From 1c740798b45dddb3e056b2e281fe98de6bf35143 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Fri, 1 Mar 2013 08:52:06 -0800 Subject: BulletSim: add parameters, code cleanup around checking and enforcing maximum velocity and angular velocity values for prims. --- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 4 +- OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 20 ++++++--- OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 47 +++++++++++++++++++--- 3 files changed, 57 insertions(+), 14 deletions(-) diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index e6933f9..235cefc 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -961,13 +961,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin // ================================================================== // Clamp high or low velocities float newVelocityLengthSq = VehicleVelocity.LengthSquared(); - if (newVelocityLengthSq > BSParam.VehicleMaxLinearVelocitySq) + if (newVelocityLengthSq > BSParam.VehicleMaxLinearVelocitySquared) { Vector3 origVelW = VehicleVelocity; // DEBUG DEBUG VehicleVelocity /= VehicleVelocity.Length(); VehicleVelocity *= BSParam.VehicleMaxLinearVelocity; VDetailLog("{0}, MoveLinear,clampMax,origVelW={1},lenSq={2},maxVelSq={3},,newVelW={4}", - Prim.LocalID, origVelW, newVelocityLengthSq, BSParam.VehicleMaxLinearVelocitySq, VehicleVelocity); + Prim.LocalID, origVelW, newVelocityLengthSq, BSParam.VehicleMaxLinearVelocitySquared, VehicleVelocity); } else if (newVelocityLengthSq < 0.001f) VehicleVelocity = Vector3.Zero; diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index dc57b67..fa58109 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -47,12 +47,16 @@ public static class BSParam public static float SculptLOD { get; private set; } public static int CrossingFailuresBeforeOutOfBounds { get; private set; } + public static float UpdateVelocityChangeThreshold { get; private set; } public static float MinimumObjectMass { get; private set; } public static float MaximumObjectMass { get; private set; } public static float MaxLinearVelocity { get; private set; } + public static float MaxLinearVelocitySquared { get; private set; } public static float MaxAngularVelocity { get; private set; } + public static float MaxAngularVelocitySquared { get; private set; } public static float MaxAddForceMagnitude { get; private set; } + public static float MaxAddForceMagnitudeSquared { get; private set; } public static float DensityScaleFactor { get; private set; } public static float LinearDamping { get; private set; } @@ -109,7 +113,7 @@ public static class BSParam // Vehicle parameters public static float VehicleMaxLinearVelocity { get; private set; } - public static float VehicleMaxLinearVelocitySq { get; private set; } + public static float VehicleMaxLinearVelocitySquared { get; private set; } public static float VehicleMaxAngularVelocity { get; private set; } public static float VehicleMaxAngularVelocitySq { get; private set; } public static float VehicleAngularDamping { get; private set; } @@ -265,7 +269,7 @@ public static class BSParam // The single letter parameters for the delegates are: // s = BSScene // o = BSPhysObject - // v = value (float) + // v = value (appropriate type) private static ParameterDefnBase[] ParameterDefinitions = { new ParameterDefn("MeshSculptedPrim", "Whether to create meshes for sculpties", @@ -289,6 +293,10 @@ public static class BSParam 5, (s) => { return CrossingFailuresBeforeOutOfBounds; }, (s,v) => { CrossingFailuresBeforeOutOfBounds = v; } ), + new ParameterDefn("UpdateVelocityChangeThreshold", "Change in updated velocity required before reporting change to simulator", + 0.1f, + (s) => { return UpdateVelocityChangeThreshold; }, + (s,v) => { UpdateVelocityChangeThreshold = v; } ), new ParameterDefn("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)", 32f, @@ -343,16 +351,16 @@ public static class BSParam new ParameterDefn("MaxLinearVelocity", "Maximum velocity magnitude that can be assigned to an object", 1000.0f, (s) => { return MaxLinearVelocity; }, - (s,v) => { MaxLinearVelocity = v; } ), + (s,v) => { MaxLinearVelocity = v; MaxLinearVelocitySquared = v * v; } ), new ParameterDefn("MaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to an object", 1000.0f, (s) => { return MaxAngularVelocity; }, - (s,v) => { MaxAngularVelocity = v; } ), + (s,v) => { MaxAngularVelocity = v; MaxAngularVelocitySquared = v * v; } ), // LL documentation says thie number should be 20f for llApplyImpulse and 200f for llRezObject new ParameterDefn("MaxAddForceMagnitude", "Maximum force that can be applied by llApplyImpulse (SL says 20f)", 20000.0f, (s) => { return MaxAddForceMagnitude; }, - (s,v) => { MaxAddForceMagnitude = v; } ), + (s,v) => { MaxAddForceMagnitude = v; MaxAddForceMagnitudeSquared = v * v; } ), // Density is passed around as 100kg/m3. This scales that to 1kg/m3. new ParameterDefn("DensityScaleFactor", "Conversion for simulator/viewer density (100kg/m3) to physical density (1kg/m3)", 0.01f, @@ -505,7 +513,7 @@ public static class BSParam new ParameterDefn("VehicleMaxLinearVelocity", "Maximum velocity magnitude that can be assigned to a vehicle", 1000.0f, (s) => { return (float)VehicleMaxLinearVelocity; }, - (s,v) => { VehicleMaxLinearVelocity = v; VehicleMaxLinearVelocitySq = v * v; } ), + (s,v) => { VehicleMaxLinearVelocity = v; VehicleMaxLinearVelocitySquared = v * v; } ), new ParameterDefn("VehicleMaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to a vehicle", 12.0f, (s) => { return (float)VehicleMaxAngularVelocity; }, diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 8f660c4..a465613 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -108,6 +108,9 @@ public class BSPrim : BSPhysObject // do the actual object creation at taint time PhysicsScene.TaintedObject("BSPrim.create", delegate() { + // Make sure the object is being created with some sanity. + ExtremeSanityCheck(true /* inTaintTime */); + CreateGeomAndObject(true); CurrentCollisionFlags = PhysicsScene.PE.GetCollisionFlags(PhysBody); @@ -450,6 +453,38 @@ public class BSPrim : BSPhysObject return ret; } + // Occasionally things will fly off and really get lost. + // Find the wanderers and bring them back. + // Return 'true' if some parameter need some sanity. + private bool ExtremeSanityCheck(bool inTaintTime) + { + bool ret = false; + + uint wayOutThere = Constants.RegionSize * Constants.RegionSize; + // There have been instances of objects getting thrown way out of bounds and crashing + // the border crossing code. + if ( _position.X < -Constants.RegionSize || _position.X > wayOutThere + || _position.Y < -Constants.RegionSize || _position.Y > wayOutThere + || _position.Z < -Constants.RegionSize || _position.Z > wayOutThere) + { + _position = new OMV.Vector3(10, 10, 50); + ZeroMotion(inTaintTime); + ret = true; + } + if (_velocity.LengthSquared() > BSParam.MaxLinearVelocity) + { + _velocity = Util.ClampV(_velocity, BSParam.MaxLinearVelocity); + ret = true; + } + if (_rotationalVelocity.LengthSquared() > BSParam.MaxAngularVelocitySquared) + { + _rotationalVelocity = Util.ClampV(_rotationalVelocity, BSParam.MaxAngularVelocity); + ret = true; + } + + return ret; + } + // Return the effective mass of the object. // The definition of this call is to return the mass of the prim. // If the simulator cares about the mass of the linkset, it will sum it itself. @@ -585,12 +620,12 @@ public class BSPrim : BSPhysObject if (VehicleController.Type == Vehicle.TYPE_NONE) { UnRegisterPreStepAction("BSPrim.Vehicle", LocalID); - PhysicsScene.AfterStep -= VehicleController.PostStep; + UnRegisterPostStepAction("BSPrim.Vehicle", LocalID); } else { RegisterPreStepAction("BSPrim.Vehicle", LocalID, VehicleController.Step); - PhysicsScene.AfterStep += VehicleController.PostStep; + RegisterPostStepAction("BSPrim.Vehicle", LocalID, VehicleController.PostStep); } }); } @@ -732,7 +767,7 @@ public class BSPrim : BSPhysObject set { PhysicsScene.AssertInTaintTime("BSPrim.ForceVelocity"); - _velocity = value; + _velocity = Util.ClampV(value, BSParam.MaxLinearVelocity); if (PhysBody.HasPhysicalBody) { DetailLog("{0},BSPrim.ForceVelocity,taint,vel={1}", LocalID, _velocity); @@ -1098,7 +1133,7 @@ public class BSPrim : BSPhysObject return _rotationalVelocity; } set { - _rotationalVelocity = value; + _rotationalVelocity = Util.ClampV(value, BSParam.MaxAngularVelocity); if (PhysBody.HasPhysicalBody) { DetailLog("{0},BSPrim.ForceRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); @@ -1230,6 +1265,7 @@ public class BSPrim : BSPhysObject RegisterPreStepAction("BSPrim.Hover", LocalID, delegate(float timeStep) { + // Don't do hovering while the object is selected. if (!IsPhysicallyActive) return; @@ -1737,10 +1773,9 @@ public class BSPrim : BSPhysObject // Assign directly to the local variables so the normal set actions do not happen _position = entprop.Position; _orientation = entprop.Rotation; - // _velocity = entprop.Velocity; // DEBUG DEBUG DEBUG -- smooth velocity changes a bit. The simulator seems to be // very sensitive to velocity changes. - if (entprop.Velocity == OMV.Vector3.Zero || !entprop.Velocity.ApproxEquals(_velocity, 0.1f)) + if (entprop.Velocity == OMV.Vector3.Zero || !entprop.Velocity.ApproxEquals(_velocity, BSParam.UpdateVelocityChangeThreshold)) _velocity = entprop.Velocity; _acceleration = entprop.Acceleration; _rotationalVelocity = entprop.RotationalVelocity; -- cgit v1.1