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author | Robert Adams | 2012-12-20 10:32:33 -0800 |
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committer | Robert Adams | 2012-12-20 10:32:33 -0800 |
commit | a5b2539cf92aac65c11a36d4eb41d04f1c55b042 (patch) | |
tree | 884b426e3f25879077c8d2e6eaa6f5c9ae3f4b4d | |
parent | BulletSim: angularMotorUp working again (seems a little slow as it takes long... (diff) | |
download | opensim-SC_OLD-a5b2539cf92aac65c11a36d4eb41d04f1c55b042.zip opensim-SC_OLD-a5b2539cf92aac65c11a36d4eb41d04f1c55b042.tar.gz opensim-SC_OLD-a5b2539cf92aac65c11a36d4eb41d04f1c55b042.tar.bz2 opensim-SC_OLD-a5b2539cf92aac65c11a36d4eb41d04f1c55b042.tar.xz |
BulletSim: replace use of funky nullable values for vehicle property update control (m_known* stuff). Bitmaps will be quicker to test and to clear.
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 69 |
1 files changed, 43 insertions, 26 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 77ec76d..c3d75ea 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -602,21 +602,22 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
602 | 602 | ||
603 | #region Known vehicle value functions | 603 | #region Known vehicle value functions |
604 | // Vehicle physical parameters that we buffer from constant getting and setting. | 604 | // Vehicle physical parameters that we buffer from constant getting and setting. |
605 | // The "m_known*" variables are initialized to 'null', fetched only if referenced | 605 | // The "m_known*" values are unknown until they are fetched and the m_knownHas flag is set. |
606 | // and stored back into the physics engine only if updated. | 606 | // Changing is remembered and the parameter is stored back into the physics engine only if updated. |
607 | // This does two things: 1) saves continuious calls into unmanaged code, and | 607 | // This does two things: 1) saves continuious calls into unmanaged code, and |
608 | // 2) signals when a physics property update must happen back to the simulator | 608 | // 2) signals when a physics property update must happen back to the simulator |
609 | // to update values modified for the vehicle. | 609 | // to update values modified for the vehicle. |
610 | private int m_knownChanged; | 610 | private int m_knownChanged; |
611 | private float? m_knownTerrainHeight; | 611 | private int m_knownHas; |
612 | private float? m_knownWaterLevel; | 612 | private float m_knownTerrainHeight; |
613 | private Vector3? m_knownPosition; | 613 | private float m_knownWaterLevel; |
614 | private Vector3? m_knownVelocity; | 614 | private Vector3 m_knownPosition; |
615 | private Vector3 m_knownVelocity; | ||
615 | private Vector3 m_knownForce; | 616 | private Vector3 m_knownForce; |
616 | private Quaternion? m_knownOrientation; | 617 | private Quaternion m_knownOrientation; |
617 | private Vector3? m_knownRotationalVelocity; | 618 | private Vector3 m_knownRotationalVelocity; |
618 | private Vector3 m_knownRotationalForce; | 619 | private Vector3 m_knownRotationalForce; |
619 | private Vector3? m_knownForwardVelocity; // vehicle relative forward speed | 620 | private Vector3 m_knownForwardVelocity; // vehicle relative forward speed |
620 | 621 | ||
621 | private const int m_knownChangedPosition = 1 << 0; | 622 | private const int m_knownChangedPosition = 1 << 0; |
622 | private const int m_knownChangedVelocity = 1 << 1; | 623 | private const int m_knownChangedVelocity = 1 << 1; |
@@ -624,18 +625,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
624 | private const int m_knownChangedOrientation = 1 << 3; | 625 | private const int m_knownChangedOrientation = 1 << 3; |
625 | private const int m_knownChangedRotationalVelocity = 1 << 4; | 626 | private const int m_knownChangedRotationalVelocity = 1 << 4; |
626 | private const int m_knownChangedRotationalForce = 1 << 5; | 627 | private const int m_knownChangedRotationalForce = 1 << 5; |
628 | private const int m_knownChangedTerrainHeight = 1 << 6; | ||
629 | private const int m_knownChangedWaterLevel = 1 << 7; | ||
630 | private const int m_knownChangedForwardVelocity = 1 << 7; | ||
627 | 631 | ||
628 | private void ForgetKnownVehicleProperties() | 632 | private void ForgetKnownVehicleProperties() |
629 | { | 633 | { |
630 | m_knownTerrainHeight = null; | 634 | m_knownHas = 0; |
631 | m_knownWaterLevel = null; | ||
632 | m_knownPosition = null; | ||
633 | m_knownVelocity = null; | ||
634 | m_knownForce = Vector3.Zero; | ||
635 | m_knownOrientation = null; | ||
636 | m_knownRotationalVelocity = null; | ||
637 | m_knownRotationalForce = Vector3.Zero; | ||
638 | m_knownForwardVelocity = null; | ||
639 | m_knownChanged = 0; | 635 | m_knownChanged = 0; |
640 | } | 636 | } |
641 | private void PushKnownChanged() | 637 | private void PushKnownChanged() |
@@ -674,17 +670,23 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
674 | // is used ot fetch the height only once for each vehicle simulation step. | 670 | // is used ot fetch the height only once for each vehicle simulation step. |
675 | private float GetTerrainHeight(Vector3 pos) | 671 | private float GetTerrainHeight(Vector3 pos) |
676 | { | 672 | { |
677 | if (m_knownTerrainHeight == null) | 673 | if ((m_knownHas & m_knownChangedTerrainHeight) == 0) |
674 | { | ||
678 | m_knownTerrainHeight = Prim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos); | 675 | m_knownTerrainHeight = Prim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos); |
679 | return (float)m_knownTerrainHeight; | 676 | m_knownHas |= m_knownChangedTerrainHeight; |
677 | } | ||
678 | return m_knownTerrainHeight; | ||
680 | } | 679 | } |
681 | 680 | ||
682 | // Since the computation of water level can be a little involved, this routine | 681 | // Since the computation of water level can be a little involved, this routine |
683 | // is used ot fetch the level only once for each vehicle simulation step. | 682 | // is used ot fetch the level only once for each vehicle simulation step. |
684 | private float GetWaterLevel(Vector3 pos) | 683 | private float GetWaterLevel(Vector3 pos) |
685 | { | 684 | { |
686 | if (m_knownWaterLevel == null) | 685 | if ((m_knownHas & m_knownChangedWaterLevel) == 0) |
686 | { | ||
687 | m_knownWaterLevel = Prim.PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(pos); | 687 | m_knownWaterLevel = Prim.PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(pos); |
688 | m_knownHas |= m_knownChangedWaterLevel; | ||
689 | } | ||
688 | return (float)m_knownWaterLevel; | 690 | return (float)m_knownWaterLevel; |
689 | } | 691 | } |
690 | 692 | ||
@@ -692,8 +694,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
692 | { | 694 | { |
693 | get | 695 | get |
694 | { | 696 | { |
695 | if (m_knownPosition == null) | 697 | if ((m_knownHas & m_knownChangedPosition) == 0) |
698 | { | ||
696 | m_knownPosition = Prim.ForcePosition; | 699 | m_knownPosition = Prim.ForcePosition; |
700 | m_knownHas |= m_knownChangedPosition; | ||
701 | } | ||
697 | return (Vector3)m_knownPosition; | 702 | return (Vector3)m_knownPosition; |
698 | } | 703 | } |
699 | set | 704 | set |
@@ -707,8 +712,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
707 | { | 712 | { |
708 | get | 713 | get |
709 | { | 714 | { |
710 | if (m_knownOrientation == null) | 715 | if ((m_knownHas & m_knownChangedOrientation) == 0) |
716 | { | ||
711 | m_knownOrientation = Prim.ForceOrientation; | 717 | m_knownOrientation = Prim.ForceOrientation; |
718 | m_knownHas |= m_knownChangedOrientation; | ||
719 | } | ||
712 | return (Quaternion)m_knownOrientation; | 720 | return (Quaternion)m_knownOrientation; |
713 | } | 721 | } |
714 | set | 722 | set |
@@ -722,8 +730,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
722 | { | 730 | { |
723 | get | 731 | get |
724 | { | 732 | { |
725 | if (m_knownVelocity == null) | 733 | if ((m_knownHas & m_knownChangedVelocity) == 0) |
734 | { | ||
726 | m_knownVelocity = Prim.ForceVelocity; | 735 | m_knownVelocity = Prim.ForceVelocity; |
736 | m_knownHas |= m_knownChangedVelocity; | ||
737 | } | ||
727 | return (Vector3)m_knownVelocity; | 738 | return (Vector3)m_knownVelocity; |
728 | } | 739 | } |
729 | set | 740 | set |
@@ -743,8 +754,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
743 | { | 754 | { |
744 | get | 755 | get |
745 | { | 756 | { |
746 | if (m_knownRotationalVelocity == null) | 757 | if ((m_knownHas & m_knownChangedRotationalVelocity) == 0) |
758 | { | ||
747 | m_knownRotationalVelocity = Prim.ForceRotationalVelocity; | 759 | m_knownRotationalVelocity = Prim.ForceRotationalVelocity; |
760 | m_knownHas |= m_knownChangedRotationalVelocity; | ||
761 | } | ||
748 | return (Vector3)m_knownRotationalVelocity; | 762 | return (Vector3)m_knownRotationalVelocity; |
749 | } | 763 | } |
750 | set | 764 | set |
@@ -763,8 +777,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
763 | { | 777 | { |
764 | get | 778 | get |
765 | { | 779 | { |
766 | if (m_knownForwardVelocity == null) | 780 | if ((m_knownHas & m_knownChangedForwardVelocity) == 0) |
781 | { | ||
767 | m_knownForwardVelocity = VehicleVelocity * Quaternion.Inverse(Quaternion.Normalize(VehicleOrientation)); | 782 | m_knownForwardVelocity = VehicleVelocity * Quaternion.Inverse(Quaternion.Normalize(VehicleOrientation)); |
783 | m_knownHas |= m_knownChangedForwardVelocity; | ||
784 | } | ||
768 | return (Vector3)m_knownForwardVelocity; | 785 | return (Vector3)m_knownForwardVelocity; |
769 | } | 786 | } |
770 | } | 787 | } |