aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
diff options
context:
space:
mode:
authorTeravus Ovares2008-01-18 02:32:34 +0000
committerTeravus Ovares2008-01-18 02:32:34 +0000
commitdc5ab8b6c36b1a9ed5df5881b7f3af0b8dedf5c2 (patch)
tree8eb0be5fa9cc594b8ea37a63f5233c33321bf6f8 /OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
parent* ODE Physics update. fixed weird rotation of the avatar surrogate. (diff)
downloadopensim-SC_OLD-dc5ab8b6c36b1a9ed5df5881b7f3af0b8dedf5c2.zip
opensim-SC_OLD-dc5ab8b6c36b1a9ed5df5881b7f3af0b8dedf5c2.tar.gz
opensim-SC_OLD-dc5ab8b6c36b1a9ed5df5881b7f3af0b8dedf5c2.tar.bz2
opensim-SC_OLD-dc5ab8b6c36b1a9ed5df5881b7f3af0b8dedf5c2.tar.xz
* Friction reduction update.
* It's a known fact that the greater the friction the more computationally intensive a physics simulation with it is....
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Physics/OdePlugin/OdePlugin.cs6
1 files changed, 3 insertions, 3 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
index 4045add..41e195b 100644
--- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
+++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
@@ -144,7 +144,7 @@ namespace OpenSim.Region.Physics.OdePlugin
144 // This is the *non* moving version. Use this when an avatar 144 // This is the *non* moving version. Use this when an avatar
145 // isn't moving to keep it in place better 145 // isn't moving to keep it in place better
146 TerrainContact.surface.mode |= d.ContactFlags.SoftERP; 146 TerrainContact.surface.mode |= d.ContactFlags.SoftERP;
147 TerrainContact.surface.mu = 550.0f; 147 TerrainContact.surface.mu = 255.0f;
148 TerrainContact.surface.bounce = 0.1f; 148 TerrainContact.surface.bounce = 0.1f;
149 TerrainContact.surface.soft_erp = 0.1025f; 149 TerrainContact.surface.soft_erp = 0.1025f;
150 150
@@ -152,13 +152,13 @@ namespace OpenSim.Region.Physics.OdePlugin
152 // THis is the *non* moving version of friction and bounce 152 // THis is the *non* moving version of friction and bounce
153 // Use this when an avatar comes in contact with a prim 153 // Use this when an avatar comes in contact with a prim
154 // and is moving 154 // and is moving
155 AvatarMovementprimContact.surface.mu = 150.0f; 155 AvatarMovementprimContact.surface.mu = 75.0f;
156 AvatarMovementprimContact.surface.bounce = 0.1f; 156 AvatarMovementprimContact.surface.bounce = 0.1f;
157 157
158 // Terrain contact friction bounce and various error correcting calculations 158 // Terrain contact friction bounce and various error correcting calculations
159 // Use this when an avatar is in contact with the terrain and moving. 159 // Use this when an avatar is in contact with the terrain and moving.
160 AvatarMovementTerrainContact.surface.mode |= d.ContactFlags.SoftERP; 160 AvatarMovementTerrainContact.surface.mode |= d.ContactFlags.SoftERP;
161 AvatarMovementTerrainContact.surface.mu = 150.0f; 161 AvatarMovementTerrainContact.surface.mu = 75.0f;
162 AvatarMovementTerrainContact.surface.bounce = 0.1f; 162 AvatarMovementTerrainContact.surface.bounce = 0.1f;
163 AvatarMovementTerrainContact.surface.soft_erp = 0.1025f; 163 AvatarMovementTerrainContact.surface.soft_erp = 0.1025f;
164 164