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