BSParam.cs 49 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. /// <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 AvatarAlwaysRunFactor { get; private set; }
  123. public static float AvatarDensity { get; private set; }
  124. public static float AvatarRestitution { get; private set; }
  125. public static int AvatarShape { get; private set; }
  126. public static float AvatarCapsuleWidth { get; private set; }
  127. public static float AvatarCapsuleDepth { get; private set; }
  128. public static float AvatarCapsuleHeight { get; private set; }
  129. public static float AvatarHeightLowFudge { get; private set; }
  130. public static float AvatarHeightMidFudge { get; private set; }
  131. public static float AvatarHeightHighFudge { get; private set; }
  132. public static float AvatarFlyingGroundMargin { get; private set; }
  133. public static float AvatarFlyingGroundUpForce { get; private set; }
  134. public static float AvatarTerminalVelocity { get; private set; }
  135. public static float AvatarContactProcessingThreshold { get; private set; }
  136. public static float AvatarStopZeroThreshold { get; private set; }
  137. public static int AvatarJumpFrames { get; private set; }
  138. public static float AvatarBelowGroundUpCorrectionMeters { get; private set; }
  139. public static float AvatarStepHeight { get; private set; }
  140. public static float AvatarStepApproachFactor { get; private set; }
  141. public static float AvatarStepForceFactor { get; private set; }
  142. public static float AvatarStepUpCorrectionFactor { get; private set; }
  143. public static int AvatarStepSmoothingSteps { get; private set; }
  144. // Vehicle parameters
  145. public static float VehicleMaxLinearVelocity { get; private set; }
  146. public static float VehicleMaxLinearVelocitySquared { get; private set; }
  147. public static float VehicleMinLinearVelocity { get; private set; }
  148. public static float VehicleMinLinearVelocitySquared { get; private set; }
  149. public static float VehicleMaxAngularVelocity { get; private set; }
  150. public static float VehicleMaxAngularVelocitySq { get; private set; }
  151. public static float VehicleAngularDamping { get; private set; }
  152. public static float VehicleFriction { get; private set; }
  153. public static float VehicleRestitution { get; private set; }
  154. public static Vector3 VehicleLinearFactor { get; private set; }
  155. public static Vector3 VehicleAngularFactor { get; private set; }
  156. public static Vector3 VehicleInertiaFactor { get; private set; }
  157. public static float VehicleGroundGravityFudge { get; private set; }
  158. public static float VehicleAngularBankingTimescaleFudge { get; private set; }
  159. public static bool VehicleEnableLinearDeflection { get; private set; }
  160. public static bool VehicleLinearDeflectionNotCollidingNoZ { get; private set; }
  161. public static bool VehicleEnableAngularVerticalAttraction { get; private set; }
  162. public static int VehicleAngularVerticalAttractionAlgorithm { get; private set; }
  163. public static bool VehicleEnableAngularDeflection { get; private set; }
  164. public static bool VehicleEnableAngularBanking { get; private set; }
  165. // Convex Hulls
  166. public static int CSHullMaxDepthSplit { get; private set; }
  167. public static int CSHullMaxDepthSplitForSimpleShapes { get; private set; }
  168. public static float CSHullConcavityThresholdPercent { get; private set; }
  169. public static float CSHullVolumeConservationThresholdPercent { get; private set; }
  170. public static int CSHullMaxVertices { get; private set; }
  171. public static float CSHullMaxSkinWidth { get; private set; }
  172. public static float BHullMaxVerticesPerHull { get; private set; } // 100
  173. public static float BHullMinClusters { get; private set; } // 2
  174. public static float BHullCompacityWeight { get; private set; } // 0.1
  175. public static float BHullVolumeWeight { get; private set; } // 0.0
  176. public static float BHullConcavity { get; private set; } // 100
  177. public static bool BHullAddExtraDistPoints { get; private set; } // false
  178. public static bool BHullAddNeighboursDistPoints { get; private set; } // false
  179. public static bool BHullAddFacesPoints { get; private set; } // false
  180. public static bool BHullShouldAdjustCollisionMargin { get; private set; } // false
  181. // Linkset implementation parameters
  182. public static float LinksetImplementation { get; private set; }
  183. public static bool LinksetOffsetCenterOfMass { get; private set; }
  184. public static bool LinkConstraintUseFrameOffset { get; private set; }
  185. public static bool LinkConstraintEnableTransMotor { get; private set; }
  186. public static float LinkConstraintTransMotorMaxVel { get; private set; }
  187. public static float LinkConstraintTransMotorMaxForce { get; private set; }
  188. public static float LinkConstraintERP { get; private set; }
  189. public static float LinkConstraintCFM { get; private set; }
  190. public static float LinkConstraintSolverIterations { get; private set; }
  191. public static float PID_D { get; private set; } // derivative
  192. public static float PID_P { get; private set; } // proportional
  193. // Various constants that come from that other virtual world that shall not be named.
  194. public const float MinGravityZ = -1f;
  195. public const float MaxGravityZ = 28f;
  196. public const float MinFriction = 0f;
  197. public const float MaxFriction = 255f;
  198. public const float MinDensity = 0.01f;
  199. public const float MaxDensity = 22587f;
  200. public const float MinRestitution = 0f;
  201. public const float MaxRestitution = 1f;
  202. // =====================================================================================
  203. // =====================================================================================
  204. // Base parameter definition that gets and sets parameter values via a string
  205. public abstract class ParameterDefnBase
  206. {
  207. public string name; // string name of the parameter
  208. public string desc; // a short description of what the parameter means
  209. public ParameterDefnBase(string pName, string pDesc)
  210. {
  211. name = pName;
  212. desc = pDesc;
  213. }
  214. // Set the parameter value to the default
  215. public abstract void AssignDefault(BSScene s);
  216. // Get the value as a string
  217. public abstract string GetValue(BSScene s);
  218. // Set the value to this string value
  219. public abstract void SetValue(BSScene s, string valAsString);
  220. // set the value on a particular object (usually sets in physics engine)
  221. public abstract void SetOnObject(BSScene s, BSPhysObject obj);
  222. public abstract bool HasSetOnObject { get; }
  223. }
  224. // Specific parameter definition for a parameter of a specific type.
  225. public delegate T PGetValue<T>(BSScene s);
  226. public delegate void PSetValue<T>(BSScene s, T val);
  227. public delegate void PSetOnObject<T>(BSScene scene, BSPhysObject obj);
  228. public sealed class ParameterDefn<T> : ParameterDefnBase
  229. {
  230. private T defaultValue;
  231. private PSetValue<T> setter;
  232. private PGetValue<T> getter;
  233. private PSetOnObject<T> objectSet;
  234. public ParameterDefn(string pName, string pDesc, T pDefault, PGetValue<T> pGetter, PSetValue<T> pSetter)
  235. : base(pName, pDesc)
  236. {
  237. defaultValue = pDefault;
  238. setter = pSetter;
  239. getter = pGetter;
  240. objectSet = null;
  241. }
  242. public ParameterDefn(string pName, string pDesc, T pDefault, PGetValue<T> pGetter, PSetValue<T> pSetter, PSetOnObject<T> pObjSetter)
  243. : base(pName, pDesc)
  244. {
  245. defaultValue = pDefault;
  246. setter = pSetter;
  247. getter = pGetter;
  248. objectSet = pObjSetter;
  249. }
  250. // Simple parameter variable where property name is the same as the INI file name
  251. // and the value is only a simple get and set.
  252. public ParameterDefn(string pName, string pDesc, T pDefault)
  253. : base(pName, pDesc)
  254. {
  255. defaultValue = pDefault;
  256. setter = (s, v) => { SetValueByName(s, name, v); };
  257. getter = (s) => { return GetValueByName(s, name); };
  258. objectSet = null;
  259. }
  260. // Use reflection to find the property named 'pName' in BSParam and assign 'val' to same.
  261. private void SetValueByName(BSScene s, string pName, T val)
  262. {
  263. PropertyInfo prop = typeof(BSParam).GetProperty(pName, BindingFlags.Public | BindingFlags.Static | BindingFlags.FlattenHierarchy);
  264. if (prop == null)
  265. {
  266. // This should only be output when someone adds a new INI parameter and misspells the name.
  267. s.Logger.ErrorFormat("{0} SetValueByName: did not find '{1}'. Verify specified property name is the same as the given INI parameters name.", LogHeader, pName);
  268. }
  269. else
  270. {
  271. prop.SetValue(null, val, null);
  272. }
  273. }
  274. // Use reflection to find the property named 'pName' in BSParam and return the value in same.
  275. private T GetValueByName(BSScene s, string pName)
  276. {
  277. PropertyInfo prop = typeof(BSParam).GetProperty(pName, BindingFlags.Public | BindingFlags.Static | BindingFlags.FlattenHierarchy);
  278. if (prop == null)
  279. {
  280. // This should only be output when someone adds a new INI parameter and misspells the name.
  281. s.Logger.ErrorFormat("{0} GetValueByName: did not find '{1}'. Verify specified property name is the same as the given INI parameter name.", LogHeader, pName);
  282. }
  283. return (T)prop.GetValue(null, null);
  284. }
  285. public override void AssignDefault(BSScene s)
  286. {
  287. setter(s, defaultValue);
  288. }
  289. public override string GetValue(BSScene s)
  290. {
  291. return getter(s).ToString();
  292. }
  293. public override void SetValue(BSScene s, string valAsString)
  294. {
  295. // Get the generic type of the setter
  296. Type genericType = setter.GetType().GetGenericArguments()[0];
  297. // Find the 'Parse' method on that type
  298. System.Reflection.MethodInfo parser = null;
  299. try
  300. {
  301. parser = genericType.GetMethod("Parse", new Type[] { typeof(String) } );
  302. }
  303. catch (Exception e)
  304. {
  305. s.Logger.ErrorFormat("{0} Exception getting parser for type '{1}': {2}", LogHeader, genericType, e);
  306. parser = null;
  307. }
  308. if (parser != null)
  309. {
  310. // Parse the input string
  311. try
  312. {
  313. T setValue = (T)parser.Invoke(genericType, new Object[] { valAsString });
  314. // Store the parsed value
  315. setter(s, setValue);
  316. // s.Logger.DebugFormat("{0} Parameter {1} = {2}", LogHeader, name, setValue);
  317. }
  318. catch
  319. {
  320. s.Logger.ErrorFormat("{0} Failed parsing parameter value '{1}' as type '{2}'", LogHeader, valAsString, genericType);
  321. }
  322. }
  323. else
  324. {
  325. s.Logger.ErrorFormat("{0} Could not find parameter parser for type '{1}'", LogHeader, genericType);
  326. }
  327. }
  328. public override bool HasSetOnObject
  329. {
  330. get { return objectSet != null; }
  331. }
  332. public override void SetOnObject(BSScene s, BSPhysObject obj)
  333. {
  334. if (objectSet != null)
  335. objectSet(s, obj);
  336. }
  337. }
  338. // List of all of the externally visible parameters.
  339. // For each parameter, this table maps a text name to getter and setters.
  340. // To add a new externally referencable/settable parameter, add the paramter storage
  341. // location somewhere in the program and make an entry in this table with the
  342. // getters and setters.
  343. // It is easiest to find an existing definition and copy it.
  344. //
  345. // A ParameterDefn<T>() takes the following parameters:
  346. // -- the text name of the parameter. This is used for console input and ini file.
  347. // -- a short text description of the parameter. This shows up in the console listing.
  348. // -- a default value
  349. // -- a delegate for getting the value
  350. // -- a delegate for setting the value
  351. // -- an optional delegate to update the value in the world. Most often used to
  352. // push the new value to an in-world object.
  353. //
  354. // The single letter parameters for the delegates are:
  355. // s = BSScene
  356. // o = BSPhysObject
  357. // v = value (appropriate type)
  358. private static ParameterDefnBase[] ParameterDefinitions =
  359. {
  360. new ParameterDefn<bool>("Active", "If 'true', false then physics is not active",
  361. false ),
  362. new ParameterDefn<bool>("UseSeparatePhysicsThread", "If 'true', the physics engine runs independent from the simulator heartbeat",
  363. false ),
  364. new ParameterDefn<float>("PhysicsTimeStep", "If separate thread, seconds to simulate each interval",
  365. 0.089f ),
  366. new ParameterDefn<bool>("MeshSculptedPrim", "Whether to create meshes for sculpties",
  367. true,
  368. (s) => { return ShouldMeshSculptedPrim; },
  369. (s,v) => { ShouldMeshSculptedPrim = v; } ),
  370. new ParameterDefn<bool>("ForceSimplePrimMeshing", "If true, only use primitive meshes for objects",
  371. false,
  372. (s) => { return ShouldForceSimplePrimMeshing; },
  373. (s,v) => { ShouldForceSimplePrimMeshing = v; } ),
  374. new ParameterDefn<bool>("UseHullsForPhysicalObjects", "If true, create hulls for physical objects",
  375. true,
  376. (s) => { return ShouldUseHullsForPhysicalObjects; },
  377. (s,v) => { ShouldUseHullsForPhysicalObjects = v; } ),
  378. new ParameterDefn<bool>("ShouldRemoveZeroWidthTriangles", "If true, remove degenerate triangles from meshes",
  379. true ),
  380. new ParameterDefn<bool>("ShouldUseBulletHACD", "If true, use the Bullet version of HACD",
  381. false ),
  382. new ParameterDefn<bool>("ShouldUseSingleConvexHullForPrims", "If true, use a single convex hull shape for physical prims",
  383. true ),
  384. new ParameterDefn<bool>("ShouldUseGImpactShapeForPrims", "If true, use a GImpact shape for prims with cuts and twists",
  385. false ),
  386. new ParameterDefn<bool>("ShouldUseAssetHulls", "If true, use hull if specified in the mesh asset info",
  387. true ),
  388. new ParameterDefn<int>("CrossingFailuresBeforeOutOfBounds", "How forgiving we are about getting into adjactent regions",
  389. 5 ),
  390. new ParameterDefn<float>("UpdateVelocityChangeThreshold", "Change in updated velocity required before reporting change to simulator",
  391. 0.1f ),
  392. new ParameterDefn<float>("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)",
  393. 32f,
  394. (s) => { return MeshLOD; },
  395. (s,v) => { MeshLOD = v; } ),
  396. new ParameterDefn<float>("MeshLevelOfDetailCircular", "Level of detail for prims with circular cuts or shapes",
  397. 32f,
  398. (s) => { return MeshCircularLOD; },
  399. (s,v) => { MeshCircularLOD = v; } ),
  400. new ParameterDefn<float>("MeshLevelOfDetailMegaPrimThreshold", "Size (in meters) of a mesh before using MeshMegaPrimLOD",
  401. 10f,
  402. (s) => { return MeshMegaPrimThreshold; },
  403. (s,v) => { MeshMegaPrimThreshold = v; } ),
  404. new ParameterDefn<float>("MeshLevelOfDetailMegaPrim", "Level of detail to render meshes larger than threshold meters",
  405. 32f,
  406. (s) => { return MeshMegaPrimLOD; },
  407. (s,v) => { MeshMegaPrimLOD = v; } ),
  408. new ParameterDefn<float>("SculptLevelOfDetail", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)",
  409. 32f,
  410. (s) => { return SculptLOD; },
  411. (s,v) => { SculptLOD = v; } ),
  412. new ParameterDefn<int>("MaxSubStep", "In simulation step, maximum number of substeps",
  413. 10,
  414. (s) => { return s.m_maxSubSteps; },
  415. (s,v) => { s.m_maxSubSteps = (int)v; } ),
  416. new ParameterDefn<float>("FixedTimeStep", "In simulation step, seconds of one substep (1/60)",
  417. 1f / 60f,
  418. (s) => { return s.m_fixedTimeStep; },
  419. (s,v) => { s.m_fixedTimeStep = v; } ),
  420. new ParameterDefn<float>("NominalFrameRate", "The base frame rate we claim",
  421. 55f,
  422. (s) => { return s.NominalFrameRate; },
  423. (s,v) => { s.NominalFrameRate = (int)v; } ),
  424. new ParameterDefn<int>("MaxCollisionsPerFrame", "Max collisions returned at end of each frame",
  425. 2048,
  426. (s) => { return s.m_maxCollisionsPerFrame; },
  427. (s,v) => { s.m_maxCollisionsPerFrame = (int)v; } ),
  428. new ParameterDefn<int>("MaxUpdatesPerFrame", "Max updates returned at end of each frame",
  429. 8000,
  430. (s) => { return s.m_maxUpdatesPerFrame; },
  431. (s,v) => { s.m_maxUpdatesPerFrame = (int)v; } ),
  432. new ParameterDefn<float>("MinObjectMass", "Minimum object mass (0.0001)",
  433. 0.0001f,
  434. (s) => { return MinimumObjectMass; },
  435. (s,v) => { MinimumObjectMass = v; } ),
  436. new ParameterDefn<float>("MaxObjectMass", "Maximum object mass (10000.01)",
  437. 10000.01f,
  438. (s) => { return MaximumObjectMass; },
  439. (s,v) => { MaximumObjectMass = v; } ),
  440. new ParameterDefn<float>("MaxLinearVelocity", "Maximum velocity magnitude that can be assigned to an object",
  441. 1000.0f,
  442. (s) => { return MaxLinearVelocity; },
  443. (s,v) => { MaxLinearVelocity = v; MaxLinearVelocitySquared = v * v; } ),
  444. new ParameterDefn<float>("MaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to an object",
  445. 1000.0f,
  446. (s) => { return MaxAngularVelocity; },
  447. (s,v) => { MaxAngularVelocity = v; MaxAngularVelocitySquared = v * v; } ),
  448. // LL documentation says thie number should be 20f for llApplyImpulse and 200f for llRezObject
  449. new ParameterDefn<float>("MaxAddForceMagnitude", "Maximum force that can be applied by llApplyImpulse (SL says 20f)",
  450. 20000.0f,
  451. (s) => { return MaxAddForceMagnitude; },
  452. (s,v) => { MaxAddForceMagnitude = v; MaxAddForceMagnitudeSquared = v * v; } ),
  453. // Density is passed around as 100kg/m3. This scales that to 1kg/m3.
  454. // Reduce by power of 100 because Bullet doesn't seem to handle objects with large mass very well
  455. new ParameterDefn<float>("DensityScaleFactor", "Conversion for simulator/viewer density (100kg/m3) to physical density (1kg/m3)",
  456. 0.01f ),
  457. new ParameterDefn<float>("PID_D", "Derivitive factor for motion smoothing",
  458. 2200f ),
  459. new ParameterDefn<float>("PID_P", "Parameteric factor for motion smoothing",
  460. 900f ),
  461. new ParameterDefn<float>("DefaultFriction", "Friction factor used on new objects",
  462. 0.2f,
  463. (s) => { return DefaultFriction; },
  464. (s,v) => { DefaultFriction = v; s.UnmanagedParams[0].defaultFriction = v; } ),
  465. // For historical reasons, the viewer and simulator multiply the density by 100
  466. new ParameterDefn<float>("DefaultDensity", "Density for new objects" ,
  467. 1000.0006836f, // Aluminum g/cm3 * 100
  468. (s) => { return DefaultDensity; },
  469. (s,v) => { DefaultDensity = v; s.UnmanagedParams[0].defaultDensity = v; } ),
  470. new ParameterDefn<float>("DefaultRestitution", "Bouncyness of an object" ,
  471. 0f,
  472. (s) => { return DefaultRestitution; },
  473. (s,v) => { DefaultRestitution = v; s.UnmanagedParams[0].defaultRestitution = v; } ),
  474. new ParameterDefn<float>("CollisionMargin", "Margin around objects before collisions are calculated (must be zero!)",
  475. 0.04f,
  476. (s) => { return CollisionMargin; },
  477. (s,v) => { CollisionMargin = v; s.UnmanagedParams[0].collisionMargin = v; } ),
  478. new ParameterDefn<float>("Gravity", "Vertical force of gravity (negative means down)",
  479. -9.80665f,
  480. (s) => { return Gravity; },
  481. (s,v) => { Gravity = v; s.UnmanagedParams[0].gravity = v; },
  482. (s,o) => { s.PE.SetGravity(o.PhysBody, new Vector3(0f,0f,Gravity)); } ),
  483. new ParameterDefn<float>("LinearDamping", "Factor to damp linear movement per second (0.0 - 1.0)",
  484. 0f,
  485. (s) => { return LinearDamping; },
  486. (s,v) => { LinearDamping = v; },
  487. (s,o) => { s.PE.SetDamping(o.PhysBody, LinearDamping, AngularDamping); } ),
  488. new ParameterDefn<float>("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)",
  489. 0f,
  490. (s) => { return AngularDamping; },
  491. (s,v) => { AngularDamping = v; },
  492. (s,o) => { s.PE.SetDamping(o.PhysBody, LinearDamping, AngularDamping); } ),
  493. new ParameterDefn<float>("DeactivationTime", "Seconds before considering an object potentially static",
  494. 0.2f,
  495. (s) => { return DeactivationTime; },
  496. (s,v) => { DeactivationTime = v; },
  497. (s,o) => { s.PE.SetDeactivationTime(o.PhysBody, DeactivationTime); } ),
  498. new ParameterDefn<float>("LinearSleepingThreshold", "Seconds to measure linear movement before considering static",
  499. 0.8f,
  500. (s) => { return LinearSleepingThreshold; },
  501. (s,v) => { LinearSleepingThreshold = v;},
  502. (s,o) => { s.PE.SetSleepingThresholds(o.PhysBody, LinearSleepingThreshold, AngularSleepingThreshold); } ),
  503. new ParameterDefn<float>("AngularSleepingThreshold", "Seconds to measure angular movement before considering static",
  504. 1.0f,
  505. (s) => { return AngularSleepingThreshold; },
  506. (s,v) => { AngularSleepingThreshold = v;},
  507. (s,o) => { s.PE.SetSleepingThresholds(o.PhysBody, LinearSleepingThreshold, AngularSleepingThreshold); } ),
  508. new ParameterDefn<float>("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" ,
  509. 0.0f, // set to zero to disable
  510. (s) => { return CcdMotionThreshold; },
  511. (s,v) => { CcdMotionThreshold = v;},
  512. (s,o) => { s.PE.SetCcdMotionThreshold(o.PhysBody, CcdMotionThreshold); } ),
  513. new ParameterDefn<float>("CcdSweptSphereRadius", "Continuious collision detection test radius" ,
  514. 0.2f,
  515. (s) => { return CcdSweptSphereRadius; },
  516. (s,v) => { CcdSweptSphereRadius = v;},
  517. (s,o) => { s.PE.SetCcdSweptSphereRadius(o.PhysBody, CcdSweptSphereRadius); } ),
  518. new ParameterDefn<float>("ContactProcessingThreshold", "Distance above which contacts can be discarded (0 means no discard)" ,
  519. 0.0f,
  520. (s) => { return ContactProcessingThreshold; },
  521. (s,v) => { ContactProcessingThreshold = v;},
  522. (s,o) => { s.PE.SetContactProcessingThreshold(o.PhysBody, ContactProcessingThreshold); } ),
  523. new ParameterDefn<float>("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)",
  524. (float)BSTerrainPhys.TerrainImplementation.Heightmap ),
  525. new ParameterDefn<int>("TerrainMeshMagnification", "Number of times the 256x256 heightmap is multiplied to create the terrain mesh" ,
  526. 2 ),
  527. new ParameterDefn<float>("TerrainGroundPlane", "Altitude of ground plane used to keep things from falling to infinity" ,
  528. -500.0f ),
  529. new ParameterDefn<float>("TerrainFriction", "Factor to reduce movement against terrain surface" ,
  530. 0.3f ),
  531. new ParameterDefn<float>("TerrainHitFraction", "Distance to measure hit collisions" ,
  532. 0.8f ),
  533. new ParameterDefn<float>("TerrainRestitution", "Bouncyness" ,
  534. 0f ),
  535. new ParameterDefn<float>("TerrainContactProcessingThreshold", "Distance from terrain to stop processing collisions" ,
  536. 0.0f ),
  537. new ParameterDefn<float>("TerrainCollisionMargin", "Margin where collision checking starts" ,
  538. 0.04f ),
  539. new ParameterDefn<bool>("AvatarToAvatarCollisionsByDefault", "Should avatars collide with other avatars by default?",
  540. true),
  541. new ParameterDefn<float>("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.",
  542. 0.2f ),
  543. new ParameterDefn<float>("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.",
  544. 0.95f ),
  545. new ParameterDefn<float>("AvatarAlwaysRunFactor", "Speed multiplier if avatar is set to always run",
  546. 1.3f ),
  547. // For historical reasons, density is reported * 100
  548. new ParameterDefn<float>("AvatarDensity", "Density of an avatar. Changed on avatar recreation. Scaled times 100.",
  549. 3500f) , // 3.5 * 100
  550. new ParameterDefn<float>("AvatarRestitution", "Bouncyness. Changed on avatar recreation.",
  551. 0f ),
  552. new ParameterDefn<int>("AvatarShape", "Code for avatar physical shape: 0:capsule, 1:cube, 2:ovoid, 2:mesh",
  553. BSShapeCollection.AvatarShapeCube ) ,
  554. new ParameterDefn<float>("AvatarCapsuleWidth", "The distance between the sides of the avatar capsule",
  555. 0.6f ) ,
  556. new ParameterDefn<float>("AvatarCapsuleDepth", "The distance between the front and back of the avatar capsule",
  557. 0.45f ),
  558. new ParameterDefn<float>("AvatarCapsuleHeight", "Default height of space around avatar",
  559. 1.5f ),
  560. new ParameterDefn<float>("AvatarHeightLowFudge", "A fudge factor to make small avatars stand on the ground",
  561. 0f ),
  562. new ParameterDefn<float>("AvatarHeightMidFudge", "A fudge distance to adjust average sized avatars to be standing on ground",
  563. 0f ),
  564. new ParameterDefn<float>("AvatarHeightHighFudge", "A fudge factor to make tall avatars stand on the ground",
  565. 0f ),
  566. new ParameterDefn<float>("AvatarFlyingGroundMargin", "Meters avatar is kept above the ground when flying",
  567. 5f ),
  568. new ParameterDefn<float>("AvatarFlyingGroundUpForce", "Upward force applied to the avatar to keep it at flying ground margin",
  569. 2.0f ),
  570. new ParameterDefn<float>("AvatarTerminalVelocity", "Terminal Velocity of falling avatar",
  571. -54.0f ),
  572. new ParameterDefn<float>("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions",
  573. 0.1f ),
  574. new ParameterDefn<float>("AvatarStopZeroThreshold", "Movement velocity below which avatar is assumed to be stopped",
  575. 0.1f ),
  576. new ParameterDefn<float>("AvatarBelowGroundUpCorrectionMeters", "Meters to move avatar up if it seems to be below ground",
  577. 1.0f ),
  578. new ParameterDefn<int>("AvatarJumpFrames", "Number of frames to allow jump forces. Changes jump height.",
  579. 4 ),
  580. new ParameterDefn<float>("AvatarStepHeight", "Height of a step obstacle to consider step correction",
  581. 0.6f ) ,
  582. new ParameterDefn<float>("AvatarStepApproachFactor", "Factor to control angle of approach to step (0=straight on)",
  583. 0.6f ),
  584. new ParameterDefn<float>("AvatarStepForceFactor", "Controls the amount of force up applied to step up onto a step",
  585. 1.0f ),
  586. new ParameterDefn<float>("AvatarStepUpCorrectionFactor", "Multiplied by height of step collision to create up movement at step",
  587. 2.0f ),
  588. new ParameterDefn<int>("AvatarStepSmoothingSteps", "Number of frames after a step collision that we continue walking up stairs",
  589. 1 ),
  590. new ParameterDefn<float>("VehicleMaxLinearVelocity", "Maximum velocity magnitude that can be assigned to a vehicle",
  591. 1000.0f,
  592. (s) => { return (float)VehicleMaxLinearVelocity; },
  593. (s,v) => { VehicleMaxLinearVelocity = v; VehicleMaxLinearVelocitySquared = v * v; } ),
  594. new ParameterDefn<float>("VehicleMinLinearVelocity", "Maximum velocity magnitude that can be assigned to a vehicle",
  595. 0.001f,
  596. (s) => { return (float)VehicleMinLinearVelocity; },
  597. (s,v) => { VehicleMinLinearVelocity = v; VehicleMinLinearVelocitySquared = v * v; } ),
  598. new ParameterDefn<float>("VehicleMaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to a vehicle",
  599. 12.0f,
  600. (s) => { return (float)VehicleMaxAngularVelocity; },
  601. (s,v) => { VehicleMaxAngularVelocity = v; VehicleMaxAngularVelocitySq = v * v; } ),
  602. new ParameterDefn<float>("VehicleAngularDamping", "Factor to damp vehicle angular movement per second (0.0 - 1.0)",
  603. 0.0f ),
  604. new ParameterDefn<Vector3>("VehicleLinearFactor", "Fraction of physical linear changes applied to vehicle (<0,0,0> to <1,1,1>)",
  605. new Vector3(1f, 1f, 1f) ),
  606. new ParameterDefn<Vector3>("VehicleAngularFactor", "Fraction of physical angular changes applied to vehicle (<0,0,0> to <1,1,1>)",
  607. new Vector3(1f, 1f, 1f) ),
  608. new ParameterDefn<Vector3>("VehicleInertiaFactor", "Fraction of physical inertia applied (<0,0,0> to <1,1,1>)",
  609. new Vector3(1f, 1f, 1f) ),
  610. new ParameterDefn<float>("VehicleFriction", "Friction of vehicle on the ground (0.0 - 1.0)",
  611. 0.0f ),
  612. new ParameterDefn<float>("VehicleRestitution", "Bouncyness factor for vehicles (0.0 - 1.0)",
  613. 0.0f ),
  614. new ParameterDefn<float>("VehicleGroundGravityFudge", "Factor to multiply gravity if a ground vehicle is probably on the ground (0.0 - 1.0)",
  615. 0.2f ),
  616. new ParameterDefn<float>("VehicleAngularBankingTimescaleFudge", "Factor to multiple angular banking timescale. Tune to increase realism.",
  617. 60.0f ),
  618. new ParameterDefn<bool>("VehicleEnableLinearDeflection", "Turn on/off vehicle linear deflection effect",
  619. true ),
  620. new ParameterDefn<bool>("VehicleLinearDeflectionNotCollidingNoZ", "Turn on/off linear deflection Z effect on non-colliding vehicles",
  621. true ),
  622. new ParameterDefn<bool>("VehicleEnableAngularVerticalAttraction", "Turn on/off vehicle angular vertical attraction effect",
  623. true ),
  624. new ParameterDefn<int>("VehicleAngularVerticalAttractionAlgorithm", "Select vertical attraction algo. You need to look at the source.",
  625. 0 ),
  626. new ParameterDefn<bool>("VehicleEnableAngularDeflection", "Turn on/off vehicle angular deflection effect",
  627. true ),
  628. new ParameterDefn<bool>("VehicleEnableAngularBanking", "Turn on/off vehicle angular banking effect",
  629. true ),
  630. new ParameterDefn<float>("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)",
  631. 0f,
  632. (s) => { return MaxPersistantManifoldPoolSize; },
  633. (s,v) => { MaxPersistantManifoldPoolSize = v; s.UnmanagedParams[0].maxPersistantManifoldPoolSize = v; } ),
  634. new ParameterDefn<float>("MaxCollisionAlgorithmPoolSize", "Number of collisions pooled (0 means default of 4096)",
  635. 0f,
  636. (s) => { return MaxCollisionAlgorithmPoolSize; },
  637. (s,v) => { MaxCollisionAlgorithmPoolSize = v; s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize = v; } ),
  638. new ParameterDefn<bool>("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count",
  639. false,
  640. (s) => { return ShouldDisableContactPoolDynamicAllocation; },
  641. (s,v) => { ShouldDisableContactPoolDynamicAllocation = v;
  642. s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = NumericBool(v); } ),
  643. new ParameterDefn<bool>("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step",
  644. false,
  645. (s) => { return ShouldForceUpdateAllAabbs; },
  646. (s,v) => { ShouldForceUpdateAllAabbs = v; s.UnmanagedParams[0].shouldForceUpdateAllAabbs = NumericBool(v); } ),
  647. new ParameterDefn<bool>("ShouldRandomizeSolverOrder", "Enable for slightly better stacking interaction",
  648. true,
  649. (s) => { return ShouldRandomizeSolverOrder; },
  650. (s,v) => { ShouldRandomizeSolverOrder = v; s.UnmanagedParams[0].shouldRandomizeSolverOrder = NumericBool(v); } ),
  651. new ParameterDefn<bool>("ShouldSplitSimulationIslands", "Enable splitting active object scanning islands",
  652. true,
  653. (s) => { return ShouldSplitSimulationIslands; },
  654. (s,v) => { ShouldSplitSimulationIslands = v; s.UnmanagedParams[0].shouldSplitSimulationIslands = NumericBool(v); } ),
  655. new ParameterDefn<bool>("ShouldEnableFrictionCaching", "Enable friction computation caching",
  656. true,
  657. (s) => { return ShouldEnableFrictionCaching; },
  658. (s,v) => { ShouldEnableFrictionCaching = v; s.UnmanagedParams[0].shouldEnableFrictionCaching = NumericBool(v); } ),
  659. new ParameterDefn<float>("NumberOfSolverIterations", "Number of internal iterations (0 means default)",
  660. 0f, // zero says use Bullet default
  661. (s) => { return NumberOfSolverIterations; },
  662. (s,v) => { NumberOfSolverIterations = v; s.UnmanagedParams[0].numberOfSolverIterations = v; } ),
  663. new ParameterDefn<bool>("UseSingleSidedMeshes", "Whether to compute collisions based on single sided meshes.",
  664. true,
  665. (s) => { return UseSingleSidedMeshes; },
  666. (s,v) => { UseSingleSidedMeshes = v; s.UnmanagedParams[0].useSingleSidedMeshes = NumericBool(v); } ),
  667. new ParameterDefn<float>("GlobalContactBreakingThreshold", "Amount of shape radius before breaking a collision contact (0 says Bullet default (0.2))",
  668. 0f,
  669. (s) => { return GlobalContactBreakingThreshold; },
  670. (s,v) => { GlobalContactBreakingThreshold = v; s.UnmanagedParams[0].globalContactBreakingThreshold = v; } ),
  671. new ParameterDefn<float>("PhysicsUnmanLoggingFrames", "If non-zero, frames between output of detailed unmanaged physics statistics",
  672. 0f,
  673. (s) => { return PhysicsUnmanLoggingFrames; },
  674. (s,v) => { PhysicsUnmanLoggingFrames = v; s.UnmanagedParams[0].physicsLoggingFrames = v; } ),
  675. new ParameterDefn<int>("CSHullMaxDepthSplit", "CS impl: max depth to split for hull. 1-10 but > 7 is iffy",
  676. 7 ),
  677. new ParameterDefn<int>("CSHullMaxDepthSplitForSimpleShapes", "CS impl: max depth setting for simple prim shapes",
  678. 2 ),
  679. new ParameterDefn<float>("CSHullConcavityThresholdPercent", "CS impl: concavity threshold percent (0-20)",
  680. 5f ),
  681. new ParameterDefn<float>("CSHullVolumeConservationThresholdPercent", "percent volume conservation to collapse hulls (0-30)",
  682. 5f ),
  683. new ParameterDefn<int>("CSHullMaxVertices", "CS impl: maximum number of vertices in output hulls. Keep < 50.",
  684. 32 ),
  685. new ParameterDefn<float>("CSHullMaxSkinWidth", "CS impl: skin width to apply to output hulls.",
  686. 0f ),
  687. new ParameterDefn<float>("BHullMaxVerticesPerHull", "Bullet impl: max number of vertices per created hull",
  688. 200f ),
  689. new ParameterDefn<float>("BHullMinClusters", "Bullet impl: minimum number of hulls to create per mesh",
  690. 10f ),
  691. new ParameterDefn<float>("BHullCompacityWeight", "Bullet impl: weight factor for how compact to make hulls",
  692. 20f ),
  693. new ParameterDefn<float>("BHullVolumeWeight", "Bullet impl: weight factor for volume in created hull",
  694. 0.1f ),
  695. new ParameterDefn<float>("BHullConcavity", "Bullet impl: weight factor for how convex a created hull can be",
  696. 10f ),
  697. new ParameterDefn<bool>("BHullAddExtraDistPoints", "Bullet impl: whether to add extra vertices for long distance vectors",
  698. true ),
  699. new ParameterDefn<bool>("BHullAddNeighboursDistPoints", "Bullet impl: whether to add extra vertices between neighbor hulls",
  700. true ),
  701. new ParameterDefn<bool>("BHullAddFacesPoints", "Bullet impl: whether to add extra vertices to break up hull faces",
  702. true ),
  703. new ParameterDefn<bool>("BHullShouldAdjustCollisionMargin", "Bullet impl: whether to shrink resulting hulls to account for collision margin",
  704. false ),
  705. new ParameterDefn<float>("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)",
  706. (float)BSLinkset.LinksetImplementation.Compound ),
  707. new ParameterDefn<bool>("LinksetOffsetCenterOfMass", "If 'true', compute linkset center-of-mass and offset linkset position to account for same",
  708. true ),
  709. new ParameterDefn<bool>("LinkConstraintUseFrameOffset", "For linksets built with constraints, enable frame offsetFor linksets built with constraints, enable frame offset.",
  710. false ),
  711. new ParameterDefn<bool>("LinkConstraintEnableTransMotor", "Whether to enable translational motor on linkset constraints",
  712. true ),
  713. new ParameterDefn<float>("LinkConstraintTransMotorMaxVel", "Maximum velocity to be applied by translational motor in linkset constraints",
  714. 5.0f ),
  715. new ParameterDefn<float>("LinkConstraintTransMotorMaxForce", "Maximum force to be applied by translational motor in linkset constraints",
  716. 0.1f ),
  717. new ParameterDefn<float>("LinkConstraintCFM", "Amount constraint can be violated. 0=no violation, 1=infinite. Default=0.1",
  718. 0.1f ),
  719. new ParameterDefn<float>("LinkConstraintERP", "Amount constraint is corrected each tick. 0=none, 1=all. Default = 0.2",
  720. 0.1f ),
  721. new ParameterDefn<float>("LinkConstraintSolverIterations", "Number of solver iterations when computing constraint. (0 = Bullet default)",
  722. 40 ),
  723. new ParameterDefn<int>("PhysicsMetricFrames", "Frames between outputting detailed phys metrics. (0 is off)",
  724. 0,
  725. (s) => { return s.PhysicsMetricDumpFrames; },
  726. (s,v) => { s.PhysicsMetricDumpFrames = v; } ),
  727. new ParameterDefn<float>("ResetBroadphasePool", "Setting this is any value resets the broadphase collision pool",
  728. 0f,
  729. (s) => { return 0f; },
  730. (s,v) => { BSParam.ResetBroadphasePoolTainted(s, v, false /* inTaintTime */); } ),
  731. new ParameterDefn<float>("ResetConstraintSolver", "Setting this is any value resets the constraint solver",
  732. 0f,
  733. (s) => { return 0f; },
  734. (s,v) => { BSParam.ResetConstraintSolverTainted(s, v); } ),
  735. };
  736. // Convert a boolean to our numeric true and false values
  737. public static float NumericBool(bool b)
  738. {
  739. return (b ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse);
  740. }
  741. // Convert numeric true and false values to a boolean
  742. public static bool BoolNumeric(float b)
  743. {
  744. return (b == ConfigurationParameters.numericTrue ? true : false);
  745. }
  746. // Search through the parameter definitions and return the matching
  747. // ParameterDefn structure.
  748. // Case does not matter as names are compared after converting to lower case.
  749. // Returns 'false' if the parameter is not found.
  750. internal static bool TryGetParameter(string paramName, out ParameterDefnBase defn)
  751. {
  752. bool ret = false;
  753. ParameterDefnBase foundDefn = null;
  754. string pName = paramName.ToLower();
  755. foreach (ParameterDefnBase parm in ParameterDefinitions)
  756. {
  757. if (pName == parm.name.ToLower())
  758. {
  759. foundDefn = parm;
  760. ret = true;
  761. break;
  762. }
  763. }
  764. defn = foundDefn;
  765. return ret;
  766. }
  767. // Pass through the settable parameters and set the default values
  768. internal static void SetParameterDefaultValues(BSScene physicsScene)
  769. {
  770. foreach (ParameterDefnBase parm in ParameterDefinitions)
  771. {
  772. parm.AssignDefault(physicsScene);
  773. }
  774. }
  775. // Get user set values out of the ini file.
  776. internal static void SetParameterConfigurationValues(BSScene physicsScene, IConfig cfg)
  777. {
  778. foreach (ParameterDefnBase parm in ParameterDefinitions)
  779. {
  780. parm.SetValue(physicsScene, cfg.GetString(parm.name, parm.GetValue(physicsScene)));
  781. }
  782. }
  783. internal static PhysParameterEntry[] SettableParameters = new PhysParameterEntry[1];
  784. // This creates an array in the correct format for returning the list of
  785. // parameters. This is used by the 'list' option of the 'physics' command.
  786. internal static void BuildParameterTable()
  787. {
  788. if (SettableParameters.Length < ParameterDefinitions.Length)
  789. {
  790. List<PhysParameterEntry> entries = new List<PhysParameterEntry>();
  791. for (int ii = 0; ii < ParameterDefinitions.Length; ii++)
  792. {
  793. ParameterDefnBase pd = ParameterDefinitions[ii];
  794. entries.Add(new PhysParameterEntry(pd.name, pd.desc));
  795. }
  796. // make the list alphabetical for ease of finding anything
  797. entries.Sort((ppe1, ppe2) => { return ppe1.name.CompareTo(ppe2.name); });
  798. SettableParameters = entries.ToArray();
  799. }
  800. }
  801. // =====================================================================
  802. // =====================================================================
  803. // There are parameters that, when set, cause things to happen in the physics engine.
  804. // This causes the broadphase collision cache to be cleared.
  805. private static void ResetBroadphasePoolTainted(BSScene pPhysScene, float v, bool inTaintTime)
  806. {
  807. BSScene physScene = pPhysScene;
  808. physScene.TaintedObject(inTaintTime, "BSParam.ResetBroadphasePoolTainted", delegate()
  809. {
  810. physScene.PE.ResetBroadphasePool(physScene.World);
  811. });
  812. }
  813. // This causes the constraint solver cache to be cleared and reset.
  814. private static void ResetConstraintSolverTainted(BSScene pPhysScene, float v)
  815. {
  816. BSScene physScene = pPhysScene;
  817. physScene.TaintedObject(BSScene.DetailLogZero, "BSParam.ResetConstraintSolver", delegate()
  818. {
  819. physScene.PE.ResetConstraintSolver(physScene.World);
  820. });
  821. }
  822. }
  823. }