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authorUbitUmarov2015-10-13 23:03:51 +0100
committerUbitUmarov2015-10-13 23:03:51 +0100
commit9ec9eee75fdf5a30a81226044691c0a5cc8419e9 (patch)
treeb2670a8214447b0d6e44b8adcc2d69a6d9d1b113 /OpenSim/Region/PhysicsModules/ubOde/ODEPrim.cs
parent change fps and dilation (still something not that usefull). make collisions ... (diff)
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reduce jitter due to viewer interpolators on objects that are really almost at rest
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/PhysicsModules/ubOde/ODEPrim.cs124
1 files changed, 87 insertions, 37 deletions
diff --git a/OpenSim/Region/PhysicsModules/ubOde/ODEPrim.cs b/OpenSim/Region/PhysicsModules/ubOde/ODEPrim.cs
index 229782b..1c215c1 100644
--- a/OpenSim/Region/PhysicsModules/ubOde/ODEPrim.cs
+++ b/OpenSim/Region/PhysicsModules/ubOde/ODEPrim.cs
@@ -109,7 +109,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
109 private float m_buoyancy; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle. 109 private float m_buoyancy; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle.
110 110
111 private int body_autodisable_frames; 111 private int body_autodisable_frames;
112 public int bodydisablecontrol; 112 public int bodydisablecontrol = 0;
113 private float m_gravmod = 1.0f; 113 private float m_gravmod = 1.0f;
114 114
115 // Default we're a Geometry 115 // Default we're a Geometry
@@ -1633,7 +1633,9 @@ namespace OpenSim.Region.PhysicsModule.ubOde
1633 UpdateCollisionCatFlags(); 1633 UpdateCollisionCatFlags();
1634 ApplyCollisionCatFlags(); 1634 ApplyCollisionCatFlags();
1635 1635
1636 _zeroFlag = true;
1636 d.BodyEnable(Body); 1637 d.BodyEnable(Body);
1638
1637 } 1639 }
1638 } 1640 }
1639 resetCollisionAccounting(); 1641 resetCollisionAccounting();
@@ -1788,9 +1790,9 @@ namespace OpenSim.Region.PhysicsModule.ubOde
1788 1790
1789 d.BodySetAutoDisableFlag(Body, true); 1791 d.BodySetAutoDisableFlag(Body, true);
1790 d.BodySetAutoDisableSteps(Body, body_autodisable_frames); 1792 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1791 d.BodySetAutoDisableAngularThreshold(Body, 0.01f); 1793 d.BodySetAutoDisableAngularThreshold(Body, 0.05f);
1792 d.BodySetAutoDisableLinearThreshold(Body, 0.01f); 1794 d.BodySetAutoDisableLinearThreshold(Body, 0.05f);
1793 d.BodySetDamping(Body, .005f, .001f); 1795 d.BodySetDamping(Body, .008f, .005f);
1794 1796
1795 if (m_targetSpace != IntPtr.Zero) 1797 if (m_targetSpace != IntPtr.Zero)
1796 { 1798 {
@@ -1872,15 +1874,17 @@ namespace OpenSim.Region.PhysicsModule.ubOde
1872 createAMotor(m_angularlock); 1874 createAMotor(m_angularlock);
1873 } 1875 }
1874 1876
1875
1876 if (m_isSelected || m_disabled) 1877 if (m_isSelected || m_disabled)
1877 { 1878 {
1878 d.BodyDisable(Body); 1879 d.BodyDisable(Body);
1880 _zeroFlag = true;
1879 } 1881 }
1880 else 1882 else
1881 { 1883 {
1882 d.BodySetAngularVel(Body, m_rotationalVelocity.X, m_rotationalVelocity.Y, m_rotationalVelocity.Z); 1884 d.BodySetAngularVel(Body, m_rotationalVelocity.X, m_rotationalVelocity.Y, m_rotationalVelocity.Z);
1883 d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z); 1885 d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
1886 _zeroFlag = false;
1887 bodydisablecontrol = 0;
1884 } 1888 }
1885 _parent_scene.addActiveGroups(this); 1889 _parent_scene.addActiveGroups(this);
1886 } 1890 }
@@ -2634,7 +2638,10 @@ namespace OpenSim.Region.PhysicsModule.ubOde
2634 if (!childPrim) 2638 if (!childPrim)
2635 { 2639 {
2636 if (Body != IntPtr.Zero && !m_disabled) 2640 if (Body != IntPtr.Zero && !m_disabled)
2641 {
2642 _zeroFlag = true;
2637 d.BodyEnable(Body); 2643 d.BodyEnable(Body);
2644 }
2638 } 2645 }
2639// else if (_parent != null) 2646// else if (_parent != null)
2640// ((OdePrim)_parent).ChildSelectedChange(false); 2647// ((OdePrim)_parent).ChildSelectedChange(false);
@@ -2664,7 +2671,10 @@ namespace OpenSim.Region.PhysicsModule.ubOde
2664 { 2671 {
2665 FixInertia(newPos); 2672 FixInertia(newPos);
2666 if (!d.BodyIsEnabled(Body)) 2673 if (!d.BodyIsEnabled(Body))
2674 {
2675 _zeroFlag = true;
2667 d.BodyEnable(Body); 2676 d.BodyEnable(Body);
2677 }
2668 } 2678 }
2669 } 2679 }
2670 else 2680 else
@@ -2675,7 +2685,10 @@ namespace OpenSim.Region.PhysicsModule.ubOde
2675 _position = newPos; 2685 _position = newPos;
2676 } 2686 }
2677 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body)) 2687 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2688 {
2689 _zeroFlag = true;
2678 d.BodyEnable(Body); 2690 d.BodyEnable(Body);
2691 }
2679 } 2692 }
2680 } 2693 }
2681 else 2694 else
@@ -2733,7 +2746,10 @@ namespace OpenSim.Region.PhysicsModule.ubOde
2733 createAMotor(m_angularlock); 2746 createAMotor(m_angularlock);
2734 } 2747 }
2735 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body)) 2748 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2749 {
2750 _zeroFlag = true;
2736 d.BodyEnable(Body); 2751 d.BodyEnable(Body);
2752 }
2737 } 2753 }
2738 } 2754 }
2739 else 2755 else
@@ -2788,7 +2804,10 @@ namespace OpenSim.Region.PhysicsModule.ubOde
2788 _position = newPos; 2804 _position = newPos;
2789 } 2805 }
2790 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body)) 2806 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2807 {
2808 _zeroFlag = true;
2791 d.BodyEnable(Body); 2809 d.BodyEnable(Body);
2810 }
2792 } 2811 }
2793 } 2812 }
2794 else 2813 else
@@ -3265,14 +3284,20 @@ namespace OpenSim.Region.PhysicsModule.ubOde
3265 // let vehicles sleep 3284 // let vehicles sleep
3266 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE) 3285 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
3267 return; 3286 return;
3268
3269 if (++bodydisablecontrol < 20)
3270 return;
3271 3287
3288 if (++bodydisablecontrol < 50)
3289 return;
3290
3291 // clear residuals
3292 d.BodySetAngularVel(Body,0f,0f,0f);
3293 d.BodySetLinearVel(Body,0f,0f,0f);
3294 _zeroFlag = true;
3272 d.BodyEnable(Body); 3295 d.BodyEnable(Body);
3296 bodydisablecontrol = -4;
3273 } 3297 }
3274 3298
3275 bodydisablecontrol = 0; 3299 if(bodydisablecontrol < 0)
3300 bodydisablecontrol ++;
3276 3301
3277 d.Vector3 lpos = d.GeomGetPosition(prim_geom); // root position that is seem by rest of simulator 3302 d.Vector3 lpos = d.GeomGetPosition(prim_geom); // root position that is seem by rest of simulator
3278 3303
@@ -3440,6 +3465,10 @@ namespace OpenSim.Region.PhysicsModule.ubOde
3440 if (_parent == null && !m_disabled && !m_building && !m_outbounds && Body != IntPtr.Zero) 3465 if (_parent == null && !m_disabled && !m_building && !m_outbounds && Body != IntPtr.Zero)
3441 { 3466 {
3442 bool bodyenabled = d.BodyIsEnabled(Body); 3467 bool bodyenabled = d.BodyIsEnabled(Body);
3468
3469 if(bodydisablecontrol < 0)
3470 return;
3471
3443 if (bodyenabled || !_zeroFlag) 3472 if (bodyenabled || !_zeroFlag)
3444 { 3473 {
3445 bool lastZeroFlag = _zeroFlag; 3474 bool lastZeroFlag = _zeroFlag;
@@ -3532,24 +3561,61 @@ namespace OpenSim.Region.PhysicsModule.ubOde
3532 // use positions since this are integrated quantities 3561 // use positions since this are integrated quantities
3533 // tolerance values depende a lot on simulation noise... 3562 // tolerance values depende a lot on simulation noise...
3534 // use simple math.abs since we dont need to be exact 3563 // use simple math.abs since we dont need to be exact
3535 3564 if(!bodyenabled)
3536 if (!bodyenabled ||
3537 (Math.Abs(_position.X - lpos.X) < 0.005f)
3538 && (Math.Abs(_position.Y - lpos.Y) < 0.005f)
3539 && (Math.Abs(_position.Z - lpos.Z) < 0.005f)
3540 && (Math.Abs(_orientation.X - ori.X) < 0.0005f)
3541 && (Math.Abs(_orientation.Y - ori.Y) < 0.0005f)
3542 && (Math.Abs(_orientation.Z - ori.Z) < 0.0005f) // ignore W
3543 )
3544 { 3565 {
3545 _zeroFlag = true; 3566 _zeroFlag = true;
3546 } 3567 }
3547 else 3568 else
3548 _zeroFlag = false; 3569 {
3570 float poserror;
3571 float angerror;
3572 if(_zeroFlag)
3573 {
3574 poserror = 0.01f;
3575 angerror = 0.001f;
3576 }
3577 else
3578 {
3579 poserror = 0.005f;
3580 angerror = 0.0005f;
3581 }
3549 3582
3550 // update velocities and aceleration 3583 if (
3584 (Math.Abs(_position.X - lpos.X) < poserror)
3585 && (Math.Abs(_position.Y - lpos.Y) < poserror)
3586 && (Math.Abs(_position.Z - lpos.Z) < poserror)
3587 && (Math.Abs(_orientation.X - ori.X) < angerror)
3588 && (Math.Abs(_orientation.Y - ori.Y) < angerror)
3589 && (Math.Abs(_orientation.Z - ori.Z) < angerror) // ignore W
3590 )
3591 _zeroFlag = true;
3592 else
3593 _zeroFlag = false;
3594 }
3595
3596 // update position
3551 if (!(_zeroFlag && lastZeroFlag)) 3597 if (!(_zeroFlag && lastZeroFlag))
3552 { 3598 {
3599 _position.X = lpos.X;
3600 _position.Y = lpos.Y;
3601 _position.Z = lpos.Z;
3602
3603 _orientation.X = ori.X;
3604 _orientation.Y = ori.Y;
3605 _orientation.Z = ori.Z;
3606 _orientation.W = ori.W;
3607 }
3608
3609 // update velocities and aceleration
3610 if (_zeroFlag || lastZeroFlag)
3611 {
3612 // disable interpolators
3613 _velocity = Vector3.Zero;
3614 _acceleration = Vector3.Zero;
3615 m_rotationalVelocity = Vector3.Zero;
3616 }
3617 else
3618 {
3553 d.Vector3 vel = d.BodyGetLinearVel(Body); 3619 d.Vector3 vel = d.BodyGetLinearVel(Body);
3554 3620
3555 _acceleration = _velocity; 3621 _acceleration = _velocity;
@@ -3591,26 +3657,10 @@ namespace OpenSim.Region.PhysicsModule.ubOde
3591 m_rotationalVelocity.Y = vel.Y; 3657 m_rotationalVelocity.Y = vel.Y;
3592 m_rotationalVelocity.Z = vel.Z; 3658 m_rotationalVelocity.Z = vel.Z;
3593 } 3659 }
3594 // }
3595
3596 _position.X = lpos.X;
3597 _position.Y = lpos.Y;
3598 _position.Z = lpos.Z;
3599
3600 _orientation.X = ori.X;
3601 _orientation.Y = ori.Y;
3602 _orientation.Z = ori.Z;
3603 _orientation.W = ori.W;
3604 } 3660 }
3661
3605 if (_zeroFlag) 3662 if (_zeroFlag)
3606 { 3663 {
3607 if (lastZeroFlag)
3608 {
3609 _velocity = Vector3.Zero;
3610 _acceleration = Vector3.Zero;
3611 m_rotationalVelocity = Vector3.Zero;
3612 }
3613
3614 if (!m_lastUpdateSent) 3664 if (!m_lastUpdateSent)
3615 { 3665 {
3616 base.RequestPhysicsterseUpdate(); 3666 base.RequestPhysicsterseUpdate();