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-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODECharacter.cs22
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEDynamics.cs20
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs93
3 files changed, 118 insertions, 17 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
index 1bc4a25..905d3ba 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs
@@ -1196,6 +1196,28 @@ namespace OpenSim.Region.Physics.OdePlugin
1196 public override bool PIDHoverActive { set { return; } } 1196 public override bool PIDHoverActive { set { return; } }
1197 public override PIDHoverType PIDHoverType { set { return; } } 1197 public override PIDHoverType PIDHoverType { set { return; } }
1198 public override float PIDHoverTau { set { return; } } 1198 public override float PIDHoverTau { set { return; } }
1199
1200 public override Quaternion APIDTarget
1201 {
1202 set { return; }
1203 }
1204
1205 public override bool APIDActive
1206 {
1207 set { return; }
1208 }
1209
1210 public override float APIDStrength
1211 {
1212 set { return; }
1213 }
1214
1215 public override float APIDDamping
1216 {
1217 set { return; }
1218 }
1219
1220
1199 1221
1200 public override void SubscribeEvents(int ms) 1222 public override void SubscribeEvents(int ms)
1201 { 1223 {
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEDynamics.cs b/OpenSim/Region/Physics/OdePlugin/ODEDynamics.cs
index 39cdc0f..78b15be 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEDynamics.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEDynamics.cs
@@ -23,6 +23,19 @@
23 * 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
24 * (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
25 * 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 *
26 */ 39 */
27 40
28/* Revised Aug, Sept 2009 by Kitto Flora. ODEDynamics.cs replaces 41/* Revised Aug, Sept 2009 by Kitto Flora. ODEDynamics.cs replaces
@@ -120,7 +133,7 @@ namespace OpenSim.Region.Physics.OdePlugin
120// private float m_VhoverEfficiency = 0f; 133// private float m_VhoverEfficiency = 0f;
121 private float m_VhoverTimescale = 0f; 134 private float m_VhoverTimescale = 0f;
122 private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height 135 private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
123 private float m_VehicleBuoyancy = 0f; //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle. 136 private float m_VehicleBuoyancy = 0f; // Set by VEHICLE_BUOYANCY, for a vehicle.
124 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity) 137 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
125 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity. 138 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
126 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity. 139 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
@@ -479,7 +492,7 @@ namespace OpenSim.Region.Physics.OdePlugin
479 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object 492 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
480 m_dir *= rotq; // apply obj rotation to velocity vector 493 m_dir *= rotq; // apply obj rotation to velocity vector
481 494
482 // add Gravity andBuoyancy 495 // add Gravity and Buoyancy
483 // KF: So far I have found no good method to combine a script-requested 496 // KF: So far I have found no good method to combine a script-requested
484 // .Z velocity and gravity. Therefore only 0g will used script-requested 497 // .Z velocity and gravity. Therefore only 0g will used script-requested
485 // .Z velocity. >0g (m_VehicleBuoyancy < 1) will used modified gravity only. 498 // .Z velocity. >0g (m_VehicleBuoyancy < 1) will used modified gravity only.
@@ -561,6 +574,7 @@ namespace OpenSim.Region.Physics.OdePlugin
561 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular velocity decay rate 574 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular velocity decay rate
562 private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body 575 private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
563 */ 576 */
577//if(frcount == 0) Console.WriteLine("MoveAngular ");
564 578
565 // Get what the body is doing, this includes 'external' influences 579 // Get what the body is doing, this includes 'external' influences
566 d.Vector3 angularVelocity = d.BodyGetAngularVel(Body); 580 d.Vector3 angularVelocity = d.BodyGetAngularVel(Body);
@@ -636,7 +650,7 @@ namespace OpenSim.Region.Physics.OdePlugin
636 // Deflection section tba 650 // Deflection section tba
637 651
638 // Sum velocities 652 // Sum velocities
639 m_lastAngularVelocity = m_angularMotorVelocity + vertattr; // + bank + deflection 653 m_lastAngularVelocity = m_angularMotorVelocity + vertattr; // tba: + bank + deflection
640 654
641 if (!m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f)) 655 if (!m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f))
642 { 656 {
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index 9e9c36f..8459dab 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.
@@ -182,6 +199,9 @@ namespace OpenSim.Region.Physics.OdePlugin
182 private ODEDynamics m_vehicle; 199 private ODEDynamics m_vehicle;
183 200
184 internal int m_material = (int)Material.Wood; 201 internal int m_material = (int)Material.Wood;
202
203 private int frcount = 0; // Used to limit dynamics debug output to
204
185 205
186 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size, 206 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
187 Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode) 207 Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode)
@@ -1558,9 +1578,14 @@ Console.WriteLine(" JointCreateFixed");
1558 float fy = 0; 1578 float fy = 0;
1559 float fz = 0; 1579 float fz = 0;
1560 1580
1581 frcount++; // used to limit debug comment output
1582 if (frcount > 100)
1583 frcount = 0;
1561 1584
1562 if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim) // KF: Only move root prims. 1585 if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim) // KF: Only move root prims.
1563 { 1586 {
1587//if(frcount == 0) Console.WriteLine("Move " + m_primName + " VTyp " + m_vehicle.Type +
1588 // " usePID=" + m_usePID + " seHover=" + m_useHoverPID + " useAPID=" + m_useAPID);
1564 if (m_vehicle.Type != Vehicle.TYPE_NONE) 1589 if (m_vehicle.Type != Vehicle.TYPE_NONE)
1565 { 1590 {
1566 // 'VEHICLES' are dealt with in ODEDynamics.cs 1591 // 'VEHICLES' are dealt with in ODEDynamics.cs
@@ -1568,7 +1593,6 @@ Console.WriteLine(" JointCreateFixed");
1568 } 1593 }
1569 else 1594 else
1570 { 1595 {
1571//Console.WriteLine("Move " + m_primName);
1572 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009 1596 if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); // KF add 161009
1573 // NON-'VEHICLES' are dealt with here 1597 // NON-'VEHICLES' are dealt with here
1574 if (d.BodyIsEnabled(Body) && !m_angularlock.ApproxEquals(Vector3.Zero, 0.003f)) 1598 if (d.BodyIsEnabled(Body) && !m_angularlock.ApproxEquals(Vector3.Zero, 0.003f))
@@ -1590,21 +1614,18 @@ Console.WriteLine(" JointCreateFixed");
1590 //m_log.Info(m_collisionFlags.ToString()); 1614 //m_log.Info(m_collisionFlags.ToString());
1591 1615
1592 1616
1593 //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle. 1617 //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 1618 // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up
1596 // gravityz multiplier = 1 - m_buoyancy 1619 // NB Prims in ODE are no subject to global gravity
1597 fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; 1620 fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; // force = acceleration * mass
1598 1621
1599 if (m_usePID) 1622 if (m_usePID)
1600 { 1623 {
1601//Console.WriteLine("PID " + m_primName); 1624//if(frcount == 0) Console.WriteLine("PID " + m_primName);
1602 // KF - this is for object move? eg. llSetPos() ? 1625 // KF - this is for object MoveToTarget.
1626
1603 //if (!d.BodyIsEnabled(Body)) 1627 //if (!d.BodyIsEnabled(Body))
1604 //d.BodySetForce(Body, 0f, 0f, 0f); 1628 //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 1629
1609 // no lock; for now it's only called from within Simulate() 1630 // no lock; for now it's only called from within Simulate()
1610 1631
@@ -1739,7 +1760,7 @@ Console.WriteLine(" JointCreateFixed");
1739 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight); 1760 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
1740 d.BodySetLinearVel(Body, vel.X, vel.Y, 0); 1761 d.BodySetLinearVel(Body, vel.X, vel.Y, 0);
1741 d.BodyAddForce(Body, 0, 0, fz); 1762 d.BodyAddForce(Body, 0, 0, fz);
1742 return; 1763 //KF this prevents furthur motions return;
1743 } 1764 }
1744 else 1765 else
1745 { 1766 {
@@ -1748,8 +1769,46 @@ Console.WriteLine(" JointCreateFixed");
1748 // We're flying and colliding with something 1769 // We're flying and colliding with something
1749 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass); 1770 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
1750 } 1771 }
1751 } 1772 } // end m_useHoverPID && !m_usePID
1752 1773
1774 if (m_useAPID)
1775 {
1776 // RotLookAt, apparently overrides all other rotation sources. Inputs:
1777 // Quaternion m_APIDTarget
1778 // float m_APIDStrength // From SL experiments, this is the time to get there
1779 // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly
1780 // Also in SL the mass of the object has no effect on time to get there.
1781 // Factors:
1782//if(frcount == 0) Console.WriteLine("APID ");
1783 // get present body rotation
1784 float limit = 1.0f;
1785 float scaler = 50f; // adjusts damping time
1786 float RLAservo = 0f;
1787
1788 d.Quaternion rot = d.BodyGetQuaternion(Body);
1789 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
1790 Quaternion rot_diff = Quaternion.Inverse(rotq) * m_APIDTarget;
1791 float diff_angle;
1792 Vector3 diff_axis;
1793 rot_diff.GetAxisAngle(out diff_axis, out diff_angle);
1794 diff_axis.Normalize();
1795 if(diff_angle > 0.01f) // diff_angle is always +ve
1796 {
1797// PhysicsVector rotforce = new PhysicsVector(diff_axis.X, diff_axis.Y, diff_axis.Z);
1798 Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z);
1799 rotforce = rotforce * rotq;
1800 if(diff_angle > limit) diff_angle = limit; // cap the rotate rate
1801// RLAservo = timestep / m_APIDStrength * m_mass * scaler;
1802 // rotforce = rotforce * RLAservo * diff_angle ;
1803 // d.BodyAddRelTorque(Body, rotforce.X, rotforce.Y, rotforce.Z);
1804 RLAservo = timestep / m_APIDStrength * scaler;
1805 rotforce = rotforce * RLAservo * diff_angle ;
1806 d.BodySetAngularVel (Body, rotforce.X, rotforce.Y, rotforce.Z);
1807//Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo);
1808 }
1809//if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle);
1810 } // end m_useAPID
1811
1753 fx *= m_mass; 1812 fx *= m_mass;
1754 fy *= m_mass; 1813 fy *= m_mass;
1755 //fz *= m_mass; 1814 //fz *= m_mass;
@@ -2819,6 +2878,12 @@ Console.WriteLine(" JointCreateFixed");
2819 } 2878 }
2820 public override bool PIDActive { set { m_usePID = value; } } 2879 public override bool PIDActive { set { m_usePID = value; } }
2821 public override float PIDTau { set { m_PIDTau = value; } } 2880 public override float PIDTau { set { m_PIDTau = value; } }
2881
2882 // For RotLookAt
2883 public override Quaternion APIDTarget { set { m_APIDTarget = value; } }
2884 public override bool APIDActive { set { m_useAPID = value; } }
2885 public override float APIDStrength { set { m_APIDStrength = value; } }
2886 public override float APIDDamping { set { m_APIDDamping = value; } }
2822 2887
2823 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } 2888 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
2824 public override bool PIDHoverActive { set { m_useHoverPID = value; } } 2889 public override bool PIDHoverActive { set { m_useHoverPID = value; } }