Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
commit
90a19fb573
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@ -961,13 +961,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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// ==================================================================
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// Clamp high or low velocities
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float newVelocityLengthSq = VehicleVelocity.LengthSquared();
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if (newVelocityLengthSq > BSParam.VehicleMaxLinearVelocitySq)
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if (newVelocityLengthSq > BSParam.VehicleMaxLinearVelocitySquared)
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{
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Vector3 origVelW = VehicleVelocity; // DEBUG DEBUG
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VehicleVelocity /= VehicleVelocity.Length();
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VehicleVelocity *= BSParam.VehicleMaxLinearVelocity;
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VDetailLog("{0}, MoveLinear,clampMax,origVelW={1},lenSq={2},maxVelSq={3},,newVelW={4}",
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Prim.LocalID, origVelW, newVelocityLengthSq, BSParam.VehicleMaxLinearVelocitySq, VehicleVelocity);
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Prim.LocalID, origVelW, newVelocityLengthSq, BSParam.VehicleMaxLinearVelocitySquared, VehicleVelocity);
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}
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else if (newVelocityLengthSq < 0.001f)
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VehicleVelocity = Vector3.Zero;
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@ -47,12 +47,16 @@ public static class BSParam
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public static float SculptLOD { get; private set; }
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public static int CrossingFailuresBeforeOutOfBounds { get; private set; }
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public static float UpdateVelocityChangeThreshold { get; private set; }
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public static float MinimumObjectMass { get; private set; }
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public static float MaximumObjectMass { get; private set; }
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public static float MaxLinearVelocity { get; private set; }
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public static float MaxLinearVelocitySquared { get; private set; }
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public static float MaxAngularVelocity { get; private set; }
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public static float MaxAngularVelocitySquared { get; private set; }
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public static float MaxAddForceMagnitude { get; private set; }
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public static float MaxAddForceMagnitudeSquared { get; private set; }
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public static float DensityScaleFactor { get; private set; }
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public static float LinearDamping { get; private set; }
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@ -109,7 +113,7 @@ public static class BSParam
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// Vehicle parameters
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public static float VehicleMaxLinearVelocity { get; private set; }
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public static float VehicleMaxLinearVelocitySq { get; private set; }
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public static float VehicleMaxLinearVelocitySquared { get; private set; }
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public static float VehicleMaxAngularVelocity { get; private set; }
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public static float VehicleMaxAngularVelocitySq { get; private set; }
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public static float VehicleAngularDamping { get; private set; }
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@ -265,7 +269,7 @@ public static class BSParam
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// The single letter parameters for the delegates are:
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// s = BSScene
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// o = BSPhysObject
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// v = value (float)
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// v = value (appropriate type)
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private static ParameterDefnBase[] ParameterDefinitions =
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{
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new ParameterDefn<bool>("MeshSculptedPrim", "Whether to create meshes for sculpties",
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@ -289,6 +293,10 @@ public static class BSParam
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5,
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(s) => { return CrossingFailuresBeforeOutOfBounds; },
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(s,v) => { CrossingFailuresBeforeOutOfBounds = v; } ),
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new ParameterDefn<float>("UpdateVelocityChangeThreshold", "Change in updated velocity required before reporting change to simulator",
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0.1f,
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(s) => { return UpdateVelocityChangeThreshold; },
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(s,v) => { UpdateVelocityChangeThreshold = v; } ),
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new ParameterDefn<float>("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)",
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32f,
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@ -343,16 +351,16 @@ public static class BSParam
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new ParameterDefn<float>("MaxLinearVelocity", "Maximum velocity magnitude that can be assigned to an object",
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1000.0f,
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(s) => { return MaxLinearVelocity; },
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(s,v) => { MaxLinearVelocity = v; } ),
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(s,v) => { MaxLinearVelocity = v; MaxLinearVelocitySquared = v * v; } ),
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new ParameterDefn<float>("MaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to an object",
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1000.0f,
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(s) => { return MaxAngularVelocity; },
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(s,v) => { MaxAngularVelocity = v; } ),
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(s,v) => { MaxAngularVelocity = v; MaxAngularVelocitySquared = v * v; } ),
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// LL documentation says thie number should be 20f for llApplyImpulse and 200f for llRezObject
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new ParameterDefn<float>("MaxAddForceMagnitude", "Maximum force that can be applied by llApplyImpulse (SL says 20f)",
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20000.0f,
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(s) => { return MaxAddForceMagnitude; },
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(s,v) => { MaxAddForceMagnitude = v; } ),
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(s,v) => { MaxAddForceMagnitude = v; MaxAddForceMagnitudeSquared = v * v; } ),
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// Density is passed around as 100kg/m3. This scales that to 1kg/m3.
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new ParameterDefn<float>("DensityScaleFactor", "Conversion for simulator/viewer density (100kg/m3) to physical density (1kg/m3)",
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0.01f,
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@ -505,7 +513,7 @@ public static class BSParam
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new ParameterDefn<float>("VehicleMaxLinearVelocity", "Maximum velocity magnitude that can be assigned to a vehicle",
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1000.0f,
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(s) => { return (float)VehicleMaxLinearVelocity; },
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(s,v) => { VehicleMaxLinearVelocity = v; VehicleMaxLinearVelocitySq = v * v; } ),
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(s,v) => { VehicleMaxLinearVelocity = v; VehicleMaxLinearVelocitySquared = v * v; } ),
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new ParameterDefn<float>("VehicleMaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to a vehicle",
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12.0f,
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(s) => { return (float)VehicleMaxAngularVelocity; },
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@ -108,6 +108,9 @@ public class BSPrim : BSPhysObject
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// do the actual object creation at taint time
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PhysicsScene.TaintedObject("BSPrim.create", delegate()
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{
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// Make sure the object is being created with some sanity.
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ExtremeSanityCheck(true /* inTaintTime */);
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CreateGeomAndObject(true);
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CurrentCollisionFlags = PhysicsScene.PE.GetCollisionFlags(PhysBody);
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@ -450,6 +453,38 @@ public class BSPrim : BSPhysObject
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return ret;
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}
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// Occasionally things will fly off and really get lost.
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// Find the wanderers and bring them back.
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// Return 'true' if some parameter need some sanity.
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private bool ExtremeSanityCheck(bool inTaintTime)
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{
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bool ret = false;
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uint wayOutThere = Constants.RegionSize * Constants.RegionSize;
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// There have been instances of objects getting thrown way out of bounds and crashing
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// the border crossing code.
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if ( _position.X < -Constants.RegionSize || _position.X > wayOutThere
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|| _position.Y < -Constants.RegionSize || _position.Y > wayOutThere
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|| _position.Z < -Constants.RegionSize || _position.Z > wayOutThere)
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{
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_position = new OMV.Vector3(10, 10, 50);
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ZeroMotion(inTaintTime);
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ret = true;
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}
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if (_velocity.LengthSquared() > BSParam.MaxLinearVelocity)
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{
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_velocity = Util.ClampV(_velocity, BSParam.MaxLinearVelocity);
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ret = true;
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}
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if (_rotationalVelocity.LengthSquared() > BSParam.MaxAngularVelocitySquared)
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{
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_rotationalVelocity = Util.ClampV(_rotationalVelocity, BSParam.MaxAngularVelocity);
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ret = true;
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}
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return ret;
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}
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// Return the effective mass of the object.
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// The definition of this call is to return the mass of the prim.
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// If the simulator cares about the mass of the linkset, it will sum it itself.
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@ -585,12 +620,12 @@ public class BSPrim : BSPhysObject
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if (VehicleController.Type == Vehicle.TYPE_NONE)
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{
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UnRegisterPreStepAction("BSPrim.Vehicle", LocalID);
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PhysicsScene.AfterStep -= VehicleController.PostStep;
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UnRegisterPostStepAction("BSPrim.Vehicle", LocalID);
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}
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else
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{
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RegisterPreStepAction("BSPrim.Vehicle", LocalID, VehicleController.Step);
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PhysicsScene.AfterStep += VehicleController.PostStep;
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RegisterPostStepAction("BSPrim.Vehicle", LocalID, VehicleController.PostStep);
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}
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});
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}
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@ -732,7 +767,7 @@ public class BSPrim : BSPhysObject
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set {
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PhysicsScene.AssertInTaintTime("BSPrim.ForceVelocity");
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_velocity = value;
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_velocity = Util.ClampV(value, BSParam.MaxLinearVelocity);
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if (PhysBody.HasPhysicalBody)
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{
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DetailLog("{0},BSPrim.ForceVelocity,taint,vel={1}", LocalID, _velocity);
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@ -1098,7 +1133,7 @@ public class BSPrim : BSPhysObject
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return _rotationalVelocity;
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}
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set {
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_rotationalVelocity = value;
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_rotationalVelocity = Util.ClampV(value, BSParam.MaxAngularVelocity);
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if (PhysBody.HasPhysicalBody)
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{
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DetailLog("{0},BSPrim.ForceRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity);
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@ -1230,6 +1265,7 @@ public class BSPrim : BSPhysObject
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RegisterPreStepAction("BSPrim.Hover", LocalID, delegate(float timeStep)
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{
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// Don't do hovering while the object is selected.
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if (!IsPhysicallyActive)
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return;
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@ -1737,10 +1773,9 @@ public class BSPrim : BSPhysObject
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// Assign directly to the local variables so the normal set actions do not happen
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_position = entprop.Position;
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_orientation = entprop.Rotation;
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// _velocity = entprop.Velocity;
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// DEBUG DEBUG DEBUG -- smooth velocity changes a bit. The simulator seems to be
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// very sensitive to velocity changes.
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if (entprop.Velocity == OMV.Vector3.Zero || !entprop.Velocity.ApproxEquals(_velocity, 0.1f))
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if (entprop.Velocity == OMV.Vector3.Zero || !entprop.Velocity.ApproxEquals(_velocity, BSParam.UpdateVelocityChangeThreshold))
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_velocity = entprop.Velocity;
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_acceleration = entprop.Acceleration;
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_rotationalVelocity = entprop.RotationalVelocity;
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@ -9,6 +9,9 @@ Enable vehicle border crossings (at least as poorly as ODE)
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Lock axis
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Deleting a linkset while standing on the root will leave the physical shape of the root behind.
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Not sure if it is because standing on it. Done with large prim linksets.
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Linkset child rotations.
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Nebadon spiral tube has middle sections which are rotated wrong.
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Select linked spiral tube. Delink and note where the middle section ends up.
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Vehicle angular vertical attraction
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vehicle angular banking
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Center-of-gravity
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@ -68,6 +71,8 @@ Vehicle attributes are not restored when a vehicle is rezzed on region creation
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GENERAL TODO LIST:
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=================================================
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Explore btGImpactMeshShape as alternative to convex hulls for simplified physical objects.
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Regular triangle meshes don't do physical collisions.
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Resitution of a prim works on another prim but not on terrain.
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The dropped prim doesn't bounce properly on the terrain.
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Add a sanity check for PIDTarget location.
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@ -338,4 +343,4 @@ Avatar standing on a moving object should start to move with the object. (DONE 2
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Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE.
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Verify that angular motion specified around Z moves in the vehicle coordinates.
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DONE 20130120: BulletSim properly applies force in vehicle relative coordinates.
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Nebadon vehicles turning funny in arena (DONE)
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Nebadon vehicles turning funny in arena (DONE)
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