Merge branch 'master' of ssh://opensimulator.org/var/git/opensim

TeleportWork
Diva Canto 2013-07-30 17:27:32 -07:00
commit 590a8b0315
10 changed files with 225 additions and 92 deletions

View File

@ -27,6 +27,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using OpenMetaverse;
using OpenMetaverse.StructuredData;
@ -39,8 +40,6 @@ namespace OpenSim.Framework.Monitoring
/// </summary>
public class SimExtraStatsCollector : BaseStatsCollector
{
private long abnormalClientThreadTerminations;
// private long assetsInCache;
// private long texturesInCache;
// private long assetCacheMemoryUsage;
@ -73,11 +72,6 @@ namespace OpenSim.Framework.Monitoring
private volatile float activeScripts;
private volatile float scriptLinesPerSecond;
/// <summary>
/// Number of times that a client thread terminated because of an exception
/// </summary>
public long AbnormalClientThreadTerminations { get { return abnormalClientThreadTerminations; } }
// /// <summary>
// /// These statistics are being collected by push rather than pull. Pull would be simpler, but I had the
// /// notion of providing some flow statistics (which pull wouldn't give us). Though admittedly these
@ -166,11 +160,6 @@ namespace OpenSim.Framework.Monitoring
private IDictionary<UUID, PacketQueueStatsCollector> packetQueueStatsCollectors
= new Dictionary<UUID, PacketQueueStatsCollector>();
public void AddAbnormalClientThreadTermination()
{
abnormalClientThreadTerminations++;
}
// public void AddAsset(AssetBase asset)
// {
// assetsInCache++;
@ -324,10 +313,12 @@ Asset service request failures: {3}" + Environment.NewLine,
sb.Append(Environment.NewLine);
sb.Append("CONNECTION STATISTICS");
sb.Append(Environment.NewLine);
sb.Append(
string.Format(
"Abnormal client thread terminations: {0}" + Environment.NewLine,
abnormalClientThreadTerminations));
List<Stat> stats = StatsManager.GetStatsFromEachContainer("clientstack", "ClientLogoutsDueToNoReceives");
sb.AppendFormat(
"Client logouts due to no data receive timeout: {0}\n\n",
stats != null ? stats.Sum(s => s.Value).ToString() : "unknown");
// sb.Append(Environment.NewLine);
// sb.Append("INVENTORY STATISTICS");
@ -338,7 +329,7 @@ Asset service request failures: {3}" + Environment.NewLine,
// InventoryServiceRetrievalFailures));
sb.Append(Environment.NewLine);
sb.Append("FRAME STATISTICS");
sb.Append("SAMPLE FRAME STATISTICS");
sb.Append(Environment.NewLine);
sb.Append("Dilatn SimFPS PhyFPS AgntUp RootAg ChldAg Prims AtvPrm AtvScr ScrLPS");
sb.Append(Environment.NewLine);

View File

@ -271,7 +271,7 @@ namespace OpenSim.Framework.Monitoring
// Stat name is not unique across category/container/shortname key.
// XXX: For now just return false. This is to avoid problems in regression tests where all tests
// in a class are run in the same instance of the VM.
if (TryGetStat(stat, out category, out container))
if (TryGetStatParents(stat, out category, out container))
return false;
// We take a copy-on-write approach here of replacing dictionaries when keys are added or removed.
@ -307,7 +307,7 @@ namespace OpenSim.Framework.Monitoring
lock (RegisteredStats)
{
if (!TryGetStat(stat, out category, out container))
if (!TryGetStatParents(stat, out category, out container))
return false;
newContainer = new SortedDictionary<string, Stat>(container);
@ -323,12 +323,67 @@ namespace OpenSim.Framework.Monitoring
}
}
public static bool TryGetStats(string category, out SortedDictionary<string, SortedDictionary<string, Stat>> stats)
public static bool TryGetStat(string category, string container, string statShortName, out Stat stat)
{
return RegisteredStats.TryGetValue(category, out stats);
stat = null;
SortedDictionary<string, SortedDictionary<string, Stat>> categoryStats;
lock (RegisteredStats)
{
if (!TryGetStatsForCategory(category, out categoryStats))
return false;
SortedDictionary<string, Stat> containerStats;
if (!categoryStats.TryGetValue(container, out containerStats))
return false;
return containerStats.TryGetValue(statShortName, out stat);
}
}
public static bool TryGetStat(
public static bool TryGetStatsForCategory(
string category, out SortedDictionary<string, SortedDictionary<string, Stat>> stats)
{
lock (RegisteredStats)
return RegisteredStats.TryGetValue(category, out stats);
}
/// <summary>
/// Get the same stat for each container in a given category.
/// </summary>
/// <returns>
/// The stats if there were any to fetch. Otherwise null.
/// </returns>
/// <param name='category'></param>
/// <param name='statShortName'></param>
public static List<Stat> GetStatsFromEachContainer(string category, string statShortName)
{
SortedDictionary<string, SortedDictionary<string, Stat>> categoryStats;
lock (RegisteredStats)
{
if (!RegisteredStats.TryGetValue(category, out categoryStats))
return null;
List<Stat> stats = null;
foreach (SortedDictionary<string, Stat> containerStats in categoryStats.Values)
{
if (containerStats.ContainsKey(statShortName))
{
if (stats == null)
stats = new List<Stat>();
stats.Add(containerStats[statShortName]);
}
}
return stats;
}
}
public static bool TryGetStatParents(
Stat stat,
out SortedDictionary<string, SortedDictionary<string, Stat>> category,
out SortedDictionary<string, Stat> container)

View File

@ -67,11 +67,24 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
m_udpServer.AddScene(scene);
StatsManager.RegisterStat(
new Stat(
"ClientLogoutsDueToNoReceives",
"Number of times a client has been logged out because no packets were received before the timeout.",
"",
"",
"clientstack",
scene.Name,
StatType.Pull,
MeasuresOfInterest.None,
stat => stat.Value = m_udpServer.ClientLogoutsDueToNoReceives,
StatVerbosity.Debug));
StatsManager.RegisterStat(
new Stat(
"IncomingUDPReceivesCount",
"Number of UDP receives performed",
"Number of UDP receives performed",
"",
"",
"clientstack",
scene.Name,
@ -84,7 +97,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
new Stat(
"IncomingPacketsProcessedCount",
"Number of inbound LL protocol packets processed",
"Number of inbound LL protocol packets processed",
"",
"",
"clientstack",
scene.Name,
@ -97,7 +110,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
new Stat(
"OutgoingUDPSendsCount",
"Number of UDP sends performed",
"Number of UDP sends performed",
"",
"",
"clientstack",
scene.Name,
@ -149,6 +162,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// <summary>Maximum transmission unit, or UDP packet size, for the LLUDP protocol</summary>
public const int MTU = 1400;
/// <summary>Number of forced client logouts due to no receipt of packets before timeout.</summary>
public int ClientLogoutsDueToNoReceives { get; private set; }
/// <summary>
/// Default packet debug level given to new clients
/// </summary>
@ -1046,7 +1062,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// Fire this out on a different thread so that we don't hold up outgoing packet processing for
// everybody else if this is being called due to an ack timeout.
// This is the same as processing as the async process of a logout request.
Util.FireAndForget(o => DeactivateClientDueToTimeout(client));
Util.FireAndForget(o => DeactivateClientDueToTimeout(client, timeoutTicks));
return;
}
@ -1770,18 +1786,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP
/// regular client pings.
/// </remarks>
/// <param name='client'></param>
private void DeactivateClientDueToTimeout(LLClientView client)
/// <param name='timeoutTicks'></param>
private void DeactivateClientDueToTimeout(LLClientView client, int timeoutTicks)
{
lock (client.CloseSyncLock)
{
{
ClientLogoutsDueToNoReceives++;
m_log.WarnFormat(
"[LLUDPSERVER]: Ack timeout, disconnecting {0} agent for {1} in {2}",
client.SceneAgent.IsChildAgent ? "child" : "root", client.Name, m_scene.RegionInfo.RegionName);
StatsManager.SimExtraStats.AddAbnormalClientThreadTermination();
"[LLUDPSERVER]: No packets received from {0} agent of {1} for {2}ms in {3}. Disconnecting.",
client.SceneAgent.IsChildAgent ? "child" : "root", client.Name, timeoutTicks, m_scene.Name);
if (!client.SceneAgent.IsChildAgent)
client.Kick("Simulator logged you out due to connection timeout");
client.Kick("Simulator logged you out due to connection timeout.");
client.CloseWithoutChecks();
}

View File

@ -31,10 +31,10 @@ using System.Reflection;
using System.Text;
using OpenSim.Framework;
using OpenSim.Region.CoreModules;
using OpenSim.Region.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Region.CoreModules;
using Mono.Addins;
using Nini.Config;
@ -49,6 +49,10 @@ public class ExtendedPhysics : INonSharedRegionModule
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static string LogHeader = "[EXTENDED PHYSICS]";
// Since BulletSim is a plugin, this these values aren't defined easily in one place.
// This table must coorespond to an identical table in BSScene.
public const string PhysFunctSetLinksetType = "BulletSim.SetLinksetType";
private IConfig Configuration { get; set; }
private bool Enabled { get; set; }
private Scene BaseScene { get; set; }
@ -143,13 +147,6 @@ public class ExtendedPhysics : INonSharedRegionModule
[ScriptConstant]
public static int PHYS_CENTER_OF_MASS = 1 << 0;
[ScriptConstant]
public static int PHYS_LINKSET_TYPE_CONSTRAINT = 1;
[ScriptConstant]
public static int PHYS_LINKSET_TYPE_COMPOUND = 2;
[ScriptConstant]
public static int PHYS_LINKSET_TYPE_MANUAL = 3;
[ScriptInvocation]
public string physGetEngineType(UUID hostID, UUID scriptID)
{
@ -163,9 +160,50 @@ public class ExtendedPhysics : INonSharedRegionModule
return ret;
}
[ScriptConstant]
public static int PHYS_LINKSET_TYPE_CONSTRAINT = 0;
[ScriptConstant]
public static int PHYS_LINKSET_TYPE_COMPOUND = 1;
[ScriptConstant]
public static int PHYS_LINKSET_TYPE_MANUAL = 2;
[ScriptInvocation]
public void physSetLinksetType(UUID hostID, UUID scriptID, int linksetType)
{
if (!Enabled) return;
// The part that is requesting the change.
SceneObjectPart requestingPart = BaseScene.GetSceneObjectPart(hostID);
if (requestingPart != null)
{
// The change is always made to the root of a linkset.
SceneObjectGroup containingGroup = requestingPart.ParentGroup;
SceneObjectPart rootPart = containingGroup.RootPart;
if (rootPart != null)
{
Physics.Manager.PhysicsActor rootPhysActor = rootPart.PhysActor;
if (rootPhysActor != null)
{
rootPhysActor.Extension(PhysFunctSetLinksetType, linksetType);
}
else
{
m_log.WarnFormat("{0} physSetLinksetType: root part does not have a physics actor. rootName={1}, hostID={2}",
LogHeader, rootPart.Name, hostID);
}
}
else
{
m_log.WarnFormat("{0} physSetLinksetType: root part does not exist. RequestingPartName={1}, hostID={2}",
LogHeader, requestingPart.Name, hostID);
}
}
else
{
m_log.WarnFormat("{0} physSetLinsetType: cannot find script object in scene. hostID={1}", LogHeader, hostID);
}
}
}
}

View File

@ -75,7 +75,7 @@ public sealed class BSCharacter : BSPhysObject
RawVelocity = OMV.Vector3.Zero;
_buoyancy = ComputeBuoyancyFromFlying(isFlying);
Friction = BSParam.AvatarStandingFriction;
Density = BSParam.AvatarDensity / BSParam.DensityScaleFactor;
Density = BSParam.AvatarDensity;
// Old versions of ScenePresence passed only the height. If width and/or depth are zero,
// replace with the default values.

View File

@ -589,10 +589,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin
m_vehicleMass = ControllingPrim.TotalMass;
// Friction affects are handled by this vehicle code
m_physicsScene.PE.SetFriction(ControllingPrim.PhysBody, BSParam.VehicleFriction);
m_physicsScene.PE.SetRestitution(ControllingPrim.PhysBody, BSParam.VehicleRestitution);
// ControllingPrim.Linkset.SetPhysicalFriction(BSParam.VehicleFriction);
// ControllingPrim.Linkset.SetPhysicalRestitution(BSParam.VehicleRestitution);
// m_physicsScene.PE.SetFriction(ControllingPrim.PhysBody, BSParam.VehicleFriction);
// m_physicsScene.PE.SetRestitution(ControllingPrim.PhysBody, BSParam.VehicleRestitution);
ControllingPrim.Linkset.SetPhysicalFriction(BSParam.VehicleFriction);
ControllingPrim.Linkset.SetPhysicalRestitution(BSParam.VehicleRestitution);
// Moderate angular movement introduced by Bullet.
// TODO: possibly set AngularFactor and LinearFactor for the type of vehicle.
@ -602,21 +602,21 @@ namespace OpenSim.Region.Physics.BulletSPlugin
m_physicsScene.PE.SetAngularFactorV(ControllingPrim.PhysBody, BSParam.VehicleAngularFactor);
// Vehicles report collision events so we know when it's on the ground
m_physicsScene.PE.AddToCollisionFlags(ControllingPrim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS);
// ControllingPrim.Linkset.SetPhysicalCollisionFlags(CollisionFlags.BS_VEHICLE_COLLISIONS);
// m_physicsScene.PE.AddToCollisionFlags(ControllingPrim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS);
ControllingPrim.Linkset.AddToPhysicalCollisionFlags(CollisionFlags.BS_VEHICLE_COLLISIONS);
Vector3 inertia = m_physicsScene.PE.CalculateLocalInertia(ControllingPrim.PhysShape.physShapeInfo, m_vehicleMass);
ControllingPrim.Inertia = inertia * BSParam.VehicleInertiaFactor;
m_physicsScene.PE.SetMassProps(ControllingPrim.PhysBody, m_vehicleMass, ControllingPrim.Inertia);
m_physicsScene.PE.UpdateInertiaTensor(ControllingPrim.PhysBody);
// ControllingPrim.Linkset.ComputeLocalInertia(BSParam.VehicleInertiaFactor);
// Vector3 inertia = m_physicsScene.PE.CalculateLocalInertia(ControllingPrim.PhysShape.physShapeInfo, m_vehicleMass);
// ControllingPrim.Inertia = inertia * BSParam.VehicleInertiaFactor;
// m_physicsScene.PE.SetMassProps(ControllingPrim.PhysBody, m_vehicleMass, ControllingPrim.Inertia);
// m_physicsScene.PE.UpdateInertiaTensor(ControllingPrim.PhysBody);
ControllingPrim.Linkset.ComputeAndSetLocalInertia(BSParam.VehicleInertiaFactor, m_vehicleMass);
// Set the gravity for the vehicle depending on the buoyancy
// TODO: what should be done if prim and vehicle buoyancy differ?
m_VehicleGravity = ControllingPrim.ComputeGravity(m_VehicleBuoyancy);
// The actual vehicle gravity is set to zero in Bullet so we can do all the application of same.
m_physicsScene.PE.SetGravity(ControllingPrim.PhysBody, Vector3.Zero);
// ControllingPrim.Linkset.SetPhysicalGravity(Vector3.Zero);
// m_physicsScene.PE.SetGravity(ControllingPrim.PhysBody, Vector3.Zero);
ControllingPrim.Linkset.SetPhysicalGravity(Vector3.Zero);
VDetailLog("{0},BSDynamics.SetPhysicalParameters,mass={1},inert={2},vehGrav={3},aDamp={4},frict={5},rest={6},lFact={7},aFact={8}",
ControllingPrim.LocalID, m_vehicleMass, ControllingPrim.Inertia, m_VehicleGravity,
@ -1121,7 +1121,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin
{
m_VhoverTargetHeight = m_VhoverHeight;
}
if ((m_flags & VehicleFlag.HOVER_UP_ONLY) != 0)
{
// If body is already heigher, use its height as target height
@ -1170,7 +1169,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin
m_VhoverTimescale, m_VhoverHeight, m_VhoverTargetHeight,
verticalError, verticalCorrection);
}
}
}
@ -1357,6 +1355,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
private void ComputeAngularTurning(float pTimestep)
{
// The user wants this many radians per second angular change?
Vector3 origVehicleRotationalVelocity = VehicleRotationalVelocity; // DEBUG DEBUG
Vector3 currentAngularV = VehicleRotationalVelocity * Quaternion.Inverse(VehicleOrientation);
Vector3 angularMotorContributionV = m_angularMotor.Step(pTimestep, currentAngularV);
@ -1369,20 +1368,20 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// TODO: This is here because this is where ODE put it but documentation says it
// is a linear effect. Where should this check go?
//if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0)
// {
// {
// angularMotorContributionV.X = 0f;
// angularMotorContributionV.Y = 0f;
// }
// }
// Reduce any velocity by friction.
Vector3 frictionFactorW = ComputeFrictionFactor(m_angularFrictionTimescale, pTimestep);
angularMotorContributionV -= (currentAngularV * frictionFactorW);
VehicleRotationalVelocity += angularMotorContributionV * VehicleOrientation;
Vector3 angularMotorContributionW = angularMotorContributionV * VehicleOrientation;
VehicleRotationalVelocity += angularMotorContributionW;
VDetailLog("{0}, MoveAngular,angularTurning,angContribV={1}", ControllingPrim.LocalID, angularMotorContributionV);
VDetailLog("{0}, MoveAngular,angularTurning,curAngVelV={1},origVehRotVel={2},vehRotVel={3},frictFact={4}, angContribV={5},angContribW={6}",
ControllingPrim.LocalID, currentAngularV, origVehicleRotationalVelocity, VehicleRotationalVelocity, frictionFactorW, angularMotorContributionV, angularMotorContributionW);
}
// From http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial:
@ -1409,7 +1408,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// Flipping what was originally a timescale into a speed variable and then multiplying it by 2
// since only computing half the distance between the angles.
float VerticalAttractionSpeed = (1 / m_verticalAttractionTimescale) * 2.0f;
float verticalAttractionSpeed = (1 / m_verticalAttractionTimescale) * 2.0f;
// Make a prediction of where the up axis will be when this is applied rather then where it is now as
// this makes for a smoother adjustment and less fighting between the various forces.
@ -1419,12 +1418,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
Vector3 torqueVector = Vector3.Cross(predictedUp, Vector3.UnitZ);
// Scale vector by our timescale since it is an acceleration it is r/s^2 or radians a timescale squared
Vector3 vertContributionV = torqueVector * VerticalAttractionSpeed * VerticalAttractionSpeed;
Vector3 vertContributionV = torqueVector * verticalAttractionSpeed * verticalAttractionSpeed;
VehicleRotationalVelocity += vertContributionV;
VDetailLog("{0}, MoveAngular,verticalAttraction,upAxis={1},PredictedUp={2},torqueVector={3},contrib={4}",
VDetailLog("{0}, MoveAngular,verticalAttraction,vertAttrSpeed={1},upAxis={2},PredictedUp={3},torqueVector={4},contrib={5}",
ControllingPrim.LocalID,
verticalAttractionSpeed,
vehicleUpAxis,
predictedUp,
torqueVector,
@ -1437,37 +1437,38 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// http://stackoverflow.com/questions/14939657/computing-vector-from-quaternion-works-computing-quaternion-from-vector-does-no
// Create a rotation that is only the vehicle's rotation around Z
Vector3 currentEuler = Vector3.Zero;
VehicleOrientation.GetEulerAngles(out currentEuler.X, out currentEuler.Y, out currentEuler.Z);
Quaternion justZOrientation = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, currentEuler.Z);
Vector3 currentEulerW = Vector3.Zero;
VehicleOrientation.GetEulerAngles(out currentEulerW.X, out currentEulerW.Y, out currentEulerW.Z);
Quaternion justZOrientation = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, currentEulerW.Z);
// Create the axis that is perpendicular to the up vector and the rotated up vector.
Vector3 differenceAxis = Vector3.Cross(Vector3.UnitZ * justZOrientation, Vector3.UnitZ * VehicleOrientation);
Vector3 differenceAxisW = Vector3.Cross(Vector3.UnitZ * justZOrientation, Vector3.UnitZ * VehicleOrientation);
// Compute the angle between those to vectors.
double differenceAngle = Math.Acos((double)Vector3.Dot(Vector3.UnitZ, Vector3.Normalize(Vector3.UnitZ * VehicleOrientation)));
// 'differenceAngle' is the angle to rotate and 'differenceAxis' is the plane to rotate in to get the vehicle vertical
// Reduce the change by the time period it is to change in. Timestep is handled when velocity is applied.
// TODO: add 'efficiency'.
differenceAngle /= m_verticalAttractionTimescale;
// differenceAngle /= m_verticalAttractionTimescale;
// Create the quaterian representing the correction angle
Quaternion correctionRotation = Quaternion.CreateFromAxisAngle(differenceAxis, (float)differenceAngle);
Quaternion correctionRotationW = Quaternion.CreateFromAxisAngle(differenceAxisW, (float)differenceAngle);
// Turn that quaternion into Euler values to make it into velocities to apply.
Vector3 vertContributionV = Vector3.Zero;
correctionRotation.GetEulerAngles(out vertContributionV.X, out vertContributionV.Y, out vertContributionV.Z);
vertContributionV *= -1f;
Vector3 vertContributionW = Vector3.Zero;
correctionRotationW.GetEulerAngles(out vertContributionW.X, out vertContributionW.Y, out vertContributionW.Z);
vertContributionW *= -1f;
vertContributionW /= m_verticalAttractionTimescale;
VehicleRotationalVelocity += vertContributionV;
VehicleRotationalVelocity += vertContributionW;
VDetailLog("{0}, MoveAngular,verticalAttraction,upAxis={1},diffAxis={2},diffAng={3},corrRot={4},contrib={5}",
ControllingPrim.LocalID,
vehicleUpAxis,
differenceAxis,
differenceAxisW,
differenceAngle,
correctionRotation,
vertContributionV);
correctionRotationW,
vertContributionW);
break;
}
case 2:

View File

@ -309,16 +309,18 @@ public abstract class BSLinkset
}
);
}
public virtual void ComputeLocalInertia(OMV.Vector3 inertiaFactor)
public virtual void ComputeAndSetLocalInertia(OMV.Vector3 inertiaFactor, float linksetMass)
{
ForEachMember((member) =>
{
if (member.PhysBody.HasPhysicalBody)
{
OMV.Vector3 inertia = m_physicsScene.PE.CalculateLocalInertia(member.PhysShape.physShapeInfo, member.Mass);
OMV.Vector3 inertia = m_physicsScene.PE.CalculateLocalInertia(member.PhysShape.physShapeInfo, linksetMass);
member.Inertia = inertia * inertiaFactor;
m_physicsScene.PE.SetMassProps(member.PhysBody, member.Mass, member.Inertia);
m_physicsScene.PE.SetMassProps(member.PhysBody, linksetMass, member.Inertia);
m_physicsScene.PE.UpdateInertiaTensor(member.PhysBody);
DetailLog("{0},BSLinkset.ComputeAndSetLocalInertia,m.mass={1}, inertia={2}", member.LocalID, linksetMass, member.Inertia);
}
return false; // 'false' says to continue looping
}
@ -334,6 +336,16 @@ public abstract class BSLinkset
}
);
}
public virtual void AddToPhysicalCollisionFlags(CollisionFlags collFlags)
{
ForEachMember((member) =>
{
if (member.PhysBody.HasPhysicalBody)
m_physicsScene.PE.AddToCollisionFlags(member.PhysBody, collFlags);
return false; // 'false' says to continue looping
}
);
}
public virtual void RemoveFromPhysicalCollisionFlags(CollisionFlags collFlags)
{
ForEachMember((member) =>

View File

@ -61,11 +61,11 @@ public sealed class BSLinksetCompound : BSLinkset
if (LinksetRoot.PhysBody.HasPhysicalBody)
m_physicsScene.PE.SetGravity(LinksetRoot.PhysBody, gravity);
}
public override void ComputeLocalInertia(OMV.Vector3 inertiaFactor)
public override void ComputeAndSetLocalInertia(OMV.Vector3 inertiaFactor, float linksetMass)
{
OMV.Vector3 inertia = m_physicsScene.PE.CalculateLocalInertia(LinksetRoot.PhysShape.physShapeInfo, LinksetRoot.Mass);
OMV.Vector3 inertia = m_physicsScene.PE.CalculateLocalInertia(LinksetRoot.PhysShape.physShapeInfo, linksetMass);
LinksetRoot.Inertia = inertia * inertiaFactor;
m_physicsScene.PE.SetMassProps(LinksetRoot.PhysBody, LinksetRoot.Mass, LinksetRoot.Inertia);
m_physicsScene.PE.SetMassProps(LinksetRoot.PhysBody, linksetMass, LinksetRoot.Inertia);
m_physicsScene.PE.UpdateInertiaTensor(LinksetRoot.PhysBody);
}
public override void SetPhysicalCollisionFlags(CollisionFlags collFlags)
@ -73,6 +73,11 @@ public sealed class BSLinksetCompound : BSLinkset
if (LinksetRoot.PhysBody.HasPhysicalBody)
m_physicsScene.PE.SetCollisionFlags(LinksetRoot.PhysBody, collFlags);
}
public override void AddToPhysicalCollisionFlags(CollisionFlags collFlags)
{
if (LinksetRoot.PhysBody.HasPhysicalBody)
m_physicsScene.PE.AddToCollisionFlags(LinksetRoot.PhysBody, collFlags);
}
public override void RemoveFromPhysicalCollisionFlags(CollisionFlags collFlags)
{
if (LinksetRoot.PhysBody.HasPhysicalBody)

View File

@ -463,7 +463,7 @@ public static class BSParam
// Density is passed around as 100kg/m3. This scales that to 1kg/m3.
// Reduce by power of 100 because Bullet doesn't seem to handle objects with large mass very well
new ParameterDefn<float>("DensityScaleFactor", "Conversion for simulator/viewer density (100kg/m3) to physical density (1kg/m3)",
0.0001f ),
0.01f ),
new ParameterDefn<float>("PID_D", "Derivitive factor for motion smoothing",
2200f ),
@ -474,8 +474,9 @@ public static class BSParam
0.2f,
(s) => { return DefaultFriction; },
(s,v) => { DefaultFriction = v; s.UnmanagedParams[0].defaultFriction = v; } ),
// For historical reasons, the viewer and simulator multiply the density by 100
new ParameterDefn<float>("DefaultDensity", "Density for new objects" ,
10.000006836f, // Aluminum g/cm3
1000.0006836f, // Aluminum g/cm3 * 100
(s) => { return DefaultDensity; },
(s,v) => { DefaultDensity = v; s.UnmanagedParams[0].defaultDensity = v; } ),
new ParameterDefn<float>("DefaultRestitution", "Bouncyness of an object" ,
@ -555,8 +556,9 @@ public static class BSParam
0.95f ),
new ParameterDefn<float>("AvatarAlwaysRunFactor", "Speed multiplier if avatar is set to always run",
1.3f ),
new ParameterDefn<float>("AvatarDensity", "Density of an avatar. Changed on avatar recreation.",
3.5f) ,
// For historical reasons, density is reported * 100
new ParameterDefn<float>("AvatarDensity", "Density of an avatar. Changed on avatar recreation. Scaled times 100.",
3500f) , // 3.5 * 100
new ParameterDefn<float>("AvatarRestitution", "Bouncyness. Changed on avatar recreation.",
0f ),
new ParameterDefn<float>("AvatarCapsuleWidth", "The distance between the sides of the avatar capsule",
@ -608,9 +610,8 @@ public static class BSParam
0.0f ),
new ParameterDefn<float>("VehicleRestitution", "Bouncyness factor for vehicles (0.0 - 1.0)",
0.0f ),
// Turn off fudge with DensityScaleFactor = 0.0001. Value used to be 0.2f;
new ParameterDefn<float>("VehicleGroundGravityFudge", "Factor to multiply gravity if a ground vehicle is probably on the ground (0.0 - 1.0)",
1.0f ),
0.2f ),
new ParameterDefn<float>("VehicleAngularBankingTimescaleFudge", "Factor to multiple angular banking timescale. Tune to increase realism.",
60.0f ),
new ParameterDefn<bool>("VehicleEnableLinearDeflection", "Turn on/off vehicle linear deflection effect",

View File

@ -187,10 +187,23 @@ public abstract class BSPhysObject : PhysicsActor
MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, false);
Friction = matAttrib.friction;
Restitution = matAttrib.restitution;
Density = matAttrib.density / BSParam.DensityScaleFactor;
Density = matAttrib.density;
// DetailLog("{0},{1}.SetMaterial,Mat={2},frict={3},rest={4},den={5}", LocalID, TypeName, Material, Friction, Restitution, Density);
}
public override float Density
{
get
{
return base.Density;
}
set
{
DetailLog("{0},BSPhysObject.Density,set,den={1}", LocalID, value);
base.Density = value;
}
}
// Stop all physical motion.
public abstract void ZeroMotion(bool inTaintTime);
public abstract void ZeroAngularMotion(bool inTaintTime);