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-rw-r--r--OpenSim/Region/PhysicsModules/ubOde/ODEScene.cs27
1 files changed, 14 insertions, 13 deletions
diff --git a/OpenSim/Region/PhysicsModules/ubOde/ODEScene.cs b/OpenSim/Region/PhysicsModules/ubOde/ODEScene.cs
index 004ee7f..5602bd9 100644
--- a/OpenSim/Region/PhysicsModules/ubOde/ODEScene.cs
+++ b/OpenSim/Region/PhysicsModules/ubOde/ODEScene.cs
@@ -179,12 +179,13 @@ namespace OpenSim.Region.PhysicsModule.ubOde
179 179
180// const d.ContactFlags comumContactFlags = d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM |d.ContactFlags.Approx1 | d.ContactFlags.Bounce; 180// const d.ContactFlags comumContactFlags = d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM |d.ContactFlags.Approx1 | d.ContactFlags.Bounce;
181 181
182 const d.ContactFlags comumContactFlags = d.ContactFlags.Bounce | d.ContactFlags.Approx1 | d.ContactFlags.Slip1 | d.ContactFlags.Slip2; 182// const d.ContactFlags comumContactFlags = d.ContactFlags.Bounce | d.ContactFlags.Approx1 | d.ContactFlags.Slip1 | d.ContactFlags.Slip2;
183 const d.ContactFlags comumContactFlags = d.ContactFlags.Bounce | d.ContactFlags.Approx1;
183 const float comumContactERP = 0.75f; 184 const float comumContactERP = 0.75f;
184 const float comumContactCFM = 0.0001f; 185 const float comumContactCFM = 0.0001f;
185 const float comumContactSLIP = 0f; 186 const float comumContactSLIP = 0f;
186 187
187 float frictionMovementMult = 0.8f; 188// float frictionMovementMult = 0.2f;
188 189
189 float TerrainBounce = 0.001f; 190 float TerrainBounce = 0.001f;
190 float TerrainFriction = 0.3f; 191 float TerrainFriction = 0.3f;
@@ -866,9 +867,9 @@ namespace OpenSim.Region.PhysicsModule.ubOde
866 break; 867 break;
867 868
868 case (int)ActorTypes.Prim: 869 case (int)ActorTypes.Prim:
869 Vector3 relV = p1.rootVelocity - p2.rootVelocity; 870// Vector3 relV = p1.rootVelocity - p2.rootVelocity;
870 float relVlenSQ = relV.LengthSquared(); 871// float relVlenSQ = relV.LengthSquared();
871 if (relVlenSQ > 0.0001f) 872// if (relVlenSQ > 0.0001f)
872 { 873 {
873 p1.CollidingObj = true; 874 p1.CollidingObj = true;
874 p2.CollidingObj = true; 875 p2.CollidingObj = true;
@@ -878,8 +879,8 @@ namespace OpenSim.Region.PhysicsModule.ubOde
878 bounce = contactdata1.bounce * contactdata2.bounce; 879 bounce = contactdata1.bounce * contactdata2.bounce;
879 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu); 880 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
880 881
881 if (relVlenSQ > 0.01f) 882// if (relVlenSQ > 0.01f)
882 mu *= frictionMovementMult; 883// mu *= frictionMovementMult;
883 884
884 if(d.GeomGetClass(g2) == d.GeomClassID.TriMeshClass && 885 if(d.GeomGetClass(g2) == d.GeomClassID.TriMeshClass &&
885 d.GeomGetClass(g1) == d.GeomClassID.TriMeshClass) 886 d.GeomGetClass(g1) == d.GeomClassID.TriMeshClass)
@@ -891,9 +892,9 @@ namespace OpenSim.Region.PhysicsModule.ubOde
891 bounce = contactdata1.bounce * TerrainBounce; 892 bounce = contactdata1.bounce * TerrainBounce;
892 mu = (float)Math.Sqrt(contactdata1.mu * TerrainFriction); 893 mu = (float)Math.Sqrt(contactdata1.mu * TerrainFriction);
893 894
894 Vector3 v1 = p1.rootVelocity; 895// Vector3 v1 = p1.rootVelocity;
895 if (Math.Abs(v1.X) > 0.1f || Math.Abs(v1.Y) > 0.1f) 896// if (Math.Abs(v1.X) > 0.1f || Math.Abs(v1.Y) > 0.1f)
896 mu *= frictionMovementMult; 897// mu *= frictionMovementMult;
897 p1.CollidingGround = true; 898 p1.CollidingGround = true;
898 899
899 if(d.GeomGetClass(g1) == d.GeomClassID.TriMeshClass) 900 if(d.GeomGetClass(g1) == d.GeomClassID.TriMeshClass)
@@ -918,9 +919,9 @@ namespace OpenSim.Region.PhysicsModule.ubOde
918 919
919// if (curContact.side1 > 0) // should be 2 ? 920// if (curContact.side1 > 0) // should be 2 ?
920// IgnoreNegSides = true; 921// IgnoreNegSides = true;
921 Vector3 v2 = p2.rootVelocity; 922// Vector3 v2 = p2.rootVelocity;
922 if (Math.Abs(v2.X) > 0.1f || Math.Abs(v2.Y) > 0.1f) 923// if (Math.Abs(v2.X) > 0.1f || Math.Abs(v2.Y) > 0.1f)
923 mu *= frictionMovementMult; 924// mu *= frictionMovementMult;
924 925
925 if(d.GeomGetClass(g2) == d.GeomClassID.TriMeshClass) 926 if(d.GeomGetClass(g2) == d.GeomClassID.TriMeshClass)
926 smoothMesh = true; 927 smoothMesh = true;