* Friction reduction update.

* It's a known fact that the greater the friction the more computationally intensive a physics simulation with it is....
ThreadPoolClientBranch
Teravus Ovares 2008-01-18 02:32:34 +00:00
parent ecd6c1110a
commit dc5ab8b6c3
1 changed files with 3 additions and 3 deletions

View File

@ -144,7 +144,7 @@ namespace OpenSim.Region.Physics.OdePlugin
// This is the *non* moving version. Use this when an avatar
// isn't moving to keep it in place better
TerrainContact.surface.mode |= d.ContactFlags.SoftERP;
TerrainContact.surface.mu = 550.0f;
TerrainContact.surface.mu = 255.0f;
TerrainContact.surface.bounce = 0.1f;
TerrainContact.surface.soft_erp = 0.1025f;
@ -152,13 +152,13 @@ namespace OpenSim.Region.Physics.OdePlugin
// THis is the *non* moving version of friction and bounce
// Use this when an avatar comes in contact with a prim
// and is moving
AvatarMovementprimContact.surface.mu = 150.0f;
AvatarMovementprimContact.surface.mu = 75.0f;
AvatarMovementprimContact.surface.bounce = 0.1f;
// Terrain contact friction bounce and various error correcting calculations
// Use this when an avatar is in contact with the terrain and moving.
AvatarMovementTerrainContact.surface.mode |= d.ContactFlags.SoftERP;
AvatarMovementTerrainContact.surface.mu = 150.0f;
AvatarMovementTerrainContact.surface.mu = 75.0f;
AvatarMovementTerrainContact.surface.bounce = 0.1f;
AvatarMovementTerrainContact.surface.soft_erp = 0.1025f;