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-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs102
1 files changed, 87 insertions, 15 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index 5ff9d32..62c5c81 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -21,6 +21,18 @@
21 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 21 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
22 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 22 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
23 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 23 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
24 *
25 * Revised August 26 2009 by Kitto Flora. ODEDynamics.cs replaces
26 * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
27 * ODEPrim.cs contains methods dealing with Prim editing, Prim
28 * characteristics and Kinetic motion.
29 * ODEDynamics.cs contains methods dealing with Prim Physical motion
30 * (dynamics) and the associated settings. Old Linear and angular
31 * motors for dynamic motion have been replace with MoveLinear()
32 * and MoveAngular(); 'Physical' is used only to switch ODE dynamic
33 * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
34 * switch between 'VEHICLE' parameter use and general dynamics
35 * settings use.
24 */ 36 */
25 37
26/* 38/*
@@ -81,7 +93,12 @@ namespace OpenSim.Region.Physics.OdePlugin
81 private float m_PIDTau; 93 private float m_PIDTau;
82 private float PID_D = 35f; 94 private float PID_D = 35f;
83 private float PID_G = 25f; 95 private float PID_G = 25f;
84 private bool m_usePID; 96 private bool m_usePID = false;
97
98 private Quaternion m_APIDTarget = new Quaternion();
99 private float m_APIDStrength = 0.5f;
100 private float m_APIDDamping = 0.5f;
101 private bool m_useAPID = false;
85 102
86 // KF: These next 7 params apply to llSetHoverHeight(float height, integer water, float tau), 103 // KF: These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
87 // and are for non-VEHICLES only. 104 // and are for non-VEHICLES only.
@@ -90,10 +107,17 @@ namespace OpenSim.Region.Physics.OdePlugin
90 private float m_PIDHoverTau; 107 private float m_PIDHoverTau;
91 private bool m_useHoverPID; 108 private bool m_useHoverPID;
92 private PIDHoverType m_PIDHoverType = PIDHoverType.Ground; 109 private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
110<<<<<<< HEAD:OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
111 private float m_targetHoverHeight = 0f;
112 private float m_groundHeight = 0f;
113 private float m_waterHeight = 0f;
114 private float m_buoyancy = 0f; //Set by llSetBuoyancy(), for non-vehicles.
115=======
93 private float m_targetHoverHeight; 116 private float m_targetHoverHeight;
94 private float m_groundHeight; 117 private float m_groundHeight;
95 private float m_waterHeight; 118 private float m_waterHeight;
96 private float m_buoyancy; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle. 119 private float m_buoyancy; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle.
120>>>>>>> vehicles:OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
97 121
98 // private float m_tensor = 5f; 122 // private float m_tensor = 5f;
99 private int body_autodisable_frames = 20; 123 private int body_autodisable_frames = 20;
@@ -182,6 +206,9 @@ namespace OpenSim.Region.Physics.OdePlugin
182 private ODEDynamics m_vehicle; 206 private ODEDynamics m_vehicle;
183 207
184 internal int m_material = (int)Material.Wood; 208 internal int m_material = (int)Material.Wood;
209
210 private int frcount = 0; // Used to limit dynamics debug output to
211
185 212
186 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size, 213 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
187 Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode) 214 Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode)
@@ -1558,9 +1585,14 @@ Console.WriteLine(" JointCreateFixed");
1558 float fy = 0; 1585 float fy = 0;
1559 float fz = 0; 1586 float fz = 0;
1560 1587
1588 frcount++; // used to limit debug comment output
1589 if (frcount > 100)
1590 frcount = 0;
1561 1591
1562 if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim) // KF: Only move root prims. 1592 if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim) // KF: Only move root prims.
1563 { 1593 {
1594if(frcount == 0) Console.WriteLine("Move " + m_primName + " VTyp " + m_vehicle.Type +
1595 " usePID=" + m_usePID + " seHover=" + m_useHoverPID + " useAPID=" + m_useAPID);
1564 if (m_vehicle.Type != Vehicle.TYPE_NONE) 1596 if (m_vehicle.Type != Vehicle.TYPE_NONE)
1565 { 1597 {
1566 // 'VEHICLES' are dealt with in ODEDynamics.cs 1598 // 'VEHICLES' are dealt with in ODEDynamics.cs
@@ -1568,7 +1600,6 @@ Console.WriteLine(" JointCreateFixed");
1568 } 1600 }
1569 else 1601 else
1570 { 1602 {
1571//Console.WriteLine("Move " + m_primName);
1572 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009 1603 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009
1573 // NON-'VEHICLES' are dealt with here 1604 // NON-'VEHICLES' are dealt with here
1574 if (d.BodyIsEnabled(Body) && !m_angularlock.ApproxEquals(Vector3.Zero, 0.003f)) 1605 if (d.BodyIsEnabled(Body) && !m_angularlock.ApproxEquals(Vector3.Zero, 0.003f))
@@ -1590,21 +1621,18 @@ Console.WriteLine(" JointCreateFixed");
1590 //m_log.Info(m_collisionFlags.ToString()); 1621 //m_log.Info(m_collisionFlags.ToString());
1591 1622
1592 1623
1593 //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle. 1624 //KF: m_buoyancy is set by llSetBuoyancy() and is for non-vehicle.
1594 // would come from SceneObjectPart.cs, public void SetBuoyancy(float fvalue) , PhysActor.Buoyancy = fvalue; ??
1595 // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up 1625 // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up
1596 // gravityz multiplier = 1 - m_buoyancy 1626 // NB Prims in ODE are no subject to global gravity
1597 fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; 1627 fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; // force = acceleration * mass
1598 1628
1599 if (m_usePID) 1629 if (m_usePID)
1600 { 1630 {
1601//Console.WriteLine("PID " + m_primName); 1631//if(frcount == 0) Console.WriteLine("PID " + m_primName);
1602 // KF - this is for object move? eg. llSetPos() ? 1632 // KF - this is for object MoveToTarget.
1633
1603 //if (!d.BodyIsEnabled(Body)) 1634 //if (!d.BodyIsEnabled(Body))
1604 //d.BodySetForce(Body, 0f, 0f, 0f); 1635 //d.BodySetForce(Body, 0f, 0f, 0f);
1605 // If we're using the PID controller, then we have no gravity
1606 //fz = (-1 * _parent_scene.gravityz) * m_mass; //KF: ?? Prims have no global gravity,so simply...
1607 fz = 0f;
1608 1636
1609 // no lock; for now it's only called from within Simulate() 1637 // no lock; for now it's only called from within Simulate()
1610 1638
@@ -1739,7 +1767,7 @@ Console.WriteLine(" JointCreateFixed");
1739 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight); 1767 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
1740 d.BodySetLinearVel(Body, vel.X, vel.Y, 0); 1768 d.BodySetLinearVel(Body, vel.X, vel.Y, 0);
1741 d.BodyAddForce(Body, 0, 0, fz); 1769 d.BodyAddForce(Body, 0, 0, fz);
1742 return; 1770 //KF this prevents furthur motions return;
1743 } 1771 }
1744 else 1772 else
1745 { 1773 {
@@ -1748,8 +1776,46 @@ Console.WriteLine(" JointCreateFixed");
1748 // We're flying and colliding with something 1776 // We're flying and colliding with something
1749 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass); 1777 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
1750 } 1778 }
1751 } 1779 } // end m_useHoverPID && !m_usePID
1752 1780
1781 if (m_useAPID)
1782 {
1783 // RotLookAt, apparently overrides all other rotation sources. Inputs:
1784 // Quaternion m_APIDTarget
1785 // float m_APIDStrength // From SL experiments, this is the time to get there
1786 // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly
1787 // Also in SL the mass of the object has no effect on time to get there.
1788 // Factors:
1789//if(frcount == 0) Console.WriteLine("APID ");
1790 // get present body rotation
1791 float limit = 1.0f;
1792 float scaler = 50f; // adjusts damping time
1793 float RLAservo = 0f;
1794
1795 d.Quaternion rot = d.BodyGetQuaternion(Body);
1796 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
1797 Quaternion rot_diff = Quaternion.Inverse(rotq) * m_APIDTarget;
1798 float diff_angle;
1799 Vector3 diff_axis;
1800 rot_diff.GetAxisAngle(out diff_axis, out diff_angle);
1801 diff_axis.Normalize();
1802 if(diff_angle > 0.01f) // diff_angle is always +ve
1803 {
1804// PhysicsVector rotforce = new PhysicsVector(diff_axis.X, diff_axis.Y, diff_axis.Z);
1805 Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z);
1806 rotforce = rotforce * rotq;
1807 if(diff_angle > limit) diff_angle = limit; // cap the rotate rate
1808// RLAservo = timestep / m_APIDStrength * m_mass * scaler;
1809 // rotforce = rotforce * RLAservo * diff_angle ;
1810 // d.BodyAddRelTorque(Body, rotforce.X, rotforce.Y, rotforce.Z);
1811 RLAservo = timestep / m_APIDStrength * scaler;
1812 rotforce = rotforce * RLAservo * diff_angle ;
1813 d.BodySetAngularVel (Body, rotforce.X, rotforce.Y, rotforce.Z);
1814//Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo);
1815 }
1816if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle);
1817 } // end m_useAPID
1818
1753 fx *= m_mass; 1819 fx *= m_mass;
1754 fy *= m_mass; 1820 fy *= m_mass;
1755 //fz *= m_mass; 1821 //fz *= m_mass;
@@ -2643,7 +2709,7 @@ Console.WriteLine(" JointCreateFixed");
2643 //outofBounds = true; 2709 //outofBounds = true;
2644 } 2710 }
2645 2711
2646 float Adiff = 1.0f - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation)); 2712// float Adiff = 1.0f - Math.Abs(Quaternion.Dot(m_lastorientation, l_orientation));
2647//Console.WriteLine("Adiff " + m_primName + " = " + Adiff); 2713//Console.WriteLine("Adiff " + m_primName + " = " + Adiff);
2648 if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02) 2714 if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
2649 && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02) 2715 && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02)
@@ -2782,6 +2848,12 @@ Console.WriteLine(" JointCreateFixed");
2782 } 2848 }
2783 public override bool PIDActive { set { m_usePID = value; } } 2849 public override bool PIDActive { set { m_usePID = value; } }
2784 public override float PIDTau { set { m_PIDTau = value; } } 2850 public override float PIDTau { set { m_PIDTau = value; } }
2851
2852 // For RotLookAt
2853 public override Quaternion APIDTarget { set { m_APIDTarget = value; } }
2854 public override bool APIDActive { set { m_useAPID = value; } }
2855 public override float APIDStrength { set { m_APIDStrength = value; } }
2856 public override float APIDDamping { set { m_APIDDamping = value; } }
2785 2857
2786 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } 2858 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
2787 public override bool PIDHoverActive { set { m_useHoverPID = value; } } 2859 public override bool PIDHoverActive { set { m_useHoverPID = value; } }