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authorRobert Adams2013-01-25 16:52:16 -0800
committerRobert Adams2013-01-27 12:50:05 -0800
commit36f401d85011b0ffb548e79923381be894dbfabb (patch)
treea40639407a7c8b8d258997b8f55838a3f9f754c3 /OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
parentBulletSim: first attempt at reporting top colliders (diff)
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BulletSim: parameterize the value for gravity reduction for ground vehicles on the ground. Set defaults for vehicle factors to one. Debug logging changes.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSParam.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSParam.cs12
1 files changed, 9 insertions, 3 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
index 8de8905..75eed86 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
@@ -110,6 +110,7 @@ public static class BSParam
110 return (Vector3)vehicleAngularFactorV; 110 return (Vector3)vehicleAngularFactorV;
111 } 111 }
112 } 112 }
113 public static float VehicleGroundGravityFudge { get; private set; }
113 public static float VehicleDebuggingEnabled { get; private set; } 114 public static float VehicleDebuggingEnabled { get; private set; }
114 115
115 public static float LinksetImplementation { get; private set; } 116 public static float LinksetImplementation { get; private set; }
@@ -480,12 +481,12 @@ public static class BSParam
480 (s) => { return VehicleAngularDamping; }, 481 (s) => { return VehicleAngularDamping; },
481 (s,p,l,v) => { VehicleAngularDamping = v; } ), 482 (s,p,l,v) => { VehicleAngularDamping = v; } ),
482 new ParameterDefn("VehicleLinearFactor", "Fraction of physical linear changes applied to vehicle (0.0 - 1.0)", 483 new ParameterDefn("VehicleLinearFactor", "Fraction of physical linear changes applied to vehicle (0.0 - 1.0)",
483 0.2f, 484 1.0f,
484 (s,cf,p,v) => { VehicleLinearFactor = cf.GetFloat(p, v); }, 485 (s,cf,p,v) => { VehicleLinearFactor = cf.GetFloat(p, v); },
485 (s) => { return VehicleLinearFactor; }, 486 (s) => { return VehicleLinearFactor; },
486 (s,p,l,v) => { VehicleLinearFactor = v; } ), 487 (s,p,l,v) => { VehicleLinearFactor = v; } ),
487 new ParameterDefn("VehicleAngularFactor", "Fraction of physical angular changes applied to vehicle (0.0 - 1.0)", 488 new ParameterDefn("VehicleAngularFactor", "Fraction of physical angular changes applied to vehicle (0.0 - 1.0)",
488 0.2f, 489 1.0f,
489 (s,cf,p,v) => { VehicleAngularFactor = cf.GetFloat(p, v); }, 490 (s,cf,p,v) => { VehicleAngularFactor = cf.GetFloat(p, v); },
490 (s) => { return VehicleAngularFactor; }, 491 (s) => { return VehicleAngularFactor; },
491 (s,p,l,v) => { VehicleAngularFactor = v; } ), 492 (s,p,l,v) => { VehicleAngularFactor = v; } ),
@@ -495,10 +496,15 @@ public static class BSParam
495 (s) => { return VehicleFriction; }, 496 (s) => { return VehicleFriction; },
496 (s,p,l,v) => { VehicleFriction = v; } ), 497 (s,p,l,v) => { VehicleFriction = v; } ),
497 new ParameterDefn("VehicleRestitution", "Bouncyness factor for vehicles (0.0 - 1.0)", 498 new ParameterDefn("VehicleRestitution", "Bouncyness factor for vehicles (0.0 - 1.0)",
498 0.0f, 499 0.2f,
499 (s,cf,p,v) => { VehicleRestitution = cf.GetFloat(p, v); }, 500 (s,cf,p,v) => { VehicleRestitution = cf.GetFloat(p, v); },
500 (s) => { return VehicleRestitution; }, 501 (s) => { return VehicleRestitution; },
501 (s,p,l,v) => { VehicleRestitution = v; } ), 502 (s,p,l,v) => { VehicleRestitution = v; } ),
503 new ParameterDefn("VehicleGroundGravityFudge", "Factor to multiple gravity if a ground vehicle is probably on the ground (0.0 - 1.0)",
504 1.0f,
505 (s,cf,p,v) => { VehicleGroundGravityFudge = cf.GetFloat(p, v); },
506 (s) => { return VehicleGroundGravityFudge; },
507 (s,p,l,v) => { VehicleGroundGravityFudge = v; } ),
502 new ParameterDefn("VehicleDebuggingEnable", "Turn on/off vehicle debugging", 508 new ParameterDefn("VehicleDebuggingEnable", "Turn on/off vehicle debugging",
503 ConfigurationParameters.numericFalse, 509 ConfigurationParameters.numericFalse,
504 (s,cf,p,v) => { VehicleDebuggingEnabled = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, 510 (s,cf,p,v) => { VehicleDebuggingEnabled = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },