diff options
Diffstat (limited to 'OpenSim/Region/Physics')
-rw-r--r-- | OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsActor.cs | 42 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPrim.cs | 314 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs | 41 | ||||
-rw-r--r-- | OpenSim/Region/Physics/Manager/PhysicsScene.cs | 14 | ||||
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/ODECharacter.cs | 10 | ||||
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | 472 | ||||
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/OdeScene.cs | 428 |
7 files changed, 964 insertions, 357 deletions
diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsActor.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsActor.cs index b1a3ff9..e43136a 100644 --- a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsActor.cs +++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsActor.cs | |||
@@ -36,13 +36,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin | |||
36 | { | 36 | { |
37 | public class BasicActor : PhysicsActor | 37 | public class BasicActor : PhysicsActor |
38 | { | 38 | { |
39 | private Vector3 _position; | ||
40 | private Vector3 _velocity; | ||
41 | private Vector3 _acceleration; | ||
42 | private Vector3 _size; | 39 | private Vector3 _size; |
43 | private Vector3 m_rotationalVelocity; | ||
44 | private bool flying; | ||
45 | private bool iscolliding; | ||
46 | 40 | ||
47 | public BasicActor(Vector3 size) | 41 | public BasicActor(Vector3 size) |
48 | { | 42 | { |
@@ -55,11 +49,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin | |||
55 | set { return; } | 49 | set { return; } |
56 | } | 50 | } |
57 | 51 | ||
58 | public override Vector3 RotationalVelocity | 52 | public override Vector3 RotationalVelocity { get; set; } |
59 | { | ||
60 | get { return m_rotationalVelocity; } | ||
61 | set { m_rotationalVelocity = value; } | ||
62 | } | ||
63 | 53 | ||
64 | public override bool SetAlwaysRun | 54 | public override bool SetAlwaysRun |
65 | { | 55 | { |
@@ -105,17 +95,9 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin | |||
105 | set { return; } | 95 | set { return; } |
106 | } | 96 | } |
107 | 97 | ||
108 | public override bool Flying | 98 | public override bool Flying { get; set; } |
109 | { | ||
110 | get { return flying; } | ||
111 | set { flying = value; } | ||
112 | } | ||
113 | 99 | ||
114 | public override bool IsColliding | 100 | public override bool IsColliding { get; set; } |
115 | { | ||
116 | get { return iscolliding; } | ||
117 | set { iscolliding = value; } | ||
118 | } | ||
119 | 101 | ||
120 | public override bool CollidingGround | 102 | public override bool CollidingGround |
121 | { | 103 | { |
@@ -134,11 +116,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin | |||
134 | get { return false; } | 116 | get { return false; } |
135 | } | 117 | } |
136 | 118 | ||
137 | public override Vector3 Position | 119 | public override Vector3 Position { get; set; } |
138 | { | ||
139 | get { return _position; } | ||
140 | set { _position = value; } | ||
141 | } | ||
142 | 120 | ||
143 | public override Vector3 Size | 121 | public override Vector3 Size |
144 | { | 122 | { |
@@ -206,11 +184,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin | |||
206 | get { return Vector3.Zero; } | 184 | get { return Vector3.Zero; } |
207 | } | 185 | } |
208 | 186 | ||
209 | public override Vector3 Velocity | 187 | public override Vector3 Velocity { get; set; } |
210 | { | ||
211 | get { return _velocity; } | ||
212 | set { _velocity = value; } | ||
213 | } | ||
214 | 188 | ||
215 | public override Vector3 Torque | 189 | public override Vector3 Torque |
216 | { | 190 | { |
@@ -230,11 +204,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin | |||
230 | set { } | 204 | set { } |
231 | } | 205 | } |
232 | 206 | ||
233 | public override Vector3 Acceleration | 207 | public override Vector3 Acceleration { get; set; } |
234 | { | ||
235 | get { return _acceleration; } | ||
236 | set { _acceleration = value; } | ||
237 | } | ||
238 | 208 | ||
239 | public override bool Kinematic | 209 | public override bool Kinematic |
240 | { | 210 | { |
diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPrim.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPrim.cs new file mode 100644 index 0000000..b89eeed --- /dev/null +++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPrim.cs | |||
@@ -0,0 +1,314 @@ | |||
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 copyright | ||
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 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using Nini.Config; | ||
31 | using OpenMetaverse; | ||
32 | using OpenSim.Framework; | ||
33 | using OpenSim.Region.Physics.Manager; | ||
34 | |||
35 | namespace OpenSim.Region.Physics.BasicPhysicsPlugin | ||
36 | { | ||
37 | public class BasicPhysicsPrim : PhysicsActor | ||
38 | { | ||
39 | private Vector3 _size; | ||
40 | private PrimitiveBaseShape _shape; | ||
41 | |||
42 | public BasicPhysicsPrim( | ||
43 | string name, uint localId, Vector3 position, Vector3 size, Quaternion orientation, PrimitiveBaseShape shape) | ||
44 | { | ||
45 | Name = name; | ||
46 | LocalID = localId; | ||
47 | Position = position; | ||
48 | Size = size; | ||
49 | Orientation = orientation; | ||
50 | Shape = shape; | ||
51 | } | ||
52 | |||
53 | public override int PhysicsActorType | ||
54 | { | ||
55 | get { return (int) ActorTypes.Agent; } | ||
56 | set { return; } | ||
57 | } | ||
58 | |||
59 | public override Vector3 RotationalVelocity { get; set; } | ||
60 | |||
61 | public override bool SetAlwaysRun | ||
62 | { | ||
63 | get { return false; } | ||
64 | set { return; } | ||
65 | } | ||
66 | |||
67 | public override uint LocalID | ||
68 | { | ||
69 | set { return; } | ||
70 | } | ||
71 | |||
72 | public override bool Grabbed | ||
73 | { | ||
74 | set { return; } | ||
75 | } | ||
76 | |||
77 | public override bool Selected | ||
78 | { | ||
79 | set { return; } | ||
80 | } | ||
81 | |||
82 | public override float Buoyancy | ||
83 | { | ||
84 | get { return 0f; } | ||
85 | set { return; } | ||
86 | } | ||
87 | |||
88 | public override bool FloatOnWater | ||
89 | { | ||
90 | set { return; } | ||
91 | } | ||
92 | |||
93 | public override bool IsPhysical | ||
94 | { | ||
95 | get { return false; } | ||
96 | set { return; } | ||
97 | } | ||
98 | |||
99 | public override bool ThrottleUpdates | ||
100 | { | ||
101 | get { return false; } | ||
102 | set { return; } | ||
103 | } | ||
104 | |||
105 | public override bool Flying { get; set; } | ||
106 | |||
107 | public override bool IsColliding { get; set; } | ||
108 | |||
109 | public override bool CollidingGround | ||
110 | { | ||
111 | get { return false; } | ||
112 | set { return; } | ||
113 | } | ||
114 | |||
115 | public override bool CollidingObj | ||
116 | { | ||
117 | get { return false; } | ||
118 | set { return; } | ||
119 | } | ||
120 | |||
121 | public override bool Stopped | ||
122 | { | ||
123 | get { return false; } | ||
124 | } | ||
125 | |||
126 | public override Vector3 Position { get; set; } | ||
127 | |||
128 | public override Vector3 Size | ||
129 | { | ||
130 | get { return _size; } | ||
131 | set { | ||
132 | _size = value; | ||
133 | _size.Z = _size.Z / 2.0f; | ||
134 | } | ||
135 | } | ||
136 | |||
137 | public override PrimitiveBaseShape Shape | ||
138 | { | ||
139 | set { _shape = value; } | ||
140 | } | ||
141 | |||
142 | public override float Mass | ||
143 | { | ||
144 | get { return 0f; } | ||
145 | } | ||
146 | |||
147 | public override Vector3 Force | ||
148 | { | ||
149 | get { return Vector3.Zero; } | ||
150 | set { return; } | ||
151 | } | ||
152 | |||
153 | public override int VehicleType | ||
154 | { | ||
155 | get { return 0; } | ||
156 | set { return; } | ||
157 | } | ||
158 | |||
159 | public override void VehicleFloatParam(int param, float value) | ||
160 | { | ||
161 | |||
162 | } | ||
163 | |||
164 | public override void VehicleVectorParam(int param, Vector3 value) | ||
165 | { | ||
166 | |||
167 | } | ||
168 | |||
169 | public override void VehicleRotationParam(int param, Quaternion rotation) | ||
170 | { | ||
171 | |||
172 | } | ||
173 | |||
174 | public override void VehicleFlags(int param, bool remove) | ||
175 | { | ||
176 | |||
177 | } | ||
178 | |||
179 | public override void SetVolumeDetect(int param) | ||
180 | { | ||
181 | |||
182 | } | ||
183 | |||
184 | public override Vector3 CenterOfMass | ||
185 | { | ||
186 | get { return Vector3.Zero; } | ||
187 | } | ||
188 | |||
189 | public override Vector3 GeometricCenter | ||
190 | { | ||
191 | get { return Vector3.Zero; } | ||
192 | } | ||
193 | |||
194 | public override Vector3 Velocity { get; set; } | ||
195 | |||
196 | public override Vector3 Torque | ||
197 | { | ||
198 | get { return Vector3.Zero; } | ||
199 | set { return; } | ||
200 | } | ||
201 | |||
202 | public override float CollisionScore | ||
203 | { | ||
204 | get { return 0f; } | ||
205 | set { } | ||
206 | } | ||
207 | |||
208 | public override Quaternion Orientation { get; set; } | ||
209 | |||
210 | public override Vector3 Acceleration { get; set; } | ||
211 | |||
212 | public override bool Kinematic | ||
213 | { | ||
214 | get { return true; } | ||
215 | set { } | ||
216 | } | ||
217 | |||
218 | public override void link(PhysicsActor obj) | ||
219 | { | ||
220 | } | ||
221 | |||
222 | public override void delink() | ||
223 | { | ||
224 | } | ||
225 | |||
226 | public override void LockAngularMotion(Vector3 axis) | ||
227 | { | ||
228 | } | ||
229 | |||
230 | public override void AddForce(Vector3 force, bool pushforce) | ||
231 | { | ||
232 | } | ||
233 | |||
234 | public override void AddAngularForce(Vector3 force, bool pushforce) | ||
235 | { | ||
236 | } | ||
237 | |||
238 | public override void SetMomentum(Vector3 momentum) | ||
239 | { | ||
240 | } | ||
241 | |||
242 | public override void CrossingFailure() | ||
243 | { | ||
244 | } | ||
245 | |||
246 | public override Vector3 PIDTarget | ||
247 | { | ||
248 | set { return; } | ||
249 | } | ||
250 | |||
251 | public override bool PIDActive | ||
252 | { | ||
253 | set { return; } | ||
254 | } | ||
255 | |||
256 | public override float PIDTau | ||
257 | { | ||
258 | set { return; } | ||
259 | } | ||
260 | |||
261 | public override float PIDHoverHeight | ||
262 | { | ||
263 | set { return; } | ||
264 | } | ||
265 | |||
266 | public override bool PIDHoverActive | ||
267 | { | ||
268 | set { return; } | ||
269 | } | ||
270 | |||
271 | public override PIDHoverType PIDHoverType | ||
272 | { | ||
273 | set { return; } | ||
274 | } | ||
275 | |||
276 | public override float PIDHoverTau | ||
277 | { | ||
278 | set { return; } | ||
279 | } | ||
280 | |||
281 | public override Quaternion APIDTarget | ||
282 | { | ||
283 | set { return; } | ||
284 | } | ||
285 | |||
286 | public override bool APIDActive | ||
287 | { | ||
288 | set { return; } | ||
289 | } | ||
290 | |||
291 | public override float APIDStrength | ||
292 | { | ||
293 | set { return; } | ||
294 | } | ||
295 | |||
296 | public override float APIDDamping | ||
297 | { | ||
298 | set { return; } | ||
299 | } | ||
300 | |||
301 | public override void SubscribeEvents(int ms) | ||
302 | { | ||
303 | } | ||
304 | |||
305 | public override void UnSubscribeEvents() | ||
306 | { | ||
307 | } | ||
308 | |||
309 | public override bool SubscribedEvents() | ||
310 | { | ||
311 | return false; | ||
312 | } | ||
313 | } | ||
314 | } | ||
diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs index 2e14216..f5826ed 100644 --- a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs +++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs | |||
@@ -34,9 +34,17 @@ using OpenSim.Region.Physics.Manager; | |||
34 | 34 | ||
35 | namespace OpenSim.Region.Physics.BasicPhysicsPlugin | 35 | namespace OpenSim.Region.Physics.BasicPhysicsPlugin |
36 | { | 36 | { |
37 | /// <summary> | ||
38 | /// This is an incomplete extremely basic physics implementation | ||
39 | /// </summary> | ||
40 | /// <remarks> | ||
41 | /// Not useful for anything at the moment apart from some regression testing in other components where some form | ||
42 | /// of physics plugin is needed. | ||
43 | /// </remarks> | ||
37 | public class BasicScene : PhysicsScene | 44 | public class BasicScene : PhysicsScene |
38 | { | 45 | { |
39 | private List<BasicActor> _actors = new List<BasicActor>(); | 46 | private List<BasicActor> _actors = new List<BasicActor>(); |
47 | private List<BasicPhysicsPrim> _prims = new List<BasicPhysicsPrim>(); | ||
40 | private float[] _heightMap; | 48 | private float[] _heightMap; |
41 | 49 | ||
42 | //protected internal string sceneIdentifier; | 50 | //protected internal string sceneIdentifier; |
@@ -50,10 +58,19 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin | |||
50 | { | 58 | { |
51 | } | 59 | } |
52 | 60 | ||
53 | public override void Dispose() | 61 | public override void Dispose() {} |
62 | |||
63 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, | ||
64 | Vector3 size, Quaternion rotation, bool isPhysical, uint localid) | ||
54 | { | 65 | { |
66 | BasicPhysicsPrim prim = new BasicPhysicsPrim(primName, localid, position, size, rotation, pbs); | ||
67 | prim.IsPhysical = isPhysical; | ||
68 | |||
69 | _prims.Add(prim); | ||
55 | 70 | ||
71 | return prim; | ||
56 | } | 72 | } |
73 | |||
57 | public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) | 74 | public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) |
58 | { | 75 | { |
59 | BasicActor act = new BasicActor(size); | 76 | BasicActor act = new BasicActor(size); |
@@ -63,30 +80,18 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin | |||
63 | return act; | 80 | return act; |
64 | } | 81 | } |
65 | 82 | ||
66 | public override void RemovePrim(PhysicsActor prim) | 83 | public override void RemovePrim(PhysicsActor actor) |
67 | { | 84 | { |
85 | BasicPhysicsPrim prim = (BasicPhysicsPrim)actor; | ||
86 | if (_prims.Contains(prim)) | ||
87 | _prims.Remove(prim); | ||
68 | } | 88 | } |
69 | 89 | ||
70 | public override void RemoveAvatar(PhysicsActor actor) | 90 | public override void RemoveAvatar(PhysicsActor actor) |
71 | { | 91 | { |
72 | BasicActor act = (BasicActor) actor; | 92 | BasicActor act = (BasicActor)actor; |
73 | if (_actors.Contains(act)) | 93 | if (_actors.Contains(act)) |
74 | { | ||
75 | _actors.Remove(act); | 94 | _actors.Remove(act); |
76 | } | ||
77 | } | ||
78 | |||
79 | /* | ||
80 | public override PhysicsActor AddPrim(Vector3 position, Vector3 size, Quaternion rotation) | ||
81 | { | ||
82 | return null; | ||
83 | } | ||
84 | */ | ||
85 | |||
86 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, | ||
87 | Vector3 size, Quaternion rotation, bool isPhysical, uint localid) | ||
88 | { | ||
89 | return null; | ||
90 | } | 95 | } |
91 | 96 | ||
92 | public override void AddPhysicsActorTaint(PhysicsActor prim) | 97 | public override void AddPhysicsActorTaint(PhysicsActor prim) |
diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs index d10a2aa..cfede55 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs | |||
@@ -241,8 +241,22 @@ namespace OpenSim.Region.Physics.Manager | |||
241 | 241 | ||
242 | public abstract void AddPhysicsActorTaint(PhysicsActor prim); | 242 | public abstract void AddPhysicsActorTaint(PhysicsActor prim); |
243 | 243 | ||
244 | /// <summary> | ||
245 | /// Perform a simulation of the current physics scene over the given timestep. | ||
246 | /// </summary> | ||
247 | /// <param name="timeStep"></param> | ||
248 | /// <returns>The number of frames simulated over that period.</returns> | ||
244 | public abstract float Simulate(float timeStep); | 249 | public abstract float Simulate(float timeStep); |
245 | 250 | ||
251 | /// <summary> | ||
252 | /// Get statistics about this scene. | ||
253 | /// </summary> | ||
254 | /// <remarks>This facility is currently experimental and subject to change.</remarks> | ||
255 | /// <returns> | ||
256 | /// A dictionary where the key is the statistic name. If no statistics are supplied then returns null. | ||
257 | /// </returns> | ||
258 | public virtual Dictionary<string, float> GetStats() { return null; } | ||
259 | |||
246 | public abstract void GetResults(); | 260 | public abstract void GetResults(); |
247 | 261 | ||
248 | public abstract void SetTerrain(float[] heightMap); | 262 | public abstract void SetTerrain(float[] heightMap); |
diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs index 8397eb4..54b69a2 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs | |||
@@ -1261,14 +1261,20 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1261 | { | 1261 | { |
1262 | m_requestedUpdateFrequency = ms; | 1262 | m_requestedUpdateFrequency = ms; |
1263 | m_eventsubscription = ms; | 1263 | m_eventsubscription = ms; |
1264 | CollisionEventsThisFrame.Clear(); | 1264 | |
1265 | // Don't clear collision event reporting here. This is called directly from scene code and so can lead | ||
1266 | // to a race condition with the simulate loop | ||
1267 | |||
1265 | _parent_scene.AddCollisionEventReporting(this); | 1268 | _parent_scene.AddCollisionEventReporting(this); |
1266 | } | 1269 | } |
1267 | 1270 | ||
1268 | public override void UnSubscribeEvents() | 1271 | public override void UnSubscribeEvents() |
1269 | { | 1272 | { |
1270 | CollisionEventsThisFrame.Clear(); | 1273 | CollisionEventsThisFrame.Clear(); |
1271 | _parent_scene.RemoveCollisionEventReporting(this); | 1274 | |
1275 | // Don't clear collision event reporting here. This is called directly from scene code and so can lead | ||
1276 | // to a race condition with the simulate loop | ||
1277 | |||
1272 | m_requestedUpdateFrequency = 0; | 1278 | m_requestedUpdateFrequency = 0; |
1273 | m_eventsubscription = 0; | 1279 | m_eventsubscription = 0; |
1274 | } | 1280 | } |
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs index 6f37347..a41c856 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | |||
@@ -156,7 +156,15 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
156 | /// </summary> | 156 | /// </summary> |
157 | public IntPtr m_targetSpace = IntPtr.Zero; | 157 | public IntPtr m_targetSpace = IntPtr.Zero; |
158 | 158 | ||
159 | /// <summary> | ||
160 | /// The prim geometry, used for collision detection. | ||
161 | /// </summary> | ||
162 | /// <remarks> | ||
163 | /// This is never null except for a brief period when the geometry needs to be replaced (due to resizing or | ||
164 | /// mesh change) or when the physical prim is being removed from the scene. | ||
165 | /// </remarks> | ||
159 | public IntPtr prim_geom { get; private set; } | 166 | public IntPtr prim_geom { get; private set; } |
167 | |||
160 | public IntPtr _triMeshData { get; private set; } | 168 | public IntPtr _triMeshData { get; private set; } |
161 | 169 | ||
162 | private IntPtr _linkJointGroup = IntPtr.Zero; | 170 | private IntPtr _linkJointGroup = IntPtr.Zero; |
@@ -325,14 +333,12 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
325 | { | 333 | { |
326 | prim_geom = geom; | 334 | prim_geom = geom; |
327 | //Console.WriteLine("SetGeom to " + prim_geom + " for " + Name); | 335 | //Console.WriteLine("SetGeom to " + prim_geom + " for " + Name); |
328 | if (prim_geom != IntPtr.Zero) | ||
329 | { | ||
330 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
331 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
332 | 336 | ||
333 | _parent_scene.geom_name_map[prim_geom] = Name; | 337 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); |
334 | _parent_scene.actor_name_map[prim_geom] = this; | 338 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); |
335 | } | 339 | |
340 | _parent_scene.geom_name_map[prim_geom] = Name; | ||
341 | _parent_scene.actor_name_map[prim_geom] = this; | ||
336 | 342 | ||
337 | if (childPrim) | 343 | if (childPrim) |
338 | { | 344 | { |
@@ -765,11 +771,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
765 | m_collisionCategories &= ~CollisionCategories.Body; | 771 | m_collisionCategories &= ~CollisionCategories.Body; |
766 | m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); | 772 | m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); |
767 | 773 | ||
768 | if (prim_geom != IntPtr.Zero) | 774 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); |
769 | { | 775 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); |
770 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
771 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
772 | } | ||
773 | 776 | ||
774 | d.BodyDestroy(Body); | 777 | d.BodyDestroy(Body); |
775 | lock (childrenPrim) | 778 | lock (childrenPrim) |
@@ -793,11 +796,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
793 | m_collisionCategories &= ~CollisionCategories.Body; | 796 | m_collisionCategories &= ~CollisionCategories.Body; |
794 | m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); | 797 | m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land); |
795 | 798 | ||
796 | if (prim_geom != IntPtr.Zero) | 799 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); |
797 | { | 800 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); |
798 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
799 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
800 | } | ||
801 | 801 | ||
802 | Body = IntPtr.Zero; | 802 | Body = IntPtr.Zero; |
803 | } | 803 | } |
@@ -864,10 +864,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
864 | // _parent_scene.waitForSpaceUnlock(m_targetSpace); | 864 | // _parent_scene.waitForSpaceUnlock(m_targetSpace); |
865 | try | 865 | try |
866 | { | 866 | { |
867 | if (prim_geom == IntPtr.Zero) | 867 | SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null)); |
868 | { | ||
869 | SetGeom(d.CreateTriMesh(m_targetSpace, _triMeshData, parent_scene.triCallback, null, null)); | ||
870 | } | ||
871 | } | 868 | } |
872 | catch (AccessViolationException) | 869 | catch (AccessViolationException) |
873 | { | 870 | { |
@@ -890,73 +887,67 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
890 | #if SPAM | 887 | #if SPAM |
891 | Console.WriteLine("ZProcessTaints for " + Name); | 888 | Console.WriteLine("ZProcessTaints for " + Name); |
892 | #endif | 889 | #endif |
890 | |||
891 | // This must be processed as the very first taint so that later operations have a prim_geom to work with | ||
892 | // if this is a new prim. | ||
893 | if (m_taintadd) | 893 | if (m_taintadd) |
894 | { | ||
895 | changeadd(); | 894 | changeadd(); |
896 | } | ||
897 | |||
898 | if (prim_geom != IntPtr.Zero) | ||
899 | { | ||
900 | if (!_position.ApproxEquals(m_taintposition, 0f)) | ||
901 | changemove(); | ||
902 | 895 | ||
903 | if (m_taintrot != _orientation) | 896 | if (!_position.ApproxEquals(m_taintposition, 0f)) |
904 | { | 897 | changemove(); |
905 | if (childPrim && IsPhysical) // For physical child prim... | 898 | |
906 | { | 899 | if (m_taintrot != _orientation) |
907 | rotate(); | 900 | { |
908 | // KF: ODE will also rotate the parent prim! | 901 | if (childPrim && IsPhysical) // For physical child prim... |
909 | // so rotate the root back to where it was | 902 | { |
910 | OdePrim parent = (OdePrim)_parent; | 903 | rotate(); |
911 | parent.rotate(); | 904 | // KF: ODE will also rotate the parent prim! |
912 | } | 905 | // so rotate the root back to where it was |
913 | else | 906 | OdePrim parent = (OdePrim)_parent; |
914 | { | 907 | parent.rotate(); |
915 | //Just rotate the prim | ||
916 | rotate(); | ||
917 | } | ||
918 | } | 908 | } |
919 | 909 | else | |
920 | if (m_taintPhysics != IsPhysical && !(m_taintparent != _parent)) | 910 | { |
921 | changePhysicsStatus(); | 911 | //Just rotate the prim |
912 | rotate(); | ||
913 | } | ||
914 | } | ||
915 | |||
916 | if (m_taintPhysics != IsPhysical && !(m_taintparent != _parent)) | ||
917 | changePhysicsStatus(); | ||
922 | 918 | ||
923 | if (!_size.ApproxEquals(m_taintsize, 0f)) | 919 | if (!_size.ApproxEquals(m_taintsize, 0f)) |
924 | changesize(); | 920 | changesize(); |
925 | 921 | ||
926 | if (m_taintshape) | 922 | if (m_taintshape) |
927 | changeshape(); | 923 | changeshape(); |
928 | 924 | ||
929 | if (m_taintforce) | 925 | if (m_taintforce) |
930 | changeAddForce(); | 926 | changeAddForce(); |
931 | 927 | ||
932 | if (m_taintaddangularforce) | 928 | if (m_taintaddangularforce) |
933 | changeAddAngularForce(); | 929 | changeAddAngularForce(); |
934 | 930 | ||
935 | if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f)) | 931 | if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f)) |
936 | changeSetTorque(); | 932 | changeSetTorque(); |
937 | 933 | ||
938 | if (m_taintdisable) | 934 | if (m_taintdisable) |
939 | changedisable(); | 935 | changedisable(); |
940 | 936 | ||
941 | if (m_taintselected != m_isSelected) | 937 | if (m_taintselected != m_isSelected) |
942 | changeSelectedStatus(); | 938 | changeSelectedStatus(); |
943 | 939 | ||
944 | if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f)) | 940 | if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f)) |
945 | changevelocity(); | 941 | changevelocity(); |
946 | 942 | ||
947 | if (m_taintparent != _parent) | 943 | if (m_taintparent != _parent) |
948 | changelink(); | 944 | changelink(); |
949 | 945 | ||
950 | if (m_taintCollidesWater != m_collidesWater) | 946 | if (m_taintCollidesWater != m_collidesWater) |
951 | changefloatonwater(); | 947 | changefloatonwater(); |
952 | 948 | ||
953 | if (!m_angularlock.ApproxEquals(m_taintAngularLock,0f)) | 949 | if (!m_angularlock.ApproxEquals(m_taintAngularLock,0f)) |
954 | changeAngularLock(); | 950 | changeAngularLock(); |
955 | } | ||
956 | else | ||
957 | { | ||
958 | m_log.ErrorFormat("[PHYSICS]: The scene reused a disposed PhysActor for {0}! *waves finger*, Don't be evil. A couple of things can cause this. An improper prim breakdown(be sure to set prim_geom to zero after d.GeomDestroy! An improper buildup (creating the geom failed). Or, the Scene Reused a physics actor after disposing it.)", Name); | ||
959 | } | ||
960 | } | 951 | } |
961 | 952 | ||
962 | /// <summary> | 953 | /// <summary> |
@@ -1052,150 +1043,146 @@ Console.WriteLine("ZProcessTaints for " + Name); | |||
1052 | /// <param name="prim">Child prim</param> | 1043 | /// <param name="prim">Child prim</param> |
1053 | private void AddChildPrim(OdePrim prim) | 1044 | private void AddChildPrim(OdePrim prim) |
1054 | { | 1045 | { |
1055 | //Console.WriteLine("AddChildPrim " + Name); | 1046 | if (LocalID == prim.LocalID) |
1056 | if (LocalID != prim.LocalID) | 1047 | return; |
1048 | |||
1049 | if (Body == IntPtr.Zero) | ||
1057 | { | 1050 | { |
1058 | if (Body == IntPtr.Zero) | 1051 | Body = d.BodyCreate(_parent_scene.world); |
1052 | setMass(); | ||
1053 | } | ||
1054 | |||
1055 | lock (childrenPrim) | ||
1056 | { | ||
1057 | if (childrenPrim.Contains(prim)) | ||
1058 | return; | ||
1059 | |||
1060 | // m_log.DebugFormat( | ||
1061 | // "[ODE PRIM]: Linking prim {0} {1} to {2} {3}", prim.Name, prim.LocalID, Name, LocalID); | ||
1062 | |||
1063 | childrenPrim.Add(prim); | ||
1064 | |||
1065 | foreach (OdePrim prm in childrenPrim) | ||
1059 | { | 1066 | { |
1060 | Body = d.BodyCreate(_parent_scene.world); | 1067 | d.Mass m2; |
1061 | setMass(); | 1068 | d.MassSetZero(out m2); |
1069 | d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z); | ||
1070 | |||
1071 | d.Quaternion quat = new d.Quaternion(); | ||
1072 | quat.W = prm._orientation.W; | ||
1073 | quat.X = prm._orientation.X; | ||
1074 | quat.Y = prm._orientation.Y; | ||
1075 | quat.Z = prm._orientation.Z; | ||
1076 | |||
1077 | d.Matrix3 mat = new d.Matrix3(); | ||
1078 | d.RfromQ(out mat, ref quat); | ||
1079 | d.MassRotate(ref m2, ref mat); | ||
1080 | d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z); | ||
1081 | d.MassAdd(ref pMass, ref m2); | ||
1062 | } | 1082 | } |
1063 | if (Body != IntPtr.Zero) | 1083 | |
1084 | foreach (OdePrim prm in childrenPrim) | ||
1064 | { | 1085 | { |
1065 | lock (childrenPrim) | 1086 | prm.m_collisionCategories |= CollisionCategories.Body; |
1066 | { | 1087 | prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); |
1067 | if (!childrenPrim.Contains(prim)) | ||
1068 | { | ||
1069 | //Console.WriteLine("childrenPrim.Add " + prim); | ||
1070 | childrenPrim.Add(prim); | ||
1071 | |||
1072 | foreach (OdePrim prm in childrenPrim) | ||
1073 | { | ||
1074 | d.Mass m2; | ||
1075 | d.MassSetZero(out m2); | ||
1076 | d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z); | ||
1077 | |||
1078 | d.Quaternion quat = new d.Quaternion(); | ||
1079 | quat.W = prm._orientation.W; | ||
1080 | quat.X = prm._orientation.X; | ||
1081 | quat.Y = prm._orientation.Y; | ||
1082 | quat.Z = prm._orientation.Z; | ||
1083 | |||
1084 | d.Matrix3 mat = new d.Matrix3(); | ||
1085 | d.RfromQ(out mat, ref quat); | ||
1086 | d.MassRotate(ref m2, ref mat); | ||
1087 | d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z); | ||
1088 | d.MassAdd(ref pMass, ref m2); | ||
1089 | } | ||
1090 | |||
1091 | foreach (OdePrim prm in childrenPrim) | ||
1092 | { | ||
1093 | prm.m_collisionCategories |= CollisionCategories.Body; | ||
1094 | prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); | ||
1095 | 1088 | ||
1096 | if (prm.prim_geom == IntPtr.Zero) | ||
1097 | { | ||
1098 | m_log.WarnFormat( | ||
1099 | "[PHYSICS]: Unable to link one of the linkset elements {0} for parent {1}. No geom yet", | ||
1100 | prm.Name, prim.Name); | ||
1101 | continue; | ||
1102 | } | ||
1103 | //Console.WriteLine(" GeomSetCategoryBits 1: " + prm.prim_geom + " - " + (int)prm.m_collisionCategories + " for " + Name); | 1089 | //Console.WriteLine(" GeomSetCategoryBits 1: " + prm.prim_geom + " - " + (int)prm.m_collisionCategories + " for " + Name); |
1104 | d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories); | 1090 | d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories); |
1105 | d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags); | 1091 | d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags); |
1106 | |||
1107 | 1092 | ||
1108 | d.Quaternion quat = new d.Quaternion(); | 1093 | d.Quaternion quat = new d.Quaternion(); |
1109 | quat.W = prm._orientation.W; | 1094 | quat.W = prm._orientation.W; |
1110 | quat.X = prm._orientation.X; | 1095 | quat.X = prm._orientation.X; |
1111 | quat.Y = prm._orientation.Y; | 1096 | quat.Y = prm._orientation.Y; |
1112 | quat.Z = prm._orientation.Z; | 1097 | quat.Z = prm._orientation.Z; |
1113 | 1098 | ||
1114 | d.Matrix3 mat = new d.Matrix3(); | 1099 | d.Matrix3 mat = new d.Matrix3(); |
1115 | d.RfromQ(out mat, ref quat); | 1100 | d.RfromQ(out mat, ref quat); |
1116 | if (Body != IntPtr.Zero) | 1101 | if (Body != IntPtr.Zero) |
1117 | { | 1102 | { |
1118 | d.GeomSetBody(prm.prim_geom, Body); | 1103 | d.GeomSetBody(prm.prim_geom, Body); |
1119 | prm.childPrim = true; | 1104 | prm.childPrim = true; |
1120 | d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X , prm.Position.Y, prm.Position.Z); | 1105 | d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X , prm.Position.Y, prm.Position.Z); |
1121 | //d.GeomSetOffsetPosition(prim.prim_geom, | 1106 | //d.GeomSetOffsetPosition(prim.prim_geom, |
1122 | // (Position.X - prm.Position.X) - pMass.c.X, | 1107 | // (Position.X - prm.Position.X) - pMass.c.X, |
1123 | // (Position.Y - prm.Position.Y) - pMass.c.Y, | 1108 | // (Position.Y - prm.Position.Y) - pMass.c.Y, |
1124 | // (Position.Z - prm.Position.Z) - pMass.c.Z); | 1109 | // (Position.Z - prm.Position.Z) - pMass.c.Z); |
1125 | d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat); | 1110 | d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat); |
1126 | //d.GeomSetOffsetRotation(prm.prim_geom, ref mat); | 1111 | //d.GeomSetOffsetRotation(prm.prim_geom, ref mat); |
1127 | d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z); | 1112 | d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z); |
1128 | d.BodySetMass(Body, ref pMass); | 1113 | d.BodySetMass(Body, ref pMass); |
1129 | } | 1114 | } |
1130 | else | 1115 | else |
1131 | { | 1116 | { |
1132 | m_log.DebugFormat("[PHYSICS]: {0} ain't got no boooooooooddy, no body", Name); | 1117 | m_log.DebugFormat("[PHYSICS]: {0} ain't got no boooooooooddy, no body", Name); |
1133 | } | 1118 | } |
1134 | 1119 | ||
1135 | prm.m_interpenetrationcount = 0; | 1120 | prm.m_interpenetrationcount = 0; |
1136 | prm.m_collisionscore = 0; | 1121 | prm.m_collisionscore = 0; |
1137 | prm.m_disabled = false; | 1122 | prm.m_disabled = false; |
1138 | 1123 | ||
1139 | // The body doesn't already have a finite rotation mode set here | 1124 | // The body doesn't already have a finite rotation mode set here |
1140 | if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null) | 1125 | if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null) |
1141 | { | 1126 | { |
1142 | prm.createAMotor(m_angularlock); | 1127 | prm.createAMotor(m_angularlock); |
1143 | } | 1128 | } |
1144 | prm.Body = Body; | 1129 | prm.Body = Body; |
1145 | _parent_scene.ActivatePrim(prm); | 1130 | _parent_scene.ActivatePrim(prm); |
1146 | } | 1131 | } |
1147 | 1132 | ||
1148 | m_collisionCategories |= CollisionCategories.Body; | 1133 | m_collisionCategories |= CollisionCategories.Body; |
1149 | m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); | 1134 | m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); |
1150 | 1135 | ||
1151 | //Console.WriteLine("GeomSetCategoryBits 2: " + prim_geom + " - " + (int)m_collisionCategories + " for " + Name); | 1136 | //Console.WriteLine("GeomSetCategoryBits 2: " + prim_geom + " - " + (int)m_collisionCategories + " for " + Name); |
1152 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | 1137 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); |
1153 | //Console.WriteLine(" Post GeomSetCategoryBits 2"); | 1138 | //Console.WriteLine(" Post GeomSetCategoryBits 2"); |
1154 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | 1139 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); |
1155 | |||
1156 | d.Quaternion quat2 = new d.Quaternion(); | ||
1157 | quat2.W = _orientation.W; | ||
1158 | quat2.X = _orientation.X; | ||
1159 | quat2.Y = _orientation.Y; | ||
1160 | quat2.Z = _orientation.Z; | ||
1161 | |||
1162 | d.Matrix3 mat2 = new d.Matrix3(); | ||
1163 | d.RfromQ(out mat2, ref quat2); | ||
1164 | d.GeomSetBody(prim_geom, Body); | ||
1165 | d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z); | ||
1166 | //d.GeomSetOffsetPosition(prim.prim_geom, | ||
1167 | // (Position.X - prm.Position.X) - pMass.c.X, | ||
1168 | // (Position.Y - prm.Position.Y) - pMass.c.Y, | ||
1169 | // (Position.Z - prm.Position.Z) - pMass.c.Z); | ||
1170 | //d.GeomSetOffsetRotation(prim_geom, ref mat2); | ||
1171 | d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z); | ||
1172 | d.BodySetMass(Body, ref pMass); | ||
1173 | |||
1174 | d.BodySetAutoDisableFlag(Body, true); | ||
1175 | d.BodySetAutoDisableSteps(Body, body_autodisable_frames); | ||
1176 | 1140 | ||
1177 | m_interpenetrationcount = 0; | 1141 | d.Quaternion quat2 = new d.Quaternion(); |
1178 | m_collisionscore = 0; | 1142 | quat2.W = _orientation.W; |
1179 | m_disabled = false; | 1143 | quat2.X = _orientation.X; |
1144 | quat2.Y = _orientation.Y; | ||
1145 | quat2.Z = _orientation.Z; | ||
1180 | 1146 | ||
1181 | // The body doesn't already have a finite rotation mode set here | 1147 | d.Matrix3 mat2 = new d.Matrix3(); |
1182 | if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null) | 1148 | d.RfromQ(out mat2, ref quat2); |
1183 | { | 1149 | d.GeomSetBody(prim_geom, Body); |
1184 | createAMotor(m_angularlock); | 1150 | d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z); |
1185 | } | 1151 | //d.GeomSetOffsetPosition(prim.prim_geom, |
1186 | d.BodySetPosition(Body, Position.X, Position.Y, Position.Z); | 1152 | // (Position.X - prm.Position.X) - pMass.c.X, |
1187 | if (m_vehicle.Type != Vehicle.TYPE_NONE) | 1153 | // (Position.Y - prm.Position.Y) - pMass.c.Y, |
1188 | m_vehicle.Enable(Body, _parent_scene); | 1154 | // (Position.Z - prm.Position.Z) - pMass.c.Z); |
1155 | //d.GeomSetOffsetRotation(prim_geom, ref mat2); | ||
1156 | d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z); | ||
1157 | d.BodySetMass(Body, ref pMass); | ||
1189 | 1158 | ||
1190 | _parent_scene.ActivatePrim(this); | 1159 | d.BodySetAutoDisableFlag(Body, true); |
1191 | } | 1160 | d.BodySetAutoDisableSteps(Body, body_autodisable_frames); |
1192 | } | 1161 | |
1162 | m_interpenetrationcount = 0; | ||
1163 | m_collisionscore = 0; | ||
1164 | m_disabled = false; | ||
1165 | |||
1166 | // The body doesn't already have a finite rotation mode set here | ||
1167 | if ((!m_angularlock.ApproxEquals(Vector3.Zero, 0f)) && _parent == null) | ||
1168 | { | ||
1169 | createAMotor(m_angularlock); | ||
1193 | } | 1170 | } |
1171 | |||
1172 | d.BodySetPosition(Body, Position.X, Position.Y, Position.Z); | ||
1173 | |||
1174 | if (m_vehicle.Type != Vehicle.TYPE_NONE) | ||
1175 | m_vehicle.Enable(Body, _parent_scene); | ||
1176 | |||
1177 | _parent_scene.ActivatePrim(this); | ||
1194 | } | 1178 | } |
1195 | } | 1179 | } |
1196 | 1180 | ||
1197 | private void ChildSetGeom(OdePrim odePrim) | 1181 | private void ChildSetGeom(OdePrim odePrim) |
1198 | { | 1182 | { |
1183 | // m_log.DebugFormat( | ||
1184 | // "[ODE PRIM]: ChildSetGeom {0} {1} for {2} {3}", odePrim.Name, odePrim.LocalID, Name, LocalID); | ||
1185 | |||
1199 | //if (IsPhysical && Body != IntPtr.Zero) | 1186 | //if (IsPhysical && Body != IntPtr.Zero) |
1200 | lock (childrenPrim) | 1187 | lock (childrenPrim) |
1201 | { | 1188 | { |
@@ -1210,12 +1197,14 @@ Console.WriteLine("ZProcessTaints for " + Name); | |||
1210 | //prm.childPrim = false; | 1197 | //prm.childPrim = false; |
1211 | } | 1198 | } |
1212 | } | 1199 | } |
1200 | |||
1213 | disableBody(); | 1201 | disableBody(); |
1214 | 1202 | ||
1215 | if (Body != IntPtr.Zero) | 1203 | // Spurious - Body == IntPtr.Zero after disableBody() |
1216 | { | 1204 | // if (Body != IntPtr.Zero) |
1217 | _parent_scene.DeactivatePrim(this); | 1205 | // { |
1218 | } | 1206 | // _parent_scene.DeactivatePrim(this); |
1207 | // } | ||
1219 | 1208 | ||
1220 | lock (childrenPrim) | 1209 | lock (childrenPrim) |
1221 | { | 1210 | { |
@@ -1229,6 +1218,9 @@ Console.WriteLine("ZProcessTaints for " + Name); | |||
1229 | 1218 | ||
1230 | private void ChildDelink(OdePrim odePrim) | 1219 | private void ChildDelink(OdePrim odePrim) |
1231 | { | 1220 | { |
1221 | // m_log.DebugFormat( | ||
1222 | // "[ODE PRIM]: Delinking prim {0} {1} from {2} {3}", odePrim.Name, odePrim.LocalID, Name, LocalID); | ||
1223 | |||
1232 | // Okay, we have a delinked child.. need to rebuild the body. | 1224 | // Okay, we have a delinked child.. need to rebuild the body. |
1233 | lock (childrenPrim) | 1225 | lock (childrenPrim) |
1234 | { | 1226 | { |
@@ -1243,6 +1235,7 @@ Console.WriteLine("ZProcessTaints for " + Name); | |||
1243 | //prm.childPrim = false; | 1235 | //prm.childPrim = false; |
1244 | } | 1236 | } |
1245 | } | 1237 | } |
1238 | |||
1246 | disableBody(); | 1239 | disableBody(); |
1247 | 1240 | ||
1248 | lock (childrenPrim) | 1241 | lock (childrenPrim) |
@@ -1251,10 +1244,11 @@ Console.WriteLine("ZProcessTaints for " + Name); | |||
1251 | childrenPrim.Remove(odePrim); | 1244 | childrenPrim.Remove(odePrim); |
1252 | } | 1245 | } |
1253 | 1246 | ||
1254 | if (Body != IntPtr.Zero) | 1247 | // Spurious - Body == IntPtr.Zero after disableBody() |
1255 | { | 1248 | // if (Body != IntPtr.Zero) |
1256 | _parent_scene.DeactivatePrim(this); | 1249 | // { |
1257 | } | 1250 | // _parent_scene.DeactivatePrim(this); |
1251 | // } | ||
1258 | 1252 | ||
1259 | lock (childrenPrim) | 1253 | lock (childrenPrim) |
1260 | { | 1254 | { |
@@ -1303,11 +1297,8 @@ Console.WriteLine("ZProcessTaints for " + Name); | |||
1303 | disableBodySoft(); | 1297 | disableBodySoft(); |
1304 | } | 1298 | } |
1305 | 1299 | ||
1306 | if (prim_geom != IntPtr.Zero) | 1300 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); |
1307 | { | 1301 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); |
1308 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
1309 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
1310 | } | ||
1311 | 1302 | ||
1312 | if (IsPhysical) | 1303 | if (IsPhysical) |
1313 | { | 1304 | { |
@@ -1328,11 +1319,8 @@ Console.WriteLine("ZProcessTaints for " + Name); | |||
1328 | if (m_collidesWater) | 1319 | if (m_collidesWater) |
1329 | m_collisionFlags |= CollisionCategories.Water; | 1320 | m_collisionFlags |= CollisionCategories.Water; |
1330 | 1321 | ||
1331 | if (prim_geom != IntPtr.Zero) | 1322 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); |
1332 | { | 1323 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); |
1333 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | ||
1334 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
1335 | } | ||
1336 | 1324 | ||
1337 | if (IsPhysical) | 1325 | if (IsPhysical) |
1338 | { | 1326 | { |
@@ -1472,6 +1460,9 @@ Console.WriteLine("CreateGeom:"); | |||
1472 | } | 1460 | } |
1473 | else | 1461 | else |
1474 | { | 1462 | { |
1463 | m_log.WarnFormat( | ||
1464 | "[ODE PRIM]: Called RemoveGeom() on {0} {1} where geometry was already null.", Name, LocalID); | ||
1465 | |||
1475 | return false; | 1466 | return false; |
1476 | } | 1467 | } |
1477 | } | 1468 | } |
@@ -1505,16 +1496,13 @@ Console.WriteLine("changeadd 1"); | |||
1505 | #endif | 1496 | #endif |
1506 | CreateGeom(m_targetSpace, mesh); | 1497 | CreateGeom(m_targetSpace, mesh); |
1507 | 1498 | ||
1508 | if (prim_geom != IntPtr.Zero) | 1499 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); |
1509 | { | 1500 | d.Quaternion myrot = new d.Quaternion(); |
1510 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | 1501 | myrot.X = _orientation.X; |
1511 | d.Quaternion myrot = new d.Quaternion(); | 1502 | myrot.Y = _orientation.Y; |
1512 | myrot.X = _orientation.X; | 1503 | myrot.Z = _orientation.Z; |
1513 | myrot.Y = _orientation.Y; | 1504 | myrot.W = _orientation.W; |
1514 | myrot.Z = _orientation.Z; | 1505 | d.GeomSetQuaternion(prim_geom, ref myrot); |
1515 | myrot.W = _orientation.W; | ||
1516 | d.GeomSetQuaternion(prim_geom, ref myrot); | ||
1517 | } | ||
1518 | 1506 | ||
1519 | if (IsPhysical && Body == IntPtr.Zero) | 1507 | if (IsPhysical && Body == IntPtr.Zero) |
1520 | enableBody(); | 1508 | enableBody(); |
@@ -1579,24 +1567,20 @@ Console.WriteLine(" JointCreateFixed"); | |||
1579 | //m_log.Debug("[BUG]: race!"); | 1567 | //m_log.Debug("[BUG]: race!"); |
1580 | //} | 1568 | //} |
1581 | } | 1569 | } |
1582 | else | ||
1583 | { | ||
1584 | // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position); | ||
1585 | // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position); | ||
1586 | // _parent_scene.waitForSpaceUnlock(m_targetSpace); | ||
1587 | 1570 | ||
1588 | IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace); | 1571 | // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position); |
1589 | m_targetSpace = tempspace; | 1572 | // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position); |
1573 | // _parent_scene.waitForSpaceUnlock(m_targetSpace); | ||
1574 | |||
1575 | IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace); | ||
1576 | m_targetSpace = tempspace; | ||
1590 | 1577 | ||
1591 | // _parent_scene.waitForSpaceUnlock(m_targetSpace); | 1578 | // _parent_scene.waitForSpaceUnlock(m_targetSpace); |
1592 | if (prim_geom != IntPtr.Zero) | 1579 | |
1593 | { | 1580 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); |
1594 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
1595 | 1581 | ||
1596 | // _parent_scene.waitForSpaceUnlock(m_targetSpace); | 1582 | // _parent_scene.waitForSpaceUnlock(m_targetSpace); |
1597 | d.SpaceAdd(m_targetSpace, prim_geom); | 1583 | d.SpaceAdd(m_targetSpace, prim_geom); |
1598 | } | ||
1599 | } | ||
1600 | 1584 | ||
1601 | changeSelectedStatus(); | 1585 | changeSelectedStatus(); |
1602 | 1586 | ||
@@ -2047,18 +2031,16 @@ Console.WriteLine(" JointCreateFixed"); | |||
2047 | { | 2031 | { |
2048 | m_collidesWater = m_taintCollidesWater; | 2032 | m_collidesWater = m_taintCollidesWater; |
2049 | 2033 | ||
2050 | if (prim_geom != IntPtr.Zero) | 2034 | if (m_collidesWater) |
2051 | { | 2035 | { |
2052 | if (m_collidesWater) | 2036 | m_collisionFlags |= CollisionCategories.Water; |
2053 | { | ||
2054 | m_collisionFlags |= CollisionCategories.Water; | ||
2055 | } | ||
2056 | else | ||
2057 | { | ||
2058 | m_collisionFlags &= ~CollisionCategories.Water; | ||
2059 | } | ||
2060 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
2061 | } | 2037 | } |
2038 | else | ||
2039 | { | ||
2040 | m_collisionFlags &= ~CollisionCategories.Water; | ||
2041 | } | ||
2042 | |||
2043 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | ||
2062 | } | 2044 | } |
2063 | 2045 | ||
2064 | /// <summary> | 2046 | /// <summary> |
diff --git a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs index 842ff91..c6ecc68 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs | |||
@@ -30,20 +30,21 @@ | |||
30 | 30 | ||
31 | using System; | 31 | using System; |
32 | using System.Collections.Generic; | 32 | using System.Collections.Generic; |
33 | using System.Diagnostics; | ||
34 | using System.IO; | ||
35 | using System.Linq; | ||
33 | using System.Reflection; | 36 | using System.Reflection; |
34 | using System.Runtime.InteropServices; | 37 | using System.Runtime.InteropServices; |
35 | using System.Threading; | 38 | using System.Threading; |
36 | using System.IO; | ||
37 | using System.Diagnostics; | ||
38 | using log4net; | 39 | using log4net; |
39 | using Nini.Config; | 40 | using Nini.Config; |
40 | using Ode.NET; | 41 | using Ode.NET; |
42 | using OpenMetaverse; | ||
41 | #if USE_DRAWSTUFF | 43 | #if USE_DRAWSTUFF |
42 | using Drawstuff.NET; | 44 | using Drawstuff.NET; |
43 | #endif | 45 | #endif |
44 | using OpenSim.Framework; | 46 | using OpenSim.Framework; |
45 | using OpenSim.Region.Physics.Manager; | 47 | using OpenSim.Region.Physics.Manager; |
46 | using OpenMetaverse; | ||
47 | 48 | ||
48 | namespace OpenSim.Region.Physics.OdePlugin | 49 | namespace OpenSim.Region.Physics.OdePlugin |
49 | { | 50 | { |
@@ -54,15 +55,15 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
54 | End = 2 | 55 | End = 2 |
55 | } | 56 | } |
56 | 57 | ||
57 | public struct sCollisionData | 58 | // public struct sCollisionData |
58 | { | 59 | // { |
59 | public uint ColliderLocalId; | 60 | // public uint ColliderLocalId; |
60 | public uint CollidedWithLocalId; | 61 | // public uint CollidedWithLocalId; |
61 | public int NumberOfCollisions; | 62 | // public int NumberOfCollisions; |
62 | public int CollisionType; | 63 | // public int CollisionType; |
63 | public int StatusIndicator; | 64 | // public int StatusIndicator; |
64 | public int lastframe; | 65 | // public int lastframe; |
65 | } | 66 | // } |
66 | 67 | ||
67 | [Flags] | 68 | [Flags] |
68 | public enum CollisionCategories : int | 69 | public enum CollisionCategories : int |
@@ -131,6 +132,135 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
131 | /// </remarks> | 132 | /// </remarks> |
132 | internal static Object UniversalColliderSyncObject = new Object(); | 133 | internal static Object UniversalColliderSyncObject = new Object(); |
133 | 134 | ||
135 | /// <summary> | ||
136 | /// Is stats collecting enabled for this ODE scene? | ||
137 | /// </summary> | ||
138 | public bool CollectStats { get; set; } | ||
139 | |||
140 | /// <summary> | ||
141 | /// Statistics for this scene. | ||
142 | /// </summary> | ||
143 | private Dictionary<string, float> m_stats = new Dictionary<string, float>(); | ||
144 | |||
145 | /// <summary> | ||
146 | /// Stat name for total number of avatars in this ODE scene. | ||
147 | /// </summary> | ||
148 | public const string ODETotalAvatarsStatName = "ODETotalAvatars"; | ||
149 | |||
150 | /// <summary> | ||
151 | /// Stat name for total number of prims in this ODE scene. | ||
152 | /// </summary> | ||
153 | public const string ODETotalPrimsStatName = "ODETotalPrims"; | ||
154 | |||
155 | /// <summary> | ||
156 | /// Stat name for total number of prims with active physics in this ODE scene. | ||
157 | /// </summary> | ||
158 | public const string ODEActivePrimsStatName = "ODEActivePrims"; | ||
159 | |||
160 | /// <summary> | ||
161 | /// Stat name for the total time spent in ODE frame processing. | ||
162 | /// </summary> | ||
163 | /// <remarks> | ||
164 | /// A sanity check for the main scene loop physics time. | ||
165 | /// </remarks> | ||
166 | public const string ODETotalFrameMsStatName = "ODETotalFrameMS"; | ||
167 | |||
168 | /// <summary> | ||
169 | /// Stat name for time spent processing avatar taints per frame | ||
170 | /// </summary> | ||
171 | public const string ODEAvatarTaintMsStatName = "ODEAvatarTaintFrameMS"; | ||
172 | |||
173 | /// <summary> | ||
174 | /// Stat name for time spent processing prim taints per frame | ||
175 | /// </summary> | ||
176 | public const string ODEPrimTaintMsStatName = "ODEPrimTaintFrameMS"; | ||
177 | |||
178 | /// <summary> | ||
179 | /// Stat name for time spent calculating avatar forces per frame. | ||
180 | /// </summary> | ||
181 | public const string ODEAvatarForcesFrameMsStatName = "ODEAvatarForcesFrameMS"; | ||
182 | |||
183 | /// <summary> | ||
184 | /// Stat name for time spent calculating prim forces per frame | ||
185 | /// </summary> | ||
186 | public const string ODEPrimForcesFrameMsStatName = "ODEPrimForcesFrameMS"; | ||
187 | |||
188 | /// <summary> | ||
189 | /// Stat name for time spent fulfilling raycasting requests per frame | ||
190 | /// </summary> | ||
191 | public const string ODERaycastingFrameMsStatName = "ODERaycastingFrameMS"; | ||
192 | |||
193 | /// <summary> | ||
194 | /// Stat name for time spent in native code that actually steps through the simulation. | ||
195 | /// </summary> | ||
196 | public const string ODENativeStepFrameMsStatName = "ODENativeStepFrameMS"; | ||
197 | |||
198 | /// <summary> | ||
199 | /// Stat name for the number of milliseconds that ODE spends in native space collision code. | ||
200 | /// </summary> | ||
201 | public const string ODENativeSpaceCollisionFrameMsStatName = "ODENativeSpaceCollisionFrameMS"; | ||
202 | |||
203 | /// <summary> | ||
204 | /// Stat name for milliseconds that ODE spends in native geom collision code. | ||
205 | /// </summary> | ||
206 | public const string ODENativeGeomCollisionFrameMsStatName = "ODENativeGeomCollisionFrameMS"; | ||
207 | |||
208 | /// <summary> | ||
209 | /// Time spent in collision processing that is not spent in native space or geom collision code. | ||
210 | /// </summary> | ||
211 | public const string ODEOtherCollisionFrameMsStatName = "ODEOtherCollisionFrameMS"; | ||
212 | |||
213 | /// <summary> | ||
214 | /// Stat name for time spent notifying listeners of collisions | ||
215 | /// </summary> | ||
216 | public const string ODECollisionNotificationFrameMsStatName = "ODECollisionNotificationFrameMS"; | ||
217 | |||
218 | /// <summary> | ||
219 | /// Stat name for milliseconds spent updating avatar position and velocity | ||
220 | /// </summary> | ||
221 | public const string ODEAvatarUpdateFrameMsStatName = "ODEAvatarUpdateFrameMS"; | ||
222 | |||
223 | /// <summary> | ||
224 | /// Stat name for the milliseconds spent updating prim position and velocity | ||
225 | /// </summary> | ||
226 | public const string ODEPrimUpdateFrameMsStatName = "ODEPrimUpdateFrameMS"; | ||
227 | |||
228 | /// <summary> | ||
229 | /// Stat name for avatar collisions with another entity. | ||
230 | /// </summary> | ||
231 | public const string ODEAvatarContactsStatsName = "ODEAvatarContacts"; | ||
232 | |||
233 | /// <summary> | ||
234 | /// Stat name for prim collisions with another entity. | ||
235 | /// </summary> | ||
236 | public const string ODEPrimContactsStatName = "ODEPrimContacts"; | ||
237 | |||
238 | /// <summary> | ||
239 | /// Used to hold tick numbers for stat collection purposes. | ||
240 | /// </summary> | ||
241 | private int m_nativeCollisionStartTick; | ||
242 | |||
243 | /// <summary> | ||
244 | /// A messy way to tell if we need to avoid adding a collision time because this was already done in the callback. | ||
245 | /// </summary> | ||
246 | private bool m_inCollisionTiming; | ||
247 | |||
248 | /// <summary> | ||
249 | /// A temporary holder for the number of avatar collisions in a frame, so we can work out how many object | ||
250 | /// collisions occured using the _perloopcontact if stats collection is enabled. | ||
251 | /// </summary> | ||
252 | private int m_tempAvatarCollisionsThisFrame; | ||
253 | |||
254 | /// <summary> | ||
255 | /// Used in calculating physics frame time dilation | ||
256 | /// </summary> | ||
257 | private int tickCountFrameRun; | ||
258 | |||
259 | /// <summary> | ||
260 | /// Used in calculating physics frame time dilation | ||
261 | /// </summary> | ||
262 | private int latertickcount; | ||
263 | |||
134 | private Random fluidRandomizer = new Random(Environment.TickCount); | 264 | private Random fluidRandomizer = new Random(Environment.TickCount); |
135 | 265 | ||
136 | private const uint m_regionWidth = Constants.RegionSize; | 266 | private const uint m_regionWidth = Constants.RegionSize; |
@@ -345,9 +475,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
345 | private OdePrim cp1; | 475 | private OdePrim cp1; |
346 | private OdeCharacter cc2; | 476 | private OdeCharacter cc2; |
347 | private OdePrim cp2; | 477 | private OdePrim cp2; |
348 | private int tickCountFrameRun; | ||
349 | |||
350 | private int latertickcount=0; | ||
351 | //private int cStartStop = 0; | 478 | //private int cStartStop = 0; |
352 | //private string cDictKey = ""; | 479 | //private string cDictKey = ""; |
353 | 480 | ||
@@ -440,6 +567,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
440 | // Initialize the mesh plugin | 567 | // Initialize the mesh plugin |
441 | public override void Initialise(IMesher meshmerizer, IConfigSource config) | 568 | public override void Initialise(IMesher meshmerizer, IConfigSource config) |
442 | { | 569 | { |
570 | InitializeExtraStats(); | ||
571 | |||
443 | mesher = meshmerizer; | 572 | mesher = meshmerizer; |
444 | m_config = config; | 573 | m_config = config; |
445 | // Defaults | 574 | // Defaults |
@@ -464,6 +593,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
464 | IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"]; | 593 | IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"]; |
465 | if (physicsconfig != null) | 594 | if (physicsconfig != null) |
466 | { | 595 | { |
596 | CollectStats = physicsconfig.GetBoolean("collect_stats", false); | ||
597 | |||
467 | gravityx = physicsconfig.GetFloat("world_gravityx", 0f); | 598 | gravityx = physicsconfig.GetFloat("world_gravityx", 0f); |
468 | gravityy = physicsconfig.GetFloat("world_gravityy", 0f); | 599 | gravityy = physicsconfig.GetFloat("world_gravityy", 0f); |
469 | gravityz = physicsconfig.GetFloat("world_gravityz", -9.8f); | 600 | gravityz = physicsconfig.GetFloat("world_gravityz", -9.8f); |
@@ -765,6 +896,62 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
765 | #region Collision Detection | 896 | #region Collision Detection |
766 | 897 | ||
767 | /// <summary> | 898 | /// <summary> |
899 | /// Collides two geometries. | ||
900 | /// </summary> | ||
901 | /// <returns></returns> | ||
902 | /// <param name='geom1'></param> | ||
903 | /// <param name='geom2'>/param> | ||
904 | /// <param name='maxContacts'></param> | ||
905 | /// <param name='contactsArray'></param> | ||
906 | /// <param name='contactGeomSize'></param> | ||
907 | private int CollideGeoms( | ||
908 | IntPtr geom1, IntPtr geom2, int maxContacts, Ode.NET.d.ContactGeom[] contactsArray, int contactGeomSize) | ||
909 | { | ||
910 | int count; | ||
911 | |||
912 | lock (OdeScene.UniversalColliderSyncObject) | ||
913 | { | ||
914 | // We do this inside the lock so that we don't count any delay in acquiring it | ||
915 | if (CollectStats) | ||
916 | m_nativeCollisionStartTick = Util.EnvironmentTickCount(); | ||
917 | |||
918 | count = d.Collide(geom1, geom2, maxContacts, contactsArray, contactGeomSize); | ||
919 | } | ||
920 | |||
921 | // We do this outside the lock so that any waiting threads aren't held up, though the effect is probably | ||
922 | // negligable | ||
923 | if (CollectStats) | ||
924 | m_stats[ODENativeGeomCollisionFrameMsStatName] | ||
925 | += Util.EnvironmentTickCountSubtract(m_nativeCollisionStartTick); | ||
926 | |||
927 | return count; | ||
928 | } | ||
929 | |||
930 | /// <summary> | ||
931 | /// Collide two spaces or a space and a geometry. | ||
932 | /// </summary> | ||
933 | /// <param name='space1'></param> | ||
934 | /// <param name='space2'>/param> | ||
935 | /// <param name='data'></param> | ||
936 | private void CollideSpaces(IntPtr space1, IntPtr space2, IntPtr data) | ||
937 | { | ||
938 | if (CollectStats) | ||
939 | { | ||
940 | m_inCollisionTiming = true; | ||
941 | m_nativeCollisionStartTick = Util.EnvironmentTickCount(); | ||
942 | } | ||
943 | |||
944 | d.SpaceCollide2(space1, space2, data, nearCallback); | ||
945 | |||
946 | if (CollectStats && m_inCollisionTiming) | ||
947 | { | ||
948 | m_stats[ODENativeSpaceCollisionFrameMsStatName] | ||
949 | += Util.EnvironmentTickCountSubtract(m_nativeCollisionStartTick); | ||
950 | m_inCollisionTiming = false; | ||
951 | } | ||
952 | } | ||
953 | |||
954 | /// <summary> | ||
768 | /// This is our near callback. A geometry is near a body | 955 | /// This is our near callback. A geometry is near a body |
769 | /// </summary> | 956 | /// </summary> |
770 | /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param> | 957 | /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param> |
@@ -772,6 +959,13 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
772 | /// <param name="g2">another geometry or space</param> | 959 | /// <param name="g2">another geometry or space</param> |
773 | private void near(IntPtr space, IntPtr g1, IntPtr g2) | 960 | private void near(IntPtr space, IntPtr g1, IntPtr g2) |
774 | { | 961 | { |
962 | if (CollectStats && m_inCollisionTiming) | ||
963 | { | ||
964 | m_stats[ODENativeSpaceCollisionFrameMsStatName] | ||
965 | += Util.EnvironmentTickCountSubtract(m_nativeCollisionStartTick); | ||
966 | m_inCollisionTiming = false; | ||
967 | } | ||
968 | |||
775 | // m_log.DebugFormat("[PHYSICS]: Colliding {0} and {1} in {2}", g1, g2, space); | 969 | // m_log.DebugFormat("[PHYSICS]: Colliding {0} and {1} in {2}", g1, g2, space); |
776 | // no lock here! It's invoked from within Simulate(), which is thread-locked | 970 | // no lock here! It's invoked from within Simulate(), which is thread-locked |
777 | 971 | ||
@@ -789,7 +983,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
789 | // contact points in the space | 983 | // contact points in the space |
790 | try | 984 | try |
791 | { | 985 | { |
792 | d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback); | 986 | CollideSpaces(g1, g2, IntPtr.Zero); |
793 | } | 987 | } |
794 | catch (AccessViolationException) | 988 | catch (AccessViolationException) |
795 | { | 989 | { |
@@ -832,6 +1026,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
832 | 1026 | ||
833 | // Figure out how many contact points we have | 1027 | // Figure out how many contact points we have |
834 | int count = 0; | 1028 | int count = 0; |
1029 | |||
835 | try | 1030 | try |
836 | { | 1031 | { |
837 | // Colliding Geom To Geom | 1032 | // Colliding Geom To Geom |
@@ -843,8 +1038,11 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
843 | if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact)) | 1038 | if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact)) |
844 | return; | 1039 | return; |
845 | 1040 | ||
846 | lock (OdeScene.UniversalColliderSyncObject) | 1041 | count = CollideGeoms(g1, g2, contacts.Length, contacts, d.ContactGeom.SizeOf); |
847 | count = d.Collide(g1, g2, contacts.Length, contacts, d.ContactGeom.SizeOf); | 1042 | |
1043 | // All code after this is only relevant if we have any collisions | ||
1044 | if (count <= 0) | ||
1045 | return; | ||
848 | 1046 | ||
849 | if (count > contacts.Length) | 1047 | if (count > contacts.Length) |
850 | m_log.Error("[ODE SCENE]: Got " + count + " contacts when we asked for a maximum of " + contacts.Length); | 1048 | m_log.Error("[ODE SCENE]: Got " + count + " contacts when we asked for a maximum of " + contacts.Length); |
@@ -1113,14 +1311,12 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1113 | { | 1311 | { |
1114 | _perloopContact.Add(curContact); | 1312 | _perloopContact.Add(curContact); |
1115 | 1313 | ||
1116 | // If we're colliding against terrain | ||
1117 | if (name1 == "Terrain" || name2 == "Terrain") | 1314 | if (name1 == "Terrain" || name2 == "Terrain") |
1118 | { | 1315 | { |
1119 | // If we're moving | ||
1120 | if ((p2.PhysicsActorType == (int) ActorTypes.Agent) && | 1316 | if ((p2.PhysicsActorType == (int) ActorTypes.Agent) && |
1121 | (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) | 1317 | (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) |
1122 | { | 1318 | { |
1123 | // Use the movement terrain contact | 1319 | // Avatar is moving on terrain, use the movement terrain contact |
1124 | AvatarMovementTerrainContact.geom = curContact; | 1320 | AvatarMovementTerrainContact.geom = curContact; |
1125 | 1321 | ||
1126 | if (m_global_contactcount < maxContactsbeforedeath) | 1322 | if (m_global_contactcount < maxContactsbeforedeath) |
@@ -1133,7 +1329,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1133 | { | 1329 | { |
1134 | if (p2.PhysicsActorType == (int)ActorTypes.Agent) | 1330 | if (p2.PhysicsActorType == (int)ActorTypes.Agent) |
1135 | { | 1331 | { |
1136 | // Use the non moving terrain contact | 1332 | // Avatar is standing on terrain, use the non moving terrain contact |
1137 | TerrainContact.geom = curContact; | 1333 | TerrainContact.geom = curContact; |
1138 | 1334 | ||
1139 | if (m_global_contactcount < maxContactsbeforedeath) | 1335 | if (m_global_contactcount < maxContactsbeforedeath) |
@@ -1228,13 +1424,11 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1228 | } | 1424 | } |
1229 | else | 1425 | else |
1230 | { | 1426 | { |
1231 | // we're colliding with prim or avatar | ||
1232 | // check if we're moving | ||
1233 | if ((p2.PhysicsActorType == (int)ActorTypes.Agent)) | 1427 | if ((p2.PhysicsActorType == (int)ActorTypes.Agent)) |
1234 | { | 1428 | { |
1235 | if ((Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) | 1429 | if ((Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) |
1236 | { | 1430 | { |
1237 | // Use the Movement prim contact | 1431 | // Avatar is moving on a prim, use the Movement prim contact |
1238 | AvatarMovementprimContact.geom = curContact; | 1432 | AvatarMovementprimContact.geom = curContact; |
1239 | 1433 | ||
1240 | if (m_global_contactcount < maxContactsbeforedeath) | 1434 | if (m_global_contactcount < maxContactsbeforedeath) |
@@ -1245,9 +1439,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1245 | } | 1439 | } |
1246 | else | 1440 | else |
1247 | { | 1441 | { |
1248 | // Use the non movement contact | 1442 | // Avatar is standing still on a prim, use the non movement contact |
1249 | contact.geom = curContact; | 1443 | contact.geom = curContact; |
1250 | _perloopContact.Add(curContact); | ||
1251 | 1444 | ||
1252 | if (m_global_contactcount < maxContactsbeforedeath) | 1445 | if (m_global_contactcount < maxContactsbeforedeath) |
1253 | { | 1446 | { |
@@ -1355,7 +1548,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1355 | break; | 1548 | break; |
1356 | } | 1549 | } |
1357 | } | 1550 | } |
1358 | //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth)); | 1551 | //m_log.DebugFormat("[Collision]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth)); |
1359 | //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z)); | 1552 | //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z)); |
1360 | } | 1553 | } |
1361 | } | 1554 | } |
@@ -1578,7 +1771,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1578 | // and we'll run it again on all of them. | 1771 | // and we'll run it again on all of them. |
1579 | try | 1772 | try |
1580 | { | 1773 | { |
1581 | d.SpaceCollide2(space, chr.Shell, IntPtr.Zero, nearCallback); | 1774 | CollideSpaces(space, chr.Shell, IntPtr.Zero); |
1582 | } | 1775 | } |
1583 | catch (AccessViolationException) | 1776 | catch (AccessViolationException) |
1584 | { | 1777 | { |
@@ -1593,6 +1786,12 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1593 | //} | 1786 | //} |
1594 | } | 1787 | } |
1595 | 1788 | ||
1789 | if (CollectStats) | ||
1790 | { | ||
1791 | m_tempAvatarCollisionsThisFrame = _perloopContact.Count; | ||
1792 | m_stats[ODEAvatarContactsStatsName] += m_tempAvatarCollisionsThisFrame; | ||
1793 | } | ||
1794 | |||
1596 | List<OdePrim> removeprims = null; | 1795 | List<OdePrim> removeprims = null; |
1597 | foreach (OdePrim chr in _activeprims) | 1796 | foreach (OdePrim chr in _activeprims) |
1598 | { | 1797 | { |
@@ -1604,7 +1803,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1604 | { | 1803 | { |
1605 | if (space != IntPtr.Zero && chr.prim_geom != IntPtr.Zero && chr.m_taintremove == false) | 1804 | if (space != IntPtr.Zero && chr.prim_geom != IntPtr.Zero && chr.m_taintremove == false) |
1606 | { | 1805 | { |
1607 | d.SpaceCollide2(space, chr.prim_geom, IntPtr.Zero, nearCallback); | 1806 | CollideSpaces(space, chr.prim_geom, IntPtr.Zero); |
1608 | } | 1807 | } |
1609 | else | 1808 | else |
1610 | { | 1809 | { |
@@ -1625,6 +1824,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1625 | } | 1824 | } |
1626 | } | 1825 | } |
1627 | 1826 | ||
1827 | if (CollectStats) | ||
1828 | m_stats[ODEPrimContactsStatName] += _perloopContact.Count - m_tempAvatarCollisionsThisFrame; | ||
1829 | |||
1628 | if (removeprims != null) | 1830 | if (removeprims != null) |
1629 | { | 1831 | { |
1630 | foreach (OdePrim chr in removeprims) | 1832 | foreach (OdePrim chr in removeprims) |
@@ -2226,7 +2428,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2226 | /// <param name="prim"></param> | 2428 | /// <param name="prim"></param> |
2227 | internal void RemovePrimThreadLocked(OdePrim prim) | 2429 | internal void RemovePrimThreadLocked(OdePrim prim) |
2228 | { | 2430 | { |
2229 | //Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName); | 2431 | // m_log.DebugFormat("[ODE SCENE]: Removing physical prim {0} {1}", prim.Name, prim.LocalID); |
2432 | |||
2230 | lock (prim) | 2433 | lock (prim) |
2231 | { | 2434 | { |
2232 | RemoveCollisionEventReporting(prim); | 2435 | RemoveCollisionEventReporting(prim); |
@@ -2682,21 +2885,23 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2682 | 2885 | ||
2683 | /// <summary> | 2886 | /// <summary> |
2684 | /// This is our main simulate loop | 2887 | /// This is our main simulate loop |
2888 | /// </summary> | ||
2889 | /// <remarks> | ||
2685 | /// It's thread locked by a Mutex in the scene. | 2890 | /// It's thread locked by a Mutex in the scene. |
2686 | /// It holds Collisions, it instructs ODE to step through the physical reactions | 2891 | /// It holds Collisions, it instructs ODE to step through the physical reactions |
2687 | /// It moves the objects around in memory | 2892 | /// It moves the objects around in memory |
2688 | /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup) | 2893 | /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup) |
2689 | /// </summary> | 2894 | /// </remarks> |
2690 | /// <param name="timeStep"></param> | 2895 | /// <param name="timeStep"></param> |
2691 | /// <returns></returns> | 2896 | /// <returns>The number of frames simulated over that period.</returns> |
2692 | public override float Simulate(float timeStep) | 2897 | public override float Simulate(float timeStep) |
2693 | { | 2898 | { |
2899 | int startFrameTick = CollectStats ? Util.EnvironmentTickCount() : 0; | ||
2900 | int tempTick = 0, tempTick2 = 0; | ||
2901 | |||
2694 | if (framecount >= int.MaxValue) | 2902 | if (framecount >= int.MaxValue) |
2695 | framecount = 0; | 2903 | framecount = 0; |
2696 | 2904 | ||
2697 | //if (m_worldOffset != Vector3.Zero) | ||
2698 | // return 0; | ||
2699 | |||
2700 | framecount++; | 2905 | framecount++; |
2701 | 2906 | ||
2702 | float fps = 0; | 2907 | float fps = 0; |
@@ -2704,7 +2909,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2704 | float timeLeft = timeStep; | 2909 | float timeLeft = timeStep; |
2705 | 2910 | ||
2706 | //m_log.Info(timeStep.ToString()); | 2911 | //m_log.Info(timeStep.ToString()); |
2707 | // step_time += timeStep; | 2912 | // step_time += timeSte |
2708 | // | 2913 | // |
2709 | // // If We're loaded down by something else, | 2914 | // // If We're loaded down by something else, |
2710 | // // or debugging with the Visual Studio project on pause | 2915 | // // or debugging with the Visual Studio project on pause |
@@ -2770,6 +2975,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2770 | { | 2975 | { |
2771 | try | 2976 | try |
2772 | { | 2977 | { |
2978 | if (CollectStats) | ||
2979 | tempTick = Util.EnvironmentTickCount(); | ||
2980 | |||
2773 | lock (_taintedActors) | 2981 | lock (_taintedActors) |
2774 | { | 2982 | { |
2775 | foreach (OdeCharacter character in _taintedActors) | 2983 | foreach (OdeCharacter character in _taintedActors) |
@@ -2778,6 +2986,13 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2778 | _taintedActors.Clear(); | 2986 | _taintedActors.Clear(); |
2779 | } | 2987 | } |
2780 | 2988 | ||
2989 | if (CollectStats) | ||
2990 | { | ||
2991 | tempTick2 = Util.EnvironmentTickCount(); | ||
2992 | m_stats[ODEAvatarTaintMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick); | ||
2993 | tempTick = tempTick2; | ||
2994 | } | ||
2995 | |||
2781 | lock (_taintedPrims) | 2996 | lock (_taintedPrims) |
2782 | { | 2997 | { |
2783 | foreach (OdePrim prim in _taintedPrims) | 2998 | foreach (OdePrim prim in _taintedPrims) |
@@ -2808,6 +3023,13 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2808 | _taintedPrims.Clear(); | 3023 | _taintedPrims.Clear(); |
2809 | } | 3024 | } |
2810 | 3025 | ||
3026 | if (CollectStats) | ||
3027 | { | ||
3028 | tempTick2 = Util.EnvironmentTickCount(); | ||
3029 | m_stats[ODEPrimTaintMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick); | ||
3030 | tempTick = tempTick2; | ||
3031 | } | ||
3032 | |||
2811 | // Move characters | 3033 | // Move characters |
2812 | foreach (OdeCharacter actor in _characters) | 3034 | foreach (OdeCharacter actor in _characters) |
2813 | actor.Move(defects); | 3035 | actor.Move(defects); |
@@ -2827,6 +3049,13 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2827 | defects.Clear(); | 3049 | defects.Clear(); |
2828 | } | 3050 | } |
2829 | 3051 | ||
3052 | if (CollectStats) | ||
3053 | { | ||
3054 | tempTick2 = Util.EnvironmentTickCount(); | ||
3055 | m_stats[ODEAvatarForcesFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick); | ||
3056 | tempTick = tempTick2; | ||
3057 | } | ||
3058 | |||
2830 | // Move other active objects | 3059 | // Move other active objects |
2831 | foreach (OdePrim prim in _activeprims) | 3060 | foreach (OdePrim prim in _activeprims) |
2832 | { | 3061 | { |
@@ -2834,14 +3063,35 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2834 | prim.Move(timeStep); | 3063 | prim.Move(timeStep); |
2835 | } | 3064 | } |
2836 | 3065 | ||
3066 | if (CollectStats) | ||
3067 | { | ||
3068 | tempTick2 = Util.EnvironmentTickCount(); | ||
3069 | m_stats[ODEPrimForcesFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick); | ||
3070 | tempTick = tempTick2; | ||
3071 | } | ||
3072 | |||
2837 | //if ((framecount % m_randomizeWater) == 0) | 3073 | //if ((framecount % m_randomizeWater) == 0) |
2838 | // randomizeWater(waterlevel); | 3074 | // randomizeWater(waterlevel); |
2839 | 3075 | ||
2840 | //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests(); | 3076 | //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests(); |
2841 | m_rayCastManager.ProcessQueuedRequests(); | 3077 | m_rayCastManager.ProcessQueuedRequests(); |
2842 | 3078 | ||
3079 | if (CollectStats) | ||
3080 | { | ||
3081 | tempTick2 = Util.EnvironmentTickCount(); | ||
3082 | m_stats[ODERaycastingFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick); | ||
3083 | tempTick = tempTick2; | ||
3084 | } | ||
3085 | |||
2843 | collision_optimized(); | 3086 | collision_optimized(); |
2844 | 3087 | ||
3088 | if (CollectStats) | ||
3089 | { | ||
3090 | tempTick2 = Util.EnvironmentTickCount(); | ||
3091 | m_stats[ODEOtherCollisionFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick); | ||
3092 | tempTick = tempTick2; | ||
3093 | } | ||
3094 | |||
2845 | foreach (PhysicsActor obj in _collisionEventPrim.Values) | 3095 | foreach (PhysicsActor obj in _collisionEventPrim.Values) |
2846 | { | 3096 | { |
2847 | // m_log.DebugFormat("[PHYSICS]: Assessing {0} {1} for collision events", obj.SOPName, obj.LocalID); | 3097 | // m_log.DebugFormat("[PHYSICS]: Assessing {0} {1} for collision events", obj.SOPName, obj.LocalID); |
@@ -2866,9 +3116,19 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2866 | // "[PHYSICS]: Collision contacts to process this frame = {0}", m_global_contactcount); | 3116 | // "[PHYSICS]: Collision contacts to process this frame = {0}", m_global_contactcount); |
2867 | 3117 | ||
2868 | m_global_contactcount = 0; | 3118 | m_global_contactcount = 0; |
2869 | 3119 | ||
3120 | if (CollectStats) | ||
3121 | { | ||
3122 | tempTick2 = Util.EnvironmentTickCount(); | ||
3123 | m_stats[ODECollisionNotificationFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick); | ||
3124 | tempTick = tempTick2; | ||
3125 | } | ||
3126 | |||
2870 | d.WorldQuickStep(world, ODE_STEPSIZE); | 3127 | d.WorldQuickStep(world, ODE_STEPSIZE); |
2871 | 3128 | ||
3129 | if (CollectStats) | ||
3130 | m_stats[ODENativeStepFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick); | ||
3131 | |||
2872 | d.JointGroupEmpty(contactgroup); | 3132 | d.JointGroupEmpty(contactgroup); |
2873 | } | 3133 | } |
2874 | catch (Exception e) | 3134 | catch (Exception e) |
@@ -2879,6 +3139,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2879 | timeLeft -= ODE_STEPSIZE; | 3139 | timeLeft -= ODE_STEPSIZE; |
2880 | } | 3140 | } |
2881 | 3141 | ||
3142 | if (CollectStats) | ||
3143 | tempTick = Util.EnvironmentTickCount(); | ||
3144 | |||
2882 | foreach (OdeCharacter actor in _characters) | 3145 | foreach (OdeCharacter actor in _characters) |
2883 | { | 3146 | { |
2884 | if (actor.bad) | 3147 | if (actor.bad) |
@@ -2902,6 +3165,13 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2902 | defects.Clear(); | 3165 | defects.Clear(); |
2903 | } | 3166 | } |
2904 | 3167 | ||
3168 | if (CollectStats) | ||
3169 | { | ||
3170 | tempTick2 = Util.EnvironmentTickCount(); | ||
3171 | m_stats[ODEAvatarUpdateFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick2, tempTick); | ||
3172 | tempTick = tempTick2; | ||
3173 | } | ||
3174 | |||
2905 | //if (timeStep < 0.2f) | 3175 | //if (timeStep < 0.2f) |
2906 | 3176 | ||
2907 | foreach (OdePrim prim in _activeprims) | 3177 | foreach (OdePrim prim in _activeprims) |
@@ -2915,6 +3185,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2915 | } | 3185 | } |
2916 | } | 3186 | } |
2917 | 3187 | ||
3188 | if (CollectStats) | ||
3189 | m_stats[ODEPrimUpdateFrameMsStatName] += Util.EnvironmentTickCountSubtract(tempTick); | ||
3190 | |||
2918 | //DumpJointInfo(); | 3191 | //DumpJointInfo(); |
2919 | 3192 | ||
2920 | // Finished with all sim stepping. If requested, dump world state to file for debugging. | 3193 | // Finished with all sim stepping. If requested, dump world state to file for debugging. |
@@ -2936,7 +3209,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2936 | d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix); | 3209 | d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix); |
2937 | } | 3210 | } |
2938 | 3211 | ||
2939 | latertickcount = Util.EnvironmentTickCount() - tickCountFrameRun; | 3212 | latertickcount = Util.EnvironmentTickCountSubtract(tickCountFrameRun); |
2940 | 3213 | ||
2941 | // OpenSimulator above does 10 fps. 10 fps = means that the main thread loop and physics | 3214 | // OpenSimulator above does 10 fps. 10 fps = means that the main thread loop and physics |
2942 | // has a max of 100 ms to run theoretically. | 3215 | // has a max of 100 ms to run theoretically. |
@@ -2956,6 +3229,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2956 | tickCountFrameRun = Util.EnvironmentTickCount(); | 3229 | tickCountFrameRun = Util.EnvironmentTickCount(); |
2957 | } | 3230 | } |
2958 | 3231 | ||
3232 | if (CollectStats) | ||
3233 | m_stats[ODETotalFrameMsStatName] += Util.EnvironmentTickCountSubtract(startFrameTick); | ||
3234 | |||
2959 | return fps; | 3235 | return fps; |
2960 | } | 3236 | } |
2961 | 3237 | ||
@@ -3189,7 +3465,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
3189 | public override bool IsThreaded | 3465 | public override bool IsThreaded |
3190 | { | 3466 | { |
3191 | // for now we won't be multithreaded | 3467 | // for now we won't be multithreaded |
3192 | get { return (false); } | 3468 | get { return false; } |
3193 | } | 3469 | } |
3194 | 3470 | ||
3195 | #region ODE Specific Terrain Fixes | 3471 | #region ODE Specific Terrain Fixes |
@@ -3765,26 +4041,19 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
3765 | 4041 | ||
3766 | public override Dictionary<uint, float> GetTopColliders() | 4042 | public override Dictionary<uint, float> GetTopColliders() |
3767 | { | 4043 | { |
3768 | Dictionary<uint, float> returncolliders = new Dictionary<uint, float>(); | 4044 | Dictionary<uint, float> topColliders; |
3769 | int cnt = 0; | 4045 | |
3770 | lock (_prims) | 4046 | lock (_prims) |
3771 | { | 4047 | { |
3772 | foreach (OdePrim prm in _prims) | 4048 | List<OdePrim> orderedPrims = new List<OdePrim>(_prims); |
3773 | { | 4049 | orderedPrims.OrderByDescending(p => p.CollisionScore).Take(25); |
3774 | if (prm.CollisionScore > 0) | 4050 | topColliders = orderedPrims.ToDictionary(p => p.LocalID, p => p.CollisionScore); |
3775 | { | 4051 | |
3776 | returncolliders.Add(prm.LocalID, prm.CollisionScore); | 4052 | foreach (OdePrim p in _prims) |
3777 | cnt++; | 4053 | p.CollisionScore = 0; |
3778 | prm.CollisionScore = 0f; | ||
3779 | if (cnt > 25) | ||
3780 | { | ||
3781 | break; | ||
3782 | } | ||
3783 | } | ||
3784 | } | ||
3785 | } | 4054 | } |
3786 | 4055 | ||
3787 | return returncolliders; | 4056 | return topColliders; |
3788 | } | 4057 | } |
3789 | 4058 | ||
3790 | public override bool SupportsRayCast() | 4059 | public override bool SupportsRayCast() |
@@ -3954,5 +4223,52 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
3954 | ds.SetViewpoint(ref xyz, ref hpr); | 4223 | ds.SetViewpoint(ref xyz, ref hpr); |
3955 | } | 4224 | } |
3956 | #endif | 4225 | #endif |
4226 | |||
4227 | public override Dictionary<string, float> GetStats() | ||
4228 | { | ||
4229 | if (!CollectStats) | ||
4230 | return null; | ||
4231 | |||
4232 | Dictionary<string, float> returnStats; | ||
4233 | |||
4234 | lock (OdeLock) | ||
4235 | { | ||
4236 | returnStats = new Dictionary<string, float>(m_stats); | ||
4237 | |||
4238 | // FIXME: This is a SUPER DUMB HACK until we can establish stats that aren't subject to a division by | ||
4239 | // 3 from the SimStatsReporter. | ||
4240 | returnStats[ODETotalAvatarsStatName] = _characters.Count * 3; | ||
4241 | returnStats[ODETotalPrimsStatName] = _prims.Count * 3; | ||
4242 | returnStats[ODEActivePrimsStatName] = _activeprims.Count * 3; | ||
4243 | |||
4244 | InitializeExtraStats(); | ||
4245 | } | ||
4246 | |||
4247 | returnStats[ODEOtherCollisionFrameMsStatName] | ||
4248 | = returnStats[ODEOtherCollisionFrameMsStatName] | ||
4249 | - returnStats[ODENativeSpaceCollisionFrameMsStatName] | ||
4250 | - returnStats[ODENativeGeomCollisionFrameMsStatName]; | ||
4251 | |||
4252 | return returnStats; | ||
4253 | } | ||
4254 | |||
4255 | private void InitializeExtraStats() | ||
4256 | { | ||
4257 | m_stats[ODETotalFrameMsStatName] = 0; | ||
4258 | m_stats[ODEAvatarTaintMsStatName] = 0; | ||
4259 | m_stats[ODEPrimTaintMsStatName] = 0; | ||
4260 | m_stats[ODEAvatarForcesFrameMsStatName] = 0; | ||
4261 | m_stats[ODEPrimForcesFrameMsStatName] = 0; | ||
4262 | m_stats[ODERaycastingFrameMsStatName] = 0; | ||
4263 | m_stats[ODENativeStepFrameMsStatName] = 0; | ||
4264 | m_stats[ODENativeSpaceCollisionFrameMsStatName] = 0; | ||
4265 | m_stats[ODENativeGeomCollisionFrameMsStatName] = 0; | ||
4266 | m_stats[ODEOtherCollisionFrameMsStatName] = 0; | ||
4267 | m_stats[ODECollisionNotificationFrameMsStatName] = 0; | ||
4268 | m_stats[ODEAvatarContactsStatsName] = 0; | ||
4269 | m_stats[ODEPrimContactsStatName] = 0; | ||
4270 | m_stats[ODEAvatarUpdateFrameMsStatName] = 0; | ||
4271 | m_stats[ODEPrimUpdateFrameMsStatName] = 0; | ||
4272 | } | ||
3957 | } | 4273 | } |
3958 | } \ No newline at end of file | 4274 | } \ No newline at end of file |