POS physics: removed "stickiness" from avatars so they can slide along surfaces instead of sticking to them.

This commit is contained in:
Brian McBee
2007-11-20 04:04:07 +00:00
parent 61bc26226f
commit 26909477fc

View File

@@ -179,7 +179,15 @@ namespace OpenSim.Region.Physics.POSPlugin
bool forcedZ = false;
character.Position.X = character.Position.X + (character._target_velocity.X * timeStep);
if (check_all_prims(character))
{
character.Position.X = oldposX;
}
character.Position.Y = character.Position.Y + (character._target_velocity.Y * timeStep);
if (check_all_prims(character))
{
character.Position.Y = oldposY;
}
float terrainheight = _heightMap[(int)character.Position.Y * 256 + (int)character.Position.X];
if (character.Position.Z + (character._target_velocity.Z * timeStep) < terrainheight + 2)
{
@@ -201,16 +209,6 @@ namespace OpenSim.Region.Physics.POSPlugin
if (check_all_prims(character))
{
character.Position.Z = oldposZ + 0.4f; // try harder
if (check_all_prims(character))
{
character.Position.X = oldposX;
character.Position.Y = oldposY;
character.Position.Z = oldposZ;
}
else
{
forcedZ = true;
}
}
else
{