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authorKitto Flora2010-12-20 07:04:35 +0000
committerKitto Flora2010-12-20 07:04:35 +0000
commit5fccbe21d68f681b9a5aa0f2ae535a7d61a9a3f4 (patch)
tree3704952b5d6e66d08c1e2b297e478a078f670e50
parentMerge branch 'master' into careminster-presence-refactor (diff)
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Update materials parameters.
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs200
1 files changed, 108 insertions, 92 deletions
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
index e1989e2..756c005 100644
--- a/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
@@ -491,43 +491,55 @@ namespace OpenSim.Region.Physics.OdePlugin
491 491
492 staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)]; 492 staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)];
493 493
494 // Centeral contact friction and bounce 494 // Centeral contact friction and bounce // KF: This appears to be only for static AV on non-phys prim.
495 // ckrinke 11/10/08 Enabling soft_erp but not soft_cfm until I figure out why 495 contact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
496 // an avatar falls through in Z but not in X or Y when walking on a prim. 496 contact.surface.mu = 255.0f;
497 contact.surface.mode |= d.ContactFlags.SoftERP; 497 contact.surface.bounce = 0.0f;
498 contact.surface.mu = nmAvatarObjectContactFriction; 498 contact.surface.soft_cfm = 0.0f;
499 contact.surface.bounce = nmAvatarObjectContactBounce; 499 contact.surface.soft_erp = 1.00f; // If this is too small static Av will fall through a sloping prim.
500 contact.surface.soft_cfm = 0.010f;
501 contact.surface.soft_erp = 0.010f;
502 500
503 // Terrain contact friction and Bounce 501 // Terrain contact friction and Bounce
504 // This is the *non* moving version. Use this when an avatar 502 // This is the *non* moving version. Use this when an avatar
505 // isn't moving to keep it in place better 503 // isn't moving to keep it in place better
506 TerrainContact.surface.mode |= d.ContactFlags.SoftERP; 504/* TerrainContact.surface.mode |= d.ContactFlags.SoftERP;
507 TerrainContact.surface.mu = nmTerrainContactFriction; 505 TerrainContact.surface.mu = nmTerrainContactFriction;
508 TerrainContact.surface.bounce = nmTerrainContactBounce; 506 TerrainContact.surface.bounce = nmTerrainContactBounce;
509 TerrainContact.surface.soft_erp = nmTerrainContactERP; 507 TerrainContact.surface.soft_erp = nmTerrainContactERP; */
508
509 TerrainContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
510 TerrainContact.surface.mu = 255.0f;
511 TerrainContact.surface.bounce = 0.0f;
512 TerrainContact.surface.soft_cfm = 0.0f;
513 TerrainContact.surface.soft_erp = 0.05f;
510 514
511 WaterContact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM); 515 WaterContact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM);
512 WaterContact.surface.mu = 0f; // No friction 516 WaterContact.surface.mu = 0.0f; // No friction
513 WaterContact.surface.bounce = 0.0f; // No bounce 517 WaterContact.surface.bounce = 0.0f; // No bounce
514 WaterContact.surface.soft_cfm = 0.010f; 518 WaterContact.surface.soft_cfm = 0.010f;
515 WaterContact.surface.soft_erp = 0.010f; 519 WaterContact.surface.soft_erp = 0.010f;
516 520
517 // Prim contact friction and bounce 521 // Prim contact friction and bounce
518 // THis is the *non* moving version of friction and bounce 522 // THis is the moving version of friction and bounce
519 // Use this when an avatar comes in contact with a prim 523 // Use this when an avatar comes in contact with a prim
520 // and is moving 524 AvatarMovementprimContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
521 AvatarMovementprimContact.surface.mu = mAvatarObjectContactFriction; 525 AvatarMovementprimContact.surface.mu = 255.0f;
522 AvatarMovementprimContact.surface.bounce = mAvatarObjectContactBounce; 526 AvatarMovementprimContact.surface.bounce = 0.01f;
527 AvatarMovementprimContact.surface.soft_cfm = 0.0f; // if this is 0.01 then prims become phantom to Avs!
528 AvatarMovementprimContact.surface.soft_erp = 0.001f;
523 529
524 // Terrain contact friction bounce and various error correcting calculations 530 // Terrain contact friction bounce and various error correcting calculations
525 // Use this when an avatar is in contact with the terrain and moving. 531 // Use this when an avatar is in contact with the terrain and moving.
532/*
526 AvatarMovementTerrainContact.surface.mode |= d.ContactFlags.SoftERP; 533 AvatarMovementTerrainContact.surface.mode |= d.ContactFlags.SoftERP;
527 AvatarMovementTerrainContact.surface.mu = mTerrainContactFriction; 534 AvatarMovementTerrainContact.surface.mu = mTerrainContactFriction;
528 AvatarMovementTerrainContact.surface.bounce = mTerrainContactBounce; 535 AvatarMovementTerrainContact.surface.bounce = mTerrainContactBounce;
529 AvatarMovementTerrainContact.surface.soft_erp = mTerrainContactERP; 536 AvatarMovementTerrainContact.surface.soft_erp = mTerrainContactERP;
530 537*/
538 AvatarMovementTerrainContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
539 AvatarMovementTerrainContact.surface.mu = 75f;
540 AvatarMovementTerrainContact.surface.bounce = 0.0f;
541 AvatarMovementTerrainContact.surface.soft_cfm = 0.0f;
542 AvatarMovementTerrainContact.surface.soft_erp = 0.05f;
531 543
532 /* 544 /*
533 <summary></summary> 545 <summary></summary>
@@ -549,109 +561,110 @@ namespace OpenSim.Region.Physics.OdePlugin
549 m_materialContacts = new d.Contact[7,2]; 561 m_materialContacts = new d.Contact[7,2];
550 562
551 m_materialContacts[(int)Material.Stone, 0] = new d.Contact(); 563 m_materialContacts[(int)Material.Stone, 0] = new d.Contact();
552 m_materialContacts[(int)Material.Stone, 0].surface.mode |= d.ContactFlags.SoftERP; 564 m_materialContacts[(int)Material.Stone, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
553 m_materialContacts[(int)Material.Stone, 0].surface.mu = nmAvatarObjectContactFriction; 565 m_materialContacts[(int)Material.Stone, 0].surface.mu = 1.8f;
554 m_materialContacts[(int)Material.Stone, 0].surface.bounce = nmAvatarObjectContactBounce; 566 m_materialContacts[(int)Material.Stone, 0].surface.bounce = 0.0f;
555 m_materialContacts[(int)Material.Stone, 0].surface.soft_cfm = 0.010f; 567 m_materialContacts[(int)Material.Stone, 0].surface.soft_cfm = 0.0f;
556 m_materialContacts[(int)Material.Stone, 0].surface.soft_erp = 0.010f; 568 m_materialContacts[(int)Material.Stone, 0].surface.soft_erp = 0.50f;
557 569
558 m_materialContacts[(int)Material.Stone, 1] = new d.Contact(); 570 m_materialContacts[(int)Material.Stone, 1] = new d.Contact();
559 m_materialContacts[(int)Material.Stone, 1].surface.mode |= d.ContactFlags.SoftERP; 571 m_materialContacts[(int)Material.Stone, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
560 m_materialContacts[(int)Material.Stone, 1].surface.mu = mAvatarObjectContactFriction; 572 m_materialContacts[(int)Material.Stone, 1].surface.mu = 1.8f;
561 m_materialContacts[(int)Material.Stone, 1].surface.bounce = mAvatarObjectContactBounce; 573 m_materialContacts[(int)Material.Stone, 1].surface.bounce = 0.0f;
562 m_materialContacts[(int)Material.Stone, 1].surface.soft_cfm = 0.010f; 574 m_materialContacts[(int)Material.Stone, 1].surface.soft_cfm = 0.0f;
563 m_materialContacts[(int)Material.Stone, 1].surface.soft_erp = 0.010f; 575 m_materialContacts[(int)Material.Stone, 1].surface.soft_erp = 0.50f;
564 576
565 m_materialContacts[(int)Material.Metal, 0] = new d.Contact(); 577 m_materialContacts[(int)Material.Metal, 0] = new d.Contact();
566 m_materialContacts[(int)Material.Metal, 0].surface.mode |= d.ContactFlags.SoftERP; 578 m_materialContacts[(int)Material.Metal, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
567 m_materialContacts[(int)Material.Metal, 0].surface.mu = nmAvatarObjectContactFriction; 579 m_materialContacts[(int)Material.Metal, 0].surface.mu = 1.3f;
568 m_materialContacts[(int)Material.Metal, 0].surface.bounce = nmAvatarObjectContactBounce; 580 m_materialContacts[(int)Material.Metal, 0].surface.bounce = 0.2f;
569 m_materialContacts[(int)Material.Metal, 0].surface.soft_cfm = 0.010f; 581 m_materialContacts[(int)Material.Metal, 0].surface.soft_cfm = 0.0f;
570 m_materialContacts[(int)Material.Metal, 0].surface.soft_erp = 0.010f; 582 m_materialContacts[(int)Material.Metal, 0].surface.soft_erp = 0.50f;
571 583
572 m_materialContacts[(int)Material.Metal, 1] = new d.Contact(); 584 m_materialContacts[(int)Material.Metal, 1] = new d.Contact();
573 m_materialContacts[(int)Material.Metal, 1].surface.mode |= d.ContactFlags.SoftERP; 585 m_materialContacts[(int)Material.Metal, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
574 m_materialContacts[(int)Material.Metal, 1].surface.mu = mAvatarObjectContactFriction; 586 m_materialContacts[(int)Material.Metal, 1].surface.mu = 1.3f;
575 m_materialContacts[(int)Material.Metal, 1].surface.bounce = mAvatarObjectContactBounce; 587 m_materialContacts[(int)Material.Metal, 1].surface.bounce = 0.2f;
576 m_materialContacts[(int)Material.Metal, 1].surface.soft_cfm = 0.010f; 588 m_materialContacts[(int)Material.Metal, 1].surface.soft_cfm = 0.0f;
577 m_materialContacts[(int)Material.Metal, 1].surface.soft_erp = 0.010f; 589 m_materialContacts[(int)Material.Metal, 1].surface.soft_erp = 0.50f;
578
579 m_materialContacts[(int)Material.Glass, 0] = new d.Contact();
580 m_materialContacts[(int)Material.Glass, 0].surface.mode |= d.ContactFlags.SoftERP;
581 m_materialContacts[(int)Material.Glass, 0].surface.mu = 1f;
582 m_materialContacts[(int)Material.Glass, 0].surface.bounce = 0.5f;
583 m_materialContacts[(int)Material.Glass, 0].surface.soft_cfm = 0.010f;
584 m_materialContacts[(int)Material.Glass, 0].surface.soft_erp = 0.010f;
585 590
586 /* 591 /*
587 private float nmAvatarObjectContactFriction = 250f; 592 flags : d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce
593 private float nmAvatarObjectContactFriction = 250f;
588 private float nmAvatarObjectContactBounce = 0.1f; 594 private float nmAvatarObjectContactBounce = 0.1f;
589 595
590 private float mAvatarObjectContactFriction = 75f; 596 private float mAvatarObjectContactFriction = 75f;
591 private float mAvatarObjectContactBounce = 0.1f; 597 private float mAvatarObjectContactBounce = 0.1f;
592 */ 598 */
599 m_materialContacts[(int)Material.Glass, 0] = new d.Contact();
600 m_materialContacts[(int)Material.Glass, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
601 m_materialContacts[(int)Material.Glass, 0].surface.mu = 1f;
602 m_materialContacts[(int)Material.Glass, 0].surface.bounce = 0.1f;
603 m_materialContacts[(int)Material.Glass, 0].surface.soft_cfm = 0.0f;
604 m_materialContacts[(int)Material.Glass, 0].surface.soft_erp = 0.50f;
605
593 m_materialContacts[(int)Material.Glass, 1] = new d.Contact(); 606 m_materialContacts[(int)Material.Glass, 1] = new d.Contact();
594 m_materialContacts[(int)Material.Glass, 1].surface.mode |= d.ContactFlags.SoftERP; 607 m_materialContacts[(int)Material.Glass, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
595 m_materialContacts[(int)Material.Glass, 1].surface.mu = 1f; 608 m_materialContacts[(int)Material.Glass, 1].surface.mu = 1f;
596 m_materialContacts[(int)Material.Glass, 1].surface.bounce = 0.5f; 609 m_materialContacts[(int)Material.Glass, 1].surface.bounce = 0.1f;
597 m_materialContacts[(int)Material.Glass, 1].surface.soft_cfm = 0.010f; 610 m_materialContacts[(int)Material.Glass, 1].surface.soft_cfm = 0.0f;
598 m_materialContacts[(int)Material.Glass, 1].surface.soft_erp = 0.010f; 611 m_materialContacts[(int)Material.Glass, 1].surface.soft_erp = 0.50f;
599 612
600 m_materialContacts[(int)Material.Wood, 0] = new d.Contact(); 613 m_materialContacts[(int)Material.Wood, 0] = new d.Contact();
601 m_materialContacts[(int)Material.Wood, 0].surface.mode |= d.ContactFlags.SoftERP; 614 m_materialContacts[(int)Material.Wood, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
602 m_materialContacts[(int)Material.Wood, 0].surface.mu = nmAvatarObjectContactFriction; 615 m_materialContacts[(int)Material.Wood, 0].surface.mu = 1.6f;
603 m_materialContacts[(int)Material.Wood, 0].surface.bounce = nmAvatarObjectContactBounce; 616 m_materialContacts[(int)Material.Wood, 0].surface.bounce = 0.1f;
604 m_materialContacts[(int)Material.Wood, 0].surface.soft_cfm = 0.010f; 617 m_materialContacts[(int)Material.Wood, 0].surface.soft_cfm = 0.0f;
605 m_materialContacts[(int)Material.Wood, 0].surface.soft_erp = 0.010f; 618 m_materialContacts[(int)Material.Wood, 0].surface.soft_erp = 0.50f;
606 619
607 m_materialContacts[(int)Material.Wood, 1] = new d.Contact(); 620 m_materialContacts[(int)Material.Wood, 1] = new d.Contact();
608 m_materialContacts[(int)Material.Wood, 1].surface.mode |= d.ContactFlags.SoftERP; 621 m_materialContacts[(int)Material.Wood, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
609 m_materialContacts[(int)Material.Wood, 1].surface.mu = mAvatarObjectContactFriction; 622 m_materialContacts[(int)Material.Wood, 1].surface.mu = 1.6f;
610 m_materialContacts[(int)Material.Wood, 1].surface.bounce = mAvatarObjectContactBounce; 623 m_materialContacts[(int)Material.Wood, 1].surface.bounce = 0.1f;
611 m_materialContacts[(int)Material.Wood, 1].surface.soft_cfm = 0.010f; 624 m_materialContacts[(int)Material.Wood, 1].surface.soft_cfm = 0.0f;
612 m_materialContacts[(int)Material.Wood, 1].surface.soft_erp = 0.010f; 625 m_materialContacts[(int)Material.Wood, 1].surface.soft_erp = 0.50f;
613 626
614 m_materialContacts[(int)Material.Flesh, 0] = new d.Contact(); 627 m_materialContacts[(int)Material.Flesh, 0] = new d.Contact();
615 m_materialContacts[(int)Material.Flesh, 0].surface.mode |= d.ContactFlags.SoftERP; 628 m_materialContacts[(int)Material.Flesh, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
616 m_materialContacts[(int)Material.Flesh, 0].surface.mu = nmAvatarObjectContactFriction; 629 m_materialContacts[(int)Material.Flesh, 0].surface.mu = 2.0f;
617 m_materialContacts[(int)Material.Flesh, 0].surface.bounce = nmAvatarObjectContactBounce; 630 m_materialContacts[(int)Material.Flesh, 0].surface.bounce = 0.0f;
618 m_materialContacts[(int)Material.Flesh, 0].surface.soft_cfm = 0.010f; 631 m_materialContacts[(int)Material.Flesh, 0].surface.soft_cfm = 0.0f;
619 m_materialContacts[(int)Material.Flesh, 0].surface.soft_erp = 0.010f; 632 m_materialContacts[(int)Material.Flesh, 0].surface.soft_erp = 0.50f;
620 633
621 m_materialContacts[(int)Material.Flesh, 1] = new d.Contact(); 634 m_materialContacts[(int)Material.Flesh, 1] = new d.Contact();
622 m_materialContacts[(int)Material.Flesh, 1].surface.mode |= d.ContactFlags.SoftERP; 635 m_materialContacts[(int)Material.Flesh, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
623 m_materialContacts[(int)Material.Flesh, 1].surface.mu = mAvatarObjectContactFriction; 636 m_materialContacts[(int)Material.Flesh, 1].surface.mu = 2.0f;
624 m_materialContacts[(int)Material.Flesh, 1].surface.bounce = mAvatarObjectContactBounce; 637 m_materialContacts[(int)Material.Flesh, 1].surface.bounce = 0.0f;
625 m_materialContacts[(int)Material.Flesh, 1].surface.soft_cfm = 0.010f; 638 m_materialContacts[(int)Material.Flesh, 1].surface.soft_cfm = 0.0f;
626 m_materialContacts[(int)Material.Flesh, 1].surface.soft_erp = 0.010f; 639 m_materialContacts[(int)Material.Flesh, 1].surface.soft_erp = 0.50f;
627 640
628 m_materialContacts[(int)Material.Plastic, 0] = new d.Contact(); 641 m_materialContacts[(int)Material.Plastic, 0] = new d.Contact();
629 m_materialContacts[(int)Material.Plastic, 0].surface.mode |= d.ContactFlags.SoftERP; 642 m_materialContacts[(int)Material.Plastic, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
630 m_materialContacts[(int)Material.Plastic, 0].surface.mu = nmAvatarObjectContactFriction; 643 m_materialContacts[(int)Material.Plastic, 0].surface.mu = 1.5f;
631 m_materialContacts[(int)Material.Plastic, 0].surface.bounce = nmAvatarObjectContactBounce; 644 m_materialContacts[(int)Material.Plastic, 0].surface.bounce = 0.2f;
632 m_materialContacts[(int)Material.Plastic, 0].surface.soft_cfm = 0.010f; 645 m_materialContacts[(int)Material.Plastic, 0].surface.soft_cfm = 0.0f;
633 m_materialContacts[(int)Material.Plastic, 0].surface.soft_erp = 0.010f; 646 m_materialContacts[(int)Material.Plastic, 0].surface.soft_erp = 0.50f;
634 647
635 m_materialContacts[(int)Material.Plastic, 1] = new d.Contact(); 648 m_materialContacts[(int)Material.Plastic, 1] = new d.Contact();
636 m_materialContacts[(int)Material.Plastic, 1].surface.mode |= d.ContactFlags.SoftERP; 649 m_materialContacts[(int)Material.Plastic, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
637 m_materialContacts[(int)Material.Plastic, 1].surface.mu = mAvatarObjectContactFriction; 650 m_materialContacts[(int)Material.Plastic, 1].surface.mu = 1.5f;
638 m_materialContacts[(int)Material.Plastic, 1].surface.bounce = mAvatarObjectContactBounce; 651 m_materialContacts[(int)Material.Plastic, 1].surface.bounce = 0.2f;
639 m_materialContacts[(int)Material.Plastic, 1].surface.soft_cfm = 0.010f; 652 m_materialContacts[(int)Material.Plastic, 1].surface.soft_cfm = 0.0f;
640 m_materialContacts[(int)Material.Plastic, 1].surface.soft_erp = 0.010f; 653 m_materialContacts[(int)Material.Plastic, 1].surface.soft_erp = 0.50f;
641 654
642 m_materialContacts[(int)Material.Rubber, 0] = new d.Contact(); 655 m_materialContacts[(int)Material.Rubber, 0] = new d.Contact();
643 m_materialContacts[(int)Material.Rubber, 0].surface.mode |= d.ContactFlags.SoftERP; 656 m_materialContacts[(int)Material.Rubber, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
644 m_materialContacts[(int)Material.Rubber, 0].surface.mu = nmAvatarObjectContactFriction; 657 m_materialContacts[(int)Material.Rubber, 0].surface.mu = 2.0f;
645 m_materialContacts[(int)Material.Rubber, 0].surface.bounce = nmAvatarObjectContactBounce; 658 m_materialContacts[(int)Material.Rubber, 0].surface.bounce = 0.7f;
646 m_materialContacts[(int)Material.Rubber, 0].surface.soft_cfm = 0.010f; 659 m_materialContacts[(int)Material.Rubber, 0].surface.soft_cfm = 0.0f;
647 m_materialContacts[(int)Material.Rubber, 0].surface.soft_erp = 0.010f; 660 m_materialContacts[(int)Material.Rubber, 0].surface.soft_erp = 0.50f;
648 661
649 m_materialContacts[(int)Material.Rubber, 1] = new d.Contact(); 662 m_materialContacts[(int)Material.Rubber, 1] = new d.Contact();
650 m_materialContacts[(int)Material.Rubber, 1].surface.mode |= d.ContactFlags.SoftERP; 663 m_materialContacts[(int)Material.Rubber, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
651 m_materialContacts[(int)Material.Rubber, 1].surface.mu = mAvatarObjectContactFriction; 664 m_materialContacts[(int)Material.Rubber, 1].surface.mu = 2.0f;
652 m_materialContacts[(int)Material.Rubber, 1].surface.bounce = mAvatarObjectContactBounce; 665 m_materialContacts[(int)Material.Rubber, 1].surface.bounce = 0.7f;
653 m_materialContacts[(int)Material.Rubber, 1].surface.soft_cfm = 0.010f; 666 m_materialContacts[(int)Material.Rubber, 1].surface.soft_cfm = 0.0f;
654 m_materialContacts[(int)Material.Rubber, 1].surface.soft_erp = 0.010f; 667 m_materialContacts[(int)Material.Rubber, 1].surface.soft_erp = 0.50f;
655 668
656 d.HashSpaceSetLevels(space, worldHashspaceLow, worldHashspaceHigh); 669 d.HashSpaceSetLevels(space, worldHashspaceLow, worldHashspaceHigh);
657 670
@@ -660,10 +673,13 @@ namespace OpenSim.Region.Physics.OdePlugin
660 d.WorldSetGravity(world, gravityx, gravityy, gravityz); 673 d.WorldSetGravity(world, gravityx, gravityy, gravityz);
661 d.WorldSetContactSurfaceLayer(world, contactsurfacelayer); 674 d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
662 675
676
677 d.WorldSetLinearDampingThreshold(world, 256f);
663 d.WorldSetLinearDamping(world, 256f); 678 d.WorldSetLinearDamping(world, 256f);
664 d.WorldSetAngularDamping(world, 256f); 679// d.WorldSetLinearDampingThreshold(world, 0.01f);
680// d.WorldSetLinearDamping(world, 0.1f);
665 d.WorldSetAngularDampingThreshold(world, 256f); 681 d.WorldSetAngularDampingThreshold(world, 256f);
666 d.WorldSetLinearDampingThreshold(world, 256f); 682 d.WorldSetAngularDamping(world, 256f);
667 d.WorldSetMaxAngularSpeed(world, 256f); 683 d.WorldSetMaxAngularSpeed(world, 256f);
668 684
669 // Set how many steps we go without running collision testing 685 // Set how many steps we go without running collision testing
@@ -1184,7 +1200,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1184 { 1200 {
1185 if ((Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) 1201 if ((Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
1186 { 1202 {
1187 // Use the Movement prim contact 1203 // Use the AV Movement / prim contact
1188 AvatarMovementprimContact.geom = curContact; 1204 AvatarMovementprimContact.geom = curContact;
1189 _perloopContact.Add(curContact); 1205 _perloopContact.Add(curContact);
1190 if (m_global_contactcount < maxContactsbeforedeath) 1206 if (m_global_contactcount < maxContactsbeforedeath)
@@ -1195,7 +1211,7 @@ namespace OpenSim.Region.Physics.OdePlugin
1195 } 1211 }
1196 else 1212 else
1197 { 1213 {
1198 // Use the non movement contact 1214 // Use the Av non movement / prim contact
1199 contact.geom = curContact; 1215 contact.geom = curContact;
1200 _perloopContact.Add(curContact); 1216 _perloopContact.Add(curContact);
1201 1217