diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSParam.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 26 |
1 files changed, 13 insertions, 13 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 5c8553a..69ac8cd 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | |||
@@ -280,7 +280,7 @@ public static class BSParam | |||
280 | (s,cf,p,v) => { s.UnmanagedParams[0].gravity = cf.GetFloat(p, v); }, | 280 | (s,cf,p,v) => { s.UnmanagedParams[0].gravity = cf.GetFloat(p, v); }, |
281 | (s) => { return s.UnmanagedParams[0].gravity; }, | 281 | (s) => { return s.UnmanagedParams[0].gravity; }, |
282 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{s.UnmanagedParams[0].gravity=x;}, p, PhysParameterEntry.APPLY_TO_NONE, v); }, | 282 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{s.UnmanagedParams[0].gravity=x;}, p, PhysParameterEntry.APPLY_TO_NONE, v); }, |
283 | (s,o,v) => { BulletSimAPI.SetGravity2(s.World.ptr, new Vector3(0f,0f,v)); } ), | 283 | (s,o,v) => { s.PE.SetGravity(o.PhysBody, new Vector3(0f,0f,v)); } ), |
284 | 284 | ||
285 | 285 | ||
286 | new ParameterDefn("LinearDamping", "Factor to damp linear movement per second (0.0 - 1.0)", | 286 | new ParameterDefn("LinearDamping", "Factor to damp linear movement per second (0.0 - 1.0)", |
@@ -288,49 +288,49 @@ public static class BSParam | |||
288 | (s,cf,p,v) => { LinearDamping = cf.GetFloat(p, v); }, | 288 | (s,cf,p,v) => { LinearDamping = cf.GetFloat(p, v); }, |
289 | (s) => { return LinearDamping; }, | 289 | (s) => { return LinearDamping; }, |
290 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{LinearDamping=x;}, p, l, v); }, | 290 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{LinearDamping=x;}, p, l, v); }, |
291 | (s,o,v) => { BulletSimAPI.SetDamping2(o.PhysBody.ptr, v, AngularDamping); } ), | 291 | (s,o,v) => { s.PE.SetDamping(o.PhysBody, v, AngularDamping); } ), |
292 | new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)", | 292 | new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)", |
293 | 0f, | 293 | 0f, |
294 | (s,cf,p,v) => { AngularDamping = cf.GetFloat(p, v); }, | 294 | (s,cf,p,v) => { AngularDamping = cf.GetFloat(p, v); }, |
295 | (s) => { return AngularDamping; }, | 295 | (s) => { return AngularDamping; }, |
296 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AngularDamping=x;}, p, l, v); }, | 296 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AngularDamping=x;}, p, l, v); }, |
297 | (s,o,v) => { BulletSimAPI.SetDamping2(o.PhysBody.ptr, LinearDamping, v); } ), | 297 | (s,o,v) => { s.PE.SetDamping(o.PhysBody, LinearDamping, v); } ), |
298 | new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static", | 298 | new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static", |
299 | 0.2f, | 299 | 0.2f, |
300 | (s,cf,p,v) => { DeactivationTime = cf.GetFloat(p, v); }, | 300 | (s,cf,p,v) => { DeactivationTime = cf.GetFloat(p, v); }, |
301 | (s) => { return DeactivationTime; }, | 301 | (s) => { return DeactivationTime; }, |
302 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{DeactivationTime=x;}, p, l, v); }, | 302 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{DeactivationTime=x;}, p, l, v); }, |
303 | (s,o,v) => { BulletSimAPI.SetDeactivationTime2(o.PhysBody.ptr, v); } ), | 303 | (s,o,v) => { s.PE.SetDeactivationTime(o.PhysBody, v); } ), |
304 | new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static", | 304 | new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static", |
305 | 0.8f, | 305 | 0.8f, |
306 | (s,cf,p,v) => { LinearSleepingThreshold = cf.GetFloat(p, v); }, | 306 | (s,cf,p,v) => { LinearSleepingThreshold = cf.GetFloat(p, v); }, |
307 | (s) => { return LinearSleepingThreshold; }, | 307 | (s) => { return LinearSleepingThreshold; }, |
308 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{LinearSleepingThreshold=x;}, p, l, v); }, | 308 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{LinearSleepingThreshold=x;}, p, l, v); }, |
309 | (s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.PhysBody.ptr, v, v); } ), | 309 | (s,o,v) => { s.PE.SetSleepingThresholds(o.PhysBody, v, v); } ), |
310 | new ParameterDefn("AngularSleepingThreshold", "Seconds to measure angular movement before considering static", | 310 | new ParameterDefn("AngularSleepingThreshold", "Seconds to measure angular movement before considering static", |
311 | 1.0f, | 311 | 1.0f, |
312 | (s,cf,p,v) => { AngularSleepingThreshold = cf.GetFloat(p, v); }, | 312 | (s,cf,p,v) => { AngularSleepingThreshold = cf.GetFloat(p, v); }, |
313 | (s) => { return AngularSleepingThreshold; }, | 313 | (s) => { return AngularSleepingThreshold; }, |
314 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AngularSleepingThreshold=x;}, p, l, v); }, | 314 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AngularSleepingThreshold=x;}, p, l, v); }, |
315 | (s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.PhysBody.ptr, v, v); } ), | 315 | (s,o,v) => { s.PE.SetSleepingThresholds(o.PhysBody, v, v); } ), |
316 | new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" , | 316 | new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" , |
317 | 0f, // set to zero to disable | 317 | 0f, // set to zero to disable |
318 | (s,cf,p,v) => { CcdMotionThreshold = cf.GetFloat(p, v); }, | 318 | (s,cf,p,v) => { CcdMotionThreshold = cf.GetFloat(p, v); }, |
319 | (s) => { return CcdMotionThreshold; }, | 319 | (s) => { return CcdMotionThreshold; }, |
320 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdMotionThreshold=x;}, p, l, v); }, | 320 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdMotionThreshold=x;}, p, l, v); }, |
321 | (s,o,v) => { BulletSimAPI.SetCcdMotionThreshold2(o.PhysBody.ptr, v); } ), | 321 | (s,o,v) => { s.PE.SetCcdMotionThreshold(o.PhysBody, v); } ), |
322 | new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" , | 322 | new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" , |
323 | 0f, | 323 | 0f, |
324 | (s,cf,p,v) => { CcdSweptSphereRadius = cf.GetFloat(p, v); }, | 324 | (s,cf,p,v) => { CcdSweptSphereRadius = cf.GetFloat(p, v); }, |
325 | (s) => { return CcdSweptSphereRadius; }, | 325 | (s) => { return CcdSweptSphereRadius; }, |
326 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdSweptSphereRadius=x;}, p, l, v); }, | 326 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdSweptSphereRadius=x;}, p, l, v); }, |
327 | (s,o,v) => { BulletSimAPI.SetCcdSweptSphereRadius2(o.PhysBody.ptr, v); } ), | 327 | (s,o,v) => { s.PE.SetCcdSweptSphereRadius(o.PhysBody, v); } ), |
328 | new ParameterDefn("ContactProcessingThreshold", "Distance between contacts before doing collision check" , | 328 | new ParameterDefn("ContactProcessingThreshold", "Distance between contacts before doing collision check" , |
329 | 0.1f, | 329 | 0.1f, |
330 | (s,cf,p,v) => { ContactProcessingThreshold = cf.GetFloat(p, v); }, | 330 | (s,cf,p,v) => { ContactProcessingThreshold = cf.GetFloat(p, v); }, |
331 | (s) => { return ContactProcessingThreshold; }, | 331 | (s) => { return ContactProcessingThreshold; }, |
332 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{ContactProcessingThreshold=x;}, p, l, v); }, | 332 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{ContactProcessingThreshold=x;}, p, l, v); }, |
333 | (s,o,v) => { BulletSimAPI.SetContactProcessingThreshold2(o.PhysBody.ptr, v); } ), | 333 | (s,o,v) => { s.PE.SetContactProcessingThreshold(o.PhysBody, v); } ), |
334 | 334 | ||
335 | new ParameterDefn("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)", | 335 | new ParameterDefn("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)", |
336 | (float)BSTerrainPhys.TerrainImplementation.Mesh, | 336 | (float)BSTerrainPhys.TerrainImplementation.Mesh, |
@@ -492,11 +492,11 @@ public static class BSParam | |||
492 | (s) => { return LinkConstraintSolverIterations; }, | 492 | (s) => { return LinkConstraintSolverIterations; }, |
493 | (s,p,l,v) => { LinkConstraintSolverIterations = v; } ), | 493 | (s,p,l,v) => { LinkConstraintSolverIterations = v; } ), |
494 | 494 | ||
495 | new ParameterDefn("LogPhysicsStatisticsFrames", "Frames between outputting detailed phys stats. (0 is off)", | 495 | new ParameterDefn("PhysicsMetricFrames", "Frames between outputting detailed phys metrics. (0 is off)", |
496 | 0f, | 496 | 0f, |
497 | (s,cf,p,v) => { s.UnmanagedParams[0].physicsLoggingFrames = cf.GetInt(p, (int)v); }, | 497 | (s,cf,p,v) => { s.PhysicsMetricDumpFrames = cf.GetFloat(p, (int)v); }, |
498 | (s) => { return (float)s.UnmanagedParams[0].physicsLoggingFrames; }, | 498 | (s) => { return (float)s.PhysicsMetricDumpFrames; }, |
499 | (s,p,l,v) => { s.UnmanagedParams[0].physicsLoggingFrames = (int)v; } ), | 499 | (s,p,l,v) => { s.PhysicsMetricDumpFrames = (int)v; } ), |
500 | }; | 500 | }; |
501 | 501 | ||
502 | // Convert a boolean to our numeric true and false values | 502 | // Convert a boolean to our numeric true and false values |