mysql region store: do not use double to store float
parent
b9cf2244a4
commit
c8a95e21ee
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@ -1350,47 +1350,47 @@ namespace OpenSim.Data.MySQL
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// Vectors
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// Vectors
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prim.OffsetPosition = new Vector3(
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prim.OffsetPosition = new Vector3(
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(float)(double)row["PositionX"],
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(float)row["PositionX"],
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(float)(double)row["PositionY"],
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(float)row["PositionY"],
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(float)(double)row["PositionZ"]
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(float)row["PositionZ"]
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);
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);
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prim.GroupPosition = new Vector3(
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prim.GroupPosition = new Vector3(
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(float)(double)row["GroupPositionX"],
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(float)row["GroupPositionX"],
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(float)(double)row["GroupPositionY"],
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(float)row["GroupPositionY"],
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(float)(double)row["GroupPositionZ"]
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(float)row["GroupPositionZ"]
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);
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);
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prim.Velocity = new Vector3(
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prim.Velocity = new Vector3(
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(float)(double)row["VelocityX"],
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(float)row["VelocityX"],
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(float)(double)row["VelocityY"],
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(float)row["VelocityY"],
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(float)(double)row["VelocityZ"]
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(float)row["VelocityZ"]
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);
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);
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prim.AngularVelocity = new Vector3(
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prim.AngularVelocity = new Vector3(
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(float)(double)row["AngularVelocityX"],
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(float)row["AngularVelocityX"],
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(float)(double)row["AngularVelocityY"],
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(float)row["AngularVelocityY"],
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(float)(double)row["AngularVelocityZ"]
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(float)row["AngularVelocityZ"]
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);
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);
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prim.Acceleration = new Vector3(
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prim.Acceleration = new Vector3(
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(float)(double)row["AccelerationX"],
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(float)row["AccelerationX"],
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(float)(double)row["AccelerationY"],
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(float)row["AccelerationY"],
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(float)(double)row["AccelerationZ"]
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(float)row["AccelerationZ"]
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);
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);
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// quaternions
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// quaternions
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prim.RotationOffset = new Quaternion(
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prim.RotationOffset = new Quaternion(
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(float)(double)row["RotationX"],
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(float)row["RotationX"],
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(float)(double)row["RotationY"],
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(float)row["RotationY"],
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(float)(double)row["RotationZ"],
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(float)row["RotationZ"],
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(float)(double)row["RotationW"]
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(float)row["RotationW"]
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);
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);
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prim.SitTargetPositionLL = new Vector3(
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prim.SitTargetPositionLL = new Vector3(
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(float)(double)row["SitTargetOffsetX"],
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(float)row["SitTargetOffsetX"],
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(float)(double)row["SitTargetOffsetY"],
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(float)row["SitTargetOffsetY"],
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(float)(double)row["SitTargetOffsetZ"]
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(float)row["SitTargetOffsetZ"]
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);
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);
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prim.SitTargetOrientationLL = new Quaternion(
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prim.SitTargetOrientationLL = new Quaternion(
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(float)(double)row["SitTargetOrientX"],
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(float)row["SitTargetOrientX"],
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(float)(double)row["SitTargetOrientY"],
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(float)row["SitTargetOrientY"],
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(float)(double)row["SitTargetOrientZ"],
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(float)row["SitTargetOrientZ"],
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(float)(double)row["SitTargetOrientW"]
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(float)row["SitTargetOrientW"]
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);
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);
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prim.StandOffset = new Vector3(
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prim.StandOffset = new Vector3(
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@ -1408,7 +1408,7 @@ namespace OpenSim.Data.MySQL
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prim.PayPrice[4] = (int)row["PayButton4"];
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prim.PayPrice[4] = (int)row["PayButton4"];
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prim.Sound = DBGuid.FromDB(row["LoopedSound"].ToString());
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prim.Sound = DBGuid.FromDB(row["LoopedSound"].ToString());
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prim.SoundGain = (float)(double)row["LoopedSoundGain"];
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prim.SoundGain = (float)row["LoopedSoundGain"];
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if (prim.Sound != UUID.Zero)
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if (prim.Sound != UUID.Zero)
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prim.SoundFlags = 1; // If it's persisted at all, it's looped
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prim.SoundFlags = 1; // If it's persisted at all, it's looped
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else
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else
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@ -1420,21 +1420,21 @@ namespace OpenSim.Data.MySQL
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prim.ParticleSystem = (byte[])row["ParticleSystem"];
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prim.ParticleSystem = (byte[])row["ParticleSystem"];
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prim.AngularVelocity = new Vector3(
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prim.AngularVelocity = new Vector3(
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(float)(double)row["OmegaX"],
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(float)row["OmegaX"],
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(float)(double)row["OmegaY"],
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(float)row["OmegaY"],
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(float)(double)row["OmegaZ"]
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(float)row["OmegaZ"]
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);
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);
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prim.SetCameraEyeOffset(new Vector3(
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prim.SetCameraEyeOffset(new Vector3(
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(float)(double)row["CameraEyeOffsetX"],
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(float)row["CameraEyeOffsetX"],
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(float)(double)row["CameraEyeOffsetY"],
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(float)row["CameraEyeOffsetY"],
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(float)(double)row["CameraEyeOffsetZ"]
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(float)row["CameraEyeOffsetZ"]
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));
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));
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prim.SetCameraAtOffset(new Vector3(
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prim.SetCameraAtOffset(new Vector3(
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(float)(double)row["CameraAtOffsetX"],
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(float)row["CameraAtOffsetX"],
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(float)(double)row["CameraAtOffsetY"],
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(float)row["CameraAtOffsetY"],
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(float)(double)row["CameraAtOffsetZ"]
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(float)row["CameraAtOffsetZ"]
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));
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));
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prim.SetForceMouselook((sbyte)row["ForceMouselook"] != 0);
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prim.SetForceMouselook((sbyte)row["ForceMouselook"] != 0);
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@ -1463,9 +1463,9 @@ namespace OpenSim.Data.MySQL
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if (!(row["AttachedPosX"] is System.DBNull))
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if (!(row["AttachedPosX"] is System.DBNull))
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{
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{
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prim.AttachedPos = new Vector3(
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prim.AttachedPos = new Vector3(
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(float)(double)row["AttachedPosX"],
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(float)row["AttachedPosX"],
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(float)(double)row["AttachedPosY"],
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(float)row["AttachedPosY"],
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(float)(double)row["AttachedPosZ"]
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(float)row["AttachedPosZ"]
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);
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);
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}
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}
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@ -1488,10 +1488,10 @@ namespace OpenSim.Data.MySQL
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}
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}
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prim.PhysicsShapeType = (byte)Convert.ToInt32(row["PhysicsShapeType"].ToString());
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prim.PhysicsShapeType = (byte)Convert.ToInt32(row["PhysicsShapeType"].ToString());
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prim.Density = (float)(double)row["Density"];
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prim.Density = (float)row["Density"];
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prim.GravityModifier = (float)(double)row["GravityModifier"];
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prim.GravityModifier = (float)row["GravityModifier"];
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prim.Friction = (float)(double)row["Friction"];
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prim.Friction = (float)row["Friction"];
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prim.Restitution = (float)(double)row["Restitution"];
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prim.Restitution = (float)row["Restitution"];
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prim.RotationAxisLocks = (byte)Convert.ToInt32(row["RotationAxisLocks"].ToString());
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prim.RotationAxisLocks = (byte)Convert.ToInt32(row["RotationAxisLocks"].ToString());
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SOPVehicle vehicle = null;
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SOPVehicle vehicle = null;
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@ -1764,43 +1764,43 @@ namespace OpenSim.Data.MySQL
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cmd.Parameters.AddWithValue("EveryoneMask", prim.EveryoneMask);
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cmd.Parameters.AddWithValue("EveryoneMask", prim.EveryoneMask);
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cmd.Parameters.AddWithValue("BaseMask", prim.BaseMask);
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cmd.Parameters.AddWithValue("BaseMask", prim.BaseMask);
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// vectors
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// vectors
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cmd.Parameters.AddWithValue("PositionX", (double)prim.OffsetPosition.X);
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cmd.Parameters.AddWithValue("PositionX", prim.OffsetPosition.X);
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cmd.Parameters.AddWithValue("PositionY", (double)prim.OffsetPosition.Y);
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cmd.Parameters.AddWithValue("PositionY", prim.OffsetPosition.Y);
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cmd.Parameters.AddWithValue("PositionZ", (double)prim.OffsetPosition.Z);
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cmd.Parameters.AddWithValue("PositionZ", prim.OffsetPosition.Z);
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cmd.Parameters.AddWithValue("GroupPositionX", (double)prim.GroupPosition.X);
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cmd.Parameters.AddWithValue("GroupPositionX", prim.GroupPosition.X);
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cmd.Parameters.AddWithValue("GroupPositionY", (double)prim.GroupPosition.Y);
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cmd.Parameters.AddWithValue("GroupPositionY", prim.GroupPosition.Y);
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cmd.Parameters.AddWithValue("GroupPositionZ", (double)prim.GroupPosition.Z);
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cmd.Parameters.AddWithValue("GroupPositionZ", prim.GroupPosition.Z);
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cmd.Parameters.AddWithValue("VelocityX", (double)prim.Velocity.X);
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cmd.Parameters.AddWithValue("VelocityX", prim.Velocity.X);
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cmd.Parameters.AddWithValue("VelocityY", (double)prim.Velocity.Y);
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cmd.Parameters.AddWithValue("VelocityY", prim.Velocity.Y);
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cmd.Parameters.AddWithValue("VelocityZ", (double)prim.Velocity.Z);
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cmd.Parameters.AddWithValue("VelocityZ", prim.Velocity.Z);
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cmd.Parameters.AddWithValue("AngularVelocityX", (double)prim.AngularVelocity.X);
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cmd.Parameters.AddWithValue("AngularVelocityX", prim.AngularVelocity.X);
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cmd.Parameters.AddWithValue("AngularVelocityY", (double)prim.AngularVelocity.Y);
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cmd.Parameters.AddWithValue("AngularVelocityY", prim.AngularVelocity.Y);
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cmd.Parameters.AddWithValue("AngularVelocityZ", (double)prim.AngularVelocity.Z);
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cmd.Parameters.AddWithValue("AngularVelocityZ", prim.AngularVelocity.Z);
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cmd.Parameters.AddWithValue("AccelerationX", (double)prim.Acceleration.X);
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cmd.Parameters.AddWithValue("AccelerationX", prim.Acceleration.X);
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cmd.Parameters.AddWithValue("AccelerationY", (double)prim.Acceleration.Y);
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cmd.Parameters.AddWithValue("AccelerationY", prim.Acceleration.Y);
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cmd.Parameters.AddWithValue("AccelerationZ", (double)prim.Acceleration.Z);
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cmd.Parameters.AddWithValue("AccelerationZ", prim.Acceleration.Z);
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cmd.Parameters.AddWithValue("standtargetx", prim.StandOffset.X);
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cmd.Parameters.AddWithValue("standtargetx", prim.StandOffset.X);
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cmd.Parameters.AddWithValue("standtargety", prim.StandOffset.Y);
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cmd.Parameters.AddWithValue("standtargety", prim.StandOffset.Y);
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cmd.Parameters.AddWithValue("standtargetz", prim.StandOffset.Z);
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cmd.Parameters.AddWithValue("standtargetz", prim.StandOffset.Z);
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// quaternions
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// quaternions
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cmd.Parameters.AddWithValue("RotationX", (double)prim.RotationOffset.X);
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cmd.Parameters.AddWithValue("RotationX", prim.RotationOffset.X);
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cmd.Parameters.AddWithValue("RotationY", (double)prim.RotationOffset.Y);
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cmd.Parameters.AddWithValue("RotationY", prim.RotationOffset.Y);
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cmd.Parameters.AddWithValue("RotationZ", (double)prim.RotationOffset.Z);
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cmd.Parameters.AddWithValue("RotationZ", prim.RotationOffset.Z);
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cmd.Parameters.AddWithValue("RotationW", (double)prim.RotationOffset.W);
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cmd.Parameters.AddWithValue("RotationW", prim.RotationOffset.W);
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// Sit target
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// Sit target
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Vector3 sitTargetPos = prim.SitTargetPositionLL;
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Vector3 sitTargetPos = prim.SitTargetPositionLL;
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cmd.Parameters.AddWithValue("SitTargetOffsetX", (double)sitTargetPos.X);
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cmd.Parameters.AddWithValue("SitTargetOffsetX", sitTargetPos.X);
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cmd.Parameters.AddWithValue("SitTargetOffsetY", (double)sitTargetPos.Y);
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cmd.Parameters.AddWithValue("SitTargetOffsetY", sitTargetPos.Y);
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cmd.Parameters.AddWithValue("SitTargetOffsetZ", (double)sitTargetPos.Z);
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cmd.Parameters.AddWithValue("SitTargetOffsetZ", sitTargetPos.Z);
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Quaternion sitTargetOrient = prim.SitTargetOrientationLL;
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Quaternion sitTargetOrient = prim.SitTargetOrientationLL;
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cmd.Parameters.AddWithValue("SitTargetOrientW", (double)sitTargetOrient.W);
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cmd.Parameters.AddWithValue("SitTargetOrientW", sitTargetOrient.W);
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cmd.Parameters.AddWithValue("SitTargetOrientX", (double)sitTargetOrient.X);
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cmd.Parameters.AddWithValue("SitTargetOrientX", sitTargetOrient.X);
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cmd.Parameters.AddWithValue("SitTargetOrientY", (double)sitTargetOrient.Y);
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cmd.Parameters.AddWithValue("SitTargetOrientY", sitTargetOrient.Y);
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cmd.Parameters.AddWithValue("SitTargetOrientZ", (double)sitTargetOrient.Z);
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cmd.Parameters.AddWithValue("SitTargetOrientZ", sitTargetOrient.Z);
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cmd.Parameters.AddWithValue("PayPrice", prim.PayPrice[0]);
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cmd.Parameters.AddWithValue("PayPrice", prim.PayPrice[0]);
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cmd.Parameters.AddWithValue("PayButton1", prim.PayPrice[1]);
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cmd.Parameters.AddWithValue("PayButton1", prim.PayPrice[1]);
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@ -1811,7 +1811,7 @@ namespace OpenSim.Data.MySQL
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if ((prim.SoundFlags & 1) != 0) // Looped
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if ((prim.SoundFlags & 1) != 0) // Looped
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{
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{
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cmd.Parameters.AddWithValue("LoopedSound", prim.Sound.ToString());
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cmd.Parameters.AddWithValue("LoopedSound", prim.Sound.ToString());
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cmd.Parameters.AddWithValue("LoopedSoundGain", prim.SoundGain);
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cmd.Parameters.AddWithValue("LoopedSoundGain", (float)prim.SoundGain);
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}
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}
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else
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else
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{
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{
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@ -1822,17 +1822,17 @@ namespace OpenSim.Data.MySQL
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cmd.Parameters.AddWithValue("TextureAnimation", prim.TextureAnimation);
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cmd.Parameters.AddWithValue("TextureAnimation", prim.TextureAnimation);
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cmd.Parameters.AddWithValue("ParticleSystem", prim.ParticleSystem);
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cmd.Parameters.AddWithValue("ParticleSystem", prim.ParticleSystem);
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cmd.Parameters.AddWithValue("OmegaX", (double)prim.AngularVelocity.X);
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cmd.Parameters.AddWithValue("OmegaX", prim.AngularVelocity.X);
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cmd.Parameters.AddWithValue("OmegaY", (double)prim.AngularVelocity.Y);
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cmd.Parameters.AddWithValue("OmegaY", prim.AngularVelocity.Y);
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cmd.Parameters.AddWithValue("OmegaZ", (double)prim.AngularVelocity.Z);
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cmd.Parameters.AddWithValue("OmegaZ", prim.AngularVelocity.Z);
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cmd.Parameters.AddWithValue("CameraEyeOffsetX", (double)prim.GetCameraEyeOffset().X);
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cmd.Parameters.AddWithValue("CameraEyeOffsetX", prim.GetCameraEyeOffset().X);
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cmd.Parameters.AddWithValue("CameraEyeOffsetY", (double)prim.GetCameraEyeOffset().Y);
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cmd.Parameters.AddWithValue("CameraEyeOffsetY", prim.GetCameraEyeOffset().Y);
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cmd.Parameters.AddWithValue("CameraEyeOffsetZ", (double)prim.GetCameraEyeOffset().Z);
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cmd.Parameters.AddWithValue("CameraEyeOffsetZ", prim.GetCameraEyeOffset().Z);
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cmd.Parameters.AddWithValue("CameraAtOffsetX", (double)prim.GetCameraAtOffset().X);
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cmd.Parameters.AddWithValue("CameraAtOffsetX", prim.GetCameraAtOffset().X);
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cmd.Parameters.AddWithValue("CameraAtOffsetY", (double)prim.GetCameraAtOffset().Y);
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cmd.Parameters.AddWithValue("CameraAtOffsetY", prim.GetCameraAtOffset().Y);
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cmd.Parameters.AddWithValue("CameraAtOffsetZ", (double)prim.GetCameraAtOffset().Z);
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cmd.Parameters.AddWithValue("CameraAtOffsetZ", prim.GetCameraAtOffset().Z);
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if (prim.GetForceMouselook())
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if (prim.GetForceMouselook())
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cmd.Parameters.AddWithValue("ForceMouselook", 1);
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cmd.Parameters.AddWithValue("ForceMouselook", 1);
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@ -1876,9 +1876,9 @@ namespace OpenSim.Data.MySQL
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cmd.Parameters.AddWithValue("MediaURL", prim.MediaUrl);
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cmd.Parameters.AddWithValue("MediaURL", prim.MediaUrl);
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if (prim.AttachedPos != null)
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if (prim.AttachedPos != null)
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{
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{
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cmd.Parameters.AddWithValue("AttachedPosX", (double)prim.AttachedPos.X);
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cmd.Parameters.AddWithValue("AttachedPosX", prim.AttachedPos.X);
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cmd.Parameters.AddWithValue("AttachedPosY", (double)prim.AttachedPos.Y);
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cmd.Parameters.AddWithValue("AttachedPosY", prim.AttachedPos.Y);
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cmd.Parameters.AddWithValue("AttachedPosZ", (double)prim.AttachedPos.Z);
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cmd.Parameters.AddWithValue("AttachedPosZ", prim.AttachedPos.Z);
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}
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}
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if (prim.KeyframeMotion != null)
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if (prim.KeyframeMotion != null)
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@ -1902,10 +1902,10 @@ namespace OpenSim.Data.MySQL
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cmd.Parameters.AddWithValue("DynAttrs", null);
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cmd.Parameters.AddWithValue("DynAttrs", null);
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cmd.Parameters.AddWithValue("PhysicsShapeType", prim.PhysicsShapeType);
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cmd.Parameters.AddWithValue("PhysicsShapeType", prim.PhysicsShapeType);
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cmd.Parameters.AddWithValue("Density", (double)prim.Density);
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cmd.Parameters.AddWithValue("Density", prim.Density);
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cmd.Parameters.AddWithValue("GravityModifier", (double)prim.GravityModifier);
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cmd.Parameters.AddWithValue("GravityModifier", prim.GravityModifier);
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cmd.Parameters.AddWithValue("Friction", (double)prim.Friction);
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cmd.Parameters.AddWithValue("Friction", prim.Friction);
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cmd.Parameters.AddWithValue("Restitution", (double)prim.Restitution);
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cmd.Parameters.AddWithValue("Restitution", prim.Restitution);
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cmd.Parameters.AddWithValue("RotationAxisLocks", prim.RotationAxisLocks);
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cmd.Parameters.AddWithValue("RotationAxisLocks", prim.RotationAxisLocks);
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if (prim.Animations!= null)
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if (prim.Animations!= null)
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@ -484,3 +484,52 @@ ADD COLUMN `standtargetz` float DEFAULT '0.0',
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ADD COLUMN `sitactrange` float DEFAULT '0.0';
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ADD COLUMN `sitactrange` float DEFAULT '0.0';
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COMMIT;
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COMMIT;
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:VERSION 60 #----- don't store float on double
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BEGIN;
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ALTER TABLE `prims`
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MODIFY `PositionX` float DEFAULT '0.0',
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MODIFY `PositionY` float DEFAULT '0.0',
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MODIFY `PositionZ` float DEFAULT '0.0',
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MODIFY `GroupPositionX` float DEFAULT '0.0',
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MODIFY `GroupPositionY` float DEFAULT '0.0',
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MODIFY `GroupPositionZ` float DEFAULT '0.0',
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MODIFY `VelocityX` float DEFAULT '0.0',
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MODIFY `VelocityY` float DEFAULT '0.0',
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MODIFY `VelocityZ` float DEFAULT '0.0',
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MODIFY `AngularVelocityX` float DEFAULT '0.0',
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MODIFY `AngularVelocityY` float DEFAULT '0.0',
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MODIFY `AngularVelocityZ` float DEFAULT '0.0',
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MODIFY `AccelerationX` float DEFAULT '0.0',
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MODIFY `AccelerationY` float DEFAULT '0.0',
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MODIFY `AccelerationZ` float DEFAULT '0.0',
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MODIFY `RotationX` float DEFAULT '0.0',
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MODIFY `RotationY` float DEFAULT '0.0',
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MODIFY `RotationZ` float DEFAULT '0.0',
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MODIFY `RotationW` float DEFAULT '0.0',
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MODIFY `SitTargetOffsetX` float DEFAULT '0.0',
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MODIFY `SitTargetOffsetY` float DEFAULT '0.0',
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MODIFY `SitTargetOffsetZ` float DEFAULT '0.0',
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MODIFY `SitTargetOrientX` float DEFAULT '0.0',
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MODIFY `SitTargetOrientY` float DEFAULT '0.0',
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MODIFY `SitTargetOrientZ` float DEFAULT '0.0',
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MODIFY `SitTargetOrientW` float DEFAULT '0.0',
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MODIFY `OmegaX` float DEFAULT '0.0',
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MODIFY `OmegaY` float DEFAULT '0.0',
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MODIFY `OmegaZ` float DEFAULT '0.0',
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MODIFY `CameraEyeOffsetX` float DEFAULT '0.0',
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MODIFY `CameraEyeOffsetY` float DEFAULT '0.0',
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MODIFY `CameraEyeOffsetZ` float DEFAULT '0.0',
|
||||||
|
MODIFY `CameraAtOffsetX` float DEFAULT '0.0',
|
||||||
|
MODIFY `CameraAtOffsetY` float DEFAULT '0.0',
|
||||||
|
MODIFY `CameraAtOffsetZ` float DEFAULT '0.0',
|
||||||
|
MODIFY `Density` float DEFAULT '1000.0',
|
||||||
|
MODIFY `GravityModifier` float DEFAULT '1.0',
|
||||||
|
MODIFY `Friction` float DEFAULT '0.6',
|
||||||
|
MODIFY `Restitution` float DEFAULT '0.5',
|
||||||
|
MODIFY `AttachedPosX` float DEFAULT '0',
|
||||||
|
MODIFY `AttachedPosY` float DEFAULT '0',
|
||||||
|
MODIFY `AttachedPosZ` float DEFAULT '0',
|
||||||
|
MODIFY `LoopedSoundGain` float DEFAULT '0';
|
||||||
|
COMMIT;
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue