From 700543b161f653ea41faf3d125a1eb9be389ec23 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Wed, 7 Jan 2015 06:39:29 -0800 Subject: BulletSim: tweek step parameters and logic to make walking up steps closer to SL. This change should address small floor edges acting like walls, approaching a step at any angle (other than walking backwards) will allow walking up, and reducing the avatar pop-up when going up stairs. --- bin/OpenSimDefaults.ini | 11 +++++++++++ 1 file changed, 11 insertions(+) (limited to 'bin/OpenSimDefaults.ini') diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini index 20b2f0f..d12814d 100644 --- a/bin/OpenSimDefaults.ini +++ b/bin/OpenSimDefaults.ini @@ -1070,6 +1070,17 @@ AvatarHeightMidFudge = 0 ; Adjustment at mid point of avatar height range AvatarHeightHighFudge = 0 ; Adjustment at high end of height range + ; Avatar walk-up-stairs parameters + ; If an avatar collides with an object 'close to its feet', the avatar will be + ; moved/pushed up do simulate stepping up. + ;AvatarStepHeight = 0.6f ; The height, below which is considered a step collision. + ;AvatarStepAngle = 0.3f ; The angle from vertical (in radians) to consider a surface a step + ;AvatarStepApproachFactor = 2f ; Approach angle factor. O=straight on, .6=~45 degrees. + ;AvatarStepGroundFudge = 0.1f ; Fudge added to bottom of avatar below which step collisions happen + ;AvatarStepForceFactor = 0f ; Avatar is pushed up by its mass times this factor + ;AvatarStepUpCorrectionFactor = 0.8f ; Avatar is displaced up the collision height times this factor + ;AvatarStepSmoothingSteps = 1 ; Number of frames after a step collision that up correction is applied + ; Terminal velocity of a falling avatar ; This is the same http://en.wikipedia.org/wiki/Terminal_velocity#Examples ; negative for a downward speed. -- cgit v1.1