BulletSim: repair vehicle problems introduced in previous 'improvements'. Fix line endings in BSParams.

0.7.5-pf-bulletsim
Robert Adams 2012-12-21 15:21:32 -08:00
parent ae4d932e7f
commit 6dbf9c8ed4
4 changed files with 598 additions and 572 deletions

View File

@ -634,28 +634,33 @@ namespace OpenSim.Region.Physics.BulletSPlugin
m_knownHas = 0; m_knownHas = 0;
m_knownChanged = 0; m_knownChanged = 0;
} }
// Push all the changed values back into the physics engine
private void PushKnownChanged() private void PushKnownChanged()
{ {
if (m_knownChanged != 0) if (m_knownChanged != 0)
{ {
if ((m_knownChanged & m_knownChangedPosition) != 0) if ((m_knownChanged & m_knownChangedPosition) != 0)
Prim.ForcePosition = VehiclePosition; Prim.ForcePosition = m_knownPosition;
if ((m_knownChanged & m_knownChangedOrientation) != 0) if ((m_knownChanged & m_knownChangedOrientation) != 0)
Prim.ForceOrientation = VehicleOrientation; Prim.ForceOrientation = m_knownOrientation;
if ((m_knownChanged & m_knownChangedVelocity) != 0) if ((m_knownChanged & m_knownChangedVelocity) != 0)
{ {
Prim.ForceVelocity = VehicleVelocity; Prim.ForceVelocity = m_knownVelocity;
BulletSimAPI.SetInterpolationLinearVelocity2(Prim.PhysBody.ptr, VehicleVelocity); BulletSimAPI.SetInterpolationLinearVelocity2(Prim.PhysBody.ptr, VehicleVelocity);
} }
if ((m_knownChanged & m_knownChangedForce) != 0) if ((m_knownChanged & m_knownChangedForce) != 0)
Prim.AddForce((Vector3)m_knownForce, false, true); Prim.AddForce((Vector3)m_knownForce, false, true);
if ((m_knownChanged & m_knownChangedRotationalVelocity) != 0) if ((m_knownChanged & m_knownChangedRotationalVelocity) != 0)
{ {
Prim.ForceRotationalVelocity = VehicleRotationalVelocity; Prim.ForceRotationalVelocity = m_knownRotationalVelocity;
// Fake out Bullet by making it think the velocity is the same as last time. // Fake out Bullet by making it think the velocity is the same as last time.
BulletSimAPI.SetInterpolationAngularVelocity2(Prim.PhysBody.ptr, VehicleRotationalVelocity); BulletSimAPI.SetInterpolationAngularVelocity2(Prim.PhysBody.ptr, m_knownRotationalVelocity);
} }
if ((m_knownChanged & m_knownChangedRotationalForce) != 0) if ((m_knownChanged & m_knownChangedRotationalForce) != 0)
Prim.AddAngularForce((Vector3)m_knownRotationalForce, false, true); Prim.AddAngularForce((Vector3)m_knownRotationalForce, false, true);
@ -667,7 +672,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
} }
// Since the computation of terrain height can be a little involved, this routine // Since the computation of terrain height can be a little involved, this routine
// is used ot fetch the height only once for each vehicle simulation step. // is used to fetch the height only once for each vehicle simulation step.
private float GetTerrainHeight(Vector3 pos) private float GetTerrainHeight(Vector3 pos)
{ {
if ((m_knownHas & m_knownChangedTerrainHeight) == 0) if ((m_knownHas & m_knownChangedTerrainHeight) == 0)
@ -699,12 +704,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
m_knownPosition = Prim.ForcePosition; m_knownPosition = Prim.ForcePosition;
m_knownHas |= m_knownChangedPosition; m_knownHas |= m_knownChangedPosition;
} }
return (Vector3)m_knownPosition; return m_knownPosition;
} }
set set
{ {
m_knownPosition = value; m_knownPosition = value;
m_knownChanged |= m_knownChangedPosition; m_knownChanged |= m_knownChangedPosition;
m_knownHas |= m_knownChangedPosition;
} }
} }
@ -717,12 +723,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
m_knownOrientation = Prim.ForceOrientation; m_knownOrientation = Prim.ForceOrientation;
m_knownHas |= m_knownChangedOrientation; m_knownHas |= m_knownChangedOrientation;
} }
return (Quaternion)m_knownOrientation; return m_knownOrientation;
} }
set set
{ {
m_knownOrientation = value; m_knownOrientation = value;
m_knownChanged |= m_knownChangedOrientation; m_knownChanged |= m_knownChangedOrientation;
m_knownHas |= m_knownChangedOrientation;
} }
} }
@ -741,13 +748,19 @@ namespace OpenSim.Region.Physics.BulletSPlugin
{ {
m_knownVelocity = value; m_knownVelocity = value;
m_knownChanged |= m_knownChangedVelocity; m_knownChanged |= m_knownChangedVelocity;
m_knownHas |= m_knownChangedVelocity;
} }
} }
private void VehicleAddForce(Vector3 aForce) private void VehicleAddForce(Vector3 aForce)
{ {
if ((m_knownHas & m_knownChangedForce) == 0)
{
m_knownForce = Vector3.Zero;
}
m_knownForce += aForce; m_knownForce += aForce;
m_knownChanged |= m_knownChangedForce; m_knownChanged |= m_knownChangedForce;
m_knownHas |= m_knownChangedForce;
} }
private Vector3 VehicleRotationalVelocity private Vector3 VehicleRotationalVelocity
@ -765,12 +778,18 @@ namespace OpenSim.Region.Physics.BulletSPlugin
{ {
m_knownRotationalVelocity = value; m_knownRotationalVelocity = value;
m_knownChanged |= m_knownChangedRotationalVelocity; m_knownChanged |= m_knownChangedRotationalVelocity;
m_knownHas |= m_knownChangedRotationalVelocity;
} }
} }
private void VehicleAddAngularForce(Vector3 aForce) private void VehicleAddAngularForce(Vector3 aForce)
{ {
if ((m_knownHas & m_knownChangedRotationalForce) == 0)
{
m_knownRotationalForce = Vector3.Zero;
}
m_knownRotationalForce += aForce; m_knownRotationalForce += aForce;
m_knownChanged |= m_knownChangedRotationalForce; m_knownChanged |= m_knownChangedRotationalForce;
m_knownHas |= m_knownChangedRotationalForce;
} }
// Vehicle relative forward velocity // Vehicle relative forward velocity
private Vector3 VehicleForwardVelocity private Vector3 VehicleForwardVelocity
@ -782,7 +801,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
m_knownForwardVelocity = VehicleVelocity * Quaternion.Inverse(Quaternion.Normalize(VehicleOrientation)); m_knownForwardVelocity = VehicleVelocity * Quaternion.Inverse(Quaternion.Normalize(VehicleOrientation));
m_knownHas |= m_knownChangedForwardVelocity; m_knownHas |= m_knownChangedForwardVelocity;
} }
return (Vector3)m_knownForwardVelocity; return m_knownForwardVelocity;
} }
} }
private float VehicleForwardSpeed private float VehicleForwardSpeed

View File

@ -268,12 +268,14 @@ public class BSPIDVMotor : BSVMotor
public Vector3 proportionFactor { get; set; } public Vector3 proportionFactor { get; set; }
public Vector3 integralFactor { get; set; } public Vector3 integralFactor { get; set; }
public Vector3 derivFactor { get; set; } public Vector3 derivFactor { get; set; }
// Arbritrary factor range. // Arbritrary factor range.
// EfficiencyHigh means move quickly to the correct number. EfficiencyLow means might over correct. // EfficiencyHigh means move quickly to the correct number. EfficiencyLow means might over correct.
public float EfficiencyHigh = 0.4f; public float EfficiencyHigh = 0.4f;
public float EfficiencyLow = 4.0f; public float EfficiencyLow = 4.0f;
Vector3 IntegralFactor { get; set; } // Running integration of the error
Vector3 RunningIntegration { get; set; }
public BSPIDVMotor(string useName) public BSPIDVMotor(string useName)
: base(useName) : base(useName)
@ -281,7 +283,7 @@ public class BSPIDVMotor : BSVMotor
proportionFactor = new Vector3(1.00f, 1.00f, 1.00f); proportionFactor = new Vector3(1.00f, 1.00f, 1.00f);
integralFactor = 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); derivFactor = new Vector3(1.00f, 1.00f, 1.00f);
IntegralFactor = Vector3.Zero; RunningIntegration = Vector3.Zero;
LastError = Vector3.Zero; LastError = Vector3.Zero;
} }
@ -312,14 +314,18 @@ public class BSPIDVMotor : BSVMotor
public override Vector3 Step(float timeStep, Vector3 error) public override Vector3 Step(float timeStep, Vector3 error)
{ {
// Add up the error so we can integrate over the accumulated errors // Add up the error so we can integrate over the accumulated errors
IntegralFactor += error * timeStep; RunningIntegration += error * timeStep;
// A simple derivitive is the rate of change from the last error. // A simple derivitive is the rate of change from the last error.
Vector3 derivFactor = (error - LastError) * timeStep; Vector3 derivFactor = (error - LastError) * timeStep;
LastError = error; LastError = error;
// Correction = -(proportionOfPresentError + accumulationOfPastError + rateOfChangeOfError) // Correction = -(proportionOfPresentError + accumulationOfPastError + rateOfChangeOfError)
Vector3 ret = -(error * proportionFactor + IntegralFactor * integralFactor + derivFactor * derivFactor); Vector3 ret = -(
error * proportionFactor
+ RunningIntegration * integralFactor
+ derivFactor * derivFactor
);
return ret; return ret;
} }

File diff suppressed because it is too large Load Diff

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@ -864,7 +864,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
{ {
DetailLog("{0},BSScene.AssertInTaintTime,NOT IN TAINT TIME,Region={1},Where={2}", DetailLogZero, RegionName, whereFrom); DetailLog("{0},BSScene.AssertInTaintTime,NOT IN TAINT TIME,Region={1},Where={2}", DetailLogZero, RegionName, whereFrom);
m_log.ErrorFormat("{0} NOT IN TAINT TIME!! Region={1}, Where={2}", LogHeader, RegionName, whereFrom); m_log.ErrorFormat("{0} NOT IN TAINT TIME!! Region={1}, Where={2}", LogHeader, RegionName, whereFrom);
Util.PrintCallStack(DetailLog); // Prints the stack into the DEBUG log file. Util.PrintCallStack(DetailLog);
} }
return InTaintTime; return InTaintTime;
} }