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-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 610 |
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diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs new file mode 100755 index 0000000..b9bd0bf --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | |||
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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.Text; | ||
30 | |||
31 | using OpenSim.Region.Physics.Manager; | ||
32 | |||
33 | using OpenMetaverse; | ||
34 | using Nini.Config; | ||
35 | |||
36 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
37 | { | ||
38 | public static class BSParam | ||
39 | { | ||
40 | // Level of Detail values kept as float because that's what the Meshmerizer wants | ||
41 | public static float MeshLOD { get; private set; } | ||
42 | public static float MeshMegaPrimLOD { get; private set; } | ||
43 | public static float MeshMegaPrimThreshold { get; private set; } | ||
44 | public static float SculptLOD { get; private set; } | ||
45 | |||
46 | public static float MinimumObjectMass { get; private set; } | ||
47 | public static float MaximumObjectMass { get; private set; } | ||
48 | |||
49 | public static float LinearDamping { get; private set; } | ||
50 | public static float AngularDamping { get; private set; } | ||
51 | public static float DeactivationTime { get; private set; } | ||
52 | public static float LinearSleepingThreshold { get; private set; } | ||
53 | public static float AngularSleepingThreshold { get; private set; } | ||
54 | public static float CcdMotionThreshold { get; private set; } | ||
55 | public static float CcdSweptSphereRadius { get; private set; } | ||
56 | public static float ContactProcessingThreshold { get; private set; } | ||
57 | |||
58 | public static bool ShouldMeshSculptedPrim { get; private set; } // cause scuplted prims to get meshed | ||
59 | public static bool ShouldForceSimplePrimMeshing { get; private set; } // if a cube or sphere, let Bullet do internal shapes | ||
60 | public static bool ShouldUseHullsForPhysicalObjects { get; private set; } // 'true' if should create hulls for physical objects | ||
61 | |||
62 | public static float TerrainImplementation { get; private set; } | ||
63 | public static float TerrainFriction { get; private set; } | ||
64 | public static float TerrainHitFraction { get; private set; } | ||
65 | public static float TerrainRestitution { get; private set; } | ||
66 | public static float TerrainCollisionMargin { get; private set; } | ||
67 | |||
68 | // Avatar parameters | ||
69 | public static float AvatarFriction { get; private set; } | ||
70 | public static float AvatarStandingFriction { get; private set; } | ||
71 | public static float AvatarAlwaysRunFactor { get; private set; } | ||
72 | public static float AvatarDensity { get; private set; } | ||
73 | public static float AvatarRestitution { get; private set; } | ||
74 | public static float AvatarCapsuleWidth { get; private set; } | ||
75 | public static float AvatarCapsuleDepth { get; private set; } | ||
76 | public static float AvatarCapsuleHeight { get; private set; } | ||
77 | public static float AvatarContactProcessingThreshold { get; private set; } | ||
78 | |||
79 | public static float VehicleAngularDamping { get; private set; } | ||
80 | |||
81 | public static float LinksetImplementation { get; private set; } | ||
82 | public static float LinkConstraintUseFrameOffset { get; private set; } | ||
83 | public static float LinkConstraintEnableTransMotor { get; private set; } | ||
84 | public static float LinkConstraintTransMotorMaxVel { get; private set; } | ||
85 | public static float LinkConstraintTransMotorMaxForce { get; private set; } | ||
86 | public static float LinkConstraintERP { get; private set; } | ||
87 | public static float LinkConstraintCFM { get; private set; } | ||
88 | public static float LinkConstraintSolverIterations { get; private set; } | ||
89 | |||
90 | public static float PID_D { get; private set; } // derivative | ||
91 | public static float PID_P { get; private set; } // proportional | ||
92 | |||
93 | // Various constants that come from that other virtual world that shall not be named | ||
94 | public const float MinGravityZ = -1f; | ||
95 | public const float MaxGravityZ = 28f; | ||
96 | public const float MinFriction = 0f; | ||
97 | public const float MaxFriction = 255f; | ||
98 | public const float MinDensity = 0f; | ||
99 | public const float MaxDensity = 22587f; | ||
100 | public const float MinRestitution = 0f; | ||
101 | public const float MaxRestitution = 1f; | ||
102 | public const float MaxAddForceMagnitude = 20000f; | ||
103 | |||
104 | // =========================================================================== | ||
105 | public delegate void ParamUser(BSScene scene, IConfig conf, string paramName, float val); | ||
106 | public delegate float ParamGet(BSScene scene); | ||
107 | public delegate void ParamSet(BSScene scene, string paramName, uint localID, float val); | ||
108 | public delegate void SetOnObject(BSScene scene, BSPhysObject obj, float val); | ||
109 | |||
110 | public struct ParameterDefn | ||
111 | { | ||
112 | public string name; // string name of the parameter | ||
113 | public string desc; // a short description of what the parameter means | ||
114 | public float defaultValue; // default value if not specified anywhere else | ||
115 | public ParamUser userParam; // get the value from the configuration file | ||
116 | public ParamGet getter; // return the current value stored for this parameter | ||
117 | public ParamSet setter; // set the current value for this parameter | ||
118 | public SetOnObject onObject; // set the value on an object in the physical domain | ||
119 | public ParameterDefn(string n, string d, float v, ParamUser u, ParamGet g, ParamSet s) | ||
120 | { | ||
121 | name = n; | ||
122 | desc = d; | ||
123 | defaultValue = v; | ||
124 | userParam = u; | ||
125 | getter = g; | ||
126 | setter = s; | ||
127 | onObject = null; | ||
128 | } | ||
129 | public ParameterDefn(string n, string d, float v, ParamUser u, ParamGet g, ParamSet s, SetOnObject o) | ||
130 | { | ||
131 | name = n; | ||
132 | desc = d; | ||
133 | defaultValue = v; | ||
134 | userParam = u; | ||
135 | getter = g; | ||
136 | setter = s; | ||
137 | onObject = o; | ||
138 | } | ||
139 | } | ||
140 | |||
141 | // List of all of the externally visible parameters. | ||
142 | // For each parameter, this table maps a text name to getter and setters. | ||
143 | // To add a new externally referencable/settable parameter, add the paramter storage | ||
144 | // location somewhere in the program and make an entry in this table with the | ||
145 | // getters and setters. | ||
146 | // It is easiest to find an existing definition and copy it. | ||
147 | // Parameter values are floats. Booleans are converted to a floating value. | ||
148 | // | ||
149 | // A ParameterDefn() takes the following parameters: | ||
150 | // -- the text name of the parameter. This is used for console input and ini file. | ||
151 | // -- a short text description of the parameter. This shows up in the console listing. | ||
152 | // -- a default value (float) | ||
153 | // -- a delegate for fetching the parameter from the ini file. | ||
154 | // Should handle fetching the right type from the ini file and converting it. | ||
155 | // -- a delegate for getting the value as a float | ||
156 | // -- a delegate for setting the value from a float | ||
157 | // -- an optional delegate to update the value in the world. Most often used to | ||
158 | // push the new value to an in-world object. | ||
159 | // | ||
160 | // The single letter parameters for the delegates are: | ||
161 | // s = BSScene | ||
162 | // o = BSPhysObject | ||
163 | // p = string parameter name | ||
164 | // l = localID of referenced object | ||
165 | // v = value (float) | ||
166 | // cf = parameter configuration class (for fetching values from ini file) | ||
167 | private static ParameterDefn[] ParameterDefinitions = | ||
168 | { | ||
169 | new ParameterDefn("MeshSculptedPrim", "Whether to create meshes for sculpties", | ||
170 | ConfigurationParameters.numericTrue, | ||
171 | (s,cf,p,v) => { ShouldMeshSculptedPrim = cf.GetBoolean(p, BSParam.BoolNumeric(v)); }, | ||
172 | (s) => { return BSParam.NumericBool(ShouldMeshSculptedPrim); }, | ||
173 | (s,p,l,v) => { ShouldMeshSculptedPrim = BSParam.BoolNumeric(v); } ), | ||
174 | new ParameterDefn("ForceSimplePrimMeshing", "If true, only use primitive meshes for objects", | ||
175 | ConfigurationParameters.numericFalse, | ||
176 | (s,cf,p,v) => { ShouldForceSimplePrimMeshing = cf.GetBoolean(p, BSParam.BoolNumeric(v)); }, | ||
177 | (s) => { return BSParam.NumericBool(ShouldForceSimplePrimMeshing); }, | ||
178 | (s,p,l,v) => { ShouldForceSimplePrimMeshing = BSParam.BoolNumeric(v); } ), | ||
179 | new ParameterDefn("UseHullsForPhysicalObjects", "If true, create hulls for physical objects", | ||
180 | ConfigurationParameters.numericTrue, | ||
181 | (s,cf,p,v) => { ShouldUseHullsForPhysicalObjects = cf.GetBoolean(p, BSParam.BoolNumeric(v)); }, | ||
182 | (s) => { return BSParam.NumericBool(ShouldUseHullsForPhysicalObjects); }, | ||
183 | (s,p,l,v) => { ShouldUseHullsForPhysicalObjects = BSParam.BoolNumeric(v); } ), | ||
184 | |||
185 | new ParameterDefn("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)", | ||
186 | 8f, | ||
187 | (s,cf,p,v) => { MeshLOD = (float)cf.GetInt(p, (int)v); }, | ||
188 | (s) => { return MeshLOD; }, | ||
189 | (s,p,l,v) => { MeshLOD = v; } ), | ||
190 | new ParameterDefn("MeshLevelOfDetailMegaPrim", "Level of detail to render meshes larger than threshold meters", | ||
191 | 16f, | ||
192 | (s,cf,p,v) => { MeshMegaPrimLOD = (float)cf.GetInt(p, (int)v); }, | ||
193 | (s) => { return MeshMegaPrimLOD; }, | ||
194 | (s,p,l,v) => { MeshMegaPrimLOD = v; } ), | ||
195 | new ParameterDefn("MeshLevelOfDetailMegaPrimThreshold", "Size (in meters) of a mesh before using MeshMegaPrimLOD", | ||
196 | 10f, | ||
197 | (s,cf,p,v) => { MeshMegaPrimThreshold = (float)cf.GetInt(p, (int)v); }, | ||
198 | (s) => { return MeshMegaPrimThreshold; }, | ||
199 | (s,p,l,v) => { MeshMegaPrimThreshold = v; } ), | ||
200 | new ParameterDefn("SculptLevelOfDetail", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)", | ||
201 | 32f, | ||
202 | (s,cf,p,v) => { SculptLOD = (float)cf.GetInt(p, (int)v); }, | ||
203 | (s) => { return SculptLOD; }, | ||
204 | (s,p,l,v) => { SculptLOD = v; } ), | ||
205 | |||
206 | new ParameterDefn("MaxSubStep", "In simulation step, maximum number of substeps", | ||
207 | 10f, | ||
208 | (s,cf,p,v) => { s.m_maxSubSteps = cf.GetInt(p, (int)v); }, | ||
209 | (s) => { return (float)s.m_maxSubSteps; }, | ||
210 | (s,p,l,v) => { s.m_maxSubSteps = (int)v; } ), | ||
211 | new ParameterDefn("FixedTimeStep", "In simulation step, seconds of one substep (1/60)", | ||
212 | 1f / 60f, | ||
213 | (s,cf,p,v) => { s.m_fixedTimeStep = cf.GetFloat(p, v); }, | ||
214 | (s) => { return (float)s.m_fixedTimeStep; }, | ||
215 | (s,p,l,v) => { s.m_fixedTimeStep = v; } ), | ||
216 | new ParameterDefn("NominalFrameRate", "The base frame rate we claim", | ||
217 | 55f, | ||
218 | (s,cf,p,v) => { s.NominalFrameRate = cf.GetInt(p, (int)v); }, | ||
219 | (s) => { return (float)s.NominalFrameRate; }, | ||
220 | (s,p,l,v) => { s.NominalFrameRate = (int)v; } ), | ||
221 | new ParameterDefn("MaxCollisionsPerFrame", "Max collisions returned at end of each frame", | ||
222 | 2048f, | ||
223 | (s,cf,p,v) => { s.m_maxCollisionsPerFrame = cf.GetInt(p, (int)v); }, | ||
224 | (s) => { return (float)s.m_maxCollisionsPerFrame; }, | ||
225 | (s,p,l,v) => { s.m_maxCollisionsPerFrame = (int)v; } ), | ||
226 | new ParameterDefn("MaxUpdatesPerFrame", "Max updates returned at end of each frame", | ||
227 | 8000f, | ||
228 | (s,cf,p,v) => { s.m_maxUpdatesPerFrame = cf.GetInt(p, (int)v); }, | ||
229 | (s) => { return (float)s.m_maxUpdatesPerFrame; }, | ||
230 | (s,p,l,v) => { s.m_maxUpdatesPerFrame = (int)v; } ), | ||
231 | new ParameterDefn("MaxTaintsToProcessPerStep", "Number of update taints to process before each simulation step", | ||
232 | 500f, | ||
233 | (s,cf,p,v) => { s.m_taintsToProcessPerStep = cf.GetInt(p, (int)v); }, | ||
234 | (s) => { return (float)s.m_taintsToProcessPerStep; }, | ||
235 | (s,p,l,v) => { s.m_taintsToProcessPerStep = (int)v; } ), | ||
236 | new ParameterDefn("MinObjectMass", "Minimum object mass (0.0001)", | ||
237 | 0.0001f, | ||
238 | (s,cf,p,v) => { MinimumObjectMass = cf.GetFloat(p, v); }, | ||
239 | (s) => { return (float)MinimumObjectMass; }, | ||
240 | (s,p,l,v) => { MinimumObjectMass = v; } ), | ||
241 | new ParameterDefn("MaxObjectMass", "Maximum object mass (10000.01)", | ||
242 | 10000.01f, | ||
243 | (s,cf,p,v) => { MaximumObjectMass = cf.GetFloat(p, v); }, | ||
244 | (s) => { return (float)MaximumObjectMass; }, | ||
245 | (s,p,l,v) => { MaximumObjectMass = v; } ), | ||
246 | |||
247 | new ParameterDefn("PID_D", "Derivitive factor for motion smoothing", | ||
248 | 2200f, | ||
249 | (s,cf,p,v) => { PID_D = cf.GetFloat(p, v); }, | ||
250 | (s) => { return (float)PID_D; }, | ||
251 | (s,p,l,v) => { PID_D = v; } ), | ||
252 | new ParameterDefn("PID_P", "Parameteric factor for motion smoothing", | ||
253 | 900f, | ||
254 | (s,cf,p,v) => { PID_P = cf.GetFloat(p, v); }, | ||
255 | (s) => { return (float)PID_P; }, | ||
256 | (s,p,l,v) => { PID_P = v; } ), | ||
257 | |||
258 | new ParameterDefn("DefaultFriction", "Friction factor used on new objects", | ||
259 | 0.2f, | ||
260 | (s,cf,p,v) => { s.UnmanagedParams[0].defaultFriction = cf.GetFloat(p, v); }, | ||
261 | (s) => { return s.UnmanagedParams[0].defaultFriction; }, | ||
262 | (s,p,l,v) => { s.UnmanagedParams[0].defaultFriction = v; } ), | ||
263 | new ParameterDefn("DefaultDensity", "Density for new objects" , | ||
264 | 10.000006836f, // Aluminum g/cm3 | ||
265 | (s,cf,p,v) => { s.UnmanagedParams[0].defaultDensity = cf.GetFloat(p, v); }, | ||
266 | (s) => { return s.UnmanagedParams[0].defaultDensity; }, | ||
267 | (s,p,l,v) => { s.UnmanagedParams[0].defaultDensity = v; } ), | ||
268 | new ParameterDefn("DefaultRestitution", "Bouncyness of an object" , | ||
269 | 0f, | ||
270 | (s,cf,p,v) => { s.UnmanagedParams[0].defaultRestitution = cf.GetFloat(p, v); }, | ||
271 | (s) => { return s.UnmanagedParams[0].defaultRestitution; }, | ||
272 | (s,p,l,v) => { s.UnmanagedParams[0].defaultRestitution = v; } ), | ||
273 | new ParameterDefn("CollisionMargin", "Margin around objects before collisions are calculated (must be zero!)", | ||
274 | 0.04f, | ||
275 | (s,cf,p,v) => { s.UnmanagedParams[0].collisionMargin = cf.GetFloat(p, v); }, | ||
276 | (s) => { return s.UnmanagedParams[0].collisionMargin; }, | ||
277 | (s,p,l,v) => { s.UnmanagedParams[0].collisionMargin = v; } ), | ||
278 | new ParameterDefn("Gravity", "Vertical force of gravity (negative means down)", | ||
279 | -9.80665f, | ||
280 | (s,cf,p,v) => { s.UnmanagedParams[0].gravity = cf.GetFloat(p, v); }, | ||
281 | (s) => { return s.UnmanagedParams[0].gravity; }, | ||
282 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{s.UnmanagedParams[0].gravity=x;}, p, PhysParameterEntry.APPLY_TO_NONE, v); }, | ||
283 | (s,o,v) => { s.PE.SetGravity(o.PhysBody, new Vector3(0f,0f,v)); } ), | ||
284 | |||
285 | |||
286 | new ParameterDefn("LinearDamping", "Factor to damp linear movement per second (0.0 - 1.0)", | ||
287 | 0f, | ||
288 | (s,cf,p,v) => { LinearDamping = cf.GetFloat(p, v); }, | ||
289 | (s) => { return LinearDamping; }, | ||
290 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{LinearDamping=x;}, p, l, v); }, | ||
291 | (s,o,v) => { s.PE.SetDamping(o.PhysBody, v, AngularDamping); } ), | ||
292 | new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)", | ||
293 | 0f, | ||
294 | (s,cf,p,v) => { AngularDamping = cf.GetFloat(p, v); }, | ||
295 | (s) => { return AngularDamping; }, | ||
296 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AngularDamping=x;}, p, l, v); }, | ||
297 | (s,o,v) => { s.PE.SetDamping(o.PhysBody, LinearDamping, v); } ), | ||
298 | new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static", | ||
299 | 0.2f, | ||
300 | (s,cf,p,v) => { DeactivationTime = cf.GetFloat(p, v); }, | ||
301 | (s) => { return DeactivationTime; }, | ||
302 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{DeactivationTime=x;}, p, l, v); }, | ||
303 | (s,o,v) => { s.PE.SetDeactivationTime(o.PhysBody, v); } ), | ||
304 | new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static", | ||
305 | 0.8f, | ||
306 | (s,cf,p,v) => { LinearSleepingThreshold = cf.GetFloat(p, v); }, | ||
307 | (s) => { return LinearSleepingThreshold; }, | ||
308 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{LinearSleepingThreshold=x;}, p, l, v); }, | ||
309 | (s,o,v) => { s.PE.SetSleepingThresholds(o.PhysBody, v, v); } ), | ||
310 | new ParameterDefn("AngularSleepingThreshold", "Seconds to measure angular movement before considering static", | ||
311 | 1.0f, | ||
312 | (s,cf,p,v) => { AngularSleepingThreshold = cf.GetFloat(p, v); }, | ||
313 | (s) => { return AngularSleepingThreshold; }, | ||
314 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AngularSleepingThreshold=x;}, p, l, v); }, | ||
315 | (s,o,v) => { s.PE.SetSleepingThresholds(o.PhysBody, v, v); } ), | ||
316 | new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" , | ||
317 | 0f, // set to zero to disable | ||
318 | (s,cf,p,v) => { CcdMotionThreshold = cf.GetFloat(p, v); }, | ||
319 | (s) => { return CcdMotionThreshold; }, | ||
320 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdMotionThreshold=x;}, p, l, v); }, | ||
321 | (s,o,v) => { s.PE.SetCcdMotionThreshold(o.PhysBody, v); } ), | ||
322 | new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" , | ||
323 | 0f, | ||
324 | (s,cf,p,v) => { CcdSweptSphereRadius = cf.GetFloat(p, v); }, | ||
325 | (s) => { return CcdSweptSphereRadius; }, | ||
326 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdSweptSphereRadius=x;}, p, l, v); }, | ||
327 | (s,o,v) => { s.PE.SetCcdSweptSphereRadius(o.PhysBody, v); } ), | ||
328 | new ParameterDefn("ContactProcessingThreshold", "Distance between contacts before doing collision check" , | ||
329 | 0.1f, | ||
330 | (s,cf,p,v) => { ContactProcessingThreshold = cf.GetFloat(p, v); }, | ||
331 | (s) => { return ContactProcessingThreshold; }, | ||
332 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{ContactProcessingThreshold=x;}, p, l, v); }, | ||
333 | (s,o,v) => { s.PE.SetContactProcessingThreshold(o.PhysBody, v); } ), | ||
334 | |||
335 | new ParameterDefn("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)", | ||
336 | (float)BSTerrainPhys.TerrainImplementation.Mesh, | ||
337 | (s,cf,p,v) => { TerrainImplementation = cf.GetFloat(p,v); }, | ||
338 | (s) => { return TerrainImplementation; }, | ||
339 | (s,p,l,v) => { TerrainImplementation = v; } ), | ||
340 | new ParameterDefn("TerrainFriction", "Factor to reduce movement against terrain surface" , | ||
341 | 0.3f, | ||
342 | (s,cf,p,v) => { TerrainFriction = cf.GetFloat(p, v); }, | ||
343 | (s) => { return TerrainFriction; }, | ||
344 | (s,p,l,v) => { TerrainFriction = v; /* TODO: set on real terrain */} ), | ||
345 | new ParameterDefn("TerrainHitFraction", "Distance to measure hit collisions" , | ||
346 | 0.8f, | ||
347 | (s,cf,p,v) => { TerrainHitFraction = cf.GetFloat(p, v); }, | ||
348 | (s) => { return TerrainHitFraction; }, | ||
349 | (s,p,l,v) => { TerrainHitFraction = v; /* TODO: set on real terrain */ } ), | ||
350 | new ParameterDefn("TerrainRestitution", "Bouncyness" , | ||
351 | 0f, | ||
352 | (s,cf,p,v) => { TerrainRestitution = cf.GetFloat(p, v); }, | ||
353 | (s) => { return TerrainRestitution; }, | ||
354 | (s,p,l,v) => { TerrainRestitution = v; /* TODO: set on real terrain */ } ), | ||
355 | new ParameterDefn("TerrainCollisionMargin", "Margin where collision checking starts" , | ||
356 | 0.04f, | ||
357 | (s,cf,p,v) => { TerrainCollisionMargin = cf.GetFloat(p, v); }, | ||
358 | (s) => { return TerrainCollisionMargin; }, | ||
359 | (s,p,l,v) => { TerrainCollisionMargin = v; /* TODO: set on real terrain */ } ), | ||
360 | |||
361 | new ParameterDefn("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.", | ||
362 | 0.2f, | ||
363 | (s,cf,p,v) => { AvatarFriction = cf.GetFloat(p, v); }, | ||
364 | (s) => { return AvatarFriction; }, | ||
365 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarFriction=x;}, p, l, v); } ), | ||
366 | new ParameterDefn("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.", | ||
367 | 10.0f, | ||
368 | (s,cf,p,v) => { AvatarStandingFriction = cf.GetFloat(p, v); }, | ||
369 | (s) => { return AvatarStandingFriction; }, | ||
370 | (s,p,l,v) => { AvatarStandingFriction = v; } ), | ||
371 | new ParameterDefn("AvatarAlwaysRunFactor", "Speed multiplier if avatar is set to always run", | ||
372 | 1.3f, | ||
373 | (s,cf,p,v) => { AvatarAlwaysRunFactor = cf.GetFloat(p, v); }, | ||
374 | (s) => { return AvatarAlwaysRunFactor; }, | ||
375 | (s,p,l,v) => { AvatarAlwaysRunFactor = v; } ), | ||
376 | new ParameterDefn("AvatarDensity", "Density of an avatar. Changed on avatar recreation.", | ||
377 | 3.5f, | ||
378 | (s,cf,p,v) => { AvatarDensity = cf.GetFloat(p, v); }, | ||
379 | (s) => { return AvatarDensity; }, | ||
380 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarDensity=x;}, p, l, v); } ), | ||
381 | new ParameterDefn("AvatarRestitution", "Bouncyness. Changed on avatar recreation.", | ||
382 | 0f, | ||
383 | (s,cf,p,v) => { AvatarRestitution = cf.GetFloat(p, v); }, | ||
384 | (s) => { return AvatarRestitution; }, | ||
385 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarRestitution=x;}, p, l, v); } ), | ||
386 | new ParameterDefn("AvatarCapsuleWidth", "The distance between the sides of the avatar capsule", | ||
387 | 0.6f, | ||
388 | (s,cf,p,v) => { AvatarCapsuleWidth = cf.GetFloat(p, v); }, | ||
389 | (s) => { return AvatarCapsuleWidth; }, | ||
390 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarCapsuleWidth=x;}, p, l, v); } ), | ||
391 | new ParameterDefn("AvatarCapsuleDepth", "The distance between the front and back of the avatar capsule", | ||
392 | 0.45f, | ||
393 | (s,cf,p,v) => { AvatarCapsuleDepth = cf.GetFloat(p, v); }, | ||
394 | (s) => { return AvatarCapsuleDepth; }, | ||
395 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarCapsuleDepth=x;}, p, l, v); } ), | ||
396 | new ParameterDefn("AvatarCapsuleHeight", "Default height of space around avatar", | ||
397 | 1.5f, | ||
398 | (s,cf,p,v) => { AvatarCapsuleHeight = cf.GetFloat(p, v); }, | ||
399 | (s) => { return AvatarCapsuleHeight; }, | ||
400 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarCapsuleHeight=x;}, p, l, v); } ), | ||
401 | new ParameterDefn("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions", | ||
402 | 0.1f, | ||
403 | (s,cf,p,v) => { AvatarContactProcessingThreshold = cf.GetFloat(p, v); }, | ||
404 | (s) => { return AvatarContactProcessingThreshold; }, | ||
405 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarContactProcessingThreshold=x;}, p, l, v); } ), | ||
406 | |||
407 | new ParameterDefn("VehicleAngularDamping", "Factor to damp vehicle angular movement per second (0.0 - 1.0)", | ||
408 | 0.95f, | ||
409 | (s,cf,p,v) => { VehicleAngularDamping = cf.GetFloat(p, v); }, | ||
410 | (s) => { return VehicleAngularDamping; }, | ||
411 | (s,p,l,v) => { VehicleAngularDamping = v; } ), | ||
412 | |||
413 | new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)", | ||
414 | 0f, | ||
415 | (s,cf,p,v) => { s.UnmanagedParams[0].maxPersistantManifoldPoolSize = cf.GetFloat(p, v); }, | ||
416 | (s) => { return s.UnmanagedParams[0].maxPersistantManifoldPoolSize; }, | ||
417 | (s,p,l,v) => { s.UnmanagedParams[0].maxPersistantManifoldPoolSize = v; } ), | ||
418 | new ParameterDefn("MaxCollisionAlgorithmPoolSize", "Number of collisions pooled (0 means default of 4096)", | ||
419 | 0f, | ||
420 | (s,cf,p,v) => { s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize = cf.GetFloat(p, v); }, | ||
421 | (s) => { return s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize; }, | ||
422 | (s,p,l,v) => { s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize = v; } ), | ||
423 | new ParameterDefn("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count", | ||
424 | ConfigurationParameters.numericFalse, | ||
425 | (s,cf,p,v) => { s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | ||
426 | (s) => { return s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation; }, | ||
427 | (s,p,l,v) => { s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = v; } ), | ||
428 | new ParameterDefn("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step", | ||
429 | ConfigurationParameters.numericFalse, | ||
430 | (s,cf,p,v) => { s.UnmanagedParams[0].shouldForceUpdateAllAabbs = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | ||
431 | (s) => { return s.UnmanagedParams[0].shouldForceUpdateAllAabbs; }, | ||
432 | (s,p,l,v) => { s.UnmanagedParams[0].shouldForceUpdateAllAabbs = v; } ), | ||
433 | new ParameterDefn("ShouldRandomizeSolverOrder", "Enable for slightly better stacking interaction", | ||
434 | ConfigurationParameters.numericTrue, | ||
435 | (s,cf,p,v) => { s.UnmanagedParams[0].shouldRandomizeSolverOrder = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | ||
436 | (s) => { return s.UnmanagedParams[0].shouldRandomizeSolverOrder; }, | ||
437 | (s,p,l,v) => { s.UnmanagedParams[0].shouldRandomizeSolverOrder = v; } ), | ||
438 | new ParameterDefn("ShouldSplitSimulationIslands", "Enable splitting active object scanning islands", | ||
439 | ConfigurationParameters.numericTrue, | ||
440 | (s,cf,p,v) => { s.UnmanagedParams[0].shouldSplitSimulationIslands = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | ||
441 | (s) => { return s.UnmanagedParams[0].shouldSplitSimulationIslands; }, | ||
442 | (s,p,l,v) => { s.UnmanagedParams[0].shouldSplitSimulationIslands = v; } ), | ||
443 | new ParameterDefn("ShouldEnableFrictionCaching", "Enable friction computation caching", | ||
444 | ConfigurationParameters.numericFalse, | ||
445 | (s,cf,p,v) => { s.UnmanagedParams[0].shouldEnableFrictionCaching = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | ||
446 | (s) => { return s.UnmanagedParams[0].shouldEnableFrictionCaching; }, | ||
447 | (s,p,l,v) => { s.UnmanagedParams[0].shouldEnableFrictionCaching = v; } ), | ||
448 | new ParameterDefn("NumberOfSolverIterations", "Number of internal iterations (0 means default)", | ||
449 | 0f, // zero says use Bullet default | ||
450 | (s,cf,p,v) => { s.UnmanagedParams[0].numberOfSolverIterations = cf.GetFloat(p, v); }, | ||
451 | (s) => { return s.UnmanagedParams[0].numberOfSolverIterations; }, | ||
452 | (s,p,l,v) => { s.UnmanagedParams[0].numberOfSolverIterations = v; } ), | ||
453 | |||
454 | new ParameterDefn("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)", | ||
455 | (float)BSLinkset.LinksetImplementation.Compound, | ||
456 | (s,cf,p,v) => { LinksetImplementation = cf.GetFloat(p,v); }, | ||
457 | (s) => { return LinksetImplementation; }, | ||
458 | (s,p,l,v) => { LinksetImplementation = v; } ), | ||
459 | new ParameterDefn("LinkConstraintUseFrameOffset", "For linksets built with constraints, enable frame offsetFor linksets built with constraints, enable frame offset.", | ||
460 | ConfigurationParameters.numericFalse, | ||
461 | (s,cf,p,v) => { LinkConstraintUseFrameOffset = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | ||
462 | (s) => { return LinkConstraintUseFrameOffset; }, | ||
463 | (s,p,l,v) => { LinkConstraintUseFrameOffset = v; } ), | ||
464 | new ParameterDefn("LinkConstraintEnableTransMotor", "Whether to enable translational motor on linkset constraints", | ||
465 | ConfigurationParameters.numericTrue, | ||
466 | (s,cf,p,v) => { LinkConstraintEnableTransMotor = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | ||
467 | (s) => { return LinkConstraintEnableTransMotor; }, | ||
468 | (s,p,l,v) => { LinkConstraintEnableTransMotor = v; } ), | ||
469 | new ParameterDefn("LinkConstraintTransMotorMaxVel", "Maximum velocity to be applied by translational motor in linkset constraints", | ||
470 | 5.0f, | ||
471 | (s,cf,p,v) => { LinkConstraintTransMotorMaxVel = cf.GetFloat(p, v); }, | ||
472 | (s) => { return LinkConstraintTransMotorMaxVel; }, | ||
473 | (s,p,l,v) => { LinkConstraintTransMotorMaxVel = v; } ), | ||
474 | new ParameterDefn("LinkConstraintTransMotorMaxForce", "Maximum force to be applied by translational motor in linkset constraints", | ||
475 | 0.1f, | ||
476 | (s,cf,p,v) => { LinkConstraintTransMotorMaxForce = cf.GetFloat(p, v); }, | ||
477 | (s) => { return LinkConstraintTransMotorMaxForce; }, | ||
478 | (s,p,l,v) => { LinkConstraintTransMotorMaxForce = v; } ), | ||
479 | new ParameterDefn("LinkConstraintCFM", "Amount constraint can be violated. 0=no violation, 1=infinite. Default=0.1", | ||
480 | 0.1f, | ||
481 | (s,cf,p,v) => { LinkConstraintCFM = cf.GetFloat(p, v); }, | ||
482 | (s) => { return LinkConstraintCFM; }, | ||
483 | (s,p,l,v) => { LinkConstraintCFM = v; } ), | ||
484 | new ParameterDefn("LinkConstraintERP", "Amount constraint is corrected each tick. 0=none, 1=all. Default = 0.2", | ||
485 | 0.1f, | ||
486 | (s,cf,p,v) => { LinkConstraintERP = cf.GetFloat(p, v); }, | ||
487 | (s) => { return LinkConstraintERP; }, | ||
488 | (s,p,l,v) => { LinkConstraintERP = v; } ), | ||
489 | new ParameterDefn("LinkConstraintSolverIterations", "Number of solver iterations when computing constraint. (0 = Bullet default)", | ||
490 | 40, | ||
491 | (s,cf,p,v) => { LinkConstraintSolverIterations = cf.GetFloat(p, v); }, | ||
492 | (s) => { return LinkConstraintSolverIterations; }, | ||
493 | (s,p,l,v) => { LinkConstraintSolverIterations = v; } ), | ||
494 | |||
495 | new ParameterDefn("PhysicsMetricFrames", "Frames between outputting detailed phys metrics. (0 is off)", | ||
496 | 0f, | ||
497 | (s,cf,p,v) => { s.PhysicsMetricDumpFrames = cf.GetFloat(p, (int)v); }, | ||
498 | (s) => { return (float)s.PhysicsMetricDumpFrames; }, | ||
499 | (s,p,l,v) => { s.PhysicsMetricDumpFrames = (int)v; } ), | ||
500 | new ParameterDefn("ResetBroadphasePool", "Setting this is any value resets the broadphase collision pool", | ||
501 | 0f, | ||
502 | (s,cf,p,v) => { ; }, | ||
503 | (s) => { return 0f; }, | ||
504 | (s,p,l,v) => { BSParam.ResetBroadphasePoolTainted(s, v); } ), | ||
505 | new ParameterDefn("ResetConstraintSolver", "Setting this is any value resets the constraint solver", | ||
506 | 0f, | ||
507 | (s,cf,p,v) => { ; }, | ||
508 | (s) => { return 0f; }, | ||
509 | (s,p,l,v) => { BSParam.ResetConstraintSolverTainted(s, v); } ), | ||
510 | }; | ||
511 | |||
512 | // Convert a boolean to our numeric true and false values | ||
513 | public static float NumericBool(bool b) | ||
514 | { | ||
515 | return (b ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse); | ||
516 | } | ||
517 | |||
518 | // Convert numeric true and false values to a boolean | ||
519 | public static bool BoolNumeric(float b) | ||
520 | { | ||
521 | return (b == ConfigurationParameters.numericTrue ? true : false); | ||
522 | } | ||
523 | |||
524 | private static void ResetBroadphasePoolTainted(BSScene pPhysScene, float v) | ||
525 | { | ||
526 | BSScene physScene = pPhysScene; | ||
527 | physScene.TaintedObject("BSParam.ResetBroadphasePoolTainted", delegate() | ||
528 | { | ||
529 | physScene.PE.ResetBroadphasePool(physScene.World); | ||
530 | }); | ||
531 | } | ||
532 | |||
533 | private static void ResetConstraintSolverTainted(BSScene pPhysScene, float v) | ||
534 | { | ||
535 | BSScene physScene = pPhysScene; | ||
536 | physScene.TaintedObject("BSParam.ResetConstraintSolver", delegate() | ||
537 | { | ||
538 | physScene.PE.ResetConstraintSolver(physScene.World); | ||
539 | }); | ||
540 | } | ||
541 | |||
542 | // Search through the parameter definitions and return the matching | ||
543 | // ParameterDefn structure. | ||
544 | // Case does not matter as names are compared after converting to lower case. | ||
545 | // Returns 'false' if the parameter is not found. | ||
546 | internal static bool TryGetParameter(string paramName, out ParameterDefn defn) | ||
547 | { | ||
548 | bool ret = false; | ||
549 | ParameterDefn foundDefn = new ParameterDefn(); | ||
550 | string pName = paramName.ToLower(); | ||
551 | |||
552 | foreach (ParameterDefn parm in ParameterDefinitions) | ||
553 | { | ||
554 | if (pName == parm.name.ToLower()) | ||
555 | { | ||
556 | foundDefn = parm; | ||
557 | ret = true; | ||
558 | break; | ||
559 | } | ||
560 | } | ||
561 | defn = foundDefn; | ||
562 | return ret; | ||
563 | } | ||
564 | |||
565 | // Pass through the settable parameters and set the default values | ||
566 | internal static void SetParameterDefaultValues(BSScene physicsScene) | ||
567 | { | ||
568 | foreach (ParameterDefn parm in ParameterDefinitions) | ||
569 | { | ||
570 | parm.setter(physicsScene, parm.name, PhysParameterEntry.APPLY_TO_NONE, parm.defaultValue); | ||
571 | } | ||
572 | } | ||
573 | |||
574 | // Get user set values out of the ini file. | ||
575 | internal static void SetParameterConfigurationValues(BSScene physicsScene, IConfig cfg) | ||
576 | { | ||
577 | foreach (ParameterDefn parm in ParameterDefinitions) | ||
578 | { | ||
579 | parm.userParam(physicsScene, cfg, parm.name, parm.defaultValue); | ||
580 | } | ||
581 | } | ||
582 | |||
583 | internal static PhysParameterEntry[] SettableParameters = new PhysParameterEntry[1]; | ||
584 | |||
585 | // This creates an array in the correct format for returning the list of | ||
586 | // parameters. This is used by the 'list' option of the 'physics' command. | ||
587 | internal static void BuildParameterTable() | ||
588 | { | ||
589 | if (SettableParameters.Length < ParameterDefinitions.Length) | ||
590 | { | ||
591 | List<PhysParameterEntry> entries = new List<PhysParameterEntry>(); | ||
592 | for (int ii = 0; ii < ParameterDefinitions.Length; ii++) | ||
593 | { | ||
594 | ParameterDefn pd = ParameterDefinitions[ii]; | ||
595 | entries.Add(new PhysParameterEntry(pd.name, pd.desc)); | ||
596 | } | ||
597 | |||
598 | // make the list in alphabetical order for estetic reasons | ||
599 | entries.Sort(delegate(PhysParameterEntry ppe1, PhysParameterEntry ppe2) | ||
600 | { | ||
601 | return ppe1.name.CompareTo(ppe2.name); | ||
602 | }); | ||
603 | |||
604 | SettableParameters = entries.ToArray(); | ||
605 | } | ||
606 | } | ||
607 | |||
608 | |||
609 | } | ||
610 | } | ||