Avatars have no bounce

avinationmerge
UbitUmarov 2012-03-24 11:30:29 +00:00
parent 4db05a98c2
commit 21a97408d4
3 changed files with 3949 additions and 3699 deletions

View File

@ -137,7 +137,6 @@ namespace OpenSim.Region.Physics.OdePlugin
public bool bad = false;
float mu;
float bounce;
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)
{
@ -170,7 +169,6 @@ namespace OpenSim.Region.Physics.OdePlugin
m_mass = 80f; // sure we have a default
mu = parent_scene.AvatarFriction;
bounce = parent_scene.AvatarBounce;
walkDivisor = walk_divisor;
runDivisor = rundivisor;
@ -194,7 +192,7 @@ namespace OpenSim.Region.Physics.OdePlugin
public override void getContactData(ref ContactData cdata)
{
cdata.mu = mu;
cdata.bounce = bounce;
cdata.bounce = 0;
cdata.softcolide = false;
}

File diff suppressed because it is too large Load Diff

View File

@ -169,7 +169,6 @@ namespace OpenSim.Region.Physics.OdePlugin
float TerrainBounce = 0.1f;
float TerrainFriction = 0.3f;
public float AvatarBounce = 0.3f;
public float AvatarFriction = 0;// 0.9f * 0.5f;
private const uint m_regionWidth = Constants.RegionSize;
@ -711,8 +710,8 @@ namespace OpenSim.Region.Physics.OdePlugin
case (int)ActorTypes.Agent:
p1.getContactData(ref contactdata1);
p2.getContactData(ref contactdata2);
bounce = contactdata1.bounce * contactdata2.bounce;
bounce = 0;
mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
@ -726,7 +725,8 @@ namespace OpenSim.Region.Physics.OdePlugin
case (int)ActorTypes.Prim:
p1.getContactData(ref contactdata1);
p2.getContactData(ref contactdata2);
bounce = contactdata1.bounce * contactdata2.bounce;
bounce = 0;
mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
@ -751,7 +751,8 @@ namespace OpenSim.Region.Physics.OdePlugin
case (int)ActorTypes.Agent:
p1.getContactData(ref contactdata1);
p2.getContactData(ref contactdata2);
bounce = contactdata1.bounce * contactdata2.bounce;
bounce = 0;
mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);