* This finishes the ODE options section of the OpenSim.ini.example. I've added 44 configurable options!
* This includes if you want to mesh sculpties and the Level of detail on the sculptie meshing for non physical and a separate LOD on physical sculpties. * The options range from gravity.. to avatar movement speed, to friction management.. to object density.. to update throttling.0.6.0-stable
parent
f99b4cbe3b
commit
00a1f0bab0
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@ -612,7 +612,7 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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}
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else
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{
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IMesh mesh = mesher.CreateMesh(primName, pbs, size);
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IMesh mesh = mesher.CreateMesh(primName, pbs, size, 32f);
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result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical);
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}
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break;
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@ -33,7 +33,7 @@ namespace OpenSim.Region.Physics.Manager
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{
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public interface IMesher
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{
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IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size);
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IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod);
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}
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public interface IVertex
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@ -60,7 +60,7 @@ namespace OpenSim.Region.Physics.Manager
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public class ZeroMesher : IMesher
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{
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public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size)
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public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod)
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{
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return null;
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}
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@ -1295,9 +1295,9 @@ namespace OpenSim.Region.Physics.Meshing
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return m;
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}
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private SculptMesh CreateSculptMesh(string primName, PrimitiveBaseShape primShape, PhysicsVector size)
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private SculptMesh CreateSculptMesh(string primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod)
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{
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SculptMesh sm = new SculptMesh(primShape.SculptData);
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SculptMesh sm = new SculptMesh(primShape.SculptData, lod);
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// Scale the mesh based on our prim scale
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foreach (Vertex v in sm.vertices)
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{
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@ -1422,12 +1422,13 @@ namespace OpenSim.Region.Physics.Meshing
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}
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}
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public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size)
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public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, PhysicsVector size, float lod)
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{
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Mesh mesh = null;
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if (primShape.SculptEntry && primShape.SculptType != (byte)0 && primShape.SculptData.Length > 0)
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{
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SculptMesh smesh = CreateSculptMesh(primName, primShape, size);
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SculptMesh smesh = CreateSculptMesh(primName, primShape, size, lod);
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mesh = (Mesh)smesh;
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CalcNormals(mesh);
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}
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@ -48,8 +48,11 @@ namespace OpenSim.Region.Physics.Meshing
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private int lod = 32;
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private const float RANGE = 128.0f;
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public SculptMesh(byte[] jpegData)
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public SculptMesh(byte[] jpegData, float _lod)
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{
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if (_lod == 2f || _lod == 4f || _lod == 8f || _lod == 16f || _lod == 32f || _lod == 64f)
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lod = (int)_lod;
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idata = OpenJPEG.DecodeToImage(jpegData);
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if (idata != null)
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{
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@ -61,6 +64,10 @@ namespace OpenSim.Region.Physics.Meshing
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LoadPoles();
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processSculptTexture();
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bLOD.Dispose();
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bBitmap.Dispose();
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idata.Dispose();
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}
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}
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@ -65,6 +65,13 @@ namespace OpenSim.Region.Physics.OdePlugin
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private PhysicsVector m_PIDTarget = new PhysicsVector(0, 0, 0);
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private float m_PIDTau = 0f;
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private float PID_D = 35f;
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private float PID_G = 25f;
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private float m_tensor = 5f;
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private int body_autodisable_frames = 20;
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private bool m_usePID = false;
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private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom
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@ -94,7 +101,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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public uint m_localID = 0;
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public GCHandle gc;
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//public GCHandle gc;
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private CollisionLocker ode;
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private bool m_taintforce = false;
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@ -147,11 +154,16 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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_target_velocity = new PhysicsVector(0, 0, 0);
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gc = GCHandle.Alloc(prim_geom, GCHandleType.Pinned);
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//gc = GCHandle.Alloc(prim_geom, GCHandleType.Pinned);
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ode = dode;
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_velocity = new PhysicsVector();
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_position = pos;
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m_taintposition = pos;
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PID_D = parent_scene.bodyPIDD;
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PID_G = parent_scene.bodyPIDG;
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m_density = parent_scene.geomDefaultDensity;
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m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
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body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
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//if (_position.X > 257)
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//{
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//_position.X = 257;
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@ -306,7 +318,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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d.BodySetAutoDisableFlag(Body, true);
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d.BodySetAutoDisableSteps(Body, 20);
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d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
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m_interpenetrationcount = 0;
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m_collisionscore = 0;
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@ -677,6 +689,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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Thread.Sleep(10);
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//Kill Body so that mesh can re-make the geom
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if (IsPhysical && Body != (IntPtr) 0)
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{
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@ -951,7 +964,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (_parent_scene.needsMeshing(_pbs))
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{
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// Don't need to re-enable body.. it's done in SetMesh
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_mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size);
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_mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, _parent_scene.meshSculptLOD);
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// createmesh returns null when it's a shape that isn't a cube.
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}
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}
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@ -1138,7 +1151,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (IsPhysical && Body != (IntPtr)0 && !m_isSelected)
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{
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float PID_D = 2200.0f;
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//float PID_P = 900.0f;
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@ -1177,21 +1190,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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// If the PID Controller isn't active then we set our force
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// calculating base velocity to the current position
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if (Environment.OSVersion.Platform == PlatformID.Unix)
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{
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PID_D = 3200.0f;
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//PID_P = 1400.0f;
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}
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else
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{
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PID_D = 2200.0f;
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//PID_P = 900.0f;
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}
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PID_D = 35f;
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//PID_P = 1.0f;
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float PID_G = 25;
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if ((m_PIDTau < 1))
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{
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@ -1332,14 +1332,28 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (m_isphysical == true)
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{
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if (Body == (IntPtr)0)
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{
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if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
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{
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changeshape(2f);
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}
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else
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{
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enableBody();
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}
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}
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}
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else
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{
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if (Body != (IntPtr)0)
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{
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if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
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{
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if (prim_geom != IntPtr.Zero)
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d.GeomDestroy(prim_geom);
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changeadd(2f);
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}
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disableBody();
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}
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}
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@ -1386,8 +1400,12 @@ namespace OpenSim.Region.Physics.OdePlugin
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// Construction of new prim
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if (_parent_scene.needsMeshing(_pbs))
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{
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float meshlod = _parent_scene.meshSculptLOD;
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if (IsPhysical)
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meshlod = _parent_scene.MeshSculptphysicalLOD;
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// Don't need to re-enable body.. it's done in SetMesh
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IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size);
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IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod);
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// createmesh returns null when it's a shape that isn't a cube.
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if (mesh != null)
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{
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@ -1556,10 +1574,16 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (_size.Y <= 0) _size.Y = 0.01f;
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if (_size.Z <= 0) _size.Z = 0.01f;
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// Construction of new prim
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if (_parent_scene.needsMeshing(_pbs))
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{
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// Don't need to re-enable body.. it's done in SetMesh
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IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size);
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float meshlod = _parent_scene.meshSculptLOD;
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if (IsPhysical)
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meshlod = _parent_scene.MeshSculptphysicalLOD;
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IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod);
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// createmesh returns null when it's a shape that isn't a cube.
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if (mesh != null)
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{
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@ -1910,12 +1934,12 @@ namespace OpenSim.Region.Physics.OdePlugin
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public override void CrossingFailure()
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{
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m_crossingfailures++;
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if (m_crossingfailures > 5)
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if (m_crossingfailures > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
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{
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base.RaiseOutOfBounds(_position);
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return;
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}
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else if (m_crossingfailures == 5)
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else if (m_crossingfailures == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
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{
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m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName);
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}
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@ -1982,7 +2006,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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//base.RaiseOutOfBounds(l_position);
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if (m_crossingfailures < 5)
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if (m_crossingfailures < _parent_scene.geomCrossingFailuresBeforeOutofbounds)
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{
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_position = l_position;
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//_parent_scene.remActivePrim(this);
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@ -2107,7 +2131,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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_orientation.y = ori.Y;
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_orientation.z = ori.Z;
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m_lastUpdateSent = false;
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if (!m_throttleUpdates || throttleCounter > 15)
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if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
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{
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if (_parent == null)
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base.RequestPhysicsterseUpdate();
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@ -2164,15 +2188,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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Amotor = IntPtr.Zero;
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}
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float m_tensor = 0f;
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if (Environment.OSVersion.Platform == PlatformID.Unix)
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{
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m_tensor = 2f;
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}
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else
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{
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m_tensor = 5f;
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}
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float axisnum = 3;
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@ -171,6 +171,25 @@ namespace OpenSim.Region.Physics.OdePlugin
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private float avMovementDivisorWalk = 1.3f;
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private float avMovementDivisorRun = 0.8f;
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public bool meshSculptedPrim = true;
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public float meshSculptLOD = 32;
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public float MeshSculptphysicalLOD = 16;
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public float geomDefaultDensity = 10.000006836f;
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public int geomContactPointsStartthrottle = 3;
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public int geomUpdatesPerThrottledUpdate = 15;
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public float bodyPIDD = 35f;
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public float bodyPIDG = 25;
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public int geomCrossingFailuresBeforeOutofbounds = 5;
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public float bodyMotorJointMaxforceTensor = 2;
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public int bodyFramesAutoDisable = 20;
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private float[] _heightmap;
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private float[] _watermap;
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@ -320,17 +339,35 @@ namespace OpenSim.Region.Physics.OdePlugin
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avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", 0.8f);
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avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f);
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geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3);
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geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
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geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_faiures_before_outofbounds", 5);
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geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", 10.000006836f);
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bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", 20);
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bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", 35f);
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bodyPIDG = physicsconfig.GetFloat("body_pid_gain", 25f);
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meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", true);
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meshSculptLOD = physicsconfig.GetFloat("mesh_lod", 32f);
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MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", 16f);
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if (Environment.OSVersion.Platform == PlatformID.Unix)
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{
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avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", 3200.0f);
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avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", 1400.0f);
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avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_linux", 2000000f);
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bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_linux", 2f);
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}
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else
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{
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avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", 2200.0f);
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avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", 900.0f);
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avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_win", 550000f);
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bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_win", 5f);
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}
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}
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}
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@ -765,7 +802,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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d.JointAttach(joint, b1, b2);
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}
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collision_accounting_events(p1, p2, max_collision_depth);
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if (count > 3)
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if (count > geomContactPointsStartthrottle)
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{
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// If there are more then 3 contact points, it's likely
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// that we've got a pile of objects
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@ -1117,7 +1154,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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/// support simple box & hollow box now; later, more shapes
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if (needsMeshing(pbs))
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{
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mesh = mesher.CreateMesh(primName, pbs, size);
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mesh = mesher.CreateMesh(primName, pbs, size, 32f);
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}
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break;
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@ -1474,6 +1511,11 @@ namespace OpenSim.Region.Physics.OdePlugin
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/// <returns></returns>
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public bool needsMeshing(PrimitiveBaseShape pbs)
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{
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if (pbs.SculptEntry && !meshSculptedPrim)
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{
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return false;
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}
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if (pbs.ProfileHollow != 0)
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return true;
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@ -1497,6 +1539,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (pbs.ProfileShape == ProfileShape.EquilateralTriangle)
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return true;
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return false;
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}
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@ -242,6 +242,40 @@ av_movement_divisor_walk = 1.3
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; speed of movement with Always Run on
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av_movement_divisor_run = 0.8
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; # Object options
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; used in the mass calculation.
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geometry_default_density = 10.000006836
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; amount of ODE steps where object is non moving for ODE to automatically put it to sleep
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body_frames_auto_disable = 20
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; used to control llMove2Target
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body_pid_derivative = 35
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body_pid_gain = 25
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; amount of time a geom/body will try to cross a region border before it gets disabled
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geom_crossing_faiures_before_outofbounds = 5
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; start throttling the object updates if object comes in contact with 3 or more other objects
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geom_contactpoints_start_throttling = 3
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; send 1 update for every x updates below when throttled
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geom_updates_before_throttled_update = 15
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; Used for llSetStatus. How rigid the object rotation is held on the axis specified
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body_motor_joint_maxforce_tensor_linux = 2
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body_motor_joint_maxforce_tensor_win = 5
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; # Sculpted Prim settings
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; Do we want to mesh sculpted prim to collide like they look?
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mesh_sculpted_prim = true
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; number^2 non-physical level of detail of the sculpt texture. 32x32 - 1024 verticies
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mesh_lod = 32
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; number^2 physical level of detail of the sculpt texture. 16x16 - 256 verticies
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mesh_physical_lod = 16
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[RemoteAdmin]
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enabled = false
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