From 9299be0080add077ecec9fc869f43565c4481e88 Mon Sep 17 00:00:00 2001 From: Charles Krinke Date: Sat, 1 Nov 2008 17:58:34 +0000 Subject: Revert last checkin. Avatars fall through non-physical prims now. There is more to the solution then just enabling soft_erp and soft_cfm for all d.Contact cases. --- OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | 19 +++++++------------ 1 file changed, 7 insertions(+), 12 deletions(-) (limited to 'OpenSim/Region/Physics/OdePlugin') diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs index 486f53c..a782e2d 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs @@ -386,12 +386,9 @@ namespace OpenSim.Region.Physics.OdePlugin staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)]; - // General contact friction, bounce and other parameters - contact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM); + // Centeral contact friction and bounce contact.surface.mu = nmAvatarObjectContactFriction; contact.surface.bounce = nmAvatarObjectContactBounce; - contact.surface.soft_cfm = 0.01f; //ckrinke 11-08 - contact.surface.soft_erp = 0.010f; //ckrinke 11-08 // Terrain contact friction and Bounce // This is the *non* moving version. Use this when an avatar @@ -401,6 +398,12 @@ namespace OpenSim.Region.Physics.OdePlugin TerrainContact.surface.bounce = nmTerrainContactBounce; TerrainContact.surface.soft_erp = nmTerrainContactERP; + WaterContact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM); + WaterContact.surface.mu = 0f; // No friction + WaterContact.surface.bounce = 0.0f; // No bounce + WaterContact.surface.soft_cfm = 0.01f; + WaterContact.surface.soft_erp = 0.010f; + // Prim contact friction and bounce // THis is the *non* moving version of friction and bounce // Use this when an avatar comes in contact with a prim @@ -415,14 +418,6 @@ namespace OpenSim.Region.Physics.OdePlugin AvatarMovementTerrainContact.surface.bounce = mTerrainContactBounce; AvatarMovementTerrainContact.surface.soft_erp = mTerrainContactERP; - // And finally, WaterContact parameters. These are the five different d.Contact defined - // currently (11-08) - WaterContact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM); - WaterContact.surface.mu = 0f; // No friction - WaterContact.surface.bounce = 0.0f; // No bounce - WaterContact.surface.soft_cfm = 0.01f; - WaterContact.surface.soft_erp = 0.010f; - d.HashSpaceSetLevels(space, worldHashspaceLow, worldHashspaceHigh); // Set the gravity,, don't disable things automatically (we set it explicitly on some things) -- cgit v1.1