diff options
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 150 |
1 files changed, 90 insertions, 60 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 2c3c481..6621d39 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -256,14 +256,10 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
256 | Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight); | 256 | Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight); |
257 | 257 | ||
258 | // m_log.DebugFormat("{0}: Initialize: Calling BulletSimAPI.Initialize.", LogHeader); | 258 | // m_log.DebugFormat("{0}: Initialize: Calling BulletSimAPI.Initialize.", LogHeader); |
259 | WorldID = BulletSimAPI.Initialize(worldExtent, m_paramsHandle.AddrOfPinnedObject(), | 259 | World = new BulletSim(0, this, BulletSimAPI.Initialize2(worldExtent, m_paramsHandle.AddrOfPinnedObject(), |
260 | m_maxCollisionsPerFrame, m_collisionArrayPinnedHandle.AddrOfPinnedObject(), | 260 | m_maxCollisionsPerFrame, m_collisionArrayPinnedHandle.AddrOfPinnedObject(), |
261 | m_maxUpdatesPerFrame, m_updateArrayPinnedHandle.AddrOfPinnedObject(), | 261 | m_maxUpdatesPerFrame, m_updateArrayPinnedHandle.AddrOfPinnedObject(), |
262 | m_DebugLogCallbackHandle); | 262 | m_DebugLogCallbackHandle)); |
263 | |||
264 | // Initialization to support the transition to a new API which puts most of the logic | ||
265 | // into the C# code so it is easier to modify and add to. | ||
266 | World = new BulletSim(WorldID, this, BulletSimAPI.GetSimHandle2(WorldID)); | ||
267 | 263 | ||
268 | Constraints = new BSConstraintCollection(World); | 264 | Constraints = new BSConstraintCollection(World); |
269 | 265 | ||
@@ -360,7 +356,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
360 | } | 356 | } |
361 | 357 | ||
362 | // Anything left in the unmanaged code should be cleaned out | 358 | // Anything left in the unmanaged code should be cleaned out |
363 | BulletSimAPI.Shutdown(WorldID); | 359 | BulletSimAPI.Shutdown2(World.ptr); |
364 | 360 | ||
365 | // Not logging any more | 361 | // Not logging any more |
366 | PhysicsLogging.Close(); | 362 | PhysicsLogging.Close(); |
@@ -498,7 +494,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
498 | { | 494 | { |
499 | if (PhysicsLogging.Enabled) beforeTime = Util.EnvironmentTickCount(); | 495 | if (PhysicsLogging.Enabled) beforeTime = Util.EnvironmentTickCount(); |
500 | 496 | ||
501 | numSubSteps = BulletSimAPI.PhysicsStep(WorldID, timeStep, m_maxSubSteps, m_fixedTimeStep, | 497 | numSubSteps = BulletSimAPI.PhysicsStep2(World.ptr, timeStep, m_maxSubSteps, m_fixedTimeStep, |
502 | out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr); | 498 | out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr); |
503 | 499 | ||
504 | if (PhysicsLogging.Enabled) simTime = Util.EnvironmentTickCountSubtract(beforeTime); | 500 | if (PhysicsLogging.Enabled) simTime = Util.EnvironmentTickCountSubtract(beforeTime); |
@@ -536,26 +532,26 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
536 | } | 532 | } |
537 | } | 533 | } |
538 | 534 | ||
539 | // This is a kludge to get avatar movement updates. | ||
540 | // the simulator expects collisions for avatars even if there are have been no collisions. This updates | ||
541 | // avatar animations and stuff. | ||
542 | // If you fix avatar animation updates, remove this overhead and let normal collision processing happen. | ||
543 | foreach (BSPhysObject bsp in m_avatars) | ||
544 | bsp.SendCollisions(); | ||
545 | |||
546 | // The above SendCollision's batch up the collisions on the objects. | 535 | // The above SendCollision's batch up the collisions on the objects. |
547 | // Now push the collisions into the simulator. | 536 | // Now push the collisions into the simulator. |
548 | if (ObjectsWithCollisions.Count > 0) | 537 | if (ObjectsWithCollisions.Count > 0) |
549 | { | 538 | { |
550 | foreach (BSPhysObject bsp in ObjectsWithCollisions) | 539 | foreach (BSPhysObject bsp in ObjectsWithCollisions) |
551 | if (!m_avatars.Contains(bsp)) // don't call avatars twice | 540 | if (!bsp.SendCollisions()) |
552 | if (!bsp.SendCollisions()) | 541 | { |
553 | { | 542 | // If the object is done colliding, see that it's removed from the colliding list |
554 | // If the object is done colliding, see that it's removed from the colliding list | 543 | ObjectsWithNoMoreCollisions.Add(bsp); |
555 | ObjectsWithNoMoreCollisions.Add(bsp); | 544 | } |
556 | } | ||
557 | } | 545 | } |
558 | 546 | ||
547 | // This is a kludge to get avatar movement updates. | ||
548 | // The simulator expects collisions for avatars even if there are have been no collisions. | ||
549 | // The event updates avatar animations and stuff. | ||
550 | // If you fix avatar animation updates, remove this overhead and let normal collision processing happen. | ||
551 | foreach (BSPhysObject bsp in m_avatars) | ||
552 | if (!ObjectsWithCollisions.Contains(bsp)) // don't call avatars twice | ||
553 | bsp.SendCollisions(); | ||
554 | |||
559 | // Objects that are done colliding are removed from the ObjectsWithCollisions list. | 555 | // Objects that are done colliding are removed from the ObjectsWithCollisions list. |
560 | // Not done above because it is inside an iteration of ObjectWithCollisions. | 556 | // Not done above because it is inside an iteration of ObjectWithCollisions. |
561 | if (ObjectsWithNoMoreCollisions.Count > 0) | 557 | if (ObjectsWithNoMoreCollisions.Count > 0) |
@@ -579,11 +575,15 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
579 | } | 575 | } |
580 | } | 576 | } |
581 | 577 | ||
578 | // This causes the unmanaged code to output ALL the values found in ALL the objects in the world. | ||
579 | // Only enable this in a limited test world with few objects. | ||
580 | // BulletSimAPI.DumpAllInfo2(World.ptr); // DEBUG DEBUG DEBUG | ||
581 | |||
582 | // The physics engine returns the number of milliseconds it simulated this call. | 582 | // The physics engine returns the number of milliseconds it simulated this call. |
583 | // These are summed and normalized to one second and divided by 1000 to give the reported physics FPS. | 583 | // These are summed and normalized to one second and divided by 1000 to give the reported physics FPS. |
584 | // We multiply by 45 to give a recognizable running rate (45 or less). | 584 | // We multiply by 55 to give a recognizable running rate (55 or less). |
585 | return numSubSteps * m_fixedTimeStep * 1000 * 45; | 585 | return numSubSteps * m_fixedTimeStep * 1000 * 55; |
586 | // return timeStep * 1000 * 45; | 586 | // return timeStep * 1000 * 55; |
587 | } | 587 | } |
588 | 588 | ||
589 | // Something has collided | 589 | // Something has collided |
@@ -800,6 +800,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
800 | delegate void ParamUser(BSScene scene, IConfig conf, string paramName, float val); | 800 | delegate void ParamUser(BSScene scene, IConfig conf, string paramName, float val); |
801 | delegate float ParamGet(BSScene scene); | 801 | delegate float ParamGet(BSScene scene); |
802 | delegate void ParamSet(BSScene scene, string paramName, uint localID, float val); | 802 | delegate void ParamSet(BSScene scene, string paramName, uint localID, float val); |
803 | delegate void SetOnObject(BSScene scene, BSPhysObject obj, float val); | ||
803 | 804 | ||
804 | private struct ParameterDefn | 805 | private struct ParameterDefn |
805 | { | 806 | { |
@@ -809,6 +810,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
809 | public ParamUser userParam; // get the value from the configuration file | 810 | public ParamUser userParam; // get the value from the configuration file |
810 | public ParamGet getter; // return the current value stored for this parameter | 811 | public ParamGet getter; // return the current value stored for this parameter |
811 | public ParamSet setter; // set the current value for this parameter | 812 | public ParamSet setter; // set the current value for this parameter |
813 | public SetOnObject onObject; // set the value on an object in the physical domain | ||
812 | public ParameterDefn(string n, string d, float v, ParamUser u, ParamGet g, ParamSet s) | 814 | public ParameterDefn(string n, string d, float v, ParamUser u, ParamGet g, ParamSet s) |
813 | { | 815 | { |
814 | name = n; | 816 | name = n; |
@@ -817,6 +819,17 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
817 | userParam = u; | 819 | userParam = u; |
818 | getter = g; | 820 | getter = g; |
819 | setter = s; | 821 | setter = s; |
822 | onObject = null; | ||
823 | } | ||
824 | public ParameterDefn(string n, string d, float v, ParamUser u, ParamGet g, ParamSet s, SetOnObject o) | ||
825 | { | ||
826 | name = n; | ||
827 | desc = d; | ||
828 | defaultValue = v; | ||
829 | userParam = u; | ||
830 | getter = g; | ||
831 | setter = s; | ||
832 | onObject = o; | ||
820 | } | 833 | } |
821 | } | 834 | } |
822 | 835 | ||
@@ -838,6 +851,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
838 | // | 851 | // |
839 | // The single letter parameters for the delegates are: | 852 | // The single letter parameters for the delegates are: |
840 | // s = BSScene | 853 | // s = BSScene |
854 | // o = BSPhysObject | ||
841 | // p = string parameter name | 855 | // p = string parameter name |
842 | // l = localID of referenced object | 856 | // l = localID of referenced object |
843 | // v = float value | 857 | // v = float value |
@@ -947,70 +961,84 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
947 | -9.80665f, | 961 | -9.80665f, |
948 | (s,cf,p,v) => { s.m_params[0].gravity = cf.GetFloat(p, v); }, | 962 | (s,cf,p,v) => { s.m_params[0].gravity = cf.GetFloat(p, v); }, |
949 | (s) => { return s.m_params[0].gravity; }, | 963 | (s) => { return s.m_params[0].gravity; }, |
950 | (s,p,l,v) => { s.m_params[0].gravity = v; s.TaintedUpdateParameter(p,l,v); } ), | 964 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].gravity, p, PhysParameterEntry.APPLY_TO_NONE, v); }, |
965 | (s,o,v) => { BulletSimAPI.SetGravity2(s.World.ptr, new Vector3(0f,0f,v)); } ), | ||
951 | 966 | ||
952 | 967 | ||
953 | new ParameterDefn("LinearDamping", "Factor to damp linear movement per second (0.0 - 1.0)", | 968 | new ParameterDefn("LinearDamping", "Factor to damp linear movement per second (0.0 - 1.0)", |
954 | 0f, | 969 | 0f, |
955 | (s,cf,p,v) => { s.m_params[0].linearDamping = cf.GetFloat(p, v); }, | 970 | (s,cf,p,v) => { s.m_params[0].linearDamping = cf.GetFloat(p, v); }, |
956 | (s) => { return s.m_params[0].linearDamping; }, | 971 | (s) => { return s.m_params[0].linearDamping; }, |
957 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].linearDamping, p, l, v); } ), | 972 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].linearDamping, p, l, v); }, |
973 | (s,o,v) => { BulletSimAPI.SetDamping2(o.BSBody.ptr, v, v); } ), | ||
958 | new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)", | 974 | new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)", |
959 | 0f, | 975 | 0f, |
960 | (s,cf,p,v) => { s.m_params[0].angularDamping = cf.GetFloat(p, v); }, | 976 | (s,cf,p,v) => { s.m_params[0].angularDamping = cf.GetFloat(p, v); }, |
961 | (s) => { return s.m_params[0].angularDamping; }, | 977 | (s) => { return s.m_params[0].angularDamping; }, |
962 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].angularDamping, p, l, v); } ), | 978 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].angularDamping, p, l, v); }, |
979 | (s,o,v) => { BulletSimAPI.SetDamping2(o.BSBody.ptr, v, v); } ), | ||
963 | new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static", | 980 | new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static", |
964 | 0.2f, | 981 | 0.2f, |
965 | (s,cf,p,v) => { s.m_params[0].deactivationTime = cf.GetFloat(p, v); }, | 982 | (s,cf,p,v) => { s.m_params[0].deactivationTime = cf.GetFloat(p, v); }, |
966 | (s) => { return s.m_params[0].deactivationTime; }, | 983 | (s) => { return s.m_params[0].deactivationTime; }, |
967 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].deactivationTime, p, l, v); } ), | 984 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].deactivationTime, p, l, v); }, |
985 | (s,o,v) => { BulletSimAPI.SetDeactivationTime2(o.BSBody.ptr, v); } ), | ||
968 | new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static", | 986 | new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static", |
969 | 0.8f, | 987 | 0.8f, |
970 | (s,cf,p,v) => { s.m_params[0].linearSleepingThreshold = cf.GetFloat(p, v); }, | 988 | (s,cf,p,v) => { s.m_params[0].linearSleepingThreshold = cf.GetFloat(p, v); }, |
971 | (s) => { return s.m_params[0].linearSleepingThreshold; }, | 989 | (s) => { return s.m_params[0].linearSleepingThreshold; }, |
972 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].linearSleepingThreshold, p, l, v); } ), | 990 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].linearSleepingThreshold, p, l, v); }, |
991 | (s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.BSBody.ptr, v, v); } ), | ||
973 | new ParameterDefn("AngularSleepingThreshold", "Seconds to measure angular movement before considering static", | 992 | new ParameterDefn("AngularSleepingThreshold", "Seconds to measure angular movement before considering static", |
974 | 1.0f, | 993 | 1.0f, |
975 | (s,cf,p,v) => { s.m_params[0].angularSleepingThreshold = cf.GetFloat(p, v); }, | 994 | (s,cf,p,v) => { s.m_params[0].angularSleepingThreshold = cf.GetFloat(p, v); }, |
976 | (s) => { return s.m_params[0].angularSleepingThreshold; }, | 995 | (s) => { return s.m_params[0].angularSleepingThreshold; }, |
977 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].angularSleepingThreshold, p, l, v); } ), | 996 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].angularSleepingThreshold, p, l, v); }, |
997 | (s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.BSBody.ptr, v, v); } ), | ||
978 | new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" , | 998 | new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" , |
979 | 0f, // set to zero to disable | 999 | 0f, // set to zero to disable |
980 | (s,cf,p,v) => { s.m_params[0].ccdMotionThreshold = cf.GetFloat(p, v); }, | 1000 | (s,cf,p,v) => { s.m_params[0].ccdMotionThreshold = cf.GetFloat(p, v); }, |
981 | (s) => { return s.m_params[0].ccdMotionThreshold; }, | 1001 | (s) => { return s.m_params[0].ccdMotionThreshold; }, |
982 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].ccdMotionThreshold, p, l, v); } ), | 1002 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].ccdMotionThreshold, p, l, v); }, |
1003 | (s,o,v) => { BulletSimAPI.SetCcdMotionThreshold2(o.BSBody.ptr, v); } ), | ||
983 | new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" , | 1004 | new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" , |
984 | 0f, | 1005 | 0f, |
985 | (s,cf,p,v) => { s.m_params[0].ccdSweptSphereRadius = cf.GetFloat(p, v); }, | 1006 | (s,cf,p,v) => { s.m_params[0].ccdSweptSphereRadius = cf.GetFloat(p, v); }, |
986 | (s) => { return s.m_params[0].ccdSweptSphereRadius; }, | 1007 | (s) => { return s.m_params[0].ccdSweptSphereRadius; }, |
987 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].ccdSweptSphereRadius, p, l, v); } ), | 1008 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].ccdSweptSphereRadius, p, l, v); }, |
1009 | (s,o,v) => { BulletSimAPI.SetCcdSweepSphereRadius2(o.BSBody.ptr, v); } ), | ||
988 | new ParameterDefn("ContactProcessingThreshold", "Distance between contacts before doing collision check" , | 1010 | new ParameterDefn("ContactProcessingThreshold", "Distance between contacts before doing collision check" , |
989 | 0.1f, | 1011 | 0.1f, |
990 | (s,cf,p,v) => { s.m_params[0].contactProcessingThreshold = cf.GetFloat(p, v); }, | 1012 | (s,cf,p,v) => { s.m_params[0].contactProcessingThreshold = cf.GetFloat(p, v); }, |
991 | (s) => { return s.m_params[0].contactProcessingThreshold; }, | 1013 | (s) => { return s.m_params[0].contactProcessingThreshold; }, |
992 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].contactProcessingThreshold, p, l, v); } ), | 1014 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].contactProcessingThreshold, p, l, v); }, |
1015 | (s,o,v) => { BulletSimAPI.SetContactProcessingThreshold2(o.BSBody.ptr, v); } ), | ||
993 | 1016 | ||
994 | new ParameterDefn("TerrainFriction", "Factor to reduce movement against terrain surface" , | 1017 | new ParameterDefn("TerrainFriction", "Factor to reduce movement against terrain surface" , |
995 | 0.5f, | 1018 | 0.5f, |
996 | (s,cf,p,v) => { s.m_params[0].terrainFriction = cf.GetFloat(p, v); }, | 1019 | (s,cf,p,v) => { s.m_params[0].terrainFriction = cf.GetFloat(p, v); }, |
997 | (s) => { return s.m_params[0].terrainFriction; }, | 1020 | (s) => { return s.m_params[0].terrainFriction; }, |
998 | (s,p,l,v) => { s.m_params[0].terrainFriction = v; s.TaintedUpdateParameter(p,l,v); } ), | 1021 | (s,p,l,v) => { s.m_params[0].terrainFriction = v; /* TODO: set on real terrain */} ), |
999 | new ParameterDefn("TerrainHitFraction", "Distance to measure hit collisions" , | 1022 | new ParameterDefn("TerrainHitFraction", "Distance to measure hit collisions" , |
1000 | 0.8f, | 1023 | 0.8f, |
1001 | (s,cf,p,v) => { s.m_params[0].terrainHitFraction = cf.GetFloat(p, v); }, | 1024 | (s,cf,p,v) => { s.m_params[0].terrainHitFraction = cf.GetFloat(p, v); }, |
1002 | (s) => { return s.m_params[0].terrainHitFraction; }, | 1025 | (s) => { return s.m_params[0].terrainHitFraction; }, |
1003 | (s,p,l,v) => { s.m_params[0].terrainHitFraction = v; s.TaintedUpdateParameter(p,l,v); } ), | 1026 | (s,p,l,v) => { s.m_params[0].terrainHitFraction = v; /* TODO: set on real terrain */ } ), |
1004 | new ParameterDefn("TerrainRestitution", "Bouncyness" , | 1027 | new ParameterDefn("TerrainRestitution", "Bouncyness" , |
1005 | 0f, | 1028 | 0f, |
1006 | (s,cf,p,v) => { s.m_params[0].terrainRestitution = cf.GetFloat(p, v); }, | 1029 | (s,cf,p,v) => { s.m_params[0].terrainRestitution = cf.GetFloat(p, v); }, |
1007 | (s) => { return s.m_params[0].terrainRestitution; }, | 1030 | (s) => { return s.m_params[0].terrainRestitution; }, |
1008 | (s,p,l,v) => { s.m_params[0].terrainRestitution = v; s.TaintedUpdateParameter(p,l,v); } ), | 1031 | (s,p,l,v) => { s.m_params[0].terrainRestitution = v; /* TODO: set on real terrain */ } ), |
1009 | new ParameterDefn("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.", | 1032 | new ParameterDefn("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.", |
1010 | 0.2f, | 1033 | 0.2f, |
1011 | (s,cf,p,v) => { s.m_params[0].avatarFriction = cf.GetFloat(p, v); }, | 1034 | (s,cf,p,v) => { s.m_params[0].avatarFriction = cf.GetFloat(p, v); }, |
1012 | (s) => { return s.m_params[0].avatarFriction; }, | 1035 | (s) => { return s.m_params[0].avatarFriction; }, |
1013 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarFriction, p, l, v); } ), | 1036 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarFriction, p, l, v); } ), |
1037 | new ParameterDefn("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.", | ||
1038 | 10f, | ||
1039 | (s,cf,p,v) => { s.m_params[0].avatarStandingFriction = cf.GetFloat(p, v); }, | ||
1040 | (s) => { return s.m_params[0].avatarStandingFriction; }, | ||
1041 | (s,p,l,v) => { s.m_params[0].avatarStandingFriction = v; } ), | ||
1014 | new ParameterDefn("AvatarDensity", "Density of an avatar. Changed on avatar recreation.", | 1042 | new ParameterDefn("AvatarDensity", "Density of an avatar. Changed on avatar recreation.", |
1015 | 60f, | 1043 | 60f, |
1016 | (s,cf,p,v) => { s.m_params[0].avatarDensity = cf.GetFloat(p, v); }, | 1044 | (s,cf,p,v) => { s.m_params[0].avatarDensity = cf.GetFloat(p, v); }, |
@@ -1227,52 +1255,54 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1227 | return ret; | 1255 | return ret; |
1228 | } | 1256 | } |
1229 | 1257 | ||
1230 | // check to see if we are updating a parameter for a particular or all of the prims | ||
1231 | protected void UpdateParameterObject(ref float loc, string parm, uint localID, float val) | ||
1232 | { | ||
1233 | List<uint> operateOn; | ||
1234 | lock (PhysObjects) operateOn = new List<uint>(PhysObjects.Keys); | ||
1235 | UpdateParameterSet(operateOn, ref loc, parm, localID, val); | ||
1236 | } | ||
1237 | |||
1238 | // update all the localIDs specified | 1258 | // update all the localIDs specified |
1239 | // If the local ID is APPLY_TO_NONE, just change the default value | 1259 | // If the local ID is APPLY_TO_NONE, just change the default value |
1240 | // If the localID is APPLY_TO_ALL change the default value and apply the new value to all the lIDs | 1260 | // If the localID is APPLY_TO_ALL change the default value and apply the new value to all the lIDs |
1241 | // If the localID is a specific object, apply the parameter change to only that object | 1261 | // If the localID is a specific object, apply the parameter change to only that object |
1242 | protected void UpdateParameterSet(List<uint> lIDs, ref float defaultLoc, string parm, uint localID, float val) | 1262 | protected void UpdateParameterObject(ref float defaultLoc, string parm, uint localID, float val) |
1243 | { | 1263 | { |
1264 | List<uint> objectIDs = new List<uint>(); | ||
1244 | switch (localID) | 1265 | switch (localID) |
1245 | { | 1266 | { |
1246 | case PhysParameterEntry.APPLY_TO_NONE: | 1267 | case PhysParameterEntry.APPLY_TO_NONE: |
1247 | defaultLoc = val; // setting only the default value | 1268 | defaultLoc = val; // setting only the default value |
1269 | // This will cause a call into the physical world if some operation is specified (SetOnObject). | ||
1270 | objectIDs.Add(TERRAIN_ID); | ||
1271 | TaintedUpdateParameter(parm, objectIDs, val); | ||
1248 | break; | 1272 | break; |
1249 | case PhysParameterEntry.APPLY_TO_ALL: | 1273 | case PhysParameterEntry.APPLY_TO_ALL: |
1250 | defaultLoc = val; // setting ALL also sets the default value | 1274 | defaultLoc = val; // setting ALL also sets the default value |
1251 | List<uint> objectIDs = lIDs; | 1275 | lock (PhysObjects) objectIDs = new List<uint>(PhysObjects.Keys); |
1252 | string xparm = parm.ToLower(); | 1276 | TaintedUpdateParameter(parm, objectIDs, val); |
1253 | float xval = val; | ||
1254 | TaintedObject("BSScene.UpdateParameterSet", delegate() { | ||
1255 | foreach (uint lID in objectIDs) | ||
1256 | { | ||
1257 | BulletSimAPI.UpdateParameter(WorldID, lID, xparm, xval); | ||
1258 | } | ||
1259 | }); | ||
1260 | break; | 1277 | break; |
1261 | default: | 1278 | default: |
1262 | // setting only one localID | 1279 | // setting only one localID |
1263 | TaintedUpdateParameter(parm, localID, val); | 1280 | objectIDs.Add(localID); |
1281 | TaintedUpdateParameter(parm, objectIDs, val); | ||
1264 | break; | 1282 | break; |
1265 | } | 1283 | } |
1266 | } | 1284 | } |
1267 | 1285 | ||
1268 | // schedule the actual updating of the paramter to when the phys engine is not busy | 1286 | // schedule the actual updating of the paramter to when the phys engine is not busy |
1269 | protected void TaintedUpdateParameter(string parm, uint localID, float val) | 1287 | protected void TaintedUpdateParameter(string parm, List<uint> lIDs, float val) |
1270 | { | 1288 | { |
1271 | uint xlocalID = localID; | ||
1272 | string xparm = parm.ToLower(); | ||
1273 | float xval = val; | 1289 | float xval = val; |
1274 | TaintedObject("BSScene.TaintedUpdateParameter", delegate() { | 1290 | List<uint> xlIDs = lIDs; |
1275 | BulletSimAPI.UpdateParameter(WorldID, xlocalID, xparm, xval); | 1291 | string xparm = parm; |
1292 | TaintedObject("BSScene.UpdateParameterSet", delegate() { | ||
1293 | ParameterDefn thisParam; | ||
1294 | if (TryGetParameter(xparm, out thisParam)) | ||
1295 | { | ||
1296 | if (thisParam.onObject != null) | ||
1297 | { | ||
1298 | foreach (uint lID in xlIDs) | ||
1299 | { | ||
1300 | BSPhysObject theObject = null; | ||
1301 | PhysObjects.TryGetValue(lID, out theObject); | ||
1302 | thisParam.onObject(this, theObject, xval); | ||
1303 | } | ||
1304 | } | ||
1305 | } | ||
1276 | }); | 1306 | }); |
1277 | } | 1307 | } |
1278 | 1308 | ||