From 20c3ec7d9277997d9510f5d08df6a0523faaa31e Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Sat, 1 Dec 2012 18:03:32 -0800 Subject: BulletSim: localize vehicle property setting so the vehicle prim is only updated at the end of the vehicle simulation step and the push of the physics property update event only happens if the properties are actually changed. --- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 161 ++++++++++++++++----- 1 file changed, 128 insertions(+), 33 deletions(-) (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 15a40fe..9749429 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -127,10 +127,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin private float m_verticalAttractionEfficiency = 1.0f; // damped private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor. - // Local - private float m_knownTerrainHeight; - private float m_knownWaterLevel; - public BSDynamics(BSScene myScene, BSPrim myPrim) { PhysicsScene = myScene; @@ -560,9 +556,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin { if (IsActive) { + // Remember the mass so we don't have to fetch it every step m_vehicleMass = Prim.Linkset.LinksetMass; - // Friction effects are handled by this vehicle code + // Friction affects are handled by this vehicle code float friction = 0f; BulletSimAPI.SetFriction2(Prim.PhysBody.ptr, friction); @@ -600,31 +597,130 @@ namespace OpenSim.Region.Physics.BulletSPlugin Refresh(); } + #region Known vehicle value functions + private int m_knownChanged; + private float? m_knownTerrainHeight; + private float? m_knownWaterLevel; + + private Vector3? m_knownPosition; + private Vector3? m_knownVelocity; + private Quaternion? m_knownOrientation; + private Vector3? m_knownRotationalVelocity; + + private const int m_knownChangedPosition = 1 << 0; + private const int m_knownChangedVelocity = 1 << 1; + private const int m_knownChangedOrientation = 1 << 2; + private const int m_knownChangedRotationalVelocity = 1 << 3; + + private void ForgetKnownVehicleProperties() + { + m_knownTerrainHeight = null; + m_knownWaterLevel = null; + m_knownPosition = null; + m_knownVelocity = null; + m_knownOrientation = null; + m_knownRotationalVelocity = null; + m_knownChanged = 0; + } + private void PushKnownChanged() + { + if (m_knownChanged != 0) + { + if ((m_knownChanged & m_knownChangedPosition) != 0) Prim.ForcePosition = VehiclePosition; + if ((m_knownChanged & m_knownChangedOrientation) != 0) Prim.ForceOrientation = VehicleOrientation; + if ((m_knownChanged & m_knownChangedVelocity) != 0) Prim.ForceVelocity = VehicleVelocity; + if ((m_knownChanged & m_knownChangedRotationalVelocity) != 0) Prim.ForceRotationalVelocity = VehicleRotationalVelocity; + // If we set one of the values (ie, the physics engine doesn't do it) we must make sure there + // is an UpdateProperties event to send the changes up to the simulator. + BulletSimAPI.PushUpdate2(Prim.PhysBody.ptr); + } + } + // Since the computation of terrain height can be a little involved, this routine // is used ot fetch the height only once for each vehicle simulation step. private float GetTerrainHeight(Vector3 pos) { - if (m_knownTerrainHeight == float.MinValue) + if (m_knownTerrainHeight == null) m_knownTerrainHeight = Prim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos); - return m_knownTerrainHeight; + return (float)m_knownTerrainHeight; } // Since the computation of water level can be a little involved, this routine // is used ot fetch the level only once for each vehicle simulation step. private float GetWaterLevel(Vector3 pos) { - if (m_knownWaterLevel == float.MinValue) + if (m_knownWaterLevel == null) m_knownWaterLevel = Prim.PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(pos); - return m_knownWaterLevel; + return (float)m_knownWaterLevel; + } + + private Vector3 VehiclePosition + { + get + { + if (m_knownPosition == null) + m_knownPosition = Prim.ForcePosition; + return (Vector3)m_knownPosition; + } + set + { + m_knownPosition = value; + m_knownChanged |= m_knownChangedPosition; + } + } + + private Quaternion VehicleOrientation + { + get + { + if (m_knownOrientation == null) + m_knownOrientation = Prim.ForceOrientation; + return (Quaternion)m_knownOrientation; + } + set + { + m_knownOrientation = value; + m_knownChanged |= m_knownChangedOrientation; + } + } + + private Vector3 VehicleVelocity + { + get + { + if (m_knownVelocity == null) + m_knownVelocity = Prim.ForceVelocity; + return (Vector3)m_knownVelocity; + } + set + { + m_knownVelocity = value; + m_knownChanged |= m_knownChangedVelocity; + } + } + + private Vector3 VehicleRotationalVelocity + { + get + { + if (m_knownRotationalVelocity == null) + m_knownRotationalVelocity = Prim.ForceRotationalVelocity; + return (Vector3)m_knownRotationalVelocity; + } + set + { + m_knownRotationalVelocity = value; + m_knownChanged |= m_knownChangedRotationalVelocity; + } } + #endregion // Known vehicle value functions // One step of the vehicle properties for the next 'pTimestep' seconds. internal void Step(float pTimestep) { if (!IsActive) return; - // Zap values so they will be fetched if needed - m_knownTerrainHeight = m_knownWaterLevel = float.MinValue; + ForgetKnownVehicleProperties(); MoveLinear(pTimestep); MoveAngular(pTimestep); @@ -632,15 +728,14 @@ namespace OpenSim.Region.Physics.BulletSPlugin LimitRotation(pTimestep); // remember the position so next step we can limit absolute movement effects - m_lastPositionVector = Prim.ForcePosition; + m_lastPositionVector = VehiclePosition; - // Force the physics engine to decide whether values were updated. - // TODO: this is only necessary if pos, velocity, etc were updated. Is it quicker - // to check for changes here or just push the update? - BulletSimAPI.PushUpdate2(Prim.PhysBody.ptr); + // If we forced the changing of some vehicle parameters, update the values and + // for the physics engine to note the changes so an UpdateProperties event will happen. + PushKnownChanged(); VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", - Prim.LocalID, Prim.ForcePosition, Prim.Force, Prim.ForceVelocity, Prim.RotationalVelocity); + Prim.LocalID, VehiclePosition, Prim.Force, VehicleVelocity, VehicleRotationalVelocity); } // Apply the effect of the linear motor and other linear motions (like hover and float). @@ -650,7 +745,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin // The movement computed in the linear motor is relative to the vehicle // coordinates. Rotate the movement to world coordinates. - linearMotorContribution *= Prim.ForceOrientation; + linearMotorContribution *= VehicleOrientation; // ================================================================== // Gravity and Buoyancy @@ -658,7 +753,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; Vector3 grav = Prim.PhysicsScene.DefaultGravity * (1f - m_VehicleBuoyancy); - Vector3 pos = Prim.ForcePosition; + Vector3 pos = VehiclePosition; Vector3 terrainHeightContribution = ComputeLinearTerrainHeightCorrection(ref pos); @@ -696,7 +791,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin // ================================================================== // Stuff new linear velocity into the vehicle. // Since the velocity is just being set, it is not scaled by pTimeStep. Bullet will do that for us. - Prim.ForceVelocity = newVelocity; + VehicleVelocity = newVelocity; // Other linear forces are applied as forces. Vector3 totalDownForce = grav * m_vehicleMass * pTimestep; @@ -721,7 +816,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin { // TODO: correct position by applying force rather than forcing position. pos.Z = GetTerrainHeight(pos) + 2; - Prim.ForcePosition = pos; + VehiclePosition = pos; VDetailLog("{0},MoveLinear,terrainHeight,terrainHeight={1},pos={2}", Prim.LocalID, GetTerrainHeight(pos), pos); } return ret; @@ -761,7 +856,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin if (Math.Abs(pos.Z - m_VhoverTargetHeight) > 0.2f) { pos.Z = m_VhoverTargetHeight; - Prim.ForcePosition = pos; + VehiclePosition = pos; } } else @@ -818,7 +913,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin } if (changed) { - Prim.ForcePosition = pos; + VehiclePosition = pos; VDetailLog("{0},MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}", Prim.LocalID, m_BlockingEndPoint, posChange, pos); } @@ -958,6 +1053,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero. // TODO: zeroing is good but it also sets values in unmanaged code. Remove the stores when idle. VDetailLog("{0},MoveAngular,done,zero,lastAngular={1}", Prim.LocalID, m_lastAngularVelocity); + VehicleRotationalVelocity = Vector3.Zero; Prim.ZeroAngularMotion(true); } else @@ -967,10 +1063,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin // Since we are stuffing the angular velocity directly into the object, the computed // velocity needs to be scaled by the timestep. // Also remove any motion that is on the object so added motion is only from vehicle. - Vector3 applyAngularForce = ((m_lastAngularVelocity * pTimestep) - - Prim.ForceRotationalVelocity); + Vector3 applyAngularForce = ((m_lastAngularVelocity * pTimestep) - VehicleRotationalVelocity); // Unscale the force by the angular factor so it overwhelmes the Bullet additions. - Prim.ForceRotationalVelocity = applyAngularForce; + VehicleRotationalVelocity = applyAngularForce; VDetailLog("{0},MoveAngular,done,nonZero,angMotor={1},vertAttr={2},bank={3},deflect={4},newAngForce={5},lastAngular={6}", Prim.LocalID, @@ -988,14 +1083,14 @@ namespace OpenSim.Region.Physics.BulletSPlugin // If vertical attaction timescale is reasonable and we applied an angular force last time... if (m_verticalAttractionTimescale < 500) { - Vector3 verticalError = Vector3.UnitZ * Prim.ForceOrientation; + Vector3 verticalError = Vector3.UnitZ * VehicleOrientation; verticalError.Normalize(); m_verticalAttractionMotor.SetCurrent(verticalError); m_verticalAttractionMotor.SetTarget(Vector3.UnitZ); ret = m_verticalAttractionMotor.Step(pTimestep); /* // Take a vector pointing up and convert it from world to vehicle relative coords. - Vector3 verticalError = Vector3.UnitZ * Prim.ForceOrientation; + Vector3 verticalError = Vector3.UnitZ * VehicleOrientation; verticalError.Normalize(); // If vertical attraction correction is needed, the vector that was pointing up (UnitZ) @@ -1048,7 +1143,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin new Vector3((pTimestep * 10 * (m_angularDeflectionEfficiency / m_angularDeflectionTimescale)), 0, 0); // Adding the current vehicle orientation and reference frame displaces the orientation to the frame. // Rotate the scaled default axix relative to the actual vehicle direction giving where it should point. - Vector3 preferredAxisOfMotion = scaledDefaultDirection * Quaternion.Add(Prim.ForceOrientation, m_referenceFrame); + Vector3 preferredAxisOfMotion = scaledDefaultDirection * Quaternion.Add(VehicleOrientation, m_referenceFrame); // Scale by efficiency and timescale ret = (preferredAxisOfMotion * (m_angularDeflectionEfficiency) / m_angularDeflectionTimescale) * pTimestep; @@ -1067,7 +1162,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin if (m_bankingEfficiency != 0) { - Vector3 dir = Vector3.One * Prim.ForceOrientation; + Vector3 dir = Vector3.One * VehicleOrientation; float mult = (m_bankingMix * m_bankingMix) * -1 * (m_bankingMix < 0 ? -1 : 1); //Changes which way it banks in and out of turns @@ -1111,7 +1206,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin bankingRot.X = 3; else if (bankingRot.X < -3) bankingRot.X = -3; - bankingRot *= Prim.ForceOrientation; + bankingRot *= VehicleOrientation; ret += bankingRot; } m_angularMotorVelocity.X *= m_bankingEfficiency == 1 ? 0.0f : 1 - m_bankingEfficiency; @@ -1128,7 +1223,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin // Should this be in MoveAngular()? internal void LimitRotation(float timestep) { - Quaternion rotq = Prim.ForceOrientation; + Quaternion rotq = VehicleOrientation; Quaternion m_rot = rotq; if (m_RollreferenceFrame != Quaternion.Identity) { @@ -1156,7 +1251,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin } if (rotq != m_rot) { - Prim.ForceOrientation = m_rot; + VehicleOrientation = m_rot; VDetailLog("{0},LimitRotation,done,orig={1},new={2}", Prim.LocalID, rotq, m_rot); } -- cgit v1.1