From d36316e1c9aac6427716a99a817546002ba3d9a1 Mon Sep 17 00:00:00 2001 From: dan miller Date: Wed, 3 Oct 2007 01:59:43 +0000 Subject: Droppin da fyzyx bomb on ya seriously, this is quite the update. Fixes a number of nagging physics problems, including avatar shell size/shape The internal logic is quite different, and CPU usage may be affected. Also some work remains wrt flying. Please test this rev out before you deploy widely --- OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | 130 ++++++++++++++++++-------- 1 file changed, 89 insertions(+), 41 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs index ddc6c4a..ac784cf 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs @@ -80,6 +80,7 @@ namespace OpenSim.Region.Physics.OdePlugin public class OdeScene : PhysicsScene { + private static float ODE_STEPSIZE = 0.004f; private IntPtr contactgroup; private IntPtr LandGeom; private double[] _heightmap; @@ -91,7 +92,7 @@ namespace OpenSim.Region.Physics.OdePlugin public Dictionary geom_name_map=new Dictionary(); private d.ContactGeom[] contacts = new d.ContactGeom[30]; private d.Contact contact; - + private float step_time=0.0f; public IntPtr world; public IntPtr space; public static Object OdeLock = new Object(); @@ -101,12 +102,15 @@ namespace OpenSim.Region.Physics.OdePlugin nearCallback = near; triCallback = TriCallback; triArrayCallback = TriArrayCallback; + /* contact.surface.mode |= d.ContactFlags.Approx1 | d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP; contact.surface.mu = 10.0f; contact.surface.bounce = 0.9f; contact.surface.soft_erp = 0.005f; contact.surface.soft_cfm = 0.00003f; - + */ + contact.surface.mu = 250.0f; + contact.surface.bounce = 0.2f; lock (OdeLock) { world = d.WorldCreate(); @@ -115,6 +119,8 @@ namespace OpenSim.Region.Physics.OdePlugin d.WorldSetGravity(world, 0.0f, 0.0f, -10.0f); d.WorldSetAutoDisableFlag(world, false); d.WorldSetContactSurfaceLayer(world, 0.001f); + d.WorldSetQuickStepNumIterations(world, 10); + d.WorldSetContactMaxCorrectingVel(world, 1000.0f); } _heightmap = new double[65536]; @@ -164,10 +170,10 @@ namespace OpenSim.Region.Physics.OdePlugin { foreach (OdeCharacter chr in _characters) { - d.SpaceCollide2(space, chr.capsule_geom, IntPtr.Zero, nearCallback); + d.SpaceCollide2(space, chr.Shell, IntPtr.Zero, nearCallback); foreach (OdeCharacter ch2 in _characters) /// should be a separate space -- lots of avatars will be N**2 slow { - d.SpaceCollide2(chr.capsule_geom, ch2.capsule_geom, IntPtr.Zero, nearCallback); + d.SpaceCollide2(chr.Shell, ch2.Shell, IntPtr.Zero, nearCallback); } } } @@ -307,25 +313,29 @@ namespace OpenSim.Region.Physics.OdePlugin public override void Simulate(float timeStep) { + step_time += timeStep; lock (OdeLock) { foreach (OdePrim p in _prims) { } - foreach (OdeCharacter actor in _characters) - { - actor.Move(timeStep); - } - collision_optimized(); - for (int i = 0; i < 50; i++) + int i = 0; + while (step_time > 0.0f) { - d.WorldQuickStep(world, timeStep * 0.02f); + foreach (OdeCharacter actor in _characters) + { + actor.Move(timeStep); + } + collision_optimized(); + d.WorldQuickStep(world, ODE_STEPSIZE); + d.JointGroupEmpty(contactgroup); + step_time -= ODE_STEPSIZE; + i++; } - d.JointGroupEmpty(contactgroup); foreach (OdeCharacter actor in _characters) { - actor.UpdatePosition(); + actor.UpdatePositionAndVelocity(); } } } @@ -392,30 +402,35 @@ namespace OpenSim.Region.Physics.OdePlugin private d.Vector3 _zeroPosition; private bool _zeroFlag=false; private PhysicsVector _velocity; + private PhysicsVector _target_velocity; private PhysicsVector _acceleration; + private static float PID_D=4000.0f; + private static float PID_P=7000.0f; + private static float POSTURE_SERVO = 10000.0f; private bool flying = false; //private float gravityAccel; - public IntPtr BoundingCapsule; + public IntPtr Body; private OdeScene _parent_scene; - public IntPtr capsule_geom; - public d.Mass capsule_mass; + public IntPtr Shell; + public d.Mass ShellMass; public OdeCharacter(String avName, OdeScene parent_scene, PhysicsVector pos) { _velocity = new PhysicsVector(); + _target_velocity = new PhysicsVector(); _position = pos; _acceleration = new PhysicsVector(); _parent_scene = parent_scene; lock (OdeScene.OdeLock) { - d.MassSetCapsule(out capsule_mass, 50.0f, 3, 0.5f, 2f); - capsule_geom = d.CreateSphere(parent_scene.space, 1.0f); /// not a typo! Spheres roll, capsules tumble - BoundingCapsule = d.BodyCreate(parent_scene.world); - d.BodySetMass(BoundingCapsule, ref capsule_mass); - d.BodySetPosition(BoundingCapsule, pos.X, pos.Y, pos.Z); - d.GeomSetBody(capsule_geom, BoundingCapsule); + Shell = d.CreateCapsule(parent_scene.space, 0.4f, 1.0f); + d.MassSetCapsule(out ShellMass, 50.0f, 3, 0.4f, 1.0f); + Body = d.BodyCreate(parent_scene.world); + d.BodySetMass(Body, ref ShellMass); + d.BodySetPosition(Body, pos.X, pos.Y, pos.Z); + d.GeomSetBody(Shell, Body); } - parent_scene.geom_name_map[capsule_geom]=avName; + parent_scene.geom_name_map[Shell]=avName; } @@ -441,7 +456,7 @@ namespace OpenSim.Region.Physics.OdePlugin { lock (OdeScene.OdeLock) { - d.BodySetPosition(BoundingCapsule, value.X, value.Y, value.Z); + d.BodySetPosition(Body, value.X, value.Y, value.Z); _position = value; } } @@ -467,7 +482,7 @@ namespace OpenSim.Region.Physics.OdePlugin } set { - _velocity = value; + _target_velocity = value; } } @@ -522,38 +537,58 @@ namespace OpenSim.Region.Physics.OdePlugin { // no lock; for now it's only called from within Simulate() PhysicsVector vec = new PhysicsVector(); - d.Vector3 vel = d.BodyGetLinearVel(BoundingCapsule); + d.Vector3 vel = d.BodyGetLinearVel(Body); // if velocity is zero, use position control; otherwise, velocity control - if (_velocity.X == 0.0f & _velocity.Y == 0.0f & _velocity.Z == 0.0f & !flying) + if (_target_velocity.X == 0.0f & _target_velocity.Y == 0.0f & _target_velocity.Z == 0.0f) { // keep track of where we stopped. No more slippin' & slidin' if (!_zeroFlag) { _zeroFlag = true; - _zeroPosition = d.BodyGetPosition(BoundingCapsule); + _zeroPosition = d.BodyGetPosition(Body); + } + d.Vector3 pos = d.BodyGetPosition(Body); + vec.X = (_target_velocity.X - vel.X) * PID_D + (_zeroPosition.X - pos.X) * PID_P; + vec.Y = (_target_velocity.Y - vel.Y) * PID_D + (_zeroPosition.Y - pos.Y) * PID_P; + if (flying) + { + vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P; } - d.Vector3 pos = d.BodyGetPosition(BoundingCapsule); - vec.X = (_velocity.X - vel.X) * 75000.0f + (_zeroPosition.X - pos.X) * 120000.0f; - vec.Y = (_velocity.Y - vel.Y) * 75000.0f + (_zeroPosition.Y - pos.Y) * 120000.0f; } else { _zeroFlag = false; - vec.X = (_velocity.X - vel.X) * 75000.0f; - vec.Y = (_velocity.Y - vel.Y) * 75000.0f; + vec.X = (_target_velocity.X - vel.X) * PID_D; + vec.Y = (_target_velocity.Y - vel.Y) * PID_D; if (flying) { - vec.Z = (_velocity.Z - vel.Z) * 75000.0f; + vec.Z = (_target_velocity.Z - vel.Z) * PID_D; } } - d.BodyAddForce(this.BoundingCapsule, vec.X, vec.Y, vec.Z); + if (flying) + { + vec.Z += 10.0f; + } + d.BodyAddForce(this.Body, vec.X, vec.Y, vec.Z); + + // ok -- let's stand up straight! + d.Vector3 feet; + d.Vector3 head; + d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet); + d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head); + float posture = head.Z - feet.Z; + + // restoring force proportional to lack of posture: + float servo = (2.5f-posture) * POSTURE_SERVO; + d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f); + d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f); } - public void UpdatePosition() + public void UpdatePositionAndVelocity() { // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! - d.Vector3 vec = d.BodyGetPosition(BoundingCapsule); + d.Vector3 vec = d.BodyGetPosition(Body); // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!) if (vec.X < 0.0f) vec.X = 0.0f; @@ -564,16 +599,29 @@ namespace OpenSim.Region.Physics.OdePlugin this._position.X = vec.X; this._position.Y = vec.Y; this._position.Z = vec.Z; + + if (_zeroFlag) + { + _velocity.X = 0.0f; + _velocity.Y = 0.0f; + _velocity.Z = 0.0f; + } + else + { + vec = d.BodyGetLinearVel(Body); + _velocity.X = vec.X; + _velocity.Y = vec.Y; + _velocity.Z = vec.Z; + } } public void Destroy() { lock (OdeScene.OdeLock) { - d.GeomDestroy(this.capsule_geom); - Console.WriteLine("+++ removing geom"); - this._parent_scene.geom_name_map.Remove(this.capsule_geom); - d.BodyDestroy(this.BoundingCapsule); + d.GeomDestroy(this.Shell); + this._parent_scene.geom_name_map.Remove(this.Shell); + d.BodyDestroy(this.Body); } } } -- cgit v1.1