From ccc69d66a135e149dbe9c6b70df0c8efe1265f65 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Fri, 17 Aug 2012 10:40:34 -0700 Subject: BulletSim: add parameters and functionality to specify the mesh level of detail for large meshes. Remove parameter and code for DetailLog (conditional logging into regular log file). --- OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 14 ------ OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 14 +++--- OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 54 +++++++++++------------ 3 files changed, 34 insertions(+), 48 deletions(-) (limited to 'OpenSim/Region/Physics') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 1b3ba3f..a075995 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs @@ -265,7 +265,6 @@ public class BSLinkset BSPrim childx = child; m_physicsScene.TaintedObject("AddChildToLinkset", delegate() { - // DebugLog("{0}: AddChildToLinkset: adding child {1} to {2}", LogHeader, child.LocalID, m_linksetRoot.LocalID); // DetailLog("{0},AddChildToLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); PhysicallyLinkAChildToRoot(rootx, childx); // build the physical binding between me and the child }); @@ -294,7 +293,6 @@ public class BSLinkset BSPrim childx = child; m_physicsScene.TaintedObject("RemoveChildFromLinkset", delegate() { - // DebugLog("{0}: RemoveChildFromLinkset: Removing constraint to {1}", LogHeader, child.LocalID); // DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); PhysicallyUnlinkAChildFromRoot(rootx, childx); @@ -326,7 +324,6 @@ public class BSLinkset // create a constraint that allows no freedom of movement between the two objects // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 - // DebugLog("{0}: CreateLinkset: Adding a constraint between root prim {1} and child prim {2}", LogHeader, LocalID, childPrim.LocalID); DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2},rLoc={3},cLoc={4},midLoc={5}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID, rootPrim.Position, childPrim.Position, midPoint); BS6DofConstraint constrain = new BS6DofConstraint( @@ -350,7 +347,6 @@ public class BSLinkset // create a constraint that allows no freedom of movement between the two objects // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 - // DebugLog("{0}: CreateLinkset: Adding a constraint between root prim {1} and child prim {2}", LogHeader, LocalID, childPrim.LocalID); DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); BS6DofConstraint constrain = new BS6DofConstraint( PhysicsScene.World, rootPrim.Body, childPrim.Body, @@ -389,8 +385,6 @@ public class BSLinkset // Called at taint time! private void PhysicallyUnlinkAChildFromRoot(BSPrim rootPrim, BSPrim childPrim) { - // DebugLog("{0}: PhysicallyUnlinkAChildFromRoot: RemoveConstraint between root prim {1} and child prim {2}", - // LogHeader, rootPrim.LocalID, childPrim.LocalID); DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); // Find the constraint for this link and get rid of it from the overall collection and from my list @@ -404,20 +398,12 @@ public class BSLinkset // Called at taint time! private void PhysicallyUnlinkAllChildrenFromRoot(BSPrim rootPrim) { - // DebugLog("{0}: PhysicallyUnlinkAllChildren:", LogHeader); DetailLog("{0},PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID); m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.Body); } // Invoke the detailed logger and output something if it's enabled. - private void DebugLog(string msg, params Object[] args) - { - if (m_physicsScene.ShouldDebugLog) - m_physicsScene.Logger.DebugFormat(msg, args); - } - - // Invoke the detailed logger and output something if it's enabled. private void DetailLog(string msg, params Object[] args) { m_physicsScene.PhysicsLogging.Write(msg, args); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index b918f84..48cd89b 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -42,8 +42,6 @@ public sealed class BSPrim : PhysicsActor private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private static readonly string LogHeader = "[BULLETS PRIM]"; - private void DebugLog(string mm, params Object[] xx) { if (_scene.ShouldDebugLog) m_log.DebugFormat(mm, xx); } - private IMesh _mesh; private PrimitiveBaseShape _pbs; private ShapeData.PhysicsShapeType _shapeType; @@ -232,7 +230,6 @@ public sealed class BSPrim : PhysicsActor BSPrim parent = obj as BSPrim; if (parent != null) { - DebugLog("{0}: link {1}/{2} to {3}", LogHeader, _avName, _localID, parent.LocalID); BSPrim parentBefore = _linkset.LinksetRoot; int childrenBefore = _linkset.NumberOfChildren; @@ -248,8 +245,6 @@ public sealed class BSPrim : PhysicsActor public override void delink() { // TODO: decide if this parent checking needs to happen at taint time // Race condition here: if link() and delink() in same simulation tick, the delink will not happen - DebugLog("{0}: delink {1}/{2}. Parent={3}", LogHeader, _avName, _localID, - _linkset.LinksetRoot._avName+"/"+_linkset.LinksetRoot.LocalID.ToString()); BSPrim parentBefore = _linkset.LinksetRoot; int childrenBefore = _linkset.NumberOfChildren; @@ -1042,7 +1037,14 @@ public sealed class BSPrim : PhysicsActor // No locking here because this is done when we know physics is not simulating private void CreateGeomMesh() { - float lod = _pbs.SculptEntry ? _scene.SculptLOD : _scene.MeshLOD; + // level of detail based on size and type of the object + float lod = _scene.MeshLOD; + if (_pbs.SculptEntry) + lod = _scene.SculptLOD; + float maxAxis = Math.Max(_size.X, Math.Max(_size.Y, _size.Z)); + if (maxAxis > _scene.MeshMegaPrimThreshold) + lod = _scene.MeshMegaPrimLOD; + ulong newMeshKey = (ulong)_pbs.GetMeshKey(_size, lod); // m_log.DebugFormat("{0}: CreateGeomMesh: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _meshKey, newMeshKey); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 0a0e27e..d901ff0 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -73,8 +73,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); private static readonly string LogHeader = "[BULLETS SCENE]"; - public void DebugLog(string mm, params Object[] xx) { if (ShouldDebugLog) m_log.DebugFormat(mm, xx); } - public string BulletSimVersion = "?"; private Dictionary m_avatars = new Dictionary(); @@ -101,16 +99,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters private int m_detailedStatsStep = 0; public IMesher mesher; - private float m_meshLOD; - public float MeshLOD - { - get { return m_meshLOD; } - } - private float m_sculptLOD; - public float SculptLOD - { - get { return m_sculptLOD; } - } + // Level of Detail values kept as float because that's what the Meshmerizer wants + public float MeshLOD { get; private set; } + public float MeshMegaPrimLOD { get; private set; } + public float MeshMegaPrimThreshold { get; private set; } + public float SculptLOD { get; private set; } private BulletSim m_worldSim; public BulletSim World @@ -185,8 +178,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters ConfigurationParameters[] m_params; GCHandle m_paramsHandle; - public bool ShouldDebugLog { get; private set; } - + // Handle to the callback used by the unmanaged code to call into the managed code. + // Used for debug logging. + // Need to store the handle in a persistant variable so it won't be freed. private BulletSimAPI.DebugLogCallback m_DebugLogCallbackHandle; // Sometimes you just have to log everything. @@ -905,16 +899,26 @@ public class BSScene : PhysicsScene, IPhysicsParameters (s) => { return s.NumericBool(s._forceSimplePrimMeshing); }, (s,p,l,v) => { s._forceSimplePrimMeshing = s.BoolNumeric(v); } ), - new ParameterDefn("MeshLOD", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)", + new ParameterDefn("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)", 8f, - (s,cf,p,v) => { s.m_meshLOD = cf.GetInt(p, (int)v); }, - (s) => { return (float)s.m_meshLOD; }, - (s,p,l,v) => { s.m_meshLOD = (int)v; } ), - new ParameterDefn("SculptLOD", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)", + (s,cf,p,v) => { s.MeshLOD = (float)cf.GetInt(p, (int)v); }, + (s) => { return s.MeshLOD; }, + (s,p,l,v) => { s.MeshLOD = v; } ), + new ParameterDefn("MeshLevelOfDetailMegaPrim", "Level of detail to render meshes larger than threshold meters", + 16f, + (s,cf,p,v) => { s.MeshMegaPrimLOD = (float)cf.GetInt(p, (int)v); }, + (s) => { return s.MeshMegaPrimLOD; }, + (s,p,l,v) => { s.MeshMegaPrimLOD = v; } ), + new ParameterDefn("MeshLevelOfDetailMegaPrimThreshold", "Size (in meters) of a mesh before using MeshMegaPrimLOD", + 10f, + (s,cf,p,v) => { s.MeshMegaPrimThreshold = (float)cf.GetInt(p, (int)v); }, + (s) => { return s.MeshMegaPrimThreshold; }, + (s,p,l,v) => { s.MeshMegaPrimThreshold = v; } ), + new ParameterDefn("SculptLevelOfDetail", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)", 32f, - (s,cf,p,v) => { s.m_sculptLOD = cf.GetInt(p, (int)v); }, - (s) => { return (float)s.m_sculptLOD; }, - (s,p,l,v) => { s.m_sculptLOD = (int)v; } ), + (s,cf,p,v) => { s.SculptLOD = (float)cf.GetInt(p, (int)v); }, + (s) => { return s.SculptLOD; }, + (s,p,l,v) => { s.SculptLOD = v; } ), new ParameterDefn("MaxSubStep", "In simulation step, maximum number of substeps", 10f, @@ -1145,12 +1149,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters (s,cf,p,v) => { s.m_detailedStatsStep = cf.GetInt(p, (int)v); }, (s) => { return (float)s.m_detailedStatsStep; }, (s,p,l,v) => { s.m_detailedStatsStep = (int)v; } ), - new ParameterDefn("ShouldDebugLog", "Enables detailed DEBUG log statements", - ConfigurationParameters.numericFalse, - (s,cf,p,v) => { s.ShouldDebugLog = cf.GetBoolean(p, s.BoolNumeric(v)); }, - (s) => { return s.NumericBool(s.ShouldDebugLog); }, - (s,p,l,v) => { s.ShouldDebugLog = s.BoolNumeric(v); } ), - }; // Convert a boolean to our numeric true and false values -- cgit v1.1