refactor: Simplify reading OdeScene.Simulate() loop by shunting all the NINJA joints stuff into its own method.

Now if ninja joints isn't active (which is the default) don't have to wade through a lot of massively indented irrelevant code.
bulletsim
Justin Clark-Casey (justincc) 2011-07-29 00:39:02 +01:00
parent 9c6227da66
commit 3f0d8f3cbf
1 changed files with 191 additions and 182 deletions

View File

@ -2732,192 +2732,13 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
// This loop can block up the Heartbeat for a very long time on large regions. // This loop can block up the Heartbeat for a very long time on large regions.
// We need to let the Watchdog know that the Heartbeat is not dead // We need to let the Watchdog know that the Heartbeat is not dead
// NOTE: This is currently commented out, but if things like OAR loading are // NOTE: This is currently commented out, but if things like OAR loading are
// timing the heartbeat out we will need to uncomment it // timing the heartbeat out we will need to uncomment it
//Watchdog.UpdateThread(); //Watchdog.UpdateThread();
} }
if (SupportsNINJAJoints) if (SupportsNINJAJoints)
{ SimulateNINJAJoints();
// Create pending joints, if possible
// joints can only be processed after ALL bodies are processed (and exist in ODE), since creating
// a joint requires specifying the body id of both involved bodies
if (pendingJoints.Count > 0)
{
List<PhysicsJoint> successfullyProcessedPendingJoints = new List<PhysicsJoint>();
//DoJointErrorMessage(joints_connecting_actor, "taint: " + pendingJoints.Count + " pending joints");
foreach (PhysicsJoint joint in pendingJoints)
{
//DoJointErrorMessage(joint, "taint: time to create joint with parms: " + joint.RawParams);
string[] jointParams = joint.RawParams.Split(" ".ToCharArray(), System.StringSplitOptions.RemoveEmptyEntries);
List<IntPtr> jointBodies = new List<IntPtr>();
bool allJointBodiesAreReady = true;
foreach (string jointParam in jointParams)
{
if (jointParam == "NULL")
{
//DoJointErrorMessage(joint, "attaching NULL joint to world");
jointBodies.Add(IntPtr.Zero);
}
else
{
//DoJointErrorMessage(joint, "looking for prim name: " + jointParam);
bool foundPrim = false;
lock (_prims)
{
foreach (OdePrim prim in _prims) // FIXME: inefficient
{
if (prim.SOPName == jointParam)
{
//DoJointErrorMessage(joint, "found for prim name: " + jointParam);
if (prim.IsPhysical && prim.Body != IntPtr.Zero)
{
jointBodies.Add(prim.Body);
foundPrim = true;
break;
}
else
{
DoJointErrorMessage(joint, "prim name " + jointParam +
" exists but is not (yet) physical; deferring joint creation. " +
"IsPhysical property is " + prim.IsPhysical +
" and body is " + prim.Body);
foundPrim = false;
break;
}
}
}
}
if (foundPrim)
{
// all is fine
}
else
{
allJointBodiesAreReady = false;
break;
}
}
}
if (allJointBodiesAreReady)
{
//DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams);
if (jointBodies[0] == jointBodies[1])
{
DoJointErrorMessage(joint, "ERROR: joint cannot be created; the joint bodies are the same, body1==body2. Raw body is " + jointBodies[0] + ". raw parms: " + joint.RawParams);
}
else
{
switch (joint.Type)
{
case PhysicsJointType.Ball:
{
IntPtr odeJoint;
//DoJointErrorMessage(joint, "ODE creating ball joint ");
odeJoint = d.JointCreateBall(world, IntPtr.Zero);
//DoJointErrorMessage(joint, "ODE attaching ball joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
//DoJointErrorMessage(joint, "ODE setting ball anchor: " + odeJoint + " to vec:" + joint.Position);
d.JointSetBallAnchor(odeJoint,
joint.Position.X,
joint.Position.Y,
joint.Position.Z);
//DoJointErrorMessage(joint, "ODE joint setting OK");
//DoJointErrorMessage(joint, "The ball joint's bodies are here: b0: ");
//DoJointErrorMessage(joint, "" + (jointBodies[0] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[0]) : "fixed environment"));
//DoJointErrorMessage(joint, "The ball joint's bodies are here: b1: ");
//DoJointErrorMessage(joint, "" + (jointBodies[1] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[1]) : "fixed environment"));
if (joint is OdePhysicsJoint)
{
((OdePhysicsJoint)joint).jointID = odeJoint;
}
else
{
DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
}
}
break;
case PhysicsJointType.Hinge:
{
IntPtr odeJoint;
//DoJointErrorMessage(joint, "ODE creating hinge joint ");
odeJoint = d.JointCreateHinge(world, IntPtr.Zero);
//DoJointErrorMessage(joint, "ODE attaching hinge joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
//DoJointErrorMessage(joint, "ODE setting hinge anchor: " + odeJoint + " to vec:" + joint.Position);
d.JointSetHingeAnchor(odeJoint,
joint.Position.X,
joint.Position.Y,
joint.Position.Z);
// We use the orientation of the x-axis of the joint's coordinate frame
// as the axis for the hinge.
// Therefore, we must get the joint's coordinate frame based on the
// joint.Rotation field, which originates from the orientation of the
// joint's proxy object in the scene.
// The joint's coordinate frame is defined as the transformation matrix
// that converts a vector from joint-local coordinates into world coordinates.
// World coordinates are defined as the XYZ coordinate system of the sim,
// as shown in the top status-bar of the viewer.
// Once we have the joint's coordinate frame, we extract its X axis (AtAxis)
// and use that as the hinge axis.
//joint.Rotation.Normalize();
Matrix4 proxyFrame = Matrix4.CreateFromQuaternion(joint.Rotation);
// Now extract the X axis of the joint's coordinate frame.
// Do not try to use proxyFrame.AtAxis or you will become mired in the
// tar pit of transposed, inverted, and generally messed-up orientations.
// (In other words, Matrix4.AtAxis() is borked.)
// Vector3 jointAxis = proxyFrame.AtAxis; <--- this path leadeth to madness
// Instead, compute the X axis of the coordinate frame by transforming
// the (1,0,0) vector. At least that works.
//m_log.Debug("PHY: making axis: complete matrix is " + proxyFrame);
Vector3 jointAxis = Vector3.Transform(Vector3.UnitX, proxyFrame);
//m_log.Debug("PHY: making axis: hinge joint axis is " + jointAxis);
//DoJointErrorMessage(joint, "ODE setting hinge axis: " + odeJoint + " to vec:" + jointAxis);
d.JointSetHingeAxis(odeJoint,
jointAxis.X,
jointAxis.Y,
jointAxis.Z);
//d.JointSetHingeParam(odeJoint, (int)dParam.CFM, 0.1f);
if (joint is OdePhysicsJoint)
{
((OdePhysicsJoint)joint).jointID = odeJoint;
}
else
{
DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
}
}
break;
}
successfullyProcessedPendingJoints.Add(joint);
}
}
else
{
DoJointErrorMessage(joint, "joint could not yet be created; still pending");
}
}
foreach (PhysicsJoint successfullyProcessedJoint in successfullyProcessedPendingJoints)
{
//DoJointErrorMessage(successfullyProcessedJoint, "finalizing succesfully procsssed joint " + successfullyProcessedJoint.ObjectNameInScene + " parms " + successfullyProcessedJoint.RawParams);
//DoJointErrorMessage(successfullyProcessedJoint, "removing from pending");
InternalRemovePendingJoint(successfullyProcessedJoint);
//DoJointErrorMessage(successfullyProcessedJoint, "adding to active");
InternalAddActiveJoint(successfullyProcessedJoint);
//DoJointErrorMessage(successfullyProcessedJoint, "done");
}
}
}
if (processedtaints) if (processedtaints)
//Console.WriteLine("Simulate calls Clear of _taintedPrim list"); //Console.WriteLine("Simulate calls Clear of _taintedPrim list");
@ -3095,7 +2916,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix); d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
} }
latertickcount = Util.EnvironmentTickCount() - tickCountFrameRun; latertickcount = Util.EnvironmentTickCount() - tickCountFrameRun;
// OpenSimulator above does 10 fps. 10 fps = means that the main thread loop and physics // OpenSimulator above does 10 fps. 10 fps = means that the main thread loop and physics
@ -3117,6 +2938,194 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
return fps; return fps;
} }
/// <summary>
/// Simulate NINJA joints.
/// </summary>
/// <remarks>
/// Called by the main Simulate() loop if NINJA joints are active. Should not be called from anywhere else.
/// </remarks>
protected void SimulateNINJAJoints()
{
// Create pending joints, if possible
// joints can only be processed after ALL bodies are processed (and exist in ODE), since creating
// a joint requires specifying the body id of both involved bodies
if (pendingJoints.Count > 0)
{
List<PhysicsJoint> successfullyProcessedPendingJoints = new List<PhysicsJoint>();
//DoJointErrorMessage(joints_connecting_actor, "taint: " + pendingJoints.Count + " pending joints");
foreach (PhysicsJoint joint in pendingJoints)
{
//DoJointErrorMessage(joint, "taint: time to create joint with parms: " + joint.RawParams);
string[] jointParams = joint.RawParams.Split(" ".ToCharArray(), System.StringSplitOptions.RemoveEmptyEntries);
List<IntPtr> jointBodies = new List<IntPtr>();
bool allJointBodiesAreReady = true;
foreach (string jointParam in jointParams)
{
if (jointParam == "NULL")
{
//DoJointErrorMessage(joint, "attaching NULL joint to world");
jointBodies.Add(IntPtr.Zero);
}
else
{
//DoJointErrorMessage(joint, "looking for prim name: " + jointParam);
bool foundPrim = false;
lock (_prims)
{
foreach (OdePrim prim in _prims) // FIXME: inefficient
{
if (prim.SOPName == jointParam)
{
//DoJointErrorMessage(joint, "found for prim name: " + jointParam);
if (prim.IsPhysical && prim.Body != IntPtr.Zero)
{
jointBodies.Add(prim.Body);
foundPrim = true;
break;
}
else
{
DoJointErrorMessage(joint, "prim name " + jointParam +
" exists but is not (yet) physical; deferring joint creation. " +
"IsPhysical property is " + prim.IsPhysical +
" and body is " + prim.Body);
foundPrim = false;
break;
}
}
}
}
if (foundPrim)
{
// all is fine
}
else
{
allJointBodiesAreReady = false;
break;
}
}
}
if (allJointBodiesAreReady)
{
//DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams);
if (jointBodies[0] == jointBodies[1])
{
DoJointErrorMessage(joint, "ERROR: joint cannot be created; the joint bodies are the same, body1==body2. Raw body is " + jointBodies[0] + ". raw parms: " + joint.RawParams);
}
else
{
switch (joint.Type)
{
case PhysicsJointType.Ball:
{
IntPtr odeJoint;
//DoJointErrorMessage(joint, "ODE creating ball joint ");
odeJoint = d.JointCreateBall(world, IntPtr.Zero);
//DoJointErrorMessage(joint, "ODE attaching ball joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
//DoJointErrorMessage(joint, "ODE setting ball anchor: " + odeJoint + " to vec:" + joint.Position);
d.JointSetBallAnchor(odeJoint,
joint.Position.X,
joint.Position.Y,
joint.Position.Z);
//DoJointErrorMessage(joint, "ODE joint setting OK");
//DoJointErrorMessage(joint, "The ball joint's bodies are here: b0: ");
//DoJointErrorMessage(joint, "" + (jointBodies[0] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[0]) : "fixed environment"));
//DoJointErrorMessage(joint, "The ball joint's bodies are here: b1: ");
//DoJointErrorMessage(joint, "" + (jointBodies[1] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[1]) : "fixed environment"));
if (joint is OdePhysicsJoint)
{
((OdePhysicsJoint)joint).jointID = odeJoint;
}
else
{
DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
}
}
break;
case PhysicsJointType.Hinge:
{
IntPtr odeJoint;
//DoJointErrorMessage(joint, "ODE creating hinge joint ");
odeJoint = d.JointCreateHinge(world, IntPtr.Zero);
//DoJointErrorMessage(joint, "ODE attaching hinge joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
//DoJointErrorMessage(joint, "ODE setting hinge anchor: " + odeJoint + " to vec:" + joint.Position);
d.JointSetHingeAnchor(odeJoint,
joint.Position.X,
joint.Position.Y,
joint.Position.Z);
// We use the orientation of the x-axis of the joint's coordinate frame
// as the axis for the hinge.
// Therefore, we must get the joint's coordinate frame based on the
// joint.Rotation field, which originates from the orientation of the
// joint's proxy object in the scene.
// The joint's coordinate frame is defined as the transformation matrix
// that converts a vector from joint-local coordinates into world coordinates.
// World coordinates are defined as the XYZ coordinate system of the sim,
// as shown in the top status-bar of the viewer.
// Once we have the joint's coordinate frame, we extract its X axis (AtAxis)
// and use that as the hinge axis.
//joint.Rotation.Normalize();
Matrix4 proxyFrame = Matrix4.CreateFromQuaternion(joint.Rotation);
// Now extract the X axis of the joint's coordinate frame.
// Do not try to use proxyFrame.AtAxis or you will become mired in the
// tar pit of transposed, inverted, and generally messed-up orientations.
// (In other words, Matrix4.AtAxis() is borked.)
// Vector3 jointAxis = proxyFrame.AtAxis; <--- this path leadeth to madness
// Instead, compute the X axis of the coordinate frame by transforming
// the (1,0,0) vector. At least that works.
//m_log.Debug("PHY: making axis: complete matrix is " + proxyFrame);
Vector3 jointAxis = Vector3.Transform(Vector3.UnitX, proxyFrame);
//m_log.Debug("PHY: making axis: hinge joint axis is " + jointAxis);
//DoJointErrorMessage(joint, "ODE setting hinge axis: " + odeJoint + " to vec:" + jointAxis);
d.JointSetHingeAxis(odeJoint,
jointAxis.X,
jointAxis.Y,
jointAxis.Z);
//d.JointSetHingeParam(odeJoint, (int)dParam.CFM, 0.1f);
if (joint is OdePhysicsJoint)
{
((OdePhysicsJoint)joint).jointID = odeJoint;
}
else
{
DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
}
}
break;
}
successfullyProcessedPendingJoints.Add(joint);
}
}
else
{
DoJointErrorMessage(joint, "joint could not yet be created; still pending");
}
}
foreach (PhysicsJoint successfullyProcessedJoint in successfullyProcessedPendingJoints)
{
//DoJointErrorMessage(successfullyProcessedJoint, "finalizing succesfully procsssed joint " + successfullyProcessedJoint.ObjectNameInScene + " parms " + successfullyProcessedJoint.RawParams);
//DoJointErrorMessage(successfullyProcessedJoint, "removing from pending");
InternalRemovePendingJoint(successfullyProcessedJoint);
//DoJointErrorMessage(successfullyProcessedJoint, "adding to active");
InternalAddActiveJoint(successfullyProcessedJoint);
//DoJointErrorMessage(successfullyProcessedJoint, "done");
}
}
}
public override void GetResults() public override void GetResults()
{ {
} }