BSParam.cs 52 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 AvatarStepAngle { get; private set; }
  141. public static float AvatarStepGroundFudge { get; private set; }
  142. public static float AvatarStepApproachFactor { get; private set; }
  143. public static float AvatarStepForceFactor { get; private set; }
  144. public static float AvatarStepUpCorrectionFactor { get; private set; }
  145. public static int AvatarStepSmoothingSteps { get; private set; }
  146. // Vehicle parameters
  147. public static float VehicleMaxLinearVelocity { get; private set; }
  148. public static float VehicleMaxLinearVelocitySquared { get; private set; }
  149. public static float VehicleMinLinearVelocity { get; private set; }
  150. public static float VehicleMinLinearVelocitySquared { get; private set; }
  151. public static float VehicleMaxAngularVelocity { get; private set; }
  152. public static float VehicleMaxAngularVelocitySq { get; private set; }
  153. public static float VehicleAngularDamping { get; private set; }
  154. public static float VehicleFriction { get; private set; }
  155. public static float VehicleRestitution { get; private set; }
  156. public static Vector3 VehicleLinearFactor { get; private set; }
  157. public static Vector3 VehicleAngularFactor { get; private set; }
  158. public static Vector3 VehicleInertiaFactor { get; private set; }
  159. public static float VehicleGroundGravityFudge { get; private set; }
  160. public static float VehicleAngularBankingTimescaleFudge { get; private set; }
  161. public static bool VehicleEnableLinearDeflection { get; private set; }
  162. public static bool VehicleLinearDeflectionNotCollidingNoZ { get; private set; }
  163. public static bool VehicleEnableAngularVerticalAttraction { get; private set; }
  164. public static int VehicleAngularVerticalAttractionAlgorithm { get; private set; }
  165. public static bool VehicleEnableAngularDeflection { get; private set; }
  166. public static bool VehicleEnableAngularBanking { get; private set; }
  167. // Convex Hulls
  168. // Parameters for convex hull routine that ships with Bullet
  169. public static int CSHullMaxDepthSplit { get; private set; }
  170. public static int CSHullMaxDepthSplitForSimpleShapes { get; private set; }
  171. public static float CSHullConcavityThresholdPercent { get; private set; }
  172. public static float CSHullVolumeConservationThresholdPercent { get; private set; }
  173. public static int CSHullMaxVertices { get; private set; }
  174. public static float CSHullMaxSkinWidth { get; private set; }
  175. public static float BHullMaxVerticesPerHull { get; private set; } // 100
  176. public static float BHullMinClusters { get; private set; } // 2
  177. public static float BHullCompacityWeight { get; private set; } // 0.1
  178. public static float BHullVolumeWeight { get; private set; } // 0.0
  179. public static float BHullConcavity { get; private set; } // 100
  180. public static bool BHullAddExtraDistPoints { get; private set; } // false
  181. public static bool BHullAddNeighboursDistPoints { get; private set; } // false
  182. public static bool BHullAddFacesPoints { get; private set; } // false
  183. public static bool BHullShouldAdjustCollisionMargin { get; private set; } // false
  184. public static float WhichHACD { get; private set; } // zero if Bullet HACD, non-zero says VHACD
  185. // Parameters for VHACD 2.0: http://code.google.com/p/v-hacd
  186. // To enable, set both ShouldUseBulletHACD=true and WhichHACD=1
  187. // http://kmamou.blogspot.ca/2014/12/v-hacd-20-parameters-description.html
  188. public static float VHACDresolution { get; private set; } // 100,000 max number of voxels generated during voxelization stage
  189. public static float VHACDdepth { get; private set; } // 20 max number of clipping stages
  190. public static float VHACDconcavity { get; private set; } // 0.0025 maximum concavity
  191. public static float VHACDplaneDownsampling { get; private set; } // 4 granularity of search for best clipping plane
  192. public static float VHACDconvexHullDownsampling { get; private set; } // 4 precision of hull gen process
  193. public static float VHACDalpha { get; private set; } // 0.05 bias toward clipping along symmetry planes
  194. public static float VHACDbeta { get; private set; } // 0.05 bias toward clipping along revolution axis
  195. public static float VHACDgamma { get; private set; } // 0.00125 max concavity when merging
  196. public static float VHACDpca { get; private set; } // 0 on/off normalizing mesh before decomp
  197. public static float VHACDmode { get; private set; } // 0 0:voxel based, 1: tetrahedron based
  198. public static float VHACDmaxNumVerticesPerCH { get; private set; } // 64 max triangles per convex hull
  199. public static float VHACDminVolumePerCH { get; private set; } // 0.0001 sampling of generated convex hulls
  200. // Linkset implementation parameters
  201. public static float LinksetImplementation { get; private set; }
  202. public static bool LinksetOffsetCenterOfMass { get; private set; }
  203. public static bool LinkConstraintUseFrameOffset { get; private set; }
  204. public static bool LinkConstraintEnableTransMotor { get; private set; }
  205. public static float LinkConstraintTransMotorMaxVel { get; private set; }
  206. public static float LinkConstraintTransMotorMaxForce { get; private set; }
  207. public static float LinkConstraintERP { get; private set; }
  208. public static float LinkConstraintCFM { get; private set; }
  209. public static float LinkConstraintSolverIterations { get; private set; }
  210. public static float PID_D { get; private set; } // derivative
  211. public static float PID_P { get; private set; } // proportional
  212. // Various constants that come from that other virtual world that shall not be named.
  213. public const float MinGravityZ = -1f;
  214. public const float MaxGravityZ = 28f;
  215. public const float MinFriction = 0f;
  216. public const float MaxFriction = 255f;
  217. public const float MinDensity = 0.01f;
  218. public const float MaxDensity = 22587f;
  219. public const float MinRestitution = 0f;
  220. public const float MaxRestitution = 1f;
  221. // =====================================================================================
  222. // =====================================================================================
  223. // Base parameter definition that gets and sets parameter values via a string
  224. public abstract class ParameterDefnBase
  225. {
  226. public string name; // string name of the parameter
  227. public string desc; // a short description of what the parameter means
  228. public ParameterDefnBase(string pName, string pDesc)
  229. {
  230. name = pName;
  231. desc = pDesc;
  232. }
  233. // Set the parameter value to the default
  234. public abstract void AssignDefault(BSScene s);
  235. // Get the value as a string
  236. public abstract string GetValue(BSScene s);
  237. // Set the value to this string value
  238. public abstract void SetValue(BSScene s, string valAsString);
  239. // set the value on a particular object (usually sets in physics engine)
  240. public abstract void SetOnObject(BSScene s, BSPhysObject obj);
  241. public abstract bool HasSetOnObject { get; }
  242. }
  243. // Specific parameter definition for a parameter of a specific type.
  244. public delegate T PGetValue<T>(BSScene s);
  245. public delegate void PSetValue<T>(BSScene s, T val);
  246. public delegate void PSetOnObject<T>(BSScene scene, BSPhysObject obj);
  247. public sealed class ParameterDefn<T> : ParameterDefnBase
  248. {
  249. private T defaultValue;
  250. private PSetValue<T> setter;
  251. private PGetValue<T> getter;
  252. private PSetOnObject<T> objectSet;
  253. public ParameterDefn(string pName, string pDesc, T pDefault, PGetValue<T> pGetter, PSetValue<T> pSetter)
  254. : base(pName, pDesc)
  255. {
  256. defaultValue = pDefault;
  257. setter = pSetter;
  258. getter = pGetter;
  259. objectSet = null;
  260. }
  261. public ParameterDefn(string pName, string pDesc, T pDefault, PGetValue<T> pGetter, PSetValue<T> pSetter, PSetOnObject<T> pObjSetter)
  262. : base(pName, pDesc)
  263. {
  264. defaultValue = pDefault;
  265. setter = pSetter;
  266. getter = pGetter;
  267. objectSet = pObjSetter;
  268. }
  269. // Simple parameter variable where property name is the same as the INI file name
  270. // and the value is only a simple get and set.
  271. public ParameterDefn(string pName, string pDesc, T pDefault)
  272. : base(pName, pDesc)
  273. {
  274. defaultValue = pDefault;
  275. setter = (s, v) => { SetValueByName(s, name, v); };
  276. getter = (s) => { return GetValueByName(s, name); };
  277. objectSet = null;
  278. }
  279. // Use reflection to find the property named 'pName' in BSParam and assign 'val' to same.
  280. private void SetValueByName(BSScene s, string pName, T val)
  281. {
  282. PropertyInfo prop = typeof(BSParam).GetProperty(pName, BindingFlags.Public | BindingFlags.Static | BindingFlags.FlattenHierarchy);
  283. if (prop == null)
  284. {
  285. // This should only be output when someone adds a new INI parameter and misspells the name.
  286. s.Logger.ErrorFormat("{0} SetValueByName: did not find '{1}'. Verify specified property name is the same as the given INI parameters name.", LogHeader, pName);
  287. }
  288. else
  289. {
  290. prop.SetValue(null, val, null);
  291. }
  292. }
  293. // Use reflection to find the property named 'pName' in BSParam and return the value in same.
  294. private T GetValueByName(BSScene s, string pName)
  295. {
  296. PropertyInfo prop = typeof(BSParam).GetProperty(pName, BindingFlags.Public | BindingFlags.Static | BindingFlags.FlattenHierarchy);
  297. if (prop == null)
  298. {
  299. // This should only be output when someone adds a new INI parameter and misspells the name.
  300. s.Logger.ErrorFormat("{0} GetValueByName: did not find '{1}'. Verify specified property name is the same as the given INI parameter name.", LogHeader, pName);
  301. }
  302. return (T)prop.GetValue(null, null);
  303. }
  304. public override void AssignDefault(BSScene s)
  305. {
  306. setter(s, defaultValue);
  307. }
  308. public override string GetValue(BSScene s)
  309. {
  310. return getter(s).ToString();
  311. }
  312. public override void SetValue(BSScene s, string valAsString)
  313. {
  314. // Get the generic type of the setter
  315. Type genericType = setter.GetType().GetGenericArguments()[0];
  316. // Find the 'Parse' method on that type
  317. System.Reflection.MethodInfo parser = null;
  318. try
  319. {
  320. parser = genericType.GetMethod("Parse", new Type[] { typeof(String) } );
  321. }
  322. catch (Exception e)
  323. {
  324. s.Logger.ErrorFormat("{0} Exception getting parser for type '{1}': {2}", LogHeader, genericType, e);
  325. parser = null;
  326. }
  327. if (parser != null)
  328. {
  329. // Parse the input string
  330. try
  331. {
  332. T setValue = (T)parser.Invoke(genericType, new Object[] { valAsString });
  333. // Store the parsed value
  334. setter(s, setValue);
  335. // s.Logger.DebugFormat("{0} Parameter {1} = {2}", LogHeader, name, setValue);
  336. }
  337. catch
  338. {
  339. s.Logger.ErrorFormat("{0} Failed parsing parameter value '{1}' as type '{2}'", LogHeader, valAsString, genericType);
  340. }
  341. }
  342. else
  343. {
  344. s.Logger.ErrorFormat("{0} Could not find parameter parser for type '{1}'", LogHeader, genericType);
  345. }
  346. }
  347. public override bool HasSetOnObject
  348. {
  349. get { return objectSet != null; }
  350. }
  351. public override void SetOnObject(BSScene s, BSPhysObject obj)
  352. {
  353. if (objectSet != null)
  354. objectSet(s, obj);
  355. }
  356. }
  357. // List of all of the externally visible parameters.
  358. // For each parameter, this table maps a text name to getter and setters.
  359. // To add a new externally referencable/settable parameter, add the paramter storage
  360. // location somewhere in the program and make an entry in this table with the
  361. // getters and setters.
  362. // It is easiest to find an existing definition and copy it.
  363. //
  364. // A ParameterDefn<T>() takes the following parameters:
  365. // -- the text name of the parameter. This is used for console input and ini file.
  366. // -- a short text description of the parameter. This shows up in the console listing.
  367. // -- a default value
  368. // -- a delegate for getting the value
  369. // -- a delegate for setting the value
  370. // -- an optional delegate to update the value in the world. Most often used to
  371. // push the new value to an in-world object.
  372. //
  373. // The single letter parameters for the delegates are:
  374. // s = BSScene
  375. // o = BSPhysObject
  376. // v = value (appropriate type)
  377. private static ParameterDefnBase[] ParameterDefinitions =
  378. {
  379. new ParameterDefn<bool>("Active", "If 'true', false then physics is not active",
  380. false ),
  381. new ParameterDefn<bool>("UseSeparatePhysicsThread", "If 'true', the physics engine runs independent from the simulator heartbeat",
  382. false ),
  383. new ParameterDefn<float>("PhysicsTimeStep", "If separate thread, seconds to simulate each interval",
  384. 0.089f ),
  385. new ParameterDefn<bool>("MeshSculptedPrim", "Whether to create meshes for sculpties",
  386. true,
  387. (s) => { return ShouldMeshSculptedPrim; },
  388. (s,v) => { ShouldMeshSculptedPrim = v; } ),
  389. new ParameterDefn<bool>("ForceSimplePrimMeshing", "If true, only use primitive meshes for objects",
  390. false,
  391. (s) => { return ShouldForceSimplePrimMeshing; },
  392. (s,v) => { ShouldForceSimplePrimMeshing = v; } ),
  393. new ParameterDefn<bool>("UseHullsForPhysicalObjects", "If true, create hulls for physical objects",
  394. true,
  395. (s) => { return ShouldUseHullsForPhysicalObjects; },
  396. (s,v) => { ShouldUseHullsForPhysicalObjects = v; } ),
  397. new ParameterDefn<bool>("ShouldRemoveZeroWidthTriangles", "If true, remove degenerate triangles from meshes",
  398. true ),
  399. new ParameterDefn<bool>("ShouldUseBulletHACD", "If true, use the Bullet version of HACD",
  400. false ),
  401. new ParameterDefn<bool>("ShouldUseSingleConvexHullForPrims", "If true, use a single convex hull shape for physical prims",
  402. true ),
  403. new ParameterDefn<bool>("ShouldUseGImpactShapeForPrims", "If true, use a GImpact shape for prims with cuts and twists",
  404. false ),
  405. new ParameterDefn<bool>("ShouldUseAssetHulls", "If true, use hull if specified in the mesh asset info",
  406. true ),
  407. new ParameterDefn<int>("CrossingFailuresBeforeOutOfBounds", "How forgiving we are about getting into adjactent regions",
  408. 5 ),
  409. new ParameterDefn<float>("UpdateVelocityChangeThreshold", "Change in updated velocity required before reporting change to simulator",
  410. 0.1f ),
  411. new ParameterDefn<float>("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)",
  412. 32f,
  413. (s) => { return MeshLOD; },
  414. (s,v) => { MeshLOD = v; } ),
  415. new ParameterDefn<float>("MeshLevelOfDetailCircular", "Level of detail for prims with circular cuts or shapes",
  416. 32f,
  417. (s) => { return MeshCircularLOD; },
  418. (s,v) => { MeshCircularLOD = v; } ),
  419. new ParameterDefn<float>("MeshLevelOfDetailMegaPrimThreshold", "Size (in meters) of a mesh before using MeshMegaPrimLOD",
  420. 10f,
  421. (s) => { return MeshMegaPrimThreshold; },
  422. (s,v) => { MeshMegaPrimThreshold = v; } ),
  423. new ParameterDefn<float>("MeshLevelOfDetailMegaPrim", "Level of detail to render meshes larger than threshold meters",
  424. 32f,
  425. (s) => { return MeshMegaPrimLOD; },
  426. (s,v) => { MeshMegaPrimLOD = v; } ),
  427. new ParameterDefn<float>("SculptLevelOfDetail", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)",
  428. 32f,
  429. (s) => { return SculptLOD; },
  430. (s,v) => { SculptLOD = v; } ),
  431. new ParameterDefn<int>("MaxSubStep", "In simulation step, maximum number of substeps",
  432. 10,
  433. (s) => { return s.m_maxSubSteps; },
  434. (s,v) => { s.m_maxSubSteps = (int)v; } ),
  435. new ParameterDefn<float>("FixedTimeStep", "In simulation step, seconds of one substep (1/60)",
  436. 1f / 60f,
  437. (s) => { return s.m_fixedTimeStep; },
  438. (s,v) => { s.m_fixedTimeStep = v; } ),
  439. new ParameterDefn<float>("NominalFrameRate", "The base frame rate we claim",
  440. 55f,
  441. (s) => { return s.NominalFrameRate; },
  442. (s,v) => { s.NominalFrameRate = (int)v; } ),
  443. new ParameterDefn<int>("MaxCollisionsPerFrame", "Max collisions returned at end of each frame",
  444. 2048,
  445. (s) => { return s.m_maxCollisionsPerFrame; },
  446. (s,v) => { s.m_maxCollisionsPerFrame = (int)v; } ),
  447. new ParameterDefn<int>("MaxUpdatesPerFrame", "Max updates returned at end of each frame",
  448. 8000,
  449. (s) => { return s.m_maxUpdatesPerFrame; },
  450. (s,v) => { s.m_maxUpdatesPerFrame = (int)v; } ),
  451. new ParameterDefn<float>("MinObjectMass", "Minimum object mass (0.0001)",
  452. 0.0001f,
  453. (s) => { return MinimumObjectMass; },
  454. (s,v) => { MinimumObjectMass = v; } ),
  455. new ParameterDefn<float>("MaxObjectMass", "Maximum object mass (10000.01)",
  456. 10000.01f,
  457. (s) => { return MaximumObjectMass; },
  458. (s,v) => { MaximumObjectMass = v; } ),
  459. new ParameterDefn<float>("MaxLinearVelocity", "Maximum velocity magnitude that can be assigned to an object",
  460. 1000.0f,
  461. (s) => { return MaxLinearVelocity; },
  462. (s,v) => { MaxLinearVelocity = v; MaxLinearVelocitySquared = v * v; } ),
  463. new ParameterDefn<float>("MaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to an object",
  464. 1000.0f,
  465. (s) => { return MaxAngularVelocity; },
  466. (s,v) => { MaxAngularVelocity = v; MaxAngularVelocitySquared = v * v; } ),
  467. // LL documentation says thie number should be 20f for llApplyImpulse and 200f for llRezObject
  468. new ParameterDefn<float>("MaxAddForceMagnitude", "Maximum force that can be applied by llApplyImpulse (SL says 20f)",
  469. 20000.0f,
  470. (s) => { return MaxAddForceMagnitude; },
  471. (s,v) => { MaxAddForceMagnitude = v; MaxAddForceMagnitudeSquared = v * v; } ),
  472. // Density is passed around as 100kg/m3. This scales that to 1kg/m3.
  473. // Reduce by power of 100 because Bullet doesn't seem to handle objects with large mass very well
  474. new ParameterDefn<float>("DensityScaleFactor", "Conversion for simulator/viewer density (100kg/m3) to physical density (1kg/m3)",
  475. 0.01f ),
  476. new ParameterDefn<float>("PID_D", "Derivitive factor for motion smoothing",
  477. 2200f ),
  478. new ParameterDefn<float>("PID_P", "Parameteric factor for motion smoothing",
  479. 900f ),
  480. new ParameterDefn<float>("DefaultFriction", "Friction factor used on new objects",
  481. 0.2f,
  482. (s) => { return DefaultFriction; },
  483. (s,v) => { DefaultFriction = v; s.UnmanagedParams[0].defaultFriction = v; } ),
  484. // For historical reasons, the viewer and simulator multiply the density by 100
  485. new ParameterDefn<float>("DefaultDensity", "Density for new objects" ,
  486. 1000.0006836f, // Aluminum g/cm3 * 100
  487. (s) => { return DefaultDensity; },
  488. (s,v) => { DefaultDensity = v; s.UnmanagedParams[0].defaultDensity = v; } ),
  489. new ParameterDefn<float>("DefaultRestitution", "Bouncyness of an object" ,
  490. 0f,
  491. (s) => { return DefaultRestitution; },
  492. (s,v) => { DefaultRestitution = v; s.UnmanagedParams[0].defaultRestitution = v; } ),
  493. new ParameterDefn<float>("CollisionMargin", "Margin around objects before collisions are calculated (must be zero!)",
  494. 0.04f,
  495. (s) => { return CollisionMargin; },
  496. (s,v) => { CollisionMargin = v; s.UnmanagedParams[0].collisionMargin = v; } ),
  497. new ParameterDefn<float>("Gravity", "Vertical force of gravity (negative means down)",
  498. -9.80665f,
  499. (s) => { return Gravity; },
  500. (s,v) => { Gravity = v; s.UnmanagedParams[0].gravity = v; },
  501. (s,o) => { s.PE.SetGravity(o.PhysBody, new Vector3(0f,0f,Gravity)); } ),
  502. new ParameterDefn<float>("LinearDamping", "Factor to damp linear movement per second (0.0 - 1.0)",
  503. 0f,
  504. (s) => { return LinearDamping; },
  505. (s,v) => { LinearDamping = v; },
  506. (s,o) => { s.PE.SetDamping(o.PhysBody, LinearDamping, AngularDamping); } ),
  507. new ParameterDefn<float>("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)",
  508. 0f,
  509. (s) => { return AngularDamping; },
  510. (s,v) => { AngularDamping = v; },
  511. (s,o) => { s.PE.SetDamping(o.PhysBody, LinearDamping, AngularDamping); } ),
  512. new ParameterDefn<float>("DeactivationTime", "Seconds before considering an object potentially static",
  513. 0.2f,
  514. (s) => { return DeactivationTime; },
  515. (s,v) => { DeactivationTime = v; },
  516. (s,o) => { s.PE.SetDeactivationTime(o.PhysBody, DeactivationTime); } ),
  517. new ParameterDefn<float>("LinearSleepingThreshold", "Seconds to measure linear movement before considering static",
  518. 0.8f,
  519. (s) => { return LinearSleepingThreshold; },
  520. (s,v) => { LinearSleepingThreshold = v;},
  521. (s,o) => { s.PE.SetSleepingThresholds(o.PhysBody, LinearSleepingThreshold, AngularSleepingThreshold); } ),
  522. new ParameterDefn<float>("AngularSleepingThreshold", "Seconds to measure angular movement before considering static",
  523. 1.0f,
  524. (s) => { return AngularSleepingThreshold; },
  525. (s,v) => { AngularSleepingThreshold = v;},
  526. (s,o) => { s.PE.SetSleepingThresholds(o.PhysBody, LinearSleepingThreshold, AngularSleepingThreshold); } ),
  527. new ParameterDefn<float>("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" ,
  528. 0.0f, // set to zero to disable
  529. (s) => { return CcdMotionThreshold; },
  530. (s,v) => { CcdMotionThreshold = v;},
  531. (s,o) => { s.PE.SetCcdMotionThreshold(o.PhysBody, CcdMotionThreshold); } ),
  532. new ParameterDefn<float>("CcdSweptSphereRadius", "Continuious collision detection test radius" ,
  533. 0.2f,
  534. (s) => { return CcdSweptSphereRadius; },
  535. (s,v) => { CcdSweptSphereRadius = v;},
  536. (s,o) => { s.PE.SetCcdSweptSphereRadius(o.PhysBody, CcdSweptSphereRadius); } ),
  537. new ParameterDefn<float>("ContactProcessingThreshold", "Distance above which contacts can be discarded (0 means no discard)" ,
  538. 0.0f,
  539. (s) => { return ContactProcessingThreshold; },
  540. (s,v) => { ContactProcessingThreshold = v;},
  541. (s,o) => { s.PE.SetContactProcessingThreshold(o.PhysBody, ContactProcessingThreshold); } ),
  542. new ParameterDefn<float>("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)",
  543. (float)BSTerrainPhys.TerrainImplementation.Heightmap ),
  544. new ParameterDefn<int>("TerrainMeshMagnification", "Number of times the 256x256 heightmap is multiplied to create the terrain mesh" ,
  545. 2 ),
  546. new ParameterDefn<float>("TerrainGroundPlane", "Altitude of ground plane used to keep things from falling to infinity" ,
  547. -500.0f ),
  548. new ParameterDefn<float>("TerrainFriction", "Factor to reduce movement against terrain surface" ,
  549. 0.3f ),
  550. new ParameterDefn<float>("TerrainHitFraction", "Distance to measure hit collisions" ,
  551. 0.8f ),
  552. new ParameterDefn<float>("TerrainRestitution", "Bouncyness" ,
  553. 0f ),
  554. new ParameterDefn<float>("TerrainContactProcessingThreshold", "Distance from terrain to stop processing collisions" ,
  555. 0.0f ),
  556. new ParameterDefn<float>("TerrainCollisionMargin", "Margin where collision checking starts" ,
  557. 0.04f ),
  558. new ParameterDefn<bool>("AvatarToAvatarCollisionsByDefault", "Should avatars collide with other avatars by default?",
  559. true),
  560. new ParameterDefn<float>("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.",
  561. 0.2f ),
  562. new ParameterDefn<float>("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.",
  563. 0.95f ),
  564. new ParameterDefn<float>("AvatarAlwaysRunFactor", "Speed multiplier if avatar is set to always run",
  565. 1.3f ),
  566. // For historical reasons, density is reported * 100
  567. new ParameterDefn<float>("AvatarDensity", "Density of an avatar. Changed on avatar recreation. Scaled times 100.",
  568. 3500f) , // 3.5 * 100
  569. new ParameterDefn<float>("AvatarRestitution", "Bouncyness. Changed on avatar recreation.",
  570. 0f ),
  571. new ParameterDefn<int>("AvatarShape", "Code for avatar physical shape: 0:capsule, 1:cube, 2:ovoid, 2:mesh",
  572. BSShapeCollection.AvatarShapeCube ) ,
  573. new ParameterDefn<float>("AvatarCapsuleWidth", "The distance between the sides of the avatar capsule",
  574. 0.6f ) ,
  575. new ParameterDefn<float>("AvatarCapsuleDepth", "The distance between the front and back of the avatar capsule",
  576. 0.45f ),
  577. new ParameterDefn<float>("AvatarCapsuleHeight", "Default height of space around avatar",
  578. 1.5f ),
  579. new ParameterDefn<float>("AvatarHeightLowFudge", "A fudge factor to make small avatars stand on the ground",
  580. 0f ),
  581. new ParameterDefn<float>("AvatarHeightMidFudge", "A fudge distance to adjust average sized avatars to be standing on ground",
  582. 0f ),
  583. new ParameterDefn<float>("AvatarHeightHighFudge", "A fudge factor to make tall avatars stand on the ground",
  584. 0f ),
  585. new ParameterDefn<float>("AvatarFlyingGroundMargin", "Meters avatar is kept above the ground when flying",
  586. 5f ),
  587. new ParameterDefn<float>("AvatarFlyingGroundUpForce", "Upward force applied to the avatar to keep it at flying ground margin",
  588. 2.0f ),
  589. new ParameterDefn<float>("AvatarTerminalVelocity", "Terminal Velocity of falling avatar",
  590. -54.0f ),
  591. new ParameterDefn<float>("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions",
  592. 0.1f ),
  593. new ParameterDefn<float>("AvatarStopZeroThreshold", "Movement velocity below which avatar is assumed to be stopped",
  594. 0.1f ),
  595. new ParameterDefn<float>("AvatarBelowGroundUpCorrectionMeters", "Meters to move avatar up if it seems to be below ground",
  596. 1.0f ),
  597. new ParameterDefn<int>("AvatarJumpFrames", "Number of frames to allow jump forces. Changes jump height.",
  598. 4 ),
  599. new ParameterDefn<float>("AvatarStepHeight", "Height of a step obstacle to consider step correction",
  600. 0.999f ) ,
  601. new ParameterDefn<float>("AvatarStepAngle", "The angle (in radians) for a vertical surface to be considered a step",
  602. 0.3f ) ,
  603. new ParameterDefn<float>("AvatarStepGroundFudge", "Fudge factor subtracted from avatar base when comparing collision height",
  604. 0.1f ) ,
  605. new ParameterDefn<float>("AvatarStepApproachFactor", "Factor to control angle of approach to step (0=straight on)",
  606. 2f ),
  607. new ParameterDefn<float>("AvatarStepForceFactor", "Controls the amount of force up applied to step up onto a step",
  608. 0f ),
  609. new ParameterDefn<float>("AvatarStepUpCorrectionFactor", "Multiplied by height of step collision to create up movement at step",
  610. 0.8f ),
  611. new ParameterDefn<int>("AvatarStepSmoothingSteps", "Number of frames after a step collision that we continue walking up stairs",
  612. 1 ),
  613. new ParameterDefn<float>("VehicleMaxLinearVelocity", "Maximum velocity magnitude that can be assigned to a vehicle",
  614. 1000.0f,
  615. (s) => { return (float)VehicleMaxLinearVelocity; },
  616. (s,v) => { VehicleMaxLinearVelocity = v; VehicleMaxLinearVelocitySquared = v * v; } ),
  617. new ParameterDefn<float>("VehicleMinLinearVelocity", "Maximum velocity magnitude that can be assigned to a vehicle",
  618. 0.001f,
  619. (s) => { return (float)VehicleMinLinearVelocity; },
  620. (s,v) => { VehicleMinLinearVelocity = v; VehicleMinLinearVelocitySquared = v * v; } ),
  621. new ParameterDefn<float>("VehicleMaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to a vehicle",
  622. 12.0f,
  623. (s) => { return (float)VehicleMaxAngularVelocity; },
  624. (s,v) => { VehicleMaxAngularVelocity = v; VehicleMaxAngularVelocitySq = v * v; } ),
  625. new ParameterDefn<float>("VehicleAngularDamping", "Factor to damp vehicle angular movement per second (0.0 - 1.0)",
  626. 0.0f ),
  627. new ParameterDefn<Vector3>("VehicleLinearFactor", "Fraction of physical linear changes applied to vehicle (<0,0,0> to <1,1,1>)",
  628. new Vector3(1f, 1f, 1f) ),
  629. new ParameterDefn<Vector3>("VehicleAngularFactor", "Fraction of physical angular changes applied to vehicle (<0,0,0> to <1,1,1>)",
  630. new Vector3(1f, 1f, 1f) ),
  631. new ParameterDefn<Vector3>("VehicleInertiaFactor", "Fraction of physical inertia applied (<0,0,0> to <1,1,1>)",
  632. new Vector3(1f, 1f, 1f) ),
  633. new ParameterDefn<float>("VehicleFriction", "Friction of vehicle on the ground (0.0 - 1.0)",
  634. 0.0f ),
  635. new ParameterDefn<float>("VehicleRestitution", "Bouncyness factor for vehicles (0.0 - 1.0)",
  636. 0.0f ),
  637. new ParameterDefn<float>("VehicleGroundGravityFudge", "Factor to multiply gravity if a ground vehicle is probably on the ground (0.0 - 1.0)",
  638. 0.2f ),
  639. new ParameterDefn<float>("VehicleAngularBankingTimescaleFudge", "Factor to multiple angular banking timescale. Tune to increase realism.",
  640. 60.0f ),
  641. new ParameterDefn<bool>("VehicleEnableLinearDeflection", "Turn on/off vehicle linear deflection effect",
  642. true ),
  643. new ParameterDefn<bool>("VehicleLinearDeflectionNotCollidingNoZ", "Turn on/off linear deflection Z effect on non-colliding vehicles",
  644. true ),
  645. new ParameterDefn<bool>("VehicleEnableAngularVerticalAttraction", "Turn on/off vehicle angular vertical attraction effect",
  646. true ),
  647. new ParameterDefn<int>("VehicleAngularVerticalAttractionAlgorithm", "Select vertical attraction algo. You need to look at the source.",
  648. 0 ),
  649. new ParameterDefn<bool>("VehicleEnableAngularDeflection", "Turn on/off vehicle angular deflection effect",
  650. true ),
  651. new ParameterDefn<bool>("VehicleEnableAngularBanking", "Turn on/off vehicle angular banking effect",
  652. true ),
  653. new ParameterDefn<float>("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)",
  654. 0f,
  655. (s) => { return MaxPersistantManifoldPoolSize; },
  656. (s,v) => { MaxPersistantManifoldPoolSize = v; s.UnmanagedParams[0].maxPersistantManifoldPoolSize = v; } ),
  657. new ParameterDefn<float>("MaxCollisionAlgorithmPoolSize", "Number of collisions pooled (0 means default of 4096)",
  658. 0f,
  659. (s) => { return MaxCollisionAlgorithmPoolSize; },
  660. (s,v) => { MaxCollisionAlgorithmPoolSize = v; s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize = v; } ),
  661. new ParameterDefn<bool>("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count",
  662. false,
  663. (s) => { return ShouldDisableContactPoolDynamicAllocation; },
  664. (s,v) => { ShouldDisableContactPoolDynamicAllocation = v;
  665. s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = NumericBool(v); } ),
  666. new ParameterDefn<bool>("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step",
  667. false,
  668. (s) => { return ShouldForceUpdateAllAabbs; },
  669. (s,v) => { ShouldForceUpdateAllAabbs = v; s.UnmanagedParams[0].shouldForceUpdateAllAabbs = NumericBool(v); } ),
  670. new ParameterDefn<bool>("ShouldRandomizeSolverOrder", "Enable for slightly better stacking interaction",
  671. true,
  672. (s) => { return ShouldRandomizeSolverOrder; },
  673. (s,v) => { ShouldRandomizeSolverOrder = v; s.UnmanagedParams[0].shouldRandomizeSolverOrder = NumericBool(v); } ),
  674. new ParameterDefn<bool>("ShouldSplitSimulationIslands", "Enable splitting active object scanning islands",
  675. true,
  676. (s) => { return ShouldSplitSimulationIslands; },
  677. (s,v) => { ShouldSplitSimulationIslands = v; s.UnmanagedParams[0].shouldSplitSimulationIslands = NumericBool(v); } ),
  678. new ParameterDefn<bool>("ShouldEnableFrictionCaching", "Enable friction computation caching",
  679. true,
  680. (s) => { return ShouldEnableFrictionCaching; },
  681. (s,v) => { ShouldEnableFrictionCaching = v; s.UnmanagedParams[0].shouldEnableFrictionCaching = NumericBool(v); } ),
  682. new ParameterDefn<float>("NumberOfSolverIterations", "Number of internal iterations (0 means default)",
  683. 0f, // zero says use Bullet default
  684. (s) => { return NumberOfSolverIterations; },
  685. (s,v) => { NumberOfSolverIterations = v; s.UnmanagedParams[0].numberOfSolverIterations = v; } ),
  686. new ParameterDefn<bool>("UseSingleSidedMeshes", "Whether to compute collisions based on single sided meshes.",
  687. true,
  688. (s) => { return UseSingleSidedMeshes; },
  689. (s,v) => { UseSingleSidedMeshes = v; s.UnmanagedParams[0].useSingleSidedMeshes = NumericBool(v); } ),
  690. new ParameterDefn<float>("GlobalContactBreakingThreshold", "Amount of shape radius before breaking a collision contact (0 says Bullet default (0.2))",
  691. 0f,
  692. (s) => { return GlobalContactBreakingThreshold; },
  693. (s,v) => { GlobalContactBreakingThreshold = v; s.UnmanagedParams[0].globalContactBreakingThreshold = v; } ),
  694. new ParameterDefn<float>("PhysicsUnmanLoggingFrames", "If non-zero, frames between output of detailed unmanaged physics statistics",
  695. 0f,
  696. (s) => { return PhysicsUnmanLoggingFrames; },
  697. (s,v) => { PhysicsUnmanLoggingFrames = v; s.UnmanagedParams[0].physicsLoggingFrames = v; } ),
  698. new ParameterDefn<int>("CSHullMaxDepthSplit", "CS impl: max depth to split for hull. 1-10 but > 7 is iffy",
  699. 7 ),
  700. new ParameterDefn<int>("CSHullMaxDepthSplitForSimpleShapes", "CS impl: max depth setting for simple prim shapes",
  701. 2 ),
  702. new ParameterDefn<float>("CSHullConcavityThresholdPercent", "CS impl: concavity threshold percent (0-20)",
  703. 5f ),
  704. new ParameterDefn<float>("CSHullVolumeConservationThresholdPercent", "percent volume conservation to collapse hulls (0-30)",
  705. 5f ),
  706. new ParameterDefn<int>("CSHullMaxVertices", "CS impl: maximum number of vertices in output hulls. Keep < 50.",
  707. 32 ),
  708. new ParameterDefn<float>("CSHullMaxSkinWidth", "CS impl: skin width to apply to output hulls.",
  709. 0f ),
  710. new ParameterDefn<float>("BHullMaxVerticesPerHull", "Bullet impl: max number of vertices per created hull",
  711. 200f ),
  712. new ParameterDefn<float>("BHullMinClusters", "Bullet impl: minimum number of hulls to create per mesh",
  713. 10f ),
  714. new ParameterDefn<float>("BHullCompacityWeight", "Bullet impl: weight factor for how compact to make hulls",
  715. 20f ),
  716. new ParameterDefn<float>("BHullVolumeWeight", "Bullet impl: weight factor for volume in created hull",
  717. 0.1f ),
  718. new ParameterDefn<float>("BHullConcavity", "Bullet impl: weight factor for how convex a created hull can be",
  719. 10f ),
  720. new ParameterDefn<bool>("BHullAddExtraDistPoints", "Bullet impl: whether to add extra vertices for long distance vectors",
  721. true ),
  722. new ParameterDefn<bool>("BHullAddNeighboursDistPoints", "Bullet impl: whether to add extra vertices between neighbor hulls",
  723. true ),
  724. new ParameterDefn<bool>("BHullAddFacesPoints", "Bullet impl: whether to add extra vertices to break up hull faces",
  725. true ),
  726. new ParameterDefn<bool>("BHullShouldAdjustCollisionMargin", "Bullet impl: whether to shrink resulting hulls to account for collision margin",
  727. false ),
  728. new ParameterDefn<float>("WhichHACD", "zero if Bullet HACD, non-zero says VHACD",
  729. 0f ),
  730. new ParameterDefn<float>("VHACDresolution", "max number of voxels generated during voxelization stage",
  731. 100000f ),
  732. new ParameterDefn<float>("VHACDdepth", "max number of clipping stages",
  733. 20f ),
  734. new ParameterDefn<float>("VHACDconcavity", "maximum concavity",
  735. 0.0025f ),
  736. new ParameterDefn<float>("VHACDplaneDownsampling", "granularity of search for best clipping plane",
  737. 4f ),
  738. new ParameterDefn<float>("VHACDconvexHullDownsampling", "precision of hull gen process",
  739. 4f ),
  740. new ParameterDefn<float>("VHACDalpha", "bias toward clipping along symmetry planes",
  741. 0.05f ),
  742. new ParameterDefn<float>("VHACDbeta", "bias toward clipping along revolution axis",
  743. 0.05f ),
  744. new ParameterDefn<float>("VHACDgamma", "max concavity when merging",
  745. 0.00125f ),
  746. new ParameterDefn<float>("VHACDpca", "on/off normalizing mesh before decomp",
  747. 0f ),
  748. new ParameterDefn<float>("VHACDmode", "0:voxel based, 1: tetrahedron based",
  749. 0f ),
  750. new ParameterDefn<float>("VHACDmaxNumVerticesPerCH", "max triangles per convex hull",
  751. 64f ),
  752. new ParameterDefn<float>("VHACDminVolumePerCH", "sampling of generated convex hulls",
  753. 0.0001f ),
  754. new ParameterDefn<float>("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)",
  755. (float)BSLinkset.LinksetImplementation.Compound ),
  756. new ParameterDefn<bool>("LinksetOffsetCenterOfMass", "If 'true', compute linkset center-of-mass and offset linkset position to account for same",
  757. true ),
  758. new ParameterDefn<bool>("LinkConstraintUseFrameOffset", "For linksets built with constraints, enable frame offsetFor linksets built with constraints, enable frame offset.",
  759. false ),
  760. new ParameterDefn<bool>("LinkConstraintEnableTransMotor", "Whether to enable translational motor on linkset constraints",
  761. true ),
  762. new ParameterDefn<float>("LinkConstraintTransMotorMaxVel", "Maximum velocity to be applied by translational motor in linkset constraints",
  763. 5.0f ),
  764. new ParameterDefn<float>("LinkConstraintTransMotorMaxForce", "Maximum force to be applied by translational motor in linkset constraints",
  765. 0.1f ),
  766. new ParameterDefn<float>("LinkConstraintCFM", "Amount constraint can be violated. 0=no violation, 1=infinite. Default=0.1",
  767. 0.1f ),
  768. new ParameterDefn<float>("LinkConstraintERP", "Amount constraint is corrected each tick. 0=none, 1=all. Default = 0.2",
  769. 0.1f ),
  770. new ParameterDefn<float>("LinkConstraintSolverIterations", "Number of solver iterations when computing constraint. (0 = Bullet default)",
  771. 40 ),
  772. new ParameterDefn<int>("PhysicsMetricFrames", "Frames between outputting detailed phys metrics. (0 is off)",
  773. 0,
  774. (s) => { return s.PhysicsMetricDumpFrames; },
  775. (s,v) => { s.PhysicsMetricDumpFrames = v; } ),
  776. new ParameterDefn<float>("ResetBroadphasePool", "Setting this is any value resets the broadphase collision pool",
  777. 0f,
  778. (s) => { return 0f; },
  779. (s,v) => { BSParam.ResetBroadphasePoolTainted(s, v, false /* inTaintTime */); } ),
  780. new ParameterDefn<float>("ResetConstraintSolver", "Setting this is any value resets the constraint solver",
  781. 0f,
  782. (s) => { return 0f; },
  783. (s,v) => { BSParam.ResetConstraintSolverTainted(s, v); } ),
  784. };
  785. // Convert a boolean to our numeric true and false values
  786. public static float NumericBool(bool b)
  787. {
  788. return (b ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse);
  789. }
  790. // Convert numeric true and false values to a boolean
  791. public static bool BoolNumeric(float b)
  792. {
  793. return (b == ConfigurationParameters.numericTrue ? true : false);
  794. }
  795. // Search through the parameter definitions and return the matching
  796. // ParameterDefn structure.
  797. // Case does not matter as names are compared after converting to lower case.
  798. // Returns 'false' if the parameter is not found.
  799. internal static bool TryGetParameter(string paramName, out ParameterDefnBase defn)
  800. {
  801. bool ret = false;
  802. ParameterDefnBase foundDefn = null;
  803. string pName = paramName.ToLower();
  804. foreach (ParameterDefnBase parm in ParameterDefinitions)
  805. {
  806. if (pName == parm.name.ToLower())
  807. {
  808. foundDefn = parm;
  809. ret = true;
  810. break;
  811. }
  812. }
  813. defn = foundDefn;
  814. return ret;
  815. }
  816. // Pass through the settable parameters and set the default values
  817. internal static void SetParameterDefaultValues(BSScene physicsScene)
  818. {
  819. foreach (ParameterDefnBase parm in ParameterDefinitions)
  820. {
  821. parm.AssignDefault(physicsScene);
  822. }
  823. }
  824. // Get user set values out of the ini file.
  825. internal static void SetParameterConfigurationValues(BSScene physicsScene, IConfig cfg)
  826. {
  827. foreach (ParameterDefnBase parm in ParameterDefinitions)
  828. {
  829. parm.SetValue(physicsScene, cfg.GetString(parm.name, parm.GetValue(physicsScene)));
  830. }
  831. }
  832. internal static PhysParameterEntry[] SettableParameters = new PhysParameterEntry[1];
  833. // This creates an array in the correct format for returning the list of
  834. // parameters. This is used by the 'list' option of the 'physics' command.
  835. internal static void BuildParameterTable()
  836. {
  837. if (SettableParameters.Length < ParameterDefinitions.Length)
  838. {
  839. List<PhysParameterEntry> entries = new List<PhysParameterEntry>();
  840. for (int ii = 0; ii < ParameterDefinitions.Length; ii++)
  841. {
  842. ParameterDefnBase pd = ParameterDefinitions[ii];
  843. entries.Add(new PhysParameterEntry(pd.name, pd.desc));
  844. }
  845. // make the list alphabetical for ease of finding anything
  846. entries.Sort((ppe1, ppe2) => { return ppe1.name.CompareTo(ppe2.name); });
  847. SettableParameters = entries.ToArray();
  848. }
  849. }
  850. // =====================================================================
  851. // =====================================================================
  852. // There are parameters that, when set, cause things to happen in the physics engine.
  853. // This causes the broadphase collision cache to be cleared.
  854. private static void ResetBroadphasePoolTainted(BSScene pPhysScene, float v, bool inTaintTime)
  855. {
  856. BSScene physScene = pPhysScene;
  857. physScene.TaintedObject(inTaintTime, "BSParam.ResetBroadphasePoolTainted", delegate()
  858. {
  859. physScene.PE.ResetBroadphasePool(physScene.World);
  860. });
  861. }
  862. // This causes the constraint solver cache to be cleared and reset.
  863. private static void ResetConstraintSolverTainted(BSScene pPhysScene, float v)
  864. {
  865. BSScene physScene = pPhysScene;
  866. physScene.TaintedObject(BSScene.DetailLogZero, "BSParam.ResetConstraintSolver", delegate()
  867. {
  868. physScene.PE.ResetConstraintSolver(physScene.World);
  869. });
  870. }
  871. }
  872. }