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1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyrightD
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27using System;
28using System.Collections.Generic;
29using System.Text;
30
31using OpenSim.Region.Physics.Manager;
32
33using OpenMetaverse;
34using Nini.Config;
35
36namespace OpenSim.Region.Physics.BulletSPlugin
37{
38public static class BSParam
39{
40 private static string LogHeader = "[BULLETSIM PARAMETERS]";
41
42 // Level of Detail values kept as float because that's what the Meshmerizer wants
43 public static float MeshLOD { get; private set; }
44 public static float MeshCircularLOD { get; private set; }
45 public static float MeshMegaPrimLOD { get; private set; }
46 public static float MeshMegaPrimThreshold { get; private set; }
47 public static float SculptLOD { get; private set; }
48
49 public static int CrossingFailuresBeforeOutOfBounds { get; private set; }
50 public static float UpdateVelocityChangeThreshold { get; private set; }
51
52 public static float MinimumObjectMass { get; private set; }
53 public static float MaximumObjectMass { get; private set; }
54 public static float MaxLinearVelocity { get; private set; }
55 public static float MaxLinearVelocitySquared { get; private set; }
56 public static float MaxAngularVelocity { get; private set; }
57 public static float MaxAngularVelocitySquared { get; private set; }
58 public static float MaxAddForceMagnitude { get; private set; }
59 public static float MaxAddForceMagnitudeSquared { get; private set; }
60 public static float DensityScaleFactor { get; private set; }
61
62 public static float LinearDamping { get; private set; }
63 public static float AngularDamping { get; private set; }
64 public static float DeactivationTime { get; private set; }
65 public static float LinearSleepingThreshold { get; private set; }
66 public static float AngularSleepingThreshold { get; private set; }
67 public static float CcdMotionThreshold { get; private set; }
68 public static float CcdSweptSphereRadius { get; private set; }
69 public static float ContactProcessingThreshold { get; private set; }
70
71 public static bool ShouldMeshSculptedPrim { get; private set; } // cause scuplted prims to get meshed
72 public static bool ShouldForceSimplePrimMeshing { get; private set; } // if a cube or sphere, let Bullet do internal shapes
73 public static bool ShouldUseHullsForPhysicalObjects { get; private set; } // 'true' if should create hulls for physical objects
74 public static bool ShouldRemoveZeroWidthTriangles { get; private set; }
75
76 public static float TerrainImplementation { get; private set; }
77 public static float TerrainFriction { get; private set; }
78 public static float TerrainHitFraction { get; private set; }
79 public static float TerrainRestitution { get; private set; }
80 public static float TerrainCollisionMargin { get; private set; }
81
82 public static float DefaultFriction { get; private set; }
83 public static float DefaultDensity { get; private set; }
84 public static float DefaultRestitution { get; private set; }
85 public static float CollisionMargin { get; private set; }
86 public static float Gravity { get; private set; }
87
88 // Physics Engine operation
89 public static float MaxPersistantManifoldPoolSize { get; private set; }
90 public static float MaxCollisionAlgorithmPoolSize { get; private set; }
91 public static bool ShouldDisableContactPoolDynamicAllocation { get; private set; }
92 public static bool ShouldForceUpdateAllAabbs { get; private set; }
93 public static bool ShouldRandomizeSolverOrder { get; private set; }
94 public static bool ShouldSplitSimulationIslands { get; private set; }
95 public static bool ShouldEnableFrictionCaching { get; private set; }
96 public static float NumberOfSolverIterations { get; private set; }
97 public static bool UseSingleSidedMeshes { get; private set; }
98 public static float GlobalContactBreakingThreshold { get; private set; }
99
100 // Avatar parameters
101 public static float AvatarFriction { get; private set; }
102 public static float AvatarStandingFriction { get; private set; }
103 public static float AvatarAlwaysRunFactor { get; private set; }
104 public static float AvatarDensity { get; private set; }
105 public static float AvatarRestitution { get; private set; }
106 public static float AvatarCapsuleWidth { get; private set; }
107 public static float AvatarCapsuleDepth { get; private set; }
108 public static float AvatarCapsuleHeight { get; private set; }
109 public static float AvatarContactProcessingThreshold { get; private set; }
110 public static float AvatarBelowGroundUpCorrectionMeters { get; private set; }
111 public static float AvatarStepHeight { get; private set; }
112 public static float AvatarStepApproachFactor { get; private set; }
113 public static float AvatarStepForceFactor { get; private set; }
114
115 // Vehicle parameters
116 public static float VehicleMaxLinearVelocity { get; private set; }
117 public static float VehicleMaxLinearVelocitySquared { get; private set; }
118 public static float VehicleMaxAngularVelocity { get; private set; }
119 public static float VehicleMaxAngularVelocitySq { get; private set; }
120 public static float VehicleAngularDamping { get; private set; }
121 public static float VehicleFriction { get; private set; }
122 public static float VehicleRestitution { get; private set; }
123 public static Vector3 VehicleLinearFactor { get; private set; }
124 public static Vector3 VehicleAngularFactor { get; private set; }
125 public static float VehicleGroundGravityFudge { get; private set; }
126 public static bool VehicleDebuggingEnabled { get; private set; }
127
128 // Linkset implementation parameters
129 public static float LinksetImplementation { get; private set; }
130 public static bool LinkConstraintUseFrameOffset { get; private set; }
131 public static bool LinkConstraintEnableTransMotor { get; private set; }
132 public static float LinkConstraintTransMotorMaxVel { get; private set; }
133 public static float LinkConstraintTransMotorMaxForce { get; private set; }
134 public static float LinkConstraintERP { get; private set; }
135 public static float LinkConstraintCFM { get; private set; }
136 public static float LinkConstraintSolverIterations { get; private set; }
137
138 public static float PID_D { get; private set; } // derivative
139 public static float PID_P { get; private set; } // proportional
140
141 // Various constants that come from that other virtual world that shall not be named.
142 public const float MinGravityZ = -1f;
143 public const float MaxGravityZ = 28f;
144 public const float MinFriction = 0f;
145 public const float MaxFriction = 255f;
146 public const float MinDensity = 0.01f;
147 public const float MaxDensity = 22587f;
148 public const float MinRestitution = 0f;
149 public const float MaxRestitution = 1f;
150
151 // =====================================================================================
152 // =====================================================================================
153
154 // Base parameter definition that gets and sets parameter values via a string
155 public abstract class ParameterDefnBase
156 {
157 public string name; // string name of the parameter
158 public string desc; // a short description of what the parameter means
159 public ParameterDefnBase(string pName, string pDesc)
160 {
161 name = pName;
162 desc = pDesc;
163 }
164 // Set the parameter value to the default
165 public abstract void AssignDefault(BSScene s);
166 // Get the value as a string
167 public abstract string GetValue(BSScene s);
168 // Set the value to this string value
169 public abstract void SetValue(BSScene s, string valAsString);
170 // set the value on a particular object (usually sets in physics engine)
171 public abstract void SetOnObject(BSScene s, BSPhysObject obj);
172 public abstract bool HasSetOnObject { get; }
173 }
174
175 // Specific parameter definition for a parameter of a specific type.
176 public delegate T PGetValue<T>(BSScene s);
177 public delegate void PSetValue<T>(BSScene s, T val);
178 public delegate void PSetOnObject<T>(BSScene scene, BSPhysObject obj);
179 public sealed class ParameterDefn<T> : ParameterDefnBase
180 {
181 T defaultValue;
182 PSetValue<T> setter;
183 PGetValue<T> getter;
184 PSetOnObject<T> objectSet;
185 public ParameterDefn(string pName, string pDesc, T pDefault, PGetValue<T> pGetter, PSetValue<T> pSetter)
186 : base(pName, pDesc)
187 {
188 defaultValue = pDefault;
189 setter = pSetter;
190 getter = pGetter;
191 objectSet = null;
192 }
193 public ParameterDefn(string pName, string pDesc, T pDefault, PGetValue<T> pGetter, PSetValue<T> pSetter, PSetOnObject<T> pObjSetter)
194 : base(pName, pDesc)
195 {
196 defaultValue = pDefault;
197 setter = pSetter;
198 getter = pGetter;
199 objectSet = pObjSetter;
200 }
201 public override void AssignDefault(BSScene s)
202 {
203 setter(s, defaultValue);
204 }
205 public override string GetValue(BSScene s)
206 {
207 return String.Format("{0}", getter(s));
208 }
209 public override void SetValue(BSScene s, string valAsString)
210 {
211 // Get the generic type of the setter
212 Type genericType = setter.GetType().GetGenericArguments()[0];
213 // Find the 'Parse' method on that type
214 System.Reflection.MethodInfo parser = null;
215 try
216 {
217 parser = genericType.GetMethod("Parse", new Type[] { typeof(String) } );
218 }
219 catch (Exception e)
220 {
221 s.Logger.ErrorFormat("{0} Exception getting parser for type '{1}': {2}", LogHeader, genericType, e);
222 parser = null;
223 }
224 if (parser != null)
225 {
226 // Parse the input string
227 try
228 {
229 T setValue = (T)parser.Invoke(genericType, new Object[] { valAsString });
230 setter(s, setValue);
231 // s.Logger.DebugFormat("{0} Parameter {1} = {2}", LogHeader, name, setValue);
232 }
233 catch
234 {
235 s.Logger.ErrorFormat("{0} Failed parsing parameter value '{1}' as type '{2}'", LogHeader, valAsString, genericType);
236 }
237 }
238 else
239 {
240 s.Logger.ErrorFormat("{0} Could not find parameter parser for type '{1}'", LogHeader, genericType);
241 }
242 }
243 public override bool HasSetOnObject
244 {
245 get { return objectSet != null; }
246 }
247 public override void SetOnObject(BSScene s, BSPhysObject obj)
248 {
249 if (objectSet != null)
250 objectSet(s, obj);
251 }
252 }
253
254 // List of all of the externally visible parameters.
255 // For each parameter, this table maps a text name to getter and setters.
256 // To add a new externally referencable/settable parameter, add the paramter storage
257 // location somewhere in the program and make an entry in this table with the
258 // getters and setters.
259 // It is easiest to find an existing definition and copy it.
260 //
261 // A ParameterDefn<T>() takes the following parameters:
262 // -- the text name of the parameter. This is used for console input and ini file.
263 // -- a short text description of the parameter. This shows up in the console listing.
264 // -- a default value
265 // -- a delegate for getting the value
266 // -- a delegate for setting the value
267 // -- an optional delegate to update the value in the world. Most often used to
268 // push the new value to an in-world object.
269 //
270 // The single letter parameters for the delegates are:
271 // s = BSScene
272 // o = BSPhysObject
273 // v = value (appropriate type)
274 private static ParameterDefnBase[] ParameterDefinitions =
275 {
276 new ParameterDefn<bool>("MeshSculptedPrim", "Whether to create meshes for sculpties",
277 true,
278 (s) => { return ShouldMeshSculptedPrim; },
279 (s,v) => { ShouldMeshSculptedPrim = v; } ),
280 new ParameterDefn<bool>("ForceSimplePrimMeshing", "If true, only use primitive meshes for objects",
281 false,
282 (s) => { return ShouldForceSimplePrimMeshing; },
283 (s,v) => { ShouldForceSimplePrimMeshing = v; } ),
284 new ParameterDefn<bool>("UseHullsForPhysicalObjects", "If true, create hulls for physical objects",
285 true,
286 (s) => { return ShouldUseHullsForPhysicalObjects; },
287 (s,v) => { ShouldUseHullsForPhysicalObjects = v; } ),
288 new ParameterDefn<bool>("ShouldRemoveZeroWidthTriangles", "If true, remove degenerate triangles from meshes",
289 true,
290 (s) => { return ShouldRemoveZeroWidthTriangles; },
291 (s,v) => { ShouldRemoveZeroWidthTriangles = v; } ),
292
293 new ParameterDefn<int>("CrossingFailuresBeforeOutOfBounds", "How forgiving we are about getting into adjactent regions",
294 5,
295 (s) => { return CrossingFailuresBeforeOutOfBounds; },
296 (s,v) => { CrossingFailuresBeforeOutOfBounds = v; } ),
297 new ParameterDefn<float>("UpdateVelocityChangeThreshold", "Change in updated velocity required before reporting change to simulator",
298 0.1f,
299 (s) => { return UpdateVelocityChangeThreshold; },
300 (s,v) => { UpdateVelocityChangeThreshold = v; } ),
301
302 new ParameterDefn<float>("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)",
303 32f,
304 (s) => { return MeshLOD; },
305 (s,v) => { MeshLOD = v; } ),
306 new ParameterDefn<float>("MeshLevelOfDetailCircular", "Level of detail for prims with circular cuts or shapes",
307 32f,
308 (s) => { return MeshCircularLOD; },
309 (s,v) => { MeshCircularLOD = v; } ),
310 new ParameterDefn<float>("MeshLevelOfDetailMegaPrimThreshold", "Size (in meters) of a mesh before using MeshMegaPrimLOD",
311 10f,
312 (s) => { return MeshMegaPrimThreshold; },
313 (s,v) => { MeshMegaPrimThreshold = v; } ),
314 new ParameterDefn<float>("MeshLevelOfDetailMegaPrim", "Level of detail to render meshes larger than threshold meters",
315 32f,
316 (s) => { return MeshMegaPrimLOD; },
317 (s,v) => { MeshMegaPrimLOD = v; } ),
318 new ParameterDefn<float>("SculptLevelOfDetail", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)",
319 32f,
320 (s) => { return SculptLOD; },
321 (s,v) => { SculptLOD = v; } ),
322
323 new ParameterDefn<int>("MaxSubStep", "In simulation step, maximum number of substeps",
324 10,
325 (s) => { return s.m_maxSubSteps; },
326 (s,v) => { s.m_maxSubSteps = (int)v; } ),
327 new ParameterDefn<float>("FixedTimeStep", "In simulation step, seconds of one substep (1/60)",
328 1f / 60f,
329 (s) => { return s.m_fixedTimeStep; },
330 (s,v) => { s.m_fixedTimeStep = v; } ),
331 new ParameterDefn<float>("NominalFrameRate", "The base frame rate we claim",
332 55f,
333 (s) => { return s.NominalFrameRate; },
334 (s,v) => { s.NominalFrameRate = (int)v; } ),
335 new ParameterDefn<int>("MaxCollisionsPerFrame", "Max collisions returned at end of each frame",
336 2048,
337 (s) => { return s.m_maxCollisionsPerFrame; },
338 (s,v) => { s.m_maxCollisionsPerFrame = (int)v; } ),
339 new ParameterDefn<int>("MaxUpdatesPerFrame", "Max updates returned at end of each frame",
340 8000,
341 (s) => { return s.m_maxUpdatesPerFrame; },
342 (s,v) => { s.m_maxUpdatesPerFrame = (int)v; } ),
343
344 new ParameterDefn<float>("MinObjectMass", "Minimum object mass (0.0001)",
345 0.0001f,
346 (s) => { return MinimumObjectMass; },
347 (s,v) => { MinimumObjectMass = v; } ),
348 new ParameterDefn<float>("MaxObjectMass", "Maximum object mass (10000.01)",
349 10000.01f,
350 (s) => { return MaximumObjectMass; },
351 (s,v) => { MaximumObjectMass = v; } ),
352 new ParameterDefn<float>("MaxLinearVelocity", "Maximum velocity magnitude that can be assigned to an object",
353 1000.0f,
354 (s) => { return MaxLinearVelocity; },
355 (s,v) => { MaxLinearVelocity = v; MaxLinearVelocitySquared = v * v; } ),
356 new ParameterDefn<float>("MaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to an object",
357 1000.0f,
358 (s) => { return MaxAngularVelocity; },
359 (s,v) => { MaxAngularVelocity = v; MaxAngularVelocitySquared = v * v; } ),
360 // LL documentation says thie number should be 20f for llApplyImpulse and 200f for llRezObject
361 new ParameterDefn<float>("MaxAddForceMagnitude", "Maximum force that can be applied by llApplyImpulse (SL says 20f)",
362 20000.0f,
363 (s) => { return MaxAddForceMagnitude; },
364 (s,v) => { MaxAddForceMagnitude = v; MaxAddForceMagnitudeSquared = v * v; } ),
365 // Density is passed around as 100kg/m3. This scales that to 1kg/m3.
366 new ParameterDefn<float>("DensityScaleFactor", "Conversion for simulator/viewer density (100kg/m3) to physical density (1kg/m3)",
367 0.01f,
368 (s) => { return DensityScaleFactor; },
369 (s,v) => { DensityScaleFactor = v; } ),
370
371 new ParameterDefn<float>("PID_D", "Derivitive factor for motion smoothing",
372 2200f,
373 (s) => { return (float)PID_D; },
374 (s,v) => { PID_D = v; } ),
375 new ParameterDefn<float>("PID_P", "Parameteric factor for motion smoothing",
376 900f,
377 (s) => { return (float)PID_P; },
378 (s,v) => { PID_P = v; } ),
379
380 new ParameterDefn<float>("DefaultFriction", "Friction factor used on new objects",
381 0.2f,
382 (s) => { return DefaultFriction; },
383 (s,v) => { DefaultFriction = v; s.UnmanagedParams[0].defaultFriction = v; } ),
384 new ParameterDefn<float>("DefaultDensity", "Density for new objects" ,
385 10.000006836f, // Aluminum g/cm3
386 (s) => { return DefaultDensity; },
387 (s,v) => { DefaultDensity = v; s.UnmanagedParams[0].defaultDensity = v; } ),
388 new ParameterDefn<float>("DefaultRestitution", "Bouncyness of an object" ,
389 0f,
390 (s) => { return DefaultRestitution; },
391 (s,v) => { DefaultRestitution = v; s.UnmanagedParams[0].defaultRestitution = v; } ),
392 new ParameterDefn<float>("CollisionMargin", "Margin around objects before collisions are calculated (must be zero!)",
393 0.04f,
394 (s) => { return CollisionMargin; },
395 (s,v) => { CollisionMargin = v; s.UnmanagedParams[0].collisionMargin = v; } ),
396 new ParameterDefn<float>("Gravity", "Vertical force of gravity (negative means down)",
397 -9.80665f,
398 (s) => { return Gravity; },
399 (s,v) => { Gravity = v; s.UnmanagedParams[0].gravity = v; },
400 (s,o) => { s.PE.SetGravity(o.PhysBody, new Vector3(0f,0f,Gravity)); } ),
401
402
403 new ParameterDefn<float>("LinearDamping", "Factor to damp linear movement per second (0.0 - 1.0)",
404 0f,
405 (s) => { return LinearDamping; },
406 (s,v) => { LinearDamping = v; },
407 (s,o) => { s.PE.SetDamping(o.PhysBody, LinearDamping, AngularDamping); } ),
408 new ParameterDefn<float>("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)",
409 0f,
410 (s) => { return AngularDamping; },
411 (s,v) => { AngularDamping = v; },
412 (s,o) => { s.PE.SetDamping(o.PhysBody, LinearDamping, AngularDamping); } ),
413 new ParameterDefn<float>("DeactivationTime", "Seconds before considering an object potentially static",
414 0.2f,
415 (s) => { return DeactivationTime; },
416 (s,v) => { DeactivationTime = v; },
417 (s,o) => { s.PE.SetDeactivationTime(o.PhysBody, DeactivationTime); } ),
418 new ParameterDefn<float>("LinearSleepingThreshold", "Seconds to measure linear movement before considering static",
419 0.8f,
420 (s) => { return LinearSleepingThreshold; },
421 (s,v) => { LinearSleepingThreshold = v;},
422 (s,o) => { s.PE.SetSleepingThresholds(o.PhysBody, LinearSleepingThreshold, AngularSleepingThreshold); } ),
423 new ParameterDefn<float>("AngularSleepingThreshold", "Seconds to measure angular movement before considering static",
424 1.0f,
425 (s) => { return AngularSleepingThreshold; },
426 (s,v) => { AngularSleepingThreshold = v;},
427 (s,o) => { s.PE.SetSleepingThresholds(o.PhysBody, LinearSleepingThreshold, AngularSleepingThreshold); } ),
428 new ParameterDefn<float>("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" ,
429 0.0f, // set to zero to disable
430 (s) => { return CcdMotionThreshold; },
431 (s,v) => { CcdMotionThreshold = v;},
432 (s,o) => { s.PE.SetCcdMotionThreshold(o.PhysBody, CcdMotionThreshold); } ),
433 new ParameterDefn<float>("CcdSweptSphereRadius", "Continuious collision detection test radius" ,
434 0.2f,
435 (s) => { return CcdSweptSphereRadius; },
436 (s,v) => { CcdSweptSphereRadius = v;},
437 (s,o) => { s.PE.SetCcdSweptSphereRadius(o.PhysBody, CcdSweptSphereRadius); } ),
438 new ParameterDefn<float>("ContactProcessingThreshold", "Distance above which contacts can be discarded (0 means no discard)" ,
439 0.0f,
440 (s) => { return ContactProcessingThreshold; },
441 (s,v) => { ContactProcessingThreshold = v;},
442 (s,o) => { s.PE.SetContactProcessingThreshold(o.PhysBody, ContactProcessingThreshold); } ),
443
444 new ParameterDefn<float>("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)",
445 (float)BSTerrainPhys.TerrainImplementation.Mesh,
446 (s) => { return TerrainImplementation; },
447 (s,v) => { TerrainImplementation = v; } ),
448 new ParameterDefn<float>("TerrainFriction", "Factor to reduce movement against terrain surface" ,
449 0.3f,
450 (s) => { return TerrainFriction; },
451 (s,v) => { TerrainFriction = v; /* TODO: set on real terrain */} ),
452 new ParameterDefn<float>("TerrainHitFraction", "Distance to measure hit collisions" ,
453 0.8f,
454 (s) => { return TerrainHitFraction; },
455 (s,v) => { TerrainHitFraction = v; /* TODO: set on real terrain */ } ),
456 new ParameterDefn<float>("TerrainRestitution", "Bouncyness" ,
457 0f,
458 (s) => { return TerrainRestitution; },
459 (s,v) => { TerrainRestitution = v; /* TODO: set on real terrain */ } ),
460 new ParameterDefn<float>("TerrainCollisionMargin", "Margin where collision checking starts" ,
461 0.08f,
462 (s) => { return TerrainCollisionMargin; },
463 (s,v) => { TerrainCollisionMargin = v; /* TODO: set on real terrain */ } ),
464
465 new ParameterDefn<float>("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.",
466 0.2f,
467 (s) => { return AvatarFriction; },
468 (s,v) => { AvatarFriction = v; } ),
469 new ParameterDefn<float>("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.",
470 0.95f,
471 (s) => { return AvatarStandingFriction; },
472 (s,v) => { AvatarStandingFriction = v; } ),
473 new ParameterDefn<float>("AvatarAlwaysRunFactor", "Speed multiplier if avatar is set to always run",
474 1.3f,
475 (s) => { return AvatarAlwaysRunFactor; },
476 (s,v) => { AvatarAlwaysRunFactor = v; } ),
477 new ParameterDefn<float>("AvatarDensity", "Density of an avatar. Changed on avatar recreation.",
478 3.5f,
479 (s) => { return AvatarDensity; },
480 (s,v) => { AvatarDensity = v; } ),
481 new ParameterDefn<float>("AvatarRestitution", "Bouncyness. Changed on avatar recreation.",
482 0f,
483 (s) => { return AvatarRestitution; },
484 (s,v) => { AvatarRestitution = v; } ),
485 new ParameterDefn<float>("AvatarCapsuleWidth", "The distance between the sides of the avatar capsule",
486 0.6f,
487 (s) => { return AvatarCapsuleWidth; },
488 (s,v) => { AvatarCapsuleWidth = v; } ),
489 new ParameterDefn<float>("AvatarCapsuleDepth", "The distance between the front and back of the avatar capsule",
490 0.45f,
491 (s) => { return AvatarCapsuleDepth; },
492 (s,v) => { AvatarCapsuleDepth = v; } ),
493 new ParameterDefn<float>("AvatarCapsuleHeight", "Default height of space around avatar",
494 1.5f,
495 (s) => { return AvatarCapsuleHeight; },
496 (s,v) => { AvatarCapsuleHeight = v; } ),
497 new ParameterDefn<float>("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions",
498 0.1f,
499 (s) => { return AvatarContactProcessingThreshold; },
500 (s,v) => { AvatarContactProcessingThreshold = v; } ),
501 new ParameterDefn<float>("AvatarBelowGroundUpCorrectionMeters", "Meters to move avatar up if it seems to be below ground",
502 1.0f,
503 (s) => { return AvatarBelowGroundUpCorrectionMeters; },
504 (s,v) => { AvatarBelowGroundUpCorrectionMeters = v; } ),
505 new ParameterDefn<float>("AvatarStepHeight", "Height of a step obstacle to consider step correction",
506 0.3f,
507 (s) => { return AvatarStepHeight; },
508 (s,v) => { AvatarStepHeight = v; } ),
509 new ParameterDefn<float>("AvatarStepApproachFactor", "Factor to control angle of approach to step (0=straight on)",
510 0.6f,
511 (s) => { return AvatarStepApproachFactor; },
512 (s,v) => { AvatarStepApproachFactor = v; } ),
513 new ParameterDefn<float>("AvatarStepForceFactor", "Controls the amount of force up applied to step up onto a step",
514 2.0f,
515 (s) => { return AvatarStepForceFactor; },
516 (s,v) => { AvatarStepForceFactor = v; } ),
517
518 new ParameterDefn<float>("VehicleMaxLinearVelocity", "Maximum velocity magnitude that can be assigned to a vehicle",
519 1000.0f,
520 (s) => { return (float)VehicleMaxLinearVelocity; },
521 (s,v) => { VehicleMaxLinearVelocity = v; VehicleMaxLinearVelocitySquared = v * v; } ),
522 new ParameterDefn<float>("VehicleMaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to a vehicle",
523 12.0f,
524 (s) => { return (float)VehicleMaxAngularVelocity; },
525 (s,v) => { VehicleMaxAngularVelocity = v; VehicleMaxAngularVelocitySq = v * v; } ),
526 new ParameterDefn<float>("VehicleAngularDamping", "Factor to damp vehicle angular movement per second (0.0 - 1.0)",
527 0.0f,
528 (s) => { return VehicleAngularDamping; },
529 (s,v) => { VehicleAngularDamping = v; } ),
530 new ParameterDefn<Vector3>("VehicleLinearFactor", "Fraction of physical linear changes applied to vehicle (<0,0,0> to <1,1,1>)",
531 new Vector3(1f, 1f, 1f),
532 (s) => { return VehicleLinearFactor; },
533 (s,v) => { VehicleLinearFactor = v; } ),
534 new ParameterDefn<Vector3>("VehicleAngularFactor", "Fraction of physical angular changes applied to vehicle (<0,0,0> to <1,1,1>)",
535 new Vector3(1f, 1f, 1f),
536 (s) => { return VehicleAngularFactor; },
537 (s,v) => { VehicleAngularFactor = v; } ),
538 new ParameterDefn<float>("VehicleFriction", "Friction of vehicle on the ground (0.0 - 1.0)",
539 0.0f,
540 (s) => { return VehicleFriction; },
541 (s,v) => { VehicleFriction = v; } ),
542 new ParameterDefn<float>("VehicleRestitution", "Bouncyness factor for vehicles (0.0 - 1.0)",
543 0.0f,
544 (s) => { return VehicleRestitution; },
545 (s,v) => { VehicleRestitution = v; } ),
546 new ParameterDefn<float>("VehicleGroundGravityFudge", "Factor to multiple gravity if a ground vehicle is probably on the ground (0.0 - 1.0)",
547 0.2f,
548 (s) => { return VehicleGroundGravityFudge; },
549 (s,v) => { VehicleGroundGravityFudge = v; } ),
550 new ParameterDefn<bool>("VehicleDebuggingEnable", "Turn on/off vehicle debugging",
551 false,
552 (s) => { return VehicleDebuggingEnabled; },
553 (s,v) => { VehicleDebuggingEnabled = v; } ),
554
555 new ParameterDefn<float>("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)",
556 0f,
557 (s) => { return MaxPersistantManifoldPoolSize; },
558 (s,v) => { MaxPersistantManifoldPoolSize = v; s.UnmanagedParams[0].maxPersistantManifoldPoolSize = v; } ),
559 new ParameterDefn<float>("MaxCollisionAlgorithmPoolSize", "Number of collisions pooled (0 means default of 4096)",
560 0f,
561 (s) => { return MaxCollisionAlgorithmPoolSize; },
562 (s,v) => { MaxCollisionAlgorithmPoolSize = v; s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize = v; } ),
563 new ParameterDefn<bool>("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count",
564 false,
565 (s) => { return ShouldDisableContactPoolDynamicAllocation; },
566 (s,v) => { ShouldDisableContactPoolDynamicAllocation = v;
567 s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = NumericBool(v); } ),
568 new ParameterDefn<bool>("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step",
569 false,
570 (s) => { return ShouldForceUpdateAllAabbs; },
571 (s,v) => { ShouldForceUpdateAllAabbs = v; s.UnmanagedParams[0].shouldForceUpdateAllAabbs = NumericBool(v); } ),
572 new ParameterDefn<bool>("ShouldRandomizeSolverOrder", "Enable for slightly better stacking interaction",
573 true,
574 (s) => { return ShouldRandomizeSolverOrder; },
575 (s,v) => { ShouldRandomizeSolverOrder = v; s.UnmanagedParams[0].shouldRandomizeSolverOrder = NumericBool(v); } ),
576 new ParameterDefn<bool>("ShouldSplitSimulationIslands", "Enable splitting active object scanning islands",
577 true,
578 (s) => { return ShouldSplitSimulationIslands; },
579 (s,v) => { ShouldSplitSimulationIslands = v; s.UnmanagedParams[0].shouldSplitSimulationIslands = NumericBool(v); } ),
580 new ParameterDefn<bool>("ShouldEnableFrictionCaching", "Enable friction computation caching",
581 true,
582 (s) => { return ShouldEnableFrictionCaching; },
583 (s,v) => { ShouldEnableFrictionCaching = v; s.UnmanagedParams[0].shouldEnableFrictionCaching = NumericBool(v); } ),
584 new ParameterDefn<float>("NumberOfSolverIterations", "Number of internal iterations (0 means default)",
585 0f, // zero says use Bullet default
586 (s) => { return NumberOfSolverIterations; },
587 (s,v) => { NumberOfSolverIterations = v; s.UnmanagedParams[0].numberOfSolverIterations = v; } ),
588 new ParameterDefn<bool>("UseSingleSidedMeshes", "Whether to compute collisions based on single sided meshes.",
589 true,
590 (s) => { return UseSingleSidedMeshes; },
591 (s,v) => { UseSingleSidedMeshes = v; s.UnmanagedParams[0].useSingleSidedMeshes = NumericBool(v); } ),
592 new ParameterDefn<float>("GlobalContactBreakingThreshold", "Amount of shape radius before breaking a collision contact (0 says Bullet default (0.2))",
593 0f,
594 (s) => { return GlobalContactBreakingThreshold; },
595 (s,v) => { GlobalContactBreakingThreshold = v; s.UnmanagedParams[0].globalContactBreakingThreshold = v; } ),
596
597 new ParameterDefn<float>("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)",
598 (float)BSLinkset.LinksetImplementation.Compound,
599 (s) => { return LinksetImplementation; },
600 (s,v) => { LinksetImplementation = v; } ),
601 new ParameterDefn<bool>("LinkConstraintUseFrameOffset", "For linksets built with constraints, enable frame offsetFor linksets built with constraints, enable frame offset.",
602 false,
603 (s) => { return LinkConstraintUseFrameOffset; },
604 (s,v) => { LinkConstraintUseFrameOffset = v; } ),
605 new ParameterDefn<bool>("LinkConstraintEnableTransMotor", "Whether to enable translational motor on linkset constraints",
606 true,
607 (s) => { return LinkConstraintEnableTransMotor; },
608 (s,v) => { LinkConstraintEnableTransMotor = v; } ),
609 new ParameterDefn<float>("LinkConstraintTransMotorMaxVel", "Maximum velocity to be applied by translational motor in linkset constraints",
610 5.0f,
611 (s) => { return LinkConstraintTransMotorMaxVel; },
612 (s,v) => { LinkConstraintTransMotorMaxVel = v; } ),
613 new ParameterDefn<float>("LinkConstraintTransMotorMaxForce", "Maximum force to be applied by translational motor in linkset constraints",
614 0.1f,
615 (s) => { return LinkConstraintTransMotorMaxForce; },
616 (s,v) => { LinkConstraintTransMotorMaxForce = v; } ),
617 new ParameterDefn<float>("LinkConstraintCFM", "Amount constraint can be violated. 0=no violation, 1=infinite. Default=0.1",
618 0.1f,
619 (s) => { return LinkConstraintCFM; },
620 (s,v) => { LinkConstraintCFM = v; } ),
621 new ParameterDefn<float>("LinkConstraintERP", "Amount constraint is corrected each tick. 0=none, 1=all. Default = 0.2",
622 0.1f,
623 (s) => { return LinkConstraintERP; },
624 (s,v) => { LinkConstraintERP = v; } ),
625 new ParameterDefn<float>("LinkConstraintSolverIterations", "Number of solver iterations when computing constraint. (0 = Bullet default)",
626 40,
627 (s) => { return LinkConstraintSolverIterations; },
628 (s,v) => { LinkConstraintSolverIterations = v; } ),
629
630 new ParameterDefn<int>("PhysicsMetricFrames", "Frames between outputting detailed phys metrics. (0 is off)",
631 0,
632 (s) => { return s.PhysicsMetricDumpFrames; },
633 (s,v) => { s.PhysicsMetricDumpFrames = v; } ),
634 new ParameterDefn<float>("ResetBroadphasePool", "Setting this is any value resets the broadphase collision pool",
635 0f,
636 (s) => { return 0f; },
637 (s,v) => { BSParam.ResetBroadphasePoolTainted(s, v); } ),
638 new ParameterDefn<float>("ResetConstraintSolver", "Setting this is any value resets the constraint solver",
639 0f,
640 (s) => { return 0f; },
641 (s,v) => { BSParam.ResetConstraintSolverTainted(s, v); } ),
642 };
643
644 // Convert a boolean to our numeric true and false values
645 public static float NumericBool(bool b)
646 {
647 return (b ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse);
648 }
649
650 // Convert numeric true and false values to a boolean
651 public static bool BoolNumeric(float b)
652 {
653 return (b == ConfigurationParameters.numericTrue ? true : false);
654 }
655
656 // Search through the parameter definitions and return the matching
657 // ParameterDefn structure.
658 // Case does not matter as names are compared after converting to lower case.
659 // Returns 'false' if the parameter is not found.
660 internal static bool TryGetParameter(string paramName, out ParameterDefnBase defn)
661 {
662 bool ret = false;
663 ParameterDefnBase foundDefn = null;
664 string pName = paramName.ToLower();
665
666 foreach (ParameterDefnBase parm in ParameterDefinitions)
667 {
668 if (pName == parm.name.ToLower())
669 {
670 foundDefn = parm;
671 ret = true;
672 break;
673 }
674 }
675 defn = foundDefn;
676 return ret;
677 }
678
679 // Pass through the settable parameters and set the default values
680 internal static void SetParameterDefaultValues(BSScene physicsScene)
681 {
682 foreach (ParameterDefnBase parm in ParameterDefinitions)
683 {
684 parm.AssignDefault(physicsScene);
685 }
686 }
687
688 // Get user set values out of the ini file.
689 internal static void SetParameterConfigurationValues(BSScene physicsScene, IConfig cfg)
690 {
691 foreach (ParameterDefnBase parm in ParameterDefinitions)
692 {
693 parm.SetValue(physicsScene, cfg.GetString(parm.name, parm.GetValue(physicsScene)));
694 }
695 }
696
697 internal static PhysParameterEntry[] SettableParameters = new PhysParameterEntry[1];
698
699 // This creates an array in the correct format for returning the list of
700 // parameters. This is used by the 'list' option of the 'physics' command.
701 internal static void BuildParameterTable()
702 {
703 if (SettableParameters.Length < ParameterDefinitions.Length)
704 {
705 List<PhysParameterEntry> entries = new List<PhysParameterEntry>();
706 for (int ii = 0; ii < ParameterDefinitions.Length; ii++)
707 {
708 ParameterDefnBase pd = ParameterDefinitions[ii];
709 entries.Add(new PhysParameterEntry(pd.name, pd.desc));
710 }
711
712 // make the list alphabetical for ease of finding anything
713 entries.Sort((ppe1, ppe2) => { return ppe1.name.CompareTo(ppe2.name); });
714
715 SettableParameters = entries.ToArray();
716 }
717 }
718
719 // =====================================================================
720 // =====================================================================
721 // There are parameters that, when set, cause things to happen in the physics engine.
722 // This causes the broadphase collision cache to be cleared.
723 private static void ResetBroadphasePoolTainted(BSScene pPhysScene, float v)
724 {
725 BSScene physScene = pPhysScene;
726 physScene.TaintedObject("BSParam.ResetBroadphasePoolTainted", delegate()
727 {
728 physScene.PE.ResetBroadphasePool(physScene.World);
729 });
730 }
731
732 // This causes the constraint solver cache to be cleared and reset.
733 private static void ResetConstraintSolverTainted(BSScene pPhysScene, float v)
734 {
735 BSScene physScene = pPhysScene;
736 physScene.TaintedObject("BSParam.ResetConstraintSolver", delegate()
737 {
738 physScene.PE.ResetConstraintSolver(physScene.World);
739 });
740 }
741}
742}