diff options
author | Robert Adams | 2012-11-06 17:54:36 -0800 |
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committer | Robert Adams | 2012-11-06 18:16:23 -0800 |
commit | e2130817e5c033ef671f0af512f568e422ec7887 (patch) | |
tree | bdeb93d645e6e049677ee1e8df68e9b4715f5404 /OpenSim/Region/Physics/BulletSPlugin | |
parent | BulletSim: recalculate the compound shape bounding box when built. (diff) | |
download | opensim-SC_OLD-e2130817e5c033ef671f0af512f568e422ec7887.zip opensim-SC_OLD-e2130817e5c033ef671f0af512f568e422ec7887.tar.gz opensim-SC_OLD-e2130817e5c033ef671f0af512f568e422ec7887.tar.bz2 opensim-SC_OLD-e2130817e5c033ef671f0af512f568e422ec7887.tar.xz |
BulletSim: remove limit on taints that can happen before a step. Remove some debugging code (detail log flushing).
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 28 |
1 files changed, 16 insertions, 12 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 740f339..1cc607a 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -491,7 +491,6 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
491 | 491 | ||
492 | // Some of the prims operate with special vehicle properties | 492 | // Some of the prims operate with special vehicle properties |
493 | ProcessVehicles(timeStep); | 493 | ProcessVehicles(timeStep); |
494 | numTaints += _taintOperations.Count; | ||
495 | ProcessTaints(); // the vehicles might have added taints | 494 | ProcessTaints(); // the vehicles might have added taints |
496 | 495 | ||
497 | // step the physical world one interval | 496 | // step the physical world one interval |
@@ -500,7 +499,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
500 | 499 | ||
501 | try | 500 | try |
502 | { | 501 | { |
503 | // DumpVehicles(); // DEBUG | 502 | if (VehicleLoggingEnabled) DumpVehicles(); // DEBUG |
504 | if (PhysicsLogging.Enabled) beforeTime = Util.EnvironmentTickCount(); | 503 | if (PhysicsLogging.Enabled) beforeTime = Util.EnvironmentTickCount(); |
505 | 504 | ||
506 | numSubSteps = BulletSimAPI.PhysicsStep2(World.ptr, timeStep, m_maxSubSteps, m_fixedTimeStep, | 505 | numSubSteps = BulletSimAPI.PhysicsStep2(World.ptr, timeStep, m_maxSubSteps, m_fixedTimeStep, |
@@ -509,7 +508,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
509 | if (PhysicsLogging.Enabled) simTime = Util.EnvironmentTickCountSubtract(beforeTime); | 508 | if (PhysicsLogging.Enabled) simTime = Util.EnvironmentTickCountSubtract(beforeTime); |
510 | DetailLog("{0},Simulate,call, frame={1}, nTaints={2}, simTime={3}, substeps={4}, updates={5}, colliders={6}", | 509 | DetailLog("{0},Simulate,call, frame={1}, nTaints={2}, simTime={3}, substeps={4}, updates={5}, colliders={6}", |
511 | DetailLogZero, m_simulationStep, numTaints, simTime, numSubSteps, updatedEntityCount, collidersCount); | 510 | DetailLogZero, m_simulationStep, numTaints, simTime, numSubSteps, updatedEntityCount, collidersCount); |
512 | // DumpVehicles(); // DEBUG | 511 | if (VehicleLoggingEnabled) DumpVehicles(); // DEBUG |
513 | } | 512 | } |
514 | catch (Exception e) | 513 | catch (Exception e) |
515 | { | 514 | { |
@@ -521,7 +520,6 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
521 | collidersCount = 0; | 520 | collidersCount = 0; |
522 | } | 521 | } |
523 | 522 | ||
524 | |||
525 | // Don't have to use the pointers passed back since we know it is the same pinned memory we passed in | 523 | // Don't have to use the pointers passed back since we know it is the same pinned memory we passed in |
526 | 524 | ||
527 | // Get a value for 'now' so all the collision and update routines don't have to get their own | 525 | // Get a value for 'now' so all the collision and update routines don't have to get their own |
@@ -724,6 +722,9 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
724 | { | 722 | { |
725 | if (_taintOperations.Count > 0) // save allocating new list if there is nothing to process | 723 | if (_taintOperations.Count > 0) // save allocating new list if there is nothing to process |
726 | { | 724 | { |
725 | /* | ||
726 | // Code to limit the number of taints processed per step. Meant to limit step time. | ||
727 | // Unsure if a good idea as code assumes that taints are done before the step. | ||
727 | int taintCount = m_taintsToProcessPerStep; | 728 | int taintCount = m_taintsToProcessPerStep; |
728 | TaintCallbackEntry oneCallback = new TaintCallbackEntry(); | 729 | TaintCallbackEntry oneCallback = new TaintCallbackEntry(); |
729 | while (_taintOperations.Count > 0 && taintCount-- > 0) | 730 | while (_taintOperations.Count > 0 && taintCount-- > 0) |
@@ -752,13 +753,17 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
752 | } | 753 | } |
753 | } | 754 | } |
754 | } | 755 | } |
755 | /* | 756 | if (_taintOperations.Count > 0) |
757 | { | ||
758 | DetailLog("{0},BSScene.ProcessTaints,leftTaintsOnList,numNotProcessed={1}", DetailLogZero, _taintOperations.Count); | ||
759 | } | ||
760 | */ | ||
756 | // swizzle a new list into the list location so we can process what's there | 761 | // swizzle a new list into the list location so we can process what's there |
757 | List<TaintCallbackEntry> oldList; | 762 | List<TaintCallbackEntry> oldList; |
758 | lock (_taintLock) | 763 | lock (_taintLock) |
759 | { | 764 | { |
760 | oldList = _taintedObjects; | 765 | oldList = _taintOperations; |
761 | _taintedObjects = new List<TaintCallbackEntry>(); | 766 | _taintOperations = new List<TaintCallbackEntry>(); |
762 | } | 767 | } |
763 | 768 | ||
764 | foreach (TaintCallbackEntry tcbe in oldList) | 769 | foreach (TaintCallbackEntry tcbe in oldList) |
@@ -774,7 +779,6 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
774 | } | 779 | } |
775 | } | 780 | } |
776 | oldList.Clear(); | 781 | oldList.Clear(); |
777 | */ | ||
778 | } | 782 | } |
779 | } | 783 | } |
780 | 784 | ||
@@ -1043,7 +1047,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
1043 | (s) => { return (float)s.m_maxUpdatesPerFrame; }, | 1047 | (s) => { return (float)s.m_maxUpdatesPerFrame; }, |
1044 | (s,p,l,v) => { s.m_maxUpdatesPerFrame = (int)v; } ), | 1048 | (s,p,l,v) => { s.m_maxUpdatesPerFrame = (int)v; } ), |
1045 | new ParameterDefn("MaxTaintsToProcessPerStep", "Number of update taints to process before each simulation step", | 1049 | new ParameterDefn("MaxTaintsToProcessPerStep", "Number of update taints to process before each simulation step", |
1046 | 100f, | 1050 | 500f, |
1047 | (s,cf,p,v) => { s.m_taintsToProcessPerStep = cf.GetInt(p, (int)v); }, | 1051 | (s,cf,p,v) => { s.m_taintsToProcessPerStep = cf.GetInt(p, (int)v); }, |
1048 | (s) => { return (float)s.m_taintsToProcessPerStep; }, | 1052 | (s) => { return (float)s.m_taintsToProcessPerStep; }, |
1049 | (s,p,l,v) => { s.m_taintsToProcessPerStep = (int)v; } ), | 1053 | (s,p,l,v) => { s.m_taintsToProcessPerStep = (int)v; } ), |
@@ -1097,13 +1101,13 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
1097 | (s,cf,p,v) => { s.m_params[0].linearDamping = cf.GetFloat(p, v); }, | 1101 | (s,cf,p,v) => { s.m_params[0].linearDamping = cf.GetFloat(p, v); }, |
1098 | (s) => { return s.m_params[0].linearDamping; }, | 1102 | (s) => { return s.m_params[0].linearDamping; }, |
1099 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].linearDamping, p, l, v); }, | 1103 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].linearDamping, p, l, v); }, |
1100 | (s,o,v) => { BulletSimAPI.SetDamping2(o.PhysBody.ptr, v, v); } ), | 1104 | (s,o,v) => { BulletSimAPI.SetDamping2(o.PhysBody.ptr, v, s.m_params[0].angularDamping); } ), |
1101 | new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)", | 1105 | new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)", |
1102 | 0f, | 1106 | 0f, |
1103 | (s,cf,p,v) => { s.m_params[0].angularDamping = cf.GetFloat(p, v); }, | 1107 | (s,cf,p,v) => { s.m_params[0].angularDamping = cf.GetFloat(p, v); }, |
1104 | (s) => { return s.m_params[0].angularDamping; }, | 1108 | (s) => { return s.m_params[0].angularDamping; }, |
1105 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].angularDamping, p, l, v); }, | 1109 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].angularDamping, p, l, v); }, |
1106 | (s,o,v) => { BulletSimAPI.SetDamping2(o.PhysBody.ptr, v, v); } ), | 1110 | (s,o,v) => { BulletSimAPI.SetDamping2(o.PhysBody.ptr, s.m_params[0].linearDamping, v); } ), |
1107 | new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static", | 1111 | new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static", |
1108 | 0.2f, | 1112 | 0.2f, |
1109 | (s,cf,p,v) => { s.m_params[0].deactivationTime = cf.GetFloat(p, v); }, | 1113 | (s,cf,p,v) => { s.m_params[0].deactivationTime = cf.GetFloat(p, v); }, |
@@ -1473,7 +1477,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
1473 | { | 1477 | { |
1474 | PhysicsLogging.Write(msg, args); | 1478 | PhysicsLogging.Write(msg, args); |
1475 | // Add the Flush() if debugging crashes. Gets all the messages written out. | 1479 | // Add the Flush() if debugging crashes. Gets all the messages written out. |
1476 | PhysicsLogging.Flush(); | 1480 | // PhysicsLogging.Flush(); |
1477 | } | 1481 | } |
1478 | // Used to fill in the LocalID when there isn't one. It's the correct number of characters. | 1482 | // Used to fill in the LocalID when there isn't one. It's the correct number of characters. |
1479 | public const string DetailLogZero = "0000000000"; | 1483 | public const string DetailLogZero = "0000000000"; |