From 4ae30873ad1c0d48b7e03047eafe5cd690bbe61c Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Thu, 22 Nov 2012 12:01:56 -0800 Subject: BulletSim: Add tables and initialization for different attributes for different materials. For the moment, the per material tables are not used. --- .../Region/Physics/BulletSPlugin/BSMaterials.cs | 191 +++++++++++++++++++++ OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 7 + 2 files changed, 198 insertions(+) create mode 100755 OpenSim/Region/Physics/BulletSPlugin/BSMaterials.cs (limited to 'OpenSim/Region/Physics/BulletSPlugin') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSMaterials.cs b/OpenSim/Region/Physics/BulletSPlugin/BSMaterials.cs new file mode 100755 index 0000000..663b6f4 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSMaterials.cs @@ -0,0 +1,191 @@ +/* + * Copyright (c) Contributors, http://opensimulator.org/ + * See CONTRIBUTORS.TXT for a full list of copyright holders. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyrightD + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of the OpenSimulator Project nor the + * names of its contributors may be used to endorse or promote products + * derived from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY + * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND + * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ +using System; +using System.Collections.Generic; +using System.Text; +using System.Reflection; +using Nini.Config; + +namespace OpenSim.Region.Physics.BulletSPlugin +{ + +public struct MaterialAttributes +{ + // Material type values that correspond with definitions for LSL + public enum Material : int + { + Stone = 0, + Metal, + Glass, + Wood, + Flesh, + Plastic, + Rubber, + Light, + // Hereafter are BulletSim additions + Avatar, + NumberOfTypes // the count of types in the enum. + } + // Names must be in the order of the above enum. + public static string[] MaterialNames = { "Stone", "Metal", "Glass", "Wood", + "Flesh", "Plastic", "Rubber", "Light", "Avatar" }; + public static string[] MaterialAttribs = { "Density", "Friction", "Restitution", + "ccdMotionThreshold", "ccdSweptSphereRadius" }; + + public MaterialAttributes(string t, float d, float f, float r, float ccdM, float ccdS) + { + type = t; + density = d; + friction = f; + restitution = r; + ccdMotionThreshold = ccdM; + ccdSweptSphereRadius = ccdS; + } + public string type; + public float density; + public float friction; + public float restitution; + public float ccdMotionThreshold; + public float ccdSweptSphereRadius; +} + +public static class BSMaterials +{ + public static MaterialAttributes[] Attributes; + + static BSMaterials() + { + // Attribute sets for both the non-physical and physical instances of materials. + Attributes = new MaterialAttributes[(int)MaterialAttributes.Material.NumberOfTypes * 2]; + } + + // This is where all the default material attributes are defined. + public static void InitializeFromDefaults(ConfigurationParameters parms) + { + // public static string[] MaterialNames = { "Stone", "Metal", "Glass", "Wood", + // "Flesh", "Plastic", "Rubber", "Light", "Avatar" }; + float dFriction = parms.defaultFriction; + float dRestitution = parms.defaultRestitution; + float dDensity = parms.defaultDensity; + float dCcdM = parms.ccdMotionThreshold; + float dCcdS = parms.ccdSweptSphereRadius; + Attributes[(int)MaterialAttributes.Material.Stone] = + new MaterialAttributes("stone",dDensity,dFriction,dRestitution, dCcdM, dCcdS); + Attributes[(int)MaterialAttributes.Material.Metal] = + new MaterialAttributes("metal",dDensity,dFriction,dRestitution, dCcdM, dCcdS); + Attributes[(int)MaterialAttributes.Material.Glass] = + new MaterialAttributes("glass",dDensity,dFriction,dRestitution, dCcdM, dCcdS); + Attributes[(int)MaterialAttributes.Material.Wood] = + new MaterialAttributes("wood",dDensity,dFriction,dRestitution, dCcdM, dCcdS); + Attributes[(int)MaterialAttributes.Material.Flesh] = + new MaterialAttributes("flesh",dDensity,dFriction,dRestitution, dCcdM, dCcdS); + Attributes[(int)MaterialAttributes.Material.Plastic] = + new MaterialAttributes("plastic",dDensity,dFriction,dRestitution, dCcdM, dCcdS); + Attributes[(int)MaterialAttributes.Material.Rubber] = + new MaterialAttributes("rubber",dDensity,dFriction,dRestitution, dCcdM, dCcdS); + Attributes[(int)MaterialAttributes.Material.Light] = + new MaterialAttributes("light",dDensity,dFriction,dRestitution, dCcdM, dCcdS); + Attributes[(int)MaterialAttributes.Material.Avatar] = + new MaterialAttributes("avatar",dDensity,dFriction,dRestitution, dCcdM, dCcdS); + + Attributes[(int)MaterialAttributes.Material.Stone + (int)MaterialAttributes.Material.NumberOfTypes] = + new MaterialAttributes("stonePhysical",dDensity,dFriction,dRestitution, dCcdM, dCcdS); + Attributes[(int)MaterialAttributes.Material.Metal + (int)MaterialAttributes.Material.NumberOfTypes] = + new MaterialAttributes("metalPhysical",dDensity,dFriction,dRestitution, dCcdM, dCcdS); + Attributes[(int)MaterialAttributes.Material.Glass + (int)MaterialAttributes.Material.NumberOfTypes] = + new MaterialAttributes("glassPhysical",dDensity,dFriction,dRestitution, dCcdM, dCcdS); + Attributes[(int)MaterialAttributes.Material.Wood + (int)MaterialAttributes.Material.NumberOfTypes] = + new MaterialAttributes("woodPhysical",dDensity,dFriction,dRestitution, dCcdM, dCcdS); + Attributes[(int)MaterialAttributes.Material.Flesh + (int)MaterialAttributes.Material.NumberOfTypes] = + new MaterialAttributes("fleshPhysical",dDensity,dFriction,dRestitution, dCcdM, dCcdS); + Attributes[(int)MaterialAttributes.Material.Plastic + (int)MaterialAttributes.Material.NumberOfTypes] = + new MaterialAttributes("plasticPhysical",dDensity,dFriction,dRestitution, dCcdM, dCcdS); + Attributes[(int)MaterialAttributes.Material.Rubber + (int)MaterialAttributes.Material.NumberOfTypes] = + new MaterialAttributes("rubberPhysical",dDensity,dFriction,dRestitution, dCcdM, dCcdS); + Attributes[(int)MaterialAttributes.Material.Light + (int)MaterialAttributes.Material.NumberOfTypes] = + new MaterialAttributes("lightPhysical",dDensity,dFriction,dRestitution, dCcdM, dCcdS); + Attributes[(int)MaterialAttributes.Material.Avatar + (int)MaterialAttributes.Material.NumberOfTypes] = + new MaterialAttributes("avatarPhysical",dDensity,dFriction,dRestitution, dCcdM, dCcdS); + } + + // Under the [BulletSim] section, one can change the individual material + // attribute values. The format of the configuration parameter is: + // ["Physical"] = floatValue + // For instance: + // [BulletSim] + // StoneFriction = 0.2 + // FleshRestitutionPhysical = 0.8 + // Materials can have different parameters for their static and + // physical instantiations. When setting the non-physical value, + // both values are changed. Setting the physical value only changes + // the physical value. + public static void InitializefromParameters(IConfig pConfig) + { + int matType = 0; + foreach (string matName in MaterialAttributes.MaterialNames) + { + foreach (string attribName in MaterialAttributes.MaterialAttribs) + { + string paramName = matName + attribName; + if (pConfig.Contains(paramName)) + { + float paramValue = pConfig.GetFloat(paramName); + SetAttributeValue(matType, attribName, paramValue); + // set the physical value also + SetAttributeValue(matType + (int)MaterialAttributes.Material.NumberOfTypes, attribName, paramValue); + } + paramName += "Physical"; + if (pConfig.Contains(paramName)) + { + float paramValue = pConfig.GetFloat(paramName); + SetAttributeValue(matType + (int)MaterialAttributes.Material.NumberOfTypes, attribName, paramValue); + } + } + matType++; + } + } + + private static void SetAttributeValue(int matType, string attribName, float val) + { + MaterialAttributes thisAttrib = Attributes[matType]; + FieldInfo fieldInfo = thisAttrib.GetType().GetField(attribName); + if (fieldInfo != null) + { + fieldInfo.SetValue(thisAttrib, val); + Attributes[matType] = thisAttrib; + } + } + + public static MaterialAttributes GetAttributes(MaterialAttributes.Material type, bool isPhysical) + { + int ind = (int)type; + if (isPhysical) ind += (int)MaterialAttributes.Material.NumberOfTypes; + return Attributes[ind]; + } + +} +} diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 27a78d1..37bdb84 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -308,6 +308,13 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters // Do any replacements in the parameters m_physicsLoggingPrefix = m_physicsLoggingPrefix.Replace("%REGIONNAME%", RegionName); } + + // The material characteristics. + BSMaterials.InitializeFromDefaults(Params); + if (pConfig != null) + { + BSMaterials.InitializefromParameters(pConfig); + } } } -- cgit v1.1