From 11a4b9ec1d4f93cfd0600d090efbf257c9ea9a1b Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 14 Aug 2012 16:20:07 -0700 Subject: BulletSim: rework physics FPS calculation to make a more realistic number. --- OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 11 ++++++++--- 1 file changed, 8 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSScene.cs') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index beaea1f..f63ad95 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -413,7 +413,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters // prevent simulation until we've been initialized if (!m_initialized) return 10.0f; - long simulateStartTime = Util.EnvironmentTickCount(); + int simulateStartTime = Util.EnvironmentTickCount(); // update the prim states while we know the physics engine is not busy ProcessTaints(); @@ -511,8 +511,13 @@ public class BSScene : PhysicsScene, IPhysicsParameters // 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; + // TODO: FIX THIS: fps calculation possibly wrong. + // This calculation says 1/timeStep is the ideal frame rate. Any time added to + // that by the physics simulation gives a slower frame rate. + long totalSimulationTime = Util.EnvironmentTickCountSubtract(simulateStartTime); + if (totalSimulationTime >= timeStep) + return 0; + return 1f / (timeStep + totalSimulationTime); } // Something has collided -- cgit v1.1 From 257446889b5fecf9a5e085f8e3b963dca3613e3f Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 14 Aug 2012 16:38:11 -0700 Subject: BulletSim: fix problem of a null reference exception on shutdown if there were linksets in the region. --- OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 25 +++++++++++++------------ 1 file changed, 13 insertions(+), 12 deletions(-) (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSScene.cs') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index f63ad95..cacab01 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -511,12 +511,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters // long simulateTotalTime = Util.EnvironmentTickCountSubtract(simulateStartTime); // return (timeStep * (float)simulateTotalTime); - // TODO: FIX THIS: fps calculation possibly wrong. - // This calculation says 1/timeStep is the ideal frame rate. Any time added to - // that by the physics simulation gives a slower frame rate. - long totalSimulationTime = Util.EnvironmentTickCountSubtract(simulateStartTime); - if (totalSimulationTime >= timeStep) - return 0; + // TODO: FIX THIS: fps calculation possibly wrong. + // This calculation says 1/timeStep is the ideal frame rate. Any time added to + // that by the physics simulation gives a slower frame rate. + long totalSimulationTime = Util.EnvironmentTickCountSubtract(simulateStartTime); + if (totalSimulationTime >= timeStep) + return 0; return 1f / (timeStep + totalSimulationTime); } @@ -595,12 +595,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters // make sure no stepping happens while we're deleting stuff m_initialized = false; - if (m_constraintCollection != null) - { - m_constraintCollection.Dispose(); - m_constraintCollection = null; - } - foreach (KeyValuePair kvp in m_avatars) { kvp.Value.Destroy(); @@ -613,6 +607,13 @@ public class BSScene : PhysicsScene, IPhysicsParameters } m_prims.Clear(); + // Now that the prims are all cleaned up, there should be no constraints left + if (m_constraintCollection != null) + { + m_constraintCollection.Dispose(); + m_constraintCollection = null; + } + // Anything left in the unmanaged code should be cleaned out BulletSimAPI.Shutdown(WorldID); -- cgit v1.1 From 68f112888bd02b33e3b2f58f5b2adb90ce23e84b Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Wed, 15 Aug 2012 11:33:38 -0700 Subject: BulletSim: clean up detail logging by adding many more debug log statements and then commenting out most of the additions. --- OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSScene.cs') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index cacab01..a31c578 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -362,7 +362,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters BSPrim bsprim = prim as BSPrim; if (bsprim != null) { - DetailLog("{0},RemovePrim,call", bsprim.LocalID); + // DetailLog("{0},RemovePrim,call", bsprim.LocalID); // m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID); try { @@ -388,7 +388,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters if (!m_initialized) return null; - DetailLog("{0},AddPrimShape,call", localID); + // DetailLog("{0},AddPrimShape,call", localID); BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical); lock (m_prims) m_prims.Add(localID, prim); @@ -429,12 +429,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters { numSubSteps = BulletSimAPI.PhysicsStep(m_worldID, timeStep, m_maxSubSteps, m_fixedTimeStep, out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr); - DetailLog("{0},Simulate,call, substeps={1}, updates={2}, colliders={3}", DetailLogZero, numSubSteps, updatedEntityCount, collidersCount); + // DetailLog("{0},Simulate,call, substeps={1}, updates={2}, colliders={3}", DetailLogZero, numSubSteps, updatedEntityCount, collidersCount); } catch (Exception e) { m_log.WarnFormat("{0},PhysicsStep Exception: substeps={1}, updates={2}, colliders={3}, e={4}", LogHeader, numSubSteps, updatedEntityCount, collidersCount, e); - DetailLog("{0},PhysicsStepException,call, substeps={1}, updates={2}, colliders={3}", DetailLogZero, numSubSteps, updatedEntityCount, collidersCount); + // DetailLog("{0},PhysicsStepException,call, substeps={1}, updates={2}, colliders={3}", DetailLogZero, numSubSteps, updatedEntityCount, collidersCount); // updatedEntityCount = 0; collidersCount = 0; } -- cgit v1.1