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@@ -33,1249 +33,1294 @@ 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;
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-using OpenSim.Region.CoreModules;
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-using Logging = OpenSim.Region.CoreModules.Framework.Statistics.Logging;
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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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-public sealed class BSScene : PhysicsScene, IPhysicsParameters
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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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+ [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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- // The name of the region we're working for.
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- public string RegionName { get; private set; }
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+ private bool m_Enabled = false;
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+ private IConfigSource m_Config;
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- public string BulletSimVersion = "?";
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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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- // 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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+ public string BulletSimVersion = "?";
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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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+ // 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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- public Dictionary<uint, BSPhysObject> PhysObjects;
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- public BSShapeCollection Shapes;
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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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- // 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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+ public Dictionary<uint, BSPhysObject> PhysObjects;
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+ public BSShapeCollection Shapes;
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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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+ // 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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- // 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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+ // All the collision processing is protected with this lock object
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+ public Object CollisionLock = new Object();
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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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+ // 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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- // let my minuions use my logger
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- public ILog Logger { get { return m_log; } }
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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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- 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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+ // let my minuions use my logger
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+ public ILog Logger { get { return m_log; } }
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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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+ 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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- // Simulation parameters
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- //internal float m_physicsStepTime; // if running independently, the interval simulated by default
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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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- internal int m_maxSubSteps;
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- internal float m_fixedTimeStep;
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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 float m_simulatedTime; // the time simulated previously. Used for physics framerate calc.
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+ internal int m_maxSubSteps;
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+ internal float m_fixedTimeStep;
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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 m_simulatedTime; // the time simulated previously. Used for physics framerate calc.
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- internal float LastTimeStep { get; private set; } // The simulation time from the last invocation of Simulate()
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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 NominalFrameRate { get; set; } // Parameterized ideal frame rate that simulation is scaled to
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+ internal float LastTimeStep { get; private set; } // The simulation time from the last invocation of Simulate()
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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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+ internal float NominalFrameRate { get; set; } // Parameterized ideal frame rate that simulation is scaled to
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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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+ // 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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- // True if initialized and ready to do simulation steps
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- private bool m_initialized = false;
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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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- // Flag which is true when processing taints.
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- // Not guaranteed to be correct all the time (don't depend on this) but good for debugging.
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- public bool InTaintTime { get; private set; }
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+ // True if initialized and ready to do simulation steps
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+ private bool m_initialized = false;
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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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+ // Flag which is true when processing taints.
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+ // Not guaranteed to be correct all the time (don't depend on this) but good for debugging.
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+ public bool InTaintTime { get; private set; }
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- internal int m_maxUpdatesPerFrame;
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- internal EntityProperties[] m_updateArray;
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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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- /// <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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+ internal int m_maxUpdatesPerFrame;
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+ internal EntityProperties[] m_updateArray;
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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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+ /// <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 float SimpleWaterLevel { get; set; }
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- public BSTerrainManager TerrainManager { get; private set; }
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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 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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+ public float SimpleWaterLevel { get; set; }
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+ public BSTerrainManager TerrainManager { get; private set; }
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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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+ public ConfigurationParameters Params
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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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+ get { return UnmanagedParams[0]; }
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}
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- public TaintCallbackEntry(string pOrigin, string pIdent, TaintCallback pCallBack)
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+ public Vector3 DefaultGravity
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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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+ 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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- }
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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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-
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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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-
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- // Sometimes you just have to log everything.
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- public Logging.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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-
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- #region Construction and Initialization
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- public BSScene(string engineType, string identifier)
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- {
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- m_initialized = false;
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-
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- // The name of the region we're working for is passed to us. Keep for identification.
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- RegionName = identifier;
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-
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- // Set identifying variables in the PhysicsScene interface.
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- EngineType = engineType;
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- Name = EngineType + "/" + RegionName;
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- }
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-
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- // Old version of initialization that assumes legacy sized regions (256x256)
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- public override void Initialise(IMesher meshmerizer, IConfigSource config)
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- {
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- m_log.ErrorFormat("{0} WARNING WARNING WARNING! BulletSim initialized without region extent specification. Terrain will be messed up.");
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- Vector3 regionExtent = new Vector3( Constants.RegionSize, Constants.RegionSize, Constants.RegionSize);
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- Initialise(meshmerizer, config, regionExtent);
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-
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- }
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- public override void Initialise(IMesher meshmerizer, IConfigSource config, Vector3 regionExtent)
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- {
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- mesher = meshmerizer;
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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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+ // 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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+
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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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+
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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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+
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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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- m_simulatedTime = 0f;
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- LastTimeStep = 0.1f;
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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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- // Allocate pinned memory to pass parameters.
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- UnmanagedParams = new ConfigurationParameters[1];
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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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- // Set default values for physics parameters plus any overrides from the ini file
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- GetInitialParameterValues(config);
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+ }
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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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+ public void Close()
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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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-
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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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+ public void AddRegion(Scene scene)
|
|
|
{
|
|
|
- PhysicsLogging = new Logging.LogWriter(m_physicsLoggingDir, m_physicsLoggingPrefix, m_physicsLoggingFileMinutes, m_physicsLoggingDoFlush);
|
|
|
- PhysicsLogging.ErrorLogger = m_log; // for DEBUG. Let's the logger output its own error messages.
|
|
|
+ if (!m_Enabled)
|
|
|
+ return;
|
|
|
+
|
|
|
+ EngineType = Name;
|
|
|
+ RegionName = scene.RegionInfo.RegionName;
|
|
|
+ PhysicsSceneName = EngineType + "/" + RegionName;
|
|
|
+
|
|
|
+ scene.RegisterModuleInterface<PhysicsScene>(this);
|
|
|
+ Vector3 extent = new Vector3(scene.RegionInfo.RegionSizeX, scene.RegionInfo.RegionSizeY, scene.RegionInfo.RegionSizeZ);
|
|
|
+ Initialise(m_Config, extent);
|
|
|
}
|
|
|
- else
|
|
|
+
|
|
|
+ public void RemoveRegion(Scene scene)
|
|
|
{
|
|
|
- PhysicsLogging = new Logging.LogWriter();
|
|
|
+ if (!m_Enabled)
|
|
|
+ return;
|
|
|
}
|
|
|
|
|
|
- // Allocate memory for returning of the updates and collisions from the physics engine
|
|
|
- m_collisionArray = new CollisionDesc[m_maxCollisionsPerFrame];
|
|
|
- m_updateArray = new EntityProperties[m_maxUpdatesPerFrame];
|
|
|
-
|
|
|
- // The bounding box for the simulated world. The origin is 0,0,0 unless we're
|
|
|
- // 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 = regionExtent;
|
|
|
+ public void RegionLoaded(Scene scene)
|
|
|
+ {
|
|
|
+ if (!m_Enabled)
|
|
|
+ return;
|
|
|
|
|
|
- World = PE.Initialize(worldExtent, Params, m_maxCollisionsPerFrame, ref m_collisionArray, m_maxUpdatesPerFrame, ref m_updateArray);
|
|
|
+ mesher = scene.RequestModuleInterface<IMesher>();
|
|
|
+ if (mesher == null)
|
|
|
+ m_log.WarnFormat("{0} No mesher. Things will not work well.", LogHeader);
|
|
|
+ }
|
|
|
+ #endregion
|
|
|
|
|
|
- Constraints = new BSConstraintCollection(World);
|
|
|
+ #region Initialization
|
|
|
|
|
|
- TerrainManager = new BSTerrainManager(this, worldExtent);
|
|
|
- TerrainManager.CreateInitialGroundPlaneAndTerrain();
|
|
|
+ private void Initialise(IConfigSource config, Vector3 regionExtent)
|
|
|
+ {
|
|
|
+ _taintOperations = new List<TaintCallbackEntry>();
|
|
|
+ _postTaintOperations = new Dictionary<string, TaintCallbackEntry>();
|
|
|
+ _postStepOperations = new List<TaintCallbackEntry>();
|
|
|
+ PhysObjects = new Dictionary<uint, BSPhysObject>();
|
|
|
+ Shapes = new BSShapeCollection(this);
|
|
|
|
|
|
- // Put some informational messages into the log file.
|
|
|
- m_log.InfoFormat("{0} Linksets implemented with {1}", LogHeader, (BSLinkset.LinksetImplementation)BSParam.LinksetImplementation);
|
|
|
+ m_simulatedTime = 0f;
|
|
|
+ LastTimeStep = 0.1f;
|
|
|
|
|
|
- InTaintTime = false;
|
|
|
- m_initialized = true;
|
|
|
+ // Allocate pinned memory to pass parameters.
|
|
|
+ UnmanagedParams = new ConfigurationParameters[1];
|
|
|
|
|
|
- // If the physics engine runs on its own thread, start same.
|
|
|
- if (BSParam.UseSeparatePhysicsThread)
|
|
|
- {
|
|
|
- // The physics simulation should happen independently of the heartbeat loop
|
|
|
- m_physicsThread
|
|
|
- = WorkManager.StartThread(
|
|
|
- BulletSPluginPhysicsThread,
|
|
|
- string.Format("{0} ({1})", BulletEngineName, RegionName),
|
|
|
- ThreadPriority.Normal,
|
|
|
- true,
|
|
|
- true);
|
|
|
- }
|
|
|
- }
|
|
|
+ // Set default values for physics parameters plus any overrides from the ini file
|
|
|
+ GetInitialParameterValues(config);
|
|
|
|
|
|
- // All default parameter values are set here. There should be no values set in the
|
|
|
- // variable definitions.
|
|
|
- private void GetInitialParameterValues(IConfigSource config)
|
|
|
- {
|
|
|
- ConfigurationParameters parms = new ConfigurationParameters();
|
|
|
- UnmanagedParams[0] = parms;
|
|
|
+ // Force some parameters to values depending on other configurations
|
|
|
+ // Only use heightmap terrain implementation if terrain larger than legacy size
|
|
|
+ if ((uint)regionExtent.X > Constants.RegionSize || (uint)regionExtent.Y > Constants.RegionSize)
|
|
|
+ {
|
|
|
+ m_log.WarnFormat("{0} Forcing terrain implementation to heightmap for large region", LogHeader);
|
|
|
+ BSParam.TerrainImplementation = (float)BSTerrainPhys.TerrainImplementation.Heightmap;
|
|
|
+ }
|
|
|
|
|
|
- BSParam.SetParameterDefaultValues(this);
|
|
|
+ // Get the connection to the physics engine (could be native or one of many DLLs)
|
|
|
+ PE = SelectUnderlyingBulletEngine(BulletEngineName);
|
|
|
|
|
|
- if (config != null)
|
|
|
- {
|
|
|
- // If there are specifications in the ini file, use those values
|
|
|
- IConfig pConfig = config.Configs["BulletSim"];
|
|
|
- if (pConfig != null)
|
|
|
+ // Enable very detailed logging.
|
|
|
+ // By creating an empty logger when not logging, the log message invocation code
|
|
|
+ // can be left in and every call doesn't have to check for null.
|
|
|
+ if (m_physicsLoggingEnabled)
|
|
|
{
|
|
|
- BSParam.SetParameterConfigurationValues(this, pConfig);
|
|
|
-
|
|
|
- // There are two Bullet implementations to choose from
|
|
|
- BulletEngineName = pConfig.GetString("BulletEngine", "BulletUnmanaged");
|
|
|
-
|
|
|
- // Very detailed logging for physics debugging
|
|
|
- // TODO: the boolean values can be moved to the normal parameter processing.
|
|
|
- m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false);
|
|
|
- m_physicsLoggingDir = pConfig.GetString("PhysicsLoggingDir", ".");
|
|
|
- m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-%REGIONNAME%-");
|
|
|
- m_physicsLoggingFileMinutes = pConfig.GetInt("PhysicsLoggingFileMinutes", 5);
|
|
|
- m_physicsLoggingDoFlush = pConfig.GetBoolean("PhysicsLoggingDoFlush", false);
|
|
|
- m_physicsPhysicalDumpEnabled = pConfig.GetBoolean("PhysicsPhysicalDumpEnabled", false);
|
|
|
- // Very detailed logging for vehicle debugging
|
|
|
- VehicleLoggingEnabled = pConfig.GetBoolean("VehicleLoggingEnabled", false);
|
|
|
- VehiclePhysicalLoggingEnabled = pConfig.GetBoolean("VehiclePhysicalLoggingEnabled", false);
|
|
|
-
|
|
|
- // Do any replacements in the parameters
|
|
|
- m_physicsLoggingPrefix = m_physicsLoggingPrefix.Replace("%REGIONNAME%", RegionName);
|
|
|
+ PhysicsLogging = new LogWriter(m_physicsLoggingDir, m_physicsLoggingPrefix, m_physicsLoggingFileMinutes, m_physicsLoggingDoFlush);
|
|
|
+ PhysicsLogging.ErrorLogger = m_log; // for DEBUG. Let's the logger output its own error messages.
|
|
|
}
|
|
|
else
|
|
|
{
|
|
|
- // Nothing in the configuration INI file so assume unmanaged and other defaults.
|
|
|
- BulletEngineName = "BulletUnmanaged";
|
|
|
- m_physicsLoggingEnabled = false;
|
|
|
- VehicleLoggingEnabled = false;
|
|
|
+ PhysicsLogging = new LogWriter();
|
|
|
}
|
|
|
|
|
|
- // The material characteristics.
|
|
|
- BSMaterials.InitializeFromDefaults(Params);
|
|
|
- if (pConfig != null)
|
|
|
+ // Allocate memory for returning of the updates and collisions from the physics engine
|
|
|
+ m_collisionArray = new CollisionDesc[m_maxCollisionsPerFrame];
|
|
|
+ m_updateArray = new EntityProperties[m_maxUpdatesPerFrame];
|
|
|
+
|
|
|
+ // The bounding box for the simulated world. The origin is 0,0,0 unless we're
|
|
|
+ // 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 = regionExtent;
|
|
|
+
|
|
|
+ World = PE.Initialize(worldExtent, Params, m_maxCollisionsPerFrame, ref m_collisionArray, m_maxUpdatesPerFrame, ref m_updateArray);
|
|
|
+
|
|
|
+ Constraints = new BSConstraintCollection(World);
|
|
|
+
|
|
|
+ TerrainManager = new BSTerrainManager(this, worldExtent);
|
|
|
+ TerrainManager.CreateInitialGroundPlaneAndTerrain();
|
|
|
+
|
|
|
+ // Put some informational messages into the log file.
|
|
|
+ m_log.InfoFormat("{0} Linksets implemented with {1}", LogHeader, (BSLinkset.LinksetImplementation)BSParam.LinksetImplementation);
|
|
|
+
|
|
|
+ InTaintTime = false;
|
|
|
+ m_initialized = true;
|
|
|
+
|
|
|
+ // If the physics engine runs on its own thread, start same.
|
|
|
+ if (BSParam.UseSeparatePhysicsThread)
|
|
|
{
|
|
|
- // Let the user add new and interesting material property values.
|
|
|
- BSMaterials.InitializefromParameters(pConfig);
|
|
|
+ // The physics simulation should happen independently of the heartbeat loop
|
|
|
+ m_physicsThread
|
|
|
+ = WorkManager.StartThread(
|
|
|
+ BulletSPluginPhysicsThread,
|
|
|
+ string.Format("{0} ({1})", BulletEngineName, RegionName),
|
|
|
+ ThreadPriority.Normal,
|
|
|
+ true,
|
|
|
+ true);
|
|
|
}
|
|
|
}
|
|
|
- }
|
|
|
|
|
|
- // A helper function that handles a true/false parameter and returns the proper float number encoding
|
|
|
- float ParamBoolean(IConfig config, string parmName, float deflt)
|
|
|
- {
|
|
|
- float ret = deflt;
|
|
|
- if (config.Contains(parmName))
|
|
|
+ // All default parameter values are set here. There should be no values set in the
|
|
|
+ // variable definitions.
|
|
|
+ private void GetInitialParameterValues(IConfigSource config)
|
|
|
{
|
|
|
- ret = ConfigurationParameters.numericFalse;
|
|
|
- if (config.GetBoolean(parmName, false))
|
|
|
- {
|
|
|
- ret = ConfigurationParameters.numericTrue;
|
|
|
- }
|
|
|
- }
|
|
|
- return ret;
|
|
|
- }
|
|
|
+ ConfigurationParameters parms = new ConfigurationParameters();
|
|
|
+ UnmanagedParams[0] = parms;
|
|
|
|
|
|
- // Select the connection to the actual Bullet implementation.
|
|
|
- // The main engine selection is the engineName up to the first hypen.
|
|
|
- // So "Bullet-2.80-OpenCL-Intel" specifies the 'bullet' class here and the whole name
|
|
|
- // is passed to the engine to do its special selection, etc.
|
|
|
- private BSAPITemplate SelectUnderlyingBulletEngine(string engineName)
|
|
|
- {
|
|
|
- // For the moment, do a simple switch statement.
|
|
|
- // Someday do fancyness with looking up the interfaces in the assembly.
|
|
|
- BSAPITemplate ret = null;
|
|
|
+ BSParam.SetParameterDefaultValues(this);
|
|
|
|
|
|
- string selectionName = engineName.ToLower();
|
|
|
- int hyphenIndex = engineName.IndexOf("-");
|
|
|
- if (hyphenIndex > 0)
|
|
|
- selectionName = engineName.ToLower().Substring(0, hyphenIndex - 1);
|
|
|
+ if (config != null)
|
|
|
+ {
|
|
|
+ // If there are specifications in the ini file, use those values
|
|
|
+ IConfig pConfig = config.Configs["BulletSim"];
|
|
|
+ if (pConfig != null)
|
|
|
+ {
|
|
|
+ BSParam.SetParameterConfigurationValues(this, pConfig);
|
|
|
+
|
|
|
+ // There are two Bullet implementations to choose from
|
|
|
+ BulletEngineName = pConfig.GetString("BulletEngine", "BulletUnmanaged");
|
|
|
+
|
|
|
+ // Very detailed logging for physics debugging
|
|
|
+ // TODO: the boolean values can be moved to the normal parameter processing.
|
|
|
+ m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false);
|
|
|
+ m_physicsLoggingDir = pConfig.GetString("PhysicsLoggingDir", ".");
|
|
|
+ m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-%REGIONNAME%-");
|
|
|
+ m_physicsLoggingFileMinutes = pConfig.GetInt("PhysicsLoggingFileMinutes", 5);
|
|
|
+ m_physicsLoggingDoFlush = pConfig.GetBoolean("PhysicsLoggingDoFlush", false);
|
|
|
+ m_physicsPhysicalDumpEnabled = pConfig.GetBoolean("PhysicsPhysicalDumpEnabled", false);
|
|
|
+ // Very detailed logging for vehicle debugging
|
|
|
+ VehicleLoggingEnabled = pConfig.GetBoolean("VehicleLoggingEnabled", false);
|
|
|
+ VehiclePhysicalLoggingEnabled = pConfig.GetBoolean("VehiclePhysicalLoggingEnabled", false);
|
|
|
+
|
|
|
+ // Do any replacements in the parameters
|
|
|
+ m_physicsLoggingPrefix = m_physicsLoggingPrefix.Replace("%REGIONNAME%", RegionName);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ // Nothing in the configuration INI file so assume unmanaged and other defaults.
|
|
|
+ BulletEngineName = "BulletUnmanaged";
|
|
|
+ m_physicsLoggingEnabled = false;
|
|
|
+ VehicleLoggingEnabled = false;
|
|
|
+ }
|
|
|
|
|
|
- switch (selectionName)
|
|
|
- {
|
|
|
- case "bullet":
|
|
|
- case "bulletunmanaged":
|
|
|
- ret = new BSAPIUnman(engineName, this);
|
|
|
- break;
|
|
|
- case "bulletxna":
|
|
|
- ret = new BSAPIXNA(engineName, this);
|
|
|
- // Disable some features that are not implemented in BulletXNA
|
|
|
- m_log.InfoFormat("{0} Disabling some physics features not implemented by BulletXNA", LogHeader);
|
|
|
- m_log.InfoFormat("{0} Disabling ShouldUseBulletHACD", LogHeader);
|
|
|
- BSParam.ShouldUseBulletHACD = false;
|
|
|
- m_log.InfoFormat("{0} Disabling ShouldUseSingleConvexHullForPrims", LogHeader);
|
|
|
- BSParam.ShouldUseSingleConvexHullForPrims = false;
|
|
|
- m_log.InfoFormat("{0} Disabling ShouldUseGImpactShapeForPrims", LogHeader);
|
|
|
- BSParam.ShouldUseGImpactShapeForPrims = false;
|
|
|
- m_log.InfoFormat("{0} Setting terrain implimentation to Heightmap", LogHeader);
|
|
|
- BSParam.TerrainImplementation = (float)BSTerrainPhys.TerrainImplementation.Heightmap;
|
|
|
- break;
|
|
|
+ // The material characteristics.
|
|
|
+ BSMaterials.InitializeFromDefaults(Params);
|
|
|
+ if (pConfig != null)
|
|
|
+ {
|
|
|
+ // Let the user add new and interesting material property values.
|
|
|
+ BSMaterials.InitializefromParameters(pConfig);
|
|
|
+ }
|
|
|
+ }
|
|
|
}
|
|
|
|
|
|
- if (ret == null)
|
|
|
+ // A helper function that handles a true/false parameter and returns the proper float number encoding
|
|
|
+ float ParamBoolean(IConfig config, string parmName, float deflt)
|
|
|
{
|
|
|
- m_log.ErrorFormat("{0} COULD NOT SELECT BULLET ENGINE: '[BulletSim]PhysicsEngine' must be either 'BulletUnmanaged-*' or 'BulletXNA-*'", LogHeader);
|
|
|
- }
|
|
|
- else
|
|
|
- {
|
|
|
- m_log.InfoFormat("{0} Selected bullet engine {1} -> {2}/{3}", LogHeader, engineName, ret.BulletEngineName, ret.BulletEngineVersion);
|
|
|
+ float ret = deflt;
|
|
|
+ if (config.Contains(parmName))
|
|
|
+ {
|
|
|
+ ret = ConfigurationParameters.numericFalse;
|
|
|
+ if (config.GetBoolean(parmName, false))
|
|
|
+ {
|
|
|
+ ret = ConfigurationParameters.numericTrue;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ return ret;
|
|
|
}
|
|
|
|
|
|
- return ret;
|
|
|
- }
|
|
|
+ // Select the connection to the actual Bullet implementation.
|
|
|
+ // The main engine selection is the engineName up to the first hypen.
|
|
|
+ // So "Bullet-2.80-OpenCL-Intel" specifies the 'bullet' class here and the whole name
|
|
|
+ // is passed to the engine to do its special selection, etc.
|
|
|
+ private BSAPITemplate SelectUnderlyingBulletEngine(string engineName)
|
|
|
+ {
|
|
|
+ // For the moment, do a simple switch statement.
|
|
|
+ // Someday do fancyness with looking up the interfaces in the assembly.
|
|
|
+ BSAPITemplate ret = null;
|
|
|
|
|
|
- public override void Dispose()
|
|
|
- {
|
|
|
- // m_log.DebugFormat("{0}: Dispose()", LogHeader);
|
|
|
+ string selectionName = engineName.ToLower();
|
|
|
+ int hyphenIndex = engineName.IndexOf("-");
|
|
|
+ if (hyphenIndex > 0)
|
|
|
+ selectionName = engineName.ToLower().Substring(0, hyphenIndex - 1);
|
|
|
|
|
|
- // make sure no stepping happens while we're deleting stuff
|
|
|
- m_initialized = false;
|
|
|
+ switch (selectionName)
|
|
|
+ {
|
|
|
+ case "bullet":
|
|
|
+ case "bulletunmanaged":
|
|
|
+ ret = new BSAPIUnman(engineName, this);
|
|
|
+ break;
|
|
|
+ case "bulletxna":
|
|
|
+ ret = new BSAPIXNA(engineName, this);
|
|
|
+ // Disable some features that are not implemented in BulletXNA
|
|
|
+ m_log.InfoFormat("{0} Disabling some physics features not implemented by BulletXNA", LogHeader);
|
|
|
+ m_log.InfoFormat("{0} Disabling ShouldUseBulletHACD", LogHeader);
|
|
|
+ BSParam.ShouldUseBulletHACD = false;
|
|
|
+ m_log.InfoFormat("{0} Disabling ShouldUseSingleConvexHullForPrims", LogHeader);
|
|
|
+ BSParam.ShouldUseSingleConvexHullForPrims = false;
|
|
|
+ m_log.InfoFormat("{0} Disabling ShouldUseGImpactShapeForPrims", LogHeader);
|
|
|
+ BSParam.ShouldUseGImpactShapeForPrims = false;
|
|
|
+ m_log.InfoFormat("{0} Setting terrain implimentation to Heightmap", LogHeader);
|
|
|
+ BSParam.TerrainImplementation = (float)BSTerrainPhys.TerrainImplementation.Heightmap;
|
|
|
+ break;
|
|
|
+ }
|
|
|
|
|
|
- lock (PhysObjects)
|
|
|
- {
|
|
|
- foreach (KeyValuePair<uint, BSPhysObject> kvp in PhysObjects)
|
|
|
+ if (ret == null)
|
|
|
{
|
|
|
- kvp.Value.Destroy();
|
|
|
+ m_log.ErrorFormat("{0} COULD NOT SELECT BULLET ENGINE: '[BulletSim]PhysicsEngine' must be either 'BulletUnmanaged-*' or 'BulletXNA-*'", LogHeader);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ m_log.InfoFormat("{0} Selected bullet engine {1} -> {2}/{3}", LogHeader, engineName, ret.BulletEngineName, ret.BulletEngineVersion);
|
|
|
}
|
|
|
- PhysObjects.Clear();
|
|
|
- }
|
|
|
|
|
|
- // Now that the prims are all cleaned up, there should be no constraints left
|
|
|
- if (Constraints != null)
|
|
|
- {
|
|
|
- Constraints.Dispose();
|
|
|
- Constraints = null;
|
|
|
+ return ret;
|
|
|
}
|
|
|
|
|
|
- if (Shapes != null)
|
|
|
+ public override void Dispose()
|
|
|
{
|
|
|
- Shapes.Dispose();
|
|
|
- Shapes = null;
|
|
|
- }
|
|
|
+ // m_log.DebugFormat("{0}: Dispose()", LogHeader);
|
|
|
|
|
|
- if (TerrainManager != null)
|
|
|
- {
|
|
|
- TerrainManager.ReleaseGroundPlaneAndTerrain();
|
|
|
- TerrainManager.Dispose();
|
|
|
- TerrainManager = null;
|
|
|
- }
|
|
|
+ // make sure no stepping happens while we're deleting stuff
|
|
|
+ m_initialized = false;
|
|
|
|
|
|
- // Anything left in the unmanaged code should be cleaned out
|
|
|
- PE.Shutdown(World);
|
|
|
+ lock (PhysObjects)
|
|
|
+ {
|
|
|
+ foreach (KeyValuePair<uint, BSPhysObject> kvp in PhysObjects)
|
|
|
+ {
|
|
|
+ kvp.Value.Destroy();
|
|
|
+ }
|
|
|
+ PhysObjects.Clear();
|
|
|
+ }
|
|
|
|
|
|
- // Not logging any more
|
|
|
- PhysicsLogging.Close();
|
|
|
- }
|
|
|
- #endregion // Construction and Initialization
|
|
|
+ // Now that the prims are all cleaned up, there should be no constraints left
|
|
|
+ if (Constraints != null)
|
|
|
+ {
|
|
|
+ Constraints.Dispose();
|
|
|
+ Constraints = null;
|
|
|
+ }
|
|
|
|
|
|
- #region Prim and Avatar addition and removal
|
|
|
+ if (Shapes != null)
|
|
|
+ {
|
|
|
+ Shapes.Dispose();
|
|
|
+ Shapes = null;
|
|
|
+ }
|
|
|
|
|
|
- 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;
|
|
|
- }
|
|
|
+ if (TerrainManager != null)
|
|
|
+ {
|
|
|
+ TerrainManager.ReleaseGroundPlaneAndTerrain();
|
|
|
+ TerrainManager.Dispose();
|
|
|
+ TerrainManager = null;
|
|
|
+ }
|
|
|
|
|
|
- public override PhysicsActor AddAvatar(uint localID, string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying)
|
|
|
- {
|
|
|
- // m_log.DebugFormat("{0}: AddAvatar: {1}", LogHeader, avName);
|
|
|
+ // Anything left in the unmanaged code should be cleaned out
|
|
|
+ PE.Shutdown(World);
|
|
|
|
|
|
- if (!m_initialized) return null;
|
|
|
+ // Not logging any more
|
|
|
+ PhysicsLogging.Close();
|
|
|
+ }
|
|
|
+ #endregion // Construction and Initialization
|
|
|
|
|
|
- BSCharacter actor = new BSCharacter(localID, avName, this, position, velocity, size, isFlying);
|
|
|
- lock (PhysObjects)
|
|
|
- PhysObjects.Add(localID, actor);
|
|
|
+ #region Prim and Avatar addition and removal
|
|
|
|
|
|
- // 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);
|
|
|
+ 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;
|
|
|
+ }
|
|
|
|
|
|
- return actor;
|
|
|
- }
|
|
|
+ public override PhysicsActor AddAvatar(uint localID, string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying)
|
|
|
+ {
|
|
|
+ // m_log.DebugFormat("{0}: AddAvatar: {1}", LogHeader, avName);
|
|
|
|
|
|
- public override void RemoveAvatar(PhysicsActor actor)
|
|
|
- {
|
|
|
- // m_log.DebugFormat("{0}: RemoveAvatar", LogHeader);
|
|
|
+ if (!m_initialized) return null;
|
|
|
+
|
|
|
+ BSCharacter actor = new BSCharacter(localID, avName, this, position, velocity, size, 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);
|
|
|
|
|
|
- if (!m_initialized) return;
|
|
|
+ return actor;
|
|
|
+ }
|
|
|
|
|
|
- BSCharacter bsactor = actor as BSCharacter;
|
|
|
- if (bsactor != null)
|
|
|
+ public override void RemoveAvatar(PhysicsActor actor)
|
|
|
{
|
|
|
- try
|
|
|
+ // m_log.DebugFormat("{0}: RemoveAvatar", LogHeader);
|
|
|
+
|
|
|
+ if (!m_initialized) return;
|
|
|
+
|
|
|
+ BSCharacter bsactor = actor as BSCharacter;
|
|
|
+ if (bsactor != null)
|
|
|
{
|
|
|
- lock (PhysObjects)
|
|
|
- PhysObjects.Remove(bsactor.LocalID);
|
|
|
- // Remove kludge someday
|
|
|
- lock (AvatarsInSceneLock)
|
|
|
- AvatarsInScene.Remove(bsactor);
|
|
|
+ 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();
|
|
|
}
|
|
|
- catch (Exception e)
|
|
|
+ else
|
|
|
{
|
|
|
- m_log.WarnFormat("{0}: Attempt to remove avatar that is not in physics scene: {1}", LogHeader, e);
|
|
|
+ m_log.ErrorFormat("{0}: Requested to remove avatar that is not a BSCharacter. ID={1}, type={2}",
|
|
|
+ LogHeader, actor.LocalID, actor.GetType().Name);
|
|
|
}
|
|
|
- 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)
|
|
|
+ public override void RemovePrim(PhysicsActor prim)
|
|
|
{
|
|
|
- DetailLog("{0},RemovePrim,call", bsprim.LocalID);
|
|
|
- // m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID);
|
|
|
- try
|
|
|
+ if (!m_initialized) return;
|
|
|
+
|
|
|
+ BSPhysObject bsprim = prim as BSPhysObject;
|
|
|
+ if (bsprim != null)
|
|
|
{
|
|
|
- lock (PhysObjects) PhysObjects.Remove(bsprim.LocalID);
|
|
|
+ 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();
|
|
|
}
|
|
|
- catch (Exception e)
|
|
|
+ else
|
|
|
{
|
|
|
- m_log.ErrorFormat("{0}: Attempt to remove prim that is not in physics scene: {1}", LogHeader, e);
|
|
|
+ m_log.ErrorFormat("{0}: Attempt to remove prim that is not a BSPrim type.", LogHeader);
|
|
|
}
|
|
|
- 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);
|
|
|
+ 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;
|
|
|
+ if (!m_initialized) return null;
|
|
|
|
|
|
- // DetailLog("{0},BSScene.AddPrimShape,call", localID);
|
|
|
+ // 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;
|
|
|
- }
|
|
|
+ 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) { }
|
|
|
+ // 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
|
|
|
+ #endregion // Prim and Avatar addition and removal
|
|
|
|
|
|
- #region Simulation
|
|
|
+ #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)
|
|
|
+ // 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)
|
|
|
{
|
|
|
- DoPhysicsStep(timeStep);
|
|
|
+ if (!BSParam.UseSeparatePhysicsThread)
|
|
|
+ {
|
|
|
+ DoPhysicsStep(timeStep);
|
|
|
+ }
|
|
|
+ return SendUpdatesToSimulator(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;
|
|
|
+ // 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;
|
|
|
+ LastTimeStep = timeStep;
|
|
|
|
|
|
- int updatedEntityCount = 0;
|
|
|
- int collidersCount = 0;
|
|
|
+ int updatedEntityCount = 0;
|
|
|
+ int collidersCount = 0;
|
|
|
|
|
|
- int beforeTime = Util.EnvironmentTickCount();
|
|
|
- int simTime = 0;
|
|
|
+ int beforeTime = Util.EnvironmentTickCount();
|
|
|
+ int simTime = 0;
|
|
|
|
|
|
- int numTaints = _taintOperations.Count;
|
|
|
- InTaintTime = true; // Only used for debugging so locking is not necessary.
|
|
|
+ int numTaints = _taintOperations.Count;
|
|
|
+ InTaintTime = true; // Only used for debugging so locking is not necessary.
|
|
|
|
|
|
- // update the prim states while we know the physics engine is not busy
|
|
|
- ProcessTaints();
|
|
|
+ // update the prim states while we know the physics engine is not busy
|
|
|
+ ProcessTaints();
|
|
|
|
|
|
- // Some of the physical objects requre individual, pre-step calls
|
|
|
- // (vehicles and avatar movement, in particular)
|
|
|
- TriggerPreStepEvent(timeStep);
|
|
|
+ // 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 += _taintOperations.Count;
|
|
|
- ProcessTaints();
|
|
|
+ // the prestep actions might have added taints
|
|
|
+ numTaints += _taintOperations.Count;
|
|
|
+ ProcessTaints();
|
|
|
|
|
|
- InTaintTime = false; // Only used for debugging so locking is not necessary.
|
|
|
+ InTaintTime = false; // Only used for debugging so locking is not necessary.
|
|
|
|
|
|
- // 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 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++;
|
|
|
- int numSubSteps = 0;
|
|
|
- try
|
|
|
- {
|
|
|
- numSubSteps = PE.PhysicsStep(World, timeStep, m_maxSubSteps, m_fixedTimeStep, out updatedEntityCount, out collidersCount);
|
|
|
+ // step the physical world one interval
|
|
|
+ m_simulationStep++;
|
|
|
+ int numSubSteps = 0;
|
|
|
+ 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;
|
|
|
- }
|
|
|
+ }
|
|
|
+ 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);
|
|
|
+ // Make the physics engine dump useful statistics periodically
|
|
|
+ if (PhysicsMetricDumpFrames != 0 && ((m_simulationStep % PhysicsMetricDumpFrames) == 0))
|
|
|
+ PE.DumpPhysicsStatistics(World);
|
|
|
|
|
|
- // Get a value for 'now' so all the collision and update routines don't have to get their own.
|
|
|
- SimulationNowTime = Util.EnvironmentTickCount();
|
|
|
+ // 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)
|
|
|
+ // 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)
|
|
|
{
|
|
|
- lock (PhysObjects)
|
|
|
+ if (collidersCount > 0)
|
|
|
{
|
|
|
- for (int ii = 0; ii < collidersCount; ii++)
|
|
|
+ lock (PhysObjects)
|
|
|
{
|
|
|
- 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);
|
|
|
+ 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)
|
|
|
+ // 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)
|
|
|
{
|
|
|
- lock (PhysObjects)
|
|
|
+ if (updatedEntityCount > 0)
|
|
|
{
|
|
|
- for (int ii = 0; ii < updatedEntityCount; ii++)
|
|
|
+ lock (PhysObjects)
|
|
|
{
|
|
|
- EntityProperties entprop = m_updateArray[ii];
|
|
|
- BSPhysObject pobj;
|
|
|
- if (PhysObjects.TryGetValue(entprop.ID, out pobj))
|
|
|
+ for (int ii = 0; ii < updatedEntityCount; ii++)
|
|
|
{
|
|
|
- if (pobj.IsInitialized)
|
|
|
- pobj.UpdateProperties(entprop);
|
|
|
+ EntityProperties entprop = m_updateArray[ii];
|
|
|
+ BSPhysObject pobj;
|
|
|
+ if (PhysObjects.TryGetValue(entprop.ID, out pobj))
|
|
|
+ {
|
|
|
+ if (pobj.IsInitialized)
|
|
|
+ pobj.UpdateProperties(entprop);
|
|
|
+ }
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
- }
|
|
|
-
|
|
|
- // Some actors want to know when the simulation step is complete.
|
|
|
- TriggerPostStepEvent(timeStep);
|
|
|
|
|
|
- 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);
|
|
|
- }
|
|
|
+ // Some actors want to know when the simulation step is complete.
|
|
|
+ TriggerPostStepEvent(timeStep);
|
|
|
|
|
|
- // 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);
|
|
|
+ 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 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;
|
|
|
- }
|
|
|
+ // 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);
|
|
|
|
|
|
- // 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 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;
|
|
|
}
|
|
|
- }
|
|
|
-
|
|
|
- // 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)
|
|
|
+ // 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)
|
|
|
{
|
|
|
- if (ObjectsWithCollisions.Count > 0)
|
|
|
+ lock (UpdateLock)
|
|
|
{
|
|
|
- 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);
|
|
|
- }
|
|
|
+ ObjectsWithUpdates.Add(updatee);
|
|
|
}
|
|
|
+ }
|
|
|
|
|
|
- // 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)
|
|
|
+ // 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)
|
|
|
{
|
|
|
- tempAvatarsInScene = new HashSet<BSPhysObject>(AvatarsInScene);
|
|
|
+ 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();
|
|
|
+ }
|
|
|
}
|
|
|
- foreach (BSPhysObject actor in tempAvatarsInScene)
|
|
|
+
|
|
|
+ // Call the simulator for each object that has physics property updates.
|
|
|
+ HashSet<BSPhysObject> updatedObjects = null;
|
|
|
+ lock (UpdateLock)
|
|
|
{
|
|
|
- if (!ObjectsWithCollisions.Contains(actor)) // don't call avatars twice
|
|
|
- actor.SendCollisions();
|
|
|
+ if (ObjectsWithUpdates.Count > 0)
|
|
|
+ {
|
|
|
+ updatedObjects = ObjectsWithUpdates;
|
|
|
+ ObjectsWithUpdates = new HashSet<BSPhysObject>();
|
|
|
+ }
|
|
|
}
|
|
|
- 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)
|
|
|
+ if (updatedObjects != null)
|
|
|
{
|
|
|
- foreach (BSPhysObject po in ObjectsWithNoMoreCollisions)
|
|
|
- ObjectsWithCollisions.Remove(po);
|
|
|
- ObjectsWithNoMoreCollisions.Clear();
|
|
|
+ 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;
|
|
|
+ m_simulatedTime = 0f;
|
|
|
+ return simTime;
|
|
|
}
|
|
|
|
|
|
- // Call the simulator for each object that has physics property updates.
|
|
|
- HashSet<BSPhysObject> updatedObjects = null;
|
|
|
- lock (UpdateLock)
|
|
|
+ // Something has collided
|
|
|
+ private void SendCollision(uint localID, uint collidingWith, Vector3 collidePoint, Vector3 collideNormal, float penetration)
|
|
|
{
|
|
|
- if (ObjectsWithUpdates.Count > 0)
|
|
|
+ if (localID <= TerrainManager.HighestTerrainID)
|
|
|
{
|
|
|
- updatedObjects = ObjectsWithUpdates;
|
|
|
- ObjectsWithUpdates = new HashSet<BSPhysObject>();
|
|
|
+ return; // don't send collisions to the terrain
|
|
|
}
|
|
|
- }
|
|
|
- if (updatedObjects != null)
|
|
|
- {
|
|
|
- foreach (BSPhysObject obj in updatedObjects)
|
|
|
+
|
|
|
+ BSPhysObject collider;
|
|
|
+ // NOTE that PhysObjects was locked before the call to SendCollision().
|
|
|
+ if (!PhysObjects.TryGetValue(localID, out collider))
|
|
|
{
|
|
|
- obj.RequestPhysicsterseUpdate();
|
|
|
+ // 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;
|
|
|
}
|
|
|
- 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;
|
|
|
- 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);
|
|
|
+ // 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);
|
|
|
+ // DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith);
|
|
|
|
|
|
- if (collider.IsInitialized)
|
|
|
- {
|
|
|
- if (collider.Collide(collidingWith, collidee, collidePoint, collideNormal, penetration))
|
|
|
+ if (collider.IsInitialized)
|
|
|
{
|
|
|
- // If a collision was 'good', remember to send it to the simulator
|
|
|
- lock (CollisionLock)
|
|
|
+ if (collider.Collide(collidingWith, collidee, collidePoint, collideNormal, penetration))
|
|
|
{
|
|
|
- ObjectsWithCollisions.Add(collider);
|
|
|
+ // If a collision was 'good', remember to send it to the simulator
|
|
|
+ lock (CollisionLock)
|
|
|
+ {
|
|
|
+ ObjectsWithCollisions.Add(collider);
|
|
|
+ }
|
|
|
}
|
|
|
}
|
|
|
+
|
|
|
+ return;
|
|
|
}
|
|
|
|
|
|
- return;
|
|
|
- }
|
|
|
+ public void BulletSPluginPhysicsThread()
|
|
|
+ {
|
|
|
+ Thread.CurrentThread.Priority = ThreadPriority.Highest;
|
|
|
+ m_updateWaitEvent = new ManualResetEvent(false);
|
|
|
|
|
|
- public void BulletSPluginPhysicsThread()
|
|
|
- {
|
|
|
- Thread.CurrentThread.Priority = ThreadPriority.Highest;
|
|
|
- m_updateWaitEvent = new ManualResetEvent(false);
|
|
|
+ while (m_initialized)
|
|
|
+ {
|
|
|
+ int beginSimulationRealtimeMS = Util.EnvironmentTickCount();
|
|
|
|
|
|
- while (m_initialized)
|
|
|
- {
|
|
|
- int beginSimulationRealtimeMS = Util.EnvironmentTickCount();
|
|
|
+ if (BSParam.Active)
|
|
|
+ DoPhysicsStep(BSParam.PhysicsTimeStep);
|
|
|
|
|
|
- if (BSParam.Active)
|
|
|
- DoPhysicsStep(BSParam.PhysicsTimeStep);
|
|
|
+ int simulationRealtimeMS = Util.EnvironmentTickCountSubtract(beginSimulationRealtimeMS);
|
|
|
+ int simulationTimeVsRealtimeDifferenceMS = ((int)(BSParam.PhysicsTimeStep*1000f)) - simulationRealtimeMS;
|
|
|
|
|
|
- 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);
|
|
|
+ }
|
|
|
|
|
|
- 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.UpdateThread();
|
|
|
+ Watchdog.RemoveThread();
|
|
|
}
|
|
|
|
|
|
- Watchdog.RemoveThread();
|
|
|
- }
|
|
|
-
|
|
|
- #endregion // Simulation
|
|
|
-
|
|
|
- public override void GetResults() { }
|
|
|
+ #endregion // Simulation
|
|
|
|
|
|
- #region Terrain
|
|
|
+ public override void GetResults() { }
|
|
|
|
|
|
- public override void SetTerrain(float[] heightMap) {
|
|
|
- TerrainManager.SetTerrain(heightMap);
|
|
|
- }
|
|
|
+ #region Terrain
|
|
|
|
|
|
- public override void SetWaterLevel(float baseheight)
|
|
|
- {
|
|
|
- SimpleWaterLevel = baseheight;
|
|
|
- }
|
|
|
+ public override void SetTerrain(float[] heightMap) {
|
|
|
+ TerrainManager.SetTerrain(heightMap);
|
|
|
+ }
|
|
|
|
|
|
- public override void DeleteTerrain()
|
|
|
- {
|
|
|
- // m_log.DebugFormat("{0}: DeleteTerrain()", LogHeader);
|
|
|
- }
|
|
|
+ public override void SetWaterLevel(float baseheight)
|
|
|
+ {
|
|
|
+ SimpleWaterLevel = baseheight;
|
|
|
+ }
|
|
|
|
|
|
- // Although no one seems to check this, I do support combining.
|
|
|
- public override bool SupportsCombining()
|
|
|
- {
|
|
|
- return TerrainManager.SupportsCombining();
|
|
|
- }
|
|
|
- // This call says I am a child to region zero in a mega-region. 'pScene' is that
|
|
|
- // of region zero, 'offset' is my offset from regions zero's origin, and
|
|
|
- // 'extents' is the largest XY that is handled in my region.
|
|
|
- public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
|
|
|
- {
|
|
|
- TerrainManager.Combine(pScene, offset, extents);
|
|
|
- }
|
|
|
+ public override void DeleteTerrain()
|
|
|
+ {
|
|
|
+ // m_log.DebugFormat("{0}: DeleteTerrain()", LogHeader);
|
|
|
+ }
|
|
|
|
|
|
- // Unhook all the combining that I know about.
|
|
|
- public override void UnCombine(PhysicsScene pScene)
|
|
|
- {
|
|
|
- TerrainManager.UnCombine(pScene);
|
|
|
- }
|
|
|
+ // Although no one seems to check this, I do support combining.
|
|
|
+ public override bool SupportsCombining()
|
|
|
+ {
|
|
|
+ return TerrainManager.SupportsCombining();
|
|
|
+ }
|
|
|
+ // This call says I am a child to region zero in a mega-region. 'pScene' is that
|
|
|
+ // of region zero, 'offset' is my offset from regions zero's origin, and
|
|
|
+ // 'extents' is the largest XY that is handled in my region.
|
|
|
+ public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
|
|
|
+ {
|
|
|
+ TerrainManager.Combine(pScene, offset, extents);
|
|
|
+ }
|
|
|
|
|
|
- #endregion // Terrain
|
|
|
+ // Unhook all the combining that I know about.
|
|
|
+ public override void UnCombine(PhysicsScene pScene)
|
|
|
+ {
|
|
|
+ TerrainManager.UnCombine(pScene);
|
|
|
+ }
|
|
|
|
|
|
- public override Dictionary<uint, float> GetTopColliders()
|
|
|
- {
|
|
|
- Dictionary<uint, float> topColliders;
|
|
|
+ #endregion // Terrain
|
|
|
|
|
|
- lock (PhysObjects)
|
|
|
+ public override Dictionary<uint, float> GetTopColliders()
|
|
|
{
|
|
|
- foreach (KeyValuePair<uint, BSPhysObject> kvp in PhysObjects)
|
|
|
+ Dictionary<uint, float> topColliders;
|
|
|
+
|
|
|
+ lock (PhysObjects)
|
|
|
{
|
|
|
- kvp.Value.ComputeCollisionScore();
|
|
|
+ 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);
|
|
|
}
|
|
|
|
|
|
- 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;
|
|
|
}
|
|
|
|
|
|
- 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 override bool IsThreaded { get { return false; } }
|
|
|
|
|
|
- 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 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
|
|
|
|
|
|
- #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.
|
|
|
- public void TaintedObject(string pOriginator, string pIdent, TaintCallback pCallback)
|
|
|
- {
|
|
|
- TaintedObject(false /*inTaintTime*/, pOriginator, pIdent, pCallback);
|
|
|
- }
|
|
|
- public void TaintedObject(uint pOriginator, String pIdent, TaintCallback pCallback)
|
|
|
- {
|
|
|
- TaintedObject(false /*inTaintTime*/, m_physicsLoggingEnabled ? pOriginator.ToString() : BSScene.DetailLogZero, pIdent, pCallback);
|
|
|
- }
|
|
|
- public void TaintedObject(bool inTaintTime, String pIdent, TaintCallback pCallback)
|
|
|
- {
|
|
|
- TaintedObject(inTaintTime, BSScene.DetailLogZero, pIdent, pCallback);
|
|
|
- }
|
|
|
- public void TaintedObject(bool inTaintTime, uint pOriginator, String pIdent, TaintCallback pCallback)
|
|
|
- {
|
|
|
- TaintedObject(inTaintTime, m_physicsLoggingEnabled ? pOriginator.ToString() : BSScene.DetailLogZero, pIdent, pCallback);
|
|
|
- }
|
|
|
- // Sometimes a potentially tainted operation can be used in and out of taint time.
|
|
|
- // This routine executes the command immediately if in taint-time otherwise it is queued.
|
|
|
- public void TaintedObject(bool inTaintTime, string pOriginator, string pIdent, TaintCallback pCallback)
|
|
|
- {
|
|
|
- if (!m_initialized) return;
|
|
|
+ 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();
|
|
|
+ }
|
|
|
|
|
|
- if (inTaintTime)
|
|
|
- pCallback();
|
|
|
- else
|
|
|
+ #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.
|
|
|
+ public void TaintedObject(string pOriginator, string pIdent, TaintCallback pCallback)
|
|
|
{
|
|
|
- lock (_taintLock)
|
|
|
+ TaintedObject(false /*inTaintTime*/, pOriginator, pIdent, pCallback);
|
|
|
+ }
|
|
|
+ public void TaintedObject(uint pOriginator, String pIdent, TaintCallback pCallback)
|
|
|
+ {
|
|
|
+ TaintedObject(false /*inTaintTime*/, m_physicsLoggingEnabled ? pOriginator.ToString() : BSScene.DetailLogZero, pIdent, pCallback);
|
|
|
+ }
|
|
|
+ public void TaintedObject(bool inTaintTime, String pIdent, TaintCallback pCallback)
|
|
|
+ {
|
|
|
+ TaintedObject(inTaintTime, BSScene.DetailLogZero, pIdent, pCallback);
|
|
|
+ }
|
|
|
+ public void TaintedObject(bool inTaintTime, uint pOriginator, String pIdent, TaintCallback pCallback)
|
|
|
+ {
|
|
|
+ TaintedObject(inTaintTime, m_physicsLoggingEnabled ? pOriginator.ToString() : BSScene.DetailLogZero, pIdent, pCallback);
|
|
|
+ }
|
|
|
+ // Sometimes a potentially tainted operation can be used in and out of taint time.
|
|
|
+ // This routine executes the command immediately if in taint-time otherwise it is queued.
|
|
|
+ public void TaintedObject(bool inTaintTime, string pOriginator, string pIdent, TaintCallback pCallback)
|
|
|
+ {
|
|
|
+ if (!m_initialized) return;
|
|
|
+
|
|
|
+ if (inTaintTime)
|
|
|
+ pCallback();
|
|
|
+ else
|
|
|
{
|
|
|
- _taintOperations.Add(new TaintCallbackEntry(pOriginator, pIdent, pCallback));
|
|
|
+ lock (_taintLock)
|
|
|
+ {
|
|
|
+ _taintOperations.Add(new TaintCallbackEntry(pOriginator, pIdent, pCallback));
|
|
|
+ }
|
|
|
}
|
|
|
}
|
|
|
- }
|
|
|
|
|
|
- private void TriggerPreStepEvent(float timeStep)
|
|
|
- {
|
|
|
- PreStepAction actions = BeforeStep;
|
|
|
- if (actions != null)
|
|
|
- actions(timeStep);
|
|
|
-
|
|
|
- }
|
|
|
+ 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);
|
|
|
+ }
|
|
|
|
|
|
- }
|
|
|
+ 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.
|
|
|
- public void ProcessTaints()
|
|
|
- {
|
|
|
- ProcessRegularTaints();
|
|
|
- ProcessPostTaintTaints();
|
|
|
- }
|
|
|
+ }
|
|
|
|
|
|
- private void ProcessRegularTaints()
|
|
|
- {
|
|
|
- if (m_initialized && _taintOperations.Count > 0) // save allocating new list if there is nothing to process
|
|
|
+ // When someone tries to change a property on a BSPrim or BSCharacter, the object queues
|
|
|
+ // a callback into itself to do the actual property change. That callback is called
|
|
|
+ // here just before the physics engine is called to step the simulation.
|
|
|
+ public void ProcessTaints()
|
|
|
{
|
|
|
- // 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>();
|
|
|
- }
|
|
|
+ ProcessRegularTaints();
|
|
|
+ ProcessPostTaintTaints();
|
|
|
+ }
|
|
|
|
|
|
- foreach (TaintCallbackEntry tcbe in oldList)
|
|
|
+ private void ProcessRegularTaints()
|
|
|
+ {
|
|
|
+ if (m_initialized && _taintOperations.Count > 0) // save allocating new list if there is nothing to process
|
|
|
{
|
|
|
- try
|
|
|
+ // swizzle a new list into the list location so we can process what's there
|
|
|
+ List<TaintCallbackEntry> oldList;
|
|
|
+ lock (_taintLock)
|
|
|
{
|
|
|
- DetailLog("{0},BSScene.ProcessTaints,doTaint,id={1}", tcbe.originator, tcbe.ident); // DEBUG DEBUG DEBUG
|
|
|
- tcbe.callback();
|
|
|
+ oldList = _taintOperations;
|
|
|
+ _taintOperations = new List<TaintCallbackEntry>();
|
|
|
}
|
|
|
- catch (Exception e)
|
|
|
+
|
|
|
+ foreach (TaintCallbackEntry tcbe in oldList)
|
|
|
{
|
|
|
- m_log.ErrorFormat("{0}: ProcessTaints: {1}: Exception: {2}", LogHeader, tcbe.ident, e);
|
|
|
+ try
|
|
|
+ {
|
|
|
+ DetailLog("{0},BSScene.ProcessTaints,doTaint,id={1}", tcbe.originator, tcbe.ident); // DEBUG DEBUG DEBUG
|
|
|
+ tcbe.callback();
|
|
|
+ }
|
|
|
+ catch (Exception e)
|
|
|
+ {
|
|
|
+ m_log.ErrorFormat("{0}: ProcessTaints: {1}: Exception: {2}", LogHeader, tcbe.ident, e);
|
|
|
+ }
|
|
|
}
|
|
|
+ oldList.Clear();
|
|
|
}
|
|
|
- oldList.Clear();
|
|
|
}
|
|
|
- }
|
|
|
-
|
|
|
- // 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.
|
|
|
- private void ProcessPostTaintTaints()
|
|
|
- {
|
|
|
- if (m_initialized && _postTaintOperations.Count > 0)
|
|
|
+ // 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)
|
|
|
{
|
|
|
- Dictionary<string, TaintCallbackEntry> oldList;
|
|
|
+ string IDAsString = ID.ToString();
|
|
|
+ string uniqueIdent = ident + "-" + IDAsString;
|
|
|
lock (_taintLock)
|
|
|
{
|
|
|
- oldList = _postTaintOperations;
|
|
|
- _postTaintOperations = new Dictionary<string, TaintCallbackEntry>();
|
|
|
+ _postTaintOperations[uniqueIdent] = new TaintCallbackEntry(IDAsString, uniqueIdent, callback);
|
|
|
}
|
|
|
|
|
|
- foreach (KeyValuePair<string,TaintCallbackEntry> kvp in oldList)
|
|
|
+ return;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Taints that happen after the normal taint processing but before the simulation step.
|
|
|
+ private void ProcessPostTaintTaints()
|
|
|
+ {
|
|
|
+ if (m_initialized && _postTaintOperations.Count > 0)
|
|
|
{
|
|
|
- try
|
|
|
+ Dictionary<string, TaintCallbackEntry> oldList;
|
|
|
+ lock (_taintLock)
|
|
|
{
|
|
|
- DetailLog("{0},BSScene.ProcessPostTaintTaints,doTaint,id={1}", DetailLogZero, kvp.Key); // DEBUG DEBUG DEBUG
|
|
|
- kvp.Value.callback();
|
|
|
+ oldList = _postTaintOperations;
|
|
|
+ _postTaintOperations = new Dictionary<string, TaintCallbackEntry>();
|
|
|
}
|
|
|
- catch (Exception e)
|
|
|
+
|
|
|
+ foreach (KeyValuePair<string,TaintCallbackEntry> kvp in oldList)
|
|
|
{
|
|
|
- m_log.ErrorFormat("{0}: ProcessPostTaintTaints: {1}: Exception: {2}", LogHeader, kvp.Key, e);
|
|
|
+ try
|
|
|
+ {
|
|
|
+ DetailLog("{0},BSScene.ProcessPostTaintTaints,doTaint,id={1}", DetailLogZero, kvp.Key); // DEBUG DEBUG DEBUG
|
|
|
+ kvp.Value.callback();
|
|
|
+ }
|
|
|
+ catch (Exception e)
|
|
|
+ {
|
|
|
+ m_log.ErrorFormat("{0}: ProcessPostTaintTaints: {1}: Exception: {2}", LogHeader, kvp.Key, e);
|
|
|
+ }
|
|
|
}
|
|
|
+ oldList.Clear();
|
|
|
}
|
|
|
- oldList.Clear();
|
|
|
}
|
|
|
- }
|
|
|
|
|
|
- // Only used for debugging. Does not change state of anything so locking is not necessary.
|
|
|
- public bool AssertInTaintTime(string whereFrom)
|
|
|
- {
|
|
|
- if (!InTaintTime)
|
|
|
+ // Only used for debugging. Does not change state of anything so locking is not necessary.
|
|
|
+ public bool AssertInTaintTime(string whereFrom)
|
|
|
{
|
|
|
- DetailLog("{0},BSScene.AssertInTaintTime,NOT IN TAINT TIME,Region={1},Where={2}", DetailLogZero, RegionName, whereFrom);
|
|
|
- m_log.ErrorFormat("{0} NOT IN TAINT TIME!! Region={1}, Where={2}", LogHeader, RegionName, whereFrom);
|
|
|
- // Util.PrintCallStack(DetailLog);
|
|
|
+ if (!InTaintTime)
|
|
|
+ {
|
|
|
+ DetailLog("{0},BSScene.AssertInTaintTime,NOT IN TAINT TIME,Region={1},Where={2}", DetailLogZero, RegionName, whereFrom);
|
|
|
+ m_log.ErrorFormat("{0} NOT IN TAINT TIME!! Region={1}, Where={2}", LogHeader, RegionName, whereFrom);
|
|
|
+ // Util.PrintCallStack(DetailLog);
|
|
|
+ }
|
|
|
+ return InTaintTime;
|
|
|
}
|
|
|
- return InTaintTime;
|
|
|
- }
|
|
|
|
|
|
- #endregion // Taints
|
|
|
+ #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;
|
|
|
+ #region IPhysicsParameters
|
|
|
+ // Get the list of parameters this physics engine supports
|
|
|
+ public PhysParameterEntry[] GetParameterList()
|
|
|
+ {
|
|
|
+ BSParam.BuildParameterTable();
|
|
|
+ return BSParam.SettableParameters;
|
|
|
+ }
|
|
|
|
|
|
- BSParam.ParameterDefnBase theParam;
|
|
|
- if (BSParam.TryGetParameter(parm, out theParam))
|
|
|
+ // 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)
|
|
|
{
|
|
|
- // Set the value in the C# code
|
|
|
- theParam.SetValue(this, val);
|
|
|
+ bool ret = false;
|
|
|
|
|
|
- // Optionally set the parameter in the unmanaged code
|
|
|
- if (theParam.HasSetOnObject)
|
|
|
+ BSParam.ParameterDefnBase theParam;
|
|
|
+ if (BSParam.TryGetParameter(parm, out theParam))
|
|
|
{
|
|
|
- // 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)
|
|
|
+ // Set the value in the C# code
|
|
|
+ theParam.SetValue(this, val);
|
|
|
+
|
|
|
+ // Optionally set the parameter in the unmanaged code
|
|
|
+ if (theParam.HasSetOnObject)
|
|
|
{
|
|
|
- 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;
|
|
|
+ // 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;
|
|
|
+ ret = true;
|
|
|
+ }
|
|
|
+ return ret;
|
|
|
}
|
|
|
- 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)
|
|
|
+ // 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))
|
|
|
{
|
|
|
- foreach (uint lID in xlIDs)
|
|
|
+ if (thisParam.HasSetOnObject)
|
|
|
{
|
|
|
- BSPhysObject theObject = null;
|
|
|
- if (PhysObjects.TryGetValue(lID, out theObject))
|
|
|
- thisParam.SetOnObject(this, theObject);
|
|
|
+ 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))
|
|
|
+ // Get parameter.
|
|
|
+ // Return 'false' if not able to get the parameter.
|
|
|
+ public bool GetPhysicsParameter(string parm, out string value)
|
|
|
{
|
|
|
- val = theParam.GetValue(this);
|
|
|
- ret = true;
|
|
|
+ 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;
|
|
|
}
|
|
|
- value = val;
|
|
|
- return ret;
|
|
|
- }
|
|
|
|
|
|
- #endregion IPhysicsParameters
|
|
|
+ #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";
|
|
|
+ // 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";
|
|
|
|
|
|
-}
|
|
|
+ }
|
|
|
}
|