diff options
author | UbitUmarov | 2015-10-21 00:01:23 +0100 |
---|---|---|
committer | UbitUmarov | 2015-10-21 00:01:23 +0100 |
commit | ce5d5fc8dc7d5d5b780551356dc905ed11a55427 (patch) | |
tree | 05771729d2f990d1c83f92e7393dbc535ea968be /OpenSim/Region/PhysicsModules/Ode | |
parent | stop using a vector3 to store axis locks 3bit flags also in ode (diff) | |
download | opensim-SC-ce5d5fc8dc7d5d5b780551356dc905ed11a55427.zip opensim-SC-ce5d5fc8dc7d5d5b780551356dc905ed11a55427.tar.gz opensim-SC-ce5d5fc8dc7d5d5b780551356dc905ed11a55427.tar.bz2 opensim-SC-ce5d5fc8dc7d5d5b780551356dc905ed11a55427.tar.xz |
the inertia matrix inversions and body inertia changes to implement axis locks need to be avoid, so use ubOde axis locks code. Hopefully this will not cause incompatibilities
Diffstat (limited to 'OpenSim/Region/PhysicsModules/Ode')
-rw-r--r-- | OpenSim/Region/PhysicsModules/Ode/ODEPrim.cs | 347 |
1 files changed, 59 insertions, 288 deletions
diff --git a/OpenSim/Region/PhysicsModules/Ode/ODEPrim.cs b/OpenSim/Region/PhysicsModules/Ode/ODEPrim.cs index 0a57dc9..908b266 100644 --- a/OpenSim/Region/PhysicsModules/Ode/ODEPrim.cs +++ b/OpenSim/Region/PhysicsModules/Ode/ODEPrim.cs | |||
@@ -2995,7 +2995,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
2995 | 2995 | ||
2996 | public override float APIDDamping{ set { return; } } | 2996 | public override float APIDDamping{ set { return; } } |
2997 | 2997 | ||
2998 | private void createAMotor(byte axislocks) | 2998 | private void createAMotor(byte axislock) |
2999 | { | 2999 | { |
3000 | if (Body == IntPtr.Zero) | 3000 | if (Body == IntPtr.Zero) |
3001 | return; | 3001 | return; |
@@ -3006,24 +3006,24 @@ Console.WriteLine(" JointCreateFixed"); | |||
3006 | Amotor = IntPtr.Zero; | 3006 | Amotor = IntPtr.Zero; |
3007 | } | 3007 | } |
3008 | 3008 | ||
3009 | if(axislocks == 0) | 3009 | if(axislock == 0) |
3010 | return; | 3010 | return; |
3011 | 3011 | ||
3012 | int axisnum = 0; | 3012 | int axisnum = 0; |
3013 | bool axisX = false; | 3013 | bool axisX = false; |
3014 | bool axisY = false; | 3014 | bool axisY = false; |
3015 | bool axisZ = false; | 3015 | bool axisZ = false; |
3016 | if((axislocks & 0x02) != 0) | 3016 | if((axislock & 0x02) != 0) |
3017 | { | 3017 | { |
3018 | axisnum++; | 3018 | axisnum++; |
3019 | axisX = true; | 3019 | axisX = true; |
3020 | } | 3020 | } |
3021 | if((axislocks & 0x04) != 0) | 3021 | if((axislock & 0x04) != 0) |
3022 | { | 3022 | { |
3023 | axisnum++; | 3023 | axisnum++; |
3024 | axisY = true; | 3024 | axisY = true; |
3025 | } | 3025 | } |
3026 | if((axislocks & 0x08) != 0) | 3026 | if((axislock & 0x08) != 0) |
3027 | { | 3027 | { |
3028 | axisnum++; | 3028 | axisnum++; |
3029 | axisZ = true; | 3029 | axisZ = true; |
@@ -3031,142 +3031,80 @@ Console.WriteLine(" JointCreateFixed"); | |||
3031 | 3031 | ||
3032 | if(axisnum == 0) | 3032 | if(axisnum == 0) |
3033 | return; | 3033 | return; |
3034 | 3034 | // stop it | |
3035 | // Inverse Inertia Matrix, set the X, Y, and/r Z inertia to 0 then invert it again. | 3035 | d.BodySetTorque(Body, 0, 0, 0); |
3036 | d.Mass objMass; | 3036 | d.BodySetAngularVel(Body, 0, 0, 0); |
3037 | d.MassSetZero(out objMass); | ||
3038 | DMassCopy(ref pMass, ref objMass); | ||
3039 | 3037 | ||
3040 | //m_log.DebugFormat("1-{0}, {1}, {2}, {3}, {4}, {5}, {6}, {7}, {8}, ", objMass.I.M00, objMass.I.M01, objMass.I.M02, objMass.I.M10, objMass.I.M11, objMass.I.M12, objMass.I.M20, objMass.I.M21, objMass.I.M22); | 3038 | Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero); |
3041 | 3039 | d.JointAttach(Amotor, Body, IntPtr.Zero); | |
3042 | Matrix4 dMassMat = FromDMass(objMass); | ||
3043 | |||
3044 | Matrix4 mathmat = Inverse(dMassMat); | ||
3045 | |||
3046 | /* | ||
3047 | //m_log.DebugFormat("2-{0}, {1}, {2}, {3}, {4}, {5}, {6}, {7}, {8}, ", mathmat[0, 0], mathmat[0, 1], mathmat[0, 2], mathmat[1, 0], mathmat[1, 1], mathmat[1, 2], mathmat[2, 0], mathmat[2, 1], mathmat[2, 2]); | ||
3048 | |||
3049 | mathmat = Inverse(mathmat); | ||
3050 | 3040 | ||
3041 | d.JointSetAMotorMode(Amotor, 0); | ||
3051 | 3042 | ||
3052 | objMass = FromMatrix4(mathmat, ref objMass); | 3043 | d.JointSetAMotorNumAxes(Amotor, axisnum); |
3053 | //m_log.DebugFormat("3-{0}, {1}, {2}, {3}, {4}, {5}, {6}, {7}, {8}, ", objMass.I.M00, objMass.I.M01, objMass.I.M02, objMass.I.M10, objMass.I.M11, objMass.I.M12, objMass.I.M20, objMass.I.M21, objMass.I.M22); | ||
3054 | 3044 | ||
3055 | mathmat = Inverse(mathmat); | 3045 | // get current orientation to lock |
3056 | */ | ||
3057 | if (axisX) | ||
3058 | { | ||
3059 | mathmat.M33 = 50.0000001f; | ||
3060 | //objMass.I.M22 = 0; | ||
3061 | } | ||
3062 | if (axisY) | ||
3063 | { | ||
3064 | mathmat.M22 = 50.0000001f; | ||
3065 | //objMass.I.M11 = 0; | ||
3066 | } | ||
3067 | if (axisZ) | ||
3068 | { | ||
3069 | mathmat.M11 = 50.0000001f; | ||
3070 | //objMass.I.M00 = 0; | ||
3071 | } | ||
3072 | 3046 | ||
3073 | mathmat = Inverse(mathmat); | 3047 | d.Quaternion dcur = d.BodyGetQuaternion(Body); |
3074 | objMass = FromMatrix4(mathmat, ref objMass); | 3048 | Quaternion curr; // crap convertion between identical things |
3075 | //m_log.DebugFormat("4-{0}, {1}, {2}, {3}, {4}, {5}, {6}, {7}, {8}, ", objMass.I.M00, objMass.I.M01, objMass.I.M02, objMass.I.M10, objMass.I.M11, objMass.I.M12, objMass.I.M20, objMass.I.M21, objMass.I.M22); | 3049 | curr.X = dcur.X; |
3076 | 3050 | curr.Y = dcur.Y; | |
3077 | //return; | 3051 | curr.Z = dcur.Z; |
3078 | if (d.MassCheck(ref objMass)) | 3052 | curr.W = dcur.W; |
3079 | { | 3053 | Vector3 ax; |
3080 | d.BodySetMass(Body, ref objMass); | ||
3081 | } | ||
3082 | else | ||
3083 | { | ||
3084 | //m_log.Debug("[PHYSICS]: Mass invalid, ignoring"); | ||
3085 | } | ||
3086 | 3054 | ||
3087 | if (axisnum <= 0) | ||
3088 | return; | ||
3089 | // int dAMotorEuler = 1; | ||
3090 | |||
3091 | Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero); | ||
3092 | d.JointAttach(Amotor, Body, IntPtr.Zero); | ||
3093 | d.JointSetAMotorMode(Amotor, 0); | ||
3094 | |||
3095 | d.JointSetAMotorNumAxes(Amotor,(int)axisnum); | ||
3096 | int i = 0; | 3055 | int i = 0; |
3097 | 3056 | int j = 0; | |
3098 | if (axisX) | 3057 | if (axisX) |
3099 | { | 3058 | { |
3100 | d.JointSetAMotorAxis(Amotor, i, 0, 1, 0, 0); | 3059 | ax = (new Vector3(1, 0, 0)) * curr; // rotate world X to current local X |
3060 | d.JointSetAMotorAxis(Amotor, 0, 0, ax.X, ax.Y, ax.Z); | ||
3061 | d.JointSetAMotorAngle(Amotor, 0, 0); | ||
3062 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.LoStop, 0f); | ||
3063 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.HiStop, 0f); | ||
3064 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0); | ||
3065 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.FudgeFactor, 0.0001f); | ||
3066 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.Bounce, 0f); | ||
3067 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.CFM, 0f); | ||
3068 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.FMax, 5e8f); | ||
3069 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopCFM, 0f); | ||
3070 | d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopERP, 0.8f); | ||
3101 | i++; | 3071 | i++; |
3072 | j = 256; // move to next axis set | ||
3102 | } | 3073 | } |
3103 | 3074 | ||
3104 | if (axisY) | 3075 | if (axisY) |
3105 | { | 3076 | { |
3106 | d.JointSetAMotorAxis(Amotor, i, 0, 0, 1, 0); | 3077 | ax = (new Vector3(0, 1, 0)) * curr; |
3078 | d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z); | ||
3079 | d.JointSetAMotorAngle(Amotor, i, 0); | ||
3080 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, 0f); | ||
3081 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0f); | ||
3082 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0); | ||
3083 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f); | ||
3084 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f); | ||
3085 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.CFM, 0f); | ||
3086 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f); | ||
3087 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f); | ||
3088 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f); | ||
3107 | i++; | 3089 | i++; |
3090 | j += 256; | ||
3108 | } | 3091 | } |
3109 | 3092 | ||
3110 | if (axisZ) | 3093 | if (axisZ) |
3111 | { | 3094 | { |
3112 | d.JointSetAMotorAxis(Amotor, i, 0, 0, 0, 1); | 3095 | ax = (new Vector3(0, 0, 1)) * curr; |
3113 | i++; | 3096 | d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z); |
3114 | } | 3097 | d.JointSetAMotorAngle(Amotor, i, 0); |
3115 | 3098 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, 0f); | |
3116 | // for (int j = 0; j < (int)axisnum; j++) | 3099 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0f); |
3117 | { | 3100 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0); |
3118 | //d.JointSetAMotorAngle(Amotor, j, 0); | 3101 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f); |
3102 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f); | ||
3103 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.CFM, 0f); | ||
3104 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f); | ||
3105 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f); | ||
3106 | d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f); | ||
3119 | } | 3107 | } |
3120 | |||
3121 | //d.JointSetAMotorAngle(Amotor, 1, 0); | ||
3122 | //d.JointSetAMotorAngle(Amotor, 2, 0); | ||
3123 | |||
3124 | // These lowstops and high stops are effectively (no wiggle room) | ||
3125 | d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0f); | ||
3126 | d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f); | ||
3127 | d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0f); | ||
3128 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0f); | ||
3129 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); | ||
3130 | d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0f); | ||
3131 | //d.JointSetAMotorParam(Amotor, (int) dParam.Vel, 9000f); | ||
3132 | d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f); | ||
3133 | d.JointSetAMotorParam(Amotor, (int)dParam.FMax, Mass * 50f);// | ||
3134 | } | ||
3135 | |||
3136 | private Matrix4 FromDMass(d.Mass pMass) | ||
3137 | { | ||
3138 | Matrix4 obj; | ||
3139 | obj.M11 = pMass.I.M00; | ||
3140 | obj.M12 = pMass.I.M01; | ||
3141 | obj.M13 = pMass.I.M02; | ||
3142 | obj.M14 = 0; | ||
3143 | obj.M21 = pMass.I.M10; | ||
3144 | obj.M22 = pMass.I.M11; | ||
3145 | obj.M23 = pMass.I.M12; | ||
3146 | obj.M24 = 0; | ||
3147 | obj.M31 = pMass.I.M20; | ||
3148 | obj.M32 = pMass.I.M21; | ||
3149 | obj.M33 = pMass.I.M22; | ||
3150 | obj.M34 = 0; | ||
3151 | obj.M41 = 0; | ||
3152 | obj.M42 = 0; | ||
3153 | obj.M43 = 0; | ||
3154 | obj.M44 = 1; | ||
3155 | return obj; | ||
3156 | } | ||
3157 | |||
3158 | private d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj) | ||
3159 | { | ||
3160 | obj.I.M00 = pMat[0, 0]; | ||
3161 | obj.I.M01 = pMat[0, 1]; | ||
3162 | obj.I.M02 = pMat[0, 2]; | ||
3163 | obj.I.M10 = pMat[1, 0]; | ||
3164 | obj.I.M11 = pMat[1, 1]; | ||
3165 | obj.I.M12 = pMat[1, 2]; | ||
3166 | obj.I.M20 = pMat[2, 0]; | ||
3167 | obj.I.M21 = pMat[2, 1]; | ||
3168 | obj.I.M22 = pMat[2, 2]; | ||
3169 | return obj; | ||
3170 | } | 3108 | } |
3171 | 3109 | ||
3172 | public override void SubscribeEvents(int ms) | 3110 | public override void SubscribeEvents(int ms) |
@@ -3211,173 +3149,6 @@ Console.WriteLine(" JointCreateFixed"); | |||
3211 | return false; | 3149 | return false; |
3212 | } | 3150 | } |
3213 | 3151 | ||
3214 | public static Matrix4 Inverse(Matrix4 pMat) | ||
3215 | { | ||
3216 | if (determinant3x3(pMat) == 0) | ||
3217 | { | ||
3218 | return Matrix4.Identity; // should probably throw an error. singluar matrix inverse not possible | ||
3219 | } | ||
3220 | |||
3221 | return (Adjoint(pMat) / determinant3x3(pMat)); | ||
3222 | } | ||
3223 | |||
3224 | public static Matrix4 Adjoint(Matrix4 pMat) | ||
3225 | { | ||
3226 | Matrix4 adjointMatrix = new Matrix4(); | ||
3227 | for (int i=0; i<4; i++) | ||
3228 | { | ||
3229 | for (int j=0; j<4; j++) | ||
3230 | { | ||
3231 | Matrix4SetValue(ref adjointMatrix, i, j, (float)(Math.Pow(-1, i + j) * (determinant3x3(Minor(pMat, i, j))))); | ||
3232 | } | ||
3233 | } | ||
3234 | |||
3235 | adjointMatrix = Transpose(adjointMatrix); | ||
3236 | return adjointMatrix; | ||
3237 | } | ||
3238 | |||
3239 | public static Matrix4 Minor(Matrix4 matrix, int iRow, int iCol) | ||
3240 | { | ||
3241 | Matrix4 minor = new Matrix4(); | ||
3242 | int m = 0, n = 0; | ||
3243 | for (int i = 0; i < 4; i++) | ||
3244 | { | ||
3245 | if (i == iRow) | ||
3246 | continue; | ||
3247 | n = 0; | ||
3248 | for (int j = 0; j < 4; j++) | ||
3249 | { | ||
3250 | if (j == iCol) | ||
3251 | continue; | ||
3252 | Matrix4SetValue(ref minor, m,n, matrix[i, j]); | ||
3253 | n++; | ||
3254 | } | ||
3255 | m++; | ||
3256 | } | ||
3257 | |||
3258 | return minor; | ||
3259 | } | ||
3260 | |||
3261 | public static Matrix4 Transpose(Matrix4 pMat) | ||
3262 | { | ||
3263 | Matrix4 transposeMatrix = new Matrix4(); | ||
3264 | for (int i = 0; i < 4; i++) | ||
3265 | for (int j = 0; j < 4; j++) | ||
3266 | Matrix4SetValue(ref transposeMatrix, i, j, pMat[j, i]); | ||
3267 | return transposeMatrix; | ||
3268 | } | ||
3269 | |||
3270 | public static void Matrix4SetValue(ref Matrix4 pMat, int r, int c, float val) | ||
3271 | { | ||
3272 | switch (r) | ||
3273 | { | ||
3274 | case 0: | ||
3275 | switch (c) | ||
3276 | { | ||
3277 | case 0: | ||
3278 | pMat.M11 = val; | ||
3279 | break; | ||
3280 | case 1: | ||
3281 | pMat.M12 = val; | ||
3282 | break; | ||
3283 | case 2: | ||
3284 | pMat.M13 = val; | ||
3285 | break; | ||
3286 | case 3: | ||
3287 | pMat.M14 = val; | ||
3288 | break; | ||
3289 | } | ||
3290 | |||
3291 | break; | ||
3292 | case 1: | ||
3293 | switch (c) | ||
3294 | { | ||
3295 | case 0: | ||
3296 | pMat.M21 = val; | ||
3297 | break; | ||
3298 | case 1: | ||
3299 | pMat.M22 = val; | ||
3300 | break; | ||
3301 | case 2: | ||
3302 | pMat.M23 = val; | ||
3303 | break; | ||
3304 | case 3: | ||
3305 | pMat.M24 = val; | ||
3306 | break; | ||
3307 | } | ||
3308 | |||
3309 | break; | ||
3310 | case 2: | ||
3311 | switch (c) | ||
3312 | { | ||
3313 | case 0: | ||
3314 | pMat.M31 = val; | ||
3315 | break; | ||
3316 | case 1: | ||
3317 | pMat.M32 = val; | ||
3318 | break; | ||
3319 | case 2: | ||
3320 | pMat.M33 = val; | ||
3321 | break; | ||
3322 | case 3: | ||
3323 | pMat.M34 = val; | ||
3324 | break; | ||
3325 | } | ||
3326 | |||
3327 | break; | ||
3328 | case 3: | ||
3329 | switch (c) | ||
3330 | { | ||
3331 | case 0: | ||
3332 | pMat.M41 = val; | ||
3333 | break; | ||
3334 | case 1: | ||
3335 | pMat.M42 = val; | ||
3336 | break; | ||
3337 | case 2: | ||
3338 | pMat.M43 = val; | ||
3339 | break; | ||
3340 | case 3: | ||
3341 | pMat.M44 = val; | ||
3342 | break; | ||
3343 | } | ||
3344 | |||
3345 | break; | ||
3346 | } | ||
3347 | } | ||
3348 | |||
3349 | private static float determinant3x3(Matrix4 pMat) | ||
3350 | { | ||
3351 | float det = 0; | ||
3352 | float diag1 = pMat[0, 0]*pMat[1, 1]*pMat[2, 2]; | ||
3353 | float diag2 = pMat[0, 1]*pMat[2, 1]*pMat[2, 0]; | ||
3354 | float diag3 = pMat[0, 2]*pMat[1, 0]*pMat[2, 1]; | ||
3355 | float diag4 = pMat[2, 0]*pMat[1, 1]*pMat[0, 2]; | ||
3356 | float diag5 = pMat[2, 1]*pMat[1, 2]*pMat[0, 0]; | ||
3357 | float diag6 = pMat[2, 2]*pMat[1, 0]*pMat[0, 1]; | ||
3358 | |||
3359 | det = diag1 + diag2 + diag3 - (diag4 + diag5 + diag6); | ||
3360 | return det; | ||
3361 | } | ||
3362 | |||
3363 | private static void DMassCopy(ref d.Mass src, ref d.Mass dst) | ||
3364 | { | ||
3365 | dst.c.W = src.c.W; | ||
3366 | dst.c.X = src.c.X; | ||
3367 | dst.c.Y = src.c.Y; | ||
3368 | dst.c.Z = src.c.Z; | ||
3369 | dst.mass = src.mass; | ||
3370 | dst.I.M00 = src.I.M00; | ||
3371 | dst.I.M01 = src.I.M01; | ||
3372 | dst.I.M02 = src.I.M02; | ||
3373 | dst.I.M10 = src.I.M10; | ||
3374 | dst.I.M11 = src.I.M11; | ||
3375 | dst.I.M12 = src.I.M12; | ||
3376 | dst.I.M20 = src.I.M20; | ||
3377 | dst.I.M21 = src.I.M21; | ||
3378 | dst.I.M22 = src.I.M22; | ||
3379 | } | ||
3380 | |||
3381 | public override void SetMaterial(int pMaterial) | 3152 | public override void SetMaterial(int pMaterial) |
3382 | { | 3153 | { |
3383 | m_material = pMaterial; | 3154 | m_material = pMaterial; |