/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyrightD * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; using System.Collections.Generic; using System.Reflection; using System.Text; using OpenSim.Region.Physics.Manager; using OpenMetaverse; using Nini.Config; namespace OpenSim.Region.Physics.BulletSPlugin { public static class BSParam { private static string LogHeader = "[BULLETSIM PARAMETERS]"; // Tuning notes: // From: http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=6575 // Contact points can be added even if the distance is positive. The constraint solver can deal with // contacts with positive distances as well as negative (penetration). Contact points are discarded // if the distance exceeds a certain threshold. // Bullet has a contact processing threshold and a contact breaking threshold. // If the distance is larger than the contact breaking threshold, it will be removed after one frame. // If the distance is larger than the contact processing threshold, the constraint solver will ignore it. // This is separate/independent from the collision margin. The collision margin increases the object a bit // to improve collision detection performance and accuracy. // =================== // From: public static bool UseSeparatePhysicsThread { get; private set; } public static float PhysicsTimeStep { get; private set; } // Level of Detail values kept as float because that's what the Meshmerizer wants public static float MeshLOD { get; private set; } public static float MeshCircularLOD { get; private set; } public static float MeshMegaPrimLOD { get; private set; } public static float MeshMegaPrimThreshold { get; private set; } public static float SculptLOD { get; private set; } public static int CrossingFailuresBeforeOutOfBounds { get; private set; } public static float UpdateVelocityChangeThreshold { get; private set; } public static float MinimumObjectMass { get; private set; } public static float MaximumObjectMass { get; private set; } public static float MaxLinearVelocity { get; private set; } public static float MaxLinearVelocitySquared { get; private set; } public static float MaxAngularVelocity { get; private set; } public static float MaxAngularVelocitySquared { get; private set; } public static float MaxAddForceMagnitude { get; private set; } public static float MaxAddForceMagnitudeSquared { get; private set; } public static float DensityScaleFactor { get; private set; } public static float LinearDamping { get; private set; } public static float AngularDamping { get; private set; } public static float DeactivationTime { get; private set; } public static float LinearSleepingThreshold { get; private set; } public static float AngularSleepingThreshold { get; private set; } public static float CcdMotionThreshold { get; private set; } public static float CcdSweptSphereRadius { get; private set; } public static float ContactProcessingThreshold { get; private set; } public static bool ShouldMeshSculptedPrim { get; private set; } // cause scuplted prims to get meshed public static bool ShouldForceSimplePrimMeshing { get; private set; } // if a cube or sphere, let Bullet do internal shapes public static bool ShouldUseHullsForPhysicalObjects { get; private set; } // 'true' if should create hulls for physical objects public static bool ShouldRemoveZeroWidthTriangles { get; private set; } public static bool ShouldUseBulletHACD { get; set; } public static bool ShouldUseSingleConvexHullForPrims { get; set; } public static bool ShouldUseGImpactShapeForPrims { get; set; } public static bool ShouldUseAssetHulls { get; set; } public static float TerrainImplementation { get; set; } public static int TerrainMeshMagnification { get; private set; } public static float TerrainFriction { get; private set; } public static float TerrainHitFraction { get; private set; } public static float TerrainRestitution { get; private set; } public static float TerrainContactProcessingThreshold { get; private set; } public static float TerrainCollisionMargin { get; private set; } public static float DefaultFriction { get; private set; } public static float DefaultDensity { get; private set; } public static float DefaultRestitution { get; private set; } public static float CollisionMargin { get; private set; } public static float Gravity { get; private set; } // Physics Engine operation public static float MaxPersistantManifoldPoolSize { get; private set; } public static float MaxCollisionAlgorithmPoolSize { get; private set; } public static bool ShouldDisableContactPoolDynamicAllocation { get; private set; } public static bool ShouldForceUpdateAllAabbs { get; private set; } public static bool ShouldRandomizeSolverOrder { get; private set; } public static bool ShouldSplitSimulationIslands { get; private set; } public static bool ShouldEnableFrictionCaching { get; private set; } public static float NumberOfSolverIterations { get; private set; } public static bool UseSingleSidedMeshes { get; private set; } public static float GlobalContactBreakingThreshold { get; private set; } // Avatar parameters public static float AvatarFriction { get; private set; } public static float AvatarStandingFriction { get; private set; } public static float AvatarAlwaysRunFactor { get; private set; } public static float AvatarDensity { get; private set; } public static float AvatarRestitution { get; private set; } public static float AvatarCapsuleWidth { get; private set; } public static float AvatarCapsuleDepth { get; private set; } public static float AvatarCapsuleHeight { get; private set; } public static float AvatarHeightLowFudge { get; private set; } public static float AvatarHeightMidFudge { get; private set; } public static float AvatarHeightHighFudge { get; private set; } public static float AvatarContactProcessingThreshold { get; private set; } public static int AvatarJumpFrames { get; private set; } public static float AvatarBelowGroundUpCorrectionMeters { get; private set; } public static float AvatarStepHeight { get; private set; } public static float AvatarStepApproachFactor { get; private set; } public static float AvatarStepForceFactor { get; private set; } public static float AvatarStepUpCorrectionFactor { get; private set; } public static int AvatarStepSmoothingSteps { get; private set; } // Vehicle parameters public static float VehicleMaxLinearVelocity { get; private set; } public static float VehicleMaxLinearVelocitySquared { get; private set; } public static float VehicleMaxAngularVelocity { get; private set; } public static float VehicleMaxAngularVelocitySq { get; private set; } public static float VehicleAngularDamping { get; private set; } public static float VehicleFriction { get; private set; } public static float VehicleRestitution { get; private set; } public static Vector3 VehicleLinearFactor { get; private set; } public static Vector3 VehicleAngularFactor { get; private set; } public static Vector3 VehicleInertiaFactor { get; private set; } public static float VehicleGroundGravityFudge { get; private set; } public static float VehicleAngularBankingTimescaleFudge { get; private set; } public static bool VehicleEnableLinearDeflection { get; private set; } public static bool VehicleLinearDeflectionNotCollidingNoZ { get; private set; } public static bool VehicleEnableAngularVerticalAttraction { get; private set; } public static int VehicleAngularVerticalAttractionAlgorithm { get; private set; } public static bool VehicleEnableAngularDeflection { get; private set; } public static bool VehicleEnableAngularBanking { get; private set; } // Convex Hulls public static int CSHullMaxDepthSplit { get; private set; } public static int CSHullMaxDepthSplitForSimpleShapes { get; private set; } public static float CSHullConcavityThresholdPercent { get; private set; } public static float CSHullVolumeConservationThresholdPercent { get; private set; } public static int CSHullMaxVertices { get; private set; } public static float CSHullMaxSkinWidth { get; private set; } public static float BHullMaxVerticesPerHull { get; private set; } // 100 public static float BHullMinClusters { get; private set; } // 2 public static float BHullCompacityWeight { get; private set; } // 0.1 public static float BHullVolumeWeight { get; private set; } // 0.0 public static float BHullConcavity { get; private set; } // 100 public static bool BHullAddExtraDistPoints { get; private set; } // false public static bool BHullAddNeighboursDistPoints { get; private set; } // false public static bool BHullAddFacesPoints { get; private set; } // false public static bool BHullShouldAdjustCollisionMargin { get; private set; } // false // Linkset implementation parameters public static float LinksetImplementation { get; private set; } public static bool LinksetOffsetCenterOfMass { get; private set; } public static bool LinkConstraintUseFrameOffset { get; private set; } public static bool LinkConstraintEnableTransMotor { get; private set; } public static float LinkConstraintTransMotorMaxVel { get; private set; } public static float LinkConstraintTransMotorMaxForce { get; private set; } public static float LinkConstraintERP { get; private set; } public static float LinkConstraintCFM { get; private set; } public static float LinkConstraintSolverIterations { get; private set; } public static float PID_D { get; private set; } // derivative public static float PID_P { get; private set; } // proportional // Various constants that come from that other virtual world that shall not be named. public const float MinGravityZ = -1f; public const float MaxGravityZ = 28f; public const float MinFriction = 0f; public const float MaxFriction = 255f; public const float MinDensity = 0.01f; public const float MaxDensity = 22587f; public const float MinRestitution = 0f; public const float MaxRestitution = 1f; // ===================================================================================== // ===================================================================================== // Base parameter definition that gets and sets parameter values via a string public abstract class ParameterDefnBase { public string name; // string name of the parameter public string desc; // a short description of what the parameter means public ParameterDefnBase(string pName, string pDesc) { name = pName; desc = pDesc; } // Set the parameter value to the default public abstract void AssignDefault(BSScene s); // Get the value as a string public abstract string GetValue(BSScene s); // Set the value to this string value public abstract void SetValue(BSScene s, string valAsString); // set the value on a particular object (usually sets in physics engine) public abstract void SetOnObject(BSScene s, BSPhysObject obj); public abstract bool HasSetOnObject { get; } } // Specific parameter definition for a parameter of a specific type. public delegate T PGetValue(BSScene s); public delegate void PSetValue(BSScene s, T val); public delegate void PSetOnObject(BSScene scene, BSPhysObject obj); public sealed class ParameterDefn : ParameterDefnBase { private T defaultValue; private PSetValue setter; private PGetValue getter; private PSetOnObject objectSet; public ParameterDefn(string pName, string pDesc, T pDefault, PGetValue pGetter, PSetValue pSetter) : base(pName, pDesc) { defaultValue = pDefault; setter = pSetter; getter = pGetter; objectSet = null; } public ParameterDefn(string pName, string pDesc, T pDefault, PGetValue pGetter, PSetValue pSetter, PSetOnObject pObjSetter) : base(pName, pDesc) { defaultValue = pDefault; setter = pSetter; getter = pGetter; objectSet = pObjSetter; } // Simple parameter variable where property name is the same as the INI file name // and the value is only a simple get and set. public ParameterDefn(string pName, string pDesc, T pDefault) : base(pName, pDesc) { defaultValue = pDefault; setter = (s, v) => { SetValueByName(s, name, v); }; getter = (s) => { return GetValueByName(s, name); }; objectSet = null; } // Use reflection to find the property named 'pName' in BSParam and assign 'val' to same. private void SetValueByName(BSScene s, string pName, T val) { PropertyInfo prop = typeof(BSParam).GetProperty(pName, BindingFlags.Public | BindingFlags.Static | BindingFlags.FlattenHierarchy); if (prop == null) { // This should only be output when someone adds a new INI parameter and misspells the name. s.Logger.ErrorFormat("{0} SetValueByName: did not find '{1}'. Verify specified property name is the same as the given INI parameters name.", LogHeader, pName); } else { prop.SetValue(null, val, null); } } // Use reflection to find the property named 'pName' in BSParam and return the value in same. private T GetValueByName(BSScene s, string pName) { PropertyInfo prop = typeof(BSParam).GetProperty(pName, BindingFlags.Public | BindingFlags.Static | BindingFlags.FlattenHierarchy); if (prop == null) { // This should only be output when someone adds a new INI parameter and misspells the name. s.Logger.ErrorFormat("{0} GetValueByName: did not find '{1}'. Verify specified property name is the same as the given INI parameter name.", LogHeader, pName); } return (T)prop.GetValue(null, null); } public override void AssignDefault(BSScene s) { setter(s, defaultValue); } public override string GetValue(BSScene s) { return getter(s).ToString(); } public override void SetValue(BSScene s, string valAsString) { // Get the generic type of the setter Type genericType = setter.GetType().GetGenericArguments()[0]; // Find the 'Parse' method on that type System.Reflection.MethodInfo parser = null; try { parser = genericType.GetMethod("Parse", new Type[] { typeof(String) } ); } catch (Exception e) { s.Logger.ErrorFormat("{0} Exception getting parser for type '{1}': {2}", LogHeader, genericType, e); parser = null; } if (parser != null) { // Parse the input string try { T setValue = (T)parser.Invoke(genericType, new Object[] { valAsString }); // Store the parsed value setter(s, setValue); // s.Logger.DebugFormat("{0} Parameter {1} = {2}", LogHeader, name, setValue); } catch { s.Logger.ErrorFormat("{0} Failed parsing parameter value '{1}' as type '{2}'", LogHeader, valAsString, genericType); } } else { s.Logger.ErrorFormat("{0} Could not find parameter parser for type '{1}'", LogHeader, genericType); } } public override bool HasSetOnObject { get { return objectSet != null; } } public override void SetOnObject(BSScene s, BSPhysObject obj) { if (objectSet != null) objectSet(s, obj); } } // List of all of the externally visible parameters. // For each parameter, this table maps a text name to getter and setters. // To add a new externally referencable/settable parameter, add the paramter storage // location somewhere in the program and make an entry in this table with the // getters and setters. // It is easiest to find an existing definition and copy it. // // A ParameterDefn() takes the following parameters: // -- the text name of the parameter. This is used for console input and ini file. // -- a short text description of the parameter. This shows up in the console listing. // -- a default value // -- a delegate for getting the value // -- a delegate for setting the value // -- an optional delegate to update the value in the world. Most often used to // push the new value to an in-world object. // // The single letter parameters for the delegates are: // s = BSScene // o = BSPhysObject // v = value (appropriate type) private static ParameterDefnBase[] ParameterDefinitions = { new ParameterDefn("UseSeparatePhysicsThread", "If 'true', the physics engine runs independent from the simulator heartbeat", false ), new ParameterDefn("PhysicsTimeStep", "If separate thread, seconds to simulate each interval", 0.089f ), new ParameterDefn("MeshSculptedPrim", "Whether to create meshes for sculpties", true, (s) => { return ShouldMeshSculptedPrim; }, (s,v) => { ShouldMeshSculptedPrim = v; } ), new ParameterDefn("ForceSimplePrimMeshing", "If true, only use primitive meshes for objects", false, (s) => { return ShouldForceSimplePrimMeshing; }, (s,v) => { ShouldForceSimplePrimMeshing = v; } ), new ParameterDefn("UseHullsForPhysicalObjects", "If true, create hulls for physical objects", true, (s) => { return ShouldUseHullsForPhysicalObjects; }, (s,v) => { ShouldUseHullsForPhysicalObjects = v; } ), new ParameterDefn("ShouldRemoveZeroWidthTriangles", "If true, remove degenerate triangles from meshes", true ), new ParameterDefn("ShouldUseBulletHACD", "If true, use the Bullet version of HACD", false ), new ParameterDefn("ShouldUseSingleConvexHullForPrims", "If true, use a single convex hull shape for physical prims", true ), new ParameterDefn("ShouldUseGImpactShapeForPrims", "If true, use a GImpact shape for prims with cuts and twists", false ), new ParameterDefn("ShouldUseAssetHulls", "If true, use hull if specified in the mesh asset info", true ), new ParameterDefn("CrossingFailuresBeforeOutOfBounds", "How forgiving we are about getting into adjactent regions", 5 ), new ParameterDefn("UpdateVelocityChangeThreshold", "Change in updated velocity required before reporting change to simulator", 0.1f ), new ParameterDefn("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)", 32f, (s) => { return MeshLOD; }, (s,v) => { MeshLOD = v; } ), new ParameterDefn("MeshLevelOfDetailCircular", "Level of detail for prims with circular cuts or shapes", 32f, (s) => { return MeshCircularLOD; }, (s,v) => { MeshCircularLOD = v; } ), new ParameterDefn("MeshLevelOfDetailMegaPrimThreshold", "Size (in meters) of a mesh before using MeshMegaPrimLOD", 10f, (s) => { return MeshMegaPrimThreshold; }, (s,v) => { MeshMegaPrimThreshold = v; } ), new ParameterDefn("MeshLevelOfDetailMegaPrim", "Level of detail to render meshes larger than threshold meters", 32f, (s) => { return MeshMegaPrimLOD; }, (s,v) => { MeshMegaPrimLOD = v; } ), new ParameterDefn("SculptLevelOfDetail", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)", 32f, (s) => { return SculptLOD; }, (s,v) => { SculptLOD = v; } ), new ParameterDefn("MaxSubStep", "In simulation step, maximum number of substeps", 10, (s) => { return s.m_maxSubSteps; }, (s,v) => { s.m_maxSubSteps = (int)v; } ), new ParameterDefn("FixedTimeStep", "In simulation step, seconds of one substep (1/60)", 1f / 60f, (s) => { return s.m_fixedTimeStep; }, (s,v) => { s.m_fixedTimeStep = v; } ), new ParameterDefn("NominalFrameRate", "The base frame rate we claim", 55f, (s) => { return s.NominalFrameRate; }, (s,v) => { s.NominalFrameRate = (int)v; } ), new ParameterDefn("MaxCollisionsPerFrame", "Max collisions returned at end of each frame", 2048, (s) => { return s.m_maxCollisionsPerFrame; }, (s,v) => { s.m_maxCollisionsPerFrame = (int)v; } ), new ParameterDefn("MaxUpdatesPerFrame", "Max updates returned at end of each frame", 8000, (s) => { return s.m_maxUpdatesPerFrame; }, (s,v) => { s.m_maxUpdatesPerFrame = (int)v; } ), new ParameterDefn("MinObjectMass", "Minimum object mass (0.0001)", 0.0001f, (s) => { return MinimumObjectMass; }, (s,v) => { MinimumObjectMass = v; } ), new ParameterDefn("MaxObjectMass", "Maximum object mass (10000.01)", 10000.01f, (s) => { return MaximumObjectMass; }, (s,v) => { MaximumObjectMass = v; } ), new ParameterDefn("MaxLinearVelocity", "Maximum velocity magnitude that can be assigned to an object", 1000.0f, (s) => { return MaxLinearVelocity; }, (s,v) => { MaxLinearVelocity = v; MaxLinearVelocitySquared = v * v; } ), new ParameterDefn("MaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to an object", 1000.0f, (s) => { return MaxAngularVelocity; }, (s,v) => { MaxAngularVelocity = v; MaxAngularVelocitySquared = v * v; } ), // LL documentation says thie number should be 20f for llApplyImpulse and 200f for llRezObject new ParameterDefn("MaxAddForceMagnitude", "Maximum force that can be applied by llApplyImpulse (SL says 20f)", 20000.0f, (s) => { return MaxAddForceMagnitude; }, (s,v) => { MaxAddForceMagnitude = v; MaxAddForceMagnitudeSquared = v * v; } ), // Density is passed around as 100kg/m3. This scales that to 1kg/m3. // Reduce by power of 100 because Bullet doesn't seem to handle objects with large mass very well new ParameterDefn("DensityScaleFactor", "Conversion for simulator/viewer density (100kg/m3) to physical density (1kg/m3)", 0.01f ), new ParameterDefn("PID_D", "Derivitive factor for motion smoothing", 2200f ), new ParameterDefn("PID_P", "Parameteric factor for motion smoothing", 900f ), new ParameterDefn("DefaultFriction", "Friction factor used on new objects", 0.2f, (s) => { return DefaultFriction; }, (s,v) => { DefaultFriction = v; s.UnmanagedParams[0].defaultFriction = v; } ), // For historical reasons, the viewer and simulator multiply the density by 100 new ParameterDefn("DefaultDensity", "Density for new objects" , 1000.0006836f, // Aluminum g/cm3 * 100 (s) => { return DefaultDensity; }, (s,v) => { DefaultDensity = v; s.UnmanagedParams[0].defaultDensity = v; } ), new ParameterDefn("DefaultRestitution", "Bouncyness of an object" , 0f, (s) => { return DefaultRestitution; }, (s,v) => { DefaultRestitution = v; s.UnmanagedParams[0].defaultRestitution = v; } ), new ParameterDefn("CollisionMargin", "Margin around objects before collisions are calculated (must be zero!)", 0.04f, (s) => { return CollisionMargin; }, (s,v) => { CollisionMargin = v; s.UnmanagedParams[0].collisionMargin = v; } ), new ParameterDefn("Gravity", "Vertical force of gravity (negative means down)", -9.80665f, (s) => { return Gravity; }, (s,v) => { Gravity = v; s.UnmanagedParams[0].gravity = v; }, (s,o) => { s.PE.SetGravity(o.PhysBody, new Vector3(0f,0f,Gravity)); } ), new ParameterDefn("LinearDamping", "Factor to damp linear movement per second (0.0 - 1.0)", 0f, (s) => { return LinearDamping; }, (s,v) => { LinearDamping = v; }, (s,o) => { s.PE.SetDamping(o.PhysBody, LinearDamping, AngularDamping); } ), new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)", 0f, (s) => { return AngularDamping; }, (s,v) => { AngularDamping = v; }, (s,o) => { s.PE.SetDamping(o.PhysBody, LinearDamping, AngularDamping); } ), new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static", 0.2f, (s) => { return DeactivationTime; }, (s,v) => { DeactivationTime = v; }, (s,o) => { s.PE.SetDeactivationTime(o.PhysBody, DeactivationTime); } ), new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static", 0.8f, (s) => { return LinearSleepingThreshold; }, (s,v) => { LinearSleepingThreshold = v;}, (s,o) => { s.PE.SetSleepingThresholds(o.PhysBody, LinearSleepingThreshold, AngularSleepingThreshold); } ), new ParameterDefn("AngularSleepingThreshold", "Seconds to measure angular movement before considering static", 1.0f, (s) => { return AngularSleepingThreshold; }, (s,v) => { AngularSleepingThreshold = v;}, (s,o) => { s.PE.SetSleepingThresholds(o.PhysBody, LinearSleepingThreshold, AngularSleepingThreshold); } ), new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" , 0.0f, // set to zero to disable (s) => { return CcdMotionThreshold; }, (s,v) => { CcdMotionThreshold = v;}, (s,o) => { s.PE.SetCcdMotionThreshold(o.PhysBody, CcdMotionThreshold); } ), new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" , 0.2f, (s) => { return CcdSweptSphereRadius; }, (s,v) => { CcdSweptSphereRadius = v;}, (s,o) => { s.PE.SetCcdSweptSphereRadius(o.PhysBody, CcdSweptSphereRadius); } ), new ParameterDefn("ContactProcessingThreshold", "Distance above which contacts can be discarded (0 means no discard)" , 0.0f, (s) => { return ContactProcessingThreshold; }, (s,v) => { ContactProcessingThreshold = v;}, (s,o) => { s.PE.SetContactProcessingThreshold(o.PhysBody, ContactProcessingThreshold); } ), new ParameterDefn("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)", (float)BSTerrainPhys.TerrainImplementation.Mesh ), new ParameterDefn("TerrainMeshMagnification", "Number of times the 256x256 heightmap is multiplied to create the terrain mesh" , 2 ), new ParameterDefn("TerrainFriction", "Factor to reduce movement against terrain surface" , 0.3f ), new ParameterDefn("TerrainHitFraction", "Distance to measure hit collisions" , 0.8f ), new ParameterDefn("TerrainRestitution", "Bouncyness" , 0f ), new ParameterDefn("TerrainContactProcessingThreshold", "Distance from terrain to stop processing collisions" , 0.0f ), new ParameterDefn("TerrainCollisionMargin", "Margin where collision checking starts" , 0.08f ), new ParameterDefn("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.", 0.2f ), new ParameterDefn("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.", 0.95f ), new ParameterDefn("AvatarAlwaysRunFactor", "Speed multiplier if avatar is set to always run", 1.3f ), // For historical reasons, density is reported * 100 new ParameterDefn("AvatarDensity", "Density of an avatar. Changed on avatar recreation. Scaled times 100.", 3500f) , // 3.5 * 100 new ParameterDefn("AvatarRestitution", "Bouncyness. Changed on avatar recreation.", 0f ), new ParameterDefn("AvatarCapsuleWidth", "The distance between the sides of the avatar capsule", 0.6f ) , new ParameterDefn("AvatarCapsuleDepth", "The distance between the front and back of the avatar capsule", 0.45f ), new ParameterDefn("AvatarCapsuleHeight", "Default height of space around avatar", 1.5f ), new ParameterDefn("AvatarHeightLowFudge", "A fudge factor to make small avatars stand on the ground", -0.2f ), new ParameterDefn("AvatarHeightMidFudge", "A fudge distance to adjust average sized avatars to be standing on ground", 0.2f ), new ParameterDefn("AvatarHeightHighFudge", "A fudge factor to make tall avatars stand on the ground", 0.2f ), new ParameterDefn("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions", 0.1f ), new ParameterDefn("AvatarBelowGroundUpCorrectionMeters", "Meters to move avatar up if it seems to be below ground", 1.0f ), new ParameterDefn("AvatarJumpFrames", "Number of frames to allow jump forces. Changes jump height.", 4 ), new ParameterDefn("AvatarStepHeight", "Height of a step obstacle to consider step correction", 0.6f ) , new ParameterDefn("AvatarStepApproachFactor", "Factor to control angle of approach to step (0=straight on)", 0.6f ), new ParameterDefn("AvatarStepForceFactor", "Controls the amount of force up applied to step up onto a step", 1.0f ), new ParameterDefn("AvatarStepUpCorrectionFactor", "Multiplied by height of step collision to create up movement at step", 1.0f ), new ParameterDefn("AvatarStepSmoothingSteps", "Number of frames after a step collision that we continue walking up stairs", 2 ), new ParameterDefn("VehicleMaxLinearVelocity", "Maximum velocity magnitude that can be assigned to a vehicle", 1000.0f, (s) => { return (float)VehicleMaxLinearVelocity; }, (s,v) => { VehicleMaxLinearVelocity = v; VehicleMaxLinearVelocitySquared = v * v; } ), new ParameterDefn("VehicleMaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to a vehicle", 12.0f, (s) => { return (float)VehicleMaxAngularVelocity; }, (s,v) => { VehicleMaxAngularVelocity = v; VehicleMaxAngularVelocitySq = v * v; } ), new ParameterDefn("VehicleAngularDamping", "Factor to damp vehicle angular movement per second (0.0 - 1.0)", 0.0f ), new ParameterDefn("VehicleLinearFactor", "Fraction of physical linear changes applied to vehicle (<0,0,0> to <1,1,1>)", new Vector3(1f, 1f, 1f) ), new ParameterDefn("VehicleAngularFactor", "Fraction of physical angular changes applied to vehicle (<0,0,0> to <1,1,1>)", new Vector3(1f, 1f, 1f) ), new ParameterDefn("VehicleInertiaFactor", "Fraction of physical inertia applied (<0,0,0> to <1,1,1>)", new Vector3(1f, 1f, 1f) ), new ParameterDefn("VehicleFriction", "Friction of vehicle on the ground (0.0 - 1.0)", 0.0f ), new ParameterDefn("VehicleRestitution", "Bouncyness factor for vehicles (0.0 - 1.0)", 0.0f ), new ParameterDefn("VehicleGroundGravityFudge", "Factor to multiply gravity if a ground vehicle is probably on the ground (0.0 - 1.0)", 0.2f ), new ParameterDefn("VehicleAngularBankingTimescaleFudge", "Factor to multiple angular banking timescale. Tune to increase realism.", 60.0f ), new ParameterDefn("VehicleEnableLinearDeflection", "Turn on/off vehicle linear deflection effect", true ), new ParameterDefn("VehicleLinearDeflectionNotCollidingNoZ", "Turn on/off linear deflection Z effect on non-colliding vehicles", true ), new ParameterDefn("VehicleEnableAngularVerticalAttraction", "Turn on/off vehicle angular vertical attraction effect", true ), new ParameterDefn("VehicleAngularVerticalAttractionAlgorithm", "Select vertical attraction algo. You need to look at the source.", 0 ), new ParameterDefn("VehicleEnableAngularDeflection", "Turn on/off vehicle angular deflection effect", true ), new ParameterDefn("VehicleEnableAngularBanking", "Turn on/off vehicle angular banking effect", true ), new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)", 0f, (s) => { return MaxPersistantManifoldPoolSize; }, (s,v) => { MaxPersistantManifoldPoolSize = v; s.UnmanagedParams[0].maxPersistantManifoldPoolSize = v; } ), new ParameterDefn("MaxCollisionAlgorithmPoolSize", "Number of collisions pooled (0 means default of 4096)", 0f, (s) => { return MaxCollisionAlgorithmPoolSize; }, (s,v) => { MaxCollisionAlgorithmPoolSize = v; s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize = v; } ), new ParameterDefn("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count", false, (s) => { return ShouldDisableContactPoolDynamicAllocation; }, (s,v) => { ShouldDisableContactPoolDynamicAllocation = v; s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = NumericBool(v); } ), new ParameterDefn("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step", false, (s) => { return ShouldForceUpdateAllAabbs; }, (s,v) => { ShouldForceUpdateAllAabbs = v; s.UnmanagedParams[0].shouldForceUpdateAllAabbs = NumericBool(v); } ), new ParameterDefn("ShouldRandomizeSolverOrder", "Enable for slightly better stacking interaction", true, (s) => { return ShouldRandomizeSolverOrder; }, (s,v) => { ShouldRandomizeSolverOrder = v; s.UnmanagedParams[0].shouldRandomizeSolverOrder = NumericBool(v); } ), new ParameterDefn("ShouldSplitSimulationIslands", "Enable splitting active object scanning islands", true, (s) => { return ShouldSplitSimulationIslands; }, (s,v) => { ShouldSplitSimulationIslands = v; s.UnmanagedParams[0].shouldSplitSimulationIslands = NumericBool(v); } ), new ParameterDefn("ShouldEnableFrictionCaching", "Enable friction computation caching", true, (s) => { return ShouldEnableFrictionCaching; }, (s,v) => { ShouldEnableFrictionCaching = v; s.UnmanagedParams[0].shouldEnableFrictionCaching = NumericBool(v); } ), new ParameterDefn("NumberOfSolverIterations", "Number of internal iterations (0 means default)", 0f, // zero says use Bullet default (s) => { return NumberOfSolverIterations; }, (s,v) => { NumberOfSolverIterations = v; s.UnmanagedParams[0].numberOfSolverIterations = v; } ), new ParameterDefn("UseSingleSidedMeshes", "Whether to compute collisions based on single sided meshes.", true, (s) => { return UseSingleSidedMeshes; }, (s,v) => { UseSingleSidedMeshes = v; s.UnmanagedParams[0].useSingleSidedMeshes = NumericBool(v); } ), new ParameterDefn("GlobalContactBreakingThreshold", "Amount of shape radius before breaking a collision contact (0 says Bullet default (0.2))", 0f, (s) => { return GlobalContactBreakingThreshold; }, (s,v) => { GlobalContactBreakingThreshold = v; s.UnmanagedParams[0].globalContactBreakingThreshold = v; } ), new ParameterDefn("CSHullMaxDepthSplit", "CS impl: max depth to split for hull. 1-10 but > 7 is iffy", 7 ), new ParameterDefn("CSHullMaxDepthSplitForSimpleShapes", "CS impl: max depth setting for simple prim shapes", 2 ), new ParameterDefn("CSHullConcavityThresholdPercent", "CS impl: concavity threshold percent (0-20)", 5f ), new ParameterDefn("CSHullVolumeConservationThresholdPercent", "percent volume conservation to collapse hulls (0-30)", 5f ), new ParameterDefn("CSHullMaxVertices", "CS impl: maximum number of vertices in output hulls. Keep < 50.", 32 ), new ParameterDefn("CSHullMaxSkinWidth", "CS impl: skin width to apply to output hulls.", 0f ), new ParameterDefn("BHullMaxVerticesPerHull", "Bullet impl: max number of vertices per created hull", 200f ), new ParameterDefn("BHullMinClusters", "Bullet impl: minimum number of hulls to create per mesh", 10f ), new ParameterDefn("BHullCompacityWeight", "Bullet impl: weight factor for how compact to make hulls", 20f ), new ParameterDefn("BHullVolumeWeight", "Bullet impl: weight factor for volume in created hull", 0.1f ), new ParameterDefn("BHullConcavity", "Bullet impl: weight factor for how convex a created hull can be", 10f ), new ParameterDefn("BHullAddExtraDistPoints", "Bullet impl: whether to add extra vertices for long distance vectors", true ), new ParameterDefn("BHullAddNeighboursDistPoints", "Bullet impl: whether to add extra vertices between neighbor hulls", true ), new ParameterDefn("BHullAddFacesPoints", "Bullet impl: whether to add extra vertices to break up hull faces", true ), new ParameterDefn("BHullShouldAdjustCollisionMargin", "Bullet impl: whether to shrink resulting hulls to account for collision margin", false ), new ParameterDefn("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)", (float)BSLinkset.LinksetImplementation.Compound ), new ParameterDefn("LinksetOffsetCenterOfMass", "If 'true', compute linkset center-of-mass and offset linkset position to account for same", true ), new ParameterDefn("LinkConstraintUseFrameOffset", "For linksets built with constraints, enable frame offsetFor linksets built with constraints, enable frame offset.", false ), new ParameterDefn("LinkConstraintEnableTransMotor", "Whether to enable translational motor on linkset constraints", true ), new ParameterDefn("LinkConstraintTransMotorMaxVel", "Maximum velocity to be applied by translational motor in linkset constraints", 5.0f ), new ParameterDefn("LinkConstraintTransMotorMaxForce", "Maximum force to be applied by translational motor in linkset constraints", 0.1f ), new ParameterDefn("LinkConstraintCFM", "Amount constraint can be violated. 0=no violation, 1=infinite. Default=0.1", 0.1f ), new ParameterDefn("LinkConstraintERP", "Amount constraint is corrected each tick. 0=none, 1=all. Default = 0.2", 0.1f ), new ParameterDefn("LinkConstraintSolverIterations", "Number of solver iterations when computing constraint. (0 = Bullet default)", 40 ), new ParameterDefn("PhysicsMetricFrames", "Frames between outputting detailed phys metrics. (0 is off)", 0, (s) => { return s.PhysicsMetricDumpFrames; }, (s,v) => { s.PhysicsMetricDumpFrames = v; } ), new ParameterDefn("ResetBroadphasePool", "Setting this is any value resets the broadphase collision pool", 0f, (s) => { return 0f; }, (s,v) => { BSParam.ResetBroadphasePoolTainted(s, v, false /* inTaintTime */); } ), new ParameterDefn("ResetConstraintSolver", "Setting this is any value resets the constraint solver", 0f, (s) => { return 0f; }, (s,v) => { BSParam.ResetConstraintSolverTainted(s, v); } ), }; // Convert a boolean to our numeric true and false values public static float NumericBool(bool b) { return (b ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse); } // Convert numeric true and false values to a boolean public static bool BoolNumeric(float b) { return (b == ConfigurationParameters.numericTrue ? true : false); } // Search through the parameter definitions and return the matching // ParameterDefn structure. // Case does not matter as names are compared after converting to lower case. // Returns 'false' if the parameter is not found. internal static bool TryGetParameter(string paramName, out ParameterDefnBase defn) { bool ret = false; ParameterDefnBase foundDefn = null; string pName = paramName.ToLower(); foreach (ParameterDefnBase parm in ParameterDefinitions) { if (pName == parm.name.ToLower()) { foundDefn = parm; ret = true; break; } } defn = foundDefn; return ret; } // Pass through the settable parameters and set the default values internal static void SetParameterDefaultValues(BSScene physicsScene) { foreach (ParameterDefnBase parm in ParameterDefinitions) { parm.AssignDefault(physicsScene); } } // Get user set values out of the ini file. internal static void SetParameterConfigurationValues(BSScene physicsScene, IConfig cfg) { foreach (ParameterDefnBase parm in ParameterDefinitions) { parm.SetValue(physicsScene, cfg.GetString(parm.name, parm.GetValue(physicsScene))); } } internal static PhysParameterEntry[] SettableParameters = new PhysParameterEntry[1]; // This creates an array in the correct format for returning the list of // parameters. This is used by the 'list' option of the 'physics' command. internal static void BuildParameterTable() { if (SettableParameters.Length < ParameterDefinitions.Length) { List entries = new List(); for (int ii = 0; ii < ParameterDefinitions.Length; ii++) { ParameterDefnBase pd = ParameterDefinitions[ii]; entries.Add(new PhysParameterEntry(pd.name, pd.desc)); } // make the list alphabetical for ease of finding anything entries.Sort((ppe1, ppe2) => { return ppe1.name.CompareTo(ppe2.name); }); SettableParameters = entries.ToArray(); } } // ===================================================================== // ===================================================================== // There are parameters that, when set, cause things to happen in the physics engine. // This causes the broadphase collision cache to be cleared. private static void ResetBroadphasePoolTainted(BSScene pPhysScene, float v, bool inTaintTime) { BSScene physScene = pPhysScene; physScene.TaintedObject(inTaintTime, "BSParam.ResetBroadphasePoolTainted", delegate() { physScene.PE.ResetBroadphasePool(physScene.World); }); } // This causes the constraint solver cache to be cleared and reset. private static void ResetConstraintSolverTainted(BSScene pPhysScene, float v) { BSScene physScene = pPhysScene; physScene.TaintedObject("BSParam.ResetConstraintSolver", delegate() { physScene.PE.ResetConstraintSolver(physScene.World); }); } } }