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
Robert Adams 2013-05-22 16:06:06 -07:00
parent cfbb4f52e4
commit 5444b3b1a5
1 changed files with 9 additions and 2 deletions

View File

@ -483,8 +483,15 @@ public sealed class BSCharacter : BSPhysObject
{ {
// Bullet assumes we know what we are doing when forcing orientation // Bullet assumes we know what we are doing when forcing orientation
// so it lets us go against all the rules and just compensates for them later. // so it lets us go against all the rules and just compensates for them later.
// This keeps us from flipping the capsule over which the veiwer does not understand. // This forces rotation to be only around the Z axis and doesn't change any of the other axis.
ForceOrientation = new OMV.Quaternion(0, 0, _orientation.Z,0); // This keeps us from flipping the capsule over which the veiwer does not understand.
float oRoll, oPitch, oYaw;
_orientation.GetEulerAngles(out oRoll, out oPitch, out oYaw);
OMV.Quaternion trimmedOrientation = OMV.Quaternion.CreateFromEulers(0f, 0f, oYaw);
// DetailLog("{0},BSCharacter.setOrientation,taint,val={1},valDir={2},conv={3},convDir={4}",
// LocalID, _orientation, OMV.Vector3.UnitX * _orientation,
// trimmedOrientation, OMV.Vector3.UnitX * trimmedOrientation);
ForceOrientation = trimmedOrientation;
}); });
} }
} }