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author | dan miller | 2007-10-03 01:59:43 +0000 |
---|---|---|
committer | dan miller | 2007-10-03 01:59:43 +0000 |
commit | d36316e1c9aac6427716a99a817546002ba3d9a1 (patch) | |
tree | e05241fa456c1f723e40bcfa14569ee20a75ea73 | |
parent | * Deleted erroneous ref (diff) | |
download | opensim-SC-d36316e1c9aac6427716a99a817546002ba3d9a1.zip opensim-SC-d36316e1c9aac6427716a99a817546002ba3d9a1.tar.gz opensim-SC-d36316e1c9aac6427716a99a817546002ba3d9a1.tar.bz2 opensim-SC-d36316e1c9aac6427716a99a817546002ba3d9a1.tar.xz |
Droppin da fyzyx bomb on ya
seriously, this is quite the update. Fixes a number of nagging physics problems, including avatar shell size/shape
The internal logic is quite different, and CPU usage may be affected.
Also some work remains wrt flying. Please test this rev out before you deploy widely
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | 130 |
1 files changed, 89 insertions, 41 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs index ddc6c4a..ac784cf 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | |||
@@ -80,6 +80,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
80 | 80 | ||
81 | public class OdeScene : PhysicsScene | 81 | public class OdeScene : PhysicsScene |
82 | { | 82 | { |
83 | private static float ODE_STEPSIZE = 0.004f; | ||
83 | private IntPtr contactgroup; | 84 | private IntPtr contactgroup; |
84 | private IntPtr LandGeom; | 85 | private IntPtr LandGeom; |
85 | private double[] _heightmap; | 86 | private double[] _heightmap; |
@@ -91,7 +92,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
91 | public Dictionary<IntPtr, String> geom_name_map=new Dictionary<IntPtr, String>(); | 92 | public Dictionary<IntPtr, String> geom_name_map=new Dictionary<IntPtr, String>(); |
92 | private d.ContactGeom[] contacts = new d.ContactGeom[30]; | 93 | private d.ContactGeom[] contacts = new d.ContactGeom[30]; |
93 | private d.Contact contact; | 94 | private d.Contact contact; |
94 | 95 | private float step_time=0.0f; | |
95 | public IntPtr world; | 96 | public IntPtr world; |
96 | public IntPtr space; | 97 | public IntPtr space; |
97 | public static Object OdeLock = new Object(); | 98 | public static Object OdeLock = new Object(); |
@@ -101,12 +102,15 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
101 | nearCallback = near; | 102 | nearCallback = near; |
102 | triCallback = TriCallback; | 103 | triCallback = TriCallback; |
103 | triArrayCallback = TriArrayCallback; | 104 | triArrayCallback = TriArrayCallback; |
105 | /* | ||
104 | contact.surface.mode |= d.ContactFlags.Approx1 | d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP; | 106 | contact.surface.mode |= d.ContactFlags.Approx1 | d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP; |
105 | contact.surface.mu = 10.0f; | 107 | contact.surface.mu = 10.0f; |
106 | contact.surface.bounce = 0.9f; | 108 | contact.surface.bounce = 0.9f; |
107 | contact.surface.soft_erp = 0.005f; | 109 | contact.surface.soft_erp = 0.005f; |
108 | contact.surface.soft_cfm = 0.00003f; | 110 | contact.surface.soft_cfm = 0.00003f; |
109 | 111 | */ | |
112 | contact.surface.mu = 250.0f; | ||
113 | contact.surface.bounce = 0.2f; | ||
110 | lock (OdeLock) | 114 | lock (OdeLock) |
111 | { | 115 | { |
112 | world = d.WorldCreate(); | 116 | world = d.WorldCreate(); |
@@ -115,6 +119,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
115 | d.WorldSetGravity(world, 0.0f, 0.0f, -10.0f); | 119 | d.WorldSetGravity(world, 0.0f, 0.0f, -10.0f); |
116 | d.WorldSetAutoDisableFlag(world, false); | 120 | d.WorldSetAutoDisableFlag(world, false); |
117 | d.WorldSetContactSurfaceLayer(world, 0.001f); | 121 | d.WorldSetContactSurfaceLayer(world, 0.001f); |
122 | d.WorldSetQuickStepNumIterations(world, 10); | ||
123 | d.WorldSetContactMaxCorrectingVel(world, 1000.0f); | ||
118 | } | 124 | } |
119 | 125 | ||
120 | _heightmap = new double[65536]; | 126 | _heightmap = new double[65536]; |
@@ -164,10 +170,10 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
164 | { | 170 | { |
165 | foreach (OdeCharacter chr in _characters) | 171 | foreach (OdeCharacter chr in _characters) |
166 | { | 172 | { |
167 | d.SpaceCollide2(space, chr.capsule_geom, IntPtr.Zero, nearCallback); | 173 | d.SpaceCollide2(space, chr.Shell, IntPtr.Zero, nearCallback); |
168 | foreach (OdeCharacter ch2 in _characters) /// should be a separate space -- lots of avatars will be N**2 slow | 174 | foreach (OdeCharacter ch2 in _characters) /// should be a separate space -- lots of avatars will be N**2 slow |
169 | { | 175 | { |
170 | d.SpaceCollide2(chr.capsule_geom, ch2.capsule_geom, IntPtr.Zero, nearCallback); | 176 | d.SpaceCollide2(chr.Shell, ch2.Shell, IntPtr.Zero, nearCallback); |
171 | } | 177 | } |
172 | } | 178 | } |
173 | } | 179 | } |
@@ -307,25 +313,29 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
307 | 313 | ||
308 | public override void Simulate(float timeStep) | 314 | public override void Simulate(float timeStep) |
309 | { | 315 | { |
316 | step_time += timeStep; | ||
310 | lock (OdeLock) | 317 | lock (OdeLock) |
311 | { | 318 | { |
312 | foreach (OdePrim p in _prims) | 319 | foreach (OdePrim p in _prims) |
313 | { | 320 | { |
314 | } | 321 | } |
315 | foreach (OdeCharacter actor in _characters) | 322 | int i = 0; |
316 | { | 323 | while (step_time > 0.0f) |
317 | actor.Move(timeStep); | ||
318 | } | ||
319 | collision_optimized(); | ||
320 | for (int i = 0; i < 50; i++) | ||
321 | { | 324 | { |
322 | d.WorldQuickStep(world, timeStep * 0.02f); | 325 | foreach (OdeCharacter actor in _characters) |
326 | { | ||
327 | actor.Move(timeStep); | ||
328 | } | ||
329 | collision_optimized(); | ||
330 | d.WorldQuickStep(world, ODE_STEPSIZE); | ||
331 | d.JointGroupEmpty(contactgroup); | ||
332 | step_time -= ODE_STEPSIZE; | ||
333 | i++; | ||
323 | } | 334 | } |
324 | 335 | ||
325 | d.JointGroupEmpty(contactgroup); | ||
326 | foreach (OdeCharacter actor in _characters) | 336 | foreach (OdeCharacter actor in _characters) |
327 | { | 337 | { |
328 | actor.UpdatePosition(); | 338 | actor.UpdatePositionAndVelocity(); |
329 | } | 339 | } |
330 | } | 340 | } |
331 | } | 341 | } |
@@ -392,30 +402,35 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
392 | private d.Vector3 _zeroPosition; | 402 | private d.Vector3 _zeroPosition; |
393 | private bool _zeroFlag=false; | 403 | private bool _zeroFlag=false; |
394 | private PhysicsVector _velocity; | 404 | private PhysicsVector _velocity; |
405 | private PhysicsVector _target_velocity; | ||
395 | private PhysicsVector _acceleration; | 406 | private PhysicsVector _acceleration; |
407 | private static float PID_D=4000.0f; | ||
408 | private static float PID_P=7000.0f; | ||
409 | private static float POSTURE_SERVO = 10000.0f; | ||
396 | private bool flying = false; | 410 | private bool flying = false; |
397 | //private float gravityAccel; | 411 | //private float gravityAccel; |
398 | public IntPtr BoundingCapsule; | 412 | public IntPtr Body; |
399 | private OdeScene _parent_scene; | 413 | private OdeScene _parent_scene; |
400 | public IntPtr capsule_geom; | 414 | public IntPtr Shell; |
401 | public d.Mass capsule_mass; | 415 | public d.Mass ShellMass; |
402 | 416 | ||
403 | public OdeCharacter(String avName, OdeScene parent_scene, PhysicsVector pos) | 417 | public OdeCharacter(String avName, OdeScene parent_scene, PhysicsVector pos) |
404 | { | 418 | { |
405 | _velocity = new PhysicsVector(); | 419 | _velocity = new PhysicsVector(); |
420 | _target_velocity = new PhysicsVector(); | ||
406 | _position = pos; | 421 | _position = pos; |
407 | _acceleration = new PhysicsVector(); | 422 | _acceleration = new PhysicsVector(); |
408 | _parent_scene = parent_scene; | 423 | _parent_scene = parent_scene; |
409 | lock (OdeScene.OdeLock) | 424 | lock (OdeScene.OdeLock) |
410 | { | 425 | { |
411 | d.MassSetCapsule(out capsule_mass, 50.0f, 3, 0.5f, 2f); | 426 | Shell = d.CreateCapsule(parent_scene.space, 0.4f, 1.0f); |
412 | capsule_geom = d.CreateSphere(parent_scene.space, 1.0f); /// not a typo! Spheres roll, capsules tumble | 427 | d.MassSetCapsule(out ShellMass, 50.0f, 3, 0.4f, 1.0f); |
413 | BoundingCapsule = d.BodyCreate(parent_scene.world); | 428 | Body = d.BodyCreate(parent_scene.world); |
414 | d.BodySetMass(BoundingCapsule, ref capsule_mass); | 429 | d.BodySetMass(Body, ref ShellMass); |
415 | d.BodySetPosition(BoundingCapsule, pos.X, pos.Y, pos.Z); | 430 | d.BodySetPosition(Body, pos.X, pos.Y, pos.Z); |
416 | d.GeomSetBody(capsule_geom, BoundingCapsule); | 431 | d.GeomSetBody(Shell, Body); |
417 | } | 432 | } |
418 | parent_scene.geom_name_map[capsule_geom]=avName; | 433 | parent_scene.geom_name_map[Shell]=avName; |
419 | 434 | ||
420 | } | 435 | } |
421 | 436 | ||
@@ -441,7 +456,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
441 | { | 456 | { |
442 | lock (OdeScene.OdeLock) | 457 | lock (OdeScene.OdeLock) |
443 | { | 458 | { |
444 | d.BodySetPosition(BoundingCapsule, value.X, value.Y, value.Z); | 459 | d.BodySetPosition(Body, value.X, value.Y, value.Z); |
445 | _position = value; | 460 | _position = value; |
446 | } | 461 | } |
447 | } | 462 | } |
@@ -467,7 +482,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
467 | } | 482 | } |
468 | set | 483 | set |
469 | { | 484 | { |
470 | _velocity = value; | 485 | _target_velocity = value; |
471 | } | 486 | } |
472 | } | 487 | } |
473 | 488 | ||
@@ -522,38 +537,58 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
522 | { | 537 | { |
523 | // no lock; for now it's only called from within Simulate() | 538 | // no lock; for now it's only called from within Simulate() |
524 | PhysicsVector vec = new PhysicsVector(); | 539 | PhysicsVector vec = new PhysicsVector(); |
525 | d.Vector3 vel = d.BodyGetLinearVel(BoundingCapsule); | 540 | d.Vector3 vel = d.BodyGetLinearVel(Body); |
526 | 541 | ||
527 | // if velocity is zero, use position control; otherwise, velocity control | 542 | // if velocity is zero, use position control; otherwise, velocity control |
528 | if (_velocity.X == 0.0f & _velocity.Y == 0.0f & _velocity.Z == 0.0f & !flying) | 543 | if (_target_velocity.X == 0.0f & _target_velocity.Y == 0.0f & _target_velocity.Z == 0.0f) |
529 | { | 544 | { |
530 | // keep track of where we stopped. No more slippin' & slidin' | 545 | // keep track of where we stopped. No more slippin' & slidin' |
531 | if (!_zeroFlag) | 546 | if (!_zeroFlag) |
532 | { | 547 | { |
533 | _zeroFlag = true; | 548 | _zeroFlag = true; |
534 | _zeroPosition = d.BodyGetPosition(BoundingCapsule); | 549 | _zeroPosition = d.BodyGetPosition(Body); |
550 | } | ||
551 | d.Vector3 pos = d.BodyGetPosition(Body); | ||
552 | vec.X = (_target_velocity.X - vel.X) * PID_D + (_zeroPosition.X - pos.X) * PID_P; | ||
553 | vec.Y = (_target_velocity.Y - vel.Y) * PID_D + (_zeroPosition.Y - pos.Y) * PID_P; | ||
554 | if (flying) | ||
555 | { | ||
556 | vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P; | ||
535 | } | 557 | } |
536 | d.Vector3 pos = d.BodyGetPosition(BoundingCapsule); | ||
537 | vec.X = (_velocity.X - vel.X) * 75000.0f + (_zeroPosition.X - pos.X) * 120000.0f; | ||
538 | vec.Y = (_velocity.Y - vel.Y) * 75000.0f + (_zeroPosition.Y - pos.Y) * 120000.0f; | ||
539 | } | 558 | } |
540 | else | 559 | else |
541 | { | 560 | { |
542 | _zeroFlag = false; | 561 | _zeroFlag = false; |
543 | vec.X = (_velocity.X - vel.X) * 75000.0f; | 562 | vec.X = (_target_velocity.X - vel.X) * PID_D; |
544 | vec.Y = (_velocity.Y - vel.Y) * 75000.0f; | 563 | vec.Y = (_target_velocity.Y - vel.Y) * PID_D; |
545 | if (flying) | 564 | if (flying) |
546 | { | 565 | { |
547 | vec.Z = (_velocity.Z - vel.Z) * 75000.0f; | 566 | vec.Z = (_target_velocity.Z - vel.Z) * PID_D; |
548 | } | 567 | } |
549 | } | 568 | } |
550 | d.BodyAddForce(this.BoundingCapsule, vec.X, vec.Y, vec.Z); | 569 | if (flying) |
570 | { | ||
571 | vec.Z += 10.0f; | ||
572 | } | ||
573 | d.BodyAddForce(this.Body, vec.X, vec.Y, vec.Z); | ||
574 | |||
575 | // ok -- let's stand up straight! | ||
576 | d.Vector3 feet; | ||
577 | d.Vector3 head; | ||
578 | d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet); | ||
579 | d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head); | ||
580 | float posture = head.Z - feet.Z; | ||
581 | |||
582 | // restoring force proportional to lack of posture: | ||
583 | float servo = (2.5f-posture) * POSTURE_SERVO; | ||
584 | d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f); | ||
585 | d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f); | ||
551 | } | 586 | } |
552 | 587 | ||
553 | public void UpdatePosition() | 588 | public void UpdatePositionAndVelocity() |
554 | { | 589 | { |
555 | // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! | 590 | // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! |
556 | d.Vector3 vec = d.BodyGetPosition(BoundingCapsule); | 591 | d.Vector3 vec = d.BodyGetPosition(Body); |
557 | 592 | ||
558 | // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!) | 593 | // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!) |
559 | if (vec.X < 0.0f) vec.X = 0.0f; | 594 | if (vec.X < 0.0f) vec.X = 0.0f; |
@@ -564,16 +599,29 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
564 | this._position.X = vec.X; | 599 | this._position.X = vec.X; |
565 | this._position.Y = vec.Y; | 600 | this._position.Y = vec.Y; |
566 | this._position.Z = vec.Z; | 601 | this._position.Z = vec.Z; |
602 | |||
603 | if (_zeroFlag) | ||
604 | { | ||
605 | _velocity.X = 0.0f; | ||
606 | _velocity.Y = 0.0f; | ||
607 | _velocity.Z = 0.0f; | ||
608 | } | ||
609 | else | ||
610 | { | ||
611 | vec = d.BodyGetLinearVel(Body); | ||
612 | _velocity.X = vec.X; | ||
613 | _velocity.Y = vec.Y; | ||
614 | _velocity.Z = vec.Z; | ||
615 | } | ||
567 | } | 616 | } |
568 | 617 | ||
569 | public void Destroy() | 618 | public void Destroy() |
570 | { | 619 | { |
571 | lock (OdeScene.OdeLock) | 620 | lock (OdeScene.OdeLock) |
572 | { | 621 | { |
573 | d.GeomDestroy(this.capsule_geom); | 622 | d.GeomDestroy(this.Shell); |
574 | Console.WriteLine("+++ removing geom"); | 623 | this._parent_scene.geom_name_map.Remove(this.Shell); |
575 | this._parent_scene.geom_name_map.Remove(this.capsule_geom); | 624 | d.BodyDestroy(this.Body); |
576 | d.BodyDestroy(this.BoundingCapsule); | ||
577 | } | 625 | } |
578 | } | 626 | } |
579 | } | 627 | } |