BulletSim: add adjustment for avatar capsule height scaling. Makes
avatar standing on ground view better and enables tuning.0.7.5-pf-bulletsim
parent
921f911b21
commit
783e8e4bab
|
@ -1,4 +1,4 @@
|
||||||
/*
|
/*
|
||||||
* Copyright (c) Contributors, http://opensimulator.org/
|
* Copyright (c) Contributors, http://opensimulator.org/
|
||||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||||
*
|
*
|
||||||
|
@ -649,12 +649,12 @@ public sealed class BSCharacter : BSPhysObject
|
||||||
OMV.Vector3 newScale;
|
OMV.Vector3 newScale;
|
||||||
|
|
||||||
// Bullet's capsule total height is the "passed height + radius * 2";
|
// Bullet's capsule total height is the "passed height + radius * 2";
|
||||||
// The base capsule is 1 diameter and 2 height (passed radius=0.5, passed height = 1)
|
// The base capsule is 1 unit in diameter and 2 units in height (passed radius=0.5, passed height = 1)
|
||||||
// The number we pass in for 'scaling' is the multiplier to get that base
|
// The number we pass in for 'scaling' is the multiplier to get that base
|
||||||
// shape to be the size desired.
|
// shape to be the size desired.
|
||||||
// So, when creating the scale for the avatar height, we take the passed height
|
// So, when creating the scale for the avatar height, we take the passed height
|
||||||
// (size.Z) and remove the caps.
|
// (size.Z) and remove the caps.
|
||||||
// Another oddity of the Bullet capsule implementation is that it presumes the Y
|
// An oddity of the Bullet capsule implementation is that it presumes the Y
|
||||||
// dimension is the radius of the capsule. Even though some of the code allows
|
// dimension is the radius of the capsule. Even though some of the code allows
|
||||||
// for a asymmetrical capsule, other parts of the code presume it is cylindrical.
|
// for a asymmetrical capsule, other parts of the code presume it is cylindrical.
|
||||||
|
|
||||||
|
@ -662,8 +662,27 @@ public sealed class BSCharacter : BSPhysObject
|
||||||
newScale.X = size.X / 2f;
|
newScale.X = size.X / 2f;
|
||||||
newScale.Y = size.Y / 2f;
|
newScale.Y = size.Y / 2f;
|
||||||
|
|
||||||
|
float heightAdjust = BSParam.AvatarHeightMidFudge;
|
||||||
|
if (BSParam.AvatarHeightLowFudge != 0f || BSParam.AvatarHeightHighFudge != 0f)
|
||||||
|
{
|
||||||
|
// An avatar is between 1.61 and 2.12 meters. Midpoint is 1.87m.
|
||||||
|
// The "times 4" relies on the fact that the difference from the midpoint to the extremes is exactly 0.25
|
||||||
|
float midHeightOffset = size.Z - 1.87f;
|
||||||
|
if (midHeightOffset < 0f)
|
||||||
|
{
|
||||||
|
// Small avatar. Add the adjustment based on the distance from midheight
|
||||||
|
heightAdjust += -1f * midHeightOffset * 4f * BSParam.AvatarHeightLowFudge;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Large avatar. Add the adjustment based on the distance from midheight
|
||||||
|
heightAdjust += midHeightOffset * 4f * BSParam.AvatarHeightHighFudge;
|
||||||
|
}
|
||||||
|
}
|
||||||
// The total scale height is the central cylindar plus the caps on the two ends.
|
// The total scale height is the central cylindar plus the caps on the two ends.
|
||||||
newScale.Z = (size.Z + (Math.Min(size.X, size.Y) * 2)) / 2f;
|
newScale.Z = (size.Z + (Math.Min(size.X, size.Y) * 2) + heightAdjust) / 2f;
|
||||||
|
// m_log.DebugFormat("{0} ComputeAvatarScale: size={1},adj={2},scale={3}", LogHeader, size, heightAdjust, newScale);
|
||||||
|
|
||||||
// If smaller than the endcaps, just fake like we're almost that small
|
// If smaller than the endcaps, just fake like we're almost that small
|
||||||
if (newScale.Z < 0)
|
if (newScale.Z < 0)
|
||||||
newScale.Z = 0.1f;
|
newScale.Z = 0.1f;
|
||||||
|
|
|
@ -125,6 +125,9 @@ public static class BSParam
|
||||||
public static float AvatarCapsuleWidth { get; private set; }
|
public static float AvatarCapsuleWidth { get; private set; }
|
||||||
public static float AvatarCapsuleDepth { get; private set; }
|
public static float AvatarCapsuleDepth { get; private set; }
|
||||||
public static float AvatarCapsuleHeight { get; private set; }
|
public static float AvatarCapsuleHeight { get; private set; }
|
||||||
|
public static float AvatarHeightLowFudge { get; private set; }
|
||||||
|
public static float AvatarHeightMidFudge { get; private set; }
|
||||||
|
public static float AvatarHeightHighFudge { get; private set; }
|
||||||
public static float AvatarContactProcessingThreshold { get; private set; }
|
public static float AvatarContactProcessingThreshold { get; private set; }
|
||||||
public static float AvatarBelowGroundUpCorrectionMeters { get; private set; }
|
public static float AvatarBelowGroundUpCorrectionMeters { get; private set; }
|
||||||
public static float AvatarStepHeight { get; private set; }
|
public static float AvatarStepHeight { get; private set; }
|
||||||
|
@ -539,6 +542,12 @@ public static class BSParam
|
||||||
0.45f ),
|
0.45f ),
|
||||||
new ParameterDefn<float>("AvatarCapsuleHeight", "Default height of space around avatar",
|
new ParameterDefn<float>("AvatarCapsuleHeight", "Default height of space around avatar",
|
||||||
1.5f ),
|
1.5f ),
|
||||||
|
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 ),
|
||||||
|
new ParameterDefn<float>("AvatarHeightHighFudge", "A fudge factor to make tall avatars stand on the ground",
|
||||||
|
0.1f ),
|
||||||
new ParameterDefn<float>("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions",
|
new ParameterDefn<float>("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions",
|
||||||
0.1f ),
|
0.1f ),
|
||||||
new ParameterDefn<float>("AvatarBelowGroundUpCorrectionMeters", "Meters to move avatar up if it seems to be below ground",
|
new ParameterDefn<float>("AvatarBelowGroundUpCorrectionMeters", "Meters to move avatar up if it seems to be below ground",
|
||||||
|
|
Loading…
Reference in New Issue