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authorRobert Adams2017-09-03 17:15:27 -0700
committerRobert Adams2017-09-03 17:15:27 -0700
commitf348f7fa90cf4784e0e173c122594ecc145d3bb8 (patch)
treec9eaa6f51f9af16935e48a2130dc340d8a8fbcfb /OpenSim/Region/PhysicsModules
parentBulletSim; Update BulletSim.dll's and so's for raycast. (diff)
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BulletSim: first version of raycast. Only single contact point and no
filtering.
Diffstat (limited to 'OpenSim/Region/PhysicsModules')
-rw-r--r--OpenSim/Region/PhysicsModules/BulletS/BSApiTemplate.cs14
-rw-r--r--OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs3
-rwxr-xr-xOpenSim/Region/PhysicsModules/BulletS/BSParam.cs6
-rw-r--r--OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs2
-rwxr-xr-xOpenSim/Region/PhysicsModules/BulletS/BSPrimDisplaced.cs1
-rw-r--r--OpenSim/Region/PhysicsModules/BulletS/BSScene.cs182
-rwxr-xr-xOpenSim/Region/PhysicsModules/BulletS/BSShapeCollection.cs4
-rwxr-xr-xOpenSim/Region/PhysicsModules/BulletS/Tests/Raycast.cs53
8 files changed, 137 insertions, 128 deletions
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSApiTemplate.cs b/OpenSim/Region/PhysicsModules/BulletS/BSApiTemplate.cs
index afb0ba2..a288048 100644
--- a/OpenSim/Region/PhysicsModules/BulletS/BSApiTemplate.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/BSApiTemplate.cs
@@ -121,6 +121,14 @@ public struct SweepHit
121 public float Fraction; 121 public float Fraction;
122 public Vector3 Normal; 122 public Vector3 Normal;
123 public Vector3 Point; 123 public Vector3 Point;
124
125 public bool hasHit()
126 {
127 float sum = Fraction
128 + Normal.X + Normal.Y + Normal.Z
129 + Point.X + Point.Y + Point.Z;
130 return (sum != 0) || (ID != 0);
131 }
124} 132}
125[StructLayout(LayoutKind.Sequential)] 133[StructLayout(LayoutKind.Sequential)]
126public struct RaycastHit 134public struct RaycastHit
@@ -129,6 +137,12 @@ public struct RaycastHit
129 public float Fraction; 137 public float Fraction;
130 public Vector3 Normal; 138 public Vector3 Normal;
131 public Vector3 Point; 139 public Vector3 Point;
140
141 public bool hasHit()
142 {
143 float sum = Normal.X + Normal.Y + Normal.Z + Point.X + Point.Y + Point.Z;
144 return (sum != 0);
145 }
132} 146}
133[StructLayout(LayoutKind.Sequential)] 147[StructLayout(LayoutKind.Sequential)]
134public struct CollisionDesc 148public struct CollisionDesc
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs b/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs
index 04ac659..7faee70 100644
--- a/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs
@@ -496,7 +496,6 @@ public sealed class BSCharacter : BSPhysObject
496 public override OMV.Vector3 ForceVelocity { 496 public override OMV.Vector3 ForceVelocity {
497 get { return RawVelocity; } 497 get { return RawVelocity; }
498 set { 498 set {
499 PhysScene.AssertNotInSimulationTime("BSCharacter.ForceVelocity");
500 DetailLog("{0},BSCharacter.ForceVelocity.set={1}", LocalID, value); 499 DetailLog("{0},BSCharacter.ForceVelocity.set={1}", LocalID, value);
501 500
502 RawVelocity = Util.ClampV(value, BSParam.MaxLinearVelocity); 501 RawVelocity = Util.ClampV(value, BSParam.MaxLinearVelocity);
@@ -638,8 +637,6 @@ public sealed class BSCharacter : BSPhysObject
638 public override float ForceBuoyancy { 637 public override float ForceBuoyancy {
639 get { return _buoyancy; } 638 get { return _buoyancy; }
640 set { 639 set {
641 PhysScene.AssertNotInSimulationTime("BSCharacter.ForceBuoyancy");
642
643 _buoyancy = value; 640 _buoyancy = value;
644 DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy); 641 DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
645 // Buoyancy is faked by changing the gravity applied to the object 642 // Buoyancy is faked by changing the gravity applied to the object
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSParam.cs b/OpenSim/Region/PhysicsModules/BulletS/BSParam.cs
index 0792f5d..fcda92c 100755
--- a/OpenSim/Region/PhysicsModules/BulletS/BSParam.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/BSParam.cs
@@ -838,7 +838,7 @@ public static class BSParam
838 new ParameterDefn<float>("ResetBroadphasePool", "Setting this is any value resets the broadphase collision pool", 838 new ParameterDefn<float>("ResetBroadphasePool", "Setting this is any value resets the broadphase collision pool",
839 0f, 839 0f,
840 (s) => { return 0f; }, 840 (s) => { return 0f; },
841 (s,v) => { BSParam.ResetBroadphasePoolTainted(s, v, false /* inTaintTime */); } ), 841 (s,v) => { BSParam.ResetBroadphasePoolTainted(s, v); } ),
842 new ParameterDefn<float>("ResetConstraintSolver", "Setting this is any value resets the constraint solver", 842 new ParameterDefn<float>("ResetConstraintSolver", "Setting this is any value resets the constraint solver",
843 0f, 843 0f,
844 (s) => { return 0f; }, 844 (s) => { return 0f; },
@@ -924,10 +924,10 @@ public static class BSParam
924 // ===================================================================== 924 // =====================================================================
925 // There are parameters that, when set, cause things to happen in the physics engine. 925 // There are parameters that, when set, cause things to happen in the physics engine.
926 // This causes the broadphase collision cache to be cleared. 926 // This causes the broadphase collision cache to be cleared.
927 private static void ResetBroadphasePoolTainted(BSScene pPhysScene, float v, bool inTaintTime) 927 private static void ResetBroadphasePoolTainted(BSScene pPhysScene, float v)
928 { 928 {
929 BSScene physScene = pPhysScene; 929 BSScene physScene = pPhysScene;
930 physScene.TaintedObject(inTaintTime, "BSParam.ResetBroadphasePoolTainted", delegate() 930 physScene.TaintedObject(BSScene.DetailLogZero, "BSParam.ResetBroadphasePoolTainted", delegate()
931 { 931 {
932 physScene.PE.ResetBroadphasePool(physScene.World); 932 physScene.PE.ResetBroadphasePool(physScene.World);
933 }); 933 });
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs b/OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs
index e1990ee..f085d70 100644
--- a/OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs
@@ -790,8 +790,6 @@ public class BSPrim : BSPhysObject
790 public override OMV.Vector3 ForceVelocity { 790 public override OMV.Vector3 ForceVelocity {
791 get { return RawVelocity; } 791 get { return RawVelocity; }
792 set { 792 set {
793 PhysScene.AssertNotInSimulationTime("BSPrim.ForceVelocity");
794
795 RawVelocity = Util.ClampV(value, BSParam.MaxLinearVelocity); 793 RawVelocity = Util.ClampV(value, BSParam.MaxLinearVelocity);
796 if (PhysBody.HasPhysicalBody) 794 if (PhysBody.HasPhysicalBody)
797 { 795 {
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSPrimDisplaced.cs b/OpenSim/Region/PhysicsModules/BulletS/BSPrimDisplaced.cs
index d8ed56b..3f90fc5 100755
--- a/OpenSim/Region/PhysicsModules/BulletS/BSPrimDisplaced.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/BSPrimDisplaced.cs
@@ -81,7 +81,6 @@ public class BSPrimDisplaced : BSPrim
81 // Called at taint time. 81 // Called at taint time.
82 public virtual Vector3 SetEffectiveCenterOfMassDisplacement(Vector3 centerOfMassDisplacement) 82 public virtual Vector3 SetEffectiveCenterOfMassDisplacement(Vector3 centerOfMassDisplacement)
83 { 83 {
84 PhysScene.AssertInTaintTime("BSPrimDisplaced.SetEffectiveCenterOfMassDisplacement");
85 Vector3 comDisp; 84 Vector3 comDisp;
86 if (UserSetCenterOfMassDisplacement.HasValue) 85 if (UserSetCenterOfMassDisplacement.HasValue)
87 comDisp = (OMV.Vector3)UserSetCenterOfMassDisplacement; 86 comDisp = (OMV.Vector3)UserSetCenterOfMassDisplacement;
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSScene.cs b/OpenSim/Region/PhysicsModules/BulletS/BSScene.cs
index 52aea87..ca54721 100644
--- a/OpenSim/Region/PhysicsModules/BulletS/BSScene.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/BSScene.cs
@@ -124,10 +124,8 @@ namespace OpenSim.Region.PhysicsModule.BulletS
124 // True if initialized and ready to do simulation steps 124 // True if initialized and ready to do simulation steps
125 private bool m_initialized = false; 125 private bool m_initialized = false;
126 126
127 // Flag which is true when processing taints. 127 // Object locked whenever execution is inside the physics engine
128 // Not guaranteed to be correct all the time (don't depend on this) but good for debugging. 128 public Object PhysicsEngineLock = new object();
129 public bool InTaintTime { get; private set; }
130
131 // Flag that is true when the simulator is active and shouldn't be touched 129 // Flag that is true when the simulator is active and shouldn't be touched
132 public bool InSimulationTime { get; private set; } 130 public bool InSimulationTime { get; private set; }
133 131
@@ -348,7 +346,6 @@ namespace OpenSim.Region.PhysicsModule.BulletS
348 m_log.InfoFormat("{0} Linksets implemented with {1}", LogHeader, (BSLinkset.LinksetImplementation)BSParam.LinksetImplementation); 346 m_log.InfoFormat("{0} Linksets implemented with {1}", LogHeader, (BSLinkset.LinksetImplementation)BSParam.LinksetImplementation);
349 347
350 InSimulationTime = false; 348 InSimulationTime = false;
351 InTaintTime = false;
352 m_initialized = true; 349 m_initialized = true;
353 350
354 // If the physics engine runs on its own thread, start same. 351 // If the physics engine runs on its own thread, start same.
@@ -661,60 +658,57 @@ namespace OpenSim.Region.PhysicsModule.BulletS
661 658
662 int beforeTime = Util.EnvironmentTickCount(); 659 int beforeTime = Util.EnvironmentTickCount();
663 int simTime = 0; 660 int simTime = 0;
661 int numTaints = 0;
662 int numSubSteps = 0;
664 663
665 InTaintTime = true; 664 lock (PhysicsEngineLock)
666 // update the prim states while we know the physics engine is not busy
667 int numTaints = ProcessTaints();
668
669 // Some of the physical objects requre individual, pre-step calls
670 // (vehicles and avatar movement, in particular)
671 TriggerPreStepEvent(timeStep);
672
673 // the prestep actions might have added taints
674 numTaints += ProcessTaints();
675
676 lock (_taintLock)
677 { 665 {
678 InSimulationTime = true; 666 InSimulationTime = true;
679 } 667 // update the prim states while we know the physics engine is not busy
668 numTaints += ProcessTaints();
680 669
681 // The following causes the unmanaged code to output ALL the values found in ALL the objects in the world. 670 // Some of the physical objects requre individual, pre-step calls
682 // Only enable this in a limited test world with few objects. 671 // (vehicles and avatar movement, in particular)
683 if (m_physicsPhysicalDumpEnabled) 672 TriggerPreStepEvent(timeStep);
684 PE.DumpAllInfo(World);
685 673
686 // step the physical world one interval 674 // the prestep actions might have added taints
687 m_simulationStep++; 675 numTaints += ProcessTaints();
688 int numSubSteps = 0;
689 try
690 {
691 numSubSteps = PE.PhysicsStep(World, timeStep, m_maxSubSteps, m_fixedTimeStep, out updatedEntityCount, out collidersCount);
692 }
693 catch (Exception e)
694 {
695 m_log.WarnFormat("{0},PhysicsStep Exception: nTaints={1}, substeps={2}, updates={3}, colliders={4}, e={5}",
696 LogHeader, numTaints, numSubSteps, updatedEntityCount, collidersCount, e);
697 DetailLog("{0},PhysicsStepException,call, nTaints={1}, substeps={2}, updates={3}, colliders={4}",
698 DetailLogZero, numTaints, numSubSteps, updatedEntityCount, collidersCount);
699 updatedEntityCount = 0;
700 collidersCount = 0;
701 }
702 676
703 // Make the physics engine dump useful statistics periodically 677 // The following causes the unmanaged code to output ALL the values found in ALL the objects in the world.
704 if (PhysicsMetricDumpFrames != 0 && ((m_simulationStep % PhysicsMetricDumpFrames) == 0)) 678 // Only enable this in a limited test world with few objects.
705 PE.DumpPhysicsStatistics(World); 679 if (m_physicsPhysicalDumpEnabled)
680 PE.DumpAllInfo(World);
681
682 // step the physical world one interval
683 m_simulationStep++;
684 try
685 {
686 numSubSteps = PE.PhysicsStep(World, timeStep, m_maxSubSteps, m_fixedTimeStep, out updatedEntityCount, out collidersCount);
687 }
688 catch (Exception e)
689 {
690 m_log.WarnFormat("{0},PhysicsStep Exception: nTaints={1}, substeps={2}, updates={3}, colliders={4}, e={5}",
691 LogHeader, numTaints, numSubSteps, updatedEntityCount, collidersCount, e);
692 DetailLog("{0},PhysicsStepException,call, nTaints={1}, substeps={2}, updates={3}, colliders={4}",
693 DetailLogZero, numTaints, numSubSteps, updatedEntityCount, collidersCount);
694 updatedEntityCount = 0;
695 collidersCount = 0;
696 }
697
698 // Make the physics engine dump useful statistics periodically
699 if (PhysicsMetricDumpFrames != 0 && ((m_simulationStep % PhysicsMetricDumpFrames) == 0))
700 PE.DumpPhysicsStatistics(World);
706 701
707 lock (_taintLock)
708 {
709 InTaintTime = false;
710 InSimulationTime = false; 702 InSimulationTime = false;
711 }
712 703
713 // Some actors want to know when the simulation step is complete. 704 // Some actors want to know when the simulation step is complete.
714 TriggerPostStepEvent(timeStep); 705 TriggerPostStepEvent(timeStep);
715 706
716 // In case there were any parameter updates that happened during the simulation step 707 // In case there were any parameter updates that happened during the simulation step
717 numTaints += ProcessTaints(); 708 numTaints += ProcessTaints();
709
710 InSimulationTime = false;
711 }
718 712
719 // Get a value for 'now' so all the collision and update routines don't have to get their own. 713 // Get a value for 'now' so all the collision and update routines don't have to get their own.
720 SimulationNowTime = Util.EnvironmentTickCount(); 714 SimulationNowTime = Util.EnvironmentTickCount();
@@ -1040,20 +1034,39 @@ namespace OpenSim.Region.PhysicsModule.BulletS
1040 } 1034 }
1041 } 1035 }
1042 1036
1043 public override List<ContactResult> RaycastWorld(Vector3 position, Vector3 direction, float length, int Count) 1037 public override List<ContactResult> RaycastWorld(Vector3 position, Vector3 direction, float length, int count)
1044 { 1038 {
1045 List<ContactResult> ret = new List<ContactResult>(); 1039 return (List<ContactResult>)RaycastWorld(position, direction, length, count, RayFilterFlags.All);
1046 if (BSParam.UseBulletRaycast)
1047 {
1048 }
1049 return ret;
1050 } 1040 }
1051 1041
1052 public override object RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter) 1042 public override object RaycastWorld(Vector3 position, Vector3 direction, float length, int count, RayFilterFlags filter)
1053 { 1043 {
1054 object ret = null; 1044 List<ContactResult> ret = new List<ContactResult>();
1055 if (BSParam.UseBulletRaycast) 1045 if (BSParam.UseBulletRaycast)
1056 { 1046 {
1047 DetailLog("{0},RaycastWorld,pos={1},dir={2},len={3},count={4},filter={5}",
1048 DetailLogZero, position, direction, length, count, filter);
1049 // NOTE: locking ensures the physics engine is not executing.
1050 // The caller might have to wait for the physics engine to finish.
1051 lock (PhysicsEngineLock)
1052 {
1053 Vector3 posFrom = position;
1054 Vector3 posTo = Vector3.Normalize(direction) * length + position;
1055 DetailLog("{0},RaycastWorld,RayTest2,from={1},to={2}",
1056 DetailLogZero, posFrom, posTo);
1057 RaycastHit hitInfo = PE.RayTest2(World, posFrom, posTo, 0xffff, 0xffff);
1058 if (hitInfo.hasHit())
1059 {
1060 ContactResult result = new ContactResult();
1061 result.Pos = hitInfo.Point;
1062 result.Normal = hitInfo.Normal;
1063 result.ConsumerID = hitInfo.ID;
1064 result.Depth = hitInfo.Fraction;
1065 ret.Add(result);
1066 DetailLog("{0},RaycastWorld,hit,pos={1},norm={2},depth={3},id={4}",
1067 DetailLogZero, result.Pos, result.Normal, result.Depth, result.ConsumerID);
1068 }
1069 }
1057 } 1070 }
1058 return ret; 1071 return ret;
1059 } 1072 }
@@ -1173,47 +1186,40 @@ namespace OpenSim.Region.PhysicsModule.BulletS
1173 // Calls to the PhysicsActors can't directly call into the physics engine 1186 // Calls to the PhysicsActors can't directly call into the physics engine
1174 // because it might be busy. We delay changes to a known time. 1187 // because it might be busy. We delay changes to a known time.
1175 // We rely on C#'s closure to save and restore the context for the delegate. 1188 // We rely on C#'s closure to save and restore the context for the delegate.
1176 public void TaintedObject(string pOriginator, string pIdent, TaintCallback pCallback) 1189 // NOTE: 'inTaintTime' is no longer used. This entry exists so all the calls don't have to be changed.
1190 // public void TaintedObject(bool inTaintTime, String pIdent, TaintCallback pCallback)
1191 // {
1192 // TaintedObject(BSScene.DetailLogZero, pIdent, pCallback);
1193 // }
1194 // NOTE: 'inTaintTime' is no longer used. This entry exists so all the calls don't have to be changed.
1195 public void TaintedObject(bool inTaintTime, uint pOriginator, String pIdent, TaintCallback pCallback)
1177 { 1196 {
1178 TaintedObject(false /*inTaintTime*/, pOriginator, pIdent, pCallback); 1197 TaintedObject(m_physicsLoggingEnabled ? pOriginator.ToString() : BSScene.DetailLogZero, pIdent, pCallback);
1179 } 1198 }
1180 public void TaintedObject(uint pOriginator, String pIdent, TaintCallback pCallback) 1199 public void TaintedObject(uint pOriginator, String pIdent, TaintCallback pCallback)
1181 { 1200 {
1182 TaintedObject(false /*inTaintTime*/, m_physicsLoggingEnabled ? pOriginator.ToString() : BSScene.DetailLogZero, pIdent, pCallback); 1201 TaintedObject(m_physicsLoggingEnabled ? pOriginator.ToString() : BSScene.DetailLogZero, pIdent, pCallback);
1183 }
1184 public void TaintedObject(bool inTaintTime, String pIdent, TaintCallback pCallback)
1185 {
1186 TaintedObject(inTaintTime, BSScene.DetailLogZero, pIdent, pCallback);
1187 }
1188 public void TaintedObject(bool inTaintTime, uint pOriginator, String pIdent, TaintCallback pCallback)
1189 {
1190 TaintedObject(inTaintTime, m_physicsLoggingEnabled ? pOriginator.ToString() : BSScene.DetailLogZero, pIdent, pCallback);
1191 } 1202 }
1192 // Sometimes a potentially tainted operation can be used in and out of taint time. 1203 // Sometimes a potentially tainted operation can be used in and out of taint time.
1193 // This routine executes the command immediately if in taint-time otherwise it is queued. 1204 // This routine executes the command immediately if in taint-time otherwise it is queued.
1194 public void TaintedObject(bool inTaintTime, string pOriginator, string pIdent, TaintCallback pCallback) 1205 public void TaintedObject(string pOriginator, string pIdent, TaintCallback pCallback)
1195 { 1206 {
1196 if (!m_initialized) return; 1207 if (!m_initialized) return;
1197 1208
1198 lock (_taintLock) { 1209 if (Monitor.TryEnter(PhysicsEngineLock))
1199 if (inTaintTime || !InSimulationTime) { 1210 {
1200 pCallback(); 1211 // If we can get exclusive access to the physics engine, just do the operation
1201 }
1202 else {
1203 _taintOperations.Add(new TaintCallbackEntry(pOriginator, pIdent, pCallback));
1204 }
1205 }
1206 /*
1207 if (inTaintTime)
1208 pCallback(); 1212 pCallback();
1213 Monitor.Exit(PhysicsEngineLock);
1214 }
1209 else 1215 else
1210 { 1216 {
1217 // The physics engine is busy, queue the operation
1211 lock (_taintLock) 1218 lock (_taintLock)
1212 { 1219 {
1213 _taintOperations.Add(new TaintCallbackEntry(pOriginator, pIdent, pCallback)); 1220 _taintOperations.Add(new TaintCallbackEntry(pOriginator, pIdent, pCallback));
1214 } 1221 }
1215 } 1222 }
1216 */
1217 } 1223 }
1218 1224
1219 private void TriggerPreStepEvent(float timeStep) 1225 private void TriggerPreStepEvent(float timeStep)
@@ -1236,6 +1242,7 @@ namespace OpenSim.Region.PhysicsModule.BulletS
1236 // a callback into itself to do the actual property change. That callback is called 1242 // a callback into itself to do the actual property change. That callback is called
1237 // here just before the physics engine is called to step the simulation. 1243 // here just before the physics engine is called to step the simulation.
1238 // Returns the number of taints processed 1244 // Returns the number of taints processed
1245 // NOTE: Called while PhysicsEngineLock is locked
1239 public int ProcessTaints() 1246 public int ProcessTaints()
1240 { 1247 {
1241 int ret = 0; 1248 int ret = 0;
@@ -1245,6 +1252,7 @@ namespace OpenSim.Region.PhysicsModule.BulletS
1245 } 1252 }
1246 1253
1247 // Returns the number of taints processed 1254 // Returns the number of taints processed
1255 // NOTE: Called while PhysicsEngineLock is locked
1248 private int ProcessRegularTaints() 1256 private int ProcessRegularTaints()
1249 { 1257 {
1250 int ret = 0; 1258 int ret = 0;
@@ -1293,6 +1301,7 @@ namespace OpenSim.Region.PhysicsModule.BulletS
1293 1301
1294 // Taints that happen after the normal taint processing but before the simulation step. 1302 // Taints that happen after the normal taint processing but before the simulation step.
1295 // Returns the number of taints processed 1303 // Returns the number of taints processed
1304 // NOTE: Called while PhysicsEngineLock is locked
1296 private int ProcessPostTaintTaints() 1305 private int ProcessPostTaintTaints()
1297 { 1306 {
1298 int ret = 0; 1307 int ret = 0;
@@ -1322,19 +1331,6 @@ namespace OpenSim.Region.PhysicsModule.BulletS
1322 } 1331 }
1323 return ret; 1332 return ret;
1324 } 1333 }
1325
1326 // Verify that things are being diddled when the physics engine is not running.
1327 public bool AssertNotInSimulationTime(string whereFrom)
1328 {
1329 if (InSimulationTime)
1330 {
1331 DetailLog("{0},BSScene.AssertInTaintTime,IN SIMULATION TIME,Region={1},Where={2}", DetailLogZero, RegionName, whereFrom);
1332 m_log.ErrorFormat("{0} IN SIMULATION TIME!! Region={1}, Where={2}", LogHeader, RegionName, whereFrom);
1333 // Util.PrintCallStack(DetailLog);
1334 }
1335 return InSimulationTime;
1336 }
1337
1338 #endregion // Taints 1334 #endregion // Taints
1339 1335
1340 #region IPhysicsParameters 1336 #region IPhysicsParameters
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSShapeCollection.cs b/OpenSim/Region/PhysicsModules/BulletS/BSShapeCollection.cs
index cda33e4..86bf23f 100755
--- a/OpenSim/Region/PhysicsModules/BulletS/BSShapeCollection.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/BSShapeCollection.cs
@@ -75,8 +75,6 @@ public sealed class BSShapeCollection : IDisposable
75 // Called at taint-time. 75 // Called at taint-time.
76 public bool GetBodyAndShape(bool forceRebuild, BulletWorld sim, BSPhysObject prim, PhysicalDestructionCallback bodyCallback) 76 public bool GetBodyAndShape(bool forceRebuild, BulletWorld sim, BSPhysObject prim, PhysicalDestructionCallback bodyCallback)
77 { 77 {
78 m_physicsScene.AssertNotInSimulationTime("BSShapeCollection.GetBodyAndShape");
79
80 bool ret = false; 78 bool ret = false;
81 79
82 // This lock could probably be pushed down lower but building shouldn't take long 80 // This lock could probably be pushed down lower but building shouldn't take long
@@ -346,8 +344,6 @@ public sealed class BSShapeCollection : IDisposable
346 if (!body.HasPhysicalBody) 344 if (!body.HasPhysicalBody)
347 return; 345 return;
348 346
349 m_physicsScene.AssertNotInSimulationTime("BSShapeCollection.DereferenceBody");
350
351 lock (m_collectionActivityLock) 347 lock (m_collectionActivityLock)
352 { 348 {
353 if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceBody,DestroyingBody,body={1}", body.ID, body); 349 if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceBody,DestroyingBody,body={1}", body.ID, body);
diff --git a/OpenSim/Region/PhysicsModules/BulletS/Tests/Raycast.cs b/OpenSim/Region/PhysicsModules/BulletS/Tests/Raycast.cs
index 046df56..bfa95c1 100755
--- a/OpenSim/Region/PhysicsModules/BulletS/Tests/Raycast.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/Tests/Raycast.cs
@@ -48,67 +48,76 @@ namespace OpenSim.Region.PhysicsModule.BulletS.Tests
48 // Documentation on attributes: http://www.nunit.org/index.php?p=attributes&r=2.6.1 48 // Documentation on attributes: http://www.nunit.org/index.php?p=attributes&r=2.6.1
49 // Documentation on assertions: http://www.nunit.org/index.php?p=assertions&r=2.6.1 49 // Documentation on assertions: http://www.nunit.org/index.php?p=assertions&r=2.6.1
50 50
51 BSScene PhysicsScene { get; set; } 51 BSScene _physicsScene { get; set; }
52 BSPrim TargetSphere { get; set; } 52 BSPrim _targetSphere { get; set; }
53 Vector3 TargetSpherePosition { get; set; } 53 Vector3 _targetSpherePosition { get; set; }
54 float simulationTimeStep = 0.089f; 54 float _simulationTimeStep = 0.089f;
55
56 uint _targetLocalID = 123;
55 57
56 [TestFixtureSetUp] 58 [TestFixtureSetUp]
57 public void Init() 59 public void Init()
58 { 60 {
59 Dictionary<string, string> engineParams = new Dictionary<string, string>(); 61 Dictionary<string, string> engineParams = new Dictionary<string, string>();
60 engineParams.Add("UseBulletRaycast", "true"); 62 engineParams.Add("UseBulletRaycast", "true");
61 PhysicsScene = BulletSimTestsUtil.CreateBasicPhysicsEngine(engineParams); 63 _physicsScene = BulletSimTestsUtil.CreateBasicPhysicsEngine(engineParams);
62 64
63 PrimitiveBaseShape pbs = PrimitiveBaseShape.CreateSphere(); 65 PrimitiveBaseShape pbs = PrimitiveBaseShape.CreateSphere();
64 Vector3 pos = new Vector3(100.0f, 100.0f, 50f); 66 Vector3 pos = new Vector3(100.0f, 100.0f, 50f);
65 pos.Z = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos) + 2f; 67 _targetSpherePosition = pos;
66 TargetSpherePosition = pos;
67 Vector3 size = new Vector3(10f, 10f, 10f); 68 Vector3 size = new Vector3(10f, 10f, 10f);
68 pbs.Scale = size; 69 pbs.Scale = size;
69 Quaternion rot = Quaternion.Identity; 70 Quaternion rot = Quaternion.Identity;
70 bool isPhys = false; 71 bool isPhys = false;
71 uint localID = 123;
72 72
73 PhysicsScene.AddPrimShape("TargetSphere", pbs, pos, size, rot, isPhys, localID); 73 _physicsScene.AddPrimShape("TargetSphere", pbs, pos, size, rot, isPhys, _targetLocalID);
74 TargetSphere = (BSPrim)PhysicsScene.PhysObjects[localID]; 74 _targetSphere = (BSPrim)_physicsScene.PhysObjects[_targetLocalID];
75 // The actual prim shape creation happens at taint time 75 // The actual prim shape creation happens at taint time
76 PhysicsScene.ProcessTaints(); 76 _physicsScene.ProcessTaints();
77 77
78 } 78 }
79 79
80 [TestFixtureTearDown] 80 [TestFixtureTearDown]
81 public void TearDown() 81 public void TearDown()
82 { 82 {
83 if (PhysicsScene != null) 83 if (_physicsScene != null)
84 { 84 {
85 // The Dispose() will also free any physical objects in the scene 85 // The Dispose() will also free any physical objects in the scene
86 PhysicsScene.Dispose(); 86 _physicsScene.Dispose();
87 PhysicsScene = null; 87 _physicsScene = null;
88 } 88 }
89 } 89 }
90 90
91 // There is a 10x10x10 sphere at <100,100,50> 91 // There is a 10x10x10 sphere at <100,100,50>
92 // Shoot rays around the sphere and verify it hits and doesn't hit 92 // Shoot rays around the sphere and verify it hits and doesn't hit
93 // TestCase parameters are <x,y,z> of start and <x,y,z> of end and expected result 93 // TestCase parameters are <x,y,z> of start and <x,y,z> of end and expected result
94 [TestCase(20f, 20f, 50f, 50f, 50f, 50f, true)] // in front to sphere 94 [TestCase(100f, 50f, 50f, 100f, 150f, 50f, true, "Pass through sphere from front")]
95 [TestCase(20f, 20f, 100f, 50f, 50f, 50f, true)] // from above to sphere 95 [TestCase(50f, 100f, 50f, 150f, 100f, 50f, true, "Pass through sphere from side")]
96 [TestCase(50f, 50f, 50f, 150f, 150f, 50f, true)] // through sphere 96 [TestCase(50f, 50f, 50f, 150f, 150f, 50f, true, "Pass through sphere diaginally")]
97 [TestCase(50f, 50f, 65f, 150f, 150f, 65f, false)] // pass over sphere 97 [TestCase(100f, 100f, 100f, 100f, 100f, 20f, true, "Pass through sphere from above")]
98 public void RaycastAroundObject(float fromX, float fromY, float fromZ, float toX, float toY, float toZ, bool expected) { 98 [TestCase(20f, 20f, 50f, 80f, 80f, 50f, false, "Not reach sphere")]
99 [TestCase(50f, 50f, 65f, 150f, 150f, 65f, false, "Passed over sphere")]
100 public void RaycastAroundObject(float fromX, float fromY, float fromZ, float toX, float toY, float toZ, bool expected, string msg) {
99 Vector3 fromPos = new Vector3(fromX, fromY, fromZ); 101 Vector3 fromPos = new Vector3(fromX, fromY, fromZ);
100 Vector3 toPos = new Vector3(toX, toY, toZ); 102 Vector3 toPos = new Vector3(toX, toY, toZ);
101 Vector3 direction = toPos - fromPos; 103 Vector3 direction = toPos - fromPos;
102 float len = Vector3.Distance(fromPos, toPos); 104 float len = Vector3.Distance(fromPos, toPos);
103 105
104 List<ContactResult> results = PhysicsScene.RaycastWorld(fromPos, direction, len, 1); 106 List<ContactResult> results = _physicsScene.RaycastWorld(fromPos, direction, len, 1);
105 107
106 if (expected) { 108 if (expected) {
107 Assert.True(results.Count > 0); 109 // The test coordinates should generate a hit
110 Assert.True(results.Count != 0, msg + ": Did not return a hit but expected to.");
111 Assert.True(results.Count == 1, msg + ": Raycast returned not just one hit result.");
112 Assert.True(results[0].ConsumerID == _targetLocalID, msg + ": Raycast returned a collision object other than the target");
108 } 113 }
109 else 114 else
110 { 115 {
111 Assert.False(results.Count > 0); 116 // The test coordinates should not generate a hit
117 if (results.Count > 0)
118 {
119 Assert.False(results.Count > 0, msg + ": Returned a hit at " + results[0].Pos.ToString());
120 }
112 } 121 }
113 } 122 }
114 } 123 }