Fixes Mantis #3260. Thank you kindly, MCortez for a patch that:

llSetHoverHeight() should not clamp the x/y position of an object the way MoveTo does, 
and it should recalculate the absolute height to hover at as an object moves to reflect 
the current ground/water height under it.
Correctly implementing required adjusting the Physics interfaces and implementing at 
the physics plug-in level. The attached is a patch that correctly implements 
llSetHoverHeight() including updates to the ODE physics plug-in.
This commit is contained in:
Charles Krinke
2009-03-06 23:01:35 +00:00
parent 05ebd44791
commit b637a11b58
12 changed files with 239 additions and 19 deletions

View File

@@ -1616,6 +1616,37 @@ namespace OpenSim.Region.Framework.Scenes
}
}
/// <summary>
/// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
/// </summary>
/// <param name="height">Height to hover. Height of zero disables hover.</param>
/// <param name="hoverType">Determines what the height is relative to </param>
/// <param name="tau">Number of seconds over which to reach target</param>
public void SetHoverHeight(float height, PIDHoverType hoverType, float tau)
{
SceneObjectPart rootpart = m_rootPart;
if (rootpart != null)
{
if (rootpart.PhysActor != null)
{
if (height != 0f)
{
rootpart.PhysActor.PIDHoverHeight = height;
rootpart.PhysActor.PIDHoverType = hoverType;
rootpart.PhysActor.PIDTau = tau;
rootpart.PhysActor.PIDHoverActive = true;
}
else
{
rootpart.PhysActor.PIDHoverActive = false;
}
}
}
}
/// <summary>
/// Set the owner of the root part.
/// </summary>