From 995314f91f72eef0048a58f30e8dd8051f6bf14e Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 20 Aug 2013 09:20:48 -0700 Subject: BulletSim: add ID parameter to TaintedObject calls so logging will include LocalID of object which created the taint. --- OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs index 68bc1b9..04a4a32 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs @@ -105,7 +105,7 @@ public class BSActorAvatarMove : BSActor // into the movement motor. public void SetVelocityAndTarget(OMV.Vector3 vel, OMV.Vector3 targ, bool inTaintTime) { - m_physicsScene.TaintedObject(inTaintTime, "BSActorAvatarMove.setVelocityAndTarget", delegate() + m_physicsScene.TaintedObject(inTaintTime, m_controllingPrim.LocalID, "BSActorAvatarMove.setVelocityAndTarget", delegate() { if (m_velocityMotor != null) { -- cgit v1.1 From 07d7a5fd76460a16b97d285a1b2c4a101e5543b6 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Fri, 20 Sep 2013 09:36:19 -0700 Subject: BulletSim: zero velocity when avatar not moving. This fixes a movement jitter that happens when an avatar is standing on a tilted surface. --- OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs | 1 + 1 file changed, 1 insertion(+) (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs index 04a4a32..8ca55e5 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs @@ -278,6 +278,7 @@ public class BSActorAvatarMove : BSActor if (m_controllingPrim.IsStationary) { entprop.Position = m_controllingPrim.RawPosition; + entprop.Velocity = OMV.Vector3.Zero; m_physicsScene.PE.SetTranslation(m_controllingPrim.PhysBody, entprop.Position, entprop.Rotation); } -- cgit v1.1 From 35a6361b2431abf9d49b4413c5b9eaac51934134 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Fri, 20 Sep 2013 09:23:12 -0700 Subject: BulletSim: reduce avatar walking stopped threshold. Add parameter for setting the walking stopped threshold. This fixes the slight jump when an avatar stops walking. --- OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs | 1 + 1 file changed, 1 insertion(+) (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs index 8ca55e5..1bcf879 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs @@ -128,6 +128,7 @@ public class BSActorAvatarMove : BSActor BSMotor.Infinite, // decay time scale 1f // efficiency ); + m_velocityMotor.ErrorZeroThreshold = BSParam.AvatarStopZeroThreshold; // _velocityMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages. SetVelocityAndTarget(m_controllingPrim.RawVelocity, m_controllingPrim.TargetVelocity, true /* inTaintTime */); -- cgit v1.1