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-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs34
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSParam.cs11
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSScene.cs4
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSShapes.cs9
4 files changed, 49 insertions, 9 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;
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
index 3ca7e16..d33292f 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
@@ -90,7 +90,7 @@ public static class BSParam
90 public static bool ShouldUseBulletHACD { get; set; } 90 public static bool ShouldUseBulletHACD { get; set; }
91 public static bool ShouldUseSingleConvexHullForPrims { get; set; } 91 public static bool ShouldUseSingleConvexHullForPrims { get; set; }
92 92
93 public static float TerrainImplementation { get; private set; } 93 public static float TerrainImplementation { get; set; }
94 public static int TerrainMeshMagnification { get; private set; } 94 public static int TerrainMeshMagnification { get; private set; }
95 public static float TerrainFriction { get; private set; } 95 public static float TerrainFriction { get; private set; }
96 public static float TerrainHitFraction { get; private set; } 96 public static float TerrainHitFraction { get; private set; }
@@ -125,6 +125,9 @@ public static class BSParam
125 public static float AvatarCapsuleWidth { get; private set; } 125 public static float AvatarCapsuleWidth { get; private set; }
126 public static float AvatarCapsuleDepth { get; private set; } 126 public static float AvatarCapsuleDepth { get; private set; }
127 public static float AvatarCapsuleHeight { get; private set; } 127 public static float AvatarCapsuleHeight { get; private set; }
128 public static float AvatarHeightLowFudge { get; private set; }
129 public static float AvatarHeightMidFudge { get; private set; }
130 public static float AvatarHeightHighFudge { get; private set; }
128 public static float AvatarContactProcessingThreshold { get; private set; } 131 public static float AvatarContactProcessingThreshold { get; private set; }
129 public static float AvatarBelowGroundUpCorrectionMeters { get; private set; } 132 public static float AvatarBelowGroundUpCorrectionMeters { get; private set; }
130 public static float AvatarStepHeight { get; private set; } 133 public static float AvatarStepHeight { get; private set; }
@@ -539,6 +542,12 @@ public static class BSParam
539 0.45f ), 542 0.45f ),
540 new ParameterDefn<float>("AvatarCapsuleHeight", "Default height of space around avatar", 543 new ParameterDefn<float>("AvatarCapsuleHeight", "Default height of space around avatar",
541 1.5f ), 544 1.5f ),
545 new ParameterDefn<float>("AvatarHeightLowFudge", "A fudge factor to make small avatars stand on the ground",
546 -0.2f ),
547 new ParameterDefn<float>("AvatarHeightMidFudge", "A fudge distance to adjust average sized avatars to be standing on ground",
548 0.1f ),
549 new ParameterDefn<float>("AvatarHeightHighFudge", "A fudge factor to make tall avatars stand on the ground",
550 0.1f ),
542 new ParameterDefn<float>("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions", 551 new ParameterDefn<float>("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions",
543 0.1f ), 552 0.1f ),
544 new ParameterDefn<float>("AvatarBelowGroundUpCorrectionMeters", "Meters to move avatar up if it seems to be below ground", 553 new ParameterDefn<float>("AvatarBelowGroundUpCorrectionMeters", "Meters to move avatar up if it seems to be below ground",
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index a4a8794..3f407ce 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -318,8 +318,12 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
318 ret = new BSAPIXNA(engineName, this); 318 ret = new BSAPIXNA(engineName, this);
319 // Disable some features that are not implemented in BulletXNA 319 // Disable some features that are not implemented in BulletXNA
320 m_log.InfoFormat("{0} Disabling some physics features not implemented by BulletXNA", LogHeader); 320 m_log.InfoFormat("{0} Disabling some physics features not implemented by BulletXNA", LogHeader);
321 m_log.InfoFormat("{0} Disabling ShouldUseBulletHACD", LogHeader);
321 BSParam.ShouldUseBulletHACD = false; 322 BSParam.ShouldUseBulletHACD = false;
323 m_log.InfoFormat("{0} Disabling ShouldUseSingleConvexHullForPrims", LogHeader);
322 BSParam.ShouldUseSingleConvexHullForPrims = false; 324 BSParam.ShouldUseSingleConvexHullForPrims = false;
325 m_log.InfoFormat("{0} Setting terrain implimentation to Heightmap", LogHeader);
326 BSParam.TerrainImplementation = (float)BSTerrainPhys.TerrainImplementation.Heightmap;
323 break; 327 break;
324 } 328 }
325 329
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
index 2dc029e..6b09468 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
@@ -283,8 +283,13 @@ public class BSShapeNative : BSShape
283 public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim) 283 public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim)
284 { 284 {
285 // Native shapes are not shared so we return a new shape. 285 // Native shapes are not shared so we return a new shape.
286 return new BSShapeNative(CreatePhysicalNativeShape(pPhysicsScene, pPrim, 286 BSShape ret = null;
287 physShapeInfo.shapeType, (FixedShapeKey)physShapeInfo.shapeKey) ); 287 lock (physShapeInfo)
288 {
289 ret = new BSShapeNative(CreatePhysicalNativeShape(pPhysicsScene, pPrim,
290 physShapeInfo.shapeType, (FixedShapeKey)physShapeInfo.shapeKey));
291 }
292 return ret;
288 } 293 }
289 294
290 // Make this reference to the physical shape go away since native shapes are not shared. 295 // Make this reference to the physical shape go away since native shapes are not shared.