diff options
author | Robert Adams | 2012-12-21 13:35:44 -0800 |
---|---|---|
committer | Robert Adams | 2012-12-21 13:35:44 -0800 |
commit | ae4d932e7f00e781db9c9cdd5c29efc51e2425fb (patch) | |
tree | b03beb291cd35d4227fb82baf04ce14512b859eb /OpenSim | |
parent | BulletSim: small fix to avatar movement motor use which keeps avatar from fly... (diff) | |
download | opensim-SC_OLD-ae4d932e7f00e781db9c9cdd5c29efc51e2425fb.zip opensim-SC_OLD-ae4d932e7f00e781db9c9cdd5c29efc51e2425fb.tar.gz opensim-SC_OLD-ae4d932e7f00e781db9c9cdd5c29efc51e2425fb.tar.bz2 opensim-SC_OLD-ae4d932e7f00e781db9c9cdd5c29efc51e2425fb.tar.xz |
BulletSim: Move all the parameter variables, tables and get and fetch logic to a separate, static class for easier addition and to remove all that bulk from the BSScene class.
Diffstat (limited to 'OpenSim')
13 files changed, 681 insertions, 606 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 57c5898..7bde1c1 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -88,8 +88,8 @@ public sealed class BSCharacter : BSPhysObject | |||
88 | // Old versions of ScenePresence passed only the height. If width and/or depth are zero, | 88 | // Old versions of ScenePresence passed only the height. If width and/or depth are zero, |
89 | // replace with the default values. | 89 | // replace with the default values. |
90 | _size = size; | 90 | _size = size; |
91 | if (_size.X == 0f) _size.X = PhysicsScene.Params.avatarCapsuleDepth; | 91 | if (_size.X == 0f) _size.X = BSParam.AvatarCapsuleDepth; |
92 | if (_size.Y == 0f) _size.Y = PhysicsScene.Params.avatarCapsuleWidth; | 92 | if (_size.Y == 0f) _size.Y = BSParam.AvatarCapsuleWidth; |
93 | 93 | ||
94 | // A motor to control the acceleration and deceleration of the avatar movement. | 94 | // A motor to control the acceleration and deceleration of the avatar movement. |
95 | // _velocityMotor = new BSVMotor("BSCharacter.Velocity", 3f, 5f, BSMotor.InfiniteVector, 1f); | 95 | // _velocityMotor = new BSVMotor("BSCharacter.Velocity", 3f, 5f, BSMotor.InfiniteVector, 1f); |
@@ -108,8 +108,8 @@ public sealed class BSCharacter : BSPhysObject | |||
108 | _velocity = OMV.Vector3.Zero; | 108 | _velocity = OMV.Vector3.Zero; |
109 | _appliedVelocity = OMV.Vector3.Zero; | 109 | _appliedVelocity = OMV.Vector3.Zero; |
110 | _buoyancy = ComputeBuoyancyFromFlying(isFlying); | 110 | _buoyancy = ComputeBuoyancyFromFlying(isFlying); |
111 | _currentFriction = PhysicsScene.Params.avatarStandingFriction; | 111 | _currentFriction = BSParam.AvatarStandingFriction; |
112 | _avatarDensity = PhysicsScene.Params.avatarDensity; | 112 | _avatarDensity = BSParam.AvatarDensity; |
113 | 113 | ||
114 | // The dimensions of the avatar capsule are kept in the scale. | 114 | // The dimensions of the avatar capsule are kept in the scale. |
115 | // Physics creates a unit capsule which is scaled by the physics engine. | 115 | // Physics creates a unit capsule which is scaled by the physics engine. |
@@ -161,14 +161,14 @@ public sealed class BSCharacter : BSPhysObject | |||
161 | // Needs to be reset especially when an avatar is recreated after crossing a region boundry. | 161 | // Needs to be reset especially when an avatar is recreated after crossing a region boundry. |
162 | Flying = _flying; | 162 | Flying = _flying; |
163 | 163 | ||
164 | BulletSimAPI.SetRestitution2(PhysBody.ptr, PhysicsScene.Params.avatarRestitution); | 164 | BulletSimAPI.SetRestitution2(PhysBody.ptr, BSParam.AvatarRestitution); |
165 | BulletSimAPI.SetMargin2(PhysShape.ptr, PhysicsScene.Params.collisionMargin); | 165 | BulletSimAPI.SetMargin2(PhysShape.ptr, PhysicsScene.Params.collisionMargin); |
166 | BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale); | 166 | BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale); |
167 | BulletSimAPI.SetContactProcessingThreshold2(PhysBody.ptr, PhysicsScene.Params.contactProcessingThreshold); | 167 | BulletSimAPI.SetContactProcessingThreshold2(PhysBody.ptr, BSParam.ContactProcessingThreshold); |
168 | if (PhysicsScene.Params.ccdMotionThreshold > 0f) | 168 | if (BSParam.CcdMotionThreshold > 0f) |
169 | { | 169 | { |
170 | BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, PhysicsScene.Params.ccdMotionThreshold); | 170 | BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, BSParam.CcdMotionThreshold); |
171 | BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius); | 171 | BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, BSParam.CcdSweptSphereRadius); |
172 | } | 172 | } |
173 | 173 | ||
174 | UpdatePhysicalMassProperties(RawMass); | 174 | UpdatePhysicalMassProperties(RawMass); |
@@ -208,8 +208,8 @@ public sealed class BSCharacter : BSPhysObject | |||
208 | _size = value; | 208 | _size = value; |
209 | // Old versions of ScenePresence passed only the height. If width and/or depth are zero, | 209 | // Old versions of ScenePresence passed only the height. If width and/or depth are zero, |
210 | // replace with the default values. | 210 | // replace with the default values. |
211 | if (_size.X == 0f) _size.X = PhysicsScene.Params.avatarCapsuleDepth; | 211 | if (_size.X == 0f) _size.X = BSParam.AvatarCapsuleDepth; |
212 | if (_size.Y == 0f) _size.Y = PhysicsScene.Params.avatarCapsuleWidth; | 212 | if (_size.Y == 0f) _size.Y = BSParam.AvatarCapsuleWidth; |
213 | 213 | ||
214 | ComputeAvatarScale(_size); | 214 | ComputeAvatarScale(_size); |
215 | ComputeAvatarVolumeAndMass(); | 215 | ComputeAvatarVolumeAndMass(); |
@@ -468,18 +468,18 @@ public sealed class BSCharacter : BSPhysObject | |||
468 | // to keep the avatar from slipping around | 468 | // to keep the avatar from slipping around |
469 | if (_velocity.Length() == 0) | 469 | if (_velocity.Length() == 0) |
470 | { | 470 | { |
471 | if (_currentFriction != PhysicsScene.Params.avatarStandingFriction) | 471 | if (_currentFriction != BSParam.AvatarStandingFriction) |
472 | { | 472 | { |
473 | _currentFriction = PhysicsScene.Params.avatarStandingFriction; | 473 | _currentFriction = BSParam.AvatarStandingFriction; |
474 | if (PhysBody.HasPhysicalBody) | 474 | if (PhysBody.HasPhysicalBody) |
475 | BulletSimAPI.SetFriction2(PhysBody.ptr, _currentFriction); | 475 | BulletSimAPI.SetFriction2(PhysBody.ptr, _currentFriction); |
476 | } | 476 | } |
477 | } | 477 | } |
478 | else | 478 | else |
479 | { | 479 | { |
480 | if (_currentFriction != PhysicsScene.Params.avatarFriction) | 480 | if (_currentFriction != BSParam.AvatarFriction) |
481 | { | 481 | { |
482 | _currentFriction = PhysicsScene.Params.avatarFriction; | 482 | _currentFriction = BSParam.AvatarFriction; |
483 | if (PhysBody.HasPhysicalBody) | 483 | if (PhysBody.HasPhysicalBody) |
484 | BulletSimAPI.SetFriction2(PhysBody.ptr, _currentFriction); | 484 | BulletSimAPI.SetFriction2(PhysBody.ptr, _currentFriction); |
485 | } | 485 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs index 6b1e304..e77fb50 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs | |||
@@ -122,7 +122,7 @@ public abstract class BSConstraint : IDisposable | |||
122 | // Setting an object's mass to zero (making it static like when it's selected) | 122 | // Setting an object's mass to zero (making it static like when it's selected) |
123 | // automatically disables the constraints. | 123 | // automatically disables the constraints. |
124 | // If the link is enabled, be sure to set the constraint itself to enabled. | 124 | // If the link is enabled, be sure to set the constraint itself to enabled. |
125 | BulletSimAPI.SetConstraintEnable2(m_constraint.ptr, m_world.physicsScene.NumericBool(true)); | 125 | BulletSimAPI.SetConstraintEnable2(m_constraint.ptr, BSParam.NumericBool(true)); |
126 | } | 126 | } |
127 | else | 127 | else |
128 | { | 128 | { |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index a5acd86..e59ed8d 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -563,7 +563,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
563 | // Moderate angular movement introduced by Bullet. | 563 | // Moderate angular movement introduced by Bullet. |
564 | // TODO: possibly set AngularFactor and LinearFactor for the type of vehicle. | 564 | // TODO: possibly set AngularFactor and LinearFactor for the type of vehicle. |
565 | // Maybe compute linear and angular factor and damping from params. | 565 | // Maybe compute linear and angular factor and damping from params. |
566 | float angularDamping = PhysicsScene.Params.vehicleAngularDamping; | 566 | float angularDamping = BSParam.VehicleAngularDamping; |
567 | BulletSimAPI.SetAngularDamping2(Prim.PhysBody.ptr, angularDamping); | 567 | BulletSimAPI.SetAngularDamping2(Prim.PhysBody.ptr, angularDamping); |
568 | 568 | ||
569 | // Vehicles report collision events so we know when it's on the ground | 569 | // Vehicles report collision events so we know when it's on the ground |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 2017fa5..8580928 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | |||
@@ -56,7 +56,7 @@ public abstract class BSLinkset | |||
56 | { | 56 | { |
57 | BSLinkset ret = null; | 57 | BSLinkset ret = null; |
58 | 58 | ||
59 | switch ((int)physScene.Params.linksetImplementation) | 59 | switch ((int)BSParam.LinksetImplementation) |
60 | { | 60 | { |
61 | case (int)LinksetImplementation.Constraint: | 61 | case (int)LinksetImplementation.Constraint: |
62 | ret = new BSLinksetConstraints(physScene, parent); | 62 | ret = new BSLinksetConstraints(physScene, parent); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs index 8c36c31..d95f223 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs | |||
@@ -226,14 +226,14 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
226 | constrain.SetAngularLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); | 226 | constrain.SetAngularLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); |
227 | 227 | ||
228 | // tweek the constraint to increase stability | 228 | // tweek the constraint to increase stability |
229 | constrain.UseFrameOffset(PhysicsScene.BoolNumeric(PhysicsScene.Params.linkConstraintUseFrameOffset)); | 229 | constrain.UseFrameOffset(BSParam.BoolNumeric(BSParam.LinkConstraintUseFrameOffset)); |
230 | constrain.TranslationalLimitMotor(PhysicsScene.BoolNumeric(PhysicsScene.Params.linkConstraintEnableTransMotor), | 230 | constrain.TranslationalLimitMotor(BSParam.BoolNumeric(BSParam.LinkConstraintEnableTransMotor), |
231 | PhysicsScene.Params.linkConstraintTransMotorMaxVel, | 231 | BSParam.LinkConstraintTransMotorMaxVel, |
232 | PhysicsScene.Params.linkConstraintTransMotorMaxForce); | 232 | BSParam.LinkConstraintTransMotorMaxForce); |
233 | constrain.SetCFMAndERP(PhysicsScene.Params.linkConstraintCFM, PhysicsScene.Params.linkConstraintERP); | 233 | constrain.SetCFMAndERP(BSParam.LinkConstraintCFM, BSParam.LinkConstraintERP); |
234 | if (PhysicsScene.Params.linkConstraintSolverIterations != 0f) | 234 | if (BSParam.LinkConstraintSolverIterations != 0f) |
235 | { | 235 | { |
236 | constrain.SetSolverIterations(PhysicsScene.Params.linkConstraintSolverIterations); | 236 | constrain.SetSolverIterations(BSParam.LinkConstraintSolverIterations); |
237 | } | 237 | } |
238 | return constrain; | 238 | return constrain; |
239 | } | 239 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs new file mode 100755 index 0000000..1fb4c31 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | |||
@@ -0,0 +1,558 @@ | |||
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 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using System.Text; | ||
30 | |||
31 | using OpenSim.Region.Physics.Manager; | ||
32 | |||
33 | using OpenMetaverse; | ||
34 | using Nini.Config; | ||
35 | |||
36 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
37 | { | ||
38 | public static class BSParam | ||
39 | { | ||
40 | // Level of Detail values kept as float because that's what the Meshmerizer wants | ||
41 | public static float MeshLOD { get; private set; } | ||
42 | public static float MeshMegaPrimLOD { get; private set; } | ||
43 | public static float MeshMegaPrimThreshold { get; private set; } | ||
44 | public static float SculptLOD { get; private set; } | ||
45 | |||
46 | public static float MinimumObjectMass { get; private set; } | ||
47 | public static float MaximumObjectMass { get; private set; } | ||
48 | |||
49 | public static float LinearDamping { get; private set; } | ||
50 | public static float AngularDamping { get; private set; } | ||
51 | public static float DeactivationTime { get; private set; } | ||
52 | public static float LinearSleepingThreshold { get; private set; } | ||
53 | public static float AngularSleepingThreshold { get; private set; } | ||
54 | public static float CcdMotionThreshold { get; private set; } | ||
55 | public static float CcdSweptSphereRadius { get; private set; } | ||
56 | public static float ContactProcessingThreshold { get; private set; } | ||
57 | |||
58 | 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 | ||
60 | public static bool ShouldUseHullsForPhysicalObjects { get; private set; } // 'true' if should create hulls for physical objects | ||
61 | |||
62 | public static float TerrainImplementation { get; private set; } | ||
63 | public static float TerrainFriction { get; private set; } | ||
64 | public static float TerrainHitFraction { get; private set; } | ||
65 | public static float TerrainRestitution { get; private set; } | ||
66 | public static float TerrainCollisionMargin { get; private set; } | ||
67 | |||
68 | // Avatar parameters | ||
69 | public static float AvatarFriction { get; private set; } | ||
70 | public static float AvatarStandingFriction { get; private set; } | ||
71 | public static float AvatarDensity { get; private set; } | ||
72 | public static float AvatarRestitution { get; private set; } | ||
73 | public static float AvatarCapsuleWidth { get; private set; } | ||
74 | public static float AvatarCapsuleDepth { get; private set; } | ||
75 | public static float AvatarCapsuleHeight { get; private set; } | ||
76 | public static float AvatarContactProcessingThreshold { get; private set; } | ||
77 | |||
78 | public static float VehicleAngularDamping { get; private set; } | ||
79 | |||
80 | public static float LinksetImplementation { get; private set; } | ||
81 | public static float LinkConstraintUseFrameOffset { get; private set; } | ||
82 | public static float LinkConstraintEnableTransMotor { get; private set; } | ||
83 | public static float LinkConstraintTransMotorMaxVel { get; private set; } | ||
84 | public static float LinkConstraintTransMotorMaxForce { get; private set; } | ||
85 | public static float LinkConstraintERP { get; private set; } | ||
86 | public static float LinkConstraintCFM { get; private set; } | ||
87 | public static float LinkConstraintSolverIterations { get; private set; } | ||
88 | |||
89 | public static float PID_D { get; private set; } // derivative | ||
90 | public static float PID_P { get; private set; } // proportional | ||
91 | |||
92 | public delegate void ParamUser(BSScene scene, IConfig conf, string paramName, float val); | ||
93 | public delegate float ParamGet(BSScene scene); | ||
94 | public delegate void ParamSet(BSScene scene, string paramName, uint localID, float val); | ||
95 | public delegate void SetOnObject(BSScene scene, BSPhysObject obj, float val); | ||
96 | |||
97 | public struct ParameterDefn | ||
98 | { | ||
99 | public string name; // string name of the parameter | ||
100 | public string desc; // a short description of what the parameter means | ||
101 | public float defaultValue; // default value if not specified anywhere else | ||
102 | public ParamUser userParam; // get the value from the configuration file | ||
103 | public ParamGet getter; // return the current value stored for this parameter | ||
104 | public ParamSet setter; // set the current value for this parameter | ||
105 | public SetOnObject onObject; // set the value on an object in the physical domain | ||
106 | public ParameterDefn(string n, string d, float v, ParamUser u, ParamGet g, ParamSet s) | ||
107 | { | ||
108 | name = n; | ||
109 | desc = d; | ||
110 | defaultValue = v; | ||
111 | userParam = u; | ||
112 | getter = g; | ||
113 | setter = s; | ||
114 | onObject = null; | ||
115 | } | ||
116 | public ParameterDefn(string n, string d, float v, ParamUser u, ParamGet g, ParamSet s, SetOnObject o) | ||
117 | { | ||
118 | name = n; | ||
119 | desc = d; | ||
120 | defaultValue = v; | ||
121 | userParam = u; | ||
122 | getter = g; | ||
123 | setter = s; | ||
124 | onObject = o; | ||
125 | } | ||
126 | } | ||
127 | |||
128 | // List of all of the externally visible parameters. | ||
129 | // For each parameter, this table maps a text name to getter and setters. | ||
130 | // To add a new externally referencable/settable parameter, add the paramter storage | ||
131 | // location somewhere in the program and make an entry in this table with the | ||
132 | // getters and setters. | ||
133 | // It is easiest to find an existing definition and copy it. | ||
134 | // Parameter values are floats. Booleans are converted to a floating value. | ||
135 | // | ||
136 | // A ParameterDefn() takes the following parameters: | ||
137 | // -- the text name of the parameter. This is used for console input and ini file. | ||
138 | // -- a short text description of the parameter. This shows up in the console listing. | ||
139 | // -- a delegate for fetching the parameter from the ini file. | ||
140 | // Should handle fetching the right type from the ini file and converting it. | ||
141 | // -- a delegate for getting the value as a float | ||
142 | // -- a delegate for setting the value from a float | ||
143 | // -- an optional delegate to update the value in the world. Most often used to | ||
144 | // push the new value to an in-world object. | ||
145 | // | ||
146 | // The single letter parameters for the delegates are: | ||
147 | // s = BSScene | ||
148 | // o = BSPhysObject | ||
149 | // p = string parameter name | ||
150 | // l = localID of referenced object | ||
151 | // v = float value | ||
152 | // cf = parameter configuration class (for fetching values from ini file) | ||
153 | private static ParameterDefn[] ParameterDefinitions = | ||
154 | { | ||
155 | new ParameterDefn("MeshSculptedPrim", "Whether to create meshes for sculpties", | ||
156 | ConfigurationParameters.numericTrue, | ||
157 | (s,cf,p,v) => { ShouldMeshSculptedPrim = cf.GetBoolean(p, BSParam.BoolNumeric(v)); }, | ||
158 | (s) => { return BSParam.NumericBool(ShouldMeshSculptedPrim); }, | ||
159 | (s,p,l,v) => { ShouldMeshSculptedPrim = BSParam.BoolNumeric(v); } ), | ||
160 | new ParameterDefn("ForceSimplePrimMeshing", "If true, only use primitive meshes for objects", | ||
161 | ConfigurationParameters.numericFalse, | ||
162 | (s,cf,p,v) => { ShouldForceSimplePrimMeshing = cf.GetBoolean(p, BSParam.BoolNumeric(v)); }, | ||
163 | (s) => { return BSParam.NumericBool(ShouldForceSimplePrimMeshing); }, | ||
164 | (s,p,l,v) => { ShouldForceSimplePrimMeshing = BSParam.BoolNumeric(v); } ), | ||
165 | new ParameterDefn("UseHullsForPhysicalObjects", "If true, create hulls for physical objects", | ||
166 | ConfigurationParameters.numericTrue, | ||
167 | (s,cf,p,v) => { ShouldUseHullsForPhysicalObjects = cf.GetBoolean(p, BSParam.BoolNumeric(v)); }, | ||
168 | (s) => { return BSParam.NumericBool(ShouldUseHullsForPhysicalObjects); }, | ||
169 | (s,p,l,v) => { ShouldUseHullsForPhysicalObjects = BSParam.BoolNumeric(v); } ), | ||
170 | |||
171 | new ParameterDefn("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)", | ||
172 | 8f, | ||
173 | (s,cf,p,v) => { MeshLOD = (float)cf.GetInt(p, (int)v); }, | ||
174 | (s) => { return MeshLOD; }, | ||
175 | (s,p,l,v) => { MeshLOD = v; } ), | ||
176 | new ParameterDefn("MeshLevelOfDetailMegaPrim", "Level of detail to render meshes larger than threshold meters", | ||
177 | 16f, | ||
178 | (s,cf,p,v) => { MeshMegaPrimLOD = (float)cf.GetInt(p, (int)v); }, | ||
179 | (s) => { return MeshMegaPrimLOD; }, | ||
180 | (s,p,l,v) => { MeshMegaPrimLOD = v; } ), | ||
181 | new ParameterDefn("MeshLevelOfDetailMegaPrimThreshold", "Size (in meters) of a mesh before using MeshMegaPrimLOD", | ||
182 | 10f, | ||
183 | (s,cf,p,v) => { MeshMegaPrimThreshold = (float)cf.GetInt(p, (int)v); }, | ||
184 | (s) => { return MeshMegaPrimThreshold; }, | ||
185 | (s,p,l,v) => { MeshMegaPrimThreshold = v; } ), | ||
186 | new ParameterDefn("SculptLevelOfDetail", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)", | ||
187 | 32f, | ||
188 | (s,cf,p,v) => { SculptLOD = (float)cf.GetInt(p, (int)v); }, | ||
189 | (s) => { return SculptLOD; }, | ||
190 | (s,p,l,v) => { SculptLOD = v; } ), | ||
191 | |||
192 | new ParameterDefn("MaxSubStep", "In simulation step, maximum number of substeps", | ||
193 | 10f, | ||
194 | (s,cf,p,v) => { s.m_maxSubSteps = cf.GetInt(p, (int)v); }, | ||
195 | (s) => { return (float)s.m_maxSubSteps; }, | ||
196 | (s,p,l,v) => { s.m_maxSubSteps = (int)v; } ), | ||
197 | new ParameterDefn("FixedTimeStep", "In simulation step, seconds of one substep (1/60)", | ||
198 | 1f / 60f, | ||
199 | (s,cf,p,v) => { s.m_fixedTimeStep = cf.GetFloat(p, v); }, | ||
200 | (s) => { return (float)s.m_fixedTimeStep; }, | ||
201 | (s,p,l,v) => { s.m_fixedTimeStep = v; } ), | ||
202 | new ParameterDefn("MaxCollisionsPerFrame", "Max collisions returned at end of each frame", | ||
203 | 2048f, | ||
204 | (s,cf,p,v) => { s.m_maxCollisionsPerFrame = cf.GetInt(p, (int)v); }, | ||
205 | (s) => { return (float)s.m_maxCollisionsPerFrame; }, | ||
206 | (s,p,l,v) => { s.m_maxCollisionsPerFrame = (int)v; } ), | ||
207 | new ParameterDefn("MaxUpdatesPerFrame", "Max updates returned at end of each frame", | ||
208 | 8000f, | ||
209 | (s,cf,p,v) => { s.m_maxUpdatesPerFrame = cf.GetInt(p, (int)v); }, | ||
210 | (s) => { return (float)s.m_maxUpdatesPerFrame; }, | ||
211 | (s,p,l,v) => { s.m_maxUpdatesPerFrame = (int)v; } ), | ||
212 | new ParameterDefn("MaxTaintsToProcessPerStep", "Number of update taints to process before each simulation step", | ||
213 | 500f, | ||
214 | (s,cf,p,v) => { s.m_taintsToProcessPerStep = cf.GetInt(p, (int)v); }, | ||
215 | (s) => { return (float)s.m_taintsToProcessPerStep; }, | ||
216 | (s,p,l,v) => { s.m_taintsToProcessPerStep = (int)v; } ), | ||
217 | new ParameterDefn("MinObjectMass", "Minimum object mass (0.0001)", | ||
218 | 0.0001f, | ||
219 | (s,cf,p,v) => { MinimumObjectMass = cf.GetFloat(p, v); }, | ||
220 | (s) => { return (float)MinimumObjectMass; }, | ||
221 | (s,p,l,v) => { MinimumObjectMass = v; } ), | ||
222 | new ParameterDefn("MaxObjectMass", "Maximum object mass (10000.01)", | ||
223 | 10000.01f, | ||
224 | (s,cf,p,v) => { MaximumObjectMass = cf.GetFloat(p, v); }, | ||
225 | (s) => { return (float)MaximumObjectMass; }, | ||
226 | (s,p,l,v) => { MaximumObjectMass = v; } ), | ||
227 | |||
228 | new ParameterDefn("PID_D", "Derivitive factor for motion smoothing", | ||
229 | 2200f, | ||
230 | (s,cf,p,v) => { PID_D = cf.GetFloat(p, v); }, | ||
231 | (s) => { return (float)PID_D; }, | ||
232 | (s,p,l,v) => { PID_D = v; } ), | ||
233 | new ParameterDefn("PID_P", "Parameteric factor for motion smoothing", | ||
234 | 900f, | ||
235 | (s,cf,p,v) => { PID_P = cf.GetFloat(p, v); }, | ||
236 | (s) => { return (float)PID_P; }, | ||
237 | (s,p,l,v) => { PID_P = v; } ), | ||
238 | |||
239 | new ParameterDefn("DefaultFriction", "Friction factor used on new objects", | ||
240 | 0.2f, | ||
241 | (s,cf,p,v) => { s.UnmanagedParams[0].defaultFriction = cf.GetFloat(p, v); }, | ||
242 | (s) => { return s.UnmanagedParams[0].defaultFriction; }, | ||
243 | (s,p,l,v) => { s.UnmanagedParams[0].defaultFriction = v; } ), | ||
244 | new ParameterDefn("DefaultDensity", "Density for new objects" , | ||
245 | 10.000006836f, // Aluminum g/cm3 | ||
246 | (s,cf,p,v) => { s.UnmanagedParams[0].defaultDensity = cf.GetFloat(p, v); }, | ||
247 | (s) => { return s.UnmanagedParams[0].defaultDensity; }, | ||
248 | (s,p,l,v) => { s.UnmanagedParams[0].defaultDensity = v; } ), | ||
249 | new ParameterDefn("DefaultRestitution", "Bouncyness of an object" , | ||
250 | 0f, | ||
251 | (s,cf,p,v) => { s.UnmanagedParams[0].defaultRestitution = cf.GetFloat(p, v); }, | ||
252 | (s) => { return s.UnmanagedParams[0].defaultRestitution; }, | ||
253 | (s,p,l,v) => { s.UnmanagedParams[0].defaultRestitution = v; } ), | ||
254 | new ParameterDefn("CollisionMargin", "Margin around objects before collisions are calculated (must be zero!)", | ||
255 | 0.04f, | ||
256 | (s,cf,p,v) => { s.UnmanagedParams[0].collisionMargin = cf.GetFloat(p, v); }, | ||
257 | (s) => { return s.UnmanagedParams[0].collisionMargin; }, | ||
258 | (s,p,l,v) => { s.UnmanagedParams[0].collisionMargin = v; } ), | ||
259 | new ParameterDefn("Gravity", "Vertical force of gravity (negative means down)", | ||
260 | -9.80665f, | ||
261 | (s,cf,p,v) => { s.UnmanagedParams[0].gravity = cf.GetFloat(p, v); }, | ||
262 | (s) => { return s.UnmanagedParams[0].gravity; }, | ||
263 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{s.UnmanagedParams[0].gravity=x;}, p, PhysParameterEntry.APPLY_TO_NONE, v); }, | ||
264 | (s,o,v) => { BulletSimAPI.SetGravity2(s.World.ptr, new Vector3(0f,0f,v)); } ), | ||
265 | |||
266 | |||
267 | new ParameterDefn("LinearDamping", "Factor to damp linear movement per second (0.0 - 1.0)", | ||
268 | 0f, | ||
269 | (s,cf,p,v) => { LinearDamping = cf.GetFloat(p, v); }, | ||
270 | (s) => { return LinearDamping; }, | ||
271 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{LinearDamping=x;}, p, l, v); }, | ||
272 | (s,o,v) => { BulletSimAPI.SetDamping2(o.PhysBody.ptr, v, AngularDamping); } ), | ||
273 | new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)", | ||
274 | 0f, | ||
275 | (s,cf,p,v) => { AngularDamping = cf.GetFloat(p, v); }, | ||
276 | (s) => { return AngularDamping; }, | ||
277 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AngularDamping=x;}, p, l, v); }, | ||
278 | (s,o,v) => { BulletSimAPI.SetDamping2(o.PhysBody.ptr, LinearDamping, v); } ), | ||
279 | new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static", | ||
280 | 0.2f, | ||
281 | (s,cf,p,v) => { DeactivationTime = cf.GetFloat(p, v); }, | ||
282 | (s) => { return DeactivationTime; }, | ||
283 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{DeactivationTime=x;}, p, l, v); }, | ||
284 | (s,o,v) => { BulletSimAPI.SetDeactivationTime2(o.PhysBody.ptr, v); } ), | ||
285 | new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static", | ||
286 | 0.8f, | ||
287 | (s,cf,p,v) => { LinearSleepingThreshold = cf.GetFloat(p, v); }, | ||
288 | (s) => { return LinearSleepingThreshold; }, | ||
289 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{LinearSleepingThreshold=x;}, p, l, v); }, | ||
290 | (s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.PhysBody.ptr, v, v); } ), | ||
291 | new ParameterDefn("AngularSleepingThreshold", "Seconds to measure angular movement before considering static", | ||
292 | 1.0f, | ||
293 | (s,cf,p,v) => { AngularSleepingThreshold = cf.GetFloat(p, v); }, | ||
294 | (s) => { return AngularSleepingThreshold; }, | ||
295 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AngularSleepingThreshold=x;}, p, l, v); }, | ||
296 | (s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.PhysBody.ptr, v, v); } ), | ||
297 | new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" , | ||
298 | 0f, // set to zero to disable | ||
299 | (s,cf,p,v) => { CcdMotionThreshold = cf.GetFloat(p, v); }, | ||
300 | (s) => { return CcdMotionThreshold; }, | ||
301 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdMotionThreshold=x;}, p, l, v); }, | ||
302 | (s,o,v) => { BulletSimAPI.SetCcdMotionThreshold2(o.PhysBody.ptr, v); } ), | ||
303 | new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" , | ||
304 | 0f, | ||
305 | (s,cf,p,v) => { CcdSweptSphereRadius = cf.GetFloat(p, v); }, | ||
306 | (s) => { return CcdSweptSphereRadius; }, | ||
307 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdSweptSphereRadius=x;}, p, l, v); }, | ||
308 | (s,o,v) => { BulletSimAPI.SetCcdSweptSphereRadius2(o.PhysBody.ptr, v); } ), | ||
309 | new ParameterDefn("ContactProcessingThreshold", "Distance between contacts before doing collision check" , | ||
310 | 0.1f, | ||
311 | (s,cf,p,v) => { ContactProcessingThreshold = cf.GetFloat(p, v); }, | ||
312 | (s) => { return ContactProcessingThreshold; }, | ||
313 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{ContactProcessingThreshold=x;}, p, l, v); }, | ||
314 | (s,o,v) => { BulletSimAPI.SetContactProcessingThreshold2(o.PhysBody.ptr, v); } ), | ||
315 | |||
316 | new ParameterDefn("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)", | ||
317 | (float)BSTerrainPhys.TerrainImplementation.Mesh, | ||
318 | (s,cf,p,v) => { TerrainImplementation = cf.GetFloat(p,v); }, | ||
319 | (s) => { return TerrainImplementation; }, | ||
320 | (s,p,l,v) => { TerrainImplementation = v; } ), | ||
321 | new ParameterDefn("TerrainFriction", "Factor to reduce movement against terrain surface" , | ||
322 | 0.3f, | ||
323 | (s,cf,p,v) => { TerrainFriction = cf.GetFloat(p, v); }, | ||
324 | (s) => { return TerrainFriction; }, | ||
325 | (s,p,l,v) => { TerrainFriction = v; /* TODO: set on real terrain */} ), | ||
326 | new ParameterDefn("TerrainHitFraction", "Distance to measure hit collisions" , | ||
327 | 0.8f, | ||
328 | (s,cf,p,v) => { TerrainHitFraction = cf.GetFloat(p, v); }, | ||
329 | (s) => { return TerrainHitFraction; }, | ||
330 | (s,p,l,v) => { TerrainHitFraction = v; /* TODO: set on real terrain */ } ), | ||
331 | new ParameterDefn("TerrainRestitution", "Bouncyness" , | ||
332 | 0f, | ||
333 | (s,cf,p,v) => { TerrainRestitution = cf.GetFloat(p, v); }, | ||
334 | (s) => { return TerrainRestitution; }, | ||
335 | (s,p,l,v) => { TerrainRestitution = v; /* TODO: set on real terrain */ } ), | ||
336 | new ParameterDefn("TerrainCollisionMargin", "Margin where collision checking starts" , | ||
337 | 0.04f, | ||
338 | (s,cf,p,v) => { TerrainCollisionMargin = cf.GetFloat(p, v); }, | ||
339 | (s) => { return TerrainCollisionMargin; }, | ||
340 | (s,p,l,v) => { TerrainCollisionMargin = v; /* TODO: set on real terrain */ } ), | ||
341 | |||
342 | new ParameterDefn("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.", | ||
343 | 0.2f, | ||
344 | (s,cf,p,v) => { AvatarFriction = cf.GetFloat(p, v); }, | ||
345 | (s) => { return AvatarFriction; }, | ||
346 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarFriction=x;}, p, l, v); } ), | ||
347 | new ParameterDefn("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.", | ||
348 | 10.0f, | ||
349 | (s,cf,p,v) => { AvatarStandingFriction = cf.GetFloat(p, v); }, | ||
350 | (s) => { return AvatarStandingFriction; }, | ||
351 | (s,p,l,v) => { AvatarStandingFriction = v; } ), | ||
352 | new ParameterDefn("AvatarDensity", "Density of an avatar. Changed on avatar recreation.", | ||
353 | 60f, | ||
354 | (s,cf,p,v) => { AvatarDensity = cf.GetFloat(p, v); }, | ||
355 | (s) => { return AvatarDensity; }, | ||
356 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarDensity=x;}, p, l, v); } ), | ||
357 | new ParameterDefn("AvatarRestitution", "Bouncyness. Changed on avatar recreation.", | ||
358 | 0f, | ||
359 | (s,cf,p,v) => { AvatarRestitution = cf.GetFloat(p, v); }, | ||
360 | (s) => { return AvatarRestitution; }, | ||
361 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarRestitution=x;}, p, l, v); } ), | ||
362 | new ParameterDefn("AvatarCapsuleWidth", "The distance between the sides of the avatar capsule", | ||
363 | 0.6f, | ||
364 | (s,cf,p,v) => { AvatarCapsuleWidth = cf.GetFloat(p, v); }, | ||
365 | (s) => { return AvatarCapsuleWidth; }, | ||
366 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarCapsuleWidth=x;}, p, l, v); } ), | ||
367 | new ParameterDefn("AvatarCapsuleDepth", "The distance between the front and back of the avatar capsule", | ||
368 | 0.45f, | ||
369 | (s,cf,p,v) => { AvatarCapsuleDepth = cf.GetFloat(p, v); }, | ||
370 | (s) => { return AvatarCapsuleDepth; }, | ||
371 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarCapsuleDepth=x;}, p, l, v); } ), | ||
372 | new ParameterDefn("AvatarCapsuleHeight", "Default height of space around avatar", | ||
373 | 1.5f, | ||
374 | (s,cf,p,v) => { AvatarCapsuleHeight = cf.GetFloat(p, v); }, | ||
375 | (s) => { return AvatarCapsuleHeight; }, | ||
376 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarCapsuleHeight=x;}, p, l, v); } ), | ||
377 | new ParameterDefn("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions", | ||
378 | 0.1f, | ||
379 | (s,cf,p,v) => { AvatarContactProcessingThreshold = cf.GetFloat(p, v); }, | ||
380 | (s) => { return AvatarContactProcessingThreshold; }, | ||
381 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarContactProcessingThreshold=x;}, p, l, v); } ), | ||
382 | |||
383 | new ParameterDefn("VehicleAngularDamping", "Factor to damp vehicle angular movement per second (0.0 - 1.0)", | ||
384 | 0.95f, | ||
385 | (s,cf,p,v) => { VehicleAngularDamping = cf.GetFloat(p, v); }, | ||
386 | (s) => { return VehicleAngularDamping; }, | ||
387 | (s,p,l,v) => { VehicleAngularDamping = v; } ), | ||
388 | |||
389 | new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)", | ||
390 | 0f, | ||
391 | (s,cf,p,v) => { s.UnmanagedParams[0].maxPersistantManifoldPoolSize = cf.GetFloat(p, v); }, | ||
392 | (s) => { return s.UnmanagedParams[0].maxPersistantManifoldPoolSize; }, | ||
393 | (s,p,l,v) => { s.UnmanagedParams[0].maxPersistantManifoldPoolSize = v; } ), | ||
394 | new ParameterDefn("MaxCollisionAlgorithmPoolSize", "Number of collisions pooled (0 means default of 4096)", | ||
395 | 0f, | ||
396 | (s,cf,p,v) => { s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize = cf.GetFloat(p, v); }, | ||
397 | (s) => { return s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize; }, | ||
398 | (s,p,l,v) => { s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize = v; } ), | ||
399 | new ParameterDefn("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count", | ||
400 | ConfigurationParameters.numericFalse, | ||
401 | (s,cf,p,v) => { s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | ||
402 | (s) => { return s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation; }, | ||
403 | (s,p,l,v) => { s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = v; } ), | ||
404 | new ParameterDefn("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step", | ||
405 | ConfigurationParameters.numericFalse, | ||
406 | (s,cf,p,v) => { s.UnmanagedParams[0].shouldForceUpdateAllAabbs = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | ||
407 | (s) => { return s.UnmanagedParams[0].shouldForceUpdateAllAabbs; }, | ||
408 | (s,p,l,v) => { s.UnmanagedParams[0].shouldForceUpdateAllAabbs = v; } ), | ||
409 | new ParameterDefn("ShouldRandomizeSolverOrder", "Enable for slightly better stacking interaction", | ||
410 | ConfigurationParameters.numericTrue, | ||
411 | (s,cf,p,v) => { s.UnmanagedParams[0].shouldRandomizeSolverOrder = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | ||
412 | (s) => { return s.UnmanagedParams[0].shouldRandomizeSolverOrder; }, | ||
413 | (s,p,l,v) => { s.UnmanagedParams[0].shouldRandomizeSolverOrder = v; } ), | ||
414 | new ParameterDefn("ShouldSplitSimulationIslands", "Enable splitting active object scanning islands", | ||
415 | ConfigurationParameters.numericTrue, | ||
416 | (s,cf,p,v) => { s.UnmanagedParams[0].shouldSplitSimulationIslands = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | ||
417 | (s) => { return s.UnmanagedParams[0].shouldSplitSimulationIslands; }, | ||
418 | (s,p,l,v) => { s.UnmanagedParams[0].shouldSplitSimulationIslands = v; } ), | ||
419 | new ParameterDefn("ShouldEnableFrictionCaching", "Enable friction computation caching", | ||
420 | ConfigurationParameters.numericFalse, | ||
421 | (s,cf,p,v) => { s.UnmanagedParams[0].shouldEnableFrictionCaching = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | ||
422 | (s) => { return s.UnmanagedParams[0].shouldEnableFrictionCaching; }, | ||
423 | (s,p,l,v) => { s.UnmanagedParams[0].shouldEnableFrictionCaching = v; } ), | ||
424 | new ParameterDefn("NumberOfSolverIterations", "Number of internal iterations (0 means default)", | ||
425 | 0f, // zero says use Bullet default | ||
426 | (s,cf,p,v) => { s.UnmanagedParams[0].numberOfSolverIterations = cf.GetFloat(p, v); }, | ||
427 | (s) => { return s.UnmanagedParams[0].numberOfSolverIterations; }, | ||
428 | (s,p,l,v) => { s.UnmanagedParams[0].numberOfSolverIterations = v; } ), | ||
429 | |||
430 | new ParameterDefn("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)", | ||
431 | (float)BSLinkset.LinksetImplementation.Compound, | ||
432 | (s,cf,p,v) => { LinksetImplementation = cf.GetFloat(p,v); }, | ||
433 | (s) => { return LinksetImplementation; }, | ||
434 | (s,p,l,v) => { LinksetImplementation = v; } ), | ||
435 | new ParameterDefn("LinkConstraintUseFrameOffset", "For linksets built with constraints, enable frame offsetFor linksets built with constraints, enable frame offset.", | ||
436 | ConfigurationParameters.numericFalse, | ||
437 | (s,cf,p,v) => { LinkConstraintUseFrameOffset = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | ||
438 | (s) => { return LinkConstraintUseFrameOffset; }, | ||
439 | (s,p,l,v) => { LinkConstraintUseFrameOffset = v; } ), | ||
440 | new ParameterDefn("LinkConstraintEnableTransMotor", "Whether to enable translational motor on linkset constraints", | ||
441 | ConfigurationParameters.numericTrue, | ||
442 | (s,cf,p,v) => { LinkConstraintEnableTransMotor = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | ||
443 | (s) => { return LinkConstraintEnableTransMotor; }, | ||
444 | (s,p,l,v) => { LinkConstraintEnableTransMotor = v; } ), | ||
445 | new ParameterDefn("LinkConstraintTransMotorMaxVel", "Maximum velocity to be applied by translational motor in linkset constraints", | ||
446 | 5.0f, | ||
447 | (s,cf,p,v) => { LinkConstraintTransMotorMaxVel = cf.GetFloat(p, v); }, | ||
448 | (s) => { return LinkConstraintTransMotorMaxVel; }, | ||
449 | (s,p,l,v) => { LinkConstraintTransMotorMaxVel = v; } ), | ||
450 | new ParameterDefn("LinkConstraintTransMotorMaxForce", "Maximum force to be applied by translational motor in linkset constraints", | ||
451 | 0.1f, | ||
452 | (s,cf,p,v) => { LinkConstraintTransMotorMaxForce = cf.GetFloat(p, v); }, | ||
453 | (s) => { return LinkConstraintTransMotorMaxForce; }, | ||
454 | (s,p,l,v) => { LinkConstraintTransMotorMaxForce = v; } ), | ||
455 | new ParameterDefn("LinkConstraintCFM", "Amount constraint can be violated. 0=no violation, 1=infinite. Default=0.1", | ||
456 | 0.1f, | ||
457 | (s,cf,p,v) => { LinkConstraintCFM = cf.GetFloat(p, v); }, | ||
458 | (s) => { return LinkConstraintCFM; }, | ||
459 | (s,p,l,v) => { LinkConstraintCFM = v; } ), | ||
460 | new ParameterDefn("LinkConstraintERP", "Amount constraint is corrected each tick. 0=none, 1=all. Default = 0.2", | ||
461 | 0.1f, | ||
462 | (s,cf,p,v) => { LinkConstraintERP = cf.GetFloat(p, v); }, | ||
463 | (s) => { return LinkConstraintERP; }, | ||
464 | (s,p,l,v) => { LinkConstraintERP = v; } ), | ||
465 | new ParameterDefn("LinkConstraintSolverIterations", "Number of solver iterations when computing constraint. (0 = Bullet default)", | ||
466 | 40, | ||
467 | (s,cf,p,v) => { LinkConstraintSolverIterations = cf.GetFloat(p, v); }, | ||
468 | (s) => { return LinkConstraintSolverIterations; }, | ||
469 | (s,p,l,v) => { LinkConstraintSolverIterations = v; } ), | ||
470 | |||
471 | new ParameterDefn("LogPhysicsStatisticsFrames", "Frames between outputting detailed phys stats. (0 is off)", | ||
472 | 0f, | ||
473 | (s,cf,p,v) => { s.UnmanagedParams[0].physicsLoggingFrames = cf.GetInt(p, (int)v); }, | ||
474 | (s) => { return (float)s.UnmanagedParams[0].physicsLoggingFrames; }, | ||
475 | (s,p,l,v) => { s.UnmanagedParams[0].physicsLoggingFrames = (int)v; } ), | ||
476 | }; | ||
477 | |||
478 | // Convert a boolean to our numeric true and false values | ||
479 | public static float NumericBool(bool b) | ||
480 | { | ||
481 | return (b ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse); | ||
482 | } | ||
483 | |||
484 | // Convert numeric true and false values to a boolean | ||
485 | public static bool BoolNumeric(float b) | ||
486 | { | ||
487 | return (b == ConfigurationParameters.numericTrue ? true : false); | ||
488 | } | ||
489 | |||
490 | // Search through the parameter definitions and return the matching | ||
491 | // ParameterDefn structure. | ||
492 | // Case does not matter as names are compared after converting to lower case. | ||
493 | // Returns 'false' if the parameter is not found. | ||
494 | internal static bool TryGetParameter(string paramName, out ParameterDefn defn) | ||
495 | { | ||
496 | bool ret = false; | ||
497 | ParameterDefn foundDefn = new ParameterDefn(); | ||
498 | string pName = paramName.ToLower(); | ||
499 | |||
500 | foreach (ParameterDefn parm in ParameterDefinitions) | ||
501 | { | ||
502 | if (pName == parm.name.ToLower()) | ||
503 | { | ||
504 | foundDefn = parm; | ||
505 | ret = true; | ||
506 | break; | ||
507 | } | ||
508 | } | ||
509 | defn = foundDefn; | ||
510 | return ret; | ||
511 | } | ||
512 | |||
513 | // Pass through the settable parameters and set the default values | ||
514 | internal static void SetParameterDefaultValues(BSScene physicsScene) | ||
515 | { | ||
516 | foreach (ParameterDefn parm in ParameterDefinitions) | ||
517 | { | ||
518 | parm.setter(physicsScene, parm.name, PhysParameterEntry.APPLY_TO_NONE, parm.defaultValue); | ||
519 | } | ||
520 | } | ||
521 | |||
522 | // Get user set values out of the ini file. | ||
523 | internal static void SetParameterConfigurationValues(BSScene physicsScene, IConfig cfg) | ||
524 | { | ||
525 | foreach (ParameterDefn parm in ParameterDefinitions) | ||
526 | { | ||
527 | parm.userParam(physicsScene, cfg, parm.name, parm.defaultValue); | ||
528 | } | ||
529 | } | ||
530 | |||
531 | internal static PhysParameterEntry[] SettableParameters = new PhysParameterEntry[1]; | ||
532 | |||
533 | // This creates an array in the correct format for returning the list of | ||
534 | // parameters. This is used by the 'list' option of the 'physics' command. | ||
535 | internal static void BuildParameterTable() | ||
536 | { | ||
537 | if (SettableParameters.Length < ParameterDefinitions.Length) | ||
538 | { | ||
539 | List<PhysParameterEntry> entries = new List<PhysParameterEntry>(); | ||
540 | for (int ii = 0; ii < ParameterDefinitions.Length; ii++) | ||
541 | { | ||
542 | ParameterDefn pd = ParameterDefinitions[ii]; | ||
543 | entries.Add(new PhysParameterEntry(pd.name, pd.desc)); | ||
544 | } | ||
545 | |||
546 | // make the list in alphabetical order for estetic reasons | ||
547 | entries.Sort(delegate(PhysParameterEntry ppe1, PhysParameterEntry ppe2) | ||
548 | { | ||
549 | return ppe1.name.CompareTo(ppe2.name); | ||
550 | }); | ||
551 | |||
552 | SettableParameters = entries.ToArray(); | ||
553 | } | ||
554 | } | ||
555 | |||
556 | |||
557 | } | ||
558 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 68a0db6..e43bf8e 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -720,10 +720,10 @@ public sealed class BSPrim : BSPhysObject | |||
720 | // Mass is zero which disables a bunch of physics stuff in Bullet | 720 | // Mass is zero which disables a bunch of physics stuff in Bullet |
721 | UpdatePhysicalMassProperties(0f); | 721 | UpdatePhysicalMassProperties(0f); |
722 | // Set collision detection parameters | 722 | // Set collision detection parameters |
723 | if (PhysicsScene.Params.ccdMotionThreshold > 0f) | 723 | if (BSParam.CcdMotionThreshold > 0f) |
724 | { | 724 | { |
725 | BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, PhysicsScene.Params.ccdMotionThreshold); | 725 | BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, BSParam.CcdMotionThreshold); |
726 | BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius); | 726 | BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, BSParam.CcdSweptSphereRadius); |
727 | } | 727 | } |
728 | 728 | ||
729 | // The activation state is 'disabled' so Bullet will not try to act on it. | 729 | // The activation state is 'disabled' so Bullet will not try to act on it. |
@@ -761,17 +761,17 @@ public sealed class BSPrim : BSPhysObject | |||
761 | UpdatePhysicalMassProperties(RawMass); | 761 | UpdatePhysicalMassProperties(RawMass); |
762 | 762 | ||
763 | // Set collision detection parameters | 763 | // Set collision detection parameters |
764 | if (PhysicsScene.Params.ccdMotionThreshold > 0f) | 764 | if (BSParam.CcdMotionThreshold > 0f) |
765 | { | 765 | { |
766 | BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, PhysicsScene.Params.ccdMotionThreshold); | 766 | BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, BSParam.CcdMotionThreshold); |
767 | BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius); | 767 | BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, BSParam.CcdSweptSphereRadius); |
768 | } | 768 | } |
769 | 769 | ||
770 | // Various values for simulation limits | 770 | // Various values for simulation limits |
771 | BulletSimAPI.SetDamping2(PhysBody.ptr, PhysicsScene.Params.linearDamping, PhysicsScene.Params.angularDamping); | 771 | BulletSimAPI.SetDamping2(PhysBody.ptr, BSParam.LinearDamping, BSParam.AngularDamping); |
772 | BulletSimAPI.SetDeactivationTime2(PhysBody.ptr, PhysicsScene.Params.deactivationTime); | 772 | BulletSimAPI.SetDeactivationTime2(PhysBody.ptr, BSParam.DeactivationTime); |
773 | BulletSimAPI.SetSleepingThresholds2(PhysBody.ptr, PhysicsScene.Params.linearSleepingThreshold, PhysicsScene.Params.angularSleepingThreshold); | 773 | BulletSimAPI.SetSleepingThresholds2(PhysBody.ptr, BSParam.LinearSleepingThreshold, BSParam.AngularSleepingThreshold); |
774 | BulletSimAPI.SetContactProcessingThreshold2(PhysBody.ptr, PhysicsScene.Params.contactProcessingThreshold); | 774 | BulletSimAPI.SetContactProcessingThreshold2(PhysBody.ptr, BSParam.ContactProcessingThreshold); |
775 | 775 | ||
776 | // This collides like an object. | 776 | // This collides like an object. |
777 | PhysBody.collisionType = CollisionType.Dynamic; | 777 | PhysBody.collisionType = CollisionType.Dynamic; |
@@ -1361,11 +1361,7 @@ public sealed class BSPrim : BSPhysObject | |||
1361 | } | 1361 | } |
1362 | */ | 1362 | */ |
1363 | 1363 | ||
1364 | if (returnMass <= 0) | 1364 | returnMass = Util.Clamp(returnMass, BSParam.MinimumObjectMass, BSParam.MaximumObjectMass); |
1365 | returnMass = 0.0001f; | ||
1366 | |||
1367 | if (returnMass > PhysicsScene.MaximumObjectMass) | ||
1368 | returnMass = PhysicsScene.MaximumObjectMass; | ||
1369 | 1365 | ||
1370 | return returnMass; | 1366 | return returnMass; |
1371 | }// end CalculateMass | 1367 | }// end CalculateMass |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 2ca4912..492a255 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -77,12 +77,6 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
77 | public ILog Logger { get { return m_log; } } | 77 | public ILog Logger { get { return m_log; } } |
78 | 78 | ||
79 | public IMesher mesher; | 79 | public IMesher mesher; |
80 | // Level of Detail values kept as float because that's what the Meshmerizer wants | ||
81 | public float MeshLOD { get; private set; } | ||
82 | public float MeshMegaPrimLOD { get; private set; } | ||
83 | public float MeshMegaPrimThreshold { get; private set; } | ||
84 | public float SculptLOD { get; private set; } | ||
85 | |||
86 | public uint WorldID { get; private set; } | 80 | public uint WorldID { get; private set; } |
87 | public BulletSim World { get; private set; } | 81 | public BulletSim World { get; private set; } |
88 | 82 | ||
@@ -90,21 +84,11 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
90 | public BSConstraintCollection Constraints { get; private set; } | 84 | public BSConstraintCollection Constraints { get; private set; } |
91 | 85 | ||
92 | // Simulation parameters | 86 | // Simulation parameters |
93 | private int m_maxSubSteps; | 87 | internal int m_maxSubSteps; |
94 | private float m_fixedTimeStep; | 88 | internal float m_fixedTimeStep; |
95 | private long m_simulationStep = 0; | 89 | internal long m_simulationStep = 0; |
96 | public long SimulationStep { get { return m_simulationStep; } } | 90 | public long SimulationStep { get { return m_simulationStep; } } |
97 | private int m_taintsToProcessPerStep; | 91 | internal int m_taintsToProcessPerStep; |
98 | |||
99 | // Avatar parameters | ||
100 | public float ParamAvatarFriction { get; private set; } | ||
101 | public float ParamAvatarStandingFriction { get; private set; } | ||
102 | public float ParamAvatarDensity { get; private set; } | ||
103 | public float ParamAvatarRestitution { get; private set; } | ||
104 | public float ParamAvatarCapsuleWidth { get; private set; } | ||
105 | public float ParamAvatarCapsuleDepth { get; private set; } | ||
106 | public float ParamAvatarCapsuleHeight { get; private set; } | ||
107 | public float ParamAvatarContactProcessingThreshold { get; private set; } | ||
108 | 92 | ||
109 | public delegate void PreStepAction(float timeStep); | 93 | public delegate void PreStepAction(float timeStep); |
110 | public event PreStepAction BeforeStep; | 94 | public event PreStepAction BeforeStep; |
@@ -121,20 +105,13 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
121 | public bool InTaintTime { get; private set; } | 105 | public bool InTaintTime { get; private set; } |
122 | 106 | ||
123 | // Pinned memory used to pass step information between managed and unmanaged | 107 | // Pinned memory used to pass step information between managed and unmanaged |
124 | private int m_maxCollisionsPerFrame; | 108 | internal int m_maxCollisionsPerFrame; |
125 | private CollisionDesc[] m_collisionArray; | 109 | internal CollisionDesc[] m_collisionArray; |
126 | private GCHandle m_collisionArrayPinnedHandle; | 110 | internal GCHandle m_collisionArrayPinnedHandle; |
127 | |||
128 | private int m_maxUpdatesPerFrame; | ||
129 | private EntityProperties[] m_updateArray; | ||
130 | private GCHandle m_updateArrayPinnedHandle; | ||
131 | 111 | ||
132 | public bool ShouldMeshSculptedPrim { get; private set; } // cause scuplted prims to get meshed | 112 | internal int m_maxUpdatesPerFrame; |
133 | public bool ShouldForceSimplePrimMeshing { get; private set; } // if a cube or sphere, let Bullet do internal shapes | 113 | internal EntityProperties[] m_updateArray; |
134 | public bool ShouldUseHullsForPhysicalObjects { get; private set; } // 'true' if should create hulls for physical objects | 114 | internal GCHandle m_updateArrayPinnedHandle; |
135 | |||
136 | public float PID_D { get; private set; } // derivative | ||
137 | public float PID_P { get; private set; } // proportional | ||
138 | 115 | ||
139 | public const uint TERRAIN_ID = 0; // OpenSim senses terrain with a localID of zero | 116 | public const uint TERRAIN_ID = 0; // OpenSim senses terrain with a localID of zero |
140 | public const uint GROUNDPLANE_ID = 1; | 117 | public const uint GROUNDPLANE_ID = 1; |
@@ -145,7 +122,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
145 | 122 | ||
146 | public ConfigurationParameters Params | 123 | public ConfigurationParameters Params |
147 | { | 124 | { |
148 | get { return m_params[0]; } | 125 | get { return UnmanagedParams[0]; } |
149 | } | 126 | } |
150 | public Vector3 DefaultGravity | 127 | public Vector3 DefaultGravity |
151 | { | 128 | { |
@@ -157,8 +134,6 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
157 | get { return Params.gravity; } | 134 | get { return Params.gravity; } |
158 | } | 135 | } |
159 | 136 | ||
160 | public float MaximumObjectMass { get; private set; } | ||
161 | |||
162 | // When functions in the unmanaged code must be called, it is only | 137 | // When functions in the unmanaged code must be called, it is only |
163 | // done at a known time just before the simulation step. The taint | 138 | // done at a known time just before the simulation step. The taint |
164 | // system saves all these function calls and executes them in | 139 | // system saves all these function calls and executes them in |
@@ -181,7 +156,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
181 | 156 | ||
182 | // A pointer to an instance if this structure is passed to the C++ code | 157 | // A pointer to an instance if this structure is passed to the C++ code |
183 | // Used to pass basic configuration values to the unmanaged code. | 158 | // Used to pass basic configuration values to the unmanaged code. |
184 | ConfigurationParameters[] m_params; | 159 | internal ConfigurationParameters[] UnmanagedParams; |
185 | GCHandle m_paramsHandle; | 160 | GCHandle m_paramsHandle; |
186 | 161 | ||
187 | // Handle to the callback used by the unmanaged code to call into the managed code. | 162 | // Handle to the callback used by the unmanaged code to call into the managed code. |
@@ -218,8 +193,8 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
218 | Shapes = new BSShapeCollection(this); | 193 | Shapes = new BSShapeCollection(this); |
219 | 194 | ||
220 | // Allocate pinned memory to pass parameters. | 195 | // Allocate pinned memory to pass parameters. |
221 | m_params = new ConfigurationParameters[1]; | 196 | UnmanagedParams = new ConfigurationParameters[1]; |
222 | m_paramsHandle = GCHandle.Alloc(m_params, GCHandleType.Pinned); | 197 | m_paramsHandle = GCHandle.Alloc(UnmanagedParams, GCHandleType.Pinned); |
223 | 198 | ||
224 | // Set default values for physics parameters plus any overrides from the ini file | 199 | // Set default values for physics parameters plus any overrides from the ini file |
225 | GetInitialParameterValues(config); | 200 | GetInitialParameterValues(config); |
@@ -277,7 +252,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
277 | TerrainManager = new BSTerrainManager(this); | 252 | TerrainManager = new BSTerrainManager(this); |
278 | TerrainManager.CreateInitialGroundPlaneAndTerrain(); | 253 | TerrainManager.CreateInitialGroundPlaneAndTerrain(); |
279 | 254 | ||
280 | m_log.WarnFormat("{0} Linksets implemented with {1}", LogHeader, (BSLinkset.LinksetImplementation)Params.linksetImplementation); | 255 | m_log.WarnFormat("{0} Linksets implemented with {1}", LogHeader, (BSLinkset.LinksetImplementation)BSParam.LinksetImplementation); |
281 | 256 | ||
282 | InTaintTime = false; | 257 | InTaintTime = false; |
283 | m_initialized = true; | 258 | m_initialized = true; |
@@ -288,9 +263,9 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
288 | private void GetInitialParameterValues(IConfigSource config) | 263 | private void GetInitialParameterValues(IConfigSource config) |
289 | { | 264 | { |
290 | ConfigurationParameters parms = new ConfigurationParameters(); | 265 | ConfigurationParameters parms = new ConfigurationParameters(); |
291 | m_params[0] = parms; | 266 | UnmanagedParams[0] = parms; |
292 | 267 | ||
293 | SetParameterDefaultValues(); | 268 | BSParam.SetParameterDefaultValues(this); |
294 | 269 | ||
295 | if (config != null) | 270 | if (config != null) |
296 | { | 271 | { |
@@ -298,7 +273,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
298 | IConfig pConfig = config.Configs["BulletSim"]; | 273 | IConfig pConfig = config.Configs["BulletSim"]; |
299 | if (pConfig != null) | 274 | if (pConfig != null) |
300 | { | 275 | { |
301 | SetParameterConfigurationValues(pConfig); | 276 | BSParam.SetParameterConfigurationValues(this, pConfig); |
302 | 277 | ||
303 | // Very detailed logging for physics debugging | 278 | // Very detailed logging for physics debugging |
304 | m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false); | 279 | m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false); |
@@ -889,7 +864,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
889 | { | 864 | { |
890 | DetailLog("{0},BSScene.AssertInTaintTime,NOT IN TAINT TIME,Region={1},Where={2}", DetailLogZero, RegionName, whereFrom); | 865 | DetailLog("{0},BSScene.AssertInTaintTime,NOT IN TAINT TIME,Region={1},Where={2}", DetailLogZero, RegionName, whereFrom); |
891 | m_log.ErrorFormat("{0} NOT IN TAINT TIME!! Region={1}, Where={2}", LogHeader, RegionName, whereFrom); | 866 | m_log.ErrorFormat("{0} NOT IN TAINT TIME!! Region={1}, Where={2}", LogHeader, RegionName, whereFrom); |
892 | Util.PrintCallStack(); // Prints the stack into the DEBUG log file. | 867 | Util.PrintCallStack(DetailLog); // Prints the stack into the DEBUG log file. |
893 | } | 868 | } |
894 | return InTaintTime; | 869 | return InTaintTime; |
895 | } | 870 | } |
@@ -936,12 +911,15 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
936 | 911 | ||
937 | private void DoPreStepActions(float timeStep) | 912 | private void DoPreStepActions(float timeStep) |
938 | { | 913 | { |
914 | InTaintTime = true; // Only used for debugging so locking is not necessary. | ||
939 | ProcessVehicles(timeStep); | 915 | ProcessVehicles(timeStep); |
940 | 916 | ||
941 | PreStepAction actions = BeforeStep; | 917 | PreStepAction actions = BeforeStep; |
942 | if (actions != null) | 918 | if (actions != null) |
943 | actions(timeStep); | 919 | actions(timeStep); |
944 | 920 | ||
921 | InTaintTime = false; | ||
922 | |||
945 | } | 923 | } |
946 | 924 | ||
947 | // Some prims have extra vehicle actions | 925 | // Some prims have extra vehicle actions |
@@ -957,472 +935,12 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
957 | 935 | ||
958 | #region INI and command line parameter processing | 936 | #region INI and command line parameter processing |
959 | 937 | ||
960 | delegate void ParamUser(BSScene scene, IConfig conf, string paramName, float val); | ||
961 | delegate float ParamGet(BSScene scene); | ||
962 | delegate void ParamSet(BSScene scene, string paramName, uint localID, float val); | ||
963 | delegate void SetOnObject(BSScene scene, BSPhysObject obj, float val); | ||
964 | |||
965 | private struct ParameterDefn | ||
966 | { | ||
967 | public string name; // string name of the parameter | ||
968 | public string desc; // a short description of what the parameter means | ||
969 | public float defaultValue; // default value if not specified anywhere else | ||
970 | public ParamUser userParam; // get the value from the configuration file | ||
971 | public ParamGet getter; // return the current value stored for this parameter | ||
972 | public ParamSet setter; // set the current value for this parameter | ||
973 | public SetOnObject onObject; // set the value on an object in the physical domain | ||
974 | public ParameterDefn(string n, string d, float v, ParamUser u, ParamGet g, ParamSet s) | ||
975 | { | ||
976 | name = n; | ||
977 | desc = d; | ||
978 | defaultValue = v; | ||
979 | userParam = u; | ||
980 | getter = g; | ||
981 | setter = s; | ||
982 | onObject = null; | ||
983 | } | ||
984 | public ParameterDefn(string n, string d, float v, ParamUser u, ParamGet g, ParamSet s, SetOnObject o) | ||
985 | { | ||
986 | name = n; | ||
987 | desc = d; | ||
988 | defaultValue = v; | ||
989 | userParam = u; | ||
990 | getter = g; | ||
991 | setter = s; | ||
992 | onObject = o; | ||
993 | } | ||
994 | } | ||
995 | |||
996 | // List of all of the externally visible parameters. | ||
997 | // For each parameter, this table maps a text name to getter and setters. | ||
998 | // To add a new externally referencable/settable parameter, add the paramter storage | ||
999 | // location somewhere in the program and make an entry in this table with the | ||
1000 | // getters and setters. | ||
1001 | // It is easiest to find an existing definition and copy it. | ||
1002 | // Parameter values are floats. Booleans are converted to a floating value. | ||
1003 | // | ||
1004 | // A ParameterDefn() takes the following parameters: | ||
1005 | // -- the text name of the parameter. This is used for console input and ini file. | ||
1006 | // -- a short text description of the parameter. This shows up in the console listing. | ||
1007 | // -- a delegate for fetching the parameter from the ini file. | ||
1008 | // Should handle fetching the right type from the ini file and converting it. | ||
1009 | // -- a delegate for getting the value as a float | ||
1010 | // -- a delegate for setting the value from a float | ||
1011 | // -- an optional delegate to update the value in the world. Most often used to | ||
1012 | // push the new value to an in-world object. | ||
1013 | // | ||
1014 | // The single letter parameters for the delegates are: | ||
1015 | // s = BSScene | ||
1016 | // o = BSPhysObject | ||
1017 | // p = string parameter name | ||
1018 | // l = localID of referenced object | ||
1019 | // v = float value | ||
1020 | // cf = parameter configuration class (for fetching values from ini file) | ||
1021 | private ParameterDefn[] ParameterDefinitions = | ||
1022 | { | ||
1023 | new ParameterDefn("MeshSculptedPrim", "Whether to create meshes for sculpties", | ||
1024 | ConfigurationParameters.numericTrue, | ||
1025 | (s,cf,p,v) => { s.ShouldMeshSculptedPrim = cf.GetBoolean(p, s.BoolNumeric(v)); }, | ||
1026 | (s) => { return s.NumericBool(s.ShouldMeshSculptedPrim); }, | ||
1027 | (s,p,l,v) => { s.ShouldMeshSculptedPrim = s.BoolNumeric(v); } ), | ||
1028 | new ParameterDefn("ForceSimplePrimMeshing", "If true, only use primitive meshes for objects", | ||
1029 | ConfigurationParameters.numericFalse, | ||
1030 | (s,cf,p,v) => { s.ShouldForceSimplePrimMeshing = cf.GetBoolean(p, s.BoolNumeric(v)); }, | ||
1031 | (s) => { return s.NumericBool(s.ShouldForceSimplePrimMeshing); }, | ||
1032 | (s,p,l,v) => { s.ShouldForceSimplePrimMeshing = s.BoolNumeric(v); } ), | ||
1033 | new ParameterDefn("UseHullsForPhysicalObjects", "If true, create hulls for physical objects", | ||
1034 | ConfigurationParameters.numericTrue, | ||
1035 | (s,cf,p,v) => { s.ShouldUseHullsForPhysicalObjects = cf.GetBoolean(p, s.BoolNumeric(v)); }, | ||
1036 | (s) => { return s.NumericBool(s.ShouldUseHullsForPhysicalObjects); }, | ||
1037 | (s,p,l,v) => { s.ShouldUseHullsForPhysicalObjects = s.BoolNumeric(v); } ), | ||
1038 | |||
1039 | new ParameterDefn("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)", | ||
1040 | 8f, | ||
1041 | (s,cf,p,v) => { s.MeshLOD = (float)cf.GetInt(p, (int)v); }, | ||
1042 | (s) => { return s.MeshLOD; }, | ||
1043 | (s,p,l,v) => { s.MeshLOD = v; } ), | ||
1044 | new ParameterDefn("MeshLevelOfDetailMegaPrim", "Level of detail to render meshes larger than threshold meters", | ||
1045 | 16f, | ||
1046 | (s,cf,p,v) => { s.MeshMegaPrimLOD = (float)cf.GetInt(p, (int)v); }, | ||
1047 | (s) => { return s.MeshMegaPrimLOD; }, | ||
1048 | (s,p,l,v) => { s.MeshMegaPrimLOD = v; } ), | ||
1049 | new ParameterDefn("MeshLevelOfDetailMegaPrimThreshold", "Size (in meters) of a mesh before using MeshMegaPrimLOD", | ||
1050 | 10f, | ||
1051 | (s,cf,p,v) => { s.MeshMegaPrimThreshold = (float)cf.GetInt(p, (int)v); }, | ||
1052 | (s) => { return s.MeshMegaPrimThreshold; }, | ||
1053 | (s,p,l,v) => { s.MeshMegaPrimThreshold = v; } ), | ||
1054 | new ParameterDefn("SculptLevelOfDetail", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)", | ||
1055 | 32f, | ||
1056 | (s,cf,p,v) => { s.SculptLOD = (float)cf.GetInt(p, (int)v); }, | ||
1057 | (s) => { return s.SculptLOD; }, | ||
1058 | (s,p,l,v) => { s.SculptLOD = v; } ), | ||
1059 | |||
1060 | new ParameterDefn("MaxSubStep", "In simulation step, maximum number of substeps", | ||
1061 | 10f, | ||
1062 | (s,cf,p,v) => { s.m_maxSubSteps = cf.GetInt(p, (int)v); }, | ||
1063 | (s) => { return (float)s.m_maxSubSteps; }, | ||
1064 | (s,p,l,v) => { s.m_maxSubSteps = (int)v; } ), | ||
1065 | new ParameterDefn("FixedTimeStep", "In simulation step, seconds of one substep (1/60)", | ||
1066 | 1f / 60f, | ||
1067 | (s,cf,p,v) => { s.m_fixedTimeStep = cf.GetFloat(p, v); }, | ||
1068 | (s) => { return (float)s.m_fixedTimeStep; }, | ||
1069 | (s,p,l,v) => { s.m_fixedTimeStep = v; } ), | ||
1070 | new ParameterDefn("MaxCollisionsPerFrame", "Max collisions returned at end of each frame", | ||
1071 | 2048f, | ||
1072 | (s,cf,p,v) => { s.m_maxCollisionsPerFrame = cf.GetInt(p, (int)v); }, | ||
1073 | (s) => { return (float)s.m_maxCollisionsPerFrame; }, | ||
1074 | (s,p,l,v) => { s.m_maxCollisionsPerFrame = (int)v; } ), | ||
1075 | new ParameterDefn("MaxUpdatesPerFrame", "Max updates returned at end of each frame", | ||
1076 | 8000f, | ||
1077 | (s,cf,p,v) => { s.m_maxUpdatesPerFrame = cf.GetInt(p, (int)v); }, | ||
1078 | (s) => { return (float)s.m_maxUpdatesPerFrame; }, | ||
1079 | (s,p,l,v) => { s.m_maxUpdatesPerFrame = (int)v; } ), | ||
1080 | new ParameterDefn("MaxTaintsToProcessPerStep", "Number of update taints to process before each simulation step", | ||
1081 | 500f, | ||
1082 | (s,cf,p,v) => { s.m_taintsToProcessPerStep = cf.GetInt(p, (int)v); }, | ||
1083 | (s) => { return (float)s.m_taintsToProcessPerStep; }, | ||
1084 | (s,p,l,v) => { s.m_taintsToProcessPerStep = (int)v; } ), | ||
1085 | new ParameterDefn("MaxObjectMass", "Maximum object mass (10000.01)", | ||
1086 | 10000.01f, | ||
1087 | (s,cf,p,v) => { s.MaximumObjectMass = cf.GetFloat(p, v); }, | ||
1088 | (s) => { return (float)s.MaximumObjectMass; }, | ||
1089 | (s,p,l,v) => { s.MaximumObjectMass = v; } ), | ||
1090 | |||
1091 | new ParameterDefn("PID_D", "Derivitive factor for motion smoothing", | ||
1092 | 2200f, | ||
1093 | (s,cf,p,v) => { s.PID_D = cf.GetFloat(p, v); }, | ||
1094 | (s) => { return (float)s.PID_D; }, | ||
1095 | (s,p,l,v) => { s.PID_D = v; } ), | ||
1096 | new ParameterDefn("PID_P", "Parameteric factor for motion smoothing", | ||
1097 | 900f, | ||
1098 | (s,cf,p,v) => { s.PID_P = cf.GetFloat(p, v); }, | ||
1099 | (s) => { return (float)s.PID_P; }, | ||
1100 | (s,p,l,v) => { s.PID_P = v; } ), | ||
1101 | |||
1102 | new ParameterDefn("DefaultFriction", "Friction factor used on new objects", | ||
1103 | 0.2f, | ||
1104 | (s,cf,p,v) => { s.m_params[0].defaultFriction = cf.GetFloat(p, v); }, | ||
1105 | (s) => { return s.m_params[0].defaultFriction; }, | ||
1106 | (s,p,l,v) => { s.m_params[0].defaultFriction = v; } ), | ||
1107 | new ParameterDefn("DefaultDensity", "Density for new objects" , | ||
1108 | 10.000006836f, // Aluminum g/cm3 | ||
1109 | (s,cf,p,v) => { s.m_params[0].defaultDensity = cf.GetFloat(p, v); }, | ||
1110 | (s) => { return s.m_params[0].defaultDensity; }, | ||
1111 | (s,p,l,v) => { s.m_params[0].defaultDensity = v; } ), | ||
1112 | new ParameterDefn("DefaultRestitution", "Bouncyness of an object" , | ||
1113 | 0f, | ||
1114 | (s,cf,p,v) => { s.m_params[0].defaultRestitution = cf.GetFloat(p, v); }, | ||
1115 | (s) => { return s.m_params[0].defaultRestitution; }, | ||
1116 | (s,p,l,v) => { s.m_params[0].defaultRestitution = v; } ), | ||
1117 | new ParameterDefn("CollisionMargin", "Margin around objects before collisions are calculated (must be zero!)", | ||
1118 | 0.04f, | ||
1119 | (s,cf,p,v) => { s.m_params[0].collisionMargin = cf.GetFloat(p, v); }, | ||
1120 | (s) => { return s.m_params[0].collisionMargin; }, | ||
1121 | (s,p,l,v) => { s.m_params[0].collisionMargin = v; } ), | ||
1122 | new ParameterDefn("Gravity", "Vertical force of gravity (negative means down)", | ||
1123 | -9.80665f, | ||
1124 | (s,cf,p,v) => { s.m_params[0].gravity = cf.GetFloat(p, v); }, | ||
1125 | (s) => { return s.m_params[0].gravity; }, | ||
1126 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].gravity, p, PhysParameterEntry.APPLY_TO_NONE, v); }, | ||
1127 | (s,o,v) => { BulletSimAPI.SetGravity2(s.World.ptr, new Vector3(0f,0f,v)); } ), | ||
1128 | |||
1129 | |||
1130 | new ParameterDefn("LinearDamping", "Factor to damp linear movement per second (0.0 - 1.0)", | ||
1131 | 0f, | ||
1132 | (s,cf,p,v) => { s.m_params[0].linearDamping = cf.GetFloat(p, v); }, | ||
1133 | (s) => { return s.m_params[0].linearDamping; }, | ||
1134 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].linearDamping, p, l, v); }, | ||
1135 | (s,o,v) => { BulletSimAPI.SetDamping2(o.PhysBody.ptr, v, s.m_params[0].angularDamping); } ), | ||
1136 | new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)", | ||
1137 | 0f, | ||
1138 | (s,cf,p,v) => { s.m_params[0].angularDamping = cf.GetFloat(p, v); }, | ||
1139 | (s) => { return s.m_params[0].angularDamping; }, | ||
1140 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].angularDamping, p, l, v); }, | ||
1141 | (s,o,v) => { BulletSimAPI.SetDamping2(o.PhysBody.ptr, s.m_params[0].linearDamping, v); } ), | ||
1142 | new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static", | ||
1143 | 0.2f, | ||
1144 | (s,cf,p,v) => { s.m_params[0].deactivationTime = cf.GetFloat(p, v); }, | ||
1145 | (s) => { return s.m_params[0].deactivationTime; }, | ||
1146 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].deactivationTime, p, l, v); }, | ||
1147 | (s,o,v) => { BulletSimAPI.SetDeactivationTime2(o.PhysBody.ptr, v); } ), | ||
1148 | new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static", | ||
1149 | 0.8f, | ||
1150 | (s,cf,p,v) => { s.m_params[0].linearSleepingThreshold = cf.GetFloat(p, v); }, | ||
1151 | (s) => { return s.m_params[0].linearSleepingThreshold; }, | ||
1152 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].linearSleepingThreshold, p, l, v); }, | ||
1153 | (s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.PhysBody.ptr, v, v); } ), | ||
1154 | new ParameterDefn("AngularSleepingThreshold", "Seconds to measure angular movement before considering static", | ||
1155 | 1.0f, | ||
1156 | (s,cf,p,v) => { s.m_params[0].angularSleepingThreshold = cf.GetFloat(p, v); }, | ||
1157 | (s) => { return s.m_params[0].angularSleepingThreshold; }, | ||
1158 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].angularSleepingThreshold, p, l, v); }, | ||
1159 | (s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.PhysBody.ptr, v, v); } ), | ||
1160 | new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" , | ||
1161 | 0f, // set to zero to disable | ||
1162 | (s,cf,p,v) => { s.m_params[0].ccdMotionThreshold = cf.GetFloat(p, v); }, | ||
1163 | (s) => { return s.m_params[0].ccdMotionThreshold; }, | ||
1164 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].ccdMotionThreshold, p, l, v); }, | ||
1165 | (s,o,v) => { BulletSimAPI.SetCcdMotionThreshold2(o.PhysBody.ptr, v); } ), | ||
1166 | new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" , | ||
1167 | 0f, | ||
1168 | (s,cf,p,v) => { s.m_params[0].ccdSweptSphereRadius = cf.GetFloat(p, v); }, | ||
1169 | (s) => { return s.m_params[0].ccdSweptSphereRadius; }, | ||
1170 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].ccdSweptSphereRadius, p, l, v); }, | ||
1171 | (s,o,v) => { BulletSimAPI.SetCcdSweptSphereRadius2(o.PhysBody.ptr, v); } ), | ||
1172 | new ParameterDefn("ContactProcessingThreshold", "Distance between contacts before doing collision check" , | ||
1173 | 0.1f, | ||
1174 | (s,cf,p,v) => { s.m_params[0].contactProcessingThreshold = cf.GetFloat(p, v); }, | ||
1175 | (s) => { return s.m_params[0].contactProcessingThreshold; }, | ||
1176 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].contactProcessingThreshold, p, l, v); }, | ||
1177 | (s,o,v) => { BulletSimAPI.SetContactProcessingThreshold2(o.PhysBody.ptr, v); } ), | ||
1178 | |||
1179 | new ParameterDefn("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)", | ||
1180 | (float)BSTerrainPhys.TerrainImplementation.Mesh, | ||
1181 | (s,cf,p,v) => { s.m_params[0].terrainImplementation = cf.GetFloat(p,v); }, | ||
1182 | (s) => { return s.m_params[0].terrainImplementation; }, | ||
1183 | (s,p,l,v) => { s.m_params[0].terrainImplementation = v; } ), | ||
1184 | new ParameterDefn("TerrainFriction", "Factor to reduce movement against terrain surface" , | ||
1185 | 0.3f, | ||
1186 | (s,cf,p,v) => { s.m_params[0].terrainFriction = cf.GetFloat(p, v); }, | ||
1187 | (s) => { return s.m_params[0].terrainFriction; }, | ||
1188 | (s,p,l,v) => { s.m_params[0].terrainFriction = v; /* TODO: set on real terrain */} ), | ||
1189 | new ParameterDefn("TerrainHitFraction", "Distance to measure hit collisions" , | ||
1190 | 0.8f, | ||
1191 | (s,cf,p,v) => { s.m_params[0].terrainHitFraction = cf.GetFloat(p, v); }, | ||
1192 | (s) => { return s.m_params[0].terrainHitFraction; }, | ||
1193 | (s,p,l,v) => { s.m_params[0].terrainHitFraction = v; /* TODO: set on real terrain */ } ), | ||
1194 | new ParameterDefn("TerrainRestitution", "Bouncyness" , | ||
1195 | 0f, | ||
1196 | (s,cf,p,v) => { s.m_params[0].terrainRestitution = cf.GetFloat(p, v); }, | ||
1197 | (s) => { return s.m_params[0].terrainRestitution; }, | ||
1198 | (s,p,l,v) => { s.m_params[0].terrainRestitution = v; /* TODO: set on real terrain */ } ), | ||
1199 | new ParameterDefn("TerrainCollisionMargin", "Margin where collision checking starts" , | ||
1200 | 0.04f, | ||
1201 | (s,cf,p,v) => { s.m_params[0].terrainCollisionMargin = cf.GetFloat(p, v); }, | ||
1202 | (s) => { return s.m_params[0].terrainCollisionMargin; }, | ||
1203 | (s,p,l,v) => { s.m_params[0].terrainCollisionMargin = v; /* TODO: set on real terrain */ } ), | ||
1204 | |||
1205 | new ParameterDefn("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.", | ||
1206 | 0.2f, | ||
1207 | (s,cf,p,v) => { s.m_params[0].avatarFriction = cf.GetFloat(p, v); }, | ||
1208 | (s) => { return s.m_params[0].avatarFriction; }, | ||
1209 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarFriction, p, l, v); } ), | ||
1210 | new ParameterDefn("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.", | ||
1211 | 10.0f, | ||
1212 | (s,cf,p,v) => { s.m_params[0].avatarStandingFriction = cf.GetFloat(p, v); }, | ||
1213 | (s) => { return s.m_params[0].avatarStandingFriction; }, | ||
1214 | (s,p,l,v) => { s.m_params[0].avatarStandingFriction = v; } ), | ||
1215 | new ParameterDefn("AvatarDensity", "Density of an avatar. Changed on avatar recreation.", | ||
1216 | 60f, | ||
1217 | (s,cf,p,v) => { s.m_params[0].avatarDensity = cf.GetFloat(p, v); }, | ||
1218 | (s) => { return s.m_params[0].avatarDensity; }, | ||
1219 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarDensity, p, l, v); } ), | ||
1220 | new ParameterDefn("AvatarRestitution", "Bouncyness. Changed on avatar recreation.", | ||
1221 | 0f, | ||
1222 | (s,cf,p,v) => { s.m_params[0].avatarRestitution = cf.GetFloat(p, v); }, | ||
1223 | (s) => { return s.m_params[0].avatarRestitution; }, | ||
1224 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarRestitution, p, l, v); } ), | ||
1225 | new ParameterDefn("AvatarCapsuleWidth", "The distance between the sides of the avatar capsule", | ||
1226 | 0.6f, | ||
1227 | (s,cf,p,v) => { s.m_params[0].avatarCapsuleWidth = cf.GetFloat(p, v); }, | ||
1228 | (s) => { return s.m_params[0].avatarCapsuleWidth; }, | ||
1229 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarCapsuleWidth, p, l, v); } ), | ||
1230 | new ParameterDefn("AvatarCapsuleDepth", "The distance between the front and back of the avatar capsule", | ||
1231 | 0.45f, | ||
1232 | (s,cf,p,v) => { s.m_params[0].avatarCapsuleDepth = cf.GetFloat(p, v); }, | ||
1233 | (s) => { return s.m_params[0].avatarCapsuleDepth; }, | ||
1234 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarCapsuleDepth, p, l, v); } ), | ||
1235 | new ParameterDefn("AvatarCapsuleHeight", "Default height of space around avatar", | ||
1236 | 1.5f, | ||
1237 | (s,cf,p,v) => { s.m_params[0].avatarCapsuleHeight = cf.GetFloat(p, v); }, | ||
1238 | (s) => { return s.m_params[0].avatarCapsuleHeight; }, | ||
1239 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarCapsuleHeight, p, l, v); } ), | ||
1240 | new ParameterDefn("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions", | ||
1241 | 0.1f, | ||
1242 | (s,cf,p,v) => { s.m_params[0].avatarContactProcessingThreshold = cf.GetFloat(p, v); }, | ||
1243 | (s) => { return s.m_params[0].avatarContactProcessingThreshold; }, | ||
1244 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarContactProcessingThreshold, p, l, v); } ), | ||
1245 | |||
1246 | new ParameterDefn("VehicleAngularDamping", "Factor to damp vehicle angular movement per second (0.0 - 1.0)", | ||
1247 | 0.95f, | ||
1248 | (s,cf,p,v) => { s.m_params[0].vehicleAngularDamping = cf.GetFloat(p, v); }, | ||
1249 | (s) => { return s.m_params[0].vehicleAngularDamping; }, | ||
1250 | (s,p,l,v) => { s.m_params[0].vehicleAngularDamping = v; } ), | ||
1251 | |||
1252 | new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)", | ||
1253 | 0f, | ||
1254 | (s,cf,p,v) => { s.m_params[0].maxPersistantManifoldPoolSize = cf.GetFloat(p, v); }, | ||
1255 | (s) => { return s.m_params[0].maxPersistantManifoldPoolSize; }, | ||
1256 | (s,p,l,v) => { s.m_params[0].maxPersistantManifoldPoolSize = v; } ), | ||
1257 | new ParameterDefn("MaxCollisionAlgorithmPoolSize", "Number of collisions pooled (0 means default of 4096)", | ||
1258 | 0f, | ||
1259 | (s,cf,p,v) => { s.m_params[0].maxCollisionAlgorithmPoolSize = cf.GetFloat(p, v); }, | ||
1260 | (s) => { return s.m_params[0].maxCollisionAlgorithmPoolSize; }, | ||
1261 | (s,p,l,v) => { s.m_params[0].maxCollisionAlgorithmPoolSize = v; } ), | ||
1262 | new ParameterDefn("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count", | ||
1263 | ConfigurationParameters.numericFalse, | ||
1264 | (s,cf,p,v) => { s.m_params[0].shouldDisableContactPoolDynamicAllocation = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); }, | ||
1265 | (s) => { return s.m_params[0].shouldDisableContactPoolDynamicAllocation; }, | ||
1266 | (s,p,l,v) => { s.m_params[0].shouldDisableContactPoolDynamicAllocation = v; } ), | ||
1267 | new ParameterDefn("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step", | ||
1268 | ConfigurationParameters.numericFalse, | ||
1269 | (s,cf,p,v) => { s.m_params[0].shouldForceUpdateAllAabbs = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); }, | ||
1270 | (s) => { return s.m_params[0].shouldForceUpdateAllAabbs; }, | ||
1271 | (s,p,l,v) => { s.m_params[0].shouldForceUpdateAllAabbs = v; } ), | ||
1272 | new ParameterDefn("ShouldRandomizeSolverOrder", "Enable for slightly better stacking interaction", | ||
1273 | ConfigurationParameters.numericTrue, | ||
1274 | (s,cf,p,v) => { s.m_params[0].shouldRandomizeSolverOrder = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); }, | ||
1275 | (s) => { return s.m_params[0].shouldRandomizeSolverOrder; }, | ||
1276 | (s,p,l,v) => { s.m_params[0].shouldRandomizeSolverOrder = v; } ), | ||
1277 | new ParameterDefn("ShouldSplitSimulationIslands", "Enable splitting active object scanning islands", | ||
1278 | ConfigurationParameters.numericTrue, | ||
1279 | (s,cf,p,v) => { s.m_params[0].shouldSplitSimulationIslands = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); }, | ||
1280 | (s) => { return s.m_params[0].shouldSplitSimulationIslands; }, | ||
1281 | (s,p,l,v) => { s.m_params[0].shouldSplitSimulationIslands = v; } ), | ||
1282 | new ParameterDefn("ShouldEnableFrictionCaching", "Enable friction computation caching", | ||
1283 | ConfigurationParameters.numericFalse, | ||
1284 | (s,cf,p,v) => { s.m_params[0].shouldEnableFrictionCaching = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); }, | ||
1285 | (s) => { return s.m_params[0].shouldEnableFrictionCaching; }, | ||
1286 | (s,p,l,v) => { s.m_params[0].shouldEnableFrictionCaching = v; } ), | ||
1287 | new ParameterDefn("NumberOfSolverIterations", "Number of internal iterations (0 means default)", | ||
1288 | 0f, // zero says use Bullet default | ||
1289 | (s,cf,p,v) => { s.m_params[0].numberOfSolverIterations = cf.GetFloat(p, v); }, | ||
1290 | (s) => { return s.m_params[0].numberOfSolverIterations; }, | ||
1291 | (s,p,l,v) => { s.m_params[0].numberOfSolverIterations = v; } ), | ||
1292 | |||
1293 | new ParameterDefn("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)", | ||
1294 | (float)BSLinkset.LinksetImplementation.Compound, | ||
1295 | (s,cf,p,v) => { s.m_params[0].linksetImplementation = cf.GetFloat(p,v); }, | ||
1296 | (s) => { return s.m_params[0].linksetImplementation; }, | ||
1297 | (s,p,l,v) => { s.m_params[0].linksetImplementation = v; } ), | ||
1298 | new ParameterDefn("LinkConstraintUseFrameOffset", "For linksets built with constraints, enable frame offsetFor linksets built with constraints, enable frame offset.", | ||
1299 | ConfigurationParameters.numericFalse, | ||
1300 | (s,cf,p,v) => { s.m_params[0].linkConstraintUseFrameOffset = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); }, | ||
1301 | (s) => { return s.m_params[0].linkConstraintUseFrameOffset; }, | ||
1302 | (s,p,l,v) => { s.m_params[0].linkConstraintUseFrameOffset = v; } ), | ||
1303 | new ParameterDefn("LinkConstraintEnableTransMotor", "Whether to enable translational motor on linkset constraints", | ||
1304 | ConfigurationParameters.numericTrue, | ||
1305 | (s,cf,p,v) => { s.m_params[0].linkConstraintEnableTransMotor = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); }, | ||
1306 | (s) => { return s.m_params[0].linkConstraintEnableTransMotor; }, | ||
1307 | (s,p,l,v) => { s.m_params[0].linkConstraintEnableTransMotor = v; } ), | ||
1308 | new ParameterDefn("LinkConstraintTransMotorMaxVel", "Maximum velocity to be applied by translational motor in linkset constraints", | ||
1309 | 5.0f, | ||
1310 | (s,cf,p,v) => { s.m_params[0].linkConstraintTransMotorMaxVel = cf.GetFloat(p, v); }, | ||
1311 | (s) => { return s.m_params[0].linkConstraintTransMotorMaxVel; }, | ||
1312 | (s,p,l,v) => { s.m_params[0].linkConstraintTransMotorMaxVel = v; } ), | ||
1313 | new ParameterDefn("LinkConstraintTransMotorMaxForce", "Maximum force to be applied by translational motor in linkset constraints", | ||
1314 | 0.1f, | ||
1315 | (s,cf,p,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = cf.GetFloat(p, v); }, | ||
1316 | (s) => { return s.m_params[0].linkConstraintTransMotorMaxForce; }, | ||
1317 | (s,p,l,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = v; } ), | ||
1318 | new ParameterDefn("LinkConstraintCFM", "Amount constraint can be violated. 0=no violation, 1=infinite. Default=0.1", | ||
1319 | 0.1f, | ||
1320 | (s,cf,p,v) => { s.m_params[0].linkConstraintCFM = cf.GetFloat(p, v); }, | ||
1321 | (s) => { return s.m_params[0].linkConstraintCFM; }, | ||
1322 | (s,p,l,v) => { s.m_params[0].linkConstraintCFM = v; } ), | ||
1323 | new ParameterDefn("LinkConstraintERP", "Amount constraint is corrected each tick. 0=none, 1=all. Default = 0.2", | ||
1324 | 0.1f, | ||
1325 | (s,cf,p,v) => { s.m_params[0].linkConstraintERP = cf.GetFloat(p, v); }, | ||
1326 | (s) => { return s.m_params[0].linkConstraintERP; }, | ||
1327 | (s,p,l,v) => { s.m_params[0].linkConstraintERP = v; } ), | ||
1328 | new ParameterDefn("LinkConstraintSolverIterations", "Number of solver iterations when computing constraint. (0 = Bullet default)", | ||
1329 | 40, | ||
1330 | (s,cf,p,v) => { s.m_params[0].linkConstraintSolverIterations = cf.GetFloat(p, v); }, | ||
1331 | (s) => { return s.m_params[0].linkConstraintSolverIterations; }, | ||
1332 | (s,p,l,v) => { s.m_params[0].linkConstraintSolverIterations = v; } ), | ||
1333 | |||
1334 | new ParameterDefn("LogPhysicsStatisticsFrames", "Frames between outputting detailed phys stats. (0 is off)", | ||
1335 | 0f, | ||
1336 | (s,cf,p,v) => { s.m_params[0].physicsLoggingFrames = cf.GetInt(p, (int)v); }, | ||
1337 | (s) => { return (float)s.m_params[0].physicsLoggingFrames; }, | ||
1338 | (s,p,l,v) => { s.m_params[0].physicsLoggingFrames = (int)v; } ), | ||
1339 | }; | ||
1340 | |||
1341 | // Convert a boolean to our numeric true and false values | ||
1342 | public float NumericBool(bool b) | ||
1343 | { | ||
1344 | return (b ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse); | ||
1345 | } | ||
1346 | |||
1347 | // Convert numeric true and false values to a boolean | ||
1348 | public bool BoolNumeric(float b) | ||
1349 | { | ||
1350 | return (b == ConfigurationParameters.numericTrue ? true : false); | ||
1351 | } | ||
1352 | |||
1353 | // Search through the parameter definitions and return the matching | ||
1354 | // ParameterDefn structure. | ||
1355 | // Case does not matter as names are compared after converting to lower case. | ||
1356 | // Returns 'false' if the parameter is not found. | ||
1357 | private bool TryGetParameter(string paramName, out ParameterDefn defn) | ||
1358 | { | ||
1359 | bool ret = false; | ||
1360 | ParameterDefn foundDefn = new ParameterDefn(); | ||
1361 | string pName = paramName.ToLower(); | ||
1362 | |||
1363 | foreach (ParameterDefn parm in ParameterDefinitions) | ||
1364 | { | ||
1365 | if (pName == parm.name.ToLower()) | ||
1366 | { | ||
1367 | foundDefn = parm; | ||
1368 | ret = true; | ||
1369 | break; | ||
1370 | } | ||
1371 | } | ||
1372 | defn = foundDefn; | ||
1373 | return ret; | ||
1374 | } | ||
1375 | |||
1376 | // Pass through the settable parameters and set the default values | ||
1377 | private void SetParameterDefaultValues() | ||
1378 | { | ||
1379 | foreach (ParameterDefn parm in ParameterDefinitions) | ||
1380 | { | ||
1381 | parm.setter(this, parm.name, PhysParameterEntry.APPLY_TO_NONE, parm.defaultValue); | ||
1382 | } | ||
1383 | } | ||
1384 | |||
1385 | // Get user set values out of the ini file. | ||
1386 | private void SetParameterConfigurationValues(IConfig cfg) | ||
1387 | { | ||
1388 | foreach (ParameterDefn parm in ParameterDefinitions) | ||
1389 | { | ||
1390 | parm.userParam(this, cfg, parm.name, parm.defaultValue); | ||
1391 | } | ||
1392 | } | ||
1393 | |||
1394 | private PhysParameterEntry[] SettableParameters = new PhysParameterEntry[1]; | ||
1395 | |||
1396 | // This creates an array in the correct format for returning the list of | ||
1397 | // parameters. This is used by the 'list' option of the 'physics' command. | ||
1398 | private void BuildParameterTable() | ||
1399 | { | ||
1400 | if (SettableParameters.Length < ParameterDefinitions.Length) | ||
1401 | { | ||
1402 | List<PhysParameterEntry> entries = new List<PhysParameterEntry>(); | ||
1403 | for (int ii = 0; ii < ParameterDefinitions.Length; ii++) | ||
1404 | { | ||
1405 | ParameterDefn pd = ParameterDefinitions[ii]; | ||
1406 | entries.Add(new PhysParameterEntry(pd.name, pd.desc)); | ||
1407 | } | ||
1408 | |||
1409 | // make the list in alphabetical order for estetic reasons | ||
1410 | entries.Sort(delegate(PhysParameterEntry ppe1, PhysParameterEntry ppe2) | ||
1411 | { | ||
1412 | return ppe1.name.CompareTo(ppe2.name); | ||
1413 | }); | ||
1414 | |||
1415 | SettableParameters = entries.ToArray(); | ||
1416 | } | ||
1417 | } | ||
1418 | |||
1419 | |||
1420 | #region IPhysicsParameters | 938 | #region IPhysicsParameters |
1421 | // Get the list of parameters this physics engine supports | 939 | // Get the list of parameters this physics engine supports |
1422 | public PhysParameterEntry[] GetParameterList() | 940 | public PhysParameterEntry[] GetParameterList() |
1423 | { | 941 | { |
1424 | BuildParameterTable(); | 942 | BSParam.BuildParameterTable(); |
1425 | return SettableParameters; | 943 | return BSParam.SettableParameters; |
1426 | } | 944 | } |
1427 | 945 | ||
1428 | // Set parameter on a specific or all instances. | 946 | // Set parameter on a specific or all instances. |
@@ -1434,8 +952,8 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
1434 | public bool SetPhysicsParameter(string parm, float val, uint localID) | 952 | public bool SetPhysicsParameter(string parm, float val, uint localID) |
1435 | { | 953 | { |
1436 | bool ret = false; | 954 | bool ret = false; |
1437 | ParameterDefn theParam; | 955 | BSParam.ParameterDefn theParam; |
1438 | if (TryGetParameter(parm, out theParam)) | 956 | if (BSParam.TryGetParameter(parm, out theParam)) |
1439 | { | 957 | { |
1440 | theParam.setter(this, parm, localID, val); | 958 | theParam.setter(this, parm, localID, val); |
1441 | ret = true; | 959 | ret = true; |
@@ -1447,19 +965,20 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
1447 | // If the local ID is APPLY_TO_NONE, just change the default value | 965 | // If the local ID is APPLY_TO_NONE, just change the default value |
1448 | // If the localID is APPLY_TO_ALL change the default value and apply the new value to all the lIDs | 966 | // If the localID is APPLY_TO_ALL change the default value and apply the new value to all the lIDs |
1449 | // If the localID is a specific object, apply the parameter change to only that object | 967 | // If the localID is a specific object, apply the parameter change to only that object |
1450 | private void UpdateParameterObject(ref float defaultLoc, string parm, uint localID, float val) | 968 | internal delegate void AssignVal(float x); |
969 | internal void UpdateParameterObject(AssignVal setDefault, string parm, uint localID, float val) | ||
1451 | { | 970 | { |
1452 | List<uint> objectIDs = new List<uint>(); | 971 | List<uint> objectIDs = new List<uint>(); |
1453 | switch (localID) | 972 | switch (localID) |
1454 | { | 973 | { |
1455 | case PhysParameterEntry.APPLY_TO_NONE: | 974 | case PhysParameterEntry.APPLY_TO_NONE: |
1456 | defaultLoc = val; // setting only the default value | 975 | setDefault(val); // setting only the default value |
1457 | // This will cause a call into the physical world if some operation is specified (SetOnObject). | 976 | // This will cause a call into the physical world if some operation is specified (SetOnObject). |
1458 | objectIDs.Add(TERRAIN_ID); | 977 | objectIDs.Add(TERRAIN_ID); |
1459 | TaintedUpdateParameter(parm, objectIDs, val); | 978 | TaintedUpdateParameter(parm, objectIDs, val); |
1460 | break; | 979 | break; |
1461 | case PhysParameterEntry.APPLY_TO_ALL: | 980 | case PhysParameterEntry.APPLY_TO_ALL: |
1462 | defaultLoc = val; // setting ALL also sets the default value | 981 | setDefault(val); // setting ALL also sets the default value |
1463 | lock (PhysObjects) objectIDs = new List<uint>(PhysObjects.Keys); | 982 | lock (PhysObjects) objectIDs = new List<uint>(PhysObjects.Keys); |
1464 | TaintedUpdateParameter(parm, objectIDs, val); | 983 | TaintedUpdateParameter(parm, objectIDs, val); |
1465 | break; | 984 | break; |
@@ -1478,8 +997,8 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
1478 | List<uint> xlIDs = lIDs; | 997 | List<uint> xlIDs = lIDs; |
1479 | string xparm = parm; | 998 | string xparm = parm; |
1480 | TaintedObject("BSScene.UpdateParameterSet", delegate() { | 999 | TaintedObject("BSScene.UpdateParameterSet", delegate() { |
1481 | ParameterDefn thisParam; | 1000 | BSParam.ParameterDefn thisParam; |
1482 | if (TryGetParameter(xparm, out thisParam)) | 1001 | if (BSParam.TryGetParameter(xparm, out thisParam)) |
1483 | { | 1002 | { |
1484 | if (thisParam.onObject != null) | 1003 | if (thisParam.onObject != null) |
1485 | { | 1004 | { |
@@ -1500,8 +1019,8 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
1500 | { | 1019 | { |
1501 | float val = 0f; | 1020 | float val = 0f; |
1502 | bool ret = false; | 1021 | bool ret = false; |
1503 | ParameterDefn theParam; | 1022 | BSParam.ParameterDefn theParam; |
1504 | if (TryGetParameter(parm, out theParam)) | 1023 | if (BSParam.TryGetParameter(parm, out theParam)) |
1505 | { | 1024 | { |
1506 | val = theParam.getter(this); | 1025 | val = theParam.getter(this); |
1507 | ret = true; | 1026 | ret = true; |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index ea996ae..939d5e9 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | |||
@@ -456,7 +456,7 @@ public sealed class BSShapeCollection : IDisposable | |||
456 | if (!haveShape | 456 | if (!haveShape |
457 | && pbs != null | 457 | && pbs != null |
458 | && nativeShapePossible | 458 | && nativeShapePossible |
459 | && ((pbs.SculptEntry && !PhysicsScene.ShouldMeshSculptedPrim) | 459 | && ((pbs.SculptEntry && !BSParam.ShouldMeshSculptedPrim) |
460 | || (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0 | 460 | || (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0 |
461 | && pbs.ProfileHollow == 0 | 461 | && pbs.ProfileHollow == 0 |
462 | && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0 | 462 | && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0 |
@@ -520,7 +520,7 @@ public sealed class BSShapeCollection : IDisposable | |||
520 | bool ret = false; | 520 | bool ret = false; |
521 | // Note that if it's a native shape, the check for physical/non-physical is not | 521 | // Note that if it's a native shape, the check for physical/non-physical is not |
522 | // made. Native shapes work in either case. | 522 | // made. Native shapes work in either case. |
523 | if (prim.IsPhysical && PhysicsScene.ShouldUseHullsForPhysicalObjects) | 523 | if (prim.IsPhysical && BSParam.ShouldUseHullsForPhysicalObjects) |
524 | { | 524 | { |
525 | // Update prim.BSShape to reference a hull of this shape. | 525 | // Update prim.BSShape to reference a hull of this shape. |
526 | ret = GetReferenceToHull(prim,shapeCallback); | 526 | ret = GetReferenceToHull(prim,shapeCallback); |
@@ -836,14 +836,14 @@ public sealed class BSShapeCollection : IDisposable | |||
836 | private System.UInt64 ComputeShapeKey(OMV.Vector3 size, PrimitiveBaseShape pbs, out float retLod) | 836 | private System.UInt64 ComputeShapeKey(OMV.Vector3 size, PrimitiveBaseShape pbs, out float retLod) |
837 | { | 837 | { |
838 | // level of detail based on size and type of the object | 838 | // level of detail based on size and type of the object |
839 | float lod = PhysicsScene.MeshLOD; | 839 | float lod = BSParam.MeshLOD; |
840 | if (pbs.SculptEntry) | 840 | if (pbs.SculptEntry) |
841 | lod = PhysicsScene.SculptLOD; | 841 | lod = BSParam.SculptLOD; |
842 | 842 | ||
843 | // Mega prims usually get more detail because one can interact with shape approximations at this size. | 843 | // Mega prims usually get more detail because one can interact with shape approximations at this size. |
844 | float maxAxis = Math.Max(size.X, Math.Max(size.Y, size.Z)); | 844 | float maxAxis = Math.Max(size.X, Math.Max(size.Y, size.Z)); |
845 | if (maxAxis > PhysicsScene.MeshMegaPrimThreshold) | 845 | if (maxAxis > BSParam.MeshMegaPrimThreshold) |
846 | lod = PhysicsScene.MeshMegaPrimLOD; | 846 | lod = BSParam.MeshMegaPrimLOD; |
847 | 847 | ||
848 | retLod = lod; | 848 | retLod = lod; |
849 | return pbs.GetMeshKey(size, lod); | 849 | return pbs.GetMeshKey(size, lod); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs index 2b120d6..07a9fd8 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs | |||
@@ -93,7 +93,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys | |||
93 | { | 93 | { |
94 | m_mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, m_mapInfo.ID, | 94 | m_mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, m_mapInfo.ID, |
95 | m_mapInfo.minCoords, m_mapInfo.maxCoords, | 95 | m_mapInfo.minCoords, m_mapInfo.maxCoords, |
96 | m_mapInfo.heightMap, PhysicsScene.Params.terrainCollisionMargin); | 96 | m_mapInfo.heightMap, BSParam.TerrainCollisionMargin); |
97 | 97 | ||
98 | // Create the terrain shape from the mapInfo | 98 | // Create the terrain shape from the mapInfo |
99 | m_mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(m_mapInfo.Ptr), | 99 | m_mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(m_mapInfo.Ptr), |
@@ -110,9 +110,9 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys | |||
110 | m_mapInfo.ID, centerPos, Quaternion.Identity)); | 110 | m_mapInfo.ID, centerPos, Quaternion.Identity)); |
111 | 111 | ||
112 | // Set current terrain attributes | 112 | // Set current terrain attributes |
113 | BulletSimAPI.SetFriction2(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainFriction); | 113 | BulletSimAPI.SetFriction2(m_mapInfo.terrainBody.ptr, BSParam.TerrainFriction); |
114 | BulletSimAPI.SetHitFraction2(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainHitFraction); | 114 | BulletSimAPI.SetHitFraction2(m_mapInfo.terrainBody.ptr, BSParam.TerrainHitFraction); |
115 | BulletSimAPI.SetRestitution2(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainRestitution); | 115 | BulletSimAPI.SetRestitution2(m_mapInfo.terrainBody.ptr, BSParam.TerrainRestitution); |
116 | BulletSimAPI.SetCollisionFlags2(m_mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT); | 116 | BulletSimAPI.SetCollisionFlags2(m_mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT); |
117 | 117 | ||
118 | // Return the new terrain to the world of physical objects | 118 | // Return the new terrain to the world of physical objects |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs index 3428b9c..86ccfbb 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs | |||
@@ -135,7 +135,7 @@ public sealed class BSTerrainManager : IDisposable | |||
135 | // The ground plane is here to catch things that are trying to drop to negative infinity | 135 | // The ground plane is here to catch things that are trying to drop to negative infinity |
136 | BulletShape groundPlaneShape = new BulletShape( | 136 | BulletShape groundPlaneShape = new BulletShape( |
137 | BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, | 137 | BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, |
138 | PhysicsScene.Params.terrainCollisionMargin), | 138 | BSParam.TerrainCollisionMargin), |
139 | BSPhysicsShapeType.SHAPE_GROUNDPLANE); | 139 | BSPhysicsShapeType.SHAPE_GROUNDPLANE); |
140 | m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID, | 140 | m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID, |
141 | BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.ptr, BSScene.GROUNDPLANE_ID, | 141 | BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.ptr, BSScene.GROUNDPLANE_ID, |
@@ -309,9 +309,9 @@ public sealed class BSTerrainManager : IDisposable | |||
309 | { | 309 | { |
310 | PhysicsScene.Logger.DebugFormat("{0} Terrain for {1}/{2} created with {3}", | 310 | PhysicsScene.Logger.DebugFormat("{0} Terrain for {1}/{2} created with {3}", |
311 | LogHeader, PhysicsScene.RegionName, terrainRegionBase, | 311 | LogHeader, PhysicsScene.RegionName, terrainRegionBase, |
312 | (BSTerrainPhys.TerrainImplementation)PhysicsScene.Params.terrainImplementation); | 312 | (BSTerrainPhys.TerrainImplementation)BSParam.TerrainImplementation); |
313 | BSTerrainPhys newTerrainPhys = null; | 313 | BSTerrainPhys newTerrainPhys = null; |
314 | switch ((int)PhysicsScene.Params.terrainImplementation) | 314 | switch ((int)BSParam.TerrainImplementation) |
315 | { | 315 | { |
316 | case (int)BSTerrainPhys.TerrainImplementation.Heightmap: | 316 | case (int)BSTerrainPhys.TerrainImplementation.Heightmap: |
317 | newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, terrainRegionBase, id, | 317 | newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, terrainRegionBase, id, |
@@ -324,8 +324,8 @@ public sealed class BSTerrainManager : IDisposable | |||
324 | default: | 324 | default: |
325 | PhysicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. Type={1}/{2},Region={3}/{4}", | 325 | PhysicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. Type={1}/{2},Region={3}/{4}", |
326 | LogHeader, | 326 | LogHeader, |
327 | (int)PhysicsScene.Params.terrainImplementation, | 327 | (int)BSParam.TerrainImplementation, |
328 | PhysicsScene.Params.terrainImplementation, | 328 | BSParam.TerrainImplementation, |
329 | PhysicsScene.RegionName, terrainRegionBase); | 329 | PhysicsScene.RegionName, terrainRegionBase); |
330 | break; | 330 | break; |
331 | } | 331 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs index 6dc0d92..061e232 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs | |||
@@ -116,9 +116,9 @@ public sealed class BSTerrainMesh : BSTerrainPhys | |||
116 | } | 116 | } |
117 | 117 | ||
118 | // Set current terrain attributes | 118 | // Set current terrain attributes |
119 | BulletSimAPI.SetFriction2(m_terrainBody.ptr, PhysicsScene.Params.terrainFriction); | 119 | BulletSimAPI.SetFriction2(m_terrainBody.ptr, BSParam.TerrainFriction); |
120 | BulletSimAPI.SetHitFraction2(m_terrainBody.ptr, PhysicsScene.Params.terrainHitFraction); | 120 | BulletSimAPI.SetHitFraction2(m_terrainBody.ptr, BSParam.TerrainHitFraction); |
121 | BulletSimAPI.SetRestitution2(m_terrainBody.ptr, PhysicsScene.Params.terrainRestitution); | 121 | BulletSimAPI.SetRestitution2(m_terrainBody.ptr, BSParam.TerrainRestitution); |
122 | BulletSimAPI.SetCollisionFlags2(m_terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT); | 122 | BulletSimAPI.SetCollisionFlags2(m_terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT); |
123 | 123 | ||
124 | // Static objects are not very massive. | 124 | // Static objects are not very massive. |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs index 962b540..7857eaa 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs | |||
@@ -141,6 +141,8 @@ public struct EntityProperties | |||
141 | } | 141 | } |
142 | 142 | ||
143 | // Format of this structure must match the definition in the C++ code | 143 | // Format of this structure must match the definition in the C++ code |
144 | // NOTE: adding the X causes compile breaks if used. These are unused symbols | ||
145 | // that can be removed from both here and the unmanaged definition of this structure. | ||
144 | [StructLayout(LayoutKind.Sequential)] | 146 | [StructLayout(LayoutKind.Sequential)] |
145 | public struct ConfigurationParameters | 147 | public struct ConfigurationParameters |
146 | { | 148 | { |
@@ -150,31 +152,31 @@ public struct ConfigurationParameters | |||
150 | public float collisionMargin; | 152 | public float collisionMargin; |
151 | public float gravity; | 153 | public float gravity; |
152 | 154 | ||
153 | public float linearDamping; | 155 | public float XlinearDamping; |
154 | public float angularDamping; | 156 | public float XangularDamping; |
155 | public float deactivationTime; | 157 | public float XdeactivationTime; |
156 | public float linearSleepingThreshold; | 158 | public float XlinearSleepingThreshold; |
157 | public float angularSleepingThreshold; | 159 | public float XangularSleepingThreshold; |
158 | public float ccdMotionThreshold; | 160 | public float XccdMotionThreshold; |
159 | public float ccdSweptSphereRadius; | 161 | public float XccdSweptSphereRadius; |
160 | public float contactProcessingThreshold; | 162 | public float XcontactProcessingThreshold; |
161 | 163 | ||
162 | public float terrainImplementation; | 164 | public float XterrainImplementation; |
163 | public float terrainFriction; | 165 | public float XterrainFriction; |
164 | public float terrainHitFraction; | 166 | public float XterrainHitFraction; |
165 | public float terrainRestitution; | 167 | public float XterrainRestitution; |
166 | public float terrainCollisionMargin; | 168 | public float XterrainCollisionMargin; |
167 | 169 | ||
168 | public float avatarFriction; | 170 | public float XavatarFriction; |
169 | public float avatarStandingFriction; | 171 | public float XavatarStandingFriction; |
170 | public float avatarDensity; | 172 | public float XavatarDensity; |
171 | public float avatarRestitution; | 173 | public float XavatarRestitution; |
172 | public float avatarCapsuleWidth; | 174 | public float XavatarCapsuleWidth; |
173 | public float avatarCapsuleDepth; | 175 | public float XavatarCapsuleDepth; |
174 | public float avatarCapsuleHeight; | 176 | public float XavatarCapsuleHeight; |
175 | public float avatarContactProcessingThreshold; | 177 | public float XavatarContactProcessingThreshold; |
176 | 178 | ||
177 | public float vehicleAngularDamping; | 179 | public float XvehicleAngularDamping; |
178 | 180 | ||
179 | public float maxPersistantManifoldPoolSize; | 181 | public float maxPersistantManifoldPoolSize; |
180 | public float maxCollisionAlgorithmPoolSize; | 182 | public float maxCollisionAlgorithmPoolSize; |
@@ -185,14 +187,14 @@ public struct ConfigurationParameters | |||
185 | public float shouldEnableFrictionCaching; | 187 | public float shouldEnableFrictionCaching; |
186 | public float numberOfSolverIterations; | 188 | public float numberOfSolverIterations; |
187 | 189 | ||
188 | public float linksetImplementation; | 190 | public float XlinksetImplementation; |
189 | public float linkConstraintUseFrameOffset; | 191 | public float XlinkConstraintUseFrameOffset; |
190 | public float linkConstraintEnableTransMotor; | 192 | public float XlinkConstraintEnableTransMotor; |
191 | public float linkConstraintTransMotorMaxVel; | 193 | public float XlinkConstraintTransMotorMaxVel; |
192 | public float linkConstraintTransMotorMaxForce; | 194 | public float XlinkConstraintTransMotorMaxForce; |
193 | public float linkConstraintERP; | 195 | public float XlinkConstraintERP; |
194 | public float linkConstraintCFM; | 196 | public float XlinkConstraintCFM; |
195 | public float linkConstraintSolverIterations; | 197 | public float XlinkConstraintSolverIterations; |
196 | 198 | ||
197 | public float physicsLoggingFrames; | 199 | public float physicsLoggingFrames; |
198 | 200 | ||