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author | UbitUmarov | 2012-04-23 01:47:11 +0100 |
---|---|---|
committer | UbitUmarov | 2012-04-23 01:47:11 +0100 |
commit | e0f81e24000df3a969cd313d008194d8226272ff (patch) | |
tree | f1871ecf7d96c0699d992260b8518880e9129868 /OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs | |
parent | fix a bug i added fixing another.... (diff) | |
download | opensim-SC_OLD-e0f81e24000df3a969cd313d008194d8226272ff.zip opensim-SC_OLD-e0f81e24000df3a969cd313d008194d8226272ff.tar.gz opensim-SC_OLD-e0f81e24000df3a969cd313d008194d8226272ff.tar.bz2 opensim-SC_OLD-e0f81e24000df3a969cd313d008194d8226272ff.tar.xz |
ubitODE - several changes...
Diffstat (limited to 'OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs')
-rw-r--r-- | OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs | 676 |
1 files changed, 324 insertions, 352 deletions
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs index 49766f8..7c0bbef 100644 --- a/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs | |||
@@ -98,10 +98,12 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
98 | private Vector3 m_forceacc; | 98 | private Vector3 m_forceacc; |
99 | private Vector3 m_angularForceacc; | 99 | private Vector3 m_angularForceacc; |
100 | 100 | ||
101 | private float m_invTimeStep = 50.0f; | ||
102 | private float m_timeStep = .02f; | ||
103 | |||
104 | |||
101 | private Vector3 m_PIDTarget; | 105 | private Vector3 m_PIDTarget; |
102 | private float m_PIDTau; | 106 | private float m_PIDTau; |
103 | private float PID_D = 35f; | ||
104 | private float PID_G = 25f; | ||
105 | private bool m_usePID; | 107 | private bool m_usePID; |
106 | 108 | ||
107 | // KF: These next 7 params apply to llSetHoverHeight(float height, integer water, float tau), | 109 | // KF: These next 7 params apply to llSetHoverHeight(float height, integer water, float tau), |
@@ -632,7 +634,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
632 | Vector3 pv = Vector3.Zero; | 634 | Vector3 pv = Vector3.Zero; |
633 | if (_zeroFlag) | 635 | if (_zeroFlag) |
634 | return pv; | 636 | return pv; |
635 | m_lastUpdateSent = false; | ||
636 | 637 | ||
637 | if (m_rotationalVelocity.ApproxEquals(pv, 0.0001f)) | 638 | if (m_rotationalVelocity.ApproxEquals(pv, 0.0001f)) |
638 | return pv; | 639 | return pv; |
@@ -686,12 +687,50 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
686 | } | 687 | } |
687 | 688 | ||
688 | public override bool PIDActive { set { m_usePID = value; } } | 689 | public override bool PIDActive { set { m_usePID = value; } } |
689 | public override float PIDTau { set { m_PIDTau = value; } } | 690 | public override float PIDTau |
691 | { | ||
692 | set | ||
693 | { | ||
694 | if (value <= 0) | ||
695 | m_PIDTau = 0; | ||
696 | else | ||
697 | { | ||
698 | float mint = (0.05f > _parent_scene.ODE_STEPSIZE ? 0.05f : _parent_scene.ODE_STEPSIZE); | ||
699 | if (value < mint) | ||
700 | m_PIDTau = mint; | ||
701 | else | ||
702 | m_PIDTau = value; | ||
703 | } | ||
704 | } | ||
705 | } | ||
690 | 706 | ||
691 | public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } | 707 | public override float PIDHoverHeight |
708 | { | ||
709 | set | ||
710 | { | ||
711 | m_PIDHoverHeight = value; | ||
712 | if (value == 0) | ||
713 | m_useHoverPID = false; | ||
714 | } | ||
715 | } | ||
692 | public override bool PIDHoverActive { set { m_useHoverPID = value; } } | 716 | public override bool PIDHoverActive { set { m_useHoverPID = value; } } |
693 | public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } | 717 | public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } |
694 | public override float PIDHoverTau { set { m_PIDHoverTau = value; } } | 718 | public override float PIDHoverTau |
719 | { | ||
720 | set | ||
721 | { | ||
722 | if (value <= 0) | ||
723 | m_PIDHoverTau = 0; | ||
724 | else | ||
725 | { | ||
726 | float mint = (0.05f > _parent_scene.ODE_STEPSIZE ? 0.05f : _parent_scene.ODE_STEPSIZE); | ||
727 | if (value < mint) | ||
728 | m_PIDHoverTau = mint; | ||
729 | else | ||
730 | m_PIDHoverTau = value; | ||
731 | } | ||
732 | } | ||
733 | } | ||
695 | 734 | ||
696 | public override Quaternion APIDTarget { set { return; } } | 735 | public override Quaternion APIDTarget { set { return; } } |
697 | 736 | ||
@@ -912,8 +951,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
912 | _position = pos; | 951 | _position = pos; |
913 | givefakepos = 0; | 952 | givefakepos = 0; |
914 | 953 | ||
915 | PID_D = parent_scene.bodyPIDD; | 954 | m_timeStep = parent_scene.ODE_STEPSIZE; |
916 | PID_G = parent_scene.bodyPIDG; | 955 | m_invTimeStep = 1f / m_timeStep; |
956 | |||
917 | m_density = parent_scene.geomDefaultDensity; | 957 | m_density = parent_scene.geomDefaultDensity; |
918 | // m_tensor = parent_scene.bodyMotorJointMaxforceTensor; | 958 | // m_tensor = parent_scene.bodyMotorJointMaxforceTensor; |
919 | body_autodisable_frames = parent_scene.bodyFramesAutoDisable; | 959 | body_autodisable_frames = parent_scene.bodyFramesAutoDisable; |
@@ -2696,12 +2736,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2696 | 2736 | ||
2697 | private void DoSelectedStatus(bool newval) | 2737 | private void DoSelectedStatus(bool newval) |
2698 | { | 2738 | { |
2699 | if (m_isSelected == newval) | ||
2700 | { | ||
2701 | resetCollisionAccounting(); | ||
2702 | return; | ||
2703 | } | ||
2704 | |||
2705 | m_isSelected = newval; | 2739 | m_isSelected = newval; |
2706 | Stop(); | 2740 | Stop(); |
2707 | 2741 | ||
@@ -2970,7 +3004,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2970 | givefakeori--; | 3004 | givefakeori--; |
2971 | if (givefakeori < 0) | 3005 | if (givefakeori < 0) |
2972 | givefakeori = 0; | 3006 | givefakeori = 0; |
2973 | |||
2974 | resetCollisionAccounting(); | 3007 | resetCollisionAccounting(); |
2975 | } | 3008 | } |
2976 | 3009 | ||
@@ -3125,9 +3158,10 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
3125 | d.BodyEnable(Body); | 3158 | d.BodyEnable(Body); |
3126 | } | 3159 | } |
3127 | 3160 | ||
3128 | private void changeAddForce(Vector3 force) | 3161 | |
3162 | private void changeAddImpulse(Vector3 impulse) | ||
3129 | { | 3163 | { |
3130 | m_forceacc += force; | 3164 | m_forceacc += impulse * m_invTimeStep; |
3131 | if (!m_isSelected) | 3165 | if (!m_isSelected) |
3132 | { | 3166 | { |
3133 | lock (this) | 3167 | lock (this) |
@@ -3146,9 +3180,10 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
3146 | } | 3180 | } |
3147 | } | 3181 | } |
3148 | 3182 | ||
3149 | private void changeAddAngularForce(Vector3 aforce) | 3183 | // actually angular impulse |
3184 | private void changeAddAngularImpulse(Vector3 aimpulse) | ||
3150 | { | 3185 | { |
3151 | m_angularForceacc += aforce; | 3186 | m_angularForceacc += aimpulse * m_invTimeStep; |
3152 | if (!m_isSelected) | 3187 | if (!m_isSelected) |
3153 | { | 3188 | { |
3154 | lock (this) | 3189 | lock (this) |
@@ -3271,330 +3306,246 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
3271 | if (!childPrim && m_isphysical && Body != IntPtr.Zero && | 3306 | if (!childPrim && m_isphysical && Body != IntPtr.Zero && |
3272 | !m_disabled && !m_isSelected && !m_building && !m_outbounds) | 3307 | !m_disabled && !m_isSelected && !m_building && !m_outbounds) |
3273 | { | 3308 | { |
3274 | if (d.BodyIsEnabled(Body)) | 3309 | if (!d.BodyIsEnabled(Body)) |
3275 | { | 3310 | { |
3276 | float timestep = _parent_scene.ODE_STEPSIZE; | 3311 | // let vehicles sleep |
3277 | 3312 | if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE) | |
3278 | // check outside region | ||
3279 | d.Vector3 lpos = d.GeomGetPosition(prim_geom); // root position that is seem by rest of simulator | ||
3280 | |||
3281 | if (lpos.Z < -100 || lpos.Z > 100000f) | ||
3282 | { | ||
3283 | m_outbounds = true; | ||
3284 | |||
3285 | lpos.Z = Util.Clip(lpos.Z, -100f, 100000f); | ||
3286 | _acceleration.X = 0; | ||
3287 | _acceleration.Y = 0; | ||
3288 | _acceleration.Z = 0; | ||
3289 | |||
3290 | _velocity.X = 0; | ||
3291 | _velocity.Y = 0; | ||
3292 | _velocity.Z = 0; | ||
3293 | m_rotationalVelocity.X = 0; | ||
3294 | m_rotationalVelocity.Y = 0; | ||
3295 | m_rotationalVelocity.Z = 0; | ||
3296 | |||
3297 | d.BodySetLinearVel(Body, 0, 0, 0); // stop it | ||
3298 | d.BodySetAngularVel(Body, 0, 0, 0); // stop it | ||
3299 | d.BodySetPosition(Body, lpos.X, lpos.Y, lpos.Z); // put it somewhere | ||
3300 | m_lastposition = _position; | ||
3301 | m_lastorientation = _orientation; | ||
3302 | |||
3303 | base.RequestPhysicsterseUpdate(); | ||
3304 | |||
3305 | m_throttleUpdates = false; | ||
3306 | throttleCounter = 0; | ||
3307 | _zeroFlag = true; | ||
3308 | |||
3309 | disableBodySoft(); // disable it and colisions | ||
3310 | base.RaiseOutOfBounds(_position); | ||
3311 | return; | 3313 | return; |
3312 | } | ||
3313 | 3314 | ||
3314 | if (lpos.X < 0f) | 3315 | if (++bodydisablecontrol < 20) |
3315 | { | ||
3316 | _position.X = Util.Clip(lpos.X, -2f, -0.1f); | ||
3317 | m_outbounds = true; | ||
3318 | } | ||
3319 | else if (lpos.X > _parent_scene.WorldExtents.X) | ||
3320 | { | ||
3321 | _position.X = Util.Clip(lpos.X, _parent_scene.WorldExtents.X + 0.1f, _parent_scene.WorldExtents.X + 2f); | ||
3322 | m_outbounds = true; | ||
3323 | } | ||
3324 | if (lpos.Y < 0f) | ||
3325 | { | ||
3326 | _position.Y = Util.Clip(lpos.Y, -2f, -0.1f); | ||
3327 | m_outbounds = true; | ||
3328 | } | ||
3329 | else if (lpos.Y > _parent_scene.WorldExtents.Y) | ||
3330 | { | ||
3331 | _position.Y = Util.Clip(lpos.Y, _parent_scene.WorldExtents.Y + 0.1f, _parent_scene.WorldExtents.Y + 2f); | ||
3332 | m_outbounds = true; | ||
3333 | } | ||
3334 | |||
3335 | if (m_outbounds) | ||
3336 | { | ||
3337 | m_lastposition = _position; | ||
3338 | m_lastorientation = _orientation; | ||
3339 | |||
3340 | d.Vector3 dtmp = d.BodyGetAngularVel(Body); | ||
3341 | m_rotationalVelocity.X = dtmp.X; | ||
3342 | m_rotationalVelocity.Y = dtmp.Y; | ||
3343 | m_rotationalVelocity.Z = dtmp.Z; | ||
3344 | |||
3345 | dtmp = d.BodyGetLinearVel(Body); | ||
3346 | _velocity.X = dtmp.X; | ||
3347 | _velocity.Y = dtmp.Y; | ||
3348 | _velocity.Z = dtmp.Z; | ||
3349 | |||
3350 | d.BodySetLinearVel(Body, 0, 0, 0); // stop it | ||
3351 | d.BodySetAngularVel(Body, 0, 0, 0); | ||
3352 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
3353 | disableBodySoft(); // stop collisions | ||
3354 | base.RequestPhysicsterseUpdate(); | ||
3355 | return; | 3316 | return; |
3356 | } | ||
3357 | 3317 | ||
3358 | if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE) | 3318 | bodydisablecontrol = 0; |
3359 | { | 3319 | d.BodyEnable(Body); |
3360 | // 'VEHICLES' are dealt with in ODEDynamics.cs | 3320 | } |
3361 | m_vehicle.Step(); | ||
3362 | } | ||
3363 | else | ||
3364 | { | ||
3365 | float fx = 0; | ||
3366 | float fy = 0; | ||
3367 | float fz = 0; | ||
3368 | |||
3369 | float m_mass = _mass; | ||
3370 | |||
3371 | // fz = 0f; | ||
3372 | //m_log.Info(m_collisionFlags.ToString()); | ||
3373 | if (m_usePID) | ||
3374 | { | ||
3375 | 3321 | ||
3376 | // If the PID Controller isn't active then we set our force | 3322 | // check outside region |
3377 | // calculating base velocity to the current position | 3323 | d.Vector3 lpos = d.GeomGetPosition(prim_geom); // root position that is seem by rest of simulator |
3378 | 3324 | ||
3379 | if ((m_PIDTau < 1) && (m_PIDTau != 0)) | 3325 | if (lpos.Z < -100 || lpos.Z > 100000f) |
3380 | { | 3326 | { |
3381 | //PID_G = PID_G / m_PIDTau; | 3327 | m_outbounds = true; |
3382 | m_PIDTau = 1; | ||
3383 | } | ||
3384 | 3328 | ||
3385 | if ((PID_G - m_PIDTau) <= 0) | 3329 | lpos.Z = Util.Clip(lpos.Z, -100f, 100000f); |
3386 | { | 3330 | _acceleration.X = 0; |
3387 | PID_G = m_PIDTau + 1; | 3331 | _acceleration.Y = 0; |
3388 | } | 3332 | _acceleration.Z = 0; |
3389 | 3333 | ||
3390 | d.Vector3 vel = d.BodyGetLinearVel(Body); | 3334 | _velocity.X = 0; |
3391 | d.Vector3 pos = d.BodyGetPosition(Body); | 3335 | _velocity.Y = 0; |
3392 | _target_velocity = | 3336 | _velocity.Z = 0; |
3393 | new Vector3( | 3337 | m_rotationalVelocity.X = 0; |
3394 | (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep), | 3338 | m_rotationalVelocity.Y = 0; |
3395 | (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep), | 3339 | m_rotationalVelocity.Z = 0; |
3396 | (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep) | ||
3397 | ); | ||
3398 | 3340 | ||
3399 | // if velocity is zero, use position control; otherwise, velocity control | 3341 | d.BodySetLinearVel(Body, 0, 0, 0); // stop it |
3342 | d.BodySetAngularVel(Body, 0, 0, 0); // stop it | ||
3343 | d.BodySetPosition(Body, lpos.X, lpos.Y, lpos.Z); // put it somewhere | ||
3344 | m_lastposition = _position; | ||
3345 | m_lastorientation = _orientation; | ||
3400 | 3346 | ||
3401 | if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f)) | 3347 | base.RequestPhysicsterseUpdate(); |
3402 | { | ||
3403 | // keep track of where we stopped. No more slippin' & slidin' | ||
3404 | |||
3405 | // We only want to deactivate the PID Controller if we think we want to have our surrogate | ||
3406 | // react to the physics scene by moving it's position. | ||
3407 | // Avatar to Avatar collisions | ||
3408 | // Prim to avatar collisions | ||
3409 | |||
3410 | //fx = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2); | ||
3411 | //fy = (_target_velocity.Y - vel.Y) * (PID_D) + (_zeroPosition.Y - pos.Y) * (PID_P * 2); | ||
3412 | //fz = fz + (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P; | ||
3413 | d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z); | ||
3414 | d.BodySetLinearVel(Body, 0, 0, 0); | ||
3415 | // d.BodyAddForce(Body, 0, 0, fz); | ||
3416 | return; | ||
3417 | } | ||
3418 | else | ||
3419 | { | ||
3420 | _zeroFlag = false; | ||
3421 | 3348 | ||
3422 | // We're flying and colliding with something | 3349 | throttleCounter = 0; |
3423 | fx = ((_target_velocity.X) - vel.X) * (PID_D); | 3350 | _zeroFlag = true; |
3424 | fy = ((_target_velocity.Y) - vel.Y) * (PID_D); | ||
3425 | 3351 | ||
3426 | // vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P; | 3352 | disableBodySoft(); // disable it and colisions |
3353 | base.RaiseOutOfBounds(_position); | ||
3354 | return; | ||
3355 | } | ||
3427 | 3356 | ||
3428 | fz = ((_target_velocity.Z - vel.Z) * (PID_D)); | 3357 | if (lpos.X < 0f) |
3429 | } | 3358 | { |
3430 | } // end if (m_usePID) | 3359 | _position.X = Util.Clip(lpos.X, -2f, -0.1f); |
3360 | m_outbounds = true; | ||
3361 | } | ||
3362 | else if (lpos.X > _parent_scene.WorldExtents.X) | ||
3363 | { | ||
3364 | _position.X = Util.Clip(lpos.X, _parent_scene.WorldExtents.X + 0.1f, _parent_scene.WorldExtents.X + 2f); | ||
3365 | m_outbounds = true; | ||
3366 | } | ||
3367 | if (lpos.Y < 0f) | ||
3368 | { | ||
3369 | _position.Y = Util.Clip(lpos.Y, -2f, -0.1f); | ||
3370 | m_outbounds = true; | ||
3371 | } | ||
3372 | else if (lpos.Y > _parent_scene.WorldExtents.Y) | ||
3373 | { | ||
3374 | _position.Y = Util.Clip(lpos.Y, _parent_scene.WorldExtents.Y + 0.1f, _parent_scene.WorldExtents.Y + 2f); | ||
3375 | m_outbounds = true; | ||
3376 | } | ||
3431 | 3377 | ||
3432 | // Hover PID Controller needs to be mutually exlusive to MoveTo PID controller | 3378 | if (m_outbounds) |
3433 | else if (m_useHoverPID) | 3379 | { |
3434 | { | 3380 | m_lastposition = _position; |
3435 | //Console.WriteLine("Hover " + Name); | 3381 | m_lastorientation = _orientation; |
3436 | 3382 | ||
3437 | // If we're using the PID controller, then we have no gravity | 3383 | d.Vector3 dtmp = d.BodyGetAngularVel(Body); |
3384 | m_rotationalVelocity.X = dtmp.X; | ||
3385 | m_rotationalVelocity.Y = dtmp.Y; | ||
3386 | m_rotationalVelocity.Z = dtmp.Z; | ||
3438 | 3387 | ||
3439 | // no lock; for now it's only called from within Simulate() | 3388 | dtmp = d.BodyGetLinearVel(Body); |
3389 | _velocity.X = dtmp.X; | ||
3390 | _velocity.Y = dtmp.Y; | ||
3391 | _velocity.Z = dtmp.Z; | ||
3440 | 3392 | ||
3441 | // If the PID Controller isn't active then we set our force | 3393 | d.BodySetLinearVel(Body, 0, 0, 0); // stop it |
3442 | // calculating base velocity to the current position | 3394 | d.BodySetAngularVel(Body, 0, 0, 0); |
3395 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | ||
3396 | disableBodySoft(); // stop collisions | ||
3397 | base.RequestPhysicsterseUpdate(); | ||
3398 | return; | ||
3399 | } | ||
3443 | 3400 | ||
3444 | if ((m_PIDTau < 1)) | 3401 | if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE) |
3445 | { | 3402 | { |
3446 | PID_G = PID_G / m_PIDTau; | 3403 | // 'VEHICLES' are dealt with in ODEDynamics.cs |
3447 | } | 3404 | m_vehicle.Step(); |
3405 | return; | ||
3406 | } | ||
3448 | 3407 | ||
3449 | if ((PID_G - m_PIDTau) <= 0) | 3408 | float fx = 0; |
3450 | { | 3409 | float fy = 0; |
3451 | PID_G = m_PIDTau + 1; | 3410 | float fz = 0; |
3452 | } | ||
3453 | 3411 | ||
3454 | // Where are we, and where are we headed? | 3412 | float m_mass = _mass; |
3455 | d.Vector3 pos = d.BodyGetPosition(Body); | ||
3456 | d.Vector3 vel = d.BodyGetLinearVel(Body); | ||
3457 | 3413 | ||
3458 | // Non-Vehicles have a limited set of Hover options. | 3414 | if (m_usePID && m_PIDTau > 0) |
3459 | // determine what our target height really is based on HoverType | 3415 | { |
3460 | switch (m_PIDHoverType) | 3416 | // for now position error |
3461 | { | 3417 | _target_velocity = |
3462 | case PIDHoverType.Ground: | 3418 | new Vector3( |
3463 | m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y); | 3419 | (m_PIDTarget.X - lpos.X), |
3420 | (m_PIDTarget.Y - lpos.Y), | ||
3421 | (m_PIDTarget.Z - lpos.Z) | ||
3422 | ); | ||
3464 | 3423 | ||
3465 | break; | 3424 | if (_target_velocity.ApproxEquals(Vector3.Zero, 0.02f)) |
3466 | case PIDHoverType.GroundAndWater: | 3425 | { |
3467 | m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y); | 3426 | d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z); |
3468 | m_waterHeight = _parent_scene.GetWaterLevel(); | 3427 | d.BodySetLinearVel(Body, 0, 0, 0); |
3469 | if (m_groundHeight > m_waterHeight) | 3428 | return; |
3470 | { | 3429 | } |
3471 | if (m_PIDHoverHeight > 0 || m_isVolumeDetect) | 3430 | else |
3472 | m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight; | 3431 | { |
3473 | else | 3432 | _zeroFlag = false; |
3474 | m_targetHoverHeight = m_groundHeight; | ||
3475 | } | ||
3476 | else | ||
3477 | { | ||
3478 | m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight; | ||
3479 | } | ||
3480 | break; | ||
3481 | 3433 | ||
3482 | } // end switch (m_PIDHoverType) | 3434 | float tmp = 1 / m_PIDTau; |
3435 | _target_velocity *= tmp; | ||
3483 | 3436 | ||
3484 | // don't go underground unless volumedetector | 3437 | // apply limits |
3485 | 3438 | tmp = _target_velocity.Length(); | |
3486 | if (m_targetHoverHeight > m_groundHeight || m_isVolumeDetect) | 3439 | if (tmp > 50.0f) |
3487 | { | 3440 | { |
3488 | fz = (m_targetHoverHeight - pos.Z) * (PID_G - m_PIDHoverTau) * timestep; | 3441 | tmp = 50 / tmp; |
3442 | _target_velocity *= tmp; | ||
3443 | } | ||
3444 | else if (tmp < 0.05f) | ||
3445 | { | ||
3446 | tmp = 0.05f / tmp; | ||
3447 | _target_velocity *= tmp; | ||
3448 | } | ||
3489 | 3449 | ||
3490 | // if velocity is zero, use position control; otherwise, velocity control | 3450 | d.Vector3 vel = d.BodyGetLinearVel(Body); |
3451 | fx = (_target_velocity.X - vel.X) * m_invTimeStep; | ||
3452 | fy = (_target_velocity.Y - vel.Y) * m_invTimeStep; | ||
3453 | fz = (_target_velocity.Z - vel.Z) * m_invTimeStep; | ||
3454 | } | ||
3455 | } // end if (m_usePID) | ||
3491 | 3456 | ||
3492 | if (Math.Abs(fz) < 0.1f) | 3457 | // Hover PID Controller needs to be mutually exlusive to MoveTo PID controller |
3493 | { | 3458 | else if (m_useHoverPID && m_PIDHoverTau != 0 && m_PIDHoverHeight != 0) |
3494 | // keep track of where we stopped. No more slippin' & slidin' | 3459 | { |
3495 | 3460 | ||
3496 | // We only want to deactivate the PID Controller if we think we want to have our surrogate | 3461 | // Non-Vehicles have a limited set of Hover options. |
3497 | // react to the physics scene by moving it's position. | 3462 | // determine what our target height really is based on HoverType |
3498 | // Avatar to Avatar collisions | ||
3499 | // Prim to avatar collisions | ||
3500 | 3463 | ||
3501 | d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight); | 3464 | m_groundHeight = _parent_scene.GetTerrainHeightAtXY(lpos.X, lpos.Y); |
3502 | d.BodySetLinearVel(Body, vel.X, vel.Y, 0); | ||
3503 | // ? d.BodyAddForce(Body, 0, 0, fz); | ||
3504 | return; | ||
3505 | } | ||
3506 | else | ||
3507 | { | ||
3508 | _zeroFlag = false; | ||
3509 | 3465 | ||
3510 | // We're flying and colliding with something | 3466 | switch (m_PIDHoverType) |
3511 | fz = ((fz - vel.Z) * (PID_D)); | 3467 | { |
3512 | } | 3468 | case PIDHoverType.Ground: |
3513 | } | 3469 | m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight; |
3514 | } | 3470 | break; |
3515 | else | ||
3516 | { | ||
3517 | float b = (1.0f - m_buoyancy); | ||
3518 | fx = _parent_scene.gravityx * b; | ||
3519 | fy = _parent_scene.gravityy * b; | ||
3520 | fz = _parent_scene.gravityz * b; | ||
3521 | } | ||
3522 | 3471 | ||
3523 | fx *= m_mass; | 3472 | case PIDHoverType.GroundAndWater: |
3524 | fy *= m_mass; | 3473 | m_waterHeight = _parent_scene.GetWaterLevel(); |
3525 | fz *= m_mass; | 3474 | if (m_groundHeight > m_waterHeight) |
3475 | m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight; | ||
3476 | else | ||
3477 | m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight; | ||
3478 | break; | ||
3479 | } // end switch (m_PIDHoverType) | ||
3526 | 3480 | ||
3527 | // constant force | 3481 | // don't go underground unless volumedetector |
3528 | fx += m_force.X; | ||
3529 | fy += m_force.Y; | ||
3530 | fz += m_force.Z; | ||
3531 | 3482 | ||
3532 | fx += m_forceacc.X; | 3483 | if (m_targetHoverHeight > m_groundHeight || m_isVolumeDetect) |
3533 | fy += m_forceacc.Y; | 3484 | { |
3534 | fz += m_forceacc.Z; | 3485 | d.Vector3 vel = d.BodyGetLinearVel(Body); |
3535 | 3486 | ||
3536 | m_forceacc = Vector3.Zero; | 3487 | fz = (m_targetHoverHeight - lpos.Z); |
3537 | 3488 | ||
3538 | //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString()); | 3489 | // if error is zero, use position control; otherwise, velocity control |
3539 | if (fx != 0 || fy != 0 || fz != 0) | 3490 | if (Math.Abs(fz) < 0.01f) |
3540 | { | 3491 | { |
3541 | d.BodyAddForce(Body, fx, fy, fz); | 3492 | d.BodySetPosition(Body, lpos.X, lpos.Y, m_targetHoverHeight); |
3542 | //Console.WriteLine("AddForce " + fx + "," + fy + "," + fz); | 3493 | d.BodySetLinearVel(Body, vel.X, vel.Y, 0); |
3494 | return; | ||
3543 | } | 3495 | } |
3496 | else | ||
3497 | { | ||
3498 | _zeroFlag = false; | ||
3499 | fz /= m_PIDHoverTau; | ||
3544 | 3500 | ||
3545 | Vector3 trq; | 3501 | float tmp = Math.Abs(fz); |
3502 | if (tmp > 50) | ||
3503 | fz = 50 * Math.Sign(fz); | ||
3504 | else if (tmp < 0.1) | ||
3505 | fz = 0.1f * Math.Sign(fz); | ||
3546 | 3506 | ||
3547 | trq = _torque; | 3507 | fz = ((fz - vel.Z) * m_invTimeStep); |
3548 | trq += m_angularForceacc; | ||
3549 | m_angularForceacc = Vector3.Zero; | ||
3550 | if (trq.X != 0 || trq.Y != 0 || trq.Z != 0) | ||
3551 | { | ||
3552 | d.BodyAddTorque(Body, trq.X, trq.Y, trq.Z); | ||
3553 | } | 3508 | } |
3554 | } | 3509 | } |
3510 | } | ||
3511 | else | ||
3512 | { | ||
3513 | float b = (1.0f - m_buoyancy); | ||
3514 | fx = _parent_scene.gravityx * b; | ||
3515 | fy = _parent_scene.gravityy * b; | ||
3516 | fz = _parent_scene.gravityz * b; | ||
3517 | } | ||
3555 | 3518 | ||
3556 | // update our ideia of velocities and acelerations | 3519 | fx *= m_mass; |
3557 | d.Quaternion ori; | 3520 | fy *= m_mass; |
3558 | d.Vector3 dtmpu; | 3521 | fz *= m_mass; |
3559 | |||
3560 | _position.X = lpos.X; | ||
3561 | _position.Y = lpos.Y; | ||
3562 | _position.Z = lpos.Z; | ||
3563 | |||
3564 | d.GeomCopyQuaternion(prim_geom, out ori); | ||
3565 | _orientation.X = ori.X; | ||
3566 | _orientation.Y = ori.Y; | ||
3567 | _orientation.Z = ori.Z; | ||
3568 | _orientation.W = ori.W; | ||
3569 | 3522 | ||
3570 | _acceleration = _velocity; | 3523 | // constant force |
3524 | fx += m_force.X; | ||
3525 | fy += m_force.Y; | ||
3526 | fz += m_force.Z; | ||
3571 | 3527 | ||
3572 | dtmpu = d.BodyGetLinearVel(Body); | 3528 | fx += m_forceacc.X; |
3573 | _velocity.X = dtmpu.X; | 3529 | fy += m_forceacc.Y; |
3574 | _velocity.Y = dtmpu.Y; | 3530 | fz += m_forceacc.Z; |
3575 | _velocity.Z = dtmpu.Z; | ||
3576 | 3531 | ||
3577 | float invts = 1 / timestep; | 3532 | m_forceacc = Vector3.Zero; |
3578 | _acceleration = (_velocity - _acceleration) * invts; | ||
3579 | 3533 | ||
3580 | dtmpu = d.BodyGetAngularVel(Body); | 3534 | //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString()); |
3581 | m_rotationalVelocity.X = dtmpu.X; | 3535 | if (fx != 0 || fy != 0 || fz != 0) |
3582 | m_rotationalVelocity.Y = dtmpu.Y; | 3536 | { |
3583 | m_rotationalVelocity.Z = dtmpu.Z; | 3537 | d.BodyAddForce(Body, fx, fy, fz); |
3538 | //Console.WriteLine("AddForce " + fx + "," + fy + "," + fz); | ||
3584 | } | 3539 | } |
3585 | 3540 | ||
3586 | else // body disabled/sleeping | 3541 | Vector3 trq; |
3587 | { | ||
3588 | // let vehicles sleep | ||
3589 | if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE) | ||
3590 | return; | ||
3591 | 3542 | ||
3592 | if (++bodydisablecontrol < 20) | 3543 | trq = _torque; |
3593 | return; | 3544 | trq += m_angularForceacc; |
3594 | 3545 | m_angularForceacc = Vector3.Zero; | |
3595 | bodydisablecontrol = 0; | 3546 | if (trq.X != 0 || trq.Y != 0 || trq.Z != 0) |
3596 | d.BodyEnable(Body); | 3547 | { |
3597 | return; | 3548 | d.BodyAddTorque(Body, trq.X, trq.Y, trq.Z); |
3598 | } | 3549 | } |
3599 | } | 3550 | } |
3600 | else | 3551 | else |
@@ -3606,92 +3557,113 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
3606 | } | 3557 | } |
3607 | } | 3558 | } |
3608 | 3559 | ||
3609 | 3560 | public void UpdatePositionAndVelocity() | |
3610 | public void UpdatePositionAndVelocity(float simulatedtime) | ||
3611 | { | 3561 | { |
3612 | // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! | 3562 | if (_parent == null && !m_disabled && !m_building && !m_outbounds && Body != IntPtr.Zero) |
3613 | if (_parent == null && !m_disabled && !m_building && !m_outbounds) | ||
3614 | { | 3563 | { |
3615 | if (Body != IntPtr.Zero) | 3564 | if (d.BodyIsEnabled(Body) || !_zeroFlag) |
3616 | { | 3565 | { |
3617 | bool lastZeroFlag = _zeroFlag; | 3566 | bool lastZeroFlag = _zeroFlag; |
3618 | 3567 | ||
3619 | if ((Math.Abs(m_lastposition.X - _position.X) < 0.01) | 3568 | d.Vector3 lpos; |
3620 | && (Math.Abs(m_lastposition.Y - _position.Y) < 0.01) | 3569 | d.GeomCopyPosition(prim_geom, out lpos); // root position that is seem by rest of simulator |
3621 | && (Math.Abs(m_lastposition.Z - _position.Z) < 0.01) | 3570 | |
3622 | && (Math.Abs(m_lastorientation.X - _orientation.X) < 0.0001) | 3571 | d.Quaternion ori; |
3623 | && (Math.Abs(m_lastorientation.Y - _orientation.Y) < 0.0001) | 3572 | d.GeomCopyQuaternion(prim_geom, out ori); |
3624 | && (Math.Abs(m_lastorientation.Z - _orientation.Z) < 0.0001) | 3573 | |
3574 | // decide if moving | ||
3575 | // use positions since this are integrated quantities | ||
3576 | // tolerance values depende a lot on simulation noise... | ||
3577 | // use simple math.abs since we dont need to be exact | ||
3578 | |||
3579 | if ( | ||
3580 | (Math.Abs(_position.X - lpos.X) < 0.001f) | ||
3581 | && (Math.Abs(_position.Y - lpos.Y) < 0.001f) | ||
3582 | && (Math.Abs(_position.Z - lpos.Z) < 0.001f) | ||
3583 | && (Math.Abs(_orientation.X - ori.X) < 0.0001f) | ||
3584 | && (Math.Abs(_orientation.Y - ori.Y) < 0.0001f) | ||
3585 | && (Math.Abs(_orientation.Z - ori.Z) < 0.0001f) // ignore W | ||
3625 | ) | 3586 | ) |
3626 | { | 3587 | { |
3627 | _zeroFlag = true; | 3588 | _zeroFlag = true; |
3628 | m_throttleUpdates = false; | ||
3629 | } | 3589 | } |
3630 | else | 3590 | else |
3631 | { | ||
3632 | _zeroFlag = false; | 3591 | _zeroFlag = false; |
3633 | m_lastUpdateSent = false; | ||
3634 | } | ||
3635 | 3592 | ||
3636 | if (_zeroFlag) | 3593 | // update velocities and aceleration |
3594 | if (!(_zeroFlag && lastZeroFlag)) | ||
3637 | { | 3595 | { |
3638 | m_lastposition = _position; | 3596 | d.Vector3 vel = d.BodyGetLinearVel(Body); |
3639 | m_lastorientation = _orientation; | ||
3640 | 3597 | ||
3641 | _velocity = Vector3.Zero; | 3598 | _acceleration = _velocity; |
3642 | _acceleration = Vector3.Zero; | ||
3643 | m_rotationalVelocity = Vector3.Zero; | ||
3644 | 3599 | ||
3645 | if (!m_lastUpdateSent) | 3600 | if ((Math.Abs(vel.X) < 0.001f) && |
3601 | (Math.Abs(vel.Y) < 0.001f) && | ||
3602 | (Math.Abs(vel.Z) < 0.001f)) | ||
3646 | { | 3603 | { |
3647 | m_throttleUpdates = false; | 3604 | _velocity = Vector3.Zero; |
3648 | throttleCounter = 0; | 3605 | float t = -m_invTimeStep; |
3649 | 3606 | _acceleration = _acceleration * t; | |
3650 | base.RequestPhysicsterseUpdate(); | ||
3651 | |||
3652 | m_lastUpdateSent = true; | ||
3653 | } | 3607 | } |
3654 | } | 3608 | else |
3655 | else | ||
3656 | { | ||
3657 | if (lastZeroFlag != _zeroFlag) | ||
3658 | { | 3609 | { |
3659 | base.RequestPhysicsterseUpdate(); | 3610 | _velocity.X = vel.X; |
3611 | _velocity.Y = vel.Y; | ||
3612 | _velocity.Z = vel.Z; | ||
3613 | _acceleration = (_velocity - _acceleration) * m_invTimeStep; | ||
3660 | } | 3614 | } |
3661 | 3615 | ||
3662 | m_lastUpdateSent = false; | 3616 | if ((Math.Abs(_acceleration.X) < 0.01f) && |
3663 | if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate) | 3617 | (Math.Abs(_acceleration.Y) < 0.01f) && |
3618 | (Math.Abs(_acceleration.Z) < 0.01f)) | ||
3664 | { | 3619 | { |
3665 | m_lastposition = _position; | 3620 | _acceleration = Vector3.Zero; |
3666 | m_lastorientation = _orientation; | 3621 | } |
3667 | m_lastVelocity = _velocity; | 3622 | |
3668 | base.RequestPhysicsterseUpdate(); | 3623 | if ((Math.Abs(_orientation.X - ori.X) < 0.0001) && |
3624 | (Math.Abs(_orientation.Y - ori.Y) < 0.0001) && | ||
3625 | (Math.Abs(_orientation.Z - ori.Z) < 0.0001) | ||
3626 | ) | ||
3627 | { | ||
3628 | m_rotationalVelocity = Vector3.Zero; | ||
3669 | } | 3629 | } |
3670 | else | 3630 | else |
3671 | { | 3631 | { |
3672 | throttleCounter++; | 3632 | vel = d.BodyGetAngularVel(Body); |
3633 | m_rotationalVelocity.X = vel.X; | ||
3634 | m_rotationalVelocity.Y = vel.Y; | ||
3635 | m_rotationalVelocity.Z = vel.Z; | ||
3673 | } | 3636 | } |
3674 | } | 3637 | } |
3675 | } | ||
3676 | else if (!m_lastUpdateSent || !_zeroFlag) | ||
3677 | { | ||
3678 | // Not a body.. so Make sure the client isn't interpolating | ||
3679 | _velocity = Vector3.Zero; | ||
3680 | _acceleration = Vector3.Zero; | ||
3681 | m_rotationalVelocity = Vector3.Zero; | ||
3682 | m_lastVelocity = Vector3.Zero; | ||
3683 | |||
3684 | _zeroFlag = true; | ||
3685 | 3638 | ||
3686 | if (!m_lastUpdateSent) | 3639 | if (_zeroFlag) |
3687 | { | 3640 | { |
3688 | m_throttleUpdates = false; | 3641 | if (lastZeroFlag) |
3689 | throttleCounter = 0; | 3642 | { |
3690 | 3643 | _velocity = Vector3.Zero; | |
3691 | base.RequestPhysicsterseUpdate(); | 3644 | _acceleration = Vector3.Zero; |
3645 | m_rotationalVelocity = Vector3.Zero; | ||
3646 | } | ||
3692 | 3647 | ||
3693 | m_lastUpdateSent = true; | 3648 | if (!m_lastUpdateSent) |
3649 | { | ||
3650 | base.RequestPhysicsterseUpdate(); | ||
3651 | if (lastZeroFlag) | ||
3652 | m_lastUpdateSent = true; | ||
3653 | } | ||
3654 | return; | ||
3694 | } | 3655 | } |
3656 | |||
3657 | _position.X = lpos.X; | ||
3658 | _position.Y = lpos.Y; | ||
3659 | _position.Z = lpos.Z; | ||
3660 | |||
3661 | _orientation.X = ori.X; | ||
3662 | _orientation.Y = ori.Y; | ||
3663 | _orientation.Z = ori.Z; | ||
3664 | _orientation.W = ori.W; | ||
3665 | base.RequestPhysicsterseUpdate(); | ||
3666 | m_lastUpdateSent = false; | ||
3695 | } | 3667 | } |
3696 | } | 3668 | } |
3697 | } | 3669 | } |
@@ -3849,11 +3821,11 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
3849 | break; | 3821 | break; |
3850 | 3822 | ||
3851 | case changes.AddForce: | 3823 | case changes.AddForce: |
3852 | changeAddForce((Vector3)arg); | 3824 | changeAddImpulse((Vector3)arg); |
3853 | break; | 3825 | break; |
3854 | 3826 | ||
3855 | case changes.AddAngForce: | 3827 | case changes.AddAngForce: |
3856 | changeAddAngularForce((Vector3)arg); | 3828 | changeAddAngularImpulse((Vector3)arg); |
3857 | break; | 3829 | break; |
3858 | 3830 | ||
3859 | case changes.AngLock: | 3831 | case changes.AngLock: |