BulletSim: Parameters settable from ini file. Linksets. Physical property value tuning

bulletsim
Robert Adams 2011-08-05 11:01:27 -07:00 committed by Mic Bowman
parent a95f2fe4b3
commit 7640b5abf6
8 changed files with 356 additions and 211 deletions

View File

@ -51,8 +51,6 @@ public class BSCharacter : PhysicsActor
private Vector3 _position;
private float _mass = 80f;
public float _density = 60f;
public float CAPSULE_RADIUS = 0.37f;
public float CAPSULE_LENGTH = 2.140599f;
private Vector3 _force;
private Vector3 _velocity;
private Vector3 _torque;
@ -96,7 +94,8 @@ public class BSCharacter : PhysicsActor
_velocity = Vector3.Zero;
_buoyancy = 0f; // characters return a buoyancy of zero
_scale = new Vector3(1f, 1f, 1f);
float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
float AVvolume = (float) (Math.PI*Math.Pow(_scene.Params.avatarCapsuleRadius, 2)*_scene.Params.avatarCapsuleHeight);
_density = _scene.Params.avatarDensity;
_mass = _density*AVvolume;
ShapeData shapeData = new ShapeData();
@ -109,6 +108,8 @@ public class BSCharacter : PhysicsActor
shapeData.Mass = _mass;
shapeData.Buoyancy = isFlying ? 1f : 0f;
shapeData.Static = ShapeData.numericFalse;
shapeData.Friction = _scene.Params.avatarFriction;
shapeData.Restitution = _scene.Params.defaultRestitution;
// do actual create at taint time
_scene.TaintedObject(delegate()
@ -395,9 +396,9 @@ public class BSCharacter : PhysicsActor
_acceleration = entprop.Acceleration;
changed = true;
}
if (_rotationalVelocity != entprop.AngularVelocity)
if (_rotationalVelocity != entprop.RotationalVelocity)
{
_rotationalVelocity = entprop.AngularVelocity;
_rotationalVelocity = entprop.RotationalVelocity;
changed = true;
}
if (changed)

View File

@ -71,6 +71,7 @@ public sealed class BSPrim : PhysicsActor
private bool _isPhysical;
private bool _flying;
private float _friction;
private float _restitution;
private bool _setAlwaysRun;
private bool _throttleUpdates;
private bool _isColliding;
@ -101,7 +102,7 @@ public sealed class BSPrim : PhysicsActor
private float _PIDHoverTao;
public BSPrim(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size,
OMV.Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical)
OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical)
{
// m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID);
_localID = localID;
@ -113,15 +114,16 @@ public sealed class BSPrim : PhysicsActor
_orientation = rotation;
_buoyancy = 1f;
_velocity = OMV.Vector3.Zero;
_rotationalVelocity = OMV.Vector3.Zero;
_angularVelocity = OMV.Vector3.Zero;
_mesh = mesh;
_hullKey = 0;
_pbs = pbs;
_isPhysical = pisPhysical;
_isVolumeDetect = false;
_subscribedEventsMs = 0;
_friction = _scene.DefaultFriction; // TODO: compute based on object material
_density = _scene.DefaultDensity; // TODO: compute based on object material
_friction = _scene.Params.defaultFriction; // TODO: compute based on object material
_density = _scene.Params.defaultDensity; // TODO: compute based on object material
_restitution = _scene.Params.defaultRestitution;
_parentPrim = null; // not a child or a parent
_vehicle = new BSDynamics(this); // add vehicleness
_childrenPrims = new List<BSPrim>();
@ -132,8 +134,7 @@ public sealed class BSPrim : PhysicsActor
// do the actual object creation at taint time
_scene.TaintedObject(delegate()
{
CreateGeom();
CreateObject();
RecreateGeomAndObject();
});
}
@ -239,6 +240,7 @@ public sealed class BSPrim : PhysicsActor
return;
}
// I am the root of a linkset and a new child is being added
public void AddChildToLinkset(BSPrim pchild)
{
BSPrim child = pchild;
@ -254,6 +256,8 @@ public sealed class BSPrim : PhysicsActor
return;
}
// I am the root of a linkset and one of my children is being removed.
// Safe to call even if the child is not really in my linkset.
public void RemoveChildFromLinkset(BSPrim pchild)
{
BSPrim child = pchild;
@ -290,6 +294,17 @@ public sealed class BSPrim : PhysicsActor
get { return (_parentPrim == null && _childrenPrims.Count != 0); }
}
// Set motion values to zero.
// Do it to the properties so the values get set in the physics engine.
// Push the setting of the values to the viewer.
private void ZeroMotion()
{
Velocity = OMV.Vector3.Zero;
_acceleration = OMV.Vector3.Zero;
RotationalVelocity = OMV.Vector3.Zero;
base.RequestPhysicsterseUpdate();
}
public override void LockAngularMotion(OMV.Vector3 axis) { return; }
public override OMV.Vector3 Position {
@ -390,18 +405,6 @@ public sealed class BSPrim : PhysicsActor
});
}
}
public OMV.Vector3 AngularVelocity
{
get { return _angularVelocity; }
set
{
_angularVelocity = value;
_scene.TaintedObject(delegate()
{
BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _angularVelocity);
});
}
}
public override OMV.Vector3 Torque {
get { return _torque; }
set { _torque = value;
@ -419,11 +422,11 @@ public sealed class BSPrim : PhysicsActor
get { return _orientation; }
set {
_orientation = value;
// m_log.DebugFormat("{0}: set orientation: id={1}, ori={2}", LogHeader, LocalID, _orientation);
_scene.TaintedObject(delegate()
{
// _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID);
BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation);
// m_log.DebugFormat("{0}: set orientation: {1}", LogHeader, _orientation);
});
}
}
@ -505,8 +508,16 @@ public sealed class BSPrim : PhysicsActor
get { return _rotationalVelocity; }
set { _rotationalVelocity = value;
// m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity);
_scene.TaintedObject(delegate()
{
BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity);
});
}
}
public OMV.Vector3 AngularVelocity {
get { return _angularVelocity; }
set { _angularVelocity = value; }
}
public override bool Kinematic {
get { return _kinematic; }
set { _kinematic = value;
@ -866,9 +877,6 @@ public sealed class BSPrim : PhysicsActor
returnMass = _density * volume;
if (returnMass <= 0)
returnMass = 0.0001f;//ckrinke: Mass must be greater then zero.
if (IsRootOfLinkset)
{
foreach (BSPrim prim in _childrenPrims)
@ -877,8 +885,12 @@ public sealed class BSPrim : PhysicsActor
}
}
if (returnMass > _scene.maximumMassObject)
returnMass = _scene.maximumMassObject;
if (returnMass <= 0)
returnMass = 0.0001f;
if (returnMass > _scene.MaximumObjectMass)
returnMass = _scene.MaximumObjectMass;
return returnMass;
}// end CalculateMass
#endregion Mass Calculation
@ -887,6 +899,15 @@ public sealed class BSPrim : PhysicsActor
// No locking here because this is done when we know physics is not simulating
private void CreateGeom()
{
// Since we're recreating new, get rid of any previously generated shape
if (_hullKey != 0)
{
// m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey);
BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey);
_hullKey = 0;
_hulls.Clear();
}
if (_mesh == null)
{
// the mesher thought this was too simple to mesh. Use a native Bullet collision shape.
@ -902,21 +923,13 @@ public sealed class BSPrim : PhysicsActor
}
else
{
// m_log.DebugFormat("{0}: CreateGeom: mesh null. Defaulting to box of size {1}", LogHeader, _size);
// m_log.DebugFormat("{0}: CreateGeom: mesh null. Defaulting to box. lid={1}, size={2}", LogHeader, LocalID, _size);
_shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX;
_scale = _size;
}
}
else
{
if (_hullKey != 0)
{
// m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey);
BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey);
_hullKey = 0;
_hulls.Clear();
}
int[] indices = _mesh.getIndexListAsInt();
List<OMV.Vector3> vertices = _mesh.getVertexList();
@ -997,7 +1010,7 @@ public sealed class BSPrim : PhysicsActor
// create the hull definition in Bullet
_hullKey = (ulong)_pbs.GetHashCode();
// m_log.DebugFormat("{0}: CreateGeom: calling CreateHull. lid= {1}, key={2}, hulls={3}", LogHeader, _localID, _hullKey, hullCount);
// m_log.DebugFormat("{0}: CreateGeom: calling CreateHull. lid={1}, key={2}, hulls={3}", LogHeader, _localID, _hullKey, hullCount);
BulletSimAPI.CreateHull(_scene.WorldID, _hullKey, hullCount, convHulls);
_shapeType = ShapeData.PhysicsShapeType.SHAPE_HULL;
// meshes are already scaled by the meshmerizer
@ -1006,6 +1019,8 @@ public sealed class BSPrim : PhysicsActor
return;
}
// Callback from convex hull creater with a newly created hull.
// Just add it to the collection of hulls for this shape.
private void HullReturn(ConvexResult result)
{
_hulls.Add(result);
@ -1019,13 +1034,12 @@ public sealed class BSPrim : PhysicsActor
if (IsRootOfLinkset)
{
// Create a linkset around this object
CreateLinksetWithCompoundHull();
// CreateLinksetWithConstraints();
// CreateLinksetWithCompoundHull();
CreateLinksetWithConstraints();
}
else
{
// simple object
// m_log.DebugFormat("{0}: CreateObject. ID={1}", LogHeader, LocalID);
ShapeData shape;
FillShapeInfo(out shape);
BulletSimAPI.CreateObject(_scene.WorldID, shape);
@ -1034,6 +1048,7 @@ public sealed class BSPrim : PhysicsActor
// Create a linkset by creating a compound hull at the root prim that consists of all
// the children.
// NOTE: This does not allow proper collisions with the children prims so it is not a workable solution
void CreateLinksetWithCompoundHull()
{
// If I am the root prim of a linkset, replace my physical shape with all the
@ -1055,8 +1070,27 @@ public sealed class BSPrim : PhysicsActor
BulletSimAPI.CreateLinkset(_scene.WorldID, totalPrimsInLinkset, shapes);
}
// Copy prim's info into the BulletSim shape description structure
public void FillShapeInfo(out ShapeData shape)
{
shape.ID = _localID;
shape.Type = _shapeType;
shape.Position = _position;
shape.Rotation = _orientation;
shape.Velocity = _velocity;
shape.Scale = _scale;
shape.Mass = _isPhysical ? _mass : 0f;
shape.Buoyancy = _buoyancy;
shape.MeshKey = _hullKey;
shape.Friction = _friction;
shape.Restitution = _restitution;
shape.Collidable = (!IsPhantom) ? ShapeData.numericTrue : ShapeData.numericFalse;
shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue;
}
// Create the linkset by putting constraints between the objects of the set so they cannot move
// relative to each other.
// TODO: make this more effeicient: a large linkset gets rebuilt over and over and prims are added
void CreateLinksetWithConstraints()
{
// m_log.DebugFormat("{0}: CreateLinkset. Root prim={1}, prims={2}", LogHeader, LocalID, _childrenPrims.Count+1);
@ -1070,76 +1104,48 @@ public sealed class BSPrim : PhysicsActor
// create constraints between the root prim and each of the children
foreach (BSPrim prim in _childrenPrims)
{
// this is a constraint that allows no freedom of movement between the two objects
// http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
// m_log.DebugFormat("{0}: CreateObject: AddConstraint between root prim {1} and child prim {2}", LogHeader, LocalID, prim.LocalID);
// Zero motion for children so they don't interpolate
prim.ZeroMotion();
// relative position normalized to the root prim
OMV.Vector3 childRelativePosition = (prim._position - this._position) * OMV.Quaternion.Inverse(this._orientation);
// OMV.Quaternion relativeRotation = OMV.Quaternion.Identity;
// rotation is pointing up the vector between the object centers
OMV.Quaternion relativeRotation = OMV.Quaternion.CreateFromAxisAngle(childRelativePosition, 0f);
/* // the logic for relative rotation from http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=6391
OMV.Vector3 rrn = childRelativePosition;
rrn.Normalize();
rrn /= rrn.X;
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);
OMV.Quaternion relativeRotation = OMV.Quaternion.CreateFromRotationMatrix(rotmat);
*/
// relative rotation of the child to the parent
OMV.Quaternion relativeRotation = OMV.Quaternion.Inverse(prim._orientation) * this._orientation;
// this is a constraint that allows no freedom of movement between the two objects
// http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
BulletSimAPI.AddConstraint(_scene.WorldID, LocalID, prim.LocalID,
childRelativePosition / 2,
relativeRotation,
-childRelativePosition / 2,
childRelativePosition,
relativeRotation,
OMV.Vector3.Zero,
OMV.Quaternion.Identity,
OMV.Vector3.Zero, OMV.Vector3.Zero,
OMV.Vector3.Zero, OMV.Vector3.Zero);
}
}
// Copy prim's info into the BulletSim shape description structure
public void FillShapeInfo(out ShapeData shape)
{
shape.ID = _localID;
shape.Type = _shapeType;
shape.Position = _position;
shape.Rotation = _orientation;
shape.Velocity = _velocity;
shape.Scale = _scale;
shape.Mass = _isPhysical ? _mass : 0f;
shape.Buoyancy = _buoyancy;
shape.MeshKey = _hullKey;
shape.Collidable = (!IsPhantom) ? ShapeData.numericTrue : ShapeData.numericFalse;
shape.Friction = _friction;
shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue;
}
// Rebuild the geometry and object.
// This is called when the shape changes so we need to recreate the mesh/hull.
// No locking here because this is done when the physics engine is not simulating
private void RecreateGeomAndObject()
{
if (_hullKey != 0)
{
// if a hull already exists, delete the old one
BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey);
_hullKey = 0;
}
// If this object is complex or we are the root of a linkset, build a mesh.
// The root of a linkset must be a mesh so we can create the linked compound object.
if (_scene.NeedsMeshing(_pbs) || IsRootOfLinkset )
// if (_scene.NeedsMeshing(_pbs) || IsRootOfLinkset )
if (_scene.NeedsMeshing(_pbs)) // linksets with constraints don't need a root mesh
{
// m_log.DebugFormat("{0}: RecreateGeomAndObject: creating mesh", LogHeader);
_mesh = _scene.mesher.CreateMesh(_avName, _pbs, _size, _scene.meshLOD, _isPhysical);
_mesh = _scene.mesher.CreateMesh(_avName, _pbs, _size, _scene.MeshLOD, _isPhysical);
}
else
{
// it's a BulletSim native shape.
// implement the shape with a Bullet native shape.
_mesh = null;
}
CreateGeom(); // create the geometry for this prim
CreateGeom();
CreateObject();
return;
}
@ -1152,48 +1158,82 @@ public sealed class BSPrim : PhysicsActor
Rotation = 1 << 1,
Velocity = 1 << 2,
Acceleration = 1 << 3,
AngularVel = 1 << 4
RotationalVel = 1 << 4
}
const float ROTATION_TOLERANCE = 0.01f;
const float VELOCITY_TOLERANCE = 0.001f;
const float POSITION_TOLERANCE = 0.05f;
const float ACCELERATION_TOLERANCE = 0.01f;
const float ROTATIONAL_VELOCITY_TOLERANCE = 0.01f;
const bool SHOULD_DAMP_UPDATES = false;
public void UpdateProperties(EntityProperties entprop)
{
UpdatedProperties changed = 0;
// assign to the local variables so the normal set action does not happen
if (_position != entprop.Position)
if (SHOULD_DAMP_UPDATES)
{
_position = entprop.Position;
// m_log.DebugFormat("{0}: UpdateProperties: position = {1}", LogHeader, _position);
changed |= UpdatedProperties.Position;
// assign to the local variables so the normal set action does not happen
// if (_position != entprop.Position)
if (!_position.ApproxEquals(entprop.Position, POSITION_TOLERANCE))
{
_position = entprop.Position;
// m_log.DebugFormat("{0}: UpdateProperties: id={1}, pos = {2}", LogHeader, LocalID, _position);
changed |= UpdatedProperties.Position;
}
// if (_orientation != entprop.Rotation)
if (!_orientation.ApproxEquals(entprop.Rotation, ROTATION_TOLERANCE))
{
_orientation = entprop.Rotation;
// m_log.DebugFormat("{0}: UpdateProperties: id={1}, rot = {2}", LogHeader, LocalID, _orientation);
changed |= UpdatedProperties.Rotation;
}
// 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.ApproxEquals(entprop.Acceleration, ACCELERATION_TOLERANCE))
{
_acceleration = entprop.Acceleration;
// m_log.DebugFormat("{0}: UpdateProperties: acceleration = {1}", LogHeader, _acceleration);
changed |= UpdatedProperties.Acceleration;
}
// if (_rotationalVelocity != entprop.RotationalVelocity)
if (!_rotationalVelocity.ApproxEquals(entprop.RotationalVelocity, ROTATIONAL_VELOCITY_TOLERANCE))
{
_rotationalVelocity = entprop.RotationalVelocity;
// m_log.DebugFormat("{0}: UpdateProperties: rotationalVelocity = {1}", LogHeader, _rotationalVelocity);
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();
}
}
}
if (_orientation != entprop.Rotation)
else
{
_orientation = entprop.Rotation;
// m_log.DebugFormat("{0}: UpdateProperties: rotation = {1}", LogHeader, _orientation);
changed |= UpdatedProperties.Rotation;
}
if (_velocity != entprop.Velocity)
{
_velocity = entprop.Velocity;
// m_log.DebugFormat("{0}: UpdateProperties: velocity = {1}", LogHeader, _velocity);
changed |= UpdatedProperties.Velocity;
}
if (_acceleration != entprop.Acceleration)
{
_acceleration = entprop.Acceleration;
// m_log.DebugFormat("{0}: UpdateProperties: acceleration = {1}", LogHeader, _acceleration);
changed |= UpdatedProperties.Acceleration;
}
if (_rotationalVelocity != entprop.AngularVelocity)
{
_rotationalVelocity = entprop.AngularVelocity;
// m_log.DebugFormat("{0}: UpdateProperties: rotationalVelocity = {1}", LogHeader, _rotationalVelocity);
changed |= UpdatedProperties.AngularVel;
}
if (changed != 0)
{
// m_log.DebugFormat("{0}: UpdateProperties: id={1}, c={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation);
// 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();
}
}
}
@ -1201,7 +1241,8 @@ public sealed class BSPrim : PhysicsActor
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)
{

View File

@ -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;
}

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@ -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]

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@ -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

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