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author | Teravus Ovares | 2009-03-07 00:27:56 +0000 |
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committer | Teravus Ovares | 2009-03-07 00:27:56 +0000 |
commit | 3a93bb992fade04a463d6cd91bc014b110e217a5 (patch) | |
tree | b95ef31af1cb58bfec63e2639f2de0f7eaa0f165 /OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | |
parent | Fixes Mantis #3260. Thank you kindly, MCortez for a patch that: (diff) | |
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* Added some limits to the maximum force applied per second by llMoveToTarget. Currently, it's 350 times the mass in newtons applied per second, maximum.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | 10 |
1 files changed, 9 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs index b94f374..0a6faa8 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | |||
@@ -482,6 +482,12 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
482 | d.WorldSetGravity(world, gravityx, gravityy, gravityz); | 482 | d.WorldSetGravity(world, gravityx, gravityy, gravityz); |
483 | d.WorldSetContactSurfaceLayer(world, contactsurfacelayer); | 483 | d.WorldSetContactSurfaceLayer(world, contactsurfacelayer); |
484 | 484 | ||
485 | d.WorldSetLinearDamping(world, 256f); | ||
486 | d.WorldSetAngularDamping(world, 256f); | ||
487 | d.WorldSetAngularDampingThreshold(world, 256f); | ||
488 | d.WorldSetLinearDampingThreshold(world, 256f); | ||
489 | d.WorldSetMaxAngularSpeed(world, 256f); | ||
490 | |||
485 | // Set how many steps we go without running collision testing | 491 | // Set how many steps we go without running collision testing |
486 | // This is in addition to the step size. | 492 | // This is in addition to the step size. |
487 | // Essentially Steps * m_physicsiterations | 493 | // Essentially Steps * m_physicsiterations |
@@ -2296,9 +2302,11 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2296 | 2302 | ||
2297 | // Figure out the Frames Per Second we're going at. | 2303 | // Figure out the Frames Per Second we're going at. |
2298 | //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size | 2304 | //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size |
2299 | step_time = 0.09375f; | 2305 | |
2300 | fps = (step_time/ODE_STEPSIZE) * 1000; | 2306 | fps = (step_time/ODE_STEPSIZE) * 1000; |
2301 | 2307 | ||
2308 | step_time = 0.09375f; | ||
2309 | |||
2302 | while (step_time > 0.0f) | 2310 | while (step_time > 0.0f) |
2303 | { | 2311 | { |
2304 | //lock (ode) | 2312 | //lock (ode) |