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