diff options
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs | 8 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs | 15 |
2 files changed, 12 insertions, 11 deletions
diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs index 03646e5..c584cd6 100644 --- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs +++ b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs | |||
@@ -1019,10 +1019,10 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
1019 | PhysicsVector vec = new PhysicsVector(tempVector1.getX(),tempVector1.getY(),tempVector1.getZ()); | 1019 | PhysicsVector vec = new PhysicsVector(tempVector1.getX(),tempVector1.getY(),tempVector1.getZ()); |
1020 | 1020 | ||
1021 | // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!) | 1021 | // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!) |
1022 | if (vec.X < 0.0f) vec.X = 0.0f; | 1022 | if (vec.X < -10.0f) vec.X = 0.0f; |
1023 | if (vec.Y < 0.0f) vec.Y = 0.0f; | 1023 | if (vec.Y < -10.0f) vec.Y = 0.0f; |
1024 | if (vec.X > (int)Constants.RegionSize - 0.2f) vec.X = (int)Constants.RegionSize - 0.2f; | 1024 | if (vec.X > (int)Constants.RegionSize + 10.2f) vec.X = (int)Constants.RegionSize + 10.2f; |
1025 | if (vec.Y > (int)Constants.RegionSize - 0.2f) vec.Y = (int)Constants.RegionSize - 0.2f; | 1025 | if (vec.Y > (int)Constants.RegionSize + 10.2f) vec.Y = (int)Constants.RegionSize + 10.2f; |
1026 | 1026 | ||
1027 | m_position.X = vec.X; | 1027 | m_position.X = vec.X; |
1028 | m_position.Y = vec.Y; | 1028 | m_position.Y = vec.Y; |
diff --git a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs index 49a16a0..5c2db53 100644 --- a/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs +++ b/OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETScene.cs | |||
@@ -73,8 +73,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
73 | private float avStandupTensor = 2000000f; | 73 | private float avStandupTensor = 2000000f; |
74 | private float avDensity = 80f; | 74 | private float avDensity = 80f; |
75 | private float avHeightFudgeFactor = 0.52f; | 75 | private float avHeightFudgeFactor = 0.52f; |
76 | private float avMovementDivisorWalk = 1.0f; | 76 | private float avMovementDivisorWalk = 1.8f; |
77 | private float avMovementDivisorRun = 0.75f; | 77 | private float avMovementDivisorRun = 0.8f; |
78 | 78 | ||
79 | private float minimumGroundFlightOffset = 3f; | 79 | private float minimumGroundFlightOffset = 3f; |
80 | 80 | ||
@@ -99,8 +99,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
99 | private bool usingGImpactAlgorithm = false; | 99 | private bool usingGImpactAlgorithm = false; |
100 | 100 | ||
101 | private IConfigSource m_config; | 101 | private IConfigSource m_config; |
102 | private readonly btVector3 worldAabbMin = new btVector3(0, 0, 0); | 102 | private readonly btVector3 worldAabbMin = new btVector3(-10f, -10f, 0); |
103 | private readonly btVector3 worldAabbMax = new btVector3(Constants.RegionSize, Constants.RegionSize , 9000); | 103 | private readonly btVector3 worldAabbMax = new btVector3((int)Constants.RegionSize + 10f, (int)Constants.RegionSize + 10f, 9000); |
104 | 104 | ||
105 | public IMesher mesher; | 105 | public IMesher mesher; |
106 | 106 | ||
@@ -245,6 +245,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
245 | 245 | ||
246 | public override float Simulate(float timeStep) | 246 | public override float Simulate(float timeStep) |
247 | { | 247 | { |
248 | |||
248 | lock (m_taintedActors) | 249 | lock (m_taintedActors) |
249 | { | 250 | { |
250 | foreach (PhysicsActor act in m_taintedActors) | 251 | foreach (PhysicsActor act in m_taintedActors) |
@@ -273,7 +274,7 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
273 | prim.Move(timeStep); | 274 | prim.Move(timeStep); |
274 | } | 275 | } |
275 | } | 276 | } |
276 | float steps = m_world.stepSimulation(WorldTimeStep, 5, WorldTimeComp); | 277 | float steps = m_world.stepSimulation(timeStep * 10, 10, WorldTimeComp); |
277 | 278 | ||
278 | foreach (BulletDotNETCharacter chr in m_characters) | 279 | foreach (BulletDotNETCharacter chr in m_characters) |
279 | { | 280 | { |
@@ -513,8 +514,8 @@ namespace OpenSim.Region.Physics.BulletDotNETPlugin | |||
513 | // Is there any reason that we don't do this in ScenePresence? | 514 | // Is there any reason that we don't do this in ScenePresence? |
514 | // The only physics engine that benefits from it in the physics plugin is this one | 515 | // The only physics engine that benefits from it in the physics plugin is this one |
515 | 516 | ||
516 | if ((int)x > Constants.RegionSize || (int)y > Constants.RegionSize || | 517 | if (x > (int)Constants.RegionSize || y > (int)Constants.RegionSize || |
517 | (int)x < 0.001f || (int)y < 0.001f) | 518 | x < 0.001f || y < 0.001f) |
518 | return 0; | 519 | return 0; |
519 | 520 | ||
520 | return _origheightmap[(int)y * Constants.RegionSize + (int)x]; | 521 | return _origheightmap[(int)y * Constants.RegionSize + (int)x]; |