* Applying Danx0r's BasicPhysics update.
parent
6b3777d3db
commit
cc1c4c034c
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@ -101,22 +101,29 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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{
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foreach (BasicActor actor in _actors)
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{
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if ((actor.Position.Y > 0 && actor.Position.Y < 256) && (actor.Position.X > 0 && actor.Position.X < 256))
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{
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float height = _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 1.2f;
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actor.Position.X = actor.Position.X + (actor.Velocity.X * timeStep);
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actor.Position.Y = actor.Position.Y + (actor.Velocity.Y * timeStep);
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actor.Position.Z = actor.Position.Z + (actor.Velocity.Z * timeStep);
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/*if(actor.Flying)
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if (actor.Flying)
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{
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actor.Position.Z = actor.Position.Z + (actor.Velocity.Z * timeStep);
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if (actor.Position.Z + (actor.Velocity.Z * timeStep) <
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_heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 2)
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{
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actor.Position.Z = height;
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actor.Velocity.Z = 0;
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}
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else
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{
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actor.Position.Z = actor.Position.Z + ((-9.8f + actor.Velocity.Z) * timeStep);
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actor.Position.Z = actor.Position.Z + (actor.Velocity.Z * timeStep);
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}
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if(actor.Position.Z < (_heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X]+1))
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{*/
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if ((actor.Position.Y > 0 && actor.Position.Y < 256) && (actor.Position.X > 0 && actor.Position.X < 256))
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}
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else
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{
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actor.Position.Z = _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 1;
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actor.Position.Z = height;
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actor.Velocity.Z = 0;
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}
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}
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else
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{
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@ -211,7 +218,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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{
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get
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{
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return false;
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return flying;
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}
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set
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{
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