From 6f89975526359b81c43c23d9a549660d12212c59 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Thu, 27 Sep 2012 22:00:02 -0700 Subject: BulletSim: add separate runtime and taint-time linkset children lists to keep the creation of constraints separate from runtime. --- OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 145 +++++++++++---------- OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 3 +- .../Physics/BulletSPlugin/BSShapeCollection.cs | 25 ++-- 3 files changed, 93 insertions(+), 80 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index dff71af..4f225ae 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs @@ -43,8 +43,17 @@ public class BSLinkset static int m_nextLinksetID = 1; public int LinksetID { get; private set; } - // The children under the root in this linkset + // The children under the root in this linkset. + // There are two lists of children: the current children at runtime + // and the children at taint-time. For instance, if you delink a + // child from the linkset, the child is removed from m_children + // but the constraint won't be removed until taint time. + // Two lists lets this track the 'current' children and + // the physical 'taint' children separately. + // After taint processing and before the simulation step, these + // two lists must be the same. private List m_children; + private List m_taintChildren; // We lock the diddling of linkset classes to prevent any badness. // This locks the modification of the instances of this class. Changes @@ -82,6 +91,7 @@ public class BSLinkset PhysicsScene = scene; LinksetRoot = parent; m_children = new List(); + m_taintChildren = new List(); m_mass = parent.MassRaw; } @@ -194,30 +204,40 @@ public class BSLinkset // Routine used when rebuilding the body of the root of the linkset // Destroy all the constraints have have been made to root. // This is called when the root body is changing. + // Returns 'true' of something eas actually removed and would need restoring // Called at taint-time!! - public void RemoveBodyDependencies(BSPrim child) + public bool RemoveBodyDependencies(BSPrim child) { + bool ret = false; + lock (m_linksetActivityLock) { if (IsRoot(child)) { // If the one with the dependency is root, must undo all children DetailLog("{0},BSLinkset.RemoveBodyDependencies,removeChildrenForRoot,rID={1},numChild={2}", - LinksetRoot.LocalID, m_children.Count); - foreach (BSPhysObject bpo in m_children) + child.LocalID, LinksetRoot.LocalID, m_taintChildren.Count); + foreach (BSPhysObject bpo in m_taintChildren) { PhysicallyUnlinkAChildFromRoot(LinksetRoot, LinksetRoot.BSBody, bpo, bpo.BSBody); + ret = true; } } else { DetailLog("{0},BSLinkset.RemoveBodyDependencies,removeSingleChild,rID={1},rBody={2},cID={3},cBody={4}", + child.LocalID, LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"), child.LocalID, child.BSBody.ptr.ToString("X")); // Remove the dependency on the body of this one - PhysicallyUnlinkAChildFromRoot(LinksetRoot, LinksetRoot.BSBody, child, child.BSBody); + if (m_taintChildren.Contains(child)) + { + PhysicallyUnlinkAChildFromRoot(LinksetRoot, LinksetRoot.BSBody, child, child.BSBody); + ret = true; + } } } + return ret; } // Routine used when rebuilding the body of the root of the linkset @@ -231,8 +251,8 @@ public class BSLinkset if (IsRoot(child)) { DetailLog("{0},BSLinkset.RestoreBodyDependencies,restoreChildrenForRoot,rID={1},numChild={2}", - LinksetRoot.LocalID, m_children.Count); - foreach (BSPhysObject bpo in m_children) + child.LocalID, LinksetRoot.LocalID, m_taintChildren.Count); + foreach (BSPhysObject bpo in m_taintChildren) { PhysicallyLinkAChildToRoot(LinksetRoot, LinksetRoot.BSBody, bpo, bpo.BSBody); } @@ -240,6 +260,7 @@ public class BSLinkset else { DetailLog("{0},BSLinkset.RestoreBodyDependencies,restoreSingleChild,rID={1},rBody={2},cID={3},cBody={4}", + LinksetRoot.LocalID, LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"), child.LocalID, child.BSBody.ptr.ToString("X")); PhysicallyLinkAChildToRoot(LinksetRoot, LinksetRoot.BSBody, child, child.BSBody); @@ -256,7 +277,7 @@ public class BSLinkset lock (m_linksetActivityLock) { mass = LinksetRoot.MassRaw; - foreach (BSPhysObject bp in m_children) + foreach (BSPhysObject bp in m_taintChildren) { mass += bp.MassRaw; } @@ -272,7 +293,7 @@ public class BSLinkset com = LinksetRoot.Position * LinksetRoot.MassRaw; float totalMass = LinksetRoot.MassRaw; - foreach (BSPhysObject bp in m_children) + foreach (BSPhysObject bp in m_taintChildren) { com += bp.Position * bp.MassRaw; totalMass += bp.MassRaw; @@ -291,70 +312,16 @@ public class BSLinkset { com = LinksetRoot.Position; - foreach (BSPhysObject bp in m_children) + foreach (BSPhysObject bp in m_taintChildren) { com += bp.Position * bp.MassRaw; } - com /= (m_children.Count + 1); + com /= (m_taintChildren.Count + 1); } return com; } - // Call each of the constraints that make up this linkset and recompute the - // various transforms and variables. Used when objects are added or removed - // from a linkset to make sure the constraints know about the new mass and - // geometry. - // Must only be called at taint time!! - private void RecomputeLinksetConstraintVariables() - { - float linksetMass = LinksetMass; - lock (m_linksetActivityLock) - { - bool somethingMissing = false; - foreach (BSPhysObject child in m_children) - { - BSConstraint constrain; - if (PhysicsScene.Constraints.TryGetConstraint(LinksetRoot.BSBody, child.BSBody, out constrain)) - { - // DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,taint,child={1},mass={2},A={3},B={4}", - // LinksetRoot.LocalID, child.LocalID, linksetMass, constrain.Body1.ID, constrain.Body2.ID); - constrain.RecomputeConstraintVariables(linksetMass); - } - else - { - // Non-fatal error that happens when children are being added to the linkset but - // their constraints have not been created yet. - // Caused by the fact that m_children is built at run time but building constraints - // happens at taint time. - somethingMissing = true; - break; - } - } - - // If the whole linkset is not here, doesn't make sense to recompute linkset wide values - if (!somethingMissing) - { - // If this is a multiple object linkset, set everybody's center of mass to the set's center of mass - OMV.Vector3 centerOfMass = ComputeLinksetCenterOfMass(); - BulletSimAPI.SetCenterOfMassByPosRot2(LinksetRoot.BSBody.ptr, centerOfMass, OMV.Quaternion.Identity); - foreach (BSPhysObject child in m_children) - { - BulletSimAPI.SetCenterOfMassByPosRot2(child.BSBody.ptr, centerOfMass, OMV.Quaternion.Identity); - } - /* - // The root prim takes on the weight of the whole linkset - OMV.Vector3 inertia = BulletSimAPI.CalculateLocalInertia2(LinksetRoot.BSShape.Ptr, linksetMass); - BulletSimAPI.SetMassProps2(LinksetRoot.BSBody.Ptr, linksetMass, inertia); - OMV.Vector3 centerOfMass = ComputeLinksetCenterOfMass(); - BulletSimAPI.SetCenterOfMassByPosRot2(LinksetRoot.BSBody.Ptr, centerOfMass, OMV.Quaternion.Identity); - BulletSimAPI.UpdateInertiaTensor2(LinksetRoot.BSBody.Ptr); - */ - } - } - return; - } - // I am the root of a linkset and a new child is being added // Called while LinkActivity is locked. private void AddChildToLinkset(BSPhysObject child) @@ -377,6 +344,7 @@ public class BSLinkset { DetailLog("{0},AddChildToLinkset,taint,child={1}", LinksetRoot.LocalID, child.LocalID); // build the physical binding between me and the child + m_taintChildren.Add(childx); PhysicallyLinkAChildToRoot(rootx, rootBodyx, childx, childBodyx); }); } @@ -405,13 +373,16 @@ public class BSLinkset BSPhysObject childx = child; BulletBody childBodyx = child.BSBody; - DetailLog("{0},RemoveChildFromLinkset,call,child={1}", - rootx.LocalID, + DetailLog("{0},RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}", + childx.LocalID, rootx.LocalID, rootBodyx.ptr.ToString("X"), childx.LocalID, childBodyx.ptr.ToString("X")); PhysicsScene.TaintedObject("RemoveChildFromLinkset", delegate() { + if (m_taintChildren.Contains(childx)) + m_taintChildren.Remove(childx); + PhysicallyUnlinkAChildFromRoot(rootx, rootBodyx, childx, childBodyx); RecomputeLinksetConstraintVariables(); }); @@ -551,6 +522,46 @@ public class BSLinkset } */ + // Call each of the constraints that make up this linkset and recompute the + // various transforms and variables. Used when objects are added or removed + // from a linkset to make sure the constraints know about the new mass and + // geometry. + // Must only be called at taint time!! + private void RecomputeLinksetConstraintVariables() + { + float linksetMass = LinksetMass; + foreach (BSPhysObject child in m_taintChildren) + { + BSConstraint constrain; + if (PhysicsScene.Constraints.TryGetConstraint(LinksetRoot.BSBody, child.BSBody, out constrain)) + { + // DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,taint,child={1},mass={2},A={3},B={4}", + // LinksetRoot.LocalID, child.LocalID, linksetMass, constrain.Body1.ID, constrain.Body2.ID); + constrain.RecomputeConstraintVariables(linksetMass); + } + else + { + // Non-fatal error that happens when children are being added to the linkset but + // their constraints have not been created yet. + break; + } + } + + // If the whole linkset is not here, doesn't make sense to recompute linkset wide values + if (m_children.Count == m_taintChildren.Count) + { + // If this is a multiple object linkset, set everybody's center of mass to the set's center of mass + OMV.Vector3 centerOfMass = ComputeLinksetCenterOfMass(); + BulletSimAPI.SetCenterOfMassByPosRot2(LinksetRoot.BSBody.ptr, centerOfMass, OMV.Quaternion.Identity); + foreach (BSPhysObject child in m_taintChildren) + { + BulletSimAPI.SetCenterOfMassByPosRot2(child.BSBody.ptr, centerOfMass, OMV.Quaternion.Identity); + } + } + return; + } + + // Invoke the detailed logger and output something if it's enabled. private void DetailLog(string msg, params Object[] args) { diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index c879143..87ffe3e 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -1120,8 +1120,7 @@ public sealed class BSPrim : BSPhysObject { // Called if the current prim body is about to be destroyed. // The problem is the constraints for Linksets which need to be updated for the new body. - Linkset.RemoveBodyDependencies(this); - needToRestoreLinkset = true; + needToRestoreLinkset = Linkset.RemoveBodyDependencies(this); }); if (needToRestoreLinkset) diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index 2618971..648910a 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs @@ -144,34 +144,37 @@ public class BSShapeCollection : IDisposable // Release the usage of a body. // Called when releasing use of a BSBody. BSShape is handled separately. - public void DereferenceBody(BulletBody shape, bool inTaintTime, BodyDestructionCallback bodyCallback ) + public void DereferenceBody(BulletBody body, bool inTaintTime, BodyDestructionCallback bodyCallback ) { - if (shape.ptr == IntPtr.Zero) + if (body.ptr == IntPtr.Zero) return; lock (m_collectionActivityLock) { BodyDesc bodyDesc; - if (Bodies.TryGetValue(shape.ID, out bodyDesc)) + if (Bodies.TryGetValue(body.ID, out bodyDesc)) { bodyDesc.referenceCount--; bodyDesc.lastReferenced = System.DateTime.Now; - Bodies[shape.ID] = bodyDesc; - DetailLog("{0},BSShapeCollection.DereferenceBody,ref={1}", shape.ID, bodyDesc.referenceCount); + Bodies[body.ID] = bodyDesc; + DetailLog("{0},BSShapeCollection.DereferenceBody,ref={1}", body.ID, bodyDesc.referenceCount); // If body is no longer being used, free it -- bodies are never shared. if (bodyDesc.referenceCount == 0) { - Bodies.Remove(shape.ID); + Bodies.Remove(body.ID); BSScene.TaintCallback removeOperation = delegate() { DetailLog("{0},BSShapeCollection.DereferenceBody,DestroyingBody. ptr={1}", - shape.ID, shape.ptr.ToString("X")); + body.ID, body.ptr.ToString("X")); + // If the caller needs to know, pass the event up. + if (bodyCallback != null) bodyCallback(body); + // Zero any reference to the shape so it is not freed when the body is deleted. - BulletSimAPI.SetCollisionShape2(PhysicsScene.World.ptr, shape.ptr, IntPtr.Zero); + BulletSimAPI.SetCollisionShape2(PhysicsScene.World.ptr, body.ptr, IntPtr.Zero); // It may have already been removed from the world in which case the next is a NOOP. - BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, shape.ptr); - BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, shape.ptr); + BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, body.ptr); + BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, body.ptr); }; // If already in taint-time, do the operations now. Otherwise queue for later. if (inTaintTime) @@ -182,7 +185,7 @@ public class BSShapeCollection : IDisposable } else { - DetailLog("{0},BSShapeCollection.DereferenceBody,DID NOT FIND BODY", shape.ID, bodyDesc.referenceCount); + DetailLog("{0},BSShapeCollection.DereferenceBody,DID NOT FIND BODY", body.ID, bodyDesc.referenceCount); } } } -- cgit v1.1