BulletSim: add parameters, code cleanup around checking and enforcing
maximum velocity and angular velocity values for prims.user_profiles
parent
862c3fd446
commit
1c740798b4
|
@ -961,13 +961,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
// ==================================================================
|
||||
// Clamp high or low velocities
|
||||
float newVelocityLengthSq = VehicleVelocity.LengthSquared();
|
||||
if (newVelocityLengthSq > BSParam.VehicleMaxLinearVelocitySq)
|
||||
if (newVelocityLengthSq > BSParam.VehicleMaxLinearVelocitySquared)
|
||||
{
|
||||
Vector3 origVelW = VehicleVelocity; // DEBUG DEBUG
|
||||
VehicleVelocity /= VehicleVelocity.Length();
|
||||
VehicleVelocity *= BSParam.VehicleMaxLinearVelocity;
|
||||
VDetailLog("{0}, MoveLinear,clampMax,origVelW={1},lenSq={2},maxVelSq={3},,newVelW={4}",
|
||||
Prim.LocalID, origVelW, newVelocityLengthSq, BSParam.VehicleMaxLinearVelocitySq, VehicleVelocity);
|
||||
Prim.LocalID, origVelW, newVelocityLengthSq, BSParam.VehicleMaxLinearVelocitySquared, VehicleVelocity);
|
||||
}
|
||||
else if (newVelocityLengthSq < 0.001f)
|
||||
VehicleVelocity = Vector3.Zero;
|
||||
|
|
|
@ -47,12 +47,16 @@ public static class BSParam
|
|||
public static float SculptLOD { get; private set; }
|
||||
|
||||
public static int CrossingFailuresBeforeOutOfBounds { get; private set; }
|
||||
public static float UpdateVelocityChangeThreshold { get; private set; }
|
||||
|
||||
public static float MinimumObjectMass { get; private set; }
|
||||
public static float MaximumObjectMass { get; private set; }
|
||||
public static float MaxLinearVelocity { get; private set; }
|
||||
public static float MaxLinearVelocitySquared { get; private set; }
|
||||
public static float MaxAngularVelocity { get; private set; }
|
||||
public static float MaxAngularVelocitySquared { get; private set; }
|
||||
public static float MaxAddForceMagnitude { get; private set; }
|
||||
public static float MaxAddForceMagnitudeSquared { get; private set; }
|
||||
public static float DensityScaleFactor { get; private set; }
|
||||
|
||||
public static float LinearDamping { get; private set; }
|
||||
|
@ -109,7 +113,7 @@ public static class BSParam
|
|||
|
||||
// Vehicle parameters
|
||||
public static float VehicleMaxLinearVelocity { get; private set; }
|
||||
public static float VehicleMaxLinearVelocitySq { get; private set; }
|
||||
public static float VehicleMaxLinearVelocitySquared { get; private set; }
|
||||
public static float VehicleMaxAngularVelocity { get; private set; }
|
||||
public static float VehicleMaxAngularVelocitySq { get; private set; }
|
||||
public static float VehicleAngularDamping { get; private set; }
|
||||
|
@ -265,7 +269,7 @@ public static class BSParam
|
|||
// The single letter parameters for the delegates are:
|
||||
// s = BSScene
|
||||
// o = BSPhysObject
|
||||
// v = value (float)
|
||||
// v = value (appropriate type)
|
||||
private static ParameterDefnBase[] ParameterDefinitions =
|
||||
{
|
||||
new ParameterDefn<bool>("MeshSculptedPrim", "Whether to create meshes for sculpties",
|
||||
|
@ -289,6 +293,10 @@ public static class BSParam
|
|||
5,
|
||||
(s) => { return CrossingFailuresBeforeOutOfBounds; },
|
||||
(s,v) => { CrossingFailuresBeforeOutOfBounds = v; } ),
|
||||
new ParameterDefn<float>("UpdateVelocityChangeThreshold", "Change in updated velocity required before reporting change to simulator",
|
||||
0.1f,
|
||||
(s) => { return UpdateVelocityChangeThreshold; },
|
||||
(s,v) => { UpdateVelocityChangeThreshold = v; } ),
|
||||
|
||||
new ParameterDefn<float>("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)",
|
||||
32f,
|
||||
|
@ -343,16 +351,16 @@ public static class BSParam
|
|||
new ParameterDefn<float>("MaxLinearVelocity", "Maximum velocity magnitude that can be assigned to an object",
|
||||
1000.0f,
|
||||
(s) => { return MaxLinearVelocity; },
|
||||
(s,v) => { MaxLinearVelocity = v; } ),
|
||||
(s,v) => { MaxLinearVelocity = v; MaxLinearVelocitySquared = v * v; } ),
|
||||
new ParameterDefn<float>("MaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to an object",
|
||||
1000.0f,
|
||||
(s) => { return MaxAngularVelocity; },
|
||||
(s,v) => { MaxAngularVelocity = v; } ),
|
||||
(s,v) => { MaxAngularVelocity = v; MaxAngularVelocitySquared = v * v; } ),
|
||||
// LL documentation says thie number should be 20f for llApplyImpulse and 200f for llRezObject
|
||||
new ParameterDefn<float>("MaxAddForceMagnitude", "Maximum force that can be applied by llApplyImpulse (SL says 20f)",
|
||||
20000.0f,
|
||||
(s) => { return MaxAddForceMagnitude; },
|
||||
(s,v) => { MaxAddForceMagnitude = v; } ),
|
||||
(s,v) => { MaxAddForceMagnitude = v; MaxAddForceMagnitudeSquared = v * v; } ),
|
||||
// Density is passed around as 100kg/m3. This scales that to 1kg/m3.
|
||||
new ParameterDefn<float>("DensityScaleFactor", "Conversion for simulator/viewer density (100kg/m3) to physical density (1kg/m3)",
|
||||
0.01f,
|
||||
|
@ -505,7 +513,7 @@ public static class BSParam
|
|||
new ParameterDefn<float>("VehicleMaxLinearVelocity", "Maximum velocity magnitude that can be assigned to a vehicle",
|
||||
1000.0f,
|
||||
(s) => { return (float)VehicleMaxLinearVelocity; },
|
||||
(s,v) => { VehicleMaxLinearVelocity = v; VehicleMaxLinearVelocitySq = v * v; } ),
|
||||
(s,v) => { VehicleMaxLinearVelocity = v; VehicleMaxLinearVelocitySquared = v * v; } ),
|
||||
new ParameterDefn<float>("VehicleMaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to a vehicle",
|
||||
12.0f,
|
||||
(s) => { return (float)VehicleMaxAngularVelocity; },
|
||||
|
|
|
@ -108,6 +108,9 @@ public class BSPrim : BSPhysObject
|
|||
// do the actual object creation at taint time
|
||||
PhysicsScene.TaintedObject("BSPrim.create", delegate()
|
||||
{
|
||||
// Make sure the object is being created with some sanity.
|
||||
ExtremeSanityCheck(true /* inTaintTime */);
|
||||
|
||||
CreateGeomAndObject(true);
|
||||
|
||||
CurrentCollisionFlags = PhysicsScene.PE.GetCollisionFlags(PhysBody);
|
||||
|
@ -450,6 +453,38 @@ public class BSPrim : BSPhysObject
|
|||
return ret;
|
||||
}
|
||||
|
||||
// Occasionally things will fly off and really get lost.
|
||||
// Find the wanderers and bring them back.
|
||||
// Return 'true' if some parameter need some sanity.
|
||||
private bool ExtremeSanityCheck(bool inTaintTime)
|
||||
{
|
||||
bool ret = false;
|
||||
|
||||
uint wayOutThere = Constants.RegionSize * Constants.RegionSize;
|
||||
// There have been instances of objects getting thrown way out of bounds and crashing
|
||||
// the border crossing code.
|
||||
if ( _position.X < -Constants.RegionSize || _position.X > wayOutThere
|
||||
|| _position.Y < -Constants.RegionSize || _position.Y > wayOutThere
|
||||
|| _position.Z < -Constants.RegionSize || _position.Z > wayOutThere)
|
||||
{
|
||||
_position = new OMV.Vector3(10, 10, 50);
|
||||
ZeroMotion(inTaintTime);
|
||||
ret = true;
|
||||
}
|
||||
if (_velocity.LengthSquared() > BSParam.MaxLinearVelocity)
|
||||
{
|
||||
_velocity = Util.ClampV(_velocity, BSParam.MaxLinearVelocity);
|
||||
ret = true;
|
||||
}
|
||||
if (_rotationalVelocity.LengthSquared() > BSParam.MaxAngularVelocitySquared)
|
||||
{
|
||||
_rotationalVelocity = Util.ClampV(_rotationalVelocity, BSParam.MaxAngularVelocity);
|
||||
ret = true;
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
// Return the effective mass of the object.
|
||||
// The definition of this call is to return the mass of the prim.
|
||||
// If the simulator cares about the mass of the linkset, it will sum it itself.
|
||||
|
@ -585,12 +620,12 @@ public class BSPrim : BSPhysObject
|
|||
if (VehicleController.Type == Vehicle.TYPE_NONE)
|
||||
{
|
||||
UnRegisterPreStepAction("BSPrim.Vehicle", LocalID);
|
||||
PhysicsScene.AfterStep -= VehicleController.PostStep;
|
||||
UnRegisterPostStepAction("BSPrim.Vehicle", LocalID);
|
||||
}
|
||||
else
|
||||
{
|
||||
RegisterPreStepAction("BSPrim.Vehicle", LocalID, VehicleController.Step);
|
||||
PhysicsScene.AfterStep += VehicleController.PostStep;
|
||||
RegisterPostStepAction("BSPrim.Vehicle", LocalID, VehicleController.PostStep);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
@ -732,7 +767,7 @@ public class BSPrim : BSPhysObject
|
|||
set {
|
||||
PhysicsScene.AssertInTaintTime("BSPrim.ForceVelocity");
|
||||
|
||||
_velocity = value;
|
||||
_velocity = Util.ClampV(value, BSParam.MaxLinearVelocity);
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
{
|
||||
DetailLog("{0},BSPrim.ForceVelocity,taint,vel={1}", LocalID, _velocity);
|
||||
|
@ -1098,7 +1133,7 @@ public class BSPrim : BSPhysObject
|
|||
return _rotationalVelocity;
|
||||
}
|
||||
set {
|
||||
_rotationalVelocity = value;
|
||||
_rotationalVelocity = Util.ClampV(value, BSParam.MaxAngularVelocity);
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
{
|
||||
DetailLog("{0},BSPrim.ForceRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity);
|
||||
|
@ -1230,6 +1265,7 @@ public class BSPrim : BSPhysObject
|
|||
|
||||
RegisterPreStepAction("BSPrim.Hover", LocalID, delegate(float timeStep)
|
||||
{
|
||||
// Don't do hovering while the object is selected.
|
||||
if (!IsPhysicallyActive)
|
||||
return;
|
||||
|
||||
|
@ -1737,10 +1773,9 @@ public class BSPrim : BSPhysObject
|
|||
// Assign directly to the local variables so the normal set actions do not happen
|
||||
_position = entprop.Position;
|
||||
_orientation = entprop.Rotation;
|
||||
// _velocity = entprop.Velocity;
|
||||
// DEBUG DEBUG DEBUG -- smooth velocity changes a bit. The simulator seems to be
|
||||
// very sensitive to velocity changes.
|
||||
if (entprop.Velocity == OMV.Vector3.Zero || !entprop.Velocity.ApproxEquals(_velocity, 0.1f))
|
||||
if (entprop.Velocity == OMV.Vector3.Zero || !entprop.Velocity.ApproxEquals(_velocity, BSParam.UpdateVelocityChangeThreshold))
|
||||
_velocity = entprop.Velocity;
|
||||
_acceleration = entprop.Acceleration;
|
||||
_rotationalVelocity = entprop.RotationalVelocity;
|
||||
|
|
Loading…
Reference in New Issue