From ba7a2277633804eb2d5e449efa0895e9f43a4ece Mon Sep 17 00:00:00 2001 From: Kitto Flora Date: Tue, 4 Jan 2011 21:36:09 +0000 Subject: Revise Materials properties; Fix Double-Click Autopilot; Allow non-script sit positions >= 0.1M; Add llLookAt(); Comment out spammy bad adjacent sim message. --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 4 +- OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs | 216 +++++++++++--------- OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs | 220 ++++++++------------- .../Shared/Api/Implementation/LSL_Api.cs | 7 +- .../Simulation/SimulationServiceConnector.cs | 2 +- 5 files changed, 218 insertions(+), 231 deletions(-) (limited to 'OpenSim') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 557fc42..208c2a6 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -1758,7 +1758,7 @@ namespace OpenSim.Region.Framework.Scenes return; } m_moveToPositionInProgress = true; - m_moveToPositionTarget = new Vector3(locx, locy, locz); + m_moveToPositionTarget = new Vector3(locx, locy, locz + (m_appearance.AvatarHeight / 2.0f)); } catch (Exception ex) { @@ -2008,7 +2008,7 @@ namespace OpenSim.Region.Framework.Scenes } else // Not Scripted { - if ( (Math.Abs(offset.X) > 0.5f) || (Math.Abs(offset.Y) > 0.5f) ) + if ( (Math.Abs(offset.X) > 0.1f) || (Math.Abs(offset.Y) > 0.1f) ) // Changed 0.5M to 0.1M as they want to be able to sit close together { // large prim & offset, ignore if other Avs sitting // offset.Z -= 0.05f; diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs index 16e90ff..8402082 100644 --- a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs @@ -85,6 +85,7 @@ namespace OpenSim.Region.Physics.OdePlugin private float m_APIDStrength = 0.5f; private float m_APIDDamping = 0.5f; private bool m_useAPID = false; + private float m_APIDdamper = 1.0f; // These next 7 params apply to llSetHoverHeight(float height, integer water, float tau), // do not confuse with VEHICLE HOVER @@ -735,12 +736,7 @@ namespace OpenSim.Region.Physics.OdePlugin public override float Buoyancy { get { return m_buoyancy; } -// set { m_buoyancy = value; } - set { - m_buoyancy = value; - - Console.WriteLine("m_buoyancy={0}", m_buoyancy); - } + set { m_buoyancy = value; } } public override void link(PhysicsActor obj) @@ -1293,7 +1289,6 @@ namespace OpenSim.Region.Physics.OdePlugin disableBody(); } } - IntPtr vertices, indices; int vertexCount, indexCount; int vertexStride, triStride; @@ -1349,8 +1344,9 @@ namespace OpenSim.Region.Physics.OdePlugin if (prim_geom != IntPtr.Zero) { if (!_position.ApproxEquals(m_taintposition, 0f)) + { changemove(timestep); - + } if (m_taintrot != _orientation) { if(childPrim && IsPhysical) // For physical child prim... @@ -1370,8 +1366,9 @@ namespace OpenSim.Region.Physics.OdePlugin // if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent)) + { changePhysicsStatus(timestep); - // + }// if (!_size.ApproxEquals(m_taintsize,0f)) changesize(timestep); @@ -1482,6 +1479,9 @@ namespace OpenSim.Region.Physics.OdePlugin if (Body == IntPtr.Zero) { Body = d.BodyCreate(_parent_scene.world); + // disconnect from world gravity so we can apply buoyancy + d.BodySetGravityMode (Body, false); + setMass(); } if (Body != IntPtr.Zero) @@ -1522,7 +1522,6 @@ namespace OpenSim.Region.Physics.OdePlugin m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet"); continue; } -//Console.WriteLine(" GeomSetCategoryBits 1: " + prm.prim_geom + " - " + (int)prm.m_collisionCategories + " for " + m_primName); d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories); d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags); @@ -1565,9 +1564,7 @@ namespace OpenSim.Region.Physics.OdePlugin m_collisionCategories |= CollisionCategories.Body; m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); -//Console.WriteLine("GeomSetCategoryBits 2: " + prim_geom + " - " + (int)m_collisionCategories + " for " + m_primName); d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); -//Console.WriteLine(" Post GeomSetCategoryBits 2"); d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); @@ -1721,14 +1718,15 @@ namespace OpenSim.Region.Physics.OdePlugin if (m_isphysical) { disableBodySoft(); - - if (Body != IntPtr.Zero) - { - d.BodySetLinearVel(Body, 0f, 0f, 0f); - d.BodySetForce(Body, 0, 0, 0); - enableBodySoft(); - } } + if (Body != IntPtr.Zero) + { + d.BodySetLinearVel(Body, 0f, 0f, 0f); + d.BodySetForce(Body, 0f, 0f, 0f); + d.BodySetAngularVel (Body, 0.0f, 0.0f, 0.0f); + d.BodySetTorque (Body, 0.0f, 0.0f, 0.0f); + } + } else { @@ -1749,17 +1747,21 @@ namespace OpenSim.Region.Physics.OdePlugin d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); } -/* Uhhh - stop the motion if the object is _selected_!! + if (Body != IntPtr.Zero) + { + d.BodySetLinearVel(Body, 0f, 0f, 0f); + d.BodySetForce(Body, 0f, 0f, 0f); + d.BodySetAngularVel (Body, 0.0f, 0.0f, 0.0f); + d.BodySetTorque (Body, 0.0f, 0.0f, 0.0f); + } + if (m_isphysical) { if (Body != IntPtr.Zero) { - d.BodySetLinearVel(Body, 0f, 0f, 0f); - d.BodySetForce(Body, 0, 0, 0); enableBodySoft(); } } -*/ } resetCollisionAccounting(); @@ -1781,7 +1783,6 @@ namespace OpenSim.Region.Physics.OdePlugin public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh) { -//Console.WriteLine("CreateGeom:"); if (_mesh != null) // Special - make mesh { setMesh(_parent_scene, _mesh); @@ -1797,7 +1798,6 @@ namespace OpenSim.Region.Physics.OdePlugin _parent_scene.waitForSpaceUnlock(m_targetSpace); try { -//Console.WriteLine(" CreateGeom 1"); SetGeom(d.CreateSphere(m_targetSpace, _size.X / 2)); } catch (AccessViolationException) @@ -1812,7 +1812,6 @@ namespace OpenSim.Region.Physics.OdePlugin _parent_scene.waitForSpaceUnlock(m_targetSpace); try { -//Console.WriteLine(" CreateGeom 2"); SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z)); } catch (AccessViolationException) @@ -1828,7 +1827,6 @@ namespace OpenSim.Region.Physics.OdePlugin _parent_scene.waitForSpaceUnlock(m_targetSpace); try { -//Console.WriteLine(" CreateGeom 3"); SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z)); } catch (AccessViolationException) @@ -1845,7 +1843,6 @@ namespace OpenSim.Region.Physics.OdePlugin _parent_scene.waitForSpaceUnlock(m_targetSpace); try { -//Console.WriteLine(" CreateGeom 4"); SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z)); } catch (AccessViolationException) @@ -1890,7 +1887,6 @@ namespace OpenSim.Region.Physics.OdePlugin lock (_parent_scene.OdeLock) { -//Console.WriteLine("changeadd 1"); CreateGeom(m_targetSpace, _mesh); if (prim_geom != IntPtr.Zero) @@ -1917,10 +1913,8 @@ namespace OpenSim.Region.Physics.OdePlugin public void changemove(float timestep) { -//Console.WriteLine("changemove sing/root {0} to {1}", m_primName, _position ); if (m_isphysical) { -//Console.WriteLine("phys {0} {1} {2}", m_disabled, m_taintremove, childPrim); // if (!m_disabled && !m_taintremove && !childPrim) After one edit m_disabled is sometimes set, disabling further edits! if (!m_taintremove && !childPrim) { @@ -1946,7 +1940,7 @@ namespace OpenSim.Region.Physics.OdePlugin if (Body != (IntPtr)0 && odParent.Body != (IntPtr)0 && Body != odParent.Body) { // KF: Fixed Joints were removed? Anyway - this Console.WriteLine does not show up, so routine is not used?? -Console.WriteLine(" JointCreateFixed"); +Console.WriteLine("ODEPrim JointCreateFixed !!!"); m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup); d.JointAttach(m_linkJoint, Body, odParent.Body); d.JointSetFixed(m_linkJoint); @@ -2059,7 +2053,6 @@ Console.WriteLine(" JointCreateFixed"); if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim) { _mesh = null; -//Console.WriteLine("changePhysicsStatus for " + m_primName ); changeadd(2f); } if (childPrim) @@ -2142,7 +2135,6 @@ Console.WriteLine(" JointCreateFixed"); } //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical); -//Console.WriteLine("changesize 1"); CreateGeom(m_targetSpace, mesh); @@ -2150,7 +2142,6 @@ Console.WriteLine(" JointCreateFixed"); else { _mesh = null; -//Console.WriteLine("changesize 2"); CreateGeom(m_targetSpace, _mesh); } @@ -2255,7 +2246,6 @@ Console.WriteLine(" JointCreateFixed"); else { _mesh = null; -//Console.WriteLine("changeshape"); CreateGeom(m_targetSpace, null); } @@ -2330,6 +2320,7 @@ Console.WriteLine(" JointCreateFixed"); return; } d.BodyEnable(Body); + d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z); } m_forcelist.Clear(); @@ -3107,8 +3098,6 @@ Console.WriteLine(" JointCreateFixed"); else { // Too many tries if (_parent == null) base.RaiseOutOfBounds(l_position); -//Console.WriteLine("ROOB 2"); - return; // Dont process any other motion? } // end various methods } // end outside region horizontally @@ -3124,7 +3113,6 @@ Console.WriteLine(" JointCreateFixed"); //IsPhysical = false; if (_parent == null) base.RaiseOutOfBounds(_position); -//Console.WriteLine("ROOB 3"); _acceleration.X = 0; // This stuff may stop client display but it has no @@ -3147,10 +3135,12 @@ Console.WriteLine(" JointCreateFixed"); } // end neg Z check // Is it moving? - if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02) + /* if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02) && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02) - && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02) - && (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, _orientation)) < 0.0001)) // KF 0.01 is far to large + && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02) */ + if ( (Vector3.Mag(_velocity) < 0.01) && // moving very slowly + (Vector3.Mag(_velocity) < Vector3.Mag(m_lastVelocity)) && // decelerating + (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, _orientation)) < 0.0001) ) // spinning very slowly { _zeroFlag = true; m_throttleUpdates = false; @@ -3167,15 +3157,19 @@ Console.WriteLine(" JointCreateFixed"); { // Its stopped _velocity.X = 0.0f; _velocity.Y = 0.0f; - _velocity.Z = 0.0f; + // _velocity.Z = 0.0f; _acceleration.X = 0; _acceleration.Y = 0; - _acceleration.Z = 0; + // _acceleration.Z = 0; m_rotationalVelocity.X = 0; m_rotationalVelocity.Y = 0; m_rotationalVelocity.Z = 0; + // Stop it in the phys engine + d.BodySetLinearVel(Body, 0.0f, 0.0f, _velocity.Z); + d.BodySetAngularVel (Body, 0.0f, 0.0f, 0.0f); + if (!m_lastUpdateSent) { m_throttleUpdates = false; @@ -3221,13 +3215,13 @@ Console.WriteLine(" JointCreateFixed"); // Snapshot current angles, set up Amotor(s) m_rotateEnableUpdate = false; m_rotateEnable = m_rotateEnableRequest; -Console.WriteLine("RotEnable {0} = {1}",m_primName, m_rotateEnable); +//Console.WriteLine("RotEnable {0} = {1}",m_primName, m_rotateEnable); if (Amotor != IntPtr.Zero) { d.JointDestroy(Amotor); Amotor = IntPtr.Zero; -Console.WriteLine("Old Amotor Destroyed"); +//Console.WriteLine("Old Amotor Destroyed"); } if (!m_rotateEnable.ApproxEquals(Vector3.One, 0.003f)) @@ -3249,33 +3243,33 @@ Console.WriteLine("Old Amotor Destroyed"); Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero); d.JointAttach(Amotor, Body, IntPtr.Zero); d.JointSetAMotorMode(Amotor, 0); // User mode?? -Console.WriteLine("New Amotor Created for {0}", m_primName); +//Console.WriteLine("New Amotor Created for {0}", m_primName); float axisnum = 3; // how many to lock axisnum = (axisnum - (m_rotateEnable.X + m_rotateEnable.Y + m_rotateEnable.Z)); d.JointSetAMotorNumAxes(Amotor,(int)axisnum); -Console.WriteLine("AxisNum={0}",(int)axisnum); +//Console.WriteLine("AxisNum={0}",(int)axisnum); int i = 0; if (m_rotateEnable.X == 0) { d.JointSetAMotorAxis(Amotor, i, 0, m_lockX.X, m_lockX.Y, m_lockX.Z); -Console.WriteLine("AxisX {0} set to {1}", i, m_lockX); +//Console.WriteLine("AxisX {0} set to {1}", i, m_lockX); i++; } if (m_rotateEnable.Y == 0) { d.JointSetAMotorAxis(Amotor, i, 0, m_lockY.X, m_lockY.Y, m_lockY.Z); -Console.WriteLine("AxisY {0} set to {1}", i, m_lockY); +//Console.WriteLine("AxisY {0} set to {1}", i, m_lockY); i++; } if (m_rotateEnable.Z == 0) { d.JointSetAMotorAxis(Amotor, i, 0, m_lockZ.X, m_lockZ.Y, m_lockZ.Z); -Console.WriteLine("AxisZ {0} set to {1}", i, m_lockZ); +//Console.WriteLine("AxisZ {0} set to {1}", i, m_lockZ); i++; } @@ -3308,7 +3302,6 @@ Console.WriteLine("AxisZ {0} set to {1}", i, m_lockZ); d.Vector3 velnow = d.BodyGetLinearVel(Body); // this is in world frame Vector3 vel_now = new Vector3(velnow.X, velnow.Y, velnow.Z); m_lLinObjectVel = vel_now * irotq; - if (m_linearMotorDecayTimescale < 300.0f) //setting of 300 or more disables decay rate { if ( Vector3.Mag(m_lLinMotorDVel) < 1.0f) @@ -3434,7 +3427,7 @@ Console.WriteLine("AxisZ {0} set to {1}", i, m_lockZ); d.BodySetLinearVel(Body, linvel.X, linvel.Y, linvel.Z); // apply gravity force d.BodyAddForce(Body, grav.X, grav.Y, grav.Z); -//if(frcount == 0) Console.WriteLine("Grav {0}", grav); +//if(frcount == 0) Console.WriteLine("Vel={0} Force={1}",linvel , grav); // end MoveLinear() @@ -3608,7 +3601,6 @@ Console.WriteLine("AxisZ {0} set to {1}", i, m_lockZ); float m_mass = CalculateMass(); // calculate z-force due togravity on object. fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; // force = acceleration * mass - if ((m_usePID) && (m_PIDTau > 0.0f)) // Dynamics llMoveToTarget. { fz = 0; // llMoveToTarget ignores gravity. @@ -3624,6 +3616,7 @@ Console.WriteLine("AxisZ {0} set to {1}", i, m_lockZ); (m_PIDTarget.Z - pos.Z)); if (error.ApproxEquals(Vector3.Zero,0.01f)) { // Very close, Jump there and quit move + d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z); _target_velocity = Vector3.Zero; d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z); @@ -3714,11 +3707,10 @@ Console.WriteLine("AxisZ {0} set to {1}", i, m_lockZ); // Avatar to Avatar collisions // Prim to avatar collisions d.Vector3 dlinvel = vel; - d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight); d.BodySetLinearVel(Body, dlinvel.X, dlinvel.Y, dlinvel.Z); d.BodyAddForce(Body, 0, 0, fz); - //KF this prevents furthur motions return; + //KF this prevents furthur motions return; } else { @@ -3734,7 +3726,6 @@ Console.WriteLine("AxisZ {0} set to {1}", i, m_lockZ); fx *= m_mass; fy *= m_mass; //fz *= m_mass; - fx += m_force.X; fy += m_force.Y; fz += m_force.Z; @@ -3751,7 +3742,7 @@ Console.WriteLine("AxisZ {0} set to {1}", i, m_lockZ); // this appears to re-enable it incase the surface it is upon vanishes, // and the body should fall again. d.BodySetLinearVel(Body, 0f, 0f, 0f); - d.BodySetForce(Body, 0, 0, 0); + d.BodySetForce(Body, 0f, 0f, 0f); enableBodySoft(); } @@ -3769,11 +3760,10 @@ Console.WriteLine("AxisZ {0} set to {1}", i, m_lockZ); if (fy < nmin) fy = nmin; d.BodyAddForce(Body, fx, fy, fz); -//Console.WriteLine("AddForce " + fx + "," + fy + "," + fz); } // end apply forces } // end Vehicle/Dynamics - /// RotLookAt ================================================================================= + /// RotLookAt / LookAt ================================================================================= if (m_useAPID) { // RotLookAt, apparently overrides all other rotation sources. Inputs: @@ -3784,41 +3774,87 @@ Console.WriteLine("AxisZ {0} set to {1}", i, m_lockZ); // Factors: // get present body rotation float limit = 1.0f; - float scaler = 50f; // adjusts damping time + float rscaler = 50f; // adjusts rotation damping time + float lscaler = 10f; // adjusts linear damping time in llLookAt float RLAservo = 0f; - - d.Quaternion rot = d.BodyGetQuaternion(Body); - Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); - Quaternion rot_diff = Quaternion.Inverse(rotq) * m_APIDTarget; - float diff_angle; Vector3 diff_axis; - rot_diff.GetAxisAngle(out diff_axis, out diff_angle); - diff_axis.Normalize(); - if(diff_angle > 0.01f) // diff_angle is always +ve + float diff_angle; + d.Quaternion rot = d.BodyGetQuaternion(Body); // prim present rotation + Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); + Quaternion rtarget = new Quaternion(); + + if(m_APIDTarget.W == -99.9f) { -// PhysicsVector rotforce = new PhysicsVector(diff_axis.X, diff_axis.Y, diff_axis.Z); - Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z); - rotforce = rotforce * rotq; - if(diff_angle > limit) diff_angle = limit; // cap the rotate rate -// RLAservo = timestep / m_APIDStrength * m_mass * scaler; - // rotforce = rotforce * RLAservo * diff_angle ; - // d.BodyAddRelTorque(Body, rotforce.X, rotforce.Y, rotforce.Z); - RLAservo = timestep / m_APIDStrength * scaler; - rotforce = rotforce * RLAservo * diff_angle ; - /* - if (m_angularEnable.X == 0) - rotforce.X = 0; - if (m_angularEnable.Y == 0) - rotforce.Y = 0; - if (m_angularEnable.Z == 0) - rotforce.Z = 0; - */ - d.BodySetAngularVel (Body, rotforce.X, rotforce.Y, rotforce.Z); -//Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo); + // this is really a llLookAt(), x,y,z is the target vector + Vector3 target = new Vector3(m_APIDTarget.X, m_APIDTarget.Y, m_APIDTarget.Z); + Vector3 ospin = new Vector3(1.0f, 0.0f, 0.0f) * rotq; + Vector3 error = new Vector3(0.0f, 0.0f, 0.0f); + float twopi = 2.0f * (float)Math.PI; + Vector3 dir = target - _position; + dir.Normalize(); + float tzrot = (float)Math.Atan2(dir.Y, dir.X); + float txy = (float)Math.Sqrt((dir.X * dir.X) + (dir.Y * dir.Y)); + float terot = (float)Math.Atan2(dir.Z, txy); + float ozrot = (float)Math.Atan2(ospin.Y, ospin.X); + float oxy = (float)Math.Sqrt((ospin.X * ospin.X) + (ospin.Y * ospin.Y)); + float oerot = (float)Math.Atan2(ospin.Z, oxy); + float ra = 2.0f * ((rotq.W * rotq.X) + (rotq.Y * rotq.Z)); + float rb = 1.0f - 2.0f * ((rotq.Y * rotq.Y)+(rotq.X * rotq.X)); + float roll = (float)Math.Atan2(ra, rb); + float errorz = tzrot - ozrot; + if(errorz > (float)Math.PI) errorz -= twopi; + else if(errorz < -(float)Math.PI) errorz += twopi; + float errory = oerot - terot; + if(errory > (float)Math.PI) errory -= twopi; + else if(errory < -(float)Math.PI) errory += twopi; + diff_angle = Math.Abs(errorz) + Math.Abs(errory) + Math.Abs(roll); + if(diff_angle > 0.01f * m_APIDdamper) + { + m_APIDdamper = 1.0f; + RLAservo = timestep / m_APIDStrength * rscaler; + errorz *= RLAservo; + errory *= RLAservo; + error.X = -roll * 8.0f; + error.Y = errory; + error.Z = errorz; + error *= rotq; + d.BodySetAngularVel (Body, error.X, error.Y, error.Z); + } + else + { + d.BodySetAngularVel (Body, 0.0f, 0.0f, 0.0f); + m_APIDdamper = 2.0f; + } } -//if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle); + else + { + // this is a llRotLookAt() + rtarget = m_APIDTarget; + + Quaternion rot_diff = Quaternion.Inverse(rotq) * rtarget; // difference to desired rot + rot_diff.GetAxisAngle(out diff_axis, out diff_angle); // convert to axis to point at & error angle +//if(frcount == 0) Console.WriteLine("axis {0} angle {1}",diff_axis * 57.3f, diff_angle); + + // diff_axis.Normalize(); it already is! + if(diff_angle > 0.01f * m_APIDdamper) // diff_angle is always +ve // if there is enough error + { + m_APIDdamper = 1.0f; + Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z); + rotforce = rotforce * rotq; + if(diff_angle > limit) diff_angle = limit; // cap the rotate rate + RLAservo = timestep / m_APIDStrength * lscaler; + rotforce = rotforce * RLAservo * diff_angle ; + d.BodySetAngularVel (Body, rotforce.X, rotforce.Y, rotforce.Z); +//Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo); + } + else + { // close enough + d.BodySetAngularVel (Body, 0.0f, 0.0f, 0.0f); + m_APIDdamper = 2.0f; + } + } // end llLookAt/llRotLookAt +//if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle); } // end m_useAPID - } // end root prims } // end Move() } // end class diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs index e7455be..88f9658 100644 --- a/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs @@ -264,8 +264,9 @@ namespace OpenSim.Region.Physics.OdePlugin private readonly DoubleDictionary RegionTerrain = new DoubleDictionary(); private readonly Dictionary TerrainHeightFieldHeights = new Dictionary(); - private d.Contact contact; + private d.Contact ContactCopy; // local copy that can be modified private d.Contact TerrainContact; + private d.Contact AvatarStaticprimContact; // was 'contact' private d.Contact AvatarMovementprimContact; private d.Contact AvatarMovementTerrainContact; private d.Contact WaterContact; @@ -491,169 +492,140 @@ namespace OpenSim.Region.Physics.OdePlugin staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)]; - // Centeral contact friction and bounce // KF: This appears to be only for static AV on non-phys prim. - contact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; - contact.surface.mu = 255.0f; - contact.surface.bounce = 0.0f; - contact.surface.soft_cfm = 0.0f; - contact.surface.soft_erp = 0.30f; // If this is too small static Av will fall through a sloping prim. 1.0 prevents fall-thru - - // Terrain contact friction and Bounce - // This is the *non* moving version. Use this when an avatar - // isn't moving to keep it in place better -/* TerrainContact.surface.mode |= d.ContactFlags.SoftERP; - TerrainContact.surface.mu = nmTerrainContactFriction; - TerrainContact.surface.bounce = nmTerrainContactBounce; - TerrainContact.surface.soft_erp = nmTerrainContactERP; */ + // Avatar static on a Prim parameters + AvatarStaticprimContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; + AvatarStaticprimContact.surface.mu = 255.0f; + AvatarStaticprimContact.surface.bounce = 0.0f; + AvatarStaticprimContact.surface.soft_cfm = 0.0f; + AvatarStaticprimContact.surface.soft_erp = 0.30f; // If this is too small static Av will fall through a sloping prim. 1.0 prevents fall-thru - TerrainContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; - TerrainContact.surface.mu = 255.0f; - TerrainContact.surface.bounce = 0.0f; - TerrainContact.surface.soft_cfm = 0.0f; - TerrainContact.surface.soft_erp = 0.05f; - - WaterContact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM); - WaterContact.surface.mu = 0.0f; // No friction - WaterContact.surface.bounce = 0.0f; // No bounce - WaterContact.surface.soft_cfm = 0.010f; - WaterContact.surface.soft_erp = 0.010f; - - // Prim contact friction and bounce - // THis is the moving version of friction and bounce - // Use this when an avatar comes in contact with a prim + // Avatar moving on a Prim parameters AvatarMovementprimContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; AvatarMovementprimContact.surface.mu = 255.0f; AvatarMovementprimContact.surface.bounce = 0.0f; AvatarMovementprimContact.surface.soft_cfm = 0.0f; // if this is 0.01 then prims become phantom to Avs! AvatarMovementprimContact.surface.soft_erp = 0.3f; - // Terrain contact friction bounce and various error correcting calculations - // Use this when an avatar is in contact with the terrain and moving. -/* - AvatarMovementTerrainContact.surface.mode |= d.ContactFlags.SoftERP; - AvatarMovementTerrainContact.surface.mu = mTerrainContactFriction; - AvatarMovementTerrainContact.surface.bounce = mTerrainContactBounce; - AvatarMovementTerrainContact.surface.soft_erp = mTerrainContactERP; -*/ + // Static Avatar on Terrain parameters + // Keeps Avatar in place better + TerrainContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; + TerrainContact.surface.mu = 255.0f; + TerrainContact.surface.bounce = 0.0f; + TerrainContact.surface.soft_cfm = 0.0f; + TerrainContact.surface.soft_erp = 0.05f; + + // Moving Avatar on Terrain parameters AvatarMovementTerrainContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; AvatarMovementTerrainContact.surface.mu = 75f; AvatarMovementTerrainContact.surface.bounce = 0.0f; AvatarMovementTerrainContact.surface.soft_cfm = 0.0f; AvatarMovementTerrainContact.surface.soft_erp = 0.05f; - /* - - Stone = 0, - /// - Metal = 1, - /// - Glass = 2, - /// - Wood = 3, - /// - Flesh = 4, - /// - Plastic = 5, - /// - Rubber = 6 - */ + // Avatar or prim the the water, this may not be used, possibly water is same as air? + WaterContact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM); + WaterContact.surface.mu = 0.0f; // No friction + WaterContact.surface.bounce = 0.0f; // No bounce + WaterContact.surface.soft_cfm = 0.010f; + WaterContact.surface.soft_erp = 0.010f; + + // Prim static or moving on a prim, depends on material type m_materialContacts = new d.Contact[7,2]; // V 1 = Sliding; 0 = static or fell onto m_materialContacts[(int)Material.Stone, 0] = new d.Contact(); m_materialContacts[(int)Material.Stone, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; - m_materialContacts[(int)Material.Stone, 0].surface.mu = 1.8f; // friction, 1 = slippery, 255 = no slip + m_materialContacts[(int)Material.Stone, 0].surface.mu = 60f; // friction, 1 = slippery, 255 = no slip m_materialContacts[(int)Material.Stone, 0].surface.bounce = 0.0f; m_materialContacts[(int)Material.Stone, 0].surface.soft_cfm = 0.0f; - m_materialContacts[(int)Material.Stone, 0].surface.soft_erp = 0.50f; + m_materialContacts[(int)Material.Stone, 0].surface.soft_erp = 0.50f; // erp also changes friction, more erp=less friction m_materialContacts[(int)Material.Stone, 1] = new d.Contact(); m_materialContacts[(int)Material.Stone, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; - m_materialContacts[(int)Material.Stone, 1].surface.mu = 1.8f; + m_materialContacts[(int)Material.Stone, 1].surface.mu = 40f; m_materialContacts[(int)Material.Stone, 1].surface.bounce = 0.0f; m_materialContacts[(int)Material.Stone, 1].surface.soft_cfm = 0.0f; m_materialContacts[(int)Material.Stone, 1].surface.soft_erp = 0.50f; m_materialContacts[(int)Material.Metal, 0] = new d.Contact(); m_materialContacts[(int)Material.Metal, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; - m_materialContacts[(int)Material.Metal, 0].surface.mu = 1.3f; + m_materialContacts[(int)Material.Metal, 0].surface.mu = 15f; m_materialContacts[(int)Material.Metal, 0].surface.bounce = 0.2f; m_materialContacts[(int)Material.Metal, 0].surface.soft_cfm = 0.0f; m_materialContacts[(int)Material.Metal, 0].surface.soft_erp = 0.50f; m_materialContacts[(int)Material.Metal, 1] = new d.Contact(); m_materialContacts[(int)Material.Metal, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; - m_materialContacts[(int)Material.Metal, 1].surface.mu = 1.3f; + m_materialContacts[(int)Material.Metal, 1].surface.mu = 10f; m_materialContacts[(int)Material.Metal, 1].surface.bounce = 0.2f; m_materialContacts[(int)Material.Metal, 1].surface.soft_cfm = 0.0f; m_materialContacts[(int)Material.Metal, 1].surface.soft_erp = 0.50f; m_materialContacts[(int)Material.Glass, 0] = new d.Contact(); m_materialContacts[(int)Material.Glass, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; - m_materialContacts[(int)Material.Glass, 0].surface.mu = 1f; + m_materialContacts[(int)Material.Glass, 0].surface.mu = 7.5f; m_materialContacts[(int)Material.Glass, 0].surface.bounce = 0.0f; - m_materialContacts[(int)Material.Glass, 0].surface.soft_cfm = 0.01f; + m_materialContacts[(int)Material.Glass, 0].surface.soft_cfm = 0.0f; m_materialContacts[(int)Material.Glass, 0].surface.soft_erp = 0.50f; m_materialContacts[(int)Material.Glass, 1] = new d.Contact(); m_materialContacts[(int)Material.Glass, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; - m_materialContacts[(int)Material.Glass, 1].surface.mu = 1f; + m_materialContacts[(int)Material.Glass, 1].surface.mu = 5f; m_materialContacts[(int)Material.Glass, 1].surface.bounce = 0.0f; m_materialContacts[(int)Material.Glass, 1].surface.soft_cfm = 0.0f; - m_materialContacts[(int)Material.Glass, 1].surface.soft_erp = 0.30f; + m_materialContacts[(int)Material.Glass, 1].surface.soft_erp = 0.50f; m_materialContacts[(int)Material.Wood, 0] = new d.Contact(); m_materialContacts[(int)Material.Wood, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; - m_materialContacts[(int)Material.Wood, 0].surface.mu = 1.6f; + m_materialContacts[(int)Material.Wood, 0].surface.mu = 45f; m_materialContacts[(int)Material.Wood, 0].surface.bounce = 0.1f; m_materialContacts[(int)Material.Wood, 0].surface.soft_cfm = 0.0f; m_materialContacts[(int)Material.Wood, 0].surface.soft_erp = 0.50f; m_materialContacts[(int)Material.Wood, 1] = new d.Contact(); m_materialContacts[(int)Material.Wood, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; - m_materialContacts[(int)Material.Wood, 1].surface.mu = 1.6f; + m_materialContacts[(int)Material.Wood, 1].surface.mu = 30f; m_materialContacts[(int)Material.Wood, 1].surface.bounce = 0.1f; m_materialContacts[(int)Material.Wood, 1].surface.soft_cfm = 0.0f; m_materialContacts[(int)Material.Wood, 1].surface.soft_erp = 0.50f; m_materialContacts[(int)Material.Flesh, 0] = new d.Contact(); m_materialContacts[(int)Material.Flesh, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; - m_materialContacts[(int)Material.Flesh, 0].surface.mu = 2.0f; + m_materialContacts[(int)Material.Flesh, 0].surface.mu = 150f; m_materialContacts[(int)Material.Flesh, 0].surface.bounce = 0.0f; m_materialContacts[(int)Material.Flesh, 0].surface.soft_cfm = 0.0f; m_materialContacts[(int)Material.Flesh, 0].surface.soft_erp = 0.50f; m_materialContacts[(int)Material.Flesh, 1] = new d.Contact(); m_materialContacts[(int)Material.Flesh, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; - m_materialContacts[(int)Material.Flesh, 1].surface.mu = 2.0f; + m_materialContacts[(int)Material.Flesh, 1].surface.mu = 100f; m_materialContacts[(int)Material.Flesh, 1].surface.bounce = 0.0f; m_materialContacts[(int)Material.Flesh, 1].surface.soft_cfm = 0.0f; m_materialContacts[(int)Material.Flesh, 1].surface.soft_erp = 0.50f; m_materialContacts[(int)Material.Plastic, 0] = new d.Contact(); m_materialContacts[(int)Material.Plastic, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; - m_materialContacts[(int)Material.Plastic, 0].surface.mu = 1.5f; + m_materialContacts[(int)Material.Plastic, 0].surface.mu = 30f; m_materialContacts[(int)Material.Plastic, 0].surface.bounce = 0.2f; m_materialContacts[(int)Material.Plastic, 0].surface.soft_cfm = 0.0f; m_materialContacts[(int)Material.Plastic, 0].surface.soft_erp = 0.50f; m_materialContacts[(int)Material.Plastic, 1] = new d.Contact(); m_materialContacts[(int)Material.Plastic, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; - m_materialContacts[(int)Material.Plastic, 1].surface.mu = 1.5f; + m_materialContacts[(int)Material.Plastic, 1].surface.mu = 20f; m_materialContacts[(int)Material.Plastic, 1].surface.bounce = 0.2f; m_materialContacts[(int)Material.Plastic, 1].surface.soft_cfm = 0.0f; m_materialContacts[(int)Material.Plastic, 1].surface.soft_erp = 0.50f; m_materialContacts[(int)Material.Rubber, 0] = new d.Contact(); m_materialContacts[(int)Material.Rubber, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; - m_materialContacts[(int)Material.Rubber, 0].surface.mu = 2.0f; + m_materialContacts[(int)Material.Rubber, 0].surface.mu = 150f; m_materialContacts[(int)Material.Rubber, 0].surface.bounce = 0.7f; m_materialContacts[(int)Material.Rubber, 0].surface.soft_cfm = 0.0f; m_materialContacts[(int)Material.Rubber, 0].surface.soft_erp = 0.50f; m_materialContacts[(int)Material.Rubber, 1] = new d.Contact(); m_materialContacts[(int)Material.Rubber, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce; - m_materialContacts[(int)Material.Rubber, 1].surface.mu = 2.0f; + m_materialContacts[(int)Material.Rubber, 1].surface.mu = 100f; m_materialContacts[(int)Material.Rubber, 1].surface.bounce = 0.7f; m_materialContacts[(int)Material.Rubber, 1].surface.soft_cfm = 0.0f; m_materialContacts[(int)Material.Rubber, 1].surface.soft_erp = 0.50f; @@ -819,11 +791,6 @@ namespace OpenSim.Region.Physics.OdePlugin p2 = PANull; } -if((p1 is OdePrim ) && (p2 is OdePrim)){ - OdePrim t1 = (OdePrim)p1; - OdePrim t2 = (OdePrim)p2; - Console.WriteLine("Collision {0} {1}", t1.m_primName, t2.m_primName); -} ContactPoint maxDepthContact = new ContactPoint(); if (p1.CollisionScore + count >= float.MaxValue) p1.CollisionScore = 0; @@ -847,7 +814,7 @@ if((p1 is OdePrim ) && (p2 is OdePrim)){ //m_log.Warn("[CCOUNT]: " + count); IntPtr joint; - // If we're colliding with terrain, use 'TerrainContact' instead of contact. + // If we're colliding with terrain, use 'TerrainContact' instead of AvatarStaticprimContact. // allows us to have different settings // We only need to test p2 for 'jump crouch purposes' @@ -898,9 +865,9 @@ if((p1 is OdePrim ) && (p2 is OdePrim)){ //This is disabled at the moment only because it needs more tweaking //It will eventually be uncommented /* - if (contact.depth >= 1.00f) + if (AvatarStaticprimContact.depth >= 1.00f) { - //m_log.Debug("[PHYSICS]: " + contact.depth.ToString()); + //m_log.Debug("[PHYSICS]: " + AvatarStaticprimContact.depth.ToString()); } //If you interpenetrate a prim with an agent @@ -910,37 +877,37 @@ if((p1 is OdePrim ) && (p2 is OdePrim)){ p2.PhysicsActorType == (int) ActorTypes.Prim)) { - //contact.depth = contact.depth * 4.15f; + //AvatarStaticprimContact.depth = AvatarStaticprimContact.depth * 4.15f; /* if (p2.PhysicsActorType == (int) ActorTypes.Agent) { p2.CollidingObj = true; - contact.depth = 0.003f; + AvatarStaticprimContact.depth = 0.003f; p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f); OdeCharacter character = (OdeCharacter) p2; character.SetPidStatus(true); - contact.pos = new d.Vector3(contact.pos.X + (p1.Size.X / 2), contact.pos.Y + (p1.Size.Y / 2), contact.pos.Z + (p1.Size.Z / 2)); + AvatarStaticprimContact.pos = new d.Vector3(AvatarStaticprimContact.pos.X + (p1.Size.X / 2), AvatarStaticprimContact.pos.Y + (p1.Size.Y / 2), AvatarStaticprimContact.pos.Z + (p1.Size.Z / 2)); } else { - //contact.depth = 0.0000000f; + //AvatarStaticprimContact.depth = 0.0000000f; } if (p1.PhysicsActorType == (int) ActorTypes.Agent) { p1.CollidingObj = true; - contact.depth = 0.003f; + AvatarStaticprimContact.depth = 0.003f; p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f); - contact.pos = new d.Vector3(contact.pos.X + (p2.Size.X / 2), contact.pos.Y + (p2.Size.Y / 2), contact.pos.Z + (p2.Size.Z / 2)); + AvatarStaticprimContact.pos = new d.Vector3(AvatarStaticprimContact.pos.X + (p2.Size.X / 2), AvatarStaticprimContact.pos.Y + (p2.Size.Y / 2), AvatarStaticprimContact.pos.Z + (p2.Size.Z / 2)); OdeCharacter character = (OdeCharacter)p1; character.SetPidStatus(true); } else { - //contact.depth = 0.0000000f; + //AvatarStaticprimContact.depth = 0.0000000f; } @@ -965,7 +932,7 @@ if((p1 is OdePrim ) && (p2 is OdePrim)){ //AddPhysicsActorTaint(p2); //} - //if (contact.depth >= 0.25f) + //if (AvatarStaticprimContact.depth >= 0.25f) //{ // Don't collide, one or both prim will expld. @@ -983,13 +950,13 @@ if((p1 is OdePrim ) && (p2 is OdePrim)){ //AddPhysicsActorTaint(p2); //} - //contact.depth = contact.depth / 8f; - //contact.normal = new d.Vector3(0, 0, 1); + //AvatarStaticprimContact.depth = AvatarStaticprimContact.depth / 8f; + //AvatarStaticprimContact.normal = new d.Vector3(0, 0, 1); //} //if (op1.m_disabled || op2.m_disabled) //{ //Manually disabled objects stay disabled - //contact.depth = 0f; + //AvatarStaticprimContact.depth = 0f; //} #endregion } @@ -997,7 +964,7 @@ if((p1 is OdePrim ) && (p2 is OdePrim)){ #endregion if (curContact.depth >= 1.00f) { - //m_log.Info("[P]: " + contact.depth.ToString()); + //m_log.Info("[P]: " + AvatarStaticprimContact.depth.ToString()); if ((p2.PhysicsActorType == (int) ActorTypes.Agent && p1.PhysicsActorType == (int) ActorTypes.Unknown) || (p1.PhysicsActorType == (int) ActorTypes.Agent && @@ -1067,15 +1034,16 @@ if((p1 is OdePrim ) && (p2 is OdePrim)){ if (!skipThisContact) { // Add contact joints with materials params---------------------------------- + // p1 is what is being hit, p2 is the physical object doing the hitting int material = (int) Material.Wood; int movintYN = 0; // 1 = Sliding; 0 = static or fell onto + if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f) movintYN = 1; // If we're colliding against terrain if (name1 == "Terrain" || name2 == "Terrain") { // If we're moving - if ((p2.PhysicsActorType == (int) ActorTypes.Agent) && - (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) + if ((p2.PhysicsActorType == (int) ActorTypes.Agent) && (movintYN == 1)) { //$ Av walk/run on terrain (not falling) Use the Avatar movement terrain contact AvatarMovementTerrainContact.geom = curContact; @@ -1103,13 +1071,9 @@ if((p1 is OdePrim ) && (p2 is OdePrim)){ { if (p2.PhysicsActorType == (int)ActorTypes.Prim && p1.PhysicsActorType == (int)ActorTypes.Prim) { - //& THIS NEVER HAPPENS prim prim contact //kf Huh? In terrain contact? + //& THIS NEVER HAPPENS? prim prim contact In terrain contact? // int pj294950 = 0; // prim terrain contact - if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f) - { - movintYN = 1; - } if (p2 is OdePrim) material = ((OdePrim)p2).m_material; @@ -1128,34 +1092,31 @@ if((p1 is OdePrim ) && (p2 is OdePrim)){ else { //$ prim on terrain contact - if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f) - { - movintYN = 1; - } - if (p2 is OdePrim) material = ((OdePrim)p2).m_material; //m_log.DebugFormat("Material: {0}", material); m_materialContacts[material, movintYN].geom = curContact; _perloopContact.Add(curContact); + ContactCopy = m_materialContacts[material, movintYN]; + if(movintYN == 1) + { + // prevent excessive slide on terrain + ContactCopy.surface.mu = m_materialContacts[material, movintYN].surface.mu * 30.0f; + } + if (m_global_contactcount < maxContactsbeforedeath) { - joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]); + joint = d.JointCreateContact(world, contactgroup, ref ContactCopy); m_global_contactcount++; - } } } } - //if (p2.PhysicsActorType == (int)ActorTypes.Prim) - //{ - //m_log.Debug("[PHYSICS]: prim contacting with ground"); - //} } else if (name1 == "Water" || name2 == "Water") { - //$ This never happens! + //$ This never happens! Perhaps water is treated like air? /* if ((p2.PhysicsActorType == (int) ActorTypes.Prim)) { @@ -1169,8 +1130,8 @@ if((p1 is OdePrim ) && (p2 is OdePrim)){ if (curContact.depth > 0.1f) { curContact.depth *= 52; - //contact.normal = new d.Vector3(0, 0, 1); - //contact.pos = new d.Vector3(0, 0, contact.pos.Z - 5f); + //AvatarStaticprimContact.normal = new d.Vector3(0, 0, 1); + //AvatarStaticprimContact.pos = new d.Vector3(0, 0, contact.pos.Z - 5f); } WaterContact.geom = curContact; _perloopContact.Add(curContact); @@ -1179,7 +1140,7 @@ if((p1 is OdePrim ) && (p2 is OdePrim)){ joint = d.JointCreateContact(world, contactgroup, ref WaterContact); m_global_contactcount++; } - //m_log.Info("[PHYSICS]: Prim Water Contact" + contact.depth); + //m_log.Info("[PHYSICS]: Prim Water Contact" + AvatarStaticprimContact.depth); } else { @@ -1189,7 +1150,7 @@ if((p1 is OdePrim ) && (p2 is OdePrim)){ if ((p2.PhysicsActorType == (int)ActorTypes.Agent)) { //$ Avatar on Prim or other Avatar - if ((Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f)) + if (movintYN == 1) { // Use the AV Movement / prim contact AvatarMovementprimContact.geom = curContact; @@ -1203,34 +1164,24 @@ if((p1 is OdePrim ) && (p2 is OdePrim)){ else { // Use the Av non movement / prim contact - contact.geom = curContact; + AvatarStaticprimContact.geom = curContact; _perloopContact.Add(curContact); + ContactCopy = AvatarStaticprimContact; // local copy so we can change locally if (m_global_contactcount < maxContactsbeforedeath) { if (curContact.depth > 0.2) { // embedded, eject slowly - contact.surface.soft_erp = 0.1f; - contact.surface.soft_cfm = 0.1f; + ContactCopy.surface.soft_erp = 0.1f; + ContactCopy.surface.soft_cfm = 0.1f; } else { // keep on the surface - contact.surface.soft_erp = 0.3f; - contact.surface.soft_cfm = 0.0f; + ContactCopy.surface.soft_erp = 0.3f; + ContactCopy.surface.soft_cfm = 0.0f; } - joint = d.JointCreateContact(world, contactgroup, ref contact); + joint = d.JointCreateContact(world, contactgroup, ref ContactCopy); m_global_contactcount++; -/* -Console.WriteLine("Prim | Av collision 2 mode={0} mu={1} bounce={2} bv={3} erp={4} cfm={5} mot={6} depth={7}", -contact.surface.mode, -contact.surface.mu, -contact.surface.bounce, -contact.surface.bounce_vel, -contact.surface.soft_erp, -contact.surface.soft_cfm, -contact.surface.motion1, -curContact.depth); -*/ } } } @@ -1241,16 +1192,11 @@ curContact.depth); if (p2 is OdePrim) material = ((OdePrim)p2).m_material; //m_log.DebugFormat("Material: {0}", material); - - if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f) - { - movintYN = 1; - } m_materialContacts[material, movintYN].geom = curContact; _perloopContact.Add(curContact); - if (m_global_contactcount < maxContactsbeforedeath) + if (m_global_contactcount < maxContactsbeforedeath) { joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]); m_global_contactcount++; diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 613d704..47492ea 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -3019,8 +3019,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api // http://bugs.meta7.com/view.php?id=28 // - Tom - LSL_Rotation newrot = llGetRot() * llRotBetween(new LSL_Vector(1.0d, 0.0d, 0.0d) * llGetRot(), new LSL_Vector(0.0d, 0.0d, -1.0d)); + /* And the following does not do the job either. It has to be performed inside the ODE glue-code. -.- .._. + LSL_Rotation newrot = llGetRot() * llRotBetween(new LSL_Vector(1.0d, 0.0d, 0.0d) * llGetRot(), new LSL_Vector(0.0d, 0.0d, -1.0d)); llSetRot(newrot * llRotBetween(new LSL_Vector(0.0d,0.0d,1.0d) * newrot, target - llGetPos())); + */ + // Send the target vector to RotLookAt method inside a 'rotation', the .w -99.9 value indicates it is really a LookAt. + Quaternion q = new Quaternion((float)target.x, (float)target.y, (float)target.z, -99.9f); + m_host.RotLookAt(q, (float)strength, (float)damping); } diff --git a/OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs b/OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs index 4382005..b877ca5 100644 --- a/OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs +++ b/OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs @@ -310,7 +310,7 @@ namespace OpenSim.Services.Connectors.Simulation catch (WebException ex) //catch { - m_log.WarnFormat("[REMOTE SIMULATION CONNECTOR]: Bad send on AgentUpdate {0}", ex.Message); + // m_log.WarnFormat("[REMOTE SIMULATION CONNECTOR]: Bad send on AgentUpdate {0}", ex.Message); return false; } -- cgit v1.1