BulletSim: adjust avatar step up parameters to better walk up small
staircases. This change is required because of the change in the avatar default shape from the capsule to the rectangle.bullet-2.82
parent
4a74c4533c
commit
0be9e3b079
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@ -399,8 +399,8 @@ public class BSActorAvatarMove : BSActor
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m_controllingPrim.ForcePosition = m_controllingPrim.RawPosition + displacement;
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m_controllingPrim.ForcePosition = m_controllingPrim.RawPosition + displacement;
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}
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}
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}
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}
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m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs.ComputeStairCorrection,disp={1},force={2}",
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m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs.ComputeStairCorrection,stepUp={1},isp={2},force={3}",
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m_controllingPrim.LocalID, displacement, ret);
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m_controllingPrim.LocalID, stepUp, displacement, ret);
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}
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}
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return ret;
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return ret;
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@ -598,9 +598,9 @@ public static class BSParam
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new ParameterDefn<float>("AvatarStepForceFactor", "Controls the amount of force up applied to step up onto a step",
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new ParameterDefn<float>("AvatarStepForceFactor", "Controls the amount of force up applied to step up onto a step",
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1.0f ),
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1.0f ),
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new ParameterDefn<float>("AvatarStepUpCorrectionFactor", "Multiplied by height of step collision to create up movement at step",
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new ParameterDefn<float>("AvatarStepUpCorrectionFactor", "Multiplied by height of step collision to create up movement at step",
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1.0f ),
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2.0f ),
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new ParameterDefn<int>("AvatarStepSmoothingSteps", "Number of frames after a step collision that we continue walking up stairs",
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new ParameterDefn<int>("AvatarStepSmoothingSteps", "Number of frames after a step collision that we continue walking up stairs",
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2 ),
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1 ),
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new ParameterDefn<float>("VehicleMaxLinearVelocity", "Maximum velocity magnitude that can be assigned to a vehicle",
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new ParameterDefn<float>("VehicleMaxLinearVelocity", "Maximum velocity magnitude that can be assigned to a vehicle",
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1000.0f,
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1000.0f,
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