BulletSim: distribute vehicle physical settings to all members of
a linkset. Enables constraint based linksets. Rename some internal variables to clarify whether values world or vehicle relative.TeleportWork
parent
6ad577d32b
commit
0d189165a8
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@ -589,10 +589,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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m_vehicleMass = ControllingPrim.TotalMass;
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m_vehicleMass = ControllingPrim.TotalMass;
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// Friction affects are handled by this vehicle code
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// Friction affects are handled by this vehicle code
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m_physicsScene.PE.SetFriction(ControllingPrim.PhysBody, BSParam.VehicleFriction);
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// m_physicsScene.PE.SetFriction(ControllingPrim.PhysBody, BSParam.VehicleFriction);
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m_physicsScene.PE.SetRestitution(ControllingPrim.PhysBody, BSParam.VehicleRestitution);
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// m_physicsScene.PE.SetRestitution(ControllingPrim.PhysBody, BSParam.VehicleRestitution);
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// ControllingPrim.Linkset.SetPhysicalFriction(BSParam.VehicleFriction);
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ControllingPrim.Linkset.SetPhysicalFriction(BSParam.VehicleFriction);
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// ControllingPrim.Linkset.SetPhysicalRestitution(BSParam.VehicleRestitution);
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ControllingPrim.Linkset.SetPhysicalRestitution(BSParam.VehicleRestitution);
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// Moderate angular movement introduced by Bullet.
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// Moderate angular movement introduced by Bullet.
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// TODO: possibly set AngularFactor and LinearFactor for the type of vehicle.
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// TODO: possibly set AngularFactor and LinearFactor for the type of vehicle.
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@ -602,21 +602,21 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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m_physicsScene.PE.SetAngularFactorV(ControllingPrim.PhysBody, BSParam.VehicleAngularFactor);
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m_physicsScene.PE.SetAngularFactorV(ControllingPrim.PhysBody, BSParam.VehicleAngularFactor);
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// Vehicles report collision events so we know when it's on the ground
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// Vehicles report collision events so we know when it's on the ground
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m_physicsScene.PE.AddToCollisionFlags(ControllingPrim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS);
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// m_physicsScene.PE.AddToCollisionFlags(ControllingPrim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS);
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// ControllingPrim.Linkset.SetPhysicalCollisionFlags(CollisionFlags.BS_VEHICLE_COLLISIONS);
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ControllingPrim.Linkset.AddToPhysicalCollisionFlags(CollisionFlags.BS_VEHICLE_COLLISIONS);
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Vector3 inertia = m_physicsScene.PE.CalculateLocalInertia(ControllingPrim.PhysShape.physShapeInfo, m_vehicleMass);
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// Vector3 inertia = m_physicsScene.PE.CalculateLocalInertia(ControllingPrim.PhysShape.physShapeInfo, m_vehicleMass);
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ControllingPrim.Inertia = inertia * BSParam.VehicleInertiaFactor;
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// ControllingPrim.Inertia = inertia * BSParam.VehicleInertiaFactor;
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m_physicsScene.PE.SetMassProps(ControllingPrim.PhysBody, m_vehicleMass, ControllingPrim.Inertia);
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// m_physicsScene.PE.SetMassProps(ControllingPrim.PhysBody, m_vehicleMass, ControllingPrim.Inertia);
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m_physicsScene.PE.UpdateInertiaTensor(ControllingPrim.PhysBody);
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// m_physicsScene.PE.UpdateInertiaTensor(ControllingPrim.PhysBody);
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// ControllingPrim.Linkset.ComputeLocalInertia(BSParam.VehicleInertiaFactor);
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ControllingPrim.Linkset.ComputeAndSetLocalInertia(BSParam.VehicleInertiaFactor, m_vehicleMass);
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// Set the gravity for the vehicle depending on the buoyancy
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// Set the gravity for the vehicle depending on the buoyancy
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// TODO: what should be done if prim and vehicle buoyancy differ?
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// TODO: what should be done if prim and vehicle buoyancy differ?
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m_VehicleGravity = ControllingPrim.ComputeGravity(m_VehicleBuoyancy);
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m_VehicleGravity = ControllingPrim.ComputeGravity(m_VehicleBuoyancy);
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// The actual vehicle gravity is set to zero in Bullet so we can do all the application of same.
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// The actual vehicle gravity is set to zero in Bullet so we can do all the application of same.
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m_physicsScene.PE.SetGravity(ControllingPrim.PhysBody, Vector3.Zero);
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// m_physicsScene.PE.SetGravity(ControllingPrim.PhysBody, Vector3.Zero);
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// ControllingPrim.Linkset.SetPhysicalGravity(Vector3.Zero);
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ControllingPrim.Linkset.SetPhysicalGravity(Vector3.Zero);
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VDetailLog("{0},BSDynamics.SetPhysicalParameters,mass={1},inert={2},vehGrav={3},aDamp={4},frict={5},rest={6},lFact={7},aFact={8}",
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VDetailLog("{0},BSDynamics.SetPhysicalParameters,mass={1},inert={2},vehGrav={3},aDamp={4},frict={5},rest={6},lFact={7},aFact={8}",
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ControllingPrim.LocalID, m_vehicleMass, ControllingPrim.Inertia, m_VehicleGravity,
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ControllingPrim.LocalID, m_vehicleMass, ControllingPrim.Inertia, m_VehicleGravity,
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@ -1121,7 +1121,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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{
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{
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m_VhoverTargetHeight = m_VhoverHeight;
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m_VhoverTargetHeight = m_VhoverHeight;
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}
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}
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if ((m_flags & VehicleFlag.HOVER_UP_ONLY) != 0)
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if ((m_flags & VehicleFlag.HOVER_UP_ONLY) != 0)
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{
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{
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// If body is already heigher, use its height as target height
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// If body is already heigher, use its height as target height
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@ -1170,7 +1169,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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m_VhoverTimescale, m_VhoverHeight, m_VhoverTargetHeight,
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m_VhoverTimescale, m_VhoverHeight, m_VhoverTargetHeight,
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verticalError, verticalCorrection);
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verticalError, verticalCorrection);
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}
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}
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}
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}
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}
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}
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@ -1357,6 +1355,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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private void ComputeAngularTurning(float pTimestep)
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private void ComputeAngularTurning(float pTimestep)
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{
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{
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// The user wants this many radians per second angular change?
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// The user wants this many radians per second angular change?
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Vector3 origVehicleRotationalVelocity = VehicleRotationalVelocity; // DEBUG DEBUG
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Vector3 currentAngularV = VehicleRotationalVelocity * Quaternion.Inverse(VehicleOrientation);
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Vector3 currentAngularV = VehicleRotationalVelocity * Quaternion.Inverse(VehicleOrientation);
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Vector3 angularMotorContributionV = m_angularMotor.Step(pTimestep, currentAngularV);
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Vector3 angularMotorContributionV = m_angularMotor.Step(pTimestep, currentAngularV);
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@ -1378,11 +1377,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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Vector3 frictionFactorW = ComputeFrictionFactor(m_angularFrictionTimescale, pTimestep);
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Vector3 frictionFactorW = ComputeFrictionFactor(m_angularFrictionTimescale, pTimestep);
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angularMotorContributionV -= (currentAngularV * frictionFactorW);
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angularMotorContributionV -= (currentAngularV * frictionFactorW);
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VehicleRotationalVelocity += angularMotorContributionV * VehicleOrientation;
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Vector3 angularMotorContributionW = angularMotorContributionV * VehicleOrientation;
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VehicleRotationalVelocity += angularMotorContributionW;
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VDetailLog("{0}, MoveAngular,angularTurning,curAngVelV={1},origVehRotVel={2},vehRotVel={3},frictFact={4}, angContribV={5},angContribW={6}",
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ControllingPrim.LocalID, currentAngularV, origVehicleRotationalVelocity, VehicleRotationalVelocity, frictionFactorW, angularMotorContributionV, angularMotorContributionW);
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VDetailLog("{0}, MoveAngular,angularTurning,angContribV={1}", ControllingPrim.LocalID, angularMotorContributionV);
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}
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}
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// From http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial:
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// From http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial:
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@ -1409,7 +1408,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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// Flipping what was originally a timescale into a speed variable and then multiplying it by 2
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// Flipping what was originally a timescale into a speed variable and then multiplying it by 2
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// since only computing half the distance between the angles.
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// since only computing half the distance between the angles.
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float VerticalAttractionSpeed = (1 / m_verticalAttractionTimescale) * 2.0f;
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float verticalAttractionSpeed = (1 / m_verticalAttractionTimescale) * 2.0f;
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// Make a prediction of where the up axis will be when this is applied rather then where it is now as
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// Make a prediction of where the up axis will be when this is applied rather then where it is now as
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// this makes for a smoother adjustment and less fighting between the various forces.
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// this makes for a smoother adjustment and less fighting between the various forces.
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@ -1419,12 +1418,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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Vector3 torqueVector = Vector3.Cross(predictedUp, Vector3.UnitZ);
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Vector3 torqueVector = Vector3.Cross(predictedUp, Vector3.UnitZ);
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// Scale vector by our timescale since it is an acceleration it is r/s^2 or radians a timescale squared
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// Scale vector by our timescale since it is an acceleration it is r/s^2 or radians a timescale squared
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Vector3 vertContributionV = torqueVector * VerticalAttractionSpeed * VerticalAttractionSpeed;
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Vector3 vertContributionV = torqueVector * verticalAttractionSpeed * verticalAttractionSpeed;
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VehicleRotationalVelocity += vertContributionV;
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VehicleRotationalVelocity += vertContributionV;
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VDetailLog("{0}, MoveAngular,verticalAttraction,upAxis={1},PredictedUp={2},torqueVector={3},contrib={4}",
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VDetailLog("{0}, MoveAngular,verticalAttraction,vertAttrSpeed={1},upAxis={2},PredictedUp={3},torqueVector={4},contrib={5}",
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ControllingPrim.LocalID,
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ControllingPrim.LocalID,
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verticalAttractionSpeed,
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vehicleUpAxis,
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vehicleUpAxis,
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predictedUp,
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predictedUp,
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torqueVector,
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torqueVector,
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@ -1437,37 +1437,38 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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// http://stackoverflow.com/questions/14939657/computing-vector-from-quaternion-works-computing-quaternion-from-vector-does-no
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// http://stackoverflow.com/questions/14939657/computing-vector-from-quaternion-works-computing-quaternion-from-vector-does-no
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// Create a rotation that is only the vehicle's rotation around Z
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// Create a rotation that is only the vehicle's rotation around Z
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Vector3 currentEuler = Vector3.Zero;
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Vector3 currentEulerW = Vector3.Zero;
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VehicleOrientation.GetEulerAngles(out currentEuler.X, out currentEuler.Y, out currentEuler.Z);
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VehicleOrientation.GetEulerAngles(out currentEulerW.X, out currentEulerW.Y, out currentEulerW.Z);
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Quaternion justZOrientation = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, currentEuler.Z);
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Quaternion justZOrientation = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, currentEulerW.Z);
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// Create the axis that is perpendicular to the up vector and the rotated up vector.
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// Create the axis that is perpendicular to the up vector and the rotated up vector.
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Vector3 differenceAxis = Vector3.Cross(Vector3.UnitZ * justZOrientation, Vector3.UnitZ * VehicleOrientation);
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Vector3 differenceAxisW = Vector3.Cross(Vector3.UnitZ * justZOrientation, Vector3.UnitZ * VehicleOrientation);
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// Compute the angle between those to vectors.
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// Compute the angle between those to vectors.
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double differenceAngle = Math.Acos((double)Vector3.Dot(Vector3.UnitZ, Vector3.Normalize(Vector3.UnitZ * VehicleOrientation)));
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double differenceAngle = Math.Acos((double)Vector3.Dot(Vector3.UnitZ, Vector3.Normalize(Vector3.UnitZ * VehicleOrientation)));
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// 'differenceAngle' is the angle to rotate and 'differenceAxis' is the plane to rotate in to get the vehicle vertical
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// 'differenceAngle' is the angle to rotate and 'differenceAxis' is the plane to rotate in to get the vehicle vertical
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// Reduce the change by the time period it is to change in. Timestep is handled when velocity is applied.
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// Reduce the change by the time period it is to change in. Timestep is handled when velocity is applied.
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// TODO: add 'efficiency'.
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// TODO: add 'efficiency'.
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differenceAngle /= m_verticalAttractionTimescale;
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// differenceAngle /= m_verticalAttractionTimescale;
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// Create the quaterian representing the correction angle
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// Create the quaterian representing the correction angle
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Quaternion correctionRotation = Quaternion.CreateFromAxisAngle(differenceAxis, (float)differenceAngle);
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Quaternion correctionRotationW = Quaternion.CreateFromAxisAngle(differenceAxisW, (float)differenceAngle);
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// Turn that quaternion into Euler values to make it into velocities to apply.
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// Turn that quaternion into Euler values to make it into velocities to apply.
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Vector3 vertContributionV = Vector3.Zero;
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Vector3 vertContributionW = Vector3.Zero;
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correctionRotation.GetEulerAngles(out vertContributionV.X, out vertContributionV.Y, out vertContributionV.Z);
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correctionRotationW.GetEulerAngles(out vertContributionW.X, out vertContributionW.Y, out vertContributionW.Z);
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vertContributionV *= -1f;
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vertContributionW *= -1f;
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vertContributionW /= m_verticalAttractionTimescale;
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VehicleRotationalVelocity += vertContributionV;
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VehicleRotationalVelocity += vertContributionW;
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VDetailLog("{0}, MoveAngular,verticalAttraction,upAxis={1},diffAxis={2},diffAng={3},corrRot={4},contrib={5}",
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VDetailLog("{0}, MoveAngular,verticalAttraction,upAxis={1},diffAxis={2},diffAng={3},corrRot={4},contrib={5}",
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ControllingPrim.LocalID,
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ControllingPrim.LocalID,
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vehicleUpAxis,
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vehicleUpAxis,
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differenceAxis,
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differenceAxisW,
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differenceAngle,
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differenceAngle,
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correctionRotation,
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correctionRotationW,
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vertContributionV);
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vertContributionW);
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break;
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break;
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}
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}
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case 2:
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case 2:
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@ -309,16 +309,18 @@ public abstract class BSLinkset
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}
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}
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);
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);
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}
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}
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public virtual void ComputeLocalInertia(OMV.Vector3 inertiaFactor)
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public virtual void ComputeAndSetLocalInertia(OMV.Vector3 inertiaFactor, float linksetMass)
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{
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{
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ForEachMember((member) =>
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ForEachMember((member) =>
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{
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{
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if (member.PhysBody.HasPhysicalBody)
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if (member.PhysBody.HasPhysicalBody)
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{
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{
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OMV.Vector3 inertia = m_physicsScene.PE.CalculateLocalInertia(member.PhysShape.physShapeInfo, member.Mass);
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OMV.Vector3 inertia = m_physicsScene.PE.CalculateLocalInertia(member.PhysShape.physShapeInfo, linksetMass);
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member.Inertia = inertia * inertiaFactor;
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member.Inertia = inertia * inertiaFactor;
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m_physicsScene.PE.SetMassProps(member.PhysBody, member.Mass, member.Inertia);
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m_physicsScene.PE.SetMassProps(member.PhysBody, linksetMass, member.Inertia);
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m_physicsScene.PE.UpdateInertiaTensor(member.PhysBody);
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m_physicsScene.PE.UpdateInertiaTensor(member.PhysBody);
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DetailLog("{0},BSLinkset.ComputeAndSetLocalInertia,m.mass={1}, inertia={2}", member.LocalID, linksetMass, member.Inertia);
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}
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}
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return false; // 'false' says to continue looping
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return false; // 'false' says to continue looping
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}
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}
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}
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}
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);
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);
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}
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}
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public virtual void AddToPhysicalCollisionFlags(CollisionFlags collFlags)
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{
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ForEachMember((member) =>
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{
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if (member.PhysBody.HasPhysicalBody)
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m_physicsScene.PE.AddToCollisionFlags(member.PhysBody, collFlags);
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return false; // 'false' says to continue looping
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}
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);
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}
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public virtual void RemoveFromPhysicalCollisionFlags(CollisionFlags collFlags)
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public virtual void RemoveFromPhysicalCollisionFlags(CollisionFlags collFlags)
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{
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{
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ForEachMember((member) =>
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ForEachMember((member) =>
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@ -61,11 +61,11 @@ public sealed class BSLinksetCompound : BSLinkset
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if (LinksetRoot.PhysBody.HasPhysicalBody)
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if (LinksetRoot.PhysBody.HasPhysicalBody)
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m_physicsScene.PE.SetGravity(LinksetRoot.PhysBody, gravity);
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m_physicsScene.PE.SetGravity(LinksetRoot.PhysBody, gravity);
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}
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}
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public override void ComputeLocalInertia(OMV.Vector3 inertiaFactor)
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public override void ComputeAndSetLocalInertia(OMV.Vector3 inertiaFactor, float linksetMass)
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{
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{
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OMV.Vector3 inertia = m_physicsScene.PE.CalculateLocalInertia(LinksetRoot.PhysShape.physShapeInfo, LinksetRoot.Mass);
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OMV.Vector3 inertia = m_physicsScene.PE.CalculateLocalInertia(LinksetRoot.PhysShape.physShapeInfo, linksetMass);
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LinksetRoot.Inertia = inertia * inertiaFactor;
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LinksetRoot.Inertia = inertia * inertiaFactor;
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m_physicsScene.PE.SetMassProps(LinksetRoot.PhysBody, LinksetRoot.Mass, LinksetRoot.Inertia);
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m_physicsScene.PE.SetMassProps(LinksetRoot.PhysBody, linksetMass, LinksetRoot.Inertia);
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m_physicsScene.PE.UpdateInertiaTensor(LinksetRoot.PhysBody);
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m_physicsScene.PE.UpdateInertiaTensor(LinksetRoot.PhysBody);
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}
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}
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public override void SetPhysicalCollisionFlags(CollisionFlags collFlags)
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public override void SetPhysicalCollisionFlags(CollisionFlags collFlags)
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if (LinksetRoot.PhysBody.HasPhysicalBody)
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if (LinksetRoot.PhysBody.HasPhysicalBody)
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m_physicsScene.PE.SetCollisionFlags(LinksetRoot.PhysBody, collFlags);
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m_physicsScene.PE.SetCollisionFlags(LinksetRoot.PhysBody, collFlags);
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}
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}
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public override void AddToPhysicalCollisionFlags(CollisionFlags collFlags)
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{
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if (LinksetRoot.PhysBody.HasPhysicalBody)
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m_physicsScene.PE.AddToCollisionFlags(LinksetRoot.PhysBody, collFlags);
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}
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public override void RemoveFromPhysicalCollisionFlags(CollisionFlags collFlags)
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public override void RemoveFromPhysicalCollisionFlags(CollisionFlags collFlags)
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{
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{
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if (LinksetRoot.PhysBody.HasPhysicalBody)
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if (LinksetRoot.PhysBody.HasPhysicalBody)
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