From 4759a8acee97fa175c078ec72d9b8cf0db96121b Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Mon, 24 Dec 2012 20:16:10 -0800 Subject: [PATCH] BulletSim: Default avatar density changed to 3.5 which is WAY closer to the SL value. Fixed frictin values for physical materials which were just wrong which caused things that should have slipped to not. --- .../Region/Physics/BulletSPlugin/BSMaterials.cs | 16 ++++++++-------- OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 2 +- 2 files changed, 9 insertions(+), 9 deletions(-) diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSMaterials.cs b/OpenSim/Region/Physics/BulletSPlugin/BSMaterials.cs index c113a436e9..92d62ff9ea 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSMaterials.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSMaterials.cs @@ -119,26 +119,26 @@ public static class BSMaterials Attributes[(int)MaterialAttributes.Material.Light] = new MaterialAttributes("light",dDensity, dFriction, dRestitution); Attributes[(int)MaterialAttributes.Material.Avatar] = - new MaterialAttributes("avatar",60f, 0.2f, 0f); + new MaterialAttributes("avatar",3.5f, 0.2f, 0f); Attributes[(int)MaterialAttributes.Material.Stone + (int)MaterialAttributes.Material.NumberOfTypes] = new MaterialAttributes("stonePhysical",dDensity, 0.8f, 0.4f); Attributes[(int)MaterialAttributes.Material.Metal + (int)MaterialAttributes.Material.NumberOfTypes] = - new MaterialAttributes("metalPhysical",dDensity, 0.8f, 0.4f); + new MaterialAttributes("metalPhysical",dDensity, 0.3f, 0.4f); Attributes[(int)MaterialAttributes.Material.Glass + (int)MaterialAttributes.Material.NumberOfTypes] = - new MaterialAttributes("glassPhysical",dDensity, 0.8f, 0.7f); + new MaterialAttributes("glassPhysical",dDensity, 0.2f, 0.7f); Attributes[(int)MaterialAttributes.Material.Wood + (int)MaterialAttributes.Material.NumberOfTypes] = - new MaterialAttributes("woodPhysical",dDensity, 0.8f, 0.5f); + new MaterialAttributes("woodPhysical",dDensity, 0.6f, 0.5f); Attributes[(int)MaterialAttributes.Material.Flesh + (int)MaterialAttributes.Material.NumberOfTypes] = - new MaterialAttributes("fleshPhysical",dDensity, 0.8f, 0.3f); + new MaterialAttributes("fleshPhysical",dDensity, 0.9f, 0.3f); Attributes[(int)MaterialAttributes.Material.Plastic + (int)MaterialAttributes.Material.NumberOfTypes] = - new MaterialAttributes("plasticPhysical",dDensity, 0.8f, 0.7f); + new MaterialAttributes("plasticPhysical",dDensity, 0.4f, 0.7f); Attributes[(int)MaterialAttributes.Material.Rubber + (int)MaterialAttributes.Material.NumberOfTypes] = - new MaterialAttributes("rubberPhysical",dDensity, 0.8f, 0.9f); + new MaterialAttributes("rubberPhysical",dDensity, 0.9f, 0.9f); Attributes[(int)MaterialAttributes.Material.Light + (int)MaterialAttributes.Material.NumberOfTypes] = new MaterialAttributes("lightPhysical",dDensity, dFriction, dRestitution); Attributes[(int)MaterialAttributes.Material.Avatar + (int)MaterialAttributes.Material.NumberOfTypes] = - new MaterialAttributes("avatarPhysical",60f, 0.2f, 0f); + new MaterialAttributes("avatarPhysical",3.5f, 0.2f, 0f); } // Under the [BulletSim] section, one can change the individual material diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 5558ad5927..7454718af2 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -351,7 +351,7 @@ public static class BSParam (s) => { return AvatarStandingFriction; }, (s,p,l,v) => { AvatarStandingFriction = v; } ), new ParameterDefn("AvatarDensity", "Density of an avatar. Changed on avatar recreation.", - 60f, + 3.5f, (s,cf,p,v) => { AvatarDensity = cf.GetFloat(p, v); }, (s) => { return AvatarDensity; }, (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarDensity=x;}, p, l, v); } ),