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
Robert Adams 2014-05-17 20:11:22 -07:00
parent 4a74c4533c
commit 0be9e3b079
2 changed files with 4 additions and 4 deletions

View File

@ -399,8 +399,8 @@ public class BSActorAvatarMove : BSActor
m_controllingPrim.ForcePosition = m_controllingPrim.RawPosition + displacement; m_controllingPrim.ForcePosition = m_controllingPrim.RawPosition + displacement;
} }
} }
m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs.ComputeStairCorrection,disp={1},force={2}", m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs.ComputeStairCorrection,stepUp={1},isp={2},force={3}",
m_controllingPrim.LocalID, displacement, ret); m_controllingPrim.LocalID, stepUp, displacement, ret);
} }
return ret; return ret;

View File

@ -598,9 +598,9 @@ public static class BSParam
new ParameterDefn<float>("AvatarStepForceFactor", "Controls the amount of force up applied to step up onto a step", new ParameterDefn<float>("AvatarStepForceFactor", "Controls the amount of force up applied to step up onto a step",
1.0f ), 1.0f ),
new ParameterDefn<float>("AvatarStepUpCorrectionFactor", "Multiplied by height of step collision to create up movement at step", new ParameterDefn<float>("AvatarStepUpCorrectionFactor", "Multiplied by height of step collision to create up movement at step",
1.0f ), 2.0f ),
new ParameterDefn<int>("AvatarStepSmoothingSteps", "Number of frames after a step collision that we continue walking up stairs", new ParameterDefn<int>("AvatarStepSmoothingSteps", "Number of frames after a step collision that we continue walking up stairs",
2 ), 1 ),
new ParameterDefn<float>("VehicleMaxLinearVelocity", "Maximum velocity magnitude that can be assigned to a vehicle", new ParameterDefn<float>("VehicleMaxLinearVelocity", "Maximum velocity magnitude that can be assigned to a vehicle",
1000.0f, 1000.0f,