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author | Robert Adams | 2012-11-22 12:01:56 -0800 |
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committer | Robert Adams | 2012-11-25 20:04:26 -0800 |
commit | 4ae30873ad1c0d48b7e03047eafe5cd690bbe61c (patch) | |
tree | 0b72ed847334ef1567273375386cbb944f6e9faf /OpenSim/Region/Physics/BulletSPlugin | |
parent | Combine TestDeleteSceneObjectAsync() with TestDeRezSceneObject() as they are ... (diff) | |
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BulletSim: Add tables and initialization for different attributes for different materials. For the moment, the per material tables are not used.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSMaterials.cs | 191 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 7 |
2 files changed, 198 insertions, 0 deletions
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 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using System.Text; | ||
30 | using System.Reflection; | ||
31 | using Nini.Config; | ||
32 | |||
33 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
34 | { | ||
35 | |||
36 | public struct MaterialAttributes | ||
37 | { | ||
38 | // Material type values that correspond with definitions for LSL | ||
39 | public enum Material : int | ||
40 | { | ||
41 | Stone = 0, | ||
42 | Metal, | ||
43 | Glass, | ||
44 | Wood, | ||
45 | Flesh, | ||
46 | Plastic, | ||
47 | Rubber, | ||
48 | Light, | ||
49 | // Hereafter are BulletSim additions | ||
50 | Avatar, | ||
51 | NumberOfTypes // the count of types in the enum. | ||
52 | } | ||
53 | // Names must be in the order of the above enum. | ||
54 | public static string[] MaterialNames = { "Stone", "Metal", "Glass", "Wood", | ||
55 | "Flesh", "Plastic", "Rubber", "Light", "Avatar" }; | ||
56 | public static string[] MaterialAttribs = { "Density", "Friction", "Restitution", | ||
57 | "ccdMotionThreshold", "ccdSweptSphereRadius" }; | ||
58 | |||
59 | public MaterialAttributes(string t, float d, float f, float r, float ccdM, float ccdS) | ||
60 | { | ||
61 | type = t; | ||
62 | density = d; | ||
63 | friction = f; | ||
64 | restitution = r; | ||
65 | ccdMotionThreshold = ccdM; | ||
66 | ccdSweptSphereRadius = ccdS; | ||
67 | } | ||
68 | public string type; | ||
69 | public float density; | ||
70 | public float friction; | ||
71 | public float restitution; | ||
72 | public float ccdMotionThreshold; | ||
73 | public float ccdSweptSphereRadius; | ||
74 | } | ||
75 | |||
76 | public static class BSMaterials | ||
77 | { | ||
78 | public static MaterialAttributes[] Attributes; | ||
79 | |||
80 | static BSMaterials() | ||
81 | { | ||
82 | // Attribute sets for both the non-physical and physical instances of materials. | ||
83 | Attributes = new MaterialAttributes[(int)MaterialAttributes.Material.NumberOfTypes * 2]; | ||
84 | } | ||
85 | |||
86 | // This is where all the default material attributes are defined. | ||
87 | public static void InitializeFromDefaults(ConfigurationParameters parms) | ||
88 | { | ||
89 | // public static string[] MaterialNames = { "Stone", "Metal", "Glass", "Wood", | ||
90 | // "Flesh", "Plastic", "Rubber", "Light", "Avatar" }; | ||
91 | float dFriction = parms.defaultFriction; | ||
92 | float dRestitution = parms.defaultRestitution; | ||
93 | float dDensity = parms.defaultDensity; | ||
94 | float dCcdM = parms.ccdMotionThreshold; | ||
95 | float dCcdS = parms.ccdSweptSphereRadius; | ||
96 | Attributes[(int)MaterialAttributes.Material.Stone] = | ||
97 | new MaterialAttributes("stone",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | ||
98 | Attributes[(int)MaterialAttributes.Material.Metal] = | ||
99 | new MaterialAttributes("metal",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | ||
100 | Attributes[(int)MaterialAttributes.Material.Glass] = | ||
101 | new MaterialAttributes("glass",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | ||
102 | Attributes[(int)MaterialAttributes.Material.Wood] = | ||
103 | new MaterialAttributes("wood",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | ||
104 | Attributes[(int)MaterialAttributes.Material.Flesh] = | ||
105 | new MaterialAttributes("flesh",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | ||
106 | Attributes[(int)MaterialAttributes.Material.Plastic] = | ||
107 | new MaterialAttributes("plastic",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | ||
108 | Attributes[(int)MaterialAttributes.Material.Rubber] = | ||
109 | new MaterialAttributes("rubber",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | ||
110 | Attributes[(int)MaterialAttributes.Material.Light] = | ||
111 | new MaterialAttributes("light",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | ||
112 | Attributes[(int)MaterialAttributes.Material.Avatar] = | ||
113 | new MaterialAttributes("avatar",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | ||
114 | |||
115 | Attributes[(int)MaterialAttributes.Material.Stone + (int)MaterialAttributes.Material.NumberOfTypes] = | ||
116 | new MaterialAttributes("stonePhysical",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | ||
117 | Attributes[(int)MaterialAttributes.Material.Metal + (int)MaterialAttributes.Material.NumberOfTypes] = | ||
118 | new MaterialAttributes("metalPhysical",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | ||
119 | Attributes[(int)MaterialAttributes.Material.Glass + (int)MaterialAttributes.Material.NumberOfTypes] = | ||
120 | new MaterialAttributes("glassPhysical",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | ||
121 | Attributes[(int)MaterialAttributes.Material.Wood + (int)MaterialAttributes.Material.NumberOfTypes] = | ||
122 | new MaterialAttributes("woodPhysical",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | ||
123 | Attributes[(int)MaterialAttributes.Material.Flesh + (int)MaterialAttributes.Material.NumberOfTypes] = | ||
124 | new MaterialAttributes("fleshPhysical",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | ||
125 | Attributes[(int)MaterialAttributes.Material.Plastic + (int)MaterialAttributes.Material.NumberOfTypes] = | ||
126 | new MaterialAttributes("plasticPhysical",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | ||
127 | Attributes[(int)MaterialAttributes.Material.Rubber + (int)MaterialAttributes.Material.NumberOfTypes] = | ||
128 | new MaterialAttributes("rubberPhysical",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | ||
129 | Attributes[(int)MaterialAttributes.Material.Light + (int)MaterialAttributes.Material.NumberOfTypes] = | ||
130 | new MaterialAttributes("lightPhysical",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | ||
131 | Attributes[(int)MaterialAttributes.Material.Avatar + (int)MaterialAttributes.Material.NumberOfTypes] = | ||
132 | new MaterialAttributes("avatarPhysical",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | ||
133 | } | ||
134 | |||
135 | // Under the [BulletSim] section, one can change the individual material | ||
136 | // attribute values. The format of the configuration parameter is: | ||
137 | // <materialName><Attribute>["Physical"] = floatValue | ||
138 | // For instance: | ||
139 | // [BulletSim] | ||
140 | // StoneFriction = 0.2 | ||
141 | // FleshRestitutionPhysical = 0.8 | ||
142 | // Materials can have different parameters for their static and | ||
143 | // physical instantiations. When setting the non-physical value, | ||
144 | // both values are changed. Setting the physical value only changes | ||
145 | // the physical value. | ||
146 | public static void InitializefromParameters(IConfig pConfig) | ||
147 | { | ||
148 | int matType = 0; | ||
149 | foreach (string matName in MaterialAttributes.MaterialNames) | ||
150 | { | ||
151 | foreach (string attribName in MaterialAttributes.MaterialAttribs) | ||
152 | { | ||
153 | string paramName = matName + attribName; | ||
154 | if (pConfig.Contains(paramName)) | ||
155 | { | ||
156 | float paramValue = pConfig.GetFloat(paramName); | ||
157 | SetAttributeValue(matType, attribName, paramValue); | ||
158 | // set the physical value also | ||
159 | SetAttributeValue(matType + (int)MaterialAttributes.Material.NumberOfTypes, attribName, paramValue); | ||
160 | } | ||
161 | paramName += "Physical"; | ||
162 | if (pConfig.Contains(paramName)) | ||
163 | { | ||
164 | float paramValue = pConfig.GetFloat(paramName); | ||
165 | SetAttributeValue(matType + (int)MaterialAttributes.Material.NumberOfTypes, attribName, paramValue); | ||
166 | } | ||
167 | } | ||
168 | matType++; | ||
169 | } | ||
170 | } | ||
171 | |||
172 | private static void SetAttributeValue(int matType, string attribName, float val) | ||
173 | { | ||
174 | MaterialAttributes thisAttrib = Attributes[matType]; | ||
175 | FieldInfo fieldInfo = thisAttrib.GetType().GetField(attribName); | ||
176 | if (fieldInfo != null) | ||
177 | { | ||
178 | fieldInfo.SetValue(thisAttrib, val); | ||
179 | Attributes[matType] = thisAttrib; | ||
180 | } | ||
181 | } | ||
182 | |||
183 | public static MaterialAttributes GetAttributes(MaterialAttributes.Material type, bool isPhysical) | ||
184 | { | ||
185 | int ind = (int)type; | ||
186 | if (isPhysical) ind += (int)MaterialAttributes.Material.NumberOfTypes; | ||
187 | return Attributes[ind]; | ||
188 | } | ||
189 | |||
190 | } | ||
191 | } | ||
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 | |||
308 | // Do any replacements in the parameters | 308 | // Do any replacements in the parameters |
309 | m_physicsLoggingPrefix = m_physicsLoggingPrefix.Replace("%REGIONNAME%", RegionName); | 309 | m_physicsLoggingPrefix = m_physicsLoggingPrefix.Replace("%REGIONNAME%", RegionName); |
310 | } | 310 | } |
311 | |||
312 | // The material characteristics. | ||
313 | BSMaterials.InitializeFromDefaults(Params); | ||
314 | if (pConfig != null) | ||
315 | { | ||
316 | BSMaterials.InitializefromParameters(pConfig); | ||
317 | } | ||
311 | } | 318 | } |
312 | } | 319 | } |
313 | 320 | ||