diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSScene.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 245 |
1 files changed, 137 insertions, 108 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index ce64b9b..f80304d 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -39,8 +39,6 @@ using log4net; | |||
39 | using OpenMetaverse; | 39 | using OpenMetaverse; |
40 | 40 | ||
41 | // TODOs for BulletSim (for BSScene, BSPrim, BSCharacter and BulletSim) | 41 | // TODOs for BulletSim (for BSScene, BSPrim, BSCharacter and BulletSim) |
42 | // Debug linkset | ||
43 | // Test with multiple regions in one simulator | ||
44 | // Adjust character capsule size when height is adjusted (ScenePresence.SetHeight) | 42 | // Adjust character capsule size when height is adjusted (ScenePresence.SetHeight) |
45 | // Test sculpties | 43 | // Test sculpties |
46 | // Compute physics FPS reasonably | 44 | // Compute physics FPS reasonably |
@@ -54,10 +52,8 @@ using OpenMetaverse; | |||
54 | // Use collision masks for collision with terrain and phantom objects | 52 | // Use collision masks for collision with terrain and phantom objects |
55 | // Check out llVolumeDetect. Must do something for that. | 53 | // Check out llVolumeDetect. Must do something for that. |
56 | // Should prim.link() and prim.delink() membership checking happen at taint time? | 54 | // Should prim.link() and prim.delink() membership checking happen at taint time? |
57 | // changing the position and orientation of a linked prim must rebuild the constraint with the root. | ||
58 | // Mesh sharing. Use meshHash to tell if we already have a hull of that shape and only create once | 55 | // Mesh sharing. Use meshHash to tell if we already have a hull of that shape and only create once |
59 | // Do attachments need to be handled separately? Need collision events. Do not collide with VolumeDetect | 56 | // Do attachments need to be handled separately? Need collision events. Do not collide with VolumeDetect |
60 | // Implement the genCollisions feature in BulletSim::SetObjectProperties (don't pass up unneeded collisions) | ||
61 | // Implement LockAngularMotion | 57 | // Implement LockAngularMotion |
62 | // 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) |
63 | // Does NeedsMeshing() really need to exclude all the different shapes? | 59 | // Does NeedsMeshing() really need to exclude all the different shapes? |
@@ -85,18 +81,15 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
85 | // moved to a better place. | 81 | // moved to a better place. |
86 | private HashSet<BSCharacter> m_avatarsWithCollisions = new HashSet<BSCharacter>(); | 82 | private HashSet<BSCharacter> m_avatarsWithCollisions = new HashSet<BSCharacter>(); |
87 | 83 | ||
88 | private List<BSPrim> m_vehicles = new List<BSPrim>(); | 84 | // List of all the objects that have vehicle properties and should be called |
89 | 85 | // to update each physics step. | |
90 | private float[] m_heightMap; | 86 | private List<BSPhysObject> m_vehicles = new List<BSPhysObject>(); |
91 | private float m_waterLevel; | ||
92 | private uint m_worldID; | ||
93 | public uint WorldID { get { return m_worldID; } } | ||
94 | 87 | ||
95 | // let my minuions use my logger | 88 | // let my minuions use my logger |
96 | public ILog Logger { get { return m_log; } } | 89 | public ILog Logger { get { return m_log; } } |
97 | 90 | ||
98 | private bool m_initialized = false; | 91 | // If non-zero, the number of simulation steps between calls to the physics |
99 | 92 | // engine to output detailed physics stats. Debug logging level must be on also. | |
100 | private int m_detailedStatsStep = 0; | 93 | private int m_detailedStatsStep = 0; |
101 | 94 | ||
102 | public IMesher mesher; | 95 | public IMesher mesher; |
@@ -106,29 +99,31 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
106 | public float MeshMegaPrimThreshold { get; private set; } | 99 | public float MeshMegaPrimThreshold { get; private set; } |
107 | public float SculptLOD { get; private set; } | 100 | public float SculptLOD { get; private set; } |
108 | 101 | ||
109 | private BulletSim m_worldSim; | 102 | public uint WorldID { get; private set; } |
110 | public BulletSim World | 103 | public BulletSim World { get; private set; } |
111 | { | 104 | |
112 | get { return m_worldSim; } | 105 | // All the constraints that have been allocated in this instance. |
113 | } | 106 | public BSConstraintCollection Constraints { get; private set; } |
114 | private BSConstraintCollection m_constraintCollection; | ||
115 | public BSConstraintCollection Constraints | ||
116 | { | ||
117 | get { return m_constraintCollection; } | ||
118 | } | ||
119 | 107 | ||
108 | // Simulation parameters | ||
120 | private int m_maxSubSteps; | 109 | private int m_maxSubSteps; |
121 | private float m_fixedTimeStep; | 110 | private float m_fixedTimeStep; |
122 | private long m_simulationStep = 0; | 111 | private long m_simulationStep = 0; |
123 | public long SimulationStep { get { return m_simulationStep; } } | 112 | public long SimulationStep { get { return m_simulationStep; } } |
124 | 113 | ||
114 | // The length of the last timestep we were asked to simulate. | ||
115 | // This is used by the vehicle code. Since the vehicle code is called | ||
116 | // once per simulation step, its constants need to be scaled by this. | ||
125 | public float LastSimulatedTimestep { get; private set; } | 117 | public float LastSimulatedTimestep { get; private set; } |
126 | 118 | ||
127 | // A value of the time now so all the collision and update routines do not have to get their own | 119 | // A value of the time now so all the collision and update routines do not have to get their own |
128 | // Set to 'now' just before all the prims and actors are called for collisions and updates | 120 | // Set to 'now' just before all the prims and actors are called for collisions and updates |
129 | private int m_simulationNowTime; | 121 | public int SimulationNowTime { get; private set; } |
130 | public int SimulationNowTime { get { return m_simulationNowTime; } } | 122 | |
123 | // True if initialized and ready to do simulation steps | ||
124 | private bool m_initialized = false; | ||
131 | 125 | ||
126 | // Pinned memory used to pass step information between managed and unmanaged | ||
132 | private int m_maxCollisionsPerFrame; | 127 | private int m_maxCollisionsPerFrame; |
133 | private CollisionDesc[] m_collisionArray; | 128 | private CollisionDesc[] m_collisionArray; |
134 | private GCHandle m_collisionArrayPinnedHandle; | 129 | private GCHandle m_collisionArrayPinnedHandle; |
@@ -145,6 +140,10 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
145 | 140 | ||
146 | public const uint TERRAIN_ID = 0; // OpenSim senses terrain with a localID of zero | 141 | public const uint TERRAIN_ID = 0; // OpenSim senses terrain with a localID of zero |
147 | public const uint GROUNDPLANE_ID = 1; | 142 | public const uint GROUNDPLANE_ID = 1; |
143 | public const uint CHILDTERRAIN_ID = 2; // Terrain allocated based on our mega-prim childre start here | ||
144 | |||
145 | private float m_waterLevel; | ||
146 | public BSTerrainManager TerrainManager { get; private set; } | ||
148 | 147 | ||
149 | public ConfigurationParameters Params | 148 | public ConfigurationParameters Params |
150 | { | 149 | { |
@@ -155,12 +154,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
155 | get { return new Vector3(0f, 0f, Params.gravity); } | 154 | get { return new Vector3(0f, 0f, Params.gravity); } |
156 | } | 155 | } |
157 | 156 | ||
158 | private float m_maximumObjectMass; | 157 | public float MaximumObjectMass { get; private set; } |
159 | public float MaximumObjectMass | ||
160 | { | ||
161 | get { return m_maximumObjectMass; } | ||
162 | } | ||
163 | 158 | ||
159 | // When functions in the unmanaged code must be called, it is only | ||
160 | // done at a known time just before the simulation step. The taint | ||
161 | // system saves all these function calls and executes them in | ||
162 | // order before the simulation. | ||
164 | public delegate void TaintCallback(); | 163 | public delegate void TaintCallback(); |
165 | private struct TaintCallbackEntry | 164 | private struct TaintCallbackEntry |
166 | { | 165 | { |
@@ -176,6 +175,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
176 | private Object _taintLock = new Object(); | 175 | private Object _taintLock = new Object(); |
177 | 176 | ||
178 | // A pointer to an instance if this structure is passed to the C++ code | 177 | // A pointer to an instance if this structure is passed to the C++ code |
178 | // Used to pass basic configuration values to the unmanaged code. | ||
179 | ConfigurationParameters[] m_params; | 179 | ConfigurationParameters[] m_params; |
180 | GCHandle m_paramsHandle; | 180 | GCHandle m_paramsHandle; |
181 | 181 | ||
@@ -189,11 +189,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
189 | private bool m_physicsLoggingEnabled; | 189 | private bool m_physicsLoggingEnabled; |
190 | private string m_physicsLoggingDir; | 190 | private string m_physicsLoggingDir; |
191 | private string m_physicsLoggingPrefix; | 191 | private string m_physicsLoggingPrefix; |
192 | private int m_physicsLoggingFileMinutes; | 192 | private int m_physicsLoggingFileMinutes; |
193 | 193 | // 'true' of the vehicle code is to log lots of details | |
194 | private bool m_vehicleLoggingEnabled; | 194 | public bool VehicleLoggingEnabled { get; private set; } |
195 | public bool VehicleLoggingEnabled { get { return m_vehicleLoggingEnabled; } } | ||
196 | 195 | ||
196 | #region Construction and Initialization | ||
197 | public BSScene(string identifier) | 197 | public BSScene(string identifier) |
198 | { | 198 | { |
199 | m_initialized = false; | 199 | m_initialized = false; |
@@ -216,6 +216,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
216 | m_updateArray = new EntityProperties[m_maxUpdatesPerFrame]; | 216 | m_updateArray = new EntityProperties[m_maxUpdatesPerFrame]; |
217 | m_updateArrayPinnedHandle = GCHandle.Alloc(m_updateArray, GCHandleType.Pinned); | 217 | m_updateArrayPinnedHandle = GCHandle.Alloc(m_updateArray, GCHandleType.Pinned); |
218 | 218 | ||
219 | mesher = meshmerizer; | ||
220 | _taintedObjects = new List<TaintCallbackEntry>(); | ||
221 | |||
219 | // Enable very detailed logging. | 222 | // Enable very detailed logging. |
220 | // By creating an empty logger when not logging, the log message invocation code | 223 | // By creating an empty logger when not logging, the log message invocation code |
221 | // can be left in and every call doesn't have to check for null. | 224 | // can be left in and every call doesn't have to check for null. |
@@ -228,11 +231,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
228 | PhysicsLogging = new Logging.LogWriter(); | 231 | PhysicsLogging = new Logging.LogWriter(); |
229 | } | 232 | } |
230 | 233 | ||
231 | // Get the version of the DLL | ||
232 | // TODO: this doesn't work yet. Something wrong with marshaling the returned string. | ||
233 | // BulletSimVersion = BulletSimAPI.GetVersion(); | ||
234 | // m_log.WarnFormat("{0}: BulletSim.dll version='{1}'", LogHeader, BulletSimVersion); | ||
235 | |||
236 | // If Debug logging level, enable logging from the unmanaged code | 234 | // If Debug logging level, enable logging from the unmanaged code |
237 | if (m_log.IsDebugEnabled || PhysicsLogging.Enabled) | 235 | if (m_log.IsDebugEnabled || PhysicsLogging.Enabled) |
238 | { | 236 | { |
@@ -245,22 +243,32 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
245 | BulletSimAPI.SetDebugLogCallback(m_DebugLogCallbackHandle); | 243 | BulletSimAPI.SetDebugLogCallback(m_DebugLogCallbackHandle); |
246 | } | 244 | } |
247 | 245 | ||
248 | _taintedObjects = new List<TaintCallbackEntry>(); | 246 | // Get the version of the DLL |
249 | 247 | // TODO: this doesn't work yet. Something wrong with marshaling the returned string. | |
250 | mesher = meshmerizer; | 248 | // BulletSimVersion = BulletSimAPI.GetVersion(); |
249 | // m_log.WarnFormat("{0}: BulletSim.dll version='{1}'", LogHeader, BulletSimVersion); | ||
251 | 250 | ||
252 | // The bounding box for the simulated world | 251 | // The bounding box for the simulated world. The origin is 0,0,0 unless we're |
252 | // a child in a mega-region. | ||
253 | // Turns out that Bullet really doesn't care about the extents of the simulated | ||
254 | // area. It tracks active objects no matter where they are. | ||
253 | Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, 8192f); | 255 | Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, 8192f); |
254 | 256 | ||
255 | // m_log.DebugFormat("{0}: Initialize: Calling BulletSimAPI.Initialize.", LogHeader); | 257 | // m_log.DebugFormat("{0}: Initialize: Calling BulletSimAPI.Initialize.", LogHeader); |
256 | m_worldID = BulletSimAPI.Initialize(worldExtent, m_paramsHandle.AddrOfPinnedObject(), | 258 | WorldID = BulletSimAPI.Initialize(worldExtent, m_paramsHandle.AddrOfPinnedObject(), |
257 | m_maxCollisionsPerFrame, m_collisionArrayPinnedHandle.AddrOfPinnedObject(), | 259 | m_maxCollisionsPerFrame, m_collisionArrayPinnedHandle.AddrOfPinnedObject(), |
258 | m_maxUpdatesPerFrame, m_updateArrayPinnedHandle.AddrOfPinnedObject()); | 260 | m_maxUpdatesPerFrame, m_updateArrayPinnedHandle.AddrOfPinnedObject()); |
259 | 261 | ||
260 | // Initialization to support the transition to a new API which puts most of the logic | 262 | // Initialization to support the transition to a new API which puts most of the logic |
261 | // into the C# code so it is easier to modify and add to. | 263 | // into the C# code so it is easier to modify and add to. |
262 | m_worldSim = new BulletSim(m_worldID, this, BulletSimAPI.GetSimHandle2(m_worldID)); | 264 | World = new BulletSim(WorldID, this, BulletSimAPI.GetSimHandle2(WorldID)); |
263 | m_constraintCollection = new BSConstraintCollection(World); | 265 | |
266 | Constraints = new BSConstraintCollection(World); | ||
267 | |||
268 | // Note: choose one of the two following lines | ||
269 | // BulletSimAPI.CreateInitialGroundPlaneAndTerrain(WorldID); | ||
270 | TerrainManager = new BSTerrainManager(this); | ||
271 | TerrainManager.CreateInitialGroundPlaneAndTerrain(); | ||
264 | 272 | ||
265 | m_initialized = true; | 273 | m_initialized = true; |
266 | } | 274 | } |
@@ -288,7 +296,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
288 | m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-%REGIONNAME%-"); | 296 | m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-%REGIONNAME%-"); |
289 | m_physicsLoggingFileMinutes = pConfig.GetInt("PhysicsLoggingFileMinutes", 5); | 297 | m_physicsLoggingFileMinutes = pConfig.GetInt("PhysicsLoggingFileMinutes", 5); |
290 | // Very detailed logging for vehicle debugging | 298 | // Very detailed logging for vehicle debugging |
291 | m_vehicleLoggingEnabled = pConfig.GetBoolean("VehicleLoggingEnabled", false); | 299 | VehicleLoggingEnabled = pConfig.GetBoolean("VehicleLoggingEnabled", false); |
292 | 300 | ||
293 | // Do any replacements in the parameters | 301 | // Do any replacements in the parameters |
294 | m_physicsLoggingPrefix = m_physicsLoggingPrefix.Replace("%REGIONNAME%", RegionName); | 302 | m_physicsLoggingPrefix = m_physicsLoggingPrefix.Replace("%REGIONNAME%", RegionName); |
@@ -323,6 +331,38 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
323 | PhysicsLogging.Write("[BULLETS UNMANAGED]:" + msg); | 331 | PhysicsLogging.Write("[BULLETS UNMANAGED]:" + msg); |
324 | } | 332 | } |
325 | 333 | ||
334 | public override void Dispose() | ||
335 | { | ||
336 | // m_log.DebugFormat("{0}: Dispose()", LogHeader); | ||
337 | |||
338 | // make sure no stepping happens while we're deleting stuff | ||
339 | m_initialized = false; | ||
340 | |||
341 | TerrainManager.ReleaseGroundPlaneAndTerrain(); | ||
342 | |||
343 | foreach (KeyValuePair<uint, BSPhysObject> kvp in PhysObjects) | ||
344 | { | ||
345 | kvp.Value.Destroy(); | ||
346 | } | ||
347 | PhysObjects.Clear(); | ||
348 | |||
349 | // Now that the prims are all cleaned up, there should be no constraints left | ||
350 | if (Constraints != null) | ||
351 | { | ||
352 | Constraints.Dispose(); | ||
353 | Constraints = null; | ||
354 | } | ||
355 | |||
356 | // Anything left in the unmanaged code should be cleaned out | ||
357 | BulletSimAPI.Shutdown(WorldID); | ||
358 | |||
359 | // Not logging any more | ||
360 | PhysicsLogging.Close(); | ||
361 | } | ||
362 | #endregion // Construction and Initialization | ||
363 | |||
364 | #region Prim and Avatar addition and removal | ||
365 | |||
326 | public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) | 366 | public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) |
327 | { | 367 | { |
328 | m_log.ErrorFormat("{0}: CALL TO AddAvatar in BSScene. NOT IMPLEMENTED", LogHeader); | 368 | m_log.ErrorFormat("{0}: CALL TO AddAvatar in BSScene. NOT IMPLEMENTED", LogHeader); |
@@ -413,6 +453,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
413 | // information call is not needed. | 453 | // information call is not needed. |
414 | public override void AddPhysicsActorTaint(PhysicsActor prim) { } | 454 | public override void AddPhysicsActorTaint(PhysicsActor prim) { } |
415 | 455 | ||
456 | #endregion // Prim and Avatar addition and removal | ||
457 | |||
458 | #region Simulation | ||
416 | // Simulate one timestep | 459 | // Simulate one timestep |
417 | public override float Simulate(float timeStep) | 460 | public override float Simulate(float timeStep) |
418 | { | 461 | { |
@@ -428,7 +471,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
428 | 471 | ||
429 | int simulateStartTime = Util.EnvironmentTickCount(); | 472 | int simulateStartTime = Util.EnvironmentTickCount(); |
430 | 473 | ||
431 | // update the prim states while we know the physics engine is not busy | 474 | // update the prim states while we know the physics engine is not busy |
475 | int numTaints = _taintedObjects.Count; | ||
432 | ProcessTaints(); | 476 | ProcessTaints(); |
433 | 477 | ||
434 | // Some of the prims operate with special vehicle properties | 478 | // Some of the prims operate with special vehicle properties |
@@ -440,14 +484,17 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
440 | int numSubSteps = 0; | 484 | int numSubSteps = 0; |
441 | try | 485 | try |
442 | { | 486 | { |
443 | numSubSteps = BulletSimAPI.PhysicsStep(m_worldID, timeStep, m_maxSubSteps, m_fixedTimeStep, | 487 | numSubSteps = BulletSimAPI.PhysicsStep(WorldID, timeStep, m_maxSubSteps, m_fixedTimeStep, |
444 | out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr); | 488 | out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr); |
445 | DetailLog("{0},Simulate,call, substeps={1}, updates={2}, colliders={3}", DetailLogZero, numSubSteps, updatedEntityCount, collidersCount); | 489 | DetailLog("{0},Simulate,call, nTaints= {1}, substeps={2}, updates={3}, colliders={4}", |
490 | DetailLogZero, numTaints, numSubSteps, updatedEntityCount, collidersCount); | ||
446 | } | 491 | } |
447 | catch (Exception e) | 492 | catch (Exception e) |
448 | { | 493 | { |
449 | m_log.WarnFormat("{0},PhysicsStep Exception: substeps={1}, updates={2}, colliders={3}, e={4}", LogHeader, numSubSteps, updatedEntityCount, collidersCount, e); | 494 | m_log.WarnFormat("{0},PhysicsStep Exception: nTaints={1}, substeps={2}, updates={3}, colliders={4}, e={5}", |
450 | // DetailLog("{0},PhysicsStepException,call, substeps={1}, updates={2}, colliders={3}", DetailLogZero, numSubSteps, updatedEntityCount, collidersCount); | 495 | LogHeader, numTaints, numSubSteps, updatedEntityCount, collidersCount, e); |
496 | DetailLog("{0},PhysicsStepException,call, nTaints={1}, substeps={2}, updates={3}, colliders={4}", | ||
497 | DetailLogZero, numTaints, numSubSteps, updatedEntityCount, collidersCount); | ||
451 | updatedEntityCount = 0; | 498 | updatedEntityCount = 0; |
452 | collidersCount = 0; | 499 | collidersCount = 0; |
453 | } | 500 | } |
@@ -456,7 +503,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
456 | // Don't have to use the pointers passed back since we know it is the same pinned memory we passed in | 503 | // Don't have to use the pointers passed back since we know it is the same pinned memory we passed in |
457 | 504 | ||
458 | // Get a value for 'now' so all the collision and update routines don't have to get their own | 505 | // Get a value for 'now' so all the collision and update routines don't have to get their own |
459 | m_simulationNowTime = Util.EnvironmentTickCount(); | 506 | SimulationNowTime = Util.EnvironmentTickCount(); |
460 | 507 | ||
461 | // If there were collisions, process them by sending the event to the prim. | 508 | // If there were collisions, process them by sending the event to the prim. |
462 | // Collisions must be processed before updates. | 509 | // Collisions must be processed before updates. |
@@ -527,7 +574,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
527 | // Something has collided | 574 | // Something has collided |
528 | private void SendCollision(uint localID, uint collidingWith, Vector3 collidePoint, Vector3 collideNormal, float penetration) | 575 | private void SendCollision(uint localID, uint collidingWith, Vector3 collidePoint, Vector3 collideNormal, float penetration) |
529 | { | 576 | { |
530 | if (localID == TERRAIN_ID || localID == GROUNDPLANE_ID) | 577 | if (localID <= TerrainManager.HighestTerrainID) |
531 | { | 578 | { |
532 | return; // don't send collisions to the terrain | 579 | return; // don't send collisions to the terrain |
533 | } | 580 | } |
@@ -539,7 +586,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
539 | BSPhysObject collidee = null; | 586 | BSPhysObject collidee = null; |
540 | 587 | ||
541 | ActorTypes type = ActorTypes.Prim; | 588 | ActorTypes type = ActorTypes.Prim; |
542 | if (collidingWith == TERRAIN_ID || collidingWith == GROUNDPLANE_ID) | 589 | if (collidingWith <= TerrainManager.HighestTerrainID) |
543 | { | 590 | { |
544 | type = ActorTypes.Ground; | 591 | type = ActorTypes.Ground; |
545 | } | 592 | } |
@@ -558,28 +605,14 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
558 | return; | 605 | return; |
559 | } | 606 | } |
560 | 607 | ||
608 | #endregion // Simulation | ||
609 | |||
561 | public override void GetResults() { } | 610 | public override void GetResults() { } |
562 | 611 | ||
563 | public override void SetTerrain(float[] heightMap) { | 612 | #region Terrain |
564 | m_heightMap = heightMap; | ||
565 | this.TaintedObject("BSScene.SetTerrain", delegate() | ||
566 | { | ||
567 | BulletSimAPI.SetHeightmap(m_worldID, m_heightMap); | ||
568 | }); | ||
569 | } | ||
570 | 613 | ||
571 | // Someday we will have complex terrain with caves and tunnels | 614 | public override void SetTerrain(float[] heightMap) { |
572 | // For the moment, it's flat and convex | 615 | TerrainManager.SetTerrain(heightMap); |
573 | public float GetTerrainHeightAtXYZ(Vector3 loc) | ||
574 | { | ||
575 | return GetTerrainHeightAtXY(loc.X, loc.Y); | ||
576 | } | ||
577 | |||
578 | public float GetTerrainHeightAtXY(float tX, float tY) | ||
579 | { | ||
580 | if (tX < 0 || tX >= Constants.RegionSize || tY < 0 || tY >= Constants.RegionSize) | ||
581 | return 30; | ||
582 | return m_heightMap[((int)tX) * Constants.RegionSize + ((int)tY)]; | ||
583 | } | 616 | } |
584 | 617 | ||
585 | public override void SetWaterLevel(float baseheight) | 618 | public override void SetWaterLevel(float baseheight) |
@@ -595,35 +628,29 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
595 | public override void DeleteTerrain() | 628 | public override void DeleteTerrain() |
596 | { | 629 | { |
597 | // m_log.DebugFormat("{0}: DeleteTerrain()", LogHeader); | 630 | // m_log.DebugFormat("{0}: DeleteTerrain()", LogHeader); |
631 | } | ||
632 | |||
633 | // Although no one seems to check this, I do support combining. | ||
634 | public override bool SupportsCombining() | ||
635 | { | ||
636 | return TerrainManager.SupportsCombining(); | ||
598 | } | 637 | } |
599 | 638 | // This call says I am a child to region zero in a mega-region. 'pScene' is that | |
600 | public override void Dispose() | 639 | // of region zero, 'offset' is my offset from regions zero's origin, and |
601 | { | 640 | // 'extents' is the largest XY that is handled in my region. |
602 | // m_log.DebugFormat("{0}: Dispose()", LogHeader); | 641 | public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) |
603 | 642 | { | |
604 | // make sure no stepping happens while we're deleting stuff | 643 | TerrainManager.Combine(pScene, offset, extents); |
605 | m_initialized = false; | 644 | } |
606 | 645 | ||
607 | foreach (KeyValuePair<uint, BSPhysObject> kvp in PhysObjects) | 646 | // Unhook all the combining that I know about. |
608 | { | 647 | public override void UnCombine(PhysicsScene pScene) |
609 | kvp.Value.Destroy(); | 648 | { |
610 | } | 649 | TerrainManager.UnCombine(pScene); |
611 | PhysObjects.Clear(); | ||
612 | |||
613 | // Now that the prims are all cleaned up, there should be no constraints left | ||
614 | if (m_constraintCollection != null) | ||
615 | { | ||
616 | m_constraintCollection.Dispose(); | ||
617 | m_constraintCollection = null; | ||
618 | } | ||
619 | |||
620 | // Anything left in the unmanaged code should be cleaned out | ||
621 | BulletSimAPI.Shutdown(WorldID); | ||
622 | |||
623 | // Not logging any more | ||
624 | PhysicsLogging.Close(); | ||
625 | } | 650 | } |
626 | 651 | ||
652 | #endregion // Terrain | ||
653 | |||
627 | public override Dictionary<uint, float> GetTopColliders() | 654 | public override Dictionary<uint, float> GetTopColliders() |
628 | { | 655 | { |
629 | return new Dictionary<uint, float>(); | 656 | return new Dictionary<uint, float>(); |
@@ -833,14 +860,14 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
833 | // no locking because only called when physics engine is not busy | 860 | // no locking because only called when physics engine is not busy |
834 | private void ProcessVehicles(float timeStep) | 861 | private void ProcessVehicles(float timeStep) |
835 | { | 862 | { |
836 | foreach (BSPrim prim in m_vehicles) | 863 | foreach (BSPhysObject pobj in m_vehicles) |
837 | { | 864 | { |
838 | prim.StepVehicle(timeStep); | 865 | pobj.StepVehicle(timeStep); |
839 | } | 866 | } |
840 | } | 867 | } |
841 | #endregion Vehicles | 868 | #endregion Vehicles |
842 | 869 | ||
843 | #region Parameters | 870 | #region INI and command line parameter processing |
844 | 871 | ||
845 | delegate void ParamUser(BSScene scene, IConfig conf, string paramName, float val); | 872 | delegate void ParamUser(BSScene scene, IConfig conf, string paramName, float val); |
846 | delegate float ParamGet(BSScene scene); | 873 | delegate float ParamGet(BSScene scene); |
@@ -943,9 +970,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
943 | (s,p,l,v) => { s.m_maxUpdatesPerFrame = (int)v; } ), | 970 | (s,p,l,v) => { s.m_maxUpdatesPerFrame = (int)v; } ), |
944 | new ParameterDefn("MaxObjectMass", "Maximum object mass (10000.01)", | 971 | new ParameterDefn("MaxObjectMass", "Maximum object mass (10000.01)", |
945 | 10000.01f, | 972 | 10000.01f, |
946 | (s,cf,p,v) => { s.m_maximumObjectMass = cf.GetFloat(p, v); }, | 973 | (s,cf,p,v) => { s.MaximumObjectMass = cf.GetFloat(p, v); }, |
947 | (s) => { return (float)s.m_maximumObjectMass; }, | 974 | (s) => { return (float)s.MaximumObjectMass; }, |
948 | (s,p,l,v) => { s.m_maximumObjectMass = v; } ), | 975 | (s,p,l,v) => { s.MaximumObjectMass = v; } ), |
949 | 976 | ||
950 | new ParameterDefn("PID_D", "Derivitive factor for motion smoothing", | 977 | new ParameterDefn("PID_D", "Derivitive factor for motion smoothing", |
951 | 2200f, | 978 | 2200f, |
@@ -1207,6 +1234,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1207 | 1234 | ||
1208 | private PhysParameterEntry[] SettableParameters = new PhysParameterEntry[1]; | 1235 | private PhysParameterEntry[] SettableParameters = new PhysParameterEntry[1]; |
1209 | 1236 | ||
1237 | // This creates an array in the correct format for returning the list of | ||
1238 | // parameters. This is used by the 'list' option of the 'physics' command. | ||
1210 | private void BuildParameterTable() | 1239 | private void BuildParameterTable() |
1211 | { | 1240 | { |
1212 | if (SettableParameters.Length < ParameterDefinitions.Length) | 1241 | if (SettableParameters.Length < ParameterDefinitions.Length) |
@@ -1283,7 +1312,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1283 | TaintedObject("BSScene.UpdateParameterSet", delegate() { | 1312 | TaintedObject("BSScene.UpdateParameterSet", delegate() { |
1284 | foreach (uint lID in objectIDs) | 1313 | foreach (uint lID in objectIDs) |
1285 | { | 1314 | { |
1286 | BulletSimAPI.UpdateParameter(m_worldID, lID, xparm, xval); | 1315 | BulletSimAPI.UpdateParameter(WorldID, lID, xparm, xval); |
1287 | } | 1316 | } |
1288 | }); | 1317 | }); |
1289 | break; | 1318 | break; |
@@ -1301,7 +1330,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1301 | string xparm = parm.ToLower(); | 1330 | string xparm = parm.ToLower(); |
1302 | float xval = val; | 1331 | float xval = val; |
1303 | TaintedObject("BSScene.TaintedUpdateParameter", delegate() { | 1332 | TaintedObject("BSScene.TaintedUpdateParameter", delegate() { |
1304 | BulletSimAPI.UpdateParameter(m_worldID, xlocalID, xparm, xval); | 1333 | BulletSimAPI.UpdateParameter(WorldID, xlocalID, xparm, xval); |
1305 | }); | 1334 | }); |
1306 | } | 1335 | } |
1307 | 1336 | ||