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authorRobert Adams2013-01-25 10:17:20 -0800
committerRobert Adams2013-01-27 12:50:04 -0800
commitc44a8e9f925c0195c4754c5e763af06dae657b53 (patch)
tree36bf371e99fb977be94c40a8d6998aaa5180a03c /OpenSim
parentPrevent items being destroyed by rename operations. Renaming of a wearable also (diff)
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BulletSim: finish the post step event for physical object actions. Modify vehicle to use post step event for logging.
Diffstat (limited to 'OpenSim')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs14
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs66
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs6
3 files changed, 73 insertions, 13 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index 7ad7c89..a369c1f 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -583,6 +583,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
583 583
584 // Some of the properties of this prim may have changed. 584 // Some of the properties of this prim may have changed.
585 // Do any updating needed for a vehicle 585 // Do any updating needed for a vehicle
586 Vector3 m_physicsLinearFactor = new Vector3(0.2f, 0.2f, 0.2f); // DEBUG DEBUG
587 Vector3 m_physicsAngularFactor = new Vector3(0.2f, 0.2f, 0.2f); // DEBUG DEBUG
586 public void Refresh() 588 public void Refresh()
587 { 589 {
588 if (IsActive) 590 if (IsActive)
@@ -599,6 +601,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
599 // Maybe compute linear and angular factor and damping from params. 601 // Maybe compute linear and angular factor and damping from params.
600 float angularDamping = BSParam.VehicleAngularDamping; 602 float angularDamping = BSParam.VehicleAngularDamping;
601 PhysicsScene.PE.SetAngularDamping(Prim.PhysBody, angularDamping); 603 PhysicsScene.PE.SetAngularDamping(Prim.PhysBody, angularDamping);
604 PhysicsScene.PE.SetLinearFactor(Prim.PhysBody, m_physicsLinearFactor); // DEBUG DEBUG
605 PhysicsScene.PE.SetAngularFactorV(Prim.PhysBody, m_physicsAngularFactor); // DEBUG DEBUG
602 606
603 // Vehicles report collision events so we know when it's on the ground 607 // Vehicles report collision events so we know when it's on the ground
604 PhysicsScene.PE.AddToCollisionFlags(Prim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); 608 PhysicsScene.PE.AddToCollisionFlags(Prim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS);
@@ -898,9 +902,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin
898 { 902 {
899 if (!IsActive) return; 903 if (!IsActive) return;
900 904
901 if (PhysicsScene.VehiclePhysicalLoggingEnabled)
902 PhysicsScene.PE.DumpRigidBody(PhysicsScene.World, Prim.PhysBody);
903
904 ForgetKnownVehicleProperties(); 905 ForgetKnownVehicleProperties();
905 906
906 MoveLinear(pTimestep); 907 MoveLinear(pTimestep);
@@ -922,6 +923,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
922 Prim.LocalID, VehiclePosition, m_knownForce, VehicleVelocity, VehicleRotationalVelocity); 923 Prim.LocalID, VehiclePosition, m_knownForce, VehicleVelocity, VehicleRotationalVelocity);
923 } 924 }
924 925
926 // Called after the simulation step
927 internal void PostStep(float pTimestep)
928 {
929 if (PhysicsScene.VehiclePhysicalLoggingEnabled)
930 PhysicsScene.PE.DumpRigidBody(PhysicsScene.World, Prim.PhysBody);
931 }
932
925 // Apply the effect of the linear motor and other linear motions (like hover and float). 933 // Apply the effect of the linear motor and other linear motions (like hover and float).
926 private void MoveLinear(float pTimestep) 934 private void MoveLinear(float pTimestep)
927 { 935 {
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index 027c786..285d4a2 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -101,6 +101,7 @@ public abstract class BSPhysObject : PhysicsActor
101 public virtual void Destroy() 101 public virtual void Destroy()
102 { 102 {
103 UnRegisterAllPreStepActions(); 103 UnRegisterAllPreStepActions();
104 UnRegisterAllPostStepActions();
104 } 105 }
105 106
106 public BSScene PhysicsScene { get; protected set; } 107 public BSScene PhysicsScene { get; protected set; }
@@ -393,17 +394,18 @@ public abstract class BSPhysObject : PhysicsActor
393 // These actions are optional so, rather than scanning all the physical objects and asking them 394 // These actions are optional so, rather than scanning all the physical objects and asking them
394 // if they have anything to do, a physical object registers for an event call before the step is performed. 395 // if they have anything to do, a physical object registers for an event call before the step is performed.
395 // This bookkeeping makes it easy to add, remove and clean up after all these registrations. 396 // This bookkeeping makes it easy to add, remove and clean up after all these registrations.
396 private Dictionary<string, BSScene.PreStepAction> RegisteredActions = new Dictionary<string, BSScene.PreStepAction>(); 397 private Dictionary<string, BSScene.PreStepAction> RegisteredPrestepActions = new Dictionary<string, BSScene.PreStepAction>();
398 private Dictionary<string, BSScene.PostStepAction> RegisteredPoststepActions = new Dictionary<string, BSScene.PostStepAction>();
397 protected void RegisterPreStepAction(string op, uint id, BSScene.PreStepAction actn) 399 protected void RegisterPreStepAction(string op, uint id, BSScene.PreStepAction actn)
398 { 400 {
399 string identifier = op + "-" + id.ToString(); 401 string identifier = op + "-" + id.ToString();
400 402
401 lock (RegisteredActions) 403 lock (RegisteredPrestepActions)
402 { 404 {
403 // Clean out any existing action 405 // Clean out any existing action
404 UnRegisterPreStepAction(op, id); 406 UnRegisterPreStepAction(op, id);
405 407
406 RegisteredActions[identifier] = actn; 408 RegisteredPrestepActions[identifier] = actn;
407 } 409 }
408 PhysicsScene.BeforeStep += actn; 410 PhysicsScene.BeforeStep += actn;
409 DetailLog("{0},BSPhysObject.RegisterPreStepAction,id={1}", LocalID, identifier); 411 DetailLog("{0},BSPhysObject.RegisterPreStepAction,id={1}", LocalID, identifier);
@@ -414,12 +416,12 @@ public abstract class BSPhysObject : PhysicsActor
414 { 416 {
415 string identifier = op + "-" + id.ToString(); 417 string identifier = op + "-" + id.ToString();
416 bool removed = false; 418 bool removed = false;
417 lock (RegisteredActions) 419 lock (RegisteredPrestepActions)
418 { 420 {
419 if (RegisteredActions.ContainsKey(identifier)) 421 if (RegisteredPrestepActions.ContainsKey(identifier))
420 { 422 {
421 PhysicsScene.BeforeStep -= RegisteredActions[identifier]; 423 PhysicsScene.BeforeStep -= RegisteredPrestepActions[identifier];
422 RegisteredActions.Remove(identifier); 424 RegisteredPrestepActions.Remove(identifier);
423 removed = true; 425 removed = true;
424 } 426 }
425 } 427 }
@@ -428,17 +430,61 @@ public abstract class BSPhysObject : PhysicsActor
428 430
429 protected void UnRegisterAllPreStepActions() 431 protected void UnRegisterAllPreStepActions()
430 { 432 {
431 lock (RegisteredActions) 433 lock (RegisteredPrestepActions)
432 { 434 {
433 foreach (KeyValuePair<string, BSScene.PreStepAction> kvp in RegisteredActions) 435 foreach (KeyValuePair<string, BSScene.PreStepAction> kvp in RegisteredPrestepActions)
434 { 436 {
435 PhysicsScene.BeforeStep -= kvp.Value; 437 PhysicsScene.BeforeStep -= kvp.Value;
436 } 438 }
437 RegisteredActions.Clear(); 439 RegisteredPrestepActions.Clear();
438 } 440 }
439 DetailLog("{0},BSPhysObject.UnRegisterAllPreStepActions,", LocalID); 441 DetailLog("{0},BSPhysObject.UnRegisterAllPreStepActions,", LocalID);
440 } 442 }
443
444 protected void RegisterPostStepAction(string op, uint id, BSScene.PostStepAction actn)
445 {
446 string identifier = op + "-" + id.ToString();
447
448 lock (RegisteredPoststepActions)
449 {
450 // Clean out any existing action
451 UnRegisterPostStepAction(op, id);
452
453 RegisteredPoststepActions[identifier] = actn;
454 }
455 PhysicsScene.AfterStep += actn;
456 DetailLog("{0},BSPhysObject.RegisterPostStepAction,id={1}", LocalID, identifier);
457 }
458
459 // Unregister a pre step action. Safe to call if the action has not been registered.
460 protected void UnRegisterPostStepAction(string op, uint id)
461 {
462 string identifier = op + "-" + id.ToString();
463 bool removed = false;
464 lock (RegisteredPoststepActions)
465 {
466 if (RegisteredPoststepActions.ContainsKey(identifier))
467 {
468 PhysicsScene.AfterStep -= RegisteredPoststepActions[identifier];
469 RegisteredPoststepActions.Remove(identifier);
470 removed = true;
471 }
472 }
473 DetailLog("{0},BSPhysObject.UnRegisterPostStepAction,id={1},removed={2}", LocalID, identifier, removed);
474 }
441 475
476 protected void UnRegisterAllPostStepActions()
477 {
478 lock (RegisteredPoststepActions)
479 {
480 foreach (KeyValuePair<string, BSScene.PostStepAction> kvp in RegisteredPoststepActions)
481 {
482 PhysicsScene.AfterStep -= kvp.Value;
483 }
484 RegisteredPoststepActions.Clear();
485 }
486 DetailLog("{0},BSPhysObject.UnRegisterAllPostStepActions,", LocalID);
487 }
442 488
443 #endregion // Per Simulation Step actions 489 #endregion // Per Simulation Step actions
444 490
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 8b00a33..99903f5 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -527,9 +527,15 @@ public sealed class BSPrim : BSPhysObject
527 527
528 // If an active vehicle, register the vehicle code to be called before each step 528 // If an active vehicle, register the vehicle code to be called before each step
529 if (_vehicle.Type == Vehicle.TYPE_NONE) 529 if (_vehicle.Type == Vehicle.TYPE_NONE)
530 {
530 UnRegisterPreStepAction("BSPrim.Vehicle", LocalID); 531 UnRegisterPreStepAction("BSPrim.Vehicle", LocalID);
532 PhysicsScene.AfterStep -= _vehicle.PostStep;
533 }
531 else 534 else
535 {
532 RegisterPreStepAction("BSPrim.Vehicle", LocalID, _vehicle.Step); 536 RegisterPreStepAction("BSPrim.Vehicle", LocalID, _vehicle.Step);
537 PhysicsScene.AfterStep += _vehicle.PostStep;
538 }
533 }); 539 });
534 } 540 }
535 } 541 }