From bbeff4b8ca34a4567f2215ed5e90637a00d8c81e Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Thu, 20 Jun 2013 09:55:40 -0700 Subject: [PATCH] BulletSim: rework velocity updating when not colliding and not flying to prevent infinite jumps. Now jumps last only AvatarJumpFrames long (default 4) which is about as high as in SL. TODO: jumping should only depend on standing (collision with feet) rather than collision anywhere on the avatar. --- .../BulletSPlugin/BSActorAvatarMove.cs | 44 ++++++++++++++++--- .../Region/Physics/BulletSPlugin/BSParam.cs | 3 ++ 2 files changed, 42 insertions(+), 5 deletions(-) diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs index ac8c30c9cd..928b350645 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs @@ -43,8 +43,14 @@ public class BSActorAvatarMove : BSActor // Set to true if we think we're going up stairs. // This state is remembered because collisions will turn on and off as we go up stairs. int m_walkingUpStairs; + // The amount the step up is applying. Used to smooth stair walking. float m_lastStepUp; + // Jumping happens over several frames. If use applies up force while colliding, start the + // jump and allow the jump to continue for this number of frames. + int m_jumpFrames = 0; + float m_jumpVelocity = 0f; + public BSActorAvatarMove(BSScene physicsScene, BSPhysObject pObj, string actorName) : base(physicsScene, pObj, actorName) { @@ -206,17 +212,45 @@ public class BSActorAvatarMove : BSActor if (m_controllingPrim.Friction != BSParam.AvatarFriction) { - // Probably starting up walking. Set friction to moving friction. + // Probably starting to walk. Set friction to moving friction. m_controllingPrim.Friction = BSParam.AvatarFriction; m_physicsScene.PE.SetFriction(m_controllingPrim.PhysBody, m_controllingPrim.Friction); } - // If falling, we keep the world's downward vector no matter what the other axis specify. - // The check for RawVelocity.Z < 0 makes jumping work (temporary upward force). if (!m_controllingPrim.Flying && !m_controllingPrim.IsColliding) { - if (m_controllingPrim.RawVelocity.Z < 0) + stepVelocity.Z = m_controllingPrim.RawVelocity.Z; + } + + + // Colliding and not flying with an upward force. The avatar must be trying to jump. + if (!m_controllingPrim.Flying && m_controllingPrim.IsColliding && stepVelocity.Z > 0) + { + // We allow the upward force to happen for this many frames. + m_jumpFrames = BSParam.AvatarJumpFrames; + m_jumpVelocity = stepVelocity.Z; + } + + // The case where the avatar is not colliding and is not flying is special. + // The avatar is either falling or jumping and the user can be applying force to the avatar + // (force in some direction or force up or down). + // If the avatar has negative Z velocity and is not colliding, presume we're falling and keep the velocity. + // If the user is trying to apply upward force but we're not colliding, assume the avatar + // is trying to jump and don't apply the upward force if not touching the ground any more. + if (!m_controllingPrim.Flying && !m_controllingPrim.IsColliding) + { + // If upward velocity is being applied, this must be a jump and only allow that to go on so long + if (m_jumpFrames > 0) + { + // Since not touching the ground, only apply upward force for so long. + m_jumpFrames--; + stepVelocity.Z = m_jumpVelocity; + } + else + { + // Since we're not affected by anything, whatever vertical motion the avatar has, continue that. stepVelocity.Z = m_controllingPrim.RawVelocity.Z; + } // DetailLog("{0},BSCharacter.MoveMotor,taint,overrideStepZWithWorldZ,stepVel={1}", LocalID, stepVelocity); } @@ -241,7 +275,7 @@ public class BSActorAvatarMove : BSActor m_physicsScene.DetailLog("{0},BSCharacter.WalkUpStairs,IsColliding={1},flying={2},targSpeed={3},collisions={4},avHeight={5}", m_controllingPrim.LocalID, m_controllingPrim.IsColliding, m_controllingPrim.Flying, m_controllingPrim.TargetVelocitySpeed, m_controllingPrim.CollisionsLastTick.Count, m_controllingPrim.Size.Z); - // This test is done if moving forward, not flying and is colliding with something. + // Check for stairs climbing if colliding, not flying and moving forward if ( m_controllingPrim.IsColliding && !m_controllingPrim.Flying diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index aad1108cbc..6437b04896 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -134,6 +134,7 @@ public static class BSParam public static float AvatarHeightMidFudge { get; private set; } public static float AvatarHeightHighFudge { get; private set; } public static float AvatarContactProcessingThreshold { get; private set; } + public static int AvatarJumpFrames { get; private set; } public static float AvatarBelowGroundUpCorrectionMeters { get; private set; } public static float AvatarStepHeight { get; private set; } public static float AvatarStepApproachFactor { get; private set; } @@ -567,6 +568,8 @@ public static class BSParam 0.1f ), new ParameterDefn("AvatarBelowGroundUpCorrectionMeters", "Meters to move avatar up if it seems to be below ground", 1.0f ), + new ParameterDefn("AvatarJumpFrames", "Number of frames to allow jump forces. Changes jump height.", + 4 ), new ParameterDefn("AvatarStepHeight", "Height of a step obstacle to consider step correction", 0.6f ) , new ParameterDefn("AvatarStepApproachFactor", "Factor to control angle of approach to step (0=straight on)",