From 7e58bbaac6c5ebb5bf0d6a7a875a8316ac264128 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Wed, 9 Jan 2013 16:27:06 -0800 Subject: BulletSim: Redo linear function coding so they can better interact. New algorithm for limitMotorUp that relies on going up when not colliding rather than distance from ground. Add parameter for turning on and off embedded source vehicle debugging. --- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 147 ++++++++++++--------- 1 file changed, 85 insertions(+), 62 deletions(-) (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 47f2759..2e44ab6 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -134,6 +134,23 @@ namespace OpenSim.Region.Physics.BulletSPlugin PhysicsScene = myScene; Prim = myPrim; Type = Vehicle.TYPE_NONE; + SetupVehicleDebugging(); + } + + // Stopgap debugging enablement. Allows source level debugging but still checking + // in changes by making enablement of debugging flags from INI file. + public void SetupVehicleDebugging() + { + enableAngularVerticalAttraction = true; + enableAngularDeflection = true; + enableAngularBanking = true; + if (BSParam.VehicleDebuggingEnabled != ConfigurationParameters.numericFalse) + { + enableAngularVerticalAttraction = false; + enableAngularDeflection = false; + enableAngularBanking = false; + VDetailLog("{0},BSDynamics.SetupVehicleDebugging,settingDebugMode"); + } } // Return 'true' if this vehicle is doing vehicle things @@ -576,8 +593,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin // Vehicles report collision events so we know when it's on the ground PhysicsScene.PE.AddToCollisionFlags(Prim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); - Vector3 localInertia = PhysicsScene.PE.CalculateLocalInertia(Prim.PhysShape, m_vehicleMass); - PhysicsScene.PE.SetMassProps(Prim.PhysBody, m_vehicleMass, localInertia); + Prim.Inertia = PhysicsScene.PE.CalculateLocalInertia(Prim.PhysShape, m_vehicleMass); + PhysicsScene.PE.SetMassProps(Prim.PhysBody, m_vehicleMass, Prim.Inertia); PhysicsScene.PE.UpdateInertiaTensor(Prim.PhysBody); // Set the gravity for the vehicle depending on the buoyancy @@ -586,7 +603,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin PhysicsScene.PE.SetGravity(Prim.PhysBody, grav); VDetailLog("{0},BSDynamics.Refresh,mass={1},frict={2},inert={3},aDamp={4},grav={5}", - Prim.LocalID, m_vehicleMass, friction, localInertia, angularDamping, grav); + Prim.LocalID, m_vehicleMass, friction, Prim.Inertia, angularDamping, grav); } else { @@ -863,69 +880,47 @@ 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 *= VehicleOrientation; - // All the contributions after this are world relative (mostly Z modifications) - Vector3 terrainHeightContribution = ComputeLinearTerrainHeightCorrection(pTimestep); + VehicleVelocity = linearMotorContribution; - Vector3 hoverContribution = ComputeLinearHover(pTimestep); + ComputeLinearTerrainHeightCorrection(pTimestep); - ComputeLinearBlockingEndPoint(pTimestep); - - Vector3 limitMotorUpContribution = ComputeLinearMotorUp(pTimestep); + ComputeLinearHover(pTimestep); - // ================================================================== - // Select between velocities and forces. Forces will happen over time and - // will take into account inertia, collisions, etc. Velocities are - // raw updates to the velocity of the vehicle. - Vector3 newVelocity = linearMotorContribution - + terrainHeightContribution - + hoverContribution - + limitMotorUpContribution; + ComputeLinearBlockingEndPoint(pTimestep); - Vector3 newForce = Vector3.Zero; + ComputeLinearMotorUp(pTimestep); // 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; + if ((m_flags & (VehicleFlag.NO_X | VehicleFlag.NO_Y | VehicleFlag.NO_Z)) != 0) + { + Vector3 vel = VehicleVelocity; + if ((m_flags & (VehicleFlag.NO_X)) != 0) + vel.X = 0; + if ((m_flags & (VehicleFlag.NO_Y)) != 0) + vel.Y = 0; + if ((m_flags & (VehicleFlag.NO_Z)) != 0) + vel.Z = 0; + VehicleVelocity = vel; + } // ================================================================== // Clamp high or low velocities - float newVelocityLengthSq = newVelocity.LengthSquared(); + float newVelocityLengthSq = VehicleVelocity.LengthSquared(); if (newVelocityLengthSq > 1000f) { - newVelocity /= newVelocity.Length(); - newVelocity *= 1000f; + VehicleVelocity /= VehicleVelocity.Length(); + VehicleVelocity *= 1000f; } else if (newVelocityLengthSq < 0.001f) - newVelocity = Vector3.Zero; - - // ================================================================== - // 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. - // Also not scaled by mass since this is a super-physical setting of velocity. - VehicleVelocity = newVelocity; - - // Other linear forces are applied as forces. - Vector3 totalDownForce = newForce * m_vehicleMass; - if (!totalDownForce.ApproxEquals(Vector3.Zero, 0.01f)) - { - VehicleAddForce(totalDownForce); - } + VehicleVelocity = Vector3.Zero; - VDetailLog("{0}, MoveLinear,done,linContrib={1},terrContrib={2},hoverContrib={3},limitContrib={4},totDown={5},isColl={6},newVel={7}", - Prim.LocalID, - linearMotorContribution, terrainHeightContribution, hoverContribution, limitMotorUpContribution, - totalDownForce, Prim.IsColliding, newVelocity ); + VDetailLog("{0}, MoveLinear,done,isColl={1},newVel={2}", Prim.LocalID, Prim.IsColliding, VehicleVelocity ); } // end MoveLinear() - public Vector3 ComputeLinearTerrainHeightCorrection(float pTimestep) + public void 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 (VehiclePosition.Z < GetTerrainHeight(VehiclePosition)) @@ -937,13 +932,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin VDetailLog("{0}, MoveLinear,terrainHeight,terrainHeight={1},pos={2}", Prim.LocalID, GetTerrainHeight(VehiclePosition), VehiclePosition); } - return ret; } - public Vector3 ComputeLinearHover(float pTimestep) + public void ComputeLinearHover(float pTimestep) { - Vector3 ret = Vector3.Zero; - // 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) @@ -976,6 +968,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin Vector3 pos = VehiclePosition; pos.Z = m_VhoverTargetHeight; VehiclePosition = pos; + + VDetailLog("{0}, MoveLinear,hover,pos={1},lockHoverHeight", Prim.LocalID, pos); } } else @@ -985,14 +979,15 @@ namespace OpenSim.Region.Physics.BulletSPlugin float verticalCorrectionVelocity = verticalError / m_VhoverTimescale; // TODO: implement m_VhoverEfficiency correctly - ret = new Vector3(0f, 0f, verticalCorrectionVelocity); + VehicleVelocity += new Vector3(0f, 0f, verticalCorrectionVelocity); + + VDetailLog("{0}, MoveLinear,hover,pos={1},eff={2},hoverTS={3},height={4},target={5},err={6},corrVel={7}", + Prim.LocalID, VehiclePosition, m_VhoverEfficiency, + m_VhoverTimescale, m_VhoverHeight, m_VhoverTargetHeight, + verticalError, verticalCorrectionVelocity); } - VDetailLog("{0}, MoveLinear,hover,pos={1},eff={2},hoverTS={3},height={4},target={5},ret={6}", - Prim.LocalID, VehiclePosition, m_VhoverEfficiency, m_VhoverTimescale, m_VhoverHeight, m_VhoverTargetHeight, ret); } - - return ret; } public bool ComputeLinearBlockingEndPoint(float pTimestep) @@ -1047,30 +1042,58 @@ namespace OpenSim.Region.Physics.BulletSPlugin // TODO: this code is wrong. Also, what should it do for boats (height from water)? // This is just using the ground and a general collision check. Should really be using // a downward raycast to find what is below. - public Vector3 ComputeLinearMotorUp(float pTimestep) + public void ComputeLinearMotorUp(float pTimestep) { Vector3 ret = Vector3.Zero; - float distanceAboveGround = 0f; if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0) { + // This code tries to decide if the object is not on the ground and then pushing down + /* float targetHeight = Type == Vehicle.TYPE_BOAT ? GetWaterLevel(VehiclePosition) : GetTerrainHeight(VehiclePosition); distanceAboveGround = VehiclePosition.Z - targetHeight; // Not colliding if the vehicle is off the ground if (!Prim.IsColliding) { // downForce = new Vector3(0, 0, -distanceAboveGround / m_bankingTimescale); - ret = new Vector3(0, 0, -distanceAboveGround); + VehicleVelocity += new Vector3(0, 0, -distanceAboveGround); } // 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},colliding={2},ret={3}", + VDetailLog("{0}, MoveLinear,limitMotorUp,distAbove={1},colliding={2},ret={3}", Prim.LocalID, distanceAboveGround, Prim.IsColliding, ret); - return ret; + */ + + // Another approach is to measure if we're going up. If going up and not colliding, + // the vehicle is in the air. Fix that by pushing down. + if (!Prim.IsColliding && VehicleVelocity.Z > 0.1) + { + // Get rid of any of the velocity vector that is pushing us up. + VehicleVelocity += new Vector3(0, 0, -VehicleVelocity.Z); + + // If we're pointed up into the air, we should nose down + Vector3 pointingDirection = Vector3.UnitX * VehicleOrientation; + // The rotation around the Y axis is pitch up or down + if (pointingDirection.Y > 0.01f) + { + float angularCorrectionForce = -(float)Math.Asin(pointingDirection.Y); + Vector3 angularCorrectionVector = new Vector3(0f, angularCorrectionForce, 0f); + // Rotate into world coordinates and apply to vehicle + angularCorrectionVector *= VehicleOrientation; + VehicleAddAngularForce(angularCorrectionVector); + VDetailLog("{0}, MoveLinear,limitMotorUp,newVel={1},pntDir={2},corrFrc={3},aCorr={4}", + Prim.LocalID, VehicleVelocity, pointingDirection, angularCorrectionForce, angularCorrectionVector); + } + else + { + VDetailLog("{0}, MoveLinear,limitMotorUp,newVel={1},pntDir={2}", + Prim.LocalID, VehicleVelocity, pointingDirection); + } + } + } } // ======================================================================= -- cgit v1.1