BulletSim: Parameters settable from ini file. Linksets. Physical property value tuning

This commit is contained in:
Robert Adams
2011-08-05 11:01:27 -07:00
committed by Mic Bowman
parent a95f2fe4b3
commit 7640b5abf6
8 changed files with 356 additions and 211 deletions

View File

@@ -71,11 +71,17 @@ public class BSScene : PhysicsScene
private uint m_worldID;
public uint WorldID { get { return m_worldID; } }
public IMesher mesher;
public int meshLOD = 32;
private bool m_initialized = false;
private int m_maxSubSteps = 10;
private float m_fixedTimeStep = 1f / 60f;
public IMesher mesher;
private int m_meshLOD;
public int MeshLOD
{
get { return m_meshLOD; }
}
private int m_maxSubSteps;
private float m_fixedTimeStep;
private long m_simulationStep = 0;
public long SimulationStep { get { return m_simulationStep; } }
@@ -84,68 +90,65 @@ public class BSScene : PhysicsScene
private int m_simulationNowTime;
public int SimulationNowTime { get { return m_simulationNowTime; } }
private int m_maxCollisionsPerFrame = 2048;
private int m_maxCollisionsPerFrame;
private CollisionDesc[] m_collisionArray;
private GCHandle m_collisionArrayPinnedHandle;
private int m_maxUpdatesPerFrame = 2048;
private int m_maxUpdatesPerFrame;
private EntityProperties[] m_updateArray;
private GCHandle m_updateArrayPinnedHandle;
private bool _meshSculptedPrim = true; // cause scuplted prims to get meshed
private bool _forceSimplePrimMeshing = false; // if a cube or sphere, let Bullet do internal shapes
public float maximumMassObject = 10000.01f;
public const uint TERRAIN_ID = 0;
public const uint TERRAIN_ID = 0; // OpenSim senses terrain with a localID of zero
public const uint GROUNDPLANE_ID = 1;
public float DefaultFriction = 0.70f;
public float DefaultDensity = 10.000006836f; // Aluminum g/cm3; TODO: compute based on object material
public Vector3 DefaultGravity = new Vector3(0, 0, -9.80665f);
public ConfigurationParameters Params
{
get { return m_params[0]; }
}
public Vector3 DefaultGravity
{
get { return new Vector3(0f, 0f, Params.gravity); }
}
private float m_maximumObjectMass;
public float MaximumObjectMass
{
get { return m_maximumObjectMass; }
}
public delegate void TaintCallback();
private List<TaintCallback> _taintedObjects;
private Object _taintLock = new Object();
// A pointer to an instance if this structure is passed to the C++ code
// Format of this structure must match the definition in the C++ code
private struct ConfigurationParameters
{
public float defaultFriction;
public float defaultDensity;
public float collisionMargin;
public float gravity;
public float linearDamping;
public float angularDamping;
public float deactivationTime;
public float linearSleepingThreshold;
public float angularSleepingThreshold;
public float terrainFriction;
public float terrainHitFriction;
public float terrainRestitution;
public float avatarFriction;
public float avatarCapsuleRadius;
public float avatarCapsuleHeight;
}
ConfigurationParameters m_params;
ConfigurationParameters[] m_params;
GCHandle m_paramsHandle;
private BulletSimAPI.DebugLogCallback debugLogCallbackHandle;
public BSScene(string identifier)
{
m_initialized = false;
}
public override void Initialise(IMesher meshmerizer, IConfigSource config)
{
m_params = new ConfigurationParameters();
// 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);
// if Debug, enable logging from the unmanaged code
if (m_log.IsDebugEnabled)
{
@@ -160,68 +163,95 @@ public class BSScene : PhysicsScene
// The bounding box for the simulated world
Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, 4096f);
// Allocate pinned memory to pass back object property updates and collisions from simulation step
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);
// m_log.DebugFormat("{0}: Initialize: Calling BulletSimAPI.Initialize.", LogHeader);
m_worldID = BulletSimAPI.Initialize(worldExtent,
m_worldID = BulletSimAPI.Initialize(worldExtent, m_paramsHandle.AddrOfPinnedObject(),
m_maxCollisionsPerFrame, m_collisionArrayPinnedHandle.AddrOfPinnedObject(),
m_maxUpdatesPerFrame, m_updateArrayPinnedHandle.AddrOfPinnedObject());
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();
_meshSculptedPrim = true; // mesh sculpted prims
_forceSimplePrimMeshing = false; // use complex meshing if called for
// Set the default values for the physics parameters
m_params.defaultFriction = 0.70f;
m_params.defaultDensity = 10.000006836f; // Aluminum g/cm3
m_params.collisionMargin = 0.0f;
m_params.gravity = -9.80665f;
m_meshLOD = 32;
m_params.linearDamping = 0.1f;
m_params.angularDamping = 0.85f;
m_params.deactivationTime = 0.2f;
m_params.linearSleepingThreshold = 0.8f;
m_params.angularSleepingThreshold = 1.0f;
m_maxSubSteps = 10;
m_fixedTimeStep = 1f / 60f;
m_maxCollisionsPerFrame = 2048;
m_maxUpdatesPerFrame = 2048;
m_maximumObjectMass = 10000.01f;
m_params.terrainFriction = 0.85f;
m_params.terrainHitFriction = 0.8f;
m_params.terrainRestitution = 0.2f;
m_params.avatarFriction = 0.85f;
m_params.avatarCapsuleRadius = 0.37f;
m_params.avatarCapsuleHeight = 1.5f; // 2.140599f
parms.defaultFriction = 0.70f;
parms.defaultDensity = 10.000006836f; // Aluminum g/cm3
parms.defaultRestitution = 0f;
parms.collisionMargin = 0.0f;
parms.gravity = -9.80665f;
parms.linearDamping = 0.0f;
parms.angularDamping = 0.0f;
parms.deactivationTime = 0.2f;
parms.linearSleepingThreshold = 0.8f;
parms.angularSleepingThreshold = 1.0f;
parms.ccdMotionThreshold = 0.5f; // set to zero to disable
parms.ccdSweptSphereRadius = 0.2f;
parms.terrainFriction = 0.85f;
parms.terrainHitFriction = 0.8f;
parms.terrainRestitution = 0.2f;
parms.avatarFriction = 0.85f;
parms.avatarDensity = 60f;
parms.avatarCapsuleRadius = 0.37f;
parms.avatarCapsuleHeight = 1.5f; // 2.140599f
if (config != null)
{
// If there are specifications in the ini file, use those values
// WHEN ADDING OR UPDATING THIS SECTION, BE SURE TO ALSO UPDATE OpenSimDefaults.ini
IConfig pConfig = config.Configs["BulletSim"];
if (pConfig != null)
{
_meshSculptedPrim = pConfig.GetBoolean("MeshSculptedPrim", true);
_forceSimplePrimMeshing = pConfig.GetBoolean("ForceSimplePrimMeshing", false);
_meshSculptedPrim = pConfig.GetBoolean("MeshSculptedPrim", _meshSculptedPrim);
_forceSimplePrimMeshing = pConfig.GetBoolean("ForceSimplePrimMeshing", _forceSimplePrimMeshing);
m_params.defaultFriction = pConfig.GetFloat("DefaultFriction", m_params.defaultFriction);
m_params.defaultDensity = pConfig.GetFloat("DefaultDensity", m_params.defaultDensity);
m_params.collisionMargin = pConfig.GetFloat("CollisionMargin", m_params.collisionMargin);
m_params.gravity = pConfig.GetFloat("Gravity", m_params.gravity);
m_params.linearDamping = pConfig.GetFloat("LinearDamping", m_params.linearDamping);
m_params.angularDamping = pConfig.GetFloat("AngularDamping", m_params.angularDamping);
m_params.deactivationTime = pConfig.GetFloat("DeactivationTime", m_params.deactivationTime);
m_params.linearSleepingThreshold = pConfig.GetFloat("LinearSleepingThreshold", m_params.linearSleepingThreshold);
m_params.angularSleepingThreshold = pConfig.GetFloat("AngularSleepingThreshold", m_params.angularSleepingThreshold);
m_params.terrainFriction = pConfig.GetFloat("TerrainFriction", m_params.terrainFriction);
m_params.terrainHitFriction = pConfig.GetFloat("TerrainHitFriction", m_params.terrainHitFriction);
m_params.terrainRestitution = pConfig.GetFloat("TerrainRestitution", m_params.terrainRestitution);
m_params.avatarFriction = pConfig.GetFloat("AvatarFriction", m_params.avatarFriction);
m_params.avatarCapsuleRadius = pConfig.GetFloat("AvatarCapsuleRadius", m_params.avatarCapsuleRadius);
m_params.avatarCapsuleHeight = pConfig.GetFloat("AvatarCapsuleHeight", m_params.avatarCapsuleHeight);
m_meshLOD = pConfig.GetInt("MeshLevelOfDetail", m_meshLOD);
m_maxSubSteps = pConfig.GetInt("MaxSubSteps", m_maxSubSteps);
m_fixedTimeStep = pConfig.GetFloat("FixedTimeStep", m_fixedTimeStep);
m_maxCollisionsPerFrame = pConfig.GetInt("MaxCollisionsPerFrame", m_maxCollisionsPerFrame);
m_maxUpdatesPerFrame = pConfig.GetInt("MaxUpdatesPerFrame", m_maxUpdatesPerFrame);
m_maximumObjectMass = pConfig.GetFloat("MaxObjectMass", m_maximumObjectMass);
parms.defaultFriction = pConfig.GetFloat("DefaultFriction", parms.defaultFriction);
parms.defaultDensity = pConfig.GetFloat("DefaultDensity", parms.defaultDensity);
parms.defaultRestitution = pConfig.GetFloat("DefaultRestitution", parms.defaultRestitution);
parms.collisionMargin = pConfig.GetFloat("CollisionMargin", parms.collisionMargin);
parms.gravity = pConfig.GetFloat("Gravity", parms.gravity);
parms.linearDamping = pConfig.GetFloat("LinearDamping", parms.linearDamping);
parms.angularDamping = pConfig.GetFloat("AngularDamping", parms.angularDamping);
parms.deactivationTime = pConfig.GetFloat("DeactivationTime", parms.deactivationTime);
parms.linearSleepingThreshold = pConfig.GetFloat("LinearSleepingThreshold", parms.linearSleepingThreshold);
parms.angularSleepingThreshold = pConfig.GetFloat("AngularSleepingThreshold", parms.angularSleepingThreshold);
parms.ccdMotionThreshold = pConfig.GetFloat("CcdMotionThreshold", parms.ccdMotionThreshold);
parms.ccdSweptSphereRadius = pConfig.GetFloat("CcdSweptSphereRadius", parms.ccdSweptSphereRadius);
parms.terrainFriction = pConfig.GetFloat("TerrainFriction", parms.terrainFriction);
parms.terrainHitFriction = pConfig.GetFloat("TerrainHitFriction", parms.terrainHitFriction);
parms.terrainRestitution = pConfig.GetFloat("TerrainRestitution", parms.terrainRestitution);
parms.avatarFriction = pConfig.GetFloat("AvatarFriction", parms.avatarFriction);
parms.avatarDensity = pConfig.GetFloat("AvatarDensity", parms.avatarDensity);
parms.avatarCapsuleRadius = pConfig.GetFloat("AvatarCapsuleRadius", parms.avatarCapsuleRadius);
parms.avatarCapsuleHeight = pConfig.GetFloat("AvatarCapsuleHeight", parms.avatarCapsuleHeight);
}
}
m_params[0] = parms;
}
// Called directly from unmanaged code so don't do much
@@ -282,20 +312,13 @@ public class BSScene : PhysicsScene
Vector3 size, Quaternion rotation, bool isPhysical, uint localID)
{
// m_log.DebugFormat("{0}: AddPrimShape2: {1}", LogHeader, primName);
IMesh mesh = null;
if (NeedsMeshing(pbs))
{
// if the prim is complex, create the mesh for it.
// If simple (box or sphere) leave 'mesh' null and physics will do a native shape.
mesh = mesher.CreateMesh(primName, pbs, size, this.meshLOD, isPhysical);
}
BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, mesh, pbs, isPhysical);
BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical);
lock (m_prims) m_prims.Add(localID, prim);
return prim;
}
// This is a call from the simulator saying that some physical property has been updated.
// The BulletS driver senses the changing of relevant properties so this taint
// The BulletSim driver senses the changing of relevant properties so this taint
// information call is not needed.
public override void AddPhysicsActorTaint(PhysicsActor prim) { }
@@ -307,6 +330,9 @@ public class BSScene : PhysicsScene
int collidersCount;
IntPtr collidersPtr;
// prevent simulation until we've been initialized
if (!m_initialized) return 10.0f;
// update the prim states while we know the physics engine is not busy
ProcessTaints();
@@ -360,7 +386,7 @@ public class BSScene : PhysicsScene
}
}
// fps calculation wrong. This calculation always returns about 1 in normal operation.
// FIX THIS: fps calculation wrong. This calculation always returns about 1 in normal operation.
return timeStep / (numSubSteps * m_fixedTimeStep) * 1000f;
}
@@ -369,8 +395,7 @@ public class BSScene : PhysicsScene
{
if (localID == TERRAIN_ID || localID == GROUNDPLANE_ID)
{
// we never send collisions to the terrain
return;
return; // don't send collisions to the terrain
}
ActorTypes type = ActorTypes.Prim;
@@ -381,12 +406,12 @@ public class BSScene : PhysicsScene
BSPrim prim;
if (m_prims.TryGetValue(localID, out prim)) {
prim.Collide(collidingWith, type, collidePoint, collideNormal, 0.01f);
prim.Collide(collidingWith, type, collidePoint, collideNormal, penitration);
return;
}
BSCharacter actor;
if (m_avatars.TryGetValue(localID, out actor)) {
actor.Collide(collidingWith, type, collidePoint, collideNormal, 0.01f);
actor.Collide(collidingWith, type, collidePoint, collideNormal, penitration);
return;
}
return;
@@ -448,7 +473,7 @@ public class BSScene : PhysicsScene
if (pbs.SculptEntry && !_meshSculptedPrim)
{
// m_log.DebugFormat("{0}: NeedsMeshing: scultpy mesh", LogHeader);
// Render sculpties as boxes
return false;
}