Beispiel #1
0
        // All default parameter values are set here. There should be no values set in the
        // variable definitions.
        void GetInitialParameterValues(IConfigSource config)
        {
            ConfigurationParameters parms = new ConfigurationParameters();

            UnmanagedParams[0] = parms;

            BSParam.SetParameterDefaultValues(this);

            if (config != null)
            {
                // If there are specifications in the ini file, use those values
                IConfig pConfig = config.Configs["BulletSim"];
                if (pConfig != null)
                {
                    BSParam.SetParameterConfigurationValues(this, pConfig);

                    // There are two Bullet implementations to choose from
                    BulletEngineName = pConfig.GetString("BulletEngine", "BulletUnmanaged");

                    // Very detailed logging for physics debugging
                    // TODO: the boolean values can be moved to the normal parameter processing.
                    m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false);

                    /* Unused...
                     * m_physicsLoggingDir = pConfig.GetString("PhysicsLoggingDir", ".");
                     * m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-%REGIONNAME%-");
                     * m_physicsLoggingFileMinutes = pConfig.GetInt("PhysicsLoggingFileMinutes", 5);
                     * m_physicsLoggingDoFlush = pConfig.GetBoolean("PhysicsLoggingDoFlush", false);
                     */
                    m_physicsPhysicalDumpEnabled = pConfig.GetBoolean("PhysicsPhysicalDumpEnabled", false);
                    // Very detailed logging for vehicle debugging
                    VehicleLoggingEnabled         = pConfig.GetBoolean("VehicleLoggingEnabled", false);
                    VehiclePhysicalLoggingEnabled = pConfig.GetBoolean("VehiclePhysicalLoggingEnabled", false);

                    // Do any replacements in the parameters
                    //m_physicsLoggingPrefix = m_physicsLoggingPrefix.Replace("%REGIONNAME%", RegionName);
                }

                // The material characteristics.
                BSMaterials.InitializeFromDefaults(Params);
                if (pConfig != null)
                {
                    // Let the user add new and interesting material property values.
                    BSMaterials.InitializefromParameters(pConfig);
                }
            }
        }
        // This is where all the default material attributes are defined.
        public static void InitializeFromDefaults(ConfigurationParameters parms)
        {
            // Values from http://wiki.secondlife.com/wiki/PRIM_MATERIAL
            float dDensity     = parms.defaultDensity;
            float dFriction    = parms.defaultFriction;
            float dRestitution = parms.defaultRestitution;

            Attributes[(int)MaterialAttributes.Material.Stone] =
                new MaterialAttributes("stone", dDensity, 0.8f, 0.4f);
            Attributes[(int)MaterialAttributes.Material.Metal] =
                new MaterialAttributes("metal", dDensity, 0.3f, 0.4f);
            Attributes[(int)MaterialAttributes.Material.Glass] =
                new MaterialAttributes("glass", dDensity, 0.2f, 0.7f);
            Attributes[(int)MaterialAttributes.Material.Wood] =
                new MaterialAttributes("wood", dDensity, 0.6f, 0.5f);
            Attributes[(int)MaterialAttributes.Material.Flesh] =
                new MaterialAttributes("flesh", dDensity, 0.9f, 0.3f);
            Attributes[(int)MaterialAttributes.Material.Plastic] =
                new MaterialAttributes("plastic", dDensity, 0.4f, 0.7f);
            Attributes[(int)MaterialAttributes.Material.Rubber] =
                new MaterialAttributes("rubber", dDensity, 0.9f, 0.9f);
            Attributes[(int)MaterialAttributes.Material.Light] =
                new MaterialAttributes("light", dDensity, dFriction, dRestitution);
            Attributes[(int)MaterialAttributes.Material.Avatar] =
                new MaterialAttributes("avatar", 3.5f, 0.2f, 0f);

            Attributes[(int)MaterialAttributes.Material.Stone + (int)MaterialAttributes.Material.NumberOfTypes] =
                new MaterialAttributes("stonePhysical", dDensity, 0.8f, 0.4f);
            Attributes[(int)MaterialAttributes.Material.Metal + (int)MaterialAttributes.Material.NumberOfTypes] =
                new MaterialAttributes("metalPhysical", dDensity, 0.3f, 0.4f);
            Attributes[(int)MaterialAttributes.Material.Glass + (int)MaterialAttributes.Material.NumberOfTypes] =
                new MaterialAttributes("glassPhysical", dDensity, 0.2f, 0.7f);
            Attributes[(int)MaterialAttributes.Material.Wood + (int)MaterialAttributes.Material.NumberOfTypes] =
                new MaterialAttributes("woodPhysical", dDensity, 0.6f, 0.5f);
            Attributes[(int)MaterialAttributes.Material.Flesh + (int)MaterialAttributes.Material.NumberOfTypes] =
                new MaterialAttributes("fleshPhysical", dDensity, 0.9f, 0.3f);
            Attributes[(int)MaterialAttributes.Material.Plastic + (int)MaterialAttributes.Material.NumberOfTypes] =
                new MaterialAttributes("plasticPhysical", dDensity, 0.4f, 0.7f);
            Attributes[(int)MaterialAttributes.Material.Rubber + (int)MaterialAttributes.Material.NumberOfTypes] =
                new MaterialAttributes("rubberPhysical", dDensity, 0.9f, 0.9f);
            Attributes[(int)MaterialAttributes.Material.Light + (int)MaterialAttributes.Material.NumberOfTypes] =
                new MaterialAttributes("lightPhysical", dDensity, dFriction, dRestitution);
            Attributes[(int)MaterialAttributes.Material.Avatar + (int)MaterialAttributes.Material.NumberOfTypes] =
                new MaterialAttributes("avatarPhysical", 3.5f, 0.2f, 0f);
        }
Beispiel #3
0
        // All default parameter values are set here. There should be no values set in the
        // variable definitions.
        void GetInitialParameterValues(IConfigSource config)
        {
            ConfigurationParameters parms = new ConfigurationParameters();
            UnmanagedParams[0] = parms;

            BSParam.SetParameterDefaultValues(this);

            if (config != null)
            {
                // If there are specifications in the ini file, use those values
                IConfig pConfig = config.Configs["BulletSim"];
                if (pConfig != null)
                {
                    BSParam.SetParameterConfigurationValues(this, pConfig);

                    // There are two Bullet implementations to choose from
                    BulletEngineName = pConfig.GetString("BulletEngine", "BulletUnmanaged");

                    // Very detailed logging for physics debugging
                    // TODO: the boolean values can be moved to the normal parameter processing.
                    m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false);
                    /* Unused...
                    m_physicsLoggingDir = pConfig.GetString("PhysicsLoggingDir", ".");
                    m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-%REGIONNAME%-");
                    m_physicsLoggingFileMinutes = pConfig.GetInt("PhysicsLoggingFileMinutes", 5);
                    m_physicsLoggingDoFlush = pConfig.GetBoolean("PhysicsLoggingDoFlush", false);
                    */
                    m_physicsPhysicalDumpEnabled = pConfig.GetBoolean("PhysicsPhysicalDumpEnabled", false);
                    // Very detailed logging for vehicle debugging
                    VehicleLoggingEnabled = pConfig.GetBoolean("VehicleLoggingEnabled", false);
                    VehiclePhysicalLoggingEnabled = pConfig.GetBoolean("VehiclePhysicalLoggingEnabled", false);

                    // Do any replacements in the parameters
                    //m_physicsLoggingPrefix = m_physicsLoggingPrefix.Replace("%REGIONNAME%", RegionName);
                }

                // The material characteristics.
                BSMaterials.InitializeFromDefaults(Params);
                if (pConfig != null)
                {
                    // Let the user add new and interesting material property values.
                    BSMaterials.InitializefromParameters(pConfig);
                }
            }
        }
 // Initialization and simulation
 public abstract BulletWorld Initialize(Vector3 maxPosition, ConfigurationParameters parms,
     int maxCollisions, ref CollisionDesc[] collisionArray,
     int maxUpdates, ref EntityProperties[] updateArray
     );
        // This is where all the default material attributes are defined.
        public static void InitializeFromDefaults(ConfigurationParameters parms)
        {
            // Values from http://wiki.secondlife.com/wiki/PRIM_MATERIAL
            float dDensity = parms.defaultDensity;
            float dFriction = parms.defaultFriction;
            float dRestitution = parms.defaultRestitution;
            Attributes[(int)MaterialAttributes.Material.Stone] =
                new MaterialAttributes("stone", dDensity, 0.8f, 0.4f);
            Attributes[(int)MaterialAttributes.Material.Metal] =
                new MaterialAttributes("metal", dDensity, 0.3f, 0.4f);
            Attributes[(int)MaterialAttributes.Material.Glass] =
                new MaterialAttributes("glass", dDensity, 0.2f, 0.7f);
            Attributes[(int)MaterialAttributes.Material.Wood] =
                new MaterialAttributes("wood", dDensity, 0.6f, 0.5f);
            Attributes[(int)MaterialAttributes.Material.Flesh] =
                new MaterialAttributes("flesh", dDensity, 0.9f, 0.3f);
            Attributes[(int)MaterialAttributes.Material.Plastic] =
                new MaterialAttributes("plastic", dDensity, 0.4f, 0.7f);
            Attributes[(int)MaterialAttributes.Material.Rubber] =
                new MaterialAttributes("rubber", dDensity, 0.9f, 0.9f);
            Attributes[(int)MaterialAttributes.Material.Light] =
                new MaterialAttributes("light", dDensity, dFriction, dRestitution);
            Attributes[(int)MaterialAttributes.Material.Avatar] =
                new MaterialAttributes("avatar", 3.5f, 0.2f, 0f);

            Attributes[(int)MaterialAttributes.Material.Stone + (int)MaterialAttributes.Material.NumberOfTypes] =
                new MaterialAttributes("stonePhysical", dDensity, 0.8f, 0.4f);
            Attributes[(int)MaterialAttributes.Material.Metal + (int)MaterialAttributes.Material.NumberOfTypes] =
                new MaterialAttributes("metalPhysical", dDensity, 0.3f, 0.4f);
            Attributes[(int)MaterialAttributes.Material.Glass + (int)MaterialAttributes.Material.NumberOfTypes] =
                new MaterialAttributes("glassPhysical", dDensity, 0.2f, 0.7f);
            Attributes[(int)MaterialAttributes.Material.Wood + (int)MaterialAttributes.Material.NumberOfTypes] =
                new MaterialAttributes("woodPhysical", dDensity, 0.6f, 0.5f);
            Attributes[(int)MaterialAttributes.Material.Flesh + (int)MaterialAttributes.Material.NumberOfTypes] =
                new MaterialAttributes("fleshPhysical", dDensity, 0.9f, 0.3f);
            Attributes[(int)MaterialAttributes.Material.Plastic + (int)MaterialAttributes.Material.NumberOfTypes] =
                new MaterialAttributes("plasticPhysical", dDensity, 0.4f, 0.7f);
            Attributes[(int)MaterialAttributes.Material.Rubber + (int)MaterialAttributes.Material.NumberOfTypes] =
                new MaterialAttributes("rubberPhysical", dDensity, 0.9f, 0.9f);
            Attributes[(int)MaterialAttributes.Material.Light + (int)MaterialAttributes.Material.NumberOfTypes] =
                new MaterialAttributes("lightPhysical", dDensity, dFriction, dRestitution);
            Attributes[(int)MaterialAttributes.Material.Avatar + (int)MaterialAttributes.Material.NumberOfTypes] =
                new MaterialAttributes("avatarPhysical", 3.5f, 0.2f, 0f);
        }
        static DiscreteDynamicsWorld Initialize2(Vector3 worldExtent,
            ConfigurationParameters[] o,
            int mMaxCollisionsPerFrame, ref CollisionDesc[] collisionArray,
            int mMaxUpdatesPerFrame, ref EntityProperties[] updateArray,
            object mDebugLogCallbackHandle)
        {
            CollisionWorld.WorldData.ParamData p = new CollisionWorld.WorldData.ParamData();

            p.angularDamping = BSParam.AngularDamping;
            p.defaultFriction = o[0].defaultFriction;
            p.defaultFriction = o[0].defaultFriction;
            p.defaultDensity = o[0].defaultDensity;
            p.defaultRestitution = o[0].defaultRestitution;
            p.collisionMargin = o[0].collisionMargin;
            p.gravity = o[0].gravity;

            p.linearDamping = BSParam.LinearDamping;
            p.angularDamping = BSParam.AngularDamping;
            p.deactivationTime = BSParam.DeactivationTime;
            p.linearSleepingThreshold = BSParam.LinearSleepingThreshold;
            p.angularSleepingThreshold = BSParam.AngularSleepingThreshold;
            p.ccdMotionThreshold = BSParam.CcdMotionThreshold;
            p.ccdSweptSphereRadius = BSParam.CcdSweptSphereRadius;
            p.contactProcessingThreshold = BSParam.ContactProcessingThreshold;

            p.terrainImplementation = BSParam.TerrainImplementation;
            p.terrainFriction = BSParam.TerrainFriction;

            p.terrainHitFraction = BSParam.TerrainHitFraction;
            p.terrainRestitution = BSParam.TerrainRestitution;
            p.terrainCollisionMargin = BSParam.TerrainCollisionMargin;

            p.avatarFriction = BSParam.AvatarFriction;
            p.avatarStandingFriction = BSParam.AvatarStandingFriction;
            p.avatarDensity = BSParam.AvatarDensity;
            p.avatarRestitution = BSParam.AvatarRestitution;
            p.avatarCapsuleWidth = BSParam.AvatarCapsuleWidth;
            p.avatarCapsuleDepth = BSParam.AvatarCapsuleDepth;
            p.avatarCapsuleHeight = BSParam.AvatarCapsuleHeight;
            p.avatarContactProcessingThreshold = BSParam.AvatarContactProcessingThreshold;

            p.vehicleAngularDamping = BSParam.VehicleAngularDamping;

            p.maxPersistantManifoldPoolSize = o[0].maxPersistantManifoldPoolSize;
            p.maxCollisionAlgorithmPoolSize = o[0].maxCollisionAlgorithmPoolSize;
            p.shouldDisableContactPoolDynamicAllocation = o[0].shouldDisableContactPoolDynamicAllocation;
            p.shouldForceUpdateAllAabbs = o[0].shouldForceUpdateAllAabbs;
            p.shouldRandomizeSolverOrder = o[0].shouldRandomizeSolverOrder;
            p.shouldSplitSimulationIslands = o[0].shouldSplitSimulationIslands;
            p.shouldEnableFrictionCaching = o[0].shouldEnableFrictionCaching;
            p.numberOfSolverIterations = o[0].numberOfSolverIterations;

            p.linksetImplementation = BSParam.LinksetImplementation;
            p.linkConstraintUseFrameOffset = BSParam.NumericBool(BSParam.LinkConstraintUseFrameOffset);
            p.linkConstraintEnableTransMotor = BSParam.NumericBool(BSParam.LinkConstraintEnableTransMotor);
            p.linkConstraintTransMotorMaxVel = BSParam.LinkConstraintTransMotorMaxVel;
            p.linkConstraintTransMotorMaxForce = BSParam.LinkConstraintTransMotorMaxForce;
            p.linkConstraintERP = BSParam.LinkConstraintERP;
            p.linkConstraintCFM = BSParam.LinkConstraintCFM;
            p.linkConstraintSolverIterations = BSParam.LinkConstraintSolverIterations;
            p.physicsLoggingFrames = o[0].physicsLoggingFrames;
            // 20131224 not used        DefaultCollisionConstructionInfo ccci = new DefaultCollisionConstructionInfo();

            DefaultCollisionConfiguration cci = new DefaultCollisionConfiguration();
            CollisionDispatcher m_dispatcher = new CollisionDispatcher(cci);


            if (p.maxPersistantManifoldPoolSize > 0)
                cci.m_persistentManifoldPoolSize = (int)p.maxPersistantManifoldPoolSize;
            if (p.shouldDisableContactPoolDynamicAllocation != 0)
                m_dispatcher.SetDispatcherFlags(DispatcherFlags.CD_DISABLE_CONTACTPOOL_DYNAMIC_ALLOCATION);
            //if (p.maxCollisionAlgorithmPoolSize >0 )

            DbvtBroadphase m_broadphase = new DbvtBroadphase();
            //IndexedVector3 aabbMin = new IndexedVector3(0, 0, 0);
            //IndexedVector3 aabbMax = new IndexedVector3(256, 256, 256);

            //AxisSweep3Internal m_broadphase2 = new AxisSweep3Internal(ref aabbMin, ref aabbMax, Convert.ToInt32(0xfffe), 0xffff, ushort.MaxValue/2, null, true);
            m_broadphase.GetOverlappingPairCache().SetInternalGhostPairCallback(new GhostPairCallback());

            SequentialImpulseConstraintSolver m_solver = new SequentialImpulseConstraintSolver();

            DiscreteDynamicsWorld world = new DiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_solver, cci);

            world.LastCollisionDesc = 0;
            world.LastEntityProperty = 0;

            world.WorldSettings.Params = p;
            world.SetForceUpdateAllAabbs(p.shouldForceUpdateAllAabbs != 0);
            world.GetSolverInfo().m_solverMode = SolverMode.SOLVER_USE_WARMSTARTING | SolverMode.SOLVER_SIMD;
            if (p.shouldRandomizeSolverOrder != 0)
                world.GetSolverInfo().m_solverMode |= SolverMode.SOLVER_RANDMIZE_ORDER;

            world.GetSimulationIslandManager().SetSplitIslands(p.shouldSplitSimulationIslands != 0);
            //world.GetDispatchInfo().m_enableSatConvex Not implemented in C# port

            if (p.shouldEnableFrictionCaching != 0)
                world.GetSolverInfo().m_solverMode |= SolverMode.SOLVER_ENABLE_FRICTION_DIRECTION_CACHING;

            if (p.numberOfSolverIterations > 0)
                world.GetSolverInfo().m_numIterations = (int)p.numberOfSolverIterations;


            world.GetSolverInfo().m_damping = world.WorldSettings.Params.linearDamping;
            world.GetSolverInfo().m_restitution = world.WorldSettings.Params.defaultRestitution;
            world.GetSolverInfo().m_globalCfm = 0.0f;
            world.GetSolverInfo().m_tau = 0.6f;
            world.GetSolverInfo().m_friction = 0.3f;
            world.GetSolverInfo().m_maxErrorReduction = 20f;
            world.GetSolverInfo().m_numIterations = 10;
            world.GetSolverInfo().m_erp = 0.2f;
            world.GetSolverInfo().m_erp2 = 0.1f;
            world.GetSolverInfo().m_sor = 1.0f;
            world.GetSolverInfo().m_splitImpulse = false;
            world.GetSolverInfo().m_splitImpulsePenetrationThreshold = -0.02f;
            world.GetSolverInfo().m_linearSlop = 0.0f;
            world.GetSolverInfo().m_warmstartingFactor = 0.85f;
            world.GetSolverInfo().m_restingContactRestitutionThreshold = 2;
            world.SetForceUpdateAllAabbs(true);

            //BSParam.TerrainImplementation = 0;
            world.SetGravity(new IndexedVector3(0, 0, p.gravity));


            // Turn off Pooling since globals and pooling are bad for threading.
            BulletGlobals.VoronoiSimplexSolverPool.SetPoolingEnabled(false);
            BulletGlobals.SubSimplexConvexCastPool.SetPoolingEnabled(false);
            BulletGlobals.ManifoldPointPool.SetPoolingEnabled(false);
            BulletGlobals.CastResultPool.SetPoolingEnabled(false);
            BulletGlobals.SphereShapePool.SetPoolingEnabled(false);
            BulletGlobals.DbvtNodePool.SetPoolingEnabled(false);
            BulletGlobals.SingleRayCallbackPool.SetPoolingEnabled(false);
            BulletGlobals.SubSimplexClosestResultPool.SetPoolingEnabled(false);
            BulletGlobals.GjkPairDetectorPool.SetPoolingEnabled(false);
            BulletGlobals.DbvtTreeColliderPool.SetPoolingEnabled(false);
            BulletGlobals.SingleSweepCallbackPool.SetPoolingEnabled(false);
            BulletGlobals.BroadphaseRayTesterPool.SetPoolingEnabled(false);
            BulletGlobals.ClosestNotMeConvexResultCallbackPool.SetPoolingEnabled(false);
            BulletGlobals.GjkEpaPenetrationDepthSolverPool.SetPoolingEnabled(false);
            BulletGlobals.ContinuousConvexCollisionPool.SetPoolingEnabled(false);
            BulletGlobals.DbvtStackDataBlockPool.SetPoolingEnabled(false);

            BulletGlobals.BoxBoxCollisionAlgorithmPool.SetPoolingEnabled(false);
            BulletGlobals.CompoundCollisionAlgorithmPool.SetPoolingEnabled(false);
            BulletGlobals.ConvexConcaveCollisionAlgorithmPool.SetPoolingEnabled(false);
            BulletGlobals.ConvexConvexAlgorithmPool.SetPoolingEnabled(false);
            BulletGlobals.ConvexPlaneAlgorithmPool.SetPoolingEnabled(false);
            BulletGlobals.SphereBoxCollisionAlgorithmPool.SetPoolingEnabled(false);
            BulletGlobals.SphereSphereCollisionAlgorithmPool.SetPoolingEnabled(false);
            BulletGlobals.SphereTriangleCollisionAlgorithmPool.SetPoolingEnabled(false);
            BulletGlobals.GImpactCollisionAlgorithmPool.SetPoolingEnabled(false);
            BulletGlobals.GjkEpaSolver2MinkowskiDiffPool.SetPoolingEnabled(false);
            BulletGlobals.PersistentManifoldPool.SetPoolingEnabled(false);
            BulletGlobals.ManifoldResultPool.SetPoolingEnabled(false);
            BulletGlobals.GJKPool.SetPoolingEnabled(false);
            BulletGlobals.GIM_ShapeRetrieverPool.SetPoolingEnabled(false);
            BulletGlobals.TriangleShapePool.SetPoolingEnabled(false);
            BulletGlobals.SphereTriangleDetectorPool.SetPoolingEnabled(false);
            BulletGlobals.CompoundLeafCallbackPool.SetPoolingEnabled(false);
            BulletGlobals.GjkConvexCastPool.SetPoolingEnabled(false);
            BulletGlobals.LocalTriangleSphereCastCallbackPool.SetPoolingEnabled(false);
            BulletGlobals.BridgeTriangleRaycastCallbackPool.SetPoolingEnabled(false);
            BulletGlobals.BridgeTriangleConcaveRaycastCallbackPool.SetPoolingEnabled(false);
            BulletGlobals.BridgeTriangleConvexcastCallbackPool.SetPoolingEnabled(false);
            BulletGlobals.MyNodeOverlapCallbackPool.SetPoolingEnabled(false);
            BulletGlobals.ClosestRayResultCallbackPool.SetPoolingEnabled(false);
            BulletGlobals.DebugDrawcallbackPool.SetPoolingEnabled(false);

            return world;
        }
        public override BulletWorld Initialize(Vector3 maxPosition, ConfigurationParameters parms,
            int maxCollisions, ref CollisionDesc[] collisionArray,
            int maxUpdates, ref EntityProperties[] updateArray
            )
        {
            UpdatedObjects = updateArray;
            UpdatedCollisions = collisionArray;
            /* TODO */
            ConfigurationParameters[] configparms = new ConfigurationParameters[1];
            configparms[0] = parms;
//            Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight);
            Vector3 worldExtent = maxPosition;
            m_maxCollisions = maxCollisions;
            m_maxUpdatesPerFrame = maxUpdates;
            specialCollisionObjects = new Dictionary<uint, GhostObject>();

            return new BulletWorldXNA(1, PhysicsScene,
                BSAPIXNA.Initialize2(worldExtent, configparms, maxCollisions, ref collisionArray, maxUpdates,
                    ref updateArray, null));
        }
 // Initialization and simulation
 public abstract BulletWorld Initialize(Vector3 maxPosition, ConfigurationParameters parms,
                                        int maxCollisions, ref CollisionDesc[] collisionArray,
                                        int maxUpdates, ref EntityProperties[] updateArray
                                        );