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Diffstat (limited to 'OpenSim/Region/PhysicsModules/BulletS/BSScene.cs')
-rw-r--r-- | OpenSim/Region/PhysicsModules/BulletS/BSScene.cs | 1333 |
1 files changed, 1333 insertions, 0 deletions
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSScene.cs b/OpenSim/Region/PhysicsModules/BulletS/BSScene.cs new file mode 100644 index 0000000..452ce55 --- /dev/null +++ b/OpenSim/Region/PhysicsModules/BulletS/BSScene.cs | |||
@@ -0,0 +1,1333 @@ | |||
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.Linq; | ||
30 | using System.Reflection; | ||
31 | using System.Runtime.InteropServices; | ||
32 | using System.Text; | ||
33 | using System.Threading; | ||
34 | using OpenSim.Framework; | ||
35 | using OpenSim.Framework.Monitoring; | ||
36 | using OpenSim.Region.Framework.Scenes; | ||
37 | using OpenSim.Region.Framework.Interfaces; | ||
38 | using OpenSim.Region.PhysicsModules.SharedBase; | ||
39 | using Nini.Config; | ||
40 | using log4net; | ||
41 | using OpenMetaverse; | ||
42 | using Mono.Addins; | ||
43 | |||
44 | namespace OpenSim.Region.PhysicsModule.BulletS | ||
45 | { | ||
46 | [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "BulletSPhysicsScene")] | ||
47 | public sealed class BSScene : PhysicsScene, IPhysicsParameters, INonSharedRegionModule | ||
48 | { | ||
49 | internal static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); | ||
50 | internal static readonly string LogHeader = "[BULLETS SCENE]"; | ||
51 | |||
52 | private bool m_Enabled = false; | ||
53 | private IConfigSource m_Config; | ||
54 | |||
55 | // The name of the region we're working for. | ||
56 | public string RegionName { get; private set; } | ||
57 | |||
58 | public string BulletSimVersion = "?"; | ||
59 | |||
60 | // The handle to the underlying managed or unmanaged version of Bullet being used. | ||
61 | public string BulletEngineName { get; private set; } | ||
62 | public BSAPITemplate PE; | ||
63 | |||
64 | // If the physics engine is running on a separate thread | ||
65 | public Thread m_physicsThread; | ||
66 | |||
67 | public Dictionary<uint, BSPhysObject> PhysObjects; | ||
68 | public BSShapeCollection Shapes; | ||
69 | |||
70 | // Keeping track of the objects with collisions so we can report begin and end of a collision | ||
71 | public HashSet<BSPhysObject> ObjectsWithCollisions = new HashSet<BSPhysObject>(); | ||
72 | public HashSet<BSPhysObject> ObjectsWithNoMoreCollisions = new HashSet<BSPhysObject>(); | ||
73 | |||
74 | // All the collision processing is protected with this lock object | ||
75 | public Object CollisionLock = new Object(); | ||
76 | |||
77 | // Properties are updated here | ||
78 | public Object UpdateLock = new Object(); | ||
79 | public HashSet<BSPhysObject> ObjectsWithUpdates = new HashSet<BSPhysObject>(); | ||
80 | |||
81 | // Keep track of all the avatars so we can send them a collision event | ||
82 | // every tick so OpenSim will update its animation. | ||
83 | private HashSet<BSPhysObject> AvatarsInScene = new HashSet<BSPhysObject>(); | ||
84 | private Object AvatarsInSceneLock = new Object(); | ||
85 | |||
86 | // let my minuions use my logger | ||
87 | public ILog Logger { get { return m_log; } } | ||
88 | |||
89 | public IMesher mesher; | ||
90 | public uint WorldID { get; private set; } | ||
91 | public BulletWorld World { get; private set; } | ||
92 | |||
93 | // All the constraints that have been allocated in this instance. | ||
94 | public BSConstraintCollection Constraints { get; private set; } | ||
95 | |||
96 | // Simulation parameters | ||
97 | //internal float m_physicsStepTime; // if running independently, the interval simulated by default | ||
98 | |||
99 | internal int m_maxSubSteps; | ||
100 | internal float m_fixedTimeStep; | ||
101 | |||
102 | internal float m_simulatedTime; // the time simulated previously. Used for physics framerate calc. | ||
103 | |||
104 | internal long m_simulationStep = 0; // The current simulation step. | ||
105 | public long SimulationStep { get { return m_simulationStep; } } | ||
106 | // A number to use for SimulationStep that is probably not any step value | ||
107 | // Used by the collision code (which remembers the step when a collision happens) to remember not any simulation step. | ||
108 | public static long NotASimulationStep = -1234; | ||
109 | |||
110 | internal float LastTimeStep { get; private set; } // The simulation time from the last invocation of Simulate() | ||
111 | |||
112 | internal float NominalFrameRate { get; set; } // Parameterized ideal frame rate that simulation is scaled to | ||
113 | |||
114 | // Physical objects can register for prestep or poststep events | ||
115 | public delegate void PreStepAction(float timeStep); | ||
116 | public delegate void PostStepAction(float timeStep); | ||
117 | public event PreStepAction BeforeStep; | ||
118 | public event PostStepAction AfterStep; | ||
119 | |||
120 | // A value of the time 'now' so all the collision and update routines do not have to get their own | ||
121 | // Set to 'now' just before all the prims and actors are called for collisions and updates | ||
122 | public int SimulationNowTime { get; private set; } | ||
123 | |||
124 | // True if initialized and ready to do simulation steps | ||
125 | private bool m_initialized = false; | ||
126 | |||
127 | // Flag which is true when processing taints. | ||
128 | // Not guaranteed to be correct all the time (don't depend on this) but good for debugging. | ||
129 | public bool InTaintTime { get; private set; } | ||
130 | |||
131 | // Pinned memory used to pass step information between managed and unmanaged | ||
132 | internal int m_maxCollisionsPerFrame; | ||
133 | internal CollisionDesc[] m_collisionArray; | ||
134 | |||
135 | internal int m_maxUpdatesPerFrame; | ||
136 | internal EntityProperties[] m_updateArray; | ||
137 | |||
138 | /// <summary> | ||
139 | /// Used to control physics simulation timing if Bullet is running on its own thread. | ||
140 | /// </summary> | ||
141 | private ManualResetEvent m_updateWaitEvent; | ||
142 | |||
143 | public const uint TERRAIN_ID = 0; // OpenSim senses terrain with a localID of zero | ||
144 | public const uint GROUNDPLANE_ID = 1; | ||
145 | public const uint CHILDTERRAIN_ID = 2; // Terrain allocated based on our mega-prim childre start here | ||
146 | |||
147 | public float SimpleWaterLevel { get; set; } | ||
148 | public BSTerrainManager TerrainManager { get; private set; } | ||
149 | |||
150 | public ConfigurationParameters Params | ||
151 | { | ||
152 | get { return UnmanagedParams[0]; } | ||
153 | } | ||
154 | public Vector3 DefaultGravity | ||
155 | { | ||
156 | get { return new Vector3(0f, 0f, Params.gravity); } | ||
157 | } | ||
158 | // Just the Z value of the gravity | ||
159 | public float DefaultGravityZ | ||
160 | { | ||
161 | get { return Params.gravity; } | ||
162 | } | ||
163 | |||
164 | // When functions in the unmanaged code must be called, it is only | ||
165 | // done at a known time just before the simulation step. The taint | ||
166 | // system saves all these function calls and executes them in | ||
167 | // order before the simulation. | ||
168 | public delegate void TaintCallback(); | ||
169 | private struct TaintCallbackEntry | ||
170 | { | ||
171 | public String originator; | ||
172 | public String ident; | ||
173 | public TaintCallback callback; | ||
174 | public TaintCallbackEntry(string pIdent, TaintCallback pCallBack) | ||
175 | { | ||
176 | originator = BSScene.DetailLogZero; | ||
177 | ident = pIdent; | ||
178 | callback = pCallBack; | ||
179 | } | ||
180 | public TaintCallbackEntry(string pOrigin, string pIdent, TaintCallback pCallBack) | ||
181 | { | ||
182 | originator = pOrigin; | ||
183 | ident = pIdent; | ||
184 | callback = pCallBack; | ||
185 | } | ||
186 | } | ||
187 | private Object _taintLock = new Object(); // lock for using the next object | ||
188 | private List<TaintCallbackEntry> _taintOperations; | ||
189 | private Dictionary<string, TaintCallbackEntry> _postTaintOperations; | ||
190 | private List<TaintCallbackEntry> _postStepOperations; | ||
191 | |||
192 | // A pointer to an instance if this structure is passed to the C++ code | ||
193 | // Used to pass basic configuration values to the unmanaged code. | ||
194 | internal ConfigurationParameters[] UnmanagedParams; | ||
195 | |||
196 | // Sometimes you just have to log everything. | ||
197 | public LogWriter PhysicsLogging; | ||
198 | private bool m_physicsLoggingEnabled; | ||
199 | private string m_physicsLoggingDir; | ||
200 | private string m_physicsLoggingPrefix; | ||
201 | private int m_physicsLoggingFileMinutes; | ||
202 | private bool m_physicsLoggingDoFlush; | ||
203 | private bool m_physicsPhysicalDumpEnabled; | ||
204 | public int PhysicsMetricDumpFrames { get; set; } | ||
205 | // 'true' of the vehicle code is to log lots of details | ||
206 | public bool VehicleLoggingEnabled { get; private set; } | ||
207 | public bool VehiclePhysicalLoggingEnabled { get; private set; } | ||
208 | |||
209 | #region INonSharedRegionModule | ||
210 | public string Name | ||
211 | { | ||
212 | get { return "BulletSim"; } | ||
213 | } | ||
214 | |||
215 | public Type ReplaceableInterface | ||
216 | { | ||
217 | get { return null; } | ||
218 | } | ||
219 | |||
220 | public void Initialise(IConfigSource source) | ||
221 | { | ||
222 | // TODO: Move this out of Startup | ||
223 | IConfig config = source.Configs["Startup"]; | ||
224 | if (config != null) | ||
225 | { | ||
226 | string physics = config.GetString("physics", string.Empty); | ||
227 | if (physics == Name) | ||
228 | { | ||
229 | m_Enabled = true; | ||
230 | m_Config = source; | ||
231 | } | ||
232 | } | ||
233 | |||
234 | } | ||
235 | |||
236 | public void Close() | ||
237 | { | ||
238 | } | ||
239 | |||
240 | public void AddRegion(Scene scene) | ||
241 | { | ||
242 | if (!m_Enabled) | ||
243 | return; | ||
244 | |||
245 | EngineType = Name; | ||
246 | RegionName = scene.RegionInfo.RegionName; | ||
247 | PhysicsSceneName = EngineType + "/" + RegionName; | ||
248 | |||
249 | scene.RegisterModuleInterface<PhysicsScene>(this); | ||
250 | Vector3 extent = new Vector3(scene.RegionInfo.RegionSizeX, scene.RegionInfo.RegionSizeY, scene.RegionInfo.RegionSizeZ); | ||
251 | Initialise(m_Config, extent); | ||
252 | |||
253 | base.Initialise(scene.PhysicsRequestAsset, | ||
254 | (scene.Heightmap != null ? scene.Heightmap.GetFloatsSerialised() : new float[scene.RegionInfo.RegionSizeX * scene.RegionInfo.RegionSizeY]), | ||
255 | (float)scene.RegionInfo.RegionSettings.WaterHeight); | ||
256 | |||
257 | } | ||
258 | |||
259 | public void RemoveRegion(Scene scene) | ||
260 | { | ||
261 | if (!m_Enabled) | ||
262 | return; | ||
263 | } | ||
264 | |||
265 | public void RegionLoaded(Scene scene) | ||
266 | { | ||
267 | if (!m_Enabled) | ||
268 | return; | ||
269 | |||
270 | mesher = scene.RequestModuleInterface<IMesher>(); | ||
271 | if (mesher == null) | ||
272 | m_log.WarnFormat("{0} No mesher. Things will not work well.", LogHeader); | ||
273 | |||
274 | scene.PhysicsEnabled = true; | ||
275 | } | ||
276 | #endregion | ||
277 | |||
278 | #region Initialization | ||
279 | |||
280 | private void Initialise(IConfigSource config, Vector3 regionExtent) | ||
281 | { | ||
282 | _taintOperations = new List<TaintCallbackEntry>(); | ||
283 | _postTaintOperations = new Dictionary<string, TaintCallbackEntry>(); | ||
284 | _postStepOperations = new List<TaintCallbackEntry>(); | ||
285 | PhysObjects = new Dictionary<uint, BSPhysObject>(); | ||
286 | Shapes = new BSShapeCollection(this); | ||
287 | |||
288 | m_simulatedTime = 0f; | ||
289 | LastTimeStep = 0.1f; | ||
290 | |||
291 | // Allocate pinned memory to pass parameters. | ||
292 | UnmanagedParams = new ConfigurationParameters[1]; | ||
293 | |||
294 | // Set default values for physics parameters plus any overrides from the ini file | ||
295 | GetInitialParameterValues(config); | ||
296 | |||
297 | // Force some parameters to values depending on other configurations | ||
298 | // Only use heightmap terrain implementation if terrain larger than legacy size | ||
299 | if ((uint)regionExtent.X > Constants.RegionSize || (uint)regionExtent.Y > Constants.RegionSize) | ||
300 | { | ||
301 | m_log.WarnFormat("{0} Forcing terrain implementation to heightmap for large region", LogHeader); | ||
302 | BSParam.TerrainImplementation = (float)BSTerrainPhys.TerrainImplementation.Heightmap; | ||
303 | } | ||
304 | |||
305 | // Get the connection to the physics engine (could be native or one of many DLLs) | ||
306 | PE = SelectUnderlyingBulletEngine(BulletEngineName); | ||
307 | |||
308 | // Enable very detailed logging. | ||
309 | // By creating an empty logger when not logging, the log message invocation code | ||
310 | // can be left in and every call doesn't have to check for null. | ||
311 | if (m_physicsLoggingEnabled) | ||
312 | { | ||
313 | PhysicsLogging = new LogWriter(m_physicsLoggingDir, m_physicsLoggingPrefix, m_physicsLoggingFileMinutes, m_physicsLoggingDoFlush); | ||
314 | PhysicsLogging.ErrorLogger = m_log; // for DEBUG. Let's the logger output its own error messages. | ||
315 | } | ||
316 | else | ||
317 | { | ||
318 | PhysicsLogging = new LogWriter(); | ||
319 | } | ||
320 | |||
321 | // Allocate memory for returning of the updates and collisions from the physics engine | ||
322 | m_collisionArray = new CollisionDesc[m_maxCollisionsPerFrame]; | ||
323 | m_updateArray = new EntityProperties[m_maxUpdatesPerFrame]; | ||
324 | |||
325 | // The bounding box for the simulated world. The origin is 0,0,0 unless we're | ||
326 | // a child in a mega-region. | ||
327 | // Bullet actually doesn't care about the extents of the simulated | ||
328 | // area. It tracks active objects no matter where they are. | ||
329 | Vector3 worldExtent = regionExtent; | ||
330 | |||
331 | World = PE.Initialize(worldExtent, Params, m_maxCollisionsPerFrame, ref m_collisionArray, m_maxUpdatesPerFrame, ref m_updateArray); | ||
332 | |||
333 | Constraints = new BSConstraintCollection(World); | ||
334 | |||
335 | TerrainManager = new BSTerrainManager(this, worldExtent); | ||
336 | TerrainManager.CreateInitialGroundPlaneAndTerrain(); | ||
337 | |||
338 | // Put some informational messages into the log file. | ||
339 | m_log.InfoFormat("{0} Linksets implemented with {1}", LogHeader, (BSLinkset.LinksetImplementation)BSParam.LinksetImplementation); | ||
340 | |||
341 | InTaintTime = false; | ||
342 | m_initialized = true; | ||
343 | |||
344 | // If the physics engine runs on its own thread, start same. | ||
345 | if (BSParam.UseSeparatePhysicsThread) | ||
346 | { | ||
347 | // The physics simulation should happen independently of the heartbeat loop | ||
348 | m_physicsThread | ||
349 | = WorkManager.StartThread( | ||
350 | BulletSPluginPhysicsThread, | ||
351 | string.Format("{0} ({1})", BulletEngineName, RegionName), | ||
352 | ThreadPriority.Normal, | ||
353 | true, | ||
354 | true); | ||
355 | } | ||
356 | } | ||
357 | |||
358 | // All default parameter values are set here. There should be no values set in the | ||
359 | // variable definitions. | ||
360 | private void GetInitialParameterValues(IConfigSource config) | ||
361 | { | ||
362 | ConfigurationParameters parms = new ConfigurationParameters(); | ||
363 | UnmanagedParams[0] = parms; | ||
364 | |||
365 | BSParam.SetParameterDefaultValues(this); | ||
366 | |||
367 | if (config != null) | ||
368 | { | ||
369 | // If there are specifications in the ini file, use those values | ||
370 | IConfig pConfig = config.Configs["BulletSim"]; | ||
371 | if (pConfig != null) | ||
372 | { | ||
373 | BSParam.SetParameterConfigurationValues(this, pConfig); | ||
374 | |||
375 | // There are two Bullet implementations to choose from | ||
376 | BulletEngineName = pConfig.GetString("BulletEngine", "BulletUnmanaged"); | ||
377 | |||
378 | // Very detailed logging for physics debugging | ||
379 | // TODO: the boolean values can be moved to the normal parameter processing. | ||
380 | m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false); | ||
381 | m_physicsLoggingDir = pConfig.GetString("PhysicsLoggingDir", "."); | ||
382 | m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-%REGIONNAME%-"); | ||
383 | m_physicsLoggingFileMinutes = pConfig.GetInt("PhysicsLoggingFileMinutes", 5); | ||
384 | m_physicsLoggingDoFlush = pConfig.GetBoolean("PhysicsLoggingDoFlush", false); | ||
385 | m_physicsPhysicalDumpEnabled = pConfig.GetBoolean("PhysicsPhysicalDumpEnabled", false); | ||
386 | // Very detailed logging for vehicle debugging | ||
387 | VehicleLoggingEnabled = pConfig.GetBoolean("VehicleLoggingEnabled", false); | ||
388 | VehiclePhysicalLoggingEnabled = pConfig.GetBoolean("VehiclePhysicalLoggingEnabled", false); | ||
389 | |||
390 | // Do any replacements in the parameters | ||
391 | m_physicsLoggingPrefix = m_physicsLoggingPrefix.Replace("%REGIONNAME%", RegionName); | ||
392 | } | ||
393 | else | ||
394 | { | ||
395 | // Nothing in the configuration INI file so assume unmanaged and other defaults. | ||
396 | BulletEngineName = "BulletUnmanaged"; | ||
397 | m_physicsLoggingEnabled = false; | ||
398 | VehicleLoggingEnabled = false; | ||
399 | } | ||
400 | |||
401 | // The material characteristics. | ||
402 | BSMaterials.InitializeFromDefaults(Params); | ||
403 | if (pConfig != null) | ||
404 | { | ||
405 | // Let the user add new and interesting material property values. | ||
406 | BSMaterials.InitializefromParameters(pConfig); | ||
407 | } | ||
408 | } | ||
409 | } | ||
410 | |||
411 | // A helper function that handles a true/false parameter and returns the proper float number encoding | ||
412 | float ParamBoolean(IConfig config, string parmName, float deflt) | ||
413 | { | ||
414 | float ret = deflt; | ||
415 | if (config.Contains(parmName)) | ||
416 | { | ||
417 | ret = ConfigurationParameters.numericFalse; | ||
418 | if (config.GetBoolean(parmName, false)) | ||
419 | { | ||
420 | ret = ConfigurationParameters.numericTrue; | ||
421 | } | ||
422 | } | ||
423 | return ret; | ||
424 | } | ||
425 | |||
426 | // Select the connection to the actual Bullet implementation. | ||
427 | // The main engine selection is the engineName up to the first hypen. | ||
428 | // So "Bullet-2.80-OpenCL-Intel" specifies the 'bullet' class here and the whole name | ||
429 | // is passed to the engine to do its special selection, etc. | ||
430 | private BSAPITemplate SelectUnderlyingBulletEngine(string engineName) | ||
431 | { | ||
432 | // For the moment, do a simple switch statement. | ||
433 | // Someday do fancyness with looking up the interfaces in the assembly. | ||
434 | BSAPITemplate ret = null; | ||
435 | |||
436 | string selectionName = engineName.ToLower(); | ||
437 | int hyphenIndex = engineName.IndexOf("-"); | ||
438 | if (hyphenIndex > 0) | ||
439 | selectionName = engineName.ToLower().Substring(0, hyphenIndex - 1); | ||
440 | |||
441 | switch (selectionName) | ||
442 | { | ||
443 | case "bullet": | ||
444 | case "bulletunmanaged": | ||
445 | ret = new BSAPIUnman(engineName, this); | ||
446 | break; | ||
447 | case "bulletxna": | ||
448 | ret = new BSAPIXNA(engineName, this); | ||
449 | // Disable some features that are not implemented in BulletXNA | ||
450 | m_log.InfoFormat("{0} Disabling some physics features not implemented by BulletXNA", LogHeader); | ||
451 | m_log.InfoFormat("{0} Disabling ShouldUseBulletHACD", LogHeader); | ||
452 | BSParam.ShouldUseBulletHACD = false; | ||
453 | m_log.InfoFormat("{0} Disabling ShouldUseSingleConvexHullForPrims", LogHeader); | ||
454 | BSParam.ShouldUseSingleConvexHullForPrims = false; | ||
455 | m_log.InfoFormat("{0} Disabling ShouldUseGImpactShapeForPrims", LogHeader); | ||
456 | BSParam.ShouldUseGImpactShapeForPrims = false; | ||
457 | m_log.InfoFormat("{0} Setting terrain implimentation to Heightmap", LogHeader); | ||
458 | BSParam.TerrainImplementation = (float)BSTerrainPhys.TerrainImplementation.Heightmap; | ||
459 | break; | ||
460 | } | ||
461 | |||
462 | if (ret == null) | ||
463 | { | ||
464 | m_log.ErrorFormat("{0} COULD NOT SELECT BULLET ENGINE: '[BulletSim]PhysicsEngine' must be either 'BulletUnmanaged-*' or 'BulletXNA-*'", LogHeader); | ||
465 | } | ||
466 | else | ||
467 | { | ||
468 | m_log.InfoFormat("{0} Selected bullet engine {1} -> {2}/{3}", LogHeader, engineName, ret.BulletEngineName, ret.BulletEngineVersion); | ||
469 | } | ||
470 | |||
471 | return ret; | ||
472 | } | ||
473 | |||
474 | public override void Dispose() | ||
475 | { | ||
476 | // m_log.DebugFormat("{0}: Dispose()", LogHeader); | ||
477 | |||
478 | // make sure no stepping happens while we're deleting stuff | ||
479 | m_initialized = false; | ||
480 | |||
481 | lock (PhysObjects) | ||
482 | { | ||
483 | foreach (KeyValuePair<uint, BSPhysObject> kvp in PhysObjects) | ||
484 | { | ||
485 | kvp.Value.Destroy(); | ||
486 | } | ||
487 | PhysObjects.Clear(); | ||
488 | } | ||
489 | |||
490 | // Now that the prims are all cleaned up, there should be no constraints left | ||
491 | if (Constraints != null) | ||
492 | { | ||
493 | Constraints.Dispose(); | ||
494 | Constraints = null; | ||
495 | } | ||
496 | |||
497 | if (Shapes != null) | ||
498 | { | ||
499 | Shapes.Dispose(); | ||
500 | Shapes = null; | ||
501 | } | ||
502 | |||
503 | if (TerrainManager != null) | ||
504 | { | ||
505 | TerrainManager.ReleaseGroundPlaneAndTerrain(); | ||
506 | TerrainManager.Dispose(); | ||
507 | TerrainManager = null; | ||
508 | } | ||
509 | |||
510 | // Anything left in the unmanaged code should be cleaned out | ||
511 | PE.Shutdown(World); | ||
512 | |||
513 | // Not logging any more | ||
514 | PhysicsLogging.Close(); | ||
515 | } | ||
516 | #endregion // Construction and Initialization | ||
517 | |||
518 | #region Prim and Avatar addition and removal | ||
519 | |||
520 | public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying) | ||
521 | { | ||
522 | m_log.ErrorFormat("{0}: CALL TO AddAvatar in BSScene. NOT IMPLEMENTED", LogHeader); | ||
523 | return null; | ||
524 | } | ||
525 | |||
526 | public override PhysicsActor AddAvatar(uint localID, string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying) | ||
527 | { | ||
528 | // m_log.DebugFormat("{0}: AddAvatar: {1}", LogHeader, avName); | ||
529 | |||
530 | if (!m_initialized) return null; | ||
531 | |||
532 | BSCharacter actor = new BSCharacter(localID, avName, this, position, velocity, size, isFlying); | ||
533 | lock (PhysObjects) | ||
534 | PhysObjects.Add(localID, actor); | ||
535 | |||
536 | // TODO: Remove kludge someday. | ||
537 | // We must generate a collision for avatars whether they collide or not. | ||
538 | // This is required by OpenSim to update avatar animations, etc. | ||
539 | lock (AvatarsInSceneLock) | ||
540 | AvatarsInScene.Add(actor); | ||
541 | |||
542 | return actor; | ||
543 | } | ||
544 | |||
545 | public override void RemoveAvatar(PhysicsActor actor) | ||
546 | { | ||
547 | // m_log.DebugFormat("{0}: RemoveAvatar", LogHeader); | ||
548 | |||
549 | if (!m_initialized) return; | ||
550 | |||
551 | BSCharacter bsactor = actor as BSCharacter; | ||
552 | if (bsactor != null) | ||
553 | { | ||
554 | try | ||
555 | { | ||
556 | lock (PhysObjects) | ||
557 | PhysObjects.Remove(bsactor.LocalID); | ||
558 | // Remove kludge someday | ||
559 | lock (AvatarsInSceneLock) | ||
560 | AvatarsInScene.Remove(bsactor); | ||
561 | } | ||
562 | catch (Exception e) | ||
563 | { | ||
564 | m_log.WarnFormat("{0}: Attempt to remove avatar that is not in physics scene: {1}", LogHeader, e); | ||
565 | } | ||
566 | bsactor.Destroy(); | ||
567 | // bsactor.dispose(); | ||
568 | } | ||
569 | else | ||
570 | { | ||
571 | m_log.ErrorFormat("{0}: Requested to remove avatar that is not a BSCharacter. ID={1}, type={2}", | ||
572 | LogHeader, actor.LocalID, actor.GetType().Name); | ||
573 | } | ||
574 | } | ||
575 | |||
576 | public override void RemovePrim(PhysicsActor prim) | ||
577 | { | ||
578 | if (!m_initialized) return; | ||
579 | |||
580 | BSPhysObject bsprim = prim as BSPhysObject; | ||
581 | if (bsprim != null) | ||
582 | { | ||
583 | DetailLog("{0},RemovePrim,call", bsprim.LocalID); | ||
584 | // m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID); | ||
585 | try | ||
586 | { | ||
587 | lock (PhysObjects) PhysObjects.Remove(bsprim.LocalID); | ||
588 | } | ||
589 | catch (Exception e) | ||
590 | { | ||
591 | m_log.ErrorFormat("{0}: Attempt to remove prim that is not in physics scene: {1}", LogHeader, e); | ||
592 | } | ||
593 | bsprim.Destroy(); | ||
594 | // bsprim.dispose(); | ||
595 | } | ||
596 | else | ||
597 | { | ||
598 | m_log.ErrorFormat("{0}: Attempt to remove prim that is not a BSPrim type.", LogHeader); | ||
599 | } | ||
600 | } | ||
601 | |||
602 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, | ||
603 | Vector3 size, Quaternion rotation, bool isPhysical, uint localID) | ||
604 | { | ||
605 | // m_log.DebugFormat("{0}: AddPrimShape2: {1}", LogHeader, primName); | ||
606 | |||
607 | if (!m_initialized) return null; | ||
608 | |||
609 | // DetailLog("{0},BSScene.AddPrimShape,call", localID); | ||
610 | |||
611 | BSPhysObject prim = new BSPrimLinkable(localID, primName, this, position, size, rotation, pbs, isPhysical); | ||
612 | lock (PhysObjects) PhysObjects.Add(localID, prim); | ||
613 | return prim; | ||
614 | } | ||
615 | |||
616 | // This is a call from the simulator saying that some physical property has been updated. | ||
617 | // The BulletSim driver senses the changing of relevant properties so this taint | ||
618 | // information call is not needed. | ||
619 | public override void AddPhysicsActorTaint(PhysicsActor prim) { } | ||
620 | |||
621 | #endregion // Prim and Avatar addition and removal | ||
622 | |||
623 | #region Simulation | ||
624 | |||
625 | // Call from the simulator to send physics information to the simulator objects. | ||
626 | // This pushes all the collision and property update events into the objects in | ||
627 | // the simulator and, since it is on the heartbeat thread, there is an implicit | ||
628 | // locking of those data structures from other heartbeat events. | ||
629 | // If the physics engine is running on a separate thread, the update information | ||
630 | // will be in the ObjectsWithCollions and ObjectsWithUpdates structures. | ||
631 | public override float Simulate(float timeStep) | ||
632 | { | ||
633 | if (!BSParam.UseSeparatePhysicsThread) | ||
634 | { | ||
635 | DoPhysicsStep(timeStep); | ||
636 | } | ||
637 | return SendUpdatesToSimulator(timeStep); | ||
638 | } | ||
639 | |||
640 | // Call the physics engine to do one 'timeStep' and collect collisions and updates | ||
641 | // into ObjectsWithCollisions and ObjectsWithUpdates data structures. | ||
642 | private void DoPhysicsStep(float timeStep) | ||
643 | { | ||
644 | // prevent simulation until we've been initialized | ||
645 | if (!m_initialized) return; | ||
646 | |||
647 | LastTimeStep = timeStep; | ||
648 | |||
649 | int updatedEntityCount = 0; | ||
650 | int collidersCount = 0; | ||
651 | |||
652 | int beforeTime = Util.EnvironmentTickCount(); | ||
653 | int simTime = 0; | ||
654 | |||
655 | int numTaints = _taintOperations.Count; | ||
656 | InTaintTime = true; // Only used for debugging so locking is not necessary. | ||
657 | |||
658 | // update the prim states while we know the physics engine is not busy | ||
659 | ProcessTaints(); | ||
660 | |||
661 | // Some of the physical objects requre individual, pre-step calls | ||
662 | // (vehicles and avatar movement, in particular) | ||
663 | TriggerPreStepEvent(timeStep); | ||
664 | |||
665 | // the prestep actions might have added taints | ||
666 | numTaints += _taintOperations.Count; | ||
667 | ProcessTaints(); | ||
668 | |||
669 | InTaintTime = false; // Only used for debugging so locking is not necessary. | ||
670 | |||
671 | // The following causes the unmanaged code to output ALL the values found in ALL the objects in the world. | ||
672 | // Only enable this in a limited test world with few objects. | ||
673 | if (m_physicsPhysicalDumpEnabled) | ||
674 | PE.DumpAllInfo(World); | ||
675 | |||
676 | // step the physical world one interval | ||
677 | m_simulationStep++; | ||
678 | int numSubSteps = 0; | ||
679 | try | ||
680 | { | ||
681 | numSubSteps = PE.PhysicsStep(World, timeStep, m_maxSubSteps, m_fixedTimeStep, out updatedEntityCount, out collidersCount); | ||
682 | |||
683 | } | ||
684 | catch (Exception e) | ||
685 | { | ||
686 | m_log.WarnFormat("{0},PhysicsStep Exception: nTaints={1}, substeps={2}, updates={3}, colliders={4}, e={5}", | ||
687 | LogHeader, numTaints, numSubSteps, updatedEntityCount, collidersCount, e); | ||
688 | DetailLog("{0},PhysicsStepException,call, nTaints={1}, substeps={2}, updates={3}, colliders={4}", | ||
689 | DetailLogZero, numTaints, numSubSteps, updatedEntityCount, collidersCount); | ||
690 | updatedEntityCount = 0; | ||
691 | collidersCount = 0; | ||
692 | } | ||
693 | |||
694 | // Make the physics engine dump useful statistics periodically | ||
695 | if (PhysicsMetricDumpFrames != 0 && ((m_simulationStep % PhysicsMetricDumpFrames) == 0)) | ||
696 | PE.DumpPhysicsStatistics(World); | ||
697 | |||
698 | // Get a value for 'now' so all the collision and update routines don't have to get their own. | ||
699 | SimulationNowTime = Util.EnvironmentTickCount(); | ||
700 | |||
701 | // Send collision information to the colliding objects. The objects decide if the collision | ||
702 | // is 'real' (like linksets don't collide with themselves) and the individual objects | ||
703 | // know if the simulator has subscribed to collisions. | ||
704 | lock (CollisionLock) | ||
705 | { | ||
706 | if (collidersCount > 0) | ||
707 | { | ||
708 | lock (PhysObjects) | ||
709 | { | ||
710 | for (int ii = 0; ii < collidersCount; ii++) | ||
711 | { | ||
712 | uint cA = m_collisionArray[ii].aID; | ||
713 | uint cB = m_collisionArray[ii].bID; | ||
714 | Vector3 point = m_collisionArray[ii].point; | ||
715 | Vector3 normal = m_collisionArray[ii].normal; | ||
716 | float penetration = m_collisionArray[ii].penetration; | ||
717 | SendCollision(cA, cB, point, normal, penetration); | ||
718 | SendCollision(cB, cA, point, -normal, penetration); | ||
719 | } | ||
720 | } | ||
721 | } | ||
722 | } | ||
723 | |||
724 | // If any of the objects had updated properties, tell the managed objects about the update | ||
725 | // and remember that there was a change so it will be passed to the simulator. | ||
726 | lock (UpdateLock) | ||
727 | { | ||
728 | if (updatedEntityCount > 0) | ||
729 | { | ||
730 | lock (PhysObjects) | ||
731 | { | ||
732 | for (int ii = 0; ii < updatedEntityCount; ii++) | ||
733 | { | ||
734 | EntityProperties entprop = m_updateArray[ii]; | ||
735 | BSPhysObject pobj; | ||
736 | if (PhysObjects.TryGetValue(entprop.ID, out pobj)) | ||
737 | { | ||
738 | if (pobj.IsInitialized) | ||
739 | pobj.UpdateProperties(entprop); | ||
740 | } | ||
741 | } | ||
742 | } | ||
743 | } | ||
744 | } | ||
745 | |||
746 | // Some actors want to know when the simulation step is complete. | ||
747 | TriggerPostStepEvent(timeStep); | ||
748 | |||
749 | simTime = Util.EnvironmentTickCountSubtract(beforeTime); | ||
750 | if (PhysicsLogging.Enabled) | ||
751 | { | ||
752 | DetailLog("{0},DoPhysicsStep,complete,frame={1}, nTaints={2}, simTime={3}, substeps={4}, updates={5}, colliders={6}, objWColl={7}", | ||
753 | DetailLogZero, m_simulationStep, numTaints, simTime, numSubSteps, | ||
754 | updatedEntityCount, collidersCount, ObjectsWithCollisions.Count); | ||
755 | } | ||
756 | |||
757 | // The following causes the unmanaged code to output ALL the values found in ALL the objects in the world. | ||
758 | // Only enable this in a limited test world with few objects. | ||
759 | if (m_physicsPhysicalDumpEnabled) | ||
760 | PE.DumpAllInfo(World); | ||
761 | |||
762 | // The physics engine returns the number of milliseconds it simulated this call. | ||
763 | // These are summed and normalized to one second and divided by 1000 to give the reported physics FPS. | ||
764 | // Multiply by a fixed nominal frame rate to give a rate similar to the simulator (usually 55). | ||
765 | m_simulatedTime += (float)numSubSteps * m_fixedTimeStep * 1000f * NominalFrameRate; | ||
766 | } | ||
767 | |||
768 | // Called by a BSPhysObject to note that it has changed properties and this information | ||
769 | // should be passed up to the simulator at the proper time. | ||
770 | // Note: this is called by the BSPhysObject from invocation via DoPhysicsStep() above so | ||
771 | // this is is under UpdateLock. | ||
772 | public void PostUpdate(BSPhysObject updatee) | ||
773 | { | ||
774 | lock (UpdateLock) | ||
775 | { | ||
776 | ObjectsWithUpdates.Add(updatee); | ||
777 | } | ||
778 | } | ||
779 | |||
780 | // The simulator thinks it is physics time so return all the collisions and position | ||
781 | // updates that were collected in actual physics simulation. | ||
782 | private float SendUpdatesToSimulator(float timeStep) | ||
783 | { | ||
784 | if (!m_initialized) return 5.0f; | ||
785 | |||
786 | DetailLog("{0},SendUpdatesToSimulator,collisions={1},updates={2},simedTime={3}", | ||
787 | BSScene.DetailLogZero, ObjectsWithCollisions.Count, ObjectsWithUpdates.Count, m_simulatedTime); | ||
788 | // Push the collisions into the simulator. | ||
789 | lock (CollisionLock) | ||
790 | { | ||
791 | if (ObjectsWithCollisions.Count > 0) | ||
792 | { | ||
793 | foreach (BSPhysObject bsp in ObjectsWithCollisions) | ||
794 | if (!bsp.SendCollisions()) | ||
795 | { | ||
796 | // If the object is done colliding, see that it's removed from the colliding list | ||
797 | ObjectsWithNoMoreCollisions.Add(bsp); | ||
798 | } | ||
799 | } | ||
800 | |||
801 | // This is a kludge to get avatar movement updates. | ||
802 | // The simulator expects collisions for avatars even if there are have been no collisions. | ||
803 | // The event updates avatar animations and stuff. | ||
804 | // If you fix avatar animation updates, remove this overhead and let normal collision processing happen. | ||
805 | // Note that we get a copy of the list to search because SendCollision() can take a while. | ||
806 | HashSet<BSPhysObject> tempAvatarsInScene; | ||
807 | lock (AvatarsInSceneLock) | ||
808 | { | ||
809 | tempAvatarsInScene = new HashSet<BSPhysObject>(AvatarsInScene); | ||
810 | } | ||
811 | foreach (BSPhysObject actor in tempAvatarsInScene) | ||
812 | { | ||
813 | if (!ObjectsWithCollisions.Contains(actor)) // don't call avatars twice | ||
814 | actor.SendCollisions(); | ||
815 | } | ||
816 | tempAvatarsInScene = null; | ||
817 | |||
818 | // Objects that are done colliding are removed from the ObjectsWithCollisions list. | ||
819 | // Not done above because it is inside an iteration of ObjectWithCollisions. | ||
820 | // This complex collision processing is required to create an empty collision | ||
821 | // event call after all real collisions have happened on an object. This allows | ||
822 | // the simulator to generate the 'collision end' event. | ||
823 | if (ObjectsWithNoMoreCollisions.Count > 0) | ||
824 | { | ||
825 | foreach (BSPhysObject po in ObjectsWithNoMoreCollisions) | ||
826 | ObjectsWithCollisions.Remove(po); | ||
827 | ObjectsWithNoMoreCollisions.Clear(); | ||
828 | } | ||
829 | } | ||
830 | |||
831 | // Call the simulator for each object that has physics property updates. | ||
832 | HashSet<BSPhysObject> updatedObjects = null; | ||
833 | lock (UpdateLock) | ||
834 | { | ||
835 | if (ObjectsWithUpdates.Count > 0) | ||
836 | { | ||
837 | updatedObjects = ObjectsWithUpdates; | ||
838 | ObjectsWithUpdates = new HashSet<BSPhysObject>(); | ||
839 | } | ||
840 | } | ||
841 | if (updatedObjects != null) | ||
842 | { | ||
843 | foreach (BSPhysObject obj in updatedObjects) | ||
844 | { | ||
845 | obj.RequestPhysicsterseUpdate(); | ||
846 | } | ||
847 | updatedObjects.Clear(); | ||
848 | } | ||
849 | |||
850 | // Return the framerate simulated to give the above returned results. | ||
851 | // (Race condition here but this is just bookkeeping so rare mistakes do not merit a lock). | ||
852 | float simTime = m_simulatedTime; | ||
853 | m_simulatedTime = 0f; | ||
854 | return simTime; | ||
855 | } | ||
856 | |||
857 | // Something has collided | ||
858 | private void SendCollision(uint localID, uint collidingWith, Vector3 collidePoint, Vector3 collideNormal, float penetration) | ||
859 | { | ||
860 | if (localID <= TerrainManager.HighestTerrainID) | ||
861 | { | ||
862 | return; // don't send collisions to the terrain | ||
863 | } | ||
864 | |||
865 | BSPhysObject collider; | ||
866 | // NOTE that PhysObjects was locked before the call to SendCollision(). | ||
867 | if (!PhysObjects.TryGetValue(localID, out collider)) | ||
868 | { | ||
869 | // If the object that is colliding cannot be found, just ignore the collision. | ||
870 | DetailLog("{0},BSScene.SendCollision,colliderNotInObjectList,id={1},with={2}", DetailLogZero, localID, collidingWith); | ||
871 | return; | ||
872 | } | ||
873 | |||
874 | // Note: the terrain is not in the physical object list so 'collidee' can be null when Collide() is called. | ||
875 | BSPhysObject collidee = null; | ||
876 | PhysObjects.TryGetValue(collidingWith, out collidee); | ||
877 | |||
878 | // DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith); | ||
879 | |||
880 | if (collider.IsInitialized) | ||
881 | { | ||
882 | if (collider.Collide(collidingWith, collidee, collidePoint, collideNormal, penetration)) | ||
883 | { | ||
884 | // If a collision was 'good', remember to send it to the simulator | ||
885 | lock (CollisionLock) | ||
886 | { | ||
887 | ObjectsWithCollisions.Add(collider); | ||
888 | } | ||
889 | } | ||
890 | } | ||
891 | |||
892 | return; | ||
893 | } | ||
894 | |||
895 | public void BulletSPluginPhysicsThread() | ||
896 | { | ||
897 | Thread.CurrentThread.Priority = ThreadPriority.Highest; | ||
898 | m_updateWaitEvent = new ManualResetEvent(false); | ||
899 | |||
900 | while (m_initialized) | ||
901 | { | ||
902 | int beginSimulationRealtimeMS = Util.EnvironmentTickCount(); | ||
903 | |||
904 | if (BSParam.Active) | ||
905 | DoPhysicsStep(BSParam.PhysicsTimeStep); | ||
906 | |||
907 | int simulationRealtimeMS = Util.EnvironmentTickCountSubtract(beginSimulationRealtimeMS); | ||
908 | int simulationTimeVsRealtimeDifferenceMS = ((int)(BSParam.PhysicsTimeStep*1000f)) - simulationRealtimeMS; | ||
909 | |||
910 | if (simulationTimeVsRealtimeDifferenceMS > 0) | ||
911 | { | ||
912 | // The simulation of the time interval took less than realtime. | ||
913 | // Do a wait for the rest of realtime. | ||
914 | m_updateWaitEvent.WaitOne(simulationTimeVsRealtimeDifferenceMS); | ||
915 | //Thread.Sleep(simulationTimeVsRealtimeDifferenceMS); | ||
916 | } | ||
917 | else | ||
918 | { | ||
919 | // The simulation took longer than realtime. | ||
920 | // Do some scaling of simulation time. | ||
921 | // TODO. | ||
922 | DetailLog("{0},BulletSPluginPhysicsThread,longerThanRealtime={1}", BSScene.DetailLogZero, simulationTimeVsRealtimeDifferenceMS); | ||
923 | } | ||
924 | |||
925 | Watchdog.UpdateThread(); | ||
926 | } | ||
927 | |||
928 | Watchdog.RemoveThread(); | ||
929 | } | ||
930 | |||
931 | #endregion // Simulation | ||
932 | |||
933 | public override void GetResults() { } | ||
934 | |||
935 | #region Terrain | ||
936 | |||
937 | public override void SetTerrain(float[] heightMap) { | ||
938 | TerrainManager.SetTerrain(heightMap); | ||
939 | } | ||
940 | |||
941 | public override void SetWaterLevel(float baseheight) | ||
942 | { | ||
943 | SimpleWaterLevel = baseheight; | ||
944 | } | ||
945 | |||
946 | public override void DeleteTerrain() | ||
947 | { | ||
948 | // m_log.DebugFormat("{0}: DeleteTerrain()", LogHeader); | ||
949 | } | ||
950 | |||
951 | // Although no one seems to check this, I do support combining. | ||
952 | public override bool SupportsCombining() | ||
953 | { | ||
954 | return TerrainManager.SupportsCombining(); | ||
955 | } | ||
956 | // This call says I am a child to region zero in a mega-region. 'pScene' is that | ||
957 | // of region zero, 'offset' is my offset from regions zero's origin, and | ||
958 | // 'extents' is the largest XY that is handled in my region. | ||
959 | public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) | ||
960 | { | ||
961 | TerrainManager.Combine(pScene, offset, extents); | ||
962 | } | ||
963 | |||
964 | // Unhook all the combining that I know about. | ||
965 | public override void UnCombine(PhysicsScene pScene) | ||
966 | { | ||
967 | TerrainManager.UnCombine(pScene); | ||
968 | } | ||
969 | |||
970 | #endregion // Terrain | ||
971 | |||
972 | public override Dictionary<uint, float> GetTopColliders() | ||
973 | { | ||
974 | Dictionary<uint, float> topColliders; | ||
975 | |||
976 | lock (PhysObjects) | ||
977 | { | ||
978 | foreach (KeyValuePair<uint, BSPhysObject> kvp in PhysObjects) | ||
979 | { | ||
980 | kvp.Value.ComputeCollisionScore(); | ||
981 | } | ||
982 | |||
983 | List<BSPhysObject> orderedPrims = new List<BSPhysObject>(PhysObjects.Values); | ||
984 | orderedPrims.OrderByDescending(p => p.CollisionScore); | ||
985 | topColliders = orderedPrims.Take(25).ToDictionary(p => p.LocalID, p => p.CollisionScore); | ||
986 | } | ||
987 | |||
988 | return topColliders; | ||
989 | } | ||
990 | |||
991 | public override bool IsThreaded { get { return false; } } | ||
992 | |||
993 | #region Extensions | ||
994 | public override object Extension(string pFunct, params object[] pParams) | ||
995 | { | ||
996 | DetailLog("{0} BSScene.Extension,op={1}", DetailLogZero, pFunct); | ||
997 | return base.Extension(pFunct, pParams); | ||
998 | } | ||
999 | #endregion // Extensions | ||
1000 | |||
1001 | public static string PrimitiveBaseShapeToString(PrimitiveBaseShape pbs) | ||
1002 | { | ||
1003 | float pathShearX = pbs.PathShearX < 128 ? (float)pbs.PathShearX * 0.01f : (float)(pbs.PathShearX - 256) * 0.01f; | ||
1004 | float pathShearY = pbs.PathShearY < 128 ? (float)pbs.PathShearY * 0.01f : (float)(pbs.PathShearY - 256) * 0.01f; | ||
1005 | float pathBegin = (float)pbs.PathBegin * 2.0e-5f; | ||
1006 | float pathEnd = 1.0f - (float)pbs.PathEnd * 2.0e-5f; | ||
1007 | float pathScaleX = (float)(200 - pbs.PathScaleX) * 0.01f; | ||
1008 | float pathScaleY = (float)(200 - pbs.PathScaleY) * 0.01f; | ||
1009 | float pathTaperX = pbs.PathTaperX * 0.01f; | ||
1010 | float pathTaperY = pbs.PathTaperY * 0.01f; | ||
1011 | |||
1012 | float profileBegin = (float)pbs.ProfileBegin * 2.0e-5f; | ||
1013 | float profileEnd = 1.0f - (float)pbs.ProfileEnd * 2.0e-5f; | ||
1014 | float profileHollow = (float)pbs.ProfileHollow * 2.0e-5f; | ||
1015 | if (profileHollow > 0.95f) | ||
1016 | profileHollow = 0.95f; | ||
1017 | |||
1018 | StringBuilder buff = new StringBuilder(); | ||
1019 | buff.Append("shape="); | ||
1020 | buff.Append(((ProfileShape)pbs.ProfileShape).ToString()); | ||
1021 | buff.Append(","); | ||
1022 | buff.Append("hollow="); | ||
1023 | buff.Append(((HollowShape)pbs.HollowShape).ToString()); | ||
1024 | buff.Append(","); | ||
1025 | buff.Append("pathCurve="); | ||
1026 | buff.Append(((Extrusion)pbs.PathCurve).ToString()); | ||
1027 | buff.Append(","); | ||
1028 | buff.Append("profCurve="); | ||
1029 | buff.Append(((Extrusion)pbs.ProfileCurve).ToString()); | ||
1030 | buff.Append(","); | ||
1031 | buff.Append("profHollow="); | ||
1032 | buff.Append(profileHollow.ToString()); | ||
1033 | buff.Append(","); | ||
1034 | buff.Append("pathBegEnd="); | ||
1035 | buff.Append(pathBegin.ToString()); | ||
1036 | buff.Append("/"); | ||
1037 | buff.Append(pathEnd.ToString()); | ||
1038 | buff.Append(","); | ||
1039 | buff.Append("profileBegEnd="); | ||
1040 | buff.Append(profileBegin.ToString()); | ||
1041 | buff.Append("/"); | ||
1042 | buff.Append(profileEnd.ToString()); | ||
1043 | buff.Append(","); | ||
1044 | buff.Append("scaleXY="); | ||
1045 | buff.Append(pathScaleX.ToString()); | ||
1046 | buff.Append("/"); | ||
1047 | buff.Append(pathScaleY.ToString()); | ||
1048 | buff.Append(","); | ||
1049 | buff.Append("shearXY="); | ||
1050 | buff.Append(pathShearX.ToString()); | ||
1051 | buff.Append("/"); | ||
1052 | buff.Append(pathShearY.ToString()); | ||
1053 | buff.Append(","); | ||
1054 | buff.Append("taperXY="); | ||
1055 | buff.Append(pbs.PathTaperX.ToString()); | ||
1056 | buff.Append("/"); | ||
1057 | buff.Append(pbs.PathTaperY.ToString()); | ||
1058 | buff.Append(","); | ||
1059 | buff.Append("skew="); | ||
1060 | buff.Append(pbs.PathSkew.ToString()); | ||
1061 | buff.Append(","); | ||
1062 | buff.Append("twist/Beg="); | ||
1063 | buff.Append(pbs.PathTwist.ToString()); | ||
1064 | buff.Append("/"); | ||
1065 | buff.Append(pbs.PathTwistBegin.ToString()); | ||
1066 | |||
1067 | return buff.ToString(); | ||
1068 | } | ||
1069 | |||
1070 | #region Taints | ||
1071 | // The simulation execution order is: | ||
1072 | // Simulate() | ||
1073 | // DoOneTimeTaints | ||
1074 | // TriggerPreStepEvent | ||
1075 | // DoOneTimeTaints | ||
1076 | // Step() | ||
1077 | // ProcessAndSendToSimulatorCollisions | ||
1078 | // ProcessAndSendToSimulatorPropertyUpdates | ||
1079 | // TriggerPostStepEvent | ||
1080 | |||
1081 | // Calls to the PhysicsActors can't directly call into the physics engine | ||
1082 | // because it might be busy. We delay changes to a known time. | ||
1083 | // We rely on C#'s closure to save and restore the context for the delegate. | ||
1084 | public void TaintedObject(string pOriginator, string pIdent, TaintCallback pCallback) | ||
1085 | { | ||
1086 | TaintedObject(false /*inTaintTime*/, pOriginator, pIdent, pCallback); | ||
1087 | } | ||
1088 | public void TaintedObject(uint pOriginator, String pIdent, TaintCallback pCallback) | ||
1089 | { | ||
1090 | TaintedObject(false /*inTaintTime*/, m_physicsLoggingEnabled ? pOriginator.ToString() : BSScene.DetailLogZero, pIdent, pCallback); | ||
1091 | } | ||
1092 | public void TaintedObject(bool inTaintTime, String pIdent, TaintCallback pCallback) | ||
1093 | { | ||
1094 | TaintedObject(inTaintTime, BSScene.DetailLogZero, pIdent, pCallback); | ||
1095 | } | ||
1096 | public void TaintedObject(bool inTaintTime, uint pOriginator, String pIdent, TaintCallback pCallback) | ||
1097 | { | ||
1098 | TaintedObject(inTaintTime, m_physicsLoggingEnabled ? pOriginator.ToString() : BSScene.DetailLogZero, pIdent, pCallback); | ||
1099 | } | ||
1100 | // Sometimes a potentially tainted operation can be used in and out of taint time. | ||
1101 | // This routine executes the command immediately if in taint-time otherwise it is queued. | ||
1102 | public void TaintedObject(bool inTaintTime, string pOriginator, string pIdent, TaintCallback pCallback) | ||
1103 | { | ||
1104 | if (!m_initialized) return; | ||
1105 | |||
1106 | if (inTaintTime) | ||
1107 | pCallback(); | ||
1108 | else | ||
1109 | { | ||
1110 | lock (_taintLock) | ||
1111 | { | ||
1112 | _taintOperations.Add(new TaintCallbackEntry(pOriginator, pIdent, pCallback)); | ||
1113 | } | ||
1114 | } | ||
1115 | } | ||
1116 | |||
1117 | private void TriggerPreStepEvent(float timeStep) | ||
1118 | { | ||
1119 | PreStepAction actions = BeforeStep; | ||
1120 | if (actions != null) | ||
1121 | actions(timeStep); | ||
1122 | |||
1123 | } | ||
1124 | |||
1125 | private void TriggerPostStepEvent(float timeStep) | ||
1126 | { | ||
1127 | PostStepAction actions = AfterStep; | ||
1128 | if (actions != null) | ||
1129 | actions(timeStep); | ||
1130 | |||
1131 | } | ||
1132 | |||
1133 | // When someone tries to change a property on a BSPrim or BSCharacter, the object queues | ||
1134 | // a callback into itself to do the actual property change. That callback is called | ||
1135 | // here just before the physics engine is called to step the simulation. | ||
1136 | public void ProcessTaints() | ||
1137 | { | ||
1138 | ProcessRegularTaints(); | ||
1139 | ProcessPostTaintTaints(); | ||
1140 | } | ||
1141 | |||
1142 | private void ProcessRegularTaints() | ||
1143 | { | ||
1144 | if (m_initialized && _taintOperations.Count > 0) // save allocating new list if there is nothing to process | ||
1145 | { | ||
1146 | // swizzle a new list into the list location so we can process what's there | ||
1147 | List<TaintCallbackEntry> oldList; | ||
1148 | lock (_taintLock) | ||
1149 | { | ||
1150 | oldList = _taintOperations; | ||
1151 | _taintOperations = new List<TaintCallbackEntry>(); | ||
1152 | } | ||
1153 | |||
1154 | foreach (TaintCallbackEntry tcbe in oldList) | ||
1155 | { | ||
1156 | try | ||
1157 | { | ||
1158 | DetailLog("{0},BSScene.ProcessTaints,doTaint,id={1}", tcbe.originator, tcbe.ident); // DEBUG DEBUG DEBUG | ||
1159 | tcbe.callback(); | ||
1160 | } | ||
1161 | catch (Exception e) | ||
1162 | { | ||
1163 | m_log.ErrorFormat("{0}: ProcessTaints: {1}: Exception: {2}", LogHeader, tcbe.ident, e); | ||
1164 | } | ||
1165 | } | ||
1166 | oldList.Clear(); | ||
1167 | } | ||
1168 | } | ||
1169 | |||
1170 | // Schedule an update to happen after all the regular taints are processed. | ||
1171 | // Note that new requests for the same operation ("ident") for the same object ("ID") | ||
1172 | // will replace any previous operation by the same object. | ||
1173 | public void PostTaintObject(String ident, uint ID, TaintCallback callback) | ||
1174 | { | ||
1175 | string IDAsString = ID.ToString(); | ||
1176 | string uniqueIdent = ident + "-" + IDAsString; | ||
1177 | lock (_taintLock) | ||
1178 | { | ||
1179 | _postTaintOperations[uniqueIdent] = new TaintCallbackEntry(IDAsString, uniqueIdent, callback); | ||
1180 | } | ||
1181 | |||
1182 | return; | ||
1183 | } | ||
1184 | |||
1185 | // Taints that happen after the normal taint processing but before the simulation step. | ||
1186 | private void ProcessPostTaintTaints() | ||
1187 | { | ||
1188 | if (m_initialized && _postTaintOperations.Count > 0) | ||
1189 | { | ||
1190 | Dictionary<string, TaintCallbackEntry> oldList; | ||
1191 | lock (_taintLock) | ||
1192 | { | ||
1193 | oldList = _postTaintOperations; | ||
1194 | _postTaintOperations = new Dictionary<string, TaintCallbackEntry>(); | ||
1195 | } | ||
1196 | |||
1197 | foreach (KeyValuePair<string,TaintCallbackEntry> kvp in oldList) | ||
1198 | { | ||
1199 | try | ||
1200 | { | ||
1201 | DetailLog("{0},BSScene.ProcessPostTaintTaints,doTaint,id={1}", DetailLogZero, kvp.Key); // DEBUG DEBUG DEBUG | ||
1202 | kvp.Value.callback(); | ||
1203 | } | ||
1204 | catch (Exception e) | ||
1205 | { | ||
1206 | m_log.ErrorFormat("{0}: ProcessPostTaintTaints: {1}: Exception: {2}", LogHeader, kvp.Key, e); | ||
1207 | } | ||
1208 | } | ||
1209 | oldList.Clear(); | ||
1210 | } | ||
1211 | } | ||
1212 | |||
1213 | // Only used for debugging. Does not change state of anything so locking is not necessary. | ||
1214 | public bool AssertInTaintTime(string whereFrom) | ||
1215 | { | ||
1216 | if (!InTaintTime) | ||
1217 | { | ||
1218 | DetailLog("{0},BSScene.AssertInTaintTime,NOT IN TAINT TIME,Region={1},Where={2}", DetailLogZero, RegionName, whereFrom); | ||
1219 | m_log.ErrorFormat("{0} NOT IN TAINT TIME!! Region={1}, Where={2}", LogHeader, RegionName, whereFrom); | ||
1220 | // Util.PrintCallStack(DetailLog); | ||
1221 | } | ||
1222 | return InTaintTime; | ||
1223 | } | ||
1224 | |||
1225 | #endregion // Taints | ||
1226 | |||
1227 | #region IPhysicsParameters | ||
1228 | // Get the list of parameters this physics engine supports | ||
1229 | public PhysParameterEntry[] GetParameterList() | ||
1230 | { | ||
1231 | BSParam.BuildParameterTable(); | ||
1232 | return BSParam.SettableParameters; | ||
1233 | } | ||
1234 | |||
1235 | // Set parameter on a specific or all instances. | ||
1236 | // Return 'false' if not able to set the parameter. | ||
1237 | // Setting the value in the m_params block will change the value the physics engine | ||
1238 | // will use the next time since it's pinned and shared memory. | ||
1239 | // Some of the values require calling into the physics engine to get the new | ||
1240 | // value activated ('terrainFriction' for instance). | ||
1241 | public bool SetPhysicsParameter(string parm, string val, uint localID) | ||
1242 | { | ||
1243 | bool ret = false; | ||
1244 | |||
1245 | BSParam.ParameterDefnBase theParam; | ||
1246 | if (BSParam.TryGetParameter(parm, out theParam)) | ||
1247 | { | ||
1248 | // Set the value in the C# code | ||
1249 | theParam.SetValue(this, val); | ||
1250 | |||
1251 | // Optionally set the parameter in the unmanaged code | ||
1252 | if (theParam.HasSetOnObject) | ||
1253 | { | ||
1254 | // update all the localIDs specified | ||
1255 | // If the local ID is APPLY_TO_NONE, just change the default value | ||
1256 | // If the localID is APPLY_TO_ALL change the default value and apply the new value to all the lIDs | ||
1257 | // If the localID is a specific object, apply the parameter change to only that object | ||
1258 | List<uint> objectIDs = new List<uint>(); | ||
1259 | switch (localID) | ||
1260 | { | ||
1261 | case PhysParameterEntry.APPLY_TO_NONE: | ||
1262 | // This will cause a call into the physical world if some operation is specified (SetOnObject). | ||
1263 | objectIDs.Add(TERRAIN_ID); | ||
1264 | TaintedUpdateParameter(parm, objectIDs, val); | ||
1265 | break; | ||
1266 | case PhysParameterEntry.APPLY_TO_ALL: | ||
1267 | lock (PhysObjects) objectIDs = new List<uint>(PhysObjects.Keys); | ||
1268 | TaintedUpdateParameter(parm, objectIDs, val); | ||
1269 | break; | ||
1270 | default: | ||
1271 | // setting only one localID | ||
1272 | objectIDs.Add(localID); | ||
1273 | TaintedUpdateParameter(parm, objectIDs, val); | ||
1274 | break; | ||
1275 | } | ||
1276 | } | ||
1277 | |||
1278 | ret = true; | ||
1279 | } | ||
1280 | return ret; | ||
1281 | } | ||
1282 | |||
1283 | // schedule the actual updating of the paramter to when the phys engine is not busy | ||
1284 | private void TaintedUpdateParameter(string parm, List<uint> lIDs, string val) | ||
1285 | { | ||
1286 | string xval = val; | ||
1287 | List<uint> xlIDs = lIDs; | ||
1288 | string xparm = parm; | ||
1289 | TaintedObject(DetailLogZero, "BSScene.UpdateParameterSet", delegate() { | ||
1290 | BSParam.ParameterDefnBase thisParam; | ||
1291 | if (BSParam.TryGetParameter(xparm, out thisParam)) | ||
1292 | { | ||
1293 | if (thisParam.HasSetOnObject) | ||
1294 | { | ||
1295 | foreach (uint lID in xlIDs) | ||
1296 | { | ||
1297 | BSPhysObject theObject = null; | ||
1298 | if (PhysObjects.TryGetValue(lID, out theObject)) | ||
1299 | thisParam.SetOnObject(this, theObject); | ||
1300 | } | ||
1301 | } | ||
1302 | } | ||
1303 | }); | ||
1304 | } | ||
1305 | |||
1306 | // Get parameter. | ||
1307 | // Return 'false' if not able to get the parameter. | ||
1308 | public bool GetPhysicsParameter(string parm, out string value) | ||
1309 | { | ||
1310 | string val = String.Empty; | ||
1311 | bool ret = false; | ||
1312 | BSParam.ParameterDefnBase theParam; | ||
1313 | if (BSParam.TryGetParameter(parm, out theParam)) | ||
1314 | { | ||
1315 | val = theParam.GetValue(this); | ||
1316 | ret = true; | ||
1317 | } | ||
1318 | value = val; | ||
1319 | return ret; | ||
1320 | } | ||
1321 | |||
1322 | #endregion IPhysicsParameters | ||
1323 | |||
1324 | // Invoke the detailed logger and output something if it's enabled. | ||
1325 | public void DetailLog(string msg, params Object[] args) | ||
1326 | { | ||
1327 | PhysicsLogging.Write(msg, args); | ||
1328 | } | ||
1329 | // Used to fill in the LocalID when there isn't one. It's the correct number of characters. | ||
1330 | public const string DetailLogZero = "0000000000"; | ||
1331 | |||
1332 | } | ||
1333 | } | ||