Revert last checkin. Avatars fall through non-physical prims now.
There is more to the solution then just enabling soft_erp and soft_cfm for all d.Contact cases.0.6.0-stable
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1e376deedd
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9299be0080
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@ -386,12 +386,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)];
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staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)];
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// General contact friction, bounce and other parameters
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// Centeral contact friction and bounce
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contact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM);
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contact.surface.mu = nmAvatarObjectContactFriction;
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contact.surface.mu = nmAvatarObjectContactFriction;
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contact.surface.bounce = nmAvatarObjectContactBounce;
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contact.surface.bounce = nmAvatarObjectContactBounce;
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contact.surface.soft_cfm = 0.01f; //ckrinke 11-08
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contact.surface.soft_erp = 0.010f; //ckrinke 11-08
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// Terrain contact friction and Bounce
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// Terrain contact friction and Bounce
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// This is the *non* moving version. Use this when an avatar
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// This is the *non* moving version. Use this when an avatar
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@ -401,6 +398,12 @@ namespace OpenSim.Region.Physics.OdePlugin
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TerrainContact.surface.bounce = nmTerrainContactBounce;
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TerrainContact.surface.bounce = nmTerrainContactBounce;
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TerrainContact.surface.soft_erp = nmTerrainContactERP;
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TerrainContact.surface.soft_erp = nmTerrainContactERP;
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WaterContact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM);
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WaterContact.surface.mu = 0f; // No friction
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WaterContact.surface.bounce = 0.0f; // No bounce
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WaterContact.surface.soft_cfm = 0.01f;
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WaterContact.surface.soft_erp = 0.010f;
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// Prim contact friction and bounce
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// Prim contact friction and bounce
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// THis is the *non* moving version of friction and bounce
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// THis is the *non* moving version of friction and bounce
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// Use this when an avatar comes in contact with a prim
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// Use this when an avatar comes in contact with a prim
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@ -415,14 +418,6 @@ namespace OpenSim.Region.Physics.OdePlugin
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AvatarMovementTerrainContact.surface.bounce = mTerrainContactBounce;
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AvatarMovementTerrainContact.surface.bounce = mTerrainContactBounce;
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AvatarMovementTerrainContact.surface.soft_erp = mTerrainContactERP;
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AvatarMovementTerrainContact.surface.soft_erp = mTerrainContactERP;
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// And finally, WaterContact parameters. These are the five different d.Contact defined
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// currently (11-08)
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WaterContact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM);
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WaterContact.surface.mu = 0f; // No friction
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WaterContact.surface.bounce = 0.0f; // No bounce
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WaterContact.surface.soft_cfm = 0.01f;
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WaterContact.surface.soft_erp = 0.010f;
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d.HashSpaceSetLevels(space, worldHashspaceLow, worldHashspaceHigh);
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d.HashSpaceSetLevels(space, worldHashspaceLow, worldHashspaceHigh);
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// Set the gravity,, don't disable things automatically (we set it explicitly on some things)
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// Set the gravity,, don't disable things automatically (we set it explicitly on some things)
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