From de24feb275ddd1c7e7c0b04900718a9000b8d49b Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Sun, 18 Mar 2012 11:53:53 -0700 Subject: BulletSim: Add AvatarRestitution parameter. Centralize computation of buoyancy for flying. Tweek avatar default friction and resititution --- OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 9 ++++++--- 1 file changed, 6 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index e816b61..1a61431 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs @@ -94,7 +94,7 @@ public class BSCharacter : PhysicsActor _flying = isFlying; _orientation = Quaternion.Identity; _velocity = Vector3.Zero; - _buoyancy = isFlying ? 1f : 0f; + _buoyancy = ComputeBuoyancyFromFlying(isFlying); _scale = new Vector3(1f, 1f, 1f); _density = _scene.Params.avatarDensity; ComputeAvatarVolumeAndMass(); // set _avatarVolume and _mass based on capsule size, _density and _scale @@ -110,7 +110,7 @@ public class BSCharacter : PhysicsActor shapeData.Buoyancy = _buoyancy; shapeData.Static = ShapeData.numericFalse; shapeData.Friction = _scene.Params.avatarFriction; - shapeData.Restitution = _scene.Params.defaultRestitution; + shapeData.Restitution = _scene.Params.avatarRestitution; // do actual create at taint time _scene.TaintedObject(delegate() @@ -261,9 +261,12 @@ public class BSCharacter : PhysicsActor set { _flying = value; // simulate flying by changing the effect of gravity - this.Buoyancy(_flying ? 1f : 0f); + this.Buoyancy(ComputeBuoyancyFromFlying(_flying)); } } + private float ComputeBuoyancyFromFlying(bool ifFlying) { + return ifFlying ? 1f : 0f; + } public override bool SetAlwaysRun { get { return _setAlwaysRun; } -- cgit v1.1