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authorTeravus Ovares2009-04-07 15:01:46 +0000
committerTeravus Ovares2009-04-07 15:01:46 +0000
commit11f8ea30f9ead02a2d3d0342818fb7d931a36ecd (patch)
treec155616befc4e8e5692a92afc56172ef623220e6
parentThanks Ewe Loon for Mantis #3007 - llAngleBetween is producing numbers greate... (diff)
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* Tweak the BulletDotNETPlugin character controller so it feels more finished.
-rw-r--r--OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs21
-rw-r--r--OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs2
2 files changed, 20 insertions, 3 deletions
diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
index b66923a..03646e5 100644
--- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
+++ b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs
@@ -916,6 +916,11 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
916 // we're in mid air suspended 916 // we're in mid air suspended
917 vec.X = ((m_target_velocity.X / movementdivisor) - vel.X) * (PID_D / 6); 917 vec.X = ((m_target_velocity.X / movementdivisor) - vel.X) * (PID_D / 6);
918 vec.Y = ((m_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D / 6); 918 vec.Y = ((m_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D / 6);
919
920 // We don't want linear velocity to cause our avatar to bounce, so we check target Z and actual velocity X, Y
921 // rebound preventing
922 if (m_target_velocity.Z < 0.025f && m_velocity.X < 0.25f && m_velocity.Y < 0.25f)
923 m_zeroFlag = true;
919 } 924 }
920 925
921 if (m_iscolliding && !m_flying && m_target_velocity.Z > 0.0f) 926 if (m_iscolliding && !m_flying && m_target_velocity.Z > 0.0f)
@@ -957,7 +962,19 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
957 } 962 }
958 if (m_flying) 963 if (m_flying)
959 { 964 {
960 //vec.Z += ((-1 * m_parent_scene.gravityz) * m_mass); 965 // Slight PID correction
966 vec.Z += (((-1 * m_parent_scene.gravityz) * m_mass) * 0.035f);
967
968
969 //auto fly height. Kitto Flora
970 //d.Vector3 pos = d.BodyGetPosition(Body);
971 float target_altitude = m_parent_scene.GetTerrainHeightAtXY(m_position.X, m_position.Y) + 5.0f;
972
973 if (m_position.Z < target_altitude)
974 {
975 vec.Z += (target_altitude - m_position.Z) * PID_P * 5.0f;
976 }
977
961 } 978 }
962 if (Body != null && (((m_target_velocity.X > 0.2f || m_target_velocity.X < -0.2f) || (m_target_velocity.Y > 0.2f || m_target_velocity.Y < -0.2f)))) 979 if (Body != null && (((m_target_velocity.X > 0.2f || m_target_velocity.X < -0.2f) || (m_target_velocity.Y > 0.2f || m_target_velocity.Y < -0.2f))))
963 { 980 {
@@ -1036,7 +1053,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
1036 m_velocity.Y = (vec.Y); 1053 m_velocity.Y = (vec.Y);
1037 1054
1038 m_velocity.Z = (vec.Z); 1055 m_velocity.Z = (vec.Z);
1039 1056 //m_log.Debug(m_target_velocity);
1040 if (m_velocity.Z < -6 && !m_hackSentFall) 1057 if (m_velocity.Z < -6 && !m_hackSentFall)
1041 { 1058 {
1042 m_hackSentFall = true; 1059 m_hackSentFall = true;
diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs
index b04c96e..49a16a0 100644
--- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs
+++ b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs
@@ -68,7 +68,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin
68 public float geomDefaultDensity = 10.000006836f; 68 public float geomDefaultDensity = 10.000006836f;
69 69
70 private float avPIDD = 65f; 70 private float avPIDD = 65f;
71 private float avPIDP = 28f; 71 private float avPIDP = 21f;
72 private float avCapRadius = 0.37f; 72 private float avCapRadius = 0.37f;
73 private float avStandupTensor = 2000000f; 73 private float avStandupTensor = 2000000f;
74 private float avDensity = 80f; 74 private float avDensity = 80f;