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author | Robert Adams | 2012-12-21 23:24:31 -0800 |
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committer | Robert Adams | 2012-12-21 23:24:31 -0800 |
commit | 5b2cbc0ae69c041abb34d70fd03e4e1a4b7f4ea4 (patch) | |
tree | f51628c336b575d20a41edb0e70b05a5df21be32 | |
parent | BulletSim: remove the movement decay while flying. Made flying slow down over... (diff) | |
download | opensim-SC-5b2cbc0ae69c041abb34d70fd03e4e1a4b7f4ea4.zip opensim-SC-5b2cbc0ae69c041abb34d70fd03e4e1a4b7f4ea4.tar.gz opensim-SC-5b2cbc0ae69c041abb34d70fd03e4e1a4b7f4ea4.tar.bz2 opensim-SC-5b2cbc0ae69c041abb34d70fd03e4e1a4b7f4ea4.tar.xz |
BulletSim: remove all special vehicle code from BSScene. Replace per-frame updates for vehicles with per-frame action registration. One fewer special case.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 26 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 95 |
2 files changed, 20 insertions, 101 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index d137b2a..26b8df5 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -465,15 +465,18 @@ public sealed class BSPrim : BSPhysObject | |||
465 | set { | 465 | set { |
466 | Vehicle type = (Vehicle)value; | 466 | Vehicle type = (Vehicle)value; |
467 | 467 | ||
468 | // Tell the scene about the vehicle so it will get processing each frame. | ||
469 | PhysicsScene.VehicleInSceneTypeChanged(this, type); | ||
470 | |||
471 | PhysicsScene.TaintedObject("setVehicleType", delegate() | 468 | PhysicsScene.TaintedObject("setVehicleType", delegate() |
472 | { | 469 | { |
473 | // Done at taint time so we're sure the physics engine is not using the variables | 470 | // Done at taint time so we're sure the physics engine is not using the variables |
474 | // Vehicle code changes the parameters for this vehicle type. | 471 | // Vehicle code changes the parameters for this vehicle type. |
475 | _vehicle.ProcessTypeChange(type); | 472 | _vehicle.ProcessTypeChange(type); |
476 | ActivateIfPhysical(false); | 473 | ActivateIfPhysical(false); |
474 | |||
475 | // If an active vehicle, register the vehicle code to be called before each step | ||
476 | if (_vehicle.Type == Vehicle.TYPE_NONE) | ||
477 | UnRegisterPreStepAction("BSPrim.Vehicle", LocalID); | ||
478 | else | ||
479 | RegisterPreStepAction("BSPrim.Vehicle", LocalID, _vehicle.Step); | ||
477 | }); | 480 | }); |
478 | } | 481 | } |
479 | } | 482 | } |
@@ -509,23 +512,6 @@ public sealed class BSPrim : BSPhysObject | |||
509 | }); | 512 | }); |
510 | } | 513 | } |
511 | 514 | ||
512 | // Called each simulation step to advance vehicle characteristics. | ||
513 | // Called from Scene when doing simulation step so we're in taint processing time. | ||
514 | public override void StepVehicle(float timeStep) | ||
515 | { | ||
516 | if (IsPhysical && _vehicle.IsActive) | ||
517 | { | ||
518 | _vehicle.Step(timeStep); | ||
519 | /* // TEST TEST DEBUG DEBUG -- trying to reduce the extra action of Bullet simulation step | ||
520 | PhysicsScene.PostTaintObject("BSPrim.StepVehicles", LocalID, delegate() | ||
521 | { | ||
522 | // This resets the interpolation values and recomputes the tensor variables | ||
523 | BulletSimAPI.SetCenterOfMassByPosRot2(BSBody.ptr, ForcePosition, ForceOrientation); | ||
524 | }); | ||
525 | */ | ||
526 | } | ||
527 | } | ||
528 | |||
529 | // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more | 515 | // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more |
530 | public override void SetVolumeDetect(int param) { | 516 | public override void SetVolumeDetect(int param) { |
531 | bool newValue = (param != 0); | 517 | bool newValue = (param != 0); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index eb47178..3a129a4 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -69,10 +69,6 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
69 | // every tick so OpenSim will update its animation. | 69 | // every tick so OpenSim will update its animation. |
70 | private HashSet<BSPhysObject> m_avatars = new HashSet<BSPhysObject>(); | 70 | private HashSet<BSPhysObject> m_avatars = new HashSet<BSPhysObject>(); |
71 | 71 | ||
72 | // List of all the objects that have vehicle properties and should be called | ||
73 | // to update each physics step. | ||
74 | private List<BSPhysObject> m_vehicles = new List<BSPhysObject>(); | ||
75 | |||
76 | // let my minuions use my logger | 72 | // let my minuions use my logger |
77 | public ILog Logger { get { return m_log; } } | 73 | public ILog Logger { get { return m_log; } } |
78 | 74 | ||
@@ -480,21 +476,25 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
480 | 476 | ||
481 | // update the prim states while we know the physics engine is not busy | 477 | // update the prim states while we know the physics engine is not busy |
482 | int numTaints = _taintOperations.Count; | 478 | int numTaints = _taintOperations.Count; |
479 | |||
480 | InTaintTime = true; // Only used for debugging so locking is not necessary. | ||
481 | |||
483 | ProcessTaints(); | 482 | ProcessTaints(); |
484 | 483 | ||
485 | // Some of the prims operate with special vehicle properties | 484 | // Some of the physical objects requre individual, pre-step calls |
486 | DoPreStepActions(timeStep); | 485 | DoPreStepActions(timeStep); |
487 | 486 | ||
488 | // the prestep actions might have added taints | 487 | // the prestep actions might have added taints |
489 | ProcessTaints(); | 488 | ProcessTaints(); |
490 | 489 | ||
490 | InTaintTime = false; // Only used for debugging so locking is not necessary. | ||
491 | |||
491 | // step the physical world one interval | 492 | // step the physical world one interval |
492 | m_simulationStep++; | 493 | m_simulationStep++; |
493 | int numSubSteps = 0; | 494 | int numSubSteps = 0; |
494 | 495 | ||
495 | try | 496 | try |
496 | { | 497 | { |
497 | if (VehiclePhysicalLoggingEnabled) DumpVehicles(); // DEBUG | ||
498 | if (PhysicsLogging.Enabled) beforeTime = Util.EnvironmentTickCount(); | 498 | if (PhysicsLogging.Enabled) beforeTime = Util.EnvironmentTickCount(); |
499 | 499 | ||
500 | numSubSteps = BulletSimAPI.PhysicsStep2(World.ptr, timeStep, m_maxSubSteps, m_fixedTimeStep, | 500 | numSubSteps = BulletSimAPI.PhysicsStep2(World.ptr, timeStep, m_maxSubSteps, m_fixedTimeStep, |
@@ -504,7 +504,6 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
504 | DetailLog("{0},Simulate,call, frame={1}, nTaints={2}, simTime={3}, substeps={4}, updates={5}, colliders={6}, objWColl={7}", | 504 | DetailLog("{0},Simulate,call, frame={1}, nTaints={2}, simTime={3}, substeps={4}, updates={5}, colliders={6}, objWColl={7}", |
505 | DetailLogZero, m_simulationStep, numTaints, simTime, numSubSteps, | 505 | DetailLogZero, m_simulationStep, numTaints, simTime, numSubSteps, |
506 | updatedEntityCount, collidersCount, ObjectsWithCollisions.Count); | 506 | updatedEntityCount, collidersCount, ObjectsWithCollisions.Count); |
507 | if (VehiclePhysicalLoggingEnabled) DumpVehicles(); // DEBUG | ||
508 | } | 507 | } |
509 | catch (Exception e) | 508 | catch (Exception e) |
510 | { | 509 | { |
@@ -701,15 +700,21 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
701 | TaintedObject(ident, callback); | 700 | TaintedObject(ident, callback); |
702 | } | 701 | } |
703 | 702 | ||
703 | private void DoPreStepActions(float timeStep) | ||
704 | { | ||
705 | PreStepAction actions = BeforeStep; | ||
706 | if (actions != null) | ||
707 | actions(timeStep); | ||
708 | |||
709 | } | ||
710 | |||
704 | // When someone tries to change a property on a BSPrim or BSCharacter, the object queues | 711 | // When someone tries to change a property on a BSPrim or BSCharacter, the object queues |
705 | // a callback into itself to do the actual property change. That callback is called | 712 | // a callback into itself to do the actual property change. That callback is called |
706 | // here just before the physics engine is called to step the simulation. | 713 | // here just before the physics engine is called to step the simulation. |
707 | public void ProcessTaints() | 714 | public void ProcessTaints() |
708 | { | 715 | { |
709 | InTaintTime = true; // Only used for debugging so locking is not necessary. | ||
710 | ProcessRegularTaints(); | 716 | ProcessRegularTaints(); |
711 | ProcessPostTaintTaints(); | 717 | ProcessPostTaintTaints(); |
712 | InTaintTime = false; | ||
713 | } | 718 | } |
714 | 719 | ||
715 | private void ProcessRegularTaints() | 720 | private void ProcessRegularTaints() |
@@ -871,68 +876,6 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
871 | 876 | ||
872 | #endregion // Taints | 877 | #endregion // Taints |
873 | 878 | ||
874 | #region Vehicles | ||
875 | |||
876 | public void VehicleInSceneTypeChanged(BSPrim vehic, Vehicle newType) | ||
877 | { | ||
878 | RemoveVehiclePrim(vehic); | ||
879 | if (newType != Vehicle.TYPE_NONE) | ||
880 | { | ||
881 | // make it so the scene will call us each tick to do vehicle things | ||
882 | AddVehiclePrim(vehic); | ||
883 | } | ||
884 | } | ||
885 | |||
886 | // Make so the scene will call this prim for vehicle actions each tick. | ||
887 | // Safe to call if prim is already in the vehicle list. | ||
888 | public void AddVehiclePrim(BSPrim vehicle) | ||
889 | { | ||
890 | lock (m_vehicles) | ||
891 | { | ||
892 | if (!m_vehicles.Contains(vehicle)) | ||
893 | { | ||
894 | m_vehicles.Add(vehicle); | ||
895 | } | ||
896 | } | ||
897 | } | ||
898 | |||
899 | // Remove a prim from our list of vehicles. | ||
900 | // Safe to call if the prim is not in the vehicle list. | ||
901 | public void RemoveVehiclePrim(BSPrim vehicle) | ||
902 | { | ||
903 | lock (m_vehicles) | ||
904 | { | ||
905 | if (m_vehicles.Contains(vehicle)) | ||
906 | { | ||
907 | m_vehicles.Remove(vehicle); | ||
908 | } | ||
909 | } | ||
910 | } | ||
911 | |||
912 | private void DoPreStepActions(float timeStep) | ||
913 | { | ||
914 | InTaintTime = true; // Only used for debugging so locking is not necessary. | ||
915 | ProcessVehicles(timeStep); | ||
916 | |||
917 | PreStepAction actions = BeforeStep; | ||
918 | if (actions != null) | ||
919 | actions(timeStep); | ||
920 | |||
921 | InTaintTime = false; | ||
922 | |||
923 | } | ||
924 | |||
925 | // Some prims have extra vehicle actions | ||
926 | // Called at taint time! | ||
927 | private void ProcessVehicles(float timeStep) | ||
928 | { | ||
929 | foreach (BSPhysObject pobj in m_vehicles) | ||
930 | { | ||
931 | pobj.StepVehicle(timeStep); | ||
932 | } | ||
933 | } | ||
934 | #endregion Vehicles | ||
935 | |||
936 | #region INI and command line parameter processing | 879 | #region INI and command line parameter processing |
937 | 880 | ||
938 | #region IPhysicsParameters | 881 | #region IPhysicsParameters |
@@ -1033,16 +976,6 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
1033 | 976 | ||
1034 | #endregion Runtime settable parameters | 977 | #endregion Runtime settable parameters |
1035 | 978 | ||
1036 | // Debugging routine for dumping detailed physical information for vehicle prims | ||
1037 | private void DumpVehicles() | ||
1038 | { | ||
1039 | foreach (BSPrim prim in m_vehicles) | ||
1040 | { | ||
1041 | BulletSimAPI.DumpRigidBody2(World.ptr, prim.PhysBody.ptr); | ||
1042 | BulletSimAPI.DumpCollisionShape2(World.ptr, prim.PhysShape.ptr); | ||
1043 | } | ||
1044 | } | ||
1045 | |||
1046 | // Invoke the detailed logger and output something if it's enabled. | 979 | // Invoke the detailed logger and output something if it's enabled. |
1047 | public void DetailLog(string msg, params Object[] args) | 980 | public void DetailLog(string msg, params Object[] args) |
1048 | { | 981 | { |