BulletSim: experimentally remove unit displacement from prim border crossing test. This seems to cause border crossing to be sensed either a little early or a little late depending on which directin the object is moving. If border crossings become totally borked or someone remembers why this was displacement was done, revert this change.

0.7.5-pf-bulletsim
Robert Adams 2012-12-16 21:12:01 -08:00
parent 21dc5f4a1a
commit 8a95953bb7
1 changed files with 13 additions and 2 deletions

View File

@ -430,8 +430,19 @@ namespace OpenSim.Region.Framework.Scenes
if (Scene != null)
{
if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W)
|| Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S))
if (
// (Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E)
// || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W)
// || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N)
// || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S))
// Experimental change for better border crossings.
// The commented out original lines above would, it seems, trigger
// a border crossing a little early or late depending on which
// direction the object was moving.
(Scene.TestBorderCross(val, Cardinals.E)
|| Scene.TestBorderCross(val, Cardinals.W)
|| Scene.TestBorderCross(val, Cardinals.N)
|| Scene.TestBorderCross(val, Cardinals.S))
&& !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
{
m_scene.CrossPrimGroupIntoNewRegion(val, this, true);