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authorRobert Adams2012-11-21 16:31:23 -0800
committerRobert Adams2012-11-21 16:43:53 -0800
commitcbc7e7bf85bfd9e916146b0ae4a605996c24720b (patch)
tree9873174e8174ce230b2b0e8d30c490d0b79db745 /OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
parentBulletSim: Properly position mesh terrain on creation (fixes terrain not appe... (diff)
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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/BSPrim.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs4
1 files changed, 3 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 2657e4b..5d16bbf 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -93,7 +93,7 @@ public sealed class BSPrim : BSPhysObject
93 _physicsActorType = (int)ActorTypes.Prim; 93 _physicsActorType = (int)ActorTypes.Prim;
94 _position = pos; 94 _position = pos;
95 _size = size; 95 _size = size;
96 Scale = new OMV.Vector3(1f, 1f, 1f); // the scale will be set by CreateGeom depending on object type 96 Scale = size; // the scale will be set by CreateGeom depending on object type
97 _orientation = rotation; 97 _orientation = rotation;
98 _buoyancy = 1f; 98 _buoyancy = 1f;
99 _velocity = OMV.Vector3.Zero; 99 _velocity = OMV.Vector3.Zero;
@@ -154,6 +154,8 @@ public sealed class BSPrim : BSPhysObject
154 public override OMV.Vector3 Size { 154 public override OMV.Vector3 Size {
155 get { return _size; } 155 get { return _size; }
156 set { 156 set {
157 // We presume the scale and size are the same. If scale must be changed for
158 // the physical shape, that is done when the geometry is built.
157 _size = value; 159 _size = value;
158 ForceBodyShapeRebuild(false); 160 ForceBodyShapeRebuild(false);
159 } 161 }