BulletSim: reduce the terrain collison margin to be the same as other

objects in the world.

This was originally changed in an attempt to make vehicles work better
but the effect was not that large and it causes avatars to float
above the terrain.
This commit is contained in:
Robert Adams
2014-04-12 17:37:57 -07:00
parent 574a11558d
commit c8914d22eb
3 changed files with 11 additions and 4 deletions

View File

@@ -1251,6 +1251,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
try
{
/* test code using the terrain compressor in libOpenMetaverse
int[] patchInd = new int[1];
patchInd[0] = px + (py * Constants.TerrainPatchSize);
LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(terrData.GetFloatsSerialized(), patchInd);
*/
LayerDataPacket layerpack = OpenSimTerrainCompressor.CreateLandPacket(terrData, px, py);
// When a user edits the terrain, so much data is sent, the data queues up fast and presents a sub optimal editing experience.
@@ -1322,6 +1327,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if (m_scene.RegionInfo.RegionSizeX > Constants.RegionSize || m_scene.RegionInfo.RegionSizeY > Constants.RegionSize)
layerType = (byte)TerrainPatch.LayerType.WindExtended;
// LayerDataPacket layerpack = TerrainCompressor.CreateLayerDataPacket(patches, (TerrainPatch.LayerType)layerType);
LayerDataPacket layerpack = OpenSimTerrainCompressor.CreateLayerDataPacket(patches, layerType,
(int)m_scene.RegionInfo.RegionSizeX, (int)m_scene.RegionInfo.RegionSizeY);
layerpack.Header.Zerocoded = true;
@@ -1351,6 +1357,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if (m_scene.RegionInfo.RegionSizeX > Constants.RegionSize || m_scene.RegionInfo.RegionSizeY > Constants.RegionSize)
layerType = (byte)TerrainPatch.LayerType.CloudExtended;
// LayerDataPacket layerpack = TerrainCompressor.CreateLayerDataPacket(patches, (TerrainPatch.LayerType)layerType);
LayerDataPacket layerpack = OpenSimTerrainCompressor.CreateLayerDataPacket(patches, layerType,
(int)m_scene.RegionInfo.RegionSizeX, (int)m_scene.RegionInfo.RegionSizeY);
layerpack.Header.Zerocoded = true;