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authorRobert Adams2012-12-22 17:07:52 -0800
committerRobert Adams2012-12-22 17:07:52 -0800
commit144322a7c9e78a8df91c2e0026ade499b521e302 (patch)
treee879d261b6f6291312668a11fe076a65611f6123
parentBulletSim: add Enabled parameter and operation to motors. (diff)
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BulletSim: remove post step one-time taints (doesn't make any sense). Rename pre and post step event invocation routines to Trigger* to be consistant. Remove old, unused code.
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSScene.cs112
1 files changed, 30 insertions, 82 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index 3a129a4..e8e0d50 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -85,9 +85,13 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
85 internal long m_simulationStep = 0; 85 internal long m_simulationStep = 0;
86 public long SimulationStep { get { return m_simulationStep; } } 86 public long SimulationStep { get { return m_simulationStep; } }
87 internal int m_taintsToProcessPerStep; 87 internal int m_taintsToProcessPerStep;
88 internal float LastTimeStep { get; private set; }
88 89
90 // Physical objects can register for prestep or poststep events
89 public delegate void PreStepAction(float timeStep); 91 public delegate void PreStepAction(float timeStep);
92 public delegate void PostStepAction(float timeStep);
90 public event PreStepAction BeforeStep; 93 public event PreStepAction BeforeStep;
94 public event PreStepAction AfterStep;
91 95
92 // A value of the time now so all the collision and update routines do not have to get their own 96 // A value of the time now so all the collision and update routines do not have to get their own
93 // Set to 'now' just before all the prims and actors are called for collisions and updates 97 // Set to 'now' just before all the prims and actors are called for collisions and updates
@@ -463,6 +467,11 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
463 // Simulate one timestep 467 // Simulate one timestep
464 public override float Simulate(float timeStep) 468 public override float Simulate(float timeStep)
465 { 469 {
470 // prevent simulation until we've been initialized
471 if (!m_initialized) return 5.0f;
472
473 LastTimeStep = timeStep;
474
466 int updatedEntityCount = 0; 475 int updatedEntityCount = 0;
467 IntPtr updatedEntitiesPtr; 476 IntPtr updatedEntitiesPtr;
468 int collidersCount = 0; 477 int collidersCount = 0;
@@ -471,9 +480,6 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
471 int beforeTime = 0; 480 int beforeTime = 0;
472 int simTime = 0; 481 int simTime = 0;
473 482
474 // prevent simulation until we've been initialized
475 if (!m_initialized) return 5.0f;
476
477 // update the prim states while we know the physics engine is not busy 483 // update the prim states while we know the physics engine is not busy
478 int numTaints = _taintOperations.Count; 484 int numTaints = _taintOperations.Count;
479 485
@@ -482,7 +488,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
482 ProcessTaints(); 488 ProcessTaints();
483 489
484 // Some of the physical objects requre individual, pre-step calls 490 // Some of the physical objects requre individual, pre-step calls
485 DoPreStepActions(timeStep); 491 TriggerPreStepEvent(timeStep);
486 492
487 // the prestep actions might have added taints 493 // the prestep actions might have added taints
488 ProcessTaints(); 494 ProcessTaints();
@@ -582,7 +588,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
582 } 588 }
583 } 589 }
584 590
585 ProcessPostStepTaints(); 591 TriggerPostStepEvent(timeStep);
586 592
587 // The following causes the unmanaged code to output ALL the values found in ALL the objects in the world. 593 // The following causes the unmanaged code to output ALL the values found in ALL the objects in the world.
588 // Only enable this in a limited test world with few objects. 594 // Only enable this in a limited test world with few objects.
@@ -674,6 +680,15 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
674 public override bool IsThreaded { get { return false; } } 680 public override bool IsThreaded { get { return false; } }
675 681
676 #region Taints 682 #region Taints
683 // The simulation execution order is:
684 // Simulate()
685 // DoOneTimeTaints
686 // TriggerPreStepEvent
687 // DoOneTimeTaints
688 // Step()
689 // ProcessAndForwardCollisions
690 // ProcessAndForwardPropertyUpdates
691 // TriggerPostStepEvent
677 692
678 // Calls to the PhysicsActors can't directly call into the physics engine 693 // Calls to the PhysicsActors can't directly call into the physics engine
679 // because it might be busy. We delay changes to a known time. 694 // because it might be busy. We delay changes to a known time.
@@ -700,7 +715,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
700 TaintedObject(ident, callback); 715 TaintedObject(ident, callback);
701 } 716 }
702 717
703 private void DoPreStepActions(float timeStep) 718 private void TriggerPreStepEvent(float timeStep)
704 { 719 {
705 PreStepAction actions = BeforeStep; 720 PreStepAction actions = BeforeStep;
706 if (actions != null) 721 if (actions != null)
@@ -708,6 +723,14 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
708 723
709 } 724 }
710 725
726 private void TriggerPostStepEvent(float timeStep)
727 {
728 PreStepAction actions = AfterStep;
729 if (actions != null)
730 actions(timeStep);
731
732 }
733
711 // When someone tries to change a property on a BSPrim or BSCharacter, the object queues 734 // When someone tries to change a property on a BSPrim or BSCharacter, the object queues
712 // a callback into itself to do the actual property change. That callback is called 735 // a callback into itself to do the actual property change. That callback is called
713 // here just before the physics engine is called to step the simulation. 736 // here just before the physics engine is called to step the simulation.
@@ -721,43 +744,6 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
721 { 744 {
722 if (_taintOperations.Count > 0) // save allocating new list if there is nothing to process 745 if (_taintOperations.Count > 0) // save allocating new list if there is nothing to process
723 { 746 {
724 /*
725 // Code to limit the number of taints processed per step. Meant to limit step time.
726 // Unsure if a good idea as code assumes that taints are done before the step.
727 int taintCount = m_taintsToProcessPerStep;
728 TaintCallbackEntry oneCallback = new TaintCallbackEntry();
729 while (_taintOperations.Count > 0 && taintCount-- > 0)
730 {
731 bool gotOne = false;
732 lock (_taintLock)
733 {
734 if (_taintOperations.Count > 0)
735 {
736 oneCallback = _taintOperations[0];
737 _taintOperations.RemoveAt(0);
738 gotOne = true;
739 }
740 }
741 if (gotOne)
742 {
743 try
744 {
745 DetailLog("{0},BSScene.ProcessTaints,doTaint,id={1}", DetailLogZero, oneCallback.ident);
746 oneCallback.callback();
747 }
748 catch (Exception e)
749 {
750 DetailLog("{0},BSScene.ProcessTaints,doTaintException,id={1}", DetailLogZero, oneCallback.ident); // DEBUG DEBUG DEBUG
751 m_log.ErrorFormat("{0}: ProcessTaints: {1}: Exception: {2}", LogHeader, oneCallback.ident, e);
752 }
753 }
754 }
755 if (_taintOperations.Count > 0)
756 {
757 DetailLog("{0},BSScene.ProcessTaints,leftTaintsOnList,numNotProcessed={1}", DetailLogZero, _taintOperations.Count);
758 }
759 */
760
761 // swizzle a new list into the list location so we can process what's there 747 // swizzle a new list into the list location so we can process what's there
762 List<TaintCallbackEntry> oldList; 748 List<TaintCallbackEntry> oldList;
763 lock (_taintLock) 749 lock (_taintLock)
@@ -796,6 +782,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
796 return; 782 return;
797 } 783 }
798 784
785 // Taints that happen after the normal taint processing but before the simulation step.
799 private void ProcessPostTaintTaints() 786 private void ProcessPostTaintTaints()
800 { 787 {
801 if (_postTaintOperations.Count > 0) 788 if (_postTaintOperations.Count > 0)
@@ -823,45 +810,6 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
823 } 810 }
824 } 811 }
825 812
826 public void PostStepTaintObject(String ident, TaintCallback callback)
827 {
828 if (!m_initialized) return;
829
830 lock (_taintLock)
831 {
832 _postStepOperations.Add(new TaintCallbackEntry(ident, callback));
833 }
834
835 return;
836 }
837
838 private void ProcessPostStepTaints()
839 {
840 if (_postStepOperations.Count > 0)
841 {
842 List<TaintCallbackEntry> oldList;
843 lock (_taintLock)
844 {
845 oldList = _postStepOperations;
846 _postStepOperations = new List<TaintCallbackEntry>();
847 }
848
849 foreach (TaintCallbackEntry tcbe in oldList)
850 {
851 try
852 {
853 DetailLog("{0},BSScene.ProcessPostStepTaints,doTaint,id={1}", DetailLogZero, tcbe.ident); // DEBUG DEBUG DEBUG
854 tcbe.callback();
855 }
856 catch (Exception e)
857 {
858 m_log.ErrorFormat("{0}: ProcessPostStepTaints: {1}: Exception: {2}", LogHeader, tcbe.ident, e);
859 }
860 }
861 oldList.Clear();
862 }
863 }
864
865 // Only used for debugging. Does not change state of anything so locking is not necessary. 813 // Only used for debugging. Does not change state of anything so locking is not necessary.
866 public bool AssertInTaintTime(string whereFrom) 814 public bool AssertInTaintTime(string whereFrom)
867 { 815 {