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-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSScene.cs33
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs4
2 files changed, 31 insertions, 6 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index 7704002..e9a849c 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -72,6 +72,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
72 72
73 private bool m_initialized = false; 73 private bool m_initialized = false;
74 74
75 private int m_detailedStatsStep = 0;
76
75 public IMesher mesher; 77 public IMesher mesher;
76 private float m_meshLOD; 78 private float m_meshLOD;
77 public float MeshLOD 79 public float MeshLOD
@@ -192,6 +194,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
192 m_meshLOD = 8f; 194 m_meshLOD = 8f;
193 m_sculptLOD = 32f; 195 m_sculptLOD = 32f;
194 196
197 m_detailedStatsStep = 0; // disabled
198
195 m_maxSubSteps = 10; 199 m_maxSubSteps = 10;
196 m_fixedTimeStep = 1f / 60f; 200 m_fixedTimeStep = 1f / 60f;
197 m_maxCollisionsPerFrame = 2048; 201 m_maxCollisionsPerFrame = 2048;
@@ -209,8 +213,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters
209 parms.deactivationTime = 0.2f; 213 parms.deactivationTime = 0.2f;
210 parms.linearSleepingThreshold = 0.8f; 214 parms.linearSleepingThreshold = 0.8f;
211 parms.angularSleepingThreshold = 1.0f; 215 parms.angularSleepingThreshold = 1.0f;
212 parms.ccdMotionThreshold = 0.5f; // set to zero to disable 216 parms.ccdMotionThreshold = 0.0f; // set to zero to disable
213 parms.ccdSweptSphereRadius = 0.2f; 217 parms.ccdSweptSphereRadius = 0.0f;
218 parms.contactProcessingThreshold = 0.1f;
214 219
215 parms.terrainFriction = 0.5f; 220 parms.terrainFriction = 0.5f;
216 parms.terrainHitFraction = 0.8f; 221 parms.terrainHitFraction = 0.8f;
@@ -231,6 +236,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
231 _meshSculptedPrim = pConfig.GetBoolean("MeshSculptedPrim", _meshSculptedPrim); 236 _meshSculptedPrim = pConfig.GetBoolean("MeshSculptedPrim", _meshSculptedPrim);
232 _forceSimplePrimMeshing = pConfig.GetBoolean("ForceSimplePrimMeshing", _forceSimplePrimMeshing); 237 _forceSimplePrimMeshing = pConfig.GetBoolean("ForceSimplePrimMeshing", _forceSimplePrimMeshing);
233 238
239 m_detailedStatsStep = pConfig.GetInt("DetailedStatsStep", m_detailedStatsStep);
234 m_meshLOD = pConfig.GetFloat("MeshLevelOfDetail", m_meshLOD); 240 m_meshLOD = pConfig.GetFloat("MeshLevelOfDetail", m_meshLOD);
235 m_sculptLOD = pConfig.GetFloat("SculptLevelOfDetail", m_sculptLOD); 241 m_sculptLOD = pConfig.GetFloat("SculptLevelOfDetail", m_sculptLOD);
236 242
@@ -253,6 +259,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
253 parms.angularSleepingThreshold = pConfig.GetFloat("AngularSleepingThreshold", parms.angularSleepingThreshold); 259 parms.angularSleepingThreshold = pConfig.GetFloat("AngularSleepingThreshold", parms.angularSleepingThreshold);
254 parms.ccdMotionThreshold = pConfig.GetFloat("CcdMotionThreshold", parms.ccdMotionThreshold); 260 parms.ccdMotionThreshold = pConfig.GetFloat("CcdMotionThreshold", parms.ccdMotionThreshold);
255 parms.ccdSweptSphereRadius = pConfig.GetFloat("CcdSweptSphereRadius", parms.ccdSweptSphereRadius); 261 parms.ccdSweptSphereRadius = pConfig.GetFloat("CcdSweptSphereRadius", parms.ccdSweptSphereRadius);
262 parms.contactProcessingThreshold = pConfig.GetFloat("ContactProcessingThreshold", parms.contactProcessingThreshold);
256 263
257 parms.terrainFriction = pConfig.GetFloat("TerrainFriction", parms.terrainFriction); 264 parms.terrainFriction = pConfig.GetFloat("TerrainFriction", parms.terrainFriction);
258 parms.terrainHitFraction = pConfig.GetFloat("TerrainHitFraction", parms.terrainHitFraction); 265 parms.terrainHitFraction = pConfig.GetFloat("TerrainHitFraction", parms.terrainHitFraction);
@@ -398,6 +405,14 @@ public class BSScene : PhysicsScene, IPhysicsParameters
398 } 405 }
399 } 406 }
400 407
408 if (m_detailedStatsStep > 0)
409 {
410 if ((m_simulationStep % m_detailedStatsStep) == 0)
411 {
412 BulletSimAPI.DumpBulletStatistics();
413 }
414 }
415
401 // TODO: FIX THIS: fps calculation wrong. This calculation always returns about 1 in normal operation. 416 // TODO: FIX THIS: fps calculation wrong. This calculation always returns about 1 in normal operation.
402 return timeStep / (numSubSteps * m_fixedTimeStep) * 1000f; 417 return timeStep / (numSubSteps * m_fixedTimeStep) * 1000f;
403 } 418 }
@@ -671,6 +686,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
671 new PhysParameterEntry("MaxSubStep", "In simulation step, maximum number of substeps"), 686 new PhysParameterEntry("MaxSubStep", "In simulation step, maximum number of substeps"),
672 new PhysParameterEntry("FixedTimeStep", "In simulation step, seconds of one substep (1/60)"), 687 new PhysParameterEntry("FixedTimeStep", "In simulation step, seconds of one substep (1/60)"),
673 new PhysParameterEntry("MaxObjectMass", "Maximum object mass (10000.01)"), 688 new PhysParameterEntry("MaxObjectMass", "Maximum object mass (10000.01)"),
689 new PhysParameterEntry("DetailedStats", "Frames between outputting detailed phys stats. Zero is off"),
674 690
675 new PhysParameterEntry("DefaultFriction", "Friction factor used on new objects"), 691 new PhysParameterEntry("DefaultFriction", "Friction factor used on new objects"),
676 new PhysParameterEntry("DefaultDensity", "Density for new objects" ), 692 new PhysParameterEntry("DefaultDensity", "Density for new objects" ),
@@ -685,6 +701,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
685 new PhysParameterEntry("AngularSleepingThreshold", "Seconds to measure angular movement before considering static" ), 701 new PhysParameterEntry("AngularSleepingThreshold", "Seconds to measure angular movement before considering static" ),
686 // new PhysParameterEntry("CcdMotionThreshold", "" ), 702 // new PhysParameterEntry("CcdMotionThreshold", "" ),
687 // new PhysParameterEntry("CcdSweptSphereRadius", "" ), 703 // new PhysParameterEntry("CcdSweptSphereRadius", "" ),
704 new PhysParameterEntry("ContactProcessingThreshold", "Distance between contacts before doing collision check" ),
688 705
689 new PhysParameterEntry("TerrainFriction", "Factor to reduce movement against terrain surface" ), 706 new PhysParameterEntry("TerrainFriction", "Factor to reduce movement against terrain surface" ),
690 new PhysParameterEntry("TerrainHitFraction", "Distance to measure hit collisions" ), 707 new PhysParameterEntry("TerrainHitFraction", "Distance to measure hit collisions" ),
@@ -715,6 +732,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
715 string lparm = parm.ToLower(); 732 string lparm = parm.ToLower();
716 switch (lparm) 733 switch (lparm)
717 { 734 {
735 case "detailedstats": m_detailedStatsStep = (int)val; break;
718 case "meshlod": m_meshLOD = (int)val; break; 736 case "meshlod": m_meshLOD = (int)val; break;
719 case "sculptlod": m_sculptLOD = (int)val; break; 737 case "sculptlod": m_sculptLOD = (int)val; break;
720 case "maxsubstep": m_maxSubSteps = (int)val; break; 738 case "maxsubstep": m_maxSubSteps = (int)val; break;
@@ -725,7 +743,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
725 case "defaultdensity": m_params[0].defaultDensity = val; break; 743 case "defaultdensity": m_params[0].defaultDensity = val; break;
726 case "defaultrestitution": m_params[0].defaultRestitution = val; break; 744 case "defaultrestitution": m_params[0].defaultRestitution = val; break;
727 case "collisionmargin": m_params[0].collisionMargin = val; break; 745 case "collisionmargin": m_params[0].collisionMargin = val; break;
728 case "gravity": m_params[0].gravity = val; TaintedUpdateParameter(lparm, PhysParameterEntry.APPLY_TO_NONE, val); break; 746 case "gravity": m_params[0].gravity = val; TaintedUpdateParameter(lparm, PhysParameterEntry.APPLY_TO_NONE, val); break;
729 747
730 case "lineardamping": UpdateParameterPrims(ref m_params[0].linearDamping, lparm, localID, val); break; 748 case "lineardamping": UpdateParameterPrims(ref m_params[0].linearDamping, lparm, localID, val); break;
731 case "angulardamping": UpdateParameterPrims(ref m_params[0].angularDamping, lparm, localID, val); break; 749 case "angulardamping": UpdateParameterPrims(ref m_params[0].angularDamping, lparm, localID, val); break;
@@ -734,6 +752,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
734 case "angularsleepingthreshold": UpdateParameterPrims(ref m_params[0].angularDamping, lparm, localID, val); break; 752 case "angularsleepingthreshold": UpdateParameterPrims(ref m_params[0].angularDamping, lparm, localID, val); break;
735 case "ccdmotionthreshold": UpdateParameterPrims(ref m_params[0].ccdMotionThreshold, lparm, localID, val); break; 753 case "ccdmotionthreshold": UpdateParameterPrims(ref m_params[0].ccdMotionThreshold, lparm, localID, val); break;
736 case "ccdsweptsphereradius": UpdateParameterPrims(ref m_params[0].ccdSweptSphereRadius, lparm, localID, val); break; 754 case "ccdsweptsphereradius": UpdateParameterPrims(ref m_params[0].ccdSweptSphereRadius, lparm, localID, val); break;
755 case "contactprocessingthreshold": UpdateParameterPrims(ref m_params[0].contactProcessingThreshold, lparm, localID, val); break;
737 756
738 // set a terrain physical feature and cause terrain to be recalculated 757 // set a terrain physical feature and cause terrain to be recalculated
739 case "terrainfriction": m_params[0].terrainFriction = val; TaintedUpdateParameter("terrain", 0, val); break; 758 case "terrainfriction": m_params[0].terrainFriction = val; TaintedUpdateParameter("terrain", 0, val); break;
@@ -741,10 +760,10 @@ public class BSScene : PhysicsScene, IPhysicsParameters
741 case "terrainrestitution": m_params[0].terrainRestitution = val; TaintedUpdateParameter("terrain", 0, val); break; 760 case "terrainrestitution": m_params[0].terrainRestitution = val; TaintedUpdateParameter("terrain", 0, val); break;
742 // set an avatar physical feature and cause avatar(s) to be recalculated 761 // set an avatar physical feature and cause avatar(s) to be recalculated
743 case "avatarfriction": UpdateParameterAvatars(ref m_params[0].avatarFriction, "avatar", localID, val); break; 762 case "avatarfriction": UpdateParameterAvatars(ref m_params[0].avatarFriction, "avatar", localID, val); break;
744 case "avatardensity": UpdateParameterAvatars(ref m_params[0].avatarDensity, "avatar", localID, val); break; 763 case "avatardensity": UpdateParameterAvatars(ref m_params[0].avatarDensity, "avatar", localID, val); break;
745 case "avatarrestitution": UpdateParameterAvatars(ref m_params[0].avatarRestitution, "avatar", localID, val); break; 764 case "avatarrestitution": UpdateParameterAvatars(ref m_params[0].avatarRestitution, "avatar", localID, val); break;
746 case "avatarcapsuleradius": UpdateParameterAvatars(ref m_params[0].avatarCapsuleRadius, "avatar", localID, val); break; 765 case "avatarcapsuleradius": UpdateParameterAvatars(ref m_params[0].avatarCapsuleRadius, "avatar", localID, val); break;
747 case "avatarcapsuleheight": UpdateParameterAvatars(ref m_params[0].avatarCapsuleHeight, "avatar", localID, val); break; 766 case "avatarcapsuleheight": UpdateParameterAvatars(ref m_params[0].avatarCapsuleHeight, "avatar", localID, val); break;
748 767
749 default: ret = false; break; 768 default: ret = false; break;
750 } 769 }
@@ -816,6 +835,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
816 bool ret = true; 835 bool ret = true;
817 switch (parm.ToLower()) 836 switch (parm.ToLower())
818 { 837 {
838 case "detailedstats": val = (int)m_detailedStatsStep; break;
819 case "meshlod": val = (float)m_meshLOD; break; 839 case "meshlod": val = (float)m_meshLOD; break;
820 case "sculptlod": val = (float)m_sculptLOD; break; 840 case "sculptlod": val = (float)m_sculptLOD; break;
821 case "maxsubstep": val = (float)m_maxSubSteps; break; 841 case "maxsubstep": val = (float)m_maxSubSteps; break;
@@ -835,6 +855,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
835 case "angularsleepingthreshold": val = m_params[0].angularDamping; break; 855 case "angularsleepingthreshold": val = m_params[0].angularDamping; break;
836 case "ccdmotionthreshold": val = m_params[0].ccdMotionThreshold; break; 856 case "ccdmotionthreshold": val = m_params[0].ccdMotionThreshold; break;
837 case "ccdsweptsphereradius": val = m_params[0].ccdSweptSphereRadius; break; 857 case "ccdsweptsphereradius": val = m_params[0].ccdSweptSphereRadius; break;
858 case "contactprocessingthreshold": val = m_params[0].contactProcessingThreshold; break;
838 859
839 case "terrainfriction": val = m_params[0].terrainFriction; break; 860 case "terrainfriction": val = m_params[0].terrainFriction; break;
840 case "terrainhitfraction": val = m_params[0].terrainHitFraction; break; 861 case "terrainhitfraction": val = m_params[0].terrainHitFraction; break;
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
index a610c8d..d12bd7d 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
@@ -122,6 +122,7 @@ public struct ConfigurationParameters
122 public float angularSleepingThreshold; 122 public float angularSleepingThreshold;
123 public float ccdMotionThreshold; 123 public float ccdMotionThreshold;
124 public float ccdSweptSphereRadius; 124 public float ccdSweptSphereRadius;
125 public float contactProcessingThreshold;
125 126
126 public float terrainFriction; 127 public float terrainFriction;
127 public float terrainHitFraction; 128 public float terrainHitFraction;
@@ -248,6 +249,9 @@ public static extern RaycastHit RayTest(uint worldID, uint id, Vector3 from, Vec
248[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 249[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
249public static extern Vector3 RecoverFromPenetration(uint worldID, uint id); 250public static extern Vector3 RecoverFromPenetration(uint worldID, uint id);
250 251
252[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
253public static extern void DumpBulletStatistics();
254
251// Log a debug message 255// Log a debug message
252[UnmanagedFunctionPointer(CallingConvention.Cdecl)] 256[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
253public delegate void DebugLogCallback([MarshalAs(UnmanagedType.LPStr)]string msg); 257public delegate void DebugLogCallback([MarshalAs(UnmanagedType.LPStr)]string msg);