diff options
author | Robert Adams | 2011-08-18 14:32:09 -0700 |
---|---|---|
committer | Mic Bowman | 2011-08-18 14:32:09 -0700 |
commit | fef73a1a1011126d4df2da2279caae9cef7984d1 (patch) | |
tree | af54473f37f419648b98c4b8ddc815ff7aea98a3 /OpenSim/Region/Physics/BulletSPlugin | |
parent | BulletSim: fix problem with not convex hulling large objects by creating unit... (diff) | |
download | opensim-SC_OLD-fef73a1a1011126d4df2da2279caae9cef7984d1.zip opensim-SC_OLD-fef73a1a1011126d4df2da2279caae9cef7984d1.tar.gz opensim-SC_OLD-fef73a1a1011126d4df2da2279caae9cef7984d1.tar.bz2 opensim-SC_OLD-fef73a1a1011126d4df2da2279caae9cef7984d1.tar.xz |
BulletSim: add runtime setting of physics parameters. Update default values.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 31 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 10 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 223 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs | 20 |
4 files changed, 256 insertions, 28 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 9f9ebcc..682eb80 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -49,8 +49,9 @@ public class BSCharacter : PhysicsActor | |||
49 | private bool _grabbed; | 49 | private bool _grabbed; |
50 | private bool _selected; | 50 | private bool _selected; |
51 | private Vector3 _position; | 51 | private Vector3 _position; |
52 | private float _mass = 80f; | 52 | private float _mass; |
53 | public float _density = 60f; | 53 | public float _density; |
54 | public float _avatarVolume; | ||
54 | private Vector3 _force; | 55 | private Vector3 _force; |
55 | private Vector3 _velocity; | 56 | private Vector3 _velocity; |
56 | private Vector3 _torque; | 57 | private Vector3 _torque; |
@@ -90,13 +91,13 @@ public class BSCharacter : PhysicsActor | |||
90 | _scene = parent_scene; | 91 | _scene = parent_scene; |
91 | _position = pos; | 92 | _position = pos; |
92 | _size = size; | 93 | _size = size; |
94 | _flying = isFlying; | ||
93 | _orientation = Quaternion.Identity; | 95 | _orientation = Quaternion.Identity; |
94 | _velocity = Vector3.Zero; | 96 | _velocity = Vector3.Zero; |
95 | _buoyancy = 0f; // characters return a buoyancy of zero | 97 | _buoyancy = isFlying ? 1f : 0f; |
96 | _scale = new Vector3(1f, 1f, 1f); | 98 | _scale = new Vector3(1f, 1f, 1f); |
97 | float AVvolume = (float) (Math.PI*Math.Pow(_scene.Params.avatarCapsuleRadius, 2)*_scene.Params.avatarCapsuleHeight); | ||
98 | _density = _scene.Params.avatarDensity; | 99 | _density = _scene.Params.avatarDensity; |
99 | _mass = _density*AVvolume; | 100 | ComputeAvatarVolumeAndMass(); // set _avatarVolume and _mass based on capsule size, _density and _scale |
100 | 101 | ||
101 | ShapeData shapeData = new ShapeData(); | 102 | ShapeData shapeData = new ShapeData(); |
102 | shapeData.ID = _localID; | 103 | shapeData.ID = _localID; |
@@ -106,7 +107,7 @@ public class BSCharacter : PhysicsActor | |||
106 | shapeData.Velocity = _velocity; | 107 | shapeData.Velocity = _velocity; |
107 | shapeData.Scale = _scale; | 108 | shapeData.Scale = _scale; |
108 | shapeData.Mass = _mass; | 109 | shapeData.Mass = _mass; |
109 | shapeData.Buoyancy = isFlying ? 1f : 0f; | 110 | shapeData.Buoyancy = _buoyancy; |
110 | shapeData.Static = ShapeData.numericFalse; | 111 | shapeData.Static = ShapeData.numericFalse; |
111 | shapeData.Friction = _scene.Params.avatarFriction; | 112 | shapeData.Friction = _scene.Params.avatarFriction; |
112 | shapeData.Restitution = _scene.Params.defaultRestitution; | 113 | shapeData.Restitution = _scene.Params.defaultRestitution; |
@@ -212,6 +213,7 @@ public class BSCharacter : PhysicsActor | |||
212 | get { return _velocity; } | 213 | get { return _velocity; } |
213 | set { | 214 | set { |
214 | _velocity = value; | 215 | _velocity = value; |
216 | // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity); | ||
215 | _scene.TaintedObject(delegate() | 217 | _scene.TaintedObject(delegate() |
216 | { | 218 | { |
217 | BulletSimAPI.SetObjectVelocity(_scene.WorldID, _localID, _velocity); | 219 | BulletSimAPI.SetObjectVelocity(_scene.WorldID, _localID, _velocity); |
@@ -235,6 +237,7 @@ public class BSCharacter : PhysicsActor | |||
235 | get { return _orientation; } | 237 | get { return _orientation; } |
236 | set { | 238 | set { |
237 | _orientation = value; | 239 | _orientation = value; |
240 | // m_log.DebugFormat("{0}: set orientation to {1}", LogHeader, _orientation); | ||
238 | _scene.TaintedObject(delegate() | 241 | _scene.TaintedObject(delegate() |
239 | { | 242 | { |
240 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 243 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); |
@@ -300,7 +303,6 @@ public class BSCharacter : PhysicsActor | |||
300 | set { _buoyancy = value; | 303 | set { _buoyancy = value; |
301 | _scene.TaintedObject(delegate() | 304 | _scene.TaintedObject(delegate() |
302 | { | 305 | { |
303 | // simulate flying by changing the effect of gravity | ||
304 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, LocalID, _buoyancy); | 306 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, LocalID, _buoyancy); |
305 | }); | 307 | }); |
306 | } | 308 | } |
@@ -344,6 +346,7 @@ public class BSCharacter : PhysicsActor | |||
344 | _force.X += force.X; | 346 | _force.X += force.X; |
345 | _force.Y += force.Y; | 347 | _force.Y += force.Y; |
346 | _force.Z += force.Z; | 348 | _force.Z += force.Z; |
349 | // m_log.DebugFormat("{0}: AddForce. adding={1}, newForce={2}", LogHeader, force, _force); | ||
347 | _scene.TaintedObject(delegate() | 350 | _scene.TaintedObject(delegate() |
348 | { | 351 | { |
349 | BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); | 352 | BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); |
@@ -370,6 +373,17 @@ public class BSCharacter : PhysicsActor | |||
370 | return (_subscribedEventsMs > 0); | 373 | return (_subscribedEventsMs > 0); |
371 | } | 374 | } |
372 | 375 | ||
376 | // set _avatarVolume and _mass based on capsule size, _density and _scale | ||
377 | private void ComputeAvatarVolumeAndMass() | ||
378 | { | ||
379 | _avatarVolume = (float)( | ||
380 | Math.PI | ||
381 | * _scene.Params.avatarCapsuleRadius * _scale.X | ||
382 | * _scene.Params.avatarCapsuleRadius * _scale.Y | ||
383 | * _scene.Params.avatarCapsuleHeight * _scale.Z); | ||
384 | _mass = _density * _avatarVolume; | ||
385 | } | ||
386 | |||
373 | // The physics engine says that properties have updated. Update same and inform | 387 | // The physics engine says that properties have updated. Update same and inform |
374 | // the world that things have changed. | 388 | // the world that things have changed. |
375 | public void UpdateProperties(EntityProperties entprop) | 389 | public void UpdateProperties(EntityProperties entprop) |
@@ -403,6 +417,9 @@ public class BSCharacter : PhysicsActor | |||
403 | } | 417 | } |
404 | if (changed) | 418 | if (changed) |
405 | { | 419 | { |
420 | // m_log.DebugFormat("{0}: UpdateProperties: id={1}, c={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation); | ||
421 | // Avatar movement is not done by generating this event. There is a system that | ||
422 | // checks for avatar updates each heartbeat loop. | ||
406 | // base.RequestPhysicsterseUpdate(); | 423 | // base.RequestPhysicsterseUpdate(); |
407 | } | 424 | } |
408 | } | 425 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index c4999f6..cc414e9 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -1013,8 +1013,8 @@ public sealed class BSPrim : PhysicsActor | |||
1013 | // m_log.DebugFormat("{0}: CreateGeom: calling CreateHull. lid={1}, key={2}, hulls={3}", LogHeader, _localID, _hullKey, hullCount); | 1013 | // m_log.DebugFormat("{0}: CreateGeom: calling CreateHull. lid={1}, key={2}, hulls={3}", LogHeader, _localID, _hullKey, hullCount); |
1014 | BulletSimAPI.CreateHull(_scene.WorldID, _hullKey, hullCount, convHulls); | 1014 | BulletSimAPI.CreateHull(_scene.WorldID, _hullKey, hullCount, convHulls); |
1015 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_HULL; | 1015 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_HULL; |
1016 | // Let the object be scaled by Bullet (the mesh was created as a unit mesh) | 1016 | // meshes are already scaled by the meshmerizer |
1017 | _scale = _size; | 1017 | _scale = new OMV.Vector3(1f, 1f, 1f); |
1018 | } | 1018 | } |
1019 | return; | 1019 | return; |
1020 | } | 1020 | } |
@@ -1138,9 +1138,7 @@ public sealed class BSPrim : PhysicsActor | |||
1138 | if (_scene.NeedsMeshing(_pbs)) // linksets with constraints don't need a root mesh | 1138 | if (_scene.NeedsMeshing(_pbs)) // linksets with constraints don't need a root mesh |
1139 | { | 1139 | { |
1140 | // m_log.DebugFormat("{0}: RecreateGeomAndObject: creating mesh", LogHeader); | 1140 | // m_log.DebugFormat("{0}: RecreateGeomAndObject: creating mesh", LogHeader); |
1141 | // Make the mesh scaled to 1 and use Bullet's scaling feature to scale it in world | 1141 | _mesh = _scene.mesher.CreateMesh(_avName, _pbs, _size, _scene.MeshLOD, _isPhysical); |
1142 | OMV.Vector3 scaleFactor = new OMV.Vector3(1.0f, 1.0f, 1.0f); | ||
1143 | _mesh = _scene.mesher.CreateMesh(_avName, _pbs, scaleFactor, _scene.MeshLOD, _isPhysical); | ||
1144 | } | 1142 | } |
1145 | else | 1143 | else |
1146 | { | 1144 | { |
@@ -1225,6 +1223,8 @@ public sealed class BSPrim : PhysicsActor | |||
1225 | else | 1223 | else |
1226 | { | 1224 | { |
1227 | // Don't check for damping here -- it's done in BulletSim and SceneObjectPart. | 1225 | // Don't check for damping here -- it's done in BulletSim and SceneObjectPart. |
1226 | |||
1227 | // Only updates only for individual prims and for the root object of a linkset. | ||
1228 | if (this._parentPrim == null) | 1228 | if (this._parentPrim == null) |
1229 | { | 1229 | { |
1230 | // Assign to the local variables so the normal set action does not happen | 1230 | // Assign to the local variables so the normal set action does not happen |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index de86d59..518be09 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -58,11 +58,13 @@ using OpenSim.Region.Framework; | |||
58 | // | 58 | // |
59 | namespace OpenSim.Region.Physics.BulletSPlugin | 59 | namespace OpenSim.Region.Physics.BulletSPlugin |
60 | { | 60 | { |
61 | public class BSScene : PhysicsScene | 61 | public class BSScene : PhysicsScene, IPhysicsParameters |
62 | { | 62 | { |
63 | private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); | 63 | private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); |
64 | private static readonly string LogHeader = "[BULLETS SCENE]"; | 64 | private static readonly string LogHeader = "[BULLETS SCENE]"; |
65 | 65 | ||
66 | public string BulletSimVersion = "?"; | ||
67 | |||
66 | private Dictionary<uint, BSCharacter> m_avatars = new Dictionary<uint, BSCharacter>(); | 68 | private Dictionary<uint, BSCharacter> m_avatars = new Dictionary<uint, BSCharacter>(); |
67 | private Dictionary<uint, BSPrim> m_prims = new Dictionary<uint, BSPrim>(); | 69 | private Dictionary<uint, BSPrim> m_prims = new Dictionary<uint, BSPrim>(); |
68 | private List<BSPrim> m_vehicles = new List<BSPrim>(); | 70 | private List<BSPrim> m_vehicles = new List<BSPrim>(); |
@@ -127,7 +129,7 @@ public class BSScene : PhysicsScene | |||
127 | ConfigurationParameters[] m_params; | 129 | ConfigurationParameters[] m_params; |
128 | GCHandle m_paramsHandle; | 130 | GCHandle m_paramsHandle; |
129 | 131 | ||
130 | private BulletSimAPI.DebugLogCallback debugLogCallbackHandle; | 132 | private BulletSimAPI.DebugLogCallback m_DebugLogCallbackHandle; |
131 | 133 | ||
132 | public BSScene(string identifier) | 134 | public BSScene(string identifier) |
133 | { | 135 | { |
@@ -149,12 +151,17 @@ public class BSScene : PhysicsScene | |||
149 | m_updateArray = new EntityProperties[m_maxUpdatesPerFrame]; | 151 | m_updateArray = new EntityProperties[m_maxUpdatesPerFrame]; |
150 | m_updateArrayPinnedHandle = GCHandle.Alloc(m_updateArray, GCHandleType.Pinned); | 152 | m_updateArrayPinnedHandle = GCHandle.Alloc(m_updateArray, GCHandleType.Pinned); |
151 | 153 | ||
154 | // Get the version of the DLL | ||
155 | // TODO: this doesn't work yet. Something wrong with marshaling the returned string. | ||
156 | // BulletSimVersion = BulletSimAPI.GetVersion(); | ||
157 | // m_log.WarnFormat("{0}: BulletSim.dll version='{1}'", LogHeader, BulletSimVersion); | ||
158 | |||
152 | // if Debug, enable logging from the unmanaged code | 159 | // if Debug, enable logging from the unmanaged code |
153 | if (m_log.IsDebugEnabled) | 160 | if (m_log.IsDebugEnabled) |
154 | { | 161 | { |
155 | m_log.DebugFormat("{0}: Initialize: Setting debug callback for unmanaged code", LogHeader); | 162 | m_log.DebugFormat("{0}: Initialize: Setting debug callback for unmanaged code", LogHeader); |
156 | debugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLogger); | 163 | m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLogger); |
157 | BulletSimAPI.SetDebugLogCallback(debugLogCallbackHandle); | 164 | BulletSimAPI.SetDebugLogCallback(m_DebugLogCallbackHandle); |
158 | } | 165 | } |
159 | 166 | ||
160 | _taintedObjects = new List<TaintCallback>(); | 167 | _taintedObjects = new List<TaintCallback>(); |
@@ -188,7 +195,7 @@ public class BSScene : PhysicsScene | |||
188 | m_maxUpdatesPerFrame = 2048; | 195 | m_maxUpdatesPerFrame = 2048; |
189 | m_maximumObjectMass = 10000.01f; | 196 | m_maximumObjectMass = 10000.01f; |
190 | 197 | ||
191 | parms.defaultFriction = 0.70f; | 198 | parms.defaultFriction = 0.5f; |
192 | parms.defaultDensity = 10.000006836f; // Aluminum g/cm3 | 199 | parms.defaultDensity = 10.000006836f; // Aluminum g/cm3 |
193 | parms.defaultRestitution = 0f; | 200 | parms.defaultRestitution = 0f; |
194 | parms.collisionMargin = 0.0f; | 201 | parms.collisionMargin = 0.0f; |
@@ -202,10 +209,10 @@ public class BSScene : PhysicsScene | |||
202 | parms.ccdMotionThreshold = 0.5f; // set to zero to disable | 209 | parms.ccdMotionThreshold = 0.5f; // set to zero to disable |
203 | parms.ccdSweptSphereRadius = 0.2f; | 210 | parms.ccdSweptSphereRadius = 0.2f; |
204 | 211 | ||
205 | parms.terrainFriction = 0.85f; | 212 | parms.terrainFriction = 0.5f; |
206 | parms.terrainHitFriction = 0.8f; | 213 | parms.terrainHitFraction = 0.8f; |
207 | parms.terrainRestitution = 0.2f; | 214 | parms.terrainRestitution = 0f; |
208 | parms.avatarFriction = 0.85f; | 215 | parms.avatarFriction = 0.0f; |
209 | parms.avatarDensity = 60f; | 216 | parms.avatarDensity = 60f; |
210 | parms.avatarCapsuleRadius = 0.37f; | 217 | parms.avatarCapsuleRadius = 0.37f; |
211 | parms.avatarCapsuleHeight = 1.5f; // 2.140599f | 218 | parms.avatarCapsuleHeight = 1.5f; // 2.140599f |
@@ -213,7 +220,8 @@ public class BSScene : PhysicsScene | |||
213 | if (config != null) | 220 | if (config != null) |
214 | { | 221 | { |
215 | // If there are specifications in the ini file, use those values | 222 | // If there are specifications in the ini file, use those values |
216 | // WHEN ADDING OR UPDATING THIS SECTION, BE SURE TO ALSO UPDATE OpenSimDefaults.ini | 223 | // WHEN ADDING OR UPDATING THIS SECTION, BE SURE TO UPDATE OpenSimDefaults.ini |
224 | // ALSO REMEMBER TO UPDATE THE RUNTIME SETTING OF THE PARAMETERS. | ||
217 | IConfig pConfig = config.Configs["BulletSim"]; | 225 | IConfig pConfig = config.Configs["BulletSim"]; |
218 | if (pConfig != null) | 226 | if (pConfig != null) |
219 | { | 227 | { |
@@ -243,7 +251,7 @@ public class BSScene : PhysicsScene | |||
243 | parms.ccdSweptSphereRadius = pConfig.GetFloat("CcdSweptSphereRadius", parms.ccdSweptSphereRadius); | 251 | parms.ccdSweptSphereRadius = pConfig.GetFloat("CcdSweptSphereRadius", parms.ccdSweptSphereRadius); |
244 | 252 | ||
245 | parms.terrainFriction = pConfig.GetFloat("TerrainFriction", parms.terrainFriction); | 253 | parms.terrainFriction = pConfig.GetFloat("TerrainFriction", parms.terrainFriction); |
246 | parms.terrainHitFriction = pConfig.GetFloat("TerrainHitFriction", parms.terrainHitFriction); | 254 | parms.terrainHitFraction = pConfig.GetFloat("TerrainHitFraction", parms.terrainHitFraction); |
247 | parms.terrainRestitution = pConfig.GetFloat("TerrainRestitution", parms.terrainRestitution); | 255 | parms.terrainRestitution = pConfig.GetFloat("TerrainRestitution", parms.terrainRestitution); |
248 | parms.avatarFriction = pConfig.GetFloat("AvatarFriction", parms.avatarFriction); | 256 | parms.avatarFriction = pConfig.GetFloat("AvatarFriction", parms.avatarFriction); |
249 | parms.avatarDensity = pConfig.GetFloat("AvatarDensity", parms.avatarDensity); | 257 | parms.avatarDensity = pConfig.GetFloat("AvatarDensity", parms.avatarDensity); |
@@ -386,7 +394,7 @@ public class BSScene : PhysicsScene | |||
386 | } | 394 | } |
387 | } | 395 | } |
388 | 396 | ||
389 | // FIX THIS: fps calculation wrong. This calculation always returns about 1 in normal operation. | 397 | // TODO: FIX THIS: fps calculation wrong. This calculation always returns about 1 in normal operation. |
390 | return timeStep / (numSubSteps * m_fixedTimeStep) * 1000f; | 398 | return timeStep / (numSubSteps * m_fixedTimeStep) * 1000f; |
391 | } | 399 | } |
392 | 400 | ||
@@ -651,5 +659,196 @@ public class BSScene : PhysicsScene | |||
651 | } | 659 | } |
652 | } | 660 | } |
653 | #endregion Vehicles | 661 | #endregion Vehicles |
662 | |||
663 | #region Runtime settable parameters | ||
664 | public static PhysParameterEntry[] SettableParameters = new PhysParameterEntry[] | ||
665 | { | ||
666 | new PhysParameterEntry("MeshLOD", "Level of detail to render meshes (Power of two. Default 32)"), | ||
667 | new PhysParameterEntry("MaxSubStep", "In simulation step, maximum number of substeps"), | ||
668 | new PhysParameterEntry("FixedTimeStep", "In simulation step, seconds of one substep (1/60)"), | ||
669 | new PhysParameterEntry("MaxObjectMass", "Maximum object mass (10000.01)"), | ||
670 | |||
671 | new PhysParameterEntry("DefaultFriction", "Friction factor used on new objects"), | ||
672 | new PhysParameterEntry("DefaultDensity", "Density for new objects" ), | ||
673 | new PhysParameterEntry("DefaultRestitution", "Bouncyness of an object" ), | ||
674 | // new PhysParameterEntry("CollisionMargin", "Margin around objects before collisions are calculated (must be zero!!)" ), | ||
675 | new PhysParameterEntry("Gravity", "Vertical force of gravity (negative means down)" ), | ||
676 | |||
677 | new PhysParameterEntry("LinearDamping", "Factor to damp linear movement per second (0.0 - 1.0)" ), | ||
678 | new PhysParameterEntry("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)" ), | ||
679 | new PhysParameterEntry("DeactivationTime", "Seconds before considering an object potentially static" ), | ||
680 | new PhysParameterEntry("LinearSleepingThreshold", "Seconds to measure linear movement before considering static" ), | ||
681 | new PhysParameterEntry("AngularSleepingThreshold", "Seconds to measure angular movement before considering static" ), | ||
682 | // new PhysParameterEntry("CcdMotionThreshold", "" ), | ||
683 | // new PhysParameterEntry("CcdSweptSphereRadius", "" ), | ||
684 | |||
685 | new PhysParameterEntry("TerrainFriction", "Factor to reduce movement against terrain surface" ), | ||
686 | new PhysParameterEntry("TerrainHitFraction", "Distance to measure hit collisions" ), | ||
687 | new PhysParameterEntry("TerrainRestitution", "Bouncyness" ), | ||
688 | new PhysParameterEntry("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation." ), | ||
689 | new PhysParameterEntry("AvatarDensity", "Density of an avatar. Changed on avatar recreation." ), | ||
690 | new PhysParameterEntry("AvatarRestitution", "Bouncyness. Changed on avatar recreation." ), | ||
691 | new PhysParameterEntry("AvatarCapsuleRadius", "Radius of space around an avatar" ), | ||
692 | new PhysParameterEntry("AvatarCapsuleHeight", "Default height of space around avatar" ) | ||
693 | }; | ||
694 | |||
695 | #region IPhysicsParameters | ||
696 | // Get the list of parameters this physics engine supports | ||
697 | public PhysParameterEntry[] GetParameterList() | ||
698 | { | ||
699 | return SettableParameters; | ||
700 | } | ||
701 | |||
702 | // Set parameter on a specific or all instances. | ||
703 | // Return 'false' if not able to set the parameter. | ||
704 | // Setting the value in the m_params block will change the value the physics engine | ||
705 | // will use the next time since it's pinned and shared memory. | ||
706 | // Some of the values require calling into the physics engine to get the new | ||
707 | // value activated ('terrainFriction' for instance). | ||
708 | public bool SetPhysicsParameter(string parm, float val, uint localID) | ||
709 | { | ||
710 | bool ret = true; | ||
711 | string lparm = parm.ToLower(); | ||
712 | switch (lparm) | ||
713 | { | ||
714 | case "meshlod": m_meshLOD = (int)val; break; | ||
715 | case "maxsubstep": m_maxSubSteps = (int)val; break; | ||
716 | case "fixedtimestep": m_fixedTimeStep = val; break; | ||
717 | case "maxobjectmass": m_maximumObjectMass = val; break; | ||
718 | |||
719 | case "defaultfriction": m_params[0].defaultFriction = val; break; | ||
720 | case "defaultdensity": m_params[0].defaultDensity = val; break; | ||
721 | case "defaultrestitution": m_params[0].defaultRestitution = val; break; | ||
722 | case "collisionmargin": m_params[0].collisionMargin = val; break; | ||
723 | case "gravity": m_params[0].gravity = val; TaintedUpdateParameter(lparm, PhysParameterEntry.APPLY_TO_NONE, val); break; | ||
724 | |||
725 | case "lineardamping": UpdateParameterPrims(ref m_params[0].linearDamping, lparm, localID, val); break; | ||
726 | case "angulardamping": UpdateParameterPrims(ref m_params[0].angularDamping, lparm, localID, val); break; | ||
727 | case "deactivationtime": UpdateParameterPrims(ref m_params[0].deactivationTime, lparm, localID, val); break; | ||
728 | case "linearsleepingthreshold": UpdateParameterPrims(ref m_params[0].linearSleepingThreshold, lparm, localID, val); break; | ||
729 | case "angularsleepingthreshold": UpdateParameterPrims(ref m_params[0].angularDamping, lparm, localID, val); break; | ||
730 | case "ccdmotionthreshold": UpdateParameterPrims(ref m_params[0].ccdMotionThreshold, lparm, localID, val); break; | ||
731 | case "ccdsweptsphereradius": UpdateParameterPrims(ref m_params[0].ccdSweptSphereRadius, lparm, localID, val); break; | ||
732 | |||
733 | // set a terrain physical feature and cause terrain to be recalculated | ||
734 | case "terrainfriction": m_params[0].terrainFriction = val; TaintedUpdateParameter("terrain", 0, val); break; | ||
735 | case "terrainhitfraction": m_params[0].terrainHitFraction = val; TaintedUpdateParameter("terrain", 0, val); break; | ||
736 | case "terrainrestitution": m_params[0].terrainRestitution = val; TaintedUpdateParameter("terrain", 0, val); break; | ||
737 | // set an avatar physical feature and cause avatar(s) to be recalculated | ||
738 | case "avatarfriction": UpdateParameterAvatars(ref m_params[0].avatarFriction, "avatar", localID, val); break; | ||
739 | case "avatardensity": UpdateParameterAvatars(ref m_params[0].avatarDensity, "avatar", localID, val); break; | ||
740 | case "avatarrestitution": UpdateParameterAvatars(ref m_params[0].avatarRestitution, "avatar", localID, val); break; | ||
741 | case "avatarcapsuleradius": UpdateParameterAvatars(ref m_params[0].avatarCapsuleRadius, "avatar", localID, val); break; | ||
742 | case "avatarcapsuleheight": UpdateParameterAvatars(ref m_params[0].avatarCapsuleHeight, "avatar", localID, val); break; | ||
743 | |||
744 | default: ret = false; break; | ||
745 | } | ||
746 | return ret; | ||
747 | } | ||
748 | |||
749 | // check to see if we are updating a parameter for a particular or all of the prims | ||
750 | private void UpdateParameterPrims(ref float loc, string parm, uint localID, float val) | ||
751 | { | ||
752 | List<uint> operateOn; | ||
753 | lock (m_prims) operateOn = new List<uint>(m_prims.Keys); | ||
754 | UpdateParameterSet(operateOn, ref loc, parm, localID, val); | ||
755 | } | ||
756 | |||
757 | // check to see if we are updating a parameter for a particular or all of the avatars | ||
758 | private void UpdateParameterAvatars(ref float loc, string parm, uint localID, float val) | ||
759 | { | ||
760 | List<uint> operateOn; | ||
761 | lock (m_avatars) operateOn = new List<uint>(m_avatars.Keys); | ||
762 | UpdateParameterSet(operateOn, ref loc, parm, localID, val); | ||
763 | } | ||
764 | |||
765 | // update all the localIDs specified | ||
766 | // If the local ID is APPLY_TO_NONE, just change the default value | ||
767 | // If the localID is APPLY_TO_ALL change the default value and apply the new value to all the lIDs | ||
768 | // If the localID is a specific object, apply the parameter change to only that object | ||
769 | private void UpdateParameterSet(List<uint> lIDs, ref float defaultLoc, string parm, uint localID, float val) | ||
770 | { | ||
771 | switch (localID) | ||
772 | { | ||
773 | case PhysParameterEntry.APPLY_TO_NONE: | ||
774 | defaultLoc = val; // setting only the default value | ||
775 | break; | ||
776 | case PhysParameterEntry.APPLY_TO_ALL: | ||
777 | defaultLoc = val; // setting ALL also sets the default value | ||
778 | List<uint> objectIDs = lIDs; | ||
779 | string xparm = parm.ToLower(); | ||
780 | float xval = val; | ||
781 | TaintedObject(delegate() { | ||
782 | foreach (uint lID in objectIDs) | ||
783 | { | ||
784 | BulletSimAPI.UpdateParameter(m_worldID, lID, xparm, xval); | ||
785 | } | ||
786 | }); | ||
787 | break; | ||
788 | default: | ||
789 | // setting only one localID | ||
790 | TaintedUpdateParameter(parm, localID, val); | ||
791 | break; | ||
792 | } | ||
793 | } | ||
794 | |||
795 | // schedule the actual updating of the paramter to when the phys engine is not busy | ||
796 | private void TaintedUpdateParameter(string parm, uint localID, float val) | ||
797 | { | ||
798 | uint xlocalID = localID; | ||
799 | string xparm = parm.ToLower(); | ||
800 | float xval = val; | ||
801 | TaintedObject(delegate() { | ||
802 | BulletSimAPI.UpdateParameter(m_worldID, xlocalID, xparm, xval); | ||
803 | }); | ||
804 | } | ||
805 | |||
806 | // Get parameter. | ||
807 | // Return 'false' if not able to get the parameter. | ||
808 | public bool GetPhysicsParameter(string parm, out float value) | ||
809 | { | ||
810 | float val = 0f; | ||
811 | bool ret = true; | ||
812 | switch (parm.ToLower()) | ||
813 | { | ||
814 | case "meshlod": val = (float)m_meshLOD; break; | ||
815 | case "maxsubstep": val = (float)m_maxSubSteps; break; | ||
816 | case "fixedtimestep": val = m_fixedTimeStep; break; | ||
817 | case "maxobjectmass": val = m_maximumObjectMass; break; | ||
818 | |||
819 | case "defaultfriction": val = m_params[0].defaultFriction; break; | ||
820 | case "defaultdensity": val = m_params[0].defaultDensity; break; | ||
821 | case "defaultrestitution": val = m_params[0].defaultRestitution; break; | ||
822 | case "collisionmargin": val = m_params[0].collisionMargin; break; | ||
823 | case "gravity": val = m_params[0].gravity; break; | ||
824 | |||
825 | case "lineardamping": val = m_params[0].linearDamping; break; | ||
826 | case "angulardamping": val = m_params[0].angularDamping; break; | ||
827 | case "deactivationtime": val = m_params[0].deactivationTime; break; | ||
828 | case "linearsleepingthreshold": val = m_params[0].linearSleepingThreshold; break; | ||
829 | case "angularsleepingthreshold": val = m_params[0].angularDamping; break; | ||
830 | case "ccdmotionthreshold": val = m_params[0].ccdMotionThreshold; break; | ||
831 | case "ccdsweptsphereradius": val = m_params[0].ccdSweptSphereRadius; break; | ||
832 | |||
833 | case "terrainfriction": val = m_params[0].terrainFriction; break; | ||
834 | case "terrainhitfraction": val = m_params[0].terrainHitFraction; break; | ||
835 | case "terrainrestitution": val = m_params[0].terrainRestitution; break; | ||
836 | |||
837 | case "avatarfriction": val = m_params[0].avatarFriction; break; | ||
838 | case "avatardensity": val = m_params[0].avatarDensity; break; | ||
839 | case "avatarrestitution": val = m_params[0].avatarRestitution; break; | ||
840 | case "avatarcapsuleradius": val = m_params[0].avatarCapsuleRadius; break; | ||
841 | case "avatarcapsuleheight": val = m_params[0].avatarCapsuleHeight; break; | ||
842 | default: ret = false; break; | ||
843 | |||
844 | } | ||
845 | value = val; | ||
846 | return ret; | ||
847 | } | ||
848 | |||
849 | #endregion IPhysicsParameters | ||
850 | |||
851 | #endregion Runtime settable parameters | ||
852 | |||
654 | } | 853 | } |
655 | } | 854 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs index 819fce1..bf953df 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs | |||
@@ -51,9 +51,6 @@ public struct ShapeData | |||
51 | SHAPE_SPHERE = 4, | 51 | SHAPE_SPHERE = 4, |
52 | SHAPE_HULL = 5 | 52 | SHAPE_HULL = 5 |
53 | }; | 53 | }; |
54 | // note that bools are passed as ints since bool size changes by language | ||
55 | public const int numericTrue = 1; | ||
56 | public const int numericFalse = 0; | ||
57 | public uint ID; | 54 | public uint ID; |
58 | public PhysicsShapeType Type; | 55 | public PhysicsShapeType Type; |
59 | public Vector3 Position; | 56 | public Vector3 Position; |
@@ -67,6 +64,10 @@ public struct ShapeData | |||
67 | public float Restitution; | 64 | public float Restitution; |
68 | public int Collidable; | 65 | public int Collidable; |
69 | public int Static; // true if a static object. Otherwise gravity, etc. | 66 | public int Static; // true if a static object. Otherwise gravity, etc. |
67 | |||
68 | // note that bools are passed as ints since bool size changes by language and architecture | ||
69 | public const int numericTrue = 1; | ||
70 | public const int numericFalse = 0; | ||
70 | } | 71 | } |
71 | [StructLayout(LayoutKind.Sequential)] | 72 | [StructLayout(LayoutKind.Sequential)] |
72 | public struct SweepHit | 73 | public struct SweepHit |
@@ -121,23 +122,34 @@ public struct ConfigurationParameters | |||
121 | public float ccdSweptSphereRadius; | 122 | public float ccdSweptSphereRadius; |
122 | 123 | ||
123 | public float terrainFriction; | 124 | public float terrainFriction; |
124 | public float terrainHitFriction; | 125 | public float terrainHitFraction; |
125 | public float terrainRestitution; | 126 | public float terrainRestitution; |
126 | public float avatarFriction; | 127 | public float avatarFriction; |
127 | public float avatarDensity; | 128 | public float avatarDensity; |
128 | public float avatarRestitution; | 129 | public float avatarRestitution; |
129 | public float avatarCapsuleRadius; | 130 | public float avatarCapsuleRadius; |
130 | public float avatarCapsuleHeight; | 131 | public float avatarCapsuleHeight; |
132 | |||
133 | public const float numericTrue = 1f; | ||
134 | public const float numericFalse = 0f; | ||
131 | } | 135 | } |
132 | 136 | ||
133 | static class BulletSimAPI { | 137 | static class BulletSimAPI { |
134 | 138 | ||
135 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 139 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
140 | [return: MarshalAs(UnmanagedType.LPStr)] | ||
141 | public static extern string GetVersion(); | ||
142 | |||
143 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
136 | public static extern uint Initialize(Vector3 maxPosition, IntPtr parms, | 144 | public static extern uint Initialize(Vector3 maxPosition, IntPtr parms, |
137 | int maxCollisions, IntPtr collisionArray, | 145 | int maxCollisions, IntPtr collisionArray, |
138 | int maxUpdates, IntPtr updateArray); | 146 | int maxUpdates, IntPtr updateArray); |
139 | 147 | ||
140 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 148 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
149 | public static extern bool UpdateParameter(uint worldID, uint localID, | ||
150 | [MarshalAs(UnmanagedType.LPStr)]string paramCode, float value); | ||
151 | |||
152 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
141 | public static extern void SetHeightmap(uint worldID, [MarshalAs(UnmanagedType.LPArray)] float[] heightMap); | 153 | public static extern void SetHeightmap(uint worldID, [MarshalAs(UnmanagedType.LPArray)] float[] heightMap); |
142 | 154 | ||
143 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 155 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |