Clean up collision reporting code so they are properly passed to
the simulator in batches. More comments.0.7.4.1
parent
056c9a59b2
commit
e4a6611865
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@ -74,7 +74,7 @@ public class BSCharacter : PhysicsActor
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private float _buoyancy;
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private int _subscribedEventsMs = 0;
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private int _lastCollisionTime = 0;
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private int _nextCollisionOkTime = 0;
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private Vector3 _PIDTarget;
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private bool _usePID;
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@ -360,17 +360,22 @@ public class BSCharacter : PhysicsActor
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}
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//m_lastUpdateSent = false;
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}
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public override void AddAngularForce(Vector3 force, bool pushforce) {
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}
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public override void SetMomentum(Vector3 momentum) {
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}
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// Turn on collision events at a rate no faster than one every the given milliseconds
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public override void SubscribeEvents(int ms) {
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_subscribedEventsMs = ms;
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_lastCollisionTime = Util.EnvironmentTickCount() - _subscribedEventsMs; // make first collision happen
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_nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs; // make first collision happen
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}
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// Stop collision events
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public override void UnSubscribeEvents() {
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_subscribedEventsMs = 0;
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}
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// Return 'true' if someone has subscribed to events
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public override bool SubscribedEvents() {
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return (_subscribedEventsMs > 0);
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}
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@ -386,47 +391,57 @@ public class BSCharacter : PhysicsActor
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_mass = _density * _avatarVolume;
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}
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// Set to 'true' if the individual changed items should be checked
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// (someday RequestPhysicsTerseUpdate() will take a bitmap of changed properties)
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const bool SHOULD_CHECK_FOR_INDIVIDUAL_CHANGES = false;
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// The physics engine says that properties have updated. Update same and inform
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// the world that things have changed.
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public void UpdateProperties(EntityProperties entprop)
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{
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bool changed = false;
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// we assign to the local variables so the normal set action does not happen
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if (_position != entprop.Position)
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{
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if (SHOULD_CHECK_FOR_INDIVIDUAL_CHANGES) {
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// we assign to the local variables so the normal set action does not happen
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if (_position != entprop.Position) {
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_position = entprop.Position;
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changed = true;
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}
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if (_orientation != entprop.Rotation) {
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_orientation = entprop.Rotation;
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changed = true;
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}
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if (_velocity != entprop.Velocity) {
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_velocity = entprop.Velocity;
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changed = true;
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}
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if (_acceleration != entprop.Acceleration) {
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_acceleration = entprop.Acceleration;
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changed = true;
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}
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if (_rotationalVelocity != entprop.RotationalVelocity) {
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_rotationalVelocity = entprop.RotationalVelocity;
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changed = true;
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}
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if (changed) {
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// m_log.DebugFormat("{0}: UpdateProperties: id={1}, c={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation);
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// Avatar movement is not done by generating this event. There is code in the heartbeat
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// loop that updates avatars.
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// base.RequestPhysicsterseUpdate();
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}
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}
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else {
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_position = entprop.Position;
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changed = true;
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}
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if (_orientation != entprop.Rotation)
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{
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_orientation = entprop.Rotation;
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changed = true;
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}
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if (_velocity != entprop.Velocity)
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{
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_velocity = entprop.Velocity;
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changed = true;
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}
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if (_acceleration != entprop.Acceleration)
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{
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_acceleration = entprop.Acceleration;
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changed = true;
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}
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if (_rotationalVelocity != entprop.RotationalVelocity)
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{
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_rotationalVelocity = entprop.RotationalVelocity;
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changed = true;
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}
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if (changed)
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{
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// m_log.DebugFormat("{0}: UpdateProperties: id={1}, c={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation);
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// Avatar movement is not done by generating this event. There is a system that
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// checks for avatar updates each heartbeat loop.
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// base.RequestPhysicsterseUpdate();
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}
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}
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// Called by the scene when a collision with this object is reported
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// The collision, if it should be reported to the character, is placed in a collection
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// that will later be sent to the simulator when SendCollisions() is called.
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CollisionEventUpdate collisionCollection = null;
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public void Collide(uint collidingWith, ActorTypes type, Vector3 contactPoint, Vector3 contactNormal, float pentrationDepth)
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{
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@ -440,29 +455,34 @@ public class BSCharacter : PhysicsActor
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}
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// throttle collisions to the rate specified in the subscription
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if (_subscribedEventsMs == 0) return; // don't want collisions
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int nowTime = _scene.SimulationNowTime;
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if (nowTime < (_lastCollisionTime + _subscribedEventsMs)) return;
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_lastCollisionTime = nowTime;
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if (_subscribedEventsMs != 0) {
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int nowTime = _scene.SimulationNowTime;
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if (nowTime >= _nextCollisionOkTime) {
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_nextCollisionOkTime = nowTime + _subscribedEventsMs;
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if (collisionCollection == null)
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collisionCollection = new CollisionEventUpdate();
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collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
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if (collisionCollection == null)
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collisionCollection = new CollisionEventUpdate();
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collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
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}
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}
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}
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public void SendCollisions()
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{
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// if (collisionCollection != null)
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// {
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// base.SendCollisionUpdate(collisionCollection);
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// collisionCollection = null;
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// }
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/*
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if (collisionCollection != null && collisionCollection.Count > 0)
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{
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base.SendCollisionUpdate(collisionCollection);
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collisionCollection = null;
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}
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*/
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// Kludge to make a collision call even if there are no collisions.
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// This causes the avatar animation to get updated.
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if (collisionCollection == null)
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collisionCollection = new CollisionEventUpdate();
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base.SendCollisionUpdate(collisionCollection);
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collisionCollection = null;
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collisionCollection.Clear();
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// End kludge
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}
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}
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@ -32,6 +32,14 @@ using OpenMetaverse;
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namespace OpenSim.Region.Physics.BulletSPlugin
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{
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/// <summary>
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/// Entry for a port of Bullet (http://bulletphysics.org/) to OpenSim.
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/// This module interfaces to an unmanaged C++ library which makes the
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/// actual calls into the Bullet physics engine.
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/// The unmanaged library is found in opensim-libs::trunk/unmanaged/BulletSim/.
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/// The unmanaged library is compiled and linked statically with Bullet
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/// to create BulletSim.dll and libBulletSim.so (for both 32 and 64 bit).
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/// </summary>
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public class BSPlugin : IPhysicsPlugin
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{
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//private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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@ -53,6 +61,9 @@ public class BSPlugin : IPhysicsPlugin
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{
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if (Util.IsWindows())
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Util.LoadArchSpecificWindowsDll("BulletSim.dll");
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// If not Windows, loading is performed by the
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// Mono loader as specified in
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// "bin/Physics/OpenSim.Region.Physics.BulletSPlugin.dll.config".
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_mScene = new BSScene(sceneIdentifier);
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}
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@ -90,7 +90,7 @@ public sealed class BSPrim : PhysicsActor
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private BSPrim _parentPrim;
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private int _subscribedEventsMs = 0;
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private int _lastCollisionTime = 0;
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private int _nextCollisionOkTime = 0;
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long _collidingStep;
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long _collidingGroundStep;
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@ -597,7 +597,8 @@ public sealed class BSPrim : PhysicsActor
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}
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public override void SubscribeEvents(int ms) {
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_subscribedEventsMs = ms;
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_lastCollisionTime = Util.EnvironmentTickCount() - _subscribedEventsMs; // make first collision happen
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// make sure first collision happens
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_nextCollisionOkTime = Util.EnvironmentTickCount() - _subscribedEventsMs;
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}
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public override void UnSubscribeEvents() {
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_subscribedEventsMs = 0;
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@ -1338,23 +1339,27 @@ public sealed class BSPrim : PhysicsActor
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_collidingGroundStep = _scene.SimulationStep;
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}
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if (_subscribedEventsMs == 0) return; // nothing in the object is waiting for collision events
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// throttle the collisions to the number of milliseconds specified in the subscription
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int nowTime = _scene.SimulationNowTime;
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if (nowTime < (_lastCollisionTime + _subscribedEventsMs)) return;
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_lastCollisionTime = nowTime;
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// if someone is subscribed to collision events....
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if (_subscribedEventsMs != 0) {
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// throttle the collisions to the number of milliseconds specified in the subscription
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int nowTime = _scene.SimulationNowTime;
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if (nowTime >= _nextCollisionOkTime) {
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_nextCollisionOkTime = nowTime + _subscribedEventsMs;
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if (collisionCollection == null)
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collisionCollection = new CollisionEventUpdate();
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collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
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if (collisionCollection == null)
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collisionCollection = new CollisionEventUpdate();
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collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
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}
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}
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}
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// The scene is telling us it's time to pass our collected collisions into the simulator
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public void SendCollisions()
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{
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if (collisionCollection != null)
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if (collisionCollection != null && collisionCollection.Count > 0)
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{
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base.SendCollisionUpdate(collisionCollection);
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collisionCollection = null;
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collisionCollection.Clear();
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}
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}
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}
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@ -52,6 +52,7 @@ using OpenSim.Region.Framework;
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// Should prim.link() and prim.delink() membership checking happen at taint time?
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// Mesh sharing. Use meshHash to tell if we already have a hull of that shape and only create once
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// Do attachments need to be handled separately? Need collision events. Do not collide with VolumeDetect
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// Use collision masks for collision with terrain and phantom objects
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// Implement the genCollisions feature in BulletSim::SetObjectProperties (don't pass up unneeded collisions)
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// Implement LockAngularMotion
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// Decide if clearing forces is the right thing to do when setting position (BulletSim::SetObjectTranslation)
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@ -62,9 +63,6 @@ using OpenSim.Region.Framework;
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// Multiple contact points on collision?
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// See code in ode::near... calls to collision_accounting_events()
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// (This might not be a problem. ODE collects all the collisions with one object in one tick.)
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// Use collision masks for collision with terrain and phantom objects
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// Figure out how to not allocate a new Dictionary and List for every collision
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// in BSPrim.Collide() and BSCharacter.Collide(). Can the same ones be reused?
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// Raycast
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//
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namespace OpenSim.Region.Physics.BulletSPlugin
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@ -405,6 +403,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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// prevent simulation until we've been initialized
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if (!m_initialized) return 10.0f;
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long simulateStartTime = Util.EnvironmentTickCount();
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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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@ -437,13 +437,18 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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}
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}
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// The SendCollision's batch up the collisions on the objects. Now push the collisions into the simulator.
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// The above SendCollision's batch up the collisions on the objects.
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// Now push the collisions into the simulator.
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foreach (BSPrim bsp in m_primsWithCollisions)
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bsp.SendCollisions();
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m_primsWithCollisions.Clear();
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// This is a kludge to get avatar movement updated.
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// Don't send collisions only if there were collisions -- send everytime.
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// ODE sends collisions even if there are none and this is used to update
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// avatar animations and stuff.
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// foreach (BSCharacter bsc in m_avatarsWithCollisions)
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// bsc.SendCollisions();
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// This is a kludge to get avatar movement updated. ODE sends collisions even if there isn't any
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foreach (KeyValuePair<uint, BSCharacter> kvp in m_avatars)
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kvp.Value.SendCollisions();
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m_avatarsWithCollisions.Clear();
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@ -465,10 +470,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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if (m_avatars.TryGetValue(entprop.ID, out actor))
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{
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actor.UpdateProperties(entprop);
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continue;
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}
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}
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}
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// If enabled, call into the physics engine to dump statistics
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if (m_detailedStatsStep > 0)
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{
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if ((m_simulationStep % m_detailedStatsStep) == 0)
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@ -477,6 +484,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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}
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}
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// this is a waste since the outside routine also calcuates the physics simulation
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// period. TODO: There should be a way of computing physics frames from simulator computation.
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// long simulateTotalTime = Util.EnvironmentTickCountSubtract(simulateStartTime);
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// return (timeStep * (float)simulateTotalTime);
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// TODO: FIX THIS: fps calculation wrong. This calculation always returns about 1 in normal operation.
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return timeStep / (numSubSteps * m_fixedTimeStep) * 1000f;
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}
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@ -528,6 +540,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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public override void SetWaterLevel(float baseheight)
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{
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m_waterLevel = baseheight;
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// TODO: pass to physics engine so things will float?
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}
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public float GetWaterLevel()
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{
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