1474 lines
63 KiB
C#
1474 lines
63 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyrightD
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using System.Runtime.InteropServices;
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using System.Text;
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using System.Threading;
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using OpenSim.Framework;
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using OpenSim.Framework.Monitoring;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.PhysicsModules.SharedBase;
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using Nini.Config;
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using log4net;
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using OpenMetaverse;
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using Mono.Addins;
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namespace OpenSim.Region.PhysicsModule.BulletS
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{
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[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "BulletSPhysicsScene")]
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public sealed class BSScene : PhysicsScene, IPhysicsParameters, INonSharedRegionModule
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{
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internal static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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internal static readonly string LogHeader = "[BULLETS SCENE]";
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private bool m_Enabled = false;
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private IConfigSource m_Config;
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// The name of the region we're working for.
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public string RegionName { get; private set; }
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public string BulletSimVersion = "?";
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// The handle to the underlying managed or unmanaged version of Bullet being used.
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public string BulletEngineName { get; private set; }
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public BSAPITemplate PE;
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// If the physics engine is running on a separate thread
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public Thread m_physicsThread;
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public Dictionary<uint, BSPhysObject> PhysObjects;
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public BSShapeCollection Shapes;
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// Keeping track of the objects with collisions so we can report begin and end of a collision
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public HashSet<BSPhysObject> ObjectsWithCollisions = new HashSet<BSPhysObject>();
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public HashSet<BSPhysObject> ObjectsWithNoMoreCollisions = new HashSet<BSPhysObject>();
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// All the collision processing is protected with this lock object
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public Object CollisionLock = new Object();
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// Properties are updated here
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public Object UpdateLock = new Object();
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public HashSet<BSPhysObject> ObjectsWithUpdates = new HashSet<BSPhysObject>();
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// Keep track of all the avatars so we can send them a collision event
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// every tick so OpenSim will update its animation.
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private HashSet<BSPhysObject> AvatarsInScene = new HashSet<BSPhysObject>();
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private Object AvatarsInSceneLock = new Object();
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// let my minuions use my logger
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public ILog Logger { get { return m_log; } }
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public IMesher mesher;
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public uint WorldID { get; private set; }
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public BulletWorld World { get; private set; }
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// All the constraints that have been allocated in this instance.
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public BSConstraintCollection Constraints { get; private set; }
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// Simulation parameters
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//internal float m_physicsStepTime; // if running independently, the interval simulated by default
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internal int m_maxSubSteps;
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internal float m_fixedTimeStep;
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internal float m_simulatedTime; // the time simulated previously. Used for physics framerate calc.
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internal long m_simulationStep = 0; // The current simulation step.
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public long SimulationStep { get { return m_simulationStep; } }
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// A number to use for SimulationStep that is probably not any step value
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// Used by the collision code (which remembers the step when a collision happens) to remember not any simulation step.
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public static long NotASimulationStep = -1234;
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internal float LastTimeStep { get; private set; } // The simulation time from the last invocation of Simulate()
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internal float NominalFrameRate { get; set; } // Parameterized ideal frame rate that simulation is scaled to
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// Physical objects can register for prestep or poststep events
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public delegate void PreStepAction(float timeStep);
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public delegate void PostStepAction(float timeStep);
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public event PreStepAction BeforeStep;
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public event PostStepAction AfterStep;
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// A value of the time 'now' so all the collision and update routines do not have to get their own
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// Set to 'now' just before all the prims and actors are called for collisions and updates
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public int SimulationNowTime { get; private set; }
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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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// 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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internal CollisionDesc[] m_collisionArray;
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internal int m_maxUpdatesPerFrame;
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internal EntityProperties[] m_updateArray;
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/// <summary>
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/// Used to control physics simulation timing if Bullet is running on its own thread.
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/// </summary>
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private ManualResetEvent m_updateWaitEvent;
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public const uint TERRAIN_ID = 0; // OpenSim senses terrain with a localID of zero
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public const uint GROUNDPLANE_ID = 1;
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public const uint CHILDTERRAIN_ID = 2; // Terrain allocated based on our mega-prim childre start here
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public float SimpleWaterLevel { get; set; }
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public BSTerrainManager TerrainManager { get; private set; }
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public ConfigurationParameters Params
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{
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get { return UnmanagedParams[0]; }
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}
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public Vector3 DefaultGravity
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{
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get { return new Vector3(0f, 0f, Params.gravity); }
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}
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// Just the Z value of the gravity
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public float DefaultGravityZ
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{
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get { return Params.gravity; }
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}
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// When functions in the unmanaged code must be called, it is only
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// done at a known time just before the simulation step. The taint
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// system saves all these function calls and executes them in
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// order before the simulation.
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public delegate void TaintCallback();
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private struct TaintCallbackEntry
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{
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public String originator;
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public String ident;
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public TaintCallback callback;
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public TaintCallbackEntry(string pIdent, TaintCallback pCallBack)
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{
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originator = BSScene.DetailLogZero;
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ident = pIdent;
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callback = pCallBack;
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}
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public TaintCallbackEntry(string pOrigin, string pIdent, TaintCallback pCallBack)
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{
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originator = pOrigin;
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ident = pIdent;
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callback = pCallBack;
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}
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}
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private Object _taintLock = new Object(); // lock for using the next object
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private List<TaintCallbackEntry> _taintOperations;
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private Dictionary<string, TaintCallbackEntry> _postTaintOperations;
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private List<TaintCallbackEntry> _postStepOperations;
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// A pointer to an instance if this structure is passed to the C++ code
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// Used to pass basic configuration values to the unmanaged code.
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internal ConfigurationParameters[] UnmanagedParams;
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// Sometimes you just have to log everything.
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public LogWriter PhysicsLogging;
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private bool m_physicsLoggingEnabled;
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private string m_physicsLoggingDir;
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private string m_physicsLoggingPrefix;
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private int m_physicsLoggingFileMinutes;
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private bool m_physicsLoggingDoFlush;
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private bool m_physicsPhysicalDumpEnabled;
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public int PhysicsMetricDumpFrames { get; set; }
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// 'true' of the vehicle code is to log lots of details
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public bool VehicleLoggingEnabled { get; private set; }
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public bool VehiclePhysicalLoggingEnabled { get; private set; }
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#region INonSharedRegionModule
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public string Name
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{
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get { return "BulletSim"; }
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}
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public string Version
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{
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get { return "1.0"; }
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}
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public Type ReplaceableInterface
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{
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get { return null; }
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}
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public void Initialise(IConfigSource source)
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{
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// TODO: Move this out of Startup
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IConfig config = source.Configs["Startup"];
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if (config != null)
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{
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string physics = config.GetString("physics", string.Empty);
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if (physics == Name)
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{
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m_Enabled = true;
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m_Config = source;
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}
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}
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}
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public void Close()
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{
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}
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public void AddRegion(Scene scene)
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{
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if (!m_Enabled)
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return;
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EngineType = Name;
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RegionName = scene.RegionInfo.RegionName;
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PhysicsSceneName = EngineType + "/" + RegionName;
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EngineName = Name + " " + Version;
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scene.RegisterModuleInterface<PhysicsScene>(this);
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Vector3 extent = new Vector3(scene.RegionInfo.RegionSizeX, scene.RegionInfo.RegionSizeY, scene.RegionInfo.RegionSizeZ);
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Initialise(m_Config, extent);
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base.Initialise(scene.PhysicsRequestAsset,
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(scene.Heightmap != null ? scene.Heightmap.GetFloatsSerialised() : new float[scene.RegionInfo.RegionSizeX * scene.RegionInfo.RegionSizeY]),
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(float)scene.RegionInfo.RegionSettings.WaterHeight);
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}
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public void RemoveRegion(Scene scene)
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{
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if (!m_Enabled)
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return;
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}
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public void RegionLoaded(Scene scene)
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{
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if (!m_Enabled)
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return;
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mesher = scene.RequestModuleInterface<IMesher>();
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if (mesher == null)
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m_log.WarnFormat("{0} No mesher. Things will not work well.", LogHeader);
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scene.PhysicsEnabled = true;
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}
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#endregion
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#region Initialization
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private void Initialise(IConfigSource config, Vector3 regionExtent)
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{
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_taintOperations = new List<TaintCallbackEntry>();
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_postTaintOperations = new Dictionary<string, TaintCallbackEntry>();
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_postStepOperations = new List<TaintCallbackEntry>();
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PhysObjects = new Dictionary<uint, BSPhysObject>();
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Shapes = new BSShapeCollection(this);
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m_simulatedTime = 0f;
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LastTimeStep = 0.1f;
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// Allocate pinned memory to pass parameters.
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UnmanagedParams = new ConfigurationParameters[1];
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// Set default values for physics parameters plus any overrides from the ini file
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GetInitialParameterValues(config);
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// Force some parameters to values depending on other configurations
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// Only use heightmap terrain implementation if terrain larger than legacy size
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if ((uint)regionExtent.X > Constants.RegionSize || (uint)regionExtent.Y > Constants.RegionSize)
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{
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m_log.WarnFormat("{0} Forcing terrain implementation to heightmap for large region", LogHeader);
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BSParam.TerrainImplementation = (float)BSTerrainPhys.TerrainImplementation.Heightmap;
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}
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// Get the connection to the physics engine (could be native or one of many DLLs)
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PE = SelectUnderlyingBulletEngine(BulletEngineName);
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// Enable very detailed logging.
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// By creating an empty logger when not logging, the log message invocation code
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// can be left in and every call doesn't have to check for null.
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if (m_physicsLoggingEnabled)
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{
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PhysicsLogging = new LogWriter(m_physicsLoggingDir, m_physicsLoggingPrefix, m_physicsLoggingFileMinutes, m_physicsLoggingDoFlush);
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PhysicsLogging.ErrorLogger = m_log; // for DEBUG. Let's the logger output its own error messages.
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}
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else
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{
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PhysicsLogging = new LogWriter();
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}
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// Allocate memory for returning of the updates and collisions from the physics engine
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m_collisionArray = new CollisionDesc[m_maxCollisionsPerFrame];
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m_updateArray = new EntityProperties[m_maxUpdatesPerFrame];
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// The bounding box for the simulated world. The origin is 0,0,0 unless we're
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// a child in a mega-region.
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// Bullet actually doesn't care about the extents of the simulated
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// area. It tracks active objects no matter where they are.
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Vector3 worldExtent = regionExtent;
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World = PE.Initialize(worldExtent, Params, m_maxCollisionsPerFrame, ref m_collisionArray, m_maxUpdatesPerFrame, ref m_updateArray);
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Constraints = new BSConstraintCollection(World);
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TerrainManager = new BSTerrainManager(this, worldExtent);
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TerrainManager.CreateInitialGroundPlaneAndTerrain();
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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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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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if (BSParam.UseSeparatePhysicsThread)
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{
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// The physics simulation should happen independently of the heartbeat loop
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m_physicsThread = WorkManager.StartThread(
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BulletSPluginPhysicsThread,
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string.Format("{0} ({1})", BulletEngineName, RegionName));
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}
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}
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// All default parameter values are set here. There should be no values set in the
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// variable definitions.
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private void GetInitialParameterValues(IConfigSource config)
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{
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ConfigurationParameters parms = new ConfigurationParameters();
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UnmanagedParams[0] = parms;
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BSParam.SetParameterDefaultValues(this);
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if (config != null)
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{
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// If there are specifications in the ini file, use those values
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IConfig pConfig = config.Configs["BulletSim"];
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if (pConfig != null)
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{
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BSParam.SetParameterConfigurationValues(this, pConfig);
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// There are two Bullet implementations to choose from
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BulletEngineName = pConfig.GetString("BulletEngine", "BulletUnmanaged");
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// Very detailed logging for physics debugging
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// TODO: the boolean values can be moved to the normal parameter processing.
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m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false);
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m_physicsLoggingDir = pConfig.GetString("PhysicsLoggingDir", ".");
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m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-%REGIONNAME%-");
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m_physicsLoggingFileMinutes = pConfig.GetInt("PhysicsLoggingFileMinutes", 5);
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m_physicsLoggingDoFlush = pConfig.GetBoolean("PhysicsLoggingDoFlush", false);
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m_physicsPhysicalDumpEnabled = pConfig.GetBoolean("PhysicsPhysicalDumpEnabled", false);
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// Very detailed logging for vehicle debugging
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VehicleLoggingEnabled = pConfig.GetBoolean("VehicleLoggingEnabled", false);
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VehiclePhysicalLoggingEnabled = pConfig.GetBoolean("VehiclePhysicalLoggingEnabled", false);
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// Do any replacements in the parameters
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m_physicsLoggingPrefix = m_physicsLoggingPrefix.Replace("%REGIONNAME%", RegionName);
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}
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else
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{
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// Nothing in the configuration INI file so assume unmanaged and other defaults.
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BulletEngineName = "BulletUnmanaged";
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m_physicsLoggingEnabled = false;
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VehicleLoggingEnabled = false;
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}
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// The material characteristics.
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BSMaterials.InitializeFromDefaults(Params);
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if (pConfig != null)
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{
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// Let the user add new and interesting material property values.
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BSMaterials.InitializefromParameters(pConfig);
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}
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}
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}
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// A helper function that handles a true/false parameter and returns the proper float number encoding
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float ParamBoolean(IConfig config, string parmName, float deflt)
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{
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float ret = deflt;
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if (config.Contains(parmName))
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{
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ret = ConfigurationParameters.numericFalse;
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if (config.GetBoolean(parmName, false))
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{
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ret = ConfigurationParameters.numericTrue;
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}
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}
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return ret;
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}
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// Select the connection to the actual Bullet implementation.
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// The main engine selection is the engineName up to the first hypen.
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// So "Bullet-2.80-OpenCL-Intel" specifies the 'bullet' class here and the whole name
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// is passed to the engine to do its special selection, etc.
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private BSAPITemplate SelectUnderlyingBulletEngine(string engineName)
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{
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// For the moment, do a simple switch statement.
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// Someday do fancyness with looking up the interfaces in the assembly.
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BSAPITemplate ret = null;
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string selectionName = engineName.ToLower();
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int hyphenIndex = engineName.IndexOf("-");
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if (hyphenIndex > 0)
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selectionName = engineName.ToLower().Substring(0, hyphenIndex - 1);
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switch (selectionName)
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{
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case "bullet":
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case "bulletunmanaged":
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ret = new BSAPIUnman(engineName, this);
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break;
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case "bulletxna":
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ret = new BSAPIXNA(engineName, this);
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// Disable some features that are not implemented in BulletXNA
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m_log.InfoFormat("{0} Disabling some physics features not implemented by BulletXNA", LogHeader);
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m_log.InfoFormat("{0} Disabling ShouldUseBulletHACD", LogHeader);
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BSParam.ShouldUseBulletHACD = false;
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m_log.InfoFormat("{0} Disabling ShouldUseSingleConvexHullForPrims", LogHeader);
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BSParam.ShouldUseSingleConvexHullForPrims = false;
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m_log.InfoFormat("{0} Disabling ShouldUseGImpactShapeForPrims", LogHeader);
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BSParam.ShouldUseGImpactShapeForPrims = false;
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m_log.InfoFormat("{0} Setting terrain implimentation to Heightmap", LogHeader);
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BSParam.TerrainImplementation = (float)BSTerrainPhys.TerrainImplementation.Heightmap;
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break;
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}
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if (ret == null)
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{
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m_log.ErrorFormat("{0} COULD NOT SELECT BULLET ENGINE: '[BulletSim]PhysicsEngine' must be either 'BulletUnmanaged-*' or 'BulletXNA-*'", LogHeader);
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}
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else
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{
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m_log.InfoFormat("{0} Selected bullet engine {1} -> {2}/{3}", LogHeader, engineName, ret.BulletEngineName, ret.BulletEngineVersion);
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}
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return ret;
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}
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public override void Dispose()
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{
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// m_log.DebugFormat("{0}: Dispose()", LogHeader);
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// make sure no stepping happens while we're deleting stuff
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m_initialized = false;
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lock (PhysObjects)
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{
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foreach (KeyValuePair<uint, BSPhysObject> kvp in PhysObjects)
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{
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kvp.Value.Destroy();
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}
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PhysObjects.Clear();
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}
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// Now that the prims are all cleaned up, there should be no constraints left
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if (Constraints != null)
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{
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Constraints.Dispose();
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Constraints = null;
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}
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|
|
if (Shapes != null)
|
|
{
|
|
Shapes.Dispose();
|
|
Shapes = null;
|
|
}
|
|
|
|
if (TerrainManager != null)
|
|
{
|
|
TerrainManager.ReleaseGroundPlaneAndTerrain();
|
|
TerrainManager.Dispose();
|
|
TerrainManager = null;
|
|
}
|
|
|
|
// Anything left in the unmanaged code should be cleaned out
|
|
PE.Shutdown(World);
|
|
|
|
// Not logging any more
|
|
PhysicsLogging.Close();
|
|
}
|
|
#endregion // Construction and Initialization
|
|
|
|
#region Prim and Avatar addition and removal
|
|
|
|
public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying)
|
|
{
|
|
m_log.ErrorFormat("{0}: CALL TO AddAvatar in BSScene. NOT IMPLEMENTED", LogHeader);
|
|
return null;
|
|
}
|
|
|
|
public override PhysicsActor AddAvatar(uint localID, string avName, Vector3 position, Vector3 size, float footOffset, bool isFlying)
|
|
{
|
|
// m_log.DebugFormat("{0}: AddAvatar: {1}", LogHeader, avName);
|
|
|
|
if (!m_initialized) return null;
|
|
|
|
BSCharacter actor = new BSCharacter(localID, avName, this, position, Vector3.Zero, size, footOffset, isFlying);
|
|
lock (PhysObjects)
|
|
PhysObjects.Add(localID, actor);
|
|
|
|
// TODO: Remove kludge someday.
|
|
// We must generate a collision for avatars whether they collide or not.
|
|
// This is required by OpenSim to update avatar animations, etc.
|
|
lock (AvatarsInSceneLock)
|
|
AvatarsInScene.Add(actor);
|
|
|
|
return actor;
|
|
}
|
|
|
|
public override void RemoveAvatar(PhysicsActor actor)
|
|
{
|
|
// m_log.DebugFormat("{0}: RemoveAvatar", LogHeader);
|
|
|
|
if (!m_initialized) return;
|
|
|
|
BSCharacter bsactor = actor as BSCharacter;
|
|
if (bsactor != null)
|
|
{
|
|
try
|
|
{
|
|
lock (PhysObjects)
|
|
PhysObjects.Remove(bsactor.LocalID);
|
|
// Remove kludge someday
|
|
lock (AvatarsInSceneLock)
|
|
AvatarsInScene.Remove(bsactor);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
m_log.WarnFormat("{0}: Attempt to remove avatar that is not in physics scene: {1}", LogHeader, e);
|
|
}
|
|
bsactor.Destroy();
|
|
// bsactor.dispose();
|
|
}
|
|
else
|
|
{
|
|
m_log.ErrorFormat("{0}: Requested to remove avatar that is not a BSCharacter. ID={1}, type={2}",
|
|
LogHeader, actor.LocalID, actor.GetType().Name);
|
|
}
|
|
}
|
|
|
|
public override void RemovePrim(PhysicsActor prim)
|
|
{
|
|
if (!m_initialized) return;
|
|
|
|
BSPhysObject bsprim = prim as BSPhysObject;
|
|
if (bsprim != null)
|
|
{
|
|
DetailLog("{0},RemovePrim,call", bsprim.LocalID);
|
|
// m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID);
|
|
try
|
|
{
|
|
lock (PhysObjects) PhysObjects.Remove(bsprim.LocalID);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
m_log.ErrorFormat("{0}: Attempt to remove prim that is not in physics scene: {1}", LogHeader, e);
|
|
}
|
|
bsprim.Destroy();
|
|
// bsprim.dispose();
|
|
}
|
|
else
|
|
{
|
|
m_log.ErrorFormat("{0}: Attempt to remove prim that is not a BSPrim type.", LogHeader);
|
|
}
|
|
}
|
|
|
|
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
|
|
Vector3 size, Quaternion rotation, bool isPhysical, uint localID)
|
|
{
|
|
// m_log.DebugFormat("{0}: AddPrimShape2: {1}", LogHeader, primName);
|
|
|
|
if (!m_initialized) return null;
|
|
|
|
// DetailLog("{0},BSScene.AddPrimShape,call", localID);
|
|
|
|
BSPhysObject prim = new BSPrimLinkable(localID, primName, this, position, size, rotation, pbs, isPhysical);
|
|
lock (PhysObjects) PhysObjects.Add(localID, prim);
|
|
return prim;
|
|
}
|
|
|
|
// This is a call from the simulator saying that some physical property has been updated.
|
|
// The BulletSim driver senses the changing of relevant properties so this taint
|
|
// information call is not needed.
|
|
public override void AddPhysicsActorTaint(PhysicsActor prim) { }
|
|
|
|
#endregion // Prim and Avatar addition and removal
|
|
|
|
#region Simulation
|
|
|
|
// Call from the simulator to send physics information to the simulator objects.
|
|
// This pushes all the collision and property update events into the objects in
|
|
// the simulator and, since it is on the heartbeat thread, there is an implicit
|
|
// locking of those data structures from other heartbeat events.
|
|
// If the physics engine is running on a separate thread, the update information
|
|
// will be in the ObjectsWithCollions and ObjectsWithUpdates structures.
|
|
public override float Simulate(float timeStep)
|
|
{
|
|
if (!BSParam.UseSeparatePhysicsThread)
|
|
{
|
|
DoPhysicsStep(timeStep);
|
|
}
|
|
return SendUpdatesToSimulator(timeStep);
|
|
}
|
|
|
|
// Call the physics engine to do one 'timeStep' and collect collisions and updates
|
|
// into ObjectsWithCollisions and ObjectsWithUpdates data structures.
|
|
private void DoPhysicsStep(float timeStep)
|
|
{
|
|
// prevent simulation until we've been initialized
|
|
if (!m_initialized) return;
|
|
|
|
LastTimeStep = timeStep;
|
|
|
|
int updatedEntityCount = 0;
|
|
int collidersCount = 0;
|
|
|
|
int beforeTime = Util.EnvironmentTickCount();
|
|
int simTime = 0;
|
|
int numTaints = 0;
|
|
int numSubSteps = 0;
|
|
|
|
lock (PhysicsEngineLock)
|
|
{
|
|
InSimulationTime = true;
|
|
// update the prim states while we know the physics engine is not busy
|
|
numTaints += ProcessTaints();
|
|
|
|
// Some of the physical objects requre individual, pre-step calls
|
|
// (vehicles and avatar movement, in particular)
|
|
TriggerPreStepEvent(timeStep);
|
|
|
|
// the prestep actions might have added taints
|
|
numTaints += ProcessTaints();
|
|
|
|
// The following causes the unmanaged code to output ALL the values found in ALL the objects in the world.
|
|
// Only enable this in a limited test world with few objects.
|
|
if (m_physicsPhysicalDumpEnabled)
|
|
PE.DumpAllInfo(World);
|
|
|
|
// step the physical world one interval
|
|
m_simulationStep++;
|
|
try
|
|
{
|
|
numSubSteps = PE.PhysicsStep(World, timeStep, m_maxSubSteps, m_fixedTimeStep, out updatedEntityCount, out collidersCount);
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
m_log.WarnFormat("{0},PhysicsStep Exception: nTaints={1}, substeps={2}, updates={3}, colliders={4}, e={5}",
|
|
LogHeader, numTaints, numSubSteps, updatedEntityCount, collidersCount, e);
|
|
DetailLog("{0},PhysicsStepException,call, nTaints={1}, substeps={2}, updates={3}, colliders={4}",
|
|
DetailLogZero, numTaints, numSubSteps, updatedEntityCount, collidersCount);
|
|
updatedEntityCount = 0;
|
|
collidersCount = 0;
|
|
}
|
|
|
|
// Make the physics engine dump useful statistics periodically
|
|
if (PhysicsMetricDumpFrames != 0 && ((m_simulationStep % PhysicsMetricDumpFrames) == 0))
|
|
PE.DumpPhysicsStatistics(World);
|
|
|
|
InSimulationTime = false;
|
|
|
|
// Some actors want to know when the simulation step is complete.
|
|
TriggerPostStepEvent(timeStep);
|
|
|
|
// In case there were any parameter updates that happened during the simulation step
|
|
numTaints += ProcessTaints();
|
|
|
|
InSimulationTime = false;
|
|
}
|
|
|
|
// Get a value for 'now' so all the collision and update routines don't have to get their own.
|
|
SimulationNowTime = Util.EnvironmentTickCount();
|
|
|
|
// Send collision information to the colliding objects. The objects decide if the collision
|
|
// is 'real' (like linksets don't collide with themselves) and the individual objects
|
|
// know if the simulator has subscribed to collisions.
|
|
lock (CollisionLock)
|
|
{
|
|
if (collidersCount > 0)
|
|
{
|
|
lock (PhysObjects)
|
|
{
|
|
for (int ii = 0; ii < collidersCount; ii++)
|
|
{
|
|
uint cA = m_collisionArray[ii].aID;
|
|
uint cB = m_collisionArray[ii].bID;
|
|
Vector3 point = m_collisionArray[ii].point;
|
|
Vector3 normal = m_collisionArray[ii].normal;
|
|
float penetration = m_collisionArray[ii].penetration;
|
|
SendCollision(cA, cB, point, normal, penetration);
|
|
SendCollision(cB, cA, point, -normal, penetration);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// If any of the objects had updated properties, tell the managed objects about the update
|
|
// and remember that there was a change so it will be passed to the simulator.
|
|
lock (UpdateLock)
|
|
{
|
|
if (updatedEntityCount > 0)
|
|
{
|
|
lock (PhysObjects)
|
|
{
|
|
for (int ii = 0; ii < updatedEntityCount; ii++)
|
|
{
|
|
EntityProperties entprop = m_updateArray[ii];
|
|
BSPhysObject pobj;
|
|
if (PhysObjects.TryGetValue(entprop.ID, out pobj))
|
|
{
|
|
if (pobj.IsInitialized)
|
|
pobj.UpdateProperties(entprop);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
simTime = Util.EnvironmentTickCountSubtract(beforeTime);
|
|
if (PhysicsLogging.Enabled)
|
|
{
|
|
DetailLog("{0},DoPhysicsStep,complete,frame={1}, nTaints={2}, simTime={3}, substeps={4}, updates={5}, colliders={6}, objWColl={7}",
|
|
DetailLogZero, m_simulationStep, numTaints, simTime, numSubSteps,
|
|
updatedEntityCount, collidersCount, ObjectsWithCollisions.Count);
|
|
}
|
|
|
|
// The following causes the unmanaged code to output ALL the values found in ALL the objects in the world.
|
|
// Only enable this in a limited test world with few objects.
|
|
if (m_physicsPhysicalDumpEnabled)
|
|
PE.DumpAllInfo(World);
|
|
|
|
// The physics engine returns the number of milliseconds it simulated this call.
|
|
// These are summed and normalized to one second and divided by 1000 to give the reported physics FPS.
|
|
// Multiply by a fixed nominal frame rate to give a rate similar to the simulator (usually 55).
|
|
// m_simulatedTime += (float)numSubSteps * m_fixedTimeStep * 1000f * NominalFrameRate;
|
|
m_simulatedTime += (float)numSubSteps * m_fixedTimeStep;
|
|
}
|
|
|
|
// Called by a BSPhysObject to note that it has changed properties and this information
|
|
// should be passed up to the simulator at the proper time.
|
|
// Note: this is called by the BSPhysObject from invocation via DoPhysicsStep() above so
|
|
// this is is under UpdateLock.
|
|
public void PostUpdate(BSPhysObject updatee)
|
|
{
|
|
lock (UpdateLock)
|
|
{
|
|
ObjectsWithUpdates.Add(updatee);
|
|
}
|
|
}
|
|
|
|
// The simulator thinks it is physics time so return all the collisions and position
|
|
// updates that were collected in actual physics simulation.
|
|
private float SendUpdatesToSimulator(float timeStep)
|
|
{
|
|
if (!m_initialized) return 5.0f;
|
|
|
|
DetailLog("{0},SendUpdatesToSimulator,collisions={1},updates={2},simedTime={3}",
|
|
BSScene.DetailLogZero, ObjectsWithCollisions.Count, ObjectsWithUpdates.Count, m_simulatedTime);
|
|
// Push the collisions into the simulator.
|
|
lock (CollisionLock)
|
|
{
|
|
if (ObjectsWithCollisions.Count > 0)
|
|
{
|
|
foreach (BSPhysObject bsp in ObjectsWithCollisions)
|
|
if (!bsp.SendCollisions())
|
|
{
|
|
// If the object is done colliding, see that it's removed from the colliding list
|
|
ObjectsWithNoMoreCollisions.Add(bsp);
|
|
}
|
|
}
|
|
|
|
// This is a kludge to get avatar movement updates.
|
|
// The simulator expects collisions for avatars even if there are have been no collisions.
|
|
// The event updates avatar animations and stuff.
|
|
// If you fix avatar animation updates, remove this overhead and let normal collision processing happen.
|
|
// Note that we get a copy of the list to search because SendCollision() can take a while.
|
|
HashSet<BSPhysObject> tempAvatarsInScene;
|
|
lock (AvatarsInSceneLock)
|
|
{
|
|
tempAvatarsInScene = new HashSet<BSPhysObject>(AvatarsInScene);
|
|
}
|
|
foreach (BSPhysObject actor in tempAvatarsInScene)
|
|
{
|
|
if (!ObjectsWithCollisions.Contains(actor)) // don't call avatars twice
|
|
actor.SendCollisions();
|
|
}
|
|
tempAvatarsInScene = null;
|
|
|
|
// Objects that are done colliding are removed from the ObjectsWithCollisions list.
|
|
// Not done above because it is inside an iteration of ObjectWithCollisions.
|
|
// This complex collision processing is required to create an empty collision
|
|
// event call after all real collisions have happened on an object. This allows
|
|
// the simulator to generate the 'collision end' event.
|
|
if (ObjectsWithNoMoreCollisions.Count > 0)
|
|
{
|
|
foreach (BSPhysObject po in ObjectsWithNoMoreCollisions)
|
|
ObjectsWithCollisions.Remove(po);
|
|
ObjectsWithNoMoreCollisions.Clear();
|
|
}
|
|
}
|
|
|
|
// Call the simulator for each object that has physics property updates.
|
|
HashSet<BSPhysObject> updatedObjects = null;
|
|
lock (UpdateLock)
|
|
{
|
|
if (ObjectsWithUpdates.Count > 0)
|
|
{
|
|
updatedObjects = ObjectsWithUpdates;
|
|
ObjectsWithUpdates = new HashSet<BSPhysObject>();
|
|
}
|
|
}
|
|
if (updatedObjects != null)
|
|
{
|
|
foreach (BSPhysObject obj in updatedObjects)
|
|
{
|
|
obj.RequestPhysicsterseUpdate();
|
|
}
|
|
updatedObjects.Clear();
|
|
}
|
|
|
|
// Return the framerate simulated to give the above returned results.
|
|
// (Race condition here but this is just bookkeeping so rare mistakes do not merit a lock).
|
|
float simTime = m_simulatedTime / timeStep;
|
|
m_simulatedTime = 0f;
|
|
return simTime;
|
|
}
|
|
|
|
// Something has collided
|
|
private void SendCollision(uint localID, uint collidingWith, Vector3 collidePoint, Vector3 collideNormal, float penetration)
|
|
{
|
|
if (localID <= TerrainManager.HighestTerrainID)
|
|
{
|
|
return; // don't send collisions to the terrain
|
|
}
|
|
|
|
BSPhysObject collider;
|
|
// NOTE that PhysObjects was locked before the call to SendCollision().
|
|
if (!PhysObjects.TryGetValue(localID, out collider))
|
|
{
|
|
// If the object that is colliding cannot be found, just ignore the collision.
|
|
DetailLog("{0},BSScene.SendCollision,colliderNotInObjectList,id={1},with={2}", DetailLogZero, localID, collidingWith);
|
|
return;
|
|
}
|
|
|
|
// Note: the terrain is not in the physical object list so 'collidee' can be null when Collide() is called.
|
|
BSPhysObject collidee = null;
|
|
PhysObjects.TryGetValue(collidingWith, out collidee);
|
|
|
|
// DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith);
|
|
|
|
if (collider.IsInitialized)
|
|
{
|
|
if (collider.Collide(collidee, collidePoint, collideNormal, penetration))
|
|
{
|
|
// If a collision was 'good', remember to send it to the simulator
|
|
lock (CollisionLock)
|
|
{
|
|
ObjectsWithCollisions.Add(collider);
|
|
}
|
|
}
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
public void BulletSPluginPhysicsThread()
|
|
{
|
|
Thread.CurrentThread.Priority = ThreadPriority.Highest;
|
|
m_updateWaitEvent = new ManualResetEvent(false);
|
|
|
|
while (m_initialized)
|
|
{
|
|
int beginSimulationRealtimeMS = Util.EnvironmentTickCount();
|
|
|
|
if (BSParam.Active)
|
|
DoPhysicsStep(BSParam.PhysicsTimeStep);
|
|
|
|
int simulationRealtimeMS = Util.EnvironmentTickCountSubtract(beginSimulationRealtimeMS);
|
|
int simulationTimeVsRealtimeDifferenceMS = ((int)(BSParam.PhysicsTimeStep*1000f)) - simulationRealtimeMS;
|
|
|
|
if (simulationTimeVsRealtimeDifferenceMS > 0)
|
|
{
|
|
// The simulation of the time interval took less than realtime.
|
|
// Do a wait for the rest of realtime.
|
|
m_updateWaitEvent.WaitOne(simulationTimeVsRealtimeDifferenceMS);
|
|
//Thread.Sleep(simulationTimeVsRealtimeDifferenceMS);
|
|
}
|
|
else
|
|
{
|
|
// The simulation took longer than realtime.
|
|
// Do some scaling of simulation time.
|
|
// TODO.
|
|
DetailLog("{0},BulletSPluginPhysicsThread,longerThanRealtime={1}", BSScene.DetailLogZero, simulationTimeVsRealtimeDifferenceMS);
|
|
}
|
|
|
|
Watchdog.UpdateThread();
|
|
}
|
|
|
|
Watchdog.RemoveThread();
|
|
}
|
|
|
|
#endregion // Simulation
|
|
|
|
public override void GetResults() { }
|
|
|
|
#region Terrain
|
|
|
|
public override void SetTerrain(float[] heightMap) {
|
|
TerrainManager.SetTerrain(heightMap);
|
|
}
|
|
|
|
public override void SetWaterLevel(float baseheight)
|
|
{
|
|
SimpleWaterLevel = baseheight;
|
|
}
|
|
|
|
public override void DeleteTerrain()
|
|
{
|
|
// m_log.DebugFormat("{0}: DeleteTerrain()", LogHeader);
|
|
}
|
|
|
|
#endregion // Terrain
|
|
|
|
#region Raycast
|
|
|
|
public override bool SupportsRayCast()
|
|
{
|
|
return BSParam.UseBulletRaycast;
|
|
}
|
|
|
|
public override bool SupportsRaycastWorldFiltered()
|
|
{
|
|
return BSParam.UseBulletRaycast;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
/// Queue a raycast against the physics scene.
|
|
/// The provided callback method will be called when the raycast is complete
|
|
///
|
|
/// Many physics engines don't support collision testing at the same time as
|
|
/// manipulating the physics scene, so we queue the request up and callback
|
|
/// a custom method when the raycast is complete.
|
|
/// This allows physics engines that give an immediate result to callback immediately
|
|
/// and ones that don't, to callback when it gets a result back.
|
|
/// public delegate void RayCallback(List<ContactResult> list);
|
|
///
|
|
/// ODE for example will not allow you to change the scene while collision testing or
|
|
/// it asserts, 'opteration not valid for locked space'. This includes adding a ray to the scene.
|
|
///
|
|
/// This is named RayCastWorld to not conflict with modrex's Raycast method.
|
|
/// </summary>
|
|
/// <param name="position">Origin of the ray</param>
|
|
/// <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>
|
|
public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
|
|
{
|
|
if (retMethod != null)
|
|
{
|
|
if (BSParam.UseBulletRaycast)
|
|
{
|
|
Vector3 posFrom = position;
|
|
Vector3 posTo = Vector3.Normalize(direction) * length + position;
|
|
|
|
TaintedObject(DetailLogZero, "BSScene.RaycastWorld1", delegate ()
|
|
{
|
|
RaycastHit hitInfo = PE.RayTest2(World, posFrom, posTo, 0xffff, 0xffff);
|
|
retMethod(true, hitInfo.Point, hitInfo.ID, hitInfo.Fraction, hitInfo.Normal);
|
|
});
|
|
}
|
|
else
|
|
{
|
|
retMethod(false, Vector3.Zero, 0, 999999999999f, Vector3.Zero);
|
|
}
|
|
}
|
|
}
|
|
|
|
public override void RaycastWorld(Vector3 position, Vector3 direction, float length, int count, RayCallback retMethod)
|
|
{
|
|
if (retMethod != null)
|
|
{
|
|
if (BSParam.UseBulletRaycast)
|
|
{
|
|
List<ContactResult> hitInfo = RaycastWorld(position, direction, length, count);
|
|
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;
|
|
|
|
lock (PhysObjects)
|
|
{
|
|
foreach (KeyValuePair<uint, BSPhysObject> kvp in PhysObjects)
|
|
{
|
|
kvp.Value.ComputeCollisionScore();
|
|
}
|
|
|
|
List<BSPhysObject> orderedPrims = new List<BSPhysObject>(PhysObjects.Values);
|
|
orderedPrims.OrderByDescending(p => p.CollisionScore);
|
|
topColliders = orderedPrims.Take(25).ToDictionary(p => p.LocalID, p => p.CollisionScore);
|
|
}
|
|
|
|
return topColliders;
|
|
}
|
|
|
|
public override bool IsThreaded { get { return false; } }
|
|
|
|
#region Extensions
|
|
public override object Extension(string pFunct, params object[] pParams)
|
|
{
|
|
DetailLog("{0} BSScene.Extension,op={1}", DetailLogZero, pFunct);
|
|
return base.Extension(pFunct, pParams);
|
|
}
|
|
#endregion // Extensions
|
|
|
|
public static string PrimitiveBaseShapeToString(PrimitiveBaseShape pbs)
|
|
{
|
|
float pathShearX = pbs.PathShearX < 128 ? (float)pbs.PathShearX * 0.01f : (float)(pbs.PathShearX - 256) * 0.01f;
|
|
float pathShearY = pbs.PathShearY < 128 ? (float)pbs.PathShearY * 0.01f : (float)(pbs.PathShearY - 256) * 0.01f;
|
|
float pathBegin = (float)pbs.PathBegin * 2.0e-5f;
|
|
float pathEnd = 1.0f - (float)pbs.PathEnd * 2.0e-5f;
|
|
float pathScaleX = (float)(200 - pbs.PathScaleX) * 0.01f;
|
|
float pathScaleY = (float)(200 - pbs.PathScaleY) * 0.01f;
|
|
float pathTaperX = pbs.PathTaperX * 0.01f;
|
|
float pathTaperY = pbs.PathTaperY * 0.01f;
|
|
|
|
float profileBegin = (float)pbs.ProfileBegin * 2.0e-5f;
|
|
float profileEnd = 1.0f - (float)pbs.ProfileEnd * 2.0e-5f;
|
|
float profileHollow = (float)pbs.ProfileHollow * 2.0e-5f;
|
|
if (profileHollow > 0.95f)
|
|
profileHollow = 0.95f;
|
|
|
|
StringBuilder buff = new StringBuilder();
|
|
buff.Append("shape=");
|
|
buff.Append(((ProfileShape)pbs.ProfileShape).ToString());
|
|
buff.Append(",");
|
|
buff.Append("hollow=");
|
|
buff.Append(((HollowShape)pbs.HollowShape).ToString());
|
|
buff.Append(",");
|
|
buff.Append("pathCurve=");
|
|
buff.Append(((Extrusion)pbs.PathCurve).ToString());
|
|
buff.Append(",");
|
|
buff.Append("profCurve=");
|
|
buff.Append(((Extrusion)pbs.ProfileCurve).ToString());
|
|
buff.Append(",");
|
|
buff.Append("profHollow=");
|
|
buff.Append(profileHollow.ToString());
|
|
buff.Append(",");
|
|
buff.Append("pathBegEnd=");
|
|
buff.Append(pathBegin.ToString());
|
|
buff.Append("/");
|
|
buff.Append(pathEnd.ToString());
|
|
buff.Append(",");
|
|
buff.Append("profileBegEnd=");
|
|
buff.Append(profileBegin.ToString());
|
|
buff.Append("/");
|
|
buff.Append(profileEnd.ToString());
|
|
buff.Append(",");
|
|
buff.Append("scaleXY=");
|
|
buff.Append(pathScaleX.ToString());
|
|
buff.Append("/");
|
|
buff.Append(pathScaleY.ToString());
|
|
buff.Append(",");
|
|
buff.Append("shearXY=");
|
|
buff.Append(pathShearX.ToString());
|
|
buff.Append("/");
|
|
buff.Append(pathShearY.ToString());
|
|
buff.Append(",");
|
|
buff.Append("taperXY=");
|
|
buff.Append(pbs.PathTaperX.ToString());
|
|
buff.Append("/");
|
|
buff.Append(pbs.PathTaperY.ToString());
|
|
buff.Append(",");
|
|
buff.Append("skew=");
|
|
buff.Append(pbs.PathSkew.ToString());
|
|
buff.Append(",");
|
|
buff.Append("twist/Beg=");
|
|
buff.Append(pbs.PathTwist.ToString());
|
|
buff.Append("/");
|
|
buff.Append(pbs.PathTwistBegin.ToString());
|
|
|
|
return buff.ToString();
|
|
}
|
|
|
|
#region Taints
|
|
// The simulation execution order is:
|
|
// Simulate()
|
|
// DoOneTimeTaints
|
|
// TriggerPreStepEvent
|
|
// DoOneTimeTaints
|
|
// Step()
|
|
// ProcessAndSendToSimulatorCollisions
|
|
// ProcessAndSendToSimulatorPropertyUpdates
|
|
// TriggerPostStepEvent
|
|
|
|
// 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.
|
|
// 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(m_physicsLoggingEnabled ? pOriginator.ToString() : BSScene.DetailLogZero, pIdent, pCallback);
|
|
}
|
|
public void TaintedObject(uint pOriginator, String pIdent, TaintCallback 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(string pOriginator, string pIdent, TaintCallback pCallback)
|
|
{
|
|
if (!m_initialized) return;
|
|
|
|
/* mantis 8397 ??? avoid out of order operations ???
|
|
|
|
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));
|
|
}
|
|
// }
|
|
}
|
|
|
|
private void TriggerPreStepEvent(float timeStep)
|
|
{
|
|
PreStepAction actions = BeforeStep;
|
|
if (actions != null)
|
|
actions(timeStep);
|
|
|
|
}
|
|
|
|
private void TriggerPostStepEvent(float timeStep)
|
|
{
|
|
PostStepAction actions = AfterStep;
|
|
if (actions != null)
|
|
actions(timeStep);
|
|
|
|
}
|
|
|
|
// 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.
|
|
// Returns the number of taints processed
|
|
// NOTE: Called while PhysicsEngineLock is locked
|
|
public int ProcessTaints()
|
|
{
|
|
int ret = 0;
|
|
ret += ProcessRegularTaints();
|
|
ret += ProcessPostTaintTaints();
|
|
return ret;
|
|
}
|
|
|
|
// 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
|
|
List<TaintCallbackEntry> oldList;
|
|
lock (_taintLock)
|
|
{
|
|
oldList = _taintOperations;
|
|
_taintOperations = new List<TaintCallbackEntry>();
|
|
}
|
|
|
|
foreach (TaintCallbackEntry tcbe in oldList)
|
|
{
|
|
try
|
|
{
|
|
DetailLog("{0},BSScene.ProcessTaints,doTaint,id={1}", tcbe.originator, tcbe.ident); // DEBUG DEBUG DEBUG
|
|
tcbe.callback();
|
|
ret++;
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
m_log.ErrorFormat("{0}: ProcessTaints: {1}: Exception: {2}", LogHeader, tcbe.ident, e);
|
|
}
|
|
}
|
|
oldList.Clear();
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
// Schedule an update to happen after all the regular taints are processed.
|
|
// Note that new requests for the same operation ("ident") for the same object ("ID")
|
|
// will replace any previous operation by the same object.
|
|
public void PostTaintObject(String ident, uint ID, TaintCallback callback)
|
|
{
|
|
string IDAsString = ID.ToString();
|
|
string uniqueIdent = ident + "-" + IDAsString;
|
|
lock (_taintLock)
|
|
{
|
|
_postTaintOperations[uniqueIdent] = new TaintCallbackEntry(IDAsString, uniqueIdent, callback);
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
// Taints that happen after the normal taint processing but before the simulation step.
|
|
// 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;
|
|
lock (_taintLock)
|
|
{
|
|
oldList = _postTaintOperations;
|
|
_postTaintOperations = new Dictionary<string, TaintCallbackEntry>();
|
|
}
|
|
|
|
foreach (KeyValuePair<string,TaintCallbackEntry> kvp in oldList)
|
|
{
|
|
try
|
|
{
|
|
DetailLog("{0},BSScene.ProcessPostTaintTaints,doTaint,id={1}", DetailLogZero, kvp.Key); // DEBUG DEBUG DEBUG
|
|
kvp.Value.callback();
|
|
ret++;
|
|
}
|
|
catch (Exception e)
|
|
{
|
|
m_log.ErrorFormat("{0}: ProcessPostTaintTaints: {1}: Exception: {2}", LogHeader, kvp.Key, e);
|
|
}
|
|
}
|
|
oldList.Clear();
|
|
}
|
|
return ret;
|
|
}
|
|
#endregion // Taints
|
|
|
|
#region IPhysicsParameters
|
|
// Get the list of parameters this physics engine supports
|
|
public PhysParameterEntry[] GetParameterList()
|
|
{
|
|
BSParam.BuildParameterTable();
|
|
return BSParam.SettableParameters;
|
|
}
|
|
|
|
// Set parameter on a specific or all instances.
|
|
// Return 'false' if not able to set the parameter.
|
|
// Setting the value in the m_params block will change the value the physics engine
|
|
// will use the next time since it's pinned and shared memory.
|
|
// Some of the values require calling into the physics engine to get the new
|
|
// value activated ('terrainFriction' for instance).
|
|
public bool SetPhysicsParameter(string parm, string val, uint localID)
|
|
{
|
|
bool ret = false;
|
|
|
|
BSParam.ParameterDefnBase theParam;
|
|
if (BSParam.TryGetParameter(parm, out theParam))
|
|
{
|
|
// Set the value in the C# code
|
|
theParam.SetValue(this, val);
|
|
|
|
// Optionally set the parameter in the unmanaged code
|
|
if (theParam.HasSetOnObject)
|
|
{
|
|
// update all the localIDs specified
|
|
// If the local ID is APPLY_TO_NONE, just change the default value
|
|
// If the localID is APPLY_TO_ALL change the default value and apply the new value to all the lIDs
|
|
// If the localID is a specific object, apply the parameter change to only that object
|
|
List<uint> objectIDs = new List<uint>();
|
|
switch (localID)
|
|
{
|
|
case PhysParameterEntry.APPLY_TO_NONE:
|
|
// This will cause a call into the physical world if some operation is specified (SetOnObject).
|
|
objectIDs.Add(TERRAIN_ID);
|
|
TaintedUpdateParameter(parm, objectIDs, val);
|
|
break;
|
|
case PhysParameterEntry.APPLY_TO_ALL:
|
|
lock (PhysObjects) objectIDs = new List<uint>(PhysObjects.Keys);
|
|
TaintedUpdateParameter(parm, objectIDs, val);
|
|
break;
|
|
default:
|
|
// setting only one localID
|
|
objectIDs.Add(localID);
|
|
TaintedUpdateParameter(parm, objectIDs, val);
|
|
break;
|
|
}
|
|
}
|
|
|
|
ret = true;
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
// schedule the actual updating of the paramter to when the phys engine is not busy
|
|
private void TaintedUpdateParameter(string parm, List<uint> lIDs, string val)
|
|
{
|
|
string xval = val;
|
|
List<uint> xlIDs = lIDs;
|
|
string xparm = parm;
|
|
TaintedObject(DetailLogZero, "BSScene.UpdateParameterSet", delegate() {
|
|
BSParam.ParameterDefnBase thisParam;
|
|
if (BSParam.TryGetParameter(xparm, out thisParam))
|
|
{
|
|
if (thisParam.HasSetOnObject)
|
|
{
|
|
foreach (uint lID in xlIDs)
|
|
{
|
|
BSPhysObject theObject = null;
|
|
if (PhysObjects.TryGetValue(lID, out theObject))
|
|
thisParam.SetOnObject(this, theObject);
|
|
}
|
|
}
|
|
}
|
|
});
|
|
}
|
|
|
|
// Get parameter.
|
|
// Return 'false' if not able to get the parameter.
|
|
public bool GetPhysicsParameter(string parm, out string value)
|
|
{
|
|
string val = String.Empty;
|
|
bool ret = false;
|
|
BSParam.ParameterDefnBase theParam;
|
|
if (BSParam.TryGetParameter(parm, out theParam))
|
|
{
|
|
val = theParam.GetValue(this);
|
|
ret = true;
|
|
}
|
|
value = val;
|
|
return ret;
|
|
}
|
|
|
|
#endregion IPhysicsParameters
|
|
|
|
// Invoke the detailed logger and output something if it's enabled.
|
|
public void DetailLog(string msg, params Object[] args)
|
|
{
|
|
PhysicsLogging.Write(msg, args);
|
|
}
|
|
// Used to fill in the LocalID when there isn't one. It's the correct number of characters.
|
|
public const string DetailLogZero = "0000000000";
|
|
|
|
}
|
|
}
|