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authorRobert Adams2012-08-10 16:35:00 -0700
committerRobert Adams2012-08-10 16:35:00 -0700
commit3ecd39068cf756fc9de2f8f30bc2a703be90d7dc (patch)
tree27dbc031a986f76215c3587ec647df14b6d63b75 /OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
parentBulletSim: actually update the DLLs and SOs (diff)
parentBulletSim: many, many detailed logging messages for physical linkset (diff)
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Merge branch 'bulletsim7'
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSScene.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSScene.cs87
1 files changed, 58 insertions, 29 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index 0e257b6..beaea1f 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -73,7 +73,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
73 private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); 73 private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
74 private static readonly string LogHeader = "[BULLETS SCENE]"; 74 private static readonly string LogHeader = "[BULLETS SCENE]";
75 75
76 public void DebugLog(string mm, params Object[] xx) { if (shouldDebugLog) m_log.DebugFormat(mm, xx); } 76 public void DebugLog(string mm, params Object[] xx) { if (ShouldDebugLog) m_log.DebugFormat(mm, xx); }
77 77
78 public string BulletSimVersion = "?"; 78 public string BulletSimVersion = "?";
79 79
@@ -162,14 +162,24 @@ public class BSScene : PhysicsScene, IPhysicsParameters
162 } 162 }
163 163
164 public delegate void TaintCallback(); 164 public delegate void TaintCallback();
165 private List<TaintCallback> _taintedObjects; 165 private struct TaintCallbackEntry
166 {
167 public String ident;
168 public TaintCallback callback;
169 public TaintCallbackEntry(string i, TaintCallback c)
170 {
171 ident = i;
172 callback = c;
173 }
174 }
175 private List<TaintCallbackEntry> _taintedObjects;
166 private Object _taintLock = new Object(); 176 private Object _taintLock = new Object();
167 177
168 // A pointer to an instance if this structure is passed to the C++ code 178 // A pointer to an instance if this structure is passed to the C++ code
169 ConfigurationParameters[] m_params; 179 ConfigurationParameters[] m_params;
170 GCHandle m_paramsHandle; 180 GCHandle m_paramsHandle;
171 181
172 public bool shouldDebugLog { get; private set; } 182 public bool ShouldDebugLog { get; private set; }
173 183
174 private BulletSimAPI.DebugLogCallback m_DebugLogCallbackHandle; 184 private BulletSimAPI.DebugLogCallback m_DebugLogCallbackHandle;
175 185
@@ -232,7 +242,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
232 BulletSimAPI.SetDebugLogCallback(m_DebugLogCallbackHandle); 242 BulletSimAPI.SetDebugLogCallback(m_DebugLogCallbackHandle);
233 } 243 }
234 244
235 _taintedObjects = new List<TaintCallback>(); 245 _taintedObjects = new List<TaintCallbackEntry>();
236 246
237 mesher = meshmerizer; 247 mesher = meshmerizer;
238 // The bounding box for the simulated world 248 // The bounding box for the simulated world
@@ -245,7 +255,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
245 255
246 // Initialization to support the transition to a new API which puts most of the logic 256 // Initialization to support the transition to a new API which puts most of the logic
247 // into the C# code so it is easier to modify and add to. 257 // into the C# code so it is easier to modify and add to.
248 m_worldSim = new BulletSim(m_worldID, BulletSimAPI.GetSimHandle2(m_worldID)); 258 m_worldSim = new BulletSim(m_worldID, this, BulletSimAPI.GetSimHandle2(m_worldID));
249 m_constraintCollection = new BSConstraintCollection(World); 259 m_constraintCollection = new BSConstraintCollection(World);
250 260
251 m_initialized = true; 261 m_initialized = true;
@@ -352,6 +362,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
352 BSPrim bsprim = prim as BSPrim; 362 BSPrim bsprim = prim as BSPrim;
353 if (bsprim != null) 363 if (bsprim != null)
354 { 364 {
365 DetailLog("{0},RemovePrim,call", bsprim.LocalID);
355 // m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID); 366 // m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID);
356 try 367 try
357 { 368 {
@@ -377,6 +388,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
377 388
378 if (!m_initialized) return null; 389 if (!m_initialized) return null;
379 390
391 DetailLog("{0},AddPrimShape,call", localID);
392
380 BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical); 393 BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical);
381 lock (m_prims) m_prims.Add(localID, prim); 394 lock (m_prims) m_prims.Add(localID, prim);
382 return prim; 395 return prim;
@@ -416,12 +429,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters
416 { 429 {
417 numSubSteps = BulletSimAPI.PhysicsStep(m_worldID, timeStep, m_maxSubSteps, m_fixedTimeStep, 430 numSubSteps = BulletSimAPI.PhysicsStep(m_worldID, timeStep, m_maxSubSteps, m_fixedTimeStep,
418 out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr); 431 out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr);
419 DetailLog("{0},Simulate,call, substeps={1}, updates={2}, colliders={3}", "0000000000", numSubSteps, updatedEntityCount, collidersCount); 432 DetailLog("{0},Simulate,call, substeps={1}, updates={2}, colliders={3}", DetailLogZero, numSubSteps, updatedEntityCount, collidersCount);
420 } 433 }
421 catch (Exception e) 434 catch (Exception e)
422 { 435 {
423 m_log.WarnFormat("{0},PhysicsStep Exception: substeps={1}, updates={2}, colliders={3}, e={4}", LogHeader, numSubSteps, updatedEntityCount, collidersCount, e); 436 m_log.WarnFormat("{0},PhysicsStep Exception: substeps={1}, updates={2}, colliders={3}, e={4}", LogHeader, numSubSteps, updatedEntityCount, collidersCount, e);
424 DetailLog("{0},PhysicsStepException,call, substeps={1}, updates={2}, colliders={3}", "0000000000", numSubSteps, updatedEntityCount, collidersCount); 437 DetailLog("{0},PhysicsStepException,call, substeps={1}, updates={2}, colliders={3}", DetailLogZero, numSubSteps, updatedEntityCount, collidersCount);
425 // updatedEntityCount = 0; 438 // updatedEntityCount = 0;
426 collidersCount = 0; 439 collidersCount = 0;
427 } 440 }
@@ -535,7 +548,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
535 548
536 public override void SetTerrain(float[] heightMap) { 549 public override void SetTerrain(float[] heightMap) {
537 m_heightMap = heightMap; 550 m_heightMap = heightMap;
538 this.TaintedObject(delegate() 551 this.TaintedObject("BSScene.SetTerrain", delegate()
539 { 552 {
540 BulletSimAPI.SetHeightmap(m_worldID, m_heightMap); 553 BulletSimAPI.SetHeightmap(m_worldID, m_heightMap);
541 }); 554 });
@@ -727,12 +740,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters
727 // Calls to the PhysicsActors can't directly call into the physics engine 740 // Calls to the PhysicsActors can't directly call into the physics engine
728 // because it might be busy. We delay changes to a known time. 741 // because it might be busy. We delay changes to a known time.
729 // We rely on C#'s closure to save and restore the context for the delegate. 742 // We rely on C#'s closure to save and restore the context for the delegate.
730 public void TaintedObject(TaintCallback callback) 743 public void TaintedObject(String ident, TaintCallback callback)
731 { 744 {
732 if (!m_initialized) return; 745 if (!m_initialized) return;
733 746
734 lock (_taintLock) 747 lock (_taintLock)
735 _taintedObjects.Add(callback); 748 _taintedObjects.Add(new TaintCallbackEntry(ident, callback));
736 return; 749 return;
737 } 750 }
738 751
@@ -744,22 +757,22 @@ public class BSScene : PhysicsScene, IPhysicsParameters
744 if (_taintedObjects.Count > 0) // save allocating new list if there is nothing to process 757 if (_taintedObjects.Count > 0) // save allocating new list if there is nothing to process
745 { 758 {
746 // swizzle a new list into the list location so we can process what's there 759 // swizzle a new list into the list location so we can process what's there
747 List<TaintCallback> oldList; 760 List<TaintCallbackEntry> oldList;
748 lock (_taintLock) 761 lock (_taintLock)
749 { 762 {
750 oldList = _taintedObjects; 763 oldList = _taintedObjects;
751 _taintedObjects = new List<TaintCallback>(); 764 _taintedObjects = new List<TaintCallbackEntry>();
752 } 765 }
753 766
754 foreach (TaintCallback callback in oldList) 767 foreach (TaintCallbackEntry tcbe in oldList)
755 { 768 {
756 try 769 try
757 { 770 {
758 callback(); 771 tcbe.callback();
759 } 772 }
760 catch (Exception e) 773 catch (Exception e)
761 { 774 {
762 m_log.ErrorFormat("{0}: ProcessTaints: Exception: {1}", LogHeader, e); 775 m_log.ErrorFormat("{0}: ProcessTaints: {1}: Exception: {2}", LogHeader, tcbe.ident, e);
763 } 776 }
764 } 777 }
765 oldList.Clear(); 778 oldList.Clear();
@@ -767,6 +780,20 @@ public class BSScene : PhysicsScene, IPhysicsParameters
767 } 780 }
768 781
769 #region Vehicles 782 #region Vehicles
783
784 public void VehicleInSceneTypeChanged(BSPrim vehic, Vehicle newType)
785 {
786 if (newType == Vehicle.TYPE_NONE)
787 {
788 RemoveVehiclePrim(vehic);
789 }
790 else
791 {
792 // make it so the scene will call us each tick to do vehicle things
793 AddVehiclePrim(vehic);
794 }
795 }
796
770 // Make so the scene will call this prim for vehicle actions each tick. 797 // Make so the scene will call this prim for vehicle actions each tick.
771 // Safe to call if prim is already in the vehicle list. 798 // Safe to call if prim is already in the vehicle list.
772 public void AddVehiclePrim(BSPrim vehicle) 799 public void AddVehiclePrim(BSPrim vehicle)
@@ -812,12 +839,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters
812 839
813 private struct ParameterDefn 840 private struct ParameterDefn
814 { 841 {
815 public string name; 842 public string name; // string name of the parameter
816 public string desc; 843 public string desc; // a short description of what the parameter means
817 public float defaultValue; 844 public float defaultValue; // default value if not specified anywhere else
818 public ParamUser userParam; 845 public ParamUser userParam; // get the value from the configuration file
819 public ParamGet getter; 846 public ParamGet getter; // return the current value stored for this parameter
820 public ParamSet setter; 847 public ParamSet setter; // set the current value for this parameter
821 public ParameterDefn(string n, string d, float v, ParamUser u, ParamGet g, ParamSet s) 848 public ParameterDefn(string n, string d, float v, ParamUser u, ParamGet g, ParamSet s)
822 { 849 {
823 name = n; 850 name = n;
@@ -834,7 +861,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
834 // To add a new externally referencable/settable parameter, add the paramter storage 861 // To add a new externally referencable/settable parameter, add the paramter storage
835 // location somewhere in the program and make an entry in this table with the 862 // location somewhere in the program and make an entry in this table with the
836 // getters and setters. 863 // getters and setters.
837 // To add a new variable, it is easiest to find an existing definition and copy it. 864 // It is easiest to find an existing definition and copy it.
838 // Parameter values are floats. Booleans are converted to a floating value. 865 // Parameter values are floats. Booleans are converted to a floating value.
839 // 866 //
840 // A ParameterDefn() takes the following parameters: 867 // A ParameterDefn() takes the following parameters:
@@ -870,7 +897,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
870 (s) => { return (float)s.m_meshLOD; }, 897 (s) => { return (float)s.m_meshLOD; },
871 (s,p,l,v) => { s.m_meshLOD = (int)v; } ), 898 (s,p,l,v) => { s.m_meshLOD = (int)v; } ),
872 new ParameterDefn("SculptLOD", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)", 899 new ParameterDefn("SculptLOD", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)",
873 32, 900 32f,
874 (s,cf,p,v) => { s.m_sculptLOD = cf.GetInt(p, (int)v); }, 901 (s,cf,p,v) => { s.m_sculptLOD = cf.GetInt(p, (int)v); },
875 (s) => { return (float)s.m_sculptLOD; }, 902 (s) => { return (float)s.m_sculptLOD; },
876 (s,p,l,v) => { s.m_sculptLOD = (int)v; } ), 903 (s,p,l,v) => { s.m_sculptLOD = (int)v; } ),
@@ -1106,9 +1133,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters
1106 (s,p,l,v) => { s.m_detailedStatsStep = (int)v; } ), 1133 (s,p,l,v) => { s.m_detailedStatsStep = (int)v; } ),
1107 new ParameterDefn("ShouldDebugLog", "Enables detailed DEBUG log statements", 1134 new ParameterDefn("ShouldDebugLog", "Enables detailed DEBUG log statements",
1108 ConfigurationParameters.numericFalse, 1135 ConfigurationParameters.numericFalse,
1109 (s,cf,p,v) => { s.shouldDebugLog = cf.GetBoolean(p, s.BoolNumeric(v)); }, 1136 (s,cf,p,v) => { s.ShouldDebugLog = cf.GetBoolean(p, s.BoolNumeric(v)); },
1110 (s) => { return s.NumericBool(s.shouldDebugLog); }, 1137 (s) => { return s.NumericBool(s.ShouldDebugLog); },
1111 (s,p,l,v) => { s.shouldDebugLog = s.BoolNumeric(v); } ), 1138 (s,p,l,v) => { s.ShouldDebugLog = s.BoolNumeric(v); } ),
1112 1139
1113 }; 1140 };
1114 1141
@@ -1248,7 +1275,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
1248 List<uint> objectIDs = lIDs; 1275 List<uint> objectIDs = lIDs;
1249 string xparm = parm.ToLower(); 1276 string xparm = parm.ToLower();
1250 float xval = val; 1277 float xval = val;
1251 TaintedObject(delegate() { 1278 TaintedObject("BSScene.UpdateParameterSet", delegate() {
1252 foreach (uint lID in objectIDs) 1279 foreach (uint lID in objectIDs)
1253 { 1280 {
1254 BulletSimAPI.UpdateParameter(m_worldID, lID, xparm, xval); 1281 BulletSimAPI.UpdateParameter(m_worldID, lID, xparm, xval);
@@ -1268,7 +1295,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
1268 uint xlocalID = localID; 1295 uint xlocalID = localID;
1269 string xparm = parm.ToLower(); 1296 string xparm = parm.ToLower();
1270 float xval = val; 1297 float xval = val;
1271 TaintedObject(delegate() { 1298 TaintedObject("BSScene.TaintedUpdateParameter", delegate() {
1272 BulletSimAPI.UpdateParameter(m_worldID, xlocalID, xparm, xval); 1299 BulletSimAPI.UpdateParameter(m_worldID, xlocalID, xparm, xval);
1273 }); 1300 });
1274 } 1301 }
@@ -1294,10 +1321,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters
1294 #endregion Runtime settable parameters 1321 #endregion Runtime settable parameters
1295 1322
1296 // Invoke the detailed logger and output something if it's enabled. 1323 // Invoke the detailed logger and output something if it's enabled.
1297 private void DetailLog(string msg, params Object[] args) 1324 public void DetailLog(string msg, params Object[] args)
1298 { 1325 {
1299 PhysicsLogging.Write(msg, args); 1326 PhysicsLogging.Write(msg, args);
1300 } 1327 }
1328 // used to fill in the LocalID when there isn't one
1329 public const string DetailLogZero = "0000000000";
1301 1330
1302} 1331}
1303} 1332}