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.
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21dc5f4a1a
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8a95953bb7
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@ -430,8 +430,19 @@ namespace OpenSim.Region.Framework.Scenes
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if (Scene != null)
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{
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if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W)
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|| Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S))
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if (
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// (Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E)
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// || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W)
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// || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N)
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// || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S))
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// Experimental change for better border crossings.
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// The commented out original lines above would, it seems, trigger
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// a border crossing a little early or late depending on which
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// direction the object was moving.
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(Scene.TestBorderCross(val, Cardinals.E)
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|| Scene.TestBorderCross(val, Cardinals.W)
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|| Scene.TestBorderCross(val, Cardinals.N)
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|| Scene.TestBorderCross(val, Cardinals.S))
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&& !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
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{
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m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
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