Merge branch 'master' into careminster
commit
0bd0514e81
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@ -47,6 +47,8 @@ namespace OpenSim.Region.Framework.Interfaces
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event ScriptCommand OnScriptCommand;
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void RegisterScriptInvocation(object target, string method);
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void RegisterScriptInvocation(object target, MethodInfo method);
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void RegisterScriptInvocation(object target, string[] methods);
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Delegate[] GetScriptInvocationList();
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Delegate LookupScriptInvocation(string fname);
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@ -130,9 +130,6 @@ namespace OpenSim.Region.CoreModules.Scripting.ScriptModuleComms
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public void RegisterScriptInvocation(object target, string meth)
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{
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m_log.DebugFormat("[MODULE COMMANDS] Register method {0} from type {1}",meth,target.GetType().Name);
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MethodInfo mi = target.GetType().GetMethod(meth,
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BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Instance);
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if (mi == null)
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@ -141,6 +138,19 @@ namespace OpenSim.Region.CoreModules.Scripting.ScriptModuleComms
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return;
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}
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RegisterScriptInvocation(target, mi);
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}
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public void RegisterScriptInvocation(object target, string[] meth)
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{
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foreach (string m in meth)
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RegisterScriptInvocation(target, m);
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}
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public void RegisterScriptInvocation(object target, MethodInfo mi)
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{
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m_log.DebugFormat("[MODULE COMMANDS] Register method {0} from type {1}", mi.Name, target.GetType().Name);
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Type delegateType;
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var typeArgs = mi.GetParameters()
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.Select(p => p.ParameterType)
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@ -94,7 +94,7 @@ public class BSCharacter : PhysicsActor
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_flying = isFlying;
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_orientation = Quaternion.Identity;
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_velocity = Vector3.Zero;
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_buoyancy = isFlying ? 1f : 0f;
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_buoyancy = ComputeBuoyancyFromFlying(isFlying);
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_scale = new Vector3(1f, 1f, 1f);
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_density = _scene.Params.avatarDensity;
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ComputeAvatarVolumeAndMass(); // set _avatarVolume and _mass based on capsule size, _density and _scale
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@ -110,7 +110,7 @@ public class BSCharacter : PhysicsActor
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shapeData.Buoyancy = _buoyancy;
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shapeData.Static = ShapeData.numericFalse;
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shapeData.Friction = _scene.Params.avatarFriction;
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shapeData.Restitution = _scene.Params.defaultRestitution;
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shapeData.Restitution = _scene.Params.avatarRestitution;
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// do actual create at taint time
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_scene.TaintedObject(delegate()
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@ -260,13 +260,13 @@ public class BSCharacter : PhysicsActor
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get { return _flying; }
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set {
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_flying = value;
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_scene.TaintedObject(delegate()
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{
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// simulate flying by changing the effect of gravity
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BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, LocalID, _flying ? 1f : 0f);
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});
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this.Buoyancy = ComputeBuoyancyFromFlying(_flying);
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}
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}
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private float ComputeBuoyancyFromFlying(bool ifFlying) {
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return ifFlying ? 1f : 0f;
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}
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public override bool
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SetAlwaysRun {
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get { return _setAlwaysRun; }
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@ -299,6 +299,7 @@ public class BSCharacter : PhysicsActor
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get { return _kinematic; }
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set { _kinematic = value; }
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}
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// neg=fall quickly, 0=1g, 1=0g, pos=float up
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public override float Buoyancy {
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get { return _buoyancy; }
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set { _buoyancy = value;
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@ -355,7 +356,7 @@ public class BSCharacter : PhysicsActor
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}
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else
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{
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m_log.WarnFormat("{0}: Got a NaN force applied to a Character", LogHeader);
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m_log.ErrorFormat("{0}: Got a NaN force applied to a Character", LogHeader);
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}
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//m_lastUpdateSent = false;
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}
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@ -821,7 +821,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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*/
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// Get what the body is doing, this includes 'external' influences
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Vector3 angularVelocity = m_prim.AngularVelocity;
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Vector3 angularVelocity = m_prim.RotationalVelocity;
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// Vector3 angularVelocity = Vector3.Zero;
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if (m_angularMotorApply > 0)
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@ -910,7 +910,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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m_lastAngularVelocity -= m_lastAngularVelocity * decayamount;
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// Apply to the body
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m_prim.AngularVelocity = m_lastAngularVelocity;
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m_prim.RotationalVelocity = m_lastAngularVelocity;
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} //end MoveAngular
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internal void LimitRotation(float timestep)
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@ -85,7 +85,6 @@ public sealed class BSPrim : PhysicsActor
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private OMV.Vector3 _rotationalVelocity;
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private bool _kinematic;
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private float _buoyancy;
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private OMV.Vector3 _angularVelocity;
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private List<BSPrim> _childrenPrims;
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private BSPrim _parentPrim;
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@ -119,7 +118,6 @@ public sealed class BSPrim : PhysicsActor
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_buoyancy = 1f;
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_velocity = OMV.Vector3.Zero;
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_rotationalVelocity = OMV.Vector3.Zero;
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_angularVelocity = OMV.Vector3.Zero;
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_hullKey = 0;
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_meshKey = 0;
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_pbs = pbs;
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@ -146,7 +144,7 @@ public sealed class BSPrim : PhysicsActor
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// called when this prim is being destroyed and we should free all the resources
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public void Destroy()
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{
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// m_log.DebugFormat("{0}: Destroy", LogHeader);
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// m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID);
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// Undo any vehicle properties
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_vehicle.ProcessTypeChange(Vehicle.TYPE_NONE);
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_scene.RemoveVehiclePrim(this); // just to make sure
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@ -203,7 +201,7 @@ public sealed class BSPrim : PhysicsActor
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// link me to the specified parent
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public override void link(PhysicsActor obj) {
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BSPrim parent = (BSPrim)obj;
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BSPrim parent = obj as BSPrim;
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// m_log.DebugFormat("{0}: link {1}/{2} to {3}", LogHeader, _avName, _localID, obj.LocalID);
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// TODO: decide if this parent checking needs to happen at taint time
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if (_parentPrim == null)
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@ -527,10 +525,6 @@ public sealed class BSPrim : PhysicsActor
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});
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}
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}
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public OMV.Vector3 AngularVelocity {
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get { return _angularVelocity; }
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set { _angularVelocity = value; }
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}
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public override bool Kinematic {
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get { return _kinematic; }
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set { _kinematic = value;
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@ -1127,7 +1121,7 @@ public sealed class BSPrim : PhysicsActor
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return;
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}
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// Create an object in Bullet
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// Create an object in Bullet if it has not already been created
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// No locking here because this is done when the physics engine is not simulating
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private void CreateObject()
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{
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@ -1324,7 +1318,8 @@ public sealed class BSPrim : PhysicsActor
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_velocity = entprop.Velocity;
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_acceleration = entprop.Acceleration;
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_rotationalVelocity = entprop.RotationalVelocity;
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// m_log.DebugFormat("{0}: RequestTerseUpdate. id={1}, ch={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation);
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// m_log.DebugFormat("{0}: RequestTerseUpdate. id={1}, ch={2}, pos={3}, rot={4}, vel={5}, acc={6}, rvel={7}",
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// LogHeader, LocalID, changed, _position, _orientation, _velocity, _acceleration, _rotationalVelocity);
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base.RequestPhysicsterseUpdate();
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}
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}
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@ -37,14 +37,18 @@ using OpenMetaverse;
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using OpenSim.Region.Framework;
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// TODOs for BulletSim (for BSScene, BSPrim, BSCharacter and BulletSim)
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// Debug linkset
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// Test with multiple regions in one simulator
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// Adjust character capsule size when height is adjusted (ScenePresence.SetHeight)
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// Test sculpties
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// Compute physics FPS reasonably
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// Based on material, set density and friction
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// More efficient memory usage in passing hull information from BSPrim to BulletSim
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// More efficient memory usage when passing hull information from BSPrim to BulletSim
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// Four states of prim: Physical, regular, phantom and selected. Are we modeling these correctly?
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// In SL one can set both physical and phantom (gravity, does not effect others, makes collisions with ground)
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// At the moment, physical and phantom causes object to drop through the terrain
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// Physical phantom objects and related typing (collision options )
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// Check out llVolumeDetect. Must do something for that.
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// Should prim.link() and prim.delink() membership checking happen at taint time?
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// Mesh sharing. Use meshHash to tell if we already have a hull of that shape and only create once
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// Do attachments need to be handled separately? Need collision events. Do not collide with VolumeDetect
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@ -52,6 +56,16 @@ using OpenSim.Region.Framework;
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// Implement LockAngularMotion
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// Decide if clearing forces is the right thing to do when setting position (BulletSim::SetObjectTranslation)
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// Does NeedsMeshing() really need to exclude all the different shapes?
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// Remove mesh and Hull stuff. Use mesh passed to bullet and use convexdecom from bullet.
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// Add PID movement operations. What does ScenePresence.MoveToTarget do?
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// Check terrain size. 128 or 127?
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// Multiple contact points on collision?
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// See code in ode::near... calls to collision_accounting_events()
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// (This might not be a problem. ODE collects all the collisions with one object in one tick.)
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// Use collision masks for collision with terrain and phantom objects
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// Figure out how to not allocate a new Dictionary and List for every collision
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// in BSPrim.Collide() and BSCharacter.Collide(). Can the same ones be reused?
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// Raycast
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//
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namespace OpenSim.Region.Physics.BulletSPlugin
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{
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@ -164,6 +178,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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if (m_log.IsDebugEnabled)
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{
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m_log.DebugFormat("{0}: Initialize: Setting debug callback for unmanaged code", LogHeader);
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// the handle is saved to it doesn't get freed after this call
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m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLogger);
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BulletSimAPI.SetDebugLogCallback(m_DebugLogCallbackHandle);
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}
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@ -172,7 +187,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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mesher = meshmerizer;
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// The bounding box for the simulated world
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Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, 4096f);
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Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, 8192f);
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// m_log.DebugFormat("{0}: Initialize: Calling BulletSimAPI.Initialize.", LogHeader);
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m_worldID = BulletSimAPI.Initialize(worldExtent, m_paramsHandle.AddrOfPinnedObject(),
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@ -220,10 +235,20 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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parms.terrainFriction = 0.5f;
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parms.terrainHitFraction = 0.8f;
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parms.terrainRestitution = 0f;
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parms.avatarFriction = 0.0f;
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parms.avatarFriction = 0.5f;
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parms.avatarRestitution = 0.0f;
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parms.avatarDensity = 60f;
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parms.avatarCapsuleRadius = 0.37f;
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parms.avatarCapsuleHeight = 1.5f; // 2.140599f
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parms.avatarContactProcessingThreshold = 0.1f;
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parms.maxPersistantManifoldPoolSize = 0f;
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parms.shouldDisableContactPoolDynamicAllocation = ConfigurationParameters.numericTrue;
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parms.shouldForceUpdateAllAabbs = ConfigurationParameters.numericFalse;
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parms.shouldRandomizeSolverOrder = ConfigurationParameters.numericFalse;
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parms.shouldSplitSimulationIslands = ConfigurationParameters.numericFalse;
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parms.shouldEnableFrictionCaching = ConfigurationParameters.numericFalse;
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parms.numberOfSolverIterations = 0f; // means use default
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if (config != null)
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{
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@ -265,14 +290,40 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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parms.terrainHitFraction = pConfig.GetFloat("TerrainHitFraction", parms.terrainHitFraction);
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parms.terrainRestitution = pConfig.GetFloat("TerrainRestitution", parms.terrainRestitution);
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parms.avatarFriction = pConfig.GetFloat("AvatarFriction", parms.avatarFriction);
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parms.avatarRestitution = pConfig.GetFloat("AvatarRestitution", parms.avatarRestitution);
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parms.avatarDensity = pConfig.GetFloat("AvatarDensity", parms.avatarDensity);
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parms.avatarCapsuleRadius = pConfig.GetFloat("AvatarCapsuleRadius", parms.avatarCapsuleRadius);
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parms.avatarCapsuleHeight = pConfig.GetFloat("AvatarCapsuleHeight", parms.avatarCapsuleHeight);
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parms.avatarContactProcessingThreshold = pConfig.GetFloat("AvatarContactProcessingThreshold", parms.avatarContactProcessingThreshold);
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parms.maxPersistantManifoldPoolSize = pConfig.GetFloat("MaxPersistantManifoldPoolSize", parms.maxPersistantManifoldPoolSize);
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parms.shouldDisableContactPoolDynamicAllocation = ParamBoolean(pConfig, "ShouldDisableContactPoolDynamicAllocation", parms.shouldDisableContactPoolDynamicAllocation);
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parms.shouldForceUpdateAllAabbs = ParamBoolean(pConfig, "ShouldForceUpdateAllAabbs", parms.shouldForceUpdateAllAabbs);
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parms.shouldRandomizeSolverOrder = ParamBoolean(pConfig, "ShouldRandomizeSolverOrder", parms.shouldRandomizeSolverOrder);
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parms.shouldSplitSimulationIslands = ParamBoolean(pConfig, "ShouldSplitSimulationIslands", parms.shouldSplitSimulationIslands);
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parms.shouldEnableFrictionCaching = ParamBoolean(pConfig, "ShouldEnableFrictionCaching", parms.shouldEnableFrictionCaching);
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parms.numberOfSolverIterations = pConfig.GetFloat("NumberOfSolverIterations", parms.numberOfSolverIterations);
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||||
}
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}
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m_params[0] = parms;
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||||
}
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// A helper function that handles a true/false parameter and returns the proper float number encoding
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||||
float ParamBoolean(IConfig config, string parmName, float deflt)
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{
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float ret = deflt;
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if (config.Contains(parmName))
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{
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||||
ret = ConfigurationParameters.numericFalse;
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if (config.GetBoolean(parmName, false))
|
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{
|
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ret = ConfigurationParameters.numericTrue;
|
||||
}
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
|
||||
// Called directly from unmanaged code so don't do much
|
||||
private void BulletLogger(string msg)
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{
|
||||
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@ -391,16 +442,16 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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{
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||||
EntityProperties entprop = m_updateArray[ii];
|
||||
// m_log.DebugFormat("{0}: entprop[{1}]: id={2}, pos={3}", LogHeader, ii, entprop.ID, entprop.Position);
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||||
BSCharacter actor;
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||||
if (m_avatars.TryGetValue(entprop.ID, out actor))
|
||||
{
|
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actor.UpdateProperties(entprop);
|
||||
continue;
|
||||
}
|
||||
BSPrim prim;
|
||||
if (m_prims.TryGetValue(entprop.ID, out prim))
|
||||
{
|
||||
prim.UpdateProperties(entprop);
|
||||
continue;
|
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}
|
||||
BSCharacter actor;
|
||||
if (m_avatars.TryGetValue(entprop.ID, out actor))
|
||||
{
|
||||
actor.UpdateProperties(entprop);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -470,12 +521,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
|
||||
public override void DeleteTerrain()
|
||||
{
|
||||
m_log.DebugFormat("{0}: DeleteTerrain()", LogHeader);
|
||||
// m_log.DebugFormat("{0}: DeleteTerrain()", LogHeader);
|
||||
}
|
||||
|
||||
public override void Dispose()
|
||||
{
|
||||
m_log.DebugFormat("{0}: Dispose()", LogHeader);
|
||||
// m_log.DebugFormat("{0}: Dispose()", LogHeader);
|
||||
}
|
||||
|
||||
public override Dictionary<uint, float> GetTopColliders()
|
||||
|
@ -699,9 +750,23 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
new PhysParameterEntry("DeactivationTime", "Seconds before considering an object potentially static" ),
|
||||
new PhysParameterEntry("LinearSleepingThreshold", "Seconds to measure linear movement before considering static" ),
|
||||
new PhysParameterEntry("AngularSleepingThreshold", "Seconds to measure angular movement before considering static" ),
|
||||
// new PhysParameterEntry("CcdMotionThreshold", "" ),
|
||||
// new PhysParameterEntry("CcdSweptSphereRadius", "" ),
|
||||
new PhysParameterEntry("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" ),
|
||||
new PhysParameterEntry("CcdSweptSphereRadius", "Continuious collision detection test radius" ),
|
||||
new PhysParameterEntry("ContactProcessingThreshold", "Distance between contacts before doing collision check" ),
|
||||
// Can only change the following at initialization time. Change the INI file and reboot.
|
||||
new PhysParameterEntry("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default)"),
|
||||
new PhysParameterEntry("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count"),
|
||||
new PhysParameterEntry("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step"),
|
||||
new PhysParameterEntry("ShouldRandomizeSolverOrder", "Enable for slightly better stacking interaction"),
|
||||
new PhysParameterEntry("ShouldSplitSimulationIslands", "Enable splitting active object scanning islands"),
|
||||
new PhysParameterEntry("ShouldEnableFrictionCaching", "Enable friction computation caching"),
|
||||
new PhysParameterEntry("NumberOfSolverIterations", "Number of internal iterations (0 means default)"),
|
||||
|
||||
new PhysParameterEntry("Friction", "Set friction parameter for a specific object" ),
|
||||
new PhysParameterEntry("Restitution", "Set restitution parameter for a specific object" ),
|
||||
|
||||
new PhysParameterEntry("Friction", "Set friction parameter for a specific object" ),
|
||||
new PhysParameterEntry("Restitution", "Set restitution parameter for a specific object" ),
|
||||
|
||||
new PhysParameterEntry("TerrainFriction", "Factor to reduce movement against terrain surface" ),
|
||||
new PhysParameterEntry("TerrainHitFraction", "Distance to measure hit collisions" ),
|
||||
|
@ -710,7 +775,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
new PhysParameterEntry("AvatarDensity", "Density of an avatar. Changed on avatar recreation." ),
|
||||
new PhysParameterEntry("AvatarRestitution", "Bouncyness. Changed on avatar recreation." ),
|
||||
new PhysParameterEntry("AvatarCapsuleRadius", "Radius of space around an avatar" ),
|
||||
new PhysParameterEntry("AvatarCapsuleHeight", "Default height of space around avatar" )
|
||||
new PhysParameterEntry("AvatarCapsuleHeight", "Default height of space around avatar" ),
|
||||
new PhysParameterEntry("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions")
|
||||
|
||||
};
|
||||
|
||||
#region IPhysicsParameters
|
||||
|
@ -733,6 +800,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
switch (lparm)
|
||||
{
|
||||
case "detailedstats": m_detailedStatsStep = (int)val; break;
|
||||
|
||||
case "meshlod": m_meshLOD = (int)val; break;
|
||||
case "sculptlod": m_sculptLOD = (int)val; break;
|
||||
case "maxsubstep": m_maxSubSteps = (int)val; break;
|
||||
|
@ -743,7 +811,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
case "defaultdensity": m_params[0].defaultDensity = val; break;
|
||||
case "defaultrestitution": m_params[0].defaultRestitution = val; break;
|
||||
case "collisionmargin": m_params[0].collisionMargin = val; break;
|
||||
case "gravity": m_params[0].gravity = val; TaintedUpdateParameter(lparm, PhysParameterEntry.APPLY_TO_NONE, val); break;
|
||||
case "gravity": m_params[0].gravity = val; TaintedUpdateParameter(lparm, localID, val); break;
|
||||
|
||||
case "lineardamping": UpdateParameterPrims(ref m_params[0].linearDamping, lparm, localID, val); break;
|
||||
case "angulardamping": UpdateParameterPrims(ref m_params[0].angularDamping, lparm, localID, val); break;
|
||||
|
@ -753,6 +821,17 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
case "ccdmotionthreshold": UpdateParameterPrims(ref m_params[0].ccdMotionThreshold, lparm, localID, val); break;
|
||||
case "ccdsweptsphereradius": UpdateParameterPrims(ref m_params[0].ccdSweptSphereRadius, lparm, localID, val); break;
|
||||
case "contactprocessingthreshold": UpdateParameterPrims(ref m_params[0].contactProcessingThreshold, lparm, localID, val); break;
|
||||
// the following are used only at initialization time so setting them makes no sense
|
||||
// case "maxPersistantmanifoldpoolSize": m_params[0].maxPersistantManifoldPoolSize = val; break;
|
||||
// case "shoulddisablecontactpooldynamicallocation": m_params[0].shouldDisableContactPoolDynamicAllocation = val; break;
|
||||
// case "shouldforceupdateallaabbs": m_params[0].shouldForceUpdateAllAabbs = val; break;
|
||||
// case "shouldrandomizesolverorder": m_params[0].shouldRandomizeSolverOrder = val; break;
|
||||
// case "shouldsplitsimulationislands": m_params[0].shouldSplitSimulationIslands = val; break;
|
||||
// case "shouldenablefrictioncaching": m_params[0].shouldEnableFrictionCaching = val; break;
|
||||
// case "numberofsolveriterations": m_params[0].numberOfSolverIterations = val; break;
|
||||
|
||||
case "friction": TaintedUpdateParameter(lparm, localID, val); break;
|
||||
case "restitution": TaintedUpdateParameter(lparm, localID, val); break;
|
||||
|
||||
// set a terrain physical feature and cause terrain to be recalculated
|
||||
case "terrainfriction": m_params[0].terrainFriction = val; TaintedUpdateParameter("terrain", 0, val); break;
|
||||
|
@ -764,6 +843,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
case "avatarrestitution": UpdateParameterAvatars(ref m_params[0].avatarRestitution, "avatar", localID, val); break;
|
||||
case "avatarcapsuleradius": UpdateParameterAvatars(ref m_params[0].avatarCapsuleRadius, "avatar", localID, val); break;
|
||||
case "avatarcapsuleheight": UpdateParameterAvatars(ref m_params[0].avatarCapsuleHeight, "avatar", localID, val); break;
|
||||
case "avatarcontactprocessingthreshold": UpdateParameterAvatars(ref m_params[0].avatarContactProcessingThreshold, "avatar", localID, val); break;
|
||||
|
||||
default: ret = false; break;
|
||||
}
|
||||
|
@ -856,6 +936,13 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
case "ccdmotionthreshold": val = m_params[0].ccdMotionThreshold; break;
|
||||
case "ccdsweptsphereradius": val = m_params[0].ccdSweptSphereRadius; break;
|
||||
case "contactprocessingthreshold": val = m_params[0].contactProcessingThreshold; break;
|
||||
case "maxPersistantmanifoldpoolSize": val = m_params[0].maxPersistantManifoldPoolSize; break;
|
||||
case "shoulddisablecontactpooldynamicallocation": val = m_params[0].shouldDisableContactPoolDynamicAllocation; break;
|
||||
case "shouldforceupdateallaabbs": val = m_params[0].shouldForceUpdateAllAabbs; break;
|
||||
case "shouldrandomizesolverorder": val = m_params[0].shouldRandomizeSolverOrder; break;
|
||||
case "shouldsplitsimulationislands": val = m_params[0].shouldSplitSimulationIslands; break;
|
||||
case "shouldenablefrictioncaching": val = m_params[0].shouldEnableFrictionCaching; break;
|
||||
case "numberofsolveriterations": val = m_params[0].numberOfSolverIterations; break;
|
||||
|
||||
case "terrainfriction": val = m_params[0].terrainFriction; break;
|
||||
case "terrainhitfraction": val = m_params[0].terrainHitFraction; break;
|
||||
|
@ -866,6 +953,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
case "avatarrestitution": val = m_params[0].avatarRestitution; break;
|
||||
case "avatarcapsuleradius": val = m_params[0].avatarCapsuleRadius; break;
|
||||
case "avatarcapsuleheight": val = m_params[0].avatarCapsuleHeight; break;
|
||||
case "avatarcontactprocessingthreshold": val = m_params[0].avatarContactProcessingThreshold; break;
|
||||
default: ret = false; break;
|
||||
|
||||
}
|
||||
|
|
|
@ -132,6 +132,15 @@ public struct ConfigurationParameters
|
|||
public float avatarRestitution;
|
||||
public float avatarCapsuleRadius;
|
||||
public float avatarCapsuleHeight;
|
||||
public float avatarContactProcessingThreshold;
|
||||
|
||||
public float maxPersistantManifoldPoolSize;
|
||||
public float shouldDisableContactPoolDynamicAllocation;
|
||||
public float shouldForceUpdateAllAabbs;
|
||||
public float shouldRandomizeSolverOrder;
|
||||
public float shouldSplitSimulationIslands;
|
||||
public float shouldEnableFrictionCaching;
|
||||
public float numberOfSolverIterations;
|
||||
|
||||
public const float numericTrue = 1f;
|
||||
public const float numericFalse = 0f;
|
||||
|
@ -148,17 +157,17 @@ public static extern uint Initialize(Vector3 maxPosition, IntPtr parms,
|
|||
int maxCollisions, IntPtr collisionArray,
|
||||
int maxUpdates, IntPtr updateArray);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool UpdateParameter(uint worldID, uint localID,
|
||||
[MarshalAs(UnmanagedType.LPStr)]string paramCode, float value);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void SetHeightmap(uint worldID, [MarshalAs(UnmanagedType.LPArray)] float[] heightMap);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void Shutdown(uint worldID);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool UpdateParameter(uint worldID, uint localID,
|
||||
[MarshalAs(UnmanagedType.LPStr)]string paramCode, float value);
|
||||
|
||||
// ===============================================================================
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern int PhysicsStep(uint worldID, float timeStep, int maxSubSteps, float fixedTimeStep,
|
||||
out int updatedEntityCount,
|
||||
|
@ -240,6 +249,7 @@ public static extern bool HasObject(uint worldID, uint id);
|
|||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool DestroyObject(uint worldID, uint id);
|
||||
|
||||
// ===============================================================================
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern SweepHit ConvexSweepTest(uint worldID, uint id, Vector3 to, float extraMargin);
|
||||
|
||||
|
@ -249,6 +259,7 @@ public static extern RaycastHit RayTest(uint worldID, uint id, Vector3 from, Vec
|
|||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern Vector3 RecoverFromPenetration(uint worldID, uint id);
|
||||
|
||||
// ===============================================================================
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void DumpBulletStatistics();
|
||||
|
||||
|
|
|
@ -846,10 +846,12 @@
|
|||
TerrainFriction = 0.50
|
||||
TerrainHitFriction = 0.8
|
||||
TerrainRestitution = 0
|
||||
AvatarFriction = 0
|
||||
AvatarFriction = 0.2
|
||||
AvatarRestitution = 0.0
|
||||
AvatarDensity = 60.0
|
||||
AvatarCapsuleRadius = 0.37
|
||||
AvatarCapsuleHeight = 1.5
|
||||
AvatarContactProcessingThreshold = 0.1;
|
||||
|
||||
MaxObjectMass = 10000.01
|
||||
|
||||
|
@ -862,6 +864,14 @@
|
|||
CcdMotionThreshold = 0.0
|
||||
CcdSweptSphereRadius = 0.0
|
||||
ContactProcessingThreshold = 0.1
|
||||
MaxPersistantManifoldPoolSize = 0;
|
||||
ShouldDisableContactPoolDynamicAllocation = True;
|
||||
ShouldForceUpdateAllAabbs = False;
|
||||
ShouldRandomizeSolverOrder = False;
|
||||
ShouldSplitSimulationIslands = False;
|
||||
ShouldEnableFrictionCaching = False;
|
||||
NumberOfSolverIterations = 0;
|
||||
|
||||
|
||||
; Whether to mesh sculpties
|
||||
MeshSculptedPrim = true
|
||||
|
|
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Reference in New Issue