From e4a6611865848ffcfa6adedd813534e0a0e4abf3 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Fri, 6 Jul 2012 10:01:47 -0700 Subject: Clean up collision reporting code so they are properly passed to the simulator in batches. More comments. --- .../Region/Physics/BulletSPlugin/BSCharacter.cs | 102 ++++++++++++--------- OpenSim/Region/Physics/BulletSPlugin/BSPlugin.cs | 11 +++ OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 29 +++--- OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 23 ++++- 4 files changed, 107 insertions(+), 58 deletions(-) diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index b08d5db..dc0c008 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs @@ -74,7 +74,7 @@ public class BSCharacter : PhysicsActor private float _buoyancy; private int _subscribedEventsMs = 0; - private int _lastCollisionTime = 0; + private int _nextCollisionOkTime = 0; private Vector3 _PIDTarget; private bool _usePID; @@ -360,17 +360,22 @@ public class BSCharacter : PhysicsActor } //m_lastUpdateSent = false; } + public override void AddAngularForce(Vector3 force, bool pushforce) { } public override void SetMomentum(Vector3 momentum) { } + + // Turn on collision events at a rate no faster than one every the given milliseconds public override void SubscribeEvents(int ms) { _subscribedEventsMs = ms; - _lastCollisionTime = Util.EnvironmentTickCount() - _subscribedEventsMs; // make first collision happen + _nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs; // make first collision happen } + // Stop collision events public override void UnSubscribeEvents() { _subscribedEventsMs = 0; } + // Return 'true' if someone has subscribed to events public override bool SubscribedEvents() { return (_subscribedEventsMs > 0); } @@ -386,47 +391,57 @@ public class BSCharacter : PhysicsActor _mass = _density * _avatarVolume; } + // Set to 'true' if the individual changed items should be checked + // (someday RequestPhysicsTerseUpdate() will take a bitmap of changed properties) + const bool SHOULD_CHECK_FOR_INDIVIDUAL_CHANGES = false; + // The physics engine says that properties have updated. Update same and inform // the world that things have changed. public void UpdateProperties(EntityProperties entprop) { bool changed = false; - // we assign to the local variables so the normal set action does not happen - if (_position != entprop.Position) - { - _position = entprop.Position; - changed = true; + if (SHOULD_CHECK_FOR_INDIVIDUAL_CHANGES) { + // we assign to the local variables so the normal set action does not happen + if (_position != entprop.Position) { + _position = entprop.Position; + changed = true; + } + if (_orientation != entprop.Rotation) { + _orientation = entprop.Rotation; + changed = true; + } + if (_velocity != entprop.Velocity) { + _velocity = entprop.Velocity; + changed = true; + } + if (_acceleration != entprop.Acceleration) { + _acceleration = entprop.Acceleration; + changed = true; + } + if (_rotationalVelocity != entprop.RotationalVelocity) { + _rotationalVelocity = entprop.RotationalVelocity; + changed = true; + } + if (changed) { + // m_log.DebugFormat("{0}: UpdateProperties: id={1}, c={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation); + // Avatar movement is not done by generating this event. There is code in the heartbeat + // loop that updates avatars. + // base.RequestPhysicsterseUpdate(); + } } - if (_orientation != entprop.Rotation) - { + else { + _position = entprop.Position; _orientation = entprop.Rotation; - changed = true; - } - if (_velocity != entprop.Velocity) - { _velocity = entprop.Velocity; - changed = true; - } - if (_acceleration != entprop.Acceleration) - { _acceleration = entprop.Acceleration; - changed = true; - } - if (_rotationalVelocity != entprop.RotationalVelocity) - { _rotationalVelocity = entprop.RotationalVelocity; - changed = true; - } - if (changed) - { - // m_log.DebugFormat("{0}: UpdateProperties: id={1}, c={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation); - // Avatar movement is not done by generating this event. There is a system that - // checks for avatar updates each heartbeat loop. // base.RequestPhysicsterseUpdate(); } } // Called by the scene when a collision with this object is reported + // The collision, if it should be reported to the character, is placed in a collection + // that will later be sent to the simulator when SendCollisions() is called. CollisionEventUpdate collisionCollection = null; public void Collide(uint collidingWith, ActorTypes type, Vector3 contactPoint, Vector3 contactNormal, float pentrationDepth) { @@ -440,29 +455,34 @@ public class BSCharacter : PhysicsActor } // throttle collisions to the rate specified in the subscription - if (_subscribedEventsMs == 0) return; // don't want collisions - int nowTime = _scene.SimulationNowTime; - if (nowTime < (_lastCollisionTime + _subscribedEventsMs)) return; - _lastCollisionTime = nowTime; + if (_subscribedEventsMs != 0) { + int nowTime = _scene.SimulationNowTime; + if (nowTime >= _nextCollisionOkTime) { + _nextCollisionOkTime = nowTime + _subscribedEventsMs; - if (collisionCollection == null) - collisionCollection = new CollisionEventUpdate(); - collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); + if (collisionCollection == null) + collisionCollection = new CollisionEventUpdate(); + collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); + } + } } public void SendCollisions() { - // if (collisionCollection != null) - // { - // base.SendCollisionUpdate(collisionCollection); - // collisionCollection = null; - // } + /* + if (collisionCollection != null && collisionCollection.Count > 0) + { + base.SendCollisionUpdate(collisionCollection); + collisionCollection = null; + } + */ // Kludge to make a collision call even if there are no collisions. // This causes the avatar animation to get updated. if (collisionCollection == null) collisionCollection = new CollisionEventUpdate(); base.SendCollisionUpdate(collisionCollection); - collisionCollection = null; + collisionCollection.Clear(); + // End kludge } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPlugin.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPlugin.cs index 0730824..0f027b8 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPlugin.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPlugin.cs @@ -32,6 +32,14 @@ using OpenMetaverse; namespace OpenSim.Region.Physics.BulletSPlugin { + /// + /// Entry for a port of Bullet (http://bulletphysics.org/) to OpenSim. + /// This module interfaces to an unmanaged C++ library which makes the + /// actual calls into the Bullet physics engine. + /// The unmanaged library is found in opensim-libs::trunk/unmanaged/BulletSim/. + /// The unmanaged library is compiled and linked statically with Bullet + /// to create BulletSim.dll and libBulletSim.so (for both 32 and 64 bit). + /// public class BSPlugin : IPhysicsPlugin { //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); @@ -53,6 +61,9 @@ public class BSPlugin : IPhysicsPlugin { if (Util.IsWindows()) Util.LoadArchSpecificWindowsDll("BulletSim.dll"); + // If not Windows, loading is performed by the + // Mono loader as specified in + // "bin/Physics/OpenSim.Region.Physics.BulletSPlugin.dll.config". _mScene = new BSScene(sceneIdentifier); } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 248d1f2..130f1ca 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -90,7 +90,7 @@ public sealed class BSPrim : PhysicsActor private BSPrim _parentPrim; private int _subscribedEventsMs = 0; - private int _lastCollisionTime = 0; + private int _nextCollisionOkTime = 0; long _collidingStep; long _collidingGroundStep; @@ -597,7 +597,8 @@ public sealed class BSPrim : PhysicsActor } public override void SubscribeEvents(int ms) { _subscribedEventsMs = ms; - _lastCollisionTime = Util.EnvironmentTickCount() - _subscribedEventsMs; // make first collision happen + // make sure first collision happens + _nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs; } public override void UnSubscribeEvents() { _subscribedEventsMs = 0; @@ -1338,23 +1339,27 @@ public sealed class BSPrim : PhysicsActor _collidingGroundStep = _scene.SimulationStep; } - if (_subscribedEventsMs == 0) return; // nothing in the object is waiting for collision events - // throttle the collisions to the number of milliseconds specified in the subscription - int nowTime = _scene.SimulationNowTime; - if (nowTime < (_lastCollisionTime + _subscribedEventsMs)) return; - _lastCollisionTime = nowTime; + // if someone is subscribed to collision events.... + if (_subscribedEventsMs != 0) { + // throttle the collisions to the number of milliseconds specified in the subscription + int nowTime = _scene.SimulationNowTime; + if (nowTime >= _nextCollisionOkTime) { + _nextCollisionOkTime = nowTime + _subscribedEventsMs; - if (collisionCollection == null) - collisionCollection = new CollisionEventUpdate(); - collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); + if (collisionCollection == null) + collisionCollection = new CollisionEventUpdate(); + collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); + } + } } + // The scene is telling us it's time to pass our collected collisions into the simulator public void SendCollisions() { - if (collisionCollection != null) + if (collisionCollection != null && collisionCollection.Count > 0) { base.SendCollisionUpdate(collisionCollection); - collisionCollection = null; + collisionCollection.Clear(); } } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 94a0ccf..417cb5f 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -52,6 +52,7 @@ using OpenSim.Region.Framework; // Should prim.link() and prim.delink() membership checking happen at taint time? // Mesh sharing. Use meshHash to tell if we already have a hull of that shape and only create once // Do attachments need to be handled separately? Need collision events. Do not collide with VolumeDetect +// Use collision masks for collision with terrain and phantom objects // Implement the genCollisions feature in BulletSim::SetObjectProperties (don't pass up unneeded collisions) // Implement LockAngularMotion // Decide if clearing forces is the right thing to do when setting position (BulletSim::SetObjectTranslation) @@ -62,9 +63,6 @@ using OpenSim.Region.Framework; // Multiple contact points on collision? // See code in ode::near... calls to collision_accounting_events() // (This might not be a problem. ODE collects all the collisions with one object in one tick.) -// Use collision masks for collision with terrain and phantom objects -// Figure out how to not allocate a new Dictionary and List for every collision -// in BSPrim.Collide() and BSCharacter.Collide(). Can the same ones be reused? // Raycast // namespace OpenSim.Region.Physics.BulletSPlugin @@ -405,6 +403,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters // prevent simulation until we've been initialized if (!m_initialized) return 10.0f; + long simulateStartTime = Util.EnvironmentTickCount(); + // update the prim states while we know the physics engine is not busy ProcessTaints(); @@ -437,13 +437,18 @@ public class BSScene : PhysicsScene, IPhysicsParameters } } - // The SendCollision's batch up the collisions on the objects. Now push the collisions into the simulator. + // The above SendCollision's batch up the collisions on the objects. + // Now push the collisions into the simulator. foreach (BSPrim bsp in m_primsWithCollisions) bsp.SendCollisions(); m_primsWithCollisions.Clear(); + + // This is a kludge to get avatar movement updated. + // Don't send collisions only if there were collisions -- send everytime. + // ODE sends collisions even if there are none and this is used to update + // avatar animations and stuff. // foreach (BSCharacter bsc in m_avatarsWithCollisions) // bsc.SendCollisions(); - // This is a kludge to get avatar movement updated. ODE sends collisions even if there isn't any foreach (KeyValuePair kvp in m_avatars) kvp.Value.SendCollisions(); m_avatarsWithCollisions.Clear(); @@ -465,10 +470,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters if (m_avatars.TryGetValue(entprop.ID, out actor)) { actor.UpdateProperties(entprop); + continue; } } } + // If enabled, call into the physics engine to dump statistics if (m_detailedStatsStep > 0) { if ((m_simulationStep % m_detailedStatsStep) == 0) @@ -477,6 +484,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters } } + // this is a waste since the outside routine also calcuates the physics simulation + // period. TODO: There should be a way of computing physics frames from simulator computation. + // long simulateTotalTime = Util.EnvironmentTickCountSubtract(simulateStartTime); + // return (timeStep * (float)simulateTotalTime); + // TODO: FIX THIS: fps calculation wrong. This calculation always returns about 1 in normal operation. return timeStep / (numSubSteps * m_fixedTimeStep) * 1000f; } @@ -528,6 +540,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters public override void SetWaterLevel(float baseheight) { m_waterLevel = baseheight; + // TODO: pass to physics engine so things will float? } public float GetWaterLevel() { -- cgit v1.1