From 5fccbe21d68f681b9a5aa0f2ae535a7d61a9a3f4 Mon Sep 17 00:00:00 2001 From: Kitto Flora Date: Mon, 20 Dec 2010 07:04:35 +0000 Subject: Update materials parameters. --- OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs | 200 +++++++++++++----------- 1 file changed, 108 insertions(+), 92 deletions(-) (limited to 'OpenSim/Region/Physics/ChOdePlugin') diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs index e1989e2..756c005 100644 --- a/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs @@ -491,43 +491,55 @@ namespace OpenSim.Region.Physics.OdePlugin staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)]; - // Centeral contact friction and bounce - // ckrinke 11/10/08 Enabling soft_erp but not soft_cfm until I figure out why - // an avatar falls through in Z but not in X or Y when walking on a prim. - contact.surface.mode |= d.ContactFlags.SoftERP; - contact.surface.mu = nmAvatarObjectContactFriction; - contact.surface.bounce = nmAvatarObjectContactBounce; - contact.surface.soft_cfm = 0.010f; - contact.surface.soft_erp = 0.010f; + // Centeral contact friction and bounce // KF: This appears to be only for static AV on non-phys prim. + contact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; + contact.surface.mu = 255.0f; + contact.surface.bounce = 0.0f; + contact.surface.soft_cfm = 0.0f; + contact.surface.soft_erp = 1.00f; // If this is too small static Av will fall through a sloping prim. // Terrain contact friction and Bounce // 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.mode |= d.ContactFlags.SoftERP; TerrainContact.surface.mu = nmTerrainContactFriction; TerrainContact.surface.bounce = nmTerrainContactBounce; - TerrainContact.surface.soft_erp = nmTerrainContactERP; + TerrainContact.surface.soft_erp = nmTerrainContactERP; */ + + TerrainContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; + TerrainContact.surface.mu = 255.0f; + TerrainContact.surface.bounce = 0.0f; + TerrainContact.surface.soft_cfm = 0.0f; + TerrainContact.surface.soft_erp = 0.05f; WaterContact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM); - WaterContact.surface.mu = 0f; // No friction + WaterContact.surface.mu = 0.0f; // No friction WaterContact.surface.bounce = 0.0f; // No bounce WaterContact.surface.soft_cfm = 0.010f; WaterContact.surface.soft_erp = 0.010f; // Prim contact friction and bounce - // THis is the *non* moving version of friction and bounce + // THis is the moving version of friction and bounce // Use this when an avatar comes in contact with a prim - // and is moving - AvatarMovementprimContact.surface.mu = mAvatarObjectContactFriction; - AvatarMovementprimContact.surface.bounce = mAvatarObjectContactBounce; + AvatarMovementprimContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; + AvatarMovementprimContact.surface.mu = 255.0f; + AvatarMovementprimContact.surface.bounce = 0.01f; + AvatarMovementprimContact.surface.soft_cfm = 0.0f; // if this is 0.01 then prims become phantom to Avs! + AvatarMovementprimContact.surface.soft_erp = 0.001f; // 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 = mTerrainContactFriction; AvatarMovementTerrainContact.surface.bounce = mTerrainContactBounce; AvatarMovementTerrainContact.surface.soft_erp = mTerrainContactERP; - +*/ + AvatarMovementTerrainContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; + AvatarMovementTerrainContact.surface.mu = 75f; + AvatarMovementTerrainContact.surface.bounce = 0.0f; + AvatarMovementTerrainContact.surface.soft_cfm = 0.0f; + AvatarMovementTerrainContact.surface.soft_erp = 0.05f; /* @@ -549,109 +561,110 @@ namespace OpenSim.Region.Physics.OdePlugin m_materialContacts = new d.Contact[7,2]; m_materialContacts[(int)Material.Stone, 0] = new d.Contact(); - m_materialContacts[(int)Material.Stone, 0].surface.mode |= d.ContactFlags.SoftERP; - m_materialContacts[(int)Material.Stone, 0].surface.mu = nmAvatarObjectContactFriction; - m_materialContacts[(int)Material.Stone, 0].surface.bounce = nmAvatarObjectContactBounce; - m_materialContacts[(int)Material.Stone, 0].surface.soft_cfm = 0.010f; - m_materialContacts[(int)Material.Stone, 0].surface.soft_erp = 0.010f; + m_materialContacts[(int)Material.Stone, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; + m_materialContacts[(int)Material.Stone, 0].surface.mu = 1.8f; + m_materialContacts[(int)Material.Stone, 0].surface.bounce = 0.0f; + m_materialContacts[(int)Material.Stone, 0].surface.soft_cfm = 0.0f; + m_materialContacts[(int)Material.Stone, 0].surface.soft_erp = 0.50f; m_materialContacts[(int)Material.Stone, 1] = new d.Contact(); - m_materialContacts[(int)Material.Stone, 1].surface.mode |= d.ContactFlags.SoftERP; - m_materialContacts[(int)Material.Stone, 1].surface.mu = mAvatarObjectContactFriction; - m_materialContacts[(int)Material.Stone, 1].surface.bounce = mAvatarObjectContactBounce; - m_materialContacts[(int)Material.Stone, 1].surface.soft_cfm = 0.010f; - m_materialContacts[(int)Material.Stone, 1].surface.soft_erp = 0.010f; + m_materialContacts[(int)Material.Stone, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; + m_materialContacts[(int)Material.Stone, 1].surface.mu = 1.8f; + m_materialContacts[(int)Material.Stone, 1].surface.bounce = 0.0f; + m_materialContacts[(int)Material.Stone, 1].surface.soft_cfm = 0.0f; + m_materialContacts[(int)Material.Stone, 1].surface.soft_erp = 0.50f; m_materialContacts[(int)Material.Metal, 0] = new d.Contact(); - m_materialContacts[(int)Material.Metal, 0].surface.mode |= d.ContactFlags.SoftERP; - m_materialContacts[(int)Material.Metal, 0].surface.mu = nmAvatarObjectContactFriction; - m_materialContacts[(int)Material.Metal, 0].surface.bounce = nmAvatarObjectContactBounce; - m_materialContacts[(int)Material.Metal, 0].surface.soft_cfm = 0.010f; - m_materialContacts[(int)Material.Metal, 0].surface.soft_erp = 0.010f; + m_materialContacts[(int)Material.Metal, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; + m_materialContacts[(int)Material.Metal, 0].surface.mu = 1.3f; + m_materialContacts[(int)Material.Metal, 0].surface.bounce = 0.2f; + m_materialContacts[(int)Material.Metal, 0].surface.soft_cfm = 0.0f; + m_materialContacts[(int)Material.Metal, 0].surface.soft_erp = 0.50f; m_materialContacts[(int)Material.Metal, 1] = new d.Contact(); - m_materialContacts[(int)Material.Metal, 1].surface.mode |= d.ContactFlags.SoftERP; - m_materialContacts[(int)Material.Metal, 1].surface.mu = mAvatarObjectContactFriction; - m_materialContacts[(int)Material.Metal, 1].surface.bounce = mAvatarObjectContactBounce; - m_materialContacts[(int)Material.Metal, 1].surface.soft_cfm = 0.010f; - m_materialContacts[(int)Material.Metal, 1].surface.soft_erp = 0.010f; - - m_materialContacts[(int)Material.Glass, 0] = new d.Contact(); - m_materialContacts[(int)Material.Glass, 0].surface.mode |= d.ContactFlags.SoftERP; - m_materialContacts[(int)Material.Glass, 0].surface.mu = 1f; - m_materialContacts[(int)Material.Glass, 0].surface.bounce = 0.5f; - m_materialContacts[(int)Material.Glass, 0].surface.soft_cfm = 0.010f; - m_materialContacts[(int)Material.Glass, 0].surface.soft_erp = 0.010f; + m_materialContacts[(int)Material.Metal, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; + m_materialContacts[(int)Material.Metal, 1].surface.mu = 1.3f; + m_materialContacts[(int)Material.Metal, 1].surface.bounce = 0.2f; + m_materialContacts[(int)Material.Metal, 1].surface.soft_cfm = 0.0f; + m_materialContacts[(int)Material.Metal, 1].surface.soft_erp = 0.50f; /* - private float nmAvatarObjectContactFriction = 250f; + flags : d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce + private float nmAvatarObjectContactFriction = 250f; private float nmAvatarObjectContactBounce = 0.1f; private float mAvatarObjectContactFriction = 75f; private float mAvatarObjectContactBounce = 0.1f; */ + m_materialContacts[(int)Material.Glass, 0] = new d.Contact(); + m_materialContacts[(int)Material.Glass, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; + m_materialContacts[(int)Material.Glass, 0].surface.mu = 1f; + m_materialContacts[(int)Material.Glass, 0].surface.bounce = 0.1f; + m_materialContacts[(int)Material.Glass, 0].surface.soft_cfm = 0.0f; + m_materialContacts[(int)Material.Glass, 0].surface.soft_erp = 0.50f; + m_materialContacts[(int)Material.Glass, 1] = new d.Contact(); - m_materialContacts[(int)Material.Glass, 1].surface.mode |= d.ContactFlags.SoftERP; + m_materialContacts[(int)Material.Glass, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; m_materialContacts[(int)Material.Glass, 1].surface.mu = 1f; - m_materialContacts[(int)Material.Glass, 1].surface.bounce = 0.5f; - m_materialContacts[(int)Material.Glass, 1].surface.soft_cfm = 0.010f; - m_materialContacts[(int)Material.Glass, 1].surface.soft_erp = 0.010f; + m_materialContacts[(int)Material.Glass, 1].surface.bounce = 0.1f; + m_materialContacts[(int)Material.Glass, 1].surface.soft_cfm = 0.0f; + m_materialContacts[(int)Material.Glass, 1].surface.soft_erp = 0.50f; m_materialContacts[(int)Material.Wood, 0] = new d.Contact(); - m_materialContacts[(int)Material.Wood, 0].surface.mode |= d.ContactFlags.SoftERP; - m_materialContacts[(int)Material.Wood, 0].surface.mu = nmAvatarObjectContactFriction; - m_materialContacts[(int)Material.Wood, 0].surface.bounce = nmAvatarObjectContactBounce; - m_materialContacts[(int)Material.Wood, 0].surface.soft_cfm = 0.010f; - m_materialContacts[(int)Material.Wood, 0].surface.soft_erp = 0.010f; + m_materialContacts[(int)Material.Wood, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; + m_materialContacts[(int)Material.Wood, 0].surface.mu = 1.6f; + m_materialContacts[(int)Material.Wood, 0].surface.bounce = 0.1f; + m_materialContacts[(int)Material.Wood, 0].surface.soft_cfm = 0.0f; + m_materialContacts[(int)Material.Wood, 0].surface.soft_erp = 0.50f; m_materialContacts[(int)Material.Wood, 1] = new d.Contact(); - m_materialContacts[(int)Material.Wood, 1].surface.mode |= d.ContactFlags.SoftERP; - m_materialContacts[(int)Material.Wood, 1].surface.mu = mAvatarObjectContactFriction; - m_materialContacts[(int)Material.Wood, 1].surface.bounce = mAvatarObjectContactBounce; - m_materialContacts[(int)Material.Wood, 1].surface.soft_cfm = 0.010f; - m_materialContacts[(int)Material.Wood, 1].surface.soft_erp = 0.010f; + m_materialContacts[(int)Material.Wood, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; + m_materialContacts[(int)Material.Wood, 1].surface.mu = 1.6f; + m_materialContacts[(int)Material.Wood, 1].surface.bounce = 0.1f; + m_materialContacts[(int)Material.Wood, 1].surface.soft_cfm = 0.0f; + m_materialContacts[(int)Material.Wood, 1].surface.soft_erp = 0.50f; m_materialContacts[(int)Material.Flesh, 0] = new d.Contact(); - m_materialContacts[(int)Material.Flesh, 0].surface.mode |= d.ContactFlags.SoftERP; - m_materialContacts[(int)Material.Flesh, 0].surface.mu = nmAvatarObjectContactFriction; - m_materialContacts[(int)Material.Flesh, 0].surface.bounce = nmAvatarObjectContactBounce; - m_materialContacts[(int)Material.Flesh, 0].surface.soft_cfm = 0.010f; - m_materialContacts[(int)Material.Flesh, 0].surface.soft_erp = 0.010f; + m_materialContacts[(int)Material.Flesh, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; + m_materialContacts[(int)Material.Flesh, 0].surface.mu = 2.0f; + m_materialContacts[(int)Material.Flesh, 0].surface.bounce = 0.0f; + m_materialContacts[(int)Material.Flesh, 0].surface.soft_cfm = 0.0f; + m_materialContacts[(int)Material.Flesh, 0].surface.soft_erp = 0.50f; m_materialContacts[(int)Material.Flesh, 1] = new d.Contact(); - m_materialContacts[(int)Material.Flesh, 1].surface.mode |= d.ContactFlags.SoftERP; - m_materialContacts[(int)Material.Flesh, 1].surface.mu = mAvatarObjectContactFriction; - m_materialContacts[(int)Material.Flesh, 1].surface.bounce = mAvatarObjectContactBounce; - m_materialContacts[(int)Material.Flesh, 1].surface.soft_cfm = 0.010f; - m_materialContacts[(int)Material.Flesh, 1].surface.soft_erp = 0.010f; + m_materialContacts[(int)Material.Flesh, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; + m_materialContacts[(int)Material.Flesh, 1].surface.mu = 2.0f; + m_materialContacts[(int)Material.Flesh, 1].surface.bounce = 0.0f; + m_materialContacts[(int)Material.Flesh, 1].surface.soft_cfm = 0.0f; + m_materialContacts[(int)Material.Flesh, 1].surface.soft_erp = 0.50f; m_materialContacts[(int)Material.Plastic, 0] = new d.Contact(); - m_materialContacts[(int)Material.Plastic, 0].surface.mode |= d.ContactFlags.SoftERP; - m_materialContacts[(int)Material.Plastic, 0].surface.mu = nmAvatarObjectContactFriction; - m_materialContacts[(int)Material.Plastic, 0].surface.bounce = nmAvatarObjectContactBounce; - m_materialContacts[(int)Material.Plastic, 0].surface.soft_cfm = 0.010f; - m_materialContacts[(int)Material.Plastic, 0].surface.soft_erp = 0.010f; + m_materialContacts[(int)Material.Plastic, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; + m_materialContacts[(int)Material.Plastic, 0].surface.mu = 1.5f; + m_materialContacts[(int)Material.Plastic, 0].surface.bounce = 0.2f; + m_materialContacts[(int)Material.Plastic, 0].surface.soft_cfm = 0.0f; + m_materialContacts[(int)Material.Plastic, 0].surface.soft_erp = 0.50f; m_materialContacts[(int)Material.Plastic, 1] = new d.Contact(); - m_materialContacts[(int)Material.Plastic, 1].surface.mode |= d.ContactFlags.SoftERP; - m_materialContacts[(int)Material.Plastic, 1].surface.mu = mAvatarObjectContactFriction; - m_materialContacts[(int)Material.Plastic, 1].surface.bounce = mAvatarObjectContactBounce; - m_materialContacts[(int)Material.Plastic, 1].surface.soft_cfm = 0.010f; - m_materialContacts[(int)Material.Plastic, 1].surface.soft_erp = 0.010f; + m_materialContacts[(int)Material.Plastic, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; + m_materialContacts[(int)Material.Plastic, 1].surface.mu = 1.5f; + m_materialContacts[(int)Material.Plastic, 1].surface.bounce = 0.2f; + m_materialContacts[(int)Material.Plastic, 1].surface.soft_cfm = 0.0f; + m_materialContacts[(int)Material.Plastic, 1].surface.soft_erp = 0.50f; m_materialContacts[(int)Material.Rubber, 0] = new d.Contact(); - m_materialContacts[(int)Material.Rubber, 0].surface.mode |= d.ContactFlags.SoftERP; - m_materialContacts[(int)Material.Rubber, 0].surface.mu = nmAvatarObjectContactFriction; - m_materialContacts[(int)Material.Rubber, 0].surface.bounce = nmAvatarObjectContactBounce; - m_materialContacts[(int)Material.Rubber, 0].surface.soft_cfm = 0.010f; - m_materialContacts[(int)Material.Rubber, 0].surface.soft_erp = 0.010f; + m_materialContacts[(int)Material.Rubber, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; + m_materialContacts[(int)Material.Rubber, 0].surface.mu = 2.0f; + m_materialContacts[(int)Material.Rubber, 0].surface.bounce = 0.7f; + m_materialContacts[(int)Material.Rubber, 0].surface.soft_cfm = 0.0f; + m_materialContacts[(int)Material.Rubber, 0].surface.soft_erp = 0.50f; m_materialContacts[(int)Material.Rubber, 1] = new d.Contact(); - m_materialContacts[(int)Material.Rubber, 1].surface.mode |= d.ContactFlags.SoftERP; - m_materialContacts[(int)Material.Rubber, 1].surface.mu = mAvatarObjectContactFriction; - m_materialContacts[(int)Material.Rubber, 1].surface.bounce = mAvatarObjectContactBounce; - m_materialContacts[(int)Material.Rubber, 1].surface.soft_cfm = 0.010f; - m_materialContacts[(int)Material.Rubber, 1].surface.soft_erp = 0.010f; + m_materialContacts[(int)Material.Rubber, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; + m_materialContacts[(int)Material.Rubber, 1].surface.mu = 2.0f; + m_materialContacts[(int)Material.Rubber, 1].surface.bounce = 0.7f; + m_materialContacts[(int)Material.Rubber, 1].surface.soft_cfm = 0.0f; + m_materialContacts[(int)Material.Rubber, 1].surface.soft_erp = 0.50f; d.HashSpaceSetLevels(space, worldHashspaceLow, worldHashspaceHigh); @@ -660,10 +673,13 @@ namespace OpenSim.Region.Physics.OdePlugin d.WorldSetGravity(world, gravityx, gravityy, gravityz); d.WorldSetContactSurfaceLayer(world, contactsurfacelayer); + + d.WorldSetLinearDampingThreshold(world, 256f); d.WorldSetLinearDamping(world, 256f); - d.WorldSetAngularDamping(world, 256f); +// d.WorldSetLinearDampingThreshold(world, 0.01f); +// d.WorldSetLinearDamping(world, 0.1f); d.WorldSetAngularDampingThreshold(world, 256f); - d.WorldSetLinearDampingThreshold(world, 256f); + d.WorldSetAngularDamping(world, 256f); d.WorldSetMaxAngularSpeed(world, 256f); // Set how many steps we go without running collision testing @@ -1184,7 +1200,7 @@ namespace OpenSim.Region.Physics.OdePlugin { if ((Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) { - // Use the Movement prim contact + // Use the AV Movement / prim contact AvatarMovementprimContact.geom = curContact; _perloopContact.Add(curContact); if (m_global_contactcount < maxContactsbeforedeath) @@ -1195,7 +1211,7 @@ namespace OpenSim.Region.Physics.OdePlugin } else { - // Use the non movement contact + // Use the Av non movement / prim contact contact.geom = curContact; _perloopContact.Add(curContact); -- cgit v1.1