diff options
Diffstat (limited to 'OpenSim/Region/Physics')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs | 30 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs | 57 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs | 16 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 4 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs | 170 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 28 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | 4 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 138 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | 1 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | 20 |
10 files changed, 372 insertions, 96 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs index 8c6e7d6..14de2eb 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs | |||
@@ -530,12 +530,12 @@ public override void SetForceUpdateAllAabbs(BulletWorld world, bool force) | |||
530 | // btDynamicsWorld entries | 530 | // btDynamicsWorld entries |
531 | public override bool AddObjectToWorld(BulletWorld world, BulletBody obj) | 531 | public override bool AddObjectToWorld(BulletWorld world, BulletBody obj) |
532 | { | 532 | { |
533 | // Bullet resets several variables when an object is added to the world. | ||
534 | // Gravity is reset to world default depending on the static/dynamic | ||
535 | // type. Of course, the collision flags in the broadphase proxy are initialized to default. | ||
536 | BulletWorldUnman worldu = world as BulletWorldUnman; | 533 | BulletWorldUnman worldu = world as BulletWorldUnman; |
537 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | 534 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
538 | 535 | ||
536 | // Bullet resets several variables when an object is added to the world. | ||
537 | // Gravity is reset to world default depending on the static/dynamic | ||
538 | // type. Of course, the collision flags in the broadphase proxy are initialized to default. | ||
539 | Vector3 origGrav = BSAPICPP.GetGravity2(bodyu.ptr); | 539 | Vector3 origGrav = BSAPICPP.GetGravity2(bodyu.ptr); |
540 | 540 | ||
541 | bool ret = BSAPICPP.AddObjectToWorld2(worldu.ptr, bodyu.ptr); | 541 | bool ret = BSAPICPP.AddObjectToWorld2(worldu.ptr, bodyu.ptr); |
@@ -921,6 +921,7 @@ public override void SetCenterOfMassByPosRot(BulletBody obj, Vector3 pos, Quater | |||
921 | } | 921 | } |
922 | 922 | ||
923 | // Add a force to the object as if its mass is one. | 923 | // Add a force to the object as if its mass is one. |
924 | // Deep down in Bullet: m_totalForce += force*m_linearFactor; | ||
924 | public override void ApplyCentralForce(BulletBody obj, Vector3 force) | 925 | public override void ApplyCentralForce(BulletBody obj, Vector3 force) |
925 | { | 926 | { |
926 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | 927 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
@@ -964,6 +965,7 @@ public override void SetSleepingThresholds(BulletBody obj, float lin_threshold, | |||
964 | BSAPICPP.SetSleepingThresholds2(bodyu.ptr, lin_threshold, ang_threshold); | 965 | BSAPICPP.SetSleepingThresholds2(bodyu.ptr, lin_threshold, ang_threshold); |
965 | } | 966 | } |
966 | 967 | ||
968 | // Deep down in Bullet: m_totalTorque += torque*m_angularFactor; | ||
967 | public override void ApplyTorque(BulletBody obj, Vector3 torque) | 969 | public override void ApplyTorque(BulletBody obj, Vector3 torque) |
968 | { | 970 | { |
969 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | 971 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
@@ -971,6 +973,8 @@ public override void ApplyTorque(BulletBody obj, Vector3 torque) | |||
971 | } | 973 | } |
972 | 974 | ||
973 | // Apply force at the given point. Will add torque to the object. | 975 | // Apply force at the given point. Will add torque to the object. |
976 | // Deep down in Bullet: applyCentralForce(force); | ||
977 | // applyTorque(rel_pos.cross(force*m_linearFactor)); | ||
974 | public override void ApplyForce(BulletBody obj, Vector3 force, Vector3 pos) | 978 | public override void ApplyForce(BulletBody obj, Vector3 force, Vector3 pos) |
975 | { | 979 | { |
976 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | 980 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
@@ -978,6 +982,7 @@ public override void ApplyForce(BulletBody obj, Vector3 force, Vector3 pos) | |||
978 | } | 982 | } |
979 | 983 | ||
980 | // Apply impulse to the object. Same as "ApplycentralForce" but force scaled by object's mass. | 984 | // Apply impulse to the object. Same as "ApplycentralForce" but force scaled by object's mass. |
985 | // Deep down in Bullet: m_linearVelocity += impulse *m_linearFactor * m_inverseMass; | ||
981 | public override void ApplyCentralImpulse(BulletBody obj, Vector3 imp) | 986 | public override void ApplyCentralImpulse(BulletBody obj, Vector3 imp) |
982 | { | 987 | { |
983 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | 988 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
@@ -985,6 +990,7 @@ public override void ApplyCentralImpulse(BulletBody obj, Vector3 imp) | |||
985 | } | 990 | } |
986 | 991 | ||
987 | // Apply impulse to the object's torque. Force is scaled by object's mass. | 992 | // Apply impulse to the object's torque. Force is scaled by object's mass. |
993 | // Deep down in Bullet: m_angularVelocity += m_invInertiaTensorWorld * torque * m_angularFactor; | ||
988 | public override void ApplyTorqueImpulse(BulletBody obj, Vector3 imp) | 994 | public override void ApplyTorqueImpulse(BulletBody obj, Vector3 imp) |
989 | { | 995 | { |
990 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | 996 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
@@ -992,6 +998,8 @@ public override void ApplyTorqueImpulse(BulletBody obj, Vector3 imp) | |||
992 | } | 998 | } |
993 | 999 | ||
994 | // Apply impulse at the point given. For is scaled by object's mass and effects both linear and angular forces. | 1000 | // Apply impulse at the point given. For is scaled by object's mass and effects both linear and angular forces. |
1001 | // Deep down in Bullet: applyCentralImpulse(impulse); | ||
1002 | // applyTorqueImpulse(rel_pos.cross(impulse*m_linearFactor)); | ||
995 | public override void ApplyImpulse(BulletBody obj, Vector3 imp, Vector3 pos) | 1003 | public override void ApplyImpulse(BulletBody obj, Vector3 imp, Vector3 pos) |
996 | { | 1004 | { |
997 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | 1005 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
@@ -1259,6 +1267,16 @@ public override void DumpPhysicsStatistics(BulletWorld world) | |||
1259 | BulletWorldUnman worldu = world as BulletWorldUnman; | 1267 | BulletWorldUnman worldu = world as BulletWorldUnman; |
1260 | BSAPICPP.DumpPhysicsStatistics2(worldu.ptr); | 1268 | BSAPICPP.DumpPhysicsStatistics2(worldu.ptr); |
1261 | } | 1269 | } |
1270 | public override void ResetBroadphasePool(BulletWorld world) | ||
1271 | { | ||
1272 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
1273 | BSAPICPP.ResetBroadphasePool(worldu.ptr); | ||
1274 | } | ||
1275 | public override void ResetConstraintSolver(BulletWorld world) | ||
1276 | { | ||
1277 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
1278 | BSAPICPP.ResetConstraintSolver(worldu.ptr); | ||
1279 | } | ||
1262 | 1280 | ||
1263 | // ===================================================================================== | 1281 | // ===================================================================================== |
1264 | // ===================================================================================== | 1282 | // ===================================================================================== |
@@ -1832,6 +1850,12 @@ public static extern void DumpAllInfo2(IntPtr sim); | |||
1832 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1850 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
1833 | public static extern void DumpPhysicsStatistics2(IntPtr sim); | 1851 | public static extern void DumpPhysicsStatistics2(IntPtr sim); |
1834 | 1852 | ||
1853 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1854 | public static extern void ResetBroadphasePool(IntPtr sim); | ||
1855 | |||
1856 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1857 | public static extern void ResetConstraintSolver(IntPtr sim); | ||
1858 | |||
1835 | } | 1859 | } |
1836 | 1860 | ||
1837 | } | 1861 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs index 30a7bee..0c7f315 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs | |||
@@ -232,21 +232,25 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
232 | 232 | ||
233 | public override bool AddObjectToWorld(BulletWorld pWorld, BulletBody pBody) | 233 | public override bool AddObjectToWorld(BulletWorld pWorld, BulletBody pBody) |
234 | { | 234 | { |
235 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | ||
236 | CollisionObject cbody = ((BulletBodyXNA)pBody).body; | ||
237 | RigidBody rbody = cbody as RigidBody; | ||
238 | |||
235 | // Bullet resets several variables when an object is added to the world. In particular, | 239 | // Bullet resets several variables when an object is added to the world. In particular, |
236 | // BulletXNA resets position and rotation. Gravity is also reset depending on the static/dynamic | 240 | // BulletXNA resets position and rotation. Gravity is also reset depending on the static/dynamic |
237 | // type. Of course, the collision flags in the broadphase proxy are initialized to default. | 241 | // type. Of course, the collision flags in the broadphase proxy are initialized to default. |
238 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | 242 | IndexedMatrix origPos = cbody.GetWorldTransform(); |
239 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 243 | if (rbody != null) |
240 | 244 | { | |
241 | IndexedMatrix origPos = body.GetWorldTransform(); | 245 | IndexedVector3 origGrav = rbody.GetGravity(); |
242 | IndexedVector3 origGrav = body.GetGravity(); | 246 | world.AddRigidBody(rbody); |
243 | 247 | rbody.SetGravity(origGrav); | |
244 | //if (!(body.GetCollisionShape().GetShapeType() == BroadphaseNativeTypes.STATIC_PLANE_PROXYTYPE && body.GetCollisionShape().GetShapeType() == BroadphaseNativeTypes.TERRAIN_SHAPE_PROXYTYPE)) | 248 | } |
245 | 249 | else | |
246 | world.AddRigidBody(body); | 250 | { |
247 | 251 | world.AddCollisionObject(rbody); | |
248 | body.SetWorldTransform(origPos); | 252 | } |
249 | body.SetGravity(origGrav); | 253 | cbody.SetWorldTransform(origPos); |
250 | 254 | ||
251 | pBody.ApplyCollisionMask(pWorld.physicsScene); | 255 | pBody.ApplyCollisionMask(pWorld.physicsScene); |
252 | 256 | ||
@@ -773,35 +777,6 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
773 | body.ApplyTorqueImpulse(ref fSum); | 777 | body.ApplyTorqueImpulse(ref fSum); |
774 | } | 778 | } |
775 | 779 | ||
776 | public override void DumpRigidBody(BulletWorld p, BulletBody p_2) | ||
777 | { | ||
778 | //TODO: | ||
779 | } | ||
780 | |||
781 | public override void DumpCollisionShape(BulletWorld p, BulletShape p_2) | ||
782 | { | ||
783 | //TODO: | ||
784 | } | ||
785 | public override void DumpConstraint(BulletWorld world, BulletConstraint constrain) | ||
786 | { | ||
787 | //TODO: | ||
788 | } | ||
789 | |||
790 | public override void DumpActivationInfo(BulletWorld world) | ||
791 | { | ||
792 | //TODO: | ||
793 | } | ||
794 | |||
795 | public override void DumpAllInfo(BulletWorld world) | ||
796 | { | ||
797 | //TODO: | ||
798 | } | ||
799 | |||
800 | public override void DumpPhysicsStatistics(BulletWorld world) | ||
801 | { | ||
802 | //TODO: | ||
803 | } | ||
804 | |||
805 | public override void DestroyObject(BulletWorld p, BulletBody p_2) | 780 | public override void DestroyObject(BulletWorld p, BulletBody p_2) |
806 | { | 781 | { |
807 | //TODO: | 782 | //TODO: |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs index 8ad78ca..befb076 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs | |||
@@ -646,17 +646,21 @@ public abstract float GetMargin(BulletShape shape); | |||
646 | 646 | ||
647 | // ===================================================================================== | 647 | // ===================================================================================== |
648 | // Debugging | 648 | // Debugging |
649 | public abstract void DumpRigidBody(BulletWorld sim, BulletBody collisionObject); | 649 | public virtual void DumpRigidBody(BulletWorld sim, BulletBody collisionObject) { } |
650 | 650 | ||
651 | public abstract void DumpCollisionShape(BulletWorld sim, BulletShape collisionShape); | 651 | public virtual void DumpCollisionShape(BulletWorld sim, BulletShape collisionShape) { } |
652 | 652 | ||
653 | public abstract void DumpConstraint(BulletWorld sim, BulletConstraint constrain); | 653 | public virtual void DumpConstraint(BulletWorld sim, BulletConstraint constrain) { } |
654 | 654 | ||
655 | public abstract void DumpActivationInfo(BulletWorld sim); | 655 | public virtual void DumpActivationInfo(BulletWorld sim) { } |
656 | 656 | ||
657 | public abstract void DumpAllInfo(BulletWorld sim); | 657 | public virtual void DumpAllInfo(BulletWorld sim) { } |
658 | 658 | ||
659 | public abstract void DumpPhysicsStatistics(BulletWorld sim); | 659 | public virtual void DumpPhysicsStatistics(BulletWorld sim) { } |
660 | |||
661 | public virtual void ResetBroadphasePool(BulletWorld sim) { } | ||
662 | |||
663 | public virtual void ResetConstraintSolver(BulletWorld sim) { } | ||
660 | 664 | ||
661 | }; | 665 | }; |
662 | } | 666 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 103d8fc..c215e3a 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -214,7 +214,7 @@ public sealed class BSCharacter : BSPhysObject | |||
214 | } | 214 | } |
215 | 215 | ||
216 | // 'stepVelocity' is now the speed we'd like the avatar to move in. Turn that into an instantanous force. | 216 | // 'stepVelocity' is now the speed we'd like the avatar to move in. Turn that into an instantanous force. |
217 | OMV.Vector3 moveForce = (stepVelocity - _velocity) * Mass / PhysicsScene.LastTimeStep; | 217 | OMV.Vector3 moveForce = (stepVelocity - _velocity) * Mass; |
218 | 218 | ||
219 | /* | 219 | /* |
220 | // If moveForce is very small, zero things so we don't keep sending microscopic updates to the user | 220 | // If moveForce is very small, zero things so we don't keep sending microscopic updates to the user |
@@ -231,7 +231,7 @@ public sealed class BSCharacter : BSPhysObject | |||
231 | } | 231 | } |
232 | */ | 232 | */ |
233 | // DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", LocalID, stepVelocity, _velocity, Mass, moveForce); | 233 | // DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", LocalID, stepVelocity, _velocity, Mass, moveForce); |
234 | AddForce(moveForce, false, true); | 234 | PhysicsScene.PE.ApplyCentralImpulse(PhysBody, moveForce); |
235 | }); | 235 | }); |
236 | } | 236 | } |
237 | 237 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs index 817a5f7..6d0db2e 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs | |||
@@ -59,10 +59,7 @@ public abstract class BSMotor | |||
59 | { | 59 | { |
60 | if (PhysicsScene != null) | 60 | if (PhysicsScene != null) |
61 | { | 61 | { |
62 | if (PhysicsScene.VehicleLoggingEnabled) | 62 | PhysicsScene.DetailLog(msg, parms); |
63 | { | ||
64 | PhysicsScene.DetailLog(msg, parms); | ||
65 | } | ||
66 | } | 63 | } |
67 | } | 64 | } |
68 | } | 65 | } |
@@ -100,10 +97,13 @@ public class BSVMotor : BSMotor | |||
100 | public virtual Vector3 CurrentValue { get; protected set; } | 97 | public virtual Vector3 CurrentValue { get; protected set; } |
101 | public virtual Vector3 LastError { get; protected set; } | 98 | public virtual Vector3 LastError { get; protected set; } |
102 | 99 | ||
103 | public virtual bool ErrorIsZero | 100 | public virtual bool ErrorIsZero() |
104 | { get { | 101 | { |
105 | return (LastError == Vector3.Zero || LastError.LengthSquared() <= ErrorZeroThreshold); | 102 | return ErrorIsZero(LastError); |
106 | } | 103 | } |
104 | public virtual bool ErrorIsZero(Vector3 err) | ||
105 | { | ||
106 | return (err == Vector3.Zero || err.ApproxEquals(Vector3.Zero, ErrorZeroThreshold)); | ||
107 | } | 107 | } |
108 | 108 | ||
109 | public BSVMotor(string useName) | 109 | public BSVMotor(string useName) |
@@ -148,7 +148,7 @@ public class BSVMotor : BSMotor | |||
148 | 148 | ||
149 | Vector3 correction = Vector3.Zero; | 149 | Vector3 correction = Vector3.Zero; |
150 | Vector3 error = TargetValue - CurrentValue; | 150 | Vector3 error = TargetValue - CurrentValue; |
151 | if (!error.ApproxEquals(Vector3.Zero, ErrorZeroThreshold)) | 151 | if (!ErrorIsZero(error)) |
152 | { | 152 | { |
153 | correction = Step(timeStep, error); | 153 | correction = Step(timeStep, error); |
154 | 154 | ||
@@ -200,7 +200,7 @@ public class BSVMotor : BSMotor | |||
200 | 200 | ||
201 | LastError = error; | 201 | LastError = error; |
202 | Vector3 returnCorrection = Vector3.Zero; | 202 | Vector3 returnCorrection = Vector3.Zero; |
203 | if (!error.ApproxEquals(Vector3.Zero, ErrorZeroThreshold)) | 203 | if (!ErrorIsZero()) |
204 | { | 204 | { |
205 | // correction = error / secondsItShouldTakeToCorrect | 205 | // correction = error / secondsItShouldTakeToCorrect |
206 | Vector3 correctionAmount; | 206 | Vector3 correctionAmount; |
@@ -246,32 +246,139 @@ public class BSVMotor : BSMotor | |||
246 | } | 246 | } |
247 | } | 247 | } |
248 | 248 | ||
249 | // ============================================================================ | ||
250 | // ============================================================================ | ||
249 | public class BSFMotor : BSMotor | 251 | public class BSFMotor : BSMotor |
250 | { | 252 | { |
251 | public float TimeScale { get; set; } | 253 | public virtual float TimeScale { get; set; } |
252 | public float DecayTimeScale { get; set; } | 254 | public virtual float TargetValueDecayTimeScale { get; set; } |
253 | public float Friction { get; set; } | 255 | public virtual float FrictionTimescale { get; set; } |
254 | public float Efficiency { get; set; } | 256 | public virtual float Efficiency { get; set; } |
257 | |||
258 | public virtual float ErrorZeroThreshold { get; set; } | ||
255 | 259 | ||
256 | public float Target { get; private set; } | 260 | public virtual float TargetValue { get; protected set; } |
257 | public float CurrentValue { get; private set; } | 261 | public virtual float CurrentValue { get; protected set; } |
262 | public virtual float LastError { get; protected set; } | ||
263 | |||
264 | public virtual bool ErrorIsZero() | ||
265 | { | ||
266 | return ErrorIsZero(LastError); | ||
267 | } | ||
268 | public virtual bool ErrorIsZero(float err) | ||
269 | { | ||
270 | return (err >= -ErrorZeroThreshold && err <= ErrorZeroThreshold); | ||
271 | } | ||
258 | 272 | ||
259 | public BSFMotor(string useName, float timeScale, float decayTimescale, float friction, float efficiency) | 273 | public BSFMotor(string useName, float timeScale, float decayTimescale, float friction, float efficiency) |
260 | : base(useName) | 274 | : base(useName) |
261 | { | 275 | { |
276 | TimeScale = TargetValueDecayTimeScale = BSMotor.Infinite; | ||
277 | Efficiency = 1f; | ||
278 | FrictionTimescale = BSMotor.Infinite; | ||
279 | CurrentValue = TargetValue = 0f; | ||
280 | ErrorZeroThreshold = 0.01f; | ||
262 | } | 281 | } |
263 | public void SetCurrent(float target) | 282 | public void SetCurrent(float current) |
264 | { | 283 | { |
284 | CurrentValue = current; | ||
265 | } | 285 | } |
266 | public void SetTarget(float target) | 286 | public void SetTarget(float target) |
267 | { | 287 | { |
288 | TargetValue = target; | ||
268 | } | 289 | } |
290 | public override void Zero() | ||
291 | { | ||
292 | base.Zero(); | ||
293 | CurrentValue = TargetValue = 0f; | ||
294 | } | ||
295 | |||
269 | public virtual float Step(float timeStep) | 296 | public virtual float Step(float timeStep) |
270 | { | 297 | { |
271 | return 0f; | 298 | if (!Enabled) return TargetValue; |
299 | |||
300 | float origTarget = TargetValue; // DEBUG | ||
301 | float origCurrVal = CurrentValue; // DEBUG | ||
302 | |||
303 | float correction = 0f; | ||
304 | float error = TargetValue - CurrentValue; | ||
305 | if (!ErrorIsZero(error)) | ||
306 | { | ||
307 | correction = Step(timeStep, error); | ||
308 | |||
309 | CurrentValue += correction; | ||
310 | |||
311 | // The desired value reduces to zero which also reduces the difference with current. | ||
312 | // If the decay time is infinite, don't decay at all. | ||
313 | float decayFactor = 0f; | ||
314 | if (TargetValueDecayTimeScale != BSMotor.Infinite) | ||
315 | { | ||
316 | decayFactor = (1.0f / TargetValueDecayTimeScale) * timeStep; | ||
317 | TargetValue *= (1f - decayFactor); | ||
318 | } | ||
319 | |||
320 | // The amount we can correct the error is reduced by the friction | ||
321 | float frictionFactor = 0f; | ||
322 | if (FrictionTimescale != BSMotor.Infinite) | ||
323 | { | ||
324 | // frictionFactor = (Vector3.One / FrictionTimescale) * timeStep; | ||
325 | // Individual friction components can be 'infinite' so compute each separately. | ||
326 | frictionFactor = 1f / FrictionTimescale; | ||
327 | frictionFactor *= timeStep; | ||
328 | CurrentValue *= (1f - frictionFactor); | ||
329 | } | ||
330 | |||
331 | MDetailLog("{0}, BSFMotor.Step,nonZero,{1},origCurr={2},origTarget={3},timeStep={4},err={5},corr={6}", | ||
332 | BSScene.DetailLogZero, UseName, origCurrVal, origTarget, | ||
333 | timeStep, error, correction); | ||
334 | MDetailLog("{0}, BSFMotor.Step,nonZero,{1},tgtDecayTS={2},decayFact={3},frictTS={4},frictFact={5},tgt={6},curr={7}", | ||
335 | BSScene.DetailLogZero, UseName, | ||
336 | TargetValueDecayTimeScale, decayFactor, FrictionTimescale, frictionFactor, | ||
337 | TargetValue, CurrentValue); | ||
338 | } | ||
339 | else | ||
340 | { | ||
341 | // Difference between what we have and target is small. Motor is done. | ||
342 | CurrentValue = TargetValue; | ||
343 | MDetailLog("{0}, BSFMotor.Step,zero,{1},origTgt={2},origCurr={3},ret={4}", | ||
344 | BSScene.DetailLogZero, UseName, origCurrVal, origTarget, CurrentValue); | ||
345 | } | ||
346 | |||
347 | return CurrentValue; | ||
348 | } | ||
349 | |||
350 | public virtual float Step(float timeStep, float error) | ||
351 | { | ||
352 | if (!Enabled) return 0f; | ||
353 | |||
354 | LastError = error; | ||
355 | float returnCorrection = 0f; | ||
356 | if (!ErrorIsZero()) | ||
357 | { | ||
358 | // correction = error / secondsItShouldTakeToCorrect | ||
359 | float correctionAmount; | ||
360 | if (TimeScale == 0f || TimeScale == BSMotor.Infinite) | ||
361 | correctionAmount = error * timeStep; | ||
362 | else | ||
363 | correctionAmount = error / TimeScale * timeStep; | ||
364 | |||
365 | returnCorrection = correctionAmount; | ||
366 | MDetailLog("{0}, BSFMotor.Step,nonZero,{1},timeStep={2},timeScale={3},err={4},corr={5}", | ||
367 | BSScene.DetailLogZero, UseName, timeStep, TimeScale, error, correctionAmount); | ||
368 | } | ||
369 | return returnCorrection; | ||
370 | } | ||
371 | |||
372 | public override string ToString() | ||
373 | { | ||
374 | return String.Format("<{0},curr={1},targ={2},lastErr={3},decayTS={4},frictTS={5}>", | ||
375 | UseName, CurrentValue, TargetValue, LastError, TargetValueDecayTimeScale, FrictionTimescale); | ||
272 | } | 376 | } |
377 | |||
273 | } | 378 | } |
274 | 379 | ||
380 | // ============================================================================ | ||
381 | // ============================================================================ | ||
275 | // Proportional, Integral, Derivitive Motor | 382 | // Proportional, Integral, Derivitive Motor |
276 | // Good description at http://www.answers.com/topic/pid-controller . Includes processes for choosing p, i and d factors. | 383 | // Good description at http://www.answers.com/topic/pid-controller . Includes processes for choosing p, i and d factors. |
277 | public class BSPIDVMotor : BSVMotor | 384 | public class BSPIDVMotor : BSVMotor |
@@ -281,6 +388,12 @@ public class BSPIDVMotor : BSVMotor | |||
281 | public Vector3 integralFactor { get; set; } | 388 | public Vector3 integralFactor { get; set; } |
282 | public Vector3 derivFactor { get; set; } | 389 | public Vector3 derivFactor { get; set; } |
283 | 390 | ||
391 | // The factors are vectors for the three dimensions. This is the proportional of each | ||
392 | // that is applied. This could be multiplied through the actual factors but it | ||
393 | // is sometimes easier to manipulate the factors and their mix separately. | ||
394 | // to | ||
395 | public Vector3 FactorMix; | ||
396 | |||
284 | // Arbritrary factor range. | 397 | // Arbritrary factor range. |
285 | // EfficiencyHigh means move quickly to the correct number. EfficiencyLow means might over correct. | 398 | // EfficiencyHigh means move quickly to the correct number. EfficiencyLow means might over correct. |
286 | public float EfficiencyHigh = 0.4f; | 399 | public float EfficiencyHigh = 0.4f; |
@@ -295,6 +408,7 @@ public class BSPIDVMotor : BSVMotor | |||
295 | proportionFactor = new Vector3(1.00f, 1.00f, 1.00f); | 408 | proportionFactor = new Vector3(1.00f, 1.00f, 1.00f); |
296 | integralFactor = new Vector3(1.00f, 1.00f, 1.00f); | 409 | integralFactor = new Vector3(1.00f, 1.00f, 1.00f); |
297 | derivFactor = new Vector3(1.00f, 1.00f, 1.00f); | 410 | derivFactor = new Vector3(1.00f, 1.00f, 1.00f); |
411 | FactorMix = new Vector3(0.5f, 0.25f, 0.25f); | ||
298 | RunningIntegration = Vector3.Zero; | 412 | RunningIntegration = Vector3.Zero; |
299 | LastError = Vector3.Zero; | 413 | LastError = Vector3.Zero; |
300 | } | 414 | } |
@@ -310,15 +424,19 @@ public class BSPIDVMotor : BSVMotor | |||
310 | set | 424 | set |
311 | { | 425 | { |
312 | base.Efficiency = Util.Clamp(value, 0f, 1f); | 426 | base.Efficiency = Util.Clamp(value, 0f, 1f); |
427 | |||
313 | // Compute factors based on efficiency. | 428 | // Compute factors based on efficiency. |
314 | // If efficiency is high (1f), use a factor value that moves the error value to zero with little overshoot. | 429 | // If efficiency is high (1f), use a factor value that moves the error value to zero with little overshoot. |
315 | // If efficiency is low (0f), use a factor value that overcorrects. | 430 | // If efficiency is low (0f), use a factor value that overcorrects. |
316 | // TODO: might want to vary contribution of different factor depending on efficiency. | 431 | // TODO: might want to vary contribution of different factor depending on efficiency. |
317 | float factor = ((1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow) / 3f; | 432 | float factor = ((1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow) / 3f; |
318 | // float factor = (1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow; | 433 | // float factor = (1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow; |
434 | |||
319 | proportionFactor = new Vector3(factor, factor, factor); | 435 | proportionFactor = new Vector3(factor, factor, factor); |
320 | integralFactor = new Vector3(factor, factor, factor); | 436 | integralFactor = new Vector3(factor, factor, factor); |
321 | derivFactor = new Vector3(factor, factor, factor); | 437 | derivFactor = new Vector3(factor, factor, factor); |
438 | |||
439 | MDetailLog("{0},BSPIDVMotor.setEfficiency,eff={1},factor={2}", BSScene.DetailLogZero, Efficiency, factor); | ||
322 | } | 440 | } |
323 | } | 441 | } |
324 | 442 | ||
@@ -331,15 +449,17 @@ public class BSPIDVMotor : BSVMotor | |||
331 | RunningIntegration += error * timeStep; | 449 | RunningIntegration += error * timeStep; |
332 | 450 | ||
333 | // A simple derivitive is the rate of change from the last error. | 451 | // A simple derivitive is the rate of change from the last error. |
334 | Vector3 derivFactor = (error - LastError) * timeStep; | 452 | Vector3 derivitive = (error - LastError) * timeStep; |
335 | LastError = error; | 453 | LastError = error; |
336 | 454 | ||
337 | // Correction = -(proportionOfPresentError + accumulationOfPastError + rateOfChangeOfError) | 455 | // Correction = (proportionOfPresentError + accumulationOfPastError + rateOfChangeOfError) |
338 | Vector3 ret = -( | 456 | Vector3 ret = error * timeStep * proportionFactor * FactorMix.X |
339 | error * proportionFactor | 457 | + RunningIntegration * integralFactor * FactorMix.Y |
340 | + RunningIntegration * integralFactor | 458 | + derivitive * derivFactor * FactorMix.Z |
341 | + derivFactor * derivFactor | 459 | ; |
342 | ); | 460 | |
461 | MDetailLog("{0},BSPIDVMotor.step,ts={1},err={2},runnInt={3},deriv={4},ret={5}", | ||
462 | BSScene.DetailLogZero, timeStep, error, RunningIntegration, derivitive, ret); | ||
343 | 463 | ||
344 | return ret; | 464 | return ret; |
345 | } | 465 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 69ac8cd..b9bd0bf 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | |||
@@ -497,6 +497,16 @@ public static class BSParam | |||
497 | (s,cf,p,v) => { s.PhysicsMetricDumpFrames = cf.GetFloat(p, (int)v); }, | 497 | (s,cf,p,v) => { s.PhysicsMetricDumpFrames = cf.GetFloat(p, (int)v); }, |
498 | (s) => { return (float)s.PhysicsMetricDumpFrames; }, | 498 | (s) => { return (float)s.PhysicsMetricDumpFrames; }, |
499 | (s,p,l,v) => { s.PhysicsMetricDumpFrames = (int)v; } ), | 499 | (s,p,l,v) => { s.PhysicsMetricDumpFrames = (int)v; } ), |
500 | new ParameterDefn("ResetBroadphasePool", "Setting this is any value resets the broadphase collision pool", | ||
501 | 0f, | ||
502 | (s,cf,p,v) => { ; }, | ||
503 | (s) => { return 0f; }, | ||
504 | (s,p,l,v) => { BSParam.ResetBroadphasePoolTainted(s, v); } ), | ||
505 | new ParameterDefn("ResetConstraintSolver", "Setting this is any value resets the constraint solver", | ||
506 | 0f, | ||
507 | (s,cf,p,v) => { ; }, | ||
508 | (s) => { return 0f; }, | ||
509 | (s,p,l,v) => { BSParam.ResetConstraintSolverTainted(s, v); } ), | ||
500 | }; | 510 | }; |
501 | 511 | ||
502 | // Convert a boolean to our numeric true and false values | 512 | // Convert a boolean to our numeric true and false values |
@@ -511,6 +521,24 @@ public static class BSParam | |||
511 | return (b == ConfigurationParameters.numericTrue ? true : false); | 521 | return (b == ConfigurationParameters.numericTrue ? true : false); |
512 | } | 522 | } |
513 | 523 | ||
524 | private static void ResetBroadphasePoolTainted(BSScene pPhysScene, float v) | ||
525 | { | ||
526 | BSScene physScene = pPhysScene; | ||
527 | physScene.TaintedObject("BSParam.ResetBroadphasePoolTainted", delegate() | ||
528 | { | ||
529 | physScene.PE.ResetBroadphasePool(physScene.World); | ||
530 | }); | ||
531 | } | ||
532 | |||
533 | private static void ResetConstraintSolverTainted(BSScene pPhysScene, float v) | ||
534 | { | ||
535 | BSScene physScene = pPhysScene; | ||
536 | physScene.TaintedObject("BSParam.ResetConstraintSolver", delegate() | ||
537 | { | ||
538 | physScene.PE.ResetConstraintSolver(physScene.World); | ||
539 | }); | ||
540 | } | ||
541 | |||
514 | // Search through the parameter definitions and return the matching | 542 | // Search through the parameter definitions and return the matching |
515 | // ParameterDefn structure. | 543 | // ParameterDefn structure. |
516 | // Case does not matter as names are compared after converting to lower case. | 544 | // Case does not matter as names are compared after converting to lower case. |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index e7cb3e0..534f929 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -343,6 +343,10 @@ public abstract class BSPhysObject : PhysicsActor | |||
343 | protected void RegisterPreStepAction(string op, uint id, BSScene.PreStepAction actn) | 343 | protected void RegisterPreStepAction(string op, uint id, BSScene.PreStepAction actn) |
344 | { | 344 | { |
345 | string identifier = op + "-" + id.ToString(); | 345 | string identifier = op + "-" + id.ToString(); |
346 | |||
347 | // Clean out any existing action | ||
348 | UnRegisterPreStepAction(op, id); | ||
349 | |||
346 | RegisteredActions[identifier] = actn; | 350 | RegisteredActions[identifier] = actn; |
347 | PhysicsScene.BeforeStep += actn; | 351 | PhysicsScene.BeforeStep += actn; |
348 | DetailLog("{0},BSPhysObject.RegisterPreStepAction,id={1}", LocalID, identifier); | 352 | DetailLog("{0},BSPhysObject.RegisterPreStepAction,id={1}", LocalID, identifier); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 826261c..94b63e5 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -66,9 +66,6 @@ public sealed class BSPrim : BSPhysObject | |||
66 | private float _restitution; | 66 | private float _restitution; |
67 | private bool _setAlwaysRun; | 67 | private bool _setAlwaysRun; |
68 | private bool _throttleUpdates; | 68 | private bool _throttleUpdates; |
69 | private bool _isColliding; | ||
70 | private bool _collidingGround; | ||
71 | private bool _collidingObj; | ||
72 | private bool _floatOnWater; | 69 | private bool _floatOnWater; |
73 | private OMV.Vector3 _rotationalVelocity; | 70 | private OMV.Vector3 _rotationalVelocity; |
74 | private bool _kinematic; | 71 | private bool _kinematic; |
@@ -76,13 +73,14 @@ public sealed class BSPrim : BSPhysObject | |||
76 | 73 | ||
77 | private BSDynamics _vehicle; | 74 | private BSDynamics _vehicle; |
78 | 75 | ||
76 | private BSVMotor _targetMotor; | ||
79 | private OMV.Vector3 _PIDTarget; | 77 | private OMV.Vector3 _PIDTarget; |
80 | private bool _usePID; | ||
81 | private float _PIDTau; | 78 | private float _PIDTau; |
82 | private bool _useHoverPID; | 79 | |
80 | private BSFMotor _hoverMotor; | ||
83 | private float _PIDHoverHeight; | 81 | private float _PIDHoverHeight; |
84 | private PIDHoverType _PIDHoverType; | 82 | private PIDHoverType _PIDHoverType; |
85 | private float _PIDHoverTao; | 83 | private float _PIDHoverTau; |
86 | 84 | ||
87 | public BSPrim(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, | 85 | public BSPrim(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, |
88 | OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) | 86 | OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) |
@@ -564,6 +562,11 @@ public sealed class BSPrim : BSPhysObject | |||
564 | } | 562 | } |
565 | return; | 563 | return; |
566 | } | 564 | } |
565 | public OMV.Vector3 RawVelocity | ||
566 | { | ||
567 | get { return _velocity; } | ||
568 | set { _velocity = value; } | ||
569 | } | ||
567 | public override OMV.Vector3 Velocity { | 570 | public override OMV.Vector3 Velocity { |
568 | get { return _velocity; } | 571 | get { return _velocity; } |
569 | set { | 572 | set { |
@@ -1004,13 +1007,99 @@ public sealed class BSPrim : BSPhysObject | |||
1004 | set { _PIDTau = value; } | 1007 | set { _PIDTau = value; } |
1005 | } | 1008 | } |
1006 | public override bool PIDActive { | 1009 | public override bool PIDActive { |
1007 | set { _usePID = value; } | 1010 | set { |
1011 | if (value) | ||
1012 | { | ||
1013 | // We're taking over after this. | ||
1014 | ZeroMotion(true); | ||
1015 | |||
1016 | _targetMotor = new BSVMotor("BSPrim.PIDTarget", | ||
1017 | _PIDTau, // timeScale | ||
1018 | BSMotor.Infinite, // decay time scale | ||
1019 | BSMotor.InfiniteVector, // friction timescale | ||
1020 | 1f // efficiency | ||
1021 | ); | ||
1022 | _targetMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages. | ||
1023 | _targetMotor.SetTarget(_PIDTarget); | ||
1024 | _targetMotor.SetCurrent(RawPosition); | ||
1025 | /* | ||
1026 | _targetMotor = new BSPIDVMotor("BSPrim.PIDTarget"); | ||
1027 | _targetMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages. | ||
1028 | |||
1029 | _targetMotor.SetTarget(_PIDTarget); | ||
1030 | _targetMotor.SetCurrent(RawPosition); | ||
1031 | _targetMotor.TimeScale = _PIDTau; | ||
1032 | _targetMotor.Efficiency = 1f; | ||
1033 | */ | ||
1034 | |||
1035 | RegisterPreStepAction("BSPrim.PIDTarget", LocalID, delegate(float timeStep) | ||
1036 | { | ||
1037 | OMV.Vector3 origPosition = RawPosition; // DEBUG DEBUG (for printout below) | ||
1038 | |||
1039 | // 'movePosition' is where we'd like the prim to be at this moment. | ||
1040 | OMV.Vector3 movePosition = _targetMotor.Step(timeStep); | ||
1041 | |||
1042 | // If we are very close to our target, turn off the movement motor. | ||
1043 | if (_targetMotor.ErrorIsZero()) | ||
1044 | { | ||
1045 | DetailLog("{0},BSPrim.PIDTarget,zeroMovement,movePos={1},pos={2},mass={3}", | ||
1046 | LocalID, movePosition, RawPosition, Mass); | ||
1047 | ForcePosition = _targetMotor.TargetValue; | ||
1048 | _targetMotor.Enabled = false; | ||
1049 | } | ||
1050 | else | ||
1051 | { | ||
1052 | ForcePosition = movePosition; | ||
1053 | } | ||
1054 | DetailLog("{0},BSPrim.PIDTarget,move,fromPos={1},movePos={2}", LocalID, origPosition, movePosition); | ||
1055 | }); | ||
1056 | } | ||
1057 | else | ||
1058 | { | ||
1059 | // Stop any targetting | ||
1060 | UnRegisterPreStepAction("BSPrim.PIDTarget", LocalID); | ||
1061 | } | ||
1062 | } | ||
1008 | } | 1063 | } |
1009 | 1064 | ||
1010 | // Used for llSetHoverHeight and maybe vehicle height | 1065 | // Used for llSetHoverHeight and maybe vehicle height |
1011 | // Hover Height will override MoveTo target's Z | 1066 | // Hover Height will override MoveTo target's Z |
1012 | public override bool PIDHoverActive { | 1067 | public override bool PIDHoverActive { |
1013 | set { _useHoverPID = value; } | 1068 | set { |
1069 | if (value) | ||
1070 | { | ||
1071 | // Turning the target on | ||
1072 | _hoverMotor = new BSFMotor("BSPrim.Hover", | ||
1073 | _PIDHoverTau, // timeScale | ||
1074 | BSMotor.Infinite, // decay time scale | ||
1075 | BSMotor.Infinite, // friction timescale | ||
1076 | 1f // efficiency | ||
1077 | ); | ||
1078 | _hoverMotor.SetTarget(ComputeCurrentPIDHoverHeight()); | ||
1079 | _hoverMotor.SetCurrent(RawPosition.Z); | ||
1080 | _hoverMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages. | ||
1081 | |||
1082 | RegisterPreStepAction("BSPrim.Hover", LocalID, delegate(float timeStep) | ||
1083 | { | ||
1084 | _hoverMotor.SetCurrent(RawPosition.Z); | ||
1085 | _hoverMotor.SetTarget(ComputeCurrentPIDHoverHeight()); | ||
1086 | float targetHeight = _hoverMotor.Step(timeStep); | ||
1087 | |||
1088 | // 'targetHeight' is where we'd like the Z of the prim to be at this moment. | ||
1089 | // Compute the amount of force to push us there. | ||
1090 | float moveForce = (targetHeight - RawPosition.Z) * Mass; | ||
1091 | // Undo anything the object thinks it's doing at the moment | ||
1092 | moveForce = -RawVelocity.Z * Mass; | ||
1093 | |||
1094 | PhysicsScene.PE.ApplyCentralImpulse(PhysBody, new OMV.Vector3(0f, 0f, moveForce)); | ||
1095 | DetailLog("{0},BSPrim.Hover,move,targHt={1},moveForce={2},mass={3}", LocalID, targetHeight, moveForce, Mass); | ||
1096 | }); | ||
1097 | } | ||
1098 | else | ||
1099 | { | ||
1100 | UnRegisterPreStepAction("BSPrim.Hover", LocalID); | ||
1101 | } | ||
1102 | } | ||
1014 | } | 1103 | } |
1015 | public override float PIDHoverHeight { | 1104 | public override float PIDHoverHeight { |
1016 | set { _PIDHoverHeight = value; } | 1105 | set { _PIDHoverHeight = value; } |
@@ -1019,8 +1108,35 @@ public sealed class BSPrim : BSPhysObject | |||
1019 | set { _PIDHoverType = value; } | 1108 | set { _PIDHoverType = value; } |
1020 | } | 1109 | } |
1021 | public override float PIDHoverTau { | 1110 | public override float PIDHoverTau { |
1022 | set { _PIDHoverTao = value; } | 1111 | set { _PIDHoverTau = value; } |
1023 | } | 1112 | } |
1113 | // Based on current position, determine what we should be hovering at now. | ||
1114 | // Must recompute often. What if we walked offa cliff> | ||
1115 | private float ComputeCurrentPIDHoverHeight() | ||
1116 | { | ||
1117 | float ret = _PIDHoverHeight; | ||
1118 | float groundHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition); | ||
1119 | |||
1120 | switch (_PIDHoverType) | ||
1121 | { | ||
1122 | case PIDHoverType.Ground: | ||
1123 | ret = groundHeight + _PIDHoverHeight; | ||
1124 | break; | ||
1125 | case PIDHoverType.GroundAndWater: | ||
1126 | float waterHeight = PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(RawPosition); | ||
1127 | if (groundHeight > waterHeight) | ||
1128 | { | ||
1129 | ret = groundHeight + _PIDHoverHeight; | ||
1130 | } | ||
1131 | else | ||
1132 | { | ||
1133 | ret = waterHeight + _PIDHoverHeight; | ||
1134 | } | ||
1135 | break; | ||
1136 | } | ||
1137 | return ret; | ||
1138 | } | ||
1139 | |||
1024 | 1140 | ||
1025 | // For RotLookAt | 1141 | // For RotLookAt |
1026 | public override OMV.Quaternion APIDTarget { set { return; } } | 1142 | public override OMV.Quaternion APIDTarget { set { return; } } |
@@ -1037,7 +1153,7 @@ public sealed class BSPrim : BSPhysObject | |||
1037 | // This added force will only last the next simulation tick. | 1153 | // This added force will only last the next simulation tick. |
1038 | public void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { | 1154 | public void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { |
1039 | // for an object, doesn't matter if force is a pushforce or not | 1155 | // for an object, doesn't matter if force is a pushforce or not |
1040 | if (force.IsFinite()) | 1156 | if (!IsStatic && force.IsFinite()) |
1041 | { | 1157 | { |
1042 | float magnitude = force.Length(); | 1158 | float magnitude = force.Length(); |
1043 | if (magnitude > BSParam.MaxAddForceMagnitude) | 1159 | if (magnitude > BSParam.MaxAddForceMagnitude) |
@@ -1047,7 +1163,7 @@ public sealed class BSPrim : BSPhysObject | |||
1047 | } | 1163 | } |
1048 | 1164 | ||
1049 | OMV.Vector3 addForce = force; | 1165 | OMV.Vector3 addForce = force; |
1050 | DetailLog("{0},BSPrim.addForce,call,force={1}", LocalID, addForce); | 1166 | // DetailLog("{0},BSPrim.addForce,call,force={1}", LocalID, addForce); |
1051 | 1167 | ||
1052 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate() | 1168 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate() |
1053 | { | 1169 | { |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index a7855f0..b4f764b 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | |||
@@ -453,6 +453,7 @@ public sealed class BSShapeCollection : IDisposable | |||
453 | // If the prim attributes are simple, this could be a simple Bullet native shape | 453 | // If the prim attributes are simple, this could be a simple Bullet native shape |
454 | if (!haveShape | 454 | if (!haveShape |
455 | && pbs != null | 455 | && pbs != null |
456 | && !pbs.SculptEntry | ||
456 | && nativeShapePossible | 457 | && nativeShapePossible |
457 | && ((pbs.SculptEntry && !BSParam.ShouldMeshSculptedPrim) | 458 | && ((pbs.SculptEntry && !BSParam.ShouldMeshSculptedPrim) |
458 | || (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0 | 459 | || (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0 |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index a8a4ff5..facf720 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | |||
@@ -1,22 +1,26 @@ | |||
1 | CURRENT PRIORITIES | 1 | CURRENT PRIORITIES |
2 | ================================================= | 2 | ================================================= |
3 | Redo BulletSimAPI to allow native C# implementation of Bullet option. | 3 | Redo BulletSimAPI to allow native C# implementation of Bullet option (DONE) |
4 | Meshes rendering as bounding boxes | ||
5 | llMoveToTarget | ||
6 | Vehicle movement on terrain smoothness | ||
7 | limitMotorUp calibration (more down?) | ||
8 | Preferred orientatino angular correction fix | ||
9 | Surfboard go wonky when turning | ||
10 | Angular motor direction is global coordinates rather than local coordinates? | ||
11 | Boats float low in the water | ||
4 | Avatar movement | 12 | Avatar movement |
5 | flying into a wall doesn't stop avatar who keeps appearing to move through the obstacle | 13 | flying into a wall doesn't stop avatar who keeps appearing to move through the obstacle (DONE) |
6 | walking up stairs is not calibrated correctly (stairs out of Kepler cabin) | 14 | walking up stairs is not calibrated correctly (stairs out of Kepler cabin) |
7 | avatar capsule rotation completed | 15 | avatar capsule rotation completed (NOT DONE - Bullet's capsule shape is not the solution) |
8 | llMoveToTarget | ||
9 | Enable vehicle border crossings (at least as poorly as ODE) | 16 | Enable vehicle border crossings (at least as poorly as ODE) |
10 | Terrain skirts | 17 | Terrain skirts |
11 | Avatar created in previous region and not new region when crossing border | 18 | Avatar created in previous region and not new region when crossing border |
12 | Vehicle recreated in new sim at small Z value (offset from root value?) (DONE) | 19 | Vehicle recreated in new sim at small Z value (offset from root value?) (DONE) |
13 | Vehicle movement on terrain smoothness | ||
14 | Vehicle script tuning/debugging | 20 | Vehicle script tuning/debugging |
15 | Avanti speed script | 21 | Avanti speed script |
16 | Weapon shooter script | 22 | Weapon shooter script |
17 | limitMotorUp calibration (more down?) | 23 | Add material densities to the material types |
18 | Boats float low in the water | ||
19 | Add material densities to the material types. | ||
20 | 24 | ||
21 | CRASHES | 25 | CRASHES |
22 | ================================================= | 26 | ================================================= |