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authorMelanie2012-08-18 12:57:49 +0100
committerMelanie2012-08-18 12:57:49 +0100
commit9d6fe1224aa90896edb624d34f77d7c36b368258 (patch)
treee88deb1ab440dce0db50e8745e4171e56413959c /OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
parentDo a proper null check to avoid the overloaded operator == trap (diff)
parentWhen reporting a thread timeout, create a copy of the info rather than passin... (diff)
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Merge branch 'master' of melanie@opensimulator.org:/var/git/opensim
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSScene.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSScene.cs78
1 files changed, 46 insertions, 32 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index a31c578..56924aa 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -73,15 +73,22 @@ 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 // The name of the region we're working for.
77 public string RegionName { get; private set; }
77 78
78 public string BulletSimVersion = "?"; 79 public string BulletSimVersion = "?";
79 80
80 private Dictionary<uint, BSCharacter> m_avatars = new Dictionary<uint, BSCharacter>(); 81 private Dictionary<uint, BSCharacter> m_avatars = new Dictionary<uint, BSCharacter>();
82 public Dictionary<uint, BSCharacter> Characters { get { return m_avatars; } }
83
81 private Dictionary<uint, BSPrim> m_prims = new Dictionary<uint, BSPrim>(); 84 private Dictionary<uint, BSPrim> m_prims = new Dictionary<uint, BSPrim>();
85 public Dictionary<uint, BSPrim> Prims { get { return m_prims; } }
86
82 private HashSet<BSCharacter> m_avatarsWithCollisions = new HashSet<BSCharacter>(); 87 private HashSet<BSCharacter> m_avatarsWithCollisions = new HashSet<BSCharacter>();
83 private HashSet<BSPrim> m_primsWithCollisions = new HashSet<BSPrim>(); 88 private HashSet<BSPrim> m_primsWithCollisions = new HashSet<BSPrim>();
89
84 private List<BSPrim> m_vehicles = new List<BSPrim>(); 90 private List<BSPrim> m_vehicles = new List<BSPrim>();
91
85 private float[] m_heightMap; 92 private float[] m_heightMap;
86 private float m_waterLevel; 93 private float m_waterLevel;
87 private uint m_worldID; 94 private uint m_worldID;
@@ -95,16 +102,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters
95 private int m_detailedStatsStep = 0; 102 private int m_detailedStatsStep = 0;
96 103
97 public IMesher mesher; 104 public IMesher mesher;
98 private float m_meshLOD; 105 // Level of Detail values kept as float because that's what the Meshmerizer wants
99 public float MeshLOD 106 public float MeshLOD { get; private set; }
100 { 107 public float MeshMegaPrimLOD { get; private set; }
101 get { return m_meshLOD; } 108 public float MeshMegaPrimThreshold { get; private set; }
102 } 109 public float SculptLOD { get; private set; }
103 private float m_sculptLOD;
104 public float SculptLOD
105 {
106 get { return m_sculptLOD; }
107 }
108 110
109 private BulletSim m_worldSim; 111 private BulletSim m_worldSim;
110 public BulletSim World 112 public BulletSim World
@@ -179,8 +181,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters
179 ConfigurationParameters[] m_params; 181 ConfigurationParameters[] m_params;
180 GCHandle m_paramsHandle; 182 GCHandle m_paramsHandle;
181 183
182 public bool ShouldDebugLog { get; private set; } 184 // Handle to the callback used by the unmanaged code to call into the managed code.
183 185 // Used for debug logging.
186 // Need to store the handle in a persistant variable so it won't be freed.
184 private BulletSimAPI.DebugLogCallback m_DebugLogCallbackHandle; 187 private BulletSimAPI.DebugLogCallback m_DebugLogCallbackHandle;
185 188
186 // Sometimes you just have to log everything. 189 // Sometimes you just have to log everything.
@@ -196,6 +199,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
196 public BSScene(string identifier) 199 public BSScene(string identifier)
197 { 200 {
198 m_initialized = false; 201 m_initialized = false;
202 // we are passed the name of the region we're working for.
203 RegionName = identifier;
199 } 204 }
200 205
201 public override void Initialise(IMesher meshmerizer, IConfigSource config) 206 public override void Initialise(IMesher meshmerizer, IConfigSource config)
@@ -281,10 +286,13 @@ public class BSScene : PhysicsScene, IPhysicsParameters
281 // Very detailed logging for physics debugging 286 // Very detailed logging for physics debugging
282 m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false); 287 m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false);
283 m_physicsLoggingDir = pConfig.GetString("PhysicsLoggingDir", "."); 288 m_physicsLoggingDir = pConfig.GetString("PhysicsLoggingDir", ".");
284 m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-"); 289 m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-%REGIONNAME%-");
285 m_physicsLoggingFileMinutes = pConfig.GetInt("PhysicsLoggingFileMinutes", 5); 290 m_physicsLoggingFileMinutes = pConfig.GetInt("PhysicsLoggingFileMinutes", 5);
286 // Very detailed logging for vehicle debugging 291 // Very detailed logging for vehicle debugging
287 m_vehicleLoggingEnabled = pConfig.GetBoolean("VehicleLoggingEnabled", false); 292 m_vehicleLoggingEnabled = pConfig.GetBoolean("VehicleLoggingEnabled", false);
293
294 // Do any replacements in the parameters
295 m_physicsLoggingPrefix = m_physicsLoggingPrefix.Replace("%REGIONNAME%", RegionName);
288 } 296 }
289 } 297 }
290 } 298 }
@@ -362,7 +370,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
362 BSPrim bsprim = prim as BSPrim; 370 BSPrim bsprim = prim as BSPrim;
363 if (bsprim != null) 371 if (bsprim != null)
364 { 372 {
365 // DetailLog("{0},RemovePrim,call", bsprim.LocalID); 373 DetailLog("{0},RemovePrim,call", bsprim.LocalID);
366 // m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID); 374 // m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID);
367 try 375 try
368 { 376 {
@@ -388,7 +396,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
388 396
389 if (!m_initialized) return null; 397 if (!m_initialized) return null;
390 398
391 // DetailLog("{0},AddPrimShape,call", localID); 399 DetailLog("{0},AddPrimShape,call", localID);
392 400
393 BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical); 401 BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical);
394 lock (m_prims) m_prims.Add(localID, prim); 402 lock (m_prims) m_prims.Add(localID, prim);
@@ -429,13 +437,13 @@ public class BSScene : PhysicsScene, IPhysicsParameters
429 { 437 {
430 numSubSteps = BulletSimAPI.PhysicsStep(m_worldID, timeStep, m_maxSubSteps, m_fixedTimeStep, 438 numSubSteps = BulletSimAPI.PhysicsStep(m_worldID, timeStep, m_maxSubSteps, m_fixedTimeStep,
431 out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr); 439 out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr);
432 // DetailLog("{0},Simulate,call, substeps={1}, updates={2}, colliders={3}", DetailLogZero, numSubSteps, updatedEntityCount, collidersCount); 440 DetailLog("{0},Simulate,call, substeps={1}, updates={2}, colliders={3}", DetailLogZero, numSubSteps, updatedEntityCount, collidersCount);
433 } 441 }
434 catch (Exception e) 442 catch (Exception e)
435 { 443 {
436 m_log.WarnFormat("{0},PhysicsStep Exception: substeps={1}, updates={2}, colliders={3}, e={4}", LogHeader, numSubSteps, updatedEntityCount, collidersCount, e); 444 m_log.WarnFormat("{0},PhysicsStep Exception: substeps={1}, updates={2}, colliders={3}, e={4}", LogHeader, numSubSteps, updatedEntityCount, collidersCount, e);
437 // DetailLog("{0},PhysicsStepException,call, substeps={1}, updates={2}, colliders={3}", DetailLogZero, numSubSteps, updatedEntityCount, collidersCount); 445 // DetailLog("{0},PhysicsStepException,call, substeps={1}, updates={2}, colliders={3}", DetailLogZero, numSubSteps, updatedEntityCount, collidersCount);
438 // updatedEntityCount = 0; 446 updatedEntityCount = 0;
439 collidersCount = 0; 447 collidersCount = 0;
440 } 448 }
441 449
@@ -534,6 +542,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
534 else if (m_avatars.ContainsKey(collidingWith)) 542 else if (m_avatars.ContainsKey(collidingWith))
535 type = ActorTypes.Agent; 543 type = ActorTypes.Agent;
536 544
545 // DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith);
546
537 BSPrim prim; 547 BSPrim prim;
538 if (m_prims.TryGetValue(localID, out prim)) { 548 if (m_prims.TryGetValue(localID, out prim)) {
539 prim.Collide(collidingWith, type, collidePoint, collideNormal, penitration); 549 prim.Collide(collidingWith, type, collidePoint, collideNormal, penitration);
@@ -897,16 +907,26 @@ public class BSScene : PhysicsScene, IPhysicsParameters
897 (s) => { return s.NumericBool(s._forceSimplePrimMeshing); }, 907 (s) => { return s.NumericBool(s._forceSimplePrimMeshing); },
898 (s,p,l,v) => { s._forceSimplePrimMeshing = s.BoolNumeric(v); } ), 908 (s,p,l,v) => { s._forceSimplePrimMeshing = s.BoolNumeric(v); } ),
899 909
900 new ParameterDefn("MeshLOD", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)", 910 new ParameterDefn("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)",
901 8f, 911 8f,
902 (s,cf,p,v) => { s.m_meshLOD = cf.GetInt(p, (int)v); }, 912 (s,cf,p,v) => { s.MeshLOD = (float)cf.GetInt(p, (int)v); },
903 (s) => { return (float)s.m_meshLOD; }, 913 (s) => { return s.MeshLOD; },
904 (s,p,l,v) => { s.m_meshLOD = (int)v; } ), 914 (s,p,l,v) => { s.MeshLOD = v; } ),
905 new ParameterDefn("SculptLOD", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)", 915 new ParameterDefn("MeshLevelOfDetailMegaPrim", "Level of detail to render meshes larger than threshold meters",
916 16f,
917 (s,cf,p,v) => { s.MeshMegaPrimLOD = (float)cf.GetInt(p, (int)v); },
918 (s) => { return s.MeshMegaPrimLOD; },
919 (s,p,l,v) => { s.MeshMegaPrimLOD = v; } ),
920 new ParameterDefn("MeshLevelOfDetailMegaPrimThreshold", "Size (in meters) of a mesh before using MeshMegaPrimLOD",
921 10f,
922 (s,cf,p,v) => { s.MeshMegaPrimThreshold = (float)cf.GetInt(p, (int)v); },
923 (s) => { return s.MeshMegaPrimThreshold; },
924 (s,p,l,v) => { s.MeshMegaPrimThreshold = v; } ),
925 new ParameterDefn("SculptLevelOfDetail", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)",
906 32f, 926 32f,
907 (s,cf,p,v) => { s.m_sculptLOD = cf.GetInt(p, (int)v); }, 927 (s,cf,p,v) => { s.SculptLOD = (float)cf.GetInt(p, (int)v); },
908 (s) => { return (float)s.m_sculptLOD; }, 928 (s) => { return s.SculptLOD; },
909 (s,p,l,v) => { s.m_sculptLOD = (int)v; } ), 929 (s,p,l,v) => { s.SculptLOD = v; } ),
910 930
911 new ParameterDefn("MaxSubStep", "In simulation step, maximum number of substeps", 931 new ParameterDefn("MaxSubStep", "In simulation step, maximum number of substeps",
912 10f, 932 10f,
@@ -1137,12 +1157,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters
1137 (s,cf,p,v) => { s.m_detailedStatsStep = cf.GetInt(p, (int)v); }, 1157 (s,cf,p,v) => { s.m_detailedStatsStep = cf.GetInt(p, (int)v); },
1138 (s) => { return (float)s.m_detailedStatsStep; }, 1158 (s) => { return (float)s.m_detailedStatsStep; },
1139 (s,p,l,v) => { s.m_detailedStatsStep = (int)v; } ), 1159 (s,p,l,v) => { s.m_detailedStatsStep = (int)v; } ),
1140 new ParameterDefn("ShouldDebugLog", "Enables detailed DEBUG log statements",
1141 ConfigurationParameters.numericFalse,
1142 (s,cf,p,v) => { s.ShouldDebugLog = cf.GetBoolean(p, s.BoolNumeric(v)); },
1143 (s) => { return s.NumericBool(s.ShouldDebugLog); },
1144 (s,p,l,v) => { s.ShouldDebugLog = s.BoolNumeric(v); } ),
1145
1146 }; 1160 };
1147 1161
1148 // Convert a boolean to our numeric true and false values 1162 // Convert a boolean to our numeric true and false values