BulletSim: add a bunch of internal Bullet configuration parameters to OpenSimDefaults.ini and the code.
parent
1273f259e4
commit
142de1d02f
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@ -240,6 +240,15 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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parms.avatarDensity = 60f;
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parms.avatarCapsuleRadius = 0.37f;
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parms.avatarCapsuleHeight = 1.5f; // 2.140599f
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parms.avatarContactProcessingThreshold = 0.1f;
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parms.maxPersistantManifoldPoolSize = 0f;
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parms.shouldDisableContactPoolDynamicAllocation = ConfigurationParameters.numericFalse;
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parms.shouldForceUpdateAllAabbs = ConfigurationParameters.numericFalse;
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parms.shouldRandomizeSolverOrder = ConfigurationParameters.numericFalse;
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parms.shouldSplitSimulationIslands = ConfigurationParameters.numericFalse;
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parms.shouldEnableFrictionCaching = ConfigurationParameters.numericFalse;
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parms.numberOfSolverIterations = 0f; // means use default
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if (config != null)
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{
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@ -285,11 +294,36 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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parms.avatarDensity = pConfig.GetFloat("AvatarDensity", parms.avatarDensity);
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parms.avatarCapsuleRadius = pConfig.GetFloat("AvatarCapsuleRadius", parms.avatarCapsuleRadius);
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parms.avatarCapsuleHeight = pConfig.GetFloat("AvatarCapsuleHeight", parms.avatarCapsuleHeight);
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parms.avatarContactProcessingThreshold = pConfig.GetFloat("AvatarContactProcessingThreshold", parms.avatarContactProcessingThreshold);
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parms.maxPersistantManifoldPoolSize = pConfig.GetFloat("MaxPersistantManifoldPoolSize", parms.maxPersistantManifoldPoolSize);
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parms.shouldDisableContactPoolDynamicAllocation = ParamBoolean(pConfig, "ShouldDisableContactPoolDynamicAllocation", parms.shouldDisableContactPoolDynamicAllocation);
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parms.shouldForceUpdateAllAabbs = ParamBoolean(pConfig, "ShouldForceUpdateAllAabbs", parms.shouldForceUpdateAllAabbs);
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parms.shouldRandomizeSolverOrder = ParamBoolean(pConfig, "ShouldRandomizeSolverOrder", parms.shouldRandomizeSolverOrder);
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parms.shouldSplitSimulationIslands = ParamBoolean(pConfig, "ShouldSplitSimulationIslands", parms.shouldSplitSimulationIslands);
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parms.shouldEnableFrictionCaching = ParamBoolean(pConfig, "ShouldEnableFrictionCaching", parms.shouldEnableFrictionCaching);
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parms.numberOfSolverIterations = pConfig.GetFloat("NumberOfSolverIterations", parms.numberOfSolverIterations);
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}
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}
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m_params[0] = parms;
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}
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// A helper function that handles a true/false parameter and returns the proper float number encoding
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float ParamBoolean(IConfig config, string parmName, float deflt)
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{
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float ret = deflt;
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if (config.Contains(parmName))
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{
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ret = ConfigurationParameters.numericFalse;
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if (config.GetBoolean(parmName, false))
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{
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ret = ConfigurationParameters.numericTrue;
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}
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}
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return ret;
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}
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// Called directly from unmanaged code so don't do much
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private void BulletLogger(string msg)
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{
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@ -132,6 +132,15 @@ public struct ConfigurationParameters
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public float avatarRestitution;
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public float avatarCapsuleRadius;
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public float avatarCapsuleHeight;
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public float avatarContactProcessingThreshold;
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public float maxPersistantManifoldPoolSize;
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public float shouldDisableContactPoolDynamicAllocation;
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public float shouldForceUpdateAllAabbs;
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public float shouldRandomizeSolverOrder;
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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 const float numericTrue = 1f;
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public const float numericFalse = 0f;
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@ -851,6 +851,7 @@
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AvatarDensity = 60.0
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AvatarCapsuleRadius = 0.37
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AvatarCapsuleHeight = 1.5
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AvatarContactProcessingThreshold = 0.1;
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MaxObjectMass = 10000.01
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@ -863,6 +864,14 @@
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CcdMotionThreshold = 0.0
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CcdSweptSphereRadius = 0.0
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ContactProcessingThreshold = 0.1
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MaxPersistantManifoldPoolSize = 0;
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ShouldDisableContactPoolDynamicAllocation = False;
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ShouldForceUpdateAllAabbs = False;
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ShouldRandomizeSolverOrder = False;
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ShouldSplitSimulationIslands = False;
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ShouldEnableFrictionCaching = False;
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NumberOfSolverIterations = 0;
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; Whether to mesh sculpties
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MeshSculptedPrim = true
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