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author | Robert Adams | 2013-07-08 16:21:10 -0700 |
---|---|---|
committer | Robert Adams | 2013-07-08 16:24:31 -0700 |
commit | fad4241e4ea898b0dca0176cc9b428d03ba44d1c (patch) | |
tree | c9786d6ee34555025448ebadcf4f500657259b65 /OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |
parent | minor: remove mono compiler warnings from HGSuitcaseInventoryService (diff) | |
download | opensim-SC-fad4241e4ea898b0dca0176cc9b428d03ba44d1c.zip opensim-SC-fad4241e4ea898b0dca0176cc9b428d03ba44d1c.tar.gz opensim-SC-fad4241e4ea898b0dca0176cc9b428d03ba44d1c.tar.bz2 opensim-SC-fad4241e4ea898b0dca0176cc9b428d03ba44d1c.tar.xz |
BulletSim: make all the different angularVerticalAttraction algorithms
selectable from configuration paramters.
Changed default algorithm to "1" from previous default as it seems to
handle Y axis correction a little better.
Add config file independent enablement of vehicle angular forces to
make debugging easier (independent testing of forces).
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 261 |
1 files changed, 129 insertions, 132 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 82fe267..a5f2e98 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -125,33 +125,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
125 | static readonly float PIOverFour = ((float)Math.PI) / 4f; | 125 | static readonly float PIOverFour = ((float)Math.PI) / 4f; |
126 | static readonly float PIOverTwo = ((float)Math.PI) / 2f; | 126 | static readonly float PIOverTwo = ((float)Math.PI) / 2f; |
127 | 127 | ||
128 | // For debugging, flags to turn on and off individual corrections. | ||
129 | public bool enableAngularVerticalAttraction; | ||
130 | public bool enableAngularDeflection; | ||
131 | public bool enableAngularBanking; | ||
132 | |||
133 | public BSDynamics(BSScene myScene, BSPrim myPrim, string actorName) | 128 | public BSDynamics(BSScene myScene, BSPrim myPrim, string actorName) |
134 | : base(myScene, myPrim, actorName) | 129 | : base(myScene, myPrim, actorName) |
135 | { | 130 | { |
136 | ControllingPrim = myPrim; | 131 | ControllingPrim = myPrim; |
137 | Type = Vehicle.TYPE_NONE; | 132 | Type = Vehicle.TYPE_NONE; |
138 | m_haveRegisteredForSceneEvents = false; | 133 | m_haveRegisteredForSceneEvents = false; |
139 | SetupVehicleDebugging(); | ||
140 | } | ||
141 | |||
142 | // Stopgap debugging enablement. Allows source level debugging but still checking | ||
143 | // in changes by making enablement of debugging flags from INI file. | ||
144 | public void SetupVehicleDebugging() | ||
145 | { | ||
146 | enableAngularVerticalAttraction = true; | ||
147 | enableAngularDeflection = true; | ||
148 | enableAngularBanking = true; | ||
149 | if (BSParam.VehicleDebuggingEnable) | ||
150 | { | ||
151 | enableAngularVerticalAttraction = true; | ||
152 | enableAngularDeflection = false; | ||
153 | enableAngularBanking = false; | ||
154 | } | ||
155 | } | 134 | } |
156 | 135 | ||
157 | // Return 'true' if this vehicle is doing vehicle things | 136 | // Return 'true' if this vehicle is doing vehicle things |
@@ -556,10 +535,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
556 | } | 535 | } |
557 | 536 | ||
558 | m_linearMotor = new BSVMotor("LinearMotor", m_linearMotorTimescale, m_linearMotorDecayTimescale, 1f); | 537 | m_linearMotor = new BSVMotor("LinearMotor", m_linearMotorTimescale, m_linearMotorDecayTimescale, 1f); |
559 | m_linearMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG DEBUG (enables detail logging) | 538 | // m_linearMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG DEBUG (enables detail logging) |
560 | 539 | ||
561 | m_angularMotor = new BSVMotor("AngularMotor", m_angularMotorTimescale, m_angularMotorDecayTimescale, 1f); | 540 | m_angularMotor = new BSVMotor("AngularMotor", m_angularMotorTimescale, m_angularMotorDecayTimescale, 1f); |
562 | m_angularMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG DEBUG (enables detail logging) | 541 | // m_angularMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG DEBUG (enables detail logging) |
563 | 542 | ||
564 | /* Not implemented | 543 | /* Not implemented |
565 | m_verticalAttractionMotor = new BSVMotor("VerticalAttraction", m_verticalAttractionTimescale, | 544 | m_verticalAttractionMotor = new BSVMotor("VerticalAttraction", m_verticalAttractionTimescale, |
@@ -1393,116 +1372,134 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1393 | { | 1372 | { |
1394 | 1373 | ||
1395 | // If vertical attaction timescale is reasonable | 1374 | // If vertical attaction timescale is reasonable |
1396 | if (enableAngularVerticalAttraction && m_verticalAttractionTimescale < m_verticalAttractionCutoff) | 1375 | if (BSParam.VehicleEnableAngularVerticalAttraction && m_verticalAttractionTimescale < m_verticalAttractionCutoff) |
1397 | { | 1376 | { |
1398 | //Another formula to try got from : | 1377 | Vector3 vehicleUpAxis = Vector3.UnitZ * VehicleOrientation; |
1399 | //http://answers.unity3d.com/questions/10425/how-to-stabilize-angular-motion-alignment-of-hover.html | 1378 | switch (BSParam.VehicleAngularVerticalAttractionAlgorithm) |
1400 | |||
1401 | Vector3 VehicleUpAxis = Vector3.UnitZ * VehicleOrientation; | ||
1402 | |||
1403 | // Flipping what was originally a timescale into a speed variable and then multiplying it by 2 | ||
1404 | // since only computing half the distance between the angles. | ||
1405 | float VerticalAttractionSpeed = (1 / m_verticalAttractionTimescale) * 2.0f; | ||
1406 | |||
1407 | // Make a prediction of where the up axis will be when this is applied rather then where it is now as | ||
1408 | // this makes for a smoother adjustment and less fighting between the various forces. | ||
1409 | Vector3 predictedUp = VehicleUpAxis * Quaternion.CreateFromAxisAngle(VehicleRotationalVelocity, 0f); | ||
1410 | |||
1411 | // This is only half the distance to the target so it will take 2 seconds to complete the turn. | ||
1412 | Vector3 torqueVector = Vector3.Cross(predictedUp, Vector3.UnitZ); | ||
1413 | |||
1414 | // Scale vector by our timescale since it is an acceleration it is r/s^2 or radians a timescale squared | ||
1415 | Vector3 vertContributionV = torqueVector * VerticalAttractionSpeed * VerticalAttractionSpeed; | ||
1416 | |||
1417 | VehicleRotationalVelocity += vertContributionV; | ||
1418 | |||
1419 | VDetailLog("{0}, MoveAngular,verticalAttraction,UpAxis={1},PredictedUp={2},torqueVector={3},contrib={4}", | ||
1420 | ControllingPrim.LocalID, | ||
1421 | VehicleUpAxis, | ||
1422 | predictedUp, | ||
1423 | torqueVector, | ||
1424 | vertContributionV); | ||
1425 | //===================================================================== | ||
1426 | /* | ||
1427 | // Possible solution derived from a discussion at: | ||
1428 | // http://stackoverflow.com/questions/14939657/computing-vector-from-quaternion-works-computing-quaternion-from-vector-does-no | ||
1429 | |||
1430 | // Create a rotation that is only the vehicle's rotation around Z | ||
1431 | Vector3 currentEuler = Vector3.Zero; | ||
1432 | VehicleOrientation.GetEulerAngles(out currentEuler.X, out currentEuler.Y, out currentEuler.Z); | ||
1433 | Quaternion justZOrientation = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, currentEuler.Z); | ||
1434 | |||
1435 | // Create the axis that is perpendicular to the up vector and the rotated up vector. | ||
1436 | Vector3 differenceAxis = Vector3.Cross(Vector3.UnitZ * justZOrientation, Vector3.UnitZ * VehicleOrientation); | ||
1437 | // Compute the angle between those to vectors. | ||
1438 | double differenceAngle = Math.Acos((double)Vector3.Dot(Vector3.UnitZ, Vector3.Normalize(Vector3.UnitZ * VehicleOrientation))); | ||
1439 | // 'differenceAngle' is the angle to rotate and 'differenceAxis' is the plane to rotate in to get the vehicle vertical | ||
1440 | |||
1441 | // Reduce the change by the time period it is to change in. Timestep is handled when velocity is applied. | ||
1442 | // TODO: add 'efficiency'. | ||
1443 | differenceAngle /= m_verticalAttractionTimescale; | ||
1444 | |||
1445 | // Create the quaterian representing the correction angle | ||
1446 | Quaternion correctionRotation = Quaternion.CreateFromAxisAngle(differenceAxis, (float)differenceAngle); | ||
1447 | |||
1448 | // Turn that quaternion into Euler values to make it into velocities to apply. | ||
1449 | Vector3 vertContributionV = Vector3.Zero; | ||
1450 | correctionRotation.GetEulerAngles(out vertContributionV.X, out vertContributionV.Y, out vertContributionV.Z); | ||
1451 | vertContributionV *= -1f; | ||
1452 | |||
1453 | VehicleRotationalVelocity += vertContributionV; | ||
1454 | |||
1455 | VDetailLog("{0}, MoveAngular,verticalAttraction,diffAxis={1},diffAng={2},corrRot={3},contrib={4}", | ||
1456 | ControllingPrim.LocalID, | ||
1457 | differenceAxis, | ||
1458 | differenceAngle, | ||
1459 | correctionRotation, | ||
1460 | vertContributionV); | ||
1461 | */ | ||
1462 | |||
1463 | // =================================================================== | ||
1464 | /* | ||
1465 | Vector3 vertContributionV = Vector3.Zero; | ||
1466 | Vector3 origRotVelW = VehicleRotationalVelocity; // DEBUG DEBUG | ||
1467 | |||
1468 | // Take a vector pointing up and convert it from world to vehicle relative coords. | ||
1469 | Vector3 verticalError = Vector3.Normalize(Vector3.UnitZ * VehicleOrientation); | ||
1470 | |||
1471 | // If vertical attraction correction is needed, the vector that was pointing up (UnitZ) | ||
1472 | // is now: | ||
1473 | // leaning to one side: rotated around the X axis with the Y value going | ||
1474 | // from zero (nearly straight up) to one (completely to the side)) or | ||
1475 | // leaning front-to-back: rotated around the Y axis with the value of X being between | ||
1476 | // zero and one. | ||
1477 | // The value of Z is how far the rotation is off with 1 meaning none and 0 being 90 degrees. | ||
1478 | |||
1479 | // Y error means needed rotation around X axis and visa versa. | ||
1480 | // Since the error goes from zero to one, the asin is the corresponding angle. | ||
1481 | vertContributionV.X = (float)Math.Asin(verticalError.Y); | ||
1482 | // (Tilt forward (positive X) needs to tilt back (rotate negative) around Y axis.) | ||
1483 | vertContributionV.Y = -(float)Math.Asin(verticalError.X); | ||
1484 | |||
1485 | // If verticalError.Z is negative, the vehicle is upside down. Add additional push. | ||
1486 | if (verticalError.Z < 0f) | ||
1487 | { | 1379 | { |
1488 | vertContributionV.X += Math.Sign(vertContributionV.X) * PIOverFour; | 1380 | case 0: |
1489 | // vertContribution.Y -= PIOverFour; | 1381 | { |
1382 | //Another formula to try got from : | ||
1383 | //http://answers.unity3d.com/questions/10425/how-to-stabilize-angular-motion-alignment-of-hover.html | ||
1384 | |||
1385 | // Flipping what was originally a timescale into a speed variable and then multiplying it by 2 | ||
1386 | // since only computing half the distance between the angles. | ||
1387 | float VerticalAttractionSpeed = (1 / m_verticalAttractionTimescale) * 2.0f; | ||
1388 | |||
1389 | // Make a prediction of where the up axis will be when this is applied rather then where it is now as | ||
1390 | // this makes for a smoother adjustment and less fighting between the various forces. | ||
1391 | Vector3 predictedUp = vehicleUpAxis * Quaternion.CreateFromAxisAngle(VehicleRotationalVelocity, 0f); | ||
1392 | |||
1393 | // This is only half the distance to the target so it will take 2 seconds to complete the turn. | ||
1394 | Vector3 torqueVector = Vector3.Cross(predictedUp, Vector3.UnitZ); | ||
1395 | |||
1396 | // Scale vector by our timescale since it is an acceleration it is r/s^2 or radians a timescale squared | ||
1397 | Vector3 vertContributionV = torqueVector * VerticalAttractionSpeed * VerticalAttractionSpeed; | ||
1398 | |||
1399 | VehicleRotationalVelocity += vertContributionV; | ||
1400 | |||
1401 | VDetailLog("{0}, MoveAngular,verticalAttraction,upAxis={1},PredictedUp={2},torqueVector={3},contrib={4}", | ||
1402 | ControllingPrim.LocalID, | ||
1403 | vehicleUpAxis, | ||
1404 | predictedUp, | ||
1405 | torqueVector, | ||
1406 | vertContributionV); | ||
1407 | break; | ||
1408 | } | ||
1409 | case 1: | ||
1410 | { | ||
1411 | // Possible solution derived from a discussion at: | ||
1412 | // http://stackoverflow.com/questions/14939657/computing-vector-from-quaternion-works-computing-quaternion-from-vector-does-no | ||
1413 | |||
1414 | // Create a rotation that is only the vehicle's rotation around Z | ||
1415 | Vector3 currentEuler = Vector3.Zero; | ||
1416 | VehicleOrientation.GetEulerAngles(out currentEuler.X, out currentEuler.Y, out currentEuler.Z); | ||
1417 | Quaternion justZOrientation = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, currentEuler.Z); | ||
1418 | |||
1419 | // Create the axis that is perpendicular to the up vector and the rotated up vector. | ||
1420 | Vector3 differenceAxis = Vector3.Cross(Vector3.UnitZ * justZOrientation, Vector3.UnitZ * VehicleOrientation); | ||
1421 | // Compute the angle between those to vectors. | ||
1422 | double differenceAngle = Math.Acos((double)Vector3.Dot(Vector3.UnitZ, Vector3.Normalize(Vector3.UnitZ * VehicleOrientation))); | ||
1423 | // 'differenceAngle' is the angle to rotate and 'differenceAxis' is the plane to rotate in to get the vehicle vertical | ||
1424 | |||
1425 | // Reduce the change by the time period it is to change in. Timestep is handled when velocity is applied. | ||
1426 | // TODO: add 'efficiency'. | ||
1427 | differenceAngle /= m_verticalAttractionTimescale; | ||
1428 | |||
1429 | // Create the quaterian representing the correction angle | ||
1430 | Quaternion correctionRotation = Quaternion.CreateFromAxisAngle(differenceAxis, (float)differenceAngle); | ||
1431 | |||
1432 | // Turn that quaternion into Euler values to make it into velocities to apply. | ||
1433 | Vector3 vertContributionV = Vector3.Zero; | ||
1434 | correctionRotation.GetEulerAngles(out vertContributionV.X, out vertContributionV.Y, out vertContributionV.Z); | ||
1435 | vertContributionV *= -1f; | ||
1436 | |||
1437 | VehicleRotationalVelocity += vertContributionV; | ||
1438 | |||
1439 | VDetailLog("{0}, MoveAngular,verticalAttraction,upAxis={1},diffAxis={2},diffAng={3},corrRot={4},contrib={5}", | ||
1440 | ControllingPrim.LocalID, | ||
1441 | vehicleUpAxis, | ||
1442 | differenceAxis, | ||
1443 | differenceAngle, | ||
1444 | correctionRotation, | ||
1445 | vertContributionV); | ||
1446 | break; | ||
1447 | } | ||
1448 | case 2: | ||
1449 | { | ||
1450 | Vector3 vertContributionV = Vector3.Zero; | ||
1451 | Vector3 origRotVelW = VehicleRotationalVelocity; // DEBUG DEBUG | ||
1452 | |||
1453 | // Take a vector pointing up and convert it from world to vehicle relative coords. | ||
1454 | Vector3 verticalError = Vector3.Normalize(Vector3.UnitZ * VehicleOrientation); | ||
1455 | |||
1456 | // If vertical attraction correction is needed, the vector that was pointing up (UnitZ) | ||
1457 | // is now: | ||
1458 | // leaning to one side: rotated around the X axis with the Y value going | ||
1459 | // from zero (nearly straight up) to one (completely to the side)) or | ||
1460 | // leaning front-to-back: rotated around the Y axis with the value of X being between | ||
1461 | // zero and one. | ||
1462 | // The value of Z is how far the rotation is off with 1 meaning none and 0 being 90 degrees. | ||
1463 | |||
1464 | // Y error means needed rotation around X axis and visa versa. | ||
1465 | // Since the error goes from zero to one, the asin is the corresponding angle. | ||
1466 | vertContributionV.X = (float)Math.Asin(verticalError.Y); | ||
1467 | // (Tilt forward (positive X) needs to tilt back (rotate negative) around Y axis.) | ||
1468 | vertContributionV.Y = -(float)Math.Asin(verticalError.X); | ||
1469 | |||
1470 | // If verticalError.Z is negative, the vehicle is upside down. Add additional push. | ||
1471 | if (verticalError.Z < 0f) | ||
1472 | { | ||
1473 | vertContributionV.X += Math.Sign(vertContributionV.X) * PIOverFour; | ||
1474 | // vertContribution.Y -= PIOverFour; | ||
1475 | } | ||
1476 | |||
1477 | // 'vertContrbution' is now the necessary angular correction to correct tilt in one second. | ||
1478 | // Correction happens over a number of seconds. | ||
1479 | Vector3 unscaledContribVerticalErrorV = vertContributionV; // DEBUG DEBUG | ||
1480 | |||
1481 | // The correction happens over the user's time period | ||
1482 | vertContributionV /= m_verticalAttractionTimescale; | ||
1483 | |||
1484 | // Rotate the vehicle rotation to the world coordinates. | ||
1485 | VehicleRotationalVelocity += (vertContributionV * VehicleOrientation); | ||
1486 | |||
1487 | VDetailLog("{0}, MoveAngular,verticalAttraction,,upAxis={1},origRotVW={2},vertError={3},unscaledV={4},eff={5},ts={6},vertContribV={7}", | ||
1488 | ControllingPrim.LocalID, | ||
1489 | vehicleUpAxis, | ||
1490 | origRotVelW, | ||
1491 | verticalError, | ||
1492 | unscaledContribVerticalErrorV, | ||
1493 | m_verticalAttractionEfficiency, | ||
1494 | m_verticalAttractionTimescale, | ||
1495 | vertContributionV); | ||
1496 | break; | ||
1497 | } | ||
1498 | default: | ||
1499 | { | ||
1500 | break; | ||
1501 | } | ||
1490 | } | 1502 | } |
1491 | |||
1492 | // 'vertContrbution' is now the necessary angular correction to correct tilt in one second. | ||
1493 | // Correction happens over a number of seconds. | ||
1494 | Vector3 unscaledContribVerticalErrorV = vertContributionV; // DEBUG DEBUG | ||
1495 | |||
1496 | // The correction happens over the user's time period | ||
1497 | vertContributionV /= m_verticalAttractionTimescale; | ||
1498 | |||
1499 | // Rotate the vehicle rotation to the world coordinates. | ||
1500 | VehicleRotationalVelocity += (vertContributionV * VehicleOrientation); | ||
1501 | |||
1502 | VDetailLog("{0}, MoveAngular,verticalAttraction,,origRotVW={1},vertError={2},unscaledV={3},eff={4},ts={5},vertContribV={6}", | ||
1503 | Prim.LocalID, origRotVelW, verticalError, unscaledContribVerticalErrorV, | ||
1504 | m_verticalAttractionEfficiency, m_verticalAttractionTimescale, vertContributionV); | ||
1505 | */ | ||
1506 | } | 1503 | } |
1507 | } | 1504 | } |
1508 | 1505 | ||
@@ -1514,7 +1511,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1514 | public void ComputeAngularDeflection() | 1511 | public void ComputeAngularDeflection() |
1515 | { | 1512 | { |
1516 | 1513 | ||
1517 | if (enableAngularDeflection && m_angularDeflectionEfficiency != 0 && VehicleForwardSpeed > 0.2) | 1514 | if (BSParam.VehicleEnableAngularDeflection && m_angularDeflectionEfficiency != 0 && VehicleForwardSpeed > 0.2) |
1518 | { | 1515 | { |
1519 | Vector3 deflectContributionV = Vector3.Zero; | 1516 | Vector3 deflectContributionV = Vector3.Zero; |
1520 | 1517 | ||
@@ -1593,7 +1590,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1593 | // make a sluggish vehicle by giving it a timescale of several seconds. | 1590 | // make a sluggish vehicle by giving it a timescale of several seconds. |
1594 | public void ComputeAngularBanking() | 1591 | public void ComputeAngularBanking() |
1595 | { | 1592 | { |
1596 | if (enableAngularBanking && m_bankingEfficiency != 0 && m_verticalAttractionTimescale < m_verticalAttractionCutoff) | 1593 | if (BSParam.VehicleEnableAngularBanking && m_bankingEfficiency != 0 && m_verticalAttractionTimescale < m_verticalAttractionCutoff) |
1597 | { | 1594 | { |
1598 | Vector3 bankingContributionV = Vector3.Zero; | 1595 | Vector3 bankingContributionV = Vector3.Zero; |
1599 | 1596 | ||