BulletSim: up the vehicle angular damping to 0.95. Still trying to overcome the movement added by Bullet.
parent
4c077a0694
commit
d7126a14e1
|
@ -1207,8 +1207,8 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
|
||||||
(s) => { return s.m_params[0].avatarContactProcessingThreshold; },
|
(s) => { return s.m_params[0].avatarContactProcessingThreshold; },
|
||||||
(s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarContactProcessingThreshold, p, l, v); } ),
|
(s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarContactProcessingThreshold, p, l, v); } ),
|
||||||
|
|
||||||
new ParameterDefn("vehicleAngularDamping", "Factor to damp vehicle angular movement per second (0.0 - 1.0)",
|
new ParameterDefn("VehicleAngularDamping", "Factor to damp vehicle angular movement per second (0.0 - 1.0)",
|
||||||
0.8f,
|
0.95f,
|
||||||
(s,cf,p,v) => { s.m_params[0].vehicleAngularDamping = cf.GetFloat(p, v); },
|
(s,cf,p,v) => { s.m_params[0].vehicleAngularDamping = cf.GetFloat(p, v); },
|
||||||
(s) => { return s.m_params[0].vehicleAngularDamping; },
|
(s) => { return s.m_params[0].vehicleAngularDamping; },
|
||||||
(s,p,l,v) => { s.m_params[0].vehicleAngularDamping = v; } ),
|
(s,p,l,v) => { s.m_params[0].vehicleAngularDamping = v; } ),
|
||||||
|
|
Loading…
Reference in New Issue