UbitODE: reduced the diference btw dinamic and static friction, making dinamic larger more identical to static.
parent
e3226aecd9
commit
2ab9588c9a
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@ -178,7 +178,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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const float minERP = 0.1f;
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const float minERP = 0.1f;
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const float comumContactCFM = 0.0001f;
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const float comumContactCFM = 0.0001f;
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float frictionMovementMult = 0.3f;
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float frictionMovementMult = 0.8f;
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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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@ -820,18 +820,18 @@ namespace OpenSim.Region.Physics.OdePlugin
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switch (p2.PhysicsActorType)
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switch (p2.PhysicsActorType)
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{
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{
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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 = 0;
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bounce = 0;
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mu = 0;
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mu = 0;
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cfm = 0.0001f;
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cfm = 0.0001f;
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/*
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/*
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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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if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
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if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
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mu *= frictionMovementMult;
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mu *= frictionMovementMult;
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*/
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*/
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dop2foot = true;
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dop2foot = true;
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if (p1.Velocity.LengthSquared() > 0.0f)
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if (p1.Velocity.LengthSquared() > 0.0f)
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p1.CollidingObj = true;
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p1.CollidingObj = true;
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@ -898,7 +898,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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}
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}
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}
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else
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else
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ignore=true;
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ignore = true;
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break;
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break;
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}
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}
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break;
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break;
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