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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 /OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs
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.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs24
1 files changed, 22 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 }