diff options
author | Robert Adams | 2012-12-12 15:07:17 -0800 |
---|---|---|
committer | Robert Adams | 2012-12-12 16:51:36 -0800 |
commit | 6f1f7f02065520d061745afff9b1ed1bd672d87b (patch) | |
tree | 094685095ba06e8181e54854c0bfcf2d53018017 /OpenSim/Region/Physics/BulletSPlugin | |
parent | BulletSim: updates and rearrangement of the TODO list. (diff) | |
download | opensim-SC_OLD-6f1f7f02065520d061745afff9b1ed1bd672d87b.zip opensim-SC_OLD-6f1f7f02065520d061745afff9b1ed1bd672d87b.tar.gz opensim-SC_OLD-6f1f7f02065520d061745afff9b1ed1bd672d87b.tar.bz2 opensim-SC_OLD-6f1f7f02065520d061745afff9b1ed1bd672d87b.tar.xz |
BulletSim: non-functional commenting and reorganization of material attribute specifications.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSMaterials.cs | 81 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 1 |
2 files changed, 49 insertions, 33 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSMaterials.cs b/OpenSim/Region/Physics/BulletSPlugin/BSMaterials.cs index 390c2f9..c113a43 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSMaterials.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSMaterials.cs | |||
@@ -50,10 +50,11 @@ public struct MaterialAttributes | |||
50 | Avatar, | 50 | Avatar, |
51 | NumberOfTypes // the count of types in the enum. | 51 | NumberOfTypes // the count of types in the enum. |
52 | } | 52 | } |
53 | |||
53 | // Names must be in the order of the above enum. | 54 | // Names must be in the order of the above enum. |
54 | public static string[] MaterialNames = { "Stone", "Metal", "Glass", "Wood", | 55 | // These names must coorespond to the lower case field names in the MaterialAttributes |
55 | "Flesh", "Plastic", "Rubber", "Light", "Avatar" }; | 56 | // structure as reflection is used to select the field to put the value in. |
56 | public static string[] MaterialAttribs = { "Density", "Friction", "Restitution"}; | 57 | public static readonly string[] MaterialAttribs = { "Density", "Friction", "Restitution"}; |
57 | 58 | ||
58 | public MaterialAttributes(string t, float d, float f, float r) | 59 | public MaterialAttributes(string t, float d, float f, float r) |
59 | { | 60 | { |
@@ -70,60 +71,74 @@ public struct MaterialAttributes | |||
70 | 71 | ||
71 | public static class BSMaterials | 72 | public static class BSMaterials |
72 | { | 73 | { |
73 | public static MaterialAttributes[] Attributes; | 74 | // Attributes for each material type |
75 | private static readonly MaterialAttributes[] Attributes; | ||
76 | |||
77 | // Map of material name to material type code | ||
78 | public static readonly Dictionary<string, MaterialAttributes.Material> MaterialMap; | ||
74 | 79 | ||
75 | static BSMaterials() | 80 | static BSMaterials() |
76 | { | 81 | { |
77 | // Attribute sets for both the non-physical and physical instances of materials. | 82 | // Attribute sets for both the non-physical and physical instances of materials. |
78 | Attributes = new MaterialAttributes[(int)MaterialAttributes.Material.NumberOfTypes * 2]; | 83 | Attributes = new MaterialAttributes[(int)MaterialAttributes.Material.NumberOfTypes * 2]; |
84 | |||
85 | // Map of name to type code. | ||
86 | MaterialMap = new Dictionary<string, MaterialAttributes.Material>(); | ||
87 | MaterialMap.Add("Stone", MaterialAttributes.Material.Stone); | ||
88 | MaterialMap.Add("Metal", MaterialAttributes.Material.Metal); | ||
89 | MaterialMap.Add("Glass", MaterialAttributes.Material.Glass); | ||
90 | MaterialMap.Add("Wood", MaterialAttributes.Material.Wood); | ||
91 | MaterialMap.Add("Flesh", MaterialAttributes.Material.Flesh); | ||
92 | MaterialMap.Add("Plastic", MaterialAttributes.Material.Plastic); | ||
93 | MaterialMap.Add("Rubber", MaterialAttributes.Material.Rubber); | ||
94 | MaterialMap.Add("Light", MaterialAttributes.Material.Light); | ||
95 | MaterialMap.Add("Avatar", MaterialAttributes.Material.Avatar); | ||
79 | } | 96 | } |
80 | 97 | ||
81 | // This is where all the default material attributes are defined. | 98 | // This is where all the default material attributes are defined. |
82 | public static void InitializeFromDefaults(ConfigurationParameters parms) | 99 | public static void InitializeFromDefaults(ConfigurationParameters parms) |
83 | { | 100 | { |
84 | // Values from http://wiki.secondlife.com/wiki/PRIM_MATERIAL | 101 | // Values from http://wiki.secondlife.com/wiki/PRIM_MATERIAL |
85 | // public static string[] MaterialNames = { "Stone", "Metal", "Glass", "Wood", | 102 | float dDensity = parms.defaultDensity; |
86 | // "Flesh", "Plastic", "Rubber", "Light", "Avatar" }; | ||
87 | float dFriction = parms.defaultFriction; | 103 | float dFriction = parms.defaultFriction; |
88 | float dRestitution = parms.defaultRestitution; | 104 | float dRestitution = parms.defaultRestitution; |
89 | float dDensity = parms.defaultDensity; | ||
90 | Attributes[(int)MaterialAttributes.Material.Stone] = | 105 | Attributes[(int)MaterialAttributes.Material.Stone] = |
91 | new MaterialAttributes("stone",dDensity, 0.8f, 0.4f); | 106 | new MaterialAttributes("stone",dDensity, 0.8f, 0.4f); |
92 | Attributes[(int)MaterialAttributes.Material.Metal] = | 107 | Attributes[(int)MaterialAttributes.Material.Metal] = |
93 | new MaterialAttributes("metal",dDensity, 0.3f, 0.4f); | 108 | new MaterialAttributes("metal",dDensity, 0.3f, 0.4f); |
94 | Attributes[(int)MaterialAttributes.Material.Glass] = | 109 | Attributes[(int)MaterialAttributes.Material.Glass] = |
95 | new MaterialAttributes("glass",dDensity, 0.2f, 0.7f); | 110 | new MaterialAttributes("glass",dDensity, 0.2f, 0.7f); |
96 | Attributes[(int)MaterialAttributes.Material.Wood] = | 111 | Attributes[(int)MaterialAttributes.Material.Wood] = |
97 | new MaterialAttributes("wood",dDensity, 0.6f, 0.5f); | 112 | new MaterialAttributes("wood",dDensity, 0.6f, 0.5f); |
98 | Attributes[(int)MaterialAttributes.Material.Flesh] = | 113 | Attributes[(int)MaterialAttributes.Material.Flesh] = |
99 | new MaterialAttributes("flesh",dDensity, 0.9f, 0.3f); | 114 | new MaterialAttributes("flesh",dDensity, 0.9f, 0.3f); |
100 | Attributes[(int)MaterialAttributes.Material.Plastic] = | 115 | Attributes[(int)MaterialAttributes.Material.Plastic] = |
101 | new MaterialAttributes("plastic",dDensity, 0.4f, 0.7f); | 116 | new MaterialAttributes("plastic",dDensity, 0.4f, 0.7f); |
102 | Attributes[(int)MaterialAttributes.Material.Rubber] = | 117 | Attributes[(int)MaterialAttributes.Material.Rubber] = |
103 | new MaterialAttributes("rubber",dDensity, 0.9f, 0.9f); | 118 | new MaterialAttributes("rubber",dDensity, 0.9f, 0.9f); |
104 | Attributes[(int)MaterialAttributes.Material.Light] = | 119 | Attributes[(int)MaterialAttributes.Material.Light] = |
105 | new MaterialAttributes("light",dDensity, dFriction, dRestitution); | 120 | new MaterialAttributes("light",dDensity, dFriction, dRestitution); |
106 | Attributes[(int)MaterialAttributes.Material.Avatar] = | 121 | Attributes[(int)MaterialAttributes.Material.Avatar] = |
107 | new MaterialAttributes("avatar",60f, 0.2f, 0f); | 122 | new MaterialAttributes("avatar",60f, 0.2f, 0f); |
108 | 123 | ||
109 | Attributes[(int)MaterialAttributes.Material.Stone + (int)MaterialAttributes.Material.NumberOfTypes] = | 124 | Attributes[(int)MaterialAttributes.Material.Stone + (int)MaterialAttributes.Material.NumberOfTypes] = |
110 | new MaterialAttributes("stonePhysical",dDensity, 0.8f, 0.4f); | 125 | new MaterialAttributes("stonePhysical",dDensity, 0.8f, 0.4f); |
111 | Attributes[(int)MaterialAttributes.Material.Metal + (int)MaterialAttributes.Material.NumberOfTypes] = | 126 | Attributes[(int)MaterialAttributes.Material.Metal + (int)MaterialAttributes.Material.NumberOfTypes] = |
112 | new MaterialAttributes("metalPhysical",dDensity, 0.8f, 0.4f); | 127 | new MaterialAttributes("metalPhysical",dDensity, 0.8f, 0.4f); |
113 | Attributes[(int)MaterialAttributes.Material.Glass + (int)MaterialAttributes.Material.NumberOfTypes] = | 128 | Attributes[(int)MaterialAttributes.Material.Glass + (int)MaterialAttributes.Material.NumberOfTypes] = |
114 | new MaterialAttributes("glassPhysical",dDensity, 0.8f, 0.7f); | 129 | new MaterialAttributes("glassPhysical",dDensity, 0.8f, 0.7f); |
115 | Attributes[(int)MaterialAttributes.Material.Wood + (int)MaterialAttributes.Material.NumberOfTypes] = | 130 | Attributes[(int)MaterialAttributes.Material.Wood + (int)MaterialAttributes.Material.NumberOfTypes] = |
116 | new MaterialAttributes("woodPhysical",dDensity, 0.8f, 0.5f); | 131 | new MaterialAttributes("woodPhysical",dDensity, 0.8f, 0.5f); |
117 | Attributes[(int)MaterialAttributes.Material.Flesh + (int)MaterialAttributes.Material.NumberOfTypes] = | 132 | Attributes[(int)MaterialAttributes.Material.Flesh + (int)MaterialAttributes.Material.NumberOfTypes] = |
118 | new MaterialAttributes("fleshPhysical",dDensity, 0.8f, 0.3f); | 133 | new MaterialAttributes("fleshPhysical",dDensity, 0.8f, 0.3f); |
119 | Attributes[(int)MaterialAttributes.Material.Plastic + (int)MaterialAttributes.Material.NumberOfTypes] = | 134 | Attributes[(int)MaterialAttributes.Material.Plastic + (int)MaterialAttributes.Material.NumberOfTypes] = |
120 | new MaterialAttributes("plasticPhysical",dDensity, 0.8f, 0.7f); | 135 | new MaterialAttributes("plasticPhysical",dDensity, 0.8f, 0.7f); |
121 | Attributes[(int)MaterialAttributes.Material.Rubber + (int)MaterialAttributes.Material.NumberOfTypes] = | 136 | Attributes[(int)MaterialAttributes.Material.Rubber + (int)MaterialAttributes.Material.NumberOfTypes] = |
122 | new MaterialAttributes("rubberPhysical",dDensity, 0.8f, 0.9f); | 137 | new MaterialAttributes("rubberPhysical",dDensity, 0.8f, 0.9f); |
123 | Attributes[(int)MaterialAttributes.Material.Light + (int)MaterialAttributes.Material.NumberOfTypes] = | 138 | Attributes[(int)MaterialAttributes.Material.Light + (int)MaterialAttributes.Material.NumberOfTypes] = |
124 | new MaterialAttributes("lightPhysical",dDensity, dFriction, dRestitution); | 139 | new MaterialAttributes("lightPhysical",dDensity, dFriction, dRestitution); |
125 | Attributes[(int)MaterialAttributes.Material.Avatar + (int)MaterialAttributes.Material.NumberOfTypes] = | 140 | Attributes[(int)MaterialAttributes.Material.Avatar + (int)MaterialAttributes.Material.NumberOfTypes] = |
126 | new MaterialAttributes("avatarPhysical",60f, 0.2f, 0f); | 141 | new MaterialAttributes("avatarPhysical",60f, 0.2f, 0f); |
127 | } | 142 | } |
128 | 143 | ||
129 | // Under the [BulletSim] section, one can change the individual material | 144 | // Under the [BulletSim] section, one can change the individual material |
@@ -139,34 +154,34 @@ public static class BSMaterials | |||
139 | // the physical value. | 154 | // the physical value. |
140 | public static void InitializefromParameters(IConfig pConfig) | 155 | public static void InitializefromParameters(IConfig pConfig) |
141 | { | 156 | { |
142 | int matType = 0; | 157 | foreach (KeyValuePair<string, MaterialAttributes.Material> kvp in MaterialMap) |
143 | foreach (string matName in MaterialAttributes.MaterialNames) | ||
144 | { | 158 | { |
159 | string matName = kvp.Key; | ||
145 | foreach (string attribName in MaterialAttributes.MaterialAttribs) | 160 | foreach (string attribName in MaterialAttributes.MaterialAttribs) |
146 | { | 161 | { |
147 | string paramName = matName + attribName; | 162 | string paramName = matName + attribName; |
148 | if (pConfig.Contains(paramName)) | 163 | if (pConfig.Contains(paramName)) |
149 | { | 164 | { |
150 | float paramValue = pConfig.GetFloat(paramName); | 165 | float paramValue = pConfig.GetFloat(paramName); |
151 | SetAttributeValue(matType, attribName, paramValue); | 166 | SetAttributeValue((int)kvp.Value, attribName, paramValue); |
152 | // set the physical value also | 167 | // set the physical value also |
153 | SetAttributeValue(matType + (int)MaterialAttributes.Material.NumberOfTypes, attribName, paramValue); | 168 | SetAttributeValue((int)kvp.Value + (int)MaterialAttributes.Material.NumberOfTypes, attribName, paramValue); |
154 | } | 169 | } |
155 | paramName += "Physical"; | 170 | paramName += "Physical"; |
156 | if (pConfig.Contains(paramName)) | 171 | if (pConfig.Contains(paramName)) |
157 | { | 172 | { |
158 | float paramValue = pConfig.GetFloat(paramName); | 173 | float paramValue = pConfig.GetFloat(paramName); |
159 | SetAttributeValue(matType + (int)MaterialAttributes.Material.NumberOfTypes, attribName, paramValue); | 174 | SetAttributeValue((int)kvp.Value + (int)MaterialAttributes.Material.NumberOfTypes, attribName, paramValue); |
160 | } | 175 | } |
161 | } | 176 | } |
162 | matType++; | ||
163 | } | 177 | } |
164 | } | 178 | } |
165 | 179 | ||
180 | // Use reflection to set the value in the attribute structure. | ||
166 | private static void SetAttributeValue(int matType, string attribName, float val) | 181 | private static void SetAttributeValue(int matType, string attribName, float val) |
167 | { | 182 | { |
168 | MaterialAttributes thisAttrib = Attributes[matType]; | 183 | MaterialAttributes thisAttrib = Attributes[matType]; |
169 | FieldInfo fieldInfo = thisAttrib.GetType().GetField(attribName); | 184 | FieldInfo fieldInfo = thisAttrib.GetType().GetField(attribName.ToLower()); |
170 | if (fieldInfo != null) | 185 | if (fieldInfo != null) |
171 | { | 186 | { |
172 | fieldInfo.SetValue(thisAttrib, val); | 187 | fieldInfo.SetValue(thisAttrib, val); |
@@ -174,12 +189,12 @@ public static class BSMaterials | |||
174 | } | 189 | } |
175 | } | 190 | } |
176 | 191 | ||
192 | // Given a material type, return a structure of attributes. | ||
177 | public static MaterialAttributes GetAttributes(MaterialAttributes.Material type, bool isPhysical) | 193 | public static MaterialAttributes GetAttributes(MaterialAttributes.Material type, bool isPhysical) |
178 | { | 194 | { |
179 | int ind = (int)type; | 195 | int ind = (int)type; |
180 | if (isPhysical) ind += (int)MaterialAttributes.Material.NumberOfTypes; | 196 | if (isPhysical) ind += (int)MaterialAttributes.Material.NumberOfTypes; |
181 | return Attributes[ind]; | 197 | return Attributes[ind]; |
182 | } | 198 | } |
183 | |||
184 | } | 199 | } |
185 | } | 200 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index f4f2801..cf5bb57 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -309,6 +309,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
309 | BSMaterials.InitializeFromDefaults(Params); | 309 | BSMaterials.InitializeFromDefaults(Params); |
310 | if (pConfig != null) | 310 | if (pConfig != null) |
311 | { | 311 | { |
312 | // Let the user add new and interesting material property values. | ||
312 | BSMaterials.InitializefromParameters(pConfig); | 313 | BSMaterials.InitializefromParameters(pConfig); |
313 | } | 314 | } |
314 | } | 315 | } |