diff options
author | Robert Adams | 2013-02-08 15:36:10 -0800 |
---|---|---|
committer | Robert Adams | 2013-02-08 16:29:45 -0800 |
commit | 222040f1ec0d85b06de8271fd7eabc7dd0a2f7d4 (patch) | |
tree | abe0dc33bb03b3ecb27a5502dce0acfaae6887e5 /OpenSim/Region | |
parent | BulletSim: fix avatar bobbing or jiggling while stationary flying. (diff) | |
download | opensim-SC_OLD-222040f1ec0d85b06de8271fd7eabc7dd0a2f7d4.zip opensim-SC_OLD-222040f1ec0d85b06de8271fd7eabc7dd0a2f7d4.tar.gz opensim-SC_OLD-222040f1ec0d85b06de8271fd7eabc7dd0a2f7d4.tar.bz2 opensim-SC_OLD-222040f1ec0d85b06de8271fd7eabc7dd0a2f7d4.tar.xz |
BulletSim: Change BSCharacter to use new base Density and Friction
variables rather than own local varaibles.
Diffstat (limited to 'OpenSim/Region')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 26 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 2 |
2 files changed, 12 insertions, 16 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 6a995a2..f781aea 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -45,7 +45,6 @@ public sealed class BSCharacter : BSPhysObject | |||
45 | private bool _selected; | 45 | private bool _selected; |
46 | private OMV.Vector3 _position; | 46 | private OMV.Vector3 _position; |
47 | private float _mass; | 47 | private float _mass; |
48 | private float _avatarDensity; | ||
49 | private float _avatarVolume; | 48 | private float _avatarVolume; |
50 | private OMV.Vector3 _force; | 49 | private OMV.Vector3 _force; |
51 | private OMV.Vector3 _velocity; | 50 | private OMV.Vector3 _velocity; |
@@ -63,9 +62,6 @@ public sealed class BSCharacter : BSPhysObject | |||
63 | private bool _kinematic; | 62 | private bool _kinematic; |
64 | private float _buoyancy; | 63 | private float _buoyancy; |
65 | 64 | ||
66 | // The friction and velocity of the avatar is modified depending on whether walking or not. | ||
67 | private float _currentFriction; // the friction currently being used (changed by setVelocity). | ||
68 | |||
69 | private BSVMotor _velocityMotor; | 65 | private BSVMotor _velocityMotor; |
70 | 66 | ||
71 | private OMV.Vector3 _PIDTarget; | 67 | private OMV.Vector3 _PIDTarget; |
@@ -86,8 +82,8 @@ public sealed class BSCharacter : BSPhysObject | |||
86 | _orientation = OMV.Quaternion.Identity; | 82 | _orientation = OMV.Quaternion.Identity; |
87 | _velocity = OMV.Vector3.Zero; | 83 | _velocity = OMV.Vector3.Zero; |
88 | _buoyancy = ComputeBuoyancyFromFlying(isFlying); | 84 | _buoyancy = ComputeBuoyancyFromFlying(isFlying); |
89 | _currentFriction = BSParam.AvatarStandingFriction; | 85 | Friction = BSParam.AvatarStandingFriction; |
90 | _avatarDensity = BSParam.AvatarDensity; | 86 | Density = BSParam.AvatarDensity; |
91 | 87 | ||
92 | // Old versions of ScenePresence passed only the height. If width and/or depth are zero, | 88 | // Old versions of ScenePresence passed only the height. If width and/or depth are zero, |
93 | // replace with the default values. | 89 | // replace with the default values. |
@@ -104,7 +100,7 @@ public sealed class BSCharacter : BSPhysObject | |||
104 | SetupMovementMotor(); | 100 | SetupMovementMotor(); |
105 | 101 | ||
106 | DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}", | 102 | DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}", |
107 | LocalID, _size, Scale, _avatarDensity, _avatarVolume, RawMass); | 103 | LocalID, _size, Scale, Density, _avatarVolume, RawMass); |
108 | 104 | ||
109 | // do actual creation in taint time | 105 | // do actual creation in taint time |
110 | PhysicsScene.TaintedObject("BSCharacter.create", delegate() | 106 | PhysicsScene.TaintedObject("BSCharacter.create", delegate() |
@@ -229,10 +225,10 @@ public sealed class BSCharacter : BSPhysObject | |||
229 | } | 225 | } |
230 | 226 | ||
231 | // Standing has more friction on the ground | 227 | // Standing has more friction on the ground |
232 | if (_currentFriction != BSParam.AvatarStandingFriction) | 228 | if (Friction != BSParam.AvatarStandingFriction) |
233 | { | 229 | { |
234 | _currentFriction = BSParam.AvatarStandingFriction; | 230 | Friction = BSParam.AvatarStandingFriction; |
235 | PhysicsScene.PE.SetFriction(PhysBody, _currentFriction); | 231 | PhysicsScene.PE.SetFriction(PhysBody, Friction); |
236 | } | 232 | } |
237 | } | 233 | } |
238 | DetailLog("{0},BSCharacter.MoveMotor,taint,stopping,target={1},colliding={2}", LocalID, _velocityMotor.TargetValue, IsColliding); | 234 | DetailLog("{0},BSCharacter.MoveMotor,taint,stopping,target={1},colliding={2}", LocalID, _velocityMotor.TargetValue, IsColliding); |
@@ -241,11 +237,11 @@ public sealed class BSCharacter : BSPhysObject | |||
241 | { | 237 | { |
242 | OMV.Vector3 stepVelocity = _velocityMotor.CurrentValue; | 238 | OMV.Vector3 stepVelocity = _velocityMotor.CurrentValue; |
243 | 239 | ||
244 | if (_currentFriction != BSParam.AvatarFriction) | 240 | if (Friction != BSParam.AvatarFriction) |
245 | { | 241 | { |
246 | // Probably starting up walking. Set friction to moving friction. | 242 | // Probably starting up walking. Set friction to moving friction. |
247 | _currentFriction = BSParam.AvatarFriction; | 243 | Friction = BSParam.AvatarFriction; |
248 | PhysicsScene.PE.SetFriction(PhysBody, _currentFriction); | 244 | PhysicsScene.PE.SetFriction(PhysBody, Friction); |
249 | } | 245 | } |
250 | 246 | ||
251 | // If falling, we keep the world's downward vector no matter what the other axis specify. | 247 | // If falling, we keep the world's downward vector no matter what the other axis specify. |
@@ -345,7 +341,7 @@ public sealed class BSCharacter : BSPhysObject | |||
345 | Scale = ComputeAvatarScale(_size); | 341 | Scale = ComputeAvatarScale(_size); |
346 | ComputeAvatarVolumeAndMass(); | 342 | ComputeAvatarVolumeAndMass(); |
347 | DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}", | 343 | DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}", |
348 | LocalID, _size, Scale, _avatarDensity, _avatarVolume, RawMass); | 344 | LocalID, _size, Scale, Density, _avatarVolume, RawMass); |
349 | 345 | ||
350 | PhysicsScene.TaintedObject("BSCharacter.setSize", delegate() | 346 | PhysicsScene.TaintedObject("BSCharacter.setSize", delegate() |
351 | { | 347 | { |
@@ -873,7 +869,7 @@ public sealed class BSCharacter : BSPhysObject | |||
873 | * Math.Min(Size.X, Size.Y) / 2 | 869 | * Math.Min(Size.X, Size.Y) / 2 |
874 | * Size.Y / 2f // plus the volume of the capsule end caps | 870 | * Size.Y / 2f // plus the volume of the capsule end caps |
875 | ); | 871 | ); |
876 | _mass = _avatarDensity * _avatarVolume; | 872 | _mass = Density * _avatarVolume; |
877 | } | 873 | } |
878 | 874 | ||
879 | // The physics engine says that properties have updated. Update same and inform | 875 | // The physics engine says that properties have updated. Update same and inform |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 601c78c..6cb7434 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | |||
@@ -424,7 +424,7 @@ public static class BSParam | |||
424 | (s) => { return AvatarFriction; }, | 424 | (s) => { return AvatarFriction; }, |
425 | (s,p,l,v) => { AvatarFriction = v; } ), | 425 | (s,p,l,v) => { AvatarFriction = v; } ), |
426 | new ParameterDefn("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.", | 426 | new ParameterDefn("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.", |
427 | 10.0f, | 427 | 0.95f, |
428 | (s,cf,p,v) => { AvatarStandingFriction = cf.GetFloat(p, v); }, | 428 | (s,cf,p,v) => { AvatarStandingFriction = cf.GetFloat(p, v); }, |
429 | (s) => { return AvatarStandingFriction; }, | 429 | (s) => { return AvatarStandingFriction; }, |
430 | (s,p,l,v) => { AvatarStandingFriction = v; } ), | 430 | (s,p,l,v) => { AvatarStandingFriction = v; } ), |