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
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664e8a464e
commit
087d2f9147
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@ -387,8 +387,13 @@ namespace OpenSim.Region.Physics.OdePlugin
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staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)];
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staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)];
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// Centeral contact friction and bounce
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// Centeral contact friction and bounce
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// ckrinke 11/10/08 Enabling soft_erp but not soft_cfm until I figure out why
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// an avatar falls through in Z but not in X or Y when walking on a prim.
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contact.surface.mode |= d.ContactFlags.SoftERP;
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contact.surface.mu = nmAvatarObjectContactFriction;
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contact.surface.mu = nmAvatarObjectContactFriction;
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contact.surface.bounce = nmAvatarObjectContactBounce;
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contact.surface.bounce = nmAvatarObjectContactBounce;
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contact.surface.soft_cfm = 0.010f;
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contact.surface.soft_erp = 0.010f;
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// Terrain contact friction and Bounce
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// Terrain contact friction and Bounce
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// This is the *non* moving version. Use this when an avatar
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// This is the *non* moving version. Use this when an avatar
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@ -401,7 +406,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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WaterContact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM);
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WaterContact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM);
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WaterContact.surface.mu = 0f; // No friction
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WaterContact.surface.mu = 0f; // No friction
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WaterContact.surface.bounce = 0.0f; // No bounce
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WaterContact.surface.bounce = 0.0f; // No bounce
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WaterContact.surface.soft_cfm = 0.01f;
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WaterContact.surface.soft_cfm = 0.010f;
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WaterContact.surface.soft_erp = 0.010f;
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WaterContact.surface.soft_erp = 0.010f;
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// Prim contact friction and bounce
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// Prim contact friction and bounce
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