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authorRobert Adams2013-02-03 16:08:09 -0800
committerRobert Adams2013-02-05 16:56:23 -0800
commitad438ee59fce1b262135ef0f7cd1213f3a79df50 (patch)
tree96871ce99daa85e8142c8ab3d6ec7e8ebeaa24ea /OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
parentBulletSim: correct angular vertical attraction to properly correct an upside ... (diff)
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BulletSim: rework some parameter setting implementation moving functionality that was in BSScene to BSParam. Remove unused parameters that were passed to the unmanaged code. Update DLLs and SOs for the new param block.
Diffstat (limited to '')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSParam.cs131
1 files changed, 77 insertions, 54 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
index 8c098b2..fbef7e7 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
@@ -68,6 +68,24 @@ public static class BSParam
68 public static float TerrainRestitution { get; private set; } 68 public static float TerrainRestitution { get; private set; }
69 public static float TerrainCollisionMargin { get; private set; } 69 public static float TerrainCollisionMargin { get; private set; }
70 70
71 public static float DefaultFriction;
72 public static float DefaultDensity;
73 public static float DefaultRestitution;
74 public static float CollisionMargin;
75 public static float Gravity;
76
77 // Physics Engine operation
78 public static float MaxPersistantManifoldPoolSize;
79 public static float MaxCollisionAlgorithmPoolSize;
80 public static float ShouldDisableContactPoolDynamicAllocation;
81 public static float ShouldForceUpdateAllAabbs;
82 public static float ShouldRandomizeSolverOrder;
83 public static float ShouldSplitSimulationIslands;
84 public static float ShouldEnableFrictionCaching;
85 public static float NumberOfSolverIterations;
86 public static bool UseSingleSidedMeshes { get { return UseSingleSidedMeshesF != ConfigurationParameters.numericFalse; } }
87 public static float UseSingleSidedMeshesF;
88
71 // Avatar parameters 89 // Avatar parameters
72 public static float AvatarFriction { get; private set; } 90 public static float AvatarFriction { get; private set; }
73 public static float AvatarStandingFriction { get; private set; } 91 public static float AvatarStandingFriction { get; private set; }
@@ -287,29 +305,29 @@ public static class BSParam
287 305
288 new ParameterDefn("DefaultFriction", "Friction factor used on new objects", 306 new ParameterDefn("DefaultFriction", "Friction factor used on new objects",
289 0.2f, 307 0.2f,
290 (s,cf,p,v) => { s.UnmanagedParams[0].defaultFriction = cf.GetFloat(p, v); }, 308 (s,cf,p,v) => { DefaultFriction = cf.GetFloat(p, v); },
291 (s) => { return s.UnmanagedParams[0].defaultFriction; }, 309 (s) => { return DefaultFriction; },
292 (s,p,l,v) => { s.UnmanagedParams[0].defaultFriction = v; } ), 310 (s,p,l,v) => { DefaultFriction = v; s.UnmanagedParams[0].defaultFriction = v; } ),
293 new ParameterDefn("DefaultDensity", "Density for new objects" , 311 new ParameterDefn("DefaultDensity", "Density for new objects" ,
294 10.000006836f, // Aluminum g/cm3 312 10.000006836f, // Aluminum g/cm3
295 (s,cf,p,v) => { s.UnmanagedParams[0].defaultDensity = cf.GetFloat(p, v); }, 313 (s,cf,p,v) => { DefaultDensity = cf.GetFloat(p, v); },
296 (s) => { return s.UnmanagedParams[0].defaultDensity; }, 314 (s) => { return DefaultDensity; },
297 (s,p,l,v) => { s.UnmanagedParams[0].defaultDensity = v; } ), 315 (s,p,l,v) => { DefaultDensity = v; s.UnmanagedParams[0].defaultDensity = v; } ),
298 new ParameterDefn("DefaultRestitution", "Bouncyness of an object" , 316 new ParameterDefn("DefaultRestitution", "Bouncyness of an object" ,
299 0f, 317 0f,
300 (s,cf,p,v) => { s.UnmanagedParams[0].defaultRestitution = cf.GetFloat(p, v); }, 318 (s,cf,p,v) => { DefaultRestitution = cf.GetFloat(p, v); },
301 (s) => { return s.UnmanagedParams[0].defaultRestitution; }, 319 (s) => { return DefaultRestitution; },
302 (s,p,l,v) => { s.UnmanagedParams[0].defaultRestitution = v; } ), 320 (s,p,l,v) => { DefaultRestitution = v; s.UnmanagedParams[0].defaultRestitution = v; } ),
303 new ParameterDefn("CollisionMargin", "Margin around objects before collisions are calculated (must be zero!)", 321 new ParameterDefn("CollisionMargin", "Margin around objects before collisions are calculated (must be zero!)",
304 0.04f, 322 0.04f,
305 (s,cf,p,v) => { s.UnmanagedParams[0].collisionMargin = cf.GetFloat(p, v); }, 323 (s,cf,p,v) => { CollisionMargin = cf.GetFloat(p, v); },
306 (s) => { return s.UnmanagedParams[0].collisionMargin; }, 324 (s) => { return CollisionMargin; },
307 (s,p,l,v) => { s.UnmanagedParams[0].collisionMargin = v; } ), 325 (s,p,l,v) => { CollisionMargin = v; s.UnmanagedParams[0].collisionMargin = v; } ),
308 new ParameterDefn("Gravity", "Vertical force of gravity (negative means down)", 326 new ParameterDefn("Gravity", "Vertical force of gravity (negative means down)",
309 -9.80665f, 327 -9.80665f,
310 (s,cf,p,v) => { s.UnmanagedParams[0].gravity = cf.GetFloat(p, v); }, 328 (s,cf,p,v) => { Gravity = cf.GetFloat(p, v); },
311 (s) => { return s.UnmanagedParams[0].gravity; }, 329 (s) => { return Gravity; },
312 (s,p,l,v) => { s.UpdateParameterObject((x)=>{s.UnmanagedParams[0].gravity=x;}, p, PhysParameterEntry.APPLY_TO_NONE, v); }, 330 (s,p,l,v) => { Gravity = v; s.UnmanagedParams[0].gravity = v; },
313 (s,o,v) => { s.PE.SetGravity(o.PhysBody, new Vector3(0f,0f,v)); } ), 331 (s,o,v) => { s.PE.SetGravity(o.PhysBody, new Vector3(0f,0f,v)); } ),
314 332
315 333
@@ -317,49 +335,49 @@ public static class BSParam
317 0f, 335 0f,
318 (s,cf,p,v) => { LinearDamping = cf.GetFloat(p, v); }, 336 (s,cf,p,v) => { LinearDamping = cf.GetFloat(p, v); },
319 (s) => { return LinearDamping; }, 337 (s) => { return LinearDamping; },
320 (s,p,l,v) => { s.UpdateParameterObject((x)=>{LinearDamping=x;}, p, l, v); }, 338 (s,p,l,v) => { LinearDamping = v; },
321 (s,o,v) => { s.PE.SetDamping(o.PhysBody, v, AngularDamping); } ), 339 (s,o,v) => { s.PE.SetDamping(o.PhysBody, v, AngularDamping); } ),
322 new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)", 340 new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)",
323 0f, 341 0f,
324 (s,cf,p,v) => { AngularDamping = cf.GetFloat(p, v); }, 342 (s,cf,p,v) => { AngularDamping = cf.GetFloat(p, v); },
325 (s) => { return AngularDamping; }, 343 (s) => { return AngularDamping; },
326 (s,p,l,v) => { s.UpdateParameterObject((x)=>{AngularDamping=x;}, p, l, v); }, 344 (s,p,l,v) => { AngularDamping = v; },
327 (s,o,v) => { s.PE.SetDamping(o.PhysBody, LinearDamping, v); } ), 345 (s,o,v) => { s.PE.SetDamping(o.PhysBody, LinearDamping, v); } ),
328 new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static", 346 new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static",
329 0.2f, 347 0.2f,
330 (s,cf,p,v) => { DeactivationTime = cf.GetFloat(p, v); }, 348 (s,cf,p,v) => { DeactivationTime = cf.GetFloat(p, v); },
331 (s) => { return DeactivationTime; }, 349 (s) => { return DeactivationTime; },
332 (s,p,l,v) => { s.UpdateParameterObject((x)=>{DeactivationTime=x;}, p, l, v); }, 350 (s,p,l,v) => { DeactivationTime = v; },
333 (s,o,v) => { s.PE.SetDeactivationTime(o.PhysBody, v); } ), 351 (s,o,v) => { s.PE.SetDeactivationTime(o.PhysBody, v); } ),
334 new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static", 352 new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static",
335 0.8f, 353 0.8f,
336 (s,cf,p,v) => { LinearSleepingThreshold = cf.GetFloat(p, v); }, 354 (s,cf,p,v) => { LinearSleepingThreshold = cf.GetFloat(p, v); },
337 (s) => { return LinearSleepingThreshold; }, 355 (s) => { return LinearSleepingThreshold; },
338 (s,p,l,v) => { s.UpdateParameterObject((x)=>{LinearSleepingThreshold=x;}, p, l, v); }, 356 (s,p,l,v) => { LinearSleepingThreshold = v;},
339 (s,o,v) => { s.PE.SetSleepingThresholds(o.PhysBody, v, v); } ), 357 (s,o,v) => { s.PE.SetSleepingThresholds(o.PhysBody, v, v); } ),
340 new ParameterDefn("AngularSleepingThreshold", "Seconds to measure angular movement before considering static", 358 new ParameterDefn("AngularSleepingThreshold", "Seconds to measure angular movement before considering static",
341 1.0f, 359 1.0f,
342 (s,cf,p,v) => { AngularSleepingThreshold = cf.GetFloat(p, v); }, 360 (s,cf,p,v) => { AngularSleepingThreshold = cf.GetFloat(p, v); },
343 (s) => { return AngularSleepingThreshold; }, 361 (s) => { return AngularSleepingThreshold; },
344 (s,p,l,v) => { s.UpdateParameterObject((x)=>{AngularSleepingThreshold=x;}, p, l, v); }, 362 (s,p,l,v) => { AngularSleepingThreshold = v;},
345 (s,o,v) => { s.PE.SetSleepingThresholds(o.PhysBody, v, v); } ), 363 (s,o,v) => { s.PE.SetSleepingThresholds(o.PhysBody, v, v); } ),
346 new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" , 364 new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" ,
347 0.0f, // set to zero to disable 365 0.0f, // set to zero to disable
348 (s,cf,p,v) => { CcdMotionThreshold = cf.GetFloat(p, v); }, 366 (s,cf,p,v) => { CcdMotionThreshold = cf.GetFloat(p, v); },
349 (s) => { return CcdMotionThreshold; }, 367 (s) => { return CcdMotionThreshold; },
350 (s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdMotionThreshold=x;}, p, l, v); }, 368 (s,p,l,v) => { CcdMotionThreshold = v;},
351 (s,o,v) => { s.PE.SetCcdMotionThreshold(o.PhysBody, v); } ), 369 (s,o,v) => { s.PE.SetCcdMotionThreshold(o.PhysBody, v); } ),
352 new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" , 370 new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" ,
353 0.2f, 371 0.2f,
354 (s,cf,p,v) => { CcdSweptSphereRadius = cf.GetFloat(p, v); }, 372 (s,cf,p,v) => { CcdSweptSphereRadius = cf.GetFloat(p, v); },
355 (s) => { return CcdSweptSphereRadius; }, 373 (s) => { return CcdSweptSphereRadius; },
356 (s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdSweptSphereRadius=x;}, p, l, v); }, 374 (s,p,l,v) => { CcdSweptSphereRadius = v;},
357 (s,o,v) => { s.PE.SetCcdSweptSphereRadius(o.PhysBody, v); } ), 375 (s,o,v) => { s.PE.SetCcdSweptSphereRadius(o.PhysBody, v); } ),
358 new ParameterDefn("ContactProcessingThreshold", "Distance above which contacts can be discarded (0 means no discard)" , 376 new ParameterDefn("ContactProcessingThreshold", "Distance above which contacts can be discarded (0 means no discard)" ,
359 0.0f, 377 0.0f,
360 (s,cf,p,v) => { ContactProcessingThreshold = cf.GetFloat(p, v); }, 378 (s,cf,p,v) => { ContactProcessingThreshold = cf.GetFloat(p, v); },
361 (s) => { return ContactProcessingThreshold; }, 379 (s) => { return ContactProcessingThreshold; },
362 (s,p,l,v) => { s.UpdateParameterObject((x)=>{ContactProcessingThreshold=x;}, p, l, v); }, 380 (s,p,l,v) => { ContactProcessingThreshold = v;},
363 (s,o,v) => { s.PE.SetContactProcessingThreshold(o.PhysBody, v); } ), 381 (s,o,v) => { s.PE.SetContactProcessingThreshold(o.PhysBody, v); } ),
364 382
365 new ParameterDefn("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)", 383 new ParameterDefn("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)",
@@ -392,7 +410,7 @@ public static class BSParam
392 0.2f, 410 0.2f,
393 (s,cf,p,v) => { AvatarFriction = cf.GetFloat(p, v); }, 411 (s,cf,p,v) => { AvatarFriction = cf.GetFloat(p, v); },
394 (s) => { return AvatarFriction; }, 412 (s) => { return AvatarFriction; },
395 (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarFriction=x;}, p, l, v); } ), 413 (s,p,l,v) => { AvatarFriction = v; } ),
396 new ParameterDefn("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.", 414 new ParameterDefn("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.",
397 10.0f, 415 10.0f,
398 (s,cf,p,v) => { AvatarStandingFriction = cf.GetFloat(p, v); }, 416 (s,cf,p,v) => { AvatarStandingFriction = cf.GetFloat(p, v); },
@@ -407,32 +425,32 @@ public static class BSParam
407 3.5f, 425 3.5f,
408 (s,cf,p,v) => { AvatarDensity = cf.GetFloat(p, v); }, 426 (s,cf,p,v) => { AvatarDensity = cf.GetFloat(p, v); },
409 (s) => { return AvatarDensity; }, 427 (s) => { return AvatarDensity; },
410 (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarDensity=x;}, p, l, v); } ), 428 (s,p,l,v) => { AvatarDensity = v; } ),
411 new ParameterDefn("AvatarRestitution", "Bouncyness. Changed on avatar recreation.", 429 new ParameterDefn("AvatarRestitution", "Bouncyness. Changed on avatar recreation.",
412 0f, 430 0f,
413 (s,cf,p,v) => { AvatarRestitution = cf.GetFloat(p, v); }, 431 (s,cf,p,v) => { AvatarRestitution = cf.GetFloat(p, v); },
414 (s) => { return AvatarRestitution; }, 432 (s) => { return AvatarRestitution; },
415 (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarRestitution=x;}, p, l, v); } ), 433 (s,p,l,v) => { AvatarRestitution = v; } ),
416 new ParameterDefn("AvatarCapsuleWidth", "The distance between the sides of the avatar capsule", 434 new ParameterDefn("AvatarCapsuleWidth", "The distance between the sides of the avatar capsule",
417 0.6f, 435 0.6f,
418 (s,cf,p,v) => { AvatarCapsuleWidth = cf.GetFloat(p, v); }, 436 (s,cf,p,v) => { AvatarCapsuleWidth = cf.GetFloat(p, v); },
419 (s) => { return AvatarCapsuleWidth; }, 437 (s) => { return AvatarCapsuleWidth; },
420 (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarCapsuleWidth=x;}, p, l, v); } ), 438 (s,p,l,v) => { AvatarCapsuleWidth = v; } ),
421 new ParameterDefn("AvatarCapsuleDepth", "The distance between the front and back of the avatar capsule", 439 new ParameterDefn("AvatarCapsuleDepth", "The distance between the front and back of the avatar capsule",
422 0.45f, 440 0.45f,
423 (s,cf,p,v) => { AvatarCapsuleDepth = cf.GetFloat(p, v); }, 441 (s,cf,p,v) => { AvatarCapsuleDepth = cf.GetFloat(p, v); },
424 (s) => { return AvatarCapsuleDepth; }, 442 (s) => { return AvatarCapsuleDepth; },
425 (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarCapsuleDepth=x;}, p, l, v); } ), 443 (s,p,l,v) => { AvatarCapsuleDepth = v; } ),
426 new ParameterDefn("AvatarCapsuleHeight", "Default height of space around avatar", 444 new ParameterDefn("AvatarCapsuleHeight", "Default height of space around avatar",
427 1.5f, 445 1.5f,
428 (s,cf,p,v) => { AvatarCapsuleHeight = cf.GetFloat(p, v); }, 446 (s,cf,p,v) => { AvatarCapsuleHeight = cf.GetFloat(p, v); },
429 (s) => { return AvatarCapsuleHeight; }, 447 (s) => { return AvatarCapsuleHeight; },
430 (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarCapsuleHeight=x;}, p, l, v); } ), 448 (s,p,l,v) => { AvatarCapsuleHeight = v; } ),
431 new ParameterDefn("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions", 449 new ParameterDefn("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions",
432 0.1f, 450 0.1f,
433 (s,cf,p,v) => { AvatarContactProcessingThreshold = cf.GetFloat(p, v); }, 451 (s,cf,p,v) => { AvatarContactProcessingThreshold = cf.GetFloat(p, v); },
434 (s) => { return AvatarContactProcessingThreshold; }, 452 (s) => { return AvatarContactProcessingThreshold; },
435 (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarContactProcessingThreshold=x;}, p, l, v); } ), 453 (s,p,l,v) => { AvatarContactProcessingThreshold = v; } ),
436 new ParameterDefn("AvatarStepHeight", "Height of a step obstacle to consider step correction", 454 new ParameterDefn("AvatarStepHeight", "Height of a step obstacle to consider step correction",
437 0.3f, 455 0.3f,
438 (s,cf,p,v) => { AvatarStepHeight = cf.GetFloat(p, v); }, 456 (s,cf,p,v) => { AvatarStepHeight = cf.GetFloat(p, v); },
@@ -497,44 +515,49 @@ public static class BSParam
497 515
498 new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)", 516 new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)",
499 0f, 517 0f,
500 (s,cf,p,v) => { s.UnmanagedParams[0].maxPersistantManifoldPoolSize = cf.GetFloat(p, v); }, 518 (s,cf,p,v) => { MaxPersistantManifoldPoolSize = cf.GetFloat(p, v); },
501 (s) => { return s.UnmanagedParams[0].maxPersistantManifoldPoolSize; }, 519 (s) => { return MaxPersistantManifoldPoolSize; },
502 (s,p,l,v) => { s.UnmanagedParams[0].maxPersistantManifoldPoolSize = v; } ), 520 (s,p,l,v) => { MaxPersistantManifoldPoolSize = v; s.UnmanagedParams[0].maxPersistantManifoldPoolSize = v; } ),
503 new ParameterDefn("MaxCollisionAlgorithmPoolSize", "Number of collisions pooled (0 means default of 4096)", 521 new ParameterDefn("MaxCollisionAlgorithmPoolSize", "Number of collisions pooled (0 means default of 4096)",
504 0f, 522 0f,
505 (s,cf,p,v) => { s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize = cf.GetFloat(p, v); }, 523 (s,cf,p,v) => { MaxCollisionAlgorithmPoolSize = cf.GetFloat(p, v); },
506 (s) => { return s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize; }, 524 (s) => { return MaxCollisionAlgorithmPoolSize; },
507 (s,p,l,v) => { s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize = v; } ), 525 (s,p,l,v) => { MaxCollisionAlgorithmPoolSize = v; s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize = v; } ),
508 new ParameterDefn("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count", 526 new ParameterDefn("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count",
509 ConfigurationParameters.numericFalse, 527 ConfigurationParameters.numericFalse,
510 (s,cf,p,v) => { s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, 528 (s,cf,p,v) => { ShouldDisableContactPoolDynamicAllocation = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },
511 (s) => { return s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation; }, 529 (s) => { return ShouldDisableContactPoolDynamicAllocation; },
512 (s,p,l,v) => { s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = v; } ), 530 (s,p,l,v) => { ShouldDisableContactPoolDynamicAllocation = v; s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = v; } ),
513 new ParameterDefn("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step", 531 new ParameterDefn("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step",
514 ConfigurationParameters.numericFalse, 532 ConfigurationParameters.numericFalse,
515 (s,cf,p,v) => { s.UnmanagedParams[0].shouldForceUpdateAllAabbs = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, 533 (s,cf,p,v) => { ShouldForceUpdateAllAabbs = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },
516 (s) => { return s.UnmanagedParams[0].shouldForceUpdateAllAabbs; }, 534 (s) => { return ShouldForceUpdateAllAabbs; },
517 (s,p,l,v) => { s.UnmanagedParams[0].shouldForceUpdateAllAabbs = v; } ), 535 (s,p,l,v) => { ShouldForceUpdateAllAabbs = v; s.UnmanagedParams[0].shouldForceUpdateAllAabbs = v; } ),
518 new ParameterDefn("ShouldRandomizeSolverOrder", "Enable for slightly better stacking interaction", 536 new ParameterDefn("ShouldRandomizeSolverOrder", "Enable for slightly better stacking interaction",
519 ConfigurationParameters.numericTrue, 537 ConfigurationParameters.numericTrue,
520 (s,cf,p,v) => { s.UnmanagedParams[0].shouldRandomizeSolverOrder = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, 538 (s,cf,p,v) => { ShouldRandomizeSolverOrder = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },
521 (s) => { return s.UnmanagedParams[0].shouldRandomizeSolverOrder; }, 539 (s) => { return ShouldRandomizeSolverOrder; },
522 (s,p,l,v) => { s.UnmanagedParams[0].shouldRandomizeSolverOrder = v; } ), 540 (s,p,l,v) => { ShouldRandomizeSolverOrder = v; s.UnmanagedParams[0].shouldRandomizeSolverOrder = v; } ),
523 new ParameterDefn("ShouldSplitSimulationIslands", "Enable splitting active object scanning islands", 541 new ParameterDefn("ShouldSplitSimulationIslands", "Enable splitting active object scanning islands",
524 ConfigurationParameters.numericTrue, 542 ConfigurationParameters.numericTrue,
525 (s,cf,p,v) => { s.UnmanagedParams[0].shouldSplitSimulationIslands = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, 543 (s,cf,p,v) => { ShouldSplitSimulationIslands = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },
526 (s) => { return s.UnmanagedParams[0].shouldSplitSimulationIslands; }, 544 (s) => { return ShouldSplitSimulationIslands; },
527 (s,p,l,v) => { s.UnmanagedParams[0].shouldSplitSimulationIslands = v; } ), 545 (s,p,l,v) => { ShouldSplitSimulationIslands = v; s.UnmanagedParams[0].shouldSplitSimulationIslands = v; } ),
528 new ParameterDefn("ShouldEnableFrictionCaching", "Enable friction computation caching", 546 new ParameterDefn("ShouldEnableFrictionCaching", "Enable friction computation caching",
529 ConfigurationParameters.numericTrue, 547 ConfigurationParameters.numericTrue,
530 (s,cf,p,v) => { s.UnmanagedParams[0].shouldEnableFrictionCaching = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, 548 (s,cf,p,v) => { ShouldEnableFrictionCaching = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },
531 (s) => { return s.UnmanagedParams[0].shouldEnableFrictionCaching; }, 549 (s) => { return ShouldEnableFrictionCaching; },
532 (s,p,l,v) => { s.UnmanagedParams[0].shouldEnableFrictionCaching = v; } ), 550 (s,p,l,v) => { ShouldEnableFrictionCaching = v; s.UnmanagedParams[0].shouldEnableFrictionCaching = v; } ),
533 new ParameterDefn("NumberOfSolverIterations", "Number of internal iterations (0 means default)", 551 new ParameterDefn("NumberOfSolverIterations", "Number of internal iterations (0 means default)",
534 0f, // zero says use Bullet default 552 0f, // zero says use Bullet default
535 (s,cf,p,v) => { s.UnmanagedParams[0].numberOfSolverIterations = cf.GetFloat(p, v); }, 553 (s,cf,p,v) => { NumberOfSolverIterations = cf.GetFloat(p, v); },
536 (s) => { return s.UnmanagedParams[0].numberOfSolverIterations; }, 554 (s) => { return NumberOfSolverIterations; },
537 (s,p,l,v) => { s.UnmanagedParams[0].numberOfSolverIterations = v; } ), 555 (s,p,l,v) => { NumberOfSolverIterations = v; s.UnmanagedParams[0].numberOfSolverIterations = v; } ),
556 new ParameterDefn("UseSingleSidedMeshes", "Whether to compute collisions based on single sided meshes.",
557 ConfigurationParameters.numericTrue,
558 (s,cf,p,v) => { UseSingleSidedMeshesF = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },
559 (s) => { return UseSingleSidedMeshesF; },
560 (s,p,l,v) => { UseSingleSidedMeshesF = v; s.UnmanagedParams[0].useSingleSidedMeshes = v; } ),
538 561
539 new ParameterDefn("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)", 562 new ParameterDefn("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)",
540 (float)BSLinkset.LinksetImplementation.Compound, 563 (float)BSLinkset.LinksetImplementation.Compound,