diff options
Diffstat (limited to 'OpenSim/Region/Physics')
3 files changed, 50 insertions, 15 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 2b0a539..b5dd131 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -344,6 +344,10 @@ public sealed class BSPrim : BSPhysObject | |||
344 | { | 344 | { |
345 | bool ret = false; | 345 | bool ret = false; |
346 | 346 | ||
347 | // We don't care where non-physical items are placed | ||
348 | if (!IsPhysicallyActive) | ||
349 | return ret; | ||
350 | |||
347 | if (!PhysicsScene.TerrainManager.IsWithinKnownTerrain(RawPosition)) | 351 | if (!PhysicsScene.TerrainManager.IsWithinKnownTerrain(RawPosition)) |
348 | { | 352 | { |
349 | // The physical object is out of the known/simulated area. | 353 | // The physical object is out of the known/simulated area. |
@@ -1643,7 +1647,7 @@ public sealed class BSPrim : BSPhysObject | |||
1643 | // DetailLog("{0},BSPrim.UpdateProperties,afterAssign,entprop={1}", LocalID, entprop); // DEBUG DEBUG | 1647 | // DetailLog("{0},BSPrim.UpdateProperties,afterAssign,entprop={1}", LocalID, entprop); // DEBUG DEBUG |
1644 | 1648 | ||
1645 | // The sanity check can change the velocity and/or position. | 1649 | // The sanity check can change the velocity and/or position. |
1646 | if (IsPhysical && PositionSanityCheck(true /* inTaintTime */ )) | 1650 | if (PositionSanityCheck(true /* inTaintTime */ )) |
1647 | { | 1651 | { |
1648 | entprop.Position = _position; | 1652 | entprop.Position = _position; |
1649 | entprop.Velocity = _velocity; | 1653 | entprop.Velocity = _velocity; |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs b/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs index 5900103..33232bd 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs | |||
@@ -51,7 +51,7 @@ public class BasicVehicles : OpenSimTestCase | |||
51 | BSScene PhysicsScene { get; set; } | 51 | BSScene PhysicsScene { get; set; } |
52 | BSPrim TestVehicle { get; set; } | 52 | BSPrim TestVehicle { get; set; } |
53 | Vector3 TestVehicleInitPosition { get; set; } | 53 | Vector3 TestVehicleInitPosition { get; set; } |
54 | float timeStep = 0.089f; | 54 | float simulationTimeStep = 0.089f; |
55 | 55 | ||
56 | [TestFixtureSetUp] | 56 | [TestFixtureSetUp] |
57 | public void Init() | 57 | public void Init() |
@@ -87,39 +87,62 @@ public class BasicVehicles : OpenSimTestCase | |||
87 | } | 87 | } |
88 | } | 88 | } |
89 | 89 | ||
90 | [TestCase(25, 0.25f, 0.25f, 0.25f)] | 90 | [TestCase(2f, 0.2f, 0.25f, 0.25f, 0.25f)] |
91 | [TestCase(25, -0.25f, 0.25f, 0.25f)] | 91 | [TestCase(2f, 0.2f, -0.25f, 0.25f, 0.25f)] |
92 | [TestCase(25, 0.25f, -0.25f, 0.25f)] | 92 | [TestCase(2f, 0.2f, 0.25f, -0.25f, 0.25f)] |
93 | [TestCase(25, -0.25f, -0.25f, 0.25f)] | 93 | [TestCase(2f, 0.2f, -0.25f, -0.25f, 0.25f)] |
94 | public void VerticalAttraction(int simSteps, float initRoll, float initPitch, float initYaw) | 94 | // [TestCase(2f, 0.2f, 0.785f, 0.0f, 0.25f) /*, "Leaning 45 degrees to the side" */] |
95 | // [TestCase(2f, 0.2f, 1.650f, 0.0f, 0.25f) /*, "Leaning more than 90 degrees to the side" */] | ||
96 | // [TestCase(2f, 0.2f, 2.750f, 0.0f, 0.25f) /*, "Almost upside down, tipped right" */] | ||
97 | // [TestCase(2f, 0.2f,-2.750f, 0.0f, 0.25f) /*, "Almost upside down, tipped left" */] | ||
98 | // [TestCase(2f, 0.2f, 0.0f, 0.785f, 0.25f) /*, "Tipped back 45 degrees" */] | ||
99 | // [TestCase(2f, 0.2f, 0.0f, 1.650f, 0.25f) /*, "Tipped back more than 90 degrees" */] | ||
100 | // [TestCase(2f, 0.2f, 0.0f, 2.750f, 0.25f) /*, "Almost upside down, tipped back" */] | ||
101 | // [TestCase(2f, 0.2f, 0.0f,-2.750f, 0.25f) /*, "Almost upside down, tipped forward" */] | ||
102 | public void AngularVerticalAttraction(float timeScale, float efficiency, float initRoll, float initPitch, float initYaw) | ||
95 | { | 103 | { |
104 | // Enough simulation steps to cover the timescale the operation should take | ||
105 | int simSteps = (int)(timeScale / simulationTimeStep) + 1; | ||
106 | |||
107 | // Tip the vehicle | ||
96 | Quaternion initOrientation = Quaternion.CreateFromEulers(initRoll, initPitch, initYaw); | 108 | Quaternion initOrientation = Quaternion.CreateFromEulers(initRoll, initPitch, initYaw); |
97 | TestVehicle.Orientation = initOrientation; | 109 | TestVehicle.Orientation = initOrientation; |
98 | 110 | ||
99 | TestVehicle.Position = TestVehicleInitPosition; | 111 | TestVehicle.Position = TestVehicleInitPosition; |
100 | 112 | ||
101 | // The vehicle controller is not enabled directly (set a vehicle type). | 113 | // The vehicle controller is not enabled directly (by setting a vehicle type). |
102 | // Instead the appropriate values are set and calls are made just the parts of the | 114 | // Instead the appropriate values are set and calls are made just the parts of the |
103 | // controller we want to exercise. Stepping the physics engine then applies | 115 | // controller we want to exercise. Stepping the physics engine then applies |
104 | // the actions of that one feature. | 116 | // the actions of that one feature. |
105 | TestVehicle.VehicleController.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, 0.2f); | 117 | TestVehicle.VehicleController.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, efficiency); |
106 | TestVehicle.VehicleController.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_TIMESCALE, 2f); | 118 | TestVehicle.VehicleController.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_TIMESCALE, timeScale); |
107 | TestVehicle.VehicleController.enableAngularVerticalAttraction = true; | 119 | TestVehicle.VehicleController.enableAngularVerticalAttraction = true; |
108 | 120 | ||
109 | TestVehicle.IsPhysical = true; | 121 | TestVehicle.IsPhysical = true; |
110 | PhysicsScene.ProcessTaints(); | 122 | PhysicsScene.ProcessTaints(); |
111 | 123 | ||
112 | // Step the simulator a bunch of times and and vertical attraction should orient the vehicle up | 124 | // Step the simulator a bunch of times and vertical attraction should orient the vehicle up |
113 | for (int ii = 0; ii < simSteps; ii++) | 125 | for (int ii = 0; ii < simSteps; ii++) |
114 | { | 126 | { |
115 | TestVehicle.VehicleController.ForgetKnownVehicleProperties(); | 127 | TestVehicle.VehicleController.ForgetKnownVehicleProperties(); |
116 | TestVehicle.VehicleController.ComputeAngularVerticalAttraction(); | 128 | TestVehicle.VehicleController.ComputeAngularVerticalAttraction(); |
117 | TestVehicle.VehicleController.PushKnownChanged(); | 129 | TestVehicle.VehicleController.PushKnownChanged(); |
118 | 130 | ||
119 | PhysicsScene.Simulate(timeStep); | 131 | PhysicsScene.Simulate(simulationTimeStep); |
120 | } | 132 | } |
121 | 133 | ||
134 | TestVehicle.IsPhysical = false; | ||
135 | PhysicsScene.ProcessTaints(); | ||
136 | |||
122 | // After these steps, the vehicle should be upright | 137 | // After these steps, the vehicle should be upright |
138 | /* | ||
139 | float finalRoll, finalPitch, finalYaw; | ||
140 | TestVehicle.Orientation.GetEulerAngles(out finalRoll, out finalPitch, out finalYaw); | ||
141 | Assert.That(finalRoll, Is.InRange(-0.01f, 0.01f)); | ||
142 | Assert.That(finalPitch, Is.InRange(-0.01f, 0.01f)); | ||
143 | Assert.That(finalYaw, Is.InRange(initYaw - 0.1f, initYaw + 0.1f)); | ||
144 | */ | ||
145 | |||
123 | Vector3 upPointer = Vector3.UnitZ * TestVehicle.Orientation; | 146 | Vector3 upPointer = Vector3.UnitZ * TestVehicle.Orientation; |
124 | Assert.That(upPointer.Z, Is.GreaterThan(0.99f)); | 147 | Assert.That(upPointer.Z, Is.GreaterThan(0.99f)); |
125 | } | 148 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/Tests/BulletSimTestsUtil.cs b/OpenSim/Region/Physics/BulletSPlugin/Tests/BulletSimTestsUtil.cs index 215e92f..28207a4 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/Tests/BulletSimTestsUtil.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/Tests/BulletSimTestsUtil.cs | |||
@@ -26,6 +26,7 @@ | |||
26 | */ | 26 | */ |
27 | 27 | ||
28 | using System; | 28 | using System; |
29 | using System.IO; | ||
29 | using System.Collections.Generic; | 30 | using System.Collections.Generic; |
30 | using System.Linq; | 31 | using System.Linq; |
31 | using System.Text; | 32 | using System.Text; |
@@ -65,9 +66,16 @@ public static class BulletSimTestsUtil | |||
65 | bulletSimConfig.Set(kvp.Key, kvp.Value); | 66 | bulletSimConfig.Set(kvp.Key, kvp.Value); |
66 | } | 67 | } |
67 | } | 68 | } |
68 | // bulletSimConfig.Set("PhysicsLoggingEnabled","True"); | 69 | |
69 | // bulletSimConfig.Set("PhysicsLoggingDoFlush","True"); | 70 | // If a special directory exists, put detailed logging therein. |
70 | // bulletSimConfig.Set("VehicleLoggingEnabled","True"); | 71 | // This allows local testing/debugging without having to worry that the build engine will output logs. |
72 | if (Directory.Exists("physlogs")) | ||
73 | { | ||
74 | bulletSimConfig.Set("PhysicsLoggingDir","./physlogs"); | ||
75 | bulletSimConfig.Set("PhysicsLoggingEnabled","True"); | ||
76 | bulletSimConfig.Set("PhysicsLoggingDoFlush","True"); | ||
77 | bulletSimConfig.Set("VehicleLoggingEnabled","True"); | ||
78 | } | ||
71 | 79 | ||
72 | BSPlugin bsPlugin = new BSPlugin(); | 80 | BSPlugin bsPlugin = new BSPlugin(); |
73 | 81 | ||