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author | Robert Adams | 2012-12-27 18:19:25 -0800 |
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committer | Robert Adams | 2012-12-27 22:12:28 -0800 |
commit | c1e7539c77480b839d513dbb7db74aa8f260eba0 (patch) | |
tree | c67c637a678b0ec432438eb56a66481a258eab19 | |
parent | BulletSim: move logic for IsColliding, CollidingGround and CollidingObj from ... (diff) | |
download | opensim-SC_OLD-c1e7539c77480b839d513dbb7db74aa8f260eba0.zip opensim-SC_OLD-c1e7539c77480b839d513dbb7db74aa8f260eba0.tar.gz opensim-SC_OLD-c1e7539c77480b839d513dbb7db74aa8f260eba0.tar.bz2 opensim-SC_OLD-c1e7539c77480b839d513dbb7db74aa8f260eba0.tar.xz |
BulletSim: Parameterize nominal frame rate (55) and add parameters to dynamially turn on/off detailed, unmanaged data dumping of prims and vehicles.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 6 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 5 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 4 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 11 |
4 files changed, 21 insertions, 5 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index a8edd23..0bdfbe3 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -822,6 +822,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
822 | { | 822 | { |
823 | if (!IsActive) return; | 823 | if (!IsActive) return; |
824 | 824 | ||
825 | if (PhysicsScene.VehiclePhysicalLoggingEnabled) | ||
826 | BulletSimAPI.DumpRigidBody2(PhysicsScene.World.ptr, Prim.PhysBody.ptr); | ||
827 | |||
825 | ForgetKnownVehicleProperties(); | 828 | ForgetKnownVehicleProperties(); |
826 | 829 | ||
827 | MoveLinear(pTimestep); | 830 | MoveLinear(pTimestep); |
@@ -836,6 +839,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
836 | // for the physics engine to note the changes so an UpdateProperties event will happen. | 839 | // for the physics engine to note the changes so an UpdateProperties event will happen. |
837 | PushKnownChanged(); | 840 | PushKnownChanged(); |
838 | 841 | ||
842 | if (PhysicsScene.VehiclePhysicalLoggingEnabled) | ||
843 | BulletSimAPI.DumpRigidBody2(PhysicsScene.World.ptr, Prim.PhysBody.ptr); | ||
844 | |||
839 | VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", | 845 | VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", |
840 | Prim.LocalID, VehiclePosition, Prim.Force, VehicleVelocity, VehicleRotationalVelocity); | 846 | Prim.LocalID, VehiclePosition, Prim.Force, VehicleVelocity, VehicleRotationalVelocity); |
841 | } | 847 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 8366cef..f8f24bd 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | |||
@@ -212,6 +212,11 @@ public static class BSParam | |||
212 | (s,cf,p,v) => { s.m_fixedTimeStep = cf.GetFloat(p, v); }, | 212 | (s,cf,p,v) => { s.m_fixedTimeStep = cf.GetFloat(p, v); }, |
213 | (s) => { return (float)s.m_fixedTimeStep; }, | 213 | (s) => { return (float)s.m_fixedTimeStep; }, |
214 | (s,p,l,v) => { s.m_fixedTimeStep = v; } ), | 214 | (s,p,l,v) => { s.m_fixedTimeStep = v; } ), |
215 | new ParameterDefn("NominalFrameRate", "The base frame rate we claim", | ||
216 | 55f, | ||
217 | (s,cf,p,v) => { s.NominalFrameRate = cf.GetInt(p, (int)v); }, | ||
218 | (s) => { return (float)s.NominalFrameRate; }, | ||
219 | (s,p,l,v) => { s.NominalFrameRate = (int)v; } ), | ||
215 | new ParameterDefn("MaxCollisionsPerFrame", "Max collisions returned at end of each frame", | 220 | new ParameterDefn("MaxCollisionsPerFrame", "Max collisions returned at end of each frame", |
216 | 2048f, | 221 | 2048f, |
217 | (s,cf,p,v) => { s.m_maxCollisionsPerFrame = cf.GetInt(p, (int)v); }, | 222 | (s,cf,p,v) => { s.m_maxCollisionsPerFrame = cf.GetInt(p, (int)v); }, |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 06e4ada..2d429c4 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -758,8 +758,8 @@ public sealed class BSPrim : BSPhysObject | |||
758 | // For compound based linksets, this enables and disables interactions of the children. | 758 | // For compound based linksets, this enables and disables interactions of the children. |
759 | Linkset.Refresh(this); | 759 | Linkset.Refresh(this); |
760 | 760 | ||
761 | DetailLog("{0},BSPrim.UpdatePhysicalParameters,taintExit,static={1},solid={2},mass={3},collide={4},cf={5:X},body={6},shape={7}", | 761 | DetailLog("{0},BSPrim.UpdatePhysicalParameters,taintExit,static={1},solid={2},mass={3},collide={4},cf={5:X},cType={6},body={7},shape={8}", |
762 | LocalID, IsStatic, IsSolid, Mass, SubscribedEvents(), CurrentCollisionFlags, PhysBody, PhysShape); | 762 | LocalID, IsStatic, IsSolid, Mass, SubscribedEvents(), CurrentCollisionFlags, PhysBody.collisionType, PhysBody, PhysShape); |
763 | } | 763 | } |
764 | 764 | ||
765 | // "Making dynamic" means changing to and from static. | 765 | // "Making dynamic" means changing to and from static. |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index a5fbf10..8edcd20 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -74,6 +74,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
74 | internal int m_maxSubSteps; | 74 | internal int m_maxSubSteps; |
75 | internal float m_fixedTimeStep; | 75 | internal float m_fixedTimeStep; |
76 | internal long m_simulationStep = 0; | 76 | internal long m_simulationStep = 0; |
77 | internal float NominalFrameRate { get; set; } | ||
77 | public long SimulationStep { get { return m_simulationStep; } } | 78 | public long SimulationStep { get { return m_simulationStep; } } |
78 | internal int m_taintsToProcessPerStep; | 79 | internal int m_taintsToProcessPerStep; |
79 | internal float LastTimeStep { get; private set; } | 80 | internal float LastTimeStep { get; private set; } |
@@ -162,6 +163,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
162 | private string m_physicsLoggingPrefix; | 163 | private string m_physicsLoggingPrefix; |
163 | private int m_physicsLoggingFileMinutes; | 164 | private int m_physicsLoggingFileMinutes; |
164 | private bool m_physicsLoggingDoFlush; | 165 | private bool m_physicsLoggingDoFlush; |
166 | private bool m_physicsPhysicalDumpEnabled; | ||
165 | // 'true' of the vehicle code is to log lots of details | 167 | // 'true' of the vehicle code is to log lots of details |
166 | public bool VehicleLoggingEnabled { get; private set; } | 168 | public bool VehicleLoggingEnabled { get; private set; } |
167 | public bool VehiclePhysicalLoggingEnabled { get; private set; } | 169 | public bool VehiclePhysicalLoggingEnabled { get; private set; } |
@@ -272,6 +274,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
272 | m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-%REGIONNAME%-"); | 274 | m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-%REGIONNAME%-"); |
273 | m_physicsLoggingFileMinutes = pConfig.GetInt("PhysicsLoggingFileMinutes", 5); | 275 | m_physicsLoggingFileMinutes = pConfig.GetInt("PhysicsLoggingFileMinutes", 5); |
274 | m_physicsLoggingDoFlush = pConfig.GetBoolean("PhysicsLoggingDoFlush", false); | 276 | m_physicsLoggingDoFlush = pConfig.GetBoolean("PhysicsLoggingDoFlush", false); |
277 | m_physicsPhysicalDumpEnabled = pConfig.GetBoolean("PhysicsPhysicalDumpEnabled", false); | ||
275 | // Very detailed logging for vehicle debugging | 278 | // Very detailed logging for vehicle debugging |
276 | VehicleLoggingEnabled = pConfig.GetBoolean("VehicleLoggingEnabled", false); | 279 | VehicleLoggingEnabled = pConfig.GetBoolean("VehicleLoggingEnabled", false); |
277 | VehiclePhysicalLoggingEnabled = pConfig.GetBoolean("VehiclePhysicalLoggingEnabled", false); | 280 | VehiclePhysicalLoggingEnabled = pConfig.GetBoolean("VehiclePhysicalLoggingEnabled", false); |
@@ -488,7 +491,8 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
488 | 491 | ||
489 | // The following causes the unmanaged code to output ALL the values found in ALL the objects in the world. | 492 | // The following causes the unmanaged code to output ALL the values found in ALL the objects in the world. |
490 | // Only enable this in a limited test world with few objects. | 493 | // Only enable this in a limited test world with few objects. |
491 | // BulletSimAPI.DumpAllInfo2(World.ptr); // DEBUG DEBUG DEBUG | 494 | if (m_physicsPhysicalDumpEnabled) |
495 | BulletSimAPI.DumpAllInfo2(World.ptr); | ||
492 | 496 | ||
493 | // step the physical world one interval | 497 | // step the physical world one interval |
494 | m_simulationStep++; | 498 | m_simulationStep++; |
@@ -587,12 +591,13 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
587 | 591 | ||
588 | // The following causes the unmanaged code to output ALL the values found in ALL the objects in the world. | 592 | // The following causes the unmanaged code to output ALL the values found in ALL the objects in the world. |
589 | // Only enable this in a limited test world with few objects. | 593 | // Only enable this in a limited test world with few objects. |
590 | // BulletSimAPI.DumpAllInfo2(World.ptr); // DEBUG DEBUG DEBUG | 594 | if (m_physicsPhysicalDumpEnabled) |
595 | BulletSimAPI.DumpAllInfo2(World.ptr); | ||
591 | 596 | ||
592 | // The physics engine returns the number of milliseconds it simulated this call. | 597 | // The physics engine returns the number of milliseconds it simulated this call. |
593 | // These are summed and normalized to one second and divided by 1000 to give the reported physics FPS. | 598 | // These are summed and normalized to one second and divided by 1000 to give the reported physics FPS. |
594 | // Multiply by 55 to give a nominal frame rate of 55. | 599 | // Multiply by 55 to give a nominal frame rate of 55. |
595 | return (float)numSubSteps * m_fixedTimeStep * 1000f * 55f; | 600 | return (float)numSubSteps * m_fixedTimeStep * 1000f * NominalFrameRate; |
596 | } | 601 | } |
597 | 602 | ||
598 | // Something has collided | 603 | // Something has collided |