diff options
author | Melanie | 2013-05-06 23:47:19 +0100 |
---|---|---|
committer | Melanie | 2013-05-06 23:47:19 +0100 |
commit | b36e123c7f159b6c97a5ecb03e113c0de8083879 (patch) | |
tree | 5aa79fe958adfc44929b25e86c2a72a46dd49422 /OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | |
parent | Merge branch 'master' into careminster (diff) | |
parent | BulletSim: remove friction calcuation from BSMotor and move linear and (diff) | |
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Merge branch 'master' into careminster
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSParam.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 283 |
1 files changed, 93 insertions, 190 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 2ac68e3..3ca7e16 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | |||
@@ -26,6 +26,7 @@ | |||
26 | */ | 26 | */ |
27 | using System; | 27 | using System; |
28 | using System.Collections.Generic; | 28 | using System.Collections.Generic; |
29 | using System.Reflection; | ||
29 | using System.Text; | 30 | using System.Text; |
30 | 31 | ||
31 | using OpenSim.Region.Physics.Manager; | 32 | using OpenSim.Region.Physics.Manager; |
@@ -144,7 +145,7 @@ public static class BSParam | |||
144 | public static Vector3 VehicleAngularFactor { get; private set; } | 145 | public static Vector3 VehicleAngularFactor { get; private set; } |
145 | public static float VehicleGroundGravityFudge { get; private set; } | 146 | public static float VehicleGroundGravityFudge { get; private set; } |
146 | public static float VehicleAngularBankingTimescaleFudge { get; private set; } | 147 | public static float VehicleAngularBankingTimescaleFudge { get; private set; } |
147 | public static bool VehicleDebuggingEnabled { get; private set; } | 148 | public static bool VehicleDebuggingEnable { get; private set; } |
148 | 149 | ||
149 | // Convex Hulls | 150 | // Convex Hulls |
150 | public static int CSHullMaxDepthSplit { get; private set; } | 151 | public static int CSHullMaxDepthSplit { get; private set; } |
@@ -236,17 +237,41 @@ public static class BSParam | |||
236 | getter = pGetter; | 237 | getter = pGetter; |
237 | objectSet = pObjSetter; | 238 | objectSet = pObjSetter; |
238 | } | 239 | } |
239 | /* Wish I could simplify using this definition but CLR doesn't store references so closure around delegates of references won't work | 240 | // Simple parameter variable where property name is the same as the INI file name |
240 | * TODO: Maybe use reflection and the name of the variable to create a reference for the getter/setter. | 241 | // and the value is only a simple get and set. |
241 | public ParameterDefn(string pName, string pDesc, T pDefault, ref T loc) | 242 | public ParameterDefn(string pName, string pDesc, T pDefault) |
242 | : base(pName, pDesc) | 243 | : base(pName, pDesc) |
243 | { | 244 | { |
244 | defaultValue = pDefault; | 245 | defaultValue = pDefault; |
245 | setter = (s, v) => { loc = v; }; | 246 | setter = (s, v) => { SetValueByName(s, name, v); }; |
246 | getter = (s) => { return loc; }; | 247 | getter = (s) => { return GetValueByName(s, name); }; |
247 | objectSet = null; | 248 | objectSet = null; |
248 | } | 249 | } |
249 | */ | 250 | // Use reflection to find the property named 'pName' in BSParam and assign 'val' to same. |
251 | private void SetValueByName(BSScene s, string pName, T val) | ||
252 | { | ||
253 | PropertyInfo prop = typeof(BSParam).GetProperty(pName, BindingFlags.Public | BindingFlags.Static | BindingFlags.FlattenHierarchy); | ||
254 | if (prop == null) | ||
255 | { | ||
256 | // This should only be output when someone adds a new INI parameter and misspells the name. | ||
257 | s.Logger.ErrorFormat("{0} SetValueByName: did not find '{1}'. Verify specified property name is the same as the given INI parameters name.", LogHeader, pName); | ||
258 | } | ||
259 | else | ||
260 | { | ||
261 | prop.SetValue(null, val, null); | ||
262 | } | ||
263 | } | ||
264 | // Use reflection to find the property named 'pName' in BSParam and return the value in same. | ||
265 | private T GetValueByName(BSScene s, string pName) | ||
266 | { | ||
267 | PropertyInfo prop = typeof(BSParam).GetProperty(pName, BindingFlags.Public | BindingFlags.Static | BindingFlags.FlattenHierarchy); | ||
268 | if (prop == null) | ||
269 | { | ||
270 | // This should only be output when someone adds a new INI parameter and misspells the name. | ||
271 | s.Logger.ErrorFormat("{0} GetValueByName: did not find '{1}'. Verify specified property name is the same as the given INI parameter name.", LogHeader, pName); | ||
272 | } | ||
273 | return (T)prop.GetValue(null, null); | ||
274 | } | ||
250 | public override void AssignDefault(BSScene s) | 275 | public override void AssignDefault(BSScene s) |
251 | { | 276 | { |
252 | setter(s, defaultValue); | 277 | setter(s, defaultValue); |
@@ -336,26 +361,16 @@ public static class BSParam | |||
336 | (s) => { return ShouldUseHullsForPhysicalObjects; }, | 361 | (s) => { return ShouldUseHullsForPhysicalObjects; }, |
337 | (s,v) => { ShouldUseHullsForPhysicalObjects = v; } ), | 362 | (s,v) => { ShouldUseHullsForPhysicalObjects = v; } ), |
338 | new ParameterDefn<bool>("ShouldRemoveZeroWidthTriangles", "If true, remove degenerate triangles from meshes", | 363 | new ParameterDefn<bool>("ShouldRemoveZeroWidthTriangles", "If true, remove degenerate triangles from meshes", |
339 | true, | 364 | true ), |
340 | (s) => { return ShouldRemoveZeroWidthTriangles; }, | ||
341 | (s,v) => { ShouldRemoveZeroWidthTriangles = v; } ), | ||
342 | new ParameterDefn<bool>("ShouldUseBulletHACD", "If true, use the Bullet version of HACD", | 365 | new ParameterDefn<bool>("ShouldUseBulletHACD", "If true, use the Bullet version of HACD", |
343 | false, | 366 | false ), |
344 | (s) => { return ShouldUseBulletHACD; }, | ||
345 | (s,v) => { ShouldUseBulletHACD = v; } ), | ||
346 | new ParameterDefn<bool>("ShouldUseSingleConvexHullForPrims", "If true, use a single convex hull shape for physical prims", | 367 | new ParameterDefn<bool>("ShouldUseSingleConvexHullForPrims", "If true, use a single convex hull shape for physical prims", |
347 | true, | 368 | true ), |
348 | (s) => { return ShouldUseSingleConvexHullForPrims; }, | ||
349 | (s,v) => { ShouldUseSingleConvexHullForPrims = v; } ), | ||
350 | 369 | ||
351 | new ParameterDefn<int>("CrossingFailuresBeforeOutOfBounds", "How forgiving we are about getting into adjactent regions", | 370 | new ParameterDefn<int>("CrossingFailuresBeforeOutOfBounds", "How forgiving we are about getting into adjactent regions", |
352 | 5, | 371 | 5 ), |
353 | (s) => { return CrossingFailuresBeforeOutOfBounds; }, | ||
354 | (s,v) => { CrossingFailuresBeforeOutOfBounds = v; } ), | ||
355 | new ParameterDefn<float>("UpdateVelocityChangeThreshold", "Change in updated velocity required before reporting change to simulator", | 372 | new ParameterDefn<float>("UpdateVelocityChangeThreshold", "Change in updated velocity required before reporting change to simulator", |
356 | 0.1f, | 373 | 0.1f ), |
357 | (s) => { return UpdateVelocityChangeThreshold; }, | ||
358 | (s,v) => { UpdateVelocityChangeThreshold = v; } ), | ||
359 | 374 | ||
360 | new ParameterDefn<float>("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)", | 375 | new ParameterDefn<float>("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)", |
361 | 32f, | 376 | 32f, |
@@ -422,18 +437,12 @@ public static class BSParam | |||
422 | (s,v) => { MaxAddForceMagnitude = v; MaxAddForceMagnitudeSquared = v * v; } ), | 437 | (s,v) => { MaxAddForceMagnitude = v; MaxAddForceMagnitudeSquared = v * v; } ), |
423 | // Density is passed around as 100kg/m3. This scales that to 1kg/m3. | 438 | // Density is passed around as 100kg/m3. This scales that to 1kg/m3. |
424 | new ParameterDefn<float>("DensityScaleFactor", "Conversion for simulator/viewer density (100kg/m3) to physical density (1kg/m3)", | 439 | new ParameterDefn<float>("DensityScaleFactor", "Conversion for simulator/viewer density (100kg/m3) to physical density (1kg/m3)", |
425 | 0.01f, | 440 | 0.01f ), |
426 | (s) => { return DensityScaleFactor; }, | ||
427 | (s,v) => { DensityScaleFactor = v; } ), | ||
428 | 441 | ||
429 | new ParameterDefn<float>("PID_D", "Derivitive factor for motion smoothing", | 442 | new ParameterDefn<float>("PID_D", "Derivitive factor for motion smoothing", |
430 | 2200f, | 443 | 2200f ), |
431 | (s) => { return (float)PID_D; }, | ||
432 | (s,v) => { PID_D = v; } ), | ||
433 | new ParameterDefn<float>("PID_P", "Parameteric factor for motion smoothing", | 444 | new ParameterDefn<float>("PID_P", "Parameteric factor for motion smoothing", |
434 | 900f, | 445 | 900f ), |
435 | (s) => { return (float)PID_P; }, | ||
436 | (s,v) => { PID_P = v; } ), | ||
437 | 446 | ||
438 | new ParameterDefn<float>("DefaultFriction", "Friction factor used on new objects", | 447 | new ParameterDefn<float>("DefaultFriction", "Friction factor used on new objects", |
439 | 0.2f, | 448 | 0.2f, |
@@ -500,94 +509,50 @@ public static class BSParam | |||
500 | (s,o) => { s.PE.SetContactProcessingThreshold(o.PhysBody, ContactProcessingThreshold); } ), | 509 | (s,o) => { s.PE.SetContactProcessingThreshold(o.PhysBody, ContactProcessingThreshold); } ), |
501 | 510 | ||
502 | new ParameterDefn<float>("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)", | 511 | new ParameterDefn<float>("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)", |
503 | (float)BSTerrainPhys.TerrainImplementation.Mesh, | 512 | (float)BSTerrainPhys.TerrainImplementation.Mesh ), |
504 | (s) => { return TerrainImplementation; }, | ||
505 | (s,v) => { TerrainImplementation = v; } ), | ||
506 | new ParameterDefn<int>("TerrainMeshMagnification", "Number of times the 256x256 heightmap is multiplied to create the terrain mesh" , | 513 | new ParameterDefn<int>("TerrainMeshMagnification", "Number of times the 256x256 heightmap is multiplied to create the terrain mesh" , |
507 | 2, | 514 | 2 ), |
508 | (s) => { return TerrainMeshMagnification; }, | ||
509 | (s,v) => { TerrainMeshMagnification = v; } ), | ||
510 | new ParameterDefn<float>("TerrainFriction", "Factor to reduce movement against terrain surface" , | 515 | new ParameterDefn<float>("TerrainFriction", "Factor to reduce movement against terrain surface" , |
511 | 0.3f, | 516 | 0.3f ), |
512 | (s) => { return TerrainFriction; }, | ||
513 | (s,v) => { TerrainFriction = v; /* TODO: set on real terrain */} ), | ||
514 | new ParameterDefn<float>("TerrainHitFraction", "Distance to measure hit collisions" , | 517 | new ParameterDefn<float>("TerrainHitFraction", "Distance to measure hit collisions" , |
515 | 0.8f, | 518 | 0.8f ), |
516 | (s) => { return TerrainHitFraction; }, | ||
517 | (s,v) => { TerrainHitFraction = v; /* TODO: set on real terrain */ } ), | ||
518 | new ParameterDefn<float>("TerrainRestitution", "Bouncyness" , | 519 | new ParameterDefn<float>("TerrainRestitution", "Bouncyness" , |
519 | 0f, | 520 | 0f ), |
520 | (s) => { return TerrainRestitution; }, | ||
521 | (s,v) => { TerrainRestitution = v; /* TODO: set on real terrain */ } ), | ||
522 | new ParameterDefn<float>("TerrainContactProcessingThreshold", "Distance from terrain to stop processing collisions" , | 521 | new ParameterDefn<float>("TerrainContactProcessingThreshold", "Distance from terrain to stop processing collisions" , |
523 | 0.0f, | 522 | 0.0f ), |
524 | (s) => { return TerrainContactProcessingThreshold; }, | ||
525 | (s,v) => { TerrainContactProcessingThreshold = v; /* TODO: set on real terrain */ } ), | ||
526 | new ParameterDefn<float>("TerrainCollisionMargin", "Margin where collision checking starts" , | 523 | new ParameterDefn<float>("TerrainCollisionMargin", "Margin where collision checking starts" , |
527 | 0.08f, | 524 | 0.08f ), |
528 | (s) => { return TerrainCollisionMargin; }, | ||
529 | (s,v) => { TerrainCollisionMargin = v; /* TODO: set on real terrain */ } ), | ||
530 | 525 | ||
531 | new ParameterDefn<float>("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.", | 526 | new ParameterDefn<float>("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.", |
532 | 0.2f, | 527 | 0.2f ), |
533 | (s) => { return AvatarFriction; }, | ||
534 | (s,v) => { AvatarFriction = v; } ), | ||
535 | new ParameterDefn<float>("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.", | 528 | new ParameterDefn<float>("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.", |
536 | 0.95f, | 529 | 0.95f ), |
537 | (s) => { return AvatarStandingFriction; }, | ||
538 | (s,v) => { AvatarStandingFriction = v; } ), | ||
539 | new ParameterDefn<float>("AvatarAlwaysRunFactor", "Speed multiplier if avatar is set to always run", | 530 | new ParameterDefn<float>("AvatarAlwaysRunFactor", "Speed multiplier if avatar is set to always run", |
540 | 1.3f, | 531 | 1.3f ), |
541 | (s) => { return AvatarAlwaysRunFactor; }, | ||
542 | (s,v) => { AvatarAlwaysRunFactor = v; } ), | ||
543 | new ParameterDefn<float>("AvatarDensity", "Density of an avatar. Changed on avatar recreation.", | 532 | new ParameterDefn<float>("AvatarDensity", "Density of an avatar. Changed on avatar recreation.", |
544 | 3.5f, | 533 | 3.5f) , |
545 | (s) => { return AvatarDensity; }, | ||
546 | (s,v) => { AvatarDensity = v; } ), | ||
547 | new ParameterDefn<float>("AvatarRestitution", "Bouncyness. Changed on avatar recreation.", | 534 | new ParameterDefn<float>("AvatarRestitution", "Bouncyness. Changed on avatar recreation.", |
548 | 0f, | 535 | 0f ), |
549 | (s) => { return AvatarRestitution; }, | ||
550 | (s,v) => { AvatarRestitution = v; } ), | ||
551 | new ParameterDefn<float>("AvatarCapsuleWidth", "The distance between the sides of the avatar capsule", | 536 | new ParameterDefn<float>("AvatarCapsuleWidth", "The distance between the sides of the avatar capsule", |
552 | 0.6f, | 537 | 0.6f ) , |
553 | (s) => { return AvatarCapsuleWidth; }, | ||
554 | (s,v) => { AvatarCapsuleWidth = v; } ), | ||
555 | new ParameterDefn<float>("AvatarCapsuleDepth", "The distance between the front and back of the avatar capsule", | 538 | new ParameterDefn<float>("AvatarCapsuleDepth", "The distance between the front and back of the avatar capsule", |
556 | 0.45f, | 539 | 0.45f ), |
557 | (s) => { return AvatarCapsuleDepth; }, | ||
558 | (s,v) => { AvatarCapsuleDepth = v; } ), | ||
559 | new ParameterDefn<float>("AvatarCapsuleHeight", "Default height of space around avatar", | 540 | new ParameterDefn<float>("AvatarCapsuleHeight", "Default height of space around avatar", |
560 | 1.5f, | 541 | 1.5f ), |
561 | (s) => { return AvatarCapsuleHeight; }, | ||
562 | (s,v) => { AvatarCapsuleHeight = v; } ), | ||
563 | new ParameterDefn<float>("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions", | 542 | new ParameterDefn<float>("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions", |
564 | 0.1f, | 543 | 0.1f ), |
565 | (s) => { return AvatarContactProcessingThreshold; }, | ||
566 | (s,v) => { AvatarContactProcessingThreshold = v; } ), | ||
567 | new ParameterDefn<float>("AvatarBelowGroundUpCorrectionMeters", "Meters to move avatar up if it seems to be below ground", | 544 | new ParameterDefn<float>("AvatarBelowGroundUpCorrectionMeters", "Meters to move avatar up if it seems to be below ground", |
568 | 1.0f, | 545 | 1.0f ), |
569 | (s) => { return AvatarBelowGroundUpCorrectionMeters; }, | ||
570 | (s,v) => { AvatarBelowGroundUpCorrectionMeters = v; } ), | ||
571 | new ParameterDefn<float>("AvatarStepHeight", "Height of a step obstacle to consider step correction", | 546 | new ParameterDefn<float>("AvatarStepHeight", "Height of a step obstacle to consider step correction", |
572 | 0.6f, | 547 | 0.6f ) , |
573 | (s) => { return AvatarStepHeight; }, | ||
574 | (s,v) => { AvatarStepHeight = v; } ), | ||
575 | new ParameterDefn<float>("AvatarStepApproachFactor", "Factor to control angle of approach to step (0=straight on)", | 548 | new ParameterDefn<float>("AvatarStepApproachFactor", "Factor to control angle of approach to step (0=straight on)", |
576 | 0.6f, | 549 | 0.6f ), |
577 | (s) => { return AvatarStepApproachFactor; }, | ||
578 | (s,v) => { AvatarStepApproachFactor = v; } ), | ||
579 | new ParameterDefn<float>("AvatarStepForceFactor", "Controls the amount of force up applied to step up onto a step", | 550 | new ParameterDefn<float>("AvatarStepForceFactor", "Controls the amount of force up applied to step up onto a step", |
580 | 1.0f, | 551 | 1.0f ), |
581 | (s) => { return AvatarStepForceFactor; }, | ||
582 | (s,v) => { AvatarStepForceFactor = v; } ), | ||
583 | new ParameterDefn<float>("AvatarStepUpCorrectionFactor", "Multiplied by height of step collision to create up movement at step", | 552 | new ParameterDefn<float>("AvatarStepUpCorrectionFactor", "Multiplied by height of step collision to create up movement at step", |
584 | 1.0f, | 553 | 1.0f ), |
585 | (s) => { return AvatarStepUpCorrectionFactor; }, | ||
586 | (s,v) => { AvatarStepUpCorrectionFactor = v; } ), | ||
587 | new ParameterDefn<int>("AvatarStepSmoothingSteps", "Number of frames after a step collision that we continue walking up stairs", | 554 | new ParameterDefn<int>("AvatarStepSmoothingSteps", "Number of frames after a step collision that we continue walking up stairs", |
588 | 2, | 555 | 2 ), |
589 | (s) => { return AvatarStepSmoothingSteps; }, | ||
590 | (s,v) => { AvatarStepSmoothingSteps = v; } ), | ||
591 | 556 | ||
592 | new ParameterDefn<float>("VehicleMaxLinearVelocity", "Maximum velocity magnitude that can be assigned to a vehicle", | 557 | new ParameterDefn<float>("VehicleMaxLinearVelocity", "Maximum velocity magnitude that can be assigned to a vehicle", |
593 | 1000.0f, | 558 | 1000.0f, |
@@ -598,37 +563,21 @@ public static class BSParam | |||
598 | (s) => { return (float)VehicleMaxAngularVelocity; }, | 563 | (s) => { return (float)VehicleMaxAngularVelocity; }, |
599 | (s,v) => { VehicleMaxAngularVelocity = v; VehicleMaxAngularVelocitySq = v * v; } ), | 564 | (s,v) => { VehicleMaxAngularVelocity = v; VehicleMaxAngularVelocitySq = v * v; } ), |
600 | new ParameterDefn<float>("VehicleAngularDamping", "Factor to damp vehicle angular movement per second (0.0 - 1.0)", | 565 | new ParameterDefn<float>("VehicleAngularDamping", "Factor to damp vehicle angular movement per second (0.0 - 1.0)", |
601 | 0.0f, | 566 | 0.0f ), |
602 | (s) => { return VehicleAngularDamping; }, | ||
603 | (s,v) => { VehicleAngularDamping = v; } ), | ||
604 | new ParameterDefn<Vector3>("VehicleLinearFactor", "Fraction of physical linear changes applied to vehicle (<0,0,0> to <1,1,1>)", | 567 | 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), | 568 | new Vector3(1f, 1f, 1f) ), |
606 | (s) => { return VehicleLinearFactor; }, | ||
607 | (s,v) => { VehicleLinearFactor = v; } ), | ||
608 | new ParameterDefn<Vector3>("VehicleAngularFactor", "Fraction of physical angular changes applied to vehicle (<0,0,0> to <1,1,1>)", | 569 | new ParameterDefn<Vector3>("VehicleAngularFactor", "Fraction of physical angular changes applied to vehicle (<0,0,0> to <1,1,1>)", |
609 | new Vector3(1f, 1f, 1f), | 570 | new Vector3(1f, 1f, 1f) ), |
610 | (s) => { return VehicleAngularFactor; }, | ||
611 | (s,v) => { VehicleAngularFactor = v; } ), | ||
612 | new ParameterDefn<float>("VehicleFriction", "Friction of vehicle on the ground (0.0 - 1.0)", | 571 | new ParameterDefn<float>("VehicleFriction", "Friction of vehicle on the ground (0.0 - 1.0)", |
613 | 0.0f, | 572 | 0.0f ), |
614 | (s) => { return VehicleFriction; }, | ||
615 | (s,v) => { VehicleFriction = v; } ), | ||
616 | new ParameterDefn<float>("VehicleRestitution", "Bouncyness factor for vehicles (0.0 - 1.0)", | 573 | new ParameterDefn<float>("VehicleRestitution", "Bouncyness factor for vehicles (0.0 - 1.0)", |
617 | 0.0f, | 574 | 0.0f ), |
618 | (s) => { return VehicleRestitution; }, | ||
619 | (s,v) => { VehicleRestitution = v; } ), | ||
620 | new ParameterDefn<float>("VehicleGroundGravityFudge", "Factor to multiply gravity if a ground vehicle is probably on the ground (0.0 - 1.0)", | 575 | new ParameterDefn<float>("VehicleGroundGravityFudge", "Factor to multiply gravity if a ground vehicle is probably on the ground (0.0 - 1.0)", |
621 | 0.2f, | 576 | 0.2f ), |
622 | (s) => { return VehicleGroundGravityFudge; }, | ||
623 | (s,v) => { VehicleGroundGravityFudge = v; } ), | ||
624 | new ParameterDefn<float>("VehicleAngularBankingTimescaleFudge", "Factor to multiple angular banking timescale. Tune to increase realism.", | 577 | new ParameterDefn<float>("VehicleAngularBankingTimescaleFudge", "Factor to multiple angular banking timescale. Tune to increase realism.", |
625 | 60.0f, | 578 | 60.0f ), |
626 | (s) => { return VehicleAngularBankingTimescaleFudge; }, | ||
627 | (s,v) => { VehicleAngularBankingTimescaleFudge = v; } ), | ||
628 | new ParameterDefn<bool>("VehicleDebuggingEnable", "Turn on/off vehicle debugging", | 579 | new ParameterDefn<bool>("VehicleDebuggingEnable", "Turn on/off vehicle debugging", |
629 | false, | 580 | false ), |
630 | (s) => { return VehicleDebuggingEnabled; }, | ||
631 | (s,v) => { VehicleDebuggingEnabled = v; } ), | ||
632 | 581 | ||
633 | new ParameterDefn<float>("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)", | 582 | new ParameterDefn<float>("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)", |
634 | 0f, | 583 | 0f, |
@@ -673,99 +622,53 @@ public static class BSParam | |||
673 | (s,v) => { GlobalContactBreakingThreshold = v; s.UnmanagedParams[0].globalContactBreakingThreshold = v; } ), | 622 | (s,v) => { GlobalContactBreakingThreshold = v; s.UnmanagedParams[0].globalContactBreakingThreshold = v; } ), |
674 | 623 | ||
675 | new ParameterDefn<int>("CSHullMaxDepthSplit", "CS impl: max depth to split for hull. 1-10 but > 7 is iffy", | 624 | new ParameterDefn<int>("CSHullMaxDepthSplit", "CS impl: max depth to split for hull. 1-10 but > 7 is iffy", |
676 | 7, | 625 | 7 ), |
677 | (s) => { return CSHullMaxDepthSplit; }, | ||
678 | (s,v) => { CSHullMaxDepthSplit = v; } ), | ||
679 | new ParameterDefn<int>("CSHullMaxDepthSplitForSimpleShapes", "CS impl: max depth setting for simple prim shapes", | 626 | new ParameterDefn<int>("CSHullMaxDepthSplitForSimpleShapes", "CS impl: max depth setting for simple prim shapes", |
680 | 2, | 627 | 2 ), |
681 | (s) => { return CSHullMaxDepthSplitForSimpleShapes; }, | ||
682 | (s,v) => { CSHullMaxDepthSplitForSimpleShapes = v; } ), | ||
683 | new ParameterDefn<float>("CSHullConcavityThresholdPercent", "CS impl: concavity threshold percent (0-20)", | 628 | new ParameterDefn<float>("CSHullConcavityThresholdPercent", "CS impl: concavity threshold percent (0-20)", |
684 | 5f, | 629 | 5f ), |
685 | (s) => { return CSHullConcavityThresholdPercent; }, | ||
686 | (s,v) => { CSHullConcavityThresholdPercent = v; } ), | ||
687 | new ParameterDefn<float>("CSHullVolumeConservationThresholdPercent", "percent volume conservation to collapse hulls (0-30)", | 630 | new ParameterDefn<float>("CSHullVolumeConservationThresholdPercent", "percent volume conservation to collapse hulls (0-30)", |
688 | 5f, | 631 | 5f ), |
689 | (s) => { return CSHullVolumeConservationThresholdPercent; }, | ||
690 | (s,v) => { CSHullVolumeConservationThresholdPercent = v; } ), | ||
691 | new ParameterDefn<int>("CSHullMaxVertices", "CS impl: maximum number of vertices in output hulls. Keep < 50.", | 632 | new ParameterDefn<int>("CSHullMaxVertices", "CS impl: maximum number of vertices in output hulls. Keep < 50.", |
692 | 32, | 633 | 32 ), |
693 | (s) => { return CSHullMaxVertices; }, | ||
694 | (s,v) => { CSHullMaxVertices = v; } ), | ||
695 | new ParameterDefn<float>("CSHullMaxSkinWidth", "CS impl: skin width to apply to output hulls.", | 634 | new ParameterDefn<float>("CSHullMaxSkinWidth", "CS impl: skin width to apply to output hulls.", |
696 | 0f, | 635 | 0f ), |
697 | (s) => { return CSHullMaxSkinWidth; }, | ||
698 | (s,v) => { CSHullMaxSkinWidth = v; } ), | ||
699 | 636 | ||
700 | new ParameterDefn<float>("BHullMaxVerticesPerHull", "Bullet impl: max number of vertices per created hull", | 637 | new ParameterDefn<float>("BHullMaxVerticesPerHull", "Bullet impl: max number of vertices per created hull", |
701 | 100f, | 638 | 100f ), |
702 | (s) => { return BHullMaxVerticesPerHull; }, | ||
703 | (s,v) => { BHullMaxVerticesPerHull = v; } ), | ||
704 | new ParameterDefn<float>("BHullMinClusters", "Bullet impl: minimum number of hulls to create per mesh", | 639 | new ParameterDefn<float>("BHullMinClusters", "Bullet impl: minimum number of hulls to create per mesh", |
705 | 2f, | 640 | 2f ), |
706 | (s) => { return BHullMinClusters; }, | ||
707 | (s,v) => { BHullMinClusters = v; } ), | ||
708 | new ParameterDefn<float>("BHullCompacityWeight", "Bullet impl: weight factor for how compact to make hulls", | 641 | new ParameterDefn<float>("BHullCompacityWeight", "Bullet impl: weight factor for how compact to make hulls", |
709 | 2f, | 642 | 0.1f ), |
710 | (s) => { return BHullCompacityWeight; }, | ||
711 | (s,v) => { BHullCompacityWeight = v; } ), | ||
712 | new ParameterDefn<float>("BHullVolumeWeight", "Bullet impl: weight factor for volume in created hull", | 643 | new ParameterDefn<float>("BHullVolumeWeight", "Bullet impl: weight factor for volume in created hull", |
713 | 0.1f, | 644 | 0f ), |
714 | (s) => { return BHullVolumeWeight; }, | ||
715 | (s,v) => { BHullVolumeWeight = v; } ), | ||
716 | new ParameterDefn<float>("BHullConcavity", "Bullet impl: weight factor for how convex a created hull can be", | 645 | new ParameterDefn<float>("BHullConcavity", "Bullet impl: weight factor for how convex a created hull can be", |
717 | 100f, | 646 | 100f ), |
718 | (s) => { return BHullConcavity; }, | ||
719 | (s,v) => { BHullConcavity = v; } ), | ||
720 | new ParameterDefn<bool>("BHullAddExtraDistPoints", "Bullet impl: whether to add extra vertices for long distance vectors", | 647 | new ParameterDefn<bool>("BHullAddExtraDistPoints", "Bullet impl: whether to add extra vertices for long distance vectors", |
721 | false, | 648 | false ), |
722 | (s) => { return BHullAddExtraDistPoints; }, | ||
723 | (s,v) => { BHullAddExtraDistPoints = v; } ), | ||
724 | new ParameterDefn<bool>("BHullAddNeighboursDistPoints", "Bullet impl: whether to add extra vertices between neighbor hulls", | 649 | new ParameterDefn<bool>("BHullAddNeighboursDistPoints", "Bullet impl: whether to add extra vertices between neighbor hulls", |
725 | false, | 650 | false ), |
726 | (s) => { return BHullAddNeighboursDistPoints; }, | ||
727 | (s,v) => { BHullAddNeighboursDistPoints = v; } ), | ||
728 | new ParameterDefn<bool>("BHullAddFacesPoints", "Bullet impl: whether to add extra vertices to break up hull faces", | 651 | new ParameterDefn<bool>("BHullAddFacesPoints", "Bullet impl: whether to add extra vertices to break up hull faces", |
729 | false, | 652 | false ), |
730 | (s) => { return BHullAddFacesPoints; }, | ||
731 | (s,v) => { BHullAddFacesPoints = v; } ), | ||
732 | new ParameterDefn<bool>("BHullShouldAdjustCollisionMargin", "Bullet impl: whether to shrink resulting hulls to account for collision margin", | 653 | new ParameterDefn<bool>("BHullShouldAdjustCollisionMargin", "Bullet impl: whether to shrink resulting hulls to account for collision margin", |
733 | false, | 654 | false ), |
734 | (s) => { return BHullShouldAdjustCollisionMargin; }, | ||
735 | (s,v) => { BHullShouldAdjustCollisionMargin = v; } ), | ||
736 | 655 | ||
737 | new ParameterDefn<float>("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)", | 656 | new ParameterDefn<float>("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)", |
738 | (float)BSLinkset.LinksetImplementation.Compound, | 657 | (float)BSLinkset.LinksetImplementation.Compound ), |
739 | (s) => { return LinksetImplementation; }, | ||
740 | (s,v) => { LinksetImplementation = v; } ), | ||
741 | new ParameterDefn<bool>("LinkConstraintUseFrameOffset", "For linksets built with constraints, enable frame offsetFor linksets built with constraints, enable frame offset.", | 658 | new ParameterDefn<bool>("LinkConstraintUseFrameOffset", "For linksets built with constraints, enable frame offsetFor linksets built with constraints, enable frame offset.", |
742 | false, | 659 | false ), |
743 | (s) => { return LinkConstraintUseFrameOffset; }, | ||
744 | (s,v) => { LinkConstraintUseFrameOffset = v; } ), | ||
745 | new ParameterDefn<bool>("LinkConstraintEnableTransMotor", "Whether to enable translational motor on linkset constraints", | 660 | new ParameterDefn<bool>("LinkConstraintEnableTransMotor", "Whether to enable translational motor on linkset constraints", |
746 | true, | 661 | true ), |
747 | (s) => { return LinkConstraintEnableTransMotor; }, | ||
748 | (s,v) => { LinkConstraintEnableTransMotor = v; } ), | ||
749 | new ParameterDefn<float>("LinkConstraintTransMotorMaxVel", "Maximum velocity to be applied by translational motor in linkset constraints", | 662 | new ParameterDefn<float>("LinkConstraintTransMotorMaxVel", "Maximum velocity to be applied by translational motor in linkset constraints", |
750 | 5.0f, | 663 | 5.0f ), |
751 | (s) => { return LinkConstraintTransMotorMaxVel; }, | ||
752 | (s,v) => { LinkConstraintTransMotorMaxVel = v; } ), | ||
753 | new ParameterDefn<float>("LinkConstraintTransMotorMaxForce", "Maximum force to be applied by translational motor in linkset constraints", | 664 | new ParameterDefn<float>("LinkConstraintTransMotorMaxForce", "Maximum force to be applied by translational motor in linkset constraints", |
754 | 0.1f, | 665 | 0.1f ), |
755 | (s) => { return LinkConstraintTransMotorMaxForce; }, | ||
756 | (s,v) => { LinkConstraintTransMotorMaxForce = v; } ), | ||
757 | new ParameterDefn<float>("LinkConstraintCFM", "Amount constraint can be violated. 0=no violation, 1=infinite. Default=0.1", | 666 | new ParameterDefn<float>("LinkConstraintCFM", "Amount constraint can be violated. 0=no violation, 1=infinite. Default=0.1", |
758 | 0.1f, | 667 | 0.1f ), |
759 | (s) => { return LinkConstraintCFM; }, | ||
760 | (s,v) => { LinkConstraintCFM = v; } ), | ||
761 | new ParameterDefn<float>("LinkConstraintERP", "Amount constraint is corrected each tick. 0=none, 1=all. Default = 0.2", | 668 | new ParameterDefn<float>("LinkConstraintERP", "Amount constraint is corrected each tick. 0=none, 1=all. Default = 0.2", |
762 | 0.1f, | 669 | 0.1f ), |
763 | (s) => { return LinkConstraintERP; }, | ||
764 | (s,v) => { LinkConstraintERP = v; } ), | ||
765 | new ParameterDefn<float>("LinkConstraintSolverIterations", "Number of solver iterations when computing constraint. (0 = Bullet default)", | 670 | new ParameterDefn<float>("LinkConstraintSolverIterations", "Number of solver iterations when computing constraint. (0 = Bullet default)", |
766 | 40, | 671 | 40 ), |
767 | (s) => { return LinkConstraintSolverIterations; }, | ||
768 | (s,v) => { LinkConstraintSolverIterations = v; } ), | ||
769 | 672 | ||
770 | new ParameterDefn<int>("PhysicsMetricFrames", "Frames between outputting detailed phys metrics. (0 is off)", | 673 | new ParameterDefn<int>("PhysicsMetricFrames", "Frames between outputting detailed phys metrics. (0 is off)", |
771 | 0, | 674 | 0, |