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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs34
1 files changed, 28 insertions, 6 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index 542f732..ff5b6ab 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -1,4 +1,4 @@
1/* 1/*
2 * Copyright (c) Contributors, http://opensimulator.org/ 2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders. 3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 * 4 *
@@ -419,7 +419,7 @@ public sealed class BSCharacter : BSPhysObject
419 DetailLog("{0},BSCharacter.setTargetVelocity,call,vel={1}", LocalID, value); 419 DetailLog("{0},BSCharacter.setTargetVelocity,call,vel={1}", LocalID, value);
420 m_targetVelocity = value; 420 m_targetVelocity = value;
421 OMV.Vector3 targetVel = value; 421 OMV.Vector3 targetVel = value;
422 if (_setAlwaysRun) 422 if (_setAlwaysRun && !_flying)
423 targetVel *= new OMV.Vector3(BSParam.AvatarAlwaysRunFactor, BSParam.AvatarAlwaysRunFactor, 0f); 423 targetVel *= new OMV.Vector3(BSParam.AvatarAlwaysRunFactor, BSParam.AvatarAlwaysRunFactor, 0f);
424 424
425 if (m_moveActor != null) 425 if (m_moveActor != null)
@@ -481,7 +481,10 @@ public sealed class BSCharacter : BSPhysObject
481 _orientation = value; 481 _orientation = value;
482 PhysScene.TaintedObject("BSCharacter.setOrientation", delegate() 482 PhysScene.TaintedObject("BSCharacter.setOrientation", delegate()
483 { 483 {
484 ForceOrientation = _orientation; 484 // Bullet assumes we know what we are doing when forcing orientation
485 // so it lets us go against all the rules and just compensates for them later.
486 // This keeps us from flipping the capsule over which the veiwer does not understand.
487 ForceOrientation = new OMV.Quaternion(0, 0, _orientation.Z,0);
485 }); 488 });
486 } 489 }
487 } 490 }
@@ -649,12 +652,12 @@ public sealed class BSCharacter : BSPhysObject
649 OMV.Vector3 newScale; 652 OMV.Vector3 newScale;
650 653
651 // Bullet's capsule total height is the "passed height + radius * 2"; 654 // Bullet's capsule total height is the "passed height + radius * 2";
652 // The base capsule is 1 diameter and 2 height (passed radius=0.5, passed height = 1) 655 // The base capsule is 1 unit in diameter and 2 units in height (passed radius=0.5, passed height = 1)
653 // The number we pass in for 'scaling' is the multiplier to get that base 656 // The number we pass in for 'scaling' is the multiplier to get that base
654 // shape to be the size desired. 657 // shape to be the size desired.
655 // So, when creating the scale for the avatar height, we take the passed height 658 // So, when creating the scale for the avatar height, we take the passed height
656 // (size.Z) and remove the caps. 659 // (size.Z) and remove the caps.
657 // Another oddity of the Bullet capsule implementation is that it presumes the Y 660 // An oddity of the Bullet capsule implementation is that it presumes the Y
658 // dimension is the radius of the capsule. Even though some of the code allows 661 // dimension is the radius of the capsule. Even though some of the code allows
659 // for a asymmetrical capsule, other parts of the code presume it is cylindrical. 662 // for a asymmetrical capsule, other parts of the code presume it is cylindrical.
660 663
@@ -662,8 +665,27 @@ public sealed class BSCharacter : BSPhysObject
662 newScale.X = size.X / 2f; 665 newScale.X = size.X / 2f;
663 newScale.Y = size.Y / 2f; 666 newScale.Y = size.Y / 2f;
664 667
668 float heightAdjust = BSParam.AvatarHeightMidFudge;
669 if (BSParam.AvatarHeightLowFudge != 0f || BSParam.AvatarHeightHighFudge != 0f)
670 {
671 // An avatar is between 1.61 and 2.12 meters. Midpoint is 1.87m.
672 // The "times 4" relies on the fact that the difference from the midpoint to the extremes is exactly 0.25
673 float midHeightOffset = size.Z - 1.87f;
674 if (midHeightOffset < 0f)
675 {
676 // Small avatar. Add the adjustment based on the distance from midheight
677 heightAdjust += -1f * midHeightOffset * 4f * BSParam.AvatarHeightLowFudge;
678 }
679 else
680 {
681 // Large avatar. Add the adjustment based on the distance from midheight
682 heightAdjust += midHeightOffset * 4f * BSParam.AvatarHeightHighFudge;
683 }
684 }
665 // The total scale height is the central cylindar plus the caps on the two ends. 685 // The total scale height is the central cylindar plus the caps on the two ends.
666 newScale.Z = (size.Z + (Math.Min(size.X, size.Y) * 2)) / 2f; 686 newScale.Z = (size.Z + (Math.Min(size.X, size.Y) * 2) + heightAdjust) / 2f;
687 // m_log.DebugFormat("{0} ComputeAvatarScale: size={1},adj={2},scale={3}", LogHeader, size, heightAdjust, newScale);
688
667 // If smaller than the endcaps, just fake like we're almost that small 689 // If smaller than the endcaps, just fake like we're almost that small
668 if (newScale.Z < 0) 690 if (newScale.Z < 0)
669 newScale.Z = 0.1f; 691 newScale.Z = 0.1f;