diff options
author | Kitto Flora | 2010-12-11 21:04:03 +0000 |
---|---|---|
committer | Kitto Flora | 2010-12-11 21:04:03 +0000 |
commit | 95a915efd88d859c3fc29576e599c6912522e6dc (patch) | |
tree | 51712bceec499260c47da4b5ed1c451bcc6da5c8 | |
parent | Allow floats in the list for llSetPayPrice and silently convert them to int, (diff) | |
download | opensim-SC_OLD-95a915efd88d859c3fc29576e599c6912522e6dc.zip opensim-SC_OLD-95a915efd88d859c3fc29576e599c6912522e6dc.tar.gz opensim-SC_OLD-95a915efd88d859c3fc29576e599c6912522e6dc.tar.bz2 opensim-SC_OLD-95a915efd88d859c3fc29576e599c6912522e6dc.tar.xz |
Fix border fence for physicals. Fix llRotLookAt() for Vehicles.
-rw-r--r-- | OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs | 210 | ||||
-rw-r--r-- | OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs | 4 |
2 files changed, 61 insertions, 153 deletions
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs index 793774a..16e90ff 100644 --- a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs | |||
@@ -3001,12 +3001,9 @@ Console.WriteLine(" JointCreateFixed"); | |||
3001 | // This is a temp patch until proper region crossing is developed. | 3001 | // This is a temp patch until proper region crossing is developed. |
3002 | 3002 | ||
3003 | int failureLimit = _parent_scene.geomCrossingFailuresBeforeOutofbounds; | 3003 | int failureLimit = _parent_scene.geomCrossingFailuresBeforeOutofbounds; |
3004 | int fence = _parent_scene.geomRegionFence; | 3004 | float fence = _parent_scene.geomRegionFence; |
3005 | 3005 | ||
3006 | float border_limit = 0.05f; // original limit | 3006 | frcount++; // used to limit debug comment output |
3007 | if (fence == 1) border_limit = 0.5f; // bounce point | ||
3008 | |||
3009 | frcount++; // used to limit debug comment output | ||
3010 | if (frcount > 50) | 3007 | if (frcount > 50) |
3011 | frcount = 0; | 3008 | frcount = 0; |
3012 | 3009 | ||
@@ -3049,35 +3046,34 @@ Console.WriteLine(" JointCreateFixed"); | |||
3049 | 3046 | ||
3050 | // Check if outside region | 3047 | // Check if outside region |
3051 | // In Scene.cs/CrossPrimGroupIntoNewRegion the object is checked for 0.1M from border! | 3048 | // In Scene.cs/CrossPrimGroupIntoNewRegion the object is checked for 0.1M from border! |
3052 | if (l_position.X > ((float)_parent_scene.WorldExtents.X - border_limit)) | 3049 | if (l_position.X > ((float)_parent_scene.WorldExtents.X - fence)) |
3053 | { | 3050 | { |
3054 | l_position.X = ((float)_parent_scene.WorldExtents.X - border_limit); | 3051 | l_position.X = ((float)_parent_scene.WorldExtents.X - fence); |
3055 | outside = 1; | 3052 | outside = 1; |
3056 | } | 3053 | } |
3057 | 3054 | ||
3058 | if (l_position.X < border_limit) | 3055 | if (l_position.X < fence) |
3059 | { | 3056 | { |
3060 | l_position.X = border_limit; | 3057 | l_position.X = fence; |
3061 | outside = 2; | 3058 | outside = 2; |
3062 | } | 3059 | } |
3063 | if (l_position.Y > ((float)_parent_scene.WorldExtents.Y - border_limit)) | 3060 | if (l_position.Y > ((float)_parent_scene.WorldExtents.Y - fence)) |
3064 | { | 3061 | { |
3065 | l_position.Y = ((float)_parent_scene.WorldExtents.Y - border_limit); | 3062 | l_position.Y = ((float)_parent_scene.WorldExtents.Y - fence); |
3066 | outside = 3; | 3063 | outside = 3; |
3067 | } | 3064 | } |
3068 | 3065 | ||
3069 | if (l_position.Y < border_limit) | 3066 | if (l_position.Y < fence) |
3070 | { | 3067 | { |
3071 | l_position.Y = border_limit; | 3068 | l_position.Y = fence; |
3072 | outside = 4; | 3069 | outside = 4; |
3073 | } | 3070 | } |
3074 | 3071 | ||
3075 | if (outside > 0) | 3072 | if (outside > 0) |
3076 | { | 3073 | { |
3077 | //Console.WriteLine(" fence = {0}",fence); | ||
3078 | 3074 | ||
3079 | //Console.WriteLine("Border {0}", l_position); | 3075 | //Console.WriteLine("Border {0} fence={1}", l_position, fence); |
3080 | if (fence == 1) // bounce object off boundary | 3076 | if (fence > 0.0f) // bounce object off boundary |
3081 | { | 3077 | { |
3082 | if (revcount == 0) | 3078 | if (revcount == 0) |
3083 | { | 3079 | { |
@@ -3647,75 +3643,6 @@ Console.WriteLine("AxisZ {0} set to {1}", i, m_lockZ); | |||
3647 | } | 3643 | } |
3648 | } // end PID MoveToTarget | 3644 | } // end PID MoveToTarget |
3649 | 3645 | ||
3650 | /* Original OS implementation: Does not work correctly as another phys object resting on THIS object purturbs its position. | ||
3651 | This is incorrect behavior. llMoveToTarget must move the Body no matter what phys object is resting on it. | ||
3652 | |||
3653 | //if (!d.BodyIsEnabled(Body)) | ||
3654 | //d.BodySetForce(Body, 0f, 0f, 0f); | ||
3655 | |||
3656 | // no lock; for now it's only called from within Simulate() | ||
3657 | |||
3658 | // If the PID Controller isn't active then we set our force | ||
3659 | // calculating base velocity to the current position | ||
3660 | |||
3661 | if ((m_PIDTau < 1) && (m_PIDTau != 0)) | ||
3662 | { | ||
3663 | //PID_G = PID_G / m_PIDTau; | ||
3664 | m_PIDTau = 1; | ||
3665 | } | ||
3666 | |||
3667 | if ((PID_G - m_PIDTau) <= 0) | ||
3668 | { | ||
3669 | PID_G = m_PIDTau + 1; | ||
3670 | } | ||
3671 | //PidStatus = true; | ||
3672 | |||
3673 | // PhysicsVector vec = new PhysicsVector(); | ||
3674 | // d.Vector3 vel = d.BodyGetLinearVel(Body); | ||
3675 | |||
3676 | d.Vector3 pos = d.BodyGetPosition(Body); | ||
3677 | _target_velocity = | ||
3678 | new Vector3( | ||
3679 | (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep), | ||
3680 | (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep), | ||
3681 | (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep) | ||
3682 | ); | ||
3683 | |||
3684 | if(frcount == 0) Console.WriteLine("PID {0} b={1} fz={2} vel={3}", m_primName, m_buoyancy, fz, _target_velocity); | ||
3685 | // if velocity is zero, use position control; otherwise, velocity control | ||
3686 | |||
3687 | if (_target_velocity.ApproxEquals(Vector3.Zero,0.1f)) | ||
3688 | { | ||
3689 | // keep track of where we stopped. No more slippin' & slidin' | ||
3690 | |||
3691 | // We only want to deactivate the PID Controller if we think we want to have our surrogate | ||
3692 | // react to the physics scene by moving it's position. | ||
3693 | // Avatar to Avatar collisions | ||
3694 | // Prim to avatar collisions | ||
3695 | |||
3696 | //fx = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2); | ||
3697 | //fy = (_target_velocity.Y - vel.Y) * (PID_D) + (_zeroPosition.Y - pos.Y) * (PID_P * 2); | ||
3698 | //fz = fz + (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P; | ||
3699 | d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z); | ||
3700 | d.BodySetLinearVel(Body, 0, 0, 0); | ||
3701 | d.BodyAddForce(Body, 0, 0, fz); | ||
3702 | // return; | ||
3703 | } | ||
3704 | else | ||
3705 | { | ||
3706 | _zeroFlag = false; | ||
3707 | |||
3708 | // We're flying and colliding with something | ||
3709 | fx = ((_target_velocity.X) - vel.X) * (PID_D); | ||
3710 | fy = ((_target_velocity.Y) - vel.Y) * (PID_D); | ||
3711 | |||
3712 | // vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P; | ||
3713 | |||
3714 | fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass); | ||
3715 | } | ||
3716 | } // end if (m_usePID) | ||
3717 | End of old PID system */ | ||
3718 | |||
3719 | 3646 | ||
3720 | /// Dynamics Hover =================================================================================== | 3647 | /// Dynamics Hover =================================================================================== |
3721 | // Hover PID Controller can only run if the PIDcontroller is not in use. | 3648 | // Hover PID Controller can only run if the PIDcontroller is not in use. |
@@ -3802,51 +3729,6 @@ if(frcount == 0) Console.WriteLine("PID {0} b={1} fz={2} vel={3}", m_primName | |||
3802 | } | 3729 | } |
3803 | } // end m_useHoverPID && !m_usePID | 3730 | } // end m_useHoverPID && !m_usePID |
3804 | 3731 | ||
3805 | /// Dynamics RotLookAt ================================================================================= | ||
3806 | if (m_useAPID) | ||
3807 | { | ||
3808 | // RotLookAt, apparently overrides all other rotation sources. Inputs: | ||
3809 | // Quaternion m_APIDTarget | ||
3810 | // float m_APIDStrength // From SL experiments, this is the time to get there | ||
3811 | // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly | ||
3812 | // Also in SL the mass of the object has no effect on time to get there. | ||
3813 | // Factors: | ||
3814 | // get present body rotation | ||
3815 | float limit = 1.0f; | ||
3816 | float scaler = 50f; // adjusts damping time | ||
3817 | float RLAservo = 0f; | ||
3818 | |||
3819 | d.Quaternion rot = d.BodyGetQuaternion(Body); | ||
3820 | Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); | ||
3821 | Quaternion rot_diff = Quaternion.Inverse(rotq) * m_APIDTarget; | ||
3822 | float diff_angle; | ||
3823 | Vector3 diff_axis; | ||
3824 | rot_diff.GetAxisAngle(out diff_axis, out diff_angle); | ||
3825 | diff_axis.Normalize(); | ||
3826 | if(diff_angle > 0.01f) // diff_angle is always +ve | ||
3827 | { | ||
3828 | // PhysicsVector rotforce = new PhysicsVector(diff_axis.X, diff_axis.Y, diff_axis.Z); | ||
3829 | Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z); | ||
3830 | rotforce = rotforce * rotq; | ||
3831 | if(diff_angle > limit) diff_angle = limit; // cap the rotate rate | ||
3832 | // RLAservo = timestep / m_APIDStrength * m_mass * scaler; | ||
3833 | // rotforce = rotforce * RLAservo * diff_angle ; | ||
3834 | // d.BodyAddRelTorque(Body, rotforce.X, rotforce.Y, rotforce.Z); | ||
3835 | RLAservo = timestep / m_APIDStrength * scaler; | ||
3836 | rotforce = rotforce * RLAservo * diff_angle ; | ||
3837 | /* | ||
3838 | if (m_angularEnable.X == 0) | ||
3839 | rotforce.X = 0; | ||
3840 | if (m_angularEnable.Y == 0) | ||
3841 | rotforce.Y = 0; | ||
3842 | if (m_angularEnable.Z == 0) | ||
3843 | rotforce.Z = 0; | ||
3844 | */ | ||
3845 | d.BodySetAngularVel (Body, rotforce.X, rotforce.Y, rotforce.Z); | ||
3846 | //Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo); | ||
3847 | } | ||
3848 | //if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle); | ||
3849 | } // end m_useAPID | ||
3850 | 3732 | ||
3851 | /// Dynamics Apply Forces =================================================================================== | 3733 | /// Dynamics Apply Forces =================================================================================== |
3852 | fx *= m_mass; | 3734 | fx *= m_mass; |
@@ -3889,29 +3771,55 @@ if(frcount == 0) Console.WriteLine("PID {0} b={1} fz={2} vel={3}", m_primName | |||
3889 | d.BodyAddForce(Body, fx, fy, fz); | 3771 | d.BodyAddForce(Body, fx, fy, fz); |
3890 | //Console.WriteLine("AddForce " + fx + "," + fy + "," + fz); | 3772 | //Console.WriteLine("AddForce " + fx + "," + fy + "," + fz); |
3891 | } // end apply forces | 3773 | } // end apply forces |
3892 | } // end Dynamics | 3774 | } // end Vehicle/Dynamics |
3775 | |||
3776 | /// RotLookAt ================================================================================= | ||
3777 | if (m_useAPID) | ||
3778 | { | ||
3779 | // RotLookAt, apparently overrides all other rotation sources. Inputs: | ||
3780 | // Quaternion m_APIDTarget | ||
3781 | // float m_APIDStrength // From SL experiments, this is the time to get there | ||
3782 | // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly | ||
3783 | // Also in SL the mass of the object has no effect on time to get there. | ||
3784 | // Factors: | ||
3785 | // get present body rotation | ||
3786 | float limit = 1.0f; | ||
3787 | float scaler = 50f; // adjusts damping time | ||
3788 | float RLAservo = 0f; | ||
3789 | |||
3790 | d.Quaternion rot = d.BodyGetQuaternion(Body); | ||
3791 | Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); | ||
3792 | Quaternion rot_diff = Quaternion.Inverse(rotq) * m_APIDTarget; | ||
3793 | float diff_angle; | ||
3794 | Vector3 diff_axis; | ||
3795 | rot_diff.GetAxisAngle(out diff_axis, out diff_angle); | ||
3796 | diff_axis.Normalize(); | ||
3797 | if(diff_angle > 0.01f) // diff_angle is always +ve | ||
3798 | { | ||
3799 | // PhysicsVector rotforce = new PhysicsVector(diff_axis.X, diff_axis.Y, diff_axis.Z); | ||
3800 | Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z); | ||
3801 | rotforce = rotforce * rotq; | ||
3802 | if(diff_angle > limit) diff_angle = limit; // cap the rotate rate | ||
3803 | // RLAservo = timestep / m_APIDStrength * m_mass * scaler; | ||
3804 | // rotforce = rotforce * RLAservo * diff_angle ; | ||
3805 | // d.BodyAddRelTorque(Body, rotforce.X, rotforce.Y, rotforce.Z); | ||
3806 | RLAservo = timestep / m_APIDStrength * scaler; | ||
3807 | rotforce = rotforce * RLAservo * diff_angle ; | ||
3808 | /* | ||
3809 | if (m_angularEnable.X == 0) | ||
3810 | rotforce.X = 0; | ||
3811 | if (m_angularEnable.Y == 0) | ||
3812 | rotforce.Y = 0; | ||
3813 | if (m_angularEnable.Z == 0) | ||
3814 | rotforce.Z = 0; | ||
3815 | */ | ||
3816 | d.BodySetAngularVel (Body, rotforce.X, rotforce.Y, rotforce.Z); | ||
3817 | //Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo); | ||
3818 | } | ||
3819 | //if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle); | ||
3820 | } // end m_useAPID | ||
3893 | 3821 | ||
3894 | /* obsolete? | ||
3895 | else | ||
3896 | { // is not physical, or is not a body or is selected | ||
3897 | // from old UpdatePositionAndVelocity, ... Not a body.. so Make sure the client isn't interpolating | ||
3898 | _velocity.X = 0; | ||
3899 | _velocity.Y = 0; | ||
3900 | _velocity.Z = 0; | ||
3901 | |||
3902 | _acceleration.X = 0; | ||
3903 | _acceleration.Y = 0; | ||
3904 | _acceleration.Z = 0; | ||
3905 | |||
3906 | m_rotationalVelocity.X = 0; | ||
3907 | m_rotationalVelocity.Y = 0; | ||
3908 | m_rotationalVelocity.Z = 0; | ||
3909 | _zeroFlag = true; | ||
3910 | return; | ||
3911 | } | ||
3912 | */ | ||
3913 | } // end root prims | 3822 | } // end root prims |
3914 | |||
3915 | } // end Move() | 3823 | } // end Move() |
3916 | } // end class | 3824 | } // end class |
3917 | } | 3825 | } |
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs index 86f9893..e1989e2 100644 --- a/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs | |||
@@ -224,7 +224,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
224 | public float bodyPIDG = 25; | 224 | public float bodyPIDG = 25; |
225 | 225 | ||
226 | public int geomCrossingFailuresBeforeOutofbounds = 5; | 226 | public int geomCrossingFailuresBeforeOutofbounds = 5; |
227 | public int geomRegionFence = 0; | 227 | public float geomRegionFence = 0.0f; |
228 | 228 | ||
229 | public float bodyMotorJointMaxforceTensor = 2; | 229 | public float bodyMotorJointMaxforceTensor = 2; |
230 | 230 | ||
@@ -448,7 +448,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
448 | geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3); | 448 | geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3); |
449 | geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15); | 449 | geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15); |
450 | geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5); | 450 | geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5); |
451 | geomRegionFence = physicsconfig.GetInt("region_border_fence", 0); | 451 | geomRegionFence = physicsconfig.GetFloat("region_border_fence", 0.0f); |
452 | 452 | ||
453 | geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", 10.000006836f); | 453 | geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", 10.000006836f); |
454 | bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", 20); | 454 | bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", 20); |