From cbc7e7bf85bfd9e916146b0ae4a605996c24720b Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Wed, 21 Nov 2012 16:31:23 -0800 Subject: BulletSim: Make avatar capsule so it is not circular. Simple attempt to make avatars better shaped. Replace parameter 'avatarCapsuleRadius' with 'avatarCapsuleWidth' and 'avatarCapsuleDepth'. More tweeking to avatar height calculation. A little better but short avatar's feet are above the terrain and tall avatar's feet are a little below the ground. --- OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 2657e4b..5d16bbf 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -93,7 +93,7 @@ public sealed class BSPrim : BSPhysObject _physicsActorType = (int)ActorTypes.Prim; _position = pos; _size = size; - Scale = new OMV.Vector3(1f, 1f, 1f); // the scale will be set by CreateGeom depending on object type + Scale = size; // the scale will be set by CreateGeom depending on object type _orientation = rotation; _buoyancy = 1f; _velocity = OMV.Vector3.Zero; @@ -154,6 +154,8 @@ public sealed class BSPrim : BSPhysObject public override OMV.Vector3 Size { get { return _size; } set { + // We presume the scale and size are the same. If scale must be changed for + // the physical shape, that is done when the geometry is built. _size = value; ForceBodyShapeRebuild(false); } -- cgit v1.1