refactor: unindent the OdeScene.Simulate() loop to ignore the long commented out ifs and locks

This is to make it more readable.
bulletsim
Justin Clark-Casey (justincc) 2011-07-29 00:23:42 +01:00
parent 8c3eb324c4
commit 9c6227da66
1 changed files with 284 additions and 280 deletions

View File

@ -2687,320 +2687,321 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
//if (!ode.lockquery())
//{
// ode.dlock(world);
try
{
// Insert, remove Characters
bool processedtaints = false;
lock (_taintedActors)
try
{
// Insert, remove Characters
bool processedtaints = false;
lock (_taintedActors)
{
if (_taintedActors.Count > 0)
{
foreach (OdeCharacter character in _taintedActors)
{
if (_taintedActors.Count > 0)
{
foreach (OdeCharacter character in _taintedActors)
{
character.ProcessTaints(timeStep);
character.ProcessTaints(timeStep);
processedtaints = true;
//character.m_collisionscore = 0;
}
if (processedtaints)
_taintedActors.Clear();
}
processedtaints = true;
//character.m_collisionscore = 0;
}
// Modify other objects in the scene.
processedtaints = false;
if (processedtaints)
_taintedActors.Clear();
}
}
lock (_taintedPrimLock)
// Modify other objects in the scene.
processedtaints = false;
lock (_taintedPrimLock)
{
foreach (OdePrim prim in _taintedPrimL)
{
if (prim.m_taintremove)
{
foreach (OdePrim prim in _taintedPrimL)
//Console.WriteLine("Simulate calls RemovePrimThreadLocked");
RemovePrimThreadLocked(prim);
}
else
{
//Console.WriteLine("Simulate calls ProcessTaints");
prim.ProcessTaints(timeStep);
}
processedtaints = true;
prim.m_collisionscore = 0;
// 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
// NOTE: This is currently commented out, but if things like OAR loading are
// timing the heartbeat out we will need to uncomment it
//Watchdog.UpdateThread();
}
if (SupportsNINJAJoints)
{
// 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)
{
if (prim.m_taintremove)
//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)
{
//Console.WriteLine("Simulate calls RemovePrimThreadLocked");
RemovePrimThreadLocked(prim);
}
else
{
//Console.WriteLine("Simulate calls ProcessTaints");
prim.ProcessTaints(timeStep);
}
processedtaints = true;
prim.m_collisionscore = 0;
// 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
// NOTE: This is currently commented out, but if things like OAR loading are
// timing the heartbeat out we will need to uncomment it
//Watchdog.UpdateThread();
}
if (SupportsNINJAJoints)
{
// 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)
if (jointParam == "NULL")
{
//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)
//DoJointErrorMessage(joint, "attaching NULL joint to world");
jointBodies.Add(IntPtr.Zero);
}
else
{
//DoJointErrorMessage(joint, "looking for prim name: " + jointParam);
bool foundPrim = false;
lock (_prims)
{
if (jointParam == "NULL")
foreach (OdePrim prim in _prims) // FIXME: inefficient
{
//DoJointErrorMessage(joint, "attaching NULL joint to world");
jointBodies.Add(IntPtr.Zero);
}
else
{
//DoJointErrorMessage(joint, "looking for prim name: " + jointParam);
bool foundPrim = false;
lock (_prims)
if (prim.SOPName == jointParam)
{
foreach (OdePrim prim in _prims) // FIXME: inefficient
//DoJointErrorMessage(joint, "found for prim name: " + jointParam);
if (prim.IsPhysical && prim.Body != IntPtr.Zero)
{
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;
}
}
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)
if (foundPrim)
{
//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);
}
// all is fine
}
else
{
DoJointErrorMessage(joint, "joint could not yet be created; still pending");
allJointBodiesAreReady = false;
break;
}
}
foreach (PhysicsJoint successfullyProcessedJoint in successfullyProcessedPendingJoints)
}
if (allJointBodiesAreReady)
{
//DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams);
if (jointBodies[0] == jointBodies[1])
{
//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");
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");
_taintedPrimH.Clear();
_taintedPrimL.Clear();
}
_taintedPrimH.Clear();
_taintedPrimL.Clear();
}
// Move characters
lock (_characters)
{
List<OdeCharacter> defects = new List<OdeCharacter>();
foreach (OdeCharacter actor in _characters)
{
if (actor != null)
actor.Move(timeStep, defects);
}
if (0 != defects.Count)
{
foreach (OdeCharacter defect in defects)
{
RemoveCharacter(defect);
}
}
}
// Move other active objects
lock (_activeprims)
{
foreach (OdePrim prim in _activeprims)
{
prim.m_collisionscore = 0;
prim.Move(timeStep);
}
}
//if ((framecount % m_randomizeWater) == 0)
// randomizeWater(waterlevel);
//int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests();
m_rayCastManager.ProcessQueuedRequests();
collision_optimized(timeStep);
lock (_collisionEventPrim)
{
foreach (PhysicsActor obj in _collisionEventPrim)
{
if (obj == null)
continue;
switch ((ActorTypes)obj.PhysicsActorType)
{
case ActorTypes.Agent:
OdeCharacter cobj = (OdeCharacter)obj;
cobj.AddCollisionFrameTime(100);
cobj.SendCollisions();
break;
case ActorTypes.Prim:
OdePrim pobj = (OdePrim)obj;
pobj.SendCollisions();
break;
}
}
}
//if (m_global_contactcount > 5)
//{
// m_log.DebugFormat("[PHYSICS]: Contacts:{0}", m_global_contactcount);
//}
m_global_contactcount = 0;
d.WorldQuickStep(world, ODE_STEPSIZE);
d.JointGroupEmpty(contactgroup);
//ode.dunlock(world);
}
catch (Exception e)
// Move characters
lock (_characters)
{
List<OdeCharacter> defects = new List<OdeCharacter>();
foreach (OdeCharacter actor in _characters)
{
m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
ode.dunlock(world);
if (actor != null)
actor.Move(timeStep, defects);
}
if (0 != defects.Count)
{
foreach (OdeCharacter defect in defects)
{
RemoveCharacter(defect);
}
}
}
step_time -= ODE_STEPSIZE;
i++;
// Move other active objects
lock (_activeprims)
{
foreach (OdePrim prim in _activeprims)
{
prim.m_collisionscore = 0;
prim.Move(timeStep);
}
}
//if ((framecount % m_randomizeWater) == 0)
// randomizeWater(waterlevel);
//int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests();
m_rayCastManager.ProcessQueuedRequests();
collision_optimized(timeStep);
lock (_collisionEventPrim)
{
foreach (PhysicsActor obj in _collisionEventPrim)
{
if (obj == null)
continue;
switch ((ActorTypes)obj.PhysicsActorType)
{
case ActorTypes.Agent:
OdeCharacter cobj = (OdeCharacter)obj;
cobj.AddCollisionFrameTime(100);
cobj.SendCollisions();
break;
case ActorTypes.Prim:
OdePrim pobj = (OdePrim)obj;
pobj.SendCollisions();
break;
}
}
}
//if (m_global_contactcount > 5)
//{
// m_log.DebugFormat("[PHYSICS]: Contacts:{0}", m_global_contactcount);
//}
m_global_contactcount = 0;
d.WorldQuickStep(world, ODE_STEPSIZE);
d.JointGroupEmpty(contactgroup);
//ode.dunlock(world);
}
catch (Exception e)
{
m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
ode.dunlock(world);
}
step_time -= ODE_STEPSIZE;
i++;
//}
//else
//{
@ -3091,8 +3092,10 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
fwriter.WriteLine(header);
fwriter.Close();
}
d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
}
latertickcount = Util.EnvironmentTickCount() - tickCountFrameRun;
// OpenSimulator above does 10 fps. 10 fps = means that the main thread loop and physics
@ -3694,6 +3697,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name);
//d.CloseODE();
}
}
public override Dictionary<uint, float> GetTopColliders()
{
Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();