diff options
Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin')
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs index b4336c3..83190c4 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | |||
@@ -296,9 +296,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
296 | if (p2.PhysicsActorType == (int)ActorTypes.Agent) | 296 | if (p2.PhysicsActorType == (int)ActorTypes.Agent) |
297 | { | 297 | { |
298 | p2.CollidingObj = true; | 298 | p2.CollidingObj = true; |
299 | contacts[i].depth = 0.003f; | 299 | //contacts[i].depth = 0.003f; |
300 | p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f); | 300 | //p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f); |
301 | contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p1.Size.X / 2), contacts[i].pos.Y + (p1.Size.Y / 2), contacts[i].pos.Z + (p1.Size.Z / 2)); | 301 | //contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p1.Size.X / 2), contacts[i].pos.Y + (p1.Size.Y / 2), contacts[i].pos.Z + (p1.Size.Z / 2)); |
302 | 302 | ||
303 | } | 303 | } |
304 | else | 304 | else |
@@ -308,13 +308,13 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
308 | if (p1.PhysicsActorType == (int)ActorTypes.Agent) | 308 | if (p1.PhysicsActorType == (int)ActorTypes.Agent) |
309 | { | 309 | { |
310 | p1.CollidingObj = true; | 310 | p1.CollidingObj = true; |
311 | contacts[i].depth = 0.003f; | 311 | //contacts[i].depth = 0.003f; |
312 | p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f); | 312 | //p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f); |
313 | contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p2.Size.X / 2), contacts[i].pos.Y + (p2.Size.Y / 2), contacts[i].pos.Z + (p2.Size.Z / 2)); | 313 | //contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p2.Size.X / 2), contacts[i].pos.Y + (p2.Size.Y / 2), contacts[i].pos.Z + (p2.Size.Z / 2)); |
314 | } | 314 | } |
315 | else | 315 | else |
316 | { | 316 | { |
317 | contacts[i].depth = 0.0000000f; | 317 | //contacts[i].depth = 0.0000000f; |
318 | } | 318 | } |
319 | } | 319 | } |
320 | // If you interpenetrate a prim with another prim | 320 | // If you interpenetrate a prim with another prim |