Reverting my POS changes. I need to think this through a bit more.
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5a71d03b7a
commit
c6619b6f7d
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@ -181,8 +181,9 @@ namespace OpenSim.Region.Physics.POSPlugin
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}
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bool forcedZ = false;
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float terrainheight = _heightMap[(int)(character.Position.Y + (character._target_velocity.Y * timeStep)) * 256 + (int)(character.Position.X + (character._target_velocity.X * timeStep))];
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character.Position.X = character.Position.X + (character._target_velocity.X * timeStep);
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character.Position.Y = character.Position.Y + (character._target_velocity.Y * timeStep);
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float terrainheight = _heightMap[(int)character.Position.Y * 256 + (int)character.Position.X];
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if (character.Position.Z + (character._target_velocity.Z * timeStep) < terrainheight + 2)
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{
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character.Position.Z = terrainheight + 1.0f;
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@ -202,24 +203,23 @@ namespace OpenSim.Region.Physics.POSPlugin
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character.Position.Z = oldposZ; // first try Z axis
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if (check_all_prims(character))
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{
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character.Position.Z = oldposZ + 0.5f; // try harder
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character.Position.Z = oldposZ + 0.4f; // try harder
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if (check_all_prims(character))
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{
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character.Position.X = oldposX;
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character.Position.Y = oldposY;
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character.Position.Z = oldposZ;
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}
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else
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{
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forcedZ = true;
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}
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}
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else
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{
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forcedZ = true;
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}
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}
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character.Position.X = character.Position.X + (character._target_velocity.X * timeStep);
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if (check_all_prims(character))
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{
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character.Position.X = oldposX;
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}
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character.Position.Y = character.Position.Y + (character._target_velocity.Y * timeStep);
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if (check_all_prims(character))
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{
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character.Position.Y = oldposY;
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}
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if (character.Position.Y < 0)
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{
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