From 222040f1ec0d85b06de8271fd7eabc7dd0a2f7d4 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Fri, 8 Feb 2013 15:36:10 -0800 Subject: BulletSim: Change BSCharacter to use new base Density and Friction variables rather than own local varaibles. --- .../Region/Physics/BulletSPlugin/BSCharacter.cs | 26 +++++++++------------- 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 private bool _selected; private OMV.Vector3 _position; private float _mass; - private float _avatarDensity; private float _avatarVolume; private OMV.Vector3 _force; private OMV.Vector3 _velocity; @@ -63,9 +62,6 @@ public sealed class BSCharacter : BSPhysObject private bool _kinematic; private float _buoyancy; - // The friction and velocity of the avatar is modified depending on whether walking or not. - private float _currentFriction; // the friction currently being used (changed by setVelocity). - private BSVMotor _velocityMotor; private OMV.Vector3 _PIDTarget; @@ -86,8 +82,8 @@ public sealed class BSCharacter : BSPhysObject _orientation = OMV.Quaternion.Identity; _velocity = OMV.Vector3.Zero; _buoyancy = ComputeBuoyancyFromFlying(isFlying); - _currentFriction = BSParam.AvatarStandingFriction; - _avatarDensity = BSParam.AvatarDensity; + Friction = BSParam.AvatarStandingFriction; + Density = BSParam.AvatarDensity; // Old versions of ScenePresence passed only the height. If width and/or depth are zero, // replace with the default values. @@ -104,7 +100,7 @@ public sealed class BSCharacter : BSPhysObject SetupMovementMotor(); DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}", - LocalID, _size, Scale, _avatarDensity, _avatarVolume, RawMass); + LocalID, _size, Scale, Density, _avatarVolume, RawMass); // do actual creation in taint time PhysicsScene.TaintedObject("BSCharacter.create", delegate() @@ -229,10 +225,10 @@ public sealed class BSCharacter : BSPhysObject } // Standing has more friction on the ground - if (_currentFriction != BSParam.AvatarStandingFriction) + if (Friction != BSParam.AvatarStandingFriction) { - _currentFriction = BSParam.AvatarStandingFriction; - PhysicsScene.PE.SetFriction(PhysBody, _currentFriction); + Friction = BSParam.AvatarStandingFriction; + PhysicsScene.PE.SetFriction(PhysBody, Friction); } } DetailLog("{0},BSCharacter.MoveMotor,taint,stopping,target={1},colliding={2}", LocalID, _velocityMotor.TargetValue, IsColliding); @@ -241,11 +237,11 @@ public sealed class BSCharacter : BSPhysObject { OMV.Vector3 stepVelocity = _velocityMotor.CurrentValue; - if (_currentFriction != BSParam.AvatarFriction) + if (Friction != BSParam.AvatarFriction) { // Probably starting up walking. Set friction to moving friction. - _currentFriction = BSParam.AvatarFriction; - PhysicsScene.PE.SetFriction(PhysBody, _currentFriction); + Friction = BSParam.AvatarFriction; + PhysicsScene.PE.SetFriction(PhysBody, Friction); } // 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 Scale = ComputeAvatarScale(_size); ComputeAvatarVolumeAndMass(); DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}", - LocalID, _size, Scale, _avatarDensity, _avatarVolume, RawMass); + LocalID, _size, Scale, Density, _avatarVolume, RawMass); PhysicsScene.TaintedObject("BSCharacter.setSize", delegate() { @@ -873,7 +869,7 @@ public sealed class BSCharacter : BSPhysObject * Math.Min(Size.X, Size.Y) / 2 * Size.Y / 2f // plus the volume of the capsule end caps ); - _mass = _avatarDensity * _avatarVolume; + _mass = Density * _avatarVolume; } // 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 (s) => { return AvatarFriction; }, (s,p,l,v) => { AvatarFriction = v; } ), new ParameterDefn("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.", - 10.0f, + 0.95f, (s,cf,p,v) => { AvatarStandingFriction = cf.GetFloat(p, v); }, (s) => { return AvatarStandingFriction; }, (s,p,l,v) => { AvatarStandingFriction = v; } ), -- cgit v1.1