mirror of
https://github.com/opensim/opensim.git
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so the members case is consistant. Caused modifications everywhere.
New logic in BSShapeCollection to track use and sharing of shapes.
I just reslized, though, that shapes cannot be shared because the
shape's UserPointer is the localID of the prim and is required
for tracking collisions. More changes coming.
Added DuplicateCollisionShape2() to API and changed BuildNativeShape2
to take a ShapeData structure so don't have to pass so many parameters.
This matches the latest version of BulletSim.dll.
Additions and removal of DetailLog() statements for debugging.
1272 lines
57 KiB
C#
1272 lines
57 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyrightD
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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using System.Text;
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using System.Threading;
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using OpenSim.Framework;
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using OpenSim.Region.Framework;
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using OpenSim.Region.CoreModules;
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using Logging = OpenSim.Region.CoreModules.Framework.Statistics.Logging;
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using OpenSim.Region.Physics.Manager;
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using Nini.Config;
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using log4net;
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using OpenMetaverse;
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// TODOs for BulletSim (for BSScene, BSPrim, BSCharacter and BulletSim)
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// Adjust character capsule size when height is adjusted (ScenePresence.SetHeight)
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// Test sculpties
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// Compute physics FPS reasonably
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// Based on material, set density and friction
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// More efficient memory usage when passing hull information from BSPrim to BulletSim
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// Move all logic out of the C++ code and into the C# code for easier future modifications.
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// Four states of prim: Physical, regular, phantom and selected. Are we modeling these correctly?
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// In SL one can set both physical and phantom (gravity, does not effect others, makes collisions with ground)
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// At the moment, physical and phantom causes object to drop through the terrain
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// Physical phantom objects and related typing (collision options )
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// Use collision masks for collision with terrain and phantom objects
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// Check out llVolumeDetect. Must do something for that.
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// Should prim.link() and prim.delink() membership checking happen at taint time?
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// Mesh sharing. Use meshHash to tell if we already have a hull of that shape and only create once
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// Do attachments need to be handled separately? Need collision events. Do not collide with VolumeDetect
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// Implement LockAngularMotion
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// Decide if clearing forces is the right thing to do when setting position (BulletSim::SetObjectTranslation)
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// Remove mesh and Hull stuff. Use mesh passed to bullet and use convexdecom from bullet.
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// Add PID movement operations. What does ScenePresence.MoveToTarget do?
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// Check terrain size. 128 or 127?
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// Raycast
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//
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namespace OpenSim.Region.Physics.BulletSPlugin
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{
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public class BSScene : PhysicsScene, IPhysicsParameters
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{
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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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// The name of the region we're working for.
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public string RegionName { get; private set; }
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public string BulletSimVersion = "?";
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public Dictionary<uint, BSPhysObject> PhysObjects;
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public BSShapeCollection Shapes;
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// Keeping track of the objects with collisions so we can report begin and end of a collision
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public HashSet<BSPhysObject> ObjectsWithCollisions = new HashSet<BSPhysObject>();
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public HashSet<BSPhysObject> ObjectsWithNoMoreCollisions = new HashSet<BSPhysObject>();
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// Keep track of all the avatars so we can send them a collision event
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// every tick so OpenSim will update its animation.
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private HashSet<BSPhysObject> m_avatars = new HashSet<BSPhysObject>();
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// List of all the objects that have vehicle properties and should be called
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// to update each physics step.
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private List<BSPhysObject> m_vehicles = new List<BSPhysObject>();
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// let my minuions use my logger
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public ILog Logger { get { return m_log; } }
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// If non-zero, the number of simulation steps between calls to the physics
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// engine to output detailed physics stats. Debug logging level must be on also.
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private int m_detailedStatsStep = 0;
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public IMesher mesher;
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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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public uint WorldID { get; private set; }
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public BulletSim World { get; private set; }
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// All the constraints that have been allocated in this instance.
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public BSConstraintCollection Constraints { get; private set; }
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// Simulation parameters
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private int m_maxSubSteps;
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private float m_fixedTimeStep;
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private long m_simulationStep = 0;
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public long SimulationStep { get { return m_simulationStep; } }
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// A value of the time now so all the collision and update routines do not have to get their own
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// Set to 'now' just before all the prims and actors are called for collisions and updates
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public int SimulationNowTime { get; private set; }
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// True if initialized and ready to do simulation steps
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private bool m_initialized = false;
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// Pinned memory used to pass step information between managed and unmanaged
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private int m_maxCollisionsPerFrame;
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private CollisionDesc[] m_collisionArray;
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private GCHandle m_collisionArrayPinnedHandle;
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private int m_maxUpdatesPerFrame;
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private EntityProperties[] m_updateArray;
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private GCHandle m_updateArrayPinnedHandle;
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public bool ShouldMeshSculptedPrim { get; private set; } // cause scuplted prims to get meshed
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public bool ShouldForceSimplePrimMeshing { get; private set; } // if a cube or sphere, let Bullet do internal shapes
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public float PID_D { get; private set; } // derivative
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public float PID_P { get; private set; } // proportional
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public const uint TERRAIN_ID = 0; // OpenSim senses terrain with a localID of zero
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public const uint GROUNDPLANE_ID = 1;
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public const uint CHILDTERRAIN_ID = 2; // Terrain allocated based on our mega-prim childre start here
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private float m_waterLevel;
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public BSTerrainManager TerrainManager { get; private set; }
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public ConfigurationParameters Params
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{
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get { return m_params[0]; }
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}
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public Vector3 DefaultGravity
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{
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get { return new Vector3(0f, 0f, Params.gravity); }
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}
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// Just the Z value of the gravity
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public float DefaultGravityZ
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{
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get { return Params.gravity; }
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}
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public float MaximumObjectMass { get; private set; }
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// When functions in the unmanaged code must be called, it is only
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// done at a known time just before the simulation step. The taint
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// system saves all these function calls and executes them in
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// order before the simulation.
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public delegate void TaintCallback();
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private struct TaintCallbackEntry
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{
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public String ident;
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public TaintCallback callback;
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public TaintCallbackEntry(string i, TaintCallback c)
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{
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ident = i;
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callback = c;
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}
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}
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private Object _taintLock = new Object(); // lock for using the next object
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private List<TaintCallbackEntry> _taintedObjects;
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// A pointer to an instance if this structure is passed to the C++ code
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// Used to pass basic configuration values to the unmanaged code.
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ConfigurationParameters[] m_params;
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GCHandle m_paramsHandle;
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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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public Logging.LogWriter PhysicsLogging;
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private bool m_physicsLoggingEnabled;
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private string m_physicsLoggingDir;
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private string m_physicsLoggingPrefix;
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private int m_physicsLoggingFileMinutes;
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// 'true' of the vehicle code is to log lots of details
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public bool VehicleLoggingEnabled { get; private set; }
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#region Construction and Initialization
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public BSScene(string identifier)
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{
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m_initialized = false;
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// we are passed the name of the region we're working for.
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RegionName = identifier;
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}
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public override void Initialise(IMesher meshmerizer, IConfigSource config)
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{
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mesher = meshmerizer;
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_taintedObjects = new List<TaintCallbackEntry>();
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PhysObjects = new Dictionary<uint, BSPhysObject>();
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Shapes = new BSShapeCollection(this);
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// Allocate pinned memory to pass parameters.
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m_params = new ConfigurationParameters[1];
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m_paramsHandle = GCHandle.Alloc(m_params, GCHandleType.Pinned);
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// Set default values for physics parameters plus any overrides from the ini file
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GetInitialParameterValues(config);
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// allocate more pinned memory close to the above in an attempt to get the memory all together
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m_collisionArray = new CollisionDesc[m_maxCollisionsPerFrame];
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m_collisionArrayPinnedHandle = GCHandle.Alloc(m_collisionArray, GCHandleType.Pinned);
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m_updateArray = new EntityProperties[m_maxUpdatesPerFrame];
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m_updateArrayPinnedHandle = GCHandle.Alloc(m_updateArray, GCHandleType.Pinned);
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// Enable very detailed logging.
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// By creating an empty logger when not logging, the log message invocation code
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// can be left in and every call doesn't have to check for null.
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if (m_physicsLoggingEnabled)
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{
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PhysicsLogging = new Logging.LogWriter(m_physicsLoggingDir, m_physicsLoggingPrefix, m_physicsLoggingFileMinutes);
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}
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else
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{
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PhysicsLogging = new Logging.LogWriter();
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}
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// If Debug logging level, enable logging from the unmanaged code
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m_DebugLogCallbackHandle = null;
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if (m_log.IsDebugEnabled || PhysicsLogging.Enabled)
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{
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m_log.DebugFormat("{0}: Initialize: Setting debug callback for unmanaged code", LogHeader);
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if (PhysicsLogging.Enabled)
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// The handle is saved in a variable to make sure it doesn't get freed after this call
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m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLoggerPhysLog);
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else
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m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLogger);
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}
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// Get the version of the DLL
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// TODO: this doesn't work yet. Something wrong with marshaling the returned string.
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// BulletSimVersion = BulletSimAPI.GetVersion();
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// m_log.WarnFormat("{0}: BulletSim.dll version='{1}'", LogHeader, BulletSimVersion);
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// The bounding box for the simulated world. The origin is 0,0,0 unless we're
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// a child in a mega-region.
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// Turns out that Bullet really doesn't care about the extents of the simulated
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// area. It tracks active objects no matter where they are.
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Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight);
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// m_log.DebugFormat("{0}: Initialize: Calling BulletSimAPI.Initialize.", LogHeader);
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WorldID = BulletSimAPI.Initialize(worldExtent, m_paramsHandle.AddrOfPinnedObject(),
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m_maxCollisionsPerFrame, m_collisionArrayPinnedHandle.AddrOfPinnedObject(),
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m_maxUpdatesPerFrame, m_updateArrayPinnedHandle.AddrOfPinnedObject(),
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m_DebugLogCallbackHandle);
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// Initialization to support the transition to a new API which puts most of the logic
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// into the C# code so it is easier to modify and add to.
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World = new BulletSim(WorldID, this, BulletSimAPI.GetSimHandle2(WorldID));
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Constraints = new BSConstraintCollection(World);
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TerrainManager = new BSTerrainManager(this);
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TerrainManager.CreateInitialGroundPlaneAndTerrain();
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m_initialized = true;
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}
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// All default parameter values are set here. There should be no values set in the
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// variable definitions.
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private void GetInitialParameterValues(IConfigSource config)
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{
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ConfigurationParameters parms = new ConfigurationParameters();
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m_params[0] = parms;
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SetParameterDefaultValues();
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if (config != null)
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{
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// If there are specifications in the ini file, use those values
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IConfig pConfig = config.Configs["BulletSim"];
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if (pConfig != null)
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{
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SetParameterConfigurationValues(pConfig);
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// Very detailed logging for physics debugging
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m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false);
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m_physicsLoggingDir = pConfig.GetString("PhysicsLoggingDir", ".");
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m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-%REGIONNAME%-");
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m_physicsLoggingFileMinutes = pConfig.GetInt("PhysicsLoggingFileMinutes", 5);
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// Very detailed logging for vehicle debugging
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VehicleLoggingEnabled = pConfig.GetBoolean("VehicleLoggingEnabled", false);
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// Do any replacements in the parameters
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m_physicsLoggingPrefix = m_physicsLoggingPrefix.Replace("%REGIONNAME%", RegionName);
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}
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}
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}
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// A helper function that handles a true/false parameter and returns the proper float number encoding
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float ParamBoolean(IConfig config, string parmName, float deflt)
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{
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float ret = deflt;
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if (config.Contains(parmName))
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{
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ret = ConfigurationParameters.numericFalse;
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if (config.GetBoolean(parmName, false))
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{
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ret = ConfigurationParameters.numericTrue;
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}
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}
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return ret;
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}
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// Called directly from unmanaged code so don't do much
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private void BulletLogger(string msg)
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{
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m_log.Debug("[BULLETS UNMANAGED]:" + msg);
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}
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// Called directly from unmanaged code so don't do much
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private void BulletLoggerPhysLog(string msg)
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{
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PhysicsLogging.Write("[BULLETS UNMANAGED]:" + msg);
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}
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public override void Dispose()
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{
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// m_log.DebugFormat("{0}: Dispose()", LogHeader);
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// make sure no stepping happens while we're deleting stuff
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m_initialized = false;
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TerrainManager.ReleaseGroundPlaneAndTerrain();
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foreach (KeyValuePair<uint, BSPhysObject> kvp in PhysObjects)
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{
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kvp.Value.Destroy();
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}
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PhysObjects.Clear();
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// Now that the prims are all cleaned up, there should be no constraints left
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if (Constraints != null)
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{
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Constraints.Dispose();
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Constraints = null;
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}
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// Anything left in the unmanaged code should be cleaned out
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BulletSimAPI.Shutdown(WorldID);
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// Not logging any more
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PhysicsLogging.Close();
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}
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#endregion // Construction and Initialization
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#region Prim and Avatar addition and removal
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public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
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{
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m_log.ErrorFormat("{0}: CALL TO AddAvatar in BSScene. NOT IMPLEMENTED", LogHeader);
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return null;
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}
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public override PhysicsActor AddAvatar(uint localID, string avName, Vector3 position, Vector3 size, bool isFlying)
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{
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// m_log.DebugFormat("{0}: AddAvatar: {1}", LogHeader, avName);
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if (!m_initialized) return null;
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BSCharacter actor = new BSCharacter(localID, avName, this, position, size, isFlying);
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lock (PhysObjects) PhysObjects.Add(localID, actor);
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// TODO: Remove kludge someday.
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// We must generate a collision for avatars whether they collide or not.
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// This is required by OpenSim to update avatar animations, etc.
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lock (m_avatars) m_avatars.Add(actor);
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return actor;
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}
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public override void RemoveAvatar(PhysicsActor actor)
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{
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// m_log.DebugFormat("{0}: RemoveAvatar", LogHeader);
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if (!m_initialized) return;
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BSCharacter bsactor = actor as BSCharacter;
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if (bsactor != null)
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{
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try
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{
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lock (PhysObjects) PhysObjects.Remove(actor.LocalID);
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// Remove kludge someday
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lock (m_avatars) m_avatars.Remove(bsactor);
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}
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catch (Exception e)
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{
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m_log.WarnFormat("{0}: Attempt to remove avatar that is not in physics scene: {1}", LogHeader, e);
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}
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bsactor.Destroy();
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// bsactor.dispose();
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}
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}
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public override void RemovePrim(PhysicsActor prim)
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{
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if (!m_initialized) return;
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BSPrim bsprim = prim as BSPrim;
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if (bsprim != null)
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{
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DetailLog("{0},RemovePrim,call", bsprim.LocalID);
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// m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID);
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try
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{
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lock (PhysObjects) PhysObjects.Remove(bsprim.LocalID);
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}
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catch (Exception e)
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{
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m_log.ErrorFormat("{0}: Attempt to remove prim that is not in physics scene: {1}", LogHeader, e);
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}
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bsprim.Destroy();
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// bsprim.dispose();
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}
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else
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{
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m_log.ErrorFormat("{0}: Attempt to remove prim that is not a BSPrim type.", LogHeader);
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}
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}
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
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Vector3 size, Quaternion rotation, bool isPhysical, uint localID)
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{
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// m_log.DebugFormat("{0}: AddPrimShape2: {1}", LogHeader, primName);
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if (!m_initialized) return null;
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DetailLog("{0},AddPrimShape,call", localID);
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BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical);
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lock (PhysObjects) PhysObjects.Add(localID, prim);
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return prim;
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}
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// This is a call from the simulator saying that some physical property has been updated.
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// The BulletSim driver senses the changing of relevant properties so this taint
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// information call is not needed.
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public override void AddPhysicsActorTaint(PhysicsActor prim) { }
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#endregion // Prim and Avatar addition and removal
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#region Simulation
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// Simulate one timestep
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public override float Simulate(float timeStep)
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{
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int updatedEntityCount = 0;
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IntPtr updatedEntitiesPtr;
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int collidersCount = 0;
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IntPtr collidersPtr;
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int beforeTime = 0;
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int simTime = 0;
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|
|
// 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;
|
|
try
|
|
{
|
|
if (PhysicsLogging.Enabled) beforeTime = Util.EnvironmentTickCount();
|
|
|
|
numSubSteps = BulletSimAPI.PhysicsStep(WorldID, timeStep, m_maxSubSteps, m_fixedTimeStep,
|
|
out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr);
|
|
|
|
if (PhysicsLogging.Enabled) simTime = Util.EnvironmentTickCountSubtract(beforeTime);
|
|
DetailLog("{0},Simulate,call, nTaints={1}, simTime={2}, substeps={3}, updates={4}, colliders={5}",
|
|
DetailLogZero, 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);
|
|
}
|
|
}
|
|
|
|
// This is a kludge to get avatar movement updates.
|
|
// ODE sends collisions for avatars even if there are have been no collisions. This 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)
|
|
bsp.SendCollisions();
|
|
|
|
// The above SendCollision's batch up the collisions on the objects.
|
|
// Now push the collisions into the simulator.
|
|
// If the object is done colliding, it will add itself to the ObjectsWithNoMoreCollisions list.
|
|
if (ObjectsWithCollisions.Count > 0)
|
|
{
|
|
foreach (BSPhysObject bsp in ObjectsWithCollisions)
|
|
if (!m_avatars.Contains(bsp)) // don't call avatars twice
|
|
bsp.SendCollisions();
|
|
}
|
|
|
|
// Objects that are done colliding are removed from the ObjectsWithCollisions list.
|
|
// This can't be done by SendCollisions 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);
|
|
}
|
|
}
|
|
}
|
|
|
|
// If enabled, call into the physics engine to dump statistics
|
|
if (m_detailedStatsStep > 0)
|
|
{
|
|
if ((m_simulationStep % m_detailedStatsStep) == 0)
|
|
{
|
|
BulletSimAPI.DumpBulletStatistics();
|
|
}
|
|
}
|
|
|
|
// 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.
|
|
// Since Bullet normally does 5 or 6 substeps, this will normally sum to about 60 FPS.
|
|
return numSubSteps * m_fixedTimeStep * 1000;
|
|
}
|
|
|
|
// Something has collided
|
|
private void SendCollision(uint localID, uint collidingWith, Vector3 collidePoint, Vector3 collideNormal, float penetration)
|
|
{
|
|
if (localID <= TerrainManager.HighestTerrainID)
|
|
{
|
|
DetailLog("{0},BSScene.SendCollision,collideWithTerrain,id={1},with={2}", DetailLogZero, localID, collidingWith);
|
|
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<uint, float> GetTopColliders()
|
|
{
|
|
return new Dictionary<uint, float>();
|
|
}
|
|
|
|
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
|
|
List<TaintCallbackEntry> oldList;
|
|
lock (_taintLock)
|
|
{
|
|
oldList = _taintedObjects;
|
|
_taintedObjects = new List<TaintCallbackEntry>();
|
|
}
|
|
|
|
foreach (TaintCallbackEntry tcbe in oldList)
|
|
{
|
|
try
|
|
{
|
|
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)
|
|
{
|
|
if (newType == Vehicle.TYPE_NONE)
|
|
{
|
|
RemoveVehiclePrim(vehic);
|
|
}
|
|
else
|
|
{
|
|
// 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
|
|
// no locking because only called when physics engine is not busy
|
|
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);
|
|
|
|
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 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;
|
|
}
|
|
}
|
|
|
|
// 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
|
|
// 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("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("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.m_params[0].gravity = v; s.TaintedUpdateParameter(p,l,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); } ),
|
|
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); } ),
|
|
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); } ),
|
|
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); } ),
|
|
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); } ),
|
|
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); } ),
|
|
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); } ),
|
|
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); } ),
|
|
|
|
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; s.TaintedUpdateParameter(p,l,v); } ),
|
|
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; s.TaintedUpdateParameter(p,l,v); } ),
|
|
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; s.TaintedUpdateParameter(p,l,v); } ),
|
|
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("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, // zero to disable
|
|
(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, // zero to disable
|
|
(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.numericFalse,
|
|
(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.numericFalse,
|
|
(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",
|
|
0.1f,
|
|
(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",
|
|
0.2f,
|
|
(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("DetailedStats", "Frames between outputting detailed phys stats. (0 is off)",
|
|
0f,
|
|
(s,cf,p,v) => { s.m_detailedStatsStep = cf.GetInt(p, (int)v); },
|
|
(s) => { return (float)s.m_detailedStatsStep; },
|
|
(s,p,l,v) => { s.m_detailedStatsStep = (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<PhysParameterEntry> entries = new List<PhysParameterEntry>();
|
|
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;
|
|
}
|
|
|
|
// check to see if we are updating a parameter for a particular or all of the prims
|
|
protected void UpdateParameterObject(ref float loc, string parm, uint localID, float val)
|
|
{
|
|
List<uint> operateOn;
|
|
lock (PhysObjects) operateOn = new List<uint>(PhysObjects.Keys);
|
|
UpdateParameterSet(operateOn, ref loc, parm, localID, val);
|
|
}
|
|
|
|
// 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 UpdateParameterSet(List<uint> lIDs, ref float defaultLoc, string parm, uint localID, float val)
|
|
{
|
|
switch (localID)
|
|
{
|
|
case PhysParameterEntry.APPLY_TO_NONE:
|
|
defaultLoc = val; // setting only the default value
|
|
break;
|
|
case PhysParameterEntry.APPLY_TO_ALL:
|
|
defaultLoc = val; // setting ALL also sets the default value
|
|
List<uint> objectIDs = lIDs;
|
|
string xparm = parm.ToLower();
|
|
float xval = val;
|
|
TaintedObject("BSScene.UpdateParameterSet", delegate() {
|
|
foreach (uint lID in objectIDs)
|
|
{
|
|
BulletSimAPI.UpdateParameter(WorldID, lID, xparm, xval);
|
|
}
|
|
});
|
|
break;
|
|
default:
|
|
// setting only one localID
|
|
TaintedUpdateParameter(parm, localID, val);
|
|
break;
|
|
}
|
|
}
|
|
|
|
// schedule the actual updating of the paramter to when the phys engine is not busy
|
|
protected void TaintedUpdateParameter(string parm, uint localID, float val)
|
|
{
|
|
uint xlocalID = localID;
|
|
string xparm = parm.ToLower();
|
|
float xval = val;
|
|
TaintedObject("BSScene.TaintedUpdateParameter", delegate() {
|
|
BulletSimAPI.UpdateParameter(WorldID, xlocalID, xparm, 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);
|
|
}
|
|
// used to fill in the LocalID when there isn't one
|
|
public const string DetailLogZero = "0000000000";
|
|
|
|
}
|
|
}
|