diff options
Diffstat (limited to '')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 350 |
1 files changed, 189 insertions, 161 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 385ed9e..834228e 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; |
@@ -37,7 +38,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
37 | { | 38 | { |
38 | public static class BSParam | 39 | public static class BSParam |
39 | { | 40 | { |
40 | private static string LogHeader = "[BULLETSIM PARAMETERS]"; | 41 | private static string LogHeader = "[BULLETSIM PARAMETERS]"; |
41 | 42 | ||
42 | // Tuning notes: | 43 | // Tuning notes: |
43 | // From: http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=6575 | 44 | // From: http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=6575 |
@@ -51,7 +52,10 @@ public static class BSParam | |||
51 | // This is separate/independent from the collision margin. The collision margin increases the object a bit | 52 | // This is separate/independent from the collision margin. The collision margin increases the object a bit |
52 | // to improve collision detection performance and accuracy. | 53 | // to improve collision detection performance and accuracy. |
53 | // =================== | 54 | // =================== |
54 | // From: | 55 | // From: |
56 | |||
57 | public static bool UseSeparatePhysicsThread { get; private set; } | ||
58 | public static float PhysicsTimeStep { get; private set; } | ||
55 | 59 | ||
56 | // Level of Detail values kept as float because that's what the Meshmerizer wants | 60 | // Level of Detail values kept as float because that's what the Meshmerizer wants |
57 | public static float MeshLOD { get; private set; } | 61 | public static float MeshLOD { get; private set; } |
@@ -86,8 +90,12 @@ public static class BSParam | |||
86 | public static bool ShouldForceSimplePrimMeshing { get; private set; } // if a cube or sphere, let Bullet do internal shapes | 90 | public static bool ShouldForceSimplePrimMeshing { get; private set; } // if a cube or sphere, let Bullet do internal shapes |
87 | public static bool ShouldUseHullsForPhysicalObjects { get; private set; } // 'true' if should create hulls for physical objects | 91 | public static bool ShouldUseHullsForPhysicalObjects { get; private set; } // 'true' if should create hulls for physical objects |
88 | public static bool ShouldRemoveZeroWidthTriangles { get; private set; } | 92 | public static bool ShouldRemoveZeroWidthTriangles { get; private set; } |
93 | public static bool ShouldUseBulletHACD { get; set; } | ||
94 | public static bool ShouldUseSingleConvexHullForPrims { get; set; } | ||
95 | public static bool ShouldUseGImpactShapeForPrims { get; set; } | ||
96 | public static bool ShouldUseAssetHulls { get; set; } | ||
89 | 97 | ||
90 | public static float TerrainImplementation { get; private set; } | 98 | public static float TerrainImplementation { get; set; } |
91 | public static int TerrainMeshMagnification { get; private set; } | 99 | public static int TerrainMeshMagnification { get; private set; } |
92 | public static float TerrainFriction { get; private set; } | 100 | public static float TerrainFriction { get; private set; } |
93 | public static float TerrainHitFraction { get; private set; } | 101 | public static float TerrainHitFraction { get; private set; } |
@@ -112,6 +120,7 @@ public static class BSParam | |||
112 | public static float NumberOfSolverIterations { get; private set; } | 120 | public static float NumberOfSolverIterations { get; private set; } |
113 | public static bool UseSingleSidedMeshes { get; private set; } | 121 | public static bool UseSingleSidedMeshes { get; private set; } |
114 | public static float GlobalContactBreakingThreshold { get; private set; } | 122 | public static float GlobalContactBreakingThreshold { get; private set; } |
123 | public static float PhysicsUnmanLoggingFrames { get; private set; } | ||
115 | 124 | ||
116 | // Avatar parameters | 125 | // Avatar parameters |
117 | public static float AvatarFriction { get; private set; } | 126 | public static float AvatarFriction { get; private set; } |
@@ -122,11 +131,18 @@ public static class BSParam | |||
122 | public static float AvatarCapsuleWidth { get; private set; } | 131 | public static float AvatarCapsuleWidth { get; private set; } |
123 | public static float AvatarCapsuleDepth { get; private set; } | 132 | public static float AvatarCapsuleDepth { get; private set; } |
124 | public static float AvatarCapsuleHeight { get; private set; } | 133 | public static float AvatarCapsuleHeight { get; private set; } |
134 | public static float AvatarHeightLowFudge { get; private set; } | ||
135 | public static float AvatarHeightMidFudge { get; private set; } | ||
136 | public static float AvatarHeightHighFudge { get; private set; } | ||
125 | public static float AvatarContactProcessingThreshold { get; private set; } | 137 | public static float AvatarContactProcessingThreshold { get; private set; } |
138 | public static float AvatarStopZeroThreshold { get; private set; } | ||
139 | public static int AvatarJumpFrames { get; private set; } | ||
126 | public static float AvatarBelowGroundUpCorrectionMeters { get; private set; } | 140 | public static float AvatarBelowGroundUpCorrectionMeters { get; private set; } |
127 | public static float AvatarStepHeight { get; private set; } | 141 | public static float AvatarStepHeight { get; private set; } |
128 | public static float AvatarStepApproachFactor { get; private set; } | 142 | public static float AvatarStepApproachFactor { get; private set; } |
129 | public static float AvatarStepForceFactor { get; private set; } | 143 | public static float AvatarStepForceFactor { get; private set; } |
144 | public static float AvatarStepUpCorrectionFactor { get; private set; } | ||
145 | public static int AvatarStepSmoothingSteps { get; private set; } | ||
130 | 146 | ||
131 | // Vehicle parameters | 147 | // Vehicle parameters |
132 | public static float VehicleMaxLinearVelocity { get; private set; } | 148 | public static float VehicleMaxLinearVelocity { get; private set; } |
@@ -138,9 +154,15 @@ public static class BSParam | |||
138 | public static float VehicleRestitution { get; private set; } | 154 | public static float VehicleRestitution { get; private set; } |
139 | public static Vector3 VehicleLinearFactor { get; private set; } | 155 | public static Vector3 VehicleLinearFactor { get; private set; } |
140 | public static Vector3 VehicleAngularFactor { get; private set; } | 156 | public static Vector3 VehicleAngularFactor { get; private set; } |
157 | public static Vector3 VehicleInertiaFactor { get; private set; } | ||
141 | public static float VehicleGroundGravityFudge { get; private set; } | 158 | public static float VehicleGroundGravityFudge { get; private set; } |
142 | public static float VehicleAngularBankingTimescaleFudge { get; private set; } | 159 | public static float VehicleAngularBankingTimescaleFudge { get; private set; } |
143 | public static bool VehicleDebuggingEnabled { get; private set; } | 160 | public static bool VehicleEnableLinearDeflection { get; private set; } |
161 | public static bool VehicleLinearDeflectionNotCollidingNoZ { get; private set; } | ||
162 | public static bool VehicleEnableAngularVerticalAttraction { get; private set; } | ||
163 | public static int VehicleAngularVerticalAttractionAlgorithm { get; private set; } | ||
164 | public static bool VehicleEnableAngularDeflection { get; private set; } | ||
165 | public static bool VehicleEnableAngularBanking { get; private set; } | ||
144 | 166 | ||
145 | // Convex Hulls | 167 | // Convex Hulls |
146 | public static int CSHullMaxDepthSplit { get; private set; } | 168 | public static int CSHullMaxDepthSplit { get; private set; } |
@@ -149,9 +171,19 @@ public static class BSParam | |||
149 | public static float CSHullVolumeConservationThresholdPercent { get; private set; } | 171 | public static float CSHullVolumeConservationThresholdPercent { get; private set; } |
150 | public static int CSHullMaxVertices { get; private set; } | 172 | public static int CSHullMaxVertices { get; private set; } |
151 | public static float CSHullMaxSkinWidth { get; private set; } | 173 | public static float CSHullMaxSkinWidth { get; private set; } |
174 | public static float BHullMaxVerticesPerHull { get; private set; } // 100 | ||
175 | public static float BHullMinClusters { get; private set; } // 2 | ||
176 | public static float BHullCompacityWeight { get; private set; } // 0.1 | ||
177 | public static float BHullVolumeWeight { get; private set; } // 0.0 | ||
178 | public static float BHullConcavity { get; private set; } // 100 | ||
179 | public static bool BHullAddExtraDistPoints { get; private set; } // false | ||
180 | public static bool BHullAddNeighboursDistPoints { get; private set; } // false | ||
181 | public static bool BHullAddFacesPoints { get; private set; } // false | ||
182 | public static bool BHullShouldAdjustCollisionMargin { get; private set; } // false | ||
152 | 183 | ||
153 | // Linkset implementation parameters | 184 | // Linkset implementation parameters |
154 | public static float LinksetImplementation { get; private set; } | 185 | public static float LinksetImplementation { get; private set; } |
186 | public static bool LinksetOffsetCenterOfMass { get; private set; } | ||
155 | public static bool LinkConstraintUseFrameOffset { get; private set; } | 187 | public static bool LinkConstraintUseFrameOffset { get; private set; } |
156 | public static bool LinkConstraintEnableTransMotor { get; private set; } | 188 | public static bool LinkConstraintEnableTransMotor { get; private set; } |
157 | public static float LinkConstraintTransMotorMaxVel { get; private set; } | 189 | public static float LinkConstraintTransMotorMaxVel { get; private set; } |
@@ -223,16 +255,41 @@ public static class BSParam | |||
223 | getter = pGetter; | 255 | getter = pGetter; |
224 | objectSet = pObjSetter; | 256 | objectSet = pObjSetter; |
225 | } | 257 | } |
226 | /* Wish I could simplify using this definition but CLR doesn't store references so closure around delegates of references won't work | 258 | // Simple parameter variable where property name is the same as the INI file name |
227 | public ParameterDefn(string pName, string pDesc, T pDefault, ref T loc) | 259 | // and the value is only a simple get and set. |
260 | public ParameterDefn(string pName, string pDesc, T pDefault) | ||
228 | : base(pName, pDesc) | 261 | : base(pName, pDesc) |
229 | { | 262 | { |
230 | defaultValue = pDefault; | 263 | defaultValue = pDefault; |
231 | setter = (s, v) => { loc = v; }; | 264 | setter = (s, v) => { SetValueByName(s, name, v); }; |
232 | getter = (s) => { return loc; }; | 265 | getter = (s) => { return GetValueByName(s, name); }; |
233 | objectSet = null; | 266 | objectSet = null; |
234 | } | 267 | } |
235 | */ | 268 | // Use reflection to find the property named 'pName' in BSParam and assign 'val' to same. |
269 | private void SetValueByName(BSScene s, string pName, T val) | ||
270 | { | ||
271 | PropertyInfo prop = typeof(BSParam).GetProperty(pName, BindingFlags.Public | BindingFlags.Static | BindingFlags.FlattenHierarchy); | ||
272 | if (prop == null) | ||
273 | { | ||
274 | // This should only be output when someone adds a new INI parameter and misspells the name. | ||
275 | s.Logger.ErrorFormat("{0} SetValueByName: did not find '{1}'. Verify specified property name is the same as the given INI parameters name.", LogHeader, pName); | ||
276 | } | ||
277 | else | ||
278 | { | ||
279 | prop.SetValue(null, val, null); | ||
280 | } | ||
281 | } | ||
282 | // Use reflection to find the property named 'pName' in BSParam and return the value in same. | ||
283 | private T GetValueByName(BSScene s, string pName) | ||
284 | { | ||
285 | PropertyInfo prop = typeof(BSParam).GetProperty(pName, BindingFlags.Public | BindingFlags.Static | BindingFlags.FlattenHierarchy); | ||
286 | if (prop == null) | ||
287 | { | ||
288 | // This should only be output when someone adds a new INI parameter and misspells the name. | ||
289 | s.Logger.ErrorFormat("{0} GetValueByName: did not find '{1}'. Verify specified property name is the same as the given INI parameter name.", LogHeader, pName); | ||
290 | } | ||
291 | return (T)prop.GetValue(null, null); | ||
292 | } | ||
236 | public override void AssignDefault(BSScene s) | 293 | public override void AssignDefault(BSScene s) |
237 | { | 294 | { |
238 | setter(s, defaultValue); | 295 | setter(s, defaultValue); |
@@ -309,6 +366,11 @@ public static class BSParam | |||
309 | // v = value (appropriate type) | 366 | // v = value (appropriate type) |
310 | private static ParameterDefnBase[] ParameterDefinitions = | 367 | private static ParameterDefnBase[] ParameterDefinitions = |
311 | { | 368 | { |
369 | new ParameterDefn<bool>("UseSeparatePhysicsThread", "If 'true', the physics engine runs independent from the simulator heartbeat", | ||
370 | false ), | ||
371 | new ParameterDefn<float>("PhysicsTimeStep", "If separate thread, seconds to simulate each interval", | ||
372 | 0.089f ), | ||
373 | |||
312 | new ParameterDefn<bool>("MeshSculptedPrim", "Whether to create meshes for sculpties", | 374 | new ParameterDefn<bool>("MeshSculptedPrim", "Whether to create meshes for sculpties", |
313 | true, | 375 | true, |
314 | (s) => { return ShouldMeshSculptedPrim; }, | 376 | (s) => { return ShouldMeshSculptedPrim; }, |
@@ -322,18 +384,20 @@ public static class BSParam | |||
322 | (s) => { return ShouldUseHullsForPhysicalObjects; }, | 384 | (s) => { return ShouldUseHullsForPhysicalObjects; }, |
323 | (s,v) => { ShouldUseHullsForPhysicalObjects = v; } ), | 385 | (s,v) => { ShouldUseHullsForPhysicalObjects = v; } ), |
324 | new ParameterDefn<bool>("ShouldRemoveZeroWidthTriangles", "If true, remove degenerate triangles from meshes", | 386 | new ParameterDefn<bool>("ShouldRemoveZeroWidthTriangles", "If true, remove degenerate triangles from meshes", |
325 | true, | 387 | true ), |
326 | (s) => { return ShouldRemoveZeroWidthTriangles; }, | 388 | new ParameterDefn<bool>("ShouldUseBulletHACD", "If true, use the Bullet version of HACD", |
327 | (s,v) => { ShouldRemoveZeroWidthTriangles = v; } ), | 389 | false ), |
390 | new ParameterDefn<bool>("ShouldUseSingleConvexHullForPrims", "If true, use a single convex hull shape for physical prims", | ||
391 | true ), | ||
392 | new ParameterDefn<bool>("ShouldUseGImpactShapeForPrims", "If true, use a GImpact shape for prims with cuts and twists", | ||
393 | false ), | ||
394 | new ParameterDefn<bool>("ShouldUseAssetHulls", "If true, use hull if specified in the mesh asset info", | ||
395 | true ), | ||
328 | 396 | ||
329 | new ParameterDefn<int>("CrossingFailuresBeforeOutOfBounds", "How forgiving we are about getting into adjactent regions", | 397 | new ParameterDefn<int>("CrossingFailuresBeforeOutOfBounds", "How forgiving we are about getting into adjactent regions", |
330 | 5, | 398 | 5 ), |
331 | (s) => { return CrossingFailuresBeforeOutOfBounds; }, | ||
332 | (s,v) => { CrossingFailuresBeforeOutOfBounds = v; } ), | ||
333 | new ParameterDefn<float>("UpdateVelocityChangeThreshold", "Change in updated velocity required before reporting change to simulator", | 399 | new ParameterDefn<float>("UpdateVelocityChangeThreshold", "Change in updated velocity required before reporting change to simulator", |
334 | 0.1f, | 400 | 0.1f ), |
335 | (s) => { return UpdateVelocityChangeThreshold; }, | ||
336 | (s,v) => { UpdateVelocityChangeThreshold = v; } ), | ||
337 | 401 | ||
338 | new ParameterDefn<float>("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)", | 402 | new ParameterDefn<float>("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)", |
339 | 32f, | 403 | 32f, |
@@ -399,26 +463,22 @@ public static class BSParam | |||
399 | (s) => { return MaxAddForceMagnitude; }, | 463 | (s) => { return MaxAddForceMagnitude; }, |
400 | (s,v) => { MaxAddForceMagnitude = v; MaxAddForceMagnitudeSquared = v * v; } ), | 464 | (s,v) => { MaxAddForceMagnitude = v; MaxAddForceMagnitudeSquared = v * v; } ), |
401 | // Density is passed around as 100kg/m3. This scales that to 1kg/m3. | 465 | // Density is passed around as 100kg/m3. This scales that to 1kg/m3. |
466 | // Reduce by power of 100 because Bullet doesn't seem to handle objects with large mass very well | ||
402 | new ParameterDefn<float>("DensityScaleFactor", "Conversion for simulator/viewer density (100kg/m3) to physical density (1kg/m3)", | 467 | new ParameterDefn<float>("DensityScaleFactor", "Conversion for simulator/viewer density (100kg/m3) to physical density (1kg/m3)", |
403 | 0.01f, | 468 | 0.01f ), |
404 | (s) => { return DensityScaleFactor; }, | ||
405 | (s,v) => { DensityScaleFactor = v; } ), | ||
406 | 469 | ||
407 | new ParameterDefn<float>("PID_D", "Derivitive factor for motion smoothing", | 470 | new ParameterDefn<float>("PID_D", "Derivitive factor for motion smoothing", |
408 | 2200f, | 471 | 2200f ), |
409 | (s) => { return (float)PID_D; }, | ||
410 | (s,v) => { PID_D = v; } ), | ||
411 | new ParameterDefn<float>("PID_P", "Parameteric factor for motion smoothing", | 472 | new ParameterDefn<float>("PID_P", "Parameteric factor for motion smoothing", |
412 | 900f, | 473 | 900f ), |
413 | (s) => { return (float)PID_P; }, | ||
414 | (s,v) => { PID_P = v; } ), | ||
415 | 474 | ||
416 | new ParameterDefn<float>("DefaultFriction", "Friction factor used on new objects", | 475 | new ParameterDefn<float>("DefaultFriction", "Friction factor used on new objects", |
417 | 0.2f, | 476 | 0.2f, |
418 | (s) => { return DefaultFriction; }, | 477 | (s) => { return DefaultFriction; }, |
419 | (s,v) => { DefaultFriction = v; s.UnmanagedParams[0].defaultFriction = v; } ), | 478 | (s,v) => { DefaultFriction = v; s.UnmanagedParams[0].defaultFriction = v; } ), |
479 | // For historical reasons, the viewer and simulator multiply the density by 100 | ||
420 | new ParameterDefn<float>("DefaultDensity", "Density for new objects" , | 480 | new ParameterDefn<float>("DefaultDensity", "Density for new objects" , |
421 | 10.000006836f, // Aluminum g/cm3 | 481 | 1000.0006836f, // Aluminum g/cm3 * 100 |
422 | (s) => { return DefaultDensity; }, | 482 | (s) => { return DefaultDensity; }, |
423 | (s,v) => { DefaultDensity = v; s.UnmanagedParams[0].defaultDensity = v; } ), | 483 | (s,v) => { DefaultDensity = v; s.UnmanagedParams[0].defaultDensity = v; } ), |
424 | new ParameterDefn<float>("DefaultRestitution", "Bouncyness of an object" , | 484 | new ParameterDefn<float>("DefaultRestitution", "Bouncyness of an object" , |
@@ -478,86 +538,61 @@ public static class BSParam | |||
478 | (s,o) => { s.PE.SetContactProcessingThreshold(o.PhysBody, ContactProcessingThreshold); } ), | 538 | (s,o) => { s.PE.SetContactProcessingThreshold(o.PhysBody, ContactProcessingThreshold); } ), |
479 | 539 | ||
480 | new ParameterDefn<float>("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)", | 540 | new ParameterDefn<float>("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)", |
481 | (float)BSTerrainPhys.TerrainImplementation.Mesh, | 541 | (float)BSTerrainPhys.TerrainImplementation.Mesh ), |
482 | (s) => { return TerrainImplementation; }, | ||
483 | (s,v) => { TerrainImplementation = v; } ), | ||
484 | new ParameterDefn<int>("TerrainMeshMagnification", "Number of times the 256x256 heightmap is multiplied to create the terrain mesh" , | 542 | new ParameterDefn<int>("TerrainMeshMagnification", "Number of times the 256x256 heightmap is multiplied to create the terrain mesh" , |
485 | 2, | 543 | 2 ), |
486 | (s) => { return TerrainMeshMagnification; }, | ||
487 | (s,v) => { TerrainMeshMagnification = v; } ), | ||
488 | new ParameterDefn<float>("TerrainFriction", "Factor to reduce movement against terrain surface" , | 544 | new ParameterDefn<float>("TerrainFriction", "Factor to reduce movement against terrain surface" , |
489 | 0.3f, | 545 | 0.3f ), |
490 | (s) => { return TerrainFriction; }, | ||
491 | (s,v) => { TerrainFriction = v; /* TODO: set on real terrain */} ), | ||
492 | new ParameterDefn<float>("TerrainHitFraction", "Distance to measure hit collisions" , | 546 | new ParameterDefn<float>("TerrainHitFraction", "Distance to measure hit collisions" , |
493 | 0.8f, | 547 | 0.8f ), |
494 | (s) => { return TerrainHitFraction; }, | ||
495 | (s,v) => { TerrainHitFraction = v; /* TODO: set on real terrain */ } ), | ||
496 | new ParameterDefn<float>("TerrainRestitution", "Bouncyness" , | 548 | new ParameterDefn<float>("TerrainRestitution", "Bouncyness" , |
497 | 0f, | 549 | 0f ), |
498 | (s) => { return TerrainRestitution; }, | ||
499 | (s,v) => { TerrainRestitution = v; /* TODO: set on real terrain */ } ), | ||
500 | new ParameterDefn<float>("TerrainContactProcessingThreshold", "Distance from terrain to stop processing collisions" , | 550 | new ParameterDefn<float>("TerrainContactProcessingThreshold", "Distance from terrain to stop processing collisions" , |
501 | 0.0f, | 551 | 0.0f ), |
502 | (s) => { return TerrainContactProcessingThreshold; }, | ||
503 | (s,v) => { TerrainContactProcessingThreshold = v; /* TODO: set on real terrain */ } ), | ||
504 | new ParameterDefn<float>("TerrainCollisionMargin", "Margin where collision checking starts" , | 552 | new ParameterDefn<float>("TerrainCollisionMargin", "Margin where collision checking starts" , |
505 | 0.08f, | 553 | 0.08f ), |
506 | (s) => { return TerrainCollisionMargin; }, | ||
507 | (s,v) => { TerrainCollisionMargin = v; /* TODO: set on real terrain */ } ), | ||
508 | 554 | ||
509 | new ParameterDefn<float>("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.", | 555 | new ParameterDefn<float>("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.", |
510 | 0.2f, | 556 | 0.2f ), |
511 | (s) => { return AvatarFriction; }, | ||
512 | (s,v) => { AvatarFriction = v; } ), | ||
513 | new ParameterDefn<float>("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.", | 557 | new ParameterDefn<float>("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.", |
514 | 0.95f, | 558 | 0.95f ), |
515 | (s) => { return AvatarStandingFriction; }, | ||
516 | (s,v) => { AvatarStandingFriction = v; } ), | ||
517 | new ParameterDefn<float>("AvatarAlwaysRunFactor", "Speed multiplier if avatar is set to always run", | 559 | new ParameterDefn<float>("AvatarAlwaysRunFactor", "Speed multiplier if avatar is set to always run", |
518 | 1.3f, | 560 | 1.3f ), |
519 | (s) => { return AvatarAlwaysRunFactor; }, | 561 | // For historical reasons, density is reported * 100 |
520 | (s,v) => { AvatarAlwaysRunFactor = v; } ), | 562 | new ParameterDefn<float>("AvatarDensity", "Density of an avatar. Changed on avatar recreation. Scaled times 100.", |
521 | new ParameterDefn<float>("AvatarDensity", "Density of an avatar. Changed on avatar recreation.", | 563 | 3500f) , // 3.5 * 100 |
522 | 3.5f, | ||
523 | (s) => { return AvatarDensity; }, | ||
524 | (s,v) => { AvatarDensity = v; } ), | ||
525 | new ParameterDefn<float>("AvatarRestitution", "Bouncyness. Changed on avatar recreation.", | 564 | new ParameterDefn<float>("AvatarRestitution", "Bouncyness. Changed on avatar recreation.", |
526 | 0f, | 565 | 0f ), |
527 | (s) => { return AvatarRestitution; }, | ||
528 | (s,v) => { AvatarRestitution = v; } ), | ||
529 | new ParameterDefn<float>("AvatarCapsuleWidth", "The distance between the sides of the avatar capsule", | 566 | new ParameterDefn<float>("AvatarCapsuleWidth", "The distance between the sides of the avatar capsule", |
530 | 0.6f, | 567 | 0.6f ) , |
531 | (s) => { return AvatarCapsuleWidth; }, | ||
532 | (s,v) => { AvatarCapsuleWidth = v; } ), | ||
533 | new ParameterDefn<float>("AvatarCapsuleDepth", "The distance between the front and back of the avatar capsule", | 568 | new ParameterDefn<float>("AvatarCapsuleDepth", "The distance between the front and back of the avatar capsule", |
534 | 0.45f, | 569 | 0.45f ), |
535 | (s) => { return AvatarCapsuleDepth; }, | ||
536 | (s,v) => { AvatarCapsuleDepth = v; } ), | ||
537 | new ParameterDefn<float>("AvatarCapsuleHeight", "Default height of space around avatar", | 570 | new ParameterDefn<float>("AvatarCapsuleHeight", "Default height of space around avatar", |
538 | 1.5f, | 571 | 1.5f ), |
539 | (s) => { return AvatarCapsuleHeight; }, | 572 | new ParameterDefn<float>("AvatarHeightLowFudge", "A fudge factor to make small avatars stand on the ground", |
540 | (s,v) => { AvatarCapsuleHeight = v; } ), | 573 | -0.2f ), |
574 | new ParameterDefn<float>("AvatarHeightMidFudge", "A fudge distance to adjust average sized avatars to be standing on ground", | ||
575 | 0.1f ), | ||
576 | new ParameterDefn<float>("AvatarHeightHighFudge", "A fudge factor to make tall avatars stand on the ground", | ||
577 | 0.1f ), | ||
541 | new ParameterDefn<float>("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions", | 578 | new ParameterDefn<float>("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions", |
542 | 0.1f, | 579 | 0.1f ), |
543 | (s) => { return AvatarContactProcessingThreshold; }, | 580 | new ParameterDefn<float>("AvatarStopZeroThreshold", "Movement velocity below which avatar is assumed to be stopped", |
544 | (s,v) => { AvatarContactProcessingThreshold = v; } ), | 581 | 0.1f ), |
545 | new ParameterDefn<float>("AvatarBelowGroundUpCorrectionMeters", "Meters to move avatar up if it seems to be below ground", | 582 | new ParameterDefn<float>("AvatarBelowGroundUpCorrectionMeters", "Meters to move avatar up if it seems to be below ground", |
546 | 1.0f, | 583 | 1.0f ), |
547 | (s) => { return AvatarBelowGroundUpCorrectionMeters; }, | 584 | new ParameterDefn<int>("AvatarJumpFrames", "Number of frames to allow jump forces. Changes jump height.", |
548 | (s,v) => { AvatarBelowGroundUpCorrectionMeters = v; } ), | 585 | 4 ), |
549 | new ParameterDefn<float>("AvatarStepHeight", "Height of a step obstacle to consider step correction", | 586 | new ParameterDefn<float>("AvatarStepHeight", "Height of a step obstacle to consider step correction", |
550 | 0.3f, | 587 | 0.6f ) , |
551 | (s) => { return AvatarStepHeight; }, | ||
552 | (s,v) => { AvatarStepHeight = v; } ), | ||
553 | new ParameterDefn<float>("AvatarStepApproachFactor", "Factor to control angle of approach to step (0=straight on)", | 588 | new ParameterDefn<float>("AvatarStepApproachFactor", "Factor to control angle of approach to step (0=straight on)", |
554 | 0.6f, | 589 | 0.6f ), |
555 | (s) => { return AvatarStepApproachFactor; }, | ||
556 | (s,v) => { AvatarStepApproachFactor = v; } ), | ||
557 | new ParameterDefn<float>("AvatarStepForceFactor", "Controls the amount of force up applied to step up onto a step", | 590 | new ParameterDefn<float>("AvatarStepForceFactor", "Controls the amount of force up applied to step up onto a step", |
558 | 2.0f, | 591 | 1.0f ), |
559 | (s) => { return AvatarStepForceFactor; }, | 592 | new ParameterDefn<float>("AvatarStepUpCorrectionFactor", "Multiplied by height of step collision to create up movement at step", |
560 | (s,v) => { AvatarStepForceFactor = v; } ), | 593 | 1.0f ), |
594 | new ParameterDefn<int>("AvatarStepSmoothingSteps", "Number of frames after a step collision that we continue walking up stairs", | ||
595 | 2 ), | ||
561 | 596 | ||
562 | new ParameterDefn<float>("VehicleMaxLinearVelocity", "Maximum velocity magnitude that can be assigned to a vehicle", | 597 | new ParameterDefn<float>("VehicleMaxLinearVelocity", "Maximum velocity magnitude that can be assigned to a vehicle", |
563 | 1000.0f, | 598 | 1000.0f, |
@@ -568,37 +603,33 @@ public static class BSParam | |||
568 | (s) => { return (float)VehicleMaxAngularVelocity; }, | 603 | (s) => { return (float)VehicleMaxAngularVelocity; }, |
569 | (s,v) => { VehicleMaxAngularVelocity = v; VehicleMaxAngularVelocitySq = v * v; } ), | 604 | (s,v) => { VehicleMaxAngularVelocity = v; VehicleMaxAngularVelocitySq = v * v; } ), |
570 | new ParameterDefn<float>("VehicleAngularDamping", "Factor to damp vehicle angular movement per second (0.0 - 1.0)", | 605 | new ParameterDefn<float>("VehicleAngularDamping", "Factor to damp vehicle angular movement per second (0.0 - 1.0)", |
571 | 0.0f, | 606 | 0.0f ), |
572 | (s) => { return VehicleAngularDamping; }, | ||
573 | (s,v) => { VehicleAngularDamping = v; } ), | ||
574 | new ParameterDefn<Vector3>("VehicleLinearFactor", "Fraction of physical linear changes applied to vehicle (<0,0,0> to <1,1,1>)", | 607 | new ParameterDefn<Vector3>("VehicleLinearFactor", "Fraction of physical linear changes applied to vehicle (<0,0,0> to <1,1,1>)", |
575 | new Vector3(1f, 1f, 1f), | 608 | new Vector3(1f, 1f, 1f) ), |
576 | (s) => { return VehicleLinearFactor; }, | ||
577 | (s,v) => { VehicleLinearFactor = v; } ), | ||
578 | new ParameterDefn<Vector3>("VehicleAngularFactor", "Fraction of physical angular changes applied to vehicle (<0,0,0> to <1,1,1>)", | 609 | new ParameterDefn<Vector3>("VehicleAngularFactor", "Fraction of physical angular changes applied to vehicle (<0,0,0> to <1,1,1>)", |
579 | new Vector3(1f, 1f, 1f), | 610 | new Vector3(1f, 1f, 1f) ), |
580 | (s) => { return VehicleAngularFactor; }, | 611 | new ParameterDefn<Vector3>("VehicleInertiaFactor", "Fraction of physical inertia applied (<0,0,0> to <1,1,1>)", |
581 | (s,v) => { VehicleAngularFactor = v; } ), | 612 | new Vector3(1f, 1f, 1f) ), |
582 | new ParameterDefn<float>("VehicleFriction", "Friction of vehicle on the ground (0.0 - 1.0)", | 613 | new ParameterDefn<float>("VehicleFriction", "Friction of vehicle on the ground (0.0 - 1.0)", |
583 | 0.0f, | 614 | 0.0f ), |
584 | (s) => { return VehicleFriction; }, | ||
585 | (s,v) => { VehicleFriction = v; } ), | ||
586 | new ParameterDefn<float>("VehicleRestitution", "Bouncyness factor for vehicles (0.0 - 1.0)", | 615 | new ParameterDefn<float>("VehicleRestitution", "Bouncyness factor for vehicles (0.0 - 1.0)", |
587 | 0.0f, | 616 | 0.0f ), |
588 | (s) => { return VehicleRestitution; }, | ||
589 | (s,v) => { VehicleRestitution = v; } ), | ||
590 | new ParameterDefn<float>("VehicleGroundGravityFudge", "Factor to multiply gravity if a ground vehicle is probably on the ground (0.0 - 1.0)", | 617 | new ParameterDefn<float>("VehicleGroundGravityFudge", "Factor to multiply gravity if a ground vehicle is probably on the ground (0.0 - 1.0)", |
591 | 0.2f, | 618 | 0.2f ), |
592 | (s) => { return VehicleGroundGravityFudge; }, | ||
593 | (s,v) => { VehicleGroundGravityFudge = v; } ), | ||
594 | new ParameterDefn<float>("VehicleAngularBankingTimescaleFudge", "Factor to multiple angular banking timescale. Tune to increase realism.", | 619 | new ParameterDefn<float>("VehicleAngularBankingTimescaleFudge", "Factor to multiple angular banking timescale. Tune to increase realism.", |
595 | 60.0f, | 620 | 60.0f ), |
596 | (s) => { return VehicleAngularBankingTimescaleFudge; }, | 621 | new ParameterDefn<bool>("VehicleEnableLinearDeflection", "Turn on/off vehicle linear deflection effect", |
597 | (s,v) => { VehicleAngularBankingTimescaleFudge = v; } ), | 622 | true ), |
598 | new ParameterDefn<bool>("VehicleDebuggingEnable", "Turn on/off vehicle debugging", | 623 | new ParameterDefn<bool>("VehicleLinearDeflectionNotCollidingNoZ", "Turn on/off linear deflection Z effect on non-colliding vehicles", |
599 | false, | 624 | true ), |
600 | (s) => { return VehicleDebuggingEnabled; }, | 625 | new ParameterDefn<bool>("VehicleEnableAngularVerticalAttraction", "Turn on/off vehicle angular vertical attraction effect", |
601 | (s,v) => { VehicleDebuggingEnabled = v; } ), | 626 | true ), |
627 | new ParameterDefn<int>("VehicleAngularVerticalAttractionAlgorithm", "Select vertical attraction algo. You need to look at the source.", | ||
628 | 0 ), | ||
629 | new ParameterDefn<bool>("VehicleEnableAngularDeflection", "Turn on/off vehicle angular deflection effect", | ||
630 | true ), | ||
631 | new ParameterDefn<bool>("VehicleEnableAngularBanking", "Turn on/off vehicle angular banking effect", | ||
632 | true ), | ||
602 | 633 | ||
603 | new ParameterDefn<float>("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)", | 634 | new ParameterDefn<float>("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)", |
604 | 0f, | 635 | 0f, |
@@ -611,7 +642,7 @@ public static class BSParam | |||
611 | new ParameterDefn<bool>("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count", | 642 | new ParameterDefn<bool>("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count", |
612 | false, | 643 | false, |
613 | (s) => { return ShouldDisableContactPoolDynamicAllocation; }, | 644 | (s) => { return ShouldDisableContactPoolDynamicAllocation; }, |
614 | (s,v) => { ShouldDisableContactPoolDynamicAllocation = v; | 645 | (s,v) => { ShouldDisableContactPoolDynamicAllocation = v; |
615 | s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = NumericBool(v); } ), | 646 | s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = NumericBool(v); } ), |
616 | new ParameterDefn<bool>("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step", | 647 | new ParameterDefn<bool>("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step", |
617 | false, | 648 | false, |
@@ -641,64 +672,61 @@ public static class BSParam | |||
641 | 0f, | 672 | 0f, |
642 | (s) => { return GlobalContactBreakingThreshold; }, | 673 | (s) => { return GlobalContactBreakingThreshold; }, |
643 | (s,v) => { GlobalContactBreakingThreshold = v; s.UnmanagedParams[0].globalContactBreakingThreshold = v; } ), | 674 | (s,v) => { GlobalContactBreakingThreshold = v; s.UnmanagedParams[0].globalContactBreakingThreshold = v; } ), |
675 | new ParameterDefn<float>("PhysicsUnmanLoggingFrames", "If non-zero, frames between output of detailed unmanaged physics statistics", | ||
676 | 0f, | ||
677 | (s) => { return PhysicsUnmanLoggingFrames; }, | ||
678 | (s,v) => { PhysicsUnmanLoggingFrames = v; s.UnmanagedParams[0].physicsLoggingFrames = v; } ), | ||
644 | 679 | ||
645 | new ParameterDefn<int>("CSHullMaxDepthSplit", "CS impl: max depth to split for hull. 1-10 but > 7 is iffy", | 680 | new ParameterDefn<int>("CSHullMaxDepthSplit", "CS impl: max depth to split for hull. 1-10 but > 7 is iffy", |
646 | 7, | 681 | 7 ), |
647 | (s) => { return CSHullMaxDepthSplit; }, | ||
648 | (s,v) => { CSHullMaxDepthSplit = v; } ), | ||
649 | new ParameterDefn<int>("CSHullMaxDepthSplitForSimpleShapes", "CS impl: max depth setting for simple prim shapes", | 682 | new ParameterDefn<int>("CSHullMaxDepthSplitForSimpleShapes", "CS impl: max depth setting for simple prim shapes", |
650 | 2, | 683 | 2 ), |
651 | (s) => { return CSHullMaxDepthSplitForSimpleShapes; }, | ||
652 | (s,v) => { CSHullMaxDepthSplitForSimpleShapes = v; } ), | ||
653 | new ParameterDefn<float>("CSHullConcavityThresholdPercent", "CS impl: concavity threshold percent (0-20)", | 684 | new ParameterDefn<float>("CSHullConcavityThresholdPercent", "CS impl: concavity threshold percent (0-20)", |
654 | 5f, | 685 | 5f ), |
655 | (s) => { return CSHullConcavityThresholdPercent; }, | ||
656 | (s,v) => { CSHullConcavityThresholdPercent = v; } ), | ||
657 | new ParameterDefn<float>("CSHullVolumeConservationThresholdPercent", "percent volume conservation to collapse hulls (0-30)", | 686 | new ParameterDefn<float>("CSHullVolumeConservationThresholdPercent", "percent volume conservation to collapse hulls (0-30)", |
658 | 5f, | 687 | 5f ), |
659 | (s) => { return CSHullVolumeConservationThresholdPercent; }, | ||
660 | (s,v) => { CSHullVolumeConservationThresholdPercent = v; } ), | ||
661 | new ParameterDefn<int>("CSHullMaxVertices", "CS impl: maximum number of vertices in output hulls. Keep < 50.", | 688 | new ParameterDefn<int>("CSHullMaxVertices", "CS impl: maximum number of vertices in output hulls. Keep < 50.", |
662 | 32, | 689 | 32 ), |
663 | (s) => { return CSHullMaxVertices; }, | ||
664 | (s,v) => { CSHullMaxVertices = v; } ), | ||
665 | new ParameterDefn<float>("CSHullMaxSkinWidth", "CS impl: skin width to apply to output hulls.", | 690 | new ParameterDefn<float>("CSHullMaxSkinWidth", "CS impl: skin width to apply to output hulls.", |
666 | 0, | 691 | 0f ), |
667 | (s) => { return CSHullMaxSkinWidth; }, | 692 | |
668 | (s,v) => { CSHullMaxSkinWidth = v; } ), | 693 | new ParameterDefn<float>("BHullMaxVerticesPerHull", "Bullet impl: max number of vertices per created hull", |
694 | 200f ), | ||
695 | new ParameterDefn<float>("BHullMinClusters", "Bullet impl: minimum number of hulls to create per mesh", | ||
696 | 10f ), | ||
697 | new ParameterDefn<float>("BHullCompacityWeight", "Bullet impl: weight factor for how compact to make hulls", | ||
698 | 20f ), | ||
699 | new ParameterDefn<float>("BHullVolumeWeight", "Bullet impl: weight factor for volume in created hull", | ||
700 | 0.1f ), | ||
701 | new ParameterDefn<float>("BHullConcavity", "Bullet impl: weight factor for how convex a created hull can be", | ||
702 | 10f ), | ||
703 | new ParameterDefn<bool>("BHullAddExtraDistPoints", "Bullet impl: whether to add extra vertices for long distance vectors", | ||
704 | true ), | ||
705 | new ParameterDefn<bool>("BHullAddNeighboursDistPoints", "Bullet impl: whether to add extra vertices between neighbor hulls", | ||
706 | true ), | ||
707 | new ParameterDefn<bool>("BHullAddFacesPoints", "Bullet impl: whether to add extra vertices to break up hull faces", | ||
708 | true ), | ||
709 | new ParameterDefn<bool>("BHullShouldAdjustCollisionMargin", "Bullet impl: whether to shrink resulting hulls to account for collision margin", | ||
710 | false ), | ||
669 | 711 | ||
670 | new ParameterDefn<float>("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)", | 712 | new ParameterDefn<float>("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)", |
671 | (float)BSLinkset.LinksetImplementation.Compound, | 713 | (float)BSLinkset.LinksetImplementation.Compound ), |
672 | (s) => { return LinksetImplementation; }, | 714 | new ParameterDefn<bool>("LinksetOffsetCenterOfMass", "If 'true', compute linkset center-of-mass and offset linkset position to account for same", |
673 | (s,v) => { LinksetImplementation = v; } ), | 715 | true ), |
674 | new ParameterDefn<bool>("LinkConstraintUseFrameOffset", "For linksets built with constraints, enable frame offsetFor linksets built with constraints, enable frame offset.", | 716 | new ParameterDefn<bool>("LinkConstraintUseFrameOffset", "For linksets built with constraints, enable frame offsetFor linksets built with constraints, enable frame offset.", |
675 | false, | 717 | false ), |
676 | (s) => { return LinkConstraintUseFrameOffset; }, | ||
677 | (s,v) => { LinkConstraintUseFrameOffset = v; } ), | ||
678 | new ParameterDefn<bool>("LinkConstraintEnableTransMotor", "Whether to enable translational motor on linkset constraints", | 718 | new ParameterDefn<bool>("LinkConstraintEnableTransMotor", "Whether to enable translational motor on linkset constraints", |
679 | true, | 719 | true ), |
680 | (s) => { return LinkConstraintEnableTransMotor; }, | ||
681 | (s,v) => { LinkConstraintEnableTransMotor = v; } ), | ||
682 | new ParameterDefn<float>("LinkConstraintTransMotorMaxVel", "Maximum velocity to be applied by translational motor in linkset constraints", | 720 | new ParameterDefn<float>("LinkConstraintTransMotorMaxVel", "Maximum velocity to be applied by translational motor in linkset constraints", |
683 | 5.0f, | 721 | 5.0f ), |
684 | (s) => { return LinkConstraintTransMotorMaxVel; }, | ||
685 | (s,v) => { LinkConstraintTransMotorMaxVel = v; } ), | ||
686 | new ParameterDefn<float>("LinkConstraintTransMotorMaxForce", "Maximum force to be applied by translational motor in linkset constraints", | 722 | new ParameterDefn<float>("LinkConstraintTransMotorMaxForce", "Maximum force to be applied by translational motor in linkset constraints", |
687 | 0.1f, | 723 | 0.1f ), |
688 | (s) => { return LinkConstraintTransMotorMaxForce; }, | ||
689 | (s,v) => { LinkConstraintTransMotorMaxForce = v; } ), | ||
690 | new ParameterDefn<float>("LinkConstraintCFM", "Amount constraint can be violated. 0=no violation, 1=infinite. Default=0.1", | 724 | new ParameterDefn<float>("LinkConstraintCFM", "Amount constraint can be violated. 0=no violation, 1=infinite. Default=0.1", |
691 | 0.1f, | 725 | 0.1f ), |
692 | (s) => { return LinkConstraintCFM; }, | ||
693 | (s,v) => { LinkConstraintCFM = v; } ), | ||
694 | new ParameterDefn<float>("LinkConstraintERP", "Amount constraint is corrected each tick. 0=none, 1=all. Default = 0.2", | 726 | new ParameterDefn<float>("LinkConstraintERP", "Amount constraint is corrected each tick. 0=none, 1=all. Default = 0.2", |
695 | 0.1f, | 727 | 0.1f ), |
696 | (s) => { return LinkConstraintERP; }, | ||
697 | (s,v) => { LinkConstraintERP = v; } ), | ||
698 | new ParameterDefn<float>("LinkConstraintSolverIterations", "Number of solver iterations when computing constraint. (0 = Bullet default)", | 728 | new ParameterDefn<float>("LinkConstraintSolverIterations", "Number of solver iterations when computing constraint. (0 = Bullet default)", |
699 | 40, | 729 | 40 ), |
700 | (s) => { return LinkConstraintSolverIterations; }, | ||
701 | (s,v) => { LinkConstraintSolverIterations = v; } ), | ||
702 | 730 | ||
703 | new ParameterDefn<int>("PhysicsMetricFrames", "Frames between outputting detailed phys metrics. (0 is off)", | 731 | new ParameterDefn<int>("PhysicsMetricFrames", "Frames between outputting detailed phys metrics. (0 is off)", |
704 | 0, | 732 | 0, |
@@ -707,7 +735,7 @@ public static class BSParam | |||
707 | new ParameterDefn<float>("ResetBroadphasePool", "Setting this is any value resets the broadphase collision pool", | 735 | new ParameterDefn<float>("ResetBroadphasePool", "Setting this is any value resets the broadphase collision pool", |
708 | 0f, | 736 | 0f, |
709 | (s) => { return 0f; }, | 737 | (s) => { return 0f; }, |
710 | (s,v) => { BSParam.ResetBroadphasePoolTainted(s, v); } ), | 738 | (s,v) => { BSParam.ResetBroadphasePoolTainted(s, v, false /* inTaintTime */); } ), |
711 | new ParameterDefn<float>("ResetConstraintSolver", "Setting this is any value resets the constraint solver", | 739 | new ParameterDefn<float>("ResetConstraintSolver", "Setting this is any value resets the constraint solver", |
712 | 0f, | 740 | 0f, |
713 | (s) => { return 0f; }, | 741 | (s) => { return 0f; }, |
@@ -793,10 +821,10 @@ public static class BSParam | |||
793 | // ===================================================================== | 821 | // ===================================================================== |
794 | // There are parameters that, when set, cause things to happen in the physics engine. | 822 | // There are parameters that, when set, cause things to happen in the physics engine. |
795 | // This causes the broadphase collision cache to be cleared. | 823 | // This causes the broadphase collision cache to be cleared. |
796 | private static void ResetBroadphasePoolTainted(BSScene pPhysScene, float v) | 824 | private static void ResetBroadphasePoolTainted(BSScene pPhysScene, float v, bool inTaintTime) |
797 | { | 825 | { |
798 | BSScene physScene = pPhysScene; | 826 | BSScene physScene = pPhysScene; |
799 | physScene.TaintedObject("BSParam.ResetBroadphasePoolTainted", delegate() | 827 | physScene.TaintedObject(inTaintTime, "BSParam.ResetBroadphasePoolTainted", delegate() |
800 | { | 828 | { |
801 | physScene.PE.ResetBroadphasePool(physScene.World); | 829 | physScene.PE.ResetBroadphasePool(physScene.World); |
802 | }); | 830 | }); |
@@ -806,7 +834,7 @@ public static class BSParam | |||
806 | private static void ResetConstraintSolverTainted(BSScene pPhysScene, float v) | 834 | private static void ResetConstraintSolverTainted(BSScene pPhysScene, float v) |
807 | { | 835 | { |
808 | BSScene physScene = pPhysScene; | 836 | BSScene physScene = pPhysScene; |
809 | physScene.TaintedObject("BSParam.ResetConstraintSolver", delegate() | 837 | physScene.TaintedObject(BSScene.DetailLogZero, "BSParam.ResetConstraintSolver", delegate() |
810 | { | 838 | { |
811 | physScene.PE.ResetConstraintSolver(physScene.World); | 839 | physScene.PE.ResetConstraintSolver(physScene.World); |
812 | }); | 840 | }); |