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authorRobert Adams2013-06-01 14:52:44 -0700
committerRobert Adams2013-06-01 14:52:44 -0700
commit07058b044be59b6e07efedeca36b2b464e984195 (patch)
treeee85111ad418be454c2ee9a8d0c0da98b9b99480 /OpenSim/Region
parentAdding standard OpenSim header to source files (diff)
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BulletSim: experimental movement of physics execution off of heartbeat
thread. Off by default until more testing. Setting "[BulletSim]UseSeparatePhysicsThread=true" causes the physics engine to be called on its own thread and the heartbeat thread only handles the reporting of property updates and collisions. Physics frame rate is about right but physics execution time goes to zero as accounted by the heartbeat loop.
Diffstat (limited to 'OpenSim/Region')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSParam.cs8
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs3
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSScene.cs271
3 files changed, 209 insertions, 73 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
index 2651e3b..afd547a 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
@@ -54,6 +54,9 @@ public static class BSParam
54 // =================== 54 // ===================
55 // From: 55 // From:
56 56
57 public static bool UseSeparatePhysicsThread { get; private set; }
58 public static float PhysicsTimeStep { get; private set; }
59
57 // Level of Detail values kept as float because that's what the Meshmerizer wants 60 // Level of Detail values kept as float because that's what the Meshmerizer wants
58 public static float MeshLOD { get; private set; } 61 public static float MeshLOD { get; private set; }
59 public static float MeshCircularLOD { get; private set; } 62 public static float MeshCircularLOD { get; private set; }
@@ -354,6 +357,11 @@ public static class BSParam
354 // v = value (appropriate type) 357 // v = value (appropriate type)
355 private static ParameterDefnBase[] ParameterDefinitions = 358 private static ParameterDefnBase[] ParameterDefinitions =
356 { 359 {
360 new ParameterDefn<bool>("UseSeparatePhysicsThread", "If 'true', the physics engine runs independent from the simulator heartbeat",
361 false ),
362 new ParameterDefn<float>("PhysicsTimeStep", "If separate thread, seconds to simulate each interval",
363 0.1f ),
364
357 new ParameterDefn<bool>("MeshSculptedPrim", "Whether to create meshes for sculpties", 365 new ParameterDefn<bool>("MeshSculptedPrim", "Whether to create meshes for sculpties",
358 true, 366 true,
359 (s) => { return ShouldMeshSculptedPrim; }, 367 (s) => { return ShouldMeshSculptedPrim; },
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index e11e365..95bdc7b 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -1513,7 +1513,8 @@ public class BSPrim : BSPhysObject
1513 CurrentEntityProperties = entprop; 1513 CurrentEntityProperties = entprop;
1514 1514
1515 // Note that BSPrim can be overloaded by BSPrimLinkable which controls updates from root and children prims. 1515 // Note that BSPrim can be overloaded by BSPrimLinkable which controls updates from root and children prims.
1516 base.RequestPhysicsterseUpdate(); 1516
1517 PhysScene.PostUpdate(this);
1517 } 1518 }
1518} 1519}
1519} 1520}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index 39f5b0a..423c389 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -56,12 +56,23 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
56 public string BulletEngineName { get; private set; } 56 public string BulletEngineName { get; private set; }
57 public BSAPITemplate PE; 57 public BSAPITemplate PE;
58 58
59 // If the physics engine is running on a separate thread
60 public Thread m_physicsThread;
61
59 public Dictionary<uint, BSPhysObject> PhysObjects; 62 public Dictionary<uint, BSPhysObject> PhysObjects;
60 public BSShapeCollection Shapes; 63 public BSShapeCollection Shapes;
61 64
62 // Keeping track of the objects with collisions so we can report begin and end of a collision 65 // Keeping track of the objects with collisions so we can report begin and end of a collision
63 public HashSet<BSPhysObject> ObjectsWithCollisions = new HashSet<BSPhysObject>(); 66 public HashSet<BSPhysObject> ObjectsWithCollisions = new HashSet<BSPhysObject>();
64 public HashSet<BSPhysObject> ObjectsWithNoMoreCollisions = new HashSet<BSPhysObject>(); 67 public HashSet<BSPhysObject> ObjectsWithNoMoreCollisions = new HashSet<BSPhysObject>();
68
69 // All the collision processing is protected with this lock object
70 public Object CollisionLock = new Object();
71
72 // Properties are updated here
73 public Object UpdateLock = new Object();
74 public HashSet<BSPhysObject> ObjectsWithUpdates = new HashSet<BSPhysObject>();
75
65 // Keep track of all the avatars so we can send them a collision event 76 // Keep track of all the avatars so we can send them a collision event
66 // every tick so OpenSim will update its animation. 77 // every tick so OpenSim will update its animation.
67 private HashSet<BSPhysObject> m_avatars = new HashSet<BSPhysObject>(); 78 private HashSet<BSPhysObject> m_avatars = new HashSet<BSPhysObject>();
@@ -77,12 +88,19 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
77 public BSConstraintCollection Constraints { get; private set; } 88 public BSConstraintCollection Constraints { get; private set; }
78 89
79 // Simulation parameters 90 // Simulation parameters
91 internal float m_physicsStepTime; // if running independently, the interval simulated by default
92
80 internal int m_maxSubSteps; 93 internal int m_maxSubSteps;
81 internal float m_fixedTimeStep; 94 internal float m_fixedTimeStep;
82 internal long m_simulationStep = 0; 95
83 internal float NominalFrameRate { get; set; } 96 internal float m_simulatedTime; // the time simulated previously. Used for physics framerate calc.
97
98 internal long m_simulationStep = 0; // The current simulation step.
84 public long SimulationStep { get { return m_simulationStep; } } 99 public long SimulationStep { get { return m_simulationStep; } }
85 internal float LastTimeStep { get; private set; } 100
101 internal float LastTimeStep { get; private set; } // The simulation time from the last invocation of Simulate()
102
103 internal float NominalFrameRate { get; set; } // Parameterized ideal frame rate that simulation is scaled to
86 104
87 // Physical objects can register for prestep or poststep events 105 // Physical objects can register for prestep or poststep events
88 public delegate void PreStepAction(float timeStep); 106 public delegate void PreStepAction(float timeStep);
@@ -90,7 +108,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
90 public event PreStepAction BeforeStep; 108 public event PreStepAction BeforeStep;
91 public event PostStepAction AfterStep; 109 public event PostStepAction AfterStep;
92 110
93 // A value of the time now so all the collision and update routines do not have to get their own 111 // A value of the time 'now' so all the collision and update routines do not have to get their own
94 // Set to 'now' just before all the prims and actors are called for collisions and updates 112 // Set to 'now' just before all the prims and actors are called for collisions and updates
95 public int SimulationNowTime { get; private set; } 113 public int SimulationNowTime { get; private set; }
96 114
@@ -188,6 +206,9 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
188 PhysObjects = new Dictionary<uint, BSPhysObject>(); 206 PhysObjects = new Dictionary<uint, BSPhysObject>();
189 Shapes = new BSShapeCollection(this); 207 Shapes = new BSShapeCollection(this);
190 208
209 m_simulatedTime = 0f;
210 LastTimeStep = 0.1f;
211
191 // Allocate pinned memory to pass parameters. 212 // Allocate pinned memory to pass parameters.
192 UnmanagedParams = new ConfigurationParameters[1]; 213 UnmanagedParams = new ConfigurationParameters[1];
193 214
@@ -227,10 +248,20 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
227 TerrainManager = new BSTerrainManager(this); 248 TerrainManager = new BSTerrainManager(this);
228 TerrainManager.CreateInitialGroundPlaneAndTerrain(); 249 TerrainManager.CreateInitialGroundPlaneAndTerrain();
229 250
251 // Put some informational messages into the log file.
230 m_log.WarnFormat("{0} Linksets implemented with {1}", LogHeader, (BSLinkset.LinksetImplementation)BSParam.LinksetImplementation); 252 m_log.WarnFormat("{0} Linksets implemented with {1}", LogHeader, (BSLinkset.LinksetImplementation)BSParam.LinksetImplementation);
231 253
232 InTaintTime = false; 254 InTaintTime = false;
233 m_initialized = true; 255 m_initialized = true;
256
257 // If the physics engine runs on its own thread, start same.
258 if (BSParam.UseSeparatePhysicsThread)
259 {
260 // The physics simulation should happen independently of the heartbeat loop
261 m_physicsThread = new Thread(BulletSPluginPhysicsThread);
262 m_physicsThread.Name = BulletEngineName;
263 m_physicsThread.Start();
264 }
234 } 265 }
235 266
236 // All default parameter values are set here. There should be no values set in the 267 // All default parameter values are set here. There should be no values set in the
@@ -270,6 +301,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
270 } 301 }
271 else 302 else
272 { 303 {
304 // Nothing in the configuration INI file so assume unmanaged and other defaults.
273 BulletEngineName = "BulletUnmanaged"; 305 BulletEngineName = "BulletUnmanaged";
274 m_physicsLoggingEnabled = false; 306 m_physicsLoggingEnabled = false;
275 VehicleLoggingEnabled = false; 307 VehicleLoggingEnabled = false;
@@ -317,6 +349,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
317 349
318 switch (selectionName) 350 switch (selectionName)
319 { 351 {
352 case "bullet":
320 case "bulletunmanaged": 353 case "bulletunmanaged":
321 ret = new BSAPIUnman(engineName, this); 354 ret = new BSAPIUnman(engineName, this);
322 break; 355 break;
@@ -494,25 +527,41 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
494 #endregion // Prim and Avatar addition and removal 527 #endregion // Prim and Avatar addition and removal
495 528
496 #region Simulation 529 #region Simulation
497 // Simulate one timestep 530
531 // Call from the simulator to send physics information to the simulator objects.
532 // This pushes all the collision and property update events into the objects in
533 // the simulator and, since it is on the heartbeat thread, there is an implicit
534 // locking of those data structures from other heartbeat events.
535 // If the physics engine is running on a separate thread, the update information
536 // will be in the ObjectsWithCollions and ObjectsWithUpdates structures.
498 public override float Simulate(float timeStep) 537 public override float Simulate(float timeStep)
499 { 538 {
539 if (!BSParam.UseSeparatePhysicsThread)
540 {
541 DoPhysicsStep(timeStep);
542 }
543 return SendUpdatesToSimulator(timeStep);
544 }
545
546 // Call the physics engine to do one 'timeStep' and collect collisions and updates
547 // into ObjectsWithCollisions and ObjectsWithUpdates data structures.
548 private void DoPhysicsStep(float timeStep)
549 {
500 // prevent simulation until we've been initialized 550 // prevent simulation until we've been initialized
501 if (!m_initialized) return 5.0f; 551 if (!m_initialized) return;
502 552
503 LastTimeStep = timeStep; 553 LastTimeStep = timeStep;
504 554
505 int updatedEntityCount = 0; 555 int updatedEntityCount = 0;
506 int collidersCount = 0; 556 int collidersCount = 0;
507 557
508 int beforeTime = 0; 558 int beforeTime = Util.EnvironmentTickCount();
509 int simTime = 0; 559 int simTime = 0;
510 560
511 // update the prim states while we know the physics engine is not busy
512 int numTaints = _taintOperations.Count; 561 int numTaints = _taintOperations.Count;
513
514 InTaintTime = true; // Only used for debugging so locking is not necessary. 562 InTaintTime = true; // Only used for debugging so locking is not necessary.
515 563
564 // update the prim states while we know the physics engine is not busy
516 ProcessTaints(); 565 ProcessTaints();
517 566
518 // Some of the physical objects requre individual, pre-step calls 567 // Some of the physical objects requre individual, pre-step calls
@@ -535,18 +584,8 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
535 int numSubSteps = 0; 584 int numSubSteps = 0;
536 try 585 try
537 { 586 {
538 if (PhysicsLogging.Enabled)
539 beforeTime = Util.EnvironmentTickCount();
540
541 numSubSteps = PE.PhysicsStep(World, timeStep, m_maxSubSteps, m_fixedTimeStep, out updatedEntityCount, out collidersCount); 587 numSubSteps = PE.PhysicsStep(World, timeStep, m_maxSubSteps, m_fixedTimeStep, out updatedEntityCount, out collidersCount);
542 588
543 if (PhysicsLogging.Enabled)
544 {
545 simTime = Util.EnvironmentTickCountSubtract(beforeTime);
546 DetailLog("{0},Simulate,call, frame={1}, nTaints={2}, simTime={3}, substeps={4}, updates={5}, colliders={6}, objWColl={7}",
547 DetailLogZero, m_simulationStep, numTaints, simTime, numSubSteps,
548 updatedEntityCount, collidersCount, ObjectsWithCollisions.Count);
549 }
550 } 589 }
551 catch (Exception e) 590 catch (Exception e)
552 { 591 {
@@ -558,77 +597,62 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
558 collidersCount = 0; 597 collidersCount = 0;
559 } 598 }
560 599
600 // Make the physics engine dump useful statistics periodically
561 if (PhysicsMetricDumpFrames != 0 && ((m_simulationStep % PhysicsMetricDumpFrames) == 0)) 601 if (PhysicsMetricDumpFrames != 0 && ((m_simulationStep % PhysicsMetricDumpFrames) == 0))
562 PE.DumpPhysicsStatistics(World); 602 PE.DumpPhysicsStatistics(World);
563 603
564 // Get a value for 'now' so all the collision and update routines don't have to get their own. 604 // Get a value for 'now' so all the collision and update routines don't have to get their own.
565 SimulationNowTime = Util.EnvironmentTickCount(); 605 SimulationNowTime = Util.EnvironmentTickCount();
566 606
567 // If there were collisions, process them by sending the event to the prim. 607 // Send collision information to the colliding objects. The objects decide if the collision
568 // Collisions must be processed before updates. 608 // is 'real' (like linksets don't collide with themselves) and the individual objects
569 if (collidersCount > 0) 609 // know if the simulator has subscribed to collisions.
610 lock (CollisionLock)
570 { 611 {
571 for (int ii = 0; ii < collidersCount; ii++) 612 if (collidersCount > 0)
572 { 613 {
573 uint cA = m_collisionArray[ii].aID; 614 for (int ii = 0; ii < collidersCount; ii++)
574 uint cB = m_collisionArray[ii].bID;
575 Vector3 point = m_collisionArray[ii].point;
576 Vector3 normal = m_collisionArray[ii].normal;
577 float penetration = m_collisionArray[ii].penetration;
578 SendCollision(cA, cB, point, normal, penetration);
579 SendCollision(cB, cA, point, -normal, penetration);
580 }
581 }
582
583 // The above SendCollision's batch up the collisions on the objects.
584 // Now push the collisions into the simulator.
585 if (ObjectsWithCollisions.Count > 0)
586 {
587 foreach (BSPhysObject bsp in ObjectsWithCollisions)
588 if (!bsp.SendCollisions())
589 { 615 {
590 // If the object is done colliding, see that it's removed from the colliding list 616 uint cA = m_collisionArray[ii].aID;
591 ObjectsWithNoMoreCollisions.Add(bsp); 617 uint cB = m_collisionArray[ii].bID;
618 Vector3 point = m_collisionArray[ii].point;
619 Vector3 normal = m_collisionArray[ii].normal;
620 float penetration = m_collisionArray[ii].penetration;
621 SendCollision(cA, cB, point, normal, penetration);
622 SendCollision(cB, cA, point, -normal, penetration);
592 } 623 }
624 }
593 } 625 }
594 626
595 // This is a kludge to get avatar movement updates. 627 // If any of the objects had updated properties, tell the managed objects about the update
596 // The simulator expects collisions for avatars even if there are have been no collisions. 628 // and remember that there was a change so it will be passed to the simulator.
597 // The event updates avatar animations and stuff. 629 lock (UpdateLock)
598 // If you fix avatar animation updates, remove this overhead and let normal collision processing happen.
599 foreach (BSPhysObject bsp in m_avatars)
600 if (!ObjectsWithCollisions.Contains(bsp)) // don't call avatars twice
601 bsp.SendCollisions();
602
603 // Objects that are done colliding are removed from the ObjectsWithCollisions list.
604 // Not done above because it is inside an iteration of ObjectWithCollisions.
605 // This complex collision processing is required to create an empty collision
606 // event call after all real collisions have happened on an object. This enables
607 // the simulator to generate the 'collision end' event.
608 if (ObjectsWithNoMoreCollisions.Count > 0)
609 {
610 foreach (BSPhysObject po in ObjectsWithNoMoreCollisions)
611 ObjectsWithCollisions.Remove(po);
612 ObjectsWithNoMoreCollisions.Clear();
613 }
614 // Done with collisions.
615
616 // If any of the objects had updated properties, tell the object it has been changed by the physics engine
617 if (updatedEntityCount > 0)
618 { 630 {
619 for (int ii = 0; ii < updatedEntityCount; ii++) 631 if (updatedEntityCount > 0)
620 { 632 {
621 EntityProperties entprop = m_updateArray[ii]; 633 for (int ii = 0; ii < updatedEntityCount; ii++)
622 BSPhysObject pobj;
623 if (PhysObjects.TryGetValue(entprop.ID, out pobj))
624 { 634 {
625 pobj.UpdateProperties(entprop); 635 EntityProperties entprop = m_updateArray[ii];
636 BSPhysObject pobj;
637 if (PhysObjects.TryGetValue(entprop.ID, out pobj))
638 {
639 pobj.UpdateProperties(entprop);
640 }
626 } 641 }
627 } 642 }
628 } 643 }
629 644
645 // Some actors want to know when the simulation step is complete.
630 TriggerPostStepEvent(timeStep); 646 TriggerPostStepEvent(timeStep);
631 647
648 simTime = Util.EnvironmentTickCountSubtract(beforeTime);
649 if (PhysicsLogging.Enabled)
650 {
651 DetailLog("{0},DoPhysicsStep,call, frame={1}, nTaints={2}, simTime={3}, substeps={4}, updates={5}, colliders={6}, objWColl={7}",
652 DetailLogZero, m_simulationStep, numTaints, simTime, numSubSteps,
653 updatedEntityCount, collidersCount, ObjectsWithCollisions.Count);
654 }
655
632 // The following causes the unmanaged code to output ALL the values found in ALL the objects in the world. 656 // The following causes the unmanaged code to output ALL the values found in ALL the objects in the world.
633 // Only enable this in a limited test world with few objects. 657 // Only enable this in a limited test world with few objects.
634 if (m_physicsPhysicalDumpEnabled) 658 if (m_physicsPhysicalDumpEnabled)
@@ -637,7 +661,84 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
637 // The physics engine returns the number of milliseconds it simulated this call. 661 // The physics engine returns the number of milliseconds it simulated this call.
638 // These are summed and normalized to one second and divided by 1000 to give the reported physics FPS. 662 // These are summed and normalized to one second and divided by 1000 to give the reported physics FPS.
639 // Multiply by a fixed nominal frame rate to give a rate similar to the simulator (usually 55). 663 // Multiply by a fixed nominal frame rate to give a rate similar to the simulator (usually 55).
640 return (float)numSubSteps * m_fixedTimeStep * 1000f * NominalFrameRate; 664 m_simulatedTime += (float)numSubSteps * m_fixedTimeStep * 1000f * NominalFrameRate;
665 }
666
667 // Called by a BSPhysObject to note that it has changed properties and this information
668 // should be passed up to the simulator at the proper time.
669 // Note: this is called by the BSPhysObject from invocation via DoPhysicsStep() above so
670 // this is is under UpdateLock.
671 public void PostUpdate(BSPhysObject updatee)
672 {
673 ObjectsWithUpdates.Add(updatee);
674 }
675
676 // The simulator thinks it is physics time so return all the collisions and position
677 // updates that were collected in actual physics simulation.
678 private float SendUpdatesToSimulator(float timeStep)
679 {
680 if (!m_initialized) return 5.0f;
681
682 DetailLog("{0},SendUpdatesToSimulator,collisions={1},updates={2},simedTime={3}",
683 BSScene.DetailLogZero, ObjectsWithCollisions.Count, ObjectsWithUpdates.Count, m_simulatedTime);
684 // Push the collisions into the simulator.
685 lock (CollisionLock)
686 {
687 if (ObjectsWithCollisions.Count > 0)
688 {
689 foreach (BSPhysObject bsp in ObjectsWithCollisions)
690 if (!bsp.SendCollisions())
691 {
692 // If the object is done colliding, see that it's removed from the colliding list
693 ObjectsWithNoMoreCollisions.Add(bsp);
694 }
695 }
696
697 // This is a kludge to get avatar movement updates.
698 // The simulator expects collisions for avatars even if there are have been no collisions.
699 // The event updates avatar animations and stuff.
700 // If you fix avatar animation updates, remove this overhead and let normal collision processing happen.
701 foreach (BSPhysObject bsp in m_avatars)
702 if (!ObjectsWithCollisions.Contains(bsp)) // don't call avatars twice
703 bsp.SendCollisions();
704
705 // Objects that are done colliding are removed from the ObjectsWithCollisions list.
706 // Not done above because it is inside an iteration of ObjectWithCollisions.
707 // This complex collision processing is required to create an empty collision
708 // event call after all real collisions have happened on an object. This allows
709 // the simulator to generate the 'collision end' event.
710 if (ObjectsWithNoMoreCollisions.Count > 0)
711 {
712 foreach (BSPhysObject po in ObjectsWithNoMoreCollisions)
713 ObjectsWithCollisions.Remove(po);
714 ObjectsWithNoMoreCollisions.Clear();
715 }
716 }
717
718 // Call the simulator for each object that has physics property updates.
719 HashSet<BSPhysObject> updatedObjects = null;
720 lock (UpdateLock)
721 {
722 if (ObjectsWithUpdates.Count > 0)
723 {
724 updatedObjects = ObjectsWithUpdates;
725 ObjectsWithUpdates = new HashSet<BSPhysObject>();
726 }
727 }
728 if (updatedObjects != null)
729 {
730 foreach (BSPhysObject obj in updatedObjects)
731 {
732 obj.RequestPhysicsterseUpdate();
733 }
734 updatedObjects.Clear();
735 }
736
737 // Return the framerate simulated to give the above returned results.
738 // (Race condition here but this is just bookkeeping so rare mistakes do not merit a lock).
739 float simTime = m_simulatedTime;
740 m_simulatedTime = 0f;
741 return simTime;
641 } 742 }
642 743
643 // Something has collided 744 // Something has collided
@@ -656,7 +757,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
656 return; 757 return;
657 } 758 }
658 759
659 // The terrain is not in the physical object list so 'collidee' can be null when Collide() is called. 760 // Note: the terrain is not in the physical object list so 'collidee' can be null when Collide() is called.
660 BSPhysObject collidee = null; 761 BSPhysObject collidee = null;
661 PhysObjects.TryGetValue(collidingWith, out collidee); 762 PhysObjects.TryGetValue(collidingWith, out collidee);
662 763
@@ -664,13 +765,39 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
664 765
665 if (collider.Collide(collidingWith, collidee, collidePoint, collideNormal, penetration)) 766 if (collider.Collide(collidingWith, collidee, collidePoint, collideNormal, penetration))
666 { 767 {
667 // If a collision was posted, remember to send it to the simulator 768 // If a collision was 'good', remember to send it to the simulator
668 ObjectsWithCollisions.Add(collider); 769 ObjectsWithCollisions.Add(collider);
669 } 770 }
670 771
671 return; 772 return;
672 } 773 }
673 774
775 public void BulletSPluginPhysicsThread()
776 {
777 while (m_initialized)
778 {
779 int beginSimulationRealtimeMS = Util.EnvironmentTickCount();
780 DoPhysicsStep(BSParam.PhysicsTimeStep);
781 int simulationRealtimeMS = Util.EnvironmentTickCountSubtract(beginSimulationRealtimeMS);
782 int simulationTimeVsRealtimeDifferenceMS = ((int)(BSParam.PhysicsTimeStep*1000f)) - simulationRealtimeMS;
783
784 if (simulationTimeVsRealtimeDifferenceMS > 0)
785 {
786 // The simulation of the time interval took less than realtime.
787 // Do a sleep for the rest of realtime.
788 DetailLog("{0},BulletSPluginPhysicsThread,sleeping={1}", BSScene.DetailLogZero, simulationTimeVsRealtimeDifferenceMS);
789 Thread.Sleep(simulationTimeVsRealtimeDifferenceMS);
790 }
791 else
792 {
793 // The simulation took longer than realtime.
794 // Do some scaling of simulation time.
795 // TODO.
796 DetailLog("{0},BulletSPluginPhysicsThread,longerThanRealtime={1}", BSScene.DetailLogZero, simulationTimeVsRealtimeDifferenceMS);
797 }
798 }
799 }
800
674 #endregion // Simulation 801 #endregion // Simulation
675 802
676 public override void GetResults() { } 803 public override void GetResults() { }