public override void Initialise(IMesher meshmerizer, IScene scene) { Scene = scene; 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. UnmanagedParams = new ConfigurationParameters[1]; // Set default values for physics parameters plus any overrides from the ini file GetInitialParameterValues(scene.Config); // Get the connection to the physics engine (could be native or one of many DLLs) PE = SelectUnderlyingBulletEngine(BulletEngineName); // 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(); * }*/ // Allocate memory for returning of the updates and collisions from the physics engine m_collisionArray = new CollisionDesc[m_maxCollisionsPerFrame]; m_updateArray = new EntityProperties[m_maxUpdatesPerFrame]; // 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); World = PE.Initialize(worldExtent, Params, m_maxCollisionsPerFrame, ref m_collisionArray, m_maxUpdatesPerFrame, ref m_updateArray); Constraints = new BSConstraintCollection(World); TerrainManager = new BSTerrainManager(this); TerrainManager.CreateInitialGroundPlaneAndTerrain(); MainConsole.Instance.WarnFormat("{0} Linksets implemented with {1}", LogHeader, (BSLinkset.LinksetImplementation)BSParam.LinksetImplementation); InTaintTime = false; m_initialized = true; }
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); m_simulatedTime = 0f; LastTimeStep = 0.1f; // Allocate pinned memory to pass parameters. UnmanagedParams = new ConfigurationParameters[1]; // Set default values for physics parameters plus any overrides from the ini file GetInitialParameterValues(config); // Get the connection to the physics engine (could be native or one of many DLLs) PE = SelectUnderlyingBulletEngine(BulletEngineName); // 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, m_physicsLoggingDoFlush); PhysicsLogging.ErrorLogger = m_log; // for DEBUG. Let's the logger output its own error messages. } else { PhysicsLogging = new Logging.LogWriter(); } // Allocate memory for returning of the updates and collisions from the physics engine m_collisionArray = new CollisionDesc[m_maxCollisionsPerFrame]; m_updateArray = new EntityProperties[m_maxUpdatesPerFrame]; // 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); World = PE.Initialize(worldExtent, Params, m_maxCollisionsPerFrame, ref m_collisionArray, m_maxUpdatesPerFrame, ref m_updateArray); Constraints = new BSConstraintCollection(World); TerrainManager = new BSTerrainManager(this); TerrainManager.CreateInitialGroundPlaneAndTerrain(); // Put some informational messages into the log file. m_log.InfoFormat("{0} Linksets implemented with {1}", LogHeader, (BSLinkset.LinksetImplementation)BSParam.LinksetImplementation); InTaintTime = false; m_initialized = true; // If the physics engine runs on its own thread, start same. if (BSParam.UseSeparatePhysicsThread) { // The physics simulation should happen independently of the heartbeat loop m_physicsThread = new Thread(BulletSPluginPhysicsThread); m_physicsThread.Name = BulletEngineName; m_physicsThread.Start(); } }
public override void Initialise(IMesher meshmerizer, IConfigSource config) { mesher = meshmerizer; _taintedObjects = 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); } 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. // Turns out that Bullet really 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); WorldID = BulletSimAPI.Initialize(worldExtent, m_paramsHandle.AddrOfPinnedObject(), m_maxCollisionsPerFrame, m_collisionArrayPinnedHandle.AddrOfPinnedObject(), m_maxUpdatesPerFrame, m_updateArrayPinnedHandle.AddrOfPinnedObject(), m_DebugLogCallbackHandle); // Initialization to support the transition to a new API which puts most of the logic // into the C# code so it is easier to modify and add to. World = new BulletSim(WorldID, this, BulletSimAPI.GetSimHandle2(WorldID)); Constraints = new BSConstraintCollection(World); TerrainManager = new BSTerrainManager(this); TerrainManager.CreateInitialGroundPlaneAndTerrain(); m_initialized = true; }