diff options
Diffstat (limited to 'OpenSim/Region')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs | 70 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs | 38 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 131 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 58 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs | 13 |
5 files changed, 152 insertions, 158 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs index 04e77b8..39e62dd 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs | |||
@@ -1088,7 +1088,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1088 | { | 1088 | { |
1089 | CollisionWorld.WorldData.ParamData p = new CollisionWorld.WorldData.ParamData(); | 1089 | CollisionWorld.WorldData.ParamData p = new CollisionWorld.WorldData.ParamData(); |
1090 | 1090 | ||
1091 | p.angularDamping = o[0].XangularDamping; | 1091 | p.angularDamping = BSParam.AngularDamping; |
1092 | p.defaultFriction = o[0].defaultFriction; | 1092 | p.defaultFriction = o[0].defaultFriction; |
1093 | p.defaultFriction = o[0].defaultFriction; | 1093 | p.defaultFriction = o[0].defaultFriction; |
1094 | p.defaultDensity = o[0].defaultDensity; | 1094 | p.defaultDensity = o[0].defaultDensity; |
@@ -1096,32 +1096,32 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1096 | p.collisionMargin = o[0].collisionMargin; | 1096 | p.collisionMargin = o[0].collisionMargin; |
1097 | p.gravity = o[0].gravity; | 1097 | p.gravity = o[0].gravity; |
1098 | 1098 | ||
1099 | p.linearDamping = o[0].XlinearDamping; | 1099 | p.linearDamping = BSParam.LinearDamping; |
1100 | p.angularDamping = o[0].XangularDamping; | 1100 | p.angularDamping = BSParam.AngularDamping; |
1101 | p.deactivationTime = o[0].XdeactivationTime; | 1101 | p.deactivationTime = BSParam.DeactivationTime; |
1102 | p.linearSleepingThreshold = o[0].XlinearSleepingThreshold; | 1102 | p.linearSleepingThreshold = BSParam.LinearSleepingThreshold; |
1103 | p.angularSleepingThreshold = o[0].XangularSleepingThreshold; | 1103 | p.angularSleepingThreshold = BSParam.AngularSleepingThreshold; |
1104 | p.ccdMotionThreshold = o[0].XccdMotionThreshold; | 1104 | p.ccdMotionThreshold = BSParam.CcdMotionThreshold; |
1105 | p.ccdSweptSphereRadius = o[0].XccdSweptSphereRadius; | 1105 | p.ccdSweptSphereRadius = BSParam.CcdSweptSphereRadius; |
1106 | p.contactProcessingThreshold = o[0].XcontactProcessingThreshold; | 1106 | p.contactProcessingThreshold = BSParam.ContactProcessingThreshold; |
1107 | 1107 | ||
1108 | p.terrainImplementation = o[0].XterrainImplementation; | 1108 | p.terrainImplementation = BSParam.TerrainImplementation; |
1109 | p.terrainFriction = o[0].XterrainFriction; | 1109 | p.terrainFriction = BSParam.TerrainFriction; |
1110 | 1110 | ||
1111 | p.terrainHitFraction = o[0].XterrainHitFraction; | 1111 | p.terrainHitFraction = BSParam.TerrainHitFraction; |
1112 | p.terrainRestitution = o[0].XterrainRestitution; | 1112 | p.terrainRestitution = BSParam.TerrainRestitution; |
1113 | p.terrainCollisionMargin = o[0].XterrainCollisionMargin; | 1113 | p.terrainCollisionMargin = BSParam.TerrainCollisionMargin; |
1114 | 1114 | ||
1115 | p.avatarFriction = o[0].XavatarFriction; | 1115 | p.avatarFriction = BSParam.AvatarFriction; |
1116 | p.avatarStandingFriction = o[0].XavatarStandingFriction; | 1116 | p.avatarStandingFriction = BSParam.AvatarStandingFriction; |
1117 | p.avatarDensity = o[0].XavatarDensity; | 1117 | p.avatarDensity = BSParam.AvatarDensity; |
1118 | p.avatarRestitution = o[0].XavatarRestitution; | 1118 | p.avatarRestitution = BSParam.AvatarRestitution; |
1119 | p.avatarCapsuleWidth = o[0].XavatarCapsuleWidth; | 1119 | p.avatarCapsuleWidth = BSParam.AvatarCapsuleWidth; |
1120 | p.avatarCapsuleDepth = o[0].XavatarCapsuleDepth; | 1120 | p.avatarCapsuleDepth = BSParam.AvatarCapsuleDepth; |
1121 | p.avatarCapsuleHeight = o[0].XavatarCapsuleHeight; | 1121 | p.avatarCapsuleHeight = BSParam.AvatarCapsuleHeight; |
1122 | p.avatarContactProcessingThreshold = o[0].XavatarContactProcessingThreshold; | 1122 | p.avatarContactProcessingThreshold = BSParam.AvatarContactProcessingThreshold; |
1123 | 1123 | ||
1124 | p.vehicleAngularDamping = o[0].XvehicleAngularDamping; | 1124 | p.vehicleAngularDamping = BSParam.VehicleAngularDamping; |
1125 | 1125 | ||
1126 | p.maxPersistantManifoldPoolSize = o[0].maxPersistantManifoldPoolSize; | 1126 | p.maxPersistantManifoldPoolSize = o[0].maxPersistantManifoldPoolSize; |
1127 | p.maxCollisionAlgorithmPoolSize = o[0].maxCollisionAlgorithmPoolSize; | 1127 | p.maxCollisionAlgorithmPoolSize = o[0].maxCollisionAlgorithmPoolSize; |
@@ -1132,15 +1132,15 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1132 | p.shouldEnableFrictionCaching = o[0].shouldEnableFrictionCaching; | 1132 | p.shouldEnableFrictionCaching = o[0].shouldEnableFrictionCaching; |
1133 | p.numberOfSolverIterations = o[0].numberOfSolverIterations; | 1133 | p.numberOfSolverIterations = o[0].numberOfSolverIterations; |
1134 | 1134 | ||
1135 | p.linksetImplementation = o[0].XlinksetImplementation; | 1135 | p.linksetImplementation = BSParam.LinksetImplementation; |
1136 | p.linkConstraintUseFrameOffset = o[0].XlinkConstraintUseFrameOffset; | 1136 | p.linkConstraintUseFrameOffset = BSParam.LinkConstraintUseFrameOffset; |
1137 | p.linkConstraintEnableTransMotor = o[0].XlinkConstraintEnableTransMotor; | 1137 | p.linkConstraintEnableTransMotor = BSParam.LinkConstraintEnableTransMotor; |
1138 | p.linkConstraintTransMotorMaxVel = o[0].XlinkConstraintTransMotorMaxVel; | 1138 | p.linkConstraintTransMotorMaxVel = BSParam.LinkConstraintTransMotorMaxVel; |
1139 | p.linkConstraintTransMotorMaxForce = o[0].XlinkConstraintTransMotorMaxForce; | 1139 | p.linkConstraintTransMotorMaxForce = BSParam.LinkConstraintTransMotorMaxForce; |
1140 | p.linkConstraintERP = o[0].XlinkConstraintERP; | 1140 | p.linkConstraintERP = BSParam.LinkConstraintERP; |
1141 | p.linkConstraintCFM = o[0].XlinkConstraintCFM; | 1141 | p.linkConstraintCFM = BSParam.LinkConstraintCFM; |
1142 | p.linkConstraintSolverIterations = o[0].XlinkConstraintSolverIterations; | 1142 | p.linkConstraintSolverIterations = BSParam.LinkConstraintSolverIterations; |
1143 | p.physicsLoggingFrames = o[0].XphysicsLoggingFrames; | 1143 | p.physicsLoggingFrames = o[0].physicsLoggingFrames; |
1144 | DefaultCollisionConstructionInfo ccci = new DefaultCollisionConstructionInfo(); | 1144 | DefaultCollisionConstructionInfo ccci = new DefaultCollisionConstructionInfo(); |
1145 | 1145 | ||
1146 | DefaultCollisionConfiguration cci = new DefaultCollisionConfiguration(); | 1146 | DefaultCollisionConfiguration cci = new DefaultCollisionConfiguration(); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs index abbd22c..5e06c1e 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs | |||
@@ -174,32 +174,6 @@ public struct ConfigurationParameters | |||
174 | public float collisionMargin; | 174 | public float collisionMargin; |
175 | public float gravity; | 175 | public float gravity; |
176 | 176 | ||
177 | public float XlinearDamping; | ||
178 | public float XangularDamping; | ||
179 | public float XdeactivationTime; | ||
180 | public float XlinearSleepingThreshold; | ||
181 | public float XangularSleepingThreshold; | ||
182 | public float XccdMotionThreshold; | ||
183 | public float XccdSweptSphereRadius; | ||
184 | public float XcontactProcessingThreshold; | ||
185 | |||
186 | public float XterrainImplementation; | ||
187 | public float XterrainFriction; | ||
188 | public float XterrainHitFraction; | ||
189 | public float XterrainRestitution; | ||
190 | public float XterrainCollisionMargin; | ||
191 | |||
192 | public float XavatarFriction; | ||
193 | public float XavatarStandingFriction; | ||
194 | public float XavatarDensity; | ||
195 | public float XavatarRestitution; | ||
196 | public float XavatarCapsuleWidth; | ||
197 | public float XavatarCapsuleDepth; | ||
198 | public float XavatarCapsuleHeight; | ||
199 | public float XavatarContactProcessingThreshold; | ||
200 | |||
201 | public float XvehicleAngularDamping; | ||
202 | |||
203 | public float maxPersistantManifoldPoolSize; | 177 | public float maxPersistantManifoldPoolSize; |
204 | public float maxCollisionAlgorithmPoolSize; | 178 | public float maxCollisionAlgorithmPoolSize; |
205 | public float shouldDisableContactPoolDynamicAllocation; | 179 | public float shouldDisableContactPoolDynamicAllocation; |
@@ -208,17 +182,9 @@ public struct ConfigurationParameters | |||
208 | public float shouldSplitSimulationIslands; | 182 | public float shouldSplitSimulationIslands; |
209 | public float shouldEnableFrictionCaching; | 183 | public float shouldEnableFrictionCaching; |
210 | public float numberOfSolverIterations; | 184 | public float numberOfSolverIterations; |
185 | public float useSingleSidedMeshes; | ||
211 | 186 | ||
212 | public float XlinksetImplementation; | 187 | public float physicsLoggingFrames; |
213 | public float XlinkConstraintUseFrameOffset; | ||
214 | public float XlinkConstraintEnableTransMotor; | ||
215 | public float XlinkConstraintTransMotorMaxVel; | ||
216 | public float XlinkConstraintTransMotorMaxForce; | ||
217 | public float XlinkConstraintERP; | ||
218 | public float XlinkConstraintCFM; | ||
219 | public float XlinkConstraintSolverIterations; | ||
220 | |||
221 | public float XphysicsLoggingFrames; | ||
222 | 188 | ||
223 | public const float numericTrue = 1f; | 189 | public const float numericTrue = 1f; |
224 | public const float numericFalse = 0f; | 190 | public const float numericFalse = 0f; |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 8c098b2..fbef7e7 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | |||
@@ -68,6 +68,24 @@ public static class BSParam | |||
68 | public static float TerrainRestitution { get; private set; } | 68 | public static float TerrainRestitution { get; private set; } |
69 | public static float TerrainCollisionMargin { get; private set; } | 69 | public static float TerrainCollisionMargin { get; private set; } |
70 | 70 | ||
71 | public static float DefaultFriction; | ||
72 | public static float DefaultDensity; | ||
73 | public static float DefaultRestitution; | ||
74 | public static float CollisionMargin; | ||
75 | public static float Gravity; | ||
76 | |||
77 | // Physics Engine operation | ||
78 | public static float MaxPersistantManifoldPoolSize; | ||
79 | public static float MaxCollisionAlgorithmPoolSize; | ||
80 | public static float ShouldDisableContactPoolDynamicAllocation; | ||
81 | public static float ShouldForceUpdateAllAabbs; | ||
82 | public static float ShouldRandomizeSolverOrder; | ||
83 | public static float ShouldSplitSimulationIslands; | ||
84 | public static float ShouldEnableFrictionCaching; | ||
85 | public static float NumberOfSolverIterations; | ||
86 | public static bool UseSingleSidedMeshes { get { return UseSingleSidedMeshesF != ConfigurationParameters.numericFalse; } } | ||
87 | public static float UseSingleSidedMeshesF; | ||
88 | |||
71 | // Avatar parameters | 89 | // Avatar parameters |
72 | public static float AvatarFriction { get; private set; } | 90 | public static float AvatarFriction { get; private set; } |
73 | public static float AvatarStandingFriction { get; private set; } | 91 | public static float AvatarStandingFriction { get; private set; } |
@@ -287,29 +305,29 @@ public static class BSParam | |||
287 | 305 | ||
288 | new ParameterDefn("DefaultFriction", "Friction factor used on new objects", | 306 | new ParameterDefn("DefaultFriction", "Friction factor used on new objects", |
289 | 0.2f, | 307 | 0.2f, |
290 | (s,cf,p,v) => { s.UnmanagedParams[0].defaultFriction = cf.GetFloat(p, v); }, | 308 | (s,cf,p,v) => { DefaultFriction = cf.GetFloat(p, v); }, |
291 | (s) => { return s.UnmanagedParams[0].defaultFriction; }, | 309 | (s) => { return DefaultFriction; }, |
292 | (s,p,l,v) => { s.UnmanagedParams[0].defaultFriction = v; } ), | 310 | (s,p,l,v) => { DefaultFriction = v; s.UnmanagedParams[0].defaultFriction = v; } ), |
293 | new ParameterDefn("DefaultDensity", "Density for new objects" , | 311 | new ParameterDefn("DefaultDensity", "Density for new objects" , |
294 | 10.000006836f, // Aluminum g/cm3 | 312 | 10.000006836f, // Aluminum g/cm3 |
295 | (s,cf,p,v) => { s.UnmanagedParams[0].defaultDensity = cf.GetFloat(p, v); }, | 313 | (s,cf,p,v) => { DefaultDensity = cf.GetFloat(p, v); }, |
296 | (s) => { return s.UnmanagedParams[0].defaultDensity; }, | 314 | (s) => { return DefaultDensity; }, |
297 | (s,p,l,v) => { s.UnmanagedParams[0].defaultDensity = v; } ), | 315 | (s,p,l,v) => { DefaultDensity = v; s.UnmanagedParams[0].defaultDensity = v; } ), |
298 | new ParameterDefn("DefaultRestitution", "Bouncyness of an object" , | 316 | new ParameterDefn("DefaultRestitution", "Bouncyness of an object" , |
299 | 0f, | 317 | 0f, |
300 | (s,cf,p,v) => { s.UnmanagedParams[0].defaultRestitution = cf.GetFloat(p, v); }, | 318 | (s,cf,p,v) => { DefaultRestitution = cf.GetFloat(p, v); }, |
301 | (s) => { return s.UnmanagedParams[0].defaultRestitution; }, | 319 | (s) => { return DefaultRestitution; }, |
302 | (s,p,l,v) => { s.UnmanagedParams[0].defaultRestitution = v; } ), | 320 | (s,p,l,v) => { DefaultRestitution = v; s.UnmanagedParams[0].defaultRestitution = v; } ), |
303 | new ParameterDefn("CollisionMargin", "Margin around objects before collisions are calculated (must be zero!)", | 321 | new ParameterDefn("CollisionMargin", "Margin around objects before collisions are calculated (must be zero!)", |
304 | 0.04f, | 322 | 0.04f, |
305 | (s,cf,p,v) => { s.UnmanagedParams[0].collisionMargin = cf.GetFloat(p, v); }, | 323 | (s,cf,p,v) => { CollisionMargin = cf.GetFloat(p, v); }, |
306 | (s) => { return s.UnmanagedParams[0].collisionMargin; }, | 324 | (s) => { return CollisionMargin; }, |
307 | (s,p,l,v) => { s.UnmanagedParams[0].collisionMargin = v; } ), | 325 | (s,p,l,v) => { CollisionMargin = v; s.UnmanagedParams[0].collisionMargin = v; } ), |
308 | new ParameterDefn("Gravity", "Vertical force of gravity (negative means down)", | 326 | new ParameterDefn("Gravity", "Vertical force of gravity (negative means down)", |
309 | -9.80665f, | 327 | -9.80665f, |
310 | (s,cf,p,v) => { s.UnmanagedParams[0].gravity = cf.GetFloat(p, v); }, | 328 | (s,cf,p,v) => { Gravity = cf.GetFloat(p, v); }, |
311 | (s) => { return s.UnmanagedParams[0].gravity; }, | 329 | (s) => { return Gravity; }, |
312 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{s.UnmanagedParams[0].gravity=x;}, p, PhysParameterEntry.APPLY_TO_NONE, v); }, | 330 | (s,p,l,v) => { Gravity = v; s.UnmanagedParams[0].gravity = v; }, |
313 | (s,o,v) => { s.PE.SetGravity(o.PhysBody, new Vector3(0f,0f,v)); } ), | 331 | (s,o,v) => { s.PE.SetGravity(o.PhysBody, new Vector3(0f,0f,v)); } ), |
314 | 332 | ||
315 | 333 | ||
@@ -317,49 +335,49 @@ public static class BSParam | |||
317 | 0f, | 335 | 0f, |
318 | (s,cf,p,v) => { LinearDamping = cf.GetFloat(p, v); }, | 336 | (s,cf,p,v) => { LinearDamping = cf.GetFloat(p, v); }, |
319 | (s) => { return LinearDamping; }, | 337 | (s) => { return LinearDamping; }, |
320 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{LinearDamping=x;}, p, l, v); }, | 338 | (s,p,l,v) => { LinearDamping = v; }, |
321 | (s,o,v) => { s.PE.SetDamping(o.PhysBody, v, AngularDamping); } ), | 339 | (s,o,v) => { s.PE.SetDamping(o.PhysBody, v, AngularDamping); } ), |
322 | new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)", | 340 | new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)", |
323 | 0f, | 341 | 0f, |
324 | (s,cf,p,v) => { AngularDamping = cf.GetFloat(p, v); }, | 342 | (s,cf,p,v) => { AngularDamping = cf.GetFloat(p, v); }, |
325 | (s) => { return AngularDamping; }, | 343 | (s) => { return AngularDamping; }, |
326 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AngularDamping=x;}, p, l, v); }, | 344 | (s,p,l,v) => { AngularDamping = v; }, |
327 | (s,o,v) => { s.PE.SetDamping(o.PhysBody, LinearDamping, v); } ), | 345 | (s,o,v) => { s.PE.SetDamping(o.PhysBody, LinearDamping, v); } ), |
328 | new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static", | 346 | new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static", |
329 | 0.2f, | 347 | 0.2f, |
330 | (s,cf,p,v) => { DeactivationTime = cf.GetFloat(p, v); }, | 348 | (s,cf,p,v) => { DeactivationTime = cf.GetFloat(p, v); }, |
331 | (s) => { return DeactivationTime; }, | 349 | (s) => { return DeactivationTime; }, |
332 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{DeactivationTime=x;}, p, l, v); }, | 350 | (s,p,l,v) => { DeactivationTime = v; }, |
333 | (s,o,v) => { s.PE.SetDeactivationTime(o.PhysBody, v); } ), | 351 | (s,o,v) => { s.PE.SetDeactivationTime(o.PhysBody, v); } ), |
334 | new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static", | 352 | new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static", |
335 | 0.8f, | 353 | 0.8f, |
336 | (s,cf,p,v) => { LinearSleepingThreshold = cf.GetFloat(p, v); }, | 354 | (s,cf,p,v) => { LinearSleepingThreshold = cf.GetFloat(p, v); }, |
337 | (s) => { return LinearSleepingThreshold; }, | 355 | (s) => { return LinearSleepingThreshold; }, |
338 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{LinearSleepingThreshold=x;}, p, l, v); }, | 356 | (s,p,l,v) => { LinearSleepingThreshold = v;}, |
339 | (s,o,v) => { s.PE.SetSleepingThresholds(o.PhysBody, v, v); } ), | 357 | (s,o,v) => { s.PE.SetSleepingThresholds(o.PhysBody, v, v); } ), |
340 | new ParameterDefn("AngularSleepingThreshold", "Seconds to measure angular movement before considering static", | 358 | new ParameterDefn("AngularSleepingThreshold", "Seconds to measure angular movement before considering static", |
341 | 1.0f, | 359 | 1.0f, |
342 | (s,cf,p,v) => { AngularSleepingThreshold = cf.GetFloat(p, v); }, | 360 | (s,cf,p,v) => { AngularSleepingThreshold = cf.GetFloat(p, v); }, |
343 | (s) => { return AngularSleepingThreshold; }, | 361 | (s) => { return AngularSleepingThreshold; }, |
344 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AngularSleepingThreshold=x;}, p, l, v); }, | 362 | (s,p,l,v) => { AngularSleepingThreshold = v;}, |
345 | (s,o,v) => { s.PE.SetSleepingThresholds(o.PhysBody, v, v); } ), | 363 | (s,o,v) => { s.PE.SetSleepingThresholds(o.PhysBody, v, v); } ), |
346 | new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" , | 364 | new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" , |
347 | 0.0f, // set to zero to disable | 365 | 0.0f, // set to zero to disable |
348 | (s,cf,p,v) => { CcdMotionThreshold = cf.GetFloat(p, v); }, | 366 | (s,cf,p,v) => { CcdMotionThreshold = cf.GetFloat(p, v); }, |
349 | (s) => { return CcdMotionThreshold; }, | 367 | (s) => { return CcdMotionThreshold; }, |
350 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdMotionThreshold=x;}, p, l, v); }, | 368 | (s,p,l,v) => { CcdMotionThreshold = v;}, |
351 | (s,o,v) => { s.PE.SetCcdMotionThreshold(o.PhysBody, v); } ), | 369 | (s,o,v) => { s.PE.SetCcdMotionThreshold(o.PhysBody, v); } ), |
352 | new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" , | 370 | new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" , |
353 | 0.2f, | 371 | 0.2f, |
354 | (s,cf,p,v) => { CcdSweptSphereRadius = cf.GetFloat(p, v); }, | 372 | (s,cf,p,v) => { CcdSweptSphereRadius = cf.GetFloat(p, v); }, |
355 | (s) => { return CcdSweptSphereRadius; }, | 373 | (s) => { return CcdSweptSphereRadius; }, |
356 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdSweptSphereRadius=x;}, p, l, v); }, | 374 | (s,p,l,v) => { CcdSweptSphereRadius = v;}, |
357 | (s,o,v) => { s.PE.SetCcdSweptSphereRadius(o.PhysBody, v); } ), | 375 | (s,o,v) => { s.PE.SetCcdSweptSphereRadius(o.PhysBody, v); } ), |
358 | new ParameterDefn("ContactProcessingThreshold", "Distance above which contacts can be discarded (0 means no discard)" , | 376 | new ParameterDefn("ContactProcessingThreshold", "Distance above which contacts can be discarded (0 means no discard)" , |
359 | 0.0f, | 377 | 0.0f, |
360 | (s,cf,p,v) => { ContactProcessingThreshold = cf.GetFloat(p, v); }, | 378 | (s,cf,p,v) => { ContactProcessingThreshold = cf.GetFloat(p, v); }, |
361 | (s) => { return ContactProcessingThreshold; }, | 379 | (s) => { return ContactProcessingThreshold; }, |
362 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{ContactProcessingThreshold=x;}, p, l, v); }, | 380 | (s,p,l,v) => { ContactProcessingThreshold = v;}, |
363 | (s,o,v) => { s.PE.SetContactProcessingThreshold(o.PhysBody, v); } ), | 381 | (s,o,v) => { s.PE.SetContactProcessingThreshold(o.PhysBody, v); } ), |
364 | 382 | ||
365 | new ParameterDefn("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)", | 383 | new ParameterDefn("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)", |
@@ -392,7 +410,7 @@ public static class BSParam | |||
392 | 0.2f, | 410 | 0.2f, |
393 | (s,cf,p,v) => { AvatarFriction = cf.GetFloat(p, v); }, | 411 | (s,cf,p,v) => { AvatarFriction = cf.GetFloat(p, v); }, |
394 | (s) => { return AvatarFriction; }, | 412 | (s) => { return AvatarFriction; }, |
395 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarFriction=x;}, p, l, v); } ), | 413 | (s,p,l,v) => { AvatarFriction = v; } ), |
396 | new ParameterDefn("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.", | 414 | new ParameterDefn("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.", |
397 | 10.0f, | 415 | 10.0f, |
398 | (s,cf,p,v) => { AvatarStandingFriction = cf.GetFloat(p, v); }, | 416 | (s,cf,p,v) => { AvatarStandingFriction = cf.GetFloat(p, v); }, |
@@ -407,32 +425,32 @@ public static class BSParam | |||
407 | 3.5f, | 425 | 3.5f, |
408 | (s,cf,p,v) => { AvatarDensity = cf.GetFloat(p, v); }, | 426 | (s,cf,p,v) => { AvatarDensity = cf.GetFloat(p, v); }, |
409 | (s) => { return AvatarDensity; }, | 427 | (s) => { return AvatarDensity; }, |
410 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarDensity=x;}, p, l, v); } ), | 428 | (s,p,l,v) => { AvatarDensity = v; } ), |
411 | new ParameterDefn("AvatarRestitution", "Bouncyness. Changed on avatar recreation.", | 429 | new ParameterDefn("AvatarRestitution", "Bouncyness. Changed on avatar recreation.", |
412 | 0f, | 430 | 0f, |
413 | (s,cf,p,v) => { AvatarRestitution = cf.GetFloat(p, v); }, | 431 | (s,cf,p,v) => { AvatarRestitution = cf.GetFloat(p, v); }, |
414 | (s) => { return AvatarRestitution; }, | 432 | (s) => { return AvatarRestitution; }, |
415 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarRestitution=x;}, p, l, v); } ), | 433 | (s,p,l,v) => { AvatarRestitution = v; } ), |
416 | new ParameterDefn("AvatarCapsuleWidth", "The distance between the sides of the avatar capsule", | 434 | new ParameterDefn("AvatarCapsuleWidth", "The distance between the sides of the avatar capsule", |
417 | 0.6f, | 435 | 0.6f, |
418 | (s,cf,p,v) => { AvatarCapsuleWidth = cf.GetFloat(p, v); }, | 436 | (s,cf,p,v) => { AvatarCapsuleWidth = cf.GetFloat(p, v); }, |
419 | (s) => { return AvatarCapsuleWidth; }, | 437 | (s) => { return AvatarCapsuleWidth; }, |
420 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarCapsuleWidth=x;}, p, l, v); } ), | 438 | (s,p,l,v) => { AvatarCapsuleWidth = v; } ), |
421 | new ParameterDefn("AvatarCapsuleDepth", "The distance between the front and back of the avatar capsule", | 439 | new ParameterDefn("AvatarCapsuleDepth", "The distance between the front and back of the avatar capsule", |
422 | 0.45f, | 440 | 0.45f, |
423 | (s,cf,p,v) => { AvatarCapsuleDepth = cf.GetFloat(p, v); }, | 441 | (s,cf,p,v) => { AvatarCapsuleDepth = cf.GetFloat(p, v); }, |
424 | (s) => { return AvatarCapsuleDepth; }, | 442 | (s) => { return AvatarCapsuleDepth; }, |
425 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarCapsuleDepth=x;}, p, l, v); } ), | 443 | (s,p,l,v) => { AvatarCapsuleDepth = v; } ), |
426 | new ParameterDefn("AvatarCapsuleHeight", "Default height of space around avatar", | 444 | new ParameterDefn("AvatarCapsuleHeight", "Default height of space around avatar", |
427 | 1.5f, | 445 | 1.5f, |
428 | (s,cf,p,v) => { AvatarCapsuleHeight = cf.GetFloat(p, v); }, | 446 | (s,cf,p,v) => { AvatarCapsuleHeight = cf.GetFloat(p, v); }, |
429 | (s) => { return AvatarCapsuleHeight; }, | 447 | (s) => { return AvatarCapsuleHeight; }, |
430 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarCapsuleHeight=x;}, p, l, v); } ), | 448 | (s,p,l,v) => { AvatarCapsuleHeight = v; } ), |
431 | new ParameterDefn("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions", | 449 | new ParameterDefn("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions", |
432 | 0.1f, | 450 | 0.1f, |
433 | (s,cf,p,v) => { AvatarContactProcessingThreshold = cf.GetFloat(p, v); }, | 451 | (s,cf,p,v) => { AvatarContactProcessingThreshold = cf.GetFloat(p, v); }, |
434 | (s) => { return AvatarContactProcessingThreshold; }, | 452 | (s) => { return AvatarContactProcessingThreshold; }, |
435 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarContactProcessingThreshold=x;}, p, l, v); } ), | 453 | (s,p,l,v) => { AvatarContactProcessingThreshold = v; } ), |
436 | new ParameterDefn("AvatarStepHeight", "Height of a step obstacle to consider step correction", | 454 | new ParameterDefn("AvatarStepHeight", "Height of a step obstacle to consider step correction", |
437 | 0.3f, | 455 | 0.3f, |
438 | (s,cf,p,v) => { AvatarStepHeight = cf.GetFloat(p, v); }, | 456 | (s,cf,p,v) => { AvatarStepHeight = cf.GetFloat(p, v); }, |
@@ -497,44 +515,49 @@ public static class BSParam | |||
497 | 515 | ||
498 | new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)", | 516 | new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)", |
499 | 0f, | 517 | 0f, |
500 | (s,cf,p,v) => { s.UnmanagedParams[0].maxPersistantManifoldPoolSize = cf.GetFloat(p, v); }, | 518 | (s,cf,p,v) => { MaxPersistantManifoldPoolSize = cf.GetFloat(p, v); }, |
501 | (s) => { return s.UnmanagedParams[0].maxPersistantManifoldPoolSize; }, | 519 | (s) => { return MaxPersistantManifoldPoolSize; }, |
502 | (s,p,l,v) => { s.UnmanagedParams[0].maxPersistantManifoldPoolSize = v; } ), | 520 | (s,p,l,v) => { MaxPersistantManifoldPoolSize = v; s.UnmanagedParams[0].maxPersistantManifoldPoolSize = v; } ), |
503 | new ParameterDefn("MaxCollisionAlgorithmPoolSize", "Number of collisions pooled (0 means default of 4096)", | 521 | new ParameterDefn("MaxCollisionAlgorithmPoolSize", "Number of collisions pooled (0 means default of 4096)", |
504 | 0f, | 522 | 0f, |
505 | (s,cf,p,v) => { s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize = cf.GetFloat(p, v); }, | 523 | (s,cf,p,v) => { MaxCollisionAlgorithmPoolSize = cf.GetFloat(p, v); }, |
506 | (s) => { return s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize; }, | 524 | (s) => { return MaxCollisionAlgorithmPoolSize; }, |
507 | (s,p,l,v) => { s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize = v; } ), | 525 | (s,p,l,v) => { MaxCollisionAlgorithmPoolSize = v; s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize = v; } ), |
508 | new ParameterDefn("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count", | 526 | new ParameterDefn("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count", |
509 | ConfigurationParameters.numericFalse, | 527 | ConfigurationParameters.numericFalse, |
510 | (s,cf,p,v) => { s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | 528 | (s,cf,p,v) => { ShouldDisableContactPoolDynamicAllocation = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, |
511 | (s) => { return s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation; }, | 529 | (s) => { return ShouldDisableContactPoolDynamicAllocation; }, |
512 | (s,p,l,v) => { s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = v; } ), | 530 | (s,p,l,v) => { ShouldDisableContactPoolDynamicAllocation = v; s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = v; } ), |
513 | new ParameterDefn("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step", | 531 | new ParameterDefn("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step", |
514 | ConfigurationParameters.numericFalse, | 532 | ConfigurationParameters.numericFalse, |
515 | (s,cf,p,v) => { s.UnmanagedParams[0].shouldForceUpdateAllAabbs = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | 533 | (s,cf,p,v) => { ShouldForceUpdateAllAabbs = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, |
516 | (s) => { return s.UnmanagedParams[0].shouldForceUpdateAllAabbs; }, | 534 | (s) => { return ShouldForceUpdateAllAabbs; }, |
517 | (s,p,l,v) => { s.UnmanagedParams[0].shouldForceUpdateAllAabbs = v; } ), | 535 | (s,p,l,v) => { ShouldForceUpdateAllAabbs = v; s.UnmanagedParams[0].shouldForceUpdateAllAabbs = v; } ), |
518 | new ParameterDefn("ShouldRandomizeSolverOrder", "Enable for slightly better stacking interaction", | 536 | new ParameterDefn("ShouldRandomizeSolverOrder", "Enable for slightly better stacking interaction", |
519 | ConfigurationParameters.numericTrue, | 537 | ConfigurationParameters.numericTrue, |
520 | (s,cf,p,v) => { s.UnmanagedParams[0].shouldRandomizeSolverOrder = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | 538 | (s,cf,p,v) => { ShouldRandomizeSolverOrder = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, |
521 | (s) => { return s.UnmanagedParams[0].shouldRandomizeSolverOrder; }, | 539 | (s) => { return ShouldRandomizeSolverOrder; }, |
522 | (s,p,l,v) => { s.UnmanagedParams[0].shouldRandomizeSolverOrder = v; } ), | 540 | (s,p,l,v) => { ShouldRandomizeSolverOrder = v; s.UnmanagedParams[0].shouldRandomizeSolverOrder = v; } ), |
523 | new ParameterDefn("ShouldSplitSimulationIslands", "Enable splitting active object scanning islands", | 541 | new ParameterDefn("ShouldSplitSimulationIslands", "Enable splitting active object scanning islands", |
524 | ConfigurationParameters.numericTrue, | 542 | ConfigurationParameters.numericTrue, |
525 | (s,cf,p,v) => { s.UnmanagedParams[0].shouldSplitSimulationIslands = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | 543 | (s,cf,p,v) => { ShouldSplitSimulationIslands = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, |
526 | (s) => { return s.UnmanagedParams[0].shouldSplitSimulationIslands; }, | 544 | (s) => { return ShouldSplitSimulationIslands; }, |
527 | (s,p,l,v) => { s.UnmanagedParams[0].shouldSplitSimulationIslands = v; } ), | 545 | (s,p,l,v) => { ShouldSplitSimulationIslands = v; s.UnmanagedParams[0].shouldSplitSimulationIslands = v; } ), |
528 | new ParameterDefn("ShouldEnableFrictionCaching", "Enable friction computation caching", | 546 | new ParameterDefn("ShouldEnableFrictionCaching", "Enable friction computation caching", |
529 | ConfigurationParameters.numericTrue, | 547 | ConfigurationParameters.numericTrue, |
530 | (s,cf,p,v) => { s.UnmanagedParams[0].shouldEnableFrictionCaching = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | 548 | (s,cf,p,v) => { ShouldEnableFrictionCaching = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, |
531 | (s) => { return s.UnmanagedParams[0].shouldEnableFrictionCaching; }, | 549 | (s) => { return ShouldEnableFrictionCaching; }, |
532 | (s,p,l,v) => { s.UnmanagedParams[0].shouldEnableFrictionCaching = v; } ), | 550 | (s,p,l,v) => { ShouldEnableFrictionCaching = v; s.UnmanagedParams[0].shouldEnableFrictionCaching = v; } ), |
533 | new ParameterDefn("NumberOfSolverIterations", "Number of internal iterations (0 means default)", | 551 | new ParameterDefn("NumberOfSolverIterations", "Number of internal iterations (0 means default)", |
534 | 0f, // zero says use Bullet default | 552 | 0f, // zero says use Bullet default |
535 | (s,cf,p,v) => { s.UnmanagedParams[0].numberOfSolverIterations = cf.GetFloat(p, v); }, | 553 | (s,cf,p,v) => { NumberOfSolverIterations = cf.GetFloat(p, v); }, |
536 | (s) => { return s.UnmanagedParams[0].numberOfSolverIterations; }, | 554 | (s) => { return NumberOfSolverIterations; }, |
537 | (s,p,l,v) => { s.UnmanagedParams[0].numberOfSolverIterations = v; } ), | 555 | (s,p,l,v) => { NumberOfSolverIterations = v; s.UnmanagedParams[0].numberOfSolverIterations = v; } ), |
556 | new ParameterDefn("UseSingleSidedMeshes", "Whether to compute collisions based on single sided meshes.", | ||
557 | ConfigurationParameters.numericTrue, | ||
558 | (s,cf,p,v) => { UseSingleSidedMeshesF = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | ||
559 | (s) => { return UseSingleSidedMeshesF; }, | ||
560 | (s,p,l,v) => { UseSingleSidedMeshesF = v; s.UnmanagedParams[0].useSingleSidedMeshes = v; } ), | ||
538 | 561 | ||
539 | new ParameterDefn("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)", | 562 | new ParameterDefn("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)", |
540 | (float)BSLinkset.LinksetImplementation.Compound, | 563 | (float)BSLinkset.LinksetImplementation.Compound, |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index a4690ba..6cd72f2 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -882,41 +882,41 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
882 | BSParam.ParameterDefn theParam; | 882 | BSParam.ParameterDefn theParam; |
883 | if (BSParam.TryGetParameter(parm, out theParam)) | 883 | if (BSParam.TryGetParameter(parm, out theParam)) |
884 | { | 884 | { |
885 | // Set the value in the C# code | ||
885 | theParam.setter(this, parm, localID, val); | 886 | theParam.setter(this, parm, localID, val); |
887 | |||
888 | // Optionally set the parameter in the unmanaged code | ||
889 | if (theParam.onObject != null) | ||
890 | { | ||
891 | // update all the localIDs specified | ||
892 | // If the local ID is APPLY_TO_NONE, just change the default value | ||
893 | // If the localID is APPLY_TO_ALL change the default value and apply the new value to all the lIDs | ||
894 | // If the localID is a specific object, apply the parameter change to only that object | ||
895 | List<uint> objectIDs = new List<uint>(); | ||
896 | switch (localID) | ||
897 | { | ||
898 | case PhysParameterEntry.APPLY_TO_NONE: | ||
899 | // This will cause a call into the physical world if some operation is specified (SetOnObject). | ||
900 | objectIDs.Add(TERRAIN_ID); | ||
901 | TaintedUpdateParameter(parm, objectIDs, val); | ||
902 | break; | ||
903 | case PhysParameterEntry.APPLY_TO_ALL: | ||
904 | lock (PhysObjects) objectIDs = new List<uint>(PhysObjects.Keys); | ||
905 | TaintedUpdateParameter(parm, objectIDs, val); | ||
906 | break; | ||
907 | default: | ||
908 | // setting only one localID | ||
909 | objectIDs.Add(localID); | ||
910 | TaintedUpdateParameter(parm, objectIDs, val); | ||
911 | break; | ||
912 | } | ||
913 | } | ||
914 | |||
886 | ret = true; | 915 | ret = true; |
887 | } | 916 | } |
888 | return ret; | 917 | return ret; |
889 | } | 918 | } |
890 | 919 | ||
891 | // update all the localIDs specified | ||
892 | // If the local ID is APPLY_TO_NONE, just change the default value | ||
893 | // If the localID is APPLY_TO_ALL change the default value and apply the new value to all the lIDs | ||
894 | // If the localID is a specific object, apply the parameter change to only that object | ||
895 | internal delegate void AssignVal(float x); | ||
896 | internal void UpdateParameterObject(AssignVal setDefault, string parm, uint localID, float val) | ||
897 | { | ||
898 | List<uint> objectIDs = new List<uint>(); | ||
899 | switch (localID) | ||
900 | { | ||
901 | case PhysParameterEntry.APPLY_TO_NONE: | ||
902 | setDefault(val); // setting only the default value | ||
903 | // This will cause a call into the physical world if some operation is specified (SetOnObject). | ||
904 | objectIDs.Add(TERRAIN_ID); | ||
905 | TaintedUpdateParameter(parm, objectIDs, val); | ||
906 | break; | ||
907 | case PhysParameterEntry.APPLY_TO_ALL: | ||
908 | setDefault(val); // setting ALL also sets the default value | ||
909 | lock (PhysObjects) objectIDs = new List<uint>(PhysObjects.Keys); | ||
910 | TaintedUpdateParameter(parm, objectIDs, val); | ||
911 | break; | ||
912 | default: | ||
913 | // setting only one localID | ||
914 | objectIDs.Add(localID); | ||
915 | TaintedUpdateParameter(parm, objectIDs, val); | ||
916 | break; | ||
917 | } | ||
918 | } | ||
919 | |||
920 | // schedule the actual updating of the paramter to when the phys engine is not busy | 920 | // schedule the actual updating of the paramter to when the phys engine is not busy |
921 | private void TaintedUpdateParameter(string parm, List<uint> lIDs, float val) | 921 | private void TaintedUpdateParameter(string parm, List<uint> lIDs, float val) |
922 | { | 922 | { |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs index 8244f02..d7e800d 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs | |||
@@ -96,7 +96,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys | |||
96 | { | 96 | { |
97 | // DISASTER!! | 97 | // DISASTER!! |
98 | PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape", ID); | 98 | PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape", ID); |
99 | physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain mesh! base={1}", LogHeader, TerrainBase); | 99 | PhysicsScene.Logger.ErrorFormat("{0} Failed creation of terrain mesh! base={1}", LogHeader, TerrainBase); |
100 | // Something is very messed up and a crash is in our future. | 100 | // Something is very messed up and a crash is in our future. |
101 | return; | 101 | return; |
102 | } | 102 | } |
@@ -108,7 +108,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys | |||
108 | if (!m_terrainBody.HasPhysicalBody) | 108 | if (!m_terrainBody.HasPhysicalBody) |
109 | { | 109 | { |
110 | // DISASTER!! | 110 | // DISASTER!! |
111 | physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain body! base={1}", LogHeader, TerrainBase); | 111 | PhysicsScene.Logger.ErrorFormat("{0} Failed creation of terrain body! base={1}", LogHeader, TerrainBase); |
112 | // Something is very messed up and a crash is in our future. | 112 | // Something is very messed up and a crash is in our future. |
113 | return; | 113 | return; |
114 | } | 114 | } |
@@ -131,6 +131,12 @@ public sealed class BSTerrainMesh : BSTerrainPhys | |||
131 | m_terrainBody.collisionType = CollisionType.Terrain; | 131 | m_terrainBody.collisionType = CollisionType.Terrain; |
132 | m_terrainBody.ApplyCollisionMask(PhysicsScene); | 132 | m_terrainBody.ApplyCollisionMask(PhysicsScene); |
133 | 133 | ||
134 | if (BSParam.UseSingleSidedMeshes) | ||
135 | { | ||
136 | PhysicsScene.DetailLog("{0},BSTerrainMesh.settingCustomMaterial", id); | ||
137 | PhysicsScene.PE.AddToCollisionFlags(m_terrainBody, CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK); | ||
138 | } | ||
139 | |||
134 | // Make it so the terrain will not move or be considered for movement. | 140 | // Make it so the terrain will not move or be considered for movement. |
135 | PhysicsScene.PE.ForceActivationState(m_terrainBody, ActivationState.DISABLE_SIMULATION); | 141 | PhysicsScene.PE.ForceActivationState(m_terrainBody, ActivationState.DISABLE_SIMULATION); |
136 | } | 142 | } |
@@ -176,8 +182,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys | |||
176 | 182 | ||
177 | // Convert the passed heightmap to mesh information suitable for CreateMeshShape2(). | 183 | // Convert the passed heightmap to mesh information suitable for CreateMeshShape2(). |
178 | // Return 'true' if successfully created. | 184 | // Return 'true' if successfully created. |
179 | public static bool ConvertHeightmapToMesh( | 185 | public static bool ConvertHeightmapToMesh( BSScene physicsScene, |
180 | BSScene physicsScene, | ||
181 | float[] heightMap, int sizeX, int sizeY, // parameters of incoming heightmap | 186 | float[] heightMap, int sizeX, int sizeY, // parameters of incoming heightmap |
182 | float extentX, float extentY, // zero based range for output vertices | 187 | float extentX, float extentY, // zero based range for output vertices |
183 | Vector3 extentBase, // base to be added to all vertices | 188 | Vector3 extentBase, // base to be added to all vertices |