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