diff options
author | Teravus Ovares | 2008-02-12 04:27:20 +0000 |
---|---|---|
committer | Teravus Ovares | 2008-02-12 04:27:20 +0000 |
commit | 6e01769bcff35be9cace62a0342cf2d275608891 (patch) | |
tree | 124df7910fc0f1d31a13e297ced2dd73ce91a292 /OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | |
parent | default to appending for log files per Mantis 530, and per (diff) | |
download | opensim-SC-6e01769bcff35be9cace62a0342cf2d275608891.zip opensim-SC-6e01769bcff35be9cace62a0342cf2d275608891.tar.gz opensim-SC-6e01769bcff35be9cace62a0342cf2d275608891.tar.bz2 opensim-SC-6e01769bcff35be9cace62a0342cf2d275608891.tar.xz |
* A bunch of updates to make things more smooth.
** Sending the actual TimeDilation to the client now instead of the 62455 constant. The client is *supposed* to use that value to sync with the simulator. (actually sending ushort.maxvalue * TimeDilation)
** Disabling prim that inter-penetrate instead of just not attaching a joint
** Reduced prim spin a 'little' bit, but not *enough*
** Tweaked the TimeDilation algorithm to be closer to 1.0 by default and various changes to the sim stats reporter
** Created a .SetValues method to PhysicsVector so we can simply call the setvalues function instead of .x, .y, .z sets.
** Experimented with a .GetBytes Method on PhysicsActor to be able to use the LLVector3.FromBytes() method.
** Upped the Inter-penetration depth to 0.25 instead of .08.
Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin/OdePlugin.cs')
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | 11 |
1 files changed, 9 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs index f1d8232..1aa141b 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | |||
@@ -405,8 +405,15 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
405 | // If you interpenetrate a prim with another prim | 405 | // If you interpenetrate a prim with another prim |
406 | if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim) | 406 | if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim) |
407 | { | 407 | { |
408 | // Don't collide, one or both prim will explode. | 408 | if (contacts[i].depth >= 0.25f) |
409 | contacts[i].depth = 0f; | 409 | { |
410 | // Don't collide, one or both prim will explode. | ||
411 | ((OdePrim)p1).m_taintdisable = true; | ||
412 | AddPhysicsActorTaint(p1); | ||
413 | ((OdePrim)p2).m_taintdisable = true; | ||
414 | AddPhysicsActorTaint(p2); | ||
415 | contacts[i].depth = 0f; | ||
416 | } | ||
410 | } | 417 | } |
411 | if (contacts[i].depth >= 1.00f) | 418 | if (contacts[i].depth >= 1.00f) |
412 | { | 419 | { |