diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs index 84195d34e6..ca83dd7191 100644 --- a/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs +++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs @@ -178,7 +178,7 @@ namespace OpenSim.Region.Physics.OdePlugin const float minERP = 0.1f; const float comumContactCFM = 0.0001f; - float frictionMovementMult = 0.3f; + float frictionMovementMult = 0.8f; float TerrainBounce = 0.1f; float TerrainFriction = 0.3f; @@ -820,18 +820,18 @@ namespace OpenSim.Region.Physics.OdePlugin switch (p2.PhysicsActorType) { case (int)ActorTypes.Agent: -// p1.getContactData(ref contactdata1); -// p2.getContactData(ref contactdata2); + // p1.getContactData(ref contactdata1); + // p2.getContactData(ref contactdata2); bounce = 0; mu = 0; cfm = 0.0001f; -/* - mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu); + /* + mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu); - if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f)) - mu *= frictionMovementMult; -*/ + if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f)) + mu *= frictionMovementMult; + */ dop2foot = true; if (p1.Velocity.LengthSquared() > 0.0f) p1.CollidingObj = true; @@ -850,14 +850,14 @@ namespace OpenSim.Region.Physics.OdePlugin cfm = p1.Mass; if (cfm > p2.Mass) cfm = p2.Mass; - dscale = 10 / cfm; - dscale = (float)Math.Sqrt(dscale); - if (dscale > 1.0f) - dscale = 1.0f; - erpscale = cfm * 0.01f; - cfm = 0.0001f / cfm; - if (cfm > 0.01f) - cfm = 0.01f; + dscale = 10 / cfm; + dscale = (float)Math.Sqrt(dscale); + if (dscale > 1.0f) + dscale = 1.0f; + erpscale = cfm * 0.01f; + cfm = 0.0001f / cfm; + if (cfm > 0.01f) + cfm = 0.01f; if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f)) mu *= frictionMovementMult; @@ -898,7 +898,7 @@ namespace OpenSim.Region.Physics.OdePlugin } } else - ignore=true; + ignore = true; break; } break;