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-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSScene.cs23
1 files changed, 18 insertions, 5 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index 94a0ccf..417cb5f 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -52,6 +52,7 @@ using OpenSim.Region.Framework;
52// Should prim.link() and prim.delink() membership checking happen at taint time? 52// Should prim.link() and prim.delink() membership checking happen at taint time?
53// Mesh sharing. Use meshHash to tell if we already have a hull of that shape and only create once 53// Mesh sharing. Use meshHash to tell if we already have a hull of that shape and only create once
54// Do attachments need to be handled separately? Need collision events. Do not collide with VolumeDetect 54// Do attachments need to be handled separately? Need collision events. Do not collide with VolumeDetect
55// Use collision masks for collision with terrain and phantom objects
55// Implement the genCollisions feature in BulletSim::SetObjectProperties (don't pass up unneeded collisions) 56// Implement the genCollisions feature in BulletSim::SetObjectProperties (don't pass up unneeded collisions)
56// Implement LockAngularMotion 57// Implement LockAngularMotion
57// Decide if clearing forces is the right thing to do when setting position (BulletSim::SetObjectTranslation) 58// Decide if clearing forces is the right thing to do when setting position (BulletSim::SetObjectTranslation)
@@ -62,9 +63,6 @@ using OpenSim.Region.Framework;
62// Multiple contact points on collision? 63// Multiple contact points on collision?
63// See code in ode::near... calls to collision_accounting_events() 64// See code in ode::near... calls to collision_accounting_events()
64// (This might not be a problem. ODE collects all the collisions with one object in one tick.) 65// (This might not be a problem. ODE collects all the collisions with one object in one tick.)
65// Use collision masks for collision with terrain and phantom objects
66// Figure out how to not allocate a new Dictionary and List for every collision
67// in BSPrim.Collide() and BSCharacter.Collide(). Can the same ones be reused?
68// Raycast 66// Raycast
69// 67//
70namespace OpenSim.Region.Physics.BulletSPlugin 68namespace OpenSim.Region.Physics.BulletSPlugin
@@ -405,6 +403,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
405 // prevent simulation until we've been initialized 403 // prevent simulation until we've been initialized
406 if (!m_initialized) return 10.0f; 404 if (!m_initialized) return 10.0f;
407 405
406 long simulateStartTime = Util.EnvironmentTickCount();
407
408 // update the prim states while we know the physics engine is not busy 408 // update the prim states while we know the physics engine is not busy
409 ProcessTaints(); 409 ProcessTaints();
410 410
@@ -437,13 +437,18 @@ public class BSScene : PhysicsScene, IPhysicsParameters
437 } 437 }
438 } 438 }
439 439
440 // The SendCollision's batch up the collisions on the objects. Now push the collisions into the simulator. 440 // The above SendCollision's batch up the collisions on the objects.
441 // Now push the collisions into the simulator.
441 foreach (BSPrim bsp in m_primsWithCollisions) 442 foreach (BSPrim bsp in m_primsWithCollisions)
442 bsp.SendCollisions(); 443 bsp.SendCollisions();
443 m_primsWithCollisions.Clear(); 444 m_primsWithCollisions.Clear();
445
446 // This is a kludge to get avatar movement updated.
447 // Don't send collisions only if there were collisions -- send everytime.
448 // ODE sends collisions even if there are none and this is used to update
449 // avatar animations and stuff.
444 // foreach (BSCharacter bsc in m_avatarsWithCollisions) 450 // foreach (BSCharacter bsc in m_avatarsWithCollisions)
445 // bsc.SendCollisions(); 451 // bsc.SendCollisions();
446 // This is a kludge to get avatar movement updated. ODE sends collisions even if there isn't any
447 foreach (KeyValuePair<uint, BSCharacter> kvp in m_avatars) 452 foreach (KeyValuePair<uint, BSCharacter> kvp in m_avatars)
448 kvp.Value.SendCollisions(); 453 kvp.Value.SendCollisions();
449 m_avatarsWithCollisions.Clear(); 454 m_avatarsWithCollisions.Clear();
@@ -465,10 +470,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters
465 if (m_avatars.TryGetValue(entprop.ID, out actor)) 470 if (m_avatars.TryGetValue(entprop.ID, out actor))
466 { 471 {
467 actor.UpdateProperties(entprop); 472 actor.UpdateProperties(entprop);
473 continue;
468 } 474 }
469 } 475 }
470 } 476 }
471 477
478 // If enabled, call into the physics engine to dump statistics
472 if (m_detailedStatsStep > 0) 479 if (m_detailedStatsStep > 0)
473 { 480 {
474 if ((m_simulationStep % m_detailedStatsStep) == 0) 481 if ((m_simulationStep % m_detailedStatsStep) == 0)
@@ -477,6 +484,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters
477 } 484 }
478 } 485 }
479 486
487 // this is a waste since the outside routine also calcuates the physics simulation
488 // period. TODO: There should be a way of computing physics frames from simulator computation.
489 // long simulateTotalTime = Util.EnvironmentTickCountSubtract(simulateStartTime);
490 // return (timeStep * (float)simulateTotalTime);
491
480 // TODO: FIX THIS: fps calculation wrong. This calculation always returns about 1 in normal operation. 492 // TODO: FIX THIS: fps calculation wrong. This calculation always returns about 1 in normal operation.
481 return timeStep / (numSubSteps * m_fixedTimeStep) * 1000f; 493 return timeStep / (numSubSteps * m_fixedTimeStep) * 1000f;
482 } 494 }
@@ -528,6 +540,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
528 public override void SetWaterLevel(float baseheight) 540 public override void SetWaterLevel(float baseheight)
529 { 541 {
530 m_waterLevel = baseheight; 542 m_waterLevel = baseheight;
543 // TODO: pass to physics engine so things will float?
531 } 544 }
532 public float GetWaterLevel() 545 public float GetWaterLevel()
533 { 546 {