diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 33 |
1 files changed, 17 insertions, 16 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index e7bff6e..fc4526b 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -141,10 +141,6 @@ public class BSCharacter : BSPhysObject | |||
141 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, BSBody.ptr); | 141 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, BSBody.ptr); |
142 | 142 | ||
143 | ZeroMotion(); | 143 | ZeroMotion(); |
144 | |||
145 | OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(BSShape.ptr, MassRaw); | ||
146 | BulletSimAPI.SetMassProps2(BSBody.ptr, MassRaw, localInertia); | ||
147 | |||
148 | ForcePosition = _position; | 144 | ForcePosition = _position; |
149 | // Set the velocity and compute the proper friction | 145 | // Set the velocity and compute the proper friction |
150 | ForceVelocity = _velocity; | 146 | ForceVelocity = _velocity; |
@@ -157,6 +153,9 @@ public class BSCharacter : BSPhysObject | |||
157 | BulletSimAPI.SetCcdSweepSphereRadius2(BSBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius); | 153 | BulletSimAPI.SetCcdSweepSphereRadius2(BSBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius); |
158 | } | 154 | } |
159 | 155 | ||
156 | OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(BSShape.ptr, MassRaw); | ||
157 | BulletSimAPI.SetMassProps2(BSBody.ptr, MassRaw, localInertia); | ||
158 | |||
160 | BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.CF_CHARACTER_OBJECT); | 159 | BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.CF_CHARACTER_OBJECT); |
161 | 160 | ||
162 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, BSBody.ptr); | 161 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, BSBody.ptr); |
@@ -583,14 +582,16 @@ public class BSCharacter : BSPhysObject | |||
583 | 582 | ||
584 | private void ComputeAvatarScale(OMV.Vector3 size) | 583 | private void ComputeAvatarScale(OMV.Vector3 size) |
585 | { | 584 | { |
585 | // The 'size' given by the simulator is the mid-point of the avatar | ||
586 | // and X and Y are unspecified. | ||
587 | |||
586 | OMV.Vector3 newScale = OMV.Vector3.Zero; | 588 | OMV.Vector3 newScale = OMV.Vector3.Zero; |
587 | // Scale wants the diameter so mult radius by two | 589 | newScale.X = PhysicsScene.Params.avatarCapsuleRadius; |
588 | newScale.X = PhysicsScene.Params.avatarCapsuleRadius * 2f; | 590 | newScale.Y = PhysicsScene.Params.avatarCapsuleRadius; |
589 | newScale.Y = PhysicsScene.Params.avatarCapsuleRadius * 2f; | ||
590 | 591 | ||
591 | // From the total height, add the capsule half spheres that are at each end | 592 | // From the total height, remote the capsule half spheres that are at each end |
592 | // newScale.Z = (size.Z) - Math.Min(newScale.X, newScale.Y); | 593 | newScale.Z = (size.Z * 2f) - Math.Min(newScale.X, newScale.Y); |
593 | newScale.Z = (size.Z * 2f); | 594 | // newScale.Z = (size.Z * 2f); |
594 | Scale = newScale; | 595 | Scale = newScale; |
595 | } | 596 | } |
596 | 597 | ||
@@ -599,14 +600,14 @@ public class BSCharacter : BSPhysObject | |||
599 | { | 600 | { |
600 | _avatarVolume = (float)( | 601 | _avatarVolume = (float)( |
601 | Math.PI | 602 | Math.PI |
602 | * (Scale.X / 2f) | 603 | * Scale.X |
603 | * (Scale.Y / 2f) // the area of capsule cylinder | 604 | * Scale.Y // the area of capsule cylinder |
604 | * Scale.Z // times height of capsule cylinder | 605 | * Scale.Z // times height of capsule cylinder |
605 | + 1.33333333f | 606 | + 1.33333333f |
606 | * Math.PI | 607 | * Math.PI |
607 | * (Scale.X / 2f) | 608 | * Scale.X |
608 | * (Math.Min(Scale.X, Scale.Y) / 2f) | 609 | * Math.Min(Scale.X, Scale.Y) |
609 | * (Scale.Y / 2f) // plus the volume of the capsule end caps | 610 | * Scale.Y // plus the volume of the capsule end caps |
610 | ); | 611 | ); |
611 | _mass = _avatarDensity * _avatarVolume; | 612 | _mass = _avatarDensity * _avatarVolume; |
612 | } | 613 | } |