コード例 #1
0
ファイル: BSScene.cs プロジェクト: justasabc/opensim75grid
    // 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);

                // 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);
                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);
            }
        }
    }
コード例 #2
0
    public static object Initialize2(Vector3 worldExtent, ConfigurationParameters[] o, int mMaxCollisionsPerFrame, ref List<BulletXNA.CollisionDesc> collisionArray, int mMaxUpdatesPerFrame, ref List<BulletXNA.EntityProperties> updateArray, object mDebugLogCallbackHandle)
    {
        CollisionWorld.WorldData.ParamData p = new CollisionWorld.WorldData.ParamData();

        p.angularDamping = o[0].XangularDamping;
        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 = o[0].XlinearDamping;
        p.angularDamping = o[0].XangularDamping;
        p.deactivationTime = o[0].XdeactivationTime;
        p.linearSleepingThreshold = o[0].XlinearSleepingThreshold;
        p.angularSleepingThreshold = o[0].XangularSleepingThreshold;
        p.ccdMotionThreshold = o[0].XccdMotionThreshold;
        p.ccdSweptSphereRadius = o[0].XccdSweptSphereRadius;
        p.contactProcessingThreshold = o[0].XcontactProcessingThreshold;

        p.terrainImplementation = o[0].XterrainImplementation;
        p.terrainFriction = o[0].XterrainFriction;

        p.terrainHitFraction = o[0].XterrainHitFraction;
        p.terrainRestitution = o[0].XterrainRestitution;
        p.terrainCollisionMargin = o[0].XterrainCollisionMargin;

        p.avatarFriction = o[0].XavatarFriction;
        p.avatarStandingFriction = o[0].XavatarStandingFriction;
        p.avatarDensity = o[0].XavatarDensity;
        p.avatarRestitution = o[0].XavatarRestitution;
        p.avatarCapsuleWidth = o[0].XavatarCapsuleWidth;
        p.avatarCapsuleDepth = o[0].XavatarCapsuleDepth;
        p.avatarCapsuleHeight = o[0].XavatarCapsuleHeight;
        p.avatarContactProcessingThreshold = o[0].XavatarContactProcessingThreshold;
       
        p.vehicleAngularDamping = o[0].XvehicleAngularDamping;
        
        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 = o[0].XlinksetImplementation;
        p.linkConstraintUseFrameOffset = o[0].XlinkConstraintUseFrameOffset;
        p.linkConstraintEnableTransMotor = o[0].XlinkConstraintEnableTransMotor;
        p.linkConstraintTransMotorMaxVel = o[0].XlinkConstraintTransMotorMaxVel;
        p.linkConstraintTransMotorMaxForce = o[0].XlinkConstraintTransMotorMaxForce;
        p.linkConstraintERP = o[0].XlinkConstraintERP;
        p.linkConstraintCFM = o[0].XlinkConstraintCFM;
        p.linkConstraintSolverIterations = o[0].XlinkConstraintSolverIterations;
        p.physicsLoggingFrames = o[0].physicsLoggingFrames;
        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.UpdatedObjects = updateArray;
        world.UpdatedCollisions = collisionArray;
        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);


        world.SetGravity(new IndexedVector3(0,0,p.gravity));

        return world;
    }
コード例 #3
0
    // 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);
    }