1299 lines
56 KiB
C#
1299 lines
56 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyrightD
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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using System.Text;
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using System.Threading;
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using OpenSim.Framework;
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using OpenSim.Region.Framework;
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using OpenSim.Region.CoreModules;
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using Logging = OpenSim.Region.CoreModules.Framework.Statistics.Logging;
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using OpenSim.Region.Physics.Manager;
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using Nini.Config;
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using log4net;
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using OpenMetaverse;
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// TODOs for BulletSim (for BSScene, BSPrim, BSCharacter and BulletSim)
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// Debug linkset
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// Test with multiple regions in one simulator
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// Adjust character capsule size when height is adjusted (ScenePresence.SetHeight)
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// Test sculpties
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// Compute physics FPS reasonably
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// Based on material, set density and friction
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// More efficient memory usage when passing hull information from BSPrim to BulletSim
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// Move all logic out of the C++ code and into the C# code for easier future modifications.
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// Four states of prim: Physical, regular, phantom and selected. Are we modeling these correctly?
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// In SL one can set both physical and phantom (gravity, does not effect others, makes collisions with ground)
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// At the moment, physical and phantom causes object to drop through the terrain
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// Physical phantom objects and related typing (collision options )
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// Use collision masks for collision with terrain and phantom objects
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// Check out llVolumeDetect. Must do something for that.
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// Should prim.link() and prim.delink() membership checking happen at taint time?
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// changing the position and orientation of a linked prim must rebuild the constraint with the root.
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// Mesh sharing. Use meshHash to tell if we already have a hull of that shape and only create once
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// Do attachments need to be handled separately? Need collision events. Do not collide with VolumeDetect
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// Implement the genCollisions feature in BulletSim::SetObjectProperties (don't pass up unneeded collisions)
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// Implement LockAngularMotion
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// Decide if clearing forces is the right thing to do when setting position (BulletSim::SetObjectTranslation)
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// Does NeedsMeshing() really need to exclude all the different shapes?
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// Remove mesh and Hull stuff. Use mesh passed to bullet and use convexdecom from bullet.
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// Add PID movement operations. What does ScenePresence.MoveToTarget do?
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// Check terrain size. 128 or 127?
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// Raycast
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//
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namespace OpenSim.Region.Physics.BulletSPlugin
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{
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public class BSScene : PhysicsScene, IPhysicsParameters
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{
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private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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private static readonly string LogHeader = "[BULLETS SCENE]";
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public void DebugLog(string mm, params Object[] xx) { if (shouldDebugLog) m_log.DebugFormat(mm, xx); }
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public string BulletSimVersion = "?";
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private Dictionary<uint, BSCharacter> m_avatars = new Dictionary<uint, BSCharacter>();
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private Dictionary<uint, BSPrim> m_prims = new Dictionary<uint, BSPrim>();
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private HashSet<BSCharacter> m_avatarsWithCollisions = new HashSet<BSCharacter>();
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private HashSet<BSPrim> m_primsWithCollisions = new HashSet<BSPrim>();
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private List<BSPrim> m_vehicles = new List<BSPrim>();
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private float[] m_heightMap;
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private float m_waterLevel;
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private uint m_worldID;
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public uint WorldID { get { return m_worldID; } }
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// let my minuions use my logger
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public ILog Logger { get { return m_log; } }
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private bool m_initialized = false;
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private int m_detailedStatsStep = 0;
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public IMesher mesher;
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private float m_meshLOD;
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public float MeshLOD
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{
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get { return m_meshLOD; }
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}
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private float m_sculptLOD;
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public float SculptLOD
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{
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get { return m_sculptLOD; }
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}
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private BulletSim m_worldSim;
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public BulletSim World
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{
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get { return m_worldSim; }
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}
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private BSConstraintCollection m_constraintCollection;
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public BSConstraintCollection Constraints
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{
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get { return m_constraintCollection; }
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}
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private int m_maxSubSteps;
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private float m_fixedTimeStep;
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private long m_simulationStep = 0;
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public long SimulationStep { get { return m_simulationStep; } }
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public float LastSimulatedTimestep { get; private set; }
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// A value of the time now so all the collision and update routines do not have to get their own
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// Set to 'now' just before all the prims and actors are called for collisions and updates
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private int m_simulationNowTime;
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public int SimulationNowTime { get { return m_simulationNowTime; } }
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private int m_maxCollisionsPerFrame;
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private CollisionDesc[] m_collisionArray;
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private GCHandle m_collisionArrayPinnedHandle;
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private int m_maxUpdatesPerFrame;
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private EntityProperties[] m_updateArray;
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private GCHandle m_updateArrayPinnedHandle;
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private bool _meshSculptedPrim = true; // cause scuplted prims to get meshed
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private bool _forceSimplePrimMeshing = false; // if a cube or sphere, let Bullet do internal shapes
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public float PID_D { get; private set; } // derivative
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public float PID_P { get; private set; } // proportional
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public const uint TERRAIN_ID = 0; // OpenSim senses terrain with a localID of zero
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public const uint GROUNDPLANE_ID = 1;
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public ConfigurationParameters Params
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{
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get { return m_params[0]; }
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}
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public Vector3 DefaultGravity
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{
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get { return new Vector3(0f, 0f, Params.gravity); }
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}
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private float m_maximumObjectMass;
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public float MaximumObjectMass
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{
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get { return m_maximumObjectMass; }
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}
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public delegate void TaintCallback();
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private List<TaintCallback> _taintedObjects;
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private Object _taintLock = new Object();
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// A pointer to an instance if this structure is passed to the C++ code
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ConfigurationParameters[] m_params;
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GCHandle m_paramsHandle;
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public bool shouldDebugLog { get; private set; }
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private BulletSimAPI.DebugLogCallback m_DebugLogCallbackHandle;
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// Sometimes you just have to log everything.
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public Logging.LogWriter PhysicsLogging;
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private bool m_physicsLoggingEnabled;
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private string m_physicsLoggingDir;
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private string m_physicsLoggingPrefix;
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private int m_physicsLoggingFileMinutes;
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private bool m_vehicleLoggingEnabled;
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public bool VehicleLoggingEnabled { get { return m_vehicleLoggingEnabled; } }
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public BSScene(string identifier)
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{
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m_initialized = false;
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}
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public override void Initialise(IMesher meshmerizer, IConfigSource config)
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{
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// Allocate pinned memory to pass parameters.
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m_params = new ConfigurationParameters[1];
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m_paramsHandle = GCHandle.Alloc(m_params, GCHandleType.Pinned);
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// Set default values for physics parameters plus any overrides from the ini file
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GetInitialParameterValues(config);
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// allocate more pinned memory close to the above in an attempt to get the memory all together
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m_collisionArray = new CollisionDesc[m_maxCollisionsPerFrame];
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m_collisionArrayPinnedHandle = GCHandle.Alloc(m_collisionArray, GCHandleType.Pinned);
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m_updateArray = new EntityProperties[m_maxUpdatesPerFrame];
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m_updateArrayPinnedHandle = GCHandle.Alloc(m_updateArray, GCHandleType.Pinned);
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// Enable very detailed logging.
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// By creating an empty logger when not logging, the log message invocation code
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// can be left in and every call doesn't have to check for null.
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if (m_physicsLoggingEnabled)
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{
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PhysicsLogging = new Logging.LogWriter(m_physicsLoggingDir, m_physicsLoggingPrefix, m_physicsLoggingFileMinutes);
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}
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else
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{
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PhysicsLogging = new Logging.LogWriter();
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}
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// Get the version of the DLL
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// TODO: this doesn't work yet. Something wrong with marshaling the returned string.
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// BulletSimVersion = BulletSimAPI.GetVersion();
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// m_log.WarnFormat("{0}: BulletSim.dll version='{1}'", LogHeader, BulletSimVersion);
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// if Debug, enable logging from the unmanaged code
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if (m_log.IsDebugEnabled || PhysicsLogging.Enabled)
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{
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m_log.DebugFormat("{0}: Initialize: Setting debug callback for unmanaged code", LogHeader);
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if (PhysicsLogging.Enabled)
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m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLoggerPhysLog);
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else
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m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLogger);
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// the handle is saved in a variable to make sure it doesn't get freed after this call
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BulletSimAPI.SetDebugLogCallback(m_DebugLogCallbackHandle);
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}
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_taintedObjects = new List<TaintCallback>();
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mesher = meshmerizer;
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// The bounding box for the simulated world
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Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, 8192f);
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// m_log.DebugFormat("{0}: Initialize: Calling BulletSimAPI.Initialize.", LogHeader);
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m_worldID = BulletSimAPI.Initialize(worldExtent, m_paramsHandle.AddrOfPinnedObject(),
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m_maxCollisionsPerFrame, m_collisionArrayPinnedHandle.AddrOfPinnedObject(),
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m_maxUpdatesPerFrame, m_updateArrayPinnedHandle.AddrOfPinnedObject());
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// Initialization to support the transition to a new API which puts most of the logic
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// into the C# code so it is easier to modify and add to.
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m_worldSim = new BulletSim(m_worldID, BulletSimAPI.GetSimHandle2(m_worldID));
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m_constraintCollection = new BSConstraintCollection(World);
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m_initialized = true;
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}
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// All default parameter values are set here. There should be no values set in the
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// variable definitions.
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private void GetInitialParameterValues(IConfigSource config)
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{
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ConfigurationParameters parms = new ConfigurationParameters();
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m_params[0] = parms;
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SetParameterDefaultValues();
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if (config != null)
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{
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// If there are specifications in the ini file, use those values
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IConfig pConfig = config.Configs["BulletSim"];
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if (pConfig != null)
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{
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SetParameterConfigurationValues(pConfig);
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// Very detailed logging for physics debugging
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m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false);
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m_physicsLoggingDir = pConfig.GetString("PhysicsLoggingDir", ".");
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m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-");
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m_physicsLoggingFileMinutes = pConfig.GetInt("PhysicsLoggingFileMinutes", 5);
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// Very detailed logging for vehicle debugging
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m_vehicleLoggingEnabled = pConfig.GetBoolean("VehicleLoggingEnabled", false);
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}
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}
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}
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// A helper function that handles a true/false parameter and returns the proper float number encoding
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float ParamBoolean(IConfig config, string parmName, float deflt)
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{
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float ret = deflt;
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if (config.Contains(parmName))
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{
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ret = ConfigurationParameters.numericFalse;
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if (config.GetBoolean(parmName, false))
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{
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ret = ConfigurationParameters.numericTrue;
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}
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}
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return ret;
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}
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// Called directly from unmanaged code so don't do much
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private void BulletLogger(string msg)
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{
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m_log.Debug("[BULLETS UNMANAGED]:" + msg);
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}
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// Called directly from unmanaged code so don't do much
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private void BulletLoggerPhysLog(string msg)
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{
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PhysicsLogging.Write("[BULLETS UNMANAGED]:" + msg);
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}
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public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
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{
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m_log.ErrorFormat("{0}: CALL TO AddAvatar in BSScene. NOT IMPLEMENTED", LogHeader);
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return null;
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}
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public override PhysicsActor AddAvatar(uint localID, string avName, Vector3 position, Vector3 size, bool isFlying)
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{
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// m_log.DebugFormat("{0}: AddAvatar: {1}", LogHeader, avName);
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if (!m_initialized) return null;
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BSCharacter actor = new BSCharacter(localID, avName, this, position, size, isFlying);
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lock (m_avatars) m_avatars.Add(localID, actor);
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return actor;
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}
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public override void RemoveAvatar(PhysicsActor actor)
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{
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// m_log.DebugFormat("{0}: RemoveAvatar", LogHeader);
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if (!m_initialized) return;
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BSCharacter bsactor = actor as BSCharacter;
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if (bsactor != null)
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{
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try
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{
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lock (m_avatars) m_avatars.Remove(actor.LocalID);
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}
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catch (Exception e)
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{
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m_log.WarnFormat("{0}: Attempt to remove avatar that is not in physics scene: {1}", LogHeader, e);
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}
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bsactor.Destroy();
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// bsactor.dispose();
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}
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}
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public override void RemovePrim(PhysicsActor prim)
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{
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if (!m_initialized) return;
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BSPrim bsprim = prim as BSPrim;
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if (bsprim != null)
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{
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m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID);
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try
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{
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lock (m_prims) m_prims.Remove(bsprim.LocalID);
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}
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catch (Exception e)
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{
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m_log.ErrorFormat("{0}: Attempt to remove prim that is not in physics scene: {1}", LogHeader, e);
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}
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bsprim.Destroy();
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// bsprim.dispose();
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}
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else
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{
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m_log.ErrorFormat("{0}: Attempt to remove prim that is not a BSPrim type.", LogHeader);
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}
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}
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
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Vector3 size, Quaternion rotation, bool isPhysical, uint localID)
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{
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// m_log.DebugFormat("{0}: AddPrimShape2: {1}", LogHeader, primName);
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if (!m_initialized) return null;
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BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical);
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lock (m_prims) m_prims.Add(localID, prim);
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return prim;
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}
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// This is a call from the simulator saying that some physical property has been updated.
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// The BulletSim driver senses the changing of relevant properties so this taint
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// information call is not needed.
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public override void AddPhysicsActorTaint(PhysicsActor prim) { }
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// Simulate one timestep
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public override float Simulate(float timeStep)
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{
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int updatedEntityCount = 0;
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IntPtr updatedEntitiesPtr;
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int collidersCount = 0;
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IntPtr collidersPtr;
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LastSimulatedTimestep = timeStep;
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// prevent simulation until we've been initialized
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if (!m_initialized) return 10.0f;
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long simulateStartTime = Util.EnvironmentTickCount();
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// update the prim states while we know the physics engine is not busy
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ProcessTaints();
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// Some of the prims operate with special vehicle properties
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ProcessVehicles(timeStep);
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ProcessTaints(); // the vehicles might have added taints
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// step the physical world one interval
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m_simulationStep++;
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int numSubSteps = 0;
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try
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{
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numSubSteps = BulletSimAPI.PhysicsStep(m_worldID, timeStep, m_maxSubSteps, m_fixedTimeStep,
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out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr);
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DetailLog("{0},Simulate,call, substeps={1}, updates={2}, colliders={3}", "0000000000", numSubSteps, updatedEntityCount, collidersCount);
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}
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catch (Exception e)
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{
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m_log.WarnFormat("{0},PhysicsStep Exception: substeps={1}, updates={2}, colliders={3}, e={4}", LogHeader, numSubSteps, updatedEntityCount, collidersCount, e);
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DetailLog("{0},PhysicsStepException,call, substeps={1}, updates={2}, colliders={3}", "0000000000", numSubSteps, updatedEntityCount, collidersCount);
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// updatedEntityCount = 0;
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collidersCount = 0;
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}
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// Don't have to use the pointers passed back since we know it is the same pinned memory we passed in
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// Get a value for 'now' so all the collision and update routines don't have to get their own
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m_simulationNowTime = Util.EnvironmentTickCount();
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// If there were collisions, process them by sending the event to the prim.
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// Collisions must be processed before updates.
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if (collidersCount > 0)
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{
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for (int ii = 0; ii < collidersCount; ii++)
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{
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uint cA = m_collisionArray[ii].aID;
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uint cB = m_collisionArray[ii].bID;
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Vector3 point = m_collisionArray[ii].point;
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Vector3 normal = m_collisionArray[ii].normal;
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SendCollision(cA, cB, point, normal, 0.01f);
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SendCollision(cB, cA, point, -normal, 0.01f);
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}
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}
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// The above SendCollision's batch up the collisions on the objects.
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// Now push the collisions into the simulator.
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foreach (BSPrim bsp in m_primsWithCollisions)
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bsp.SendCollisions();
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m_primsWithCollisions.Clear();
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// This is a kludge to get avatar movement updated.
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// Don't send collisions only if there were collisions -- send everytime.
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// ODE sends collisions even if there are none and this is used to update
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// avatar animations and stuff.
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// foreach (BSCharacter bsc in m_avatarsWithCollisions)
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// bsc.SendCollisions();
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foreach (KeyValuePair<uint, BSCharacter> kvp in m_avatars)
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kvp.Value.SendCollisions();
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m_avatarsWithCollisions.Clear();
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// If any of the objects had updated properties, tell the object it has been changed by the physics engine
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if (updatedEntityCount > 0)
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{
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for (int ii = 0; ii < updatedEntityCount; ii++)
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{
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EntityProperties entprop = m_updateArray[ii];
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BSPrim prim;
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if (m_prims.TryGetValue(entprop.ID, out prim))
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{
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prim.UpdateProperties(entprop);
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continue;
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}
|
|
BSCharacter actor;
|
|
if (m_avatars.TryGetValue(entprop.ID, out actor))
|
|
{
|
|
actor.UpdateProperties(entprop);
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
|
|
// If enabled, call into the physics engine to dump statistics
|
|
if (m_detailedStatsStep > 0)
|
|
{
|
|
if ((m_simulationStep % m_detailedStatsStep) == 0)
|
|
{
|
|
BulletSimAPI.DumpBulletStatistics();
|
|
}
|
|
}
|
|
|
|
// this is a waste since the outside routine also calcuates the physics simulation
|
|
// period. TODO: There should be a way of computing physics frames from simulator computation.
|
|
// long simulateTotalTime = Util.EnvironmentTickCountSubtract(simulateStartTime);
|
|
// return (timeStep * (float)simulateTotalTime);
|
|
|
|
// TODO: FIX THIS: fps calculation wrong. This calculation always returns about 1 in normal operation.
|
|
return timeStep / (numSubSteps * m_fixedTimeStep) * 1000f;
|
|
}
|
|
|
|
// Something has collided
|
|
private void SendCollision(uint localID, uint collidingWith, Vector3 collidePoint, Vector3 collideNormal, float penitration)
|
|
{
|
|
if (localID == TERRAIN_ID || localID == GROUNDPLANE_ID)
|
|
{
|
|
return; // don't send collisions to the terrain
|
|
}
|
|
|
|
ActorTypes type = ActorTypes.Prim;
|
|
if (collidingWith == TERRAIN_ID || collidingWith == GROUNDPLANE_ID)
|
|
type = ActorTypes.Ground;
|
|
else if (m_avatars.ContainsKey(collidingWith))
|
|
type = ActorTypes.Agent;
|
|
|
|
BSPrim prim;
|
|
if (m_prims.TryGetValue(localID, out prim)) {
|
|
prim.Collide(collidingWith, type, collidePoint, collideNormal, penitration);
|
|
m_primsWithCollisions.Add(prim);
|
|
return;
|
|
}
|
|
BSCharacter actor;
|
|
if (m_avatars.TryGetValue(localID, out actor)) {
|
|
actor.Collide(collidingWith, type, collidePoint, collideNormal, penitration);
|
|
m_avatarsWithCollisions.Add(actor);
|
|
return;
|
|
}
|
|
return;
|
|
}
|
|
|
|
public override void GetResults() { }
|
|
|
|
public override void SetTerrain(float[] heightMap) {
|
|
m_heightMap = heightMap;
|
|
this.TaintedObject(delegate()
|
|
{
|
|
BulletSimAPI.SetHeightmap(m_worldID, m_heightMap);
|
|
});
|
|
}
|
|
|
|
// Someday we will have complex terrain with caves and tunnels
|
|
// For the moment, it's flat and convex
|
|
public float GetTerrainHeightAtXYZ(Vector3 loc)
|
|
{
|
|
return GetTerrainHeightAtXY(loc.X, loc.Y);
|
|
}
|
|
|
|
public float GetTerrainHeightAtXY(float tX, float tY)
|
|
{
|
|
if (tX < 0 || tX >= Constants.RegionSize || tY < 0 || tY >= Constants.RegionSize)
|
|
return 30;
|
|
return m_heightMap[((int)tX) * Constants.RegionSize + ((int)tY)];
|
|
}
|
|
|
|
public override void SetWaterLevel(float baseheight)
|
|
{
|
|
m_waterLevel = baseheight;
|
|
// TODO: pass to physics engine so things will float?
|
|
}
|
|
public float GetWaterLevel()
|
|
{
|
|
return m_waterLevel;
|
|
}
|
|
|
|
public override void DeleteTerrain()
|
|
{
|
|
// m_log.DebugFormat("{0}: DeleteTerrain()", LogHeader);
|
|
}
|
|
|
|
public override void Dispose()
|
|
{
|
|
// m_log.DebugFormat("{0}: Dispose()", LogHeader);
|
|
|
|
// make sure no stepping happens while we're deleting stuff
|
|
m_initialized = false;
|
|
|
|
if (m_constraintCollection != null)
|
|
{
|
|
m_constraintCollection.Dispose();
|
|
m_constraintCollection = null;
|
|
}
|
|
|
|
foreach (KeyValuePair<uint, BSCharacter> kvp in m_avatars)
|
|
{
|
|
kvp.Value.Destroy();
|
|
}
|
|
m_avatars.Clear();
|
|
|
|
foreach (KeyValuePair<uint, BSPrim> kvp in m_prims)
|
|
{
|
|
kvp.Value.Destroy();
|
|
}
|
|
m_prims.Clear();
|
|
|
|
// Anything left in the unmanaged code should be cleaned out
|
|
BulletSimAPI.Shutdown(WorldID);
|
|
|
|
// Not logging any more
|
|
PhysicsLogging.Close();
|
|
}
|
|
|
|
public override Dictionary<uint, float> GetTopColliders()
|
|
{
|
|
return new Dictionary<uint, float>();
|
|
}
|
|
|
|
public override bool IsThreaded { get { return false; } }
|
|
|
|
/// <summary>
|
|
/// Routine to figure out if we need to mesh this prim with our mesher
|
|
/// </summary>
|
|
/// <param name="pbs"></param>
|
|
/// <returns>true if the prim needs meshing</returns>
|
|
public bool NeedsMeshing(PrimitiveBaseShape pbs)
|
|
{
|
|
// most of this is redundant now as the mesher will return null if it cant mesh a prim
|
|
// but we still need to check for sculptie meshing being enabled so this is the most
|
|
// convenient place to do it for now...
|
|
|
|
// int iPropertiesNotSupportedDefault = 0;
|
|
|
|
if (pbs.SculptEntry && !_meshSculptedPrim)
|
|
{
|
|
// Render sculpties as boxes
|
|
return false;
|
|
}
|
|
|
|
// if it's a standard box or sphere with no cuts, hollows, twist or top shear, return false since Bullet
|
|
// can use an internal representation for the prim
|
|
if (!_forceSimplePrimMeshing)
|
|
{
|
|
if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
|
|
|| (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
|
|
&& pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
|
|
{
|
|
|
|
if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
|
|
&& pbs.ProfileHollow == 0
|
|
&& pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
|
|
&& pbs.PathBegin == 0 && pbs.PathEnd == 0
|
|
&& pbs.PathTaperX == 0 && pbs.PathTaperY == 0
|
|
&& pbs.PathScaleX == 100 && pbs.PathScaleY == 100
|
|
&& pbs.PathShearX == 0 && pbs.PathShearY == 0)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* TODO: verify that the mesher will now do all these shapes
|
|
if (pbs.ProfileHollow != 0)
|
|
iPropertiesNotSupportedDefault++;
|
|
|
|
if ((pbs.PathBegin != 0) || pbs.PathEnd != 0)
|
|
iPropertiesNotSupportedDefault++;
|
|
|
|
if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
|
|
iPropertiesNotSupportedDefault++;
|
|
|
|
if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
|
|
iPropertiesNotSupportedDefault++;
|
|
|
|
if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
|
|
iPropertiesNotSupportedDefault++;
|
|
|
|
if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
|
|
iPropertiesNotSupportedDefault++;
|
|
|
|
if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
|
|
iPropertiesNotSupportedDefault++;
|
|
|
|
if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 && (pbs.Scale.X != pbs.Scale.Y || pbs.Scale.Y != pbs.Scale.Z || pbs.Scale.Z != pbs.Scale.X))
|
|
iPropertiesNotSupportedDefault++;
|
|
|
|
if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
|
|
iPropertiesNotSupportedDefault++;
|
|
|
|
// test for torus
|
|
if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
|
|
{
|
|
if (pbs.PathCurve == (byte)Extrusion.Curve1)
|
|
{
|
|
iPropertiesNotSupportedDefault++;
|
|
}
|
|
}
|
|
else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
|
|
{
|
|
if (pbs.PathCurve == (byte)Extrusion.Straight)
|
|
{
|
|
iPropertiesNotSupportedDefault++;
|
|
}
|
|
// ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
|
|
else if (pbs.PathCurve == (byte)Extrusion.Curve1)
|
|
{
|
|
iPropertiesNotSupportedDefault++;
|
|
}
|
|
}
|
|
else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
|
|
{
|
|
if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
|
|
{
|
|
iPropertiesNotSupportedDefault++;
|
|
}
|
|
}
|
|
else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
|
|
{
|
|
if (pbs.PathCurve == (byte)Extrusion.Straight)
|
|
{
|
|
iPropertiesNotSupportedDefault++;
|
|
}
|
|
else if (pbs.PathCurve == (byte)Extrusion.Curve1)
|
|
{
|
|
iPropertiesNotSupportedDefault++;
|
|
}
|
|
}
|
|
if (iPropertiesNotSupportedDefault == 0)
|
|
{
|
|
return false;
|
|
}
|
|
*/
|
|
return true;
|
|
}
|
|
|
|
// Calls to the PhysicsActors can't directly call into the physics engine
|
|
// because it might be busy. We delay changes to a known time.
|
|
// We rely on C#'s closure to save and restore the context for the delegate.
|
|
public void TaintedObject(TaintCallback callback)
|
|
{
|
|
if (!m_initialized) return;
|
|
|
|
lock (_taintLock)
|
|
_taintedObjects.Add(callback);
|
|
return;
|
|
}
|
|
|
|
// When someone tries to change a property on a BSPrim or BSCharacter, the object queues
|
|
// a callback into itself to do the actual property change. That callback is called
|
|
// here just before the physics engine is called to step the simulation.
|
|
public void ProcessTaints()
|
|
{
|
|
if (_taintedObjects.Count > 0) // save allocating new list if there is nothing to process
|
|
{
|
|
// swizzle a new list into the list location so we can process what's there
|
|
List<TaintCallback> oldList;
|
|
lock (_taintLock)
|
|
{
|
|
oldList = _taintedObjects;
|
|
_taintedObjects = new List<TaintCallback>();
|
|
}
|
|
|
|
foreach (TaintCallback callback in oldList)
|
|
{
|
|
try
|
|
{
|
|
callback();
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
m_log.ErrorFormat("{0}: ProcessTaints: Exception: {1}", LogHeader, e);
|
|
}
|
|
}
|
|
oldList.Clear();
|
|
}
|
|
}
|
|
|
|
#region Vehicles
|
|
// Make so the scene will call this prim for vehicle actions each tick.
|
|
// Safe to call if prim is already in the vehicle list.
|
|
public void AddVehiclePrim(BSPrim vehicle)
|
|
{
|
|
lock (m_vehicles)
|
|
{
|
|
if (!m_vehicles.Contains(vehicle))
|
|
{
|
|
m_vehicles.Add(vehicle);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Remove a prim from our list of vehicles.
|
|
// Safe to call if the prim is not in the vehicle list.
|
|
public void RemoveVehiclePrim(BSPrim vehicle)
|
|
{
|
|
lock (m_vehicles)
|
|
{
|
|
if (m_vehicles.Contains(vehicle))
|
|
{
|
|
m_vehicles.Remove(vehicle);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Some prims have extra vehicle actions
|
|
// no locking because only called when physics engine is not busy
|
|
private void ProcessVehicles(float timeStep)
|
|
{
|
|
foreach (BSPrim prim in m_vehicles)
|
|
{
|
|
prim.StepVehicle(timeStep);
|
|
}
|
|
}
|
|
#endregion Vehicles
|
|
|
|
#region Parameters
|
|
|
|
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);
|
|
|
|
private struct ParameterDefn
|
|
{
|
|
public string name;
|
|
public string desc;
|
|
public float defaultValue;
|
|
public ParamUser userParam;
|
|
public ParamGet getter;
|
|
public ParamSet setter;
|
|
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;
|
|
}
|
|
}
|
|
|
|
// 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.
|
|
// To add a new variable, 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
|
|
//
|
|
// The single letter parameters for the delegates are:
|
|
// s = BSScene
|
|
// 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._meshSculptedPrim = cf.GetBoolean(p, s.BoolNumeric(v)); },
|
|
(s) => { return s.NumericBool(s._meshSculptedPrim); },
|
|
(s,p,l,v) => { s._meshSculptedPrim = s.BoolNumeric(v); } ),
|
|
new ParameterDefn("ForceSimplePrimMeshing", "If true, only use primitive meshes for objects",
|
|
ConfigurationParameters.numericFalse,
|
|
(s,cf,p,v) => { s._forceSimplePrimMeshing = cf.GetBoolean(p, s.BoolNumeric(v)); },
|
|
(s) => { return s.NumericBool(s._forceSimplePrimMeshing); },
|
|
(s,p,l,v) => { s._forceSimplePrimMeshing = s.BoolNumeric(v); } ),
|
|
|
|
new ParameterDefn("MeshLOD", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)",
|
|
8f,
|
|
(s,cf,p,v) => { s.m_meshLOD = cf.GetInt(p, (int)v); },
|
|
(s) => { return (float)s.m_meshLOD; },
|
|
(s,p,l,v) => { s.m_meshLOD = (int)v; } ),
|
|
new ParameterDefn("SculptLOD", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)",
|
|
32,
|
|
(s,cf,p,v) => { s.m_sculptLOD = cf.GetInt(p, (int)v); },
|
|
(s) => { return (float)s.m_sculptLOD; },
|
|
(s,p,l,v) => { s.m_sculptLOD = (int)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("MaxObjectMass", "Maximum object mass (10000.01)",
|
|
10000.01f,
|
|
(s,cf,p,v) => { s.m_maximumObjectMass = cf.GetFloat(p, v); },
|
|
(s) => { return (float)s.m_maximumObjectMass; },
|
|
(s,p,l,v) => { s.m_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",
|
|
0.5f,
|
|
(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!)",
|
|
0f,
|
|
(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.m_params[0].gravity = v; s.TaintedUpdateParameter(p,l,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.UpdateParameterPrims(ref s.m_params[0].linearDamping, p, l, v); } ),
|
|
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.UpdateParameterPrims(ref s.m_params[0].angularDamping, p, l, 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.UpdateParameterPrims(ref s.m_params[0].deactivationTime, p, l, 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.UpdateParameterPrims(ref s.m_params[0].linearSleepingThreshold, p, l, 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.UpdateParameterPrims(ref s.m_params[0].angularSleepingThreshold, p, l, 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.UpdateParameterPrims(ref s.m_params[0].ccdMotionThreshold, p, l, 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.UpdateParameterPrims(ref s.m_params[0].ccdSweptSphereRadius, p, l, 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.UpdateParameterPrims(ref s.m_params[0].contactProcessingThreshold, p, l, v); } ),
|
|
|
|
new ParameterDefn("TerrainFriction", "Factor to reduce movement against terrain surface" ,
|
|
0.5f,
|
|
(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; s.TaintedUpdateParameter(p,l,v); } ),
|
|
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; s.TaintedUpdateParameter(p,l,v); } ),
|
|
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; s.TaintedUpdateParameter(p,l,v); } ),
|
|
new ParameterDefn("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.",
|
|
0.5f,
|
|
(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.UpdateParameterAvatars(ref s.m_params[0].avatarFriction, p, l, 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.UpdateParameterAvatars(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.UpdateParameterAvatars(ref s.m_params[0].avatarRestitution, p, l, v); } ),
|
|
new ParameterDefn("AvatarCapsuleRadius", "Radius of space around an avatar",
|
|
0.37f,
|
|
(s,cf,p,v) => { s.m_params[0].avatarCapsuleRadius = cf.GetFloat(p, v); },
|
|
(s) => { return s.m_params[0].avatarCapsuleRadius; },
|
|
(s,p,l,v) => { s.UpdateParameterAvatars(ref s.m_params[0].avatarCapsuleRadius, 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.UpdateParameterAvatars(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.UpdateParameterAvatars(ref s.m_params[0].avatarContactProcessingThreshold, p, l, v); } ),
|
|
|
|
|
|
new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default)",
|
|
0f, // zero to disable
|
|
(s,cf,p,v) => { s.m_params[0].maxPersistantManifoldPoolSize = cf.GetFloat(p, v); },
|
|
(s) => { return s.m_params[0].maxPersistantManifoldPoolSize; },
|
|
(s,p,l,v) => { s.m_params[0].maxPersistantManifoldPoolSize = v; } ),
|
|
new ParameterDefn("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count",
|
|
ConfigurationParameters.numericTrue,
|
|
(s,cf,p,v) => { s.m_params[0].maxPersistantManifoldPoolSize = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); },
|
|
(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.numericFalse,
|
|
(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.numericFalse,
|
|
(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("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=none, 1=all. Default=0",
|
|
0.0f,
|
|
(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",
|
|
0.2f,
|
|
(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("DetailedStats", "Frames between outputting detailed phys stats. (0 is off)",
|
|
0f,
|
|
(s,cf,p,v) => { s.m_detailedStatsStep = cf.GetInt(p, (int)v); },
|
|
(s) => { return (float)s.m_detailedStatsStep; },
|
|
(s,p,l,v) => { s.m_detailedStatsStep = (int)v; } ),
|
|
new ParameterDefn("ShouldDebugLog", "Enables detailed DEBUG log statements",
|
|
ConfigurationParameters.numericFalse,
|
|
(s,cf,p,v) => { s.shouldDebugLog = cf.GetBoolean(p, s.BoolNumeric(v)); },
|
|
(s) => { return s.NumericBool(s.shouldDebugLog); },
|
|
(s,p,l,v) => { s.shouldDebugLog = s.BoolNumeric(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];
|
|
|
|
private void BuildParameterTable()
|
|
{
|
|
if (SettableParameters.Length < ParameterDefinitions.Length)
|
|
{
|
|
|
|
List<PhysParameterEntry> entries = new List<PhysParameterEntry>();
|
|
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;
|
|
}
|
|
|
|
// Set parameter on a specific or all instances.
|
|
// Return 'false' if not able to set the parameter.
|
|
// Setting the value in the m_params block will change the value the physics engine
|
|
// will use the next time since it's pinned and shared memory.
|
|
// Some of the values require calling into the physics engine to get the new
|
|
// value activated ('terrainFriction' for instance).
|
|
public bool SetPhysicsParameter(string parm, float val, uint localID)
|
|
{
|
|
bool ret = false;
|
|
ParameterDefn theParam;
|
|
if (TryGetParameter(parm, out theParam))
|
|
{
|
|
theParam.setter(this, parm, localID, val);
|
|
ret = true;
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
// check to see if we are updating a parameter for a particular or all of the prims
|
|
protected void UpdateParameterPrims(ref float loc, string parm, uint localID, float val)
|
|
{
|
|
List<uint> operateOn;
|
|
lock (m_prims) operateOn = new List<uint>(m_prims.Keys);
|
|
UpdateParameterSet(operateOn, ref loc, parm, localID, val);
|
|
}
|
|
|
|
// check to see if we are updating a parameter for a particular or all of the avatars
|
|
protected void UpdateParameterAvatars(ref float loc, string parm, uint localID, float val)
|
|
{
|
|
List<uint> operateOn;
|
|
lock (m_avatars) operateOn = new List<uint>(m_avatars.Keys);
|
|
UpdateParameterSet(operateOn, ref loc, parm, localID, val);
|
|
}
|
|
|
|
// update all the localIDs specified
|
|
// 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
|
|
protected void UpdateParameterSet(List<uint> lIDs, ref float defaultLoc, string parm, uint localID, float val)
|
|
{
|
|
switch (localID)
|
|
{
|
|
case PhysParameterEntry.APPLY_TO_NONE:
|
|
defaultLoc = val; // setting only the default value
|
|
break;
|
|
case PhysParameterEntry.APPLY_TO_ALL:
|
|
defaultLoc = val; // setting ALL also sets the default value
|
|
List<uint> objectIDs = lIDs;
|
|
string xparm = parm.ToLower();
|
|
float xval = val;
|
|
TaintedObject(delegate() {
|
|
foreach (uint lID in objectIDs)
|
|
{
|
|
BulletSimAPI.UpdateParameter(m_worldID, lID, xparm, xval);
|
|
}
|
|
});
|
|
break;
|
|
default:
|
|
// setting only one localID
|
|
TaintedUpdateParameter(parm, localID, val);
|
|
break;
|
|
}
|
|
}
|
|
|
|
// schedule the actual updating of the paramter to when the phys engine is not busy
|
|
protected void TaintedUpdateParameter(string parm, uint localID, float val)
|
|
{
|
|
uint xlocalID = localID;
|
|
string xparm = parm.ToLower();
|
|
float xval = val;
|
|
TaintedObject(delegate() {
|
|
BulletSimAPI.UpdateParameter(m_worldID, xlocalID, xparm, xval);
|
|
});
|
|
}
|
|
|
|
// Get parameter.
|
|
// Return 'false' if not able to get the parameter.
|
|
public bool GetPhysicsParameter(string parm, out float value)
|
|
{
|
|
float val = 0f;
|
|
bool ret = false;
|
|
ParameterDefn theParam;
|
|
if (TryGetParameter(parm, out theParam))
|
|
{
|
|
val = theParam.getter(this);
|
|
ret = true;
|
|
}
|
|
value = val;
|
|
return ret;
|
|
}
|
|
|
|
#endregion IPhysicsParameters
|
|
|
|
#endregion Runtime settable parameters
|
|
|
|
// Invoke the detailed logger and output something if it's enabled.
|
|
private void DetailLog(string msg, params Object[] args)
|
|
{
|
|
PhysicsLogging.Write(msg, args);
|
|
}
|
|
|
|
}
|
|
}
|