BulletSim: non-functional updates. Comments and formatting.
Update TODO list.cpu-performance
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c358d5d168
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@ -774,7 +774,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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// Since the computation of terrain height can be a little involved, this routine
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// is used to fetch the height only once for each vehicle simulation step.
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Vector3 lastRememberedHeightPos;
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Vector3 lastRememberedHeightPos = new Vector3(-1, -1, -1);
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private float GetTerrainHeight(Vector3 pos)
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{
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if ((m_knownHas & m_knownChangedTerrainHeight) == 0 || pos != lastRememberedHeightPos)
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@ -788,14 +788,16 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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// Since the computation of water level can be a little involved, this routine
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// is used ot fetch the level only once for each vehicle simulation step.
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Vector3 lastRememberedWaterHeightPos = new Vector3(-1, -1, -1);
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private float GetWaterLevel(Vector3 pos)
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{
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if ((m_knownHas & m_knownChangedWaterLevel) == 0)
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if ((m_knownHas & m_knownChangedWaterLevel) == 0 || pos != lastRememberedWaterHeightPos)
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{
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lastRememberedWaterHeightPos = pos;
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m_knownWaterLevel = ControllingPrim.PhysScene.TerrainManager.GetWaterLevelAtXYZ(pos);
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m_knownHas |= m_knownChangedWaterLevel;
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}
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return (float)m_knownWaterLevel;
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return m_knownWaterLevel;
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}
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private Vector3 VehiclePosition
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@ -991,11 +993,17 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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{
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Vector3 vel = VehicleVelocity;
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if ((m_flags & (VehicleFlag.NO_X)) != 0)
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{
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vel.X = 0;
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}
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if ((m_flags & (VehicleFlag.NO_Y)) != 0)
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{
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vel.Y = 0;
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}
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if ((m_flags & (VehicleFlag.NO_Z)) != 0)
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{
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vel.Z = 0;
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}
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VehicleVelocity = vel;
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}
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@ -188,6 +188,8 @@ public class BSVMotor : BSMotor
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CurrentValue = current;
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return Step(timeStep);
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}
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// Given and error, computer a correction for this step.
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// Simple scaling of the error by the timestep.
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public virtual Vector3 StepError(float timeStep, Vector3 error)
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{
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if (!Enabled) return Vector3.Zero;
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@ -221,7 +223,7 @@ public class BSVMotor : BSMotor
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CurrentValue, TargetValue);
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LastError = BSMotor.InfiniteVector;
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while (maxOutput-- > 0 && !LastError.ApproxEquals(Vector3.Zero, ErrorZeroThreshold))
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while (maxOutput-- > 0 && !ErrorIsZero())
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{
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Vector3 lastStep = Step(timeStep);
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MDetailLog("{0},BSVMotor.Test,{1},cur={2},tgt={3},lastError={4},lastStep={5}",
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@ -375,7 +377,6 @@ public class BSPIDVMotor : BSVMotor
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// The factors are vectors for the three dimensions. This is the proportional of each
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// that is applied. This could be multiplied through the actual factors but it
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// is sometimes easier to manipulate the factors and their mix separately.
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// to
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public Vector3 FactorMix;
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// Arbritrary factor range.
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@ -413,8 +414,8 @@ public class BSPIDVMotor : BSVMotor
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// If efficiency is high (1f), use a factor value that moves the error value to zero with little overshoot.
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// If efficiency is low (0f), use a factor value that overcorrects.
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// TODO: might want to vary contribution of different factor depending on efficiency.
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float factor = ((1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow) / 3f;
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// float factor = (1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow;
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// float factor = ((1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow) / 3f;
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float factor = (1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow;
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proportionFactor = new Vector3(factor, factor, factor);
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integralFactor = new Vector3(factor, factor, factor);
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@ -441,8 +442,8 @@ public class BSPIDVMotor : BSVMotor
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+ derivitive / TimeScale * derivFactor * FactorMix.Z
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;
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MDetailLog("{0}, BSPIDVMotor.step,ts={1},err={2},runnInt={3},deriv={4},ret={5}",
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BSScene.DetailLogZero, timeStep, error, RunningIntegration, derivitive, ret);
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MDetailLog("{0}, BSPIDVMotor.step,ts={1},err={2},lerr={3},runnInt={4},deriv={5},ret={6}",
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BSScene.DetailLogZero, timeStep, error, LastError, RunningIntegration, derivitive, ret);
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return ret;
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}
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@ -1125,7 +1125,9 @@ public class BSPrim : BSPhysObject
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OMV.Vector3 addForce = force;
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PhysScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate()
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{
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// Bullet adds this central force to the total force for this tick
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// Bullet adds this central force to the total force for this tick.
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// Deep down in Bullet:
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// linearVelocity += totalForce / mass * timeStep;
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DetailLog("{0},BSPrim.addForce,taint,force={1}", LocalID, addForce);
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if (PhysBody.HasPhysicalBody)
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{
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@ -1493,6 +1495,8 @@ public class BSPrim : BSPhysObject
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returnMass = Util.Clamp(returnMass, BSParam.MinimumObjectMass, BSParam.MaximumObjectMass);
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// DetailLog("{0},BSPrim.CalculateMass,den={1},vol={2},mass={3}", LocalID, Density, volume, returnMass);
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DetailLog("{0},BSPrim.CalculateMass,den={1},vol={2},mass={3},pathB={4},pathE={5},profB={6},profE={7},siz={8}",
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LocalID, Density, volume, returnMass, pathBegin, pathEnd, profileBegin, profileEnd, _size);
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return returnMass;
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}// end CalculateMass
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@ -3,25 +3,21 @@ CURRENT PROBLEMS TO FIX AND/OR LOOK AT
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Vehicle buoyancy. Computed correctly? Possibly creating very large effective mass.
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Interaction of llSetBuoyancy and vehicle buoyancy. Should be additive?
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Negative buoyancy computed correctly
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Center-of-gravity
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Computation of mesh mass. How done? How should it be done?
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Script changing rotation of child prim while vehicle moving (eg turning wheel) causes
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the wheel to appear to jump back. Looks like sending position from previous update.
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Enable vehicle border crossings (at least as poorly as ODE)
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Terrain skirts
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Avatar created in previous region and not new region when crossing border
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Vehicle recreated in new sim at small Z value (offset from root value?) (DONE)
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User settable terrain mesh
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Allow specifying as convex or concave and use different getHeight functions depending
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Boats, when turning nose down into the water
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Acts like rotation around Z is also effecting rotation around X and Y
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Deleting a linkset while standing on the root will leave the physical shape of the root behind.
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Not sure if it is because standing on it. Done with large prim linksets.
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Linkset child rotations.
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Nebadon spiral tube has middle sections which are rotated wrong.
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Select linked spiral tube. Delink and note where the middle section ends up.
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Refarb compound linkset creation to create a pseudo-root for center-of-mass
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Let children change their shape to physical indendently and just add shapes to compound
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Vehicle angular vertical attraction
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vehicle angular banking
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Center-of-gravity
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Vehicle angular deflection
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Preferred orientation angular correction fix
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Teravus llMoveToTarget script debug
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Mixing of hover, buoyancy/gravity, moveToTarget, into one force
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Setting hover height to zero disables hover even if hover flags are on (from SL wiki)
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@ -33,10 +29,16 @@ Vehicle script tuning/debugging
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Avanti speed script
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Weapon shooter script
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Move material definitions (friction, ...) into simulator.
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osGetPhysicsEngineVerion() and create a version code for the C++ DLL
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One sided meshes? Should terrain be built into a closed shape?
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When meshes get partially wedged into the terrain, they cannot push themselves out.
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It is possible that Bullet processes collisions whether entering or leaving a mesh.
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Ref: http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4869
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Small physical objects do not interact correctly
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Create chain of .5x.5x.1 torui and make all but top physical so to hang.
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The chain will fall apart and pairs will dance around on ground
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Chains of 1x1x.2 will stay connected but will dance.
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Chains above 2x2x.4 are more stable and get stablier as torui get larger.
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VEHICLES TODO LIST:
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=================================================
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@ -45,14 +47,12 @@ LINEAR_MOTOR_DIRECTION values should be clamped to reasonable numbers.
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Same for other velocity settings.
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UBit improvements to remove rubber-banding of avatars sitting on vehicle child prims:
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https://github.com/UbitUmarov/Ubit-opensim
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Vehicles (Move smoothly)
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Some vehicles should not be able to turn if no speed or off ground.
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Cannot edit/move a vehicle being ridden: it jumps back to the origional position.
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Neb car jiggling left and right
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Happens on terrain and any other mesh object. Flat cubes are much smoother.
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This has been reduced but not eliminated.
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Implement referenceFrame for all the motion routines.
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For limitMotorUp, use raycast down to find if vehicle is in the air.
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Verify llGetVel() is returning a smooth and good value for vehicle movement.
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llGetVel() should return the root's velocity if requested in a child prim.
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Implement function efficiency for lineaar and angular motion.
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@ -93,29 +93,15 @@ Revisit CollisionMargin. Builders notice the 0.04 spacing between prims.
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Duplicating a physical prim causes old prim to jump away
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Dup a phys prim and the original become unselected and thus interacts w/ selected prim.
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Scenes with hundred of thousands of static objects take a lot of physics CPU time.
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BSPrim.Force should set a continious force on the prim. The force should be
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applied each tick. Some limits?
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Gun sending shooter flying.
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Collision margin (gap between physical objects lying on each other)
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Boundry checking (crashes related to crossing boundry)
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Add check for border edge position for avatars and objects.
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Verify the events are created for border crossings.
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Avatar rotation (check out changes to ScenePresence for physical rotation)
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Avatar running (what does phys engine need to do?)
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Small physical objects do not interact correctly
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Create chain of .5x.5x.1 torui and make all but top physical so to hang.
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The chain will fall apart and pairs will dance around on ground
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Chains of 1x1x.2 will stay connected but will dance.
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Chains above 2x2x.4 are more stable and get stablier as torui get larger.
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Add PID motor for avatar movement (slow to stop, ...)
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setForce should set a constant force. Different than AddImpulse.
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Implement raycast.
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Implement ShapeCollection.Dispose()
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Implement water as a plain so raycasting and collisions can happen with same.
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Implement water as a plain or mesh so raycasting and collisions can happen with same.
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Add collision penetration return
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Add field passed back by BulletSim.dll and fill with info in ManifoldConstact.GetDistance()
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Add osGetPhysicsEngineName() so scripters can tell whether BulletSim or ODE
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Also osGetPhysicsEngineVerion() maybe.
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Linkset.Position and Linkset.Orientation requre rewrite to properly return
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child position. LinksetConstraint acts like it's at taint time!!
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Implement LockAngularMotion -- implements llSetStatus(ROTATE_AXIS_*, T/F)
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@ -127,9 +113,6 @@ Selecting and deselecting physical objects causes CPU processing time to jump
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Re-implement buoyancy as a separate force on the object rather than diddling gravity.
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Register a pre-step event to add the force.
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More efficient memory usage when passing hull information from BSPrim to BulletSim
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Avatar movement motor check for zero or small movement. Somehow suppress small movements
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when avatar has stopped and is just standing. Simple test for near zero has
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the problem of preventing starting up (increase from zero) especially when falling.
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Physical and phantom will drop through the terrain
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@ -172,7 +155,6 @@ Do we need to do convex hulls all the time? Can complex meshes be left meshes?
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There is some problem with meshes and collisions
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Hulls are not as detailed as meshes. Hulled vehicles insides are different shape.
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Debounce avatar contact so legs don't keep folding up when standing.
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Implement LSL physics controls. Like STATUS_ROTATE_X.
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Add border extensions to terrain to help region crossings and objects leaving region.
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Use a different capsule shape for avatar when sitting
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LL uses a pyrimidal shape scaled by the avatar's bounding box
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@ -205,8 +187,6 @@ Keep avatar scaling correct. http://pennycow.blogspot.fr/2011/07/matter-of-scale
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INTERNAL IMPROVEMENT/CLEANUP
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=================================================
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Can the 'inTaintTime' flag be cleaned up and used? For instance, a call to
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BSScene.TaintedObject() could immediately execute the callback if already in taint time.
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Create the physical wrapper classes (BulletBody, BulletShape) by methods on
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BSAPITemplate and make their actual implementation Bullet engine specific.
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For the short term, just call the existing functions in ShapeCollection.
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@ -365,4 +345,35 @@ After getting off a vehicle, the root prim is phantom (can be walked through)
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Explore btGImpactMeshShape as alternative to convex hulls for simplified physical objects.
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Regular triangle meshes don't do physical collisions.
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(DONE: discovered GImpact is VERY CPU intensive)
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Script changing rotation of child prim while vehicle moving (eg turning wheel) causes
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the wheel to appear to jump back. Looks like sending position from previous update.
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(DONE: redo of compound linksets fixed problem)
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Refarb compound linkset creation to create a pseudo-root for center-of-mass
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Let children change their shape to physical indendently and just add shapes to compound
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(DONE: redo of compound linkset fixed problem)
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Vehicle angular vertical attraction (DONE: vegaslon code)
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vehicle angular banking (DONE: vegaslon code)
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Vehicle angular deflection (DONE: vegaslon code)
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Preferred orientation angular correction fix
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Vehicles (Move smoothly)
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For limitMotorUp, use raycast down to find if vehicle is in the air.
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(WILL NOT BE DONE: gravity does the job well enough)
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BSPrim.Force should set a continious force on the prim. The force should be
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applied each tick. Some limits?
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(DONE: added physical actors. Implemented SetForce, SetTorque, ...)
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Implement LSL physics controls. Like STATUS_ROTATE_X. (DONE)
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Add osGetPhysicsEngineName() so scripters can tell whether BulletSim or ODE
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Avatar rotation (check out changes to ScenePresence for physical rotation) (DONE)
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Avatar running (what does phys engine need to do?) (DONE: multiplies run factor by walking force)
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setForce should set a constant force. Different than AddImpulse. (DONE)
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Add PID motor for avatar movement (slow to stop, ...) (WNBD: current works ok)
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Avatar movement motor check for zero or small movement. Somehow suppress small movements
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when avatar has stopped and is just standing. Simple test for near zero has
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the problem of preventing starting up (increase from zero) especially when falling.
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(DONE: avatar movement actor knows if standing on stationary object and zeros motion)
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Can the 'inTaintTime' flag be cleaned up and used? For instance, a call to
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BSScene.TaintedObject() could immediately execute the callback if already in taint time.
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(DONE)
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