* Added some of the finer control points to POS such as

** jumping
** crouching
** landing on prim
ThreadPoolClientBranch
Teravus Ovares 2008-01-12 04:29:36 +00:00
parent 7e81841f0e
commit a3972257c8
2 changed files with 12 additions and 0 deletions

View File

@ -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();

View File

@ -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;
} }
} }