BulletSim: add clock and change logic for taint processing a little
so taints check if they are not in simulation time and execute immediately if not.BulletSim2017
parent
05b8ead8b2
commit
5c36561424
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@ -496,8 +496,8 @@ public sealed class BSCharacter : BSPhysObject
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public override OMV.Vector3 ForceVelocity {
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get { return RawVelocity; }
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set {
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PhysScene.AssertInTaintTime("BSCharacter.ForceVelocity");
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DetailLog("{0}: BSCharacter.ForceVelocity.set = {1}", LocalID, value);
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PhysScene.AssertNotInSimulationTime("BSCharacter.ForceVelocity");
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DetailLog("{0},BSCharacter.ForceVelocity.set={1}", LocalID, value);
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RawVelocity = Util.ClampV(value, BSParam.MaxLinearVelocity);
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PhysScene.PE.SetLinearVelocity(PhysBody, RawVelocity);
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@ -638,7 +638,7 @@ public sealed class BSCharacter : BSPhysObject
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public override float ForceBuoyancy {
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get { return _buoyancy; }
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set {
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PhysScene.AssertInTaintTime("BSCharacter.ForceBuoyancy");
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PhysScene.AssertNotInSimulationTime("BSCharacter.ForceBuoyancy");
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_buoyancy = value;
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DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
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@ -790,7 +790,7 @@ public class BSPrim : BSPhysObject
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public override OMV.Vector3 ForceVelocity {
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get { return RawVelocity; }
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set {
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PhysScene.AssertInTaintTime("BSPrim.ForceVelocity");
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PhysScene.AssertNotInSimulationTime("BSPrim.ForceVelocity");
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RawVelocity = Util.ClampV(value, BSParam.MaxLinearVelocity);
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if (PhysBody.HasPhysicalBody)
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@ -128,6 +128,9 @@ namespace OpenSim.Region.PhysicsModule.BulletS
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// Not guaranteed to be correct all the time (don't depend on this) but good for debugging.
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public bool InTaintTime { get; private set; }
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// Flag that is true when the simulator is active and shouldn't be touched
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public bool InSimulationTime { get; private set; }
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// Pinned memory used to pass step information between managed and unmanaged
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internal int m_maxCollisionsPerFrame;
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internal CollisionDesc[] m_collisionArray;
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@ -344,6 +347,7 @@ namespace OpenSim.Region.PhysicsModule.BulletS
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// Put some informational messages into the log file.
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m_log.InfoFormat("{0} Linksets implemented with {1}", LogHeader, (BSLinkset.LinksetImplementation)BSParam.LinksetImplementation);
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InSimulationTime = false;
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InTaintTime = false;
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m_initialized = true;
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@ -658,21 +662,21 @@ namespace OpenSim.Region.PhysicsModule.BulletS
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int beforeTime = Util.EnvironmentTickCount();
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int simTime = 0;
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int numTaints = _taintOperations.Count;
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InTaintTime = true; // Only used for debugging so locking is not necessary.
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InTaintTime = true;
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// update the prim states while we know the physics engine is not busy
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ProcessTaints();
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int numTaints = ProcessTaints();
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// Some of the physical objects requre individual, pre-step calls
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// (vehicles and avatar movement, in particular)
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TriggerPreStepEvent(timeStep);
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// the prestep actions might have added taints
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numTaints += _taintOperations.Count;
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ProcessTaints();
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numTaints += ProcessTaints();
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InTaintTime = false; // Only used for debugging so locking is not necessary.
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lock (_taintLock)
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{
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InSimulationTime = true;
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}
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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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@ -700,6 +704,18 @@ namespace OpenSim.Region.PhysicsModule.BulletS
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if (PhysicsMetricDumpFrames != 0 && ((m_simulationStep % PhysicsMetricDumpFrames) == 0))
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PE.DumpPhysicsStatistics(World);
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lock (_taintLock)
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{
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InTaintTime = false;
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InSimulationTime = false;
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}
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// Some actors want to know when the simulation step is complete.
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TriggerPostStepEvent(timeStep);
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// In case there were any parameter updates that happened during the simulation step
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numTaints += ProcessTaints();
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// Get a value for 'now' so all the collision and update routines don't have to get their own.
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SimulationNowTime = Util.EnvironmentTickCount();
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@ -748,9 +764,6 @@ namespace OpenSim.Region.PhysicsModule.BulletS
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}
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}
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// Some actors want to know when the simulation step is complete.
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TriggerPostStepEvent(timeStep);
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simTime = Util.EnvironmentTickCountSubtract(beforeTime);
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if (PhysicsLogging.Enabled)
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{
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@ -1090,6 +1103,15 @@ namespace OpenSim.Region.PhysicsModule.BulletS
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{
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if (!m_initialized) return;
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lock (_taintLock) {
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if (inTaintTime || !InSimulationTime) {
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pCallback();
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}
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else {
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_taintOperations.Add(new TaintCallbackEntry(pOriginator, pIdent, pCallback));
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}
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}
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/*
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if (inTaintTime)
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pCallback();
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else
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@ -1099,6 +1121,7 @@ namespace OpenSim.Region.PhysicsModule.BulletS
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_taintOperations.Add(new TaintCallbackEntry(pOriginator, pIdent, pCallback));
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}
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}
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*/
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}
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private void TriggerPreStepEvent(float timeStep)
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@ -1120,14 +1143,19 @@ namespace OpenSim.Region.PhysicsModule.BulletS
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// When someone tries to change a property on a BSPrim or BSCharacter, the object queues
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// a callback into itself to do the actual property change. That callback is called
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// here just before the physics engine is called to step the simulation.
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public void ProcessTaints()
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// Returns the number of taints processed
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public int ProcessTaints()
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{
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ProcessRegularTaints();
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ProcessPostTaintTaints();
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int ret = 0;
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ret += ProcessRegularTaints();
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ret += ProcessPostTaintTaints();
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return ret;
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}
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private void ProcessRegularTaints()
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// Returns the number of taints processed
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private int ProcessRegularTaints()
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{
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int ret = 0;
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if (m_initialized && _taintOperations.Count > 0) // save allocating new list if there is nothing to process
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{
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// swizzle a new list into the list location so we can process what's there
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@ -1144,6 +1172,7 @@ namespace OpenSim.Region.PhysicsModule.BulletS
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{
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DetailLog("{0},BSScene.ProcessTaints,doTaint,id={1}", tcbe.originator, tcbe.ident); // DEBUG DEBUG DEBUG
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tcbe.callback();
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ret++;
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}
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catch (Exception e)
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{
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@ -1152,6 +1181,7 @@ namespace OpenSim.Region.PhysicsModule.BulletS
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}
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oldList.Clear();
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}
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return ret;
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}
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// Schedule an update to happen after all the regular taints are processed.
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@ -1170,8 +1200,10 @@ namespace OpenSim.Region.PhysicsModule.BulletS
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}
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// Taints that happen after the normal taint processing but before the simulation step.
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private void ProcessPostTaintTaints()
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// Returns the number of taints processed
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private int ProcessPostTaintTaints()
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{
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int ret = 0;
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if (m_initialized && _postTaintOperations.Count > 0)
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{
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Dictionary<string, TaintCallbackEntry> oldList;
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@ -1187,6 +1219,7 @@ namespace OpenSim.Region.PhysicsModule.BulletS
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{
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DetailLog("{0},BSScene.ProcessPostTaintTaints,doTaint,id={1}", DetailLogZero, kvp.Key); // DEBUG DEBUG DEBUG
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kvp.Value.callback();
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ret++;
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}
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catch (Exception e)
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{
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@ -1195,18 +1228,19 @@ namespace OpenSim.Region.PhysicsModule.BulletS
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}
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oldList.Clear();
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}
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return ret;
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}
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// Only used for debugging. Does not change state of anything so locking is not necessary.
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public bool AssertInTaintTime(string whereFrom)
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// Verify that things are being diddled when the physics engine is not running.
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public bool AssertNotInSimulationTime(string whereFrom)
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{
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if (!InTaintTime)
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if (InSimulationTime)
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{
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DetailLog("{0},BSScene.AssertInTaintTime,NOT IN TAINT TIME,Region={1},Where={2}", DetailLogZero, RegionName, whereFrom);
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m_log.ErrorFormat("{0} NOT IN TAINT TIME!! Region={1}, Where={2}", LogHeader, RegionName, whereFrom);
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DetailLog("{0},BSScene.AssertInTaintTime,IN SIMULATION TIME,Region={1},Where={2}", DetailLogZero, RegionName, whereFrom);
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m_log.ErrorFormat("{0} IN SIMULATION TIME!! Region={1}, Where={2}", LogHeader, RegionName, whereFrom);
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// Util.PrintCallStack(DetailLog);
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}
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return InTaintTime;
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return InSimulationTime;
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}
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#endregion // Taints
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@ -75,7 +75,7 @@ public sealed class BSShapeCollection : IDisposable
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// Called at taint-time.
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public bool GetBodyAndShape(bool forceRebuild, BulletWorld sim, BSPhysObject prim, PhysicalDestructionCallback bodyCallback)
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{
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m_physicsScene.AssertInTaintTime("BSShapeCollection.GetBodyAndShape");
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m_physicsScene.AssertNotInSimulationTime("BSShapeCollection.GetBodyAndShape");
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bool ret = false;
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@ -344,7 +344,7 @@ public sealed class BSShapeCollection : IDisposable
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if (!body.HasPhysicalBody)
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return;
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m_physicsScene.AssertInTaintTime("BSShapeCollection.DereferenceBody");
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m_physicsScene.AssertNotInSimulationTime("BSShapeCollection.DereferenceBody");
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lock (m_collectionActivityLock)
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{
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@ -100,6 +100,7 @@ public class BulletBody
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}
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}
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// Handle to btCollisionObject - a shape that can be added to a btRidgidBody
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public class BulletShape
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{
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public BulletShape()
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