From 70e0a86601ed33113a87189ee53a40e12790c609 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Fri, 28 Dec 2012 11:56:07 -0800 Subject: BulletSim: fix problem of avatars appearing to walk through walls by moving the movement motor to a pre-step action and out of its questionable previous home in UpdateProperties. --- .../Region/Physics/BulletSPlugin/BSCharacter.cs | 106 +++++++++++---------- 1 file changed, 55 insertions(+), 51 deletions(-) (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 3f7b5e1..90936d0 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs @@ -91,17 +91,7 @@ public sealed class BSCharacter : BSPhysObject if (_size.X == 0f) _size.X = BSParam.AvatarCapsuleDepth; if (_size.Y == 0f) _size.Y = BSParam.AvatarCapsuleWidth; - // A motor to control the acceleration and deceleration of the avatar movement. - // _velocityMotor = new BSVMotor("BSCharacter.Velocity", 3f, 5f, BSMotor.InfiniteVector, 1f); - // _velocityMotor = new BSPIDVMotor("BSCharacter.Velocity", 3f, 5f, BSMotor.InfiniteVector, 1f); - // Infinite decay and timescale values so motor only changes current to target values. - _velocityMotor = new BSVMotor("BSCharacter.Velocity", - 0.2f, // time scale - BSMotor.Infinite, // decay time scale - BSMotor.InfiniteVector, // friction timescale - 1f // efficiency - ); - _velocityMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages. + SetupMovementMotor(); _flying = isFlying; _orientation = OMV.Quaternion.Identity; @@ -152,13 +142,12 @@ public sealed class BSCharacter : BSPhysObject ZeroMotion(true); ForcePosition = _position; + // Set the velocity and compute the proper friction - ForceVelocity = _velocity; - // Setting the current and target in the motor will cause it to start computing any deceleration. _velocityMotor.Reset(); - _velocityMotor.SetCurrent(_velocity); _velocityMotor.SetTarget(_velocity); - _velocityMotor.Enabled = false; + _velocityMotor.SetCurrent(_velocity); + ForceVelocity = _velocity; // This will enable or disable the flying buoyancy of the avatar. // Needs to be reset especially when an avatar is recreated after crossing a region boundry. @@ -192,6 +181,48 @@ public sealed class BSCharacter : BSPhysObject PhysBody.ApplyCollisionMask(); } + // The avatar's movement is controlled by this motor that speeds up and slows down + // the avatar seeking to reach the motor's target speed. + // This motor runs as a prestep action for the avatar so it will keep the avatar + // standing as well as moving. Destruction of the avatar will destroy the pre-step action. + private void SetupMovementMotor() + { + + // Someday, use a PID motor for asymmetric speed up and slow down + // _velocityMotor = new BSPIDVMotor("BSCharacter.Velocity", 3f, 5f, BSMotor.InfiniteVector, 1f); + + // Infinite decay and timescale values so motor only changes current to target values. + _velocityMotor = new BSVMotor("BSCharacter.Velocity", + 0.2f, // time scale + BSMotor.Infinite, // decay time scale + BSMotor.InfiniteVector, // friction timescale + 1f // efficiency + ); + // _velocityMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages. + + RegisterPreStepAction("BSCharactor.Movement", LocalID, delegate(float timeStep) + { + // TODO: Decide if the step parameters should be changed depending on the avatar's + // state (flying, colliding, ...). There is code in ODE to do this. + + OMV.Vector3 stepVelocity = _velocityMotor.Step(timeStep); + + // If falling, we keep the world's downward vector no matter what the other axis specify. + if (!Flying && !IsColliding) + { + stepVelocity.Z = _velocity.Z; + DetailLog("{0},BSCharacter.MoveMotor,taint,overrideStepZWithWorldZ,stepVel={1}", + LocalID, stepVelocity); + } + + // 'stepVelocity' is now the speed we'd like the avatar to move in. Turn that into an instantanous force. + OMV.Vector3 moveForce = (stepVelocity - _velocity) * Mass / PhysicsScene.LastTimeStep; + DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", + LocalID, stepVelocity, _velocity, Mass, moveForce); + AddForce(moveForce, false, true); + }); + } + public override void RequestPhysicsterseUpdate() { base.RequestPhysicsterseUpdate(); @@ -668,7 +699,13 @@ public sealed class BSCharacter : BSPhysObject public override float APIDStrength { set { return; } } public override float APIDDamping { set { return; } } - public override void AddForce(OMV.Vector3 force, bool pushforce) { + public override void AddForce(OMV.Vector3 force, bool pushforce) + { + // Since this force is being applied in only one step, make this a force per second. + OMV.Vector3 addForce = force / PhysicsScene.LastTimeStep; + AddForce(addForce, pushforce, false); + } + private void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { if (force.IsFinite()) { float magnitude = force.Length(); @@ -678,10 +715,10 @@ public sealed class BSCharacter : BSPhysObject force = force / magnitude * BSParam.MaxAddForceMagnitude; } - OMV.Vector3 addForce = force / PhysicsScene.LastTimeStep; + OMV.Vector3 addForce = force; DetailLog("{0},BSCharacter.addForce,call,force={1}", LocalID, addForce); - PhysicsScene.TaintedObject("BSCharacter.AddForce", delegate() + PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.AddForce", delegate() { // Bullet adds this central force to the total force for this tick DetailLog("{0},BSCharacter.addForce,taint,force={1}", LocalID, addForce); @@ -750,39 +787,6 @@ public sealed class BSCharacter : BSPhysObject // Do some sanity checking for the avatar. Make sure it's above ground and inbounds. PositionSanityCheck(true); - if (_velocityMotor.Enabled) - { - // TODO: Decide if the step parameters should be changed depending on the avatar's - // state (flying, colliding, ...). - - OMV.Vector3 stepVelocity = _velocityMotor.Step(PhysicsScene.LastTimeStep); - - // Check for cases to turn off the motor. - if ( - // If the walking motor is all done, turn it off - (_velocityMotor.TargetValue.ApproxEquals(OMV.Vector3.Zero, 0.01f) && _velocityMotor.ErrorIsZero) ) - { - ZeroMotion(true); - stepVelocity = OMV.Vector3.Zero; - _velocityMotor.Enabled = false; - DetailLog("{0},BSCharacter.UpdateProperties,taint,disableVelocityMotor,m={1}", LocalID, _velocityMotor); - } - else - { - // If the motor is not being turned off... - // If falling, we keep the world's downward vector no matter what the other axis specify. - if (!Flying && !IsColliding) - { - stepVelocity.Z = entprop.Velocity.Z; - DetailLog("{0},BSCharacter.UpdateProperties,taint,overrideStepZWithWorldZ,stepVel={1}", LocalID, stepVelocity); - } - } - - _velocity = stepVelocity; - entprop.Velocity = _velocity; - BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity); - } - // remember the current and last set values LastEntityProperties = CurrentEntityProperties; CurrentEntityProperties = entprop; -- cgit v1.1