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

user_profiles
Justin Clark-Casey (justincc) 2013-01-29 03:59:38 +00:00
commit 77cd74ded6
20 changed files with 563 additions and 103 deletions

View File

@ -321,7 +321,8 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
// to avoid a race condition when the appearance module retrieves the item to set the asset id in // to avoid a race condition when the appearance module retrieves the item to set the asset id in
// the AvatarAppearance structure. // the AvatarAppearance structure.
item.AssetID = m_asset.FullID; item.AssetID = m_asset.FullID;
m_Scene.InventoryService.UpdateItem(item); if (item.AssetID != UUID.Zero)
m_Scene.InventoryService.UpdateItem(item);
if (m_uploadState == UploadState.Complete) if (m_uploadState == UploadState.Complete)
{ {

View File

@ -407,16 +407,16 @@ namespace OpenSim.Region.Framework.Scenes
if (item.Owner != remoteClient.AgentId) if (item.Owner != remoteClient.AgentId)
return; return;
if (UUID.Zero == transactionID) item.Name = itemUpd.Name;
{ item.Description = itemUpd.Description;
item.Name = itemUpd.Name;
item.Description = itemUpd.Description;
// m_log.DebugFormat( // m_log.DebugFormat(
// "[USER INVENTORY]: itemUpd {0} {1} {2} {3}, item {4} {5} {6} {7}", // "[USER INVENTORY]: itemUpd {0} {1} {2} {3}, item {4} {5} {6} {7}",
// itemUpd.NextPermissions, itemUpd.GroupPermissions, itemUpd.EveryOnePermissions, item.Flags, // itemUpd.NextPermissions, itemUpd.GroupPermissions, itemUpd.EveryOnePermissions, item.Flags,
// item.NextPermissions, item.GroupPermissions, item.EveryOnePermissions, item.CurrentPermissions); // item.NextPermissions, item.GroupPermissions, item.EveryOnePermissions, item.CurrentPermissions);
if (itemUpd.NextPermissions != 0) // Use this to determine validity. Can never be 0 if valid
{
if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions)) if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions))
item.Flags |= (uint)InventoryItemFlags.ObjectOverwriteNextOwner; item.Flags |= (uint)InventoryItemFlags.ObjectOverwriteNextOwner;
item.NextPermissions = itemUpd.NextPermissions & item.BasePermissions; item.NextPermissions = itemUpd.NextPermissions & item.BasePermissions;
@ -451,7 +451,8 @@ namespace OpenSim.Region.Framework.Scenes
InventoryService.UpdateItem(item); InventoryService.UpdateItem(item);
} }
else
if (UUID.Zero != transactionID)
{ {
if (AgentTransactionsModule != null) if (AgentTransactionsModule != null)
{ {

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@ -87,7 +87,7 @@ public enum FixedShapeKey : ulong
[StructLayout(LayoutKind.Sequential)] [StructLayout(LayoutKind.Sequential)]
public struct ShapeData public struct ShapeData
{ {
public uint ID; public UInt32 ID;
public BSPhysicsShapeType Type; public BSPhysicsShapeType Type;
public Vector3 Position; public Vector3 Position;
public Quaternion Rotation; public Quaternion Rotation;
@ -111,7 +111,7 @@ public struct ShapeData
[StructLayout(LayoutKind.Sequential)] [StructLayout(LayoutKind.Sequential)]
public struct SweepHit public struct SweepHit
{ {
public uint ID; public UInt32 ID;
public float Fraction; public float Fraction;
public Vector3 Normal; public Vector3 Normal;
public Vector3 Point; public Vector3 Point;
@ -119,15 +119,15 @@ public struct SweepHit
[StructLayout(LayoutKind.Sequential)] [StructLayout(LayoutKind.Sequential)]
public struct RaycastHit public struct RaycastHit
{ {
public uint ID; public UInt32 ID;
public float Fraction; public float Fraction;
public Vector3 Normal; public Vector3 Normal;
} }
[StructLayout(LayoutKind.Sequential)] [StructLayout(LayoutKind.Sequential)]
public struct CollisionDesc public struct CollisionDesc
{ {
public uint aID; public UInt32 aID;
public uint bID; public UInt32 bID;
public Vector3 point; public Vector3 point;
public Vector3 normal; public Vector3 normal;
public float penetration; public float penetration;
@ -135,7 +135,7 @@ public struct CollisionDesc
[StructLayout(LayoutKind.Sequential)] [StructLayout(LayoutKind.Sequential)]
public struct EntityProperties public struct EntityProperties
{ {
public uint ID; public UInt32 ID;
public Vector3 Position; public Vector3 Position;
public Quaternion Rotation; public Quaternion Rotation;
public Vector3 Velocity; public Vector3 Velocity;
@ -325,7 +325,7 @@ public abstract BulletWorld Initialize(Vector3 maxPosition, ConfigurationParamet
public abstract int PhysicsStep(BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep, public abstract int PhysicsStep(BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep,
out int updatedEntityCount, out int collidersCount); out int updatedEntityCount, out int collidersCount);
public abstract bool UpdateParameter(BulletWorld world, uint localID, String parm, float value); public abstract bool UpdateParameter(BulletWorld world, UInt32 localID, String parm, float value);
public abstract void Shutdown(BulletWorld sim); public abstract void Shutdown(BulletWorld sim);
@ -366,24 +366,24 @@ public abstract void UpdateChildTransform(BulletShape pShape, int childIndex, Ve
public abstract void RecalculateCompoundShapeLocalAabb(BulletShape cShape); public abstract void RecalculateCompoundShapeLocalAabb(BulletShape cShape);
public abstract BulletShape DuplicateCollisionShape(BulletWorld sim, BulletShape srcShape, uint id); public abstract BulletShape DuplicateCollisionShape(BulletWorld sim, BulletShape srcShape, UInt32 id);
public abstract bool DeleteCollisionShape(BulletWorld world, BulletShape shape); public abstract bool DeleteCollisionShape(BulletWorld world, BulletShape shape);
public abstract CollisionObjectTypes GetBodyType(BulletBody obj); public abstract CollisionObjectTypes GetBodyType(BulletBody obj);
public abstract BulletBody CreateBodyFromShape(BulletWorld sim, BulletShape shape, uint id, Vector3 pos, Quaternion rot); public abstract BulletBody CreateBodyFromShape(BulletWorld sim, BulletShape shape, UInt32 id, Vector3 pos, Quaternion rot);
public abstract BulletBody CreateBodyWithDefaultMotionState(BulletShape shape, uint id, Vector3 pos, Quaternion rot); public abstract BulletBody CreateBodyWithDefaultMotionState(BulletShape shape, UInt32 id, Vector3 pos, Quaternion rot);
public abstract BulletBody CreateGhostFromShape(BulletWorld sim, BulletShape shape, uint id, Vector3 pos, Quaternion rot); public abstract BulletBody CreateGhostFromShape(BulletWorld sim, BulletShape shape, UInt32 id, Vector3 pos, Quaternion rot);
public abstract void DestroyObject(BulletWorld sim, BulletBody obj); public abstract void DestroyObject(BulletWorld sim, BulletBody obj);
// ===================================================================================== // =====================================================================================
public abstract BulletShape CreateGroundPlaneShape(uint id, float height, float collisionMargin); public abstract BulletShape CreateGroundPlaneShape(UInt32 id, float height, float collisionMargin);
public abstract BulletShape CreateTerrainShape(uint id, Vector3 size, float minHeight, float maxHeight, float[] heightMap, public abstract BulletShape CreateTerrainShape(UInt32 id, Vector3 size, float minHeight, float maxHeight, float[] heightMap,
float scaleFactor, float collisionMargin); float scaleFactor, float collisionMargin);
// ===================================================================================== // =====================================================================================
@ -629,7 +629,7 @@ public abstract BulletConstraint GetConstraintRef(BulletBody obj, int index);
public abstract int GetNumConstraintRefs(BulletBody obj); public abstract int GetNumConstraintRefs(BulletBody obj);
public abstract bool SetCollisionGroupMask(BulletBody body, uint filter, uint mask); public abstract bool SetCollisionGroupMask(BulletBody body, UInt32 filter, UInt32 mask);
// ===================================================================================== // =====================================================================================
// btCollisionShape entries // btCollisionShape entries

View File

@ -56,7 +56,6 @@ public sealed class BSCharacter : BSPhysObject
private int _physicsActorType; private int _physicsActorType;
private bool _isPhysical; private bool _isPhysical;
private bool _flying; private bool _flying;
private bool _wasWalking; // 'true' if the avatar was walking/moving last frame
private bool _setAlwaysRun; private bool _setAlwaysRun;
private bool _throttleUpdates; private bool _throttleUpdates;
private bool _floatOnWater; private bool _floatOnWater;
@ -84,7 +83,6 @@ public sealed class BSCharacter : BSPhysObject
_position = pos; _position = pos;
_flying = isFlying; _flying = isFlying;
_wasWalking = true; // causes first step to initialize standing
_orientation = OMV.Quaternion.Identity; _orientation = OMV.Quaternion.Identity;
_velocity = OMV.Vector3.Zero; _velocity = OMV.Vector3.Zero;
_buoyancy = ComputeBuoyancyFromFlying(isFlying); _buoyancy = ComputeBuoyancyFromFlying(isFlying);
@ -220,7 +218,13 @@ public sealed class BSCharacter : BSPhysObject
{ {
// The avatar shouldn't be moving // The avatar shouldn't be moving
_velocityMotor.Zero(); _velocityMotor.Zero();
ZeroMotion(true /* inTaintTime */);
// If we are colliding with a stationary object, presume we're standing and don't move around
if (!ColliderIsMoving)
{
DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", LocalID);
ZeroMotion(true /* inTaintTime */);
}
// Standing has more friction on the ground // Standing has more friction on the ground
if (_currentFriction != BSParam.AvatarStandingFriction) if (_currentFriction != BSParam.AvatarStandingFriction)
@ -229,8 +233,6 @@ public sealed class BSCharacter : BSPhysObject
PhysicsScene.PE.SetFriction(PhysBody, _currentFriction); PhysicsScene.PE.SetFriction(PhysBody, _currentFriction);
} }
DetailLog("{0},BSCharacter.MoveMotor,taint,stopping,target={1}", LocalID, _velocityMotor.TargetValue); DetailLog("{0},BSCharacter.MoveMotor,taint,stopping,target={1}", LocalID, _velocityMotor.TargetValue);
_wasWalking = false;
} }
else else
{ {
@ -260,7 +262,6 @@ public sealed class BSCharacter : BSPhysObject
DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", LocalID, stepVelocity, _velocity, Mass, moveForce); DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", LocalID, stepVelocity, _velocity, Mass, moveForce);
PhysicsScene.PE.ApplyCentralImpulse(PhysBody, moveForce); PhysicsScene.PE.ApplyCentralImpulse(PhysBody, moveForce);
_wasWalking = true;
} }
}); });
} }

View File

@ -125,9 +125,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin
static readonly float PIOverTwo = ((float)Math.PI) / 2f; static readonly float PIOverTwo = ((float)Math.PI) / 2f;
// For debugging, flags to turn on and off individual corrections. // For debugging, flags to turn on and off individual corrections.
private bool enableAngularVerticalAttraction; public bool enableAngularVerticalAttraction;
private bool enableAngularDeflection; public bool enableAngularDeflection;
private bool enableAngularBanking; public bool enableAngularBanking;
public BSDynamics(BSScene myScene, BSPrim myPrim) public BSDynamics(BSScene myScene, BSPrim myPrim)
{ {
@ -146,7 +146,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
enableAngularBanking = false; enableAngularBanking = false;
if (BSParam.VehicleDebuggingEnabled != ConfigurationParameters.numericFalse) if (BSParam.VehicleDebuggingEnabled != ConfigurationParameters.numericFalse)
{ {
enableAngularVerticalAttraction = false; enableAngularVerticalAttraction = true;
enableAngularDeflection = false; enableAngularDeflection = false;
enableAngularBanking = false; enableAngularBanking = false;
} }
@ -165,7 +165,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
} }
#region Vehicle parameter setting #region Vehicle parameter setting
internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue) 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}", Prim.LocalID, pParam, pValue);
switch (pParam) switch (pParam)
@ -591,14 +591,15 @@ namespace OpenSim.Region.Physics.BulletSPlugin
m_vehicleMass = Prim.Linkset.LinksetMass; m_vehicleMass = Prim.Linkset.LinksetMass;
// Friction affects are handled by this vehicle code // Friction affects are handled by this vehicle code
float friction = 0f; PhysicsScene.PE.SetFriction(Prim.PhysBody, BSParam.VehicleFriction);
PhysicsScene.PE.SetFriction(Prim.PhysBody, friction); PhysicsScene.PE.SetRestitution(Prim.PhysBody, BSParam.VehicleRestitution);
// Moderate angular movement introduced by Bullet. // Moderate angular movement introduced by Bullet.
// TODO: possibly set AngularFactor and LinearFactor for the type of vehicle. // TODO: possibly set AngularFactor and LinearFactor for the type of vehicle.
// Maybe compute linear and angular factor and damping from params. // Maybe compute linear and angular factor and damping from params.
float angularDamping = BSParam.VehicleAngularDamping; PhysicsScene.PE.SetAngularDamping(Prim.PhysBody, BSParam.VehicleAngularDamping);
PhysicsScene.PE.SetAngularDamping(Prim.PhysBody, angularDamping); PhysicsScene.PE.SetLinearFactor(Prim.PhysBody, BSParam.VehicleLinearFactorV);
PhysicsScene.PE.SetAngularFactorV(Prim.PhysBody, BSParam.VehicleAngularFactorV);
// Vehicles report collision events so we know when it's on the ground // 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(Prim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS);
@ -613,8 +614,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// The actual vehicle gravity is set to zero in Bullet so we can do all the application of same. // 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(Prim.PhysBody, Vector3.Zero);
VDetailLog("{0},BSDynamics.Refresh,mass={1},frict={2},inert={3},aDamp={4},grav={5}", VDetailLog("{0},BSDynamics.Refresh,mass={1},inert={2},grav={3},aDamp={4},frict={5},rest={6},lFact={7},aFact={8}",
Prim.LocalID, m_vehicleMass, friction, Prim.Inertia, angularDamping, m_VehicleGravity); Prim.LocalID, m_vehicleMass, Prim.Inertia, m_VehicleGravity,
BSParam.VehicleAngularDamping, BSParam.VehicleFriction, BSParam.VehicleRestitution,
BSParam.VehicleLinearFactor, BSParam.VehicleAngularFactor
);
} }
else else
{ {
@ -673,13 +677,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
private const int m_knownChangedWaterLevel = 1 << 9; private const int m_knownChangedWaterLevel = 1 << 9;
private const int m_knownChangedForwardVelocity = 1 <<10; private const int m_knownChangedForwardVelocity = 1 <<10;
private void ForgetKnownVehicleProperties() public void ForgetKnownVehicleProperties()
{ {
m_knownHas = 0; m_knownHas = 0;
m_knownChanged = 0; m_knownChanged = 0;
} }
// Push all the changed values back into the physics engine // Push all the changed values back into the physics engine
private void PushKnownChanged() public void PushKnownChanged()
{ {
if (m_knownChanged != 0) if (m_knownChanged != 0)
{ {
@ -799,7 +803,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
m_knownVelocity = Prim.ForceVelocity; m_knownVelocity = Prim.ForceVelocity;
m_knownHas |= m_knownChangedVelocity; m_knownHas |= m_knownChangedVelocity;
} }
return (Vector3)m_knownVelocity; return m_knownVelocity;
} }
set set
{ {
@ -898,9 +902,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin
{ {
if (!IsActive) return; if (!IsActive) return;
if (PhysicsScene.VehiclePhysicalLoggingEnabled)
PhysicsScene.PE.DumpRigidBody(PhysicsScene.World, Prim.PhysBody);
ForgetKnownVehicleProperties(); ForgetKnownVehicleProperties();
MoveLinear(pTimestep); MoveLinear(pTimestep);
@ -922,6 +923,15 @@ namespace OpenSim.Region.Physics.BulletSPlugin
Prim.LocalID, VehiclePosition, m_knownForce, VehicleVelocity, VehicleRotationalVelocity); Prim.LocalID, VehiclePosition, m_knownForce, VehicleVelocity, VehicleRotationalVelocity);
} }
// Called after the simulation step
internal void PostStep(float pTimestep)
{
if (!IsActive) return;
if (PhysicsScene.VehiclePhysicalLoggingEnabled)
PhysicsScene.PE.DumpRigidBody(PhysicsScene.World, Prim.PhysBody);
}
// Apply the effect of the linear motor and other linear motions (like hover and float). // Apply the effect of the linear motor and other linear motions (like hover and float).
private void MoveLinear(float pTimestep) private void MoveLinear(float pTimestep)
{ {
@ -953,10 +963,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// ================================================================== // ==================================================================
// Clamp high or low velocities // Clamp high or low velocities
float newVelocityLengthSq = VehicleVelocity.LengthSquared(); float newVelocityLengthSq = VehicleVelocity.LengthSquared();
if (newVelocityLengthSq > BSParam.VehicleMaxLinearVelocity) if (newVelocityLengthSq > BSParam.VehicleMaxLinearVelocitySq)
{ {
Vector3 origVelW = VehicleVelocity; // DEBUG DEBUG
VehicleVelocity /= VehicleVelocity.Length(); VehicleVelocity /= VehicleVelocity.Length();
VehicleVelocity *= BSParam.VehicleMaxLinearVelocity; VehicleVelocity *= BSParam.VehicleMaxLinearVelocity;
VDetailLog("{0}, MoveLinear,clampMax,origVelW={1},lenSq={2},maxVelSq={3},,newVelW={4}",
Prim.LocalID, origVelW, newVelocityLengthSq, BSParam.VehicleMaxLinearVelocitySq, VehicleVelocity);
} }
else if (newVelocityLengthSq < 0.001f) else if (newVelocityLengthSq < 0.001f)
VehicleVelocity = Vector3.Zero; VehicleVelocity = Vector3.Zero;
@ -968,8 +981,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin
public void ComputeLinearVelocity(float pTimestep) public void ComputeLinearVelocity(float pTimestep)
{ {
// Step the motor from the current value. Get the correction needed this step. // Step the motor from the current value. Get the correction needed this step.
Vector3 currentVel = VehicleVelocity * Quaternion.Inverse(VehicleOrientation); Vector3 origVelW = VehicleVelocity; // DEBUG
Vector3 linearMotorCorrectionV = m_linearMotor.Step(pTimestep, currentVel); Vector3 currentVelV = VehicleVelocity * Quaternion.Inverse(VehicleOrientation);
Vector3 linearMotorCorrectionV = m_linearMotor.Step(pTimestep, currentVelV);
// Motor is vehicle coordinates. Rotate it to world coordinates // Motor is vehicle coordinates. Rotate it to world coordinates
Vector3 linearMotorVelocityW = linearMotorCorrectionV * VehicleOrientation; Vector3 linearMotorVelocityW = linearMotorCorrectionV * VehicleOrientation;
@ -984,8 +998,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// Add this correction to the velocity to make it faster/slower. // Add this correction to the velocity to make it faster/slower.
VehicleVelocity += linearMotorVelocityW; VehicleVelocity += linearMotorVelocityW;
VDetailLog("{0}, MoveLinear,velocity,vehVel={1},correction={2},force={3}", VDetailLog("{0}, MoveLinear,velocity,origVelW={1},velV={2},correctV={3},correctW={4},newVelW={5}",
Prim.LocalID, VehicleVelocity, linearMotorCorrectionV, linearMotorVelocityW); Prim.LocalID, origVelW, currentVelV, linearMotorCorrectionV, linearMotorVelocityW, VehicleVelocity);
} }
public void ComputeLinearTerrainHeightCorrection(float pTimestep) public void ComputeLinearTerrainHeightCorrection(float pTimestep)
@ -1185,12 +1199,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// Hack to reduce downward force if the vehicle is probably sitting on the ground // Hack to reduce downward force if the vehicle is probably sitting on the ground
if (Prim.IsColliding && IsGroundVehicle) if (Prim.IsColliding && IsGroundVehicle)
appliedGravity *= 0.2f; appliedGravity *= BSParam.VehicleGroundGravityFudge;
VehicleAddForce(appliedGravity); VehicleAddForce(appliedGravity);
VDetailLog("{0}, MoveLinear,applyGravity,vehGrav={1},appliedForce-{2}", VDetailLog("{0}, MoveLinear,applyGravity,vehGrav={1},collid={2},appliedForce={3}",
Prim.LocalID, m_VehicleGravity, appliedGravity); Prim.LocalID, m_VehicleGravity, Prim.IsColliding, appliedGravity);
} }
// ======================================================================= // =======================================================================
@ -1292,6 +1306,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
if (enableAngularVerticalAttraction && m_verticalAttractionTimescale < m_verticalAttractionCutoff) if (enableAngularVerticalAttraction && m_verticalAttractionTimescale < m_verticalAttractionCutoff)
{ {
Vector3 vertContributionV = Vector3.Zero; Vector3 vertContributionV = Vector3.Zero;
Vector3 origRotVelW = VehicleRotationalVelocity; // DEBUG DEBUG
// Take a vector pointing up and convert it from world to vehicle relative coords. // Take a vector pointing up and convert it from world to vehicle relative coords.
Vector3 verticalError = Vector3.UnitZ * VehicleOrientation; Vector3 verticalError = Vector3.UnitZ * VehicleOrientation;
@ -1319,13 +1334,14 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// 'vertContrbution' is now the necessary angular correction to correct tilt in one second. // 'vertContrbution' is now the necessary angular correction to correct tilt in one second.
// Correction happens over a number of seconds. // Correction happens over a number of seconds.
Vector3 unscaledContrib = vertContributionV; // DEBUG DEBUG Vector3 unscaledContribVerticalErrorV = vertContributionV; // DEBUG DEBUG
vertContributionV /= m_verticalAttractionTimescale; vertContributionV /= m_verticalAttractionTimescale;
VehicleRotationalVelocity += vertContributionV * VehicleOrientation; VehicleRotationalVelocity += vertContributionV * VehicleOrientation;
VDetailLog("{0}, MoveAngular,verticalAttraction,,verticalError={1},unscaled={2},eff={3},ts={4},vertAttr={5}", VDetailLog("{0}, MoveAngular,verticalAttraction,,origRotVW={1},vertError={2},unscaledV={3},eff={4},ts={5},vertContribV={6}",
Prim.LocalID, verticalError, unscaledContrib, m_verticalAttractionEfficiency, m_verticalAttractionTimescale, vertContributionV); Prim.LocalID, origRotVelW, verticalError, unscaledContribVerticalErrorV,
m_verticalAttractionEfficiency, m_verticalAttractionTimescale, vertContributionV);
} }
} }

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@ -232,7 +232,7 @@ public sealed class BSLinksetCompound : BSLinkset
newLsi.OffsetFromCenterOfMass, newLsi.OffsetFromCenterOfMass,
newLsi.OffsetRot, newLsi.OffsetRot,
true /* shouldRecalculateLocalAabb */); true /* shouldRecalculateLocalAabb */);
DetailLog("{0},BSLinksetCompound.UpdateProperties,changeChildPosRot,whichUpdated={1}newLsi={2}", DetailLog("{0},BSLinksetCompound.UpdateProperties,changeChildPosRot,whichUpdated={1},newLsi={2}",
updated.LocalID, whichUpdated, newLsi); updated.LocalID, whichUpdated, newLsi);
updated.LinksetInfo = newLsi; updated.LinksetInfo = newLsi;
updatedChild = true; updatedChild = true;
@ -377,7 +377,7 @@ public sealed class BSLinksetCompound : BSLinkset
// Constraint linksets are rebuilt every time. // Constraint linksets are rebuilt every time.
// Note that this works for rebuilding just the root after a linkset is taken apart. // Note that this works for rebuilding just the root after a linkset is taken apart.
// Called at taint time!! // Called at taint time!!
private bool disableCOM = false; // disable until we get this debugged private bool disableCOM = true; // disable until we get this debugged
private void RecomputeLinksetCompound() private void RecomputeLinksetCompound()
{ {
try try

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@ -82,9 +82,19 @@ public static class BSParam
public static float AvatarStepApproachFactor { get; private set; } public static float AvatarStepApproachFactor { get; private set; }
public static float AvatarStepForceFactor { get; private set; } public static float AvatarStepForceFactor { get; private set; }
// Vehicle parameters
public static float VehicleMaxLinearVelocity { get; private set; } public static float VehicleMaxLinearVelocity { get; private set; }
public static float VehicleMaxLinearVelocitySq { get; private set; }
public static float VehicleMaxAngularVelocity { get; private set; } public static float VehicleMaxAngularVelocity { get; private set; }
public static float VehicleMaxAngularVelocitySq { get; private set; }
public static float VehicleAngularDamping { get; private set; } public static float VehicleAngularDamping { get; private set; }
public static float VehicleFriction { get; private set; }
public static float VehicleRestitution { get; private set; }
public static float VehicleLinearFactor { get; private set; }
public static Vector3 VehicleLinearFactorV { get; private set; }
public static float VehicleAngularFactor { get; private set; }
public static Vector3 VehicleAngularFactorV { get; private set; }
public static float VehicleGroundGravityFudge { get; private set; }
public static float VehicleDebuggingEnabled { get; private set; } public static float VehicleDebuggingEnabled { get; private set; }
public static float LinksetImplementation { get; private set; } public static float LinksetImplementation { get; private set; }
@ -373,7 +383,7 @@ public static class BSParam
(s) => { return TerrainRestitution; }, (s) => { return TerrainRestitution; },
(s,p,l,v) => { TerrainRestitution = v; /* TODO: set on real terrain */ } ), (s,p,l,v) => { TerrainRestitution = v; /* TODO: set on real terrain */ } ),
new ParameterDefn("TerrainCollisionMargin", "Margin where collision checking starts" , new ParameterDefn("TerrainCollisionMargin", "Margin where collision checking starts" ,
0.04f, 0.08f,
(s,cf,p,v) => { TerrainCollisionMargin = cf.GetFloat(p, v); }, (s,cf,p,v) => { TerrainCollisionMargin = cf.GetFloat(p, v); },
(s) => { return TerrainCollisionMargin; }, (s) => { return TerrainCollisionMargin; },
(s,p,l,v) => { TerrainCollisionMargin = v; /* TODO: set on real terrain */ } ), (s,p,l,v) => { TerrainCollisionMargin = v; /* TODO: set on real terrain */ } ),
@ -443,17 +453,42 @@ public static class BSParam
1000.0f, 1000.0f,
(s,cf,p,v) => { VehicleMaxLinearVelocity = cf.GetFloat(p, v); }, (s,cf,p,v) => { VehicleMaxLinearVelocity = cf.GetFloat(p, v); },
(s) => { return (float)VehicleMaxLinearVelocity; }, (s) => { return (float)VehicleMaxLinearVelocity; },
(s,p,l,v) => { VehicleMaxLinearVelocity = v; } ), (s,p,l,v) => { VehicleMaxLinearVelocity = v; VehicleMaxLinearVelocitySq = v * v; } ),
new ParameterDefn("VehicleMaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to a vehicle", new ParameterDefn("VehicleMaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to a vehicle",
12.0f, 12.0f,
(s,cf,p,v) => { VehicleMaxAngularVelocity = cf.GetFloat(p, v); }, (s,cf,p,v) => { VehicleMaxAngularVelocity = cf.GetFloat(p, v); },
(s) => { return (float)VehicleMaxAngularVelocity; }, (s) => { return (float)VehicleMaxAngularVelocity; },
(s,p,l,v) => { VehicleMaxAngularVelocity = v; } ), (s,p,l,v) => { VehicleMaxAngularVelocity = v; VehicleMaxAngularVelocitySq = v * v; } ),
new ParameterDefn("VehicleAngularDamping", "Factor to damp vehicle angular movement per second (0.0 - 1.0)", new ParameterDefn("VehicleAngularDamping", "Factor to damp vehicle angular movement per second (0.0 - 1.0)",
0.0f, 0.0f,
(s,cf,p,v) => { VehicleAngularDamping = cf.GetFloat(p, v); }, (s,cf,p,v) => { VehicleAngularDamping = cf.GetFloat(p, v); },
(s) => { return VehicleAngularDamping; }, (s) => { return VehicleAngularDamping; },
(s,p,l,v) => { VehicleAngularDamping = v; } ), (s,p,l,v) => { VehicleAngularDamping = v; } ),
new ParameterDefn("VehicleLinearFactor", "Fraction of physical linear changes applied to vehicle (0.0 - 1.0)",
1.0f,
(s,cf,p,v) => { VehicleLinearFactor = cf.GetFloat(p, v); },
(s) => { return VehicleLinearFactor; },
(s,p,l,v) => { VehicleLinearFactor = v; VehicleLinearFactorV = new Vector3(v, v, v); } ),
new ParameterDefn("VehicleAngularFactor", "Fraction of physical angular changes applied to vehicle (0.0 - 1.0)",
1.0f,
(s,cf,p,v) => { VehicleAngularFactor = cf.GetFloat(p, v); },
(s) => { return VehicleAngularFactor; },
(s,p,l,v) => { VehicleAngularFactor = v; VehicleAngularFactorV = new Vector3(v, v, v); } ),
new ParameterDefn("VehicleFriction", "Friction of vehicle on the ground (0.0 - 1.0)",
0.0f,
(s,cf,p,v) => { VehicleFriction = cf.GetFloat(p, v); },
(s) => { return VehicleFriction; },
(s,p,l,v) => { VehicleFriction = v; } ),
new ParameterDefn("VehicleRestitution", "Bouncyness factor for vehicles (0.0 - 1.0)",
0.0f,
(s,cf,p,v) => { VehicleRestitution = cf.GetFloat(p, v); },
(s) => { return VehicleRestitution; },
(s,p,l,v) => { VehicleRestitution = v; } ),
new ParameterDefn("VehicleGroundGravityFudge", "Factor to multiple gravity if a ground vehicle is probably on the ground (0.0 - 1.0)",
0.2f,
(s,cf,p,v) => { VehicleGroundGravityFudge = cf.GetFloat(p, v); },
(s) => { return VehicleGroundGravityFudge; },
(s,p,l,v) => { VehicleGroundGravityFudge = v; } ),
new ParameterDefn("VehicleDebuggingEnable", "Turn on/off vehicle debugging", new ParameterDefn("VehicleDebuggingEnable", "Turn on/off vehicle debugging",
ConfigurationParameters.numericFalse, ConfigurationParameters.numericFalse,
(s,cf,p,v) => { VehicleDebuggingEnabled = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, (s,cf,p,v) => { VehicleDebuggingEnabled = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },

View File

@ -95,12 +95,16 @@ public abstract class BSPhysObject : PhysicsActor
SubscribedEventsMs = 0; SubscribedEventsMs = 0;
CollidingStep = 0; CollidingStep = 0;
CollidingGroundStep = 0; CollidingGroundStep = 0;
CollisionAccumulation = 0;
ColliderIsMoving = false;
CollisionScore = 0;
} }
// Tell the object to clean up. // Tell the object to clean up.
public virtual void Destroy() public virtual void Destroy()
{ {
UnRegisterAllPreStepActions(); UnRegisterAllPreStepActions();
UnRegisterAllPostStepActions();
} }
public BSScene PhysicsScene { get; protected set; } public BSScene PhysicsScene { get; protected set; }
@ -174,13 +178,14 @@ public abstract class BSPhysObject : PhysicsActor
public abstract OMV.Vector3 RawPosition { get; set; } public abstract OMV.Vector3 RawPosition { get; set; }
public abstract OMV.Vector3 ForcePosition { get; set; } public abstract OMV.Vector3 ForcePosition { get; set; }
// Position is what the simulator thinks the positions of the prim is. // 'Position' and 'Orientation' is what the simulator thinks the positions of the prim is.
// Because Bullet needs the zero coordinate to be the center of mass of the linkset, // Because Bullet needs the zero coordinate to be the center of mass of the linkset,
// sometimes it is necessary to displace the position the physics engine thinks // sometimes it is necessary to displace the position the physics engine thinks
// the position is. PositionDisplacement must be added and removed from the // the position is. PositionDisplacement must be added and removed from the
// position as the simulator position is stored and fetched from the physics // position as the simulator position is stored and fetched from the physics
// engine. // engine. Similar to OrientationDisplacement.
public virtual OMV.Vector3 PositionDisplacement { get; set; } public virtual OMV.Vector3 PositionDisplacement { get; set; }
public virtual OMV.Quaternion OrientationDisplacement { get; set; }
public abstract OMV.Quaternion RawOrientation { get; set; } public abstract OMV.Quaternion RawOrientation { get; set; }
public abstract OMV.Quaternion ForceOrientation { get; set; } public abstract OMV.Quaternion ForceOrientation { get; set; }
@ -237,6 +242,12 @@ public abstract class BSPhysObject : PhysicsActor
protected long CollidingObjectStep { get; set; } protected long CollidingObjectStep { get; set; }
// The collision flags we think are set in Bullet // The collision flags we think are set in Bullet
protected CollisionFlags CurrentCollisionFlags { get; set; } protected CollisionFlags CurrentCollisionFlags { get; set; }
// On a collision, check the collider and remember if the last collider was moving
// Used to modify the standing of avatars (avatars on stationary things stand still)
protected bool ColliderIsMoving;
// Count of collisions for this object
protected long CollisionAccumulation { get; set; }
public override bool IsColliding { public override bool IsColliding {
get { return (CollidingStep == PhysicsScene.SimulationStep); } get { return (CollidingStep == PhysicsScene.SimulationStep); }
@ -299,7 +310,12 @@ public abstract class BSPhysObject : PhysicsActor
return ret; return ret;
} }
// if someone has subscribed for collision events.... CollisionAccumulation++;
// For movement tests, remember if we are colliding with an object that is moving.
ColliderIsMoving = collidee != null ? collidee.RawVelocity != OMV.Vector3.Zero : false;
// If someone has subscribed for collision events log the collision so it will be reported up
if (SubscribedEvents()) { if (SubscribedEvents()) {
CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5}", DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5}",
@ -385,6 +401,17 @@ public abstract class BSPhysObject : PhysicsActor
public override bool SubscribedEvents() { public override bool SubscribedEvents() {
return (SubscribedEventsMs > 0); return (SubscribedEventsMs > 0);
} }
// Because 'CollisionScore' is called many times while sorting, it should not be recomputed
// each time called. So this is built to be light weight for each collision and to do
// all the processing when the user asks for the info.
public void ComputeCollisionScore()
{
// Scale the collision count by the time since the last collision.
// The "+1" prevents dividing by zero.
long timeAgo = PhysicsScene.SimulationStep - CollidingStep + 1;
CollisionScore = CollisionAccumulation / timeAgo;
}
public override float CollisionScore { get; set; }
#endregion // Collisions #endregion // Collisions
@ -393,52 +420,103 @@ public abstract class BSPhysObject : PhysicsActor
// These actions are optional so, rather than scanning all the physical objects and asking them // These actions are optional so, rather than scanning all the physical objects and asking them
// if they have anything to do, a physical object registers for an event call before the step is performed. // if they have anything to do, a physical object registers for an event call before the step is performed.
// This bookkeeping makes it easy to add, remove and clean up after all these registrations. // This bookkeeping makes it easy to add, remove and clean up after all these registrations.
private Dictionary<string, BSScene.PreStepAction> RegisteredActions = new Dictionary<string, BSScene.PreStepAction>(); private Dictionary<string, BSScene.PreStepAction> RegisteredPrestepActions = new Dictionary<string, BSScene.PreStepAction>();
private Dictionary<string, BSScene.PostStepAction> RegisteredPoststepActions = new Dictionary<string, BSScene.PostStepAction>();
protected void RegisterPreStepAction(string op, uint id, BSScene.PreStepAction actn) protected void RegisterPreStepAction(string op, uint id, BSScene.PreStepAction actn)
{ {
string identifier = op + "-" + id.ToString(); string identifier = op + "-" + id.ToString();
lock (RegisteredActions) lock (RegisteredPrestepActions)
{ {
// Clean out any existing action // Clean out any existing action
UnRegisterPreStepAction(op, id); UnRegisterPreStepAction(op, id);
RegisteredActions[identifier] = actn; RegisteredPrestepActions[identifier] = actn;
PhysicsScene.BeforeStep += actn;
} }
PhysicsScene.BeforeStep += actn;
DetailLog("{0},BSPhysObject.RegisterPreStepAction,id={1}", LocalID, identifier); DetailLog("{0},BSPhysObject.RegisterPreStepAction,id={1}", LocalID, identifier);
} }
// Unregister a pre step action. Safe to call if the action has not been registered. // Unregister a pre step action. Safe to call if the action has not been registered.
protected void UnRegisterPreStepAction(string op, uint id) // Returns 'true' if an action was actually removed
protected bool UnRegisterPreStepAction(string op, uint id)
{ {
string identifier = op + "-" + id.ToString(); string identifier = op + "-" + id.ToString();
bool removed = false; bool removed = false;
lock (RegisteredActions) lock (RegisteredPrestepActions)
{ {
if (RegisteredActions.ContainsKey(identifier)) if (RegisteredPrestepActions.ContainsKey(identifier))
{ {
PhysicsScene.BeforeStep -= RegisteredActions[identifier]; PhysicsScene.BeforeStep -= RegisteredPrestepActions[identifier];
RegisteredActions.Remove(identifier); RegisteredPrestepActions.Remove(identifier);
removed = true; removed = true;
} }
} }
DetailLog("{0},BSPhysObject.UnRegisterPreStepAction,id={1},removed={2}", LocalID, identifier, removed); DetailLog("{0},BSPhysObject.UnRegisterPreStepAction,id={1},removed={2}", LocalID, identifier, removed);
return removed;
} }
protected void UnRegisterAllPreStepActions() protected void UnRegisterAllPreStepActions()
{ {
lock (RegisteredActions) lock (RegisteredPrestepActions)
{ {
foreach (KeyValuePair<string, BSScene.PreStepAction> kvp in RegisteredActions) foreach (KeyValuePair<string, BSScene.PreStepAction> kvp in RegisteredPrestepActions)
{ {
PhysicsScene.BeforeStep -= kvp.Value; PhysicsScene.BeforeStep -= kvp.Value;
} }
RegisteredActions.Clear(); RegisteredPrestepActions.Clear();
} }
DetailLog("{0},BSPhysObject.UnRegisterAllPreStepActions,", LocalID); DetailLog("{0},BSPhysObject.UnRegisterAllPreStepActions,", LocalID);
} }
protected void RegisterPostStepAction(string op, uint id, BSScene.PostStepAction actn)
{
string identifier = op + "-" + id.ToString();
lock (RegisteredPoststepActions)
{
// Clean out any existing action
UnRegisterPostStepAction(op, id);
RegisteredPoststepActions[identifier] = actn;
PhysicsScene.AfterStep += actn;
}
DetailLog("{0},BSPhysObject.RegisterPostStepAction,id={1}", LocalID, identifier);
}
// Unregister a pre step action. Safe to call if the action has not been registered.
// Returns 'true' if an action was actually removed.
protected bool UnRegisterPostStepAction(string op, uint id)
{
string identifier = op + "-" + id.ToString();
bool removed = false;
lock (RegisteredPoststepActions)
{
if (RegisteredPoststepActions.ContainsKey(identifier))
{
PhysicsScene.AfterStep -= RegisteredPoststepActions[identifier];
RegisteredPoststepActions.Remove(identifier);
removed = true;
}
}
DetailLog("{0},BSPhysObject.UnRegisterPostStepAction,id={1},removed={2}", LocalID, identifier, removed);
return removed;
}
protected void UnRegisterAllPostStepActions()
{
lock (RegisteredPoststepActions)
{
foreach (KeyValuePair<string, BSScene.PostStepAction> kvp in RegisteredPoststepActions)
{
PhysicsScene.AfterStep -= kvp.Value;
}
RegisteredPoststepActions.Clear();
}
DetailLog("{0},BSPhysObject.UnRegisterAllPostStepActions,", LocalID);
}
#endregion // Per Simulation Step actions #endregion // Per Simulation Step actions

View File

@ -59,7 +59,6 @@ public sealed class BSPrim : BSPhysObject
private OMV.Vector3 _force; private OMV.Vector3 _force;
private OMV.Vector3 _velocity; private OMV.Vector3 _velocity;
private OMV.Vector3 _torque; private OMV.Vector3 _torque;
private float _collisionScore;
private OMV.Vector3 _acceleration; private OMV.Vector3 _acceleration;
private OMV.Quaternion _orientation; private OMV.Quaternion _orientation;
private int _physicsActorType; private int _physicsActorType;
@ -74,7 +73,7 @@ public sealed class BSPrim : BSPhysObject
private bool _kinematic; private bool _kinematic;
private float _buoyancy; private float _buoyancy;
private BSDynamics _vehicle; public BSDynamics VehicleController { get; private set; }
private BSVMotor _targetMotor; private BSVMotor _targetMotor;
private OMV.Vector3 _PIDTarget; private OMV.Vector3 _PIDTarget;
@ -108,7 +107,7 @@ public sealed class BSPrim : BSPhysObject
_friction = PhysicsScene.Params.defaultFriction; _friction = PhysicsScene.Params.defaultFriction;
_restitution = PhysicsScene.Params.defaultRestitution; _restitution = PhysicsScene.Params.defaultRestitution;
_vehicle = new BSDynamics(PhysicsScene, this); // add vehicleness VehicleController = new BSDynamics(PhysicsScene, this); // add vehicleness
_mass = CalculateMass(); _mass = CalculateMass();
@ -513,7 +512,7 @@ public sealed class BSPrim : BSPhysObject
public override int VehicleType { public override int VehicleType {
get { get {
return (int)_vehicle.Type; // if we are a vehicle, return that type return (int)VehicleController.Type; // if we are a vehicle, return that type
} }
set { set {
Vehicle type = (Vehicle)value; Vehicle type = (Vehicle)value;
@ -522,14 +521,20 @@ public sealed class BSPrim : BSPhysObject
{ {
// Done at taint time so we're sure the physics engine is not using the variables // 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. // Vehicle code changes the parameters for this vehicle type.
_vehicle.ProcessTypeChange(type); VehicleController.ProcessTypeChange(type);
ActivateIfPhysical(false); ActivateIfPhysical(false);
// If an active vehicle, register the vehicle code to be called before each step // If an active vehicle, register the vehicle code to be called before each step
if (_vehicle.Type == Vehicle.TYPE_NONE) if (VehicleController.Type == Vehicle.TYPE_NONE)
{
UnRegisterPreStepAction("BSPrim.Vehicle", LocalID); UnRegisterPreStepAction("BSPrim.Vehicle", LocalID);
PhysicsScene.AfterStep -= VehicleController.PostStep;
}
else else
RegisterPreStepAction("BSPrim.Vehicle", LocalID, _vehicle.Step); {
RegisterPreStepAction("BSPrim.Vehicle", LocalID, VehicleController.Step);
PhysicsScene.AfterStep += VehicleController.PostStep;
}
}); });
} }
} }
@ -537,7 +542,7 @@ public sealed class BSPrim : BSPhysObject
{ {
PhysicsScene.TaintedObject("BSPrim.VehicleFloatParam", delegate() PhysicsScene.TaintedObject("BSPrim.VehicleFloatParam", delegate()
{ {
_vehicle.ProcessFloatVehicleParam((Vehicle)param, value); VehicleController.ProcessFloatVehicleParam((Vehicle)param, value);
ActivateIfPhysical(false); ActivateIfPhysical(false);
}); });
} }
@ -545,7 +550,7 @@ public sealed class BSPrim : BSPhysObject
{ {
PhysicsScene.TaintedObject("BSPrim.VehicleVectorParam", delegate() PhysicsScene.TaintedObject("BSPrim.VehicleVectorParam", delegate()
{ {
_vehicle.ProcessVectorVehicleParam((Vehicle)param, value); VehicleController.ProcessVectorVehicleParam((Vehicle)param, value);
ActivateIfPhysical(false); ActivateIfPhysical(false);
}); });
} }
@ -553,7 +558,7 @@ public sealed class BSPrim : BSPhysObject
{ {
PhysicsScene.TaintedObject("BSPrim.VehicleRotationParam", delegate() PhysicsScene.TaintedObject("BSPrim.VehicleRotationParam", delegate()
{ {
_vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation); VehicleController.ProcessRotationVehicleParam((Vehicle)param, rotation);
ActivateIfPhysical(false); ActivateIfPhysical(false);
}); });
} }
@ -561,7 +566,7 @@ public sealed class BSPrim : BSPhysObject
{ {
PhysicsScene.TaintedObject("BSPrim.VehicleFlags", delegate() PhysicsScene.TaintedObject("BSPrim.VehicleFlags", delegate()
{ {
_vehicle.ProcessVehicleFlags(param, remove); VehicleController.ProcessVehicleFlags(param, remove);
}); });
} }
@ -638,11 +643,6 @@ public sealed class BSPrim : BSPhysObject
// DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque); // DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque);
} }
} }
public override float CollisionScore {
get { return _collisionScore; }
set { _collisionScore = value;
}
}
public override OMV.Vector3 Acceleration { public override OMV.Vector3 Acceleration {
get { return _acceleration; } get { return _acceleration; }
set { _acceleration = value; } set { _acceleration = value; }
@ -747,7 +747,7 @@ public sealed class BSPrim : BSPhysObject
// isSolid: other objects bounce off of this object // isSolid: other objects bounce off of this object
// isVolumeDetect: other objects pass through but can generate collisions // isVolumeDetect: other objects pass through but can generate collisions
// collisionEvents: whether this object returns collision events // collisionEvents: whether this object returns collision events
private void UpdatePhysicalParameters() public void UpdatePhysicalParameters()
{ {
// DetailLog("{0},BSPrim.UpdatePhysicalParameters,entry,body={1},shape={2}", LocalID, BSBody, BSShape); // DetailLog("{0},BSPrim.UpdatePhysicalParameters,entry,body={1},shape={2}", LocalID, BSBody, BSShape);
@ -759,7 +759,7 @@ public sealed class BSPrim : BSPhysObject
MakeDynamic(IsStatic); MakeDynamic(IsStatic);
// Update vehicle specific parameters (after MakeDynamic() so can change physical parameters) // Update vehicle specific parameters (after MakeDynamic() so can change physical parameters)
_vehicle.Refresh(); VehicleController.Refresh();
// Arrange for collision events if the simulator wants them // Arrange for collision events if the simulator wants them
EnableCollisions(SubscribedEvents()); EnableCollisions(SubscribedEvents());
@ -1601,7 +1601,7 @@ public sealed class BSPrim : BSPhysObject
// Remove all the physical dependencies on the old body. // Remove all the physical dependencies on the old body.
// (Maybe someday make the changing of BSShape an event to be subscribed to by BSLinkset, ...) // (Maybe someday make the changing of BSShape an event to be subscribed to by BSLinkset, ...)
Linkset.RemoveBodyDependencies(this); Linkset.RemoveBodyDependencies(this);
_vehicle.RemoveBodyDependencies(this); VehicleController.RemoveBodyDependencies(this);
}); });
// Make sure the properties are set on the new object // Make sure the properties are set on the new object
@ -1618,9 +1618,9 @@ public sealed class BSPrim : BSPhysObject
{ {
// A temporary kludge to suppress the rotational effects introduced on vehicles by Bullet // A temporary kludge to suppress the rotational effects introduced on vehicles by Bullet
// TODO: handle physics introduced by Bullet with computed vehicle physics. // TODO: handle physics introduced by Bullet with computed vehicle physics.
if (_vehicle.IsActive) if (VehicleController.IsActive)
{ {
// entprop.RotationalVelocity = OMV.Vector3.Zero; entprop.RotationalVelocity = OMV.Vector3.Zero;
} }
// DetailLog("{0},BSPrim.UpdateProperties,entry,entprop={1}", LocalID, entprop); // DEBUG DEBUG // DetailLog("{0},BSPrim.UpdateProperties,entry,entprop={1}", LocalID, entprop); // DEBUG DEBUG

View File

@ -26,6 +26,7 @@
*/ */
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using System.Linq;
using System.Reflection; using System.Reflection;
using System.Runtime.InteropServices; using System.Runtime.InteropServices;
using System.Text; using System.Text;
@ -87,7 +88,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
public delegate void PreStepAction(float timeStep); public delegate void PreStepAction(float timeStep);
public delegate void PostStepAction(float timeStep); public delegate void PostStepAction(float timeStep);
public event PreStepAction BeforeStep; public event PreStepAction BeforeStep;
public event PreStepAction AfterStep; public event PostStepAction AfterStep;
// A value of the time now so all the collision and update routines do not have to get their own // A value of the time now so all the collision and update routines do not have to get their own
// Set to 'now' just before all the prims and actors are called for collisions and updates // Set to 'now' just before all the prims and actors are called for collisions and updates
@ -697,7 +698,21 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
public override Dictionary<uint, float> GetTopColliders() public override Dictionary<uint, float> GetTopColliders()
{ {
return new Dictionary<uint, float>(); Dictionary<uint, float> topColliders;
lock (PhysObjects)
{
foreach (KeyValuePair<uint, BSPhysObject> kvp in PhysObjects)
{
kvp.Value.ComputeCollisionScore();
}
List<BSPhysObject> orderedPrims = new List<BSPhysObject>(PhysObjects.Values);
orderedPrims.OrderByDescending(p => p.CollisionScore);
topColliders = orderedPrims.Take(25).ToDictionary(p => p.LocalID, p => p.CollisionScore);
}
return topColliders;
} }
public override bool IsThreaded { get { return false; } } public override bool IsThreaded { get { return false; } }
@ -748,7 +763,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
private void TriggerPostStepEvent(float timeStep) private void TriggerPostStepEvent(float timeStep)
{ {
PreStepAction actions = AfterStep; PostStepAction actions = AfterStep;
if (actions != null) if (actions != null)
actions(timeStep); actions(timeStep);
@ -840,7 +855,7 @@ 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); // Util.PrintCallStack(DetailLog);
} }
return InTaintTime; return InTaintTime;
} }

View File

@ -1,8 +1,11 @@
CURRENT PRIORITIES CURRENT PRIORITIES
================================================= =================================================
One sided meshes? Should terrain be built into a closed shape?
When meshes get partially wedged into the terrain, they cannot push themselves out.
It is possible that Bullet processes collisions whether entering or leaving a mesh.
Ref: http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4869
Deleting a linkset while standing on the root will leave the physical shape of the root behind. Deleting a linkset while standing on the root will leave the physical shape of the root behind.
Not sure if it is because standing on it. Done with large prim linksets. Not sure if it is because standing on it. Done with large prim linksets.
Child movement in linkset (don't rebuild linkset)
Vehicle angular vertical attraction Vehicle angular vertical attraction
vehicle angular banking vehicle angular banking
Center-of-gravity Center-of-gravity
@ -12,6 +15,7 @@ when should angular and linear motor targets be zeroed? when selected?
Need a vehicle.clear()? Or an 'else' in prestep if not physical. Need a vehicle.clear()? Or an 'else' in prestep if not physical.
Teravus llMoveToTarget script debug Teravus llMoveToTarget script debug
Mixing of hover, buoyancy/gravity, moveToTarget, into one force Mixing of hover, buoyancy/gravity, moveToTarget, into one force
Setting hover height to zero disables hover even if hover flags are on (from SL wiki)
Nebadon vehicles turning funny in arena Nebadon vehicles turning funny in arena
limitMotorUp calibration (more down?) limitMotorUp calibration (more down?)
llRotLookAt llRotLookAt
@ -72,7 +76,11 @@ Incorporate inter-relationship of angular corrections. For instance, angularDefl
GENERAL TODO LIST: GENERAL TODO LIST:
================================================= =================================================
Avatar standing on a moving object should start to move with the object.
llMoveToTarget objects are not effected by gravity until target is removed. llMoveToTarget objects are not effected by gravity until target is removed.
Compute CCD parameters based on body size
Can solver iterations be changed per body/shape? Can be for constraints but what
about regular vehicles?
Implement llSetPhysicalMaterial. Implement llSetPhysicalMaterial.
extend it with Center-of-mass, rolling friction, density extend it with Center-of-mass, rolling friction, density
Implement llSetForceAndTorque. Implement llSetForceAndTorque.
@ -322,3 +330,4 @@ Boats float low in the water (DONE)
Boats floating at proper level (DONE) Boats floating at proper level (DONE)
When is force introduced by SetForce removed? The prestep action could go forever. (DONE) When is force introduced by SetForce removed? The prestep action could go forever. (DONE)
(Resolution: setForce registers a prestep action which keeps applying the force) (Resolution: setForce registers a prestep action which keeps applying the force)
Child movement in linkset (don't rebuild linkset) (DONE 20130122))

View File

@ -0,0 +1,127 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using NUnit.Framework;
using log4net;
using OpenSim.Framework;
using OpenSim.Region.Physics.BulletSPlugin;
using OpenSim.Region.Physics.Manager;
using OpenSim.Tests.Common;
using OpenMetaverse;
namespace OpenSim.Region.Physics.BulletSPlugin.Tests
{
[TestFixture]
public class BasicVehicles : OpenSimTestCase
{
// Documentation on attributes: http://www.nunit.org/index.php?p=attributes&r=2.6.1
// Documentation on assertions: http://www.nunit.org/index.php?p=assertions&r=2.6.1
BSScene PhysicsScene { get; set; }
BSPrim TestVehicle { get; set; }
Vector3 TestVehicleInitPosition { get; set; }
float timeStep = 0.089f;
[TestFixtureSetUp]
public void Init()
{
Dictionary<string, string> engineParams = new Dictionary<string, string>();
PhysicsScene = BulletSimTestsUtil.CreateBasicPhysicsEngine(engineParams);
PrimitiveBaseShape pbs = PrimitiveBaseShape.CreateSphere();
Vector3 pos = new Vector3(100.0f, 100.0f, 0f);
pos.Z = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos) + 2f;
TestVehicleInitPosition = pos;
Vector3 size = new Vector3(1f, 1f, 1f);
pbs.Scale = size;
Quaternion rot = Quaternion.Identity;
bool isPhys = false;
uint localID = 123;
PhysicsScene.AddPrimShape("testPrim", pbs, pos, size, rot, isPhys, localID);
TestVehicle = (BSPrim)PhysicsScene.PhysObjects[localID];
// The actual prim shape creation happens at taint time
PhysicsScene.ProcessTaints();
}
[TestFixtureTearDown]
public void TearDown()
{
if (PhysicsScene != null)
{
// The Dispose() will also free any physical objects in the scene
PhysicsScene.Dispose();
PhysicsScene = null;
}
}
[TestCase(25, 0.25f, 0.25f, 0.25f)]
[TestCase(25, -0.25f, 0.25f, 0.25f)]
[TestCase(25, 0.25f, -0.25f, 0.25f)]
[TestCase(25, -0.25f, -0.25f, 0.25f)]
public void VerticalAttraction(int simSteps, float initRoll, float initPitch, float initYaw)
{
Quaternion initOrientation = Quaternion.CreateFromEulers(initRoll, initPitch, initYaw);
TestVehicle.Orientation = initOrientation;
TestVehicle.Position = TestVehicleInitPosition;
// The vehicle controller is not enabled directly (set a vehicle type).
// 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, 0.2f);
TestVehicle.VehicleController.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_TIMESCALE, 2f);
TestVehicle.VehicleController.enableAngularVerticalAttraction = true;
TestVehicle.IsPhysical = true;
PhysicsScene.ProcessTaints();
// Step the simulator a bunch of times and and vertical attraction should orient the vehicle up
for (int ii = 0; ii < simSteps; ii++)
{
TestVehicle.VehicleController.ForgetKnownVehicleProperties();
TestVehicle.VehicleController.ComputeAngularVerticalAttraction();
TestVehicle.VehicleController.PushKnownChanged();
PhysicsScene.Simulate(timeStep);
}
// After these steps, the vehicle should be upright
Vector3 upPointer = Vector3.UnitZ * TestVehicle.Orientation;
Assert.That(upPointer.Z, Is.GreaterThan(0.99f));
}
}
}

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@ -0,0 +1,56 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using NUnit.Framework;
using log4net;
using OpenSim.Tests.Common;
namespace OpenSim.Region.Physics.BulletSPlugin.Tests
{
[TestFixture]
public class BulletSimTests : OpenSimTestCase
{
// Documentation on attributes: http://www.nunit.org/index.php?p=attributes&r=2.6.1
// Documentation on assertions: http://www.nunit.org/index.php?p=assertions&r=2.6.1
[TestFixtureSetUp]
public void Init()
{
}
[TestFixtureTearDown]
public void TearDown()
{
}
}
}

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@ -0,0 +1,87 @@
/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Nini.Config;
using OpenSim.Framework;
using OpenSim.Region.Physics.BulletSPlugin;
using OpenSim.Region.Physics.Meshing;
namespace OpenSim.Region.Physics.BulletSPlugin.Tests
{
// Utility functions for building up and tearing down the sample physics environments
public static class BulletSimTestsUtil
{
// 'engineName' is the Bullet engine to use. Either null (for unmanaged), "BulletUnmanaged" or "BulletXNA"
// 'params' is a set of keyValue pairs to set in the engine's configuration file (override defaults)
// May be 'null' if there are no overrides.
public static BSScene CreateBasicPhysicsEngine(Dictionary<string,string> paramOverrides)
{
IConfigSource openSimINI = new IniConfigSource();
IConfig startupConfig = openSimINI.AddConfig("Startup");
startupConfig.Set("physics", "BulletSim");
startupConfig.Set("meshing", "Meshmerizer");
startupConfig.Set("cacheSculptMaps", "false"); // meshmerizer shouldn't save maps
IConfig bulletSimConfig = openSimINI.AddConfig("BulletSim");
// If the caller cares, specify the bullet engine otherwise it will default to "BulletUnmanaged".
// bulletSimConfig.Set("BulletEngine", "BulletUnmanaged");
// bulletSimConfig.Set("BulletEngine", "BulletXNA");
bulletSimConfig.Set("MeshSculptedPrim", "false");
bulletSimConfig.Set("ForceSimplePrimMeshing", "true");
if (paramOverrides != null)
{
foreach (KeyValuePair<string, string> kvp in paramOverrides)
{
bulletSimConfig.Set(kvp.Key, kvp.Value);
}
}
// bulletSimConfig.Set("PhysicsLoggingEnabled","True");
// bulletSimConfig.Set("PhysicsLoggingDoFlush","True");
// bulletSimConfig.Set("VehicleLoggingEnabled","True");
BSPlugin bsPlugin = new BSPlugin();
BSScene bsScene = (BSScene)bsPlugin.GetScene("BSTestRegion");
// Since the asset requestor is not initialized, any mesh or sculptie will be a cube.
// In the future, add a fake asset fetcher to get meshes and sculpts.
// bsScene.RequestAssetMethod = ???;
Meshing.Meshmerizer mesher = new Meshmerizer(openSimINI);
bsScene.Initialise(mesher, openSimINI);
return bsScene;
}
}
}

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@ -4096,8 +4096,8 @@ namespace OpenSim.Region.Physics.OdePlugin
lock (_prims) lock (_prims)
{ {
List<OdePrim> orderedPrims = new List<OdePrim>(_prims); List<OdePrim> orderedPrims = new List<OdePrim>(_prims);
orderedPrims.OrderByDescending(p => p.CollisionScore).Take(25); orderedPrims.OrderByDescending(p => p.CollisionScore);
topColliders = orderedPrims.ToDictionary(p => p.LocalID, p => p.CollisionScore); topColliders = orderedPrims.Take(25).ToDictionary(p => p.LocalID, p => p.CollisionScore);
foreach (OdePrim p in _prims) foreach (OdePrim p in _prims)
p.CollisionScore = 0; p.CollisionScore = 0;

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@ -3359,6 +3359,40 @@
</Files> </Files>
</Project> </Project>
<Project frameworkVersion="v3_5" name="OpenSim.Region.Physics.BulletSPlugin.Tests" path="OpenSim/Region/Physics/BulletSPlugin/Tests" type="Library">
<Configuration name="Debug">
<Options>
<OutputPath>../../../../../bin/</OutputPath>
</Options>
</Configuration>
<Configuration name="Release">
<Options>
<OutputPath>../../../../../bin/</OutputPath>
</Options>
</Configuration>
<ReferencePath>../../../../../bin/</ReferencePath>
<Reference name="System"/>
<Reference name="System.Core"/>
<Reference name="System.Data"/>
<Reference name="Nini" path="../../../../../bin/"/>
<Reference name="log4net" path="../../../../../bin/"/>
<Reference name="nunit.framework" path="../../../../../bin/"/>
<Reference name="OpenMetaverse" path="../../../../../bin/"/>
<Reference name="OpenMetaverseTypes" path="../../../../../bin/"/>
<Reference name="OpenSim.Framework"/>
<Reference name="OpenSim.Tests.Common"/>
<Reference name="OpenSim.Region.CoreModules"/>
<Reference name="OpenSim.Region.Physics.Meshing" path="../../../../../bin/Physics/"/>
<Reference name="OpenSim.Region.Physics.Manager"/>
<Reference name="OpenSim.Region.Physics.BulletSPlugin" path="../../../../../bin/Physics/"/>
<Files>
<Match pattern="*.cs" recurse="false"/>
</Files>
</Project>
<Project frameworkVersion="v3_5" name="OpenSim.Server.Handlers.Tests" path="OpenSim/Server/Handlers" type="Library"> <Project frameworkVersion="v3_5" name="OpenSim.Server.Handlers.Tests" path="OpenSim/Server/Handlers" type="Library">
<Configuration name="Debug"> <Configuration name="Debug">
<Options> <Options>