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@ -37,6 +37,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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{
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public static class BSParam
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{
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private static string LogHeader = "[BULLETSIM PARAMETERS]";
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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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@ -80,14 +82,13 @@ public static class BSParam
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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 bool ShouldDisableContactPoolDynamicAllocation;
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public static bool ShouldForceUpdateAllAabbs;
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public static bool ShouldRandomizeSolverOrder;
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public static bool ShouldSplitSimulationIslands;
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public static bool 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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public static bool UseSingleSidedMeshes;
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public static float GlobalContactBreakingThreshold;
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// Avatar parameters
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@ -112,16 +113,14 @@ public static class BSParam
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public static float VehicleAngularDamping { get; private set; }
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public static float VehicleFriction { get; private set; }
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public static float VehicleRestitution { get; private set; }
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public static float VehicleLinearFactor { get; private set; }
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public static Vector3 VehicleLinearFactorV { get; private set; }
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public static float VehicleAngularFactor { get; private set; }
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public static Vector3 VehicleAngularFactorV { get; private set; }
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public static Vector3 VehicleLinearFactor { get; private set; }
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public static Vector3 VehicleAngularFactor { get; private set; }
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public static float VehicleGroundGravityFudge { get; private set; }
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public static float VehicleDebuggingEnabled { get; private set; }
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public static bool VehicleDebuggingEnabled { get; private set; }
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public static float LinksetImplementation { get; private set; }
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public static float LinkConstraintUseFrameOffset { get; private set; }
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public static float LinkConstraintEnableTransMotor { get; private set; }
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public static bool LinkConstraintUseFrameOffset { get; private set; }
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public static bool LinkConstraintEnableTransMotor { get; private set; }
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public static float LinkConstraintTransMotorMaxVel { get; private set; }
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public static float LinkConstraintTransMotorMaxForce { get; private set; }
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public static float LinkConstraintERP { get; private set; }
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@ -141,40 +140,106 @@ public static class BSParam
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public const float MinRestitution = 0f;
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public const float MaxRestitution = 1f;
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// ===========================================================================
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public delegate void ParamUser(BSScene scene, IConfig conf, string paramName, float val);
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public delegate float ParamGet(BSScene scene);
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public delegate void ParamSet(BSScene scene, string paramName, uint localID, float val);
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public delegate void SetOnObject(BSScene scene, BSPhysObject obj, float val);
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// =====================================================================================
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// =====================================================================================
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public struct ParameterDefn
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// Base parameter definition that gets and sets parameter values via a string
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public abstract class ParameterDefnBase
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{
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public string name; // string name of the parameter
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public string desc; // a short description of what the parameter means
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public float defaultValue; // default value if not specified anywhere else
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public ParamUser userParam; // get the value from the configuration file
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public ParamGet getter; // return the current value stored for this parameter
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public ParamSet setter; // set the current value for this parameter
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public SetOnObject onObject; // set the value on an object in the physical domain
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public ParameterDefn(string n, string d, float v, ParamUser u, ParamGet g, ParamSet s)
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public ParameterDefnBase(string pName, string pDesc)
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{
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name = n;
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desc = d;
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defaultValue = v;
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userParam = u;
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getter = g;
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setter = s;
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onObject = null;
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name = pName;
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desc = pDesc;
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}
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public ParameterDefn(string n, string d, float v, ParamUser u, ParamGet g, ParamSet s, SetOnObject o)
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// Set the parameter value to the default
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public abstract void AssignDefault(BSScene s);
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// Get the value as a string
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public abstract string GetValue(BSScene s);
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// Set the value to this string value
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public abstract void SetValue(BSScene s, string valAsString);
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// set the value on a particular object (usually sets in physics engine)
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public abstract void SetOnObject(BSScene s, BSPhysObject obj);
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public abstract bool HasSetOnObject { get; }
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}
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// Specific parameter definition for a parameter of a specific type.
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public delegate T PGetValue<T>(BSScene s);
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public delegate void PSetValue<T>(BSScene s, T val);
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public delegate void PSetOnObject<T>(BSScene scene, BSPhysObject obj);
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public sealed class ParameterDefn<T> : ParameterDefnBase
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{
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name = n;
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desc = d;
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defaultValue = v;
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userParam = u;
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getter = g;
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setter = s;
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onObject = o;
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T defaultValue;
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PSetValue<T> setter;
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PGetValue<T> getter;
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PSetOnObject<T> objectSet;
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public ParameterDefn(string pName, string pDesc, T pDefault, PGetValue<T> pGetter, PSetValue<T> pSetter)
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: base(pName, pDesc)
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{
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defaultValue = pDefault;
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setter = pSetter;
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getter = pGetter;
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objectSet = null;
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}
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public ParameterDefn(string pName, string pDesc, T pDefault, PGetValue<T> pGetter, PSetValue<T> pSetter, PSetOnObject<T> pObjSetter)
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: base(pName, pDesc)
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{
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defaultValue = pDefault;
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setter = pSetter;
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getter = pGetter;
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objectSet = pObjSetter;
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}
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public override void AssignDefault(BSScene s)
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{
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setter(s, defaultValue);
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}
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public override string GetValue(BSScene s)
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{
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return String.Format("{0}", getter(s));
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}
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public override void SetValue(BSScene s, string valAsString)
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{
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// Get the generic type of the setter
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Type genericType = setter.GetType().GetGenericArguments()[0];
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// Find the 'Parse' method on that type
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System.Reflection.MethodInfo parser = null;
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try
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{
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parser = genericType.GetMethod("Parse", new Type[] { typeof(String) } );
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}
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catch (Exception e)
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{
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s.Logger.ErrorFormat("{0} Exception getting parser for type '{1}': {2}", LogHeader, genericType, e);
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parser = null;
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}
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if (parser != null)
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{
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// Parse the input string
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try
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{
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T setValue = (T)parser.Invoke(genericType, new Object[] { valAsString });
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setter(s, setValue);
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// s.Logger.DebugFormat("{0} Parameter {1} = {2}", LogHeader, name, setValue);
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}
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catch
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{
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s.Logger.ErrorFormat("{0} Failed parsing parameter value '{1}' as type '{2}'", LogHeader, valAsString, genericType);
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}
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}
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else
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{
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s.Logger.ErrorFormat("{0} Could not find parameter parser for type '{1}'", LogHeader, genericType);
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}
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}
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public override bool HasSetOnObject
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{
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get { return objectSet != null; }
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}
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public override void SetOnObject(BSScene s, BSPhysObject obj)
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{
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if (objectSet != null)
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objectSet(s, obj);
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}
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}
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@ -184,462 +249,375 @@ public static class BSParam
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// location somewhere in the program and make an entry in this table with the
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// getters and setters.
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// It is easiest to find an existing definition and copy it.
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// Parameter values are floats. Booleans are converted to a floating value.
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//
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// A ParameterDefn() takes the following parameters:
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// A ParameterDefn<T>() takes the following parameters:
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// -- the text name of the parameter. This is used for console input and ini file.
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// -- a short text description of the parameter. This shows up in the console listing.
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// -- a default value (float)
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// -- a delegate for fetching the parameter from the ini file.
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// Should handle fetching the right type from the ini file and converting it.
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// -- a delegate for getting the value as a float
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// -- a delegate for setting the value from a float
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// -- a default value
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// -- a delegate for getting the value
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// -- a delegate for setting the value
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// -- an optional delegate to update the value in the world. Most often used to
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// push the new value to an in-world object.
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//
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// The single letter parameters for the delegates are:
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// s = BSScene
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// o = BSPhysObject
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// p = string parameter name
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// l = localID of referenced object
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// v = value (float)
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// cf = parameter configuration class (for fetching values from ini file)
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private static ParameterDefn[] ParameterDefinitions =
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private static ParameterDefnBase[] ParameterDefinitions =
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{
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new ParameterDefn("MeshSculptedPrim", "Whether to create meshes for sculpties",
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ConfigurationParameters.numericTrue,
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(s,cf,p,v) => { ShouldMeshSculptedPrim = cf.GetBoolean(p, BSParam.BoolNumeric(v)); },
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(s) => { return BSParam.NumericBool(ShouldMeshSculptedPrim); },
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(s,p,l,v) => { ShouldMeshSculptedPrim = BSParam.BoolNumeric(v); } ),
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new ParameterDefn("ForceSimplePrimMeshing", "If true, only use primitive meshes for objects",
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ConfigurationParameters.numericFalse,
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(s,cf,p,v) => { ShouldForceSimplePrimMeshing = cf.GetBoolean(p, BSParam.BoolNumeric(v)); },
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(s) => { return BSParam.NumericBool(ShouldForceSimplePrimMeshing); },
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(s,p,l,v) => { ShouldForceSimplePrimMeshing = BSParam.BoolNumeric(v); } ),
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new ParameterDefn("UseHullsForPhysicalObjects", "If true, create hulls for physical objects",
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ConfigurationParameters.numericTrue,
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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.numericTrue,
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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<bool>("MeshSculptedPrim", "Whether to create meshes for sculpties",
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true,
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(s) => { return ShouldMeshSculptedPrim; },
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(s,v) => { ShouldMeshSculptedPrim = v; } ),
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new ParameterDefn<bool>("ForceSimplePrimMeshing", "If true, only use primitive meshes for objects",
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false,
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(s) => { return ShouldForceSimplePrimMeshing; },
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(s,v) => { ShouldForceSimplePrimMeshing = v; } ),
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new ParameterDefn<bool>("UseHullsForPhysicalObjects", "If true, create hulls for physical objects",
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true,
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(s) => { return ShouldUseHullsForPhysicalObjects; },
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(s,v) => { ShouldUseHullsForPhysicalObjects = v; } ),
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new ParameterDefn<bool>("ShouldRemoveZeroWidthTriangles", "If true, remove degenerate triangles from meshes",
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true,
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(s) => { return ShouldRemoveZeroWidthTriangles; },
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(s,v) => { ShouldRemoveZeroWidthTriangles = 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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new ParameterDefn<float>("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)",
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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("MeshLevelOfDetailCircular", "Level of detail for prims with circular cuts or shapes",
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(s,v) => { MeshLOD = v; } ),
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new ParameterDefn<float>("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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(s,v) => { MeshCircularLOD = v; } ),
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new ParameterDefn<float>("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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(s,v) => { MeshMegaPrimThreshold = v; } ),
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new ParameterDefn<float>("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)",
|
|
|
|
|
(s,v) => { MeshMegaPrimLOD = v; } ),
|
|
|
|
|
new ParameterDefn<float>("SculptLevelOfDetail", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)",
|
|
|
|
|
32f,
|
|
|
|
|
(s,cf,p,v) => { SculptLOD = (float)cf.GetInt(p, (int)v); },
|
|
|
|
|
(s) => { return SculptLOD; },
|
|
|
|
|
(s,p,l,v) => { SculptLOD = v; } ),
|
|
|
|
|
(s,v) => { SculptLOD = v; } ),
|
|
|
|
|
|
|
|
|
|
new ParameterDefn("MaxSubStep", "In simulation step, maximum number of substeps",
|
|
|
|
|
10f,
|
|
|
|
|
(s,cf,p,v) => { s.m_maxSubSteps = cf.GetInt(p, (int)v); },
|
|
|
|
|
(s) => { return (float)s.m_maxSubSteps; },
|
|
|
|
|
(s,p,l,v) => { s.m_maxSubSteps = (int)v; } ),
|
|
|
|
|
new ParameterDefn("FixedTimeStep", "In simulation step, seconds of one substep (1/60)",
|
|
|
|
|
new ParameterDefn<int>("MaxSubStep", "In simulation step, maximum number of substeps",
|
|
|
|
|
10,
|
|
|
|
|
(s) => { return s.m_maxSubSteps; },
|
|
|
|
|
(s,v) => { s.m_maxSubSteps = (int)v; } ),
|
|
|
|
|
new ParameterDefn<float>("FixedTimeStep", "In simulation step, seconds of one substep (1/60)",
|
|
|
|
|
1f / 60f,
|
|
|
|
|
(s,cf,p,v) => { s.m_fixedTimeStep = cf.GetFloat(p, v); },
|
|
|
|
|
(s) => { return (float)s.m_fixedTimeStep; },
|
|
|
|
|
(s,p,l,v) => { s.m_fixedTimeStep = v; } ),
|
|
|
|
|
new ParameterDefn("NominalFrameRate", "The base frame rate we claim",
|
|
|
|
|
(s) => { return s.m_fixedTimeStep; },
|
|
|
|
|
(s,v) => { s.m_fixedTimeStep = v; } ),
|
|
|
|
|
new ParameterDefn<float>("NominalFrameRate", "The base frame rate we claim",
|
|
|
|
|
55f,
|
|
|
|
|
(s,cf,p,v) => { s.NominalFrameRate = cf.GetInt(p, (int)v); },
|
|
|
|
|
(s) => { return (float)s.NominalFrameRate; },
|
|
|
|
|
(s,p,l,v) => { s.NominalFrameRate = (int)v; } ),
|
|
|
|
|
new ParameterDefn("MaxCollisionsPerFrame", "Max collisions returned at end of each frame",
|
|
|
|
|
2048f,
|
|
|
|
|
(s,cf,p,v) => { s.m_maxCollisionsPerFrame = cf.GetInt(p, (int)v); },
|
|
|
|
|
(s) => { return (float)s.m_maxCollisionsPerFrame; },
|
|
|
|
|
(s,p,l,v) => { s.m_maxCollisionsPerFrame = (int)v; } ),
|
|
|
|
|
new ParameterDefn("MaxUpdatesPerFrame", "Max updates returned at end of each frame",
|
|
|
|
|
8000f,
|
|
|
|
|
(s,cf,p,v) => { s.m_maxUpdatesPerFrame = cf.GetInt(p, (int)v); },
|
|
|
|
|
(s) => { return (float)s.m_maxUpdatesPerFrame; },
|
|
|
|
|
(s,p,l,v) => { s.m_maxUpdatesPerFrame = (int)v; } ),
|
|
|
|
|
(s) => { return s.NominalFrameRate; },
|
|
|
|
|
(s,v) => { s.NominalFrameRate = (int)v; } ),
|
|
|
|
|
new ParameterDefn<int>("MaxCollisionsPerFrame", "Max collisions returned at end of each frame",
|
|
|
|
|
2048,
|
|
|
|
|
(s) => { return s.m_maxCollisionsPerFrame; },
|
|
|
|
|
(s,v) => { s.m_maxCollisionsPerFrame = (int)v; } ),
|
|
|
|
|
new ParameterDefn<int>("MaxUpdatesPerFrame", "Max updates returned at end of each frame",
|
|
|
|
|
8000,
|
|
|
|
|
(s) => { return s.m_maxUpdatesPerFrame; },
|
|
|
|
|
(s,v) => { s.m_maxUpdatesPerFrame = (int)v; } ),
|
|
|
|
|
|
|
|
|
|
new ParameterDefn("MinObjectMass", "Minimum object mass (0.0001)",
|
|
|
|
|
new ParameterDefn<float>("MinObjectMass", "Minimum object mass (0.0001)",
|
|
|
|
|
0.0001f,
|
|
|
|
|
(s,cf,p,v) => { MinimumObjectMass = cf.GetFloat(p, v); },
|
|
|
|
|
(s) => { return MinimumObjectMass; },
|
|
|
|
|
(s,p,l,v) => { MinimumObjectMass = v; } ),
|
|
|
|
|
new ParameterDefn("MaxObjectMass", "Maximum object mass (10000.01)",
|
|
|
|
|
(s,v) => { MinimumObjectMass = v; } ),
|
|
|
|
|
new ParameterDefn<float>("MaxObjectMass", "Maximum object mass (10000.01)",
|
|
|
|
|
10000.01f,
|
|
|
|
|
(s,cf,p,v) => { MaximumObjectMass = cf.GetFloat(p, v); },
|
|
|
|
|
(s) => { return MaximumObjectMass; },
|
|
|
|
|
(s,p,l,v) => { MaximumObjectMass = v; } ),
|
|
|
|
|
new ParameterDefn("MaxLinearVelocity", "Maximum velocity magnitude that can be assigned to an object",
|
|
|
|
|
(s,v) => { MaximumObjectMass = v; } ),
|
|
|
|
|
new ParameterDefn<float>("MaxLinearVelocity", "Maximum velocity magnitude that can be assigned to an object",
|
|
|
|
|
1000.0f,
|
|
|
|
|
(s,cf,p,v) => { MaxLinearVelocity = cf.GetFloat(p, v); },
|
|
|
|
|
(s) => { return MaxLinearVelocity; },
|
|
|
|
|
(s,p,l,v) => { MaxLinearVelocity = v; } ),
|
|
|
|
|
new ParameterDefn("MaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to an object",
|
|
|
|
|
(s,v) => { MaxLinearVelocity = v; } ),
|
|
|
|
|
new ParameterDefn<float>("MaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to an object",
|
|
|
|
|
1000.0f,
|
|
|
|
|
(s,cf,p,v) => { MaxAngularVelocity = cf.GetFloat(p, v); },
|
|
|
|
|
(s) => { return MaxAngularVelocity; },
|
|
|
|
|
(s,p,l,v) => { MaxAngularVelocity = v; } ),
|
|
|
|
|
(s,v) => { MaxAngularVelocity = v; } ),
|
|
|
|
|
// LL documentation says thie number should be 20f for llApplyImpulse and 200f for llRezObject
|
|
|
|
|
new ParameterDefn("MaxAddForceMagnitude", "Maximum force that can be applied by llApplyImpulse (SL says 20f)",
|
|
|
|
|
new ParameterDefn<float>("MaxAddForceMagnitude", "Maximum force that can be applied by llApplyImpulse (SL says 20f)",
|
|
|
|
|
20000.0f,
|
|
|
|
|
(s,cf,p,v) => { MaxAddForceMagnitude = cf.GetFloat(p, v); },
|
|
|
|
|
(s) => { return MaxAddForceMagnitude; },
|
|
|
|
|
(s,p,l,v) => { MaxAddForceMagnitude = v; } ),
|
|
|
|
|
(s,v) => { MaxAddForceMagnitude = v; } ),
|
|
|
|
|
// Density is passed around as 100kg/m3. This scales that to 1kg/m3.
|
|
|
|
|
new ParameterDefn("DensityScaleFactor", "Conversion for simulator/viewer density (100kg/m3) to physical density (1kg/m3)",
|
|
|
|
|
new ParameterDefn<float>("DensityScaleFactor", "Conversion for simulator/viewer density (100kg/m3) to physical density (1kg/m3)",
|
|
|
|
|
0.01f,
|
|
|
|
|
(s,cf,p,v) => { DensityScaleFactor = cf.GetFloat(p, v); },
|
|
|
|
|
(s) => { return DensityScaleFactor; },
|
|
|
|
|
(s,p,l,v) => { DensityScaleFactor = v; } ),
|
|
|
|
|
(s,v) => { DensityScaleFactor = v; } ),
|
|
|
|
|
|
|
|
|
|
new ParameterDefn("PID_D", "Derivitive factor for motion smoothing",
|
|
|
|
|
new ParameterDefn<float>("PID_D", "Derivitive factor for motion smoothing",
|
|
|
|
|
2200f,
|
|
|
|
|
(s,cf,p,v) => { PID_D = cf.GetFloat(p, v); },
|
|
|
|
|
(s) => { return (float)PID_D; },
|
|
|
|
|
(s,p,l,v) => { PID_D = v; } ),
|
|
|
|
|
new ParameterDefn("PID_P", "Parameteric factor for motion smoothing",
|
|
|
|
|
(s,v) => { PID_D = v; } ),
|
|
|
|
|
new ParameterDefn<float>("PID_P", "Parameteric factor for motion smoothing",
|
|
|
|
|
900f,
|
|
|
|
|
(s,cf,p,v) => { PID_P = cf.GetFloat(p, v); },
|
|
|
|
|
(s) => { return (float)PID_P; },
|
|
|
|
|
(s,p,l,v) => { PID_P = v; } ),
|
|
|
|
|
(s,v) => { PID_P = v; } ),
|
|
|
|
|
|
|
|
|
|
new ParameterDefn("DefaultFriction", "Friction factor used on new objects",
|
|
|
|
|
new ParameterDefn<float>("DefaultFriction", "Friction factor used on new objects",
|
|
|
|
|
0.2f,
|
|
|
|
|
(s,cf,p,v) => { DefaultFriction = cf.GetFloat(p, v); },
|
|
|
|
|
(s) => { return DefaultFriction; },
|
|
|
|
|
(s,p,l,v) => { DefaultFriction = v; s.UnmanagedParams[0].defaultFriction = v; } ),
|
|
|
|
|
new ParameterDefn("DefaultDensity", "Density for new objects" ,
|
|
|
|
|
(s,v) => { DefaultFriction = v; s.UnmanagedParams[0].defaultFriction = v; } ),
|
|
|
|
|
new ParameterDefn<float>("DefaultDensity", "Density for new objects" ,
|
|
|
|
|
10.000006836f, // Aluminum g/cm3
|
|
|
|
|
(s,cf,p,v) => { DefaultDensity = cf.GetFloat(p, v); },
|
|
|
|
|
(s) => { return DefaultDensity; },
|
|
|
|
|
(s,p,l,v) => { DefaultDensity = v; s.UnmanagedParams[0].defaultDensity = v; } ),
|
|
|
|
|
new ParameterDefn("DefaultRestitution", "Bouncyness of an object" ,
|
|
|
|
|
(s,v) => { DefaultDensity = v; s.UnmanagedParams[0].defaultDensity = v; } ),
|
|
|
|
|
new ParameterDefn<float>("DefaultRestitution", "Bouncyness of an object" ,
|
|
|
|
|
0f,
|
|
|
|
|
(s,cf,p,v) => { DefaultRestitution = cf.GetFloat(p, v); },
|
|
|
|
|
(s) => { return DefaultRestitution; },
|
|
|
|
|
(s,p,l,v) => { DefaultRestitution = v; s.UnmanagedParams[0].defaultRestitution = v; } ),
|
|
|
|
|
new ParameterDefn("CollisionMargin", "Margin around objects before collisions are calculated (must be zero!)",
|
|
|
|
|
(s,v) => { DefaultRestitution = v; s.UnmanagedParams[0].defaultRestitution = v; } ),
|
|
|
|
|
new ParameterDefn<float>("CollisionMargin", "Margin around objects before collisions are calculated (must be zero!)",
|
|
|
|
|
0.04f,
|
|
|
|
|
(s,cf,p,v) => { CollisionMargin = cf.GetFloat(p, v); },
|
|
|
|
|
(s) => { return CollisionMargin; },
|
|
|
|
|
(s,p,l,v) => { CollisionMargin = v; s.UnmanagedParams[0].collisionMargin = v; } ),
|
|
|
|
|
new ParameterDefn("Gravity", "Vertical force of gravity (negative means down)",
|
|
|
|
|
(s,v) => { CollisionMargin = v; s.UnmanagedParams[0].collisionMargin = v; } ),
|
|
|
|
|
new ParameterDefn<float>("Gravity", "Vertical force of gravity (negative means down)",
|
|
|
|
|
-9.80665f,
|
|
|
|
|
(s,cf,p,v) => { Gravity = cf.GetFloat(p, v); },
|
|
|
|
|
(s) => { return Gravity; },
|
|
|
|
|
(s,p,l,v) => { Gravity = v; s.UnmanagedParams[0].gravity = v; },
|
|
|
|
|
(s,o,v) => { s.PE.SetGravity(o.PhysBody, new Vector3(0f,0f,v)); } ),
|
|
|
|
|
(s,v) => { Gravity = v; s.UnmanagedParams[0].gravity = v; },
|
|
|
|
|
(s,o) => { s.PE.SetGravity(o.PhysBody, new Vector3(0f,0f,Gravity)); } ),
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
new ParameterDefn("LinearDamping", "Factor to damp linear movement per second (0.0 - 1.0)",
|
|
|
|
|
new ParameterDefn<float>("LinearDamping", "Factor to damp linear movement per second (0.0 - 1.0)",
|
|
|
|
|
0f,
|
|
|
|
|
(s,cf,p,v) => { LinearDamping = cf.GetFloat(p, v); },
|
|
|
|
|
(s) => { return LinearDamping; },
|
|
|
|
|
(s,p,l,v) => { LinearDamping = v; },
|
|
|
|
|
(s,o,v) => { s.PE.SetDamping(o.PhysBody, v, AngularDamping); } ),
|
|
|
|
|
new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)",
|
|
|
|
|
(s,v) => { LinearDamping = v; },
|
|
|
|
|
(s,o) => { s.PE.SetDamping(o.PhysBody, LinearDamping, AngularDamping); } ),
|
|
|
|
|
new ParameterDefn<float>("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)",
|
|
|
|
|
0f,
|
|
|
|
|
(s,cf,p,v) => { AngularDamping = cf.GetFloat(p, v); },
|
|
|
|
|
(s) => { return AngularDamping; },
|
|
|
|
|
(s,p,l,v) => { AngularDamping = v; },
|
|
|
|
|
(s,o,v) => { s.PE.SetDamping(o.PhysBody, LinearDamping, v); } ),
|
|
|
|
|
new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static",
|
|
|
|
|
(s,v) => { AngularDamping = v; },
|
|
|
|
|
(s,o) => { s.PE.SetDamping(o.PhysBody, LinearDamping, AngularDamping); } ),
|
|
|
|
|
new ParameterDefn<float>("DeactivationTime", "Seconds before considering an object potentially static",
|
|
|
|
|
0.2f,
|
|
|
|
|
(s,cf,p,v) => { DeactivationTime = cf.GetFloat(p, v); },
|
|
|
|
|
(s) => { return DeactivationTime; },
|
|
|
|
|
(s,p,l,v) => { DeactivationTime = v; },
|
|
|
|
|
(s,o,v) => { s.PE.SetDeactivationTime(o.PhysBody, v); } ),
|
|
|
|
|
new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static",
|
|
|
|
|
(s,v) => { DeactivationTime = v; },
|
|
|
|
|
(s,o) => { s.PE.SetDeactivationTime(o.PhysBody, DeactivationTime); } ),
|
|
|
|
|
new ParameterDefn<float>("LinearSleepingThreshold", "Seconds to measure linear movement before considering static",
|
|
|
|
|
0.8f,
|
|
|
|
|
(s,cf,p,v) => { LinearSleepingThreshold = cf.GetFloat(p, v); },
|
|
|
|
|
(s) => { return LinearSleepingThreshold; },
|
|
|
|
|
(s,p,l,v) => { LinearSleepingThreshold = v;},
|
|
|
|
|
(s,o,v) => { s.PE.SetSleepingThresholds(o.PhysBody, v, v); } ),
|
|
|
|
|
new ParameterDefn("AngularSleepingThreshold", "Seconds to measure angular movement before considering static",
|
|
|
|
|
(s,v) => { LinearSleepingThreshold = v;},
|
|
|
|
|
(s,o) => { s.PE.SetSleepingThresholds(o.PhysBody, LinearSleepingThreshold, AngularSleepingThreshold); } ),
|
|
|
|
|
new ParameterDefn<float>("AngularSleepingThreshold", "Seconds to measure angular movement before considering static",
|
|
|
|
|
1.0f,
|
|
|
|
|
(s,cf,p,v) => { AngularSleepingThreshold = cf.GetFloat(p, v); },
|
|
|
|
|
(s) => { return AngularSleepingThreshold; },
|
|
|
|
|
(s,p,l,v) => { AngularSleepingThreshold = v;},
|
|
|
|
|
(s,o,v) => { s.PE.SetSleepingThresholds(o.PhysBody, v, v); } ),
|
|
|
|
|
new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" ,
|
|
|
|
|
(s,v) => { AngularSleepingThreshold = v;},
|
|
|
|
|
(s,o) => { s.PE.SetSleepingThresholds(o.PhysBody, LinearSleepingThreshold, AngularSleepingThreshold); } ),
|
|
|
|
|
new ParameterDefn<float>("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" ,
|
|
|
|
|
0.0f, // set to zero to disable
|
|
|
|
|
(s,cf,p,v) => { CcdMotionThreshold = cf.GetFloat(p, v); },
|
|
|
|
|
(s) => { return CcdMotionThreshold; },
|
|
|
|
|
(s,p,l,v) => { CcdMotionThreshold = v;},
|
|
|
|
|
(s,o,v) => { s.PE.SetCcdMotionThreshold(o.PhysBody, v); } ),
|
|
|
|
|
new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" ,
|
|
|
|
|
(s,v) => { CcdMotionThreshold = v;},
|
|
|
|
|
(s,o) => { s.PE.SetCcdMotionThreshold(o.PhysBody, CcdMotionThreshold); } ),
|
|
|
|
|
new ParameterDefn<float>("CcdSweptSphereRadius", "Continuious collision detection test radius" ,
|
|
|
|
|
0.2f,
|
|
|
|
|
(s,cf,p,v) => { CcdSweptSphereRadius = cf.GetFloat(p, v); },
|
|
|
|
|
(s) => { return CcdSweptSphereRadius; },
|
|
|
|
|
(s,p,l,v) => { CcdSweptSphereRadius = v;},
|
|
|
|
|
(s,o,v) => { s.PE.SetCcdSweptSphereRadius(o.PhysBody, v); } ),
|
|
|
|
|
new ParameterDefn("ContactProcessingThreshold", "Distance above which contacts can be discarded (0 means no discard)" ,
|
|
|
|
|
(s,v) => { CcdSweptSphereRadius = v;},
|
|
|
|
|
(s,o) => { s.PE.SetCcdSweptSphereRadius(o.PhysBody, CcdSweptSphereRadius); } ),
|
|
|
|
|
new ParameterDefn<float>("ContactProcessingThreshold", "Distance above which contacts can be discarded (0 means no discard)" ,
|
|
|
|
|
0.0f,
|
|
|
|
|
(s,cf,p,v) => { ContactProcessingThreshold = cf.GetFloat(p, v); },
|
|
|
|
|
(s) => { return ContactProcessingThreshold; },
|
|
|
|
|
(s,p,l,v) => { ContactProcessingThreshold = v;},
|
|
|
|
|
(s,o,v) => { s.PE.SetContactProcessingThreshold(o.PhysBody, v); } ),
|
|
|
|
|
(s,v) => { ContactProcessingThreshold = v;},
|
|
|
|
|
(s,o) => { s.PE.SetContactProcessingThreshold(o.PhysBody, ContactProcessingThreshold); } ),
|
|
|
|
|
|
|
|
|
|
new ParameterDefn("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)",
|
|
|
|
|
new ParameterDefn<float>("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)",
|
|
|
|
|
(float)BSTerrainPhys.TerrainImplementation.Mesh,
|
|
|
|
|
(s,cf,p,v) => { TerrainImplementation = cf.GetFloat(p,v); },
|
|
|
|
|
(s) => { return TerrainImplementation; },
|
|
|
|
|
(s,p,l,v) => { TerrainImplementation = v; } ),
|
|
|
|
|
new ParameterDefn("TerrainFriction", "Factor to reduce movement against terrain surface" ,
|
|
|
|
|
(s,v) => { TerrainImplementation = v; } ),
|
|
|
|
|
new ParameterDefn<float>("TerrainFriction", "Factor to reduce movement against terrain surface" ,
|
|
|
|
|
0.3f,
|
|
|
|
|
(s,cf,p,v) => { TerrainFriction = cf.GetFloat(p, v); },
|
|
|
|
|
(s) => { return TerrainFriction; },
|
|
|
|
|
(s,p,l,v) => { TerrainFriction = v; /* TODO: set on real terrain */} ),
|
|
|
|
|
new ParameterDefn("TerrainHitFraction", "Distance to measure hit collisions" ,
|
|
|
|
|
(s,v) => { TerrainFriction = v; /* TODO: set on real terrain */} ),
|
|
|
|
|
new ParameterDefn<float>("TerrainHitFraction", "Distance to measure hit collisions" ,
|
|
|
|
|
0.8f,
|
|
|
|
|
(s,cf,p,v) => { TerrainHitFraction = cf.GetFloat(p, v); },
|
|
|
|
|
(s) => { return TerrainHitFraction; },
|
|
|
|
|
(s,p,l,v) => { TerrainHitFraction = v; /* TODO: set on real terrain */ } ),
|
|
|
|
|
new ParameterDefn("TerrainRestitution", "Bouncyness" ,
|
|
|
|
|
(s,v) => { TerrainHitFraction = v; /* TODO: set on real terrain */ } ),
|
|
|
|
|
new ParameterDefn<float>("TerrainRestitution", "Bouncyness" ,
|
|
|
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|
0f,
|
|
|
|
|
(s,cf,p,v) => { TerrainRestitution = cf.GetFloat(p, v); },
|
|
|
|
|
(s) => { return TerrainRestitution; },
|
|
|
|
|
(s,p,l,v) => { TerrainRestitution = v; /* TODO: set on real terrain */ } ),
|
|
|
|
|
new ParameterDefn("TerrainCollisionMargin", "Margin where collision checking starts" ,
|
|
|
|
|
(s,v) => { TerrainRestitution = v; /* TODO: set on real terrain */ } ),
|
|
|
|
|
new ParameterDefn<float>("TerrainCollisionMargin", "Margin where collision checking starts" ,
|
|
|
|
|
0.08f,
|
|
|
|
|
(s,cf,p,v) => { TerrainCollisionMargin = cf.GetFloat(p, v); },
|
|
|
|
|
(s) => { return TerrainCollisionMargin; },
|
|
|
|
|
(s,p,l,v) => { TerrainCollisionMargin = v; /* TODO: set on real terrain */ } ),
|
|
|
|
|
(s,v) => { TerrainCollisionMargin = v; /* TODO: set on real terrain */ } ),
|
|
|
|
|
|
|
|
|
|
new ParameterDefn("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.",
|
|
|
|
|
new ParameterDefn<float>("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.",
|
|
|
|
|
0.2f,
|
|
|
|
|
(s,cf,p,v) => { AvatarFriction = cf.GetFloat(p, v); },
|
|
|
|
|
(s) => { return AvatarFriction; },
|
|
|
|
|
(s,p,l,v) => { AvatarFriction = v; } ),
|
|
|
|
|
new ParameterDefn("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.",
|
|
|
|
|
(s,v) => { AvatarFriction = v; } ),
|
|
|
|
|
new ParameterDefn<float>("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.",
|
|
|
|
|
0.95f,
|
|
|
|
|
(s,cf,p,v) => { AvatarStandingFriction = cf.GetFloat(p, v); },
|
|
|
|
|
(s) => { return AvatarStandingFriction; },
|
|
|
|
|
(s,p,l,v) => { AvatarStandingFriction = v; } ),
|
|
|
|
|
new ParameterDefn("AvatarAlwaysRunFactor", "Speed multiplier if avatar is set to always run",
|
|
|
|
|
(s,v) => { AvatarStandingFriction = v; } ),
|
|
|
|
|
new ParameterDefn<float>("AvatarAlwaysRunFactor", "Speed multiplier if avatar is set to always run",
|
|
|
|
|
1.3f,
|
|
|
|
|
(s,cf,p,v) => { AvatarAlwaysRunFactor = cf.GetFloat(p, v); },
|
|
|
|
|
(s) => { return AvatarAlwaysRunFactor; },
|
|
|
|
|
(s,p,l,v) => { AvatarAlwaysRunFactor = v; } ),
|
|
|
|
|
new ParameterDefn("AvatarDensity", "Density of an avatar. Changed on avatar recreation.",
|
|
|
|
|
(s,v) => { AvatarAlwaysRunFactor = v; } ),
|
|
|
|
|
new ParameterDefn<float>("AvatarDensity", "Density of an avatar. Changed on avatar recreation.",
|
|
|
|
|
3.5f,
|
|
|
|
|
(s,cf,p,v) => { AvatarDensity = cf.GetFloat(p, v); },
|
|
|
|
|
(s) => { return AvatarDensity; },
|
|
|
|
|
(s,p,l,v) => { AvatarDensity = v; } ),
|
|
|
|
|
new ParameterDefn("AvatarRestitution", "Bouncyness. Changed on avatar recreation.",
|
|
|
|
|
(s,v) => { AvatarDensity = v; } ),
|
|
|
|
|
new ParameterDefn<float>("AvatarRestitution", "Bouncyness. Changed on avatar recreation.",
|
|
|
|
|
0f,
|
|
|
|
|
(s,cf,p,v) => { AvatarRestitution = cf.GetFloat(p, v); },
|
|
|
|
|
(s) => { return AvatarRestitution; },
|
|
|
|
|
(s,p,l,v) => { AvatarRestitution = v; } ),
|
|
|
|
|
new ParameterDefn("AvatarCapsuleWidth", "The distance between the sides of the avatar capsule",
|
|
|
|
|
(s,v) => { AvatarRestitution = v; } ),
|
|
|
|
|
new ParameterDefn<float>("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) => { AvatarCapsuleWidth = v; } ),
|
|
|
|
|
new ParameterDefn("AvatarCapsuleDepth", "The distance between the front and back of the avatar capsule",
|
|
|
|
|
(s,v) => { AvatarCapsuleWidth = v; } ),
|
|
|
|
|
new ParameterDefn<float>("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) => { AvatarCapsuleDepth = v; } ),
|
|
|
|
|
new ParameterDefn("AvatarCapsuleHeight", "Default height of space around avatar",
|
|
|
|
|
(s,v) => { AvatarCapsuleDepth = v; } ),
|
|
|
|
|
new ParameterDefn<float>("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) => { AvatarCapsuleHeight = v; } ),
|
|
|
|
|
new ParameterDefn("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions",
|
|
|
|
|
(s,v) => { AvatarCapsuleHeight = v; } ),
|
|
|
|
|
new ParameterDefn<float>("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) => { AvatarContactProcessingThreshold = v; } ),
|
|
|
|
|
new ParameterDefn("AvatarStepHeight", "Height of a step obstacle to consider step correction",
|
|
|
|
|
(s,v) => { AvatarContactProcessingThreshold = v; } ),
|
|
|
|
|
new ParameterDefn<float>("AvatarStepHeight", "Height of a step obstacle to consider step correction",
|
|
|
|
|
0.3f,
|
|
|
|
|
(s,cf,p,v) => { AvatarStepHeight = cf.GetFloat(p, v); },
|
|
|
|
|
(s) => { return AvatarStepHeight; },
|
|
|
|
|
(s,p,l,v) => { AvatarStepHeight = v; } ),
|
|
|
|
|
new ParameterDefn("AvatarStepApproachFactor", "Factor to control angle of approach to step (0=straight on)",
|
|
|
|
|
(s,v) => { AvatarStepHeight = v; } ),
|
|
|
|
|
new ParameterDefn<float>("AvatarStepApproachFactor", "Factor to control angle of approach to step (0=straight on)",
|
|
|
|
|
0.6f,
|
|
|
|
|
(s,cf,p,v) => { AvatarStepApproachFactor = cf.GetFloat(p, v); },
|
|
|
|
|
(s) => { return AvatarStepApproachFactor; },
|
|
|
|
|
(s,p,l,v) => { AvatarStepApproachFactor = v; } ),
|
|
|
|
|
new ParameterDefn("AvatarStepForceFactor", "Controls the amount of force up applied to step up onto a step",
|
|
|
|
|
(s,v) => { AvatarStepApproachFactor = v; } ),
|
|
|
|
|
new ParameterDefn<float>("AvatarStepForceFactor", "Controls the amount of force up applied to step up onto a step",
|
|
|
|
|
2.0f,
|
|
|
|
|
(s,cf,p,v) => { AvatarStepForceFactor = cf.GetFloat(p, v); },
|
|
|
|
|
(s) => { return AvatarStepForceFactor; },
|
|
|
|
|
(s,p,l,v) => { AvatarStepForceFactor = v; } ),
|
|
|
|
|
(s,v) => { AvatarStepForceFactor = v; } ),
|
|
|
|
|
|
|
|
|
|
new ParameterDefn("VehicleMaxLinearVelocity", "Maximum velocity magnitude that can be assigned to a vehicle",
|
|
|
|
|
new ParameterDefn<float>("VehicleMaxLinearVelocity", "Maximum velocity magnitude that can be assigned to a vehicle",
|
|
|
|
|
1000.0f,
|
|
|
|
|
(s,cf,p,v) => { VehicleMaxLinearVelocity = cf.GetFloat(p, v); },
|
|
|
|
|
(s) => { return (float)VehicleMaxLinearVelocity; },
|
|
|
|
|
(s,p,l,v) => { VehicleMaxLinearVelocity = v; VehicleMaxLinearVelocitySq = v * v; } ),
|
|
|
|
|
new ParameterDefn("VehicleMaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to a vehicle",
|
|
|
|
|
(s,v) => { VehicleMaxLinearVelocity = v; VehicleMaxLinearVelocitySq = v * v; } ),
|
|
|
|
|
new ParameterDefn<float>("VehicleMaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to a vehicle",
|
|
|
|
|
12.0f,
|
|
|
|
|
(s,cf,p,v) => { VehicleMaxAngularVelocity = cf.GetFloat(p, v); },
|
|
|
|
|
(s) => { return (float)VehicleMaxAngularVelocity; },
|
|
|
|
|
(s,p,l,v) => { VehicleMaxAngularVelocity = v; VehicleMaxAngularVelocitySq = v * v; } ),
|
|
|
|
|
new ParameterDefn("VehicleAngularDamping", "Factor to damp vehicle angular movement per second (0.0 - 1.0)",
|
|
|
|
|
(s,v) => { VehicleMaxAngularVelocity = v; VehicleMaxAngularVelocitySq = v * v; } ),
|
|
|
|
|
new ParameterDefn<float>("VehicleAngularDamping", "Factor to damp vehicle angular movement per second (0.0 - 1.0)",
|
|
|
|
|
0.0f,
|
|
|
|
|
(s,cf,p,v) => { VehicleAngularDamping = cf.GetFloat(p, v); },
|
|
|
|
|
(s) => { return VehicleAngularDamping; },
|
|
|
|
|
(s,p,l,v) => { VehicleAngularDamping = v; } ),
|
|
|
|
|
new ParameterDefn("VehicleLinearFactor", "Fraction of physical linear changes applied to vehicle (0.0 - 1.0)",
|
|
|
|
|
1.0f,
|
|
|
|
|
(s,cf,p,v) => { VehicleLinearFactor = cf.GetFloat(p, v); },
|
|
|
|
|
(s,v) => { VehicleAngularDamping = v; } ),
|
|
|
|
|
new ParameterDefn<Vector3>("VehicleLinearFactor", "Fraction of physical linear changes applied to vehicle (<0,0,0> to <1,1,1>)",
|
|
|
|
|
new Vector3(1f, 1f, 1f),
|
|
|
|
|
(s) => { return VehicleLinearFactor; },
|
|
|
|
|
(s,p,l,v) => { VehicleLinearFactor = v; VehicleLinearFactorV = new Vector3(v, v, v); } ),
|
|
|
|
|
new ParameterDefn("VehicleAngularFactor", "Fraction of physical angular changes applied to vehicle (0.0 - 1.0)",
|
|
|
|
|
1.0f,
|
|
|
|
|
(s,cf,p,v) => { VehicleAngularFactor = cf.GetFloat(p, v); },
|
|
|
|
|
(s,v) => { VehicleLinearFactor = v; } ),
|
|
|
|
|
new ParameterDefn<Vector3>("VehicleAngularFactor", "Fraction of physical angular changes applied to vehicle (<0,0,0> to <1,1,1>)",
|
|
|
|
|
new Vector3(1f, 1f, 1f),
|
|
|
|
|
(s) => { return VehicleAngularFactor; },
|
|
|
|
|
(s,p,l,v) => { VehicleAngularFactor = v; VehicleAngularFactorV = new Vector3(v, v, v); } ),
|
|
|
|
|
new ParameterDefn("VehicleFriction", "Friction of vehicle on the ground (0.0 - 1.0)",
|
|
|
|
|
(s,v) => { VehicleAngularFactor = v; } ),
|
|
|
|
|
new ParameterDefn<float>("VehicleFriction", "Friction of vehicle on the ground (0.0 - 1.0)",
|
|
|
|
|
0.0f,
|
|
|
|
|
(s,cf,p,v) => { VehicleFriction = cf.GetFloat(p, v); },
|
|
|
|
|
(s) => { return VehicleFriction; },
|
|
|
|
|
(s,p,l,v) => { VehicleFriction = v; } ),
|
|
|
|
|
new ParameterDefn("VehicleRestitution", "Bouncyness factor for vehicles (0.0 - 1.0)",
|
|
|
|
|
(s,v) => { VehicleFriction = v; } ),
|
|
|
|
|
new ParameterDefn<float>("VehicleRestitution", "Bouncyness factor for vehicles (0.0 - 1.0)",
|
|
|
|
|
0.0f,
|
|
|
|
|
(s,cf,p,v) => { VehicleRestitution = cf.GetFloat(p, v); },
|
|
|
|
|
(s) => { return VehicleRestitution; },
|
|
|
|
|
(s,p,l,v) => { VehicleRestitution = v; } ),
|
|
|
|
|
new ParameterDefn("VehicleGroundGravityFudge", "Factor to multiple gravity if a ground vehicle is probably on the ground (0.0 - 1.0)",
|
|
|
|
|
(s,v) => { VehicleRestitution = v; } ),
|
|
|
|
|
new ParameterDefn<float>("VehicleGroundGravityFudge", "Factor to multiple gravity if a ground vehicle is probably on the ground (0.0 - 1.0)",
|
|
|
|
|
0.2f,
|
|
|
|
|
(s,cf,p,v) => { VehicleGroundGravityFudge = cf.GetFloat(p, v); },
|
|
|
|
|
(s) => { return VehicleGroundGravityFudge; },
|
|
|
|
|
(s,p,l,v) => { VehicleGroundGravityFudge = v; } ),
|
|
|
|
|
new ParameterDefn("VehicleDebuggingEnable", "Turn on/off vehicle debugging",
|
|
|
|
|
ConfigurationParameters.numericFalse,
|
|
|
|
|
(s,cf,p,v) => { VehicleDebuggingEnabled = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },
|
|
|
|
|
(s,v) => { VehicleGroundGravityFudge = v; } ),
|
|
|
|
|
new ParameterDefn<bool>("VehicleDebuggingEnable", "Turn on/off vehicle debugging",
|
|
|
|
|
false,
|
|
|
|
|
(s) => { return VehicleDebuggingEnabled; },
|
|
|
|
|
(s,p,l,v) => { VehicleDebuggingEnabled = v; } ),
|
|
|
|
|
(s,v) => { VehicleDebuggingEnabled = v; } ),
|
|
|
|
|
|
|
|
|
|
new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)",
|
|
|
|
|
new ParameterDefn<float>("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)",
|
|
|
|
|
0f,
|
|
|
|
|
(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)",
|
|
|
|
|
(s,v) => { MaxPersistantManifoldPoolSize = v; s.UnmanagedParams[0].maxPersistantManifoldPoolSize = v; } ),
|
|
|
|
|
new ParameterDefn<float>("MaxCollisionAlgorithmPoolSize", "Number of collisions pooled (0 means default of 4096)",
|
|
|
|
|
0f,
|
|
|
|
|
(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) => { ShouldDisableContactPoolDynamicAllocation = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },
|
|
|
|
|
(s,v) => { MaxCollisionAlgorithmPoolSize = v; s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize = v; } ),
|
|
|
|
|
new ParameterDefn<bool>("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count",
|
|
|
|
|
false,
|
|
|
|
|
(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) => { ShouldForceUpdateAllAabbs = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },
|
|
|
|
|
(s,v) => { ShouldDisableContactPoolDynamicAllocation = v;
|
|
|
|
|
s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = NumericBool(v); } ),
|
|
|
|
|
new ParameterDefn<bool>("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step",
|
|
|
|
|
false,
|
|
|
|
|
(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,
|
|
|
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|
(s,cf,p,v) => { ShouldRandomizeSolverOrder = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },
|
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|
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|
(s,v) => { ShouldForceUpdateAllAabbs = v; s.UnmanagedParams[0].shouldForceUpdateAllAabbs = NumericBool(v); } ),
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|
new ParameterDefn<bool>("ShouldRandomizeSolverOrder", "Enable for slightly better stacking interaction",
|
|
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|
|
true,
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|
|
|
(s) => { return ShouldRandomizeSolverOrder; },
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|
(s,p,l,v) => { ShouldRandomizeSolverOrder = v; s.UnmanagedParams[0].shouldRandomizeSolverOrder = v; } ),
|
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|
new ParameterDefn("ShouldSplitSimulationIslands", "Enable splitting active object scanning islands",
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|
|
ConfigurationParameters.numericTrue,
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|
|
(s,cf,p,v) => { ShouldSplitSimulationIslands = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },
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|
|
(s,v) => { ShouldRandomizeSolverOrder = v; s.UnmanagedParams[0].shouldRandomizeSolverOrder = NumericBool(v); } ),
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|
new ParameterDefn<bool>("ShouldSplitSimulationIslands", "Enable splitting active object scanning islands",
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|
|
true,
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|
|
(s) => { return ShouldSplitSimulationIslands; },
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|
(s,p,l,v) => { ShouldSplitSimulationIslands = v; s.UnmanagedParams[0].shouldSplitSimulationIslands = v; } ),
|
|
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|
new ParameterDefn("ShouldEnableFrictionCaching", "Enable friction computation caching",
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|
|
ConfigurationParameters.numericTrue,
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|
|
(s,cf,p,v) => { ShouldEnableFrictionCaching = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },
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|
(s,v) => { ShouldSplitSimulationIslands = v; s.UnmanagedParams[0].shouldSplitSimulationIslands = NumericBool(v); } ),
|
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|
|
new ParameterDefn<bool>("ShouldEnableFrictionCaching", "Enable friction computation caching",
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|
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|
|
true,
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|
|
|
|
(s) => { return ShouldEnableFrictionCaching; },
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|
(s,p,l,v) => { ShouldEnableFrictionCaching = v; s.UnmanagedParams[0].shouldEnableFrictionCaching = v; } ),
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|
new ParameterDefn("NumberOfSolverIterations", "Number of internal iterations (0 means default)",
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|
(s,v) => { ShouldEnableFrictionCaching = v; s.UnmanagedParams[0].shouldEnableFrictionCaching = NumericBool(v); } ),
|
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|
|
new ParameterDefn<float>("NumberOfSolverIterations", "Number of internal iterations (0 means default)",
|
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|
|
0f, // zero says use Bullet default
|
|
|
|
|
(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,
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|
|
(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("GlobalContactBreakingThreshold", "Amount of shape radius before breaking a collision contact (0 says Bullet default (0.2))",
|
|
|
|
|
(s,v) => { NumberOfSolverIterations = v; s.UnmanagedParams[0].numberOfSolverIterations = v; } ),
|
|
|
|
|
new ParameterDefn<bool>("UseSingleSidedMeshes", "Whether to compute collisions based on single sided meshes.",
|
|
|
|
|
true,
|
|
|
|
|
(s) => { return UseSingleSidedMeshes; },
|
|
|
|
|
(s,v) => { UseSingleSidedMeshes = v; s.UnmanagedParams[0].useSingleSidedMeshes = NumericBool(v); } ),
|
|
|
|
|
new ParameterDefn<float>("GlobalContactBreakingThreshold", "Amount of shape radius before breaking a collision contact (0 says Bullet default (0.2))",
|
|
|
|
|
0f,
|
|
|
|
|
(s,cf,p,v) => { GlobalContactBreakingThreshold = cf.GetFloat(p, v); },
|
|
|
|
|
(s) => { return GlobalContactBreakingThreshold; },
|
|
|
|
|
(s,p,l,v) => { GlobalContactBreakingThreshold = v; s.UnmanagedParams[0].globalContactBreakingThreshold = v; } ),
|
|
|
|
|
(s,v) => { GlobalContactBreakingThreshold = v; s.UnmanagedParams[0].globalContactBreakingThreshold = v; } ),
|
|
|
|
|
|
|
|
|
|
new ParameterDefn("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)",
|
|
|
|
|
new ParameterDefn<float>("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)",
|
|
|
|
|
(float)BSLinkset.LinksetImplementation.Compound,
|
|
|
|
|
(s,cf,p,v) => { LinksetImplementation = cf.GetFloat(p,v); },
|
|
|
|
|
(s) => { return LinksetImplementation; },
|
|
|
|
|
(s,p,l,v) => { LinksetImplementation = v; } ),
|
|
|
|
|
new ParameterDefn("LinkConstraintUseFrameOffset", "For linksets built with constraints, enable frame offsetFor linksets built with constraints, enable frame offset.",
|
|
|
|
|
ConfigurationParameters.numericFalse,
|
|
|
|
|
(s,cf,p,v) => { LinkConstraintUseFrameOffset = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },
|
|
|
|
|
(s,v) => { LinksetImplementation = v; } ),
|
|
|
|
|
new ParameterDefn<bool>("LinkConstraintUseFrameOffset", "For linksets built with constraints, enable frame offsetFor linksets built with constraints, enable frame offset.",
|
|
|
|
|
false,
|
|
|
|
|
(s) => { return LinkConstraintUseFrameOffset; },
|
|
|
|
|
(s,p,l,v) => { LinkConstraintUseFrameOffset = v; } ),
|
|
|
|
|
new ParameterDefn("LinkConstraintEnableTransMotor", "Whether to enable translational motor on linkset constraints",
|
|
|
|
|
ConfigurationParameters.numericTrue,
|
|
|
|
|
(s,cf,p,v) => { LinkConstraintEnableTransMotor = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },
|
|
|
|
|
(s,v) => { LinkConstraintUseFrameOffset = v; } ),
|
|
|
|
|
new ParameterDefn<bool>("LinkConstraintEnableTransMotor", "Whether to enable translational motor on linkset constraints",
|
|
|
|
|
true,
|
|
|
|
|
(s) => { return LinkConstraintEnableTransMotor; },
|
|
|
|
|
(s,p,l,v) => { LinkConstraintEnableTransMotor = v; } ),
|
|
|
|
|
new ParameterDefn("LinkConstraintTransMotorMaxVel", "Maximum velocity to be applied by translational motor in linkset constraints",
|
|
|
|
|
(s,v) => { LinkConstraintEnableTransMotor = v; } ),
|
|
|
|
|
new ParameterDefn<float>("LinkConstraintTransMotorMaxVel", "Maximum velocity to be applied by translational motor in linkset constraints",
|
|
|
|
|
5.0f,
|
|
|
|
|
(s,cf,p,v) => { LinkConstraintTransMotorMaxVel = cf.GetFloat(p, v); },
|
|
|
|
|
(s) => { return LinkConstraintTransMotorMaxVel; },
|
|
|
|
|
(s,p,l,v) => { LinkConstraintTransMotorMaxVel = v; } ),
|
|
|
|
|
new ParameterDefn("LinkConstraintTransMotorMaxForce", "Maximum force to be applied by translational motor in linkset constraints",
|
|
|
|
|
(s,v) => { LinkConstraintTransMotorMaxVel = v; } ),
|
|
|
|
|
new ParameterDefn<float>("LinkConstraintTransMotorMaxForce", "Maximum force to be applied by translational motor in linkset constraints",
|
|
|
|
|
0.1f,
|
|
|
|
|
(s,cf,p,v) => { LinkConstraintTransMotorMaxForce = cf.GetFloat(p, v); },
|
|
|
|
|
(s) => { return LinkConstraintTransMotorMaxForce; },
|
|
|
|
|
(s,p,l,v) => { LinkConstraintTransMotorMaxForce = v; } ),
|
|
|
|
|
new ParameterDefn("LinkConstraintCFM", "Amount constraint can be violated. 0=no violation, 1=infinite. Default=0.1",
|
|
|
|
|
(s,v) => { LinkConstraintTransMotorMaxForce = v; } ),
|
|
|
|
|
new ParameterDefn<float>("LinkConstraintCFM", "Amount constraint can be violated. 0=no violation, 1=infinite. Default=0.1",
|
|
|
|
|
0.1f,
|
|
|
|
|
(s,cf,p,v) => { LinkConstraintCFM = cf.GetFloat(p, v); },
|
|
|
|
|
(s) => { return LinkConstraintCFM; },
|
|
|
|
|
(s,p,l,v) => { LinkConstraintCFM = v; } ),
|
|
|
|
|
new ParameterDefn("LinkConstraintERP", "Amount constraint is corrected each tick. 0=none, 1=all. Default = 0.2",
|
|
|
|
|
(s,v) => { LinkConstraintCFM = v; } ),
|
|
|
|
|
new ParameterDefn<float>("LinkConstraintERP", "Amount constraint is corrected each tick. 0=none, 1=all. Default = 0.2",
|
|
|
|
|
0.1f,
|
|
|
|
|
(s,cf,p,v) => { LinkConstraintERP = cf.GetFloat(p, v); },
|
|
|
|
|
(s) => { return LinkConstraintERP; },
|
|
|
|
|
(s,p,l,v) => { LinkConstraintERP = v; } ),
|
|
|
|
|
new ParameterDefn("LinkConstraintSolverIterations", "Number of solver iterations when computing constraint. (0 = Bullet default)",
|
|
|
|
|
(s,v) => { LinkConstraintERP = v; } ),
|
|
|
|
|
new ParameterDefn<float>("LinkConstraintSolverIterations", "Number of solver iterations when computing constraint. (0 = Bullet default)",
|
|
|
|
|
40,
|
|
|
|
|
(s,cf,p,v) => { LinkConstraintSolverIterations = cf.GetFloat(p, v); },
|
|
|
|
|
(s) => { return LinkConstraintSolverIterations; },
|
|
|
|
|
(s,p,l,v) => { LinkConstraintSolverIterations = v; } ),
|
|
|
|
|
(s,v) => { LinkConstraintSolverIterations = v; } ),
|
|
|
|
|
|
|
|
|
|
new ParameterDefn("PhysicsMetricFrames", "Frames between outputting detailed phys metrics. (0 is off)",
|
|
|
|
|
new ParameterDefn<int>("PhysicsMetricFrames", "Frames between outputting detailed phys metrics. (0 is off)",
|
|
|
|
|
0,
|
|
|
|
|
(s) => { return s.PhysicsMetricDumpFrames; },
|
|
|
|
|
(s,v) => { s.PhysicsMetricDumpFrames = v; } ),
|
|
|
|
|
new ParameterDefn<float>("ResetBroadphasePool", "Setting this is any value resets the broadphase collision pool",
|
|
|
|
|
0f,
|
|
|
|
|
(s,cf,p,v) => { s.PhysicsMetricDumpFrames = cf.GetFloat(p, (int)v); },
|
|
|
|
|
(s) => { return (float)s.PhysicsMetricDumpFrames; },
|
|
|
|
|
(s,p,l,v) => { s.PhysicsMetricDumpFrames = (int)v; } ),
|
|
|
|
|
new ParameterDefn("ResetBroadphasePool", "Setting this is any value resets the broadphase collision pool",
|
|
|
|
|
0f,
|
|
|
|
|
(s,cf,p,v) => { ; },
|
|
|
|
|
(s) => { return 0f; },
|
|
|
|
|
(s,p,l,v) => { BSParam.ResetBroadphasePoolTainted(s, v); } ),
|
|
|
|
|
new ParameterDefn("ResetConstraintSolver", "Setting this is any value resets the constraint solver",
|
|
|
|
|
(s,v) => { BSParam.ResetBroadphasePoolTainted(s, v); } ),
|
|
|
|
|
new ParameterDefn<float>("ResetConstraintSolver", "Setting this is any value resets the constraint solver",
|
|
|
|
|
0f,
|
|
|
|
|
(s,cf,p,v) => { ; },
|
|
|
|
|
(s) => { return 0f; },
|
|
|
|
|
(s,p,l,v) => { BSParam.ResetConstraintSolverTainted(s, v); } ),
|
|
|
|
|
(s,v) => { BSParam.ResetConstraintSolverTainted(s, v); } ),
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
// Convert a boolean to our numeric true and false values
|
|
|
|
@ -658,13 +636,13 @@ public static class BSParam
|
|
|
|
|
// ParameterDefn structure.
|
|
|
|
|
// Case does not matter as names are compared after converting to lower case.
|
|
|
|
|
// Returns 'false' if the parameter is not found.
|
|
|
|
|
internal static bool TryGetParameter(string paramName, out ParameterDefn defn)
|
|
|
|
|
internal static bool TryGetParameter(string paramName, out ParameterDefnBase defn)
|
|
|
|
|
{
|
|
|
|
|
bool ret = false;
|
|
|
|
|
ParameterDefn foundDefn = new ParameterDefn();
|
|
|
|
|
ParameterDefnBase foundDefn = null;
|
|
|
|
|
string pName = paramName.ToLower();
|
|
|
|
|
|
|
|
|
|
foreach (ParameterDefn parm in ParameterDefinitions)
|
|
|
|
|
foreach (ParameterDefnBase parm in ParameterDefinitions)
|
|
|
|
|
{
|
|
|
|
|
if (pName == parm.name.ToLower())
|
|
|
|
|
{
|
|
|
|
@ -680,18 +658,18 @@ public static class BSParam
|
|
|
|
|
// Pass through the settable parameters and set the default values
|
|
|
|
|
internal static void SetParameterDefaultValues(BSScene physicsScene)
|
|
|
|
|
{
|
|
|
|
|
foreach (ParameterDefn parm in ParameterDefinitions)
|
|
|
|
|
foreach (ParameterDefnBase parm in ParameterDefinitions)
|
|
|
|
|
{
|
|
|
|
|
parm.setter(physicsScene, parm.name, PhysParameterEntry.APPLY_TO_NONE, parm.defaultValue);
|
|
|
|
|
parm.AssignDefault(physicsScene);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Get user set values out of the ini file.
|
|
|
|
|
internal static void SetParameterConfigurationValues(BSScene physicsScene, IConfig cfg)
|
|
|
|
|
{
|
|
|
|
|
foreach (ParameterDefn parm in ParameterDefinitions)
|
|
|
|
|
foreach (ParameterDefnBase parm in ParameterDefinitions)
|
|
|
|
|
{
|
|
|
|
|
parm.userParam(physicsScene, cfg, parm.name, parm.defaultValue);
|
|
|
|
|
parm.SetValue(physicsScene, cfg.GetString(parm.name, parm.GetValue(physicsScene)));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
@ -706,11 +684,11 @@ public static class BSParam
|
|
|
|
|
List<PhysParameterEntry> entries = new List<PhysParameterEntry>();
|
|
|
|
|
for (int ii = 0; ii < ParameterDefinitions.Length; ii++)
|
|
|
|
|
{
|
|
|
|
|
ParameterDefn pd = ParameterDefinitions[ii];
|
|
|
|
|
ParameterDefnBase pd = ParameterDefinitions[ii];
|
|
|
|
|
entries.Add(new PhysParameterEntry(pd.name, pd.desc));
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// make the list alphabetical for estetic reasons
|
|
|
|
|
// make the list alphabetical for ease of finding anything
|
|
|
|
|
entries.Sort((ppe1, ppe2) => { return ppe1.name.CompareTo(ppe2.name); });
|
|
|
|
|
|
|
|
|
|
SettableParameters = entries.ToArray();
|
|
|
|
|