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authorDiva Canto2013-07-30 17:27:32 -0700
committerDiva Canto2013-07-30 17:27:32 -0700
commit590a8b03151c44628ee889452bdd1d4d359f41e1 (patch)
treeb07d3943557b28c0e9891c8f06a19d4d233dfac2 /OpenSim/Region
parentAfter talking to lkalif on the IRC: SimulatorFeatures response: renamed the O... (diff)
parentBulletSim: distribute vehicle physical settings to all members of (diff)
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Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
Diffstat (limited to 'OpenSim/Region')
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs39
-rwxr-xr-xOpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs54
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs2
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs75
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs18
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs11
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSParam.cs13
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs15
8 files changed, 157 insertions, 70 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
index 25e10be..85fe1a4 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
@@ -69,9 +69,22 @@ namespace OpenSim.Region.ClientStack.LindenUDP
69 69
70 StatsManager.RegisterStat( 70 StatsManager.RegisterStat(
71 new Stat( 71 new Stat(
72 "ClientLogoutsDueToNoReceives",
73 "Number of times a client has been logged out because no packets were received before the timeout.",
74 "",
75 "",
76 "clientstack",
77 scene.Name,
78 StatType.Pull,
79 MeasuresOfInterest.None,
80 stat => stat.Value = m_udpServer.ClientLogoutsDueToNoReceives,
81 StatVerbosity.Debug));
82
83 StatsManager.RegisterStat(
84 new Stat(
72 "IncomingUDPReceivesCount", 85 "IncomingUDPReceivesCount",
73 "Number of UDP receives performed", 86 "Number of UDP receives performed",
74 "Number of UDP receives performed", 87 "",
75 "", 88 "",
76 "clientstack", 89 "clientstack",
77 scene.Name, 90 scene.Name,
@@ -84,7 +97,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
84 new Stat( 97 new Stat(
85 "IncomingPacketsProcessedCount", 98 "IncomingPacketsProcessedCount",
86 "Number of inbound LL protocol packets processed", 99 "Number of inbound LL protocol packets processed",
87 "Number of inbound LL protocol packets processed", 100 "",
88 "", 101 "",
89 "clientstack", 102 "clientstack",
90 scene.Name, 103 scene.Name,
@@ -97,7 +110,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
97 new Stat( 110 new Stat(
98 "OutgoingUDPSendsCount", 111 "OutgoingUDPSendsCount",
99 "Number of UDP sends performed", 112 "Number of UDP sends performed",
100 "Number of UDP sends performed", 113 "",
101 "", 114 "",
102 "clientstack", 115 "clientstack",
103 scene.Name, 116 scene.Name,
@@ -149,6 +162,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
149 /// <summary>Maximum transmission unit, or UDP packet size, for the LLUDP protocol</summary> 162 /// <summary>Maximum transmission unit, or UDP packet size, for the LLUDP protocol</summary>
150 public const int MTU = 1400; 163 public const int MTU = 1400;
151 164
165 /// <summary>Number of forced client logouts due to no receipt of packets before timeout.</summary>
166 public int ClientLogoutsDueToNoReceives { get; private set; }
167
152 /// <summary> 168 /// <summary>
153 /// Default packet debug level given to new clients 169 /// Default packet debug level given to new clients
154 /// </summary> 170 /// </summary>
@@ -1046,7 +1062,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1046 // Fire this out on a different thread so that we don't hold up outgoing packet processing for 1062 // Fire this out on a different thread so that we don't hold up outgoing packet processing for
1047 // everybody else if this is being called due to an ack timeout. 1063 // everybody else if this is being called due to an ack timeout.
1048 // This is the same as processing as the async process of a logout request. 1064 // This is the same as processing as the async process of a logout request.
1049 Util.FireAndForget(o => DeactivateClientDueToTimeout(client)); 1065 Util.FireAndForget(o => DeactivateClientDueToTimeout(client, timeoutTicks));
1050 1066
1051 return; 1067 return;
1052 } 1068 }
@@ -1770,18 +1786,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1770 /// regular client pings. 1786 /// regular client pings.
1771 /// </remarks> 1787 /// </remarks>
1772 /// <param name='client'></param> 1788 /// <param name='client'></param>
1773 private void DeactivateClientDueToTimeout(LLClientView client) 1789 /// <param name='timeoutTicks'></param>
1790 private void DeactivateClientDueToTimeout(LLClientView client, int timeoutTicks)
1774 { 1791 {
1775 lock (client.CloseSyncLock) 1792 lock (client.CloseSyncLock)
1776 { 1793 {
1794 ClientLogoutsDueToNoReceives++;
1795
1777 m_log.WarnFormat( 1796 m_log.WarnFormat(
1778 "[LLUDPSERVER]: Ack timeout, disconnecting {0} agent for {1} in {2}", 1797 "[LLUDPSERVER]: No packets received from {0} agent of {1} for {2}ms in {3}. Disconnecting.",
1779 client.SceneAgent.IsChildAgent ? "child" : "root", client.Name, m_scene.RegionInfo.RegionName); 1798 client.SceneAgent.IsChildAgent ? "child" : "root", client.Name, timeoutTicks, m_scene.Name);
1780
1781 StatsManager.SimExtraStats.AddAbnormalClientThreadTermination();
1782 1799
1783 if (!client.SceneAgent.IsChildAgent) 1800 if (!client.SceneAgent.IsChildAgent)
1784 client.Kick("Simulator logged you out due to connection timeout"); 1801 client.Kick("Simulator logged you out due to connection timeout.");
1785 1802
1786 client.CloseWithoutChecks(); 1803 client.CloseWithoutChecks();
1787 } 1804 }
diff --git a/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs b/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs
index 6009dc5..0cbc5f9 100755
--- a/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs
+++ b/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs
@@ -31,10 +31,10 @@ using System.Reflection;
31using System.Text; 31using System.Text;
32 32
33using OpenSim.Framework; 33using OpenSim.Framework;
34using OpenSim.Region.CoreModules;
34using OpenSim.Region.Framework; 35using OpenSim.Region.Framework;
35using OpenSim.Region.Framework.Interfaces; 36using OpenSim.Region.Framework.Interfaces;
36using OpenSim.Region.Framework.Scenes; 37using OpenSim.Region.Framework.Scenes;
37using OpenSim.Region.CoreModules;
38 38
39using Mono.Addins; 39using Mono.Addins;
40using Nini.Config; 40using Nini.Config;
@@ -49,6 +49,10 @@ public class ExtendedPhysics : INonSharedRegionModule
49 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 49 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
50 private static string LogHeader = "[EXTENDED PHYSICS]"; 50 private static string LogHeader = "[EXTENDED PHYSICS]";
51 51
52 // Since BulletSim is a plugin, this these values aren't defined easily in one place.
53 // This table must coorespond to an identical table in BSScene.
54 public const string PhysFunctSetLinksetType = "BulletSim.SetLinksetType";
55
52 private IConfig Configuration { get; set; } 56 private IConfig Configuration { get; set; }
53 private bool Enabled { get; set; } 57 private bool Enabled { get; set; }
54 private Scene BaseScene { get; set; } 58 private Scene BaseScene { get; set; }
@@ -143,13 +147,6 @@ public class ExtendedPhysics : INonSharedRegionModule
143 [ScriptConstant] 147 [ScriptConstant]
144 public static int PHYS_CENTER_OF_MASS = 1 << 0; 148 public static int PHYS_CENTER_OF_MASS = 1 << 0;
145 149
146 [ScriptConstant]
147 public static int PHYS_LINKSET_TYPE_CONSTRAINT = 1;
148 [ScriptConstant]
149 public static int PHYS_LINKSET_TYPE_COMPOUND = 2;
150 [ScriptConstant]
151 public static int PHYS_LINKSET_TYPE_MANUAL = 3;
152
153 [ScriptInvocation] 150 [ScriptInvocation]
154 public string physGetEngineType(UUID hostID, UUID scriptID) 151 public string physGetEngineType(UUID hostID, UUID scriptID)
155 { 152 {
@@ -163,9 +160,50 @@ public class ExtendedPhysics : INonSharedRegionModule
163 return ret; 160 return ret;
164 } 161 }
165 162
163 [ScriptConstant]
164 public static int PHYS_LINKSET_TYPE_CONSTRAINT = 0;
165 [ScriptConstant]
166 public static int PHYS_LINKSET_TYPE_COMPOUND = 1;
167 [ScriptConstant]
168 public static int PHYS_LINKSET_TYPE_MANUAL = 2;
169
166 [ScriptInvocation] 170 [ScriptInvocation]
167 public void physSetLinksetType(UUID hostID, UUID scriptID, int linksetType) 171 public void physSetLinksetType(UUID hostID, UUID scriptID, int linksetType)
168 { 172 {
173 if (!Enabled) return;
174
175 // The part that is requesting the change.
176 SceneObjectPart requestingPart = BaseScene.GetSceneObjectPart(hostID);
177
178 if (requestingPart != null)
179 {
180 // The change is always made to the root of a linkset.
181 SceneObjectGroup containingGroup = requestingPart.ParentGroup;
182 SceneObjectPart rootPart = containingGroup.RootPart;
183
184 if (rootPart != null)
185 {
186 Physics.Manager.PhysicsActor rootPhysActor = rootPart.PhysActor;
187 if (rootPhysActor != null)
188 {
189 rootPhysActor.Extension(PhysFunctSetLinksetType, linksetType);
190 }
191 else
192 {
193 m_log.WarnFormat("{0} physSetLinksetType: root part does not have a physics actor. rootName={1}, hostID={2}",
194 LogHeader, rootPart.Name, hostID);
195 }
196 }
197 else
198 {
199 m_log.WarnFormat("{0} physSetLinksetType: root part does not exist. RequestingPartName={1}, hostID={2}",
200 LogHeader, requestingPart.Name, hostID);
201 }
202 }
203 else
204 {
205 m_log.WarnFormat("{0} physSetLinsetType: cannot find script object in scene. hostID={1}", LogHeader, hostID);
206 }
169 } 207 }
170} 208}
171} 209}
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/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index 82d7c44..f0d17d3 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -589,10 +589,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin
589 m_vehicleMass = ControllingPrim.TotalMass; 589 m_vehicleMass = ControllingPrim.TotalMass;
590 590
591 // Friction affects are handled by this vehicle code 591 // Friction affects are handled by this vehicle code
592 m_physicsScene.PE.SetFriction(ControllingPrim.PhysBody, BSParam.VehicleFriction); 592 // m_physicsScene.PE.SetFriction(ControllingPrim.PhysBody, BSParam.VehicleFriction);
593 m_physicsScene.PE.SetRestitution(ControllingPrim.PhysBody, BSParam.VehicleRestitution); 593 // m_physicsScene.PE.SetRestitution(ControllingPrim.PhysBody, BSParam.VehicleRestitution);
594 // ControllingPrim.Linkset.SetPhysicalFriction(BSParam.VehicleFriction); 594 ControllingPrim.Linkset.SetPhysicalFriction(BSParam.VehicleFriction);
595 // ControllingPrim.Linkset.SetPhysicalRestitution(BSParam.VehicleRestitution); 595 ControllingPrim.Linkset.SetPhysicalRestitution(BSParam.VehicleRestitution);
596 596
597 // Moderate angular movement introduced by Bullet. 597 // Moderate angular movement introduced by Bullet.
598 // TODO: possibly set AngularFactor and LinearFactor for the type of vehicle. 598 // TODO: possibly set AngularFactor and LinearFactor for the type of vehicle.
@@ -602,21 +602,21 @@ namespace OpenSim.Region.Physics.BulletSPlugin
602 m_physicsScene.PE.SetAngularFactorV(ControllingPrim.PhysBody, BSParam.VehicleAngularFactor); 602 m_physicsScene.PE.SetAngularFactorV(ControllingPrim.PhysBody, BSParam.VehicleAngularFactor);
603 603
604 // Vehicles report collision events so we know when it's on the ground 604 // Vehicles report collision events so we know when it's on the ground
605 m_physicsScene.PE.AddToCollisionFlags(ControllingPrim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); 605 // m_physicsScene.PE.AddToCollisionFlags(ControllingPrim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS);
606 // ControllingPrim.Linkset.SetPhysicalCollisionFlags(CollisionFlags.BS_VEHICLE_COLLISIONS); 606 ControllingPrim.Linkset.AddToPhysicalCollisionFlags(CollisionFlags.BS_VEHICLE_COLLISIONS);
607 607
608 Vector3 inertia = m_physicsScene.PE.CalculateLocalInertia(ControllingPrim.PhysShape.physShapeInfo, m_vehicleMass); 608 // Vector3 inertia = m_physicsScene.PE.CalculateLocalInertia(ControllingPrim.PhysShape.physShapeInfo, m_vehicleMass);
609 ControllingPrim.Inertia = inertia * BSParam.VehicleInertiaFactor; 609 // ControllingPrim.Inertia = inertia * BSParam.VehicleInertiaFactor;
610 m_physicsScene.PE.SetMassProps(ControllingPrim.PhysBody, m_vehicleMass, ControllingPrim.Inertia); 610 // m_physicsScene.PE.SetMassProps(ControllingPrim.PhysBody, m_vehicleMass, ControllingPrim.Inertia);
611 m_physicsScene.PE.UpdateInertiaTensor(ControllingPrim.PhysBody); 611 // m_physicsScene.PE.UpdateInertiaTensor(ControllingPrim.PhysBody);
612 // ControllingPrim.Linkset.ComputeLocalInertia(BSParam.VehicleInertiaFactor); 612 ControllingPrim.Linkset.ComputeAndSetLocalInertia(BSParam.VehicleInertiaFactor, m_vehicleMass);
613 613
614 // Set the gravity for the vehicle depending on the buoyancy 614 // Set the gravity for the vehicle depending on the buoyancy
615 // TODO: what should be done if prim and vehicle buoyancy differ? 615 // TODO: what should be done if prim and vehicle buoyancy differ?
616 m_VehicleGravity = ControllingPrim.ComputeGravity(m_VehicleBuoyancy); 616 m_VehicleGravity = ControllingPrim.ComputeGravity(m_VehicleBuoyancy);
617 // The actual vehicle gravity is set to zero in Bullet so we can do all the application of same. 617 // The actual vehicle gravity is set to zero in Bullet so we can do all the application of same.
618 m_physicsScene.PE.SetGravity(ControllingPrim.PhysBody, Vector3.Zero); 618 // m_physicsScene.PE.SetGravity(ControllingPrim.PhysBody, Vector3.Zero);
619 // ControllingPrim.Linkset.SetPhysicalGravity(Vector3.Zero); 619 ControllingPrim.Linkset.SetPhysicalGravity(Vector3.Zero);
620 620
621 VDetailLog("{0},BSDynamics.SetPhysicalParameters,mass={1},inert={2},vehGrav={3},aDamp={4},frict={5},rest={6},lFact={7},aFact={8}", 621 VDetailLog("{0},BSDynamics.SetPhysicalParameters,mass={1},inert={2},vehGrav={3},aDamp={4},frict={5},rest={6},lFact={7},aFact={8}",
622 ControllingPrim.LocalID, m_vehicleMass, ControllingPrim.Inertia, m_VehicleGravity, 622 ControllingPrim.LocalID, m_vehicleMass, ControllingPrim.Inertia, m_VehicleGravity,
@@ -1121,7 +1121,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin
1121 { 1121 {
1122 m_VhoverTargetHeight = m_VhoverHeight; 1122 m_VhoverTargetHeight = m_VhoverHeight;
1123 } 1123 }
1124
1125 if ((m_flags & VehicleFlag.HOVER_UP_ONLY) != 0) 1124 if ((m_flags & VehicleFlag.HOVER_UP_ONLY) != 0)
1126 { 1125 {
1127 // If body is already heigher, use its height as target height 1126 // If body is already heigher, use its height as target height
@@ -1170,7 +1169,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin
1170 m_VhoverTimescale, m_VhoverHeight, m_VhoverTargetHeight, 1169 m_VhoverTimescale, m_VhoverHeight, m_VhoverTargetHeight,
1171 verticalError, verticalCorrection); 1170 verticalError, verticalCorrection);
1172 } 1171 }
1173
1174 } 1172 }
1175 } 1173 }
1176 1174
@@ -1357,6 +1355,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
1357 private void ComputeAngularTurning(float pTimestep) 1355 private void ComputeAngularTurning(float pTimestep)
1358 { 1356 {
1359 // The user wants this many radians per second angular change? 1357 // The user wants this many radians per second angular change?
1358 Vector3 origVehicleRotationalVelocity = VehicleRotationalVelocity; // DEBUG DEBUG
1360 Vector3 currentAngularV = VehicleRotationalVelocity * Quaternion.Inverse(VehicleOrientation); 1359 Vector3 currentAngularV = VehicleRotationalVelocity * Quaternion.Inverse(VehicleOrientation);
1361 Vector3 angularMotorContributionV = m_angularMotor.Step(pTimestep, currentAngularV); 1360 Vector3 angularMotorContributionV = m_angularMotor.Step(pTimestep, currentAngularV);
1362 1361
@@ -1369,20 +1368,20 @@ namespace OpenSim.Region.Physics.BulletSPlugin
1369 // TODO: This is here because this is where ODE put it but documentation says it 1368 // TODO: This is here because this is where ODE put it but documentation says it
1370 // is a linear effect. Where should this check go? 1369 // is a linear effect. Where should this check go?
1371 //if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0) 1370 //if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0)
1372 // { 1371 // {
1373 // angularMotorContributionV.X = 0f; 1372 // angularMotorContributionV.X = 0f;
1374 // angularMotorContributionV.Y = 0f; 1373 // angularMotorContributionV.Y = 0f;
1375 // } 1374 // }
1376 1375
1377 // Reduce any velocity by friction. 1376 // Reduce any velocity by friction.
1378 Vector3 frictionFactorW = ComputeFrictionFactor(m_angularFrictionTimescale, pTimestep); 1377 Vector3 frictionFactorW = ComputeFrictionFactor(m_angularFrictionTimescale, pTimestep);
1379 angularMotorContributionV -= (currentAngularV * frictionFactorW); 1378 angularMotorContributionV -= (currentAngularV * frictionFactorW);
1380 1379
1381 VehicleRotationalVelocity += angularMotorContributionV * VehicleOrientation; 1380 Vector3 angularMotorContributionW = angularMotorContributionV * VehicleOrientation;
1382 1381 VehicleRotationalVelocity += angularMotorContributionW;
1383
1384 1382
1385 VDetailLog("{0}, MoveAngular,angularTurning,angContribV={1}", ControllingPrim.LocalID, angularMotorContributionV); 1383 VDetailLog("{0}, MoveAngular,angularTurning,curAngVelV={1},origVehRotVel={2},vehRotVel={3},frictFact={4}, angContribV={5},angContribW={6}",
1384 ControllingPrim.LocalID, currentAngularV, origVehicleRotationalVelocity, VehicleRotationalVelocity, frictionFactorW, angularMotorContributionV, angularMotorContributionW);
1386 } 1385 }
1387 1386
1388 // From http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial: 1387 // From http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial:
@@ -1409,7 +1408,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
1409 1408
1410 // Flipping what was originally a timescale into a speed variable and then multiplying it by 2 1409 // Flipping what was originally a timescale into a speed variable and then multiplying it by 2
1411 // since only computing half the distance between the angles. 1410 // since only computing half the distance between the angles.
1412 float VerticalAttractionSpeed = (1 / m_verticalAttractionTimescale) * 2.0f; 1411 float verticalAttractionSpeed = (1 / m_verticalAttractionTimescale) * 2.0f;
1413 1412
1414 // Make a prediction of where the up axis will be when this is applied rather then where it is now as 1413 // Make a prediction of where the up axis will be when this is applied rather then where it is now as
1415 // this makes for a smoother adjustment and less fighting between the various forces. 1414 // this makes for a smoother adjustment and less fighting between the various forces.
@@ -1419,12 +1418,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
1419 Vector3 torqueVector = Vector3.Cross(predictedUp, Vector3.UnitZ); 1418 Vector3 torqueVector = Vector3.Cross(predictedUp, Vector3.UnitZ);
1420 1419
1421 // Scale vector by our timescale since it is an acceleration it is r/s^2 or radians a timescale squared 1420 // Scale vector by our timescale since it is an acceleration it is r/s^2 or radians a timescale squared
1422 Vector3 vertContributionV = torqueVector * VerticalAttractionSpeed * VerticalAttractionSpeed; 1421 Vector3 vertContributionV = torqueVector * verticalAttractionSpeed * verticalAttractionSpeed;
1423 1422
1424 VehicleRotationalVelocity += vertContributionV; 1423 VehicleRotationalVelocity += vertContributionV;
1425 1424
1426 VDetailLog("{0}, MoveAngular,verticalAttraction,upAxis={1},PredictedUp={2},torqueVector={3},contrib={4}", 1425 VDetailLog("{0}, MoveAngular,verticalAttraction,vertAttrSpeed={1},upAxis={2},PredictedUp={3},torqueVector={4},contrib={5}",
1427 ControllingPrim.LocalID, 1426 ControllingPrim.LocalID,
1427 verticalAttractionSpeed,
1428 vehicleUpAxis, 1428 vehicleUpAxis,
1429 predictedUp, 1429 predictedUp,
1430 torqueVector, 1430 torqueVector,
@@ -1437,37 +1437,38 @@ namespace OpenSim.Region.Physics.BulletSPlugin
1437 // http://stackoverflow.com/questions/14939657/computing-vector-from-quaternion-works-computing-quaternion-from-vector-does-no 1437 // http://stackoverflow.com/questions/14939657/computing-vector-from-quaternion-works-computing-quaternion-from-vector-does-no
1438 1438
1439 // Create a rotation that is only the vehicle's rotation around Z 1439 // Create a rotation that is only the vehicle's rotation around Z
1440 Vector3 currentEuler = Vector3.Zero; 1440 Vector3 currentEulerW = Vector3.Zero;
1441 VehicleOrientation.GetEulerAngles(out currentEuler.X, out currentEuler.Y, out currentEuler.Z); 1441 VehicleOrientation.GetEulerAngles(out currentEulerW.X, out currentEulerW.Y, out currentEulerW.Z);
1442 Quaternion justZOrientation = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, currentEuler.Z); 1442 Quaternion justZOrientation = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, currentEulerW.Z);
1443 1443
1444 // Create the axis that is perpendicular to the up vector and the rotated up vector. 1444 // Create the axis that is perpendicular to the up vector and the rotated up vector.
1445 Vector3 differenceAxis = Vector3.Cross(Vector3.UnitZ * justZOrientation, Vector3.UnitZ * VehicleOrientation); 1445 Vector3 differenceAxisW = Vector3.Cross(Vector3.UnitZ * justZOrientation, Vector3.UnitZ * VehicleOrientation);
1446 // Compute the angle between those to vectors. 1446 // Compute the angle between those to vectors.
1447 double differenceAngle = Math.Acos((double)Vector3.Dot(Vector3.UnitZ, Vector3.Normalize(Vector3.UnitZ * VehicleOrientation))); 1447 double differenceAngle = Math.Acos((double)Vector3.Dot(Vector3.UnitZ, Vector3.Normalize(Vector3.UnitZ * VehicleOrientation)));
1448 // 'differenceAngle' is the angle to rotate and 'differenceAxis' is the plane to rotate in to get the vehicle vertical 1448 // 'differenceAngle' is the angle to rotate and 'differenceAxis' is the plane to rotate in to get the vehicle vertical
1449 1449
1450 // Reduce the change by the time period it is to change in. Timestep is handled when velocity is applied. 1450 // Reduce the change by the time period it is to change in. Timestep is handled when velocity is applied.
1451 // TODO: add 'efficiency'. 1451 // TODO: add 'efficiency'.
1452 differenceAngle /= m_verticalAttractionTimescale; 1452 // differenceAngle /= m_verticalAttractionTimescale;
1453 1453
1454 // Create the quaterian representing the correction angle 1454 // Create the quaterian representing the correction angle
1455 Quaternion correctionRotation = Quaternion.CreateFromAxisAngle(differenceAxis, (float)differenceAngle); 1455 Quaternion correctionRotationW = Quaternion.CreateFromAxisAngle(differenceAxisW, (float)differenceAngle);
1456 1456
1457 // Turn that quaternion into Euler values to make it into velocities to apply. 1457 // Turn that quaternion into Euler values to make it into velocities to apply.
1458 Vector3 vertContributionV = Vector3.Zero; 1458 Vector3 vertContributionW = Vector3.Zero;
1459 correctionRotation.GetEulerAngles(out vertContributionV.X, out vertContributionV.Y, out vertContributionV.Z); 1459 correctionRotationW.GetEulerAngles(out vertContributionW.X, out vertContributionW.Y, out vertContributionW.Z);
1460 vertContributionV *= -1f; 1460 vertContributionW *= -1f;
1461 vertContributionW /= m_verticalAttractionTimescale;
1461 1462
1462 VehicleRotationalVelocity += vertContributionV; 1463 VehicleRotationalVelocity += vertContributionW;
1463 1464
1464 VDetailLog("{0}, MoveAngular,verticalAttraction,upAxis={1},diffAxis={2},diffAng={3},corrRot={4},contrib={5}", 1465 VDetailLog("{0}, MoveAngular,verticalAttraction,upAxis={1},diffAxis={2},diffAng={3},corrRot={4},contrib={5}",
1465 ControllingPrim.LocalID, 1466 ControllingPrim.LocalID,
1466 vehicleUpAxis, 1467 vehicleUpAxis,
1467 differenceAxis, 1468 differenceAxisW,
1468 differenceAngle, 1469 differenceAngle,
1469 correctionRotation, 1470 correctionRotationW,
1470 vertContributionV); 1471 vertContributionW);
1471 break; 1472 break;
1472 } 1473 }
1473 case 2: 1474 case 2:
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
index 960c0b4..7f94666 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
@@ -309,16 +309,18 @@ public abstract class BSLinkset
309 } 309 }
310 ); 310 );
311 } 311 }
312 public virtual void ComputeLocalInertia(OMV.Vector3 inertiaFactor) 312 public virtual void ComputeAndSetLocalInertia(OMV.Vector3 inertiaFactor, float linksetMass)
313 { 313 {
314 ForEachMember((member) => 314 ForEachMember((member) =>
315 { 315 {
316 if (member.PhysBody.HasPhysicalBody) 316 if (member.PhysBody.HasPhysicalBody)
317 { 317 {
318 OMV.Vector3 inertia = m_physicsScene.PE.CalculateLocalInertia(member.PhysShape.physShapeInfo, member.Mass); 318 OMV.Vector3 inertia = m_physicsScene.PE.CalculateLocalInertia(member.PhysShape.physShapeInfo, linksetMass);
319 member.Inertia = inertia * inertiaFactor; 319 member.Inertia = inertia * inertiaFactor;
320 m_physicsScene.PE.SetMassProps(member.PhysBody, member.Mass, member.Inertia); 320 m_physicsScene.PE.SetMassProps(member.PhysBody, linksetMass, member.Inertia);
321 m_physicsScene.PE.UpdateInertiaTensor(member.PhysBody); 321 m_physicsScene.PE.UpdateInertiaTensor(member.PhysBody);
322 DetailLog("{0},BSLinkset.ComputeAndSetLocalInertia,m.mass={1}, inertia={2}", member.LocalID, linksetMass, member.Inertia);
323
322 } 324 }
323 return false; // 'false' says to continue looping 325 return false; // 'false' says to continue looping
324 } 326 }
@@ -334,6 +336,16 @@ public abstract class BSLinkset
334 } 336 }
335 ); 337 );
336 } 338 }
339 public virtual void AddToPhysicalCollisionFlags(CollisionFlags collFlags)
340 {
341 ForEachMember((member) =>
342 {
343 if (member.PhysBody.HasPhysicalBody)
344 m_physicsScene.PE.AddToCollisionFlags(member.PhysBody, collFlags);
345 return false; // 'false' says to continue looping
346 }
347 );
348 }
337 public virtual void RemoveFromPhysicalCollisionFlags(CollisionFlags collFlags) 349 public virtual void RemoveFromPhysicalCollisionFlags(CollisionFlags collFlags)
338 { 350 {
339 ForEachMember((member) => 351 ForEachMember((member) =>
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
index 33ae5a5..6359046 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
@@ -61,11 +61,11 @@ public sealed class BSLinksetCompound : BSLinkset
61 if (LinksetRoot.PhysBody.HasPhysicalBody) 61 if (LinksetRoot.PhysBody.HasPhysicalBody)
62 m_physicsScene.PE.SetGravity(LinksetRoot.PhysBody, gravity); 62 m_physicsScene.PE.SetGravity(LinksetRoot.PhysBody, gravity);
63 } 63 }
64 public override void ComputeLocalInertia(OMV.Vector3 inertiaFactor) 64 public override void ComputeAndSetLocalInertia(OMV.Vector3 inertiaFactor, float linksetMass)
65 { 65 {
66 OMV.Vector3 inertia = m_physicsScene.PE.CalculateLocalInertia(LinksetRoot.PhysShape.physShapeInfo, LinksetRoot.Mass); 66 OMV.Vector3 inertia = m_physicsScene.PE.CalculateLocalInertia(LinksetRoot.PhysShape.physShapeInfo, linksetMass);
67 LinksetRoot.Inertia = inertia * inertiaFactor; 67 LinksetRoot.Inertia = inertia * inertiaFactor;
68 m_physicsScene.PE.SetMassProps(LinksetRoot.PhysBody, LinksetRoot.Mass, LinksetRoot.Inertia); 68 m_physicsScene.PE.SetMassProps(LinksetRoot.PhysBody, linksetMass, LinksetRoot.Inertia);
69 m_physicsScene.PE.UpdateInertiaTensor(LinksetRoot.PhysBody); 69 m_physicsScene.PE.UpdateInertiaTensor(LinksetRoot.PhysBody);
70 } 70 }
71 public override void SetPhysicalCollisionFlags(CollisionFlags collFlags) 71 public override void SetPhysicalCollisionFlags(CollisionFlags collFlags)
@@ -73,6 +73,11 @@ public sealed class BSLinksetCompound : BSLinkset
73 if (LinksetRoot.PhysBody.HasPhysicalBody) 73 if (LinksetRoot.PhysBody.HasPhysicalBody)
74 m_physicsScene.PE.SetCollisionFlags(LinksetRoot.PhysBody, collFlags); 74 m_physicsScene.PE.SetCollisionFlags(LinksetRoot.PhysBody, collFlags);
75 } 75 }
76 public override void AddToPhysicalCollisionFlags(CollisionFlags collFlags)
77 {
78 if (LinksetRoot.PhysBody.HasPhysicalBody)
79 m_physicsScene.PE.AddToCollisionFlags(LinksetRoot.PhysBody, collFlags);
80 }
76 public override void RemoveFromPhysicalCollisionFlags(CollisionFlags collFlags) 81 public override void RemoveFromPhysicalCollisionFlags(CollisionFlags collFlags)
77 { 82 {
78 if (LinksetRoot.PhysBody.HasPhysicalBody) 83 if (LinksetRoot.PhysBody.HasPhysicalBody)
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);