try to reduce avatar bounce on falls. Not all possible side effects

checked, specially on portals
avinationmerge
UbitUmarov 2014-10-12 01:14:54 +01:00
parent 39cfd82303
commit 10d3d0c81d
1 changed files with 19 additions and 25 deletions

View File

@ -311,9 +311,9 @@ namespace OpenSim.Region.Physics.OdePlugin
{
if (value)
{
m_colliderfilter += 2;
if (m_colliderfilter > 2)
m_colliderfilter = 2;
m_colliderfilter += 3;
if (m_colliderfilter > 3)
m_colliderfilter = 3;
}
else
{
@ -328,6 +328,7 @@ namespace OpenSim.Region.Physics.OdePlugin
{
m_pidControllerActive = true;
m_iscolliding = true;
m_freemove = false;
}
}
}
@ -928,19 +929,6 @@ namespace OpenSim.Region.Physics.OdePlugin
IsColliding = true;
}
}
/*
if (contact.normal.Z < 0.2f)
{
contact.normal.Z = 0;
float t = contact.normal.X * contact.normal.X + contact.normal.Y * contact.normal.Y;
if (t > 0)
{
t = 1.0f / t;
contact.normal.X *= t;
contact.normal.Y *= t;
}
}
*/
return true;
}
@ -1204,12 +1192,18 @@ namespace OpenSim.Region.Physics.OdePlugin
// Avatar to Avatar collisions
// Prim to avatar collisions
vec.X = -vel.X * PID_D + (_zeroPosition.X - localpos.X) * (PID_P * 5);
vec.Y = -vel.Y * PID_D + (_zeroPosition.Y - localpos.Y) * (PID_P * 5);
vec.X = -vel.X * PID_D * 2f + (_zeroPosition.X - localpos.X) * (PID_P * 5);
vec.Y = -vel.Y * PID_D * 2f + (_zeroPosition.Y - localpos.Y) * (PID_P * 5);
if(vel.Z > 0)
vec.Z += -vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P;
else
vec.Z += (-vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P) * 0.2f;
/*
if (flying)
{
vec.Z += -vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P;
}
*/
}
//PidStatus = true;
}
@ -1226,7 +1220,7 @@ namespace OpenSim.Region.Physics.OdePlugin
if (ctz.Z > 0f)
{
// moving up or JUMPING
vec.Z += (ctz.Z - vel.Z) * PID_D;
vec.Z += (ctz.Z - vel.Z) * PID_D * 2f;
vec.X += (ctz.X - vel.X) * (PID_D);
vec.Y += (ctz.Y - vel.Y) * (PID_D);
}
@ -1236,7 +1230,7 @@ namespace OpenSim.Region.Physics.OdePlugin
if (ctz.Z == 0)
{
if (vel.Z > 0)
vec.Z -= vel.Z * PID_D;
vec.Z -= vel.Z * PID_D * 2f;
vec.X += (ctz.X - vel.X) * (PID_D);
vec.Y += (ctz.Y - vel.Y) * (PID_D);
}
@ -1305,9 +1299,9 @@ namespace OpenSim.Region.Physics.OdePlugin
vec.X -= breakfactor * vel.X;
vec.Y -= breakfactor * vel.Y;
if (flying)
vec.Z -= breakfactor * vel.Z;
vec.Z -= 0.5f * breakfactor * vel.Z;
else
vec.Z -= .5f* m_mass * vel.Z;
vec.Z -= .16f* m_mass * vel.Z;
}
if (flying)
@ -1687,9 +1681,9 @@ namespace OpenSim.Region.Physics.OdePlugin
_zeroFlag = false;
_target_velocity = Vector3.Zero;
m_freemove = true;
m_colliderfilter = -2;
m_colliderObjectfilter = -2;
m_colliderGroundfilter = -2;
m_colliderfilter = -1;
m_colliderObjectfilter = -1;
m_colliderGroundfilter = -1;
m_iscolliding = false;
m_iscollidingGround = false;