From daf99f8c0ac874971c829b18a2372be1c4ee9541 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 22 Nov 2011 21:51:00 +0000 Subject: slightly simplify OdeScene.Simulate() by removing bool processtaints, since we can inspect count of taint lists instead. also groups OdeCharacter.CreateOdeStructures() and DestroyOdeStructures() together --- OpenSim/Region/Physics/OdePlugin/ODECharacter.cs | 234 +++++++++++------------ OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | 1 - OpenSim/Region/Physics/OdePlugin/OdeScene.cs | 34 ++-- 3 files changed, 128 insertions(+), 141 deletions(-) (limited to 'OpenSim/Region/Physics/OdePlugin') diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs index cfe64f2..489a23a 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs @@ -542,123 +542,6 @@ namespace OpenSim.Region.Physics.OdePlugin } /// - /// This creates the Avatar's physical Surrogate in ODE at the position supplied - /// - /// - /// WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access - /// to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only - /// place that is safe to call this routine AvatarGeomAndBodyCreation. - /// - /// - /// - /// - /// - private void CreateOdeStructures(float npositionX, float npositionY, float npositionZ, float tensor) - { - int dAMotorEuler = 1; -// _parent_scene.waitForSpaceUnlock(_parent_scene.space); - if (CAPSULE_LENGTH <= 0) - { - m_log.Warn("[ODE CHARACTER]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!"); - CAPSULE_LENGTH = 0.01f; - } - - if (CAPSULE_RADIUS <= 0) - { - m_log.Warn("[ODE CHARACTER]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!"); - CAPSULE_RADIUS = 0.01f; - } - - Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH); - - d.GeomSetCategoryBits(Shell, (int)m_collisionCategories); - d.GeomSetCollideBits(Shell, (int)m_collisionFlags); - - d.MassSetCapsuleTotal(out ShellMass, m_mass, 2, CAPSULE_RADIUS, CAPSULE_LENGTH); - Body = d.BodyCreate(_parent_scene.world); - d.BodySetPosition(Body, npositionX, npositionY, npositionZ); - - _position.X = npositionX; - _position.Y = npositionY; - _position.Z = npositionZ; - - m_taintPosition = _position; - - d.BodySetMass(Body, ref ShellMass); - d.Matrix3 m_caprot; - // 90 Stand up on the cap of the capped cyllinder - if (_parent_scene.IsAvCapsuleTilted) - { - d.RFromAxisAndAngle(out m_caprot, 1, 0, 1, (float)(Math.PI / 2)); - } - else - { - d.RFromAxisAndAngle(out m_caprot, 0, 0, 1, (float)(Math.PI / 2)); - } - - d.GeomSetRotation(Shell, ref m_caprot); - d.BodySetRotation(Body, ref m_caprot); - - d.GeomSetBody(Shell, Body); - - // The purpose of the AMotor here is to keep the avatar's physical - // surrogate from rotating while moving - Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero); - d.JointAttach(Amotor, Body, IntPtr.Zero); - d.JointSetAMotorMode(Amotor, dAMotorEuler); - d.JointSetAMotorNumAxes(Amotor, 3); - d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0); - d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0); - d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1); - d.JointSetAMotorAngle(Amotor, 0, 0); - d.JointSetAMotorAngle(Amotor, 1, 0); - d.JointSetAMotorAngle(Amotor, 2, 0); - - // These lowstops and high stops are effectively (no wiggle room) - if (_parent_scene.IsAvCapsuleTilted) - { - d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0.000000000001f); - d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0.000000000001f); - d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0.000000000001f); - d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.000000000001f); - d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0.000000000001f); - d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.000000000001f); - } - else - { - #region Documentation of capsule motor LowStop and HighStop parameters - // Intentionally introduce some tilt into the capsule by setting - // the motor stops to small epsilon values. This small tilt prevents - // the capsule from falling into the terrain; a straight-up capsule - // (with -0..0 motor stops) falls into the terrain for reasons yet - // to be comprehended in their entirety. - #endregion - AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3.Zero); - d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0.08f); - d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f); - d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0.08f); - d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.08f); // must be same as lowstop, else a different, spurious tilt is introduced - d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop - d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.08f); // same as lowstop - } - - // Fudge factor is 1f by default, we're setting it to 0. We don't want it to Fudge or the - // capped cyllinder will fall over - d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f); - d.JointSetAMotorParam(Amotor, (int)dParam.FMax, tensor); - - //d.Matrix3 bodyrotation = d.BodyGetRotation(Body); - //d.QfromR( - //d.Matrix3 checkrotation = new d.Matrix3(0.7071068,0.5, -0.7071068, - // - //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22); - //standupStraight(); - - _parent_scene.geom_name_map[Shell] = Name; - _parent_scene.actor_name_map[Shell] = this; - } - - /// /// Uses the capped cyllinder volume formula to calculate the avatar's mass. /// This may be used in calculations in the scene/scenepresence /// @@ -1126,6 +1009,123 @@ namespace OpenSim.Region.Physics.OdePlugin } /// + /// This creates the Avatar's physical Surrogate in ODE at the position supplied + /// + /// + /// WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access + /// to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only + /// place that is safe to call this routine AvatarGeomAndBodyCreation. + /// + /// + /// + /// + /// + private void CreateOdeStructures(float npositionX, float npositionY, float npositionZ, float tensor) + { + int dAMotorEuler = 1; +// _parent_scene.waitForSpaceUnlock(_parent_scene.space); + if (CAPSULE_LENGTH <= 0) + { + m_log.Warn("[ODE CHARACTER]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!"); + CAPSULE_LENGTH = 0.01f; + } + + if (CAPSULE_RADIUS <= 0) + { + m_log.Warn("[ODE CHARACTER]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!"); + CAPSULE_RADIUS = 0.01f; + } + + Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH); + + d.GeomSetCategoryBits(Shell, (int)m_collisionCategories); + d.GeomSetCollideBits(Shell, (int)m_collisionFlags); + + d.MassSetCapsuleTotal(out ShellMass, m_mass, 2, CAPSULE_RADIUS, CAPSULE_LENGTH); + Body = d.BodyCreate(_parent_scene.world); + d.BodySetPosition(Body, npositionX, npositionY, npositionZ); + + _position.X = npositionX; + _position.Y = npositionY; + _position.Z = npositionZ; + + m_taintPosition = _position; + + d.BodySetMass(Body, ref ShellMass); + d.Matrix3 m_caprot; + // 90 Stand up on the cap of the capped cyllinder + if (_parent_scene.IsAvCapsuleTilted) + { + d.RFromAxisAndAngle(out m_caprot, 1, 0, 1, (float)(Math.PI / 2)); + } + else + { + d.RFromAxisAndAngle(out m_caprot, 0, 0, 1, (float)(Math.PI / 2)); + } + + d.GeomSetRotation(Shell, ref m_caprot); + d.BodySetRotation(Body, ref m_caprot); + + d.GeomSetBody(Shell, Body); + + // The purpose of the AMotor here is to keep the avatar's physical + // surrogate from rotating while moving + Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero); + d.JointAttach(Amotor, Body, IntPtr.Zero); + d.JointSetAMotorMode(Amotor, dAMotorEuler); + d.JointSetAMotorNumAxes(Amotor, 3); + d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0); + d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0); + d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1); + d.JointSetAMotorAngle(Amotor, 0, 0); + d.JointSetAMotorAngle(Amotor, 1, 0); + d.JointSetAMotorAngle(Amotor, 2, 0); + + // These lowstops and high stops are effectively (no wiggle room) + if (_parent_scene.IsAvCapsuleTilted) + { + d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0.000000000001f); + d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0.000000000001f); + d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0.000000000001f); + d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.000000000001f); + d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0.000000000001f); + d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.000000000001f); + } + else + { + #region Documentation of capsule motor LowStop and HighStop parameters + // Intentionally introduce some tilt into the capsule by setting + // the motor stops to small epsilon values. This small tilt prevents + // the capsule from falling into the terrain; a straight-up capsule + // (with -0..0 motor stops) falls into the terrain for reasons yet + // to be comprehended in their entirety. + #endregion + AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3.Zero); + d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0.08f); + d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f); + d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0.08f); + d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.08f); // must be same as lowstop, else a different, spurious tilt is introduced + d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop + d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.08f); // same as lowstop + } + + // Fudge factor is 1f by default, we're setting it to 0. We don't want it to Fudge or the + // capped cyllinder will fall over + d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f); + d.JointSetAMotorParam(Amotor, (int)dParam.FMax, tensor); + + //d.Matrix3 bodyrotation = d.BodyGetRotation(Body); + //d.QfromR( + //d.Matrix3 checkrotation = new d.Matrix3(0.7071068,0.5, -0.7071068, + // + //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22); + //standupStraight(); + + _parent_scene.geom_name_map[Shell] = Name; + _parent_scene.actor_name_map[Shell] = this; + } + + /// /// Cleanup the things we use in the scene. /// internal void Destroy() diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs index fec4693..94e6185 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs @@ -272,7 +272,6 @@ namespace OpenSim.Region.Physics.OdePlugin m_taintadd = true; _parent_scene.AddPhysicsActorTaint(this); - // don't do .add() here; old geoms get recycled with the same hash } public override int PhysicsActorType diff --git a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs index e219535..72e9ca0 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs @@ -2160,7 +2160,6 @@ namespace OpenSim.Region.Physics.OdePlugin p.setPrimForRemoval(); AddPhysicsActorTaint(prim); - //RemovePrimThreadLocked(p); } } } @@ -2607,15 +2606,17 @@ namespace OpenSim.Region.Physics.OdePlugin /// /// Called after our prim properties are set Scale, position etc. + /// + /// /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex /// This assures us that we have no race conditions - /// - /// - public override void AddPhysicsActorTaint(PhysicsActor prim) + /// + /// + public override void AddPhysicsActorTaint(PhysicsActor actor) { - if (prim is OdePrim) + if (actor is OdePrim) { - OdePrim taintedprim = ((OdePrim) prim); + OdePrim taintedprim = ((OdePrim)actor); lock (_taintedPrimLock) { if (!(_taintedPrimH.Contains(taintedprim))) @@ -2627,11 +2628,10 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); _taintedPrimL.Add(taintedprim); // List for ordered readout } } - return; } - else if (prim is OdeCharacter) + else if (actor is OdeCharacter) { - OdeCharacter taintedchar = ((OdeCharacter)prim); + OdeCharacter taintedchar = ((OdeCharacter)actor); lock (_taintedActors) { if (!(_taintedActors.Contains(taintedchar))) @@ -2734,29 +2734,18 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); { try { - // Insert, remove Characters - bool processedtaints = false; - lock (_taintedActors) { if (_taintedActors.Count > 0) { foreach (OdeCharacter character in _taintedActors) - { character.ProcessTaints(); - processedtaints = true; - //character.m_collisionscore = 0; - } - - if (processedtaints) + if (_taintedActors.Count > 0) _taintedActors.Clear(); } } - // Modify other objects in the scene. - processedtaints = false; - lock (_taintedPrimLock) { foreach (OdePrim prim in _taintedPrimL) @@ -2772,7 +2761,6 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); prim.ProcessTaints(); } - processedtaints = true; prim.m_collisionscore = 0; // This loop can block up the Heartbeat for a very long time on large regions. @@ -2785,7 +2773,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); if (SupportsNINJAJoints) SimulatePendingNINJAJoints(); - if (processedtaints) + if (_taintedPrimL.Count > 0) { //Console.WriteLine("Simulate calls Clear of _taintedPrim list"); _taintedPrimH.Clear(); -- cgit v1.1