BulletSim: tweek step parameters and logic to make walking up steps

closer to SL. This change should address small floor edges acting like
walls, approaching a step at any angle (other than walking backwards)
will allow walking up, and reducing the avatar pop-up when going up
stairs.
This commit is contained in:
Robert Adams
2015-01-07 06:39:29 -08:00
parent 8e562f04d1
commit 700543b161
3 changed files with 39 additions and 12 deletions

View File

@@ -1070,6 +1070,17 @@
AvatarHeightMidFudge = 0 ; Adjustment at mid point of avatar height range
AvatarHeightHighFudge = 0 ; Adjustment at high end of height range
; Avatar walk-up-stairs parameters
; If an avatar collides with an object 'close to its feet', the avatar will be
; moved/pushed up do simulate stepping up.
;AvatarStepHeight = 0.6f ; The height, below which is considered a step collision.
;AvatarStepAngle = 0.3f ; The angle from vertical (in radians) to consider a surface a step
;AvatarStepApproachFactor = 2f ; Approach angle factor. O=straight on, .6=~45 degrees.
;AvatarStepGroundFudge = 0.1f ; Fudge added to bottom of avatar below which step collisions happen
;AvatarStepForceFactor = 0f ; Avatar is pushed up by its mass times this factor
;AvatarStepUpCorrectionFactor = 0.8f ; Avatar is displaced up the collision height times this factor
;AvatarStepSmoothingSteps = 1 ; Number of frames after a step collision that up correction is applied
; Terminal velocity of a falling avatar
; This is the same http://en.wikipedia.org/wiki/Terminal_velocity#Examples
; negative for a downward speed.