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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 }