diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSScene.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 33 |
1 files changed, 16 insertions, 17 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 37bdb84..333247f 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -39,23 +39,10 @@ using log4net; | |||
39 | using OpenMetaverse; | 39 | using OpenMetaverse; |
40 | 40 | ||
41 | // TODOs for BulletSim (for BSScene, BSPrim, BSCharacter and BulletSim) | 41 | // TODOs for BulletSim (for BSScene, BSPrim, BSCharacter and BulletSim) |
42 | // Test sculpties (verified that they don't work) | ||
43 | // Compute physics FPS reasonably | ||
44 | // Based on material, set density and friction | 42 | // Based on material, set density and friction |
45 | // Don't use constraints in linksets of non-physical objects. Means having to move children manually. | ||
46 | // Four states of prim: Physical, regular, phantom and selected. Are we modeling these correctly? | ||
47 | // In SL one can set both physical and phantom (gravity, does not effect others, makes collisions with ground) | ||
48 | // At the moment, physical and phantom causes object to drop through the terrain | ||
49 | // Physical phantom objects and related typing (collision options ) | ||
50 | // Check out llVolumeDetect. Must do something for that. | ||
51 | // Use collision masks for collision with terrain and phantom objects | ||
52 | // More efficient memory usage when passing hull information from BSPrim to BulletSim | 43 | // More efficient memory usage when passing hull information from BSPrim to BulletSim |
53 | // Should prim.link() and prim.delink() membership checking happen at taint time? | ||
54 | // Mesh sharing. Use meshHash to tell if we already have a hull of that shape and only create once. | ||
55 | // Do attachments need to be handled separately? Need collision events. Do not collide with VolumeDetect | 44 | // Do attachments need to be handled separately? Need collision events. Do not collide with VolumeDetect |
56 | // Implement LockAngularMotion | 45 | // Implement LockAngularMotion |
57 | // Decide if clearing forces is the right thing to do when setting position (BulletSim::SetObjectTranslation) | ||
58 | // Remove mesh and Hull stuff. Use mesh passed to bullet and use convexdecom from bullet. | ||
59 | // Add PID movement operations. What does ScenePresence.MoveToTarget do? | 46 | // Add PID movement operations. What does ScenePresence.MoveToTarget do? |
60 | // Check terrain size. 128 or 127? | 47 | // Check terrain size. 128 or 127? |
61 | // Raycast | 48 | // Raycast |
@@ -234,6 +221,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
234 | if (m_physicsLoggingEnabled) | 221 | if (m_physicsLoggingEnabled) |
235 | { | 222 | { |
236 | PhysicsLogging = new Logging.LogWriter(m_physicsLoggingDir, m_physicsLoggingPrefix, m_physicsLoggingFileMinutes); | 223 | PhysicsLogging = new Logging.LogWriter(m_physicsLoggingDir, m_physicsLoggingPrefix, m_physicsLoggingFileMinutes); |
224 | PhysicsLogging.ErrorLogger = m_log; // for DEBUG. Let's the logger output error messages. | ||
237 | } | 225 | } |
238 | else | 226 | else |
239 | { | 227 | { |
@@ -1076,7 +1064,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
1076 | (s,p,l,v) => { s.PID_P = v; } ), | 1064 | (s,p,l,v) => { s.PID_P = v; } ), |
1077 | 1065 | ||
1078 | new ParameterDefn("DefaultFriction", "Friction factor used on new objects", | 1066 | new ParameterDefn("DefaultFriction", "Friction factor used on new objects", |
1079 | 0.5f, | 1067 | 0.2f, |
1080 | (s,cf,p,v) => { s.m_params[0].defaultFriction = cf.GetFloat(p, v); }, | 1068 | (s,cf,p,v) => { s.m_params[0].defaultFriction = cf.GetFloat(p, v); }, |
1081 | (s) => { return s.m_params[0].defaultFriction; }, | 1069 | (s) => { return s.m_params[0].defaultFriction; }, |
1082 | (s,p,l,v) => { s.m_params[0].defaultFriction = v; } ), | 1070 | (s,p,l,v) => { s.m_params[0].defaultFriction = v; } ), |
@@ -1091,7 +1079,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
1091 | (s) => { return s.m_params[0].defaultRestitution; }, | 1079 | (s) => { return s.m_params[0].defaultRestitution; }, |
1092 | (s,p,l,v) => { s.m_params[0].defaultRestitution = v; } ), | 1080 | (s,p,l,v) => { s.m_params[0].defaultRestitution = v; } ), |
1093 | new ParameterDefn("CollisionMargin", "Margin around objects before collisions are calculated (must be zero!)", | 1081 | new ParameterDefn("CollisionMargin", "Margin around objects before collisions are calculated (must be zero!)", |
1094 | 0f, | 1082 | 0.04f, |
1095 | (s,cf,p,v) => { s.m_params[0].collisionMargin = cf.GetFloat(p, v); }, | 1083 | (s,cf,p,v) => { s.m_params[0].collisionMargin = cf.GetFloat(p, v); }, |
1096 | (s) => { return s.m_params[0].collisionMargin; }, | 1084 | (s) => { return s.m_params[0].collisionMargin; }, |
1097 | (s,p,l,v) => { s.m_params[0].collisionMargin = v; } ), | 1085 | (s,p,l,v) => { s.m_params[0].collisionMargin = v; } ), |
@@ -1158,7 +1146,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
1158 | (s) => { return s.m_params[0].terrainImplementation; }, | 1146 | (s) => { return s.m_params[0].terrainImplementation; }, |
1159 | (s,p,l,v) => { s.m_params[0].terrainImplementation = v; } ), | 1147 | (s,p,l,v) => { s.m_params[0].terrainImplementation = v; } ), |
1160 | new ParameterDefn("TerrainFriction", "Factor to reduce movement against terrain surface" , | 1148 | new ParameterDefn("TerrainFriction", "Factor to reduce movement against terrain surface" , |
1161 | 0.5f, | 1149 | 0.3f, |
1162 | (s,cf,p,v) => { s.m_params[0].terrainFriction = cf.GetFloat(p, v); }, | 1150 | (s,cf,p,v) => { s.m_params[0].terrainFriction = cf.GetFloat(p, v); }, |
1163 | (s) => { return s.m_params[0].terrainFriction; }, | 1151 | (s) => { return s.m_params[0].terrainFriction; }, |
1164 | (s,p,l,v) => { s.m_params[0].terrainFriction = v; /* TODO: set on real terrain */} ), | 1152 | (s,p,l,v) => { s.m_params[0].terrainFriction = v; /* TODO: set on real terrain */} ), |
@@ -1172,13 +1160,19 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
1172 | (s,cf,p,v) => { s.m_params[0].terrainRestitution = cf.GetFloat(p, v); }, | 1160 | (s,cf,p,v) => { s.m_params[0].terrainRestitution = cf.GetFloat(p, v); }, |
1173 | (s) => { return s.m_params[0].terrainRestitution; }, | 1161 | (s) => { return s.m_params[0].terrainRestitution; }, |
1174 | (s,p,l,v) => { s.m_params[0].terrainRestitution = v; /* TODO: set on real terrain */ } ), | 1162 | (s,p,l,v) => { s.m_params[0].terrainRestitution = v; /* TODO: set on real terrain */ } ), |
1163 | new ParameterDefn("TerrainCollisionMargin", "Margin where collision checking starts" , | ||
1164 | 0.04f, | ||
1165 | (s,cf,p,v) => { s.m_params[0].terrainCollisionMargin = cf.GetFloat(p, v); }, | ||
1166 | (s) => { return s.m_params[0].terrainCollisionMargin; }, | ||
1167 | (s,p,l,v) => { s.m_params[0].terrainCollisionMargin = v; /* TODO: set on real terrain */ } ), | ||
1168 | |||
1175 | new ParameterDefn("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.", | 1169 | new ParameterDefn("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.", |
1176 | 0.2f, | 1170 | 0.2f, |
1177 | (s,cf,p,v) => { s.m_params[0].avatarFriction = cf.GetFloat(p, v); }, | 1171 | (s,cf,p,v) => { s.m_params[0].avatarFriction = cf.GetFloat(p, v); }, |
1178 | (s) => { return s.m_params[0].avatarFriction; }, | 1172 | (s) => { return s.m_params[0].avatarFriction; }, |
1179 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarFriction, p, l, v); } ), | 1173 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarFriction, p, l, v); } ), |
1180 | new ParameterDefn("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.", | 1174 | new ParameterDefn("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.", |
1181 | 10f, | 1175 | 0.99f, |
1182 | (s,cf,p,v) => { s.m_params[0].avatarStandingFriction = cf.GetFloat(p, v); }, | 1176 | (s,cf,p,v) => { s.m_params[0].avatarStandingFriction = cf.GetFloat(p, v); }, |
1183 | (s) => { return s.m_params[0].avatarStandingFriction; }, | 1177 | (s) => { return s.m_params[0].avatarStandingFriction; }, |
1184 | (s,p,l,v) => { s.m_params[0].avatarStandingFriction = v; } ), | 1178 | (s,p,l,v) => { s.m_params[0].avatarStandingFriction = v; } ), |
@@ -1213,6 +1207,11 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
1213 | (s) => { return s.m_params[0].avatarContactProcessingThreshold; }, | 1207 | (s) => { return s.m_params[0].avatarContactProcessingThreshold; }, |
1214 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarContactProcessingThreshold, p, l, v); } ), | 1208 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarContactProcessingThreshold, p, l, v); } ), |
1215 | 1209 | ||
1210 | new ParameterDefn("vehicleAngularDamping", "Factor to damp vehicle angular movement per second (0.0 - 1.0)", | ||
1211 | 0.8f, | ||
1212 | (s,cf,p,v) => { s.m_params[0].vehicleAngularDamping = cf.GetFloat(p, v); }, | ||
1213 | (s) => { return s.m_params[0].vehicleAngularDamping; }, | ||
1214 | (s,p,l,v) => { s.m_params[0].vehicleAngularDamping = v; } ), | ||
1216 | 1215 | ||
1217 | new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)", | 1216 | new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)", |
1218 | 0f, | 1217 | 0f, |