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author | Robert Adams | 2012-11-21 16:31:23 -0800 |
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committer | Robert Adams | 2012-11-21 16:43:53 -0800 |
commit | cbc7e7bf85bfd9e916146b0ae4a605996c24720b (patch) | |
tree | 9873174e8174ce230b2b0e8d30c490d0b79db745 /OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |
parent | BulletSim: Properly position mesh terrain on creation (fixes terrain not appe... (diff) | |
download | opensim-SC_OLD-cbc7e7bf85bfd9e916146b0ae4a605996c24720b.zip opensim-SC_OLD-cbc7e7bf85bfd9e916146b0ae4a605996c24720b.tar.gz opensim-SC_OLD-cbc7e7bf85bfd9e916146b0ae4a605996c24720b.tar.bz2 opensim-SC_OLD-cbc7e7bf85bfd9e916146b0ae4a605996c24720b.tar.xz |
BulletSim: Make avatar capsule so it is not circular.
Simple attempt to make avatars better shaped.
Replace parameter 'avatarCapsuleRadius' with 'avatarCapsuleWidth'
and 'avatarCapsuleDepth'.
More tweeking to avatar height calculation. A little better but
short avatar's feet are above the terrain and tall avatar's feet
are a little below the ground.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 24 |
1 files changed, 17 insertions, 7 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 799211e..e2aa41e 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -82,7 +82,13 @@ public sealed class BSCharacter : BSPhysObject | |||
82 | { | 82 | { |
83 | _physicsActorType = (int)ActorTypes.Agent; | 83 | _physicsActorType = (int)ActorTypes.Agent; |
84 | _position = pos; | 84 | _position = pos; |
85 | |||
86 | // Old versions of ScenePresence passed only the height. If width and/or depth are zero, | ||
87 | // replace with the default values. | ||
85 | _size = size; | 88 | _size = size; |
89 | if (_size.X == 0f) _size.X = PhysicsScene.Params.avatarCapsuleDepth; | ||
90 | if (_size.Y == 0f) _size.Y = PhysicsScene.Params.avatarCapsuleWidth; | ||
91 | |||
86 | _flying = isFlying; | 92 | _flying = isFlying; |
87 | _orientation = OMV.Quaternion.Identity; | 93 | _orientation = OMV.Quaternion.Identity; |
88 | _velocity = OMV.Vector3.Zero; | 94 | _velocity = OMV.Vector3.Zero; |
@@ -175,8 +181,7 @@ public sealed class BSCharacter : BSPhysObject | |||
175 | get | 181 | get |
176 | { | 182 | { |
177 | // Avatar capsule size is kept in the scale parameter. | 183 | // Avatar capsule size is kept in the scale parameter. |
178 | // return _size; | 184 | return _size; |
179 | return new OMV.Vector3(Scale.X * 2f, Scale.Y * 2f, Scale.Z); | ||
180 | } | 185 | } |
181 | 186 | ||
182 | set { | 187 | set { |
@@ -614,14 +619,19 @@ public sealed class BSCharacter : BSPhysObject | |||
614 | // The 'size' given by the simulator is the mid-point of the avatar | 619 | // The 'size' given by the simulator is the mid-point of the avatar |
615 | // and X and Y are unspecified. | 620 | // and X and Y are unspecified. |
616 | 621 | ||
617 | OMV.Vector3 newScale = OMV.Vector3.Zero; | 622 | OMV.Vector3 newScale = size; |
618 | newScale.X = PhysicsScene.Params.avatarCapsuleRadius; | 623 | // newScale.X = PhysicsScene.Params.avatarCapsuleWidth; |
619 | newScale.Y = PhysicsScene.Params.avatarCapsuleRadius; | 624 | // newScale.Y = PhysicsScene.Params.avatarCapsuleDepth; |
620 | 625 | ||
621 | // From the total height, remove the capsule half spheres that are at each end | 626 | // From the total height, remove the capsule half spheres that are at each end |
622 | // The 1.15f came from ODE. Not sure what this factors in. | 627 | // The 1.15f came from ODE. Not sure what this factors in. |
623 | newScale.Z = (size.Z * 1.15f) - (newScale.X + newScale.Y); | 628 | // newScale.Z = (size.Z * 1.15f) - (newScale.X + newScale.Y); |
624 | Scale = newScale; | 629 | |
630 | // The total scale height is the central cylindar plus the caps on the two ends. | ||
631 | newScale.Z = size.Z + (Math.Min(size.X, size.Y) * 2f); | ||
632 | |||
633 | // Convert diameters to radii and height to half height -- the way Bullet expects it. | ||
634 | Scale = newScale / 2f; | ||
625 | } | 635 | } |
626 | 636 | ||
627 | // set _avatarVolume and _mass based on capsule size, _density and Scale | 637 | // set _avatarVolume and _mass based on capsule size, _density and Scale |