/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyrightD * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; using System.Collections.Generic; using System.Runtime.InteropServices; using System.Text; using System.Threading; using OpenSim.Framework; using OpenSim.Region.Framework; using OpenSim.Region.CoreModules; using Logging = OpenSim.Region.CoreModules.Framework.Statistics.Logging; using OpenSim.Region.Physics.Manager; using Nini.Config; using log4net; using OpenMetaverse; // TODOs for BulletSim (for BSScene, BSPrim, BSCharacter and BulletSim) // Test sculpties (verified that they don't work) // Compute physics FPS reasonably // Based on material, set density and friction // Don't use constraints in linksets of non-physical objects. Means having to move children manually. // Four states of prim: Physical, regular, phantom and selected. Are we modeling these correctly? // In SL one can set both physical and phantom (gravity, does not effect others, makes collisions with ground) // At the moment, physical and phantom causes object to drop through the terrain // Physical phantom objects and related typing (collision options ) // Check out llVolumeDetect. Must do something for that. // Use collision masks for collision with terrain and phantom objects // More efficient memory usage when passing hull information from BSPrim to BulletSim // Should prim.link() and prim.delink() membership checking happen at taint time? // Mesh sharing. Use meshHash to tell if we already have a hull of that shape and only create once. // Do attachments need to be handled separately? Need collision events. Do not collide with VolumeDetect // Implement LockAngularMotion // Decide if clearing forces is the right thing to do when setting position (BulletSim::SetObjectTranslation) // Remove mesh and Hull stuff. Use mesh passed to bullet and use convexdecom from bullet. // Add PID movement operations. What does ScenePresence.MoveToTarget do? // Check terrain size. 128 or 127? // Raycast // namespace OpenSim.Region.Physics.BulletSPlugin { public class BSScene : PhysicsScene, IPhysicsParameters { private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); private static readonly string LogHeader = "[BULLETS SCENE]"; // The name of the region we're working for. public string RegionName { get; private set; } public string BulletSimVersion = "?"; public Dictionary PhysObjects; public BSShapeCollection Shapes; // Keeping track of the objects with collisions so we can report begin and end of a collision public HashSet ObjectsWithCollisions = new HashSet(); public HashSet ObjectsWithNoMoreCollisions = new HashSet(); // Keep track of all the avatars so we can send them a collision event // every tick so OpenSim will update its animation. private HashSet m_avatars = new HashSet(); // List of all the objects that have vehicle properties and should be called // to update each physics step. private List m_vehicles = new List(); // let my minuions use my logger public ILog Logger { get { return m_log; } } public IMesher mesher; // Level of Detail values kept as float because that's what the Meshmerizer wants public float MeshLOD { get; private set; } public float MeshMegaPrimLOD { get; private set; } public float MeshMegaPrimThreshold { get; private set; } public float SculptLOD { get; private set; } public uint WorldID { get; private set; } public BulletSim World { get; private set; } // All the constraints that have been allocated in this instance. public BSConstraintCollection Constraints { get; private set; } // Simulation parameters private int m_maxSubSteps; private float m_fixedTimeStep; private long m_simulationStep = 0; public long SimulationStep { get { return m_simulationStep; } } private int m_taintsToProcessPerStep; // A value of the time now so all the collision and update routines do not have to get their own // Set to 'now' just before all the prims and actors are called for collisions and updates public int SimulationNowTime { get; private set; } // True if initialized and ready to do simulation steps private bool m_initialized = false; // Pinned memory used to pass step information between managed and unmanaged private int m_maxCollisionsPerFrame; private CollisionDesc[] m_collisionArray; private GCHandle m_collisionArrayPinnedHandle; private int m_maxUpdatesPerFrame; private EntityProperties[] m_updateArray; private GCHandle m_updateArrayPinnedHandle; public bool ShouldMeshSculptedPrim { get; private set; } // cause scuplted prims to get meshed public bool ShouldForceSimplePrimMeshing { get; private set; } // if a cube or sphere, let Bullet do internal shapes public bool ShouldUseHullsForPhysicalObjects { get; private set; } // 'true' if should create hulls for physical objects public float PID_D { get; private set; } // derivative public float PID_P { get; private set; } // proportional public const uint TERRAIN_ID = 0; // OpenSim senses terrain with a localID of zero public const uint GROUNDPLANE_ID = 1; public const uint CHILDTERRAIN_ID = 2; // Terrain allocated based on our mega-prim childre start here private float m_waterLevel; public BSTerrainManager TerrainManager { get; private set; } public ConfigurationParameters Params { get { return m_params[0]; } } public Vector3 DefaultGravity { get { return new Vector3(0f, 0f, Params.gravity); } } // Just the Z value of the gravity public float DefaultGravityZ { get { return Params.gravity; } } public float MaximumObjectMass { get; private set; } // When functions in the unmanaged code must be called, it is only // done at a known time just before the simulation step. The taint // system saves all these function calls and executes them in // order before the simulation. public delegate void TaintCallback(); private struct TaintCallbackEntry { public String ident; public TaintCallback callback; public TaintCallbackEntry(string i, TaintCallback c) { ident = i; callback = c; } } private Object _taintLock = new Object(); // lock for using the next object private List _taintedObjects; // A pointer to an instance if this structure is passed to the C++ code // Used to pass basic configuration values to the unmanaged code. ConfigurationParameters[] m_params; GCHandle m_paramsHandle; // Handle to the callback used by the unmanaged code to call into the managed code. // Used for debug logging. // Need to store the handle in a persistant variable so it won't be freed. private BulletSimAPI.DebugLogCallback m_DebugLogCallbackHandle; // Sometimes you just have to log everything. public Logging.LogWriter PhysicsLogging; private bool m_physicsLoggingEnabled; private string m_physicsLoggingDir; private string m_physicsLoggingPrefix; private int m_physicsLoggingFileMinutes; // 'true' of the vehicle code is to log lots of details public bool VehicleLoggingEnabled { get; private set; } #region Construction and Initialization public BSScene(string identifier) { m_initialized = false; // we are passed the name of the region we're working for. RegionName = identifier; } public override void Initialise(IMesher meshmerizer, IConfigSource config) { mesher = meshmerizer; _taintedObjects = new List(); PhysObjects = new Dictionary(); Shapes = new BSShapeCollection(this); // Allocate pinned memory to pass parameters. m_params = new ConfigurationParameters[1]; m_paramsHandle = GCHandle.Alloc(m_params, GCHandleType.Pinned); // Set default values for physics parameters plus any overrides from the ini file GetInitialParameterValues(config); // allocate more pinned memory close to the above in an attempt to get the memory all together m_collisionArray = new CollisionDesc[m_maxCollisionsPerFrame]; m_collisionArrayPinnedHandle = GCHandle.Alloc(m_collisionArray, GCHandleType.Pinned); m_updateArray = new EntityProperties[m_maxUpdatesPerFrame]; m_updateArrayPinnedHandle = GCHandle.Alloc(m_updateArray, GCHandleType.Pinned); // Enable very detailed logging. // By creating an empty logger when not logging, the log message invocation code // can be left in and every call doesn't have to check for null. if (m_physicsLoggingEnabled) { PhysicsLogging = new Logging.LogWriter(m_physicsLoggingDir, m_physicsLoggingPrefix, m_physicsLoggingFileMinutes); } else { PhysicsLogging = new Logging.LogWriter(); } // If Debug logging level, enable logging from the unmanaged code m_DebugLogCallbackHandle = null; if (m_log.IsDebugEnabled || PhysicsLogging.Enabled) { m_log.DebugFormat("{0}: Initialize: Setting debug callback for unmanaged code", LogHeader); if (PhysicsLogging.Enabled) // The handle is saved in a variable to make sure it doesn't get freed after this call m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLoggerPhysLog); else m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLogger); } // Get the version of the DLL // TODO: this doesn't work yet. Something wrong with marshaling the returned string. // BulletSimVersion = BulletSimAPI.GetVersion(); // m_log.WarnFormat("{0}: BulletSim.dll version='{1}'", LogHeader, BulletSimVersion); // The bounding box for the simulated world. The origin is 0,0,0 unless we're // a child in a mega-region. // Bullet actually doesn't care about the extents of the simulated // area. It tracks active objects no matter where they are. Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight); // m_log.DebugFormat("{0}: Initialize: Calling BulletSimAPI.Initialize.", LogHeader); World = new BulletSim(0, this, BulletSimAPI.Initialize2(worldExtent, m_paramsHandle.AddrOfPinnedObject(), m_maxCollisionsPerFrame, m_collisionArrayPinnedHandle.AddrOfPinnedObject(), m_maxUpdatesPerFrame, m_updateArrayPinnedHandle.AddrOfPinnedObject(), m_DebugLogCallbackHandle)); Constraints = new BSConstraintCollection(World); TerrainManager = new BSTerrainManager(this); TerrainManager.CreateInitialGroundPlaneAndTerrain(); m_initialized = true; } // All default parameter values are set here. There should be no values set in the // variable definitions. private void GetInitialParameterValues(IConfigSource config) { ConfigurationParameters parms = new ConfigurationParameters(); m_params[0] = parms; SetParameterDefaultValues(); if (config != null) { // If there are specifications in the ini file, use those values IConfig pConfig = config.Configs["BulletSim"]; if (pConfig != null) { SetParameterConfigurationValues(pConfig); // Very detailed logging for physics debugging m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false); m_physicsLoggingDir = pConfig.GetString("PhysicsLoggingDir", "."); m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-%REGIONNAME%-"); m_physicsLoggingFileMinutes = pConfig.GetInt("PhysicsLoggingFileMinutes", 5); // Very detailed logging for vehicle debugging VehicleLoggingEnabled = pConfig.GetBoolean("VehicleLoggingEnabled", false); // Do any replacements in the parameters m_physicsLoggingPrefix = m_physicsLoggingPrefix.Replace("%REGIONNAME%", RegionName); } } } // A helper function that handles a true/false parameter and returns the proper float number encoding float ParamBoolean(IConfig config, string parmName, float deflt) { float ret = deflt; if (config.Contains(parmName)) { ret = ConfigurationParameters.numericFalse; if (config.GetBoolean(parmName, false)) { ret = ConfigurationParameters.numericTrue; } } return ret; } // Called directly from unmanaged code so don't do much private void BulletLogger(string msg) { m_log.Debug("[BULLETS UNMANAGED]:" + msg); } // Called directly from unmanaged code so don't do much private void BulletLoggerPhysLog(string msg) { DetailLog("[BULLETS UNMANAGED]:" + msg); } public override void Dispose() { // m_log.DebugFormat("{0}: Dispose()", LogHeader); // make sure no stepping happens while we're deleting stuff m_initialized = false; TerrainManager.ReleaseGroundPlaneAndTerrain(); foreach (KeyValuePair kvp in PhysObjects) { kvp.Value.Destroy(); } PhysObjects.Clear(); // Now that the prims are all cleaned up, there should be no constraints left if (Constraints != null) { Constraints.Dispose(); Constraints = null; } if (Shapes != null) { Shapes.Dispose(); Shapes = null; } // Anything left in the unmanaged code should be cleaned out BulletSimAPI.Shutdown2(World.ptr); // Not logging any more PhysicsLogging.Close(); } #endregion // Construction and Initialization #region Prim and Avatar addition and removal public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) { m_log.ErrorFormat("{0}: CALL TO AddAvatar in BSScene. NOT IMPLEMENTED", LogHeader); return null; } public override PhysicsActor AddAvatar(uint localID, string avName, Vector3 position, Vector3 size, bool isFlying) { // m_log.DebugFormat("{0}: AddAvatar: {1}", LogHeader, avName); if (!m_initialized) return null; BSCharacter actor = new BSCharacter(localID, avName, this, position, size, isFlying); lock (PhysObjects) PhysObjects.Add(localID, actor); // TODO: Remove kludge someday. // We must generate a collision for avatars whether they collide or not. // This is required by OpenSim to update avatar animations, etc. lock (m_avatars) m_avatars.Add(actor); return actor; } public override void RemoveAvatar(PhysicsActor actor) { // m_log.DebugFormat("{0}: RemoveAvatar", LogHeader); if (!m_initialized) return; BSCharacter bsactor = actor as BSCharacter; if (bsactor != null) { try { lock (PhysObjects) PhysObjects.Remove(actor.LocalID); // Remove kludge someday lock (m_avatars) m_avatars.Remove(bsactor); } catch (Exception e) { m_log.WarnFormat("{0}: Attempt to remove avatar that is not in physics scene: {1}", LogHeader, e); } bsactor.Destroy(); // bsactor.dispose(); } } public override void RemovePrim(PhysicsActor prim) { if (!m_initialized) return; BSPrim bsprim = prim as BSPrim; if (bsprim != null) { DetailLog("{0},RemovePrim,call", bsprim.LocalID); // m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID); try { lock (PhysObjects) PhysObjects.Remove(bsprim.LocalID); } catch (Exception e) { m_log.ErrorFormat("{0}: Attempt to remove prim that is not in physics scene: {1}", LogHeader, e); } bsprim.Destroy(); // bsprim.dispose(); } else { m_log.ErrorFormat("{0}: Attempt to remove prim that is not a BSPrim type.", LogHeader); } } public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, Vector3 size, Quaternion rotation, bool isPhysical, uint localID) { // m_log.DebugFormat("{0}: AddPrimShape2: {1}", LogHeader, primName); if (!m_initialized) return null; DetailLog("{0},AddPrimShape,call", localID); BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical); lock (PhysObjects) PhysObjects.Add(localID, prim); return prim; } // This is a call from the simulator saying that some physical property has been updated. // The BulletSim driver senses the changing of relevant properties so this taint // information call is not needed. public override void AddPhysicsActorTaint(PhysicsActor prim) { } #endregion // Prim and Avatar addition and removal #region Simulation // Simulate one timestep public override float Simulate(float timeStep) { int updatedEntityCount = 0; IntPtr updatedEntitiesPtr; int collidersCount = 0; IntPtr collidersPtr; int beforeTime = 0; int simTime = 0; // prevent simulation until we've been initialized if (!m_initialized) return 5.0f; // update the prim states while we know the physics engine is not busy int numTaints = _taintedObjects.Count; ProcessTaints(); // Some of the prims operate with special vehicle properties ProcessVehicles(timeStep); numTaints += _taintedObjects.Count; ProcessTaints(); // the vehicles might have added taints // step the physical world one interval m_simulationStep++; int numSubSteps = 0; // DEBUG // DetailLog("{0},BSScene.Simulate,beforeStep,ntaimts={1},step={2}", DetailLogZero, numTaints, m_simulationStep); try { if (PhysicsLogging.Enabled) beforeTime = Util.EnvironmentTickCount(); numSubSteps = BulletSimAPI.PhysicsStep2(World.ptr, timeStep, m_maxSubSteps, m_fixedTimeStep, out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr); if (PhysicsLogging.Enabled) simTime = Util.EnvironmentTickCountSubtract(beforeTime); DetailLog("{0},Simulate,call, frame={1}, nTaints={2}, simTime={3}, substeps={4}, updates={5}, colliders={6}", DetailLogZero, m_simulationStep, numTaints, simTime, numSubSteps, updatedEntityCount, collidersCount); } catch (Exception e) { m_log.WarnFormat("{0},PhysicsStep Exception: nTaints={1}, substeps={2}, updates={3}, colliders={4}, e={5}", LogHeader, numTaints, numSubSteps, updatedEntityCount, collidersCount, e); DetailLog("{0},PhysicsStepException,call, nTaints={1}, substeps={2}, updates={3}, colliders={4}", DetailLogZero, numTaints, numSubSteps, updatedEntityCount, collidersCount); updatedEntityCount = 0; collidersCount = 0; } // Don't have to use the pointers passed back since we know it is the same pinned memory we passed in // Get a value for 'now' so all the collision and update routines don't have to get their own SimulationNowTime = Util.EnvironmentTickCount(); // If there were collisions, process them by sending the event to the prim. // Collisions must be processed before updates. if (collidersCount > 0) { for (int ii = 0; ii < collidersCount; ii++) { uint cA = m_collisionArray[ii].aID; uint cB = m_collisionArray[ii].bID; Vector3 point = m_collisionArray[ii].point; Vector3 normal = m_collisionArray[ii].normal; SendCollision(cA, cB, point, normal, 0.01f); SendCollision(cB, cA, point, -normal, 0.01f); } } // The above SendCollision's batch up the collisions on the objects. // Now push the collisions into the simulator. if (ObjectsWithCollisions.Count > 0) { foreach (BSPhysObject bsp in ObjectsWithCollisions) if (!bsp.SendCollisions()) { // If the object is done colliding, see that it's removed from the colliding list ObjectsWithNoMoreCollisions.Add(bsp); } } // This is a kludge to get avatar movement updates. // The simulator expects collisions for avatars even if there are have been no collisions. // The event updates avatar animations and stuff. // If you fix avatar animation updates, remove this overhead and let normal collision processing happen. foreach (BSPhysObject bsp in m_avatars) if (!ObjectsWithCollisions.Contains(bsp)) // don't call avatars twice bsp.SendCollisions(); // Objects that are done colliding are removed from the ObjectsWithCollisions list. // Not done above because it is inside an iteration of ObjectWithCollisions. if (ObjectsWithNoMoreCollisions.Count > 0) { foreach (BSPhysObject po in ObjectsWithNoMoreCollisions) ObjectsWithCollisions.Remove(po); ObjectsWithNoMoreCollisions.Clear(); } // If any of the objects had updated properties, tell the object it has been changed by the physics engine if (updatedEntityCount > 0) { for (int ii = 0; ii < updatedEntityCount; ii++) { EntityProperties entprop = m_updateArray[ii]; BSPhysObject pobj; if (PhysObjects.TryGetValue(entprop.ID, out pobj)) { pobj.UpdateProperties(entprop); } } } // This causes the unmanaged code to output ALL the values found in ALL the objects in the world. // Only enable this in a limited test world with few objects. // BulletSimAPI.DumpAllInfo2(World.ptr); // DEBUG DEBUG DEBUG // The physics engine returns the number of milliseconds it simulated this call. // These are summed and normalized to one second and divided by 1000 to give the reported physics FPS. // We multiply by 55 to give a recognizable running rate (55 or less). return numSubSteps * m_fixedTimeStep * 1000 * 55; // return timeStep * 1000 * 55; } // Something has collided private void SendCollision(uint localID, uint collidingWith, Vector3 collidePoint, Vector3 collideNormal, float penetration) { if (localID <= TerrainManager.HighestTerrainID) { return; // don't send collisions to the terrain } BSPhysObject collider; if (!PhysObjects.TryGetValue(localID, out collider)) { // If the object that is colliding cannot be found, just ignore the collision. DetailLog("{0},BSScene.SendCollision,colliderNotInObjectList,id={1},with={2}", DetailLogZero, localID, collidingWith); return; } // The terrain is not in the physical object list so 'collidee' can be null when Collide() is called. BSPhysObject collidee = null; PhysObjects.TryGetValue(collidingWith, out collidee); // DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith); if (collider.Collide(collidingWith, collidee, collidePoint, collideNormal, penetration)) { // If a collision was posted, remember to send it to the simulator ObjectsWithCollisions.Add(collider); } return; } #endregion // Simulation public override void GetResults() { } #region Terrain public override void SetTerrain(float[] heightMap) { TerrainManager.SetTerrain(heightMap); } public override void SetWaterLevel(float baseheight) { m_waterLevel = baseheight; } // Someday.... public float GetWaterLevelAtXYZ(Vector3 loc) { return m_waterLevel; } public override void DeleteTerrain() { // m_log.DebugFormat("{0}: DeleteTerrain()", LogHeader); } // Although no one seems to check this, I do support combining. public override bool SupportsCombining() { return TerrainManager.SupportsCombining(); } // This call says I am a child to region zero in a mega-region. 'pScene' is that // of region zero, 'offset' is my offset from regions zero's origin, and // 'extents' is the largest XY that is handled in my region. public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) { TerrainManager.Combine(pScene, offset, extents); } // Unhook all the combining that I know about. public override void UnCombine(PhysicsScene pScene) { TerrainManager.UnCombine(pScene); } #endregion // Terrain public override Dictionary GetTopColliders() { return new Dictionary(); } public override bool IsThreaded { get { return false; } } // Calls to the PhysicsActors can't directly call into the physics engine // because it might be busy. We delay changes to a known time. // We rely on C#'s closure to save and restore the context for the delegate. public void TaintedObject(String ident, TaintCallback callback) { if (!m_initialized) return; lock (_taintLock) { _taintedObjects.Add(new TaintCallbackEntry(ident, callback)); } return; } // When someone tries to change a property on a BSPrim or BSCharacter, the object queues // a callback into itself to do the actual property change. That callback is called // here just before the physics engine is called to step the simulation. public void ProcessTaints() { if (_taintedObjects.Count > 0) // save allocating new list if there is nothing to process { // swizzle a new list into the list location so we can process what's there int taintCount = m_taintsToProcessPerStep; TaintCallbackEntry oneCallback = new TaintCallbackEntry(); while (_taintedObjects.Count > 0 && taintCount-- > 0) { bool gotOne = false; lock (_taintLock) { if (_taintedObjects.Count > 0) { oneCallback = _taintedObjects[0]; _taintedObjects.RemoveAt(0); gotOne = true; } } if (gotOne) { try { DetailLog("{0},BSScene.ProcessTaints,doTaint,id={1}", DetailLogZero, oneCallback.ident); // DEBUG DEBUG DEBUG oneCallback.callback(); } catch (Exception e) { DetailLog("{0},BSScene.ProcessTaints,doTaintException,id={1}", DetailLogZero, oneCallback.ident); // DEBUG DEBUG DEBUG m_log.ErrorFormat("{0}: ProcessTaints: {1}: Exception: {2}", LogHeader, oneCallback.ident, e); } } } /* // swizzle a new list into the list location so we can process what's there List oldList; lock (_taintLock) { oldList = _taintedObjects; _taintedObjects = new List(); } foreach (TaintCallbackEntry tcbe in oldList) { try { DetailLog("{0},BSScene.ProcessTaints,doTaint,id={1}", DetailLogZero, tcbe.ident); // DEBUG DEBUG DEBUG tcbe.callback(); } catch (Exception e) { m_log.ErrorFormat("{0}: ProcessTaints: {1}: Exception: {2}", LogHeader, tcbe.ident, e); } } oldList.Clear(); */ } } #region Vehicles public void VehicleInSceneTypeChanged(BSPrim vehic, Vehicle newType) { RemoveVehiclePrim(vehic); if (newType != Vehicle.TYPE_NONE) { // make it so the scene will call us each tick to do vehicle things AddVehiclePrim(vehic); } } // Make so the scene will call this prim for vehicle actions each tick. // Safe to call if prim is already in the vehicle list. public void AddVehiclePrim(BSPrim vehicle) { lock (m_vehicles) { if (!m_vehicles.Contains(vehicle)) { m_vehicles.Add(vehicle); } } } // Remove a prim from our list of vehicles. // Safe to call if the prim is not in the vehicle list. public void RemoveVehiclePrim(BSPrim vehicle) { lock (m_vehicles) { if (m_vehicles.Contains(vehicle)) { m_vehicles.Remove(vehicle); } } } // Some prims have extra vehicle actions // Called at taint time! private void ProcessVehicles(float timeStep) { foreach (BSPhysObject pobj in m_vehicles) { pobj.StepVehicle(timeStep); } } #endregion Vehicles #region INI and command line parameter processing delegate void ParamUser(BSScene scene, IConfig conf, string paramName, float val); delegate float ParamGet(BSScene scene); delegate void ParamSet(BSScene scene, string paramName, uint localID, float val); delegate void SetOnObject(BSScene scene, BSPhysObject obj, float val); private struct ParameterDefn { public string name; // string name of the parameter public string desc; // a short description of what the parameter means public float defaultValue; // default value if not specified anywhere else public ParamUser userParam; // get the value from the configuration file public ParamGet getter; // return the current value stored for this parameter public ParamSet setter; // set the current value for this parameter public SetOnObject onObject; // set the value on an object in the physical domain public ParameterDefn(string n, string d, float v, ParamUser u, ParamGet g, ParamSet s) { name = n; desc = d; defaultValue = v; userParam = u; getter = g; setter = s; onObject = null; } public ParameterDefn(string n, string d, float v, ParamUser u, ParamGet g, ParamSet s, SetOnObject o) { name = n; desc = d; defaultValue = v; userParam = u; getter = g; setter = s; onObject = o; } } // List of all of the externally visible parameters. // For each parameter, this table maps a text name to getter and setters. // To add a new externally referencable/settable parameter, add the paramter storage // location somewhere in the program and make an entry in this table with the // getters and setters. // It is easiest to find an existing definition and copy it. // Parameter values are floats. Booleans are converted to a floating value. // // A ParameterDefn() takes the following parameters: // -- the text name of the parameter. This is used for console input and ini file. // -- a short text description of the parameter. This shows up in the console listing. // -- a delegate for fetching the parameter from the ini file. // Should handle fetching the right type from the ini file and converting it. // -- a delegate for getting the value as a float // -- a delegate for setting the value from a float // // The single letter parameters for the delegates are: // s = BSScene // o = BSPhysObject // p = string parameter name // l = localID of referenced object // v = float value // cf = parameter configuration class (for fetching values from ini file) private ParameterDefn[] ParameterDefinitions = { new ParameterDefn("MeshSculptedPrim", "Whether to create meshes for sculpties", ConfigurationParameters.numericTrue, (s,cf,p,v) => { s.ShouldMeshSculptedPrim = cf.GetBoolean(p, s.BoolNumeric(v)); }, (s) => { return s.NumericBool(s.ShouldMeshSculptedPrim); }, (s,p,l,v) => { s.ShouldMeshSculptedPrim = s.BoolNumeric(v); } ), new ParameterDefn("ForceSimplePrimMeshing", "If true, only use primitive meshes for objects", ConfigurationParameters.numericFalse, (s,cf,p,v) => { s.ShouldForceSimplePrimMeshing = cf.GetBoolean(p, s.BoolNumeric(v)); }, (s) => { return s.NumericBool(s.ShouldForceSimplePrimMeshing); }, (s,p,l,v) => { s.ShouldForceSimplePrimMeshing = s.BoolNumeric(v); } ), new ParameterDefn("UseHullsForPhysicalObjects", "If true, create hulls for physical objects", ConfigurationParameters.numericTrue, (s,cf,p,v) => { s.ShouldUseHullsForPhysicalObjects = cf.GetBoolean(p, s.BoolNumeric(v)); }, (s) => { return s.NumericBool(s.ShouldUseHullsForPhysicalObjects); }, (s,p,l,v) => { s.ShouldUseHullsForPhysicalObjects = s.BoolNumeric(v); } ), new ParameterDefn("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)", 8f, (s,cf,p,v) => { s.MeshLOD = (float)cf.GetInt(p, (int)v); }, (s) => { return s.MeshLOD; }, (s,p,l,v) => { s.MeshLOD = v; } ), new ParameterDefn("MeshLevelOfDetailMegaPrim", "Level of detail to render meshes larger than threshold meters", 16f, (s,cf,p,v) => { s.MeshMegaPrimLOD = (float)cf.GetInt(p, (int)v); }, (s) => { return s.MeshMegaPrimLOD; }, (s,p,l,v) => { s.MeshMegaPrimLOD = v; } ), new ParameterDefn("MeshLevelOfDetailMegaPrimThreshold", "Size (in meters) of a mesh before using MeshMegaPrimLOD", 10f, (s,cf,p,v) => { s.MeshMegaPrimThreshold = (float)cf.GetInt(p, (int)v); }, (s) => { return s.MeshMegaPrimThreshold; }, (s,p,l,v) => { s.MeshMegaPrimThreshold = v; } ), new ParameterDefn("SculptLevelOfDetail", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)", 32f, (s,cf,p,v) => { s.SculptLOD = (float)cf.GetInt(p, (int)v); }, (s) => { return s.SculptLOD; }, (s,p,l,v) => { s.SculptLOD = v; } ), new ParameterDefn("MaxSubStep", "In simulation step, maximum number of substeps", 10f, (s,cf,p,v) => { s.m_maxSubSteps = cf.GetInt(p, (int)v); }, (s) => { return (float)s.m_maxSubSteps; }, (s,p,l,v) => { s.m_maxSubSteps = (int)v; } ), new ParameterDefn("FixedTimeStep", "In simulation step, seconds of one substep (1/60)", 1f / 60f, (s,cf,p,v) => { s.m_fixedTimeStep = cf.GetFloat(p, v); }, (s) => { return (float)s.m_fixedTimeStep; }, (s,p,l,v) => { s.m_fixedTimeStep = v; } ), new ParameterDefn("MaxCollisionsPerFrame", "Max collisions returned at end of each frame", 2048f, (s,cf,p,v) => { s.m_maxCollisionsPerFrame = cf.GetInt(p, (int)v); }, (s) => { return (float)s.m_maxCollisionsPerFrame; }, (s,p,l,v) => { s.m_maxCollisionsPerFrame = (int)v; } ), new ParameterDefn("MaxUpdatesPerFrame", "Max updates returned at end of each frame", 8000f, (s,cf,p,v) => { s.m_maxUpdatesPerFrame = cf.GetInt(p, (int)v); }, (s) => { return (float)s.m_maxUpdatesPerFrame; }, (s,p,l,v) => { s.m_maxUpdatesPerFrame = (int)v; } ), new ParameterDefn("MaxTaintsToProcessPerStep", "Number of update taints to process before each simulation step", 100f, (s,cf,p,v) => { s.m_taintsToProcessPerStep = cf.GetInt(p, (int)v); }, (s) => { return (float)s.m_taintsToProcessPerStep; }, (s,p,l,v) => { s.m_taintsToProcessPerStep = (int)v; } ), new ParameterDefn("MaxObjectMass", "Maximum object mass (10000.01)", 10000.01f, (s,cf,p,v) => { s.MaximumObjectMass = cf.GetFloat(p, v); }, (s) => { return (float)s.MaximumObjectMass; }, (s,p,l,v) => { s.MaximumObjectMass = v; } ), new ParameterDefn("PID_D", "Derivitive factor for motion smoothing", 2200f, (s,cf,p,v) => { s.PID_D = cf.GetFloat(p, v); }, (s) => { return (float)s.PID_D; }, (s,p,l,v) => { s.PID_D = v; } ), new ParameterDefn("PID_P", "Parameteric factor for motion smoothing", 900f, (s,cf,p,v) => { s.PID_P = cf.GetFloat(p, v); }, (s) => { return (float)s.PID_P; }, (s,p,l,v) => { s.PID_P = v; } ), new ParameterDefn("DefaultFriction", "Friction factor used on new objects", 0.5f, (s,cf,p,v) => { s.m_params[0].defaultFriction = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].defaultFriction; }, (s,p,l,v) => { s.m_params[0].defaultFriction = v; } ), new ParameterDefn("DefaultDensity", "Density for new objects" , 10.000006836f, // Aluminum g/cm3 (s,cf,p,v) => { s.m_params[0].defaultDensity = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].defaultDensity; }, (s,p,l,v) => { s.m_params[0].defaultDensity = v; } ), new ParameterDefn("DefaultRestitution", "Bouncyness of an object" , 0f, (s,cf,p,v) => { s.m_params[0].defaultRestitution = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].defaultRestitution; }, (s,p,l,v) => { s.m_params[0].defaultRestitution = v; } ), new ParameterDefn("CollisionMargin", "Margin around objects before collisions are calculated (must be zero!)", 0f, (s,cf,p,v) => { s.m_params[0].collisionMargin = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].collisionMargin; }, (s,p,l,v) => { s.m_params[0].collisionMargin = v; } ), new ParameterDefn("Gravity", "Vertical force of gravity (negative means down)", -9.80665f, (s,cf,p,v) => { s.m_params[0].gravity = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].gravity; }, (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].gravity, p, PhysParameterEntry.APPLY_TO_NONE, v); }, (s,o,v) => { BulletSimAPI.SetGravity2(s.World.ptr, new Vector3(0f,0f,v)); } ), new ParameterDefn("LinearDamping", "Factor to damp linear movement per second (0.0 - 1.0)", 0f, (s,cf,p,v) => { s.m_params[0].linearDamping = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].linearDamping; }, (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].linearDamping, p, l, v); }, (s,o,v) => { BulletSimAPI.SetDamping2(o.BSBody.ptr, v, v); } ), new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)", 0f, (s,cf,p,v) => { s.m_params[0].angularDamping = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].angularDamping; }, (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].angularDamping, p, l, v); }, (s,o,v) => { BulletSimAPI.SetDamping2(o.BSBody.ptr, v, v); } ), new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static", 0.2f, (s,cf,p,v) => { s.m_params[0].deactivationTime = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].deactivationTime; }, (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].deactivationTime, p, l, v); }, (s,o,v) => { BulletSimAPI.SetDeactivationTime2(o.BSBody.ptr, v); } ), new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static", 0.8f, (s,cf,p,v) => { s.m_params[0].linearSleepingThreshold = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].linearSleepingThreshold; }, (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].linearSleepingThreshold, p, l, v); }, (s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.BSBody.ptr, v, v); } ), new ParameterDefn("AngularSleepingThreshold", "Seconds to measure angular movement before considering static", 1.0f, (s,cf,p,v) => { s.m_params[0].angularSleepingThreshold = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].angularSleepingThreshold; }, (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].angularSleepingThreshold, p, l, v); }, (s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.BSBody.ptr, v, v); } ), new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" , 0f, // set to zero to disable (s,cf,p,v) => { s.m_params[0].ccdMotionThreshold = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].ccdMotionThreshold; }, (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].ccdMotionThreshold, p, l, v); }, (s,o,v) => { BulletSimAPI.SetCcdMotionThreshold2(o.BSBody.ptr, v); } ), new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" , 0f, (s,cf,p,v) => { s.m_params[0].ccdSweptSphereRadius = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].ccdSweptSphereRadius; }, (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].ccdSweptSphereRadius, p, l, v); }, (s,o,v) => { BulletSimAPI.SetCcdSweepSphereRadius2(o.BSBody.ptr, v); } ), new ParameterDefn("ContactProcessingThreshold", "Distance between contacts before doing collision check" , 0.1f, (s,cf,p,v) => { s.m_params[0].contactProcessingThreshold = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].contactProcessingThreshold; }, (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].contactProcessingThreshold, p, l, v); }, (s,o,v) => { BulletSimAPI.SetContactProcessingThreshold2(o.BSBody.ptr, v); } ), new ParameterDefn("TerrainFriction", "Factor to reduce movement against terrain surface" , 0.5f, (s,cf,p,v) => { s.m_params[0].terrainFriction = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].terrainFriction; }, (s,p,l,v) => { s.m_params[0].terrainFriction = v; /* TODO: set on real terrain */} ), new ParameterDefn("TerrainHitFraction", "Distance to measure hit collisions" , 0.8f, (s,cf,p,v) => { s.m_params[0].terrainHitFraction = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].terrainHitFraction; }, (s,p,l,v) => { s.m_params[0].terrainHitFraction = v; /* TODO: set on real terrain */ } ), new ParameterDefn("TerrainRestitution", "Bouncyness" , 0f, (s,cf,p,v) => { s.m_params[0].terrainRestitution = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].terrainRestitution; }, (s,p,l,v) => { s.m_params[0].terrainRestitution = v; /* TODO: set on real terrain */ } ), new ParameterDefn("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.", 0.2f, (s,cf,p,v) => { s.m_params[0].avatarFriction = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].avatarFriction; }, (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarFriction, p, l, v); } ), new ParameterDefn("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.", 10f, (s,cf,p,v) => { s.m_params[0].avatarStandingFriction = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].avatarStandingFriction; }, (s,p,l,v) => { s.m_params[0].avatarStandingFriction = v; } ), new ParameterDefn("AvatarDensity", "Density of an avatar. Changed on avatar recreation.", 60f, (s,cf,p,v) => { s.m_params[0].avatarDensity = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].avatarDensity; }, (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarDensity, p, l, v); } ), new ParameterDefn("AvatarRestitution", "Bouncyness. Changed on avatar recreation.", 0f, (s,cf,p,v) => { s.m_params[0].avatarRestitution = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].avatarRestitution; }, (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarRestitution, p, l, v); } ), new ParameterDefn("AvatarCapsuleRadius", "Radius of space around an avatar", 0.37f, (s,cf,p,v) => { s.m_params[0].avatarCapsuleRadius = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].avatarCapsuleRadius; }, (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarCapsuleRadius, p, l, v); } ), new ParameterDefn("AvatarCapsuleHeight", "Default height of space around avatar", 1.5f, (s,cf,p,v) => { s.m_params[0].avatarCapsuleHeight = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].avatarCapsuleHeight; }, (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarCapsuleHeight, p, l, v); } ), new ParameterDefn("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions", 0.1f, (s,cf,p,v) => { s.m_params[0].avatarContactProcessingThreshold = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].avatarContactProcessingThreshold; }, (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarContactProcessingThreshold, p, l, v); } ), new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)", 0f, (s,cf,p,v) => { s.m_params[0].maxPersistantManifoldPoolSize = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].maxPersistantManifoldPoolSize; }, (s,p,l,v) => { s.m_params[0].maxPersistantManifoldPoolSize = v; } ), new ParameterDefn("MaxCollisionAlgorithmPoolSize", "Number of collisions pooled (0 means default of 4096)", 0f, (s,cf,p,v) => { s.m_params[0].maxCollisionAlgorithmPoolSize = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].maxCollisionAlgorithmPoolSize; }, (s,p,l,v) => { s.m_params[0].maxCollisionAlgorithmPoolSize = v; } ), new ParameterDefn("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count", ConfigurationParameters.numericFalse, (s,cf,p,v) => { s.m_params[0].shouldDisableContactPoolDynamicAllocation = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); }, (s) => { return s.m_params[0].shouldDisableContactPoolDynamicAllocation; }, (s,p,l,v) => { s.m_params[0].shouldDisableContactPoolDynamicAllocation = v; } ), new ParameterDefn("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step", ConfigurationParameters.numericFalse, (s,cf,p,v) => { s.m_params[0].shouldForceUpdateAllAabbs = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); }, (s) => { return s.m_params[0].shouldForceUpdateAllAabbs; }, (s,p,l,v) => { s.m_params[0].shouldForceUpdateAllAabbs = v; } ), new ParameterDefn("ShouldRandomizeSolverOrder", "Enable for slightly better stacking interaction", ConfigurationParameters.numericTrue, (s,cf,p,v) => { s.m_params[0].shouldRandomizeSolverOrder = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); }, (s) => { return s.m_params[0].shouldRandomizeSolverOrder; }, (s,p,l,v) => { s.m_params[0].shouldRandomizeSolverOrder = v; } ), new ParameterDefn("ShouldSplitSimulationIslands", "Enable splitting active object scanning islands", ConfigurationParameters.numericTrue, (s,cf,p,v) => { s.m_params[0].shouldSplitSimulationIslands = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); }, (s) => { return s.m_params[0].shouldSplitSimulationIslands; }, (s,p,l,v) => { s.m_params[0].shouldSplitSimulationIslands = v; } ), new ParameterDefn("ShouldEnableFrictionCaching", "Enable friction computation caching", ConfigurationParameters.numericFalse, (s,cf,p,v) => { s.m_params[0].shouldEnableFrictionCaching = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); }, (s) => { return s.m_params[0].shouldEnableFrictionCaching; }, (s,p,l,v) => { s.m_params[0].shouldEnableFrictionCaching = v; } ), new ParameterDefn("NumberOfSolverIterations", "Number of internal iterations (0 means default)", 0f, // zero says use Bullet default (s,cf,p,v) => { s.m_params[0].numberOfSolverIterations = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].numberOfSolverIterations; }, (s,p,l,v) => { s.m_params[0].numberOfSolverIterations = v; } ), new ParameterDefn("LinkConstraintUseFrameOffset", "For linksets built with constraints, enable frame offsetFor linksets built with constraints, enable frame offset.", ConfigurationParameters.numericFalse, (s,cf,p,v) => { s.m_params[0].linkConstraintUseFrameOffset = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); }, (s) => { return s.m_params[0].linkConstraintUseFrameOffset; }, (s,p,l,v) => { s.m_params[0].linkConstraintUseFrameOffset = v; } ), new ParameterDefn("LinkConstraintEnableTransMotor", "Whether to enable translational motor on linkset constraints", ConfigurationParameters.numericTrue, (s,cf,p,v) => { s.m_params[0].linkConstraintEnableTransMotor = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); }, (s) => { return s.m_params[0].linkConstraintEnableTransMotor; }, (s,p,l,v) => { s.m_params[0].linkConstraintEnableTransMotor = v; } ), new ParameterDefn("LinkConstraintTransMotorMaxVel", "Maximum velocity to be applied by translational motor in linkset constraints", 5.0f, (s,cf,p,v) => { s.m_params[0].linkConstraintTransMotorMaxVel = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].linkConstraintTransMotorMaxVel; }, (s,p,l,v) => { s.m_params[0].linkConstraintTransMotorMaxVel = v; } ), new ParameterDefn("LinkConstraintTransMotorMaxForce", "Maximum force to be applied by translational motor in linkset constraints", 0.1f, (s,cf,p,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].linkConstraintTransMotorMaxForce; }, (s,p,l,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = v; } ), new ParameterDefn("LinkConstraintCFM", "Amount constraint can be violated. 0=no violation, 1=infinite. Default=0.1", 0.001f, (s,cf,p,v) => { s.m_params[0].linkConstraintCFM = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].linkConstraintCFM; }, (s,p,l,v) => { s.m_params[0].linkConstraintCFM = v; } ), new ParameterDefn("LinkConstraintERP", "Amount constraint is corrected each tick. 0=none, 1=all. Default = 0.2", 0.8f, (s,cf,p,v) => { s.m_params[0].linkConstraintERP = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].linkConstraintERP; }, (s,p,l,v) => { s.m_params[0].linkConstraintERP = v; } ), new ParameterDefn("LinkConstraintSolverIterations", "Number of solver iterations when computing constraint. (0 = Bullet default)", 40, (s,cf,p,v) => { s.m_params[0].linkConstraintSolverIterations = cf.GetFloat(p, v); }, (s) => { return s.m_params[0].linkConstraintSolverIterations; }, (s,p,l,v) => { s.m_params[0].linkConstraintSolverIterations = v; } ), new ParameterDefn("LogPhysicsStatisticsFrames", "Frames between outputting detailed phys stats. (0 is off)", 0f, (s,cf,p,v) => { s.m_params[0].physicsLoggingFrames = cf.GetInt(p, (int)v); }, (s) => { return (float)s.m_params[0].physicsLoggingFrames; }, (s,p,l,v) => { s.m_params[0].physicsLoggingFrames = (int)v; } ), }; // Convert a boolean to our numeric true and false values public float NumericBool(bool b) { return (b ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse); } // Convert numeric true and false values to a boolean public bool BoolNumeric(float b) { return (b == ConfigurationParameters.numericTrue ? true : false); } // Search through the parameter definitions and return the matching // ParameterDefn structure. // Case does not matter as names are compared after converting to lower case. // Returns 'false' if the parameter is not found. private bool TryGetParameter(string paramName, out ParameterDefn defn) { bool ret = false; ParameterDefn foundDefn = new ParameterDefn(); string pName = paramName.ToLower(); foreach (ParameterDefn parm in ParameterDefinitions) { if (pName == parm.name.ToLower()) { foundDefn = parm; ret = true; break; } } defn = foundDefn; return ret; } // Pass through the settable parameters and set the default values private void SetParameterDefaultValues() { foreach (ParameterDefn parm in ParameterDefinitions) { parm.setter(this, parm.name, PhysParameterEntry.APPLY_TO_NONE, parm.defaultValue); } } // Get user set values out of the ini file. private void SetParameterConfigurationValues(IConfig cfg) { foreach (ParameterDefn parm in ParameterDefinitions) { parm.userParam(this, cfg, parm.name, parm.defaultValue); } } private PhysParameterEntry[] SettableParameters = new PhysParameterEntry[1]; // This creates an array in the correct format for returning the list of // parameters. This is used by the 'list' option of the 'physics' command. private void BuildParameterTable() { if (SettableParameters.Length < ParameterDefinitions.Length) { List entries = new List(); for (int ii = 0; ii < ParameterDefinitions.Length; ii++) { ParameterDefn pd = ParameterDefinitions[ii]; entries.Add(new PhysParameterEntry(pd.name, pd.desc)); } // make the list in alphabetical order for estetic reasons entries.Sort(delegate(PhysParameterEntry ppe1, PhysParameterEntry ppe2) { return ppe1.name.CompareTo(ppe2.name); }); SettableParameters = entries.ToArray(); } } #region IPhysicsParameters // Get the list of parameters this physics engine supports public PhysParameterEntry[] GetParameterList() { BuildParameterTable(); return SettableParameters; } // Set parameter on a specific or all instances. // Return 'false' if not able to set the parameter. // Setting the value in the m_params block will change the value the physics engine // will use the next time since it's pinned and shared memory. // Some of the values require calling into the physics engine to get the new // value activated ('terrainFriction' for instance). public bool SetPhysicsParameter(string parm, float val, uint localID) { bool ret = false; ParameterDefn theParam; if (TryGetParameter(parm, out theParam)) { theParam.setter(this, parm, localID, val); ret = true; } return ret; } // update all the localIDs specified // If the local ID is APPLY_TO_NONE, just change the default value // If the localID is APPLY_TO_ALL change the default value and apply the new value to all the lIDs // If the localID is a specific object, apply the parameter change to only that object protected void UpdateParameterObject(ref float defaultLoc, string parm, uint localID, float val) { List objectIDs = new List(); switch (localID) { case PhysParameterEntry.APPLY_TO_NONE: defaultLoc = val; // setting only the default value // This will cause a call into the physical world if some operation is specified (SetOnObject). objectIDs.Add(TERRAIN_ID); TaintedUpdateParameter(parm, objectIDs, val); break; case PhysParameterEntry.APPLY_TO_ALL: defaultLoc = val; // setting ALL also sets the default value lock (PhysObjects) objectIDs = new List(PhysObjects.Keys); TaintedUpdateParameter(parm, objectIDs, val); break; default: // setting only one localID objectIDs.Add(localID); TaintedUpdateParameter(parm, objectIDs, val); break; } } // schedule the actual updating of the paramter to when the phys engine is not busy protected void TaintedUpdateParameter(string parm, List lIDs, float val) { float xval = val; List xlIDs = lIDs; string xparm = parm; TaintedObject("BSScene.UpdateParameterSet", delegate() { ParameterDefn thisParam; if (TryGetParameter(xparm, out thisParam)) { if (thisParam.onObject != null) { foreach (uint lID in xlIDs) { BSPhysObject theObject = null; PhysObjects.TryGetValue(lID, out theObject); thisParam.onObject(this, theObject, xval); } } } }); } // Get parameter. // Return 'false' if not able to get the parameter. public bool GetPhysicsParameter(string parm, out float value) { float val = 0f; bool ret = false; ParameterDefn theParam; if (TryGetParameter(parm, out theParam)) { val = theParam.getter(this); ret = true; } value = val; return ret; } #endregion IPhysicsParameters #endregion Runtime settable parameters // Invoke the detailed logger and output something if it's enabled. public void DetailLog(string msg, params Object[] args) { PhysicsLogging.Write(msg, args); // Add the Flush() if debugging crashes to get all the messages written out. // PhysicsLogging.Flush(); } // used to fill in the LocalID when there isn't one public const string DetailLogZero = "0000000000"; } }