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-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs8
1 files changed, 6 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index f33c124..3c48dcc 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -78,8 +78,8 @@ public sealed class BSCharacter : BSPhysObject
78 private float _PIDHoverTao; 78 private float _PIDHoverTao;
79 79
80 public BSCharacter(uint localID, String avName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, bool isFlying) 80 public BSCharacter(uint localID, String avName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, bool isFlying)
81 : base(parent_scene, localID, avName, "BSCharacter")
81 { 82 {
82 base.BaseInitialize(parent_scene, localID, avName, "BSCharacter");
83 _physicsActorType = (int)ActorTypes.Agent; 83 _physicsActorType = (int)ActorTypes.Agent;
84 _position = pos; 84 _position = pos;
85 _size = size; 85 _size = size;
@@ -131,6 +131,10 @@ public sealed class BSCharacter : BSPhysObject
131 // Set the velocity and compute the proper friction 131 // Set the velocity and compute the proper friction
132 ForceVelocity = _velocity; 132 ForceVelocity = _velocity;
133 133
134 // This will enable or disable the flying buoyancy of the avatar.
135 // Needs to be reset especially when an avatar is recreated after crossing a region boundry.
136 Flying = _flying;
137
134 BulletSimAPI.SetRestitution2(PhysBody.ptr, PhysicsScene.Params.avatarRestitution); 138 BulletSimAPI.SetRestitution2(PhysBody.ptr, PhysicsScene.Params.avatarRestitution);
135 BulletSimAPI.SetMargin2(PhysShape.ptr, PhysicsScene.Params.collisionMargin); 139 BulletSimAPI.SetMargin2(PhysShape.ptr, PhysicsScene.Params.collisionMargin);
136 BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale); 140 BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale);
@@ -615,7 +619,7 @@ public sealed class BSCharacter : BSPhysObject
615 newScale.Y = PhysicsScene.Params.avatarCapsuleRadius; 619 newScale.Y = PhysicsScene.Params.avatarCapsuleRadius;
616 620
617 // From the total height, remove the capsule half spheres that are at each end 621 // From the total height, remove the capsule half spheres that are at each end
618 newScale.Z = size.Z- (newScale.X + newScale.Y); 622 newScale.Z = size.Z - (newScale.X + newScale.Y);
619 Scale = newScale; 623 Scale = newScale;
620 } 624 }
621 625