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author | Justin Clark-Casey (justincc) | 2011-07-29 00:51:07 +0100 |
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committer | Justin Clark-Casey (justincc) | 2011-07-29 00:51:07 +0100 |
commit | 2a39d0cdb01dfbcc8d8838a80380dabfd9e468e1 (patch) | |
tree | 3805c641a4ee25f90c7d41350e8df00a7a8d7e75 /OpenSim/Region | |
parent | refactor: Simplify reading OdeScene.Simulate() loop by shunting all the NINJA... (diff) | |
download | opensim-SC_OLD-2a39d0cdb01dfbcc8d8838a80380dabfd9e468e1.zip opensim-SC_OLD-2a39d0cdb01dfbcc8d8838a80380dabfd9e468e1.tar.gz opensim-SC_OLD-2a39d0cdb01dfbcc8d8838a80380dabfd9e468e1.tar.bz2 opensim-SC_OLD-2a39d0cdb01dfbcc8d8838a80380dabfd9e468e1.tar.xz |
refactor: Move another chunk of ninja code out of the OdeScene.Simulate() loop for consistency and readability.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/OdeScene.cs | 64 |
1 files changed, 36 insertions, 28 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs index 9d41b15..c436fca 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs | |||
@@ -2738,7 +2738,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); | |||
2738 | } | 2738 | } |
2739 | 2739 | ||
2740 | if (SupportsNINJAJoints) | 2740 | if (SupportsNINJAJoints) |
2741 | SimulateNINJAJoints(); | 2741 | SimulatePendingNINJAJoints(); |
2742 | 2742 | ||
2743 | if (processedtaints) | 2743 | if (processedtaints) |
2744 | //Console.WriteLine("Simulate calls Clear of _taintedPrim list"); | 2744 | //Console.WriteLine("Simulate calls Clear of _taintedPrim list"); |
@@ -2839,6 +2839,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); | |||
2839 | { | 2839 | { |
2840 | if (actor.bad) | 2840 | if (actor.bad) |
2841 | m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid); | 2841 | m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid); |
2842 | |||
2842 | actor.UpdatePositionAndVelocity(); | 2843 | actor.UpdatePositionAndVelocity(); |
2843 | } | 2844 | } |
2844 | } | 2845 | } |
@@ -2852,6 +2853,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); | |||
2852 | { | 2853 | { |
2853 | RemoveCharacter(chr); | 2854 | RemoveCharacter(chr); |
2854 | } | 2855 | } |
2856 | |||
2855 | _badCharacter.Clear(); | 2857 | _badCharacter.Clear(); |
2856 | } | 2858 | } |
2857 | } | 2859 | } |
@@ -2867,30 +2869,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); | |||
2867 | actor.UpdatePositionAndVelocity(); | 2869 | actor.UpdatePositionAndVelocity(); |
2868 | 2870 | ||
2869 | if (SupportsNINJAJoints) | 2871 | if (SupportsNINJAJoints) |
2870 | { | 2872 | SimulateActorPendingJoints(actor); |
2871 | // If an actor moved, move its joint proxy objects as well. | ||
2872 | // There seems to be an event PhysicsActor.OnPositionUpdate that could be used | ||
2873 | // for this purpose but it is never called! So we just do the joint | ||
2874 | // movement code here. | ||
2875 | |||
2876 | if (actor.SOPName != null && | ||
2877 | joints_connecting_actor.ContainsKey(actor.SOPName) && | ||
2878 | joints_connecting_actor[actor.SOPName] != null && | ||
2879 | joints_connecting_actor[actor.SOPName].Count > 0) | ||
2880 | { | ||
2881 | foreach (PhysicsJoint affectedJoint in joints_connecting_actor[actor.SOPName]) | ||
2882 | { | ||
2883 | if (affectedJoint.IsInPhysicsEngine) | ||
2884 | { | ||
2885 | DoJointMoved(affectedJoint); | ||
2886 | } | ||
2887 | else | ||
2888 | { | ||
2889 | DoJointErrorMessage(affectedJoint, "a body connected to a joint was moved, but the joint doesn't exist yet! this will lead to joint error. joint was: " + affectedJoint.ObjectNameInScene + " parms:" + affectedJoint.RawParams); | ||
2890 | } | ||
2891 | } | ||
2892 | } | ||
2893 | } | ||
2894 | } | 2873 | } |
2895 | } | 2874 | } |
2896 | } | 2875 | } |
@@ -2901,7 +2880,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); | |||
2901 | // Finished with all sim stepping. If requested, dump world state to file for debugging. | 2880 | // Finished with all sim stepping. If requested, dump world state to file for debugging. |
2902 | // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed? | 2881 | // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed? |
2903 | // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots? | 2882 | // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots? |
2904 | if (physics_logging && (physics_logging_interval>0) && (framecount % physics_logging_interval == 0)) | 2883 | if (physics_logging && (physics_logging_interval > 0) && (framecount % physics_logging_interval == 0)) |
2905 | { | 2884 | { |
2906 | string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename | 2885 | string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename |
2907 | string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file | 2886 | string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file |
@@ -2925,7 +2904,9 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); | |||
2925 | // If Physics stalls, it takes longer which makes the tick count ms larger. | 2904 | // If Physics stalls, it takes longer which makes the tick count ms larger. |
2926 | 2905 | ||
2927 | if (latertickcount < 100) | 2906 | if (latertickcount < 100) |
2907 | { | ||
2928 | m_timeDilation = 1.0f; | 2908 | m_timeDilation = 1.0f; |
2909 | } | ||
2929 | else | 2910 | else |
2930 | { | 2911 | { |
2931 | m_timeDilation = 100f / latertickcount; | 2912 | m_timeDilation = 100f / latertickcount; |
@@ -2939,12 +2920,12 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); | |||
2939 | } | 2920 | } |
2940 | 2921 | ||
2941 | /// <summary> | 2922 | /// <summary> |
2942 | /// Simulate NINJA joints. | 2923 | /// Simulate pending NINJA joints. |
2943 | /// </summary> | 2924 | /// </summary> |
2944 | /// <remarks> | 2925 | /// <remarks> |
2945 | /// Called by the main Simulate() loop if NINJA joints are active. Should not be called from anywhere else. | 2926 | /// Called by the main Simulate() loop if NINJA joints are active. Should not be called from anywhere else. |
2946 | /// </remarks> | 2927 | /// </remarks> |
2947 | protected void SimulateNINJAJoints() | 2928 | protected void SimulatePendingNINJAJoints() |
2948 | { | 2929 | { |
2949 | // Create pending joints, if possible | 2930 | // Create pending joints, if possible |
2950 | 2931 | ||
@@ -3007,6 +2988,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); | |||
3007 | } | 2988 | } |
3008 | } | 2989 | } |
3009 | } | 2990 | } |
2991 | |||
3010 | if (allJointBodiesAreReady) | 2992 | if (allJointBodiesAreReady) |
3011 | { | 2993 | { |
3012 | //DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams); | 2994 | //DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams); |
@@ -3126,6 +3108,32 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); | |||
3126 | } | 3108 | } |
3127 | } | 3109 | } |
3128 | 3110 | ||
3111 | protected void SimulateActorPendingJoints(OdePrim actor) | ||
3112 | { | ||
3113 | // If an actor moved, move its joint proxy objects as well. | ||
3114 | // There seems to be an event PhysicsActor.OnPositionUpdate that could be used | ||
3115 | // for this purpose but it is never called! So we just do the joint | ||
3116 | // movement code here. | ||
3117 | |||
3118 | if (actor.SOPName != null && | ||
3119 | joints_connecting_actor.ContainsKey(actor.SOPName) && | ||
3120 | joints_connecting_actor[actor.SOPName] != null && | ||
3121 | joints_connecting_actor[actor.SOPName].Count > 0) | ||
3122 | { | ||
3123 | foreach (PhysicsJoint affectedJoint in joints_connecting_actor[actor.SOPName]) | ||
3124 | { | ||
3125 | if (affectedJoint.IsInPhysicsEngine) | ||
3126 | { | ||
3127 | DoJointMoved(affectedJoint); | ||
3128 | } | ||
3129 | else | ||
3130 | { | ||
3131 | DoJointErrorMessage(affectedJoint, "a body connected to a joint was moved, but the joint doesn't exist yet! this will lead to joint error. joint was: " + affectedJoint.ObjectNameInScene + " parms:" + affectedJoint.RawParams); | ||
3132 | } | ||
3133 | } | ||
3134 | } | ||
3135 | } | ||
3136 | |||
3129 | public override void GetResults() | 3137 | public override void GetResults() |
3130 | { | 3138 | { |
3131 | } | 3139 | } |