Avatars have no bounce
parent
4db05a98c2
commit
21a97408d4
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@ -137,7 +137,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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public bool bad = false;
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public bool bad = false;
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float mu;
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float mu;
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float bounce;
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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)
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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)
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{
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{
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@ -170,7 +169,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_mass = 80f; // sure we have a default
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m_mass = 80f; // sure we have a default
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mu = parent_scene.AvatarFriction;
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mu = parent_scene.AvatarFriction;
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bounce = parent_scene.AvatarBounce;
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walkDivisor = walk_divisor;
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walkDivisor = walk_divisor;
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runDivisor = rundivisor;
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runDivisor = rundivisor;
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@ -194,7 +192,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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public override void getContactData(ref ContactData cdata)
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public override void getContactData(ref ContactData cdata)
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{
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{
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cdata.mu = mu;
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cdata.mu = mu;
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cdata.bounce = bounce;
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cdata.bounce = 0;
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cdata.softcolide = false;
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cdata.softcolide = false;
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}
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}
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File diff suppressed because it is too large
Load Diff
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@ -169,7 +169,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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float TerrainBounce = 0.1f;
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float TerrainBounce = 0.1f;
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float TerrainFriction = 0.3f;
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float TerrainFriction = 0.3f;
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public float AvatarBounce = 0.3f;
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public float AvatarFriction = 0;// 0.9f * 0.5f;
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public float AvatarFriction = 0;// 0.9f * 0.5f;
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private const uint m_regionWidth = Constants.RegionSize;
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private const uint m_regionWidth = Constants.RegionSize;
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@ -711,8 +710,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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case (int)ActorTypes.Agent:
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case (int)ActorTypes.Agent:
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p1.getContactData(ref contactdata1);
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p1.getContactData(ref contactdata1);
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p2.getContactData(ref contactdata2);
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p2.getContactData(ref contactdata2);
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bounce = contactdata1.bounce * contactdata2.bounce;
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bounce = 0;
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mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
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mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
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@ -726,7 +725,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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case (int)ActorTypes.Prim:
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case (int)ActorTypes.Prim:
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p1.getContactData(ref contactdata1);
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p1.getContactData(ref contactdata1);
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p2.getContactData(ref contactdata2);
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p2.getContactData(ref contactdata2);
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bounce = contactdata1.bounce * contactdata2.bounce;
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bounce = 0;
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mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
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mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
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@ -751,7 +751,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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case (int)ActorTypes.Agent:
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case (int)ActorTypes.Agent:
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p1.getContactData(ref contactdata1);
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p1.getContactData(ref contactdata1);
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p2.getContactData(ref contactdata2);
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p2.getContactData(ref contactdata2);
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bounce = contactdata1.bounce * contactdata2.bounce;
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bounce = 0;
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mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
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mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
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