UbitODE: reduced the diference btw dinamic and static friction, making dinamic larger more identical to static.

avinationmerge
UbitUmarov 2012-05-05 11:03:38 +01:00
parent e3226aecd9
commit 2ab9588c9a
1 changed files with 17 additions and 17 deletions

View File

@ -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);
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;
@ -898,7 +898,7 @@ namespace OpenSim.Region.Physics.OdePlugin
}
}
else
ignore=true;
ignore = true;
break;
}
break;