diff options
Diffstat (limited to 'OpenSim/Region/Physics')
4 files changed, 67 insertions, 19 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs index 9ff7084..ae54499 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs | |||
@@ -166,7 +166,7 @@ public override BulletWorld Initialize(Vector3 maxPosition, ConfigurationParamet | |||
166 | 166 | ||
167 | // If Debug logging level, enable logging from the unmanaged code | 167 | // If Debug logging level, enable logging from the unmanaged code |
168 | m_DebugLogCallbackHandle = null; | 168 | m_DebugLogCallbackHandle = null; |
169 | if (BSScene.m_log.IsDebugEnabled || PhysicsScene.PhysicsLogging.Enabled) | 169 | if (BSScene.m_log.IsDebugEnabled && PhysicsScene.PhysicsLogging.Enabled) |
170 | { | 170 | { |
171 | BSScene.m_log.DebugFormat("{0}: Initialize: Setting debug callback for unmanaged code", BSScene.LogHeader); | 171 | BSScene.m_log.DebugFormat("{0}: Initialize: Setting debug callback for unmanaged code", BSScene.LogHeader); |
172 | if (PhysicsScene.PhysicsLogging.Enabled) | 172 | if (PhysicsScene.PhysicsLogging.Enabled) |
@@ -212,6 +212,19 @@ public override void Shutdown(BulletWorld world) | |||
212 | { | 212 | { |
213 | BulletWorldUnman worldu = world as BulletWorldUnman; | 213 | BulletWorldUnman worldu = world as BulletWorldUnman; |
214 | BSAPICPP.Shutdown2(worldu.ptr); | 214 | BSAPICPP.Shutdown2(worldu.ptr); |
215 | |||
216 | if (m_paramsHandle.IsAllocated) | ||
217 | { | ||
218 | m_paramsHandle.Free(); | ||
219 | } | ||
220 | if (m_collisionArrayPinnedHandle.IsAllocated) | ||
221 | { | ||
222 | m_collisionArrayPinnedHandle.Free(); | ||
223 | } | ||
224 | if (m_updateArrayPinnedHandle.IsAllocated) | ||
225 | { | ||
226 | m_updateArrayPinnedHandle.Free(); | ||
227 | } | ||
215 | } | 228 | } |
216 | 229 | ||
217 | public override bool PushUpdate(BulletBody obj) | 230 | public override bool PushUpdate(BulletBody obj) |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index bcebaec..e434412 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -124,9 +124,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
124 | static readonly float PIOverTwo = ((float)Math.PI) / 2f; | 124 | static readonly float PIOverTwo = ((float)Math.PI) / 2f; |
125 | 125 | ||
126 | // For debugging, flags to turn on and off individual corrections. | 126 | // For debugging, flags to turn on and off individual corrections. |
127 | private bool enableAngularVerticalAttraction = true; | 127 | private bool enableAngularVerticalAttraction; |
128 | private bool enableAngularDeflection = true; | 128 | private bool enableAngularDeflection; |
129 | private bool enableAngularBanking = true; | 129 | private bool enableAngularBanking; |
130 | 130 | ||
131 | public BSDynamics(BSScene myScene, BSPrim myPrim) | 131 | public BSDynamics(BSScene myScene, BSPrim myPrim) |
132 | { | 132 | { |
@@ -141,8 +141,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
141 | public void SetupVehicleDebugging() | 141 | public void SetupVehicleDebugging() |
142 | { | 142 | { |
143 | enableAngularVerticalAttraction = true; | 143 | enableAngularVerticalAttraction = true; |
144 | enableAngularDeflection = true; | 144 | enableAngularDeflection = false; |
145 | enableAngularBanking = true; | 145 | enableAngularBanking = false; |
146 | if (BSParam.VehicleDebuggingEnabled != ConfigurationParameters.numericFalse) | 146 | if (BSParam.VehicleDebuggingEnabled != ConfigurationParameters.numericFalse) |
147 | { | 147 | { |
148 | enableAngularVerticalAttraction = false; | 148 | enableAngularVerticalAttraction = false; |
@@ -649,6 +649,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
649 | private Quaternion m_knownOrientation; | 649 | private Quaternion m_knownOrientation; |
650 | private Vector3 m_knownRotationalVelocity; | 650 | private Vector3 m_knownRotationalVelocity; |
651 | private Vector3 m_knownRotationalForce; | 651 | private Vector3 m_knownRotationalForce; |
652 | private Vector3 m_knownRotationalImpulse; | ||
652 | private Vector3 m_knownForwardVelocity; // vehicle relative forward speed | 653 | private Vector3 m_knownForwardVelocity; // vehicle relative forward speed |
653 | 654 | ||
654 | private const int m_knownChangedPosition = 1 << 0; | 655 | private const int m_knownChangedPosition = 1 << 0; |
@@ -658,9 +659,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
658 | private const int m_knownChangedOrientation = 1 << 4; | 659 | private const int m_knownChangedOrientation = 1 << 4; |
659 | private const int m_knownChangedRotationalVelocity = 1 << 5; | 660 | private const int m_knownChangedRotationalVelocity = 1 << 5; |
660 | private const int m_knownChangedRotationalForce = 1 << 6; | 661 | private const int m_knownChangedRotationalForce = 1 << 6; |
661 | private const int m_knownChangedTerrainHeight = 1 << 7; | 662 | private const int m_knownChangedRotationalImpulse = 1 << 7; |
662 | private const int m_knownChangedWaterLevel = 1 << 8; | 663 | private const int m_knownChangedTerrainHeight = 1 << 8; |
663 | private const int m_knownChangedForwardVelocity = 1 << 9; | 664 | private const int m_knownChangedWaterLevel = 1 << 9; |
665 | private const int m_knownChangedForwardVelocity = 1 <<10; | ||
664 | 666 | ||
665 | private void ForgetKnownVehicleProperties() | 667 | private void ForgetKnownVehicleProperties() |
666 | { | 668 | { |
@@ -700,6 +702,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
700 | PhysicsScene.PE.SetInterpolationAngularVelocity(Prim.PhysBody, m_knownRotationalVelocity); | 702 | PhysicsScene.PE.SetInterpolationAngularVelocity(Prim.PhysBody, m_knownRotationalVelocity); |
701 | } | 703 | } |
702 | 704 | ||
705 | if ((m_knownChanged & m_knownChangedRotationalImpulse) != 0) | ||
706 | Prim.ApplyTorqueImpulse((Vector3)m_knownRotationalImpulse, true /*inTaintTime*/); | ||
707 | |||
703 | if ((m_knownChanged & m_knownChangedRotationalForce) != 0) | 708 | if ((m_knownChanged & m_knownChangedRotationalForce) != 0) |
704 | { | 709 | { |
705 | Prim.AddAngularForce((Vector3)m_knownRotationalForce, false /*pushForce*/, true /*inTaintTime*/); | 710 | Prim.AddAngularForce((Vector3)m_knownRotationalForce, false /*pushForce*/, true /*inTaintTime*/); |
@@ -843,6 +848,17 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
843 | m_knownChanged |= m_knownChangedRotationalForce; | 848 | m_knownChanged |= m_knownChangedRotationalForce; |
844 | m_knownHas |= m_knownChangedRotationalForce; | 849 | m_knownHas |= m_knownChangedRotationalForce; |
845 | } | 850 | } |
851 | private void VehicleAddRotationalImpulse(Vector3 pImpulse) | ||
852 | { | ||
853 | if ((m_knownHas & m_knownChangedRotationalImpulse) == 0) | ||
854 | { | ||
855 | m_knownRotationalImpulse = Vector3.Zero; | ||
856 | m_knownHas |= m_knownChangedRotationalImpulse; | ||
857 | } | ||
858 | m_knownRotationalImpulse += pImpulse; | ||
859 | m_knownChanged |= m_knownChangedRotationalImpulse; | ||
860 | } | ||
861 | |||
846 | // Vehicle relative forward velocity | 862 | // Vehicle relative forward velocity |
847 | private Vector3 VehicleForwardVelocity | 863 | private Vector3 VehicleForwardVelocity |
848 | { | 864 | { |
@@ -1031,16 +1047,32 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1031 | else | 1047 | else |
1032 | { | 1048 | { |
1033 | // Error is positive if below the target and negative if above. | 1049 | // Error is positive if below the target and negative if above. |
1034 | float verticalError = m_VhoverTargetHeight - VehiclePosition.Z; | 1050 | Vector3 hpos = VehiclePosition; |
1035 | float verticalCorrectionVelocity = verticalError / m_VhoverTimescale * pTimestep; | 1051 | float verticalError = m_VhoverTargetHeight - hpos.Z; |
1052 | float verticalCorrection = verticalError / m_VhoverTimescale; | ||
1053 | verticalCorrection *= m_VhoverEfficiency; | ||
1054 | |||
1055 | hpos.Z += verticalCorrection; | ||
1056 | VehiclePosition = hpos; | ||
1057 | |||
1058 | // Since we are hovering, we need to do the opposite of falling -- get rid of world Z | ||
1059 | Vector3 vel = VehicleVelocity; | ||
1060 | vel.Z = 0f; | ||
1061 | VehicleVelocity = vel; | ||
1062 | |||
1063 | /* | ||
1064 | float verticalCorrectionVelocity = verticalError / m_VhoverTimescale; | ||
1065 | Vector3 verticalCorrection = new Vector3(0f, 0f, verticalCorrectionVelocity); | ||
1066 | verticalCorrection *= m_vehicleMass; | ||
1036 | 1067 | ||
1037 | // TODO: implement m_VhoverEfficiency correctly | 1068 | // TODO: implement m_VhoverEfficiency correctly |
1038 | VehicleAddForceImpulse(new Vector3(0f, 0f, verticalCorrectionVelocity)); | 1069 | VehicleAddForceImpulse(verticalCorrection); |
1070 | */ | ||
1039 | 1071 | ||
1040 | VDetailLog("{0}, MoveLinear,hover,pos={1},eff={2},hoverTS={3},height={4},target={5},err={6},corrVel={7}", | 1072 | VDetailLog("{0}, MoveLinear,hover,pos={1},eff={2},hoverTS={3},height={4},target={5},err={6},corr={7}", |
1041 | Prim.LocalID, VehiclePosition, m_VhoverEfficiency, | 1073 | Prim.LocalID, VehiclePosition, m_VhoverEfficiency, |
1042 | m_VhoverTimescale, m_VhoverHeight, m_VhoverTargetHeight, | 1074 | m_VhoverTimescale, m_VhoverHeight, m_VhoverTargetHeight, |
1043 | verticalError, verticalCorrectionVelocity); | 1075 | verticalError, verticalCorrection); |
1044 | } | 1076 | } |
1045 | 1077 | ||
1046 | } | 1078 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index 5a1b5c7..2dc89b5 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs | |||
@@ -195,8 +195,11 @@ public sealed class BSLinksetCompound : BSLinkset | |||
195 | && PhysicsScene.TerrainManager.IsWithinKnownTerrain(LinksetRoot.RawPosition)) | 195 | && PhysicsScene.TerrainManager.IsWithinKnownTerrain(LinksetRoot.RawPosition)) |
196 | { | 196 | { |
197 | // TODO: replace this with are calculation of the child prim's orientation and pos. | 197 | // TODO: replace this with are calculation of the child prim's orientation and pos. |
198 | updated.LinksetInfo = null; | 198 | // TODO: for the moment, don't rebuild the compound shape. |
199 | ScheduleRebuild(updated); | 199 | // This is often just the car turning its wheels. When we can just reorient the one |
200 | // member shape of the compound shape, the overhead of rebuilding won't be a problem. | ||
201 | // updated.LinksetInfo = null; | ||
202 | // ScheduleRebuild(updated); | ||
200 | } | 203 | } |
201 | } | 204 | } |
202 | 205 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 27ff047..862dbf6 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | |||
@@ -318,13 +318,13 @@ public static class BSParam | |||
318 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AngularSleepingThreshold=x;}, p, l, v); }, | 318 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AngularSleepingThreshold=x;}, p, l, v); }, |
319 | (s,o,v) => { s.PE.SetSleepingThresholds(o.PhysBody, v, v); } ), | 319 | (s,o,v) => { s.PE.SetSleepingThresholds(o.PhysBody, v, v); } ), |
320 | new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" , | 320 | new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" , |
321 | 0f, // set to zero to disable | 321 | 0.3f, // set to zero to disable |
322 | (s,cf,p,v) => { CcdMotionThreshold = cf.GetFloat(p, v); }, | 322 | (s,cf,p,v) => { CcdMotionThreshold = cf.GetFloat(p, v); }, |
323 | (s) => { return CcdMotionThreshold; }, | 323 | (s) => { return CcdMotionThreshold; }, |
324 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdMotionThreshold=x;}, p, l, v); }, | 324 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdMotionThreshold=x;}, p, l, v); }, |
325 | (s,o,v) => { s.PE.SetCcdMotionThreshold(o.PhysBody, v); } ), | 325 | (s,o,v) => { s.PE.SetCcdMotionThreshold(o.PhysBody, v); } ), |
326 | new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" , | 326 | new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" , |
327 | 0f, | 327 | 0.2f, |
328 | (s,cf,p,v) => { CcdSweptSphereRadius = cf.GetFloat(p, v); }, | 328 | (s,cf,p,v) => { CcdSweptSphereRadius = cf.GetFloat(p, v); }, |
329 | (s) => { return CcdSweptSphereRadius; }, | 329 | (s) => { return CcdSweptSphereRadius; }, |
330 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdSweptSphereRadius=x;}, p, l, v); }, | 330 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdSweptSphereRadius=x;}, p, l, v); }, |
@@ -465,7 +465,7 @@ public static class BSParam | |||
465 | (s) => { return s.UnmanagedParams[0].shouldSplitSimulationIslands; }, | 465 | (s) => { return s.UnmanagedParams[0].shouldSplitSimulationIslands; }, |
466 | (s,p,l,v) => { s.UnmanagedParams[0].shouldSplitSimulationIslands = v; } ), | 466 | (s,p,l,v) => { s.UnmanagedParams[0].shouldSplitSimulationIslands = v; } ), |
467 | new ParameterDefn("ShouldEnableFrictionCaching", "Enable friction computation caching", | 467 | new ParameterDefn("ShouldEnableFrictionCaching", "Enable friction computation caching", |
468 | ConfigurationParameters.numericFalse, | 468 | ConfigurationParameters.numericTrue, |
469 | (s,cf,p,v) => { s.UnmanagedParams[0].shouldEnableFrictionCaching = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | 469 | (s,cf,p,v) => { s.UnmanagedParams[0].shouldEnableFrictionCaching = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, |
470 | (s) => { return s.UnmanagedParams[0].shouldEnableFrictionCaching; }, | 470 | (s) => { return s.UnmanagedParams[0].shouldEnableFrictionCaching; }, |
471 | (s,p,l,v) => { s.UnmanagedParams[0].shouldEnableFrictionCaching = v; } ), | 471 | (s,p,l,v) => { s.UnmanagedParams[0].shouldEnableFrictionCaching = v; } ), |