BulletSim: fix problem with walking up stairs that are oriented
in certain directions. The problem was really that the avatar capsule orientation was being set incorrectly.0.7.5-pf-bulletsim
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cfbb4f52e4
commit
5444b3b1a5
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@ -483,8 +483,15 @@ public sealed class BSCharacter : BSPhysObject
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{
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{
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// Bullet assumes we know what we are doing when forcing orientation
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// Bullet assumes we know what we are doing when forcing orientation
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// so it lets us go against all the rules and just compensates for them later.
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// so it lets us go against all the rules and just compensates for them later.
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// This keeps us from flipping the capsule over which the veiwer does not understand.
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// This forces rotation to be only around the Z axis and doesn't change any of the other axis.
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ForceOrientation = new OMV.Quaternion(0, 0, _orientation.Z,0);
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// This keeps us from flipping the capsule over which the veiwer does not understand.
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float oRoll, oPitch, oYaw;
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_orientation.GetEulerAngles(out oRoll, out oPitch, out oYaw);
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OMV.Quaternion trimmedOrientation = OMV.Quaternion.CreateFromEulers(0f, 0f, oYaw);
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// DetailLog("{0},BSCharacter.setOrientation,taint,val={1},valDir={2},conv={3},convDir={4}",
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// LocalID, _orientation, OMV.Vector3.UnitX * _orientation,
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// trimmedOrientation, OMV.Vector3.UnitX * trimmedOrientation);
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ForceOrientation = trimmedOrientation;
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});
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});
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}
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}
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}
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}
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