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authorRobert Adams2013-05-08 06:02:12 -0700
committerRobert Adams2013-05-08 06:02:12 -0700
commiteb0687f5af127ad6195b95965ce31346f2bc0a24 (patch)
tree8888b8d4c45874c646da0b475d09bd051b33e1cc /OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
parentAdd regression test for inventory item give, reject and subsequent trash fold... (diff)
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vh: update BulletSim (OpenSim/Region/Physics/BulletSPlugin
and DLL/SO) to ac6dcd35fb77f118fc6c3d72cb029591306c7e99 (Mon May 6 21:10:02 2013 -0400) on top of 0.7.5-postfixes.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSParam.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSParam.cs913
1 files changed, 558 insertions, 355 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
index 69ac8cd..3ca7e16 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27using System; 27using System;
28using System.Collections.Generic; 28using System.Collections.Generic;
29using System.Reflection;
29using System.Text; 30using System.Text;
30 31
31using OpenSim.Region.Physics.Manager; 32using OpenSim.Region.Physics.Manager;
@@ -37,14 +38,41 @@ namespace OpenSim.Region.Physics.BulletSPlugin
37{ 38{
38public static class BSParam 39public static class BSParam
39{ 40{
41 private static string LogHeader = "[BULLETSIM PARAMETERS]";
42
43 // Tuning notes:
44 // From: http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=6575
45 // Contact points can be added even if the distance is positive. The constraint solver can deal with
46 // contacts with positive distances as well as negative (penetration). Contact points are discarded
47 // if the distance exceeds a certain threshold.
48 // Bullet has a contact processing threshold and a contact breaking threshold.
49 // If the distance is larger than the contact breaking threshold, it will be removed after one frame.
50 // If the distance is larger than the contact processing threshold, the constraint solver will ignore it.
51
52 // This is separate/independent from the collision margin. The collision margin increases the object a bit
53 // to improve collision detection performance and accuracy.
54 // ===================
55 // From:
56
40 // Level of Detail values kept as float because that's what the Meshmerizer wants 57 // Level of Detail values kept as float because that's what the Meshmerizer wants
41 public static float MeshLOD { get; private set; } 58 public static float MeshLOD { get; private set; }
59 public static float MeshCircularLOD { get; private set; }
42 public static float MeshMegaPrimLOD { get; private set; } 60 public static float MeshMegaPrimLOD { get; private set; }
43 public static float MeshMegaPrimThreshold { get; private set; } 61 public static float MeshMegaPrimThreshold { get; private set; }
44 public static float SculptLOD { get; private set; } 62 public static float SculptLOD { get; private set; }
45 63
64 public static int CrossingFailuresBeforeOutOfBounds { get; private set; }
65 public static float UpdateVelocityChangeThreshold { get; private set; }
66
46 public static float MinimumObjectMass { get; private set; } 67 public static float MinimumObjectMass { get; private set; }
47 public static float MaximumObjectMass { get; private set; } 68 public static float MaximumObjectMass { get; private set; }
69 public static float MaxLinearVelocity { get; private set; }
70 public static float MaxLinearVelocitySquared { get; private set; }
71 public static float MaxAngularVelocity { get; private set; }
72 public static float MaxAngularVelocitySquared { get; private set; }
73 public static float MaxAddForceMagnitude { get; private set; }
74 public static float MaxAddForceMagnitudeSquared { get; private set; }
75 public static float DensityScaleFactor { get; private set; }
48 76
49 public static float LinearDamping { get; private set; } 77 public static float LinearDamping { get; private set; }
50 public static float AngularDamping { get; private set; } 78 public static float AngularDamping { get; private set; }
@@ -58,13 +86,36 @@ public static class BSParam
58 public static bool ShouldMeshSculptedPrim { get; private set; } // cause scuplted prims to get meshed 86 public static bool ShouldMeshSculptedPrim { get; private set; } // cause scuplted prims to get meshed
59 public static bool ShouldForceSimplePrimMeshing { get; private set; } // if a cube or sphere, let Bullet do internal shapes 87 public static bool ShouldForceSimplePrimMeshing { get; private set; } // if a cube or sphere, let Bullet do internal shapes
60 public static bool ShouldUseHullsForPhysicalObjects { get; private set; } // 'true' if should create hulls for physical objects 88 public static bool ShouldUseHullsForPhysicalObjects { get; private set; } // 'true' if should create hulls for physical objects
89 public static bool ShouldRemoveZeroWidthTriangles { get; private set; }
90 public static bool ShouldUseBulletHACD { get; set; }
91 public static bool ShouldUseSingleConvexHullForPrims { get; set; }
61 92
62 public static float TerrainImplementation { get; private set; } 93 public static float TerrainImplementation { get; private set; }
94 public static int TerrainMeshMagnification { get; private set; }
63 public static float TerrainFriction { get; private set; } 95 public static float TerrainFriction { get; private set; }
64 public static float TerrainHitFraction { get; private set; } 96 public static float TerrainHitFraction { get; private set; }
65 public static float TerrainRestitution { get; private set; } 97 public static float TerrainRestitution { get; private set; }
98 public static float TerrainContactProcessingThreshold { get; private set; }
66 public static float TerrainCollisionMargin { get; private set; } 99 public static float TerrainCollisionMargin { get; private set; }
67 100
101 public static float DefaultFriction { get; private set; }
102 public static float DefaultDensity { get; private set; }
103 public static float DefaultRestitution { get; private set; }
104 public static float CollisionMargin { get; private set; }
105 public static float Gravity { get; private set; }
106
107 // Physics Engine operation
108 public static float MaxPersistantManifoldPoolSize { get; private set; }
109 public static float MaxCollisionAlgorithmPoolSize { get; private set; }
110 public static bool ShouldDisableContactPoolDynamicAllocation { get; private set; }
111 public static bool ShouldForceUpdateAllAabbs { get; private set; }
112 public static bool ShouldRandomizeSolverOrder { get; private set; }
113 public static bool ShouldSplitSimulationIslands { get; private set; }
114 public static bool ShouldEnableFrictionCaching { get; private set; }
115 public static float NumberOfSolverIterations { get; private set; }
116 public static bool UseSingleSidedMeshes { get; private set; }
117 public static float GlobalContactBreakingThreshold { get; private set; }
118
68 // Avatar parameters 119 // Avatar parameters
69 public static float AvatarFriction { get; private set; } 120 public static float AvatarFriction { get; private set; }
70 public static float AvatarStandingFriction { get; private set; } 121 public static float AvatarStandingFriction { get; private set; }
@@ -75,12 +126,48 @@ public static class BSParam
75 public static float AvatarCapsuleDepth { get; private set; } 126 public static float AvatarCapsuleDepth { get; private set; }
76 public static float AvatarCapsuleHeight { get; private set; } 127 public static float AvatarCapsuleHeight { get; private set; }
77 public static float AvatarContactProcessingThreshold { get; private set; } 128 public static float AvatarContactProcessingThreshold { get; private set; }
78 129 public static float AvatarBelowGroundUpCorrectionMeters { get; private set; }
130 public static float AvatarStepHeight { get; private set; }
131 public static float AvatarStepApproachFactor { get; private set; }
132 public static float AvatarStepForceFactor { get; private set; }
133 public static float AvatarStepUpCorrectionFactor { get; private set; }
134 public static int AvatarStepSmoothingSteps { get; private set; }
135
136 // Vehicle parameters
137 public static float VehicleMaxLinearVelocity { get; private set; }
138 public static float VehicleMaxLinearVelocitySquared { get; private set; }
139 public static float VehicleMaxAngularVelocity { get; private set; }
140 public static float VehicleMaxAngularVelocitySq { get; private set; }
79 public static float VehicleAngularDamping { get; private set; } 141 public static float VehicleAngularDamping { get; private set; }
80 142 public static float VehicleFriction { get; private set; }
143 public static float VehicleRestitution { get; private set; }
144 public static Vector3 VehicleLinearFactor { get; private set; }
145 public static Vector3 VehicleAngularFactor { get; private set; }
146 public static float VehicleGroundGravityFudge { get; private set; }
147 public static float VehicleAngularBankingTimescaleFudge { get; private set; }
148 public static bool VehicleDebuggingEnable { get; private set; }
149
150 // Convex Hulls
151 public static int CSHullMaxDepthSplit { get; private set; }
152 public static int CSHullMaxDepthSplitForSimpleShapes { get; private set; }
153 public static float CSHullConcavityThresholdPercent { get; private set; }
154 public static float CSHullVolumeConservationThresholdPercent { get; private set; }
155 public static int CSHullMaxVertices { get; private set; }
156 public static float CSHullMaxSkinWidth { get; private set; }
157 public static float BHullMaxVerticesPerHull { get; private set; } // 100
158 public static float BHullMinClusters { get; private set; } // 2
159 public static float BHullCompacityWeight { get; private set; } // 0.1
160 public static float BHullVolumeWeight { get; private set; } // 0.0
161 public static float BHullConcavity { get; private set; } // 100
162 public static bool BHullAddExtraDistPoints { get; private set; } // false
163 public static bool BHullAddNeighboursDistPoints { get; private set; } // false
164 public static bool BHullAddFacesPoints { get; private set; } // false
165 public static bool BHullShouldAdjustCollisionMargin { get; private set; } // false
166
167 // Linkset implementation parameters
81 public static float LinksetImplementation { get; private set; } 168 public static float LinksetImplementation { get; private set; }
82 public static float LinkConstraintUseFrameOffset { get; private set; } 169 public static bool LinkConstraintUseFrameOffset { get; private set; }
83 public static float LinkConstraintEnableTransMotor { get; private set; } 170 public static bool LinkConstraintEnableTransMotor { get; private set; }
84 public static float LinkConstraintTransMotorMaxVel { get; private set; } 171 public static float LinkConstraintTransMotorMaxVel { get; private set; }
85 public static float LinkConstraintTransMotorMaxForce { get; private set; } 172 public static float LinkConstraintTransMotorMaxForce { get; private set; }
86 public static float LinkConstraintERP { get; private set; } 173 public static float LinkConstraintERP { get; private set; }
@@ -90,51 +177,152 @@ public static class BSParam
90 public static float PID_D { get; private set; } // derivative 177 public static float PID_D { get; private set; } // derivative
91 public static float PID_P { get; private set; } // proportional 178 public static float PID_P { get; private set; } // proportional
92 179
93 // Various constants that come from that other virtual world that shall not be named 180 // Various constants that come from that other virtual world that shall not be named.
94 public const float MinGravityZ = -1f; 181 public const float MinGravityZ = -1f;
95 public const float MaxGravityZ = 28f; 182 public const float MaxGravityZ = 28f;
96 public const float MinFriction = 0f; 183 public const float MinFriction = 0f;
97 public const float MaxFriction = 255f; 184 public const float MaxFriction = 255f;
98 public const float MinDensity = 0f; 185 public const float MinDensity = 0.01f;
99 public const float MaxDensity = 22587f; 186 public const float MaxDensity = 22587f;
100 public const float MinRestitution = 0f; 187 public const float MinRestitution = 0f;
101 public const float MaxRestitution = 1f; 188 public const float MaxRestitution = 1f;
102 public const float MaxAddForceMagnitude = 20000f;
103 189
104 // =========================================================================== 190 // =====================================================================================
105 public delegate void ParamUser(BSScene scene, IConfig conf, string paramName, float val); 191 // =====================================================================================
106 public delegate float ParamGet(BSScene scene);
107 public delegate void ParamSet(BSScene scene, string paramName, uint localID, float val);
108 public delegate void SetOnObject(BSScene scene, BSPhysObject obj, float val);
109 192
110 public struct ParameterDefn 193 // Base parameter definition that gets and sets parameter values via a string
194 public abstract class ParameterDefnBase
111 { 195 {
112 public string name; // string name of the parameter 196 public string name; // string name of the parameter
113 public string desc; // a short description of what the parameter means 197 public string desc; // a short description of what the parameter means
114 public float defaultValue; // default value if not specified anywhere else 198 public ParameterDefnBase(string pName, string pDesc)
115 public ParamUser userParam; // get the value from the configuration file 199 {
116 public ParamGet getter; // return the current value stored for this parameter 200 name = pName;
117 public ParamSet setter; // set the current value for this parameter 201 desc = pDesc;
118 public SetOnObject onObject; // set the value on an object in the physical domain 202 }
119 public ParameterDefn(string n, string d, float v, ParamUser u, ParamGet g, ParamSet s) 203 // Set the parameter value to the default
204 public abstract void AssignDefault(BSScene s);
205 // Get the value as a string
206 public abstract string GetValue(BSScene s);
207 // Set the value to this string value
208 public abstract void SetValue(BSScene s, string valAsString);
209 // set the value on a particular object (usually sets in physics engine)
210 public abstract void SetOnObject(BSScene s, BSPhysObject obj);
211 public abstract bool HasSetOnObject { get; }
212 }
213
214 // Specific parameter definition for a parameter of a specific type.
215 public delegate T PGetValue<T>(BSScene s);
216 public delegate void PSetValue<T>(BSScene s, T val);
217 public delegate void PSetOnObject<T>(BSScene scene, BSPhysObject obj);
218 public sealed class ParameterDefn<T> : ParameterDefnBase
219 {
220 private T defaultValue;
221 private PSetValue<T> setter;
222 private PGetValue<T> getter;
223 private PSetOnObject<T> objectSet;
224 public ParameterDefn(string pName, string pDesc, T pDefault, PGetValue<T> pGetter, PSetValue<T> pSetter)
225 : base(pName, pDesc)
226 {
227 defaultValue = pDefault;
228 setter = pSetter;
229 getter = pGetter;
230 objectSet = null;
231 }
232 public ParameterDefn(string pName, string pDesc, T pDefault, PGetValue<T> pGetter, PSetValue<T> pSetter, PSetOnObject<T> pObjSetter)
233 : base(pName, pDesc)
120 { 234 {
121 name = n; 235 defaultValue = pDefault;
122 desc = d; 236 setter = pSetter;
123 defaultValue = v; 237 getter = pGetter;
124 userParam = u; 238 objectSet = pObjSetter;
125 getter = g;
126 setter = s;
127 onObject = null;
128 } 239 }
129 public ParameterDefn(string n, string d, float v, ParamUser u, ParamGet g, ParamSet s, SetOnObject o) 240 // Simple parameter variable where property name is the same as the INI file name
241 // and the value is only a simple get and set.
242 public ParameterDefn(string pName, string pDesc, T pDefault)
243 : base(pName, pDesc)
130 { 244 {
131 name = n; 245 defaultValue = pDefault;
132 desc = d; 246 setter = (s, v) => { SetValueByName(s, name, v); };
133 defaultValue = v; 247 getter = (s) => { return GetValueByName(s, name); };
134 userParam = u; 248 objectSet = null;
135 getter = g; 249 }
136 setter = s; 250 // Use reflection to find the property named 'pName' in BSParam and assign 'val' to same.
137 onObject = o; 251 private void SetValueByName(BSScene s, string pName, T val)
252 {
253 PropertyInfo prop = typeof(BSParam).GetProperty(pName, BindingFlags.Public | BindingFlags.Static | BindingFlags.FlattenHierarchy);
254 if (prop == null)
255 {
256 // This should only be output when someone adds a new INI parameter and misspells the name.
257 s.Logger.ErrorFormat("{0} SetValueByName: did not find '{1}'. Verify specified property name is the same as the given INI parameters name.", LogHeader, pName);
258 }
259 else
260 {
261 prop.SetValue(null, val, null);
262 }
263 }
264 // Use reflection to find the property named 'pName' in BSParam and return the value in same.
265 private T GetValueByName(BSScene s, string pName)
266 {
267 PropertyInfo prop = typeof(BSParam).GetProperty(pName, BindingFlags.Public | BindingFlags.Static | BindingFlags.FlattenHierarchy);
268 if (prop == null)
269 {
270 // This should only be output when someone adds a new INI parameter and misspells the name.
271 s.Logger.ErrorFormat("{0} GetValueByName: did not find '{1}'. Verify specified property name is the same as the given INI parameter name.", LogHeader, pName);
272 }
273 return (T)prop.GetValue(null, null);
274 }
275 public override void AssignDefault(BSScene s)
276 {
277 setter(s, defaultValue);
278 }
279 public override string GetValue(BSScene s)
280 {
281 return getter(s).ToString();
282 }
283 public override void SetValue(BSScene s, string valAsString)
284 {
285 // Get the generic type of the setter
286 Type genericType = setter.GetType().GetGenericArguments()[0];
287 // Find the 'Parse' method on that type
288 System.Reflection.MethodInfo parser = null;
289 try
290 {
291 parser = genericType.GetMethod("Parse", new Type[] { typeof(String) } );
292 }
293 catch (Exception e)
294 {
295 s.Logger.ErrorFormat("{0} Exception getting parser for type '{1}': {2}", LogHeader, genericType, e);
296 parser = null;
297 }
298 if (parser != null)
299 {
300 // Parse the input string
301 try
302 {
303 T setValue = (T)parser.Invoke(genericType, new Object[] { valAsString });
304 // Store the parsed value
305 setter(s, setValue);
306 // s.Logger.DebugFormat("{0} Parameter {1} = {2}", LogHeader, name, setValue);
307 }
308 catch
309 {
310 s.Logger.ErrorFormat("{0} Failed parsing parameter value '{1}' as type '{2}'", LogHeader, valAsString, genericType);
311 }
312 }
313 else
314 {
315 s.Logger.ErrorFormat("{0} Could not find parameter parser for type '{1}'", LogHeader, genericType);
316 }
317 }
318 public override bool HasSetOnObject
319 {
320 get { return objectSet != null; }
321 }
322 public override void SetOnObject(BSScene s, BSPhysObject obj)
323 {
324 if (objectSet != null)
325 objectSet(s, obj);
138 } 326 }
139 } 327 }
140 328
@@ -144,359 +332,356 @@ public static class BSParam
144 // location somewhere in the program and make an entry in this table with the 332 // location somewhere in the program and make an entry in this table with the
145 // getters and setters. 333 // getters and setters.
146 // It is easiest to find an existing definition and copy it. 334 // It is easiest to find an existing definition and copy it.
147 // Parameter values are floats. Booleans are converted to a floating value.
148 // 335 //
149 // A ParameterDefn() takes the following parameters: 336 // A ParameterDefn<T>() takes the following parameters:
150 // -- the text name of the parameter. This is used for console input and ini file. 337 // -- the text name of the parameter. This is used for console input and ini file.
151 // -- a short text description of the parameter. This shows up in the console listing. 338 // -- a short text description of the parameter. This shows up in the console listing.
152 // -- a default value (float) 339 // -- a default value
153 // -- a delegate for fetching the parameter from the ini file. 340 // -- a delegate for getting the value
154 // Should handle fetching the right type from the ini file and converting it. 341 // -- a delegate for setting the value
155 // -- a delegate for getting the value as a float
156 // -- a delegate for setting the value from a float
157 // -- an optional delegate to update the value in the world. Most often used to 342 // -- an optional delegate to update the value in the world. Most often used to
158 // push the new value to an in-world object. 343 // push the new value to an in-world object.
159 // 344 //
160 // The single letter parameters for the delegates are: 345 // The single letter parameters for the delegates are:
161 // s = BSScene 346 // s = BSScene
162 // o = BSPhysObject 347 // o = BSPhysObject
163 // p = string parameter name 348 // v = value (appropriate type)
164 // l = localID of referenced object 349 private static ParameterDefnBase[] ParameterDefinitions =
165 // v = value (float)
166 // cf = parameter configuration class (for fetching values from ini file)
167 private static ParameterDefn[] ParameterDefinitions =
168 { 350 {
169 new ParameterDefn("MeshSculptedPrim", "Whether to create meshes for sculpties", 351 new ParameterDefn<bool>("MeshSculptedPrim", "Whether to create meshes for sculpties",
170 ConfigurationParameters.numericTrue, 352 true,
171 (s,cf,p,v) => { ShouldMeshSculptedPrim = cf.GetBoolean(p, BSParam.BoolNumeric(v)); }, 353 (s) => { return ShouldMeshSculptedPrim; },
172 (s) => { return BSParam.NumericBool(ShouldMeshSculptedPrim); }, 354 (s,v) => { ShouldMeshSculptedPrim = v; } ),
173 (s,p,l,v) => { ShouldMeshSculptedPrim = BSParam.BoolNumeric(v); } ), 355 new ParameterDefn<bool>("ForceSimplePrimMeshing", "If true, only use primitive meshes for objects",
174 new ParameterDefn("ForceSimplePrimMeshing", "If true, only use primitive meshes for objects", 356 false,
175 ConfigurationParameters.numericFalse, 357 (s) => { return ShouldForceSimplePrimMeshing; },
176 (s,cf,p,v) => { ShouldForceSimplePrimMeshing = cf.GetBoolean(p, BSParam.BoolNumeric(v)); }, 358 (s,v) => { ShouldForceSimplePrimMeshing = v; } ),
177 (s) => { return BSParam.NumericBool(ShouldForceSimplePrimMeshing); }, 359 new ParameterDefn<bool>("UseHullsForPhysicalObjects", "If true, create hulls for physical objects",
178 (s,p,l,v) => { ShouldForceSimplePrimMeshing = BSParam.BoolNumeric(v); } ), 360 true,
179 new ParameterDefn("UseHullsForPhysicalObjects", "If true, create hulls for physical objects", 361 (s) => { return ShouldUseHullsForPhysicalObjects; },
180 ConfigurationParameters.numericTrue, 362 (s,v) => { ShouldUseHullsForPhysicalObjects = v; } ),
181 (s,cf,p,v) => { ShouldUseHullsForPhysicalObjects = cf.GetBoolean(p, BSParam.BoolNumeric(v)); }, 363 new ParameterDefn<bool>("ShouldRemoveZeroWidthTriangles", "If true, remove degenerate triangles from meshes",
182 (s) => { return BSParam.NumericBool(ShouldUseHullsForPhysicalObjects); }, 364 true ),
183 (s,p,l,v) => { ShouldUseHullsForPhysicalObjects = BSParam.BoolNumeric(v); } ), 365 new ParameterDefn<bool>("ShouldUseBulletHACD", "If true, use the Bullet version of HACD",
184 366 false ),
185 new ParameterDefn("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)", 367 new ParameterDefn<bool>("ShouldUseSingleConvexHullForPrims", "If true, use a single convex hull shape for physical prims",
186 8f, 368 true ),
187 (s,cf,p,v) => { MeshLOD = (float)cf.GetInt(p, (int)v); }, 369
370 new ParameterDefn<int>("CrossingFailuresBeforeOutOfBounds", "How forgiving we are about getting into adjactent regions",
371 5 ),
372 new ParameterDefn<float>("UpdateVelocityChangeThreshold", "Change in updated velocity required before reporting change to simulator",
373 0.1f ),
374
375 new ParameterDefn<float>("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)",
376 32f,
188 (s) => { return MeshLOD; }, 377 (s) => { return MeshLOD; },
189 (s,p,l,v) => { MeshLOD = v; } ), 378 (s,v) => { MeshLOD = v; } ),
190 new ParameterDefn("MeshLevelOfDetailMegaPrim", "Level of detail to render meshes larger than threshold meters", 379 new ParameterDefn<float>("MeshLevelOfDetailCircular", "Level of detail for prims with circular cuts or shapes",
191 16f, 380 32f,
192 (s,cf,p,v) => { MeshMegaPrimLOD = (float)cf.GetInt(p, (int)v); }, 381 (s) => { return MeshCircularLOD; },
193 (s) => { return MeshMegaPrimLOD; }, 382 (s,v) => { MeshCircularLOD = v; } ),
194 (s,p,l,v) => { MeshMegaPrimLOD = v; } ), 383 new ParameterDefn<float>("MeshLevelOfDetailMegaPrimThreshold", "Size (in meters) of a mesh before using MeshMegaPrimLOD",
195 new ParameterDefn("MeshLevelOfDetailMegaPrimThreshold", "Size (in meters) of a mesh before using MeshMegaPrimLOD",
196 10f, 384 10f,
197 (s,cf,p,v) => { MeshMegaPrimThreshold = (float)cf.GetInt(p, (int)v); },
198 (s) => { return MeshMegaPrimThreshold; }, 385 (s) => { return MeshMegaPrimThreshold; },
199 (s,p,l,v) => { MeshMegaPrimThreshold = v; } ), 386 (s,v) => { MeshMegaPrimThreshold = v; } ),
200 new ParameterDefn("SculptLevelOfDetail", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)", 387 new ParameterDefn<float>("MeshLevelOfDetailMegaPrim", "Level of detail to render meshes larger than threshold meters",
388 32f,
389 (s) => { return MeshMegaPrimLOD; },
390 (s,v) => { MeshMegaPrimLOD = v; } ),
391 new ParameterDefn<float>("SculptLevelOfDetail", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)",
201 32f, 392 32f,
202 (s,cf,p,v) => { SculptLOD = (float)cf.GetInt(p, (int)v); },
203 (s) => { return SculptLOD; }, 393 (s) => { return SculptLOD; },
204 (s,p,l,v) => { SculptLOD = v; } ), 394 (s,v) => { SculptLOD = v; } ),
205 395
206 new ParameterDefn("MaxSubStep", "In simulation step, maximum number of substeps", 396 new ParameterDefn<int>("MaxSubStep", "In simulation step, maximum number of substeps",
207 10f, 397 10,
208 (s,cf,p,v) => { s.m_maxSubSteps = cf.GetInt(p, (int)v); }, 398 (s) => { return s.m_maxSubSteps; },
209 (s) => { return (float)s.m_maxSubSteps; }, 399 (s,v) => { s.m_maxSubSteps = (int)v; } ),
210 (s,p,l,v) => { s.m_maxSubSteps = (int)v; } ), 400 new ParameterDefn<float>("FixedTimeStep", "In simulation step, seconds of one substep (1/60)",
211 new ParameterDefn("FixedTimeStep", "In simulation step, seconds of one substep (1/60)",
212 1f / 60f, 401 1f / 60f,
213 (s,cf,p,v) => { s.m_fixedTimeStep = cf.GetFloat(p, v); }, 402 (s) => { return s.m_fixedTimeStep; },
214 (s) => { return (float)s.m_fixedTimeStep; }, 403 (s,v) => { s.m_fixedTimeStep = v; } ),
215 (s,p,l,v) => { s.m_fixedTimeStep = v; } ), 404 new ParameterDefn<float>("NominalFrameRate", "The base frame rate we claim",
216 new ParameterDefn("NominalFrameRate", "The base frame rate we claim",
217 55f, 405 55f,
218 (s,cf,p,v) => { s.NominalFrameRate = cf.GetInt(p, (int)v); }, 406 (s) => { return s.NominalFrameRate; },
219 (s) => { return (float)s.NominalFrameRate; }, 407 (s,v) => { s.NominalFrameRate = (int)v; } ),
220 (s,p,l,v) => { s.NominalFrameRate = (int)v; } ), 408 new ParameterDefn<int>("MaxCollisionsPerFrame", "Max collisions returned at end of each frame",
221 new ParameterDefn("MaxCollisionsPerFrame", "Max collisions returned at end of each frame", 409 2048,
222 2048f, 410 (s) => { return s.m_maxCollisionsPerFrame; },
223 (s,cf,p,v) => { s.m_maxCollisionsPerFrame = cf.GetInt(p, (int)v); }, 411 (s,v) => { s.m_maxCollisionsPerFrame = (int)v; } ),
224 (s) => { return (float)s.m_maxCollisionsPerFrame; }, 412 new ParameterDefn<int>("MaxUpdatesPerFrame", "Max updates returned at end of each frame",
225 (s,p,l,v) => { s.m_maxCollisionsPerFrame = (int)v; } ), 413 8000,
226 new ParameterDefn("MaxUpdatesPerFrame", "Max updates returned at end of each frame", 414 (s) => { return s.m_maxUpdatesPerFrame; },
227 8000f, 415 (s,v) => { s.m_maxUpdatesPerFrame = (int)v; } ),
228 (s,cf,p,v) => { s.m_maxUpdatesPerFrame = cf.GetInt(p, (int)v); }, 416
229 (s) => { return (float)s.m_maxUpdatesPerFrame; }, 417 new ParameterDefn<float>("MinObjectMass", "Minimum object mass (0.0001)",
230 (s,p,l,v) => { s.m_maxUpdatesPerFrame = (int)v; } ),
231 new ParameterDefn("MaxTaintsToProcessPerStep", "Number of update taints to process before each simulation step",
232 500f,
233 (s,cf,p,v) => { s.m_taintsToProcessPerStep = cf.GetInt(p, (int)v); },
234 (s) => { return (float)s.m_taintsToProcessPerStep; },
235 (s,p,l,v) => { s.m_taintsToProcessPerStep = (int)v; } ),
236 new ParameterDefn("MinObjectMass", "Minimum object mass (0.0001)",
237 0.0001f, 418 0.0001f,
238 (s,cf,p,v) => { MinimumObjectMass = cf.GetFloat(p, v); }, 419 (s) => { return MinimumObjectMass; },
239 (s) => { return (float)MinimumObjectMass; }, 420 (s,v) => { MinimumObjectMass = v; } ),
240 (s,p,l,v) => { MinimumObjectMass = v; } ), 421 new ParameterDefn<float>("MaxObjectMass", "Maximum object mass (10000.01)",
241 new ParameterDefn("MaxObjectMass", "Maximum object mass (10000.01)",
242 10000.01f, 422 10000.01f,
243 (s,cf,p,v) => { MaximumObjectMass = cf.GetFloat(p, v); }, 423 (s) => { return MaximumObjectMass; },
244 (s) => { return (float)MaximumObjectMass; }, 424 (s,v) => { MaximumObjectMass = v; } ),
245 (s,p,l,v) => { MaximumObjectMass = v; } ), 425 new ParameterDefn<float>("MaxLinearVelocity", "Maximum velocity magnitude that can be assigned to an object",
246 426 1000.0f,
247 new ParameterDefn("PID_D", "Derivitive factor for motion smoothing", 427 (s) => { return MaxLinearVelocity; },
248 2200f, 428 (s,v) => { MaxLinearVelocity = v; MaxLinearVelocitySquared = v * v; } ),
249 (s,cf,p,v) => { PID_D = cf.GetFloat(p, v); }, 429 new ParameterDefn<float>("MaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to an object",
250 (s) => { return (float)PID_D; }, 430 1000.0f,
251 (s,p,l,v) => { PID_D = v; } ), 431 (s) => { return MaxAngularVelocity; },
252 new ParameterDefn("PID_P", "Parameteric factor for motion smoothing", 432 (s,v) => { MaxAngularVelocity = v; MaxAngularVelocitySquared = v * v; } ),
253 900f, 433 // LL documentation says thie number should be 20f for llApplyImpulse and 200f for llRezObject
254 (s,cf,p,v) => { PID_P = cf.GetFloat(p, v); }, 434 new ParameterDefn<float>("MaxAddForceMagnitude", "Maximum force that can be applied by llApplyImpulse (SL says 20f)",
255 (s) => { return (float)PID_P; }, 435 20000.0f,
256 (s,p,l,v) => { PID_P = v; } ), 436 (s) => { return MaxAddForceMagnitude; },
257 437 (s,v) => { MaxAddForceMagnitude = v; MaxAddForceMagnitudeSquared = v * v; } ),
258 new ParameterDefn("DefaultFriction", "Friction factor used on new objects", 438 // Density is passed around as 100kg/m3. This scales that to 1kg/m3.
439 new ParameterDefn<float>("DensityScaleFactor", "Conversion for simulator/viewer density (100kg/m3) to physical density (1kg/m3)",
440 0.01f ),
441
442 new ParameterDefn<float>("PID_D", "Derivitive factor for motion smoothing",
443 2200f ),
444 new ParameterDefn<float>("PID_P", "Parameteric factor for motion smoothing",
445 900f ),
446
447 new ParameterDefn<float>("DefaultFriction", "Friction factor used on new objects",
259 0.2f, 448 0.2f,
260 (s,cf,p,v) => { s.UnmanagedParams[0].defaultFriction = cf.GetFloat(p, v); }, 449 (s) => { return DefaultFriction; },
261 (s) => { return s.UnmanagedParams[0].defaultFriction; }, 450 (s,v) => { DefaultFriction = v; s.UnmanagedParams[0].defaultFriction = v; } ),
262 (s,p,l,v) => { s.UnmanagedParams[0].defaultFriction = v; } ), 451 new ParameterDefn<float>("DefaultDensity", "Density for new objects" ,
263 new ParameterDefn("DefaultDensity", "Density for new objects" ,
264 10.000006836f, // Aluminum g/cm3 452 10.000006836f, // Aluminum g/cm3
265 (s,cf,p,v) => { s.UnmanagedParams[0].defaultDensity = cf.GetFloat(p, v); }, 453 (s) => { return DefaultDensity; },
266 (s) => { return s.UnmanagedParams[0].defaultDensity; }, 454 (s,v) => { DefaultDensity = v; s.UnmanagedParams[0].defaultDensity = v; } ),
267 (s,p,l,v) => { s.UnmanagedParams[0].defaultDensity = v; } ), 455 new ParameterDefn<float>("DefaultRestitution", "Bouncyness of an object" ,
268 new ParameterDefn("DefaultRestitution", "Bouncyness of an object" ,
269 0f, 456 0f,
270 (s,cf,p,v) => { s.UnmanagedParams[0].defaultRestitution = cf.GetFloat(p, v); }, 457 (s) => { return DefaultRestitution; },
271 (s) => { return s.UnmanagedParams[0].defaultRestitution; }, 458 (s,v) => { DefaultRestitution = v; s.UnmanagedParams[0].defaultRestitution = v; } ),
272 (s,p,l,v) => { s.UnmanagedParams[0].defaultRestitution = v; } ), 459 new ParameterDefn<float>("CollisionMargin", "Margin around objects before collisions are calculated (must be zero!)",
273 new ParameterDefn("CollisionMargin", "Margin around objects before collisions are calculated (must be zero!)",
274 0.04f, 460 0.04f,
275 (s,cf,p,v) => { s.UnmanagedParams[0].collisionMargin = cf.GetFloat(p, v); }, 461 (s) => { return CollisionMargin; },
276 (s) => { return s.UnmanagedParams[0].collisionMargin; }, 462 (s,v) => { CollisionMargin = v; s.UnmanagedParams[0].collisionMargin = v; } ),
277 (s,p,l,v) => { s.UnmanagedParams[0].collisionMargin = v; } ), 463 new ParameterDefn<float>("Gravity", "Vertical force of gravity (negative means down)",
278 new ParameterDefn("Gravity", "Vertical force of gravity (negative means down)",
279 -9.80665f, 464 -9.80665f,
280 (s,cf,p,v) => { s.UnmanagedParams[0].gravity = cf.GetFloat(p, v); }, 465 (s) => { return Gravity; },
281 (s) => { return s.UnmanagedParams[0].gravity; }, 466 (s,v) => { Gravity = v; s.UnmanagedParams[0].gravity = v; },
282 (s,p,l,v) => { s.UpdateParameterObject((x)=>{s.UnmanagedParams[0].gravity=x;}, p, PhysParameterEntry.APPLY_TO_NONE, v); }, 467 (s,o) => { s.PE.SetGravity(o.PhysBody, new Vector3(0f,0f,Gravity)); } ),
283 (s,o,v) => { s.PE.SetGravity(o.PhysBody, new Vector3(0f,0f,v)); } ),
284 468
285 469
286 new ParameterDefn("LinearDamping", "Factor to damp linear movement per second (0.0 - 1.0)", 470 new ParameterDefn<float>("LinearDamping", "Factor to damp linear movement per second (0.0 - 1.0)",
287 0f, 471 0f,
288 (s,cf,p,v) => { LinearDamping = cf.GetFloat(p, v); },
289 (s) => { return LinearDamping; }, 472 (s) => { return LinearDamping; },
290 (s,p,l,v) => { s.UpdateParameterObject((x)=>{LinearDamping=x;}, p, l, v); }, 473 (s,v) => { LinearDamping = v; },
291 (s,o,v) => { s.PE.SetDamping(o.PhysBody, v, AngularDamping); } ), 474 (s,o) => { s.PE.SetDamping(o.PhysBody, LinearDamping, AngularDamping); } ),
292 new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)", 475 new ParameterDefn<float>("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)",
293 0f, 476 0f,
294 (s,cf,p,v) => { AngularDamping = cf.GetFloat(p, v); },
295 (s) => { return AngularDamping; }, 477 (s) => { return AngularDamping; },
296 (s,p,l,v) => { s.UpdateParameterObject((x)=>{AngularDamping=x;}, p, l, v); }, 478 (s,v) => { AngularDamping = v; },
297 (s,o,v) => { s.PE.SetDamping(o.PhysBody, LinearDamping, v); } ), 479 (s,o) => { s.PE.SetDamping(o.PhysBody, LinearDamping, AngularDamping); } ),
298 new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static", 480 new ParameterDefn<float>("DeactivationTime", "Seconds before considering an object potentially static",
299 0.2f, 481 0.2f,
300 (s,cf,p,v) => { DeactivationTime = cf.GetFloat(p, v); },
301 (s) => { return DeactivationTime; }, 482 (s) => { return DeactivationTime; },
302 (s,p,l,v) => { s.UpdateParameterObject((x)=>{DeactivationTime=x;}, p, l, v); }, 483 (s,v) => { DeactivationTime = v; },
303 (s,o,v) => { s.PE.SetDeactivationTime(o.PhysBody, v); } ), 484 (s,o) => { s.PE.SetDeactivationTime(o.PhysBody, DeactivationTime); } ),
304 new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static", 485 new ParameterDefn<float>("LinearSleepingThreshold", "Seconds to measure linear movement before considering static",
305 0.8f, 486 0.8f,
306 (s,cf,p,v) => { LinearSleepingThreshold = cf.GetFloat(p, v); },
307 (s) => { return LinearSleepingThreshold; }, 487 (s) => { return LinearSleepingThreshold; },
308 (s,p,l,v) => { s.UpdateParameterObject((x)=>{LinearSleepingThreshold=x;}, p, l, v); }, 488 (s,v) => { LinearSleepingThreshold = v;},
309 (s,o,v) => { s.PE.SetSleepingThresholds(o.PhysBody, v, v); } ), 489 (s,o) => { s.PE.SetSleepingThresholds(o.PhysBody, LinearSleepingThreshold, AngularSleepingThreshold); } ),
310 new ParameterDefn("AngularSleepingThreshold", "Seconds to measure angular movement before considering static", 490 new ParameterDefn<float>("AngularSleepingThreshold", "Seconds to measure angular movement before considering static",
311 1.0f, 491 1.0f,
312 (s,cf,p,v) => { AngularSleepingThreshold = cf.GetFloat(p, v); },
313 (s) => { return AngularSleepingThreshold; }, 492 (s) => { return AngularSleepingThreshold; },
314 (s,p,l,v) => { s.UpdateParameterObject((x)=>{AngularSleepingThreshold=x;}, p, l, v); }, 493 (s,v) => { AngularSleepingThreshold = v;},
315 (s,o,v) => { s.PE.SetSleepingThresholds(o.PhysBody, v, v); } ), 494 (s,o) => { s.PE.SetSleepingThresholds(o.PhysBody, LinearSleepingThreshold, AngularSleepingThreshold); } ),
316 new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" , 495 new ParameterDefn<float>("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" ,
317 0f, // set to zero to disable 496 0.0f, // set to zero to disable
318 (s,cf,p,v) => { CcdMotionThreshold = cf.GetFloat(p, v); },
319 (s) => { return CcdMotionThreshold; }, 497 (s) => { return CcdMotionThreshold; },
320 (s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdMotionThreshold=x;}, p, l, v); }, 498 (s,v) => { CcdMotionThreshold = v;},
321 (s,o,v) => { s.PE.SetCcdMotionThreshold(o.PhysBody, v); } ), 499 (s,o) => { s.PE.SetCcdMotionThreshold(o.PhysBody, CcdMotionThreshold); } ),
322 new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" , 500 new ParameterDefn<float>("CcdSweptSphereRadius", "Continuious collision detection test radius" ,
323 0f, 501 0.2f,
324 (s,cf,p,v) => { CcdSweptSphereRadius = cf.GetFloat(p, v); },
325 (s) => { return CcdSweptSphereRadius; }, 502 (s) => { return CcdSweptSphereRadius; },
326 (s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdSweptSphereRadius=x;}, p, l, v); }, 503 (s,v) => { CcdSweptSphereRadius = v;},
327 (s,o,v) => { s.PE.SetCcdSweptSphereRadius(o.PhysBody, v); } ), 504 (s,o) => { s.PE.SetCcdSweptSphereRadius(o.PhysBody, CcdSweptSphereRadius); } ),
328 new ParameterDefn("ContactProcessingThreshold", "Distance between contacts before doing collision check" , 505 new ParameterDefn<float>("ContactProcessingThreshold", "Distance above which contacts can be discarded (0 means no discard)" ,
329 0.1f, 506 0.0f,
330 (s,cf,p,v) => { ContactProcessingThreshold = cf.GetFloat(p, v); },
331 (s) => { return ContactProcessingThreshold; }, 507 (s) => { return ContactProcessingThreshold; },
332 (s,p,l,v) => { s.UpdateParameterObject((x)=>{ContactProcessingThreshold=x;}, p, l, v); }, 508 (s,v) => { ContactProcessingThreshold = v;},
333 (s,o,v) => { s.PE.SetContactProcessingThreshold(o.PhysBody, v); } ), 509 (s,o) => { s.PE.SetContactProcessingThreshold(o.PhysBody, ContactProcessingThreshold); } ),
334 510
335 new ParameterDefn("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)", 511 new ParameterDefn<float>("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)",
336 (float)BSTerrainPhys.TerrainImplementation.Mesh, 512 (float)BSTerrainPhys.TerrainImplementation.Mesh ),
337 (s,cf,p,v) => { TerrainImplementation = cf.GetFloat(p,v); }, 513 new ParameterDefn<int>("TerrainMeshMagnification", "Number of times the 256x256 heightmap is multiplied to create the terrain mesh" ,
338 (s) => { return TerrainImplementation; }, 514 2 ),
339 (s,p,l,v) => { TerrainImplementation = v; } ), 515 new ParameterDefn<float>("TerrainFriction", "Factor to reduce movement against terrain surface" ,
340 new ParameterDefn("TerrainFriction", "Factor to reduce movement against terrain surface" , 516 0.3f ),
341 0.3f, 517 new ParameterDefn<float>("TerrainHitFraction", "Distance to measure hit collisions" ,
342 (s,cf,p,v) => { TerrainFriction = cf.GetFloat(p, v); }, 518 0.8f ),
343 (s) => { return TerrainFriction; }, 519 new ParameterDefn<float>("TerrainRestitution", "Bouncyness" ,
344 (s,p,l,v) => { TerrainFriction = v; /* TODO: set on real terrain */} ), 520 0f ),
345 new ParameterDefn("TerrainHitFraction", "Distance to measure hit collisions" , 521 new ParameterDefn<float>("TerrainContactProcessingThreshold", "Distance from terrain to stop processing collisions" ,
346 0.8f, 522 0.0f ),
347 (s,cf,p,v) => { TerrainHitFraction = cf.GetFloat(p, v); }, 523 new ParameterDefn<float>("TerrainCollisionMargin", "Margin where collision checking starts" ,
348 (s) => { return TerrainHitFraction; }, 524 0.08f ),
349 (s,p,l,v) => { TerrainHitFraction = v; /* TODO: set on real terrain */ } ), 525
350 new ParameterDefn("TerrainRestitution", "Bouncyness" , 526 new ParameterDefn<float>("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.",
527 0.2f ),
528 new ParameterDefn<float>("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.",
529 0.95f ),
530 new ParameterDefn<float>("AvatarAlwaysRunFactor", "Speed multiplier if avatar is set to always run",
531 1.3f ),
532 new ParameterDefn<float>("AvatarDensity", "Density of an avatar. Changed on avatar recreation.",
533 3.5f) ,
534 new ParameterDefn<float>("AvatarRestitution", "Bouncyness. Changed on avatar recreation.",
535 0f ),
536 new ParameterDefn<float>("AvatarCapsuleWidth", "The distance between the sides of the avatar capsule",
537 0.6f ) ,
538 new ParameterDefn<float>("AvatarCapsuleDepth", "The distance between the front and back of the avatar capsule",
539 0.45f ),
540 new ParameterDefn<float>("AvatarCapsuleHeight", "Default height of space around avatar",
541 1.5f ),
542 new ParameterDefn<float>("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions",
543 0.1f ),
544 new ParameterDefn<float>("AvatarBelowGroundUpCorrectionMeters", "Meters to move avatar up if it seems to be below ground",
545 1.0f ),
546 new ParameterDefn<float>("AvatarStepHeight", "Height of a step obstacle to consider step correction",
547 0.6f ) ,
548 new ParameterDefn<float>("AvatarStepApproachFactor", "Factor to control angle of approach to step (0=straight on)",
549 0.6f ),
550 new ParameterDefn<float>("AvatarStepForceFactor", "Controls the amount of force up applied to step up onto a step",
551 1.0f ),
552 new ParameterDefn<float>("AvatarStepUpCorrectionFactor", "Multiplied by height of step collision to create up movement at step",
553 1.0f ),
554 new ParameterDefn<int>("AvatarStepSmoothingSteps", "Number of frames after a step collision that we continue walking up stairs",
555 2 ),
556
557 new ParameterDefn<float>("VehicleMaxLinearVelocity", "Maximum velocity magnitude that can be assigned to a vehicle",
558 1000.0f,
559 (s) => { return (float)VehicleMaxLinearVelocity; },
560 (s,v) => { VehicleMaxLinearVelocity = v; VehicleMaxLinearVelocitySquared = v * v; } ),
561 new ParameterDefn<float>("VehicleMaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to a vehicle",
562 12.0f,
563 (s) => { return (float)VehicleMaxAngularVelocity; },
564 (s,v) => { VehicleMaxAngularVelocity = v; VehicleMaxAngularVelocitySq = v * v; } ),
565 new ParameterDefn<float>("VehicleAngularDamping", "Factor to damp vehicle angular movement per second (0.0 - 1.0)",
566 0.0f ),
567 new ParameterDefn<Vector3>("VehicleLinearFactor", "Fraction of physical linear changes applied to vehicle (<0,0,0> to <1,1,1>)",
568 new Vector3(1f, 1f, 1f) ),
569 new ParameterDefn<Vector3>("VehicleAngularFactor", "Fraction of physical angular changes applied to vehicle (<0,0,0> to <1,1,1>)",
570 new Vector3(1f, 1f, 1f) ),
571 new ParameterDefn<float>("VehicleFriction", "Friction of vehicle on the ground (0.0 - 1.0)",
572 0.0f ),
573 new ParameterDefn<float>("VehicleRestitution", "Bouncyness factor for vehicles (0.0 - 1.0)",
574 0.0f ),
575 new ParameterDefn<float>("VehicleGroundGravityFudge", "Factor to multiply gravity if a ground vehicle is probably on the ground (0.0 - 1.0)",
576 0.2f ),
577 new ParameterDefn<float>("VehicleAngularBankingTimescaleFudge", "Factor to multiple angular banking timescale. Tune to increase realism.",
578 60.0f ),
579 new ParameterDefn<bool>("VehicleDebuggingEnable", "Turn on/off vehicle debugging",
580 false ),
581
582 new ParameterDefn<float>("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)",
351 0f, 583 0f,
352 (s,cf,p,v) => { TerrainRestitution = cf.GetFloat(p, v); }, 584 (s) => { return MaxPersistantManifoldPoolSize; },
353 (s) => { return TerrainRestitution; }, 585 (s,v) => { MaxPersistantManifoldPoolSize = v; s.UnmanagedParams[0].maxPersistantManifoldPoolSize = v; } ),
354 (s,p,l,v) => { TerrainRestitution = v; /* TODO: set on real terrain */ } ), 586 new ParameterDefn<float>("MaxCollisionAlgorithmPoolSize", "Number of collisions pooled (0 means default of 4096)",
355 new ParameterDefn("TerrainCollisionMargin", "Margin where collision checking starts" ,
356 0.04f,
357 (s,cf,p,v) => { TerrainCollisionMargin = cf.GetFloat(p, v); },
358 (s) => { return TerrainCollisionMargin; },
359 (s,p,l,v) => { TerrainCollisionMargin = v; /* TODO: set on real terrain */ } ),
360
361 new ParameterDefn("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.",
362 0.2f,
363 (s,cf,p,v) => { AvatarFriction = cf.GetFloat(p, v); },
364 (s) => { return AvatarFriction; },
365 (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarFriction=x;}, p, l, v); } ),
366 new ParameterDefn("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.",
367 10.0f,
368 (s,cf,p,v) => { AvatarStandingFriction = cf.GetFloat(p, v); },
369 (s) => { return AvatarStandingFriction; },
370 (s,p,l,v) => { AvatarStandingFriction = v; } ),
371 new ParameterDefn("AvatarAlwaysRunFactor", "Speed multiplier if avatar is set to always run",
372 1.3f,
373 (s,cf,p,v) => { AvatarAlwaysRunFactor = cf.GetFloat(p, v); },
374 (s) => { return AvatarAlwaysRunFactor; },
375 (s,p,l,v) => { AvatarAlwaysRunFactor = v; } ),
376 new ParameterDefn("AvatarDensity", "Density of an avatar. Changed on avatar recreation.",
377 3.5f,
378 (s,cf,p,v) => { AvatarDensity = cf.GetFloat(p, v); },
379 (s) => { return AvatarDensity; },
380 (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarDensity=x;}, p, l, v); } ),
381 new ParameterDefn("AvatarRestitution", "Bouncyness. Changed on avatar recreation.",
382 0f, 587 0f,
383 (s,cf,p,v) => { AvatarRestitution = cf.GetFloat(p, v); }, 588 (s) => { return MaxCollisionAlgorithmPoolSize; },
384 (s) => { return AvatarRestitution; }, 589 (s,v) => { MaxCollisionAlgorithmPoolSize = v; s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize = v; } ),
385 (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarRestitution=x;}, p, l, v); } ), 590 new ParameterDefn<bool>("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count",
386 new ParameterDefn("AvatarCapsuleWidth", "The distance between the sides of the avatar capsule", 591 false,
387 0.6f, 592 (s) => { return ShouldDisableContactPoolDynamicAllocation; },
388 (s,cf,p,v) => { AvatarCapsuleWidth = cf.GetFloat(p, v); }, 593 (s,v) => { ShouldDisableContactPoolDynamicAllocation = v;
389 (s) => { return AvatarCapsuleWidth; }, 594 s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = NumericBool(v); } ),
390 (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarCapsuleWidth=x;}, p, l, v); } ), 595 new ParameterDefn<bool>("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step",
391 new ParameterDefn("AvatarCapsuleDepth", "The distance between the front and back of the avatar capsule", 596 false,
392 0.45f, 597 (s) => { return ShouldForceUpdateAllAabbs; },
393 (s,cf,p,v) => { AvatarCapsuleDepth = cf.GetFloat(p, v); }, 598 (s,v) => { ShouldForceUpdateAllAabbs = v; s.UnmanagedParams[0].shouldForceUpdateAllAabbs = NumericBool(v); } ),
394 (s) => { return AvatarCapsuleDepth; }, 599 new ParameterDefn<bool>("ShouldRandomizeSolverOrder", "Enable for slightly better stacking interaction",
395 (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarCapsuleDepth=x;}, p, l, v); } ), 600 true,
396 new ParameterDefn("AvatarCapsuleHeight", "Default height of space around avatar", 601 (s) => { return ShouldRandomizeSolverOrder; },
397 1.5f, 602 (s,v) => { ShouldRandomizeSolverOrder = v; s.UnmanagedParams[0].shouldRandomizeSolverOrder = NumericBool(v); } ),
398 (s,cf,p,v) => { AvatarCapsuleHeight = cf.GetFloat(p, v); }, 603 new ParameterDefn<bool>("ShouldSplitSimulationIslands", "Enable splitting active object scanning islands",
399 (s) => { return AvatarCapsuleHeight; }, 604 true,
400 (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarCapsuleHeight=x;}, p, l, v); } ), 605 (s) => { return ShouldSplitSimulationIslands; },
401 new ParameterDefn("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions", 606 (s,v) => { ShouldSplitSimulationIslands = v; s.UnmanagedParams[0].shouldSplitSimulationIslands = NumericBool(v); } ),
402 0.1f, 607 new ParameterDefn<bool>("ShouldEnableFrictionCaching", "Enable friction computation caching",
403 (s,cf,p,v) => { AvatarContactProcessingThreshold = cf.GetFloat(p, v); }, 608 true,
404 (s) => { return AvatarContactProcessingThreshold; }, 609 (s) => { return ShouldEnableFrictionCaching; },
405 (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarContactProcessingThreshold=x;}, p, l, v); } ), 610 (s,v) => { ShouldEnableFrictionCaching = v; s.UnmanagedParams[0].shouldEnableFrictionCaching = NumericBool(v); } ),
406 611 new ParameterDefn<float>("NumberOfSolverIterations", "Number of internal iterations (0 means default)",
407 new ParameterDefn("VehicleAngularDamping", "Factor to damp vehicle angular movement per second (0.0 - 1.0)", 612 0f, // zero says use Bullet default
408 0.95f, 613 (s) => { return NumberOfSolverIterations; },
409 (s,cf,p,v) => { VehicleAngularDamping = cf.GetFloat(p, v); }, 614 (s,v) => { NumberOfSolverIterations = v; s.UnmanagedParams[0].numberOfSolverIterations = v; } ),
410 (s) => { return VehicleAngularDamping; }, 615 new ParameterDefn<bool>("UseSingleSidedMeshes", "Whether to compute collisions based on single sided meshes.",
411 (s,p,l,v) => { VehicleAngularDamping = v; } ), 616 true,
412 617 (s) => { return UseSingleSidedMeshes; },
413 new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)", 618 (s,v) => { UseSingleSidedMeshes = v; s.UnmanagedParams[0].useSingleSidedMeshes = NumericBool(v); } ),
619 new ParameterDefn<float>("GlobalContactBreakingThreshold", "Amount of shape radius before breaking a collision contact (0 says Bullet default (0.2))",
414 0f, 620 0f,
415 (s,cf,p,v) => { s.UnmanagedParams[0].maxPersistantManifoldPoolSize = cf.GetFloat(p, v); }, 621 (s) => { return GlobalContactBreakingThreshold; },
416 (s) => { return s.UnmanagedParams[0].maxPersistantManifoldPoolSize; }, 622 (s,v) => { GlobalContactBreakingThreshold = v; s.UnmanagedParams[0].globalContactBreakingThreshold = v; } ),
417 (s,p,l,v) => { s.UnmanagedParams[0].maxPersistantManifoldPoolSize = v; } ), 623
418 new ParameterDefn("MaxCollisionAlgorithmPoolSize", "Number of collisions pooled (0 means default of 4096)", 624 new ParameterDefn<int>("CSHullMaxDepthSplit", "CS impl: max depth to split for hull. 1-10 but > 7 is iffy",
625 7 ),
626 new ParameterDefn<int>("CSHullMaxDepthSplitForSimpleShapes", "CS impl: max depth setting for simple prim shapes",
627 2 ),
628 new ParameterDefn<float>("CSHullConcavityThresholdPercent", "CS impl: concavity threshold percent (0-20)",
629 5f ),
630 new ParameterDefn<float>("CSHullVolumeConservationThresholdPercent", "percent volume conservation to collapse hulls (0-30)",
631 5f ),
632 new ParameterDefn<int>("CSHullMaxVertices", "CS impl: maximum number of vertices in output hulls. Keep < 50.",
633 32 ),
634 new ParameterDefn<float>("CSHullMaxSkinWidth", "CS impl: skin width to apply to output hulls.",
635 0f ),
636
637 new ParameterDefn<float>("BHullMaxVerticesPerHull", "Bullet impl: max number of vertices per created hull",
638 100f ),
639 new ParameterDefn<float>("BHullMinClusters", "Bullet impl: minimum number of hulls to create per mesh",
640 2f ),
641 new ParameterDefn<float>("BHullCompacityWeight", "Bullet impl: weight factor for how compact to make hulls",
642 0.1f ),
643 new ParameterDefn<float>("BHullVolumeWeight", "Bullet impl: weight factor for volume in created hull",
644 0f ),
645 new ParameterDefn<float>("BHullConcavity", "Bullet impl: weight factor for how convex a created hull can be",
646 100f ),
647 new ParameterDefn<bool>("BHullAddExtraDistPoints", "Bullet impl: whether to add extra vertices for long distance vectors",
648 false ),
649 new ParameterDefn<bool>("BHullAddNeighboursDistPoints", "Bullet impl: whether to add extra vertices between neighbor hulls",
650 false ),
651 new ParameterDefn<bool>("BHullAddFacesPoints", "Bullet impl: whether to add extra vertices to break up hull faces",
652 false ),
653 new ParameterDefn<bool>("BHullShouldAdjustCollisionMargin", "Bullet impl: whether to shrink resulting hulls to account for collision margin",
654 false ),
655
656 new ParameterDefn<float>("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)",
657 (float)BSLinkset.LinksetImplementation.Compound ),
658 new ParameterDefn<bool>("LinkConstraintUseFrameOffset", "For linksets built with constraints, enable frame offsetFor linksets built with constraints, enable frame offset.",
659 false ),
660 new ParameterDefn<bool>("LinkConstraintEnableTransMotor", "Whether to enable translational motor on linkset constraints",
661 true ),
662 new ParameterDefn<float>("LinkConstraintTransMotorMaxVel", "Maximum velocity to be applied by translational motor in linkset constraints",
663 5.0f ),
664 new ParameterDefn<float>("LinkConstraintTransMotorMaxForce", "Maximum force to be applied by translational motor in linkset constraints",
665 0.1f ),
666 new ParameterDefn<float>("LinkConstraintCFM", "Amount constraint can be violated. 0=no violation, 1=infinite. Default=0.1",
667 0.1f ),
668 new ParameterDefn<float>("LinkConstraintERP", "Amount constraint is corrected each tick. 0=none, 1=all. Default = 0.2",
669 0.1f ),
670 new ParameterDefn<float>("LinkConstraintSolverIterations", "Number of solver iterations when computing constraint. (0 = Bullet default)",
671 40 ),
672
673 new ParameterDefn<int>("PhysicsMetricFrames", "Frames between outputting detailed phys metrics. (0 is off)",
674 0,
675 (s) => { return s.PhysicsMetricDumpFrames; },
676 (s,v) => { s.PhysicsMetricDumpFrames = v; } ),
677 new ParameterDefn<float>("ResetBroadphasePool", "Setting this is any value resets the broadphase collision pool",
419 0f, 678 0f,
420 (s,cf,p,v) => { s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize = cf.GetFloat(p, v); }, 679 (s) => { return 0f; },
421 (s) => { return s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize; }, 680 (s,v) => { BSParam.ResetBroadphasePoolTainted(s, v); } ),
422 (s,p,l,v) => { s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize = v; } ), 681 new ParameterDefn<float>("ResetConstraintSolver", "Setting this is any value resets the constraint solver",
423 new ParameterDefn("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count",
424 ConfigurationParameters.numericFalse,
425 (s,cf,p,v) => { s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },
426 (s) => { return s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation; },
427 (s,p,l,v) => { s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = v; } ),
428 new ParameterDefn("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step",
429 ConfigurationParameters.numericFalse,
430 (s,cf,p,v) => { s.UnmanagedParams[0].shouldForceUpdateAllAabbs = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },
431 (s) => { return s.UnmanagedParams[0].shouldForceUpdateAllAabbs; },
432 (s,p,l,v) => { s.UnmanagedParams[0].shouldForceUpdateAllAabbs = v; } ),
433 new ParameterDefn("ShouldRandomizeSolverOrder", "Enable for slightly better stacking interaction",
434 ConfigurationParameters.numericTrue,
435 (s,cf,p,v) => { s.UnmanagedParams[0].shouldRandomizeSolverOrder = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },
436 (s) => { return s.UnmanagedParams[0].shouldRandomizeSolverOrder; },
437 (s,p,l,v) => { s.UnmanagedParams[0].shouldRandomizeSolverOrder = v; } ),
438 new ParameterDefn("ShouldSplitSimulationIslands", "Enable splitting active object scanning islands",
439 ConfigurationParameters.numericTrue,
440 (s,cf,p,v) => { s.UnmanagedParams[0].shouldSplitSimulationIslands = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },
441 (s) => { return s.UnmanagedParams[0].shouldSplitSimulationIslands; },
442 (s,p,l,v) => { s.UnmanagedParams[0].shouldSplitSimulationIslands = v; } ),
443 new ParameterDefn("ShouldEnableFrictionCaching", "Enable friction computation caching",
444 ConfigurationParameters.numericFalse,
445 (s,cf,p,v) => { s.UnmanagedParams[0].shouldEnableFrictionCaching = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },
446 (s) => { return s.UnmanagedParams[0].shouldEnableFrictionCaching; },
447 (s,p,l,v) => { s.UnmanagedParams[0].shouldEnableFrictionCaching = v; } ),
448 new ParameterDefn("NumberOfSolverIterations", "Number of internal iterations (0 means default)",
449 0f, // zero says use Bullet default
450 (s,cf,p,v) => { s.UnmanagedParams[0].numberOfSolverIterations = cf.GetFloat(p, v); },
451 (s) => { return s.UnmanagedParams[0].numberOfSolverIterations; },
452 (s,p,l,v) => { s.UnmanagedParams[0].numberOfSolverIterations = v; } ),
453
454 new ParameterDefn("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)",
455 (float)BSLinkset.LinksetImplementation.Compound,
456 (s,cf,p,v) => { LinksetImplementation = cf.GetFloat(p,v); },
457 (s) => { return LinksetImplementation; },
458 (s,p,l,v) => { LinksetImplementation = v; } ),
459 new ParameterDefn("LinkConstraintUseFrameOffset", "For linksets built with constraints, enable frame offsetFor linksets built with constraints, enable frame offset.",
460 ConfigurationParameters.numericFalse,
461 (s,cf,p,v) => { LinkConstraintUseFrameOffset = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },
462 (s) => { return LinkConstraintUseFrameOffset; },
463 (s,p,l,v) => { LinkConstraintUseFrameOffset = v; } ),
464 new ParameterDefn("LinkConstraintEnableTransMotor", "Whether to enable translational motor on linkset constraints",
465 ConfigurationParameters.numericTrue,
466 (s,cf,p,v) => { LinkConstraintEnableTransMotor = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },
467 (s) => { return LinkConstraintEnableTransMotor; },
468 (s,p,l,v) => { LinkConstraintEnableTransMotor = v; } ),
469 new ParameterDefn("LinkConstraintTransMotorMaxVel", "Maximum velocity to be applied by translational motor in linkset constraints",
470 5.0f,
471 (s,cf,p,v) => { LinkConstraintTransMotorMaxVel = cf.GetFloat(p, v); },
472 (s) => { return LinkConstraintTransMotorMaxVel; },
473 (s,p,l,v) => { LinkConstraintTransMotorMaxVel = v; } ),
474 new ParameterDefn("LinkConstraintTransMotorMaxForce", "Maximum force to be applied by translational motor in linkset constraints",
475 0.1f,
476 (s,cf,p,v) => { LinkConstraintTransMotorMaxForce = cf.GetFloat(p, v); },
477 (s) => { return LinkConstraintTransMotorMaxForce; },
478 (s,p,l,v) => { LinkConstraintTransMotorMaxForce = v; } ),
479 new ParameterDefn("LinkConstraintCFM", "Amount constraint can be violated. 0=no violation, 1=infinite. Default=0.1",
480 0.1f,
481 (s,cf,p,v) => { LinkConstraintCFM = cf.GetFloat(p, v); },
482 (s) => { return LinkConstraintCFM; },
483 (s,p,l,v) => { LinkConstraintCFM = v; } ),
484 new ParameterDefn("LinkConstraintERP", "Amount constraint is corrected each tick. 0=none, 1=all. Default = 0.2",
485 0.1f,
486 (s,cf,p,v) => { LinkConstraintERP = cf.GetFloat(p, v); },
487 (s) => { return LinkConstraintERP; },
488 (s,p,l,v) => { LinkConstraintERP = v; } ),
489 new ParameterDefn("LinkConstraintSolverIterations", "Number of solver iterations when computing constraint. (0 = Bullet default)",
490 40,
491 (s,cf,p,v) => { LinkConstraintSolverIterations = cf.GetFloat(p, v); },
492 (s) => { return LinkConstraintSolverIterations; },
493 (s,p,l,v) => { LinkConstraintSolverIterations = v; } ),
494
495 new ParameterDefn("PhysicsMetricFrames", "Frames between outputting detailed phys metrics. (0 is off)",
496 0f, 682 0f,
497 (s,cf,p,v) => { s.PhysicsMetricDumpFrames = cf.GetFloat(p, (int)v); }, 683 (s) => { return 0f; },
498 (s) => { return (float)s.PhysicsMetricDumpFrames; }, 684 (s,v) => { BSParam.ResetConstraintSolverTainted(s, v); } ),
499 (s,p,l,v) => { s.PhysicsMetricDumpFrames = (int)v; } ),
500 }; 685 };
501 686
502 // Convert a boolean to our numeric true and false values 687 // Convert a boolean to our numeric true and false values
@@ -515,13 +700,13 @@ public static class BSParam
515 // ParameterDefn structure. 700 // ParameterDefn structure.
516 // Case does not matter as names are compared after converting to lower case. 701 // Case does not matter as names are compared after converting to lower case.
517 // Returns 'false' if the parameter is not found. 702 // Returns 'false' if the parameter is not found.
518 internal static bool TryGetParameter(string paramName, out ParameterDefn defn) 703 internal static bool TryGetParameter(string paramName, out ParameterDefnBase defn)
519 { 704 {
520 bool ret = false; 705 bool ret = false;
521 ParameterDefn foundDefn = new ParameterDefn(); 706 ParameterDefnBase foundDefn = null;
522 string pName = paramName.ToLower(); 707 string pName = paramName.ToLower();
523 708
524 foreach (ParameterDefn parm in ParameterDefinitions) 709 foreach (ParameterDefnBase parm in ParameterDefinitions)
525 { 710 {
526 if (pName == parm.name.ToLower()) 711 if (pName == parm.name.ToLower())
527 { 712 {
@@ -537,18 +722,18 @@ public static class BSParam
537 // Pass through the settable parameters and set the default values 722 // Pass through the settable parameters and set the default values
538 internal static void SetParameterDefaultValues(BSScene physicsScene) 723 internal static void SetParameterDefaultValues(BSScene physicsScene)
539 { 724 {
540 foreach (ParameterDefn parm in ParameterDefinitions) 725 foreach (ParameterDefnBase parm in ParameterDefinitions)
541 { 726 {
542 parm.setter(physicsScene, parm.name, PhysParameterEntry.APPLY_TO_NONE, parm.defaultValue); 727 parm.AssignDefault(physicsScene);
543 } 728 }
544 } 729 }
545 730
546 // Get user set values out of the ini file. 731 // Get user set values out of the ini file.
547 internal static void SetParameterConfigurationValues(BSScene physicsScene, IConfig cfg) 732 internal static void SetParameterConfigurationValues(BSScene physicsScene, IConfig cfg)
548 { 733 {
549 foreach (ParameterDefn parm in ParameterDefinitions) 734 foreach (ParameterDefnBase parm in ParameterDefinitions)
550 { 735 {
551 parm.userParam(physicsScene, cfg, parm.name, parm.defaultValue); 736 parm.SetValue(physicsScene, cfg.GetString(parm.name, parm.GetValue(physicsScene)));
552 } 737 }
553 } 738 }
554 739
@@ -563,20 +748,38 @@ public static class BSParam
563 List<PhysParameterEntry> entries = new List<PhysParameterEntry>(); 748 List<PhysParameterEntry> entries = new List<PhysParameterEntry>();
564 for (int ii = 0; ii < ParameterDefinitions.Length; ii++) 749 for (int ii = 0; ii < ParameterDefinitions.Length; ii++)
565 { 750 {
566 ParameterDefn pd = ParameterDefinitions[ii]; 751 ParameterDefnBase pd = ParameterDefinitions[ii];
567 entries.Add(new PhysParameterEntry(pd.name, pd.desc)); 752 entries.Add(new PhysParameterEntry(pd.name, pd.desc));
568 } 753 }
569 754
570 // make the list in alphabetical order for estetic reasons 755 // make the list alphabetical for ease of finding anything
571 entries.Sort(delegate(PhysParameterEntry ppe1, PhysParameterEntry ppe2) 756 entries.Sort((ppe1, ppe2) => { return ppe1.name.CompareTo(ppe2.name); });
572 {
573 return ppe1.name.CompareTo(ppe2.name);
574 });
575 757
576 SettableParameters = entries.ToArray(); 758 SettableParameters = entries.ToArray();
577 } 759 }
578 } 760 }
579 761
762 // =====================================================================
763 // =====================================================================
764 // There are parameters that, when set, cause things to happen in the physics engine.
765 // This causes the broadphase collision cache to be cleared.
766 private static void ResetBroadphasePoolTainted(BSScene pPhysScene, float v)
767 {
768 BSScene physScene = pPhysScene;
769 physScene.TaintedObject("BSParam.ResetBroadphasePoolTainted", delegate()
770 {
771 physScene.PE.ResetBroadphasePool(physScene.World);
772 });
773 }
580 774
775 // This causes the constraint solver cache to be cleared and reset.
776 private static void ResetConstraintSolverTainted(BSScene pPhysScene, float v)
777 {
778 BSScene physScene = pPhysScene;
779 physScene.TaintedObject("BSParam.ResetConstraintSolver", delegate()
780 {
781 physScene.PE.ResetConstraintSolver(physScene.World);
782 });
783 }
581} 784}
582} 785}