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- /*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyrightD
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- using System;
- using System.Collections.Generic;
- using System.Runtime.InteropServices;
- using System.Text;
- using System.Threading;
- using OpenSim.Framework;
- using OpenSim.Region.Framework;
- using OpenSim.Region.CoreModules;
- using Logging = OpenSim.Region.CoreModules.Framework.Statistics.Logging;
- using OpenSim.Region.Physics.Manager;
- using Nini.Config;
- using log4net;
- using OpenMetaverse;
- // TODOs for BulletSim (for BSScene, BSPrim, BSCharacter and BulletSim)
- // Based on material, set density and friction
- // More efficient memory usage when passing hull information from BSPrim to BulletSim
- // Do attachments need to be handled separately? Need collision events. Do not collide with VolumeDetect
- // Implement LockAngularMotion
- // Add PID movement operations. What does ScenePresence.MoveToTarget do?
- // Check terrain size. 128 or 127?
- // Raycast
- //
- namespace OpenSim.Region.Physics.BulletSPlugin
- {
- public sealed class BSScene : PhysicsScene, IPhysicsParameters
- {
- private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
- private static readonly string LogHeader = "[BULLETS SCENE]";
- // The name of the region we're working for.
- public string RegionName { get; private set; }
- public string BulletSimVersion = "?";
- public Dictionary<uint, BSPhysObject> PhysObjects;
- public BSShapeCollection Shapes;
- // Keeping track of the objects with collisions so we can report begin and end of a collision
- public HashSet<BSPhysObject> ObjectsWithCollisions = new HashSet<BSPhysObject>();
- public HashSet<BSPhysObject> ObjectsWithNoMoreCollisions = new HashSet<BSPhysObject>();
- // Keep track of all the avatars so we can send them a collision event
- // every tick so OpenSim will update its animation.
- private HashSet<BSPhysObject> m_avatars = new HashSet<BSPhysObject>();
- // List of all the objects that have vehicle properties and should be called
- // to update each physics step.
- private List<BSPhysObject> m_vehicles = new List<BSPhysObject>();
- // let my minuions use my logger
- public ILog Logger { get { return m_log; } }
- public IMesher mesher;
- // Level of Detail values kept as float because that's what the Meshmerizer wants
- public float MeshLOD { get; private set; }
- public float MeshMegaPrimLOD { get; private set; }
- public float MeshMegaPrimThreshold { get; private set; }
- public float SculptLOD { get; private set; }
- public uint WorldID { get; private set; }
- public BulletSim World { get; private set; }
- // All the constraints that have been allocated in this instance.
- public BSConstraintCollection Constraints { get; private set; }
- // Simulation parameters
- private int m_maxSubSteps;
- private float m_fixedTimeStep;
- private long m_simulationStep = 0;
- public long SimulationStep { get { return m_simulationStep; } }
- private int m_taintsToProcessPerStep;
- // A value of the time now so all the collision and update routines do not have to get their own
- // Set to 'now' just before all the prims and actors are called for collisions and updates
- public int SimulationNowTime { get; private set; }
- // True if initialized and ready to do simulation steps
- private bool m_initialized = false;
- // Flag which is true when processing taints.
- // Not guaranteed to be correct all the time (don't depend on this) but good for debugging.
- public bool InTaintTime { get; private set; }
- // Pinned memory used to pass step information between managed and unmanaged
- private int m_maxCollisionsPerFrame;
- private CollisionDesc[] m_collisionArray;
- private GCHandle m_collisionArrayPinnedHandle;
- private int m_maxUpdatesPerFrame;
- private EntityProperties[] m_updateArray;
- private GCHandle m_updateArrayPinnedHandle;
- public bool ShouldMeshSculptedPrim { get; private set; } // cause scuplted prims to get meshed
- public bool ShouldForceSimplePrimMeshing { get; private set; } // if a cube or sphere, let Bullet do internal shapes
- public bool ShouldUseHullsForPhysicalObjects { get; private set; } // 'true' if should create hulls for physical objects
- public float PID_D { get; private set; } // derivative
- public float PID_P { get; private set; } // proportional
- public const uint TERRAIN_ID = 0; // OpenSim senses terrain with a localID of zero
- public const uint GROUNDPLANE_ID = 1;
- public const uint CHILDTERRAIN_ID = 2; // Terrain allocated based on our mega-prim childre start here
- public float SimpleWaterLevel { get; set; }
- public BSTerrainManager TerrainManager { get; private set; }
- public ConfigurationParameters Params
- {
- get { return m_params[0]; }
- }
- public Vector3 DefaultGravity
- {
- get { return new Vector3(0f, 0f, Params.gravity); }
- }
- // Just the Z value of the gravity
- public float DefaultGravityZ
- {
- get { return Params.gravity; }
- }
- public float MaximumObjectMass { get; private set; }
- // When functions in the unmanaged code must be called, it is only
- // done at a known time just before the simulation step. The taint
- // system saves all these function calls and executes them in
- // order before the simulation.
- public delegate void TaintCallback();
- private struct TaintCallbackEntry
- {
- public String ident;
- public TaintCallback callback;
- public TaintCallbackEntry(string i, TaintCallback c)
- {
- ident = i;
- callback = c;
- }
- }
- private Object _taintLock = new Object(); // lock for using the next object
- private List<TaintCallbackEntry> _taintOperations;
- private Dictionary<string, TaintCallbackEntry> _postTaintOperations;
- private List<TaintCallbackEntry> _postStepOperations;
- // A pointer to an instance if this structure is passed to the C++ code
- // Used to pass basic configuration values to the unmanaged code.
- ConfigurationParameters[] m_params;
- GCHandle m_paramsHandle;
- // Handle to the callback used by the unmanaged code to call into the managed code.
- // Used for debug logging.
- // Need to store the handle in a persistant variable so it won't be freed.
- private BulletSimAPI.DebugLogCallback m_DebugLogCallbackHandle;
- // Sometimes you just have to log everything.
- public Logging.LogWriter PhysicsLogging;
- private bool m_physicsLoggingEnabled;
- private string m_physicsLoggingDir;
- private string m_physicsLoggingPrefix;
- private int m_physicsLoggingFileMinutes;
- private bool m_physicsLoggingDoFlush;
- // 'true' of the vehicle code is to log lots of details
- public bool VehicleLoggingEnabled { get; private set; }
- #region Construction and Initialization
- public BSScene(string identifier)
- {
- m_initialized = false;
- // we are passed the name of the region we're working for.
- RegionName = identifier;
- }
- public override void Initialise(IMesher meshmerizer, IConfigSource config)
- {
- mesher = meshmerizer;
- _taintOperations = new List<TaintCallbackEntry>();
- _postTaintOperations = new Dictionary<string, TaintCallbackEntry>();
- _postStepOperations = new List<TaintCallbackEntry>();
- PhysObjects = new Dictionary<uint, BSPhysObject>();
- Shapes = new BSShapeCollection(this);
- // Allocate pinned memory to pass parameters.
- m_params = new ConfigurationParameters[1];
- m_paramsHandle = GCHandle.Alloc(m_params, GCHandleType.Pinned);
- // Set default values for physics parameters plus any overrides from the ini file
- GetInitialParameterValues(config);
- // allocate more pinned memory close to the above in an attempt to get the memory all together
- m_collisionArray = new CollisionDesc[m_maxCollisionsPerFrame];
- m_collisionArrayPinnedHandle = GCHandle.Alloc(m_collisionArray, GCHandleType.Pinned);
- m_updateArray = new EntityProperties[m_maxUpdatesPerFrame];
- m_updateArrayPinnedHandle = GCHandle.Alloc(m_updateArray, GCHandleType.Pinned);
- // Enable very detailed logging.
- // By creating an empty logger when not logging, the log message invocation code
- // can be left in and every call doesn't have to check for null.
- if (m_physicsLoggingEnabled)
- {
- PhysicsLogging = new Logging.LogWriter(m_physicsLoggingDir, m_physicsLoggingPrefix, m_physicsLoggingFileMinutes);
- PhysicsLogging.ErrorLogger = m_log; // for DEBUG. Let's the logger output error messages.
- }
- else
- {
- PhysicsLogging = new Logging.LogWriter();
- }
- // If Debug logging level, enable logging from the unmanaged code
- m_DebugLogCallbackHandle = null;
- if (m_log.IsDebugEnabled || PhysicsLogging.Enabled)
- {
- m_log.DebugFormat("{0}: Initialize: Setting debug callback for unmanaged code", LogHeader);
- if (PhysicsLogging.Enabled)
- // The handle is saved in a variable to make sure it doesn't get freed after this call
- m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLoggerPhysLog);
- else
- m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLogger);
- }
- // Get the version of the DLL
- // TODO: this doesn't work yet. Something wrong with marshaling the returned string.
- // BulletSimVersion = BulletSimAPI.GetVersion();
- // m_log.WarnFormat("{0}: BulletSim.dll version='{1}'", LogHeader, BulletSimVersion);
- // The bounding box for the simulated world. The origin is 0,0,0 unless we're
- // a child in a mega-region.
- // Bullet actually doesn't care about the extents of the simulated
- // area. It tracks active objects no matter where they are.
- Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight);
- // m_log.DebugFormat("{0}: Initialize: Calling BulletSimAPI.Initialize.", LogHeader);
- World = new BulletSim(0, this, BulletSimAPI.Initialize2(worldExtent, m_paramsHandle.AddrOfPinnedObject(),
- m_maxCollisionsPerFrame, m_collisionArrayPinnedHandle.AddrOfPinnedObject(),
- m_maxUpdatesPerFrame, m_updateArrayPinnedHandle.AddrOfPinnedObject(),
- m_DebugLogCallbackHandle));
- Constraints = new BSConstraintCollection(World);
- TerrainManager = new BSTerrainManager(this);
- TerrainManager.CreateInitialGroundPlaneAndTerrain();
- m_log.WarnFormat("{0} Linksets implemented with {1}", LogHeader, (BSLinkset.LinksetImplementation)Params.linksetImplementation);
- InTaintTime = false;
- m_initialized = true;
- }
- // All default parameter values are set here. There should be no values set in the
- // variable definitions.
- private void GetInitialParameterValues(IConfigSource config)
- {
- ConfigurationParameters parms = new ConfigurationParameters();
- m_params[0] = parms;
- SetParameterDefaultValues();
- if (config != null)
- {
- // If there are specifications in the ini file, use those values
- IConfig pConfig = config.Configs["BulletSim"];
- if (pConfig != null)
- {
- SetParameterConfigurationValues(pConfig);
- // Very detailed logging for physics debugging
- m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false);
- m_physicsLoggingDir = pConfig.GetString("PhysicsLoggingDir", ".");
- m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-%REGIONNAME%-");
- m_physicsLoggingFileMinutes = pConfig.GetInt("PhysicsLoggingFileMinutes", 5);
- m_physicsLoggingDoFlush = pConfig.GetBoolean("PhysicsLoggingDoFlush", false);
- // Very detailed logging for vehicle debugging
- VehicleLoggingEnabled = pConfig.GetBoolean("VehicleLoggingEnabled", false);
- // Do any replacements in the parameters
- m_physicsLoggingPrefix = m_physicsLoggingPrefix.Replace("%REGIONNAME%", RegionName);
- }
- // The material characteristics.
- BSMaterials.InitializeFromDefaults(Params);
- if (pConfig != null)
- {
- BSMaterials.InitializefromParameters(pConfig);
- }
- }
- }
- // A helper function that handles a true/false parameter and returns the proper float number encoding
- float ParamBoolean(IConfig config, string parmName, float deflt)
- {
- float ret = deflt;
- if (config.Contains(parmName))
- {
- ret = ConfigurationParameters.numericFalse;
- if (config.GetBoolean(parmName, false))
- {
- ret = ConfigurationParameters.numericTrue;
- }
- }
- return ret;
- }
- // Called directly from unmanaged code so don't do much
- private void BulletLogger(string msg)
- {
- m_log.Debug("[BULLETS UNMANAGED]:" + msg);
- }
- // Called directly from unmanaged code so don't do much
- private void BulletLoggerPhysLog(string msg)
- {
- DetailLog("[BULLETS UNMANAGED]:" + msg);
- }
- public override void Dispose()
- {
- // m_log.DebugFormat("{0}: Dispose()", LogHeader);
- // make sure no stepping happens while we're deleting stuff
- m_initialized = false;
- TerrainManager.ReleaseGroundPlaneAndTerrain();
- foreach (KeyValuePair<uint, BSPhysObject> kvp in PhysObjects)
- {
- kvp.Value.Destroy();
- }
- PhysObjects.Clear();
- // Now that the prims are all cleaned up, there should be no constraints left
- if (Constraints != null)
- {
- Constraints.Dispose();
- Constraints = null;
- }
- if (Shapes != null)
- {
- Shapes.Dispose();
- Shapes = null;
- }
- // Anything left in the unmanaged code should be cleaned out
- BulletSimAPI.Shutdown2(World.ptr);
- // Not logging any more
- PhysicsLogging.Close();
- }
- #endregion // Construction and Initialization
- #region Prim and Avatar addition and removal
- public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
- {
- m_log.ErrorFormat("{0}: CALL TO AddAvatar in BSScene. NOT IMPLEMENTED", LogHeader);
- return null;
- }
- public override PhysicsActor AddAvatar(uint localID, string avName, Vector3 position, Vector3 size, bool isFlying)
- {
- // m_log.DebugFormat("{0}: AddAvatar: {1}", LogHeader, avName);
- if (!m_initialized) return null;
- BSCharacter actor = new BSCharacter(localID, avName, this, position, size, isFlying);
- lock (PhysObjects) PhysObjects.Add(localID, actor);
- // TODO: Remove kludge someday.
- // We must generate a collision for avatars whether they collide or not.
- // This is required by OpenSim to update avatar animations, etc.
- lock (m_avatars) m_avatars.Add(actor);
- return actor;
- }
- public override void RemoveAvatar(PhysicsActor actor)
- {
- // m_log.DebugFormat("{0}: RemoveAvatar", LogHeader);
- if (!m_initialized) return;
- BSCharacter bsactor = actor as BSCharacter;
- if (bsactor != null)
- {
- try
- {
- lock (PhysObjects) PhysObjects.Remove(actor.LocalID);
- // Remove kludge someday
- lock (m_avatars) m_avatars.Remove(bsactor);
- }
- catch (Exception e)
- {
- m_log.WarnFormat("{0}: Attempt to remove avatar that is not in physics scene: {1}", LogHeader, e);
- }
- bsactor.Destroy();
- // bsactor.dispose();
- }
- }
- public override void RemovePrim(PhysicsActor prim)
- {
- if (!m_initialized) return;
- BSPrim bsprim = prim as BSPrim;
- if (bsprim != null)
- {
- DetailLog("{0},RemovePrim,call", bsprim.LocalID);
- // m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID);
- try
- {
- lock (PhysObjects) PhysObjects.Remove(bsprim.LocalID);
- }
- catch (Exception e)
- {
- m_log.ErrorFormat("{0}: Attempt to remove prim that is not in physics scene: {1}", LogHeader, e);
- }
- bsprim.Destroy();
- // bsprim.dispose();
- }
- else
- {
- m_log.ErrorFormat("{0}: Attempt to remove prim that is not a BSPrim type.", LogHeader);
- }
- }
- public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
- Vector3 size, Quaternion rotation, bool isPhysical, uint localID)
- {
- // m_log.DebugFormat("{0}: AddPrimShape2: {1}", LogHeader, primName);
- if (!m_initialized) return null;
- DetailLog("{0},AddPrimShape,call", localID);
- BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical);
- lock (PhysObjects) PhysObjects.Add(localID, prim);
- return prim;
- }
- // This is a call from the simulator saying that some physical property has been updated.
- // The BulletSim driver senses the changing of relevant properties so this taint
- // information call is not needed.
- public override void AddPhysicsActorTaint(PhysicsActor prim) { }
- #endregion // Prim and Avatar addition and removal
- #region Simulation
- // Simulate one timestep
- public override float Simulate(float timeStep)
- {
- int updatedEntityCount = 0;
- IntPtr updatedEntitiesPtr;
- int collidersCount = 0;
- IntPtr collidersPtr;
- int beforeTime = 0;
- int simTime = 0;
- // prevent simulation until we've been initialized
- if (!m_initialized) return 5.0f;
- // update the prim states while we know the physics engine is not busy
- int numTaints = _taintOperations.Count;
- ProcessTaints();
- // Some of the prims operate with special vehicle properties
- ProcessVehicles(timeStep);
- ProcessTaints(); // the vehicles might have added taints
- // step the physical world one interval
- m_simulationStep++;
- int numSubSteps = 0;
- try
- {
- // if (VehicleLoggingEnabled) DumpVehicles(); // DEBUG
- if (PhysicsLogging.Enabled) beforeTime = Util.EnvironmentTickCount();
- numSubSteps = BulletSimAPI.PhysicsStep2(World.ptr, timeStep, m_maxSubSteps, m_fixedTimeStep,
- out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr);
- if (PhysicsLogging.Enabled) simTime = Util.EnvironmentTickCountSubtract(beforeTime);
- DetailLog("{0},Simulate,call, frame={1}, nTaints={2}, simTime={3}, substeps={4}, updates={5}, colliders={6}",
- DetailLogZero, m_simulationStep, numTaints, simTime, numSubSteps, updatedEntityCount, collidersCount);
- // if (VehicleLoggingEnabled) DumpVehicles(); // DEBUG
- }
- catch (Exception e)
- {
- m_log.WarnFormat("{0},PhysicsStep Exception: nTaints={1}, substeps={2}, updates={3}, colliders={4}, e={5}",
- LogHeader, numTaints, numSubSteps, updatedEntityCount, collidersCount, e);
- DetailLog("{0},PhysicsStepException,call, nTaints={1}, substeps={2}, updates={3}, colliders={4}",
- DetailLogZero, numTaints, numSubSteps, updatedEntityCount, collidersCount);
- updatedEntityCount = 0;
- collidersCount = 0;
- }
- // Don't have to use the pointers passed back since we know it is the same pinned memory we passed in.
- // Get a value for 'now' so all the collision and update routines don't have to get their own.
- SimulationNowTime = Util.EnvironmentTickCount();
- // If there were collisions, process them by sending the event to the prim.
- // Collisions must be processed before updates.
- if (collidersCount > 0)
- {
- for (int ii = 0; ii < collidersCount; ii++)
- {
- uint cA = m_collisionArray[ii].aID;
- uint cB = m_collisionArray[ii].bID;
- Vector3 point = m_collisionArray[ii].point;
- Vector3 normal = m_collisionArray[ii].normal;
- SendCollision(cA, cB, point, normal, 0.01f);
- SendCollision(cB, cA, point, -normal, 0.01f);
- }
- }
- // The above SendCollision's batch up the collisions on the objects.
- // Now push the collisions into the simulator.
- if (ObjectsWithCollisions.Count > 0)
- {
- foreach (BSPhysObject bsp in ObjectsWithCollisions)
- if (!bsp.SendCollisions())
- {
- // If the object is done colliding, see that it's removed from the colliding list
- ObjectsWithNoMoreCollisions.Add(bsp);
- }
- }
- // This is a kludge to get avatar movement updates.
- // The simulator expects collisions for avatars even if there are have been no collisions.
- // The event updates avatar animations and stuff.
- // If you fix avatar animation updates, remove this overhead and let normal collision processing happen.
- foreach (BSPhysObject bsp in m_avatars)
- if (!ObjectsWithCollisions.Contains(bsp)) // don't call avatars twice
- bsp.SendCollisions();
- // Objects that are done colliding are removed from the ObjectsWithCollisions list.
- // Not done above because it is inside an iteration of ObjectWithCollisions.
- if (ObjectsWithNoMoreCollisions.Count > 0)
- {
- foreach (BSPhysObject po in ObjectsWithNoMoreCollisions)
- ObjectsWithCollisions.Remove(po);
- ObjectsWithNoMoreCollisions.Clear();
- }
- // Done with collisions.
- // 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);
- }
- }
- }
- ProcessPostStepTaints();
- // This causes the unmanaged code to output ALL the values found in ALL the objects in the world.
- // Only enable this in a limited test world with few objects.
- // BulletSimAPI.DumpAllInfo2(World.ptr); // DEBUG DEBUG DEBUG
- // The physics engine returns the number of milliseconds it simulated this call.
- // These are summed and normalized to one second and divided by 1000 to give the reported physics FPS.
- // Multiply by 55 to give a nominal frame rate of 55.
- return (float)numSubSteps * m_fixedTimeStep * 1000f * 55f;
- }
- // Something has collided
- private void SendCollision(uint localID, uint collidingWith, Vector3 collidePoint, Vector3 collideNormal, float penetration)
- {
- if (localID <= TerrainManager.HighestTerrainID)
- {
- return; // don't send collisions to the terrain
- }
- BSPhysObject collider;
- if (!PhysObjects.TryGetValue(localID, out collider))
- {
- // If the object that is colliding cannot be found, just ignore the collision.
- DetailLog("{0},BSScene.SendCollision,colliderNotInObjectList,id={1},with={2}", DetailLogZero, localID, collidingWith);
- return;
- }
- // The terrain is not in the physical object list so 'collidee' can be null when Collide() is called.
- BSPhysObject collidee = null;
- PhysObjects.TryGetValue(collidingWith, out collidee);
- // DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith);
- if (collider.Collide(collidingWith, collidee, collidePoint, collideNormal, penetration))
- {
- // If a collision was posted, remember to send it to the simulator
- ObjectsWithCollisions.Add(collider);
- }
- return;
- }
- #endregion // Simulation
- public override void GetResults() { }
- #region Terrain
- public override void SetTerrain(float[] heightMap) {
- TerrainManager.SetTerrain(heightMap);
- }
- public override void SetWaterLevel(float baseheight)
- {
- SimpleWaterLevel = baseheight;
- }
- 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; } }
- #region Taints
- // 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)
- {
- _taintOperations.Add(new TaintCallbackEntry(ident, callback));
- }
- return;
- }
- // Sometimes a potentially tainted operation can be used in and out of taint time.
- // This routine executes the command immediately if in taint-time otherwise it is queued.
- public void TaintedObject(bool inTaintTime, string ident, TaintCallback callback)
- {
- if (inTaintTime)
- callback();
- else
- TaintedObject(ident, callback);
- }
- // 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()
- {
- InTaintTime = true; // Only used for debugging so locking is not necessary.
- ProcessRegularTaints();
- ProcessPostTaintTaints();
- InTaintTime = false;
- }
- private void ProcessRegularTaints()
- {
- if (_taintOperations.Count > 0) // save allocating new list if there is nothing to process
- {
- /*
- // Code to limit the number of taints processed per step. Meant to limit step time.
- // Unsure if a good idea as code assumes that taints are done before the step.
- int taintCount = m_taintsToProcessPerStep;
- TaintCallbackEntry oneCallback = new TaintCallbackEntry();
- while (_taintOperations.Count > 0 && taintCount-- > 0)
- {
- bool gotOne = false;
- lock (_taintLock)
- {
- if (_taintOperations.Count > 0)
- {
- oneCallback = _taintOperations[0];
- _taintOperations.RemoveAt(0);
- gotOne = true;
- }
- }
- if (gotOne)
- {
- try
- {
- DetailLog("{0},BSScene.ProcessTaints,doTaint,id={1}", DetailLogZero, oneCallback.ident);
- oneCallback.callback();
- }
- catch (Exception e)
- {
- DetailLog("{0},BSScene.ProcessTaints,doTaintException,id={1}", DetailLogZero, oneCallback.ident); // DEBUG DEBUG DEBUG
- m_log.ErrorFormat("{0}: ProcessTaints: {1}: Exception: {2}", LogHeader, oneCallback.ident, e);
- }
- }
- }
- if (_taintOperations.Count > 0)
- {
- DetailLog("{0},BSScene.ProcessTaints,leftTaintsOnList,numNotProcessed={1}", DetailLogZero, _taintOperations.Count);
- }
- */
- // swizzle a new list into the list location so we can process what's there
- List<TaintCallbackEntry> oldList;
- lock (_taintLock)
- {
- oldList = _taintOperations;
- _taintOperations = new List<TaintCallbackEntry>();
- }
- foreach (TaintCallbackEntry tcbe in oldList)
- {
- try
- {
- DetailLog("{0},BSScene.ProcessTaints,doTaint,id={1}", DetailLogZero, tcbe.ident); // DEBUG DEBUG DEBUG
- tcbe.callback();
- }
- catch (Exception e)
- {
- m_log.ErrorFormat("{0}: ProcessTaints: {1}: Exception: {2}", LogHeader, tcbe.ident, e);
- }
- }
- oldList.Clear();
- }
- }
- // Schedule an update to happen after all the regular taints are processed.
- // Note that new requests for the same operation ("ident") for the same object ("ID")
- // will replace any previous operation by the same object.
- public void PostTaintObject(String ident, uint ID, TaintCallback callback)
- {
- string uniqueIdent = ident + "-" + ID.ToString();
- lock (_taintLock)
- {
- _postTaintOperations[uniqueIdent] = new TaintCallbackEntry(uniqueIdent, callback);
- }
- return;
- }
- private void ProcessPostTaintTaints()
- {
- if (_postTaintOperations.Count > 0)
- {
- Dictionary<string, TaintCallbackEntry> oldList;
- lock (_taintLock)
- {
- oldList = _postTaintOperations;
- _postTaintOperations = new Dictionary<string, TaintCallbackEntry>();
- }
- foreach (KeyValuePair<string,TaintCallbackEntry> kvp in oldList)
- {
- try
- {
- DetailLog("{0},BSScene.ProcessPostTaintTaints,doTaint,id={1}", DetailLogZero, kvp.Key); // DEBUG DEBUG DEBUG
- kvp.Value.callback();
- }
- catch (Exception e)
- {
- m_log.ErrorFormat("{0}: ProcessPostTaintTaints: {1}: Exception: {2}", LogHeader, kvp.Key, e);
- }
- }
- oldList.Clear();
- }
- }
- public void PostStepTaintObject(String ident, TaintCallback callback)
- {
- if (!m_initialized) return;
- lock (_taintLock)
- {
- _postStepOperations.Add(new TaintCallbackEntry(ident, callback));
- }
- return;
- }
- private void ProcessPostStepTaints()
- {
- if (_postStepOperations.Count > 0)
- {
- List<TaintCallbackEntry> oldList;
- lock (_taintLock)
- {
- oldList = _postStepOperations;
- _postStepOperations = new List<TaintCallbackEntry>();
- }
- foreach (TaintCallbackEntry tcbe in oldList)
- {
- try
- {
- DetailLog("{0},BSScene.ProcessPostStepTaints,doTaint,id={1}", DetailLogZero, tcbe.ident); // DEBUG DEBUG DEBUG
- tcbe.callback();
- }
- catch (Exception e)
- {
- m_log.ErrorFormat("{0}: ProcessPostStepTaints: {1}: Exception: {2}", LogHeader, tcbe.ident, e);
- }
- }
- oldList.Clear();
- }
- }
- // Only used for debugging. Does not change state of anything so locking is not necessary.
- public bool AssertInTaintTime(string whereFrom)
- {
- if (!InTaintTime)
- {
- DetailLog("{0},BSScene.AssertInTaintTime,NOT IN TAINT TIME,Region={1},Where={2}", DetailLogZero, RegionName, whereFrom);
- m_log.ErrorFormat("{0} NOT IN TAINT TIME!! Region={1}, Where={2}", LogHeader, RegionName, whereFrom);
- Util.PrintCallStack(); // Prints the stack into the DEBUG log file.
- }
- return InTaintTime;
- }
- #endregion // Taints
- #region Vehicles
- public void VehicleInSceneTypeChanged(BSPrim vehic, Vehicle newType)
- {
- RemoveVehiclePrim(vehic);
- if (newType != Vehicle.TYPE_NONE)
- {
- // make it so the scene will call us each tick to do vehicle things
- AddVehiclePrim(vehic);
- }
- }
- // Make so the scene will call this prim for vehicle actions each tick.
- // Safe to call if prim is already in the vehicle list.
- public void AddVehiclePrim(BSPrim vehicle)
- {
- lock (m_vehicles)
- {
- if (!m_vehicles.Contains(vehicle))
- {
- m_vehicles.Add(vehicle);
- }
- }
- }
- // Remove a prim from our list of vehicles.
- // Safe to call if the prim is not in the vehicle list.
- public void RemoveVehiclePrim(BSPrim vehicle)
- {
- lock (m_vehicles)
- {
- if (m_vehicles.Contains(vehicle))
- {
- m_vehicles.Remove(vehicle);
- }
- }
- }
- // Some prims have extra vehicle actions
- // Called at taint time!
- private void ProcessVehicles(float timeStep)
- {
- foreach (BSPhysObject pobj in m_vehicles)
- {
- pobj.StepVehicle(timeStep);
- }
- }
- #endregion Vehicles
- #region INI and command line parameter processing
- delegate void ParamUser(BSScene scene, IConfig conf, string paramName, float val);
- delegate float ParamGet(BSScene scene);
- delegate void ParamSet(BSScene scene, string paramName, uint localID, float val);
- delegate void SetOnObject(BSScene scene, BSPhysObject obj, float val);
- private struct ParameterDefn
- {
- public string name; // string name of the parameter
- public string desc; // a short description of what the parameter means
- public float defaultValue; // default value if not specified anywhere else
- public ParamUser userParam; // get the value from the configuration file
- public ParamGet getter; // return the current value stored for this parameter
- public ParamSet setter; // set the current value for this parameter
- public SetOnObject onObject; // set the value on an object in the physical domain
- public ParameterDefn(string n, string d, float v, ParamUser u, ParamGet g, ParamSet s)
- {
- name = n;
- desc = d;
- defaultValue = v;
- userParam = u;
- getter = g;
- setter = s;
- onObject = null;
- }
- public ParameterDefn(string n, string d, float v, ParamUser u, ParamGet g, ParamSet s, SetOnObject o)
- {
- name = n;
- desc = d;
- defaultValue = v;
- userParam = u;
- getter = g;
- setter = s;
- onObject = o;
- }
- }
- // List of all of the externally visible parameters.
- // For each parameter, this table maps a text name to getter and setters.
- // To add a new externally referencable/settable parameter, add the paramter storage
- // location somewhere in the program and make an entry in this table with the
- // getters and setters.
- // It is easiest to find an existing definition and copy it.
- // Parameter values are floats. Booleans are converted to a floating value.
- //
- // A ParameterDefn() takes the following parameters:
- // -- the text name of the parameter. This is used for console input and ini file.
- // -- a short text description of the parameter. This shows up in the console listing.
- // -- a delegate for fetching the parameter from the ini file.
- // Should handle fetching the right type from the ini file and converting it.
- // -- a delegate for getting the value as a float
- // -- a delegate for setting the value from a float
- //
- // The single letter parameters for the delegates are:
- // s = BSScene
- // o = BSPhysObject
- // p = string parameter name
- // l = localID of referenced object
- // v = float value
- // cf = parameter configuration class (for fetching values from ini file)
- private ParameterDefn[] ParameterDefinitions =
- {
- new ParameterDefn("MeshSculptedPrim", "Whether to create meshes for sculpties",
- ConfigurationParameters.numericTrue,
- (s,cf,p,v) => { s.ShouldMeshSculptedPrim = cf.GetBoolean(p, s.BoolNumeric(v)); },
- (s) => { return s.NumericBool(s.ShouldMeshSculptedPrim); },
- (s,p,l,v) => { s.ShouldMeshSculptedPrim = s.BoolNumeric(v); } ),
- new ParameterDefn("ForceSimplePrimMeshing", "If true, only use primitive meshes for objects",
- ConfigurationParameters.numericFalse,
- (s,cf,p,v) => { s.ShouldForceSimplePrimMeshing = cf.GetBoolean(p, s.BoolNumeric(v)); },
- (s) => { return s.NumericBool(s.ShouldForceSimplePrimMeshing); },
- (s,p,l,v) => { s.ShouldForceSimplePrimMeshing = s.BoolNumeric(v); } ),
- new ParameterDefn("UseHullsForPhysicalObjects", "If true, create hulls for physical objects",
- ConfigurationParameters.numericTrue,
- (s,cf,p,v) => { s.ShouldUseHullsForPhysicalObjects = cf.GetBoolean(p, s.BoolNumeric(v)); },
- (s) => { return s.NumericBool(s.ShouldUseHullsForPhysicalObjects); },
- (s,p,l,v) => { s.ShouldUseHullsForPhysicalObjects = s.BoolNumeric(v); } ),
- new ParameterDefn("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)",
- 8f,
- (s,cf,p,v) => { s.MeshLOD = (float)cf.GetInt(p, (int)v); },
- (s) => { return s.MeshLOD; },
- (s,p,l,v) => { s.MeshLOD = v; } ),
- new ParameterDefn("MeshLevelOfDetailMegaPrim", "Level of detail to render meshes larger than threshold meters",
- 16f,
- (s,cf,p,v) => { s.MeshMegaPrimLOD = (float)cf.GetInt(p, (int)v); },
- (s) => { return s.MeshMegaPrimLOD; },
- (s,p,l,v) => { s.MeshMegaPrimLOD = v; } ),
- new ParameterDefn("MeshLevelOfDetailMegaPrimThreshold", "Size (in meters) of a mesh before using MeshMegaPrimLOD",
- 10f,
- (s,cf,p,v) => { s.MeshMegaPrimThreshold = (float)cf.GetInt(p, (int)v); },
- (s) => { return s.MeshMegaPrimThreshold; },
- (s,p,l,v) => { s.MeshMegaPrimThreshold = v; } ),
- new ParameterDefn("SculptLevelOfDetail", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)",
- 32f,
- (s,cf,p,v) => { s.SculptLOD = (float)cf.GetInt(p, (int)v); },
- (s) => { return s.SculptLOD; },
- (s,p,l,v) => { s.SculptLOD = v; } ),
- new ParameterDefn("MaxSubStep", "In simulation step, maximum number of substeps",
- 10f,
- (s,cf,p,v) => { s.m_maxSubSteps = cf.GetInt(p, (int)v); },
- (s) => { return (float)s.m_maxSubSteps; },
- (s,p,l,v) => { s.m_maxSubSteps = (int)v; } ),
- new ParameterDefn("FixedTimeStep", "In simulation step, seconds of one substep (1/60)",
- 1f / 60f,
- (s,cf,p,v) => { s.m_fixedTimeStep = cf.GetFloat(p, v); },
- (s) => { return (float)s.m_fixedTimeStep; },
- (s,p,l,v) => { s.m_fixedTimeStep = v; } ),
- new ParameterDefn("MaxCollisionsPerFrame", "Max collisions returned at end of each frame",
- 2048f,
- (s,cf,p,v) => { s.m_maxCollisionsPerFrame = cf.GetInt(p, (int)v); },
- (s) => { return (float)s.m_maxCollisionsPerFrame; },
- (s,p,l,v) => { s.m_maxCollisionsPerFrame = (int)v; } ),
- new ParameterDefn("MaxUpdatesPerFrame", "Max updates returned at end of each frame",
- 8000f,
- (s,cf,p,v) => { s.m_maxUpdatesPerFrame = cf.GetInt(p, (int)v); },
- (s) => { return (float)s.m_maxUpdatesPerFrame; },
- (s,p,l,v) => { s.m_maxUpdatesPerFrame = (int)v; } ),
- new ParameterDefn("MaxTaintsToProcessPerStep", "Number of update taints to process before each simulation step",
- 500f,
- (s,cf,p,v) => { s.m_taintsToProcessPerStep = cf.GetInt(p, (int)v); },
- (s) => { return (float)s.m_taintsToProcessPerStep; },
- (s,p,l,v) => { s.m_taintsToProcessPerStep = (int)v; } ),
- new ParameterDefn("MaxObjectMass", "Maximum object mass (10000.01)",
- 10000.01f,
- (s,cf,p,v) => { s.MaximumObjectMass = cf.GetFloat(p, v); },
- (s) => { return (float)s.MaximumObjectMass; },
- (s,p,l,v) => { s.MaximumObjectMass = v; } ),
- new ParameterDefn("PID_D", "Derivitive factor for motion smoothing",
- 2200f,
- (s,cf,p,v) => { s.PID_D = cf.GetFloat(p, v); },
- (s) => { return (float)s.PID_D; },
- (s,p,l,v) => { s.PID_D = v; } ),
- new ParameterDefn("PID_P", "Parameteric factor for motion smoothing",
- 900f,
- (s,cf,p,v) => { s.PID_P = cf.GetFloat(p, v); },
- (s) => { return (float)s.PID_P; },
- (s,p,l,v) => { s.PID_P = v; } ),
- new ParameterDefn("DefaultFriction", "Friction factor used on new objects",
- 0.2f,
- (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!)",
- 0.04f,
- (s,cf,p,v) => { s.m_params[0].collisionMargin = cf.GetFloat(p, v); },
- (s) => { return s.m_params[0].collisionMargin; },
- (s,p,l,v) => { s.m_params[0].collisionMargin = v; } ),
- new ParameterDefn("Gravity", "Vertical force of gravity (negative means down)",
- -9.80665f,
- (s,cf,p,v) => { s.m_params[0].gravity = cf.GetFloat(p, v); },
- (s) => { return s.m_params[0].gravity; },
- (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].gravity, p, PhysParameterEntry.APPLY_TO_NONE, v); },
- (s,o,v) => { BulletSimAPI.SetGravity2(s.World.ptr, new Vector3(0f,0f,v)); } ),
- new ParameterDefn("LinearDamping", "Factor to damp linear movement per second (0.0 - 1.0)",
- 0f,
- (s,cf,p,v) => { s.m_params[0].linearDamping = cf.GetFloat(p, v); },
- (s) => { return s.m_params[0].linearDamping; },
- (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].linearDamping, p, l, v); },
- (s,o,v) => { BulletSimAPI.SetDamping2(o.PhysBody.ptr, v, s.m_params[0].angularDamping); } ),
- new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)",
- 0f,
- (s,cf,p,v) => { s.m_params[0].angularDamping = cf.GetFloat(p, v); },
- (s) => { return s.m_params[0].angularDamping; },
- (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].angularDamping, p, l, v); },
- (s,o,v) => { BulletSimAPI.SetDamping2(o.PhysBody.ptr, s.m_params[0].linearDamping, v); } ),
- new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static",
- 0.2f,
- (s,cf,p,v) => { s.m_params[0].deactivationTime = cf.GetFloat(p, v); },
- (s) => { return s.m_params[0].deactivationTime; },
- (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].deactivationTime, p, l, v); },
- (s,o,v) => { BulletSimAPI.SetDeactivationTime2(o.PhysBody.ptr, v); } ),
- new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static",
- 0.8f,
- (s,cf,p,v) => { s.m_params[0].linearSleepingThreshold = cf.GetFloat(p, v); },
- (s) => { return s.m_params[0].linearSleepingThreshold; },
- (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].linearSleepingThreshold, p, l, v); },
- (s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.PhysBody.ptr, v, v); } ),
- new ParameterDefn("AngularSleepingThreshold", "Seconds to measure angular movement before considering static",
- 1.0f,
- (s,cf,p,v) => { s.m_params[0].angularSleepingThreshold = cf.GetFloat(p, v); },
- (s) => { return s.m_params[0].angularSleepingThreshold; },
- (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].angularSleepingThreshold, p, l, v); },
- (s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.PhysBody.ptr, v, v); } ),
- new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" ,
- 0f, // set to zero to disable
- (s,cf,p,v) => { s.m_params[0].ccdMotionThreshold = cf.GetFloat(p, v); },
- (s) => { return s.m_params[0].ccdMotionThreshold; },
- (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].ccdMotionThreshold, p, l, v); },
- (s,o,v) => { BulletSimAPI.SetCcdMotionThreshold2(o.PhysBody.ptr, v); } ),
- new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" ,
- 0f,
- (s,cf,p,v) => { s.m_params[0].ccdSweptSphereRadius = cf.GetFloat(p, v); },
- (s) => { return s.m_params[0].ccdSweptSphereRadius; },
- (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].ccdSweptSphereRadius, p, l, v); },
- (s,o,v) => { BulletSimAPI.SetCcdSweptSphereRadius2(o.PhysBody.ptr, v); } ),
- new ParameterDefn("ContactProcessingThreshold", "Distance between contacts before doing collision check" ,
- 0.1f,
- (s,cf,p,v) => { s.m_params[0].contactProcessingThreshold = cf.GetFloat(p, v); },
- (s) => { return s.m_params[0].contactProcessingThreshold; },
- (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].contactProcessingThreshold, p, l, v); },
- (s,o,v) => { BulletSimAPI.SetContactProcessingThreshold2(o.PhysBody.ptr, v); } ),
- new ParameterDefn("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)",
- (float)BSTerrainPhys.TerrainImplementation.Mesh,
- (s,cf,p,v) => { s.m_params[0].terrainImplementation = cf.GetFloat(p,v); },
- (s) => { return s.m_params[0].terrainImplementation; },
- (s,p,l,v) => { s.m_params[0].terrainImplementation = v; } ),
- new ParameterDefn("TerrainFriction", "Factor to reduce movement against terrain surface" ,
- 0.3f,
- (s,cf,p,v) => { s.m_params[0].terrainFriction = cf.GetFloat(p, v); },
- (s) => { return s.m_params[0].terrainFriction; },
- (s,p,l,v) => { s.m_params[0].terrainFriction = v; /* TODO: set on real terrain */} ),
- new ParameterDefn("TerrainHitFraction", "Distance to measure hit collisions" ,
- 0.8f,
- (s,cf,p,v) => { s.m_params[0].terrainHitFraction = cf.GetFloat(p, v); },
- (s) => { return s.m_params[0].terrainHitFraction; },
- (s,p,l,v) => { s.m_params[0].terrainHitFraction = v; /* TODO: set on real terrain */ } ),
- new ParameterDefn("TerrainRestitution", "Bouncyness" ,
- 0f,
- (s,cf,p,v) => { s.m_params[0].terrainRestitution = cf.GetFloat(p, v); },
- (s) => { return s.m_params[0].terrainRestitution; },
- (s,p,l,v) => { s.m_params[0].terrainRestitution = v; /* TODO: set on real terrain */ } ),
- new ParameterDefn("TerrainCollisionMargin", "Margin where collision checking starts" ,
- 0.04f,
- (s,cf,p,v) => { s.m_params[0].terrainCollisionMargin = cf.GetFloat(p, v); },
- (s) => { return s.m_params[0].terrainCollisionMargin; },
- (s,p,l,v) => { s.m_params[0].terrainCollisionMargin = v; /* TODO: set on real terrain */ } ),
- new ParameterDefn("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.",
- 0.2f,
- (s,cf,p,v) => { s.m_params[0].avatarFriction = cf.GetFloat(p, v); },
- (s) => { return s.m_params[0].avatarFriction; },
- (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarFriction, p, l, v); } ),
- new ParameterDefn("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.",
- 10.0f,
- (s,cf,p,v) => { s.m_params[0].avatarStandingFriction = cf.GetFloat(p, v); },
- (s) => { return s.m_params[0].avatarStandingFriction; },
- (s,p,l,v) => { s.m_params[0].avatarStandingFriction = v; } ),
- new ParameterDefn("AvatarDensity", "Density of an avatar. Changed on avatar recreation.",
- 60f,
- (s,cf,p,v) => { s.m_params[0].avatarDensity = cf.GetFloat(p, v); },
- (s) => { return s.m_params[0].avatarDensity; },
- (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarDensity, p, l, v); } ),
- new ParameterDefn("AvatarRestitution", "Bouncyness. Changed on avatar recreation.",
- 0f,
- (s,cf,p,v) => { s.m_params[0].avatarRestitution = cf.GetFloat(p, v); },
- (s) => { return s.m_params[0].avatarRestitution; },
- (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarRestitution, p, l, v); } ),
- new ParameterDefn("AvatarCapsuleWidth", "The distance between the sides of the avatar capsule",
- 0.6f,
- (s,cf,p,v) => { s.m_params[0].avatarCapsuleWidth = cf.GetFloat(p, v); },
- (s) => { return s.m_params[0].avatarCapsuleWidth; },
- (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarCapsuleWidth, p, l, v); } ),
- new ParameterDefn("AvatarCapsuleDepth", "The distance between the front and back of the avatar capsule",
- 0.45f,
- (s,cf,p,v) => { s.m_params[0].avatarCapsuleDepth = cf.GetFloat(p, v); },
- (s) => { return s.m_params[0].avatarCapsuleDepth; },
- (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarCapsuleDepth, 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("VehicleAngularDamping", "Factor to damp vehicle angular movement per second (0.0 - 1.0)",
- 0.95f,
- (s,cf,p,v) => { s.m_params[0].vehicleAngularDamping = cf.GetFloat(p, v); },
- (s) => { return s.m_params[0].vehicleAngularDamping; },
- (s,p,l,v) => { s.m_params[0].vehicleAngularDamping = v; } ),
- new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)",
- 0f,
- (s,cf,p,v) => { s.m_params[0].maxPersistantManifoldPoolSize = cf.GetFloat(p, v); },
- (s) => { return s.m_params[0].maxPersistantManifoldPoolSize; },
- (s,p,l,v) => { s.m_params[0].maxPersistantManifoldPoolSize = v; } ),
- new ParameterDefn("MaxCollisionAlgorithmPoolSize", "Number of collisions pooled (0 means default of 4096)",
- 0f,
- (s,cf,p,v) => { s.m_params[0].maxCollisionAlgorithmPoolSize = cf.GetFloat(p, v); },
- (s) => { return s.m_params[0].maxCollisionAlgorithmPoolSize; },
- (s,p,l,v) => { s.m_params[0].maxCollisionAlgorithmPoolSize = v; } ),
- new ParameterDefn("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count",
- ConfigurationParameters.numericFalse,
- (s,cf,p,v) => { s.m_params[0].shouldDisableContactPoolDynamicAllocation = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); },
- (s) => { return s.m_params[0].shouldDisableContactPoolDynamicAllocation; },
- (s,p,l,v) => { s.m_params[0].shouldDisableContactPoolDynamicAllocation = v; } ),
- new ParameterDefn("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step",
- ConfigurationParameters.numericFalse,
- (s,cf,p,v) => { s.m_params[0].shouldForceUpdateAllAabbs = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); },
- (s) => { return s.m_params[0].shouldForceUpdateAllAabbs; },
- (s,p,l,v) => { s.m_params[0].shouldForceUpdateAllAabbs = v; } ),
- new ParameterDefn("ShouldRandomizeSolverOrder", "Enable for slightly better stacking interaction",
- ConfigurationParameters.numericTrue,
- (s,cf,p,v) => { s.m_params[0].shouldRandomizeSolverOrder = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); },
- (s) => { return s.m_params[0].shouldRandomizeSolverOrder; },
- (s,p,l,v) => { s.m_params[0].shouldRandomizeSolverOrder = v; } ),
- new ParameterDefn("ShouldSplitSimulationIslands", "Enable splitting active object scanning islands",
- ConfigurationParameters.numericTrue,
- (s,cf,p,v) => { s.m_params[0].shouldSplitSimulationIslands = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); },
- (s) => { return s.m_params[0].shouldSplitSimulationIslands; },
- (s,p,l,v) => { s.m_params[0].shouldSplitSimulationIslands = v; } ),
- new ParameterDefn("ShouldEnableFrictionCaching", "Enable friction computation caching",
- ConfigurationParameters.numericFalse,
- (s,cf,p,v) => { s.m_params[0].shouldEnableFrictionCaching = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); },
- (s) => { return s.m_params[0].shouldEnableFrictionCaching; },
- (s,p,l,v) => { s.m_params[0].shouldEnableFrictionCaching = v; } ),
- new ParameterDefn("NumberOfSolverIterations", "Number of internal iterations (0 means default)",
- 0f, // zero says use Bullet default
- (s,cf,p,v) => { s.m_params[0].numberOfSolverIterations = cf.GetFloat(p, v); },
- (s) => { return s.m_params[0].numberOfSolverIterations; },
- (s,p,l,v) => { s.m_params[0].numberOfSolverIterations = v; } ),
- new ParameterDefn("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)",
- (float)BSLinkset.LinksetImplementation.Compound,
- (s,cf,p,v) => { s.m_params[0].linksetImplementation = cf.GetFloat(p,v); },
- (s) => { return s.m_params[0].linksetImplementation; },
- (s,p,l,v) => { s.m_params[0].linksetImplementation = 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",
- 0.1f,
- (s,cf,p,v) => { s.m_params[0].linkConstraintERP = cf.GetFloat(p, v); },
- (s) => { return s.m_params[0].linkConstraintERP; },
- (s,p,l,v) => { s.m_params[0].linkConstraintERP = v; } ),
- new ParameterDefn("LinkConstraintSolverIterations", "Number of solver iterations when computing constraint. (0 = Bullet default)",
- 40,
- (s,cf,p,v) => { s.m_params[0].linkConstraintSolverIterations = cf.GetFloat(p, v); },
- (s) => { return s.m_params[0].linkConstraintSolverIterations; },
- (s,p,l,v) => { s.m_params[0].linkConstraintSolverIterations = v; } ),
- new ParameterDefn("LogPhysicsStatisticsFrames", "Frames between outputting detailed phys stats. (0 is off)",
- 0f,
- (s,cf,p,v) => { s.m_params[0].physicsLoggingFrames = cf.GetInt(p, (int)v); },
- (s) => { return (float)s.m_params[0].physicsLoggingFrames; },
- (s,p,l,v) => { s.m_params[0].physicsLoggingFrames = (int)v; } ),
- };
- // Convert a boolean to our numeric true and false values
- public float NumericBool(bool b)
- {
- return (b ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse);
- }
- // Convert numeric true and false values to a boolean
- public bool BoolNumeric(float b)
- {
- return (b == ConfigurationParameters.numericTrue ? true : false);
- }
- // Search through the parameter definitions and return the matching
- // ParameterDefn structure.
- // Case does not matter as names are compared after converting to lower case.
- // Returns 'false' if the parameter is not found.
- private bool TryGetParameter(string paramName, out ParameterDefn defn)
- {
- bool ret = false;
- ParameterDefn foundDefn = new ParameterDefn();
- string pName = paramName.ToLower();
- foreach (ParameterDefn parm in ParameterDefinitions)
- {
- if (pName == parm.name.ToLower())
- {
- foundDefn = parm;
- ret = true;
- break;
- }
- }
- defn = foundDefn;
- return ret;
- }
- // Pass through the settable parameters and set the default values
- private void SetParameterDefaultValues()
- {
- foreach (ParameterDefn parm in ParameterDefinitions)
- {
- parm.setter(this, parm.name, PhysParameterEntry.APPLY_TO_NONE, parm.defaultValue);
- }
- }
- // Get user set values out of the ini file.
- private void SetParameterConfigurationValues(IConfig cfg)
- {
- foreach (ParameterDefn parm in ParameterDefinitions)
- {
- parm.userParam(this, cfg, parm.name, parm.defaultValue);
- }
- }
- private PhysParameterEntry[] SettableParameters = new PhysParameterEntry[1];
- // This creates an array in the correct format for returning the list of
- // parameters. This is used by the 'list' option of the 'physics' command.
- private void BuildParameterTable()
- {
- if (SettableParameters.Length < ParameterDefinitions.Length)
- {
- List<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;
- }
- // 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
- private void UpdateParameterObject(ref float defaultLoc, string parm, uint localID, float val)
- {
- List<uint> objectIDs = new List<uint>();
- switch (localID)
- {
- case PhysParameterEntry.APPLY_TO_NONE:
- defaultLoc = val; // setting only the default value
- // This will cause a call into the physical world if some operation is specified (SetOnObject).
- objectIDs.Add(TERRAIN_ID);
- TaintedUpdateParameter(parm, objectIDs, val);
- break;
- case PhysParameterEntry.APPLY_TO_ALL:
- defaultLoc = val; // setting ALL also sets the default value
- lock (PhysObjects) objectIDs = new List<uint>(PhysObjects.Keys);
- TaintedUpdateParameter(parm, objectIDs, val);
- break;
- default:
- // setting only one localID
- objectIDs.Add(localID);
- TaintedUpdateParameter(parm, objectIDs, val);
- break;
- }
- }
- // schedule the actual updating of the paramter to when the phys engine is not busy
- private void TaintedUpdateParameter(string parm, List<uint> lIDs, float val)
- {
- float xval = val;
- List<uint> xlIDs = lIDs;
- string xparm = parm;
- TaintedObject("BSScene.UpdateParameterSet", delegate() {
- ParameterDefn thisParam;
- if (TryGetParameter(xparm, out thisParam))
- {
- if (thisParam.onObject != null)
- {
- foreach (uint lID in xlIDs)
- {
- BSPhysObject theObject = null;
- PhysObjects.TryGetValue(lID, out theObject);
- thisParam.onObject(this, theObject, xval);
- }
- }
- }
- });
- }
- // Get parameter.
- // Return 'false' if not able to get the parameter.
- public bool GetPhysicsParameter(string parm, out float value)
- {
- float val = 0f;
- bool ret = false;
- ParameterDefn theParam;
- if (TryGetParameter(parm, out theParam))
- {
- val = theParam.getter(this);
- ret = true;
- }
- value = val;
- return ret;
- }
- #endregion IPhysicsParameters
- #endregion Runtime settable parameters
- // Debugging routine for dumping detailed physical information for vehicle prims
- private void DumpVehicles()
- {
- foreach (BSPrim prim in m_vehicles)
- {
- BulletSimAPI.DumpRigidBody2(World.ptr, prim.PhysBody.ptr);
- BulletSimAPI.DumpCollisionShape2(World.ptr, prim.PhysShape.ptr);
- }
- }
- // Invoke the detailed logger and output something if it's enabled.
- public void DetailLog(string msg, params Object[] args)
- {
- PhysicsLogging.Write(msg, args);
- // Add the Flush() if debugging crashes. Gets all the messages written out.
- if (m_physicsLoggingDoFlush) PhysicsLogging.Flush();
- }
- // Used to fill in the LocalID when there isn't one. It's the correct number of characters.
- public const string DetailLogZero = "0000000000";
- }
- }
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