diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 57c5898e84..7bde1c12dc 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs @@ -88,8 +88,8 @@ public sealed class BSCharacter : BSPhysObject // Old versions of ScenePresence passed only the height. If width and/or depth are zero, // replace with the default values. _size = size; - if (_size.X == 0f) _size.X = PhysicsScene.Params.avatarCapsuleDepth; - if (_size.Y == 0f) _size.Y = PhysicsScene.Params.avatarCapsuleWidth; + if (_size.X == 0f) _size.X = BSParam.AvatarCapsuleDepth; + if (_size.Y == 0f) _size.Y = BSParam.AvatarCapsuleWidth; // A motor to control the acceleration and deceleration of the avatar movement. // _velocityMotor = new BSVMotor("BSCharacter.Velocity", 3f, 5f, BSMotor.InfiniteVector, 1f); @@ -108,8 +108,8 @@ public sealed class BSCharacter : BSPhysObject _velocity = OMV.Vector3.Zero; _appliedVelocity = OMV.Vector3.Zero; _buoyancy = ComputeBuoyancyFromFlying(isFlying); - _currentFriction = PhysicsScene.Params.avatarStandingFriction; - _avatarDensity = PhysicsScene.Params.avatarDensity; + _currentFriction = BSParam.AvatarStandingFriction; + _avatarDensity = BSParam.AvatarDensity; // The dimensions of the avatar capsule are kept in the scale. // Physics creates a unit capsule which is scaled by the physics engine. @@ -161,14 +161,14 @@ public sealed class BSCharacter : BSPhysObject // Needs to be reset especially when an avatar is recreated after crossing a region boundry. Flying = _flying; - BulletSimAPI.SetRestitution2(PhysBody.ptr, PhysicsScene.Params.avatarRestitution); + BulletSimAPI.SetRestitution2(PhysBody.ptr, BSParam.AvatarRestitution); BulletSimAPI.SetMargin2(PhysShape.ptr, PhysicsScene.Params.collisionMargin); BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale); - BulletSimAPI.SetContactProcessingThreshold2(PhysBody.ptr, PhysicsScene.Params.contactProcessingThreshold); - if (PhysicsScene.Params.ccdMotionThreshold > 0f) + BulletSimAPI.SetContactProcessingThreshold2(PhysBody.ptr, BSParam.ContactProcessingThreshold); + if (BSParam.CcdMotionThreshold > 0f) { - BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, PhysicsScene.Params.ccdMotionThreshold); - BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius); + BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, BSParam.CcdMotionThreshold); + BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, BSParam.CcdSweptSphereRadius); } UpdatePhysicalMassProperties(RawMass); @@ -208,8 +208,8 @@ public sealed class BSCharacter : BSPhysObject _size = value; // Old versions of ScenePresence passed only the height. If width and/or depth are zero, // replace with the default values. - if (_size.X == 0f) _size.X = PhysicsScene.Params.avatarCapsuleDepth; - if (_size.Y == 0f) _size.Y = PhysicsScene.Params.avatarCapsuleWidth; + if (_size.X == 0f) _size.X = BSParam.AvatarCapsuleDepth; + if (_size.Y == 0f) _size.Y = BSParam.AvatarCapsuleWidth; ComputeAvatarScale(_size); ComputeAvatarVolumeAndMass(); @@ -468,18 +468,18 @@ public sealed class BSCharacter : BSPhysObject // to keep the avatar from slipping around if (_velocity.Length() == 0) { - if (_currentFriction != PhysicsScene.Params.avatarStandingFriction) + if (_currentFriction != BSParam.AvatarStandingFriction) { - _currentFriction = PhysicsScene.Params.avatarStandingFriction; + _currentFriction = BSParam.AvatarStandingFriction; if (PhysBody.HasPhysicalBody) BulletSimAPI.SetFriction2(PhysBody.ptr, _currentFriction); } } else { - if (_currentFriction != PhysicsScene.Params.avatarFriction) + if (_currentFriction != BSParam.AvatarFriction) { - _currentFriction = PhysicsScene.Params.avatarFriction; + _currentFriction = BSParam.AvatarFriction; if (PhysBody.HasPhysicalBody) BulletSimAPI.SetFriction2(PhysBody.ptr, _currentFriction); } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs index 6b1e304207..e77fb50206 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs @@ -122,7 +122,7 @@ public abstract class BSConstraint : IDisposable // Setting an object's mass to zero (making it static like when it's selected) // automatically disables the constraints. // If the link is enabled, be sure to set the constraint itself to enabled. - BulletSimAPI.SetConstraintEnable2(m_constraint.ptr, m_world.physicsScene.NumericBool(true)); + BulletSimAPI.SetConstraintEnable2(m_constraint.ptr, BSParam.NumericBool(true)); } else { diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index a5acd86f89..e59ed8d390 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -563,7 +563,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin // Moderate angular movement introduced by Bullet. // TODO: possibly set AngularFactor and LinearFactor for the type of vehicle. // Maybe compute linear and angular factor and damping from params. - float angularDamping = PhysicsScene.Params.vehicleAngularDamping; + float angularDamping = BSParam.VehicleAngularDamping; BulletSimAPI.SetAngularDamping2(Prim.PhysBody.ptr, angularDamping); // Vehicles report collision events so we know when it's on the ground diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 2017fa5656..8580928f15 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs @@ -56,7 +56,7 @@ public abstract class BSLinkset { BSLinkset ret = null; - switch ((int)physScene.Params.linksetImplementation) + switch ((int)BSParam.LinksetImplementation) { case (int)LinksetImplementation.Constraint: ret = new BSLinksetConstraints(physScene, parent); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs index 8c36c3153a..d95f223b71 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs @@ -226,14 +226,14 @@ public sealed class BSLinksetConstraints : BSLinkset constrain.SetAngularLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); // tweek the constraint to increase stability - constrain.UseFrameOffset(PhysicsScene.BoolNumeric(PhysicsScene.Params.linkConstraintUseFrameOffset)); - constrain.TranslationalLimitMotor(PhysicsScene.BoolNumeric(PhysicsScene.Params.linkConstraintEnableTransMotor), - PhysicsScene.Params.linkConstraintTransMotorMaxVel, - PhysicsScene.Params.linkConstraintTransMotorMaxForce); - constrain.SetCFMAndERP(PhysicsScene.Params.linkConstraintCFM, PhysicsScene.Params.linkConstraintERP); - if (PhysicsScene.Params.linkConstraintSolverIterations != 0f) + constrain.UseFrameOffset(BSParam.BoolNumeric(BSParam.LinkConstraintUseFrameOffset)); + constrain.TranslationalLimitMotor(BSParam.BoolNumeric(BSParam.LinkConstraintEnableTransMotor), + BSParam.LinkConstraintTransMotorMaxVel, + BSParam.LinkConstraintTransMotorMaxForce); + constrain.SetCFMAndERP(BSParam.LinkConstraintCFM, BSParam.LinkConstraintERP); + if (BSParam.LinkConstraintSolverIterations != 0f) { - constrain.SetSolverIterations(PhysicsScene.Params.linkConstraintSolverIterations); + constrain.SetSolverIterations(BSParam.LinkConstraintSolverIterations); } return constrain; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs new file mode 100755 index 0000000000..1fb4c31c96 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -0,0 +1,558 @@ +/* + * Copyright (c) Contributors, http://opensimulator.org/ + * See CONTRIBUTORS.TXT for a full list of copyright holders. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyrightD + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of the OpenSimulator Project nor the + * names of its contributors may be used to endorse or promote products + * derived from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY + * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND + * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ +using System; +using System.Collections.Generic; +using System.Text; + +using OpenSim.Region.Physics.Manager; + +using OpenMetaverse; +using Nini.Config; + +namespace OpenSim.Region.Physics.BulletSPlugin +{ +public static class BSParam +{ + // Level of Detail values kept as float because that's what the Meshmerizer wants + public static float MeshLOD { get; private set; } + public static float MeshMegaPrimLOD { get; private set; } + public static float MeshMegaPrimThreshold { get; private set; } + public static float SculptLOD { get; private set; } + + public static float MinimumObjectMass { get; private set; } + public static float MaximumObjectMass { get; private set; } + + public static float LinearDamping { get; private set; } + public static float AngularDamping { get; private set; } + public static float DeactivationTime { get; private set; } + public static float LinearSleepingThreshold { get; private set; } + public static float AngularSleepingThreshold { get; private set; } + public static float CcdMotionThreshold { get; private set; } + public static float CcdSweptSphereRadius { get; private set; } + public static float ContactProcessingThreshold { get; private set; } + + public static bool ShouldMeshSculptedPrim { get; private set; } // cause scuplted prims to get meshed + public static bool ShouldForceSimplePrimMeshing { get; private set; } // if a cube or sphere, let Bullet do internal shapes + public static bool ShouldUseHullsForPhysicalObjects { get; private set; } // 'true' if should create hulls for physical objects + + public static float TerrainImplementation { get; private set; } + public static float TerrainFriction { get; private set; } + public static float TerrainHitFraction { get; private set; } + public static float TerrainRestitution { get; private set; } + public static float TerrainCollisionMargin { get; private set; } + + // Avatar parameters + public static float AvatarFriction { get; private set; } + public static float AvatarStandingFriction { get; private set; } + public static float AvatarDensity { get; private set; } + public static float AvatarRestitution { get; private set; } + public static float AvatarCapsuleWidth { get; private set; } + public static float AvatarCapsuleDepth { get; private set; } + public static float AvatarCapsuleHeight { get; private set; } + public static float AvatarContactProcessingThreshold { get; private set; } + + public static float VehicleAngularDamping { get; private set; } + + public static float LinksetImplementation { get; private set; } + public static float LinkConstraintUseFrameOffset { get; private set; } + public static float LinkConstraintEnableTransMotor { get; private set; } + public static float LinkConstraintTransMotorMaxVel { get; private set; } + public static float LinkConstraintTransMotorMaxForce { get; private set; } + public static float LinkConstraintERP { get; private set; } + public static float LinkConstraintCFM { get; private set; } + public static float LinkConstraintSolverIterations { get; private set; } + + public static float PID_D { get; private set; } // derivative + public static float PID_P { get; private set; } // proportional + + public delegate void ParamUser(BSScene scene, IConfig conf, string paramName, float val); + public delegate float ParamGet(BSScene scene); + public delegate void ParamSet(BSScene scene, string paramName, uint localID, float val); + public delegate void SetOnObject(BSScene scene, BSPhysObject obj, float val); + + public struct ParameterDefn + { + public string name; // string name of the parameter + public string desc; // a short description of what the parameter means + public float defaultValue; // default value if not specified anywhere else + public ParamUser userParam; // get the value from the configuration file + public ParamGet getter; // return the current value stored for this parameter + public ParamSet setter; // set the current value for this parameter + public SetOnObject onObject; // set the value on an object in the physical domain + public ParameterDefn(string n, string d, float v, ParamUser u, ParamGet g, ParamSet s) + { + name = n; + desc = d; + defaultValue = v; + userParam = u; + getter = g; + setter = s; + onObject = null; + } + public ParameterDefn(string n, string d, float v, ParamUser u, ParamGet g, ParamSet s, SetOnObject o) + { + name = n; + desc = d; + defaultValue = v; + userParam = u; + getter = g; + setter = s; + onObject = o; + } + } + + // List of all of the externally visible parameters. + // For each parameter, this table maps a text name to getter and setters. + // To add a new externally referencable/settable parameter, add the paramter storage + // location somewhere in the program and make an entry in this table with the + // getters and setters. + // It is easiest to find an existing definition and copy it. + // Parameter values are floats. Booleans are converted to a floating value. + // + // A ParameterDefn() takes the following parameters: + // -- the text name of the parameter. This is used for console input and ini file. + // -- a short text description of the parameter. This shows up in the console listing. + // -- a delegate for fetching the parameter from the ini file. + // Should handle fetching the right type from the ini file and converting it. + // -- a delegate for getting the value as a float + // -- a delegate for setting the value from a float + // -- an optional delegate to update the value in the world. Most often used to + // push the new value to an in-world object. + // + // The single letter parameters for the delegates are: + // s = BSScene + // o = BSPhysObject + // p = string parameter name + // l = localID of referenced object + // v = float value + // cf = parameter configuration class (for fetching values from ini file) + private static ParameterDefn[] ParameterDefinitions = + { + new ParameterDefn("MeshSculptedPrim", "Whether to create meshes for sculpties", + ConfigurationParameters.numericTrue, + (s,cf,p,v) => { ShouldMeshSculptedPrim = cf.GetBoolean(p, BSParam.BoolNumeric(v)); }, + (s) => { return BSParam.NumericBool(ShouldMeshSculptedPrim); }, + (s,p,l,v) => { ShouldMeshSculptedPrim = BSParam.BoolNumeric(v); } ), + new ParameterDefn("ForceSimplePrimMeshing", "If true, only use primitive meshes for objects", + ConfigurationParameters.numericFalse, + (s,cf,p,v) => { ShouldForceSimplePrimMeshing = cf.GetBoolean(p, BSParam.BoolNumeric(v)); }, + (s) => { return BSParam.NumericBool(ShouldForceSimplePrimMeshing); }, + (s,p,l,v) => { ShouldForceSimplePrimMeshing = BSParam.BoolNumeric(v); } ), + new ParameterDefn("UseHullsForPhysicalObjects", "If true, create hulls for physical objects", + ConfigurationParameters.numericTrue, + (s,cf,p,v) => { ShouldUseHullsForPhysicalObjects = cf.GetBoolean(p, BSParam.BoolNumeric(v)); }, + (s) => { return BSParam.NumericBool(ShouldUseHullsForPhysicalObjects); }, + (s,p,l,v) => { ShouldUseHullsForPhysicalObjects = BSParam.BoolNumeric(v); } ), + + new ParameterDefn("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)", + 8f, + (s,cf,p,v) => { MeshLOD = (float)cf.GetInt(p, (int)v); }, + (s) => { return MeshLOD; }, + (s,p,l,v) => { MeshLOD = v; } ), + new ParameterDefn("MeshLevelOfDetailMegaPrim", "Level of detail to render meshes larger than threshold meters", + 16f, + (s,cf,p,v) => { MeshMegaPrimLOD = (float)cf.GetInt(p, (int)v); }, + (s) => { return MeshMegaPrimLOD; }, + (s,p,l,v) => { MeshMegaPrimLOD = v; } ), + new ParameterDefn("MeshLevelOfDetailMegaPrimThreshold", "Size (in meters) of a mesh before using MeshMegaPrimLOD", + 10f, + (s,cf,p,v) => { MeshMegaPrimThreshold = (float)cf.GetInt(p, (int)v); }, + (s) => { return MeshMegaPrimThreshold; }, + (s,p,l,v) => { MeshMegaPrimThreshold = v; } ), + new ParameterDefn("SculptLevelOfDetail", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)", + 32f, + (s,cf,p,v) => { SculptLOD = (float)cf.GetInt(p, (int)v); }, + (s) => { return SculptLOD; }, + (s,p,l,v) => { SculptLOD = v; } ), + + new ParameterDefn("MaxSubStep", "In simulation step, maximum number of substeps", + 10f, + (s,cf,p,v) => { s.m_maxSubSteps = cf.GetInt(p, (int)v); }, + (s) => { return (float)s.m_maxSubSteps; }, + (s,p,l,v) => { s.m_maxSubSteps = (int)v; } ), + new ParameterDefn("FixedTimeStep", "In simulation step, seconds of one substep (1/60)", + 1f / 60f, + (s,cf,p,v) => { s.m_fixedTimeStep = cf.GetFloat(p, v); }, + (s) => { return (float)s.m_fixedTimeStep; }, + (s,p,l,v) => { s.m_fixedTimeStep = v; } ), + new ParameterDefn("MaxCollisionsPerFrame", "Max collisions returned at end of each frame", + 2048f, + (s,cf,p,v) => { s.m_maxCollisionsPerFrame = cf.GetInt(p, (int)v); }, + (s) => { return (float)s.m_maxCollisionsPerFrame; }, + (s,p,l,v) => { s.m_maxCollisionsPerFrame = (int)v; } ), + new ParameterDefn("MaxUpdatesPerFrame", "Max updates returned at end of each frame", + 8000f, + (s,cf,p,v) => { s.m_maxUpdatesPerFrame = cf.GetInt(p, (int)v); }, + (s) => { return (float)s.m_maxUpdatesPerFrame; }, + (s,p,l,v) => { s.m_maxUpdatesPerFrame = (int)v; } ), + new ParameterDefn("MaxTaintsToProcessPerStep", "Number of update taints to process before each simulation step", + 500f, + (s,cf,p,v) => { s.m_taintsToProcessPerStep = cf.GetInt(p, (int)v); }, + (s) => { return (float)s.m_taintsToProcessPerStep; }, + (s,p,l,v) => { s.m_taintsToProcessPerStep = (int)v; } ), + new ParameterDefn("MinObjectMass", "Minimum object mass (0.0001)", + 0.0001f, + (s,cf,p,v) => { MinimumObjectMass = cf.GetFloat(p, v); }, + (s) => { return (float)MinimumObjectMass; }, + (s,p,l,v) => { MinimumObjectMass = v; } ), + new ParameterDefn("MaxObjectMass", "Maximum object mass (10000.01)", + 10000.01f, + (s,cf,p,v) => { MaximumObjectMass = cf.GetFloat(p, v); }, + (s) => { return (float)MaximumObjectMass; }, + (s,p,l,v) => { MaximumObjectMass = v; } ), + + new ParameterDefn("PID_D", "Derivitive factor for motion smoothing", + 2200f, + (s,cf,p,v) => { PID_D = cf.GetFloat(p, v); }, + (s) => { return (float)PID_D; }, + (s,p,l,v) => { PID_D = v; } ), + new ParameterDefn("PID_P", "Parameteric factor for motion smoothing", + 900f, + (s,cf,p,v) => { PID_P = cf.GetFloat(p, v); }, + (s) => { return (float)PID_P; }, + (s,p,l,v) => { PID_P = v; } ), + + new ParameterDefn("DefaultFriction", "Friction factor used on new objects", + 0.2f, + (s,cf,p,v) => { s.UnmanagedParams[0].defaultFriction = cf.GetFloat(p, v); }, + (s) => { return s.UnmanagedParams[0].defaultFriction; }, + (s,p,l,v) => { s.UnmanagedParams[0].defaultFriction = v; } ), + new ParameterDefn("DefaultDensity", "Density for new objects" , + 10.000006836f, // Aluminum g/cm3 + (s,cf,p,v) => { s.UnmanagedParams[0].defaultDensity = cf.GetFloat(p, v); }, + (s) => { return s.UnmanagedParams[0].defaultDensity; }, + (s,p,l,v) => { s.UnmanagedParams[0].defaultDensity = v; } ), + new ParameterDefn("DefaultRestitution", "Bouncyness of an object" , + 0f, + (s,cf,p,v) => { s.UnmanagedParams[0].defaultRestitution = cf.GetFloat(p, v); }, + (s) => { return s.UnmanagedParams[0].defaultRestitution; }, + (s,p,l,v) => { s.UnmanagedParams[0].defaultRestitution = v; } ), + new ParameterDefn("CollisionMargin", "Margin around objects before collisions are calculated (must be zero!)", + 0.04f, + (s,cf,p,v) => { s.UnmanagedParams[0].collisionMargin = cf.GetFloat(p, v); }, + (s) => { return s.UnmanagedParams[0].collisionMargin; }, + (s,p,l,v) => { s.UnmanagedParams[0].collisionMargin = v; } ), + new ParameterDefn("Gravity", "Vertical force of gravity (negative means down)", + -9.80665f, + (s,cf,p,v) => { s.UnmanagedParams[0].gravity = cf.GetFloat(p, v); }, + (s) => { return s.UnmanagedParams[0].gravity; }, + (s,p,l,v) => { s.UpdateParameterObject((x)=>{s.UnmanagedParams[0].gravity=x;}, p, PhysParameterEntry.APPLY_TO_NONE, v); }, + (s,o,v) => { BulletSimAPI.SetGravity2(s.World.ptr, new Vector3(0f,0f,v)); } ), + + + new ParameterDefn("LinearDamping", "Factor to damp linear movement per second (0.0 - 1.0)", + 0f, + (s,cf,p,v) => { LinearDamping = cf.GetFloat(p, v); }, + (s) => { return LinearDamping; }, + (s,p,l,v) => { s.UpdateParameterObject((x)=>{LinearDamping=x;}, p, l, v); }, + (s,o,v) => { BulletSimAPI.SetDamping2(o.PhysBody.ptr, v, AngularDamping); } ), + new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)", + 0f, + (s,cf,p,v) => { AngularDamping = cf.GetFloat(p, v); }, + (s) => { return AngularDamping; }, + (s,p,l,v) => { s.UpdateParameterObject((x)=>{AngularDamping=x;}, p, l, v); }, + (s,o,v) => { BulletSimAPI.SetDamping2(o.PhysBody.ptr, LinearDamping, v); } ), + new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static", + 0.2f, + (s,cf,p,v) => { DeactivationTime = cf.GetFloat(p, v); }, + (s) => { return DeactivationTime; }, + (s,p,l,v) => { s.UpdateParameterObject((x)=>{DeactivationTime=x;}, p, l, v); }, + (s,o,v) => { BulletSimAPI.SetDeactivationTime2(o.PhysBody.ptr, v); } ), + new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static", + 0.8f, + (s,cf,p,v) => { LinearSleepingThreshold = cf.GetFloat(p, v); }, + (s) => { return LinearSleepingThreshold; }, + (s,p,l,v) => { s.UpdateParameterObject((x)=>{LinearSleepingThreshold=x;}, p, l, v); }, + (s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.PhysBody.ptr, v, v); } ), + new ParameterDefn("AngularSleepingThreshold", "Seconds to measure angular movement before considering static", + 1.0f, + (s,cf,p,v) => { AngularSleepingThreshold = cf.GetFloat(p, v); }, + (s) => { return AngularSleepingThreshold; }, + (s,p,l,v) => { s.UpdateParameterObject((x)=>{AngularSleepingThreshold=x;}, p, l, v); }, + (s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.PhysBody.ptr, v, v); } ), + new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" , + 0f, // set to zero to disable + (s,cf,p,v) => { CcdMotionThreshold = cf.GetFloat(p, v); }, + (s) => { return CcdMotionThreshold; }, + (s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdMotionThreshold=x;}, p, l, v); }, + (s,o,v) => { BulletSimAPI.SetCcdMotionThreshold2(o.PhysBody.ptr, v); } ), + new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" , + 0f, + (s,cf,p,v) => { CcdSweptSphereRadius = cf.GetFloat(p, v); }, + (s) => { return CcdSweptSphereRadius; }, + (s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdSweptSphereRadius=x;}, p, l, v); }, + (s,o,v) => { BulletSimAPI.SetCcdSweptSphereRadius2(o.PhysBody.ptr, v); } ), + new ParameterDefn("ContactProcessingThreshold", "Distance between contacts before doing collision check" , + 0.1f, + (s,cf,p,v) => { ContactProcessingThreshold = cf.GetFloat(p, v); }, + (s) => { return ContactProcessingThreshold; }, + (s,p,l,v) => { s.UpdateParameterObject((x)=>{ContactProcessingThreshold=x;}, p, l, v); }, + (s,o,v) => { BulletSimAPI.SetContactProcessingThreshold2(o.PhysBody.ptr, v); } ), + + new ParameterDefn("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)", + (float)BSTerrainPhys.TerrainImplementation.Mesh, + (s,cf,p,v) => { TerrainImplementation = cf.GetFloat(p,v); }, + (s) => { return TerrainImplementation; }, + (s,p,l,v) => { TerrainImplementation = v; } ), + new ParameterDefn("TerrainFriction", "Factor to reduce movement against terrain surface" , + 0.3f, + (s,cf,p,v) => { TerrainFriction = cf.GetFloat(p, v); }, + (s) => { return TerrainFriction; }, + (s,p,l,v) => { TerrainFriction = v; /* TODO: set on real terrain */} ), + new ParameterDefn("TerrainHitFraction", "Distance to measure hit collisions" , + 0.8f, + (s,cf,p,v) => { TerrainHitFraction = cf.GetFloat(p, v); }, + (s) => { return TerrainHitFraction; }, + (s,p,l,v) => { TerrainHitFraction = v; /* TODO: set on real terrain */ } ), + new ParameterDefn("TerrainRestitution", "Bouncyness" , + 0f, + (s,cf,p,v) => { TerrainRestitution = cf.GetFloat(p, v); }, + (s) => { return TerrainRestitution; }, + (s,p,l,v) => { TerrainRestitution = v; /* TODO: set on real terrain */ } ), + new ParameterDefn("TerrainCollisionMargin", "Margin where collision checking starts" , + 0.04f, + (s,cf,p,v) => { TerrainCollisionMargin = cf.GetFloat(p, v); }, + (s) => { return TerrainCollisionMargin; }, + (s,p,l,v) => { TerrainCollisionMargin = v; /* TODO: set on real terrain */ } ), + + new ParameterDefn("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.", + 0.2f, + (s,cf,p,v) => { AvatarFriction = cf.GetFloat(p, v); }, + (s) => { return AvatarFriction; }, + (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarFriction=x;}, p, l, v); } ), + new ParameterDefn("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.", + 10.0f, + (s,cf,p,v) => { AvatarStandingFriction = cf.GetFloat(p, v); }, + (s) => { return AvatarStandingFriction; }, + (s,p,l,v) => { AvatarStandingFriction = v; } ), + new ParameterDefn("AvatarDensity", "Density of an avatar. Changed on avatar recreation.", + 60f, + (s,cf,p,v) => { AvatarDensity = cf.GetFloat(p, v); }, + (s) => { return AvatarDensity; }, + (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarDensity=x;}, p, l, v); } ), + new ParameterDefn("AvatarRestitution", "Bouncyness. Changed on avatar recreation.", + 0f, + (s,cf,p,v) => { AvatarRestitution = cf.GetFloat(p, v); }, + (s) => { return AvatarRestitution; }, + (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarRestitution=x;}, p, l, v); } ), + new ParameterDefn("AvatarCapsuleWidth", "The distance between the sides of the avatar capsule", + 0.6f, + (s,cf,p,v) => { AvatarCapsuleWidth = cf.GetFloat(p, v); }, + (s) => { return AvatarCapsuleWidth; }, + (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarCapsuleWidth=x;}, p, l, v); } ), + new ParameterDefn("AvatarCapsuleDepth", "The distance between the front and back of the avatar capsule", + 0.45f, + (s,cf,p,v) => { AvatarCapsuleDepth = cf.GetFloat(p, v); }, + (s) => { return AvatarCapsuleDepth; }, + (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarCapsuleDepth=x;}, p, l, v); } ), + new ParameterDefn("AvatarCapsuleHeight", "Default height of space around avatar", + 1.5f, + (s,cf,p,v) => { AvatarCapsuleHeight = cf.GetFloat(p, v); }, + (s) => { return AvatarCapsuleHeight; }, + (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarCapsuleHeight=x;}, p, l, v); } ), + new ParameterDefn("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions", + 0.1f, + (s,cf,p,v) => { AvatarContactProcessingThreshold = cf.GetFloat(p, v); }, + (s) => { return AvatarContactProcessingThreshold; }, + (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarContactProcessingThreshold=x;}, p, l, v); } ), + + new ParameterDefn("VehicleAngularDamping", "Factor to damp vehicle angular movement per second (0.0 - 1.0)", + 0.95f, + (s,cf,p,v) => { VehicleAngularDamping = cf.GetFloat(p, v); }, + (s) => { return VehicleAngularDamping; }, + (s,p,l,v) => { VehicleAngularDamping = v; } ), + + new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)", + 0f, + (s,cf,p,v) => { s.UnmanagedParams[0].maxPersistantManifoldPoolSize = cf.GetFloat(p, v); }, + (s) => { return s.UnmanagedParams[0].maxPersistantManifoldPoolSize; }, + (s,p,l,v) => { s.UnmanagedParams[0].maxPersistantManifoldPoolSize = v; } ), + new ParameterDefn("MaxCollisionAlgorithmPoolSize", "Number of collisions pooled (0 means default of 4096)", + 0f, + (s,cf,p,v) => { s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize = cf.GetFloat(p, v); }, + (s) => { return s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize; }, + (s,p,l,v) => { s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize = v; } ), + new ParameterDefn("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count", + ConfigurationParameters.numericFalse, + (s,cf,p,v) => { s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, + (s) => { return s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation; }, + (s,p,l,v) => { s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = v; } ), + new ParameterDefn("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step", + ConfigurationParameters.numericFalse, + (s,cf,p,v) => { s.UnmanagedParams[0].shouldForceUpdateAllAabbs = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, + (s) => { return s.UnmanagedParams[0].shouldForceUpdateAllAabbs; }, + (s,p,l,v) => { s.UnmanagedParams[0].shouldForceUpdateAllAabbs = v; } ), + new ParameterDefn("ShouldRandomizeSolverOrder", "Enable for slightly better stacking interaction", + ConfigurationParameters.numericTrue, + (s,cf,p,v) => { s.UnmanagedParams[0].shouldRandomizeSolverOrder = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, + (s) => { return s.UnmanagedParams[0].shouldRandomizeSolverOrder; }, + (s,p,l,v) => { s.UnmanagedParams[0].shouldRandomizeSolverOrder = v; } ), + new ParameterDefn("ShouldSplitSimulationIslands", "Enable splitting active object scanning islands", + ConfigurationParameters.numericTrue, + (s,cf,p,v) => { s.UnmanagedParams[0].shouldSplitSimulationIslands = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, + (s) => { return s.UnmanagedParams[0].shouldSplitSimulationIslands; }, + (s,p,l,v) => { s.UnmanagedParams[0].shouldSplitSimulationIslands = v; } ), + new ParameterDefn("ShouldEnableFrictionCaching", "Enable friction computation caching", + ConfigurationParameters.numericFalse, + (s,cf,p,v) => { s.UnmanagedParams[0].shouldEnableFrictionCaching = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, + (s) => { return s.UnmanagedParams[0].shouldEnableFrictionCaching; }, + (s,p,l,v) => { s.UnmanagedParams[0].shouldEnableFrictionCaching = v; } ), + new ParameterDefn("NumberOfSolverIterations", "Number of internal iterations (0 means default)", + 0f, // zero says use Bullet default + (s,cf,p,v) => { s.UnmanagedParams[0].numberOfSolverIterations = cf.GetFloat(p, v); }, + (s) => { return s.UnmanagedParams[0].numberOfSolverIterations; }, + (s,p,l,v) => { s.UnmanagedParams[0].numberOfSolverIterations = v; } ), + + new ParameterDefn("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)", + (float)BSLinkset.LinksetImplementation.Compound, + (s,cf,p,v) => { LinksetImplementation = cf.GetFloat(p,v); }, + (s) => { return LinksetImplementation; }, + (s,p,l,v) => { LinksetImplementation = v; } ), + new ParameterDefn("LinkConstraintUseFrameOffset", "For linksets built with constraints, enable frame offsetFor linksets built with constraints, enable frame offset.", + ConfigurationParameters.numericFalse, + (s,cf,p,v) => { LinkConstraintUseFrameOffset = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, + (s) => { return LinkConstraintUseFrameOffset; }, + (s,p,l,v) => { LinkConstraintUseFrameOffset = v; } ), + new ParameterDefn("LinkConstraintEnableTransMotor", "Whether to enable translational motor on linkset constraints", + ConfigurationParameters.numericTrue, + (s,cf,p,v) => { LinkConstraintEnableTransMotor = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, + (s) => { return LinkConstraintEnableTransMotor; }, + (s,p,l,v) => { LinkConstraintEnableTransMotor = v; } ), + new ParameterDefn("LinkConstraintTransMotorMaxVel", "Maximum velocity to be applied by translational motor in linkset constraints", + 5.0f, + (s,cf,p,v) => { LinkConstraintTransMotorMaxVel = cf.GetFloat(p, v); }, + (s) => { return LinkConstraintTransMotorMaxVel; }, + (s,p,l,v) => { LinkConstraintTransMotorMaxVel = v; } ), + new ParameterDefn("LinkConstraintTransMotorMaxForce", "Maximum force to be applied by translational motor in linkset constraints", + 0.1f, + (s,cf,p,v) => { LinkConstraintTransMotorMaxForce = cf.GetFloat(p, v); }, + (s) => { return LinkConstraintTransMotorMaxForce; }, + (s,p,l,v) => { LinkConstraintTransMotorMaxForce = v; } ), + new ParameterDefn("LinkConstraintCFM", "Amount constraint can be violated. 0=no violation, 1=infinite. Default=0.1", + 0.1f, + (s,cf,p,v) => { LinkConstraintCFM = cf.GetFloat(p, v); }, + (s) => { return LinkConstraintCFM; }, + (s,p,l,v) => { LinkConstraintCFM = v; } ), + new ParameterDefn("LinkConstraintERP", "Amount constraint is corrected each tick. 0=none, 1=all. Default = 0.2", + 0.1f, + (s,cf,p,v) => { LinkConstraintERP = cf.GetFloat(p, v); }, + (s) => { return LinkConstraintERP; }, + (s,p,l,v) => { LinkConstraintERP = v; } ), + new ParameterDefn("LinkConstraintSolverIterations", "Number of solver iterations when computing constraint. (0 = Bullet default)", + 40, + (s,cf,p,v) => { LinkConstraintSolverIterations = cf.GetFloat(p, v); }, + (s) => { return LinkConstraintSolverIterations; }, + (s,p,l,v) => { LinkConstraintSolverIterations = v; } ), + + new ParameterDefn("LogPhysicsStatisticsFrames", "Frames between outputting detailed phys stats. (0 is off)", + 0f, + (s,cf,p,v) => { s.UnmanagedParams[0].physicsLoggingFrames = cf.GetInt(p, (int)v); }, + (s) => { return (float)s.UnmanagedParams[0].physicsLoggingFrames; }, + (s,p,l,v) => { s.UnmanagedParams[0].physicsLoggingFrames = (int)v; } ), + }; + + // Convert a boolean to our numeric true and false values + public static float NumericBool(bool b) + { + return (b ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse); + } + + // Convert numeric true and false values to a boolean + public static bool BoolNumeric(float b) + { + return (b == ConfigurationParameters.numericTrue ? true : false); + } + + // Search through the parameter definitions and return the matching + // ParameterDefn structure. + // Case does not matter as names are compared after converting to lower case. + // Returns 'false' if the parameter is not found. + internal static bool TryGetParameter(string paramName, out ParameterDefn defn) + { + bool ret = false; + ParameterDefn foundDefn = new ParameterDefn(); + string pName = paramName.ToLower(); + + foreach (ParameterDefn parm in ParameterDefinitions) + { + if (pName == parm.name.ToLower()) + { + foundDefn = parm; + ret = true; + break; + } + } + defn = foundDefn; + return ret; + } + + // Pass through the settable parameters and set the default values + internal static void SetParameterDefaultValues(BSScene physicsScene) + { + foreach (ParameterDefn parm in ParameterDefinitions) + { + parm.setter(physicsScene, parm.name, PhysParameterEntry.APPLY_TO_NONE, parm.defaultValue); + } + } + + // Get user set values out of the ini file. + internal static void SetParameterConfigurationValues(BSScene physicsScene, IConfig cfg) + { + foreach (ParameterDefn parm in ParameterDefinitions) + { + parm.userParam(physicsScene, cfg, parm.name, parm.defaultValue); + } + } + + internal static PhysParameterEntry[] SettableParameters = new PhysParameterEntry[1]; + + // This creates an array in the correct format for returning the list of + // parameters. This is used by the 'list' option of the 'physics' command. + internal static void BuildParameterTable() + { + if (SettableParameters.Length < ParameterDefinitions.Length) + { + List entries = new List(); + for (int ii = 0; ii < ParameterDefinitions.Length; ii++) + { + ParameterDefn pd = ParameterDefinitions[ii]; + entries.Add(new PhysParameterEntry(pd.name, pd.desc)); + } + + // make the list in alphabetical order for estetic reasons + entries.Sort(delegate(PhysParameterEntry ppe1, PhysParameterEntry ppe2) + { + return ppe1.name.CompareTo(ppe2.name); + }); + + SettableParameters = entries.ToArray(); + } + } + + +} +} diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 68a0db6c82..e43bf8e72c 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -720,10 +720,10 @@ public sealed class BSPrim : BSPhysObject // Mass is zero which disables a bunch of physics stuff in Bullet UpdatePhysicalMassProperties(0f); // Set collision detection parameters - if (PhysicsScene.Params.ccdMotionThreshold > 0f) + if (BSParam.CcdMotionThreshold > 0f) { - BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, PhysicsScene.Params.ccdMotionThreshold); - BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius); + BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, BSParam.CcdMotionThreshold); + BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, BSParam.CcdSweptSphereRadius); } // The activation state is 'disabled' so Bullet will not try to act on it. @@ -761,17 +761,17 @@ public sealed class BSPrim : BSPhysObject UpdatePhysicalMassProperties(RawMass); // Set collision detection parameters - if (PhysicsScene.Params.ccdMotionThreshold > 0f) + if (BSParam.CcdMotionThreshold > 0f) { - BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, PhysicsScene.Params.ccdMotionThreshold); - BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius); + BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, BSParam.CcdMotionThreshold); + BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, BSParam.CcdSweptSphereRadius); } // Various values for simulation limits - BulletSimAPI.SetDamping2(PhysBody.ptr, PhysicsScene.Params.linearDamping, PhysicsScene.Params.angularDamping); - BulletSimAPI.SetDeactivationTime2(PhysBody.ptr, PhysicsScene.Params.deactivationTime); - BulletSimAPI.SetSleepingThresholds2(PhysBody.ptr, PhysicsScene.Params.linearSleepingThreshold, PhysicsScene.Params.angularSleepingThreshold); - BulletSimAPI.SetContactProcessingThreshold2(PhysBody.ptr, PhysicsScene.Params.contactProcessingThreshold); + BulletSimAPI.SetDamping2(PhysBody.ptr, BSParam.LinearDamping, BSParam.AngularDamping); + BulletSimAPI.SetDeactivationTime2(PhysBody.ptr, BSParam.DeactivationTime); + BulletSimAPI.SetSleepingThresholds2(PhysBody.ptr, BSParam.LinearSleepingThreshold, BSParam.AngularSleepingThreshold); + BulletSimAPI.SetContactProcessingThreshold2(PhysBody.ptr, BSParam.ContactProcessingThreshold); // This collides like an object. PhysBody.collisionType = CollisionType.Dynamic; @@ -1361,11 +1361,7 @@ public sealed class BSPrim : BSPhysObject } */ - if (returnMass <= 0) - returnMass = 0.0001f; - - if (returnMass > PhysicsScene.MaximumObjectMass) - returnMass = PhysicsScene.MaximumObjectMass; + returnMass = Util.Clamp(returnMass, BSParam.MinimumObjectMass, BSParam.MaximumObjectMass); return returnMass; }// end CalculateMass diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 2ca4912c8c..492a255f22 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -77,12 +77,6 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters public ILog Logger { get { return m_log; } } public IMesher mesher; - // Level of Detail values kept as float because that's what the Meshmerizer wants - public float MeshLOD { get; private set; } - public float MeshMegaPrimLOD { get; private set; } - public float MeshMegaPrimThreshold { get; private set; } - public float SculptLOD { get; private set; } - public uint WorldID { get; private set; } public BulletSim World { get; private set; } @@ -90,21 +84,11 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters public BSConstraintCollection Constraints { get; private set; } // Simulation parameters - private int m_maxSubSteps; - private float m_fixedTimeStep; - private long m_simulationStep = 0; + internal int m_maxSubSteps; + internal float m_fixedTimeStep; + internal long m_simulationStep = 0; public long SimulationStep { get { return m_simulationStep; } } - private int m_taintsToProcessPerStep; - - // Avatar parameters - public float ParamAvatarFriction { get; private set; } - public float ParamAvatarStandingFriction { get; private set; } - public float ParamAvatarDensity { get; private set; } - public float ParamAvatarRestitution { get; private set; } - public float ParamAvatarCapsuleWidth { get; private set; } - public float ParamAvatarCapsuleDepth { get; private set; } - public float ParamAvatarCapsuleHeight { get; private set; } - public float ParamAvatarContactProcessingThreshold { get; private set; } + internal int m_taintsToProcessPerStep; public delegate void PreStepAction(float timeStep); public event PreStepAction BeforeStep; @@ -121,20 +105,13 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters public bool InTaintTime { get; private set; } // Pinned memory used to pass step information between managed and unmanaged - private int m_maxCollisionsPerFrame; - private CollisionDesc[] m_collisionArray; - private GCHandle m_collisionArrayPinnedHandle; + internal int m_maxCollisionsPerFrame; + internal CollisionDesc[] m_collisionArray; + internal GCHandle m_collisionArrayPinnedHandle; - private int m_maxUpdatesPerFrame; - private EntityProperties[] m_updateArray; - private GCHandle m_updateArrayPinnedHandle; - - public bool ShouldMeshSculptedPrim { get; private set; } // cause scuplted prims to get meshed - public bool ShouldForceSimplePrimMeshing { get; private set; } // if a cube or sphere, let Bullet do internal shapes - public bool ShouldUseHullsForPhysicalObjects { get; private set; } // 'true' if should create hulls for physical objects - - public float PID_D { get; private set; } // derivative - public float PID_P { get; private set; } // proportional + internal int m_maxUpdatesPerFrame; + internal EntityProperties[] m_updateArray; + internal GCHandle m_updateArrayPinnedHandle; public const uint TERRAIN_ID = 0; // OpenSim senses terrain with a localID of zero public const uint GROUNDPLANE_ID = 1; @@ -145,7 +122,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters public ConfigurationParameters Params { - get { return m_params[0]; } + get { return UnmanagedParams[0]; } } public Vector3 DefaultGravity { @@ -157,8 +134,6 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters get { return Params.gravity; } } - public float MaximumObjectMass { get; private set; } - // When functions in the unmanaged code must be called, it is only // done at a known time just before the simulation step. The taint // system saves all these function calls and executes them in @@ -181,7 +156,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters // A pointer to an instance if this structure is passed to the C++ code // Used to pass basic configuration values to the unmanaged code. - ConfigurationParameters[] m_params; + internal ConfigurationParameters[] UnmanagedParams; GCHandle m_paramsHandle; // Handle to the callback used by the unmanaged code to call into the managed code. @@ -218,8 +193,8 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters Shapes = new BSShapeCollection(this); // Allocate pinned memory to pass parameters. - m_params = new ConfigurationParameters[1]; - m_paramsHandle = GCHandle.Alloc(m_params, GCHandleType.Pinned); + UnmanagedParams = new ConfigurationParameters[1]; + m_paramsHandle = GCHandle.Alloc(UnmanagedParams, GCHandleType.Pinned); // Set default values for physics parameters plus any overrides from the ini file GetInitialParameterValues(config); @@ -277,7 +252,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters TerrainManager = new BSTerrainManager(this); TerrainManager.CreateInitialGroundPlaneAndTerrain(); - m_log.WarnFormat("{0} Linksets implemented with {1}", LogHeader, (BSLinkset.LinksetImplementation)Params.linksetImplementation); + m_log.WarnFormat("{0} Linksets implemented with {1}", LogHeader, (BSLinkset.LinksetImplementation)BSParam.LinksetImplementation); InTaintTime = false; m_initialized = true; @@ -288,9 +263,9 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters private void GetInitialParameterValues(IConfigSource config) { ConfigurationParameters parms = new ConfigurationParameters(); - m_params[0] = parms; + UnmanagedParams[0] = parms; - SetParameterDefaultValues(); + BSParam.SetParameterDefaultValues(this); if (config != null) { @@ -298,7 +273,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters IConfig pConfig = config.Configs["BulletSim"]; if (pConfig != null) { - SetParameterConfigurationValues(pConfig); + BSParam.SetParameterConfigurationValues(this, pConfig); // Very detailed logging for physics debugging m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false); @@ -889,7 +864,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters { DetailLog("{0},BSScene.AssertInTaintTime,NOT IN TAINT TIME,Region={1},Where={2}", DetailLogZero, RegionName, whereFrom); m_log.ErrorFormat("{0} NOT IN TAINT TIME!! Region={1}, Where={2}", LogHeader, RegionName, whereFrom); - Util.PrintCallStack(); // Prints the stack into the DEBUG log file. + Util.PrintCallStack(DetailLog); // Prints the stack into the DEBUG log file. } return InTaintTime; } @@ -936,12 +911,15 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters private void DoPreStepActions(float timeStep) { + InTaintTime = true; // Only used for debugging so locking is not necessary. ProcessVehicles(timeStep); PreStepAction actions = BeforeStep; if (actions != null) actions(timeStep); + InTaintTime = false; + } // Some prims have extra vehicle actions @@ -957,472 +935,12 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters #region INI and command line parameter processing - delegate void ParamUser(BSScene scene, IConfig conf, string paramName, float val); - delegate float ParamGet(BSScene scene); - delegate void ParamSet(BSScene scene, string paramName, uint localID, float val); - delegate void SetOnObject(BSScene scene, BSPhysObject obj, float val); - - private struct ParameterDefn - { - public string name; // string name of the parameter - public string desc; // a short description of what the parameter means - public float defaultValue; // default value if not specified anywhere else - public ParamUser userParam; // get the value from the configuration file - public ParamGet getter; // return the current value stored for this parameter - public ParamSet setter; // set the current value for this parameter - public SetOnObject onObject; // set the value on an object in the physical domain - public ParameterDefn(string n, string d, float v, ParamUser u, ParamGet g, ParamSet s) - { - name = n; - desc = d; - defaultValue = v; - userParam = u; - getter = g; - setter = s; - onObject = null; - } - public ParameterDefn(string n, string d, float v, ParamUser u, ParamGet g, ParamSet s, SetOnObject o) - { - name = n; - desc = d; - defaultValue = v; - userParam = u; - getter = g; - setter = s; - onObject = o; - } - } - - // List of all of the externally visible parameters. - // For each parameter, this table maps a text name to getter and setters. - // To add a new externally referencable/settable parameter, add the paramter storage - // location somewhere in the program and make an entry in this table with the - // getters and setters. - // It is easiest to find an existing definition and copy it. - // Parameter values are floats. Booleans are converted to a floating value. - // - // A ParameterDefn() takes the following parameters: - // -- the text name of the parameter. This is used for console input and ini file. - // -- a short text description of the parameter. This shows up in the console listing. - // -- a delegate for fetching the parameter from the ini file. - // Should handle fetching the right type from the ini file and converting it. - // -- a delegate for getting the value as a float - // -- a delegate for setting the value from a float - // -- an optional delegate to update the value in the world. Most often used to - // push the new value to an in-world object. - // - // The single letter parameters for the delegates are: - // s = BSScene - // o = BSPhysObject - // p = string parameter name - // l = localID of referenced object - // v = float value - // cf = parameter configuration class (for fetching values from ini file) - private ParameterDefn[] ParameterDefinitions = - { - new ParameterDefn("MeshSculptedPrim", "Whether to create meshes for sculpties", - ConfigurationParameters.numericTrue, - (s,cf,p,v) => { s.ShouldMeshSculptedPrim = cf.GetBoolean(p, s.BoolNumeric(v)); }, - (s) => { return s.NumericBool(s.ShouldMeshSculptedPrim); }, - (s,p,l,v) => { s.ShouldMeshSculptedPrim = s.BoolNumeric(v); } ), - new ParameterDefn("ForceSimplePrimMeshing", "If true, only use primitive meshes for objects", - ConfigurationParameters.numericFalse, - (s,cf,p,v) => { s.ShouldForceSimplePrimMeshing = cf.GetBoolean(p, s.BoolNumeric(v)); }, - (s) => { return s.NumericBool(s.ShouldForceSimplePrimMeshing); }, - (s,p,l,v) => { s.ShouldForceSimplePrimMeshing = s.BoolNumeric(v); } ), - new ParameterDefn("UseHullsForPhysicalObjects", "If true, create hulls for physical objects", - ConfigurationParameters.numericTrue, - (s,cf,p,v) => { s.ShouldUseHullsForPhysicalObjects = cf.GetBoolean(p, s.BoolNumeric(v)); }, - (s) => { return s.NumericBool(s.ShouldUseHullsForPhysicalObjects); }, - (s,p,l,v) => { s.ShouldUseHullsForPhysicalObjects = s.BoolNumeric(v); } ), - - new ParameterDefn("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)", - 8f, - (s,cf,p,v) => { s.MeshLOD = (float)cf.GetInt(p, (int)v); }, - (s) => { return s.MeshLOD; }, - (s,p,l,v) => { s.MeshLOD = v; } ), - new ParameterDefn("MeshLevelOfDetailMegaPrim", "Level of detail to render meshes larger than threshold meters", - 16f, - (s,cf,p,v) => { s.MeshMegaPrimLOD = (float)cf.GetInt(p, (int)v); }, - (s) => { return s.MeshMegaPrimLOD; }, - (s,p,l,v) => { s.MeshMegaPrimLOD = v; } ), - new ParameterDefn("MeshLevelOfDetailMegaPrimThreshold", "Size (in meters) of a mesh before using MeshMegaPrimLOD", - 10f, - (s,cf,p,v) => { s.MeshMegaPrimThreshold = (float)cf.GetInt(p, (int)v); }, - (s) => { return s.MeshMegaPrimThreshold; }, - (s,p,l,v) => { s.MeshMegaPrimThreshold = v; } ), - new ParameterDefn("SculptLevelOfDetail", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)", - 32f, - (s,cf,p,v) => { s.SculptLOD = (float)cf.GetInt(p, (int)v); }, - (s) => { return s.SculptLOD; }, - (s,p,l,v) => { s.SculptLOD = v; } ), - - new ParameterDefn("MaxSubStep", "In simulation step, maximum number of substeps", - 10f, - (s,cf,p,v) => { s.m_maxSubSteps = cf.GetInt(p, (int)v); }, - (s) => { return (float)s.m_maxSubSteps; }, - (s,p,l,v) => { s.m_maxSubSteps = (int)v; } ), - new ParameterDefn("FixedTimeStep", "In simulation step, seconds of one substep (1/60)", - 1f / 60f, - (s,cf,p,v) => { s.m_fixedTimeStep = cf.GetFloat(p, v); }, - (s) => { return (float)s.m_fixedTimeStep; }, - (s,p,l,v) => { s.m_fixedTimeStep = v; } ), - new ParameterDefn("MaxCollisionsPerFrame", "Max collisions returned at end of each frame", - 2048f, - (s,cf,p,v) => { s.m_maxCollisionsPerFrame = cf.GetInt(p, (int)v); }, - (s) => { return (float)s.m_maxCollisionsPerFrame; }, - (s,p,l,v) => { s.m_maxCollisionsPerFrame = (int)v; } ), - new ParameterDefn("MaxUpdatesPerFrame", "Max updates returned at end of each frame", - 8000f, - (s,cf,p,v) => { s.m_maxUpdatesPerFrame = cf.GetInt(p, (int)v); }, - (s) => { return (float)s.m_maxUpdatesPerFrame; }, - (s,p,l,v) => { s.m_maxUpdatesPerFrame = (int)v; } ), - new ParameterDefn("MaxTaintsToProcessPerStep", "Number of update taints to process before each simulation step", - 500f, - (s,cf,p,v) => { s.m_taintsToProcessPerStep = cf.GetInt(p, (int)v); }, - (s) => { return (float)s.m_taintsToProcessPerStep; }, - (s,p,l,v) => { s.m_taintsToProcessPerStep = (int)v; } ), - new ParameterDefn("MaxObjectMass", "Maximum object mass (10000.01)", - 10000.01f, - (s,cf,p,v) => { s.MaximumObjectMass = cf.GetFloat(p, v); }, - (s) => { return (float)s.MaximumObjectMass; }, - (s,p,l,v) => { s.MaximumObjectMass = v; } ), - - new ParameterDefn("PID_D", "Derivitive factor for motion smoothing", - 2200f, - (s,cf,p,v) => { s.PID_D = cf.GetFloat(p, v); }, - (s) => { return (float)s.PID_D; }, - (s,p,l,v) => { s.PID_D = v; } ), - new ParameterDefn("PID_P", "Parameteric factor for motion smoothing", - 900f, - (s,cf,p,v) => { s.PID_P = cf.GetFloat(p, v); }, - (s) => { return (float)s.PID_P; }, - (s,p,l,v) => { s.PID_P = v; } ), - - new ParameterDefn("DefaultFriction", "Friction factor used on new objects", - 0.2f, - (s,cf,p,v) => { s.m_params[0].defaultFriction = cf.GetFloat(p, v); }, - (s) => { return s.m_params[0].defaultFriction; }, - (s,p,l,v) => { s.m_params[0].defaultFriction = v; } ), - new ParameterDefn("DefaultDensity", "Density for new objects" , - 10.000006836f, // Aluminum g/cm3 - (s,cf,p,v) => { s.m_params[0].defaultDensity = cf.GetFloat(p, v); }, - (s) => { return s.m_params[0].defaultDensity; }, - (s,p,l,v) => { s.m_params[0].defaultDensity = v; } ), - new ParameterDefn("DefaultRestitution", "Bouncyness of an object" , - 0f, - (s,cf,p,v) => { s.m_params[0].defaultRestitution = cf.GetFloat(p, v); }, - (s) => { return s.m_params[0].defaultRestitution; }, - (s,p,l,v) => { s.m_params[0].defaultRestitution = v; } ), - new ParameterDefn("CollisionMargin", "Margin around objects before collisions are calculated (must be zero!)", - 0.04f, - (s,cf,p,v) => { s.m_params[0].collisionMargin = cf.GetFloat(p, v); }, - (s) => { return s.m_params[0].collisionMargin; }, - (s,p,l,v) => { s.m_params[0].collisionMargin = v; } ), - new ParameterDefn("Gravity", "Vertical force of gravity (negative means down)", - -9.80665f, - (s,cf,p,v) => { s.m_params[0].gravity = cf.GetFloat(p, v); }, - (s) => { return s.m_params[0].gravity; }, - (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].gravity, p, PhysParameterEntry.APPLY_TO_NONE, v); }, - (s,o,v) => { BulletSimAPI.SetGravity2(s.World.ptr, new Vector3(0f,0f,v)); } ), - - - new ParameterDefn("LinearDamping", "Factor to damp linear movement per second (0.0 - 1.0)", - 0f, - (s,cf,p,v) => { s.m_params[0].linearDamping = cf.GetFloat(p, v); }, - (s) => { return s.m_params[0].linearDamping; }, - (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].linearDamping, p, l, v); }, - (s,o,v) => { BulletSimAPI.SetDamping2(o.PhysBody.ptr, v, s.m_params[0].angularDamping); } ), - new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)", - 0f, - (s,cf,p,v) => { s.m_params[0].angularDamping = cf.GetFloat(p, v); }, - (s) => { return s.m_params[0].angularDamping; }, - (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].angularDamping, p, l, v); }, - (s,o,v) => { BulletSimAPI.SetDamping2(o.PhysBody.ptr, s.m_params[0].linearDamping, v); } ), - new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static", - 0.2f, - (s,cf,p,v) => { s.m_params[0].deactivationTime = cf.GetFloat(p, v); }, - (s) => { return s.m_params[0].deactivationTime; }, - (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].deactivationTime, p, l, v); }, - (s,o,v) => { BulletSimAPI.SetDeactivationTime2(o.PhysBody.ptr, v); } ), - new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static", - 0.8f, - (s,cf,p,v) => { s.m_params[0].linearSleepingThreshold = cf.GetFloat(p, v); }, - (s) => { return s.m_params[0].linearSleepingThreshold; }, - (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].linearSleepingThreshold, p, l, v); }, - (s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.PhysBody.ptr, v, v); } ), - new ParameterDefn("AngularSleepingThreshold", "Seconds to measure angular movement before considering static", - 1.0f, - (s,cf,p,v) => { s.m_params[0].angularSleepingThreshold = cf.GetFloat(p, v); }, - (s) => { return s.m_params[0].angularSleepingThreshold; }, - (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].angularSleepingThreshold, p, l, v); }, - (s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.PhysBody.ptr, v, v); } ), - new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" , - 0f, // set to zero to disable - (s,cf,p,v) => { s.m_params[0].ccdMotionThreshold = cf.GetFloat(p, v); }, - (s) => { return s.m_params[0].ccdMotionThreshold; }, - (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].ccdMotionThreshold, p, l, v); }, - (s,o,v) => { BulletSimAPI.SetCcdMotionThreshold2(o.PhysBody.ptr, v); } ), - new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" , - 0f, - (s,cf,p,v) => { s.m_params[0].ccdSweptSphereRadius = cf.GetFloat(p, v); }, - (s) => { return s.m_params[0].ccdSweptSphereRadius; }, - (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].ccdSweptSphereRadius, p, l, v); }, - (s,o,v) => { BulletSimAPI.SetCcdSweptSphereRadius2(o.PhysBody.ptr, v); } ), - new ParameterDefn("ContactProcessingThreshold", "Distance between contacts before doing collision check" , - 0.1f, - (s,cf,p,v) => { s.m_params[0].contactProcessingThreshold = cf.GetFloat(p, v); }, - (s) => { return s.m_params[0].contactProcessingThreshold; }, - (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].contactProcessingThreshold, p, l, v); }, - (s,o,v) => { BulletSimAPI.SetContactProcessingThreshold2(o.PhysBody.ptr, v); } ), - - new ParameterDefn("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)", - (float)BSTerrainPhys.TerrainImplementation.Mesh, - (s,cf,p,v) => { s.m_params[0].terrainImplementation = cf.GetFloat(p,v); }, - (s) => { return s.m_params[0].terrainImplementation; }, - (s,p,l,v) => { s.m_params[0].terrainImplementation = v; } ), - new ParameterDefn("TerrainFriction", "Factor to reduce movement against terrain surface" , - 0.3f, - (s,cf,p,v) => { s.m_params[0].terrainFriction = cf.GetFloat(p, v); }, - (s) => { return s.m_params[0].terrainFriction; }, - (s,p,l,v) => { s.m_params[0].terrainFriction = v; /* TODO: set on real terrain */} ), - new ParameterDefn("TerrainHitFraction", "Distance to measure hit collisions" , - 0.8f, - (s,cf,p,v) => { s.m_params[0].terrainHitFraction = cf.GetFloat(p, v); }, - (s) => { return s.m_params[0].terrainHitFraction; }, - (s,p,l,v) => { s.m_params[0].terrainHitFraction = v; /* TODO: set on real terrain */ } ), - new ParameterDefn("TerrainRestitution", "Bouncyness" , - 0f, - (s,cf,p,v) => { s.m_params[0].terrainRestitution = cf.GetFloat(p, v); }, - (s) => { return s.m_params[0].terrainRestitution; }, - (s,p,l,v) => { s.m_params[0].terrainRestitution = v; /* TODO: set on real terrain */ } ), - new ParameterDefn("TerrainCollisionMargin", "Margin where collision checking starts" , - 0.04f, - (s,cf,p,v) => { s.m_params[0].terrainCollisionMargin = cf.GetFloat(p, v); }, - (s) => { return s.m_params[0].terrainCollisionMargin; }, - (s,p,l,v) => { s.m_params[0].terrainCollisionMargin = v; /* TODO: set on real terrain */ } ), - - new ParameterDefn("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.", - 0.2f, - (s,cf,p,v) => { s.m_params[0].avatarFriction = cf.GetFloat(p, v); }, - (s) => { return s.m_params[0].avatarFriction; }, - (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarFriction, p, l, v); } ), - new ParameterDefn("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.", - 10.0f, - (s,cf,p,v) => { s.m_params[0].avatarStandingFriction = cf.GetFloat(p, v); }, - (s) => { return s.m_params[0].avatarStandingFriction; }, - (s,p,l,v) => { s.m_params[0].avatarStandingFriction = v; } ), - new ParameterDefn("AvatarDensity", "Density of an avatar. Changed on avatar recreation.", - 60f, - (s,cf,p,v) => { s.m_params[0].avatarDensity = cf.GetFloat(p, v); }, - (s) => { return s.m_params[0].avatarDensity; }, - (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarDensity, p, l, v); } ), - new ParameterDefn("AvatarRestitution", "Bouncyness. Changed on avatar recreation.", - 0f, - (s,cf,p,v) => { s.m_params[0].avatarRestitution = cf.GetFloat(p, v); }, - (s) => { return s.m_params[0].avatarRestitution; }, - (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarRestitution, p, l, v); } ), - new ParameterDefn("AvatarCapsuleWidth", "The distance between the sides of the avatar capsule", - 0.6f, - (s,cf,p,v) => { s.m_params[0].avatarCapsuleWidth = cf.GetFloat(p, v); }, - (s) => { return s.m_params[0].avatarCapsuleWidth; }, - (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarCapsuleWidth, p, l, v); } ), - new ParameterDefn("AvatarCapsuleDepth", "The distance between the front and back of the avatar capsule", - 0.45f, - (s,cf,p,v) => { s.m_params[0].avatarCapsuleDepth = cf.GetFloat(p, v); }, - (s) => { return s.m_params[0].avatarCapsuleDepth; }, - (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarCapsuleDepth, p, l, v); } ), - new ParameterDefn("AvatarCapsuleHeight", "Default height of space around avatar", - 1.5f, - (s,cf,p,v) => { s.m_params[0].avatarCapsuleHeight = cf.GetFloat(p, v); }, - (s) => { return s.m_params[0].avatarCapsuleHeight; }, - (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarCapsuleHeight, p, l, v); } ), - new ParameterDefn("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions", - 0.1f, - (s,cf,p,v) => { s.m_params[0].avatarContactProcessingThreshold = cf.GetFloat(p, v); }, - (s) => { return s.m_params[0].avatarContactProcessingThreshold; }, - (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarContactProcessingThreshold, p, l, v); } ), - - new ParameterDefn("VehicleAngularDamping", "Factor to damp vehicle angular movement per second (0.0 - 1.0)", - 0.95f, - (s,cf,p,v) => { s.m_params[0].vehicleAngularDamping = cf.GetFloat(p, v); }, - (s) => { return s.m_params[0].vehicleAngularDamping; }, - (s,p,l,v) => { s.m_params[0].vehicleAngularDamping = v; } ), - - new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)", - 0f, - (s,cf,p,v) => { s.m_params[0].maxPersistantManifoldPoolSize = cf.GetFloat(p, v); }, - (s) => { return s.m_params[0].maxPersistantManifoldPoolSize; }, - (s,p,l,v) => { s.m_params[0].maxPersistantManifoldPoolSize = v; } ), - new ParameterDefn("MaxCollisionAlgorithmPoolSize", "Number of collisions pooled (0 means default of 4096)", - 0f, - (s,cf,p,v) => { s.m_params[0].maxCollisionAlgorithmPoolSize = cf.GetFloat(p, v); }, - (s) => { return s.m_params[0].maxCollisionAlgorithmPoolSize; }, - (s,p,l,v) => { s.m_params[0].maxCollisionAlgorithmPoolSize = v; } ), - new ParameterDefn("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count", - ConfigurationParameters.numericFalse, - (s,cf,p,v) => { s.m_params[0].shouldDisableContactPoolDynamicAllocation = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); }, - (s) => { return s.m_params[0].shouldDisableContactPoolDynamicAllocation; }, - (s,p,l,v) => { s.m_params[0].shouldDisableContactPoolDynamicAllocation = v; } ), - new ParameterDefn("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step", - ConfigurationParameters.numericFalse, - (s,cf,p,v) => { s.m_params[0].shouldForceUpdateAllAabbs = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); }, - (s) => { return s.m_params[0].shouldForceUpdateAllAabbs; }, - (s,p,l,v) => { s.m_params[0].shouldForceUpdateAllAabbs = v; } ), - new ParameterDefn("ShouldRandomizeSolverOrder", "Enable for slightly better stacking interaction", - ConfigurationParameters.numericTrue, - (s,cf,p,v) => { s.m_params[0].shouldRandomizeSolverOrder = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); }, - (s) => { return s.m_params[0].shouldRandomizeSolverOrder; }, - (s,p,l,v) => { s.m_params[0].shouldRandomizeSolverOrder = v; } ), - new ParameterDefn("ShouldSplitSimulationIslands", "Enable splitting active object scanning islands", - ConfigurationParameters.numericTrue, - (s,cf,p,v) => { s.m_params[0].shouldSplitSimulationIslands = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); }, - (s) => { return s.m_params[0].shouldSplitSimulationIslands; }, - (s,p,l,v) => { s.m_params[0].shouldSplitSimulationIslands = v; } ), - new ParameterDefn("ShouldEnableFrictionCaching", "Enable friction computation caching", - ConfigurationParameters.numericFalse, - (s,cf,p,v) => { s.m_params[0].shouldEnableFrictionCaching = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); }, - (s) => { return s.m_params[0].shouldEnableFrictionCaching; }, - (s,p,l,v) => { s.m_params[0].shouldEnableFrictionCaching = v; } ), - new ParameterDefn("NumberOfSolverIterations", "Number of internal iterations (0 means default)", - 0f, // zero says use Bullet default - (s,cf,p,v) => { s.m_params[0].numberOfSolverIterations = cf.GetFloat(p, v); }, - (s) => { return s.m_params[0].numberOfSolverIterations; }, - (s,p,l,v) => { s.m_params[0].numberOfSolverIterations = v; } ), - - new ParameterDefn("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)", - (float)BSLinkset.LinksetImplementation.Compound, - (s,cf,p,v) => { s.m_params[0].linksetImplementation = cf.GetFloat(p,v); }, - (s) => { return s.m_params[0].linksetImplementation; }, - (s,p,l,v) => { s.m_params[0].linksetImplementation = v; } ), - new ParameterDefn("LinkConstraintUseFrameOffset", "For linksets built with constraints, enable frame offsetFor linksets built with constraints, enable frame offset.", - ConfigurationParameters.numericFalse, - (s,cf,p,v) => { s.m_params[0].linkConstraintUseFrameOffset = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); }, - (s) => { return s.m_params[0].linkConstraintUseFrameOffset; }, - (s,p,l,v) => { s.m_params[0].linkConstraintUseFrameOffset = v; } ), - new ParameterDefn("LinkConstraintEnableTransMotor", "Whether to enable translational motor on linkset constraints", - ConfigurationParameters.numericTrue, - (s,cf,p,v) => { s.m_params[0].linkConstraintEnableTransMotor = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); }, - (s) => { return s.m_params[0].linkConstraintEnableTransMotor; }, - (s,p,l,v) => { s.m_params[0].linkConstraintEnableTransMotor = v; } ), - new ParameterDefn("LinkConstraintTransMotorMaxVel", "Maximum velocity to be applied by translational motor in linkset constraints", - 5.0f, - (s,cf,p,v) => { s.m_params[0].linkConstraintTransMotorMaxVel = cf.GetFloat(p, v); }, - (s) => { return s.m_params[0].linkConstraintTransMotorMaxVel; }, - (s,p,l,v) => { s.m_params[0].linkConstraintTransMotorMaxVel = v; } ), - new ParameterDefn("LinkConstraintTransMotorMaxForce", "Maximum force to be applied by translational motor in linkset constraints", - 0.1f, - (s,cf,p,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = cf.GetFloat(p, v); }, - (s) => { return s.m_params[0].linkConstraintTransMotorMaxForce; }, - (s,p,l,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = v; } ), - new ParameterDefn("LinkConstraintCFM", "Amount constraint can be violated. 0=no violation, 1=infinite. Default=0.1", - 0.1f, - (s,cf,p,v) => { s.m_params[0].linkConstraintCFM = cf.GetFloat(p, v); }, - (s) => { return s.m_params[0].linkConstraintCFM; }, - (s,p,l,v) => { s.m_params[0].linkConstraintCFM = v; } ), - new ParameterDefn("LinkConstraintERP", "Amount constraint is corrected each tick. 0=none, 1=all. Default = 0.2", - 0.1f, - (s,cf,p,v) => { s.m_params[0].linkConstraintERP = cf.GetFloat(p, v); }, - (s) => { return s.m_params[0].linkConstraintERP; }, - (s,p,l,v) => { s.m_params[0].linkConstraintERP = v; } ), - new ParameterDefn("LinkConstraintSolverIterations", "Number of solver iterations when computing constraint. (0 = Bullet default)", - 40, - (s,cf,p,v) => { s.m_params[0].linkConstraintSolverIterations = cf.GetFloat(p, v); }, - (s) => { return s.m_params[0].linkConstraintSolverIterations; }, - (s,p,l,v) => { s.m_params[0].linkConstraintSolverIterations = v; } ), - - new ParameterDefn("LogPhysicsStatisticsFrames", "Frames between outputting detailed phys stats. (0 is off)", - 0f, - (s,cf,p,v) => { s.m_params[0].physicsLoggingFrames = cf.GetInt(p, (int)v); }, - (s) => { return (float)s.m_params[0].physicsLoggingFrames; }, - (s,p,l,v) => { s.m_params[0].physicsLoggingFrames = (int)v; } ), - }; - - // Convert a boolean to our numeric true and false values - public float NumericBool(bool b) - { - return (b ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse); - } - - // Convert numeric true and false values to a boolean - public bool BoolNumeric(float b) - { - return (b == ConfigurationParameters.numericTrue ? true : false); - } - - // Search through the parameter definitions and return the matching - // ParameterDefn structure. - // Case does not matter as names are compared after converting to lower case. - // Returns 'false' if the parameter is not found. - private bool TryGetParameter(string paramName, out ParameterDefn defn) - { - bool ret = false; - ParameterDefn foundDefn = new ParameterDefn(); - string pName = paramName.ToLower(); - - foreach (ParameterDefn parm in ParameterDefinitions) - { - if (pName == parm.name.ToLower()) - { - foundDefn = parm; - ret = true; - break; - } - } - defn = foundDefn; - return ret; - } - - // Pass through the settable parameters and set the default values - private void SetParameterDefaultValues() - { - foreach (ParameterDefn parm in ParameterDefinitions) - { - parm.setter(this, parm.name, PhysParameterEntry.APPLY_TO_NONE, parm.defaultValue); - } - } - - // Get user set values out of the ini file. - private void SetParameterConfigurationValues(IConfig cfg) - { - foreach (ParameterDefn parm in ParameterDefinitions) - { - parm.userParam(this, cfg, parm.name, parm.defaultValue); - } - } - - private PhysParameterEntry[] SettableParameters = new PhysParameterEntry[1]; - - // This creates an array in the correct format for returning the list of - // parameters. This is used by the 'list' option of the 'physics' command. - private void BuildParameterTable() - { - if (SettableParameters.Length < ParameterDefinitions.Length) - { - List entries = new List(); - for (int ii = 0; ii < ParameterDefinitions.Length; ii++) - { - ParameterDefn pd = ParameterDefinitions[ii]; - entries.Add(new PhysParameterEntry(pd.name, pd.desc)); - } - - // make the list in alphabetical order for estetic reasons - entries.Sort(delegate(PhysParameterEntry ppe1, PhysParameterEntry ppe2) - { - return ppe1.name.CompareTo(ppe2.name); - }); - - SettableParameters = entries.ToArray(); - } - } - - #region IPhysicsParameters // Get the list of parameters this physics engine supports public PhysParameterEntry[] GetParameterList() { - BuildParameterTable(); - return SettableParameters; + BSParam.BuildParameterTable(); + return BSParam.SettableParameters; } // Set parameter on a specific or all instances. @@ -1434,8 +952,8 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters public bool SetPhysicsParameter(string parm, float val, uint localID) { bool ret = false; - ParameterDefn theParam; - if (TryGetParameter(parm, out theParam)) + BSParam.ParameterDefn theParam; + if (BSParam.TryGetParameter(parm, out theParam)) { theParam.setter(this, parm, localID, val); ret = true; @@ -1447,19 +965,20 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters // If the local ID is APPLY_TO_NONE, just change the default value // If the localID is APPLY_TO_ALL change the default value and apply the new value to all the lIDs // If the localID is a specific object, apply the parameter change to only that object - private void UpdateParameterObject(ref float defaultLoc, string parm, uint localID, float val) + internal delegate void AssignVal(float x); + internal void UpdateParameterObject(AssignVal setDefault, string parm, uint localID, float val) { List objectIDs = new List(); switch (localID) { case PhysParameterEntry.APPLY_TO_NONE: - defaultLoc = val; // setting only the default value + setDefault(val); // setting only the default value // This will cause a call into the physical world if some operation is specified (SetOnObject). objectIDs.Add(TERRAIN_ID); TaintedUpdateParameter(parm, objectIDs, val); break; case PhysParameterEntry.APPLY_TO_ALL: - defaultLoc = val; // setting ALL also sets the default value + setDefault(val); // setting ALL also sets the default value lock (PhysObjects) objectIDs = new List(PhysObjects.Keys); TaintedUpdateParameter(parm, objectIDs, val); break; @@ -1478,8 +997,8 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters List xlIDs = lIDs; string xparm = parm; TaintedObject("BSScene.UpdateParameterSet", delegate() { - ParameterDefn thisParam; - if (TryGetParameter(xparm, out thisParam)) + BSParam.ParameterDefn thisParam; + if (BSParam.TryGetParameter(xparm, out thisParam)) { if (thisParam.onObject != null) { @@ -1500,8 +1019,8 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters { float val = 0f; bool ret = false; - ParameterDefn theParam; - if (TryGetParameter(parm, out theParam)) + BSParam.ParameterDefn theParam; + if (BSParam.TryGetParameter(parm, out theParam)) { val = theParam.getter(this); ret = true; diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index ea996ae59b..939d5e9797 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs @@ -456,7 +456,7 @@ public sealed class BSShapeCollection : IDisposable if (!haveShape && pbs != null && nativeShapePossible - && ((pbs.SculptEntry && !PhysicsScene.ShouldMeshSculptedPrim) + && ((pbs.SculptEntry && !BSParam.ShouldMeshSculptedPrim) || (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0 && pbs.ProfileHollow == 0 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0 @@ -520,7 +520,7 @@ public sealed class BSShapeCollection : IDisposable bool ret = false; // Note that if it's a native shape, the check for physical/non-physical is not // made. Native shapes work in either case. - if (prim.IsPhysical && PhysicsScene.ShouldUseHullsForPhysicalObjects) + if (prim.IsPhysical && BSParam.ShouldUseHullsForPhysicalObjects) { // Update prim.BSShape to reference a hull of this shape. ret = GetReferenceToHull(prim,shapeCallback); @@ -836,14 +836,14 @@ public sealed class BSShapeCollection : IDisposable private System.UInt64 ComputeShapeKey(OMV.Vector3 size, PrimitiveBaseShape pbs, out float retLod) { // level of detail based on size and type of the object - float lod = PhysicsScene.MeshLOD; + float lod = BSParam.MeshLOD; if (pbs.SculptEntry) - lod = PhysicsScene.SculptLOD; + lod = BSParam.SculptLOD; // Mega prims usually get more detail because one can interact with shape approximations at this size. float maxAxis = Math.Max(size.X, Math.Max(size.Y, size.Z)); - if (maxAxis > PhysicsScene.MeshMegaPrimThreshold) - lod = PhysicsScene.MeshMegaPrimLOD; + if (maxAxis > BSParam.MeshMegaPrimThreshold) + lod = BSParam.MeshMegaPrimLOD; retLod = lod; return pbs.GetMeshKey(size, lod); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs index 2b120d60db..07a9fd899c 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs @@ -93,7 +93,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys { m_mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, m_mapInfo.ID, m_mapInfo.minCoords, m_mapInfo.maxCoords, - m_mapInfo.heightMap, PhysicsScene.Params.terrainCollisionMargin); + m_mapInfo.heightMap, BSParam.TerrainCollisionMargin); // Create the terrain shape from the mapInfo m_mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(m_mapInfo.Ptr), @@ -110,9 +110,9 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys m_mapInfo.ID, centerPos, Quaternion.Identity)); // Set current terrain attributes - BulletSimAPI.SetFriction2(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainFriction); - BulletSimAPI.SetHitFraction2(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainHitFraction); - BulletSimAPI.SetRestitution2(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainRestitution); + BulletSimAPI.SetFriction2(m_mapInfo.terrainBody.ptr, BSParam.TerrainFriction); + BulletSimAPI.SetHitFraction2(m_mapInfo.terrainBody.ptr, BSParam.TerrainHitFraction); + BulletSimAPI.SetRestitution2(m_mapInfo.terrainBody.ptr, BSParam.TerrainRestitution); BulletSimAPI.SetCollisionFlags2(m_mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT); // Return the new terrain to the world of physical objects diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs index 3428b9c0fa..86ccfbbf33 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs @@ -135,7 +135,7 @@ public sealed class BSTerrainManager : IDisposable // The ground plane is here to catch things that are trying to drop to negative infinity BulletShape groundPlaneShape = new BulletShape( BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, - PhysicsScene.Params.terrainCollisionMargin), + BSParam.TerrainCollisionMargin), BSPhysicsShapeType.SHAPE_GROUNDPLANE); m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID, BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.ptr, BSScene.GROUNDPLANE_ID, @@ -309,9 +309,9 @@ public sealed class BSTerrainManager : IDisposable { PhysicsScene.Logger.DebugFormat("{0} Terrain for {1}/{2} created with {3}", LogHeader, PhysicsScene.RegionName, terrainRegionBase, - (BSTerrainPhys.TerrainImplementation)PhysicsScene.Params.terrainImplementation); + (BSTerrainPhys.TerrainImplementation)BSParam.TerrainImplementation); BSTerrainPhys newTerrainPhys = null; - switch ((int)PhysicsScene.Params.terrainImplementation) + switch ((int)BSParam.TerrainImplementation) { case (int)BSTerrainPhys.TerrainImplementation.Heightmap: newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, terrainRegionBase, id, @@ -324,8 +324,8 @@ public sealed class BSTerrainManager : IDisposable default: PhysicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. Type={1}/{2},Region={3}/{4}", LogHeader, - (int)PhysicsScene.Params.terrainImplementation, - PhysicsScene.Params.terrainImplementation, + (int)BSParam.TerrainImplementation, + BSParam.TerrainImplementation, PhysicsScene.RegionName, terrainRegionBase); break; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs index 6dc0d92857..061e232997 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs @@ -116,9 +116,9 @@ public sealed class BSTerrainMesh : BSTerrainPhys } // Set current terrain attributes - BulletSimAPI.SetFriction2(m_terrainBody.ptr, PhysicsScene.Params.terrainFriction); - BulletSimAPI.SetHitFraction2(m_terrainBody.ptr, PhysicsScene.Params.terrainHitFraction); - BulletSimAPI.SetRestitution2(m_terrainBody.ptr, PhysicsScene.Params.terrainRestitution); + BulletSimAPI.SetFriction2(m_terrainBody.ptr, BSParam.TerrainFriction); + BulletSimAPI.SetHitFraction2(m_terrainBody.ptr, BSParam.TerrainHitFraction); + BulletSimAPI.SetRestitution2(m_terrainBody.ptr, BSParam.TerrainRestitution); BulletSimAPI.SetCollisionFlags2(m_terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT); // Static objects are not very massive. diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs index 962b5408f0..7857eaa411 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs @@ -141,6 +141,8 @@ public struct EntityProperties } // Format of this structure must match the definition in the C++ code +// NOTE: adding the X causes compile breaks if used. These are unused symbols +// that can be removed from both here and the unmanaged definition of this structure. [StructLayout(LayoutKind.Sequential)] public struct ConfigurationParameters { @@ -150,31 +152,31 @@ public struct ConfigurationParameters 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 contactProcessingThreshold; + public float XlinearDamping; + public float XangularDamping; + public float XdeactivationTime; + public float XlinearSleepingThreshold; + public float XangularSleepingThreshold; + public float XccdMotionThreshold; + public float XccdSweptSphereRadius; + public float XcontactProcessingThreshold; - public float terrainImplementation; - public float terrainFriction; - public float terrainHitFraction; - public float terrainRestitution; - public float terrainCollisionMargin; + public float XterrainImplementation; + public float XterrainFriction; + public float XterrainHitFraction; + public float XterrainRestitution; + public float XterrainCollisionMargin; - public float avatarFriction; - public float avatarStandingFriction; - public float avatarDensity; - public float avatarRestitution; - public float avatarCapsuleWidth; - public float avatarCapsuleDepth; - public float avatarCapsuleHeight; - public float avatarContactProcessingThreshold; + public float XavatarFriction; + public float XavatarStandingFriction; + public float XavatarDensity; + public float XavatarRestitution; + public float XavatarCapsuleWidth; + public float XavatarCapsuleDepth; + public float XavatarCapsuleHeight; + public float XavatarContactProcessingThreshold; - public float vehicleAngularDamping; + public float XvehicleAngularDamping; public float maxPersistantManifoldPoolSize; public float maxCollisionAlgorithmPoolSize; @@ -185,14 +187,14 @@ public struct ConfigurationParameters public float shouldEnableFrictionCaching; public float numberOfSolverIterations; - public float linksetImplementation; - public float linkConstraintUseFrameOffset; - public float linkConstraintEnableTransMotor; - public float linkConstraintTransMotorMaxVel; - public float linkConstraintTransMotorMaxForce; - public float linkConstraintERP; - public float linkConstraintCFM; - public float linkConstraintSolverIterations; + public float XlinksetImplementation; + public float XlinkConstraintUseFrameOffset; + public float XlinkConstraintEnableTransMotor; + public float XlinkConstraintTransMotorMaxVel; + public float XlinkConstraintTransMotorMaxForce; + public float XlinkConstraintERP; + public float XlinkConstraintCFM; + public float XlinkConstraintSolverIterations; public float physicsLoggingFrames;