update UbitOde
parent
99bb3ccb3d
commit
01fcd400d7
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@ -158,9 +158,10 @@ namespace OpenSim.Region.Physics.Manager
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public virtual bool Building { get; set; }
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public virtual bool Building { get; set; }
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public virtual ContactData ContactData
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public virtual void getContactData(ref ContactData cdata)
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{
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{
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get { return new ContactData(0, 0); }
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cdata.mu = 0;
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cdata.bounce = 0;
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}
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}
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public abstract bool Stopped { get; }
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public abstract bool Stopped { get; }
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@ -136,7 +136,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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public UUID m_uuid;
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public UUID m_uuid;
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public bool bad = false;
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public bool bad = false;
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public ContactData AvatarContactData = new ContactData(10f, 0.3f);
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float mu;
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float bounce;
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public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, Vector3 size, float pid_d, float pid_p, float capsule_radius, float density, float walk_divisor, float rundivisor)
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public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, Vector3 size, float pid_d, float pid_p, float capsule_radius, float density, float walk_divisor, float rundivisor)
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{
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{
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@ -168,8 +169,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_density = density;
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m_density = density;
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m_mass = 80f; // sure we have a default
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m_mass = 80f; // sure we have a default
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AvatarContactData.mu = parent_scene.AvatarFriction;
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mu = parent_scene.AvatarFriction;
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AvatarContactData.bounce = parent_scene.AvatarBounce;
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bounce = parent_scene.AvatarBounce;
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walkDivisor = walk_divisor;
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walkDivisor = walk_divisor;
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runDivisor = rundivisor;
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runDivisor = rundivisor;
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@ -190,9 +191,10 @@ namespace OpenSim.Region.Physics.OdePlugin
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set { return; }
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set { return; }
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}
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}
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public override ContactData ContactData
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public override void getContactData(ref ContactData cdata)
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{
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{
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get { return AvatarContactData; }
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cdata.mu = mu;
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cdata.bounce = bounce;
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}
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}
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public override bool Building { get; set; }
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public override bool Building { get; set; }
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@ -119,25 +119,22 @@ namespace OpenSim.Region.Physics.OdePlugin
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// auxiliar
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// auxiliar
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private float m_lmEfect = 0; // current linear motor eficiency
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private float m_lmEfect = 0; // current linear motor eficiency
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private float m_amEfect = 0; // current angular motor eficiency
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private float m_amEfect = 0; // current angular motor eficiency
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private float m_ffactor = 1.0f;
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public bool EngineActive
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public float FrictionFactor
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{
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{
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get
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get
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{
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{
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if (m_lmEfect > 0.01)
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return m_ffactor;
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return true;
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return false;
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}
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}
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}
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}
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public ODEDynamics(OdePrim rootp)
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public ODEDynamics(OdePrim rootp)
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{
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{
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rootPrim = rootp;
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rootPrim = rootp;
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_pParentScene = rootPrim._parent_scene;
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_pParentScene = rootPrim._parent_scene;
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}
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}
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public void DoSetVehicle(VehicleData vd)
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public void DoSetVehicle(VehicleData vd)
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{
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{
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@ -212,6 +209,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_lmEfect = 0;
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m_lmEfect = 0;
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m_amEfect = 0;
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m_amEfect = 0;
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m_ffactor = 1.0f;
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}
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}
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internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
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internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
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@ -329,6 +327,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (len > 30.0f)
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if (len > 30.0f)
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m_linearMotorDirection *= (30.0f / len);
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m_linearMotorDirection *= (30.0f / len);
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m_lmEfect = 1.0f; // turn it on
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m_lmEfect = 1.0f; // turn it on
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m_ffactor = 0.01f;
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if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
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if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
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&& !rootPrim.m_isSelected && !rootPrim.m_disabled)
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&& !rootPrim.m_isSelected && !rootPrim.m_disabled)
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d.BodyEnable(rootPrim.Body);
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d.BodyEnable(rootPrim.Body);
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@ -379,6 +378,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (len > 30.0f)
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if (len > 30.0f)
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m_linearMotorDirection *= (30.0f / len);
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m_linearMotorDirection *= (30.0f / len);
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m_lmEfect = 1.0f; // turn it on
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m_lmEfect = 1.0f; // turn it on
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m_ffactor = 0.01f;
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if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
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if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
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&& !rootPrim.m_isSelected && !rootPrim.m_disabled)
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&& !rootPrim.m_isSelected && !rootPrim.m_disabled)
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d.BodyEnable(rootPrim.Body);
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d.BodyEnable(rootPrim.Body);
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@ -425,6 +425,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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float invtimestep = _pParentScene.ODE_STEPSIZE;
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float invtimestep = _pParentScene.ODE_STEPSIZE;
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m_lmEfect = 0;
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m_lmEfect = 0;
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m_amEfect = 0;
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m_amEfect = 0;
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m_ffactor = 1f;
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m_linearMotorDirection = Vector3.Zero;
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m_linearMotorDirection = Vector3.Zero;
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m_angularMotorDirection = Vector3.Zero;
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m_angularMotorDirection = Vector3.Zero;
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@ -602,6 +603,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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{
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m_lmEfect = 0;
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m_lmEfect = 0;
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m_amEfect = 0;
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m_amEfect = 0;
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m_ffactor = 1f;
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}
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}
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public static Vector3 Xrot(Quaternion rot)
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public static Vector3 Xrot(Quaternion rot)
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@ -752,9 +754,14 @@ namespace OpenSim.Region.Physics.OdePlugin
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force.Z += tmpV.Z;
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force.Z += tmpV.Z;
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}
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}
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m_lmEfect *= (1.0f - 1.0f / m_linearMotorDecayTimescale);
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m_lmEfect *= (1.0f - 1.0f / m_linearMotorDecayTimescale);
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m_ffactor = 0.01f + 1e-4f * curVel.LengthSquared();
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}
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}
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else
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else
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{
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m_lmEfect = 0;
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m_lmEfect = 0;
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m_ffactor = 1f;
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}
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// friction
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// friction
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if (curLocalVel.X != 0 || curLocalVel.Y != 0 || curLocalVel.Z != 0)
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if (curLocalVel.X != 0 || curLocalVel.Y != 0 || curLocalVel.Z != 0)
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@ -187,7 +187,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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public ODEDynamics m_vehicle;
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public ODEDynamics m_vehicle;
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internal int m_material = (int)Material.Wood;
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internal int m_material = (int)Material.Wood;
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protected ContactData primContactData = new ContactData { mu = 0f, bounce = 0.1f };
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private float mu;
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private float bounce;
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/// <summary>
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/// <summary>
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/// Is this prim subject to physics? Even if not, it's still solid for collision purposes.
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/// Is this prim subject to physics? Even if not, it's still solid for collision purposes.
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@ -218,25 +219,23 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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}
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}
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}
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public override ContactData ContactData
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public override void getContactData(ref ContactData cdata)
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{
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{
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get
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cdata.mu = mu;
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{
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cdata.bounce = bounce;
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if (m_isphysical)
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{
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ODEDynamics veh;
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if (_parent != null)
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veh = ((OdePrim)_parent).m_vehicle;
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else
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veh = m_vehicle;
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if (veh != null)
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if (m_isphysical)
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if (veh.Type != Vehicle.TYPE_NONE && veh.EngineActive)
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{
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return new ContactData(0, 0);
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ODEDynamics veh;
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}
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if (_parent != null)
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return primContactData;
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veh = ((OdePrim)_parent).m_vehicle;
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else
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veh = m_vehicle;
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if (veh != null && veh.Type != Vehicle.TYPE_NONE)
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cdata.mu *= veh.FrictionFactor;
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}
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}
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}
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}
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public override int PhysicsActorType
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public override int PhysicsActorType
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{
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{
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@ -745,8 +744,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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public override void SetMaterial(int pMaterial)
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public override void SetMaterial(int pMaterial)
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{
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{
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m_material = pMaterial;
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m_material = pMaterial;
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primContactData.mu = _parent_scene.m_materialContactsData[pMaterial].mu;
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mu = _parent_scene.m_materialContactsData[pMaterial].mu;
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primContactData.bounce = _parent_scene.m_materialContactsData[pMaterial].bounce;
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bounce = _parent_scene.m_materialContactsData[pMaterial].bounce;
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}
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}
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public void setPrimForRemoval()
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public void setPrimForRemoval()
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@ -899,8 +898,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_isSelected = false;
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m_isSelected = false;
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m_delaySelect = false;
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m_delaySelect = false;
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primContactData.mu = parent_scene.m_materialContactsData[(int)Material.Wood].mu;
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mu = parent_scene.m_materialContactsData[(int)Material.Wood].mu;
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primContactData.bounce = parent_scene.m_materialContactsData[(int)Material.Wood].bounce;
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bounce = parent_scene.m_materialContactsData[(int)Material.Wood].bounce;
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CalcPrimBodyData();
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CalcPrimBodyData();
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@ -163,8 +163,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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const float comumSoftContactERP = 0.1f;
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const float comumSoftContactERP = 0.1f;
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const float comumContactCFM = 0.0001f;
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const float comumContactCFM = 0.0001f;
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float frictionScale = 1.0f;
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float frictionMovementMult = 0.3f;
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float frictionMovementMult = 0.3f;
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float TerrainBounce = 0.1f;
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float TerrainBounce = 0.1f;
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@ -450,33 +448,30 @@ namespace OpenSim.Region.Physics.OdePlugin
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ContactgeomsArray = Marshal.AllocHGlobal(contactsPerCollision * d.ContactGeom.unmanagedSizeOf);
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ContactgeomsArray = Marshal.AllocHGlobal(contactsPerCollision * d.ContactGeom.unmanagedSizeOf);
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GlobalContactsArray = GlobalContactsArray = Marshal.AllocHGlobal(maxContactsbeforedeath * d.Contact.unmanagedSizeOf);
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GlobalContactsArray = GlobalContactsArray = Marshal.AllocHGlobal(maxContactsbeforedeath * d.Contact.unmanagedSizeOf);
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m_materialContactsData[(int)Material.Stone].mu = frictionScale * 0.8f;
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m_materialContactsData[(int)Material.Stone].mu = 0.8f;
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m_materialContactsData[(int)Material.Stone].bounce = 0.4f;
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m_materialContactsData[(int)Material.Stone].bounce = 0.4f;
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m_materialContactsData[(int)Material.Metal].mu = frictionScale * 0.3f;
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m_materialContactsData[(int)Material.Metal].mu = 0.3f;
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m_materialContactsData[(int)Material.Metal].bounce = 0.4f;
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m_materialContactsData[(int)Material.Metal].bounce = 0.4f;
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m_materialContactsData[(int)Material.Glass].mu = frictionScale * 0.2f;
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m_materialContactsData[(int)Material.Glass].mu = 0.2f;
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m_materialContactsData[(int)Material.Glass].bounce = 0.7f;
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m_materialContactsData[(int)Material.Glass].bounce = 0.7f;
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m_materialContactsData[(int)Material.Wood].mu = frictionScale * 0.6f;
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m_materialContactsData[(int)Material.Wood].mu = 0.6f;
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m_materialContactsData[(int)Material.Wood].bounce = 0.5f;
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m_materialContactsData[(int)Material.Wood].bounce = 0.5f;
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m_materialContactsData[(int)Material.Flesh].mu = frictionScale * 0.9f;
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m_materialContactsData[(int)Material.Flesh].mu = 0.9f;
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m_materialContactsData[(int)Material.Flesh].bounce = 0.3f;
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m_materialContactsData[(int)Material.Flesh].bounce = 0.3f;
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m_materialContactsData[(int)Material.Plastic].mu = frictionScale * 0.4f;
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m_materialContactsData[(int)Material.Plastic].mu = 0.4f;
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m_materialContactsData[(int)Material.Plastic].bounce = 0.7f;
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m_materialContactsData[(int)Material.Plastic].bounce = 0.7f;
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m_materialContactsData[(int)Material.Rubber].mu = frictionScale * 0.9f;
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m_materialContactsData[(int)Material.Rubber].mu = 0.9f;
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m_materialContactsData[(int)Material.Rubber].bounce = 0.95f;
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m_materialContactsData[(int)Material.Rubber].bounce = 0.95f;
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m_materialContactsData[(int)Material.light].mu = 0.0f;
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m_materialContactsData[(int)Material.light].mu = 0.0f;
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m_materialContactsData[(int)Material.light].bounce = 0.0f;
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m_materialContactsData[(int)Material.light].bounce = 0.0f;
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TerrainFriction *= frictionScale;
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// AvatarFriction *= frictionScale;
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// Set the gravity,, don't disable things automatically (we set it explicitly on some things)
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// Set the gravity,, don't disable things automatically (we set it explicitly on some things)
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d.WorldSetGravity(world, gravityx, gravityy, gravityz);
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d.WorldSetGravity(world, gravityx, gravityy, gravityz);
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@ -562,13 +557,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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}
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/// <summary>
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/// This is our near callback. A geometry is near a body
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/// </summary>
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/// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
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/// <param name="g1">a geometry or space</param>
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/// <param name="g2">another geometry or space</param>
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///
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private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom)
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private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom)
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{
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{
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return true;
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return true;
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}
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}
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/// <summary>
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/// This is our near callback. A geometry is near a body
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/// </summary>
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/// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
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/// <param name="g1">a geometry or space</param>
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/// <param name="g2">another geometry or space</param>
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///
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private void near(IntPtr space, IntPtr g1, IntPtr g2)
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private void near(IntPtr space, IntPtr g1, IntPtr g2)
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{
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{
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@ -699,8 +693,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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// big messy collision analises
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// big messy collision analises
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float mu = 0;
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float mu = 0;
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float bounce = 0;
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float bounce = 0;
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ContactData contactdata1;
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ContactData contactdata1 = new ContactData(0, 0);
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ContactData contactdata2;
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ContactData contactdata2 = new ContactData(0, 0);
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bool erpSoft = false;
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bool erpSoft = false;
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String name = null;
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String name = null;
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@ -714,8 +708,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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switch (p2.PhysicsActorType)
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switch (p2.PhysicsActorType)
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{
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{
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case (int)ActorTypes.Agent:
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case (int)ActorTypes.Agent:
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contactdata1 = p1.ContactData;
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p1.getContactData(ref contactdata1);
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contactdata2 = p2.ContactData;
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p2.getContactData(ref contactdata2);
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bounce = contactdata1.bounce * contactdata2.bounce;
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bounce = contactdata1.bounce * contactdata2.bounce;
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mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
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mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
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@ -727,8 +722,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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p2.CollidingObj = true;
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p2.CollidingObj = true;
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break;
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break;
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case (int)ActorTypes.Prim:
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case (int)ActorTypes.Prim:
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contactdata1 = p1.ContactData;
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p1.getContactData(ref contactdata1);
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contactdata2 = p2.ContactData;
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p2.getContactData(ref contactdata2);
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bounce = contactdata1.bounce * contactdata2.bounce;
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bounce = contactdata1.bounce * contactdata2.bounce;
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mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
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mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
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||||||
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@ -749,8 +744,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
switch (p2.PhysicsActorType)
|
switch (p2.PhysicsActorType)
|
||||||
{
|
{
|
||||||
case (int)ActorTypes.Agent:
|
case (int)ActorTypes.Agent:
|
||||||
contactdata1 = p1.ContactData;
|
p1.getContactData(ref contactdata1);
|
||||||
contactdata2 = p2.ContactData;
|
p2.getContactData(ref contactdata2);
|
||||||
bounce = contactdata1.bounce * contactdata2.bounce;
|
bounce = contactdata1.bounce * contactdata2.bounce;
|
||||||
|
|
||||||
mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
|
mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
|
||||||
|
@ -768,8 +763,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
p1.CollidingObj = true;
|
p1.CollidingObj = true;
|
||||||
p2.CollidingObj = true;
|
p2.CollidingObj = true;
|
||||||
}
|
}
|
||||||
contactdata1 = p1.ContactData;
|
p1.getContactData(ref contactdata1);
|
||||||
contactdata2 = p2.ContactData;
|
p2.getContactData(ref contactdata2);
|
||||||
bounce = contactdata1.bounce * contactdata2.bounce;
|
bounce = contactdata1.bounce * contactdata2.bounce;
|
||||||
erpSoft = true;
|
erpSoft = true;
|
||||||
mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
|
mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
|
||||||
|
@ -784,7 +779,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
if (name == "Terrain")
|
if (name == "Terrain")
|
||||||
{
|
{
|
||||||
erpSoft = true;
|
erpSoft = true;
|
||||||
contactdata1 = p1.ContactData;
|
p1.getContactData(ref contactdata1);
|
||||||
bounce = contactdata1.bounce * TerrainBounce;
|
bounce = contactdata1.bounce * TerrainBounce;
|
||||||
mu = (float)Math.Sqrt(contactdata1.mu * TerrainFriction);
|
mu = (float)Math.Sqrt(contactdata1.mu * TerrainFriction);
|
||||||
if (Math.Abs(p1.Velocity.X) > 0.1f || Math.Abs(p1.Velocity.Y) > 0.1f)
|
if (Math.Abs(p1.Velocity.X) > 0.1f || Math.Abs(p1.Velocity.Y) > 0.1f)
|
||||||
|
@ -811,7 +806,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||||
{
|
{
|
||||||
erpSoft = true;
|
erpSoft = true;
|
||||||
p2.CollidingGround = true;
|
p2.CollidingGround = true;
|
||||||
contactdata2 = p2.ContactData;
|
p2.getContactData(ref contactdata2);
|
||||||
bounce = contactdata2.bounce * TerrainBounce;
|
bounce = contactdata2.bounce * TerrainBounce;
|
||||||
mu = (float)Math.Sqrt(contactdata2.mu * TerrainFriction);
|
mu = (float)Math.Sqrt(contactdata2.mu * TerrainFriction);
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue