Esempio n. 1
0
        public override void SetMaterial(int material)
        {
            Material = (MaterialAttributes.Material)material;

            // Setting the material sets the material attributes also.
            MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, false);

            Friction    = matAttrib.friction;
            Restitution = matAttrib.restitution;
            Density     = matAttrib.density / BSParam.DensityScaleFactor;
            // DetailLog("{0},{1}.SetMaterial,Mat={2},frict={3},rest={4},den={5}", LocalID, TypeName, Material, Friction, Restitution, Density);
        }
Esempio n. 2
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        public override void SetMaterial(int material)
        {
            Material = (MaterialAttributes.Material)material;

            // Setting the material sets the material attributes also.
            // TODO: decide if this is necessary -- the simulator does this.
            MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, false);

            Friction    = matAttrib.friction;
            Restitution = matAttrib.restitution;
            Density     = matAttrib.density;
            // DetailLog("{0},{1}.SetMaterial,Mat={2},frict={3},rest={4},den={5}", LocalID, TypeName, Material, Friction, Restitution, Density);
        }
Esempio n. 3
0
        // 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();

            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);
                    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);
                }
                else
                {
                    // Nothing in the configuration INI file so assume unmanaged and other defaults.
                    BulletEngineName        = "BulletUnmanaged";
                    m_physicsLoggingEnabled = false;
                    VehicleLoggingEnabled   = false;
                }

                // The material characteristics.
                BSMaterials.InitializeFromDefaults(Params);
                if (pConfig != null)
                {
                    // Let the user add new and interesting material property values.
                    BSMaterials.InitializefromParameters(pConfig);
                }
            }
        }