BulletSim: convert BSDynamic to a BSActor and change BSPrim to set

up the vehicle actor.
user_profiles
Robert Adams 2013-03-31 17:36:15 -07:00
parent 2c581cae2a
commit 747ece59d2
5 changed files with 149 additions and 112 deletions

View File

@ -40,13 +40,14 @@ using OpenSim.Region.Physics.Manager;
namespace OpenSim.Region.Physics.BulletSPlugin
{
public sealed class BSDynamics
public sealed class BSDynamics : BSActor
{
private static string LogHeader = "[BULLETSIM VEHICLE]";
private BSScene PhysicsScene { get; set; }
// the prim this dynamic controller belongs to
private BSPrim Prim { get; set; }
private BSPrim ControllingPrim { get; set; }
private bool m_haveRegisteredForSceneEvents;
// mass of the vehicle fetched each time we're calles
private float m_vehicleMass;
@ -129,11 +130,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin
public bool enableAngularDeflection;
public bool enableAngularBanking;
public BSDynamics(BSScene myScene, BSPrim myPrim)
public BSDynamics(BSScene myScene, BSPrim myPrim, string actorName)
: base(myScene, myPrim, actorName)
{
PhysicsScene = myScene;
Prim = myPrim;
ControllingPrim = myPrim;
Type = Vehicle.TYPE_NONE;
m_haveRegisteredForSceneEvents = false;
SetupVehicleDebugging();
}
@ -155,7 +157,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// Return 'true' if this vehicle is doing vehicle things
public bool IsActive
{
get { return (Type != Vehicle.TYPE_NONE && Prim.IsPhysicallyActive); }
get { return (Type != Vehicle.TYPE_NONE && ControllingPrim.IsPhysicallyActive); }
}
// Return 'true' if this a vehicle that should be sitting on the ground
@ -167,7 +169,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
#region Vehicle parameter setting
public void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
{
VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue);
VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", ControllingPrim.LocalID, pParam, pValue);
switch (pParam)
{
case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
@ -195,7 +197,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
break;
case Vehicle.BUOYANCY:
m_VehicleBuoyancy = ClampInRange(-1f, pValue, 1f);
m_VehicleGravity = Prim.ComputeGravity(m_VehicleBuoyancy);
m_VehicleGravity = ControllingPrim.ComputeGravity(m_VehicleBuoyancy);
break;
case Vehicle.HOVER_EFFICIENCY:
m_VhoverEfficiency = ClampInRange(0f, pValue, 1f);
@ -258,7 +260,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
{
VDetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue);
VDetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", ControllingPrim.LocalID, pParam, pValue);
switch (pParam)
{
case Vehicle.ANGULAR_FRICTION_TIMESCALE:
@ -294,7 +296,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
{
VDetailLog("{0},ProcessRotationalVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue);
VDetailLog("{0},ProcessRotationalVehicleParam,param={1},val={2}", ControllingPrim.LocalID, pParam, pValue);
switch (pParam)
{
case Vehicle.REFERENCE_FRAME:
@ -308,7 +310,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
internal void ProcessVehicleFlags(int pParam, bool remove)
{
VDetailLog("{0},ProcessVehicleFlags,param={1},remove={2}", Prim.LocalID, pParam, remove);
VDetailLog("{0},ProcessVehicleFlags,param={1},remove={2}", ControllingPrim.LocalID, pParam, remove);
VehicleFlag parm = (VehicleFlag)pParam;
if (pParam == -1)
m_flags = (VehicleFlag)0;
@ -323,7 +325,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
public void ProcessTypeChange(Vehicle pType)
{
VDetailLog("{0},ProcessTypeChange,type={1}", Prim.LocalID, pType);
VDetailLog("{0},ProcessTypeChange,type={1}", ControllingPrim.LocalID, pType);
// Set Defaults For Type
Type = pType;
switch (pType)
@ -578,13 +580,23 @@ namespace OpenSim.Region.Physics.BulletSPlugin
m_verticalAttractionMotor.FrictionTimescale = new Vector3(BSMotor.Infinite, BSMotor.Infinite, 0.1f);
m_verticalAttractionMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging)
*/
if (this.Type == Vehicle.TYPE_NONE)
{
UnregisterForSceneEvents();
}
else
{
RegisterForSceneEvents();
}
}
#endregion // Vehicle parameter setting
public void Refresh()
// BSActor.Refresh()
public override void Refresh()
{
// If asking for a refresh, reset the physical parameters before the next simulation step.
PhysicsScene.PostTaintObject("BSDynamics.Refresh", Prim.LocalID, delegate()
PhysicsScene.PostTaintObject("BSDynamics.Refresh", ControllingPrim.LocalID, delegate()
{
SetPhysicalParameters();
});
@ -597,49 +609,90 @@ namespace OpenSim.Region.Physics.BulletSPlugin
if (IsActive)
{
// Remember the mass so we don't have to fetch it every step
m_vehicleMass = Prim.TotalMass;
m_vehicleMass = ControllingPrim.TotalMass;
// Friction affects are handled by this vehicle code
PhysicsScene.PE.SetFriction(Prim.PhysBody, BSParam.VehicleFriction);
PhysicsScene.PE.SetRestitution(Prim.PhysBody, BSParam.VehicleRestitution);
PhysicsScene.PE.SetFriction(ControllingPrim.PhysBody, BSParam.VehicleFriction);
PhysicsScene.PE.SetRestitution(ControllingPrim.PhysBody, BSParam.VehicleRestitution);
// Moderate angular movement introduced by Bullet.
// TODO: possibly set AngularFactor and LinearFactor for the type of vehicle.
// Maybe compute linear and angular factor and damping from params.
PhysicsScene.PE.SetAngularDamping(Prim.PhysBody, BSParam.VehicleAngularDamping);
PhysicsScene.PE.SetLinearFactor(Prim.PhysBody, BSParam.VehicleLinearFactor);
PhysicsScene.PE.SetAngularFactorV(Prim.PhysBody, BSParam.VehicleAngularFactor);
PhysicsScene.PE.SetAngularDamping(ControllingPrim.PhysBody, BSParam.VehicleAngularDamping);
PhysicsScene.PE.SetLinearFactor(ControllingPrim.PhysBody, BSParam.VehicleLinearFactor);
PhysicsScene.PE.SetAngularFactorV(ControllingPrim.PhysBody, BSParam.VehicleAngularFactor);
// Vehicles report collision events so we know when it's on the ground
PhysicsScene.PE.AddToCollisionFlags(Prim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS);
PhysicsScene.PE.AddToCollisionFlags(ControllingPrim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS);
Prim.Inertia = PhysicsScene.PE.CalculateLocalInertia(Prim.PhysShape, m_vehicleMass);
PhysicsScene.PE.SetMassProps(Prim.PhysBody, m_vehicleMass, Prim.Inertia);
PhysicsScene.PE.UpdateInertiaTensor(Prim.PhysBody);
ControllingPrim.Inertia = PhysicsScene.PE.CalculateLocalInertia(ControllingPrim.PhysShape, m_vehicleMass);
PhysicsScene.PE.SetMassProps(ControllingPrim.PhysBody, m_vehicleMass, ControllingPrim.Inertia);
PhysicsScene.PE.UpdateInertiaTensor(ControllingPrim.PhysBody);
// Set the gravity for the vehicle depending on the buoyancy
// TODO: what should be done if prim and vehicle buoyancy differ?
m_VehicleGravity = Prim.ComputeGravity(m_VehicleBuoyancy);
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.
PhysicsScene.PE.SetGravity(Prim.PhysBody, Vector3.Zero);
PhysicsScene.PE.SetGravity(ControllingPrim.PhysBody, Vector3.Zero);
VDetailLog("{0},BSDynamics.SetPhysicalParameters,mass={1},inert={2},vehGrav={3},aDamp={4},frict={5},rest={6},lFact={7},aFact={8}",
Prim.LocalID, m_vehicleMass, Prim.Inertia, m_VehicleGravity,
ControllingPrim.LocalID, m_vehicleMass, ControllingPrim.Inertia, m_VehicleGravity,
BSParam.VehicleAngularDamping, BSParam.VehicleFriction, BSParam.VehicleRestitution,
BSParam.VehicleLinearFactor, BSParam.VehicleAngularFactor
);
}
else
{
if (Prim.PhysBody.HasPhysicalBody)
PhysicsScene.PE.RemoveFromCollisionFlags(Prim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS);
if (ControllingPrim.PhysBody.HasPhysicalBody)
PhysicsScene.PE.RemoveFromCollisionFlags(ControllingPrim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS);
}
}
public bool RemoveBodyDependencies(BSPhysObject prim)
// BSActor.RemoveBodyDependencies
public override void RemoveBodyDependencies()
{
Refresh();
return IsActive;
}
// BSActor.Release()
public override void Dispose()
{
UnregisterForSceneEvents();
Type = Vehicle.TYPE_NONE;
Enabled = false;
return;
}
private void RegisterForSceneEvents()
{
if (!m_haveRegisteredForSceneEvents)
{
PhysicsScene.BeforeStep += this.Step;
PhysicsScene.AfterStep += this.PostStep;
ControllingPrim.OnPreUpdateProperty += this.PreUpdateProperty;
m_haveRegisteredForSceneEvents = true;
}
}
private void UnregisterForSceneEvents()
{
if (m_haveRegisteredForSceneEvents)
{
PhysicsScene.BeforeStep -= this.Step;
PhysicsScene.AfterStep -= this.PostStep;
ControllingPrim.OnPreUpdateProperty -= this.PreUpdateProperty;
m_haveRegisteredForSceneEvents = false;
}
}
private void PreUpdateProperty(ref EntityProperties entprop)
{
// A temporary kludge to suppress the rotational effects introduced on vehicles by Bullet
// TODO: handle physics introduced by Bullet with computed vehicle physics.
if (IsActive)
{
entprop.RotationalVelocity = Vector3.Zero;
}
}
#region Known vehicle value functions
@ -686,14 +739,14 @@ namespace OpenSim.Region.Physics.BulletSPlugin
if (m_knownChanged != 0)
{
if ((m_knownChanged & m_knownChangedPosition) != 0)
Prim.ForcePosition = m_knownPosition;
ControllingPrim.ForcePosition = m_knownPosition;
if ((m_knownChanged & m_knownChangedOrientation) != 0)
Prim.ForceOrientation = m_knownOrientation;
ControllingPrim.ForceOrientation = m_knownOrientation;
if ((m_knownChanged & m_knownChangedVelocity) != 0)
{
Prim.ForceVelocity = m_knownVelocity;
ControllingPrim.ForceVelocity = m_knownVelocity;
// Fake out Bullet by making it think the velocity is the same as last time.
// Bullet does a bunch of smoothing for changing parameters.
// Since the vehicle is demanding this setting, we override Bullet's smoothing
@ -702,28 +755,28 @@ namespace OpenSim.Region.Physics.BulletSPlugin
}
if ((m_knownChanged & m_knownChangedForce) != 0)
Prim.AddForce((Vector3)m_knownForce, false /*pushForce*/, true /*inTaintTime*/);
ControllingPrim.AddForce((Vector3)m_knownForce, false /*pushForce*/, true /*inTaintTime*/);
if ((m_knownChanged & m_knownChangedForceImpulse) != 0)
Prim.AddForceImpulse((Vector3)m_knownForceImpulse, false /*pushforce*/, true /*inTaintTime*/);
ControllingPrim.AddForceImpulse((Vector3)m_knownForceImpulse, false /*pushforce*/, true /*inTaintTime*/);
if ((m_knownChanged & m_knownChangedRotationalVelocity) != 0)
{
Prim.ForceRotationalVelocity = m_knownRotationalVelocity;
ControllingPrim.ForceRotationalVelocity = m_knownRotationalVelocity;
// PhysicsScene.PE.SetInterpolationAngularVelocity(Prim.PhysBody, m_knownRotationalVelocity);
}
if ((m_knownChanged & m_knownChangedRotationalImpulse) != 0)
Prim.ApplyTorqueImpulse((Vector3)m_knownRotationalImpulse, true /*inTaintTime*/);
ControllingPrim.ApplyTorqueImpulse((Vector3)m_knownRotationalImpulse, true /*inTaintTime*/);
if ((m_knownChanged & m_knownChangedRotationalForce) != 0)
{
Prim.AddAngularForce((Vector3)m_knownRotationalForce, false /*pushForce*/, true /*inTaintTime*/);
ControllingPrim.AddAngularForce((Vector3)m_knownRotationalForce, false /*pushForce*/, true /*inTaintTime*/);
}
// If we set one of the values (ie, the physics engine didn't do it) we must force
// an UpdateProperties event to send the changes up to the simulator.
PhysicsScene.PE.PushUpdate(Prim.PhysBody);
PhysicsScene.PE.PushUpdate(ControllingPrim.PhysBody);
}
m_knownChanged = 0;
}
@ -736,7 +789,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
if ((m_knownHas & m_knownChangedTerrainHeight) == 0 || pos != lastRememberedHeightPos)
{
lastRememberedHeightPos = pos;
m_knownTerrainHeight = Prim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos);
m_knownTerrainHeight = ControllingPrim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos);
m_knownHas |= m_knownChangedTerrainHeight;
}
return m_knownTerrainHeight;
@ -748,7 +801,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
{
if ((m_knownHas & m_knownChangedWaterLevel) == 0)
{
m_knownWaterLevel = Prim.PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(pos);
m_knownWaterLevel = ControllingPrim.PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(pos);
m_knownHas |= m_knownChangedWaterLevel;
}
return (float)m_knownWaterLevel;
@ -760,7 +813,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
{
if ((m_knownHas & m_knownChangedPosition) == 0)
{
m_knownPosition = Prim.ForcePosition;
m_knownPosition = ControllingPrim.ForcePosition;
m_knownHas |= m_knownChangedPosition;
}
return m_knownPosition;
@ -779,7 +832,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
{
if ((m_knownHas & m_knownChangedOrientation) == 0)
{
m_knownOrientation = Prim.ForceOrientation;
m_knownOrientation = ControllingPrim.ForceOrientation;
m_knownHas |= m_knownChangedOrientation;
}
return m_knownOrientation;
@ -798,7 +851,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
{
if ((m_knownHas & m_knownChangedVelocity) == 0)
{
m_knownVelocity = Prim.ForceVelocity;
m_knownVelocity = ControllingPrim.ForceVelocity;
m_knownHas |= m_knownChangedVelocity;
}
return m_knownVelocity;
@ -839,7 +892,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
{
if ((m_knownHas & m_knownChangedRotationalVelocity) == 0)
{
m_knownRotationalVelocity = Prim.ForceRotationalVelocity;
m_knownRotationalVelocity = ControllingPrim.ForceRotationalVelocity;
m_knownHas |= m_knownChangedRotationalVelocity;
}
return (Vector3)m_knownRotationalVelocity;
@ -915,10 +968,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin
PushKnownChanged();
if (PhysicsScene.VehiclePhysicalLoggingEnabled)
PhysicsScene.PE.DumpRigidBody(PhysicsScene.World, Prim.PhysBody);
PhysicsScene.PE.DumpRigidBody(PhysicsScene.World, ControllingPrim.PhysBody);
VDetailLog("{0},BSDynamics.Step,done,pos={1}, force={2},velocity={3},angvel={4}",
Prim.LocalID, VehiclePosition, m_knownForce, VehicleVelocity, VehicleRotationalVelocity);
ControllingPrim.LocalID, VehiclePosition, m_knownForce, VehicleVelocity, VehicleRotationalVelocity);
}
// Called after the simulation step
@ -927,7 +980,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
if (!IsActive) return;
if (PhysicsScene.VehiclePhysicalLoggingEnabled)
PhysicsScene.PE.DumpRigidBody(PhysicsScene.World, Prim.PhysBody);
PhysicsScene.PE.DumpRigidBody(PhysicsScene.World, ControllingPrim.PhysBody);
}
// Apply the effect of the linear motor and other linear motions (like hover and float).
@ -967,12 +1020,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin
VehicleVelocity /= VehicleVelocity.Length();
VehicleVelocity *= BSParam.VehicleMaxLinearVelocity;
VDetailLog("{0}, MoveLinear,clampMax,origVelW={1},lenSq={2},maxVelSq={3},,newVelW={4}",
Prim.LocalID, origVelW, newVelocityLengthSq, BSParam.VehicleMaxLinearVelocitySquared, VehicleVelocity);
ControllingPrim.LocalID, origVelW, newVelocityLengthSq, BSParam.VehicleMaxLinearVelocitySquared, VehicleVelocity);
}
else if (newVelocityLengthSq < 0.001f)
VehicleVelocity = Vector3.Zero;
VDetailLog("{0}, MoveLinear,done,isColl={1},newVel={2}", Prim.LocalID, Prim.IsColliding, VehicleVelocity );
VDetailLog("{0}, MoveLinear,done,isColl={1},newVel={2}", ControllingPrim.LocalID, ControllingPrim.IsColliding, VehicleVelocity );
} // end MoveLinear()
@ -997,7 +1050,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
VehicleVelocity += linearMotorVelocityW;
VDetailLog("{0}, MoveLinear,velocity,origVelW={1},velV={2},correctV={3},correctW={4},newVelW={5}",
Prim.LocalID, origVelW, currentVelV, linearMotorCorrectionV, linearMotorVelocityW, VehicleVelocity);
ControllingPrim.LocalID, origVelW, currentVelV, linearMotorCorrectionV, linearMotorVelocityW, VehicleVelocity);
}
public void ComputeLinearTerrainHeightCorrection(float pTimestep)
@ -1011,7 +1064,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
newPosition.Z = GetTerrainHeight(VehiclePosition) + 1f;
VehiclePosition = newPosition;
VDetailLog("{0}, MoveLinear,terrainHeight,terrainHeight={1},pos={2}",
Prim.LocalID, GetTerrainHeight(VehiclePosition), VehiclePosition);
ControllingPrim.LocalID, GetTerrainHeight(VehiclePosition), VehiclePosition);
}
}
@ -1050,7 +1103,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
pos.Z = m_VhoverTargetHeight;
VehiclePosition = pos;
VDetailLog("{0}, MoveLinear,hover,pos={1},lockHoverHeight", Prim.LocalID, pos);
VDetailLog("{0}, MoveLinear,hover,pos={1},lockHoverHeight", ControllingPrim.LocalID, pos);
}
}
else
@ -1079,7 +1132,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
*/
VDetailLog("{0}, MoveLinear,hover,pos={1},eff={2},hoverTS={3},height={4},target={5},err={6},corr={7}",
Prim.LocalID, VehiclePosition, m_VhoverEfficiency,
ControllingPrim.LocalID, VehiclePosition, m_VhoverEfficiency,
m_VhoverTimescale, m_VhoverHeight, m_VhoverTargetHeight,
verticalError, verticalCorrection);
}
@ -1124,7 +1177,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
{
VehiclePosition = pos;
VDetailLog("{0}, MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}",
Prim.LocalID, m_BlockingEndPoint, posChange, pos);
ControllingPrim.LocalID, m_BlockingEndPoint, posChange, pos);
}
}
return changed;
@ -1164,7 +1217,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// Another approach is to measure if we're going up. If going up and not colliding,
// the vehicle is in the air. Fix that by pushing down.
if (!Prim.IsColliding && VehicleVelocity.Z > 0.1)
if (!ControllingPrim.IsColliding && VehicleVelocity.Z > 0.1)
{
// Get rid of any of the velocity vector that is pushing us up.
float upVelocity = VehicleVelocity.Z;
@ -1186,7 +1239,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
}
*/
VDetailLog("{0}, MoveLinear,limitMotorUp,collide={1},upVel={2},newVel={3}",
Prim.LocalID, Prim.IsColliding, upVelocity, VehicleVelocity);
ControllingPrim.LocalID, ControllingPrim.IsColliding, upVelocity, VehicleVelocity);
}
}
}
@ -1196,14 +1249,14 @@ namespace OpenSim.Region.Physics.BulletSPlugin
Vector3 appliedGravity = m_VehicleGravity * m_vehicleMass;
// Hack to reduce downward force if the vehicle is probably sitting on the ground
if (Prim.IsColliding && IsGroundVehicle)
if (ControllingPrim.IsColliding && IsGroundVehicle)
appliedGravity *= BSParam.VehicleGroundGravityFudge;
VehicleAddForce(appliedGravity);
VDetailLog("{0}, MoveLinear,applyGravity,vehGrav={1},collid={2},fudge={3},mass={4},appliedForce={3}",
Prim.LocalID, m_VehicleGravity,
Prim.IsColliding, BSParam.VehicleGroundGravityFudge, m_vehicleMass, appliedGravity);
ControllingPrim.LocalID, m_VehicleGravity,
ControllingPrim.IsColliding, BSParam.VehicleGroundGravityFudge, m_vehicleMass, appliedGravity);
}
// =======================================================================
@ -1227,11 +1280,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin
{
// The vehicle is not adding anything angular wise.
VehicleRotationalVelocity = Vector3.Zero;
VDetailLog("{0}, MoveAngular,done,zero", Prim.LocalID);
VDetailLog("{0}, MoveAngular,done,zero", ControllingPrim.LocalID);
}
else
{
VDetailLog("{0}, MoveAngular,done,nonZero,angVel={1}", Prim.LocalID, VehicleRotationalVelocity);
VDetailLog("{0}, MoveAngular,done,nonZero,angVel={1}", ControllingPrim.LocalID, VehicleRotationalVelocity);
}
// ==================================================================
@ -1262,7 +1315,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
torqueFromOffset.Z = 0;
VehicleAddAngularForce(torqueFromOffset * m_vehicleMass);
VDetailLog("{0}, BSDynamic.MoveAngular,motorOffset,applyTorqueImpulse={1}", Prim.LocalID, torqueFromOffset);
VDetailLog("{0}, BSDynamic.MoveAngular,motorOffset,applyTorqueImpulse={1}", ControllingPrim.LocalID, torqueFromOffset);
}
}
@ -1288,7 +1341,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// }
VehicleRotationalVelocity += angularMotorContributionV * VehicleOrientation;
VDetailLog("{0}, MoveAngular,angularTurning,angularMotorContrib={1}", Prim.LocalID, angularMotorContributionV);
VDetailLog("{0}, MoveAngular,angularTurning,angularMotorContrib={1}", ControllingPrim.LocalID, angularMotorContributionV);
}
// From http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial:
@ -1334,7 +1387,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
VehicleRotationalVelocity += vertContributionV;
VDetailLog("{0}, MoveAngular,verticalAttraction,diffAxis={1},diffAng={2},corrRot={3},contrib={4}",
Prim.LocalID,
ControllingPrim.LocalID,
differenceAxis,
differenceAngle,
correctionRotation,
@ -1433,9 +1486,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin
VehicleRotationalVelocity += deflectContributionV * VehicleOrientation;
VDetailLog("{0}, MoveAngular,Deflection,movingDir={1},pointingDir={2},deflectError={3},ret={4}",
Prim.LocalID, movingDirection, pointingDirection, deflectionError, deflectContributionV);
ControllingPrim.LocalID, movingDirection, pointingDirection, deflectionError, deflectContributionV);
VDetailLog("{0}, MoveAngular,Deflection,fwdSpd={1},defEff={2},defTS={3}",
Prim.LocalID, VehicleForwardSpeed, m_angularDeflectionEfficiency, m_angularDeflectionTimescale);
ControllingPrim.LocalID, VehicleForwardSpeed, m_angularDeflectionEfficiency, m_angularDeflectionTimescale);
}
}
@ -1501,7 +1554,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
VDetailLog("{0}, MoveAngular,Banking,rollComp={1},speed={2},rollComp={3},yAng={4},mYAng={5},ret={6}",
Prim.LocalID, rollComponents, VehicleForwardSpeed, rollComponents, yawAngle, mixedYawAngle, bankingContributionV);
ControllingPrim.LocalID, rollComponents, VehicleForwardSpeed, rollComponents, yawAngle, mixedYawAngle, bankingContributionV);
}
}
@ -1540,7 +1593,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
if (rotq != m_rot)
{
VehicleOrientation = m_rot;
VDetailLog("{0}, LimitRotation,done,orig={1},new={2}", Prim.LocalID, rotq, m_rot);
VDetailLog("{0}, LimitRotation,done,orig={1},new={2}", ControllingPrim.LocalID, rotq, m_rot);
}
}
@ -1554,8 +1607,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// Invoke the detailed logger and output something if it's enabled.
private void VDetailLog(string msg, params Object[] args)
{
if (Prim.PhysicsScene.VehicleLoggingEnabled)
Prim.PhysicsScene.DetailLog(msg, args);
if (ControllingPrim.PhysicsScene.VehicleLoggingEnabled)
ControllingPrim.PhysicsScene.DetailLog(msg, args);
}
}
}

View File

@ -187,7 +187,7 @@ public abstract class BSPhysObject : PhysicsActor
Friction = matAttrib.friction;
Restitution = matAttrib.restitution;
Density = matAttrib.density / BSParam.DensityScaleFactor;
DetailLog("{0},{1}.SetMaterial,Mat={2},frict={3},rest={4},den={5}", LocalID, TypeName, Material, Friction, Restitution, Density);
// DetailLog("{0},{1}.SetMaterial,Mat={2},frict={3},rest={4},den={5}", LocalID, TypeName, Material, Friction, Restitution, Density);
}
// Stop all physical motion.

View File

@ -72,7 +72,8 @@ public class BSPrim : BSPhysObject
private int CrossingFailures { get; set; }
public BSDynamics VehicleController { get; private set; }
public BSDynamics VehicleActor;
public string VehicleActorName = "BasicVehicle";
private BSVMotor _targetMotor;
private OMV.Vector3 _PIDTarget;
@ -100,11 +101,12 @@ public class BSPrim : BSPhysObject
_isPhysical = pisPhysical;
_isVolumeDetect = false;
VehicleController = new BSDynamics(PhysicsScene, this); // add vehicleness
VehicleActor = new BSDynamics(PhysicsScene, this, VehicleActorName);
PhysicalActors.Add(VehicleActorName, VehicleActor);
_mass = CalculateMass();
DetailLog("{0},BSPrim.constructor,call", LocalID);
// DetailLog("{0},BSPrim.constructor,call", LocalID);
// do the actual object creation at taint time
PhysicsScene.TaintedObject("BSPrim.create", delegate()
{
@ -272,6 +274,7 @@ public class BSPrim : BSPhysObject
{
PhysicsScene.TaintedObject("BSPrim.LockAngularMotion", delegate()
{
DetailLog("{0},BSPrim.LockAngularMotion,taint,registeringLockAxisActor", LocalID);
// If there is not already an axis locker, make one
if (!PhysicalActors.HasActor(LockedAxisActorName))
{
@ -537,7 +540,7 @@ public class BSPrim : BSPhysObject
public override int VehicleType {
get {
return (int)VehicleController.Type; // if we are a vehicle, return that type
return (int)VehicleActor.Type; // if we are a vehicle, return that type
}
set {
Vehicle type = (Vehicle)value;
@ -546,20 +549,8 @@ public class BSPrim : BSPhysObject
{
// Done at taint time so we're sure the physics engine is not using the variables
// Vehicle code changes the parameters for this vehicle type.
VehicleController.ProcessTypeChange(type);
VehicleActor.ProcessTypeChange(type);
ActivateIfPhysical(false);
// If an active vehicle, register the vehicle code to be called before each step
if (VehicleController.Type == Vehicle.TYPE_NONE)
{
UnRegisterPreStepAction("BSPrim.Vehicle", LocalID);
UnRegisterPostStepAction("BSPrim.Vehicle", LocalID);
}
else
{
RegisterPreStepAction("BSPrim.Vehicle", LocalID, VehicleController.Step);
RegisterPostStepAction("BSPrim.Vehicle", LocalID, VehicleController.PostStep);
}
});
}
}
@ -567,7 +558,7 @@ public class BSPrim : BSPhysObject
{
PhysicsScene.TaintedObject("BSPrim.VehicleFloatParam", delegate()
{
VehicleController.ProcessFloatVehicleParam((Vehicle)param, value);
VehicleActor.ProcessFloatVehicleParam((Vehicle)param, value);
ActivateIfPhysical(false);
});
}
@ -575,7 +566,7 @@ public class BSPrim : BSPhysObject
{
PhysicsScene.TaintedObject("BSPrim.VehicleVectorParam", delegate()
{
VehicleController.ProcessVectorVehicleParam((Vehicle)param, value);
VehicleActor.ProcessVectorVehicleParam((Vehicle)param, value);
ActivateIfPhysical(false);
});
}
@ -583,7 +574,7 @@ public class BSPrim : BSPhysObject
{
PhysicsScene.TaintedObject("BSPrim.VehicleRotationParam", delegate()
{
VehicleController.ProcessRotationVehicleParam((Vehicle)param, rotation);
VehicleActor.ProcessRotationVehicleParam((Vehicle)param, rotation);
ActivateIfPhysical(false);
});
}
@ -591,7 +582,7 @@ public class BSPrim : BSPhysObject
{
PhysicsScene.TaintedObject("BSPrim.VehicleFlags", delegate()
{
VehicleController.ProcessVehicleFlags(param, remove);
VehicleActor.ProcessVehicleFlags(param, remove);
});
}
@ -848,7 +839,7 @@ public class BSPrim : BSPhysObject
MakeDynamic(IsStatic);
// Update vehicle specific parameters (after MakeDynamic() so can change physical parameters)
VehicleController.Refresh();
VehicleActor.Refresh();
PhysicalActors.Refresh();
// Arrange for collision events if the simulator wants them
@ -1655,9 +1646,9 @@ public class BSPrim : BSPhysObject
volume *= (profileEnd - profileBegin);
returnMass = Density * BSParam.DensityScaleFactor * volume;
DetailLog("{0},BSPrim.CalculateMass,den={1},vol={2},mass={3}", LocalID, Density, volume, returnMass);
returnMass = Util.Clamp(returnMass, BSParam.MinimumObjectMass, BSParam.MaximumObjectMass);
// DetailLog("{0},BSPrim.CalculateMass,den={1},vol={2},mass={3}", LocalID, Density, volume, returnMass);
return returnMass;
}// end CalculateMass
@ -1686,7 +1677,7 @@ public class BSPrim : BSPhysObject
protected virtual void RemoveBodyDependencies()
{
VehicleController.RemoveBodyDependencies(this);
VehicleActor.RemoveBodyDependencies();
PhysicalActors.RemoveBodyDependencies();
}
@ -1696,13 +1687,6 @@ public class BSPrim : BSPhysObject
{
TriggerPreUpdatePropertyAction(ref entprop);
// A temporary kludge to suppress the rotational effects introduced on vehicles by Bullet
// TODO: handle physics introduced by Bullet with computed vehicle physics.
if (VehicleController.IsActive)
{
entprop.RotationalVelocity = OMV.Vector3.Zero;
}
// DetailLog("{0},BSPrim.UpdateProperties,entry,entprop={1}", LocalID, entprop); // DEBUG DEBUG
// Assign directly to the local variables so the normal set actions do not happen

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@ -463,7 +463,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
if (!m_initialized) return null;
DetailLog("{0},BSScene.AddPrimShape,call", localID);
// DetailLog("{0},BSScene.AddPrimShape,call", localID);
BSPhysObject prim = new BSPrimLinkable(localID, primName, this, position, size, rotation, pbs, isPhysical);
lock (PhysObjects) PhysObjects.Add(localID, prim);

View File

@ -114,9 +114,9 @@ public class BasicVehicles : OpenSimTestCase
// Instead the appropriate values are set and calls are made just the parts of the
// controller we want to exercise. Stepping the physics engine then applies
// the actions of that one feature.
TestVehicle.VehicleController.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, efficiency);
TestVehicle.VehicleController.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_TIMESCALE, timeScale);
TestVehicle.VehicleController.enableAngularVerticalAttraction = true;
TestVehicle.VehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, efficiency);
TestVehicle.VehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_TIMESCALE, timeScale);
TestVehicle.VehicleActor.enableAngularVerticalAttraction = true;
TestVehicle.IsPhysical = true;
PhysicsScene.ProcessTaints();
@ -124,9 +124,9 @@ public class BasicVehicles : OpenSimTestCase
// Step the simulator a bunch of times and vertical attraction should orient the vehicle up
for (int ii = 0; ii < simSteps; ii++)
{
TestVehicle.VehicleController.ForgetKnownVehicleProperties();
TestVehicle.VehicleController.ComputeAngularVerticalAttraction();
TestVehicle.VehicleController.PushKnownChanged();
TestVehicle.VehicleActor.ForgetKnownVehicleProperties();
TestVehicle.VehicleActor.ComputeAngularVerticalAttraction();
TestVehicle.VehicleActor.PushKnownChanged();
PhysicsScene.Simulate(simulationTimeStep);
}