diff options
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 81 |
1 files changed, 46 insertions, 35 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 525aac4..be8a502 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -161,7 +161,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
161 | m_angularMotor.TimeScale = m_angularMotorTimescale; | 161 | m_angularMotor.TimeScale = m_angularMotorTimescale; |
162 | break; | 162 | break; |
163 | case Vehicle.BANKING_EFFICIENCY: | 163 | case Vehicle.BANKING_EFFICIENCY: |
164 | m_bankingEfficiency = Math.Max(-1f, Math.Min(pValue, 1f)); | 164 | m_bankingEfficiency = ClampInRange(-1f, pValue, 1f); |
165 | break; | 165 | break; |
166 | case Vehicle.BANKING_MIX: | 166 | case Vehicle.BANKING_MIX: |
167 | m_bankingMix = Math.Max(pValue, 0.01f); | 167 | m_bankingMix = Math.Max(pValue, 0.01f); |
@@ -170,10 +170,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
170 | m_bankingTimescale = Math.Max(pValue, 0.01f); | 170 | m_bankingTimescale = Math.Max(pValue, 0.01f); |
171 | break; | 171 | break; |
172 | case Vehicle.BUOYANCY: | 172 | case Vehicle.BUOYANCY: |
173 | m_VehicleBuoyancy = Math.Max(-1f, Math.Min(pValue, 1f)); | 173 | m_VehicleBuoyancy = ClampInRange(-1f, pValue, 1f); |
174 | break; | 174 | break; |
175 | case Vehicle.HOVER_EFFICIENCY: | 175 | case Vehicle.HOVER_EFFICIENCY: |
176 | m_VhoverEfficiency = Math.Max(0f, Math.Min(pValue, 1f)); | 176 | m_VhoverEfficiency = ClampInRange(0f, pValue, 1f); |
177 | break; | 177 | break; |
178 | case Vehicle.HOVER_HEIGHT: | 178 | case Vehicle.HOVER_HEIGHT: |
179 | m_VhoverHeight = pValue; | 179 | m_VhoverHeight = pValue; |
@@ -188,7 +188,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
188 | m_linearDeflectionTimescale = Math.Max(pValue, 0.01f); | 188 | m_linearDeflectionTimescale = Math.Max(pValue, 0.01f); |
189 | break; | 189 | break; |
190 | case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE: | 190 | case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE: |
191 | m_linearMotorDecayTimescale = Math.Max(0.01f, Math.Min(pValue,120)); | 191 | m_linearMotorDecayTimescale = ClampInRange(0.01f, pValue, 120); |
192 | m_linearMotor.TargetValueDecayTimeScale = m_linearMotorDecayTimescale; | 192 | m_linearMotor.TargetValueDecayTimeScale = m_linearMotorDecayTimescale; |
193 | break; | 193 | break; |
194 | case Vehicle.LINEAR_MOTOR_TIMESCALE: | 194 | case Vehicle.LINEAR_MOTOR_TIMESCALE: |
@@ -196,7 +196,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
196 | m_linearMotor.TimeScale = m_linearMotorTimescale; | 196 | m_linearMotor.TimeScale = m_linearMotorTimescale; |
197 | break; | 197 | break; |
198 | case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY: | 198 | case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY: |
199 | m_verticalAttractionEfficiency = Math.Max(0.1f, Math.Min(pValue, 1f)); | 199 | m_verticalAttractionEfficiency = ClampInRange(0.1f, pValue, 1f); |
200 | m_verticalAttractionMotor.Efficiency = m_verticalAttractionEfficiency; | 200 | m_verticalAttractionMotor.Efficiency = m_verticalAttractionEfficiency; |
201 | break; | 201 | break; |
202 | case Vehicle.VERTICAL_ATTRACTION_TIMESCALE: | 202 | case Vehicle.VERTICAL_ATTRACTION_TIMESCALE: |
@@ -607,10 +607,15 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
607 | } | 607 | } |
608 | 608 | ||
609 | #region Known vehicle value functions | 609 | #region Known vehicle value functions |
610 | // Vehicle physical parameters that we buffer from constant getting and setting. | ||
611 | // The "m_known*" variables are initialized to 'null', fetched only if referenced | ||
612 | // and stored back into the physics engine only if updated. | ||
613 | // This does two things: 1) saves continuious calls into unmanaged code, and | ||
614 | // 2) signals when a physics property update must happen back to the simulator | ||
615 | // to update values modified for the vehicle. | ||
610 | private int m_knownChanged; | 616 | private int m_knownChanged; |
611 | private float? m_knownTerrainHeight; | 617 | private float? m_knownTerrainHeight; |
612 | private float? m_knownWaterLevel; | 618 | private float? m_knownWaterLevel; |
613 | |||
614 | private Vector3? m_knownPosition; | 619 | private Vector3? m_knownPosition; |
615 | private Vector3? m_knownVelocity; | 620 | private Vector3? m_knownVelocity; |
616 | private Quaternion? m_knownOrientation; | 621 | private Quaternion? m_knownOrientation; |
@@ -642,7 +647,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
642 | if ((m_knownChanged & m_knownChangedVelocity) != 0) | 647 | if ((m_knownChanged & m_knownChangedVelocity) != 0) |
643 | Prim.ForceVelocity = VehicleVelocity; | 648 | Prim.ForceVelocity = VehicleVelocity; |
644 | if ((m_knownChanged & m_knownChangedRotationalVelocity) != 0) | 649 | if ((m_knownChanged & m_knownChangedRotationalVelocity) != 0) |
650 | { | ||
645 | Prim.ForceRotationalVelocity = VehicleRotationalVelocity; | 651 | Prim.ForceRotationalVelocity = VehicleRotationalVelocity; |
652 | BulletSimAPI.SetInterpolationAngularVelocity2(Prim.PhysBody.ptr, VehicleRotationalVelocity); | ||
653 | } | ||
646 | // If we set one of the values (ie, the physics engine didn't do it) we must force | 654 | // If we set one of the values (ie, the physics engine didn't do it) we must force |
647 | // an UpdateProperties event to send the changes up to the simulator. | 655 | // an UpdateProperties event to send the changes up to the simulator. |
648 | BulletSimAPI.PushUpdate2(Prim.PhysBody.ptr); | 656 | BulletSimAPI.PushUpdate2(Prim.PhysBody.ptr); |
@@ -766,15 +774,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
766 | // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; | 774 | // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; |
767 | Vector3 grav = Prim.PhysicsScene.DefaultGravity * (1f - m_VehicleBuoyancy); | 775 | Vector3 grav = Prim.PhysicsScene.DefaultGravity * (1f - m_VehicleBuoyancy); |
768 | 776 | ||
769 | Vector3 pos = VehiclePosition; | 777 | Vector3 terrainHeightContribution = ComputeLinearTerrainHeightCorrection(pTimestep); |
770 | |||
771 | Vector3 terrainHeightContribution = ComputeLinearTerrainHeightCorrection(ref pos); | ||
772 | 778 | ||
773 | Vector3 hoverContribution = ComputeLinearHover(ref pos); | 779 | Vector3 hoverContribution = ComputeLinearHover(pTimestep); |
774 | 780 | ||
775 | ComputeLinearBlockingEndPoint(ref pos); | 781 | ComputeLinearBlockingEndPoint(pTimestep); |
776 | 782 | ||
777 | Vector3 limitMotorUpContribution = ComputeLinearMotorUp(pos); | 783 | Vector3 limitMotorUpContribution = ComputeLinearMotorUp(pTimestep); |
778 | 784 | ||
779 | // ================================================================== | 785 | // ================================================================== |
780 | Vector3 newVelocity = linearMotorContribution | 786 | Vector3 newVelocity = linearMotorContribution |
@@ -820,22 +826,21 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
820 | 826 | ||
821 | } // end MoveLinear() | 827 | } // end MoveLinear() |
822 | 828 | ||
823 | public Vector3 ComputeLinearTerrainHeightCorrection(ref Vector3 pos) | 829 | public Vector3 ComputeLinearTerrainHeightCorrection(float pTimestep) |
824 | { | 830 | { |
825 | Vector3 ret = Vector3.Zero; | 831 | Vector3 ret = Vector3.Zero; |
826 | // If below the terrain, move us above the ground a little. | 832 | // If below the terrain, move us above the ground a little. |
827 | // TODO: Consider taking the rotated size of the object or possibly casting a ray. | 833 | // TODO: Consider taking the rotated size of the object or possibly casting a ray. |
828 | if (pos.Z < GetTerrainHeight(pos)) | 834 | if (VehiclePosition.Z < GetTerrainHeight(VehiclePosition)) |
829 | { | 835 | { |
830 | // TODO: correct position by applying force rather than forcing position. | 836 | // TODO: correct position by applying force rather than forcing position. |
831 | pos.Z = GetTerrainHeight(pos) + 2; | 837 | VehiclePosition += new Vector3(0f, 0f, GetTerrainHeight(VehiclePosition) + 2f); |
832 | VehiclePosition = pos; | 838 | VDetailLog("{0}, MoveLinear,terrainHeight,terrainHeight={1},pos={2}", Prim.LocalID, GetTerrainHeight(VehiclePosition), VehiclePosition); |
833 | VDetailLog("{0}, MoveLinear,terrainHeight,terrainHeight={1},pos={2}", Prim.LocalID, GetTerrainHeight(pos), pos); | ||
834 | } | 839 | } |
835 | return ret; | 840 | return ret; |
836 | } | 841 | } |
837 | 842 | ||
838 | public Vector3 ComputeLinearHover(ref Vector3 pos) | 843 | public Vector3 ComputeLinearHover(float pTimestep) |
839 | { | 844 | { |
840 | Vector3 ret = Vector3.Zero; | 845 | Vector3 ret = Vector3.Zero; |
841 | 846 | ||
@@ -846,11 +851,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
846 | // We should hover, get the target height | 851 | // We should hover, get the target height |
847 | if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0) | 852 | if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0) |
848 | { | 853 | { |
849 | m_VhoverTargetHeight = GetWaterLevel(pos) + m_VhoverHeight; | 854 | m_VhoverTargetHeight = GetWaterLevel(VehiclePosition) + m_VhoverHeight; |
850 | } | 855 | } |
851 | if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0) | 856 | if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0) |
852 | { | 857 | { |
853 | m_VhoverTargetHeight = GetTerrainHeight(pos) + m_VhoverHeight; | 858 | m_VhoverTargetHeight = GetTerrainHeight(VehiclePosition) + m_VhoverHeight; |
854 | } | 859 | } |
855 | if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0) | 860 | if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0) |
856 | { | 861 | { |
@@ -860,14 +865,15 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
860 | if ((m_flags & VehicleFlag.HOVER_UP_ONLY) != 0) | 865 | if ((m_flags & VehicleFlag.HOVER_UP_ONLY) != 0) |
861 | { | 866 | { |
862 | // If body is already heigher, use its height as target height | 867 | // If body is already heigher, use its height as target height |
863 | if (pos.Z > m_VhoverTargetHeight) | 868 | if (VehiclePosition.Z > m_VhoverTargetHeight) |
864 | m_VhoverTargetHeight = pos.Z; | 869 | m_VhoverTargetHeight = VehiclePosition.Z; |
865 | } | 870 | } |
866 | 871 | ||
867 | if ((m_flags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0) | 872 | if ((m_flags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0) |
868 | { | 873 | { |
869 | if (Math.Abs(pos.Z - m_VhoverTargetHeight) > 0.2f) | 874 | if (Math.Abs(VehiclePosition.Z - m_VhoverTargetHeight) > 0.2f) |
870 | { | 875 | { |
876 | Vector3 pos = VehiclePosition; | ||
871 | pos.Z = m_VhoverTargetHeight; | 877 | pos.Z = m_VhoverTargetHeight; |
872 | VehiclePosition = pos; | 878 | VehiclePosition = pos; |
873 | } | 879 | } |
@@ -875,7 +881,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
875 | else | 881 | else |
876 | { | 882 | { |
877 | // Error is positive if below the target and negative if above. | 883 | // Error is positive if below the target and negative if above. |
878 | float verticalError = m_VhoverTargetHeight - pos.Z; | 884 | float verticalError = m_VhoverTargetHeight - VehiclePosition.Z; |
879 | float verticalCorrectionVelocity = verticalError / m_VhoverTimescale; | 885 | float verticalCorrectionVelocity = verticalError / m_VhoverTimescale; |
880 | 886 | ||
881 | // TODO: implement m_VhoverEfficiency correctly | 887 | // TODO: implement m_VhoverEfficiency correctly |
@@ -886,16 +892,17 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
886 | } | 892 | } |
887 | 893 | ||
888 | VDetailLog("{0}, MoveLinear,hover,pos={1},ret={2},hoverTS={3},height={4},target={5}", | 894 | VDetailLog("{0}, MoveLinear,hover,pos={1},ret={2},hoverTS={3},height={4},target={5}", |
889 | Prim.LocalID, pos, ret, m_VhoverTimescale, m_VhoverHeight, m_VhoverTargetHeight); | 895 | Prim.LocalID, VehiclePosition, ret, m_VhoverTimescale, m_VhoverHeight, m_VhoverTargetHeight); |
890 | } | 896 | } |
891 | 897 | ||
892 | return ret; | 898 | return ret; |
893 | } | 899 | } |
894 | 900 | ||
895 | public bool ComputeLinearBlockingEndPoint(ref Vector3 pos) | 901 | public bool ComputeLinearBlockingEndPoint(float pTimestep) |
896 | { | 902 | { |
897 | bool changed = false; | 903 | bool changed = false; |
898 | 904 | ||
905 | Vector3 pos = VehiclePosition; | ||
899 | Vector3 posChange = pos - m_lastPositionVector; | 906 | Vector3 posChange = pos - m_lastPositionVector; |
900 | if (m_BlockingEndPoint != Vector3.Zero) | 907 | if (m_BlockingEndPoint != Vector3.Zero) |
901 | { | 908 | { |
@@ -941,14 +948,14 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
941 | // VEHICLE_BANKING_TIMESCALE. This is to help prevent ground vehicles from steering | 948 | // VEHICLE_BANKING_TIMESCALE. This is to help prevent ground vehicles from steering |
942 | // when they are in mid jump. | 949 | // when they are in mid jump. |
943 | // TODO: this code is wrong. Also, what should it do for boats? | 950 | // TODO: this code is wrong. Also, what should it do for boats? |
944 | public Vector3 ComputeLinearMotorUp(Vector3 pos) | 951 | public Vector3 ComputeLinearMotorUp(float pTimestep) |
945 | { | 952 | { |
946 | Vector3 ret = Vector3.Zero; | 953 | Vector3 ret = Vector3.Zero; |
947 | if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0) | 954 | if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0) |
948 | { | 955 | { |
949 | // If the vehicle is motoring into the sky, get it going back down. | 956 | // If the vehicle is motoring into the sky, get it going back down. |
950 | // float distanceAboveGround = pos.Z - Math.Max(GetTerrainHeight(pos), GetWaterLevel(pos)); | 957 | // float distanceAboveGround = pos.Z - Math.Max(GetTerrainHeight(pos), GetWaterLevel(pos)); |
951 | float distanceAboveGround = pos.Z - GetTerrainHeight(pos); | 958 | float distanceAboveGround = VehiclePosition.Z - GetTerrainHeight(VehiclePosition); |
952 | if (distanceAboveGround > 1f) | 959 | if (distanceAboveGround > 1f) |
953 | { | 960 | { |
954 | // downForce = new Vector3(0, 0, (-distanceAboveGround / m_bankingTimescale) * pTimestep); | 961 | // downForce = new Vector3(0, 0, (-distanceAboveGround / m_bankingTimescale) * pTimestep); |
@@ -969,12 +976,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
969 | // ======================================================================= | 976 | // ======================================================================= |
970 | // ======================================================================= | 977 | // ======================================================================= |
971 | // Apply the effect of the angular motor. | 978 | // Apply the effect of the angular motor. |
972 | // The 'contribution' is how much angular correction each function wants. | 979 | // The 'contribution' is how much angular correction velocity each function wants. |
973 | // All the contributions are added together and the orientation of the vehicle | 980 | // All the contributions are added together and the orientation of the vehicle |
974 | // is changed by all the contributed corrections. | 981 | // is changed by all the contributed corrections. |
975 | private void MoveAngular(float pTimestep) | 982 | private void MoveAngular(float pTimestep) |
976 | { | 983 | { |
977 | Vector3 angularMotorContribution = m_angularMotor.Step(); | 984 | // The user wants how many radians per second angular change? |
985 | Vector3 angularMotorContribution = m_angularMotor.Step(pTimestep); | ||
978 | 986 | ||
979 | // ================================================================== | 987 | // ================================================================== |
980 | // From http://wiki.secondlife.com/wiki/LlSetVehicleFlags : | 988 | // From http://wiki.secondlife.com/wiki/LlSetVehicleFlags : |
@@ -1006,14 +1014,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1006 | 1014 | ||
1007 | // ================================================================== | 1015 | // ================================================================== |
1008 | // The correction is applied to the current orientation. | 1016 | // The correction is applied to the current orientation. |
1009 | // Any angular velocity on the vehicle is not us so zero the current value. | ||
1010 | VehicleRotationalVelocity = Vector3.Zero; | ||
1011 | if (!m_lastAngularCorrection.ApproxEquals(Vector3.Zero, 0.01f)) | 1017 | if (!m_lastAngularCorrection.ApproxEquals(Vector3.Zero, 0.01f)) |
1012 | { | 1018 | { |
1013 | Vector3 scaledCorrection = m_lastAngularCorrection * pTimestep; | 1019 | Vector3 scaledCorrection = m_lastAngularCorrection * pTimestep; |
1014 | Quaternion quatCorrection = Quaternion.CreateFromEulers(scaledCorrection); | ||
1015 | 1020 | ||
1016 | VehicleOrientation = Quaternion.Add(VehicleOrientation, quatCorrection); | 1021 | VehicleRotationalVelocity = scaledCorrection; |
1017 | 1022 | ||
1018 | VDetailLog("{0}, MoveAngular,done,nonZero,angMotorContrib={1},vertAttrContrib={2},bankContrib={3},deflectContrib={4},totalContrib={5},scaledCorr={6}", | 1023 | VDetailLog("{0}, MoveAngular,done,nonZero,angMotorContrib={1},vertAttrContrib={2},bankContrib={3},deflectContrib={4},totalContrib={5},scaledCorr={6}", |
1019 | Prim.LocalID, | 1024 | Prim.LocalID, |
@@ -1022,6 +1027,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1022 | m_lastAngularCorrection, scaledCorrection | 1027 | m_lastAngularCorrection, scaledCorrection |
1023 | ); | 1028 | ); |
1024 | } | 1029 | } |
1030 | else | ||
1031 | { | ||
1032 | // The vehicle is not adding anything velocity wise. | ||
1033 | VehicleRotationalVelocity = Vector3.Zero; | ||
1034 | VDetailLog("{0}, MoveAngular,done,zero", Prim.LocalID); | ||
1035 | } | ||
1025 | 1036 | ||
1026 | // ================================================================== | 1037 | // ================================================================== |
1027 | //Offset section | 1038 | //Offset section |
@@ -1065,7 +1076,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1065 | { | 1076 | { |
1066 | // Take a vector pointing up and convert it from world to vehicle relative coords. | 1077 | // Take a vector pointing up and convert it from world to vehicle relative coords. |
1067 | Vector3 verticalError = Vector3.UnitZ * VehicleOrientation; | 1078 | Vector3 verticalError = Vector3.UnitZ * VehicleOrientation; |
1068 | // verticalError.Normalize(); | 1079 | verticalError.Normalize(); |
1069 | 1080 | ||
1070 | // If vertical attraction correction is needed, the vector that was pointing up (UnitZ) | 1081 | // If vertical attraction correction is needed, the vector that was pointing up (UnitZ) |
1071 | // is now leaning to one side (rotated around the X axis) and the Y value will | 1082 | // is now leaning to one side (rotated around the X axis) and the Y value will |