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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
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.
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs24
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSParam.cs3
-rw-r--r--bin/OpenSimDefaults.ini5
3 files changed, 30 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",
diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini
index 8b8364c..3f373ce 100644
--- a/bin/OpenSimDefaults.ini
+++ b/bin/OpenSimDefaults.ini
@@ -1038,6 +1038,11 @@
1038 AvatarHeightMidFudge = 0 ; Adjustment at mid point of avatar height range 1038 AvatarHeightMidFudge = 0 ; Adjustment at mid point of avatar height range
1039 AvatarHeightHighFudge = 0 ; Adjustment at high end of height range 1039 AvatarHeightHighFudge = 0 ; Adjustment at high end of height range
1040 1040
1041 ; Terminal velocity of a falling avatar
1042 ; This is the same http://en.wikipedia.org/wiki/Terminal_velocity#Examples
1043 ; negative for a downward speed.
1044 AvatarTerminalVelocity = -54
1045
1041 ; Default linkset implmentation 1046 ; Default linkset implmentation
1042 ; 'Constraint' uses physics constraints to hold linkset together. 'Compound' 1047 ; 'Constraint' uses physics constraints to hold linkset together. 'Compound'
1043 ; builds a compound shape from the children shapes to create a single physical 1048 ; builds a compound shape from the children shapes to create a single physical