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Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 946 |
1 files changed, 0 insertions, 946 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs deleted file mode 100644 index 7017194..0000000 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ /dev/null | |||
@@ -1,946 +0,0 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using System.Reflection; | ||
30 | using System.Runtime.InteropServices; | ||
31 | using System.Text; | ||
32 | using System.Threading; | ||
33 | using OpenSim.Framework; | ||
34 | using OpenSim.Region.Framework; | ||
35 | using OpenSim.Region.CoreModules; | ||
36 | using Logging = OpenSim.Region.CoreModules.Framework.Statistics.Logging; | ||
37 | using OpenSim.Region.Physics.Manager; | ||
38 | using Nini.Config; | ||
39 | using log4net; | ||
40 | using OpenMetaverse; | ||
41 | |||
42 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
43 | { | ||
44 | public sealed class BSScene : PhysicsScene, IPhysicsParameters | ||
45 | { | ||
46 | internal static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); | ||
47 | internal static readonly string LogHeader = "[BULLETS SCENE]"; | ||
48 | |||
49 | // The name of the region we're working for. | ||
50 | public string RegionName { get; private set; } | ||
51 | |||
52 | public string BulletSimVersion = "?"; | ||
53 | |||
54 | // The handle to the underlying managed or unmanaged version of Bullet being used. | ||
55 | public string BulletEngineName { get; private set; } | ||
56 | public BSAPITemplate PE; | ||
57 | |||
58 | public Dictionary<uint, BSPhysObject> PhysObjects; | ||
59 | public BSShapeCollection Shapes; | ||
60 | |||
61 | // Keeping track of the objects with collisions so we can report begin and end of a collision | ||
62 | public HashSet<BSPhysObject> ObjectsWithCollisions = new HashSet<BSPhysObject>(); | ||
63 | public HashSet<BSPhysObject> ObjectsWithNoMoreCollisions = new HashSet<BSPhysObject>(); | ||
64 | // Keep track of all the avatars so we can send them a collision event | ||
65 | // every tick so OpenSim will update its animation. | ||
66 | private HashSet<BSPhysObject> m_avatars = new HashSet<BSPhysObject>(); | ||
67 | |||
68 | // let my minuions use my logger | ||
69 | public ILog Logger { get { return m_log; } } | ||
70 | |||
71 | public IMesher mesher; | ||
72 | public uint WorldID { get; private set; } | ||
73 | public BulletWorld World { get; private set; } | ||
74 | |||
75 | // All the constraints that have been allocated in this instance. | ||
76 | public BSConstraintCollection Constraints { get; private set; } | ||
77 | |||
78 | // Simulation parameters | ||
79 | internal int m_maxSubSteps; | ||
80 | internal float m_fixedTimeStep; | ||
81 | internal long m_simulationStep = 0; | ||
82 | internal float NominalFrameRate { get; set; } | ||
83 | public long SimulationStep { get { return m_simulationStep; } } | ||
84 | internal int m_taintsToProcessPerStep; | ||
85 | internal float LastTimeStep { get; private set; } | ||
86 | |||
87 | // Physical objects can register for prestep or poststep events | ||
88 | public delegate void PreStepAction(float timeStep); | ||
89 | public delegate void PostStepAction(float timeStep); | ||
90 | public event PreStepAction BeforeStep; | ||
91 | public event PreStepAction AfterStep; | ||
92 | |||
93 | // 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 | ||
95 | public int SimulationNowTime { get; private set; } | ||
96 | |||
97 | // True if initialized and ready to do simulation steps | ||
98 | private bool m_initialized = false; | ||
99 | |||
100 | // Flag which is true when processing taints. | ||
101 | // Not guaranteed to be correct all the time (don't depend on this) but good for debugging. | ||
102 | public bool InTaintTime { get; private set; } | ||
103 | |||
104 | // Pinned memory used to pass step information between managed and unmanaged | ||
105 | internal int m_maxCollisionsPerFrame; | ||
106 | internal CollisionDesc[] m_collisionArray; | ||
107 | |||
108 | internal int m_maxUpdatesPerFrame; | ||
109 | internal EntityProperties[] m_updateArray; | ||
110 | |||
111 | public const uint TERRAIN_ID = 0; // OpenSim senses terrain with a localID of zero | ||
112 | public const uint GROUNDPLANE_ID = 1; | ||
113 | public const uint CHILDTERRAIN_ID = 2; // Terrain allocated based on our mega-prim childre start here | ||
114 | |||
115 | public float SimpleWaterLevel { get; set; } | ||
116 | public BSTerrainManager TerrainManager { get; private set; } | ||
117 | |||
118 | public ConfigurationParameters Params | ||
119 | { | ||
120 | get { return UnmanagedParams[0]; } | ||
121 | } | ||
122 | public Vector3 DefaultGravity | ||
123 | { | ||
124 | get { return new Vector3(0f, 0f, Params.gravity); } | ||
125 | } | ||
126 | // Just the Z value of the gravity | ||
127 | public float DefaultGravityZ | ||
128 | { | ||
129 | get { return Params.gravity; } | ||
130 | } | ||
131 | |||
132 | // When functions in the unmanaged code must be called, it is only | ||
133 | // done at a known time just before the simulation step. The taint | ||
134 | // system saves all these function calls and executes them in | ||
135 | // order before the simulation. | ||
136 | public delegate void TaintCallback(); | ||
137 | private struct TaintCallbackEntry | ||
138 | { | ||
139 | public String ident; | ||
140 | public TaintCallback callback; | ||
141 | public TaintCallbackEntry(string i, TaintCallback c) | ||
142 | { | ||
143 | ident = i; | ||
144 | callback = c; | ||
145 | } | ||
146 | } | ||
147 | private Object _taintLock = new Object(); // lock for using the next object | ||
148 | private List<TaintCallbackEntry> _taintOperations; | ||
149 | private Dictionary<string, TaintCallbackEntry> _postTaintOperations; | ||
150 | private List<TaintCallbackEntry> _postStepOperations; | ||
151 | |||
152 | // A pointer to an instance if this structure is passed to the C++ code | ||
153 | // Used to pass basic configuration values to the unmanaged code. | ||
154 | internal ConfigurationParameters[] UnmanagedParams; | ||
155 | |||
156 | // Sometimes you just have to log everything. | ||
157 | public Logging.LogWriter PhysicsLogging; | ||
158 | private bool m_physicsLoggingEnabled; | ||
159 | private string m_physicsLoggingDir; | ||
160 | private string m_physicsLoggingPrefix; | ||
161 | private int m_physicsLoggingFileMinutes; | ||
162 | private bool m_physicsLoggingDoFlush; | ||
163 | private bool m_physicsPhysicalDumpEnabled; | ||
164 | public float PhysicsMetricDumpFrames { get; set; } | ||
165 | // 'true' of the vehicle code is to log lots of details | ||
166 | public bool VehicleLoggingEnabled { get; private set; } | ||
167 | public bool VehiclePhysicalLoggingEnabled { get; private set; } | ||
168 | |||
169 | #region Construction and Initialization | ||
170 | public BSScene(string identifier) | ||
171 | { | ||
172 | m_initialized = false; | ||
173 | // we are passed the name of the region we're working for. | ||
174 | RegionName = identifier; | ||
175 | } | ||
176 | |||
177 | public override void Initialise(IMesher meshmerizer, IConfigSource config) | ||
178 | { | ||
179 | mesher = meshmerizer; | ||
180 | _taintOperations = new List<TaintCallbackEntry>(); | ||
181 | _postTaintOperations = new Dictionary<string, TaintCallbackEntry>(); | ||
182 | _postStepOperations = new List<TaintCallbackEntry>(); | ||
183 | PhysObjects = new Dictionary<uint, BSPhysObject>(); | ||
184 | Shapes = new BSShapeCollection(this); | ||
185 | |||
186 | // Allocate pinned memory to pass parameters. | ||
187 | UnmanagedParams = new ConfigurationParameters[1]; | ||
188 | |||
189 | // Set default values for physics parameters plus any overrides from the ini file | ||
190 | GetInitialParameterValues(config); | ||
191 | |||
192 | // Get the connection to the physics engine (could be native or one of many DLLs) | ||
193 | PE = SelectUnderlyingBulletEngine(BulletEngineName); | ||
194 | |||
195 | // Enable very detailed logging. | ||
196 | // By creating an empty logger when not logging, the log message invocation code | ||
197 | // can be left in and every call doesn't have to check for null. | ||
198 | if (m_physicsLoggingEnabled) | ||
199 | { | ||
200 | PhysicsLogging = new Logging.LogWriter(m_physicsLoggingDir, m_physicsLoggingPrefix, m_physicsLoggingFileMinutes); | ||
201 | PhysicsLogging.ErrorLogger = m_log; // for DEBUG. Let's the logger output error messages. | ||
202 | } | ||
203 | else | ||
204 | { | ||
205 | PhysicsLogging = new Logging.LogWriter(); | ||
206 | } | ||
207 | |||
208 | // Allocate memory for returning of the updates and collisions from the physics engine | ||
209 | m_collisionArray = new CollisionDesc[m_maxCollisionsPerFrame]; | ||
210 | m_updateArray = new EntityProperties[m_maxUpdatesPerFrame]; | ||
211 | |||
212 | // The bounding box for the simulated world. The origin is 0,0,0 unless we're | ||
213 | // a child in a mega-region. | ||
214 | // Bullet actually doesn't care about the extents of the simulated | ||
215 | // area. It tracks active objects no matter where they are. | ||
216 | Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight); | ||
217 | |||
218 | World = PE.Initialize(worldExtent, Params, m_maxCollisionsPerFrame, ref m_collisionArray, m_maxUpdatesPerFrame, ref m_updateArray); | ||
219 | |||
220 | Constraints = new BSConstraintCollection(World); | ||
221 | |||
222 | TerrainManager = new BSTerrainManager(this); | ||
223 | TerrainManager.CreateInitialGroundPlaneAndTerrain(); | ||
224 | |||
225 | m_log.WarnFormat("{0} Linksets implemented with {1}", LogHeader, (BSLinkset.LinksetImplementation)BSParam.LinksetImplementation); | ||
226 | |||
227 | InTaintTime = false; | ||
228 | m_initialized = true; | ||
229 | } | ||
230 | |||
231 | // All default parameter values are set here. There should be no values set in the | ||
232 | // variable definitions. | ||
233 | private void GetInitialParameterValues(IConfigSource config) | ||
234 | { | ||
235 | ConfigurationParameters parms = new ConfigurationParameters(); | ||
236 | UnmanagedParams[0] = parms; | ||
237 | |||
238 | BSParam.SetParameterDefaultValues(this); | ||
239 | |||
240 | if (config != null) | ||
241 | { | ||
242 | // If there are specifications in the ini file, use those values | ||
243 | IConfig pConfig = config.Configs["BulletSim"]; | ||
244 | if (pConfig != null) | ||
245 | { | ||
246 | BSParam.SetParameterConfigurationValues(this, pConfig); | ||
247 | |||
248 | // There are two Bullet implementations to choose from | ||
249 | BulletEngineName = pConfig.GetString("BulletEngine", "BulletUnmanaged"); | ||
250 | |||
251 | // Very detailed logging for physics debugging | ||
252 | // TODO: the boolean values can be moved to the normal parameter processing. | ||
253 | m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false); | ||
254 | m_physicsLoggingDir = pConfig.GetString("PhysicsLoggingDir", "."); | ||
255 | m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-%REGIONNAME%-"); | ||
256 | m_physicsLoggingFileMinutes = pConfig.GetInt("PhysicsLoggingFileMinutes", 5); | ||
257 | m_physicsLoggingDoFlush = pConfig.GetBoolean("PhysicsLoggingDoFlush", false); | ||
258 | m_physicsPhysicalDumpEnabled = pConfig.GetBoolean("PhysicsPhysicalDumpEnabled", false); | ||
259 | // Very detailed logging for vehicle debugging | ||
260 | VehicleLoggingEnabled = pConfig.GetBoolean("VehicleLoggingEnabled", false); | ||
261 | VehiclePhysicalLoggingEnabled = pConfig.GetBoolean("VehiclePhysicalLoggingEnabled", false); | ||
262 | |||
263 | // Do any replacements in the parameters | ||
264 | m_physicsLoggingPrefix = m_physicsLoggingPrefix.Replace("%REGIONNAME%", RegionName); | ||
265 | } | ||
266 | |||
267 | // The material characteristics. | ||
268 | BSMaterials.InitializeFromDefaults(Params); | ||
269 | if (pConfig != null) | ||
270 | { | ||
271 | // Let the user add new and interesting material property values. | ||
272 | BSMaterials.InitializefromParameters(pConfig); | ||
273 | } | ||
274 | } | ||
275 | } | ||
276 | |||
277 | // A helper function that handles a true/false parameter and returns the proper float number encoding | ||
278 | float ParamBoolean(IConfig config, string parmName, float deflt) | ||
279 | { | ||
280 | float ret = deflt; | ||
281 | if (config.Contains(parmName)) | ||
282 | { | ||
283 | ret = ConfigurationParameters.numericFalse; | ||
284 | if (config.GetBoolean(parmName, false)) | ||
285 | { | ||
286 | ret = ConfigurationParameters.numericTrue; | ||
287 | } | ||
288 | } | ||
289 | return ret; | ||
290 | } | ||
291 | |||
292 | // Select the connection to the actual Bullet implementation. | ||
293 | // The main engine selection is the engineName up to the first hypen. | ||
294 | // So "Bullet-2.80-OpenCL-Intel" specifies the 'bullet' class here and the whole name | ||
295 | // is passed to the engine to do its special selection, etc. | ||
296 | private BSAPITemplate SelectUnderlyingBulletEngine(string engineName) | ||
297 | { | ||
298 | // For the moment, do a simple switch statement. | ||
299 | // Someday do fancyness with looking up the interfaces in the assembly. | ||
300 | BSAPITemplate ret = null; | ||
301 | |||
302 | string selectionName = engineName.ToLower(); | ||
303 | int hyphenIndex = engineName.IndexOf("-"); | ||
304 | if (hyphenIndex > 0) | ||
305 | selectionName = engineName.ToLower().Substring(0, hyphenIndex - 1); | ||
306 | |||
307 | switch (selectionName) | ||
308 | { | ||
309 | case "bulletunmanaged": | ||
310 | ret = new BSAPIUnman(engineName, this); | ||
311 | break; | ||
312 | case "bulletxna": | ||
313 | ret = new BSAPIXNA(engineName, this); | ||
314 | break; | ||
315 | } | ||
316 | |||
317 | if (ret == null) | ||
318 | { | ||
319 | m_log.ErrorFormat("{0) COULD NOT SELECT BULLET ENGINE: '[BulletSim]PhysicsEngine' must be either 'BulletUnmanaged-*' or 'BulletXNA-*'", LogHeader); | ||
320 | } | ||
321 | else | ||
322 | { | ||
323 | m_log.WarnFormat("{0} Selected bullet engine {1} -> {2}/{3}", LogHeader, engineName, ret.BulletEngineName, ret.BulletEngineVersion); | ||
324 | } | ||
325 | |||
326 | return ret; | ||
327 | } | ||
328 | |||
329 | public override void Dispose() | ||
330 | { | ||
331 | // m_log.DebugFormat("{0}: Dispose()", LogHeader); | ||
332 | |||
333 | // make sure no stepping happens while we're deleting stuff | ||
334 | m_initialized = false; | ||
335 | |||
336 | foreach (KeyValuePair<uint, BSPhysObject> kvp in PhysObjects) | ||
337 | { | ||
338 | kvp.Value.Destroy(); | ||
339 | } | ||
340 | PhysObjects.Clear(); | ||
341 | |||
342 | // Now that the prims are all cleaned up, there should be no constraints left | ||
343 | if (Constraints != null) | ||
344 | { | ||
345 | Constraints.Dispose(); | ||
346 | Constraints = null; | ||
347 | } | ||
348 | |||
349 | if (Shapes != null) | ||
350 | { | ||
351 | Shapes.Dispose(); | ||
352 | Shapes = null; | ||
353 | } | ||
354 | |||
355 | if (TerrainManager != null) | ||
356 | { | ||
357 | TerrainManager.ReleaseGroundPlaneAndTerrain(); | ||
358 | TerrainManager.Dispose(); | ||
359 | TerrainManager = null; | ||
360 | } | ||
361 | |||
362 | // Anything left in the unmanaged code should be cleaned out | ||
363 | PE.Shutdown(World); | ||
364 | |||
365 | // Not logging any more | ||
366 | PhysicsLogging.Close(); | ||
367 | } | ||
368 | #endregion // Construction and Initialization | ||
369 | |||
370 | #region Prim and Avatar addition and removal | ||
371 | |||
372 | public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) | ||
373 | { | ||
374 | m_log.ErrorFormat("{0}: CALL TO AddAvatar in BSScene. NOT IMPLEMENTED", LogHeader); | ||
375 | return null; | ||
376 | } | ||
377 | |||
378 | public override PhysicsActor AddAvatar(uint localID, string avName, Vector3 position, Vector3 size, bool isFlying) | ||
379 | { | ||
380 | // m_log.DebugFormat("{0}: AddAvatar: {1}", LogHeader, avName); | ||
381 | |||
382 | if (!m_initialized) return null; | ||
383 | |||
384 | BSCharacter actor = new BSCharacter(localID, avName, this, position, size, isFlying); | ||
385 | lock (PhysObjects) PhysObjects.Add(localID, actor); | ||
386 | |||
387 | // TODO: Remove kludge someday. | ||
388 | // We must generate a collision for avatars whether they collide or not. | ||
389 | // This is required by OpenSim to update avatar animations, etc. | ||
390 | lock (m_avatars) m_avatars.Add(actor); | ||
391 | |||
392 | return actor; | ||
393 | } | ||
394 | |||
395 | public override void RemoveAvatar(PhysicsActor actor) | ||
396 | { | ||
397 | // m_log.DebugFormat("{0}: RemoveAvatar", LogHeader); | ||
398 | |||
399 | if (!m_initialized) return; | ||
400 | |||
401 | BSCharacter bsactor = actor as BSCharacter; | ||
402 | if (bsactor != null) | ||
403 | { | ||
404 | try | ||
405 | { | ||
406 | lock (PhysObjects) PhysObjects.Remove(actor.LocalID); | ||
407 | // Remove kludge someday | ||
408 | lock (m_avatars) m_avatars.Remove(bsactor); | ||
409 | } | ||
410 | catch (Exception e) | ||
411 | { | ||
412 | m_log.WarnFormat("{0}: Attempt to remove avatar that is not in physics scene: {1}", LogHeader, e); | ||
413 | } | ||
414 | bsactor.Destroy(); | ||
415 | // bsactor.dispose(); | ||
416 | } | ||
417 | } | ||
418 | |||
419 | public override void RemovePrim(PhysicsActor prim) | ||
420 | { | ||
421 | if (!m_initialized) return; | ||
422 | |||
423 | BSPrim bsprim = prim as BSPrim; | ||
424 | if (bsprim != null) | ||
425 | { | ||
426 | DetailLog("{0},RemovePrim,call", bsprim.LocalID); | ||
427 | // m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID); | ||
428 | try | ||
429 | { | ||
430 | lock (PhysObjects) PhysObjects.Remove(bsprim.LocalID); | ||
431 | } | ||
432 | catch (Exception e) | ||
433 | { | ||
434 | m_log.ErrorFormat("{0}: Attempt to remove prim that is not in physics scene: {1}", LogHeader, e); | ||
435 | } | ||
436 | bsprim.Destroy(); | ||
437 | // bsprim.dispose(); | ||
438 | } | ||
439 | else | ||
440 | { | ||
441 | m_log.ErrorFormat("{0}: Attempt to remove prim that is not a BSPrim type.", LogHeader); | ||
442 | } | ||
443 | } | ||
444 | |||
445 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, | ||
446 | Vector3 size, Quaternion rotation, bool isPhysical, uint localID) | ||
447 | { | ||
448 | // m_log.DebugFormat("{0}: AddPrimShape2: {1}", LogHeader, primName); | ||
449 | |||
450 | if (!m_initialized) return null; | ||
451 | |||
452 | DetailLog("{0},AddPrimShape,call", localID); | ||
453 | |||
454 | BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical); | ||
455 | lock (PhysObjects) PhysObjects.Add(localID, prim); | ||
456 | return prim; | ||
457 | } | ||
458 | |||
459 | // This is a call from the simulator saying that some physical property has been updated. | ||
460 | // The BulletSim driver senses the changing of relevant properties so this taint | ||
461 | // information call is not needed. | ||
462 | public override void AddPhysicsActorTaint(PhysicsActor prim) { } | ||
463 | |||
464 | #endregion // Prim and Avatar addition and removal | ||
465 | |||
466 | #region Simulation | ||
467 | // Simulate one timestep | ||
468 | public override float Simulate(float timeStep) | ||
469 | { | ||
470 | // prevent simulation until we've been initialized | ||
471 | if (!m_initialized) return 5.0f; | ||
472 | |||
473 | LastTimeStep = timeStep; | ||
474 | |||
475 | int updatedEntityCount = 0; | ||
476 | int collidersCount = 0; | ||
477 | |||
478 | int beforeTime = 0; | ||
479 | int simTime = 0; | ||
480 | |||
481 | // update the prim states while we know the physics engine is not busy | ||
482 | int numTaints = _taintOperations.Count; | ||
483 | |||
484 | InTaintTime = true; // Only used for debugging so locking is not necessary. | ||
485 | |||
486 | ProcessTaints(); | ||
487 | |||
488 | // Some of the physical objects requre individual, pre-step calls | ||
489 | TriggerPreStepEvent(timeStep); | ||
490 | |||
491 | // the prestep actions might have added taints | ||
492 | numTaints += _taintOperations.Count; | ||
493 | ProcessTaints(); | ||
494 | |||
495 | InTaintTime = false; // Only used for debugging so locking is not necessary. | ||
496 | |||
497 | // The following causes the unmanaged code to output ALL the values found in ALL the objects in the world. | ||
498 | // Only enable this in a limited test world with few objects. | ||
499 | if (m_physicsPhysicalDumpEnabled) | ||
500 | PE.DumpAllInfo(World); | ||
501 | |||
502 | // step the physical world one interval | ||
503 | m_simulationStep++; | ||
504 | int numSubSteps = 0; | ||
505 | try | ||
506 | { | ||
507 | if (PhysicsLogging.Enabled) | ||
508 | beforeTime = Util.EnvironmentTickCount(); | ||
509 | |||
510 | numSubSteps = PE.PhysicsStep(World, timeStep, m_maxSubSteps, m_fixedTimeStep, out updatedEntityCount, out collidersCount); | ||
511 | |||
512 | if (PhysicsLogging.Enabled) | ||
513 | { | ||
514 | simTime = Util.EnvironmentTickCountSubtract(beforeTime); | ||
515 | DetailLog("{0},Simulate,call, frame={1}, nTaints={2}, simTime={3}, substeps={4}, updates={5}, colliders={6}, objWColl={7}", | ||
516 | DetailLogZero, m_simulationStep, numTaints, simTime, numSubSteps, | ||
517 | updatedEntityCount, collidersCount, ObjectsWithCollisions.Count); | ||
518 | } | ||
519 | } | ||
520 | catch (Exception e) | ||
521 | { | ||
522 | m_log.WarnFormat("{0},PhysicsStep Exception: nTaints={1}, substeps={2}, updates={3}, colliders={4}, e={5}", | ||
523 | LogHeader, numTaints, numSubSteps, updatedEntityCount, collidersCount, e); | ||
524 | DetailLog("{0},PhysicsStepException,call, nTaints={1}, substeps={2}, updates={3}, colliders={4}", | ||
525 | DetailLogZero, numTaints, numSubSteps, updatedEntityCount, collidersCount); | ||
526 | updatedEntityCount = 0; | ||
527 | collidersCount = 0; | ||
528 | } | ||
529 | |||
530 | if ((m_simulationStep % PhysicsMetricDumpFrames) == 0) | ||
531 | PE.DumpPhysicsStatistics(World); | ||
532 | |||
533 | // Get a value for 'now' so all the collision and update routines don't have to get their own. | ||
534 | SimulationNowTime = Util.EnvironmentTickCount(); | ||
535 | |||
536 | // If there were collisions, process them by sending the event to the prim. | ||
537 | // Collisions must be processed before updates. | ||
538 | if (collidersCount > 0) | ||
539 | { | ||
540 | for (int ii = 0; ii < collidersCount; ii++) | ||
541 | { | ||
542 | uint cA = m_collisionArray[ii].aID; | ||
543 | uint cB = m_collisionArray[ii].bID; | ||
544 | Vector3 point = m_collisionArray[ii].point; | ||
545 | Vector3 normal = m_collisionArray[ii].normal; | ||
546 | SendCollision(cA, cB, point, normal, 0.01f); | ||
547 | SendCollision(cB, cA, point, -normal, 0.01f); | ||
548 | } | ||
549 | } | ||
550 | |||
551 | // The above SendCollision's batch up the collisions on the objects. | ||
552 | // Now push the collisions into the simulator. | ||
553 | if (ObjectsWithCollisions.Count > 0) | ||
554 | { | ||
555 | foreach (BSPhysObject bsp in ObjectsWithCollisions) | ||
556 | if (!bsp.SendCollisions()) | ||
557 | { | ||
558 | // If the object is done colliding, see that it's removed from the colliding list | ||
559 | ObjectsWithNoMoreCollisions.Add(bsp); | ||
560 | } | ||
561 | } | ||
562 | |||
563 | // This is a kludge to get avatar movement updates. | ||
564 | // The simulator expects collisions for avatars even if there are have been no collisions. | ||
565 | // The event updates avatar animations and stuff. | ||
566 | // If you fix avatar animation updates, remove this overhead and let normal collision processing happen. | ||
567 | foreach (BSPhysObject bsp in m_avatars) | ||
568 | if (!ObjectsWithCollisions.Contains(bsp)) // don't call avatars twice | ||
569 | bsp.SendCollisions(); | ||
570 | |||
571 | // Objects that are done colliding are removed from the ObjectsWithCollisions list. | ||
572 | // Not done above because it is inside an iteration of ObjectWithCollisions. | ||
573 | // This complex collision processing is required to create an empty collision | ||
574 | // event call after all real collisions have happened on an object. This enables | ||
575 | // the simulator to generate the 'collision end' event. | ||
576 | if (ObjectsWithNoMoreCollisions.Count > 0) | ||
577 | { | ||
578 | foreach (BSPhysObject po in ObjectsWithNoMoreCollisions) | ||
579 | ObjectsWithCollisions.Remove(po); | ||
580 | ObjectsWithNoMoreCollisions.Clear(); | ||
581 | } | ||
582 | // Done with collisions. | ||
583 | |||
584 | // If any of the objects had updated properties, tell the object it has been changed by the physics engine | ||
585 | if (updatedEntityCount > 0) | ||
586 | { | ||
587 | for (int ii = 0; ii < updatedEntityCount; ii++) | ||
588 | { | ||
589 | EntityProperties entprop = m_updateArray[ii]; | ||
590 | BSPhysObject pobj; | ||
591 | if (PhysObjects.TryGetValue(entprop.ID, out pobj)) | ||
592 | { | ||
593 | pobj.UpdateProperties(entprop); | ||
594 | } | ||
595 | } | ||
596 | } | ||
597 | |||
598 | TriggerPostStepEvent(timeStep); | ||
599 | |||
600 | // The following causes the unmanaged code to output ALL the values found in ALL the objects in the world. | ||
601 | // Only enable this in a limited test world with few objects. | ||
602 | if (m_physicsPhysicalDumpEnabled) | ||
603 | PE.DumpAllInfo(World); | ||
604 | |||
605 | // The physics engine returns the number of milliseconds it simulated this call. | ||
606 | // These are summed and normalized to one second and divided by 1000 to give the reported physics FPS. | ||
607 | // Multiply by a fixed nominal frame rate to give a rate similar to the simulator (usually 55). | ||
608 | return (float)numSubSteps * m_fixedTimeStep * 1000f * NominalFrameRate; | ||
609 | } | ||
610 | |||
611 | // Something has collided | ||
612 | private void SendCollision(uint localID, uint collidingWith, Vector3 collidePoint, Vector3 collideNormal, float penetration) | ||
613 | { | ||
614 | if (localID <= TerrainManager.HighestTerrainID) | ||
615 | { | ||
616 | return; // don't send collisions to the terrain | ||
617 | } | ||
618 | |||
619 | BSPhysObject collider; | ||
620 | if (!PhysObjects.TryGetValue(localID, out collider)) | ||
621 | { | ||
622 | // If the object that is colliding cannot be found, just ignore the collision. | ||
623 | DetailLog("{0},BSScene.SendCollision,colliderNotInObjectList,id={1},with={2}", DetailLogZero, localID, collidingWith); | ||
624 | return; | ||
625 | } | ||
626 | |||
627 | // The terrain is not in the physical object list so 'collidee' can be null when Collide() is called. | ||
628 | BSPhysObject collidee = null; | ||
629 | PhysObjects.TryGetValue(collidingWith, out collidee); | ||
630 | |||
631 | // DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith); | ||
632 | |||
633 | if (collider.Collide(collidingWith, collidee, collidePoint, collideNormal, penetration)) | ||
634 | { | ||
635 | // If a collision was posted, remember to send it to the simulator | ||
636 | ObjectsWithCollisions.Add(collider); | ||
637 | } | ||
638 | |||
639 | return; | ||
640 | } | ||
641 | |||
642 | #endregion // Simulation | ||
643 | |||
644 | public override void GetResults() { } | ||
645 | |||
646 | #region Terrain | ||
647 | |||
648 | public override void SetTerrain(float[] heightMap) { | ||
649 | TerrainManager.SetTerrain(heightMap); | ||
650 | } | ||
651 | |||
652 | public override void SetWaterLevel(float baseheight) | ||
653 | { | ||
654 | SimpleWaterLevel = baseheight; | ||
655 | } | ||
656 | |||
657 | public override void DeleteTerrain() | ||
658 | { | ||
659 | // m_log.DebugFormat("{0}: DeleteTerrain()", LogHeader); | ||
660 | } | ||
661 | |||
662 | // Although no one seems to check this, I do support combining. | ||
663 | public override bool SupportsCombining() | ||
664 | { | ||
665 | return TerrainManager.SupportsCombining(); | ||
666 | } | ||
667 | // This call says I am a child to region zero in a mega-region. 'pScene' is that | ||
668 | // of region zero, 'offset' is my offset from regions zero's origin, and | ||
669 | // 'extents' is the largest XY that is handled in my region. | ||
670 | public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) | ||
671 | { | ||
672 | TerrainManager.Combine(pScene, offset, extents); | ||
673 | } | ||
674 | |||
675 | // Unhook all the combining that I know about. | ||
676 | public override void UnCombine(PhysicsScene pScene) | ||
677 | { | ||
678 | TerrainManager.UnCombine(pScene); | ||
679 | } | ||
680 | |||
681 | #endregion // Terrain | ||
682 | |||
683 | public override Dictionary<uint, float> GetTopColliders() | ||
684 | { | ||
685 | return new Dictionary<uint, float>(); | ||
686 | } | ||
687 | |||
688 | public override bool IsThreaded { get { return false; } } | ||
689 | |||
690 | #region Taints | ||
691 | // The simulation execution order is: | ||
692 | // Simulate() | ||
693 | // DoOneTimeTaints | ||
694 | // TriggerPreStepEvent | ||
695 | // DoOneTimeTaints | ||
696 | // Step() | ||
697 | // ProcessAndForwardCollisions | ||
698 | // ProcessAndForwardPropertyUpdates | ||
699 | // TriggerPostStepEvent | ||
700 | |||
701 | // Calls to the PhysicsActors can't directly call into the physics engine | ||
702 | // because it might be busy. We delay changes to a known time. | ||
703 | // We rely on C#'s closure to save and restore the context for the delegate. | ||
704 | public void TaintedObject(String ident, TaintCallback callback) | ||
705 | { | ||
706 | if (!m_initialized) return; | ||
707 | |||
708 | lock (_taintLock) | ||
709 | { | ||
710 | _taintOperations.Add(new TaintCallbackEntry(ident, callback)); | ||
711 | } | ||
712 | |||
713 | return; | ||
714 | } | ||
715 | |||
716 | // Sometimes a potentially tainted operation can be used in and out of taint time. | ||
717 | // This routine executes the command immediately if in taint-time otherwise it is queued. | ||
718 | public void TaintedObject(bool inTaintTime, string ident, TaintCallback callback) | ||
719 | { | ||
720 | if (inTaintTime) | ||
721 | callback(); | ||
722 | else | ||
723 | TaintedObject(ident, callback); | ||
724 | } | ||
725 | |||
726 | private void TriggerPreStepEvent(float timeStep) | ||
727 | { | ||
728 | PreStepAction actions = BeforeStep; | ||
729 | if (actions != null) | ||
730 | actions(timeStep); | ||
731 | |||
732 | } | ||
733 | |||
734 | private void TriggerPostStepEvent(float timeStep) | ||
735 | { | ||
736 | PreStepAction actions = AfterStep; | ||
737 | if (actions != null) | ||
738 | actions(timeStep); | ||
739 | |||
740 | } | ||
741 | |||
742 | // When someone tries to change a property on a BSPrim or BSCharacter, the object queues | ||
743 | // a callback into itself to do the actual property change. That callback is called | ||
744 | // here just before the physics engine is called to step the simulation. | ||
745 | public void ProcessTaints() | ||
746 | { | ||
747 | ProcessRegularTaints(); | ||
748 | ProcessPostTaintTaints(); | ||
749 | } | ||
750 | |||
751 | private void ProcessRegularTaints() | ||
752 | { | ||
753 | if (_taintOperations.Count > 0) // save allocating new list if there is nothing to process | ||
754 | { | ||
755 | // swizzle a new list into the list location so we can process what's there | ||
756 | List<TaintCallbackEntry> oldList; | ||
757 | lock (_taintLock) | ||
758 | { | ||
759 | oldList = _taintOperations; | ||
760 | _taintOperations = new List<TaintCallbackEntry>(); | ||
761 | } | ||
762 | |||
763 | foreach (TaintCallbackEntry tcbe in oldList) | ||
764 | { | ||
765 | try | ||
766 | { | ||
767 | DetailLog("{0},BSScene.ProcessTaints,doTaint,id={1}", DetailLogZero, tcbe.ident); // DEBUG DEBUG DEBUG | ||
768 | tcbe.callback(); | ||
769 | } | ||
770 | catch (Exception e) | ||
771 | { | ||
772 | m_log.ErrorFormat("{0}: ProcessTaints: {1}: Exception: {2}", LogHeader, tcbe.ident, e); | ||
773 | } | ||
774 | } | ||
775 | oldList.Clear(); | ||
776 | } | ||
777 | } | ||
778 | |||
779 | // Schedule an update to happen after all the regular taints are processed. | ||
780 | // Note that new requests for the same operation ("ident") for the same object ("ID") | ||
781 | // will replace any previous operation by the same object. | ||
782 | public void PostTaintObject(String ident, uint ID, TaintCallback callback) | ||
783 | { | ||
784 | string uniqueIdent = ident + "-" + ID.ToString(); | ||
785 | lock (_taintLock) | ||
786 | { | ||
787 | _postTaintOperations[uniqueIdent] = new TaintCallbackEntry(uniqueIdent, callback); | ||
788 | } | ||
789 | |||
790 | return; | ||
791 | } | ||
792 | |||
793 | // Taints that happen after the normal taint processing but before the simulation step. | ||
794 | private void ProcessPostTaintTaints() | ||
795 | { | ||
796 | if (_postTaintOperations.Count > 0) | ||
797 | { | ||
798 | Dictionary<string, TaintCallbackEntry> oldList; | ||
799 | lock (_taintLock) | ||
800 | { | ||
801 | oldList = _postTaintOperations; | ||
802 | _postTaintOperations = new Dictionary<string, TaintCallbackEntry>(); | ||
803 | } | ||
804 | |||
805 | foreach (KeyValuePair<string,TaintCallbackEntry> kvp in oldList) | ||
806 | { | ||
807 | try | ||
808 | { | ||
809 | DetailLog("{0},BSScene.ProcessPostTaintTaints,doTaint,id={1}", DetailLogZero, kvp.Key); // DEBUG DEBUG DEBUG | ||
810 | kvp.Value.callback(); | ||
811 | } | ||
812 | catch (Exception e) | ||
813 | { | ||
814 | m_log.ErrorFormat("{0}: ProcessPostTaintTaints: {1}: Exception: {2}", LogHeader, kvp.Key, e); | ||
815 | } | ||
816 | } | ||
817 | oldList.Clear(); | ||
818 | } | ||
819 | } | ||
820 | |||
821 | // Only used for debugging. Does not change state of anything so locking is not necessary. | ||
822 | public bool AssertInTaintTime(string whereFrom) | ||
823 | { | ||
824 | if (!InTaintTime) | ||
825 | { | ||
826 | DetailLog("{0},BSScene.AssertInTaintTime,NOT IN TAINT TIME,Region={1},Where={2}", DetailLogZero, RegionName, whereFrom); | ||
827 | m_log.ErrorFormat("{0} NOT IN TAINT TIME!! Region={1}, Where={2}", LogHeader, RegionName, whereFrom); | ||
828 | Util.PrintCallStack(DetailLog); | ||
829 | } | ||
830 | return InTaintTime; | ||
831 | } | ||
832 | |||
833 | #endregion // Taints | ||
834 | |||
835 | #region INI and command line parameter processing | ||
836 | |||
837 | #region IPhysicsParameters | ||
838 | // Get the list of parameters this physics engine supports | ||
839 | public PhysParameterEntry[] GetParameterList() | ||
840 | { | ||
841 | BSParam.BuildParameterTable(); | ||
842 | return BSParam.SettableParameters; | ||
843 | } | ||
844 | |||
845 | // Set parameter on a specific or all instances. | ||
846 | // Return 'false' if not able to set the parameter. | ||
847 | // Setting the value in the m_params block will change the value the physics engine | ||
848 | // will use the next time since it's pinned and shared memory. | ||
849 | // Some of the values require calling into the physics engine to get the new | ||
850 | // value activated ('terrainFriction' for instance). | ||
851 | public bool SetPhysicsParameter(string parm, float val, uint localID) | ||
852 | { | ||
853 | bool ret = false; | ||
854 | BSParam.ParameterDefn theParam; | ||
855 | if (BSParam.TryGetParameter(parm, out theParam)) | ||
856 | { | ||
857 | theParam.setter(this, parm, localID, val); | ||
858 | ret = true; | ||
859 | } | ||
860 | return ret; | ||
861 | } | ||
862 | |||
863 | // update all the localIDs specified | ||
864 | // If the local ID is APPLY_TO_NONE, just change the default value | ||
865 | // If the localID is APPLY_TO_ALL change the default value and apply the new value to all the lIDs | ||
866 | // If the localID is a specific object, apply the parameter change to only that object | ||
867 | internal delegate void AssignVal(float x); | ||
868 | internal void UpdateParameterObject(AssignVal setDefault, string parm, uint localID, float val) | ||
869 | { | ||
870 | List<uint> objectIDs = new List<uint>(); | ||
871 | switch (localID) | ||
872 | { | ||
873 | case PhysParameterEntry.APPLY_TO_NONE: | ||
874 | setDefault(val); // setting only the default value | ||
875 | // This will cause a call into the physical world if some operation is specified (SetOnObject). | ||
876 | objectIDs.Add(TERRAIN_ID); | ||
877 | TaintedUpdateParameter(parm, objectIDs, val); | ||
878 | break; | ||
879 | case PhysParameterEntry.APPLY_TO_ALL: | ||
880 | setDefault(val); // setting ALL also sets the default value | ||
881 | lock (PhysObjects) objectIDs = new List<uint>(PhysObjects.Keys); | ||
882 | TaintedUpdateParameter(parm, objectIDs, val); | ||
883 | break; | ||
884 | default: | ||
885 | // setting only one localID | ||
886 | objectIDs.Add(localID); | ||
887 | TaintedUpdateParameter(parm, objectIDs, val); | ||
888 | break; | ||
889 | } | ||
890 | } | ||
891 | |||
892 | // schedule the actual updating of the paramter to when the phys engine is not busy | ||
893 | private void TaintedUpdateParameter(string parm, List<uint> lIDs, float val) | ||
894 | { | ||
895 | float xval = val; | ||
896 | List<uint> xlIDs = lIDs; | ||
897 | string xparm = parm; | ||
898 | TaintedObject("BSScene.UpdateParameterSet", delegate() { | ||
899 | BSParam.ParameterDefn thisParam; | ||
900 | if (BSParam.TryGetParameter(xparm, out thisParam)) | ||
901 | { | ||
902 | if (thisParam.onObject != null) | ||
903 | { | ||
904 | foreach (uint lID in xlIDs) | ||
905 | { | ||
906 | BSPhysObject theObject = null; | ||
907 | PhysObjects.TryGetValue(lID, out theObject); | ||
908 | thisParam.onObject(this, theObject, xval); | ||
909 | } | ||
910 | } | ||
911 | } | ||
912 | }); | ||
913 | } | ||
914 | |||
915 | // Get parameter. | ||
916 | // Return 'false' if not able to get the parameter. | ||
917 | public bool GetPhysicsParameter(string parm, out float value) | ||
918 | { | ||
919 | float val = 0f; | ||
920 | bool ret = false; | ||
921 | BSParam.ParameterDefn theParam; | ||
922 | if (BSParam.TryGetParameter(parm, out theParam)) | ||
923 | { | ||
924 | val = theParam.getter(this); | ||
925 | ret = true; | ||
926 | } | ||
927 | value = val; | ||
928 | return ret; | ||
929 | } | ||
930 | |||
931 | #endregion IPhysicsParameters | ||
932 | |||
933 | #endregion Runtime settable parameters | ||
934 | |||
935 | // Invoke the detailed logger and output something if it's enabled. | ||
936 | public void DetailLog(string msg, params Object[] args) | ||
937 | { | ||
938 | PhysicsLogging.Write(msg, args); | ||
939 | // Add the Flush() if debugging crashes. Gets all the messages written out. | ||
940 | if (m_physicsLoggingDoFlush) PhysicsLogging.Flush(); | ||
941 | } | ||
942 | // Used to fill in the LocalID when there isn't one. It's the correct number of characters. | ||
943 | public const string DetailLogZero = "0000000000"; | ||
944 | |||
945 | } | ||
946 | } | ||