From 087d2f9147bceaa8c41f8e77531577e6e529fd57 Mon Sep 17 00:00:00 2001 From: Charles Krinke Date: Sun, 9 Nov 2008 20:20:20 +0000 Subject: [PATCH] Enabled SoftERP for the contact structure but not SoftCFM. A tube on a pole is a bit less "flubbery" so maybe this is the right direction. --- OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs index 382b721af1..84bf54f2e8 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs @@ -387,8 +387,13 @@ 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; // Terrain contact friction and Bounce // This is the *non* moving version. Use this when an avatar @@ -401,7 +406,7 @@ namespace OpenSim.Region.Physics.OdePlugin 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_cfm = 0.010f; WaterContact.surface.soft_erp = 0.010f; // Prim contact friction and bounce