diff options
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 63 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | 20 |
2 files changed, 33 insertions, 50 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 1904ddd..94b63e5 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -1010,69 +1010,48 @@ public sealed class BSPrim : BSPhysObject | |||
1010 | set { | 1010 | set { |
1011 | if (value) | 1011 | if (value) |
1012 | { | 1012 | { |
1013 | // Turning the target on | 1013 | // We're taking over after this. |
1014 | /* | 1014 | ZeroMotion(true); |
1015 | |||
1015 | _targetMotor = new BSVMotor("BSPrim.PIDTarget", | 1016 | _targetMotor = new BSVMotor("BSPrim.PIDTarget", |
1016 | _PIDTau, // timeScale | 1017 | _PIDTau, // timeScale |
1017 | BSMotor.Infinite, // decay time scale | 1018 | BSMotor.Infinite, // decay time scale |
1018 | BSMotor.InfiniteVector, // friction timescale | 1019 | BSMotor.InfiniteVector, // friction timescale |
1019 | 1f // efficiency | 1020 | 1f // efficiency |
1020 | ); | 1021 | ); |
1022 | _targetMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages. | ||
1021 | _targetMotor.SetTarget(_PIDTarget); | 1023 | _targetMotor.SetTarget(_PIDTarget); |
1022 | _targetMotor.SetCurrent(RawPosition); | 1024 | _targetMotor.SetCurrent(RawPosition); |
1023 | */ | 1025 | /* |
1024 | _targetMotor = new BSPIDVMotor("BSPrim.PIDTarget"); | 1026 | _targetMotor = new BSPIDVMotor("BSPrim.PIDTarget"); |
1027 | _targetMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages. | ||
1028 | |||
1025 | _targetMotor.SetTarget(_PIDTarget); | 1029 | _targetMotor.SetTarget(_PIDTarget); |
1026 | _targetMotor.SetCurrent(RawPosition); | 1030 | _targetMotor.SetCurrent(RawPosition); |
1031 | _targetMotor.TimeScale = _PIDTau; | ||
1027 | _targetMotor.Efficiency = 1f; | 1032 | _targetMotor.Efficiency = 1f; |
1028 | 1033 | */ | |
1029 | _targetMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages. | ||
1030 | 1034 | ||
1031 | RegisterPreStepAction("BSPrim.PIDTarget", LocalID, delegate(float timeStep) | 1035 | RegisterPreStepAction("BSPrim.PIDTarget", LocalID, delegate(float timeStep) |
1032 | { | 1036 | { |
1033 | // How far are we away from the target | 1037 | OMV.Vector3 origPosition = RawPosition; // DEBUG DEBUG (for printout below) |
1034 | OMV.Vector3 distance = _PIDTarget - RawPosition; | ||
1035 | |||
1036 | // The amount of that distance we should cover per second | ||
1037 | OMV.Vector3 movementPerSecond = distance / _PIDTau; | ||
1038 | |||
1039 | OMV.Vector3 adjustedVelocity = movementPerSecond - RawVelocity; | ||
1040 | |||
1041 | // Apply force to overcome current velocity | ||
1042 | AddForce(-RawVelocity * Mass, false, true); | ||
1043 | // Get it moving to the point | ||
1044 | AddForce(movementPerSecond * Mass, false, true); | ||
1045 | |||
1046 | // Apply enough force to get to the speed needed to get to the point | ||
1047 | // The physics engine will do only a timestep's worth. | ||
1048 | // AddForce(adjustedVelocity * Mass, false, true); | ||
1049 | // PhysicsScene.PE.ApplyCentralImpulse(PhysBody, adjustedVelocity); | ||
1050 | |||
1051 | DetailLog("{0},BSPrim.PIDTarget,move,tgt={1},pos={2},vel={3},dist={4},tau={5},mvmt={6},newVel={7}", | ||
1052 | LocalID, _PIDTarget, RawPosition, RawVelocity, distance, _PIDTau, movementPerSecond, adjustedVelocity); | ||
1053 | |||
1054 | /* | ||
1055 | OMV.Vector3 movePosition = _targetMotor.Step(timeStep); | ||
1056 | 1038 | ||
1057 | // 'movePosition' is where we'd like the prim to be at this moment. | 1039 | // 'movePosition' is where we'd like the prim to be at this moment. |
1058 | // Compute the amount of force to push us there. | 1040 | OMV.Vector3 movePosition = _targetMotor.Step(timeStep); |
1059 | OMV.Vector3 moveForce = (movePosition - RawPosition) * Mass; | ||
1060 | 1041 | ||
1061 | // If we are very close to our target, turn off the movement motor. | 1042 | // If we are very close to our target, turn off the movement motor. |
1062 | if (_targetMotor.ErrorIsZero()) | 1043 | if (_targetMotor.ErrorIsZero()) |
1063 | { | 1044 | { |
1064 | DetailLog("{0},BSPrim.PIDTarget,zeroMovement,movePos={1},pos={2},mass={3},moveForce={4}", | 1045 | DetailLog("{0},BSPrim.PIDTarget,zeroMovement,movePos={1},pos={2},mass={3}", |
1065 | LocalID, movePosition, RawPosition, Mass, moveForce); | 1046 | LocalID, movePosition, RawPosition, Mass); |
1066 | moveForce = OMV.Vector3.Zero; | ||
1067 | ForcePosition = _targetMotor.TargetValue; | 1047 | ForcePosition = _targetMotor.TargetValue; |
1068 | _targetMotor.Enabled = false; | 1048 | _targetMotor.Enabled = false; |
1069 | } | 1049 | } |
1070 | else | 1050 | else |
1071 | { | 1051 | { |
1072 | AddForce(moveForce, false, true); | 1052 | ForcePosition = movePosition; |
1073 | } | 1053 | } |
1074 | DetailLog("{0},BSPrim.PIDTarget,move,movePos={1},moveForce={2},mass={3}", LocalID, movePosition, moveForce, Mass); | 1054 | DetailLog("{0},BSPrim.PIDTarget,move,fromPos={1},movePos={2}", LocalID, origPosition, movePosition); |
1075 | */ | ||
1076 | }); | 1055 | }); |
1077 | } | 1056 | } |
1078 | else | 1057 | else |
@@ -1102,17 +1081,17 @@ public sealed class BSPrim : BSPhysObject | |||
1102 | 1081 | ||
1103 | RegisterPreStepAction("BSPrim.Hover", LocalID, delegate(float timeStep) | 1082 | RegisterPreStepAction("BSPrim.Hover", LocalID, delegate(float timeStep) |
1104 | { | 1083 | { |
1105 | // TODO: Decide if the step parameters should be changed depending on the avatar's | 1084 | _hoverMotor.SetCurrent(RawPosition.Z); |
1106 | // state (flying, colliding, ...). There is code in ODE to do this. | ||
1107 | |||
1108 | _hoverMotor.SetTarget(ComputeCurrentPIDHoverHeight()); | 1085 | _hoverMotor.SetTarget(ComputeCurrentPIDHoverHeight()); |
1109 | float targetHeight = _hoverMotor.Step(timeStep); | 1086 | float targetHeight = _hoverMotor.Step(timeStep); |
1110 | 1087 | ||
1111 | // 'targetHeight' is where we'd like the Z of the prim to be at this moment. | 1088 | // 'targetHeight' is where we'd like the Z of the prim to be at this moment. |
1112 | // Compute the amount of force to push us there. | 1089 | // Compute the amount of force to push us there. |
1113 | float moveForce = (targetHeight - RawPosition.Z) * Mass / PhysicsScene.LastTimeStep; | 1090 | float moveForce = (targetHeight - RawPosition.Z) * Mass; |
1091 | // Undo anything the object thinks it's doing at the moment | ||
1092 | moveForce = -RawVelocity.Z * Mass; | ||
1114 | 1093 | ||
1115 | AddForce(new OMV.Vector3(0f, 0f, moveForce), false, true); | 1094 | PhysicsScene.PE.ApplyCentralImpulse(PhysBody, new OMV.Vector3(0f, 0f, moveForce)); |
1116 | DetailLog("{0},BSPrim.Hover,move,targHt={1},moveForce={2},mass={3}", LocalID, targetHeight, moveForce, Mass); | 1095 | DetailLog("{0},BSPrim.Hover,move,targHt={1},moveForce={2},mass={3}", LocalID, targetHeight, moveForce, Mass); |
1117 | }); | 1096 | }); |
1118 | } | 1097 | } |
@@ -1174,7 +1153,7 @@ public sealed class BSPrim : BSPhysObject | |||
1174 | // This added force will only last the next simulation tick. | 1153 | // This added force will only last the next simulation tick. |
1175 | public void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { | 1154 | public void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { |
1176 | // for an object, doesn't matter if force is a pushforce or not | 1155 | // for an object, doesn't matter if force is a pushforce or not |
1177 | if (force.IsFinite()) | 1156 | if (!IsStatic && force.IsFinite()) |
1178 | { | 1157 | { |
1179 | float magnitude = force.Length(); | 1158 | float magnitude = force.Length(); |
1180 | if (magnitude > BSParam.MaxAddForceMagnitude) | 1159 | if (magnitude > BSParam.MaxAddForceMagnitude) |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index a8a4ff5..facf720 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | |||
@@ -1,22 +1,26 @@ | |||
1 | CURRENT PRIORITIES | 1 | CURRENT PRIORITIES |
2 | ================================================= | 2 | ================================================= |
3 | Redo BulletSimAPI to allow native C# implementation of Bullet option. | 3 | Redo BulletSimAPI to allow native C# implementation of Bullet option (DONE) |
4 | Meshes rendering as bounding boxes | ||
5 | llMoveToTarget | ||
6 | Vehicle movement on terrain smoothness | ||
7 | limitMotorUp calibration (more down?) | ||
8 | Preferred orientatino angular correction fix | ||
9 | Surfboard go wonky when turning | ||
10 | Angular motor direction is global coordinates rather than local coordinates? | ||
11 | Boats float low in the water | ||
4 | Avatar movement | 12 | Avatar movement |
5 | flying into a wall doesn't stop avatar who keeps appearing to move through the obstacle | 13 | flying into a wall doesn't stop avatar who keeps appearing to move through the obstacle (DONE) |
6 | walking up stairs is not calibrated correctly (stairs out of Kepler cabin) | 14 | walking up stairs is not calibrated correctly (stairs out of Kepler cabin) |
7 | avatar capsule rotation completed | 15 | avatar capsule rotation completed (NOT DONE - Bullet's capsule shape is not the solution) |
8 | llMoveToTarget | ||
9 | Enable vehicle border crossings (at least as poorly as ODE) | 16 | Enable vehicle border crossings (at least as poorly as ODE) |
10 | Terrain skirts | 17 | Terrain skirts |
11 | Avatar created in previous region and not new region when crossing border | 18 | Avatar created in previous region and not new region when crossing border |
12 | Vehicle recreated in new sim at small Z value (offset from root value?) (DONE) | 19 | Vehicle recreated in new sim at small Z value (offset from root value?) (DONE) |
13 | Vehicle movement on terrain smoothness | ||
14 | Vehicle script tuning/debugging | 20 | Vehicle script tuning/debugging |
15 | Avanti speed script | 21 | Avanti speed script |
16 | Weapon shooter script | 22 | Weapon shooter script |
17 | limitMotorUp calibration (more down?) | 23 | Add material densities to the material types |
18 | Boats float low in the water | ||
19 | Add material densities to the material types. | ||
20 | 24 | ||
21 | CRASHES | 25 | CRASHES |
22 | ================================================= | 26 | ================================================= |