BSParam.cs 54 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.PhysicsModules.SharedBase;
  32. using OpenMetaverse;
  33. using Nini.Config;
  34. namespace OpenSim.Region.PhysicsModule.BulletS
  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. /// <summary>
  52. /// Set whether physics is active or not.
  53. /// </summary>
  54. /// <remarks>
  55. /// Can be enabled and disabled to start and stop physics.
  56. /// </remarks>
  57. public static bool Active { get; private set; }
  58. public static bool UseSeparatePhysicsThread { get; private set; }
  59. public static float PhysicsTimeStep { get; private set; }
  60. // Level of Detail values kept as float because that's what the Meshmerizer wants
  61. public static float MeshLOD { get; private set; }
  62. public static float MeshCircularLOD { get; private set; }
  63. public static float MeshMegaPrimLOD { get; private set; }
  64. public static float MeshMegaPrimThreshold { get; private set; }
  65. public static float SculptLOD { get; private set; }
  66. public static int CrossingFailuresBeforeOutOfBounds { get; private set; }
  67. public static float UpdateVelocityChangeThreshold { get; private set; }
  68. public static float MinimumObjectMass { get; private set; }
  69. public static float MaximumObjectMass { get; private set; }
  70. public static float MaxLinearVelocity { get; private set; }
  71. public static float MaxLinearVelocitySquared { get; private set; }
  72. public static float MaxAngularVelocity { get; private set; }
  73. public static float MaxAngularVelocitySquared { get; private set; }
  74. public static float MaxAddForceMagnitude { get; private set; }
  75. public static float MaxAddForceMagnitudeSquared { get; private set; }
  76. public static float DensityScaleFactor { get; private set; }
  77. public static float LinearDamping { get; private set; }
  78. public static float AngularDamping { get; private set; }
  79. public static float DeactivationTime { get; private set; }
  80. public static float LinearSleepingThreshold { get; private set; }
  81. public static float AngularSleepingThreshold { get; private set; }
  82. public static float CcdMotionThreshold { get; private set; }
  83. public static float CcdSweptSphereRadius { get; private set; }
  84. public static float ContactProcessingThreshold { get; private set; }
  85. public static bool ShouldMeshSculptedPrim { get; private set; } // cause scuplted prims to get meshed
  86. public static bool ShouldForceSimplePrimMeshing { get; private set; } // if a cube or sphere, let Bullet do internal shapes
  87. public static bool ShouldUseHullsForPhysicalObjects { get; private set; } // 'true' if should create hulls for physical objects
  88. public static bool ShouldRemoveZeroWidthTriangles { get; private set; }
  89. public static bool ShouldUseBulletHACD { get; set; }
  90. public static bool ShouldUseSingleConvexHullForPrims { get; set; }
  91. public static bool ShouldUseGImpactShapeForPrims { get; set; }
  92. public static bool ShouldUseAssetHulls { get; set; }
  93. public static float TerrainImplementation { get; set; }
  94. public static int TerrainMeshMagnification { get; private set; }
  95. public static float TerrainGroundPlane { get; private set; }
  96. public static float TerrainFriction { get; private set; }
  97. public static float TerrainHitFraction { get; private set; }
  98. public static float TerrainRestitution { get; private set; }
  99. public static float TerrainContactProcessingThreshold { get; private set; }
  100. public static float TerrainCollisionMargin { get; private set; }
  101. public static float DefaultFriction { get; private set; }
  102. public static float DefaultDensity { get; private set; }
  103. public static float DefaultRestitution { get; private set; }
  104. public static float CollisionMargin { get; private set; }
  105. public static float Gravity { get; private set; }
  106. // Physics Engine operation
  107. public static float MaxPersistantManifoldPoolSize { get; private set; }
  108. public static float MaxCollisionAlgorithmPoolSize { get; private set; }
  109. public static bool ShouldDisableContactPoolDynamicAllocation { get; private set; }
  110. public static bool ShouldForceUpdateAllAabbs { get; private set; }
  111. public static bool ShouldRandomizeSolverOrder { get; private set; }
  112. public static bool ShouldSplitSimulationIslands { get; private set; }
  113. public static bool ShouldEnableFrictionCaching { get; private set; }
  114. public static float NumberOfSolverIterations { get; private set; }
  115. public static bool UseSingleSidedMeshes { get; private set; }
  116. public static float GlobalContactBreakingThreshold { get; private set; }
  117. public static float PhysicsUnmanLoggingFrames { get; private set; }
  118. // Avatar parameters
  119. public static bool AvatarToAvatarCollisionsByDefault { get; private set; }
  120. public static float AvatarFriction { get; private set; }
  121. public static float AvatarStandingFriction { get; private set; }
  122. public static float AvatarWalkVelocityFactor { get; private set; }
  123. public static float AvatarAlwaysRunFactor { get; private set; }
  124. public static float AvatarDensity { get; private set; }
  125. public static float AvatarRestitution { get; private set; }
  126. public static int AvatarShape { get; private set; }
  127. public static float AvatarCapsuleWidth { get; private set; }
  128. public static float AvatarCapsuleDepth { get; private set; }
  129. public static float AvatarCapsuleHeight { get; private set; }
  130. public static bool AvatarUseBefore09SizeComputation { get; private set; }
  131. public static float AvatarHeightLowFudge { get; private set; }
  132. public static float AvatarHeightMidFudge { get; private set; }
  133. public static float AvatarHeightHighFudge { get; private set; }
  134. public static float AvatarFlyingGroundMargin { get; private set; }
  135. public static float AvatarFlyingGroundUpForce { get; private set; }
  136. public static int AvatarAddForceFrames { get; private set; }
  137. public static float AvatarTerminalVelocity { get; private set; }
  138. public static float AvatarContactProcessingThreshold { get; private set; }
  139. public static float AvatarAddForcePushFactor { get; private set; }
  140. public static float AvatarStopZeroThreshold { get; private set; }
  141. public static float AvatarStopZeroThresholdSquared { get; private set; }
  142. public static int AvatarJumpFrames { get; private set; }
  143. public static float AvatarBelowGroundUpCorrectionMeters { get; private set; }
  144. public static float AvatarStepHeight { get; private set; }
  145. public static float AvatarStepAngle { get; private set; }
  146. public static float AvatarStepGroundFudge { get; private set; }
  147. public static float AvatarStepApproachFactor { get; private set; }
  148. public static float AvatarStepForceFactor { get; private set; }
  149. public static float AvatarStepUpCorrectionFactor { get; private set; }
  150. public static int AvatarStepSmoothingSteps { get; private set; }
  151. // Vehicle parameters
  152. public static float VehicleMaxLinearVelocity { get; private set; }
  153. public static float VehicleMaxLinearVelocitySquared { get; private set; }
  154. public static float VehicleMinLinearVelocity { get; private set; }
  155. public static float VehicleMinLinearVelocitySquared { get; private set; }
  156. public static float VehicleMaxAngularVelocity { get; private set; }
  157. public static float VehicleMaxAngularVelocitySq { get; private set; }
  158. public static float VehicleAngularDamping { get; private set; }
  159. public static float VehicleFriction { get; private set; }
  160. public static float VehicleRestitution { get; private set; }
  161. public static Vector3 VehicleLinearFactor { get; private set; }
  162. public static Vector3 VehicleAngularFactor { get; private set; }
  163. public static Vector3 VehicleInertiaFactor { get; private set; }
  164. public static float VehicleGroundGravityFudge { get; private set; }
  165. public static float VehicleAngularBankingTimescaleFudge { get; private set; }
  166. public static bool VehicleEnableLinearDeflection { get; private set; }
  167. public static bool VehicleLinearDeflectionNotCollidingNoZ { get; private set; }
  168. public static bool VehicleEnableAngularVerticalAttraction { get; private set; }
  169. public static int VehicleAngularVerticalAttractionAlgorithm { get; private set; }
  170. public static bool VehicleEnableAngularDeflection { get; private set; }
  171. public static bool VehicleEnableAngularBanking { get; private set; }
  172. // Convex Hulls
  173. // Parameters for convex hull routine that ships with Bullet
  174. public static int CSHullMaxDepthSplit { get; private set; }
  175. public static int CSHullMaxDepthSplitForSimpleShapes { get; private set; }
  176. public static float CSHullConcavityThresholdPercent { get; private set; }
  177. public static float CSHullVolumeConservationThresholdPercent { get; private set; }
  178. public static int CSHullMaxVertices { get; private set; }
  179. public static float CSHullMaxSkinWidth { get; private set; }
  180. public static float BHullMaxVerticesPerHull { get; private set; } // 100
  181. public static float BHullMinClusters { get; private set; } // 2
  182. public static float BHullCompacityWeight { get; private set; } // 0.1
  183. public static float BHullVolumeWeight { get; private set; } // 0.0
  184. public static float BHullConcavity { get; private set; } // 100
  185. public static bool BHullAddExtraDistPoints { get; private set; } // false
  186. public static bool BHullAddNeighboursDistPoints { get; private set; } // false
  187. public static bool BHullAddFacesPoints { get; private set; } // false
  188. public static bool BHullShouldAdjustCollisionMargin { get; private set; } // false
  189. public static float WhichHACD { get; private set; } // zero if Bullet HACD, non-zero says VHACD
  190. // Parameters for VHACD 2.0: http://code.google.com/p/v-hacd
  191. // To enable, set both ShouldUseBulletHACD=true and WhichHACD=1
  192. // http://kmamou.blogspot.ca/2014/12/v-hacd-20-parameters-description.html
  193. public static float VHACDresolution { get; private set; } // 100,000 max number of voxels generated during voxelization stage
  194. public static float VHACDdepth { get; private set; } // 20 max number of clipping stages
  195. public static float VHACDconcavity { get; private set; } // 0.0025 maximum concavity
  196. public static float VHACDplaneDownsampling { get; private set; } // 4 granularity of search for best clipping plane
  197. public static float VHACDconvexHullDownsampling { get; private set; } // 4 precision of hull gen process
  198. public static float VHACDalpha { get; private set; } // 0.05 bias toward clipping along symmetry planes
  199. public static float VHACDbeta { get; private set; } // 0.05 bias toward clipping along revolution axis
  200. public static float VHACDgamma { get; private set; } // 0.00125 max concavity when merging
  201. public static float VHACDpca { get; private set; } // 0 on/off normalizing mesh before decomp
  202. public static float VHACDmode { get; private set; } // 0 0:voxel based, 1: tetrahedron based
  203. public static float VHACDmaxNumVerticesPerCH { get; private set; } // 64 max triangles per convex hull
  204. public static float VHACDminVolumePerCH { get; private set; } // 0.0001 sampling of generated convex hulls
  205. // Linkset implementation parameters
  206. public static float LinksetImplementation { get; private set; }
  207. public static bool LinksetOffsetCenterOfMass { get; private set; }
  208. public static bool LinkConstraintUseFrameOffset { get; private set; }
  209. public static bool LinkConstraintEnableTransMotor { get; private set; }
  210. public static float LinkConstraintTransMotorMaxVel { get; private set; }
  211. public static float LinkConstraintTransMotorMaxForce { get; private set; }
  212. public static float LinkConstraintERP { get; private set; }
  213. public static float LinkConstraintCFM { get; private set; }
  214. public static float LinkConstraintSolverIterations { get; private set; }
  215. public static bool UseBulletRaycast { get; private set; }
  216. public static float PID_D { get; private set; } // derivative
  217. public static float PID_P { get; private set; } // proportional
  218. public static float DebugNumber { get; private set; } // A console setable number used for debugging
  219. // Various constants that come from that other virtual world that shall not be named.
  220. public const float MinGravityZ = -1f;
  221. public const float MaxGravityZ = 28f;
  222. public const float MinFriction = 0f;
  223. public const float MaxFriction = 255f;
  224. public const float MinDensity = 0.01f;
  225. public const float MaxDensity = 22587f;
  226. public const float MinRestitution = 0f;
  227. public const float MaxRestitution = 1f;
  228. // =====================================================================================
  229. // =====================================================================================
  230. // Base parameter definition that gets and sets parameter values via a string
  231. public abstract class ParameterDefnBase
  232. {
  233. public string name; // string name of the parameter
  234. public string desc; // a short description of what the parameter means
  235. public ParameterDefnBase(string pName, string pDesc)
  236. {
  237. name = pName;
  238. desc = pDesc;
  239. }
  240. // Set the parameter value to the default
  241. public abstract void AssignDefault(BSScene s);
  242. // Get the value as a string
  243. public abstract string GetValue(BSScene s);
  244. // Set the value to this string value
  245. public abstract void SetValue(BSScene s, string valAsString);
  246. // set the value on a particular object (usually sets in physics engine)
  247. public abstract void SetOnObject(BSScene s, BSPhysObject obj);
  248. public abstract bool HasSetOnObject { get; }
  249. }
  250. // Specific parameter definition for a parameter of a specific type.
  251. public delegate T PGetValue<T>(BSScene s);
  252. public delegate void PSetValue<T>(BSScene s, T val);
  253. public delegate void PSetOnObject<T>(BSScene scene, BSPhysObject obj);
  254. public sealed class ParameterDefn<T> : ParameterDefnBase
  255. {
  256. private T defaultValue;
  257. private PSetValue<T> setter;
  258. private PGetValue<T> getter;
  259. private PSetOnObject<T> objectSet;
  260. public ParameterDefn(string pName, string pDesc, T pDefault, PGetValue<T> pGetter, PSetValue<T> pSetter)
  261. : base(pName, pDesc)
  262. {
  263. defaultValue = pDefault;
  264. setter = pSetter;
  265. getter = pGetter;
  266. objectSet = null;
  267. }
  268. public ParameterDefn(string pName, string pDesc, T pDefault, PGetValue<T> pGetter, PSetValue<T> pSetter, PSetOnObject<T> pObjSetter)
  269. : base(pName, pDesc)
  270. {
  271. defaultValue = pDefault;
  272. setter = pSetter;
  273. getter = pGetter;
  274. objectSet = pObjSetter;
  275. }
  276. // Simple parameter variable where property name is the same as the INI file name
  277. // and the value is only a simple get and set.
  278. public ParameterDefn(string pName, string pDesc, T pDefault)
  279. : base(pName, pDesc)
  280. {
  281. defaultValue = pDefault;
  282. setter = (s, v) => { SetValueByName(s, name, v); };
  283. getter = (s) => { return GetValueByName(s, name); };
  284. objectSet = null;
  285. }
  286. // Use reflection to find the property named 'pName' in BSParam and assign 'val' to same.
  287. private void SetValueByName(BSScene s, string pName, T val)
  288. {
  289. PropertyInfo prop = typeof(BSParam).GetProperty(pName, BindingFlags.Public | BindingFlags.Static | BindingFlags.FlattenHierarchy);
  290. if (prop == null)
  291. {
  292. // This should only be output when someone adds a new INI parameter and misspells the name.
  293. s.Logger.ErrorFormat("{0} SetValueByName: did not find '{1}'. Verify specified property name is the same as the given INI parameters name.", LogHeader, pName);
  294. }
  295. else
  296. {
  297. prop.SetValue(null, val, null);
  298. }
  299. }
  300. // Use reflection to find the property named 'pName' in BSParam and return the value in same.
  301. private T GetValueByName(BSScene s, string pName)
  302. {
  303. PropertyInfo prop = typeof(BSParam).GetProperty(pName, BindingFlags.Public | BindingFlags.Static | BindingFlags.FlattenHierarchy);
  304. if (prop == null)
  305. {
  306. // This should only be output when someone adds a new INI parameter and misspells the name.
  307. s.Logger.ErrorFormat("{0} GetValueByName: did not find '{1}'. Verify specified property name is the same as the given INI parameter name.", LogHeader, pName);
  308. }
  309. return (T)prop.GetValue(null, null);
  310. }
  311. public override void AssignDefault(BSScene s)
  312. {
  313. setter(s, defaultValue);
  314. }
  315. public override string GetValue(BSScene s)
  316. {
  317. return getter(s).ToString();
  318. }
  319. public override void SetValue(BSScene s, string valAsString)
  320. {
  321. // Get the generic type of the setter
  322. Type genericType = setter.GetType().GetGenericArguments()[0];
  323. // Find the 'Parse' method on that type
  324. System.Reflection.MethodInfo parser = null;
  325. try
  326. {
  327. parser = genericType.GetMethod("Parse", new Type[] { typeof(String) } );
  328. }
  329. catch (Exception e)
  330. {
  331. s.Logger.ErrorFormat("{0} Exception getting parser for type '{1}': {2}", LogHeader, genericType, e);
  332. parser = null;
  333. }
  334. if (parser != null)
  335. {
  336. // Parse the input string
  337. try
  338. {
  339. T setValue = (T)parser.Invoke(genericType, new Object[] { valAsString });
  340. // Store the parsed value
  341. setter(s, setValue);
  342. // s.Logger.DebugFormat("{0} Parameter {1} = {2}", LogHeader, name, setValue);
  343. }
  344. catch
  345. {
  346. s.Logger.ErrorFormat("{0} Failed parsing parameter value '{1}' as type '{2}'", LogHeader, valAsString, genericType);
  347. }
  348. }
  349. else
  350. {
  351. s.Logger.ErrorFormat("{0} Could not find parameter parser for type '{1}'", LogHeader, genericType);
  352. }
  353. }
  354. public override bool HasSetOnObject
  355. {
  356. get { return objectSet != null; }
  357. }
  358. public override void SetOnObject(BSScene s, BSPhysObject obj)
  359. {
  360. if (objectSet != null)
  361. objectSet(s, obj);
  362. }
  363. }
  364. // List of all of the externally visible parameters.
  365. // For each parameter, this table maps a text name to getter and setters.
  366. // To add a new externally referencable/settable parameter, add the paramter storage
  367. // location somewhere in the program and make an entry in this table with the
  368. // getters and setters.
  369. // It is easiest to find an existing definition and copy it.
  370. //
  371. // A ParameterDefn<T>() takes the following parameters:
  372. // -- the text name of the parameter. This is used for console input and ini file.
  373. // -- a short text description of the parameter. This shows up in the console listing.
  374. // -- a default value
  375. // -- a delegate for getting the value
  376. // -- a delegate for setting the value
  377. // -- an optional delegate to update the value in the world. Most often used to
  378. // push the new value to an in-world object.
  379. //
  380. // The single letter parameters for the delegates are:
  381. // s = BSScene
  382. // o = BSPhysObject
  383. // v = value (appropriate type)
  384. private static ParameterDefnBase[] ParameterDefinitions =
  385. {
  386. new ParameterDefn<bool>("Active", "If 'true', false then physics is not active",
  387. false ),
  388. new ParameterDefn<bool>("UseSeparatePhysicsThread", "If 'true', the physics engine runs independent from the simulator heartbeat",
  389. false ),
  390. new ParameterDefn<float>("PhysicsTimeStep", "If separate thread, seconds to simulate each interval",
  391. 0.089f ),
  392. new ParameterDefn<bool>("MeshSculptedPrim", "Whether to create meshes for sculpties",
  393. true,
  394. (s) => { return ShouldMeshSculptedPrim; },
  395. (s,v) => { ShouldMeshSculptedPrim = v; } ),
  396. new ParameterDefn<bool>("ForceSimplePrimMeshing", "If true, only use primitive meshes for objects",
  397. false,
  398. (s) => { return ShouldForceSimplePrimMeshing; },
  399. (s,v) => { ShouldForceSimplePrimMeshing = v; } ),
  400. new ParameterDefn<bool>("UseHullsForPhysicalObjects", "If true, create hulls for physical objects",
  401. true,
  402. (s) => { return ShouldUseHullsForPhysicalObjects; },
  403. (s,v) => { ShouldUseHullsForPhysicalObjects = v; } ),
  404. new ParameterDefn<bool>("ShouldRemoveZeroWidthTriangles", "If true, remove degenerate triangles from meshes",
  405. true ),
  406. new ParameterDefn<bool>("ShouldUseBulletHACD", "If true, use the Bullet version of HACD",
  407. false ),
  408. new ParameterDefn<bool>("ShouldUseSingleConvexHullForPrims", "If true, use a single convex hull shape for physical prims",
  409. true ),
  410. new ParameterDefn<bool>("ShouldUseGImpactShapeForPrims", "If true, use a GImpact shape for prims with cuts and twists",
  411. false ),
  412. new ParameterDefn<bool>("ShouldUseAssetHulls", "If true, use hull if specified in the mesh asset info",
  413. true ),
  414. new ParameterDefn<int>("CrossingFailuresBeforeOutOfBounds", "How forgiving we are about getting into adjactent regions",
  415. 5 ),
  416. new ParameterDefn<float>("UpdateVelocityChangeThreshold", "Change in updated velocity required before reporting change to simulator",
  417. 0.1f ),
  418. new ParameterDefn<float>("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)",
  419. 32f,
  420. (s) => { return MeshLOD; },
  421. (s,v) => { MeshLOD = v; } ),
  422. new ParameterDefn<float>("MeshLevelOfDetailCircular", "Level of detail for prims with circular cuts or shapes",
  423. 32f,
  424. (s) => { return MeshCircularLOD; },
  425. (s,v) => { MeshCircularLOD = v; } ),
  426. new ParameterDefn<float>("MeshLevelOfDetailMegaPrimThreshold", "Size (in meters) of a mesh before using MeshMegaPrimLOD",
  427. 10f,
  428. (s) => { return MeshMegaPrimThreshold; },
  429. (s,v) => { MeshMegaPrimThreshold = v; } ),
  430. new ParameterDefn<float>("MeshLevelOfDetailMegaPrim", "Level of detail to render meshes larger than threshold meters",
  431. 32f,
  432. (s) => { return MeshMegaPrimLOD; },
  433. (s,v) => { MeshMegaPrimLOD = v; } ),
  434. new ParameterDefn<float>("SculptLevelOfDetail", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)",
  435. 32f,
  436. (s) => { return SculptLOD; },
  437. (s,v) => { SculptLOD = v; } ),
  438. new ParameterDefn<int>("MaxSubStep", "In simulation step, maximum number of substeps",
  439. 10,
  440. (s) => { return s.m_maxSubSteps; },
  441. (s,v) => { s.m_maxSubSteps = (int)v; } ),
  442. new ParameterDefn<float>("FixedTimeStep", "In simulation step, seconds of one substep (1/60)",
  443. 1f / 60f,
  444. (s) => { return s.m_fixedTimeStep; },
  445. (s,v) => { s.m_fixedTimeStep = v; } ),
  446. new ParameterDefn<float>("NominalFrameRate", "The base frame rate we claim",
  447. 55f,
  448. (s) => { return s.NominalFrameRate; },
  449. (s,v) => { s.NominalFrameRate = (int)v; } ),
  450. new ParameterDefn<int>("MaxCollisionsPerFrame", "Max collisions returned at end of each frame",
  451. 2048,
  452. (s) => { return s.m_maxCollisionsPerFrame; },
  453. (s,v) => { s.m_maxCollisionsPerFrame = (int)v; } ),
  454. new ParameterDefn<int>("MaxUpdatesPerFrame", "Max updates returned at end of each frame",
  455. 8000,
  456. (s) => { return s.m_maxUpdatesPerFrame; },
  457. (s,v) => { s.m_maxUpdatesPerFrame = (int)v; } ),
  458. new ParameterDefn<float>("MinObjectMass", "Minimum object mass (0.0001)",
  459. 0.0001f,
  460. (s) => { return MinimumObjectMass; },
  461. (s,v) => { MinimumObjectMass = v; } ),
  462. new ParameterDefn<float>("MaxObjectMass", "Maximum object mass (10000.01)",
  463. 10000.01f,
  464. (s) => { return MaximumObjectMass; },
  465. (s,v) => { MaximumObjectMass = v; } ),
  466. new ParameterDefn<float>("MaxLinearVelocity", "Maximum velocity magnitude that can be assigned to an object",
  467. 1000.0f,
  468. (s) => { return MaxLinearVelocity; },
  469. (s,v) => { MaxLinearVelocity = v; MaxLinearVelocitySquared = v * v; } ),
  470. new ParameterDefn<float>("MaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to an object",
  471. 1000.0f,
  472. (s) => { return MaxAngularVelocity; },
  473. (s,v) => { MaxAngularVelocity = v; MaxAngularVelocitySquared = v * v; } ),
  474. // LL documentation says thie number should be 20f for llApplyImpulse and 200f for llRezObject
  475. new ParameterDefn<float>("MaxAddForceMagnitude", "Maximum force that can be applied by llApplyImpulse (SL says 20f)",
  476. 20000.0f,
  477. (s) => { return MaxAddForceMagnitude; },
  478. (s,v) => { MaxAddForceMagnitude = v; MaxAddForceMagnitudeSquared = v * v; } ),
  479. // Density is passed around as 100kg/m3. This scales that to 1kg/m3.
  480. // Reduce by power of 100 because Bullet doesn't seem to handle objects with large mass very well
  481. new ParameterDefn<float>("DensityScaleFactor", "Conversion for simulator/viewer density (100kg/m3) to physical density (1kg/m3)",
  482. 0.01f ),
  483. new ParameterDefn<float>("PID_D", "Derivitive factor for motion smoothing",
  484. 2200f ),
  485. new ParameterDefn<float>("PID_P", "Parameteric factor for motion smoothing",
  486. 900f ),
  487. new ParameterDefn<float>("DefaultFriction", "Friction factor used on new objects",
  488. 0.2f,
  489. (s) => { return DefaultFriction; },
  490. (s,v) => { DefaultFriction = v; s.UnmanagedParams[0].defaultFriction = v; } ),
  491. // For historical reasons, the viewer and simulator multiply the density by 100
  492. new ParameterDefn<float>("DefaultDensity", "Density for new objects" ,
  493. 1000.0006836f, // Aluminum g/cm3 * 100
  494. (s) => { return DefaultDensity; },
  495. (s,v) => { DefaultDensity = v; s.UnmanagedParams[0].defaultDensity = v; } ),
  496. new ParameterDefn<float>("DefaultRestitution", "Bouncyness of an object" ,
  497. 0f,
  498. (s) => { return DefaultRestitution; },
  499. (s,v) => { DefaultRestitution = v; s.UnmanagedParams[0].defaultRestitution = v; } ),
  500. new ParameterDefn<float>("CollisionMargin", "Margin around objects before collisions are calculated (must be zero!)",
  501. 0.04f,
  502. (s) => { return CollisionMargin; },
  503. (s,v) => { CollisionMargin = v; s.UnmanagedParams[0].collisionMargin = v; } ),
  504. new ParameterDefn<float>("Gravity", "Vertical force of gravity (negative means down)",
  505. -9.80665f,
  506. (s) => { return Gravity; },
  507. (s,v) => { Gravity = v; s.UnmanagedParams[0].gravity = v; },
  508. (s,o) => { s.PE.SetGravity(o.PhysBody, new Vector3(0f,0f,Gravity)); } ),
  509. new ParameterDefn<float>("LinearDamping", "Factor to damp linear movement per second (0.0 - 1.0)",
  510. 0f,
  511. (s) => { return LinearDamping; },
  512. (s,v) => { LinearDamping = v; },
  513. (s,o) => { s.PE.SetDamping(o.PhysBody, LinearDamping, AngularDamping); } ),
  514. new ParameterDefn<float>("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)",
  515. 0f,
  516. (s) => { return AngularDamping; },
  517. (s,v) => { AngularDamping = v; },
  518. (s,o) => { s.PE.SetDamping(o.PhysBody, LinearDamping, AngularDamping); } ),
  519. new ParameterDefn<float>("DeactivationTime", "Seconds before considering an object potentially static",
  520. 0.2f,
  521. (s) => { return DeactivationTime; },
  522. (s,v) => { DeactivationTime = v; },
  523. (s,o) => { s.PE.SetDeactivationTime(o.PhysBody, DeactivationTime); } ),
  524. new ParameterDefn<float>("LinearSleepingThreshold", "Seconds to measure linear movement before considering static",
  525. 0.8f,
  526. (s) => { return LinearSleepingThreshold; },
  527. (s,v) => { LinearSleepingThreshold = v;},
  528. (s,o) => { s.PE.SetSleepingThresholds(o.PhysBody, LinearSleepingThreshold, AngularSleepingThreshold); } ),
  529. new ParameterDefn<float>("AngularSleepingThreshold", "Seconds to measure angular movement before considering static",
  530. 1.0f,
  531. (s) => { return AngularSleepingThreshold; },
  532. (s,v) => { AngularSleepingThreshold = v;},
  533. (s,o) => { s.PE.SetSleepingThresholds(o.PhysBody, LinearSleepingThreshold, AngularSleepingThreshold); } ),
  534. new ParameterDefn<float>("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" ,
  535. 0.0f, // set to zero to disable
  536. (s) => { return CcdMotionThreshold; },
  537. (s,v) => { CcdMotionThreshold = v;},
  538. (s,o) => { s.PE.SetCcdMotionThreshold(o.PhysBody, CcdMotionThreshold); } ),
  539. new ParameterDefn<float>("CcdSweptSphereRadius", "Continuious collision detection test radius" ,
  540. 0.2f,
  541. (s) => { return CcdSweptSphereRadius; },
  542. (s,v) => { CcdSweptSphereRadius = v;},
  543. (s,o) => { s.PE.SetCcdSweptSphereRadius(o.PhysBody, CcdSweptSphereRadius); } ),
  544. new ParameterDefn<float>("ContactProcessingThreshold", "Distance above which contacts can be discarded (0 means no discard)" ,
  545. 0.0f,
  546. (s) => { return ContactProcessingThreshold; },
  547. (s,v) => { ContactProcessingThreshold = v;},
  548. (s,o) => { s.PE.SetContactProcessingThreshold(o.PhysBody, ContactProcessingThreshold); } ),
  549. new ParameterDefn<float>("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)",
  550. (float)BSTerrainPhys.TerrainImplementation.Heightmap ),
  551. new ParameterDefn<int>("TerrainMeshMagnification", "Number of times the 256x256 heightmap is multiplied to create the terrain mesh" ,
  552. 2 ),
  553. new ParameterDefn<float>("TerrainGroundPlane", "Altitude of ground plane used to keep things from falling to infinity" ,
  554. -500.0f ),
  555. new ParameterDefn<float>("TerrainFriction", "Factor to reduce movement against terrain surface" ,
  556. 0.3f ),
  557. new ParameterDefn<float>("TerrainHitFraction", "Distance to measure hit collisions" ,
  558. 0.8f ),
  559. new ParameterDefn<float>("TerrainRestitution", "Bouncyness" ,
  560. 0f ),
  561. new ParameterDefn<float>("TerrainContactProcessingThreshold", "Distance from terrain to stop processing collisions" ,
  562. 0.0f ),
  563. new ParameterDefn<float>("TerrainCollisionMargin", "Margin where collision checking starts" ,
  564. 0.04f ),
  565. new ParameterDefn<bool>("AvatarToAvatarCollisionsByDefault", "Should avatars collide with other avatars by default?",
  566. true),
  567. new ParameterDefn<float>("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.",
  568. 0.2f ),
  569. new ParameterDefn<float>("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.",
  570. 0.95f ),
  571. new ParameterDefn<float>("AvatarWalkVelocityFactor", "Speed multiplier if avatar is walking",
  572. 1.0f ),
  573. new ParameterDefn<float>("AvatarAlwaysRunFactor", "Speed multiplier if avatar is set to always run",
  574. 1.3f ),
  575. // For historical reasons, density is reported * 100
  576. new ParameterDefn<float>("AvatarDensity", "Density of an avatar. Changed on avatar recreation. Scaled times 100.",
  577. 350f) , // 3.5 * 100
  578. new ParameterDefn<float>("AvatarRestitution", "Bouncyness. Changed on avatar recreation.",
  579. 0f ),
  580. new ParameterDefn<int>("AvatarShape", "Code for avatar physical shape: 0:capsule, 1:cube, 2:ovoid, 2:mesh",
  581. BSShapeCollection.AvatarShapeCube ) ,
  582. new ParameterDefn<float>("AvatarCapsuleWidth", "The distance between the sides of the avatar capsule",
  583. 0.6f ) ,
  584. new ParameterDefn<float>("AvatarCapsuleDepth", "The distance between the front and back of the avatar capsule",
  585. 0.45f ),
  586. new ParameterDefn<float>("AvatarCapsuleHeight", "Default height of space around avatar",
  587. 1.5f ),
  588. new ParameterDefn<bool>("AvatarUseBefore09SizeComputation", "Use the old fudge method of computing avatar capsule size",
  589. true ),
  590. new ParameterDefn<float>("AvatarHeightLowFudge", "A fudge factor to make small avatars stand on the ground",
  591. 0f ),
  592. new ParameterDefn<float>("AvatarHeightMidFudge", "A fudge distance to adjust average sized avatars to be standing on ground",
  593. 0f ),
  594. new ParameterDefn<float>("AvatarHeightHighFudge", "A fudge factor to make tall avatars stand on the ground",
  595. 0f ),
  596. new ParameterDefn<float>("AvatarFlyingGroundMargin", "Meters avatar is kept above the ground when flying",
  597. 5f ),
  598. new ParameterDefn<float>("AvatarFlyingGroundUpForce", "Upward force applied to the avatar to keep it at flying ground margin",
  599. 2.0f ),
  600. new ParameterDefn<int>("AvatarAddForceFrames", "Frames to allow AddForce to apply before checking for stationary",
  601. 10 ),
  602. new ParameterDefn<float>("AvatarTerminalVelocity", "Terminal Velocity of falling avatar",
  603. -54.0f ),
  604. new ParameterDefn<float>("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions",
  605. 0.1f ),
  606. new ParameterDefn<float>("AvatarAddForcePushFactor", "BSCharacter.AddForce is multiplied by this and mass to be like other physics engines",
  607. 0.315f ),
  608. new ParameterDefn<float>("AvatarStopZeroThreshold", "Movement velocity below which avatar is assumed to be stopped",
  609. 0.45f,
  610. (s) => { return (float)AvatarStopZeroThreshold; },
  611. (s,v) => { AvatarStopZeroThreshold = v; AvatarStopZeroThresholdSquared = v * v; } ),
  612. new ParameterDefn<float>("AvatarBelowGroundUpCorrectionMeters", "Meters to move avatar up if it seems to be below ground",
  613. 1.0f ),
  614. new ParameterDefn<int>("AvatarJumpFrames", "Number of frames to allow jump forces. Changes jump height.",
  615. 4 ),
  616. new ParameterDefn<float>("AvatarStepHeight", "Height of a step obstacle to consider step correction",
  617. 0.999f ) ,
  618. new ParameterDefn<float>("AvatarStepAngle", "The angle (in radians) for a vertical surface to be considered a step",
  619. 0.3f ) ,
  620. new ParameterDefn<float>("AvatarStepGroundFudge", "Fudge factor subtracted from avatar base when comparing collision height",
  621. 0.1f ) ,
  622. new ParameterDefn<float>("AvatarStepApproachFactor", "Factor to control angle of approach to step (0=straight on)",
  623. 2f ),
  624. new ParameterDefn<float>("AvatarStepForceFactor", "Controls the amount of force up applied to step up onto a step",
  625. 0f ),
  626. new ParameterDefn<float>("AvatarStepUpCorrectionFactor", "Multiplied by height of step collision to create up movement at step",
  627. 0.8f ),
  628. new ParameterDefn<int>("AvatarStepSmoothingSteps", "Number of frames after a step collision that we continue walking up stairs",
  629. 1 ),
  630. new ParameterDefn<float>("VehicleMaxLinearVelocity", "Maximum velocity magnitude that can be assigned to a vehicle",
  631. 1000.0f,
  632. (s) => { return (float)VehicleMaxLinearVelocity; },
  633. (s,v) => { VehicleMaxLinearVelocity = v; VehicleMaxLinearVelocitySquared = v * v; } ),
  634. new ParameterDefn<float>("VehicleMinLinearVelocity", "Maximum velocity magnitude that can be assigned to a vehicle",
  635. 0.001f,
  636. (s) => { return (float)VehicleMinLinearVelocity; },
  637. (s,v) => { VehicleMinLinearVelocity = v; VehicleMinLinearVelocitySquared = v * v; } ),
  638. new ParameterDefn<float>("VehicleMaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to a vehicle",
  639. 12.0f,
  640. (s) => { return (float)VehicleMaxAngularVelocity; },
  641. (s,v) => { VehicleMaxAngularVelocity = v; VehicleMaxAngularVelocitySq = v * v; } ),
  642. new ParameterDefn<float>("VehicleAngularDamping", "Factor to damp vehicle angular movement per second (0.0 - 1.0)",
  643. 0.0f ),
  644. new ParameterDefn<Vector3>("VehicleLinearFactor", "Fraction of physical linear changes applied to vehicle (<0,0,0> to <1,1,1>)",
  645. new Vector3(1f, 1f, 1f) ),
  646. new ParameterDefn<Vector3>("VehicleAngularFactor", "Fraction of physical angular changes applied to vehicle (<0,0,0> to <1,1,1>)",
  647. new Vector3(1f, 1f, 1f) ),
  648. new ParameterDefn<Vector3>("VehicleInertiaFactor", "Fraction of physical inertia applied (<0,0,0> to <1,1,1>)",
  649. new Vector3(1f, 1f, 1f) ),
  650. new ParameterDefn<float>("VehicleFriction", "Friction of vehicle on the ground (0.0 - 1.0)",
  651. 0.0f ),
  652. new ParameterDefn<float>("VehicleRestitution", "Bouncyness factor for vehicles (0.0 - 1.0)",
  653. 0.0f ),
  654. new ParameterDefn<float>("VehicleGroundGravityFudge", "Factor to multiply gravity if a ground vehicle is probably on the ground (0.0 - 1.0)",
  655. 0.2f ),
  656. new ParameterDefn<float>("VehicleAngularBankingTimescaleFudge", "Factor to multiple angular banking timescale. Tune to increase realism.",
  657. 60.0f ),
  658. new ParameterDefn<bool>("VehicleEnableLinearDeflection", "Turn on/off vehicle linear deflection effect",
  659. true ),
  660. new ParameterDefn<bool>("VehicleLinearDeflectionNotCollidingNoZ", "Turn on/off linear deflection Z effect on non-colliding vehicles",
  661. true ),
  662. new ParameterDefn<bool>("VehicleEnableAngularVerticalAttraction", "Turn on/off vehicle angular vertical attraction effect",
  663. true ),
  664. new ParameterDefn<int>("VehicleAngularVerticalAttractionAlgorithm", "Select vertical attraction algo. You need to look at the source.",
  665. 0 ),
  666. new ParameterDefn<bool>("VehicleEnableAngularDeflection", "Turn on/off vehicle angular deflection effect",
  667. true ),
  668. new ParameterDefn<bool>("VehicleEnableAngularBanking", "Turn on/off vehicle angular banking effect",
  669. true ),
  670. new ParameterDefn<float>("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)",
  671. 0f,
  672. (s) => { return MaxPersistantManifoldPoolSize; },
  673. (s,v) => { MaxPersistantManifoldPoolSize = v; s.UnmanagedParams[0].maxPersistantManifoldPoolSize = v; } ),
  674. new ParameterDefn<float>("MaxCollisionAlgorithmPoolSize", "Number of collisions pooled (0 means default of 4096)",
  675. 0f,
  676. (s) => { return MaxCollisionAlgorithmPoolSize; },
  677. (s,v) => { MaxCollisionAlgorithmPoolSize = v; s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize = v; } ),
  678. new ParameterDefn<bool>("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count",
  679. false,
  680. (s) => { return ShouldDisableContactPoolDynamicAllocation; },
  681. (s,v) => { ShouldDisableContactPoolDynamicAllocation = v;
  682. s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = NumericBool(v); } ),
  683. new ParameterDefn<bool>("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step",
  684. false,
  685. (s) => { return ShouldForceUpdateAllAabbs; },
  686. (s,v) => { ShouldForceUpdateAllAabbs = v; s.UnmanagedParams[0].shouldForceUpdateAllAabbs = NumericBool(v); } ),
  687. new ParameterDefn<bool>("ShouldRandomizeSolverOrder", "Enable for slightly better stacking interaction",
  688. true,
  689. (s) => { return ShouldRandomizeSolverOrder; },
  690. (s,v) => { ShouldRandomizeSolverOrder = v; s.UnmanagedParams[0].shouldRandomizeSolverOrder = NumericBool(v); } ),
  691. new ParameterDefn<bool>("ShouldSplitSimulationIslands", "Enable splitting active object scanning islands",
  692. true,
  693. (s) => { return ShouldSplitSimulationIslands; },
  694. (s,v) => { ShouldSplitSimulationIslands = v; s.UnmanagedParams[0].shouldSplitSimulationIslands = NumericBool(v); } ),
  695. new ParameterDefn<bool>("ShouldEnableFrictionCaching", "Enable friction computation caching",
  696. true,
  697. (s) => { return ShouldEnableFrictionCaching; },
  698. (s,v) => { ShouldEnableFrictionCaching = v; s.UnmanagedParams[0].shouldEnableFrictionCaching = NumericBool(v); } ),
  699. new ParameterDefn<float>("NumberOfSolverIterations", "Number of internal iterations (0 means default)",
  700. 0f, // zero says use Bullet default
  701. (s) => { return NumberOfSolverIterations; },
  702. (s,v) => { NumberOfSolverIterations = v; s.UnmanagedParams[0].numberOfSolverIterations = v; } ),
  703. new ParameterDefn<bool>("UseSingleSidedMeshes", "Whether to compute collisions based on single sided meshes.",
  704. true,
  705. (s) => { return UseSingleSidedMeshes; },
  706. (s,v) => { UseSingleSidedMeshes = v; s.UnmanagedParams[0].useSingleSidedMeshes = NumericBool(v); } ),
  707. new ParameterDefn<float>("GlobalContactBreakingThreshold", "Amount of shape radius before breaking a collision contact (0 says Bullet default (0.2))",
  708. 0f,
  709. (s) => { return GlobalContactBreakingThreshold; },
  710. (s,v) => { GlobalContactBreakingThreshold = v; s.UnmanagedParams[0].globalContactBreakingThreshold = v; } ),
  711. new ParameterDefn<float>("PhysicsUnmanLoggingFrames", "If non-zero, frames between output of detailed unmanaged physics statistics",
  712. 0f,
  713. (s) => { return PhysicsUnmanLoggingFrames; },
  714. (s,v) => { PhysicsUnmanLoggingFrames = v; s.UnmanagedParams[0].physicsLoggingFrames = v; } ),
  715. new ParameterDefn<int>("CSHullMaxDepthSplit", "CS impl: max depth to split for hull. 1-10 but > 7 is iffy",
  716. 7 ),
  717. new ParameterDefn<int>("CSHullMaxDepthSplitForSimpleShapes", "CS impl: max depth setting for simple prim shapes",
  718. 2 ),
  719. new ParameterDefn<float>("CSHullConcavityThresholdPercent", "CS impl: concavity threshold percent (0-20)",
  720. 5f ),
  721. new ParameterDefn<float>("CSHullVolumeConservationThresholdPercent", "percent volume conservation to collapse hulls (0-30)",
  722. 5f ),
  723. new ParameterDefn<int>("CSHullMaxVertices", "CS impl: maximum number of vertices in output hulls. Keep < 50.",
  724. 32 ),
  725. new ParameterDefn<float>("CSHullMaxSkinWidth", "CS impl: skin width to apply to output hulls.",
  726. 0f ),
  727. new ParameterDefn<float>("BHullMaxVerticesPerHull", "Bullet impl: max number of vertices per created hull",
  728. 200f ),
  729. new ParameterDefn<float>("BHullMinClusters", "Bullet impl: minimum number of hulls to create per mesh",
  730. 10f ),
  731. new ParameterDefn<float>("BHullCompacityWeight", "Bullet impl: weight factor for how compact to make hulls",
  732. 20f ),
  733. new ParameterDefn<float>("BHullVolumeWeight", "Bullet impl: weight factor for volume in created hull",
  734. 0.1f ),
  735. new ParameterDefn<float>("BHullConcavity", "Bullet impl: weight factor for how convex a created hull can be",
  736. 10f ),
  737. new ParameterDefn<bool>("BHullAddExtraDistPoints", "Bullet impl: whether to add extra vertices for long distance vectors",
  738. true ),
  739. new ParameterDefn<bool>("BHullAddNeighboursDistPoints", "Bullet impl: whether to add extra vertices between neighbor hulls",
  740. true ),
  741. new ParameterDefn<bool>("BHullAddFacesPoints", "Bullet impl: whether to add extra vertices to break up hull faces",
  742. true ),
  743. new ParameterDefn<bool>("BHullShouldAdjustCollisionMargin", "Bullet impl: whether to shrink resulting hulls to account for collision margin",
  744. false ),
  745. new ParameterDefn<float>("WhichHACD", "zero if Bullet HACD, non-zero says VHACD",
  746. 0f ),
  747. new ParameterDefn<float>("VHACDresolution", "max number of voxels generated during voxelization stage",
  748. 100000f ),
  749. new ParameterDefn<float>("VHACDdepth", "max number of clipping stages",
  750. 20f ),
  751. new ParameterDefn<float>("VHACDconcavity", "maximum concavity",
  752. 0.0025f ),
  753. new ParameterDefn<float>("VHACDplaneDownsampling", "granularity of search for best clipping plane",
  754. 4f ),
  755. new ParameterDefn<float>("VHACDconvexHullDownsampling", "precision of hull gen process",
  756. 4f ),
  757. new ParameterDefn<float>("VHACDalpha", "bias toward clipping along symmetry planes",
  758. 0.05f ),
  759. new ParameterDefn<float>("VHACDbeta", "bias toward clipping along revolution axis",
  760. 0.05f ),
  761. new ParameterDefn<float>("VHACDgamma", "max concavity when merging",
  762. 0.00125f ),
  763. new ParameterDefn<float>("VHACDpca", "on/off normalizing mesh before decomp",
  764. 0f ),
  765. new ParameterDefn<float>("VHACDmode", "0:voxel based, 1: tetrahedron based",
  766. 0f ),
  767. new ParameterDefn<float>("VHACDmaxNumVerticesPerCH", "max triangles per convex hull",
  768. 64f ),
  769. new ParameterDefn<float>("VHACDminVolumePerCH", "sampling of generated convex hulls",
  770. 0.0001f ),
  771. new ParameterDefn<float>("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)",
  772. (float)BSLinkset.LinksetImplementation.Compound ),
  773. new ParameterDefn<bool>("LinksetOffsetCenterOfMass", "If 'true', compute linkset center-of-mass and offset linkset position to account for same",
  774. true ),
  775. new ParameterDefn<bool>("LinkConstraintUseFrameOffset", "For linksets built with constraints, enable frame offsetFor linksets built with constraints, enable frame offset.",
  776. false ),
  777. new ParameterDefn<bool>("LinkConstraintEnableTransMotor", "Whether to enable translational motor on linkset constraints",
  778. true ),
  779. new ParameterDefn<float>("LinkConstraintTransMotorMaxVel", "Maximum velocity to be applied by translational motor in linkset constraints",
  780. 5.0f ),
  781. new ParameterDefn<float>("LinkConstraintTransMotorMaxForce", "Maximum force to be applied by translational motor in linkset constraints",
  782. 0.1f ),
  783. new ParameterDefn<float>("LinkConstraintCFM", "Amount constraint can be violated. 0=no violation, 1=infinite. Default=0.1",
  784. 0.1f ),
  785. new ParameterDefn<float>("LinkConstraintERP", "Amount constraint is corrected each tick. 0=none, 1=all. Default = 0.2",
  786. 0.1f ),
  787. new ParameterDefn<float>("LinkConstraintSolverIterations", "Number of solver iterations when computing constraint. (0 = Bullet default)",
  788. 40 ),
  789. new ParameterDefn<bool>("UseBulletRaycast", "If 'true', use the raycast function of the Bullet physics engine",
  790. true ),
  791. new ParameterDefn<float>("DebugNumber", "A console setable number sometimes used for debugging",
  792. 1.0f ),
  793. new ParameterDefn<int>("PhysicsMetricFrames", "Frames between outputting detailed phys metrics. (0 is off)",
  794. 0,
  795. (s) => { return s.PhysicsMetricDumpFrames; },
  796. (s,v) => { s.PhysicsMetricDumpFrames = v; } ),
  797. new ParameterDefn<float>("ResetBroadphasePool", "Setting this is any value resets the broadphase collision pool",
  798. 0f,
  799. (s) => { return 0f; },
  800. (s,v) => { BSParam.ResetBroadphasePoolTainted(s, v); } ),
  801. new ParameterDefn<float>("ResetConstraintSolver", "Setting this is any value resets the constraint solver",
  802. 0f,
  803. (s) => { return 0f; },
  804. (s,v) => { BSParam.ResetConstraintSolverTainted(s, v); } ),
  805. };
  806. // Convert a boolean to our numeric true and false values
  807. public static float NumericBool(bool b)
  808. {
  809. return (b ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse);
  810. }
  811. // Convert numeric true and false values to a boolean
  812. public static bool BoolNumeric(float b)
  813. {
  814. return (b == ConfigurationParameters.numericTrue ? true : false);
  815. }
  816. // Search through the parameter definitions and return the matching
  817. // ParameterDefn structure.
  818. // Case does not matter as names are compared after converting to lower case.
  819. // Returns 'false' if the parameter is not found.
  820. internal static bool TryGetParameter(string paramName, out ParameterDefnBase defn)
  821. {
  822. bool ret = false;
  823. ParameterDefnBase foundDefn = null;
  824. string pName = paramName.ToLower();
  825. foreach (ParameterDefnBase parm in ParameterDefinitions)
  826. {
  827. if (pName == parm.name.ToLower())
  828. {
  829. foundDefn = parm;
  830. ret = true;
  831. break;
  832. }
  833. }
  834. defn = foundDefn;
  835. return ret;
  836. }
  837. // Pass through the settable parameters and set the default values
  838. internal static void SetParameterDefaultValues(BSScene physicsScene)
  839. {
  840. foreach (ParameterDefnBase parm in ParameterDefinitions)
  841. {
  842. parm.AssignDefault(physicsScene);
  843. }
  844. }
  845. // Get user set values out of the ini file.
  846. internal static void SetParameterConfigurationValues(BSScene physicsScene, IConfig cfg)
  847. {
  848. foreach (ParameterDefnBase parm in ParameterDefinitions)
  849. {
  850. parm.SetValue(physicsScene, cfg.GetString(parm.name, parm.GetValue(physicsScene)));
  851. }
  852. }
  853. internal static PhysParameterEntry[] SettableParameters = new PhysParameterEntry[1];
  854. // This creates an array in the correct format for returning the list of
  855. // parameters. This is used by the 'list' option of the 'physics' command.
  856. internal static void BuildParameterTable()
  857. {
  858. if (SettableParameters.Length < ParameterDefinitions.Length)
  859. {
  860. List<PhysParameterEntry> entries = new List<PhysParameterEntry>();
  861. for (int ii = 0; ii < ParameterDefinitions.Length; ii++)
  862. {
  863. ParameterDefnBase pd = ParameterDefinitions[ii];
  864. entries.Add(new PhysParameterEntry(pd.name, pd.desc));
  865. }
  866. // make the list alphabetical for ease of finding anything
  867. entries.Sort((ppe1, ppe2) => { return ppe1.name.CompareTo(ppe2.name); });
  868. SettableParameters = entries.ToArray();
  869. }
  870. }
  871. // =====================================================================
  872. // =====================================================================
  873. // There are parameters that, when set, cause things to happen in the physics engine.
  874. // This causes the broadphase collision cache to be cleared.
  875. private static void ResetBroadphasePoolTainted(BSScene pPhysScene, float v)
  876. {
  877. BSScene physScene = pPhysScene;
  878. physScene.TaintedObject(BSScene.DetailLogZero, "BSParam.ResetBroadphasePoolTainted", delegate()
  879. {
  880. physScene.PE.ResetBroadphasePool(physScene.World);
  881. });
  882. }
  883. // This causes the constraint solver cache to be cleared and reset.
  884. private static void ResetConstraintSolverTainted(BSScene pPhysScene, float v)
  885. {
  886. BSScene physScene = pPhysScene;
  887. physScene.TaintedObject(BSScene.DetailLogZero, "BSParam.ResetConstraintSolver", delegate()
  888. {
  889. physScene.PE.ResetConstraintSolver(physScene.World);
  890. });
  891. }
  892. }
  893. }