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- /*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyrightD
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- using System;
- using System.Collections.Generic;
- using System.Linq;
- using System.Reflection;
- using System.Runtime.InteropServices;
- using System.Text;
- using System.Threading;
- using OpenSim.Framework;
- using OpenSim.Region.Framework;
- using OpenSim.Region.CoreModules;
- using Logging = OpenSim.Region.CoreModules.Framework.Statistics.Logging;
- using OpenSim.Region.Physics.Manager;
- using Nini.Config;
- using log4net;
- using OpenMetaverse;
- namespace OpenSim.Region.Physics.BulletSPlugin
- {
- public sealed class BSScene : PhysicsScene, IPhysicsParameters
- {
- internal static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
- internal static readonly string LogHeader = "[BULLETS SCENE]";
- // The name of the region we're working for.
- public string RegionName { get; private set; }
- public string BulletSimVersion = "?";
- // The handle to the underlying managed or unmanaged version of Bullet being used.
- public string BulletEngineName { get; private set; }
- public BSAPITemplate PE;
- // If the physics engine is running on a separate thread
- public Thread m_physicsThread;
- public Dictionary<uint, BSPhysObject> PhysObjects;
- public BSShapeCollection Shapes;
- // Keeping track of the objects with collisions so we can report begin and end of a collision
- public HashSet<BSPhysObject> ObjectsWithCollisions = new HashSet<BSPhysObject>();
- public HashSet<BSPhysObject> ObjectsWithNoMoreCollisions = new HashSet<BSPhysObject>();
- // All the collision processing is protected with this lock object
- public Object CollisionLock = new Object();
- // Properties are updated here
- public Object UpdateLock = new Object();
- public HashSet<BSPhysObject> ObjectsWithUpdates = new HashSet<BSPhysObject>();
- // Keep track of all the avatars so we can send them a collision event
- // every tick so OpenSim will update its animation.
- private HashSet<BSPhysObject> m_avatars = new HashSet<BSPhysObject>();
- // let my minuions use my logger
- public ILog Logger { get { return m_log; } }
- public IMesher mesher;
- public uint WorldID { get; private set; }
- public BulletWorld World { get; private set; }
- // All the constraints that have been allocated in this instance.
- public BSConstraintCollection Constraints { get; private set; }
- // Simulation parameters
- internal float m_physicsStepTime; // if running independently, the interval simulated by default
- internal int m_maxSubSteps;
- internal float m_fixedTimeStep;
- internal float m_simulatedTime; // the time simulated previously. Used for physics framerate calc.
- internal long m_simulationStep = 0; // The current simulation step.
- public long SimulationStep { get { return m_simulationStep; } }
- // A number to use for SimulationStep that is probably not any step value
- // Used by the collision code (which remembers the step when a collision happens) to remember not any simulation step.
- public static long NotASimulationStep = -1234;
- internal float LastTimeStep { get; private set; } // The simulation time from the last invocation of Simulate()
- internal float NominalFrameRate { get; set; } // Parameterized ideal frame rate that simulation is scaled to
- // Physical objects can register for prestep or poststep events
- public delegate void PreStepAction(float timeStep);
- public delegate void PostStepAction(float timeStep);
- public event PreStepAction BeforeStep;
- public event PostStepAction AfterStep;
- // A value of the time 'now' so all the collision and update routines do not have to get their own
- // Set to 'now' just before all the prims and actors are called for collisions and updates
- public int SimulationNowTime { get; private set; }
- // True if initialized and ready to do simulation steps
- private bool m_initialized = false;
- // Flag which is true when processing taints.
- // Not guaranteed to be correct all the time (don't depend on this) but good for debugging.
- public bool InTaintTime { get; private set; }
- // Pinned memory used to pass step information between managed and unmanaged
- internal int m_maxCollisionsPerFrame;
- internal CollisionDesc[] m_collisionArray;
- internal int m_maxUpdatesPerFrame;
- internal EntityProperties[] m_updateArray;
- public const uint TERRAIN_ID = 0; // OpenSim senses terrain with a localID of zero
- public const uint GROUNDPLANE_ID = 1;
- public const uint CHILDTERRAIN_ID = 2; // Terrain allocated based on our mega-prim childre start here
- public float SimpleWaterLevel { get; set; }
- public BSTerrainManager TerrainManager { get; private set; }
- public ConfigurationParameters Params
- {
- get { return UnmanagedParams[0]; }
- }
- public Vector3 DefaultGravity
- {
- get { return new Vector3(0f, 0f, Params.gravity); }
- }
- // Just the Z value of the gravity
- public float DefaultGravityZ
- {
- get { return Params.gravity; }
- }
- // When functions in the unmanaged code must be called, it is only
- // done at a known time just before the simulation step. The taint
- // system saves all these function calls and executes them in
- // order before the simulation.
- public delegate void TaintCallback();
- private struct TaintCallbackEntry
- {
- public String originator;
- public String ident;
- public TaintCallback callback;
- public TaintCallbackEntry(string pIdent, TaintCallback pCallBack)
- {
- originator = BSScene.DetailLogZero;
- ident = pIdent;
- callback = pCallBack;
- }
- public TaintCallbackEntry(string pOrigin, string pIdent, TaintCallback pCallBack)
- {
- originator = pOrigin;
- ident = pIdent;
- callback = pCallBack;
- }
- }
- private Object _taintLock = new Object(); // lock for using the next object
- private List<TaintCallbackEntry> _taintOperations;
- private Dictionary<string, TaintCallbackEntry> _postTaintOperations;
- private List<TaintCallbackEntry> _postStepOperations;
- // A pointer to an instance if this structure is passed to the C++ code
- // Used to pass basic configuration values to the unmanaged code.
- internal ConfigurationParameters[] UnmanagedParams;
- // Sometimes you just have to log everything.
- public Logging.LogWriter PhysicsLogging;
- private bool m_physicsLoggingEnabled;
- private string m_physicsLoggingDir;
- private string m_physicsLoggingPrefix;
- private int m_physicsLoggingFileMinutes;
- private bool m_physicsLoggingDoFlush;
- private bool m_physicsPhysicalDumpEnabled;
- public int PhysicsMetricDumpFrames { get; set; }
- // 'true' of the vehicle code is to log lots of details
- public bool VehicleLoggingEnabled { get; private set; }
- public bool VehiclePhysicalLoggingEnabled { get; private set; }
- #region Construction and Initialization
- public BSScene(string engineType, string identifier)
- {
- m_initialized = false;
- // The name of the region we're working for is passed to us. Keep for identification.
- RegionName = identifier;
- // Set identifying variables in the PhysicsScene interface.
- EngineType = engineType;
- Name = EngineType + "/" + RegionName;
- }
- // Old version of initialization that assumes legacy sized regions (256x256)
- public override void Initialise(IMesher meshmerizer, IConfigSource config)
- {
- m_log.ErrorFormat("{0} WARNING WARNING WARNING! BulletSim initialized without region extent specification. Terrain will be messed up.");
- Vector3 regionExtent = new Vector3( Constants.RegionSize, Constants.RegionSize, Constants.RegionSize);
- Initialise(meshmerizer, config, regionExtent);
-
- }
- public override void Initialise(IMesher meshmerizer, IConfigSource config, Vector3 regionExtent)
- {
- mesher = meshmerizer;
- _taintOperations = new List<TaintCallbackEntry>();
- _postTaintOperations = new Dictionary<string, TaintCallbackEntry>();
- _postStepOperations = new List<TaintCallbackEntry>();
- PhysObjects = new Dictionary<uint, BSPhysObject>();
- Shapes = new BSShapeCollection(this);
- m_simulatedTime = 0f;
- LastTimeStep = 0.1f;
- // Allocate pinned memory to pass parameters.
- UnmanagedParams = new ConfigurationParameters[1];
- // Set default values for physics parameters plus any overrides from the ini file
- GetInitialParameterValues(config);
- // 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;
- }
- // Get the connection to the physics engine (could be native or one of many DLLs)
- PE = SelectUnderlyingBulletEngine(BulletEngineName);
- // 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)
- {
- 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.
- }
- else
- {
- PhysicsLogging = new Logging.LogWriter();
- }
- // 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)
- {
- // The physics simulation should happen independently of the heartbeat loop
- m_physicsThread = new Thread(BulletSPluginPhysicsThread);
- m_physicsThread.Name = BulletEngineName;
- m_physicsThread.Start();
- }
- }
- // 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;
- BSParam.SetParameterDefaultValues(this);
- 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;
- }
- // The material characteristics.
- BSMaterials.InitializeFromDefaults(Params);
- if (pConfig != null)
- {
- // Let the user add new and interesting material property values.
- BSMaterials.InitializefromParameters(pConfig);
- }
- }
- }
- // 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))
- {
- ret = ConfigurationParameters.numericFalse;
- if (config.GetBoolean(parmName, false))
- {
- ret = ConfigurationParameters.numericTrue;
- }
- }
- 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;
- string selectionName = engineName.ToLower();
- int hyphenIndex = engineName.IndexOf("-");
- if (hyphenIndex > 0)
- selectionName = engineName.ToLower().Substring(0, hyphenIndex - 1);
- 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;
- }
- if (ret == null)
- {
- 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);
- }
- return ret;
- }
- public override void Dispose()
- {
- // m_log.DebugFormat("{0}: Dispose()", LogHeader);
- // make sure no stepping happens while we're deleting stuff
- m_initialized = false;
- foreach (KeyValuePair<uint, BSPhysObject> kvp in PhysObjects)
- {
- kvp.Value.Destroy();
- }
- PhysObjects.Clear();
- // Now that the prims are all cleaned up, there should be no constraints left
- if (Constraints != null)
- {
- Constraints.Dispose();
- Constraints = null;
- }
- if (Shapes != null)
- {
- Shapes.Dispose();
- Shapes = null;
- }
- if (TerrainManager != null)
- {
- TerrainManager.ReleaseGroundPlaneAndTerrain();
- TerrainManager.Dispose();
- TerrainManager = null;
- }
- // Anything left in the unmanaged code should be cleaned out
- PE.Shutdown(World);
- // Not logging any more
- PhysicsLogging.Close();
- }
- #endregion // Construction and Initialization
- #region Prim and Avatar addition and removal
- public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
- {
- m_log.ErrorFormat("{0}: CALL TO AddAvatar in BSScene. NOT IMPLEMENTED", LogHeader);
- return null;
- }
- public override PhysicsActor AddAvatar(uint localID, string avName, Vector3 position, Vector3 size, bool isFlying)
- {
- // m_log.DebugFormat("{0}: AddAvatar: {1}", LogHeader, avName);
- if (!m_initialized) return null;
- BSCharacter actor = new BSCharacter(localID, avName, this, position, 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 (m_avatars)
- m_avatars.Add(actor);
- return actor;
- }
- public override void RemoveAvatar(PhysicsActor actor)
- {
- // m_log.DebugFormat("{0}: RemoveAvatar", LogHeader);
- if (!m_initialized) return;
- BSCharacter bsactor = actor as BSCharacter;
- if (bsactor != null)
- {
- try
- {
- lock (PhysObjects)
- PhysObjects.Remove(bsactor.LocalID);
- // Remove kludge someday
- lock (m_avatars)
- m_avatars.Remove(bsactor);
- }
- catch (Exception e)
- {
- m_log.WarnFormat("{0}: Attempt to remove avatar that is not in physics scene: {1}", LogHeader, e);
- }
- bsactor.Destroy();
- // bsactor.dispose();
- }
- else
- {
- m_log.ErrorFormat("{0}: Requested to remove avatar that is not a BSCharacter. ID={1}, type={2}",
- LogHeader, actor.LocalID, actor.GetType().Name);
- }
- }
- public override void RemovePrim(PhysicsActor prim)
- {
- if (!m_initialized) return;
- BSPhysObject bsprim = prim as BSPhysObject;
- if (bsprim != null)
- {
- DetailLog("{0},RemovePrim,call", bsprim.LocalID);
- // m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID);
- try
- {
- lock (PhysObjects) PhysObjects.Remove(bsprim.LocalID);
- }
- catch (Exception e)
- {
- m_log.ErrorFormat("{0}: Attempt to remove prim that is not in physics scene: {1}", LogHeader, e);
- }
- bsprim.Destroy();
- // bsprim.dispose();
- }
- else
- {
- m_log.ErrorFormat("{0}: Attempt to remove prim that is not a BSPrim type.", LogHeader);
- }
- }
- public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
- Vector3 size, Quaternion rotation, bool isPhysical, uint localID)
- {
- // m_log.DebugFormat("{0}: AddPrimShape2: {1}", LogHeader, primName);
- if (!m_initialized) return null;
- // DetailLog("{0},BSScene.AddPrimShape,call", localID);
- BSPhysObject prim = new BSPrimLinkable(localID, primName, this, position, size, rotation, pbs, isPhysical);
- lock (PhysObjects) PhysObjects.Add(localID, prim);
- return prim;
- }
- // This is a call from the simulator saying that some physical property has been updated.
- // The BulletSim driver senses the changing of relevant properties so this taint
- // information call is not needed.
- public override void AddPhysicsActorTaint(PhysicsActor prim) { }
- #endregion // Prim and Avatar addition and removal
- #region Simulation
- // Call from the simulator to send physics information to the simulator objects.
- // This pushes all the collision and property update events into the objects in
- // the simulator and, since it is on the heartbeat thread, there is an implicit
- // locking of those data structures from other heartbeat events.
- // If the physics engine is running on a separate thread, the update information
- // will be in the ObjectsWithCollions and ObjectsWithUpdates structures.
- public override float Simulate(float timeStep)
- {
- if (!BSParam.UseSeparatePhysicsThread)
- {
- DoPhysicsStep(timeStep);
- }
- return SendUpdatesToSimulator(timeStep);
- }
- // Call the physics engine to do one 'timeStep' and collect collisions and updates
- // into ObjectsWithCollisions and ObjectsWithUpdates data structures.
- private void DoPhysicsStep(float timeStep)
- {
- // prevent simulation until we've been initialized
- if (!m_initialized) return;
- LastTimeStep = timeStep;
- int updatedEntityCount = 0;
- int collidersCount = 0;
- int beforeTime = Util.EnvironmentTickCount();
- int simTime = 0;
- int numTaints = _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();
- // 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();
- 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);
- // 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;
- }
- // 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();
- // 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)
- {
- 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)
- {
- for (int ii = 0; ii < updatedEntityCount; ii++)
- {
- EntityProperties entprop = m_updateArray[ii];
- BSPhysObject pobj;
- if (PhysObjects.TryGetValue(entprop.ID, out pobj))
- {
- if (pobj.IsInitialized)
- pobj.UpdateProperties(entprop);
- }
- }
- }
- }
- // 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);
- }
- // The following causes the unmanaged code to output ALL the values found in ALL the objects in the world.
- // Only enable this in a limited test world with few objects.
- if (m_physicsPhysicalDumpEnabled)
- PE.DumpAllInfo(World);
- // The physics engine returns the number of milliseconds it simulated this call.
- // These are summed and normalized to one second and divided by 1000 to give the reported physics FPS.
- // Multiply by a fixed nominal frame rate to give a rate similar to the simulator (usually 55).
- m_simulatedTime += (float)numSubSteps * m_fixedTimeStep * 1000f * NominalFrameRate;
- }
- // 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)
- {
- ObjectsWithUpdates.Add(updatee);
- }
- // The simulator thinks it is physics time so return all the collisions and position
- // updates that were collected in actual physics simulation.
- private float SendUpdatesToSimulator(float timeStep)
- {
- if (!m_initialized) return 5.0f;
- DetailLog("{0},SendUpdatesToSimulator,collisions={1},updates={2},simedTime={3}",
- BSScene.DetailLogZero, ObjectsWithCollisions.Count, ObjectsWithUpdates.Count, m_simulatedTime);
- // Push the collisions into the simulator.
- lock (CollisionLock)
- {
- if (ObjectsWithCollisions.Count > 0)
- {
- foreach (BSPhysObject bsp in ObjectsWithCollisions)
- if (!bsp.SendCollisions())
- {
- // If the object is done colliding, see that it's removed from the colliding list
- ObjectsWithNoMoreCollisions.Add(bsp);
- }
- }
- // This is a kludge to get avatar movement updates.
- // The simulator expects collisions for avatars even if there are have been no collisions.
- // The event updates avatar animations and stuff.
- // If you fix avatar animation updates, remove this overhead and let normal collision processing happen.
- foreach (BSPhysObject bsp in m_avatars)
- if (!ObjectsWithCollisions.Contains(bsp)) // don't call avatars twice
- bsp.SendCollisions();
- // Objects that are done colliding are removed from the ObjectsWithCollisions list.
- // Not done above because it is inside an iteration of ObjectWithCollisions.
- // This complex collision processing is required to create an empty collision
- // event call after all real collisions have happened on an object. This allows
- // the simulator to generate the 'collision end' event.
- if (ObjectsWithNoMoreCollisions.Count > 0)
- {
- foreach (BSPhysObject po in ObjectsWithNoMoreCollisions)
- ObjectsWithCollisions.Remove(po);
- ObjectsWithNoMoreCollisions.Clear();
- }
- }
- // Call the simulator for each object that has physics property updates.
- HashSet<BSPhysObject> updatedObjects = null;
- lock (UpdateLock)
- {
- if (ObjectsWithUpdates.Count > 0)
- {
- updatedObjects = ObjectsWithUpdates;
- ObjectsWithUpdates = new HashSet<BSPhysObject>();
- }
- }
- if (updatedObjects != null)
- {
- foreach (BSPhysObject obj in updatedObjects)
- {
- obj.RequestPhysicsterseUpdate();
- }
- updatedObjects.Clear();
- }
- // Return the framerate simulated to give the above returned results.
- // (Race condition here but this is just bookkeeping so rare mistakes do not merit a lock).
- float simTime = m_simulatedTime;
- 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;
- if (!PhysObjects.TryGetValue(localID, out collider))
- {
- // If the object that is colliding cannot be found, just ignore the collision.
- DetailLog("{0},BSScene.SendCollision,colliderNotInObjectList,id={1},with={2}", DetailLogZero, localID, collidingWith);
- return;
- }
- // Note: the terrain is not in the physical object list so 'collidee' can be null when Collide() is called.
- BSPhysObject collidee = null;
- PhysObjects.TryGetValue(collidingWith, out collidee);
- // DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith);
- if (collider.IsInitialized)
- {
- if (collider.Collide(collidingWith, collidee, collidePoint, collideNormal, penetration))
- {
- // If a collision was 'good', remember to send it to the simulator
- ObjectsWithCollisions.Add(collider);
- }
- }
- return;
- }
- public void BulletSPluginPhysicsThread()
- {
- while (m_initialized)
- {
- int beginSimulationRealtimeMS = Util.EnvironmentTickCount();
- DoPhysicsStep(BSParam.PhysicsTimeStep);
- int simulationRealtimeMS = Util.EnvironmentTickCountSubtract(beginSimulationRealtimeMS);
- int simulationTimeVsRealtimeDifferenceMS = ((int)(BSParam.PhysicsTimeStep*1000f)) - simulationRealtimeMS;
- if (simulationTimeVsRealtimeDifferenceMS > 0)
- {
- // The simulation of the time interval took less than realtime.
- // Do a sleep for the rest of realtime.
- 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);
- }
- }
- }
- #endregion // Simulation
- public override void GetResults() { }
- #region Terrain
- public override void SetTerrain(float[] heightMap) {
- TerrainManager.SetTerrain(heightMap);
- }
- public override void SetWaterLevel(float baseheight)
- {
- SimpleWaterLevel = baseheight;
- }
- public override void DeleteTerrain()
- {
- // m_log.DebugFormat("{0}: DeleteTerrain()", LogHeader);
- }
- // 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);
- }
- // Unhook all the combining that I know about.
- public override void UnCombine(PhysicsScene pScene)
- {
- TerrainManager.UnCombine(pScene);
- }
- #endregion // Terrain
- public override Dictionary<uint, float> GetTopColliders()
- {
- Dictionary<uint, float> topColliders;
- lock (PhysObjects)
- {
- foreach (KeyValuePair<uint, BSPhysObject> kvp in PhysObjects)
- {
- kvp.Value.ComputeCollisionScore();
- }
- List<BSPhysObject> orderedPrims = new List<BSPhysObject>(PhysObjects.Values);
- orderedPrims.OrderByDescending(p => p.CollisionScore);
- topColliders = orderedPrims.Take(25).ToDictionary(p => p.LocalID, p => p.CollisionScore);
- }
- return topColliders;
- }
- public override bool IsThreaded { get { return false; } }
- #region Extensions
- public override object Extension(string pFunct, params object[] pParams)
- {
- DetailLog("{0} BSScene.Extension,op={1}", DetailLogZero, pFunct);
- return base.Extension(pFunct, pParams);
- }
- #endregion // Extensions
- #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;
- if (inTaintTime)
- pCallback();
- else
- {
- lock (_taintLock)
- {
- _taintOperations.Add(new TaintCallbackEntry(pOriginator, pIdent, pCallback));
- }
- }
- }
- private void TriggerPreStepEvent(float timeStep)
- {
- PreStepAction actions = BeforeStep;
- if (actions != null)
- actions(timeStep);
- }
- private void TriggerPostStepEvent(float timeStep)
- {
- PostStepAction actions = AfterStep;
- if (actions != null)
- actions(timeStep);
- }
- // When someone tries to change a property on a BSPrim or BSCharacter, the object queues
- // a callback into itself to do the actual property change. That callback is called
- // here just before the physics engine is called to step the simulation.
- public void ProcessTaints()
- {
- ProcessRegularTaints();
- ProcessPostTaintTaints();
- }
- private void ProcessRegularTaints()
- {
- if (m_initialized && _taintOperations.Count > 0) // save allocating new list if there is nothing to process
- {
- // swizzle a new list into the list location so we can process what's there
- List<TaintCallbackEntry> oldList;
- lock (_taintLock)
- {
- oldList = _taintOperations;
- _taintOperations = new List<TaintCallbackEntry>();
- }
- foreach (TaintCallbackEntry tcbe in oldList)
- {
- try
- {
- DetailLog("{0},BSScene.ProcessTaints,doTaint,id={1}", tcbe.originator, tcbe.ident); // DEBUG DEBUG DEBUG
- tcbe.callback();
- }
- catch (Exception e)
- {
- m_log.ErrorFormat("{0}: ProcessTaints: {1}: Exception: {2}", LogHeader, tcbe.ident, e);
- }
- }
- 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)
- {
- Dictionary<string, TaintCallbackEntry> oldList;
- lock (_taintLock)
- {
- oldList = _postTaintOperations;
- _postTaintOperations = new Dictionary<string, TaintCallbackEntry>();
- }
- foreach (KeyValuePair<string,TaintCallbackEntry> kvp in oldList)
- {
- try
- {
- DetailLog("{0},BSScene.ProcessPostTaintTaints,doTaint,id={1}", DetailLogZero, kvp.Key); // DEBUG DEBUG DEBUG
- kvp.Value.callback();
- }
- catch (Exception e)
- {
- m_log.ErrorFormat("{0}: ProcessPostTaintTaints: {1}: Exception: {2}", LogHeader, kvp.Key, e);
- }
- }
- oldList.Clear();
- }
- }
- // Only used for debugging. Does not change state of anything so locking is not necessary.
- public bool AssertInTaintTime(string whereFrom)
- {
- 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;
- }
- #endregion // Taints
- #region IPhysicsParameters
- // Get the list of parameters this physics engine supports
- public PhysParameterEntry[] GetParameterList()
- {
- BSParam.BuildParameterTable();
- return BSParam.SettableParameters;
- }
- // Set parameter on a specific or all instances.
- // Return 'false' if not able to set the parameter.
- // Setting the value in the m_params block will change the value the physics engine
- // will use the next time since it's pinned and shared memory.
- // Some of the values require calling into the physics engine to get the new
- // value activated ('terrainFriction' for instance).
- public bool SetPhysicsParameter(string parm, string val, uint localID)
- {
- bool ret = false;
- BSParam.ParameterDefnBase theParam;
- if (BSParam.TryGetParameter(parm, out theParam))
- {
- // Set the value in the C# code
- theParam.SetValue(this, val);
- // Optionally set the parameter in the unmanaged code
- if (theParam.HasSetOnObject)
- {
- // update all the localIDs specified
- // If the local ID is APPLY_TO_NONE, just change the default value
- // If the localID is APPLY_TO_ALL change the default value and apply the new value to all the lIDs
- // If the localID is a specific object, apply the parameter change to only that object
- List<uint> objectIDs = new List<uint>();
- switch (localID)
- {
- case PhysParameterEntry.APPLY_TO_NONE:
- // This will cause a call into the physical world if some operation is specified (SetOnObject).
- objectIDs.Add(TERRAIN_ID);
- TaintedUpdateParameter(parm, objectIDs, val);
- break;
- case PhysParameterEntry.APPLY_TO_ALL:
- lock (PhysObjects) objectIDs = new List<uint>(PhysObjects.Keys);
- TaintedUpdateParameter(parm, objectIDs, val);
- break;
- default:
- // setting only one localID
- objectIDs.Add(localID);
- TaintedUpdateParameter(parm, objectIDs, val);
- break;
- }
- }
- ret = true;
- }
- return ret;
- }
- // schedule the actual updating of the paramter to when the phys engine is not busy
- private void TaintedUpdateParameter(string parm, List<uint> lIDs, string val)
- {
- string xval = val;
- List<uint> xlIDs = lIDs;
- string xparm = parm;
- TaintedObject(DetailLogZero, "BSScene.UpdateParameterSet", delegate() {
- BSParam.ParameterDefnBase thisParam;
- if (BSParam.TryGetParameter(xparm, out thisParam))
- {
- if (thisParam.HasSetOnObject)
- {
- foreach (uint lID in xlIDs)
- {
- BSPhysObject theObject = null;
- if (PhysObjects.TryGetValue(lID, out theObject))
- thisParam.SetOnObject(this, theObject);
- }
- }
- }
- });
- }
- // Get parameter.
- // Return 'false' if not able to get the parameter.
- public bool GetPhysicsParameter(string parm, out string value)
- {
- string val = String.Empty;
- bool ret = false;
- BSParam.ParameterDefnBase theParam;
- if (BSParam.TryGetParameter(parm, out theParam))
- {
- val = theParam.GetValue(this);
- ret = true;
- }
- value = val;
- return ret;
- }
- #endregion IPhysicsParameters
- // Invoke the detailed logger and output something if it's enabled.
- public void DetailLog(string msg, params Object[] args)
- {
- PhysicsLogging.Write(msg, args);
- }
- // Used to fill in the LocalID when there isn't one. It's the correct number of characters.
- public const string DetailLogZero = "0000000000";
- }
- }
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