diff options
author | Melanie | 2012-09-29 19:21:07 +0100 |
---|---|---|
committer | Melanie | 2012-09-29 19:21:07 +0100 |
commit | 71dd55a1ce8560dba3fbab76e25bbeaf974f422a (patch) | |
tree | b1c3759d25e29b8ab9b2c61da3f408c6aa7803f4 /OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |
parent | Merge branch 'avination' into careminster (diff) | |
parent | Get rid of some unnecessary casts in RemoteAdminPlugin. (diff) | |
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Merge branch 'master' into careminster
Conflicts:
CONTRIBUTORS.txt
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSScene.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 123 |
1 files changed, 79 insertions, 44 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 52997dd..0cf8c91 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -39,20 +39,20 @@ using log4net; | |||
39 | using OpenMetaverse; | 39 | using OpenMetaverse; |
40 | 40 | ||
41 | // TODOs for BulletSim (for BSScene, BSPrim, BSCharacter and BulletSim) | 41 | // TODOs for BulletSim (for BSScene, BSPrim, BSCharacter and BulletSim) |
42 | // Adjust character capsule size when height is adjusted (ScenePresence.SetHeight) | 42 | // Move all logic out of the C++ code and into the C# code for easier future modifications. |
43 | // Test sculpties | 43 | // Test sculpties (verified that they don't work) |
44 | // Compute physics FPS reasonably | 44 | // Compute physics FPS reasonably |
45 | // Based on material, set density and friction | 45 | // Based on material, set density and friction |
46 | // More efficient memory usage when passing hull information from BSPrim to BulletSim | 46 | // Don't use constraints in linksets of non-physical objects. Means having to move children manually. |
47 | // Move all logic out of the C++ code and into the C# code for easier future modifications. | ||
48 | // Four states of prim: Physical, regular, phantom and selected. Are we modeling these correctly? | 47 | // Four states of prim: Physical, regular, phantom and selected. Are we modeling these correctly? |
49 | // In SL one can set both physical and phantom (gravity, does not effect others, makes collisions with ground) | 48 | // In SL one can set both physical and phantom (gravity, does not effect others, makes collisions with ground) |
50 | // At the moment, physical and phantom causes object to drop through the terrain | 49 | // At the moment, physical and phantom causes object to drop through the terrain |
51 | // Physical phantom objects and related typing (collision options ) | 50 | // Physical phantom objects and related typing (collision options ) |
52 | // Use collision masks for collision with terrain and phantom objects | ||
53 | // Check out llVolumeDetect. Must do something for that. | 51 | // Check out llVolumeDetect. Must do something for that. |
52 | // Use collision masks for collision with terrain and phantom objects | ||
53 | // More efficient memory usage when passing hull information from BSPrim to BulletSim | ||
54 | // Should prim.link() and prim.delink() membership checking happen at taint time? | 54 | // Should prim.link() and prim.delink() membership checking happen at taint time? |
55 | // Mesh sharing. Use meshHash to tell if we already have a hull of that shape and only create once | 55 | // Mesh sharing. Use meshHash to tell if we already have a hull of that shape and only create once. |
56 | // Do attachments need to be handled separately? Need collision events. Do not collide with VolumeDetect | 56 | // Do attachments need to be handled separately? Need collision events. Do not collide with VolumeDetect |
57 | // Implement LockAngularMotion | 57 | // Implement LockAngularMotion |
58 | // Decide if clearing forces is the right thing to do when setting position (BulletSim::SetObjectTranslation) | 58 | // Decide if clearing forces is the right thing to do when setting position (BulletSim::SetObjectTranslation) |
@@ -60,7 +60,7 @@ using OpenMetaverse; | |||
60 | // Add PID movement operations. What does ScenePresence.MoveToTarget do? | 60 | // Add PID movement operations. What does ScenePresence.MoveToTarget do? |
61 | // Check terrain size. 128 or 127? | 61 | // Check terrain size. 128 or 127? |
62 | // Raycast | 62 | // Raycast |
63 | // | 63 | // |
64 | namespace OpenSim.Region.Physics.BulletSPlugin | 64 | namespace OpenSim.Region.Physics.BulletSPlugin |
65 | { | 65 | { |
66 | public class BSScene : PhysicsScene, IPhysicsParameters | 66 | public class BSScene : PhysicsScene, IPhysicsParameters |
@@ -73,12 +73,15 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
73 | 73 | ||
74 | public string BulletSimVersion = "?"; | 74 | public string BulletSimVersion = "?"; |
75 | 75 | ||
76 | public Dictionary<uint, BSPhysObject> PhysObjects = new Dictionary<uint, BSPhysObject>(); | 76 | public Dictionary<uint, BSPhysObject> PhysObjects; |
77 | public BSShapeCollection Shapes; | ||
77 | 78 | ||
78 | private HashSet<BSPhysObject> m_objectsWithCollisions = new HashSet<BSPhysObject>(); | 79 | // Keeping track of the objects with collisions so we can report begin and end of a collision |
79 | // Following is a kludge and can be removed when avatar animation updating is | 80 | public HashSet<BSPhysObject> ObjectsWithCollisions = new HashSet<BSPhysObject>(); |
80 | // moved to a better place. | 81 | public HashSet<BSPhysObject> ObjectsWithNoMoreCollisions = new HashSet<BSPhysObject>(); |
81 | private HashSet<BSPhysObject> m_avatarsWithCollisions = new HashSet<BSPhysObject>(); | 82 | // Keep track of all the avatars so we can send them a collision event |
83 | // every tick so OpenSim will update its animation. | ||
84 | private HashSet<BSPhysObject> m_avatars = new HashSet<BSPhysObject>(); | ||
82 | 85 | ||
83 | // List of all the objects that have vehicle properties and should be called | 86 | // List of all the objects that have vehicle properties and should be called |
84 | // to update each physics step. | 87 | // to update each physics step. |
@@ -202,6 +205,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
202 | 205 | ||
203 | public override void Initialise(IMesher meshmerizer, IConfigSource config) | 206 | public override void Initialise(IMesher meshmerizer, IConfigSource config) |
204 | { | 207 | { |
208 | mesher = meshmerizer; | ||
209 | _taintedObjects = new List<TaintCallbackEntry>(); | ||
210 | PhysObjects = new Dictionary<uint, BSPhysObject>(); | ||
211 | Shapes = new BSShapeCollection(this); | ||
212 | |||
205 | // Allocate pinned memory to pass parameters. | 213 | // Allocate pinned memory to pass parameters. |
206 | m_params = new ConfigurationParameters[1]; | 214 | m_params = new ConfigurationParameters[1]; |
207 | m_paramsHandle = GCHandle.Alloc(m_params, GCHandleType.Pinned); | 215 | m_paramsHandle = GCHandle.Alloc(m_params, GCHandleType.Pinned); |
@@ -215,12 +223,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
215 | m_updateArray = new EntityProperties[m_maxUpdatesPerFrame]; | 223 | m_updateArray = new EntityProperties[m_maxUpdatesPerFrame]; |
216 | m_updateArrayPinnedHandle = GCHandle.Alloc(m_updateArray, GCHandleType.Pinned); | 224 | m_updateArrayPinnedHandle = GCHandle.Alloc(m_updateArray, GCHandleType.Pinned); |
217 | 225 | ||
218 | mesher = meshmerizer; | ||
219 | _taintedObjects = new List<TaintCallbackEntry>(); | ||
220 | |||
221 | // Enable very detailed logging. | 226 | // Enable very detailed logging. |
222 | // By creating an empty logger when not logging, the log message invocation code | 227 | // By creating an empty logger when not logging, the log message invocation code |
223 | // can be left in and every call doesn't have to check for null. | 228 | // can be left in and every call doesn't have to check for null. |
224 | if (m_physicsLoggingEnabled) | 229 | if (m_physicsLoggingEnabled) |
225 | { | 230 | { |
226 | PhysicsLogging = new Logging.LogWriter(m_physicsLoggingDir, m_physicsLoggingPrefix, m_physicsLoggingFileMinutes); | 231 | PhysicsLogging = new Logging.LogWriter(m_physicsLoggingDir, m_physicsLoggingPrefix, m_physicsLoggingFileMinutes); |
@@ -251,7 +256,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
251 | // a child in a mega-region. | 256 | // a child in a mega-region. |
252 | // Turns out that Bullet really doesn't care about the extents of the simulated | 257 | // Turns out that Bullet really doesn't care about the extents of the simulated |
253 | // area. It tracks active objects no matter where they are. | 258 | // area. It tracks active objects no matter where they are. |
254 | Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, 8192f); | 259 | Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight); |
255 | 260 | ||
256 | // m_log.DebugFormat("{0}: Initialize: Calling BulletSimAPI.Initialize.", LogHeader); | 261 | // m_log.DebugFormat("{0}: Initialize: Calling BulletSimAPI.Initialize.", LogHeader); |
257 | WorldID = BulletSimAPI.Initialize(worldExtent, m_paramsHandle.AddrOfPinnedObject(), | 262 | WorldID = BulletSimAPI.Initialize(worldExtent, m_paramsHandle.AddrOfPinnedObject(), |
@@ -322,7 +327,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
322 | { | 327 | { |
323 | m_log.Debug("[BULLETS UNMANAGED]:" + msg); | 328 | m_log.Debug("[BULLETS UNMANAGED]:" + msg); |
324 | } | 329 | } |
325 | 330 | ||
326 | // Called directly from unmanaged code so don't do much | 331 | // Called directly from unmanaged code so don't do much |
327 | private void BulletLoggerPhysLog(string msg) | 332 | private void BulletLoggerPhysLog(string msg) |
328 | { | 333 | { |
@@ -351,6 +356,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
351 | Constraints = null; | 356 | Constraints = null; |
352 | } | 357 | } |
353 | 358 | ||
359 | if (Shapes != null) | ||
360 | { | ||
361 | Shapes.Dispose(); | ||
362 | Shapes = null; | ||
363 | } | ||
364 | |||
354 | // Anything left in the unmanaged code should be cleaned out | 365 | // Anything left in the unmanaged code should be cleaned out |
355 | BulletSimAPI.Shutdown(WorldID); | 366 | BulletSimAPI.Shutdown(WorldID); |
356 | 367 | ||
@@ -379,7 +390,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
379 | // TODO: Remove kludge someday. | 390 | // TODO: Remove kludge someday. |
380 | // We must generate a collision for avatars whether they collide or not. | 391 | // We must generate a collision for avatars whether they collide or not. |
381 | // This is required by OpenSim to update avatar animations, etc. | 392 | // This is required by OpenSim to update avatar animations, etc. |
382 | lock (m_avatarsWithCollisions) m_avatarsWithCollisions.Add(actor); | 393 | lock (m_avatars) m_avatars.Add(actor); |
383 | 394 | ||
384 | return actor; | 395 | return actor; |
385 | } | 396 | } |
@@ -397,7 +408,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
397 | { | 408 | { |
398 | lock (PhysObjects) PhysObjects.Remove(actor.LocalID); | 409 | lock (PhysObjects) PhysObjects.Remove(actor.LocalID); |
399 | // Remove kludge someday | 410 | // Remove kludge someday |
400 | lock (m_avatarsWithCollisions) m_avatarsWithCollisions.Remove(bsactor); | 411 | lock (m_avatars) m_avatars.Remove(bsactor); |
401 | } | 412 | } |
402 | catch (Exception e) | 413 | catch (Exception e) |
403 | { | 414 | { |
@@ -449,7 +460,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
449 | } | 460 | } |
450 | 461 | ||
451 | // This is a call from the simulator saying that some physical property has been updated. | 462 | // This is a call from the simulator saying that some physical property has been updated. |
452 | // The BulletSim driver senses the changing of relevant properties so this taint | 463 | // The BulletSim driver senses the changing of relevant properties so this taint |
453 | // information call is not needed. | 464 | // information call is not needed. |
454 | public override void AddPhysicsActorTaint(PhysicsActor prim) { } | 465 | public override void AddPhysicsActorTaint(PhysicsActor prim) { } |
455 | 466 | ||
@@ -464,6 +475,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
464 | int collidersCount = 0; | 475 | int collidersCount = 0; |
465 | IntPtr collidersPtr; | 476 | IntPtr collidersPtr; |
466 | 477 | ||
478 | int beforeTime = 0; | ||
479 | int simTime = 0; | ||
480 | |||
467 | // prevent simulation until we've been initialized | 481 | // prevent simulation until we've been initialized |
468 | if (!m_initialized) return 5.0f; | 482 | if (!m_initialized) return 5.0f; |
469 | 483 | ||
@@ -481,16 +495,20 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
481 | int numSubSteps = 0; | 495 | int numSubSteps = 0; |
482 | try | 496 | try |
483 | { | 497 | { |
498 | if (PhysicsLogging.Enabled) beforeTime = Util.EnvironmentTickCount(); | ||
499 | |||
484 | numSubSteps = BulletSimAPI.PhysicsStep(WorldID, timeStep, m_maxSubSteps, m_fixedTimeStep, | 500 | numSubSteps = BulletSimAPI.PhysicsStep(WorldID, timeStep, m_maxSubSteps, m_fixedTimeStep, |
485 | out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr); | 501 | out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr); |
486 | DetailLog("{0},Simulate,call, nTaints= {1}, substeps={2}, updates={3}, colliders={4}", | 502 | |
487 | DetailLogZero, numTaints, numSubSteps, updatedEntityCount, collidersCount); | 503 | if (PhysicsLogging.Enabled) simTime = Util.EnvironmentTickCountSubtract(beforeTime); |
504 | DetailLog("{0},Simulate,call, nTaints={1}, simTime={2}, substeps={3}, updates={4}, colliders={5}", | ||
505 | DetailLogZero, numTaints, simTime, numSubSteps, updatedEntityCount, collidersCount); | ||
488 | } | 506 | } |
489 | catch (Exception e) | 507 | catch (Exception e) |
490 | { | 508 | { |
491 | m_log.WarnFormat("{0},PhysicsStep Exception: nTaints={1}, substeps={2}, updates={3}, colliders={4}, e={5}", | 509 | m_log.WarnFormat("{0},PhysicsStep Exception: nTaints={1}, substeps={2}, updates={3}, colliders={4}, e={5}", |
492 | LogHeader, numTaints, numSubSteps, updatedEntityCount, collidersCount, e); | 510 | LogHeader, numTaints, numSubSteps, updatedEntityCount, collidersCount, e); |
493 | DetailLog("{0},PhysicsStepException,call, nTaints={1}, substeps={2}, updates={3}, colliders={4}", | 511 | DetailLog("{0},PhysicsStepException,call, nTaints={1}, substeps={2}, updates={3}, colliders={4}", |
494 | DetailLogZero, numTaints, numSubSteps, updatedEntityCount, collidersCount); | 512 | DetailLogZero, numTaints, numSubSteps, updatedEntityCount, collidersCount); |
495 | updatedEntityCount = 0; | 513 | updatedEntityCount = 0; |
496 | collidersCount = 0; | 514 | collidersCount = 0; |
@@ -502,12 +520,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
502 | // Get a value for 'now' so all the collision and update routines don't have to get their own | 520 | // Get a value for 'now' so all the collision and update routines don't have to get their own |
503 | SimulationNowTime = Util.EnvironmentTickCount(); | 521 | SimulationNowTime = Util.EnvironmentTickCount(); |
504 | 522 | ||
505 | // This is a kludge to get avatar movement updates. | ||
506 | // ODE sends collisions for avatars even if there are have been no collisions. This updates | ||
507 | // avatar animations and stuff. | ||
508 | // If you fix avatar animation updates, remove this overhead and let normal collision processing happen. | ||
509 | m_objectsWithCollisions = new HashSet<BSPhysObject>(m_avatarsWithCollisions); | ||
510 | |||
511 | // If there were collisions, process them by sending the event to the prim. | 523 | // If there were collisions, process them by sending the event to the prim. |
512 | // Collisions must be processed before updates. | 524 | // Collisions must be processed before updates. |
513 | if (collidersCount > 0) | 525 | if (collidersCount > 0) |
@@ -523,11 +535,34 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
523 | } | 535 | } |
524 | } | 536 | } |
525 | 537 | ||
538 | // This is a kludge to get avatar movement updates. | ||
539 | // ODE sends collisions for avatars even if there are have been no collisions. This updates | ||
540 | // avatar animations and stuff. | ||
541 | // If you fix avatar animation updates, remove this overhead and let normal collision processing happen. | ||
542 | foreach (BSPhysObject bsp in m_avatars) | ||
543 | bsp.SendCollisions(); | ||
544 | |||
526 | // The above SendCollision's batch up the collisions on the objects. | 545 | // The above SendCollision's batch up the collisions on the objects. |
527 | // Now push the collisions into the simulator. | 546 | // Now push the collisions into the simulator. |
528 | foreach (BSPhysObject bsp in m_objectsWithCollisions) | 547 | if (ObjectsWithCollisions.Count > 0) |
529 | bsp.SendCollisions(); | 548 | { |
530 | m_objectsWithCollisions.Clear(); | 549 | foreach (BSPhysObject bsp in ObjectsWithCollisions) |
550 | if (!m_avatars.Contains(bsp)) // don't call avatars twice | ||
551 | if (!bsp.SendCollisions()) | ||
552 | { | ||
553 | // If the object is done colliding, see that it's removed from the colliding list | ||
554 | ObjectsWithNoMoreCollisions.Add(bsp); | ||
555 | } | ||
556 | } | ||
557 | |||
558 | // Objects that are done colliding are removed from the ObjectsWithCollisions list. | ||
559 | // This can't be done by SendCollisions because it is inside an iteration of ObjectWithCollisions. | ||
560 | if (ObjectsWithNoMoreCollisions.Count > 0) | ||
561 | { | ||
562 | foreach (BSPhysObject po in ObjectsWithNoMoreCollisions) | ||
563 | ObjectsWithCollisions.Remove(po); | ||
564 | ObjectsWithNoMoreCollisions.Clear(); | ||
565 | } | ||
531 | 566 | ||
532 | // If any of the objects had updated properties, tell the object it has been changed by the physics engine | 567 | // If any of the objects had updated properties, tell the object it has been changed by the physics engine |
533 | if (updatedEntityCount > 0) | 568 | if (updatedEntityCount > 0) |
@@ -555,7 +590,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
555 | // The physics engine returns the number of milliseconds it simulated this call. | 590 | // The physics engine returns the number of milliseconds it simulated this call. |
556 | // These are summed and normalized to one second and divided by 1000 to give the reported physics FPS. | 591 | // These are summed and normalized to one second and divided by 1000 to give the reported physics FPS. |
557 | // Since Bullet normally does 5 or 6 substeps, this will normally sum to about 60 FPS. | 592 | // Since Bullet normally does 5 or 6 substeps, this will normally sum to about 60 FPS. |
558 | return numSubSteps * m_fixedTimeStep; | 593 | return numSubSteps * m_fixedTimeStep * 1000; |
559 | } | 594 | } |
560 | 595 | ||
561 | // Something has collided | 596 | // Something has collided |
@@ -570,20 +605,20 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
570 | if (!PhysObjects.TryGetValue(localID, out collider)) | 605 | if (!PhysObjects.TryGetValue(localID, out collider)) |
571 | { | 606 | { |
572 | // If the object that is colliding cannot be found, just ignore the collision. | 607 | // If the object that is colliding cannot be found, just ignore the collision. |
608 | DetailLog("{0},BSScene.SendCollision,colliderNotInObjectList,id={1},with={2}", DetailLogZero, localID, collidingWith); | ||
573 | return; | 609 | return; |
574 | } | 610 | } |
575 | 611 | ||
576 | // The terrain is not in the physical object list so 'collidee' | 612 | // The terrain is not in the physical object list so 'collidee' can be null when Collide() is called. |
577 | // can be null when Collide() is called. | ||
578 | BSPhysObject collidee = null; | 613 | BSPhysObject collidee = null; |
579 | PhysObjects.TryGetValue(collidingWith, out collidee); | 614 | PhysObjects.TryGetValue(collidingWith, out collidee); |
580 | 615 | ||
581 | // DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith); | 616 | DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith); |
582 | 617 | ||
583 | if (collider.Collide(collidingWith, collidee, collidePoint, collideNormal, penetration)) | 618 | if (collider.Collide(collidingWith, collidee, collidePoint, collideNormal, penetration)) |
584 | { | 619 | { |
585 | // If a collision was posted, remember to send it to the simulator | 620 | // If a collision was posted, remember to send it to the simulator |
586 | m_objectsWithCollisions.Add(collider); | 621 | ObjectsWithCollisions.Add(collider); |
587 | } | 622 | } |
588 | 623 | ||
589 | return; | 624 | return; |
@@ -599,7 +634,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
599 | TerrainManager.SetTerrain(heightMap); | 634 | TerrainManager.SetTerrain(heightMap); |
600 | } | 635 | } |
601 | 636 | ||
602 | public override void SetWaterLevel(float baseheight) | 637 | public override void SetWaterLevel(float baseheight) |
603 | { | 638 | { |
604 | m_waterLevel = baseheight; | 639 | m_waterLevel = baseheight; |
605 | } | 640 | } |
@@ -609,7 +644,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
609 | return m_waterLevel; | 644 | return m_waterLevel; |
610 | } | 645 | } |
611 | 646 | ||
612 | public override void DeleteTerrain() | 647 | public override void DeleteTerrain() |
613 | { | 648 | { |
614 | // m_log.DebugFormat("{0}: DeleteTerrain()", LogHeader); | 649 | // m_log.DebugFormat("{0}: DeleteTerrain()", LogHeader); |
615 | } | 650 | } |
@@ -771,7 +806,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
771 | // getters and setters. | 806 | // getters and setters. |
772 | // It is easiest to find an existing definition and copy it. | 807 | // It is easiest to find an existing definition and copy it. |
773 | // Parameter values are floats. Booleans are converted to a floating value. | 808 | // Parameter values are floats. Booleans are converted to a floating value. |
774 | // | 809 | // |
775 | // A ParameterDefn() takes the following parameters: | 810 | // A ParameterDefn() takes the following parameters: |
776 | // -- the text name of the parameter. This is used for console input and ini file. | 811 | // -- the text name of the parameter. This is used for console input and ini file. |
777 | // -- a short text description of the parameter. This shows up in the console listing. | 812 | // -- a short text description of the parameter. This shows up in the console listing. |
@@ -998,7 +1033,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
998 | (s) => { return s.m_params[0].shouldRandomizeSolverOrder; }, | 1033 | (s) => { return s.m_params[0].shouldRandomizeSolverOrder; }, |
999 | (s,p,l,v) => { s.m_params[0].shouldRandomizeSolverOrder = v; } ), | 1034 | (s,p,l,v) => { s.m_params[0].shouldRandomizeSolverOrder = v; } ), |
1000 | new ParameterDefn("ShouldSplitSimulationIslands", "Enable splitting active object scanning islands", | 1035 | new ParameterDefn("ShouldSplitSimulationIslands", "Enable splitting active object scanning islands", |
1001 | ConfigurationParameters.numericFalse, | 1036 | ConfigurationParameters.numericTrue, |
1002 | (s,cf,p,v) => { s.m_params[0].shouldSplitSimulationIslands = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); }, | 1037 | (s,cf,p,v) => { s.m_params[0].shouldSplitSimulationIslands = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); }, |
1003 | (s) => { return s.m_params[0].shouldSplitSimulationIslands; }, | 1038 | (s) => { return s.m_params[0].shouldSplitSimulationIslands; }, |
1004 | (s,p,l,v) => { s.m_params[0].shouldSplitSimulationIslands = v; } ), | 1039 | (s,p,l,v) => { s.m_params[0].shouldSplitSimulationIslands = v; } ), |
@@ -1193,7 +1228,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1193 | } | 1228 | } |
1194 | }); | 1229 | }); |
1195 | break; | 1230 | break; |
1196 | default: | 1231 | default: |
1197 | // setting only one localID | 1232 | // setting only one localID |
1198 | TaintedUpdateParameter(parm, localID, val); | 1233 | TaintedUpdateParameter(parm, localID, val); |
1199 | break; | 1234 | break; |