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authorRobert Adams2012-09-14 11:12:23 -0700
committerRobert Adams2012-09-15 15:32:05 -0700
commitf35bd6eb7d5b0eb1a6d385f5f1d0147acfc3c8ef (patch)
treebdf3a433ab70e767f0d5d46a0b2933862228bbeb
parentBulletSim: remove timeStep parameter from calls for vehicle parameter setting... (diff)
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BulletSim: another attempt at computing physics FPS correctly.
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSScene.cs29
1 files changed, 6 insertions, 23 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index c38867f..52997dd 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -110,11 +110,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters
110 private long m_simulationStep = 0; 110 private long m_simulationStep = 0;
111 public long SimulationStep { get { return m_simulationStep; } } 111 public long SimulationStep { get { return m_simulationStep; } }
112 112
113 // The length of the last timestep we were asked to simulate.
114 // This is used by the vehicle code. Since the vehicle code is called
115 // once per simulation step, its constants need to be scaled by this.
116 public float LastSimulatedTimestep { get; private set; }
117
118 // A value of the time now so all the collision and update routines do not have to get their own 113 // A value of the time now so all the collision and update routines do not have to get their own
119 // Set to 'now' just before all the prims and actors are called for collisions and updates 114 // Set to 'now' just before all the prims and actors are called for collisions and updates
120 public int SimulationNowTime { get; private set; } 115 public int SimulationNowTime { get; private set; }
@@ -469,12 +464,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
469 int collidersCount = 0; 464 int collidersCount = 0;
470 IntPtr collidersPtr; 465 IntPtr collidersPtr;
471 466
472 LastSimulatedTimestep = timeStep;
473
474 // prevent simulation until we've been initialized 467 // prevent simulation until we've been initialized
475 if (!m_initialized) return 10.0f; 468 if (!m_initialized) return 5.0f;
476
477 int simulateStartTime = Util.EnvironmentTickCount();
478 469
479 // update the prim states while we know the physics engine is not busy 470 // update the prim states while we know the physics engine is not busy
480 int numTaints = _taintedObjects.Count; 471 int numTaints = _taintedObjects.Count;
@@ -514,7 +505,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
514 // This is a kludge to get avatar movement updates. 505 // This is a kludge to get avatar movement updates.
515 // ODE sends collisions for avatars even if there are have been no collisions. This updates 506 // ODE sends collisions for avatars even if there are have been no collisions. This updates
516 // avatar animations and stuff. 507 // avatar animations and stuff.
517 // If you fix avatar animation updates, remove this overhead and let collisions happen. 508 // If you fix avatar animation updates, remove this overhead and let normal collision processing happen.
518 m_objectsWithCollisions = new HashSet<BSPhysObject>(m_avatarsWithCollisions); 509 m_objectsWithCollisions = new HashSet<BSPhysObject>(m_avatarsWithCollisions);
519 510
520 // If there were collisions, process them by sending the event to the prim. 511 // If there were collisions, process them by sending the event to the prim.
@@ -561,18 +552,10 @@ public class BSScene : PhysicsScene, IPhysicsParameters
561 } 552 }
562 } 553 }
563 554
564 // this is a waste since the outside routine also calcuates the physics simulation 555 // The physics engine returns the number of milliseconds it simulated this call.
565 // period. TODO: There should be a way of computing physics frames from simulator computation. 556 // These are summed and normalized to one second and divided by 1000 to give the reported physics FPS.
566 // long simulateTotalTime = Util.EnvironmentTickCountSubtract(simulateStartTime); 557 // Since Bullet normally does 5 or 6 substeps, this will normally sum to about 60 FPS.
567 // return (timeStep * (float)simulateTotalTime); 558 return numSubSteps * m_fixedTimeStep;
568
569 // TODO: FIX THIS: fps calculation possibly wrong.
570 // This calculation says 1/timeStep is the ideal frame rate. Any time added to
571 // that by the physics simulation gives a slower frame rate.
572 long totalSimulationTime = Util.EnvironmentTickCountSubtract(simulateStartTime);
573 if (totalSimulationTime >= timeStep)
574 return 0;
575 return 1f / (timeStep + totalSimulationTime);
576 } 559 }
577 560
578 // Something has collided 561 // Something has collided