diff options
author | Melanie | 2013-07-18 10:08:10 +0100 |
---|---|---|
committer | Melanie | 2013-07-18 10:08:10 +0100 |
commit | 7830cc995471120892a24a39e86283774fa07c4c (patch) | |
tree | d3f46b4f3ce95bb8572511c6f12c9f8ca86922c8 /OpenSim/Region/Physics | |
parent | Merge branch 'master' into careminster (diff) | |
parent | Document obscure Groups config related to the user level required for creatin... (diff) | |
download | opensim-SC-7830cc995471120892a24a39e86283774fa07c4c.zip opensim-SC-7830cc995471120892a24a39e86283774fa07c4c.tar.gz opensim-SC-7830cc995471120892a24a39e86283774fa07c4c.tar.bz2 opensim-SC-7830cc995471120892a24a39e86283774fa07c4c.tar.xz |
Merge branch 'master' into careminster
Conflicts:
OpenSim/Capabilities/Handlers/GetTexture/GetTextureHandler.cs
OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
OpenSim/Region/ClientStack/Linden/Caps/UploadBakedTextureModule.cs
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
OpenSim/Server/Handlers/Simulation/AgentHandlers.cs
OpenSim/Services/Connectors/Asset/AssetServicesConnector.cs
OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs
OpenSim/Services/HypergridService/UserAgentService.cs
Diffstat (limited to 'OpenSim/Region/Physics')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 78 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 346 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs | 103 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs | 15 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 24 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | 7 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 95 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs | 115 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs | 40 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 5 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | 75 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs | 4 | ||||
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | 1 | ||||
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | 2 |
14 files changed, 471 insertions, 439 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 5ef6992..c9e3ca0 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -43,12 +43,10 @@ public sealed class BSCharacter : BSPhysObject | |||
43 | private OMV.Vector3 _size; | 43 | private OMV.Vector3 _size; |
44 | private bool _grabbed; | 44 | private bool _grabbed; |
45 | private bool _selected; | 45 | private bool _selected; |
46 | private OMV.Vector3 _position; | ||
47 | private float _mass; | 46 | private float _mass; |
48 | private float _avatarVolume; | 47 | private float _avatarVolume; |
49 | private float _collisionScore; | 48 | private float _collisionScore; |
50 | private OMV.Vector3 _acceleration; | 49 | private OMV.Vector3 _acceleration; |
51 | private OMV.Quaternion _orientation; | ||
52 | private int _physicsActorType; | 50 | private int _physicsActorType; |
53 | private bool _isPhysical; | 51 | private bool _isPhysical; |
54 | private bool _flying; | 52 | private bool _flying; |
@@ -70,10 +68,10 @@ public sealed class BSCharacter : BSPhysObject | |||
70 | : base(parent_scene, localID, avName, "BSCharacter") | 68 | : base(parent_scene, localID, avName, "BSCharacter") |
71 | { | 69 | { |
72 | _physicsActorType = (int)ActorTypes.Agent; | 70 | _physicsActorType = (int)ActorTypes.Agent; |
73 | _position = pos; | 71 | RawPosition = pos; |
74 | 72 | ||
75 | _flying = isFlying; | 73 | _flying = isFlying; |
76 | _orientation = OMV.Quaternion.Identity; | 74 | RawOrientation = OMV.Quaternion.Identity; |
77 | RawVelocity = OMV.Vector3.Zero; | 75 | RawVelocity = OMV.Vector3.Zero; |
78 | _buoyancy = ComputeBuoyancyFromFlying(isFlying); | 76 | _buoyancy = ComputeBuoyancyFromFlying(isFlying); |
79 | Friction = BSParam.AvatarStandingFriction; | 77 | Friction = BSParam.AvatarStandingFriction; |
@@ -133,7 +131,7 @@ public sealed class BSCharacter : BSPhysObject | |||
133 | PhysScene.PE.RemoveObjectFromWorld(PhysScene.World, PhysBody); | 131 | PhysScene.PE.RemoveObjectFromWorld(PhysScene.World, PhysBody); |
134 | 132 | ||
135 | ZeroMotion(true); | 133 | ZeroMotion(true); |
136 | ForcePosition = _position; | 134 | ForcePosition = RawPosition; |
137 | 135 | ||
138 | // Set the velocity | 136 | // Set the velocity |
139 | if (m_moveActor != null) | 137 | if (m_moveActor != null) |
@@ -272,38 +270,33 @@ public sealed class BSCharacter : BSPhysObject | |||
272 | 270 | ||
273 | public override void LockAngularMotion(OMV.Vector3 axis) { return; } | 271 | public override void LockAngularMotion(OMV.Vector3 axis) { return; } |
274 | 272 | ||
275 | public override OMV.Vector3 RawPosition | ||
276 | { | ||
277 | get { return _position; } | ||
278 | set { _position = value; } | ||
279 | } | ||
280 | public override OMV.Vector3 Position { | 273 | public override OMV.Vector3 Position { |
281 | get { | 274 | get { |
282 | // Don't refetch the position because this function is called a zillion times | 275 | // Don't refetch the position because this function is called a zillion times |
283 | // _position = PhysicsScene.PE.GetObjectPosition(Scene.World, LocalID); | 276 | // RawPosition = PhysicsScene.PE.GetObjectPosition(Scene.World, LocalID); |
284 | return _position; | 277 | return RawPosition; |
285 | } | 278 | } |
286 | set { | 279 | set { |
287 | _position = value; | 280 | RawPosition = value; |
288 | 281 | ||
289 | PhysScene.TaintedObject("BSCharacter.setPosition", delegate() | 282 | PhysScene.TaintedObject("BSCharacter.setPosition", delegate() |
290 | { | 283 | { |
291 | DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 284 | DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation); |
292 | PositionSanityCheck(); | 285 | PositionSanityCheck(); |
293 | ForcePosition = _position; | 286 | ForcePosition = RawPosition; |
294 | }); | 287 | }); |
295 | } | 288 | } |
296 | } | 289 | } |
297 | public override OMV.Vector3 ForcePosition { | 290 | public override OMV.Vector3 ForcePosition { |
298 | get { | 291 | get { |
299 | _position = PhysScene.PE.GetPosition(PhysBody); | 292 | RawPosition = PhysScene.PE.GetPosition(PhysBody); |
300 | return _position; | 293 | return RawPosition; |
301 | } | 294 | } |
302 | set { | 295 | set { |
303 | _position = value; | 296 | RawPosition = value; |
304 | if (PhysBody.HasPhysicalBody) | 297 | if (PhysBody.HasPhysicalBody) |
305 | { | 298 | { |
306 | PhysScene.PE.SetTranslation(PhysBody, _position, _orientation); | 299 | PhysScene.PE.SetTranslation(PhysBody, RawPosition, RawOrientation); |
307 | } | 300 | } |
308 | } | 301 | } |
309 | } | 302 | } |
@@ -331,16 +324,16 @@ public sealed class BSCharacter : BSPhysObject | |||
331 | float terrainHeight = PhysScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition); | 324 | float terrainHeight = PhysScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition); |
332 | if (Position.Z < terrainHeight) | 325 | if (Position.Z < terrainHeight) |
333 | { | 326 | { |
334 | DetailLog("{0},BSCharacter.PositionSanityCheck,adjustForUnderGround,pos={1},terrain={2}", LocalID, _position, terrainHeight); | 327 | DetailLog("{0},BSCharacter.PositionSanityCheck,adjustForUnderGround,pos={1},terrain={2}", LocalID, RawPosition, terrainHeight); |
335 | _position.Z = terrainHeight + BSParam.AvatarBelowGroundUpCorrectionMeters; | 328 | RawPosition = new OMV.Vector3(RawPosition.X, RawPosition.Y, terrainHeight + BSParam.AvatarBelowGroundUpCorrectionMeters); |
336 | ret = true; | 329 | ret = true; |
337 | } | 330 | } |
338 | if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) | 331 | if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) |
339 | { | 332 | { |
340 | float waterHeight = PhysScene.TerrainManager.GetWaterLevelAtXYZ(_position); | 333 | float waterHeight = PhysScene.TerrainManager.GetWaterLevelAtXYZ(RawPosition); |
341 | if (Position.Z < waterHeight) | 334 | if (Position.Z < waterHeight) |
342 | { | 335 | { |
343 | _position.Z = waterHeight; | 336 | RawPosition = new OMV.Vector3(RawPosition.X, RawPosition.Y, waterHeight); |
344 | ret = true; | 337 | ret = true; |
345 | } | 338 | } |
346 | } | 339 | } |
@@ -360,8 +353,8 @@ public sealed class BSCharacter : BSPhysObject | |||
360 | // just assign to "Position" because of potential call loops. | 353 | // just assign to "Position" because of potential call loops. |
361 | PhysScene.TaintedObject(inTaintTime, "BSCharacter.PositionSanityCheck", delegate() | 354 | PhysScene.TaintedObject(inTaintTime, "BSCharacter.PositionSanityCheck", delegate() |
362 | { | 355 | { |
363 | DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 356 | DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation); |
364 | ForcePosition = _position; | 357 | ForcePosition = RawPosition; |
365 | }); | 358 | }); |
366 | ret = true; | 359 | ret = true; |
367 | } | 360 | } |
@@ -466,19 +459,14 @@ public sealed class BSCharacter : BSPhysObject | |||
466 | get { return _acceleration; } | 459 | get { return _acceleration; } |
467 | set { _acceleration = value; } | 460 | set { _acceleration = value; } |
468 | } | 461 | } |
469 | public override OMV.Quaternion RawOrientation | ||
470 | { | ||
471 | get { return _orientation; } | ||
472 | set { _orientation = value; } | ||
473 | } | ||
474 | public override OMV.Quaternion Orientation { | 462 | public override OMV.Quaternion Orientation { |
475 | get { return _orientation; } | 463 | get { return RawOrientation; } |
476 | set { | 464 | set { |
477 | // Orientation is set zillions of times when an avatar is walking. It's like | 465 | // Orientation is set zillions of times when an avatar is walking. It's like |
478 | // the viewer doesn't trust us. | 466 | // the viewer doesn't trust us. |
479 | if (_orientation != value) | 467 | if (RawOrientation != value) |
480 | { | 468 | { |
481 | _orientation = value; | 469 | RawOrientation = value; |
482 | PhysScene.TaintedObject("BSCharacter.setOrientation", delegate() | 470 | PhysScene.TaintedObject("BSCharacter.setOrientation", delegate() |
483 | { | 471 | { |
484 | // Bullet assumes we know what we are doing when forcing orientation | 472 | // Bullet assumes we know what we are doing when forcing orientation |
@@ -486,10 +474,10 @@ public sealed class BSCharacter : BSPhysObject | |||
486 | // This forces rotation to be only around the Z axis and doesn't change any of the other axis. | 474 | // This forces rotation to be only around the Z axis and doesn't change any of the other axis. |
487 | // This keeps us from flipping the capsule over which the veiwer does not understand. | 475 | // This keeps us from flipping the capsule over which the veiwer does not understand. |
488 | float oRoll, oPitch, oYaw; | 476 | float oRoll, oPitch, oYaw; |
489 | _orientation.GetEulerAngles(out oRoll, out oPitch, out oYaw); | 477 | RawOrientation.GetEulerAngles(out oRoll, out oPitch, out oYaw); |
490 | OMV.Quaternion trimmedOrientation = OMV.Quaternion.CreateFromEulers(0f, 0f, oYaw); | 478 | OMV.Quaternion trimmedOrientation = OMV.Quaternion.CreateFromEulers(0f, 0f, oYaw); |
491 | // DetailLog("{0},BSCharacter.setOrientation,taint,val={1},valDir={2},conv={3},convDir={4}", | 479 | // DetailLog("{0},BSCharacter.setOrientation,taint,val={1},valDir={2},conv={3},convDir={4}", |
492 | // LocalID, _orientation, OMV.Vector3.UnitX * _orientation, | 480 | // LocalID, RawOrientation, OMV.Vector3.UnitX * RawOrientation, |
493 | // trimmedOrientation, OMV.Vector3.UnitX * trimmedOrientation); | 481 | // trimmedOrientation, OMV.Vector3.UnitX * trimmedOrientation); |
494 | ForceOrientation = trimmedOrientation; | 482 | ForceOrientation = trimmedOrientation; |
495 | }); | 483 | }); |
@@ -501,16 +489,16 @@ public sealed class BSCharacter : BSPhysObject | |||
501 | { | 489 | { |
502 | get | 490 | get |
503 | { | 491 | { |
504 | _orientation = PhysScene.PE.GetOrientation(PhysBody); | 492 | RawOrientation = PhysScene.PE.GetOrientation(PhysBody); |
505 | return _orientation; | 493 | return RawOrientation; |
506 | } | 494 | } |
507 | set | 495 | set |
508 | { | 496 | { |
509 | _orientation = value; | 497 | RawOrientation = value; |
510 | if (PhysBody.HasPhysicalBody) | 498 | if (PhysBody.HasPhysicalBody) |
511 | { | 499 | { |
512 | // _position = PhysicsScene.PE.GetPosition(BSBody); | 500 | // RawPosition = PhysicsScene.PE.GetPosition(BSBody); |
513 | PhysScene.PE.SetTranslation(PhysBody, _position, _orientation); | 501 | PhysScene.PE.SetTranslation(PhysBody, RawPosition, RawOrientation); |
514 | } | 502 | } |
515 | } | 503 | } |
516 | } | 504 | } |
@@ -723,9 +711,9 @@ public sealed class BSCharacter : BSPhysObject | |||
723 | { | 711 | { |
724 | // Don't change position if standing on a stationary object. | 712 | // Don't change position if standing on a stationary object. |
725 | if (!IsStationary) | 713 | if (!IsStationary) |
726 | _position = entprop.Position; | 714 | RawPosition = entprop.Position; |
727 | 715 | ||
728 | _orientation = entprop.Rotation; | 716 | RawOrientation = entprop.Rotation; |
729 | 717 | ||
730 | // Smooth velocity. OpenSimulator is VERY sensitive to changes in velocity of the avatar | 718 | // Smooth velocity. OpenSimulator is VERY sensitive to changes in velocity of the avatar |
731 | // and will send agent updates to the clients if velocity changes by more than | 719 | // and will send agent updates to the clients if velocity changes by more than |
@@ -740,8 +728,8 @@ public sealed class BSCharacter : BSPhysObject | |||
740 | // Do some sanity checking for the avatar. Make sure it's above ground and inbounds. | 728 | // Do some sanity checking for the avatar. Make sure it's above ground and inbounds. |
741 | if (PositionSanityCheck(true)) | 729 | if (PositionSanityCheck(true)) |
742 | { | 730 | { |
743 | DetailLog("{0},BSCharacter.UpdateProperties,updatePosForSanity,pos={1}", LocalID, _position); | 731 | DetailLog("{0},BSCharacter.UpdateProperties,updatePosForSanity,pos={1}", LocalID, RawPosition); |
744 | entprop.Position = _position; | 732 | entprop.Position = RawPosition; |
745 | } | 733 | } |
746 | 734 | ||
747 | // remember the current and last set values | 735 | // remember the current and last set values |
@@ -755,7 +743,7 @@ public sealed class BSCharacter : BSPhysObject | |||
755 | // base.RequestPhysicsterseUpdate(); | 743 | // base.RequestPhysicsterseUpdate(); |
756 | 744 | ||
757 | DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | 745 | DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", |
758 | LocalID, _position, _orientation, RawVelocity, _acceleration, _rotationalVelocity); | 746 | LocalID, RawPosition, RawOrientation, RawVelocity, _acceleration, _rotationalVelocity); |
759 | } | 747 | } |
760 | } | 748 | } |
761 | } | 749 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index aa247dd..0204967 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 = false; | ||
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 |
@@ -173,7 +152,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
173 | switch (pParam) | 152 | switch (pParam) |
174 | { | 153 | { |
175 | case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: | 154 | case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: |
176 | m_angularDeflectionEfficiency = Math.Max(pValue, 0.01f); | 155 | m_angularDeflectionEfficiency = ClampInRange(0f, pValue, 1f); |
177 | break; | 156 | break; |
178 | case Vehicle.ANGULAR_DEFLECTION_TIMESCALE: | 157 | case Vehicle.ANGULAR_DEFLECTION_TIMESCALE: |
179 | m_angularDeflectionTimescale = Math.Max(pValue, 0.01f); | 158 | m_angularDeflectionTimescale = Math.Max(pValue, 0.01f); |
@@ -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, |
@@ -774,7 +753,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
774 | 753 | ||
775 | // Since the computation of terrain height can be a little involved, this routine | 754 | // Since the computation of terrain height can be a little involved, this routine |
776 | // is used to fetch the height only once for each vehicle simulation step. | 755 | // is used to fetch the height only once for each vehicle simulation step. |
777 | Vector3 lastRememberedHeightPos; | 756 | Vector3 lastRememberedHeightPos = new Vector3(-1, -1, -1); |
778 | private float GetTerrainHeight(Vector3 pos) | 757 | private float GetTerrainHeight(Vector3 pos) |
779 | { | 758 | { |
780 | if ((m_knownHas & m_knownChangedTerrainHeight) == 0 || pos != lastRememberedHeightPos) | 759 | if ((m_knownHas & m_knownChangedTerrainHeight) == 0 || pos != lastRememberedHeightPos) |
@@ -788,14 +767,16 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
788 | 767 | ||
789 | // Since the computation of water level can be a little involved, this routine | 768 | // Since the computation of water level can be a little involved, this routine |
790 | // is used ot fetch the level only once for each vehicle simulation step. | 769 | // is used ot fetch the level only once for each vehicle simulation step. |
770 | Vector3 lastRememberedWaterHeightPos = new Vector3(-1, -1, -1); | ||
791 | private float GetWaterLevel(Vector3 pos) | 771 | private float GetWaterLevel(Vector3 pos) |
792 | { | 772 | { |
793 | if ((m_knownHas & m_knownChangedWaterLevel) == 0) | 773 | if ((m_knownHas & m_knownChangedWaterLevel) == 0 || pos != lastRememberedWaterHeightPos) |
794 | { | 774 | { |
775 | lastRememberedWaterHeightPos = pos; | ||
795 | m_knownWaterLevel = ControllingPrim.PhysScene.TerrainManager.GetWaterLevelAtXYZ(pos); | 776 | m_knownWaterLevel = ControllingPrim.PhysScene.TerrainManager.GetWaterLevelAtXYZ(pos); |
796 | m_knownHas |= m_knownChangedWaterLevel; | 777 | m_knownHas |= m_knownChangedWaterLevel; |
797 | } | 778 | } |
798 | return (float)m_knownWaterLevel; | 779 | return m_knownWaterLevel; |
799 | } | 780 | } |
800 | 781 | ||
801 | private Vector3 VehiclePosition | 782 | private Vector3 VehiclePosition |
@@ -924,6 +905,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
924 | return VehicleVelocity * Quaternion.Inverse(Quaternion.Normalize(VehicleOrientation)); | 905 | return VehicleVelocity * Quaternion.Inverse(Quaternion.Normalize(VehicleOrientation)); |
925 | } | 906 | } |
926 | } | 907 | } |
908 | |||
927 | private float VehicleForwardSpeed | 909 | private float VehicleForwardSpeed |
928 | { | 910 | { |
929 | get | 911 | get |
@@ -991,11 +973,17 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
991 | { | 973 | { |
992 | Vector3 vel = VehicleVelocity; | 974 | Vector3 vel = VehicleVelocity; |
993 | if ((m_flags & (VehicleFlag.NO_X)) != 0) | 975 | if ((m_flags & (VehicleFlag.NO_X)) != 0) |
976 | { | ||
994 | vel.X = 0; | 977 | vel.X = 0; |
978 | } | ||
995 | if ((m_flags & (VehicleFlag.NO_Y)) != 0) | 979 | if ((m_flags & (VehicleFlag.NO_Y)) != 0) |
980 | { | ||
996 | vel.Y = 0; | 981 | vel.Y = 0; |
982 | } | ||
997 | if ((m_flags & (VehicleFlag.NO_Z)) != 0) | 983 | if ((m_flags & (VehicleFlag.NO_Z)) != 0) |
984 | { | ||
998 | vel.Z = 0; | 985 | vel.Z = 0; |
986 | } | ||
999 | VehicleVelocity = vel; | 987 | VehicleVelocity = vel; |
1000 | } | 988 | } |
1001 | 989 | ||
@@ -1053,26 +1041,37 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1053 | Vector3 linearDeflectionV = Vector3.Zero; | 1041 | Vector3 linearDeflectionV = Vector3.Zero; |
1054 | Vector3 velocityV = VehicleForwardVelocity; | 1042 | Vector3 velocityV = VehicleForwardVelocity; |
1055 | 1043 | ||
1056 | // Velocity in Y and Z dimensions is movement to the side or turning. | 1044 | if (BSParam.VehicleEnableLinearDeflection) |
1057 | // Compute deflection factor from the to the side and rotational velocity | 1045 | { |
1058 | linearDeflectionV.Y = SortedClampInRange(0, (velocityV.Y * m_linearDeflectionEfficiency) / m_linearDeflectionTimescale, velocityV.Y); | 1046 | // Velocity in Y and Z dimensions is movement to the side or turning. |
1059 | linearDeflectionV.Z = SortedClampInRange(0, (velocityV.Z * m_linearDeflectionEfficiency) / m_linearDeflectionTimescale, velocityV.Z); | 1047 | // Compute deflection factor from the to the side and rotational velocity |
1048 | linearDeflectionV.Y = SortedClampInRange(0, (velocityV.Y * m_linearDeflectionEfficiency) / m_linearDeflectionTimescale, velocityV.Y); | ||
1049 | linearDeflectionV.Z = SortedClampInRange(0, (velocityV.Z * m_linearDeflectionEfficiency) / m_linearDeflectionTimescale, velocityV.Z); | ||
1060 | 1050 | ||
1061 | // Velocity to the side and around is corrected and moved into the forward direction | 1051 | // Velocity to the side and around is corrected and moved into the forward direction |
1062 | linearDeflectionV.X += Math.Abs(linearDeflectionV.Y); | 1052 | linearDeflectionV.X += Math.Abs(linearDeflectionV.Y); |
1063 | linearDeflectionV.X += Math.Abs(linearDeflectionV.Z); | 1053 | linearDeflectionV.X += Math.Abs(linearDeflectionV.Z); |
1064 | 1054 | ||
1065 | // Scale the deflection to the fractional simulation time | 1055 | // Scale the deflection to the fractional simulation time |
1066 | linearDeflectionV *= pTimestep; | 1056 | linearDeflectionV *= pTimestep; |
1067 | 1057 | ||
1068 | // Subtract the sideways and rotational velocity deflection factors while adding the correction forward | 1058 | // Subtract the sideways and rotational velocity deflection factors while adding the correction forward |
1069 | linearDeflectionV *= new Vector3(1,-1,-1); | 1059 | linearDeflectionV *= new Vector3(1, -1, -1); |
1060 | |||
1061 | // Correction is vehicle relative. Convert to world coordinates. | ||
1062 | Vector3 linearDeflectionW = linearDeflectionV * VehicleOrientation; | ||
1063 | |||
1064 | // Optionally, if not colliding, don't effect world downward velocity. Let falling things fall. | ||
1065 | if (BSParam.VehicleLinearDeflectionNotCollidingNoZ && !m_controllingPrim.IsColliding) | ||
1066 | { | ||
1067 | linearDeflectionW.Z = 0f; | ||
1068 | } | ||
1070 | 1069 | ||
1071 | // Correciont is vehicle relative. Convert to world coordinates and add to the velocity | 1070 | VehicleVelocity += linearDeflectionW; |
1072 | VehicleVelocity += linearDeflectionV * VehicleOrientation; | ||
1073 | 1071 | ||
1074 | VDetailLog("{0}, MoveLinear,LinearDeflection,linDefEff={1},linDefTS={2},linDeflectionV={3}", | 1072 | VDetailLog("{0}, MoveLinear,LinearDeflection,linDefEff={1},linDefTS={2},linDeflectionV={3}", |
1075 | ControllingPrim.LocalID, m_linearDeflectionEfficiency, m_linearDeflectionTimescale, linearDeflectionV); | 1073 | ControllingPrim.LocalID, m_linearDeflectionEfficiency, m_linearDeflectionTimescale, linearDeflectionV); |
1074 | } | ||
1076 | } | 1075 | } |
1077 | 1076 | ||
1078 | public void ComputeLinearTerrainHeightCorrection(float pTimestep) | 1077 | public void ComputeLinearTerrainHeightCorrection(float pTimestep) |
@@ -1385,116 +1384,134 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1385 | { | 1384 | { |
1386 | 1385 | ||
1387 | // If vertical attaction timescale is reasonable | 1386 | // If vertical attaction timescale is reasonable |
1388 | if (enableAngularVerticalAttraction && m_verticalAttractionTimescale < m_verticalAttractionCutoff) | 1387 | if (BSParam.VehicleEnableAngularVerticalAttraction && m_verticalAttractionTimescale < m_verticalAttractionCutoff) |
1389 | { | 1388 | { |
1390 | //Another formula to try got from : | 1389 | Vector3 vehicleUpAxis = Vector3.UnitZ * VehicleOrientation; |
1391 | //http://answers.unity3d.com/questions/10425/how-to-stabilize-angular-motion-alignment-of-hover.html | 1390 | switch (BSParam.VehicleAngularVerticalAttractionAlgorithm) |
1392 | |||
1393 | Vector3 VehicleUpAxis = Vector3.UnitZ * VehicleOrientation; | ||
1394 | |||
1395 | // Flipping what was originally a timescale into a speed variable and then multiplying it by 2 | ||
1396 | // since only computing half the distance between the angles. | ||
1397 | float VerticalAttractionSpeed = (1 / m_verticalAttractionTimescale) * 2.0f; | ||
1398 | |||
1399 | // Make a prediction of where the up axis will be when this is applied rather then where it is now as | ||
1400 | // this makes for a smoother adjustment and less fighting between the various forces. | ||
1401 | Vector3 predictedUp = VehicleUpAxis * Quaternion.CreateFromAxisAngle(VehicleRotationalVelocity, 0f); | ||
1402 | |||
1403 | // This is only half the distance to the target so it will take 2 seconds to complete the turn. | ||
1404 | Vector3 torqueVector = Vector3.Cross(predictedUp, Vector3.UnitZ); | ||
1405 | |||
1406 | // Scale vector by our timescale since it is an acceleration it is r/s^2 or radians a timescale squared | ||
1407 | Vector3 vertContributionV = torqueVector * VerticalAttractionSpeed * VerticalAttractionSpeed; | ||
1408 | |||
1409 | VehicleRotationalVelocity += vertContributionV; | ||
1410 | |||
1411 | VDetailLog("{0}, MoveAngular,verticalAttraction,UpAxis={1},PredictedUp={2},torqueVector={3},contrib={4}", | ||
1412 | ControllingPrim.LocalID, | ||
1413 | VehicleUpAxis, | ||
1414 | predictedUp, | ||
1415 | torqueVector, | ||
1416 | vertContributionV); | ||
1417 | //===================================================================== | ||
1418 | /* | ||
1419 | // Possible solution derived from a discussion at: | ||
1420 | // http://stackoverflow.com/questions/14939657/computing-vector-from-quaternion-works-computing-quaternion-from-vector-does-no | ||
1421 | |||
1422 | // Create a rotation that is only the vehicle's rotation around Z | ||
1423 | Vector3 currentEuler = Vector3.Zero; | ||
1424 | VehicleOrientation.GetEulerAngles(out currentEuler.X, out currentEuler.Y, out currentEuler.Z); | ||
1425 | Quaternion justZOrientation = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, currentEuler.Z); | ||
1426 | |||
1427 | // Create the axis that is perpendicular to the up vector and the rotated up vector. | ||
1428 | Vector3 differenceAxis = Vector3.Cross(Vector3.UnitZ * justZOrientation, Vector3.UnitZ * VehicleOrientation); | ||
1429 | // Compute the angle between those to vectors. | ||
1430 | double differenceAngle = Math.Acos((double)Vector3.Dot(Vector3.UnitZ, Vector3.Normalize(Vector3.UnitZ * VehicleOrientation))); | ||
1431 | // 'differenceAngle' is the angle to rotate and 'differenceAxis' is the plane to rotate in to get the vehicle vertical | ||
1432 | |||
1433 | // Reduce the change by the time period it is to change in. Timestep is handled when velocity is applied. | ||
1434 | // TODO: add 'efficiency'. | ||
1435 | differenceAngle /= m_verticalAttractionTimescale; | ||
1436 | |||
1437 | // Create the quaterian representing the correction angle | ||
1438 | Quaternion correctionRotation = Quaternion.CreateFromAxisAngle(differenceAxis, (float)differenceAngle); | ||
1439 | |||
1440 | // Turn that quaternion into Euler values to make it into velocities to apply. | ||
1441 | Vector3 vertContributionV = Vector3.Zero; | ||
1442 | correctionRotation.GetEulerAngles(out vertContributionV.X, out vertContributionV.Y, out vertContributionV.Z); | ||
1443 | vertContributionV *= -1f; | ||
1444 | |||
1445 | VehicleRotationalVelocity += vertContributionV; | ||
1446 | |||
1447 | VDetailLog("{0}, MoveAngular,verticalAttraction,diffAxis={1},diffAng={2},corrRot={3},contrib={4}", | ||
1448 | ControllingPrim.LocalID, | ||
1449 | differenceAxis, | ||
1450 | differenceAngle, | ||
1451 | correctionRotation, | ||
1452 | vertContributionV); | ||
1453 | */ | ||
1454 | |||
1455 | // =================================================================== | ||
1456 | /* | ||
1457 | Vector3 vertContributionV = Vector3.Zero; | ||
1458 | Vector3 origRotVelW = VehicleRotationalVelocity; // DEBUG DEBUG | ||
1459 | |||
1460 | // Take a vector pointing up and convert it from world to vehicle relative coords. | ||
1461 | Vector3 verticalError = Vector3.Normalize(Vector3.UnitZ * VehicleOrientation); | ||
1462 | |||
1463 | // If vertical attraction correction is needed, the vector that was pointing up (UnitZ) | ||
1464 | // is now: | ||
1465 | // leaning to one side: rotated around the X axis with the Y value going | ||
1466 | // from zero (nearly straight up) to one (completely to the side)) or | ||
1467 | // leaning front-to-back: rotated around the Y axis with the value of X being between | ||
1468 | // zero and one. | ||
1469 | // The value of Z is how far the rotation is off with 1 meaning none and 0 being 90 degrees. | ||
1470 | |||
1471 | // Y error means needed rotation around X axis and visa versa. | ||
1472 | // Since the error goes from zero to one, the asin is the corresponding angle. | ||
1473 | vertContributionV.X = (float)Math.Asin(verticalError.Y); | ||
1474 | // (Tilt forward (positive X) needs to tilt back (rotate negative) around Y axis.) | ||
1475 | vertContributionV.Y = -(float)Math.Asin(verticalError.X); | ||
1476 | |||
1477 | // If verticalError.Z is negative, the vehicle is upside down. Add additional push. | ||
1478 | if (verticalError.Z < 0f) | ||
1479 | { | 1391 | { |
1480 | vertContributionV.X += Math.Sign(vertContributionV.X) * PIOverFour; | 1392 | case 0: |
1481 | // vertContribution.Y -= PIOverFour; | 1393 | { |
1394 | //Another formula to try got from : | ||
1395 | //http://answers.unity3d.com/questions/10425/how-to-stabilize-angular-motion-alignment-of-hover.html | ||
1396 | |||
1397 | // Flipping what was originally a timescale into a speed variable and then multiplying it by 2 | ||
1398 | // since only computing half the distance between the angles. | ||
1399 | float VerticalAttractionSpeed = (1 / m_verticalAttractionTimescale) * 2.0f; | ||
1400 | |||
1401 | // Make a prediction of where the up axis will be when this is applied rather then where it is now as | ||
1402 | // this makes for a smoother adjustment and less fighting between the various forces. | ||
1403 | Vector3 predictedUp = vehicleUpAxis * Quaternion.CreateFromAxisAngle(VehicleRotationalVelocity, 0f); | ||
1404 | |||
1405 | // This is only half the distance to the target so it will take 2 seconds to complete the turn. | ||
1406 | Vector3 torqueVector = Vector3.Cross(predictedUp, Vector3.UnitZ); | ||
1407 | |||
1408 | // Scale vector by our timescale since it is an acceleration it is r/s^2 or radians a timescale squared | ||
1409 | Vector3 vertContributionV = torqueVector * VerticalAttractionSpeed * VerticalAttractionSpeed; | ||
1410 | |||
1411 | VehicleRotationalVelocity += vertContributionV; | ||
1412 | |||
1413 | VDetailLog("{0}, MoveAngular,verticalAttraction,upAxis={1},PredictedUp={2},torqueVector={3},contrib={4}", | ||
1414 | ControllingPrim.LocalID, | ||
1415 | vehicleUpAxis, | ||
1416 | predictedUp, | ||
1417 | torqueVector, | ||
1418 | vertContributionV); | ||
1419 | break; | ||
1420 | } | ||
1421 | case 1: | ||
1422 | { | ||
1423 | // Possible solution derived from a discussion at: | ||
1424 | // http://stackoverflow.com/questions/14939657/computing-vector-from-quaternion-works-computing-quaternion-from-vector-does-no | ||
1425 | |||
1426 | // Create a rotation that is only the vehicle's rotation around Z | ||
1427 | Vector3 currentEuler = Vector3.Zero; | ||
1428 | VehicleOrientation.GetEulerAngles(out currentEuler.X, out currentEuler.Y, out currentEuler.Z); | ||
1429 | Quaternion justZOrientation = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, currentEuler.Z); | ||
1430 | |||
1431 | // Create the axis that is perpendicular to the up vector and the rotated up vector. | ||
1432 | Vector3 differenceAxis = Vector3.Cross(Vector3.UnitZ * justZOrientation, Vector3.UnitZ * VehicleOrientation); | ||
1433 | // Compute the angle between those to vectors. | ||
1434 | double differenceAngle = Math.Acos((double)Vector3.Dot(Vector3.UnitZ, Vector3.Normalize(Vector3.UnitZ * VehicleOrientation))); | ||
1435 | // 'differenceAngle' is the angle to rotate and 'differenceAxis' is the plane to rotate in to get the vehicle vertical | ||
1436 | |||
1437 | // Reduce the change by the time period it is to change in. Timestep is handled when velocity is applied. | ||
1438 | // TODO: add 'efficiency'. | ||
1439 | differenceAngle /= m_verticalAttractionTimescale; | ||
1440 | |||
1441 | // Create the quaterian representing the correction angle | ||
1442 | Quaternion correctionRotation = Quaternion.CreateFromAxisAngle(differenceAxis, (float)differenceAngle); | ||
1443 | |||
1444 | // Turn that quaternion into Euler values to make it into velocities to apply. | ||
1445 | Vector3 vertContributionV = Vector3.Zero; | ||
1446 | correctionRotation.GetEulerAngles(out vertContributionV.X, out vertContributionV.Y, out vertContributionV.Z); | ||
1447 | vertContributionV *= -1f; | ||
1448 | |||
1449 | VehicleRotationalVelocity += vertContributionV; | ||
1450 | |||
1451 | VDetailLog("{0}, MoveAngular,verticalAttraction,upAxis={1},diffAxis={2},diffAng={3},corrRot={4},contrib={5}", | ||
1452 | ControllingPrim.LocalID, | ||
1453 | vehicleUpAxis, | ||
1454 | differenceAxis, | ||
1455 | differenceAngle, | ||
1456 | correctionRotation, | ||
1457 | vertContributionV); | ||
1458 | break; | ||
1459 | } | ||
1460 | case 2: | ||
1461 | { | ||
1462 | Vector3 vertContributionV = Vector3.Zero; | ||
1463 | Vector3 origRotVelW = VehicleRotationalVelocity; // DEBUG DEBUG | ||
1464 | |||
1465 | // Take a vector pointing up and convert it from world to vehicle relative coords. | ||
1466 | Vector3 verticalError = Vector3.Normalize(Vector3.UnitZ * VehicleOrientation); | ||
1467 | |||
1468 | // If vertical attraction correction is needed, the vector that was pointing up (UnitZ) | ||
1469 | // is now: | ||
1470 | // leaning to one side: rotated around the X axis with the Y value going | ||
1471 | // from zero (nearly straight up) to one (completely to the side)) or | ||
1472 | // leaning front-to-back: rotated around the Y axis with the value of X being between | ||
1473 | // zero and one. | ||
1474 | // The value of Z is how far the rotation is off with 1 meaning none and 0 being 90 degrees. | ||
1475 | |||
1476 | // Y error means needed rotation around X axis and visa versa. | ||
1477 | // Since the error goes from zero to one, the asin is the corresponding angle. | ||
1478 | vertContributionV.X = (float)Math.Asin(verticalError.Y); | ||
1479 | // (Tilt forward (positive X) needs to tilt back (rotate negative) around Y axis.) | ||
1480 | vertContributionV.Y = -(float)Math.Asin(verticalError.X); | ||
1481 | |||
1482 | // If verticalError.Z is negative, the vehicle is upside down. Add additional push. | ||
1483 | if (verticalError.Z < 0f) | ||
1484 | { | ||
1485 | vertContributionV.X += Math.Sign(vertContributionV.X) * PIOverFour; | ||
1486 | // vertContribution.Y -= PIOverFour; | ||
1487 | } | ||
1488 | |||
1489 | // 'vertContrbution' is now the necessary angular correction to correct tilt in one second. | ||
1490 | // Correction happens over a number of seconds. | ||
1491 | Vector3 unscaledContribVerticalErrorV = vertContributionV; // DEBUG DEBUG | ||
1492 | |||
1493 | // The correction happens over the user's time period | ||
1494 | vertContributionV /= m_verticalAttractionTimescale; | ||
1495 | |||
1496 | // Rotate the vehicle rotation to the world coordinates. | ||
1497 | VehicleRotationalVelocity += (vertContributionV * VehicleOrientation); | ||
1498 | |||
1499 | VDetailLog("{0}, MoveAngular,verticalAttraction,,upAxis={1},origRotVW={2},vertError={3},unscaledV={4},eff={5},ts={6},vertContribV={7}", | ||
1500 | ControllingPrim.LocalID, | ||
1501 | vehicleUpAxis, | ||
1502 | origRotVelW, | ||
1503 | verticalError, | ||
1504 | unscaledContribVerticalErrorV, | ||
1505 | m_verticalAttractionEfficiency, | ||
1506 | m_verticalAttractionTimescale, | ||
1507 | vertContributionV); | ||
1508 | break; | ||
1509 | } | ||
1510 | default: | ||
1511 | { | ||
1512 | break; | ||
1513 | } | ||
1482 | } | 1514 | } |
1483 | |||
1484 | // 'vertContrbution' is now the necessary angular correction to correct tilt in one second. | ||
1485 | // Correction happens over a number of seconds. | ||
1486 | Vector3 unscaledContribVerticalErrorV = vertContributionV; // DEBUG DEBUG | ||
1487 | |||
1488 | // The correction happens over the user's time period | ||
1489 | vertContributionV /= m_verticalAttractionTimescale; | ||
1490 | |||
1491 | // Rotate the vehicle rotation to the world coordinates. | ||
1492 | VehicleRotationalVelocity += (vertContributionV * VehicleOrientation); | ||
1493 | |||
1494 | VDetailLog("{0}, MoveAngular,verticalAttraction,,origRotVW={1},vertError={2},unscaledV={3},eff={4},ts={5},vertContribV={6}", | ||
1495 | Prim.LocalID, origRotVelW, verticalError, unscaledContribVerticalErrorV, | ||
1496 | m_verticalAttractionEfficiency, m_verticalAttractionTimescale, vertContributionV); | ||
1497 | */ | ||
1498 | } | 1515 | } |
1499 | } | 1516 | } |
1500 | 1517 | ||
@@ -1504,13 +1521,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1504 | // in that direction. | 1521 | // in that direction. |
1505 | // TODO: implement reference frame. | 1522 | // TODO: implement reference frame. |
1506 | public void ComputeAngularDeflection() | 1523 | public void ComputeAngularDeflection() |
1507 | { | 1524 | { |
1508 | // Since angularMotorUp and angularDeflection are computed independently, they will calculate | ||
1509 | // approximately the same X or Y correction. When added together (when contributions are combined) | ||
1510 | // this creates an over-correction and then wabbling as the target is overshot. | ||
1511 | // TODO: rethink how the different correction computations inter-relate. | ||
1512 | 1525 | ||
1513 | if (enableAngularDeflection && m_angularDeflectionEfficiency != 0 && VehicleForwardSpeed > 0.2) | 1526 | if (BSParam.VehicleEnableAngularDeflection && m_angularDeflectionEfficiency != 0 && VehicleForwardSpeed > 0.2) |
1514 | { | 1527 | { |
1515 | Vector3 deflectContributionV = Vector3.Zero; | 1528 | Vector3 deflectContributionV = Vector3.Zero; |
1516 | 1529 | ||
@@ -1523,10 +1536,14 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1523 | 1536 | ||
1524 | // The direction the vehicle is pointing | 1537 | // The direction the vehicle is pointing |
1525 | Vector3 pointingDirection = Vector3.UnitX * VehicleOrientation; | 1538 | Vector3 pointingDirection = Vector3.UnitX * VehicleOrientation; |
1526 | pointingDirection.Normalize(); | 1539 | //Predict where the Vehicle will be pointing after AngularVelocity change is applied. This will keep |
1540 | // from overshooting and allow this correction to merge with the Vertical Attraction peacefully. | ||
1541 | Vector3 predictedPointingDirection = pointingDirection * Quaternion.CreateFromAxisAngle(VehicleRotationalVelocity, 0f); | ||
1542 | predictedPointingDirection.Normalize(); | ||
1527 | 1543 | ||
1528 | // The difference between what is and what should be. | 1544 | // The difference between what is and what should be. |
1529 | Vector3 deflectionError = movingDirection - pointingDirection; | 1545 | // Vector3 deflectionError = movingDirection - predictedPointingDirection; |
1546 | Vector3 deflectionError = Vector3.Cross(movingDirection, predictedPointingDirection); | ||
1530 | 1547 | ||
1531 | // Don't try to correct very large errors (not our job) | 1548 | // Don't try to correct very large errors (not our job) |
1532 | // if (Math.Abs(deflectionError.X) > PIOverFour) deflectionError.X = PIOverTwo * Math.Sign(deflectionError.X); | 1549 | // if (Math.Abs(deflectionError.X) > PIOverFour) deflectionError.X = PIOverTwo * Math.Sign(deflectionError.X); |
@@ -1539,15 +1556,16 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1539 | // ret = m_angularDeflectionCorrectionMotor(1f, deflectionError); | 1556 | // ret = m_angularDeflectionCorrectionMotor(1f, deflectionError); |
1540 | 1557 | ||
1541 | // Scale the correction by recovery timescale and efficiency | 1558 | // Scale the correction by recovery timescale and efficiency |
1542 | deflectContributionV = (-deflectionError) * m_angularDeflectionEfficiency; | 1559 | // Not modeling a spring so clamp the scale to no more then the arc |
1543 | deflectContributionV /= m_angularDeflectionTimescale; | 1560 | deflectContributionV = (-deflectionError) * ClampInRange(0, m_angularDeflectionEfficiency/m_angularDeflectionTimescale,1f); |
1544 | 1561 | //deflectContributionV /= m_angularDeflectionTimescale; | |
1545 | VehicleRotationalVelocity += deflectContributionV * VehicleOrientation; | ||
1546 | 1562 | ||
1563 | // VehicleRotationalVelocity += deflectContributionV * VehicleOrientation; | ||
1564 | VehicleRotationalVelocity += deflectContributionV; | ||
1547 | VDetailLog("{0}, MoveAngular,Deflection,movingDir={1},pointingDir={2},deflectError={3},ret={4}", | 1565 | VDetailLog("{0}, MoveAngular,Deflection,movingDir={1},pointingDir={2},deflectError={3},ret={4}", |
1548 | ControllingPrim.LocalID, movingDirection, pointingDirection, deflectionError, deflectContributionV); | 1566 | ControllingPrim.LocalID, movingDirection, pointingDirection, deflectionError, deflectContributionV); |
1549 | VDetailLog("{0}, MoveAngular,Deflection,fwdSpd={1},defEff={2},defTS={3}", | 1567 | VDetailLog("{0}, MoveAngular,Deflection,fwdSpd={1},defEff={2},defTS={3},PredictedPointingDir={4}", |
1550 | ControllingPrim.LocalID, VehicleForwardSpeed, m_angularDeflectionEfficiency, m_angularDeflectionTimescale); | 1568 | ControllingPrim.LocalID, VehicleForwardSpeed, m_angularDeflectionEfficiency, m_angularDeflectionTimescale, predictedPointingDirection); |
1551 | } | 1569 | } |
1552 | } | 1570 | } |
1553 | 1571 | ||
@@ -1584,7 +1602,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1584 | // make a sluggish vehicle by giving it a timescale of several seconds. | 1602 | // make a sluggish vehicle by giving it a timescale of several seconds. |
1585 | public void ComputeAngularBanking() | 1603 | public void ComputeAngularBanking() |
1586 | { | 1604 | { |
1587 | if (enableAngularBanking && m_bankingEfficiency != 0 && m_verticalAttractionTimescale < m_verticalAttractionCutoff) | 1605 | if (BSParam.VehicleEnableAngularBanking && m_bankingEfficiency != 0 && m_verticalAttractionTimescale < m_verticalAttractionCutoff) |
1588 | { | 1606 | { |
1589 | Vector3 bankingContributionV = Vector3.Zero; | 1607 | Vector3 bankingContributionV = Vector3.Zero; |
1590 | 1608 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index 308cf13..1d94142 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs | |||
@@ -35,62 +35,6 @@ using OMV = OpenMetaverse; | |||
35 | namespace OpenSim.Region.Physics.BulletSPlugin | 35 | namespace OpenSim.Region.Physics.BulletSPlugin |
36 | { | 36 | { |
37 | 37 | ||
38 | /* | ||
39 | // When a child is linked, the relationship position of the child to the parent | ||
40 | // is remembered so the child's world position can be recomputed when it is | ||
41 | // removed from the linkset. | ||
42 | sealed class BSLinksetCompoundInfo : BSLinksetInfo | ||
43 | { | ||
44 | public int Index; | ||
45 | public OMV.Vector3 OffsetFromRoot; | ||
46 | public OMV.Vector3 OffsetFromCenterOfMass; | ||
47 | public OMV.Quaternion OffsetRot; | ||
48 | public BSLinksetCompoundInfo(int indx, OMV.Vector3 p, OMV.Quaternion r) | ||
49 | { | ||
50 | Index = indx; | ||
51 | OffsetFromRoot = p; | ||
52 | OffsetFromCenterOfMass = p; | ||
53 | OffsetRot = r; | ||
54 | } | ||
55 | // 'centerDisplacement' is the distance from the root the the center-of-mass (Bullet 'zero' of the shape) | ||
56 | public BSLinksetCompoundInfo(int indx, BSPrimLinkable root, BSPrimLinkable child, OMV.Vector3 centerDisplacement) | ||
57 | { | ||
58 | // Each child position and rotation is given relative to the center-of-mass. | ||
59 | OMV.Quaternion invRootOrientation = OMV.Quaternion.Inverse(root.RawOrientation); | ||
60 | OMV.Vector3 displacementFromRoot = (child.RawPosition - root.RawPosition) * invRootOrientation; | ||
61 | OMV.Vector3 displacementFromCOM = displacementFromRoot - centerDisplacement; | ||
62 | OMV.Quaternion displacementRot = child.RawOrientation * invRootOrientation; | ||
63 | |||
64 | // Save relative position for recomputing child's world position after moving linkset. | ||
65 | Index = indx; | ||
66 | OffsetFromRoot = displacementFromRoot; | ||
67 | OffsetFromCenterOfMass = displacementFromCOM; | ||
68 | OffsetRot = displacementRot; | ||
69 | } | ||
70 | public override void Clear() | ||
71 | { | ||
72 | Index = 0; | ||
73 | OffsetFromRoot = OMV.Vector3.Zero; | ||
74 | OffsetFromCenterOfMass = OMV.Vector3.Zero; | ||
75 | OffsetRot = OMV.Quaternion.Identity; | ||
76 | } | ||
77 | public override string ToString() | ||
78 | { | ||
79 | StringBuilder buff = new StringBuilder(); | ||
80 | buff.Append("<i="); | ||
81 | buff.Append(Index.ToString()); | ||
82 | buff.Append(",p="); | ||
83 | buff.Append(OffsetFromRoot.ToString()); | ||
84 | buff.Append(",m="); | ||
85 | buff.Append(OffsetFromCenterOfMass.ToString()); | ||
86 | buff.Append(",r="); | ||
87 | buff.Append(OffsetRot.ToString()); | ||
88 | buff.Append(">"); | ||
89 | return buff.ToString(); | ||
90 | } | ||
91 | }; | ||
92 | */ | ||
93 | |||
94 | public sealed class BSLinksetCompound : BSLinkset | 38 | public sealed class BSLinksetCompound : BSLinkset |
95 | { | 39 | { |
96 | private static string LogHeader = "[BULLETSIM LINKSET COMPOUND]"; | 40 | private static string LogHeader = "[BULLETSIM LINKSET COMPOUND]"; |
@@ -151,7 +95,9 @@ public sealed class BSLinksetCompound : BSLinkset | |||
151 | public override bool MakeStatic(BSPrimLinkable child) | 95 | public override bool MakeStatic(BSPrimLinkable child) |
152 | { | 96 | { |
153 | bool ret = false; | 97 | bool ret = false; |
98 | |||
154 | DetailLog("{0},BSLinksetCompound.MakeStatic,call,IsRoot={1}", child.LocalID, IsRoot(child)); | 99 | DetailLog("{0},BSLinksetCompound.MakeStatic,call,IsRoot={1}", child.LocalID, IsRoot(child)); |
100 | child.ClearDisplacement(); | ||
155 | if (IsRoot(child)) | 101 | if (IsRoot(child)) |
156 | { | 102 | { |
157 | // Schedule a rebuild to verify that the root shape is set to the real shape. | 103 | // Schedule a rebuild to verify that the root shape is set to the real shape. |
@@ -315,7 +261,6 @@ public sealed class BSLinksetCompound : BSLinkset | |||
315 | // Note that this works for rebuilding just the root after a linkset is taken apart. | 261 | // Note that this works for rebuilding just the root after a linkset is taken apart. |
316 | // Called at taint time!! | 262 | // Called at taint time!! |
317 | private bool UseBulletSimRootOffsetHack = false; // Attempt to have Bullet track the coords of root compound shape | 263 | private bool UseBulletSimRootOffsetHack = false; // Attempt to have Bullet track the coords of root compound shape |
318 | private bool disableCOM = true; // For basic linkset debugging, turn off the center-of-mass setting | ||
319 | private void RecomputeLinksetCompound() | 264 | private void RecomputeLinksetCompound() |
320 | { | 265 | { |
321 | try | 266 | try |
@@ -326,55 +271,70 @@ public sealed class BSLinksetCompound : BSLinkset | |||
326 | // to what they should be as if the root was not in a linkset. | 271 | // to what they should be as if the root was not in a linkset. |
327 | // Not that bad since we only get into this routine if there are children in the linkset and | 272 | // Not that bad since we only get into this routine if there are children in the linkset and |
328 | // something has been updated/changed. | 273 | // something has been updated/changed. |
274 | // Have to do the rebuild before checking for physical because this might be a linkset | ||
275 | // being destructed and going non-physical. | ||
329 | LinksetRoot.ForceBodyShapeRebuild(true); | 276 | LinksetRoot.ForceBodyShapeRebuild(true); |
330 | 277 | ||
331 | // There is no reason to build all this physical stuff for a non-physical linkset. | 278 | // There is no reason to build all this physical stuff for a non-physical linkset. |
332 | if (!LinksetRoot.IsPhysicallyActive) | 279 | if (!LinksetRoot.IsPhysicallyActive) |
333 | { | 280 | { |
334 | // Clean up any old linkset shape and make sure the root shape is set to the root object. | ||
335 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,notPhysical", LinksetRoot.LocalID); | 281 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,notPhysical", LinksetRoot.LocalID); |
336 | |||
337 | return; // Note the 'finally' clause at the botton which will get executed. | 282 | return; // Note the 'finally' clause at the botton which will get executed. |
338 | } | 283 | } |
339 | 284 | ||
340 | // Get a new compound shape to build the linkset shape in. | 285 | // Get a new compound shape to build the linkset shape in. |
341 | BSShape linksetShape = BSShapeCompound.GetReference(m_physicsScene); | 286 | BSShape linksetShape = BSShapeCompound.GetReference(m_physicsScene); |
342 | 287 | ||
343 | // The center of mass for the linkset is the geometric center of the group. | ||
344 | // Compute a displacement for each component so it is relative to the center-of-mass. | 288 | // Compute a displacement for each component so it is relative to the center-of-mass. |
345 | // Bullet presumes an object's origin (relative <0,0,0>) is its center-of-mass | 289 | // Bullet presumes an object's origin (relative <0,0,0>) is its center-of-mass |
346 | OMV.Vector3 centerOfMassW = ComputeLinksetCenterOfMass(); | 290 | OMV.Vector3 centerOfMassW = ComputeLinksetCenterOfMass(); |
347 | 291 | ||
348 | OMV.Quaternion invRootOrientation = OMV.Quaternion.Normalize(OMV.Quaternion.Inverse(LinksetRoot.RawOrientation)); | 292 | OMV.Quaternion invRootOrientation = OMV.Quaternion.Normalize(OMV.Quaternion.Inverse(LinksetRoot.RawOrientation)); |
293 | OMV.Vector3 origRootPosition = LinksetRoot.RawPosition; | ||
349 | 294 | ||
350 | // 'centerDisplacement' is the value to subtract from children to give physical offset position | 295 | // 'centerDisplacementV' is the vehicle relative distance from the simulator root position to the center-of-mass |
351 | OMV.Vector3 centerDisplacementV = (centerOfMassW - LinksetRoot.RawPosition) * invRootOrientation; | 296 | OMV.Vector3 centerDisplacementV = (centerOfMassW - LinksetRoot.RawPosition) * invRootOrientation; |
352 | if (UseBulletSimRootOffsetHack || disableCOM) | 297 | if (UseBulletSimRootOffsetHack || !BSParam.LinksetOffsetCenterOfMass) |
353 | { | 298 | { |
299 | // Zero everything if center-of-mass displacement is not being done. | ||
354 | centerDisplacementV = OMV.Vector3.Zero; | 300 | centerDisplacementV = OMV.Vector3.Zero; |
355 | LinksetRoot.ClearDisplacement(); | 301 | LinksetRoot.ClearDisplacement(); |
356 | } | 302 | } |
357 | else | 303 | else |
358 | { | 304 | { |
359 | LinksetRoot.SetEffectiveCenterOfMassDisplacement(centerDisplacementV); | 305 | // The actual center-of-mass could have been set by the user. |
306 | centerDisplacementV = LinksetRoot.SetEffectiveCenterOfMassDisplacement(centerDisplacementV); | ||
360 | } | 307 | } |
308 | |||
361 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,COM,rootPos={1},com={2},comDisp={3}", | 309 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,COM,rootPos={1},com={2},comDisp={3}", |
362 | LinksetRoot.LocalID, LinksetRoot.RawPosition, centerOfMassW, centerDisplacementV); | 310 | LinksetRoot.LocalID, origRootPosition, centerOfMassW, centerDisplacementV); |
363 | 311 | ||
364 | // Add the shapes of all the components of the linkset | 312 | // Add the shapes of all the components of the linkset |
365 | int memberIndex = 1; | 313 | int memberIndex = 1; |
366 | ForEachMember(delegate(BSPrimLinkable cPrim) | 314 | ForEachMember(delegate(BSPrimLinkable cPrim) |
367 | { | 315 | { |
368 | // Root shape is always index zero. | 316 | if (IsRoot(cPrim)) |
369 | cPrim.LinksetChildIndex = IsRoot(cPrim) ? 0 : memberIndex; | 317 | { |
318 | // Root shape is always index zero. | ||
319 | cPrim.LinksetChildIndex = 0; | ||
320 | } | ||
321 | else | ||
322 | { | ||
323 | cPrim.LinksetChildIndex = memberIndex; | ||
324 | memberIndex++; | ||
325 | } | ||
370 | 326 | ||
371 | // Get a reference to the shape of the child and add that shape to the linkset compound shape | 327 | // Get a reference to the shape of the child for adding of that shape to the linkset compound shape |
372 | BSShape childShape = cPrim.PhysShape.GetReference(m_physicsScene, cPrim); | 328 | BSShape childShape = cPrim.PhysShape.GetReference(m_physicsScene, cPrim); |
373 | OMV.Vector3 offsetPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation - centerDisplacementV; | 329 | |
330 | // Offset the child shape from the center-of-mass and rotate it to vehicle relative. | ||
331 | OMV.Vector3 offsetPos = (cPrim.RawPosition - origRootPosition) * invRootOrientation - centerDisplacementV; | ||
374 | OMV.Quaternion offsetRot = OMV.Quaternion.Normalize(cPrim.RawOrientation) * invRootOrientation; | 332 | OMV.Quaternion offsetRot = OMV.Quaternion.Normalize(cPrim.RawOrientation) * invRootOrientation; |
333 | |||
334 | // Add the child shape to the compound shape being built | ||
375 | m_physicsScene.PE.AddChildShapeToCompoundShape(linksetShape.physShapeInfo, childShape.physShapeInfo, offsetPos, offsetRot); | 335 | m_physicsScene.PE.AddChildShapeToCompoundShape(linksetShape.physShapeInfo, childShape.physShapeInfo, offsetPos, offsetRot); |
376 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addChild,indx={1},cShape={2},offPos={3},offRot={4}", | 336 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addChild,indx={1},cShape={2},offPos={3},offRot={4}", |
377 | LinksetRoot.LocalID, memberIndex, childShape, offsetPos, offsetRot); | 337 | LinksetRoot.LocalID, cPrim.LinksetChildIndex, childShape, offsetPos, offsetRot); |
378 | 338 | ||
379 | // Since we are borrowing the shape of the child, disable the origional child body | 339 | // Since we are borrowing the shape of the child, disable the origional child body |
380 | if (!IsRoot(cPrim)) | 340 | if (!IsRoot(cPrim)) |
@@ -386,8 +346,6 @@ public sealed class BSLinksetCompound : BSLinkset | |||
386 | cPrim.PhysBody.collisionType = CollisionType.LinksetChild; | 346 | cPrim.PhysBody.collisionType = CollisionType.LinksetChild; |
387 | } | 347 | } |
388 | 348 | ||
389 | memberIndex++; | ||
390 | |||
391 | return false; // 'false' says to move onto the next child in the list | 349 | return false; // 'false' says to move onto the next child in the list |
392 | }); | 350 | }); |
393 | 351 | ||
@@ -409,8 +367,9 @@ public sealed class BSLinksetCompound : BSLinkset | |||
409 | { | 367 | { |
410 | // Enable the physical position updator to return the position and rotation of the root shape. | 368 | // Enable the physical position updator to return the position and rotation of the root shape. |
411 | // This enables a feature in the C++ code to return the world coordinates of the first shape in the | 369 | // This enables a feature in the C++ code to return the world coordinates of the first shape in the |
412 | // compound shape. This eleviates the need to offset the returned physical position by the | 370 | // compound shape. This aleviates the need to offset the returned physical position by the |
413 | // center-of-mass offset. | 371 | // center-of-mass offset. |
372 | // TODO: either debug this feature or remove it. | ||
414 | m_physicsScene.PE.AddToCollisionFlags(LinksetRoot.PhysBody, CollisionFlags.BS_RETURN_ROOT_COMPOUND_SHAPE); | 373 | m_physicsScene.PE.AddToCollisionFlags(LinksetRoot.PhysBody, CollisionFlags.BS_RETURN_ROOT_COMPOUND_SHAPE); |
415 | } | 374 | } |
416 | } | 375 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs index 1214703..7693195 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs | |||
@@ -188,6 +188,8 @@ public class BSVMotor : BSMotor | |||
188 | CurrentValue = current; | 188 | CurrentValue = current; |
189 | return Step(timeStep); | 189 | return Step(timeStep); |
190 | } | 190 | } |
191 | // Given and error, computer a correction for this step. | ||
192 | // Simple scaling of the error by the timestep. | ||
191 | public virtual Vector3 StepError(float timeStep, Vector3 error) | 193 | public virtual Vector3 StepError(float timeStep, Vector3 error) |
192 | { | 194 | { |
193 | if (!Enabled) return Vector3.Zero; | 195 | if (!Enabled) return Vector3.Zero; |
@@ -221,7 +223,7 @@ public class BSVMotor : BSMotor | |||
221 | CurrentValue, TargetValue); | 223 | CurrentValue, TargetValue); |
222 | 224 | ||
223 | LastError = BSMotor.InfiniteVector; | 225 | LastError = BSMotor.InfiniteVector; |
224 | while (maxOutput-- > 0 && !LastError.ApproxEquals(Vector3.Zero, ErrorZeroThreshold)) | 226 | while (maxOutput-- > 0 && !ErrorIsZero()) |
225 | { | 227 | { |
226 | Vector3 lastStep = Step(timeStep); | 228 | Vector3 lastStep = Step(timeStep); |
227 | MDetailLog("{0},BSVMotor.Test,{1},cur={2},tgt={3},lastError={4},lastStep={5}", | 229 | MDetailLog("{0},BSVMotor.Test,{1},cur={2},tgt={3},lastError={4},lastStep={5}", |
@@ -375,7 +377,6 @@ public class BSPIDVMotor : BSVMotor | |||
375 | // The factors are vectors for the three dimensions. This is the proportional of each | 377 | // The factors are vectors for the three dimensions. This is the proportional of each |
376 | // that is applied. This could be multiplied through the actual factors but it | 378 | // that is applied. This could be multiplied through the actual factors but it |
377 | // is sometimes easier to manipulate the factors and their mix separately. | 379 | // is sometimes easier to manipulate the factors and their mix separately. |
378 | // to | ||
379 | public Vector3 FactorMix; | 380 | public Vector3 FactorMix; |
380 | 381 | ||
381 | // Arbritrary factor range. | 382 | // Arbritrary factor range. |
@@ -413,14 +414,14 @@ public class BSPIDVMotor : BSVMotor | |||
413 | // If efficiency is high (1f), use a factor value that moves the error value to zero with little overshoot. | 414 | // If efficiency is high (1f), use a factor value that moves the error value to zero with little overshoot. |
414 | // If efficiency is low (0f), use a factor value that overcorrects. | 415 | // If efficiency is low (0f), use a factor value that overcorrects. |
415 | // TODO: might want to vary contribution of different factor depending on efficiency. | 416 | // TODO: might want to vary contribution of different factor depending on efficiency. |
416 | float factor = ((1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow) / 3f; | 417 | // float factor = ((1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow) / 3f; |
417 | // float factor = (1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow; | 418 | float factor = (1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow; |
418 | 419 | ||
419 | proportionFactor = new Vector3(factor, factor, factor); | 420 | proportionFactor = new Vector3(factor, factor, factor); |
420 | integralFactor = new Vector3(factor, factor, factor); | 421 | integralFactor = new Vector3(factor, factor, factor); |
421 | derivFactor = new Vector3(factor, factor, factor); | 422 | derivFactor = new Vector3(factor, factor, factor); |
422 | 423 | ||
423 | MDetailLog("{0},BSPIDVMotor.setEfficiency,eff={1},factor={2}", BSScene.DetailLogZero, Efficiency, factor); | 424 | MDetailLog("{0}, BSPIDVMotor.setEfficiency,eff={1},factor={2}", BSScene.DetailLogZero, Efficiency, factor); |
424 | } | 425 | } |
425 | } | 426 | } |
426 | 427 | ||
@@ -441,8 +442,8 @@ public class BSPIDVMotor : BSVMotor | |||
441 | + derivitive / TimeScale * derivFactor * FactorMix.Z | 442 | + derivitive / TimeScale * derivFactor * FactorMix.Z |
442 | ; | 443 | ; |
443 | 444 | ||
444 | MDetailLog("{0}, BSPIDVMotor.step,ts={1},err={2},runnInt={3},deriv={4},ret={5}", | 445 | MDetailLog("{0}, BSPIDVMotor.step,ts={1},err={2},lerr={3},runnInt={4},deriv={5},ret={6}", |
445 | BSScene.DetailLogZero, timeStep, error, RunningIntegration, derivitive, ret); | 446 | BSScene.DetailLogZero, timeStep, error, LastError, RunningIntegration, derivitive, ret); |
446 | 447 | ||
447 | return ret; | 448 | return ret; |
448 | } | 449 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index d17c8e7..dcf1e83 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | |||
@@ -155,7 +155,12 @@ public static class BSParam | |||
155 | public static Vector3 VehicleInertiaFactor { get; private set; } | 155 | public static Vector3 VehicleInertiaFactor { get; private set; } |
156 | public static float VehicleGroundGravityFudge { get; private set; } | 156 | public static float VehicleGroundGravityFudge { get; private set; } |
157 | public static float VehicleAngularBankingTimescaleFudge { get; private set; } | 157 | public static float VehicleAngularBankingTimescaleFudge { get; private set; } |
158 | public static bool VehicleDebuggingEnable { get; private set; } | 158 | public static bool VehicleEnableLinearDeflection { get; private set; } |
159 | public static bool VehicleLinearDeflectionNotCollidingNoZ { get; private set; } | ||
160 | public static bool VehicleEnableAngularVerticalAttraction { get; private set; } | ||
161 | public static int VehicleAngularVerticalAttractionAlgorithm { get; private set; } | ||
162 | public static bool VehicleEnableAngularDeflection { get; private set; } | ||
163 | public static bool VehicleEnableAngularBanking { get; private set; } | ||
159 | 164 | ||
160 | // Convex Hulls | 165 | // Convex Hulls |
161 | public static int CSHullMaxDepthSplit { get; private set; } | 166 | public static int CSHullMaxDepthSplit { get; private set; } |
@@ -176,6 +181,7 @@ public static class BSParam | |||
176 | 181 | ||
177 | // Linkset implementation parameters | 182 | // Linkset implementation parameters |
178 | public static float LinksetImplementation { get; private set; } | 183 | public static float LinksetImplementation { get; private set; } |
184 | public static bool LinksetOffsetCenterOfMass { get; private set; } | ||
179 | public static bool LinkConstraintUseFrameOffset { get; private set; } | 185 | public static bool LinkConstraintUseFrameOffset { get; private set; } |
180 | public static bool LinkConstraintEnableTransMotor { get; private set; } | 186 | public static bool LinkConstraintEnableTransMotor { get; private set; } |
181 | public static float LinkConstraintTransMotorMaxVel { get; private set; } | 187 | public static float LinkConstraintTransMotorMaxVel { get; private set; } |
@@ -605,8 +611,18 @@ public static class BSParam | |||
605 | 0.2f ), | 611 | 0.2f ), |
606 | new ParameterDefn<float>("VehicleAngularBankingTimescaleFudge", "Factor to multiple angular banking timescale. Tune to increase realism.", | 612 | new ParameterDefn<float>("VehicleAngularBankingTimescaleFudge", "Factor to multiple angular banking timescale. Tune to increase realism.", |
607 | 60.0f ), | 613 | 60.0f ), |
608 | new ParameterDefn<bool>("VehicleDebuggingEnable", "Turn on/off vehicle debugging", | 614 | new ParameterDefn<bool>("VehicleEnableLinearDeflection", "Turn on/off vehicle linear deflection effect", |
609 | false ), | 615 | true ), |
616 | new ParameterDefn<bool>("VehicleLinearDeflectionNotCollidingNoZ", "Turn on/off linear deflection Z effect on non-colliding vehicles", | ||
617 | true ), | ||
618 | new ParameterDefn<bool>("VehicleEnableAngularVerticalAttraction", "Turn on/off vehicle angular vertical attraction effect", | ||
619 | true ), | ||
620 | new ParameterDefn<int>("VehicleAngularVerticalAttractionAlgorithm", "Select vertical attraction algo. You need to look at the source.", | ||
621 | 0 ), | ||
622 | new ParameterDefn<bool>("VehicleEnableAngularDeflection", "Turn on/off vehicle angular deflection effect", | ||
623 | true ), | ||
624 | new ParameterDefn<bool>("VehicleEnableAngularBanking", "Turn on/off vehicle angular banking effect", | ||
625 | true ), | ||
610 | 626 | ||
611 | new ParameterDefn<float>("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)", | 627 | new ParameterDefn<float>("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)", |
612 | 0f, | 628 | 0f, |
@@ -684,6 +700,8 @@ public static class BSParam | |||
684 | 700 | ||
685 | new ParameterDefn<float>("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)", | 701 | new ParameterDefn<float>("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)", |
686 | (float)BSLinkset.LinksetImplementation.Compound ), | 702 | (float)BSLinkset.LinksetImplementation.Compound ), |
703 | new ParameterDefn<bool>("LinksetOffsetCenterOfMass", "If 'true', compute linkset center-of-mass and offset linkset position to account for same", | ||
704 | false ), | ||
687 | new ParameterDefn<bool>("LinkConstraintUseFrameOffset", "For linksets built with constraints, enable frame offsetFor linksets built with constraints, enable frame offset.", | 705 | new ParameterDefn<bool>("LinkConstraintUseFrameOffset", "For linksets built with constraints, enable frame offsetFor linksets built with constraints, enable frame offset.", |
688 | false ), | 706 | false ), |
689 | new ParameterDefn<bool>("LinkConstraintEnableTransMotor", "Whether to enable translational motor on linkset constraints", | 707 | new ParameterDefn<bool>("LinkConstraintEnableTransMotor", "Whether to enable translational motor on linkset constraints", |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index a0d5c42..a41eaf8 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -90,6 +90,8 @@ public abstract class BSPhysObject : PhysicsActor | |||
90 | PhysBody = new BulletBody(localID); | 90 | PhysBody = new BulletBody(localID); |
91 | PhysShape = new BSShapeNull(); | 91 | PhysShape = new BSShapeNull(); |
92 | 92 | ||
93 | UserSetCenterOfMassDisplacement = null; | ||
94 | |||
93 | PrimAssetState = PrimAssetCondition.Unknown; | 95 | PrimAssetState = PrimAssetCondition.Unknown; |
94 | 96 | ||
95 | // Default material type. Also sets Friction, Restitution and Density. | 97 | // Default material type. Also sets Friction, Restitution and Density. |
@@ -180,6 +182,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
180 | Material = (MaterialAttributes.Material)material; | 182 | Material = (MaterialAttributes.Material)material; |
181 | 183 | ||
182 | // Setting the material sets the material attributes also. | 184 | // Setting the material sets the material attributes also. |
185 | // TODO: decide if this is necessary -- the simulator does this. | ||
183 | MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, false); | 186 | MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, false); |
184 | Friction = matAttrib.friction; | 187 | Friction = matAttrib.friction; |
185 | Restitution = matAttrib.restitution; | 188 | Restitution = matAttrib.restitution; |
@@ -194,10 +197,10 @@ public abstract class BSPhysObject : PhysicsActor | |||
194 | // Update the physical location and motion of the object. Called with data from Bullet. | 197 | // Update the physical location and motion of the object. Called with data from Bullet. |
195 | public abstract void UpdateProperties(EntityProperties entprop); | 198 | public abstract void UpdateProperties(EntityProperties entprop); |
196 | 199 | ||
197 | public abstract OMV.Vector3 RawPosition { get; set; } | 200 | public virtual OMV.Vector3 RawPosition { get; set; } |
198 | public abstract OMV.Vector3 ForcePosition { get; set; } | 201 | public abstract OMV.Vector3 ForcePosition { get; set; } |
199 | 202 | ||
200 | public abstract OMV.Quaternion RawOrientation { get; set; } | 203 | public virtual OMV.Quaternion RawOrientation { get; set; } |
201 | public abstract OMV.Quaternion ForceOrientation { get; set; } | 204 | public abstract OMV.Quaternion ForceOrientation { get; set; } |
202 | 205 | ||
203 | public OMV.Vector3 RawVelocity { get; set; } | 206 | public OMV.Vector3 RawVelocity { get; set; } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index b2947c6..d43448e 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -51,12 +51,8 @@ public class BSPrim : BSPhysObject | |||
51 | private bool _isSelected; | 51 | private bool _isSelected; |
52 | private bool _isVolumeDetect; | 52 | private bool _isVolumeDetect; |
53 | 53 | ||
54 | // _position is what the simulator thinks the positions of the prim is. | ||
55 | private OMV.Vector3 _position; | ||
56 | |||
57 | private float _mass; // the mass of this object | 54 | private float _mass; // the mass of this object |
58 | private OMV.Vector3 _acceleration; | 55 | private OMV.Vector3 _acceleration; |
59 | private OMV.Quaternion _orientation; | ||
60 | private int _physicsActorType; | 56 | private int _physicsActorType; |
61 | private bool _isPhysical; | 57 | private bool _isPhysical; |
62 | private bool _flying; | 58 | private bool _flying; |
@@ -88,10 +84,10 @@ public class BSPrim : BSPhysObject | |||
88 | { | 84 | { |
89 | // m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID); | 85 | // m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID); |
90 | _physicsActorType = (int)ActorTypes.Prim; | 86 | _physicsActorType = (int)ActorTypes.Prim; |
91 | _position = pos; | 87 | RawPosition = pos; |
92 | _size = size; | 88 | _size = size; |
93 | Scale = size; // prims are the size the user wants them to be (different for BSCharactes). | 89 | Scale = size; // prims are the size the user wants them to be (different for BSCharactes). |
94 | _orientation = rotation; | 90 | RawOrientation = rotation; |
95 | _buoyancy = 0f; | 91 | _buoyancy = 0f; |
96 | RawVelocity = OMV.Vector3.Zero; | 92 | RawVelocity = OMV.Vector3.Zero; |
97 | _rotationalVelocity = OMV.Vector3.Zero; | 93 | _rotationalVelocity = OMV.Vector3.Zero; |
@@ -270,46 +266,42 @@ public class BSPrim : BSPhysObject | |||
270 | return; | 266 | return; |
271 | } | 267 | } |
272 | 268 | ||
273 | public override OMV.Vector3 RawPosition | ||
274 | { | ||
275 | get { return _position; } | ||
276 | set { _position = value; } | ||
277 | } | ||
278 | public override OMV.Vector3 Position { | 269 | public override OMV.Vector3 Position { |
279 | get { | 270 | get { |
280 | // don't do the GetObjectPosition for root elements because this function is called a zillion times. | 271 | // don't do the GetObjectPosition for root elements because this function is called a zillion times. |
281 | // _position = ForcePosition; | 272 | // RawPosition = ForcePosition; |
282 | return _position; | 273 | return RawPosition; |
283 | } | 274 | } |
284 | set { | 275 | set { |
285 | // If the position must be forced into the physics engine, use ForcePosition. | 276 | // If the position must be forced into the physics engine, use ForcePosition. |
286 | // All positions are given in world positions. | 277 | // All positions are given in world positions. |
287 | if (_position == value) | 278 | if (RawPosition == value) |
288 | { | 279 | { |
289 | DetailLog("{0},BSPrim.setPosition,call,positionNotChanging,pos={1},orient={2}", LocalID, _position, _orientation); | 280 | DetailLog("{0},BSPrim.setPosition,call,positionNotChanging,pos={1},orient={2}", LocalID, RawPosition, RawOrientation); |
290 | return; | 281 | return; |
291 | } | 282 | } |
292 | _position = value; | 283 | RawPosition = value; |
293 | PositionSanityCheck(false); | 284 | PositionSanityCheck(false); |
294 | 285 | ||
295 | PhysScene.TaintedObject("BSPrim.setPosition", delegate() | 286 | PhysScene.TaintedObject("BSPrim.setPosition", delegate() |
296 | { | 287 | { |
297 | DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 288 | DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation); |
298 | ForcePosition = _position; | 289 | ForcePosition = RawPosition; |
299 | }); | 290 | }); |
300 | } | 291 | } |
301 | } | 292 | } |
302 | 293 | ||
294 | // NOTE: overloaded by BSPrimDisplaced to handle offset for center-of-gravity. | ||
303 | public override OMV.Vector3 ForcePosition { | 295 | public override OMV.Vector3 ForcePosition { |
304 | get { | 296 | get { |
305 | _position = PhysScene.PE.GetPosition(PhysBody); | 297 | RawPosition = PhysScene.PE.GetPosition(PhysBody); |
306 | return _position; | 298 | return RawPosition; |
307 | } | 299 | } |
308 | set { | 300 | set { |
309 | _position = value; | 301 | RawPosition = value; |
310 | if (PhysBody.HasPhysicalBody) | 302 | if (PhysBody.HasPhysicalBody) |
311 | { | 303 | { |
312 | PhysScene.PE.SetTranslation(PhysBody, _position, _orientation); | 304 | PhysScene.PE.SetTranslation(PhysBody, RawPosition, RawOrientation); |
313 | ActivateIfPhysical(false); | 305 | ActivateIfPhysical(false); |
314 | } | 306 | } |
315 | } | 307 | } |
@@ -343,10 +335,10 @@ public class BSPrim : BSPhysObject | |||
343 | float targetHeight = terrainHeight + (Size.Z / 2f); | 335 | float targetHeight = terrainHeight + (Size.Z / 2f); |
344 | // If the object is below ground it just has to be moved up because pushing will | 336 | // If the object is below ground it just has to be moved up because pushing will |
345 | // not get it through the terrain | 337 | // not get it through the terrain |
346 | _position.Z = targetHeight; | 338 | RawPosition = new OMV.Vector3(RawPosition.X, RawPosition.Y, targetHeight); |
347 | if (inTaintTime) | 339 | if (inTaintTime) |
348 | { | 340 | { |
349 | ForcePosition = _position; | 341 | ForcePosition = RawPosition; |
350 | } | 342 | } |
351 | // If we are throwing the object around, zero its other forces | 343 | // If we are throwing the object around, zero its other forces |
352 | ZeroMotion(inTaintTime); | 344 | ZeroMotion(inTaintTime); |
@@ -355,7 +347,7 @@ public class BSPrim : BSPhysObject | |||
355 | 347 | ||
356 | if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) | 348 | if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) |
357 | { | 349 | { |
358 | float waterHeight = PhysScene.TerrainManager.GetWaterLevelAtXYZ(_position); | 350 | float waterHeight = PhysScene.TerrainManager.GetWaterLevelAtXYZ(RawPosition); |
359 | // TODO: a floating motor so object will bob in the water | 351 | // TODO: a floating motor so object will bob in the water |
360 | if (Math.Abs(RawPosition.Z - waterHeight) > 0.1f) | 352 | if (Math.Abs(RawPosition.Z - waterHeight) > 0.1f) |
361 | { | 353 | { |
@@ -364,7 +356,7 @@ public class BSPrim : BSPhysObject | |||
364 | 356 | ||
365 | // Apply upforce and overcome gravity. | 357 | // Apply upforce and overcome gravity. |
366 | OMV.Vector3 correctionForce = upForce - PhysScene.DefaultGravity; | 358 | OMV.Vector3 correctionForce = upForce - PhysScene.DefaultGravity; |
367 | DetailLog("{0},BSPrim.PositionSanityCheck,applyForce,pos={1},upForce={2},correctionForce={3}", LocalID, _position, upForce, correctionForce); | 359 | DetailLog("{0},BSPrim.PositionSanityCheck,applyForce,pos={1},upForce={2},correctionForce={3}", LocalID, RawPosition, upForce, correctionForce); |
368 | AddForce(correctionForce, false, inTaintTime); | 360 | AddForce(correctionForce, false, inTaintTime); |
369 | ret = true; | 361 | ret = true; |
370 | } | 362 | } |
@@ -383,11 +375,11 @@ public class BSPrim : BSPhysObject | |||
383 | uint wayOutThere = Constants.RegionSize * Constants.RegionSize; | 375 | uint wayOutThere = Constants.RegionSize * Constants.RegionSize; |
384 | // There have been instances of objects getting thrown way out of bounds and crashing | 376 | // There have been instances of objects getting thrown way out of bounds and crashing |
385 | // the border crossing code. | 377 | // the border crossing code. |
386 | if ( _position.X < -Constants.RegionSize || _position.X > wayOutThere | 378 | if ( RawPosition.X < -Constants.RegionSize || RawPosition.X > wayOutThere |
387 | || _position.Y < -Constants.RegionSize || _position.Y > wayOutThere | 379 | || RawPosition.Y < -Constants.RegionSize || RawPosition.Y > wayOutThere |
388 | || _position.Z < -Constants.RegionSize || _position.Z > wayOutThere) | 380 | || RawPosition.Z < -Constants.RegionSize || RawPosition.Z > wayOutThere) |
389 | { | 381 | { |
390 | _position = new OMV.Vector3(10, 10, 50); | 382 | RawPosition = new OMV.Vector3(10, 10, 50); |
391 | ZeroMotion(inTaintTime); | 383 | ZeroMotion(inTaintTime); |
392 | ret = true; | 384 | ret = true; |
393 | } | 385 | } |
@@ -713,23 +705,19 @@ public class BSPrim : BSPhysObject | |||
713 | get { return _acceleration; } | 705 | get { return _acceleration; } |
714 | set { _acceleration = value; } | 706 | set { _acceleration = value; } |
715 | } | 707 | } |
716 | public override OMV.Quaternion RawOrientation | 708 | |
717 | { | ||
718 | get { return _orientation; } | ||
719 | set { _orientation = value; } | ||
720 | } | ||
721 | public override OMV.Quaternion Orientation { | 709 | public override OMV.Quaternion Orientation { |
722 | get { | 710 | get { |
723 | return _orientation; | 711 | return RawOrientation; |
724 | } | 712 | } |
725 | set { | 713 | set { |
726 | if (_orientation == value) | 714 | if (RawOrientation == value) |
727 | return; | 715 | return; |
728 | _orientation = value; | 716 | RawOrientation = value; |
729 | 717 | ||
730 | PhysScene.TaintedObject("BSPrim.setOrientation", delegate() | 718 | PhysScene.TaintedObject("BSPrim.setOrientation", delegate() |
731 | { | 719 | { |
732 | ForceOrientation = _orientation; | 720 | ForceOrientation = RawOrientation; |
733 | }); | 721 | }); |
734 | } | 722 | } |
735 | } | 723 | } |
@@ -738,14 +726,14 @@ public class BSPrim : BSPhysObject | |||
738 | { | 726 | { |
739 | get | 727 | get |
740 | { | 728 | { |
741 | _orientation = PhysScene.PE.GetOrientation(PhysBody); | 729 | RawOrientation = PhysScene.PE.GetOrientation(PhysBody); |
742 | return _orientation; | 730 | return RawOrientation; |
743 | } | 731 | } |
744 | set | 732 | set |
745 | { | 733 | { |
746 | _orientation = value; | 734 | RawOrientation = value; |
747 | if (PhysBody.HasPhysicalBody) | 735 | if (PhysBody.HasPhysicalBody) |
748 | PhysScene.PE.SetTranslation(PhysBody, _position, _orientation); | 736 | PhysScene.PE.SetTranslation(PhysBody, RawPosition, RawOrientation); |
749 | } | 737 | } |
750 | } | 738 | } |
751 | public override int PhysicsActorType { | 739 | public override int PhysicsActorType { |
@@ -802,6 +790,7 @@ public class BSPrim : BSPhysObject | |||
802 | // isSolid: other objects bounce off of this object | 790 | // isSolid: other objects bounce off of this object |
803 | // isVolumeDetect: other objects pass through but can generate collisions | 791 | // isVolumeDetect: other objects pass through but can generate collisions |
804 | // collisionEvents: whether this object returns collision events | 792 | // collisionEvents: whether this object returns collision events |
793 | // NOTE: overloaded by BSPrimLinkable to also update linkset physical parameters. | ||
805 | public virtual void UpdatePhysicalParameters() | 794 | public virtual void UpdatePhysicalParameters() |
806 | { | 795 | { |
807 | if (!PhysBody.HasPhysicalBody) | 796 | if (!PhysBody.HasPhysicalBody) |
@@ -888,7 +877,7 @@ public class BSPrim : BSPhysObject | |||
888 | // PhysicsScene.PE.ClearAllForces(BSBody); | 877 | // PhysicsScene.PE.ClearAllForces(BSBody); |
889 | 878 | ||
890 | // For good measure, make sure the transform is set through to the motion state | 879 | // For good measure, make sure the transform is set through to the motion state |
891 | ForcePosition = _position; | 880 | ForcePosition = RawPosition; |
892 | ForceVelocity = RawVelocity; | 881 | ForceVelocity = RawVelocity; |
893 | ForceRotationalVelocity = _rotationalVelocity; | 882 | ForceRotationalVelocity = _rotationalVelocity; |
894 | 883 | ||
@@ -1125,7 +1114,9 @@ public class BSPrim : BSPhysObject | |||
1125 | OMV.Vector3 addForce = force; | 1114 | OMV.Vector3 addForce = force; |
1126 | PhysScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate() | 1115 | PhysScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate() |
1127 | { | 1116 | { |
1128 | // Bullet adds this central force to the total force for this tick | 1117 | // Bullet adds this central force to the total force for this tick. |
1118 | // Deep down in Bullet: | ||
1119 | // linearVelocity += totalForce / mass * timeStep; | ||
1129 | DetailLog("{0},BSPrim.addForce,taint,force={1}", LocalID, addForce); | 1120 | DetailLog("{0},BSPrim.addForce,taint,force={1}", LocalID, addForce); |
1130 | if (PhysBody.HasPhysicalBody) | 1121 | if (PhysBody.HasPhysicalBody) |
1131 | { | 1122 | { |
@@ -1493,6 +1484,8 @@ public class BSPrim : BSPhysObject | |||
1493 | 1484 | ||
1494 | returnMass = Util.Clamp(returnMass, BSParam.MinimumObjectMass, BSParam.MaximumObjectMass); | 1485 | returnMass = Util.Clamp(returnMass, BSParam.MinimumObjectMass, BSParam.MaximumObjectMass); |
1495 | // DetailLog("{0},BSPrim.CalculateMass,den={1},vol={2},mass={3}", LocalID, Density, volume, returnMass); | 1486 | // DetailLog("{0},BSPrim.CalculateMass,den={1},vol={2},mass={3}", LocalID, Density, volume, returnMass); |
1487 | DetailLog("{0},BSPrim.CalculateMass,den={1},vol={2},mass={3},pathB={4},pathE={5},profB={6},profE={7},siz={8}", | ||
1488 | LocalID, Density, volume, returnMass, pathBegin, pathEnd, profileBegin, profileEnd, _size); | ||
1496 | 1489 | ||
1497 | return returnMass; | 1490 | return returnMass; |
1498 | }// end CalculateMass | 1491 | }// end CalculateMass |
@@ -1528,6 +1521,8 @@ public class BSPrim : BSPhysObject | |||
1528 | 1521 | ||
1529 | // The physics engine says that properties have updated. Update same and inform | 1522 | // The physics engine says that properties have updated. Update same and inform |
1530 | // the world that things have changed. | 1523 | // the world that things have changed. |
1524 | // NOTE: BSPrim.UpdateProperties is overloaded by BSPrimLinkable which modifies updates from root and children prims. | ||
1525 | // NOTE: BSPrim.UpdateProperties is overloaded by BSPrimDisplaced which handles mapping physical position to simulator position. | ||
1531 | public override void UpdateProperties(EntityProperties entprop) | 1526 | public override void UpdateProperties(EntityProperties entprop) |
1532 | { | 1527 | { |
1533 | // Let anyone (like the actors) modify the updated properties before they are pushed into the object and the simulator. | 1528 | // Let anyone (like the actors) modify the updated properties before they are pushed into the object and the simulator. |
@@ -1536,8 +1531,8 @@ public class BSPrim : BSPhysObject | |||
1536 | // DetailLog("{0},BSPrim.UpdateProperties,entry,entprop={1}", LocalID, entprop); // DEBUG DEBUG | 1531 | // DetailLog("{0},BSPrim.UpdateProperties,entry,entprop={1}", LocalID, entprop); // DEBUG DEBUG |
1537 | 1532 | ||
1538 | // Assign directly to the local variables so the normal set actions do not happen | 1533 | // Assign directly to the local variables so the normal set actions do not happen |
1539 | _position = entprop.Position; | 1534 | RawPosition = entprop.Position; |
1540 | _orientation = entprop.Rotation; | 1535 | RawOrientation = entprop.Rotation; |
1541 | // DEBUG DEBUG DEBUG -- smooth velocity changes a bit. The simulator seems to be | 1536 | // DEBUG DEBUG DEBUG -- smooth velocity changes a bit. The simulator seems to be |
1542 | // very sensitive to velocity changes. | 1537 | // very sensitive to velocity changes. |
1543 | if (entprop.Velocity == OMV.Vector3.Zero || !entprop.Velocity.ApproxEquals(RawVelocity, BSParam.UpdateVelocityChangeThreshold)) | 1538 | if (entprop.Velocity == OMV.Vector3.Zero || !entprop.Velocity.ApproxEquals(RawVelocity, BSParam.UpdateVelocityChangeThreshold)) |
@@ -1550,21 +1545,19 @@ public class BSPrim : BSPhysObject | |||
1550 | // The sanity check can change the velocity and/or position. | 1545 | // The sanity check can change the velocity and/or position. |
1551 | if (PositionSanityCheck(true /* inTaintTime */ )) | 1546 | if (PositionSanityCheck(true /* inTaintTime */ )) |
1552 | { | 1547 | { |
1553 | entprop.Position = _position; | 1548 | entprop.Position = RawPosition; |
1554 | entprop.Velocity = RawVelocity; | 1549 | entprop.Velocity = RawVelocity; |
1555 | entprop.RotationalVelocity = _rotationalVelocity; | 1550 | entprop.RotationalVelocity = _rotationalVelocity; |
1556 | entprop.Acceleration = _acceleration; | 1551 | entprop.Acceleration = _acceleration; |
1557 | } | 1552 | } |
1558 | 1553 | ||
1559 | OMV.Vector3 direction = OMV.Vector3.UnitX * _orientation; // DEBUG DEBUG DEBUG | 1554 | OMV.Vector3 direction = OMV.Vector3.UnitX * RawOrientation; // DEBUG DEBUG DEBUG |
1560 | DetailLog("{0},BSPrim.UpdateProperties,call,entProp={1},dir={2}", LocalID, entprop, direction); | 1555 | DetailLog("{0},BSPrim.UpdateProperties,call,entProp={1},dir={2}", LocalID, entprop, direction); |
1561 | 1556 | ||
1562 | // remember the current and last set values | 1557 | // remember the current and last set values |
1563 | LastEntityProperties = CurrentEntityProperties; | 1558 | LastEntityProperties = CurrentEntityProperties; |
1564 | CurrentEntityProperties = entprop; | 1559 | CurrentEntityProperties = entprop; |
1565 | 1560 | ||
1566 | // Note that BSPrim can be overloaded by BSPrimLinkable which controls updates from root and children prims. | ||
1567 | |||
1568 | PhysScene.PostUpdate(this); | 1561 | PhysScene.PostUpdate(this); |
1569 | } | 1562 | } |
1570 | } | 1563 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs index f5ee671..2eb1440 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs | |||
@@ -23,11 +23,6 @@ | |||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | 23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | 24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
26 | * | ||
27 | * The quotations from http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial | ||
28 | * are Copyright (c) 2009 Linden Research, Inc and are used under their license | ||
29 | * of Creative Commons Attribution-Share Alike 3.0 | ||
30 | * (http://creativecommons.org/licenses/by-sa/3.0/). | ||
31 | */ | 26 | */ |
32 | 27 | ||
33 | using System; | 28 | using System; |
@@ -44,14 +39,14 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
44 | { | 39 | { |
45 | public class BSPrimDisplaced : BSPrim | 40 | public class BSPrimDisplaced : BSPrim |
46 | { | 41 | { |
47 | // The purpose of this module is to do any mapping between what the simulator thinks | 42 | // The purpose of this subclass is to do any mapping between what the simulator thinks |
48 | // the prim position and orientation is and what the physical position/orientation. | 43 | // the prim position and orientation is and what the physical position/orientation. |
49 | // This difference happens because Bullet assumes the center-of-mass is the <0,0,0> | 44 | // This difference happens because Bullet assumes the center-of-mass is the <0,0,0> |
50 | // of the prim/linkset. The simulator tracks the location of the prim/linkset by | 45 | // of the prim/linkset. The simulator, on the other hand, tracks the location of |
51 | // the location of the root prim. So, if center-of-mass is anywhere but the origin | 46 | // the prim/linkset by the location of the root prim. So, if center-of-mass is anywhere |
52 | // of the root prim, the physical origin is displaced from the simulator origin. | 47 | // but the origin of the root prim, the physical origin is displaced from the simulator origin. |
53 | // | 48 | // |
54 | // This routine works by capturing the Force* setting of position/orientation/... and | 49 | // This routine works by capturing ForcePosition and |
55 | // adjusting the simulator values (being set) into the physical values. | 50 | // adjusting the simulator values (being set) into the physical values. |
56 | // The conversion is also done in the opposite direction (physical origin -> simulator origin). | 51 | // The conversion is also done in the opposite direction (physical origin -> simulator origin). |
57 | // | 52 | // |
@@ -59,8 +54,8 @@ public class BSPrimDisplaced : BSPrim | |||
59 | // are converted into simulator origin values before being passed to the base | 54 | // are converted into simulator origin values before being passed to the base |
60 | // class. | 55 | // class. |
61 | 56 | ||
57 | // PositionDisplacement is the vehicle relative distance from the root prim position to the center-of-mass. | ||
62 | public virtual OMV.Vector3 PositionDisplacement { get; set; } | 58 | public virtual OMV.Vector3 PositionDisplacement { get; set; } |
63 | public virtual OMV.Quaternion OrientationDisplacement { get; set; } | ||
64 | 59 | ||
65 | public BSPrimDisplaced(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, | 60 | public BSPrimDisplaced(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, |
66 | OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) | 61 | OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) |
@@ -69,50 +64,82 @@ public class BSPrimDisplaced : BSPrim | |||
69 | ClearDisplacement(); | 64 | ClearDisplacement(); |
70 | } | 65 | } |
71 | 66 | ||
67 | // Clears any center-of-mass displacement introduced by linksets, etc. | ||
68 | // Does not clear the displacement set by the user. | ||
72 | public void ClearDisplacement() | 69 | public void ClearDisplacement() |
73 | { | 70 | { |
74 | PositionDisplacement = OMV.Vector3.Zero; | 71 | if (UserSetCenterOfMassDisplacement.HasValue) |
75 | OrientationDisplacement = OMV.Quaternion.Identity; | 72 | PositionDisplacement = (OMV.Vector3)UserSetCenterOfMassDisplacement; |
73 | else | ||
74 | PositionDisplacement = OMV.Vector3.Zero; | ||
76 | } | 75 | } |
77 | 76 | ||
78 | // Set this sets and computes the displacement from the passed prim to the center-of-mass. | 77 | // Set this sets and computes the displacement from the passed prim to the center-of-mass. |
79 | // A user set value for center-of-mass overrides whatever might be passed in here. | 78 | // A user set value for center-of-mass overrides whatever might be passed in here. |
80 | // The displacement is in local coordinates (relative to root prim in linkset oriented coordinates). | 79 | // The displacement is in local coordinates (relative to root prim in linkset oriented coordinates). |
81 | public virtual void SetEffectiveCenterOfMassDisplacement(Vector3 centerOfMassDisplacement) | 80 | // Returns the relative offset from the root position to the center-of-mass. |
81 | // Called at taint time. | ||
82 | public virtual Vector3 SetEffectiveCenterOfMassDisplacement(Vector3 centerOfMassDisplacement) | ||
82 | { | 83 | { |
84 | PhysScene.AssertInTaintTime("BSPrimDisplaced.SetEffectiveCenterOfMassDisplacement"); | ||
83 | Vector3 comDisp; | 85 | Vector3 comDisp; |
84 | if (UserSetCenterOfMassDisplacement.HasValue) | 86 | if (UserSetCenterOfMassDisplacement.HasValue) |
85 | comDisp = (OMV.Vector3)UserSetCenterOfMassDisplacement; | 87 | comDisp = (OMV.Vector3)UserSetCenterOfMassDisplacement; |
86 | else | 88 | else |
87 | comDisp = centerOfMassDisplacement; | 89 | comDisp = centerOfMassDisplacement; |
88 | 90 | ||
91 | // Eliminate any jitter caused be very slight differences in masses and positions | ||
92 | if (comDisp.ApproxEquals(Vector3.Zero, 0.01f) ) | ||
93 | comDisp = Vector3.Zero; | ||
94 | |||
89 | DetailLog("{0},BSPrimDisplaced.SetEffectiveCenterOfMassDisplacement,userSet={1},comDisp={2}", | 95 | DetailLog("{0},BSPrimDisplaced.SetEffectiveCenterOfMassDisplacement,userSet={1},comDisp={2}", |
90 | LocalID, UserSetCenterOfMassDisplacement.HasValue, comDisp); | 96 | LocalID, UserSetCenterOfMassDisplacement.HasValue, comDisp); |
91 | if (comDisp == Vector3.Zero) | 97 | if ( !comDisp.ApproxEquals(PositionDisplacement, 0.01f) ) |
92 | { | 98 | { |
93 | // If there is no diplacement. Things get reset. | 99 | // Displacement setting is changing. |
94 | PositionDisplacement = OMV.Vector3.Zero; | 100 | // The relationship between the physical object and simulated object must be aligned. |
95 | OrientationDisplacement = OMV.Quaternion.Identity; | ||
96 | } | ||
97 | else | ||
98 | { | ||
99 | // Remember the displacement from root as well as the origional rotation of the | ||
100 | // new center-of-mass. | ||
101 | PositionDisplacement = comDisp; | 101 | PositionDisplacement = comDisp; |
102 | OrientationDisplacement = OMV.Quaternion.Identity; | 102 | this.ForcePosition = RawPosition; |
103 | } | 103 | } |
104 | |||
105 | return PositionDisplacement; | ||
104 | } | 106 | } |
105 | 107 | ||
108 | // 'ForcePosition' is the one way to set the physical position of the body in the physics engine. | ||
109 | // Displace the simulator idea of position (center of root prim) to the physical position. | ||
106 | public override Vector3 ForcePosition | 110 | public override Vector3 ForcePosition |
107 | { | 111 | { |
108 | get { return base.ForcePosition; } | 112 | get { |
113 | OMV.Vector3 physPosition = PhysScene.PE.GetPosition(PhysBody); | ||
114 | if (PositionDisplacement != OMV.Vector3.Zero) | ||
115 | { | ||
116 | // If there is some displacement, return the physical position (center-of-mass) | ||
117 | // location minus the displacement to give the center of the root prim. | ||
118 | OMV.Vector3 displacement = PositionDisplacement * ForceOrientation; | ||
119 | DetailLog("{0},BSPrimDisplaced.ForcePosition,get,physPos={1},disp={2},simPos={3}", | ||
120 | LocalID, physPosition, displacement, physPosition - displacement); | ||
121 | physPosition -= displacement; | ||
122 | } | ||
123 | RawPosition = physPosition; | ||
124 | return physPosition; | ||
125 | } | ||
109 | set | 126 | set |
110 | { | 127 | { |
111 | if (PositionDisplacement != OMV.Vector3.Zero) | 128 | if (PositionDisplacement != OMV.Vector3.Zero) |
112 | { | 129 | { |
113 | OMV.Vector3 displacedPos = value - (PositionDisplacement * RawOrientation); | 130 | // This value is the simulator's idea of where the prim is: the center of the root prim |
114 | DetailLog("{0},BSPrimDisplaced.ForcePosition,val={1},disp={2},newPos={3}", LocalID, value, PositionDisplacement, displacedPos); | 131 | RawPosition = value; |
115 | base.ForcePosition = displacedPos; | 132 | |
133 | // Move the passed root prim postion to the center-of-mass position and set in the physics engine. | ||
134 | OMV.Vector3 displacement = PositionDisplacement * RawOrientation; | ||
135 | OMV.Vector3 displacedPos = RawPosition + displacement; | ||
136 | DetailLog("{0},BSPrimDisplaced.ForcePosition,set,simPos={1},disp={2},physPos={3}", | ||
137 | LocalID, RawPosition, displacement, displacedPos); | ||
138 | if (PhysBody.HasPhysicalBody) | ||
139 | { | ||
140 | PhysScene.PE.SetTranslation(PhysBody, displacedPos, RawOrientation); | ||
141 | ActivateIfPhysical(false); | ||
142 | } | ||
116 | } | 143 | } |
117 | else | 144 | else |
118 | { | 145 | { |
@@ -121,25 +148,12 @@ public class BSPrimDisplaced : BSPrim | |||
121 | } | 148 | } |
122 | } | 149 | } |
123 | 150 | ||
124 | public override Quaternion ForceOrientation | 151 | // These are also overridden by BSPrimLinkable if the prim can be part of a linkset |
125 | { | ||
126 | get { return base.ForceOrientation; } | ||
127 | set | ||
128 | { | ||
129 | // TODO: | ||
130 | base.ForceOrientation = value; | ||
131 | } | ||
132 | } | ||
133 | |||
134 | // TODO: decide if this is the right place for these variables. | ||
135 | // Somehow incorporate the optional settability by the user. | ||
136 | // Is this used? | ||
137 | public override OMV.Vector3 CenterOfMass | 152 | public override OMV.Vector3 CenterOfMass |
138 | { | 153 | { |
139 | get { return RawPosition; } | 154 | get { return RawPosition; } |
140 | } | 155 | } |
141 | 156 | ||
142 | // Is this used? | ||
143 | public override OMV.Vector3 GeometricCenter | 157 | public override OMV.Vector3 GeometricCenter |
144 | { | 158 | { |
145 | get { return RawPosition; } | 159 | get { return RawPosition; } |
@@ -148,15 +162,18 @@ public class BSPrimDisplaced : BSPrim | |||
148 | public override void UpdateProperties(EntityProperties entprop) | 162 | public override void UpdateProperties(EntityProperties entprop) |
149 | { | 163 | { |
150 | // Undo any center-of-mass displacement that might have been done. | 164 | // Undo any center-of-mass displacement that might have been done. |
151 | if (PositionDisplacement != OMV.Vector3.Zero || OrientationDisplacement != OMV.Quaternion.Identity) | 165 | if (PositionDisplacement != OMV.Vector3.Zero) |
152 | { | 166 | { |
153 | // Correct for any rotation around the center-of-mass | 167 | // The origional shape was offset from 'zero' by PositionDisplacement. |
154 | // TODO!!! | 168 | // These physical location must be back converted to be centered around the displaced |
155 | 169 | // root shape. | |
156 | OMV.Vector3 displacedPos = entprop.Position + (PositionDisplacement * entprop.Rotation); | 170 | |
157 | DetailLog("{0},BSPrimDisplaced.ForcePosition,physPos={1},disp={2},newPos={3}", LocalID, entprop.Position, PositionDisplacement, displacedPos); | 171 | // Move the returned center-of-mass location to the root prim location. |
172 | OMV.Vector3 displacement = PositionDisplacement * entprop.Rotation; | ||
173 | OMV.Vector3 displacedPos = entprop.Position - displacement; | ||
174 | DetailLog("{0},BSPrimDisplaced.UpdateProperties,physPos={1},disp={2},simPos={3}", | ||
175 | LocalID, entprop.Position, displacement, displacedPos); | ||
158 | entprop.Position = displacedPos; | 176 | entprop.Position = displacedPos; |
159 | // entprop.Rotation = something; | ||
160 | } | 177 | } |
161 | 178 | ||
162 | base.UpdateProperties(entprop); | 179 | base.UpdateProperties(entprop); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs index 87eed98..1fbcfcc 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs | |||
@@ -37,6 +37,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
37 | { | 37 | { |
38 | public class BSPrimLinkable : BSPrimDisplaced | 38 | public class BSPrimLinkable : BSPrimDisplaced |
39 | { | 39 | { |
40 | // The purpose of this subclass is to add linkset functionality to the prim. This overrides | ||
41 | // operations necessary for keeping the linkset created and, additionally, this | ||
42 | // calls the linkset implementation for its creation and management. | ||
43 | |||
44 | // This adds the overrides for link() and delink() so the prim is linkable. | ||
45 | |||
40 | public BSLinkset Linkset { get; set; } | 46 | public BSLinkset Linkset { get; set; } |
41 | // The index of this child prim. | 47 | // The index of this child prim. |
42 | public int LinksetChildIndex { get; set; } | 48 | public int LinksetChildIndex { get; set; } |
@@ -69,8 +75,8 @@ public class BSPrimLinkable : BSPrimDisplaced | |||
69 | BSPrimLinkable parent = obj as BSPrimLinkable; | 75 | BSPrimLinkable parent = obj as BSPrimLinkable; |
70 | if (parent != null) | 76 | if (parent != null) |
71 | { | 77 | { |
72 | BSPhysObject parentBefore = Linkset.LinksetRoot; | 78 | BSPhysObject parentBefore = Linkset.LinksetRoot; // DEBUG |
73 | int childrenBefore = Linkset.NumberOfChildren; | 79 | int childrenBefore = Linkset.NumberOfChildren; // DEBUG |
74 | 80 | ||
75 | Linkset = parent.Linkset.AddMeToLinkset(this); | 81 | Linkset = parent.Linkset.AddMeToLinkset(this); |
76 | 82 | ||
@@ -85,8 +91,8 @@ public class BSPrimLinkable : BSPrimDisplaced | |||
85 | // TODO: decide if this parent checking needs to happen at taint time | 91 | // TODO: decide if this parent checking needs to happen at taint time |
86 | // Race condition here: if link() and delink() in same simulation tick, the delink will not happen | 92 | // Race condition here: if link() and delink() in same simulation tick, the delink will not happen |
87 | 93 | ||
88 | BSPhysObject parentBefore = Linkset.LinksetRoot; | 94 | BSPhysObject parentBefore = Linkset.LinksetRoot; // DEBUG |
89 | int childrenBefore = Linkset.NumberOfChildren; | 95 | int childrenBefore = Linkset.NumberOfChildren; // DEBUG |
90 | 96 | ||
91 | Linkset = Linkset.RemoveMeFromLinkset(this); | 97 | Linkset = Linkset.RemoveMeFromLinkset(this); |
92 | 98 | ||
@@ -128,6 +134,17 @@ public class BSPrimLinkable : BSPrimDisplaced | |||
128 | get { return Linkset.LinksetMass; } | 134 | get { return Linkset.LinksetMass; } |
129 | } | 135 | } |
130 | 136 | ||
137 | public override OMV.Vector3 CenterOfMass | ||
138 | { | ||
139 | get { return Linkset.CenterOfMass; } | ||
140 | } | ||
141 | |||
142 | public override OMV.Vector3 GeometricCenter | ||
143 | { | ||
144 | get { return Linkset.GeometricCenter; } | ||
145 | } | ||
146 | |||
147 | // Refresh the linkset structure and parameters when the prim's physical parameters are changed. | ||
131 | public override void UpdatePhysicalParameters() | 148 | public override void UpdatePhysicalParameters() |
132 | { | 149 | { |
133 | base.UpdatePhysicalParameters(); | 150 | base.UpdatePhysicalParameters(); |
@@ -139,13 +156,17 @@ public class BSPrimLinkable : BSPrimDisplaced | |||
139 | Linkset.Refresh(this); | 156 | Linkset.Refresh(this); |
140 | } | 157 | } |
141 | 158 | ||
159 | // When the prim is made dynamic or static, the linkset needs to change. | ||
142 | protected override void MakeDynamic(bool makeStatic) | 160 | protected override void MakeDynamic(bool makeStatic) |
143 | { | 161 | { |
144 | base.MakeDynamic(makeStatic); | 162 | base.MakeDynamic(makeStatic); |
145 | if (makeStatic) | 163 | if (Linkset != null) // null can happen during initialization |
146 | Linkset.MakeStatic(this); | 164 | { |
147 | else | 165 | if (makeStatic) |
148 | Linkset.MakeDynamic(this); | 166 | Linkset.MakeStatic(this); |
167 | else | ||
168 | Linkset.MakeDynamic(this); | ||
169 | } | ||
149 | } | 170 | } |
150 | 171 | ||
151 | // Body is being taken apart. Remove physical dependencies and schedule a rebuild. | 172 | // Body is being taken apart. Remove physical dependencies and schedule a rebuild. |
@@ -155,6 +176,8 @@ public class BSPrimLinkable : BSPrimDisplaced | |||
155 | base.RemoveDependencies(); | 176 | base.RemoveDependencies(); |
156 | } | 177 | } |
157 | 178 | ||
179 | // Called after a simulation step for the changes in physical object properties. | ||
180 | // Do any filtering/modification needed for linksets. | ||
158 | public override void UpdateProperties(EntityProperties entprop) | 181 | public override void UpdateProperties(EntityProperties entprop) |
159 | { | 182 | { |
160 | if (Linkset.IsRoot(this)) | 183 | if (Linkset.IsRoot(this)) |
@@ -176,6 +199,7 @@ public class BSPrimLinkable : BSPrimDisplaced | |||
176 | Linkset.UpdateProperties(UpdatedProperties.EntPropUpdates, this); | 199 | Linkset.UpdateProperties(UpdatedProperties.EntPropUpdates, this); |
177 | } | 200 | } |
178 | 201 | ||
202 | // Called after a simulation step to post a collision with this object. | ||
179 | public override bool Collide(uint collidingWith, BSPhysObject collidee, | 203 | public override bool Collide(uint collidingWith, BSPhysObject collidee, |
180 | OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) | 204 | OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) |
181 | { | 205 | { |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 1645c98..214271b 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -1,4 +1,4 @@ | |||
1 | /* | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ | 2 | * Copyright (c) Contributors, http://opensimulator.org/ |
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | 3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
4 | * | 4 | * |
@@ -648,7 +648,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
648 | simTime = Util.EnvironmentTickCountSubtract(beforeTime); | 648 | simTime = Util.EnvironmentTickCountSubtract(beforeTime); |
649 | if (PhysicsLogging.Enabled) | 649 | if (PhysicsLogging.Enabled) |
650 | { | 650 | { |
651 | DetailLog("{0},DoPhysicsStep,call, frame={1}, nTaints={2}, simTime={3}, substeps={4}, updates={5}, colliders={6}, objWColl={7}", | 651 | DetailLog("{0},DoPhysicsStep,complete,frame={1}, nTaints={2}, simTime={3}, substeps={4}, updates={5}, colliders={6}, objWColl={7}", |
652 | DetailLogZero, m_simulationStep, numTaints, simTime, numSubSteps, | 652 | DetailLogZero, m_simulationStep, numTaints, simTime, numSubSteps, |
653 | updatedEntityCount, collidersCount, ObjectsWithCollisions.Count); | 653 | updatedEntityCount, collidersCount, ObjectsWithCollisions.Count); |
654 | } | 654 | } |
@@ -785,7 +785,6 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
785 | { | 785 | { |
786 | // The simulation of the time interval took less than realtime. | 786 | // The simulation of the time interval took less than realtime. |
787 | // Do a sleep for the rest of realtime. | 787 | // Do a sleep for the rest of realtime. |
788 | DetailLog("{0},BulletSPluginPhysicsThread,sleeping={1}", BSScene.DetailLogZero, simulationTimeVsRealtimeDifferenceMS); | ||
789 | Thread.Sleep(simulationTimeVsRealtimeDifferenceMS); | 788 | Thread.Sleep(simulationTimeVsRealtimeDifferenceMS); |
790 | } | 789 | } |
791 | else | 790 | else |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index 4357ef1..0453376 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | |||
@@ -3,25 +3,21 @@ CURRENT PROBLEMS TO FIX AND/OR LOOK AT | |||
3 | Vehicle buoyancy. Computed correctly? Possibly creating very large effective mass. | 3 | Vehicle buoyancy. Computed correctly? Possibly creating very large effective mass. |
4 | Interaction of llSetBuoyancy and vehicle buoyancy. Should be additive? | 4 | Interaction of llSetBuoyancy and vehicle buoyancy. Should be additive? |
5 | Negative buoyancy computed correctly | 5 | Negative buoyancy computed correctly |
6 | Center-of-gravity | ||
6 | Computation of mesh mass. How done? How should it be done? | 7 | Computation of mesh mass. How done? How should it be done? |
7 | Script changing rotation of child prim while vehicle moving (eg turning wheel) causes | ||
8 | the wheel to appear to jump back. Looks like sending position from previous update. | ||
9 | Enable vehicle border crossings (at least as poorly as ODE) | 8 | Enable vehicle border crossings (at least as poorly as ODE) |
10 | Terrain skirts | 9 | Terrain skirts |
11 | Avatar created in previous region and not new region when crossing border | 10 | Avatar created in previous region and not new region when crossing border |
12 | Vehicle recreated in new sim at small Z value (offset from root value?) (DONE) | 11 | Vehicle recreated in new sim at small Z value (offset from root value?) (DONE) |
12 | User settable terrain mesh | ||
13 | Allow specifying as convex or concave and use different getHeight functions depending | ||
14 | Boats, when turning nose down into the water | ||
15 | Acts like rotation around Z is also effecting rotation around X and Y | ||
13 | Deleting a linkset while standing on the root will leave the physical shape of the root behind. | 16 | Deleting a linkset while standing on the root will leave the physical shape of the root behind. |
14 | Not sure if it is because standing on it. Done with large prim linksets. | 17 | Not sure if it is because standing on it. Done with large prim linksets. |
15 | Linkset child rotations. | 18 | Linkset child rotations. |
16 | Nebadon spiral tube has middle sections which are rotated wrong. | 19 | Nebadon spiral tube has middle sections which are rotated wrong. |
17 | Select linked spiral tube. Delink and note where the middle section ends up. | 20 | Select linked spiral tube. Delink and note where the middle section ends up. |
18 | Refarb compound linkset creation to create a pseudo-root for center-of-mass | ||
19 | Let children change their shape to physical indendently and just add shapes to compound | ||
20 | Vehicle angular vertical attraction | ||
21 | vehicle angular banking | ||
22 | Center-of-gravity | ||
23 | Vehicle angular deflection | ||
24 | Preferred orientation angular correction fix | ||
25 | Teravus llMoveToTarget script debug | 21 | Teravus llMoveToTarget script debug |
26 | Mixing of hover, buoyancy/gravity, moveToTarget, into one force | 22 | Mixing of hover, buoyancy/gravity, moveToTarget, into one force |
27 | Setting hover height to zero disables hover even if hover flags are on (from SL wiki) | 23 | Setting hover height to zero disables hover even if hover flags are on (from SL wiki) |
@@ -33,10 +29,16 @@ Vehicle script tuning/debugging | |||
33 | Avanti speed script | 29 | Avanti speed script |
34 | Weapon shooter script | 30 | Weapon shooter script |
35 | Move material definitions (friction, ...) into simulator. | 31 | Move material definitions (friction, ...) into simulator. |
32 | osGetPhysicsEngineVerion() and create a version code for the C++ DLL | ||
36 | One sided meshes? Should terrain be built into a closed shape? | 33 | One sided meshes? Should terrain be built into a closed shape? |
37 | When meshes get partially wedged into the terrain, they cannot push themselves out. | 34 | When meshes get partially wedged into the terrain, they cannot push themselves out. |
38 | It is possible that Bullet processes collisions whether entering or leaving a mesh. | 35 | It is possible that Bullet processes collisions whether entering or leaving a mesh. |
39 | Ref: http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4869 | 36 | Ref: http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4869 |
37 | Small physical objects do not interact correctly | ||
38 | Create chain of .5x.5x.1 torui and make all but top physical so to hang. | ||
39 | The chain will fall apart and pairs will dance around on ground | ||
40 | Chains of 1x1x.2 will stay connected but will dance. | ||
41 | Chains above 2x2x.4 are more stable and get stablier as torui get larger. | ||
40 | 42 | ||
41 | VEHICLES TODO LIST: | 43 | VEHICLES TODO LIST: |
42 | ================================================= | 44 | ================================================= |
@@ -45,14 +47,12 @@ LINEAR_MOTOR_DIRECTION values should be clamped to reasonable numbers. | |||
45 | Same for other velocity settings. | 47 | Same for other velocity settings. |
46 | UBit improvements to remove rubber-banding of avatars sitting on vehicle child prims: | 48 | UBit improvements to remove rubber-banding of avatars sitting on vehicle child prims: |
47 | https://github.com/UbitUmarov/Ubit-opensim | 49 | https://github.com/UbitUmarov/Ubit-opensim |
48 | Vehicles (Move smoothly) | ||
49 | Some vehicles should not be able to turn if no speed or off ground. | 50 | Some vehicles should not be able to turn if no speed or off ground. |
50 | Cannot edit/move a vehicle being ridden: it jumps back to the origional position. | 51 | Cannot edit/move a vehicle being ridden: it jumps back to the origional position. |
51 | Neb car jiggling left and right | 52 | Neb car jiggling left and right |
52 | Happens on terrain and any other mesh object. Flat cubes are much smoother. | 53 | Happens on terrain and any other mesh object. Flat cubes are much smoother. |
53 | This has been reduced but not eliminated. | 54 | This has been reduced but not eliminated. |
54 | Implement referenceFrame for all the motion routines. | 55 | Implement referenceFrame for all the motion routines. |
55 | For limitMotorUp, use raycast down to find if vehicle is in the air. | ||
56 | Verify llGetVel() is returning a smooth and good value for vehicle movement. | 56 | Verify llGetVel() is returning a smooth and good value for vehicle movement. |
57 | llGetVel() should return the root's velocity if requested in a child prim. | 57 | llGetVel() should return the root's velocity if requested in a child prim. |
58 | Implement function efficiency for lineaar and angular motion. | 58 | Implement function efficiency for lineaar and angular motion. |
@@ -93,29 +93,15 @@ Revisit CollisionMargin. Builders notice the 0.04 spacing between prims. | |||
93 | Duplicating a physical prim causes old prim to jump away | 93 | Duplicating a physical prim causes old prim to jump away |
94 | Dup a phys prim and the original become unselected and thus interacts w/ selected prim. | 94 | Dup a phys prim and the original become unselected and thus interacts w/ selected prim. |
95 | Scenes with hundred of thousands of static objects take a lot of physics CPU time. | 95 | Scenes with hundred of thousands of static objects take a lot of physics CPU time. |
96 | BSPrim.Force should set a continious force on the prim. The force should be | ||
97 | applied each tick. Some limits? | ||
98 | Gun sending shooter flying. | 96 | Gun sending shooter flying. |
99 | Collision margin (gap between physical objects lying on each other) | 97 | Collision margin (gap between physical objects lying on each other) |
100 | Boundry checking (crashes related to crossing boundry) | 98 | Boundry checking (crashes related to crossing boundry) |
101 | Add check for border edge position for avatars and objects. | 99 | Add check for border edge position for avatars and objects. |
102 | Verify the events are created for border crossings. | 100 | Verify the events are created for border crossings. |
103 | Avatar rotation (check out changes to ScenePresence for physical rotation) | ||
104 | Avatar running (what does phys engine need to do?) | ||
105 | Small physical objects do not interact correctly | ||
106 | Create chain of .5x.5x.1 torui and make all but top physical so to hang. | ||
107 | The chain will fall apart and pairs will dance around on ground | ||
108 | Chains of 1x1x.2 will stay connected but will dance. | ||
109 | Chains above 2x2x.4 are more stable and get stablier as torui get larger. | ||
110 | Add PID motor for avatar movement (slow to stop, ...) | ||
111 | setForce should set a constant force. Different than AddImpulse. | ||
112 | Implement raycast. | ||
113 | Implement ShapeCollection.Dispose() | 101 | Implement ShapeCollection.Dispose() |
114 | Implement water as a plain so raycasting and collisions can happen with same. | 102 | Implement water as a plain or mesh so raycasting and collisions can happen with same. |
115 | Add collision penetration return | 103 | Add collision penetration return |
116 | Add field passed back by BulletSim.dll and fill with info in ManifoldConstact.GetDistance() | 104 | Add field passed back by BulletSim.dll and fill with info in ManifoldConstact.GetDistance() |
117 | Add osGetPhysicsEngineName() so scripters can tell whether BulletSim or ODE | ||
118 | Also osGetPhysicsEngineVerion() maybe. | ||
119 | Linkset.Position and Linkset.Orientation requre rewrite to properly return | 105 | Linkset.Position and Linkset.Orientation requre rewrite to properly return |
120 | child position. LinksetConstraint acts like it's at taint time!! | 106 | child position. LinksetConstraint acts like it's at taint time!! |
121 | Implement LockAngularMotion -- implements llSetStatus(ROTATE_AXIS_*, T/F) | 107 | Implement LockAngularMotion -- implements llSetStatus(ROTATE_AXIS_*, T/F) |
@@ -127,9 +113,6 @@ Selecting and deselecting physical objects causes CPU processing time to jump | |||
127 | Re-implement buoyancy as a separate force on the object rather than diddling gravity. | 113 | Re-implement buoyancy as a separate force on the object rather than diddling gravity. |
128 | Register a pre-step event to add the force. | 114 | Register a pre-step event to add the force. |
129 | More efficient memory usage when passing hull information from BSPrim to BulletSim | 115 | More efficient memory usage when passing hull information from BSPrim to BulletSim |
130 | Avatar movement motor check for zero or small movement. Somehow suppress small movements | ||
131 | when avatar has stopped and is just standing. Simple test for near zero has | ||
132 | the problem of preventing starting up (increase from zero) especially when falling. | ||
133 | Physical and phantom will drop through the terrain | 116 | Physical and phantom will drop through the terrain |
134 | 117 | ||
135 | 118 | ||
@@ -172,7 +155,6 @@ Do we need to do convex hulls all the time? Can complex meshes be left meshes? | |||
172 | There is some problem with meshes and collisions | 155 | There is some problem with meshes and collisions |
173 | Hulls are not as detailed as meshes. Hulled vehicles insides are different shape. | 156 | Hulls are not as detailed as meshes. Hulled vehicles insides are different shape. |
174 | Debounce avatar contact so legs don't keep folding up when standing. | 157 | Debounce avatar contact so legs don't keep folding up when standing. |
175 | Implement LSL physics controls. Like STATUS_ROTATE_X. | ||
176 | Add border extensions to terrain to help region crossings and objects leaving region. | 158 | Add border extensions to terrain to help region crossings and objects leaving region. |
177 | Use a different capsule shape for avatar when sitting | 159 | Use a different capsule shape for avatar when sitting |
178 | LL uses a pyrimidal shape scaled by the avatar's bounding box | 160 | LL uses a pyrimidal shape scaled by the avatar's bounding box |
@@ -205,8 +187,6 @@ Keep avatar scaling correct. http://pennycow.blogspot.fr/2011/07/matter-of-scale | |||
205 | 187 | ||
206 | INTERNAL IMPROVEMENT/CLEANUP | 188 | INTERNAL IMPROVEMENT/CLEANUP |
207 | ================================================= | 189 | ================================================= |
208 | Can the 'inTaintTime' flag be cleaned up and used? For instance, a call to | ||
209 | BSScene.TaintedObject() could immediately execute the callback if already in taint time. | ||
210 | Create the physical wrapper classes (BulletBody, BulletShape) by methods on | 190 | Create the physical wrapper classes (BulletBody, BulletShape) by methods on |
211 | BSAPITemplate and make their actual implementation Bullet engine specific. | 191 | BSAPITemplate and make their actual implementation Bullet engine specific. |
212 | For the short term, just call the existing functions in ShapeCollection. | 192 | For the short term, just call the existing functions in ShapeCollection. |
@@ -365,4 +345,35 @@ After getting off a vehicle, the root prim is phantom (can be walked through) | |||
365 | Explore btGImpactMeshShape as alternative to convex hulls for simplified physical objects. | 345 | Explore btGImpactMeshShape as alternative to convex hulls for simplified physical objects. |
366 | Regular triangle meshes don't do physical collisions. | 346 | Regular triangle meshes don't do physical collisions. |
367 | (DONE: discovered GImpact is VERY CPU intensive) | 347 | (DONE: discovered GImpact is VERY CPU intensive) |
348 | Script changing rotation of child prim while vehicle moving (eg turning wheel) causes | ||
349 | the wheel to appear to jump back. Looks like sending position from previous update. | ||
350 | (DONE: redo of compound linksets fixed problem) | ||
351 | Refarb compound linkset creation to create a pseudo-root for center-of-mass | ||
352 | Let children change their shape to physical indendently and just add shapes to compound | ||
353 | (DONE: redo of compound linkset fixed problem) | ||
354 | Vehicle angular vertical attraction (DONE: vegaslon code) | ||
355 | vehicle angular banking (DONE: vegaslon code) | ||
356 | Vehicle angular deflection (DONE: vegaslon code) | ||
357 | Preferred orientation angular correction fix | ||
358 | Vehicles (Move smoothly) | ||
359 | For limitMotorUp, use raycast down to find if vehicle is in the air. | ||
360 | (WILL NOT BE DONE: gravity does the job well enough) | ||
361 | BSPrim.Force should set a continious force on the prim. The force should be | ||
362 | applied each tick. Some limits? | ||
363 | (DONE: added physical actors. Implemented SetForce, SetTorque, ...) | ||
364 | Implement LSL physics controls. Like STATUS_ROTATE_X. (DONE) | ||
365 | Add osGetPhysicsEngineName() so scripters can tell whether BulletSim or ODE | ||
366 | Avatar rotation (check out changes to ScenePresence for physical rotation) (DONE) | ||
367 | Avatar running (what does phys engine need to do?) (DONE: multiplies run factor by walking force) | ||
368 | setForce should set a constant force. Different than AddImpulse. (DONE) | ||
369 | Add PID motor for avatar movement (slow to stop, ...) (WNBD: current works ok) | ||
370 | Avatar movement motor check for zero or small movement. Somehow suppress small movements | ||
371 | when avatar has stopped and is just standing. Simple test for near zero has | ||
372 | the problem of preventing starting up (increase from zero) especially when falling. | ||
373 | (DONE: avatar movement actor knows if standing on stationary object and zeros motion) | ||
374 | Can the 'inTaintTime' flag be cleaned up and used? For instance, a call to | ||
375 | BSScene.TaintedObject() could immediately execute the callback if already in taint time. | ||
376 | (DONE) | ||
377 | |||
378 | |||
368 | 379 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs b/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs index 583c436..48d3742 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs | |||
@@ -57,6 +57,8 @@ public class BasicVehicles : OpenSimTestCase | |||
57 | public void Init() | 57 | public void Init() |
58 | { | 58 | { |
59 | Dictionary<string, string> engineParams = new Dictionary<string, string>(); | 59 | Dictionary<string, string> engineParams = new Dictionary<string, string>(); |
60 | engineParams.Add("VehicleEnableAngularVerticalAttraction", "true"); | ||
61 | engineParams.Add("VehicleAngularVerticalAttractionAlgorithm", "1"); | ||
60 | PhysicsScene = BulletSimTestsUtil.CreateBasicPhysicsEngine(engineParams); | 62 | PhysicsScene = BulletSimTestsUtil.CreateBasicPhysicsEngine(engineParams); |
61 | 63 | ||
62 | PrimitiveBaseShape pbs = PrimitiveBaseShape.CreateSphere(); | 64 | PrimitiveBaseShape pbs = PrimitiveBaseShape.CreateSphere(); |
@@ -119,7 +121,7 @@ public class BasicVehicles : OpenSimTestCase | |||
119 | { | 121 | { |
120 | vehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, efficiency); | 122 | vehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, efficiency); |
121 | vehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_TIMESCALE, timeScale); | 123 | vehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_TIMESCALE, timeScale); |
122 | vehicleActor.enableAngularVerticalAttraction = true; | 124 | // vehicleActor.enableAngularVerticalAttraction = true; |
123 | 125 | ||
124 | TestVehicle.IsPhysical = true; | 126 | TestVehicle.IsPhysical = true; |
125 | PhysicsScene.ProcessTaints(); | 127 | PhysicsScene.ProcessTaints(); |
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs index d09aa62..b4b7e7f 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | |||
@@ -108,7 +108,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
108 | private Vector3 m_taintAngularLock = Vector3.One; | 108 | private Vector3 m_taintAngularLock = Vector3.One; |
109 | private IntPtr Amotor = IntPtr.Zero; | 109 | private IntPtr Amotor = IntPtr.Zero; |
110 | 110 | ||
111 | private object m_assetsLock = new object(); | ||
112 | private bool m_assetFailed = false; | 111 | private bool m_assetFailed = false; |
113 | 112 | ||
114 | private Vector3 m_PIDTarget; | 113 | private Vector3 m_PIDTarget; |
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs index 07663b3..7e652fc 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | |||
@@ -46,7 +46,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
46 | /// </summary> | 46 | /// </summary> |
47 | public class OdePlugin : IPhysicsPlugin | 47 | public class OdePlugin : IPhysicsPlugin |
48 | { | 48 | { |
49 | private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); | 49 | // private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); |
50 | 50 | ||
51 | private OdeScene m_scene; | 51 | private OdeScene m_scene; |
52 | 52 | ||