* ODEPlugin Thinned the avatar out to average SL thin-ness. There's more work to be done on this, however, avatar will have a lot less difficulty getting into tight spaces/prim cuts
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@ -1017,12 +1017,14 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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{
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PhysicsVector SetSize = value;
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PhysicsVector SetSize = value;
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float prevCapsule = CAPSULE_LENGTH;
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float prevCapsule = CAPSULE_LENGTH;
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float capsuleradius = CAPSULE_RADIUS;
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capsuleradius = 0.2f;
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CAPSULE_LENGTH = (SetSize.Z - (CAPSULE_RADIUS * 2))/ 1.75f; //;
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CAPSULE_LENGTH = (SetSize.Z - ((SetSize.Z * 0.43f))); // subtract 43% of the size
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d.BodyDestroy(Body);
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d.BodyDestroy(Body);
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d.GeomDestroy(Shell);
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d.GeomDestroy(Shell);
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//OpenSim.Framework.Console.MainLog.Instance.Verbose("PHYSICS", "Set Avatar Height To: " + (CAPSULE_RADIUS + CAPSULE_LENGTH));
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//OpenSim.Framework.Console.MainLog.Instance.Verbose("PHYSICS", "Set Avatar Height To: " + (CAPSULE_RADIUS + CAPSULE_LENGTH));
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Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH);
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Shell = d.CreateCapsule(_parent_scene.space, capsuleradius, CAPSULE_LENGTH);
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d.MassSetCapsule(out ShellMass, 50.0f, 3, CAPSULE_RADIUS, CAPSULE_LENGTH);
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d.MassSetCapsule(out ShellMass, 50.0f, 3, CAPSULE_RADIUS, CAPSULE_LENGTH);
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Body = d.BodyCreate(_parent_scene.world);
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Body = d.BodyCreate(_parent_scene.world);
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d.BodySetMass(Body, ref ShellMass);
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d.BodySetMass(Body, ref ShellMass);
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