From 5685b33071c683c41643fcb78d6f8a28d98db468 Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Mon, 26 Nov 2012 10:47:34 -0800
Subject: BulletSim: increase vehicle stability by suppressing Bullet's update
to angular velocity.
---
OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 21 +++++----
OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 50 +++-------------------
OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 12 +++---
.../Region/Physics/BulletSPlugin/BulletSimAPI.cs | 2 +-
4 files changed, 26 insertions(+), 59 deletions(-)
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index 95a4134..6ff8a48 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -805,6 +805,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// m_angularFrictionTimescale // body angular velocity decay rate
// m_lastAngularVelocity // what was last applied to body
+ /*
if (m_angularMotorDirection.LengthSquared() > 0.0001)
{
Vector3 origVel = m_angularMotorVelocity;
@@ -823,6 +824,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
{
m_angularMotorVelocity = Vector3.Zero;
}
+ */
Vector3 angularMotorContribution = m_angularMotor.Step(pTimestep);
@@ -842,15 +844,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// verticalError.X and .Y are the World error amounts. They are 0 when there is no
// error (Vehicle Body is 'vertical'), and .Z will be 1. As the body leans to its
// side |.X| will increase to 1 and .Z fall to 0. As body inverts |.X| will fall
- // and .Z will go // negative. Similar for tilt and |.Y|. .X and .Y must be
+ // and .Z will go negative. Similar for tilt and |.Y|. .X and .Y must be
// modulated to prevent a stable inverted body.
// Error is 0 (no error) to +/- 2 (max error)
- if (verticalError.Z < 0.0f)
- {
- verticalError.X = 2.0f - verticalError.X;
- verticalError.Y = 2.0f - verticalError.Y;
- }
+ verticalError.X = Math.Max(-2f, Math.Min(verticalError.X, 2f));
+ verticalError.Y = Math.Max(-2f, Math.Min(verticalError.Y, 2f));
+
// scale it by VAservo (timestep and timescale)
verticalError = verticalError * VAservo;
@@ -1013,10 +1013,15 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// Also remove any motion that is on the object so added motion is only from vehicle.
Vector3 applyAngularForce = ((m_lastAngularVelocity * pTimestep)
- Prim.ForceRotationalVelocity);
+ // Unscale the force by the angular factor so it overwhelmes the Bullet additions.
Prim.ForceRotationalVelocity = applyAngularForce;
- VDetailLog("{0},MoveAngular,done,newRotVel={1},lastAngular={2}",
- Prim.LocalID, applyAngularForce, m_lastAngularVelocity);
+ VDetailLog("{0},MoveAngular,done,angMotor={1},vertAttr={2},bank={3},deflect={4},newAngForce={5},lastAngular={6}",
+ Prim.LocalID,
+ angularMotorContribution, verticalAttractionContribution,
+ bankingContribution, deflectionContribution,
+ applyAngularForce, m_lastAngularVelocity
+ );
}
}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index caa6c46..c62c79a 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -1380,54 +1380,16 @@ public sealed class BSPrim : BSPhysObject
public override void UpdateProperties(EntityProperties entprop)
{
- /*
- UpdatedProperties changed = 0;
- // assign to the local variables so the normal set action does not happen
- // if (_position != entprop.Position)
- if (!_position.ApproxEquals(entprop.Position, POSITION_TOLERANCE))
- {
- _position = entprop.Position;
- changed |= UpdatedProperties.Position;
- }
- // if (_orientation != entprop.Rotation)
- if (!_orientation.ApproxEquals(entprop.Rotation, ROTATION_TOLERANCE))
- {
- _orientation = entprop.Rotation;
- changed |= UpdatedProperties.Rotation;
- }
- // if (_velocity != entprop.Velocity)
- if (!_velocity.ApproxEquals(entprop.Velocity, VELOCITY_TOLERANCE))
- {
- _velocity = entprop.Velocity;
- changed |= UpdatedProperties.Velocity;
- }
- // if (_acceleration != entprop.Acceleration)
- if (!_acceleration.ApproxEquals(entprop.Acceleration, ACCELERATION_TOLERANCE))
- {
- _acceleration = entprop.Acceleration;
- changed |= UpdatedProperties.Acceleration;
- }
- // if (_rotationalVelocity != entprop.RotationalVelocity)
- if (!_rotationalVelocity.ApproxEquals(entprop.RotationalVelocity, ROTATIONAL_VELOCITY_TOLERANCE))
- {
- _rotationalVelocity = entprop.RotationalVelocity;
- changed |= UpdatedProperties.RotationalVel;
- }
- if (changed != 0)
+ // Updates only for individual prims and for the root object of a linkset.
+ if (Linkset.IsRoot(this))
{
- // Only update the position of single objects and linkset roots
- if (Linkset.IsRoot(this))
+ // A temporary kludge to suppress the rotational effects introduced on vehicles by Bullet
+ // TODO: handle physics introduced by Bullet with computed vehicle physics.
+ if (_vehicle.IsActive)
{
- base.RequestPhysicsterseUpdate();
+ entprop.RotationalVelocity = OMV.Vector3.Zero;
}
- }
- */
-
- // Don't check for damping here -- it's done in BulletSim and SceneObjectPart.
- // Updates only for individual prims and for the root object of a linkset.
- if (Linkset.IsRoot(this))
- {
// Assign directly to the local variables so the normal set action does not happen
_position = entprop.Position;
_orientation = entprop.Rotation;
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index 805e670..09b1423 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -515,9 +515,9 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
collidersCount = 0;
}
- // Don't have to use the pointers passed back since we know it is the same pinned memory we passed in
+ // Don't have to use the pointers passed back since we know it is the same pinned memory we passed in.
- // Get a value for 'now' so all the collision and update routines don't have to get their own
+ // Get a value for 'now' so all the collision and update routines don't have to get their own.
SimulationNowTime = Util.EnvironmentTickCount();
// If there were collisions, process them by sending the event to the prim.
@@ -563,6 +563,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
ObjectsWithCollisions.Remove(po);
ObjectsWithNoMoreCollisions.Clear();
}
+ // Done with collisions.
// If any of the objects had updated properties, tell the object it has been changed by the physics engine
if (updatedEntityCount > 0)
@@ -586,9 +587,8 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
// The physics engine returns the number of milliseconds it simulated this call.
// These are summed and normalized to one second and divided by 1000 to give the reported physics FPS.
- // We multiply by 55 to give a recognizable running rate (55 or less).
- return numSubSteps * m_fixedTimeStep * 1000 * 55;
- // return timeStep * 1000 * 55;
+ // Multiply by 55 to give a nominal frame rate of 55.
+ return (float)numSubSteps * m_fixedTimeStep * 1000f * 55f;
}
// Something has collided
@@ -1172,7 +1172,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
(s) => { return s.m_params[0].avatarFriction; },
(s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarFriction, p, l, v); } ),
new ParameterDefn("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.",
- 0.99f,
+ 10.0f,
(s,cf,p,v) => { s.m_params[0].avatarStandingFriction = cf.GetFloat(p, v); },
(s) => { return s.m_params[0].avatarStandingFriction; },
(s,p,l,v) => { s.m_params[0].avatarStandingFriction = v; } ),
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
index 12baee9..1e003e6 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
@@ -357,7 +357,7 @@ public enum CollisionFlags : uint
CF_CHARACTER_OBJECT = 1 << 4,
CF_DISABLE_VISUALIZE_OBJECT = 1 << 5,
CF_DISABLE_SPU_COLLISION_PROCESS = 1 << 6,
- // Following used by BulletSim to control collisions
+ // Following used by BulletSim to control collisions and updates
BS_SUBSCRIBE_COLLISION_EVENTS = 1 << 10,
BS_FLOATS_ON_WATER = 1 << 11,
BS_NONE = 0,
--
cgit v1.1
From 16e4019eca0bec8802e9bd7d2e7bd228025b701a Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Mon, 26 Nov 2012 22:25:36 +0000
Subject: Fix database service unit test failures by temporarily reverting
BasicDataServiceTest extending OpenSimTestCase.
Mono 2.4.3 doesn't like this when running nunit, with nunit throwing
AssetTests`2 : System.MemberAccessException : Cannot create an instance of OpenSim.Data.Tests.AssetTests`2[TConn,TAssetData] because Type.ContainsGenericParameters is true.
and similar. Mono 2.10.8.1 does not have this issue.
So will wait until min version of mono bumps before restoring.
---
OpenSim/Data/Tests/BasicDataServiceTest.cs | 8 +++++++-
1 file changed, 7 insertions(+), 1 deletion(-)
diff --git a/OpenSim/Data/Tests/BasicDataServiceTest.cs b/OpenSim/Data/Tests/BasicDataServiceTest.cs
index d8019ba..69b79bf 100644
--- a/OpenSim/Data/Tests/BasicDataServiceTest.cs
+++ b/OpenSim/Data/Tests/BasicDataServiceTest.cs
@@ -44,9 +44,15 @@ namespace OpenSim.Data.Tests
/// This is a base class for testing any Data service for any DBMS.
/// Requires NUnit 2.5 or better (to support the generics).
///
+ ///
+ /// FIXME: Should extend OpenSimTestCase but compile on mono 2.4.3 currently fails with
+ /// AssetTests`2 : System.MemberAccessException : Cannot create an instance of OpenSim.Data.Tests.AssetTests`2[TConn,TAssetData] because Type.ContainsGenericParameters is true.
+ /// and similar on EstateTests, InventoryTests and RegionTests.
+ /// Runs fine with mono 2.10.8.1, so easiest thing is to wait until min Mono version uplifts.
+ ///
///
///
- public class BasicDataServiceTest : OpenSimTestCase
+ public class BasicDataServiceTest
where TConn : DbConnection, new()
where TService : class, new()
{
--
cgit v1.1
From 9e0db36c82da303a0d9c709b84b1c35879a39e86 Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Tue, 27 Nov 2012 05:23:50 -0800
Subject: BulletSim: add 'infinite' timescale that does not reduce motor target
or friction.
---
OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs | 37 +++++++++++++++++-------
1 file changed, 27 insertions(+), 10 deletions(-)
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs
index 480da2c..e91bfa8 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs
@@ -7,6 +7,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin
{
public abstract class BSMotor
{
+ // Timescales and other things can be turned off by setting them to 'infinite'.
+ public const float Infinite = 10000f;
+ public readonly static Vector3 InfiniteVector = new Vector3(BSMotor.Infinite, BSMotor.Infinite, BSMotor.Infinite);
+
public BSMotor(string useName)
{
UseName = useName;
@@ -46,8 +50,9 @@ public class BSVMotor : BSMotor
public BSVMotor(string useName)
: base(useName)
{
- TimeScale = TargetValueDecayTimeScale = Efficiency = 1f;
- FrictionTimescale = Vector3.Zero;
+ TimeScale = TargetValueDecayTimeScale = BSMotor.Infinite;
+ Efficiency = 1f;
+ FrictionTimescale = BSMotor.InfiniteVector;
CurrentValue = TargetValue = Vector3.Zero;
}
public BSVMotor(string useName, float timeScale, float decayTimeScale, Vector3 frictionTimeScale, float efficiency)
@@ -78,23 +83,35 @@ public class BSVMotor : BSMotor
// Addition = (desiredVector - currentAppliedVector) / secondsItShouldTakeToComplete
Vector3 addAmount = (TargetValue - CurrentValue)/TimeScale * timeStep;
CurrentValue += addAmount;
+
returnCurrent = CurrentValue;
- // The desired value reduces to zero when also reduces the difference with current.
- float decayFactor = (1.0f / TargetValueDecayTimeScale) * timeStep;
- TargetValue *= (1f - decayFactor);
+ // The desired value reduces to zero which also reduces the difference with current.
+ // If the decay time is infinite, don't decay at all.
+ float decayFactor = 0f;
+ if (TargetValueDecayTimeScale != BSMotor.Infinite)
+ {
+ decayFactor = (1.0f / TargetValueDecayTimeScale) * timeStep;
+ TargetValue *= (1f - decayFactor);
+ }
Vector3 frictionFactor = Vector3.Zero;
- frictionFactor = (Vector3.One / FrictionTimescale) * timeStep;
- CurrentValue *= (Vector3.One - frictionFactor);
+ if (FrictionTimescale != BSMotor.InfiniteVector)
+ {
+ // frictionFactor = (Vector3.One / FrictionTimescale) * timeStep;
+ frictionFactor.X = FrictionTimescale.X == BSMotor.Infinite ? 0f : (1f / FrictionTimescale.X) * timeStep;
+ frictionFactor.Y = FrictionTimescale.Y == BSMotor.Infinite ? 0f : (1f / FrictionTimescale.Y) * timeStep;
+ frictionFactor.Z = FrictionTimescale.Z == BSMotor.Infinite ? 0f : (1f / FrictionTimescale.Z) * timeStep;
+ CurrentValue *= (Vector3.One - frictionFactor);
+ }
- MDetailLog("{0},BSVMotor.Step,nonZero,{1},origTarget={2},origCurr={3},timeStep={4},timeScale={5},addAmnt={6},targetDecay={7},decayFact={8},fricTS={9},frictFact={10}",
- BSScene.DetailLogZero, UseName, origTarget, origCurrVal,
+ MDetailLog("{0},BSVMotor.Step,nonZero,{1},origCurr={2},origTarget={3},timeStep={4},timeScale={5},addAmnt={6},targetDecay={7},decayFact={8},fricTS={9},frictFact={10}",
+ BSScene.DetailLogZero, UseName, origCurrVal, origTarget,
timeStep, TimeScale, addAmount,
TargetValueDecayTimeScale, decayFactor,
FrictionTimescale, frictionFactor);
MDetailLog("{0},BSVMotor.Step,nonZero,{1},curr={2},target={3},add={4},decay={5},frict={6},ret={7}",
- BSScene.DetailLogZero, UseName, TargetValue, CurrentValue,
+ BSScene.DetailLogZero, UseName, CurrentValue, TargetValue,
addAmount, decayFactor, frictionFactor, returnCurrent);
}
else
--
cgit v1.1
From 59554758b155c7965dc414a16e8b35c115ad3f64 Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Tue, 27 Nov 2012 05:24:29 -0800
Subject: BulletSim: implementation of vertical attraction motor.
---
OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 103 +++++++++++++--------
1 file changed, 62 insertions(+), 41 deletions(-)
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index 6ff8a48..d94abf4 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -125,6 +125,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
//Attractor properties
+ private BSVMotor m_verticalAttractionMotor = new BSVMotor("VerticalAttraction");
private float m_verticalAttractionEfficiency = 1.0f; // damped
private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor.
@@ -197,9 +198,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin
break;
case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
m_verticalAttractionEfficiency = Math.Max(0.1f, Math.Min(pValue, 1f));
+ m_verticalAttractionMotor.Efficiency = m_verticalAttractionEfficiency;
break;
case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
m_verticalAttractionTimescale = Math.Max(pValue, 0.01f);
+ m_verticalAttractionMotor.TimeScale = m_verticalAttractionTimescale;
break;
// These are vector properties but the engine lets you use a single float value to
@@ -530,12 +533,22 @@ namespace OpenSim.Region.Physics.BulletSPlugin
Refresh();
m_linearMotor = new BSVMotor("LinearMotor", m_linearMotorTimescale,
- m_linearMotorDecayTimescale, m_linearFrictionTimescale, 1f);
+ m_linearMotorDecayTimescale, m_linearFrictionTimescale,
+ 1f);
m_linearMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging)
+
m_angularMotor = new BSVMotor("AngularMotor", m_angularMotorTimescale,
- m_angularMotorDecayTimescale, m_angularFrictionTimescale, 1f);
+ m_angularMotorDecayTimescale, m_angularFrictionTimescale,
+ 1f);
m_angularMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging)
+ m_verticalAttractionMotor = new BSVMotor("VerticalAttraction", m_verticalAttractionTimescale,
+ BSMotor.Infinite, BSMotor.InfiniteVector,
+ m_verticalAttractionEfficiency);
+ // Z goes away and we keep X and Y
+ m_verticalAttractionMotor.FrictionTimescale = new Vector3(BSMotor.Infinite, BSMotor.Infinite, 0.1f);
+ m_verticalAttractionMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging)
+
// m_bankingMotor = new BSVMotor("BankingMotor", ...);
}
@@ -829,46 +842,63 @@ namespace OpenSim.Region.Physics.BulletSPlugin
Vector3 angularMotorContribution = m_angularMotor.Step(pTimestep);
// ==================================================================
+ // NO_DEFLECTION_UP says angular motion should not add any pitch or roll movement
+ if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0)
+ {
+ angularMotorContribution.X = 0f;
+ angularMotorContribution.Y = 0f;
+ VDetailLog("{0},MoveAngular,noDeflectionUp,angularMotorContrib={1}", Prim.LocalID, angularMotorContribution);
+ }
+
+ // ==================================================================
Vector3 verticalAttractionContribution = Vector3.Zero;
// If vertical attaction timescale is reasonable and we applied an angular force last time...
- if (m_verticalAttractionTimescale < 300 && m_lastAngularVelocity != Vector3.Zero)
+ if (m_verticalAttractionTimescale < 500)
{
- float VAservo = pTimestep * 0.2f / m_verticalAttractionTimescale;
- if (Prim.IsColliding)
- VAservo = pTimestep * 0.05f / m_verticalAttractionTimescale;
+ Vector3 verticalError = Vector3.UnitZ * Prim.ForceOrientation;
+ verticalError.Normalize();
+ m_verticalAttractionMotor.SetCurrent(verticalError);
+ m_verticalAttractionMotor.SetTarget(Vector3.UnitZ);
+ verticalAttractionContribution = m_verticalAttractionMotor.Step(pTimestep);
+ /*
+ // Take a vector pointing up and convert it from world to vehicle relative coords.
+ Vector3 verticalError = Vector3.UnitZ * Prim.ForceOrientation;
+ verticalError.Normalize();
- VAservo *= (m_verticalAttractionEfficiency * m_verticalAttractionEfficiency);
+ // If vertical attraction correction is needed, the vector that was pointing up (UnitZ)
+ // is now leaning to one side (rotated around the X axis) and the Y value will
+ // go from zero (nearly straight up) to one (completely to the side) or leaning
+ // front-to-back (rotated around the Y axis) and the value of X will be between
+ // zero and one.
+ // The value of Z is how far the rotation is off with 1 meaning none and 0 being 90 degrees.
- // Create a vector of the vehicle "up" in world coordinates
- Vector3 verticalError = Vector3.UnitZ * Prim.ForceOrientation;
- // verticalError.X and .Y are the World error amounts. They are 0 when there is no
- // error (Vehicle Body is 'vertical'), and .Z will be 1. As the body leans to its
- // side |.X| will increase to 1 and .Z fall to 0. As body inverts |.X| will fall
- // and .Z will go negative. Similar for tilt and |.Y|. .X and .Y must be
- // modulated to prevent a stable inverted body.
-
- // Error is 0 (no error) to +/- 2 (max error)
- verticalError.X = Math.Max(-2f, Math.Min(verticalError.X, 2f));
- verticalError.Y = Math.Max(-2f, Math.Min(verticalError.Y, 2f));
-
- // scale it by VAservo (timestep and timescale)
- verticalError = verticalError * VAservo;
-
- // As the body rotates around the X axis, then verticalError.Y increases; Rotated around Y
- // then .X increases, so change Body angular velocity X based on Y, and Y based on X.
- // Z is not changed.
+ // If verticalError.Z is negative, the vehicle is upside down. Add additional push.
+ if (verticalError.Z < 0f)
+ {
+ verticalError.X = 2f - verticalError.X;
+ verticalError.Y = 2f - verticalError.Y;
+ }
+
+ // Y error means needed rotation around X axis and visa versa.
verticalAttractionContribution.X = verticalError.Y;
verticalAttractionContribution.Y = - verticalError.X;
verticalAttractionContribution.Z = 0f;
- // scaling appears better usingsquare-law
- Vector3 angularVelocity = Prim.ForceRotationalVelocity;
- float bounce = 1.0f - (m_verticalAttractionEfficiency * m_verticalAttractionEfficiency);
- verticalAttractionContribution.X += bounce * angularVelocity.X;
- verticalAttractionContribution.Y += bounce * angularVelocity.Y;
+ // scale by the time scale and timestep
+ Vector3 unscaledContrib = verticalAttractionContribution;
+ verticalAttractionContribution /= m_verticalAttractionTimescale;
+ verticalAttractionContribution *= pTimestep;
- VDetailLog("{0},MoveAngular,verticalAttraction,VAservo={1},effic={2},verticalError={3},bounce={4},vertattr={5}",
- Prim.LocalID, VAservo, m_verticalAttractionEfficiency, verticalError, bounce, verticalAttractionContribution);
+ // apply efficiency
+ Vector3 preEfficiencyContrib = verticalAttractionContribution;
+ float efficencySquared = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency;
+ verticalAttractionContribution *= (m_verticalAttractionEfficiency * m_verticalAttractionEfficiency);
+
+ VDetailLog("{0},MoveAngular,verticalAttraction,,verticalError={1},unscaled={2},preEff={3},eff={4},effSq={5},vertAttr={6}",
+ Prim.LocalID, verticalError, unscaledContrib, preEfficiencyContrib,
+ m_verticalAttractionEfficiency, efficencySquared,
+ verticalAttractionContribution);
+ */
}
@@ -989,15 +1019,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin
}
// ==================================================================
- // NO_DEFLECTION_UP says angular motion should not add any pitch or roll movement
- if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0)
- {
- m_lastAngularVelocity.X = 0;
- m_lastAngularVelocity.Y = 0;
- VDetailLog("{0},MoveAngular,noDeflectionUp,lastAngular={1}", Prim.LocalID, m_lastAngularVelocity);
- }
-
- // ==================================================================
if (m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f))
{
m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero.
--
cgit v1.1
From 68fe7dff20fb38480a1c760f1347dafac43899c5 Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Tue, 27 Nov 2012 05:37:06 -0800
Subject: BulletSim: reorganize angular movement routine into separate
subroutines enabling external calibration routines and unit testing.
---
OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 209 +++++++++++----------
1 file changed, 114 insertions(+), 95 deletions(-)
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index d94abf4..eb4d06a 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -317,7 +317,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
m_VhoverEfficiency = 0;
m_VhoverTimescale = 0;
m_VehicleBuoyancy = 0;
-
+
m_linearDeflectionEfficiency = 1;
m_linearDeflectionTimescale = 1;
@@ -366,8 +366,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
m_bankingMix = 1;
m_referenceFrame = Quaternion.Identity;
- m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY
- | VehicleFlag.HOVER_TERRAIN_ONLY
+ m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY
+ | VehicleFlag.HOVER_TERRAIN_ONLY
| VehicleFlag.HOVER_GLOBAL_HEIGHT
| VehicleFlag.HOVER_UP_ONLY);
m_flags |= (VehicleFlag.NO_DEFLECTION_UP
@@ -575,7 +575,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
Vector3 localInertia = new Vector3(m_vehicleMass, m_vehicleMass, m_vehicleMass);
BulletSimAPI.SetMassProps2(Prim.PhysBody.ptr, m_vehicleMass, localInertia);
- VDetailLog("{0},BSDynamics.Refresh,frict={1},inert={2},aDamp={3}",
+ VDetailLog("{0},BSDynamics.Refresh,frict={1},inert={2},aDamp={3}",
Prim.LocalID, friction, localInertia, angularDamping);
}
}
@@ -759,13 +759,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// (http://wiki.secondlife.com/wiki/Category:LSL_Vehicle), the downForce
// has a decay factor. This says this force should
// be computed with a motor.
- VDetailLog("{0},MoveLinear,limitMotorUp,distAbove={1},downForce={2}",
+ VDetailLog("{0},MoveLinear,limitMotorUp,distAbove={1},downForce={2}",
Prim.LocalID, distanceAboveGround, limitMotorUpContribution);
}
// ==================================================================
- Vector3 newVelocity = linearMotorContribution
- + terrainHeightContribution
+ Vector3 newVelocity = linearMotorContribution
+ + terrainHeightContribution
+ hoverContribution
+ limitMotorUpContribution;
@@ -801,7 +801,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
}
VDetailLog("{0},MoveLinear,done,lmDir={1},lmVel={2},newVel={3},primVel={4},totalDown={5}",
- Prim.LocalID, m_linearMotorDirection, m_lastLinearVelocityVector,
+ Prim.LocalID, m_linearMotorDirection, m_lastLinearVelocityVector,
newVelocity, Prim.Velocity, totalDownForce);
} // end MoveLinear()
@@ -850,8 +850,84 @@ namespace OpenSim.Region.Physics.BulletSPlugin
VDetailLog("{0},MoveAngular,noDeflectionUp,angularMotorContrib={1}", Prim.LocalID, angularMotorContribution);
}
+ Vector3 verticalAttractionContribution = ComputeAngularVerticalAttraction(pTimestep);
+
+ Vector3 deflectionContribution = ComputeAngularDeflection(pTimestep);
+
+ Vector3 bankingContribution = ComputeAngularBanking(pTimestep);
+
+ // ==================================================================
+ m_lastVertAttractor = verticalAttractionContribution;
+
+ // Sum velocities
+ m_lastAngularVelocity = angularMotorContribution
+ + verticalAttractionContribution
+ + bankingContribution
+ + deflectionContribution;
+
+ // ==================================================================
+ //Offset section
+ if (m_linearMotorOffset != Vector3.Zero)
+ {
+ //Offset of linear velocity doesn't change the linear velocity,
+ // but causes a torque to be applied, for example...
+ //
+ // IIIII >>> IIIII
+ // IIIII >>> IIIII
+ // IIIII >>> IIIII
+ // ^
+ // | Applying a force at the arrow will cause the object to move forward, but also rotate
+ //
+ //
+ // The torque created is the linear velocity crossed with the offset
+
+ // TODO: this computation should be in the linear section
+ // because that is where we know the impulse being applied.
+ Vector3 torqueFromOffset = Vector3.Zero;
+ // torqueFromOffset = Vector3.Cross(m_linearMotorOffset, appliedImpulse);
+ if (float.IsNaN(torqueFromOffset.X))
+ torqueFromOffset.X = 0;
+ if (float.IsNaN(torqueFromOffset.Y))
+ torqueFromOffset.Y = 0;
+ if (float.IsNaN(torqueFromOffset.Z))
+ torqueFromOffset.Z = 0;
+ torqueFromOffset *= m_vehicleMass;
+ Prim.ApplyTorqueImpulse(torqueFromOffset, true);
+ VDetailLog("{0},BSDynamic.MoveAngular,motorOffset,applyTorqueImpulse={1}", Prim.LocalID, torqueFromOffset);
+ }
+
// ==================================================================
- Vector3 verticalAttractionContribution = Vector3.Zero;
+ if (m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f))
+ {
+ m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero.
+ Prim.ZeroAngularMotion(true);
+ VDetailLog("{0},MoveAngular,zeroAngularMotion,lastAngular={1}", Prim.LocalID, m_lastAngularVelocity);
+ }
+ else
+ {
+ // Apply to the body.
+ // The above calculates the absolute angular velocity needed. Angular velocity is massless.
+ // Since we are stuffing the angular velocity directly into the object, the computed
+ // velocity needs to be scaled by the timestep.
+ // Also remove any motion that is on the object so added motion is only from vehicle.
+ Vector3 applyAngularForce = ((m_lastAngularVelocity * pTimestep)
+ - Prim.ForceRotationalVelocity);
+ // Unscale the force by the angular factor so it overwhelmes the Bullet additions.
+ Prim.ForceRotationalVelocity = applyAngularForce;
+
+ VDetailLog("{0},MoveAngular,done,angMotor={1},vertAttr={2},bank={3},deflect={4},newAngForce={5},lastAngular={6}",
+ Prim.LocalID,
+ angularMotorContribution, verticalAttractionContribution,
+ bankingContribution, deflectionContribution,
+ applyAngularForce, m_lastAngularVelocity
+ );
+ }
+ }
+
+ public Vector3 ComputeAngularVerticalAttraction(float pTimestep)
+ {
+ Vector3 ret = Vector3.Zero;
+
// If vertical attaction timescale is reasonable and we applied an angular force last time...
if (m_verticalAttractionTimescale < 500)
{
@@ -859,7 +935,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
verticalError.Normalize();
m_verticalAttractionMotor.SetCurrent(verticalError);
m_verticalAttractionMotor.SetTarget(Vector3.UnitZ);
- verticalAttractionContribution = m_verticalAttractionMotor.Step(pTimestep);
+ ret = m_verticalAttractionMotor.Step(pTimestep);
/*
// Take a vector pointing up and convert it from world to vehicle relative coords.
Vector3 verticalError = Vector3.UnitZ * Prim.ForceOrientation;
@@ -895,15 +971,19 @@ namespace OpenSim.Region.Physics.BulletSPlugin
verticalAttractionContribution *= (m_verticalAttractionEfficiency * m_verticalAttractionEfficiency);
VDetailLog("{0},MoveAngular,verticalAttraction,,verticalError={1},unscaled={2},preEff={3},eff={4},effSq={5},vertAttr={6}",
- Prim.LocalID, verticalError, unscaledContrib, preEfficiencyContrib,
+ Prim.LocalID, verticalError, unscaledContrib, preEfficiencyContrib,
m_verticalAttractionEfficiency, efficencySquared,
verticalAttractionContribution);
*/
}
+ return ret;
+ }
+
+ public Vector3 ComputeAngularDeflection(float pTimestep)
+ {
+ Vector3 ret = Vector3.Zero;
- // ==================================================================
- Vector3 deflectionContribution = Vector3.Zero;
if (m_angularDeflectionEfficiency != 0)
{
// Compute a scaled vector that points in the preferred axis (X direction)
@@ -914,24 +994,28 @@ namespace OpenSim.Region.Physics.BulletSPlugin
Vector3 preferredAxisOfMotion = scaledDefaultDirection * Quaternion.Add(Prim.ForceOrientation, m_referenceFrame);
// Scale by efficiency and timescale
- deflectionContribution = (preferredAxisOfMotion * (m_angularDeflectionEfficiency) / m_angularDeflectionTimescale) * pTimestep;
+ ret = (preferredAxisOfMotion * (m_angularDeflectionEfficiency) / m_angularDeflectionTimescale) * pTimestep;
+
+ VDetailLog("{0},MoveAngular,Deflection,perfAxis={1},deflection={2}", Prim.LocalID, preferredAxisOfMotion, ret);
- VDetailLog("{0},MoveAngular,Deflection,perfAxis={1},deflection={2}",
- Prim.LocalID, preferredAxisOfMotion, deflectionContribution);
// This deflection computation is not correct.
- deflectionContribution = Vector3.Zero;
+ ret = Vector3.Zero;
}
+ return ret;
+ }
+
+ public Vector3 ComputeAngularBanking(float pTimestep)
+ {
+ Vector3 ret = Vector3.Zero;
- // ==================================================================
- Vector3 bankingContribution = Vector3.Zero;
if (m_bankingEfficiency != 0)
{
Vector3 dir = Vector3.One * Prim.ForceOrientation;
- float mult = (m_bankingMix*m_bankingMix)*-1*(m_bankingMix < 0 ? -1 : 1);
- //Changes which way it banks in and out of turns
+ float mult = (m_bankingMix * m_bankingMix) * -1 * (m_bankingMix < 0 ? -1 : 1);
+ //Changes which way it banks in and out of turns
//Use the square of the efficiency, as it looks much more how SL banking works
- float effSquared = (m_bankingEfficiency*m_bankingEfficiency);
+ float effSquared = (m_bankingEfficiency * m_bankingEfficiency);
if (m_bankingEfficiency < 0)
effSquared *= -1; //Keep the negative!
@@ -953,99 +1037,34 @@ namespace OpenSim.Region.Physics.BulletSPlugin
}
else
{
- bankingContribution.Z += (effSquared * (mult * mix)) * (m_angularMotorVelocity.X) * 4;
+ ret.Z += (effSquared * (mult * mix)) * (m_angularMotorVelocity.X) * 4;
}
//If they are colliding, we probably shouldn't shove the prim around... probably
if (!Prim.IsColliding && Math.Abs(m_angularMotorVelocity.X) > mix)
{
- float angVelZ = m_angularMotorVelocity.X*-1;
+ float angVelZ = m_angularMotorVelocity.X * -1;
/*if(angVelZ > mix)
angVelZ = mix;
else if(angVelZ < -mix)
angVelZ = -mix;*/
//This controls how fast and how far the banking occurs
- Vector3 bankingRot = new Vector3(angVelZ*(effSquared*mult), 0, 0);
+ Vector3 bankingRot = new Vector3(angVelZ * (effSquared * mult), 0, 0);
if (bankingRot.X > 3)
bankingRot.X = 3;
else if (bankingRot.X < -3)
bankingRot.X = -3;
bankingRot *= Prim.ForceOrientation;
- bankingContribution += bankingRot;
+ ret += bankingRot;
}
m_angularMotorVelocity.X *= m_bankingEfficiency == 1 ? 0.0f : 1 - m_bankingEfficiency;
- VDetailLog("{0},MoveAngular,Banking,bEff={1},angMotVel={2},effSq={3},mult={4},mix={5},banking={6}",
- Prim.LocalID, m_bankingEfficiency, m_angularMotorVelocity, effSquared, mult, mix, bankingContribution);
- }
-
- // ==================================================================
- m_lastVertAttractor = verticalAttractionContribution;
-
- // Sum velocities
- m_lastAngularVelocity = angularMotorContribution
- + verticalAttractionContribution
- + bankingContribution
- + deflectionContribution;
-
- // ==================================================================
- //Offset section
- if (m_linearMotorOffset != Vector3.Zero)
- {
- //Offset of linear velocity doesn't change the linear velocity,
- // but causes a torque to be applied, for example...
- //
- // IIIII >>> IIIII
- // IIIII >>> IIIII
- // IIIII >>> IIIII
- // ^
- // | Applying a force at the arrow will cause the object to move forward, but also rotate
- //
- //
- // The torque created is the linear velocity crossed with the offset
-
- // TODO: this computation should be in the linear section
- // because that is where we know the impulse being applied.
- Vector3 torqueFromOffset = Vector3.Zero;
- // torqueFromOffset = Vector3.Cross(m_linearMotorOffset, appliedImpulse);
- if (float.IsNaN(torqueFromOffset.X))
- torqueFromOffset.X = 0;
- if (float.IsNaN(torqueFromOffset.Y))
- torqueFromOffset.Y = 0;
- if (float.IsNaN(torqueFromOffset.Z))
- torqueFromOffset.Z = 0;
- torqueFromOffset *= m_vehicleMass;
- Prim.ApplyTorqueImpulse(torqueFromOffset, true);
- VDetailLog("{0},BSDynamic.MoveAngular,motorOffset,applyTorqueImpulse={1}", Prim.LocalID, torqueFromOffset);
- }
-
- // ==================================================================
- if (m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f))
- {
- m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero.
- Prim.ZeroAngularMotion(true);
- VDetailLog("{0},MoveAngular,zeroAngularMotion,lastAngular={1}", Prim.LocalID, m_lastAngularVelocity);
- }
- else
- {
- // Apply to the body.
- // The above calculates the absolute angular velocity needed. Angular velocity is massless.
- // Since we are stuffing the angular velocity directly into the object, the computed
- // velocity needs to be scaled by the timestep.
- // Also remove any motion that is on the object so added motion is only from vehicle.
- Vector3 applyAngularForce = ((m_lastAngularVelocity * pTimestep)
- - Prim.ForceRotationalVelocity);
- // Unscale the force by the angular factor so it overwhelmes the Bullet additions.
- Prim.ForceRotationalVelocity = applyAngularForce;
-
- VDetailLog("{0},MoveAngular,done,angMotor={1},vertAttr={2},bank={3},deflect={4},newAngForce={5},lastAngular={6}",
- Prim.LocalID,
- angularMotorContribution, verticalAttractionContribution,
- bankingContribution, deflectionContribution,
- applyAngularForce, m_lastAngularVelocity
- );
+ VDetailLog("{0},MoveAngular,Banking,bEff={1},angMotVel={2},effSq={3},mult={4},mix={5},banking={6}",
+ Prim.LocalID, m_bankingEfficiency, m_angularMotorVelocity, effSquared, mult, mix, ret);
}
+ return ret;
}
+
// This is from previous instantiations of XXXDynamics.cs.
// Applies roll reference frame.
// TODO: is this the right way to separate the code to do this operation?
--
cgit v1.1
From a5100cafee7e1e79f911c1e33fb1742075ca7283 Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Tue, 27 Nov 2012 10:01:25 -0800
Subject: BulletSim: fix terrain mesh generation for problem with regions that
have unequal edge heights. Thanks UBit.
---
.../Region/Physics/BulletSPlugin/BSTerrainMesh.cs | 22 ++++++++++++++++------
1 file changed, 16 insertions(+), 6 deletions(-)
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
index d7afdeb..5f6675d 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
@@ -88,9 +88,11 @@ public sealed class BSTerrainMesh : BSTerrainPhys
// Something is very messed up and a crash is in our future.
return;
}
+ PhysicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,indices={1},indSz={2},vertices={3},vertSz={4}",
+ ID, indicesCount, indices.Length, verticesCount, vertices.Length);
m_terrainShape = new BulletShape(BulletSimAPI.CreateMeshShape2(PhysicsScene.World.ptr,
- indicesCount, indices, verticesCount, vertices),
+ indicesCount, indices, verticesCount, vertices),
BSPhysicsShapeType.SHAPE_MESH);
if (m_terrainShape.ptr == IntPtr.Zero)
{
@@ -122,10 +124,10 @@ public sealed class BSTerrainMesh : BSTerrainPhys
// Static objects are not very massive.
BulletSimAPI.SetMassProps2(m_terrainBody.ptr, 0f, Vector3.Zero);
- // Return the new terrain to the world of physical objects
+ // Put the new terrain to the world of physical objects
BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_terrainBody.ptr);
- // redo its bounding box now that it is in the world
+ // Redo its bounding box now that it is in the world
BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_terrainBody.ptr);
BulletSimAPI.SetCollisionFilterMask2(m_terrainBody.ptr,
@@ -188,6 +190,11 @@ public sealed class BSTerrainMesh : BSTerrainPhys
// Simple mesh creation which assumes magnification == 1.
// TODO: do a more general solution that scales, adds new vertices and smoothes the result.
+ // Create an array of vertices that is sizeX+1 by sizeY+1 (note the loop
+ // from zero to <= sizeX). The triangle indices are then generated as two triangles
+ // per heightmap point. There are sizeX by sizeY of these squares. The extra row and
+ // column of vertices are used to complete the triangles of the last row and column
+ // of the heightmap.
try
{
// One vertice per heightmap value plus the vertices off the top and bottom edge.
@@ -200,16 +207,18 @@ public sealed class BSTerrainMesh : BSTerrainPhys
float magY = (float)sizeY / extentY;
physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,totVert={1},totInd={2},extentBase={3},magX={4},magY={5}",
BSScene.DetailLogZero, totalVertices, totalIndices, extentBase, magX, magY);
+ float minHeight = float.MaxValue;
// Note that sizeX+1 vertices are created since there is land between this and the next region.
for (int yy = 0; yy <= sizeY; yy++)
{
- for (int xx = 0; xx <= sizeX; xx++) // Hint: the "<=" means we got through sizeX + 1 times
+ for (int xx = 0; xx <= sizeX; xx++) // Hint: the "<=" means we go around sizeX + 1 times
{
int offset = yy * sizeX + xx;
- // Extend the height from the height from the last row or column
+ // Extend the height with the height from the last row or column
if (yy == sizeY) offset -= sizeX;
if (xx == sizeX) offset -= 1;
float height = heightMap[offset];
+ minHeight = Math.Min(minHeight, height);
vertices[verticesCount + 0] = (float)xx * magX + extentBase.X;
vertices[verticesCount + 1] = (float)yy * magY + extentBase.Y;
vertices[verticesCount + 2] = height + extentBase.Z;
@@ -222,7 +231,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys
{
for (int xx = 0; xx < sizeX; xx++)
{
- int offset = yy * sizeX + xx;
+ int offset = yy * (sizeX + 1) + xx;
// Each vertices is presumed to be the upper left corner of a box of two triangles
indices[indicesCount + 0] = offset;
indices[indicesCount + 1] = offset + 1;
@@ -233,6 +242,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys
indicesCount += 6;
}
}
+
ret = true;
}
catch (Exception e)
--
cgit v1.1
From 8e459a03467ffa45145f90ea764854deaf2615ed Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Tue, 27 Nov 2012 10:02:29 -0800
Subject: BulletSim: reorganize linear movement routine into separate
subroutines enabling external calibration routines and unit tests.
---
OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 137 ++++++++++++---------
1 file changed, 79 insertions(+), 58 deletions(-)
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index eb4d06a..74eb9ab 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -630,13 +630,64 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
Vector3 grav = Prim.PhysicsScene.DefaultGravity * (1f - m_VehicleBuoyancy);
- // Current vehicle position
Vector3 pos = Prim.ForcePosition;
+ float terrainHeight = Prim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos);
+
+ Vector3 terrainHeightContribution = ComputeLinearTerrainHeightCorrection(pTimestep, ref pos, terrainHeight);
+
+ Vector3 hoverContribution = ComputeLinearHover(pTimestep, ref pos, terrainHeight);
+
+ ComputeLinearBlockingEndPoint(pTimestep, ref pos);
+
+ Vector3 limitMotorUpContribution = ComputeLinearMotorUp(pTimestep, pos, terrainHeight);
+
+ // ==================================================================
+ Vector3 newVelocity = linearMotorContribution
+ + terrainHeightContribution
+ + hoverContribution
+ + limitMotorUpContribution;
+
+ // If not changing some axis, reduce out velocity
+ if ((m_flags & (VehicleFlag.NO_X)) != 0)
+ newVelocity.X = 0;
+ if ((m_flags & (VehicleFlag.NO_Y)) != 0)
+ newVelocity.Y = 0;
+ if ((m_flags & (VehicleFlag.NO_Z)) != 0)
+ newVelocity.Z = 0;
+
+ // ==================================================================
+ // Clamp REALLY high or low velocities
+ float newVelocityLengthSq = newVelocity.LengthSquared();
+ if (newVelocityLengthSq > 1e6f)
+ {
+ newVelocity /= newVelocity.Length();
+ newVelocity *= 1000f;
+ }
+ else if (newVelocityLengthSq < 1e-6f)
+ newVelocity = Vector3.Zero;
// ==================================================================
- Vector3 terrainHeightContribution = Vector3.Zero;
+ // Stuff new linear velocity into the vehicle
+ Prim.ForceVelocity = newVelocity;
+ // Prim.ApplyForceImpulse((m_newVelocity - Prim.Velocity) * m_vehicleMass, false); // DEBUG DEBUG
+
+ // Other linear forces are applied as forces.
+ Vector3 totalDownForce = grav * m_vehicleMass;
+ if (totalDownForce != Vector3.Zero)
+ {
+ Prim.AddForce(totalDownForce, false);
+ }
+
+ VDetailLog("{0},MoveLinear,done,lmDir={1},lmVel={2},newVel={3},primVel={4},totalDown={5}",
+ Prim.LocalID, m_linearMotorDirection, m_lastLinearVelocityVector,
+ newVelocity, Prim.Velocity, totalDownForce);
+
+ } // end MoveLinear()
+
+ public Vector3 ComputeLinearTerrainHeightCorrection(float pTimestep, ref Vector3 pos, float terrainHeight)
+ {
+ Vector3 ret = Vector3.Zero;
// If below the terrain, move us above the ground a little.
- float terrainHeight = Prim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos);
// Taking the rotated size doesn't work here because m_prim.Size is the size of the root prim and not the linkset.
// TODO: Add a m_prim.LinkSet.Size similar to m_prim.LinkSet.Mass.
// Vector3 rotatedSize = m_prim.Size * m_prim.ForceOrientation;
@@ -648,10 +699,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
Prim.ForcePosition = pos;
VDetailLog("{0},MoveLinear,terrainHeight,terrainHeight={1},pos={2}", Prim.LocalID, terrainHeight, pos);
}
+ return ret;
+ }
+
+ public Vector3 ComputeLinearHover(float pTimestep, ref Vector3 pos, float terrainHeight)
+ {
+ Vector3 ret = Vector3.Zero;
- // ==================================================================
- Vector3 hoverContribution = Vector3.Zero;
- // Check if hovering
// m_VhoverEfficiency: 0=bouncy, 1=totally damped
// m_VhoverTimescale: time to achieve height
if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
@@ -692,24 +746,29 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// Replace Vertical speed with correction figure if significant
if (verticalError > 0.01f)
{
- hoverContribution = new Vector3(0f, 0f, verticalCorrectionVelocity);
+ ret = new Vector3(0f, 0f, verticalCorrectionVelocity);
//KF: m_VhoverEfficiency is not yet implemented
}
else if (verticalError < -0.01)
{
- hoverContribution = new Vector3(0f, 0f, -verticalCorrectionVelocity);
+ ret = new Vector3(0f, 0f, -verticalCorrectionVelocity);
}
}
VDetailLog("{0},MoveLinear,hover,pos={1},dir={2},height={3},target={4}",
- Prim.LocalID, pos, hoverContribution, m_VhoverHeight, m_VhoverTargetHeight);
+ Prim.LocalID, pos, ret, m_VhoverHeight, m_VhoverTargetHeight);
}
- // ==================================================================
+ return ret;
+ }
+
+ public bool ComputeLinearBlockingEndPoint(float pTimestep, ref Vector3 pos)
+ {
+ bool changed = false;
+
Vector3 posChange = pos - m_lastPositionVector;
if (m_BlockingEndPoint != Vector3.Zero)
{
- bool changed = false;
if (pos.X >= (m_BlockingEndPoint.X - (float)1))
{
pos.X -= posChange.X + 1;
@@ -742,9 +801,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin
Prim.LocalID, m_BlockingEndPoint, posChange, pos);
}
}
+ return changed;
+ }
- // ==================================================================
- Vector3 limitMotorUpContribution = Vector3.Zero;
+ public Vector3 ComputeLinearMotorUp(float pTimestep, Vector3 pos, float terrainHeight)
+ {
+ Vector3 ret = Vector3.Zero;
if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0)
{
// If the vehicle is motoring into the sky, get it going back down.
@@ -753,58 +815,17 @@ namespace OpenSim.Region.Physics.BulletSPlugin
{
// downForce = new Vector3(0, 0, (-distanceAboveGround / m_bankingTimescale) * pTimestep);
// downForce = new Vector3(0, 0, -distanceAboveGround / m_bankingTimescale);
- limitMotorUpContribution = new Vector3(0, 0, -distanceAboveGround);
+ ret = new Vector3(0, 0, -distanceAboveGround);
}
// TODO: this calculation is all wrong. From the description at
// (http://wiki.secondlife.com/wiki/Category:LSL_Vehicle), the downForce
// has a decay factor. This says this force should
// be computed with a motor.
VDetailLog("{0},MoveLinear,limitMotorUp,distAbove={1},downForce={2}",
- Prim.LocalID, distanceAboveGround, limitMotorUpContribution);
+ Prim.LocalID, distanceAboveGround, ret);
}
-
- // ==================================================================
- Vector3 newVelocity = linearMotorContribution
- + terrainHeightContribution
- + hoverContribution
- + limitMotorUpContribution;
-
- // If not changing some axis, reduce out velocity
- if ((m_flags & (VehicleFlag.NO_X)) != 0)
- newVelocity.X = 0;
- if ((m_flags & (VehicleFlag.NO_Y)) != 0)
- newVelocity.Y = 0;
- if ((m_flags & (VehicleFlag.NO_Z)) != 0)
- newVelocity.Z = 0;
-
- // ==================================================================
- // Clamp REALLY high or low velocities
- float newVelocityLengthSq = newVelocity.LengthSquared();
- if (newVelocityLengthSq > 1e6f)
- {
- newVelocity /= newVelocity.Length();
- newVelocity *= 1000f;
- }
- else if (newVelocityLengthSq < 1e-6f)
- newVelocity = Vector3.Zero;
-
- // ==================================================================
- // Stuff new linear velocity into the vehicle
- Prim.ForceVelocity = newVelocity;
- // Prim.ApplyForceImpulse((m_newVelocity - Prim.Velocity) * m_vehicleMass, false); // DEBUG DEBUG
-
- // Other linear forces are applied as forces.
- Vector3 totalDownForce = grav * m_vehicleMass;
- if (totalDownForce != Vector3.Zero)
- {
- Prim.AddForce(totalDownForce, false);
- }
-
- VDetailLog("{0},MoveLinear,done,lmDir={1},lmVel={2},newVel={3},primVel={4},totalDown={5}",
- Prim.LocalID, m_linearMotorDirection, m_lastLinearVelocityVector,
- newVelocity, Prim.Velocity, totalDownForce);
-
- } // end MoveLinear()
+ return ret;
+ }
// =======================================================================
// =======================================================================
--
cgit v1.1
From 2cd88787af52213e1f0b2d863b75e35ca83e8032 Mon Sep 17 00:00:00 2001
From: Diva Canto
Date: Tue, 27 Nov 2012 14:42:28 -0800
Subject: Prevent the core Groups module from being enabled when its name
doesn't match the "default" ini choice
---
OpenSim/Region/CoreModules/Avatar/Groups/GroupsModule.cs | 3 +++
1 file changed, 3 insertions(+)
diff --git a/OpenSim/Region/CoreModules/Avatar/Groups/GroupsModule.cs b/OpenSim/Region/CoreModules/Avatar/Groups/GroupsModule.cs
index af54c1a..b735c61 100644
--- a/OpenSim/Region/CoreModules/Avatar/Groups/GroupsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Groups/GroupsModule.cs
@@ -81,7 +81,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Groups
}
if (groupsConfig.GetString("Module", "Default") != "Default")
+ {
+ m_Enabled = false;
return;
+ }
}
}
--
cgit v1.1
From c17ea2049b3027abb5bc5446a8c5b0d4985953b9 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 28 Nov 2012 01:42:58 +0000
Subject: Show many more primitive properties on console command "show part
name/id/pos"
---
.../World/Objects/Commands/ObjectCommandsModule.cs | 60 ++++++++++++++++++++--
1 file changed, 57 insertions(+), 3 deletions(-)
diff --git a/OpenSim/Region/CoreModules/World/Objects/Commands/ObjectCommandsModule.cs b/OpenSim/Region/CoreModules/World/Objects/Commands/ObjectCommandsModule.cs
index ab8f143..7b235ae 100644
--- a/OpenSim/Region/CoreModules/World/Objects/Commands/ObjectCommandsModule.cs
+++ b/OpenSim/Region/CoreModules/World/Objects/Commands/ObjectCommandsModule.cs
@@ -365,7 +365,8 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands
if (mainParams.Count < 4)
{
- m_console.OutputFormat("Usage: show part id [--full] ");
+ //m_console.OutputFormat("Usage: show part id [--full] ");
+ m_console.OutputFormat("Usage: show part id ");
return;
}
@@ -405,6 +406,7 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands
if (mainParams.Count < 5)
{
+ //m_console.OutputFormat("Usage: show part pos to ");
m_console.OutputFormat("Usage: show part pos [--full] to ");
return;
}
@@ -445,7 +447,8 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands
if (mainParams.Count < 4)
{
- m_console.OutputFormat("Usage: show part name [--full] [--regex] ");
+ m_console.OutputFormat("Usage: show part name [--regex] ");
+ //m_console.OutputFormat("Usage: show part name [--full] [--regex] ");
return;
}
@@ -577,6 +580,58 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands
cdl.AddRow("Link number", sop.LinkNum);
cdl.AddRow("Flags", sop.Flags);
+ if (showFull)
+ {
+ PrimitiveBaseShape s = sop.Shape;
+ cdl.AddRow("FlexiDrag", s.FlexiDrag);
+ cdl.AddRow("FlexiEntry", s.FlexiEntry);
+ cdl.AddRow("FlexiForce", string.Format("<{0},{1},{2}>", s.FlexiForceX, s.FlexiForceY, s.FlexiForceZ));
+ cdl.AddRow("FlexiGravity", s.FlexiGravity);
+ cdl.AddRow("FlexiSoftness", s.FlexiSoftness);
+ cdl.AddRow("HollowShape", s.HollowShape);
+ cdl.AddRow(
+ "LightColor",
+ string.Format("<{0},{1},{2},{3}>", s.LightColorR, s.LightColorB, s.LightColorG, s.LightColorA));
+ cdl.AddRow("FlexiDrag", s.LightCutoff);
+ cdl.AddRow("FlexiDrag", s.LightEntry);
+ cdl.AddRow("FlexiDrag", s.LightFalloff);
+ cdl.AddRow("FlexiDrag", s.LightIntensity);
+ cdl.AddRow("FlexiDrag", s.LightRadius);
+ cdl.AddRow("Media", string.Format("{0} entries", s.Media != null ? s.Media.Count.ToString() : "n/a"));
+ cdl.AddRow("PathBegin", s.PathBegin);
+ cdl.AddRow("PathEnd", s.PathEnd);
+ cdl.AddRow("PathCurve", s.PathCurve);
+ cdl.AddRow("PathRadiusOffset", s.PathRadiusOffset);
+ cdl.AddRow("PathRevolutions", s.PathRevolutions);
+ cdl.AddRow("PathScale", string.Format("<{0},{1}>", s.PathScaleX, s.PathScaleY));
+ cdl.AddRow("PathSkew", string.Format("<{0},{1}>", s.PathShearX, s.PathShearY));
+ cdl.AddRow("FlexiDrag", s.PathSkew);
+ cdl.AddRow("PathTaper", string.Format("<{0},{1}>", s.PathTaperX, s.PathTaperY));
+ cdl.AddRow("PathTwist", s.PathTwist);
+ cdl.AddRow("PathTwistBegin", s.PathTwistBegin);
+ cdl.AddRow("PCode", s.PCode);
+ cdl.AddRow("ProfileBegin", s.ProfileBegin);
+ cdl.AddRow("ProfileEnd", s.ProfileEnd);
+ cdl.AddRow("ProfileHollow", s.ProfileHollow);
+ cdl.AddRow("ProfileShape", s.ProfileShape);
+ cdl.AddRow("ProjectionAmbiance", s.ProjectionAmbiance);
+ cdl.AddRow("ProjectionEntry", s.ProjectionEntry);
+ cdl.AddRow("ProjectionFocus", s.ProjectionFocus);
+ cdl.AddRow("ProjectionFOV", s.ProjectionFOV);
+ cdl.AddRow("ProjectionTextureUUID", s.ProjectionTextureUUID);
+ cdl.AddRow("Scale", s.Scale);
+ cdl.AddRow(
+ "SculptData",
+ string.Format("{0} bytes", s.SculptData != null ? s.SculptData.Length.ToString() : "n/a"));
+ cdl.AddRow("SculptEntry", s.SculptEntry);
+ cdl.AddRow("SculptTexture", s.SculptTexture);
+ cdl.AddRow("SculptType", s.SculptType);
+ cdl.AddRow("State", s.State);
+
+ // TODO, unpack and display texture entries
+ //cdl.AddRow("Textures", string.Format("{0} entries", s.Textures.
+ }
+
object itemsOutput;
if (showFull)
{
@@ -588,7 +643,6 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands
itemsOutput = sop.Inventory.Count;
}
-
cdl.AddRow("Items", itemsOutput);
return sb.Append(cdl.ToString());
--
cgit v1.1
From aae76f7be4f62db230bf4750496b913b6d013eb8 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 28 Nov 2012 02:01:04 +0000
Subject: Stop logging spurious asset data for {0} is zero length error for
sculpts/mesh
ODEPrim, for instance, always hits this code path twice at the moment
Firstly before any sculpt data has been loaded (hence the spurious message)
Secondly when any sculpt data has been loaded or failed to load (when the message would be valid).
Hence comment this out and rely on the message in ODEPrim.MeshAssetReceived() instead
(though this is not ideal since it requires all physics plugins to copy/paste similar code).
---
OpenSim/Region/Physics/Meshing/Meshmerizer.cs | 5 ++++-
OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | 5 +++++
2 files changed, 9 insertions(+), 1 deletion(-)
diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
index 3bd15ce..6fa91ab 100644
--- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
+++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
@@ -321,7 +321,10 @@ namespace OpenSim.Region.Physics.Meshing
if (primShape.SculptData.Length <= 0)
{
- m_log.ErrorFormat("[MESH]: asset data for {0} is zero length", primName);
+ // XXX: At the moment we can not log here since ODEPrim, for instance, ends up triggering this
+ // method twice - once before it has loaded sculpt data from the asset service and once afterwards.
+ // The first time will always call with unloaded SculptData if this needs to be uploaded.
+// m_log.ErrorFormat("[MESH]: asset data for {0} is zero length", primName);
return false;
}
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index 5a0b8d1..0d66496 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -3361,6 +3361,11 @@ Console.WriteLine(" JointCreateFixed");
_pbs.SculptData = new byte[asset.Data.Length];
asset.Data.CopyTo(_pbs.SculptData, 0);
// m_assetFailed = false;
+
+// m_log.DebugFormat(
+// "[ODE PRIM]: Received mesh/sculpt data asset {0} with {1} bytes for {2} at {3} in {4}",
+// _pbs.SculptTexture, _pbs.SculptData.Length, Name, _position, _parent_scene.Name);
+
m_taintshape = true;
_parent_scene.AddPhysicsActorTaint(this);
}
--
cgit v1.1
From 92a766e8cb38ed0cf2f778d95e192275cd4e3100 Mon Sep 17 00:00:00 2001
From: Diva Canto
Date: Tue, 27 Nov 2012 21:10:58 -0800
Subject: Bug fix in Offline IM for inventory transfers. The items were being
placed twice in the receiver's inventory.
---
.../Avatar/InstantMessage/OfflineMessageModule.cs | 26 +++++++++++++---------
1 file changed, 15 insertions(+), 11 deletions(-)
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
index 4aaf1fe..41364d7 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
@@ -186,17 +186,21 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
foreach (GridInstantMessage im in msglist)
{
- // client.SendInstantMessage(im);
-
- // Send through scene event manager so all modules get a chance
- // to look at this message before it gets delivered.
- //
- // Needed for proper state management for stored group
- // invitations
- //
- Scene s = FindScene(client.AgentId);
- if (s != null)
- s.EventManager.TriggerIncomingInstantMessage(im);
+ if (im.dialog == (byte)InstantMessageDialog.InventoryOffered)
+ // send it directly or else the item will be given twice
+ client.SendInstantMessage(im);
+ else
+ {
+ // Send through scene event manager so all modules get a chance
+ // to look at this message before it gets delivered.
+ //
+ // Needed for proper state management for stored group
+ // invitations
+ //
+ Scene s = FindScene(client.AgentId);
+ if (s != null)
+ s.EventManager.TriggerIncomingInstantMessage(im);
+ }
}
}
}
--
cgit v1.1
From 0a66317fa6414dff9a7a4ab5bae10802e1e6693f Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Wed, 28 Nov 2012 08:05:01 -0800
Subject: BulletSim: move GetWaterLevelAtXYZ from BSScene to BSPhysTerrain.
---
.../Region/Physics/BulletSPlugin/BSCharacter.cs | 2 +-
OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 10 ++++---
OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 7 +++--
OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 17 +++++------
.../Physics/BulletSPlugin/BSTerrainHeightmap.cs | 8 +++++-
.../Physics/BulletSPlugin/BSTerrainManager.cs | 33 ++++++++++++++++++++--
.../Region/Physics/BulletSPlugin/BSTerrainMesh.cs | 8 +++++-
7 files changed, 63 insertions(+), 22 deletions(-)
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index 4c195e1..1dfc420 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -307,7 +307,7 @@ public sealed class BSCharacter : BSPhysObject
}
if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0)
{
- float waterHeight = PhysicsScene.GetWaterLevelAtXYZ(_position);
+ float waterHeight = PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(_position);
if (Position.Z < waterHeight)
{
_position.Z = waterHeight;
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index 74eb9ab..b6e3594 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -713,7 +713,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// We should hover, get the target height
if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0)
{
- m_VhoverTargetHeight = Prim.PhysicsScene.GetWaterLevelAtXYZ(pos) + m_VhoverHeight;
+ m_VhoverTargetHeight = Prim.PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(pos) + m_VhoverHeight;
}
if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
{
@@ -730,6 +730,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
if (pos.Z > m_VhoverTargetHeight)
m_VhoverTargetHeight = pos.Z;
}
+
if ((m_flags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0)
{
if (Math.Abs(pos.Z - m_VhoverTargetHeight) > 0.2f)
@@ -883,8 +884,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// Sum velocities
m_lastAngularVelocity = angularMotorContribution
+ verticalAttractionContribution
- + bankingContribution
- + deflectionContribution;
+ + deflectionContribution
+ + bankingContribution;
// ==================================================================
//Offset section
@@ -921,8 +922,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin
if (m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f))
{
m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero.
- Prim.ZeroAngularMotion(true);
+ // TODO: zeroing is good but it also sets values in unmanaged code. Remove the stores when idle.
VDetailLog("{0},MoveAngular,zeroAngularMotion,lastAngular={1}", Prim.LocalID, m_lastAngularVelocity);
+ Prim.ZeroAngularMotion(true);
}
else
{
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index c62c79a..3fb0300 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -253,8 +253,9 @@ public sealed class BSPrim : BSPhysObject
// Zero some other properties in the physics engine
PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate()
{
- BulletSimAPI.SetInterpolationAngularVelocity2(PhysBody.ptr, OMV.Vector3.Zero);
- BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, OMV.Vector3.Zero);
+ // DetailLog("{0},BSPrim.ZeroAngularMotion,call,rotVel={1}", LocalID, _rotationalVelocity);
+ BulletSimAPI.SetInterpolationAngularVelocity2(PhysBody.ptr, _rotationalVelocity);
+ BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, _rotationalVelocity);
});
}
@@ -329,7 +330,7 @@ public sealed class BSPrim : BSPhysObject
if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0)
{
- float waterHeight = PhysicsScene.GetWaterLevelAtXYZ(_position);
+ float waterHeight = PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(_position);
// TODO: a floating motor so object will bob in the water
if (Math.Abs(Position.Z - waterHeight) > 0.1f)
{
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index 09b1423..0c80611 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -127,7 +127,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
public const uint GROUNDPLANE_ID = 1;
public const uint CHILDTERRAIN_ID = 2; // Terrain allocated based on our mega-prim childre start here
- private float m_waterLevel;
+ public float SimpleWaterLevel { get; set; }
public BSTerrainManager TerrainManager { get; private set; }
public ConfigurationParameters Params
@@ -182,6 +182,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
private string m_physicsLoggingDir;
private string m_physicsLoggingPrefix;
private int m_physicsLoggingFileMinutes;
+ private bool m_physicsLoggingDoFlush;
// 'true' of the vehicle code is to log lots of details
public bool VehicleLoggingEnabled { get; private set; }
@@ -290,6 +291,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
m_physicsLoggingDir = pConfig.GetString("PhysicsLoggingDir", ".");
m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-%REGIONNAME%-");
m_physicsLoggingFileMinutes = pConfig.GetInt("PhysicsLoggingFileMinutes", 5);
+ m_physicsLoggingDoFlush = pConfig.GetBoolean("PhysicsLoggingDoFlush", false);
// Very detailed logging for vehicle debugging
VehicleLoggingEnabled = pConfig.GetBoolean("VehicleLoggingEnabled", false);
@@ -494,7 +496,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
try
{
- if (VehicleLoggingEnabled) DumpVehicles(); // DEBUG
+ // if (VehicleLoggingEnabled) DumpVehicles(); // DEBUG
if (PhysicsLogging.Enabled) beforeTime = Util.EnvironmentTickCount();
numSubSteps = BulletSimAPI.PhysicsStep2(World.ptr, timeStep, m_maxSubSteps, m_fixedTimeStep,
@@ -503,7 +505,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
if (PhysicsLogging.Enabled) simTime = Util.EnvironmentTickCountSubtract(beforeTime);
DetailLog("{0},Simulate,call, frame={1}, nTaints={2}, simTime={3}, substeps={4}, updates={5}, colliders={6}",
DetailLogZero, m_simulationStep, numTaints, simTime, numSubSteps, updatedEntityCount, collidersCount);
- if (VehicleLoggingEnabled) DumpVehicles(); // DEBUG
+ // if (VehicleLoggingEnabled) DumpVehicles(); // DEBUG
}
catch (Exception e)
{
@@ -634,12 +636,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
public override void SetWaterLevel(float baseheight)
{
- m_waterLevel = baseheight;
- }
- // Someday....
- public float GetWaterLevelAtXYZ(Vector3 loc)
- {
- return m_waterLevel;
+ SimpleWaterLevel = baseheight;
}
public override void DeleteTerrain()
@@ -1493,7 +1490,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
{
PhysicsLogging.Write(msg, args);
// Add the Flush() if debugging crashes. Gets all the messages written out.
- // PhysicsLogging.Flush();
+ if (m_physicsLoggingDoFlush) PhysicsLogging.Flush();
}
// Used to fill in the LocalID when there isn't one. It's the correct number of characters.
public const string DetailLogZero = "0000000000";
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs
index 1450f66..0cb151e 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs
@@ -148,7 +148,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys
}
// The passed position is relative to the base of the region.
- public override float GetHeightAtXYZ(Vector3 pos)
+ public override float GetTerrainHeightAtXYZ(Vector3 pos)
{
float ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET;
@@ -166,5 +166,11 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys
}
return ret;
}
+
+ // The passed position is relative to the base of the region.
+ public override float GetWaterLevelAtXYZ(Vector3 pos)
+ {
+ return PhysicsScene.SimpleWaterLevel;
+ }
}
}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
index cd623f1..17d9536 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
@@ -62,7 +62,8 @@ public abstract class BSTerrainPhys : IDisposable
ID = id;
}
public abstract void Dispose();
- public abstract float GetHeightAtXYZ(Vector3 pos);
+ public abstract float GetTerrainHeightAtXYZ(Vector3 pos);
+ public abstract float GetWaterLevelAtXYZ(Vector3 pos);
}
// ==========================================================================================
@@ -75,6 +76,7 @@ public sealed class BSTerrainManager
public const float HEIGHT_INITIALIZATION = 24.987f;
public const float HEIGHT_INITIAL_LASTHEIGHT = 24.876f;
public const float HEIGHT_GETHEIGHT_RET = 24.765f;
+ public const float WATER_HEIGHT_GETHEIGHT_RET = 19.998f;
// If the min and max height are equal, we reduce the min by this
// amount to make sure that a bounding box is built for the terrain.
@@ -358,7 +360,7 @@ public sealed class BSTerrainManager
BSTerrainPhys physTerrain;
if (m_terrains.TryGetValue(terrainBaseXYZ, out physTerrain))
{
- ret = physTerrain.GetHeightAtXYZ(loc - terrainBaseXYZ);
+ ret = physTerrain.GetTerrainHeightAtXYZ(loc - terrainBaseXYZ);
}
else
{
@@ -370,6 +372,33 @@ public sealed class BSTerrainManager
return ret;
}
+ public float GetWaterLevelAtXYZ(Vector3 pos)
+ {
+ float ret = WATER_HEIGHT_GETHEIGHT_RET;
+
+ float tX = pos.X;
+ float tY = pos.Y;
+
+ Vector3 terrainBaseXYZ = Vector3.Zero;
+ terrainBaseXYZ.X = ((int)(tX / (int)DefaultRegionSize.X)) * (int)DefaultRegionSize.X;
+ terrainBaseXYZ.Y = ((int)(tY / (int)DefaultRegionSize.Y)) * (int)DefaultRegionSize.Y;
+
+ lock (m_terrains)
+ {
+ BSTerrainPhys physTerrain;
+ if (m_terrains.TryGetValue(terrainBaseXYZ, out physTerrain))
+ {
+ ret = physTerrain.GetWaterLevelAtXYZ(pos);
+ }
+ else
+ {
+ PhysicsScene.Logger.ErrorFormat("{0} GetWaterHeightAtXY: terrain not found: region={1}, x={2}, y={3}",
+ LogHeader, PhysicsScene.RegionName, tX, tY);
+ }
+ }
+ return ret;
+ }
+
// Although no one seems to check this, I do support combining.
public bool SupportsCombining()
{
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
index 5f6675d..7e93ab4 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
@@ -148,7 +148,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys
}
}
- public override float GetHeightAtXYZ(Vector3 pos)
+ public override float GetTerrainHeightAtXYZ(Vector3 pos)
{
// For the moment use the saved heightmap to get the terrain height.
// TODO: raycast downward to find the true terrain below the position.
@@ -169,6 +169,12 @@ public sealed class BSTerrainMesh : BSTerrainPhys
return ret;
}
+ // The passed position is relative to the base of the region.
+ public override float GetWaterLevelAtXYZ(Vector3 pos)
+ {
+ return PhysicsScene.SimpleWaterLevel;
+ }
+
// Convert the passed heightmap to mesh information suitable for CreateMeshShape2().
// Return 'true' if successfully created.
public static bool ConvertHeightmapToMesh(
--
cgit v1.1
From 24b3b4df2e1ef57c386583860e851a3e278c54cf Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Wed, 28 Nov 2012 08:10:32 -0800
Subject: BulletSim: update DLLs and SOs to remove simulator crash when calling
SetInterpolationAngularVelocity.
---
bin/lib32/BulletSim.dll | Bin 551424 -> 551424 bytes
bin/lib32/libBulletSim.so | Bin 1707625 -> 1707601 bytes
bin/lib64/BulletSim.dll | Bin 699904 -> 699904 bytes
bin/lib64/libBulletSim.so | Bin 1844588 -> 1844572 bytes
4 files changed, 0 insertions(+), 0 deletions(-)
diff --git a/bin/lib32/BulletSim.dll b/bin/lib32/BulletSim.dll
index 38b11cd..3f5011a 100755
Binary files a/bin/lib32/BulletSim.dll and b/bin/lib32/BulletSim.dll differ
diff --git a/bin/lib32/libBulletSim.so b/bin/lib32/libBulletSim.so
index f59ec97..46d40fe 100755
Binary files a/bin/lib32/libBulletSim.so and b/bin/lib32/libBulletSim.so differ
diff --git a/bin/lib64/BulletSim.dll b/bin/lib64/BulletSim.dll
index 1861d6d..27a807c 100755
Binary files a/bin/lib64/BulletSim.dll and b/bin/lib64/BulletSim.dll differ
diff --git a/bin/lib64/libBulletSim.so b/bin/lib64/libBulletSim.so
index e9b8845..1e82b3d 100755
Binary files a/bin/lib64/libBulletSim.so and b/bin/lib64/libBulletSim.so differ
--
cgit v1.1
From 2ccd4c130234ff16a6c31845958476c759f72245 Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Wed, 28 Nov 2012 09:46:05 -0800
Subject: BulletSim: fix boats floating low by removing LIMIT_MOTOR_UP flag
from TYPE_BOAT definition.
---
OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 18 +++++++++++++++---
1 file changed, 15 insertions(+), 3 deletions(-)
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index b6e3594..3a73fba 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -445,9 +445,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin
m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY
| VehicleFlag.HOVER_GLOBAL_HEIGHT
| VehicleFlag.LIMIT_ROLL_ONLY
+ | VehicleFlag.LIMIT_MOTOR_UP
| VehicleFlag.HOVER_UP_ONLY);
m_flags |= (VehicleFlag.NO_DEFLECTION_UP
- | VehicleFlag.LIMIT_MOTOR_UP
| VehicleFlag.HOVER_WATER_ONLY);
break;
case Vehicle.TYPE_AIRPLANE:
@@ -805,6 +805,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
return changed;
}
+ // From http://wiki.secondlife.com/wiki/LlSetVehicleFlags :
+ // Prevent ground vehicles from motoring into the sky.This flag has a subtle effect when
+ // used with conjunction with banking: the strength of the banking will decay when the
+ // vehicle no longer experiences collisions. The decay timescale is the same as
+ // VEHICLE_BANKING_TIMESCALE. This is to help prevent ground vehicles from steering
+ // when they are in mid jump.
+ // TODO: this code is wrong. Also, what should it do for boats?
public Vector3 ComputeLinearMotorUp(float pTimestep, Vector3 pos, float terrainHeight)
{
Vector3 ret = Vector3.Zero;
@@ -818,10 +825,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// downForce = new Vector3(0, 0, -distanceAboveGround / m_bankingTimescale);
ret = new Vector3(0, 0, -distanceAboveGround);
}
- // TODO: this calculation is all wrong. From the description at
+ // TODO: this calculation is wrong. From the description at
// (http://wiki.secondlife.com/wiki/Category:LSL_Vehicle), the downForce
// has a decay factor. This says this force should
// be computed with a motor.
+ // TODO: add interaction with banking.
VDetailLog("{0},MoveLinear,limitMotorUp,distAbove={1},downForce={2}",
Prim.LocalID, distanceAboveGround, ret);
}
@@ -864,7 +872,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin
Vector3 angularMotorContribution = m_angularMotor.Step(pTimestep);
// ==================================================================
- // NO_DEFLECTION_UP says angular motion should not add any pitch or roll movement
+ // From http://wiki.secondlife.com/wiki/LlSetVehicleFlags :
+ // This flag prevents linear deflection parallel to world z-axis. This is useful
+ // for preventing ground vehicles with large linear deflection, like bumper cars,
+ // from climbing their linear deflection into the sky.
+ // That is, NO_DEFLECTION_UP says angular motion should not add any pitch or roll movement
if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0)
{
angularMotorContribution.X = 0f;
--
cgit v1.1
From b8a7cbb9e916f0fe47e56a35a1bf3a6001ed02d0 Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Thu, 29 Nov 2012 08:03:30 -0800
Subject: BulletSim: reverse direction of hover correction. Removes problem
with vehicles being orbited.
---
OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 16 ++++++++--------
1 file changed, 8 insertions(+), 8 deletions(-)
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index 3a73fba..a398b74 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -742,22 +742,22 @@ namespace OpenSim.Region.Physics.BulletSPlugin
else
{
float verticalError = pos.Z - m_VhoverTargetHeight;
- // RA: where does the 50 come from?
- float verticalCorrectionVelocity = pTimestep * ((verticalError * 50.0f) / m_VhoverTimescale);
- // Replace Vertical speed with correction figure if significant
+ float verticalCorrectionVelocity = pTimestep * (verticalError / m_VhoverTimescale);
+
+ // TODO: implement m_VhoverEfficiency
if (verticalError > 0.01f)
{
- ret = new Vector3(0f, 0f, verticalCorrectionVelocity);
- //KF: m_VhoverEfficiency is not yet implemented
+ // If error is positive (we're above the target height), push down
+ ret = new Vector3(0f, 0f, -verticalCorrectionVelocity);
}
else if (verticalError < -0.01)
{
- ret = new Vector3(0f, 0f, -verticalCorrectionVelocity);
+ ret = new Vector3(0f, 0f, verticalCorrectionVelocity);
}
}
- VDetailLog("{0},MoveLinear,hover,pos={1},dir={2},height={3},target={4}",
- Prim.LocalID, pos, ret, m_VhoverHeight, m_VhoverTargetHeight);
+ VDetailLog("{0},MoveLinear,hover,pos={1},ret={2},hoverTS={3},height={4},target={5}",
+ Prim.LocalID, pos, ret, m_VhoverTimescale, m_VhoverHeight, m_VhoverTargetHeight);
}
return ret;
--
cgit v1.1
From 0cd99c74a70ddfd42c3e8325716f56bf35d4474c Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Thu, 29 Nov 2012 09:24:53 -0800
Subject: BulletSim: add expanded call to IMesher/Meshmerizer which
enables/disables mesh caching. Since BulletSim caches and tracks the
unmanaged memory version of meshes, the Meshmerizer itself does not need to
cache built meshes once BulletSim has made the physical proxy mesh.
---
.../Physics/BulletSPlugin/BSShapeCollection.cs | 7 +++----
OpenSim/Region/Physics/Manager/IMesher.cs | 1 +
OpenSim/Region/Physics/Manager/ZeroMesher.cs | 7 ++++++-
OpenSim/Region/Physics/Meshing/Meshmerizer.cs | 21 ++++++++++++++++-----
4 files changed, 26 insertions(+), 10 deletions(-)
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
index 892c34b..b94dcf6 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
@@ -620,8 +620,7 @@ public sealed class BSShapeCollection : IDisposable
}
else
{
- // Pass false for physicalness as this creates some sort of bounding box which we don't need
- meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, false);
+ meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, true, false);
if (meshData != null)
{
@@ -694,8 +693,8 @@ public sealed class BSShapeCollection : IDisposable
else
{
// Build a new hull in the physical world
- // Pass false for physicalness as this creates some sort of bounding box which we don't need
- IMesh meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, false);
+ // Pass true for physicalness as this creates some sort of bounding box which we don't need
+ IMesh meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, true, false);
if (meshData != null)
{
diff --git a/OpenSim/Region/Physics/Manager/IMesher.cs b/OpenSim/Region/Physics/Manager/IMesher.cs
index 3a9ca1b..10c4bd3 100644
--- a/OpenSim/Region/Physics/Manager/IMesher.cs
+++ b/OpenSim/Region/Physics/Manager/IMesher.cs
@@ -36,6 +36,7 @@ namespace OpenSim.Region.Physics.Manager
{
IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod);
IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical);
+ IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool shouldCache);
}
// Values for level of detail to be passed to the mesher.
diff --git a/OpenSim/Region/Physics/Manager/ZeroMesher.cs b/OpenSim/Region/Physics/Manager/ZeroMesher.cs
index ba19db6..270d2ec 100644
--- a/OpenSim/Region/Physics/Manager/ZeroMesher.cs
+++ b/OpenSim/Region/Physics/Manager/ZeroMesher.cs
@@ -64,11 +64,16 @@ namespace OpenSim.Region.Physics.Manager
{
public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod)
{
- return CreateMesh(primName, primShape, size, lod, false);
+ return CreateMesh(primName, primShape, size, lod, false, false);
}
public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical)
{
+ return CreateMesh(primName, primShape, size, lod, false, false);
+ }
+
+ public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool shouldCache)
+ {
// Remove the reference to the encoded JPEG2000 data so it can be GCed
primShape.SculptData = OpenMetaverse.Utils.EmptyBytes;
diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
index 6fa91ab..8145d61 100644
--- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
+++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
@@ -702,11 +702,16 @@ namespace OpenSim.Region.Physics.Meshing
public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod)
{
- return CreateMesh(primName, primShape, size, lod, false);
+ return CreateMesh(primName, primShape, size, lod, false, true);
}
public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical)
{
+ return CreateMesh(primName, primShape, size, lod, isPhysical, true);
+ }
+
+ public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool shouldCache)
+ {
#if SPAM
m_log.DebugFormat("[MESH]: Creating mesh for {0}", primName);
#endif
@@ -716,9 +721,12 @@ namespace OpenSim.Region.Physics.Meshing
// If this mesh has been created already, return it instead of creating another copy
// For large regions with 100k+ prims and hundreds of copies of each, this can save a GB or more of memory
- key = primShape.GetMeshKey(size, lod);
- if (m_uniqueMeshes.TryGetValue(key, out mesh))
- return mesh;
+ if (shouldCache)
+ {
+ key = primShape.GetMeshKey(size, lod);
+ if (m_uniqueMeshes.TryGetValue(key, out mesh))
+ return mesh;
+ }
if (size.X < 0.01f) size.X = 0.01f;
if (size.Y < 0.01f) size.Y = 0.01f;
@@ -741,7 +749,10 @@ namespace OpenSim.Region.Physics.Meshing
// trim the vertex and triangle lists to free up memory
mesh.TrimExcess();
- m_uniqueMeshes.Add(key, mesh);
+ if (shouldCache)
+ {
+ m_uniqueMeshes.Add(key, mesh);
+ }
}
return mesh;
--
cgit v1.1
From 0bda35e18fdba53998d752b7ce7ef5b0580a642e Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Thu, 29 Nov 2012 09:53:59 -0800
Subject: BulletSim: add copyright header where it is missing. Remove some
unnecessary 'using' requirements so testing framework is less complicated.
---
OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 2 --
OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs | 32 +++++++++++++++++++++-
2 files changed, 31 insertions(+), 3 deletions(-)
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index a398b74..fcee1de 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -45,9 +45,7 @@ using System;
using System.Collections.Generic;
using System.Reflection;
using System.Runtime.InteropServices;
-using log4net;
using OpenMetaverse;
-using OpenSim.Framework;
using OpenSim.Region.Physics.Manager;
namespace OpenSim.Region.Physics.BulletSPlugin
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs
index e91bfa8..eca1452 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs
@@ -1,3 +1,30 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ *
+ */
using System;
using System.Collections.Generic;
using System.Text;
@@ -8,7 +35,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
public abstract class BSMotor
{
// Timescales and other things can be turned off by setting them to 'infinite'.
- public const float Infinite = 10000f;
+ public const float Infinite = 12345f;
public readonly static Vector3 InfiniteVector = new Vector3(BSMotor.Infinite, BSMotor.Infinite, BSMotor.Infinite);
public BSMotor(string useName)
@@ -19,7 +46,9 @@ public abstract class BSMotor
public virtual void Reset() { }
public virtual void Zero() { }
+ // A name passed at motor creation for easily identifyable debugging messages.
public string UseName { get; private set; }
+
// Used only for outputting debug information. Might not be set so check for null.
public BSScene PhysicsScene { get; set; }
protected void MDetailLog(string msg, params Object[] parms)
@@ -99,6 +128,7 @@ public class BSVMotor : BSMotor
if (FrictionTimescale != BSMotor.InfiniteVector)
{
// frictionFactor = (Vector3.One / FrictionTimescale) * timeStep;
+ // Individual friction components can be 'infinite' so compute each separately.
frictionFactor.X = FrictionTimescale.X == BSMotor.Infinite ? 0f : (1f / FrictionTimescale.X) * timeStep;
frictionFactor.Y = FrictionTimescale.Y == BSMotor.Infinite ? 0f : (1f / FrictionTimescale.Y) * timeStep;
frictionFactor.Z = FrictionTimescale.Z == BSMotor.Infinite ? 0f : (1f / FrictionTimescale.Z) * timeStep;
--
cgit v1.1
From ec63e4ff29f9983b65d76232018156605762ccc0 Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Thu, 29 Nov 2012 22:21:45 -0800
Subject: BulletSim: remove time scaling of computed vehicle absolute velocity
since Bullet will scale the movement by the time slice. Restore
LIMIT_MOTOR_UP to definitition of BOAT simce some vehicle engines use it even
for land vehicles. Push vehicle parameter updates through the regular
property update to solve vehicles floating off when they should be stopped.
---
OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 98 ++++++++++++++--------
OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs | 8 ++
OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 15 +---
3 files changed, 73 insertions(+), 48 deletions(-)
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index fcee1de..fcc1224 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -127,6 +127,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin
private float m_verticalAttractionEfficiency = 1.0f; // damped
private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor.
+ // Local
+ private float m_knownTerrainHeight;
+ private float m_knownWaterLevel;
+
public BSDynamics(BSScene myScene, BSPrim myPrim)
{
PhysicsScene = myScene;
@@ -443,9 +447,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin
m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY
| VehicleFlag.HOVER_GLOBAL_HEIGHT
| VehicleFlag.LIMIT_ROLL_ONLY
- | VehicleFlag.LIMIT_MOTOR_UP
| VehicleFlag.HOVER_UP_ONLY);
m_flags |= (VehicleFlag.NO_DEFLECTION_UP
+ | VehicleFlag.LIMIT_MOTOR_UP
| VehicleFlag.HOVER_WATER_ONLY);
break;
case Vehicle.TYPE_AIRPLANE:
@@ -596,11 +600,32 @@ namespace OpenSim.Region.Physics.BulletSPlugin
Refresh();
}
+ // Since the computation of terrain height can be a little involved, this routine
+ // is used ot fetch the height only once for each vehicle simulation step.
+ private float GetTerrainHeight(Vector3 pos)
+ {
+ if (m_knownTerrainHeight == float.MinValue)
+ m_knownTerrainHeight = Prim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos);
+ return m_knownTerrainHeight;
+ }
+
+ // Since the computation of water level can be a little involved, this routine
+ // is used ot fetch the level only once for each vehicle simulation step.
+ private float GetWaterLevel(Vector3 pos)
+ {
+ if (m_knownWaterLevel == float.MinValue)
+ m_knownWaterLevel = Prim.PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(pos);
+ return m_knownWaterLevel;
+ }
+
// One step of the vehicle properties for the next 'pTimestep' seconds.
internal void Step(float pTimestep)
{
if (!IsActive) return;
+ // zap values so they will be fetched when needed
+ m_knownTerrainHeight = m_knownWaterLevel = float.MinValue;
+
MoveLinear(pTimestep);
MoveAngular(pTimestep);
@@ -609,6 +634,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// remember the position so next step we can limit absolute movement effects
m_lastPositionVector = Prim.ForcePosition;
+ // Force the physics engine to decide whether values have updated.
+ // TODO: this is only necessary if pos, velocity, ... were updated. Is it quicker
+ // to check for changes here or just push the update?
+ BulletSimAPI.PushUpdate2(Prim.PhysBody.ptr);
+
VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}",
Prim.LocalID, Prim.ForcePosition, Prim.Force, Prim.ForceVelocity, Prim.RotationalVelocity);
}
@@ -629,15 +659,14 @@ namespace OpenSim.Region.Physics.BulletSPlugin
Vector3 grav = Prim.PhysicsScene.DefaultGravity * (1f - m_VehicleBuoyancy);
Vector3 pos = Prim.ForcePosition;
- float terrainHeight = Prim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos);
- Vector3 terrainHeightContribution = ComputeLinearTerrainHeightCorrection(pTimestep, ref pos, terrainHeight);
+ Vector3 terrainHeightContribution = ComputeLinearTerrainHeightCorrection(ref pos);
- Vector3 hoverContribution = ComputeLinearHover(pTimestep, ref pos, terrainHeight);
+ Vector3 hoverContribution = ComputeLinearHover(ref pos);
- ComputeLinearBlockingEndPoint(pTimestep, ref pos);
+ ComputeLinearBlockingEndPoint(ref pos);
- Vector3 limitMotorUpContribution = ComputeLinearMotorUp(pTimestep, pos, terrainHeight);
+ Vector3 limitMotorUpContribution = ComputeLinearMotorUp(pos);
// ==================================================================
Vector3 newVelocity = linearMotorContribution
@@ -665,42 +694,40 @@ namespace OpenSim.Region.Physics.BulletSPlugin
newVelocity = Vector3.Zero;
// ==================================================================
- // Stuff new linear velocity into the vehicle
+ // Stuff new linear velocity into the vehicle.
+ // Since the velocity is just being set, it is not scaled by pTimeStep. Bullet will do that for us.
Prim.ForceVelocity = newVelocity;
- // Prim.ApplyForceImpulse((m_newVelocity - Prim.Velocity) * m_vehicleMass, false); // DEBUG DEBUG
// Other linear forces are applied as forces.
- Vector3 totalDownForce = grav * m_vehicleMass;
+ Vector3 totalDownForce = grav * m_vehicleMass * pTimestep;
if (totalDownForce != Vector3.Zero)
{
Prim.AddForce(totalDownForce, false);
}
- VDetailLog("{0},MoveLinear,done,lmDir={1},lmVel={2},newVel={3},primVel={4},totalDown={5}",
- Prim.LocalID, m_linearMotorDirection, m_lastLinearVelocityVector,
- newVelocity, Prim.Velocity, totalDownForce);
+ VDetailLog("{0},MoveLinear,done,newVel={1},totDown={2},linContrib={3},terrContrib={4},hoverContrib={5},limitContrib={6}",
+ Prim.LocalID, newVelocity, totalDownForce,
+ linearMotorContribution, terrainHeightContribution, hoverContribution, limitMotorUpContribution
+ );
} // end MoveLinear()
- public Vector3 ComputeLinearTerrainHeightCorrection(float pTimestep, ref Vector3 pos, float terrainHeight)
+ public Vector3 ComputeLinearTerrainHeightCorrection(ref Vector3 pos)
{
Vector3 ret = Vector3.Zero;
// If below the terrain, move us above the ground a little.
- // Taking the rotated size doesn't work here because m_prim.Size is the size of the root prim and not the linkset.
- // TODO: Add a m_prim.LinkSet.Size similar to m_prim.LinkSet.Mass.
- // Vector3 rotatedSize = m_prim.Size * m_prim.ForceOrientation;
- // if (rotatedSize.Z < terrainHeight)
- if (pos.Z < terrainHeight)
+ // TODO: Consider taking the rotated size of the object or possibly casting a ray.
+ if (pos.Z < GetTerrainHeight(pos))
{
// TODO: correct position by applying force rather than forcing position.
- pos.Z = terrainHeight + 2;
+ pos.Z = GetTerrainHeight(pos) + 2;
Prim.ForcePosition = pos;
- VDetailLog("{0},MoveLinear,terrainHeight,terrainHeight={1},pos={2}", Prim.LocalID, terrainHeight, pos);
+ VDetailLog("{0},MoveLinear,terrainHeight,terrainHeight={1},pos={2}", Prim.LocalID, GetTerrainHeight(pos), pos);
}
return ret;
}
- public Vector3 ComputeLinearHover(float pTimestep, ref Vector3 pos, float terrainHeight)
+ public Vector3 ComputeLinearHover(ref Vector3 pos)
{
Vector3 ret = Vector3.Zero;
@@ -711,11 +738,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// We should hover, get the target height
if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0)
{
- m_VhoverTargetHeight = Prim.PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(pos) + m_VhoverHeight;
+ m_VhoverTargetHeight = GetWaterLevel(pos) + m_VhoverHeight;
}
if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
{
- m_VhoverTargetHeight = terrainHeight + m_VhoverHeight;
+ m_VhoverTargetHeight = GetTerrainHeight(pos) + m_VhoverHeight;
}
if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0)
{
@@ -739,16 +766,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin
}
else
{
- float verticalError = pos.Z - m_VhoverTargetHeight;
- float verticalCorrectionVelocity = pTimestep * (verticalError / m_VhoverTimescale);
+ // Error is positive if below the target and negative if above.
+ float verticalError = m_VhoverTargetHeight - pos.Z;
+ float verticalCorrectionVelocity = verticalError / m_VhoverTimescale;
- // TODO: implement m_VhoverEfficiency
- if (verticalError > 0.01f)
- {
- // If error is positive (we're above the target height), push down
- ret = new Vector3(0f, 0f, -verticalCorrectionVelocity);
- }
- else if (verticalError < -0.01)
+ // TODO: implement m_VhoverEfficiency correctly
+ if (Math.Abs(verticalError) > m_VhoverEfficiency)
{
ret = new Vector3(0f, 0f, verticalCorrectionVelocity);
}
@@ -761,7 +784,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
return ret;
}
- public bool ComputeLinearBlockingEndPoint(float pTimestep, ref Vector3 pos)
+ public bool ComputeLinearBlockingEndPoint(ref Vector3 pos)
{
bool changed = false;
@@ -810,13 +833,14 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// VEHICLE_BANKING_TIMESCALE. This is to help prevent ground vehicles from steering
// when they are in mid jump.
// TODO: this code is wrong. Also, what should it do for boats?
- public Vector3 ComputeLinearMotorUp(float pTimestep, Vector3 pos, float terrainHeight)
+ public Vector3 ComputeLinearMotorUp(Vector3 pos)
{
Vector3 ret = Vector3.Zero;
if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0)
{
// If the vehicle is motoring into the sky, get it going back down.
- float distanceAboveGround = pos.Z - terrainHeight;
+ // float distanceAboveGround = pos.Z - Math.Max(GetTerrainHeight(pos), GetWaterLevel(pos));
+ float distanceAboveGround = pos.Z - GetTerrainHeight(pos);
if (distanceAboveGround > 1f)
{
// downForce = new Vector3(0, 0, (-distanceAboveGround / m_bankingTimescale) * pTimestep);
@@ -933,7 +957,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
{
m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero.
// TODO: zeroing is good but it also sets values in unmanaged code. Remove the stores when idle.
- VDetailLog("{0},MoveAngular,zeroAngularMotion,lastAngular={1}", Prim.LocalID, m_lastAngularVelocity);
+ VDetailLog("{0},MoveAngular,done,zero,lastAngular={1}", Prim.LocalID, m_lastAngularVelocity);
Prim.ZeroAngularMotion(true);
}
else
@@ -948,7 +972,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// Unscale the force by the angular factor so it overwhelmes the Bullet additions.
Prim.ForceRotationalVelocity = applyAngularForce;
- VDetailLog("{0},MoveAngular,done,angMotor={1},vertAttr={2},bank={3},deflect={4},newAngForce={5},lastAngular={6}",
+ VDetailLog("{0},MoveAngular,done,nonZero,angMotor={1},vertAttr={2},bank={3},deflect={4},newAngForce={5},lastAngular={6}",
Prim.LocalID,
angularMotorContribution, verticalAttractionContribution,
bankingContribution, deflectionContribution,
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs
index eca1452..b256887 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs
@@ -101,6 +101,14 @@ public class BSVMotor : BSMotor
{
TargetValue = target;
}
+
+ // A form of stepping that does not take the time quantum into account.
+ // The caller must do the right thing later.
+ public Vector3 Step()
+ {
+ return Step(1f);
+ }
+
public Vector3 Step(float timeStep)
{
Vector3 returnCurrent = Vector3.Zero;
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 3fb0300..54b4167 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -348,7 +348,9 @@ public sealed class BSPrim : BSPhysObject
if (ret)
{
// Apply upforce and overcome gravity.
- AddForce(upForce - PhysicsScene.DefaultGravity, false, inTaintTime);
+ OMV.Vector3 correctionForce = upForce - PhysicsScene.DefaultGravity;
+ DetailLog("{0},BSPrim.PositionSanityCheck,applyForce,pos={1},upForce={2},correctionForce={3}", LocalID, _position, upForce, correctionForce);
+ AddForce(correctionForce, false, inTaintTime);
}
return ret;
}
@@ -839,15 +841,6 @@ public sealed class BSPrim : BSPhysObject
}
public override OMV.Vector3 RotationalVelocity {
get {
- /*
- OMV.Vector3 pv = OMV.Vector3.Zero;
- // if close to zero, report zero
- // This is copied from ODE but I'm not sure why it returns zero but doesn't
- // zero the property in the physics engine.
- if (_rotationalVelocity.ApproxEquals(pv, 0.2f))
- return pv;
- */
-
return _rotationalVelocity;
}
set {
@@ -1409,7 +1402,7 @@ public sealed class BSPrim : BSPhysObject
LastEntityProperties = CurrentEntityProperties;
CurrentEntityProperties = entprop;
- OMV.Vector3 direction = OMV.Vector3.UnitX * _orientation;
+ OMV.Vector3 direction = OMV.Vector3.UnitX * _orientation; // DEBUG DEBUG DEBUG
DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},dir={3},vel={4},rotVel={5}",
LocalID, _position, _orientation, direction, _velocity, _rotationalVelocity);
--
cgit v1.1
From b124aae05e6aeca02f692a7a5d96569b804612bd Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Sat, 1 Dec 2012 15:39:13 -0800
Subject: BulletSim: Add DumpActivationInfo2 function. Change static objects
from DISABLE_SIMULATION to ISLAND_SLEEPING. Update DLLs and SOs to add
DumpActivationInfo2 function.
---
OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 12 ++++++------
OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 4 ++--
OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 2 ++
.../Region/Physics/BulletSPlugin/BulletSimAPI.cs | 7 +++++--
bin/lib32/BulletSim.dll | Bin 551424 -> 551936 bytes
bin/lib32/libBulletSim.so | Bin 1707601 -> 1708712 bytes
bin/lib64/BulletSim.dll | Bin 699904 -> 700928 bytes
bin/lib64/libBulletSim.so | Bin 1844572 -> 1846041 bytes
8 files changed, 15 insertions(+), 10 deletions(-)
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index fcc1224..15a40fe 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -623,7 +623,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
{
if (!IsActive) return;
- // zap values so they will be fetched when needed
+ // Zap values so they will be fetched if needed
m_knownTerrainHeight = m_knownWaterLevel = float.MinValue;
MoveLinear(pTimestep);
@@ -634,8 +634,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// remember the position so next step we can limit absolute movement effects
m_lastPositionVector = Prim.ForcePosition;
- // Force the physics engine to decide whether values have updated.
- // TODO: this is only necessary if pos, velocity, ... were updated. Is it quicker
+ // Force the physics engine to decide whether values were updated.
+ // TODO: this is only necessary if pos, velocity, etc were updated. Is it quicker
// to check for changes here or just push the update?
BulletSimAPI.PushUpdate2(Prim.PhysBody.ptr);
@@ -643,13 +643,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
Prim.LocalID, Prim.ForcePosition, Prim.Force, Prim.ForceVelocity, Prim.RotationalVelocity);
}
- // Apply the effect of the linear motor.
- // Also does hover and float.
+ // Apply the effect of the linear motor and other linear motions (like hover and float).
private void MoveLinear(float pTimestep)
{
Vector3 linearMotorContribution = m_linearMotor.Step(pTimestep);
- // Rotate new object velocity from vehicle relative to world coordinates
+ // The movement computed in the linear motor is relative to the vehicle
+ // coordinates. Rotate the movement to world coordinates.
linearMotorContribution *= Prim.ForceOrientation;
// ==================================================================
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 54b4167..42a362f 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -687,9 +687,9 @@ public sealed class BSPrim : BSPhysObject
// There can be special things needed for implementing linksets
Linkset.MakeStatic(this);
// The activation state is 'disabled' so Bullet will not try to act on it.
- BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.DISABLE_SIMULATION);
+ // BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.DISABLE_SIMULATION);
// Start it out sleeping and physical actions could wake it up.
- // BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ISLAND_SLEEPING);
+ BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.ISLAND_SLEEPING);
PhysBody.collisionFilter = CollisionFilterGroups.StaticObjectFilter;
PhysBody.collisionMask = CollisionFilterGroups.StaticObjectMask;
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index 0c80611..5e70a23 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -971,6 +971,8 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
// Should handle fetching the right type from the ini file and converting it.
// -- a delegate for getting the value as a float
// -- a delegate for setting the value from a float
+ // -- an optional delegate to update the value in the world. Most often used to
+ // push the new value to an in-world object.
//
// The single letter parameters for the delegates are:
// s = BSScene
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
index 1e003e6..21bc6a3 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
@@ -1007,13 +1007,16 @@ public static extern void DumpRigidBody2(IntPtr sim, IntPtr collisionObject);
public static extern void DumpCollisionShape2(IntPtr sim, IntPtr collisionShape);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
+public static extern void DumpMapInfo2(IntPtr sim, IntPtr manInfo);
+
+[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void DumpConstraint2(IntPtr sim, IntPtr constrain);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
-public static extern void DumpAllInfo2(IntPtr sim);
+public static extern void DumpActivationInfo2(IntPtr sim);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
-public static extern void DumpMapInfo2(IntPtr sim, IntPtr manInfo);
+public static extern void DumpAllInfo2(IntPtr sim);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void DumpPhysicsStatistics2(IntPtr sim);
diff --git a/bin/lib32/BulletSim.dll b/bin/lib32/BulletSim.dll
index 3f5011a..c3dde8e 100755
Binary files a/bin/lib32/BulletSim.dll and b/bin/lib32/BulletSim.dll differ
diff --git a/bin/lib32/libBulletSim.so b/bin/lib32/libBulletSim.so
index 46d40fe..98bd655 100755
Binary files a/bin/lib32/libBulletSim.so and b/bin/lib32/libBulletSim.so differ
diff --git a/bin/lib64/BulletSim.dll b/bin/lib64/BulletSim.dll
index 27a807c..9c90924 100755
Binary files a/bin/lib64/BulletSim.dll and b/bin/lib64/BulletSim.dll differ
diff --git a/bin/lib64/libBulletSim.so b/bin/lib64/libBulletSim.so
index 1e82b3d..4301d34 100755
Binary files a/bin/lib64/libBulletSim.so and b/bin/lib64/libBulletSim.so differ
--
cgit v1.1
From 20c3ec7d9277997d9510f5d08df6a0523faaa31e Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Sat, 1 Dec 2012 18:03:32 -0800
Subject: BulletSim: localize vehicle property setting so the vehicle prim is
only updated at the end of the vehicle simulation step and the push of the
physics property update event only happens if the properties are actually
changed.
---
OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 161 ++++++++++++++++-----
1 file changed, 128 insertions(+), 33 deletions(-)
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index 15a40fe..9749429 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -127,10 +127,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin
private float m_verticalAttractionEfficiency = 1.0f; // damped
private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor.
- // Local
- private float m_knownTerrainHeight;
- private float m_knownWaterLevel;
-
public BSDynamics(BSScene myScene, BSPrim myPrim)
{
PhysicsScene = myScene;
@@ -560,9 +556,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin
{
if (IsActive)
{
+ // Remember the mass so we don't have to fetch it every step
m_vehicleMass = Prim.Linkset.LinksetMass;
- // Friction effects are handled by this vehicle code
+ // Friction affects are handled by this vehicle code
float friction = 0f;
BulletSimAPI.SetFriction2(Prim.PhysBody.ptr, friction);
@@ -600,31 +597,130 @@ namespace OpenSim.Region.Physics.BulletSPlugin
Refresh();
}
+ #region Known vehicle value functions
+ private int m_knownChanged;
+ private float? m_knownTerrainHeight;
+ private float? m_knownWaterLevel;
+
+ private Vector3? m_knownPosition;
+ private Vector3? m_knownVelocity;
+ private Quaternion? m_knownOrientation;
+ private Vector3? m_knownRotationalVelocity;
+
+ private const int m_knownChangedPosition = 1 << 0;
+ private const int m_knownChangedVelocity = 1 << 1;
+ private const int m_knownChangedOrientation = 1 << 2;
+ private const int m_knownChangedRotationalVelocity = 1 << 3;
+
+ private void ForgetKnownVehicleProperties()
+ {
+ m_knownTerrainHeight = null;
+ m_knownWaterLevel = null;
+ m_knownPosition = null;
+ m_knownVelocity = null;
+ m_knownOrientation = null;
+ m_knownRotationalVelocity = null;
+ m_knownChanged = 0;
+ }
+ private void PushKnownChanged()
+ {
+ if (m_knownChanged != 0)
+ {
+ if ((m_knownChanged & m_knownChangedPosition) != 0) Prim.ForcePosition = VehiclePosition;
+ if ((m_knownChanged & m_knownChangedOrientation) != 0) Prim.ForceOrientation = VehicleOrientation;
+ if ((m_knownChanged & m_knownChangedVelocity) != 0) Prim.ForceVelocity = VehicleVelocity;
+ if ((m_knownChanged & m_knownChangedRotationalVelocity) != 0) Prim.ForceRotationalVelocity = VehicleRotationalVelocity;
+ // If we set one of the values (ie, the physics engine doesn't do it) we must make sure there
+ // is an UpdateProperties event to send the changes up to the simulator.
+ BulletSimAPI.PushUpdate2(Prim.PhysBody.ptr);
+ }
+ }
+
// Since the computation of terrain height can be a little involved, this routine
// is used ot fetch the height only once for each vehicle simulation step.
private float GetTerrainHeight(Vector3 pos)
{
- if (m_knownTerrainHeight == float.MinValue)
+ if (m_knownTerrainHeight == null)
m_knownTerrainHeight = Prim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos);
- return m_knownTerrainHeight;
+ return (float)m_knownTerrainHeight;
}
// Since the computation of water level can be a little involved, this routine
// is used ot fetch the level only once for each vehicle simulation step.
private float GetWaterLevel(Vector3 pos)
{
- if (m_knownWaterLevel == float.MinValue)
+ if (m_knownWaterLevel == null)
m_knownWaterLevel = Prim.PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(pos);
- return m_knownWaterLevel;
+ return (float)m_knownWaterLevel;
+ }
+
+ private Vector3 VehiclePosition
+ {
+ get
+ {
+ if (m_knownPosition == null)
+ m_knownPosition = Prim.ForcePosition;
+ return (Vector3)m_knownPosition;
+ }
+ set
+ {
+ m_knownPosition = value;
+ m_knownChanged |= m_knownChangedPosition;
+ }
+ }
+
+ private Quaternion VehicleOrientation
+ {
+ get
+ {
+ if (m_knownOrientation == null)
+ m_knownOrientation = Prim.ForceOrientation;
+ return (Quaternion)m_knownOrientation;
+ }
+ set
+ {
+ m_knownOrientation = value;
+ m_knownChanged |= m_knownChangedOrientation;
+ }
+ }
+
+ private Vector3 VehicleVelocity
+ {
+ get
+ {
+ if (m_knownVelocity == null)
+ m_knownVelocity = Prim.ForceVelocity;
+ return (Vector3)m_knownVelocity;
+ }
+ set
+ {
+ m_knownVelocity = value;
+ m_knownChanged |= m_knownChangedVelocity;
+ }
+ }
+
+ private Vector3 VehicleRotationalVelocity
+ {
+ get
+ {
+ if (m_knownRotationalVelocity == null)
+ m_knownRotationalVelocity = Prim.ForceRotationalVelocity;
+ return (Vector3)m_knownRotationalVelocity;
+ }
+ set
+ {
+ m_knownRotationalVelocity = value;
+ m_knownChanged |= m_knownChangedRotationalVelocity;
+ }
}
+ #endregion // Known vehicle value functions
// One step of the vehicle properties for the next 'pTimestep' seconds.
internal void Step(float pTimestep)
{
if (!IsActive) return;
- // Zap values so they will be fetched if needed
- m_knownTerrainHeight = m_knownWaterLevel = float.MinValue;
+ ForgetKnownVehicleProperties();
MoveLinear(pTimestep);
MoveAngular(pTimestep);
@@ -632,15 +728,14 @@ namespace OpenSim.Region.Physics.BulletSPlugin
LimitRotation(pTimestep);
// remember the position so next step we can limit absolute movement effects
- m_lastPositionVector = Prim.ForcePosition;
+ m_lastPositionVector = VehiclePosition;
- // Force the physics engine to decide whether values were updated.
- // TODO: this is only necessary if pos, velocity, etc were updated. Is it quicker
- // to check for changes here or just push the update?
- BulletSimAPI.PushUpdate2(Prim.PhysBody.ptr);
+ // If we forced the changing of some vehicle parameters, update the values and
+ // for the physics engine to note the changes so an UpdateProperties event will happen.
+ PushKnownChanged();
VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}",
- Prim.LocalID, Prim.ForcePosition, Prim.Force, Prim.ForceVelocity, Prim.RotationalVelocity);
+ Prim.LocalID, VehiclePosition, Prim.Force, VehicleVelocity, VehicleRotationalVelocity);
}
// Apply the effect of the linear motor and other linear motions (like hover and float).
@@ -650,7 +745,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// The movement computed in the linear motor is relative to the vehicle
// coordinates. Rotate the movement to world coordinates.
- linearMotorContribution *= Prim.ForceOrientation;
+ linearMotorContribution *= VehicleOrientation;
// ==================================================================
// Gravity and Buoyancy
@@ -658,7 +753,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
Vector3 grav = Prim.PhysicsScene.DefaultGravity * (1f - m_VehicleBuoyancy);
- Vector3 pos = Prim.ForcePosition;
+ Vector3 pos = VehiclePosition;
Vector3 terrainHeightContribution = ComputeLinearTerrainHeightCorrection(ref pos);
@@ -696,7 +791,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// ==================================================================
// Stuff new linear velocity into the vehicle.
// Since the velocity is just being set, it is not scaled by pTimeStep. Bullet will do that for us.
- Prim.ForceVelocity = newVelocity;
+ VehicleVelocity = newVelocity;
// Other linear forces are applied as forces.
Vector3 totalDownForce = grav * m_vehicleMass * pTimestep;
@@ -721,7 +816,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
{
// TODO: correct position by applying force rather than forcing position.
pos.Z = GetTerrainHeight(pos) + 2;
- Prim.ForcePosition = pos;
+ VehiclePosition = pos;
VDetailLog("{0},MoveLinear,terrainHeight,terrainHeight={1},pos={2}", Prim.LocalID, GetTerrainHeight(pos), pos);
}
return ret;
@@ -761,7 +856,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
if (Math.Abs(pos.Z - m_VhoverTargetHeight) > 0.2f)
{
pos.Z = m_VhoverTargetHeight;
- Prim.ForcePosition = pos;
+ VehiclePosition = pos;
}
}
else
@@ -818,7 +913,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
}
if (changed)
{
- Prim.ForcePosition = pos;
+ VehiclePosition = pos;
VDetailLog("{0},MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}",
Prim.LocalID, m_BlockingEndPoint, posChange, pos);
}
@@ -958,6 +1053,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero.
// TODO: zeroing is good but it also sets values in unmanaged code. Remove the stores when idle.
VDetailLog("{0},MoveAngular,done,zero,lastAngular={1}", Prim.LocalID, m_lastAngularVelocity);
+ VehicleRotationalVelocity = Vector3.Zero;
Prim.ZeroAngularMotion(true);
}
else
@@ -967,10 +1063,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// Since we are stuffing the angular velocity directly into the object, the computed
// velocity needs to be scaled by the timestep.
// Also remove any motion that is on the object so added motion is only from vehicle.
- Vector3 applyAngularForce = ((m_lastAngularVelocity * pTimestep)
- - Prim.ForceRotationalVelocity);
+ Vector3 applyAngularForce = ((m_lastAngularVelocity * pTimestep) - VehicleRotationalVelocity);
// Unscale the force by the angular factor so it overwhelmes the Bullet additions.
- Prim.ForceRotationalVelocity = applyAngularForce;
+ VehicleRotationalVelocity = applyAngularForce;
VDetailLog("{0},MoveAngular,done,nonZero,angMotor={1},vertAttr={2},bank={3},deflect={4},newAngForce={5},lastAngular={6}",
Prim.LocalID,
@@ -988,14 +1083,14 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// If vertical attaction timescale is reasonable and we applied an angular force last time...
if (m_verticalAttractionTimescale < 500)
{
- Vector3 verticalError = Vector3.UnitZ * Prim.ForceOrientation;
+ Vector3 verticalError = Vector3.UnitZ * VehicleOrientation;
verticalError.Normalize();
m_verticalAttractionMotor.SetCurrent(verticalError);
m_verticalAttractionMotor.SetTarget(Vector3.UnitZ);
ret = m_verticalAttractionMotor.Step(pTimestep);
/*
// Take a vector pointing up and convert it from world to vehicle relative coords.
- Vector3 verticalError = Vector3.UnitZ * Prim.ForceOrientation;
+ Vector3 verticalError = Vector3.UnitZ * VehicleOrientation;
verticalError.Normalize();
// If vertical attraction correction is needed, the vector that was pointing up (UnitZ)
@@ -1048,7 +1143,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
new Vector3((pTimestep * 10 * (m_angularDeflectionEfficiency / m_angularDeflectionTimescale)), 0, 0);
// Adding the current vehicle orientation and reference frame displaces the orientation to the frame.
// Rotate the scaled default axix relative to the actual vehicle direction giving where it should point.
- Vector3 preferredAxisOfMotion = scaledDefaultDirection * Quaternion.Add(Prim.ForceOrientation, m_referenceFrame);
+ Vector3 preferredAxisOfMotion = scaledDefaultDirection * Quaternion.Add(VehicleOrientation, m_referenceFrame);
// Scale by efficiency and timescale
ret = (preferredAxisOfMotion * (m_angularDeflectionEfficiency) / m_angularDeflectionTimescale) * pTimestep;
@@ -1067,7 +1162,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
if (m_bankingEfficiency != 0)
{
- Vector3 dir = Vector3.One * Prim.ForceOrientation;
+ Vector3 dir = Vector3.One * VehicleOrientation;
float mult = (m_bankingMix * m_bankingMix) * -1 * (m_bankingMix < 0 ? -1 : 1);
//Changes which way it banks in and out of turns
@@ -1111,7 +1206,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
bankingRot.X = 3;
else if (bankingRot.X < -3)
bankingRot.X = -3;
- bankingRot *= Prim.ForceOrientation;
+ bankingRot *= VehicleOrientation;
ret += bankingRot;
}
m_angularMotorVelocity.X *= m_bankingEfficiency == 1 ? 0.0f : 1 - m_bankingEfficiency;
@@ -1128,7 +1223,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// Should this be in MoveAngular()?
internal void LimitRotation(float timestep)
{
- Quaternion rotq = Prim.ForceOrientation;
+ Quaternion rotq = VehicleOrientation;
Quaternion m_rot = rotq;
if (m_RollreferenceFrame != Quaternion.Identity)
{
@@ -1156,7 +1251,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
}
if (rotq != m_rot)
{
- Prim.ForceOrientation = m_rot;
+ VehicleOrientation = m_rot;
VDetailLog("{0},LimitRotation,done,orig={1},new={2}", Prim.LocalID, rotq, m_rot);
}
--
cgit v1.1
From f9fed421fed75d2494fe55c6b153f59232e2c796 Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Sat, 1 Dec 2012 18:06:39 -0800
Subject: BulletSim: format vehicle detail logging messages so vehicle changs
are grouped better in the log output.
---
OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 28 +++++++++++-----------
OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs | 6 ++---
2 files changed, 17 insertions(+), 17 deletions(-)
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index 9749429..cbad3bf 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -800,7 +800,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
Prim.AddForce(totalDownForce, false);
}
- VDetailLog("{0},MoveLinear,done,newVel={1},totDown={2},linContrib={3},terrContrib={4},hoverContrib={5},limitContrib={6}",
+ VDetailLog("{0}, MoveLinear,done,newVel={1},totDown={2},linContrib={3},terrContrib={4},hoverContrib={5},limitContrib={6}",
Prim.LocalID, newVelocity, totalDownForce,
linearMotorContribution, terrainHeightContribution, hoverContribution, limitMotorUpContribution
);
@@ -817,7 +817,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// TODO: correct position by applying force rather than forcing position.
pos.Z = GetTerrainHeight(pos) + 2;
VehiclePosition = pos;
- VDetailLog("{0},MoveLinear,terrainHeight,terrainHeight={1},pos={2}", Prim.LocalID, GetTerrainHeight(pos), pos);
+ VDetailLog("{0}, MoveLinear,terrainHeight,terrainHeight={1},pos={2}", Prim.LocalID, GetTerrainHeight(pos), pos);
}
return ret;
}
@@ -872,7 +872,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
}
}
- VDetailLog("{0},MoveLinear,hover,pos={1},ret={2},hoverTS={3},height={4},target={5}",
+ VDetailLog("{0}, MoveLinear,hover,pos={1},ret={2},hoverTS={3},height={4},target={5}",
Prim.LocalID, pos, ret, m_VhoverTimescale, m_VhoverHeight, m_VhoverTargetHeight);
}
@@ -914,7 +914,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
if (changed)
{
VehiclePosition = pos;
- VDetailLog("{0},MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}",
+ VDetailLog("{0}, MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}",
Prim.LocalID, m_BlockingEndPoint, posChange, pos);
}
}
@@ -947,7 +947,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// has a decay factor. This says this force should
// be computed with a motor.
// TODO: add interaction with banking.
- VDetailLog("{0},MoveLinear,limitMotorUp,distAbove={1},downForce={2}",
+ VDetailLog("{0}, MoveLinear,limitMotorUp,distAbove={1},downForce={2}",
Prim.LocalID, distanceAboveGround, ret);
}
return ret;
@@ -977,7 +977,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// decay requested direction
m_angularMotorDirection *= (1.0f - (pTimestep * 1.0f/m_angularMotorDecayTimescale));
- VDetailLog("{0},MoveAngular,angularMotorApply,angTScale={1},timeStep={2},origvel={3},origDir={4},vel={5}",
+ VDetailLog("{0}, MoveAngular,angularMotorApply,angTScale={1},timeStep={2},origvel={3},origDir={4},vel={5}",
Prim.LocalID, m_angularMotorTimescale, pTimestep, origVel, origDir, m_angularMotorVelocity);
}
else
@@ -998,7 +998,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
{
angularMotorContribution.X = 0f;
angularMotorContribution.Y = 0f;
- VDetailLog("{0},MoveAngular,noDeflectionUp,angularMotorContrib={1}", Prim.LocalID, angularMotorContribution);
+ VDetailLog("{0}, MoveAngular,noDeflectionUp,angularMotorContrib={1}", Prim.LocalID, angularMotorContribution);
}
Vector3 verticalAttractionContribution = ComputeAngularVerticalAttraction(pTimestep);
@@ -1044,7 +1044,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
torqueFromOffset.Z = 0;
torqueFromOffset *= m_vehicleMass;
Prim.ApplyTorqueImpulse(torqueFromOffset, true);
- VDetailLog("{0},BSDynamic.MoveAngular,motorOffset,applyTorqueImpulse={1}", Prim.LocalID, torqueFromOffset);
+ VDetailLog("{0}, BSDynamic.MoveAngular,motorOffset,applyTorqueImpulse={1}", Prim.LocalID, torqueFromOffset);
}
// ==================================================================
@@ -1052,7 +1052,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
{
m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero.
// TODO: zeroing is good but it also sets values in unmanaged code. Remove the stores when idle.
- VDetailLog("{0},MoveAngular,done,zero,lastAngular={1}", Prim.LocalID, m_lastAngularVelocity);
+ VDetailLog("{0}, MoveAngular,done,zero,lastAngular={1}", Prim.LocalID, m_lastAngularVelocity);
VehicleRotationalVelocity = Vector3.Zero;
Prim.ZeroAngularMotion(true);
}
@@ -1067,7 +1067,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// Unscale the force by the angular factor so it overwhelmes the Bullet additions.
VehicleRotationalVelocity = applyAngularForce;
- VDetailLog("{0},MoveAngular,done,nonZero,angMotor={1},vertAttr={2},bank={3},deflect={4},newAngForce={5},lastAngular={6}",
+ VDetailLog("{0}, MoveAngular,done,nonZero,angMotor={1},vertAttr={2},bank={3},deflect={4},newAngForce={5},lastAngular={6}",
Prim.LocalID,
angularMotorContribution, verticalAttractionContribution,
bankingContribution, deflectionContribution,
@@ -1122,7 +1122,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
float efficencySquared = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency;
verticalAttractionContribution *= (m_verticalAttractionEfficiency * m_verticalAttractionEfficiency);
- VDetailLog("{0},MoveAngular,verticalAttraction,,verticalError={1},unscaled={2},preEff={3},eff={4},effSq={5},vertAttr={6}",
+ VDetailLog("{0}, MoveAngular,verticalAttraction,,verticalError={1},unscaled={2},preEff={3},eff={4},effSq={5},vertAttr={6}",
Prim.LocalID, verticalError, unscaledContrib, preEfficiencyContrib,
m_verticalAttractionEfficiency, efficencySquared,
verticalAttractionContribution);
@@ -1148,7 +1148,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// Scale by efficiency and timescale
ret = (preferredAxisOfMotion * (m_angularDeflectionEfficiency) / m_angularDeflectionTimescale) * pTimestep;
- VDetailLog("{0},MoveAngular,Deflection,perfAxis={1},deflection={2}", Prim.LocalID, preferredAxisOfMotion, ret);
+ VDetailLog("{0}, MoveAngular,Deflection,perfAxis={1},deflection={2}", Prim.LocalID, preferredAxisOfMotion, ret);
// This deflection computation is not correct.
ret = Vector3.Zero;
@@ -1210,7 +1210,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
ret += bankingRot;
}
m_angularMotorVelocity.X *= m_bankingEfficiency == 1 ? 0.0f : 1 - m_bankingEfficiency;
- VDetailLog("{0},MoveAngular,Banking,bEff={1},angMotVel={2},effSq={3},mult={4},mix={5},banking={6}",
+ VDetailLog("{0}, MoveAngular,Banking,bEff={1},angMotVel={2},effSq={3},mult={4},mix={5},banking={6}",
Prim.LocalID, m_bankingEfficiency, m_angularMotorVelocity, effSquared, mult, mix, ret);
}
return ret;
@@ -1252,7 +1252,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
if (rotq != m_rot)
{
VehicleOrientation = m_rot;
- VDetailLog("{0},LimitRotation,done,orig={1},new={2}", Prim.LocalID, rotq, m_rot);
+ VDetailLog("{0}, LimitRotation,done,orig={1},new={2}", Prim.LocalID, rotq, m_rot);
}
}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs
index b256887..e9f1549 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs
@@ -143,12 +143,12 @@ public class BSVMotor : BSMotor
CurrentValue *= (Vector3.One - frictionFactor);
}
- MDetailLog("{0},BSVMotor.Step,nonZero,{1},origCurr={2},origTarget={3},timeStep={4},timeScale={5},addAmnt={6},targetDecay={7},decayFact={8},fricTS={9},frictFact={10}",
+ MDetailLog("{0}, BSVMotor.Step,nonZero,{1},origCurr={2},origTarget={3},timeStep={4},timeScale={5},addAmnt={6},targetDecay={7},decayFact={8},fricTS={9},frictFact={10}",
BSScene.DetailLogZero, UseName, origCurrVal, origTarget,
timeStep, TimeScale, addAmount,
TargetValueDecayTimeScale, decayFactor,
FrictionTimescale, frictionFactor);
- MDetailLog("{0},BSVMotor.Step,nonZero,{1},curr={2},target={3},add={4},decay={5},frict={6},ret={7}",
+ MDetailLog("{0}, BSVMotor.Step,nonZero,{1},curr={2},target={3},add={4},decay={5},frict={6},ret={7}",
BSScene.DetailLogZero, UseName, CurrentValue, TargetValue,
addAmount, decayFactor, frictionFactor, returnCurrent);
}
@@ -158,7 +158,7 @@ public class BSVMotor : BSMotor
CurrentValue = Vector3.Zero;
TargetValue = Vector3.Zero;
- MDetailLog("{0},BSVMotor.Step,zero,{1},curr={2},target={3},ret={4}",
+ MDetailLog("{0}, BSVMotor.Step,zero,{1},curr={2},target={3},ret={4}",
BSScene.DetailLogZero, UseName, TargetValue, CurrentValue, returnCurrent);
}
--
cgit v1.1
From 10fcc70b36aa1b38cd92e9c4d9c441e4c0eeb5f6 Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Sun, 2 Dec 2012 20:07:05 -0800
Subject: BulletSim: revert angular vertical attraction from motor to code. The
motor code did not return the restoring difference but the current value.
Remove unused commented out code.
---
OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 66 +++++++---------------
1 file changed, 19 insertions(+), 47 deletions(-)
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index cbad3bf..4d067cf 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -125,7 +125,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
//Attractor properties
private BSVMotor m_verticalAttractionMotor = new BSVMotor("VerticalAttraction");
private float m_verticalAttractionEfficiency = 1.0f; // damped
- private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor.
+ private float m_verticalAttractionTimescale = 600f; // Timescale > 500 means no vert attractor.
public BSDynamics(BSScene myScene, BSPrim myPrim)
{
@@ -573,6 +573,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// Vector3 localInertia = new Vector3(1f, 1f, 1f);
Vector3 localInertia = new Vector3(m_vehicleMass, m_vehicleMass, m_vehicleMass);
BulletSimAPI.SetMassProps2(Prim.PhysBody.ptr, m_vehicleMass, localInertia);
+ BulletSimAPI.UpdateInertiaTensor2(Prim.PhysBody.ptr);
VDetailLog("{0},BSDynamics.Refresh,frict={1},inert={2},aDamp={3}",
Prim.LocalID, friction, localInertia, angularDamping);
@@ -958,34 +959,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// Apply the effect of the angular motor.
private void MoveAngular(float pTimestep)
{
- // m_angularMotorDirection // angular velocity requested by LSL motor
- // m_angularMotorVelocity // current angular motor velocity (ramps up and down)
- // m_angularMotorTimescale // motor angular velocity ramp up time
- // m_angularMotorDecayTimescale // motor angular velocity decay rate
- // m_angularFrictionTimescale // body angular velocity decay rate
- // m_lastAngularVelocity // what was last applied to body
-
- /*
- if (m_angularMotorDirection.LengthSquared() > 0.0001)
- {
- Vector3 origVel = m_angularMotorVelocity;
- Vector3 origDir = m_angularMotorDirection;
-
- // new velocity += error / ( time to get there / step interval)
- // requested direction - current vehicle direction
- m_angularMotorVelocity += (m_angularMotorDirection - m_angularMotorVelocity) / (m_angularMotorTimescale / pTimestep);
- // decay requested direction
- m_angularMotorDirection *= (1.0f - (pTimestep * 1.0f/m_angularMotorDecayTimescale));
-
- VDetailLog("{0}, MoveAngular,angularMotorApply,angTScale={1},timeStep={2},origvel={3},origDir={4},vel={5}",
- Prim.LocalID, m_angularMotorTimescale, pTimestep, origVel, origDir, m_angularMotorVelocity);
- }
- else
- {
- m_angularMotorVelocity = Vector3.Zero;
- }
- */
-
Vector3 angularMotorContribution = m_angularMotor.Step(pTimestep);
// ==================================================================
@@ -1050,9 +1023,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// ==================================================================
if (m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f))
{
- m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero.
// TODO: zeroing is good but it also sets values in unmanaged code. Remove the stores when idle.
- VDetailLog("{0}, MoveAngular,done,zero,lastAngular={1}", Prim.LocalID, m_lastAngularVelocity);
+ VDetailLog("{0}, MoveAngular,done,zero", Prim.LocalID);
VehicleRotationalVelocity = Vector3.Zero;
Prim.ZeroAngularMotion(true);
}
@@ -1063,15 +1035,14 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// Since we are stuffing the angular velocity directly into the object, the computed
// velocity needs to be scaled by the timestep.
// Also remove any motion that is on the object so added motion is only from vehicle.
- Vector3 applyAngularForce = ((m_lastAngularVelocity * pTimestep) - VehicleRotationalVelocity);
- // Unscale the force by the angular factor so it overwhelmes the Bullet additions.
- VehicleRotationalVelocity = applyAngularForce;
+ Vector3 setAngularVelocity = ((m_lastAngularVelocity * pTimestep) - VehicleRotationalVelocity);
+ VehicleRotationalVelocity = setAngularVelocity;
- VDetailLog("{0}, MoveAngular,done,nonZero,angMotor={1},vertAttr={2},bank={3},deflect={4},newAngForce={5},lastAngular={6}",
+ VDetailLog("{0}, MoveAngular,done,nonZero,angMotorContrib={1},vertAttrContrib={2},bankContrib={3},deflectContrib={4},totalContrib={5},setAngVelocity={6}",
Prim.LocalID,
angularMotorContribution, verticalAttractionContribution,
bankingContribution, deflectionContribution,
- applyAngularForce, m_lastAngularVelocity
+ m_lastAngularVelocity, setAngularVelocity
);
}
}
@@ -1083,12 +1054,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// If vertical attaction timescale is reasonable and we applied an angular force last time...
if (m_verticalAttractionTimescale < 500)
{
+ /*
Vector3 verticalError = Vector3.UnitZ * VehicleOrientation;
verticalError.Normalize();
m_verticalAttractionMotor.SetCurrent(verticalError);
m_verticalAttractionMotor.SetTarget(Vector3.UnitZ);
ret = m_verticalAttractionMotor.Step(pTimestep);
- /*
+ */
// Take a vector pointing up and convert it from world to vehicle relative coords.
Vector3 verticalError = Vector3.UnitZ * VehicleOrientation;
verticalError.Normalize();
@@ -1108,25 +1080,25 @@ namespace OpenSim.Region.Physics.BulletSPlugin
}
// Y error means needed rotation around X axis and visa versa.
- verticalAttractionContribution.X = verticalError.Y;
- verticalAttractionContribution.Y = - verticalError.X;
- verticalAttractionContribution.Z = 0f;
+ ret.X = verticalError.Y;
+ ret.Y = - verticalError.X;
+ ret.Z = 0f;
// scale by the time scale and timestep
- Vector3 unscaledContrib = verticalAttractionContribution;
- verticalAttractionContribution /= m_verticalAttractionTimescale;
- verticalAttractionContribution *= pTimestep;
+ Vector3 unscaledContrib = ret;
+ ret /= m_verticalAttractionTimescale;
+ ret *= pTimestep;
// apply efficiency
- Vector3 preEfficiencyContrib = verticalAttractionContribution;
+ Vector3 preEfficiencyContrib = ret;
+ // Effenciency squared seems to give a more realistic effect
float efficencySquared = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency;
- verticalAttractionContribution *= (m_verticalAttractionEfficiency * m_verticalAttractionEfficiency);
+ ret *= efficencySquared;
VDetailLog("{0}, MoveAngular,verticalAttraction,,verticalError={1},unscaled={2},preEff={3},eff={4},effSq={5},vertAttr={6}",
Prim.LocalID, verticalError, unscaledContrib, preEfficiencyContrib,
m_verticalAttractionEfficiency, efficencySquared,
- verticalAttractionContribution);
- */
+ ret);
}
return ret;
--
cgit v1.1
From dc0497c1b831b3bb8fe021d48520bbff7305ce2e Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Sun, 2 Dec 2012 20:08:11 -0800
Subject: BulletSim: begin tracking a TODO list. There just are so many things
to remember to do.
---
.../Region/Physics/BulletSPlugin/BulletSimTODO.txt | 112 +++++++++++++++++++++
1 file changed, 112 insertions(+)
create mode 100755 OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
new file mode 100755
index 0000000..cf112fb
--- /dev/null
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
@@ -0,0 +1,112 @@
+CRASHES
+=================================================
+20121129.1411: editting/moving phys object across region boundries causes crash
+ getPos-> btRigidBody::upcast -> getBodyType -> BOOM
+20121128.1600: mesh object not rezzing (no physics mesh).
+ Causes many errors. Doesn't stop after first error with box shape.
+ Eventually crashes when deleting the object.
+
+BULLETSIM TODO LIST:
+=================================================
+Neb car jiggling left and right
+Vehicles (Move smoothly)
+Light cycle falling over when driving
+Light cycle not banking
+Do single prim vehicles don't seem to properly vehiclize.
+Gun sending shooter flying
+Collision margin (gap between physical objects lying on each other)
+Boundry checking (crashes related to crossing boundry)
+ Add check for border edge position for avatars and objects.
+ Verify the events are created for border crossings.
+Avatar rotation (check out changes to ScenePresence for physical rotation)
+Avatar running (what does phys engine need to do?)
+Small physical objects do not interact correctly
+ Create chain of .5x.5x.1 torui and make all but top physical so to hang.
+ The chain will fall apart and pairs will dance around on ground
+ Chains of 1x1x.2 will stay connected but will dance.
+ Chains above 2x2x.4 are move stable and get stablier as torui get larger.
+Add material type linkage and input all the material property definitions.
+ Skeleton classes and table are in the sources but are not filled or used.
+
+After getting off a vehicle, the root prim is phantom (can be walked through)
+ Need to force a position update for the root prim after compound shape destruction
+Find/remove avatar collision with ID=0.
+Test avatar walking up stairs. How does compare with SL.
+ Radius of the capsule affects ability to climb edges.
+Tune terrain/object friction to be closer to SL.
+Debounce avatar contact so legs don't keep folding up when standing.
+Implement LSL physics controls. Like STATUS_ROTATE_X.
+Add border extensions to terrain to help region crossings and objects leaving region.
+Linkset explosion after three "rides" on Nebadon lite vehicle (LinksetConstraint)
+
+Speed up creation of large physical linksets
+ For instance, sitting in Neb's car (130 prims) takes several seconds to become physical
+Performance test with lots of avatars. Can BulletSim support a thousand?
+Optimize collisions in C++: only send up to the object subscribed to collisions.
+ Use collision subscription and remove the collsion(A,B) and collision(B,A)
+Check wheter SimMotionState needs large if statement (see TODO).
+
+Implement 'top colliders' info.
+Avatar jump
+Implement meshes or just verify that they work.
+Do prim hash codes work for sculpties and meshes?
+Performance measurement and changes to make quicker.
+Implement detailed physics stats (GetStats()).
+
+Eliminate collisions between objects in a linkset. (LinksetConstraint)
+ Have UserPointer point to struct with localID and linksetID?
+ Objects in original linkset still collide with each other?
+
+Measure performance improvement from hulls
+Test not using ghost objects for volume detect implementation.
+Performance of closures and delegates for taint processing
+ Are there faster ways?
+ Is any slowdown introduced by the existing implementation significant?
+Is there are more efficient method of implementing pre and post step actions?
+ See http://www.codeproject.com/Articles/29922/Weak-Events-in-C
+
+Package Bullet source mods for Bullet internal stats output
+
+Physics Arena central pyramid: why is one side permiable?
+
+INTERNAL IMPROVEMENT/CLEANUP
+=================================================
+Remove unused fields from ShapeData (not used in API2)
+Breakout code for mesh/hull/compound/native into separate BSShape* classes
+ Standardize access to building and reference code.
+ The skeleton classes are in the sources but are not complete or linked in.
+Generalize Dynamics and PID with standardized motors.
+Generalize Linkset and vehicles into PropertyManagers
+ Methods for Refresh, RemoveBodyDependencies, RestoreBodyDependencies
+ Possibly generalized a 'per step action' registration.
+Implement linkset by setting position of children when root updated. (LinksetManual)
+LinkablePrim class? Would that simplify/centralize the linkset logic?
+Linkset implementation using manual prim movement.
+Linkset implementation using compound shapes.
+ Compound shapes will need the LocalID in the shapes and collision
+ processing to get it from there.
+BSScene.UpdateParameterSet() is broken. How to set params on objects?
+Remove HeightmapInfo from terrain specification.
+ Since C++ code does not need terrain height, this structure et al are not needed.
+Add floating motor for BS_FLOATS_ON_WATER so prim and avatar will
+ bob at the water level. BSPrim.PositionSanityCheck().
+
+DONE DONE DONE DONE
+=================================================
+Cleanup code in BSDynamics by using motors.
+Consider implementing terrain with a mesh rather than heightmap.
+ Would have better and adjustable resolution.
+NOTDONE: Build terrain mesh so heighmap is height of the center of the square meter.
+ SL and ODE define meter square as being at one corner with one diagional.
+Terrain as mesh.
+How are static linksets seen by the physics engine?
+ A: they are not linked in physics. When moved, all the children are repositioned.
+Remember to remove BSScene.DetailLog Refresh call.
+Convert BSCharacter to use all API2
+Avatar pushing difficult (too heavy?)
+Use asset service passed to BulletSim to get sculptie bodies, etc.
+Vehicles (fix bouncing on terrain)
+Remove old code in DLL (all non-API2 stuff).
+Measurements of mega-physical prim performance (with graph)
+Debug Bullet internal stats output (why is timing all wrong?)
+ Bullet stats logging only works with a single instance of Bullet (one region).
\ No newline at end of file
--
cgit v1.1
From 2586bab2dde141c4d01c81c54291394ba07b1ee7 Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Sun, 2 Dec 2012 20:45:46 -0800
Subject: BulletSim: add stubs for generalization of preStep actions. Will
eventually replace the specialized vehicle processing with preStep event
processing. Add TODO comments about this feature. Redo line endings in TODO
file to be all Linux.
---
OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 19 +++++++++++++++++--
.../Region/Physics/BulletSPlugin/BulletSimTODO.txt | 6 +++++-
2 files changed, 22 insertions(+), 3 deletions(-)
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index 5e70a23..17cc7b4 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -96,6 +96,9 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
public long SimulationStep { get { return m_simulationStep; } }
private int m_taintsToProcessPerStep;
+ public delegate void PreStepAction(float timeStep);
+ public event PreStepAction BeforeStep;
+
// A value of the time now so all the collision and update routines do not have to get their own
// Set to 'now' just before all the prims and actors are called for collisions and updates
public int SimulationNowTime { get; private set; }
@@ -487,8 +490,10 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
ProcessTaints();
// Some of the prims operate with special vehicle properties
- ProcessVehicles(timeStep);
- ProcessTaints(); // the vehicles might have added taints
+ DoPreStepActions(timeStep);
+
+ // the prestep actions might have added taints
+ ProcessTaints();
// step the physical world one interval
m_simulationStep++;
@@ -907,6 +912,16 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
}
}
+ private void DoPreStepActions(float timeStep)
+ {
+ ProcessVehicles(timeStep);
+
+ PreStepAction actions = BeforeStep;
+ if (actions != null)
+ actions(timeStep);
+
+ }
+
// Some prims have extra vehicle actions
// Called at taint time!
private void ProcessVehicles(float timeStep)
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
index cf112fb..ca71313 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
@@ -27,6 +27,7 @@ Small physical objects do not interact correctly
Chains above 2x2x.4 are move stable and get stablier as torui get larger.
Add material type linkage and input all the material property definitions.
Skeleton classes and table are in the sources but are not filled or used.
+Add PID motor for avatar movement (slow to stop, ...)
After getting off a vehicle, the root prim is phantom (can be walked through)
Need to force a position update for the root prim after compound shape destruction
@@ -78,7 +79,10 @@ Breakout code for mesh/hull/compound/native into separate BSShape* classes
Generalize Dynamics and PID with standardized motors.
Generalize Linkset and vehicles into PropertyManagers
Methods for Refresh, RemoveBodyDependencies, RestoreBodyDependencies
- Possibly generalized a 'per step action' registration.
+ Possibly generalized a 'pre step action' registration.
+Complete implemention of preStepActions
+ Replace vehicle step call with prestep event.
+ Is there a need for postStepActions? postStepTaints?
Implement linkset by setting position of children when root updated. (LinksetManual)
LinkablePrim class? Would that simplify/centralize the linkset logic?
Linkset implementation using manual prim movement.
--
cgit v1.1
From 41f1c5b7f712ed9c093ce421b39460c7711aece4 Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Sun, 2 Dec 2012 23:39:17 -0800
Subject: BulletSim: rework angular corrections to remove any hybrid code and
compute absolute collections.
---
OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 204 ++++++++++-----------
OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs | 17 +-
OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 4 +-
.../Region/Physics/BulletSPlugin/BulletSimTODO.txt | 1 +
4 files changed, 115 insertions(+), 111 deletions(-)
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index 4d067cf..525aac4 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -98,7 +98,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
private float m_angularMotorTimescale = 0; // motor angular velocity ramp up rate
private float m_angularMotorDecayTimescale = 0; // motor angular velocity decay rate
private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular velocity decay rate
- private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
+ private Vector3 m_lastAngularCorrection = Vector3.Zero;
private Vector3 m_lastVertAttractor = Vector3.Zero; // what VA was last applied to body
//Deflection properties
@@ -111,6 +111,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
private float m_bankingEfficiency = 0;
private float m_bankingMix = 0;
private float m_bankingTimescale = 0;
+ private Vector3 m_lastBanking = Vector3.Zero;
//Hover and Buoyancy properties
private float m_VhoverHeight = 0f;
@@ -152,7 +153,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
m_angularDeflectionTimescale = Math.Max(pValue, 0.01f);
break;
case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
- m_angularMotorDecayTimescale = Math.Max(0.01f, Math.Min(pValue,120));
+ m_angularMotorDecayTimescale = ClampInRange(0.01f, pValue, 120);
m_angularMotor.TargetValueDecayTimeScale = m_angularMotorDecayTimescale;
break;
case Vehicle.ANGULAR_MOTOR_TIMESCALE:
@@ -240,9 +241,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin
break;
case Vehicle.ANGULAR_MOTOR_DIRECTION:
// Limit requested angular speed to 2 rps= 4 pi rads/sec
- pValue.X = Math.Max(-12.56f, Math.Min(pValue.X, 12.56f));
- pValue.Y = Math.Max(-12.56f, Math.Min(pValue.Y, 12.56f));
- pValue.Z = Math.Max(-12.56f, Math.Min(pValue.Z, 12.56f));
+ pValue.X = ClampInRange(-12.56f, pValue.X, 12.56f);
+ pValue.Y = ClampInRange(-12.56f, pValue.Y, 12.56f);
+ pValue.Z = ClampInRange(-12.56f, pValue.Z, 12.56f);
m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
m_angularMotor.SetTarget(m_angularMotorDirection);
break;
@@ -328,6 +329,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
m_bankingEfficiency = 0;
m_bankingTimescale = 1000;
m_bankingMix = 1;
+ m_lastBanking = Vector3.Zero;
m_referenceFrame = Quaternion.Identity;
m_flags = (VehicleFlag)0;
@@ -362,6 +364,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
m_bankingEfficiency = 0;
m_bankingTimescale = 10;
m_bankingMix = 1;
+ m_lastBanking = Vector3.Zero;
m_referenceFrame = Quaternion.Identity;
m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY
@@ -400,6 +403,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
m_bankingEfficiency = -0.2f;
m_bankingMix = 1;
m_bankingTimescale = 1;
+ m_lastBanking = Vector3.Zero;
m_referenceFrame = Quaternion.Identity;
m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY
@@ -438,6 +442,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
m_bankingEfficiency = -0.3f;
m_bankingMix = 0.8f;
m_bankingTimescale = 1;
+ m_lastBanking = Vector3.Zero;
m_referenceFrame = Quaternion.Identity;
m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY
@@ -476,6 +481,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
m_bankingEfficiency = 1;
m_bankingMix = 0.7f;
m_bankingTimescale = 2;
+ m_lastBanking = Vector3.Zero;
m_referenceFrame = Quaternion.Identity;
m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY
@@ -514,6 +520,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
m_bankingEfficiency = 0;
m_bankingMix = 0.7f;
m_bankingTimescale = 5;
+ m_lastBanking = Vector3.Zero;
+
m_referenceFrame = Quaternion.Identity;
m_referenceFrame = Quaternion.Identity;
@@ -627,12 +635,16 @@ namespace OpenSim.Region.Physics.BulletSPlugin
{
if (m_knownChanged != 0)
{
- if ((m_knownChanged & m_knownChangedPosition) != 0) Prim.ForcePosition = VehiclePosition;
- if ((m_knownChanged & m_knownChangedOrientation) != 0) Prim.ForceOrientation = VehicleOrientation;
- if ((m_knownChanged & m_knownChangedVelocity) != 0) Prim.ForceVelocity = VehicleVelocity;
- if ((m_knownChanged & m_knownChangedRotationalVelocity) != 0) Prim.ForceRotationalVelocity = VehicleRotationalVelocity;
- // If we set one of the values (ie, the physics engine doesn't do it) we must make sure there
- // is an UpdateProperties event to send the changes up to the simulator.
+ if ((m_knownChanged & m_knownChangedPosition) != 0)
+ Prim.ForcePosition = VehiclePosition;
+ if ((m_knownChanged & m_knownChangedOrientation) != 0)
+ Prim.ForceOrientation = VehicleOrientation;
+ if ((m_knownChanged & m_knownChangedVelocity) != 0)
+ Prim.ForceVelocity = VehicleVelocity;
+ if ((m_knownChanged & m_knownChangedRotationalVelocity) != 0)
+ Prim.ForceRotationalVelocity = VehicleRotationalVelocity;
+ // If we set one of the values (ie, the physics engine didn't do it) we must force
+ // an UpdateProperties event to send the changes up to the simulator.
BulletSimAPI.PushUpdate2(Prim.PhysBody.ptr);
}
}
@@ -957,9 +969,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// =======================================================================
// =======================================================================
// Apply the effect of the angular motor.
+ // The 'contribution' is how much angular correction each function wants.
+ // All the contributions are added together and the orientation of the vehicle
+ // is changed by all the contributed corrections.
private void MoveAngular(float pTimestep)
{
- Vector3 angularMotorContribution = m_angularMotor.Step(pTimestep);
+ Vector3 angularMotorContribution = m_angularMotor.Step();
// ==================================================================
// From http://wiki.secondlife.com/wiki/LlSetVehicleFlags :
@@ -974,22 +989,41 @@ namespace OpenSim.Region.Physics.BulletSPlugin
VDetailLog("{0}, MoveAngular,noDeflectionUp,angularMotorContrib={1}", Prim.LocalID, angularMotorContribution);
}
- Vector3 verticalAttractionContribution = ComputeAngularVerticalAttraction(pTimestep);
+ Vector3 verticalAttractionContribution = ComputeAngularVerticalAttraction();
- Vector3 deflectionContribution = ComputeAngularDeflection(pTimestep);
+ Vector3 deflectionContribution = ComputeAngularDeflection();
- Vector3 bankingContribution = ComputeAngularBanking(pTimestep);
+ Vector3 bankingContribution = ComputeAngularBanking(angularMotorContribution.Z);
// ==================================================================
m_lastVertAttractor = verticalAttractionContribution;
- // Sum velocities
- m_lastAngularVelocity = angularMotorContribution
+ // Sum corrections
+ m_lastAngularCorrection = angularMotorContribution
+ verticalAttractionContribution
+ deflectionContribution
+ bankingContribution;
// ==================================================================
+ // The correction is applied to the current orientation.
+ // Any angular velocity on the vehicle is not us so zero the current value.
+ VehicleRotationalVelocity = Vector3.Zero;
+ if (!m_lastAngularCorrection.ApproxEquals(Vector3.Zero, 0.01f))
+ {
+ Vector3 scaledCorrection = m_lastAngularCorrection * pTimestep;
+ Quaternion quatCorrection = Quaternion.CreateFromEulers(scaledCorrection);
+
+ VehicleOrientation = Quaternion.Add(VehicleOrientation, quatCorrection);
+
+ VDetailLog("{0}, MoveAngular,done,nonZero,angMotorContrib={1},vertAttrContrib={2},bankContrib={3},deflectContrib={4},totalContrib={5},scaledCorr={6}",
+ Prim.LocalID,
+ angularMotorContribution, verticalAttractionContribution,
+ bankingContribution, deflectionContribution,
+ m_lastAngularCorrection, scaledCorrection
+ );
+ }
+
+ // ==================================================================
//Offset section
if (m_linearMotorOffset != Vector3.Zero)
{
@@ -1020,50 +1054,18 @@ namespace OpenSim.Region.Physics.BulletSPlugin
VDetailLog("{0}, BSDynamic.MoveAngular,motorOffset,applyTorqueImpulse={1}", Prim.LocalID, torqueFromOffset);
}
- // ==================================================================
- if (m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f))
- {
- // TODO: zeroing is good but it also sets values in unmanaged code. Remove the stores when idle.
- VDetailLog("{0}, MoveAngular,done,zero", Prim.LocalID);
- VehicleRotationalVelocity = Vector3.Zero;
- Prim.ZeroAngularMotion(true);
- }
- else
- {
- // Apply to the body.
- // The above calculates the absolute angular velocity needed. Angular velocity is massless.
- // Since we are stuffing the angular velocity directly into the object, the computed
- // velocity needs to be scaled by the timestep.
- // Also remove any motion that is on the object so added motion is only from vehicle.
- Vector3 setAngularVelocity = ((m_lastAngularVelocity * pTimestep) - VehicleRotationalVelocity);
- VehicleRotationalVelocity = setAngularVelocity;
-
- VDetailLog("{0}, MoveAngular,done,nonZero,angMotorContrib={1},vertAttrContrib={2},bankContrib={3},deflectContrib={4},totalContrib={5},setAngVelocity={6}",
- Prim.LocalID,
- angularMotorContribution, verticalAttractionContribution,
- bankingContribution, deflectionContribution,
- m_lastAngularVelocity, setAngularVelocity
- );
- }
}
- public Vector3 ComputeAngularVerticalAttraction(float pTimestep)
+ public Vector3 ComputeAngularVerticalAttraction()
{
Vector3 ret = Vector3.Zero;
// If vertical attaction timescale is reasonable and we applied an angular force last time...
if (m_verticalAttractionTimescale < 500)
{
- /*
- Vector3 verticalError = Vector3.UnitZ * VehicleOrientation;
- verticalError.Normalize();
- m_verticalAttractionMotor.SetCurrent(verticalError);
- m_verticalAttractionMotor.SetTarget(Vector3.UnitZ);
- ret = m_verticalAttractionMotor.Step(pTimestep);
- */
// Take a vector pointing up and convert it from world to vehicle relative coords.
Vector3 verticalError = Vector3.UnitZ * VehicleOrientation;
- verticalError.Normalize();
+ // verticalError.Normalize();
// If vertical attraction correction is needed, the vector that was pointing up (UnitZ)
// is now leaning to one side (rotated around the X axis) and the Y value will
@@ -1087,56 +1089,63 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// scale by the time scale and timestep
Vector3 unscaledContrib = ret;
ret /= m_verticalAttractionTimescale;
- ret *= pTimestep;
+ // This returns the angular correction desired. Timestep is added later.
+ // ret *= pTimestep;
// apply efficiency
Vector3 preEfficiencyContrib = ret;
+ // TODO: implement efficiency.
// Effenciency squared seems to give a more realistic effect
float efficencySquared = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency;
- ret *= efficencySquared;
+ // ret *= efficencySquared;
VDetailLog("{0}, MoveAngular,verticalAttraction,,verticalError={1},unscaled={2},preEff={3},eff={4},effSq={5},vertAttr={6}",
Prim.LocalID, verticalError, unscaledContrib, preEfficiencyContrib,
m_verticalAttractionEfficiency, efficencySquared,
ret);
-
}
return ret;
}
- public Vector3 ComputeAngularDeflection(float pTimestep)
+ // Return the angular correction to correct the direction the vehicle is pointing to be
+ // the direction is should want to be pointing.
+ public Vector3 ComputeAngularDeflection()
{
Vector3 ret = Vector3.Zero;
if (m_angularDeflectionEfficiency != 0)
{
- // Compute a scaled vector that points in the preferred axis (X direction)
- Vector3 scaledDefaultDirection =
- new Vector3((pTimestep * 10 * (m_angularDeflectionEfficiency / m_angularDeflectionTimescale)), 0, 0);
- // Adding the current vehicle orientation and reference frame displaces the orientation to the frame.
- // Rotate the scaled default axix relative to the actual vehicle direction giving where it should point.
- Vector3 preferredAxisOfMotion = scaledDefaultDirection * Quaternion.Add(VehicleOrientation, m_referenceFrame);
+ // Where the vehicle should want to point relative to the vehicle
+ Vector3 preferredDirection = Vector3.UnitX * m_referenceFrame;
+
+ // Where the vehicle is pointing relative to the vehicle.
+ Vector3 currentDirection = Vector3.UnitX * Quaternion.Add(VehicleOrientation, m_referenceFrame);
- // Scale by efficiency and timescale
- ret = (preferredAxisOfMotion * (m_angularDeflectionEfficiency) / m_angularDeflectionTimescale) * pTimestep;
+ // Difference between where vehicle is pointing and where it should wish to point
+ Vector3 directionCorrection = preferredDirection - currentDirection;
- VDetailLog("{0}, MoveAngular,Deflection,perfAxis={1},deflection={2}", Prim.LocalID, preferredAxisOfMotion, ret);
+ // Scale the correction by recovery timescale and efficiency
+ ret = directionCorrection * m_angularDeflectionEfficiency / m_angularDeflectionTimescale;
- // This deflection computation is not correct.
- ret = Vector3.Zero;
+ VDetailLog("{0}, MoveAngular,Deflection,perfDir={1},currentDir={2},dirCorrection={3},ret={4}",
+ Prim.LocalID, preferredDirection, currentDirection, directionCorrection, ret);
}
return ret;
}
- public Vector3 ComputeAngularBanking(float pTimestep)
+ // Return an angular change to tip the vehicle (around X axis) when turning (turned around Z).
+ // Remembers the last banking value calculated and returns the difference needed this tick.
+ // TurningFactor is rate going left or right (pos=left, neg=right, scale=0..1).
+ public Vector3 ComputeAngularBanking(float turningFactor)
{
Vector3 ret = Vector3.Zero;
+ Vector3 computedBanking = Vector3.Zero;
if (m_bankingEfficiency != 0)
{
- Vector3 dir = Vector3.One * VehicleOrientation;
+ Vector3 currentDirection = Vector3.UnitX * VehicleOrientation;
+
float mult = (m_bankingMix * m_bankingMix) * -1 * (m_bankingMix < 0 ? -1 : 1);
- //Changes which way it banks in and out of turns
//Use the square of the efficiency, as it looks much more how SL banking works
float effSquared = (m_bankingEfficiency * m_bankingEfficiency);
@@ -1144,51 +1153,27 @@ namespace OpenSim.Region.Physics.BulletSPlugin
effSquared *= -1; //Keep the negative!
float mix = Math.Abs(m_bankingMix);
- if (m_angularMotorVelocity.X == 0)
- {
- // The vehicle is stopped
- /*if (!parent.Orientation.ApproxEquals(this.m_referenceFrame, 0.25f))
- {
- Vector3 axisAngle;
- float angle;
- parent.Orientation.GetAxisAngle(out axisAngle, out angle);
- Vector3 rotatedVel = parent.Velocity * parent.Orientation;
- if ((rotatedVel.X < 0 && axisAngle.Y > 0) || (rotatedVel.X > 0 && axisAngle.Y < 0))
- m_angularMotorVelocity.X += (effSquared * (mult * mix)) * (1f) * 10;
- else
- m_angularMotorVelocity.X += (effSquared * (mult * mix)) * (-1f) * 10;
- }*/
- }
- else
- {
- ret.Z += (effSquared * (mult * mix)) * (m_angularMotorVelocity.X) * 4;
- }
+ // TODO: Must include reference frame.
+ float forwardSpeed = VehicleVelocity.X;
- //If they are colliding, we probably shouldn't shove the prim around... probably
- if (!Prim.IsColliding && Math.Abs(m_angularMotorVelocity.X) > mix)
+ if (!Prim.IsColliding && forwardSpeed > mix)
{
- float angVelZ = m_angularMotorVelocity.X * -1;
- /*if(angVelZ > mix)
- angVelZ = mix;
- else if(angVelZ < -mix)
- angVelZ = -mix;*/
- //This controls how fast and how far the banking occurs
- Vector3 bankingRot = new Vector3(angVelZ * (effSquared * mult), 0, 0);
- if (bankingRot.X > 3)
- bankingRot.X = 3;
- else if (bankingRot.X < -3)
- bankingRot.X = -3;
- bankingRot *= VehicleOrientation;
- ret += bankingRot;
+ computedBanking.X = ClampInRange(-3f, turningFactor * (effSquared * mult), 3f);
}
- m_angularMotorVelocity.X *= m_bankingEfficiency == 1 ? 0.0f : 1 - m_bankingEfficiency;
- VDetailLog("{0}, MoveAngular,Banking,bEff={1},angMotVel={2},effSq={3},mult={4},mix={5},banking={6}",
- Prim.LocalID, m_bankingEfficiency, m_angularMotorVelocity, effSquared, mult, mix, ret);
+
+ // 'computedBanking' is now how much banking that should be happening.
+ ret = computedBanking - m_lastBanking;
+
+ // Scale the correction by timescale and efficiency
+ ret /= m_bankingTimescale * m_bankingEfficiency;
+
+ VDetailLog("{0}, MoveAngular,Banking,computedB={1},lastB={2},bEff={3},effSq={4},mult={5},mix={6},banking={7}",
+ Prim.LocalID, computedBanking, m_lastBanking, m_bankingEfficiency, effSquared, mult, mix, ret);
}
+ m_lastBanking = computedBanking;
return ret;
}
-
// This is from previous instantiations of XXXDynamics.cs.
// Applies roll reference frame.
// TODO: is this the right way to separate the code to do this operation?
@@ -1229,6 +1214,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin
}
+ private float ClampInRange(float low, float val, float high)
+ {
+ return Math.Max(low, Math.Min(val, high));
+ }
+
// Invoke the detailed logger and output something if it's enabled.
private void VDetailLog(string msg, params Object[] args)
{
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs
index e9f1549..851d508 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs
@@ -63,10 +63,23 @@ public abstract class BSMotor
}
}
// Can all the incremental stepping be replaced with motor classes?
+
+// Motor which moves CurrentValue to TargetValue over TimeScale seconds.
+// The TargetValue is decays in TargetValueDecayTimeScale and
+// the CurrentValue will be held back by FrictionTimeScale.
+// TimeScale and TargetDelayTimeScale may be 'infinite' which means go decay.
+
+// For instance, if something is moving at speed X and the desired speed is Y,
+// CurrentValue is X and TargetValue is Y. As the motor is stepped, new
+// values of CurrentValue are returned that approach the TargetValue.
+// The feature of decaying TargetValue is so vehicles will eventually
+// come to a stop rather than run forever. This can be disabled by
+// setting TargetValueDecayTimescale to 'infinite'.
+// The change from CurrentValue to TargetValue is linear over TimeScale seconds.
public class BSVMotor : BSMotor
{
- public Vector3 FrameOfReference { get; set; }
- public Vector3 Offset { get; set; }
+ // public Vector3 FrameOfReference { get; set; }
+ // public Vector3 Offset { get; set; }
public float TimeScale { get; set; }
public float TargetValueDecayTimeScale { get; set; }
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index 17cc7b4..f72bd74 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -501,7 +501,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
try
{
- // if (VehicleLoggingEnabled) DumpVehicles(); // DEBUG
+ if (VehicleLoggingEnabled) DumpVehicles(); // DEBUG
if (PhysicsLogging.Enabled) beforeTime = Util.EnvironmentTickCount();
numSubSteps = BulletSimAPI.PhysicsStep2(World.ptr, timeStep, m_maxSubSteps, m_fixedTimeStep,
@@ -510,7 +510,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
if (PhysicsLogging.Enabled) simTime = Util.EnvironmentTickCountSubtract(beforeTime);
DetailLog("{0},Simulate,call, frame={1}, nTaints={2}, simTime={3}, substeps={4}, updates={5}, colliders={6}",
DetailLogZero, m_simulationStep, numTaints, simTime, numSubSteps, updatedEntityCount, collidersCount);
- // if (VehicleLoggingEnabled) DumpVehicles(); // DEBUG
+ if (VehicleLoggingEnabled) DumpVehicles(); // DEBUG
}
catch (Exception e)
{
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
index ca71313..68f25fc 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
@@ -28,6 +28,7 @@ Small physical objects do not interact correctly
Add material type linkage and input all the material property definitions.
Skeleton classes and table are in the sources but are not filled or used.
Add PID motor for avatar movement (slow to stop, ...)
+Implement function efficiency for lineaar and angular motion.
After getting off a vehicle, the root prim is phantom (can be walked through)
Need to force a position update for the root prim after compound shape destruction
--
cgit v1.1
From 787636b97ac242c3a903664a2fe1f26ea8c0130a Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Mon, 3 Dec 2012 16:25:51 -0800
Subject: BulletSim: Reduce idle region physics overhead where there are MANY
static objects by more restrictive selection of objects that collide
with static objects. Rename collision mask fuctions from 'filter' to 'group'
so it is clear what is being set. Rename
BulletSimAPI.SetCollisionFilterMask() to SetCollisionGroupMask to match
above. Restore passing of time step to linear and angular motion component
routines. Use buffering vehicle physical parameter get/set routines
consistantly. Make range enforcement clearer by using ClampInRange() function
for parameter setting. Remove commented out experimental vehicle
calculations.
---
.../Region/Physics/BulletSPlugin/BSCharacter.cs | 4 +-
OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 81 ++++++++++++---------
OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 14 ++--
.../Physics/BulletSPlugin/BSTerrainHeightmap.cs | 4 +-
.../Physics/BulletSPlugin/BSTerrainManager.cs | 4 +-
.../Region/Physics/BulletSPlugin/BSTerrainMesh.cs | 4 +-
.../Region/Physics/BulletSPlugin/BulletSimAPI.cs | 64 ++++++++--------
bin/lib32/BulletSim.dll | Bin 551936 -> 551936 bytes
bin/lib32/libBulletSim.so | Bin 1708712 -> 1708731 bytes
bin/lib64/BulletSim.dll | Bin 700928 -> 700928 bytes
bin/lib64/libBulletSim.so | Bin 1846041 -> 1846064 bytes
11 files changed, 95 insertions(+), 80 deletions(-)
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index 1dfc420..21aa9be 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -165,8 +165,8 @@ public sealed class BSCharacter : BSPhysObject
BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, PhysBody.ptr);
// Do this after the object has been added to the world
- BulletSimAPI.SetCollisionFilterMask2(PhysBody.ptr,
- (uint)CollisionFilterGroups.AvatarFilter,
+ BulletSimAPI.SetCollisionGroupMask2(PhysBody.ptr,
+ (uint)CollisionFilterGroups.AvatarGroup,
(uint)CollisionFilterGroups.AvatarMask);
}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index 525aac4..be8a502 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -161,7 +161,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
m_angularMotor.TimeScale = m_angularMotorTimescale;
break;
case Vehicle.BANKING_EFFICIENCY:
- m_bankingEfficiency = Math.Max(-1f, Math.Min(pValue, 1f));
+ m_bankingEfficiency = ClampInRange(-1f, pValue, 1f);
break;
case Vehicle.BANKING_MIX:
m_bankingMix = Math.Max(pValue, 0.01f);
@@ -170,10 +170,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin
m_bankingTimescale = Math.Max(pValue, 0.01f);
break;
case Vehicle.BUOYANCY:
- m_VehicleBuoyancy = Math.Max(-1f, Math.Min(pValue, 1f));
+ m_VehicleBuoyancy = ClampInRange(-1f, pValue, 1f);
break;
case Vehicle.HOVER_EFFICIENCY:
- m_VhoverEfficiency = Math.Max(0f, Math.Min(pValue, 1f));
+ m_VhoverEfficiency = ClampInRange(0f, pValue, 1f);
break;
case Vehicle.HOVER_HEIGHT:
m_VhoverHeight = pValue;
@@ -188,7 +188,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
m_linearDeflectionTimescale = Math.Max(pValue, 0.01f);
break;
case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
- m_linearMotorDecayTimescale = Math.Max(0.01f, Math.Min(pValue,120));
+ m_linearMotorDecayTimescale = ClampInRange(0.01f, pValue, 120);
m_linearMotor.TargetValueDecayTimeScale = m_linearMotorDecayTimescale;
break;
case Vehicle.LINEAR_MOTOR_TIMESCALE:
@@ -196,7 +196,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
m_linearMotor.TimeScale = m_linearMotorTimescale;
break;
case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
- m_verticalAttractionEfficiency = Math.Max(0.1f, Math.Min(pValue, 1f));
+ m_verticalAttractionEfficiency = ClampInRange(0.1f, pValue, 1f);
m_verticalAttractionMotor.Efficiency = m_verticalAttractionEfficiency;
break;
case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
@@ -607,10 +607,15 @@ namespace OpenSim.Region.Physics.BulletSPlugin
}
#region Known vehicle value functions
+ // Vehicle physical parameters that we buffer from constant getting and setting.
+ // The "m_known*" variables are initialized to 'null', fetched only if referenced
+ // and stored back into the physics engine only if updated.
+ // This does two things: 1) saves continuious calls into unmanaged code, and
+ // 2) signals when a physics property update must happen back to the simulator
+ // to update values modified for the vehicle.
private int m_knownChanged;
private float? m_knownTerrainHeight;
private float? m_knownWaterLevel;
-
private Vector3? m_knownPosition;
private Vector3? m_knownVelocity;
private Quaternion? m_knownOrientation;
@@ -642,7 +647,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin
if ((m_knownChanged & m_knownChangedVelocity) != 0)
Prim.ForceVelocity = VehicleVelocity;
if ((m_knownChanged & m_knownChangedRotationalVelocity) != 0)
+ {
Prim.ForceRotationalVelocity = VehicleRotationalVelocity;
+ BulletSimAPI.SetInterpolationAngularVelocity2(Prim.PhysBody.ptr, VehicleRotationalVelocity);
+ }
// If we set one of the values (ie, the physics engine didn't do it) we must force
// an UpdateProperties event to send the changes up to the simulator.
BulletSimAPI.PushUpdate2(Prim.PhysBody.ptr);
@@ -766,15 +774,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
Vector3 grav = Prim.PhysicsScene.DefaultGravity * (1f - m_VehicleBuoyancy);
- Vector3 pos = VehiclePosition;
-
- Vector3 terrainHeightContribution = ComputeLinearTerrainHeightCorrection(ref pos);
+ Vector3 terrainHeightContribution = ComputeLinearTerrainHeightCorrection(pTimestep);
- Vector3 hoverContribution = ComputeLinearHover(ref pos);
+ Vector3 hoverContribution = ComputeLinearHover(pTimestep);
- ComputeLinearBlockingEndPoint(ref pos);
+ ComputeLinearBlockingEndPoint(pTimestep);
- Vector3 limitMotorUpContribution = ComputeLinearMotorUp(pos);
+ Vector3 limitMotorUpContribution = ComputeLinearMotorUp(pTimestep);
// ==================================================================
Vector3 newVelocity = linearMotorContribution
@@ -820,22 +826,21 @@ namespace OpenSim.Region.Physics.BulletSPlugin
} // end MoveLinear()
- public Vector3 ComputeLinearTerrainHeightCorrection(ref Vector3 pos)
+ public Vector3 ComputeLinearTerrainHeightCorrection(float pTimestep)
{
Vector3 ret = Vector3.Zero;
// If below the terrain, move us above the ground a little.
// TODO: Consider taking the rotated size of the object or possibly casting a ray.
- if (pos.Z < GetTerrainHeight(pos))
+ if (VehiclePosition.Z < GetTerrainHeight(VehiclePosition))
{
// TODO: correct position by applying force rather than forcing position.
- pos.Z = GetTerrainHeight(pos) + 2;
- VehiclePosition = pos;
- VDetailLog("{0}, MoveLinear,terrainHeight,terrainHeight={1},pos={2}", Prim.LocalID, GetTerrainHeight(pos), pos);
+ VehiclePosition += new Vector3(0f, 0f, GetTerrainHeight(VehiclePosition) + 2f);
+ VDetailLog("{0}, MoveLinear,terrainHeight,terrainHeight={1},pos={2}", Prim.LocalID, GetTerrainHeight(VehiclePosition), VehiclePosition);
}
return ret;
}
- public Vector3 ComputeLinearHover(ref Vector3 pos)
+ public Vector3 ComputeLinearHover(float pTimestep)
{
Vector3 ret = Vector3.Zero;
@@ -846,11 +851,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// We should hover, get the target height
if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0)
{
- m_VhoverTargetHeight = GetWaterLevel(pos) + m_VhoverHeight;
+ m_VhoverTargetHeight = GetWaterLevel(VehiclePosition) + m_VhoverHeight;
}
if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
{
- m_VhoverTargetHeight = GetTerrainHeight(pos) + m_VhoverHeight;
+ m_VhoverTargetHeight = GetTerrainHeight(VehiclePosition) + m_VhoverHeight;
}
if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0)
{
@@ -860,14 +865,15 @@ namespace OpenSim.Region.Physics.BulletSPlugin
if ((m_flags & VehicleFlag.HOVER_UP_ONLY) != 0)
{
// If body is already heigher, use its height as target height
- if (pos.Z > m_VhoverTargetHeight)
- m_VhoverTargetHeight = pos.Z;
+ if (VehiclePosition.Z > m_VhoverTargetHeight)
+ m_VhoverTargetHeight = VehiclePosition.Z;
}
if ((m_flags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0)
{
- if (Math.Abs(pos.Z - m_VhoverTargetHeight) > 0.2f)
+ if (Math.Abs(VehiclePosition.Z - m_VhoverTargetHeight) > 0.2f)
{
+ Vector3 pos = VehiclePosition;
pos.Z = m_VhoverTargetHeight;
VehiclePosition = pos;
}
@@ -875,7 +881,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
else
{
// Error is positive if below the target and negative if above.
- float verticalError = m_VhoverTargetHeight - pos.Z;
+ float verticalError = m_VhoverTargetHeight - VehiclePosition.Z;
float verticalCorrectionVelocity = verticalError / m_VhoverTimescale;
// TODO: implement m_VhoverEfficiency correctly
@@ -886,16 +892,17 @@ namespace OpenSim.Region.Physics.BulletSPlugin
}
VDetailLog("{0}, MoveLinear,hover,pos={1},ret={2},hoverTS={3},height={4},target={5}",
- Prim.LocalID, pos, ret, m_VhoverTimescale, m_VhoverHeight, m_VhoverTargetHeight);
+ Prim.LocalID, VehiclePosition, ret, m_VhoverTimescale, m_VhoverHeight, m_VhoverTargetHeight);
}
return ret;
}
- public bool ComputeLinearBlockingEndPoint(ref Vector3 pos)
+ public bool ComputeLinearBlockingEndPoint(float pTimestep)
{
bool changed = false;
+ Vector3 pos = VehiclePosition;
Vector3 posChange = pos - m_lastPositionVector;
if (m_BlockingEndPoint != Vector3.Zero)
{
@@ -941,14 +948,14 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// VEHICLE_BANKING_TIMESCALE. This is to help prevent ground vehicles from steering
// when they are in mid jump.
// TODO: this code is wrong. Also, what should it do for boats?
- public Vector3 ComputeLinearMotorUp(Vector3 pos)
+ public Vector3 ComputeLinearMotorUp(float pTimestep)
{
Vector3 ret = Vector3.Zero;
if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0)
{
// If the vehicle is motoring into the sky, get it going back down.
// float distanceAboveGround = pos.Z - Math.Max(GetTerrainHeight(pos), GetWaterLevel(pos));
- float distanceAboveGround = pos.Z - GetTerrainHeight(pos);
+ float distanceAboveGround = VehiclePosition.Z - GetTerrainHeight(VehiclePosition);
if (distanceAboveGround > 1f)
{
// downForce = new Vector3(0, 0, (-distanceAboveGround / m_bankingTimescale) * pTimestep);
@@ -969,12 +976,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// =======================================================================
// =======================================================================
// Apply the effect of the angular motor.
- // The 'contribution' is how much angular correction each function wants.
+ // The 'contribution' is how much angular correction velocity each function wants.
// All the contributions are added together and the orientation of the vehicle
// is changed by all the contributed corrections.
private void MoveAngular(float pTimestep)
{
- Vector3 angularMotorContribution = m_angularMotor.Step();
+ // The user wants how many radians per second angular change?
+ Vector3 angularMotorContribution = m_angularMotor.Step(pTimestep);
// ==================================================================
// From http://wiki.secondlife.com/wiki/LlSetVehicleFlags :
@@ -1006,14 +1014,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// ==================================================================
// The correction is applied to the current orientation.
- // Any angular velocity on the vehicle is not us so zero the current value.
- VehicleRotationalVelocity = Vector3.Zero;
if (!m_lastAngularCorrection.ApproxEquals(Vector3.Zero, 0.01f))
{
Vector3 scaledCorrection = m_lastAngularCorrection * pTimestep;
- Quaternion quatCorrection = Quaternion.CreateFromEulers(scaledCorrection);
- VehicleOrientation = Quaternion.Add(VehicleOrientation, quatCorrection);
+ VehicleRotationalVelocity = scaledCorrection;
VDetailLog("{0}, MoveAngular,done,nonZero,angMotorContrib={1},vertAttrContrib={2},bankContrib={3},deflectContrib={4},totalContrib={5},scaledCorr={6}",
Prim.LocalID,
@@ -1022,6 +1027,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin
m_lastAngularCorrection, scaledCorrection
);
}
+ else
+ {
+ // The vehicle is not adding anything velocity wise.
+ VehicleRotationalVelocity = Vector3.Zero;
+ VDetailLog("{0}, MoveAngular,done,zero", Prim.LocalID);
+ }
// ==================================================================
//Offset section
@@ -1065,7 +1076,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
{
// Take a vector pointing up and convert it from world to vehicle relative coords.
Vector3 verticalError = Vector3.UnitZ * VehicleOrientation;
- // verticalError.Normalize();
+ verticalError.Normalize();
// If vertical attraction correction is needed, the vector that was pointing up (UnitZ)
// is now leaning to one side (rotated around the X axis) and the Y value will
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 42a362f..ea1f71a 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -646,9 +646,13 @@ public sealed class BSPrim : BSPhysObject
BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, PhysBody.ptr);
// Collision filter can be set only when the object is in the world
- if (PhysBody.collisionFilter != 0 || PhysBody.collisionMask != 0)
+ if (PhysBody.collisionGroup != 0 || PhysBody.collisionMask != 0)
{
- BulletSimAPI.SetCollisionFilterMask2(PhysBody.ptr, (uint)PhysBody.collisionFilter, (uint)PhysBody.collisionMask);
+ if (!BulletSimAPI.SetCollisionGroupMask2(PhysBody.ptr, (uint)PhysBody.collisionGroup, (uint)PhysBody.collisionMask))
+ {
+ PhysicsScene.Logger.ErrorFormat("{0} Failure setting prim collision mask. localID={1}, grp={2:X}, mask={3:X}",
+ LogHeader, LocalID, PhysBody.collisionGroup, PhysBody.collisionMask);
+ }
}
// Recompute any linkset parameters.
@@ -691,7 +695,7 @@ public sealed class BSPrim : BSPhysObject
// Start it out sleeping and physical actions could wake it up.
BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.ISLAND_SLEEPING);
- PhysBody.collisionFilter = CollisionFilterGroups.StaticObjectFilter;
+ PhysBody.collisionGroup = CollisionFilterGroups.StaticObjectGroup;
PhysBody.collisionMask = CollisionFilterGroups.StaticObjectMask;
}
else
@@ -737,7 +741,7 @@ public sealed class BSPrim : BSPhysObject
BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.ACTIVE_TAG);
// BulletSimAPI.Activate2(BSBody.ptr, true);
- PhysBody.collisionFilter = CollisionFilterGroups.ObjectFilter;
+ PhysBody.collisionGroup = CollisionFilterGroups.ObjectGroup;
PhysBody.collisionMask = CollisionFilterGroups.ObjectMask;
}
}
@@ -765,7 +769,7 @@ public sealed class BSPrim : BSPhysObject
m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for non-solidness. id={1}, type={2}", LogHeader, LocalID, bodyType);
}
CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE);
- PhysBody.collisionFilter = CollisionFilterGroups.VolumeDetectFilter;
+ PhysBody.collisionGroup = CollisionFilterGroups.VolumeDetectGroup;
PhysBody.collisionMask = CollisionFilterGroups.VolumeDetectMask;
}
}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs
index 0cb151e..83b9c37 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs
@@ -121,8 +121,8 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys
// redo its bounding box now that it is in the world
BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr);
- BulletSimAPI.SetCollisionFilterMask2(m_mapInfo.terrainBody.ptr,
- (uint)CollisionFilterGroups.TerrainFilter,
+ BulletSimAPI.SetCollisionGroupMask2(m_mapInfo.terrainBody.ptr,
+ (uint)CollisionFilterGroups.TerrainGroup,
(uint)CollisionFilterGroups.TerrainMask);
// Make it so the terrain will not move or be considered for movement.
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
index 17d9536..83df360 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
@@ -140,8 +140,8 @@ public sealed class BSTerrainManager
// Ground plane does not move
BulletSimAPI.ForceActivationState2(m_groundPlane.ptr, ActivationState.DISABLE_SIMULATION);
// Everything collides with the ground plane.
- BulletSimAPI.SetCollisionFilterMask2(m_groundPlane.ptr,
- (uint)CollisionFilterGroups.GroundPlaneFilter, (uint)CollisionFilterGroups.GroundPlaneMask);
+ BulletSimAPI.SetCollisionGroupMask2(m_groundPlane.ptr,
+ (uint)CollisionFilterGroups.GroundPlaneGroup, (uint)CollisionFilterGroups.GroundPlaneMask);
// Build an initial terrain and put it in the world. This quickly gets replaced by the real region terrain.
BSTerrainPhys initialTerrain = new BSTerrainHeightmap(PhysicsScene, Vector3.Zero, BSScene.TERRAIN_ID, DefaultRegionSize);
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
index 7e93ab4..6ce767d 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
@@ -130,8 +130,8 @@ public sealed class BSTerrainMesh : BSTerrainPhys
// Redo its bounding box now that it is in the world
BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_terrainBody.ptr);
- BulletSimAPI.SetCollisionFilterMask2(m_terrainBody.ptr,
- (uint)CollisionFilterGroups.TerrainFilter,
+ BulletSimAPI.SetCollisionGroupMask2(m_terrainBody.ptr,
+ (uint)CollisionFilterGroups.TerrainGroup,
(uint)CollisionFilterGroups.TerrainMask);
// Make it so the terrain will not move or be considered for movement.
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
index 21bc6a3..a5acfd1 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
@@ -57,12 +57,12 @@ public struct BulletBody
{
ID = id;
ptr = xx;
- collisionFilter = 0;
+ collisionGroup = 0;
collisionMask = 0;
}
public IntPtr ptr;
public uint ID;
- public CollisionFilterGroups collisionFilter;
+ public CollisionFilterGroups collisionGroup;
public CollisionFilterGroups collisionMask;
public override string ToString()
{
@@ -71,10 +71,10 @@ public struct BulletBody
buff.Append(ID.ToString());
buff.Append(",p=");
buff.Append(ptr.ToString("X"));
- if (collisionFilter != 0 || collisionMask != 0)
+ if (collisionGroup != 0 || collisionMask != 0)
{
- buff.Append(",f=");
- buff.Append(collisionFilter.ToString("X"));
+ buff.Append(",g=");
+ buff.Append(collisionGroup.ToString("X"));
buff.Append(",m=");
buff.Append(collisionMask.ToString("X"));
}
@@ -376,36 +376,36 @@ public enum CollisionFilterGroups : uint
// Don't use the bit definitions!! Define the use in a
// filter/mask definition below. This way collision interactions
// are more easily debugged.
- BNoneFilter = 0,
- BDefaultFilter = 1 << 0,
- BStaticFilter = 1 << 1,
- BKinematicFilter = 1 << 2,
- BDebrisFilter = 1 << 3,
- BSensorTrigger = 1 << 4,
- BCharacterFilter = 1 << 5,
- BAllFilter = 0xFFFFFFFF,
+ BNoneGroup = 0,
+ BDefaultGroup = 1 << 0,
+ BStaticGroup = 1 << 1,
+ BKinematicGroup = 1 << 2,
+ BDebrisGroup = 1 << 3,
+ BSensorTrigger = 1 << 4,
+ BCharacterGroup = 1 << 5,
+ BAllGroup = 0xFFFFFFFF,
// Filter groups defined by BulletSim
- BGroundPlaneFilter = 1 << 10,
- BTerrainFilter = 1 << 11,
- BRaycastFilter = 1 << 12,
- BSolidFilter = 1 << 13,
- BLinksetFilter = 1 << 14,
+ BGroundPlaneGroup = 1 << 10,
+ BTerrainGroup = 1 << 11,
+ BRaycastGroup = 1 << 12,
+ BSolidGroup = 1 << 13,
+ BLinksetGroup = 1 << 14,
// The collsion filters and masked are defined in one place -- don't want them scattered
- AvatarFilter = BCharacterFilter,
- AvatarMask = BAllFilter,
- ObjectFilter = BSolidFilter,
- ObjectMask = BAllFilter,
- StaticObjectFilter = BStaticFilter,
- StaticObjectMask = BAllFilter & ~BStaticFilter, // static objects don't collide with each other
- LinksetFilter = BLinksetFilter,
- LinksetMask = BAllFilter & ~BLinksetFilter, // linkset objects don't collide with each other
- VolumeDetectFilter = BSensorTrigger,
+ AvatarGroup = BCharacterGroup,
+ AvatarMask = BAllGroup,
+ ObjectGroup = BSolidGroup,
+ ObjectMask = BAllGroup,
+ StaticObjectGroup = BStaticGroup,
+ StaticObjectMask = AvatarGroup | ObjectGroup, // static things don't interact with much
+ LinksetGroup = BLinksetGroup,
+ LinksetMask = BAllGroup & ~BLinksetGroup, // linkset objects don't collide with each other
+ VolumeDetectGroup = BSensorTrigger,
VolumeDetectMask = ~BSensorTrigger,
- TerrainFilter = BTerrainFilter,
- TerrainMask = BAllFilter & ~BStaticFilter, // static objects on the ground don't collide
- GroundPlaneFilter = BGroundPlaneFilter,
- GroundPlaneMask = BAllFilter
+ TerrainGroup = BTerrainGroup,
+ TerrainMask = BAllGroup & ~BStaticGroup, // static objects on the ground don't collide
+ GroundPlaneGroup = BGroundPlaneGroup,
+ GroundPlaneMask = BAllGroup
};
@@ -945,7 +945,7 @@ public static extern IntPtr GetConstraintRef2(IntPtr obj, int index);
public static extern int GetNumConstraintRefs2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
-public static extern void SetCollisionFilterMask2(IntPtr body, uint filter, uint mask);
+public static extern bool SetCollisionGroupMask2(IntPtr body, uint filter, uint mask);
// =====================================================================================
// btCollisionShape entries
diff --git a/bin/lib32/BulletSim.dll b/bin/lib32/BulletSim.dll
index c3dde8e..75d5bc3 100755
Binary files a/bin/lib32/BulletSim.dll and b/bin/lib32/BulletSim.dll differ
diff --git a/bin/lib32/libBulletSim.so b/bin/lib32/libBulletSim.so
index 98bd655..b648da1 100755
Binary files a/bin/lib32/libBulletSim.so and b/bin/lib32/libBulletSim.so differ
diff --git a/bin/lib64/BulletSim.dll b/bin/lib64/BulletSim.dll
index 9c90924..fc0fdca 100755
Binary files a/bin/lib64/BulletSim.dll and b/bin/lib64/BulletSim.dll differ
diff --git a/bin/lib64/libBulletSim.so b/bin/lib64/libBulletSim.so
index 4301d34..a1b099c 100755
Binary files a/bin/lib64/libBulletSim.so and b/bin/lib64/libBulletSim.so differ
--
cgit v1.1
From ac65085cc36bb4820482bf769b4be44e1c8d58ce Mon Sep 17 00:00:00 2001
From: BlueWall
Date: Mon, 3 Dec 2012 20:09:54 -0500
Subject: XmlRpcGridRouter
Flesh out XmlRpcGridRouter to reap unused channels from gateway when scripts or objects are removed, or when the llCloseRemoteDataChannel is called.
See: http://http://forge.opensimulator.org/gf/project/xmlrpcrouter/ or
https://github.com/BlueWall/XmlRpcRouter
for php gateway and test code.
---
.../Region/Framework/Interfaces/IXmlRpcRouter.cs | 1 +
.../XmlRpcRouterModule/XmlRpcGridRouterModule.cs | 82 +++++++++++++++++-----
.../XmlRpcRouterModule/XmlRpcRouterModule.cs | 6 ++
.../Shared/Api/Implementation/LSL_Api.cs | 7 ++
4 files changed, 77 insertions(+), 19 deletions(-)
diff --git a/OpenSim/Region/Framework/Interfaces/IXmlRpcRouter.cs b/OpenSim/Region/Framework/Interfaces/IXmlRpcRouter.cs
index 6db6674..093d3f0 100644
--- a/OpenSim/Region/Framework/Interfaces/IXmlRpcRouter.cs
+++ b/OpenSim/Region/Framework/Interfaces/IXmlRpcRouter.cs
@@ -34,5 +34,6 @@ namespace OpenSim.Region.Framework.Interfaces
void RegisterNewReceiver(IScriptModule scriptEngine, UUID channelID, UUID objectID, UUID itemID, string url);
void ScriptRemoved(UUID itemID);
void ObjectRemoved(UUID objectID);
+ void UnRegisterReceiver(string channelID, UUID itemID);
}
}
diff --git a/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcGridRouterModule.cs b/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcGridRouterModule.cs
index 6120a81..709d389 100644
--- a/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcGridRouterModule.cs
+++ b/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcGridRouterModule.cs
@@ -46,6 +46,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.XmlRpcGridRouterModule
{
public class XmlRpcInfo
{
+ public UUID item;
public UUID channel;
public string uri;
}
@@ -88,6 +89,14 @@ namespace OpenSim.Region.OptionalModules.Scripting.XmlRpcGridRouterModule
return;
scene.RegisterModuleInterface(this);
+
+ IScriptModule scriptEngine = scene.RequestModuleInterface();
+ if ( scriptEngine != null )
+ {
+ scriptEngine.OnScriptRemoved += this.ScriptRemoved;
+ scriptEngine.OnObjectRemoved += this.ObjectRemoved;
+
+ }
}
public void RegionLoaded(Scene scene)
@@ -120,22 +129,36 @@ namespace OpenSim.Region.OptionalModules.Scripting.XmlRpcGridRouterModule
public void RegisterNewReceiver(IScriptModule scriptEngine, UUID channel, UUID objectID, UUID itemID, string uri)
{
- if (!m_Channels.ContainsKey(itemID))
- {
- XmlRpcInfo info = new XmlRpcInfo();
- info.channel = channel;
- info.uri = uri;
+ if (!m_Enabled)
+ return;
- bool success = SynchronousRestObjectRequester.MakeRequest(
- "POST", m_ServerURI+"/RegisterChannel/", info);
+ m_log.InfoFormat("[XMLRPC GRID ROUTER]: New receiver Obj: {0} Ch: {1} ID: {2} URI: {3}",
+ objectID.ToString(), channel.ToString(), itemID.ToString(), uri);
- if (!success)
- {
- m_log.Error("[XMLRPC GRID ROUTER] Error contacting server");
- }
+ XmlRpcInfo info = new XmlRpcInfo();
+ info.channel = channel;
+ info.uri = uri;
+ info.item = itemID;
+
+ bool success = SynchronousRestObjectRequester.MakeRequest(
+ "POST", m_ServerURI+"/RegisterChannel/", info);
- m_Channels[itemID] = channel;
+ if (!success)
+ {
+ m_log.Error("[XMLRPC GRID ROUTER] Error contacting server");
}
+
+ m_Channels[itemID] = channel;
+
+ }
+
+ public void UnRegisterReceiver(string channelID, UUID itemID)
+ {
+ if (!m_Enabled)
+ return;
+
+ RemoveChannel(itemID);
+
}
public void ScriptRemoved(UUID itemID)
@@ -143,10 +166,33 @@ namespace OpenSim.Region.OptionalModules.Scripting.XmlRpcGridRouterModule
if (!m_Enabled)
return;
- if (m_Channels.ContainsKey(itemID))
+ RemoveChannel(itemID);
+
+ }
+
+ public void ObjectRemoved(UUID objectID)
+ {
+ // m_log.InfoFormat("[XMLRPC GRID ROUTER]: Object Removed {0}",objectID.ToString());
+ }
+
+ private bool RemoveChannel(UUID itemID)
+ {
+ if(!m_Channels.ContainsKey(itemID))
+ {
+ m_log.InfoFormat("[XMLRPC GRID ROUTER]: Attempted to unregister non-existing Item: {0}", itemID.ToString());
+ return false;
+ }
+
+ XmlRpcInfo info = new XmlRpcInfo();
+
+ info.channel = m_Channels[itemID];
+ info.item = itemID;
+ info.uri = "http://0.0.0.0:00";
+
+ if (info != null)
{
- bool success = SynchronousRestObjectRequester.MakeRequest(
- "POST", m_ServerURI+"/RemoveChannel/", m_Channels[itemID]);
+ bool success = SynchronousRestObjectRequester.MakeRequest(
+ "POST", m_ServerURI+"/RemoveChannel/", info);
if (!success)
{
@@ -154,11 +200,9 @@ namespace OpenSim.Region.OptionalModules.Scripting.XmlRpcGridRouterModule
}
m_Channels.Remove(itemID);
+ return true;
}
- }
-
- public void ObjectRemoved(UUID objectID)
- {
+ return false;
}
}
}
diff --git a/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs b/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
index 4783f4c..ad0b83d 100644
--- a/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
+++ b/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
@@ -101,12 +101,18 @@ namespace OpenSim.Region.OptionalModules.Scripting.XmlRpcRouterModule
scriptEngine.PostScriptEvent(itemID, "xmlrpc_uri", new Object[] {uri});
}
+ public void UnRegisterReceiver(string channelID, UUID itemID)
+ {
+ }
+
public void ScriptRemoved(UUID itemID)
{
+ System.Console.WriteLine("TEST Script Removed!");
}
public void ObjectRemoved(UUID objectID)
{
+ System.Console.WriteLine("TEST Obj Removed!");
}
}
}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index acf4d8c..4108588 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -6856,6 +6856,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
public void llCloseRemoteDataChannel(string channel)
{
m_host.AddScriptLPS(1);
+
+ IXmlRpcRouter xmlRpcRouter = m_ScriptEngine.World.RequestModuleInterface();
+ if (xmlRpcRouter != null)
+ {
+ xmlRpcRouter.UnRegisterReceiver(channel, m_item.ItemID);
+ }
+
IXMLRPC xmlrpcMod = m_ScriptEngine.World.RequestModuleInterface();
xmlrpcMod.CloseXMLRPCChannel((UUID)channel);
ScriptSleep(1000);
--
cgit v1.1
From dc80c2afb338570f8f7d79491fd731bebaf643f4 Mon Sep 17 00:00:00 2001
From: Diva Canto
Date: Tue, 4 Dec 2012 08:08:34 -0800
Subject: Improvement in HGInstantMessageService: account for the existence of
an offline IM service.
---
.../HypergridService/HGInstantMessageService.cs | 35 +++++--
OpenSim/Services/Interfaces/IOfflineIMService.cs | 115 +++++++++++++++++++++
2 files changed, 140 insertions(+), 10 deletions(-)
create mode 100644 OpenSim/Services/Interfaces/IOfflineIMService.cs
diff --git a/OpenSim/Services/HypergridService/HGInstantMessageService.cs b/OpenSim/Services/HypergridService/HGInstantMessageService.cs
index 0c9cfd3..e8d7cca 100644
--- a/OpenSim/Services/HypergridService/HGInstantMessageService.cs
+++ b/OpenSim/Services/HypergridService/HGInstantMessageService.cs
@@ -61,13 +61,13 @@ namespace OpenSim.Services.HypergridService
protected static IGridService m_GridService;
protected static IPresenceService m_PresenceService;
protected static IUserAgentService m_UserAgentService;
+ protected static IOfflineIMService m_OfflineIMService;
protected static IInstantMessageSimConnector m_IMSimConnector;
protected static Dictionary m_UserLocationMap = new Dictionary();
private static ExpiringCache m_RegionCache;
- private static string m_RestURL;
private static bool m_ForwardOfflineGroupMessages;
private static bool m_InGatekeeper;
@@ -111,9 +111,14 @@ namespace OpenSim.Services.HypergridService
return;
}
- m_RestURL = cnf.GetString("OfflineMessageURL", string.Empty);
m_ForwardOfflineGroupMessages = cnf.GetBoolean("ForwardOfflineGroupMessages", false);
+ if (m_InGatekeeper)
+ {
+ string offlineIMService = cnf.GetString("OfflineIMService", string.Empty);
+ if (offlineIMService != string.Empty)
+ m_OfflineIMService = ServerUtils.LoadPlugin(offlineIMService, args);
+ }
}
}
@@ -329,18 +334,28 @@ namespace OpenSim.Services.HypergridService
private bool UndeliveredMessage(GridInstantMessage im)
{
- if (m_RestURL != string.Empty && (im.offline != 0)
- && (!im.fromGroup || (im.fromGroup && m_ForwardOfflineGroupMessages)))
- {
-// m_log.DebugFormat("[HG IM SERVICE]: Message saved");
+ if (m_OfflineIMService == null)
+ return false;
- return SynchronousRestObjectRequester.MakeRequest(
- "POST", m_RestURL + "/SaveMessage/", im);
- }
- else
+ if (im.dialog != (byte)InstantMessageDialog.MessageFromObject &&
+ im.dialog != (byte)InstantMessageDialog.MessageFromAgent &&
+ im.dialog != (byte)InstantMessageDialog.GroupNotice &&
+ im.dialog != (byte)InstantMessageDialog.GroupInvitation &&
+ im.dialog != (byte)InstantMessageDialog.InventoryOffered)
{
return false;
}
+
+ if (!m_ForwardOfflineGroupMessages)
+ {
+ if (im.dialog == (byte)InstantMessageDialog.GroupNotice ||
+ im.dialog == (byte)InstantMessageDialog.GroupInvitation)
+ return false;
+ }
+
+// m_log.DebugFormat("[HG IM SERVICE]: Message saved");
+ string reason = string.Empty;
+ return m_OfflineIMService.StoreMessage(im, out reason);
}
}
}
\ No newline at end of file
diff --git a/OpenSim/Services/Interfaces/IOfflineIMService.cs b/OpenSim/Services/Interfaces/IOfflineIMService.cs
new file mode 100644
index 0000000..2848967
--- /dev/null
+++ b/OpenSim/Services/Interfaces/IOfflineIMService.cs
@@ -0,0 +1,115 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+using System;
+using System.Collections.Generic;
+
+using OpenSim.Framework;
+using OpenMetaverse;
+
+namespace OpenSim.Services.Interfaces
+{
+ public interface IOfflineIMService
+ {
+ List GetMessages(UUID principalID);
+ bool StoreMessage(GridInstantMessage im, out string reason);
+ }
+
+ public class OfflineIMDataUtils
+ {
+ public static GridInstantMessage GridInstantMessage(Dictionary dict)
+ {
+ GridInstantMessage im = new GridInstantMessage();
+
+ if (dict.ContainsKey("BinaryBucket") && dict["BinaryBucket"] != null)
+ im.binaryBucket = OpenMetaverse.Utils.HexStringToBytes(dict["BinaryBucket"].ToString(), true);
+
+ if (dict.ContainsKey("Dialog") && dict["Dialog"] != null)
+ im.dialog = byte.Parse(dict["Dialog"].ToString());
+
+ if (dict.ContainsKey("FromAgentID") && dict["FromAgentID"] != null)
+ im.fromAgentID = new Guid(dict["FromAgentID"].ToString());
+
+ if (dict.ContainsKey("FromAgentName") && dict["FromAgentName"] != null)
+ im.fromAgentName = dict["FromAgentName"].ToString();
+ else
+ im.fromAgentName = string.Empty;
+
+ if (dict.ContainsKey("FromGroup") && dict["FromGroup"] != null)
+ im.fromGroup = bool.Parse(dict["FromGroup"].ToString());
+
+ if (dict.ContainsKey("SessionID") && dict["SessionID"] != null)
+ im.imSessionID = new Guid(dict["SessionID"].ToString());
+
+ if (dict.ContainsKey("Message") && dict["Message"] != null)
+ im.message = dict["Message"].ToString();
+ else
+ im.message = string.Empty;
+
+ if (dict.ContainsKey("Offline") && dict["Offline"] != null)
+ im.offline = byte.Parse(dict["Offline"].ToString());
+
+ if (dict.ContainsKey("EstateID") && dict["EstateID"] != null)
+ im.ParentEstateID = UInt32.Parse(dict["EstateID"].ToString());
+
+ if (dict.ContainsKey("Position") && dict["Position"] != null)
+ im.Position = Vector3.Parse(dict["Position"].ToString());
+
+ if (dict.ContainsKey("RegionID") && dict["RegionID"] != null)
+ im.RegionID = new Guid(dict["RegionID"].ToString());
+
+ if (dict.ContainsKey("Timestamp") && dict["Timestamp"] != null)
+ im.timestamp = UInt32.Parse(dict["Timestamp"].ToString());
+
+ if (dict.ContainsKey("ToAgentID") && dict["ToAgentID"] != null)
+ im.toAgentID = new Guid(dict["ToAgentID"].ToString());
+
+ return im;
+ }
+
+ public static Dictionary GridInstantMessage(GridInstantMessage im)
+ {
+ Dictionary dict = new Dictionary();
+
+ dict["BinaryBucket"] = OpenMetaverse.Utils.BytesToHexString(im.binaryBucket, im.binaryBucket.Length, null);
+ dict["Dialog"] = im.dialog.ToString();
+ dict["FromAgentID"] = im.fromAgentID.ToString();
+ dict["FromAgentName"] = im.fromAgentName == null ? string.Empty : im.fromAgentName;
+ dict["FromGroup"] = im.fromGroup.ToString();
+ dict["SessionID"] = im.imSessionID.ToString();
+ dict["Message"] = im.message == null ? string.Empty : im.message;
+ dict["Offline"] = im.offline.ToString();
+ dict["EstateID"] = im.ParentEstateID.ToString();
+ dict["Position"] = im.Position.ToString();
+ dict["RegionID"] = im.RegionID.ToString();
+ dict["Timestamp"] = im.timestamp.ToString();
+ dict["ToAgentID"] = im.toAgentID.ToString();
+
+ return dict;
+ }
+
+ }
+}
--
cgit v1.1
From 583e44103c8eb552c437468cba84771c94592ae9 Mon Sep 17 00:00:00 2001
From: Diva Canto
Date: Tue, 4 Dec 2012 08:36:54 -0800
Subject: Bug fix in OfflineMessageModule. Mantis #6446
---
.../Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
index 41364d7..7d763fa 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
@@ -219,7 +219,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
if (!m_ForwardOfflineGroupMessages)
{
if (im.dialog == (byte)InstantMessageDialog.GroupNotice ||
- im.dialog != (byte)InstantMessageDialog.GroupInvitation)
+ im.dialog == (byte)InstantMessageDialog.GroupInvitation)
return;
}
--
cgit v1.1
From 7fdc2517749cba6fb88c6c7bf11539413d130901 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Tue, 4 Dec 2012 22:24:51 +0000
Subject: Add path references for Mono.Addins where they were missing for
DataSnapshot and UserStatistics.
Should address http://opensimulator.org/mantis/view.php?id=6444
Appears that nant doesn't need these paths but building directly in monodevelop does.
---
prebuild.xml | 4 ++--
1 file changed, 2 insertions(+), 2 deletions(-)
diff --git a/prebuild.xml b/prebuild.xml
index 0612c10..17db573 100644
--- a/prebuild.xml
+++ b/prebuild.xml
@@ -2045,7 +2045,7 @@
-
+
@@ -2453,7 +2453,7 @@
-
+
--
cgit v1.1
From fb26d32a5c1320e97c9288326ebe402658a0a1c7 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Tue, 4 Dec 2012 22:33:25 +0000
Subject: minor: Put Scene.PhysicsRequestAsset() into standard C# xml format.
---
OpenSim/Region/Framework/Scenes/Scene.cs | 15 +++++++++++----
1 file changed, 11 insertions(+), 4 deletions(-)
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 1ad5edd..cca295c 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -5638,10 +5638,17 @@ namespace OpenSim.Region.Framework.Scenes
return m_SpawnPoint - 1;
}
- // Wrappers to get physics modules retrieve assets. Has to be done this way
- // because we can't assign the asset service to physics directly - at the
- // time physics are instantiated it's not registered but it will be by
- // the time the first prim exists.
+ ///
+ /// Wrappers to get physics modules retrieve assets.
+ ///
+ ///
+ /// Has to be done this way
+ /// because we can't assign the asset service to physics directly - at the
+ /// time physics are instantiated it's not registered but it will be by
+ /// the time the first prim exists.
+ ///
+ ///
+ ///
public void PhysicsRequestAsset(UUID assetID, AssetReceivedDelegate callback)
{
AssetService.Get(assetID.ToString(), callback, PhysicsAssetReceived);
--
cgit v1.1
From 0d4047e641bac2d7fa554097ad23cec930082e33 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Tue, 4 Dec 2012 23:06:02 +0000
Subject: minor: Comment out "Delivering IM to..." messages for now.
---
.../CoreModules/Avatar/InstantMessage/MessageTransferModule.cs | 6 +++---
1 file changed, 3 insertions(+), 3 deletions(-)
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
index 3983369..a169748 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
@@ -146,7 +146,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
if (sp != null && !sp.IsChildAgent)
{
// Local message
- m_log.DebugFormat("[INSTANT MESSAGE]: Delivering IM to root agent {0} {1}", sp.Name, toAgentID);
+// m_log.DebugFormat("[INSTANT MESSAGE]: Delivering IM to root agent {0} {1}", sp.Name, toAgentID);
sp.ControllingClient.SendInstantMessage(im);
@@ -166,7 +166,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
if (sp != null)
{
// Local message
- m_log.DebugFormat("[INSTANT MESSAGE]: Delivering IM to child agent {0} {1}", sp.Name, toAgentID);
+// m_log.DebugFormat("[INSTANT MESSAGE]: Delivering IM to child agent {0} {1}", sp.Name, toAgentID);
sp.ControllingClient.SendInstantMessage(im);
@@ -176,7 +176,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
}
}
- m_log.DebugFormat("[INSTANT MESSAGE]: Delivering IM to {0} via XMLRPC", im.toAgentID);
+// m_log.DebugFormat("[INSTANT MESSAGE]: Delivering IM to {0} via XMLRPC", im.toAgentID);
SendGridInstantMessageViaXMLRPC(im, result);
}
--
cgit v1.1
From 1b5f21f761ae12be34d80a41d23c5b97cc10f4a9 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Tue, 4 Dec 2012 23:07:26 +0000
Subject: minor: also comment out the debug log message which reports searching
for child agents in simulator scenes for now.
---
.../Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs | 4 ++--
1 file changed, 2 insertions(+), 2 deletions(-)
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
index a169748..fa935cd 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
@@ -159,8 +159,8 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
// try child avatar second
foreach (Scene scene in m_Scenes)
{
- m_log.DebugFormat(
- "[INSTANT MESSAGE]: Looking for child of {0} in {1}", toAgentID, scene.RegionInfo.RegionName);
+// m_log.DebugFormat(
+// "[INSTANT MESSAGE]: Looking for child of {0} in {1}", toAgentID, scene.RegionInfo.RegionName);
ScenePresence sp = scene.GetScenePresence(toAgentID);
if (sp != null)
--
cgit v1.1
From d97440c7cf307ec701cc5351a0075239ece44727 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 5 Dec 2012 21:37:41 +0000
Subject: On XEngine.ProcessEventHandler(), instead of creating a new
CultureInfo on every call use the single one set by
Culture.SetCurrentCulture()
This is slightly different in that SetCurrentCulture() does not use overridden settings if the system culture matches en-US but some settings there have been changed.
This is what we want - we do not want to use any system overriden settings.
---
OpenSim/Region/ScriptEngine/XEngine/XEngine.cs | 3 +--
1 file changed, 1 insertion(+), 2 deletions(-)
diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
index 0460f22..1dab51e 100644
--- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
+++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
@@ -1415,8 +1415,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
///
private object ProcessEventHandler(object parms)
{
- CultureInfo USCulture = new CultureInfo("en-US");
- Thread.CurrentThread.CurrentCulture = USCulture;
+ Culture.SetCurrentCulture();
IScriptInstance instance = (ScriptInstance) parms;
--
cgit v1.1
From ea786414c283ed04a32905b177afd342c88a7471 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 5 Dec 2012 21:51:08 +0000
Subject: In XEngine.DoOnRezScript() use Culture.SetCurrentCulture() instead of
constructing a new CultureInfo separately
---
OpenSim/Region/ScriptEngine/XEngine/XEngine.cs | 3 +--
1 file changed, 1 insertion(+), 2 deletions(-)
diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
index 1dab51e..d9d4494 100644
--- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
+++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
@@ -1018,8 +1018,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
string assembly = "";
- CultureInfo USCulture = new CultureInfo("en-US");
- Thread.CurrentThread.CurrentCulture = USCulture;
+ Culture.SetCurrentCulture();
Dictionary, KeyValuePair> linemap;
--
cgit v1.1
From fdf8876e20e519e2c69f0bd0fed4aea7ff4bab8d Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 5 Dec 2012 21:52:10 +0000
Subject: In BaseHttpServer.HandleRequest(), use Culture.SetCurrentCulture()
rather than creating a new CultureInfo separately
---
OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs b/OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs
index 2cd626f..8a0340f 100644
--- a/OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs
+++ b/OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs
@@ -436,7 +436,7 @@ namespace OpenSim.Framework.Servers.HttpServer
// reqnum = String.Format("{0}:{1}",request.RemoteIPEndPoint,request.Headers["opensim-request-id"]);
//m_log.DebugFormat("[BASE HTTP SERVER]: <{0}> handle request for {1}",reqnum,request.RawUrl);
- Thread.CurrentThread.CurrentCulture = new CultureInfo("en-US", true);
+ Culture.SetCurrentCulture();
// // This is the REST agent interface. We require an agent to properly identify
// // itself. If the REST handler recognizes the prefix it will attempt to
--
cgit v1.1
From 2342d20a7e249bc3006e47e85e03de6d532a7d2d Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 5 Dec 2012 21:53:25 +0000
Subject: minor: tidy up spacing at bottom of MundaneFrameworkTests
---
OpenSim/Framework/Tests/MundaneFrameworkTests.cs | 8 ++------
1 file changed, 2 insertions(+), 6 deletions(-)
diff --git a/OpenSim/Framework/Tests/MundaneFrameworkTests.cs b/OpenSim/Framework/Tests/MundaneFrameworkTests.cs
index 47fe599..1dc8053 100644
--- a/OpenSim/Framework/Tests/MundaneFrameworkTests.cs
+++ b/OpenSim/Framework/Tests/MundaneFrameworkTests.cs
@@ -303,10 +303,6 @@ namespace OpenSim.Framework.Tests
Culture.SetCurrentCulture();
Assert.That(Thread.CurrentThread.CurrentCulture.Name == ci.Name, "SetCurrentCulture failed to set thread culture to en-US");
- }
-
-
-
+ }
}
-}
-
+}
\ No newline at end of file
--
cgit v1.1
From b60c6bc3f8936f3a152e0609daa1081216d34768 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 5 Dec 2012 22:01:47 +0000
Subject: Don't pointlessly set ExtraParams = byte[1] in PrimitiveBaseShape
since this is ignored by the ExtraParams properly anyway
---
OpenSim/Framework/PrimitiveBaseShape.cs | 3 ---
1 file changed, 3 deletions(-)
diff --git a/OpenSim/Framework/PrimitiveBaseShape.cs b/OpenSim/Framework/PrimitiveBaseShape.cs
index 76dcfca..3dbdd0f 100644
--- a/OpenSim/Framework/PrimitiveBaseShape.cs
+++ b/OpenSim/Framework/PrimitiveBaseShape.cs
@@ -193,7 +193,6 @@ namespace OpenSim.Framework
public PrimitiveBaseShape()
{
PCode = (byte) PCodeEnum.Primitive;
- ExtraParams = new byte[1];
m_textureEntry = DEFAULT_TEXTURE;
}
@@ -203,7 +202,6 @@ namespace OpenSim.Framework
return;
PCode = (byte)PCodeEnum.Primitive;
- ExtraParams = new byte[1];
m_textureEntry = DEFAULT_TEXTURE;
}
@@ -216,7 +214,6 @@ namespace OpenSim.Framework
// m_log.DebugFormat("[PRIMITIVE BASE SHAPE]: Creating from {0}", prim.ID);
PCode = (byte)prim.PrimData.PCode;
- ExtraParams = new byte[1];
State = prim.PrimData.State;
PathBegin = Primitive.PackBeginCut(prim.PrimData.PathBegin);
--
cgit v1.1
From 0f3ebe09713cf67110ff24bf6cd10b9add5cc8c9 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 5 Dec 2012 22:12:45 +0000
Subject: Remove very probably unused PrimitiveBaseShape(bool) constructor to
reduce code complexity
---
OpenSim/Framework/PrimitiveBaseShape.cs | 18 ++++++------------
1 file changed, 6 insertions(+), 12 deletions(-)
diff --git a/OpenSim/Framework/PrimitiveBaseShape.cs b/OpenSim/Framework/PrimitiveBaseShape.cs
index 3dbdd0f..4c36819 100644
--- a/OpenSim/Framework/PrimitiveBaseShape.cs
+++ b/OpenSim/Framework/PrimitiveBaseShape.cs
@@ -192,15 +192,6 @@ namespace OpenSim.Framework
public PrimitiveBaseShape()
{
- PCode = (byte) PCodeEnum.Primitive;
- m_textureEntry = DEFAULT_TEXTURE;
- }
-
- public PrimitiveBaseShape(bool noShape)
- {
- if (noShape)
- return;
-
PCode = (byte)PCodeEnum.Primitive;
m_textureEntry = DEFAULT_TEXTURE;
}
@@ -245,7 +236,10 @@ namespace OpenSim.Framework
SculptTexture = prim.Sculpt.SculptTexture;
SculptType = (byte)prim.Sculpt.Type;
}
- else SculptType = (byte)OpenMetaverse.SculptType.None;
+ else
+ {
+ SculptType = (byte)OpenMetaverse.SculptType.None;
+ }
}
[XmlIgnore]
@@ -337,9 +331,9 @@ namespace OpenSim.Framework
_scale = new Vector3(side, side, side);
}
- public void SetHeigth(float heigth)
+ public void SetHeigth(float height)
{
- _scale.Z = heigth;
+ _scale.Z = height;
}
public void SetRadius(float radius)
--
cgit v1.1
From e8df0f1b4c3194c7f5c1a354b5d5d2f67d6a250c Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 5 Dec 2012 22:33:28 +0000
Subject: Add IScriptInstance.EventsProcessed stat so that we can record this
information and display in "show scripts" for debug purposes
---
OpenSim/Region/ScriptEngine/Interfaces/IScriptInstance.cs | 5 +++++
OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs | 4 ++++
OpenSim/Region/ScriptEngine/XEngine/XEngine.cs | 1 +
3 files changed, 10 insertions(+)
diff --git a/OpenSim/Region/ScriptEngine/Interfaces/IScriptInstance.cs b/OpenSim/Region/ScriptEngine/Interfaces/IScriptInstance.cs
index b04f6b6..f3abd96 100644
--- a/OpenSim/Region/ScriptEngine/Interfaces/IScriptInstance.cs
+++ b/OpenSim/Region/ScriptEngine/Interfaces/IScriptInstance.cs
@@ -114,6 +114,11 @@ namespace OpenSim.Region.ScriptEngine.Interfaces
UUID AssetID { get; }
Queue EventQueue { get; }
+ ///
+ /// Number of events processed by this script instance.
+ ///
+ long EventsProcessed { get; }
+
void ClearQueue();
int StartParam { get; set; }
diff --git a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
index 5793cc9..5bfe97a 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
@@ -173,6 +173,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
public Queue EventQueue { get; private set; }
+ public long EventsProcessed { get; private set; }
+
public int StartParam { get; set; }
public TaskInventoryItem ScriptTask { get; private set; }
@@ -808,6 +810,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
// script engine to run the next event.
lock (EventQueue)
{
+ EventsProcessed++;
+
if (EventQueue.Count > 0 && Running && !ShuttingDown)
{
m_CurrentWorkItem = Engine.QueueEventHandler(this);
diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
index d9d4494..2136fe8 100644
--- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
+++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
@@ -512,6 +512,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
lock (eq)
sb.AppendFormat("Queued events : {0}\n", eq.Count);
+ sb.AppendFormat("Processed events : {0}\n", instance.EventsProcessed);
sb.AppendFormat("Item UUID : {0}\n", instance.ItemID);
sb.AppendFormat("Containing part name: {0}\n", instance.PrimName);
sb.AppendFormat("Containing part UUID: {0}\n", instance.ObjectID);
--
cgit v1.1
From 652f4bcb425646aab2096da99aa00016dfe639fd Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 5 Dec 2012 23:27:50 +0000
Subject: For now, sort "show scripts" output in descending order sorted by
events processed.
For debug purposes - should later add options to allow different sorting or show only highest 10, etc.
---
OpenSim/Region/ScriptEngine/XEngine/XEngine.cs | 24 +++++++++++++++++++++---
1 file changed, 21 insertions(+), 3 deletions(-)
diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
index 2136fe8..394826e 100644
--- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
+++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
@@ -30,6 +30,7 @@ using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.IO;
+using System.Linq;
using System.Reflection;
using System.Security;
using System.Security.Policy;
@@ -377,9 +378,21 @@ namespace OpenSim.Region.ScriptEngine.XEngine
///
///
///
- /// true if we're okay to proceed, false if not.
+ /// Basis on which to sort output. Can be null if no sort needs to take place
private void HandleScriptsAction(string[] cmdparams, Action action)
{
+ HandleScriptsAction