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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSParam.cs40
1 files changed, 33 insertions, 7 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
index 3e80aa4..da7438a 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
@@ -45,6 +45,9 @@ public static class BSParam
45 45
46 public static float MinimumObjectMass { get; private set; } 46 public static float MinimumObjectMass { get; private set; }
47 public static float MaximumObjectMass { get; private set; } 47 public static float MaximumObjectMass { get; private set; }
48 public static float MaxLinearVelocity { get; private set; }
49 public static float MaxAngularVelocity { get; private set; }
50 public static float MaxAddForceMagnitude { get; private set; }
48 51
49 public static float LinearDamping { get; private set; } 52 public static float LinearDamping { get; private set; }
50 public static float AngularDamping { get; private set; } 53 public static float AngularDamping { get; private set; }
@@ -79,6 +82,8 @@ public static class BSParam
79 public static float AvatarStepApproachFactor { get; private set; } 82 public static float AvatarStepApproachFactor { get; private set; }
80 public static float AvatarStepForceFactor { get; private set; } 83 public static float AvatarStepForceFactor { get; private set; }
81 84
85 public static float VehicleMaxLinearVelocity { get; private set; }
86 public static float VehicleMaxAngularVelocity { get; private set; }
82 public static float VehicleAngularDamping { get; private set; } 87 public static float VehicleAngularDamping { get; private set; }
83 public static float VehicleDebuggingEnabled { get; private set; } 88 public static float VehicleDebuggingEnabled { get; private set; }
84 89
@@ -103,7 +108,6 @@ public static class BSParam
103 public const float MaxDensity = 22587f; 108 public const float MaxDensity = 22587f;
104 public const float MinRestitution = 0f; 109 public const float MinRestitution = 0f;
105 public const float MaxRestitution = 1f; 110 public const float MaxRestitution = 1f;
106 public const float MaxAddForceMagnitude = 20f;
107 111
108 // =========================================================================== 112 // ===========================================================================
109 public delegate void ParamUser(BSScene scene, IConfig conf, string paramName, float val); 113 public delegate void ParamUser(BSScene scene, IConfig conf, string paramName, float val);
@@ -232,11 +236,7 @@ public static class BSParam
232 (s,cf,p,v) => { s.m_maxUpdatesPerFrame = cf.GetInt(p, (int)v); }, 236 (s,cf,p,v) => { s.m_maxUpdatesPerFrame = cf.GetInt(p, (int)v); },
233 (s) => { return (float)s.m_maxUpdatesPerFrame; }, 237 (s) => { return (float)s.m_maxUpdatesPerFrame; },
234 (s,p,l,v) => { s.m_maxUpdatesPerFrame = (int)v; } ), 238 (s,p,l,v) => { s.m_maxUpdatesPerFrame = (int)v; } ),
235 new ParameterDefn("MaxTaintsToProcessPerStep", "Number of update taints to process before each simulation step", 239
236 500f,
237 (s,cf,p,v) => { s.m_taintsToProcessPerStep = cf.GetInt(p, (int)v); },
238 (s) => { return (float)s.m_taintsToProcessPerStep; },
239 (s,p,l,v) => { s.m_taintsToProcessPerStep = (int)v; } ),
240 new ParameterDefn("MinObjectMass", "Minimum object mass (0.0001)", 240 new ParameterDefn("MinObjectMass", "Minimum object mass (0.0001)",
241 0.0001f, 241 0.0001f,
242 (s,cf,p,v) => { MinimumObjectMass = cf.GetFloat(p, v); }, 242 (s,cf,p,v) => { MinimumObjectMass = cf.GetFloat(p, v); },
@@ -247,6 +247,22 @@ public static class BSParam
247 (s,cf,p,v) => { MaximumObjectMass = cf.GetFloat(p, v); }, 247 (s,cf,p,v) => { MaximumObjectMass = cf.GetFloat(p, v); },
248 (s) => { return (float)MaximumObjectMass; }, 248 (s) => { return (float)MaximumObjectMass; },
249 (s,p,l,v) => { MaximumObjectMass = v; } ), 249 (s,p,l,v) => { MaximumObjectMass = v; } ),
250 new ParameterDefn("MaxLinearVelocity", "Maximum velocity magnitude that can be assigned to an object",
251 1000.0f,
252 (s,cf,p,v) => { MaxLinearVelocity = cf.GetFloat(p, v); },
253 (s) => { return (float)MaxLinearVelocity; },
254 (s,p,l,v) => { MaxLinearVelocity = v; } ),
255 new ParameterDefn("MaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to an object",
256 1000.0f,
257 (s,cf,p,v) => { MaxAngularVelocity = cf.GetFloat(p, v); },
258 (s) => { return (float)MaxAngularVelocity; },
259 (s,p,l,v) => { MaxAngularVelocity = v; } ),
260 // LL documentation says thie number should be 20f for llApplyImpulse and 200f for llRezObject
261 new ParameterDefn("MaxAddForceMagnitude", "Maximum force that can be applied by llApplyImpulse (SL says 20f)",
262 20000.0f,
263 (s,cf,p,v) => { MaxAddForceMagnitude = cf.GetFloat(p, v); },
264 (s) => { return (float)MaxAddForceMagnitude; },
265 (s,p,l,v) => { MaxAddForceMagnitude = v; } ),
250 266
251 new ParameterDefn("PID_D", "Derivitive factor for motion smoothing", 267 new ParameterDefn("PID_D", "Derivitive factor for motion smoothing",
252 2200f, 268 2200f,
@@ -423,8 +439,18 @@ public static class BSParam
423 (s) => { return AvatarStepForceFactor; }, 439 (s) => { return AvatarStepForceFactor; },
424 (s,p,l,v) => { AvatarStepForceFactor = v; } ), 440 (s,p,l,v) => { AvatarStepForceFactor = v; } ),
425 441
442 new ParameterDefn("VehicleMaxLinearVelocity", "Maximum velocity magnitude that can be assigned to a vehicle",
443 1000.0f,
444 (s,cf,p,v) => { VehicleMaxLinearVelocity = cf.GetFloat(p, v); },
445 (s) => { return (float)VehicleMaxLinearVelocity; },
446 (s,p,l,v) => { VehicleMaxLinearVelocity = v; } ),
447 new ParameterDefn("VehicleMaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to a vehicle",
448 12.0f,
449 (s,cf,p,v) => { VehicleMaxAngularVelocity = cf.GetFloat(p, v); },
450 (s) => { return (float)VehicleMaxAngularVelocity; },
451 (s,p,l,v) => { VehicleMaxAngularVelocity = v; } ),
426 new ParameterDefn("VehicleAngularDamping", "Factor to damp vehicle angular movement per second (0.0 - 1.0)", 452 new ParameterDefn("VehicleAngularDamping", "Factor to damp vehicle angular movement per second (0.0 - 1.0)",
427 0.95f, 453 0.0f,
428 (s,cf,p,v) => { VehicleAngularDamping = cf.GetFloat(p, v); }, 454 (s,cf,p,v) => { VehicleAngularDamping = cf.GetFloat(p, v); },
429 (s) => { return VehicleAngularDamping; }, 455 (s) => { return VehicleAngularDamping; },
430 (s,p,l,v) => { VehicleAngularDamping = v; } ), 456 (s,p,l,v) => { VehicleAngularDamping = v; } ),