BulletSim: add adjustment for avatar capsule height scaling. Makes
avatar standing on ground view better and enables tuning.user_profiles
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45f37e11ad
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15360cbb6b
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@ -1,4 +1,4 @@
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/*
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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@ -649,12 +649,12 @@ public sealed class BSCharacter : BSPhysObject
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OMV.Vector3 newScale;
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// Bullet's capsule total height is the "passed height + radius * 2";
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// The base capsule is 1 diameter and 2 height (passed radius=0.5, passed height = 1)
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// The base capsule is 1 unit in diameter and 2 units in height (passed radius=0.5, passed height = 1)
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// The number we pass in for 'scaling' is the multiplier to get that base
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// shape to be the size desired.
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// So, when creating the scale for the avatar height, we take the passed height
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// (size.Z) and remove the caps.
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// Another oddity of the Bullet capsule implementation is that it presumes the Y
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// An oddity of the Bullet capsule implementation is that it presumes the Y
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// dimension is the radius of the capsule. Even though some of the code allows
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// for a asymmetrical capsule, other parts of the code presume it is cylindrical.
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@ -662,8 +662,27 @@ public sealed class BSCharacter : BSPhysObject
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newScale.X = size.X / 2f;
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newScale.Y = size.Y / 2f;
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float heightAdjust = BSParam.AvatarHeightMidFudge;
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if (BSParam.AvatarHeightLowFudge != 0f || BSParam.AvatarHeightHighFudge != 0f)
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{
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// An avatar is between 1.61 and 2.12 meters. Midpoint is 1.87m.
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// The "times 4" relies on the fact that the difference from the midpoint to the extremes is exactly 0.25
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float midHeightOffset = size.Z - 1.87f;
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if (midHeightOffset < 0f)
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{
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// Small avatar. Add the adjustment based on the distance from midheight
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heightAdjust += -1f * midHeightOffset * 4f * BSParam.AvatarHeightLowFudge;
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}
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else
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{
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// Large avatar. Add the adjustment based on the distance from midheight
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heightAdjust += midHeightOffset * 4f * BSParam.AvatarHeightHighFudge;
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}
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}
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// The total scale height is the central cylindar plus the caps on the two ends.
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newScale.Z = (size.Z + (Math.Min(size.X, size.Y) * 2)) / 2f;
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newScale.Z = (size.Z + (Math.Min(size.X, size.Y) * 2) + heightAdjust) / 2f;
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// m_log.DebugFormat("{0} ComputeAvatarScale: size={1},adj={2},scale={3}", LogHeader, size, heightAdjust, newScale);
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// If smaller than the endcaps, just fake like we're almost that small
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if (newScale.Z < 0)
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newScale.Z = 0.1f;
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@ -125,6 +125,9 @@ public static class BSParam
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public static float AvatarCapsuleWidth { get; private set; }
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public static float AvatarCapsuleDepth { get; private set; }
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public static float AvatarCapsuleHeight { get; private set; }
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public static float AvatarHeightLowFudge { get; private set; }
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public static float AvatarHeightMidFudge { get; private set; }
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public static float AvatarHeightHighFudge { get; private set; }
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public static float AvatarContactProcessingThreshold { get; private set; }
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public static float AvatarBelowGroundUpCorrectionMeters { get; private set; }
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public static float AvatarStepHeight { get; private set; }
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@ -539,6 +542,12 @@ public static class BSParam
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0.45f ),
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new ParameterDefn<float>("AvatarCapsuleHeight", "Default height of space around avatar",
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1.5f ),
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new ParameterDefn<float>("AvatarHeightLowFudge", "A fudge factor to make small avatars stand on the ground",
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-0.2f ),
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new ParameterDefn<float>("AvatarHeightMidFudge", "A fudge distance to adjust average sized avatars to be standing on ground",
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0.1f ),
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new ParameterDefn<float>("AvatarHeightHighFudge", "A fudge factor to make tall avatars stand on the ground",
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0.1f ),
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new ParameterDefn<float>("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions",
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0.1f ),
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new ParameterDefn<float>("AvatarBelowGroundUpCorrectionMeters", "Meters to move avatar up if it seems to be below ground",
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