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author | Robert Adams | 2013-02-08 15:25:57 -0800 |
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committer | Robert Adams | 2013-02-08 16:29:40 -0800 |
commit | 1b55a9d81e66972312fdc801d17da697466f9ed4 (patch) | |
tree | 32c478526da580deb85a5a1218434e8e21173cd1 /OpenSim/Region/Physics/BulletSPlugin | |
parent | BulletSim: add initial instance of the ExtendedPhysics region module which ad... (diff) | |
download | opensim-SC_OLD-1b55a9d81e66972312fdc801d17da697466f9ed4.zip opensim-SC_OLD-1b55a9d81e66972312fdc801d17da697466f9ed4.tar.gz opensim-SC_OLD-1b55a9d81e66972312fdc801d17da697466f9ed4.tar.bz2 opensim-SC_OLD-1b55a9d81e66972312fdc801d17da697466f9ed4.tar.xz |
BulletSim: fix avatar bobbing or jiggling while stationary flying.
Various comments and debugging message mods.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin')
5 files changed, 25 insertions, 18 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 0afc437..6a995a2 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -140,7 +140,7 @@ public sealed class BSCharacter : BSPhysObject | |||
140 | ZeroMotion(true); | 140 | ZeroMotion(true); |
141 | ForcePosition = _position; | 141 | ForcePosition = _position; |
142 | 142 | ||
143 | // Set the velocity and compute the proper friction | 143 | // Set the velocity |
144 | _velocityMotor.Reset(); | 144 | _velocityMotor.Reset(); |
145 | _velocityMotor.SetTarget(_velocity); | 145 | _velocityMotor.SetTarget(_velocity); |
146 | _velocityMotor.SetCurrent(_velocity); | 146 | _velocityMotor.SetCurrent(_velocity); |
@@ -214,25 +214,28 @@ public sealed class BSCharacter : BSPhysObject | |||
214 | _velocityMotor.Step(timeStep); | 214 | _velocityMotor.Step(timeStep); |
215 | 215 | ||
216 | // If we're not supposed to be moving, make sure things are zero. | 216 | // If we're not supposed to be moving, make sure things are zero. |
217 | if (_velocityMotor.ErrorIsZero() && _velocityMotor.TargetValue == OMV.Vector3.Zero && IsColliding) | 217 | if (_velocityMotor.ErrorIsZero() && _velocityMotor.TargetValue == OMV.Vector3.Zero) |
218 | { | 218 | { |
219 | // The avatar shouldn't be moving | 219 | // The avatar shouldn't be moving |
220 | _velocityMotor.Zero(); | 220 | _velocityMotor.Zero(); |
221 | 221 | ||
222 | // If we are colliding with a stationary object, presume we're standing and don't move around | 222 | if (IsColliding) |
223 | if (!ColliderIsMoving) | ||
224 | { | 223 | { |
225 | DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", LocalID); | 224 | // If we are colliding with a stationary object, presume we're standing and don't move around |
226 | ZeroMotion(true /* inTaintTime */); | 225 | if (!ColliderIsMoving) |
227 | } | 226 | { |
227 | DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", LocalID); | ||
228 | ZeroMotion(true /* inTaintTime */); | ||
229 | } | ||
228 | 230 | ||
229 | // Standing has more friction on the ground | 231 | // Standing has more friction on the ground |
230 | if (_currentFriction != BSParam.AvatarStandingFriction) | 232 | if (_currentFriction != BSParam.AvatarStandingFriction) |
231 | { | 233 | { |
232 | _currentFriction = BSParam.AvatarStandingFriction; | 234 | _currentFriction = BSParam.AvatarStandingFriction; |
233 | PhysicsScene.PE.SetFriction(PhysBody, _currentFriction); | 235 | PhysicsScene.PE.SetFriction(PhysBody, _currentFriction); |
236 | } | ||
234 | } | 237 | } |
235 | DetailLog("{0},BSCharacter.MoveMotor,taint,stopping,target={1}", LocalID, _velocityMotor.TargetValue); | 238 | DetailLog("{0},BSCharacter.MoveMotor,taint,stopping,target={1},colliding={2}", LocalID, _velocityMotor.TargetValue, IsColliding); |
236 | } | 239 | } |
237 | else | 240 | else |
238 | { | 241 | { |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 8e69db3..e35311f 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | |||
@@ -71,6 +71,10 @@ public abstract class BSLinkset | |||
71 | ret = new BSLinksetCompound(physScene, parent); | 71 | ret = new BSLinksetCompound(physScene, parent); |
72 | break; | 72 | break; |
73 | } | 73 | } |
74 | if (ret == null) | ||
75 | { | ||
76 | physScene.Logger.ErrorFormat("[BULLETSIM LINKSET] Factory could not create linkset. Parent name={1}, ID={2}", parent.Name, parent.LocalID); | ||
77 | } | ||
74 | return ret; | 78 | return ret; |
75 | } | 79 | } |
76 | 80 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index e1d269a..de69fa0 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -290,13 +290,13 @@ public abstract class BSPhysObject : PhysicsActor | |||
290 | CollisionAccumulation++; | 290 | CollisionAccumulation++; |
291 | 291 | ||
292 | // For movement tests, remember if we are colliding with an object that is moving. | 292 | // For movement tests, remember if we are colliding with an object that is moving. |
293 | ColliderIsMoving = collidee != null ? collidee.RawVelocity != OMV.Vector3.Zero : false; | 293 | ColliderIsMoving = collidee != null ? (collidee.RawVelocity != OMV.Vector3.Zero) : false; |
294 | 294 | ||
295 | // If someone has subscribed for collision events log the collision so it will be reported up | 295 | // If someone has subscribed for collision events log the collision so it will be reported up |
296 | if (SubscribedEvents()) { | 296 | if (SubscribedEvents()) { |
297 | CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); | 297 | CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); |
298 | DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5}", | 298 | DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5},colliderMoving={6}", |
299 | LocalID, TypeName, collidingWith, contactPoint, contactNormal, pentrationDepth); | 299 | LocalID, TypeName, collidingWith, contactPoint, contactNormal, pentrationDepth, ColliderIsMoving); |
300 | 300 | ||
301 | ret = true; | 301 | ret = true; |
302 | } | 302 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs index fd66d1c..9898562 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs | |||
@@ -160,8 +160,8 @@ public class BSPrimLinkable : BSPrimDisplaced | |||
160 | // TODO: this will have to change when linksets are articulated. | 160 | // TODO: this will have to change when linksets are articulated. |
161 | base.UpdateProperties(entprop); | 161 | base.UpdateProperties(entprop); |
162 | } | 162 | } |
163 | // The linkset might like to know about changing locations | ||
163 | Linkset.UpdateProperties(UpdatedProperties.EntPropUpdates, this); | 164 | Linkset.UpdateProperties(UpdatedProperties.EntPropUpdates, this); |
164 | |||
165 | } | 165 | } |
166 | 166 | ||
167 | public override bool Collide(uint collidingWith, BSPhysObject collidee, | 167 | public override bool Collide(uint collidingWith, BSPhysObject collidee, |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index e506d22..05722b8 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -463,7 +463,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
463 | 463 | ||
464 | if (!m_initialized) return null; | 464 | if (!m_initialized) return null; |
465 | 465 | ||
466 | DetailLog("{0},AddPrimShape,call", localID); | 466 | DetailLog("{0},BSScene.AddPrimShape,call", localID); |
467 | 467 | ||
468 | BSPhysObject prim = new BSPrimLinkable(localID, primName, this, position, size, rotation, pbs, isPhysical); | 468 | BSPhysObject prim = new BSPrimLinkable(localID, primName, this, position, size, rotation, pbs, isPhysical); |
469 | lock (PhysObjects) PhysObjects.Add(localID, prim); | 469 | lock (PhysObjects) PhysObjects.Add(localID, prim); |