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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 */
27using System;
28using System.Collections.Generic;
29using System.Text;
30
31using OpenSim.Region.Physics.Manager;
32
33using OpenMetaverse;
34using Nini.Config;
35
36namespace OpenSim.Region.Physics.BulletSPlugin
37{
38public static class BSParam
39{
40 private static string LogHeader = "[BULLETSIM PARAMETERS]";
41
42 // Tuning notes:
43 // From: http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=6575
44 // Contact points can be added even if the distance is positive. The constraint solver can deal with
45 // contacts with positive distances as well as negative (penetration). Contact points are discarded
46 // if the distance exceeds a certain threshold.
47 // Bullet has a contact processing threshold and a contact breaking threshold.
48 // If the distance is larger than the contact breaking threshold, it will be removed after one frame.
49 // If the distance is larger than the contact processing threshold, the constraint solver will ignore it.
50
51 // 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 // ===================
54 // From:
55
56 // Level of Detail values kept as float because that's what the Meshmerizer wants
57 public static float MeshLOD { get; private set; }
58 public static float MeshCircularLOD { get; private set; }
59 public static float MeshMegaPrimLOD { get; private set; }
60 public static float MeshMegaPrimThreshold { get; private set; }
61 public static float SculptLOD { get; private set; }
62
63 public static int CrossingFailuresBeforeOutOfBounds { get; private set; }
64 public static float UpdateVelocityChangeThreshold { get; private set; }
65
66 public static float MinimumObjectMass { get; private set; }
67 public static float MaximumObjectMass { get; private set; }
68 public static float MaxLinearVelocity { get; private set; }
69 public static float MaxLinearVelocitySquared { get; private set; }
70 public static float MaxAngularVelocity { get; private set; }
71 public static float MaxAngularVelocitySquared { get; private set; }
72 public static float MaxAddForceMagnitude { get; private set; }
73 public static float MaxAddForceMagnitudeSquared { get; private set; }
74 public static float DensityScaleFactor { get; private set; }
75
76 public static float LinearDamping { get; private set; }
77 public static float AngularDamping { get; private set; }
78 public static float DeactivationTime { get; private set; }
79 public static float LinearSleepingThreshold { get; private set; }
80 public static float AngularSleepingThreshold { get; private set; }
81 public static float CcdMotionThreshold { get; private set; }
82 public static float CcdSweptSphereRadius { get; private set; }
83 public static float ContactProcessingThreshold { get; private set; }
84
85 public static bool ShouldMeshSculptedPrim { get; private set; } // cause scuplted prims to get meshed
86 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
88 public static bool ShouldRemoveZeroWidthTriangles { get; private set; }
89
90 public static float TerrainImplementation { get; private set; }
91 public static int TerrainMeshMagnification { get; private set; }
92 public static float TerrainFriction { get; private set; }
93 public static float TerrainHitFraction { get; private set; }
94 public static float TerrainRestitution { get; private set; }
95 public static float TerrainContactProcessingThreshold { get; private set; }
96 public static float TerrainCollisionMargin { get; private set; }
97
98 public static float DefaultFriction { get; private set; }
99 public static float DefaultDensity { get; private set; }
100 public static float DefaultRestitution { get; private set; }
101 public static float CollisionMargin { get; private set; }
102 public static float Gravity { get; private set; }
103
104 // Physics Engine operation
105 public static float MaxPersistantManifoldPoolSize { get; private set; }
106 public static float MaxCollisionAlgorithmPoolSize { get; private set; }
107 public static bool ShouldDisableContactPoolDynamicAllocation { get; private set; }
108 public static bool ShouldForceUpdateAllAabbs { get; private set; }
109 public static bool ShouldRandomizeSolverOrder { get; private set; }
110 public static bool ShouldSplitSimulationIslands { get; private set; }
111 public static bool ShouldEnableFrictionCaching { get; private set; }
112 public static float NumberOfSolverIterations { get; private set; }
113 public static bool UseSingleSidedMeshes { get; private set; }
114 public static float GlobalContactBreakingThreshold { get; private set; }
115
116 // Avatar parameters
117 public static float AvatarFriction { get; private set; }
118 public static float AvatarStandingFriction { get; private set; }
119 public static float AvatarAlwaysRunFactor { get; private set; }
120 public static float AvatarDensity { get; private set; }
121 public static float AvatarRestitution { get; private set; }
122 public static float AvatarCapsuleWidth { get; private set; }
123 public static float AvatarCapsuleDepth { get; private set; }
124 public static float AvatarCapsuleHeight { get; private set; }
125 public static float AvatarContactProcessingThreshold { get; private set; }
126 public static float AvatarBelowGroundUpCorrectionMeters { get; private set; }
127 public static float AvatarStepHeight { get; private set; }
128 public static float AvatarStepApproachFactor { get; private set; }
129 public static float AvatarStepForceFactor { get; private set; }
130
131 // Vehicle parameters
132 public static float VehicleMaxLinearVelocity { get; private set; }
133 public static float VehicleMaxLinearVelocitySquared { get; private set; }
134 public static float VehicleMaxAngularVelocity { get; private set; }
135 public static float VehicleMaxAngularVelocitySq { get; private set; }
136 public static float VehicleAngularDamping { get; private set; }
137 public static float VehicleFriction { get; private set; }
138 public static float VehicleRestitution { get; private set; }
139 public static Vector3 VehicleLinearFactor { get; private set; }
140 public static Vector3 VehicleAngularFactor { get; private set; }
141 public static float VehicleGroundGravityFudge { get; private set; }
142 public static float VehicleAngularBankingTimescaleFudge { get; private set; }
143 public static bool VehicleDebuggingEnabled { get; private set; }
144
145 // Convex Hulls
146 public static int CSHullMaxDepthSplit { get; private set; }
147 public static int CSHullMaxDepthSplitForSimpleShapes { get; private set; }
148 public static float CSHullConcavityThresholdPercent { get; private set; }
149 public static float CSHullVolumeConservationThresholdPercent { get; private set; }
150 public static int CSHullMaxVertices { get; private set; }
151 public static float CSHullMaxSkinWidth { get; private set; }
152
153 // Linkset implementation parameters
154 public static float LinksetImplementation { get; private set; }
155 public static bool LinkConstraintUseFrameOffset { get; private set; }
156 public static bool LinkConstraintEnableTransMotor { get; private set; }
157 public static float LinkConstraintTransMotorMaxVel { get; private set; }
158 public static float LinkConstraintTransMotorMaxForce { get; private set; }
159 public static float LinkConstraintERP { get; private set; }
160 public static float LinkConstraintCFM { get; private set; }
161 public static float LinkConstraintSolverIterations { get; private set; }
162
163 public static float PID_D { get; private set; } // derivative
164 public static float PID_P { get; private set; } // proportional
165
166 // Various constants that come from that other virtual world that shall not be named.
167 public const float MinGravityZ = -1f;
168 public const float MaxGravityZ = 28f;
169 public const float MinFriction = 0f;
170 public const float MaxFriction = 255f;
171 public const float MinDensity = 0.01f;
172 public const float MaxDensity = 22587f;
173 public const float MinRestitution = 0f;
174 public const float MaxRestitution = 1f;
175
176 // =====================================================================================
177 // =====================================================================================
178
179 // Base parameter definition that gets and sets parameter values via a string
180 public abstract class ParameterDefnBase
181 {
182 public string name; // string name of the parameter
183 public string desc; // a short description of what the parameter means
184 public ParameterDefnBase(string pName, string pDesc)
185 {
186 name = pName;
187 desc = pDesc;
188 }
189 // Set the parameter value to the default
190 public abstract void AssignDefault(BSScene s);
191 // Get the value as a string
192 public abstract string GetValue(BSScene s);
193 // Set the value to this string value
194 public abstract void SetValue(BSScene s, string valAsString);
195 // set the value on a particular object (usually sets in physics engine)
196 public abstract void SetOnObject(BSScene s, BSPhysObject obj);
197 public abstract bool HasSetOnObject { get; }
198 }
199
200 // Specific parameter definition for a parameter of a specific type.
201 public delegate T PGetValue<T>(BSScene s);
202 public delegate void PSetValue<T>(BSScene s, T val);
203 public delegate void PSetOnObject<T>(BSScene scene, BSPhysObject obj);
204 public sealed class ParameterDefn<T> : ParameterDefnBase
205 {
206 private T defaultValue;
207 private PSetValue<T> setter;
208 private PGetValue<T> getter;
209 private PSetOnObject<T> objectSet;
210 public ParameterDefn(string pName, string pDesc, T pDefault, PGetValue<T> pGetter, PSetValue<T> pSetter)
211 : base(pName, pDesc)
212 {
213 defaultValue = pDefault;
214 setter = pSetter;
215 getter = pGetter;
216 objectSet = null;
217 }
218 public ParameterDefn(string pName, string pDesc, T pDefault, PGetValue<T> pGetter, PSetValue<T> pSetter, PSetOnObject<T> pObjSetter)
219 : base(pName, pDesc)
220 {
221 defaultValue = pDefault;
222 setter = pSetter;
223 getter = pGetter;
224 objectSet = pObjSetter;
225 }
226 /* Wish I could simplify using this definition but CLR doesn't store references so closure around delegates of references won't work
227 public ParameterDefn(string pName, string pDesc, T pDefault, ref T loc)
228 : base(pName, pDesc)
229 {
230 defaultValue = pDefault;
231 setter = (s, v) => { loc = v; };
232 getter = (s) => { return loc; };
233 objectSet = null;
234 }
235 */
236 public override void AssignDefault(BSScene s)
237 {
238 setter(s, defaultValue);
239 }
240 public override string GetValue(BSScene s)
241 {
242 return getter(s).ToString();
243 }
244 public override void SetValue(BSScene s, string valAsString)
245 {
246 // Get the generic type of the setter
247 Type genericType = setter.GetType().GetGenericArguments()[0];
248 // Find the 'Parse' method on that type
249 System.Reflection.MethodInfo parser = null;
250 try
251 {
252 parser = genericType.GetMethod("Parse", new Type[] { typeof(String) } );
253 }
254 catch (Exception e)
255 {
256 s.Logger.ErrorFormat("{0} Exception getting parser for type '{1}': {2}", LogHeader, genericType, e);
257 parser = null;
258 }
259 if (parser != null)
260 {
261 // Parse the input string
262 try
263 {
264 T setValue = (T)parser.Invoke(genericType, new Object[] { valAsString });
265 // Store the parsed value
266 setter(s, setValue);
267 // s.Logger.DebugFormat("{0} Parameter {1} = {2}", LogHeader, name, setValue);
268 }
269 catch
270 {
271 s.Logger.ErrorFormat("{0} Failed parsing parameter value '{1}' as type '{2}'", LogHeader, valAsString, genericType);
272 }
273 }
274 else
275 {
276 s.Logger.ErrorFormat("{0} Could not find parameter parser for type '{1}'", LogHeader, genericType);
277 }
278 }
279 public override bool HasSetOnObject
280 {
281 get { return objectSet != null; }
282 }
283 public override void SetOnObject(BSScene s, BSPhysObject obj)
284 {
285 if (objectSet != null)
286 objectSet(s, obj);
287 }
288 }
289
290 // List of all of the externally visible parameters.
291 // For each parameter, this table maps a text name to getter and setters.
292 // To add a new externally referencable/settable parameter, add the paramter storage
293 // location somewhere in the program and make an entry in this table with the
294 // getters and setters.
295 // It is easiest to find an existing definition and copy it.
296 //
297 // A ParameterDefn<T>() takes the following parameters:
298 // -- the text name of the parameter. This is used for console input and ini file.
299 // -- a short text description of the parameter. This shows up in the console listing.
300 // -- a default value
301 // -- a delegate for getting the value
302 // -- a delegate for setting the value
303 // -- an optional delegate to update the value in the world. Most often used to
304 // push the new value to an in-world object.
305 //
306 // The single letter parameters for the delegates are:
307 // s = BSScene
308 // o = BSPhysObject
309 // v = value (appropriate type)
310 private static ParameterDefnBase[] ParameterDefinitions =
311 {
312 new ParameterDefn<bool>("MeshSculptedPrim", "Whether to create meshes for sculpties",
313 true,
314 (s) => { return ShouldMeshSculptedPrim; },
315 (s,v) => { ShouldMeshSculptedPrim = v; } ),
316 new ParameterDefn<bool>("ForceSimplePrimMeshing", "If true, only use primitive meshes for objects",
317 false,
318 (s) => { return ShouldForceSimplePrimMeshing; },
319 (s,v) => { ShouldForceSimplePrimMeshing = v; } ),
320 new ParameterDefn<bool>("UseHullsForPhysicalObjects", "If true, create hulls for physical objects",
321 true,
322 (s) => { return ShouldUseHullsForPhysicalObjects; },
323 (s,v) => { ShouldUseHullsForPhysicalObjects = v; } ),
324 new ParameterDefn<bool>("ShouldRemoveZeroWidthTriangles", "If true, remove degenerate triangles from meshes",
325 true,
326 (s) => { return ShouldRemoveZeroWidthTriangles; },
327 (s,v) => { ShouldRemoveZeroWidthTriangles = v; } ),
328
329 new ParameterDefn<int>("CrossingFailuresBeforeOutOfBounds", "How forgiving we are about getting into adjactent regions",
330 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",
334 0.1f,
335 (s) => { return UpdateVelocityChangeThreshold; },
336 (s,v) => { UpdateVelocityChangeThreshold = v; } ),
337
338 new ParameterDefn<float>("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)",
339 32f,
340 (s) => { return MeshLOD; },
341 (s,v) => { MeshLOD = v; } ),
342 new ParameterDefn<float>("MeshLevelOfDetailCircular", "Level of detail for prims with circular cuts or shapes",
343 32f,
344 (s) => { return MeshCircularLOD; },
345 (s,v) => { MeshCircularLOD = v; } ),
346 new ParameterDefn<float>("MeshLevelOfDetailMegaPrimThreshold", "Size (in meters) of a mesh before using MeshMegaPrimLOD",
347 10f,
348 (s) => { return MeshMegaPrimThreshold; },
349 (s,v) => { MeshMegaPrimThreshold = v; } ),
350 new ParameterDefn<float>("MeshLevelOfDetailMegaPrim", "Level of detail to render meshes larger than threshold meters",
351 32f,
352 (s) => { return MeshMegaPrimLOD; },
353 (s,v) => { MeshMegaPrimLOD = v; } ),
354 new ParameterDefn<float>("SculptLevelOfDetail", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)",
355 32f,
356 (s) => { return SculptLOD; },
357 (s,v) => { SculptLOD = v; } ),
358
359 new ParameterDefn<int>("MaxSubStep", "In simulation step, maximum number of substeps",
360 10,
361 (s) => { return s.m_maxSubSteps; },
362 (s,v) => { s.m_maxSubSteps = (int)v; } ),
363 new ParameterDefn<float>("FixedTimeStep", "In simulation step, seconds of one substep (1/60)",
364 1f / 60f,
365 (s) => { return s.m_fixedTimeStep; },
366 (s,v) => { s.m_fixedTimeStep = v; } ),
367 new ParameterDefn<float>("NominalFrameRate", "The base frame rate we claim",
368 55f,
369 (s) => { return s.NominalFrameRate; },
370 (s,v) => { s.NominalFrameRate = (int)v; } ),
371 new ParameterDefn<int>("MaxCollisionsPerFrame", "Max collisions returned at end of each frame",
372 2048,
373 (s) => { return s.m_maxCollisionsPerFrame; },
374 (s,v) => { s.m_maxCollisionsPerFrame = (int)v; } ),
375 new ParameterDefn<int>("MaxUpdatesPerFrame", "Max updates returned at end of each frame",
376 8000,
377 (s) => { return s.m_maxUpdatesPerFrame; },
378 (s,v) => { s.m_maxUpdatesPerFrame = (int)v; } ),
379
380 new ParameterDefn<float>("MinObjectMass", "Minimum object mass (0.0001)",
381 0.0001f,
382 (s) => { return MinimumObjectMass; },
383 (s,v) => { MinimumObjectMass = v; } ),
384 new ParameterDefn<float>("MaxObjectMass", "Maximum object mass (10000.01)",
385 10000.01f,
386 (s) => { return MaximumObjectMass; },
387 (s,v) => { MaximumObjectMass = v; } ),
388 new ParameterDefn<float>("MaxLinearVelocity", "Maximum velocity magnitude that can be assigned to an object",
389 1000.0f,
390 (s) => { return MaxLinearVelocity; },
391 (s,v) => { MaxLinearVelocity = v; MaxLinearVelocitySquared = v * v; } ),
392 new ParameterDefn<float>("MaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to an object",
393 1000.0f,
394 (s) => { return MaxAngularVelocity; },
395 (s,v) => { MaxAngularVelocity = v; MaxAngularVelocitySquared = v * v; } ),
396 // LL documentation says thie number should be 20f for llApplyImpulse and 200f for llRezObject
397 new ParameterDefn<float>("MaxAddForceMagnitude", "Maximum force that can be applied by llApplyImpulse (SL says 20f)",
398 20000.0f,
399 (s) => { return MaxAddForceMagnitude; },
400 (s,v) => { MaxAddForceMagnitude = v; MaxAddForceMagnitudeSquared = v * v; } ),
401 // Density is passed around as 100kg/m3. This scales that to 1kg/m3.
402 new ParameterDefn<float>("DensityScaleFactor", "Conversion for simulator/viewer density (100kg/m3) to physical density (1kg/m3)",
403 0.01f,
404 (s) => { return DensityScaleFactor; },
405 (s,v) => { DensityScaleFactor = v; } ),
406
407 new ParameterDefn<float>("PID_D", "Derivitive factor for motion smoothing",
408 2200f,
409 (s) => { return (float)PID_D; },
410 (s,v) => { PID_D = v; } ),
411 new ParameterDefn<float>("PID_P", "Parameteric factor for motion smoothing",
412 900f,
413 (s) => { return (float)PID_P; },
414 (s,v) => { PID_P = v; } ),
415
416 new ParameterDefn<float>("DefaultFriction", "Friction factor used on new objects",
417 0.2f,
418 (s) => { return DefaultFriction; },
419 (s,v) => { DefaultFriction = v; s.UnmanagedParams[0].defaultFriction = v; } ),
420 new ParameterDefn<float>("DefaultDensity", "Density for new objects" ,
421 10.000006836f, // Aluminum g/cm3
422 (s) => { return DefaultDensity; },
423 (s,v) => { DefaultDensity = v; s.UnmanagedParams[0].defaultDensity = v; } ),
424 new ParameterDefn<float>("DefaultRestitution", "Bouncyness of an object" ,
425 0f,
426 (s) => { return DefaultRestitution; },
427 (s,v) => { DefaultRestitution = v; s.UnmanagedParams[0].defaultRestitution = v; } ),
428 new ParameterDefn<float>("CollisionMargin", "Margin around objects before collisions are calculated (must be zero!)",
429 0.04f,
430 (s) => { return CollisionMargin; },
431 (s,v) => { CollisionMargin = v; s.UnmanagedParams[0].collisionMargin = v; } ),
432 new ParameterDefn<float>("Gravity", "Vertical force of gravity (negative means down)",
433 -9.80665f,
434 (s) => { return Gravity; },
435 (s,v) => { Gravity = v; s.UnmanagedParams[0].gravity = v; },
436 (s,o) => { s.PE.SetGravity(o.PhysBody, new Vector3(0f,0f,Gravity)); } ),
437
438
439 new ParameterDefn<float>("LinearDamping", "Factor to damp linear movement per second (0.0 - 1.0)",
440 0f,
441 (s) => { return LinearDamping; },
442 (s,v) => { LinearDamping = v; },
443 (s,o) => { s.PE.SetDamping(o.PhysBody, LinearDamping, AngularDamping); } ),
444 new ParameterDefn<float>("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)",
445 0f,
446 (s) => { return AngularDamping; },
447 (s,v) => { AngularDamping = v; },
448 (s,o) => { s.PE.SetDamping(o.PhysBody, LinearDamping, AngularDamping); } ),
449 new ParameterDefn<float>("DeactivationTime", "Seconds before considering an object potentially static",
450 0.2f,
451 (s) => { return DeactivationTime; },
452 (s,v) => { DeactivationTime = v; },
453 (s,o) => { s.PE.SetDeactivationTime(o.PhysBody, DeactivationTime); } ),
454 new ParameterDefn<float>("LinearSleepingThreshold", "Seconds to measure linear movement before considering static",
455 0.8f,
456 (s) => { return LinearSleepingThreshold; },
457 (s,v) => { LinearSleepingThreshold = v;},
458 (s,o) => { s.PE.SetSleepingThresholds(o.PhysBody, LinearSleepingThreshold, AngularSleepingThreshold); } ),
459 new ParameterDefn<float>("AngularSleepingThreshold", "Seconds to measure angular movement before considering static",
460 1.0f,
461 (s) => { return AngularSleepingThreshold; },
462 (s,v) => { AngularSleepingThreshold = v;},
463 (s,o) => { s.PE.SetSleepingThresholds(o.PhysBody, LinearSleepingThreshold, AngularSleepingThreshold); } ),
464 new ParameterDefn<float>("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" ,
465 0.0f, // set to zero to disable
466 (s) => { return CcdMotionThreshold; },
467 (s,v) => { CcdMotionThreshold = v;},
468 (s,o) => { s.PE.SetCcdMotionThreshold(o.PhysBody, CcdMotionThreshold); } ),
469 new ParameterDefn<float>("CcdSweptSphereRadius", "Continuious collision detection test radius" ,
470 0.2f,
471 (s) => { return CcdSweptSphereRadius; },
472 (s,v) => { CcdSweptSphereRadius = v;},
473 (s,o) => { s.PE.SetCcdSweptSphereRadius(o.PhysBody, CcdSweptSphereRadius); } ),
474 new ParameterDefn<float>("ContactProcessingThreshold", "Distance above which contacts can be discarded (0 means no discard)" ,
475 0.0f,
476 (s) => { return ContactProcessingThreshold; },
477 (s,v) => { ContactProcessingThreshold = v;},
478 (s,o) => { s.PE.SetContactProcessingThreshold(o.PhysBody, ContactProcessingThreshold); } ),
479
480 new ParameterDefn<float>("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)",
481 (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" ,
485 2,
486 (s) => { return TerrainMeshMagnification; },
487 (s,v) => { TerrainMeshMagnification = v; } ),
488 new ParameterDefn<float>("TerrainFriction", "Factor to reduce movement against terrain surface" ,
489 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" ,
493 0.8f,
494 (s) => { return TerrainHitFraction; },
495 (s,v) => { TerrainHitFraction = v; /* TODO: set on real terrain */ } ),
496 new ParameterDefn<float>("TerrainRestitution", "Bouncyness" ,
497 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" ,
501 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" ,
505 0.08f,
506 (s) => { return TerrainCollisionMargin; },
507 (s,v) => { TerrainCollisionMargin = v; /* TODO: set on real terrain */ } ),
508
509 new ParameterDefn<float>("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.",
510 0.2f,
511 (s) => { return AvatarFriction; },
512 (s,v) => { AvatarFriction = v; } ),
513 new ParameterDefn<float>("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.",
514 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",
518 1.3f,
519 (s) => { return AvatarAlwaysRunFactor; },
520 (s,v) => { AvatarAlwaysRunFactor = v; } ),
521 new ParameterDefn<float>("AvatarDensity", "Density of an avatar. Changed on avatar recreation.",
522 3.5f,
523 (s) => { return AvatarDensity; },
524 (s,v) => { AvatarDensity = v; } ),
525 new ParameterDefn<float>("AvatarRestitution", "Bouncyness. Changed on avatar recreation.",
526 0f,
527 (s) => { return AvatarRestitution; },
528 (s,v) => { AvatarRestitution = v; } ),
529 new ParameterDefn<float>("AvatarCapsuleWidth", "The distance between the sides of the avatar capsule",
530 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",
534 0.45f,
535 (s) => { return AvatarCapsuleDepth; },
536 (s,v) => { AvatarCapsuleDepth = v; } ),
537 new ParameterDefn<float>("AvatarCapsuleHeight", "Default height of space around avatar",
538 1.5f,
539 (s) => { return AvatarCapsuleHeight; },
540 (s,v) => { AvatarCapsuleHeight = v; } ),
541 new ParameterDefn<float>("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions",
542 0.1f,
543 (s) => { return AvatarContactProcessingThreshold; },
544 (s,v) => { AvatarContactProcessingThreshold = v; } ),
545 new ParameterDefn<float>("AvatarBelowGroundUpCorrectionMeters", "Meters to move avatar up if it seems to be below ground",
546 1.0f,
547 (s) => { return AvatarBelowGroundUpCorrectionMeters; },
548 (s,v) => { AvatarBelowGroundUpCorrectionMeters = v; } ),
549 new ParameterDefn<float>("AvatarStepHeight", "Height of a step obstacle to consider step correction",
550 0.3f,
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)",
554 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",
558 2.0f,
559 (s) => { return AvatarStepForceFactor; },
560 (s,v) => { AvatarStepForceFactor = v; } ),
561
562 new ParameterDefn<float>("VehicleMaxLinearVelocity", "Maximum velocity magnitude that can be assigned to a vehicle",
563 1000.0f,
564 (s) => { return (float)VehicleMaxLinearVelocity; },
565 (s,v) => { VehicleMaxLinearVelocity = v; VehicleMaxLinearVelocitySquared = v * v; } ),
566 new ParameterDefn<float>("VehicleMaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to a vehicle",
567 12.0f,
568 (s) => { return (float)VehicleMaxAngularVelocity; },
569 (s,v) => { VehicleMaxAngularVelocity = v; VehicleMaxAngularVelocitySq = v * v; } ),
570 new ParameterDefn<float>("VehicleAngularDamping", "Factor to damp vehicle angular movement per second (0.0 - 1.0)",
571 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>)",
575 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>)",
579 new Vector3(1f, 1f, 1f),
580 (s) => { return VehicleAngularFactor; },
581 (s,v) => { VehicleAngularFactor = v; } ),
582 new ParameterDefn<float>("VehicleFriction", "Friction of vehicle on the ground (0.0 - 1.0)",
583 0.0f,
584 (s) => { return VehicleFriction; },
585 (s,v) => { VehicleFriction = v; } ),
586 new ParameterDefn<float>("VehicleRestitution", "Bouncyness factor for vehicles (0.0 - 1.0)",
587 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)",
591 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.",
595 60.0f,
596 (s) => { return VehicleAngularBankingTimescaleFudge; },
597 (s,v) => { VehicleAngularBankingTimescaleFudge = v; } ),
598 new ParameterDefn<bool>("VehicleDebuggingEnable", "Turn on/off vehicle debugging",
599 false,
600 (s) => { return VehicleDebuggingEnabled; },
601 (s,v) => { VehicleDebuggingEnabled = v; } ),
602
603 new ParameterDefn<float>("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)",
604 0f,
605 (s) => { return MaxPersistantManifoldPoolSize; },
606 (s,v) => { MaxPersistantManifoldPoolSize = v; s.UnmanagedParams[0].maxPersistantManifoldPoolSize = v; } ),
607 new ParameterDefn<float>("MaxCollisionAlgorithmPoolSize", "Number of collisions pooled (0 means default of 4096)",
608 0f,
609 (s) => { return MaxCollisionAlgorithmPoolSize; },
610 (s,v) => { MaxCollisionAlgorithmPoolSize = v; s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize = v; } ),
611 new ParameterDefn<bool>("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count",
612 false,
613 (s) => { return ShouldDisableContactPoolDynamicAllocation; },
614 (s,v) => { ShouldDisableContactPoolDynamicAllocation = v;
615 s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = NumericBool(v); } ),
616 new ParameterDefn<bool>("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step",
617 false,
618 (s) => { return ShouldForceUpdateAllAabbs; },
619 (s,v) => { ShouldForceUpdateAllAabbs = v; s.UnmanagedParams[0].shouldForceUpdateAllAabbs = NumericBool(v); } ),
620 new ParameterDefn<bool>("ShouldRandomizeSolverOrder", "Enable for slightly better stacking interaction",
621 true,
622 (s) => { return ShouldRandomizeSolverOrder; },
623 (s,v) => { ShouldRandomizeSolverOrder = v; s.UnmanagedParams[0].shouldRandomizeSolverOrder = NumericBool(v); } ),
624 new ParameterDefn<bool>("ShouldSplitSimulationIslands", "Enable splitting active object scanning islands",
625 true,
626 (s) => { return ShouldSplitSimulationIslands; },
627 (s,v) => { ShouldSplitSimulationIslands = v; s.UnmanagedParams[0].shouldSplitSimulationIslands = NumericBool(v); } ),
628 new ParameterDefn<bool>("ShouldEnableFrictionCaching", "Enable friction computation caching",
629 true,
630 (s) => { return ShouldEnableFrictionCaching; },
631 (s,v) => { ShouldEnableFrictionCaching = v; s.UnmanagedParams[0].shouldEnableFrictionCaching = NumericBool(v); } ),
632 new ParameterDefn<float>("NumberOfSolverIterations", "Number of internal iterations (0 means default)",
633 0f, // zero says use Bullet default
634 (s) => { return NumberOfSolverIterations; },
635 (s,v) => { NumberOfSolverIterations = v; s.UnmanagedParams[0].numberOfSolverIterations = v; } ),
636 new ParameterDefn<bool>("UseSingleSidedMeshes", "Whether to compute collisions based on single sided meshes.",
637 true,
638 (s) => { return UseSingleSidedMeshes; },
639 (s,v) => { UseSingleSidedMeshes = v; s.UnmanagedParams[0].useSingleSidedMeshes = NumericBool(v); } ),
640 new ParameterDefn<float>("GlobalContactBreakingThreshold", "Amount of shape radius before breaking a collision contact (0 says Bullet default (0.2))",
641 0f,
642 (s) => { return GlobalContactBreakingThreshold; },
643 (s,v) => { GlobalContactBreakingThreshold = v; s.UnmanagedParams[0].globalContactBreakingThreshold = v; } ),
644
645 new ParameterDefn<int>("CSHullMaxDepthSplit", "CS impl: max depth to split for hull. 1-10 but > 7 is iffy",
646 7,
647 (s) => { return CSHullMaxDepthSplit; },
648 (s,v) => { CSHullMaxDepthSplit = v; } ),
649 new ParameterDefn<int>("CSHullMaxDepthSplitForSimpleShapes", "CS impl: max depth setting for simple prim shapes",
650 2,
651 (s) => { return CSHullMaxDepthSplitForSimpleShapes; },
652 (s,v) => { CSHullMaxDepthSplitForSimpleShapes = v; } ),
653 new ParameterDefn<float>("CSHullConcavityThresholdPercent", "CS impl: concavity threshold percent (0-20)",
654 5f,
655 (s) => { return CSHullConcavityThresholdPercent; },
656 (s,v) => { CSHullConcavityThresholdPercent = v; } ),
657 new ParameterDefn<float>("CSHullVolumeConservationThresholdPercent", "percent volume conservation to collapse hulls (0-30)",
658 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.",
662 32,
663 (s) => { return CSHullMaxVertices; },
664 (s,v) => { CSHullMaxVertices = v; } ),
665 new ParameterDefn<float>("CSHullMaxSkinWidth", "CS impl: skin width to apply to output hulls.",
666 0,
667 (s) => { return CSHullMaxSkinWidth; },
668 (s,v) => { CSHullMaxSkinWidth = v; } ),
669
670 new ParameterDefn<float>("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)",
671 (float)BSLinkset.LinksetImplementation.Compound,
672 (s) => { return LinksetImplementation; },
673 (s,v) => { LinksetImplementation = v; } ),
674 new ParameterDefn<bool>("LinkConstraintUseFrameOffset", "For linksets built with constraints, enable frame offsetFor linksets built with constraints, enable frame offset.",
675 false,
676 (s) => { return LinkConstraintUseFrameOffset; },
677 (s,v) => { LinkConstraintUseFrameOffset = v; } ),
678 new ParameterDefn<bool>("LinkConstraintEnableTransMotor", "Whether to enable translational motor on linkset constraints",
679 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",
683 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",
687 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",
691 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",
695 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)",
699 40,
700 (s) => { return LinkConstraintSolverIterations; },
701 (s,v) => { LinkConstraintSolverIterations = v; } ),
702
703 new ParameterDefn<int>("PhysicsMetricFrames", "Frames between outputting detailed phys metrics. (0 is off)",
704 0,
705 (s) => { return s.PhysicsMetricDumpFrames; },
706 (s,v) => { s.PhysicsMetricDumpFrames = v; } ),
707 new ParameterDefn<float>("ResetBroadphasePool", "Setting this is any value resets the broadphase collision pool",
708 0f,
709 (s) => { return 0f; },
710 (s,v) => { BSParam.ResetBroadphasePoolTainted(s, v); } ),
711 new ParameterDefn<float>("ResetConstraintSolver", "Setting this is any value resets the constraint solver",
712 0f,
713 (s) => { return 0f; },
714 (s,v) => { BSParam.ResetConstraintSolverTainted(s, v); } ),
715 };
716
717 // Convert a boolean to our numeric true and false values
718 public static float NumericBool(bool b)
719 {
720 return (b ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse);
721 }
722
723 // Convert numeric true and false values to a boolean
724 public static bool BoolNumeric(float b)
725 {
726 return (b == ConfigurationParameters.numericTrue ? true : false);
727 }
728
729 // Search through the parameter definitions and return the matching
730 // ParameterDefn structure.
731 // Case does not matter as names are compared after converting to lower case.
732 // Returns 'false' if the parameter is not found.
733 internal static bool TryGetParameter(string paramName, out ParameterDefnBase defn)
734 {
735 bool ret = false;
736 ParameterDefnBase foundDefn = null;
737 string pName = paramName.ToLower();
738
739 foreach (ParameterDefnBase parm in ParameterDefinitions)
740 {
741 if (pName == parm.name.ToLower())
742 {
743 foundDefn = parm;
744 ret = true;
745 break;
746 }
747 }
748 defn = foundDefn;
749 return ret;
750 }
751
752 // Pass through the settable parameters and set the default values
753 internal static void SetParameterDefaultValues(BSScene physicsScene)
754 {
755 foreach (ParameterDefnBase parm in ParameterDefinitions)
756 {
757 parm.AssignDefault(physicsScene);
758 }
759 }
760
761 // Get user set values out of the ini file.
762 internal static void SetParameterConfigurationValues(BSScene physicsScene, IConfig cfg)
763 {
764 foreach (ParameterDefnBase parm in ParameterDefinitions)
765 {
766 parm.SetValue(physicsScene, cfg.GetString(parm.name, parm.GetValue(physicsScene)));
767 }
768 }
769
770 internal static PhysParameterEntry[] SettableParameters = new PhysParameterEntry[1];
771
772 // This creates an array in the correct format for returning the list of
773 // parameters. This is used by the 'list' option of the 'physics' command.
774 internal static void BuildParameterTable()
775 {
776 if (SettableParameters.Length < ParameterDefinitions.Length)
777 {
778 List<PhysParameterEntry> entries = new List<PhysParameterEntry>();
779 for (int ii = 0; ii < ParameterDefinitions.Length; ii++)
780 {
781 ParameterDefnBase pd = ParameterDefinitions[ii];
782 entries.Add(new PhysParameterEntry(pd.name, pd.desc));
783 }
784
785 // make the list alphabetical for ease of finding anything
786 entries.Sort((ppe1, ppe2) => { return ppe1.name.CompareTo(ppe2.name); });
787
788 SettableParameters = entries.ToArray();
789 }
790 }
791
792 // =====================================================================
793 // =====================================================================
794 // There are parameters that, when set, cause things to happen in the physics engine.
795 // This causes the broadphase collision cache to be cleared.
796 private static void ResetBroadphasePoolTainted(BSScene pPhysScene, float v)
797 {
798 BSScene physScene = pPhysScene;
799 physScene.TaintedObject("BSParam.ResetBroadphasePoolTainted", delegate()
800 {
801 physScene.PE.ResetBroadphasePool(physScene.World);
802 });
803 }
804
805 // This causes the constraint solver cache to be cleared and reset.
806 private static void ResetConstraintSolverTainted(BSScene pPhysScene, float v)
807 {
808 BSScene physScene = pPhysScene;
809 physScene.TaintedObject("BSParam.ResetConstraintSolver", delegate()
810 {
811 physScene.PE.ResetConstraintSolver(physScene.World);
812 });
813 }
814}
815}