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BulletSim: Update BSCharacter to use API2 interface.
Add capsule shape to BSShapeCollection().
Remember last updated values so inter frame diffs can be computed.
Parameterize avatarStandingFriction and reduce to 10 from 999.
The latter high value made avatars very hard to push.
Set CCD parameters for prims and characters of specified.
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@@ -69,6 +69,16 @@ public abstract class BSPhysObject : PhysicsActor
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// Reference to the physical shape (btCollisionShape) of this object
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public BulletShape BSShape;
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// When the physical properties are updated, an EntityProperty holds the update values.
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// Keep the current and last EntityProperties to enable computation of differences
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// between the current update and the previous values.
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public EntityProperties CurrentEntityProperties { get; set; }
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public EntityProperties LastEntityProperties { get; set; }
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public abstract OMV.Vector3 Scale { get; set; }
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public abstract bool IsSolid { get; }
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public abstract bool IsStatic { get; }
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// Stop all physical motion.
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public abstract void ZeroMotion();
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@@ -89,6 +99,8 @@ public abstract class BSPhysObject : PhysicsActor
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public abstract OMV.Vector3 ForceRotationalVelocity { get; set; }
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public abstract float ForceBuoyancy { get; set; }
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#region Collisions
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// Requested number of milliseconds between collision events. Zero means disabled.
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