BSParam.cs 47 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyrightD
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSimulator Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System;
  28. using System.Collections.Generic;
  29. using System.Reflection;
  30. using System.Text;
  31. using OpenSim.Region.Physics.Manager;
  32. using OpenMetaverse;
  33. using Nini.Config;
  34. namespace OpenSim.Region.Physics.BulletSPlugin
  35. {
  36. public static class BSParam
  37. {
  38. private static string LogHeader = "[BULLETSIM PARAMETERS]";
  39. // Tuning notes:
  40. // From: http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=6575
  41. // Contact points can be added even if the distance is positive. The constraint solver can deal with
  42. // contacts with positive distances as well as negative (penetration). Contact points are discarded
  43. // if the distance exceeds a certain threshold.
  44. // Bullet has a contact processing threshold and a contact breaking threshold.
  45. // If the distance is larger than the contact breaking threshold, it will be removed after one frame.
  46. // If the distance is larger than the contact processing threshold, the constraint solver will ignore it.
  47. // This is separate/independent from the collision margin. The collision margin increases the object a bit
  48. // to improve collision detection performance and accuracy.
  49. // ===================
  50. // From:
  51. public static bool UseSeparatePhysicsThread { get; private set; }
  52. public static float PhysicsTimeStep { get; private set; }
  53. // Level of Detail values kept as float because that's what the Meshmerizer wants
  54. public static float MeshLOD { get; private set; }
  55. public static float MeshCircularLOD { get; private set; }
  56. public static float MeshMegaPrimLOD { get; private set; }
  57. public static float MeshMegaPrimThreshold { get; private set; }
  58. public static float SculptLOD { get; private set; }
  59. public static int CrossingFailuresBeforeOutOfBounds { get; private set; }
  60. public static float UpdateVelocityChangeThreshold { get; private set; }
  61. public static float MinimumObjectMass { get; private set; }
  62. public static float MaximumObjectMass { get; private set; }
  63. public static float MaxLinearVelocity { get; private set; }
  64. public static float MaxLinearVelocitySquared { get; private set; }
  65. public static float MaxAngularVelocity { get; private set; }
  66. public static float MaxAngularVelocitySquared { get; private set; }
  67. public static float MaxAddForceMagnitude { get; private set; }
  68. public static float MaxAddForceMagnitudeSquared { get; private set; }
  69. public static float DensityScaleFactor { get; private set; }
  70. public static float LinearDamping { get; private set; }
  71. public static float AngularDamping { get; private set; }
  72. public static float DeactivationTime { get; private set; }
  73. public static float LinearSleepingThreshold { get; private set; }
  74. public static float AngularSleepingThreshold { get; private set; }
  75. public static float CcdMotionThreshold { get; private set; }
  76. public static float CcdSweptSphereRadius { get; private set; }
  77. public static float ContactProcessingThreshold { get; private set; }
  78. public static bool ShouldMeshSculptedPrim { get; private set; } // cause scuplted prims to get meshed
  79. public static bool ShouldForceSimplePrimMeshing { get; private set; } // if a cube or sphere, let Bullet do internal shapes
  80. public static bool ShouldUseHullsForPhysicalObjects { get; private set; } // 'true' if should create hulls for physical objects
  81. public static bool ShouldRemoveZeroWidthTriangles { get; private set; }
  82. public static bool ShouldUseBulletHACD { get; set; }
  83. public static bool ShouldUseSingleConvexHullForPrims { get; set; }
  84. public static bool ShouldUseGImpactShapeForPrims { get; set; }
  85. public static bool ShouldUseAssetHulls { get; set; }
  86. public static float TerrainImplementation { get; set; }
  87. public static int TerrainMeshMagnification { get; private set; }
  88. public static float TerrainFriction { get; private set; }
  89. public static float TerrainHitFraction { get; private set; }
  90. public static float TerrainRestitution { get; private set; }
  91. public static float TerrainContactProcessingThreshold { get; private set; }
  92. public static float TerrainCollisionMargin { get; private set; }
  93. public static float DefaultFriction { get; private set; }
  94. public static float DefaultDensity { get; private set; }
  95. public static float DefaultRestitution { get; private set; }
  96. public static float CollisionMargin { get; private set; }
  97. public static float Gravity { get; private set; }
  98. // Physics Engine operation
  99. public static float MaxPersistantManifoldPoolSize { get; private set; }
  100. public static float MaxCollisionAlgorithmPoolSize { get; private set; }
  101. public static bool ShouldDisableContactPoolDynamicAllocation { get; private set; }
  102. public static bool ShouldForceUpdateAllAabbs { get; private set; }
  103. public static bool ShouldRandomizeSolverOrder { get; private set; }
  104. public static bool ShouldSplitSimulationIslands { get; private set; }
  105. public static bool ShouldEnableFrictionCaching { get; private set; }
  106. public static float NumberOfSolverIterations { get; private set; }
  107. public static bool UseSingleSidedMeshes { get; private set; }
  108. public static float GlobalContactBreakingThreshold { get; private set; }
  109. public static float PhysicsUnmanLoggingFrames { get; private set; }
  110. // Avatar parameters
  111. public static float AvatarFriction { get; private set; }
  112. public static float AvatarStandingFriction { get; private set; }
  113. public static float AvatarAlwaysRunFactor { get; private set; }
  114. public static float AvatarDensity { get; private set; }
  115. public static float AvatarRestitution { get; private set; }
  116. public static float AvatarCapsuleWidth { get; private set; }
  117. public static float AvatarCapsuleDepth { get; private set; }
  118. public static float AvatarCapsuleHeight { get; private set; }
  119. public static float AvatarHeightLowFudge { get; private set; }
  120. public static float AvatarHeightMidFudge { get; private set; }
  121. public static float AvatarHeightHighFudge { get; private set; }
  122. public static float AvatarContactProcessingThreshold { get; private set; }
  123. public static float AvatarStopZeroThreshold { get; private set; }
  124. public static int AvatarJumpFrames { get; private set; }
  125. public static float AvatarBelowGroundUpCorrectionMeters { get; private set; }
  126. public static float AvatarStepHeight { get; private set; }
  127. public static float AvatarStepApproachFactor { get; private set; }
  128. public static float AvatarStepForceFactor { get; private set; }
  129. public static float AvatarStepUpCorrectionFactor { get; private set; }
  130. public static int AvatarStepSmoothingSteps { get; private set; }
  131. // Vehicle parameters
  132. public static float VehicleMaxLinearVelocity { get; private set; }
  133. public static float VehicleMaxLinearVelocitySquared { get; private set; }
  134. public static float VehicleMaxAngularVelocity { get; private set; }
  135. public static float VehicleMaxAngularVelocitySq { get; private set; }
  136. public static float VehicleAngularDamping { get; private set; }
  137. public static float VehicleFriction { get; private set; }
  138. public static float VehicleRestitution { get; private set; }
  139. public static Vector3 VehicleLinearFactor { get; private set; }
  140. public static Vector3 VehicleAngularFactor { get; private set; }
  141. public static Vector3 VehicleInertiaFactor { get; private set; }
  142. public static float VehicleGroundGravityFudge { get; private set; }
  143. public static float VehicleAngularBankingTimescaleFudge { get; private set; }
  144. public static bool VehicleEnableLinearDeflection { get; private set; }
  145. public static bool VehicleLinearDeflectionNotCollidingNoZ { get; private set; }
  146. public static bool VehicleEnableAngularVerticalAttraction { get; private set; }
  147. public static int VehicleAngularVerticalAttractionAlgorithm { get; private set; }
  148. public static bool VehicleEnableAngularDeflection { get; private set; }
  149. public static bool VehicleEnableAngularBanking { get; private set; }
  150. // Convex Hulls
  151. public static int CSHullMaxDepthSplit { get; private set; }
  152. public static int CSHullMaxDepthSplitForSimpleShapes { get; private set; }
  153. public static float CSHullConcavityThresholdPercent { get; private set; }
  154. public static float CSHullVolumeConservationThresholdPercent { get; private set; }
  155. public static int CSHullMaxVertices { get; private set; }
  156. public static float CSHullMaxSkinWidth { get; private set; }
  157. public static float BHullMaxVerticesPerHull { get; private set; } // 100
  158. public static float BHullMinClusters { get; private set; } // 2
  159. public static float BHullCompacityWeight { get; private set; } // 0.1
  160. public static float BHullVolumeWeight { get; private set; } // 0.0
  161. public static float BHullConcavity { get; private set; } // 100
  162. public static bool BHullAddExtraDistPoints { get; private set; } // false
  163. public static bool BHullAddNeighboursDistPoints { get; private set; } // false
  164. public static bool BHullAddFacesPoints { get; private set; } // false
  165. public static bool BHullShouldAdjustCollisionMargin { get; private set; } // false
  166. // Linkset implementation parameters
  167. public static float LinksetImplementation { get; private set; }
  168. public static bool LinksetOffsetCenterOfMass { get; private set; }
  169. public static bool LinkConstraintUseFrameOffset { get; private set; }
  170. public static bool LinkConstraintEnableTransMotor { get; private set; }
  171. public static float LinkConstraintTransMotorMaxVel { get; private set; }
  172. public static float LinkConstraintTransMotorMaxForce { get; private set; }
  173. public static float LinkConstraintERP { get; private set; }
  174. public static float LinkConstraintCFM { get; private set; }
  175. public static float LinkConstraintSolverIterations { get; private set; }
  176. public static float PID_D { get; private set; } // derivative
  177. public static float PID_P { get; private set; } // proportional
  178. // Various constants that come from that other virtual world that shall not be named.
  179. public const float MinGravityZ = -1f;
  180. public const float MaxGravityZ = 28f;
  181. public const float MinFriction = 0f;
  182. public const float MaxFriction = 255f;
  183. public const float MinDensity = 0.01f;
  184. public const float MaxDensity = 22587f;
  185. public const float MinRestitution = 0f;
  186. public const float MaxRestitution = 1f;
  187. // =====================================================================================
  188. // =====================================================================================
  189. // Base parameter definition that gets and sets parameter values via a string
  190. public abstract class ParameterDefnBase
  191. {
  192. public string name; // string name of the parameter
  193. public string desc; // a short description of what the parameter means
  194. public ParameterDefnBase(string pName, string pDesc)
  195. {
  196. name = pName;
  197. desc = pDesc;
  198. }
  199. // Set the parameter value to the default
  200. public abstract void AssignDefault(BSScene s);
  201. // Get the value as a string
  202. public abstract string GetValue(BSScene s);
  203. // Set the value to this string value
  204. public abstract void SetValue(BSScene s, string valAsString);
  205. // set the value on a particular object (usually sets in physics engine)
  206. public abstract void SetOnObject(BSScene s, BSPhysObject obj);
  207. public abstract bool HasSetOnObject { get; }
  208. }
  209. // Specific parameter definition for a parameter of a specific type.
  210. public delegate T PGetValue<T>(BSScene s);
  211. public delegate void PSetValue<T>(BSScene s, T val);
  212. public delegate void PSetOnObject<T>(BSScene scene, BSPhysObject obj);
  213. public sealed class ParameterDefn<T> : ParameterDefnBase
  214. {
  215. private T defaultValue;
  216. private PSetValue<T> setter;
  217. private PGetValue<T> getter;
  218. private PSetOnObject<T> objectSet;
  219. public ParameterDefn(string pName, string pDesc, T pDefault, PGetValue<T> pGetter, PSetValue<T> pSetter)
  220. : base(pName, pDesc)
  221. {
  222. defaultValue = pDefault;
  223. setter = pSetter;
  224. getter = pGetter;
  225. objectSet = null;
  226. }
  227. public ParameterDefn(string pName, string pDesc, T pDefault, PGetValue<T> pGetter, PSetValue<T> pSetter, PSetOnObject<T> pObjSetter)
  228. : base(pName, pDesc)
  229. {
  230. defaultValue = pDefault;
  231. setter = pSetter;
  232. getter = pGetter;
  233. objectSet = pObjSetter;
  234. }
  235. // Simple parameter variable where property name is the same as the INI file name
  236. // and the value is only a simple get and set.
  237. public ParameterDefn(string pName, string pDesc, T pDefault)
  238. : base(pName, pDesc)
  239. {
  240. defaultValue = pDefault;
  241. setter = (s, v) => { SetValueByName(s, name, v); };
  242. getter = (s) => { return GetValueByName(s, name); };
  243. objectSet = null;
  244. }
  245. // Use reflection to find the property named 'pName' in BSParam and assign 'val' to same.
  246. private void SetValueByName(BSScene s, string pName, T val)
  247. {
  248. PropertyInfo prop = typeof(BSParam).GetProperty(pName, BindingFlags.Public | BindingFlags.Static | BindingFlags.FlattenHierarchy);
  249. if (prop == null)
  250. {
  251. // This should only be output when someone adds a new INI parameter and misspells the name.
  252. s.Logger.ErrorFormat("{0} SetValueByName: did not find '{1}'. Verify specified property name is the same as the given INI parameters name.", LogHeader, pName);
  253. }
  254. else
  255. {
  256. prop.SetValue(null, val, null);
  257. }
  258. }
  259. // Use reflection to find the property named 'pName' in BSParam and return the value in same.
  260. private T GetValueByName(BSScene s, string pName)
  261. {
  262. PropertyInfo prop = typeof(BSParam).GetProperty(pName, BindingFlags.Public | BindingFlags.Static | BindingFlags.FlattenHierarchy);
  263. if (prop == null)
  264. {
  265. // This should only be output when someone adds a new INI parameter and misspells the name.
  266. s.Logger.ErrorFormat("{0} GetValueByName: did not find '{1}'. Verify specified property name is the same as the given INI parameter name.", LogHeader, pName);
  267. }
  268. return (T)prop.GetValue(null, null);
  269. }
  270. public override void AssignDefault(BSScene s)
  271. {
  272. setter(s, defaultValue);
  273. }
  274. public override string GetValue(BSScene s)
  275. {
  276. return getter(s).ToString();
  277. }
  278. public override void SetValue(BSScene s, string valAsString)
  279. {
  280. // Get the generic type of the setter
  281. Type genericType = setter.GetType().GetGenericArguments()[0];
  282. // Find the 'Parse' method on that type
  283. System.Reflection.MethodInfo parser = null;
  284. try
  285. {
  286. parser = genericType.GetMethod("Parse", new Type[] { typeof(String) } );
  287. }
  288. catch (Exception e)
  289. {
  290. s.Logger.ErrorFormat("{0} Exception getting parser for type '{1}': {2}", LogHeader, genericType, e);
  291. parser = null;
  292. }
  293. if (parser != null)
  294. {
  295. // Parse the input string
  296. try
  297. {
  298. T setValue = (T)parser.Invoke(genericType, new Object[] { valAsString });
  299. // Store the parsed value
  300. setter(s, setValue);
  301. // s.Logger.DebugFormat("{0} Parameter {1} = {2}", LogHeader, name, setValue);
  302. }
  303. catch
  304. {
  305. s.Logger.ErrorFormat("{0} Failed parsing parameter value '{1}' as type '{2}'", LogHeader, valAsString, genericType);
  306. }
  307. }
  308. else
  309. {
  310. s.Logger.ErrorFormat("{0} Could not find parameter parser for type '{1}'", LogHeader, genericType);
  311. }
  312. }
  313. public override bool HasSetOnObject
  314. {
  315. get { return objectSet != null; }
  316. }
  317. public override void SetOnObject(BSScene s, BSPhysObject obj)
  318. {
  319. if (objectSet != null)
  320. objectSet(s, obj);
  321. }
  322. }
  323. // List of all of the externally visible parameters.
  324. // For each parameter, this table maps a text name to getter and setters.
  325. // To add a new externally referencable/settable parameter, add the paramter storage
  326. // location somewhere in the program and make an entry in this table with the
  327. // getters and setters.
  328. // It is easiest to find an existing definition and copy it.
  329. //
  330. // A ParameterDefn<T>() takes the following parameters:
  331. // -- the text name of the parameter. This is used for console input and ini file.
  332. // -- a short text description of the parameter. This shows up in the console listing.
  333. // -- a default value
  334. // -- a delegate for getting the value
  335. // -- a delegate for setting the value
  336. // -- an optional delegate to update the value in the world. Most often used to
  337. // push the new value to an in-world object.
  338. //
  339. // The single letter parameters for the delegates are:
  340. // s = BSScene
  341. // o = BSPhysObject
  342. // v = value (appropriate type)
  343. private static ParameterDefnBase[] ParameterDefinitions =
  344. {
  345. new ParameterDefn<bool>("UseSeparatePhysicsThread", "If 'true', the physics engine runs independent from the simulator heartbeat",
  346. false ),
  347. new ParameterDefn<float>("PhysicsTimeStep", "If separate thread, seconds to simulate each interval",
  348. 0.089f ),
  349. new ParameterDefn<bool>("MeshSculptedPrim", "Whether to create meshes for sculpties",
  350. true,
  351. (s) => { return ShouldMeshSculptedPrim; },
  352. (s,v) => { ShouldMeshSculptedPrim = v; } ),
  353. new ParameterDefn<bool>("ForceSimplePrimMeshing", "If true, only use primitive meshes for objects",
  354. false,
  355. (s) => { return ShouldForceSimplePrimMeshing; },
  356. (s,v) => { ShouldForceSimplePrimMeshing = v; } ),
  357. new ParameterDefn<bool>("UseHullsForPhysicalObjects", "If true, create hulls for physical objects",
  358. true,
  359. (s) => { return ShouldUseHullsForPhysicalObjects; },
  360. (s,v) => { ShouldUseHullsForPhysicalObjects = v; } ),
  361. new ParameterDefn<bool>("ShouldRemoveZeroWidthTriangles", "If true, remove degenerate triangles from meshes",
  362. true ),
  363. new ParameterDefn<bool>("ShouldUseBulletHACD", "If true, use the Bullet version of HACD",
  364. false ),
  365. new ParameterDefn<bool>("ShouldUseSingleConvexHullForPrims", "If true, use a single convex hull shape for physical prims",
  366. true ),
  367. new ParameterDefn<bool>("ShouldUseGImpactShapeForPrims", "If true, use a GImpact shape for prims with cuts and twists",
  368. false ),
  369. new ParameterDefn<bool>("ShouldUseAssetHulls", "If true, use hull if specified in the mesh asset info",
  370. true ),
  371. new ParameterDefn<int>("CrossingFailuresBeforeOutOfBounds", "How forgiving we are about getting into adjactent regions",
  372. 5 ),
  373. new ParameterDefn<float>("UpdateVelocityChangeThreshold", "Change in updated velocity required before reporting change to simulator",
  374. 0.1f ),
  375. new ParameterDefn<float>("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)",
  376. 32f,
  377. (s) => { return MeshLOD; },
  378. (s,v) => { MeshLOD = v; } ),
  379. new ParameterDefn<float>("MeshLevelOfDetailCircular", "Level of detail for prims with circular cuts or shapes",
  380. 32f,
  381. (s) => { return MeshCircularLOD; },
  382. (s,v) => { MeshCircularLOD = v; } ),
  383. new ParameterDefn<float>("MeshLevelOfDetailMegaPrimThreshold", "Size (in meters) of a mesh before using MeshMegaPrimLOD",
  384. 10f,
  385. (s) => { return MeshMegaPrimThreshold; },
  386. (s,v) => { MeshMegaPrimThreshold = v; } ),
  387. new ParameterDefn<float>("MeshLevelOfDetailMegaPrim", "Level of detail to render meshes larger than threshold meters",
  388. 32f,
  389. (s) => { return MeshMegaPrimLOD; },
  390. (s,v) => { MeshMegaPrimLOD = v; } ),
  391. new ParameterDefn<float>("SculptLevelOfDetail", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)",
  392. 32f,
  393. (s) => { return SculptLOD; },
  394. (s,v) => { SculptLOD = v; } ),
  395. new ParameterDefn<int>("MaxSubStep", "In simulation step, maximum number of substeps",
  396. 10,
  397. (s) => { return s.m_maxSubSteps; },
  398. (s,v) => { s.m_maxSubSteps = (int)v; } ),
  399. new ParameterDefn<float>("FixedTimeStep", "In simulation step, seconds of one substep (1/60)",
  400. 1f / 60f,
  401. (s) => { return s.m_fixedTimeStep; },
  402. (s,v) => { s.m_fixedTimeStep = v; } ),
  403. new ParameterDefn<float>("NominalFrameRate", "The base frame rate we claim",
  404. 55f,
  405. (s) => { return s.NominalFrameRate; },
  406. (s,v) => { s.NominalFrameRate = (int)v; } ),
  407. new ParameterDefn<int>("MaxCollisionsPerFrame", "Max collisions returned at end of each frame",
  408. 2048,
  409. (s) => { return s.m_maxCollisionsPerFrame; },
  410. (s,v) => { s.m_maxCollisionsPerFrame = (int)v; } ),
  411. new ParameterDefn<int>("MaxUpdatesPerFrame", "Max updates returned at end of each frame",
  412. 8000,
  413. (s) => { return s.m_maxUpdatesPerFrame; },
  414. (s,v) => { s.m_maxUpdatesPerFrame = (int)v; } ),
  415. new ParameterDefn<float>("MinObjectMass", "Minimum object mass (0.0001)",
  416. 0.0001f,
  417. (s) => { return MinimumObjectMass; },
  418. (s,v) => { MinimumObjectMass = v; } ),
  419. new ParameterDefn<float>("MaxObjectMass", "Maximum object mass (10000.01)",
  420. 10000.01f,
  421. (s) => { return MaximumObjectMass; },
  422. (s,v) => { MaximumObjectMass = v; } ),
  423. new ParameterDefn<float>("MaxLinearVelocity", "Maximum velocity magnitude that can be assigned to an object",
  424. 1000.0f,
  425. (s) => { return MaxLinearVelocity; },
  426. (s,v) => { MaxLinearVelocity = v; MaxLinearVelocitySquared = v * v; } ),
  427. new ParameterDefn<float>("MaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to an object",
  428. 1000.0f,
  429. (s) => { return MaxAngularVelocity; },
  430. (s,v) => { MaxAngularVelocity = v; MaxAngularVelocitySquared = v * v; } ),
  431. // LL documentation says thie number should be 20f for llApplyImpulse and 200f for llRezObject
  432. new ParameterDefn<float>("MaxAddForceMagnitude", "Maximum force that can be applied by llApplyImpulse (SL says 20f)",
  433. 20000.0f,
  434. (s) => { return MaxAddForceMagnitude; },
  435. (s,v) => { MaxAddForceMagnitude = v; MaxAddForceMagnitudeSquared = v * v; } ),
  436. // Density is passed around as 100kg/m3. This scales that to 1kg/m3.
  437. // Reduce by power of 100 because Bullet doesn't seem to handle objects with large mass very well
  438. new ParameterDefn<float>("DensityScaleFactor", "Conversion for simulator/viewer density (100kg/m3) to physical density (1kg/m3)",
  439. 0.01f ),
  440. new ParameterDefn<float>("PID_D", "Derivitive factor for motion smoothing",
  441. 2200f ),
  442. new ParameterDefn<float>("PID_P", "Parameteric factor for motion smoothing",
  443. 900f ),
  444. new ParameterDefn<float>("DefaultFriction", "Friction factor used on new objects",
  445. 0.2f,
  446. (s) => { return DefaultFriction; },
  447. (s,v) => { DefaultFriction = v; s.UnmanagedParams[0].defaultFriction = v; } ),
  448. // For historical reasons, the viewer and simulator multiply the density by 100
  449. new ParameterDefn<float>("DefaultDensity", "Density for new objects" ,
  450. 1000.0006836f, // Aluminum g/cm3 * 100
  451. (s) => { return DefaultDensity; },
  452. (s,v) => { DefaultDensity = v; s.UnmanagedParams[0].defaultDensity = v; } ),
  453. new ParameterDefn<float>("DefaultRestitution", "Bouncyness of an object" ,
  454. 0f,
  455. (s) => { return DefaultRestitution; },
  456. (s,v) => { DefaultRestitution = v; s.UnmanagedParams[0].defaultRestitution = v; } ),
  457. new ParameterDefn<float>("CollisionMargin", "Margin around objects before collisions are calculated (must be zero!)",
  458. 0.04f,
  459. (s) => { return CollisionMargin; },
  460. (s,v) => { CollisionMargin = v; s.UnmanagedParams[0].collisionMargin = v; } ),
  461. new ParameterDefn<float>("Gravity", "Vertical force of gravity (negative means down)",
  462. -9.80665f,
  463. (s) => { return Gravity; },
  464. (s,v) => { Gravity = v; s.UnmanagedParams[0].gravity = v; },
  465. (s,o) => { s.PE.SetGravity(o.PhysBody, new Vector3(0f,0f,Gravity)); } ),
  466. new ParameterDefn<float>("LinearDamping", "Factor to damp linear movement per second (0.0 - 1.0)",
  467. 0f,
  468. (s) => { return LinearDamping; },
  469. (s,v) => { LinearDamping = v; },
  470. (s,o) => { s.PE.SetDamping(o.PhysBody, LinearDamping, AngularDamping); } ),
  471. new ParameterDefn<float>("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)",
  472. 0f,
  473. (s) => { return AngularDamping; },
  474. (s,v) => { AngularDamping = v; },
  475. (s,o) => { s.PE.SetDamping(o.PhysBody, LinearDamping, AngularDamping); } ),
  476. new ParameterDefn<float>("DeactivationTime", "Seconds before considering an object potentially static",
  477. 0.2f,
  478. (s) => { return DeactivationTime; },
  479. (s,v) => { DeactivationTime = v; },
  480. (s,o) => { s.PE.SetDeactivationTime(o.PhysBody, DeactivationTime); } ),
  481. new ParameterDefn<float>("LinearSleepingThreshold", "Seconds to measure linear movement before considering static",
  482. 0.8f,
  483. (s) => { return LinearSleepingThreshold; },
  484. (s,v) => { LinearSleepingThreshold = v;},
  485. (s,o) => { s.PE.SetSleepingThresholds(o.PhysBody, LinearSleepingThreshold, AngularSleepingThreshold); } ),
  486. new ParameterDefn<float>("AngularSleepingThreshold", "Seconds to measure angular movement before considering static",
  487. 1.0f,
  488. (s) => { return AngularSleepingThreshold; },
  489. (s,v) => { AngularSleepingThreshold = v;},
  490. (s,o) => { s.PE.SetSleepingThresholds(o.PhysBody, LinearSleepingThreshold, AngularSleepingThreshold); } ),
  491. new ParameterDefn<float>("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" ,
  492. 0.0f, // set to zero to disable
  493. (s) => { return CcdMotionThreshold; },
  494. (s,v) => { CcdMotionThreshold = v;},
  495. (s,o) => { s.PE.SetCcdMotionThreshold(o.PhysBody, CcdMotionThreshold); } ),
  496. new ParameterDefn<float>("CcdSweptSphereRadius", "Continuious collision detection test radius" ,
  497. 0.2f,
  498. (s) => { return CcdSweptSphereRadius; },
  499. (s,v) => { CcdSweptSphereRadius = v;},
  500. (s,o) => { s.PE.SetCcdSweptSphereRadius(o.PhysBody, CcdSweptSphereRadius); } ),
  501. new ParameterDefn<float>("ContactProcessingThreshold", "Distance above which contacts can be discarded (0 means no discard)" ,
  502. 0.0f,
  503. (s) => { return ContactProcessingThreshold; },
  504. (s,v) => { ContactProcessingThreshold = v;},
  505. (s,o) => { s.PE.SetContactProcessingThreshold(o.PhysBody, ContactProcessingThreshold); } ),
  506. new ParameterDefn<float>("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)",
  507. (float)BSTerrainPhys.TerrainImplementation.Heightmap ),
  508. new ParameterDefn<int>("TerrainMeshMagnification", "Number of times the 256x256 heightmap is multiplied to create the terrain mesh" ,
  509. 2 ),
  510. new ParameterDefn<float>("TerrainFriction", "Factor to reduce movement against terrain surface" ,
  511. 0.3f ),
  512. new ParameterDefn<float>("TerrainHitFraction", "Distance to measure hit collisions" ,
  513. 0.8f ),
  514. new ParameterDefn<float>("TerrainRestitution", "Bouncyness" ,
  515. 0f ),
  516. new ParameterDefn<float>("TerrainContactProcessingThreshold", "Distance from terrain to stop processing collisions" ,
  517. 0.0f ),
  518. new ParameterDefn<float>("TerrainCollisionMargin", "Margin where collision checking starts" ,
  519. 0.08f ),
  520. new ParameterDefn<float>("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.",
  521. 0.2f ),
  522. new ParameterDefn<float>("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.",
  523. 0.95f ),
  524. new ParameterDefn<float>("AvatarAlwaysRunFactor", "Speed multiplier if avatar is set to always run",
  525. 1.3f ),
  526. // For historical reasons, density is reported * 100
  527. new ParameterDefn<float>("AvatarDensity", "Density of an avatar. Changed on avatar recreation. Scaled times 100.",
  528. 3500f) , // 3.5 * 100
  529. new ParameterDefn<float>("AvatarRestitution", "Bouncyness. Changed on avatar recreation.",
  530. 0f ),
  531. new ParameterDefn<float>("AvatarCapsuleWidth", "The distance between the sides of the avatar capsule",
  532. 0.6f ) ,
  533. new ParameterDefn<float>("AvatarCapsuleDepth", "The distance between the front and back of the avatar capsule",
  534. 0.45f ),
  535. new ParameterDefn<float>("AvatarCapsuleHeight", "Default height of space around avatar",
  536. 1.5f ),
  537. new ParameterDefn<float>("AvatarHeightLowFudge", "A fudge factor to make small avatars stand on the ground",
  538. -0.2f ),
  539. new ParameterDefn<float>("AvatarHeightMidFudge", "A fudge distance to adjust average sized avatars to be standing on ground",
  540. 0.1f ),
  541. new ParameterDefn<float>("AvatarHeightHighFudge", "A fudge factor to make tall avatars stand on the ground",
  542. 0.1f ),
  543. new ParameterDefn<float>("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions",
  544. 0.1f ),
  545. new ParameterDefn<float>("AvatarStopZeroThreshold", "Movement velocity below which avatar is assumed to be stopped",
  546. 0.1f ),
  547. new ParameterDefn<float>("AvatarBelowGroundUpCorrectionMeters", "Meters to move avatar up if it seems to be below ground",
  548. 1.0f ),
  549. new ParameterDefn<int>("AvatarJumpFrames", "Number of frames to allow jump forces. Changes jump height.",
  550. 4 ),
  551. new ParameterDefn<float>("AvatarStepHeight", "Height of a step obstacle to consider step correction",
  552. 0.6f ) ,
  553. new ParameterDefn<float>("AvatarStepApproachFactor", "Factor to control angle of approach to step (0=straight on)",
  554. 0.6f ),
  555. new ParameterDefn<float>("AvatarStepForceFactor", "Controls the amount of force up applied to step up onto a step",
  556. 1.0f ),
  557. new ParameterDefn<float>("AvatarStepUpCorrectionFactor", "Multiplied by height of step collision to create up movement at step",
  558. 1.0f ),
  559. new ParameterDefn<int>("AvatarStepSmoothingSteps", "Number of frames after a step collision that we continue walking up stairs",
  560. 2 ),
  561. new ParameterDefn<float>("VehicleMaxLinearVelocity", "Maximum velocity magnitude that can be assigned to a vehicle",
  562. 1000.0f,
  563. (s) => { return (float)VehicleMaxLinearVelocity; },
  564. (s,v) => { VehicleMaxLinearVelocity = v; VehicleMaxLinearVelocitySquared = v * v; } ),
  565. new ParameterDefn<float>("VehicleMaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to a vehicle",
  566. 12.0f,
  567. (s) => { return (float)VehicleMaxAngularVelocity; },
  568. (s,v) => { VehicleMaxAngularVelocity = v; VehicleMaxAngularVelocitySq = v * v; } ),
  569. new ParameterDefn<float>("VehicleAngularDamping", "Factor to damp vehicle angular movement per second (0.0 - 1.0)",
  570. 0.0f ),
  571. new ParameterDefn<Vector3>("VehicleLinearFactor", "Fraction of physical linear changes applied to vehicle (<0,0,0> to <1,1,1>)",
  572. new Vector3(1f, 1f, 1f) ),
  573. new ParameterDefn<Vector3>("VehicleAngularFactor", "Fraction of physical angular changes applied to vehicle (<0,0,0> to <1,1,1>)",
  574. new Vector3(1f, 1f, 1f) ),
  575. new ParameterDefn<Vector3>("VehicleInertiaFactor", "Fraction of physical inertia applied (<0,0,0> to <1,1,1>)",
  576. new Vector3(1f, 1f, 1f) ),
  577. new ParameterDefn<float>("VehicleFriction", "Friction of vehicle on the ground (0.0 - 1.0)",
  578. 0.0f ),
  579. new ParameterDefn<float>("VehicleRestitution", "Bouncyness factor for vehicles (0.0 - 1.0)",
  580. 0.0f ),
  581. new ParameterDefn<float>("VehicleGroundGravityFudge", "Factor to multiply gravity if a ground vehicle is probably on the ground (0.0 - 1.0)",
  582. 0.2f ),
  583. new ParameterDefn<float>("VehicleAngularBankingTimescaleFudge", "Factor to multiple angular banking timescale. Tune to increase realism.",
  584. 60.0f ),
  585. new ParameterDefn<bool>("VehicleEnableLinearDeflection", "Turn on/off vehicle linear deflection effect",
  586. true ),
  587. new ParameterDefn<bool>("VehicleLinearDeflectionNotCollidingNoZ", "Turn on/off linear deflection Z effect on non-colliding vehicles",
  588. true ),
  589. new ParameterDefn<bool>("VehicleEnableAngularVerticalAttraction", "Turn on/off vehicle angular vertical attraction effect",
  590. true ),
  591. new ParameterDefn<int>("VehicleAngularVerticalAttractionAlgorithm", "Select vertical attraction algo. You need to look at the source.",
  592. 0 ),
  593. new ParameterDefn<bool>("VehicleEnableAngularDeflection", "Turn on/off vehicle angular deflection effect",
  594. true ),
  595. new ParameterDefn<bool>("VehicleEnableAngularBanking", "Turn on/off vehicle angular banking effect",
  596. true ),
  597. new ParameterDefn<float>("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)",
  598. 0f,
  599. (s) => { return MaxPersistantManifoldPoolSize; },
  600. (s,v) => { MaxPersistantManifoldPoolSize = v; s.UnmanagedParams[0].maxPersistantManifoldPoolSize = v; } ),
  601. new ParameterDefn<float>("MaxCollisionAlgorithmPoolSize", "Number of collisions pooled (0 means default of 4096)",
  602. 0f,
  603. (s) => { return MaxCollisionAlgorithmPoolSize; },
  604. (s,v) => { MaxCollisionAlgorithmPoolSize = v; s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize = v; } ),
  605. new ParameterDefn<bool>("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count",
  606. false,
  607. (s) => { return ShouldDisableContactPoolDynamicAllocation; },
  608. (s,v) => { ShouldDisableContactPoolDynamicAllocation = v;
  609. s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = NumericBool(v); } ),
  610. new ParameterDefn<bool>("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step",
  611. false,
  612. (s) => { return ShouldForceUpdateAllAabbs; },
  613. (s,v) => { ShouldForceUpdateAllAabbs = v; s.UnmanagedParams[0].shouldForceUpdateAllAabbs = NumericBool(v); } ),
  614. new ParameterDefn<bool>("ShouldRandomizeSolverOrder", "Enable for slightly better stacking interaction",
  615. true,
  616. (s) => { return ShouldRandomizeSolverOrder; },
  617. (s,v) => { ShouldRandomizeSolverOrder = v; s.UnmanagedParams[0].shouldRandomizeSolverOrder = NumericBool(v); } ),
  618. new ParameterDefn<bool>("ShouldSplitSimulationIslands", "Enable splitting active object scanning islands",
  619. true,
  620. (s) => { return ShouldSplitSimulationIslands; },
  621. (s,v) => { ShouldSplitSimulationIslands = v; s.UnmanagedParams[0].shouldSplitSimulationIslands = NumericBool(v); } ),
  622. new ParameterDefn<bool>("ShouldEnableFrictionCaching", "Enable friction computation caching",
  623. true,
  624. (s) => { return ShouldEnableFrictionCaching; },
  625. (s,v) => { ShouldEnableFrictionCaching = v; s.UnmanagedParams[0].shouldEnableFrictionCaching = NumericBool(v); } ),
  626. new ParameterDefn<float>("NumberOfSolverIterations", "Number of internal iterations (0 means default)",
  627. 0f, // zero says use Bullet default
  628. (s) => { return NumberOfSolverIterations; },
  629. (s,v) => { NumberOfSolverIterations = v; s.UnmanagedParams[0].numberOfSolverIterations = v; } ),
  630. new ParameterDefn<bool>("UseSingleSidedMeshes", "Whether to compute collisions based on single sided meshes.",
  631. true,
  632. (s) => { return UseSingleSidedMeshes; },
  633. (s,v) => { UseSingleSidedMeshes = v; s.UnmanagedParams[0].useSingleSidedMeshes = NumericBool(v); } ),
  634. new ParameterDefn<float>("GlobalContactBreakingThreshold", "Amount of shape radius before breaking a collision contact (0 says Bullet default (0.2))",
  635. 0f,
  636. (s) => { return GlobalContactBreakingThreshold; },
  637. (s,v) => { GlobalContactBreakingThreshold = v; s.UnmanagedParams[0].globalContactBreakingThreshold = v; } ),
  638. new ParameterDefn<float>("PhysicsUnmanLoggingFrames", "If non-zero, frames between output of detailed unmanaged physics statistics",
  639. 0f,
  640. (s) => { return PhysicsUnmanLoggingFrames; },
  641. (s,v) => { PhysicsUnmanLoggingFrames = v; s.UnmanagedParams[0].physicsLoggingFrames = v; } ),
  642. new ParameterDefn<int>("CSHullMaxDepthSplit", "CS impl: max depth to split for hull. 1-10 but > 7 is iffy",
  643. 7 ),
  644. new ParameterDefn<int>("CSHullMaxDepthSplitForSimpleShapes", "CS impl: max depth setting for simple prim shapes",
  645. 2 ),
  646. new ParameterDefn<float>("CSHullConcavityThresholdPercent", "CS impl: concavity threshold percent (0-20)",
  647. 5f ),
  648. new ParameterDefn<float>("CSHullVolumeConservationThresholdPercent", "percent volume conservation to collapse hulls (0-30)",
  649. 5f ),
  650. new ParameterDefn<int>("CSHullMaxVertices", "CS impl: maximum number of vertices in output hulls. Keep < 50.",
  651. 32 ),
  652. new ParameterDefn<float>("CSHullMaxSkinWidth", "CS impl: skin width to apply to output hulls.",
  653. 0f ),
  654. new ParameterDefn<float>("BHullMaxVerticesPerHull", "Bullet impl: max number of vertices per created hull",
  655. 200f ),
  656. new ParameterDefn<float>("BHullMinClusters", "Bullet impl: minimum number of hulls to create per mesh",
  657. 10f ),
  658. new ParameterDefn<float>("BHullCompacityWeight", "Bullet impl: weight factor for how compact to make hulls",
  659. 20f ),
  660. new ParameterDefn<float>("BHullVolumeWeight", "Bullet impl: weight factor for volume in created hull",
  661. 0.1f ),
  662. new ParameterDefn<float>("BHullConcavity", "Bullet impl: weight factor for how convex a created hull can be",
  663. 10f ),
  664. new ParameterDefn<bool>("BHullAddExtraDistPoints", "Bullet impl: whether to add extra vertices for long distance vectors",
  665. true ),
  666. new ParameterDefn<bool>("BHullAddNeighboursDistPoints", "Bullet impl: whether to add extra vertices between neighbor hulls",
  667. true ),
  668. new ParameterDefn<bool>("BHullAddFacesPoints", "Bullet impl: whether to add extra vertices to break up hull faces",
  669. true ),
  670. new ParameterDefn<bool>("BHullShouldAdjustCollisionMargin", "Bullet impl: whether to shrink resulting hulls to account for collision margin",
  671. false ),
  672. new ParameterDefn<float>("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)",
  673. (float)BSLinkset.LinksetImplementation.Compound ),
  674. new ParameterDefn<bool>("LinksetOffsetCenterOfMass", "If 'true', compute linkset center-of-mass and offset linkset position to account for same",
  675. true ),
  676. new ParameterDefn<bool>("LinkConstraintUseFrameOffset", "For linksets built with constraints, enable frame offsetFor linksets built with constraints, enable frame offset.",
  677. false ),
  678. new ParameterDefn<bool>("LinkConstraintEnableTransMotor", "Whether to enable translational motor on linkset constraints",
  679. true ),
  680. new ParameterDefn<float>("LinkConstraintTransMotorMaxVel", "Maximum velocity to be applied by translational motor in linkset constraints",
  681. 5.0f ),
  682. new ParameterDefn<float>("LinkConstraintTransMotorMaxForce", "Maximum force to be applied by translational motor in linkset constraints",
  683. 0.1f ),
  684. new ParameterDefn<float>("LinkConstraintCFM", "Amount constraint can be violated. 0=no violation, 1=infinite. Default=0.1",
  685. 0.1f ),
  686. new ParameterDefn<float>("LinkConstraintERP", "Amount constraint is corrected each tick. 0=none, 1=all. Default = 0.2",
  687. 0.1f ),
  688. new ParameterDefn<float>("LinkConstraintSolverIterations", "Number of solver iterations when computing constraint. (0 = Bullet default)",
  689. 40 ),
  690. new ParameterDefn<int>("PhysicsMetricFrames", "Frames between outputting detailed phys metrics. (0 is off)",
  691. 0,
  692. (s) => { return s.PhysicsMetricDumpFrames; },
  693. (s,v) => { s.PhysicsMetricDumpFrames = v; } ),
  694. new ParameterDefn<float>("ResetBroadphasePool", "Setting this is any value resets the broadphase collision pool",
  695. 0f,
  696. (s) => { return 0f; },
  697. (s,v) => { BSParam.ResetBroadphasePoolTainted(s, v, false /* inTaintTime */); } ),
  698. new ParameterDefn<float>("ResetConstraintSolver", "Setting this is any value resets the constraint solver",
  699. 0f,
  700. (s) => { return 0f; },
  701. (s,v) => { BSParam.ResetConstraintSolverTainted(s, v); } ),
  702. };
  703. // Convert a boolean to our numeric true and false values
  704. public static float NumericBool(bool b)
  705. {
  706. return (b ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse);
  707. }
  708. // Convert numeric true and false values to a boolean
  709. public static bool BoolNumeric(float b)
  710. {
  711. return (b == ConfigurationParameters.numericTrue ? true : false);
  712. }
  713. // Search through the parameter definitions and return the matching
  714. // ParameterDefn structure.
  715. // Case does not matter as names are compared after converting to lower case.
  716. // Returns 'false' if the parameter is not found.
  717. internal static bool TryGetParameter(string paramName, out ParameterDefnBase defn)
  718. {
  719. bool ret = false;
  720. ParameterDefnBase foundDefn = null;
  721. string pName = paramName.ToLower();
  722. foreach (ParameterDefnBase parm in ParameterDefinitions)
  723. {
  724. if (pName == parm.name.ToLower())
  725. {
  726. foundDefn = parm;
  727. ret = true;
  728. break;
  729. }
  730. }
  731. defn = foundDefn;
  732. return ret;
  733. }
  734. // Pass through the settable parameters and set the default values
  735. internal static void SetParameterDefaultValues(BSScene physicsScene)
  736. {
  737. foreach (ParameterDefnBase parm in ParameterDefinitions)
  738. {
  739. parm.AssignDefault(physicsScene);
  740. }
  741. }
  742. // Get user set values out of the ini file.
  743. internal static void SetParameterConfigurationValues(BSScene physicsScene, IConfig cfg)
  744. {
  745. foreach (ParameterDefnBase parm in ParameterDefinitions)
  746. {
  747. parm.SetValue(physicsScene, cfg.GetString(parm.name, parm.GetValue(physicsScene)));
  748. }
  749. }
  750. internal static PhysParameterEntry[] SettableParameters = new PhysParameterEntry[1];
  751. // This creates an array in the correct format for returning the list of
  752. // parameters. This is used by the 'list' option of the 'physics' command.
  753. internal static void BuildParameterTable()
  754. {
  755. if (SettableParameters.Length < ParameterDefinitions.Length)
  756. {
  757. List<PhysParameterEntry> entries = new List<PhysParameterEntry>();
  758. for (int ii = 0; ii < ParameterDefinitions.Length; ii++)
  759. {
  760. ParameterDefnBase pd = ParameterDefinitions[ii];
  761. entries.Add(new PhysParameterEntry(pd.name, pd.desc));
  762. }
  763. // make the list alphabetical for ease of finding anything
  764. entries.Sort((ppe1, ppe2) => { return ppe1.name.CompareTo(ppe2.name); });
  765. SettableParameters = entries.ToArray();
  766. }
  767. }
  768. // =====================================================================
  769. // =====================================================================
  770. // There are parameters that, when set, cause things to happen in the physics engine.
  771. // This causes the broadphase collision cache to be cleared.
  772. private static void ResetBroadphasePoolTainted(BSScene pPhysScene, float v, bool inTaintTime)
  773. {
  774. BSScene physScene = pPhysScene;
  775. physScene.TaintedObject(inTaintTime, "BSParam.ResetBroadphasePoolTainted", delegate()
  776. {
  777. physScene.PE.ResetBroadphasePool(physScene.World);
  778. });
  779. }
  780. // This causes the constraint solver cache to be cleared and reset.
  781. private static void ResetConstraintSolverTainted(BSScene pPhysScene, float v)
  782. {
  783. BSScene physScene = pPhysScene;
  784. physScene.TaintedObject(BSScene.DetailLogZero, "BSParam.ResetConstraintSolver", delegate()
  785. {
  786. physScene.PE.ResetConstraintSolver(physScene.World);
  787. });
  788. }
  789. }
  790. }