diff options
Diffstat (limited to 'OpenSim')
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 | ||
28 | using System; | 28 | using System; |
29 | using System.Collections.Generic; | 29 | using System.Collections.Generic; |
30 | using System.Linq; | 30 | using System.Linq; |
31 | using System.Text; | 31 | using System.Text; |
32 | 32 | ||
33 | using Nini.Config; | 33 | using Nini.Config; |
34 | 34 | ||
35 | using OpenSim.Framework; | 35 | using OpenSim.Framework; |
36 | using OpenSim.Region.Physics.BulletSPlugin; | 36 | using OpenSim.Region.Physics.BulletSPlugin; |
37 | using OpenSim.Region.Physics.Meshing; | 37 | using OpenSim.Region.Physics.Meshing; |
38 | 38 | ||
39 | namespace OpenSim.Region.Physics.BulletSPlugin.Tests | 39 | namespace 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 |
42 | public static class BulletSimTestsUtil | 42 | public 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 | } | ||