BulletSim: add parameter to UpdateProperties call into the linkset so changes from the physics engine can be differentiated from changes made by the user. This eliminates a linkset rebuild loop. Also add logic to not rebuild or freak out when the object/linkset crosses a terrain boundry.
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3f2aaffd4d
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2b8efa24dd
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@ -252,8 +252,9 @@ public abstract class BSLinkset
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// Called when a parameter update comes from the physics engine for any object
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// of the linkset is received.
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// Passed flag is update came from physics engine (true) or the user (false).
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// Called at taint-time!!
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public abstract void UpdateProperties(BSPhysObject physObject);
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public abstract void UpdateProperties(BSPhysObject physObject, bool physicalUpdate);
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// Routine used when rebuilding the body of the root of the linkset
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// Destroy all the constraints have have been made to root.
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@ -28,6 +28,8 @@ using System;
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using System.Collections.Generic;
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using System.Text;
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using OpenSim.Framework;
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using OMV = OpenMetaverse;
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namespace OpenSim.Region.Physics.BulletSPlugin
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@ -87,25 +89,22 @@ public sealed class BSLinksetCompound : BSLinkset
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// its internal properties.
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public override void Refresh(BSPhysObject requestor)
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{
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if (!IsRoot(requestor))
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{
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}
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// Something changed so do the rebuilding thing
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InternalRefresh(requestor);
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// ScheduleRebuild();
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}
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// Schedule a refresh to happen after all the other taint processing.
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private void InternalRefresh(BSPhysObject requestor)
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private void ScheduleRebuild()
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{
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DetailLog("{0},BSLinksetCompound.Refresh,schedulingRefresh,requestor={1},rebuilding={2}",
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LinksetRoot.LocalID, requestor.LocalID, Rebuilding);
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DetailLog("{0},BSLinksetCompound.Refresh,schedulingRefresh,rebuilding={1}",
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LinksetRoot.LocalID, Rebuilding);
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// When rebuilding, it is possible to set properties that would normally require a rebuild.
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// If already rebuilding, don't request another rebuild.
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if (!Rebuilding)
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{
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PhysicsScene.PostTaintObject("BSLinksetCompound.Refresh", requestor.LocalID, delegate()
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PhysicsScene.PostTaintObject("BSLinksetCompound.Refresh", LinksetRoot.LocalID, delegate()
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{
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if (IsRoot(requestor) && HasAnyChildren)
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if (HasAnyChildren)
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RecomputeLinksetCompound();
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});
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}
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@ -125,8 +124,7 @@ public sealed class BSLinksetCompound : BSLinkset
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{
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// The root is going dynamic. Make sure mass is properly set.
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m_mass = ComputeLinksetMass();
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if (HasAnyChildren)
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InternalRefresh(LinksetRoot);
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ScheduleRebuild();
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}
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else
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{
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@ -155,8 +153,7 @@ public sealed class BSLinksetCompound : BSLinkset
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DetailLog("{0},BSLinksetCompound.MakeStatic,call,IsRoot={1}", child.LocalID, IsRoot(child));
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if (IsRoot(child))
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{
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if (HasAnyChildren)
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InternalRefresh(LinksetRoot);
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ScheduleRebuild();
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}
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else
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{
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@ -172,10 +169,21 @@ public sealed class BSLinksetCompound : BSLinkset
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return ret;
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}
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// Called at taint-time!!
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public override void UpdateProperties(BSPhysObject updated)
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public override void UpdateProperties(BSPhysObject updated, bool physicalUpdate)
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{
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// Nothing to do for compound linksets on property updates
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// The user moving a child around requires the rebuilding of the linkset compound shape
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// One problem is this happens when a border is crossed -- the simulator implementation
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// is to store the position into the group which causes the move of the object
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// but it also means all the child positions get updated.
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// What would cause an unnecessary rebuild so we make sure the linkset is in a
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// region before bothering to do a rebuild.
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if (!IsRoot(updated)
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&& !physicalUpdate
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&& PhysicsScene.TerrainManager.IsWithinKnownTerrain(LinksetRoot.RawPosition))
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{
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updated.LinksetInfo = null;
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ScheduleRebuild();
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}
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}
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// Routine called when rebuilding the body of some member of the linkset.
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@ -257,8 +265,8 @@ public sealed class BSLinksetCompound : BSLinkset
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DetailLog("{0},BSLinksetCompound.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID);
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// Cause constraints and assorted properties to be recomputed before the next simulation step.
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InternalRefresh(LinksetRoot);
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// Rebuild the compound shape with the new child shape included
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ScheduleRebuild();
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}
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return;
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}
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@ -285,8 +293,8 @@ public sealed class BSLinksetCompound : BSLinkset
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}
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else
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{
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// Schedule a rebuild of the linkset before the next simulation tick.
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InternalRefresh(LinksetRoot);
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// Rebuild the compound shape with the child removed
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ScheduleRebuild();
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}
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}
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return;
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@ -78,7 +78,7 @@ public sealed class BSLinksetConstraints : BSLinkset
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}
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// Called at taint-time!!
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public override void UpdateProperties(BSPhysObject updated)
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public override void UpdateProperties(BSPhysObject updated, bool inTaintTime)
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{
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// Nothing to do for constraints on property updates
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}
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@ -214,7 +214,7 @@ public abstract class BSPhysObject : PhysicsActor
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{
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bool ret = true;
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// If the 'no collision' call, force it to happen right now so quick collision_end
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bool force = CollisionCollection.Count == 0;
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bool force = (CollisionCollection.Count == 0);
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// throttle the collisions to the number of milliseconds specified in the subscription
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if (force || (PhysicsScene.SimulationNowTime >= NextCollisionOkTime))
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@ -232,8 +232,10 @@ public abstract class BSPhysObject : PhysicsActor
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// DetailLog("{0},{1}.SendCollisionUpdate,call,numCollisions={2}", LocalID, TypeName, CollisionCollection.Count);
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base.SendCollisionUpdate(CollisionCollection);
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// The collisionCollection structure is passed around in the simulator.
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// The CollisionCollection instance is passed around in the simulator.
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// Make sure we don't have a handle to that one and that a new one is used for next time.
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// This fixes an interesting 'gotcha'. If we call CollisionCollection.Clear() here,
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// a race condition is created for the other users of this instance.
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CollisionCollection = new CollisionEventUpdate();
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}
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return ret;
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@ -251,6 +253,7 @@ public abstract class BSPhysObject : PhysicsActor
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PhysicsScene.TaintedObject(TypeName+".SubscribeEvents", delegate()
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{
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if (PhysBody.HasPhysicalBody)
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CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);
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});
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}
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@ -300,6 +300,10 @@ public sealed class BSPrim : BSPhysObject
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}
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_position = value;
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PositionSanityCheck(false);
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// A linkset might need to know if a component information changed.
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Linkset.UpdateProperties(this, false);
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PhysicsScene.TaintedObject("BSPrim.setPosition", delegate()
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{
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DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
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@ -329,6 +333,14 @@ public sealed class BSPrim : BSPhysObject
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{
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bool ret = false;
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if (!PhysicsScene.TerrainManager.IsWithinKnownTerrain(_position))
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{
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// The physical object is out of the known/simulated area.
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// Upper levels of code will handle the transition to other areas so, for
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// the time, we just ignore the position.
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return ret;
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}
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float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position);
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OMV.Vector3 upForce = OMV.Vector3.Zero;
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if (RawPosition.Z < terrainHeight)
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@ -352,8 +364,6 @@ public sealed class BSPrim : BSPhysObject
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}
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}
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// TODO: check for out of bounds
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// The above code computes a force to apply to correct any out-of-bounds problems. Apply same.
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// TODO: This should be intergrated with a geneal physics action mechanism.
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// TODO: This should be moderated with PID'ness.
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@ -567,7 +577,10 @@ public sealed class BSPrim : BSPhysObject
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if (_orientation == value)
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return;
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_orientation = value;
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// TODO: what does it mean if a child in a linkset changes its orientation? Rebuild the constraint?
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// A linkset might need to know if a component information changed.
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Linkset.UpdateProperties(this, false);
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PhysicsScene.TaintedObject("BSPrim.setOrientation", delegate()
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{
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if (PhysBody.HasPhysicalBody)
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@ -1432,14 +1445,14 @@ public sealed class BSPrim : BSPhysObject
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entprop.Velocity = _velocity;
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}
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// remember the current and last set values
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LastEntityProperties = CurrentEntityProperties;
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CurrentEntityProperties = entprop;
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OMV.Vector3 direction = OMV.Vector3.UnitX * _orientation; // DEBUG DEBUG DEBUG
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DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},dir={3},vel={4},rotVel={5}",
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LocalID, _position, _orientation, direction, _velocity, _rotationalVelocity);
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// remember the current and last set values
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LastEntityProperties = CurrentEntityProperties;
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CurrentEntityProperties = entprop;
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base.RequestPhysicsterseUpdate();
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}
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/*
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@ -1453,7 +1466,7 @@ public sealed class BSPrim : BSPhysObject
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*/
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// The linkset implimentation might want to know about this.
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Linkset.UpdateProperties(this);
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Linkset.UpdateProperties(this, true);
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}
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}
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}
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@ -517,8 +517,9 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
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out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr);
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if (PhysicsLogging.Enabled) simTime = Util.EnvironmentTickCountSubtract(beforeTime);
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DetailLog("{0},Simulate,call, frame={1}, nTaints={2}, simTime={3}, substeps={4}, updates={5}, colliders={6}",
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DetailLogZero, m_simulationStep, numTaints, simTime, numSubSteps, updatedEntityCount, collidersCount);
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DetailLog("{0},Simulate,call, frame={1}, nTaints={2}, simTime={3}, substeps={4}, updates={5}, colliders={6}, objWColl={7}",
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DetailLogZero, m_simulationStep, numTaints, simTime, numSubSteps,
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updatedEntityCount, collidersCount, ObjectsWithCollisions.Count);
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if (VehiclePhysicalLoggingEnabled) DumpVehicles(); // DEBUG
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}
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catch (Exception e)
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@ -573,6 +574,9 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
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// Objects that are done colliding are removed from the ObjectsWithCollisions list.
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// Not done above because it is inside an iteration of ObjectWithCollisions.
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// This complex collision processing is required to create an empty collision
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// event call after all collisions have happened on an object. This enables
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// the simulator to generate the 'collision end' event.
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if (ObjectsWithNoMoreCollisions.Count > 0)
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{
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foreach (BSPhysObject po in ObjectsWithNoMoreCollisions)
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@ -597,7 +601,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
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ProcessPostStepTaints();
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// This causes the unmanaged code to output ALL the values found in ALL the objects in the world.
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// The following causes the unmanaged code to output ALL the values found in ALL the objects in the world.
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// Only enable this in a limited test world with few objects.
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// BulletSimAPI.DumpAllInfo2(World.ptr); // DEBUG DEBUG DEBUG
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