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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSParam.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 558 |
1 files changed, 558 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs new file mode 100755 index 0000000..1fb4c31 --- /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 AvatarDensity { get; private set; } | ||
72 | public static float AvatarRestitution { get; private set; } | ||
73 | public static float AvatarCapsuleWidth { get; private set; } | ||
74 | public static float AvatarCapsuleDepth { get; private set; } | ||
75 | public static float AvatarCapsuleHeight { get; private set; } | ||
76 | public static float AvatarContactProcessingThreshold { get; private set; } | ||
77 | |||
78 | public static float VehicleAngularDamping { get; private set; } | ||
79 | |||
80 | public static float LinksetImplementation { get; private set; } | ||
81 | public static float LinkConstraintUseFrameOffset { get; private set; } | ||
82 | public static float LinkConstraintEnableTransMotor { get; private set; } | ||
83 | public static float LinkConstraintTransMotorMaxVel { get; private set; } | ||
84 | public static float LinkConstraintTransMotorMaxForce { get; private set; } | ||
85 | public static float LinkConstraintERP { get; private set; } | ||
86 | public static float LinkConstraintCFM { get; private set; } | ||
87 | public static float LinkConstraintSolverIterations { get; private set; } | ||
88 | |||
89 | public static float PID_D { get; private set; } // derivative | ||
90 | public static float PID_P { get; private set; } // proportional | ||
91 | |||
92 | public delegate void ParamUser(BSScene scene, IConfig conf, string paramName, float val); | ||
93 | public delegate float ParamGet(BSScene scene); | ||
94 | public delegate void ParamSet(BSScene scene, string paramName, uint localID, float val); | ||
95 | public delegate void SetOnObject(BSScene scene, BSPhysObject obj, float val); | ||
96 | |||
97 | public struct ParameterDefn | ||
98 | { | ||
99 | public string name; // string name of the parameter | ||
100 | public string desc; // a short description of what the parameter means | ||
101 | public float defaultValue; // default value if not specified anywhere else | ||
102 | public ParamUser userParam; // get the value from the configuration file | ||
103 | public ParamGet getter; // return the current value stored for this parameter | ||
104 | public ParamSet setter; // set the current value for this parameter | ||
105 | public SetOnObject onObject; // set the value on an object in the physical domain | ||
106 | public ParameterDefn(string n, string d, float v, ParamUser u, ParamGet g, ParamSet s) | ||
107 | { | ||
108 | name = n; | ||
109 | desc = d; | ||
110 | defaultValue = v; | ||
111 | userParam = u; | ||
112 | getter = g; | ||
113 | setter = s; | ||
114 | onObject = null; | ||
115 | } | ||
116 | public ParameterDefn(string n, string d, float v, ParamUser u, ParamGet g, ParamSet s, SetOnObject o) | ||
117 | { | ||
118 | name = n; | ||
119 | desc = d; | ||
120 | defaultValue = v; | ||
121 | userParam = u; | ||
122 | getter = g; | ||
123 | setter = s; | ||
124 | onObject = o; | ||
125 | } | ||
126 | } | ||
127 | |||
128 | // List of all of the externally visible parameters. | ||
129 | // For each parameter, this table maps a text name to getter and setters. | ||
130 | // To add a new externally referencable/settable parameter, add the paramter storage | ||
131 | // location somewhere in the program and make an entry in this table with the | ||
132 | // getters and setters. | ||
133 | // It is easiest to find an existing definition and copy it. | ||
134 | // Parameter values are floats. Booleans are converted to a floating value. | ||
135 | // | ||
136 | // A ParameterDefn() takes the following parameters: | ||
137 | // -- the text name of the parameter. This is used for console input and ini file. | ||
138 | // -- a short text description of the parameter. This shows up in the console listing. | ||
139 | // -- a delegate for fetching the parameter from the ini file. | ||
140 | // Should handle fetching the right type from the ini file and converting it. | ||
141 | // -- a delegate for getting the value as a float | ||
142 | // -- a delegate for setting the value from a float | ||
143 | // -- an optional delegate to update the value in the world. Most often used to | ||
144 | // push the new value to an in-world object. | ||
145 | // | ||
146 | // The single letter parameters for the delegates are: | ||
147 | // s = BSScene | ||
148 | // o = BSPhysObject | ||
149 | // p = string parameter name | ||
150 | // l = localID of referenced object | ||
151 | // v = float value | ||
152 | // cf = parameter configuration class (for fetching values from ini file) | ||
153 | private static ParameterDefn[] ParameterDefinitions = | ||
154 | { | ||
155 | new ParameterDefn("MeshSculptedPrim", "Whether to create meshes for sculpties", | ||
156 | ConfigurationParameters.numericTrue, | ||
157 | (s,cf,p,v) => { ShouldMeshSculptedPrim = cf.GetBoolean(p, BSParam.BoolNumeric(v)); }, | ||
158 | (s) => { return BSParam.NumericBool(ShouldMeshSculptedPrim); }, | ||
159 | (s,p,l,v) => { ShouldMeshSculptedPrim = BSParam.BoolNumeric(v); } ), | ||
160 | new ParameterDefn("ForceSimplePrimMeshing", "If true, only use primitive meshes for objects", | ||
161 | ConfigurationParameters.numericFalse, | ||
162 | (s,cf,p,v) => { ShouldForceSimplePrimMeshing = cf.GetBoolean(p, BSParam.BoolNumeric(v)); }, | ||
163 | (s) => { return BSParam.NumericBool(ShouldForceSimplePrimMeshing); }, | ||
164 | (s,p,l,v) => { ShouldForceSimplePrimMeshing = BSParam.BoolNumeric(v); } ), | ||
165 | new ParameterDefn("UseHullsForPhysicalObjects", "If true, create hulls for physical objects", | ||
166 | ConfigurationParameters.numericTrue, | ||
167 | (s,cf,p,v) => { ShouldUseHullsForPhysicalObjects = cf.GetBoolean(p, BSParam.BoolNumeric(v)); }, | ||
168 | (s) => { return BSParam.NumericBool(ShouldUseHullsForPhysicalObjects); }, | ||
169 | (s,p,l,v) => { ShouldUseHullsForPhysicalObjects = BSParam.BoolNumeric(v); } ), | ||
170 | |||
171 | new ParameterDefn("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)", | ||
172 | 8f, | ||
173 | (s,cf,p,v) => { MeshLOD = (float)cf.GetInt(p, (int)v); }, | ||
174 | (s) => { return MeshLOD; }, | ||
175 | (s,p,l,v) => { MeshLOD = v; } ), | ||
176 | new ParameterDefn("MeshLevelOfDetailMegaPrim", "Level of detail to render meshes larger than threshold meters", | ||
177 | 16f, | ||
178 | (s,cf,p,v) => { MeshMegaPrimLOD = (float)cf.GetInt(p, (int)v); }, | ||
179 | (s) => { return MeshMegaPrimLOD; }, | ||
180 | (s,p,l,v) => { MeshMegaPrimLOD = v; } ), | ||
181 | new ParameterDefn("MeshLevelOfDetailMegaPrimThreshold", "Size (in meters) of a mesh before using MeshMegaPrimLOD", | ||
182 | 10f, | ||
183 | (s,cf,p,v) => { MeshMegaPrimThreshold = (float)cf.GetInt(p, (int)v); }, | ||
184 | (s) => { return MeshMegaPrimThreshold; }, | ||
185 | (s,p,l,v) => { MeshMegaPrimThreshold = v; } ), | ||
186 | new ParameterDefn("SculptLevelOfDetail", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)", | ||
187 | 32f, | ||
188 | (s,cf,p,v) => { SculptLOD = (float)cf.GetInt(p, (int)v); }, | ||
189 | (s) => { return SculptLOD; }, | ||
190 | (s,p,l,v) => { SculptLOD = v; } ), | ||
191 | |||
192 | new ParameterDefn("MaxSubStep", "In simulation step, maximum number of substeps", | ||
193 | 10f, | ||
194 | (s,cf,p,v) => { s.m_maxSubSteps = cf.GetInt(p, (int)v); }, | ||
195 | (s) => { return (float)s.m_maxSubSteps; }, | ||
196 | (s,p,l,v) => { s.m_maxSubSteps = (int)v; } ), | ||
197 | new ParameterDefn("FixedTimeStep", "In simulation step, seconds of one substep (1/60)", | ||
198 | 1f / 60f, | ||
199 | (s,cf,p,v) => { s.m_fixedTimeStep = cf.GetFloat(p, v); }, | ||
200 | (s) => { return (float)s.m_fixedTimeStep; }, | ||
201 | (s,p,l,v) => { s.m_fixedTimeStep = v; } ), | ||
202 | new ParameterDefn("MaxCollisionsPerFrame", "Max collisions returned at end of each frame", | ||
203 | 2048f, | ||
204 | (s,cf,p,v) => { s.m_maxCollisionsPerFrame = cf.GetInt(p, (int)v); }, | ||
205 | (s) => { return (float)s.m_maxCollisionsPerFrame; }, | ||
206 | (s,p,l,v) => { s.m_maxCollisionsPerFrame = (int)v; } ), | ||
207 | new ParameterDefn("MaxUpdatesPerFrame", "Max updates returned at end of each frame", | ||
208 | 8000f, | ||
209 | (s,cf,p,v) => { s.m_maxUpdatesPerFrame = cf.GetInt(p, (int)v); }, | ||
210 | (s) => { return (float)s.m_maxUpdatesPerFrame; }, | ||
211 | (s,p,l,v) => { s.m_maxUpdatesPerFrame = (int)v; } ), | ||
212 | new ParameterDefn("MaxTaintsToProcessPerStep", "Number of update taints to process before each simulation step", | ||
213 | 500f, | ||
214 | (s,cf,p,v) => { s.m_taintsToProcessPerStep = cf.GetInt(p, (int)v); }, | ||
215 | (s) => { return (float)s.m_taintsToProcessPerStep; }, | ||
216 | (s,p,l,v) => { s.m_taintsToProcessPerStep = (int)v; } ), | ||
217 | new ParameterDefn("MinObjectMass", "Minimum object mass (0.0001)", | ||
218 | 0.0001f, | ||
219 | (s,cf,p,v) => { MinimumObjectMass = cf.GetFloat(p, v); }, | ||
220 | (s) => { return (float)MinimumObjectMass; }, | ||
221 | (s,p,l,v) => { MinimumObjectMass = v; } ), | ||
222 | new ParameterDefn("MaxObjectMass", "Maximum object mass (10000.01)", | ||
223 | 10000.01f, | ||
224 | (s,cf,p,v) => { MaximumObjectMass = cf.GetFloat(p, v); }, | ||
225 | (s) => { return (float)MaximumObjectMass; }, | ||
226 | (s,p,l,v) => { MaximumObjectMass = v; } ), | ||
227 | |||
228 | new ParameterDefn("PID_D", "Derivitive factor for motion smoothing", | ||
229 | 2200f, | ||
230 | (s,cf,p,v) => { PID_D = cf.GetFloat(p, v); }, | ||
231 | (s) => { return (float)PID_D; }, | ||
232 | (s,p,l,v) => { PID_D = v; } ), | ||
233 | new ParameterDefn("PID_P", "Parameteric factor for motion smoothing", | ||
234 | 900f, | ||
235 | (s,cf,p,v) => { PID_P = cf.GetFloat(p, v); }, | ||
236 | (s) => { return (float)PID_P; }, | ||
237 | (s,p,l,v) => { PID_P = v; } ), | ||
238 | |||
239 | new ParameterDefn("DefaultFriction", "Friction factor used on new objects", | ||
240 | 0.2f, | ||
241 | (s,cf,p,v) => { s.UnmanagedParams[0].defaultFriction = cf.GetFloat(p, v); }, | ||
242 | (s) => { return s.UnmanagedParams[0].defaultFriction; }, | ||
243 | (s,p,l,v) => { s.UnmanagedParams[0].defaultFriction = v; } ), | ||
244 | new ParameterDefn("DefaultDensity", "Density for new objects" , | ||
245 | 10.000006836f, // Aluminum g/cm3 | ||
246 | (s,cf,p,v) => { s.UnmanagedParams[0].defaultDensity = cf.GetFloat(p, v); }, | ||
247 | (s) => { return s.UnmanagedParams[0].defaultDensity; }, | ||
248 | (s,p,l,v) => { s.UnmanagedParams[0].defaultDensity = v; } ), | ||
249 | new ParameterDefn("DefaultRestitution", "Bouncyness of an object" , | ||
250 | 0f, | ||
251 | (s,cf,p,v) => { s.UnmanagedParams[0].defaultRestitution = cf.GetFloat(p, v); }, | ||
252 | (s) => { return s.UnmanagedParams[0].defaultRestitution; }, | ||
253 | (s,p,l,v) => { s.UnmanagedParams[0].defaultRestitution = v; } ), | ||
254 | new ParameterDefn("CollisionMargin", "Margin around objects before collisions are calculated (must be zero!)", | ||
255 | 0.04f, | ||
256 | (s,cf,p,v) => { s.UnmanagedParams[0].collisionMargin = cf.GetFloat(p, v); }, | ||
257 | (s) => { return s.UnmanagedParams[0].collisionMargin; }, | ||
258 | (s,p,l,v) => { s.UnmanagedParams[0].collisionMargin = v; } ), | ||
259 | new ParameterDefn("Gravity", "Vertical force of gravity (negative means down)", | ||
260 | -9.80665f, | ||
261 | (s,cf,p,v) => { s.UnmanagedParams[0].gravity = cf.GetFloat(p, v); }, | ||
262 | (s) => { return s.UnmanagedParams[0].gravity; }, | ||
263 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{s.UnmanagedParams[0].gravity=x;}, p, PhysParameterEntry.APPLY_TO_NONE, v); }, | ||
264 | (s,o,v) => { BulletSimAPI.SetGravity2(s.World.ptr, new Vector3(0f,0f,v)); } ), | ||
265 | |||
266 | |||
267 | new ParameterDefn("LinearDamping", "Factor to damp linear movement per second (0.0 - 1.0)", | ||
268 | 0f, | ||
269 | (s,cf,p,v) => { LinearDamping = cf.GetFloat(p, v); }, | ||
270 | (s) => { return LinearDamping; }, | ||
271 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{LinearDamping=x;}, p, l, v); }, | ||
272 | (s,o,v) => { BulletSimAPI.SetDamping2(o.PhysBody.ptr, v, AngularDamping); } ), | ||
273 | new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)", | ||
274 | 0f, | ||
275 | (s,cf,p,v) => { AngularDamping = cf.GetFloat(p, v); }, | ||
276 | (s) => { return AngularDamping; }, | ||
277 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AngularDamping=x;}, p, l, v); }, | ||
278 | (s,o,v) => { BulletSimAPI.SetDamping2(o.PhysBody.ptr, LinearDamping, v); } ), | ||
279 | new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static", | ||
280 | 0.2f, | ||
281 | (s,cf,p,v) => { DeactivationTime = cf.GetFloat(p, v); }, | ||
282 | (s) => { return DeactivationTime; }, | ||
283 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{DeactivationTime=x;}, p, l, v); }, | ||
284 | (s,o,v) => { BulletSimAPI.SetDeactivationTime2(o.PhysBody.ptr, v); } ), | ||
285 | new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static", | ||
286 | 0.8f, | ||
287 | (s,cf,p,v) => { LinearSleepingThreshold = cf.GetFloat(p, v); }, | ||
288 | (s) => { return LinearSleepingThreshold; }, | ||
289 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{LinearSleepingThreshold=x;}, p, l, v); }, | ||
290 | (s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.PhysBody.ptr, v, v); } ), | ||
291 | new ParameterDefn("AngularSleepingThreshold", "Seconds to measure angular movement before considering static", | ||
292 | 1.0f, | ||
293 | (s,cf,p,v) => { AngularSleepingThreshold = cf.GetFloat(p, v); }, | ||
294 | (s) => { return AngularSleepingThreshold; }, | ||
295 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AngularSleepingThreshold=x;}, p, l, v); }, | ||
296 | (s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.PhysBody.ptr, v, v); } ), | ||
297 | new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" , | ||
298 | 0f, // set to zero to disable | ||
299 | (s,cf,p,v) => { CcdMotionThreshold = cf.GetFloat(p, v); }, | ||
300 | (s) => { return CcdMotionThreshold; }, | ||
301 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdMotionThreshold=x;}, p, l, v); }, | ||
302 | (s,o,v) => { BulletSimAPI.SetCcdMotionThreshold2(o.PhysBody.ptr, v); } ), | ||
303 | new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" , | ||
304 | 0f, | ||
305 | (s,cf,p,v) => { CcdSweptSphereRadius = cf.GetFloat(p, v); }, | ||
306 | (s) => { return CcdSweptSphereRadius; }, | ||
307 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdSweptSphereRadius=x;}, p, l, v); }, | ||
308 | (s,o,v) => { BulletSimAPI.SetCcdSweptSphereRadius2(o.PhysBody.ptr, v); } ), | ||
309 | new ParameterDefn("ContactProcessingThreshold", "Distance between contacts before doing collision check" , | ||
310 | 0.1f, | ||
311 | (s,cf,p,v) => { ContactProcessingThreshold = cf.GetFloat(p, v); }, | ||
312 | (s) => { return ContactProcessingThreshold; }, | ||
313 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{ContactProcessingThreshold=x;}, p, l, v); }, | ||
314 | (s,o,v) => { BulletSimAPI.SetContactProcessingThreshold2(o.PhysBody.ptr, v); } ), | ||
315 | |||
316 | new ParameterDefn("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)", | ||
317 | (float)BSTerrainPhys.TerrainImplementation.Mesh, | ||
318 | (s,cf,p,v) => { TerrainImplementation = cf.GetFloat(p,v); }, | ||
319 | (s) => { return TerrainImplementation; }, | ||
320 | (s,p,l,v) => { TerrainImplementation = v; } ), | ||
321 | new ParameterDefn("TerrainFriction", "Factor to reduce movement against terrain surface" , | ||
322 | 0.3f, | ||
323 | (s,cf,p,v) => { TerrainFriction = cf.GetFloat(p, v); }, | ||
324 | (s) => { return TerrainFriction; }, | ||
325 | (s,p,l,v) => { TerrainFriction = v; /* TODO: set on real terrain */} ), | ||
326 | new ParameterDefn("TerrainHitFraction", "Distance to measure hit collisions" , | ||
327 | 0.8f, | ||
328 | (s,cf,p,v) => { TerrainHitFraction = cf.GetFloat(p, v); }, | ||
329 | (s) => { return TerrainHitFraction; }, | ||
330 | (s,p,l,v) => { TerrainHitFraction = v; /* TODO: set on real terrain */ } ), | ||
331 | new ParameterDefn("TerrainRestitution", "Bouncyness" , | ||
332 | 0f, | ||
333 | (s,cf,p,v) => { TerrainRestitution = cf.GetFloat(p, v); }, | ||
334 | (s) => { return TerrainRestitution; }, | ||
335 | (s,p,l,v) => { TerrainRestitution = v; /* TODO: set on real terrain */ } ), | ||
336 | new ParameterDefn("TerrainCollisionMargin", "Margin where collision checking starts" , | ||
337 | 0.04f, | ||
338 | (s,cf,p,v) => { TerrainCollisionMargin = cf.GetFloat(p, v); }, | ||
339 | (s) => { return TerrainCollisionMargin; }, | ||
340 | (s,p,l,v) => { TerrainCollisionMargin = v; /* TODO: set on real terrain */ } ), | ||
341 | |||
342 | new ParameterDefn("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.", | ||
343 | 0.2f, | ||
344 | (s,cf,p,v) => { AvatarFriction = cf.GetFloat(p, v); }, | ||
345 | (s) => { return AvatarFriction; }, | ||
346 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarFriction=x;}, p, l, v); } ), | ||
347 | new ParameterDefn("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.", | ||
348 | 10.0f, | ||
349 | (s,cf,p,v) => { AvatarStandingFriction = cf.GetFloat(p, v); }, | ||
350 | (s) => { return AvatarStandingFriction; }, | ||
351 | (s,p,l,v) => { AvatarStandingFriction = v; } ), | ||
352 | new ParameterDefn("AvatarDensity", "Density of an avatar. Changed on avatar recreation.", | ||
353 | 60f, | ||
354 | (s,cf,p,v) => { AvatarDensity = cf.GetFloat(p, v); }, | ||
355 | (s) => { return AvatarDensity; }, | ||
356 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarDensity=x;}, p, l, v); } ), | ||
357 | new ParameterDefn("AvatarRestitution", "Bouncyness. Changed on avatar recreation.", | ||
358 | 0f, | ||
359 | (s,cf,p,v) => { AvatarRestitution = cf.GetFloat(p, v); }, | ||
360 | (s) => { return AvatarRestitution; }, | ||
361 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarRestitution=x;}, p, l, v); } ), | ||
362 | new ParameterDefn("AvatarCapsuleWidth", "The distance between the sides of the avatar capsule", | ||
363 | 0.6f, | ||
364 | (s,cf,p,v) => { AvatarCapsuleWidth = cf.GetFloat(p, v); }, | ||
365 | (s) => { return AvatarCapsuleWidth; }, | ||
366 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarCapsuleWidth=x;}, p, l, v); } ), | ||
367 | new ParameterDefn("AvatarCapsuleDepth", "The distance between the front and back of the avatar capsule", | ||
368 | 0.45f, | ||
369 | (s,cf,p,v) => { AvatarCapsuleDepth = cf.GetFloat(p, v); }, | ||
370 | (s) => { return AvatarCapsuleDepth; }, | ||
371 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarCapsuleDepth=x;}, p, l, v); } ), | ||
372 | new ParameterDefn("AvatarCapsuleHeight", "Default height of space around avatar", | ||
373 | 1.5f, | ||
374 | (s,cf,p,v) => { AvatarCapsuleHeight = cf.GetFloat(p, v); }, | ||
375 | (s) => { return AvatarCapsuleHeight; }, | ||
376 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarCapsuleHeight=x;}, p, l, v); } ), | ||
377 | new ParameterDefn("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions", | ||
378 | 0.1f, | ||
379 | (s,cf,p,v) => { AvatarContactProcessingThreshold = cf.GetFloat(p, v); }, | ||
380 | (s) => { return AvatarContactProcessingThreshold; }, | ||
381 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarContactProcessingThreshold=x;}, p, l, v); } ), | ||
382 | |||
383 | new ParameterDefn("VehicleAngularDamping", "Factor to damp vehicle angular movement per second (0.0 - 1.0)", | ||
384 | 0.95f, | ||
385 | (s,cf,p,v) => { VehicleAngularDamping = cf.GetFloat(p, v); }, | ||
386 | (s) => { return VehicleAngularDamping; }, | ||
387 | (s,p,l,v) => { VehicleAngularDamping = v; } ), | ||
388 | |||
389 | new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)", | ||
390 | 0f, | ||
391 | (s,cf,p,v) => { s.UnmanagedParams[0].maxPersistantManifoldPoolSize = cf.GetFloat(p, v); }, | ||
392 | (s) => { return s.UnmanagedParams[0].maxPersistantManifoldPoolSize; }, | ||
393 | (s,p,l,v) => { s.UnmanagedParams[0].maxPersistantManifoldPoolSize = v; } ), | ||
394 | new ParameterDefn("MaxCollisionAlgorithmPoolSize", "Number of collisions pooled (0 means default of 4096)", | ||
395 | 0f, | ||
396 | (s,cf,p,v) => { s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize = cf.GetFloat(p, v); }, | ||
397 | (s) => { return s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize; }, | ||
398 | (s,p,l,v) => { s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize = v; } ), | ||
399 | new ParameterDefn("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count", | ||
400 | ConfigurationParameters.numericFalse, | ||
401 | (s,cf,p,v) => { s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | ||
402 | (s) => { return s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation; }, | ||
403 | (s,p,l,v) => { s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = v; } ), | ||
404 | new ParameterDefn("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step", | ||
405 | ConfigurationParameters.numericFalse, | ||
406 | (s,cf,p,v) => { s.UnmanagedParams[0].shouldForceUpdateAllAabbs = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | ||
407 | (s) => { return s.UnmanagedParams[0].shouldForceUpdateAllAabbs; }, | ||
408 | (s,p,l,v) => { s.UnmanagedParams[0].shouldForceUpdateAllAabbs = v; } ), | ||
409 | new ParameterDefn("ShouldRandomizeSolverOrder", "Enable for slightly better stacking interaction", | ||
410 | ConfigurationParameters.numericTrue, | ||
411 | (s,cf,p,v) => { s.UnmanagedParams[0].shouldRandomizeSolverOrder = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | ||
412 | (s) => { return s.UnmanagedParams[0].shouldRandomizeSolverOrder; }, | ||
413 | (s,p,l,v) => { s.UnmanagedParams[0].shouldRandomizeSolverOrder = v; } ), | ||
414 | new ParameterDefn("ShouldSplitSimulationIslands", "Enable splitting active object scanning islands", | ||
415 | ConfigurationParameters.numericTrue, | ||
416 | (s,cf,p,v) => { s.UnmanagedParams[0].shouldSplitSimulationIslands = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | ||
417 | (s) => { return s.UnmanagedParams[0].shouldSplitSimulationIslands; }, | ||
418 | (s,p,l,v) => { s.UnmanagedParams[0].shouldSplitSimulationIslands = v; } ), | ||
419 | new ParameterDefn("ShouldEnableFrictionCaching", "Enable friction computation caching", | ||
420 | ConfigurationParameters.numericFalse, | ||
421 | (s,cf,p,v) => { s.UnmanagedParams[0].shouldEnableFrictionCaching = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | ||
422 | (s) => { return s.UnmanagedParams[0].shouldEnableFrictionCaching; }, | ||
423 | (s,p,l,v) => { s.UnmanagedParams[0].shouldEnableFrictionCaching = v; } ), | ||
424 | new ParameterDefn("NumberOfSolverIterations", "Number of internal iterations (0 means default)", | ||
425 | 0f, // zero says use Bullet default | ||
426 | (s,cf,p,v) => { s.UnmanagedParams[0].numberOfSolverIterations = cf.GetFloat(p, v); }, | ||
427 | (s) => { return s.UnmanagedParams[0].numberOfSolverIterations; }, | ||
428 | (s,p,l,v) => { s.UnmanagedParams[0].numberOfSolverIterations = v; } ), | ||
429 | |||
430 | new ParameterDefn("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)", | ||
431 | (float)BSLinkset.LinksetImplementation.Compound, | ||
432 | (s,cf,p,v) => { LinksetImplementation = cf.GetFloat(p,v); }, | ||
433 | (s) => { return LinksetImplementation; }, | ||
434 | (s,p,l,v) => { LinksetImplementation = v; } ), | ||
435 | new ParameterDefn("LinkConstraintUseFrameOffset", "For linksets built with constraints, enable frame offsetFor linksets built with constraints, enable frame offset.", | ||
436 | ConfigurationParameters.numericFalse, | ||
437 | (s,cf,p,v) => { LinkConstraintUseFrameOffset = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | ||
438 | (s) => { return LinkConstraintUseFrameOffset; }, | ||
439 | (s,p,l,v) => { LinkConstraintUseFrameOffset = v; } ), | ||
440 | new ParameterDefn("LinkConstraintEnableTransMotor", "Whether to enable translational motor on linkset constraints", | ||
441 | ConfigurationParameters.numericTrue, | ||
442 | (s,cf,p,v) => { LinkConstraintEnableTransMotor = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | ||
443 | (s) => { return LinkConstraintEnableTransMotor; }, | ||
444 | (s,p,l,v) => { LinkConstraintEnableTransMotor = v; } ), | ||
445 | new ParameterDefn("LinkConstraintTransMotorMaxVel", "Maximum velocity to be applied by translational motor in linkset constraints", | ||
446 | 5.0f, | ||
447 | (s,cf,p,v) => { LinkConstraintTransMotorMaxVel = cf.GetFloat(p, v); }, | ||
448 | (s) => { return LinkConstraintTransMotorMaxVel; }, | ||
449 | (s,p,l,v) => { LinkConstraintTransMotorMaxVel = v; } ), | ||
450 | new ParameterDefn("LinkConstraintTransMotorMaxForce", "Maximum force to be applied by translational motor in linkset constraints", | ||
451 | 0.1f, | ||
452 | (s,cf,p,v) => { LinkConstraintTransMotorMaxForce = cf.GetFloat(p, v); }, | ||
453 | (s) => { return LinkConstraintTransMotorMaxForce; }, | ||
454 | (s,p,l,v) => { LinkConstraintTransMotorMaxForce = v; } ), | ||
455 | new ParameterDefn("LinkConstraintCFM", "Amount constraint can be violated. 0=no violation, 1=infinite. Default=0.1", | ||
456 | 0.1f, | ||
457 | (s,cf,p,v) => { LinkConstraintCFM = cf.GetFloat(p, v); }, | ||
458 | (s) => { return LinkConstraintCFM; }, | ||
459 | (s,p,l,v) => { LinkConstraintCFM = v; } ), | ||
460 | new ParameterDefn("LinkConstraintERP", "Amount constraint is corrected each tick. 0=none, 1=all. Default = 0.2", | ||
461 | 0.1f, | ||
462 | (s,cf,p,v) => { LinkConstraintERP = cf.GetFloat(p, v); }, | ||
463 | (s) => { return LinkConstraintERP; }, | ||
464 | (s,p,l,v) => { LinkConstraintERP = v; } ), | ||
465 | new ParameterDefn("LinkConstraintSolverIterations", "Number of solver iterations when computing constraint. (0 = Bullet default)", | ||
466 | 40, | ||
467 | (s,cf,p,v) => { LinkConstraintSolverIterations = cf.GetFloat(p, v); }, | ||
468 | (s) => { return LinkConstraintSolverIterations; }, | ||
469 | (s,p,l,v) => { LinkConstraintSolverIterations = v; } ), | ||
470 | |||
471 | new ParameterDefn("LogPhysicsStatisticsFrames", "Frames between outputting detailed phys stats. (0 is off)", | ||
472 | 0f, | ||
473 | (s,cf,p,v) => { s.UnmanagedParams[0].physicsLoggingFrames = cf.GetInt(p, (int)v); }, | ||
474 | (s) => { return (float)s.UnmanagedParams[0].physicsLoggingFrames; }, | ||
475 | (s,p,l,v) => { s.UnmanagedParams[0].physicsLoggingFrames = (int)v; } ), | ||
476 | }; | ||
477 | |||
478 | // Convert a boolean to our numeric true and false values | ||
479 | public static float NumericBool(bool b) | ||
480 | { | ||
481 | return (b ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse); | ||
482 | } | ||
483 | |||
484 | // Convert numeric true and false values to a boolean | ||
485 | public static bool BoolNumeric(float b) | ||
486 | { | ||
487 | return (b == ConfigurationParameters.numericTrue ? true : false); | ||
488 | } | ||
489 | |||
490 | // Search through the parameter definitions and return the matching | ||
491 | // ParameterDefn structure. | ||
492 | // Case does not matter as names are compared after converting to lower case. | ||
493 | // Returns 'false' if the parameter is not found. | ||
494 | internal static bool TryGetParameter(string paramName, out ParameterDefn defn) | ||
495 | { | ||
496 | bool ret = false; | ||
497 | ParameterDefn foundDefn = new ParameterDefn(); | ||
498 | string pName = paramName.ToLower(); | ||
499 | |||
500 | foreach (ParameterDefn parm in ParameterDefinitions) | ||
501 | { | ||
502 | if (pName == parm.name.ToLower()) | ||
503 | { | ||
504 | foundDefn = parm; | ||
505 | ret = true; | ||
506 | break; | ||
507 | } | ||
508 | } | ||
509 | defn = foundDefn; | ||
510 | return ret; | ||
511 | } | ||
512 | |||
513 | // Pass through the settable parameters and set the default values | ||
514 | internal static void SetParameterDefaultValues(BSScene physicsScene) | ||
515 | { | ||
516 | foreach (ParameterDefn parm in ParameterDefinitions) | ||
517 | { | ||
518 | parm.setter(physicsScene, parm.name, PhysParameterEntry.APPLY_TO_NONE, parm.defaultValue); | ||
519 | } | ||
520 | } | ||
521 | |||
522 | // Get user set values out of the ini file. | ||
523 | internal static void SetParameterConfigurationValues(BSScene physicsScene, IConfig cfg) | ||
524 | { | ||
525 | foreach (ParameterDefn parm in ParameterDefinitions) | ||
526 | { | ||
527 | parm.userParam(physicsScene, cfg, parm.name, parm.defaultValue); | ||
528 | } | ||
529 | } | ||
530 | |||
531 | internal static PhysParameterEntry[] SettableParameters = new PhysParameterEntry[1]; | ||
532 | |||
533 | // This creates an array in the correct format for returning the list of | ||
534 | // parameters. This is used by the 'list' option of the 'physics' command. | ||
535 | internal static void BuildParameterTable() | ||
536 | { | ||
537 | if (SettableParameters.Length < ParameterDefinitions.Length) | ||
538 | { | ||
539 | List<PhysParameterEntry> entries = new List<PhysParameterEntry>(); | ||
540 | for (int ii = 0; ii < ParameterDefinitions.Length; ii++) | ||
541 | { | ||
542 | ParameterDefn pd = ParameterDefinitions[ii]; | ||
543 | entries.Add(new PhysParameterEntry(pd.name, pd.desc)); | ||
544 | } | ||
545 | |||
546 | // make the list in alphabetical order for estetic reasons | ||
547 | entries.Sort(delegate(PhysParameterEntry ppe1, PhysParameterEntry ppe2) | ||
548 | { | ||
549 | return ppe1.name.CompareTo(ppe2.name); | ||
550 | }); | ||
551 | |||
552 | SettableParameters = entries.ToArray(); | ||
553 | } | ||
554 | } | ||
555 | |||
556 | |||
557 | } | ||
558 | } | ||