From 6e01769bcff35be9cace62a0342cf2d275608891 Mon Sep 17 00:00:00 2001 From: Teravus Ovares Date: Tue, 12 Feb 2008 04:27:20 +0000 Subject: * A bunch of updates to make things more smooth. ** Sending the actual TimeDilation to the client now instead of the 62455 constant. The client is *supposed* to use that value to sync with the simulator. (actually sending ushort.maxvalue * TimeDilation) ** Disabling prim that inter-penetrate instead of just not attaching a joint ** Reduced prim spin a 'little' bit, but not *enough* ** Tweaked the TimeDilation algorithm to be closer to 1.0 by default and various changes to the sim stats reporter ** Created a .SetValues method to PhysicsVector so we can simply call the setvalues function instead of .x, .y, .z sets. ** Experimented with a .GetBytes Method on PhysicsActor to be able to use the LLVector3.FromBytes() method. ** Upped the Inter-penetration depth to 0.25 instead of .08. --- OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | 11 +++++++++-- 1 file changed, 9 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region/Physics/OdePlugin/OdePlugin.cs') diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs index f1d8232..1aa141b 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs @@ -405,8 +405,15 @@ namespace OpenSim.Region.Physics.OdePlugin // If you interpenetrate a prim with another prim if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim) { - // Don't collide, one or both prim will explode. - contacts[i].depth = 0f; + if (contacts[i].depth >= 0.25f) + { + // Don't collide, one or both prim will explode. + ((OdePrim)p1).m_taintdisable = true; + AddPhysicsActorTaint(p1); + ((OdePrim)p2).m_taintdisable = true; + AddPhysicsActorTaint(p2); + contacts[i].depth = 0f; + } } if (contacts[i].depth >= 1.00f) { -- cgit v1.1