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(-) (limited to 'OpenSim') 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(-) (limited to 'OpenSim') 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(-) (limited to 'OpenSim') 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(-) (limited to 'OpenSim') 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 ++ OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs | 7 +++++-- 4 files changed, 15 insertions(+), 10 deletions(-) (limited to 'OpenSim') 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); -- 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(-) (limited to 'OpenSim') 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(-) (limited to 'OpenSim') 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(-) (limited to 'OpenSim') 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 (limited to 'OpenSim') 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(-) (limited to 'OpenSim') 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(-) (limited to 'OpenSim') 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 ++++++++--------- 7 files changed, 95 insertions(+), 80 deletions(-) (limited to 'OpenSim') 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 -- cgit v1.1