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

@@ -2793,26 +2793,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
}
}
/// <summary>
/// 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="water">False if height is calculated just from ground, otherwise uses ground or water depending on whichever is higher</param>
/// <param name="tau">Number of seconds over which to reach target</param>
public void llSetHoverHeight(double height, int water, double tau)
{
m_host.AddScriptLPS(1);
Vector3 pos = m_host.GetWorldPosition();
int x = (int)(pos.X);
int y = (int)(pos.Y);
float landHeight = (float)World.Heightmap[x, y];
float targetHeight = landHeight + (float)height;
if (water == 1)
{
float waterHeight = (float)World.RegionInfo.RegionSettings.WaterHeight;
if (waterHeight > targetHeight)
{
targetHeight = waterHeight + (float)height;
}
}
if (m_host.PhysActor != null)
{
m_host.MoveToTarget(new Vector3(pos.X, pos.Y, targetHeight), (float)tau);
m_host.PhysActor.Flying = true;
PIDHoverType hoverType = PIDHoverType.Ground;
if (water == 1)
{
hoverType = PIDHoverType.GroundAndWater;
}
m_host.SetHoverHeight((float)height, hoverType, (float)tau);
}
}
@@ -2821,8 +2819,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
m_host.AddScriptLPS(1);
if (m_host.PhysActor != null)
{
m_host.PhysActor.Flying = false;
m_host.PhysActor.PIDActive = false;
m_host.SetHoverHeight(0f, PIDHoverType.Ground, 0f);
}
}