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authorJustin Clark-Casey (justincc)2012-10-11 23:56:03 +0100
committerJustin Clark-Casey (justincc)2012-10-11 23:56:03 +0100
commitf5f5f2e3fbc34c2bb0688177ea9a91d7fe674fc4 (patch)
tree73b56a7b8294cc55c5f33c30b52bcefbf7d24e60 /OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
parentExtend "show stats" command to "show stats [list|all|<category name>]" (diff)
parentBulletSim: update the DLLs and SOs (diff)
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Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSScene.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSScene.cs90
1 files changed, 61 insertions, 29 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index aaed7de..2c3c481 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -39,7 +39,6 @@ using log4net;
39using OpenMetaverse; 39using OpenMetaverse;
40 40
41// TODOs for BulletSim (for BSScene, BSPrim, BSCharacter and BulletSim) 41// TODOs for BulletSim (for BSScene, BSPrim, BSCharacter and BulletSim)
42// Move all logic out of the C++ code and into the C# code for easier future modifications.
43// Test sculpties (verified that they don't work) 42// Test sculpties (verified that they don't work)
44// Compute physics FPS reasonably 43// Compute physics FPS reasonably
45// Based on material, set density and friction 44// Based on material, set density and friction
@@ -90,10 +89,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters
90 // let my minuions use my logger 89 // let my minuions use my logger
91 public ILog Logger { get { return m_log; } } 90 public ILog Logger { get { return m_log; } }
92 91
93 // If non-zero, the number of simulation steps between calls to the physics
94 // engine to output detailed physics stats. Debug logging level must be on also.
95 private int m_detailedStatsStep = 0;
96
97 public IMesher mesher; 92 public IMesher mesher;
98 // Level of Detail values kept as float because that's what the Meshmerizer wants 93 // Level of Detail values kept as float because that's what the Meshmerizer wants
99 public float MeshLOD { get; private set; } 94 public float MeshLOD { get; private set; }
@@ -112,6 +107,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
112 private float m_fixedTimeStep; 107 private float m_fixedTimeStep;
113 private long m_simulationStep = 0; 108 private long m_simulationStep = 0;
114 public long SimulationStep { get { return m_simulationStep; } } 109 public long SimulationStep { get { return m_simulationStep; } }
110 private int m_taintsToProcessPerStep;
115 111
116 // A value of the time now so all the collision and update routines do not have to get their own 112 // A value of the time now so all the collision and update routines do not have to get their own
117 // Set to 'now' just before all the prims and actors are called for collisions and updates 113 // Set to 'now' just before all the prims and actors are called for collisions and updates
@@ -131,6 +127,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
131 127
132 public bool ShouldMeshSculptedPrim { get; private set; } // cause scuplted prims to get meshed 128 public bool ShouldMeshSculptedPrim { get; private set; } // cause scuplted prims to get meshed
133 public bool ShouldForceSimplePrimMeshing { get; private set; } // if a cube or sphere, let Bullet do internal shapes 129 public bool ShouldForceSimplePrimMeshing { get; private set; } // if a cube or sphere, let Bullet do internal shapes
130 public bool ShouldUseHullsForPhysicalObjects { get; private set; } // 'true' if should create hulls for physical objects
134 131
135 public float PID_D { get; private set; } // derivative 132 public float PID_D { get; private set; } // derivative
136 public float PID_P { get; private set; } // proportional 133 public float PID_P { get; private set; } // proportional
@@ -254,7 +251,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
254 251
255 // The bounding box for the simulated world. The origin is 0,0,0 unless we're 252 // The bounding box for the simulated world. The origin is 0,0,0 unless we're
256 // a child in a mega-region. 253 // a child in a mega-region.
257 // Turns out that Bullet really doesn't care about the extents of the simulated 254 // Bullet actually doesn't care about the extents of the simulated
258 // area. It tracks active objects no matter where they are. 255 // area. It tracks active objects no matter where they are.
259 Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight); 256 Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight);
260 257
@@ -331,7 +328,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
331 // Called directly from unmanaged code so don't do much 328 // Called directly from unmanaged code so don't do much
332 private void BulletLoggerPhysLog(string msg) 329 private void BulletLoggerPhysLog(string msg)
333 { 330 {
334 PhysicsLogging.Write("[BULLETS UNMANAGED]:" + msg); 331 DetailLog("[BULLETS UNMANAGED]:" + msg);
335 } 332 }
336 333
337 public override void Dispose() 334 public override void Dispose()
@@ -494,8 +491,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
494 m_simulationStep++; 491 m_simulationStep++;
495 int numSubSteps = 0; 492 int numSubSteps = 0;
496 493
497 // Sometimes needed for debugging to find out what happened before the step 494 // DEBUG
498 // PhysicsLogging.Flush(); 495 // DetailLog("{0},BSScene.Simulate,beforeStep,ntaimts={1},step={2}", DetailLogZero, numTaints, m_simulationStep);
499 496
500 try 497 try
501 { 498 {
@@ -505,8 +502,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
505 out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr); 502 out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr);
506 503
507 if (PhysicsLogging.Enabled) simTime = Util.EnvironmentTickCountSubtract(beforeTime); 504 if (PhysicsLogging.Enabled) simTime = Util.EnvironmentTickCountSubtract(beforeTime);
508 DetailLog("{0},Simulate,call, nTaints={1}, simTime={2}, substeps={3}, updates={4}, colliders={5}", 505 DetailLog("{0},Simulate,call, frame={1}, nTaints={2}, simTime={3}, substeps={4}, updates={5}, colliders={6}",
509 DetailLogZero, numTaints, simTime, numSubSteps, updatedEntityCount, collidersCount); 506 DetailLogZero, m_simulationStep, numTaints, simTime, numSubSteps, updatedEntityCount, collidersCount);
510 } 507 }
511 catch (Exception e) 508 catch (Exception e)
512 { 509 {
@@ -582,19 +579,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters
582 } 579 }
583 } 580 }
584 581
585 // If enabled, call into the physics engine to dump statistics
586 if (m_detailedStatsStep > 0)
587 {
588 if ((m_simulationStep % m_detailedStatsStep) == 0)
589 {
590 BulletSimAPI.DumpBulletStatistics();
591 }
592 }
593
594 // The physics engine returns the number of milliseconds it simulated this call. 582 // The physics engine returns the number of milliseconds it simulated this call.
595 // These are summed and normalized to one second and divided by 1000 to give the reported physics FPS. 583 // These are summed and normalized to one second and divided by 1000 to give the reported physics FPS.
596 // Since Bullet normally does 5 or 6 substeps, this will normally sum to about 60 FPS. 584 // We multiply by 45 to give a recognizable running rate (45 or less).
597 return numSubSteps * m_fixedTimeStep * 1000; 585 return numSubSteps * m_fixedTimeStep * 1000 * 45;
586 // return timeStep * 1000 * 45;
598 } 587 }
599 588
600 // Something has collided 589 // Something has collided
@@ -617,7 +606,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
617 BSPhysObject collidee = null; 606 BSPhysObject collidee = null;
618 PhysObjects.TryGetValue(collidingWith, out collidee); 607 PhysObjects.TryGetValue(collidingWith, out collidee);
619 608
620 DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith); 609 // DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith);
621 610
622 if (collider.Collide(collidingWith, collidee, collidePoint, collideNormal, penetration)) 611 if (collider.Collide(collidingWith, collidee, collidePoint, collideNormal, penetration))
623 { 612 {
@@ -704,6 +693,35 @@ public class BSScene : PhysicsScene, IPhysicsParameters
704 if (_taintedObjects.Count > 0) // save allocating new list if there is nothing to process 693 if (_taintedObjects.Count > 0) // save allocating new list if there is nothing to process
705 { 694 {
706 // swizzle a new list into the list location so we can process what's there 695 // swizzle a new list into the list location so we can process what's there
696 int taintCount = m_taintsToProcessPerStep;
697 TaintCallbackEntry oneCallback = new TaintCallbackEntry();
698 while (_taintedObjects.Count > 0 && taintCount-- > 0)
699 {
700 bool gotOne = false;
701 lock (_taintLock)
702 {
703 if (_taintedObjects.Count > 0)
704 {
705 oneCallback = _taintedObjects[0];
706 _taintedObjects.RemoveAt(0);
707 gotOne = true;
708 }
709 }
710 if (gotOne)
711 {
712 try
713 {
714 DetailLog("{0},BSScene.ProcessTaints,doTaint,id={1}", DetailLogZero, oneCallback.ident); // DEBUG DEBUG DEBUG
715 oneCallback.callback();
716 }
717 catch (Exception e)
718 {
719 m_log.ErrorFormat("{0}: ProcessTaints: {1}: Exception: {2}", LogHeader, oneCallback.ident, e);
720 }
721 }
722 }
723 /*
724 // swizzle a new list into the list location so we can process what's there
707 List<TaintCallbackEntry> oldList; 725 List<TaintCallbackEntry> oldList;
708 lock (_taintLock) 726 lock (_taintLock)
709 { 727 {
@@ -715,6 +733,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
715 { 733 {
716 try 734 try
717 { 735 {
736 DetailLog("{0},BSScene.ProcessTaints,doTaint,id={1}", DetailLogZero, tcbe.ident); // DEBUG DEBUG DEBUG
718 tcbe.callback(); 737 tcbe.callback();
719 } 738 }
720 catch (Exception e) 739 catch (Exception e)
@@ -723,6 +742,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
723 } 742 }
724 } 743 }
725 oldList.Clear(); 744 oldList.Clear();
745 */
726 } 746 }
727 } 747 }
728 748
@@ -834,6 +854,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters
834 (s,cf,p,v) => { s.ShouldForceSimplePrimMeshing = cf.GetBoolean(p, s.BoolNumeric(v)); }, 854 (s,cf,p,v) => { s.ShouldForceSimplePrimMeshing = cf.GetBoolean(p, s.BoolNumeric(v)); },
835 (s) => { return s.NumericBool(s.ShouldForceSimplePrimMeshing); }, 855 (s) => { return s.NumericBool(s.ShouldForceSimplePrimMeshing); },
836 (s,p,l,v) => { s.ShouldForceSimplePrimMeshing = s.BoolNumeric(v); } ), 856 (s,p,l,v) => { s.ShouldForceSimplePrimMeshing = s.BoolNumeric(v); } ),
857 new ParameterDefn("UseHullsForPhysicalObjects", "If true, create hulls for physical objects",
858 ConfigurationParameters.numericTrue,
859 (s,cf,p,v) => { s.ShouldUseHullsForPhysicalObjects = cf.GetBoolean(p, s.BoolNumeric(v)); },
860 (s) => { return s.NumericBool(s.ShouldUseHullsForPhysicalObjects); },
861 (s,p,l,v) => { s.ShouldUseHullsForPhysicalObjects = s.BoolNumeric(v); } ),
837 862
838 new ParameterDefn("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)", 863 new ParameterDefn("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)",
839 8f, 864 8f,
@@ -876,6 +901,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters
876 (s,cf,p,v) => { s.m_maxUpdatesPerFrame = cf.GetInt(p, (int)v); }, 901 (s,cf,p,v) => { s.m_maxUpdatesPerFrame = cf.GetInt(p, (int)v); },
877 (s) => { return (float)s.m_maxUpdatesPerFrame; }, 902 (s) => { return (float)s.m_maxUpdatesPerFrame; },
878 (s,p,l,v) => { s.m_maxUpdatesPerFrame = (int)v; } ), 903 (s,p,l,v) => { s.m_maxUpdatesPerFrame = (int)v; } ),
904 new ParameterDefn("MaxTaintsToProcessPerStep", "Number of update taints to process before each simulation step",
905 100f,
906 (s,cf,p,v) => { s.m_taintsToProcessPerStep = cf.GetInt(p, (int)v); },
907 (s) => { return (float)s.m_taintsToProcessPerStep; },
908 (s,p,l,v) => { s.m_taintsToProcessPerStep = (int)v; } ),
879 new ParameterDefn("MaxObjectMass", "Maximum object mass (10000.01)", 909 new ParameterDefn("MaxObjectMass", "Maximum object mass (10000.01)",
880 10000.01f, 910 10000.01f,
881 (s,cf,p,v) => { s.MaximumObjectMass = cf.GetFloat(p, v); }, 911 (s,cf,p,v) => { s.MaximumObjectMass = cf.GetFloat(p, v); },
@@ -1070,12 +1100,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters
1070 (s) => { return s.m_params[0].linkConstraintTransMotorMaxForce; }, 1100 (s) => { return s.m_params[0].linkConstraintTransMotorMaxForce; },
1071 (s,p,l,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = v; } ), 1101 (s,p,l,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = v; } ),
1072 new ParameterDefn("LinkConstraintCFM", "Amount constraint can be violated. 0=no violation, 1=infinite. Default=0.1", 1102 new ParameterDefn("LinkConstraintCFM", "Amount constraint can be violated. 0=no violation, 1=infinite. Default=0.1",
1073 0.1f, 1103 0.001f,
1074 (s,cf,p,v) => { s.m_params[0].linkConstraintCFM = cf.GetFloat(p, v); }, 1104 (s,cf,p,v) => { s.m_params[0].linkConstraintCFM = cf.GetFloat(p, v); },
1075 (s) => { return s.m_params[0].linkConstraintCFM; }, 1105 (s) => { return s.m_params[0].linkConstraintCFM; },
1076 (s,p,l,v) => { s.m_params[0].linkConstraintCFM = v; } ), 1106 (s,p,l,v) => { s.m_params[0].linkConstraintCFM = v; } ),
1077 new ParameterDefn("LinkConstraintERP", "Amount constraint is corrected each tick. 0=none, 1=all. Default = 0.2", 1107 new ParameterDefn("LinkConstraintERP", "Amount constraint is corrected each tick. 0=none, 1=all. Default = 0.2",
1078 0.2f, 1108 0.8f,
1079 (s,cf,p,v) => { s.m_params[0].linkConstraintERP = cf.GetFloat(p, v); }, 1109 (s,cf,p,v) => { s.m_params[0].linkConstraintERP = cf.GetFloat(p, v); },
1080 (s) => { return s.m_params[0].linkConstraintERP; }, 1110 (s) => { return s.m_params[0].linkConstraintERP; },
1081 (s,p,l,v) => { s.m_params[0].linkConstraintERP = v; } ), 1111 (s,p,l,v) => { s.m_params[0].linkConstraintERP = v; } ),
@@ -1085,11 +1115,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters
1085 (s) => { return s.m_params[0].linkConstraintSolverIterations; }, 1115 (s) => { return s.m_params[0].linkConstraintSolverIterations; },
1086 (s,p,l,v) => { s.m_params[0].linkConstraintSolverIterations = v; } ), 1116 (s,p,l,v) => { s.m_params[0].linkConstraintSolverIterations = v; } ),
1087 1117
1088 new ParameterDefn("DetailedStats", "Frames between outputting detailed phys stats. (0 is off)", 1118 new ParameterDefn("LogPhysicsStatisticsFrames", "Frames between outputting detailed phys stats. (0 is off)",
1089 0f, 1119 0f,
1090 (s,cf,p,v) => { s.m_detailedStatsStep = cf.GetInt(p, (int)v); }, 1120 (s,cf,p,v) => { s.m_params[0].physicsLoggingFrames = cf.GetInt(p, (int)v); },
1091 (s) => { return (float)s.m_detailedStatsStep; }, 1121 (s) => { return (float)s.m_params[0].physicsLoggingFrames; },
1092 (s,p,l,v) => { s.m_detailedStatsStep = (int)v; } ), 1122 (s,p,l,v) => { s.m_params[0].physicsLoggingFrames = (int)v; } ),
1093 }; 1123 };
1094 1124
1095 // Convert a boolean to our numeric true and false values 1125 // Convert a boolean to our numeric true and false values
@@ -1270,6 +1300,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
1270 public void DetailLog(string msg, params Object[] args) 1300 public void DetailLog(string msg, params Object[] args)
1271 { 1301 {
1272 PhysicsLogging.Write(msg, args); 1302 PhysicsLogging.Write(msg, args);
1303 // Add the Flush() if debugging crashes to get all the messages written out.
1304 // PhysicsLogging.Flush();
1273 } 1305 }
1274 // used to fill in the LocalID when there isn't one 1306 // used to fill in the LocalID when there isn't one
1275 public const string DetailLogZero = "0000000000"; 1307 public const string DetailLogZero = "0000000000";