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authorJustin Clark-Casey (justincc)2013-01-29 03:59:38 +0000
committerJustin Clark-Casey (justincc)2013-01-29 03:59:38 +0000
commit77cd74ded645e8f479a81ba6cb1456f6cace7a67 (patch)
tree15c197fb8800aa2d2f69c9563ba72d646831a43f /OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
parentminor: remove some mono compile warnings in XEngine.cs (diff)
parentBulletSim: enable angular vertical attraction. (diff)
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Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSParam.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSParam.cs41
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))); },