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- /*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyrightD
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- using System;
- using System.Collections.Generic;
- using System.Text;
- using OpenSim.Region.Physics.Manager;
- using OpenMetaverse;
- using Nini.Config;
- namespace OpenSim.Region.Physics.BulletSNPlugin
- {
- public static class BSParam
- {
- // Level of Detail values kept as float because that's what the Meshmerizer wants
- public static float MeshLOD { get; private set; }
- public static float MeshMegaPrimLOD { get; private set; }
- public static float MeshMegaPrimThreshold { get; private set; }
- public static float SculptLOD { get; private set; }
- public static float MinimumObjectMass { get; private set; }
- public static float MaximumObjectMass { get; private set; }
- public static float LinearDamping { get; private set; }
- public static float AngularDamping { get; private set; }
- public static float DeactivationTime { get; private set; }
- public static float LinearSleepingThreshold { get; private set; }
- public static float AngularSleepingThreshold { get; private set; }
- public static float CcdMotionThreshold { get; private set; }
- public static float CcdSweptSphereRadius { get; private set; }
- public static float ContactProcessingThreshold { get; private set; }
- public static bool ShouldMeshSculptedPrim { get; private set; } // cause scuplted prims to get meshed
- public static bool ShouldForceSimplePrimMeshing { get; private set; } // if a cube or sphere, let Bullet do internal shapes
- public static bool ShouldUseHullsForPhysicalObjects { get; private set; } // 'true' if should create hulls for physical objects
- public static float TerrainImplementation { get; private set; }
- public static float TerrainFriction { get; private set; }
- public static float TerrainHitFraction { get; private set; }
- public static float TerrainRestitution { get; private set; }
- public static float TerrainCollisionMargin { get; private set; }
- // Avatar parameters
- public static float AvatarFriction { get; private set; }
- public static float AvatarStandingFriction { get; private set; }
- public static float AvatarDensity { get; private set; }
- public static float AvatarRestitution { get; private set; }
- public static float AvatarCapsuleWidth { get; private set; }
- public static float AvatarCapsuleDepth { get; private set; }
- public static float AvatarCapsuleHeight { get; private set; }
- public static float AvatarContactProcessingThreshold { get; private set; }
- public static float VehicleAngularDamping { get; private set; }
- public static float LinksetImplementation { get; private set; }
- public static float LinkConstraintUseFrameOffset { get; private set; }
- public static float LinkConstraintEnableTransMotor { get; private set; }
- public static float LinkConstraintTransMotorMaxVel { get; private set; }
- public static float LinkConstraintTransMotorMaxForce { get; private set; }
- public static float LinkConstraintERP { get; private set; }
- public static float LinkConstraintCFM { get; private set; }
- public static float LinkConstraintSolverIterations { get; private set; }
- public static float PID_D { get; private set; } // derivative
- public static float PID_P { get; private set; } // proportional
- public delegate void ParamUser(BSScene scene, IConfig conf, string paramName, float val);
- public delegate float ParamGet(BSScene scene);
- public delegate void ParamSet(BSScene scene, string paramName, uint localID, float val);
- public delegate void SetOnObject(BSScene scene, BSPhysObject obj, float val);
- public struct ParameterDefn
- {
- public string name; // string name of the parameter
- public string desc; // a short description of what the parameter means
- public float defaultValue; // default value if not specified anywhere else
- public ParamUser userParam; // get the value from the configuration file
- public ParamGet getter; // return the current value stored for this parameter
- public ParamSet setter; // set the current value for this parameter
- public SetOnObject onObject; // set the value on an object in the physical domain
- public ParameterDefn(string n, string d, float v, ParamUser u, ParamGet g, ParamSet s)
- {
- name = n;
- desc = d;
- defaultValue = v;
- userParam = u;
- getter = g;
- setter = s;
- onObject = null;
- }
- public ParameterDefn(string n, string d, float v, ParamUser u, ParamGet g, ParamSet s, SetOnObject o)
- {
- name = n;
- desc = d;
- defaultValue = v;
- userParam = u;
- getter = g;
- setter = s;
- onObject = o;
- }
- }
- // List of all of the externally visible parameters.
- // For each parameter, this table maps a text name to getter and setters.
- // To add a new externally referencable/settable parameter, add the paramter storage
- // location somewhere in the program and make an entry in this table with the
- // getters and setters.
- // It is easiest to find an existing definition and copy it.
- // Parameter values are floats. Booleans are converted to a floating value.
- //
- // A ParameterDefn() takes the following parameters:
- // -- the text name of the parameter. This is used for console input and ini file.
- // -- a short text description of the parameter. This shows up in the console listing.
- // -- a default value (float)
- // -- a delegate for fetching the parameter from the ini file.
- // Should handle fetching the right type from the ini file and converting it.
- // -- a delegate for getting the value as a float
- // -- a delegate for setting the value from a float
- // -- an optional delegate to update the value in the world. Most often used to
- // push the new value to an in-world object.
- //
- // The single letter parameters for the delegates are:
- // s = BSScene
- // o = BSPhysObject
- // p = string parameter name
- // l = localID of referenced object
- // v = value (float)
- // cf = parameter configuration class (for fetching values from ini file)
- private static ParameterDefn[] ParameterDefinitions =
- {
- new ParameterDefn("MeshSculptedPrim", "Whether to create meshes for sculpties",
- ConfigurationParameters.numericTrue,
- (s,cf,p,v) => { ShouldMeshSculptedPrim = cf.GetBoolean(p, BSParam.BoolNumeric(v)); },
- (s) => { return BSParam.NumericBool(ShouldMeshSculptedPrim); },
- (s,p,l,v) => { ShouldMeshSculptedPrim = BSParam.BoolNumeric(v); } ),
- new ParameterDefn("ForceSimplePrimMeshing", "If true, only use primitive meshes for objects",
- ConfigurationParameters.numericFalse,
- (s,cf,p,v) => { ShouldForceSimplePrimMeshing = cf.GetBoolean(p, BSParam.BoolNumeric(v)); },
- (s) => { return BSParam.NumericBool(ShouldForceSimplePrimMeshing); },
- (s,p,l,v) => { ShouldForceSimplePrimMeshing = BSParam.BoolNumeric(v); } ),
- new ParameterDefn("UseHullsForPhysicalObjects", "If true, create hulls for physical objects",
- ConfigurationParameters.numericTrue,
- (s,cf,p,v) => { ShouldUseHullsForPhysicalObjects = cf.GetBoolean(p, BSParam.BoolNumeric(v)); },
- (s) => { return BSParam.NumericBool(ShouldUseHullsForPhysicalObjects); },
- (s,p,l,v) => { ShouldUseHullsForPhysicalObjects = BSParam.BoolNumeric(v); } ),
- new ParameterDefn("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)",
- 8f,
- (s,cf,p,v) => { MeshLOD = (float)cf.GetInt(p, (int)v); },
- (s) => { return MeshLOD; },
- (s,p,l,v) => { MeshLOD = v; } ),
- new ParameterDefn("MeshLevelOfDetailMegaPrim", "Level of detail to render meshes larger than threshold meters",
- 16f,
- (s,cf,p,v) => { MeshMegaPrimLOD = (float)cf.GetInt(p, (int)v); },
- (s) => { return MeshMegaPrimLOD; },
- (s,p,l,v) => { MeshMegaPrimLOD = v; } ),
- new ParameterDefn("MeshLevelOfDetailMegaPrimThreshold", "Size (in meters) of a mesh before using MeshMegaPrimLOD",
- 10f,
- (s,cf,p,v) => { MeshMegaPrimThreshold = (float)cf.GetInt(p, (int)v); },
- (s) => { return MeshMegaPrimThreshold; },
- (s,p,l,v) => { MeshMegaPrimThreshold = v; } ),
- new ParameterDefn("SculptLevelOfDetail", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)",
- 32f,
- (s,cf,p,v) => { SculptLOD = (float)cf.GetInt(p, (int)v); },
- (s) => { return SculptLOD; },
- (s,p,l,v) => { SculptLOD = v; } ),
- new ParameterDefn("MaxSubStep", "In simulation step, maximum number of substeps",
- 10f,
- (s,cf,p,v) => { s.m_maxSubSteps = cf.GetInt(p, (int)v); },
- (s) => { return (float)s.m_maxSubSteps; },
- (s,p,l,v) => { s.m_maxSubSteps = (int)v; } ),
- new ParameterDefn("FixedTimeStep", "In simulation step, seconds of one substep (1/60)",
- 1f / 60f,
- (s,cf,p,v) => { s.m_fixedTimeStep = cf.GetFloat(p, v); },
- (s) => { return (float)s.m_fixedTimeStep; },
- (s,p,l,v) => { s.m_fixedTimeStep = v; } ),
- new ParameterDefn("MaxCollisionsPerFrame", "Max collisions returned at end of each frame",
- 2048f,
- (s,cf,p,v) => { s.m_maxCollisionsPerFrame = cf.GetInt(p, (int)v); },
- (s) => { return (float)s.m_maxCollisionsPerFrame; },
- (s,p,l,v) => { s.m_maxCollisionsPerFrame = (int)v; } ),
- new ParameterDefn("MaxUpdatesPerFrame", "Max updates returned at end of each frame",
- 8000f,
- (s,cf,p,v) => { s.m_maxUpdatesPerFrame = cf.GetInt(p, (int)v); },
- (s) => { return (float)s.m_maxUpdatesPerFrame; },
- (s,p,l,v) => { s.m_maxUpdatesPerFrame = (int)v; } ),
- new ParameterDefn("MaxTaintsToProcessPerStep", "Number of update taints to process before each simulation step",
- 500f,
- (s,cf,p,v) => { s.m_taintsToProcessPerStep = cf.GetInt(p, (int)v); },
- (s) => { return (float)s.m_taintsToProcessPerStep; },
- (s,p,l,v) => { s.m_taintsToProcessPerStep = (int)v; } ),
- new ParameterDefn("MinObjectMass", "Minimum object mass (0.0001)",
- 0.0001f,
- (s,cf,p,v) => { MinimumObjectMass = cf.GetFloat(p, v); },
- (s) => { return (float)MinimumObjectMass; },
- (s,p,l,v) => { MinimumObjectMass = v; } ),
- new ParameterDefn("MaxObjectMass", "Maximum object mass (10000.01)",
- 10000.01f,
- (s,cf,p,v) => { MaximumObjectMass = cf.GetFloat(p, v); },
- (s) => { return (float)MaximumObjectMass; },
- (s,p,l,v) => { MaximumObjectMass = v; } ),
- new ParameterDefn("PID_D", "Derivitive factor for motion smoothing",
- 2200f,
- (s,cf,p,v) => { PID_D = cf.GetFloat(p, v); },
- (s) => { return (float)PID_D; },
- (s,p,l,v) => { PID_D = v; } ),
- new ParameterDefn("PID_P", "Parameteric factor for motion smoothing",
- 900f,
- (s,cf,p,v) => { PID_P = cf.GetFloat(p, v); },
- (s) => { return (float)PID_P; },
- (s,p,l,v) => { PID_P = v; } ),
- new ParameterDefn("DefaultFriction", "Friction factor used on new objects",
- 0.2f,
- (s,cf,p,v) => { s.UnmanagedParams[0].defaultFriction = cf.GetFloat(p, v); },
- (s) => { return s.UnmanagedParams[0].defaultFriction; },
- (s,p,l,v) => { s.UnmanagedParams[0].defaultFriction = v; } ),
- new ParameterDefn("DefaultDensity", "Density for new objects" ,
- 10.000006836f, // Aluminum g/cm3
- (s,cf,p,v) => { s.UnmanagedParams[0].defaultDensity = cf.GetFloat(p, v); },
- (s) => { return s.UnmanagedParams[0].defaultDensity; },
- (s,p,l,v) => { s.UnmanagedParams[0].defaultDensity = v; } ),
- new ParameterDefn("DefaultRestitution", "Bouncyness of an object" ,
- 0f,
- (s,cf,p,v) => { s.UnmanagedParams[0].defaultRestitution = cf.GetFloat(p, v); },
- (s) => { return s.UnmanagedParams[0].defaultRestitution; },
- (s,p,l,v) => { s.UnmanagedParams[0].defaultRestitution = v; } ),
- new ParameterDefn("CollisionMargin", "Margin around objects before collisions are calculated (must be zero!)",
- 0.04f,
- (s,cf,p,v) => { s.UnmanagedParams[0].collisionMargin = cf.GetFloat(p, v); },
- (s) => { return s.UnmanagedParams[0].collisionMargin; },
- (s,p,l,v) => { s.UnmanagedParams[0].collisionMargin = v; } ),
- new ParameterDefn("Gravity", "Vertical force of gravity (negative means down)",
- -9.80665f,
- (s,cf,p,v) => { s.UnmanagedParams[0].gravity = cf.GetFloat(p, v); },
- (s) => { return s.UnmanagedParams[0].gravity; },
- (s,p,l,v) => { s.UpdateParameterObject((x)=>{s.UnmanagedParams[0].gravity=x;}, p, PhysParameterEntry.APPLY_TO_NONE, v); },
- (s,o,v) => { BulletSimAPI.SetGravity2(s.World.ptr, new Vector3(0f,0f,v)); } ),
- new ParameterDefn("LinearDamping", "Factor to damp linear movement per second (0.0 - 1.0)",
- 0f,
- (s,cf,p,v) => { LinearDamping = cf.GetFloat(p, v); },
- (s) => { return LinearDamping; },
- (s,p,l,v) => { s.UpdateParameterObject((x)=>{LinearDamping=x;}, p, l, v); },
- (s,o,v) => { BulletSimAPI.SetDamping2(o.PhysBody.ptr, v, AngularDamping); } ),
- new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)",
- 0f,
- (s,cf,p,v) => { AngularDamping = cf.GetFloat(p, v); },
- (s) => { return AngularDamping; },
- (s,p,l,v) => { s.UpdateParameterObject((x)=>{AngularDamping=x;}, p, l, v); },
- (s,o,v) => { BulletSimAPI.SetDamping2(o.PhysBody.ptr, LinearDamping, v); } ),
- new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static",
- 0.2f,
- (s,cf,p,v) => { DeactivationTime = cf.GetFloat(p, v); },
- (s) => { return DeactivationTime; },
- (s,p,l,v) => { s.UpdateParameterObject((x)=>{DeactivationTime=x;}, p, l, v); },
- (s,o,v) => { BulletSimAPI.SetDeactivationTime2(o.PhysBody.ptr, v); } ),
- new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static",
- 0.8f,
- (s,cf,p,v) => { LinearSleepingThreshold = cf.GetFloat(p, v); },
- (s) => { return LinearSleepingThreshold; },
- (s,p,l,v) => { s.UpdateParameterObject((x)=>{LinearSleepingThreshold=x;}, p, l, v); },
- (s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.PhysBody.ptr, v, v); } ),
- new ParameterDefn("AngularSleepingThreshold", "Seconds to measure angular movement before considering static",
- 1.0f,
- (s,cf,p,v) => { AngularSleepingThreshold = cf.GetFloat(p, v); },
- (s) => { return AngularSleepingThreshold; },
- (s,p,l,v) => { s.UpdateParameterObject((x)=>{AngularSleepingThreshold=x;}, p, l, v); },
- (s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.PhysBody.ptr, v, v); } ),
- new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" ,
- 0f, // set to zero to disable
- (s,cf,p,v) => { CcdMotionThreshold = cf.GetFloat(p, v); },
- (s) => { return CcdMotionThreshold; },
- (s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdMotionThreshold=x;}, p, l, v); },
- (s,o,v) => { BulletSimAPI.SetCcdMotionThreshold2(o.PhysBody.ptr, v); } ),
- new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" ,
- 0f,
- (s,cf,p,v) => { CcdSweptSphereRadius = cf.GetFloat(p, v); },
- (s) => { return CcdSweptSphereRadius; },
- (s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdSweptSphereRadius=x;}, p, l, v); },
- (s,o,v) => { BulletSimAPI.SetCcdSweptSphereRadius2(o.PhysBody.ptr, v); } ),
- new ParameterDefn("ContactProcessingThreshold", "Distance between contacts before doing collision check" ,
- 0.1f,
- (s,cf,p,v) => { ContactProcessingThreshold = cf.GetFloat(p, v); },
- (s) => { return ContactProcessingThreshold; },
- (s,p,l,v) => { s.UpdateParameterObject((x)=>{ContactProcessingThreshold=x;}, p, l, v); },
- (s,o,v) => { BulletSimAPI.SetContactProcessingThreshold2(o.PhysBody.ptr, v); } ),
- new ParameterDefn("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)",
- (float)BSTerrainPhys.TerrainImplementation.Heightmap,
- (s,cf,p,v) => { TerrainImplementation = cf.GetFloat(p,v); },
- (s) => { return TerrainImplementation; },
- (s,p,l,v) => { TerrainImplementation = v; } ),
- new ParameterDefn("TerrainFriction", "Factor to reduce movement against terrain surface" ,
- 0.3f,
- (s,cf,p,v) => { TerrainFriction = cf.GetFloat(p, v); },
- (s) => { return TerrainFriction; },
- (s,p,l,v) => { TerrainFriction = v; /* TODO: set on real terrain */} ),
- new ParameterDefn("TerrainHitFraction", "Distance to measure hit collisions" ,
- 0.8f,
- (s,cf,p,v) => { TerrainHitFraction = cf.GetFloat(p, v); },
- (s) => { return TerrainHitFraction; },
- (s,p,l,v) => { TerrainHitFraction = v; /* TODO: set on real terrain */ } ),
- new ParameterDefn("TerrainRestitution", "Bouncyness" ,
- 0f,
- (s,cf,p,v) => { TerrainRestitution = cf.GetFloat(p, v); },
- (s) => { return TerrainRestitution; },
- (s,p,l,v) => { TerrainRestitution = v; /* TODO: set on real terrain */ } ),
- new ParameterDefn("TerrainCollisionMargin", "Margin where collision checking starts" ,
- 0.04f,
- (s,cf,p,v) => { TerrainCollisionMargin = cf.GetFloat(p, v); },
- (s) => { return TerrainCollisionMargin; },
- (s,p,l,v) => { TerrainCollisionMargin = v; /* TODO: set on real terrain */ } ),
- new ParameterDefn("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.",
- 0.2f,
- (s,cf,p,v) => { AvatarFriction = cf.GetFloat(p, v); },
- (s) => { return AvatarFriction; },
- (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarFriction=x;}, p, l, v); } ),
- new ParameterDefn("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.",
- 10.0f,
- (s,cf,p,v) => { AvatarStandingFriction = cf.GetFloat(p, v); },
- (s) => { return AvatarStandingFriction; },
- (s,p,l,v) => { AvatarStandingFriction = v; } ),
- new ParameterDefn("AvatarDensity", "Density of an avatar. Changed on avatar recreation.",
- 3.5f,
- (s,cf,p,v) => { AvatarDensity = cf.GetFloat(p, v); },
- (s) => { return AvatarDensity; },
- (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarDensity=x;}, p, l, v); } ),
- new ParameterDefn("AvatarRestitution", "Bouncyness. Changed on avatar recreation.",
- 0f,
- (s,cf,p,v) => { AvatarRestitution = cf.GetFloat(p, v); },
- (s) => { return AvatarRestitution; },
- (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarRestitution=x;}, p, l, v); } ),
- new ParameterDefn("AvatarCapsuleWidth", "The distance between the sides of the avatar capsule",
- 0.6f,
- (s,cf,p,v) => { AvatarCapsuleWidth = cf.GetFloat(p, v); },
- (s) => { return AvatarCapsuleWidth; },
- (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarCapsuleWidth=x;}, p, l, v); } ),
- new ParameterDefn("AvatarCapsuleDepth", "The distance between the front and back of the avatar capsule",
- 0.45f,
- (s,cf,p,v) => { AvatarCapsuleDepth = cf.GetFloat(p, v); },
- (s) => { return AvatarCapsuleDepth; },
- (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarCapsuleDepth=x;}, p, l, v); } ),
- new ParameterDefn("AvatarCapsuleHeight", "Default height of space around avatar",
- 1.5f,
- (s,cf,p,v) => { AvatarCapsuleHeight = cf.GetFloat(p, v); },
- (s) => { return AvatarCapsuleHeight; },
- (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarCapsuleHeight=x;}, p, l, v); } ),
- new ParameterDefn("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions",
- 0.1f,
- (s,cf,p,v) => { AvatarContactProcessingThreshold = cf.GetFloat(p, v); },
- (s) => { return AvatarContactProcessingThreshold; },
- (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarContactProcessingThreshold=x;}, p, l, v); } ),
- new ParameterDefn("VehicleAngularDamping", "Factor to damp vehicle angular movement per second (0.0 - 1.0)",
- 0.95f,
- (s,cf,p,v) => { VehicleAngularDamping = cf.GetFloat(p, v); },
- (s) => { return VehicleAngularDamping; },
- (s,p,l,v) => { VehicleAngularDamping = v; } ),
- new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)",
- 0f,
- (s,cf,p,v) => { s.UnmanagedParams[0].maxPersistantManifoldPoolSize = cf.GetFloat(p, v); },
- (s) => { return s.UnmanagedParams[0].maxPersistantManifoldPoolSize; },
- (s,p,l,v) => { s.UnmanagedParams[0].maxPersistantManifoldPoolSize = v; } ),
- new ParameterDefn("MaxCollisionAlgorithmPoolSize", "Number of collisions pooled (0 means default of 4096)",
- 0f,
- (s,cf,p,v) => { s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize = cf.GetFloat(p, v); },
- (s) => { return s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize; },
- (s,p,l,v) => { s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize = v; } ),
- new ParameterDefn("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count",
- ConfigurationParameters.numericFalse,
- (s,cf,p,v) => { s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },
- (s) => { return s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation; },
- (s,p,l,v) => { s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = v; } ),
- new ParameterDefn("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step",
- ConfigurationParameters.numericFalse,
- (s,cf,p,v) => { s.UnmanagedParams[0].shouldForceUpdateAllAabbs = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },
- (s) => { return s.UnmanagedParams[0].shouldForceUpdateAllAabbs; },
- (s,p,l,v) => { s.UnmanagedParams[0].shouldForceUpdateAllAabbs = v; } ),
- new ParameterDefn("ShouldRandomizeSolverOrder", "Enable for slightly better stacking interaction",
- ConfigurationParameters.numericTrue,
- (s,cf,p,v) => { s.UnmanagedParams[0].shouldRandomizeSolverOrder = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },
- (s) => { return s.UnmanagedParams[0].shouldRandomizeSolverOrder; },
- (s,p,l,v) => { s.UnmanagedParams[0].shouldRandomizeSolverOrder = v; } ),
- new ParameterDefn("ShouldSplitSimulationIslands", "Enable splitting active object scanning islands",
- ConfigurationParameters.numericTrue,
- (s,cf,p,v) => { s.UnmanagedParams[0].shouldSplitSimulationIslands = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },
- (s) => { return s.UnmanagedParams[0].shouldSplitSimulationIslands; },
- (s,p,l,v) => { s.UnmanagedParams[0].shouldSplitSimulationIslands = v; } ),
- new ParameterDefn("ShouldEnableFrictionCaching", "Enable friction computation caching",
- ConfigurationParameters.numericFalse,
- (s,cf,p,v) => { s.UnmanagedParams[0].shouldEnableFrictionCaching = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },
- (s) => { return s.UnmanagedParams[0].shouldEnableFrictionCaching; },
- (s,p,l,v) => { s.UnmanagedParams[0].shouldEnableFrictionCaching = v; } ),
- new ParameterDefn("NumberOfSolverIterations", "Number of internal iterations (0 means default)",
- 0f, // zero says use Bullet default
- (s,cf,p,v) => { s.UnmanagedParams[0].numberOfSolverIterations = cf.GetFloat(p, v); },
- (s) => { return s.UnmanagedParams[0].numberOfSolverIterations; },
- (s,p,l,v) => { s.UnmanagedParams[0].numberOfSolverIterations = v; } ),
- new ParameterDefn("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)",
- (float)BSLinkset.LinksetImplementation.Compound,
- (s,cf,p,v) => { LinksetImplementation = cf.GetFloat(p,v); },
- (s) => { return LinksetImplementation; },
- (s,p,l,v) => { LinksetImplementation = v; } ),
- new ParameterDefn("LinkConstraintUseFrameOffset", "For linksets built with constraints, enable frame offsetFor linksets built with constraints, enable frame offset.",
- ConfigurationParameters.numericFalse,
- (s,cf,p,v) => { LinkConstraintUseFrameOffset = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },
- (s) => { return LinkConstraintUseFrameOffset; },
- (s,p,l,v) => { LinkConstraintUseFrameOffset = v; } ),
- new ParameterDefn("LinkConstraintEnableTransMotor", "Whether to enable translational motor on linkset constraints",
- ConfigurationParameters.numericTrue,
- (s,cf,p,v) => { LinkConstraintEnableTransMotor = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },
- (s) => { return LinkConstraintEnableTransMotor; },
- (s,p,l,v) => { LinkConstraintEnableTransMotor = v; } ),
- new ParameterDefn("LinkConstraintTransMotorMaxVel", "Maximum velocity to be applied by translational motor in linkset constraints",
- 5.0f,
- (s,cf,p,v) => { LinkConstraintTransMotorMaxVel = cf.GetFloat(p, v); },
- (s) => { return LinkConstraintTransMotorMaxVel; },
- (s,p,l,v) => { LinkConstraintTransMotorMaxVel = v; } ),
- new ParameterDefn("LinkConstraintTransMotorMaxForce", "Maximum force to be applied by translational motor in linkset constraints",
- 0.1f,
- (s,cf,p,v) => { LinkConstraintTransMotorMaxForce = cf.GetFloat(p, v); },
- (s) => { return LinkConstraintTransMotorMaxForce; },
- (s,p,l,v) => { LinkConstraintTransMotorMaxForce = v; } ),
- new ParameterDefn("LinkConstraintCFM", "Amount constraint can be violated. 0=no violation, 1=infinite. Default=0.1",
- 0.1f,
- (s,cf,p,v) => { LinkConstraintCFM = cf.GetFloat(p, v); },
- (s) => { return LinkConstraintCFM; },
- (s,p,l,v) => { LinkConstraintCFM = v; } ),
- new ParameterDefn("LinkConstraintERP", "Amount constraint is corrected each tick. 0=none, 1=all. Default = 0.2",
- 0.1f,
- (s,cf,p,v) => { LinkConstraintERP = cf.GetFloat(p, v); },
- (s) => { return LinkConstraintERP; },
- (s,p,l,v) => { LinkConstraintERP = v; } ),
- new ParameterDefn("LinkConstraintSolverIterations", "Number of solver iterations when computing constraint. (0 = Bullet default)",
- 40,
- (s,cf,p,v) => { LinkConstraintSolverIterations = cf.GetFloat(p, v); },
- (s) => { return LinkConstraintSolverIterations; },
- (s,p,l,v) => { LinkConstraintSolverIterations = v; } ),
- new ParameterDefn("LogPhysicsStatisticsFrames", "Frames between outputting detailed phys stats. (0 is off)",
- 0f,
- (s,cf,p,v) => { s.UnmanagedParams[0].physicsLoggingFrames = cf.GetInt(p, (int)v); },
- (s) => { return (float)s.UnmanagedParams[0].physicsLoggingFrames; },
- (s,p,l,v) => { s.UnmanagedParams[0].physicsLoggingFrames = (int)v; } ),
- };
- // Convert a boolean to our numeric true and false values
- public static float NumericBool(bool b)
- {
- return (b ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse);
- }
- // Convert numeric true and false values to a boolean
- public static bool BoolNumeric(float b)
- {
- return (b == ConfigurationParameters.numericTrue ? true : false);
- }
- // Search through the parameter definitions and return the matching
- // ParameterDefn structure.
- // Case does not matter as names are compared after converting to lower case.
- // Returns 'false' if the parameter is not found.
- internal static bool TryGetParameter(string paramName, out ParameterDefn defn)
- {
- bool ret = false;
- ParameterDefn foundDefn = new ParameterDefn();
- string pName = paramName.ToLower();
- foreach (ParameterDefn parm in ParameterDefinitions)
- {
- if (pName == parm.name.ToLower())
- {
- foundDefn = parm;
- ret = true;
- break;
- }
- }
- defn = foundDefn;
- return ret;
- }
- // Pass through the settable parameters and set the default values
- internal static void SetParameterDefaultValues(BSScene physicsScene)
- {
- foreach (ParameterDefn parm in ParameterDefinitions)
- {
- parm.setter(physicsScene, parm.name, PhysParameterEntry.APPLY_TO_NONE, parm.defaultValue);
- }
- }
- // Get user set values out of the ini file.
- internal static void SetParameterConfigurationValues(BSScene physicsScene, IConfig cfg)
- {
- foreach (ParameterDefn parm in ParameterDefinitions)
- {
- parm.userParam(physicsScene, cfg, parm.name, parm.defaultValue);
- }
- }
- internal static PhysParameterEntry[] SettableParameters = new PhysParameterEntry[1];
- // This creates an array in the correct format for returning the list of
- // parameters. This is used by the 'list' option of the 'physics' command.
- internal static void BuildParameterTable()
- {
- if (SettableParameters.Length < ParameterDefinitions.Length)
- {
- List<PhysParameterEntry> entries = new List<PhysParameterEntry>();
- for (int ii = 0; ii < ParameterDefinitions.Length; ii++)
- {
- ParameterDefn pd = ParameterDefinitions[ii];
- entries.Add(new PhysParameterEntry(pd.name, pd.desc));
- }
- // make the list in alphabetical order for estetic reasons
- entries.Sort(delegate(PhysParameterEntry ppe1, PhysParameterEntry ppe2)
- {
- return ppe1.name.CompareTo(ppe2.name);
- });
- SettableParameters = entries.ToArray();
- }
- }
- }
- }
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