tilt because a straight-up capsule falls through terrain, probably a bug in terrain collider /// @@ -524,14 +529,14 @@ namespace OpenSim.Region.Physics.OdePlugin if (movementVector.Y > 0) { // northeast - movementVector.X = (float)Math.Sqrt(2.0); - movementVector.Y = (float)Math.Sqrt(2.0); + movementVector.X = m_tiltBaseMovement; + movementVector.Y = m_tiltBaseMovement; } else { // southeast - movementVector.X = (float)Math.Sqrt(2.0); - movementVector.Y = -(float)Math.Sqrt(2.0); + movementVector.X = m_tiltBaseMovement; + movementVector.Y = -m_tiltBaseMovement; } } else @@ -540,14 +545,14 @@ namespace OpenSim.Region.Physics.OdePlugin if (movementVector.Y > 0) { // northwest - movementVector.X = -(float)Math.Sqrt(2.0); - movementVector.Y = (float)Math.Sqrt(2.0); + movementVector.X = -m_tiltBaseMovement; + movementVector.Y = m_tiltBaseMovement; } else { // southwest - movementVector.X = -(float)Math.Sqrt(2.0); - movementVector.Y = -(float)Math.Sqrt(2.0); + movementVector.X = -m_tiltBaseMovement; + movementVector.Y = -m_tiltBaseMovement; } } diff --git a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs index 1f8c2ca6b2..842ff916dc 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs @@ -185,6 +185,9 @@ namespace OpenSim.Region.Physics.OdePlugin /// /// true = old compatibility mode with leaning capsule; false = new corrected mode /// + /// + /// Even when set to false, the capsule still tilts but this is done in a different way. + /// public bool IsAvCapsuleTilted { get; private set; } private float avDensity = 80f;