diff options
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSMaterials.cs | 376 |
1 files changed, 185 insertions, 191 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSMaterials.cs b/OpenSim/Region/Physics/BulletSPlugin/BSMaterials.cs index 663b6f4..390c2f9 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSMaterials.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSMaterials.cs | |||
@@ -1,191 +1,185 @@ | |||
1 | /* | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ | 2 | * Copyright (c) Contributors, http://opensimulator.org/ |
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | 3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
4 | * | 4 | * |
5 | * Redistribution and use in source and binary forms, with or without | 5 | * Redistribution and use in source and binary forms, with or without |
6 | * modification, are permitted provided that the following conditions are met: | 6 | * modification, are permitted provided that the following conditions are met: |
7 | * * Redistributions of source code must retain the above copyright | 7 | * * Redistributions of source code must retain the above copyright |
8 | * notice, this list of conditions and the following disclaimer. | 8 | * notice, this list of conditions and the following disclaimer. |
9 | * * Redistributions in binary form must reproduce the above copyrightD | 9 | * * Redistributions in binary form must reproduce the above copyrightD |
10 | * notice, this list of conditions and the following disclaimer in the | 10 | * notice, this list of conditions and the following disclaimer in the |
11 | * documentation and/or other materials provided with the distribution. | 11 | * documentation and/or other materials provided with the distribution. |
12 | * * Neither the name of the OpenSimulator Project nor the | 12 | * * Neither the name of the OpenSimulator Project nor the |
13 | * names of its contributors may be used to endorse or promote products | 13 | * names of its contributors may be used to endorse or promote products |
14 | * derived from this software without specific prior written permission. | 14 | * derived from this software without specific prior written permission. |
15 | * | 15 | * |
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | 16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | 17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | 18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | 19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | 20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | 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 | 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 | 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 | 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. | 25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
26 | */ | 26 | */ |
27 | using System; | 27 | using System; |
28 | using System.Collections.Generic; | 28 | using System.Collections.Generic; |
29 | using System.Text; | 29 | using System.Text; |
30 | using System.Reflection; | 30 | using System.Reflection; |
31 | using Nini.Config; | 31 | using Nini.Config; |
32 | 32 | ||
33 | namespace OpenSim.Region.Physics.BulletSPlugin | 33 | namespace OpenSim.Region.Physics.BulletSPlugin |
34 | { | 34 | { |
35 | 35 | ||
36 | public struct MaterialAttributes | 36 | public struct MaterialAttributes |
37 | { | 37 | { |
38 | // Material type values that correspond with definitions for LSL | 38 | // Material type values that correspond with definitions for LSL |
39 | public enum Material : int | 39 | public enum Material : int |
40 | { | 40 | { |
41 | Stone = 0, | 41 | Stone = 0, |
42 | Metal, | 42 | Metal, |
43 | Glass, | 43 | Glass, |
44 | Wood, | 44 | Wood, |
45 | Flesh, | 45 | Flesh, |
46 | Plastic, | 46 | Plastic, |
47 | Rubber, | 47 | Rubber, |
48 | Light, | 48 | Light, |
49 | // Hereafter are BulletSim additions | 49 | // Hereafter are BulletSim additions |
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 | // Names must be in the order of the above enum. | 53 | // Names must be in the order of the above enum. |
54 | public static string[] MaterialNames = { "Stone", "Metal", "Glass", "Wood", | 54 | public static string[] MaterialNames = { "Stone", "Metal", "Glass", "Wood", |
55 | "Flesh", "Plastic", "Rubber", "Light", "Avatar" }; | 55 | "Flesh", "Plastic", "Rubber", "Light", "Avatar" }; |
56 | public static string[] MaterialAttribs = { "Density", "Friction", "Restitution", | 56 | public static string[] MaterialAttribs = { "Density", "Friction", "Restitution"}; |
57 | "ccdMotionThreshold", "ccdSweptSphereRadius" }; | 57 | |
58 | 58 | public MaterialAttributes(string t, float d, float f, float r) | |
59 | public MaterialAttributes(string t, float d, float f, float r, float ccdM, float ccdS) | 59 | { |
60 | { | 60 | type = t; |
61 | type = t; | 61 | density = d; |
62 | density = d; | 62 | friction = f; |
63 | friction = f; | 63 | restitution = r; |
64 | restitution = r; | 64 | } |
65 | ccdMotionThreshold = ccdM; | 65 | public string type; |
66 | ccdSweptSphereRadius = ccdS; | 66 | public float density; |
67 | } | 67 | public float friction; |
68 | public string type; | 68 | public float restitution; |
69 | public float density; | 69 | } |
70 | public float friction; | 70 | |
71 | public float restitution; | 71 | public static class BSMaterials |
72 | public float ccdMotionThreshold; | 72 | { |
73 | public float ccdSweptSphereRadius; | 73 | public static MaterialAttributes[] Attributes; |
74 | } | 74 | |
75 | 75 | static BSMaterials() | |
76 | public static class BSMaterials | 76 | { |
77 | { | 77 | // Attribute sets for both the non-physical and physical instances of materials. |
78 | public static MaterialAttributes[] Attributes; | 78 | Attributes = new MaterialAttributes[(int)MaterialAttributes.Material.NumberOfTypes * 2]; |
79 | 79 | } | |
80 | static BSMaterials() | 80 | |
81 | { | 81 | // This is where all the default material attributes are defined. |
82 | // Attribute sets for both the non-physical and physical instances of materials. | 82 | public static void InitializeFromDefaults(ConfigurationParameters parms) |
83 | Attributes = new MaterialAttributes[(int)MaterialAttributes.Material.NumberOfTypes * 2]; | 83 | { |
84 | } | 84 | // Values from http://wiki.secondlife.com/wiki/PRIM_MATERIAL |
85 | 85 | // public static string[] MaterialNames = { "Stone", "Metal", "Glass", "Wood", | |
86 | // This is where all the default material attributes are defined. | 86 | // "Flesh", "Plastic", "Rubber", "Light", "Avatar" }; |
87 | public static void InitializeFromDefaults(ConfigurationParameters parms) | 87 | float dFriction = parms.defaultFriction; |
88 | { | 88 | float dRestitution = parms.defaultRestitution; |
89 | // public static string[] MaterialNames = { "Stone", "Metal", "Glass", "Wood", | 89 | float dDensity = parms.defaultDensity; |
90 | // "Flesh", "Plastic", "Rubber", "Light", "Avatar" }; | 90 | Attributes[(int)MaterialAttributes.Material.Stone] = |
91 | float dFriction = parms.defaultFriction; | 91 | new MaterialAttributes("stone",dDensity, 0.8f, 0.4f); |
92 | float dRestitution = parms.defaultRestitution; | 92 | Attributes[(int)MaterialAttributes.Material.Metal] = |
93 | float dDensity = parms.defaultDensity; | 93 | new MaterialAttributes("metal",dDensity, 0.3f, 0.4f); |
94 | float dCcdM = parms.ccdMotionThreshold; | 94 | Attributes[(int)MaterialAttributes.Material.Glass] = |
95 | float dCcdS = parms.ccdSweptSphereRadius; | 95 | new MaterialAttributes("glass",dDensity, 0.2f, 0.7f); |
96 | Attributes[(int)MaterialAttributes.Material.Stone] = | 96 | Attributes[(int)MaterialAttributes.Material.Wood] = |
97 | new MaterialAttributes("stone",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | 97 | new MaterialAttributes("wood",dDensity, 0.6f, 0.5f); |
98 | Attributes[(int)MaterialAttributes.Material.Metal] = | 98 | Attributes[(int)MaterialAttributes.Material.Flesh] = |
99 | new MaterialAttributes("metal",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | 99 | new MaterialAttributes("flesh",dDensity, 0.9f, 0.3f); |
100 | Attributes[(int)MaterialAttributes.Material.Glass] = | 100 | Attributes[(int)MaterialAttributes.Material.Plastic] = |
101 | new MaterialAttributes("glass",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | 101 | new MaterialAttributes("plastic",dDensity, 0.4f, 0.7f); |
102 | Attributes[(int)MaterialAttributes.Material.Wood] = | 102 | Attributes[(int)MaterialAttributes.Material.Rubber] = |
103 | new MaterialAttributes("wood",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | 103 | new MaterialAttributes("rubber",dDensity, 0.9f, 0.9f); |
104 | Attributes[(int)MaterialAttributes.Material.Flesh] = | 104 | Attributes[(int)MaterialAttributes.Material.Light] = |
105 | new MaterialAttributes("flesh",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | 105 | new MaterialAttributes("light",dDensity, dFriction, dRestitution); |
106 | Attributes[(int)MaterialAttributes.Material.Plastic] = | 106 | Attributes[(int)MaterialAttributes.Material.Avatar] = |
107 | new MaterialAttributes("plastic",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | 107 | new MaterialAttributes("avatar",60f, 0.2f, 0f); |
108 | Attributes[(int)MaterialAttributes.Material.Rubber] = | 108 | |
109 | new MaterialAttributes("rubber",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | 109 | Attributes[(int)MaterialAttributes.Material.Stone + (int)MaterialAttributes.Material.NumberOfTypes] = |
110 | Attributes[(int)MaterialAttributes.Material.Light] = | 110 | new MaterialAttributes("stonePhysical",dDensity, 0.8f, 0.4f); |
111 | new MaterialAttributes("light",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | 111 | Attributes[(int)MaterialAttributes.Material.Metal + (int)MaterialAttributes.Material.NumberOfTypes] = |
112 | Attributes[(int)MaterialAttributes.Material.Avatar] = | 112 | new MaterialAttributes("metalPhysical",dDensity, 0.8f, 0.4f); |
113 | new MaterialAttributes("avatar",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | 113 | Attributes[(int)MaterialAttributes.Material.Glass + (int)MaterialAttributes.Material.NumberOfTypes] = |
114 | 114 | new MaterialAttributes("glassPhysical",dDensity, 0.8f, 0.7f); | |
115 | Attributes[(int)MaterialAttributes.Material.Stone + (int)MaterialAttributes.Material.NumberOfTypes] = | 115 | Attributes[(int)MaterialAttributes.Material.Wood + (int)MaterialAttributes.Material.NumberOfTypes] = |
116 | new MaterialAttributes("stonePhysical",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | 116 | new MaterialAttributes("woodPhysical",dDensity, 0.8f, 0.5f); |
117 | Attributes[(int)MaterialAttributes.Material.Metal + (int)MaterialAttributes.Material.NumberOfTypes] = | 117 | Attributes[(int)MaterialAttributes.Material.Flesh + (int)MaterialAttributes.Material.NumberOfTypes] = |
118 | new MaterialAttributes("metalPhysical",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | 118 | new MaterialAttributes("fleshPhysical",dDensity, 0.8f, 0.3f); |
119 | Attributes[(int)MaterialAttributes.Material.Glass + (int)MaterialAttributes.Material.NumberOfTypes] = | 119 | Attributes[(int)MaterialAttributes.Material.Plastic + (int)MaterialAttributes.Material.NumberOfTypes] = |
120 | new MaterialAttributes("glassPhysical",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | 120 | new MaterialAttributes("plasticPhysical",dDensity, 0.8f, 0.7f); |
121 | Attributes[(int)MaterialAttributes.Material.Wood + (int)MaterialAttributes.Material.NumberOfTypes] = | 121 | Attributes[(int)MaterialAttributes.Material.Rubber + (int)MaterialAttributes.Material.NumberOfTypes] = |
122 | new MaterialAttributes("woodPhysical",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | 122 | new MaterialAttributes("rubberPhysical",dDensity, 0.8f, 0.9f); |
123 | Attributes[(int)MaterialAttributes.Material.Flesh + (int)MaterialAttributes.Material.NumberOfTypes] = | 123 | Attributes[(int)MaterialAttributes.Material.Light + (int)MaterialAttributes.Material.NumberOfTypes] = |
124 | new MaterialAttributes("fleshPhysical",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | 124 | new MaterialAttributes("lightPhysical",dDensity, dFriction, dRestitution); |
125 | Attributes[(int)MaterialAttributes.Material.Plastic + (int)MaterialAttributes.Material.NumberOfTypes] = | 125 | Attributes[(int)MaterialAttributes.Material.Avatar + (int)MaterialAttributes.Material.NumberOfTypes] = |
126 | new MaterialAttributes("plasticPhysical",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | 126 | new MaterialAttributes("avatarPhysical",60f, 0.2f, 0f); |
127 | Attributes[(int)MaterialAttributes.Material.Rubber + (int)MaterialAttributes.Material.NumberOfTypes] = | 127 | } |
128 | new MaterialAttributes("rubberPhysical",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | 128 | |
129 | Attributes[(int)MaterialAttributes.Material.Light + (int)MaterialAttributes.Material.NumberOfTypes] = | 129 | // Under the [BulletSim] section, one can change the individual material |
130 | new MaterialAttributes("lightPhysical",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | 130 | // attribute values. The format of the configuration parameter is: |
131 | Attributes[(int)MaterialAttributes.Material.Avatar + (int)MaterialAttributes.Material.NumberOfTypes] = | 131 | // <materialName><Attribute>["Physical"] = floatValue |
132 | new MaterialAttributes("avatarPhysical",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | 132 | // For instance: |
133 | } | 133 | // [BulletSim] |
134 | 134 | // StoneFriction = 0.2 | |
135 | // Under the [BulletSim] section, one can change the individual material | 135 | // FleshRestitutionPhysical = 0.8 |
136 | // attribute values. The format of the configuration parameter is: | 136 | // Materials can have different parameters for their static and |
137 | // <materialName><Attribute>["Physical"] = floatValue | 137 | // physical instantiations. When setting the non-physical value, |
138 | // For instance: | 138 | // both values are changed. Setting the physical value only changes |
139 | // [BulletSim] | 139 | // the physical value. |
140 | // StoneFriction = 0.2 | 140 | public static void InitializefromParameters(IConfig pConfig) |
141 | // FleshRestitutionPhysical = 0.8 | 141 | { |
142 | // Materials can have different parameters for their static and | 142 | int matType = 0; |
143 | // physical instantiations. When setting the non-physical value, | 143 | foreach (string matName in MaterialAttributes.MaterialNames) |
144 | // both values are changed. Setting the physical value only changes | 144 | { |
145 | // the physical value. | 145 | foreach (string attribName in MaterialAttributes.MaterialAttribs) |
146 | public static void InitializefromParameters(IConfig pConfig) | 146 | { |
147 | { | 147 | string paramName = matName + attribName; |
148 | int matType = 0; | 148 | if (pConfig.Contains(paramName)) |
149 | foreach (string matName in MaterialAttributes.MaterialNames) | 149 | { |
150 | { | 150 | float paramValue = pConfig.GetFloat(paramName); |
151 | foreach (string attribName in MaterialAttributes.MaterialAttribs) | 151 | SetAttributeValue(matType, attribName, paramValue); |
152 | { | 152 | // set the physical value also |
153 | string paramName = matName + attribName; | 153 | SetAttributeValue(matType + (int)MaterialAttributes.Material.NumberOfTypes, attribName, paramValue); |
154 | if (pConfig.Contains(paramName)) | 154 | } |
155 | { | 155 | paramName += "Physical"; |
156 | float paramValue = pConfig.GetFloat(paramName); | 156 | if (pConfig.Contains(paramName)) |
157 | SetAttributeValue(matType, attribName, paramValue); | 157 | { |
158 | // set the physical value also | 158 | float paramValue = pConfig.GetFloat(paramName); |
159 | SetAttributeValue(matType + (int)MaterialAttributes.Material.NumberOfTypes, attribName, paramValue); | 159 | SetAttributeValue(matType + (int)MaterialAttributes.Material.NumberOfTypes, attribName, paramValue); |
160 | } | 160 | } |
161 | paramName += "Physical"; | 161 | } |
162 | if (pConfig.Contains(paramName)) | 162 | matType++; |
163 | { | 163 | } |
164 | float paramValue = pConfig.GetFloat(paramName); | 164 | } |
165 | SetAttributeValue(matType + (int)MaterialAttributes.Material.NumberOfTypes, attribName, paramValue); | 165 | |
166 | } | 166 | private static void SetAttributeValue(int matType, string attribName, float val) |
167 | } | 167 | { |
168 | matType++; | 168 | MaterialAttributes thisAttrib = Attributes[matType]; |
169 | } | 169 | FieldInfo fieldInfo = thisAttrib.GetType().GetField(attribName); |
170 | } | 170 | if (fieldInfo != null) |
171 | 171 | { | |
172 | private static void SetAttributeValue(int matType, string attribName, float val) | 172 | fieldInfo.SetValue(thisAttrib, val); |
173 | { | 173 | Attributes[matType] = thisAttrib; |
174 | MaterialAttributes thisAttrib = Attributes[matType]; | 174 | } |
175 | FieldInfo fieldInfo = thisAttrib.GetType().GetField(attribName); | 175 | } |
176 | if (fieldInfo != null) | 176 | |
177 | { | 177 | public static MaterialAttributes GetAttributes(MaterialAttributes.Material type, bool isPhysical) |
178 | fieldInfo.SetValue(thisAttrib, val); | 178 | { |
179 | Attributes[matType] = thisAttrib; | 179 | int ind = (int)type; |
180 | } | 180 | if (isPhysical) ind += (int)MaterialAttributes.Material.NumberOfTypes; |
181 | } | 181 | return Attributes[ind]; |
182 | 182 | } | |
183 | public static MaterialAttributes GetAttributes(MaterialAttributes.Material type, bool isPhysical) | 183 | |
184 | { | 184 | } |
185 | int ind = (int)type; | 185 | } |
186 | if (isPhysical) ind += (int)MaterialAttributes.Material.NumberOfTypes; | ||
187 | return Attributes[ind]; | ||
188 | } | ||
189 | |||
190 | } | ||
191 | } | ||