diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSScene.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 86 |
1 files changed, 47 insertions, 39 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index beffd21..062945f 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -38,9 +38,7 @@ using OpenSim.Region.Framework; | |||
38 | 38 | ||
39 | // TODOs for BulletSim (for BSScene, BSPrim, BSCharacter and BulletSim) | 39 | // TODOs for BulletSim (for BSScene, BSPrim, BSCharacter and BulletSim) |
40 | // Fix folding up feet | 40 | // Fix folding up feet |
41 | // Fix terrain. Only flat terrain works. Terrain with shape is oriented wrong? Origined wrong? | ||
42 | // Parameterize BulletSim. Pass a structure of parameters to the C++ code. Capsule size, friction, ... | 41 | // Parameterize BulletSim. Pass a structure of parameters to the C++ code. Capsule size, friction, ... |
43 | // Shift drag duplication of objects does not work | ||
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 |
@@ -82,6 +80,19 @@ public class BSScene : PhysicsScene | |||
82 | private long m_simulationStep = 0; | 80 | private long m_simulationStep = 0; |
83 | public long SimulationStep { get { return m_simulationStep; } } | 81 | public long SimulationStep { get { return m_simulationStep; } } |
84 | 82 | ||
83 | // A value of the time now so all the collision and update routines do not have to get their own | ||
84 | // Set to 'now' just before all the prims and actors are called for collisions and updates | ||
85 | private int m_simulationNowTime; | ||
86 | public int SimulationNowTime { get { return m_simulationNowTime; } } | ||
87 | |||
88 | private int m_maxCollisionsPerFrame = 2048; | ||
89 | private CollisionDesc[] m_collisionArray; | ||
90 | private GCHandle m_collisionArrayPinnedHandle; | ||
91 | |||
92 | private int m_maxUpdatesPerFrame = 2048; | ||
93 | private EntityProperties[] m_updateArray; | ||
94 | private GCHandle m_updateArrayPinnedHandle; | ||
95 | |||
85 | private bool _meshSculptedPrim = true; // cause scuplted prims to get meshed | 96 | private bool _meshSculptedPrim = true; // cause scuplted prims to get meshed |
86 | private bool _forceSimplePrimMeshing = false; // if a cube or sphere, let Bullet do internal shapes | 97 | private bool _forceSimplePrimMeshing = false; // if a cube or sphere, let Bullet do internal shapes |
87 | public float maximumMassObject = 10000.01f; | 98 | public float maximumMassObject = 10000.01f; |
@@ -129,8 +140,19 @@ public class BSScene : PhysicsScene | |||
129 | _taintedObjects = new List<TaintCallback>(); | 140 | _taintedObjects = new List<TaintCallback>(); |
130 | 141 | ||
131 | mesher = meshmerizer; | 142 | mesher = meshmerizer; |
143 | // The bounding box for the simulated world | ||
144 | Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, 4096f); | ||
145 | |||
146 | // Allocate pinned memory to pass back object property updates and collisions from simulation step | ||
147 | m_collisionArray = new CollisionDesc[m_maxCollisionsPerFrame]; | ||
148 | m_collisionArrayPinnedHandle = GCHandle.Alloc(m_collisionArray, GCHandleType.Pinned); | ||
149 | m_updateArray = new EntityProperties[m_maxUpdatesPerFrame]; | ||
150 | m_updateArrayPinnedHandle = GCHandle.Alloc(m_updateArray, GCHandleType.Pinned); | ||
151 | |||
132 | // m_log.DebugFormat("{0}: Initialize: Calling BulletSimAPI.Initialize.", LogHeader); | 152 | // m_log.DebugFormat("{0}: Initialize: Calling BulletSimAPI.Initialize.", LogHeader); |
133 | m_worldID = BulletSimAPI.Initialize(new Vector3(Constants.RegionSize, Constants.RegionSize, 4096f)); | 153 | m_worldID = BulletSimAPI.Initialize(worldExtent, |
154 | m_maxCollisionsPerFrame, m_collisionArrayPinnedHandle.AddrOfPinnedObject(), | ||
155 | m_maxUpdatesPerFrame, m_updateArrayPinnedHandle.AddrOfPinnedObject()); | ||
134 | } | 156 | } |
135 | 157 | ||
136 | // Called directly from unmanaged code so don't do much | 158 | // Called directly from unmanaged code so don't do much |
@@ -188,19 +210,7 @@ public class BSScene : PhysicsScene | |||
188 | } | 210 | } |
189 | 211 | ||
190 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, | 212 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, |
191 | Vector3 size, Quaternion rotation) // deprecated | 213 | Vector3 size, Quaternion rotation, bool isPhysical, uint localID) |
192 | { | ||
193 | return null; | ||
194 | } | ||
195 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, | ||
196 | Vector3 size, Quaternion rotation, bool isPhysical) | ||
197 | { | ||
198 | m_log.ErrorFormat("{0}: CALL TO AddPrimShape in BSScene. NOT IMPLEMENTED", LogHeader); | ||
199 | return null; | ||
200 | } | ||
201 | |||
202 | public override PhysicsActor AddPrimShape(uint localID, string primName, PrimitiveBaseShape pbs, Vector3 position, | ||
203 | Vector3 size, Quaternion rotation, bool isPhysical) | ||
204 | { | 214 | { |
205 | // m_log.DebugFormat("{0}: AddPrimShape2: {1}", LogHeader, primName); | 215 | // m_log.DebugFormat("{0}: AddPrimShape2: {1}", LogHeader, primName); |
206 | IMesh mesh = null; | 216 | IMesh mesh = null; |
@@ -225,10 +235,8 @@ public class BSScene : PhysicsScene | |||
225 | { | 235 | { |
226 | int updatedEntityCount; | 236 | int updatedEntityCount; |
227 | IntPtr updatedEntitiesPtr; | 237 | IntPtr updatedEntitiesPtr; |
228 | IntPtr[] updatedEntities; | ||
229 | int collidersCount; | 238 | int collidersCount; |
230 | IntPtr collidersPtr; | 239 | IntPtr collidersPtr; |
231 | int[] colliders; // should be uint but Marshal.Copy does not have that overload | ||
232 | 240 | ||
233 | // update the prim states while we know the physics engine is not busy | 241 | // update the prim states while we know the physics engine is not busy |
234 | ProcessTaints(); | 242 | ProcessTaints(); |
@@ -242,32 +250,33 @@ public class BSScene : PhysicsScene | |||
242 | int numSubSteps = BulletSimAPI.PhysicsStep(m_worldID, timeStep, m_maxSubSteps, m_fixedTimeStep, | 250 | int numSubSteps = BulletSimAPI.PhysicsStep(m_worldID, timeStep, m_maxSubSteps, m_fixedTimeStep, |
243 | out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr); | 251 | out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr); |
244 | 252 | ||
245 | // if there were collisions, they show up here | 253 | // Don't have to use the pointers passed back since we know it is the same pinned memory we passed in |
254 | |||
255 | // Get a value for 'now' so all the collision and update routines don't have to get their own | ||
256 | m_simulationNowTime = Util.EnvironmentTickCount(); | ||
257 | |||
258 | // If there were collisions, process them by sending the event to the prim. | ||
259 | // Collisions must be processed before updates. | ||
246 | if (collidersCount > 0) | 260 | if (collidersCount > 0) |
247 | { | 261 | { |
248 | colliders = new int[collidersCount]; | 262 | for (int ii = 0; ii < collidersCount; ii++) |
249 | Marshal.Copy(collidersPtr, colliders, 0, collidersCount); | ||
250 | for (int ii = 0; ii < collidersCount; ii+=2) | ||
251 | { | 263 | { |
252 | uint cA = (uint)colliders[ii]; | 264 | uint cA = m_collisionArray[ii].aID; |
253 | uint cB = (uint)colliders[ii+1]; | 265 | uint cB = m_collisionArray[ii].bID; |
254 | SendCollision(cA, cB); | 266 | Vector3 point = m_collisionArray[ii].point; |
255 | SendCollision(cB, cA); | 267 | Vector3 normal = m_collisionArray[ii].normal; |
268 | SendCollision(cA, cB, point, normal, 0.01f); | ||
269 | SendCollision(cB, cA, point, -normal, 0.01f); | ||
256 | } | 270 | } |
257 | } | 271 | } |
258 | 272 | ||
259 | // if any of the objects had updated properties, they are returned in the updatedEntity structure | 273 | // If any of the objects had updated properties, tell the object it has been changed by the physics engine |
260 | // TODO: figure out how to pass all of the EntityProperties structures in one marshal call. | ||
261 | if (updatedEntityCount > 0) | 274 | if (updatedEntityCount > 0) |
262 | { | 275 | { |
263 | updatedEntities = new IntPtr[updatedEntityCount]; | ||
264 | // fetch all the pointers to all the EntityProperties structures for these updates | ||
265 | Marshal.Copy(updatedEntitiesPtr, updatedEntities, 0, updatedEntityCount); | ||
266 | for (int ii = 0; ii < updatedEntityCount; ii++) | 276 | for (int ii = 0; ii < updatedEntityCount; ii++) |
267 | { | 277 | { |
268 | IntPtr updatePointer = updatedEntities[ii]; | 278 | EntityProperties entprop = m_updateArray[ii]; |
269 | EntityProperties entprop = (EntityProperties)Marshal.PtrToStructure(updatePointer, typeof(EntityProperties)); | 279 | // m_log.DebugFormat("{0}: entprop[{1}]: id={2}, pos={3}", LogHeader, ii, entprop.ID, entprop.Position); |
270 | // m_log.DebugFormat("{0}: entprop: id={1}, pos={2}", LogHeader, entprop.ID, entprop.Position); | ||
271 | BSCharacter actor; | 280 | BSCharacter actor; |
272 | if (m_avatars.TryGetValue(entprop.ID, out actor)) | 281 | if (m_avatars.TryGetValue(entprop.ID, out actor)) |
273 | { | 282 | { |
@@ -282,12 +291,12 @@ public class BSScene : PhysicsScene | |||
282 | } | 291 | } |
283 | } | 292 | } |
284 | 293 | ||
285 | // fps calculation wrong. This calculation returns about 1 in normal operation. | 294 | // fps calculation wrong. This calculation always returns about 1 in normal operation. |
286 | return timeStep / (numSubSteps * m_fixedTimeStep) * 1000f; | 295 | return timeStep / (numSubSteps * m_fixedTimeStep) * 1000f; |
287 | } | 296 | } |
288 | 297 | ||
289 | // Something has collided | 298 | // Something has collided |
290 | private void SendCollision(uint localID, uint collidingWith) | 299 | private void SendCollision(uint localID, uint collidingWith, Vector3 collidePoint, Vector3 collideNormal, float penitration) |
291 | { | 300 | { |
292 | if (localID == TERRAIN_ID || localID == GROUNDPLANE_ID) | 301 | if (localID == TERRAIN_ID || localID == GROUNDPLANE_ID) |
293 | { | 302 | { |
@@ -303,12 +312,12 @@ public class BSScene : PhysicsScene | |||
303 | 312 | ||
304 | BSPrim prim; | 313 | BSPrim prim; |
305 | if (m_prims.TryGetValue(localID, out prim)) { | 314 | if (m_prims.TryGetValue(localID, out prim)) { |
306 | prim.Collide(collidingWith, type, Vector3.Zero, Vector3.UnitZ, 0.01f); | 315 | prim.Collide(collidingWith, type, collidePoint, collideNormal, 0.01f); |
307 | return; | 316 | return; |
308 | } | 317 | } |
309 | BSCharacter actor; | 318 | BSCharacter actor; |
310 | if (m_avatars.TryGetValue(localID, out actor)) { | 319 | if (m_avatars.TryGetValue(localID, out actor)) { |
311 | actor.Collide(collidingWith, type, Vector3.Zero, Vector3.UnitZ, 0.01f); | 320 | actor.Collide(collidingWith, type, collidePoint, collideNormal, 0.01f); |
312 | return; | 321 | return; |
313 | } | 322 | } |
314 | return; | 323 | return; |
@@ -317,7 +326,6 @@ public class BSScene : PhysicsScene | |||
317 | public override void GetResults() { } | 326 | public override void GetResults() { } |
318 | 327 | ||
319 | public override void SetTerrain(float[] heightMap) { | 328 | public override void SetTerrain(float[] heightMap) { |
320 | m_log.DebugFormat("{0}: SetTerrain", LogHeader); | ||
321 | m_heightMap = heightMap; | 329 | m_heightMap = heightMap; |
322 | this.TaintedObject(delegate() | 330 | this.TaintedObject(delegate() |
323 | { | 331 | { |