123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957 |
- /*
- * 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.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;
- // TODOs for BulletSim (for BSScene, BSPrim, BSCharacter and BulletSim)
- // Based on material, set density and friction
- // More efficient memory usage when passing hull information from BSPrim to BulletSim
- // Do attachments need to be handled separately? Need collision events. Do not collide with VolumeDetect
- // Implement LockAngularMotion
- // Add PID movement operations. What does ScenePresence.MoveToTarget do?
- // Check terrain size. 128 or 127?
- // Raycast
- //
- namespace OpenSim.Region.Physics.BulletSNPlugin
- {
- public sealed class BSScene : PhysicsScene, IPhysicsParameters
- {
- private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
- private static readonly string LogHeader = "[BULLETS SCENE]";
- // The name of the region we're working for.
- public string RegionName { get; private set; }
- public string BulletSimVersion = "?";
- 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>();
- // 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 int m_maxSubSteps;
- internal float m_fixedTimeStep;
- internal long m_simulationStep = 0;
- public long SimulationStep { get { return m_simulationStep; } }
- internal int m_taintsToProcessPerStep;
- internal float LastTimeStep { get; private set; }
- // 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 PreStepAction 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;
- private List<BulletXNA.CollisionDesc> m_collisionArray;
- //private GCHandle m_collisionArrayPinnedHandle;
- internal int m_maxUpdatesPerFrame;
- private List<BulletXNA.EntityProperties> m_updateArray;
- //private GCHandle m_updateArrayPinnedHandle;
- 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 ident;
- public TaintCallback callback;
- public TaintCallbackEntry(string i, TaintCallback c)
- {
- ident = i;
- callback = c;
- }
- }
- 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;
- //GCHandle m_paramsHandle;
- // Handle to the callback used by the unmanaged code to call into the managed code.
- // Used for debug logging.
- // Need to store the handle in a persistant variable so it won't be freed.
- private BulletSimAPI.DebugLogCallback m_DebugLogCallbackHandle;
- // 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;
- // '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 identifier)
- {
- m_initialized = false;
- // we are passed the name of the region we're working for.
- RegionName = identifier;
- }
- public override void Initialise(IMesher meshmerizer, IConfigSource config)
- {
- mesher = meshmerizer;
- _taintOperations = new List<TaintCallbackEntry>();
- _postTaintOperations = new Dictionary<string, TaintCallbackEntry>();
- _postStepOperations = new List<TaintCallbackEntry>();
- PhysObjects = new Dictionary<uint, BSPhysObject>();
- Shapes = new BSShapeCollection(this);
- // Allocate pinned memory to pass parameters.
- UnmanagedParams = new ConfigurationParameters[1];
- //m_paramsHandle = GCHandle.Alloc(UnmanagedParams, GCHandleType.Pinned);
- // Set default values for physics parameters plus any overrides from the ini file
- GetInitialParameterValues(config);
- // allocate more pinned memory close to the above in an attempt to get the memory all together
- m_collisionArray = new List<BulletXNA.CollisionDesc>();
- //m_collisionArrayPinnedHandle = GCHandle.Alloc(m_collisionArray, GCHandleType.Pinned);
- m_updateArray = new List<BulletXNA.EntityProperties>();
- //m_updateArrayPinnedHandle = GCHandle.Alloc(m_updateArray, GCHandleType.Pinned);
- // 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);
- PhysicsLogging.ErrorLogger = m_log; // for DEBUG. Let's the logger output error messages.
- }
- else
- {
- PhysicsLogging = new Logging.LogWriter();
- }
- // If Debug logging level, enable logging from the unmanaged code
- m_DebugLogCallbackHandle = null;
- if (m_log.IsDebugEnabled || PhysicsLogging.Enabled)
- {
- m_log.DebugFormat("{0}: Initialize: Setting debug callback for unmanaged code", LogHeader);
- if (PhysicsLogging.Enabled)
- // The handle is saved in a variable to make sure it doesn't get freed after this call
- m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLoggerPhysLog);
- else
- m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLogger);
- }
- // Get the version of the DLL
- // TODO: this doesn't work yet. Something wrong with marshaling the returned string.
- // BulletSimVersion = BulletSimAPI.GetVersion();
- // m_log.WarnFormat("{0}: BulletSim.dll version='{1}'", LogHeader, BulletSimVersion);
- // 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 = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight);
- // m_log.DebugFormat("{0}: Initialize: Calling BulletSimAPI.Initialize.", LogHeader);
- World = new BulletWorld(0, this, BulletSimAPI.Initialize2(worldExtent, UnmanagedParams,
- m_maxCollisionsPerFrame, ref m_collisionArray,
- m_maxUpdatesPerFrame,ref m_updateArray,
- m_DebugLogCallbackHandle));
- Constraints = new BSConstraintCollection(World);
- TerrainManager = new BSTerrainManager(this);
- TerrainManager.CreateInitialGroundPlaneAndTerrain();
- m_log.WarnFormat("{0} Linksets implemented with {1}", LogHeader, (BSLinkset.LinksetImplementation)BSParam.LinksetImplementation);
- InTaintTime = false;
- m_initialized = true;
- }
- // 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);
- // Very detailed logging for physics debugging
- 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);
- // 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);
- }
- // 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;
- }
- // Called directly from unmanaged code so don't do much
- private void BulletLogger(string msg)
- {
- m_log.Debug("[BULLETS UNMANAGED]:" + msg);
- }
- // Called directly from unmanaged code so don't do much
- private void BulletLoggerPhysLog(string msg)
- {
- DetailLog("[BULLETS UNMANAGED]:" + msg);
- }
- 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
- BulletSimAPI.Shutdown2(World.ptr);
- // 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(actor.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();
- }
- }
- public override void RemovePrim(PhysicsActor prim)
- {
- if (!m_initialized) return;
- BSPrim bsprim = prim as BSPrim;
- 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},AddPrimShape,call", localID);
- BSPrim prim = new BSPrim(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
- // Simulate one timestep
- public override float Simulate(float timeStep)
- {
- // prevent simulation until we've been initialized
- if (!m_initialized) return 5.0f;
- LastTimeStep = timeStep;
- int updatedEntityCount = 0;
- //Object updatedEntitiesPtr;
- int collidersCount = 0;
- //Object collidersPtr;
- int beforeTime = 0;
- int simTime = 0;
- // update the prim states while we know the physics engine is not busy
- int numTaints = _taintOperations.Count;
- InTaintTime = true; // Only used for debugging so locking is not necessary.
- ProcessTaints();
- // Some of the physical objects requre individual, pre-step calls
- TriggerPreStepEvent(timeStep);
- // the prestep actions might have added taints
- 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.
- // BulletSimAPI.DumpAllInfo2(World.ptr); // DEBUG DEBUG DEBUG
- // step the physical world one interval
- m_simulationStep++;
- int numSubSteps = 0;
- try
- {
- if (PhysicsLogging.Enabled) beforeTime = Util.EnvironmentTickCount();
- numSubSteps = BulletSimAPI.PhysicsStep2(World.ptr, timeStep, m_maxSubSteps, m_fixedTimeStep,
- out updatedEntityCount, out m_updateArray, out collidersCount, out m_collisionArray);
- if (PhysicsLogging.Enabled) simTime = Util.EnvironmentTickCountSubtract(beforeTime);
- DetailLog("{0},Simulate,call, frame={1}, nTaints={2}, simTime={3}, substeps={4}, updates={5}, colliders={6}, objWColl={7}",
- DetailLogZero, m_simulationStep, numTaints, simTime, numSubSteps,
- updatedEntityCount, collidersCount, ObjectsWithCollisions.Count);
- }
- 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;
- }
- // Don't have to use the pointers passed back since we know it is the same pinned memory we passed in.
- // Get a value for 'now' so all the collision and update routines don't have to get their own.
- SimulationNowTime = Util.EnvironmentTickCount();
- // If there were collisions, process them by sending the event to the prim.
- // Collisions must be processed before updates.
- if (collidersCount > 0)
- {
- for (int ii = 0; ii < collidersCount; ii++)
- {
- uint cA = m_collisionArray[ii].aID;
- uint cB = m_collisionArray[ii].bID;
- Vector3 point = new Vector3(m_collisionArray[ii].point.X, m_collisionArray[ii].point.Y,
- m_collisionArray[ii].point.Z);
- Vector3 normal = new Vector3(m_collisionArray[ii].normal.X, m_collisionArray[ii].normal.Y,
- m_collisionArray[ii].normal.Z);
- SendCollision(cA, cB, point, normal, 0.01f);
- SendCollision(cB, cA, point, -normal, 0.01f);
- }
- }
- // The above SendCollision's batch up the collisions on the objects.
- // Now push the collisions into the simulator.
- 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 collisions have happened on an object. This enables
- // the simulator to generate the 'collision end' event.
- if (ObjectsWithNoMoreCollisions.Count > 0)
- {
- foreach (BSPhysObject po in ObjectsWithNoMoreCollisions)
- ObjectsWithCollisions.Remove(po);
- ObjectsWithNoMoreCollisions.Clear();
- }
- // Done with collisions.
- // If any of the objects had updated properties, tell the object it has been changed by the physics engine
- if (updatedEntityCount > 0)
- {
- for (int ii = 0; ii < updatedEntityCount; ii++)
- {
- BulletXNA.EntityProperties entprop = m_updateArray[ii];
- BSPhysObject pobj;
- if (PhysObjects.TryGetValue(entprop.ID, out pobj))
- {
- EntityProperties prop = new EntityProperties()
- {
- Acceleration = new Vector3(entprop.Acceleration.X, entprop.Acceleration.Y, entprop.Acceleration.Z),
- ID = entprop.ID,
- Position = new Vector3(entprop.Position.X,entprop.Position.Y,entprop.Position.Z),
- Rotation = new Quaternion(entprop.Rotation.X,entprop.Rotation.Y,entprop.Rotation.Z,entprop.Rotation.W),
- RotationalVelocity = new Vector3(entprop.AngularVelocity.X,entprop.AngularVelocity.Y,entprop.AngularVelocity.Z),
- Velocity = new Vector3(entprop.Velocity.X,entprop.Velocity.Y,entprop.Velocity.Z)
- };
- //m_log.Debug(pobj.Name + ":" + prop.ToString() + "\n");
- pobj.UpdateProperties(prop);
- }
- }
- }
- 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.
- // BulletSimAPI.DumpAllInfo2(World.ptr); // DEBUG DEBUG DEBUG
- // 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 55 to give a nominal frame rate of 55.
- return (float)numSubSteps * m_fixedTimeStep * 1000f * 55f;
- }
- // 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;
- }
- // 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.Collide(collidingWith, collidee, collidePoint, collideNormal, penetration))
- {
- // If a collision was posted, remember to send it to the simulator
- ObjectsWithCollisions.Add(collider);
- }
- return;
- }
- #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()
- {
- return new Dictionary<uint, float>();
- }
- public override bool IsThreaded { get { return false; } }
- #region Taints
- // The simulation execution order is:
- // Simulate()
- // DoOneTimeTaints
- // TriggerPreStepEvent
- // DoOneTimeTaints
- // Step()
- // ProcessAndForwardCollisions
- // ProcessAndForwardPropertyUpdates
- // 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 ident, TaintCallback callback)
- {
- if (!m_initialized) return;
- lock (_taintLock)
- {
- _taintOperations.Add(new TaintCallbackEntry(ident, callback));
- }
- return;
- }
- // 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 ident, TaintCallback callback)
- {
- if (inTaintTime)
- callback();
- else
- TaintedObject(ident, callback);
- }
- private void TriggerPreStepEvent(float timeStep)
- {
- PreStepAction actions = BeforeStep;
- if (actions != null)
- actions(timeStep);
- }
- private void TriggerPostStepEvent(float timeStep)
- {
- PreStepAction 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 (_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}", DetailLogZero, 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 uniqueIdent = ident + "-" + ID.ToString();
- lock (_taintLock)
- {
- _postTaintOperations[uniqueIdent] = new TaintCallbackEntry(uniqueIdent, callback);
- }
- return;
- }
- // Taints that happen after the normal taint processing but before the simulation step.
- private void ProcessPostTaintTaints()
- {
- if (_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 INI and command line parameter processing
- #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, float val, uint localID)
- {
- bool ret = false;
- BSParam.ParameterDefn theParam;
- if (BSParam.TryGetParameter(parm, out theParam))
- {
- theParam.setter(this, parm, localID, val);
- ret = true;
- }
- return ret;
- }
- // 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
- internal delegate void AssignVal(float x);
- internal void UpdateParameterObject(AssignVal setDefault, string parm, uint localID, float val)
- {
- List<uint> objectIDs = new List<uint>();
- switch (localID)
- {
- case PhysParameterEntry.APPLY_TO_NONE:
- setDefault(val); // setting only the default value
- // 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:
- setDefault(val); // setting ALL also sets the default value
- 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;
- }
- }
- // schedule the actual updating of the paramter to when the phys engine is not busy
- private void TaintedUpdateParameter(string parm, List<uint> lIDs, float val)
- {
- float xval = val;
- List<uint> xlIDs = lIDs;
- string xparm = parm;
- TaintedObject("BSScene.UpdateParameterSet", delegate() {
- BSParam.ParameterDefn thisParam;
- if (BSParam.TryGetParameter(xparm, out thisParam))
- {
- if (thisParam.onObject != null)
- {
- foreach (uint lID in xlIDs)
- {
- BSPhysObject theObject = null;
- PhysObjects.TryGetValue(lID, out theObject);
- thisParam.onObject(this, theObject, xval);
- }
- }
- }
- });
- }
- // Get parameter.
- // Return 'false' if not able to get the parameter.
- public bool GetPhysicsParameter(string parm, out float value)
- {
- float val = 0f;
- bool ret = false;
- BSParam.ParameterDefn theParam;
- if (BSParam.TryGetParameter(parm, out theParam))
- {
- val = theParam.getter(this);
- ret = true;
- }
- value = val;
- return ret;
- }
- #endregion IPhysicsParameters
- #endregion Runtime settable parameters
- // Invoke the detailed logger and output something if it's enabled.
- public void DetailLog(string msg, params Object[] args)
- {
- PhysicsLogging.Write(msg, args);
- // Add the Flush() if debugging crashes. Gets all the messages written out.
- if (m_physicsLoggingDoFlush) PhysicsLogging.Flush();
- }
- // Used to fill in the LocalID when there isn't one. It's the correct number of characters.
- public const string DetailLogZero = "0000000000";
- }
- }
|