From 134d4300f0b6e9b0df0326cfe0b5df9f41f42865 Mon Sep 17 00:00:00 2001
From: Diva Canto
Date: Mon, 31 Aug 2015 13:02:51 -0700
Subject: All physics plugins are now region modules. Compiles but doesn't run.
---
.../Framework/Statistics/Logging/LogWriter.cs | 181 --
.../PhysicsModules/BasicPhysics/AssemblyInfo.cs | 8 +-
.../BasicPhysics/BasicPhysicsPlugin.cs | 42 +-
.../BasicPhysics/BasicPhysicsScene.cs | 61 +-
OpenSim/Region/PhysicsModules/BulletS/BSPlugin.cs | 54 +-
OpenSim/Region/PhysicsModules/BulletS/BSScene.cs | 1995 ++++++++++----------
OpenSim/Region/PhysicsModules/BulletS/BSShapes.cs | 4 +-
.../PhysicsModules/BulletS/BSTerrainHeightmap.cs | 1 -
.../PhysicsModules/BulletS/BSTerrainManager.cs | 1 -
.../Region/PhysicsModules/BulletS/BSTerrainMesh.cs | 1 -
.../BulletS/Properties/AssemblyInfo.cs | 3 +
OpenSim/Region/PhysicsModules/Ode/AssemblyInfo.cs | 4 +
OpenSim/Region/PhysicsModules/Ode/ODECharacter.cs | 2 +-
OpenSim/Region/PhysicsModules/Ode/ODEPrim.cs | 2 +-
OpenSim/Region/PhysicsModules/Ode/OdePlugin.cs | 70 +-
OpenSim/Region/PhysicsModules/Ode/OdeScene.cs | 111 +-
.../PhysicsModules/Ode/Tests/ODETestClass.cs | 8 +-
OpenSim/Region/PhysicsModules/POS/AssemblyInfo.cs | 4 +
OpenSim/Region/PhysicsModules/POS/POSPlugin.cs | 42 +-
OpenSim/Region/PhysicsModules/POS/POSScene.cs | 56 +-
.../PhysicsModules/SharedBase/NullPhysicsScene.cs | 5 -
.../SharedBase/PhysicsPluginManager.cs | 2 +-
.../PhysicsModules/SharedBase/PhysicsScene.cs | 13 +-
23 files changed, 1348 insertions(+), 1322 deletions(-)
delete mode 100755 OpenSim/Region/CoreModules/Framework/Statistics/Logging/LogWriter.cs
(limited to 'OpenSim/Region')
diff --git a/OpenSim/Region/CoreModules/Framework/Statistics/Logging/LogWriter.cs b/OpenSim/Region/CoreModules/Framework/Statistics/Logging/LogWriter.cs
deleted file mode 100755
index a176958..0000000
--- a/OpenSim/Region/CoreModules/Framework/Statistics/Logging/LogWriter.cs
+++ /dev/null
@@ -1,181 +0,0 @@
-/*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
-
-using System;
-using System.IO;
-using System.Text;
-using log4net;
-
-namespace OpenSim.Region.CoreModules.Framework.Statistics.Logging
-{
- ///
- /// Class for writing a high performance, high volume log file.
- /// Sometimes, to debug, one has a high volume logging to do and the regular
- /// log file output is not appropriate.
- /// Create a new instance with the parameters needed and
- /// call Write() to output a line. Call Close() when finished.
- /// If created with no parameters, it will not log anything.
- ///
- public class LogWriter : IDisposable
- {
- public bool Enabled { get; private set; }
-
- private string m_logDirectory = ".";
- private int m_logMaxFileTimeMin = 5; // 5 minutes
- public String LogFileHeader { get; set; }
-
- private StreamWriter m_logFile = null;
- private TimeSpan m_logFileLife;
- private DateTime m_logFileEndTime;
- private Object m_logFileWriteLock = new Object();
- private bool m_flushWrite;
-
- // set externally when debugging. If let 'null', this does not write any error messages.
- public ILog ErrorLogger = null;
- private string LogHeader = "[LOG WRITER]";
-
- ///
- /// Create a log writer that will not write anything. Good for when not enabled
- /// but the write statements are still in the code.
- ///
- public LogWriter()
- {
- Enabled = false;
- m_logFile = null;
- }
-
- ///
- /// Create a log writer instance.
- ///
- /// The directory to create the log file in. May be 'null' for default.
- /// The characters that begin the log file name. May be 'null' for default.
- /// Maximum age of a log file in minutes. If zero, will set default.
- /// Whether to do a flush after every log write. Best left off but
- /// if one is looking for a crash, this is a good thing to turn on.
- public LogWriter(string dir, string headr, int maxFileTime, bool flushWrite)
- {
- m_logDirectory = dir == null ? "." : dir;
-
- LogFileHeader = headr == null ? "log-" : headr;
-
- m_logMaxFileTimeMin = maxFileTime;
- if (m_logMaxFileTimeMin < 1)
- m_logMaxFileTimeMin = 5;
-
- m_logFileLife = new TimeSpan(0, m_logMaxFileTimeMin, 0);
- m_logFileEndTime = DateTime.Now + m_logFileLife;
-
- m_flushWrite = flushWrite;
-
- Enabled = true;
- }
- // Constructor that assumes flushWrite is off.
- public LogWriter(string dir, string headr, int maxFileTime) : this(dir, headr, maxFileTime, false)
- {
- }
-
- public void Dispose()
- {
- this.Close();
- }
-
- public void Close()
- {
- Enabled = false;
- if (m_logFile != null)
- {
- m_logFile.Close();
- m_logFile.Dispose();
- m_logFile = null;
- }
- }
-
- public void Write(string line, params object[] args)
- {
- if (!Enabled) return;
- Write(String.Format(line, args));
- }
-
- public void Flush()
- {
- if (!Enabled) return;
- if (m_logFile != null)
- {
- m_logFile.Flush();
- }
- }
-
- public void Write(string line)
- {
- if (!Enabled) return;
- try
- {
- lock (m_logFileWriteLock)
- {
- DateTime now = DateTime.UtcNow;
- if (m_logFile == null || now > m_logFileEndTime)
- {
- if (m_logFile != null)
- {
- m_logFile.Close();
- m_logFile.Dispose();
- m_logFile = null;
- }
-
- // First log file or time has expired, start writing to a new log file
- m_logFileEndTime = now + m_logFileLife;
- string path = (m_logDirectory.Length > 0 ? m_logDirectory
- + System.IO.Path.DirectorySeparatorChar.ToString() : "")
- + String.Format("{0}{1}.log", LogFileHeader, now.ToString("yyyyMMddHHmmss"));
- m_logFile = new StreamWriter(File.Open(path, FileMode.Append, FileAccess.Write, FileShare.ReadWrite));
- }
- if (m_logFile != null)
- {
- StringBuilder buff = new StringBuilder(line.Length + 25);
- buff.Append(now.ToString("yyyyMMddHHmmssfff"));
- // buff.Append(now.ToString("yyyyMMddHHmmss"));
- buff.Append(",");
- buff.Append(line);
- buff.Append("\r\n");
- m_logFile.Write(buff.ToString());
- if (m_flushWrite)
- m_logFile.Flush();
- }
- }
- }
- catch (Exception e)
- {
- if (ErrorLogger != null)
- {
- ErrorLogger.ErrorFormat("{0}: FAILURE WRITING TO LOGFILE: {1}", LogHeader, e);
- }
- Enabled = false;
- }
- return;
- }
- }
-}
diff --git a/OpenSim/Region/PhysicsModules/BasicPhysics/AssemblyInfo.cs b/OpenSim/Region/PhysicsModules/BasicPhysics/AssemblyInfo.cs
index 7d054dd..1765ae0 100644
--- a/OpenSim/Region/PhysicsModules/BasicPhysics/AssemblyInfo.cs
+++ b/OpenSim/Region/PhysicsModules/BasicPhysics/AssemblyInfo.cs
@@ -27,6 +27,7 @@
using System.Reflection;
using System.Runtime.InteropServices;
+using Mono.Addins;
// Information about this assembly is defined by the following
// attributes.
@@ -34,11 +35,11 @@ using System.Runtime.InteropServices;
// change them to the information which is associated with the assembly
// you compile.
-[assembly : AssemblyTitle("BasicPhysicsPlugin")]
+[assembly : AssemblyTitle("BasicPhysicsModule")]
[assembly : AssemblyDescription("")]
[assembly : AssemblyConfiguration("")]
[assembly : AssemblyCompany("http://opensimulator.org")]
-[assembly : AssemblyProduct("BasicPhysicsPlugin")]
+[assembly : AssemblyProduct("BasicPhysicsModule")]
[assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers")]
[assembly : AssemblyTrademark("")]
[assembly : AssemblyCulture("")]
@@ -56,3 +57,6 @@ using System.Runtime.InteropServices;
// numbers with the '*' character (the default):
[assembly : AssemblyVersion("0.8.2.*")]
+
+[assembly: Addin("OpenSim.Region.PhysicsModule.BasicPhysics", OpenSim.VersionInfo.VersionNumber)]
+[assembly: AddinDependency("OpenSim.Region.Framework", OpenSim.VersionInfo.VersionNumber)]
diff --git a/OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsPlugin.cs b/OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsPlugin.cs
index e78c191..db02eb6 100644
--- a/OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsPlugin.cs
+++ b/OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsPlugin.cs
@@ -36,29 +36,29 @@ namespace OpenSim.Region.PhysicsModule.BasicPhysics
///
/// Effectively a physics plugin that simulates no physics at all.
///
- public class BasicPhysicsPlugin : IPhysicsPlugin
- {
- public BasicPhysicsPlugin()
- {
- }
+ //public class BasicPhysicsPlugin : IPhysicsPlugin
+ //{
+ // public BasicPhysicsPlugin()
+ // {
+ // }
- public bool Init()
- {
- return true;
- }
+ // public bool Init()
+ // {
+ // return true;
+ // }
- public PhysicsScene GetScene(string sceneIdentifier)
- {
- return new BasicScene(GetName(), sceneIdentifier);
- }
+ // public PhysicsScene GetScene(string sceneIdentifier)
+ // {
+ // return new BasicScene(GetName(), sceneIdentifier);
+ // }
- public string GetName()
- {
- return ("basicphysics");
- }
+ // public string GetName()
+ // {
+ // return ("basicphysics");
+ // }
- public void Dispose()
- {
- }
- }
+ // public void Dispose()
+ // {
+ // }
+ //}
}
diff --git a/OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsScene.cs b/OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsScene.cs
index 8b9e65a..5ec0f85 100644
--- a/OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsScene.cs
+++ b/OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsScene.cs
@@ -28,9 +28,12 @@
using System;
using System.Collections.Generic;
using Nini.Config;
+using Mono.Addins;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.PhysicsModules.SharedBase;
+using OpenSim.Region.Framework.Scenes;
+using OpenSim.Region.Framework.Interfaces;
namespace OpenSim.Region.PhysicsModule.BasicPhysics
{
@@ -41,32 +44,71 @@ namespace OpenSim.Region.PhysicsModule.BasicPhysics
/// Not useful for anything at the moment apart from some regression testing in other components where some form
/// of physics plugin is needed.
///
- public class BasicScene : PhysicsScene
+ [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "BasicPhysicsScene")]
+ public class BasicScene : PhysicsScene, INonSharedRegionModule
{
private List _actors = new List();
private List _prims = new List();
private float[] _heightMap;
private Vector3 m_regionExtent;
+ private bool m_Enabled = false;
+
//protected internal string sceneIdentifier;
+ #region INonSharedRegionModule
+ public string Name
+ {
+ get { return "basicphysics"; }
+ }
- public BasicScene(string engineType, string _sceneIdentifier)
+ public Type ReplaceableInterface
{
- EngineType = engineType;
- Name = EngineType + "/" + _sceneIdentifier;
- //sceneIdentifier = _sceneIdentifier;
+ get { return null; }
}
- public override void Initialise(IMesher meshmerizer, IConfigSource config)
+ public void Initialise(IConfigSource source)
{
- throw new Exception("Should not be called.");
+ // TODO: Move this out of Startup
+ IConfig config = source.Configs["Startup"];
+ if (config != null)
+ {
+ string physics = config.GetString("physics", string.Empty);
+ if (physics == Name)
+ m_Enabled = true;
+ }
+
}
- public override void Initialise(IMesher meshmerizer, IConfigSource config, Vector3 regionExtent)
+ public void Close()
{
- m_regionExtent = regionExtent;
}
+ public void AddRegion(Scene scene)
+ {
+ if (!m_Enabled)
+ return;
+
+ EngineType = Name;
+ PhysicsSceneName = EngineType + "/" + scene.RegionInfo.RegionName;
+
+ scene.RegisterModuleInterface(this);
+ m_regionExtent = new Vector3(scene.RegionInfo.RegionSizeX, scene.RegionInfo.RegionSizeY, scene.RegionInfo.RegionSizeZ);
+
+ }
+
+ public void RemoveRegion(Scene scene)
+ {
+ if (!m_Enabled)
+ return;
+ }
+
+ public void RegionLoaded(Scene scene)
+ {
+ if (!m_Enabled)
+ return;
+ }
+ #endregion
+
public override void Dispose() {}
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
@@ -206,5 +248,6 @@ namespace OpenSim.Region.PhysicsModule.BasicPhysics
Dictionary returncolliders = new Dictionary();
return returncolliders;
}
+
}
}
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSPlugin.cs b/OpenSim/Region/PhysicsModules/BulletS/BSPlugin.cs
index f7954d8..7fc51f7 100644
--- a/OpenSim/Region/PhysicsModules/BulletS/BSPlugin.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/BSPlugin.cs
@@ -40,37 +40,37 @@ namespace OpenSim.Region.PhysicsModule.BulletS
/// The unmanaged library is compiled and linked statically with Bullet
/// to create BulletSim.dll and libBulletSim.so (for both 32 and 64 bit).
///
-public class BSPlugin : IPhysicsPlugin
-{
- //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
+//public class BSPlugin : IPhysicsPlugin
+//{
+// //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
- private BSScene _mScene;
+// private BSScene _mScene;
- public BSPlugin()
- {
- }
+// public BSPlugin()
+// {
+// }
- public bool Init()
- {
- return true;
- }
+// public bool Init()
+// {
+// return true;
+// }
- public PhysicsScene GetScene(String sceneIdentifier)
- {
- if (_mScene == null)
- {
- _mScene = new BSScene(GetName(), sceneIdentifier);
- }
- return (_mScene);
- }
+// public PhysicsScene GetScene(String sceneIdentifier)
+// {
+// if (_mScene == null)
+// {
+// _mScene = new BSScene(GetName(), sceneIdentifier);
+// }
+// return (_mScene);
+// }
- public string GetName()
- {
- return ("BulletSim");
- }
+// public string GetName()
+// {
+// return ("BulletSim");
+// }
- public void Dispose()
- {
- }
-}
+// public void Dispose()
+// {
+// }
+//}
}
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSScene.cs b/OpenSim/Region/PhysicsModules/BulletS/BSScene.cs
index 80f98ef..26af343 100644
--- a/OpenSim/Region/PhysicsModules/BulletS/BSScene.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/BSScene.cs
@@ -33,1249 +33,1294 @@ using System.Text;
using System.Threading;
using OpenSim.Framework;
using OpenSim.Framework.Monitoring;
-using OpenSim.Region.Framework;
-using OpenSim.Region.CoreModules;
-using Logging = OpenSim.Region.CoreModules.Framework.Statistics.Logging;
+using OpenSim.Region.Framework.Scenes;
+using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.PhysicsModules.SharedBase;
using Nini.Config;
using log4net;
using OpenMetaverse;
+using Mono.Addins;
namespace OpenSim.Region.PhysicsModule.BulletS
{
-public sealed class BSScene : PhysicsScene, IPhysicsParameters
-{
- internal static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
- internal static readonly string LogHeader = "[BULLETS SCENE]";
+ [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "BulletSPhysicsScene")]
+ public sealed class BSScene : PhysicsScene, IPhysicsParameters, INonSharedRegionModule
+ {
+ internal static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
+ internal static readonly string LogHeader = "[BULLETS SCENE]";
- // The name of the region we're working for.
- public string RegionName { get; private set; }
+ private bool m_Enabled = false;
+ private IConfigSource m_Config;
- public string BulletSimVersion = "?";
+ // The name of the region we're working for.
+ public string RegionName { get; private set; }
- // The handle to the underlying managed or unmanaged version of Bullet being used.
- public string BulletEngineName { get; private set; }
- public BSAPITemplate PE;
+ public string BulletSimVersion = "?";
- // If the physics engine is running on a separate thread
- public Thread m_physicsThread;
+ // The handle to the underlying managed or unmanaged version of Bullet being used.
+ public string BulletEngineName { get; private set; }
+ public BSAPITemplate PE;
- public Dictionary PhysObjects;
- public BSShapeCollection Shapes;
+ // If the physics engine is running on a separate thread
+ public Thread m_physicsThread;
- // Keeping track of the objects with collisions so we can report begin and end of a collision
- public HashSet ObjectsWithCollisions = new HashSet();
- public HashSet ObjectsWithNoMoreCollisions = new HashSet();
+ public Dictionary PhysObjects;
+ public BSShapeCollection Shapes;
- // All the collision processing is protected with this lock object
- public Object CollisionLock = new Object();
+ // Keeping track of the objects with collisions so we can report begin and end of a collision
+ public HashSet ObjectsWithCollisions = new HashSet();
+ public HashSet ObjectsWithNoMoreCollisions = new HashSet();
- // Properties are updated here
- public Object UpdateLock = new Object();
- public HashSet ObjectsWithUpdates = new HashSet();
+ // All the collision processing is protected with this lock object
+ public Object CollisionLock = new Object();
- // Keep track of all the avatars so we can send them a collision event
- // every tick so OpenSim will update its animation.
- private HashSet AvatarsInScene = new HashSet();
- private Object AvatarsInSceneLock = new Object();
+ // Properties are updated here
+ public Object UpdateLock = new Object();
+ public HashSet ObjectsWithUpdates = new HashSet();
- // let my minuions use my logger
- public ILog Logger { get { return m_log; } }
+ // Keep track of all the avatars so we can send them a collision event
+ // every tick so OpenSim will update its animation.
+ private HashSet AvatarsInScene = new HashSet();
+ private Object AvatarsInSceneLock = new Object();
- public IMesher mesher;
- public uint WorldID { get; private set; }
- public BulletWorld World { get; private set; }
+ // let my minuions use my logger
+ public ILog Logger { get { return m_log; } }
- // All the constraints that have been allocated in this instance.
- public BSConstraintCollection Constraints { get; private set; }
+ public IMesher mesher;
+ public uint WorldID { get; private set; }
+ public BulletWorld World { get; private set; }
- // Simulation parameters
- //internal float m_physicsStepTime; // if running independently, the interval simulated by default
+ // All the constraints that have been allocated in this instance.
+ public BSConstraintCollection Constraints { get; private set; }
- internal int m_maxSubSteps;
- internal float m_fixedTimeStep;
+ // Simulation parameters
+ //internal float m_physicsStepTime; // if running independently, the interval simulated by default
- internal float m_simulatedTime; // the time simulated previously. Used for physics framerate calc.
+ internal int m_maxSubSteps;
+ internal float m_fixedTimeStep;
- internal long m_simulationStep = 0; // The current simulation step.
- public long SimulationStep { get { return m_simulationStep; } }
- // A number to use for SimulationStep that is probably not any step value
- // Used by the collision code (which remembers the step when a collision happens) to remember not any simulation step.
- public static long NotASimulationStep = -1234;
+ internal float m_simulatedTime; // the time simulated previously. Used for physics framerate calc.
- internal float LastTimeStep { get; private set; } // The simulation time from the last invocation of Simulate()
+ internal long m_simulationStep = 0; // The current simulation step.
+ public long SimulationStep { get { return m_simulationStep; } }
+ // A number to use for SimulationStep that is probably not any step value
+ // Used by the collision code (which remembers the step when a collision happens) to remember not any simulation step.
+ public static long NotASimulationStep = -1234;
- internal float NominalFrameRate { get; set; } // Parameterized ideal frame rate that simulation is scaled to
+ internal float LastTimeStep { get; private set; } // The simulation time from the last invocation of Simulate()
- // Physical objects can register for prestep or poststep events
- public delegate void PreStepAction(float timeStep);
- public delegate void PostStepAction(float timeStep);
- public event PreStepAction BeforeStep;
- public event PostStepAction AfterStep;
+ internal float NominalFrameRate { get; set; } // Parameterized ideal frame rate that simulation is scaled to
- // A value of the time 'now' so all the collision and update routines do not have to get their own
- // Set to 'now' just before all the prims and actors are called for collisions and updates
- public int SimulationNowTime { get; private set; }
+ // Physical objects can register for prestep or poststep events
+ public delegate void PreStepAction(float timeStep);
+ public delegate void PostStepAction(float timeStep);
+ public event PreStepAction BeforeStep;
+ public event PostStepAction AfterStep;
- // True if initialized and ready to do simulation steps
- private bool m_initialized = false;
+ // A value of the time 'now' so all the collision and update routines do not have to get their own
+ // Set to 'now' just before all the prims and actors are called for collisions and updates
+ public int SimulationNowTime { get; private set; }
- // Flag which is true when processing taints.
- // Not guaranteed to be correct all the time (don't depend on this) but good for debugging.
- public bool InTaintTime { get; private set; }
+ // True if initialized and ready to do simulation steps
+ private bool m_initialized = false;
- // Pinned memory used to pass step information between managed and unmanaged
- internal int m_maxCollisionsPerFrame;
- internal CollisionDesc[] m_collisionArray;
+ // Flag which is true when processing taints.
+ // Not guaranteed to be correct all the time (don't depend on this) but good for debugging.
+ public bool InTaintTime { get; private set; }
- internal int m_maxUpdatesPerFrame;
- internal EntityProperties[] m_updateArray;
+ // Pinned memory used to pass step information between managed and unmanaged
+ internal int m_maxCollisionsPerFrame;
+ internal CollisionDesc[] m_collisionArray;
- ///
- /// Used to control physics simulation timing if Bullet is running on its own thread.
- ///
- private ManualResetEvent m_updateWaitEvent;
+ internal int m_maxUpdatesPerFrame;
+ internal EntityProperties[] m_updateArray;
- public const uint TERRAIN_ID = 0; // OpenSim senses terrain with a localID of zero
- public const uint GROUNDPLANE_ID = 1;
- public const uint CHILDTERRAIN_ID = 2; // Terrain allocated based on our mega-prim childre start here
+ ///
+ /// Used to control physics simulation timing if Bullet is running on its own thread.
+ ///
+ private ManualResetEvent m_updateWaitEvent;
- public float SimpleWaterLevel { get; set; }
- public BSTerrainManager TerrainManager { get; private set; }
+ public const uint TERRAIN_ID = 0; // OpenSim senses terrain with a localID of zero
+ public const uint GROUNDPLANE_ID = 1;
+ public const uint CHILDTERRAIN_ID = 2; // Terrain allocated based on our mega-prim childre start here
- public ConfigurationParameters Params
- {
- get { return UnmanagedParams[0]; }
- }
- public Vector3 DefaultGravity
- {
- get { return new Vector3(0f, 0f, Params.gravity); }
- }
- // Just the Z value of the gravity
- public float DefaultGravityZ
- {
- get { return Params.gravity; }
- }
+ public float SimpleWaterLevel { get; set; }
+ public BSTerrainManager TerrainManager { get; private set; }
- // When functions in the unmanaged code must be called, it is only
- // done at a known time just before the simulation step. The taint
- // system saves all these function calls and executes them in
- // order before the simulation.
- public delegate void TaintCallback();
- private struct TaintCallbackEntry
- {
- public String originator;
- public String ident;
- public TaintCallback callback;
- public TaintCallbackEntry(string pIdent, TaintCallback pCallBack)
+ public ConfigurationParameters Params
{
- originator = BSScene.DetailLogZero;
- ident = pIdent;
- callback = pCallBack;
+ get { return UnmanagedParams[0]; }
}
- public TaintCallbackEntry(string pOrigin, string pIdent, TaintCallback pCallBack)
+ public Vector3 DefaultGravity
{
- originator = pOrigin;
- ident = pIdent;
- callback = pCallBack;
+ get { return new Vector3(0f, 0f, Params.gravity); }
+ }
+ // Just the Z value of the gravity
+ public float DefaultGravityZ
+ {
+ get { return Params.gravity; }
}
- }
- private Object _taintLock = new Object(); // lock for using the next object
- private List _taintOperations;
- private Dictionary _postTaintOperations;
- private List _postStepOperations;
-
- // A pointer to an instance if this structure is passed to the C++ code
- // Used to pass basic configuration values to the unmanaged code.
- internal ConfigurationParameters[] UnmanagedParams;
-
- // Sometimes you just have to log everything.
- public Logging.LogWriter PhysicsLogging;
- private bool m_physicsLoggingEnabled;
- private string m_physicsLoggingDir;
- private string m_physicsLoggingPrefix;
- private int m_physicsLoggingFileMinutes;
- private bool m_physicsLoggingDoFlush;
- private bool m_physicsPhysicalDumpEnabled;
- public int PhysicsMetricDumpFrames { get; set; }
- // 'true' of the vehicle code is to log lots of details
- public bool VehicleLoggingEnabled { get; private set; }
- public bool VehiclePhysicalLoggingEnabled { get; private set; }
-
- #region Construction and Initialization
- public BSScene(string engineType, string identifier)
- {
- m_initialized = false;
-
- // The name of the region we're working for is passed to us. Keep for identification.
- RegionName = identifier;
-
- // Set identifying variables in the PhysicsScene interface.
- EngineType = engineType;
- Name = EngineType + "/" + RegionName;
- }
-
- // Old version of initialization that assumes legacy sized regions (256x256)
- public override void Initialise(IMesher meshmerizer, IConfigSource config)
- {
- m_log.ErrorFormat("{0} WARNING WARNING WARNING! BulletSim initialized without region extent specification. Terrain will be messed up.");
- Vector3 regionExtent = new Vector3( Constants.RegionSize, Constants.RegionSize, Constants.RegionSize);
- Initialise(meshmerizer, config, regionExtent);
-
- }
- public override void Initialise(IMesher meshmerizer, IConfigSource config, Vector3 regionExtent)
- {
- mesher = meshmerizer;
- _taintOperations = new List();
- _postTaintOperations = new Dictionary();
- _postStepOperations = new List();
- PhysObjects = new Dictionary();
- Shapes = new BSShapeCollection(this);
+ // When functions in the unmanaged code must be called, it is only
+ // done at a known time just before the simulation step. The taint
+ // system saves all these function calls and executes them in
+ // order before the simulation.
+ public delegate void TaintCallback();
+ private struct TaintCallbackEntry
+ {
+ public String originator;
+ public String ident;
+ public TaintCallback callback;
+ public TaintCallbackEntry(string pIdent, TaintCallback pCallBack)
+ {
+ originator = BSScene.DetailLogZero;
+ ident = pIdent;
+ callback = pCallBack;
+ }
+ public TaintCallbackEntry(string pOrigin, string pIdent, TaintCallback pCallBack)
+ {
+ originator = pOrigin;
+ ident = pIdent;
+ callback = pCallBack;
+ }
+ }
+ private Object _taintLock = new Object(); // lock for using the next object
+ private List _taintOperations;
+ private Dictionary _postTaintOperations;
+ private List _postStepOperations;
+
+ // A pointer to an instance if this structure is passed to the C++ code
+ // Used to pass basic configuration values to the unmanaged code.
+ internal ConfigurationParameters[] UnmanagedParams;
+
+ // Sometimes you just have to log everything.
+ public LogWriter PhysicsLogging;
+ private bool m_physicsLoggingEnabled;
+ private string m_physicsLoggingDir;
+ private string m_physicsLoggingPrefix;
+ private int m_physicsLoggingFileMinutes;
+ private bool m_physicsLoggingDoFlush;
+ private bool m_physicsPhysicalDumpEnabled;
+ public int PhysicsMetricDumpFrames { get; set; }
+ // 'true' of the vehicle code is to log lots of details
+ public bool VehicleLoggingEnabled { get; private set; }
+ public bool VehiclePhysicalLoggingEnabled { get; private set; }
+
+ #region INonSharedRegionModule
+ public string Name
+ {
+ get { return "BulletSim"; }
+ }
- m_simulatedTime = 0f;
- LastTimeStep = 0.1f;
+ public Type ReplaceableInterface
+ {
+ get { return null; }
+ }
- // Allocate pinned memory to pass parameters.
- UnmanagedParams = new ConfigurationParameters[1];
+ public void Initialise(IConfigSource source)
+ {
+ // TODO: Move this out of Startup
+ IConfig config = source.Configs["Startup"];
+ if (config != null)
+ {
+ string physics = config.GetString("physics", string.Empty);
+ if (physics == Name)
+ {
+ m_Enabled = true;
+ m_Config = source;
+ }
+ }
- // Set default values for physics parameters plus any overrides from the ini file
- GetInitialParameterValues(config);
+ }
- // Force some parameters to values depending on other configurations
- // Only use heightmap terrain implementation if terrain larger than legacy size
- if ((uint)regionExtent.X > Constants.RegionSize || (uint)regionExtent.Y > Constants.RegionSize)
+ public void Close()
{
- m_log.WarnFormat("{0} Forcing terrain implementation to heightmap for large region", LogHeader);
- BSParam.TerrainImplementation = (float)BSTerrainPhys.TerrainImplementation.Heightmap;
}
- // Get the connection to the physics engine (could be native or one of many DLLs)
- PE = SelectUnderlyingBulletEngine(BulletEngineName);
-
- // Enable very detailed logging.
- // By creating an empty logger when not logging, the log message invocation code
- // can be left in and every call doesn't have to check for null.
- if (m_physicsLoggingEnabled)
+ public void AddRegion(Scene scene)
{
- PhysicsLogging = new Logging.LogWriter(m_physicsLoggingDir, m_physicsLoggingPrefix, m_physicsLoggingFileMinutes, m_physicsLoggingDoFlush);
- PhysicsLogging.ErrorLogger = m_log; // for DEBUG. Let's the logger output its own error messages.
+ if (!m_Enabled)
+ return;
+
+ EngineType = Name;
+ RegionName = scene.RegionInfo.RegionName;
+ PhysicsSceneName = EngineType + "/" + RegionName;
+
+ scene.RegisterModuleInterface(this);
+ Vector3 extent = new Vector3(scene.RegionInfo.RegionSizeX, scene.RegionInfo.RegionSizeY, scene.RegionInfo.RegionSizeZ);
+ Initialise(m_Config, extent);
}
- else
+
+ public void RemoveRegion(Scene scene)
{
- PhysicsLogging = new Logging.LogWriter();
+ if (!m_Enabled)
+ return;
}
- // Allocate memory for returning of the updates and collisions from the physics engine
- m_collisionArray = new CollisionDesc[m_maxCollisionsPerFrame];
- m_updateArray = new EntityProperties[m_maxUpdatesPerFrame];
-
- // The bounding box for the simulated world. The origin is 0,0,0 unless we're
- // a child in a mega-region.
- // Bullet actually doesn't care about the extents of the simulated
- // area. It tracks active objects no matter where they are.
- Vector3 worldExtent = regionExtent;
+ public void RegionLoaded(Scene scene)
+ {
+ if (!m_Enabled)
+ return;
- World = PE.Initialize(worldExtent, Params, m_maxCollisionsPerFrame, ref m_collisionArray, m_maxUpdatesPerFrame, ref m_updateArray);
+ mesher = scene.RequestModuleInterface();
+ if (mesher == null)
+ m_log.WarnFormat("{0} No mesher. Things will not work well.", LogHeader);
+ }
+ #endregion
- Constraints = new BSConstraintCollection(World);
+ #region Initialization
- TerrainManager = new BSTerrainManager(this, worldExtent);
- TerrainManager.CreateInitialGroundPlaneAndTerrain();
+ private void Initialise(IConfigSource config, Vector3 regionExtent)
+ {
+ _taintOperations = new List();
+ _postTaintOperations = new Dictionary();
+ _postStepOperations = new List();
+ PhysObjects = new Dictionary();
+ Shapes = new BSShapeCollection(this);
- // Put some informational messages into the log file.
- m_log.InfoFormat("{0} Linksets implemented with {1}", LogHeader, (BSLinkset.LinksetImplementation)BSParam.LinksetImplementation);
+ m_simulatedTime = 0f;
+ LastTimeStep = 0.1f;
- InTaintTime = false;
- m_initialized = true;
+ // Allocate pinned memory to pass parameters.
+ UnmanagedParams = new ConfigurationParameters[1];
- // If the physics engine runs on its own thread, start same.
- if (BSParam.UseSeparatePhysicsThread)
- {
- // The physics simulation should happen independently of the heartbeat loop
- m_physicsThread
- = WorkManager.StartThread(
- BulletSPluginPhysicsThread,
- string.Format("{0} ({1})", BulletEngineName, RegionName),
- ThreadPriority.Normal,
- true,
- true);
- }
- }
+ // Set default values for physics parameters plus any overrides from the ini file
+ GetInitialParameterValues(config);
- // All default parameter values are set here. There should be no values set in the
- // variable definitions.
- private void GetInitialParameterValues(IConfigSource config)
- {
- ConfigurationParameters parms = new ConfigurationParameters();
- UnmanagedParams[0] = parms;
+ // Force some parameters to values depending on other configurations
+ // Only use heightmap terrain implementation if terrain larger than legacy size
+ if ((uint)regionExtent.X > Constants.RegionSize || (uint)regionExtent.Y > Constants.RegionSize)
+ {
+ m_log.WarnFormat("{0} Forcing terrain implementation to heightmap for large region", LogHeader);
+ BSParam.TerrainImplementation = (float)BSTerrainPhys.TerrainImplementation.Heightmap;
+ }
- BSParam.SetParameterDefaultValues(this);
+ // Get the connection to the physics engine (could be native or one of many DLLs)
+ PE = SelectUnderlyingBulletEngine(BulletEngineName);
- if (config != null)
- {
- // If there are specifications in the ini file, use those values
- IConfig pConfig = config.Configs["BulletSim"];
- if (pConfig != null)
+ // Enable very detailed logging.
+ // By creating an empty logger when not logging, the log message invocation code
+ // can be left in and every call doesn't have to check for null.
+ if (m_physicsLoggingEnabled)
{
- BSParam.SetParameterConfigurationValues(this, pConfig);
-
- // There are two Bullet implementations to choose from
- BulletEngineName = pConfig.GetString("BulletEngine", "BulletUnmanaged");
-
- // Very detailed logging for physics debugging
- // TODO: the boolean values can be moved to the normal parameter processing.
- m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false);
- m_physicsLoggingDir = pConfig.GetString("PhysicsLoggingDir", ".");
- m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-%REGIONNAME%-");
- m_physicsLoggingFileMinutes = pConfig.GetInt("PhysicsLoggingFileMinutes", 5);
- m_physicsLoggingDoFlush = pConfig.GetBoolean("PhysicsLoggingDoFlush", false);
- m_physicsPhysicalDumpEnabled = pConfig.GetBoolean("PhysicsPhysicalDumpEnabled", false);
- // Very detailed logging for vehicle debugging
- VehicleLoggingEnabled = pConfig.GetBoolean("VehicleLoggingEnabled", false);
- VehiclePhysicalLoggingEnabled = pConfig.GetBoolean("VehiclePhysicalLoggingEnabled", false);
-
- // Do any replacements in the parameters
- m_physicsLoggingPrefix = m_physicsLoggingPrefix.Replace("%REGIONNAME%", RegionName);
+ PhysicsLogging = new LogWriter(m_physicsLoggingDir, m_physicsLoggingPrefix, m_physicsLoggingFileMinutes, m_physicsLoggingDoFlush);
+ PhysicsLogging.ErrorLogger = m_log; // for DEBUG. Let's the logger output its own error messages.
}
else
{
- // Nothing in the configuration INI file so assume unmanaged and other defaults.
- BulletEngineName = "BulletUnmanaged";
- m_physicsLoggingEnabled = false;
- VehicleLoggingEnabled = false;
+ PhysicsLogging = new LogWriter();
}
- // The material characteristics.
- BSMaterials.InitializeFromDefaults(Params);
- if (pConfig != null)
+ // Allocate memory for returning of the updates and collisions from the physics engine
+ m_collisionArray = new CollisionDesc[m_maxCollisionsPerFrame];
+ m_updateArray = new EntityProperties[m_maxUpdatesPerFrame];
+
+ // The bounding box for the simulated world. The origin is 0,0,0 unless we're
+ // a child in a mega-region.
+ // Bullet actually doesn't care about the extents of the simulated
+ // area. It tracks active objects no matter where they are.
+ Vector3 worldExtent = regionExtent;
+
+ World = PE.Initialize(worldExtent, Params, m_maxCollisionsPerFrame, ref m_collisionArray, m_maxUpdatesPerFrame, ref m_updateArray);
+
+ Constraints = new BSConstraintCollection(World);
+
+ TerrainManager = new BSTerrainManager(this, worldExtent);
+ TerrainManager.CreateInitialGroundPlaneAndTerrain();
+
+ // Put some informational messages into the log file.
+ m_log.InfoFormat("{0} Linksets implemented with {1}", LogHeader, (BSLinkset.LinksetImplementation)BSParam.LinksetImplementation);
+
+ InTaintTime = false;
+ m_initialized = true;
+
+ // If the physics engine runs on its own thread, start same.
+ if (BSParam.UseSeparatePhysicsThread)
{
- // Let the user add new and interesting material property values.
- BSMaterials.InitializefromParameters(pConfig);
+ // The physics simulation should happen independently of the heartbeat loop
+ m_physicsThread
+ = WorkManager.StartThread(
+ BulletSPluginPhysicsThread,
+ string.Format("{0} ({1})", BulletEngineName, RegionName),
+ ThreadPriority.Normal,
+ true,
+ true);
}
}
- }
- // A helper function that handles a true/false parameter and returns the proper float number encoding
- float ParamBoolean(IConfig config, string parmName, float deflt)
- {
- float ret = deflt;
- if (config.Contains(parmName))
+ // All default parameter values are set here. There should be no values set in the
+ // variable definitions.
+ private void GetInitialParameterValues(IConfigSource config)
{
- ret = ConfigurationParameters.numericFalse;
- if (config.GetBoolean(parmName, false))
- {
- ret = ConfigurationParameters.numericTrue;
- }
- }
- return ret;
- }
+ ConfigurationParameters parms = new ConfigurationParameters();
+ UnmanagedParams[0] = parms;
- // Select the connection to the actual Bullet implementation.
- // The main engine selection is the engineName up to the first hypen.
- // So "Bullet-2.80-OpenCL-Intel" specifies the 'bullet' class here and the whole name
- // is passed to the engine to do its special selection, etc.
- private BSAPITemplate SelectUnderlyingBulletEngine(string engineName)
- {
- // For the moment, do a simple switch statement.
- // Someday do fancyness with looking up the interfaces in the assembly.
- BSAPITemplate ret = null;
+ BSParam.SetParameterDefaultValues(this);
- string selectionName = engineName.ToLower();
- int hyphenIndex = engineName.IndexOf("-");
- if (hyphenIndex > 0)
- selectionName = engineName.ToLower().Substring(0, hyphenIndex - 1);
+ if (config != null)
+ {
+ // If there are specifications in the ini file, use those values
+ IConfig pConfig = config.Configs["BulletSim"];
+ if (pConfig != null)
+ {
+ BSParam.SetParameterConfigurationValues(this, pConfig);
+
+ // There are two Bullet implementations to choose from
+ BulletEngineName = pConfig.GetString("BulletEngine", "BulletUnmanaged");
+
+ // Very detailed logging for physics debugging
+ // TODO: the boolean values can be moved to the normal parameter processing.
+ m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false);
+ m_physicsLoggingDir = pConfig.GetString("PhysicsLoggingDir", ".");
+ m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-%REGIONNAME%-");
+ m_physicsLoggingFileMinutes = pConfig.GetInt("PhysicsLoggingFileMinutes", 5);
+ m_physicsLoggingDoFlush = pConfig.GetBoolean("PhysicsLoggingDoFlush", false);
+ m_physicsPhysicalDumpEnabled = pConfig.GetBoolean("PhysicsPhysicalDumpEnabled", false);
+ // Very detailed logging for vehicle debugging
+ VehicleLoggingEnabled = pConfig.GetBoolean("VehicleLoggingEnabled", false);
+ VehiclePhysicalLoggingEnabled = pConfig.GetBoolean("VehiclePhysicalLoggingEnabled", false);
+
+ // Do any replacements in the parameters
+ m_physicsLoggingPrefix = m_physicsLoggingPrefix.Replace("%REGIONNAME%", RegionName);
+ }
+ else
+ {
+ // Nothing in the configuration INI file so assume unmanaged and other defaults.
+ BulletEngineName = "BulletUnmanaged";
+ m_physicsLoggingEnabled = false;
+ VehicleLoggingEnabled = false;
+ }
- switch (selectionName)
- {
- case "bullet":
- case "bulletunmanaged":
- ret = new BSAPIUnman(engineName, this);
- break;
- case "bulletxna":
- ret = new BSAPIXNA(engineName, this);
- // Disable some features that are not implemented in BulletXNA
- m_log.InfoFormat("{0} Disabling some physics features not implemented by BulletXNA", LogHeader);
- m_log.InfoFormat("{0} Disabling ShouldUseBulletHACD", LogHeader);
- BSParam.ShouldUseBulletHACD = false;
- m_log.InfoFormat("{0} Disabling ShouldUseSingleConvexHullForPrims", LogHeader);
- BSParam.ShouldUseSingleConvexHullForPrims = false;
- m_log.InfoFormat("{0} Disabling ShouldUseGImpactShapeForPrims", LogHeader);
- BSParam.ShouldUseGImpactShapeForPrims = false;
- m_log.InfoFormat("{0} Setting terrain implimentation to Heightmap", LogHeader);
- BSParam.TerrainImplementation = (float)BSTerrainPhys.TerrainImplementation.Heightmap;
- break;
+ // The material characteristics.
+ BSMaterials.InitializeFromDefaults(Params);
+ if (pConfig != null)
+ {
+ // Let the user add new and interesting material property values.
+ BSMaterials.InitializefromParameters(pConfig);
+ }
+ }
}
- if (ret == null)
+ // A helper function that handles a true/false parameter and returns the proper float number encoding
+ float ParamBoolean(IConfig config, string parmName, float deflt)
{
- m_log.ErrorFormat("{0} COULD NOT SELECT BULLET ENGINE: '[BulletSim]PhysicsEngine' must be either 'BulletUnmanaged-*' or 'BulletXNA-*'", LogHeader);
- }
- else
- {
- m_log.InfoFormat("{0} Selected bullet engine {1} -> {2}/{3}", LogHeader, engineName, ret.BulletEngineName, ret.BulletEngineVersion);
+ float ret = deflt;
+ if (config.Contains(parmName))
+ {
+ ret = ConfigurationParameters.numericFalse;
+ if (config.GetBoolean(parmName, false))
+ {
+ ret = ConfigurationParameters.numericTrue;
+ }
+ }
+ return ret;
}
- return ret;
- }
+ // Select the connection to the actual Bullet implementation.
+ // The main engine selection is the engineName up to the first hypen.
+ // So "Bullet-2.80-OpenCL-Intel" specifies the 'bullet' class here and the whole name
+ // is passed to the engine to do its special selection, etc.
+ private BSAPITemplate SelectUnderlyingBulletEngine(string engineName)
+ {
+ // For the moment, do a simple switch statement.
+ // Someday do fancyness with looking up the interfaces in the assembly.
+ BSAPITemplate ret = null;
- public override void Dispose()
- {
- // m_log.DebugFormat("{0}: Dispose()", LogHeader);
+ string selectionName = engineName.ToLower();
+ int hyphenIndex = engineName.IndexOf("-");
+ if (hyphenIndex > 0)
+ selectionName = engineName.ToLower().Substring(0, hyphenIndex - 1);
- // make sure no stepping happens while we're deleting stuff
- m_initialized = false;
+ switch (selectionName)
+ {
+ case "bullet":
+ case "bulletunmanaged":
+ ret = new BSAPIUnman(engineName, this);
+ break;
+ case "bulletxna":
+ ret = new BSAPIXNA(engineName, this);
+ // Disable some features that are not implemented in BulletXNA
+ m_log.InfoFormat("{0} Disabling some physics features not implemented by BulletXNA", LogHeader);
+ m_log.InfoFormat("{0} Disabling ShouldUseBulletHACD", LogHeader);
+ BSParam.ShouldUseBulletHACD = false;
+ m_log.InfoFormat("{0} Disabling ShouldUseSingleConvexHullForPrims", LogHeader);
+ BSParam.ShouldUseSingleConvexHullForPrims = false;
+ m_log.InfoFormat("{0} Disabling ShouldUseGImpactShapeForPrims", LogHeader);
+ BSParam.ShouldUseGImpactShapeForPrims = false;
+ m_log.InfoFormat("{0} Setting terrain implimentation to Heightmap", LogHeader);
+ BSParam.TerrainImplementation = (float)BSTerrainPhys.TerrainImplementation.Heightmap;
+ break;
+ }
- lock (PhysObjects)
- {
- foreach (KeyValuePair kvp in PhysObjects)
+ if (ret == null)
{
- kvp.Value.Destroy();
+ m_log.ErrorFormat("{0} COULD NOT SELECT BULLET ENGINE: '[BulletSim]PhysicsEngine' must be either 'BulletUnmanaged-*' or 'BulletXNA-*'", LogHeader);
+ }
+ else
+ {
+ m_log.InfoFormat("{0} Selected bullet engine {1} -> {2}/{3}", LogHeader, engineName, ret.BulletEngineName, ret.BulletEngineVersion);
}
- PhysObjects.Clear();
- }
- // Now that the prims are all cleaned up, there should be no constraints left
- if (Constraints != null)
- {
- Constraints.Dispose();
- Constraints = null;
+ return ret;
}
- if (Shapes != null)
+ public override void Dispose()
{
- Shapes.Dispose();
- Shapes = null;
- }
+ // m_log.DebugFormat("{0}: Dispose()", LogHeader);
- if (TerrainManager != null)
- {
- TerrainManager.ReleaseGroundPlaneAndTerrain();
- TerrainManager.Dispose();
- TerrainManager = null;
- }
+ // make sure no stepping happens while we're deleting stuff
+ m_initialized = false;
- // Anything left in the unmanaged code should be cleaned out
- PE.Shutdown(World);
+ lock (PhysObjects)
+ {
+ foreach (KeyValuePair kvp in PhysObjects)
+ {
+ kvp.Value.Destroy();
+ }
+ PhysObjects.Clear();
+ }
- // Not logging any more
- PhysicsLogging.Close();
- }
- #endregion // Construction and Initialization
+ // Now that the prims are all cleaned up, there should be no constraints left
+ if (Constraints != null)
+ {
+ Constraints.Dispose();
+ Constraints = null;
+ }
- #region Prim and Avatar addition and removal
+ if (Shapes != null)
+ {
+ Shapes.Dispose();
+ Shapes = null;
+ }
- public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying)
- {
- m_log.ErrorFormat("{0}: CALL TO AddAvatar in BSScene. NOT IMPLEMENTED", LogHeader);
- return null;
- }
+ if (TerrainManager != null)
+ {
+ TerrainManager.ReleaseGroundPlaneAndTerrain();
+ TerrainManager.Dispose();
+ TerrainManager = null;
+ }
- public override PhysicsActor AddAvatar(uint localID, string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying)
- {
- // m_log.DebugFormat("{0}: AddAvatar: {1}", LogHeader, avName);
+ // Anything left in the unmanaged code should be cleaned out
+ PE.Shutdown(World);
- if (!m_initialized) return null;
+ // Not logging any more
+ PhysicsLogging.Close();
+ }
+ #endregion // Construction and Initialization
- BSCharacter actor = new BSCharacter(localID, avName, this, position, velocity, size, isFlying);
- lock (PhysObjects)
- PhysObjects.Add(localID, actor);
+ #region Prim and Avatar addition and removal
- // TODO: Remove kludge someday.
- // We must generate a collision for avatars whether they collide or not.
- // This is required by OpenSim to update avatar animations, etc.
- lock (AvatarsInSceneLock)
- AvatarsInScene.Add(actor);
+ public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying)
+ {
+ m_log.ErrorFormat("{0}: CALL TO AddAvatar in BSScene. NOT IMPLEMENTED", LogHeader);
+ return null;
+ }
- return actor;
- }
+ public override PhysicsActor AddAvatar(uint localID, string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying)
+ {
+ // m_log.DebugFormat("{0}: AddAvatar: {1}", LogHeader, avName);
- public override void RemoveAvatar(PhysicsActor actor)
- {
- // m_log.DebugFormat("{0}: RemoveAvatar", LogHeader);
+ if (!m_initialized) return null;
+
+ BSCharacter actor = new BSCharacter(localID, avName, this, position, velocity, size, isFlying);
+ lock (PhysObjects)
+ PhysObjects.Add(localID, actor);
+
+ // TODO: Remove kludge someday.
+ // We must generate a collision for avatars whether they collide or not.
+ // This is required by OpenSim to update avatar animations, etc.
+ lock (AvatarsInSceneLock)
+ AvatarsInScene.Add(actor);
- if (!m_initialized) return;
+ return actor;
+ }
- BSCharacter bsactor = actor as BSCharacter;
- if (bsactor != null)
+ public override void RemoveAvatar(PhysicsActor actor)
{
- try
+ // m_log.DebugFormat("{0}: RemoveAvatar", LogHeader);
+
+ if (!m_initialized) return;
+
+ BSCharacter bsactor = actor as BSCharacter;
+ if (bsactor != null)
{
- lock (PhysObjects)
- PhysObjects.Remove(bsactor.LocalID);
- // Remove kludge someday
- lock (AvatarsInSceneLock)
- AvatarsInScene.Remove(bsactor);
+ try
+ {
+ lock (PhysObjects)
+ PhysObjects.Remove(bsactor.LocalID);
+ // Remove kludge someday
+ lock (AvatarsInSceneLock)
+ AvatarsInScene.Remove(bsactor);
+ }
+ catch (Exception e)
+ {
+ m_log.WarnFormat("{0}: Attempt to remove avatar that is not in physics scene: {1}", LogHeader, e);
+ }
+ bsactor.Destroy();
+ // bsactor.dispose();
}
- catch (Exception e)
+ else
{
- m_log.WarnFormat("{0}: Attempt to remove avatar that is not in physics scene: {1}", LogHeader, e);
+ m_log.ErrorFormat("{0}: Requested to remove avatar that is not a BSCharacter. ID={1}, type={2}",
+ LogHeader, actor.LocalID, actor.GetType().Name);
}
- bsactor.Destroy();
- // bsactor.dispose();
- }
- else
- {
- m_log.ErrorFormat("{0}: Requested to remove avatar that is not a BSCharacter. ID={1}, type={2}",
- LogHeader, actor.LocalID, actor.GetType().Name);
}
- }
-
- public override void RemovePrim(PhysicsActor prim)
- {
- if (!m_initialized) return;
- BSPhysObject bsprim = prim as BSPhysObject;
- if (bsprim != null)
+ public override void RemovePrim(PhysicsActor prim)
{
- DetailLog("{0},RemovePrim,call", bsprim.LocalID);
- // m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID);
- try
+ if (!m_initialized) return;
+
+ BSPhysObject bsprim = prim as BSPhysObject;
+ if (bsprim != null)
{
- lock (PhysObjects) PhysObjects.Remove(bsprim.LocalID);
+ DetailLog("{0},RemovePrim,call", bsprim.LocalID);
+ // m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID);
+ try
+ {
+ lock (PhysObjects) PhysObjects.Remove(bsprim.LocalID);
+ }
+ catch (Exception e)
+ {
+ m_log.ErrorFormat("{0}: Attempt to remove prim that is not in physics scene: {1}", LogHeader, e);
+ }
+ bsprim.Destroy();
+ // bsprim.dispose();
}
- catch (Exception e)
+ else
{
- m_log.ErrorFormat("{0}: Attempt to remove prim that is not in physics scene: {1}", LogHeader, e);
+ m_log.ErrorFormat("{0}: Attempt to remove prim that is not a BSPrim type.", LogHeader);
}
- bsprim.Destroy();
- // bsprim.dispose();
- }
- else
- {
- m_log.ErrorFormat("{0}: Attempt to remove prim that is not a BSPrim type.", LogHeader);
}
- }
- public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
- Vector3 size, Quaternion rotation, bool isPhysical, uint localID)
- {
- // m_log.DebugFormat("{0}: AddPrimShape2: {1}", LogHeader, primName);
+ public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
+ Vector3 size, Quaternion rotation, bool isPhysical, uint localID)
+ {
+ // m_log.DebugFormat("{0}: AddPrimShape2: {1}", LogHeader, primName);
- if (!m_initialized) return null;
+ if (!m_initialized) return null;
- // DetailLog("{0},BSScene.AddPrimShape,call", localID);
+ // DetailLog("{0},BSScene.AddPrimShape,call", localID);
- BSPhysObject prim = new BSPrimLinkable(localID, primName, this, position, size, rotation, pbs, isPhysical);
- lock (PhysObjects) PhysObjects.Add(localID, prim);
- return prim;
- }
+ BSPhysObject prim = new BSPrimLinkable(localID, primName, this, position, size, rotation, pbs, isPhysical);
+ lock (PhysObjects) PhysObjects.Add(localID, prim);
+ return prim;
+ }
- // This is a call from the simulator saying that some physical property has been updated.
- // The BulletSim driver senses the changing of relevant properties so this taint
- // information call is not needed.
- public override void AddPhysicsActorTaint(PhysicsActor prim) { }
+ // This is a call from the simulator saying that some physical property has been updated.
+ // The BulletSim driver senses the changing of relevant properties so this taint
+ // information call is not needed.
+ public override void AddPhysicsActorTaint(PhysicsActor prim) { }
- #endregion // Prim and Avatar addition and removal
+ #endregion // Prim and Avatar addition and removal
- #region Simulation
+ #region Simulation
- // Call from the simulator to send physics information to the simulator objects.
- // This pushes all the collision and property update events into the objects in
- // the simulator and, since it is on the heartbeat thread, there is an implicit
- // locking of those data structures from other heartbeat events.
- // If the physics engine is running on a separate thread, the update information
- // will be in the ObjectsWithCollions and ObjectsWithUpdates structures.
- public override float Simulate(float timeStep)
- {
- if (!BSParam.UseSeparatePhysicsThread)
+ // Call from the simulator to send physics information to the simulator objects.
+ // This pushes all the collision and property update events into the objects in
+ // the simulator and, since it is on the heartbeat thread, there is an implicit
+ // locking of those data structures from other heartbeat events.
+ // If the physics engine is running on a separate thread, the update information
+ // will be in the ObjectsWithCollions and ObjectsWithUpdates structures.
+ public override float Simulate(float timeStep)
{
- DoPhysicsStep(timeStep);
+ if (!BSParam.UseSeparatePhysicsThread)
+ {
+ DoPhysicsStep(timeStep);
+ }
+ return SendUpdatesToSimulator(timeStep);
}
- return SendUpdatesToSimulator(timeStep);
- }
- // Call the physics engine to do one 'timeStep' and collect collisions and updates
- // into ObjectsWithCollisions and ObjectsWithUpdates data structures.
- private void DoPhysicsStep(float timeStep)
- {
- // prevent simulation until we've been initialized
- if (!m_initialized) return;
+ // Call the physics engine to do one 'timeStep' and collect collisions and updates
+ // into ObjectsWithCollisions and ObjectsWithUpdates data structures.
+ private void DoPhysicsStep(float timeStep)
+ {
+ // prevent simulation until we've been initialized
+ if (!m_initialized) return;
- LastTimeStep = timeStep;
+ LastTimeStep = timeStep;
- int updatedEntityCount = 0;
- int collidersCount = 0;
+ int updatedEntityCount = 0;
+ int collidersCount = 0;
- int beforeTime = Util.EnvironmentTickCount();
- int simTime = 0;
+ int beforeTime = Util.EnvironmentTickCount();
+ int simTime = 0;
- int numTaints = _taintOperations.Count;
- InTaintTime = true; // Only used for debugging so locking is not necessary.
+ int numTaints = _taintOperations.Count;
+ InTaintTime = true; // Only used for debugging so locking is not necessary.
- // update the prim states while we know the physics engine is not busy
- ProcessTaints();
+ // update the prim states while we know the physics engine is not busy
+ ProcessTaints();
- // Some of the physical objects requre individual, pre-step calls
- // (vehicles and avatar movement, in particular)
- TriggerPreStepEvent(timeStep);
+ // Some of the physical objects requre individual, pre-step calls
+ // (vehicles and avatar movement, in particular)
+ TriggerPreStepEvent(timeStep);
- // the prestep actions might have added taints
- numTaints += _taintOperations.Count;
- ProcessTaints();
+ // the prestep actions might have added taints
+ numTaints += _taintOperations.Count;
+ ProcessTaints();
- InTaintTime = false; // Only used for debugging so locking is not necessary.
+ InTaintTime = false; // Only used for debugging so locking is not necessary.
- // The following causes the unmanaged code to output ALL the values found in ALL the objects in the world.
- // Only enable this in a limited test world with few objects.
- if (m_physicsPhysicalDumpEnabled)
- PE.DumpAllInfo(World);
+ // The following causes the unmanaged code to output ALL the values found in ALL the objects in the world.
+ // Only enable this in a limited test world with few objects.
+ if (m_physicsPhysicalDumpEnabled)
+ PE.DumpAllInfo(World);
- // step the physical world one interval
- m_simulationStep++;
- int numSubSteps = 0;
- try
- {
- numSubSteps = PE.PhysicsStep(World, timeStep, m_maxSubSteps, m_fixedTimeStep, out updatedEntityCount, out collidersCount);
+ // step the physical world one interval
+ m_simulationStep++;
+ int numSubSteps = 0;
+ try
+ {
+ numSubSteps = PE.PhysicsStep(World, timeStep, m_maxSubSteps, m_fixedTimeStep, out updatedEntityCount, out collidersCount);
- }
- catch (Exception e)
- {
- m_log.WarnFormat("{0},PhysicsStep Exception: nTaints={1}, substeps={2}, updates={3}, colliders={4}, e={5}",
- LogHeader, numTaints, numSubSteps, updatedEntityCount, collidersCount, e);
- DetailLog("{0},PhysicsStepException,call, nTaints={1}, substeps={2}, updates={3}, colliders={4}",
- DetailLogZero, numTaints, numSubSteps, updatedEntityCount, collidersCount);
- updatedEntityCount = 0;
- collidersCount = 0;
- }
+ }
+ catch (Exception e)
+ {
+ m_log.WarnFormat("{0},PhysicsStep Exception: nTaints={1}, substeps={2}, updates={3}, colliders={4}, e={5}",
+ LogHeader, numTaints, numSubSteps, updatedEntityCount, collidersCount, e);
+ DetailLog("{0},PhysicsStepException,call, nTaints={1}, substeps={2}, updates={3}, colliders={4}",
+ DetailLogZero, numTaints, numSubSteps, updatedEntityCount, collidersCount);
+ updatedEntityCount = 0;
+ collidersCount = 0;
+ }
- // Make the physics engine dump useful statistics periodically
- if (PhysicsMetricDumpFrames != 0 && ((m_simulationStep % PhysicsMetricDumpFrames) == 0))
- PE.DumpPhysicsStatistics(World);
+ // Make the physics engine dump useful statistics periodically
+ if (PhysicsMetricDumpFrames != 0 && ((m_simulationStep % PhysicsMetricDumpFrames) == 0))
+ PE.DumpPhysicsStatistics(World);
- // Get a value for 'now' so all the collision and update routines don't have to get their own.
- SimulationNowTime = Util.EnvironmentTickCount();
+ // Get a value for 'now' so all the collision and update routines don't have to get their own.
+ SimulationNowTime = Util.EnvironmentTickCount();
- // Send collision information to the colliding objects. The objects decide if the collision
- // is 'real' (like linksets don't collide with themselves) and the individual objects
- // know if the simulator has subscribed to collisions.
- lock (CollisionLock)
- {
- if (collidersCount > 0)
+ // Send collision information to the colliding objects. The objects decide if the collision
+ // is 'real' (like linksets don't collide with themselves) and the individual objects
+ // know if the simulator has subscribed to collisions.
+ lock (CollisionLock)
{
- lock (PhysObjects)
+ if (collidersCount > 0)
{
- for (int ii = 0; ii < collidersCount; ii++)
+ lock (PhysObjects)
{
- uint cA = m_collisionArray[ii].aID;
- uint cB = m_collisionArray[ii].bID;
- Vector3 point = m_collisionArray[ii].point;
- Vector3 normal = m_collisionArray[ii].normal;
- float penetration = m_collisionArray[ii].penetration;
- SendCollision(cA, cB, point, normal, penetration);
- SendCollision(cB, cA, point, -normal, penetration);
+ for (int ii = 0; ii < collidersCount; ii++)
+ {
+ uint cA = m_collisionArray[ii].aID;
+ uint cB = m_collisionArray[ii].bID;
+ Vector3 point = m_collisionArray[ii].point;
+ Vector3 normal = m_collisionArray[ii].normal;
+ float penetration = m_collisionArray[ii].penetration;
+ SendCollision(cA, cB, point, normal, penetration);
+ SendCollision(cB, cA, point, -normal, penetration);
+ }
}
}
}
- }
- // If any of the objects had updated properties, tell the managed objects about the update
- // and remember that there was a change so it will be passed to the simulator.
- lock (UpdateLock)
- {
- if (updatedEntityCount > 0)
+ // If any of the objects had updated properties, tell the managed objects about the update
+ // and remember that there was a change so it will be passed to the simulator.
+ lock (UpdateLock)
{
- lock (PhysObjects)
+ if (updatedEntityCount > 0)
{
- for (int ii = 0; ii < updatedEntityCount; ii++)
+ lock (PhysObjects)
{
- EntityProperties entprop = m_updateArray[ii];
- BSPhysObject pobj;
- if (PhysObjects.TryGetValue(entprop.ID, out pobj))
+ for (int ii = 0; ii < updatedEntityCount; ii++)
{
- if (pobj.IsInitialized)
- pobj.UpdateProperties(entprop);
+ EntityProperties entprop = m_updateArray[ii];
+ BSPhysObject pobj;
+ if (PhysObjects.TryGetValue(entprop.ID, out pobj))
+ {
+ if (pobj.IsInitialized)
+ pobj.UpdateProperties(entprop);
+ }
}
}
}
}
- }
-
- // Some actors want to know when the simulation step is complete.
- TriggerPostStepEvent(timeStep);
- simTime = Util.EnvironmentTickCountSubtract(beforeTime);
- if (PhysicsLogging.Enabled)
- {
- DetailLog("{0},DoPhysicsStep,complete,frame={1}, nTaints={2}, simTime={3}, substeps={4}, updates={5}, colliders={6}, objWColl={7}",
- DetailLogZero, m_simulationStep, numTaints, simTime, numSubSteps,
- updatedEntityCount, collidersCount, ObjectsWithCollisions.Count);
- }
+ // Some actors want to know when the simulation step is complete.
+ TriggerPostStepEvent(timeStep);
- // The following causes the unmanaged code to output ALL the values found in ALL the objects in the world.
- // Only enable this in a limited test world with few objects.
- if (m_physicsPhysicalDumpEnabled)
- PE.DumpAllInfo(World);
+ simTime = Util.EnvironmentTickCountSubtract(beforeTime);
+ if (PhysicsLogging.Enabled)
+ {
+ DetailLog("{0},DoPhysicsStep,complete,frame={1}, nTaints={2}, simTime={3}, substeps={4}, updates={5}, colliders={6}, objWColl={7}",
+ DetailLogZero, m_simulationStep, numTaints, simTime, numSubSteps,
+ updatedEntityCount, collidersCount, ObjectsWithCollisions.Count);
+ }
- // The physics engine returns the number of milliseconds it simulated this call.
- // These are summed and normalized to one second and divided by 1000 to give the reported physics FPS.
- // Multiply by a fixed nominal frame rate to give a rate similar to the simulator (usually 55).
- m_simulatedTime += (float)numSubSteps * m_fixedTimeStep * 1000f * NominalFrameRate;
- }
+ // The following causes the unmanaged code to output ALL the values found in ALL the objects in the world.
+ // Only enable this in a limited test world with few objects.
+ if (m_physicsPhysicalDumpEnabled)
+ PE.DumpAllInfo(World);
- // Called by a BSPhysObject to note that it has changed properties and this information
- // should be passed up to the simulator at the proper time.
- // Note: this is called by the BSPhysObject from invocation via DoPhysicsStep() above so
- // this is is under UpdateLock.
- public void PostUpdate(BSPhysObject updatee)
- {
- lock (UpdateLock)
- {
- ObjectsWithUpdates.Add(updatee);
+ // The physics engine returns the number of milliseconds it simulated this call.
+ // These are summed and normalized to one second and divided by 1000 to give the reported physics FPS.
+ // Multiply by a fixed nominal frame rate to give a rate similar to the simulator (usually 55).
+ m_simulatedTime += (float)numSubSteps * m_fixedTimeStep * 1000f * NominalFrameRate;
}
- }
-
- // The simulator thinks it is physics time so return all the collisions and position
- // updates that were collected in actual physics simulation.
- private float SendUpdatesToSimulator(float timeStep)
- {
- if (!m_initialized) return 5.0f;
- DetailLog("{0},SendUpdatesToSimulator,collisions={1},updates={2},simedTime={3}",
- BSScene.DetailLogZero, ObjectsWithCollisions.Count, ObjectsWithUpdates.Count, m_simulatedTime);
- // Push the collisions into the simulator.
- lock (CollisionLock)
+ // Called by a BSPhysObject to note that it has changed properties and this information
+ // should be passed up to the simulator at the proper time.
+ // Note: this is called by the BSPhysObject from invocation via DoPhysicsStep() above so
+ // this is is under UpdateLock.
+ public void PostUpdate(BSPhysObject updatee)
{
- if (ObjectsWithCollisions.Count > 0)
+ lock (UpdateLock)
{
- foreach (BSPhysObject bsp in ObjectsWithCollisions)
- if (!bsp.SendCollisions())
- {
- // If the object is done colliding, see that it's removed from the colliding list
- ObjectsWithNoMoreCollisions.Add(bsp);
- }
+ ObjectsWithUpdates.Add(updatee);
}
+ }
- // This is a kludge to get avatar movement updates.
- // The simulator expects collisions for avatars even if there are have been no collisions.
- // The event updates avatar animations and stuff.
- // If you fix avatar animation updates, remove this overhead and let normal collision processing happen.
- // Note that we get a copy of the list to search because SendCollision() can take a while.
- HashSet tempAvatarsInScene;
- lock (AvatarsInSceneLock)
+ // The simulator thinks it is physics time so return all the collisions and position
+ // updates that were collected in actual physics simulation.
+ private float SendUpdatesToSimulator(float timeStep)
+ {
+ if (!m_initialized) return 5.0f;
+
+ DetailLog("{0},SendUpdatesToSimulator,collisions={1},updates={2},simedTime={3}",
+ BSScene.DetailLogZero, ObjectsWithCollisions.Count, ObjectsWithUpdates.Count, m_simulatedTime);
+ // Push the collisions into the simulator.
+ lock (CollisionLock)
{
- tempAvatarsInScene = new HashSet(AvatarsInScene);
+ if (ObjectsWithCollisions.Count > 0)
+ {
+ foreach (BSPhysObject bsp in ObjectsWithCollisions)
+ if (!bsp.SendCollisions())
+ {
+ // If the object is done colliding, see that it's removed from the colliding list
+ ObjectsWithNoMoreCollisions.Add(bsp);
+ }
+ }
+
+ // This is a kludge to get avatar movement updates.
+ // The simulator expects collisions for avatars even if there are have been no collisions.
+ // The event updates avatar animations and stuff.
+ // If you fix avatar animation updates, remove this overhead and let normal collision processing happen.
+ // Note that we get a copy of the list to search because SendCollision() can take a while.
+ HashSet tempAvatarsInScene;
+ lock (AvatarsInSceneLock)
+ {
+ tempAvatarsInScene = new HashSet(AvatarsInScene);
+ }
+ foreach (BSPhysObject actor in tempAvatarsInScene)
+ {
+ if (!ObjectsWithCollisions.Contains(actor)) // don't call avatars twice
+ actor.SendCollisions();
+ }
+ tempAvatarsInScene = null;
+
+ // Objects that are done colliding are removed from the ObjectsWithCollisions list.
+ // Not done above because it is inside an iteration of ObjectWithCollisions.
+ // This complex collision processing is required to create an empty collision
+ // event call after all real collisions have happened on an object. This allows
+ // the simulator to generate the 'collision end' event.
+ if (ObjectsWithNoMoreCollisions.Count > 0)
+ {
+ foreach (BSPhysObject po in ObjectsWithNoMoreCollisions)
+ ObjectsWithCollisions.Remove(po);
+ ObjectsWithNoMoreCollisions.Clear();
+ }
}
- foreach (BSPhysObject actor in tempAvatarsInScene)
+
+ // Call the simulator for each object that has physics property updates.
+ HashSet updatedObjects = null;
+ lock (UpdateLock)
{
- if (!ObjectsWithCollisions.Contains(actor)) // don't call avatars twice
- actor.SendCollisions();
+ if (ObjectsWithUpdates.Count > 0)
+ {
+ updatedObjects = ObjectsWithUpdates;
+ ObjectsWithUpdates = new HashSet();
+ }
}
- tempAvatarsInScene = null;
-
- // Objects that are done colliding are removed from the ObjectsWithCollisions list.
- // Not done above because it is inside an iteration of ObjectWithCollisions.
- // This complex collision processing is required to create an empty collision
- // event call after all real collisions have happened on an object. This allows
- // the simulator to generate the 'collision end' event.
- if (ObjectsWithNoMoreCollisions.Count > 0)
+ if (updatedObjects != null)
{
- foreach (BSPhysObject po in ObjectsWithNoMoreCollisions)
- ObjectsWithCollisions.Remove(po);
- ObjectsWithNoMoreCollisions.Clear();
+ foreach (BSPhysObject obj in updatedObjects)
+ {
+ obj.RequestPhysicsterseUpdate();
+ }
+ updatedObjects.Clear();
}
+
+ // Return the framerate simulated to give the above returned results.
+ // (Race condition here but this is just bookkeeping so rare mistakes do not merit a lock).
+ float simTime = m_simulatedTime;
+ m_simulatedTime = 0f;
+ return simTime;
}
- // Call the simulator for each object that has physics property updates.
- HashSet updatedObjects = null;
- lock (UpdateLock)
+ // Something has collided
+ private void SendCollision(uint localID, uint collidingWith, Vector3 collidePoint, Vector3 collideNormal, float penetration)
{
- if (ObjectsWithUpdates.Count > 0)
+ if (localID <= TerrainManager.HighestTerrainID)
{
- updatedObjects = ObjectsWithUpdates;
- ObjectsWithUpdates = new HashSet();
+ return; // don't send collisions to the terrain
}
- }
- if (updatedObjects != null)
- {
- foreach (BSPhysObject obj in updatedObjects)
+
+ BSPhysObject collider;
+ // NOTE that PhysObjects was locked before the call to SendCollision().
+ if (!PhysObjects.TryGetValue(localID, out collider))
{
- obj.RequestPhysicsterseUpdate();
+ // If the object that is colliding cannot be found, just ignore the collision.
+ DetailLog("{0},BSScene.SendCollision,colliderNotInObjectList,id={1},with={2}", DetailLogZero, localID, collidingWith);
+ return;
}
- updatedObjects.Clear();
- }
-
- // Return the framerate simulated to give the above returned results.
- // (Race condition here but this is just bookkeeping so rare mistakes do not merit a lock).
- float simTime = m_simulatedTime;
- m_simulatedTime = 0f;
- return simTime;
- }
- // Something has collided
- private void SendCollision(uint localID, uint collidingWith, Vector3 collidePoint, Vector3 collideNormal, float penetration)
- {
- if (localID <= TerrainManager.HighestTerrainID)
- {
- return; // don't send collisions to the terrain
- }
-
- BSPhysObject collider;
- // NOTE that PhysObjects was locked before the call to SendCollision().
- if (!PhysObjects.TryGetValue(localID, out collider))
- {
- // If the object that is colliding cannot be found, just ignore the collision.
- DetailLog("{0},BSScene.SendCollision,colliderNotInObjectList,id={1},with={2}", DetailLogZero, localID, collidingWith);
- return;
- }
-
- // Note: the terrain is not in the physical object list so 'collidee' can be null when Collide() is called.
- BSPhysObject collidee = null;
- PhysObjects.TryGetValue(collidingWith, out collidee);
+ // Note: the terrain is not in the physical object list so 'collidee' can be null when Collide() is called.
+ BSPhysObject collidee = null;
+ PhysObjects.TryGetValue(collidingWith, out collidee);
- // DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith);
+ // DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith);
- if (collider.IsInitialized)
- {
- if (collider.Collide(collidingWith, collidee, collidePoint, collideNormal, penetration))
+ if (collider.IsInitialized)
{
- // If a collision was 'good', remember to send it to the simulator
- lock (CollisionLock)
+ if (collider.Collide(collidingWith, collidee, collidePoint, collideNormal, penetration))
{
- ObjectsWithCollisions.Add(collider);
+ // If a collision was 'good', remember to send it to the simulator
+ lock (CollisionLock)
+ {
+ ObjectsWithCollisions.Add(collider);
+ }
}
}
+
+ return;
}
- return;
- }
+ public void BulletSPluginPhysicsThread()
+ {
+ Thread.CurrentThread.Priority = ThreadPriority.Highest;
+ m_updateWaitEvent = new ManualResetEvent(false);
- public void BulletSPluginPhysicsThread()
- {
- Thread.CurrentThread.Priority = ThreadPriority.Highest;
- m_updateWaitEvent = new ManualResetEvent(false);
+ while (m_initialized)
+ {
+ int beginSimulationRealtimeMS = Util.EnvironmentTickCount();
- while (m_initialized)
- {
- int beginSimulationRealtimeMS = Util.EnvironmentTickCount();
+ if (BSParam.Active)
+ DoPhysicsStep(BSParam.PhysicsTimeStep);
- if (BSParam.Active)
- DoPhysicsStep(BSParam.PhysicsTimeStep);
+ int simulationRealtimeMS = Util.EnvironmentTickCountSubtract(beginSimulationRealtimeMS);
+ int simulationTimeVsRealtimeDifferenceMS = ((int)(BSParam.PhysicsTimeStep*1000f)) - simulationRealtimeMS;
- int simulationRealtimeMS = Util.EnvironmentTickCountSubtract(beginSimulationRealtimeMS);
- int simulationTimeVsRealtimeDifferenceMS = ((int)(BSParam.PhysicsTimeStep*1000f)) - simulationRealtimeMS;
+ if (simulationTimeVsRealtimeDifferenceMS > 0)
+ {
+ // The simulation of the time interval took less than realtime.
+ // Do a wait for the rest of realtime.
+ m_updateWaitEvent.WaitOne(simulationTimeVsRealtimeDifferenceMS);
+ //Thread.Sleep(simulationTimeVsRealtimeDifferenceMS);
+ }
+ else
+ {
+ // The simulation took longer than realtime.
+ // Do some scaling of simulation time.
+ // TODO.
+ DetailLog("{0},BulletSPluginPhysicsThread,longerThanRealtime={1}", BSScene.DetailLogZero, simulationTimeVsRealtimeDifferenceMS);
+ }
- if (simulationTimeVsRealtimeDifferenceMS > 0)
- {
- // The simulation of the time interval took less than realtime.
- // Do a wait for the rest of realtime.
- m_updateWaitEvent.WaitOne(simulationTimeVsRealtimeDifferenceMS);
- //Thread.Sleep(simulationTimeVsRealtimeDifferenceMS);
- }
- else
- {
- // The simulation took longer than realtime.
- // Do some scaling of simulation time.
- // TODO.
- DetailLog("{0},BulletSPluginPhysicsThread,longerThanRealtime={1}", BSScene.DetailLogZero, simulationTimeVsRealtimeDifferenceMS);
+ Watchdog.UpdateThread();
}
- Watchdog.UpdateThread();
+ Watchdog.RemoveThread();
}
- Watchdog.RemoveThread();
- }
-
- #endregion // Simulation
-
- public override void GetResults() { }
+ #endregion // Simulation
- #region Terrain
+ public override void GetResults() { }
- public override void SetTerrain(float[] heightMap) {
- TerrainManager.SetTerrain(heightMap);
- }
+ #region Terrain
- public override void SetWaterLevel(float baseheight)
- {
- SimpleWaterLevel = baseheight;
- }
+ public override void SetTerrain(float[] heightMap) {
+ TerrainManager.SetTerrain(heightMap);
+ }
- public override void DeleteTerrain()
- {
- // m_log.DebugFormat("{0}: DeleteTerrain()", LogHeader);
- }
+ public override void SetWaterLevel(float baseheight)
+ {
+ SimpleWaterLevel = baseheight;
+ }
- // Although no one seems to check this, I do support combining.
- public override bool SupportsCombining()
- {
- return TerrainManager.SupportsCombining();
- }
- // This call says I am a child to region zero in a mega-region. 'pScene' is that
- // of region zero, 'offset' is my offset from regions zero's origin, and
- // 'extents' is the largest XY that is handled in my region.
- public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
- {
- TerrainManager.Combine(pScene, offset, extents);
- }
+ public override void DeleteTerrain()
+ {
+ // m_log.DebugFormat("{0}: DeleteTerrain()", LogHeader);
+ }
- // Unhook all the combining that I know about.
- public override void UnCombine(PhysicsScene pScene)
- {
- TerrainManager.UnCombine(pScene);
- }
+ // Although no one seems to check this, I do support combining.
+ public override bool SupportsCombining()
+ {
+ return TerrainManager.SupportsCombining();
+ }
+ // This call says I am a child to region zero in a mega-region. 'pScene' is that
+ // of region zero, 'offset' is my offset from regions zero's origin, and
+ // 'extents' is the largest XY that is handled in my region.
+ public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
+ {
+ TerrainManager.Combine(pScene, offset, extents);
+ }
- #endregion // Terrain
+ // Unhook all the combining that I know about.
+ public override void UnCombine(PhysicsScene pScene)
+ {
+ TerrainManager.UnCombine(pScene);
+ }
- public override Dictionary GetTopColliders()
- {
- Dictionary topColliders;
+ #endregion // Terrain
- lock (PhysObjects)
+ public override Dictionary GetTopColliders()
{
- foreach (KeyValuePair kvp in PhysObjects)
+ Dictionary topColliders;
+
+ lock (PhysObjects)
{
- kvp.Value.ComputeCollisionScore();
+ foreach (KeyValuePair kvp in PhysObjects)
+ {
+ kvp.Value.ComputeCollisionScore();
+ }
+
+ List orderedPrims = new List(PhysObjects.Values);
+ orderedPrims.OrderByDescending(p => p.CollisionScore);
+ topColliders = orderedPrims.Take(25).ToDictionary(p => p.LocalID, p => p.CollisionScore);
}
- List orderedPrims = new List(PhysObjects.Values);
- orderedPrims.OrderByDescending(p => p.CollisionScore);
- topColliders = orderedPrims.Take(25).ToDictionary(p => p.LocalID, p => p.CollisionScore);
+ return topColliders;
}
- return topColliders;
- }
-
- public override bool IsThreaded { get { return false; } }
-
- #region Extensions
- public override object Extension(string pFunct, params object[] pParams)
- {
- DetailLog("{0} BSScene.Extension,op={1}", DetailLogZero, pFunct);
- return base.Extension(pFunct, pParams);
- }
- #endregion // Extensions
+ public override bool IsThreaded { get { return false; } }
- public static string PrimitiveBaseShapeToString(PrimitiveBaseShape pbs)
- {
- float pathShearX = pbs.PathShearX < 128 ? (float)pbs.PathShearX * 0.01f : (float)(pbs.PathShearX - 256) * 0.01f;
- float pathShearY = pbs.PathShearY < 128 ? (float)pbs.PathShearY * 0.01f : (float)(pbs.PathShearY - 256) * 0.01f;
- float pathBegin = (float)pbs.PathBegin * 2.0e-5f;
- float pathEnd = 1.0f - (float)pbs.PathEnd * 2.0e-5f;
- float pathScaleX = (float)(200 - pbs.PathScaleX) * 0.01f;
- float pathScaleY = (float)(200 - pbs.PathScaleY) * 0.01f;
- float pathTaperX = pbs.PathTaperX * 0.01f;
- float pathTaperY = pbs.PathTaperY * 0.01f;
-
- float profileBegin = (float)pbs.ProfileBegin * 2.0e-5f;
- float profileEnd = 1.0f - (float)pbs.ProfileEnd * 2.0e-5f;
- float profileHollow = (float)pbs.ProfileHollow * 2.0e-5f;
- if (profileHollow > 0.95f)
- profileHollow = 0.95f;
-
- StringBuilder buff = new StringBuilder();
- buff.Append("shape=");
- buff.Append(((ProfileShape)pbs.ProfileShape).ToString());
- buff.Append(",");
- buff.Append("hollow=");
- buff.Append(((HollowShape)pbs.HollowShape).ToString());
- buff.Append(",");
- buff.Append("pathCurve=");
- buff.Append(((Extrusion)pbs.PathCurve).ToString());
- buff.Append(",");
- buff.Append("profCurve=");
- buff.Append(((Extrusion)pbs.ProfileCurve).ToString());
- buff.Append(",");
- buff.Append("profHollow=");
- buff.Append(profileHollow.ToString());
- buff.Append(",");
- buff.Append("pathBegEnd=");
- buff.Append(pathBegin.ToString());
- buff.Append("/");
- buff.Append(pathEnd.ToString());
- buff.Append(",");
- buff.Append("profileBegEnd=");
- buff.Append(profileBegin.ToString());
- buff.Append("/");
- buff.Append(profileEnd.ToString());
- buff.Append(",");
- buff.Append("scaleXY=");
- buff.Append(pathScaleX.ToString());
- buff.Append("/");
- buff.Append(pathScaleY.ToString());
- buff.Append(",");
- buff.Append("shearXY=");
- buff.Append(pathShearX.ToString());
- buff.Append("/");
- buff.Append(pathShearY.ToString());
- buff.Append(",");
- buff.Append("taperXY=");
- buff.Append(pbs.PathTaperX.ToString());
- buff.Append("/");
- buff.Append(pbs.PathTaperY.ToString());
- buff.Append(",");
- buff.Append("skew=");
- buff.Append(pbs.PathSkew.ToString());
- buff.Append(",");
- buff.Append("twist/Beg=");
- buff.Append(pbs.PathTwist.ToString());
- buff.Append("/");
- buff.Append(pbs.PathTwistBegin.ToString());
-
- return buff.ToString();
- }
+ #region Extensions
+ public override object Extension(string pFunct, params object[] pParams)
+ {
+ DetailLog("{0} BSScene.Extension,op={1}", DetailLogZero, pFunct);
+ return base.Extension(pFunct, pParams);
+ }
+ #endregion // Extensions
- #region Taints
- // The simulation execution order is:
- // Simulate()
- // DoOneTimeTaints
- // TriggerPreStepEvent
- // DoOneTimeTaints
- // Step()
- // ProcessAndSendToSimulatorCollisions
- // ProcessAndSendToSimulatorPropertyUpdates
- // TriggerPostStepEvent
-
- // Calls to the PhysicsActors can't directly call into the physics engine
- // because it might be busy. We delay changes to a known time.
- // We rely on C#'s closure to save and restore the context for the delegate.
- public void TaintedObject(string pOriginator, string pIdent, TaintCallback pCallback)
- {
- TaintedObject(false /*inTaintTime*/, pOriginator, pIdent, pCallback);
- }
- public void TaintedObject(uint pOriginator, String pIdent, TaintCallback pCallback)
- {
- TaintedObject(false /*inTaintTime*/, m_physicsLoggingEnabled ? pOriginator.ToString() : BSScene.DetailLogZero, pIdent, pCallback);
- }
- public void TaintedObject(bool inTaintTime, String pIdent, TaintCallback pCallback)
- {
- TaintedObject(inTaintTime, BSScene.DetailLogZero, pIdent, pCallback);
- }
- public void TaintedObject(bool inTaintTime, uint pOriginator, String pIdent, TaintCallback pCallback)
- {
- TaintedObject(inTaintTime, m_physicsLoggingEnabled ? pOriginator.ToString() : BSScene.DetailLogZero, pIdent, pCallback);
- }
- // Sometimes a potentially tainted operation can be used in and out of taint time.
- // This routine executes the command immediately if in taint-time otherwise it is queued.
- public void TaintedObject(bool inTaintTime, string pOriginator, string pIdent, TaintCallback pCallback)
- {
- if (!m_initialized) return;
+ public static string PrimitiveBaseShapeToString(PrimitiveBaseShape pbs)
+ {
+ float pathShearX = pbs.PathShearX < 128 ? (float)pbs.PathShearX * 0.01f : (float)(pbs.PathShearX - 256) * 0.01f;
+ float pathShearY = pbs.PathShearY < 128 ? (float)pbs.PathShearY * 0.01f : (float)(pbs.PathShearY - 256) * 0.01f;
+ float pathBegin = (float)pbs.PathBegin * 2.0e-5f;
+ float pathEnd = 1.0f - (float)pbs.PathEnd * 2.0e-5f;
+ float pathScaleX = (float)(200 - pbs.PathScaleX) * 0.01f;
+ float pathScaleY = (float)(200 - pbs.PathScaleY) * 0.01f;
+ float pathTaperX = pbs.PathTaperX * 0.01f;
+ float pathTaperY = pbs.PathTaperY * 0.01f;
+
+ float profileBegin = (float)pbs.ProfileBegin * 2.0e-5f;
+ float profileEnd = 1.0f - (float)pbs.ProfileEnd * 2.0e-5f;
+ float profileHollow = (float)pbs.ProfileHollow * 2.0e-5f;
+ if (profileHollow > 0.95f)
+ profileHollow = 0.95f;
+
+ StringBuilder buff = new StringBuilder();
+ buff.Append("shape=");
+ buff.Append(((ProfileShape)pbs.ProfileShape).ToString());
+ buff.Append(",");
+ buff.Append("hollow=");
+ buff.Append(((HollowShape)pbs.HollowShape).ToString());
+ buff.Append(",");
+ buff.Append("pathCurve=");
+ buff.Append(((Extrusion)pbs.PathCurve).ToString());
+ buff.Append(",");
+ buff.Append("profCurve=");
+ buff.Append(((Extrusion)pbs.ProfileCurve).ToString());
+ buff.Append(",");
+ buff.Append("profHollow=");
+ buff.Append(profileHollow.ToString());
+ buff.Append(",");
+ buff.Append("pathBegEnd=");
+ buff.Append(pathBegin.ToString());
+ buff.Append("/");
+ buff.Append(pathEnd.ToString());
+ buff.Append(",");
+ buff.Append("profileBegEnd=");
+ buff.Append(profileBegin.ToString());
+ buff.Append("/");
+ buff.Append(profileEnd.ToString());
+ buff.Append(",");
+ buff.Append("scaleXY=");
+ buff.Append(pathScaleX.ToString());
+ buff.Append("/");
+ buff.Append(pathScaleY.ToString());
+ buff.Append(",");
+ buff.Append("shearXY=");
+ buff.Append(pathShearX.ToString());
+ buff.Append("/");
+ buff.Append(pathShearY.ToString());
+ buff.Append(",");
+ buff.Append("taperXY=");
+ buff.Append(pbs.PathTaperX.ToString());
+ buff.Append("/");
+ buff.Append(pbs.PathTaperY.ToString());
+ buff.Append(",");
+ buff.Append("skew=");
+ buff.Append(pbs.PathSkew.ToString());
+ buff.Append(",");
+ buff.Append("twist/Beg=");
+ buff.Append(pbs.PathTwist.ToString());
+ buff.Append("/");
+ buff.Append(pbs.PathTwistBegin.ToString());
+
+ return buff.ToString();
+ }
- if (inTaintTime)
- pCallback();
- else
+ #region Taints
+ // The simulation execution order is:
+ // Simulate()
+ // DoOneTimeTaints
+ // TriggerPreStepEvent
+ // DoOneTimeTaints
+ // Step()
+ // ProcessAndSendToSimulatorCollisions
+ // ProcessAndSendToSimulatorPropertyUpdates
+ // TriggerPostStepEvent
+
+ // Calls to the PhysicsActors can't directly call into the physics engine
+ // because it might be busy. We delay changes to a known time.
+ // We rely on C#'s closure to save and restore the context for the delegate.
+ public void TaintedObject(string pOriginator, string pIdent, TaintCallback pCallback)
{
- lock (_taintLock)
+ TaintedObject(false /*inTaintTime*/, pOriginator, pIdent, pCallback);
+ }
+ public void TaintedObject(uint pOriginator, String pIdent, TaintCallback pCallback)
+ {
+ TaintedObject(false /*inTaintTime*/, m_physicsLoggingEnabled ? pOriginator.ToString() : BSScene.DetailLogZero, pIdent, pCallback);
+ }
+ public void TaintedObject(bool inTaintTime, String pIdent, TaintCallback pCallback)
+ {
+ TaintedObject(inTaintTime, BSScene.DetailLogZero, pIdent, pCallback);
+ }
+ public void TaintedObject(bool inTaintTime, uint pOriginator, String pIdent, TaintCallback pCallback)
+ {
+ TaintedObject(inTaintTime, m_physicsLoggingEnabled ? pOriginator.ToString() : BSScene.DetailLogZero, pIdent, pCallback);
+ }
+ // Sometimes a potentially tainted operation can be used in and out of taint time.
+ // This routine executes the command immediately if in taint-time otherwise it is queued.
+ public void TaintedObject(bool inTaintTime, string pOriginator, string pIdent, TaintCallback pCallback)
+ {
+ if (!m_initialized) return;
+
+ if (inTaintTime)
+ pCallback();
+ else
{
- _taintOperations.Add(new TaintCallbackEntry(pOriginator, pIdent, pCallback));
+ lock (_taintLock)
+ {
+ _taintOperations.Add(new TaintCallbackEntry(pOriginator, pIdent, pCallback));
+ }
}
}
- }
- private void TriggerPreStepEvent(float timeStep)
- {
- PreStepAction actions = BeforeStep;
- if (actions != null)
- actions(timeStep);
-
- }
+ private void TriggerPreStepEvent(float timeStep)
+ {
+ PreStepAction actions = BeforeStep;
+ if (actions != null)
+ actions(timeStep);
- private void TriggerPostStepEvent(float timeStep)
- {
- PostStepAction actions = AfterStep;
- if (actions != null)
- actions(timeStep);
+ }
- }
+ private void TriggerPostStepEvent(float timeStep)
+ {
+ PostStepAction actions = AfterStep;
+ if (actions != null)
+ actions(timeStep);
- // When someone tries to change a property on a BSPrim or BSCharacter, the object queues
- // a callback into itself to do the actual property change. That callback is called
- // here just before the physics engine is called to step the simulation.
- public void ProcessTaints()
- {
- ProcessRegularTaints();
- ProcessPostTaintTaints();
- }
+ }
- private void ProcessRegularTaints()
- {
- if (m_initialized && _taintOperations.Count > 0) // save allocating new list if there is nothing to process
+ // When someone tries to change a property on a BSPrim or BSCharacter, the object queues
+ // a callback into itself to do the actual property change. That callback is called
+ // here just before the physics engine is called to step the simulation.
+ public void ProcessTaints()
{
- // swizzle a new list into the list location so we can process what's there
- List oldList;
- lock (_taintLock)
- {
- oldList = _taintOperations;
- _taintOperations = new List();
- }
+ ProcessRegularTaints();
+ ProcessPostTaintTaints();
+ }
- foreach (TaintCallbackEntry tcbe in oldList)
+ private void ProcessRegularTaints()
+ {
+ if (m_initialized && _taintOperations.Count > 0) // save allocating new list if there is nothing to process
{
- try
+ // swizzle a new list into the list location so we can process what's there
+ List oldList;
+ lock (_taintLock)
{
- DetailLog("{0},BSScene.ProcessTaints,doTaint,id={1}", tcbe.originator, tcbe.ident); // DEBUG DEBUG DEBUG
- tcbe.callback();
+ oldList = _taintOperations;
+ _taintOperations = new List();
}
- catch (Exception e)
+
+ foreach (TaintCallbackEntry tcbe in oldList)
{
- m_log.ErrorFormat("{0}: ProcessTaints: {1}: Exception: {2}", LogHeader, tcbe.ident, e);
+ try
+ {
+ DetailLog("{0},BSScene.ProcessTaints,doTaint,id={1}", tcbe.originator, tcbe.ident); // DEBUG DEBUG DEBUG
+ tcbe.callback();
+ }
+ catch (Exception e)
+ {
+ m_log.ErrorFormat("{0}: ProcessTaints: {1}: Exception: {2}", LogHeader, tcbe.ident, e);
+ }
}
+ oldList.Clear();
}
- oldList.Clear();
}
- }
-
- // Schedule an update to happen after all the regular taints are processed.
- // Note that new requests for the same operation ("ident") for the same object ("ID")
- // will replace any previous operation by the same object.
- public void PostTaintObject(String ident, uint ID, TaintCallback callback)
- {
- string IDAsString = ID.ToString();
- string uniqueIdent = ident + "-" + IDAsString;
- lock (_taintLock)
- {
- _postTaintOperations[uniqueIdent] = new TaintCallbackEntry(IDAsString, uniqueIdent, callback);
- }
-
- return;
- }
- // Taints that happen after the normal taint processing but before the simulation step.
- private void ProcessPostTaintTaints()
- {
- if (m_initialized && _postTaintOperations.Count > 0)
+ // Schedule an update to happen after all the regular taints are processed.
+ // Note that new requests for the same operation ("ident") for the same object ("ID")
+ // will replace any previous operation by the same object.
+ public void PostTaintObject(String ident, uint ID, TaintCallback callback)
{
- Dictionary oldList;
+ string IDAsString = ID.ToString();
+ string uniqueIdent = ident + "-" + IDAsString;
lock (_taintLock)
{
- oldList = _postTaintOperations;
- _postTaintOperations = new Dictionary();
+ _postTaintOperations[uniqueIdent] = new TaintCallbackEntry(IDAsString, uniqueIdent, callback);
}
- foreach (KeyValuePair kvp in oldList)
+ return;
+ }
+
+ // Taints that happen after the normal taint processing but before the simulation step.
+ private void ProcessPostTaintTaints()
+ {
+ if (m_initialized && _postTaintOperations.Count > 0)
{
- try
+ Dictionary oldList;
+ lock (_taintLock)
{
- DetailLog("{0},BSScene.ProcessPostTaintTaints,doTaint,id={1}", DetailLogZero, kvp.Key); // DEBUG DEBUG DEBUG
- kvp.Value.callback();
+ oldList = _postTaintOperations;
+ _postTaintOperations = new Dictionary();
}
- catch (Exception e)
+
+ foreach (KeyValuePair kvp in oldList)
{
- m_log.ErrorFormat("{0}: ProcessPostTaintTaints: {1}: Exception: {2}", LogHeader, kvp.Key, e);
+ try
+ {
+ DetailLog("{0},BSScene.ProcessPostTaintTaints,doTaint,id={1}", DetailLogZero, kvp.Key); // DEBUG DEBUG DEBUG
+ kvp.Value.callback();
+ }
+ catch (Exception e)
+ {
+ m_log.ErrorFormat("{0}: ProcessPostTaintTaints: {1}: Exception: {2}", LogHeader, kvp.Key, e);
+ }
}
+ oldList.Clear();
}
- oldList.Clear();
}
- }
- // Only used for debugging. Does not change state of anything so locking is not necessary.
- public bool AssertInTaintTime(string whereFrom)
- {
- if (!InTaintTime)
+ // Only used for debugging. Does not change state of anything so locking is not necessary.
+ public bool AssertInTaintTime(string whereFrom)
{
- DetailLog("{0},BSScene.AssertInTaintTime,NOT IN TAINT TIME,Region={1},Where={2}", DetailLogZero, RegionName, whereFrom);
- m_log.ErrorFormat("{0} NOT IN TAINT TIME!! Region={1}, Where={2}", LogHeader, RegionName, whereFrom);
- // Util.PrintCallStack(DetailLog);
+ if (!InTaintTime)
+ {
+ DetailLog("{0},BSScene.AssertInTaintTime,NOT IN TAINT TIME,Region={1},Where={2}", DetailLogZero, RegionName, whereFrom);
+ m_log.ErrorFormat("{0} NOT IN TAINT TIME!! Region={1}, Where={2}", LogHeader, RegionName, whereFrom);
+ // Util.PrintCallStack(DetailLog);
+ }
+ return InTaintTime;
}
- return InTaintTime;
- }
- #endregion // Taints
+ #endregion // Taints
- #region IPhysicsParameters
- // Get the list of parameters this physics engine supports
- public PhysParameterEntry[] GetParameterList()
- {
- BSParam.BuildParameterTable();
- return BSParam.SettableParameters;
- }
-
- // Set parameter on a specific or all instances.
- // Return 'false' if not able to set the parameter.
- // Setting the value in the m_params block will change the value the physics engine
- // will use the next time since it's pinned and shared memory.
- // Some of the values require calling into the physics engine to get the new
- // value activated ('terrainFriction' for instance).
- public bool SetPhysicsParameter(string parm, string val, uint localID)
- {
- bool ret = false;
+ #region IPhysicsParameters
+ // Get the list of parameters this physics engine supports
+ public PhysParameterEntry[] GetParameterList()
+ {
+ BSParam.BuildParameterTable();
+ return BSParam.SettableParameters;
+ }
- BSParam.ParameterDefnBase theParam;
- if (BSParam.TryGetParameter(parm, out theParam))
+ // Set parameter on a specific or all instances.
+ // Return 'false' if not able to set the parameter.
+ // Setting the value in the m_params block will change the value the physics engine
+ // will use the next time since it's pinned and shared memory.
+ // Some of the values require calling into the physics engine to get the new
+ // value activated ('terrainFriction' for instance).
+ public bool SetPhysicsParameter(string parm, string val, uint localID)
{
- // Set the value in the C# code
- theParam.SetValue(this, val);
+ bool ret = false;
- // Optionally set the parameter in the unmanaged code
- if (theParam.HasSetOnObject)
+ BSParam.ParameterDefnBase theParam;
+ if (BSParam.TryGetParameter(parm, out theParam))
{
- // update all the localIDs specified
- // If the local ID is APPLY_TO_NONE, just change the default value
- // If the localID is APPLY_TO_ALL change the default value and apply the new value to all the lIDs
- // If the localID is a specific object, apply the parameter change to only that object
- List objectIDs = new List();
- switch (localID)
+ // Set the value in the C# code
+ theParam.SetValue(this, val);
+
+ // Optionally set the parameter in the unmanaged code
+ if (theParam.HasSetOnObject)
{
- case PhysParameterEntry.APPLY_TO_NONE:
- // This will cause a call into the physical world if some operation is specified (SetOnObject).
- objectIDs.Add(TERRAIN_ID);
- TaintedUpdateParameter(parm, objectIDs, val);
- break;
- case PhysParameterEntry.APPLY_TO_ALL:
- lock (PhysObjects) objectIDs = new List(PhysObjects.Keys);
- TaintedUpdateParameter(parm, objectIDs, val);
- break;
- default:
- // setting only one localID
- objectIDs.Add(localID);
- TaintedUpdateParameter(parm, objectIDs, val);
- break;
+ // update all the localIDs specified
+ // If the local ID is APPLY_TO_NONE, just change the default value
+ // If the localID is APPLY_TO_ALL change the default value and apply the new value to all the lIDs
+ // If the localID is a specific object, apply the parameter change to only that object
+ List objectIDs = new List();
+ switch (localID)
+ {
+ case PhysParameterEntry.APPLY_TO_NONE:
+ // This will cause a call into the physical world if some operation is specified (SetOnObject).
+ objectIDs.Add(TERRAIN_ID);
+ TaintedUpdateParameter(parm, objectIDs, val);
+ break;
+ case PhysParameterEntry.APPLY_TO_ALL:
+ lock (PhysObjects) objectIDs = new List(PhysObjects.Keys);
+ TaintedUpdateParameter(parm, objectIDs, val);
+ break;
+ default:
+ // setting only one localID
+ objectIDs.Add(localID);
+ TaintedUpdateParameter(parm, objectIDs, val);
+ break;
+ }
}
- }
- ret = true;
+ ret = true;
+ }
+ return ret;
}
- return ret;
- }
- // schedule the actual updating of the paramter to when the phys engine is not busy
- private void TaintedUpdateParameter(string parm, List lIDs, string val)
- {
- string xval = val;
- List xlIDs = lIDs;
- string xparm = parm;
- TaintedObject(DetailLogZero, "BSScene.UpdateParameterSet", delegate() {
- BSParam.ParameterDefnBase thisParam;
- if (BSParam.TryGetParameter(xparm, out thisParam))
- {
- if (thisParam.HasSetOnObject)
+ // schedule the actual updating of the paramter to when the phys engine is not busy
+ private void TaintedUpdateParameter(string parm, List lIDs, string val)
+ {
+ string xval = val;
+ List xlIDs = lIDs;
+ string xparm = parm;
+ TaintedObject(DetailLogZero, "BSScene.UpdateParameterSet", delegate() {
+ BSParam.ParameterDefnBase thisParam;
+ if (BSParam.TryGetParameter(xparm, out thisParam))
{
- foreach (uint lID in xlIDs)
+ if (thisParam.HasSetOnObject)
{
- BSPhysObject theObject = null;
- if (PhysObjects.TryGetValue(lID, out theObject))
- thisParam.SetOnObject(this, theObject);
+ foreach (uint lID in xlIDs)
+ {
+ BSPhysObject theObject = null;
+ if (PhysObjects.TryGetValue(lID, out theObject))
+ thisParam.SetOnObject(this, theObject);
+ }
}
}
- }
- });
- }
+ });
+ }
- // Get parameter.
- // Return 'false' if not able to get the parameter.
- public bool GetPhysicsParameter(string parm, out string value)
- {
- string val = String.Empty;
- bool ret = false;
- BSParam.ParameterDefnBase theParam;
- if (BSParam.TryGetParameter(parm, out theParam))
+ // Get parameter.
+ // Return 'false' if not able to get the parameter.
+ public bool GetPhysicsParameter(string parm, out string value)
{
- val = theParam.GetValue(this);
- ret = true;
+ string val = String.Empty;
+ bool ret = false;
+ BSParam.ParameterDefnBase theParam;
+ if (BSParam.TryGetParameter(parm, out theParam))
+ {
+ val = theParam.GetValue(this);
+ ret = true;
+ }
+ value = val;
+ return ret;
}
- value = val;
- return ret;
- }
- #endregion IPhysicsParameters
+ #endregion IPhysicsParameters
- // Invoke the detailed logger and output something if it's enabled.
- public void DetailLog(string msg, params Object[] args)
- {
- PhysicsLogging.Write(msg, args);
- }
- // Used to fill in the LocalID when there isn't one. It's the correct number of characters.
- public const string DetailLogZero = "0000000000";
+ // Invoke the detailed logger and output something if it's enabled.
+ public void DetailLog(string msg, params Object[] args)
+ {
+ PhysicsLogging.Write(msg, args);
+ }
+ // Used to fill in the LocalID when there isn't one. It's the correct number of characters.
+ public const string DetailLogZero = "0000000000";
-}
+ }
}
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSShapes.cs b/OpenSim/Region/PhysicsModules/BulletS/BSShapes.cs
index 1c55b51..086a412 100755
--- a/OpenSim/Region/PhysicsModules/BulletS/BSShapes.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/BSShapes.cs
@@ -299,7 +299,7 @@ public abstract class BSShape
{
xprim.PrimAssetState = BSPhysObject.PrimAssetCondition.FailedAssetFetch;
physicsScene.Logger.ErrorFormat("{0} Physical object requires asset but no asset provider. Name={1}",
- LogHeader, physicsScene.Name);
+ LogHeader, physicsScene.PhysicsSceneName);
}
}
else
@@ -336,7 +336,7 @@ public abstract class BSShape
if (pScene != null)
{
buff.Append("/rgn=");
- buff.Append(pScene.Name);
+ buff.Append(pScene.PhysicsSceneName);
}
return buff.ToString();
}
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSTerrainHeightmap.cs b/OpenSim/Region/PhysicsModules/BulletS/BSTerrainHeightmap.cs
index e560796..42fc11b 100755
--- a/OpenSim/Region/PhysicsModules/BulletS/BSTerrainHeightmap.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/BSTerrainHeightmap.cs
@@ -30,7 +30,6 @@ using System.Text;
using OpenSim.Framework;
using OpenSim.Region.Framework;
-using OpenSim.Region.CoreModules;
using OpenSim.Region.PhysicsModules.SharedBase;
using Nini.Config;
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSTerrainManager.cs b/OpenSim/Region/PhysicsModules/BulletS/BSTerrainManager.cs
index bd84fce..d11baa6 100755
--- a/OpenSim/Region/PhysicsModules/BulletS/BSTerrainManager.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/BSTerrainManager.cs
@@ -30,7 +30,6 @@ using System.Text;
using OpenSim.Framework;
using OpenSim.Region.Framework;
-using OpenSim.Region.CoreModules;
using OpenSim.Region.PhysicsModules.SharedBase;
using Nini.Config;
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSTerrainMesh.cs b/OpenSim/Region/PhysicsModules/BulletS/BSTerrainMesh.cs
index ae96491..cd59b65 100755
--- a/OpenSim/Region/PhysicsModules/BulletS/BSTerrainMesh.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/BSTerrainMesh.cs
@@ -30,7 +30,6 @@ using System.Text;
using OpenSim.Framework;
using OpenSim.Region.Framework;
-using OpenSim.Region.CoreModules;
using OpenSim.Region.PhysicsModules.SharedBase;
using Nini.Config;
diff --git a/OpenSim/Region/PhysicsModules/BulletS/Properties/AssemblyInfo.cs b/OpenSim/Region/PhysicsModules/BulletS/Properties/AssemblyInfo.cs
index 4f90eee..5a33bdf 100644
--- a/OpenSim/Region/PhysicsModules/BulletS/Properties/AssemblyInfo.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/Properties/AssemblyInfo.cs
@@ -1,6 +1,7 @@
using System.Reflection;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
+using Mono.Addins;
// General Information about an assembly is controlled through the following
// set of attributes. Change these attribute values to modify the information
@@ -31,3 +32,5 @@ using System.Runtime.InteropServices;
//
[assembly: AssemblyVersion("0.8.2.*")]
+[assembly: Addin("OpenSim.Region.PhysicsModule.BulletS", OpenSim.VersionInfo.VersionNumber)]
+[assembly: AddinDependency("OpenSim.Region.Framework", OpenSim.VersionInfo.VersionNumber)]
diff --git a/OpenSim/Region/PhysicsModules/Ode/AssemblyInfo.cs b/OpenSim/Region/PhysicsModules/Ode/AssemblyInfo.cs
index 076da78..7869739 100644
--- a/OpenSim/Region/PhysicsModules/Ode/AssemblyInfo.cs
+++ b/OpenSim/Region/PhysicsModules/Ode/AssemblyInfo.cs
@@ -27,6 +27,7 @@
using System.Reflection;
using System.Runtime.InteropServices;
+using Mono.Addins;
// Information about this assembly is defined by the following
// attributes.
@@ -56,3 +57,6 @@ using System.Runtime.InteropServices;
// numbers with the '*' character (the default):
[assembly : AssemblyVersion("0.8.2.*")]
+
+[assembly: Addin("OpenSim.Region.PhysicsModule.ODE", OpenSim.VersionInfo.VersionNumber)]
+[assembly: AddinDependency("OpenSim.Region.Framework", OpenSim.VersionInfo.VersionNumber)]
diff --git a/OpenSim/Region/PhysicsModules/Ode/ODECharacter.cs b/OpenSim/Region/PhysicsModules/Ode/ODECharacter.cs
index 44f4039..b35c299 100644
--- a/OpenSim/Region/PhysicsModules/Ode/ODECharacter.cs
+++ b/OpenSim/Region/PhysicsModules/Ode/ODECharacter.cs
@@ -511,7 +511,7 @@ namespace OpenSim.Region.PhysicsModule.ODE
}
else
{
- m_log.WarnFormat("[ODE CHARACTER]: Got a NaN Size for {0} in {1}", Name, _parent_scene.Name);
+ m_log.WarnFormat("[ODE CHARACTER]: Got a NaN Size for {0} in {1}", Name, _parent_scene.PhysicsSceneName);
}
}
diff --git a/OpenSim/Region/PhysicsModules/Ode/ODEPrim.cs b/OpenSim/Region/PhysicsModules/Ode/ODEPrim.cs
index 91a4302..445fef8 100644
--- a/OpenSim/Region/PhysicsModules/Ode/ODEPrim.cs
+++ b/OpenSim/Region/PhysicsModules/Ode/ODEPrim.cs
@@ -3380,7 +3380,7 @@ Console.WriteLine(" JointCreateFixed");
{
m_log.WarnFormat(
"[ODE PRIM]: Could not get mesh/sculpt asset {0} for {1} at {2} in {3}",
- _pbs.SculptTexture, Name, _position, _parent_scene.Name);
+ _pbs.SculptTexture, Name, _position, _parent_scene.PhysicsSceneName);
}
}
}
diff --git a/OpenSim/Region/PhysicsModules/Ode/OdePlugin.cs b/OpenSim/Region/PhysicsModules/Ode/OdePlugin.cs
index 1d9d0e5..bb2fad9 100644
--- a/OpenSim/Region/PhysicsModules/Ode/OdePlugin.cs
+++ b/OpenSim/Region/PhysicsModules/Ode/OdePlugin.cs
@@ -44,47 +44,47 @@ namespace OpenSim.Region.PhysicsModule.ODE
///
/// ODE plugin
///
- public class OdePlugin : IPhysicsPlugin
- {
-// private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
+// public class OdePlugin : IPhysicsPlugin
+// {
+//// private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
- private OdeScene m_scene;
+// private OdeScene m_scene;
- public bool Init()
- {
- return true;
- }
+// public bool Init()
+// {
+// return true;
+// }
- public PhysicsScene GetScene(String sceneIdentifier)
- {
- if (m_scene == null)
- {
- // We do this so that OpenSimulator on Windows loads the correct native ODE library depending on whether
- // it's running as a 32-bit process or a 64-bit one. By invoking LoadLibary here, later DLLImports
- // will find it already loaded later on.
- //
- // This isn't necessary for other platforms (e.g. Mac OSX and Linux) since the DLL used can be
- // controlled in Ode.NET.dll.config
- if (Util.IsWindows())
- Util.LoadArchSpecificWindowsDll("ode.dll");
+// public PhysicsScene GetScene(String sceneIdentifier)
+// {
+// if (m_scene == null)
+// {
+// // We do this so that OpenSimulator on Windows loads the correct native ODE library depending on whether
+// // it's running as a 32-bit process or a 64-bit one. By invoking LoadLibary here, later DLLImports
+// // will find it already loaded later on.
+// //
+// // This isn't necessary for other platforms (e.g. Mac OSX and Linux) since the DLL used can be
+// // controlled in Ode.NET.dll.config
+// if (Util.IsWindows())
+// Util.LoadArchSpecificWindowsDll("ode.dll");
- // Initializing ODE only when a scene is created allows alternative ODE plugins to co-habit (according to
- // http://opensimulator.org/mantis/view.php?id=2750).
- d.InitODE();
+// // Initializing ODE only when a scene is created allows alternative ODE plugins to co-habit (according to
+// // http://opensimulator.org/mantis/view.php?id=2750).
+// d.InitODE();
- m_scene = new OdeScene(GetName(), sceneIdentifier);
- }
+// m_scene = new OdeScene(GetName(), sceneIdentifier);
+// }
- return m_scene;
- }
+// return m_scene;
+// }
- public string GetName()
- {
- return ("OpenDynamicsEngine");
- }
+// public string GetName()
+// {
+// return ("OpenDynamicsEngine");
+// }
- public void Dispose()
- {
- }
- }
+// public void Dispose()
+// {
+// }
+// }
}
\ No newline at end of file
diff --git a/OpenSim/Region/PhysicsModules/Ode/OdeScene.cs b/OpenSim/Region/PhysicsModules/Ode/OdeScene.cs
index d7163e2..3616200 100644
--- a/OpenSim/Region/PhysicsModules/Ode/OdeScene.cs
+++ b/OpenSim/Region/PhysicsModules/Ode/OdeScene.cs
@@ -38,6 +38,7 @@ using System.Runtime.InteropServices;
using System.Threading;
using log4net;
using Nini.Config;
+using Mono.Addins;
using Ode.NET;
using OpenMetaverse;
#if USE_DRAWSTUFF
@@ -45,6 +46,9 @@ using Drawstuff.NET;
#endif
using OpenSim.Framework;
using OpenSim.Region.PhysicsModules.SharedBase;
+using OpenSim.Region.Framework.Scenes;
+using OpenSim.Region.Framework.Interfaces;
+
namespace OpenSim.Region.PhysicsModule.ODE
{
@@ -101,9 +105,12 @@ namespace OpenSim.Region.PhysicsModule.ODE
Rubber = 6
}
+ [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "ODEPhysicsScene")]
public class OdeScene : PhysicsScene
{
- private readonly ILog m_log;
+ private readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString());
+ private bool m_Enabled = false;
+
// private Dictionary m_storedCollisions = new Dictionary();
///
@@ -288,7 +295,7 @@ namespace OpenSim.Region.PhysicsModule.ODE
private int framecount = 0;
//private int m_returncollisions = 10;
- private readonly IntPtr contactgroup;
+ private IntPtr contactgroup;
internal IntPtr WaterGeom;
@@ -520,19 +527,90 @@ namespace OpenSim.Region.PhysicsModule.ODE
private ODERayCastRequestManager m_rayCastManager;
+
+ #region INonSharedRegionModule
+ public string Name
+ {
+ get { return "OpenDynamicsEngine"; }
+ }
+
+ public Type ReplaceableInterface
+ {
+ get { return null; }
+ }
+
+ public void Initialise(IConfigSource source)
+ {
+ // TODO: Move this out of Startup
+ IConfig config = source.Configs["Startup"];
+ if (config != null)
+ {
+ string physics = config.GetString("physics", string.Empty);
+ if (physics == Name)
+ {
+ m_Enabled = true;
+ m_config = source;
+
+ // We do this so that OpenSimulator on Windows loads the correct native ODE library depending on whether
+ // it's running as a 32-bit process or a 64-bit one. By invoking LoadLibary here, later DLLImports
+ // will find it already loaded later on.
+ //
+ // This isn't necessary for other platforms (e.g. Mac OSX and Linux) since the DLL used can be
+ // controlled in Ode.NET.dll.config
+ if (Util.IsWindows())
+ Util.LoadArchSpecificWindowsDll("ode.dll");
+
+ // Initializing ODE only when a scene is created allows alternative ODE plugins to co-habit (according to
+ // http://opensimulator.org/mantis/view.php?id=2750).
+ d.InitODE();
+
+ }
+ }
+
+ }
+
+ public void Close()
+ {
+ }
+
+ public void AddRegion(Scene scene)
+ {
+ if (!m_Enabled)
+ return;
+
+ EngineType = Name;
+ PhysicsSceneName = EngineType + "/" + scene.RegionInfo.RegionName;
+
+ scene.RegisterModuleInterface(this);
+ Vector3 extent = new Vector3(scene.RegionInfo.RegionSizeX, scene.RegionInfo.RegionSizeY, scene.RegionInfo.RegionSizeZ);
+ Initialise();
+ InitialiseFromConfig(m_config);
+ }
+
+ public void RemoveRegion(Scene scene)
+ {
+ if (!m_Enabled)
+ return;
+ }
+
+ public void RegionLoaded(Scene scene)
+ {
+ if (!m_Enabled)
+ return;
+
+ mesher = scene.RequestModuleInterface();
+ if (mesher == null)
+ m_log.WarnFormat("[ODE SCENE]: No mesher in {0}. Things will not work well.", PhysicsSceneName);
+ }
+ #endregion
+
///
/// Initiailizes the scene
/// Sets many properties that ODE requires to be stable
/// These settings need to be tweaked 'exactly' right or weird stuff happens.
///
- /// Name of the scene. Useful in debug messages.
- public OdeScene(string engineType, string name)
+ private void Initialise()
{
- m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + name);
-
- Name = name;
- EngineType = engineType;
-
nearCallback = near;
triCallback = TriCallback;
triArrayCallback = TriArrayCallback;
@@ -572,12 +650,11 @@ namespace OpenSim.Region.PhysicsModule.ODE
}
#endif
- // Initialize the mesh plugin
- public override void Initialise(IMesher meshmerizer, IConfigSource config)
+ // Initialize from configs
+ private void InitialiseFromConfig(IConfigSource config)
{
InitializeExtraStats();
- mesher = meshmerizer;
m_config = config;
// Defaults
@@ -1818,7 +1895,7 @@ namespace OpenSim.Region.PhysicsModule.ODE
}
catch (AccessViolationException)
{
- m_log.ErrorFormat("[ODE SCENE]: Unable to space collide {0}", Name);
+ m_log.ErrorFormat("[ODE SCENE]: Unable to space collide {0}", PhysicsSceneName);
}
//float terrainheight = GetTerrainHeightAtXY(chr.Position.X, chr.Position.Y);
@@ -3082,7 +3159,7 @@ namespace OpenSim.Region.PhysicsModule.ODE
{
m_log.ErrorFormat(
"[ODE SCENE]: Removing physics character {0} {1} from physics scene {2} due to defect found when moving",
- actor.Name, actor.LocalID, Name);
+ actor.Name, actor.LocalID, PhysicsSceneName);
RemoveCharacter(actor);
actor.DestroyOdeStructures();
@@ -3198,7 +3275,7 @@ namespace OpenSim.Region.PhysicsModule.ODE
{
m_log.ErrorFormat(
"[ODE SCENE]: Removing physics character {0} {1} from physics scene {2} due to defect found when updating position and velocity",
- actor.Name, actor.LocalID, Name);
+ actor.Name, actor.LocalID, PhysicsSceneName);
RemoveCharacter(actor);
actor.DestroyOdeStructures();
@@ -3795,7 +3872,7 @@ namespace OpenSim.Region.PhysicsModule.ODE
private void SetTerrain(float[] heightMap, Vector3 pOffset)
{
int startTime = Util.EnvironmentTickCount();
- m_log.DebugFormat("[ODE SCENE]: Setting terrain for {0} with offset {1}", Name, pOffset);
+ m_log.DebugFormat("[ODE SCENE]: Setting terrain for {0} with offset {1}", PhysicsSceneName, pOffset);
// this._heightmap[i] = (double)heightMap[i];
// dbm (danx0r) -- creating a buffer zone of one extra sample all around
@@ -3920,7 +3997,7 @@ namespace OpenSim.Region.PhysicsModule.ODE
}
m_log.DebugFormat(
- "[ODE SCENE]: Setting terrain for {0} took {1}ms", Name, Util.EnvironmentTickCountSubtract(startTime));
+ "[ODE SCENE]: Setting terrain for {0} took {1}ms", PhysicsSceneName, Util.EnvironmentTickCountSubtract(startTime));
}
public override void DeleteTerrain()
diff --git a/OpenSim/Region/PhysicsModules/Ode/Tests/ODETestClass.cs b/OpenSim/Region/PhysicsModules/Ode/Tests/ODETestClass.cs
index bbf64d5..eca670c 100644
--- a/OpenSim/Region/PhysicsModules/Ode/Tests/ODETestClass.cs
+++ b/OpenSim/Region/PhysicsModules/Ode/Tests/ODETestClass.cs
@@ -43,7 +43,7 @@ namespace OpenSim.Region.PhysicsModule.ODE.Tests
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- private OpenSim.Region.PhysicsModule.ODE.OdePlugin cbt;
+ //private OpenSim.Region.PhysicsModule.ODE.OdePlugin cbt;
private PhysicsScene ps;
private IMeshingPlugin imp;
@@ -55,11 +55,11 @@ namespace OpenSim.Region.PhysicsModule.ODE.Tests
config.Set("DecodedSculptMapPath","j2kDecodeCache");
// Loading ODEPlugin
- cbt = new OdePlugin();
+ //cbt = new OdePlugin();
// Getting Physics Scene
- ps = cbt.GetScene("test");
+ //ps = cbt.GetScene("test");
// Initializing Physics Scene.
- ps.Initialise(imp.GetMesher(TopConfig),null);
+ //ps.Initialise(imp.GetMesher(TopConfig), null, Vector3.Zero);
float[] _heightmap = new float[(int)Constants.RegionSize * (int)Constants.RegionSize];
for (int i = 0; i < ((int)Constants.RegionSize * (int)Constants.RegionSize); i++)
{
diff --git a/OpenSim/Region/PhysicsModules/POS/AssemblyInfo.cs b/OpenSim/Region/PhysicsModules/POS/AssemblyInfo.cs
index fc1ffba..e3a3e35 100644
--- a/OpenSim/Region/PhysicsModules/POS/AssemblyInfo.cs
+++ b/OpenSim/Region/PhysicsModules/POS/AssemblyInfo.cs
@@ -27,6 +27,7 @@
using System.Reflection;
using System.Runtime.InteropServices;
+using Mono.Addins;
// Information about this assembly is defined by the following
// attributes.
@@ -56,3 +57,6 @@ using System.Runtime.InteropServices;
// numbers with the '*' character (the default):
[assembly : AssemblyVersion("0.8.2.*")]
+
+[assembly: Addin("OpenSim.Region.PhysicsModule.POS", OpenSim.VersionInfo.VersionNumber)]
+[assembly: AddinDependency("OpenSim.Region.Framework", OpenSim.VersionInfo.VersionNumber)]
diff --git a/OpenSim/Region/PhysicsModules/POS/POSPlugin.cs b/OpenSim/Region/PhysicsModules/POS/POSPlugin.cs
index 3fe1a0a..d233097 100644
--- a/OpenSim/Region/PhysicsModules/POS/POSPlugin.cs
+++ b/OpenSim/Region/PhysicsModules/POS/POSPlugin.cs
@@ -36,29 +36,29 @@ namespace OpenSim.Region.PhysicsModule.POS
///
/// for now will be a very POS physics engine
///
- public class POSPlugin : IPhysicsPlugin
- {
- public POSPlugin()
- {
- }
+ //public class POSPlugin : IPhysicsPlugin
+ //{
+ // public POSPlugin()
+ // {
+ // }
- public bool Init()
- {
- return true;
- }
+ // public bool Init()
+ // {
+ // return true;
+ // }
- public PhysicsScene GetScene(string sceneIdentifier)
- {
- return new POSScene(GetName(), sceneIdentifier);
- }
+ // public PhysicsScene GetScene(string sceneIdentifier)
+ // {
+ // return new POSScene(GetName(), sceneIdentifier);
+ // }
- public string GetName()
- {
- return ("POS");
- }
+ // public string GetName()
+ // {
+ // return ("POS");
+ // }
- public void Dispose()
- {
- }
- }
+ // public void Dispose()
+ // {
+ // }
+ //}
}
diff --git a/OpenSim/Region/PhysicsModules/POS/POSScene.cs b/OpenSim/Region/PhysicsModules/POS/POSScene.cs
index 603502f..915fa8c 100644
--- a/OpenSim/Region/PhysicsModules/POS/POSScene.cs
+++ b/OpenSim/Region/PhysicsModules/POS/POSScene.cs
@@ -29,11 +29,15 @@ using System;
using System.Collections.Generic;
using Nini.Config;
using OpenMetaverse;
+using Mono.Addins;
using OpenSim.Framework;
using OpenSim.Region.PhysicsModules.SharedBase;
+using OpenSim.Region.Framework.Scenes;
+using OpenSim.Region.Framework.Interfaces;
namespace OpenSim.Region.PhysicsModule.POS
{
+ [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "POSPhysicsScene")]
public class POSScene : PhysicsScene
{
private List _characters = new List();
@@ -41,19 +45,61 @@ namespace OpenSim.Region.PhysicsModule.POS
private float[] _heightMap;
private const float gravity = -9.8f;
+ private bool m_Enabled = false;
//protected internal string sceneIdentifier;
- public POSScene(string engineType, String _sceneIdentifier)
+ #region INonSharedRegionModule
+ public string Name
{
- EngineType = engineType;
- Name = EngineType + "/" + _sceneIdentifier;
- //sceneIdentifier = _sceneIdentifier;
+ get { return "POS"; }
}
- public override void Initialise(IMesher meshmerizer, IConfigSource config)
+ public Type ReplaceableInterface
{
+ get { return null; }
}
+ public void Initialise(IConfigSource source)
+ {
+ // TODO: Move this out of Startup
+ IConfig config = source.Configs["Startup"];
+ if (config != null)
+ {
+ string physics = config.GetString("physics", string.Empty);
+ if (physics == Name)
+ m_Enabled = true;
+ }
+
+ }
+
+ public void Close()
+ {
+ }
+
+ public void AddRegion(Scene scene)
+ {
+ if (!m_Enabled)
+ return;
+
+ EngineType = Name;
+ PhysicsSceneName = EngineType + "/" + scene.RegionInfo.RegionName;
+
+ scene.RegisterModuleInterface(this);
+ }
+
+ public void RemoveRegion(Scene scene)
+ {
+ if (!m_Enabled)
+ return;
+ }
+
+ public void RegionLoaded(Scene scene)
+ {
+ if (!m_Enabled)
+ return;
+ }
+ #endregion
+
public override void Dispose()
{
}
diff --git a/OpenSim/Region/PhysicsModules/SharedBase/NullPhysicsScene.cs b/OpenSim/Region/PhysicsModules/SharedBase/NullPhysicsScene.cs
index da896a3..432708c 100644
--- a/OpenSim/Region/PhysicsModules/SharedBase/NullPhysicsScene.cs
+++ b/OpenSim/Region/PhysicsModules/SharedBase/NullPhysicsScene.cs
@@ -40,11 +40,6 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
private static int m_workIndicator;
- public override void Initialise(IMesher meshmerizer, IConfigSource config)
- {
- // Does nothing right now
- }
-
public override PhysicsActor AddAvatar(
string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying)
{
diff --git a/OpenSim/Region/PhysicsModules/SharedBase/PhysicsPluginManager.cs b/OpenSim/Region/PhysicsModules/SharedBase/PhysicsPluginManager.cs
index 6316463..487582c 100644
--- a/OpenSim/Region/PhysicsModules/SharedBase/PhysicsPluginManager.cs
+++ b/OpenSim/Region/PhysicsModules/SharedBase/PhysicsPluginManager.cs
@@ -89,7 +89,7 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
{
m_log.Info("[PHYSICS]: creating " + physEngineName);
PhysicsScene result = _PhysPlugins[physEngineName].GetScene(regionName);
- result.Initialise(meshEngine, config, regionExtent);
+ //result.Initialise(meshEngine, config, regionExtent);
return result;
}
else
diff --git a/OpenSim/Region/PhysicsModules/SharedBase/PhysicsScene.cs b/OpenSim/Region/PhysicsModules/SharedBase/PhysicsScene.cs
index 0394494..247f355 100644
--- a/OpenSim/Region/PhysicsModules/SharedBase/PhysicsScene.cs
+++ b/OpenSim/Region/PhysicsModules/SharedBase/PhysicsScene.cs
@@ -98,7 +98,7 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
/// Useful in debug messages to distinguish one OdeScene instance from another.
/// Usually set to include the region name that the physics engine is acting for.
///
- public string Name { get; protected set; }
+ public string PhysicsSceneName { get; protected set; }
///
/// A string identifying the family of this physics engine. Most common values returned
@@ -126,17 +126,6 @@ namespace OpenSim.Region.PhysicsModules.SharedBase
}
}
- // Deprecated. Do not use this for new physics engines.
- public abstract void Initialise(IMesher meshmerizer, IConfigSource config);
-
- // For older physics engines that do not implement non-legacy region sizes.
- // If the physics engine handles the region extent feature, it overrides this function.
- public virtual void Initialise(IMesher meshmerizer, IConfigSource config, Vector3 regionExtent)
- {
- // If not overridden, call the old initialization entry.
- Initialise(meshmerizer, config);
- }
-
///
/// Add an avatar
///
--
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