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author | Melanie | 2013-07-04 22:32:58 +0100 |
---|---|---|
committer | Melanie | 2013-07-04 22:32:58 +0100 |
commit | 5ddcc25ee9de481c40a26aabc57d77c71225162e (patch) | |
tree | 298768abaca492365ac1c9786b0d4ce7dae934ab /OpenSim/Region/Physics | |
parent | Merge branch 'master' into careminster (diff) | |
parent | Guard against completely unknown user UUIDs. (diff) | |
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Merge branch 'master' into careminster
Diffstat (limited to 'OpenSim/Region/Physics')
12 files changed, 182 insertions, 74 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs index 75ff24e..bdf4bc0 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs | |||
@@ -50,7 +50,8 @@ public class BSActorMoveToTarget : BSActor | |||
50 | // BSActor.isActive | 50 | // BSActor.isActive |
51 | public override bool isActive | 51 | public override bool isActive |
52 | { | 52 | { |
53 | get { return Enabled; } | 53 | // MoveToTarget only works on physical prims |
54 | get { return Enabled && m_controllingPrim.IsPhysicallyActive; } | ||
54 | } | 55 | } |
55 | 56 | ||
56 | // Release any connections and resources used by the actor. | 57 | // Release any connections and resources used by the actor. |
@@ -102,16 +103,28 @@ public class BSActorMoveToTarget : BSActor | |||
102 | // We're taking over after this. | 103 | // We're taking over after this. |
103 | m_controllingPrim.ZeroMotion(true); | 104 | m_controllingPrim.ZeroMotion(true); |
104 | 105 | ||
105 | m_targetMotor = new BSVMotor("BSActorMoveToTargget.Activate", | 106 | /* Someday use the PID controller |
106 | m_controllingPrim.MoveToTargetTau, // timeScale | 107 | m_targetMotor = new BSPIDVMotor("BSActorMoveToTarget-" + m_controllingPrim.LocalID.ToString()); |
107 | BSMotor.Infinite, // decay time scale | 108 | m_targetMotor.TimeScale = m_controllingPrim.MoveToTargetTau; |
108 | 1f // efficiency | 109 | m_targetMotor.Efficiency = 1f; |
110 | */ | ||
111 | m_targetMotor = new BSVMotor("BSActorMoveToTarget-" + m_controllingPrim.LocalID.ToString(), | ||
112 | m_controllingPrim.MoveToTargetTau, // timeScale | ||
113 | BSMotor.Infinite, // decay time scale | ||
114 | 1f // efficiency | ||
109 | ); | 115 | ); |
110 | m_targetMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG so motor will output detail log messages. | 116 | m_targetMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG so motor will output detail log messages. |
111 | m_targetMotor.SetTarget(m_controllingPrim.MoveToTargetTarget); | 117 | m_targetMotor.SetTarget(m_controllingPrim.MoveToTargetTarget); |
112 | m_targetMotor.SetCurrent(m_controllingPrim.RawPosition); | 118 | m_targetMotor.SetCurrent(m_controllingPrim.RawPosition); |
113 | 119 | ||
114 | m_physicsScene.BeforeStep += Mover; | 120 | // m_physicsScene.BeforeStep += Mover; |
121 | m_physicsScene.BeforeStep += Mover2; | ||
122 | } | ||
123 | else | ||
124 | { | ||
125 | // If already allocated, make sure the target and other paramters are current | ||
126 | m_targetMotor.SetTarget(m_controllingPrim.MoveToTargetTarget); | ||
127 | m_targetMotor.SetCurrent(m_controllingPrim.RawPosition); | ||
115 | } | 128 | } |
116 | } | 129 | } |
117 | 130 | ||
@@ -119,12 +132,16 @@ public class BSActorMoveToTarget : BSActor | |||
119 | { | 132 | { |
120 | if (m_targetMotor != null) | 133 | if (m_targetMotor != null) |
121 | { | 134 | { |
122 | m_physicsScene.BeforeStep -= Mover; | 135 | // m_physicsScene.BeforeStep -= Mover; |
136 | m_physicsScene.BeforeStep -= Mover2; | ||
123 | m_targetMotor = null; | 137 | m_targetMotor = null; |
124 | } | 138 | } |
125 | } | 139 | } |
126 | 140 | ||
127 | // Called just before the simulation step. Update the vertical position for hoverness. | 141 | // Origional mover that set the objects position to move to the target. |
142 | // The problem was that gravity would keep trying to push the object down so | ||
143 | // the overall downward velocity would increase to infinity. | ||
144 | // Called just before the simulation step. | ||
128 | private void Mover(float timeStep) | 145 | private void Mover(float timeStep) |
129 | { | 146 | { |
130 | // Don't do hovering while the object is selected. | 147 | // Don't do hovering while the object is selected. |
@@ -142,6 +159,7 @@ public class BSActorMoveToTarget : BSActor | |||
142 | m_physicsScene.DetailLog("{0},BSActorMoveToTarget.Mover,zeroMovement,movePos={1},pos={2},mass={3}", | 159 | m_physicsScene.DetailLog("{0},BSActorMoveToTarget.Mover,zeroMovement,movePos={1},pos={2},mass={3}", |
143 | m_controllingPrim.LocalID, movePosition, m_controllingPrim.RawPosition, m_controllingPrim.Mass); | 160 | m_controllingPrim.LocalID, movePosition, m_controllingPrim.RawPosition, m_controllingPrim.Mass); |
144 | m_controllingPrim.ForcePosition = m_targetMotor.TargetValue; | 161 | m_controllingPrim.ForcePosition = m_targetMotor.TargetValue; |
162 | m_controllingPrim.ForceVelocity = OMV.Vector3.Zero; | ||
145 | // Setting the position does not cause the physics engine to generate a property update. Force it. | 163 | // Setting the position does not cause the physics engine to generate a property update. Force it. |
146 | m_physicsScene.PE.PushUpdate(m_controllingPrim.PhysBody); | 164 | m_physicsScene.PE.PushUpdate(m_controllingPrim.PhysBody); |
147 | } | 165 | } |
@@ -151,7 +169,51 @@ public class BSActorMoveToTarget : BSActor | |||
151 | // Setting the position does not cause the physics engine to generate a property update. Force it. | 169 | // Setting the position does not cause the physics engine to generate a property update. Force it. |
152 | m_physicsScene.PE.PushUpdate(m_controllingPrim.PhysBody); | 170 | m_physicsScene.PE.PushUpdate(m_controllingPrim.PhysBody); |
153 | } | 171 | } |
154 | m_physicsScene.DetailLog("{0},BSActorMoveToTarget.Mover,move,fromPos={1},movePos={2}", m_controllingPrim.LocalID, origPosition, movePosition); | 172 | m_physicsScene.DetailLog("{0},BSActorMoveToTarget.Mover,move,fromPos={1},movePos={2}", |
173 | m_controllingPrim.LocalID, origPosition, movePosition); | ||
174 | } | ||
175 | |||
176 | // Version of mover that applies forces to move the physical object to the target. | ||
177 | // Also overcomes gravity so the object doesn't just drop to the ground. | ||
178 | // Called just before the simulation step. | ||
179 | private void Mover2(float timeStep) | ||
180 | { | ||
181 | // Don't do hovering while the object is selected. | ||
182 | if (!isActive) | ||
183 | return; | ||
184 | |||
185 | OMV.Vector3 origPosition = m_controllingPrim.RawPosition; // DEBUG DEBUG (for printout below) | ||
186 | OMV.Vector3 addedForce = OMV.Vector3.Zero; | ||
187 | |||
188 | // CorrectionVector is the movement vector required this step | ||
189 | OMV.Vector3 correctionVector = m_targetMotor.Step(timeStep, m_controllingPrim.RawPosition); | ||
190 | |||
191 | // If we are very close to our target, turn off the movement motor. | ||
192 | if (m_targetMotor.ErrorIsZero()) | ||
193 | { | ||
194 | m_physicsScene.DetailLog("{0},BSActorMoveToTarget.Mover3,zeroMovement,pos={1},mass={2}", | ||
195 | m_controllingPrim.LocalID, m_controllingPrim.RawPosition, m_controllingPrim.Mass); | ||
196 | m_controllingPrim.ForcePosition = m_targetMotor.TargetValue; | ||
197 | m_controllingPrim.ForceVelocity = OMV.Vector3.Zero; | ||
198 | // Setting the position does not cause the physics engine to generate a property update. Force it. | ||
199 | m_physicsScene.PE.PushUpdate(m_controllingPrim.PhysBody); | ||
200 | } | ||
201 | else | ||
202 | { | ||
203 | // First force to move us there -- the motor return a timestep scaled value. | ||
204 | addedForce = correctionVector / timeStep; | ||
205 | // Remove the existing velocity (only the moveToTarget force counts) | ||
206 | addedForce -= m_controllingPrim.RawVelocity; | ||
207 | // Overcome gravity. | ||
208 | addedForce -= m_controllingPrim.Gravity; | ||
209 | |||
210 | // Add enough force to overcome the mass of the object | ||
211 | addedForce *= m_controllingPrim.Mass; | ||
212 | |||
213 | m_controllingPrim.AddForce(addedForce, false /* pushForce */, true /* inTaintTime */); | ||
214 | } | ||
215 | m_physicsScene.DetailLog("{0},BSActorMoveToTarget.Mover3,move,fromPos={1},addedForce={2}", | ||
216 | m_controllingPrim.LocalID, origPosition, addedForce); | ||
155 | } | 217 | } |
156 | } | 218 | } |
157 | } | 219 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 48f842e..5ef6992 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -626,7 +626,7 @@ public sealed class BSCharacter : BSPhysObject | |||
626 | OMV.Vector3 addForce = force / PhysScene.LastTimeStep; | 626 | OMV.Vector3 addForce = force / PhysScene.LastTimeStep; |
627 | AddForce(addForce, pushforce, false); | 627 | AddForce(addForce, pushforce, false); |
628 | } | 628 | } |
629 | private void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { | 629 | public override void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { |
630 | if (force.IsFinite()) | 630 | if (force.IsFinite()) |
631 | { | 631 | { |
632 | OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude); | 632 | OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 07e87d1..aa247dd 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -1276,7 +1276,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1276 | 1276 | ||
1277 | VehicleAddForce(appliedGravity); | 1277 | VehicleAddForce(appliedGravity); |
1278 | 1278 | ||
1279 | VDetailLog("{0}, MoveLinear,applyGravity,vehGrav={1},collid={2},fudge={3},mass={4},appliedForce={3}", | 1279 | VDetailLog("{0}, MoveLinear,applyGravity,vehGrav={1},collid={2},fudge={3},mass={4},appliedForce={5}", |
1280 | ControllingPrim.LocalID, m_VehicleGravity, | 1280 | ControllingPrim.LocalID, m_VehicleGravity, |
1281 | ControllingPrim.IsColliding, BSParam.VehicleGroundGravityFudge, m_vehicleMass, appliedGravity); | 1281 | ControllingPrim.IsColliding, BSParam.VehicleGroundGravityFudge, m_vehicleMass, appliedGravity); |
1282 | } | 1282 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 76c2187..ad8e10f 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | |||
@@ -33,14 +33,6 @@ using OMV = OpenMetaverse; | |||
33 | namespace OpenSim.Region.Physics.BulletSPlugin | 33 | namespace OpenSim.Region.Physics.BulletSPlugin |
34 | { | 34 | { |
35 | 35 | ||
36 | // A BSPrim can get individual information about its linkedness attached | ||
37 | // to it through an instance of a subclass of LinksetInfo. | ||
38 | // Each type of linkset will define the information needed for its type. | ||
39 | public abstract class BSLinksetInfo | ||
40 | { | ||
41 | public virtual void Clear() { } | ||
42 | } | ||
43 | |||
44 | public abstract class BSLinkset | 36 | public abstract class BSLinkset |
45 | { | 37 | { |
46 | // private static string LogHeader = "[BULLETSIM LINKSET]"; | 38 | // private static string LogHeader = "[BULLETSIM LINKSET]"; |
@@ -56,15 +48,15 @@ public abstract class BSLinkset | |||
56 | { | 48 | { |
57 | BSLinkset ret = null; | 49 | BSLinkset ret = null; |
58 | 50 | ||
59 | switch ((int)BSParam.LinksetImplementation) | 51 | switch (parent.LinksetType) |
60 | { | 52 | { |
61 | case (int)LinksetImplementation.Constraint: | 53 | case LinksetImplementation.Constraint: |
62 | ret = new BSLinksetConstraints(physScene, parent); | 54 | ret = new BSLinksetConstraints(physScene, parent); |
63 | break; | 55 | break; |
64 | case (int)LinksetImplementation.Compound: | 56 | case LinksetImplementation.Compound: |
65 | ret = new BSLinksetCompound(physScene, parent); | 57 | ret = new BSLinksetCompound(physScene, parent); |
66 | break; | 58 | break; |
67 | case (int)LinksetImplementation.Manual: | 59 | case LinksetImplementation.Manual: |
68 | // ret = new BSLinksetManual(physScene, parent); | 60 | // ret = new BSLinksetManual(physScene, parent); |
69 | break; | 61 | break; |
70 | default: | 62 | default: |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index 350a5d1..308cf13 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs | |||
@@ -238,7 +238,6 @@ public sealed class BSLinksetCompound : BSLinkset | |||
238 | // there will already be a rebuild scheduled. | 238 | // there will already be a rebuild scheduled. |
239 | DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild.schedulingRebuild,whichUpdated={1}", | 239 | DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild.schedulingRebuild,whichUpdated={1}", |
240 | updated.LocalID, whichUpdated); | 240 | updated.LocalID, whichUpdated); |
241 | updated.LinksetInfo = null; // setting to 'null' causes relative position to be recomputed. | ||
242 | ScheduleRebuild(updated); | 241 | ScheduleRebuild(updated); |
243 | } | 242 | } |
244 | } | 243 | } |
@@ -294,7 +293,6 @@ public sealed class BSLinksetCompound : BSLinkset | |||
294 | child.LocalID, child.PhysBody.AddrString); | 293 | child.LocalID, child.PhysBody.AddrString); |
295 | 294 | ||
296 | // Cause the child's body to be rebuilt and thus restored to normal operation | 295 | // Cause the child's body to be rebuilt and thus restored to normal operation |
297 | child.LinksetInfo = null; | ||
298 | child.ForceBodyShapeRebuild(false); | 296 | child.ForceBodyShapeRebuild(false); |
299 | 297 | ||
300 | if (!HasAnyChildren) | 298 | if (!HasAnyChildren) |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs index ef662b5..1214703 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs | |||
@@ -144,7 +144,6 @@ public class BSVMotor : BSMotor | |||
144 | 144 | ||
145 | Vector3 correction = Vector3.Zero; | 145 | Vector3 correction = Vector3.Zero; |
146 | Vector3 error = TargetValue - CurrentValue; | 146 | Vector3 error = TargetValue - CurrentValue; |
147 | LastError = error; | ||
148 | if (!ErrorIsZero(error)) | 147 | if (!ErrorIsZero(error)) |
149 | { | 148 | { |
150 | correction = StepError(timeStep, error); | 149 | correction = StepError(timeStep, error); |
@@ -179,6 +178,7 @@ public class BSVMotor : BSMotor | |||
179 | MDetailLog("{0}, BSVMotor.Step,zero,{1},origTgt={2},origCurr={3},currTgt={4},currCurr={5}", | 178 | MDetailLog("{0}, BSVMotor.Step,zero,{1},origTgt={2},origCurr={3},currTgt={4},currCurr={5}", |
180 | BSScene.DetailLogZero, UseName, origCurrVal, origTarget, TargetValue, CurrentValue); | 179 | BSScene.DetailLogZero, UseName, origCurrVal, origTarget, TargetValue, CurrentValue); |
181 | } | 180 | } |
181 | LastError = error; | ||
182 | 182 | ||
183 | return correction; | 183 | return correction; |
184 | } | 184 | } |
@@ -293,7 +293,6 @@ public class BSFMotor : BSMotor | |||
293 | 293 | ||
294 | float correction = 0f; | 294 | float correction = 0f; |
295 | float error = TargetValue - CurrentValue; | 295 | float error = TargetValue - CurrentValue; |
296 | LastError = error; | ||
297 | if (!ErrorIsZero(error)) | 296 | if (!ErrorIsZero(error)) |
298 | { | 297 | { |
299 | correction = StepError(timeStep, error); | 298 | correction = StepError(timeStep, error); |
@@ -328,6 +327,7 @@ public class BSFMotor : BSMotor | |||
328 | MDetailLog("{0}, BSFMotor.Step,zero,{1},origTgt={2},origCurr={3},ret={4}", | 327 | MDetailLog("{0}, BSFMotor.Step,zero,{1},origTgt={2},origCurr={3},ret={4}", |
329 | BSScene.DetailLogZero, UseName, origCurrVal, origTarget, CurrentValue); | 328 | BSScene.DetailLogZero, UseName, origCurrVal, origTarget, CurrentValue); |
330 | } | 329 | } |
330 | LastError = error; | ||
331 | 331 | ||
332 | return CurrentValue; | 332 | return CurrentValue; |
333 | } | 333 | } |
@@ -363,7 +363,7 @@ public class BSFMotor : BSMotor | |||
363 | 363 | ||
364 | // ============================================================================ | 364 | // ============================================================================ |
365 | // ============================================================================ | 365 | // ============================================================================ |
366 | // Proportional, Integral, Derivitive Motor | 366 | // Proportional, Integral, Derivitive ("PID") Motor |
367 | // Good description at http://www.answers.com/topic/pid-controller . Includes processes for choosing p, i and d factors. | 367 | // Good description at http://www.answers.com/topic/pid-controller . Includes processes for choosing p, i and d factors. |
368 | public class BSPIDVMotor : BSVMotor | 368 | public class BSPIDVMotor : BSVMotor |
369 | { | 369 | { |
@@ -434,15 +434,14 @@ public class BSPIDVMotor : BSVMotor | |||
434 | 434 | ||
435 | // A simple derivitive is the rate of change from the last error. | 435 | // A simple derivitive is the rate of change from the last error. |
436 | Vector3 derivitive = (error - LastError) * timeStep; | 436 | Vector3 derivitive = (error - LastError) * timeStep; |
437 | LastError = error; | ||
438 | 437 | ||
439 | // Correction = (proportionOfPresentError + accumulationOfPastError + rateOfChangeOfError) | 438 | // Correction = (proportionOfPresentError + accumulationOfPastError + rateOfChangeOfError) |
440 | Vector3 ret = error * timeStep * proportionFactor * FactorMix.X | 439 | Vector3 ret = error / TimeScale * timeStep * proportionFactor * FactorMix.X |
441 | + RunningIntegration * integralFactor * FactorMix.Y | 440 | + RunningIntegration / TimeScale * integralFactor * FactorMix.Y |
442 | + derivitive * derivFactor * FactorMix.Z | 441 | + derivitive / TimeScale * derivFactor * FactorMix.Z |
443 | ; | 442 | ; |
444 | 443 | ||
445 | MDetailLog("{0},BSPIDVMotor.step,ts={1},err={2},runnInt={3},deriv={4},ret={5}", | 444 | MDetailLog("{0}, BSPIDVMotor.step,ts={1},err={2},runnInt={3},deriv={4},ret={5}", |
446 | BSScene.DetailLogZero, timeStep, error, RunningIntegration, derivitive, ret); | 445 | BSScene.DetailLogZero, timeStep, error, RunningIntegration, derivitive, ret); |
447 | 446 | ||
448 | return ret; | 447 | return ret; |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 6437b04..d17c8e7 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | |||
@@ -706,7 +706,7 @@ public static class BSParam | |||
706 | new ParameterDefn<float>("ResetBroadphasePool", "Setting this is any value resets the broadphase collision pool", | 706 | new ParameterDefn<float>("ResetBroadphasePool", "Setting this is any value resets the broadphase collision pool", |
707 | 0f, | 707 | 0f, |
708 | (s) => { return 0f; }, | 708 | (s) => { return 0f; }, |
709 | (s,v) => { BSParam.ResetBroadphasePoolTainted(s, v); } ), | 709 | (s,v) => { BSParam.ResetBroadphasePoolTainted(s, v, false /* inTaintTime */); } ), |
710 | new ParameterDefn<float>("ResetConstraintSolver", "Setting this is any value resets the constraint solver", | 710 | new ParameterDefn<float>("ResetConstraintSolver", "Setting this is any value resets the constraint solver", |
711 | 0f, | 711 | 0f, |
712 | (s) => { return 0f; }, | 712 | (s) => { return 0f; }, |
@@ -792,10 +792,10 @@ public static class BSParam | |||
792 | // ===================================================================== | 792 | // ===================================================================== |
793 | // There are parameters that, when set, cause things to happen in the physics engine. | 793 | // There are parameters that, when set, cause things to happen in the physics engine. |
794 | // This causes the broadphase collision cache to be cleared. | 794 | // This causes the broadphase collision cache to be cleared. |
795 | private static void ResetBroadphasePoolTainted(BSScene pPhysScene, float v) | 795 | private static void ResetBroadphasePoolTainted(BSScene pPhysScene, float v, bool inTaintTime) |
796 | { | 796 | { |
797 | BSScene physScene = pPhysScene; | 797 | BSScene physScene = pPhysScene; |
798 | physScene.TaintedObject("BSParam.ResetBroadphasePoolTainted", delegate() | 798 | physScene.TaintedObject(inTaintTime, "BSParam.ResetBroadphasePoolTainted", delegate() |
799 | { | 799 | { |
800 | physScene.PE.ResetBroadphasePool(physScene.World); | 800 | physScene.PE.ResetBroadphasePool(physScene.World); |
801 | }); | 801 | }); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index a4c5e08..a0d5c42 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -210,6 +210,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
210 | AddAngularForce(force, pushforce, false); | 210 | AddAngularForce(force, pushforce, false); |
211 | } | 211 | } |
212 | public abstract void AddAngularForce(OMV.Vector3 force, bool pushforce, bool inTaintTime); | 212 | public abstract void AddAngularForce(OMV.Vector3 force, bool pushforce, bool inTaintTime); |
213 | public abstract void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime); | ||
213 | 214 | ||
214 | public abstract OMV.Vector3 ForceRotationalVelocity { get; set; } | 215 | public abstract OMV.Vector3 ForceRotationalVelocity { get; set; } |
215 | 216 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 95bdc7b..b2947c6 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -70,18 +70,17 @@ public class BSPrim : BSPhysObject | |||
70 | private int CrossingFailures { get; set; } | 70 | private int CrossingFailures { get; set; } |
71 | 71 | ||
72 | // Keep a handle to the vehicle actor so it is easy to set parameters on same. | 72 | // Keep a handle to the vehicle actor so it is easy to set parameters on same. |
73 | public BSDynamics VehicleActor; | ||
74 | public const string VehicleActorName = "BasicVehicle"; | 73 | public const string VehicleActorName = "BasicVehicle"; |
75 | 74 | ||
76 | // Parameters for the hover actor | 75 | // Parameters for the hover actor |
77 | public const string HoverActorName = "HoverActor"; | 76 | public const string HoverActorName = "BSPrim.HoverActor"; |
78 | // Parameters for the axis lock actor | 77 | // Parameters for the axis lock actor |
79 | public const String LockedAxisActorName = "BSPrim.LockedAxis"; | 78 | public const String LockedAxisActorName = "BSPrim.LockedAxis"; |
80 | // Parameters for the move to target actor | 79 | // Parameters for the move to target actor |
81 | public const string MoveToTargetActorName = "MoveToTargetActor"; | 80 | public const string MoveToTargetActorName = "BSPrim.MoveToTargetActor"; |
82 | // Parameters for the setForce and setTorque actors | 81 | // Parameters for the setForce and setTorque actors |
83 | public const string SetForceActorName = "SetForceActor"; | 82 | public const string SetForceActorName = "BSPrim.SetForceActor"; |
84 | public const string SetTorqueActorName = "SetTorqueActor"; | 83 | public const string SetTorqueActorName = "BSPrim.SetTorqueActor"; |
85 | 84 | ||
86 | public BSPrim(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, | 85 | public BSPrim(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, |
87 | OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) | 86 | OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) |
@@ -100,9 +99,8 @@ public class BSPrim : BSPhysObject | |||
100 | _isPhysical = pisPhysical; | 99 | _isPhysical = pisPhysical; |
101 | _isVolumeDetect = false; | 100 | _isVolumeDetect = false; |
102 | 101 | ||
103 | // We keep a handle to the vehicle actor so we can set vehicle parameters later. | 102 | // Add a dynamic vehicle to our set of actors that can move this prim. |
104 | VehicleActor = new BSDynamics(PhysScene, this, VehicleActorName); | 103 | PhysicalActors.Add(VehicleActorName, new BSDynamics(PhysScene, this, VehicleActorName)); |
105 | PhysicalActors.Add(VehicleActorName, VehicleActor); | ||
106 | 104 | ||
107 | _mass = CalculateMass(); | 105 | _mass = CalculateMass(); |
108 | 106 | ||
@@ -450,6 +448,9 @@ public class BSPrim : BSPhysObject | |||
450 | Gravity = ComputeGravity(Buoyancy); | 448 | Gravity = ComputeGravity(Buoyancy); |
451 | PhysScene.PE.SetGravity(PhysBody, Gravity); | 449 | PhysScene.PE.SetGravity(PhysBody, Gravity); |
452 | 450 | ||
451 | OMV.Vector3 currentScale = PhysScene.PE.GetLocalScaling(PhysShape.physShapeInfo); // DEBUG DEBUG | ||
452 | DetailLog("{0},BSPrim.UpdateMassProperties,currentScale{1},shape={2}", LocalID, currentScale, PhysShape.physShapeInfo); // DEBUG DEBUG | ||
453 | |||
453 | Inertia = PhysScene.PE.CalculateLocalInertia(PhysShape.physShapeInfo, physMass); | 454 | Inertia = PhysScene.PE.CalculateLocalInertia(PhysShape.physShapeInfo, physMass); |
454 | PhysScene.PE.SetMassProps(PhysBody, physMass, Inertia); | 455 | PhysScene.PE.SetMassProps(PhysBody, physMass, Inertia); |
455 | PhysScene.PE.UpdateInertiaTensor(PhysBody); | 456 | PhysScene.PE.UpdateInertiaTensor(PhysBody); |
@@ -502,9 +503,25 @@ public class BSPrim : BSPhysObject | |||
502 | } | 503 | } |
503 | } | 504 | } |
504 | 505 | ||
506 | // Find and return a handle to the current vehicle actor. | ||
507 | // Return 'null' if there is no vehicle actor. | ||
508 | public BSDynamics GetVehicleActor() | ||
509 | { | ||
510 | BSDynamics ret = null; | ||
511 | BSActor actor; | ||
512 | if (PhysicalActors.TryGetActor(VehicleActorName, out actor)) | ||
513 | { | ||
514 | ret = actor as BSDynamics; | ||
515 | } | ||
516 | return ret; | ||
517 | } | ||
505 | public override int VehicleType { | 518 | public override int VehicleType { |
506 | get { | 519 | get { |
507 | return (int)VehicleActor.Type; | 520 | int ret = (int)Vehicle.TYPE_NONE; |
521 | BSDynamics vehicleActor = GetVehicleActor(); | ||
522 | if (vehicleActor != null) | ||
523 | ret = (int)vehicleActor.Type; | ||
524 | return ret; | ||
508 | } | 525 | } |
509 | set { | 526 | set { |
510 | Vehicle type = (Vehicle)value; | 527 | Vehicle type = (Vehicle)value; |
@@ -515,8 +532,12 @@ public class BSPrim : BSPhysObject | |||
515 | // change all the parameters. Like a plane changing to CAR when on the | 532 | // change all the parameters. Like a plane changing to CAR when on the |
516 | // ground. In this case, don't want to zero motion. | 533 | // ground. In this case, don't want to zero motion. |
517 | // ZeroMotion(true /* inTaintTime */); | 534 | // ZeroMotion(true /* inTaintTime */); |
518 | VehicleActor.ProcessTypeChange(type); | 535 | BSDynamics vehicleActor = GetVehicleActor(); |
519 | ActivateIfPhysical(false); | 536 | if (vehicleActor != null) |
537 | { | ||
538 | vehicleActor.ProcessTypeChange(type); | ||
539 | ActivateIfPhysical(false); | ||
540 | } | ||
520 | }); | 541 | }); |
521 | } | 542 | } |
522 | } | 543 | } |
@@ -524,31 +545,47 @@ public class BSPrim : BSPhysObject | |||
524 | { | 545 | { |
525 | PhysScene.TaintedObject("BSPrim.VehicleFloatParam", delegate() | 546 | PhysScene.TaintedObject("BSPrim.VehicleFloatParam", delegate() |
526 | { | 547 | { |
527 | VehicleActor.ProcessFloatVehicleParam((Vehicle)param, value); | 548 | BSDynamics vehicleActor = GetVehicleActor(); |
528 | ActivateIfPhysical(false); | 549 | if (vehicleActor != null) |
550 | { | ||
551 | vehicleActor.ProcessFloatVehicleParam((Vehicle)param, value); | ||
552 | ActivateIfPhysical(false); | ||
553 | } | ||
529 | }); | 554 | }); |
530 | } | 555 | } |
531 | public override void VehicleVectorParam(int param, OMV.Vector3 value) | 556 | public override void VehicleVectorParam(int param, OMV.Vector3 value) |
532 | { | 557 | { |
533 | PhysScene.TaintedObject("BSPrim.VehicleVectorParam", delegate() | 558 | PhysScene.TaintedObject("BSPrim.VehicleVectorParam", delegate() |
534 | { | 559 | { |
535 | VehicleActor.ProcessVectorVehicleParam((Vehicle)param, value); | 560 | BSDynamics vehicleActor = GetVehicleActor(); |
536 | ActivateIfPhysical(false); | 561 | if (vehicleActor != null) |
562 | { | ||
563 | vehicleActor.ProcessVectorVehicleParam((Vehicle)param, value); | ||
564 | ActivateIfPhysical(false); | ||
565 | } | ||
537 | }); | 566 | }); |
538 | } | 567 | } |
539 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) | 568 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) |
540 | { | 569 | { |
541 | PhysScene.TaintedObject("BSPrim.VehicleRotationParam", delegate() | 570 | PhysScene.TaintedObject("BSPrim.VehicleRotationParam", delegate() |
542 | { | 571 | { |
543 | VehicleActor.ProcessRotationVehicleParam((Vehicle)param, rotation); | 572 | BSDynamics vehicleActor = GetVehicleActor(); |
544 | ActivateIfPhysical(false); | 573 | if (vehicleActor != null) |
574 | { | ||
575 | vehicleActor.ProcessRotationVehicleParam((Vehicle)param, rotation); | ||
576 | ActivateIfPhysical(false); | ||
577 | } | ||
545 | }); | 578 | }); |
546 | } | 579 | } |
547 | public override void VehicleFlags(int param, bool remove) | 580 | public override void VehicleFlags(int param, bool remove) |
548 | { | 581 | { |
549 | PhysScene.TaintedObject("BSPrim.VehicleFlags", delegate() | 582 | PhysScene.TaintedObject("BSPrim.VehicleFlags", delegate() |
550 | { | 583 | { |
551 | VehicleActor.ProcessVehicleFlags(param, remove); | 584 | BSDynamics vehicleActor = GetVehicleActor(); |
585 | if (vehicleActor != null) | ||
586 | { | ||
587 | vehicleActor.ProcessVehicleFlags(param, remove); | ||
588 | } | ||
552 | }); | 589 | }); |
553 | } | 590 | } |
554 | 591 | ||
@@ -1040,6 +1077,20 @@ public class BSPrim : BSPhysObject | |||
1040 | } | 1077 | } |
1041 | } | 1078 | } |
1042 | 1079 | ||
1080 | public override OMV.Vector3 PIDTarget | ||
1081 | { | ||
1082 | set | ||
1083 | { | ||
1084 | base.PIDTarget = value; | ||
1085 | BSActor actor; | ||
1086 | if (PhysicalActors.TryGetActor(MoveToTargetActorName, out actor)) | ||
1087 | { | ||
1088 | // if the actor exists, tell it to refresh its values. | ||
1089 | actor.Refresh(); | ||
1090 | } | ||
1091 | |||
1092 | } | ||
1093 | } | ||
1043 | // Used for llSetHoverHeight and maybe vehicle height | 1094 | // Used for llSetHoverHeight and maybe vehicle height |
1044 | // Hover Height will override MoveTo target's Z | 1095 | // Hover Height will override MoveTo target's Z |
1045 | public override bool PIDHoverActive { | 1096 | public override bool PIDHoverActive { |
@@ -1063,7 +1114,7 @@ public class BSPrim : BSPhysObject | |||
1063 | 1114 | ||
1064 | // Applying a force just adds this to the total force on the object. | 1115 | // Applying a force just adds this to the total force on the object. |
1065 | // This added force will only last the next simulation tick. | 1116 | // This added force will only last the next simulation tick. |
1066 | public void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { | 1117 | public override void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { |
1067 | // for an object, doesn't matter if force is a pushforce or not | 1118 | // for an object, doesn't matter if force is a pushforce or not |
1068 | if (IsPhysicallyActive) | 1119 | if (IsPhysicallyActive) |
1069 | { | 1120 | { |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs index 235da78..87eed98 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs | |||
@@ -41,12 +41,15 @@ public class BSPrimLinkable : BSPrimDisplaced | |||
41 | // The index of this child prim. | 41 | // The index of this child prim. |
42 | public int LinksetChildIndex { get; set; } | 42 | public int LinksetChildIndex { get; set; } |
43 | 43 | ||
44 | public BSLinksetInfo LinksetInfo { get; set; } | 44 | public BSLinkset.LinksetImplementation LinksetType { get; set; } |
45 | 45 | ||
46 | public BSPrimLinkable(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, | 46 | public BSPrimLinkable(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, |
47 | OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) | 47 | OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) |
48 | : base(localID, primName, parent_scene, pos, size, rotation, pbs, pisPhysical) | 48 | : base(localID, primName, parent_scene, pos, size, rotation, pbs, pisPhysical) |
49 | { | 49 | { |
50 | // Default linkset implementation for this prim | ||
51 | LinksetType = (BSLinkset.LinksetImplementation)BSParam.LinksetImplementation; | ||
52 | |||
50 | Linkset = BSLinkset.Factory(PhysScene, this); | 53 | Linkset = BSLinkset.Factory(PhysScene, this); |
51 | 54 | ||
52 | PhysScene.TaintedObject("BSPrimLinksetCompound.Refresh", delegate() | 55 | PhysScene.TaintedObject("BSPrimLinksetCompound.Refresh", delegate() |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index dec6b6f..1645c98 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -223,8 +223,8 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
223 | // can be left in and every call doesn't have to check for null. | 223 | // can be left in and every call doesn't have to check for null. |
224 | if (m_physicsLoggingEnabled) | 224 | if (m_physicsLoggingEnabled) |
225 | { | 225 | { |
226 | PhysicsLogging = new Logging.LogWriter(m_physicsLoggingDir, m_physicsLoggingPrefix, m_physicsLoggingFileMinutes); | 226 | PhysicsLogging = new Logging.LogWriter(m_physicsLoggingDir, m_physicsLoggingPrefix, m_physicsLoggingFileMinutes, m_physicsLoggingDoFlush); |
227 | PhysicsLogging.ErrorLogger = m_log; // for DEBUG. Let's the logger output error messages. | 227 | PhysicsLogging.ErrorLogger = m_log; // for DEBUG. Let's the logger output its own error messages. |
228 | } | 228 | } |
229 | else | 229 | else |
230 | { | 230 | { |
@@ -1106,8 +1106,6 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
1106 | public void DetailLog(string msg, params Object[] args) | 1106 | public void DetailLog(string msg, params Object[] args) |
1107 | { | 1107 | { |
1108 | PhysicsLogging.Write(msg, args); | 1108 | PhysicsLogging.Write(msg, args); |
1109 | // Add the Flush() if debugging crashes. Gets all the messages written out. | ||
1110 | if (m_physicsLoggingDoFlush) PhysicsLogging.Flush(); | ||
1111 | } | 1109 | } |
1112 | // Used to fill in the LocalID when there isn't one. It's the correct number of characters. | 1110 | // Used to fill in the LocalID when there isn't one. It's the correct number of characters. |
1113 | public const string DetailLogZero = "0000000000"; | 1111 | public const string DetailLogZero = "0000000000"; |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs b/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs index b040e21..583c436 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs | |||
@@ -114,21 +114,25 @@ public class BasicVehicles : OpenSimTestCase | |||
114 | // Instead the appropriate values are set and calls are made just the parts of the | 114 | // Instead the appropriate values are set and calls are made just the parts of the |
115 | // controller we want to exercise. Stepping the physics engine then applies | 115 | // controller we want to exercise. Stepping the physics engine then applies |
116 | // the actions of that one feature. | 116 | // the actions of that one feature. |
117 | TestVehicle.VehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, efficiency); | 117 | BSDynamics vehicleActor = TestVehicle.GetVehicleActor(); |
118 | TestVehicle.VehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_TIMESCALE, timeScale); | 118 | if (vehicleActor != null) |
119 | TestVehicle.VehicleActor.enableAngularVerticalAttraction = true; | ||
120 | |||
121 | TestVehicle.IsPhysical = true; | ||
122 | PhysicsScene.ProcessTaints(); | ||
123 | |||
124 | // Step the simulator a bunch of times and vertical attraction should orient the vehicle up | ||
125 | for (int ii = 0; ii < simSteps; ii++) | ||
126 | { | 119 | { |
127 | TestVehicle.VehicleActor.ForgetKnownVehicleProperties(); | 120 | vehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, efficiency); |
128 | TestVehicle.VehicleActor.ComputeAngularVerticalAttraction(); | 121 | vehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_TIMESCALE, timeScale); |
129 | TestVehicle.VehicleActor.PushKnownChanged(); | 122 | vehicleActor.enableAngularVerticalAttraction = true; |
130 | 123 | ||
131 | PhysicsScene.Simulate(simulationTimeStep); | 124 | TestVehicle.IsPhysical = true; |
125 | PhysicsScene.ProcessTaints(); | ||
126 | |||
127 | // Step the simulator a bunch of times and vertical attraction should orient the vehicle up | ||
128 | for (int ii = 0; ii < simSteps; ii++) | ||
129 | { | ||
130 | vehicleActor.ForgetKnownVehicleProperties(); | ||
131 | vehicleActor.ComputeAngularVerticalAttraction(); | ||
132 | vehicleActor.PushKnownChanged(); | ||
133 | |||
134 | PhysicsScene.Simulate(simulationTimeStep); | ||
135 | } | ||
132 | } | 136 | } |
133 | 137 | ||
134 | TestVehicle.IsPhysical = false; | 138 | TestVehicle.IsPhysical = false; |