BulletSim: add parameters and functionality to specify the mesh

level of detail for large meshes.
Remove parameter and code for DetailLog (conditional logging into
   regular log file).
integration
Robert Adams 2012-08-17 10:40:34 -07:00
parent 8eda290262
commit ccc69d66a1
4 changed files with 37 additions and 48 deletions

View File

@ -265,7 +265,6 @@ public class BSLinkset
BSPrim childx = child;
m_physicsScene.TaintedObject("AddChildToLinkset", delegate()
{
// DebugLog("{0}: AddChildToLinkset: adding child {1} to {2}", LogHeader, child.LocalID, m_linksetRoot.LocalID);
// DetailLog("{0},AddChildToLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID);
PhysicallyLinkAChildToRoot(rootx, childx); // build the physical binding between me and the child
});
@ -294,7 +293,6 @@ public class BSLinkset
BSPrim childx = child;
m_physicsScene.TaintedObject("RemoveChildFromLinkset", delegate()
{
// DebugLog("{0}: RemoveChildFromLinkset: Removing constraint to {1}", LogHeader, child.LocalID);
// DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID);
PhysicallyUnlinkAChildFromRoot(rootx, childx);
@ -326,7 +324,6 @@ public class BSLinkset
// create a constraint that allows no freedom of movement between the two objects
// http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
// DebugLog("{0}: CreateLinkset: Adding a constraint between root prim {1} and child prim {2}", LogHeader, LocalID, childPrim.LocalID);
DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2},rLoc={3},cLoc={4},midLoc={5}",
rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID, rootPrim.Position, childPrim.Position, midPoint);
BS6DofConstraint constrain = new BS6DofConstraint(
@ -350,7 +347,6 @@ public class BSLinkset
// create a constraint that allows no freedom of movement between the two objects
// http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
// DebugLog("{0}: CreateLinkset: Adding a constraint between root prim {1} and child prim {2}", LogHeader, LocalID, childPrim.LocalID);
DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID);
BS6DofConstraint constrain = new BS6DofConstraint(
PhysicsScene.World, rootPrim.Body, childPrim.Body,
@ -389,8 +385,6 @@ public class BSLinkset
// Called at taint time!
private void PhysicallyUnlinkAChildFromRoot(BSPrim rootPrim, BSPrim childPrim)
{
// DebugLog("{0}: PhysicallyUnlinkAChildFromRoot: RemoveConstraint between root prim {1} and child prim {2}",
// LogHeader, rootPrim.LocalID, childPrim.LocalID);
DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID);
// Find the constraint for this link and get rid of it from the overall collection and from my list
@ -404,19 +398,11 @@ public class BSLinkset
// Called at taint time!
private void PhysicallyUnlinkAllChildrenFromRoot(BSPrim rootPrim)
{
// DebugLog("{0}: PhysicallyUnlinkAllChildren:", LogHeader);
DetailLog("{0},PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID);
m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.Body);
}
// Invoke the detailed logger and output something if it's enabled.
private void DebugLog(string msg, params Object[] args)
{
if (m_physicsScene.ShouldDebugLog)
m_physicsScene.Logger.DebugFormat(msg, args);
}
// Invoke the detailed logger and output something if it's enabled.
private void DetailLog(string msg, params Object[] args)
{

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@ -42,8 +42,6 @@ public sealed class BSPrim : PhysicsActor
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static readonly string LogHeader = "[BULLETS PRIM]";
private void DebugLog(string mm, params Object[] xx) { if (_scene.ShouldDebugLog) m_log.DebugFormat(mm, xx); }
private IMesh _mesh;
private PrimitiveBaseShape _pbs;
private ShapeData.PhysicsShapeType _shapeType;
@ -232,7 +230,6 @@ public sealed class BSPrim : PhysicsActor
BSPrim parent = obj as BSPrim;
if (parent != null)
{
DebugLog("{0}: link {1}/{2} to {3}", LogHeader, _avName, _localID, parent.LocalID);
BSPrim parentBefore = _linkset.LinksetRoot;
int childrenBefore = _linkset.NumberOfChildren;
@ -248,8 +245,6 @@ public sealed class BSPrim : PhysicsActor
public override void delink() {
// TODO: decide if this parent checking needs to happen at taint time
// Race condition here: if link() and delink() in same simulation tick, the delink will not happen
DebugLog("{0}: delink {1}/{2}. Parent={3}", LogHeader, _avName, _localID,
_linkset.LinksetRoot._avName+"/"+_linkset.LinksetRoot.LocalID.ToString());
BSPrim parentBefore = _linkset.LinksetRoot;
int childrenBefore = _linkset.NumberOfChildren;
@ -1042,7 +1037,14 @@ public sealed class BSPrim : PhysicsActor
// No locking here because this is done when we know physics is not simulating
private void CreateGeomMesh()
{
float lod = _pbs.SculptEntry ? _scene.SculptLOD : _scene.MeshLOD;
// level of detail based on size and type of the object
float lod = _scene.MeshLOD;
if (_pbs.SculptEntry)
lod = _scene.SculptLOD;
float maxAxis = Math.Max(_size.X, Math.Max(_size.Y, _size.Z));
if (maxAxis > _scene.MeshMegaPrimThreshold)
lod = _scene.MeshMegaPrimLOD;
ulong newMeshKey = (ulong)_pbs.GetMeshKey(_size, lod);
// m_log.DebugFormat("{0}: CreateGeomMesh: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _meshKey, newMeshKey);

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@ -73,8 +73,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters
private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
private static readonly string LogHeader = "[BULLETS SCENE]";
public void DebugLog(string mm, params Object[] xx) { if (ShouldDebugLog) m_log.DebugFormat(mm, xx); }
public string BulletSimVersion = "?";
private Dictionary<uint, BSCharacter> m_avatars = new Dictionary<uint, BSCharacter>();
@ -101,16 +99,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters
private int m_detailedStatsStep = 0;
public IMesher mesher;
private float m_meshLOD;
public float MeshLOD
{
get { return m_meshLOD; }
}
private float m_sculptLOD;
public float SculptLOD
{
get { return m_sculptLOD; }
}
// Level of Detail values kept as float because that's what the Meshmerizer wants
public float MeshLOD { get; private set; }
public float MeshMegaPrimLOD { get; private set; }
public float MeshMegaPrimThreshold { get; private set; }
public float SculptLOD { get; private set; }
private BulletSim m_worldSim;
public BulletSim World
@ -185,8 +178,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters
ConfigurationParameters[] m_params;
GCHandle m_paramsHandle;
public bool ShouldDebugLog { get; private set; }
// Handle to the callback used by the unmanaged code to call into the managed code.
// Used for debug logging.
// Need to store the handle in a persistant variable so it won't be freed.
private BulletSimAPI.DebugLogCallback m_DebugLogCallbackHandle;
// Sometimes you just have to log everything.
@ -905,16 +899,26 @@ public class BSScene : PhysicsScene, IPhysicsParameters
(s) => { return s.NumericBool(s._forceSimplePrimMeshing); },
(s,p,l,v) => { s._forceSimplePrimMeshing = s.BoolNumeric(v); } ),
new ParameterDefn("MeshLOD", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)",
new ParameterDefn("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)",
8f,
(s,cf,p,v) => { s.m_meshLOD = cf.GetInt(p, (int)v); },
(s) => { return (float)s.m_meshLOD; },
(s,p,l,v) => { s.m_meshLOD = (int)v; } ),
new ParameterDefn("SculptLOD", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)",
(s,cf,p,v) => { s.MeshLOD = (float)cf.GetInt(p, (int)v); },
(s) => { return s.MeshLOD; },
(s,p,l,v) => { s.MeshLOD = v; } ),
new ParameterDefn("MeshLevelOfDetailMegaPrim", "Level of detail to render meshes larger than threshold meters",
16f,
(s,cf,p,v) => { s.MeshMegaPrimLOD = (float)cf.GetInt(p, (int)v); },
(s) => { return s.MeshMegaPrimLOD; },
(s,p,l,v) => { s.MeshMegaPrimLOD = v; } ),
new ParameterDefn("MeshLevelOfDetailMegaPrimThreshold", "Size (in meters) of a mesh before using MeshMegaPrimLOD",
10f,
(s,cf,p,v) => { s.MeshMegaPrimThreshold = (float)cf.GetInt(p, (int)v); },
(s) => { return s.MeshMegaPrimThreshold; },
(s,p,l,v) => { s.MeshMegaPrimThreshold = v; } ),
new ParameterDefn("SculptLevelOfDetail", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)",
32f,
(s,cf,p,v) => { s.m_sculptLOD = cf.GetInt(p, (int)v); },
(s) => { return (float)s.m_sculptLOD; },
(s,p,l,v) => { s.m_sculptLOD = (int)v; } ),
(s,cf,p,v) => { s.SculptLOD = (float)cf.GetInt(p, (int)v); },
(s) => { return s.SculptLOD; },
(s,p,l,v) => { s.SculptLOD = v; } ),
new ParameterDefn("MaxSubStep", "In simulation step, maximum number of substeps",
10f,
@ -1145,12 +1149,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters
(s,cf,p,v) => { s.m_detailedStatsStep = cf.GetInt(p, (int)v); },
(s) => { return (float)s.m_detailedStatsStep; },
(s,p,l,v) => { s.m_detailedStatsStep = (int)v; } ),
new ParameterDefn("ShouldDebugLog", "Enables detailed DEBUG log statements",
ConfigurationParameters.numericFalse,
(s,cf,p,v) => { s.ShouldDebugLog = cf.GetBoolean(p, s.BoolNumeric(v)); },
(s) => { return s.NumericBool(s.ShouldDebugLog); },
(s,p,l,v) => { s.ShouldDebugLog = s.BoolNumeric(v); } ),
};
// Convert a boolean to our numeric true and false values

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@ -931,6 +931,9 @@
; level of detail for physical meshes. 32,16,8 or 4 with 32 being full detail
MeshLevelOfDetail = 8
; if mesh size is > threshold meters, we need to add more detail because people will notice
MeshLevelOfDetailMegaPrimThreshold = 10
MeshLevelOfDetailMegaPrim = 16
; number^2 non-physical level of detail of the sculpt texture. 32x32 - 1024 verticies
SculptLevelOfDetail = 32