raise standing avatar a bit to reduce knees bending on some collisions.
reduce head size a bitavinationmerge
parent
b7c3a4fa7f
commit
fc1be7e41f
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@ -96,7 +96,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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private float feetSZ = 0.5f;
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const float feetScale = 0.9f;
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const float invFeetScale = 1.0f / 0.9f;
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const float sizeZAdjust = 0.15f;
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const float sizeZAdjust = 0.18f;
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private float boneOff = 0;
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@ -676,12 +676,12 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_invElipSizeX = 1.0f / m_size.X;
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m_invElipSizeY = 1.0f / m_size.Y;
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float topsx = m_size.X;
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float topsx = m_size.X * 0.9f;
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float midsx = m_size.X;
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float feetsx = m_size.X * feetScale;
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float bonesx = feetsx * 0.2f;
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float topsy = m_size.Y * 0.5f;
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float topsy = m_size.Y * 0.4f;
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float midsy = m_size.Y;
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float feetsy = m_size.Y * feetScale;
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float bonesy = feetsy * 0.2f;
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@ -1057,7 +1057,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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// colide with land
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d.AABB aabb;
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d.GeomGetAABB(feetbox, out aabb);
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float chrminZ = aabb.MinZ - 0.04f; // move up a bit
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float chrminZ = aabb.MinZ - 0.02f; // move up a bit
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Vector3 posch = localpos;
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float ftmp;
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