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author | KittoFlora | 2009-10-27 19:56:39 +0100 |
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committer | KittoFlora | 2009-10-27 19:56:39 +0100 |
commit | a81a16f22f7af6d102f365f69a50c5d201ae8362 (patch) | |
tree | cd69aee7a8519db2af8bcc5e53698fba63cc860a /OpenSim | |
parent | Add llRotLookat pt1. (diff) | |
download | opensim-SC-a81a16f22f7af6d102f365f69a50c5d201ae8362.zip opensim-SC-a81a16f22f7af6d102f365f69a50c5d201ae8362.tar.gz opensim-SC-a81a16f22f7af6d102f365f69a50c5d201ae8362.tar.bz2 opensim-SC-a81a16f22f7af6d102f365f69a50c5d201ae8362.tar.xz |
llRotLookAt Pt 2
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/ODEDynamics.cs | 34 | ||||
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | 55 |
2 files changed, 52 insertions, 37 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEDynamics.cs b/OpenSim/Region/Physics/OdePlugin/ODEDynamics.cs index 8b57f06..0c168c6 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEDynamics.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEDynamics.cs | |||
@@ -1,16 +1,4 @@ | |||
1 | /* | 1 | /* |
2 | * Revised Aug, Sept 2009 by Kitto Flora. ODEDynamics.cs replaces | ||
3 | * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised: | ||
4 | * ODEPrim.cs contains methods dealing with Prim editing, Prim | ||
5 | * characteristics and Kinetic motion. | ||
6 | * ODEDynamics.cs contains methods dealing with Prim Physical motion | ||
7 | * (dynamics) and the associated settings. Old Linear and angular | ||
8 | * motors for dynamic motion have been replace with MoveLinear() | ||
9 | * and MoveAngular(); 'Physical' is used only to switch ODE dynamic | ||
10 | * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to | ||
11 | * switch between 'VEHICLE' parameter use and general dynamics | ||
12 | * settings use. | ||
13 | * | ||
14 | * Copyright (c) Contributors, http://opensimulator.org/ | 2 | * Copyright (c) Contributors, http://opensimulator.org/ |
15 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | 3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
16 | * | 4 | * |
@@ -35,6 +23,19 @@ | |||
35 | * 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 |
36 | * (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 |
37 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
26 | * | ||
27 | * Revised Aug, Sept 2009 by Kitto Flora. ODEDynamics.cs replaces | ||
28 | * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised: | ||
29 | * ODEPrim.cs contains methods dealing with Prim editing, Prim | ||
30 | * characteristics and Kinetic motion. | ||
31 | * ODEDynamics.cs contains methods dealing with Prim Physical motion | ||
32 | * (dynamics) and the associated settings. Old Linear and angular | ||
33 | * motors for dynamic motion have been replace with MoveLinear() | ||
34 | * and MoveAngular(); 'Physical' is used only to switch ODE dynamic | ||
35 | * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to | ||
36 | * switch between 'VEHICLE' parameter use and general dynamics | ||
37 | * settings use. | ||
38 | * | ||
38 | */ | 39 | */ |
39 | 40 | ||
40 | using System; | 41 | using System; |
@@ -66,8 +67,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
66 | 67 | ||
67 | // private OdeScene m_parentScene = null; | 68 | // private OdeScene m_parentScene = null; |
68 | private IntPtr m_body = IntPtr.Zero; | 69 | private IntPtr m_body = IntPtr.Zero; |
69 | private IntPtr m_jointGroup = IntPtr.Zero; | 70 | // private IntPtr m_jointGroup = IntPtr.Zero; |
70 | private IntPtr m_aMotor = IntPtr.Zero; | 71 | // private IntPtr m_aMotor = IntPtr.Zero; |
71 | 72 | ||
72 | 73 | ||
73 | // Vehicle properties | 74 | // Vehicle properties |
@@ -560,6 +561,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
560 | private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular velocity decay rate | 561 | private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular velocity decay rate |
561 | private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body | 562 | private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body |
562 | */ | 563 | */ |
564 | //if(frcount == 0) Console.WriteLine("MoveAngular "); | ||
563 | 565 | ||
564 | // Get what the body is doing, this includes 'external' influences | 566 | // Get what the body is doing, this includes 'external' influences |
565 | d.Vector3 angularVelocity = d.BodyGetAngularVel(Body); | 567 | d.Vector3 angularVelocity = d.BodyGetAngularVel(Body); |
@@ -614,7 +616,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
614 | // Error is 0 (no error) to +/- 2 (max error) | 616 | // Error is 0 (no error) to +/- 2 (max error) |
615 | // scale it by VAservo | 617 | // scale it by VAservo |
616 | verterr = verterr * VAservo; | 618 | verterr = verterr * VAservo; |
617 | //if(frcount == 0) Console.WriteLine("VAerr=" + verterr); | 619 | if(frcount == 0) Console.WriteLine("VAerr=" + verterr); |
618 | 620 | ||
619 | // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so | 621 | // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so |
620 | // Change Body angular velocity X based on Y, and Y based on X. Z is not changed. | 622 | // Change Body angular velocity X based on Y, and Y based on X. Z is not changed. |
@@ -635,7 +637,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
635 | // Deflection section tba | 637 | // Deflection section tba |
636 | 638 | ||
637 | // Sum velocities | 639 | // Sum velocities |
638 | m_lastAngularVelocity = m_angularMotorVelocity + vertattr; // + bank + deflection | 640 | m_lastAngularVelocity = m_angularMotorVelocity + vertattr; // tba: + bank + deflection |
639 | 641 | ||
640 | if (!m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f)) | 642 | if (!m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f)) |
641 | { | 643 | { |
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs index e1bf996..93c9a44 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | |||
@@ -87,9 +87,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
87 | private Quaternion m_APIDTarget = new Quaternion(); | 87 | private Quaternion m_APIDTarget = new Quaternion(); |
88 | private float m_APIDStrength = 0.5f; | 88 | private float m_APIDStrength = 0.5f; |
89 | private float m_APIDDamping = 0.5f; | 89 | private float m_APIDDamping = 0.5f; |
90 | |||
91 | private float APID_D = 35f; | ||
92 | private float APID_G = 25f; | ||
93 | private bool m_useAPID = false; | 90 | private bool m_useAPID = false; |
94 | 91 | ||
95 | // KF: These next 7 params apply to llSetHoverHeight(float height, integer water, float tau), | 92 | // KF: These next 7 params apply to llSetHoverHeight(float height, integer water, float tau), |
@@ -192,6 +189,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
192 | private ODEDynamics m_vehicle; | 189 | private ODEDynamics m_vehicle; |
193 | 190 | ||
194 | internal int m_material = (int)Material.Wood; | 191 | internal int m_material = (int)Material.Wood; |
192 | |||
193 | private int frcount = 0; // Used to limit dynamics debug output to | ||
194 | |||
195 | 195 | ||
196 | public OdePrim(String primName, OdeScene parent_scene, PhysicsVector pos, PhysicsVector size, | 196 | public OdePrim(String primName, OdeScene parent_scene, PhysicsVector pos, PhysicsVector size, |
197 | Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode) | 197 | Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode) |
@@ -1563,9 +1563,14 @@ Console.WriteLine(" JointCreateFixed"); | |||
1563 | float fy = 0; | 1563 | float fy = 0; |
1564 | float fz = 0; | 1564 | float fz = 0; |
1565 | 1565 | ||
1566 | frcount++; // used to limit debug comment output | ||
1567 | if (frcount > 100) | ||
1568 | frcount = 0; | ||
1566 | 1569 | ||
1567 | if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim) // KF: Only move root prims. | 1570 | if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim) // KF: Only move root prims. |
1568 | { | 1571 | { |
1572 | if(frcount == 0) Console.WriteLine("Move " + m_primName + " VTyp " + m_vehicle.Type + | ||
1573 | " usePID=" + m_usePID + " seHover=" + m_useHoverPID + " useAPID=" + m_useAPID); | ||
1569 | if (m_vehicle.Type != Vehicle.TYPE_NONE) | 1574 | if (m_vehicle.Type != Vehicle.TYPE_NONE) |
1570 | { | 1575 | { |
1571 | // 'VEHICLES' are dealt with in ODEDynamics.cs | 1576 | // 'VEHICLES' are dealt with in ODEDynamics.cs |
@@ -1573,7 +1578,6 @@ Console.WriteLine(" JointCreateFixed"); | |||
1573 | } | 1578 | } |
1574 | else | 1579 | else |
1575 | { | 1580 | { |
1576 | //Console.WriteLine("Move " + m_primName); | ||
1577 | if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009 | 1581 | if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009 |
1578 | // NON-'VEHICLES' are dealt with here | 1582 | // NON-'VEHICLES' are dealt with here |
1579 | if (d.BodyIsEnabled(Body) && !m_angularlock.IsIdentical(PhysicsVector.Zero, 0.003f)) | 1583 | if (d.BodyIsEnabled(Body) && !m_angularlock.IsIdentical(PhysicsVector.Zero, 0.003f)) |
@@ -1602,7 +1606,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
1602 | 1606 | ||
1603 | if (m_usePID) | 1607 | if (m_usePID) |
1604 | { | 1608 | { |
1605 | //Console.WriteLine("PID " + m_primName); | 1609 | //if(frcount == 0) Console.WriteLine("PID " + m_primName); |
1606 | // KF - this is for object MoveToTarget. | 1610 | // KF - this is for object MoveToTarget. |
1607 | 1611 | ||
1608 | //if (!d.BodyIsEnabled(Body)) | 1612 | //if (!d.BodyIsEnabled(Body)) |
@@ -1741,7 +1745,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
1741 | d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight); | 1745 | d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight); |
1742 | d.BodySetLinearVel(Body, vel.X, vel.Y, 0); | 1746 | d.BodySetLinearVel(Body, vel.X, vel.Y, 0); |
1743 | d.BodyAddForce(Body, 0, 0, fz); | 1747 | d.BodyAddForce(Body, 0, 0, fz); |
1744 | return; | 1748 | //KF this prevents furthur motions return; |
1745 | } | 1749 | } |
1746 | else | 1750 | else |
1747 | { | 1751 | { |
@@ -1756,13 +1760,16 @@ Console.WriteLine(" JointCreateFixed"); | |||
1756 | { | 1760 | { |
1757 | // RotLookAt, apparently overrides all other rotation sources. Inputs: | 1761 | // RotLookAt, apparently overrides all other rotation sources. Inputs: |
1758 | // Quaternion m_APIDTarget | 1762 | // Quaternion m_APIDTarget |
1759 | // float m_APIDStrength // perhaps ratio other forces to lookat force? | 1763 | // float m_APIDStrength // From SL experiments, this is the time to get there |
1760 | // float m_APIDDamping //'seconds to critically damps in'[sic] | 1764 | // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly |
1765 | // Also in SL the mass of the object has no effect on time to get there. | ||
1761 | // Factors: | 1766 | // Factors: |
1762 | // float APID_D | 1767 | //if(frcount == 0) Console.WriteLine("APID "); |
1763 | // float APID_G | ||
1764 | |||
1765 | // get present body rotation | 1768 | // get present body rotation |
1769 | float limit = 1.0f; | ||
1770 | float scaler = 50f; // adjusts damping time | ||
1771 | float RLAservo = 0f; | ||
1772 | |||
1766 | d.Quaternion rot = d.BodyGetQuaternion(Body); | 1773 | d.Quaternion rot = d.BodyGetQuaternion(Body); |
1767 | Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); | 1774 | Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); |
1768 | Quaternion rot_diff = Quaternion.Inverse(rotq) * m_APIDTarget; | 1775 | Quaternion rot_diff = Quaternion.Inverse(rotq) * m_APIDTarget; |
@@ -1770,15 +1777,21 @@ Console.WriteLine(" JointCreateFixed"); | |||
1770 | Vector3 diff_axis; | 1777 | Vector3 diff_axis; |
1771 | rot_diff.GetAxisAngle(out diff_axis, out diff_angle); | 1778 | rot_diff.GetAxisAngle(out diff_axis, out diff_angle); |
1772 | diff_axis.Normalize(); | 1779 | diff_axis.Normalize(); |
1773 | PhysicsVector rotforce = new PhysicsVector(diff_axis.X, diff_axis.Y, diff_axis.Z); | 1780 | if(diff_angle > 0.01f) // diff_angle is always +ve |
1774 | float RLAservo = timestep / m_APIDDamping; | 1781 | { |
1775 | rotforce = rotforce * RLAservo * m_mass; | 1782 | // PhysicsVector rotforce = new PhysicsVector(diff_axis.X, diff_axis.Y, diff_axis.Z); |
1776 | d.BodyAddTorque(Body, rotforce.X, rotforce.Y, rotforce.Z); | 1783 | Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z); |
1777 | 1784 | rotforce = rotforce * rotq; | |
1778 | // d.BodySetAngularVel (Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z); | 1785 | if(diff_angle > limit) diff_angle = limit; // cap the rotate rate |
1779 | 1786 | // RLAservo = timestep / m_APIDStrength * m_mass * scaler; | |
1780 | 1787 | // rotforce = rotforce * RLAservo * diff_angle ; | |
1781 | 1788 | // d.BodyAddRelTorque(Body, rotforce.X, rotforce.Y, rotforce.Z); | |
1789 | RLAservo = timestep / m_APIDStrength * scaler; | ||
1790 | rotforce = rotforce * RLAservo * diff_angle ; | ||
1791 | d.BodySetAngularVel (Body, rotforce.X, rotforce.Y, rotforce.Z); | ||
1792 | //Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo); | ||
1793 | } | ||
1794 | if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle); | ||
1782 | } // end m_useAPID | 1795 | } // end m_useAPID |
1783 | 1796 | ||
1784 | fx *= m_mass; | 1797 | fx *= m_mass; |
@@ -2674,7 +2687,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
2674 | //outofBounds = true; | 2687 | //outofBounds = true; |
2675 | } | 2688 | } |
2676 | 2689 | ||
2677 | float Adiff = 1.0f - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)); | 2690 | // float Adiff = 1.0f - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)); |
2678 | //Console.WriteLine("Adiff " + m_primName + " = " + Adiff); | 2691 | //Console.WriteLine("Adiff " + m_primName + " = " + Adiff); |
2679 | if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02) | 2692 | if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02) |
2680 | && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02) | 2693 | && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02) |