diff --git a/OpenSim/Region/PhysicsModules/ubOde/ODEScene.cs b/OpenSim/Region/PhysicsModules/ubOde/ODEScene.cs index 004ee7f31d..5602bd9246 100644 --- a/OpenSim/Region/PhysicsModules/ubOde/ODEScene.cs +++ b/OpenSim/Region/PhysicsModules/ubOde/ODEScene.cs @@ -179,12 +179,13 @@ namespace OpenSim.Region.PhysicsModule.ubOde // const d.ContactFlags comumContactFlags = d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM |d.ContactFlags.Approx1 | d.ContactFlags.Bounce; - const d.ContactFlags comumContactFlags = d.ContactFlags.Bounce | d.ContactFlags.Approx1 | d.ContactFlags.Slip1 | d.ContactFlags.Slip2; +// const d.ContactFlags comumContactFlags = d.ContactFlags.Bounce | d.ContactFlags.Approx1 | d.ContactFlags.Slip1 | d.ContactFlags.Slip2; + const d.ContactFlags comumContactFlags = d.ContactFlags.Bounce | d.ContactFlags.Approx1; const float comumContactERP = 0.75f; const float comumContactCFM = 0.0001f; const float comumContactSLIP = 0f; - float frictionMovementMult = 0.8f; +// float frictionMovementMult = 0.2f; float TerrainBounce = 0.001f; float TerrainFriction = 0.3f; @@ -866,9 +867,9 @@ namespace OpenSim.Region.PhysicsModule.ubOde break; case (int)ActorTypes.Prim: - Vector3 relV = p1.rootVelocity - p2.rootVelocity; - float relVlenSQ = relV.LengthSquared(); - if (relVlenSQ > 0.0001f) +// Vector3 relV = p1.rootVelocity - p2.rootVelocity; +// float relVlenSQ = relV.LengthSquared(); +// if (relVlenSQ > 0.0001f) { p1.CollidingObj = true; p2.CollidingObj = true; @@ -878,8 +879,8 @@ namespace OpenSim.Region.PhysicsModule.ubOde bounce = contactdata1.bounce * contactdata2.bounce; mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu); - if (relVlenSQ > 0.01f) - mu *= frictionMovementMult; +// if (relVlenSQ > 0.01f) +// mu *= frictionMovementMult; if(d.GeomGetClass(g2) == d.GeomClassID.TriMeshClass && d.GeomGetClass(g1) == d.GeomClassID.TriMeshClass) @@ -891,9 +892,9 @@ namespace OpenSim.Region.PhysicsModule.ubOde bounce = contactdata1.bounce * TerrainBounce; mu = (float)Math.Sqrt(contactdata1.mu * TerrainFriction); - Vector3 v1 = p1.rootVelocity; - if (Math.Abs(v1.X) > 0.1f || Math.Abs(v1.Y) > 0.1f) - mu *= frictionMovementMult; +// Vector3 v1 = p1.rootVelocity; +// if (Math.Abs(v1.X) > 0.1f || Math.Abs(v1.Y) > 0.1f) +// mu *= frictionMovementMult; p1.CollidingGround = true; if(d.GeomGetClass(g1) == d.GeomClassID.TriMeshClass) @@ -918,9 +919,9 @@ namespace OpenSim.Region.PhysicsModule.ubOde // if (curContact.side1 > 0) // should be 2 ? // IgnoreNegSides = true; - Vector3 v2 = p2.rootVelocity; - if (Math.Abs(v2.X) > 0.1f || Math.Abs(v2.Y) > 0.1f) - mu *= frictionMovementMult; +// Vector3 v2 = p2.rootVelocity; +// if (Math.Abs(v2.X) > 0.1f || Math.Abs(v2.Y) > 0.1f) +// mu *= frictionMovementMult; if(d.GeomGetClass(g2) == d.GeomClassID.TriMeshClass) smoothMesh = true;