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BulletSim: add parameters and functionality to specify the mesh
level of detail for large meshes. Remove parameter and code for DetailLog (conditional logging into regular log file).
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@@ -73,8 +73,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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private static readonly string LogHeader = "[BULLETS SCENE]";
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public void DebugLog(string mm, params Object[] xx) { if (ShouldDebugLog) m_log.DebugFormat(mm, xx); }
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public string BulletSimVersion = "?";
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private Dictionary<uint, BSCharacter> m_avatars = new Dictionary<uint, BSCharacter>();
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@@ -101,16 +99,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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private int m_detailedStatsStep = 0;
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public IMesher mesher;
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private float m_meshLOD;
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public float MeshLOD
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{
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get { return m_meshLOD; }
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}
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private float m_sculptLOD;
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public float SculptLOD
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{
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get { return m_sculptLOD; }
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}
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// Level of Detail values kept as float because that's what the Meshmerizer wants
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public float MeshLOD { get; private set; }
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public float MeshMegaPrimLOD { get; private set; }
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public float MeshMegaPrimThreshold { get; private set; }
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public float SculptLOD { get; private set; }
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private BulletSim m_worldSim;
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public BulletSim World
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@@ -185,8 +178,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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ConfigurationParameters[] m_params;
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GCHandle m_paramsHandle;
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public bool ShouldDebugLog { get; private set; }
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// Handle to the callback used by the unmanaged code to call into the managed code.
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// Used for debug logging.
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// Need to store the handle in a persistant variable so it won't be freed.
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private BulletSimAPI.DebugLogCallback m_DebugLogCallbackHandle;
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// Sometimes you just have to log everything.
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@@ -905,16 +899,26 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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(s) => { return s.NumericBool(s._forceSimplePrimMeshing); },
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(s,p,l,v) => { s._forceSimplePrimMeshing = s.BoolNumeric(v); } ),
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new ParameterDefn("MeshLOD", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)",
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new ParameterDefn("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)",
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8f,
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(s,cf,p,v) => { s.m_meshLOD = cf.GetInt(p, (int)v); },
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(s) => { return (float)s.m_meshLOD; },
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(s,p,l,v) => { s.m_meshLOD = (int)v; } ),
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new ParameterDefn("SculptLOD", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)",
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(s,cf,p,v) => { s.MeshLOD = (float)cf.GetInt(p, (int)v); },
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(s) => { return s.MeshLOD; },
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(s,p,l,v) => { s.MeshLOD = v; } ),
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new ParameterDefn("MeshLevelOfDetailMegaPrim", "Level of detail to render meshes larger than threshold meters",
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16f,
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(s,cf,p,v) => { s.MeshMegaPrimLOD = (float)cf.GetInt(p, (int)v); },
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(s) => { return s.MeshMegaPrimLOD; },
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(s,p,l,v) => { s.MeshMegaPrimLOD = v; } ),
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new ParameterDefn("MeshLevelOfDetailMegaPrimThreshold", "Size (in meters) of a mesh before using MeshMegaPrimLOD",
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10f,
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(s,cf,p,v) => { s.MeshMegaPrimThreshold = (float)cf.GetInt(p, (int)v); },
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(s) => { return s.MeshMegaPrimThreshold; },
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(s,p,l,v) => { s.MeshMegaPrimThreshold = v; } ),
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new ParameterDefn("SculptLevelOfDetail", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)",
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32f,
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(s,cf,p,v) => { s.m_sculptLOD = cf.GetInt(p, (int)v); },
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(s) => { return (float)s.m_sculptLOD; },
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(s,p,l,v) => { s.m_sculptLOD = (int)v; } ),
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(s,cf,p,v) => { s.SculptLOD = (float)cf.GetInt(p, (int)v); },
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(s) => { return s.SculptLOD; },
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(s,p,l,v) => { s.SculptLOD = v; } ),
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new ParameterDefn("MaxSubStep", "In simulation step, maximum number of substeps",
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10f,
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@@ -1145,12 +1149,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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(s,cf,p,v) => { s.m_detailedStatsStep = cf.GetInt(p, (int)v); },
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(s) => { return (float)s.m_detailedStatsStep; },
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(s,p,l,v) => { s.m_detailedStatsStep = (int)v; } ),
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new ParameterDefn("ShouldDebugLog", "Enables detailed DEBUG log statements",
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ConfigurationParameters.numericFalse,
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(s,cf,p,v) => { s.ShouldDebugLog = cf.GetBoolean(p, s.BoolNumeric(v)); },
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(s) => { return s.NumericBool(s.ShouldDebugLog); },
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(s,p,l,v) => { s.ShouldDebugLog = s.BoolNumeric(v); } ),
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};
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// Convert a boolean to our numeric true and false values
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