BulletSim: Parameters settable from ini file. Linksets. Physical property value tuning
parent
a95f2fe4b3
commit
7640b5abf6
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@ -51,8 +51,6 @@ public class BSCharacter : PhysicsActor
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private Vector3 _position;
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private float _mass = 80f;
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public float _density = 60f;
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public float CAPSULE_RADIUS = 0.37f;
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public float CAPSULE_LENGTH = 2.140599f;
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private Vector3 _force;
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private Vector3 _velocity;
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private Vector3 _torque;
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@ -96,7 +94,8 @@ public class BSCharacter : PhysicsActor
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_velocity = Vector3.Zero;
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_buoyancy = 0f; // characters return a buoyancy of zero
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_scale = new Vector3(1f, 1f, 1f);
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float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
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float AVvolume = (float) (Math.PI*Math.Pow(_scene.Params.avatarCapsuleRadius, 2)*_scene.Params.avatarCapsuleHeight);
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_density = _scene.Params.avatarDensity;
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_mass = _density*AVvolume;
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ShapeData shapeData = new ShapeData();
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@ -109,6 +108,8 @@ public class BSCharacter : PhysicsActor
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shapeData.Mass = _mass;
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shapeData.Buoyancy = isFlying ? 1f : 0f;
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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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// do actual create at taint time
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_scene.TaintedObject(delegate()
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@ -395,9 +396,9 @@ public class BSCharacter : PhysicsActor
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_acceleration = entprop.Acceleration;
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changed = true;
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}
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if (_rotationalVelocity != entprop.AngularVelocity)
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if (_rotationalVelocity != entprop.RotationalVelocity)
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{
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_rotationalVelocity = entprop.AngularVelocity;
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_rotationalVelocity = entprop.RotationalVelocity;
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changed = true;
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}
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if (changed)
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@ -71,6 +71,7 @@ public sealed class BSPrim : PhysicsActor
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private bool _isPhysical;
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private bool _flying;
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private float _friction;
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private float _restitution;
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private bool _setAlwaysRun;
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private bool _throttleUpdates;
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private bool _isColliding;
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@ -101,7 +102,7 @@ public sealed class BSPrim : PhysicsActor
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private float _PIDHoverTao;
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public BSPrim(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size,
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OMV.Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical)
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OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical)
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{
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// m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID);
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_localID = localID;
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@ -113,15 +114,16 @@ public sealed class BSPrim : PhysicsActor
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_orientation = rotation;
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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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_mesh = mesh;
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_hullKey = 0;
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_pbs = pbs;
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_isPhysical = pisPhysical;
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_isVolumeDetect = false;
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_subscribedEventsMs = 0;
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_friction = _scene.DefaultFriction; // TODO: compute based on object material
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_density = _scene.DefaultDensity; // TODO: compute based on object material
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_friction = _scene.Params.defaultFriction; // TODO: compute based on object material
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_density = _scene.Params.defaultDensity; // TODO: compute based on object material
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_restitution = _scene.Params.defaultRestitution;
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_parentPrim = null; // not a child or a parent
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_vehicle = new BSDynamics(this); // add vehicleness
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_childrenPrims = new List<BSPrim>();
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@ -132,8 +134,7 @@ public sealed class BSPrim : PhysicsActor
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// do the actual object creation at taint time
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_scene.TaintedObject(delegate()
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{
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CreateGeom();
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CreateObject();
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RecreateGeomAndObject();
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});
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}
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@ -239,6 +240,7 @@ public sealed class BSPrim : PhysicsActor
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return;
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}
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// I am the root of a linkset and a new child is being added
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public void AddChildToLinkset(BSPrim pchild)
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{
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BSPrim child = pchild;
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@ -254,6 +256,8 @@ public sealed class BSPrim : PhysicsActor
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return;
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}
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// I am the root of a linkset and one of my children is being removed.
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// Safe to call even if the child is not really in my linkset.
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public void RemoveChildFromLinkset(BSPrim pchild)
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{
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BSPrim child = pchild;
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@ -290,6 +294,17 @@ public sealed class BSPrim : PhysicsActor
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get { return (_parentPrim == null && _childrenPrims.Count != 0); }
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}
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// Set motion values to zero.
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// Do it to the properties so the values get set in the physics engine.
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// Push the setting of the values to the viewer.
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private void ZeroMotion()
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{
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Velocity = OMV.Vector3.Zero;
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_acceleration = OMV.Vector3.Zero;
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RotationalVelocity = OMV.Vector3.Zero;
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base.RequestPhysicsterseUpdate();
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}
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public override void LockAngularMotion(OMV.Vector3 axis) { return; }
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public override OMV.Vector3 Position {
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@ -390,18 +405,6 @@ 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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{
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get { return _angularVelocity; }
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set
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{
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_angularVelocity = value;
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_scene.TaintedObject(delegate()
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{
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BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _angularVelocity);
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});
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}
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}
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public override OMV.Vector3 Torque {
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get { return _torque; }
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set { _torque = value;
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@ -419,11 +422,11 @@ public sealed class BSPrim : PhysicsActor
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get { return _orientation; }
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set {
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_orientation = value;
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// m_log.DebugFormat("{0}: set orientation: id={1}, ori={2}", LogHeader, LocalID, _orientation);
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_scene.TaintedObject(delegate()
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{
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// _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID);
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BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation);
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// m_log.DebugFormat("{0}: set orientation: {1}", LogHeader, _orientation);
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});
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}
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}
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@ -505,8 +508,16 @@ public sealed class BSPrim : PhysicsActor
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get { return _rotationalVelocity; }
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set { _rotationalVelocity = value;
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// m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity);
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_scene.TaintedObject(delegate()
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{
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BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity);
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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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@ -866,9 +877,6 @@ public sealed class BSPrim : PhysicsActor
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returnMass = _density * volume;
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if (returnMass <= 0)
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returnMass = 0.0001f;//ckrinke: Mass must be greater then zero.
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if (IsRootOfLinkset)
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{
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foreach (BSPrim prim in _childrenPrims)
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@ -877,8 +885,12 @@ public sealed class BSPrim : PhysicsActor
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}
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}
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if (returnMass > _scene.maximumMassObject)
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returnMass = _scene.maximumMassObject;
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if (returnMass <= 0)
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returnMass = 0.0001f;
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if (returnMass > _scene.MaximumObjectMass)
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returnMass = _scene.MaximumObjectMass;
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return returnMass;
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}// end CalculateMass
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#endregion Mass Calculation
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@ -887,6 +899,15 @@ public sealed class BSPrim : PhysicsActor
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// No locking here because this is done when we know physics is not simulating
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private void CreateGeom()
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{
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// Since we're recreating new, get rid of any previously generated shape
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if (_hullKey != 0)
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{
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// m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey);
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BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey);
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_hullKey = 0;
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_hulls.Clear();
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}
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if (_mesh == null)
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{
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// the mesher thought this was too simple to mesh. Use a native Bullet collision shape.
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@ -902,21 +923,13 @@ public sealed class BSPrim : PhysicsActor
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}
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else
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{
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// m_log.DebugFormat("{0}: CreateGeom: mesh null. Defaulting to box of size {1}", LogHeader, _size);
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// m_log.DebugFormat("{0}: CreateGeom: mesh null. Defaulting to box. lid={1}, size={2}", LogHeader, LocalID, _size);
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_shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX;
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_scale = _size;
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}
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}
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else
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{
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if (_hullKey != 0)
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{
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// m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey);
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BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey);
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_hullKey = 0;
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_hulls.Clear();
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}
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int[] indices = _mesh.getIndexListAsInt();
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List<OMV.Vector3> vertices = _mesh.getVertexList();
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@ -1006,6 +1019,8 @@ public sealed class BSPrim : PhysicsActor
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return;
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}
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// Callback from convex hull creater with a newly created hull.
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// Just add it to the collection of hulls for this shape.
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private void HullReturn(ConvexResult result)
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{
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_hulls.Add(result);
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@ -1019,13 +1034,12 @@ public sealed class BSPrim : PhysicsActor
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if (IsRootOfLinkset)
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{
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// Create a linkset around this object
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CreateLinksetWithCompoundHull();
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// CreateLinksetWithConstraints();
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// CreateLinksetWithCompoundHull();
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CreateLinksetWithConstraints();
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}
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else
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{
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// simple object
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// m_log.DebugFormat("{0}: CreateObject. ID={1}", LogHeader, LocalID);
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ShapeData shape;
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FillShapeInfo(out shape);
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BulletSimAPI.CreateObject(_scene.WorldID, shape);
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@ -1034,6 +1048,7 @@ public sealed class BSPrim : PhysicsActor
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// Create a linkset by creating a compound hull at the root prim that consists of all
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// the children.
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// NOTE: This does not allow proper collisions with the children prims so it is not a workable solution
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void CreateLinksetWithCompoundHull()
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{
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// If I am the root prim of a linkset, replace my physical shape with all the
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@ -1055,8 +1070,27 @@ public sealed class BSPrim : PhysicsActor
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BulletSimAPI.CreateLinkset(_scene.WorldID, totalPrimsInLinkset, shapes);
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}
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// Copy prim's info into the BulletSim shape description structure
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public void FillShapeInfo(out ShapeData shape)
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{
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shape.ID = _localID;
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shape.Type = _shapeType;
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shape.Position = _position;
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shape.Rotation = _orientation;
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shape.Velocity = _velocity;
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shape.Scale = _scale;
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shape.Mass = _isPhysical ? _mass : 0f;
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shape.Buoyancy = _buoyancy;
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shape.MeshKey = _hullKey;
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shape.Friction = _friction;
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shape.Restitution = _restitution;
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shape.Collidable = (!IsPhantom) ? ShapeData.numericTrue : ShapeData.numericFalse;
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shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue;
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}
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// Create the linkset by putting constraints between the objects of the set so they cannot move
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// relative to each other.
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// TODO: make this more effeicient: a large linkset gets rebuilt over and over and prims are added
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void CreateLinksetWithConstraints()
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{
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// m_log.DebugFormat("{0}: CreateLinkset. Root prim={1}, prims={2}", LogHeader, LocalID, _childrenPrims.Count+1);
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@ -1070,76 +1104,48 @@ public sealed class BSPrim : PhysicsActor
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// create constraints between the root prim and each of the children
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foreach (BSPrim prim in _childrenPrims)
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{
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// this is a constraint that allows no freedom of movement between the two objects
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// http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
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// m_log.DebugFormat("{0}: CreateObject: AddConstraint between root prim {1} and child prim {2}", LogHeader, LocalID, prim.LocalID);
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// Zero motion for children so they don't interpolate
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prim.ZeroMotion();
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// relative position normalized to the root prim
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OMV.Vector3 childRelativePosition = (prim._position - this._position) * OMV.Quaternion.Inverse(this._orientation);
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// OMV.Quaternion relativeRotation = OMV.Quaternion.Identity;
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// rotation is pointing up the vector between the object centers
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OMV.Quaternion relativeRotation = OMV.Quaternion.CreateFromAxisAngle(childRelativePosition, 0f);
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/* // the logic for relative rotation from http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=6391
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OMV.Vector3 rrn = childRelativePosition;
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rrn.Normalize();
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rrn /= rrn.X;
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OMV.Matrix4 rotmat = new OMV.Matrix4(rrn.X, rrn.Y, rrn.Z, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
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OMV.Quaternion relativeRotation = OMV.Quaternion.CreateFromRotationMatrix(rotmat);
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*/
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// relative rotation of the child to the parent
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OMV.Quaternion relativeRotation = OMV.Quaternion.Inverse(prim._orientation) * this._orientation;
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// this is a constraint that allows no freedom of movement between the two objects
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// http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
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BulletSimAPI.AddConstraint(_scene.WorldID, LocalID, prim.LocalID,
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childRelativePosition / 2,
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relativeRotation,
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-childRelativePosition / 2,
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childRelativePosition,
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relativeRotation,
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OMV.Vector3.Zero,
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OMV.Quaternion.Identity,
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OMV.Vector3.Zero, OMV.Vector3.Zero,
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OMV.Vector3.Zero, OMV.Vector3.Zero);
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}
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}
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// Copy prim's info into the BulletSim shape description structure
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public void FillShapeInfo(out ShapeData shape)
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{
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shape.ID = _localID;
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shape.Type = _shapeType;
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shape.Position = _position;
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shape.Rotation = _orientation;
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shape.Velocity = _velocity;
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shape.Scale = _scale;
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shape.Mass = _isPhysical ? _mass : 0f;
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shape.Buoyancy = _buoyancy;
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shape.MeshKey = _hullKey;
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shape.Collidable = (!IsPhantom) ? ShapeData.numericTrue : ShapeData.numericFalse;
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shape.Friction = _friction;
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shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue;
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}
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// Rebuild the geometry and object.
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// This is called when the shape changes so we need to recreate the mesh/hull.
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// No locking here because this is done when the physics engine is not simulating
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private void RecreateGeomAndObject()
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{
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if (_hullKey != 0)
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{
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// if a hull already exists, delete the old one
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BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey);
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_hullKey = 0;
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}
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// If this object is complex or we are the root of a linkset, build a mesh.
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// The root of a linkset must be a mesh so we can create the linked compound object.
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if (_scene.NeedsMeshing(_pbs) || IsRootOfLinkset )
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// if (_scene.NeedsMeshing(_pbs) || IsRootOfLinkset )
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if (_scene.NeedsMeshing(_pbs)) // linksets with constraints don't need a root mesh
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{
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// m_log.DebugFormat("{0}: RecreateGeomAndObject: creating mesh", LogHeader);
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_mesh = _scene.mesher.CreateMesh(_avName, _pbs, _size, _scene.meshLOD, _isPhysical);
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_mesh = _scene.mesher.CreateMesh(_avName, _pbs, _size, _scene.MeshLOD, _isPhysical);
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}
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else
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{
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// it's a BulletSim native shape.
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// implement the shape with a Bullet native shape.
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_mesh = null;
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}
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CreateGeom(); // create the geometry for this prim
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CreateGeom();
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CreateObject();
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return;
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}
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@ -1152,56 +1158,91 @@ public sealed class BSPrim : PhysicsActor
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Rotation = 1 << 1,
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Velocity = 1 << 2,
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Acceleration = 1 << 3,
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AngularVel = 1 << 4
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RotationalVel = 1 << 4
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}
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const float ROTATION_TOLERANCE = 0.01f;
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const float VELOCITY_TOLERANCE = 0.001f;
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const float POSITION_TOLERANCE = 0.05f;
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const float ACCELERATION_TOLERANCE = 0.01f;
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const float ROTATIONAL_VELOCITY_TOLERANCE = 0.01f;
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const bool SHOULD_DAMP_UPDATES = false;
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public void UpdateProperties(EntityProperties entprop)
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{
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UpdatedProperties changed = 0;
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if (SHOULD_DAMP_UPDATES)
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{
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// assign to the local variables so the normal set action does not happen
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if (_position != entprop.Position)
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// if (_position != entprop.Position)
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if (!_position.ApproxEquals(entprop.Position, POSITION_TOLERANCE))
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{
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_position = entprop.Position;
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// m_log.DebugFormat("{0}: UpdateProperties: position = {1}", LogHeader, _position);
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// m_log.DebugFormat("{0}: UpdateProperties: id={1}, pos = {2}", LogHeader, LocalID, _position);
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changed |= UpdatedProperties.Position;
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}
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if (_orientation != entprop.Rotation)
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// if (_orientation != entprop.Rotation)
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if (!_orientation.ApproxEquals(entprop.Rotation, ROTATION_TOLERANCE))
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{
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_orientation = entprop.Rotation;
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// m_log.DebugFormat("{0}: UpdateProperties: rotation = {1}", LogHeader, _orientation);
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// m_log.DebugFormat("{0}: UpdateProperties: id={1}, rot = {2}", LogHeader, LocalID, _orientation);
|
||||
changed |= UpdatedProperties.Rotation;
|
||||
}
|
||||
if (_velocity != entprop.Velocity)
|
||||
// if (_velocity != entprop.Velocity)
|
||||
if (!_velocity.ApproxEquals(entprop.Velocity, VELOCITY_TOLERANCE))
|
||||
{
|
||||
_velocity = entprop.Velocity;
|
||||
// m_log.DebugFormat("{0}: UpdateProperties: velocity = {1}", LogHeader, _velocity);
|
||||
changed |= UpdatedProperties.Velocity;
|
||||
}
|
||||
if (_acceleration != entprop.Acceleration)
|
||||
// if (_acceleration != entprop.Acceleration)
|
||||
if (!_acceleration.ApproxEquals(entprop.Acceleration, ACCELERATION_TOLERANCE))
|
||||
{
|
||||
_acceleration = entprop.Acceleration;
|
||||
// m_log.DebugFormat("{0}: UpdateProperties: acceleration = {1}", LogHeader, _acceleration);
|
||||
changed |= UpdatedProperties.Acceleration;
|
||||
}
|
||||
if (_rotationalVelocity != entprop.AngularVelocity)
|
||||
// if (_rotationalVelocity != entprop.RotationalVelocity)
|
||||
if (!_rotationalVelocity.ApproxEquals(entprop.RotationalVelocity, ROTATIONAL_VELOCITY_TOLERANCE))
|
||||
{
|
||||
_rotationalVelocity = entprop.AngularVelocity;
|
||||
_rotationalVelocity = entprop.RotationalVelocity;
|
||||
// m_log.DebugFormat("{0}: UpdateProperties: rotationalVelocity = {1}", LogHeader, _rotationalVelocity);
|
||||
changed |= UpdatedProperties.AngularVel;
|
||||
changed |= UpdatedProperties.RotationalVel;
|
||||
}
|
||||
if (changed != 0)
|
||||
{
|
||||
// m_log.DebugFormat("{0}: UpdateProperties: id={1}, c={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation);
|
||||
// Only update the position of single objects and linkset roots
|
||||
if (this._parentPrim == null)
|
||||
{
|
||||
// m_log.DebugFormat("{0}: RequestTerseUpdate. id={1}, ch={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation);
|
||||
base.RequestPhysicsterseUpdate();
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Don't check for damping here -- it's done in BulletSim and SceneObjectPart.
|
||||
if (this._parentPrim == null)
|
||||
{
|
||||
// Assign to the local variables so the normal set action does not happen
|
||||
_position = entprop.Position;
|
||||
_orientation = entprop.Rotation;
|
||||
_velocity = entprop.Velocity;
|
||||
_acceleration = entprop.Acceleration;
|
||||
_rotationalVelocity = entprop.RotationalVelocity;
|
||||
// m_log.DebugFormat("{0}: RequestTerseUpdate. id={1}, ch={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation);
|
||||
base.RequestPhysicsterseUpdate();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// I've collided with something
|
||||
public void Collide(uint collidingWith, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
|
||||
{
|
||||
// m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith);
|
||||
// The following makes IsColliding() and IsCollidingGround() work
|
||||
|
||||
// The following lines make IsColliding() and IsCollidingGround() work
|
||||
_collidingStep = _scene.SimulationStep;
|
||||
if (collidingWith == BSScene.TERRAIN_ID || collidingWith == BSScene.GROUNDPLANE_ID)
|
||||
{
|
||||
|
|
|
@ -71,11 +71,17 @@ public class BSScene : PhysicsScene
|
|||
private uint m_worldID;
|
||||
public uint WorldID { get { return m_worldID; } }
|
||||
|
||||
public IMesher mesher;
|
||||
public int meshLOD = 32;
|
||||
private bool m_initialized = false;
|
||||
|
||||
private int m_maxSubSteps = 10;
|
||||
private float m_fixedTimeStep = 1f / 60f;
|
||||
public IMesher mesher;
|
||||
private int m_meshLOD;
|
||||
public int MeshLOD
|
||||
{
|
||||
get { return m_meshLOD; }
|
||||
}
|
||||
|
||||
private int m_maxSubSteps;
|
||||
private float m_fixedTimeStep;
|
||||
private long m_simulationStep = 0;
|
||||
public long SimulationStep { get { return m_simulationStep; } }
|
||||
|
||||
|
@ -84,68 +90,65 @@ public class BSScene : PhysicsScene
|
|||
private int m_simulationNowTime;
|
||||
public int SimulationNowTime { get { return m_simulationNowTime; } }
|
||||
|
||||
private int m_maxCollisionsPerFrame = 2048;
|
||||
private int m_maxCollisionsPerFrame;
|
||||
private CollisionDesc[] m_collisionArray;
|
||||
private GCHandle m_collisionArrayPinnedHandle;
|
||||
|
||||
private int m_maxUpdatesPerFrame = 2048;
|
||||
private int m_maxUpdatesPerFrame;
|
||||
private EntityProperties[] m_updateArray;
|
||||
private GCHandle m_updateArrayPinnedHandle;
|
||||
|
||||
private bool _meshSculptedPrim = true; // cause scuplted prims to get meshed
|
||||
private bool _forceSimplePrimMeshing = false; // if a cube or sphere, let Bullet do internal shapes
|
||||
public float maximumMassObject = 10000.01f;
|
||||
|
||||
public const uint TERRAIN_ID = 0;
|
||||
public const uint TERRAIN_ID = 0; // OpenSim senses terrain with a localID of zero
|
||||
public const uint GROUNDPLANE_ID = 1;
|
||||
|
||||
public float DefaultFriction = 0.70f;
|
||||
public float DefaultDensity = 10.000006836f; // Aluminum g/cm3; TODO: compute based on object material
|
||||
public Vector3 DefaultGravity = new Vector3(0, 0, -9.80665f);
|
||||
public ConfigurationParameters Params
|
||||
{
|
||||
get { return m_params[0]; }
|
||||
}
|
||||
public Vector3 DefaultGravity
|
||||
{
|
||||
get { return new Vector3(0f, 0f, Params.gravity); }
|
||||
}
|
||||
|
||||
private float m_maximumObjectMass;
|
||||
public float MaximumObjectMass
|
||||
{
|
||||
get { return m_maximumObjectMass; }
|
||||
}
|
||||
|
||||
public delegate void TaintCallback();
|
||||
private List<TaintCallback> _taintedObjects;
|
||||
private Object _taintLock = new Object();
|
||||
|
||||
// A pointer to an instance if this structure is passed to the C++ code
|
||||
// Format of this structure must match the definition in the C++ code
|
||||
private struct ConfigurationParameters
|
||||
{
|
||||
public float defaultFriction;
|
||||
public float defaultDensity;
|
||||
public float collisionMargin;
|
||||
public float gravity;
|
||||
|
||||
public float linearDamping;
|
||||
public float angularDamping;
|
||||
public float deactivationTime;
|
||||
public float linearSleepingThreshold;
|
||||
public float angularSleepingThreshold;
|
||||
|
||||
public float terrainFriction;
|
||||
public float terrainHitFriction;
|
||||
public float terrainRestitution;
|
||||
public float avatarFriction;
|
||||
public float avatarCapsuleRadius;
|
||||
public float avatarCapsuleHeight;
|
||||
}
|
||||
ConfigurationParameters m_params;
|
||||
ConfigurationParameters[] m_params;
|
||||
GCHandle m_paramsHandle;
|
||||
|
||||
private BulletSimAPI.DebugLogCallback debugLogCallbackHandle;
|
||||
|
||||
public BSScene(string identifier)
|
||||
{
|
||||
m_initialized = false;
|
||||
}
|
||||
|
||||
public override void Initialise(IMesher meshmerizer, IConfigSource config)
|
||||
{
|
||||
m_params = new ConfigurationParameters();
|
||||
// Allocate pinned memory to pass parameters.
|
||||
m_params = new ConfigurationParameters[1];
|
||||
m_paramsHandle = GCHandle.Alloc(m_params, GCHandleType.Pinned);
|
||||
|
||||
// Set default values for physics parameters plus any overrides from the ini file
|
||||
GetInitialParameterValues(config);
|
||||
|
||||
// allocate more pinned memory close to the above in an attempt to get the memory all together
|
||||
m_collisionArray = new CollisionDesc[m_maxCollisionsPerFrame];
|
||||
m_collisionArrayPinnedHandle = GCHandle.Alloc(m_collisionArray, GCHandleType.Pinned);
|
||||
m_updateArray = new EntityProperties[m_maxUpdatesPerFrame];
|
||||
m_updateArrayPinnedHandle = GCHandle.Alloc(m_updateArray, GCHandleType.Pinned);
|
||||
|
||||
// if Debug, enable logging from the unmanaged code
|
||||
if (m_log.IsDebugEnabled)
|
||||
{
|
||||
|
@ -160,68 +163,95 @@ public class BSScene : PhysicsScene
|
|||
// The bounding box for the simulated world
|
||||
Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, 4096f);
|
||||
|
||||
// Allocate pinned memory to pass back object property updates and collisions from simulation step
|
||||
m_collisionArray = new CollisionDesc[m_maxCollisionsPerFrame];
|
||||
m_collisionArrayPinnedHandle = GCHandle.Alloc(m_collisionArray, GCHandleType.Pinned);
|
||||
m_updateArray = new EntityProperties[m_maxUpdatesPerFrame];
|
||||
m_updateArrayPinnedHandle = GCHandle.Alloc(m_updateArray, GCHandleType.Pinned);
|
||||
|
||||
// m_log.DebugFormat("{0}: Initialize: Calling BulletSimAPI.Initialize.", LogHeader);
|
||||
m_worldID = BulletSimAPI.Initialize(worldExtent,
|
||||
m_worldID = BulletSimAPI.Initialize(worldExtent, m_paramsHandle.AddrOfPinnedObject(),
|
||||
m_maxCollisionsPerFrame, m_collisionArrayPinnedHandle.AddrOfPinnedObject(),
|
||||
m_maxUpdatesPerFrame, m_updateArrayPinnedHandle.AddrOfPinnedObject());
|
||||
|
||||
m_initialized = true;
|
||||
}
|
||||
|
||||
// All default parameter values are set here. There should be no values set in the
|
||||
// variable definitions.
|
||||
private void GetInitialParameterValues(IConfigSource config)
|
||||
{
|
||||
ConfigurationParameters parms = new ConfigurationParameters();
|
||||
|
||||
_meshSculptedPrim = true; // mesh sculpted prims
|
||||
_forceSimplePrimMeshing = false; // use complex meshing if called for
|
||||
|
||||
// Set the default values for the physics parameters
|
||||
m_params.defaultFriction = 0.70f;
|
||||
m_params.defaultDensity = 10.000006836f; // Aluminum g/cm3
|
||||
m_params.collisionMargin = 0.0f;
|
||||
m_params.gravity = -9.80665f;
|
||||
m_meshLOD = 32;
|
||||
|
||||
m_params.linearDamping = 0.1f;
|
||||
m_params.angularDamping = 0.85f;
|
||||
m_params.deactivationTime = 0.2f;
|
||||
m_params.linearSleepingThreshold = 0.8f;
|
||||
m_params.angularSleepingThreshold = 1.0f;
|
||||
m_maxSubSteps = 10;
|
||||
m_fixedTimeStep = 1f / 60f;
|
||||
m_maxCollisionsPerFrame = 2048;
|
||||
m_maxUpdatesPerFrame = 2048;
|
||||
m_maximumObjectMass = 10000.01f;
|
||||
|
||||
m_params.terrainFriction = 0.85f;
|
||||
m_params.terrainHitFriction = 0.8f;
|
||||
m_params.terrainRestitution = 0.2f;
|
||||
m_params.avatarFriction = 0.85f;
|
||||
m_params.avatarCapsuleRadius = 0.37f;
|
||||
m_params.avatarCapsuleHeight = 1.5f; // 2.140599f
|
||||
parms.defaultFriction = 0.70f;
|
||||
parms.defaultDensity = 10.000006836f; // Aluminum g/cm3
|
||||
parms.defaultRestitution = 0f;
|
||||
parms.collisionMargin = 0.0f;
|
||||
parms.gravity = -9.80665f;
|
||||
|
||||
parms.linearDamping = 0.0f;
|
||||
parms.angularDamping = 0.0f;
|
||||
parms.deactivationTime = 0.2f;
|
||||
parms.linearSleepingThreshold = 0.8f;
|
||||
parms.angularSleepingThreshold = 1.0f;
|
||||
parms.ccdMotionThreshold = 0.5f; // set to zero to disable
|
||||
parms.ccdSweptSphereRadius = 0.2f;
|
||||
|
||||
parms.terrainFriction = 0.85f;
|
||||
parms.terrainHitFriction = 0.8f;
|
||||
parms.terrainRestitution = 0.2f;
|
||||
parms.avatarFriction = 0.85f;
|
||||
parms.avatarDensity = 60f;
|
||||
parms.avatarCapsuleRadius = 0.37f;
|
||||
parms.avatarCapsuleHeight = 1.5f; // 2.140599f
|
||||
|
||||
if (config != null)
|
||||
{
|
||||
// If there are specifications in the ini file, use those values
|
||||
// WHEN ADDING OR UPDATING THIS SECTION, BE SURE TO ALSO UPDATE OpenSimDefaults.ini
|
||||
IConfig pConfig = config.Configs["BulletSim"];
|
||||
if (pConfig != null)
|
||||
{
|
||||
_meshSculptedPrim = pConfig.GetBoolean("MeshSculptedPrim", true);
|
||||
_forceSimplePrimMeshing = pConfig.GetBoolean("ForceSimplePrimMeshing", false);
|
||||
_meshSculptedPrim = pConfig.GetBoolean("MeshSculptedPrim", _meshSculptedPrim);
|
||||
_forceSimplePrimMeshing = pConfig.GetBoolean("ForceSimplePrimMeshing", _forceSimplePrimMeshing);
|
||||
|
||||
m_params.defaultFriction = pConfig.GetFloat("DefaultFriction", m_params.defaultFriction);
|
||||
m_params.defaultDensity = pConfig.GetFloat("DefaultDensity", m_params.defaultDensity);
|
||||
m_params.collisionMargin = pConfig.GetFloat("CollisionMargin", m_params.collisionMargin);
|
||||
m_params.gravity = pConfig.GetFloat("Gravity", m_params.gravity);
|
||||
m_params.linearDamping = pConfig.GetFloat("LinearDamping", m_params.linearDamping);
|
||||
m_params.angularDamping = pConfig.GetFloat("AngularDamping", m_params.angularDamping);
|
||||
m_params.deactivationTime = pConfig.GetFloat("DeactivationTime", m_params.deactivationTime);
|
||||
m_params.linearSleepingThreshold = pConfig.GetFloat("LinearSleepingThreshold", m_params.linearSleepingThreshold);
|
||||
m_params.angularSleepingThreshold = pConfig.GetFloat("AngularSleepingThreshold", m_params.angularSleepingThreshold);
|
||||
m_params.terrainFriction = pConfig.GetFloat("TerrainFriction", m_params.terrainFriction);
|
||||
m_params.terrainHitFriction = pConfig.GetFloat("TerrainHitFriction", m_params.terrainHitFriction);
|
||||
m_params.terrainRestitution = pConfig.GetFloat("TerrainRestitution", m_params.terrainRestitution);
|
||||
m_params.avatarFriction = pConfig.GetFloat("AvatarFriction", m_params.avatarFriction);
|
||||
m_params.avatarCapsuleRadius = pConfig.GetFloat("AvatarCapsuleRadius", m_params.avatarCapsuleRadius);
|
||||
m_params.avatarCapsuleHeight = pConfig.GetFloat("AvatarCapsuleHeight", m_params.avatarCapsuleHeight);
|
||||
m_meshLOD = pConfig.GetInt("MeshLevelOfDetail", m_meshLOD);
|
||||
|
||||
m_maxSubSteps = pConfig.GetInt("MaxSubSteps", m_maxSubSteps);
|
||||
m_fixedTimeStep = pConfig.GetFloat("FixedTimeStep", m_fixedTimeStep);
|
||||
m_maxCollisionsPerFrame = pConfig.GetInt("MaxCollisionsPerFrame", m_maxCollisionsPerFrame);
|
||||
m_maxUpdatesPerFrame = pConfig.GetInt("MaxUpdatesPerFrame", m_maxUpdatesPerFrame);
|
||||
m_maximumObjectMass = pConfig.GetFloat("MaxObjectMass", m_maximumObjectMass);
|
||||
|
||||
parms.defaultFriction = pConfig.GetFloat("DefaultFriction", parms.defaultFriction);
|
||||
parms.defaultDensity = pConfig.GetFloat("DefaultDensity", parms.defaultDensity);
|
||||
parms.defaultRestitution = pConfig.GetFloat("DefaultRestitution", parms.defaultRestitution);
|
||||
parms.collisionMargin = pConfig.GetFloat("CollisionMargin", parms.collisionMargin);
|
||||
parms.gravity = pConfig.GetFloat("Gravity", parms.gravity);
|
||||
|
||||
parms.linearDamping = pConfig.GetFloat("LinearDamping", parms.linearDamping);
|
||||
parms.angularDamping = pConfig.GetFloat("AngularDamping", parms.angularDamping);
|
||||
parms.deactivationTime = pConfig.GetFloat("DeactivationTime", parms.deactivationTime);
|
||||
parms.linearSleepingThreshold = pConfig.GetFloat("LinearSleepingThreshold", parms.linearSleepingThreshold);
|
||||
parms.angularSleepingThreshold = pConfig.GetFloat("AngularSleepingThreshold", parms.angularSleepingThreshold);
|
||||
parms.ccdMotionThreshold = pConfig.GetFloat("CcdMotionThreshold", parms.ccdMotionThreshold);
|
||||
parms.ccdSweptSphereRadius = pConfig.GetFloat("CcdSweptSphereRadius", parms.ccdSweptSphereRadius);
|
||||
|
||||
parms.terrainFriction = pConfig.GetFloat("TerrainFriction", parms.terrainFriction);
|
||||
parms.terrainHitFriction = pConfig.GetFloat("TerrainHitFriction", parms.terrainHitFriction);
|
||||
parms.terrainRestitution = pConfig.GetFloat("TerrainRestitution", parms.terrainRestitution);
|
||||
parms.avatarFriction = pConfig.GetFloat("AvatarFriction", parms.avatarFriction);
|
||||
parms.avatarDensity = pConfig.GetFloat("AvatarDensity", parms.avatarDensity);
|
||||
parms.avatarCapsuleRadius = pConfig.GetFloat("AvatarCapsuleRadius", parms.avatarCapsuleRadius);
|
||||
parms.avatarCapsuleHeight = pConfig.GetFloat("AvatarCapsuleHeight", parms.avatarCapsuleHeight);
|
||||
}
|
||||
}
|
||||
m_params[0] = parms;
|
||||
}
|
||||
|
||||
// Called directly from unmanaged code so don't do much
|
||||
|
@ -282,20 +312,13 @@ public class BSScene : PhysicsScene
|
|||
Vector3 size, Quaternion rotation, bool isPhysical, uint localID)
|
||||
{
|
||||
// m_log.DebugFormat("{0}: AddPrimShape2: {1}", LogHeader, primName);
|
||||
IMesh mesh = null;
|
||||
if (NeedsMeshing(pbs))
|
||||
{
|
||||
// if the prim is complex, create the mesh for it.
|
||||
// If simple (box or sphere) leave 'mesh' null and physics will do a native shape.
|
||||
mesh = mesher.CreateMesh(primName, pbs, size, this.meshLOD, isPhysical);
|
||||
}
|
||||
BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, mesh, pbs, isPhysical);
|
||||
BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical);
|
||||
lock (m_prims) m_prims.Add(localID, prim);
|
||||
return prim;
|
||||
}
|
||||
|
||||
// This is a call from the simulator saying that some physical property has been updated.
|
||||
// The BulletS driver senses the changing of relevant properties so this taint
|
||||
// The BulletSim driver senses the changing of relevant properties so this taint
|
||||
// information call is not needed.
|
||||
public override void AddPhysicsActorTaint(PhysicsActor prim) { }
|
||||
|
||||
|
@ -307,6 +330,9 @@ public class BSScene : PhysicsScene
|
|||
int collidersCount;
|
||||
IntPtr collidersPtr;
|
||||
|
||||
// prevent simulation until we've been initialized
|
||||
if (!m_initialized) return 10.0f;
|
||||
|
||||
// update the prim states while we know the physics engine is not busy
|
||||
ProcessTaints();
|
||||
|
||||
|
@ -360,7 +386,7 @@ public class BSScene : PhysicsScene
|
|||
}
|
||||
}
|
||||
|
||||
// fps calculation wrong. This calculation always returns about 1 in normal operation.
|
||||
// FIX THIS: fps calculation wrong. This calculation always returns about 1 in normal operation.
|
||||
return timeStep / (numSubSteps * m_fixedTimeStep) * 1000f;
|
||||
}
|
||||
|
||||
|
@ -369,8 +395,7 @@ public class BSScene : PhysicsScene
|
|||
{
|
||||
if (localID == TERRAIN_ID || localID == GROUNDPLANE_ID)
|
||||
{
|
||||
// we never send collisions to the terrain
|
||||
return;
|
||||
return; // don't send collisions to the terrain
|
||||
}
|
||||
|
||||
ActorTypes type = ActorTypes.Prim;
|
||||
|
@ -381,12 +406,12 @@ public class BSScene : PhysicsScene
|
|||
|
||||
BSPrim prim;
|
||||
if (m_prims.TryGetValue(localID, out prim)) {
|
||||
prim.Collide(collidingWith, type, collidePoint, collideNormal, 0.01f);
|
||||
prim.Collide(collidingWith, type, collidePoint, collideNormal, penitration);
|
||||
return;
|
||||
}
|
||||
BSCharacter actor;
|
||||
if (m_avatars.TryGetValue(localID, out actor)) {
|
||||
actor.Collide(collidingWith, type, collidePoint, collideNormal, 0.01f);
|
||||
actor.Collide(collidingWith, type, collidePoint, collideNormal, penitration);
|
||||
return;
|
||||
}
|
||||
return;
|
||||
|
@ -448,7 +473,7 @@ public class BSScene : PhysicsScene
|
|||
|
||||
if (pbs.SculptEntry && !_meshSculptedPrim)
|
||||
{
|
||||
// m_log.DebugFormat("{0}: NeedsMeshing: scultpy mesh", LogHeader);
|
||||
// Render sculpties as boxes
|
||||
return false;
|
||||
}
|
||||
|
||||
|
|
|
@ -32,12 +32,14 @@ using OpenMetaverse;
|
|||
|
||||
namespace OpenSim.Region.Physics.BulletSPlugin {
|
||||
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct ConvexHull
|
||||
{
|
||||
Vector3 Offset;
|
||||
int VertexCount;
|
||||
Vector3[] Vertices;
|
||||
}
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct ShapeData
|
||||
{
|
||||
public enum PhysicsShapeType
|
||||
|
@ -49,6 +51,7 @@ public struct ShapeData
|
|||
SHAPE_SPHERE = 4,
|
||||
SHAPE_HULL = 5
|
||||
};
|
||||
// note that bools are passed as ints since bool size changes by language
|
||||
public const int numericTrue = 1;
|
||||
public const int numericFalse = 0;
|
||||
public uint ID;
|
||||
|
@ -60,11 +63,12 @@ public struct ShapeData
|
|||
public float Mass;
|
||||
public float Buoyancy;
|
||||
public System.UInt64 MeshKey;
|
||||
public int Collidable;
|
||||
public float Friction;
|
||||
public float Restitution;
|
||||
public int Collidable;
|
||||
public int Static; // true if a static object. Otherwise gravity, etc.
|
||||
// note that bools are passed as ints since bool size changes by language
|
||||
}
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct SweepHit
|
||||
{
|
||||
public uint ID;
|
||||
|
@ -72,12 +76,14 @@ public struct SweepHit
|
|||
public Vector3 Normal;
|
||||
public Vector3 Point;
|
||||
}
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct RaycastHit
|
||||
{
|
||||
public uint ID;
|
||||
public float Fraction;
|
||||
public Vector3 Normal;
|
||||
}
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct CollisionDesc
|
||||
{
|
||||
public uint aID;
|
||||
|
@ -85,6 +91,7 @@ public struct CollisionDesc
|
|||
public Vector3 point;
|
||||
public Vector3 normal;
|
||||
}
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct EntityProperties
|
||||
{
|
||||
public uint ID;
|
||||
|
@ -92,13 +99,42 @@ public struct EntityProperties
|
|||
public Quaternion Rotation;
|
||||
public Vector3 Velocity;
|
||||
public Vector3 Acceleration;
|
||||
public Vector3 AngularVelocity;
|
||||
public Vector3 RotationalVelocity;
|
||||
}
|
||||
|
||||
// Format of this structure must match the definition in the C++ code
|
||||
[StructLayout(LayoutKind.Sequential)]
|
||||
public struct ConfigurationParameters
|
||||
{
|
||||
public float defaultFriction;
|
||||
public float defaultDensity;
|
||||
public float defaultRestitution;
|
||||
public float collisionMargin;
|
||||
public float gravity;
|
||||
|
||||
public float linearDamping;
|
||||
public float angularDamping;
|
||||
public float deactivationTime;
|
||||
public float linearSleepingThreshold;
|
||||
public float angularSleepingThreshold;
|
||||
public float ccdMotionThreshold;
|
||||
public float ccdSweptSphereRadius;
|
||||
|
||||
public float terrainFriction;
|
||||
public float terrainHitFriction;
|
||||
public float terrainRestitution;
|
||||
public float avatarFriction;
|
||||
public float avatarDensity;
|
||||
public float avatarRestitution;
|
||||
public float avatarCapsuleRadius;
|
||||
public float avatarCapsuleHeight;
|
||||
}
|
||||
|
||||
static class BulletSimAPI {
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern uint Initialize(Vector3 maxPosition, int maxCollisions, IntPtr collisionArray,
|
||||
public static extern uint Initialize(Vector3 maxPosition, IntPtr parms,
|
||||
int maxCollisions, IntPtr collisionArray,
|
||||
int maxUpdates, IntPtr updateArray);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
|
|
Binary file not shown.
Binary file not shown.
|
@ -159,6 +159,7 @@
|
|||
;physics = basicphysics
|
||||
;physics = POS
|
||||
;physics = modified_BulletX
|
||||
;physics = BulletSim
|
||||
|
||||
; ##
|
||||
; ## PERMISSIONS
|
||||
|
@ -725,6 +726,47 @@
|
|||
; true. Note that this will increase memory usage and region startup time. Default is false.
|
||||
;force_simple_prim_meshing = true
|
||||
|
||||
[BulletSim]
|
||||
; World parameters
|
||||
DefaultFriction = 0.70
|
||||
DefaultDensity = 10.000006836
|
||||
DefaultRestitution = 0.0
|
||||
Gravity = -9.80665
|
||||
|
||||
TerrainFriction = 0.85
|
||||
TerrainHitFriction = 0.8
|
||||
TerrainRestitution = 0.2
|
||||
AvatarFriction = 0.85
|
||||
AvatarDensity = 60.0
|
||||
AvatarCapsuleRadius = 0.37
|
||||
AvatarCapsuleHeight = 1.5
|
||||
|
||||
MaxObjectMass = 10000.01
|
||||
|
||||
; Dynamic parameters
|
||||
LinearDamping = 0.0
|
||||
AngularDamping = 0.0
|
||||
DeactivationTime = 0.2
|
||||
LinearSleepingThreshold = 0.8
|
||||
AngularSleepingThreshold = 1.0
|
||||
CcdMotionThreshold = 0.5
|
||||
CcdSweptSphereRadius = 0.2
|
||||
|
||||
; Whether to mesh sculpties
|
||||
MeshSculptedPrim = true
|
||||
|
||||
; If 'true', force simple prims (box and sphere) to be meshed
|
||||
ForceSimplePrimMeshing = false
|
||||
|
||||
; number^2 non-physical level of detail of the sculpt texture. 32x32 - 1024 verticies
|
||||
MeshLevelOfDetail = 32
|
||||
|
||||
; Bullet step parameters
|
||||
MaxSubSteps = 10;
|
||||
FixedTimeStep = .01667
|
||||
|
||||
MaxCollisionsPerFrame = 2048
|
||||
MaxUpdatesPerFrame = 2048
|
||||
|
||||
[RemoteAdmin]
|
||||
enabled = false
|
||||
|
|
Binary file not shown.
Loading…
Reference in New Issue