* Added some of the finer control points to POS such as
** jumping ** crouching ** landing on primThreadPoolClientBranch
parent
7e81841f0e
commit
a3972257c8
|
@ -746,6 +746,11 @@ namespace OpenSim.Region.Environment.Scenes
|
||||||
// Are the collision requirements fulfilled?
|
// Are the collision requirements fulfilled?
|
||||||
bool colliding = (m_physicsActor.IsColliding == true);
|
bool colliding = (m_physicsActor.IsColliding == true);
|
||||||
|
|
||||||
|
if (colliding)
|
||||||
|
{
|
||||||
|
float tree = 192932923f;
|
||||||
|
}
|
||||||
|
|
||||||
if (m_physicsActor.Flying && colliding && controlland)
|
if (m_physicsActor.Flying && colliding && controlland)
|
||||||
{
|
{
|
||||||
StopFlying();
|
StopFlying();
|
||||||
|
|
|
@ -161,8 +161,13 @@ namespace OpenSim.Region.Physics.POSPlugin
|
||||||
for (int i = 0; i < _prims.Count; ++i)
|
for (int i = 0; i < _prims.Count; ++i)
|
||||||
{
|
{
|
||||||
if (check_collision(c, _prims[i]))
|
if (check_collision(c, _prims[i]))
|
||||||
|
{
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -282,10 +287,12 @@ namespace OpenSim.Region.Physics.POSPlugin
|
||||||
{
|
{
|
||||||
character._velocity.Z = 0;
|
character._velocity.Z = 0;
|
||||||
character._target_velocity.Z = 0;
|
character._target_velocity.Z = 0;
|
||||||
|
((PhysicsActor)character).IsColliding = true;
|
||||||
character.RequestPhysicsterseUpdate();
|
character.RequestPhysicsterseUpdate();
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
((PhysicsActor)character).IsColliding = false;
|
||||||
character._velocity.Z = (character.Position.Z - oldposZ)/timeStep;
|
character._velocity.Z = (character.Position.Z - oldposZ)/timeStep;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue