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authorRobert Adams2013-07-24 10:52:54 -0700
committerRobert Adams2013-07-30 07:22:43 -0700
commit5a7784a0e6c3f549d0e7b59380ad05729cb93a4f (patch)
tree99b327c183b30b613da2368237fe6726d112623f /OpenSim/Region
parentminor: Add timeout secs to connection timeout message. Change message to ref... (diff)
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BulletSim: make density display and return value consistant with how
the simulator expects it (scaled to 100kg/m^3).
Diffstat (limited to 'OpenSim/Region')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs2
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSParam.cs13
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs15
3 files changed, 22 insertions, 8 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index 59e7f5f..58a417e 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -75,7 +75,7 @@ public sealed class BSCharacter : BSPhysObject
75 RawVelocity = OMV.Vector3.Zero; 75 RawVelocity = OMV.Vector3.Zero;
76 _buoyancy = ComputeBuoyancyFromFlying(isFlying); 76 _buoyancy = ComputeBuoyancyFromFlying(isFlying);
77 Friction = BSParam.AvatarStandingFriction; 77 Friction = BSParam.AvatarStandingFriction;
78 Density = BSParam.AvatarDensity / BSParam.DensityScaleFactor; 78 Density = BSParam.AvatarDensity;
79 79
80 // Old versions of ScenePresence passed only the height. If width and/or depth are zero, 80 // Old versions of ScenePresence passed only the height. If width and/or depth are zero,
81 // replace with the default values. 81 // replace with the default values.
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
index 0bdb5f1..4520171 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
@@ -463,7 +463,7 @@ public static class BSParam
463 // Density is passed around as 100kg/m3. This scales that to 1kg/m3. 463 // Density is passed around as 100kg/m3. This scales that to 1kg/m3.
464 // Reduce by power of 100 because Bullet doesn't seem to handle objects with large mass very well 464 // Reduce by power of 100 because Bullet doesn't seem to handle objects with large mass very well
465 new ParameterDefn<float>("DensityScaleFactor", "Conversion for simulator/viewer density (100kg/m3) to physical density (1kg/m3)", 465 new ParameterDefn<float>("DensityScaleFactor", "Conversion for simulator/viewer density (100kg/m3) to physical density (1kg/m3)",
466 0.0001f ), 466 0.01f ),
467 467
468 new ParameterDefn<float>("PID_D", "Derivitive factor for motion smoothing", 468 new ParameterDefn<float>("PID_D", "Derivitive factor for motion smoothing",
469 2200f ), 469 2200f ),
@@ -474,8 +474,9 @@ public static class BSParam
474 0.2f, 474 0.2f,
475 (s) => { return DefaultFriction; }, 475 (s) => { return DefaultFriction; },
476 (s,v) => { DefaultFriction = v; s.UnmanagedParams[0].defaultFriction = v; } ), 476 (s,v) => { DefaultFriction = v; s.UnmanagedParams[0].defaultFriction = v; } ),
477 // For historical reasons, the viewer and simulator multiply the density by 100
477 new ParameterDefn<float>("DefaultDensity", "Density for new objects" , 478 new ParameterDefn<float>("DefaultDensity", "Density for new objects" ,
478 10.000006836f, // Aluminum g/cm3 479 1000.0006836f, // Aluminum g/cm3 * 100
479 (s) => { return DefaultDensity; }, 480 (s) => { return DefaultDensity; },
480 (s,v) => { DefaultDensity = v; s.UnmanagedParams[0].defaultDensity = v; } ), 481 (s,v) => { DefaultDensity = v; s.UnmanagedParams[0].defaultDensity = v; } ),
481 new ParameterDefn<float>("DefaultRestitution", "Bouncyness of an object" , 482 new ParameterDefn<float>("DefaultRestitution", "Bouncyness of an object" ,
@@ -555,8 +556,9 @@ public static class BSParam
555 0.95f ), 556 0.95f ),
556 new ParameterDefn<float>("AvatarAlwaysRunFactor", "Speed multiplier if avatar is set to always run", 557 new ParameterDefn<float>("AvatarAlwaysRunFactor", "Speed multiplier if avatar is set to always run",
557 1.3f ), 558 1.3f ),
558 new ParameterDefn<float>("AvatarDensity", "Density of an avatar. Changed on avatar recreation.", 559 // For historical reasons, density is reported * 100
559 3.5f) , 560 new ParameterDefn<float>("AvatarDensity", "Density of an avatar. Changed on avatar recreation. Scaled times 100.",
561 3500f) , // 3.5 * 100
560 new ParameterDefn<float>("AvatarRestitution", "Bouncyness. Changed on avatar recreation.", 562 new ParameterDefn<float>("AvatarRestitution", "Bouncyness. Changed on avatar recreation.",
561 0f ), 563 0f ),
562 new ParameterDefn<float>("AvatarCapsuleWidth", "The distance between the sides of the avatar capsule", 564 new ParameterDefn<float>("AvatarCapsuleWidth", "The distance between the sides of the avatar capsule",
@@ -608,9 +610,8 @@ public static class BSParam
608 0.0f ), 610 0.0f ),
609 new ParameterDefn<float>("VehicleRestitution", "Bouncyness factor for vehicles (0.0 - 1.0)", 611 new ParameterDefn<float>("VehicleRestitution", "Bouncyness factor for vehicles (0.0 - 1.0)",
610 0.0f ), 612 0.0f ),
611 // Turn off fudge with DensityScaleFactor = 0.0001. Value used to be 0.2f;
612 new ParameterDefn<float>("VehicleGroundGravityFudge", "Factor to multiply gravity if a ground vehicle is probably on the ground (0.0 - 1.0)", 613 new ParameterDefn<float>("VehicleGroundGravityFudge", "Factor to multiply gravity if a ground vehicle is probably on the ground (0.0 - 1.0)",
613 1.0f ), 614 0.2f ),
614 new ParameterDefn<float>("VehicleAngularBankingTimescaleFudge", "Factor to multiple angular banking timescale. Tune to increase realism.", 615 new ParameterDefn<float>("VehicleAngularBankingTimescaleFudge", "Factor to multiple angular banking timescale. Tune to increase realism.",
615 60.0f ), 616 60.0f ),
616 new ParameterDefn<bool>("VehicleEnableLinearDeflection", "Turn on/off vehicle linear deflection effect", 617 new ParameterDefn<bool>("VehicleEnableLinearDeflection", "Turn on/off vehicle linear deflection effect",
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index d34b797..0704591 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -187,10 +187,23 @@ public abstract class BSPhysObject : PhysicsActor
187 MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, false); 187 MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, false);
188 Friction = matAttrib.friction; 188 Friction = matAttrib.friction;
189 Restitution = matAttrib.restitution; 189 Restitution = matAttrib.restitution;
190 Density = matAttrib.density / BSParam.DensityScaleFactor; 190 Density = matAttrib.density;
191 // DetailLog("{0},{1}.SetMaterial,Mat={2},frict={3},rest={4},den={5}", LocalID, TypeName, Material, Friction, Restitution, Density); 191 // DetailLog("{0},{1}.SetMaterial,Mat={2},frict={3},rest={4},den={5}", LocalID, TypeName, Material, Friction, Restitution, Density);
192 } 192 }
193 193
194 public override float Density
195 {
196 get
197 {
198 return base.Density;
199 }
200 set
201 {
202 DetailLog("{0},BSPhysObject.Density,set,den={1}", LocalID, value);
203 base.Density = value;
204 }
205 }
206
194 // Stop all physical motion. 207 // Stop all physical motion.
195 public abstract void ZeroMotion(bool inTaintTime); 208 public abstract void ZeroMotion(bool inTaintTime);
196 public abstract void ZeroAngularMotion(bool inTaintTime); 209 public abstract void ZeroAngularMotion(bool inTaintTime);