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-rw-r--r-- | OpenSim/Region/Physics/BulletSNPlugin/BSScene.cs | 957 |
1 files changed, 0 insertions, 957 deletions
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSNPlugin/BSScene.cs deleted file mode 100644 index 1a7c34b..0000000 --- a/OpenSim/Region/Physics/BulletSNPlugin/BSScene.cs +++ /dev/null | |||
@@ -1,957 +0,0 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using System.Runtime.InteropServices; | ||
30 | using System.Text; | ||
31 | using System.Threading; | ||
32 | using OpenSim.Framework; | ||
33 | using OpenSim.Region.Framework; | ||
34 | using OpenSim.Region.CoreModules; | ||
35 | using Logging = OpenSim.Region.CoreModules.Framework.Statistics.Logging; | ||
36 | using OpenSim.Region.Physics.Manager; | ||
37 | using Nini.Config; | ||
38 | using log4net; | ||
39 | using OpenMetaverse; | ||
40 | |||
41 | // TODOs for BulletSim (for BSScene, BSPrim, BSCharacter and BulletSim) | ||
42 | // Based on material, set density and friction | ||
43 | // More efficient memory usage when passing hull information from BSPrim to BulletSim | ||
44 | // Do attachments need to be handled separately? Need collision events. Do not collide with VolumeDetect | ||
45 | // Implement LockAngularMotion | ||
46 | // Add PID movement operations. What does ScenePresence.MoveToTarget do? | ||
47 | // Check terrain size. 128 or 127? | ||
48 | // Raycast | ||
49 | // | ||
50 | namespace OpenSim.Region.Physics.BulletSNPlugin | ||
51 | { | ||
52 | public sealed class BSScene : PhysicsScene, IPhysicsParameters | ||
53 | { | ||
54 | private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); | ||
55 | private static readonly string LogHeader = "[BULLETS SCENE]"; | ||
56 | |||
57 | // The name of the region we're working for. | ||
58 | public string RegionName { get; private set; } | ||
59 | |||
60 | public string BulletSimVersion = "?"; | ||
61 | |||
62 | public Dictionary<uint, BSPhysObject> PhysObjects; | ||
63 | public BSShapeCollection Shapes; | ||
64 | |||
65 | // Keeping track of the objects with collisions so we can report begin and end of a collision | ||
66 | public HashSet<BSPhysObject> ObjectsWithCollisions = new HashSet<BSPhysObject>(); | ||
67 | public HashSet<BSPhysObject> ObjectsWithNoMoreCollisions = new HashSet<BSPhysObject>(); | ||
68 | // Keep track of all the avatars so we can send them a collision event | ||
69 | // every tick so OpenSim will update its animation. | ||
70 | private HashSet<BSPhysObject> m_avatars = new HashSet<BSPhysObject>(); | ||
71 | |||
72 | // let my minuions use my logger | ||
73 | public ILog Logger { get { return m_log; } } | ||
74 | |||
75 | public IMesher mesher; | ||
76 | public uint WorldID { get; private set; } | ||
77 | public BulletWorld World { get; private set; } | ||
78 | |||
79 | // All the constraints that have been allocated in this instance. | ||
80 | public BSConstraintCollection Constraints { get; private set; } | ||
81 | |||
82 | // Simulation parameters | ||
83 | internal int m_maxSubSteps; | ||
84 | internal float m_fixedTimeStep; | ||
85 | internal long m_simulationStep = 0; | ||
86 | public long SimulationStep { get { return m_simulationStep; } } | ||
87 | internal int m_taintsToProcessPerStep; | ||
88 | internal float LastTimeStep { get; private set; } | ||
89 | |||
90 | // Physical objects can register for prestep or poststep events | ||
91 | public delegate void PreStepAction(float timeStep); | ||
92 | public delegate void PostStepAction(float timeStep); | ||
93 | public event PreStepAction BeforeStep; | ||
94 | public event PreStepAction AfterStep; | ||
95 | |||
96 | // A value of the time now so all the collision and update routines do not have to get their own | ||
97 | // Set to 'now' just before all the prims and actors are called for collisions and updates | ||
98 | public int SimulationNowTime { get; private set; } | ||
99 | |||
100 | // True if initialized and ready to do simulation steps | ||
101 | private bool m_initialized = false; | ||
102 | |||
103 | // Flag which is true when processing taints. | ||
104 | // Not guaranteed to be correct all the time (don't depend on this) but good for debugging. | ||
105 | public bool InTaintTime { get; private set; } | ||
106 | |||
107 | // Pinned memory used to pass step information between managed and unmanaged | ||
108 | internal int m_maxCollisionsPerFrame; | ||
109 | private List<BulletXNA.CollisionDesc> m_collisionArray; | ||
110 | //private GCHandle m_collisionArrayPinnedHandle; | ||
111 | |||
112 | internal int m_maxUpdatesPerFrame; | ||
113 | private List<BulletXNA.EntityProperties> m_updateArray; | ||
114 | //private GCHandle m_updateArrayPinnedHandle; | ||
115 | |||
116 | |||
117 | public const uint TERRAIN_ID = 0; // OpenSim senses terrain with a localID of zero | ||
118 | public const uint GROUNDPLANE_ID = 1; | ||
119 | public const uint CHILDTERRAIN_ID = 2; // Terrain allocated based on our mega-prim childre start here | ||
120 | |||
121 | public float SimpleWaterLevel { get; set; } | ||
122 | public BSTerrainManager TerrainManager { get; private set; } | ||
123 | |||
124 | public ConfigurationParameters Params | ||
125 | { | ||
126 | get { return UnmanagedParams[0]; } | ||
127 | } | ||
128 | public Vector3 DefaultGravity | ||
129 | { | ||
130 | get { return new Vector3(0f, 0f, Params.gravity); } | ||
131 | } | ||
132 | // Just the Z value of the gravity | ||
133 | public float DefaultGravityZ | ||
134 | { | ||
135 | get { return Params.gravity; } | ||
136 | } | ||
137 | |||
138 | // When functions in the unmanaged code must be called, it is only | ||
139 | // done at a known time just before the simulation step. The taint | ||
140 | // system saves all these function calls and executes them in | ||
141 | // order before the simulation. | ||
142 | public delegate void TaintCallback(); | ||
143 | private struct TaintCallbackEntry | ||
144 | { | ||
145 | public String ident; | ||
146 | public TaintCallback callback; | ||
147 | public TaintCallbackEntry(string i, TaintCallback c) | ||
148 | { | ||
149 | ident = i; | ||
150 | callback = c; | ||
151 | } | ||
152 | } | ||
153 | private Object _taintLock = new Object(); // lock for using the next object | ||
154 | private List<TaintCallbackEntry> _taintOperations; | ||
155 | private Dictionary<string, TaintCallbackEntry> _postTaintOperations; | ||
156 | private List<TaintCallbackEntry> _postStepOperations; | ||
157 | |||
158 | // A pointer to an instance if this structure is passed to the C++ code | ||
159 | // Used to pass basic configuration values to the unmanaged code. | ||
160 | internal ConfigurationParameters[] UnmanagedParams; | ||
161 | //GCHandle m_paramsHandle; | ||
162 | |||
163 | // Handle to the callback used by the unmanaged code to call into the managed code. | ||
164 | // Used for debug logging. | ||
165 | // Need to store the handle in a persistant variable so it won't be freed. | ||
166 | private BulletSimAPI.DebugLogCallback m_DebugLogCallbackHandle; | ||
167 | |||
168 | // Sometimes you just have to log everything. | ||
169 | public Logging.LogWriter PhysicsLogging; | ||
170 | private bool m_physicsLoggingEnabled; | ||
171 | private string m_physicsLoggingDir; | ||
172 | private string m_physicsLoggingPrefix; | ||
173 | private int m_physicsLoggingFileMinutes; | ||
174 | private bool m_physicsLoggingDoFlush; | ||
175 | // 'true' of the vehicle code is to log lots of details | ||
176 | public bool VehicleLoggingEnabled { get; private set; } | ||
177 | public bool VehiclePhysicalLoggingEnabled { get; private set; } | ||
178 | |||
179 | #region Construction and Initialization | ||
180 | public BSScene(string identifier) | ||
181 | { | ||
182 | m_initialized = false; | ||
183 | // we are passed the name of the region we're working for. | ||
184 | RegionName = identifier; | ||
185 | } | ||
186 | |||
187 | public override void Initialise(IMesher meshmerizer, IConfigSource config) | ||
188 | { | ||
189 | mesher = meshmerizer; | ||
190 | _taintOperations = new List<TaintCallbackEntry>(); | ||
191 | _postTaintOperations = new Dictionary<string, TaintCallbackEntry>(); | ||
192 | _postStepOperations = new List<TaintCallbackEntry>(); | ||
193 | PhysObjects = new Dictionary<uint, BSPhysObject>(); | ||
194 | Shapes = new BSShapeCollection(this); | ||
195 | |||
196 | // Allocate pinned memory to pass parameters. | ||
197 | UnmanagedParams = new ConfigurationParameters[1]; | ||
198 | //m_paramsHandle = GCHandle.Alloc(UnmanagedParams, GCHandleType.Pinned); | ||
199 | |||
200 | // Set default values for physics parameters plus any overrides from the ini file | ||
201 | GetInitialParameterValues(config); | ||
202 | |||
203 | // allocate more pinned memory close to the above in an attempt to get the memory all together | ||
204 | m_collisionArray = new List<BulletXNA.CollisionDesc>(); | ||
205 | //m_collisionArrayPinnedHandle = GCHandle.Alloc(m_collisionArray, GCHandleType.Pinned); | ||
206 | m_updateArray = new List<BulletXNA.EntityProperties>(); | ||
207 | //m_updateArrayPinnedHandle = GCHandle.Alloc(m_updateArray, GCHandleType.Pinned); | ||
208 | |||
209 | // Enable very detailed logging. | ||
210 | // By creating an empty logger when not logging, the log message invocation code | ||
211 | // can be left in and every call doesn't have to check for null. | ||
212 | if (m_physicsLoggingEnabled) | ||
213 | { | ||
214 | PhysicsLogging = new Logging.LogWriter(m_physicsLoggingDir, m_physicsLoggingPrefix, m_physicsLoggingFileMinutes); | ||
215 | PhysicsLogging.ErrorLogger = m_log; // for DEBUG. Let's the logger output error messages. | ||
216 | } | ||
217 | else | ||
218 | { | ||
219 | PhysicsLogging = new Logging.LogWriter(); | ||
220 | } | ||
221 | |||
222 | // If Debug logging level, enable logging from the unmanaged code | ||
223 | m_DebugLogCallbackHandle = null; | ||
224 | if (m_log.IsDebugEnabled || PhysicsLogging.Enabled) | ||
225 | { | ||
226 | m_log.DebugFormat("{0}: Initialize: Setting debug callback for unmanaged code", LogHeader); | ||
227 | if (PhysicsLogging.Enabled) | ||
228 | // The handle is saved in a variable to make sure it doesn't get freed after this call | ||
229 | m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLoggerPhysLog); | ||
230 | else | ||
231 | m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLogger); | ||
232 | } | ||
233 | |||
234 | // Get the version of the DLL | ||
235 | // TODO: this doesn't work yet. Something wrong with marshaling the returned string. | ||
236 | // BulletSimVersion = BulletSimAPI.GetVersion(); | ||
237 | // m_log.WarnFormat("{0}: BulletSim.dll version='{1}'", LogHeader, BulletSimVersion); | ||
238 | |||
239 | // The bounding box for the simulated world. The origin is 0,0,0 unless we're | ||
240 | // a child in a mega-region. | ||
241 | // Bullet actually doesn't care about the extents of the simulated | ||
242 | // area. It tracks active objects no matter where they are. | ||
243 | Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight); | ||
244 | |||
245 | // m_log.DebugFormat("{0}: Initialize: Calling BulletSimAPI.Initialize.", LogHeader); | ||
246 | |||
247 | World = new BulletWorld(0, this, BulletSimAPI.Initialize2(worldExtent, UnmanagedParams, | ||
248 | m_maxCollisionsPerFrame, ref m_collisionArray, | ||
249 | m_maxUpdatesPerFrame,ref m_updateArray, | ||
250 | m_DebugLogCallbackHandle)); | ||
251 | |||
252 | Constraints = new BSConstraintCollection(World); | ||
253 | |||
254 | TerrainManager = new BSTerrainManager(this); | ||
255 | TerrainManager.CreateInitialGroundPlaneAndTerrain(); | ||
256 | |||
257 | m_log.WarnFormat("{0} Linksets implemented with {1}", LogHeader, (BSLinkset.LinksetImplementation)BSParam.LinksetImplementation); | ||
258 | |||
259 | InTaintTime = false; | ||
260 | m_initialized = true; | ||
261 | } | ||
262 | |||
263 | // All default parameter values are set here. There should be no values set in the | ||
264 | // variable definitions. | ||
265 | private void GetInitialParameterValues(IConfigSource config) | ||
266 | { | ||
267 | ConfigurationParameters parms = new ConfigurationParameters(); | ||
268 | UnmanagedParams[0] = parms; | ||
269 | |||
270 | BSParam.SetParameterDefaultValues(this); | ||
271 | |||
272 | if (config != null) | ||
273 | { | ||
274 | // If there are specifications in the ini file, use those values | ||
275 | IConfig pConfig = config.Configs["BulletSim"]; | ||
276 | if (pConfig != null) | ||
277 | { | ||
278 | BSParam.SetParameterConfigurationValues(this, pConfig); | ||
279 | |||
280 | // Very detailed logging for physics debugging | ||
281 | m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false); | ||
282 | m_physicsLoggingDir = pConfig.GetString("PhysicsLoggingDir", "."); | ||
283 | m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-%REGIONNAME%-"); | ||
284 | m_physicsLoggingFileMinutes = pConfig.GetInt("PhysicsLoggingFileMinutes", 5); | ||
285 | m_physicsLoggingDoFlush = pConfig.GetBoolean("PhysicsLoggingDoFlush", false); | ||
286 | // Very detailed logging for vehicle debugging | ||
287 | VehicleLoggingEnabled = pConfig.GetBoolean("VehicleLoggingEnabled", false); | ||
288 | VehiclePhysicalLoggingEnabled = pConfig.GetBoolean("VehiclePhysicalLoggingEnabled", false); | ||
289 | |||
290 | // Do any replacements in the parameters | ||
291 | m_physicsLoggingPrefix = m_physicsLoggingPrefix.Replace("%REGIONNAME%", RegionName); | ||
292 | } | ||
293 | |||
294 | // The material characteristics. | ||
295 | BSMaterials.InitializeFromDefaults(Params); | ||
296 | if (pConfig != null) | ||
297 | { | ||
298 | // Let the user add new and interesting material property values. | ||
299 | BSMaterials.InitializefromParameters(pConfig); | ||
300 | } | ||
301 | } | ||
302 | } | ||
303 | |||
304 | // A helper function that handles a true/false parameter and returns the proper float number encoding | ||
305 | float ParamBoolean(IConfig config, string parmName, float deflt) | ||
306 | { | ||
307 | float ret = deflt; | ||
308 | if (config.Contains(parmName)) | ||
309 | { | ||
310 | ret = ConfigurationParameters.numericFalse; | ||
311 | if (config.GetBoolean(parmName, false)) | ||
312 | { | ||
313 | ret = ConfigurationParameters.numericTrue; | ||
314 | } | ||
315 | } | ||
316 | return ret; | ||
317 | } | ||
318 | |||
319 | // Called directly from unmanaged code so don't do much | ||
320 | private void BulletLogger(string msg) | ||
321 | { | ||
322 | m_log.Debug("[BULLETS UNMANAGED]:" + msg); | ||
323 | } | ||
324 | |||
325 | // Called directly from unmanaged code so don't do much | ||
326 | private void BulletLoggerPhysLog(string msg) | ||
327 | { | ||
328 | DetailLog("[BULLETS UNMANAGED]:" + msg); | ||
329 | } | ||
330 | |||
331 | public override void Dispose() | ||
332 | { | ||
333 | // m_log.DebugFormat("{0}: Dispose()", LogHeader); | ||
334 | |||
335 | // make sure no stepping happens while we're deleting stuff | ||
336 | m_initialized = false; | ||
337 | |||
338 | foreach (KeyValuePair<uint, BSPhysObject> kvp in PhysObjects) | ||
339 | { | ||
340 | kvp.Value.Destroy(); | ||
341 | } | ||
342 | PhysObjects.Clear(); | ||
343 | |||
344 | // Now that the prims are all cleaned up, there should be no constraints left | ||
345 | if (Constraints != null) | ||
346 | { | ||
347 | Constraints.Dispose(); | ||
348 | Constraints = null; | ||
349 | } | ||
350 | |||
351 | if (Shapes != null) | ||
352 | { | ||
353 | Shapes.Dispose(); | ||
354 | Shapes = null; | ||
355 | } | ||
356 | |||
357 | if (TerrainManager != null) | ||
358 | { | ||
359 | TerrainManager.ReleaseGroundPlaneAndTerrain(); | ||
360 | TerrainManager.Dispose(); | ||
361 | TerrainManager = null; | ||
362 | } | ||
363 | |||
364 | // Anything left in the unmanaged code should be cleaned out | ||
365 | BulletSimAPI.Shutdown2(World.ptr); | ||
366 | |||
367 | // Not logging any more | ||
368 | PhysicsLogging.Close(); | ||
369 | } | ||
370 | #endregion // Construction and Initialization | ||
371 | |||
372 | #region Prim and Avatar addition and removal | ||
373 | |||
374 | public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) | ||
375 | { | ||
376 | m_log.ErrorFormat("{0}: CALL TO AddAvatar in BSScene. NOT IMPLEMENTED", LogHeader); | ||
377 | return null; | ||
378 | } | ||
379 | |||
380 | public override PhysicsActor AddAvatar(uint localID, string avName, Vector3 position, Vector3 size, bool isFlying) | ||
381 | { | ||
382 | // m_log.DebugFormat("{0}: AddAvatar: {1}", LogHeader, avName); | ||
383 | |||
384 | if (!m_initialized) return null; | ||
385 | |||
386 | BSCharacter actor = new BSCharacter(localID, avName, this, position, size, isFlying); | ||
387 | lock (PhysObjects) PhysObjects.Add(localID, actor); | ||
388 | |||
389 | // TODO: Remove kludge someday. | ||
390 | // We must generate a collision for avatars whether they collide or not. | ||
391 | // This is required by OpenSim to update avatar animations, etc. | ||
392 | lock (m_avatars) m_avatars.Add(actor); | ||
393 | |||
394 | return actor; | ||
395 | } | ||
396 | |||
397 | public override void RemoveAvatar(PhysicsActor actor) | ||
398 | { | ||
399 | // m_log.DebugFormat("{0}: RemoveAvatar", LogHeader); | ||
400 | |||
401 | if (!m_initialized) return; | ||
402 | |||
403 | BSCharacter bsactor = actor as BSCharacter; | ||
404 | if (bsactor != null) | ||
405 | { | ||
406 | try | ||
407 | { | ||
408 | lock (PhysObjects) PhysObjects.Remove(actor.LocalID); | ||
409 | // Remove kludge someday | ||
410 | lock (m_avatars) m_avatars.Remove(bsactor); | ||
411 | } | ||
412 | catch (Exception e) | ||
413 | { | ||
414 | m_log.WarnFormat("{0}: Attempt to remove avatar that is not in physics scene: {1}", LogHeader, e); | ||
415 | } | ||
416 | bsactor.Destroy(); | ||
417 | // bsactor.dispose(); | ||
418 | } | ||
419 | } | ||
420 | |||
421 | public override void RemovePrim(PhysicsActor prim) | ||
422 | { | ||
423 | if (!m_initialized) return; | ||
424 | |||
425 | BSPrim bsprim = prim as BSPrim; | ||
426 | if (bsprim != null) | ||
427 | { | ||
428 | DetailLog("{0},RemovePrim,call", bsprim.LocalID); | ||
429 | // m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID); | ||
430 | try | ||
431 | { | ||
432 | lock (PhysObjects) PhysObjects.Remove(bsprim.LocalID); | ||
433 | } | ||
434 | catch (Exception e) | ||
435 | { | ||
436 | m_log.ErrorFormat("{0}: Attempt to remove prim that is not in physics scene: {1}", LogHeader, e); | ||
437 | } | ||
438 | bsprim.Destroy(); | ||
439 | // bsprim.dispose(); | ||
440 | } | ||
441 | else | ||
442 | { | ||
443 | m_log.ErrorFormat("{0}: Attempt to remove prim that is not a BSPrim type.", LogHeader); | ||
444 | } | ||
445 | } | ||
446 | |||
447 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, | ||
448 | Vector3 size, Quaternion rotation, bool isPhysical, uint localID) | ||
449 | { | ||
450 | // m_log.DebugFormat("{0}: AddPrimShape2: {1}", LogHeader, primName); | ||
451 | |||
452 | if (!m_initialized) return null; | ||
453 | |||
454 | DetailLog("{0},AddPrimShape,call", localID); | ||
455 | |||
456 | BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical); | ||
457 | lock (PhysObjects) PhysObjects.Add(localID, prim); | ||
458 | return prim; | ||
459 | } | ||
460 | |||
461 | // This is a call from the simulator saying that some physical property has been updated. | ||
462 | // The BulletSim driver senses the changing of relevant properties so this taint | ||
463 | // information call is not needed. | ||
464 | public override void AddPhysicsActorTaint(PhysicsActor prim) { } | ||
465 | |||
466 | #endregion // Prim and Avatar addition and removal | ||
467 | |||
468 | #region Simulation | ||
469 | // Simulate one timestep | ||
470 | public override float Simulate(float timeStep) | ||
471 | { | ||
472 | // prevent simulation until we've been initialized | ||
473 | if (!m_initialized) return 5.0f; | ||
474 | |||
475 | LastTimeStep = timeStep; | ||
476 | |||
477 | int updatedEntityCount = 0; | ||
478 | //Object updatedEntitiesPtr; | ||
479 | int collidersCount = 0; | ||
480 | //Object collidersPtr; | ||
481 | |||
482 | int beforeTime = 0; | ||
483 | int simTime = 0; | ||
484 | |||
485 | // update the prim states while we know the physics engine is not busy | ||
486 | int numTaints = _taintOperations.Count; | ||
487 | |||
488 | InTaintTime = true; // Only used for debugging so locking is not necessary. | ||
489 | |||
490 | ProcessTaints(); | ||
491 | |||
492 | // Some of the physical objects requre individual, pre-step calls | ||
493 | TriggerPreStepEvent(timeStep); | ||
494 | |||
495 | // the prestep actions might have added taints | ||
496 | ProcessTaints(); | ||
497 | |||
498 | InTaintTime = false; // Only used for debugging so locking is not necessary. | ||
499 | |||
500 | // The following causes the unmanaged code to output ALL the values found in ALL the objects in the world. | ||
501 | // Only enable this in a limited test world with few objects. | ||
502 | // BulletSimAPI.DumpAllInfo2(World.ptr); // DEBUG DEBUG DEBUG | ||
503 | |||
504 | // step the physical world one interval | ||
505 | m_simulationStep++; | ||
506 | int numSubSteps = 0; | ||
507 | |||
508 | try | ||
509 | { | ||
510 | if (PhysicsLogging.Enabled) beforeTime = Util.EnvironmentTickCount(); | ||
511 | |||
512 | numSubSteps = BulletSimAPI.PhysicsStep2(World.ptr, timeStep, m_maxSubSteps, m_fixedTimeStep, | ||
513 | out updatedEntityCount, out m_updateArray, out collidersCount, out m_collisionArray); | ||
514 | |||
515 | if (PhysicsLogging.Enabled) simTime = Util.EnvironmentTickCountSubtract(beforeTime); | ||
516 | DetailLog("{0},Simulate,call, frame={1}, nTaints={2}, simTime={3}, substeps={4}, updates={5}, colliders={6}, objWColl={7}", | ||
517 | DetailLogZero, m_simulationStep, numTaints, simTime, numSubSteps, | ||
518 | updatedEntityCount, collidersCount, ObjectsWithCollisions.Count); | ||
519 | } | ||
520 | catch (Exception e) | ||
521 | { | ||
522 | m_log.WarnFormat("{0},PhysicsStep Exception: nTaints={1}, substeps={2}, updates={3}, colliders={4}, e={5}", | ||
523 | LogHeader, numTaints, numSubSteps, updatedEntityCount, collidersCount, e); | ||
524 | DetailLog("{0},PhysicsStepException,call, nTaints={1}, substeps={2}, updates={3}, colliders={4}", | ||
525 | DetailLogZero, numTaints, numSubSteps, updatedEntityCount, collidersCount); | ||
526 | updatedEntityCount = 0; | ||
527 | collidersCount = 0; | ||
528 | } | ||
529 | |||
530 | // Don't have to use the pointers passed back since we know it is the same pinned memory we passed in. | ||
531 | |||
532 | // Get a value for 'now' so all the collision and update routines don't have to get their own. | ||
533 | SimulationNowTime = Util.EnvironmentTickCount(); | ||
534 | |||
535 | // If there were collisions, process them by sending the event to the prim. | ||
536 | // Collisions must be processed before updates. | ||
537 | if (collidersCount > 0) | ||
538 | { | ||
539 | for (int ii = 0; ii < collidersCount; ii++) | ||
540 | { | ||
541 | uint cA = m_collisionArray[ii].aID; | ||
542 | uint cB = m_collisionArray[ii].bID; | ||
543 | Vector3 point = new Vector3(m_collisionArray[ii].point.X, m_collisionArray[ii].point.Y, | ||
544 | m_collisionArray[ii].point.Z); | ||
545 | Vector3 normal = new Vector3(m_collisionArray[ii].normal.X, m_collisionArray[ii].normal.Y, | ||
546 | m_collisionArray[ii].normal.Z); | ||
547 | SendCollision(cA, cB, point, normal, 0.01f); | ||
548 | SendCollision(cB, cA, point, -normal, 0.01f); | ||
549 | } | ||
550 | } | ||
551 | |||
552 | // The above SendCollision's batch up the collisions on the objects. | ||
553 | // Now push the collisions into the simulator. | ||
554 | if (ObjectsWithCollisions.Count > 0) | ||
555 | { | ||
556 | foreach (BSPhysObject bsp in ObjectsWithCollisions) | ||
557 | if (!bsp.SendCollisions()) | ||
558 | { | ||
559 | // If the object is done colliding, see that it's removed from the colliding list | ||
560 | ObjectsWithNoMoreCollisions.Add(bsp); | ||
561 | } | ||
562 | } | ||
563 | |||
564 | // This is a kludge to get avatar movement updates. | ||
565 | // The simulator expects collisions for avatars even if there are have been no collisions. | ||
566 | // The event updates avatar animations and stuff. | ||
567 | // If you fix avatar animation updates, remove this overhead and let normal collision processing happen. | ||
568 | foreach (BSPhysObject bsp in m_avatars) | ||
569 | if (!ObjectsWithCollisions.Contains(bsp)) // don't call avatars twice | ||
570 | bsp.SendCollisions(); | ||
571 | |||
572 | // Objects that are done colliding are removed from the ObjectsWithCollisions list. | ||
573 | // Not done above because it is inside an iteration of ObjectWithCollisions. | ||
574 | // This complex collision processing is required to create an empty collision | ||
575 | // event call after all collisions have happened on an object. This enables | ||
576 | // the simulator to generate the 'collision end' event. | ||
577 | if (ObjectsWithNoMoreCollisions.Count > 0) | ||
578 | { | ||
579 | foreach (BSPhysObject po in ObjectsWithNoMoreCollisions) | ||
580 | ObjectsWithCollisions.Remove(po); | ||
581 | ObjectsWithNoMoreCollisions.Clear(); | ||
582 | } | ||
583 | // Done with collisions. | ||
584 | |||
585 | // If any of the objects had updated properties, tell the object it has been changed by the physics engine | ||
586 | if (updatedEntityCount > 0) | ||
587 | { | ||
588 | for (int ii = 0; ii < updatedEntityCount; ii++) | ||
589 | { | ||
590 | |||
591 | BulletXNA.EntityProperties entprop = m_updateArray[ii]; | ||
592 | BSPhysObject pobj; | ||
593 | if (PhysObjects.TryGetValue(entprop.ID, out pobj)) | ||
594 | { | ||
595 | EntityProperties prop = new EntityProperties() | ||
596 | { | ||
597 | Acceleration = new Vector3(entprop.Acceleration.X, entprop.Acceleration.Y, entprop.Acceleration.Z), | ||
598 | ID = entprop.ID, | ||
599 | Position = new Vector3(entprop.Position.X,entprop.Position.Y,entprop.Position.Z), | ||
600 | Rotation = new Quaternion(entprop.Rotation.X,entprop.Rotation.Y,entprop.Rotation.Z,entprop.Rotation.W), | ||
601 | RotationalVelocity = new Vector3(entprop.AngularVelocity.X,entprop.AngularVelocity.Y,entprop.AngularVelocity.Z), | ||
602 | Velocity = new Vector3(entprop.Velocity.X,entprop.Velocity.Y,entprop.Velocity.Z) | ||
603 | }; | ||
604 | //m_log.Debug(pobj.Name + ":" + prop.ToString() + "\n"); | ||
605 | pobj.UpdateProperties(prop); | ||
606 | } | ||
607 | } | ||
608 | } | ||
609 | |||
610 | TriggerPostStepEvent(timeStep); | ||
611 | |||
612 | // The following causes the unmanaged code to output ALL the values found in ALL the objects in the world. | ||
613 | // Only enable this in a limited test world with few objects. | ||
614 | // BulletSimAPI.DumpAllInfo2(World.ptr); // DEBUG DEBUG DEBUG | ||
615 | |||
616 | // The physics engine returns the number of milliseconds it simulated this call. | ||
617 | // These are summed and normalized to one second and divided by 1000 to give the reported physics FPS. | ||
618 | // Multiply by 55 to give a nominal frame rate of 55. | ||
619 | return (float)numSubSteps * m_fixedTimeStep * 1000f * 55f; | ||
620 | } | ||
621 | |||
622 | // Something has collided | ||
623 | private void SendCollision(uint localID, uint collidingWith, Vector3 collidePoint, Vector3 collideNormal, float penetration) | ||
624 | { | ||
625 | if (localID <= TerrainManager.HighestTerrainID) | ||
626 | { | ||
627 | return; // don't send collisions to the terrain | ||
628 | } | ||
629 | |||
630 | BSPhysObject collider; | ||
631 | if (!PhysObjects.TryGetValue(localID, out collider)) | ||
632 | { | ||
633 | // If the object that is colliding cannot be found, just ignore the collision. | ||
634 | DetailLog("{0},BSScene.SendCollision,colliderNotInObjectList,id={1},with={2}", DetailLogZero, localID, collidingWith); | ||
635 | return; | ||
636 | } | ||
637 | |||
638 | // The terrain is not in the physical object list so 'collidee' can be null when Collide() is called. | ||
639 | BSPhysObject collidee = null; | ||
640 | PhysObjects.TryGetValue(collidingWith, out collidee); | ||
641 | |||
642 | // DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith); | ||
643 | |||
644 | if (collider.Collide(collidingWith, collidee, collidePoint, collideNormal, penetration)) | ||
645 | { | ||
646 | // If a collision was posted, remember to send it to the simulator | ||
647 | ObjectsWithCollisions.Add(collider); | ||
648 | } | ||
649 | |||
650 | return; | ||
651 | } | ||
652 | |||
653 | #endregion // Simulation | ||
654 | |||
655 | public override void GetResults() { } | ||
656 | |||
657 | #region Terrain | ||
658 | |||
659 | public override void SetTerrain(float[] heightMap) { | ||
660 | TerrainManager.SetTerrain(heightMap); | ||
661 | } | ||
662 | |||
663 | public override void SetWaterLevel(float baseheight) | ||
664 | { | ||
665 | SimpleWaterLevel = baseheight; | ||
666 | } | ||
667 | |||
668 | public override void DeleteTerrain() | ||
669 | { | ||
670 | // m_log.DebugFormat("{0}: DeleteTerrain()", LogHeader); | ||
671 | } | ||
672 | |||
673 | // Although no one seems to check this, I do support combining. | ||
674 | public override bool SupportsCombining() | ||
675 | { | ||
676 | return TerrainManager.SupportsCombining(); | ||
677 | } | ||
678 | // This call says I am a child to region zero in a mega-region. 'pScene' is that | ||
679 | // of region zero, 'offset' is my offset from regions zero's origin, and | ||
680 | // 'extents' is the largest XY that is handled in my region. | ||
681 | public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) | ||
682 | { | ||
683 | TerrainManager.Combine(pScene, offset, extents); | ||
684 | } | ||
685 | |||
686 | // Unhook all the combining that I know about. | ||
687 | public override void UnCombine(PhysicsScene pScene) | ||
688 | { | ||
689 | TerrainManager.UnCombine(pScene); | ||
690 | } | ||
691 | |||
692 | #endregion // Terrain | ||
693 | |||
694 | public override Dictionary<uint, float> GetTopColliders() | ||
695 | { | ||
696 | return new Dictionary<uint, float>(); | ||
697 | } | ||
698 | |||
699 | public override bool IsThreaded { get { return false; } } | ||
700 | |||
701 | #region Taints | ||
702 | // The simulation execution order is: | ||
703 | // Simulate() | ||
704 | // DoOneTimeTaints | ||
705 | // TriggerPreStepEvent | ||
706 | // DoOneTimeTaints | ||
707 | // Step() | ||
708 | // ProcessAndForwardCollisions | ||
709 | // ProcessAndForwardPropertyUpdates | ||
710 | // TriggerPostStepEvent | ||
711 | |||
712 | // Calls to the PhysicsActors can't directly call into the physics engine | ||
713 | // because it might be busy. We delay changes to a known time. | ||
714 | // We rely on C#'s closure to save and restore the context for the delegate. | ||
715 | public void TaintedObject(String ident, TaintCallback callback) | ||
716 | { | ||
717 | if (!m_initialized) return; | ||
718 | |||
719 | lock (_taintLock) | ||
720 | { | ||
721 | _taintOperations.Add(new TaintCallbackEntry(ident, callback)); | ||
722 | } | ||
723 | |||
724 | return; | ||
725 | } | ||
726 | |||
727 | // Sometimes a potentially tainted operation can be used in and out of taint time. | ||
728 | // This routine executes the command immediately if in taint-time otherwise it is queued. | ||
729 | public void TaintedObject(bool inTaintTime, string ident, TaintCallback callback) | ||
730 | { | ||
731 | if (inTaintTime) | ||
732 | callback(); | ||
733 | else | ||
734 | TaintedObject(ident, callback); | ||
735 | } | ||
736 | |||
737 | private void TriggerPreStepEvent(float timeStep) | ||
738 | { | ||
739 | PreStepAction actions = BeforeStep; | ||
740 | if (actions != null) | ||
741 | actions(timeStep); | ||
742 | |||
743 | } | ||
744 | |||
745 | private void TriggerPostStepEvent(float timeStep) | ||
746 | { | ||
747 | PreStepAction actions = AfterStep; | ||
748 | if (actions != null) | ||
749 | actions(timeStep); | ||
750 | |||
751 | } | ||
752 | |||
753 | // When someone tries to change a property on a BSPrim or BSCharacter, the object queues | ||
754 | // a callback into itself to do the actual property change. That callback is called | ||
755 | // here just before the physics engine is called to step the simulation. | ||
756 | public void ProcessTaints() | ||
757 | { | ||
758 | ProcessRegularTaints(); | ||
759 | ProcessPostTaintTaints(); | ||
760 | } | ||
761 | |||
762 | private void ProcessRegularTaints() | ||
763 | { | ||
764 | if (_taintOperations.Count > 0) // save allocating new list if there is nothing to process | ||
765 | { | ||
766 | // swizzle a new list into the list location so we can process what's there | ||
767 | List<TaintCallbackEntry> oldList; | ||
768 | lock (_taintLock) | ||
769 | { | ||
770 | oldList = _taintOperations; | ||
771 | _taintOperations = new List<TaintCallbackEntry>(); | ||
772 | } | ||
773 | |||
774 | foreach (TaintCallbackEntry tcbe in oldList) | ||
775 | { | ||
776 | try | ||
777 | { | ||
778 | DetailLog("{0},BSScene.ProcessTaints,doTaint,id={1}", DetailLogZero, tcbe.ident); // DEBUG DEBUG DEBUG | ||
779 | tcbe.callback(); | ||
780 | } | ||
781 | catch (Exception e) | ||
782 | { | ||
783 | m_log.ErrorFormat("{0}: ProcessTaints: {1}: Exception: {2}", LogHeader, tcbe.ident, e); | ||
784 | } | ||
785 | } | ||
786 | oldList.Clear(); | ||
787 | } | ||
788 | } | ||
789 | |||
790 | // Schedule an update to happen after all the regular taints are processed. | ||
791 | // Note that new requests for the same operation ("ident") for the same object ("ID") | ||
792 | // will replace any previous operation by the same object. | ||
793 | public void PostTaintObject(String ident, uint ID, TaintCallback callback) | ||
794 | { | ||
795 | string uniqueIdent = ident + "-" + ID.ToString(); | ||
796 | lock (_taintLock) | ||
797 | { | ||
798 | _postTaintOperations[uniqueIdent] = new TaintCallbackEntry(uniqueIdent, callback); | ||
799 | } | ||
800 | |||
801 | return; | ||
802 | } | ||
803 | |||
804 | // Taints that happen after the normal taint processing but before the simulation step. | ||
805 | private void ProcessPostTaintTaints() | ||
806 | { | ||
807 | if (_postTaintOperations.Count > 0) | ||
808 | { | ||
809 | Dictionary<string, TaintCallbackEntry> oldList; | ||
810 | lock (_taintLock) | ||
811 | { | ||
812 | oldList = _postTaintOperations; | ||
813 | _postTaintOperations = new Dictionary<string, TaintCallbackEntry>(); | ||
814 | } | ||
815 | |||
816 | foreach (KeyValuePair<string,TaintCallbackEntry> kvp in oldList) | ||
817 | { | ||
818 | try | ||
819 | { | ||
820 | DetailLog("{0},BSScene.ProcessPostTaintTaints,doTaint,id={1}", DetailLogZero, kvp.Key); // DEBUG DEBUG DEBUG | ||
821 | kvp.Value.callback(); | ||
822 | } | ||
823 | catch (Exception e) | ||
824 | { | ||
825 | m_log.ErrorFormat("{0}: ProcessPostTaintTaints: {1}: Exception: {2}", LogHeader, kvp.Key, e); | ||
826 | } | ||
827 | } | ||
828 | oldList.Clear(); | ||
829 | } | ||
830 | } | ||
831 | |||
832 | // Only used for debugging. Does not change state of anything so locking is not necessary. | ||
833 | public bool AssertInTaintTime(string whereFrom) | ||
834 | { | ||
835 | if (!InTaintTime) | ||
836 | { | ||
837 | DetailLog("{0},BSScene.AssertInTaintTime,NOT IN TAINT TIME,Region={1},Where={2}", DetailLogZero, RegionName, whereFrom); | ||
838 | m_log.ErrorFormat("{0} NOT IN TAINT TIME!! Region={1}, Where={2}", LogHeader, RegionName, whereFrom); | ||
839 | Util.PrintCallStack(DetailLog); | ||
840 | } | ||
841 | return InTaintTime; | ||
842 | } | ||
843 | |||
844 | #endregion // Taints | ||
845 | |||
846 | #region INI and command line parameter processing | ||
847 | |||
848 | #region IPhysicsParameters | ||
849 | // Get the list of parameters this physics engine supports | ||
850 | public PhysParameterEntry[] GetParameterList() | ||
851 | { | ||
852 | BSParam.BuildParameterTable(); | ||
853 | return BSParam.SettableParameters; | ||
854 | } | ||
855 | |||
856 | // Set parameter on a specific or all instances. | ||
857 | // Return 'false' if not able to set the parameter. | ||
858 | // Setting the value in the m_params block will change the value the physics engine | ||
859 | // will use the next time since it's pinned and shared memory. | ||
860 | // Some of the values require calling into the physics engine to get the new | ||
861 | // value activated ('terrainFriction' for instance). | ||
862 | public bool SetPhysicsParameter(string parm, float val, uint localID) | ||
863 | { | ||
864 | bool ret = false; | ||
865 | BSParam.ParameterDefn theParam; | ||
866 | if (BSParam.TryGetParameter(parm, out theParam)) | ||
867 | { | ||
868 | theParam.setter(this, parm, localID, val); | ||
869 | ret = true; | ||
870 | } | ||
871 | return ret; | ||
872 | } | ||
873 | |||
874 | // update all the localIDs specified | ||
875 | // If the local ID is APPLY_TO_NONE, just change the default value | ||
876 | // If the localID is APPLY_TO_ALL change the default value and apply the new value to all the lIDs | ||
877 | // If the localID is a specific object, apply the parameter change to only that object | ||
878 | internal delegate void AssignVal(float x); | ||
879 | internal void UpdateParameterObject(AssignVal setDefault, string parm, uint localID, float val) | ||
880 | { | ||
881 | List<uint> objectIDs = new List<uint>(); | ||
882 | switch (localID) | ||
883 | { | ||
884 | case PhysParameterEntry.APPLY_TO_NONE: | ||
885 | setDefault(val); // setting only the default value | ||
886 | // This will cause a call into the physical world if some operation is specified (SetOnObject). | ||
887 | objectIDs.Add(TERRAIN_ID); | ||
888 | TaintedUpdateParameter(parm, objectIDs, val); | ||
889 | break; | ||
890 | case PhysParameterEntry.APPLY_TO_ALL: | ||
891 | setDefault(val); // setting ALL also sets the default value | ||
892 | lock (PhysObjects) objectIDs = new List<uint>(PhysObjects.Keys); | ||
893 | TaintedUpdateParameter(parm, objectIDs, val); | ||
894 | break; | ||
895 | default: | ||
896 | // setting only one localID | ||
897 | objectIDs.Add(localID); | ||
898 | TaintedUpdateParameter(parm, objectIDs, val); | ||
899 | break; | ||
900 | } | ||
901 | } | ||
902 | |||
903 | // schedule the actual updating of the paramter to when the phys engine is not busy | ||
904 | private void TaintedUpdateParameter(string parm, List<uint> lIDs, float val) | ||
905 | { | ||
906 | float xval = val; | ||
907 | List<uint> xlIDs = lIDs; | ||
908 | string xparm = parm; | ||
909 | TaintedObject("BSScene.UpdateParameterSet", delegate() { | ||
910 | BSParam.ParameterDefn thisParam; | ||
911 | if (BSParam.TryGetParameter(xparm, out thisParam)) | ||
912 | { | ||
913 | if (thisParam.onObject != null) | ||
914 | { | ||
915 | foreach (uint lID in xlIDs) | ||
916 | { | ||
917 | BSPhysObject theObject = null; | ||
918 | PhysObjects.TryGetValue(lID, out theObject); | ||
919 | thisParam.onObject(this, theObject, xval); | ||
920 | } | ||
921 | } | ||
922 | } | ||
923 | }); | ||
924 | } | ||
925 | |||
926 | // Get parameter. | ||
927 | // Return 'false' if not able to get the parameter. | ||
928 | public bool GetPhysicsParameter(string parm, out float value) | ||
929 | { | ||
930 | float val = 0f; | ||
931 | bool ret = false; | ||
932 | BSParam.ParameterDefn theParam; | ||
933 | if (BSParam.TryGetParameter(parm, out theParam)) | ||
934 | { | ||
935 | val = theParam.getter(this); | ||
936 | ret = true; | ||
937 | } | ||
938 | value = val; | ||
939 | return ret; | ||
940 | } | ||
941 | |||
942 | #endregion IPhysicsParameters | ||
943 | |||
944 | #endregion Runtime settable parameters | ||
945 | |||
946 | // Invoke the detailed logger and output something if it's enabled. | ||
947 | public void DetailLog(string msg, params Object[] args) | ||
948 | { | ||
949 | PhysicsLogging.Write(msg, args); | ||
950 | // Add the Flush() if debugging crashes. Gets all the messages written out. | ||
951 | if (m_physicsLoggingDoFlush) PhysicsLogging.Flush(); | ||
952 | } | ||
953 | // Used to fill in the LocalID when there isn't one. It's the correct number of characters. | ||
954 | public const string DetailLogZero = "0000000000"; | ||
955 | |||
956 | } | ||
957 | } | ||