From dc5ab8b6c36b1a9ed5df5881b7f3af0b8dedf5c2 Mon Sep 17 00:00:00 2001 From: Teravus Ovares Date: Fri, 18 Jan 2008 02:32:34 +0000 Subject: * Friction reduction update. * It's a known fact that the greater the friction the more computationally intensive a physics simulation with it is.... --- OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | 6 +++--- 1 file 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 // This is the *non* moving version. Use this when an avatar // isn't moving to keep it in place better TerrainContact.surface.mode |= d.ContactFlags.SoftERP; - TerrainContact.surface.mu = 550.0f; + TerrainContact.surface.mu = 255.0f; TerrainContact.surface.bounce = 0.1f; TerrainContact.surface.soft_erp = 0.1025f; @@ -152,13 +152,13 @@ namespace OpenSim.Region.Physics.OdePlugin // THis is the *non* moving version of friction and bounce // Use this when an avatar comes in contact with a prim // and is moving - AvatarMovementprimContact.surface.mu = 150.0f; + AvatarMovementprimContact.surface.mu = 75.0f; AvatarMovementprimContact.surface.bounce = 0.1f; // Terrain contact friction bounce and various error correcting calculations // Use this when an avatar is in contact with the terrain and moving. AvatarMovementTerrainContact.surface.mode |= d.ContactFlags.SoftERP; - AvatarMovementTerrainContact.surface.mu = 150.0f; + AvatarMovementTerrainContact.surface.mu = 75.0f; AvatarMovementTerrainContact.surface.bounce = 0.1f; AvatarMovementTerrainContact.surface.soft_erp = 0.1025f; -- cgit v1.1