* Changed the dupe collision depth limiter to be slightly more restrictive. (less chance for a dupe)

0.6.0-stable
Teravus Ovares 2008-10-18 16:20:02 +00:00
parent 1bd33aa51a
commit 11fd935038
1 changed files with 3 additions and 3 deletions

View File

@ -860,11 +860,11 @@ namespace OpenSim.Region.Physics.OdePlugin
if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
{
if (Math.Abs(contact.depth - contactGeom.depth) < 0.072f)
if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f)
{
//contactGeom.depth *= .00005f;
//m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
//m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
//m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
// m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
result = true;
break;
}