Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
commit
0d4df99d04
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@ -1088,7 +1088,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
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{
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CollisionWorld.WorldData.ParamData p = new CollisionWorld.WorldData.ParamData();
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p.angularDamping = o[0].XangularDamping;
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p.angularDamping = BSParam.AngularDamping;
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p.defaultFriction = o[0].defaultFriction;
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p.defaultFriction = o[0].defaultFriction;
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p.defaultDensity = o[0].defaultDensity;
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@ -1096,32 +1096,32 @@ private sealed class BulletConstraintXNA : BulletConstraint
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p.collisionMargin = o[0].collisionMargin;
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p.gravity = o[0].gravity;
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p.linearDamping = o[0].XlinearDamping;
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p.angularDamping = o[0].XangularDamping;
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p.deactivationTime = o[0].XdeactivationTime;
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p.linearSleepingThreshold = o[0].XlinearSleepingThreshold;
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p.angularSleepingThreshold = o[0].XangularSleepingThreshold;
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p.ccdMotionThreshold = o[0].XccdMotionThreshold;
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p.ccdSweptSphereRadius = o[0].XccdSweptSphereRadius;
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p.contactProcessingThreshold = o[0].XcontactProcessingThreshold;
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p.linearDamping = BSParam.LinearDamping;
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p.angularDamping = BSParam.AngularDamping;
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p.deactivationTime = BSParam.DeactivationTime;
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p.linearSleepingThreshold = BSParam.LinearSleepingThreshold;
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p.angularSleepingThreshold = BSParam.AngularSleepingThreshold;
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p.ccdMotionThreshold = BSParam.CcdMotionThreshold;
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p.ccdSweptSphereRadius = BSParam.CcdSweptSphereRadius;
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p.contactProcessingThreshold = BSParam.ContactProcessingThreshold;
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p.terrainImplementation = o[0].XterrainImplementation;
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p.terrainFriction = o[0].XterrainFriction;
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p.terrainImplementation = BSParam.TerrainImplementation;
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p.terrainFriction = BSParam.TerrainFriction;
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p.terrainHitFraction = o[0].XterrainHitFraction;
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p.terrainRestitution = o[0].XterrainRestitution;
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p.terrainCollisionMargin = o[0].XterrainCollisionMargin;
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p.terrainHitFraction = BSParam.TerrainHitFraction;
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p.terrainRestitution = BSParam.TerrainRestitution;
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p.terrainCollisionMargin = BSParam.TerrainCollisionMargin;
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p.avatarFriction = o[0].XavatarFriction;
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p.avatarStandingFriction = o[0].XavatarStandingFriction;
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p.avatarDensity = o[0].XavatarDensity;
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p.avatarRestitution = o[0].XavatarRestitution;
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p.avatarCapsuleWidth = o[0].XavatarCapsuleWidth;
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p.avatarCapsuleDepth = o[0].XavatarCapsuleDepth;
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p.avatarCapsuleHeight = o[0].XavatarCapsuleHeight;
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p.avatarContactProcessingThreshold = o[0].XavatarContactProcessingThreshold;
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p.avatarFriction = BSParam.AvatarFriction;
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p.avatarStandingFriction = BSParam.AvatarStandingFriction;
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p.avatarDensity = BSParam.AvatarDensity;
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p.avatarRestitution = BSParam.AvatarRestitution;
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p.avatarCapsuleWidth = BSParam.AvatarCapsuleWidth;
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p.avatarCapsuleDepth = BSParam.AvatarCapsuleDepth;
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p.avatarCapsuleHeight = BSParam.AvatarCapsuleHeight;
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p.avatarContactProcessingThreshold = BSParam.AvatarContactProcessingThreshold;
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p.vehicleAngularDamping = o[0].XvehicleAngularDamping;
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p.vehicleAngularDamping = BSParam.VehicleAngularDamping;
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p.maxPersistantManifoldPoolSize = o[0].maxPersistantManifoldPoolSize;
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p.maxCollisionAlgorithmPoolSize = o[0].maxCollisionAlgorithmPoolSize;
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@ -1132,15 +1132,15 @@ private sealed class BulletConstraintXNA : BulletConstraint
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p.shouldEnableFrictionCaching = o[0].shouldEnableFrictionCaching;
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p.numberOfSolverIterations = o[0].numberOfSolverIterations;
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p.linksetImplementation = o[0].XlinksetImplementation;
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p.linkConstraintUseFrameOffset = o[0].XlinkConstraintUseFrameOffset;
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p.linkConstraintEnableTransMotor = o[0].XlinkConstraintEnableTransMotor;
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p.linkConstraintTransMotorMaxVel = o[0].XlinkConstraintTransMotorMaxVel;
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p.linkConstraintTransMotorMaxForce = o[0].XlinkConstraintTransMotorMaxForce;
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p.linkConstraintERP = o[0].XlinkConstraintERP;
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p.linkConstraintCFM = o[0].XlinkConstraintCFM;
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p.linkConstraintSolverIterations = o[0].XlinkConstraintSolverIterations;
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p.physicsLoggingFrames = o[0].XphysicsLoggingFrames;
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p.linksetImplementation = BSParam.LinksetImplementation;
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p.linkConstraintUseFrameOffset = BSParam.LinkConstraintUseFrameOffset;
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p.linkConstraintEnableTransMotor = BSParam.LinkConstraintEnableTransMotor;
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p.linkConstraintTransMotorMaxVel = BSParam.LinkConstraintTransMotorMaxVel;
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p.linkConstraintTransMotorMaxForce = BSParam.LinkConstraintTransMotorMaxForce;
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p.linkConstraintERP = BSParam.LinkConstraintERP;
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p.linkConstraintCFM = BSParam.LinkConstraintCFM;
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p.linkConstraintSolverIterations = BSParam.LinkConstraintSolverIterations;
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p.physicsLoggingFrames = o[0].physicsLoggingFrames;
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DefaultCollisionConstructionInfo ccci = new DefaultCollisionConstructionInfo();
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DefaultCollisionConfiguration cci = new DefaultCollisionConfiguration();
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@ -174,32 +174,6 @@ public struct ConfigurationParameters
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public float collisionMargin;
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public float gravity;
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public float XlinearDamping;
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public float XangularDamping;
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public float XdeactivationTime;
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public float XlinearSleepingThreshold;
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public float XangularSleepingThreshold;
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public float XccdMotionThreshold;
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public float XccdSweptSphereRadius;
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public float XcontactProcessingThreshold;
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public float XterrainImplementation;
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public float XterrainFriction;
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public float XterrainHitFraction;
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public float XterrainRestitution;
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public float XterrainCollisionMargin;
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public float XavatarFriction;
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public float XavatarStandingFriction;
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public float XavatarDensity;
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public float XavatarRestitution;
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public float XavatarCapsuleWidth;
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public float XavatarCapsuleDepth;
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public float XavatarCapsuleHeight;
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public float XavatarContactProcessingThreshold;
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public float XvehicleAngularDamping;
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public float maxPersistantManifoldPoolSize;
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public float maxCollisionAlgorithmPoolSize;
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public float shouldDisableContactPoolDynamicAllocation;
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@ -208,17 +182,9 @@ public struct ConfigurationParameters
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public float shouldSplitSimulationIslands;
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public float shouldEnableFrictionCaching;
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public float numberOfSolverIterations;
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public float useSingleSidedMeshes;
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public float XlinksetImplementation;
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public float XlinkConstraintUseFrameOffset;
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public float XlinkConstraintEnableTransMotor;
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public float XlinkConstraintTransMotorMaxVel;
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public float XlinkConstraintTransMotorMaxForce;
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public float XlinkConstraintERP;
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public float XlinkConstraintCFM;
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public float XlinkConstraintSolverIterations;
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public float XphysicsLoggingFrames;
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public float physicsLoggingFrames;
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public const float numericTrue = 1f;
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public const float numericFalse = 0f;
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@ -1326,7 +1326,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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// If verticalError.Z is negative, the vehicle is upside down. Add additional push.
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if (verticalError.Z < 0f)
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{
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vertContributionV.X += PIOverFour;
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vertContributionV.X += Math.Sign(vertContributionV.X) * PIOverFour;
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// vertContribution.Y -= PIOverFour;
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}
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@ -39,6 +39,7 @@ public static class BSParam
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{
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// Level of Detail values kept as float because that's what the Meshmerizer wants
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public static float MeshLOD { get; private set; }
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public static float MeshCircularLOD { get; private set; }
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public static float MeshMegaPrimLOD { get; private set; }
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public static float MeshMegaPrimThreshold { get; private set; }
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public static float SculptLOD { get; private set; }
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@ -61,6 +62,7 @@ public static class BSParam
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public static bool ShouldMeshSculptedPrim { get; private set; } // cause scuplted prims to get meshed
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public static bool ShouldForceSimplePrimMeshing { get; private set; } // if a cube or sphere, let Bullet do internal shapes
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public static bool ShouldUseHullsForPhysicalObjects { get; private set; } // 'true' if should create hulls for physical objects
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public static bool ShouldRemoveZeroWidthTriangles { get; private set; }
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public static float TerrainImplementation { get; private set; }
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public static float TerrainFriction { get; private set; }
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@ -68,6 +70,24 @@ public static class BSParam
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public static float TerrainRestitution { get; private set; }
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public static float TerrainCollisionMargin { get; private set; }
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public static float DefaultFriction;
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public static float DefaultDensity;
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public static float DefaultRestitution;
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public static float CollisionMargin;
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public static float Gravity;
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// Physics Engine operation
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public static float MaxPersistantManifoldPoolSize;
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public static float MaxCollisionAlgorithmPoolSize;
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public static float ShouldDisableContactPoolDynamicAllocation;
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public static float ShouldForceUpdateAllAabbs;
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public static float ShouldRandomizeSolverOrder;
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public static float ShouldSplitSimulationIslands;
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public static float ShouldEnableFrictionCaching;
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public static float NumberOfSolverIterations;
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public static bool UseSingleSidedMeshes { get { return UseSingleSidedMeshesF != ConfigurationParameters.numericFalse; } }
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public static float UseSingleSidedMeshesF;
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// Avatar parameters
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public static float AvatarFriction { get; private set; }
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public static float AvatarStandingFriction { get; private set; }
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@ -199,22 +219,32 @@ public static class BSParam
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(s,cf,p,v) => { ShouldUseHullsForPhysicalObjects = cf.GetBoolean(p, BSParam.BoolNumeric(v)); },
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(s) => { return BSParam.NumericBool(ShouldUseHullsForPhysicalObjects); },
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(s,p,l,v) => { ShouldUseHullsForPhysicalObjects = BSParam.BoolNumeric(v); } ),
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new ParameterDefn("ShouldRemoveZeroWidthTriangles", "If true, remove degenerate triangles from meshes",
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ConfigurationParameters.numericFalse,
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(s,cf,p,v) => { ShouldRemoveZeroWidthTriangles = cf.GetBoolean(p, BSParam.BoolNumeric(v)); },
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(s) => { return BSParam.NumericBool(ShouldRemoveZeroWidthTriangles); },
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(s,p,l,v) => { ShouldRemoveZeroWidthTriangles = BSParam.BoolNumeric(v); } ),
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new ParameterDefn("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)",
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8f,
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32f,
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(s,cf,p,v) => { MeshLOD = (float)cf.GetInt(p, (int)v); },
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(s) => { return MeshLOD; },
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(s,p,l,v) => { MeshLOD = v; } ),
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new ParameterDefn("MeshLevelOfDetailMegaPrim", "Level of detail to render meshes larger than threshold meters",
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16f,
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(s,cf,p,v) => { MeshMegaPrimLOD = (float)cf.GetInt(p, (int)v); },
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(s) => { return MeshMegaPrimLOD; },
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(s,p,l,v) => { MeshMegaPrimLOD = v; } ),
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new ParameterDefn("MeshLevelOfDetailCircular", "Level of detail for prims with circular cuts or shapes",
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32f,
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(s,cf,p,v) => { MeshCircularLOD = (float)cf.GetInt(p, (int)v); },
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(s) => { return MeshCircularLOD; },
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(s,p,l,v) => { MeshCircularLOD = v; } ),
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new ParameterDefn("MeshLevelOfDetailMegaPrimThreshold", "Size (in meters) of a mesh before using MeshMegaPrimLOD",
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10f,
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(s,cf,p,v) => { MeshMegaPrimThreshold = (float)cf.GetInt(p, (int)v); },
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(s) => { return MeshMegaPrimThreshold; },
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(s,p,l,v) => { MeshMegaPrimThreshold = v; } ),
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new ParameterDefn("MeshLevelOfDetailMegaPrim", "Level of detail to render meshes larger than threshold meters",
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32f,
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(s,cf,p,v) => { MeshMegaPrimLOD = (float)cf.GetInt(p, (int)v); },
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(s) => { return MeshMegaPrimLOD; },
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(s,p,l,v) => { MeshMegaPrimLOD = v; } ),
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new ParameterDefn("SculptLevelOfDetail", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)",
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32f,
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(s,cf,p,v) => { SculptLOD = (float)cf.GetInt(p, (int)v); },
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@ -287,29 +317,29 @@ public static class BSParam
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new ParameterDefn("DefaultFriction", "Friction factor used on new objects",
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0.2f,
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(s,cf,p,v) => { s.UnmanagedParams[0].defaultFriction = cf.GetFloat(p, v); },
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(s) => { return s.UnmanagedParams[0].defaultFriction; },
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(s,p,l,v) => { s.UnmanagedParams[0].defaultFriction = v; } ),
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(s,cf,p,v) => { DefaultFriction = cf.GetFloat(p, v); },
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(s) => { return DefaultFriction; },
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(s,p,l,v) => { DefaultFriction = v; s.UnmanagedParams[0].defaultFriction = v; } ),
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new ParameterDefn("DefaultDensity", "Density for new objects" ,
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10.000006836f, // Aluminum g/cm3
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(s,cf,p,v) => { s.UnmanagedParams[0].defaultDensity = cf.GetFloat(p, v); },
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(s) => { return s.UnmanagedParams[0].defaultDensity; },
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(s,p,l,v) => { s.UnmanagedParams[0].defaultDensity = v; } ),
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(s,cf,p,v) => { DefaultDensity = cf.GetFloat(p, v); },
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(s) => { return DefaultDensity; },
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(s,p,l,v) => { DefaultDensity = v; s.UnmanagedParams[0].defaultDensity = v; } ),
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new ParameterDefn("DefaultRestitution", "Bouncyness of an object" ,
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0f,
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(s,cf,p,v) => { s.UnmanagedParams[0].defaultRestitution = cf.GetFloat(p, v); },
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(s) => { return s.UnmanagedParams[0].defaultRestitution; },
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(s,p,l,v) => { s.UnmanagedParams[0].defaultRestitution = v; } ),
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(s,cf,p,v) => { DefaultRestitution = cf.GetFloat(p, v); },
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(s) => { return DefaultRestitution; },
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(s,p,l,v) => { DefaultRestitution = v; s.UnmanagedParams[0].defaultRestitution = v; } ),
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new ParameterDefn("CollisionMargin", "Margin around objects before collisions are calculated (must be zero!)",
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0.04f,
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(s,cf,p,v) => { s.UnmanagedParams[0].collisionMargin = cf.GetFloat(p, v); },
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(s) => { return s.UnmanagedParams[0].collisionMargin; },
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(s,p,l,v) => { s.UnmanagedParams[0].collisionMargin = v; } ),
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(s,cf,p,v) => { CollisionMargin = cf.GetFloat(p, v); },
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(s) => { return CollisionMargin; },
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(s,p,l,v) => { CollisionMargin = v; s.UnmanagedParams[0].collisionMargin = v; } ),
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new ParameterDefn("Gravity", "Vertical force of gravity (negative means down)",
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-9.80665f,
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(s,cf,p,v) => { s.UnmanagedParams[0].gravity = cf.GetFloat(p, v); },
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(s) => { return s.UnmanagedParams[0].gravity; },
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(s,p,l,v) => { s.UpdateParameterObject((x)=>{s.UnmanagedParams[0].gravity=x;}, p, PhysParameterEntry.APPLY_TO_NONE, v); },
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(s,cf,p,v) => { Gravity = cf.GetFloat(p, v); },
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(s) => { return Gravity; },
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(s,p,l,v) => { Gravity = v; s.UnmanagedParams[0].gravity = v; },
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(s,o,v) => { s.PE.SetGravity(o.PhysBody, new Vector3(0f,0f,v)); } ),
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@ -317,49 +347,49 @@ public static class BSParam
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0f,
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(s,cf,p,v) => { LinearDamping = cf.GetFloat(p, v); },
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(s) => { return LinearDamping; },
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(s,p,l,v) => { s.UpdateParameterObject((x)=>{LinearDamping=x;}, p, l, v); },
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(s,p,l,v) => { LinearDamping = v; },
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(s,o,v) => { s.PE.SetDamping(o.PhysBody, v, AngularDamping); } ),
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new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)",
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0f,
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(s,cf,p,v) => { AngularDamping = cf.GetFloat(p, v); },
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(s) => { return AngularDamping; },
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(s,p,l,v) => { s.UpdateParameterObject((x)=>{AngularDamping=x;}, p, l, v); },
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(s,p,l,v) => { AngularDamping = v; },
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(s,o,v) => { s.PE.SetDamping(o.PhysBody, LinearDamping, v); } ),
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new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static",
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0.2f,
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(s,cf,p,v) => { DeactivationTime = cf.GetFloat(p, v); },
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(s) => { return DeactivationTime; },
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(s,p,l,v) => { s.UpdateParameterObject((x)=>{DeactivationTime=x;}, p, l, v); },
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(s,p,l,v) => { DeactivationTime = v; },
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(s,o,v) => { s.PE.SetDeactivationTime(o.PhysBody, v); } ),
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new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static",
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0.8f,
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(s,cf,p,v) => { LinearSleepingThreshold = cf.GetFloat(p, v); },
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(s) => { return LinearSleepingThreshold; },
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(s,p,l,v) => { s.UpdateParameterObject((x)=>{LinearSleepingThreshold=x;}, p, l, v); },
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(s,p,l,v) => { LinearSleepingThreshold = v;},
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(s,o,v) => { s.PE.SetSleepingThresholds(o.PhysBody, v, v); } ),
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new ParameterDefn("AngularSleepingThreshold", "Seconds to measure angular movement before considering static",
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1.0f,
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(s,cf,p,v) => { AngularSleepingThreshold = cf.GetFloat(p, v); },
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(s) => { return AngularSleepingThreshold; },
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(s,p,l,v) => { s.UpdateParameterObject((x)=>{AngularSleepingThreshold=x;}, p, l, v); },
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(s,p,l,v) => { AngularSleepingThreshold = v;},
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(s,o,v) => { s.PE.SetSleepingThresholds(o.PhysBody, v, v); } ),
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new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" ,
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0.0f, // set to zero to disable
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(s,cf,p,v) => { CcdMotionThreshold = cf.GetFloat(p, v); },
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(s) => { return CcdMotionThreshold; },
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(s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdMotionThreshold=x;}, p, l, v); },
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(s,p,l,v) => { CcdMotionThreshold = v;},
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(s,o,v) => { s.PE.SetCcdMotionThreshold(o.PhysBody, v); } ),
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new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" ,
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0.2f,
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(s,cf,p,v) => { CcdSweptSphereRadius = cf.GetFloat(p, v); },
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(s) => { return CcdSweptSphereRadius; },
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(s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdSweptSphereRadius=x;}, p, l, v); },
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(s,p,l,v) => { CcdSweptSphereRadius = v;},
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(s,o,v) => { s.PE.SetCcdSweptSphereRadius(o.PhysBody, v); } ),
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new ParameterDefn("ContactProcessingThreshold", "Distance above which contacts can be discarded (0 means no discard)" ,
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0.0f,
|
||||
(s,cf,p,v) => { ContactProcessingThreshold = cf.GetFloat(p, v); },
|
||||
(s) => { return ContactProcessingThreshold; },
|
||||
(s,p,l,v) => { s.UpdateParameterObject((x)=>{ContactProcessingThreshold=x;}, p, l, v); },
|
||||
(s,p,l,v) => { ContactProcessingThreshold = v;},
|
||||
(s,o,v) => { s.PE.SetContactProcessingThreshold(o.PhysBody, v); } ),
|
||||
|
||||
new ParameterDefn("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)",
|
||||
|
@ -392,7 +422,7 @@ public static class BSParam
|
|||
0.2f,
|
||||
(s,cf,p,v) => { AvatarFriction = cf.GetFloat(p, v); },
|
||||
(s) => { return AvatarFriction; },
|
||||
(s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarFriction=x;}, p, l, v); } ),
|
||||
(s,p,l,v) => { AvatarFriction = v; } ),
|
||||
new ParameterDefn("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.",
|
||||
10.0f,
|
||||
(s,cf,p,v) => { AvatarStandingFriction = cf.GetFloat(p, v); },
|
||||
|
@ -407,32 +437,32 @@ public static class BSParam
|
|||
3.5f,
|
||||
(s,cf,p,v) => { AvatarDensity = cf.GetFloat(p, v); },
|
||||
(s) => { return AvatarDensity; },
|
||||
(s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarDensity=x;}, p, l, v); } ),
|
||||
(s,p,l,v) => { AvatarDensity = v; } ),
|
||||
new ParameterDefn("AvatarRestitution", "Bouncyness. Changed on avatar recreation.",
|
||||
0f,
|
||||
(s,cf,p,v) => { AvatarRestitution = cf.GetFloat(p, v); },
|
||||
(s) => { return AvatarRestitution; },
|
||||
(s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarRestitution=x;}, p, l, v); } ),
|
||||
(s,p,l,v) => { AvatarRestitution = v; } ),
|
||||
new ParameterDefn("AvatarCapsuleWidth", "The distance between the sides of the avatar capsule",
|
||||
0.6f,
|
||||
(s,cf,p,v) => { AvatarCapsuleWidth = cf.GetFloat(p, v); },
|
||||
(s) => { return AvatarCapsuleWidth; },
|
||||
(s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarCapsuleWidth=x;}, p, l, v); } ),
|
||||
(s,p,l,v) => { AvatarCapsuleWidth = v; } ),
|
||||
new ParameterDefn("AvatarCapsuleDepth", "The distance between the front and back of the avatar capsule",
|
||||
0.45f,
|
||||
(s,cf,p,v) => { AvatarCapsuleDepth = cf.GetFloat(p, v); },
|
||||
(s) => { return AvatarCapsuleDepth; },
|
||||
(s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarCapsuleDepth=x;}, p, l, v); } ),
|
||||
(s,p,l,v) => { AvatarCapsuleDepth = v; } ),
|
||||
new ParameterDefn("AvatarCapsuleHeight", "Default height of space around avatar",
|
||||
1.5f,
|
||||
(s,cf,p,v) => { AvatarCapsuleHeight = cf.GetFloat(p, v); },
|
||||
(s) => { return AvatarCapsuleHeight; },
|
||||
(s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarCapsuleHeight=x;}, p, l, v); } ),
|
||||
(s,p,l,v) => { AvatarCapsuleHeight = v; } ),
|
||||
new ParameterDefn("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions",
|
||||
0.1f,
|
||||
(s,cf,p,v) => { AvatarContactProcessingThreshold = cf.GetFloat(p, v); },
|
||||
(s) => { return AvatarContactProcessingThreshold; },
|
||||
(s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarContactProcessingThreshold=x;}, p, l, v); } ),
|
||||
(s,p,l,v) => { AvatarContactProcessingThreshold = v; } ),
|
||||
new ParameterDefn("AvatarStepHeight", "Height of a step obstacle to consider step correction",
|
||||
0.3f,
|
||||
(s,cf,p,v) => { AvatarStepHeight = cf.GetFloat(p, v); },
|
||||
|
@ -497,44 +527,49 @@ public static class BSParam
|
|||
|
||||
new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)",
|
||||
0f,
|
||||
(s,cf,p,v) => { s.UnmanagedParams[0].maxPersistantManifoldPoolSize = cf.GetFloat(p, v); },
|
||||
(s) => { return s.UnmanagedParams[0].maxPersistantManifoldPoolSize; },
|
||||
(s,p,l,v) => { s.UnmanagedParams[0].maxPersistantManifoldPoolSize = v; } ),
|
||||
(s,cf,p,v) => { MaxPersistantManifoldPoolSize = cf.GetFloat(p, v); },
|
||||
(s) => { return MaxPersistantManifoldPoolSize; },
|
||||
(s,p,l,v) => { MaxPersistantManifoldPoolSize = v; s.UnmanagedParams[0].maxPersistantManifoldPoolSize = v; } ),
|
||||
new ParameterDefn("MaxCollisionAlgorithmPoolSize", "Number of collisions pooled (0 means default of 4096)",
|
||||
0f,
|
||||
(s,cf,p,v) => { s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize = cf.GetFloat(p, v); },
|
||||
(s) => { return s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize; },
|
||||
(s,p,l,v) => { s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize = v; } ),
|
||||
(s,cf,p,v) => { MaxCollisionAlgorithmPoolSize = cf.GetFloat(p, v); },
|
||||
(s) => { return MaxCollisionAlgorithmPoolSize; },
|
||||
(s,p,l,v) => { MaxCollisionAlgorithmPoolSize = v; s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize = v; } ),
|
||||
new ParameterDefn("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count",
|
||||
ConfigurationParameters.numericFalse,
|
||||
(s,cf,p,v) => { s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },
|
||||
(s) => { return s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation; },
|
||||
(s,p,l,v) => { s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = v; } ),
|
||||
(s,cf,p,v) => { ShouldDisableContactPoolDynamicAllocation = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },
|
||||
(s) => { return ShouldDisableContactPoolDynamicAllocation; },
|
||||
(s,p,l,v) => { ShouldDisableContactPoolDynamicAllocation = v; s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = v; } ),
|
||||
new ParameterDefn("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step",
|
||||
ConfigurationParameters.numericFalse,
|
||||
(s,cf,p,v) => { s.UnmanagedParams[0].shouldForceUpdateAllAabbs = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },
|
||||
(s) => { return s.UnmanagedParams[0].shouldForceUpdateAllAabbs; },
|
||||
(s,p,l,v) => { s.UnmanagedParams[0].shouldForceUpdateAllAabbs = v; } ),
|
||||
(s,cf,p,v) => { ShouldForceUpdateAllAabbs = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },
|
||||
(s) => { return ShouldForceUpdateAllAabbs; },
|
||||
(s,p,l,v) => { ShouldForceUpdateAllAabbs = v; s.UnmanagedParams[0].shouldForceUpdateAllAabbs = v; } ),
|
||||
new ParameterDefn("ShouldRandomizeSolverOrder", "Enable for slightly better stacking interaction",
|
||||
ConfigurationParameters.numericTrue,
|
||||
(s,cf,p,v) => { s.UnmanagedParams[0].shouldRandomizeSolverOrder = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },
|
||||
(s) => { return s.UnmanagedParams[0].shouldRandomizeSolverOrder; },
|
||||
(s,p,l,v) => { s.UnmanagedParams[0].shouldRandomizeSolverOrder = v; } ),
|
||||
(s,cf,p,v) => { ShouldRandomizeSolverOrder = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },
|
||||
(s) => { return ShouldRandomizeSolverOrder; },
|
||||
(s,p,l,v) => { ShouldRandomizeSolverOrder = v; s.UnmanagedParams[0].shouldRandomizeSolverOrder = v; } ),
|
||||
new ParameterDefn("ShouldSplitSimulationIslands", "Enable splitting active object scanning islands",
|
||||
ConfigurationParameters.numericTrue,
|
||||
(s,cf,p,v) => { s.UnmanagedParams[0].shouldSplitSimulationIslands = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },
|
||||
(s) => { return s.UnmanagedParams[0].shouldSplitSimulationIslands; },
|
||||
(s,p,l,v) => { s.UnmanagedParams[0].shouldSplitSimulationIslands = v; } ),
|
||||
(s,cf,p,v) => { ShouldSplitSimulationIslands = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },
|
||||
(s) => { return ShouldSplitSimulationIslands; },
|
||||
(s,p,l,v) => { ShouldSplitSimulationIslands = v; s.UnmanagedParams[0].shouldSplitSimulationIslands = v; } ),
|
||||
new ParameterDefn("ShouldEnableFrictionCaching", "Enable friction computation caching",
|
||||
ConfigurationParameters.numericTrue,
|
||||
(s,cf,p,v) => { s.UnmanagedParams[0].shouldEnableFrictionCaching = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },
|
||||
(s) => { return s.UnmanagedParams[0].shouldEnableFrictionCaching; },
|
||||
(s,p,l,v) => { s.UnmanagedParams[0].shouldEnableFrictionCaching = v; } ),
|
||||
(s,cf,p,v) => { ShouldEnableFrictionCaching = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },
|
||||
(s) => { return ShouldEnableFrictionCaching; },
|
||||
(s,p,l,v) => { ShouldEnableFrictionCaching = v; s.UnmanagedParams[0].shouldEnableFrictionCaching = v; } ),
|
||||
new ParameterDefn("NumberOfSolverIterations", "Number of internal iterations (0 means default)",
|
||||
0f, // zero says use Bullet default
|
||||
(s,cf,p,v) => { s.UnmanagedParams[0].numberOfSolverIterations = cf.GetFloat(p, v); },
|
||||
(s) => { return s.UnmanagedParams[0].numberOfSolverIterations; },
|
||||
(s,p,l,v) => { s.UnmanagedParams[0].numberOfSolverIterations = v; } ),
|
||||
(s,cf,p,v) => { NumberOfSolverIterations = cf.GetFloat(p, v); },
|
||||
(s) => { return NumberOfSolverIterations; },
|
||||
(s,p,l,v) => { NumberOfSolverIterations = v; s.UnmanagedParams[0].numberOfSolverIterations = v; } ),
|
||||
new ParameterDefn("UseSingleSidedMeshes", "Whether to compute collisions based on single sided meshes.",
|
||||
ConfigurationParameters.numericTrue,
|
||||
(s,cf,p,v) => { UseSingleSidedMeshesF = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },
|
||||
(s) => { return UseSingleSidedMeshesF; },
|
||||
(s,p,l,v) => { UseSingleSidedMeshesF = v; s.UnmanagedParams[0].useSingleSidedMeshes = v; } ),
|
||||
|
||||
new ParameterDefn("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)",
|
||||
(float)BSLinkset.LinksetImplementation.Compound,
|
||||
|
|
|
@ -882,30 +882,25 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
|
|||
BSParam.ParameterDefn theParam;
|
||||
if (BSParam.TryGetParameter(parm, out theParam))
|
||||
{
|
||||
// Set the value in the C# code
|
||||
theParam.setter(this, parm, localID, val);
|
||||
ret = true;
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
// Optionally set the parameter in the unmanaged code
|
||||
if (theParam.onObject != null)
|
||||
{
|
||||
// update all the localIDs specified
|
||||
// If the local ID is APPLY_TO_NONE, just change the default value
|
||||
// If the localID is APPLY_TO_ALL change the default value and apply the new value to all the lIDs
|
||||
// If the localID is a specific object, apply the parameter change to only that object
|
||||
internal delegate void AssignVal(float x);
|
||||
internal void UpdateParameterObject(AssignVal setDefault, string parm, uint localID, float val)
|
||||
{
|
||||
List<uint> objectIDs = new List<uint>();
|
||||
switch (localID)
|
||||
{
|
||||
case PhysParameterEntry.APPLY_TO_NONE:
|
||||
setDefault(val); // setting only the default value
|
||||
// This will cause a call into the physical world if some operation is specified (SetOnObject).
|
||||
objectIDs.Add(TERRAIN_ID);
|
||||
TaintedUpdateParameter(parm, objectIDs, val);
|
||||
break;
|
||||
case PhysParameterEntry.APPLY_TO_ALL:
|
||||
setDefault(val); // setting ALL also sets the default value
|
||||
lock (PhysObjects) objectIDs = new List<uint>(PhysObjects.Keys);
|
||||
TaintedUpdateParameter(parm, objectIDs, val);
|
||||
break;
|
||||
|
@ -917,6 +912,11 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
|
|||
}
|
||||
}
|
||||
|
||||
ret = true;
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
// schedule the actual updating of the paramter to when the phys engine is not busy
|
||||
private void TaintedUpdateParameter(string parm, List<uint> lIDs, float val)
|
||||
{
|
||||
|
|
|
@ -602,8 +602,8 @@ public sealed class BSShapeCollection : IDisposable
|
|||
if (newMeshKey == prim.PhysShape.shapeKey && prim.PhysShape.type == BSPhysicsShapeType.SHAPE_MESH)
|
||||
return false;
|
||||
|
||||
if (DDetail) DetailLog("{0},BSShapeCollection.GetReferenceToMesh,create,oldKey={1},newKey={2}",
|
||||
prim.LocalID, prim.PhysShape.shapeKey.ToString("X"), newMeshKey.ToString("X"));
|
||||
if (DDetail) DetailLog("{0},BSShapeCollection.GetReferenceToMesh,create,oldKey={1},newKey={2},size={3},lod={4}",
|
||||
prim.LocalID, prim.PhysShape.shapeKey.ToString("X"), newMeshKey.ToString("X"), prim.Size, lod);
|
||||
|
||||
// Since we're recreating new, get rid of the reference to the previous shape
|
||||
DereferenceShape(prim.PhysShape, shapeCallback);
|
||||
|
@ -622,7 +622,6 @@ public sealed class BSShapeCollection : IDisposable
|
|||
private BulletShape CreatePhysicalMesh(string objName, System.UInt64 newMeshKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod)
|
||||
{
|
||||
BulletShape newShape = new BulletShape();
|
||||
IMesh meshData = null;
|
||||
|
||||
MeshDesc meshDesc;
|
||||
if (Meshes.TryGetValue(newMeshKey, out meshDesc))
|
||||
|
@ -632,27 +631,53 @@ public sealed class BSShapeCollection : IDisposable
|
|||
}
|
||||
else
|
||||
{
|
||||
meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, true, false);
|
||||
IMesh meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod,
|
||||
false, // say it is not physical so a bounding box is not built
|
||||
false // do not cache the mesh and do not use previously built versions
|
||||
);
|
||||
|
||||
if (meshData != null)
|
||||
{
|
||||
|
||||
int[] indices = meshData.getIndexListAsInt();
|
||||
List<OMV.Vector3> vertices = meshData.getVertexList();
|
||||
int realIndicesIndex = indices.Length;
|
||||
float[] verticesAsFloats = meshData.getVertexListAsFloat();
|
||||
|
||||
float[] verticesAsFloats = new float[vertices.Count * 3];
|
||||
int vi = 0;
|
||||
foreach (OMV.Vector3 vv in vertices)
|
||||
if (BSParam.ShouldRemoveZeroWidthTriangles)
|
||||
{
|
||||
verticesAsFloats[vi++] = vv.X;
|
||||
verticesAsFloats[vi++] = vv.Y;
|
||||
verticesAsFloats[vi++] = vv.Z;
|
||||
// Remove degenerate triangles. These are triangles with two of the vertices
|
||||
// are the same. This is complicated by the problem that vertices are not
|
||||
// made unique in sculpties so we have to compare the values in the vertex.
|
||||
realIndicesIndex = 0;
|
||||
for (int tri = 0; tri < indices.Length; tri += 3)
|
||||
{
|
||||
int v1 = indices[tri + 0] * 3;
|
||||
int v2 = indices[tri + 1] * 3;
|
||||
int v3 = indices[tri + 2] * 3;
|
||||
if (!((verticesAsFloats[v1 + 0] == verticesAsFloats[v2 + 0]
|
||||
&& verticesAsFloats[v1 + 1] == verticesAsFloats[v2 + 1]
|
||||
&& verticesAsFloats[v1 + 2] == verticesAsFloats[v2 + 2])
|
||||
|| (verticesAsFloats[v2 + 0] == verticesAsFloats[v3 + 0]
|
||||
&& verticesAsFloats[v2 + 1] == verticesAsFloats[v3 + 1]
|
||||
&& verticesAsFloats[v2 + 2] == verticesAsFloats[v3 + 2])
|
||||
|| (verticesAsFloats[v1 + 0] == verticesAsFloats[v3 + 0]
|
||||
&& verticesAsFloats[v1 + 1] == verticesAsFloats[v3 + 1]
|
||||
&& verticesAsFloats[v1 + 2] == verticesAsFloats[v3 + 2]))
|
||||
)
|
||||
{
|
||||
// None of the vertices of the triangles are the same. This is a good triangle;
|
||||
indices[realIndicesIndex + 0] = indices[tri + 0];
|
||||
indices[realIndicesIndex + 1] = indices[tri + 1];
|
||||
indices[realIndicesIndex + 2] = indices[tri + 2];
|
||||
realIndicesIndex += 3;
|
||||
}
|
||||
|
||||
// m_log.DebugFormat("{0}: BSShapeCollection.CreatePhysicalMesh: calling CreateMesh. lid={1}, key={2}, indices={3}, vertices={4}",
|
||||
// LogHeader, prim.LocalID, newMeshKey, indices.Length, vertices.Count);
|
||||
}
|
||||
}
|
||||
DetailLog("{0},BSShapeCollection.CreatePhysicalMesh,origTri={1},realTri={2},numVerts={3}",
|
||||
BSScene.DetailLogZero, indices.Length / 3, realIndicesIndex / 3, verticesAsFloats.Length / 3);
|
||||
|
||||
newShape = PhysicsScene.PE.CreateMeshShape(PhysicsScene.World,
|
||||
indices.GetLength(0), indices, vertices.Count, verticesAsFloats);
|
||||
realIndicesIndex, indices, verticesAsFloats.Length/3, verticesAsFloats);
|
||||
}
|
||||
}
|
||||
newShape.shapeKey = newMeshKey;
|
||||
|
@ -831,6 +856,11 @@ public sealed class BSShapeCollection : IDisposable
|
|||
{
|
||||
// level of detail based on size and type of the object
|
||||
float lod = BSParam.MeshLOD;
|
||||
|
||||
// prims with curvy internal cuts need higher lod
|
||||
if (pbs.HollowShape == HollowShape.Circle)
|
||||
lod = BSParam.MeshCircularLOD;
|
||||
|
||||
if (pbs.SculptEntry)
|
||||
lod = BSParam.SculptLOD;
|
||||
|
||||
|
|
|
@ -96,7 +96,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys
|
|||
{
|
||||
// DISASTER!!
|
||||
PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape", ID);
|
||||
physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain mesh! base={1}", LogHeader, TerrainBase);
|
||||
PhysicsScene.Logger.ErrorFormat("{0} Failed creation of terrain mesh! base={1}", LogHeader, TerrainBase);
|
||||
// Something is very messed up and a crash is in our future.
|
||||
return;
|
||||
}
|
||||
|
@ -108,7 +108,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys
|
|||
if (!m_terrainBody.HasPhysicalBody)
|
||||
{
|
||||
// DISASTER!!
|
||||
physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain body! base={1}", LogHeader, TerrainBase);
|
||||
PhysicsScene.Logger.ErrorFormat("{0} Failed creation of terrain body! base={1}", LogHeader, TerrainBase);
|
||||
// Something is very messed up and a crash is in our future.
|
||||
return;
|
||||
}
|
||||
|
@ -131,6 +131,12 @@ public sealed class BSTerrainMesh : BSTerrainPhys
|
|||
m_terrainBody.collisionType = CollisionType.Terrain;
|
||||
m_terrainBody.ApplyCollisionMask(PhysicsScene);
|
||||
|
||||
if (BSParam.UseSingleSidedMeshes)
|
||||
{
|
||||
PhysicsScene.DetailLog("{0},BSTerrainMesh.settingCustomMaterial", id);
|
||||
PhysicsScene.PE.AddToCollisionFlags(m_terrainBody, CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK);
|
||||
}
|
||||
|
||||
// Make it so the terrain will not move or be considered for movement.
|
||||
PhysicsScene.PE.ForceActivationState(m_terrainBody, ActivationState.DISABLE_SIMULATION);
|
||||
}
|
||||
|
@ -176,8 +182,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys
|
|||
|
||||
// Convert the passed heightmap to mesh information suitable for CreateMeshShape2().
|
||||
// Return 'true' if successfully created.
|
||||
public static bool ConvertHeightmapToMesh(
|
||||
BSScene physicsScene,
|
||||
public static bool ConvertHeightmapToMesh( BSScene physicsScene,
|
||||
float[] heightMap, int sizeX, int sizeY, // parameters of incoming heightmap
|
||||
float extentX, float extentY, // zero based range for output vertices
|
||||
Vector3 extentBase, // base to be added to all vertices
|
||||
|
|
|
@ -217,6 +217,10 @@ public static class BulletSimData
|
|||
{
|
||||
|
||||
// Map of collisionTypes to flags for collision groups and masks.
|
||||
// An object's 'group' is the collison groups this object belongs to
|
||||
// An object's 'filter' is the groups another object has to belong to in order to collide with me
|
||||
// A collision happens if ((obj1.group & obj2.filter) != 0) || ((obj2.group & obj1.filter) != 0)
|
||||
//
|
||||
// As mentioned above, don't use the CollisionFilterGroups definitions directly in the code
|
||||
// but, instead, use references to this dictionary. Finding and debugging
|
||||
// collision flag problems will be made easier.
|
||||
|
|
|
@ -65,6 +65,8 @@ Vehicle attributes are not restored when a vehicle is rezzed on region creation
|
|||
|
||||
GENERAL TODO LIST:
|
||||
=================================================
|
||||
Level-of-detail for mesh creation. Prims with circular interiors require lod of 32.
|
||||
Is much saved with lower LODs? At the moment, all set to 32.
|
||||
Collisions are inconsistant: arrows are supposed to hit and report collision. Often don't.
|
||||
If arrow show at prim, collision reported about 1/3 of time. If collision reported,
|
||||
both arrow and prim report it. The arrow bounces off the prim 9 out of 10 times.
|
||||
|
@ -128,6 +130,9 @@ Physical and phantom will drop through the terrain
|
|||
LINKSETS
|
||||
======================================================
|
||||
Child prims do not report collisions
|
||||
Allow children of a linkset to be phantom:
|
||||
http://opensim-dev.2196679.n2.nabble.com/Setting-a-single-child-prim-to-Phantom-tp7578513.html
|
||||
Add OS_STATUS_PHANTOM_PRIM to llSetLinkPrimitaveParamsFast.
|
||||
Editing a child of a linkset causes the child to go phantom
|
||||
Move a child prim once when it is physical and can never move it again without it going phantom
|
||||
Offset the center of the linkset to be the geometric center of all the prims
|
||||
|
|
|
@ -59,6 +59,7 @@ namespace OpenSim.Region.Physics.Manager
|
|||
List<Vector3> getVertexList();
|
||||
int[] getIndexListAsInt();
|
||||
int[] getIndexListAsIntLocked();
|
||||
float[] getVertexListAsFloat();
|
||||
float[] getVertexListAsFloatLocked();
|
||||
void getIndexListAsPtrToIntArray(out IntPtr indices, out int triStride, out int indexCount);
|
||||
void getVertexListAsPtrToFloatArray(out IntPtr vertexList, out int vertexStride, out int vertexCount);
|
||||
|
|
|
@ -152,7 +152,7 @@ namespace OpenSim.Region.Physics.Meshing
|
|||
return result;
|
||||
}
|
||||
|
||||
private float[] getVertexListAsFloat()
|
||||
public float[] getVertexListAsFloat()
|
||||
{
|
||||
if (m_vertices == null)
|
||||
throw new NotSupportedException();
|
||||
|
|
|
@ -545,7 +545,7 @@ namespace OpenSim.Services.UserAccountService
|
|||
return account;
|
||||
}
|
||||
|
||||
private void CreateDefaultAppearanceEntries(UUID principalID)
|
||||
protected void CreateDefaultAppearanceEntries(UUID principalID)
|
||||
{
|
||||
m_log.DebugFormat("[USER ACCOUNT SERVICE]: Creating default appearance items for {0}", principalID);
|
||||
|
||||
|
|
|
@ -916,13 +916,9 @@
|
|||
|
||||
; Terrain Implementation {1|0} 0 for HeightField, 1 for Mesh terrain. If you're using the bulletxna engine,
|
||||
; you will want to switch to the heightfield option
|
||||
|
||||
TerrainImplementation = 1
|
||||
; TerrainImplementation = 0
|
||||
|
||||
DefaultFriction = 0.20
|
||||
DefaultDensity = 10.000006836
|
||||
DefaultRestitution = 0.0
|
||||
Gravity = -9.80665
|
||||
|
||||
TerrainFriction = 0.30
|
||||
|
@ -931,7 +927,7 @@
|
|||
TerrainCollisionMargin = 0.04
|
||||
|
||||
AvatarFriction = 0.2
|
||||
AvatarStandingFriction = 10.0
|
||||
AvatarStandingFriction = 0.95
|
||||
AvatarRestitution = 0.0
|
||||
AvatarDensity = 3.5
|
||||
AvatarCapsuleWidth = 0.6
|
||||
|
@ -943,7 +939,7 @@
|
|||
|
||||
CollisionMargin = 0.04
|
||||
|
||||
; Linkset constraint parameters
|
||||
; Linkset implmentation
|
||||
LinkImplementation = 1 ; 0=constraint, 1=compound
|
||||
|
||||
; Whether to mesh sculpties
|
||||
|
@ -952,14 +948,6 @@
|
|||
; If 'true', force simple prims (box and sphere) to be meshed
|
||||
ForceSimplePrimMeshing = false
|
||||
|
||||
; level of detail for physical meshes. 32,16,8 or 4 with 32 being full detail
|
||||
MeshLevelOfDetail = 8
|
||||
; if mesh size is > threshold meters, we need to add more detail because people will notice
|
||||
MeshLevelOfDetailMegaPrimThreshold = 10
|
||||
MeshLevelOfDetailMegaPrim = 16
|
||||
; number^2 non-physical level of detail of the sculpt texture. 32x32 - 1024 verticies
|
||||
SculptLevelOfDetail = 32
|
||||
|
||||
; Bullet step parameters
|
||||
MaxSubSteps = 10
|
||||
FixedTimeStep = .01667
|
||||
|
|
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Reference in New Issue