BulletSim: adjust avatar position when the avatar's size is changed.

This fixes the problem of avatars bouncing when logged in.
Added a little height to the avatar height fudges to eliminate a problem
of feet being in the ground a bit.
0.7.6-extended
Robert Adams 2013-08-08 13:53:12 -07:00
parent 9fc97cbbf7
commit 6410a25cef
2 changed files with 12 additions and 4 deletions

View File

@ -96,8 +96,8 @@ public sealed class BSCharacter : BSPhysObject
m_moveActor = new BSActorAvatarMove(PhysScene, this, AvatarMoveActorName);
PhysicalActors.Add(AvatarMoveActorName, m_moveActor);
DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}",
LocalID, _size, Scale, Density, _avatarVolume, RawMass);
DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5},pos={6}",
LocalID, _size, Scale, Density, _avatarVolume, RawMass, pos);
// do actual creation in taint time
PhysScene.TaintedObject("BSCharacter.create", delegate()
@ -190,6 +190,10 @@ public sealed class BSCharacter : BSPhysObject
}
set {
// This is how much the avatar size is changing. Positive means getting bigger.
// The avatar altitude must be adjusted for this change.
float heightChange = value.Z - _size.Z;
_size = value;
// Old versions of ScenePresence passed only the height. If width and/or depth are zero,
// replace with the default values.
@ -207,6 +211,10 @@ public sealed class BSCharacter : BSPhysObject
{
PhysScene.PE.SetLocalScaling(PhysShape.physShapeInfo, Scale);
UpdatePhysicalMassProperties(RawMass, true);
// Adjust the avatar's position to account for the increase/decrease in size
ForcePosition = new OMV.Vector3(RawPosition.X, RawPosition.Y, RawPosition.Z + heightChange / 2f);
// Make sure this change appears as a property update event
PhysScene.PE.PushUpdate(PhysBody);
}

View File

@ -570,9 +570,9 @@ public static class BSParam
new ParameterDefn<float>("AvatarHeightLowFudge", "A fudge factor to make small avatars stand on the ground",
-0.2f ),
new ParameterDefn<float>("AvatarHeightMidFudge", "A fudge distance to adjust average sized avatars to be standing on ground",
0.1f ),
0.2f ),
new ParameterDefn<float>("AvatarHeightHighFudge", "A fudge factor to make tall avatars stand on the ground",
0.1f ),
0.2f ),
new ParameterDefn<float>("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions",
0.1f ),
new ParameterDefn<float>("AvatarBelowGroundUpCorrectionMeters", "Meters to move avatar up if it seems to be below ground",