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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSScene.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSScene.cs32
1 files changed, 19 insertions, 13 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index beaea1f..a31c578 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -362,7 +362,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
362 BSPrim bsprim = prim as BSPrim; 362 BSPrim bsprim = prim as BSPrim;
363 if (bsprim != null) 363 if (bsprim != null)
364 { 364 {
365 DetailLog("{0},RemovePrim,call", bsprim.LocalID); 365 // DetailLog("{0},RemovePrim,call", bsprim.LocalID);
366 // m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID); 366 // m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID);
367 try 367 try
368 { 368 {
@@ -388,7 +388,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
388 388
389 if (!m_initialized) return null; 389 if (!m_initialized) return null;
390 390
391 DetailLog("{0},AddPrimShape,call", localID); 391 // DetailLog("{0},AddPrimShape,call", localID);
392 392
393 BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical); 393 BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical);
394 lock (m_prims) m_prims.Add(localID, prim); 394 lock (m_prims) m_prims.Add(localID, prim);
@@ -413,7 +413,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
413 // prevent simulation until we've been initialized 413 // prevent simulation until we've been initialized
414 if (!m_initialized) return 10.0f; 414 if (!m_initialized) return 10.0f;
415 415
416 long simulateStartTime = Util.EnvironmentTickCount(); 416 int simulateStartTime = Util.EnvironmentTickCount();
417 417
418 // update the prim states while we know the physics engine is not busy 418 // update the prim states while we know the physics engine is not busy
419 ProcessTaints(); 419 ProcessTaints();
@@ -429,12 +429,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters
429 { 429 {
430 numSubSteps = BulletSimAPI.PhysicsStep(m_worldID, timeStep, m_maxSubSteps, m_fixedTimeStep, 430 numSubSteps = BulletSimAPI.PhysicsStep(m_worldID, timeStep, m_maxSubSteps, m_fixedTimeStep,
431 out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr); 431 out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr);
432 DetailLog("{0},Simulate,call, substeps={1}, updates={2}, colliders={3}", DetailLogZero, numSubSteps, updatedEntityCount, collidersCount); 432 // DetailLog("{0},Simulate,call, substeps={1}, updates={2}, colliders={3}", DetailLogZero, numSubSteps, updatedEntityCount, collidersCount);
433 } 433 }
434 catch (Exception e) 434 catch (Exception e)
435 { 435 {
436 m_log.WarnFormat("{0},PhysicsStep Exception: substeps={1}, updates={2}, colliders={3}, e={4}", LogHeader, numSubSteps, updatedEntityCount, collidersCount, e); 436 m_log.WarnFormat("{0},PhysicsStep Exception: substeps={1}, updates={2}, colliders={3}, e={4}", LogHeader, numSubSteps, updatedEntityCount, collidersCount, e);
437 DetailLog("{0},PhysicsStepException,call, substeps={1}, updates={2}, colliders={3}", DetailLogZero, numSubSteps, updatedEntityCount, collidersCount); 437 // DetailLog("{0},PhysicsStepException,call, substeps={1}, updates={2}, colliders={3}", DetailLogZero, numSubSteps, updatedEntityCount, collidersCount);
438 // updatedEntityCount = 0; 438 // updatedEntityCount = 0;
439 collidersCount = 0; 439 collidersCount = 0;
440 } 440 }
@@ -511,8 +511,13 @@ public class BSScene : PhysicsScene, IPhysicsParameters
511 // long simulateTotalTime = Util.EnvironmentTickCountSubtract(simulateStartTime); 511 // long simulateTotalTime = Util.EnvironmentTickCountSubtract(simulateStartTime);
512 // return (timeStep * (float)simulateTotalTime); 512 // return (timeStep * (float)simulateTotalTime);
513 513
514 // TODO: FIX THIS: fps calculation wrong. This calculation always returns about 1 in normal operation. 514 // TODO: FIX THIS: fps calculation possibly wrong.
515 return timeStep / (numSubSteps * m_fixedTimeStep) * 1000f; 515 // This calculation says 1/timeStep is the ideal frame rate. Any time added to
516 // that by the physics simulation gives a slower frame rate.
517 long totalSimulationTime = Util.EnvironmentTickCountSubtract(simulateStartTime);
518 if (totalSimulationTime >= timeStep)
519 return 0;
520 return 1f / (timeStep + totalSimulationTime);
516 } 521 }
517 522
518 // Something has collided 523 // Something has collided
@@ -590,12 +595,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters
590 // make sure no stepping happens while we're deleting stuff 595 // make sure no stepping happens while we're deleting stuff
591 m_initialized = false; 596 m_initialized = false;
592 597
593 if (m_constraintCollection != null)
594 {
595 m_constraintCollection.Dispose();
596 m_constraintCollection = null;
597 }
598
599 foreach (KeyValuePair<uint, BSCharacter> kvp in m_avatars) 598 foreach (KeyValuePair<uint, BSCharacter> kvp in m_avatars)
600 { 599 {
601 kvp.Value.Destroy(); 600 kvp.Value.Destroy();
@@ -608,6 +607,13 @@ public class BSScene : PhysicsScene, IPhysicsParameters
608 } 607 }
609 m_prims.Clear(); 608 m_prims.Clear();
610 609
610 // Now that the prims are all cleaned up, there should be no constraints left
611 if (m_constraintCollection != null)
612 {
613 m_constraintCollection.Dispose();
614 m_constraintCollection = null;
615 }
616
611 // Anything left in the unmanaged code should be cleaned out 617 // Anything left in the unmanaged code should be cleaned out
612 BulletSimAPI.Shutdown(WorldID); 618 BulletSimAPI.Shutdown(WorldID);
613 619