diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs index 42381ef061..14518e9044 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs @@ -205,6 +205,17 @@ public class BSActorAvatarMove : BSActor // Flying and not colliding and velocity nearly zero. m_controllingPrim.ZeroMotion(true /* inTaintTime */); } + else + { + //We are falling but are not touching any keys make sure not falling too fast + if (m_controllingPrim.RawVelocity.Z < BSParam.AvatarTerminalVelocity) + { + + OMV.Vector3 slowingForce = new OMV.Vector3(0f, 0f, BSParam.AvatarTerminalVelocity - m_controllingPrim.RawVelocity.Z) * m_controllingPrim.Mass; + m_physicsScene.PE.ApplyCentralImpulse(m_controllingPrim.PhysBody, slowingForce); + } + + } } m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,taint,stopping,target={1},colliding={2}", @@ -252,8 +263,17 @@ public class BSActorAvatarMove : BSActor } else { - // Since we're not affected by anything, whatever vertical motion the avatar has, continue that. - stepVelocity.Z = m_controllingPrim.RawVelocity.Z; + + // Since we're not affected by anything, the avatar must be falling and we do not want that to be too fast. + if (m_controllingPrim.RawVelocity.Z < BSParam.AvatarTerminalVelocity) + { + + stepVelocity.Z = BSParam.AvatarTerminalVelocity; + } + else + { + stepVelocity.Z = m_controllingPrim.RawVelocity.Z; + } } // DetailLog("{0},BSCharacter.MoveMotor,taint,overrideStepZWithWorldZ,stepVel={1}", LocalID, stepVelocity); } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 042e8a4adf..8b4df05f3e 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -138,6 +138,7 @@ public static class BSParam public static float AvatarHeightHighFudge { get; private set; } public static float AvatarFlyingGroundMargin { get; private set; } public static float AvatarFlyingGroundUpForce { get; private set; } + public static float AvatarTerminalVelocity { get; private set; } public static float AvatarContactProcessingThreshold { get; private set; } public static float AvatarStopZeroThreshold { get; private set; } public static int AvatarJumpFrames { get; private set; } @@ -589,6 +590,8 @@ public static class BSParam 5f ), new ParameterDefn("AvatarFlyingGroundUpForce", "Upward force applied to the avatar to keep it at flying ground margin", 2.0f ), + new ParameterDefn("AvatarTerminalVelocity", "Terminal Velocity of falling avatar", + -54.0f ), new ParameterDefn("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions", 0.1f ), new ParameterDefn("AvatarStopZeroThreshold", "Movement velocity below which avatar is assumed to be stopped", diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini index 8b8364cf8c..3f373ce933 100644 --- a/bin/OpenSimDefaults.ini +++ b/bin/OpenSimDefaults.ini @@ -1038,6 +1038,11 @@ AvatarHeightMidFudge = 0 ; Adjustment at mid point of avatar height range AvatarHeightHighFudge = 0 ; Adjustment at high end of height range + ; Terminal velocity of a falling avatar + ; This is the same http://en.wikipedia.org/wiki/Terminal_velocity#Examples + ; negative for a downward speed. + AvatarTerminalVelocity = -54 + ; Default linkset implmentation ; 'Constraint' uses physics constraints to hold linkset together. 'Compound' ; builds a compound shape from the children shapes to create a single physical