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author | Melanie | 2013-01-31 02:53:11 +0000 |
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committer | Melanie | 2013-01-31 02:53:11 +0000 |
commit | 9a4de546fe92105c570d6861377ec47d32b4186e (patch) | |
tree | edfb86074fc7c78126203a2c05a38e260c0d4076 /OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | |
parent | Merge branch 'avination' into careminster (diff) | |
parent | Add JsonTestStore to determine if a JsonStore is associated with (diff) | |
download | opensim-SC-9a4de546fe92105c570d6861377ec47d32b4186e.zip opensim-SC-9a4de546fe92105c570d6861377ec47d32b4186e.tar.gz opensim-SC-9a4de546fe92105c570d6861377ec47d32b4186e.tar.bz2 opensim-SC-9a4de546fe92105c570d6861377ec47d32b4186e.tar.xz |
Merge branch 'master' into careminster
Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSParam.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 41 |
1 files changed, 38 insertions, 3 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 06186b0..8c098b2 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | |||
@@ -82,9 +82,19 @@ public static class BSParam | |||
82 | public static float AvatarStepApproachFactor { get; private set; } | 82 | public static float AvatarStepApproachFactor { get; private set; } |
83 | public static float AvatarStepForceFactor { get; private set; } | 83 | public static float AvatarStepForceFactor { get; private set; } |
84 | 84 | ||
85 | // Vehicle parameters | ||
85 | public static float VehicleMaxLinearVelocity { get; private set; } | 86 | public static float VehicleMaxLinearVelocity { get; private set; } |
87 | public static float VehicleMaxLinearVelocitySq { get; private set; } | ||
86 | public static float VehicleMaxAngularVelocity { get; private set; } | 88 | public static float VehicleMaxAngularVelocity { get; private set; } |
89 | public static float VehicleMaxAngularVelocitySq { get; private set; } | ||
87 | public static float VehicleAngularDamping { get; private set; } | 90 | public static float VehicleAngularDamping { get; private set; } |
91 | public static float VehicleFriction { get; private set; } | ||
92 | public static float VehicleRestitution { get; private set; } | ||
93 | public static float VehicleLinearFactor { get; private set; } | ||
94 | public static Vector3 VehicleLinearFactorV { get; private set; } | ||
95 | public static float VehicleAngularFactor { get; private set; } | ||
96 | public static Vector3 VehicleAngularFactorV { get; private set; } | ||
97 | public static float VehicleGroundGravityFudge { get; private set; } | ||
88 | public static float VehicleDebuggingEnabled { get; private set; } | 98 | public static float VehicleDebuggingEnabled { get; private set; } |
89 | 99 | ||
90 | public static float LinksetImplementation { get; private set; } | 100 | public static float LinksetImplementation { get; private set; } |
@@ -373,7 +383,7 @@ public static class BSParam | |||
373 | (s) => { return TerrainRestitution; }, | 383 | (s) => { return TerrainRestitution; }, |
374 | (s,p,l,v) => { TerrainRestitution = v; /* TODO: set on real terrain */ } ), | 384 | (s,p,l,v) => { TerrainRestitution = v; /* TODO: set on real terrain */ } ), |
375 | new ParameterDefn("TerrainCollisionMargin", "Margin where collision checking starts" , | 385 | new ParameterDefn("TerrainCollisionMargin", "Margin where collision checking starts" , |
376 | 0.04f, | 386 | 0.08f, |
377 | (s,cf,p,v) => { TerrainCollisionMargin = cf.GetFloat(p, v); }, | 387 | (s,cf,p,v) => { TerrainCollisionMargin = cf.GetFloat(p, v); }, |
378 | (s) => { return TerrainCollisionMargin; }, | 388 | (s) => { return TerrainCollisionMargin; }, |
379 | (s,p,l,v) => { TerrainCollisionMargin = v; /* TODO: set on real terrain */ } ), | 389 | (s,p,l,v) => { TerrainCollisionMargin = v; /* TODO: set on real terrain */ } ), |
@@ -443,17 +453,42 @@ public static class BSParam | |||
443 | 1000.0f, | 453 | 1000.0f, |
444 | (s,cf,p,v) => { VehicleMaxLinearVelocity = cf.GetFloat(p, v); }, | 454 | (s,cf,p,v) => { VehicleMaxLinearVelocity = cf.GetFloat(p, v); }, |
445 | (s) => { return (float)VehicleMaxLinearVelocity; }, | 455 | (s) => { return (float)VehicleMaxLinearVelocity; }, |
446 | (s,p,l,v) => { VehicleMaxLinearVelocity = v; } ), | 456 | (s,p,l,v) => { VehicleMaxLinearVelocity = v; VehicleMaxLinearVelocitySq = v * v; } ), |
447 | new ParameterDefn("VehicleMaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to a vehicle", | 457 | new ParameterDefn("VehicleMaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to a vehicle", |
448 | 12.0f, | 458 | 12.0f, |
449 | (s,cf,p,v) => { VehicleMaxAngularVelocity = cf.GetFloat(p, v); }, | 459 | (s,cf,p,v) => { VehicleMaxAngularVelocity = cf.GetFloat(p, v); }, |
450 | (s) => { return (float)VehicleMaxAngularVelocity; }, | 460 | (s) => { return (float)VehicleMaxAngularVelocity; }, |
451 | (s,p,l,v) => { VehicleMaxAngularVelocity = v; } ), | 461 | (s,p,l,v) => { VehicleMaxAngularVelocity = v; VehicleMaxAngularVelocitySq = v * v; } ), |
452 | new ParameterDefn("VehicleAngularDamping", "Factor to damp vehicle angular movement per second (0.0 - 1.0)", | 462 | new ParameterDefn("VehicleAngularDamping", "Factor to damp vehicle angular movement per second (0.0 - 1.0)", |
453 | 0.0f, | 463 | 0.0f, |
454 | (s,cf,p,v) => { VehicleAngularDamping = cf.GetFloat(p, v); }, | 464 | (s,cf,p,v) => { VehicleAngularDamping = cf.GetFloat(p, v); }, |
455 | (s) => { return VehicleAngularDamping; }, | 465 | (s) => { return VehicleAngularDamping; }, |
456 | (s,p,l,v) => { VehicleAngularDamping = v; } ), | 466 | (s,p,l,v) => { VehicleAngularDamping = v; } ), |
467 | new ParameterDefn("VehicleLinearFactor", "Fraction of physical linear changes applied to vehicle (0.0 - 1.0)", | ||
468 | 1.0f, | ||
469 | (s,cf,p,v) => { VehicleLinearFactor = cf.GetFloat(p, v); }, | ||
470 | (s) => { return VehicleLinearFactor; }, | ||
471 | (s,p,l,v) => { VehicleLinearFactor = v; VehicleLinearFactorV = new Vector3(v, v, v); } ), | ||
472 | new ParameterDefn("VehicleAngularFactor", "Fraction of physical angular changes applied to vehicle (0.0 - 1.0)", | ||
473 | 1.0f, | ||
474 | (s,cf,p,v) => { VehicleAngularFactor = cf.GetFloat(p, v); }, | ||
475 | (s) => { return VehicleAngularFactor; }, | ||
476 | (s,p,l,v) => { VehicleAngularFactor = v; VehicleAngularFactorV = new Vector3(v, v, v); } ), | ||
477 | new ParameterDefn("VehicleFriction", "Friction of vehicle on the ground (0.0 - 1.0)", | ||
478 | 0.0f, | ||
479 | (s,cf,p,v) => { VehicleFriction = cf.GetFloat(p, v); }, | ||
480 | (s) => { return VehicleFriction; }, | ||
481 | (s,p,l,v) => { VehicleFriction = v; } ), | ||
482 | new ParameterDefn("VehicleRestitution", "Bouncyness factor for vehicles (0.0 - 1.0)", | ||
483 | 0.0f, | ||
484 | (s,cf,p,v) => { VehicleRestitution = cf.GetFloat(p, v); }, | ||
485 | (s) => { return VehicleRestitution; }, | ||
486 | (s,p,l,v) => { VehicleRestitution = v; } ), | ||
487 | new ParameterDefn("VehicleGroundGravityFudge", "Factor to multiple gravity if a ground vehicle is probably on the ground (0.0 - 1.0)", | ||
488 | 0.2f, | ||
489 | (s,cf,p,v) => { VehicleGroundGravityFudge = cf.GetFloat(p, v); }, | ||
490 | (s) => { return VehicleGroundGravityFudge; }, | ||
491 | (s,p,l,v) => { VehicleGroundGravityFudge = v; } ), | ||
457 | new ParameterDefn("VehicleDebuggingEnable", "Turn on/off vehicle debugging", | 492 | new ParameterDefn("VehicleDebuggingEnable", "Turn on/off vehicle debugging", |
458 | ConfigurationParameters.numericFalse, | 493 | ConfigurationParameters.numericFalse, |
459 | (s,cf,p,v) => { VehicleDebuggingEnabled = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | 494 | (s,cf,p,v) => { VehicleDebuggingEnabled = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, |