BulletSim: add values for material friction and restitution. Fix line endings in material definition file.
parent
6d7f66f781
commit
2ecd8e6720
|
@ -1,4 +1,4 @@
|
||||||
/*
|
/*
|
||||||
* Copyright (c) Contributors, http://opensimulator.org/
|
* Copyright (c) Contributors, http://opensimulator.org/
|
||||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||||
*
|
*
|
||||||
|
@ -53,24 +53,19 @@ public struct MaterialAttributes
|
||||||
// Names must be in the order of the above enum.
|
// Names must be in the order of the above enum.
|
||||||
public static string[] MaterialNames = { "Stone", "Metal", "Glass", "Wood",
|
public static string[] MaterialNames = { "Stone", "Metal", "Glass", "Wood",
|
||||||
"Flesh", "Plastic", "Rubber", "Light", "Avatar" };
|
"Flesh", "Plastic", "Rubber", "Light", "Avatar" };
|
||||||
public static string[] MaterialAttribs = { "Density", "Friction", "Restitution",
|
public static string[] MaterialAttribs = { "Density", "Friction", "Restitution"};
|
||||||
"ccdMotionThreshold", "ccdSweptSphereRadius" };
|
|
||||||
|
|
||||||
public MaterialAttributes(string t, float d, float f, float r, float ccdM, float ccdS)
|
public MaterialAttributes(string t, float d, float f, float r)
|
||||||
{
|
{
|
||||||
type = t;
|
type = t;
|
||||||
density = d;
|
density = d;
|
||||||
friction = f;
|
friction = f;
|
||||||
restitution = r;
|
restitution = r;
|
||||||
ccdMotionThreshold = ccdM;
|
|
||||||
ccdSweptSphereRadius = ccdS;
|
|
||||||
}
|
}
|
||||||
public string type;
|
public string type;
|
||||||
public float density;
|
public float density;
|
||||||
public float friction;
|
public float friction;
|
||||||
public float restitution;
|
public float restitution;
|
||||||
public float ccdMotionThreshold;
|
|
||||||
public float ccdSweptSphereRadius;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public static class BSMaterials
|
public static class BSMaterials
|
||||||
|
@ -86,50 +81,49 @@ public static class BSMaterials
|
||||||
// This is where all the default material attributes are defined.
|
// This is where all the default material attributes are defined.
|
||||||
public static void InitializeFromDefaults(ConfigurationParameters parms)
|
public static void InitializeFromDefaults(ConfigurationParameters parms)
|
||||||
{
|
{
|
||||||
// public static string[] MaterialNames = { "Stone", "Metal", "Glass", "Wood",
|
// Values from http://wiki.secondlife.com/wiki/PRIM_MATERIAL
|
||||||
|
// public static string[] MaterialNames = { "Stone", "Metal", "Glass", "Wood",
|
||||||
// "Flesh", "Plastic", "Rubber", "Light", "Avatar" };
|
// "Flesh", "Plastic", "Rubber", "Light", "Avatar" };
|
||||||
float dFriction = parms.defaultFriction;
|
float dFriction = parms.defaultFriction;
|
||||||
float dRestitution = parms.defaultRestitution;
|
float dRestitution = parms.defaultRestitution;
|
||||||
float dDensity = parms.defaultDensity;
|
float dDensity = parms.defaultDensity;
|
||||||
float dCcdM = parms.ccdMotionThreshold;
|
|
||||||
float dCcdS = parms.ccdSweptSphereRadius;
|
|
||||||
Attributes[(int)MaterialAttributes.Material.Stone] =
|
Attributes[(int)MaterialAttributes.Material.Stone] =
|
||||||
new MaterialAttributes("stone",dDensity,dFriction,dRestitution, dCcdM, dCcdS);
|
new MaterialAttributes("stone",dDensity, 0.8f, 0.4f);
|
||||||
Attributes[(int)MaterialAttributes.Material.Metal] =
|
Attributes[(int)MaterialAttributes.Material.Metal] =
|
||||||
new MaterialAttributes("metal",dDensity,dFriction,dRestitution, dCcdM, dCcdS);
|
new MaterialAttributes("metal",dDensity, 0.3f, 0.4f);
|
||||||
Attributes[(int)MaterialAttributes.Material.Glass] =
|
Attributes[(int)MaterialAttributes.Material.Glass] =
|
||||||
new MaterialAttributes("glass",dDensity,dFriction,dRestitution, dCcdM, dCcdS);
|
new MaterialAttributes("glass",dDensity, 0.2f, 0.7f);
|
||||||
Attributes[(int)MaterialAttributes.Material.Wood] =
|
Attributes[(int)MaterialAttributes.Material.Wood] =
|
||||||
new MaterialAttributes("wood",dDensity,dFriction,dRestitution, dCcdM, dCcdS);
|
new MaterialAttributes("wood",dDensity, 0.6f, 0.5f);
|
||||||
Attributes[(int)MaterialAttributes.Material.Flesh] =
|
Attributes[(int)MaterialAttributes.Material.Flesh] =
|
||||||
new MaterialAttributes("flesh",dDensity,dFriction,dRestitution, dCcdM, dCcdS);
|
new MaterialAttributes("flesh",dDensity, 0.9f, 0.3f);
|
||||||
Attributes[(int)MaterialAttributes.Material.Plastic] =
|
Attributes[(int)MaterialAttributes.Material.Plastic] =
|
||||||
new MaterialAttributes("plastic",dDensity,dFriction,dRestitution, dCcdM, dCcdS);
|
new MaterialAttributes("plastic",dDensity, 0.4f, 0.7f);
|
||||||
Attributes[(int)MaterialAttributes.Material.Rubber] =
|
Attributes[(int)MaterialAttributes.Material.Rubber] =
|
||||||
new MaterialAttributes("rubber",dDensity,dFriction,dRestitution, dCcdM, dCcdS);
|
new MaterialAttributes("rubber",dDensity, 0.9f, 0.9f);
|
||||||
Attributes[(int)MaterialAttributes.Material.Light] =
|
Attributes[(int)MaterialAttributes.Material.Light] =
|
||||||
new MaterialAttributes("light",dDensity,dFriction,dRestitution, dCcdM, dCcdS);
|
new MaterialAttributes("light",dDensity, dFriction, dRestitution);
|
||||||
Attributes[(int)MaterialAttributes.Material.Avatar] =
|
Attributes[(int)MaterialAttributes.Material.Avatar] =
|
||||||
new MaterialAttributes("avatar",dDensity,dFriction,dRestitution, dCcdM, dCcdS);
|
new MaterialAttributes("avatar",60f, 0.2f, 0f);
|
||||||
|
|
||||||
Attributes[(int)MaterialAttributes.Material.Stone + (int)MaterialAttributes.Material.NumberOfTypes] =
|
Attributes[(int)MaterialAttributes.Material.Stone + (int)MaterialAttributes.Material.NumberOfTypes] =
|
||||||
new MaterialAttributes("stonePhysical",dDensity,dFriction,dRestitution, dCcdM, dCcdS);
|
new MaterialAttributes("stonePhysical",dDensity, 0.8f, 0.4f);
|
||||||
Attributes[(int)MaterialAttributes.Material.Metal + (int)MaterialAttributes.Material.NumberOfTypes] =
|
Attributes[(int)MaterialAttributes.Material.Metal + (int)MaterialAttributes.Material.NumberOfTypes] =
|
||||||
new MaterialAttributes("metalPhysical",dDensity,dFriction,dRestitution, dCcdM, dCcdS);
|
new MaterialAttributes("metalPhysical",dDensity, 0.8f, 0.4f);
|
||||||
Attributes[(int)MaterialAttributes.Material.Glass + (int)MaterialAttributes.Material.NumberOfTypes] =
|
Attributes[(int)MaterialAttributes.Material.Glass + (int)MaterialAttributes.Material.NumberOfTypes] =
|
||||||
new MaterialAttributes("glassPhysical",dDensity,dFriction,dRestitution, dCcdM, dCcdS);
|
new MaterialAttributes("glassPhysical",dDensity, 0.8f, 0.7f);
|
||||||
Attributes[(int)MaterialAttributes.Material.Wood + (int)MaterialAttributes.Material.NumberOfTypes] =
|
Attributes[(int)MaterialAttributes.Material.Wood + (int)MaterialAttributes.Material.NumberOfTypes] =
|
||||||
new MaterialAttributes("woodPhysical",dDensity,dFriction,dRestitution, dCcdM, dCcdS);
|
new MaterialAttributes("woodPhysical",dDensity, 0.8f, 0.5f);
|
||||||
Attributes[(int)MaterialAttributes.Material.Flesh + (int)MaterialAttributes.Material.NumberOfTypes] =
|
Attributes[(int)MaterialAttributes.Material.Flesh + (int)MaterialAttributes.Material.NumberOfTypes] =
|
||||||
new MaterialAttributes("fleshPhysical",dDensity,dFriction,dRestitution, dCcdM, dCcdS);
|
new MaterialAttributes("fleshPhysical",dDensity, 0.8f, 0.3f);
|
||||||
Attributes[(int)MaterialAttributes.Material.Plastic + (int)MaterialAttributes.Material.NumberOfTypes] =
|
Attributes[(int)MaterialAttributes.Material.Plastic + (int)MaterialAttributes.Material.NumberOfTypes] =
|
||||||
new MaterialAttributes("plasticPhysical",dDensity,dFriction,dRestitution, dCcdM, dCcdS);
|
new MaterialAttributes("plasticPhysical",dDensity, 0.8f, 0.7f);
|
||||||
Attributes[(int)MaterialAttributes.Material.Rubber + (int)MaterialAttributes.Material.NumberOfTypes] =
|
Attributes[(int)MaterialAttributes.Material.Rubber + (int)MaterialAttributes.Material.NumberOfTypes] =
|
||||||
new MaterialAttributes("rubberPhysical",dDensity,dFriction,dRestitution, dCcdM, dCcdS);
|
new MaterialAttributes("rubberPhysical",dDensity, 0.8f, 0.9f);
|
||||||
Attributes[(int)MaterialAttributes.Material.Light + (int)MaterialAttributes.Material.NumberOfTypes] =
|
Attributes[(int)MaterialAttributes.Material.Light + (int)MaterialAttributes.Material.NumberOfTypes] =
|
||||||
new MaterialAttributes("lightPhysical",dDensity,dFriction,dRestitution, dCcdM, dCcdS);
|
new MaterialAttributes("lightPhysical",dDensity, dFriction, dRestitution);
|
||||||
Attributes[(int)MaterialAttributes.Material.Avatar + (int)MaterialAttributes.Material.NumberOfTypes] =
|
Attributes[(int)MaterialAttributes.Material.Avatar + (int)MaterialAttributes.Material.NumberOfTypes] =
|
||||||
new MaterialAttributes("avatarPhysical",dDensity,dFriction,dRestitution, dCcdM, dCcdS);
|
new MaterialAttributes("avatarPhysical",60f, 0.2f, 0f);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Under the [BulletSim] section, one can change the individual material
|
// Under the [BulletSim] section, one can change the individual material
|
||||||
|
|
Loading…
Reference in New Issue