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authorDan Lake2012-03-27 12:51:58 -0700
committerDan Lake2012-03-27 12:51:58 -0700
commit971d32fda3cf8384987a6709cd2242afecce13ab (patch)
tree2607c27fad429ff0036fe7b7d275ddf717397282 /OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
parentWhen loading objects from DB, first add to scene, then call TriggerOnSceneObj... (diff)
parentHG: beginning of a more restrictive inventory access procedure (optional). Ex... (diff)
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Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSScene.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSScene.cs133
1 files changed, 118 insertions, 15 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index e9a849c..94a0ccf 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -37,14 +37,18 @@ using OpenMetaverse;
37using OpenSim.Region.Framework; 37using OpenSim.Region.Framework;
38 38
39// TODOs for BulletSim (for BSScene, BSPrim, BSCharacter and BulletSim) 39// TODOs for BulletSim (for BSScene, BSPrim, BSCharacter and BulletSim)
40// Debug linkset
41// Test with multiple regions in one simulator
40// Adjust character capsule size when height is adjusted (ScenePresence.SetHeight) 42// Adjust character capsule size when height is adjusted (ScenePresence.SetHeight)
41// Test sculpties 43// Test sculpties
42// Compute physics FPS reasonably 44// Compute physics FPS reasonably
43// Based on material, set density and friction 45// Based on material, set density and friction
44// More efficient memory usage in passing hull information from BSPrim to BulletSim 46// More efficient memory usage when passing hull information from BSPrim to BulletSim
45// 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?
46// 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)
47// 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
50// Physical phantom objects and related typing (collision options )
51// Check out llVolumeDetect. Must do something for that.
48// Should prim.link() and prim.delink() membership checking happen at taint time? 52// Should prim.link() and prim.delink() membership checking happen at taint time?
49// Mesh sharing. Use meshHash to tell if we already have a hull of that shape and only create once 53// Mesh sharing. Use meshHash to tell if we already have a hull of that shape and only create once
50// Do attachments need to be handled separately? Need collision events. Do not collide with VolumeDetect 54// Do attachments need to be handled separately? Need collision events. Do not collide with VolumeDetect
@@ -52,6 +56,16 @@ using OpenSim.Region.Framework;
52// Implement LockAngularMotion 56// Implement LockAngularMotion
53// Decide if clearing forces is the right thing to do when setting position (BulletSim::SetObjectTranslation) 57// Decide if clearing forces is the right thing to do when setting position (BulletSim::SetObjectTranslation)
54// Does NeedsMeshing() really need to exclude all the different shapes? 58// Does NeedsMeshing() really need to exclude all the different shapes?
59// Remove mesh and Hull stuff. Use mesh passed to bullet and use convexdecom from bullet.
60// Add PID movement operations. What does ScenePresence.MoveToTarget do?
61// Check terrain size. 128 or 127?
62// Multiple contact points on collision?
63// See code in ode::near... calls to collision_accounting_events()
64// (This might not be a problem. ODE collects all the collisions with one object in one tick.)
65// Use collision masks for collision with terrain and phantom objects
66// Figure out how to not allocate a new Dictionary and List for every collision
67// in BSPrim.Collide() and BSCharacter.Collide(). Can the same ones be reused?
68// Raycast
55// 69//
56namespace OpenSim.Region.Physics.BulletSPlugin 70namespace OpenSim.Region.Physics.BulletSPlugin
57{ 71{
@@ -64,6 +78,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
64 78
65 private Dictionary<uint, BSCharacter> m_avatars = new Dictionary<uint, BSCharacter>(); 79 private Dictionary<uint, BSCharacter> m_avatars = new Dictionary<uint, BSCharacter>();
66 private Dictionary<uint, BSPrim> m_prims = new Dictionary<uint, BSPrim>(); 80 private Dictionary<uint, BSPrim> m_prims = new Dictionary<uint, BSPrim>();
81 private HashSet<BSCharacter> m_avatarsWithCollisions = new HashSet<BSCharacter>();
82 private HashSet<BSPrim> m_primsWithCollisions = new HashSet<BSPrim>();
67 private List<BSPrim> m_vehicles = new List<BSPrim>(); 83 private List<BSPrim> m_vehicles = new List<BSPrim>();
68 private float[] m_heightMap; 84 private float[] m_heightMap;
69 private float m_waterLevel; 85 private float m_waterLevel;
@@ -164,6 +180,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
164 if (m_log.IsDebugEnabled) 180 if (m_log.IsDebugEnabled)
165 { 181 {
166 m_log.DebugFormat("{0}: Initialize: Setting debug callback for unmanaged code", LogHeader); 182 m_log.DebugFormat("{0}: Initialize: Setting debug callback for unmanaged code", LogHeader);
183 // the handle is saved to it doesn't get freed after this call
167 m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLogger); 184 m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLogger);
168 BulletSimAPI.SetDebugLogCallback(m_DebugLogCallbackHandle); 185 BulletSimAPI.SetDebugLogCallback(m_DebugLogCallbackHandle);
169 } 186 }
@@ -172,7 +189,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
172 189
173 mesher = meshmerizer; 190 mesher = meshmerizer;
174 // The bounding box for the simulated world 191 // The bounding box for the simulated world
175 Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, 4096f); 192 Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, 8192f);
176 193
177 // m_log.DebugFormat("{0}: Initialize: Calling BulletSimAPI.Initialize.", LogHeader); 194 // m_log.DebugFormat("{0}: Initialize: Calling BulletSimAPI.Initialize.", LogHeader);
178 m_worldID = BulletSimAPI.Initialize(worldExtent, m_paramsHandle.AddrOfPinnedObject(), 195 m_worldID = BulletSimAPI.Initialize(worldExtent, m_paramsHandle.AddrOfPinnedObject(),
@@ -220,10 +237,20 @@ public class BSScene : PhysicsScene, IPhysicsParameters
220 parms.terrainFriction = 0.5f; 237 parms.terrainFriction = 0.5f;
221 parms.terrainHitFraction = 0.8f; 238 parms.terrainHitFraction = 0.8f;
222 parms.terrainRestitution = 0f; 239 parms.terrainRestitution = 0f;
223 parms.avatarFriction = 0.0f; 240 parms.avatarFriction = 0.5f;
241 parms.avatarRestitution = 0.0f;
224 parms.avatarDensity = 60f; 242 parms.avatarDensity = 60f;
225 parms.avatarCapsuleRadius = 0.37f; 243 parms.avatarCapsuleRadius = 0.37f;
226 parms.avatarCapsuleHeight = 1.5f; // 2.140599f 244 parms.avatarCapsuleHeight = 1.5f; // 2.140599f
245 parms.avatarContactProcessingThreshold = 0.1f;
246
247 parms.maxPersistantManifoldPoolSize = 0f;
248 parms.shouldDisableContactPoolDynamicAllocation = ConfigurationParameters.numericTrue;
249 parms.shouldForceUpdateAllAabbs = ConfigurationParameters.numericFalse;
250 parms.shouldRandomizeSolverOrder = ConfigurationParameters.numericFalse;
251 parms.shouldSplitSimulationIslands = ConfigurationParameters.numericFalse;
252 parms.shouldEnableFrictionCaching = ConfigurationParameters.numericFalse;
253 parms.numberOfSolverIterations = 0f; // means use default
227 254
228 if (config != null) 255 if (config != null)
229 { 256 {
@@ -265,14 +292,40 @@ public class BSScene : PhysicsScene, IPhysicsParameters
265 parms.terrainHitFraction = pConfig.GetFloat("TerrainHitFraction", parms.terrainHitFraction); 292 parms.terrainHitFraction = pConfig.GetFloat("TerrainHitFraction", parms.terrainHitFraction);
266 parms.terrainRestitution = pConfig.GetFloat("TerrainRestitution", parms.terrainRestitution); 293 parms.terrainRestitution = pConfig.GetFloat("TerrainRestitution", parms.terrainRestitution);
267 parms.avatarFriction = pConfig.GetFloat("AvatarFriction", parms.avatarFriction); 294 parms.avatarFriction = pConfig.GetFloat("AvatarFriction", parms.avatarFriction);
295 parms.avatarRestitution = pConfig.GetFloat("AvatarRestitution", parms.avatarRestitution);
268 parms.avatarDensity = pConfig.GetFloat("AvatarDensity", parms.avatarDensity); 296 parms.avatarDensity = pConfig.GetFloat("AvatarDensity", parms.avatarDensity);
269 parms.avatarCapsuleRadius = pConfig.GetFloat("AvatarCapsuleRadius", parms.avatarCapsuleRadius); 297 parms.avatarCapsuleRadius = pConfig.GetFloat("AvatarCapsuleRadius", parms.avatarCapsuleRadius);
270 parms.avatarCapsuleHeight = pConfig.GetFloat("AvatarCapsuleHeight", parms.avatarCapsuleHeight); 298 parms.avatarCapsuleHeight = pConfig.GetFloat("AvatarCapsuleHeight", parms.avatarCapsuleHeight);
299 parms.avatarContactProcessingThreshold = pConfig.GetFloat("AvatarContactProcessingThreshold", parms.avatarContactProcessingThreshold);
300
301 parms.maxPersistantManifoldPoolSize = pConfig.GetFloat("MaxPersistantManifoldPoolSize", parms.maxPersistantManifoldPoolSize);
302 parms.shouldDisableContactPoolDynamicAllocation = ParamBoolean(pConfig, "ShouldDisableContactPoolDynamicAllocation", parms.shouldDisableContactPoolDynamicAllocation);
303 parms.shouldForceUpdateAllAabbs = ParamBoolean(pConfig, "ShouldForceUpdateAllAabbs", parms.shouldForceUpdateAllAabbs);
304 parms.shouldRandomizeSolverOrder = ParamBoolean(pConfig, "ShouldRandomizeSolverOrder", parms.shouldRandomizeSolverOrder);
305 parms.shouldSplitSimulationIslands = ParamBoolean(pConfig, "ShouldSplitSimulationIslands", parms.shouldSplitSimulationIslands);
306 parms.shouldEnableFrictionCaching = ParamBoolean(pConfig, "ShouldEnableFrictionCaching", parms.shouldEnableFrictionCaching);
307 parms.numberOfSolverIterations = pConfig.GetFloat("NumberOfSolverIterations", parms.numberOfSolverIterations);
271 } 308 }
272 } 309 }
273 m_params[0] = parms; 310 m_params[0] = parms;
274 } 311 }
275 312
313 // A helper function that handles a true/false parameter and returns the proper float number encoding
314 float ParamBoolean(IConfig config, string parmName, float deflt)
315 {
316 float ret = deflt;
317 if (config.Contains(parmName))
318 {
319 ret = ConfigurationParameters.numericFalse;
320 if (config.GetBoolean(parmName, false))
321 {
322 ret = ConfigurationParameters.numericTrue;
323 }
324 }
325 return ret;
326 }
327
328
276 // Called directly from unmanaged code so don't do much 329 // Called directly from unmanaged code so don't do much
277 private void BulletLogger(string msg) 330 private void BulletLogger(string msg)
278 { 331 {
@@ -384,6 +437,17 @@ public class BSScene : PhysicsScene, IPhysicsParameters
384 } 437 }
385 } 438 }
386 439
440 // The SendCollision's batch up the collisions on the objects. Now push the collisions into the simulator.
441 foreach (BSPrim bsp in m_primsWithCollisions)
442 bsp.SendCollisions();
443 m_primsWithCollisions.Clear();
444 // foreach (BSCharacter bsc in m_avatarsWithCollisions)
445 // bsc.SendCollisions();
446 // This is a kludge to get avatar movement updated. ODE sends collisions even if there isn't any
447 foreach (KeyValuePair<uint, BSCharacter> kvp in m_avatars)
448 kvp.Value.SendCollisions();
449 m_avatarsWithCollisions.Clear();
450
387 // If any of the objects had updated properties, tell the object it has been changed by the physics engine 451 // If any of the objects had updated properties, tell the object it has been changed by the physics engine
388 if (updatedEntityCount > 0) 452 if (updatedEntityCount > 0)
389 { 453 {
@@ -391,16 +455,16 @@ public class BSScene : PhysicsScene, IPhysicsParameters
391 { 455 {
392 EntityProperties entprop = m_updateArray[ii]; 456 EntityProperties entprop = m_updateArray[ii];
393 // m_log.DebugFormat("{0}: entprop[{1}]: id={2}, pos={3}", LogHeader, ii, entprop.ID, entprop.Position); 457 // m_log.DebugFormat("{0}: entprop[{1}]: id={2}, pos={3}", LogHeader, ii, entprop.ID, entprop.Position);
394 BSCharacter actor;
395 if (m_avatars.TryGetValue(entprop.ID, out actor))
396 {
397 actor.UpdateProperties(entprop);
398 continue;
399 }
400 BSPrim prim; 458 BSPrim prim;
401 if (m_prims.TryGetValue(entprop.ID, out prim)) 459 if (m_prims.TryGetValue(entprop.ID, out prim))
402 { 460 {
403 prim.UpdateProperties(entprop); 461 prim.UpdateProperties(entprop);
462 continue;
463 }
464 BSCharacter actor;
465 if (m_avatars.TryGetValue(entprop.ID, out actor))
466 {
467 actor.UpdateProperties(entprop);
404 } 468 }
405 } 469 }
406 } 470 }
@@ -434,11 +498,13 @@ public class BSScene : PhysicsScene, IPhysicsParameters
434 BSPrim prim; 498 BSPrim prim;
435 if (m_prims.TryGetValue(localID, out prim)) { 499 if (m_prims.TryGetValue(localID, out prim)) {
436 prim.Collide(collidingWith, type, collidePoint, collideNormal, penitration); 500 prim.Collide(collidingWith, type, collidePoint, collideNormal, penitration);
501 m_primsWithCollisions.Add(prim);
437 return; 502 return;
438 } 503 }
439 BSCharacter actor; 504 BSCharacter actor;
440 if (m_avatars.TryGetValue(localID, out actor)) { 505 if (m_avatars.TryGetValue(localID, out actor)) {
441 actor.Collide(collidingWith, type, collidePoint, collideNormal, penitration); 506 actor.Collide(collidingWith, type, collidePoint, collideNormal, penitration);
507 m_avatarsWithCollisions.Add(actor);
442 return; 508 return;
443 } 509 }
444 return; 510 return;
@@ -470,12 +536,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters
470 536
471 public override void DeleteTerrain() 537 public override void DeleteTerrain()
472 { 538 {
473 m_log.DebugFormat("{0}: DeleteTerrain()", LogHeader); 539 // m_log.DebugFormat("{0}: DeleteTerrain()", LogHeader);
474 } 540 }
475 541
476 public override void Dispose() 542 public override void Dispose()
477 { 543 {
478 m_log.DebugFormat("{0}: Dispose()", LogHeader); 544 // m_log.DebugFormat("{0}: Dispose()", LogHeader);
479 } 545 }
480 546
481 public override Dictionary<uint, float> GetTopColliders() 547 public override Dictionary<uint, float> GetTopColliders()
@@ -699,9 +765,23 @@ public class BSScene : PhysicsScene, IPhysicsParameters
699 new PhysParameterEntry("DeactivationTime", "Seconds before considering an object potentially static" ), 765 new PhysParameterEntry("DeactivationTime", "Seconds before considering an object potentially static" ),
700 new PhysParameterEntry("LinearSleepingThreshold", "Seconds to measure linear movement before considering static" ), 766 new PhysParameterEntry("LinearSleepingThreshold", "Seconds to measure linear movement before considering static" ),
701 new PhysParameterEntry("AngularSleepingThreshold", "Seconds to measure angular movement before considering static" ), 767 new PhysParameterEntry("AngularSleepingThreshold", "Seconds to measure angular movement before considering static" ),
702 // new PhysParameterEntry("CcdMotionThreshold", "" ), 768 new PhysParameterEntry("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" ),
703 // new PhysParameterEntry("CcdSweptSphereRadius", "" ), 769 new PhysParameterEntry("CcdSweptSphereRadius", "Continuious collision detection test radius" ),
704 new PhysParameterEntry("ContactProcessingThreshold", "Distance between contacts before doing collision check" ), 770 new PhysParameterEntry("ContactProcessingThreshold", "Distance between contacts before doing collision check" ),
771 // Can only change the following at initialization time. Change the INI file and reboot.
772 new PhysParameterEntry("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default)"),
773 new PhysParameterEntry("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count"),
774 new PhysParameterEntry("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step"),
775 new PhysParameterEntry("ShouldRandomizeSolverOrder", "Enable for slightly better stacking interaction"),
776 new PhysParameterEntry("ShouldSplitSimulationIslands", "Enable splitting active object scanning islands"),
777 new PhysParameterEntry("ShouldEnableFrictionCaching", "Enable friction computation caching"),
778 new PhysParameterEntry("NumberOfSolverIterations", "Number of internal iterations (0 means default)"),
779
780 new PhysParameterEntry("Friction", "Set friction parameter for a specific object" ),
781 new PhysParameterEntry("Restitution", "Set restitution parameter for a specific object" ),
782
783 new PhysParameterEntry("Friction", "Set friction parameter for a specific object" ),
784 new PhysParameterEntry("Restitution", "Set restitution parameter for a specific object" ),
705 785
706 new PhysParameterEntry("TerrainFriction", "Factor to reduce movement against terrain surface" ), 786 new PhysParameterEntry("TerrainFriction", "Factor to reduce movement against terrain surface" ),
707 new PhysParameterEntry("TerrainHitFraction", "Distance to measure hit collisions" ), 787 new PhysParameterEntry("TerrainHitFraction", "Distance to measure hit collisions" ),
@@ -710,7 +790,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters
710 new PhysParameterEntry("AvatarDensity", "Density of an avatar. Changed on avatar recreation." ), 790 new PhysParameterEntry("AvatarDensity", "Density of an avatar. Changed on avatar recreation." ),
711 new PhysParameterEntry("AvatarRestitution", "Bouncyness. Changed on avatar recreation." ), 791 new PhysParameterEntry("AvatarRestitution", "Bouncyness. Changed on avatar recreation." ),
712 new PhysParameterEntry("AvatarCapsuleRadius", "Radius of space around an avatar" ), 792 new PhysParameterEntry("AvatarCapsuleRadius", "Radius of space around an avatar" ),
713 new PhysParameterEntry("AvatarCapsuleHeight", "Default height of space around avatar" ) 793 new PhysParameterEntry("AvatarCapsuleHeight", "Default height of space around avatar" ),
794 new PhysParameterEntry("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions")
795
714 }; 796 };
715 797
716 #region IPhysicsParameters 798 #region IPhysicsParameters
@@ -733,6 +815,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
733 switch (lparm) 815 switch (lparm)
734 { 816 {
735 case "detailedstats": m_detailedStatsStep = (int)val; break; 817 case "detailedstats": m_detailedStatsStep = (int)val; break;
818
736 case "meshlod": m_meshLOD = (int)val; break; 819 case "meshlod": m_meshLOD = (int)val; break;
737 case "sculptlod": m_sculptLOD = (int)val; break; 820 case "sculptlod": m_sculptLOD = (int)val; break;
738 case "maxsubstep": m_maxSubSteps = (int)val; break; 821 case "maxsubstep": m_maxSubSteps = (int)val; break;
@@ -743,7 +826,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
743 case "defaultdensity": m_params[0].defaultDensity = val; break; 826 case "defaultdensity": m_params[0].defaultDensity = val; break;
744 case "defaultrestitution": m_params[0].defaultRestitution = val; break; 827 case "defaultrestitution": m_params[0].defaultRestitution = val; break;
745 case "collisionmargin": m_params[0].collisionMargin = val; break; 828 case "collisionmargin": m_params[0].collisionMargin = val; break;
746 case "gravity": m_params[0].gravity = val; TaintedUpdateParameter(lparm, PhysParameterEntry.APPLY_TO_NONE, val); break; 829 case "gravity": m_params[0].gravity = val; TaintedUpdateParameter(lparm, localID, val); break;
747 830
748 case "lineardamping": UpdateParameterPrims(ref m_params[0].linearDamping, lparm, localID, val); break; 831 case "lineardamping": UpdateParameterPrims(ref m_params[0].linearDamping, lparm, localID, val); break;
749 case "angulardamping": UpdateParameterPrims(ref m_params[0].angularDamping, lparm, localID, val); break; 832 case "angulardamping": UpdateParameterPrims(ref m_params[0].angularDamping, lparm, localID, val); break;
@@ -753,6 +836,17 @@ public class BSScene : PhysicsScene, IPhysicsParameters
753 case "ccdmotionthreshold": UpdateParameterPrims(ref m_params[0].ccdMotionThreshold, lparm, localID, val); break; 836 case "ccdmotionthreshold": UpdateParameterPrims(ref m_params[0].ccdMotionThreshold, lparm, localID, val); break;
754 case "ccdsweptsphereradius": UpdateParameterPrims(ref m_params[0].ccdSweptSphereRadius, lparm, localID, val); break; 837 case "ccdsweptsphereradius": UpdateParameterPrims(ref m_params[0].ccdSweptSphereRadius, lparm, localID, val); break;
755 case "contactprocessingthreshold": UpdateParameterPrims(ref m_params[0].contactProcessingThreshold, lparm, localID, val); break; 838 case "contactprocessingthreshold": UpdateParameterPrims(ref m_params[0].contactProcessingThreshold, lparm, localID, val); break;
839 // the following are used only at initialization time so setting them makes no sense
840 // case "maxPersistantmanifoldpoolSize": m_params[0].maxPersistantManifoldPoolSize = val; break;
841 // case "shoulddisablecontactpooldynamicallocation": m_params[0].shouldDisableContactPoolDynamicAllocation = val; break;
842 // case "shouldforceupdateallaabbs": m_params[0].shouldForceUpdateAllAabbs = val; break;
843 // case "shouldrandomizesolverorder": m_params[0].shouldRandomizeSolverOrder = val; break;
844 // case "shouldsplitsimulationislands": m_params[0].shouldSplitSimulationIslands = val; break;
845 // case "shouldenablefrictioncaching": m_params[0].shouldEnableFrictionCaching = val; break;
846 // case "numberofsolveriterations": m_params[0].numberOfSolverIterations = val; break;
847
848 case "friction": TaintedUpdateParameter(lparm, localID, val); break;
849 case "restitution": TaintedUpdateParameter(lparm, localID, val); break;
756 850
757 // set a terrain physical feature and cause terrain to be recalculated 851 // set a terrain physical feature and cause terrain to be recalculated
758 case "terrainfriction": m_params[0].terrainFriction = val; TaintedUpdateParameter("terrain", 0, val); break; 852 case "terrainfriction": m_params[0].terrainFriction = val; TaintedUpdateParameter("terrain", 0, val); break;
@@ -764,6 +858,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
764 case "avatarrestitution": UpdateParameterAvatars(ref m_params[0].avatarRestitution, "avatar", localID, val); break; 858 case "avatarrestitution": UpdateParameterAvatars(ref m_params[0].avatarRestitution, "avatar", localID, val); break;
765 case "avatarcapsuleradius": UpdateParameterAvatars(ref m_params[0].avatarCapsuleRadius, "avatar", localID, val); break; 859 case "avatarcapsuleradius": UpdateParameterAvatars(ref m_params[0].avatarCapsuleRadius, "avatar", localID, val); break;
766 case "avatarcapsuleheight": UpdateParameterAvatars(ref m_params[0].avatarCapsuleHeight, "avatar", localID, val); break; 860 case "avatarcapsuleheight": UpdateParameterAvatars(ref m_params[0].avatarCapsuleHeight, "avatar", localID, val); break;
861 case "avatarcontactprocessingthreshold": UpdateParameterAvatars(ref m_params[0].avatarContactProcessingThreshold, "avatar", localID, val); break;
767 862
768 default: ret = false; break; 863 default: ret = false; break;
769 } 864 }
@@ -856,6 +951,13 @@ public class BSScene : PhysicsScene, IPhysicsParameters
856 case "ccdmotionthreshold": val = m_params[0].ccdMotionThreshold; break; 951 case "ccdmotionthreshold": val = m_params[0].ccdMotionThreshold; break;
857 case "ccdsweptsphereradius": val = m_params[0].ccdSweptSphereRadius; break; 952 case "ccdsweptsphereradius": val = m_params[0].ccdSweptSphereRadius; break;
858 case "contactprocessingthreshold": val = m_params[0].contactProcessingThreshold; break; 953 case "contactprocessingthreshold": val = m_params[0].contactProcessingThreshold; break;
954 case "maxPersistantmanifoldpoolSize": val = m_params[0].maxPersistantManifoldPoolSize; break;
955 case "shoulddisablecontactpooldynamicallocation": val = m_params[0].shouldDisableContactPoolDynamicAllocation; break;
956 case "shouldforceupdateallaabbs": val = m_params[0].shouldForceUpdateAllAabbs; break;
957 case "shouldrandomizesolverorder": val = m_params[0].shouldRandomizeSolverOrder; break;
958 case "shouldsplitsimulationislands": val = m_params[0].shouldSplitSimulationIslands; break;
959 case "shouldenablefrictioncaching": val = m_params[0].shouldEnableFrictionCaching; break;
960 case "numberofsolveriterations": val = m_params[0].numberOfSolverIterations; break;
859 961
860 case "terrainfriction": val = m_params[0].terrainFriction; break; 962 case "terrainfriction": val = m_params[0].terrainFriction; break;
861 case "terrainhitfraction": val = m_params[0].terrainHitFraction; break; 963 case "terrainhitfraction": val = m_params[0].terrainHitFraction; break;
@@ -866,6 +968,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
866 case "avatarrestitution": val = m_params[0].avatarRestitution; break; 968 case "avatarrestitution": val = m_params[0].avatarRestitution; break;
867 case "avatarcapsuleradius": val = m_params[0].avatarCapsuleRadius; break; 969 case "avatarcapsuleradius": val = m_params[0].avatarCapsuleRadius; break;
868 case "avatarcapsuleheight": val = m_params[0].avatarCapsuleHeight; break; 970 case "avatarcapsuleheight": val = m_params[0].avatarCapsuleHeight; break;
971 case "avatarcontactprocessingthreshold": val = m_params[0].avatarContactProcessingThreshold; break;
869 default: ret = false; break; 972 default: ret = false; break;
870 973
871 } 974 }