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authorRobert Adams2013-02-08 15:25:57 -0800
committerRobert Adams2013-02-08 16:29:40 -0800
commit1b55a9d81e66972312fdc801d17da697466f9ed4 (patch)
tree32c478526da580deb85a5a1218434e8e21173cd1 /OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
parentBulletSim: add initial instance of the ExtendedPhysics region module which ad... (diff)
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BulletSim: fix avatar bobbing or jiggling while stationary flying.
Various comments and debugging message mods.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs29
1 files changed, 16 insertions, 13 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index 0afc437..6a995a2 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -140,7 +140,7 @@ public sealed class BSCharacter : BSPhysObject
140 ZeroMotion(true); 140 ZeroMotion(true);
141 ForcePosition = _position; 141 ForcePosition = _position;
142 142
143 // Set the velocity and compute the proper friction 143 // Set the velocity
144 _velocityMotor.Reset(); 144 _velocityMotor.Reset();
145 _velocityMotor.SetTarget(_velocity); 145 _velocityMotor.SetTarget(_velocity);
146 _velocityMotor.SetCurrent(_velocity); 146 _velocityMotor.SetCurrent(_velocity);
@@ -214,25 +214,28 @@ public sealed class BSCharacter : BSPhysObject
214 _velocityMotor.Step(timeStep); 214 _velocityMotor.Step(timeStep);
215 215
216 // If we're not supposed to be moving, make sure things are zero. 216 // If we're not supposed to be moving, make sure things are zero.
217 if (_velocityMotor.ErrorIsZero() && _velocityMotor.TargetValue == OMV.Vector3.Zero && IsColliding) 217 if (_velocityMotor.ErrorIsZero() && _velocityMotor.TargetValue == OMV.Vector3.Zero)
218 { 218 {
219 // The avatar shouldn't be moving 219 // The avatar shouldn't be moving
220 _velocityMotor.Zero(); 220 _velocityMotor.Zero();
221 221
222 // If we are colliding with a stationary object, presume we're standing and don't move around 222 if (IsColliding)
223 if (!ColliderIsMoving)
224 { 223 {
225 DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", LocalID); 224 // If we are colliding with a stationary object, presume we're standing and don't move around
226 ZeroMotion(true /* inTaintTime */); 225 if (!ColliderIsMoving)
227 } 226 {
227 DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", LocalID);
228 ZeroMotion(true /* inTaintTime */);
229 }
228 230
229 // Standing has more friction on the ground 231 // Standing has more friction on the ground
230 if (_currentFriction != BSParam.AvatarStandingFriction) 232 if (_currentFriction != BSParam.AvatarStandingFriction)
231 { 233 {
232 _currentFriction = BSParam.AvatarStandingFriction; 234 _currentFriction = BSParam.AvatarStandingFriction;
233 PhysicsScene.PE.SetFriction(PhysBody, _currentFriction); 235 PhysicsScene.PE.SetFriction(PhysBody, _currentFriction);
236 }
234 } 237 }
235 DetailLog("{0},BSCharacter.MoveMotor,taint,stopping,target={1}", LocalID, _velocityMotor.TargetValue); 238 DetailLog("{0},BSCharacter.MoveMotor,taint,stopping,target={1},colliding={2}", LocalID, _velocityMotor.TargetValue, IsColliding);
236 } 239 }
237 else 240 else
238 { 241 {