* Moved BulletX off of the 'constant terse update' method. It now only sends terse updates when needed.

* Removed the 'constant poll method' from SceneObjectPart.cs - It was bad :P
* Updated some Masses in ODE to help large prim slow down by friction easier.
This commit is contained in:
Teravus Ovares
2007-11-09 13:45:42 +00:00
parent 7fb227ed1e
commit 90274434c6
3 changed files with 44 additions and 8 deletions

View File

@@ -124,7 +124,8 @@ namespace OpenSim.Region.Physics.OdePlugin
space = d.HashSpaceCreate(IntPtr.Zero);
contactgroup = d.JointGroupCreate(0);
//contactgroup
d.WorldSetGravity(world, 0.0f, 0.0f, -10.0f);
d.WorldSetAutoDisableFlag(world, false);
d.WorldSetContactSurfaceLayer(world, 0.001f);
@@ -936,7 +937,7 @@ namespace OpenSim.Region.Physics.OdePlugin
private String m_primName;
private PhysicsVector _target_velocity;
public d.Mass pMass;
private const float MassMultiplier = 500f; // Ref: Water: 1000kg.. this iset to 500
private const float MassMultiplier = 150f; // Ref: Water: 1000kg.. this iset to 500
private int debugcounter = 0;
@@ -1361,7 +1362,7 @@ namespace OpenSim.Region.Physics.OdePlugin
//System.Console.WriteLine(Math.Abs(m_lastposition.X - l_position.X).ToString());
_zeroFlag = false;
}
m_lastposition = l_position;
if (_zeroFlag)
@@ -1379,6 +1380,11 @@ namespace OpenSim.Region.Physics.OdePlugin
m_rotationalVelocity.X = 0;
m_rotationalVelocity.Y = 0;
m_rotationalVelocity.Z = 0;
if (!m_lastUpdateSent)
{
base.RequestPhysicsterseUpdate();
m_lastUpdateSent = true;
}
}
else
@@ -1399,9 +1405,10 @@ namespace OpenSim.Region.Physics.OdePlugin
_orientation.x = ori.X;
_orientation.y = ori.Y;
_orientation.z = ori.Z;
m_lastUpdateSent = false;
base.RequestPhysicsterseUpdate();
}
m_lastposition = l_position;
}
else
{