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.
0.6.1-post-fixes
Charles Krinke 2008-11-09 20:20:20 +00:00
parent 664e8a464e
commit 087d2f9147
1 changed files with 6 additions and 1 deletions

View File

@ -387,8 +387,13 @@ namespace OpenSim.Region.Physics.OdePlugin
staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)]; staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)];
// Centeral contact friction and bounce // 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.mu = nmAvatarObjectContactFriction;
contact.surface.bounce = nmAvatarObjectContactBounce; contact.surface.bounce = nmAvatarObjectContactBounce;
contact.surface.soft_cfm = 0.010f;
contact.surface.soft_erp = 0.010f;
// Terrain contact friction and Bounce // Terrain contact friction and Bounce
// This is the *non* moving version. Use this when an avatar // 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.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM);
WaterContact.surface.mu = 0f; // No friction WaterContact.surface.mu = 0f; // No friction
WaterContact.surface.bounce = 0.0f; // No bounce 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; WaterContact.surface.soft_erp = 0.010f;
// Prim contact friction and bounce // Prim contact friction and bounce