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authorRobert Adams2015-09-08 04:54:16 -0700
committerRobert Adams2015-09-08 04:54:16 -0700
commite5367d822be9b05e74c859afe2d2956a3e95aa33 (patch)
treee904050a30715df587aa527d7f313755177726a7 /OpenSim/Region/PhysicsModules/BulletS/BSParam.cs
parentadd lost admin_reset_land method (diff)
parentDeleted access control spec from [LoginService] section of standalone config.... (diff)
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Merge of ubitworkvarnew with opensim/master as of 20150905.
This integrates the OpenSim refactoring to make physics, etc into modules. AVN physics hasn't been moved to new location. Does not compile yet. Merge branch 'osmaster' into mbworknew1
Diffstat (limited to 'OpenSim/Region/PhysicsModules/BulletS/BSParam.cs')
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1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyrightD
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27using System;
28using System.Collections.Generic;
29using System.Reflection;
30using System.Text;
31
32using OpenSim.Region.PhysicsModules.SharedBase;
33
34using OpenMetaverse;
35using Nini.Config;
36
37namespace OpenSim.Region.PhysicsModule.BulletS
38{
39public static class BSParam
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
57 /// <summary>
58 /// Set whether physics is active or not.
59 /// </summary>
60 /// <remarks>
61 /// Can be enabled and disabled to start and stop physics.
62 /// </remarks>
63 public static bool Active { get; private set; }
64
65 public static bool UseSeparatePhysicsThread { get; private set; }
66 public static float PhysicsTimeStep { get; private set; }
67
68 // Level of Detail values kept as float because that's what the Meshmerizer wants
69 public static float MeshLOD { get; private set; }
70 public static float MeshCircularLOD { get; private set; }
71 public static float MeshMegaPrimLOD { get; private set; }
72 public static float MeshMegaPrimThreshold { get; private set; }
73 public static float SculptLOD { get; private set; }
74
75 public static int CrossingFailuresBeforeOutOfBounds { get; private set; }
76 public static float UpdateVelocityChangeThreshold { get; private set; }
77
78 public static float MinimumObjectMass { get; private set; }
79 public static float MaximumObjectMass { get; private set; }
80 public static float MaxLinearVelocity { get; private set; }
81 public static float MaxLinearVelocitySquared { get; private set; }
82 public static float MaxAngularVelocity { get; private set; }
83 public static float MaxAngularVelocitySquared { get; private set; }
84 public static float MaxAddForceMagnitude { get; private set; }
85 public static float MaxAddForceMagnitudeSquared { get; private set; }
86 public static float DensityScaleFactor { get; private set; }
87
88 public static float LinearDamping { get; private set; }
89 public static float AngularDamping { get; private set; }
90 public static float DeactivationTime { get; private set; }
91 public static float LinearSleepingThreshold { get; private set; }
92 public static float AngularSleepingThreshold { get; private set; }
93 public static float CcdMotionThreshold { get; private set; }
94 public static float CcdSweptSphereRadius { get; private set; }
95 public static float ContactProcessingThreshold { get; private set; }
96
97 public static bool ShouldMeshSculptedPrim { get; private set; } // cause scuplted prims to get meshed
98 public static bool ShouldForceSimplePrimMeshing { get; private set; } // if a cube or sphere, let Bullet do internal shapes
99 public static bool ShouldUseHullsForPhysicalObjects { get; private set; } // 'true' if should create hulls for physical objects
100 public static bool ShouldRemoveZeroWidthTriangles { get; private set; }
101 public static bool ShouldUseBulletHACD { get; set; }
102 public static bool ShouldUseSingleConvexHullForPrims { get; set; }
103 public static bool ShouldUseGImpactShapeForPrims { get; set; }
104 public static bool ShouldUseAssetHulls { get; set; }
105
106 public static float TerrainImplementation { get; set; }
107 public static int TerrainMeshMagnification { get; private set; }
108 public static float TerrainGroundPlane { get; private set; }
109 public static float TerrainFriction { get; private set; }
110 public static float TerrainHitFraction { get; private set; }
111 public static float TerrainRestitution { get; private set; }
112 public static float TerrainContactProcessingThreshold { get; private set; }
113 public static float TerrainCollisionMargin { get; private set; }
114
115 public static float DefaultFriction { get; private set; }
116 public static float DefaultDensity { get; private set; }
117 public static float DefaultRestitution { get; private set; }
118 public static float CollisionMargin { get; private set; }
119 public static float Gravity { get; private set; }
120
121 // Physics Engine operation
122 public static float MaxPersistantManifoldPoolSize { get; private set; }
123 public static float MaxCollisionAlgorithmPoolSize { get; private set; }
124 public static bool ShouldDisableContactPoolDynamicAllocation { get; private set; }
125 public static bool ShouldForceUpdateAllAabbs { get; private set; }
126 public static bool ShouldRandomizeSolverOrder { get; private set; }
127 public static bool ShouldSplitSimulationIslands { get; private set; }
128 public static bool ShouldEnableFrictionCaching { get; private set; }
129 public static float NumberOfSolverIterations { get; private set; }
130 public static bool UseSingleSidedMeshes { get; private set; }
131 public static float GlobalContactBreakingThreshold { get; private set; }
132 public static float PhysicsUnmanLoggingFrames { get; private set; }
133
134 // Avatar parameters
135 public static bool AvatarToAvatarCollisionsByDefault { get; private set; }
136 public static float AvatarFriction { get; private set; }
137 public static float AvatarStandingFriction { get; private set; }
138 public static float AvatarAlwaysRunFactor { get; private set; }
139 public static float AvatarDensity { get; private set; }
140 public static float AvatarRestitution { get; private set; }
141 public static int AvatarShape { get; private set; }
142 public static float AvatarCapsuleWidth { get; private set; }
143 public static float AvatarCapsuleDepth { get; private set; }
144 public static float AvatarCapsuleHeight { get; private set; }
145 public static float AvatarHeightLowFudge { get; private set; }
146 public static float AvatarHeightMidFudge { get; private set; }
147 public static float AvatarHeightHighFudge { get; private set; }
148 public static float AvatarFlyingGroundMargin { get; private set; }
149 public static float AvatarFlyingGroundUpForce { get; private set; }
150 public static float AvatarTerminalVelocity { get; private set; }
151 public static float AvatarContactProcessingThreshold { get; private set; }
152 public static float AvatarStopZeroThreshold { get; private set; }
153 public static int AvatarJumpFrames { get; private set; }
154 public static float AvatarBelowGroundUpCorrectionMeters { get; private set; }
155 public static float AvatarStepHeight { get; private set; }
156 public static float AvatarStepAngle { get; private set; }
157 public static float AvatarStepGroundFudge { get; private set; }
158 public static float AvatarStepApproachFactor { get; private set; }
159 public static float AvatarStepForceFactor { get; private set; }
160 public static float AvatarStepUpCorrectionFactor { get; private set; }
161 public static int AvatarStepSmoothingSteps { get; private set; }
162
163 // Vehicle parameters
164 public static float VehicleMaxLinearVelocity { get; private set; }
165 public static float VehicleMaxLinearVelocitySquared { get; private set; }
166 public static float VehicleMinLinearVelocity { get; private set; }
167 public static float VehicleMinLinearVelocitySquared { get; private set; }
168 public static float VehicleMaxAngularVelocity { get; private set; }
169 public static float VehicleMaxAngularVelocitySq { get; private set; }
170 public static float VehicleAngularDamping { get; private set; }
171 public static float VehicleFriction { get; private set; }
172 public static float VehicleRestitution { get; private set; }
173 public static Vector3 VehicleLinearFactor { get; private set; }
174 public static Vector3 VehicleAngularFactor { get; private set; }
175 public static Vector3 VehicleInertiaFactor { get; private set; }
176 public static float VehicleGroundGravityFudge { get; private set; }
177 public static float VehicleAngularBankingTimescaleFudge { get; private set; }
178 public static bool VehicleEnableLinearDeflection { get; private set; }
179 public static bool VehicleLinearDeflectionNotCollidingNoZ { get; private set; }
180 public static bool VehicleEnableAngularVerticalAttraction { get; private set; }
181 public static int VehicleAngularVerticalAttractionAlgorithm { get; private set; }
182 public static bool VehicleEnableAngularDeflection { get; private set; }
183 public static bool VehicleEnableAngularBanking { get; private set; }
184
185 // Convex Hulls
186 // Parameters for convex hull routine that ships with Bullet
187 public static int CSHullMaxDepthSplit { get; private set; }
188 public static int CSHullMaxDepthSplitForSimpleShapes { get; private set; }
189 public static float CSHullConcavityThresholdPercent { get; private set; }
190 public static float CSHullVolumeConservationThresholdPercent { get; private set; }
191 public static int CSHullMaxVertices { get; private set; }
192 public static float CSHullMaxSkinWidth { get; private set; }
193 public static float BHullMaxVerticesPerHull { get; private set; } // 100
194 public static float BHullMinClusters { get; private set; } // 2
195 public static float BHullCompacityWeight { get; private set; } // 0.1
196 public static float BHullVolumeWeight { get; private set; } // 0.0
197 public static float BHullConcavity { get; private set; } // 100
198 public static bool BHullAddExtraDistPoints { get; private set; } // false
199 public static bool BHullAddNeighboursDistPoints { get; private set; } // false
200 public static bool BHullAddFacesPoints { get; private set; } // false
201 public static bool BHullShouldAdjustCollisionMargin { get; private set; } // false
202 public static float WhichHACD { get; private set; } // zero if Bullet HACD, non-zero says VHACD
203 // Parameters for VHACD 2.0: http://code.google.com/p/v-hacd
204 // To enable, set both ShouldUseBulletHACD=true and WhichHACD=1
205 // http://kmamou.blogspot.ca/2014/12/v-hacd-20-parameters-description.html
206 public static float VHACDresolution { get; private set; } // 100,000 max number of voxels generated during voxelization stage
207 public static float VHACDdepth { get; private set; } // 20 max number of clipping stages
208 public static float VHACDconcavity { get; private set; } // 0.0025 maximum concavity
209 public static float VHACDplaneDownsampling { get; private set; } // 4 granularity of search for best clipping plane
210 public static float VHACDconvexHullDownsampling { get; private set; } // 4 precision of hull gen process
211 public static float VHACDalpha { get; private set; } // 0.05 bias toward clipping along symmetry planes
212 public static float VHACDbeta { get; private set; } // 0.05 bias toward clipping along revolution axis
213 public static float VHACDgamma { get; private set; } // 0.00125 max concavity when merging
214 public static float VHACDpca { get; private set; } // 0 on/off normalizing mesh before decomp
215 public static float VHACDmode { get; private set; } // 0 0:voxel based, 1: tetrahedron based
216 public static float VHACDmaxNumVerticesPerCH { get; private set; } // 64 max triangles per convex hull
217 public static float VHACDminVolumePerCH { get; private set; } // 0.0001 sampling of generated convex hulls
218
219 // Linkset implementation parameters
220 public static float LinksetImplementation { get; private set; }
221 public static bool LinksetOffsetCenterOfMass { get; private set; }
222 public static bool LinkConstraintUseFrameOffset { get; private set; }
223 public static bool LinkConstraintEnableTransMotor { get; private set; }
224 public static float LinkConstraintTransMotorMaxVel { get; private set; }
225 public static float LinkConstraintTransMotorMaxForce { get; private set; }
226 public static float LinkConstraintERP { get; private set; }
227 public static float LinkConstraintCFM { get; private set; }
228 public static float LinkConstraintSolverIterations { get; private set; }
229
230 public static float PID_D { get; private set; } // derivative
231 public static float PID_P { get; private set; } // proportional
232
233 // Various constants that come from that other virtual world that shall not be named.
234 public const float MinGravityZ = -1f;
235 public const float MaxGravityZ = 28f;
236 public const float MinFriction = 0f;
237 public const float MaxFriction = 255f;
238 public const float MinDensity = 0.01f;
239 public const float MaxDensity = 22587f;
240 public const float MinRestitution = 0f;
241 public const float MaxRestitution = 1f;
242
243 // =====================================================================================
244 // =====================================================================================
245
246 // Base parameter definition that gets and sets parameter values via a string
247 public abstract class ParameterDefnBase
248 {
249 public string name; // string name of the parameter
250 public string desc; // a short description of what the parameter means
251 public ParameterDefnBase(string pName, string pDesc)
252 {
253 name = pName;
254 desc = pDesc;
255 }
256 // Set the parameter value to the default
257 public abstract void AssignDefault(BSScene s);
258 // Get the value as a string
259 public abstract string GetValue(BSScene s);
260 // Set the value to this string value
261 public abstract void SetValue(BSScene s, string valAsString);
262 // set the value on a particular object (usually sets in physics engine)
263 public abstract void SetOnObject(BSScene s, BSPhysObject obj);
264 public abstract bool HasSetOnObject { get; }
265 }
266
267 // Specific parameter definition for a parameter of a specific type.
268 public delegate T PGetValue<T>(BSScene s);
269 public delegate void PSetValue<T>(BSScene s, T val);
270 public delegate void PSetOnObject<T>(BSScene scene, BSPhysObject obj);
271 public sealed class ParameterDefn<T> : ParameterDefnBase
272 {
273 private T defaultValue;
274 private PSetValue<T> setter;
275 private PGetValue<T> getter;
276 private PSetOnObject<T> objectSet;
277 public ParameterDefn(string pName, string pDesc, T pDefault, PGetValue<T> pGetter, PSetValue<T> pSetter)
278 : base(pName, pDesc)
279 {
280 defaultValue = pDefault;
281 setter = pSetter;
282 getter = pGetter;
283 objectSet = null;
284 }
285 public ParameterDefn(string pName, string pDesc, T pDefault, PGetValue<T> pGetter, PSetValue<T> pSetter, PSetOnObject<T> pObjSetter)
286 : base(pName, pDesc)
287 {
288 defaultValue = pDefault;
289 setter = pSetter;
290 getter = pGetter;
291 objectSet = pObjSetter;
292 }
293 // Simple parameter variable where property name is the same as the INI file name
294 // and the value is only a simple get and set.
295 public ParameterDefn(string pName, string pDesc, T pDefault)
296 : base(pName, pDesc)
297 {
298 defaultValue = pDefault;
299 setter = (s, v) => { SetValueByName(s, name, v); };
300 getter = (s) => { return GetValueByName(s, name); };
301 objectSet = null;
302 }
303 // Use reflection to find the property named 'pName' in BSParam and assign 'val' to same.
304 private void SetValueByName(BSScene s, string pName, T val)
305 {
306 PropertyInfo prop = typeof(BSParam).GetProperty(pName, BindingFlags.Public | BindingFlags.Static | BindingFlags.FlattenHierarchy);
307 if (prop == null)
308 {
309 // This should only be output when someone adds a new INI parameter and misspells the name.
310 s.Logger.ErrorFormat("{0} SetValueByName: did not find '{1}'. Verify specified property name is the same as the given INI parameters name.", LogHeader, pName);
311 }
312 else
313 {
314 prop.SetValue(null, val, null);
315 }
316 }
317 // Use reflection to find the property named 'pName' in BSParam and return the value in same.
318 private T GetValueByName(BSScene s, string pName)
319 {
320 PropertyInfo prop = typeof(BSParam).GetProperty(pName, BindingFlags.Public | BindingFlags.Static | BindingFlags.FlattenHierarchy);
321 if (prop == null)
322 {
323 // This should only be output when someone adds a new INI parameter and misspells the name.
324 s.Logger.ErrorFormat("{0} GetValueByName: did not find '{1}'. Verify specified property name is the same as the given INI parameter name.", LogHeader, pName);
325 }
326 return (T)prop.GetValue(null, null);
327 }
328 public override void AssignDefault(BSScene s)
329 {
330 setter(s, defaultValue);
331 }
332 public override string GetValue(BSScene s)
333 {
334 return getter(s).ToString();
335 }
336 public override void SetValue(BSScene s, string valAsString)
337 {
338 // Get the generic type of the setter
339 Type genericType = setter.GetType().GetGenericArguments()[0];
340 // Find the 'Parse' method on that type
341 System.Reflection.MethodInfo parser = null;
342 try
343 {
344 parser = genericType.GetMethod("Parse", new Type[] { typeof(String) } );
345 }
346 catch (Exception e)
347 {
348 s.Logger.ErrorFormat("{0} Exception getting parser for type '{1}': {2}", LogHeader, genericType, e);
349 parser = null;
350 }
351 if (parser != null)
352 {
353 // Parse the input string
354 try
355 {
356 T setValue = (T)parser.Invoke(genericType, new Object[] { valAsString });
357 // Store the parsed value
358 setter(s, setValue);
359 // s.Logger.DebugFormat("{0} Parameter {1} = {2}", LogHeader, name, setValue);
360 }
361 catch
362 {
363 s.Logger.ErrorFormat("{0} Failed parsing parameter value '{1}' as type '{2}'", LogHeader, valAsString, genericType);
364 }
365 }
366 else
367 {
368 s.Logger.ErrorFormat("{0} Could not find parameter parser for type '{1}'", LogHeader, genericType);
369 }
370 }
371 public override bool HasSetOnObject
372 {
373 get { return objectSet != null; }
374 }
375 public override void SetOnObject(BSScene s, BSPhysObject obj)
376 {
377 if (objectSet != null)
378 objectSet(s, obj);
379 }
380 }
381
382 // List of all of the externally visible parameters.
383 // For each parameter, this table maps a text name to getter and setters.
384 // To add a new externally referencable/settable parameter, add the paramter storage
385 // location somewhere in the program and make an entry in this table with the
386 // getters and setters.
387 // It is easiest to find an existing definition and copy it.
388 //
389 // A ParameterDefn<T>() takes the following parameters:
390 // -- the text name of the parameter. This is used for console input and ini file.
391 // -- a short text description of the parameter. This shows up in the console listing.
392 // -- a default value
393 // -- a delegate for getting the value
394 // -- a delegate for setting the value
395 // -- an optional delegate to update the value in the world. Most often used to
396 // push the new value to an in-world object.
397 //
398 // The single letter parameters for the delegates are:
399 // s = BSScene
400 // o = BSPhysObject
401 // v = value (appropriate type)
402 private static ParameterDefnBase[] ParameterDefinitions =
403 {
404 new ParameterDefn<bool>("Active", "If 'true', false then physics is not active",
405 false ),
406 new ParameterDefn<bool>("UseSeparatePhysicsThread", "If 'true', the physics engine runs independent from the simulator heartbeat",
407 false ),
408 new ParameterDefn<float>("PhysicsTimeStep", "If separate thread, seconds to simulate each interval",
409 0.089f ),
410
411 new ParameterDefn<bool>("MeshSculptedPrim", "Whether to create meshes for sculpties",
412 true,
413 (s) => { return ShouldMeshSculptedPrim; },
414 (s,v) => { ShouldMeshSculptedPrim = v; } ),
415 new ParameterDefn<bool>("ForceSimplePrimMeshing", "If true, only use primitive meshes for objects",
416 false,
417 (s) => { return ShouldForceSimplePrimMeshing; },
418 (s,v) => { ShouldForceSimplePrimMeshing = v; } ),
419 new ParameterDefn<bool>("UseHullsForPhysicalObjects", "If true, create hulls for physical objects",
420 true,
421 (s) => { return ShouldUseHullsForPhysicalObjects; },
422 (s,v) => { ShouldUseHullsForPhysicalObjects = v; } ),
423 new ParameterDefn<bool>("ShouldRemoveZeroWidthTriangles", "If true, remove degenerate triangles from meshes",
424 true ),
425 new ParameterDefn<bool>("ShouldUseBulletHACD", "If true, use the Bullet version of HACD",
426 false ),
427 new ParameterDefn<bool>("ShouldUseSingleConvexHullForPrims", "If true, use a single convex hull shape for physical prims",
428 true ),
429 new ParameterDefn<bool>("ShouldUseGImpactShapeForPrims", "If true, use a GImpact shape for prims with cuts and twists",
430 false ),
431 new ParameterDefn<bool>("ShouldUseAssetHulls", "If true, use hull if specified in the mesh asset info",
432 true ),
433
434 new ParameterDefn<int>("CrossingFailuresBeforeOutOfBounds", "How forgiving we are about getting into adjactent regions",
435 5 ),
436 new ParameterDefn<float>("UpdateVelocityChangeThreshold", "Change in updated velocity required before reporting change to simulator",
437 0.1f ),
438
439 new ParameterDefn<float>("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)",
440 32f,
441 (s) => { return MeshLOD; },
442 (s,v) => { MeshLOD = v; } ),
443 new ParameterDefn<float>("MeshLevelOfDetailCircular", "Level of detail for prims with circular cuts or shapes",
444 32f,
445 (s) => { return MeshCircularLOD; },
446 (s,v) => { MeshCircularLOD = v; } ),
447 new ParameterDefn<float>("MeshLevelOfDetailMegaPrimThreshold", "Size (in meters) of a mesh before using MeshMegaPrimLOD",
448 10f,
449 (s) => { return MeshMegaPrimThreshold; },
450 (s,v) => { MeshMegaPrimThreshold = v; } ),
451 new ParameterDefn<float>("MeshLevelOfDetailMegaPrim", "Level of detail to render meshes larger than threshold meters",
452 32f,
453 (s) => { return MeshMegaPrimLOD; },
454 (s,v) => { MeshMegaPrimLOD = v; } ),
455 new ParameterDefn<float>("SculptLevelOfDetail", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)",
456 32f,
457 (s) => { return SculptLOD; },
458 (s,v) => { SculptLOD = v; } ),
459
460 new ParameterDefn<int>("MaxSubStep", "In simulation step, maximum number of substeps",
461 10,
462 (s) => { return s.m_maxSubSteps; },
463 (s,v) => { s.m_maxSubSteps = (int)v; } ),
464 new ParameterDefn<float>("FixedTimeStep", "In simulation step, seconds of one substep (1/60)",
465 1f / 60f,
466 (s) => { return s.m_fixedTimeStep; },
467 (s,v) => { s.m_fixedTimeStep = v; } ),
468 new ParameterDefn<float>("NominalFrameRate", "The base frame rate we claim",
469 55f,
470 (s) => { return s.NominalFrameRate; },
471 (s,v) => { s.NominalFrameRate = (int)v; } ),
472 new ParameterDefn<int>("MaxCollisionsPerFrame", "Max collisions returned at end of each frame",
473 2048,
474 (s) => { return s.m_maxCollisionsPerFrame; },
475 (s,v) => { s.m_maxCollisionsPerFrame = (int)v; } ),
476 new ParameterDefn<int>("MaxUpdatesPerFrame", "Max updates returned at end of each frame",
477 8000,
478 (s) => { return s.m_maxUpdatesPerFrame; },
479 (s,v) => { s.m_maxUpdatesPerFrame = (int)v; } ),
480
481 new ParameterDefn<float>("MinObjectMass", "Minimum object mass (0.0001)",
482 0.0001f,
483 (s) => { return MinimumObjectMass; },
484 (s,v) => { MinimumObjectMass = v; } ),
485 new ParameterDefn<float>("MaxObjectMass", "Maximum object mass (10000.01)",
486 10000.01f,
487 (s) => { return MaximumObjectMass; },
488 (s,v) => { MaximumObjectMass = v; } ),
489 new ParameterDefn<float>("MaxLinearVelocity", "Maximum velocity magnitude that can be assigned to an object",
490 1000.0f,
491 (s) => { return MaxLinearVelocity; },
492 (s,v) => { MaxLinearVelocity = v; MaxLinearVelocitySquared = v * v; } ),
493 new ParameterDefn<float>("MaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to an object",
494 1000.0f,
495 (s) => { return MaxAngularVelocity; },
496 (s,v) => { MaxAngularVelocity = v; MaxAngularVelocitySquared = v * v; } ),
497 // LL documentation says thie number should be 20f for llApplyImpulse and 200f for llRezObject
498 new ParameterDefn<float>("MaxAddForceMagnitude", "Maximum force that can be applied by llApplyImpulse (SL says 20f)",
499 20000.0f,
500 (s) => { return MaxAddForceMagnitude; },
501 (s,v) => { MaxAddForceMagnitude = v; MaxAddForceMagnitudeSquared = v * v; } ),
502 // Density is passed around as 100kg/m3. This scales that to 1kg/m3.
503 // Reduce by power of 100 because Bullet doesn't seem to handle objects with large mass very well
504 new ParameterDefn<float>("DensityScaleFactor", "Conversion for simulator/viewer density (100kg/m3) to physical density (1kg/m3)",
505 0.01f ),
506
507 new ParameterDefn<float>("PID_D", "Derivitive factor for motion smoothing",
508 2200f ),
509 new ParameterDefn<float>("PID_P", "Parameteric factor for motion smoothing",
510 900f ),
511
512 new ParameterDefn<float>("DefaultFriction", "Friction factor used on new objects",
513 0.2f,
514 (s) => { return DefaultFriction; },
515 (s,v) => { DefaultFriction = v; s.UnmanagedParams[0].defaultFriction = v; } ),
516 // For historical reasons, the viewer and simulator multiply the density by 100
517 new ParameterDefn<float>("DefaultDensity", "Density for new objects" ,
518 1000.0006836f, // Aluminum g/cm3 * 100
519 (s) => { return DefaultDensity; },
520 (s,v) => { DefaultDensity = v; s.UnmanagedParams[0].defaultDensity = v; } ),
521 new ParameterDefn<float>("DefaultRestitution", "Bouncyness of an object" ,
522 0f,
523 (s) => { return DefaultRestitution; },
524 (s,v) => { DefaultRestitution = v; s.UnmanagedParams[0].defaultRestitution = v; } ),
525 new ParameterDefn<float>("CollisionMargin", "Margin around objects before collisions are calculated (must be zero!)",
526 0.04f,
527 (s) => { return CollisionMargin; },
528 (s,v) => { CollisionMargin = v; s.UnmanagedParams[0].collisionMargin = v; } ),
529 new ParameterDefn<float>("Gravity", "Vertical force of gravity (negative means down)",
530 -9.80665f,
531 (s) => { return Gravity; },
532 (s,v) => { Gravity = v; s.UnmanagedParams[0].gravity = v; },
533 (s,o) => { s.PE.SetGravity(o.PhysBody, new Vector3(0f,0f,Gravity)); } ),
534
535
536 new ParameterDefn<float>("LinearDamping", "Factor to damp linear movement per second (0.0 - 1.0)",
537 0f,
538 (s) => { return LinearDamping; },
539 (s,v) => { LinearDamping = v; },
540 (s,o) => { s.PE.SetDamping(o.PhysBody, LinearDamping, AngularDamping); } ),
541 new ParameterDefn<float>("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)",
542 0f,
543 (s) => { return AngularDamping; },
544 (s,v) => { AngularDamping = v; },
545 (s,o) => { s.PE.SetDamping(o.PhysBody, LinearDamping, AngularDamping); } ),
546 new ParameterDefn<float>("DeactivationTime", "Seconds before considering an object potentially static",
547 0.2f,
548 (s) => { return DeactivationTime; },
549 (s,v) => { DeactivationTime = v; },
550 (s,o) => { s.PE.SetDeactivationTime(o.PhysBody, DeactivationTime); } ),
551 new ParameterDefn<float>("LinearSleepingThreshold", "Seconds to measure linear movement before considering static",
552 0.8f,
553 (s) => { return LinearSleepingThreshold; },
554 (s,v) => { LinearSleepingThreshold = v;},
555 (s,o) => { s.PE.SetSleepingThresholds(o.PhysBody, LinearSleepingThreshold, AngularSleepingThreshold); } ),
556 new ParameterDefn<float>("AngularSleepingThreshold", "Seconds to measure angular movement before considering static",
557 1.0f,
558 (s) => { return AngularSleepingThreshold; },
559 (s,v) => { AngularSleepingThreshold = v;},
560 (s,o) => { s.PE.SetSleepingThresholds(o.PhysBody, LinearSleepingThreshold, AngularSleepingThreshold); } ),
561 new ParameterDefn<float>("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" ,
562 0.0f, // set to zero to disable
563 (s) => { return CcdMotionThreshold; },
564 (s,v) => { CcdMotionThreshold = v;},
565 (s,o) => { s.PE.SetCcdMotionThreshold(o.PhysBody, CcdMotionThreshold); } ),
566 new ParameterDefn<float>("CcdSweptSphereRadius", "Continuious collision detection test radius" ,
567 0.2f,
568 (s) => { return CcdSweptSphereRadius; },
569 (s,v) => { CcdSweptSphereRadius = v;},
570 (s,o) => { s.PE.SetCcdSweptSphereRadius(o.PhysBody, CcdSweptSphereRadius); } ),
571 new ParameterDefn<float>("ContactProcessingThreshold", "Distance above which contacts can be discarded (0 means no discard)" ,
572 0.0f,
573 (s) => { return ContactProcessingThreshold; },
574 (s,v) => { ContactProcessingThreshold = v;},
575 (s,o) => { s.PE.SetContactProcessingThreshold(o.PhysBody, ContactProcessingThreshold); } ),
576
577 new ParameterDefn<float>("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)",
578 (float)BSTerrainPhys.TerrainImplementation.Heightmap ),
579 new ParameterDefn<int>("TerrainMeshMagnification", "Number of times the 256x256 heightmap is multiplied to create the terrain mesh" ,
580 2 ),
581 new ParameterDefn<float>("TerrainGroundPlane", "Altitude of ground plane used to keep things from falling to infinity" ,
582 -500.0f ),
583 new ParameterDefn<float>("TerrainFriction", "Factor to reduce movement against terrain surface" ,
584 0.3f ),
585 new ParameterDefn<float>("TerrainHitFraction", "Distance to measure hit collisions" ,
586 0.8f ),
587 new ParameterDefn<float>("TerrainRestitution", "Bouncyness" ,
588 0f ),
589 new ParameterDefn<float>("TerrainContactProcessingThreshold", "Distance from terrain to stop processing collisions" ,
590 0.0f ),
591 new ParameterDefn<float>("TerrainCollisionMargin", "Margin where collision checking starts" ,
592 0.04f ),
593
594 new ParameterDefn<bool>("AvatarToAvatarCollisionsByDefault", "Should avatars collide with other avatars by default?",
595 true),
596 new ParameterDefn<float>("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.",
597 0.2f ),
598 new ParameterDefn<float>("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.",
599 0.95f ),
600 new ParameterDefn<float>("AvatarAlwaysRunFactor", "Speed multiplier if avatar is set to always run",
601 1.3f ),
602 // For historical reasons, density is reported * 100
603 new ParameterDefn<float>("AvatarDensity", "Density of an avatar. Changed on avatar recreation. Scaled times 100.",
604 3500f) , // 3.5 * 100
605 new ParameterDefn<float>("AvatarRestitution", "Bouncyness. Changed on avatar recreation.",
606 0f ),
607 new ParameterDefn<int>("AvatarShape", "Code for avatar physical shape: 0:capsule, 1:cube, 2:ovoid, 2:mesh",
608 BSShapeCollection.AvatarShapeCube ) ,
609 new ParameterDefn<float>("AvatarCapsuleWidth", "The distance between the sides of the avatar capsule",
610 0.6f ) ,
611 new ParameterDefn<float>("AvatarCapsuleDepth", "The distance between the front and back of the avatar capsule",
612 0.45f ),
613 new ParameterDefn<float>("AvatarCapsuleHeight", "Default height of space around avatar",
614 1.5f ),
615 new ParameterDefn<float>("AvatarHeightLowFudge", "A fudge factor to make small avatars stand on the ground",
616 0f ),
617 new ParameterDefn<float>("AvatarHeightMidFudge", "A fudge distance to adjust average sized avatars to be standing on ground",
618 0f ),
619 new ParameterDefn<float>("AvatarHeightHighFudge", "A fudge factor to make tall avatars stand on the ground",
620 0f ),
621 new ParameterDefn<float>("AvatarFlyingGroundMargin", "Meters avatar is kept above the ground when flying",
622 5f ),
623 new ParameterDefn<float>("AvatarFlyingGroundUpForce", "Upward force applied to the avatar to keep it at flying ground margin",
624 2.0f ),
625 new ParameterDefn<float>("AvatarTerminalVelocity", "Terminal Velocity of falling avatar",
626 -54.0f ),
627 new ParameterDefn<float>("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions",
628 0.1f ),
629 new ParameterDefn<float>("AvatarStopZeroThreshold", "Movement velocity below which avatar is assumed to be stopped",
630 0.1f ),
631 new ParameterDefn<float>("AvatarBelowGroundUpCorrectionMeters", "Meters to move avatar up if it seems to be below ground",
632 1.0f ),
633 new ParameterDefn<int>("AvatarJumpFrames", "Number of frames to allow jump forces. Changes jump height.",
634 4 ),
635 new ParameterDefn<float>("AvatarStepHeight", "Height of a step obstacle to consider step correction",
636 0.999f ) ,
637 new ParameterDefn<float>("AvatarStepAngle", "The angle (in radians) for a vertical surface to be considered a step",
638 0.3f ) ,
639 new ParameterDefn<float>("AvatarStepGroundFudge", "Fudge factor subtracted from avatar base when comparing collision height",
640 0.1f ) ,
641 new ParameterDefn<float>("AvatarStepApproachFactor", "Factor to control angle of approach to step (0=straight on)",
642 2f ),
643 new ParameterDefn<float>("AvatarStepForceFactor", "Controls the amount of force up applied to step up onto a step",
644 0f ),
645 new ParameterDefn<float>("AvatarStepUpCorrectionFactor", "Multiplied by height of step collision to create up movement at step",
646 0.8f ),
647 new ParameterDefn<int>("AvatarStepSmoothingSteps", "Number of frames after a step collision that we continue walking up stairs",
648 1 ),
649
650 new ParameterDefn<float>("VehicleMaxLinearVelocity", "Maximum velocity magnitude that can be assigned to a vehicle",
651 1000.0f,
652 (s) => { return (float)VehicleMaxLinearVelocity; },
653 (s,v) => { VehicleMaxLinearVelocity = v; VehicleMaxLinearVelocitySquared = v * v; } ),
654 new ParameterDefn<float>("VehicleMinLinearVelocity", "Maximum velocity magnitude that can be assigned to a vehicle",
655 0.001f,
656 (s) => { return (float)VehicleMinLinearVelocity; },
657 (s,v) => { VehicleMinLinearVelocity = v; VehicleMinLinearVelocitySquared = v * v; } ),
658 new ParameterDefn<float>("VehicleMaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to a vehicle",
659 12.0f,
660 (s) => { return (float)VehicleMaxAngularVelocity; },
661 (s,v) => { VehicleMaxAngularVelocity = v; VehicleMaxAngularVelocitySq = v * v; } ),
662 new ParameterDefn<float>("VehicleAngularDamping", "Factor to damp vehicle angular movement per second (0.0 - 1.0)",
663 0.0f ),
664 new ParameterDefn<Vector3>("VehicleLinearFactor", "Fraction of physical linear changes applied to vehicle (<0,0,0> to <1,1,1>)",
665 new Vector3(1f, 1f, 1f) ),
666 new ParameterDefn<Vector3>("VehicleAngularFactor", "Fraction of physical angular changes applied to vehicle (<0,0,0> to <1,1,1>)",
667 new Vector3(1f, 1f, 1f) ),
668 new ParameterDefn<Vector3>("VehicleInertiaFactor", "Fraction of physical inertia applied (<0,0,0> to <1,1,1>)",
669 new Vector3(1f, 1f, 1f) ),
670 new ParameterDefn<float>("VehicleFriction", "Friction of vehicle on the ground (0.0 - 1.0)",
671 0.0f ),
672 new ParameterDefn<float>("VehicleRestitution", "Bouncyness factor for vehicles (0.0 - 1.0)",
673 0.0f ),
674 new ParameterDefn<float>("VehicleGroundGravityFudge", "Factor to multiply gravity if a ground vehicle is probably on the ground (0.0 - 1.0)",
675 0.2f ),
676 new ParameterDefn<float>("VehicleAngularBankingTimescaleFudge", "Factor to multiple angular banking timescale. Tune to increase realism.",
677 60.0f ),
678 new ParameterDefn<bool>("VehicleEnableLinearDeflection", "Turn on/off vehicle linear deflection effect",
679 true ),
680 new ParameterDefn<bool>("VehicleLinearDeflectionNotCollidingNoZ", "Turn on/off linear deflection Z effect on non-colliding vehicles",
681 true ),
682 new ParameterDefn<bool>("VehicleEnableAngularVerticalAttraction", "Turn on/off vehicle angular vertical attraction effect",
683 true ),
684 new ParameterDefn<int>("VehicleAngularVerticalAttractionAlgorithm", "Select vertical attraction algo. You need to look at the source.",
685 0 ),
686 new ParameterDefn<bool>("VehicleEnableAngularDeflection", "Turn on/off vehicle angular deflection effect",
687 true ),
688 new ParameterDefn<bool>("VehicleEnableAngularBanking", "Turn on/off vehicle angular banking effect",
689 true ),
690
691 new ParameterDefn<float>("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)",
692 0f,
693 (s) => { return MaxPersistantManifoldPoolSize; },
694 (s,v) => { MaxPersistantManifoldPoolSize = v; s.UnmanagedParams[0].maxPersistantManifoldPoolSize = v; } ),
695 new ParameterDefn<float>("MaxCollisionAlgorithmPoolSize", "Number of collisions pooled (0 means default of 4096)",
696 0f,
697 (s) => { return MaxCollisionAlgorithmPoolSize; },
698 (s,v) => { MaxCollisionAlgorithmPoolSize = v; s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize = v; } ),
699 new ParameterDefn<bool>("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count",
700 false,
701 (s) => { return ShouldDisableContactPoolDynamicAllocation; },
702 (s,v) => { ShouldDisableContactPoolDynamicAllocation = v;
703 s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = NumericBool(v); } ),
704 new ParameterDefn<bool>("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step",
705 false,
706 (s) => { return ShouldForceUpdateAllAabbs; },
707 (s,v) => { ShouldForceUpdateAllAabbs = v; s.UnmanagedParams[0].shouldForceUpdateAllAabbs = NumericBool(v); } ),
708 new ParameterDefn<bool>("ShouldRandomizeSolverOrder", "Enable for slightly better stacking interaction",
709 true,
710 (s) => { return ShouldRandomizeSolverOrder; },
711 (s,v) => { ShouldRandomizeSolverOrder = v; s.UnmanagedParams[0].shouldRandomizeSolverOrder = NumericBool(v); } ),
712 new ParameterDefn<bool>("ShouldSplitSimulationIslands", "Enable splitting active object scanning islands",
713 true,
714 (s) => { return ShouldSplitSimulationIslands; },
715 (s,v) => { ShouldSplitSimulationIslands = v; s.UnmanagedParams[0].shouldSplitSimulationIslands = NumericBool(v); } ),
716 new ParameterDefn<bool>("ShouldEnableFrictionCaching", "Enable friction computation caching",
717 true,
718 (s) => { return ShouldEnableFrictionCaching; },
719 (s,v) => { ShouldEnableFrictionCaching = v; s.UnmanagedParams[0].shouldEnableFrictionCaching = NumericBool(v); } ),
720 new ParameterDefn<float>("NumberOfSolverIterations", "Number of internal iterations (0 means default)",
721 0f, // zero says use Bullet default
722 (s) => { return NumberOfSolverIterations; },
723 (s,v) => { NumberOfSolverIterations = v; s.UnmanagedParams[0].numberOfSolverIterations = v; } ),
724 new ParameterDefn<bool>("UseSingleSidedMeshes", "Whether to compute collisions based on single sided meshes.",
725 true,
726 (s) => { return UseSingleSidedMeshes; },
727 (s,v) => { UseSingleSidedMeshes = v; s.UnmanagedParams[0].useSingleSidedMeshes = NumericBool(v); } ),
728 new ParameterDefn<float>("GlobalContactBreakingThreshold", "Amount of shape radius before breaking a collision contact (0 says Bullet default (0.2))",
729 0f,
730 (s) => { return GlobalContactBreakingThreshold; },
731 (s,v) => { GlobalContactBreakingThreshold = v; s.UnmanagedParams[0].globalContactBreakingThreshold = v; } ),
732 new ParameterDefn<float>("PhysicsUnmanLoggingFrames", "If non-zero, frames between output of detailed unmanaged physics statistics",
733 0f,
734 (s) => { return PhysicsUnmanLoggingFrames; },
735 (s,v) => { PhysicsUnmanLoggingFrames = v; s.UnmanagedParams[0].physicsLoggingFrames = v; } ),
736
737 new ParameterDefn<int>("CSHullMaxDepthSplit", "CS impl: max depth to split for hull. 1-10 but > 7 is iffy",
738 7 ),
739 new ParameterDefn<int>("CSHullMaxDepthSplitForSimpleShapes", "CS impl: max depth setting for simple prim shapes",
740 2 ),
741 new ParameterDefn<float>("CSHullConcavityThresholdPercent", "CS impl: concavity threshold percent (0-20)",
742 5f ),
743 new ParameterDefn<float>("CSHullVolumeConservationThresholdPercent", "percent volume conservation to collapse hulls (0-30)",
744 5f ),
745 new ParameterDefn<int>("CSHullMaxVertices", "CS impl: maximum number of vertices in output hulls. Keep < 50.",
746 32 ),
747 new ParameterDefn<float>("CSHullMaxSkinWidth", "CS impl: skin width to apply to output hulls.",
748 0f ),
749
750 new ParameterDefn<float>("BHullMaxVerticesPerHull", "Bullet impl: max number of vertices per created hull",
751 200f ),
752 new ParameterDefn<float>("BHullMinClusters", "Bullet impl: minimum number of hulls to create per mesh",
753 10f ),
754 new ParameterDefn<float>("BHullCompacityWeight", "Bullet impl: weight factor for how compact to make hulls",
755 20f ),
756 new ParameterDefn<float>("BHullVolumeWeight", "Bullet impl: weight factor for volume in created hull",
757 0.1f ),
758 new ParameterDefn<float>("BHullConcavity", "Bullet impl: weight factor for how convex a created hull can be",
759 10f ),
760 new ParameterDefn<bool>("BHullAddExtraDistPoints", "Bullet impl: whether to add extra vertices for long distance vectors",
761 true ),
762 new ParameterDefn<bool>("BHullAddNeighboursDistPoints", "Bullet impl: whether to add extra vertices between neighbor hulls",
763 true ),
764 new ParameterDefn<bool>("BHullAddFacesPoints", "Bullet impl: whether to add extra vertices to break up hull faces",
765 true ),
766 new ParameterDefn<bool>("BHullShouldAdjustCollisionMargin", "Bullet impl: whether to shrink resulting hulls to account for collision margin",
767 false ),
768
769 new ParameterDefn<float>("WhichHACD", "zero if Bullet HACD, non-zero says VHACD",
770 0f ),
771 new ParameterDefn<float>("VHACDresolution", "max number of voxels generated during voxelization stage",
772 100000f ),
773 new ParameterDefn<float>("VHACDdepth", "max number of clipping stages",
774 20f ),
775 new ParameterDefn<float>("VHACDconcavity", "maximum concavity",
776 0.0025f ),
777 new ParameterDefn<float>("VHACDplaneDownsampling", "granularity of search for best clipping plane",
778 4f ),
779 new ParameterDefn<float>("VHACDconvexHullDownsampling", "precision of hull gen process",
780 4f ),
781 new ParameterDefn<float>("VHACDalpha", "bias toward clipping along symmetry planes",
782 0.05f ),
783 new ParameterDefn<float>("VHACDbeta", "bias toward clipping along revolution axis",
784 0.05f ),
785 new ParameterDefn<float>("VHACDgamma", "max concavity when merging",
786 0.00125f ),
787 new ParameterDefn<float>("VHACDpca", "on/off normalizing mesh before decomp",
788 0f ),
789 new ParameterDefn<float>("VHACDmode", "0:voxel based, 1: tetrahedron based",
790 0f ),
791 new ParameterDefn<float>("VHACDmaxNumVerticesPerCH", "max triangles per convex hull",
792 64f ),
793 new ParameterDefn<float>("VHACDminVolumePerCH", "sampling of generated convex hulls",
794 0.0001f ),
795
796 new ParameterDefn<float>("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)",
797 (float)BSLinkset.LinksetImplementation.Compound ),
798 new ParameterDefn<bool>("LinksetOffsetCenterOfMass", "If 'true', compute linkset center-of-mass and offset linkset position to account for same",
799 true ),
800 new ParameterDefn<bool>("LinkConstraintUseFrameOffset", "For linksets built with constraints, enable frame offsetFor linksets built with constraints, enable frame offset.",
801 false ),
802 new ParameterDefn<bool>("LinkConstraintEnableTransMotor", "Whether to enable translational motor on linkset constraints",
803 true ),
804 new ParameterDefn<float>("LinkConstraintTransMotorMaxVel", "Maximum velocity to be applied by translational motor in linkset constraints",
805 5.0f ),
806 new ParameterDefn<float>("LinkConstraintTransMotorMaxForce", "Maximum force to be applied by translational motor in linkset constraints",
807 0.1f ),
808 new ParameterDefn<float>("LinkConstraintCFM", "Amount constraint can be violated. 0=no violation, 1=infinite. Default=0.1",
809 0.1f ),
810 new ParameterDefn<float>("LinkConstraintERP", "Amount constraint is corrected each tick. 0=none, 1=all. Default = 0.2",
811 0.1f ),
812 new ParameterDefn<float>("LinkConstraintSolverIterations", "Number of solver iterations when computing constraint. (0 = Bullet default)",
813 40 ),
814
815 new ParameterDefn<int>("PhysicsMetricFrames", "Frames between outputting detailed phys metrics. (0 is off)",
816 0,
817 (s) => { return s.PhysicsMetricDumpFrames; },
818 (s,v) => { s.PhysicsMetricDumpFrames = v; } ),
819 new ParameterDefn<float>("ResetBroadphasePool", "Setting this is any value resets the broadphase collision pool",
820 0f,
821 (s) => { return 0f; },
822 (s,v) => { BSParam.ResetBroadphasePoolTainted(s, v, false /* inTaintTime */); } ),
823 new ParameterDefn<float>("ResetConstraintSolver", "Setting this is any value resets the constraint solver",
824 0f,
825 (s) => { return 0f; },
826 (s,v) => { BSParam.ResetConstraintSolverTainted(s, v); } ),
827 };
828
829 // Convert a boolean to our numeric true and false values
830 public static float NumericBool(bool b)
831 {
832 return (b ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse);
833 }
834
835 // Convert numeric true and false values to a boolean
836 public static bool BoolNumeric(float b)
837 {
838 return (b == ConfigurationParameters.numericTrue ? true : false);
839 }
840
841 // Search through the parameter definitions and return the matching
842 // ParameterDefn structure.
843 // Case does not matter as names are compared after converting to lower case.
844 // Returns 'false' if the parameter is not found.
845 internal static bool TryGetParameter(string paramName, out ParameterDefnBase defn)
846 {
847 bool ret = false;
848 ParameterDefnBase foundDefn = null;
849 string pName = paramName.ToLower();
850
851 foreach (ParameterDefnBase parm in ParameterDefinitions)
852 {
853 if (pName == parm.name.ToLower())
854 {
855 foundDefn = parm;
856 ret = true;
857 break;
858 }
859 }
860 defn = foundDefn;
861 return ret;
862 }
863
864 // Pass through the settable parameters and set the default values
865 internal static void SetParameterDefaultValues(BSScene physicsScene)
866 {
867 foreach (ParameterDefnBase parm in ParameterDefinitions)
868 {
869 parm.AssignDefault(physicsScene);
870 }
871 }
872
873 // Get user set values out of the ini file.
874 internal static void SetParameterConfigurationValues(BSScene physicsScene, IConfig cfg)
875 {
876 foreach (ParameterDefnBase parm in ParameterDefinitions)
877 {
878 parm.SetValue(physicsScene, cfg.GetString(parm.name, parm.GetValue(physicsScene)));
879 }
880 }
881
882 internal static PhysParameterEntry[] SettableParameters = new PhysParameterEntry[1];
883
884 // This creates an array in the correct format for returning the list of
885 // parameters. This is used by the 'list' option of the 'physics' command.
886 internal static void BuildParameterTable()
887 {
888 if (SettableParameters.Length < ParameterDefinitions.Length)
889 {
890 List<PhysParameterEntry> entries = new List<PhysParameterEntry>();
891 for (int ii = 0; ii < ParameterDefinitions.Length; ii++)
892 {
893 ParameterDefnBase pd = ParameterDefinitions[ii];
894 entries.Add(new PhysParameterEntry(pd.name, pd.desc));
895 }
896
897 // make the list alphabetical for ease of finding anything
898 entries.Sort((ppe1, ppe2) => { return ppe1.name.CompareTo(ppe2.name); });
899
900 SettableParameters = entries.ToArray();
901 }
902 }
903
904 // =====================================================================
905 // =====================================================================
906 // There are parameters that, when set, cause things to happen in the physics engine.
907 // This causes the broadphase collision cache to be cleared.
908 private static void ResetBroadphasePoolTainted(BSScene pPhysScene, float v, bool inTaintTime)
909 {
910 BSScene physScene = pPhysScene;
911 physScene.TaintedObject(inTaintTime, "BSParam.ResetBroadphasePoolTainted", delegate()
912 {
913 physScene.PE.ResetBroadphasePool(physScene.World);
914 });
915 }
916
917 // This causes the constraint solver cache to be cleared and reset.
918 private static void ResetConstraintSolverTainted(BSScene pPhysScene, float v)
919 {
920 BSScene physScene = pPhysScene;
921 physScene.TaintedObject(BSScene.DetailLogZero, "BSParam.ResetConstraintSolver", delegate()
922 {
923 physScene.PE.ResetConstraintSolver(physScene.World);
924 });
925 }
926}
927}