diff options
Diffstat (limited to '')
5 files changed, 348 insertions, 394 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs index 39e62dd..15fa52b 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs | |||
@@ -1133,8 +1133,8 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1133 | p.numberOfSolverIterations = o[0].numberOfSolverIterations; | 1133 | p.numberOfSolverIterations = o[0].numberOfSolverIterations; |
1134 | 1134 | ||
1135 | p.linksetImplementation = BSParam.LinksetImplementation; | 1135 | p.linksetImplementation = BSParam.LinksetImplementation; |
1136 | p.linkConstraintUseFrameOffset = BSParam.LinkConstraintUseFrameOffset; | 1136 | p.linkConstraintUseFrameOffset = BSParam.NumericBool(BSParam.LinkConstraintUseFrameOffset); |
1137 | p.linkConstraintEnableTransMotor = BSParam.LinkConstraintEnableTransMotor; | 1137 | p.linkConstraintEnableTransMotor = BSParam.NumericBool(BSParam.LinkConstraintEnableTransMotor); |
1138 | p.linkConstraintTransMotorMaxVel = BSParam.LinkConstraintTransMotorMaxVel; | 1138 | p.linkConstraintTransMotorMaxVel = BSParam.LinkConstraintTransMotorMaxVel; |
1139 | p.linkConstraintTransMotorMaxForce = BSParam.LinkConstraintTransMotorMaxForce; | 1139 | p.linkConstraintTransMotorMaxForce = BSParam.LinkConstraintTransMotorMaxForce; |
1140 | p.linkConstraintERP = BSParam.LinkConstraintERP; | 1140 | p.linkConstraintERP = BSParam.LinkConstraintERP; |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 41d353a..e6933f9 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -144,7 +144,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
144 | enableAngularVerticalAttraction = true; | 144 | enableAngularVerticalAttraction = true; |
145 | enableAngularDeflection = false; | 145 | enableAngularDeflection = false; |
146 | enableAngularBanking = false; | 146 | enableAngularBanking = false; |
147 | if (BSParam.VehicleDebuggingEnabled != ConfigurationParameters.numericFalse) | 147 | if (BSParam.VehicleDebuggingEnabled) |
148 | { | 148 | { |
149 | enableAngularVerticalAttraction = true; | 149 | enableAngularVerticalAttraction = true; |
150 | enableAngularDeflection = false; | 150 | enableAngularDeflection = false; |
@@ -607,8 +607,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
607 | // TODO: possibly set AngularFactor and LinearFactor for the type of vehicle. | 607 | // TODO: possibly set AngularFactor and LinearFactor for the type of vehicle. |
608 | // Maybe compute linear and angular factor and damping from params. | 608 | // Maybe compute linear and angular factor and damping from params. |
609 | PhysicsScene.PE.SetAngularDamping(Prim.PhysBody, BSParam.VehicleAngularDamping); | 609 | PhysicsScene.PE.SetAngularDamping(Prim.PhysBody, BSParam.VehicleAngularDamping); |
610 | PhysicsScene.PE.SetLinearFactor(Prim.PhysBody, BSParam.VehicleLinearFactorV); | 610 | PhysicsScene.PE.SetLinearFactor(Prim.PhysBody, BSParam.VehicleLinearFactor); |
611 | PhysicsScene.PE.SetAngularFactorV(Prim.PhysBody, BSParam.VehicleAngularFactorV); | 611 | PhysicsScene.PE.SetAngularFactorV(Prim.PhysBody, BSParam.VehicleAngularFactor); |
612 | 612 | ||
613 | // Vehicles report collision events so we know when it's on the ground | 613 | // Vehicles report collision events so we know when it's on the ground |
614 | PhysicsScene.PE.AddToCollisionFlags(Prim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); | 614 | PhysicsScene.PE.AddToCollisionFlags(Prim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs index cc814d1..6d252ca 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs | |||
@@ -223,8 +223,8 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
223 | constrain.SetAngularLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); | 223 | constrain.SetAngularLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); |
224 | 224 | ||
225 | // tweek the constraint to increase stability | 225 | // tweek the constraint to increase stability |
226 | constrain.UseFrameOffset(BSParam.BoolNumeric(BSParam.LinkConstraintUseFrameOffset)); | 226 | constrain.UseFrameOffset(BSParam.LinkConstraintUseFrameOffset); |
227 | constrain.TranslationalLimitMotor(BSParam.BoolNumeric(BSParam.LinkConstraintEnableTransMotor), | 227 | constrain.TranslationalLimitMotor(BSParam.LinkConstraintEnableTransMotor, |
228 | BSParam.LinkConstraintTransMotorMaxVel, | 228 | BSParam.LinkConstraintTransMotorMaxVel, |
229 | BSParam.LinkConstraintTransMotorMaxForce); | 229 | BSParam.LinkConstraintTransMotorMaxForce); |
230 | constrain.SetCFMAndERP(BSParam.LinkConstraintCFM, BSParam.LinkConstraintERP); | 230 | constrain.SetCFMAndERP(BSParam.LinkConstraintCFM, BSParam.LinkConstraintERP); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 329169f..c2a9671 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | |||
@@ -37,6 +37,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
37 | { | 37 | { |
38 | public static class BSParam | 38 | public static class BSParam |
39 | { | 39 | { |
40 | private static string LogHeader = "[BULLETSIM PARAMETERS]"; | ||
41 | |||
40 | // Level of Detail values kept as float because that's what the Meshmerizer wants | 42 | // Level of Detail values kept as float because that's what the Meshmerizer wants |
41 | public static float MeshLOD { get; private set; } | 43 | public static float MeshLOD { get; private set; } |
42 | public static float MeshCircularLOD { get; private set; } | 44 | public static float MeshCircularLOD { get; private set; } |
@@ -80,14 +82,13 @@ public static class BSParam | |||
80 | // Physics Engine operation | 82 | // Physics Engine operation |
81 | public static float MaxPersistantManifoldPoolSize; | 83 | public static float MaxPersistantManifoldPoolSize; |
82 | public static float MaxCollisionAlgorithmPoolSize; | 84 | public static float MaxCollisionAlgorithmPoolSize; |
83 | public static float ShouldDisableContactPoolDynamicAllocation; | 85 | public static bool ShouldDisableContactPoolDynamicAllocation; |
84 | public static float ShouldForceUpdateAllAabbs; | 86 | public static bool ShouldForceUpdateAllAabbs; |
85 | public static float ShouldRandomizeSolverOrder; | 87 | public static bool ShouldRandomizeSolverOrder; |
86 | public static float ShouldSplitSimulationIslands; | 88 | public static bool ShouldSplitSimulationIslands; |
87 | public static float ShouldEnableFrictionCaching; | 89 | public static bool ShouldEnableFrictionCaching; |
88 | public static float NumberOfSolverIterations; | 90 | public static float NumberOfSolverIterations; |
89 | public static bool UseSingleSidedMeshes { get { return UseSingleSidedMeshesF != ConfigurationParameters.numericFalse; } } | 91 | public static bool UseSingleSidedMeshes; |
90 | public static float UseSingleSidedMeshesF; | ||
91 | public static float GlobalContactBreakingThreshold; | 92 | public static float GlobalContactBreakingThreshold; |
92 | 93 | ||
93 | // Avatar parameters | 94 | // Avatar parameters |
@@ -112,16 +113,14 @@ public static class BSParam | |||
112 | public static float VehicleAngularDamping { get; private set; } | 113 | public static float VehicleAngularDamping { get; private set; } |
113 | public static float VehicleFriction { get; private set; } | 114 | public static float VehicleFriction { get; private set; } |
114 | public static float VehicleRestitution { get; private set; } | 115 | public static float VehicleRestitution { get; private set; } |
115 | public static float VehicleLinearFactor { get; private set; } | 116 | public static Vector3 VehicleLinearFactor { get; private set; } |
116 | public static Vector3 VehicleLinearFactorV { get; private set; } | 117 | public static Vector3 VehicleAngularFactor { get; private set; } |
117 | public static float VehicleAngularFactor { get; private set; } | ||
118 | public static Vector3 VehicleAngularFactorV { get; private set; } | ||
119 | public static float VehicleGroundGravityFudge { get; private set; } | 118 | public static float VehicleGroundGravityFudge { get; private set; } |
120 | public static float VehicleDebuggingEnabled { get; private set; } | 119 | public static bool VehicleDebuggingEnabled { get; private set; } |
121 | 120 | ||
122 | public static float LinksetImplementation { get; private set; } | 121 | public static float LinksetImplementation { get; private set; } |
123 | public static float LinkConstraintUseFrameOffset { get; private set; } | 122 | public static bool LinkConstraintUseFrameOffset { get; private set; } |
124 | public static float LinkConstraintEnableTransMotor { get; private set; } | 123 | public static bool LinkConstraintEnableTransMotor { get; private set; } |
125 | public static float LinkConstraintTransMotorMaxVel { get; private set; } | 124 | public static float LinkConstraintTransMotorMaxVel { get; private set; } |
126 | public static float LinkConstraintTransMotorMaxForce { get; private set; } | 125 | public static float LinkConstraintTransMotorMaxForce { get; private set; } |
127 | public static float LinkConstraintERP { get; private set; } | 126 | public static float LinkConstraintERP { get; private set; } |
@@ -141,40 +140,106 @@ public static class BSParam | |||
141 | public const float MinRestitution = 0f; | 140 | public const float MinRestitution = 0f; |
142 | public const float MaxRestitution = 1f; | 141 | public const float MaxRestitution = 1f; |
143 | 142 | ||
144 | // =========================================================================== | 143 | // ===================================================================================== |
145 | public delegate void ParamUser(BSScene scene, IConfig conf, string paramName, float val); | 144 | // ===================================================================================== |
146 | public delegate float ParamGet(BSScene scene); | ||
147 | public delegate void ParamSet(BSScene scene, string paramName, uint localID, float val); | ||
148 | public delegate void SetOnObject(BSScene scene, BSPhysObject obj, float val); | ||
149 | 145 | ||
150 | public struct ParameterDefn | 146 | // Base parameter definition that gets and sets parameter values via a string |
147 | public abstract class ParameterDefnBase | ||
151 | { | 148 | { |
152 | public string name; // string name of the parameter | 149 | public string name; // string name of the parameter |
153 | public string desc; // a short description of what the parameter means | 150 | public string desc; // a short description of what the parameter means |
154 | public float defaultValue; // default value if not specified anywhere else | 151 | public ParameterDefnBase(string pName, string pDesc) |
155 | public ParamUser userParam; // get the value from the configuration file | 152 | { |
156 | public ParamGet getter; // return the current value stored for this parameter | 153 | name = pName; |
157 | public ParamSet setter; // set the current value for this parameter | 154 | desc = pDesc; |
158 | public SetOnObject onObject; // set the value on an object in the physical domain | 155 | } |
159 | public ParameterDefn(string n, string d, float v, ParamUser u, ParamGet g, ParamSet s) | 156 | // Set the parameter value to the default |
157 | public abstract void AssignDefault(BSScene s); | ||
158 | // Get the value as a string | ||
159 | public abstract string GetValue(BSScene s); | ||
160 | // Set the value to this string value | ||
161 | public abstract void SetValue(BSScene s, string valAsString); | ||
162 | // set the value on a particular object (usually sets in physics engine) | ||
163 | public abstract void SetOnObject(BSScene s, BSPhysObject obj); | ||
164 | public abstract bool HasSetOnObject { get; } | ||
165 | } | ||
166 | |||
167 | // Specific parameter definition for a parameter of a specific type. | ||
168 | public delegate T PGetValue<T>(BSScene s); | ||
169 | public delegate void PSetValue<T>(BSScene s, T val); | ||
170 | public delegate void PSetOnObject<T>(BSScene scene, BSPhysObject obj); | ||
171 | public sealed class ParameterDefn<T> : ParameterDefnBase | ||
172 | { | ||
173 | T defaultValue; | ||
174 | PSetValue<T> setter; | ||
175 | PGetValue<T> getter; | ||
176 | PSetOnObject<T> objectSet; | ||
177 | public ParameterDefn(string pName, string pDesc, T pDefault, PGetValue<T> pGetter, PSetValue<T> pSetter) | ||
178 | : base(pName, pDesc) | ||
179 | { | ||
180 | defaultValue = pDefault; | ||
181 | setter = pSetter; | ||
182 | getter = pGetter; | ||
183 | objectSet = null; | ||
184 | } | ||
185 | public ParameterDefn(string pName, string pDesc, T pDefault, PGetValue<T> pGetter, PSetValue<T> pSetter, PSetOnObject<T> pObjSetter) | ||
186 | : base(pName, pDesc) | ||
187 | { | ||
188 | defaultValue = pDefault; | ||
189 | setter = pSetter; | ||
190 | getter = pGetter; | ||
191 | objectSet = pObjSetter; | ||
192 | } | ||
193 | public override void AssignDefault(BSScene s) | ||
194 | { | ||
195 | setter(s, defaultValue); | ||
196 | } | ||
197 | public override string GetValue(BSScene s) | ||
198 | { | ||
199 | return String.Format("{0}", getter(s)); | ||
200 | } | ||
201 | public override void SetValue(BSScene s, string valAsString) | ||
160 | { | 202 | { |
161 | name = n; | 203 | // Get the generic type of the setter |
162 | desc = d; | 204 | Type genericType = setter.GetType().GetGenericArguments()[0]; |
163 | defaultValue = v; | 205 | // Find the 'Parse' method on that type |
164 | userParam = u; | 206 | System.Reflection.MethodInfo parser = null; |
165 | getter = g; | 207 | try |
166 | setter = s; | 208 | { |
167 | onObject = null; | 209 | parser = genericType.GetMethod("Parse", new Type[] { typeof(String) } ); |
210 | } | ||
211 | catch (Exception e) | ||
212 | { | ||
213 | s.Logger.ErrorFormat("{0} Exception getting parser for type '{1}': {2}", LogHeader, genericType, e); | ||
214 | parser = null; | ||
215 | } | ||
216 | if (parser != null) | ||
217 | { | ||
218 | // Parse the input string | ||
219 | try | ||
220 | { | ||
221 | T setValue = (T)parser.Invoke(genericType, new Object[] { valAsString }); | ||
222 | setter(s, setValue); | ||
223 | // s.Logger.DebugFormat("{0} Parameter {1} = {2}", LogHeader, name, setValue); | ||
224 | } | ||
225 | catch | ||
226 | { | ||
227 | s.Logger.ErrorFormat("{0} Failed parsing parameter value '{1}' as type '{2}'", LogHeader, valAsString, genericType); | ||
228 | } | ||
229 | } | ||
230 | else | ||
231 | { | ||
232 | s.Logger.ErrorFormat("{0} Could not find parameter parser for type '{1}'", LogHeader, genericType); | ||
233 | } | ||
234 | } | ||
235 | public override bool HasSetOnObject | ||
236 | { | ||
237 | get { return objectSet != null; } | ||
168 | } | 238 | } |
169 | public ParameterDefn(string n, string d, float v, ParamUser u, ParamGet g, ParamSet s, SetOnObject o) | 239 | public override void SetOnObject(BSScene s, BSPhysObject obj) |
170 | { | 240 | { |
171 | name = n; | 241 | if (objectSet != null) |
172 | desc = d; | 242 | objectSet(s, obj); |
173 | defaultValue = v; | ||
174 | userParam = u; | ||
175 | getter = g; | ||
176 | setter = s; | ||
177 | onObject = o; | ||
178 | } | 243 | } |
179 | } | 244 | } |
180 | 245 | ||
@@ -184,462 +249,375 @@ public static class BSParam | |||
184 | // location somewhere in the program and make an entry in this table with the | 249 | // location somewhere in the program and make an entry in this table with the |
185 | // getters and setters. | 250 | // getters and setters. |
186 | // It is easiest to find an existing definition and copy it. | 251 | // It is easiest to find an existing definition and copy it. |
187 | // Parameter values are floats. Booleans are converted to a floating value. | ||
188 | // | 252 | // |
189 | // A ParameterDefn() takes the following parameters: | 253 | // A ParameterDefn<T>() takes the following parameters: |
190 | // -- the text name of the parameter. This is used for console input and ini file. | 254 | // -- the text name of the parameter. This is used for console input and ini file. |
191 | // -- a short text description of the parameter. This shows up in the console listing. | 255 | // -- a short text description of the parameter. This shows up in the console listing. |
192 | // -- a default value (float) | 256 | // -- a default value |
193 | // -- a delegate for fetching the parameter from the ini file. | 257 | // -- a delegate for getting the value |
194 | // Should handle fetching the right type from the ini file and converting it. | 258 | // -- a delegate for setting the value |
195 | // -- a delegate for getting the value as a float | ||
196 | // -- a delegate for setting the value from a float | ||
197 | // -- an optional delegate to update the value in the world. Most often used to | 259 | // -- an optional delegate to update the value in the world. Most often used to |
198 | // push the new value to an in-world object. | 260 | // push the new value to an in-world object. |
199 | // | 261 | // |
200 | // The single letter parameters for the delegates are: | 262 | // The single letter parameters for the delegates are: |
201 | // s = BSScene | 263 | // s = BSScene |
202 | // o = BSPhysObject | 264 | // o = BSPhysObject |
203 | // p = string parameter name | ||
204 | // l = localID of referenced object | ||
205 | // v = value (float) | 265 | // v = value (float) |
206 | // cf = parameter configuration class (for fetching values from ini file) | 266 | private static ParameterDefnBase[] ParameterDefinitions = |
207 | private static ParameterDefn[] ParameterDefinitions = | ||
208 | { | 267 | { |
209 | new ParameterDefn("MeshSculptedPrim", "Whether to create meshes for sculpties", | 268 | new ParameterDefn<bool>("MeshSculptedPrim", "Whether to create meshes for sculpties", |
210 | ConfigurationParameters.numericTrue, | 269 | true, |
211 | (s,cf,p,v) => { ShouldMeshSculptedPrim = cf.GetBoolean(p, BSParam.BoolNumeric(v)); }, | 270 | (s) => { return ShouldMeshSculptedPrim; }, |
212 | (s) => { return BSParam.NumericBool(ShouldMeshSculptedPrim); }, | 271 | (s,v) => { ShouldMeshSculptedPrim = v; } ), |
213 | (s,p,l,v) => { ShouldMeshSculptedPrim = BSParam.BoolNumeric(v); } ), | 272 | new ParameterDefn<bool>("ForceSimplePrimMeshing", "If true, only use primitive meshes for objects", |
214 | new ParameterDefn("ForceSimplePrimMeshing", "If true, only use primitive meshes for objects", | 273 | false, |
215 | ConfigurationParameters.numericFalse, | 274 | (s) => { return ShouldForceSimplePrimMeshing; }, |
216 | (s,cf,p,v) => { ShouldForceSimplePrimMeshing = cf.GetBoolean(p, BSParam.BoolNumeric(v)); }, | 275 | (s,v) => { ShouldForceSimplePrimMeshing = v; } ), |
217 | (s) => { return BSParam.NumericBool(ShouldForceSimplePrimMeshing); }, | 276 | new ParameterDefn<bool>("UseHullsForPhysicalObjects", "If true, create hulls for physical objects", |
218 | (s,p,l,v) => { ShouldForceSimplePrimMeshing = BSParam.BoolNumeric(v); } ), | 277 | true, |
219 | new ParameterDefn("UseHullsForPhysicalObjects", "If true, create hulls for physical objects", | 278 | (s) => { return ShouldUseHullsForPhysicalObjects; }, |
220 | ConfigurationParameters.numericTrue, | 279 | (s,v) => { ShouldUseHullsForPhysicalObjects = v; } ), |
221 | (s,cf,p,v) => { ShouldUseHullsForPhysicalObjects = cf.GetBoolean(p, BSParam.BoolNumeric(v)); }, | 280 | new ParameterDefn<bool>("ShouldRemoveZeroWidthTriangles", "If true, remove degenerate triangles from meshes", |
222 | (s) => { return BSParam.NumericBool(ShouldUseHullsForPhysicalObjects); }, | 281 | true, |
223 | (s,p,l,v) => { ShouldUseHullsForPhysicalObjects = BSParam.BoolNumeric(v); } ), | 282 | (s) => { return ShouldRemoveZeroWidthTriangles; }, |
224 | new ParameterDefn("ShouldRemoveZeroWidthTriangles", "If true, remove degenerate triangles from meshes", | 283 | (s,v) => { ShouldRemoveZeroWidthTriangles = v; } ), |
225 | ConfigurationParameters.numericTrue, | 284 | |
226 | (s,cf,p,v) => { ShouldRemoveZeroWidthTriangles = cf.GetBoolean(p, BSParam.BoolNumeric(v)); }, | 285 | new ParameterDefn<float>("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)", |
227 | (s) => { return BSParam.NumericBool(ShouldRemoveZeroWidthTriangles); }, | ||
228 | (s,p,l,v) => { ShouldRemoveZeroWidthTriangles = BSParam.BoolNumeric(v); } ), | ||
229 | |||
230 | new ParameterDefn("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)", | ||
231 | 32f, | 286 | 32f, |
232 | (s,cf,p,v) => { MeshLOD = (float)cf.GetInt(p, (int)v); }, | ||
233 | (s) => { return MeshLOD; }, | 287 | (s) => { return MeshLOD; }, |
234 | (s,p,l,v) => { MeshLOD = v; } ), | 288 | (s,v) => { MeshLOD = v; } ), |
235 | new ParameterDefn("MeshLevelOfDetailCircular", "Level of detail for prims with circular cuts or shapes", | 289 | new ParameterDefn<float>("MeshLevelOfDetailCircular", "Level of detail for prims with circular cuts or shapes", |
236 | 32f, | 290 | 32f, |
237 | (s,cf,p,v) => { MeshCircularLOD = (float)cf.GetInt(p, (int)v); }, | ||
238 | (s) => { return MeshCircularLOD; }, | 291 | (s) => { return MeshCircularLOD; }, |
239 | (s,p,l,v) => { MeshCircularLOD = v; } ), | 292 | (s,v) => { MeshCircularLOD = v; } ), |
240 | new ParameterDefn("MeshLevelOfDetailMegaPrimThreshold", "Size (in meters) of a mesh before using MeshMegaPrimLOD", | 293 | new ParameterDefn<float>("MeshLevelOfDetailMegaPrimThreshold", "Size (in meters) of a mesh before using MeshMegaPrimLOD", |
241 | 10f, | 294 | 10f, |
242 | (s,cf,p,v) => { MeshMegaPrimThreshold = (float)cf.GetInt(p, (int)v); }, | ||
243 | (s) => { return MeshMegaPrimThreshold; }, | 295 | (s) => { return MeshMegaPrimThreshold; }, |
244 | (s,p,l,v) => { MeshMegaPrimThreshold = v; } ), | 296 | (s,v) => { MeshMegaPrimThreshold = v; } ), |
245 | new ParameterDefn("MeshLevelOfDetailMegaPrim", "Level of detail to render meshes larger than threshold meters", | 297 | new ParameterDefn<float>("MeshLevelOfDetailMegaPrim", "Level of detail to render meshes larger than threshold meters", |
246 | 32f, | 298 | 32f, |
247 | (s,cf,p,v) => { MeshMegaPrimLOD = (float)cf.GetInt(p, (int)v); }, | ||
248 | (s) => { return MeshMegaPrimLOD; }, | 299 | (s) => { return MeshMegaPrimLOD; }, |
249 | (s,p,l,v) => { MeshMegaPrimLOD = v; } ), | 300 | (s,v) => { MeshMegaPrimLOD = v; } ), |
250 | new ParameterDefn("SculptLevelOfDetail", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)", | 301 | new ParameterDefn<float>("SculptLevelOfDetail", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)", |
251 | 32f, | 302 | 32f, |
252 | (s,cf,p,v) => { SculptLOD = (float)cf.GetInt(p, (int)v); }, | ||
253 | (s) => { return SculptLOD; }, | 303 | (s) => { return SculptLOD; }, |
254 | (s,p,l,v) => { SculptLOD = v; } ), | 304 | (s,v) => { SculptLOD = v; } ), |
255 | 305 | ||
256 | new ParameterDefn("MaxSubStep", "In simulation step, maximum number of substeps", | 306 | new ParameterDefn<int>("MaxSubStep", "In simulation step, maximum number of substeps", |
257 | 10f, | 307 | 10, |
258 | (s,cf,p,v) => { s.m_maxSubSteps = cf.GetInt(p, (int)v); }, | 308 | (s) => { return s.m_maxSubSteps; }, |
259 | (s) => { return (float)s.m_maxSubSteps; }, | 309 | (s,v) => { s.m_maxSubSteps = (int)v; } ), |
260 | (s,p,l,v) => { s.m_maxSubSteps = (int)v; } ), | 310 | new ParameterDefn<float>("FixedTimeStep", "In simulation step, seconds of one substep (1/60)", |
261 | new ParameterDefn("FixedTimeStep", "In simulation step, seconds of one substep (1/60)", | ||
262 | 1f / 60f, | 311 | 1f / 60f, |
263 | (s,cf,p,v) => { s.m_fixedTimeStep = cf.GetFloat(p, v); }, | 312 | (s) => { return s.m_fixedTimeStep; }, |
264 | (s) => { return (float)s.m_fixedTimeStep; }, | 313 | (s,v) => { s.m_fixedTimeStep = v; } ), |
265 | (s,p,l,v) => { s.m_fixedTimeStep = v; } ), | 314 | new ParameterDefn<float>("NominalFrameRate", "The base frame rate we claim", |
266 | new ParameterDefn("NominalFrameRate", "The base frame rate we claim", | ||
267 | 55f, | 315 | 55f, |
268 | (s,cf,p,v) => { s.NominalFrameRate = cf.GetInt(p, (int)v); }, | 316 | (s) => { return s.NominalFrameRate; }, |
269 | (s) => { return (float)s.NominalFrameRate; }, | 317 | (s,v) => { s.NominalFrameRate = (int)v; } ), |
270 | (s,p,l,v) => { s.NominalFrameRate = (int)v; } ), | 318 | new ParameterDefn<int>("MaxCollisionsPerFrame", "Max collisions returned at end of each frame", |
271 | new ParameterDefn("MaxCollisionsPerFrame", "Max collisions returned at end of each frame", | 319 | 2048, |
272 | 2048f, | 320 | (s) => { return s.m_maxCollisionsPerFrame; }, |
273 | (s,cf,p,v) => { s.m_maxCollisionsPerFrame = cf.GetInt(p, (int)v); }, | 321 | (s,v) => { s.m_maxCollisionsPerFrame = (int)v; } ), |
274 | (s) => { return (float)s.m_maxCollisionsPerFrame; }, | 322 | new ParameterDefn<int>("MaxUpdatesPerFrame", "Max updates returned at end of each frame", |
275 | (s,p,l,v) => { s.m_maxCollisionsPerFrame = (int)v; } ), | 323 | 8000, |
276 | new ParameterDefn("MaxUpdatesPerFrame", "Max updates returned at end of each frame", | 324 | (s) => { return s.m_maxUpdatesPerFrame; }, |
277 | 8000f, | 325 | (s,v) => { s.m_maxUpdatesPerFrame = (int)v; } ), |
278 | (s,cf,p,v) => { s.m_maxUpdatesPerFrame = cf.GetInt(p, (int)v); }, | 326 | |
279 | (s) => { return (float)s.m_maxUpdatesPerFrame; }, | 327 | new ParameterDefn<float>("MinObjectMass", "Minimum object mass (0.0001)", |
280 | (s,p,l,v) => { s.m_maxUpdatesPerFrame = (int)v; } ), | ||
281 | |||
282 | new ParameterDefn("MinObjectMass", "Minimum object mass (0.0001)", | ||
283 | 0.0001f, | 328 | 0.0001f, |
284 | (s,cf,p,v) => { MinimumObjectMass = cf.GetFloat(p, v); }, | ||
285 | (s) => { return MinimumObjectMass; }, | 329 | (s) => { return MinimumObjectMass; }, |
286 | (s,p,l,v) => { MinimumObjectMass = v; } ), | 330 | (s,v) => { MinimumObjectMass = v; } ), |
287 | new ParameterDefn("MaxObjectMass", "Maximum object mass (10000.01)", | 331 | new ParameterDefn<float>("MaxObjectMass", "Maximum object mass (10000.01)", |
288 | 10000.01f, | 332 | 10000.01f, |
289 | (s,cf,p,v) => { MaximumObjectMass = cf.GetFloat(p, v); }, | ||
290 | (s) => { return MaximumObjectMass; }, | 333 | (s) => { return MaximumObjectMass; }, |
291 | (s,p,l,v) => { MaximumObjectMass = v; } ), | 334 | (s,v) => { MaximumObjectMass = v; } ), |
292 | new ParameterDefn("MaxLinearVelocity", "Maximum velocity magnitude that can be assigned to an object", | 335 | new ParameterDefn<float>("MaxLinearVelocity", "Maximum velocity magnitude that can be assigned to an object", |
293 | 1000.0f, | 336 | 1000.0f, |
294 | (s,cf,p,v) => { MaxLinearVelocity = cf.GetFloat(p, v); }, | ||
295 | (s) => { return MaxLinearVelocity; }, | 337 | (s) => { return MaxLinearVelocity; }, |
296 | (s,p,l,v) => { MaxLinearVelocity = v; } ), | 338 | (s,v) => { MaxLinearVelocity = v; } ), |
297 | new ParameterDefn("MaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to an object", | 339 | new ParameterDefn<float>("MaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to an object", |
298 | 1000.0f, | 340 | 1000.0f, |
299 | (s,cf,p,v) => { MaxAngularVelocity = cf.GetFloat(p, v); }, | ||
300 | (s) => { return MaxAngularVelocity; }, | 341 | (s) => { return MaxAngularVelocity; }, |
301 | (s,p,l,v) => { MaxAngularVelocity = v; } ), | 342 | (s,v) => { MaxAngularVelocity = v; } ), |
302 | // LL documentation says thie number should be 20f for llApplyImpulse and 200f for llRezObject | 343 | // LL documentation says thie number should be 20f for llApplyImpulse and 200f for llRezObject |
303 | new ParameterDefn("MaxAddForceMagnitude", "Maximum force that can be applied by llApplyImpulse (SL says 20f)", | 344 | new ParameterDefn<float>("MaxAddForceMagnitude", "Maximum force that can be applied by llApplyImpulse (SL says 20f)", |
304 | 20000.0f, | 345 | 20000.0f, |
305 | (s,cf,p,v) => { MaxAddForceMagnitude = cf.GetFloat(p, v); }, | ||
306 | (s) => { return MaxAddForceMagnitude; }, | 346 | (s) => { return MaxAddForceMagnitude; }, |
307 | (s,p,l,v) => { MaxAddForceMagnitude = v; } ), | 347 | (s,v) => { MaxAddForceMagnitude = v; } ), |
308 | // Density is passed around as 100kg/m3. This scales that to 1kg/m3. | 348 | // Density is passed around as 100kg/m3. This scales that to 1kg/m3. |
309 | new ParameterDefn("DensityScaleFactor", "Conversion for simulator/viewer density (100kg/m3) to physical density (1kg/m3)", | 349 | new ParameterDefn<float>("DensityScaleFactor", "Conversion for simulator/viewer density (100kg/m3) to physical density (1kg/m3)", |
310 | 0.01f, | 350 | 0.01f, |
311 | (s,cf,p,v) => { DensityScaleFactor = cf.GetFloat(p, v); }, | ||
312 | (s) => { return DensityScaleFactor; }, | 351 | (s) => { return DensityScaleFactor; }, |
313 | (s,p,l,v) => { DensityScaleFactor = v; } ), | 352 | (s,v) => { DensityScaleFactor = v; } ), |
314 | 353 | ||
315 | new ParameterDefn("PID_D", "Derivitive factor for motion smoothing", | 354 | new ParameterDefn<float>("PID_D", "Derivitive factor for motion smoothing", |
316 | 2200f, | 355 | 2200f, |
317 | (s,cf,p,v) => { PID_D = cf.GetFloat(p, v); }, | ||
318 | (s) => { return (float)PID_D; }, | 356 | (s) => { return (float)PID_D; }, |
319 | (s,p,l,v) => { PID_D = v; } ), | 357 | (s,v) => { PID_D = v; } ), |
320 | new ParameterDefn("PID_P", "Parameteric factor for motion smoothing", | 358 | new ParameterDefn<float>("PID_P", "Parameteric factor for motion smoothing", |
321 | 900f, | 359 | 900f, |
322 | (s,cf,p,v) => { PID_P = cf.GetFloat(p, v); }, | ||
323 | (s) => { return (float)PID_P; }, | 360 | (s) => { return (float)PID_P; }, |
324 | (s,p,l,v) => { PID_P = v; } ), | 361 | (s,v) => { PID_P = v; } ), |
325 | 362 | ||
326 | new ParameterDefn("DefaultFriction", "Friction factor used on new objects", | 363 | new ParameterDefn<float>("DefaultFriction", "Friction factor used on new objects", |
327 | 0.2f, | 364 | 0.2f, |
328 | (s,cf,p,v) => { DefaultFriction = cf.GetFloat(p, v); }, | ||
329 | (s) => { return DefaultFriction; }, | 365 | (s) => { return DefaultFriction; }, |
330 | (s,p,l,v) => { DefaultFriction = v; s.UnmanagedParams[0].defaultFriction = v; } ), | 366 | (s,v) => { DefaultFriction = v; s.UnmanagedParams[0].defaultFriction = v; } ), |
331 | new ParameterDefn("DefaultDensity", "Density for new objects" , | 367 | new ParameterDefn<float>("DefaultDensity", "Density for new objects" , |
332 | 10.000006836f, // Aluminum g/cm3 | 368 | 10.000006836f, // Aluminum g/cm3 |
333 | (s,cf,p,v) => { DefaultDensity = cf.GetFloat(p, v); }, | ||
334 | (s) => { return DefaultDensity; }, | 369 | (s) => { return DefaultDensity; }, |
335 | (s,p,l,v) => { DefaultDensity = v; s.UnmanagedParams[0].defaultDensity = v; } ), | 370 | (s,v) => { DefaultDensity = v; s.UnmanagedParams[0].defaultDensity = v; } ), |
336 | new ParameterDefn("DefaultRestitution", "Bouncyness of an object" , | 371 | new ParameterDefn<float>("DefaultRestitution", "Bouncyness of an object" , |
337 | 0f, | 372 | 0f, |
338 | (s,cf,p,v) => { DefaultRestitution = cf.GetFloat(p, v); }, | ||
339 | (s) => { return DefaultRestitution; }, | 373 | (s) => { return DefaultRestitution; }, |
340 | (s,p,l,v) => { DefaultRestitution = v; s.UnmanagedParams[0].defaultRestitution = v; } ), | 374 | (s,v) => { DefaultRestitution = v; s.UnmanagedParams[0].defaultRestitution = v; } ), |
341 | new ParameterDefn("CollisionMargin", "Margin around objects before collisions are calculated (must be zero!)", | 375 | new ParameterDefn<float>("CollisionMargin", "Margin around objects before collisions are calculated (must be zero!)", |
342 | 0.04f, | 376 | 0.04f, |
343 | (s,cf,p,v) => { CollisionMargin = cf.GetFloat(p, v); }, | ||
344 | (s) => { return CollisionMargin; }, | 377 | (s) => { return CollisionMargin; }, |
345 | (s,p,l,v) => { CollisionMargin = v; s.UnmanagedParams[0].collisionMargin = v; } ), | 378 | (s,v) => { CollisionMargin = v; s.UnmanagedParams[0].collisionMargin = v; } ), |
346 | new ParameterDefn("Gravity", "Vertical force of gravity (negative means down)", | 379 | new ParameterDefn<float>("Gravity", "Vertical force of gravity (negative means down)", |
347 | -9.80665f, | 380 | -9.80665f, |
348 | (s,cf,p,v) => { Gravity = cf.GetFloat(p, v); }, | ||
349 | (s) => { return Gravity; }, | 381 | (s) => { return Gravity; }, |
350 | (s,p,l,v) => { Gravity = v; s.UnmanagedParams[0].gravity = v; }, | 382 | (s,v) => { Gravity = v; s.UnmanagedParams[0].gravity = v; }, |
351 | (s,o,v) => { s.PE.SetGravity(o.PhysBody, new Vector3(0f,0f,v)); } ), | 383 | (s,o) => { s.PE.SetGravity(o.PhysBody, new Vector3(0f,0f,Gravity)); } ), |
352 | 384 | ||
353 | 385 | ||
354 | new ParameterDefn("LinearDamping", "Factor to damp linear movement per second (0.0 - 1.0)", | 386 | new ParameterDefn<float>("LinearDamping", "Factor to damp linear movement per second (0.0 - 1.0)", |
355 | 0f, | 387 | 0f, |
356 | (s,cf,p,v) => { LinearDamping = cf.GetFloat(p, v); }, | ||
357 | (s) => { return LinearDamping; }, | 388 | (s) => { return LinearDamping; }, |
358 | (s,p,l,v) => { LinearDamping = v; }, | 389 | (s,v) => { LinearDamping = v; }, |
359 | (s,o,v) => { s.PE.SetDamping(o.PhysBody, v, AngularDamping); } ), | 390 | (s,o) => { s.PE.SetDamping(o.PhysBody, LinearDamping, AngularDamping); } ), |
360 | new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)", | 391 | new ParameterDefn<float>("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)", |
361 | 0f, | 392 | 0f, |
362 | (s,cf,p,v) => { AngularDamping = cf.GetFloat(p, v); }, | ||
363 | (s) => { return AngularDamping; }, | 393 | (s) => { return AngularDamping; }, |
364 | (s,p,l,v) => { AngularDamping = v; }, | 394 | (s,v) => { AngularDamping = v; }, |
365 | (s,o,v) => { s.PE.SetDamping(o.PhysBody, LinearDamping, v); } ), | 395 | (s,o) => { s.PE.SetDamping(o.PhysBody, LinearDamping, AngularDamping); } ), |
366 | new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static", | 396 | new ParameterDefn<float>("DeactivationTime", "Seconds before considering an object potentially static", |
367 | 0.2f, | 397 | 0.2f, |
368 | (s,cf,p,v) => { DeactivationTime = cf.GetFloat(p, v); }, | ||
369 | (s) => { return DeactivationTime; }, | 398 | (s) => { return DeactivationTime; }, |
370 | (s,p,l,v) => { DeactivationTime = v; }, | 399 | (s,v) => { DeactivationTime = v; }, |
371 | (s,o,v) => { s.PE.SetDeactivationTime(o.PhysBody, v); } ), | 400 | (s,o) => { s.PE.SetDeactivationTime(o.PhysBody, DeactivationTime); } ), |
372 | new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static", | 401 | new ParameterDefn<float>("LinearSleepingThreshold", "Seconds to measure linear movement before considering static", |
373 | 0.8f, | 402 | 0.8f, |
374 | (s,cf,p,v) => { LinearSleepingThreshold = cf.GetFloat(p, v); }, | ||
375 | (s) => { return LinearSleepingThreshold; }, | 403 | (s) => { return LinearSleepingThreshold; }, |
376 | (s,p,l,v) => { LinearSleepingThreshold = v;}, | 404 | (s,v) => { LinearSleepingThreshold = v;}, |
377 | (s,o,v) => { s.PE.SetSleepingThresholds(o.PhysBody, v, v); } ), | 405 | (s,o) => { s.PE.SetSleepingThresholds(o.PhysBody, LinearSleepingThreshold, AngularSleepingThreshold); } ), |
378 | new ParameterDefn("AngularSleepingThreshold", "Seconds to measure angular movement before considering static", | 406 | new ParameterDefn<float>("AngularSleepingThreshold", "Seconds to measure angular movement before considering static", |
379 | 1.0f, | 407 | 1.0f, |
380 | (s,cf,p,v) => { AngularSleepingThreshold = cf.GetFloat(p, v); }, | ||
381 | (s) => { return AngularSleepingThreshold; }, | 408 | (s) => { return AngularSleepingThreshold; }, |
382 | (s,p,l,v) => { AngularSleepingThreshold = v;}, | 409 | (s,v) => { AngularSleepingThreshold = v;}, |
383 | (s,o,v) => { s.PE.SetSleepingThresholds(o.PhysBody, v, v); } ), | 410 | (s,o) => { s.PE.SetSleepingThresholds(o.PhysBody, LinearSleepingThreshold, AngularSleepingThreshold); } ), |
384 | new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" , | 411 | new ParameterDefn<float>("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" , |
385 | 0.0f, // set to zero to disable | 412 | 0.0f, // set to zero to disable |
386 | (s,cf,p,v) => { CcdMotionThreshold = cf.GetFloat(p, v); }, | ||
387 | (s) => { return CcdMotionThreshold; }, | 413 | (s) => { return CcdMotionThreshold; }, |
388 | (s,p,l,v) => { CcdMotionThreshold = v;}, | 414 | (s,v) => { CcdMotionThreshold = v;}, |
389 | (s,o,v) => { s.PE.SetCcdMotionThreshold(o.PhysBody, v); } ), | 415 | (s,o) => { s.PE.SetCcdMotionThreshold(o.PhysBody, CcdMotionThreshold); } ), |
390 | new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" , | 416 | new ParameterDefn<float>("CcdSweptSphereRadius", "Continuious collision detection test radius" , |
391 | 0.2f, | 417 | 0.2f, |
392 | (s,cf,p,v) => { CcdSweptSphereRadius = cf.GetFloat(p, v); }, | ||
393 | (s) => { return CcdSweptSphereRadius; }, | 418 | (s) => { return CcdSweptSphereRadius; }, |
394 | (s,p,l,v) => { CcdSweptSphereRadius = v;}, | 419 | (s,v) => { CcdSweptSphereRadius = v;}, |
395 | (s,o,v) => { s.PE.SetCcdSweptSphereRadius(o.PhysBody, v); } ), | 420 | (s,o) => { s.PE.SetCcdSweptSphereRadius(o.PhysBody, CcdSweptSphereRadius); } ), |
396 | new ParameterDefn("ContactProcessingThreshold", "Distance above which contacts can be discarded (0 means no discard)" , | 421 | new ParameterDefn<float>("ContactProcessingThreshold", "Distance above which contacts can be discarded (0 means no discard)" , |
397 | 0.0f, | 422 | 0.0f, |
398 | (s,cf,p,v) => { ContactProcessingThreshold = cf.GetFloat(p, v); }, | ||
399 | (s) => { return ContactProcessingThreshold; }, | 423 | (s) => { return ContactProcessingThreshold; }, |
400 | (s,p,l,v) => { ContactProcessingThreshold = v;}, | 424 | (s,v) => { ContactProcessingThreshold = v;}, |
401 | (s,o,v) => { s.PE.SetContactProcessingThreshold(o.PhysBody, v); } ), | 425 | (s,o) => { s.PE.SetContactProcessingThreshold(o.PhysBody, ContactProcessingThreshold); } ), |
402 | 426 | ||
403 | new ParameterDefn("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)", | 427 | new ParameterDefn<float>("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)", |
404 | (float)BSTerrainPhys.TerrainImplementation.Mesh, | 428 | (float)BSTerrainPhys.TerrainImplementation.Mesh, |
405 | (s,cf,p,v) => { TerrainImplementation = cf.GetFloat(p,v); }, | ||
406 | (s) => { return TerrainImplementation; }, | 429 | (s) => { return TerrainImplementation; }, |
407 | (s,p,l,v) => { TerrainImplementation = v; } ), | 430 | (s,v) => { TerrainImplementation = v; } ), |
408 | new ParameterDefn("TerrainFriction", "Factor to reduce movement against terrain surface" , | 431 | new ParameterDefn<float>("TerrainFriction", "Factor to reduce movement against terrain surface" , |
409 | 0.3f, | 432 | 0.3f, |
410 | (s,cf,p,v) => { TerrainFriction = cf.GetFloat(p, v); }, | ||
411 | (s) => { return TerrainFriction; }, | 433 | (s) => { return TerrainFriction; }, |
412 | (s,p,l,v) => { TerrainFriction = v; /* TODO: set on real terrain */} ), | 434 | (s,v) => { TerrainFriction = v; /* TODO: set on real terrain */} ), |
413 | new ParameterDefn("TerrainHitFraction", "Distance to measure hit collisions" , | 435 | new ParameterDefn<float>("TerrainHitFraction", "Distance to measure hit collisions" , |
414 | 0.8f, | 436 | 0.8f, |
415 | (s,cf,p,v) => { TerrainHitFraction = cf.GetFloat(p, v); }, | ||
416 | (s) => { return TerrainHitFraction; }, | 437 | (s) => { return TerrainHitFraction; }, |
417 | (s,p,l,v) => { TerrainHitFraction = v; /* TODO: set on real terrain */ } ), | 438 | (s,v) => { TerrainHitFraction = v; /* TODO: set on real terrain */ } ), |
418 | new ParameterDefn("TerrainRestitution", "Bouncyness" , | 439 | new ParameterDefn<float>("TerrainRestitution", "Bouncyness" , |
419 | 0f, | 440 | 0f, |
420 | (s,cf,p,v) => { TerrainRestitution = cf.GetFloat(p, v); }, | ||
421 | (s) => { return TerrainRestitution; }, | 441 | (s) => { return TerrainRestitution; }, |
422 | (s,p,l,v) => { TerrainRestitution = v; /* TODO: set on real terrain */ } ), | 442 | (s,v) => { TerrainRestitution = v; /* TODO: set on real terrain */ } ), |
423 | new ParameterDefn("TerrainCollisionMargin", "Margin where collision checking starts" , | 443 | new ParameterDefn<float>("TerrainCollisionMargin", "Margin where collision checking starts" , |
424 | 0.08f, | 444 | 0.08f, |
425 | (s,cf,p,v) => { TerrainCollisionMargin = cf.GetFloat(p, v); }, | ||
426 | (s) => { return TerrainCollisionMargin; }, | 445 | (s) => { return TerrainCollisionMargin; }, |
427 | (s,p,l,v) => { TerrainCollisionMargin = v; /* TODO: set on real terrain */ } ), | 446 | (s,v) => { TerrainCollisionMargin = v; /* TODO: set on real terrain */ } ), |
428 | 447 | ||
429 | new ParameterDefn("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.", | 448 | new ParameterDefn<float>("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.", |
430 | 0.2f, | 449 | 0.2f, |
431 | (s,cf,p,v) => { AvatarFriction = cf.GetFloat(p, v); }, | ||
432 | (s) => { return AvatarFriction; }, | 450 | (s) => { return AvatarFriction; }, |
433 | (s,p,l,v) => { AvatarFriction = v; } ), | 451 | (s,v) => { AvatarFriction = v; } ), |
434 | new ParameterDefn("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.", | 452 | new ParameterDefn<float>("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.", |
435 | 0.95f, | 453 | 0.95f, |
436 | (s,cf,p,v) => { AvatarStandingFriction = cf.GetFloat(p, v); }, | ||
437 | (s) => { return AvatarStandingFriction; }, | 454 | (s) => { return AvatarStandingFriction; }, |
438 | (s,p,l,v) => { AvatarStandingFriction = v; } ), | 455 | (s,v) => { AvatarStandingFriction = v; } ), |
439 | new ParameterDefn("AvatarAlwaysRunFactor", "Speed multiplier if avatar is set to always run", | 456 | new ParameterDefn<float>("AvatarAlwaysRunFactor", "Speed multiplier if avatar is set to always run", |
440 | 1.3f, | 457 | 1.3f, |
441 | (s,cf,p,v) => { AvatarAlwaysRunFactor = cf.GetFloat(p, v); }, | ||
442 | (s) => { return AvatarAlwaysRunFactor; }, | 458 | (s) => { return AvatarAlwaysRunFactor; }, |
443 | (s,p,l,v) => { AvatarAlwaysRunFactor = v; } ), | 459 | (s,v) => { AvatarAlwaysRunFactor = v; } ), |
444 | new ParameterDefn("AvatarDensity", "Density of an avatar. Changed on avatar recreation.", | 460 | new ParameterDefn<float>("AvatarDensity", "Density of an avatar. Changed on avatar recreation.", |
445 | 3.5f, | 461 | 3.5f, |
446 | (s,cf,p,v) => { AvatarDensity = cf.GetFloat(p, v); }, | ||
447 | (s) => { return AvatarDensity; }, | 462 | (s) => { return AvatarDensity; }, |
448 | (s,p,l,v) => { AvatarDensity = v; } ), | 463 | (s,v) => { AvatarDensity = v; } ), |
449 | new ParameterDefn("AvatarRestitution", "Bouncyness. Changed on avatar recreation.", | 464 | new ParameterDefn<float>("AvatarRestitution", "Bouncyness. Changed on avatar recreation.", |
450 | 0f, | 465 | 0f, |
451 | (s,cf,p,v) => { AvatarRestitution = cf.GetFloat(p, v); }, | ||
452 | (s) => { return AvatarRestitution; }, | 466 | (s) => { return AvatarRestitution; }, |
453 | (s,p,l,v) => { AvatarRestitution = v; } ), | 467 | (s,v) => { AvatarRestitution = v; } ), |
454 | new ParameterDefn("AvatarCapsuleWidth", "The distance between the sides of the avatar capsule", | 468 | new ParameterDefn<float>("AvatarCapsuleWidth", "The distance between the sides of the avatar capsule", |
455 | 0.6f, | 469 | 0.6f, |
456 | (s,cf,p,v) => { AvatarCapsuleWidth = cf.GetFloat(p, v); }, | ||
457 | (s) => { return AvatarCapsuleWidth; }, | 470 | (s) => { return AvatarCapsuleWidth; }, |
458 | (s,p,l,v) => { AvatarCapsuleWidth = v; } ), | 471 | (s,v) => { AvatarCapsuleWidth = v; } ), |
459 | new ParameterDefn("AvatarCapsuleDepth", "The distance between the front and back of the avatar capsule", | 472 | new ParameterDefn<float>("AvatarCapsuleDepth", "The distance between the front and back of the avatar capsule", |
460 | 0.45f, | 473 | 0.45f, |
461 | (s,cf,p,v) => { AvatarCapsuleDepth = cf.GetFloat(p, v); }, | ||
462 | (s) => { return AvatarCapsuleDepth; }, | 474 | (s) => { return AvatarCapsuleDepth; }, |
463 | (s,p,l,v) => { AvatarCapsuleDepth = v; } ), | 475 | (s,v) => { AvatarCapsuleDepth = v; } ), |
464 | new ParameterDefn("AvatarCapsuleHeight", "Default height of space around avatar", | 476 | new ParameterDefn<float>("AvatarCapsuleHeight", "Default height of space around avatar", |
465 | 1.5f, | 477 | 1.5f, |
466 | (s,cf,p,v) => { AvatarCapsuleHeight = cf.GetFloat(p, v); }, | ||
467 | (s) => { return AvatarCapsuleHeight; }, | 478 | (s) => { return AvatarCapsuleHeight; }, |
468 | (s,p,l,v) => { AvatarCapsuleHeight = v; } ), | 479 | (s,v) => { AvatarCapsuleHeight = v; } ), |
469 | new ParameterDefn("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions", | 480 | new ParameterDefn<float>("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions", |
470 | 0.1f, | 481 | 0.1f, |
471 | (s,cf,p,v) => { AvatarContactProcessingThreshold = cf.GetFloat(p, v); }, | ||
472 | (s) => { return AvatarContactProcessingThreshold; }, | 482 | (s) => { return AvatarContactProcessingThreshold; }, |
473 | (s,p,l,v) => { AvatarContactProcessingThreshold = v; } ), | 483 | (s,v) => { AvatarContactProcessingThreshold = v; } ), |
474 | new ParameterDefn("AvatarStepHeight", "Height of a step obstacle to consider step correction", | 484 | new ParameterDefn<float>("AvatarStepHeight", "Height of a step obstacle to consider step correction", |
475 | 0.3f, | 485 | 0.3f, |
476 | (s,cf,p,v) => { AvatarStepHeight = cf.GetFloat(p, v); }, | ||
477 | (s) => { return AvatarStepHeight; }, | 486 | (s) => { return AvatarStepHeight; }, |
478 | (s,p,l,v) => { AvatarStepHeight = v; } ), | 487 | (s,v) => { AvatarStepHeight = v; } ), |
479 | new ParameterDefn("AvatarStepApproachFactor", "Factor to control angle of approach to step (0=straight on)", | 488 | new ParameterDefn<float>("AvatarStepApproachFactor", "Factor to control angle of approach to step (0=straight on)", |
480 | 0.6f, | 489 | 0.6f, |
481 | (s,cf,p,v) => { AvatarStepApproachFactor = cf.GetFloat(p, v); }, | ||
482 | (s) => { return AvatarStepApproachFactor; }, | 490 | (s) => { return AvatarStepApproachFactor; }, |
483 | (s,p,l,v) => { AvatarStepApproachFactor = v; } ), | 491 | (s,v) => { AvatarStepApproachFactor = v; } ), |
484 | new ParameterDefn("AvatarStepForceFactor", "Controls the amount of force up applied to step up onto a step", | 492 | new ParameterDefn<float>("AvatarStepForceFactor", "Controls the amount of force up applied to step up onto a step", |
485 | 2.0f, | 493 | 2.0f, |
486 | (s,cf,p,v) => { AvatarStepForceFactor = cf.GetFloat(p, v); }, | ||
487 | (s) => { return AvatarStepForceFactor; }, | 494 | (s) => { return AvatarStepForceFactor; }, |
488 | (s,p,l,v) => { AvatarStepForceFactor = v; } ), | 495 | (s,v) => { AvatarStepForceFactor = v; } ), |
489 | 496 | ||
490 | new ParameterDefn("VehicleMaxLinearVelocity", "Maximum velocity magnitude that can be assigned to a vehicle", | 497 | new ParameterDefn<float>("VehicleMaxLinearVelocity", "Maximum velocity magnitude that can be assigned to a vehicle", |
491 | 1000.0f, | 498 | 1000.0f, |
492 | (s,cf,p,v) => { VehicleMaxLinearVelocity = cf.GetFloat(p, v); }, | ||
493 | (s) => { return (float)VehicleMaxLinearVelocity; }, | 499 | (s) => { return (float)VehicleMaxLinearVelocity; }, |
494 | (s,p,l,v) => { VehicleMaxLinearVelocity = v; VehicleMaxLinearVelocitySq = v * v; } ), | 500 | (s,v) => { VehicleMaxLinearVelocity = v; VehicleMaxLinearVelocitySq = v * v; } ), |
495 | new ParameterDefn("VehicleMaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to a vehicle", | 501 | new ParameterDefn<float>("VehicleMaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to a vehicle", |
496 | 12.0f, | 502 | 12.0f, |
497 | (s,cf,p,v) => { VehicleMaxAngularVelocity = cf.GetFloat(p, v); }, | ||
498 | (s) => { return (float)VehicleMaxAngularVelocity; }, | 503 | (s) => { return (float)VehicleMaxAngularVelocity; }, |
499 | (s,p,l,v) => { VehicleMaxAngularVelocity = v; VehicleMaxAngularVelocitySq = v * v; } ), | 504 | (s,v) => { VehicleMaxAngularVelocity = v; VehicleMaxAngularVelocitySq = v * v; } ), |
500 | new ParameterDefn("VehicleAngularDamping", "Factor to damp vehicle angular movement per second (0.0 - 1.0)", | 505 | new ParameterDefn<float>("VehicleAngularDamping", "Factor to damp vehicle angular movement per second (0.0 - 1.0)", |
501 | 0.0f, | 506 | 0.0f, |
502 | (s,cf,p,v) => { VehicleAngularDamping = cf.GetFloat(p, v); }, | ||
503 | (s) => { return VehicleAngularDamping; }, | 507 | (s) => { return VehicleAngularDamping; }, |
504 | (s,p,l,v) => { VehicleAngularDamping = v; } ), | 508 | (s,v) => { VehicleAngularDamping = v; } ), |
505 | new ParameterDefn("VehicleLinearFactor", "Fraction of physical linear changes applied to vehicle (0.0 - 1.0)", | 509 | new ParameterDefn<Vector3>("VehicleLinearFactor", "Fraction of physical linear changes applied to vehicle (<0,0,0> to <1,1,1>)", |
506 | 1.0f, | 510 | new Vector3(1f, 1f, 1f), |
507 | (s,cf,p,v) => { VehicleLinearFactor = cf.GetFloat(p, v); }, | ||
508 | (s) => { return VehicleLinearFactor; }, | 511 | (s) => { return VehicleLinearFactor; }, |
509 | (s,p,l,v) => { VehicleLinearFactor = v; VehicleLinearFactorV = new Vector3(v, v, v); } ), | 512 | (s,v) => { VehicleLinearFactor = v; } ), |
510 | new ParameterDefn("VehicleAngularFactor", "Fraction of physical angular changes applied to vehicle (0.0 - 1.0)", | 513 | new ParameterDefn<Vector3>("VehicleAngularFactor", "Fraction of physical angular changes applied to vehicle (<0,0,0> to <1,1,1>)", |
511 | 1.0f, | 514 | new Vector3(1f, 1f, 1f), |
512 | (s,cf,p,v) => { VehicleAngularFactor = cf.GetFloat(p, v); }, | ||
513 | (s) => { return VehicleAngularFactor; }, | 515 | (s) => { return VehicleAngularFactor; }, |
514 | (s,p,l,v) => { VehicleAngularFactor = v; VehicleAngularFactorV = new Vector3(v, v, v); } ), | 516 | (s,v) => { VehicleAngularFactor = v; } ), |
515 | new ParameterDefn("VehicleFriction", "Friction of vehicle on the ground (0.0 - 1.0)", | 517 | new ParameterDefn<float>("VehicleFriction", "Friction of vehicle on the ground (0.0 - 1.0)", |
516 | 0.0f, | 518 | 0.0f, |
517 | (s,cf,p,v) => { VehicleFriction = cf.GetFloat(p, v); }, | ||
518 | (s) => { return VehicleFriction; }, | 519 | (s) => { return VehicleFriction; }, |
519 | (s,p,l,v) => { VehicleFriction = v; } ), | 520 | (s,v) => { VehicleFriction = v; } ), |
520 | new ParameterDefn("VehicleRestitution", "Bouncyness factor for vehicles (0.0 - 1.0)", | 521 | new ParameterDefn<float>("VehicleRestitution", "Bouncyness factor for vehicles (0.0 - 1.0)", |
521 | 0.0f, | 522 | 0.0f, |
522 | (s,cf,p,v) => { VehicleRestitution = cf.GetFloat(p, v); }, | ||
523 | (s) => { return VehicleRestitution; }, | 523 | (s) => { return VehicleRestitution; }, |
524 | (s,p,l,v) => { VehicleRestitution = v; } ), | 524 | (s,v) => { VehicleRestitution = v; } ), |
525 | new ParameterDefn("VehicleGroundGravityFudge", "Factor to multiple gravity if a ground vehicle is probably on the ground (0.0 - 1.0)", | 525 | new ParameterDefn<float>("VehicleGroundGravityFudge", "Factor to multiple gravity if a ground vehicle is probably on the ground (0.0 - 1.0)", |
526 | 0.2f, | 526 | 0.2f, |
527 | (s,cf,p,v) => { VehicleGroundGravityFudge = cf.GetFloat(p, v); }, | ||
528 | (s) => { return VehicleGroundGravityFudge; }, | 527 | (s) => { return VehicleGroundGravityFudge; }, |
529 | (s,p,l,v) => { VehicleGroundGravityFudge = v; } ), | 528 | (s,v) => { VehicleGroundGravityFudge = v; } ), |
530 | new ParameterDefn("VehicleDebuggingEnable", "Turn on/off vehicle debugging", | 529 | new ParameterDefn<bool>("VehicleDebuggingEnable", "Turn on/off vehicle debugging", |
531 | ConfigurationParameters.numericFalse, | 530 | false, |
532 | (s,cf,p,v) => { VehicleDebuggingEnabled = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | ||
533 | (s) => { return VehicleDebuggingEnabled; }, | 531 | (s) => { return VehicleDebuggingEnabled; }, |
534 | (s,p,l,v) => { VehicleDebuggingEnabled = v; } ), | 532 | (s,v) => { VehicleDebuggingEnabled = v; } ), |
535 | 533 | ||
536 | new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)", | 534 | new ParameterDefn<float>("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)", |
537 | 0f, | 535 | 0f, |
538 | (s,cf,p,v) => { MaxPersistantManifoldPoolSize = cf.GetFloat(p, v); }, | ||
539 | (s) => { return MaxPersistantManifoldPoolSize; }, | 536 | (s) => { return MaxPersistantManifoldPoolSize; }, |
540 | (s,p,l,v) => { MaxPersistantManifoldPoolSize = v; s.UnmanagedParams[0].maxPersistantManifoldPoolSize = v; } ), | 537 | (s,v) => { MaxPersistantManifoldPoolSize = v; s.UnmanagedParams[0].maxPersistantManifoldPoolSize = v; } ), |
541 | new ParameterDefn("MaxCollisionAlgorithmPoolSize", "Number of collisions pooled (0 means default of 4096)", | 538 | new ParameterDefn<float>("MaxCollisionAlgorithmPoolSize", "Number of collisions pooled (0 means default of 4096)", |
542 | 0f, | 539 | 0f, |
543 | (s,cf,p,v) => { MaxCollisionAlgorithmPoolSize = cf.GetFloat(p, v); }, | ||
544 | (s) => { return MaxCollisionAlgorithmPoolSize; }, | 540 | (s) => { return MaxCollisionAlgorithmPoolSize; }, |
545 | (s,p,l,v) => { MaxCollisionAlgorithmPoolSize = v; s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize = v; } ), | 541 | (s,v) => { MaxCollisionAlgorithmPoolSize = v; s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize = v; } ), |
546 | new ParameterDefn("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count", | 542 | new ParameterDefn<bool>("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count", |
547 | ConfigurationParameters.numericFalse, | 543 | false, |
548 | (s,cf,p,v) => { ShouldDisableContactPoolDynamicAllocation = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | ||
549 | (s) => { return ShouldDisableContactPoolDynamicAllocation; }, | 544 | (s) => { return ShouldDisableContactPoolDynamicAllocation; }, |
550 | (s,p,l,v) => { ShouldDisableContactPoolDynamicAllocation = v; s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = v; } ), | 545 | (s,v) => { ShouldDisableContactPoolDynamicAllocation = v; |
551 | new ParameterDefn("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step", | 546 | s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = NumericBool(v); } ), |
552 | ConfigurationParameters.numericFalse, | 547 | new ParameterDefn<bool>("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step", |
553 | (s,cf,p,v) => { ShouldForceUpdateAllAabbs = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | 548 | false, |
554 | (s) => { return ShouldForceUpdateAllAabbs; }, | 549 | (s) => { return ShouldForceUpdateAllAabbs; }, |
555 | (s,p,l,v) => { ShouldForceUpdateAllAabbs = v; s.UnmanagedParams[0].shouldForceUpdateAllAabbs = v; } ), | 550 | (s,v) => { ShouldForceUpdateAllAabbs = v; s.UnmanagedParams[0].shouldForceUpdateAllAabbs = NumericBool(v); } ), |
556 | new ParameterDefn("ShouldRandomizeSolverOrder", "Enable for slightly better stacking interaction", | 551 | new ParameterDefn<bool>("ShouldRandomizeSolverOrder", "Enable for slightly better stacking interaction", |
557 | ConfigurationParameters.numericTrue, | 552 | true, |
558 | (s,cf,p,v) => { ShouldRandomizeSolverOrder = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | ||
559 | (s) => { return ShouldRandomizeSolverOrder; }, | 553 | (s) => { return ShouldRandomizeSolverOrder; }, |
560 | (s,p,l,v) => { ShouldRandomizeSolverOrder = v; s.UnmanagedParams[0].shouldRandomizeSolverOrder = v; } ), | 554 | (s,v) => { ShouldRandomizeSolverOrder = v; s.UnmanagedParams[0].shouldRandomizeSolverOrder = NumericBool(v); } ), |
561 | new ParameterDefn("ShouldSplitSimulationIslands", "Enable splitting active object scanning islands", | 555 | new ParameterDefn<bool>("ShouldSplitSimulationIslands", "Enable splitting active object scanning islands", |
562 | ConfigurationParameters.numericTrue, | 556 | true, |
563 | (s,cf,p,v) => { ShouldSplitSimulationIslands = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | ||
564 | (s) => { return ShouldSplitSimulationIslands; }, | 557 | (s) => { return ShouldSplitSimulationIslands; }, |
565 | (s,p,l,v) => { ShouldSplitSimulationIslands = v; s.UnmanagedParams[0].shouldSplitSimulationIslands = v; } ), | 558 | (s,v) => { ShouldSplitSimulationIslands = v; s.UnmanagedParams[0].shouldSplitSimulationIslands = NumericBool(v); } ), |
566 | new ParameterDefn("ShouldEnableFrictionCaching", "Enable friction computation caching", | 559 | new ParameterDefn<bool>("ShouldEnableFrictionCaching", "Enable friction computation caching", |
567 | ConfigurationParameters.numericTrue, | 560 | true, |
568 | (s,cf,p,v) => { ShouldEnableFrictionCaching = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | ||
569 | (s) => { return ShouldEnableFrictionCaching; }, | 561 | (s) => { return ShouldEnableFrictionCaching; }, |
570 | (s,p,l,v) => { ShouldEnableFrictionCaching = v; s.UnmanagedParams[0].shouldEnableFrictionCaching = v; } ), | 562 | (s,v) => { ShouldEnableFrictionCaching = v; s.UnmanagedParams[0].shouldEnableFrictionCaching = NumericBool(v); } ), |
571 | new ParameterDefn("NumberOfSolverIterations", "Number of internal iterations (0 means default)", | 563 | new ParameterDefn<float>("NumberOfSolverIterations", "Number of internal iterations (0 means default)", |
572 | 0f, // zero says use Bullet default | 564 | 0f, // zero says use Bullet default |
573 | (s,cf,p,v) => { NumberOfSolverIterations = cf.GetFloat(p, v); }, | ||
574 | (s) => { return NumberOfSolverIterations; }, | 565 | (s) => { return NumberOfSolverIterations; }, |
575 | (s,p,l,v) => { NumberOfSolverIterations = v; s.UnmanagedParams[0].numberOfSolverIterations = v; } ), | 566 | (s,v) => { NumberOfSolverIterations = v; s.UnmanagedParams[0].numberOfSolverIterations = v; } ), |
576 | new ParameterDefn("UseSingleSidedMeshes", "Whether to compute collisions based on single sided meshes.", | 567 | new ParameterDefn<bool>("UseSingleSidedMeshes", "Whether to compute collisions based on single sided meshes.", |
577 | ConfigurationParameters.numericTrue, | 568 | true, |
578 | (s,cf,p,v) => { UseSingleSidedMeshesF = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | 569 | (s) => { return UseSingleSidedMeshes; }, |
579 | (s) => { return UseSingleSidedMeshesF; }, | 570 | (s,v) => { UseSingleSidedMeshes = v; s.UnmanagedParams[0].useSingleSidedMeshes = NumericBool(v); } ), |
580 | (s,p,l,v) => { UseSingleSidedMeshesF = v; s.UnmanagedParams[0].useSingleSidedMeshes = v; } ), | 571 | new ParameterDefn<float>("GlobalContactBreakingThreshold", "Amount of shape radius before breaking a collision contact (0 says Bullet default (0.2))", |
581 | new ParameterDefn("GlobalContactBreakingThreshold", "Amount of shape radius before breaking a collision contact (0 says Bullet default (0.2))", | ||
582 | 0f, | 572 | 0f, |
583 | (s,cf,p,v) => { GlobalContactBreakingThreshold = cf.GetFloat(p, v); }, | ||
584 | (s) => { return GlobalContactBreakingThreshold; }, | 573 | (s) => { return GlobalContactBreakingThreshold; }, |
585 | (s,p,l,v) => { GlobalContactBreakingThreshold = v; s.UnmanagedParams[0].globalContactBreakingThreshold = v; } ), | 574 | (s,v) => { GlobalContactBreakingThreshold = v; s.UnmanagedParams[0].globalContactBreakingThreshold = v; } ), |
586 | 575 | ||
587 | new ParameterDefn("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)", | 576 | new ParameterDefn<float>("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)", |
588 | (float)BSLinkset.LinksetImplementation.Compound, | 577 | (float)BSLinkset.LinksetImplementation.Compound, |
589 | (s,cf,p,v) => { LinksetImplementation = cf.GetFloat(p,v); }, | ||
590 | (s) => { return LinksetImplementation; }, | 578 | (s) => { return LinksetImplementation; }, |
591 | (s,p,l,v) => { LinksetImplementation = v; } ), | 579 | (s,v) => { LinksetImplementation = v; } ), |
592 | new ParameterDefn("LinkConstraintUseFrameOffset", "For linksets built with constraints, enable frame offsetFor linksets built with constraints, enable frame offset.", | 580 | new ParameterDefn<bool>("LinkConstraintUseFrameOffset", "For linksets built with constraints, enable frame offsetFor linksets built with constraints, enable frame offset.", |
593 | ConfigurationParameters.numericFalse, | 581 | false, |
594 | (s,cf,p,v) => { LinkConstraintUseFrameOffset = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | ||
595 | (s) => { return LinkConstraintUseFrameOffset; }, | 582 | (s) => { return LinkConstraintUseFrameOffset; }, |
596 | (s,p,l,v) => { LinkConstraintUseFrameOffset = v; } ), | 583 | (s,v) => { LinkConstraintUseFrameOffset = v; } ), |
597 | new ParameterDefn("LinkConstraintEnableTransMotor", "Whether to enable translational motor on linkset constraints", | 584 | new ParameterDefn<bool>("LinkConstraintEnableTransMotor", "Whether to enable translational motor on linkset constraints", |
598 | ConfigurationParameters.numericTrue, | 585 | true, |
599 | (s,cf,p,v) => { LinkConstraintEnableTransMotor = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | ||
600 | (s) => { return LinkConstraintEnableTransMotor; }, | 586 | (s) => { return LinkConstraintEnableTransMotor; }, |
601 | (s,p,l,v) => { LinkConstraintEnableTransMotor = v; } ), | 587 | (s,v) => { LinkConstraintEnableTransMotor = v; } ), |
602 | new ParameterDefn("LinkConstraintTransMotorMaxVel", "Maximum velocity to be applied by translational motor in linkset constraints", | 588 | new ParameterDefn<float>("LinkConstraintTransMotorMaxVel", "Maximum velocity to be applied by translational motor in linkset constraints", |
603 | 5.0f, | 589 | 5.0f, |
604 | (s,cf,p,v) => { LinkConstraintTransMotorMaxVel = cf.GetFloat(p, v); }, | ||
605 | (s) => { return LinkConstraintTransMotorMaxVel; }, | 590 | (s) => { return LinkConstraintTransMotorMaxVel; }, |
606 | (s,p,l,v) => { LinkConstraintTransMotorMaxVel = v; } ), | 591 | (s,v) => { LinkConstraintTransMotorMaxVel = v; } ), |
607 | new ParameterDefn("LinkConstraintTransMotorMaxForce", "Maximum force to be applied by translational motor in linkset constraints", | 592 | new ParameterDefn<float>("LinkConstraintTransMotorMaxForce", "Maximum force to be applied by translational motor in linkset constraints", |
608 | 0.1f, | 593 | 0.1f, |
609 | (s,cf,p,v) => { LinkConstraintTransMotorMaxForce = cf.GetFloat(p, v); }, | ||
610 | (s) => { return LinkConstraintTransMotorMaxForce; }, | 594 | (s) => { return LinkConstraintTransMotorMaxForce; }, |
611 | (s,p,l,v) => { LinkConstraintTransMotorMaxForce = v; } ), | 595 | (s,v) => { LinkConstraintTransMotorMaxForce = v; } ), |
612 | new ParameterDefn("LinkConstraintCFM", "Amount constraint can be violated. 0=no violation, 1=infinite. Default=0.1", | 596 | new ParameterDefn<float>("LinkConstraintCFM", "Amount constraint can be violated. 0=no violation, 1=infinite. Default=0.1", |
613 | 0.1f, | 597 | 0.1f, |
614 | (s,cf,p,v) => { LinkConstraintCFM = cf.GetFloat(p, v); }, | ||
615 | (s) => { return LinkConstraintCFM; }, | 598 | (s) => { return LinkConstraintCFM; }, |
616 | (s,p,l,v) => { LinkConstraintCFM = v; } ), | 599 | (s,v) => { LinkConstraintCFM = v; } ), |
617 | new ParameterDefn("LinkConstraintERP", "Amount constraint is corrected each tick. 0=none, 1=all. Default = 0.2", | 600 | new ParameterDefn<float>("LinkConstraintERP", "Amount constraint is corrected each tick. 0=none, 1=all. Default = 0.2", |
618 | 0.1f, | 601 | 0.1f, |
619 | (s,cf,p,v) => { LinkConstraintERP = cf.GetFloat(p, v); }, | ||
620 | (s) => { return LinkConstraintERP; }, | 602 | (s) => { return LinkConstraintERP; }, |
621 | (s,p,l,v) => { LinkConstraintERP = v; } ), | 603 | (s,v) => { LinkConstraintERP = v; } ), |
622 | new ParameterDefn("LinkConstraintSolverIterations", "Number of solver iterations when computing constraint. (0 = Bullet default)", | 604 | new ParameterDefn<float>("LinkConstraintSolverIterations", "Number of solver iterations when computing constraint. (0 = Bullet default)", |
623 | 40, | 605 | 40, |
624 | (s,cf,p,v) => { LinkConstraintSolverIterations = cf.GetFloat(p, v); }, | ||
625 | (s) => { return LinkConstraintSolverIterations; }, | 606 | (s) => { return LinkConstraintSolverIterations; }, |
626 | (s,p,l,v) => { LinkConstraintSolverIterations = v; } ), | 607 | (s,v) => { LinkConstraintSolverIterations = v; } ), |
627 | 608 | ||
628 | new ParameterDefn("PhysicsMetricFrames", "Frames between outputting detailed phys metrics. (0 is off)", | 609 | new ParameterDefn<int>("PhysicsMetricFrames", "Frames between outputting detailed phys metrics. (0 is off)", |
629 | 0f, | 610 | 0, |
630 | (s,cf,p,v) => { s.PhysicsMetricDumpFrames = cf.GetFloat(p, (int)v); }, | 611 | (s) => { return s.PhysicsMetricDumpFrames; }, |
631 | (s) => { return (float)s.PhysicsMetricDumpFrames; }, | 612 | (s,v) => { s.PhysicsMetricDumpFrames = v; } ), |
632 | (s,p,l,v) => { s.PhysicsMetricDumpFrames = (int)v; } ), | 613 | new ParameterDefn<float>("ResetBroadphasePool", "Setting this is any value resets the broadphase collision pool", |
633 | new ParameterDefn("ResetBroadphasePool", "Setting this is any value resets the broadphase collision pool", | ||
634 | 0f, | 614 | 0f, |
635 | (s,cf,p,v) => { ; }, | ||
636 | (s) => { return 0f; }, | 615 | (s) => { return 0f; }, |
637 | (s,p,l,v) => { BSParam.ResetBroadphasePoolTainted(s, v); } ), | 616 | (s,v) => { BSParam.ResetBroadphasePoolTainted(s, v); } ), |
638 | new ParameterDefn("ResetConstraintSolver", "Setting this is any value resets the constraint solver", | 617 | new ParameterDefn<float>("ResetConstraintSolver", "Setting this is any value resets the constraint solver", |
639 | 0f, | 618 | 0f, |
640 | (s,cf,p,v) => { ; }, | ||
641 | (s) => { return 0f; }, | 619 | (s) => { return 0f; }, |
642 | (s,p,l,v) => { BSParam.ResetConstraintSolverTainted(s, v); } ), | 620 | (s,v) => { BSParam.ResetConstraintSolverTainted(s, v); } ), |
643 | }; | 621 | }; |
644 | 622 | ||
645 | // Convert a boolean to our numeric true and false values | 623 | // Convert a boolean to our numeric true and false values |
@@ -658,13 +636,13 @@ public static class BSParam | |||
658 | // ParameterDefn structure. | 636 | // ParameterDefn structure. |
659 | // Case does not matter as names are compared after converting to lower case. | 637 | // Case does not matter as names are compared after converting to lower case. |
660 | // Returns 'false' if the parameter is not found. | 638 | // Returns 'false' if the parameter is not found. |
661 | internal static bool TryGetParameter(string paramName, out ParameterDefn defn) | 639 | internal static bool TryGetParameter(string paramName, out ParameterDefnBase defn) |
662 | { | 640 | { |
663 | bool ret = false; | 641 | bool ret = false; |
664 | ParameterDefn foundDefn = new ParameterDefn(); | 642 | ParameterDefnBase foundDefn = null; |
665 | string pName = paramName.ToLower(); | 643 | string pName = paramName.ToLower(); |
666 | 644 | ||
667 | foreach (ParameterDefn parm in ParameterDefinitions) | 645 | foreach (ParameterDefnBase parm in ParameterDefinitions) |
668 | { | 646 | { |
669 | if (pName == parm.name.ToLower()) | 647 | if (pName == parm.name.ToLower()) |
670 | { | 648 | { |
@@ -680,18 +658,18 @@ public static class BSParam | |||
680 | // Pass through the settable parameters and set the default values | 658 | // Pass through the settable parameters and set the default values |
681 | internal static void SetParameterDefaultValues(BSScene physicsScene) | 659 | internal static void SetParameterDefaultValues(BSScene physicsScene) |
682 | { | 660 | { |
683 | foreach (ParameterDefn parm in ParameterDefinitions) | 661 | foreach (ParameterDefnBase parm in ParameterDefinitions) |
684 | { | 662 | { |
685 | parm.setter(physicsScene, parm.name, PhysParameterEntry.APPLY_TO_NONE, parm.defaultValue); | 663 | parm.AssignDefault(physicsScene); |
686 | } | 664 | } |
687 | } | 665 | } |
688 | 666 | ||
689 | // Get user set values out of the ini file. | 667 | // Get user set values out of the ini file. |
690 | internal static void SetParameterConfigurationValues(BSScene physicsScene, IConfig cfg) | 668 | internal static void SetParameterConfigurationValues(BSScene physicsScene, IConfig cfg) |
691 | { | 669 | { |
692 | foreach (ParameterDefn parm in ParameterDefinitions) | 670 | foreach (ParameterDefnBase parm in ParameterDefinitions) |
693 | { | 671 | { |
694 | parm.userParam(physicsScene, cfg, parm.name, parm.defaultValue); | 672 | parm.SetValue(physicsScene, cfg.GetString(parm.name, parm.GetValue(physicsScene))); |
695 | } | 673 | } |
696 | } | 674 | } |
697 | 675 | ||
@@ -706,11 +684,11 @@ public static class BSParam | |||
706 | List<PhysParameterEntry> entries = new List<PhysParameterEntry>(); | 684 | List<PhysParameterEntry> entries = new List<PhysParameterEntry>(); |
707 | for (int ii = 0; ii < ParameterDefinitions.Length; ii++) | 685 | for (int ii = 0; ii < ParameterDefinitions.Length; ii++) |
708 | { | 686 | { |
709 | ParameterDefn pd = ParameterDefinitions[ii]; | 687 | ParameterDefnBase pd = ParameterDefinitions[ii]; |
710 | entries.Add(new PhysParameterEntry(pd.name, pd.desc)); | 688 | entries.Add(new PhysParameterEntry(pd.name, pd.desc)); |
711 | } | 689 | } |
712 | 690 | ||
713 | // make the list alphabetical for estetic reasons | 691 | // make the list alphabetical for ease of finding anything |
714 | entries.Sort((ppe1, ppe2) => { return ppe1.name.CompareTo(ppe2.name); }); | 692 | entries.Sort((ppe1, ppe2) => { return ppe1.name.CompareTo(ppe2.name); }); |
715 | 693 | ||
716 | SettableParameters = entries.ToArray(); | 694 | SettableParameters = entries.ToArray(); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 05722b8..e6aefd5 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -161,7 +161,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
161 | private int m_physicsLoggingFileMinutes; | 161 | private int m_physicsLoggingFileMinutes; |
162 | private bool m_physicsLoggingDoFlush; | 162 | private bool m_physicsLoggingDoFlush; |
163 | private bool m_physicsPhysicalDumpEnabled; | 163 | private bool m_physicsPhysicalDumpEnabled; |
164 | public float PhysicsMetricDumpFrames { get; set; } | 164 | public int PhysicsMetricDumpFrames { get; set; } |
165 | // 'true' of the vehicle code is to log lots of details | 165 | // 'true' of the vehicle code is to log lots of details |
166 | public bool VehicleLoggingEnabled { get; private set; } | 166 | public bool VehicleLoggingEnabled { get; private set; } |
167 | public bool VehiclePhysicalLoggingEnabled { get; private set; } | 167 | public bool VehiclePhysicalLoggingEnabled { get; private set; } |
@@ -542,7 +542,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
542 | collidersCount = 0; | 542 | collidersCount = 0; |
543 | } | 543 | } |
544 | 544 | ||
545 | if ((m_simulationStep % PhysicsMetricDumpFrames) == 0) | 545 | if (PhysicsMetricDumpFrames != 0 && ((m_simulationStep % PhysicsMetricDumpFrames) == 0)) |
546 | PE.DumpPhysicsStatistics(World); | 546 | PE.DumpPhysicsStatistics(World); |
547 | 547 | ||
548 | // Get a value for 'now' so all the collision and update routines don't have to get their own. | 548 | // Get a value for 'now' so all the collision and update routines don't have to get their own. |
@@ -880,38 +880,14 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
880 | { | 880 | { |
881 | bool ret = false; | 881 | bool ret = false; |
882 | 882 | ||
883 | float valf = 0f; | 883 | BSParam.ParameterDefnBase theParam; |
884 | if (val.ToLower() == "true") | ||
885 | { | ||
886 | valf = PhysParameterEntry.NUMERIC_TRUE; | ||
887 | } | ||
888 | else | ||
889 | { | ||
890 | if (val.ToLower() == "false") | ||
891 | { | ||
892 | valf = PhysParameterEntry.NUMERIC_FALSE; | ||
893 | } | ||
894 | else | ||
895 | { | ||
896 | try | ||
897 | { | ||
898 | valf = float.Parse(val); | ||
899 | } | ||
900 | catch | ||
901 | { | ||
902 | valf = 0f; | ||
903 | } | ||
904 | } | ||
905 | } | ||
906 | |||
907 | BSParam.ParameterDefn theParam; | ||
908 | if (BSParam.TryGetParameter(parm, out theParam)) | 884 | if (BSParam.TryGetParameter(parm, out theParam)) |
909 | { | 885 | { |
910 | // Set the value in the C# code | 886 | // Set the value in the C# code |
911 | theParam.setter(this, parm, localID, valf); | 887 | theParam.SetValue(this, val); |
912 | 888 | ||
913 | // Optionally set the parameter in the unmanaged code | 889 | // Optionally set the parameter in the unmanaged code |
914 | if (theParam.onObject != null) | 890 | if (theParam.HasSetOnObject) |
915 | { | 891 | { |
916 | // update all the localIDs specified | 892 | // update all the localIDs specified |
917 | // If the local ID is APPLY_TO_NONE, just change the default value | 893 | // If the local ID is APPLY_TO_NONE, just change the default value |
@@ -923,16 +899,16 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
923 | case PhysParameterEntry.APPLY_TO_NONE: | 899 | case PhysParameterEntry.APPLY_TO_NONE: |
924 | // This will cause a call into the physical world if some operation is specified (SetOnObject). | 900 | // This will cause a call into the physical world if some operation is specified (SetOnObject). |
925 | objectIDs.Add(TERRAIN_ID); | 901 | objectIDs.Add(TERRAIN_ID); |
926 | TaintedUpdateParameter(parm, objectIDs, valf); | 902 | TaintedUpdateParameter(parm, objectIDs, val); |
927 | break; | 903 | break; |
928 | case PhysParameterEntry.APPLY_TO_ALL: | 904 | case PhysParameterEntry.APPLY_TO_ALL: |
929 | lock (PhysObjects) objectIDs = new List<uint>(PhysObjects.Keys); | 905 | lock (PhysObjects) objectIDs = new List<uint>(PhysObjects.Keys); |
930 | TaintedUpdateParameter(parm, objectIDs, valf); | 906 | TaintedUpdateParameter(parm, objectIDs, val); |
931 | break; | 907 | break; |
932 | default: | 908 | default: |
933 | // setting only one localID | 909 | // setting only one localID |
934 | objectIDs.Add(localID); | 910 | objectIDs.Add(localID); |
935 | TaintedUpdateParameter(parm, objectIDs, valf); | 911 | TaintedUpdateParameter(parm, objectIDs, val); |
936 | break; | 912 | break; |
937 | } | 913 | } |
938 | } | 914 | } |
@@ -943,22 +919,22 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
943 | } | 919 | } |
944 | 920 | ||
945 | // schedule the actual updating of the paramter to when the phys engine is not busy | 921 | // schedule the actual updating of the paramter to when the phys engine is not busy |
946 | private void TaintedUpdateParameter(string parm, List<uint> lIDs, float val) | 922 | private void TaintedUpdateParameter(string parm, List<uint> lIDs, string val) |
947 | { | 923 | { |
948 | float xval = val; | 924 | string xval = val; |
949 | List<uint> xlIDs = lIDs; | 925 | List<uint> xlIDs = lIDs; |
950 | string xparm = parm; | 926 | string xparm = parm; |
951 | TaintedObject("BSScene.UpdateParameterSet", delegate() { | 927 | TaintedObject("BSScene.UpdateParameterSet", delegate() { |
952 | BSParam.ParameterDefn thisParam; | 928 | BSParam.ParameterDefnBase thisParam; |
953 | if (BSParam.TryGetParameter(xparm, out thisParam)) | 929 | if (BSParam.TryGetParameter(xparm, out thisParam)) |
954 | { | 930 | { |
955 | if (thisParam.onObject != null) | 931 | if (thisParam.HasSetOnObject) |
956 | { | 932 | { |
957 | foreach (uint lID in xlIDs) | 933 | foreach (uint lID in xlIDs) |
958 | { | 934 | { |
959 | BSPhysObject theObject = null; | 935 | BSPhysObject theObject = null; |
960 | if (PhysObjects.TryGetValue(lID, out theObject)) | 936 | if (PhysObjects.TryGetValue(lID, out theObject)) |
961 | thisParam.onObject(this, theObject, xval); | 937 | thisParam.SetOnObject(this, theObject); |
962 | } | 938 | } |
963 | } | 939 | } |
964 | } | 940 | } |
@@ -971,10 +947,10 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
971 | { | 947 | { |
972 | string val = String.Empty; | 948 | string val = String.Empty; |
973 | bool ret = false; | 949 | bool ret = false; |
974 | BSParam.ParameterDefn theParam; | 950 | BSParam.ParameterDefnBase theParam; |
975 | if (BSParam.TryGetParameter(parm, out theParam)) | 951 | if (BSParam.TryGetParameter(parm, out theParam)) |
976 | { | 952 | { |
977 | val = theParam.getter(this).ToString(); | 953 | val = theParam.GetValue(this); |
978 | ret = true; | 954 | ret = true; |
979 | } | 955 | } |
980 | value = val; | 956 | value = val; |