BulletSim: Added avatar capsule scaling for size of avatar.

This also fixes computation of avatar mass.
Added parameter MaxPersistantManifoldPoolSize.
Fixed a parameter setting bug which caused crashes of there were
  more than 400 or so physical objects. I tested up to 5000.
Updated BulletSim DLLs and SOs.
integration
Robert Adams 2012-08-07 17:15:06 -07:00
parent 926c0b90a1
commit 19417fca41
8 changed files with 47 additions and 14 deletions

View File

@ -102,7 +102,9 @@ public class BSCharacter : PhysicsActor
_orientation = Quaternion.Identity;
_velocity = Vector3.Zero;
_buoyancy = ComputeBuoyancyFromFlying(isFlying);
_scale = new Vector3(1f, 1f, 1f);
// The dimensions of the avatar capsule are kept in the scale.
// Physics creates a unit capsule which is scaled by the physics engine.
_scale = new Vector3(_scene.Params.avatarCapsuleRadius, _scene.Params.avatarCapsuleRadius, size.Z);
_density = _scene.Params.avatarDensity;
ComputeAvatarVolumeAndMass(); // set _avatarVolume and _mass based on capsule size, _density and _scale
@ -150,9 +152,28 @@ public class BSCharacter : PhysicsActor
public override bool Stopped {
get { return false; }
}
public override Vector3 Size {
get { return _size; }
set { _size = value;
public override Vector3 Size {
get
{
// Avatar capsule size is kept in the scale parameter.
return new Vector3(_scale.X * 2, _scale.Y * 2, _scale.Z);
}
set {
// When an avatar's size is set, only the height is changed
// and that really only depends on the radius.
_size = value;
_scale.Z = (_size.Z * 1.15f) - (_scale.X + _scale.Y);
// TODO: something has to be done with the avatar's vertical position
ComputeAvatarVolumeAndMass();
_scene.TaintedObject(delegate()
{
BulletSimAPI.SetObjectScaleMass(_scene.WorldID, LocalID, _scale, _mass, true);
});
}
}
public override PrimitiveBaseShape Shape {
@ -419,9 +440,15 @@ public class BSCharacter : PhysicsActor
{
_avatarVolume = (float)(
Math.PI
* _scene.Params.avatarCapsuleRadius * _scale.X
* _scene.Params.avatarCapsuleRadius * _scale.Y
* _scene.Params.avatarCapsuleHeight * _scale.Z);
* _scale.X
* _scale.Y // the area of capsule cylinder
* _scale.Z // times height of capsule cylinder
+ 1.33333333f
* Math.PI
* _scale.X
* Math.Min(_scale.X, _scale.Y)
* _scale.Y // plus the volume of the capsule end caps
);
_mass = _density * _avatarVolume;
}

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@ -977,8 +977,8 @@ public sealed class BSPrim : PhysicsActor
{
if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1)
{
if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z)
{
// if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z)
// {
// m_log.DebugFormat("{0}: CreateGeom: Defaulting to sphere of size {1}", LogHeader, _size);
if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE))
{
@ -989,7 +989,7 @@ public sealed class BSPrim : PhysicsActor
// TODO: do we need to check for and destroy a mesh or hull that might have been left from before?
ret = true;
}
}
// }
}
else
{
@ -1039,7 +1039,7 @@ public sealed class BSPrim : PhysicsActor
// if this new shape is the same as last time, don't recreate the mesh
if (_meshKey == newMeshKey) return;
DetailLog("{0},CreateGeomMesh,create,key={1}", LocalID, _meshKey);
DetailLog("{0},CreateGeomMesh,create,key={1}", LocalID, newMeshKey);
// Since we're recreating new, get rid of any previously generated shape
if (_meshKey != 0)
{

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@ -1027,14 +1027,19 @@ public class BSScene : PhysicsScene, IPhysicsParameters
(s,p,l,v) => { s.UpdateParameterAvatars(ref s.m_params[0].avatarContactProcessingThreshold, p, l, v); } ),
new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default)",
new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)",
0f, // zero to disable
(s,cf,p,v) => { s.m_params[0].maxPersistantManifoldPoolSize = cf.GetFloat(p, v); },
(s) => { return s.m_params[0].maxPersistantManifoldPoolSize; },
(s,p,l,v) => { s.m_params[0].maxPersistantManifoldPoolSize = v; } ),
new ParameterDefn("MaxCollisionAlgorithmPoolSize", "Number of collisions pooled (0 means default of 4096)",
0f, // zero to disable
(s,cf,p,v) => { s.m_params[0].maxCollisionAlgorithmPoolSize = cf.GetFloat(p, v); },
(s) => { return s.m_params[0].maxCollisionAlgorithmPoolSize; },
(s,p,l,v) => { s.m_params[0].maxCollisionAlgorithmPoolSize = v; } ),
new ParameterDefn("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count",
ConfigurationParameters.numericTrue,
(s,cf,p,v) => { s.m_params[0].maxPersistantManifoldPoolSize = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); },
ConfigurationParameters.numericFalse,
(s,cf,p,v) => { s.m_params[0].shouldDisableContactPoolDynamicAllocation = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); },
(s) => { return s.m_params[0].shouldDisableContactPoolDynamicAllocation; },
(s,p,l,v) => { s.m_params[0].shouldDisableContactPoolDynamicAllocation = v; } ),
new ParameterDefn("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step",

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@ -158,6 +158,7 @@ public struct ConfigurationParameters
public float avatarContactProcessingThreshold;
public float maxPersistantManifoldPoolSize;
public float maxCollisionAlgorithmPoolSize;
public float shouldDisableContactPoolDynamicAllocation;
public float shouldForceUpdateAllAabbs;
public float shouldRandomizeSolverOrder;

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