* A bunch of updates to make things more smooth.

** Sending the actual TimeDilation to the client now instead of the 62455 constant.  The client is *supposed* to use that value to sync with the simulator.    (actually sending ushort.maxvalue * TimeDilation)
** Disabling prim that inter-penetrate instead of just not attaching a joint
** Reduced prim spin a 'little' bit, but not *enough* 
** Tweaked the TimeDilation algorithm to be closer to 1.0 by default and various changes to the sim stats reporter 
** Created a .SetValues method to PhysicsVector so we can simply call the setvalues function instead of .x, .y, .z sets.
** Experimented with a .GetBytes Method on PhysicsActor to be able to use the LLVector3.FromBytes() method.   
** Upped the Inter-penetration depth to 0.25 instead of .08.
This commit is contained in:
Teravus Ovares
2008-02-12 04:27:20 +00:00
parent fdc42481ed
commit 6e01769bcf
10 changed files with 133 additions and 34 deletions

View File

@@ -405,8 +405,15 @@ namespace OpenSim.Region.Physics.OdePlugin
// If you interpenetrate a prim with another prim
if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim)
{
// Don't collide, one or both prim will explode.
contacts[i].depth = 0f;
if (contacts[i].depth >= 0.25f)
{
// Don't collide, one or both prim will explode.
((OdePrim)p1).m_taintdisable = true;
AddPhysicsActorTaint(p1);
((OdePrim)p2).m_taintdisable = true;
AddPhysicsActorTaint(p2);
contacts[i].depth = 0f;
}
}
if (contacts[i].depth >= 1.00f)
{