varregion: add plumbing to pass region size from Scene down to the

physics engine.
Older physics engines will default to the legacy region size.
Update BulletSim to use the new region size information.
varregion
Robert Adams 2013-11-04 22:10:54 -08:00
parent cd1a23fc14
commit f2810bf03a
9 changed files with 41 additions and 17 deletions

View File

@ -690,7 +690,8 @@ namespace OpenSim
clientServer = clientNetworkServers;
scene.LoadWorldMap();
scene.PhysicsScene = GetPhysicsScene(scene.RegionInfo.RegionName);
Vector3 regionExtent = new Vector3(regionInfo.RegionSizeX, regionInfo.RegionSizeY, regionInfo.RegionSizeZ);
scene.PhysicsScene = GetPhysicsScene(scene.RegionInfo.RegionName, regionExtent);
scene.PhysicsScene.RequestAssetMethod = scene.PhysicsRequestAsset;
scene.PhysicsScene.SetTerrain(scene.Heightmap.GetFloatsSerialised());
scene.PhysicsScene.SetWaterLevel((float) regionInfo.RegionSettings.WaterHeight);
@ -752,10 +753,10 @@ namespace OpenSim
# region Setup methods
protected override PhysicsScene GetPhysicsScene(string osSceneIdentifier)
protected override PhysicsScene GetPhysicsScene(string osSceneIdentifier, Vector3 regionExtent)
{
return GetPhysicsScene(
m_configSettings.PhysicsEngine, m_configSettings.MeshEngineName, Config, osSceneIdentifier);
m_configSettings.PhysicsEngine, m_configSettings.MeshEngineName, Config, osSceneIdentifier, regionExtent);
}
/// <summary>

View File

@ -69,7 +69,7 @@ namespace OpenSim.Region.ClientStack
/// The name of the OpenSim scene this physics scene is serving. This will be used in log messages.
/// </param>
/// <returns></returns>
protected abstract PhysicsScene GetPhysicsScene(string osSceneIdentifier);
protected abstract PhysicsScene GetPhysicsScene(string osSceneIdentifier, Vector3 regionExtent);
protected abstract ClientStackManager CreateClientStackManager();
protected abstract Scene CreateScene(RegionInfo regionInfo, ISimulationDataService simDataService, IEstateDataService estateDataService, AgentCircuitManager circuitManager);
@ -123,13 +123,13 @@ namespace OpenSim.Region.ClientStack
/// </param>
/// <returns></returns>
protected PhysicsScene GetPhysicsScene(
string engine, string meshEngine, IConfigSource config, string osSceneIdentifier)
string engine, string meshEngine, IConfigSource config, string osSceneIdentifier, Vector3 regionExtent)
{
PhysicsPluginManager physicsPluginManager;
physicsPluginManager = new PhysicsPluginManager();
physicsPluginManager.LoadPluginsFromAssemblies("Physics");
return physicsPluginManager.GetPhysicsScene(engine, meshEngine, config, osSceneIdentifier);
return physicsPluginManager.GetPhysicsScene(engine, meshEngine, config, osSceneIdentifier, regionExtent);
}
}
}

View File

@ -209,6 +209,14 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
}
public override void Initialise(IMesher meshmerizer, IConfigSource config)
{
m_log.ErrorFormat("{0} WARNING WARNING WARNING! BulletSim initialized without region extent specification. Terrain will be messed up.");
Vector3 regionExtent = new Vector3( Constants.RegionSize, Constants.RegionSize, Constants.RegionSize);
Initialise(meshmerizer, config, regionExtent);
}
public override void Initialise(IMesher meshmerizer, IConfigSource config, Vector3 regionExtent)
{
mesher = meshmerizer;
_taintOperations = new List<TaintCallbackEntry>();
@ -250,13 +258,13 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
// a child in a mega-region.
// Bullet actually doesn't care about the extents of the simulated
// area. It tracks active objects no matter where they are.
Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight);
Vector3 worldExtent = regionExtent;
World = PE.Initialize(worldExtent, Params, m_maxCollisionsPerFrame, ref m_collisionArray, m_maxUpdatesPerFrame, ref m_updateArray);
Constraints = new BSConstraintCollection(World);
TerrainManager = new BSTerrainManager(this);
TerrainManager = new BSTerrainManager(this, worldExtent);
TerrainManager.CreateInitialGroundPlaneAndTerrain();
// Put some informational messages into the log file.

View File

@ -58,7 +58,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys
{
initialMap[ii] = BSTerrainManager.HEIGHT_INITIALIZATION;
}
m_mapInfo = new BulletHMapInfo(id, initialMap);
m_mapInfo = new BulletHMapInfo(id, initialMap, regionSize.X, regionSize.Y);
m_mapInfo.minCoords = minTerrainCoords;
m_mapInfo.maxCoords = maxTerrainCoords;
m_mapInfo.terrainRegionBase = TerrainBase;
@ -72,7 +72,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys
Vector3 minCoords, Vector3 maxCoords)
: base(physicsScene, regionBase, id)
{
m_mapInfo = new BulletHMapInfo(id, initialMap);
m_mapInfo = new BulletHMapInfo(id, initialMap, maxCoords.X - minCoords.X, maxCoords.Y - minCoords.Y);
m_mapInfo.minCoords = minCoords;
m_mapInfo.maxCoords = maxCoords;
m_mapInfo.minZ = minCoords.Z;

View File

@ -111,9 +111,11 @@ public sealed class BSTerrainManager : IDisposable
private Vector3 m_worldMax;
private PhysicsScene MegaRegionParentPhysicsScene { get; set; }
public BSTerrainManager(BSScene physicsScene)
public BSTerrainManager(BSScene physicsScene, Vector3 regionSize)
{
m_physicsScene = physicsScene;
DefaultRegionSize = regionSize;
m_terrains = new Dictionary<Vector3,BSTerrainPhys>();
// Assume one region of default size
@ -268,7 +270,7 @@ public sealed class BSTerrainManager : IDisposable
{
// There is already a terrain in this spot. Free the old and build the new.
DetailLog("{0},BSTErrainManager.UpdateTerrain:UpdateExisting,call,id={1},base={2},minC={3},maxC={4}",
BSScene.DetailLogZero, id, terrainRegionBase, minCoords, minCoords);
BSScene.DetailLogZero, id, terrainRegionBase, minCoords, maxCoords);
// Remove old terrain from the collection
m_terrains.Remove(terrainRegionBase);

View File

@ -165,14 +165,15 @@ public class BulletConstraint
// than making copies.
public class BulletHMapInfo
{
public BulletHMapInfo(uint id, float[] hm) {
public BulletHMapInfo(uint id, float[] hm, float pSizeX, float pSizeY) {
ID = id;
heightMap = hm;
terrainRegionBase = OMV.Vector3.Zero;
minCoords = new OMV.Vector3(100f, 100f, 25f);
maxCoords = new OMV.Vector3(101f, 101f, 26f);
minZ = maxZ = 0f;
sizeX = sizeY = 256f;
sizeX = pSizeX;
sizeY = pSizeY;
}
public uint ID;
public float[] heightMap;

View File

@ -32,6 +32,7 @@ using System.Reflection;
using Nini.Config;
using log4net;
using OpenSim.Framework;
using OpenMetaverse;
namespace OpenSim.Region.Physics.Manager
{
@ -66,7 +67,8 @@ namespace OpenSim.Region.Physics.Manager
/// <param name="meshEngineName"></param>
/// <param name="config"></param>
/// <returns></returns>
public PhysicsScene GetPhysicsScene(string physEngineName, string meshEngineName, IConfigSource config, string regionName)
public PhysicsScene GetPhysicsScene(string physEngineName, string meshEngineName,
IConfigSource config, string regionName, Vector3 regionExtent)
{
if (String.IsNullOrEmpty(physEngineName))
{
@ -94,7 +96,7 @@ namespace OpenSim.Region.Physics.Manager
{
m_log.Info("[PHYSICS]: creating " + physEngineName);
PhysicsScene result = _PhysPlugins[physEngineName].GetScene(regionName);
result.Initialise(meshEngine, config);
result.Initialise(meshEngine, config, regionExtent);
return result;
}
else

View File

@ -126,8 +126,17 @@ namespace OpenSim.Region.Physics.Manager
}
}
// Deprecated. Do not use this for new physics engines.
public abstract void Initialise(IMesher meshmerizer, IConfigSource config);
// For older physics engines that do not implement non-legacy region sizes.
// If the physics engine handles the region extent feature, it overrides this function.
public virtual void Initialise(IMesher meshmerizer, IConfigSource config, Vector3 regionExtent)
{
// If not overridden, call the old initialization entry.
Initialise(meshmerizer, config);
}
/// <summary>
/// Add an avatar
/// </summary>

View File

@ -186,8 +186,9 @@ namespace OpenSim.Tests.Common
PhysicsPluginManager physicsPluginManager = new PhysicsPluginManager();
physicsPluginManager.LoadPluginsFromAssembly("Physics/OpenSim.Region.Physics.BasicPhysicsPlugin.dll");
Vector3 regionExtent = new Vector3( regInfo.RegionSizeX, regInfo.RegionSizeY, regInfo.RegionSizeZ);
testScene.PhysicsScene
= physicsPluginManager.GetPhysicsScene("basicphysics", "ZeroMesher", new IniConfigSource(), "test");
= physicsPluginManager.GetPhysicsScene("basicphysics", "ZeroMesher", new IniConfigSource(), "test", regionExtent);
testScene.RegionInfo.EstateSettings = new EstateSettings();
testScene.LoginsEnabled = true;