Merge branch 'master' into careminster
commit
569f39e124
|
@ -204,9 +204,12 @@ namespace OpenMetaverse
|
|||
{
|
||||
UDPPacketBuffer buf;
|
||||
|
||||
if (UsePools)
|
||||
buf = Pool.GetObject();
|
||||
else
|
||||
// FIXME: Disabled for now as this causes issues with reused packet objects interfering with each other
|
||||
// on Windows with m_asyncPacketHandling = true, though this has not been seen on Linux.
|
||||
// Possibly some unexpected issue with fetching UDP data concurrently with multiple threads. Requires more investigation.
|
||||
// if (UsePools)
|
||||
// buf = Pool.GetObject();
|
||||
// else
|
||||
buf = new UDPPacketBuffer();
|
||||
|
||||
if (IsRunningInbound)
|
||||
|
@ -287,8 +290,8 @@ namespace OpenMetaverse
|
|||
catch (ObjectDisposedException) { }
|
||||
finally
|
||||
{
|
||||
if (UsePools)
|
||||
Pool.ReturnObject(buffer);
|
||||
// if (UsePools)
|
||||
// Pool.ReturnObject(buffer);
|
||||
|
||||
// Synchronous mode waits until the packet callback completes
|
||||
// before starting the receive to fetch another packet
|
||||
|
|
|
@ -101,6 +101,15 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// </summary>
|
||||
public partial class SceneObjectGroup : EntityBase, ISceneObject
|
||||
{
|
||||
// Axis selection bitmask used by SetAxisRotation()
|
||||
// Just happen to be the same bits used by llSetStatus() and defined in ScriptBaseClass.
|
||||
public enum axisSelect : int
|
||||
{
|
||||
STATUS_ROTATE_X = 0x002,
|
||||
STATUS_ROTATE_Y = 0x004,
|
||||
STATUS_ROTATE_Z = 0x008,
|
||||
}
|
||||
|
||||
// private PrimCountTaintedDelegate handlerPrimCountTainted = null;
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -2431,11 +2431,11 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
public int GetAxisRotation(int axis)
|
||||
{
|
||||
//Cannot use ScriptBaseClass constants as no referance to it currently.
|
||||
if (axis == 2)//STATUS_ROTATE_X
|
||||
if (axis == (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_X)
|
||||
return STATUS_ROTATE_X;
|
||||
if (axis == 4)//STATUS_ROTATE_Y
|
||||
if (axis == (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_Y)
|
||||
return STATUS_ROTATE_Y;
|
||||
if (axis == 8)//STATUS_ROTATE_Z
|
||||
if (axis == (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_Z)
|
||||
return STATUS_ROTATE_Z;
|
||||
|
||||
return 0;
|
||||
|
@ -3316,13 +3316,13 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
ParentGroup.SetAxisRotation(axis, rotate);
|
||||
|
||||
//Cannot use ScriptBaseClass constants as no referance to it currently.
|
||||
if (axis == 2)//STATUS_ROTATE_X
|
||||
if ((axis & (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_X) != 0)
|
||||
STATUS_ROTATE_X = rotate;
|
||||
|
||||
if (axis == 4)//STATUS_ROTATE_Y
|
||||
if ((axis & (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_Y) != 0)
|
||||
STATUS_ROTATE_Y = rotate;
|
||||
|
||||
if (axis == 8)//STATUS_ROTATE_Z
|
||||
if ((axis & (int)SceneObjectGroup.axisSelect.STATUS_ROTATE_Z) != 0)
|
||||
STATUS_ROTATE_Z = rotate;
|
||||
}
|
||||
|
||||
|
|
|
@ -69,6 +69,8 @@ public sealed class BSCharacter : BSPhysObject
|
|||
private OMV.Vector3 _appliedVelocity; // the last velocity applied to the avatar
|
||||
private float _currentFriction; // the friction currently being used (changed by setVelocity).
|
||||
|
||||
private BSVMotor _velocityMotor;
|
||||
|
||||
private OMV.Vector3 _PIDTarget;
|
||||
private bool _usePID;
|
||||
private float _PIDTau;
|
||||
|
@ -89,6 +91,18 @@ public sealed class BSCharacter : BSPhysObject
|
|||
if (_size.X == 0f) _size.X = PhysicsScene.Params.avatarCapsuleDepth;
|
||||
if (_size.Y == 0f) _size.Y = PhysicsScene.Params.avatarCapsuleWidth;
|
||||
|
||||
// A motor to control the acceleration and deceleration of the avatar movement.
|
||||
// _velocityMotor = new BSVMotor("BSCharacter.Velocity", 3f, 5f, BSMotor.InfiniteVector, 1f);
|
||||
// _velocityMotor = new BSPIDVMotor("BSCharacter.Velocity", 3f, 5f, BSMotor.InfiniteVector, 1f);
|
||||
// Infinite decay and timescale values so motor only changes current to target values.
|
||||
_velocityMotor = new BSVMotor("BSCharacter.Velocity",
|
||||
0.2f, // time scale
|
||||
BSMotor.Infinite, // decay time scale
|
||||
BSMotor.InfiniteVector, // friction timescale
|
||||
1f // efficiency
|
||||
);
|
||||
_velocityMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages.
|
||||
|
||||
_flying = isFlying;
|
||||
_orientation = OMV.Quaternion.Identity;
|
||||
_velocity = OMV.Vector3.Zero;
|
||||
|
@ -138,6 +152,10 @@ public sealed class BSCharacter : BSPhysObject
|
|||
ForcePosition = _position;
|
||||
// Set the velocity and compute the proper friction
|
||||
ForceVelocity = _velocity;
|
||||
// Setting the current and target in the motor will cause it to start computing any deceleration.
|
||||
_velocityMotor.Reset();
|
||||
_velocityMotor.SetCurrent(_velocity);
|
||||
_velocityMotor.SetTarget(_velocity);
|
||||
|
||||
// This will enable or disable the flying buoyancy of the avatar.
|
||||
// Needs to be reset especially when an avatar is recreated after crossing a region boundry.
|
||||
|
@ -239,6 +257,7 @@ public sealed class BSCharacter : BSPhysObject
|
|||
public override void ZeroMotion(bool inTaintTime)
|
||||
{
|
||||
_velocity = OMV.Vector3.Zero;
|
||||
_velocityMotor.Zero();
|
||||
_acceleration = OMV.Vector3.Zero;
|
||||
_rotationalVelocity = OMV.Vector3.Zero;
|
||||
|
||||
|
@ -400,10 +419,38 @@ public sealed class BSCharacter : BSPhysObject
|
|||
|
||||
public override OMV.Vector3 GeometricCenter { get { return OMV.Vector3.Zero; } }
|
||||
public override OMV.Vector3 CenterOfMass { get { return OMV.Vector3.Zero; } }
|
||||
|
||||
// Sets the target in the motor. This starts the changing of the avatar's velocity.
|
||||
public override OMV.Vector3 TargetVelocity
|
||||
{
|
||||
get
|
||||
{
|
||||
return _velocityMotor.TargetValue;
|
||||
}
|
||||
set
|
||||
{
|
||||
DetailLog("{0},BSCharacter.setTargetVelocity,call,vel={1}", LocalID, value);
|
||||
OMV.Vector3 targetVel = value;
|
||||
PhysicsScene.TaintedObject("BSCharacter.setTargetVelocity", delegate()
|
||||
{
|
||||
float timeStep = 0.089f; // DEBUG DEBUG FIX FIX FIX
|
||||
_velocityMotor.Reset();
|
||||
_velocityMotor.SetTarget(targetVel);
|
||||
_velocityMotor.SetCurrent(_velocity);
|
||||
// Compute a velocity value and make sure it gets pushed into the avatar.
|
||||
// This makes sure the avatar will start from a stop.
|
||||
ForceVelocity = _velocityMotor.Step(timeStep);
|
||||
});
|
||||
}
|
||||
}
|
||||
// Directly setting velocity means this is what the user really wants now.
|
||||
public override OMV.Vector3 Velocity {
|
||||
get { return _velocity; }
|
||||
set {
|
||||
_velocity = value;
|
||||
_velocityMotor.Reset();
|
||||
_velocityMotor.SetCurrent(_velocity);
|
||||
_velocityMotor.SetTarget(_velocity);
|
||||
// m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, _velocity);
|
||||
PhysicsScene.TaintedObject("BSCharacter.setVelocity", delegate()
|
||||
{
|
||||
|
@ -415,6 +462,8 @@ public sealed class BSCharacter : BSPhysObject
|
|||
public override OMV.Vector3 ForceVelocity {
|
||||
get { return _velocity; }
|
||||
set {
|
||||
PhysicsScene.AssertInTaintTime("BSCharacter.ForceVelocity");
|
||||
|
||||
// Depending on whether the avatar is moving or not, change the friction
|
||||
// to keep the avatar from slipping around
|
||||
if (_velocity.Length() == 0)
|
||||
|
@ -511,6 +560,13 @@ public sealed class BSCharacter : BSPhysObject
|
|||
get { return _flying; }
|
||||
set {
|
||||
_flying = value;
|
||||
|
||||
// Velocity movement is different when flying: flying velocity degrades over time.
|
||||
if (_flying)
|
||||
_velocityMotor.TargetValueDecayTimeScale = 1f;
|
||||
else
|
||||
_velocityMotor.TargetValueDecayTimeScale = BSMotor.Infinite;
|
||||
|
||||
// simulate flying by changing the effect of gravity
|
||||
Buoyancy = ComputeBuoyancyFromFlying(_flying);
|
||||
}
|
||||
|
@ -581,7 +637,10 @@ public sealed class BSCharacter : BSPhysObject
|
|||
}
|
||||
public override float ForceBuoyancy {
|
||||
get { return _buoyancy; }
|
||||
set { _buoyancy = value;
|
||||
set {
|
||||
PhysicsScene.AssertInTaintTime("BSCharacter.ForceBuoyancy");
|
||||
|
||||
_buoyancy = value;
|
||||
DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
|
||||
// Buoyancy is faked by changing the gravity applied to the object
|
||||
float grav = PhysicsScene.Params.gravity * (1f - _buoyancy);
|
||||
|
@ -698,6 +757,22 @@ public sealed class BSCharacter : BSPhysObject
|
|||
LastEntityProperties = CurrentEntityProperties;
|
||||
CurrentEntityProperties = entprop;
|
||||
|
||||
// Avatars don't respond to world friction, etc. They only go the speed I tell them too.
|
||||
// Special kludge here for falling. Even though the target velocity might not have a
|
||||
// Z component, the avatar could be falling (walked off a ledge, stopped flying, ...)
|
||||
// and that velocity component must be retained.
|
||||
float timeStep = 0.089f; // DEBUG DEBUG FIX FIX FIX
|
||||
OMV.Vector3 stepVelocity = _velocityMotor.Step(timeStep);
|
||||
// Remove next line so avatars don't fly up forever. DEBUG DEBUG this is only temporary.
|
||||
// stepVelocity.Z += entprop.Velocity.Z;
|
||||
_velocity = stepVelocity;
|
||||
BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity);
|
||||
/*
|
||||
OMV.Vector3 stepVelocity = _velocityMotor.Step(timeStep);
|
||||
OMV.Vector3 avVel = new OMV.Vector3(stepVelocity.X, stepVelocity.Y, entprop.Velocity.Z);
|
||||
_velocity = avVel;
|
||||
BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, avVel);
|
||||
|
||||
if (entprop.Velocity != LastEntityProperties.Velocity)
|
||||
{
|
||||
// Changes in the velocity are suppressed in avatars.
|
||||
|
@ -706,6 +781,7 @@ public sealed class BSCharacter : BSPhysObject
|
|||
_velocity = avVel;
|
||||
BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, avVel);
|
||||
}
|
||||
*/
|
||||
|
||||
// Tell the linkset about value changes
|
||||
Linkset.UpdateProperties(this, true);
|
||||
|
|
|
@ -91,6 +91,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
private Vector3 m_lastVertAttractor = Vector3.Zero; // what VA was last applied to body
|
||||
|
||||
//Deflection properties
|
||||
private BSVMotor m_angularDeflectionMotor = new BSVMotor("AngularDeflection");
|
||||
private float m_angularDeflectionEfficiency = 0;
|
||||
private float m_angularDeflectionTimescale = 0;
|
||||
private float m_linearDeflectionEfficiency = 0;
|
||||
|
@ -102,6 +103,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
private float m_bankingTimescale = 0;
|
||||
|
||||
//Hover and Buoyancy properties
|
||||
private BSVMotor m_hoverMotor = new BSVMotor("Hover");
|
||||
private float m_VhoverHeight = 0f;
|
||||
private float m_VhoverEfficiency = 0f;
|
||||
private float m_VhoverTimescale = 0f;
|
||||
|
@ -118,6 +120,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
// Timescale > cutoff means no vert attractor.
|
||||
private float m_verticalAttractionTimescale = 510f;
|
||||
|
||||
// Just some recomputed constants:
|
||||
static readonly float PIOverFour = ((float)Math.PI) / 4f;
|
||||
static readonly float PIOverTwo = ((float)Math.PI) / 2f;
|
||||
|
||||
public BSDynamics(BSScene myScene, BSPrim myPrim)
|
||||
{
|
||||
PhysicsScene = myScene;
|
||||
|
@ -563,9 +569,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
// Vehicles report collision events so we know when it's on the ground
|
||||
BulletSimAPI.AddToCollisionFlags2(Prim.PhysBody.ptr, CollisionFlags.BS_VEHICLE_COLLISIONS);
|
||||
|
||||
// DEBUG DEBUG DEBUG: use uniform inertia to smooth movement added by Bullet
|
||||
// Vector3 localInertia = new Vector3(1f, 1f, 1f);
|
||||
// Vector3 localInertia = new Vector3(m_vehicleMass, m_vehicleMass, m_vehicleMass);
|
||||
Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(Prim.PhysShape.ptr, m_vehicleMass);
|
||||
BulletSimAPI.SetMassProps2(Prim.PhysBody.ptr, m_vehicleMass, localInertia);
|
||||
BulletSimAPI.UpdateInertiaTensor2(Prim.PhysBody.ptr);
|
||||
|
@ -599,21 +602,22 @@ 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.
|
||||
// The "m_known*" values are unknown until they are fetched and the m_knownHas flag is set.
|
||||
// Changing is remembered and the parameter is 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 int m_knownHas;
|
||||
private float m_knownTerrainHeight;
|
||||
private float m_knownWaterLevel;
|
||||
private Vector3 m_knownPosition;
|
||||
private Vector3 m_knownVelocity;
|
||||
private Vector3 m_knownForce;
|
||||
private Quaternion? m_knownOrientation;
|
||||
private Vector3? m_knownRotationalVelocity;
|
||||
private Quaternion m_knownOrientation;
|
||||
private Vector3 m_knownRotationalVelocity;
|
||||
private Vector3 m_knownRotationalForce;
|
||||
private float? m_knownForwardSpeed;
|
||||
private Vector3 m_knownForwardVelocity; // vehicle relative forward speed
|
||||
|
||||
private const int m_knownChangedPosition = 1 << 0;
|
||||
private const int m_knownChangedVelocity = 1 << 1;
|
||||
|
@ -621,18 +625,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
private const int m_knownChangedOrientation = 1 << 3;
|
||||
private const int m_knownChangedRotationalVelocity = 1 << 4;
|
||||
private const int m_knownChangedRotationalForce = 1 << 5;
|
||||
private const int m_knownChangedTerrainHeight = 1 << 6;
|
||||
private const int m_knownChangedWaterLevel = 1 << 7;
|
||||
private const int m_knownChangedForwardVelocity = 1 << 8;
|
||||
|
||||
private void ForgetKnownVehicleProperties()
|
||||
{
|
||||
m_knownTerrainHeight = null;
|
||||
m_knownWaterLevel = null;
|
||||
m_knownPosition = null;
|
||||
m_knownVelocity = null;
|
||||
m_knownForce = Vector3.Zero;
|
||||
m_knownOrientation = null;
|
||||
m_knownRotationalVelocity = null;
|
||||
m_knownRotationalForce = Vector3.Zero;
|
||||
m_knownForwardSpeed = null;
|
||||
m_knownHas = 0;
|
||||
m_knownChanged = 0;
|
||||
}
|
||||
private void PushKnownChanged()
|
||||
|
@ -671,17 +670,23 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
// is used ot fetch the height only once for each vehicle simulation step.
|
||||
private float GetTerrainHeight(Vector3 pos)
|
||||
{
|
||||
if (m_knownTerrainHeight == null)
|
||||
if ((m_knownHas & m_knownChangedTerrainHeight) == 0)
|
||||
{
|
||||
m_knownTerrainHeight = Prim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos);
|
||||
return (float)m_knownTerrainHeight;
|
||||
m_knownHas |= m_knownChangedTerrainHeight;
|
||||
}
|
||||
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 == null)
|
||||
if ((m_knownHas & m_knownChangedWaterLevel) == 0)
|
||||
{
|
||||
m_knownWaterLevel = Prim.PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(pos);
|
||||
m_knownHas |= m_knownChangedWaterLevel;
|
||||
}
|
||||
return (float)m_knownWaterLevel;
|
||||
}
|
||||
|
||||
|
@ -689,8 +694,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
{
|
||||
get
|
||||
{
|
||||
if (m_knownPosition == null)
|
||||
if ((m_knownHas & m_knownChangedPosition) == 0)
|
||||
{
|
||||
m_knownPosition = Prim.ForcePosition;
|
||||
m_knownHas |= m_knownChangedPosition;
|
||||
}
|
||||
return (Vector3)m_knownPosition;
|
||||
}
|
||||
set
|
||||
|
@ -704,8 +712,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
{
|
||||
get
|
||||
{
|
||||
if (m_knownOrientation == null)
|
||||
if ((m_knownHas & m_knownChangedOrientation) == 0)
|
||||
{
|
||||
m_knownOrientation = Prim.ForceOrientation;
|
||||
m_knownHas |= m_knownChangedOrientation;
|
||||
}
|
||||
return (Quaternion)m_knownOrientation;
|
||||
}
|
||||
set
|
||||
|
@ -719,8 +730,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
{
|
||||
get
|
||||
{
|
||||
if (m_knownVelocity == null)
|
||||
if ((m_knownHas & m_knownChangedVelocity) == 0)
|
||||
{
|
||||
m_knownVelocity = Prim.ForceVelocity;
|
||||
m_knownHas |= m_knownChangedVelocity;
|
||||
}
|
||||
return (Vector3)m_knownVelocity;
|
||||
}
|
||||
set
|
||||
|
@ -740,8 +754,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
{
|
||||
get
|
||||
{
|
||||
if (m_knownRotationalVelocity == null)
|
||||
if ((m_knownHas & m_knownChangedRotationalVelocity) == 0)
|
||||
{
|
||||
m_knownRotationalVelocity = Prim.ForceRotationalVelocity;
|
||||
m_knownHas |= m_knownChangedRotationalVelocity;
|
||||
}
|
||||
return (Vector3)m_knownRotationalVelocity;
|
||||
}
|
||||
set
|
||||
|
@ -755,13 +772,24 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
m_knownRotationalForce += aForce;
|
||||
m_knownChanged |= m_knownChangedRotationalForce;
|
||||
}
|
||||
// Vehicle relative forward velocity
|
||||
private Vector3 VehicleForwardVelocity
|
||||
{
|
||||
get
|
||||
{
|
||||
if ((m_knownHas & m_knownChangedForwardVelocity) == 0)
|
||||
{
|
||||
m_knownForwardVelocity = VehicleVelocity * Quaternion.Inverse(Quaternion.Normalize(VehicleOrientation));
|
||||
m_knownHas |= m_knownChangedForwardVelocity;
|
||||
}
|
||||
return (Vector3)m_knownForwardVelocity;
|
||||
}
|
||||
}
|
||||
private float VehicleForwardSpeed
|
||||
{
|
||||
get
|
||||
{
|
||||
if (m_knownForwardSpeed == null)
|
||||
m_knownForwardSpeed = (VehicleVelocity * Quaternion.Inverse(VehicleOrientation)).X;
|
||||
return (float)m_knownForwardSpeed;
|
||||
return VehicleForwardVelocity.X;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -832,13 +860,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
// ==================================================================
|
||||
// Clamp high or low velocities
|
||||
float newVelocityLengthSq = newVelocity.LengthSquared();
|
||||
// if (newVelocityLengthSq > 1e6f)
|
||||
if (newVelocityLengthSq > 1000f)
|
||||
{
|
||||
newVelocity /= newVelocity.Length();
|
||||
newVelocity *= 1000f;
|
||||
}
|
||||
// else if (newVelocityLengthSq < 1e-6f)
|
||||
else if (newVelocityLengthSq < 0.001f)
|
||||
newVelocity = Vector3.Zero;
|
||||
|
||||
|
@ -1003,7 +1029,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
// Not colliding if the vehicle is off the ground
|
||||
if (!Prim.IsColliding)
|
||||
{
|
||||
// downForce = new Vector3(0, 0, (-distanceAboveGround / m_bankingTimescale) * pTimestep);
|
||||
// downForce = new Vector3(0, 0, -distanceAboveGround / m_bankingTimescale);
|
||||
ret = new Vector3(0, 0, -distanceAboveGround);
|
||||
}
|
||||
|
@ -1026,7 +1051,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
// set directly on the vehicle.
|
||||
private void MoveAngular(float pTimestep)
|
||||
{
|
||||
// The user wants how many radians per second angular change?
|
||||
// The user wants this many radians per second angular change?
|
||||
Vector3 angularMotorContribution = m_angularMotor.Step(pTimestep);
|
||||
|
||||
// ==================================================================
|
||||
|
@ -1135,31 +1160,26 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
// zero and one.
|
||||
// The value of Z is how far the rotation is off with 1 meaning none and 0 being 90 degrees.
|
||||
|
||||
// Y error means needed rotation around X axis and visa versa.
|
||||
// Since the error goes from zero to one, the asin is the corresponding angle.
|
||||
ret.X = (float)Math.Asin(verticalError.Y);
|
||||
// (Tilt forward (positive X) needs to tilt back (rotate negative) around Y axis.)
|
||||
ret.Y = -(float)Math.Asin(verticalError.X);
|
||||
|
||||
// If verticalError.Z is negative, the vehicle is upside down. Add additional push.
|
||||
if (verticalError.Z < 0f)
|
||||
{
|
||||
verticalError.X = 2f - verticalError.X;
|
||||
verticalError.Y = 2f - verticalError.Y;
|
||||
ret.X += PIOverFour;
|
||||
ret.Y += PIOverFour;
|
||||
}
|
||||
|
||||
// Y error means needed rotation around X axis and visa versa.
|
||||
ret.X = verticalError.Y;
|
||||
ret.Y = - verticalError.X;
|
||||
ret.Z = 0f;
|
||||
|
||||
// Scale the correction force by how far we're off from vertical.
|
||||
// Z error of one says little error. As Z gets smaller, the vehicle is leaning farther over.
|
||||
float clampedSqrZError = ClampInRange(0.01f, verticalError.Z * verticalError.Z, 1f);
|
||||
float vertForce = 1f / clampedSqrZError;
|
||||
|
||||
ret *= vertForce;
|
||||
|
||||
// Correction happens over a number of seconds.
|
||||
// 'ret' is now the necessary velocity to correct tilt in one second.
|
||||
// Correction happens over a number of seconds.
|
||||
Vector3 unscaledContrib = ret;
|
||||
ret /= m_verticalAttractionTimescale;
|
||||
|
||||
VDetailLog("{0}, MoveAngular,verticalAttraction,,verticalError={1},unscaled={2},vertForce={3},eff={4},vertAttr={5}",
|
||||
Prim.LocalID, verticalError, unscaledContrib, vertForce, m_verticalAttractionEfficiency, ret);
|
||||
VDetailLog("{0}, MoveAngular,verticalAttraction,,verticalError={1},unscaled={2},eff={3},ts={4},vertAttr={5}",
|
||||
Prim.LocalID, verticalError, unscaledContrib, m_verticalAttractionEfficiency, m_verticalAttractionTimescale, ret);
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
@ -1172,7 +1192,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
public Vector3 ComputeAngularDeflection()
|
||||
{
|
||||
Vector3 ret = Vector3.Zero;
|
||||
return ret; // DEBUG DEBUG DEBUG debug one force at a time
|
||||
return ret; // DEBUG DEBUG DEBUG
|
||||
// Disable angular deflection for the moment.
|
||||
// Since angularMotorUp and angularDeflection are computed independently, they will calculate
|
||||
// approximately the same X or Y correction. When added together (when contributions are combined)
|
||||
// this creates an over-correction and then wabbling as the target is overshot.
|
||||
// TODO: rethink how the different correction computations inter-relate.
|
||||
|
||||
if (m_angularDeflectionEfficiency != 0)
|
||||
{
|
||||
|
@ -1184,15 +1209,24 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
Vector3 pointingDirection = Vector3.UnitX * VehicleOrientation;
|
||||
pointingDirection.Normalize();
|
||||
|
||||
// The difference between what is and what should be
|
||||
// The difference between what is and what should be.
|
||||
Vector3 deflectionError = movingDirection - pointingDirection;
|
||||
|
||||
// Don't try to correct very large errors (not our job)
|
||||
if (Math.Abs(deflectionError.X) > PIOverFour) deflectionError.X = 0f;
|
||||
if (Math.Abs(deflectionError.Y) > PIOverFour) deflectionError.Y = 0f;
|
||||
if (Math.Abs(deflectionError.Z) > PIOverFour) deflectionError.Z = 0f;
|
||||
|
||||
// ret = m_angularDeflectionCorrectionMotor(1f, deflectionError);
|
||||
|
||||
// Scale the correction by recovery timescale and efficiency
|
||||
ret = (-deflectionError * VehicleForwardSpeed) * m_angularDeflectionEfficiency;
|
||||
ret = (-deflectionError) * m_angularDeflectionEfficiency;
|
||||
ret /= m_angularDeflectionTimescale;
|
||||
|
||||
VDetailLog("{0}, MoveAngular,Deflection,movingDir={1},pointingDir={2},deflectError={3},ret={4}",
|
||||
Prim.LocalID, movingDirection, pointingDirection, deflectionError, ret);
|
||||
VDetailLog("{0}, MoveAngular,Deflection,fwdSpd={1},defEff={2},defTS={3}",
|
||||
Prim.LocalID, VehicleForwardSpeed, m_angularDeflectionEfficiency, m_angularDeflectionTimescale);
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
@ -1308,6 +1342,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
private float ClampInRange(float low, float val, float high)
|
||||
{
|
||||
return Math.Max(low, Math.Min(val, high));
|
||||
// return Utils.Clamp(val, low, high);
|
||||
}
|
||||
|
||||
// Invoke the detailed logger and output something if it's enabled.
|
||||
|
|
|
@ -29,13 +29,14 @@ using System;
|
|||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
using OpenMetaverse;
|
||||
using OpenSim.Framework;
|
||||
|
||||
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 = 12345f;
|
||||
public const float Infinite = 12345.6f;
|
||||
public readonly static Vector3 InfiniteVector = new Vector3(BSMotor.Infinite, BSMotor.Infinite, BSMotor.Infinite);
|
||||
|
||||
public BSMotor(string useName)
|
||||
|
@ -45,6 +46,7 @@ public abstract class BSMotor
|
|||
}
|
||||
public virtual void Reset() { }
|
||||
public virtual void Zero() { }
|
||||
public virtual void GenerateTestOutput(float timeStep) { }
|
||||
|
||||
// A name passed at motor creation for easily identifyable debugging messages.
|
||||
public string UseName { get; private set; }
|
||||
|
@ -62,12 +64,16 @@ 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 decays in TargetValueDecayTimeScale and
|
||||
// the CurrentValue will be held back by FrictionTimeScale.
|
||||
// TimeScale and TargetDelayTimeScale may be 'infinite' which means go decay.
|
||||
// This motor will "zero itself" over time in that the targetValue will
|
||||
// decay to zero and the currentValue will follow it to that zero.
|
||||
// The overall effect is for the returned correction value to go from large
|
||||
// values (the total difference between current and target minus friction)
|
||||
// to small and eventually zero values.
|
||||
// TimeScale and TargetDelayTimeScale may be 'infinite' which means no 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
|
||||
|
@ -81,13 +87,16 @@ public class BSVMotor : BSMotor
|
|||
// public Vector3 FrameOfReference { get; set; }
|
||||
// public Vector3 Offset { get; set; }
|
||||
|
||||
public float TimeScale { get; set; }
|
||||
public float TargetValueDecayTimeScale { get; set; }
|
||||
public Vector3 FrictionTimescale { get; set; }
|
||||
public float Efficiency { get; set; }
|
||||
public virtual float TimeScale { get; set; }
|
||||
public virtual float TargetValueDecayTimeScale { get; set; }
|
||||
public virtual Vector3 FrictionTimescale { get; set; }
|
||||
public virtual float Efficiency { get; set; }
|
||||
|
||||
public Vector3 TargetValue { get; private set; }
|
||||
public Vector3 CurrentValue { get; private set; }
|
||||
public virtual float ErrorZeroThreshold { get; set; }
|
||||
|
||||
public virtual Vector3 TargetValue { get; protected set; }
|
||||
public virtual Vector3 CurrentValue { get; protected set; }
|
||||
public virtual Vector3 LastError { get; protected set; }
|
||||
|
||||
public BSVMotor(string useName)
|
||||
: base(useName)
|
||||
|
@ -96,6 +105,7 @@ public class BSVMotor : BSMotor
|
|||
Efficiency = 1f;
|
||||
FrictionTimescale = BSMotor.InfiniteVector;
|
||||
CurrentValue = TargetValue = Vector3.Zero;
|
||||
ErrorZeroThreshold = 0.01f;
|
||||
}
|
||||
public BSVMotor(string useName, float timeScale, float decayTimeScale, Vector3 frictionTimeScale, float efficiency)
|
||||
: this(useName)
|
||||
|
@ -114,25 +124,25 @@ 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()
|
||||
public override void Zero()
|
||||
{
|
||||
return Step(1f);
|
||||
base.Zero();
|
||||
CurrentValue = TargetValue = Vector3.Zero;
|
||||
}
|
||||
|
||||
public Vector3 Step(float timeStep)
|
||||
// Compute the next step and return the new current value
|
||||
public virtual Vector3 Step(float timeStep)
|
||||
{
|
||||
Vector3 returnCurrent = Vector3.Zero;
|
||||
if (!CurrentValue.ApproxEquals(TargetValue, 0.01f))
|
||||
{
|
||||
Vector3 origTarget = TargetValue; // DEBUG
|
||||
Vector3 origCurrVal = CurrentValue; // DEBUG
|
||||
Vector3 origTarget = TargetValue; // DEBUG
|
||||
Vector3 origCurrVal = CurrentValue; // DEBUG
|
||||
|
||||
// Addition = (desiredVector - currentAppliedVector) / secondsItShouldTakeToComplete
|
||||
Vector3 addAmount = (TargetValue - CurrentValue)/TimeScale * timeStep;
|
||||
CurrentValue += addAmount;
|
||||
Vector3 correction = Vector3.Zero;
|
||||
Vector3 error = TargetValue - CurrentValue;
|
||||
if (!error.ApproxEquals(Vector3.Zero, ErrorZeroThreshold))
|
||||
{
|
||||
correction = Step(timeStep, error);
|
||||
|
||||
CurrentValue += correction;
|
||||
|
||||
// The desired value reduces to zero which also reduces the difference with current.
|
||||
// If the decay time is infinite, don't decay at all.
|
||||
|
@ -143,40 +153,80 @@ public class BSVMotor : BSMotor
|
|||
TargetValue *= (1f - decayFactor);
|
||||
}
|
||||
|
||||
// The amount we can correct the error is reduced by the friction
|
||||
Vector3 frictionFactor = Vector3.Zero;
|
||||
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;
|
||||
frictionFactor.X = (FrictionTimescale.X == BSMotor.Infinite) ? 0f : (1f / FrictionTimescale.X);
|
||||
frictionFactor.Y = (FrictionTimescale.Y == BSMotor.Infinite) ? 0f : (1f / FrictionTimescale.Y);
|
||||
frictionFactor.Z = (FrictionTimescale.Z == BSMotor.Infinite) ? 0f : (1f / FrictionTimescale.Z);
|
||||
frictionFactor *= timeStep;
|
||||
CurrentValue *= (Vector3.One - frictionFactor);
|
||||
}
|
||||
|
||||
returnCurrent = CurrentValue;
|
||||
|
||||
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},err={5},corr={6}",
|
||||
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}",
|
||||
BSScene.DetailLogZero, UseName, CurrentValue, TargetValue,
|
||||
addAmount, decayFactor, frictionFactor, returnCurrent);
|
||||
timeStep, error, correction);
|
||||
MDetailLog("{0}, BSVMotor.Step,nonZero,{1},tgtDecayTS={2},decayFact={3},frictTS={4},frictFact={5},tgt={6},curr={7}",
|
||||
BSScene.DetailLogZero, UseName,
|
||||
TargetValueDecayTimeScale, decayFactor, FrictionTimescale, frictionFactor,
|
||||
TargetValue, CurrentValue);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Difference between what we have and target is small. Motor is done.
|
||||
CurrentValue = Vector3.Zero;
|
||||
TargetValue = Vector3.Zero;
|
||||
|
||||
MDetailLog("{0}, BSVMotor.Step,zero,{1},curr={2},target={3},ret={4}",
|
||||
BSScene.DetailLogZero, UseName, TargetValue, CurrentValue, returnCurrent);
|
||||
|
||||
CurrentValue = TargetValue;
|
||||
MDetailLog("{0}, BSVMotor.Step,zero,{1},origTgt={2},origCurr={3},ret={2}",
|
||||
BSScene.DetailLogZero, UseName, origCurrVal, origTarget, CurrentValue);
|
||||
}
|
||||
return returnCurrent;
|
||||
|
||||
return CurrentValue;
|
||||
}
|
||||
public virtual Vector3 Step(float timeStep, Vector3 error)
|
||||
{
|
||||
LastError = error;
|
||||
Vector3 returnCorrection = Vector3.Zero;
|
||||
if (!error.ApproxEquals(Vector3.Zero, ErrorZeroThreshold))
|
||||
{
|
||||
// correction = error / secondsItShouldTakeToCorrect
|
||||
Vector3 correctionAmount;
|
||||
if (TimeScale == 0f || TimeScale == BSMotor.Infinite)
|
||||
correctionAmount = error * timeStep;
|
||||
else
|
||||
correctionAmount = error / TimeScale * timeStep;
|
||||
|
||||
returnCorrection = correctionAmount;
|
||||
MDetailLog("{0}, BSVMotor.Step,nonZero,{1},timeStep={2},timeScale={3},err={4},corr={5}",
|
||||
BSScene.DetailLogZero, UseName, timeStep, TimeScale, error, correctionAmount);
|
||||
}
|
||||
return returnCorrection;
|
||||
}
|
||||
|
||||
// The user sets all the parameters and calls this which outputs values until error is zero.
|
||||
public override void GenerateTestOutput(float timeStep)
|
||||
{
|
||||
// maximum number of outputs to generate.
|
||||
int maxOutput = 50;
|
||||
MDetailLog("{0},BSVMotor.Test,{1},===================================== BEGIN Test Output", BSScene.DetailLogZero, UseName);
|
||||
MDetailLog("{0},BSVMotor.Test,{1},timeScale={2},targDlyTS={3},frictTS={4},eff={5},curr={6},tgt={7}",
|
||||
BSScene.DetailLogZero, UseName,
|
||||
TimeScale, TargetValueDecayTimeScale, FrictionTimescale, Efficiency,
|
||||
CurrentValue, TargetValue);
|
||||
|
||||
LastError = BSMotor.InfiniteVector;
|
||||
while (maxOutput-- > 0 && !LastError.ApproxEquals(Vector3.Zero, ErrorZeroThreshold))
|
||||
{
|
||||
Vector3 lastStep = Step(timeStep);
|
||||
MDetailLog("{0},BSVMotor.Test,{1},cur={2},tgt={3},lastError={4},lastStep={5}",
|
||||
BSScene.DetailLogZero, UseName, CurrentValue, TargetValue, LastError, lastStep);
|
||||
}
|
||||
MDetailLog("{0},BSVMotor.Test,{1},===================================== END Test Output", BSScene.DetailLogZero, UseName);
|
||||
|
||||
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return String.Format("<{0},curr={1},targ={2},decayTS={3},frictTS={4}>",
|
||||
|
@ -204,17 +254,74 @@ public class BSFMotor : BSMotor
|
|||
public void SetTarget(float target)
|
||||
{
|
||||
}
|
||||
public float Step(float timeStep)
|
||||
public virtual float Step(float timeStep)
|
||||
{
|
||||
return 0f;
|
||||
}
|
||||
}
|
||||
public class BSPIDMotor : BSMotor
|
||||
|
||||
// Proportional, Integral, Derivitive Motor
|
||||
// Good description at http://www.answers.com/topic/pid-controller . Includes processes for choosing p, i and d factors.
|
||||
public class BSPIDVMotor : BSVMotor
|
||||
{
|
||||
// TODO: write and use this one
|
||||
public BSPIDMotor(string useName)
|
||||
// Larger makes more overshoot, smaller means converge quicker. Range of 0.1 to 10.
|
||||
public Vector3 proportionFactor { get; set; }
|
||||
public Vector3 integralFactor { get; set; }
|
||||
public Vector3 derivFactor { get; set; }
|
||||
// Arbritrary factor range.
|
||||
// EfficiencyHigh means move quickly to the correct number. EfficiencyLow means might over correct.
|
||||
public float EfficiencyHigh = 0.4f;
|
||||
public float EfficiencyLow = 4.0f;
|
||||
|
||||
Vector3 IntegralFactor { get; set; }
|
||||
|
||||
public BSPIDVMotor(string useName)
|
||||
: base(useName)
|
||||
{
|
||||
proportionFactor = new Vector3(1.00f, 1.00f, 1.00f);
|
||||
integralFactor = new Vector3(1.00f, 1.00f, 1.00f);
|
||||
derivFactor = new Vector3(1.00f, 1.00f, 1.00f);
|
||||
IntegralFactor = Vector3.Zero;
|
||||
LastError = Vector3.Zero;
|
||||
}
|
||||
|
||||
public override void Zero()
|
||||
{
|
||||
base.Zero();
|
||||
}
|
||||
|
||||
public override float Efficiency
|
||||
{
|
||||
get { return base.Efficiency; }
|
||||
set
|
||||
{
|
||||
base.Efficiency = Util.Clamp(value, 0f, 1f);
|
||||
// Compute factors based on efficiency.
|
||||
// If efficiency is high (1f), use a factor value that moves the error value to zero with little overshoot.
|
||||
// If efficiency is low (0f), use a factor value that overcorrects.
|
||||
// TODO: might want to vary contribution of different factor depending on efficiency.
|
||||
float factor = ((1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow) / 3f;
|
||||
// float factor = (1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow;
|
||||
proportionFactor = new Vector3(factor, factor, factor);
|
||||
integralFactor = new Vector3(factor, factor, factor);
|
||||
derivFactor = new Vector3(factor, factor, factor);
|
||||
}
|
||||
}
|
||||
|
||||
// Ignore Current and Target Values and just advance the PID computation on this error.
|
||||
public override Vector3 Step(float timeStep, Vector3 error)
|
||||
{
|
||||
// Add up the error so we can integrate over the accumulated errors
|
||||
IntegralFactor += error * timeStep;
|
||||
|
||||
// A simple derivitive is the rate of change from the last error.
|
||||
Vector3 derivFactor = (error - LastError) * timeStep;
|
||||
LastError = error;
|
||||
|
||||
// Correction = -(proportionOfPresentError + accumulationOfPastError + rateOfChangeOfError)
|
||||
Vector3 ret = -(error * proportionFactor + IntegralFactor * integralFactor + derivFactor * derivFactor);
|
||||
|
||||
return ret;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -100,10 +100,15 @@ public sealed class BSPrim : BSPhysObject
|
|||
BaseShape = pbs;
|
||||
_isPhysical = pisPhysical;
|
||||
_isVolumeDetect = false;
|
||||
_friction = PhysicsScene.Params.defaultFriction; // TODO: compute based on object material
|
||||
_density = PhysicsScene.Params.defaultDensity; // TODO: compute based on object material
|
||||
|
||||
// Someday set default attributes based on the material but, for now, we don't know the prim material yet.
|
||||
// MaterialAttributes primMat = BSMaterials.GetAttributes(Material, pisPhysical);
|
||||
_density = PhysicsScene.Params.defaultDensity;
|
||||
_friction = PhysicsScene.Params.defaultFriction;
|
||||
_restitution = PhysicsScene.Params.defaultRestitution;
|
||||
|
||||
_vehicle = new BSDynamics(PhysicsScene, this); // add vehicleness
|
||||
|
||||
_mass = CalculateMass();
|
||||
|
||||
// No body or shape yet
|
||||
|
@ -527,16 +532,18 @@ public sealed class BSPrim : BSPhysObject
|
|||
PhysicsScene.TaintedObject("BSPrim.setVelocity", delegate()
|
||||
{
|
||||
// DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity);
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity);
|
||||
ForceVelocity = _velocity;
|
||||
});
|
||||
}
|
||||
}
|
||||
public override OMV.Vector3 ForceVelocity {
|
||||
get { return _velocity; }
|
||||
set {
|
||||
PhysicsScene.AssertInTaintTime("BSPrim.ForceVelocity");
|
||||
|
||||
_velocity = value;
|
||||
BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity);
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity);
|
||||
}
|
||||
}
|
||||
public override OMV.Vector3 Torque {
|
||||
|
|
|
@ -96,6 +96,16 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
|
|||
public long SimulationStep { get { return m_simulationStep; } }
|
||||
private int m_taintsToProcessPerStep;
|
||||
|
||||
// Avatar parameters
|
||||
public float ParamAvatarFriction { get; private set; }
|
||||
public float ParamAvatarStandingFriction { get; private set; }
|
||||
public float ParamAvatarDensity { get; private set; }
|
||||
public float ParamAvatarRestitution { get; private set; }
|
||||
public float ParamAvatarCapsuleWidth { get; private set; }
|
||||
public float ParamAvatarCapsuleDepth { get; private set; }
|
||||
public float ParamAvatarCapsuleHeight { get; private set; }
|
||||
public float ParamAvatarContactProcessingThreshold { get; private set; }
|
||||
|
||||
public delegate void PreStepAction(float timeStep);
|
||||
public event PreStepAction BeforeStep;
|
||||
|
||||
|
|
|
@ -1,15 +1,16 @@
|
|||
CURRENT PRIORITIES
|
||||
=================================================
|
||||
Eliminate all crashes (DONEish)
|
||||
Editing/deleting physical linkset (DONE)
|
||||
Border crossing of physical linkset (DONE)
|
||||
Smooth avatar movement with motor
|
||||
Should motor update be all at taint-time?
|
||||
Enable vehicle border crossings (at least as poorly as ODE)
|
||||
Terrain skirts
|
||||
Avatar created in previous region and not new region when crossing border
|
||||
Vehicle recreated in new sim at small Z value (offset from root value?) (DONE)
|
||||
Calibrate turning radius
|
||||
Vehicle movement on terrain smoothness
|
||||
Vehicle script tuning/debugging
|
||||
Avanti speed script
|
||||
Weapon shooter script
|
||||
limitMotorUp calibration (more down?)
|
||||
study PID motors (include 'efficiency' implementation
|
||||
Add to avatar movement
|
||||
|
||||
CRASHES
|
||||
=================================================
|
||||
|
@ -25,7 +26,6 @@ CRASHES
|
|||
VEHICLES TODO LIST:
|
||||
=================================================
|
||||
Border crossing with linked vehicle causes crash
|
||||
Neb vehicle taking > 25ms of physics time!!
|
||||
Vehicles (Move smoothly)
|
||||
Add vehicle collisions so IsColliding is properly reported.
|
||||
Needed for banking, limitMotorUp, movementLimiting, ...
|
||||
|
@ -34,28 +34,25 @@ Cannot edit/move a vehicle being ridden: it jumps back to the origional position
|
|||
Neb car jiggling left and right
|
||||
Happens on terrain and any other mesh object. Flat cubes are much smoother.
|
||||
This has been reduced but not eliminated.
|
||||
Light cycle falling over when driving
|
||||
Implement referenceFrame for all the motion routines.
|
||||
Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE.
|
||||
Verify that angular motion specified around Z moves in the vehicle coordinates.
|
||||
Verify llGetVel() is returning a smooth and good value for vehicle movement.
|
||||
llGetVel() should return the root's velocity if requested in a child prim.
|
||||
Implement function efficiency for lineaar and angular motion.
|
||||
Should vehicle angular/linear movement friction happen after all the components
|
||||
or does it only apply to the basic movement?
|
||||
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
|
||||
Linkset explosion after three "rides" on Nebadon lite vehicle (LinksetConstraint)
|
||||
For limitMotorUp, use raycast down to find if vehicle is in the air.
|
||||
Remove vehicle angular velocity zeroing in BSPrim.UpdateProperties().
|
||||
A kludge that isn't fixing the real problem of Bullet adding extra motion.
|
||||
Incorporate inter-relationship of angular corrections. For instance, angularDeflection
|
||||
and angularMotorUp will compute same X or Y correction. When added together
|
||||
creates over-correction and over-shoot and wabbling.
|
||||
|
||||
BULLETSIM TODO LIST:
|
||||
=================================================
|
||||
Revisit CollisionMargin. Builders notice the 0.04 spacing between prims.
|
||||
Avatar height off after unsitting (floats off ground)
|
||||
Editting appearance then moving restores.
|
||||
Must not be initializing height when recreating capsule after unsit.
|
||||
Duplicating a physical prim causes old prim to jump away
|
||||
Dup a phys prim and the original become unselected and thus interacts w/ selected prim.
|
||||
Scenes with hundred of thousands of static objects take a lot of physics CPU time.
|
||||
|
@ -82,6 +79,9 @@ Add osGetPhysicsEngineName() so scripters can tell whether BulletSim or ODE
|
|||
Also osGetPhysicsEngineVerion() maybe.
|
||||
Linkset.Position and Linkset.Orientation requre rewrite to properly return
|
||||
child position. LinksetConstraint acts like it's at taint time!!
|
||||
Implement LockAngularMotion -- implements llSetStatus(ROTATE_AXIS_*, T/F)
|
||||
Should the different PID factors have non-equal contributions for different
|
||||
values of Efficiency?
|
||||
|
||||
LINKSETS
|
||||
======================================================
|
||||
|
@ -99,17 +99,16 @@ Disable activity of passive linkset children.
|
|||
Since the linkset is a compound object, the old prims are left lying
|
||||
around and need to be phantomized so they don't collide, ...
|
||||
Speed up creation of large physical linksets
|
||||
For instance, sitting in Neb's car (130 prims) takes several seconds to become physical
|
||||
For instance, sitting in Neb's car (130 prims) takes several seconds to become physical.
|
||||
REALLY bad for very large physical linksets (freezes the sim for many seconds).
|
||||
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?
|
||||
|
||||
MORE
|
||||
======================================================
|
||||
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.
|
||||
|
@ -140,6 +139,8 @@ Consider moving prim/character body and shape destruction in destroy()
|
|||
to postTimeTime rather than protecting all the potential sets that
|
||||
might have been queued up.
|
||||
Remove unused fields from ShapeData (not used in API2)
|
||||
Remove unused fields from pinned memory shared parameter block
|
||||
Create parameter variables in BSScene to replace same.
|
||||
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.
|
||||
|
@ -202,3 +203,16 @@ Single prim vehicles don't seem to properly vehiclize.
|
|||
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.
|
||||
(Resolution:
|
||||
Neb vehicle taking > 25ms of physics time!!
|
||||
(Resolution: compound linksets were being rebuild WAY too often)
|
||||
Avatar height off after unsitting (floats off ground)
|
||||
Editting appearance then moving restores.
|
||||
Must not be initializing height when recreating capsule after unsit.
|
||||
(Resolution: confusion of scale vs size for native objects removed)
|
||||
Light cycle falling over when driving (Resolution: implemented angularMotorUp)
|
||||
Should vehicle angular/linear movement friction happen after all the components
|
||||
or does it only apply to the basic movement?
|
||||
(Resolution: friction added before returning newly computed motor value.
|
||||
What is expected by some vehicles (turning up friction to moderate speed))
|
||||
Tune terrain/object friction to be closer to SL.
|
||||
(Resolution: added material type with friction and resolution)
|
||||
|
|
|
@ -1483,19 +1483,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
return 0;
|
||||
|
||||
case ScriptBaseClass.STATUS_ROTATE_X:
|
||||
if (m_host.GetAxisRotation(2) == 2)
|
||||
// if (m_host.GetAxisRotation(2) != 0)
|
||||
if (m_host.GetAxisRotation((int)SceneObjectGroup.axisSelect.STATUS_ROTATE_X) != 0)
|
||||
return 1;
|
||||
else
|
||||
return 0;
|
||||
|
||||
case ScriptBaseClass.STATUS_ROTATE_Y:
|
||||
if (m_host.GetAxisRotation(4) == 4)
|
||||
if (m_host.GetAxisRotation((int)SceneObjectGroup.axisSelect.STATUS_ROTATE_Y) != 0)
|
||||
return 1;
|
||||
else
|
||||
return 0;
|
||||
|
||||
case ScriptBaseClass.STATUS_ROTATE_Z:
|
||||
if (m_host.GetAxisRotation(8) == 8)
|
||||
if (m_host.GetAxisRotation((int)SceneObjectGroup.axisSelect.STATUS_ROTATE_Z) != 0)
|
||||
return 1;
|
||||
else
|
||||
return 0;
|
||||
|
|
Loading…
Reference in New Issue