BulletSim: enable angular vertical attraction.
Increase terrain collision margin to help vehicles from tunneling into same.user_profiles
parent
531d0429d1
commit
47f09ed4c1
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@ -141,12 +141,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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// in changes by making enablement of debugging flags from INI file.
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// in changes by making enablement of debugging flags from INI file.
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public void SetupVehicleDebugging()
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public void SetupVehicleDebugging()
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{
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{
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enableAngularVerticalAttraction = false;
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enableAngularVerticalAttraction = true;
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enableAngularDeflection = false;
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enableAngularDeflection = false;
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enableAngularBanking = false;
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enableAngularBanking = false;
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if (BSParam.VehicleDebuggingEnabled != ConfigurationParameters.numericFalse)
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if (BSParam.VehicleDebuggingEnabled != ConfigurationParameters.numericFalse)
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{
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{
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enableAngularVerticalAttraction = false;
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enableAngularVerticalAttraction = true;
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enableAngularDeflection = false;
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enableAngularDeflection = false;
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enableAngularBanking = false;
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enableAngularBanking = false;
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}
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}
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@ -383,7 +383,7 @@ public static class BSParam
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(s) => { return TerrainRestitution; },
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(s) => { return TerrainRestitution; },
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(s,p,l,v) => { TerrainRestitution = v; /* TODO: set on real terrain */ } ),
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(s,p,l,v) => { TerrainRestitution = v; /* TODO: set on real terrain */ } ),
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new ParameterDefn("TerrainCollisionMargin", "Margin where collision checking starts" ,
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new ParameterDefn("TerrainCollisionMargin", "Margin where collision checking starts" ,
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0.04f,
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0.08f,
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(s,cf,p,v) => { TerrainCollisionMargin = cf.GetFloat(p, v); },
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(s,cf,p,v) => { TerrainCollisionMargin = cf.GetFloat(p, v); },
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(s) => { return TerrainCollisionMargin; },
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(s) => { return TerrainCollisionMargin; },
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(s,p,l,v) => { TerrainCollisionMargin = v; /* TODO: set on real terrain */ } ),
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(s,p,l,v) => { TerrainCollisionMargin = v; /* TODO: set on real terrain */ } ),
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