BulletSim: tweeks to make avatar jump work better.
parent
a356978c79
commit
2b53f08386
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@ -204,7 +204,7 @@ public sealed class BSCharacter : BSPhysObject
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// move. Thus, the velocity cannot be forced to zero. The problem is that small velocity
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// errors can creap in and the avatar will slowly float off in some direction.
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// So, the problem is that, when an avatar is standing, we cannot tell creaping error
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// from real pushing.OMV.Vector3.Zero;
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// from real pushing.
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// The code below keeps setting the velocity to zero hoping the world will keep pushing.
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_velocityMotor.Step(timeStep);
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@ -254,9 +254,11 @@ public sealed class BSCharacter : BSPhysObject
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}
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// If falling, we keep the world's downward vector no matter what the other axis specify.
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// The check for _velocity.Z < 0 makes jumping work (temporary upward force).
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if (!Flying && !IsColliding)
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{
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stepVelocity.Z = _velocity.Z;
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if (_velocity.Z < 0)
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stepVelocity.Z = _velocity.Z;
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// DetailLog("{0},BSCharacter.MoveMotor,taint,overrideStepZWithWorldZ,stepVel={1}", LocalID, stepVelocity);
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}
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@ -512,7 +514,7 @@ public sealed class BSCharacter : BSPhysObject
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// just assign to "Position" because of potential call loops.
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PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.PositionSanityCheck", delegate()
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{
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DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation);
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DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation);
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ForcePosition = _position;
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});
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ret = true;
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@ -572,7 +574,7 @@ public sealed class BSCharacter : BSPhysObject
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m_targetVelocity = value;
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OMV.Vector3 targetVel = value;
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if (_setAlwaysRun)
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targetVel *= BSParam.AvatarAlwaysRunFactor;
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targetVel *= new OMV.Vector3(BSParam.AvatarAlwaysRunFactor, BSParam.AvatarAlwaysRunFactor, 0f);
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PhysicsScene.TaintedObject("BSCharacter.setTargetVelocity", delegate()
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{
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