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authorVegaslon2014-06-20 09:34:07 -0400
committerJustin Clark-Casey (justincc)2014-06-27 23:34:34 +0100
commitabf85b7f192e167ed5f462ac8d1a8de365e4f03b (patch)
tree0e00b14be8f05255318d04ab20aa6ead7fb66ccf /OpenSim/Region/Physics
parentadd LSL constants PRIM_SPECULAR and PRIM_NORMAL (diff)
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Bulletsim: Create AvatarTerminalVelocity to BulletSim like what ODE and SL has. Before this falling from really high caused the avatar to fall faster then the veiwer can handle and cause camera issues.
Diffstat (limited to 'OpenSim/Region/Physics')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs24
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSParam.cs3
2 files changed, 25 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs
index 42381ef..14518e9 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs
@@ -205,6 +205,17 @@ public class BSActorAvatarMove : BSActor
205 // Flying and not colliding and velocity nearly zero. 205 // Flying and not colliding and velocity nearly zero.
206 m_controllingPrim.ZeroMotion(true /* inTaintTime */); 206 m_controllingPrim.ZeroMotion(true /* inTaintTime */);
207 } 207 }
208 else
209 {
210 //We are falling but are not touching any keys make sure not falling too fast
211 if (m_controllingPrim.RawVelocity.Z < BSParam.AvatarTerminalVelocity)
212 {
213
214 OMV.Vector3 slowingForce = new OMV.Vector3(0f, 0f, BSParam.AvatarTerminalVelocity - m_controllingPrim.RawVelocity.Z) * m_controllingPrim.Mass;
215 m_physicsScene.PE.ApplyCentralImpulse(m_controllingPrim.PhysBody, slowingForce);
216 }
217
218 }
208 } 219 }
209 220
210 m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,taint,stopping,target={1},colliding={2}", 221 m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,taint,stopping,target={1},colliding={2}",
@@ -252,8 +263,17 @@ public class BSActorAvatarMove : BSActor
252 } 263 }
253 else 264 else
254 { 265 {
255 // Since we're not affected by anything, whatever vertical motion the avatar has, continue that. 266
256 stepVelocity.Z = m_controllingPrim.RawVelocity.Z; 267 // Since we're not affected by anything, the avatar must be falling and we do not want that to be too fast.
268 if (m_controllingPrim.RawVelocity.Z < BSParam.AvatarTerminalVelocity)
269 {
270
271 stepVelocity.Z = BSParam.AvatarTerminalVelocity;
272 }
273 else
274 {
275 stepVelocity.Z = m_controllingPrim.RawVelocity.Z;
276 }
257 } 277 }
258 // DetailLog("{0},BSCharacter.MoveMotor,taint,overrideStepZWithWorldZ,stepVel={1}", LocalID, stepVelocity); 278 // DetailLog("{0},BSCharacter.MoveMotor,taint,overrideStepZWithWorldZ,stepVel={1}", LocalID, stepVelocity);
259 } 279 }
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
index 042e8a4..8b4df05 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
@@ -138,6 +138,7 @@ public static class BSParam
138 public static float AvatarHeightHighFudge { get; private set; } 138 public static float AvatarHeightHighFudge { get; private set; }
139 public static float AvatarFlyingGroundMargin { get; private set; } 139 public static float AvatarFlyingGroundMargin { get; private set; }
140 public static float AvatarFlyingGroundUpForce { get; private set; } 140 public static float AvatarFlyingGroundUpForce { get; private set; }
141 public static float AvatarTerminalVelocity { get; private set; }
141 public static float AvatarContactProcessingThreshold { get; private set; } 142 public static float AvatarContactProcessingThreshold { get; private set; }
142 public static float AvatarStopZeroThreshold { get; private set; } 143 public static float AvatarStopZeroThreshold { get; private set; }
143 public static int AvatarJumpFrames { get; private set; } 144 public static int AvatarJumpFrames { get; private set; }
@@ -589,6 +590,8 @@ public static class BSParam
589 5f ), 590 5f ),
590 new ParameterDefn<float>("AvatarFlyingGroundUpForce", "Upward force applied to the avatar to keep it at flying ground margin", 591 new ParameterDefn<float>("AvatarFlyingGroundUpForce", "Upward force applied to the avatar to keep it at flying ground margin",
591 2.0f ), 592 2.0f ),
593 new ParameterDefn<float>("AvatarTerminalVelocity", "Terminal Velocity of falling avatar",
594 -54.0f ),
592 new ParameterDefn<float>("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions", 595 new ParameterDefn<float>("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions",
593 0.1f ), 596 0.1f ),
594 new ParameterDefn<float>("AvatarStopZeroThreshold", "Movement velocity below which avatar is assumed to be stopped", 597 new ParameterDefn<float>("AvatarStopZeroThreshold", "Movement velocity below which avatar is assumed to be stopped",