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-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs13
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs33
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/Tests/BulletSimTestsUtil.cs168
3 files changed, 118 insertions, 96 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index 7603254..3884a5d 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -56,7 +56,6 @@ public sealed class BSCharacter : BSPhysObject
56 private int _physicsActorType; 56 private int _physicsActorType;
57 private bool _isPhysical; 57 private bool _isPhysical;
58 private bool _flying; 58 private bool _flying;
59 private bool _wasWalking; // 'true' if the avatar was walking/moving last frame
60 private bool _setAlwaysRun; 59 private bool _setAlwaysRun;
61 private bool _throttleUpdates; 60 private bool _throttleUpdates;
62 private bool _floatOnWater; 61 private bool _floatOnWater;
@@ -84,7 +83,6 @@ public sealed class BSCharacter : BSPhysObject
84 _position = pos; 83 _position = pos;
85 84
86 _flying = isFlying; 85 _flying = isFlying;
87 _wasWalking = true; // causes first step to initialize standing
88 _orientation = OMV.Quaternion.Identity; 86 _orientation = OMV.Quaternion.Identity;
89 _velocity = OMV.Vector3.Zero; 87 _velocity = OMV.Vector3.Zero;
90 _buoyancy = ComputeBuoyancyFromFlying(isFlying); 88 _buoyancy = ComputeBuoyancyFromFlying(isFlying);
@@ -220,7 +218,13 @@ public sealed class BSCharacter : BSPhysObject
220 { 218 {
221 // The avatar shouldn't be moving 219 // The avatar shouldn't be moving
222 _velocityMotor.Zero(); 220 _velocityMotor.Zero();
223 ZeroMotion(true /* inTaintTime */); 221
222 // If we are colliding with a stationary object, presume we're standing and don't move around
223 if (!ColliderIsMoving)
224 {
225 DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", LocalID);
226 ZeroMotion(true /* inTaintTime */);
227 }
224 228
225 // Standing has more friction on the ground 229 // Standing has more friction on the ground
226 if (_currentFriction != BSParam.AvatarStandingFriction) 230 if (_currentFriction != BSParam.AvatarStandingFriction)
@@ -229,8 +233,6 @@ public sealed class BSCharacter : BSPhysObject
229 PhysicsScene.PE.SetFriction(PhysBody, _currentFriction); 233 PhysicsScene.PE.SetFriction(PhysBody, _currentFriction);
230 } 234 }
231 DetailLog("{0},BSCharacter.MoveMotor,taint,stopping,target={1}", LocalID, _velocityMotor.TargetValue); 235 DetailLog("{0},BSCharacter.MoveMotor,taint,stopping,target={1}", LocalID, _velocityMotor.TargetValue);
232
233 _wasWalking = false;
234 } 236 }
235 else 237 else
236 { 238 {
@@ -260,7 +262,6 @@ public sealed class BSCharacter : BSPhysObject
260 262
261 DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", LocalID, stepVelocity, _velocity, Mass, moveForce); 263 DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", LocalID, stepVelocity, _velocity, Mass, moveForce);
262 PhysicsScene.PE.ApplyCentralImpulse(PhysBody, moveForce); 264 PhysicsScene.PE.ApplyCentralImpulse(PhysBody, moveForce);
263 _wasWalking = true;
264 } 265 }
265 }); 266 });
266 } 267 }
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index 5e8143c..a113530 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -96,6 +96,7 @@ public abstract class BSPhysObject : PhysicsActor
96 CollidingStep = 0; 96 CollidingStep = 0;
97 CollidingGroundStep = 0; 97 CollidingGroundStep = 0;
98 CollisionAccumulation = 0; 98 CollisionAccumulation = 0;
99 ColliderIsMoving = false;
99 CollisionScore = 0; 100 CollisionScore = 0;
100 } 101 }
101 102
@@ -177,13 +178,14 @@ public abstract class BSPhysObject : PhysicsActor
177 public abstract OMV.Vector3 RawPosition { get; set; } 178 public abstract OMV.Vector3 RawPosition { get; set; }
178 public abstract OMV.Vector3 ForcePosition { get; set; } 179 public abstract OMV.Vector3 ForcePosition { get; set; }
179 180
180 // Position is what the simulator thinks the positions of the prim is. 181 // 'Position' and 'Orientation' is what the simulator thinks the positions of the prim is.
181 // Because Bullet needs the zero coordinate to be the center of mass of the linkset, 182 // Because Bullet needs the zero coordinate to be the center of mass of the linkset,
182 // sometimes it is necessary to displace the position the physics engine thinks 183 // sometimes it is necessary to displace the position the physics engine thinks
183 // the position is. PositionDisplacement must be added and removed from the 184 // the position is. PositionDisplacement must be added and removed from the
184 // position as the simulator position is stored and fetched from the physics 185 // position as the simulator position is stored and fetched from the physics
185 // engine. 186 // engine. Similar to OrientationDisplacement.
186 public virtual OMV.Vector3 PositionDisplacement { get; set; } 187 public virtual OMV.Vector3 PositionDisplacement { get; set; }
188 public virtual OMV.Quaternion OrientationDisplacement { get; set; }
187 189
188 public abstract OMV.Quaternion RawOrientation { get; set; } 190 public abstract OMV.Quaternion RawOrientation { get; set; }
189 public abstract OMV.Quaternion ForceOrientation { get; set; } 191 public abstract OMV.Quaternion ForceOrientation { get; set; }
@@ -240,6 +242,9 @@ public abstract class BSPhysObject : PhysicsActor
240 protected long CollidingObjectStep { get; set; } 242 protected long CollidingObjectStep { get; set; }
241 // The collision flags we think are set in Bullet 243 // The collision flags we think are set in Bullet
242 protected CollisionFlags CurrentCollisionFlags { get; set; } 244 protected CollisionFlags CurrentCollisionFlags { get; set; }
245 // On a collision, check the collider and remember if the last collider was moving
246 // Used to modify the standing of avatars (avatars on stationary things stand still)
247 protected bool ColliderIsMoving;
243 248
244 // Count of collisions for this object 249 // Count of collisions for this object
245 protected long CollisionAccumulation { get; set; } 250 protected long CollisionAccumulation { get; set; }
@@ -307,7 +312,10 @@ public abstract class BSPhysObject : PhysicsActor
307 312
308 CollisionAccumulation++; 313 CollisionAccumulation++;
309 314
310 // if someone has subscribed for collision events.... 315 // For movement tests, remember if we are colliding with an object that is moving.
316 ColliderIsMoving = collidee != null ? collidee.RawVelocity != OMV.Vector3.Zero : false;
317
318 // If someone has subscribed for collision events log the collision so it will be reported up
311 if (SubscribedEvents()) { 319 if (SubscribedEvents()) {
312 CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); 320 CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
313 DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5}", 321 DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5}",
@@ -393,12 +401,13 @@ public abstract class BSPhysObject : PhysicsActor
393 public override bool SubscribedEvents() { 401 public override bool SubscribedEvents() {
394 return (SubscribedEventsMs > 0); 402 return (SubscribedEventsMs > 0);
395 } 403 }
396 // Because 'CollisionScore' is calls many times while sorting it should not be recomputed 404 // Because 'CollisionScore' is called many times while sorting, it should not be recomputed
397 // each time called. So this is built to be light weight for each collision and to do 405 // each time called. So this is built to be light weight for each collision and to do
398 // all the processing when the user asks for the info. 406 // all the processing when the user asks for the info.
399 public void ComputeCollisionScore() 407 public void ComputeCollisionScore()
400 { 408 {
401 // Scale the collision count by the time since the last collision 409 // Scale the collision count by the time since the last collision.
410 // The "+1" prevents dividing by zero.
402 long timeAgo = PhysicsScene.SimulationStep - CollidingStep + 1; 411 long timeAgo = PhysicsScene.SimulationStep - CollidingStep + 1;
403 CollisionScore = CollisionAccumulation / timeAgo; 412 CollisionScore = CollisionAccumulation / timeAgo;
404 } 413 }
@@ -423,13 +432,15 @@ public abstract class BSPhysObject : PhysicsActor
423 UnRegisterPreStepAction(op, id); 432 UnRegisterPreStepAction(op, id);
424 433
425 RegisteredPrestepActions[identifier] = actn; 434 RegisteredPrestepActions[identifier] = actn;
435
436 PhysicsScene.BeforeStep += actn;
426 } 437 }
427 PhysicsScene.BeforeStep += actn;
428 DetailLog("{0},BSPhysObject.RegisterPreStepAction,id={1}", LocalID, identifier); 438 DetailLog("{0},BSPhysObject.RegisterPreStepAction,id={1}", LocalID, identifier);
429 } 439 }
430 440
431 // Unregister a pre step action. Safe to call if the action has not been registered. 441 // Unregister a pre step action. Safe to call if the action has not been registered.
432 protected void UnRegisterPreStepAction(string op, uint id) 442 // Returns 'true' if an action was actually removed
443 protected bool UnRegisterPreStepAction(string op, uint id)
433 { 444 {
434 string identifier = op + "-" + id.ToString(); 445 string identifier = op + "-" + id.ToString();
435 bool removed = false; 446 bool removed = false;
@@ -443,6 +454,7 @@ public abstract class BSPhysObject : PhysicsActor
443 } 454 }
444 } 455 }
445 DetailLog("{0},BSPhysObject.UnRegisterPreStepAction,id={1},removed={2}", LocalID, identifier, removed); 456 DetailLog("{0},BSPhysObject.UnRegisterPreStepAction,id={1},removed={2}", LocalID, identifier, removed);
457 return removed;
446 } 458 }
447 459
448 protected void UnRegisterAllPreStepActions() 460 protected void UnRegisterAllPreStepActions()
@@ -468,13 +480,15 @@ public abstract class BSPhysObject : PhysicsActor
468 UnRegisterPostStepAction(op, id); 480 UnRegisterPostStepAction(op, id);
469 481
470 RegisteredPoststepActions[identifier] = actn; 482 RegisteredPoststepActions[identifier] = actn;
483
484 PhysicsScene.AfterStep += actn;
471 } 485 }
472 PhysicsScene.AfterStep += actn;
473 DetailLog("{0},BSPhysObject.RegisterPostStepAction,id={1}", LocalID, identifier); 486 DetailLog("{0},BSPhysObject.RegisterPostStepAction,id={1}", LocalID, identifier);
474 } 487 }
475 488
476 // Unregister a pre step action. Safe to call if the action has not been registered. 489 // Unregister a pre step action. Safe to call if the action has not been registered.
477 protected void UnRegisterPostStepAction(string op, uint id) 490 // Returns 'true' if an action was actually removed.
491 protected bool UnRegisterPostStepAction(string op, uint id)
478 { 492 {
479 string identifier = op + "-" + id.ToString(); 493 string identifier = op + "-" + id.ToString();
480 bool removed = false; 494 bool removed = false;
@@ -488,6 +502,7 @@ public abstract class BSPhysObject : PhysicsActor
488 } 502 }
489 } 503 }
490 DetailLog("{0},BSPhysObject.UnRegisterPostStepAction,id={1},removed={2}", LocalID, identifier, removed); 504 DetailLog("{0},BSPhysObject.UnRegisterPostStepAction,id={1},removed={2}", LocalID, identifier, removed);
505 return removed;
491 } 506 }
492 507
493 protected void UnRegisterAllPostStepActions() 508 protected void UnRegisterAllPostStepActions()
diff --git a/OpenSim/Region/Physics/BulletSPlugin/Tests/BulletSimTestsUtil.cs b/OpenSim/Region/Physics/BulletSPlugin/Tests/BulletSimTestsUtil.cs
index 6c2247a..e7657f9 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/Tests/BulletSimTestsUtil.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/Tests/BulletSimTestsUtil.cs
@@ -1,81 +1,87 @@
1/* 1/*
2 * Copyright (c) Contributors, http://opensimulator.org/ 2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders. 3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 * 4 *
5 * Redistribution and use in source and binary forms, with or without 5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met: 6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright 7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer. 8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright 9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the 10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution. 11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the 12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products 13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission. 14 * derived from this software without specific prior written permission.
15 * 15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY 16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED 17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY 19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES 20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; 21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND 22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Linq; 30using System.Linq;
31using System.Text; 31using System.Text;
32 32
33using Nini.Config; 33using Nini.Config;
34 34
35using OpenSim.Framework; 35using OpenSim.Framework;
36using OpenSim.Region.Physics.BulletSPlugin; 36using OpenSim.Region.Physics.BulletSPlugin;
37using OpenSim.Region.Physics.Meshing; 37using OpenSim.Region.Physics.Meshing;
38 38
39namespace OpenSim.Region.Physics.BulletSPlugin.Tests 39namespace OpenSim.Region.Physics.BulletSPlugin.Tests
40{ 40{
41// Utility functions for building up and tearing down the sample physics environments 41// Utility functions for building up and tearing down the sample physics environments
42public static class BulletSimTestsUtil 42public static class BulletSimTestsUtil
43{ 43{
44 // 'engineName' is the Bullet engine to use. Either null (for unmanaged), "BulletUnmanaged" or "BulletXNA" 44 // 'engineName' is the Bullet engine to use. Either null (for unmanaged), "BulletUnmanaged" or "BulletXNA"
45 // 'params' is a set of keyValue pairs to set in the engine's configuration file (override defaults) 45 // 'params' is a set of keyValue pairs to set in the engine's configuration file (override defaults)
46 // May be 'null' if there are no overrides. 46 // May be 'null' if there are no overrides.
47 public static BSScene CreateBasicPhysicsEngine(string engineName, Dictionary<string,string> paramOverrides) 47 public static BSScene CreateBasicPhysicsEngine(Dictionary<string,string> paramOverrides)
48 { 48 {
49 if (engineName == null) 49 IConfigSource openSimINI = new IniConfigSource();
50 engineName = "BulletUnmanaged"; 50 IConfig startupConfig = openSimINI.AddConfig("StartUp");
51 51 startupConfig.Set("physics", "BulletSim");
52 IConfigSource openSimINI = new IniConfigSource(); 52 startupConfig.Set("meshing", "Meshmerizer");
53 IConfig startupConfig = openSimINI.AddConfig("StartUp"); 53 startupConfig.Set("cacheSculptMaps", "false"); // meshmerizer shouldn't save maps
54 startupConfig.Set("meshing", "Meshmerizer"); 54
55 startupConfig.Set("physics", "BulletSim"); 55 IConfig bulletSimConfig = openSimINI.AddConfig("BulletSim");
56 56 // If the caller cares, specify the bullet engine otherwise it will default to "BulletUnmanaged".
57 IConfig bulletSimConfig = openSimINI.AddConfig("BulletSim"); 57 // bulletSimConfig.Set("BulletEngine", "BulletUnmanaged");
58 bulletSimConfig.Set("BulletEngine", engineName); 58 // bulletSimConfig.Set("BulletEngine", "BulletXNA");
59 if (paramOverrides != null) 59 bulletSimConfig.Set("MeshSculptedPrim", "false");
60 { 60 bulletSimConfig.Set("ForceSimplePrimMeshing", "true");
61 foreach (KeyValuePair<string, string> kvp in paramOverrides) 61 if (paramOverrides != null)
62 { 62 {
63 bulletSimConfig.Set(kvp.Key, kvp.Value); 63 foreach (KeyValuePair<string, string> kvp in paramOverrides)
64 } 64 {
65 } 65 bulletSimConfig.Set(kvp.Key, kvp.Value);
66 // bulletSimConfig.Set("PhysicsLoggingEnabled","True"); 66 }
67 // bulletSimConfig.Set("PhysicsLoggingDoFlush","True"); 67 }
68 // bulletSimConfig.Set("VehicleLoggingEnabled","True"); 68 // bulletSimConfig.Set("PhysicsLoggingEnabled","True");
69 69 // bulletSimConfig.Set("PhysicsLoggingDoFlush","True");
70 BSPlugin bsPlugin = new BSPlugin(); 70 // bulletSimConfig.Set("VehicleLoggingEnabled","True");
71 71
72 BSScene bsScene = (BSScene)bsPlugin.GetScene("BSTestRegion"); 72 BSPlugin bsPlugin = new BSPlugin();
73 73
74 Meshing.Meshmerizer mesher = new Meshmerizer(openSimINI); 74 BSScene bsScene = (BSScene)bsPlugin.GetScene("BSTestRegion");
75 bsScene.Initialise(mesher, openSimINI); 75
76 76 // Since the asset requestor is not initialized, any mesh or sculptie will be a cube.
77 return bsScene; 77 // In the future, add a fake asset fetcher to get meshes and sculpts.
78 } 78 // bsScene.RequestAssetMethod = ???;
79 79
80} 80 Meshing.Meshmerizer mesher = new Meshmerizer(openSimINI);
81} 81 bsScene.Initialise(mesher, openSimINI);
82
83 return bsScene;
84 }
85
86}
87}