Merge branch 'master' into httptests
commit
ca493a1beb
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@ -1404,6 +1404,19 @@ public override float GetMargin(BulletShape shape)
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return BSAPICPP.GetMargin2(shapeu.ptr);
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}
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// =====================================================================================
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// Raycast
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public override SweepHit ConvexSweepTest2(BulletWorld world, BulletBody sweepObject, Vector3 from, Vector3 to, float margin) {
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BulletWorldUnman worldu = world as BulletWorldUnman;
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BulletBodyUnman bodyu = sweepObject as BulletBodyUnman;
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return BSAPICPP.ConvexSweepTest2(worldu.ptr, bodyu.ptr, from, to, margin);
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}
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public override RaycastHit RayTest2(BulletWorld world, Vector3 from, Vector3 to, uint filterGroup, uint filterMask) {
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BulletWorldUnman worldu = world as BulletWorldUnman;
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return BSAPICPP.RayTest2(worldu.ptr, from, to, filterGroup, filterMask);
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}
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// =====================================================================================
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// Debugging
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public override void DumpRigidBody(BulletWorld world, BulletBody collisionObject)
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@ -2084,6 +2097,15 @@ public static extern void SetMargin2(IntPtr shape, float val);
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[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
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public static extern float GetMargin2(IntPtr shape);
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// =====================================================================================
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// Raycast
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[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
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public static extern SweepHit ConvexSweepTest2(IntPtr sim, IntPtr obj, Vector3 from, Vector3 to, float margin);
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[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
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public static extern RaycastHit RayTest2(IntPtr sim, Vector3 from, Vector3 to, uint filterGroup, uint filterMask);
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// =====================================================================================
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// Debugging
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[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
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@ -2459,6 +2459,14 @@ private sealed class BulletConstraintXNA : BulletConstraint
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}
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return false;
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}
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public override SweepHit ConvexSweepTest2(BulletWorld world, BulletBody obj, Vector3 from, Vector3 to, float margin) {
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return new SweepHit();
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}
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public override RaycastHit RayTest2(BulletWorld world, Vector3 from, Vector3 to, uint filterGroup, uint filterMask) {
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return new RaycastHit();
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}
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}
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@ -121,6 +121,14 @@ public struct SweepHit
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public float Fraction;
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public Vector3 Normal;
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public Vector3 Point;
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public bool hasHit()
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{
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float sum = Fraction
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+ Normal.X + Normal.Y + Normal.Z
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+ Point.X + Point.Y + Point.Z;
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return (sum != 0) || (ID != 0);
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}
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}
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[StructLayout(LayoutKind.Sequential)]
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public struct RaycastHit
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@ -128,6 +136,13 @@ public struct RaycastHit
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public UInt32 ID;
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public float Fraction;
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public Vector3 Normal;
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public Vector3 Point;
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public bool hasHit()
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{
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float sum = Normal.X + Normal.Y + Normal.Z + Point.X + Point.Y + Point.Z;
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return (sum != 0);
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}
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}
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[StructLayout(LayoutKind.Sequential)]
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public struct CollisionDesc
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@ -741,6 +756,12 @@ public abstract void SetMargin(BulletShape shape, float val);
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public abstract float GetMargin(BulletShape shape);
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// =====================================================================================
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// Raycast
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public abstract SweepHit ConvexSweepTest2(BulletWorld world, BulletBody obj, Vector3 from, Vector3 to, float margin);
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public abstract RaycastHit RayTest2(BulletWorld world, Vector3 from, Vector3 to, uint filterGroup, uint filterMask);
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// =====================================================================================
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// Debugging
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public virtual void DumpRigidBody(BulletWorld sim, BulletBody collisionObject) { }
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@ -496,8 +496,7 @@ 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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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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@ -638,8 +637,6 @@ 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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_buoyancy = value;
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DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
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// Buoyancy is faked by changing the gravity applied to the object
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@ -450,6 +450,7 @@ public sealed class BSLinksetCompound : BSLinkset
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m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, LinksetRoot.PhysBody);
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DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addBody,body={1},shape={2}",
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LinksetRoot.LocalID, LinksetRoot.PhysBody, linksetShape);
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m_physicsScene.PE.ResetBroadphasePool(m_physicsScene.World); // DEBUG DEBUG
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// With all of the linkset packed into the root prim, it has the mass of everyone.
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LinksetMass = ComputeLinksetMass();
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@ -230,6 +230,8 @@ public static class BSParam
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public static float LinkConstraintCFM { get; private set; }
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public static float LinkConstraintSolverIterations { get; private set; }
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public static bool UseBulletRaycast { get; private set; }
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public static float PID_D { get; private set; } // derivative
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public static float PID_P { get; private set; } // proportional
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@ -823,6 +825,9 @@ public static class BSParam
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new ParameterDefn<float>("LinkConstraintSolverIterations", "Number of solver iterations when computing constraint. (0 = Bullet default)",
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40 ),
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new ParameterDefn<bool>("UseBulletRaycast", "If 'true', use the raycast function of the Bullet physics engine",
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true ),
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new ParameterDefn<float>("DebugNumber", "A console setable number sometimes used for debugging",
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1.0f ),
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@ -833,7 +838,7 @@ public static class BSParam
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new ParameterDefn<float>("ResetBroadphasePool", "Setting this is any value resets the broadphase collision pool",
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0f,
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(s) => { return 0f; },
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(s,v) => { BSParam.ResetBroadphasePoolTainted(s, v, false /* inTaintTime */); } ),
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(s,v) => { BSParam.ResetBroadphasePoolTainted(s, v); } ),
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new ParameterDefn<float>("ResetConstraintSolver", "Setting this is any value resets the constraint solver",
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0f,
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(s) => { return 0f; },
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@ -919,10 +924,10 @@ public static class BSParam
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// =====================================================================
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// There are parameters that, when set, cause things to happen in the physics engine.
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// This causes the broadphase collision cache to be cleared.
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private static void ResetBroadphasePoolTainted(BSScene pPhysScene, float v, bool inTaintTime)
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private static void ResetBroadphasePoolTainted(BSScene pPhysScene, float v)
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{
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BSScene physScene = pPhysScene;
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physScene.TaintedObject(inTaintTime, "BSParam.ResetBroadphasePoolTainted", delegate()
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physScene.TaintedObject(BSScene.DetailLogZero, "BSParam.ResetBroadphasePoolTainted", delegate()
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{
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physScene.PE.ResetBroadphasePool(physScene.World);
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});
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@ -790,8 +790,6 @@ 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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RawVelocity = Util.ClampV(value, BSParam.MaxLinearVelocity);
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if (PhysBody.HasPhysicalBody)
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{
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@ -81,7 +81,6 @@ public class BSPrimDisplaced : BSPrim
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// Called at taint time.
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public virtual Vector3 SetEffectiveCenterOfMassDisplacement(Vector3 centerOfMassDisplacement)
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{
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PhysScene.AssertInTaintTime("BSPrimDisplaced.SetEffectiveCenterOfMassDisplacement");
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Vector3 comDisp;
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if (UserSetCenterOfMassDisplacement.HasValue)
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comDisp = (OMV.Vector3)UserSetCenterOfMassDisplacement;
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@ -124,9 +124,10 @@ namespace OpenSim.Region.PhysicsModule.BulletS
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// True if initialized and ready to do simulation steps
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private bool m_initialized = false;
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// Flag which is true when processing taints.
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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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// Object locked whenever execution is inside the physics engine
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public Object PhysicsEngineLock = new object();
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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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@ -344,7 +345,7 @@ 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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InTaintTime = false;
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InSimulationTime = false;
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m_initialized = true;
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// If the physics engine runs on its own thread, start same.
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@ -657,22 +658,21 @@ 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 = 0;
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int numSubSteps = 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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lock (PhysicsEngineLock)
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{
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InSimulationTime = 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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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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InTaintTime = false; // Only used for debugging so locking is not necessary.
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numTaints += ProcessTaints();
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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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@ -681,7 +681,6 @@ namespace OpenSim.Region.PhysicsModule.BulletS
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// step the physical world one interval
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m_simulationStep++;
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int numSubSteps = 0;
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try
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{
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numSubSteps = PE.PhysicsStep(World, timeStep, m_maxSubSteps, m_fixedTimeStep, out updatedEntityCount, out collidersCount);
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@ -700,6 +699,17 @@ 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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InSimulationTime = false;
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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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InSimulationTime = false;
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}
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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 +758,6 @@ 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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|
@ -956,6 +963,149 @@ namespace OpenSim.Region.PhysicsModule.BulletS
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#endregion // Terrain
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#region Raycast
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public override bool SupportsRayCast()
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{
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return BSParam.UseBulletRaycast;
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}
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public override bool SupportsRaycastWorldFiltered()
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{
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return BSParam.UseBulletRaycast;
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}
|
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|
||||
|
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/// <summary>
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/// Queue a raycast against the physics scene.
|
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/// The provided callback method will be called when the raycast is complete
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///
|
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/// Many physics engines don't support collision testing at the same time as
|
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/// manipulating the physics scene, so we queue the request up and callback
|
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/// a custom method when the raycast is complete.
|
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/// This allows physics engines that give an immediate result to callback immediately
|
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/// and ones that don't, to callback when it gets a result back.
|
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/// public delegate void RayCallback(List<ContactResult> list);
|
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///
|
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/// ODE for example will not allow you to change the scene while collision testing or
|
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/// it asserts, 'opteration not valid for locked space'. This includes adding a ray to the scene.
|
||||
///
|
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/// This is named RayCastWorld to not conflict with modrex's Raycast method.
|
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/// </summary>
|
||||
/// <param name="position">Origin of the ray</param>
|
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/// <param name="direction">Direction of the ray</param>
|
||||
/// <param name="length">Length of ray in meters</param>
|
||||
/// <param name="retMethod">Method to call when the raycast is complete</param>
|
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public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
|
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{
|
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if (retMethod != null)
|
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{
|
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if (BSParam.UseBulletRaycast)
|
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{
|
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Vector3 posFrom = position;
|
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Vector3 posTo = Vector3.Normalize(direction) * length + position;
|
||||
|
||||
TaintedObject(DetailLogZero, "BSScene.RaycastWorld1", delegate ()
|
||||
{
|
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RaycastHit hitInfo = PE.RayTest2(World, posFrom, posTo, 0xffff, 0xffff);
|
||||
retMethod(true, hitInfo.Point, hitInfo.ID, hitInfo.Fraction, hitInfo.Normal);
|
||||
});
|
||||
}
|
||||
else
|
||||
{
|
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retMethod(false, Vector3.Zero, 0, 999999999999f, Vector3.Zero);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void RaycastWorld(Vector3 position, Vector3 direction, float length, int count, RayCallback retMethod)
|
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{
|
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if (retMethod != null)
|
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{
|
||||
if (BSParam.UseBulletRaycast)
|
||||
{
|
||||
List<ContactResult> hitInfo = RaycastWorld(position, direction, length, count);
|
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retMethod(hitInfo);
|
||||
}
|
||||
else
|
||||
{
|
||||
retMethod(new List<ContactResult>());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override List<ContactResult> RaycastWorld(Vector3 position, Vector3 direction, float length, int count)
|
||||
{
|
||||
return (List<ContactResult>)RaycastWorld(position, direction, length, count, RayFilterFlags.All);
|
||||
}
|
||||
|
||||
public override object RaycastWorld(Vector3 position, Vector3 direction, float length, int count, RayFilterFlags filter)
|
||||
{
|
||||
List<ContactResult> ret = new List<ContactResult>();
|
||||
if (BSParam.UseBulletRaycast)
|
||||
{
|
||||
uint collisionFilter = 0;
|
||||
uint collisionMask = 0;
|
||||
if ((filter & RayFilterFlags.land) != 0)
|
||||
{
|
||||
collisionFilter |= BulletSimData.CollisionTypeMasks[CollisionType.Terrain].group;
|
||||
collisionMask |= BulletSimData.CollisionTypeMasks[CollisionType.Terrain].mask;
|
||||
}
|
||||
if ((filter & RayFilterFlags.agent) != 0)
|
||||
{
|
||||
collisionFilter |= BulletSimData.CollisionTypeMasks[CollisionType.Avatar].group;
|
||||
collisionMask |= BulletSimData.CollisionTypeMasks[CollisionType.Avatar].mask;
|
||||
}
|
||||
if ((filter & RayFilterFlags.nonphysical) != 0)
|
||||
{
|
||||
collisionFilter |= BulletSimData.CollisionTypeMasks[CollisionType.Static].group;
|
||||
collisionMask |= BulletSimData.CollisionTypeMasks[CollisionType.Static].mask;
|
||||
}
|
||||
if ((filter & RayFilterFlags.physical) != 0)
|
||||
{
|
||||
collisionFilter |= BulletSimData.CollisionTypeMasks[CollisionType.Dynamic].group;
|
||||
collisionMask |= BulletSimData.CollisionTypeMasks[CollisionType.Dynamic].mask;
|
||||
}
|
||||
// if ((filter & RayFilterFlags.phantom) != 0)
|
||||
// {
|
||||
// collisionFilter |= BulletSimData.CollisionTypeMasks[CollisionType.VolumeDetect].group;
|
||||
// collisionMask |= BulletSimData.CollisionTypeMasks[CollisionType.VolumeDetect].mask;
|
||||
// }
|
||||
if ((filter & RayFilterFlags.volumedtc) != 0)
|
||||
{
|
||||
collisionFilter |= BulletSimData.CollisionTypeMasks[CollisionType.VolumeDetect].group;
|
||||
collisionMask |= BulletSimData.CollisionTypeMasks[CollisionType.VolumeDetect].mask;
|
||||
}
|
||||
DetailLog("{0},RaycastWorld,pos={1},dir={2},len={3},count={4},filter={5},filter={6},mask={7}",
|
||||
DetailLogZero, position, direction, length, count, filter, collisionFilter, collisionMask);
|
||||
// NOTE: locking ensures the physics engine is not executing.
|
||||
// The caller might have to wait for the physics engine to finish.
|
||||
lock (PhysicsEngineLock)
|
||||
{
|
||||
Vector3 posFrom = position;
|
||||
Vector3 posTo = Vector3.Normalize(direction) * length + position;
|
||||
DetailLog("{0},RaycastWorld,RayTest2,from={1},to={2}",
|
||||
DetailLogZero, posFrom, posTo);
|
||||
RaycastHit hitInfo = PE.RayTest2(World, posFrom, posTo, collisionFilter, collisionMask);
|
||||
if (hitInfo.hasHit())
|
||||
{
|
||||
ContactResult result = new ContactResult();
|
||||
result.Pos = hitInfo.Point;
|
||||
result.Normal = hitInfo.Normal;
|
||||
result.ConsumerID = hitInfo.ID;
|
||||
result.Depth = hitInfo.Fraction;
|
||||
ret.Add(result);
|
||||
DetailLog("{0},RaycastWorld,hit,pos={1},norm={2},depth={3},id={4}",
|
||||
DetailLogZero, result.Pos, result.Normal, result.Depth, result.ConsumerID);
|
||||
}
|
||||
}
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
#endregion Raycast
|
||||
|
||||
|
||||
public override Dictionary<uint, float> GetTopColliders()
|
||||
{
|
||||
Dictionary<uint, float> topColliders;
|
||||
|
@ -1068,32 +1218,35 @@ namespace OpenSim.Region.PhysicsModule.BulletS
|
|||
// Calls to the PhysicsActors can't directly call into the physics engine
|
||||
// because it might be busy. We delay changes to a known time.
|
||||
// We rely on C#'s closure to save and restore the context for the delegate.
|
||||
public void TaintedObject(string pOriginator, string pIdent, TaintCallback pCallback)
|
||||
// NOTE: 'inTaintTime' is no longer used. This entry exists so all the calls don't have to be changed.
|
||||
// public void TaintedObject(bool inTaintTime, String pIdent, TaintCallback pCallback)
|
||||
// {
|
||||
// TaintedObject(BSScene.DetailLogZero, pIdent, pCallback);
|
||||
// }
|
||||
// NOTE: 'inTaintTime' is no longer used. This entry exists so all the calls don't have to be changed.
|
||||
public void TaintedObject(bool inTaintTime, uint pOriginator, String pIdent, TaintCallback pCallback)
|
||||
{
|
||||
TaintedObject(false /*inTaintTime*/, pOriginator, pIdent, pCallback);
|
||||
TaintedObject(m_physicsLoggingEnabled ? pOriginator.ToString() : BSScene.DetailLogZero, pIdent, pCallback);
|
||||
}
|
||||
public void TaintedObject(uint pOriginator, String pIdent, TaintCallback pCallback)
|
||||
{
|
||||
TaintedObject(false /*inTaintTime*/, m_physicsLoggingEnabled ? pOriginator.ToString() : BSScene.DetailLogZero, pIdent, pCallback);
|
||||
}
|
||||
public void TaintedObject(bool inTaintTime, String pIdent, TaintCallback pCallback)
|
||||
{
|
||||
TaintedObject(inTaintTime, BSScene.DetailLogZero, pIdent, pCallback);
|
||||
}
|
||||
public void TaintedObject(bool inTaintTime, uint pOriginator, String pIdent, TaintCallback pCallback)
|
||||
{
|
||||
TaintedObject(inTaintTime, m_physicsLoggingEnabled ? pOriginator.ToString() : BSScene.DetailLogZero, pIdent, pCallback);
|
||||
TaintedObject(m_physicsLoggingEnabled ? pOriginator.ToString() : BSScene.DetailLogZero, pIdent, pCallback);
|
||||
}
|
||||
// Sometimes a potentially tainted operation can be used in and out of taint time.
|
||||
// This routine executes the command immediately if in taint-time otherwise it is queued.
|
||||
public void TaintedObject(bool inTaintTime, string pOriginator, string pIdent, TaintCallback pCallback)
|
||||
public void TaintedObject(string pOriginator, string pIdent, TaintCallback pCallback)
|
||||
{
|
||||
if (!m_initialized) return;
|
||||
|
||||
if (inTaintTime)
|
||||
if (Monitor.TryEnter(PhysicsEngineLock))
|
||||
{
|
||||
// If we can get exclusive access to the physics engine, just do the operation
|
||||
pCallback();
|
||||
Monitor.Exit(PhysicsEngineLock);
|
||||
}
|
||||
else
|
||||
{
|
||||
// The physics engine is busy, queue the operation
|
||||
lock (_taintLock)
|
||||
{
|
||||
_taintOperations.Add(new TaintCallbackEntry(pOriginator, pIdent, pCallback));
|
||||
|
@ -1120,14 +1273,21 @@ namespace OpenSim.Region.PhysicsModule.BulletS
|
|||
// When someone tries to change a property on a BSPrim or BSCharacter, the object queues
|
||||
// a callback into itself to do the actual property change. That callback is called
|
||||
// here just before the physics engine is called to step the simulation.
|
||||
public void ProcessTaints()
|
||||
// Returns the number of taints processed
|
||||
// NOTE: Called while PhysicsEngineLock is locked
|
||||
public int ProcessTaints()
|
||||
{
|
||||
ProcessRegularTaints();
|
||||
ProcessPostTaintTaints();
|
||||
int ret = 0;
|
||||
ret += ProcessRegularTaints();
|
||||
ret += ProcessPostTaintTaints();
|
||||
return ret;
|
||||
}
|
||||
|
||||
private void ProcessRegularTaints()
|
||||
// Returns the number of taints processed
|
||||
// NOTE: Called while PhysicsEngineLock is locked
|
||||
private int ProcessRegularTaints()
|
||||
{
|
||||
int ret = 0;
|
||||
if (m_initialized && _taintOperations.Count > 0) // save allocating new list if there is nothing to process
|
||||
{
|
||||
// swizzle a new list into the list location so we can process what's there
|
||||
|
@ -1144,6 +1304,7 @@ namespace OpenSim.Region.PhysicsModule.BulletS
|
|||
{
|
||||
DetailLog("{0},BSScene.ProcessTaints,doTaint,id={1}", tcbe.originator, tcbe.ident); // DEBUG DEBUG DEBUG
|
||||
tcbe.callback();
|
||||
ret++;
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
|
@ -1152,6 +1313,7 @@ namespace OpenSim.Region.PhysicsModule.BulletS
|
|||
}
|
||||
oldList.Clear();
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
// Schedule an update to happen after all the regular taints are processed.
|
||||
|
@ -1170,8 +1332,11 @@ namespace OpenSim.Region.PhysicsModule.BulletS
|
|||
}
|
||||
|
||||
// Taints that happen after the normal taint processing but before the simulation step.
|
||||
private void ProcessPostTaintTaints()
|
||||
// Returns the number of taints processed
|
||||
// NOTE: Called while PhysicsEngineLock is locked
|
||||
private int ProcessPostTaintTaints()
|
||||
{
|
||||
int ret = 0;
|
||||
if (m_initialized && _postTaintOperations.Count > 0)
|
||||
{
|
||||
Dictionary<string, TaintCallbackEntry> oldList;
|
||||
|
@ -1187,6 +1352,7 @@ namespace OpenSim.Region.PhysicsModule.BulletS
|
|||
{
|
||||
DetailLog("{0},BSScene.ProcessPostTaintTaints,doTaint,id={1}", DetailLogZero, kvp.Key); // DEBUG DEBUG DEBUG
|
||||
kvp.Value.callback();
|
||||
ret++;
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
|
@ -1195,20 +1361,8 @@ namespace OpenSim.Region.PhysicsModule.BulletS
|
|||
}
|
||||
oldList.Clear();
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
// Only used for debugging. Does not change state of anything so locking is not necessary.
|
||||
public bool AssertInTaintTime(string whereFrom)
|
||||
{
|
||||
if (!InTaintTime)
|
||||
{
|
||||
DetailLog("{0},BSScene.AssertInTaintTime,NOT IN TAINT TIME,Region={1},Where={2}", DetailLogZero, RegionName, whereFrom);
|
||||
m_log.ErrorFormat("{0} NOT IN TAINT TIME!! Region={1}, Where={2}", LogHeader, RegionName, whereFrom);
|
||||
// Util.PrintCallStack(DetailLog);
|
||||
}
|
||||
return InTaintTime;
|
||||
}
|
||||
|
||||
#endregion // Taints
|
||||
|
||||
#region IPhysicsParameters
|
||||
|
|
|
@ -75,8 +75,6 @@ public sealed class BSShapeCollection : IDisposable
|
|||
// Called at taint-time.
|
||||
public bool GetBodyAndShape(bool forceRebuild, BulletWorld sim, BSPhysObject prim, PhysicalDestructionCallback bodyCallback)
|
||||
{
|
||||
m_physicsScene.AssertInTaintTime("BSShapeCollection.GetBodyAndShape");
|
||||
|
||||
bool ret = false;
|
||||
|
||||
// This lock could probably be pushed down lower but building shouldn't take long
|
||||
|
@ -229,6 +227,8 @@ public sealed class BSShapeCollection : IDisposable
|
|||
ret = CreateGeomMeshOrHull(prim, shapeCallback);
|
||||
}
|
||||
|
||||
m_physicsScene.PE.ResetBroadphasePool(m_physicsScene.World); // DEBUG DEBUG
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
|
@ -344,8 +344,6 @@ public sealed class BSShapeCollection : IDisposable
|
|||
if (!body.HasPhysicalBody)
|
||||
return;
|
||||
|
||||
m_physicsScene.AssertInTaintTime("BSShapeCollection.DereferenceBody");
|
||||
|
||||
lock (m_collectionActivityLock)
|
||||
{
|
||||
if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceBody,DestroyingBody,body={1}", body.ID, body);
|
||||
|
|
|
@ -100,6 +100,7 @@ public class BulletBody
|
|||
}
|
||||
}
|
||||
|
||||
// Handle to btCollisionObject - a shape that can be added to a btRidgidBody
|
||||
public class BulletShape
|
||||
{
|
||||
public BulletShape()
|
||||
|
|
|
@ -0,0 +1,124 @@
|
|||
/*
|
||||
* Copyright (c) Contributors, http://opensimulator.org/
|
||||
* See CONTRIBUTORS.TXT for a full list of copyright holders.
|
||||
*
|
||||
* Redistribution and use in source and binary forms, with or without
|
||||
* modification, are permitted provided that the following conditions are met:
|
||||
* * Redistributions of source code must retain the above copyright
|
||||
* notice, this list of conditions and the following disclaimer.
|
||||
* * Redistributions in binary form must reproduce the above copyright
|
||||
* notice, this list of conditions and the following disclaimer in the
|
||||
* documentation and/or other materials provided with the distribution.
|
||||
* * Neither the name of the OpenSimulator Project nor the
|
||||
* names of its contributors may be used to endorse or promote products
|
||||
* derived from this software without specific prior written permission.
|
||||
*
|
||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
|
||||
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
|
||||
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
|
||||
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
|
||||
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
|
||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
|
||||
using NUnit.Framework;
|
||||
using log4net;
|
||||
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.PhysicsModule.BulletS;
|
||||
using OpenSim.Region.PhysicsModules.SharedBase;
|
||||
using OpenSim.Tests.Common;
|
||||
|
||||
using OpenMetaverse;
|
||||
|
||||
namespace OpenSim.Region.PhysicsModule.BulletS.Tests
|
||||
{
|
||||
[TestFixture]
|
||||
public class BulletSimRaycast : OpenSimTestCase
|
||||
{
|
||||
// Documentation on attributes: http://www.nunit.org/index.php?p=attributes&r=2.6.1
|
||||
// Documentation on assertions: http://www.nunit.org/index.php?p=assertions&r=2.6.1
|
||||
|
||||
BSScene _physicsScene { get; set; }
|
||||
BSPrim _targetSphere { get; set; }
|
||||
Vector3 _targetSpherePosition { get; set; }
|
||||
float _simulationTimeStep = 0.089f;
|
||||
|
||||
uint _targetLocalID = 123;
|
||||
|
||||
[TestFixtureSetUp]
|
||||
public void Init()
|
||||
{
|
||||
Dictionary<string, string> engineParams = new Dictionary<string, string>();
|
||||
engineParams.Add("UseBulletRaycast", "true");
|
||||
_physicsScene = BulletSimTestsUtil.CreateBasicPhysicsEngine(engineParams);
|
||||
|
||||
PrimitiveBaseShape pbs = PrimitiveBaseShape.CreateSphere();
|
||||
Vector3 pos = new Vector3(100.0f, 100.0f, 50f);
|
||||
_targetSpherePosition = pos;
|
||||
Vector3 size = new Vector3(10f, 10f, 10f);
|
||||
pbs.Scale = size;
|
||||
Quaternion rot = Quaternion.Identity;
|
||||
bool isPhys = false;
|
||||
|
||||
_physicsScene.AddPrimShape("TargetSphere", pbs, pos, size, rot, isPhys, _targetLocalID);
|
||||
_targetSphere = (BSPrim)_physicsScene.PhysObjects[_targetLocalID];
|
||||
// The actual prim shape creation happens at taint time
|
||||
_physicsScene.ProcessTaints();
|
||||
|
||||
}
|
||||
|
||||
[TestFixtureTearDown]
|
||||
public void TearDown()
|
||||
{
|
||||
if (_physicsScene != null)
|
||||
{
|
||||
// The Dispose() will also free any physical objects in the scene
|
||||
_physicsScene.Dispose();
|
||||
_physicsScene = null;
|
||||
}
|
||||
}
|
||||
|
||||
// There is a 10x10x10 sphere at <100,100,50>
|
||||
// Shoot rays around the sphere and verify it hits and doesn't hit
|
||||
// TestCase parameters are <x,y,z> of start and <x,y,z> of end and expected result
|
||||
[TestCase(100f, 50f, 50f, 100f, 150f, 50f, true, "Pass through sphere from front")]
|
||||
[TestCase(50f, 100f, 50f, 150f, 100f, 50f, true, "Pass through sphere from side")]
|
||||
[TestCase(50f, 50f, 50f, 150f, 150f, 50f, true, "Pass through sphere diaginally")]
|
||||
[TestCase(100f, 100f, 100f, 100f, 100f, 20f, true, "Pass through sphere from above")]
|
||||
[TestCase(20f, 20f, 50f, 80f, 80f, 50f, false, "Not reach sphere")]
|
||||
[TestCase(50f, 50f, 65f, 150f, 150f, 65f, false, "Passed over sphere")]
|
||||
public void RaycastAroundObject(float fromX, float fromY, float fromZ, float toX, float toY, float toZ, bool expected, string msg) {
|
||||
Vector3 fromPos = new Vector3(fromX, fromY, fromZ);
|
||||
Vector3 toPos = new Vector3(toX, toY, toZ);
|
||||
Vector3 direction = toPos - fromPos;
|
||||
float len = Vector3.Distance(fromPos, toPos);
|
||||
|
||||
List<ContactResult> results = _physicsScene.RaycastWorld(fromPos, direction, len, 1);
|
||||
|
||||
if (expected) {
|
||||
// The test coordinates should generate a hit
|
||||
Assert.True(results.Count != 0, msg + ": Did not return a hit but expected to.");
|
||||
Assert.True(results.Count == 1, msg + ": Raycast returned not just one hit result.");
|
||||
Assert.True(results[0].ConsumerID == _targetLocalID, msg + ": Raycast returned a collision object other than the target");
|
||||
}
|
||||
else
|
||||
{
|
||||
// The test coordinates should not generate a hit
|
||||
if (results.Count > 0)
|
||||
{
|
||||
Assert.False(results.Count > 0, msg + ": Returned a hit at " + results[0].Pos.ToString());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
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Reference in New Issue