diff options
Diffstat (limited to '')
5 files changed, 36 insertions, 38 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 478aeab..696c4bd 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -198,7 +198,8 @@ public sealed class BSCharacter : BSPhysObject | |||
198 | // TODO: Decide if the step parameters should be changed depending on the avatar's | 198 | // TODO: Decide if the step parameters should be changed depending on the avatar's |
199 | // state (flying, colliding, ...). There is code in ODE to do this. | 199 | // state (flying, colliding, ...). There is code in ODE to do this. |
200 | 200 | ||
201 | OMV.Vector3 stepVelocity = _velocityMotor.Step(timeStep); | 201 | _velocityMotor.Step(timeStep); |
202 | OMV.Vector3 stepVelocity = _velocityMotor.CurrentValue; | ||
202 | 203 | ||
203 | // If falling, we keep the world's downward vector no matter what the other axis specify. | 204 | // If falling, we keep the world's downward vector no matter what the other axis specify. |
204 | if (!Flying && !IsColliding) | 205 | if (!Flying && !IsColliding) |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index f2c7cec..7c9b83b 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -957,39 +957,25 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
957 | 957 | ||
958 | public void ComputeLinearVelocity(float pTimestep) | 958 | public void ComputeLinearVelocity(float pTimestep) |
959 | { | 959 | { |
960 | Vector3 linearMotorStep = m_linearMotor.Step(pTimestep); | 960 | // Step the motor from the current value. Get the correction needed this step. |
961 | Vector3 currentVel = VehicleVelocity * Quaternion.Inverse(VehicleOrientation); | ||
962 | Vector3 linearMotorCorrection = m_linearMotor.Step(pTimestep, currentVel); | ||
961 | 963 | ||
962 | // The movement computed in the linear motor is relative to the vehicle | 964 | // Motor is vehicle coordinates. Rotate it to world coordinates |
963 | // coordinates. Rotate the movement to world coordinates. | 965 | Vector3 linearMotorVelocity = linearMotorCorrection * VehicleOrientation; |
964 | Vector3 linearMotorVelocity = linearMotorStep * VehicleOrientation; | ||
965 | 966 | ||
966 | // If we're a ground vehicle, don't loose any Z action (like gravity acceleration). | 967 | // If we're a ground vehicle, don't add any upward Z movement |
967 | float mixFactor = 1f; // 1 means use all linear motor Z value, 0 means use all existing Z | ||
968 | if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != 0) | 968 | if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != 0) |
969 | { | 969 | { |
970 | if (!Prim.IsColliding) | 970 | if (linearMotorVelocity.Z > 0f) |
971 | { | 971 | linearMotorVelocity.Z = 0f; |
972 | // If a ground vehicle and not on the ground, I want gravity effect | ||
973 | mixFactor = 0.2f; | ||
974 | } | ||
975 | } | ||
976 | else | ||
977 | { | ||
978 | // I'm not a ground vehicle but don't totally loose the effect of the environment | ||
979 | mixFactor = 0.8f; | ||
980 | } | 972 | } |
981 | linearMotorVelocity.Z = mixFactor * linearMotorVelocity.Z + (1f - mixFactor) * VehicleVelocity.Z; | ||
982 | |||
983 | // What we want to contribute to the vehicle's existing velocity | ||
984 | Vector3 linearMotorForce = linearMotorVelocity - VehicleVelocity; | ||
985 | |||
986 | // Act against the inertia of the vehicle | ||
987 | linearMotorForce *= m_vehicleMass; | ||
988 | 973 | ||
989 | VehicleAddForceImpulse(linearMotorForce * pTimestep); | 974 | // Add this correction to the velocity to make it faster/slower. |
975 | VehicleVelocity += linearMotorVelocity; | ||
990 | 976 | ||
991 | VDetailLog("{0}, MoveLinear,velocity,vehVel={1},step={2},stepVel={3},mix={4},force={5}", | 977 | VDetailLog("{0}, MoveLinear,velocity,vehVel={1},correction={2},force={3}", |
992 | Prim.LocalID, VehicleVelocity, linearMotorStep, linearMotorVelocity, mixFactor, linearMotorForce); | 978 | Prim.LocalID, VehicleVelocity, linearMotorCorrection, linearMotorVelocity); |
993 | } | 979 | } |
994 | 980 | ||
995 | public void ComputeLinearTerrainHeightCorrection(float pTimestep) | 981 | public void ComputeLinearTerrainHeightCorrection(float pTimestep) |
@@ -1204,6 +1190,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1204 | { | 1190 | { |
1205 | // The user wants this many radians per second angular change? | 1191 | // The user wants this many radians per second angular change? |
1206 | Vector3 angularMotorContribution = m_angularMotor.Step(pTimestep); | 1192 | Vector3 angularMotorContribution = m_angularMotor.Step(pTimestep); |
1193 | angularMotorContribution = m_angularMotor.CurrentValue; | ||
1207 | 1194 | ||
1208 | // ================================================================== | 1195 | // ================================================================== |
1209 | // From http://wiki.secondlife.com/wiki/LlSetVehicleFlags : | 1196 | // From http://wiki.secondlife.com/wiki/LlSetVehicleFlags : |
@@ -1234,7 +1221,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1234 | + deflectionContribution | 1221 | + deflectionContribution |
1235 | + bankingContribution; | 1222 | + bankingContribution; |
1236 | 1223 | ||
1237 | // Add of the above computation are made relative to vehicle coordinates. | 1224 | // All of the above computation are made relative to vehicle coordinates. |
1238 | // Convert to world coordinates. | 1225 | // Convert to world coordinates. |
1239 | m_lastAngularVelocity *= VehicleOrientation; | 1226 | m_lastAngularVelocity *= VehicleOrientation; |
1240 | 1227 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs index 6d0db2e..82fd2d2 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs | |||
@@ -138,7 +138,8 @@ public class BSVMotor : BSMotor | |||
138 | CurrentValue = TargetValue = Vector3.Zero; | 138 | CurrentValue = TargetValue = Vector3.Zero; |
139 | } | 139 | } |
140 | 140 | ||
141 | // Compute the next step and return the new current value | 141 | // Compute the next step and return the new current value. |
142 | // Returns the correction needed to move 'current' to 'target'. | ||
142 | public virtual Vector3 Step(float timeStep) | 143 | public virtual Vector3 Step(float timeStep) |
143 | { | 144 | { |
144 | if (!Enabled) return TargetValue; | 145 | if (!Enabled) return TargetValue; |
@@ -150,7 +151,7 @@ public class BSVMotor : BSMotor | |||
150 | Vector3 error = TargetValue - CurrentValue; | 151 | Vector3 error = TargetValue - CurrentValue; |
151 | if (!ErrorIsZero(error)) | 152 | if (!ErrorIsZero(error)) |
152 | { | 153 | { |
153 | correction = Step(timeStep, error); | 154 | correction = StepError(timeStep, error); |
154 | 155 | ||
155 | CurrentValue += correction; | 156 | CurrentValue += correction; |
156 | 157 | ||
@@ -187,14 +188,20 @@ public class BSVMotor : BSMotor | |||
187 | else | 188 | else |
188 | { | 189 | { |
189 | // Difference between what we have and target is small. Motor is done. | 190 | // Difference between what we have and target is small. Motor is done. |
190 | CurrentValue = TargetValue; | 191 | CurrentValue = TargetValue = Vector3.Zero; |
191 | MDetailLog("{0}, BSVMotor.Step,zero,{1},origTgt={2},origCurr={3},ret={4}", | 192 | MDetailLog("{0}, BSVMotor.Step,zero,{1},origTgt={2},origCurr={3},ret={4}", |
192 | BSScene.DetailLogZero, UseName, origCurrVal, origTarget, CurrentValue); | 193 | BSScene.DetailLogZero, UseName, origCurrVal, origTarget, CurrentValue); |
193 | } | 194 | } |
194 | 195 | ||
195 | return CurrentValue; | 196 | return correction; |
197 | } | ||
198 | // version of step that sets the current value before doing the step | ||
199 | public virtual Vector3 Step(float timeStep, Vector3 current) | ||
200 | { | ||
201 | CurrentValue = current; | ||
202 | return Step(timeStep); | ||
196 | } | 203 | } |
197 | public virtual Vector3 Step(float timeStep, Vector3 error) | 204 | public virtual Vector3 StepError(float timeStep, Vector3 error) |
198 | { | 205 | { |
199 | if (!Enabled) return Vector3.Zero; | 206 | if (!Enabled) return Vector3.Zero; |
200 | 207 | ||
@@ -304,7 +311,7 @@ public class BSFMotor : BSMotor | |||
304 | float error = TargetValue - CurrentValue; | 311 | float error = TargetValue - CurrentValue; |
305 | if (!ErrorIsZero(error)) | 312 | if (!ErrorIsZero(error)) |
306 | { | 313 | { |
307 | correction = Step(timeStep, error); | 314 | correction = StepError(timeStep, error); |
308 | 315 | ||
309 | CurrentValue += correction; | 316 | CurrentValue += correction; |
310 | 317 | ||
@@ -347,7 +354,7 @@ public class BSFMotor : BSMotor | |||
347 | return CurrentValue; | 354 | return CurrentValue; |
348 | } | 355 | } |
349 | 356 | ||
350 | public virtual float Step(float timeStep, float error) | 357 | public virtual float StepError(float timeStep, float error) |
351 | { | 358 | { |
352 | if (!Enabled) return 0f; | 359 | if (!Enabled) return 0f; |
353 | 360 | ||
@@ -440,8 +447,8 @@ public class BSPIDVMotor : BSVMotor | |||
440 | } | 447 | } |
441 | } | 448 | } |
442 | 449 | ||
443 | // Ignore Current and Target Values and just advance the PID computation on this error. | 450 | // Advance the PID computation on this error. |
444 | public override Vector3 Step(float timeStep, Vector3 error) | 451 | public override Vector3 StepError(float timeStep, Vector3 error) |
445 | { | 452 | { |
446 | if (!Enabled) return Vector3.Zero; | 453 | if (!Enabled) return Vector3.Zero; |
447 | 454 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index aaa6fe5..22afdc9 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -1082,7 +1082,7 @@ public sealed class BSPrim : BSPhysObject | |||
1082 | OMV.Vector3 origPosition = RawPosition; // DEBUG DEBUG (for printout below) | 1082 | OMV.Vector3 origPosition = RawPosition; // DEBUG DEBUG (for printout below) |
1083 | 1083 | ||
1084 | // 'movePosition' is where we'd like the prim to be at this moment. | 1084 | // 'movePosition' is where we'd like the prim to be at this moment. |
1085 | OMV.Vector3 movePosition = _targetMotor.Step(timeStep); | 1085 | OMV.Vector3 movePosition = RawPosition + _targetMotor.Step(timeStep); |
1086 | 1086 | ||
1087 | // If we are very close to our target, turn off the movement motor. | 1087 | // If we are very close to our target, turn off the movement motor. |
1088 | if (_targetMotor.ErrorIsZero()) | 1088 | if (_targetMotor.ErrorIsZero()) |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index 9bfec19..23b7ca8 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | |||
@@ -74,7 +74,10 @@ Incorporate inter-relationship of angular corrections. For instance, angularDefl | |||
74 | GENERAL TODO LIST: | 74 | GENERAL TODO LIST: |
75 | ================================================= | 75 | ================================================= |
76 | Implement llSetPhysicalMaterial. | 76 | Implement llSetPhysicalMaterial. |
77 | extend it with Center-of-mass, rolling friction, density | ||
77 | Implement llSetForceAndTorque. | 78 | Implement llSetForceAndTorque. |
79 | Change BSPrim.moveToTarget to used forces rather than changing position | ||
80 | Changing position allows one to move through walls | ||
78 | Implement an avatar mesh shape. The Bullet capsule is way too limited. | 81 | Implement an avatar mesh shape. The Bullet capsule is way too limited. |
79 | Consider just hand creating a vertex/index array in a new BSShapeAvatar. | 82 | Consider just hand creating a vertex/index array in a new BSShapeAvatar. |
80 | Verify/fix phantom, volume-detect objects do not fall to infinity. Should stop at terrain. | 83 | Verify/fix phantom, volume-detect objects do not fall to infinity. Should stop at terrain. |