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author | Robert Adams | 2012-12-24 20:16:10 -0800 |
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committer | Robert Adams | 2012-12-24 20:16:10 -0800 |
commit | 4759a8acee97fa175c078ec72d9b8cf0db96121b (patch) | |
tree | 4d99d5b7ce575b652bf3f7b94e9c4282d7a4f9b9 /OpenSim/Region/Physics/BulletSPlugin/BSMaterials.cs | |
parent | BulletSim: Fix single physical prim reporting its mass as zero. (diff) | |
download | opensim-SC_OLD-4759a8acee97fa175c078ec72d9b8cf0db96121b.zip opensim-SC_OLD-4759a8acee97fa175c078ec72d9b8cf0db96121b.tar.gz opensim-SC_OLD-4759a8acee97fa175c078ec72d9b8cf0db96121b.tar.bz2 opensim-SC_OLD-4759a8acee97fa175c078ec72d9b8cf0db96121b.tar.xz |
BulletSim: Default avatar density changed to 3.5 which is WAY closer
to the SL value.
Fixed frictin values for physical materials which were just wrong
which caused things that should have slipped to not.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSMaterials.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSMaterials.cs | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSMaterials.cs b/OpenSim/Region/Physics/BulletSPlugin/BSMaterials.cs index c113a43..92d62ff 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSMaterials.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSMaterials.cs | |||
@@ -119,26 +119,26 @@ public static class BSMaterials | |||
119 | Attributes[(int)MaterialAttributes.Material.Light] = | 119 | Attributes[(int)MaterialAttributes.Material.Light] = |
120 | new MaterialAttributes("light",dDensity, dFriction, dRestitution); | 120 | new MaterialAttributes("light",dDensity, dFriction, dRestitution); |
121 | Attributes[(int)MaterialAttributes.Material.Avatar] = | 121 | Attributes[(int)MaterialAttributes.Material.Avatar] = |
122 | new MaterialAttributes("avatar",60f, 0.2f, 0f); | 122 | new MaterialAttributes("avatar",3.5f, 0.2f, 0f); |
123 | 123 | ||
124 | Attributes[(int)MaterialAttributes.Material.Stone + (int)MaterialAttributes.Material.NumberOfTypes] = | 124 | Attributes[(int)MaterialAttributes.Material.Stone + (int)MaterialAttributes.Material.NumberOfTypes] = |
125 | new MaterialAttributes("stonePhysical",dDensity, 0.8f, 0.4f); | 125 | new MaterialAttributes("stonePhysical",dDensity, 0.8f, 0.4f); |
126 | Attributes[(int)MaterialAttributes.Material.Metal + (int)MaterialAttributes.Material.NumberOfTypes] = | 126 | Attributes[(int)MaterialAttributes.Material.Metal + (int)MaterialAttributes.Material.NumberOfTypes] = |
127 | new MaterialAttributes("metalPhysical",dDensity, 0.8f, 0.4f); | 127 | new MaterialAttributes("metalPhysical",dDensity, 0.3f, 0.4f); |
128 | Attributes[(int)MaterialAttributes.Material.Glass + (int)MaterialAttributes.Material.NumberOfTypes] = | 128 | Attributes[(int)MaterialAttributes.Material.Glass + (int)MaterialAttributes.Material.NumberOfTypes] = |
129 | new MaterialAttributes("glassPhysical",dDensity, 0.8f, 0.7f); | 129 | new MaterialAttributes("glassPhysical",dDensity, 0.2f, 0.7f); |
130 | Attributes[(int)MaterialAttributes.Material.Wood + (int)MaterialAttributes.Material.NumberOfTypes] = | 130 | Attributes[(int)MaterialAttributes.Material.Wood + (int)MaterialAttributes.Material.NumberOfTypes] = |
131 | new MaterialAttributes("woodPhysical",dDensity, 0.8f, 0.5f); | 131 | new MaterialAttributes("woodPhysical",dDensity, 0.6f, 0.5f); |
132 | Attributes[(int)MaterialAttributes.Material.Flesh + (int)MaterialAttributes.Material.NumberOfTypes] = | 132 | Attributes[(int)MaterialAttributes.Material.Flesh + (int)MaterialAttributes.Material.NumberOfTypes] = |
133 | new MaterialAttributes("fleshPhysical",dDensity, 0.8f, 0.3f); | 133 | new MaterialAttributes("fleshPhysical",dDensity, 0.9f, 0.3f); |
134 | Attributes[(int)MaterialAttributes.Material.Plastic + (int)MaterialAttributes.Material.NumberOfTypes] = | 134 | Attributes[(int)MaterialAttributes.Material.Plastic + (int)MaterialAttributes.Material.NumberOfTypes] = |
135 | new MaterialAttributes("plasticPhysical",dDensity, 0.8f, 0.7f); | 135 | new MaterialAttributes("plasticPhysical",dDensity, 0.4f, 0.7f); |
136 | Attributes[(int)MaterialAttributes.Material.Rubber + (int)MaterialAttributes.Material.NumberOfTypes] = | 136 | Attributes[(int)MaterialAttributes.Material.Rubber + (int)MaterialAttributes.Material.NumberOfTypes] = |
137 | new MaterialAttributes("rubberPhysical",dDensity, 0.8f, 0.9f); | 137 | new MaterialAttributes("rubberPhysical",dDensity, 0.9f, 0.9f); |
138 | Attributes[(int)MaterialAttributes.Material.Light + (int)MaterialAttributes.Material.NumberOfTypes] = | 138 | Attributes[(int)MaterialAttributes.Material.Light + (int)MaterialAttributes.Material.NumberOfTypes] = |
139 | new MaterialAttributes("lightPhysical",dDensity, dFriction, dRestitution); | 139 | new MaterialAttributes("lightPhysical",dDensity, dFriction, dRestitution); |
140 | Attributes[(int)MaterialAttributes.Material.Avatar + (int)MaterialAttributes.Material.NumberOfTypes] = | 140 | Attributes[(int)MaterialAttributes.Material.Avatar + (int)MaterialAttributes.Material.NumberOfTypes] = |
141 | new MaterialAttributes("avatarPhysical",60f, 0.2f, 0f); | 141 | new MaterialAttributes("avatarPhysical",3.5f, 0.2f, 0f); |
142 | } | 142 | } |
143 | 143 | ||
144 | // Under the [BulletSim] section, one can change the individual material | 144 | // Under the [BulletSim] section, one can change the individual material |