diff options
author | Robert Adams | 2012-08-17 09:37:02 -0700 |
---|---|---|
committer | Robert Adams | 2012-08-17 13:34:16 -0700 |
commit | 8eda290262bb7049aa55a7df2bdb1565bad85a99 (patch) | |
tree | f58fa1a710a6156beb04fa309b8b16798c9cb2db /OpenSim/Region/Physics/BulletSPlugin | |
parent | BulletSim: in BSDynamics, merge 'flags' and 'hoverFlags' as they are defined ... (diff) | |
download | opensim-SC_OLD-8eda290262bb7049aa55a7df2bdb1565bad85a99.zip opensim-SC_OLD-8eda290262bb7049aa55a7df2bdb1565bad85a99.tar.gz opensim-SC_OLD-8eda290262bb7049aa55a7df2bdb1565bad85a99.tar.bz2 opensim-SC_OLD-8eda290262bb7049aa55a7df2bdb1565bad85a99.tar.xz |
BulletSim: comments and parameter changes in dynamics engine.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 50 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 6 |
2 files changed, 30 insertions, 26 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 78bfa05..d7213fc 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -57,6 +57,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
57 | private int frcount = 0; // Used to limit dynamics debug output to | 57 | private int frcount = 0; // Used to limit dynamics debug output to |
58 | // every 100th frame | 58 | // every 100th frame |
59 | 59 | ||
60 | private BSScene m_physicsScene; | ||
60 | private BSPrim m_prim; // the prim this dynamic controller belongs to | 61 | private BSPrim m_prim; // the prim this dynamic controller belongs to |
61 | 62 | ||
62 | // Vehicle properties | 63 | // Vehicle properties |
@@ -123,15 +124,16 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
123 | private float m_verticalAttractionEfficiency = 1.0f; // damped | 124 | private float m_verticalAttractionEfficiency = 1.0f; // damped |
124 | private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor. | 125 | private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor. |
125 | 126 | ||
126 | public BSDynamics(BSPrim myPrim) | 127 | public BSDynamics(BSScene myScene, BSPrim myPrim) |
127 | { | 128 | { |
129 | m_physicsScene = myScene; | ||
128 | m_prim = myPrim; | 130 | m_prim = myPrim; |
129 | m_type = Vehicle.TYPE_NONE; | 131 | m_type = Vehicle.TYPE_NONE; |
130 | } | 132 | } |
131 | 133 | ||
132 | internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue, float timestep) | 134 | internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue, float timestep) |
133 | { | 135 | { |
134 | DetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); | 136 | VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); |
135 | switch (pParam) | 137 | switch (pParam) |
136 | { | 138 | { |
137 | case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: | 139 | case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: |
@@ -230,7 +232,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
230 | 232 | ||
231 | internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue, float timestep) | 233 | internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue, float timestep) |
232 | { | 234 | { |
233 | DetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); | 235 | VDetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); |
234 | switch (pParam) | 236 | switch (pParam) |
235 | { | 237 | { |
236 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: | 238 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: |
@@ -265,7 +267,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
265 | 267 | ||
266 | internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue) | 268 | internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue) |
267 | { | 269 | { |
268 | DetailLog("{0},ProcessRotationalVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); | 270 | VDetailLog("{0},ProcessRotationalVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); |
269 | switch (pParam) | 271 | switch (pParam) |
270 | { | 272 | { |
271 | case Vehicle.REFERENCE_FRAME: | 273 | case Vehicle.REFERENCE_FRAME: |
@@ -279,7 +281,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
279 | 281 | ||
280 | internal void ProcessVehicleFlags(int pParam, bool remove) | 282 | internal void ProcessVehicleFlags(int pParam, bool remove) |
281 | { | 283 | { |
282 | DetailLog("{0},ProcessVehicleFlags,param={1},remove={2}", m_prim.LocalID, pParam, remove); | 284 | VDetailLog("{0},ProcessVehicleFlags,param={1},remove={2}", m_prim.LocalID, pParam, remove); |
283 | VehicleFlag parm = (VehicleFlag)pParam; | 285 | VehicleFlag parm = (VehicleFlag)pParam; |
284 | if (remove) | 286 | if (remove) |
285 | { | 287 | { |
@@ -297,9 +299,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
297 | } | 299 | } |
298 | }//end ProcessVehicleFlags | 300 | }//end ProcessVehicleFlags |
299 | 301 | ||
300 | internal void ProcessTypeChange(Vehicle pType) | 302 | internal void ProcessTypeChange(Vehicle pType, float stepSize) |
301 | { | 303 | { |
302 | DetailLog("{0},ProcessTypeChange,type={1}", m_prim.LocalID, pType); | 304 | VDetailLog("{0},ProcessTypeChange,type={1}", m_prim.LocalID, pType); |
303 | // Set Defaults For Type | 305 | // Set Defaults For Type |
304 | m_type = pType; | 306 | m_type = pType; |
305 | switch (pType) | 307 | switch (pType) |
@@ -475,7 +477,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
475 | MoveAngular(pTimestep); | 477 | MoveAngular(pTimestep); |
476 | LimitRotation(pTimestep); | 478 | LimitRotation(pTimestep); |
477 | 479 | ||
478 | DetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", | 480 | VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", |
479 | m_prim.LocalID, m_prim.Position, m_prim.Force, m_prim.Velocity, m_prim.RotationalVelocity); | 481 | m_prim.LocalID, m_prim.Position, m_prim.Force, m_prim.Velocity, m_prim.RotationalVelocity); |
480 | }// end Step | 482 | }// end Step |
481 | 483 | ||
@@ -519,7 +521,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
519 | 521 | ||
520 | */ | 522 | */ |
521 | 523 | ||
522 | DetailLog("{0},MoveLinear,nonZero,origdir={1},origvel={2},add={3},decay={4},dir={5},vel={6}", | 524 | VDetailLog("{0},MoveLinear,nonZero,origdir={1},origvel={2},add={3},decay={4},dir={5},vel={6}", |
523 | m_prim.LocalID, origDir, origVel, addAmount, decayfraction, m_linearMotorDirection, m_lastLinearVelocityVector); | 525 | m_prim.LocalID, origDir, origVel, addAmount, decayfraction, m_linearMotorDirection, m_lastLinearVelocityVector); |
524 | } | 526 | } |
525 | else | 527 | else |
@@ -531,7 +533,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
531 | m_lastLinearVelocityVector = Vector3.Zero; | 533 | m_lastLinearVelocityVector = Vector3.Zero; |
532 | } | 534 | } |
533 | 535 | ||
534 | // convert requested object velocity to world-referenced vector | 536 | // convert requested object velocity to object relative vector |
535 | Quaternion rotq = m_prim.Orientation; | 537 | Quaternion rotq = m_prim.Orientation; |
536 | m_dir = m_lastLinearVelocityVector * rotq; | 538 | m_dir = m_lastLinearVelocityVector * rotq; |
537 | 539 | ||
@@ -584,7 +586,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
584 | if (changed) | 586 | if (changed) |
585 | { | 587 | { |
586 | m_prim.Position = pos; | 588 | m_prim.Position = pos; |
587 | DetailLog("{0},MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}", | 589 | VDetailLog("{0},MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}", |
588 | m_prim.LocalID, m_BlockingEndPoint, posChange, pos); | 590 | m_prim.LocalID, m_BlockingEndPoint, posChange, pos); |
589 | } | 591 | } |
590 | } | 592 | } |
@@ -594,7 +596,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
594 | { | 596 | { |
595 | pos.Z = m_prim.Scene.GetTerrainHeightAtXYZ(pos) + 2; | 597 | pos.Z = m_prim.Scene.GetTerrainHeightAtXYZ(pos) + 2; |
596 | m_prim.Position = pos; | 598 | m_prim.Position = pos; |
597 | DetailLog("{0},MoveLinear,terrainHeight,pos={1}", m_prim.LocalID, pos); | 599 | VDetailLog("{0},MoveLinear,terrainHeight,pos={1}", m_prim.LocalID, pos); |
598 | } | 600 | } |
599 | 601 | ||
600 | // Check if hovering | 602 | // Check if hovering |
@@ -641,7 +643,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
641 | } | 643 | } |
642 | } | 644 | } |
643 | 645 | ||
644 | DetailLog("{0},MoveLinear,hover,pos={1},dir={2},height={3},target={4}", m_prim.LocalID, pos, m_dir, m_VhoverHeight, m_VhoverTargetHeight); | 646 | VDetailLog("{0},MoveLinear,hover,pos={1},dir={2},height={3},target={4}", m_prim.LocalID, pos, m_dir, m_VhoverHeight, m_VhoverTargetHeight); |
645 | 647 | ||
646 | // m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped | 648 | // m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped |
647 | // m_VhoverTimescale = 0f; // time to acheive height | 649 | // m_VhoverTimescale = 0f; // time to acheive height |
@@ -677,7 +679,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
677 | { | 679 | { |
678 | grav.Z = (float)(grav.Z * 1.037125); | 680 | grav.Z = (float)(grav.Z * 1.037125); |
679 | } | 681 | } |
680 | DetailLog("{0},MoveLinear,limitMotorUp,grav={1}", m_prim.LocalID, grav); | 682 | VDetailLog("{0},MoveLinear,limitMotorUp,grav={1}", m_prim.LocalID, grav); |
681 | //End Experimental Values | 683 | //End Experimental Values |
682 | } | 684 | } |
683 | if ((m_flags & (VehicleFlag.NO_X)) != 0) | 685 | if ((m_flags & (VehicleFlag.NO_X)) != 0) |
@@ -706,7 +708,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
706 | Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep); | 708 | Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep); |
707 | m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount; | 709 | m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount; |
708 | 710 | ||
709 | DetailLog("{0},MoveLinear,done,pos={1},vel={2},force={3},decay={4}", | 711 | VDetailLog("{0},MoveLinear,done,pos={1},vel={2},force={3},decay={4}", |
710 | m_prim.LocalID, m_lastPositionVector, m_dir, grav, decayamount); | 712 | m_prim.LocalID, m_lastPositionVector, m_dir, grav, decayamount); |
711 | 713 | ||
712 | } // end MoveLinear() | 714 | } // end MoveLinear() |
@@ -732,13 +734,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
732 | // There are m_angularMotorApply steps. | 734 | // There are m_angularMotorApply steps. |
733 | Vector3 origAngularVelocity = m_angularMotorVelocity; | 735 | Vector3 origAngularVelocity = m_angularMotorVelocity; |
734 | // ramp up to new value | 736 | // ramp up to new value |
735 | // current velocity += error / (time to get there / step interval) | 737 | // current velocity += error / (time to get there / step interval) |
736 | // requested speed - last motor speed | 738 | // requested speed - last motor speed |
737 | m_angularMotorVelocity.X += (m_angularMotorDirection.X - m_angularMotorVelocity.X) / (m_angularMotorTimescale / pTimestep); | 739 | m_angularMotorVelocity.X += (m_angularMotorDirection.X - m_angularMotorVelocity.X) / (m_angularMotorTimescale / pTimestep); |
738 | m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep); | 740 | m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep); |
739 | m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep); | 741 | m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep); |
740 | 742 | ||
741 | DetailLog("{0},MoveAngular,angularMotorApply,apply={1},origvel={2},dir={3},vel={4}", | 743 | VDetailLog("{0},MoveAngular,angularMotorApply,apply={1},origvel={2},dir={3},vel={4}", |
742 | m_prim.LocalID,m_angularMotorApply,origAngularVelocity, m_angularMotorDirection, m_angularMotorVelocity); | 744 | m_prim.LocalID,m_angularMotorApply,origAngularVelocity, m_angularMotorDirection, m_angularMotorVelocity); |
743 | 745 | ||
744 | m_angularMotorApply--; // This is done so that if script request rate is less than phys frame rate the expected | 746 | m_angularMotorApply--; // This is done so that if script request rate is less than phys frame rate the expected |
@@ -749,6 +751,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
749 | // No motor recently applied, keep the body velocity | 751 | // No motor recently applied, keep the body velocity |
750 | // and decay the velocity | 752 | // and decay the velocity |
751 | m_angularMotorVelocity -= m_angularMotorVelocity / (m_angularMotorDecayTimescale / pTimestep); | 753 | m_angularMotorVelocity -= m_angularMotorVelocity / (m_angularMotorDecayTimescale / pTimestep); |
754 | if (m_angularMotorVelocity.LengthSquared() < 0.00001) | ||
755 | m_angularMotorVelocity = Vector3.Zero; | ||
752 | } // end motor section | 756 | } // end motor section |
753 | 757 | ||
754 | // Vertical attractor section | 758 | // Vertical attractor section |
@@ -786,7 +790,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
786 | vertattr.X += bounce * angularVelocity.X; | 790 | vertattr.X += bounce * angularVelocity.X; |
787 | vertattr.Y += bounce * angularVelocity.Y; | 791 | vertattr.Y += bounce * angularVelocity.Y; |
788 | 792 | ||
789 | DetailLog("{0},MoveAngular,verticalAttraction,verterr={1},bounce={2},vertattr={3}", | 793 | VDetailLog("{0},MoveAngular,verticalAttraction,verterr={1},bounce={2},vertattr={3}", |
790 | m_prim.LocalID, verterr, bounce, vertattr); | 794 | m_prim.LocalID, verterr, bounce, vertattr); |
791 | 795 | ||
792 | } // else vertical attractor is off | 796 | } // else vertical attractor is off |
@@ -804,13 +808,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
804 | { | 808 | { |
805 | m_lastAngularVelocity.X = 0; | 809 | m_lastAngularVelocity.X = 0; |
806 | m_lastAngularVelocity.Y = 0; | 810 | m_lastAngularVelocity.Y = 0; |
807 | DetailLog("{0},MoveAngular,noDeflectionUp,lastAngular={1}", m_prim.LocalID, m_lastAngularVelocity); | 811 | VDetailLog("{0},MoveAngular,noDeflectionUp,lastAngular={1}", m_prim.LocalID, m_lastAngularVelocity); |
808 | } | 812 | } |
809 | 813 | ||
810 | if (m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f)) | 814 | if (m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f)) |
811 | { | 815 | { |
812 | m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero. | 816 | m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero. |
813 | DetailLog("{0},MoveAngular,zeroSmallValues,lastAngular={1}", m_prim.LocalID, m_lastAngularVelocity); | 817 | VDetailLog("{0},MoveAngular,zeroSmallValues,lastAngular={1}", m_prim.LocalID, m_lastAngularVelocity); |
814 | } | 818 | } |
815 | 819 | ||
816 | // apply friction | 820 | // apply friction |
@@ -820,7 +824,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
820 | // Apply to the body | 824 | // Apply to the body |
821 | m_prim.RotationalVelocity = m_lastAngularVelocity; | 825 | m_prim.RotationalVelocity = m_lastAngularVelocity; |
822 | 826 | ||
823 | DetailLog("{0},MoveAngular,done,decay={1},lastAngular={2}", m_prim.LocalID, decayamount, m_lastAngularVelocity); | 827 | VDetailLog("{0},MoveAngular,done,decay={1},lastAngular={2}", m_prim.LocalID, decayamount, m_lastAngularVelocity); |
824 | } //end MoveAngular | 828 | } //end MoveAngular |
825 | 829 | ||
826 | internal void LimitRotation(float timestep) | 830 | internal void LimitRotation(float timestep) |
@@ -867,11 +871,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
867 | if (changed) | 871 | if (changed) |
868 | m_prim.Orientation = m_rot; | 872 | m_prim.Orientation = m_rot; |
869 | 873 | ||
870 | DetailLog("{0},LimitRotation,done,changed={1},orig={2},new={3}", m_prim.LocalID, changed, rotq, m_rot); | 874 | VDetailLog("{0},LimitRotation,done,changed={1},orig={2},new={3}", m_prim.LocalID, changed, rotq, m_rot); |
871 | } | 875 | } |
872 | 876 | ||
873 | // Invoke the detailed logger and output something if it's enabled. | 877 | // Invoke the detailed logger and output something if it's enabled. |
874 | private void DetailLog(string msg, params Object[] args) | 878 | private void VDetailLog(string msg, params Object[] args) |
875 | { | 879 | { |
876 | if (m_prim.Scene.VehicleLoggingEnabled) | 880 | if (m_prim.Scene.VehicleLoggingEnabled) |
877 | m_prim.Scene.PhysicsLogging.Write(msg, args); | 881 | m_prim.Scene.PhysicsLogging.Write(msg, args); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index c157669..b918f84 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -141,8 +141,8 @@ public sealed class BSPrim : PhysicsActor | |||
141 | _friction = _scene.Params.defaultFriction; // TODO: compute based on object material | 141 | _friction = _scene.Params.defaultFriction; // TODO: compute based on object material |
142 | _density = _scene.Params.defaultDensity; // TODO: compute based on object material | 142 | _density = _scene.Params.defaultDensity; // TODO: compute based on object material |
143 | _restitution = _scene.Params.defaultRestitution; | 143 | _restitution = _scene.Params.defaultRestitution; |
144 | _linkset = new BSLinkset(_scene, this); // a linkset of one | 144 | _linkset = new BSLinkset(Scene, this); // a linkset of one |
145 | _vehicle = new BSDynamics(this); // add vehicleness | 145 | _vehicle = new BSDynamics(Scene, this); // add vehicleness |
146 | _mass = CalculateMass(); | 146 | _mass = CalculateMass(); |
147 | // do the actual object creation at taint time | 147 | // do the actual object creation at taint time |
148 | DetailLog("{0},BSPrim.constructor,call", LocalID); | 148 | DetailLog("{0},BSPrim.constructor,call", LocalID); |
@@ -354,7 +354,7 @@ public sealed class BSPrim : PhysicsActor | |||
354 | { | 354 | { |
355 | // Done at taint time so we're sure the physics engine is not using the variables | 355 | // Done at taint time so we're sure the physics engine is not using the variables |
356 | // Vehicle code changes the parameters for this vehicle type. | 356 | // Vehicle code changes the parameters for this vehicle type. |
357 | _vehicle.ProcessTypeChange(type); | 357 | _vehicle.ProcessTypeChange(type, Scene.LastSimulatedTimestep); |
358 | // Tell the scene about the vehicle so it will get processing each frame. | 358 | // Tell the scene about the vehicle so it will get processing each frame. |
359 | _scene.VehicleInSceneTypeChanged(this, type); | 359 | _scene.VehicleInSceneTypeChanged(this, type); |
360 | }); | 360 | }); |