Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
commit
93fd5e4036
|
@ -774,7 +774,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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// Since the computation of terrain height can be a little involved, this routine
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// is used to fetch the height only once for each vehicle simulation step.
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Vector3 lastRememberedHeightPos;
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Vector3 lastRememberedHeightPos = new Vector3(-1, -1, -1);
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private float GetTerrainHeight(Vector3 pos)
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{
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if ((m_knownHas & m_knownChangedTerrainHeight) == 0 || pos != lastRememberedHeightPos)
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@ -788,14 +788,16 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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// Since the computation of water level can be a little involved, this routine
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// is used ot fetch the level only once for each vehicle simulation step.
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Vector3 lastRememberedWaterHeightPos = new Vector3(-1, -1, -1);
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private float GetWaterLevel(Vector3 pos)
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{
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if ((m_knownHas & m_knownChangedWaterLevel) == 0)
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if ((m_knownHas & m_knownChangedWaterLevel) == 0 || pos != lastRememberedWaterHeightPos)
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{
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lastRememberedWaterHeightPos = pos;
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m_knownWaterLevel = ControllingPrim.PhysScene.TerrainManager.GetWaterLevelAtXYZ(pos);
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m_knownHas |= m_knownChangedWaterLevel;
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}
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return (float)m_knownWaterLevel;
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return m_knownWaterLevel;
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}
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private Vector3 VehiclePosition
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@ -991,11 +993,17 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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{
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Vector3 vel = VehicleVelocity;
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if ((m_flags & (VehicleFlag.NO_X)) != 0)
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{
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vel.X = 0;
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}
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if ((m_flags & (VehicleFlag.NO_Y)) != 0)
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{
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vel.Y = 0;
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}
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if ((m_flags & (VehicleFlag.NO_Z)) != 0)
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{
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vel.Z = 0;
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}
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VehicleVelocity = vel;
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}
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@ -35,62 +35,6 @@ using OMV = OpenMetaverse;
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namespace OpenSim.Region.Physics.BulletSPlugin
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{
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/*
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// When a child is linked, the relationship position of the child to the parent
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// is remembered so the child's world position can be recomputed when it is
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// removed from the linkset.
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sealed class BSLinksetCompoundInfo : BSLinksetInfo
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{
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public int Index;
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public OMV.Vector3 OffsetFromRoot;
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public OMV.Vector3 OffsetFromCenterOfMass;
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public OMV.Quaternion OffsetRot;
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public BSLinksetCompoundInfo(int indx, OMV.Vector3 p, OMV.Quaternion r)
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{
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Index = indx;
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OffsetFromRoot = p;
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OffsetFromCenterOfMass = p;
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OffsetRot = r;
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}
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// 'centerDisplacement' is the distance from the root the the center-of-mass (Bullet 'zero' of the shape)
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public BSLinksetCompoundInfo(int indx, BSPrimLinkable root, BSPrimLinkable child, OMV.Vector3 centerDisplacement)
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{
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// Each child position and rotation is given relative to the center-of-mass.
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OMV.Quaternion invRootOrientation = OMV.Quaternion.Inverse(root.RawOrientation);
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OMV.Vector3 displacementFromRoot = (child.RawPosition - root.RawPosition) * invRootOrientation;
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OMV.Vector3 displacementFromCOM = displacementFromRoot - centerDisplacement;
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OMV.Quaternion displacementRot = child.RawOrientation * invRootOrientation;
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// Save relative position for recomputing child's world position after moving linkset.
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Index = indx;
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OffsetFromRoot = displacementFromRoot;
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OffsetFromCenterOfMass = displacementFromCOM;
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OffsetRot = displacementRot;
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}
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public override void Clear()
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{
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Index = 0;
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OffsetFromRoot = OMV.Vector3.Zero;
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OffsetFromCenterOfMass = OMV.Vector3.Zero;
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OffsetRot = OMV.Quaternion.Identity;
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}
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public override string ToString()
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{
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StringBuilder buff = new StringBuilder();
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buff.Append("<i=");
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buff.Append(Index.ToString());
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buff.Append(",p=");
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buff.Append(OffsetFromRoot.ToString());
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buff.Append(",m=");
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buff.Append(OffsetFromCenterOfMass.ToString());
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buff.Append(",r=");
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buff.Append(OffsetRot.ToString());
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buff.Append(">");
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return buff.ToString();
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}
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};
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*/
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public sealed class BSLinksetCompound : BSLinkset
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{
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private static string LogHeader = "[BULLETSIM LINKSET COMPOUND]";
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@ -151,7 +95,9 @@ public sealed class BSLinksetCompound : BSLinkset
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public override bool MakeStatic(BSPrimLinkable child)
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{
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bool ret = false;
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DetailLog("{0},BSLinksetCompound.MakeStatic,call,IsRoot={1}", child.LocalID, IsRoot(child));
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child.ClearDisplacement();
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if (IsRoot(child))
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{
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// Schedule a rebuild to verify that the root shape is set to the real shape.
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@ -315,7 +261,6 @@ public sealed class BSLinksetCompound : BSLinkset
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// Note that this works for rebuilding just the root after a linkset is taken apart.
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// Called at taint time!!
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private bool UseBulletSimRootOffsetHack = false; // Attempt to have Bullet track the coords of root compound shape
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private bool disableCOM = true; // For basic linkset debugging, turn off the center-of-mass setting
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private void RecomputeLinksetCompound()
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{
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try
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@ -326,55 +271,70 @@ public sealed class BSLinksetCompound : BSLinkset
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// to what they should be as if the root was not in a linkset.
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// Not that bad since we only get into this routine if there are children in the linkset and
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// something has been updated/changed.
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// Have to do the rebuild before checking for physical because this might be a linkset
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// being destructed and going non-physical.
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LinksetRoot.ForceBodyShapeRebuild(true);
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// There is no reason to build all this physical stuff for a non-physical linkset.
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if (!LinksetRoot.IsPhysicallyActive)
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{
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// Clean up any old linkset shape and make sure the root shape is set to the root object.
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DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,notPhysical", LinksetRoot.LocalID);
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return; // Note the 'finally' clause at the botton which will get executed.
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}
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// Get a new compound shape to build the linkset shape in.
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BSShape linksetShape = BSShapeCompound.GetReference(m_physicsScene);
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// The center of mass for the linkset is the geometric center of the group.
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// Compute a displacement for each component so it is relative to the center-of-mass.
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// Bullet presumes an object's origin (relative <0,0,0>) is its center-of-mass
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OMV.Vector3 centerOfMassW = ComputeLinksetCenterOfMass();
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OMV.Quaternion invRootOrientation = OMV.Quaternion.Normalize(OMV.Quaternion.Inverse(LinksetRoot.RawOrientation));
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OMV.Vector3 origRootPosition = LinksetRoot.RawPosition;
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// 'centerDisplacement' is the value to subtract from children to give physical offset position
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// 'centerDisplacementV' is the vehicle relative distance from the simulator root position to the center-of-mass
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OMV.Vector3 centerDisplacementV = (centerOfMassW - LinksetRoot.RawPosition) * invRootOrientation;
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if (UseBulletSimRootOffsetHack || disableCOM)
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if (UseBulletSimRootOffsetHack || !BSParam.LinksetOffsetCenterOfMass)
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{
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// Zero everything if center-of-mass displacement is not being done.
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centerDisplacementV = OMV.Vector3.Zero;
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LinksetRoot.ClearDisplacement();
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}
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else
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{
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LinksetRoot.SetEffectiveCenterOfMassDisplacement(centerDisplacementV);
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// The actual center-of-mass could have been set by the user.
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centerDisplacementV = LinksetRoot.SetEffectiveCenterOfMassDisplacement(centerDisplacementV);
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}
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DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,COM,rootPos={1},com={2},comDisp={3}",
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LinksetRoot.LocalID, LinksetRoot.RawPosition, centerOfMassW, centerDisplacementV);
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LinksetRoot.LocalID, origRootPosition, centerOfMassW, centerDisplacementV);
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// Add the shapes of all the components of the linkset
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int memberIndex = 1;
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ForEachMember(delegate(BSPrimLinkable cPrim)
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{
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// Root shape is always index zero.
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cPrim.LinksetChildIndex = IsRoot(cPrim) ? 0 : memberIndex;
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if (IsRoot(cPrim))
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{
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// Root shape is always index zero.
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cPrim.LinksetChildIndex = 0;
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}
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else
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{
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cPrim.LinksetChildIndex = memberIndex;
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memberIndex++;
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}
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// Get a reference to the shape of the child and add that shape to the linkset compound shape
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// Get a reference to the shape of the child for adding of that shape to the linkset compound shape
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BSShape childShape = cPrim.PhysShape.GetReference(m_physicsScene, cPrim);
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OMV.Vector3 offsetPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation - centerDisplacementV;
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// Offset the child shape from the center-of-mass and rotate it to vehicle relative.
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OMV.Vector3 offsetPos = (cPrim.RawPosition - origRootPosition) * invRootOrientation - centerDisplacementV;
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OMV.Quaternion offsetRot = OMV.Quaternion.Normalize(cPrim.RawOrientation) * invRootOrientation;
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// Add the child shape to the compound shape being built
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m_physicsScene.PE.AddChildShapeToCompoundShape(linksetShape.physShapeInfo, childShape.physShapeInfo, offsetPos, offsetRot);
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DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addChild,indx={1},cShape={2},offPos={3},offRot={4}",
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LinksetRoot.LocalID, memberIndex, childShape, offsetPos, offsetRot);
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LinksetRoot.LocalID, cPrim.LinksetChildIndex, childShape, offsetPos, offsetRot);
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// Since we are borrowing the shape of the child, disable the origional child body
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if (!IsRoot(cPrim))
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@ -386,8 +346,6 @@ public sealed class BSLinksetCompound : BSLinkset
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cPrim.PhysBody.collisionType = CollisionType.LinksetChild;
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}
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memberIndex++;
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return false; // 'false' says to move onto the next child in the list
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});
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@ -409,8 +367,9 @@ public sealed class BSLinksetCompound : BSLinkset
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{
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// Enable the physical position updator to return the position and rotation of the root shape.
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// This enables a feature in the C++ code to return the world coordinates of the first shape in the
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// compound shape. This eleviates the need to offset the returned physical position by the
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// compound shape. This aleviates the need to offset the returned physical position by the
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// center-of-mass offset.
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// TODO: either debug this feature or remove it.
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m_physicsScene.PE.AddToCollisionFlags(LinksetRoot.PhysBody, CollisionFlags.BS_RETURN_ROOT_COMPOUND_SHAPE);
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}
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}
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@ -188,6 +188,8 @@ public class BSVMotor : BSMotor
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CurrentValue = current;
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return Step(timeStep);
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}
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// Given and error, computer a correction for this step.
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// Simple scaling of the error by the timestep.
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public virtual Vector3 StepError(float timeStep, Vector3 error)
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{
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if (!Enabled) return Vector3.Zero;
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@ -221,7 +223,7 @@ public class BSVMotor : BSMotor
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CurrentValue, TargetValue);
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LastError = BSMotor.InfiniteVector;
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while (maxOutput-- > 0 && !LastError.ApproxEquals(Vector3.Zero, ErrorZeroThreshold))
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while (maxOutput-- > 0 && !ErrorIsZero())
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{
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Vector3 lastStep = Step(timeStep);
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MDetailLog("{0},BSVMotor.Test,{1},cur={2},tgt={3},lastError={4},lastStep={5}",
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@ -375,7 +377,6 @@ public class BSPIDVMotor : BSVMotor
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// The factors are vectors for the three dimensions. This is the proportional of each
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// that is applied. This could be multiplied through the actual factors but it
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// is sometimes easier to manipulate the factors and their mix separately.
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// to
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public Vector3 FactorMix;
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// Arbritrary factor range.
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@ -413,14 +414,14 @@ public class BSPIDVMotor : BSVMotor
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// If efficiency is high (1f), use a factor value that moves the error value to zero with little overshoot.
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// If efficiency is low (0f), use a factor value that overcorrects.
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// TODO: might want to vary contribution of different factor depending on efficiency.
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float factor = ((1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow) / 3f;
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// float factor = (1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow;
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// float factor = ((1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow) / 3f;
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float factor = (1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow;
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proportionFactor = new Vector3(factor, factor, factor);
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integralFactor = new Vector3(factor, factor, factor);
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derivFactor = new Vector3(factor, factor, factor);
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MDetailLog("{0},BSPIDVMotor.setEfficiency,eff={1},factor={2}", BSScene.DetailLogZero, Efficiency, factor);
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MDetailLog("{0}, BSPIDVMotor.setEfficiency,eff={1},factor={2}", BSScene.DetailLogZero, Efficiency, factor);
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}
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}
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@ -441,8 +442,8 @@ public class BSPIDVMotor : BSVMotor
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+ derivitive / TimeScale * derivFactor * FactorMix.Z
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;
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MDetailLog("{0}, BSPIDVMotor.step,ts={1},err={2},runnInt={3},deriv={4},ret={5}",
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BSScene.DetailLogZero, timeStep, error, RunningIntegration, derivitive, ret);
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MDetailLog("{0}, BSPIDVMotor.step,ts={1},err={2},lerr={3},runnInt={4},deriv={5},ret={6}",
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BSScene.DetailLogZero, timeStep, error, LastError, RunningIntegration, derivitive, ret);
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return ret;
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}
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@ -176,6 +176,7 @@ public static class BSParam
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// Linkset implementation parameters
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public static float LinksetImplementation { get; private set; }
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public static bool LinksetOffsetCenterOfMass { get; private set; }
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public static bool LinkConstraintUseFrameOffset { get; private set; }
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public static bool LinkConstraintEnableTransMotor { get; private set; }
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public static float LinkConstraintTransMotorMaxVel { get; private set; }
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@ -684,6 +685,8 @@ public static class BSParam
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new ParameterDefn<float>("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)",
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(float)BSLinkset.LinksetImplementation.Compound ),
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new ParameterDefn<bool>("LinksetOffsetCenterOfMass", "If 'true', compute linkset center-of-mass and offset linkset position to account for same",
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false ),
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new ParameterDefn<bool>("LinkConstraintUseFrameOffset", "For linksets built with constraints, enable frame offsetFor linksets built with constraints, enable frame offset.",
|
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false ),
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new ParameterDefn<bool>("LinkConstraintEnableTransMotor", "Whether to enable translational motor on linkset constraints",
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|
|
|
@ -90,6 +90,8 @@ public abstract class BSPhysObject : PhysicsActor
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PhysBody = new BulletBody(localID);
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PhysShape = new BSShapeNull();
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UserSetCenterOfMassDisplacement = null;
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|
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PrimAssetState = PrimAssetCondition.Unknown;
|
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|
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// Default material type. Also sets Friction, Restitution and Density.
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|
@ -180,6 +182,7 @@ public abstract class BSPhysObject : PhysicsActor
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Material = (MaterialAttributes.Material)material;
|
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|
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// Setting the material sets the material attributes also.
|
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// TODO: decide if this is necessary -- the simulator does this.
|
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MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, false);
|
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Friction = matAttrib.friction;
|
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Restitution = matAttrib.restitution;
|
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|
|
|
@ -802,6 +802,7 @@ public class BSPrim : BSPhysObject
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// isSolid: other objects bounce off of this object
|
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// isVolumeDetect: other objects pass through but can generate collisions
|
||||
// collisionEvents: whether this object returns collision events
|
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// NOTE: overloaded by BSPrimLinkable to also update linkset physical parameters.
|
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public virtual void UpdatePhysicalParameters()
|
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{
|
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if (!PhysBody.HasPhysicalBody)
|
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|
@ -1125,7 +1126,9 @@ public class BSPrim : BSPhysObject
|
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OMV.Vector3 addForce = force;
|
||||
PhysScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate()
|
||||
{
|
||||
// Bullet adds this central force to the total force for this tick
|
||||
// Bullet adds this central force to the total force for this tick.
|
||||
// Deep down in Bullet:
|
||||
// linearVelocity += totalForce / mass * timeStep;
|
||||
DetailLog("{0},BSPrim.addForce,taint,force={1}", LocalID, addForce);
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
{
|
||||
|
@ -1493,6 +1496,8 @@ public class BSPrim : BSPhysObject
|
|||
|
||||
returnMass = Util.Clamp(returnMass, BSParam.MinimumObjectMass, BSParam.MaximumObjectMass);
|
||||
// DetailLog("{0},BSPrim.CalculateMass,den={1},vol={2},mass={3}", LocalID, Density, volume, returnMass);
|
||||
DetailLog("{0},BSPrim.CalculateMass,den={1},vol={2},mass={3},pathB={4},pathE={5},profB={6},profE={7},siz={8}",
|
||||
LocalID, Density, volume, returnMass, pathBegin, pathEnd, profileBegin, profileEnd, _size);
|
||||
|
||||
return returnMass;
|
||||
}// end CalculateMass
|
||||
|
@ -1528,6 +1533,8 @@ public class BSPrim : BSPhysObject
|
|||
|
||||
// The physics engine says that properties have updated. Update same and inform
|
||||
// the world that things have changed.
|
||||
// NOTE: BSPrim.UpdateProperties is overloaded by BSPrimLinkable which modifies updates from root and children prims.
|
||||
// NOTE: BSPrim.UpdateProperties is overloaded by BSPrimDisplaced which handles mapping physical position to simulator position.
|
||||
public override void UpdateProperties(EntityProperties entprop)
|
||||
{
|
||||
// Let anyone (like the actors) modify the updated properties before they are pushed into the object and the simulator.
|
||||
|
@ -1563,8 +1570,6 @@ public class BSPrim : BSPhysObject
|
|||
LastEntityProperties = CurrentEntityProperties;
|
||||
CurrentEntityProperties = entprop;
|
||||
|
||||
// Note that BSPrim can be overloaded by BSPrimLinkable which controls updates from root and children prims.
|
||||
|
||||
PhysScene.PostUpdate(this);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -44,14 +44,14 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
{
|
||||
public class BSPrimDisplaced : BSPrim
|
||||
{
|
||||
// The purpose of this module is to do any mapping between what the simulator thinks
|
||||
// The purpose of this subclass is to do any mapping between what the simulator thinks
|
||||
// the prim position and orientation is and what the physical position/orientation.
|
||||
// This difference happens because Bullet assumes the center-of-mass is the <0,0,0>
|
||||
// of the prim/linkset. The simulator tracks the location of the prim/linkset by
|
||||
// the location of the root prim. So, if center-of-mass is anywhere but the origin
|
||||
// of the root prim, the physical origin is displaced from the simulator origin.
|
||||
// of the prim/linkset. The simulator, on the other hand, tracks the location of
|
||||
// the prim/linkset by the location of the root prim. So, if center-of-mass is anywhere
|
||||
// but the origin of the root prim, the physical origin is displaced from the simulator origin.
|
||||
//
|
||||
// This routine works by capturing the Force* setting of position/orientation/... and
|
||||
// This routine works by capturing ForcePosition and
|
||||
// adjusting the simulator values (being set) into the physical values.
|
||||
// The conversion is also done in the opposite direction (physical origin -> simulator origin).
|
||||
//
|
||||
|
@ -59,8 +59,8 @@ public class BSPrimDisplaced : BSPrim
|
|||
// are converted into simulator origin values before being passed to the base
|
||||
// class.
|
||||
|
||||
// PositionDisplacement is the vehicle relative distance from the root prim position to the center-of-mass.
|
||||
public virtual OMV.Vector3 PositionDisplacement { get; set; }
|
||||
public virtual OMV.Quaternion OrientationDisplacement { get; set; }
|
||||
|
||||
public BSPrimDisplaced(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size,
|
||||
OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical)
|
||||
|
@ -69,50 +69,81 @@ public class BSPrimDisplaced : BSPrim
|
|||
ClearDisplacement();
|
||||
}
|
||||
|
||||
// Clears any center-of-mass displacement introduced by linksets, etc.
|
||||
// Does not clear the displacement set by the user.
|
||||
public void ClearDisplacement()
|
||||
{
|
||||
PositionDisplacement = OMV.Vector3.Zero;
|
||||
OrientationDisplacement = OMV.Quaternion.Identity;
|
||||
if (UserSetCenterOfMassDisplacement.HasValue)
|
||||
PositionDisplacement = (OMV.Vector3)UserSetCenterOfMassDisplacement;
|
||||
else
|
||||
PositionDisplacement = OMV.Vector3.Zero;
|
||||
}
|
||||
|
||||
// Set this sets and computes the displacement from the passed prim to the center-of-mass.
|
||||
// A user set value for center-of-mass overrides whatever might be passed in here.
|
||||
// The displacement is in local coordinates (relative to root prim in linkset oriented coordinates).
|
||||
public virtual void SetEffectiveCenterOfMassDisplacement(Vector3 centerOfMassDisplacement)
|
||||
// Returns the relative offset from the root position to the center-of-mass.
|
||||
// Called at taint time.
|
||||
public virtual Vector3 SetEffectiveCenterOfMassDisplacement(Vector3 centerOfMassDisplacement)
|
||||
{
|
||||
PhysScene.AssertInTaintTime("BSPrimDisplaced.SetEffectiveCenterOfMassDisplacement");
|
||||
Vector3 comDisp;
|
||||
if (UserSetCenterOfMassDisplacement.HasValue)
|
||||
comDisp = (OMV.Vector3)UserSetCenterOfMassDisplacement;
|
||||
else
|
||||
comDisp = centerOfMassDisplacement;
|
||||
|
||||
// Eliminate any jitter caused be very slight differences in masses and positions
|
||||
if (comDisp.ApproxEquals(Vector3.Zero, 0.01f) )
|
||||
comDisp = Vector3.Zero;
|
||||
|
||||
DetailLog("{0},BSPrimDisplaced.SetEffectiveCenterOfMassDisplacement,userSet={1},comDisp={2}",
|
||||
LocalID, UserSetCenterOfMassDisplacement.HasValue, comDisp);
|
||||
if (comDisp == Vector3.Zero)
|
||||
if ( !comDisp.ApproxEquals(PositionDisplacement, 0.01f) )
|
||||
{
|
||||
// If there is no diplacement. Things get reset.
|
||||
PositionDisplacement = OMV.Vector3.Zero;
|
||||
OrientationDisplacement = OMV.Quaternion.Identity;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Remember the displacement from root as well as the origional rotation of the
|
||||
// new center-of-mass.
|
||||
// Displacement setting is changing.
|
||||
// The relationship between the physical object and simulated object must be aligned.
|
||||
PositionDisplacement = comDisp;
|
||||
OrientationDisplacement = OMV.Quaternion.Identity;
|
||||
this.ForcePosition = RawPosition;
|
||||
}
|
||||
|
||||
return PositionDisplacement;
|
||||
}
|
||||
|
||||
// 'ForcePosition' is the one way to set the physical position of the body in the physics engine.
|
||||
// Displace the simulator idea of position (center of root prim) to the physical position.
|
||||
public override Vector3 ForcePosition
|
||||
{
|
||||
get { return base.ForcePosition; }
|
||||
get {
|
||||
OMV.Vector3 physPosition = base.ForcePosition;
|
||||
if (PositionDisplacement != OMV.Vector3.Zero)
|
||||
{
|
||||
// If there is some displacement, return the physical position (center-of-mass)
|
||||
// location minus the displacement to give the center of the root prim.
|
||||
OMV.Vector3 displacement = PositionDisplacement * ForceOrientation;
|
||||
DetailLog("{0},BSPrimDisplaced.ForcePosition,get,physPos={1},disp={2},simPos={3}",
|
||||
LocalID, physPosition, displacement, physPosition - displacement);
|
||||
physPosition -= displacement;
|
||||
}
|
||||
return physPosition;
|
||||
}
|
||||
set
|
||||
{
|
||||
if (PositionDisplacement != OMV.Vector3.Zero)
|
||||
{
|
||||
OMV.Vector3 displacedPos = value - (PositionDisplacement * RawOrientation);
|
||||
DetailLog("{0},BSPrimDisplaced.ForcePosition,val={1},disp={2},newPos={3}", LocalID, value, PositionDisplacement, displacedPos);
|
||||
base.ForcePosition = displacedPos;
|
||||
// This value is the simulator's idea of where the prim is: the center of the root prim
|
||||
RawPosition = value;
|
||||
|
||||
// Move the passed root prim postion to the center-of-mass position and set in the physics engine.
|
||||
OMV.Vector3 displacement = PositionDisplacement * RawOrientation;
|
||||
OMV.Vector3 displacedPos = RawPosition + displacement;
|
||||
DetailLog("{0},BSPrimDisplaced.ForcePosition,set,simPos={1},disp={2},physPos={3}",
|
||||
LocalID, RawPosition, displacement, displacedPos);
|
||||
if (PhysBody.HasPhysicalBody)
|
||||
{
|
||||
PhysScene.PE.SetTranslation(PhysBody, displacedPos, RawOrientation);
|
||||
ActivateIfPhysical(false);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -121,25 +152,12 @@ public class BSPrimDisplaced : BSPrim
|
|||
}
|
||||
}
|
||||
|
||||
public override Quaternion ForceOrientation
|
||||
{
|
||||
get { return base.ForceOrientation; }
|
||||
set
|
||||
{
|
||||
// TODO:
|
||||
base.ForceOrientation = value;
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: decide if this is the right place for these variables.
|
||||
// Somehow incorporate the optional settability by the user.
|
||||
// Is this used?
|
||||
// These are also overridden by BSPrimLinkable if the prim can be part of a linkset
|
||||
public override OMV.Vector3 CenterOfMass
|
||||
{
|
||||
get { return RawPosition; }
|
||||
}
|
||||
|
||||
// Is this used?
|
||||
public override OMV.Vector3 GeometricCenter
|
||||
{
|
||||
get { return RawPosition; }
|
||||
|
@ -148,15 +166,18 @@ public class BSPrimDisplaced : BSPrim
|
|||
public override void UpdateProperties(EntityProperties entprop)
|
||||
{
|
||||
// Undo any center-of-mass displacement that might have been done.
|
||||
if (PositionDisplacement != OMV.Vector3.Zero || OrientationDisplacement != OMV.Quaternion.Identity)
|
||||
if (PositionDisplacement != OMV.Vector3.Zero)
|
||||
{
|
||||
// Correct for any rotation around the center-of-mass
|
||||
// TODO!!!
|
||||
|
||||
OMV.Vector3 displacedPos = entprop.Position + (PositionDisplacement * entprop.Rotation);
|
||||
DetailLog("{0},BSPrimDisplaced.ForcePosition,physPos={1},disp={2},newPos={3}", LocalID, entprop.Position, PositionDisplacement, displacedPos);
|
||||
// The origional shape was offset from 'zero' by PositionDisplacement.
|
||||
// These physical location must be back converted to be centered around the displaced
|
||||
// root shape.
|
||||
|
||||
// Move the returned center-of-mass location to the root prim location.
|
||||
OMV.Vector3 displacement = PositionDisplacement * entprop.Rotation;
|
||||
OMV.Vector3 displacedPos = entprop.Position - displacement;
|
||||
DetailLog("{0},BSPrimDisplaced.UpdateProperties,physPos={1},disp={2},simPos={3}",
|
||||
LocalID, entprop.Position, displacement, displacedPos);
|
||||
entprop.Position = displacedPos;
|
||||
// entprop.Rotation = something;
|
||||
}
|
||||
|
||||
base.UpdateProperties(entprop);
|
||||
|
|
|
@ -37,6 +37,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
{
|
||||
public class BSPrimLinkable : BSPrimDisplaced
|
||||
{
|
||||
// The purpose of this subclass is to add linkset functionality to the prim. This overrides
|
||||
// operations necessary for keeping the linkset created and, additionally, this
|
||||
// calls the linkset implementation for its creation and management.
|
||||
|
||||
// This adds the overrides for link() and delink() so the prim is linkable.
|
||||
|
||||
public BSLinkset Linkset { get; set; }
|
||||
// The index of this child prim.
|
||||
public int LinksetChildIndex { get; set; }
|
||||
|
@ -69,8 +75,8 @@ public class BSPrimLinkable : BSPrimDisplaced
|
|||
BSPrimLinkable parent = obj as BSPrimLinkable;
|
||||
if (parent != null)
|
||||
{
|
||||
BSPhysObject parentBefore = Linkset.LinksetRoot;
|
||||
int childrenBefore = Linkset.NumberOfChildren;
|
||||
BSPhysObject parentBefore = Linkset.LinksetRoot; // DEBUG
|
||||
int childrenBefore = Linkset.NumberOfChildren; // DEBUG
|
||||
|
||||
Linkset = parent.Linkset.AddMeToLinkset(this);
|
||||
|
||||
|
@ -85,8 +91,8 @@ public class BSPrimLinkable : BSPrimDisplaced
|
|||
// TODO: decide if this parent checking needs to happen at taint time
|
||||
// Race condition here: if link() and delink() in same simulation tick, the delink will not happen
|
||||
|
||||
BSPhysObject parentBefore = Linkset.LinksetRoot;
|
||||
int childrenBefore = Linkset.NumberOfChildren;
|
||||
BSPhysObject parentBefore = Linkset.LinksetRoot; // DEBUG
|
||||
int childrenBefore = Linkset.NumberOfChildren; // DEBUG
|
||||
|
||||
Linkset = Linkset.RemoveMeFromLinkset(this);
|
||||
|
||||
|
@ -128,6 +134,17 @@ public class BSPrimLinkable : BSPrimDisplaced
|
|||
get { return Linkset.LinksetMass; }
|
||||
}
|
||||
|
||||
public override OMV.Vector3 CenterOfMass
|
||||
{
|
||||
get { return Linkset.CenterOfMass; }
|
||||
}
|
||||
|
||||
public override OMV.Vector3 GeometricCenter
|
||||
{
|
||||
get { return Linkset.GeometricCenter; }
|
||||
}
|
||||
|
||||
// Refresh the linkset structure and parameters when the prim's physical parameters are changed.
|
||||
public override void UpdatePhysicalParameters()
|
||||
{
|
||||
base.UpdatePhysicalParameters();
|
||||
|
@ -139,13 +156,17 @@ public class BSPrimLinkable : BSPrimDisplaced
|
|||
Linkset.Refresh(this);
|
||||
}
|
||||
|
||||
// When the prim is made dynamic or static, the linkset needs to change.
|
||||
protected override void MakeDynamic(bool makeStatic)
|
||||
{
|
||||
base.MakeDynamic(makeStatic);
|
||||
if (makeStatic)
|
||||
Linkset.MakeStatic(this);
|
||||
else
|
||||
Linkset.MakeDynamic(this);
|
||||
if (Linkset != null) // null can happen during initialization
|
||||
{
|
||||
if (makeStatic)
|
||||
Linkset.MakeStatic(this);
|
||||
else
|
||||
Linkset.MakeDynamic(this);
|
||||
}
|
||||
}
|
||||
|
||||
// Body is being taken apart. Remove physical dependencies and schedule a rebuild.
|
||||
|
@ -155,6 +176,8 @@ public class BSPrimLinkable : BSPrimDisplaced
|
|||
base.RemoveDependencies();
|
||||
}
|
||||
|
||||
// Called after a simulation step for the changes in physical object properties.
|
||||
// Do any filtering/modification needed for linksets.
|
||||
public override void UpdateProperties(EntityProperties entprop)
|
||||
{
|
||||
if (Linkset.IsRoot(this))
|
||||
|
@ -176,6 +199,7 @@ public class BSPrimLinkable : BSPrimDisplaced
|
|||
Linkset.UpdateProperties(UpdatedProperties.EntPropUpdates, this);
|
||||
}
|
||||
|
||||
// Called after a simulation step to post a collision with this object.
|
||||
public override bool Collide(uint collidingWith, BSPhysObject collidee,
|
||||
OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
|
||||
{
|
||||
|
|
|
@ -785,7 +785,6 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
|
|||
{
|
||||
// The simulation of the time interval took less than realtime.
|
||||
// Do a sleep for the rest of realtime.
|
||||
DetailLog("{0},BulletSPluginPhysicsThread,sleeping={1}", BSScene.DetailLogZero, simulationTimeVsRealtimeDifferenceMS);
|
||||
Thread.Sleep(simulationTimeVsRealtimeDifferenceMS);
|
||||
}
|
||||
else
|
||||
|
|
|
@ -3,25 +3,21 @@ CURRENT PROBLEMS TO FIX AND/OR LOOK AT
|
|||
Vehicle buoyancy. Computed correctly? Possibly creating very large effective mass.
|
||||
Interaction of llSetBuoyancy and vehicle buoyancy. Should be additive?
|
||||
Negative buoyancy computed correctly
|
||||
Center-of-gravity
|
||||
Computation of mesh mass. How done? How should it be done?
|
||||
Script changing rotation of child prim while vehicle moving (eg turning wheel) causes
|
||||
the wheel to appear to jump back. Looks like sending position from previous update.
|
||||
Enable vehicle border crossings (at least as poorly as ODE)
|
||||
Terrain skirts
|
||||
Avatar created in previous region and not new region when crossing border
|
||||
Vehicle recreated in new sim at small Z value (offset from root value?) (DONE)
|
||||
User settable terrain mesh
|
||||
Allow specifying as convex or concave and use different getHeight functions depending
|
||||
Boats, when turning nose down into the water
|
||||
Acts like rotation around Z is also effecting rotation around X and Y
|
||||
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.
|
||||
Linkset child rotations.
|
||||
Nebadon spiral tube has middle sections which are rotated wrong.
|
||||
Select linked spiral tube. Delink and note where the middle section ends up.
|
||||
Refarb compound linkset creation to create a pseudo-root for center-of-mass
|
||||
Let children change their shape to physical indendently and just add shapes to compound
|
||||
Vehicle angular vertical attraction
|
||||
vehicle angular banking
|
||||
Center-of-gravity
|
||||
Vehicle angular deflection
|
||||
Preferred orientation angular correction fix
|
||||
Teravus llMoveToTarget script debug
|
||||
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)
|
||||
|
@ -33,10 +29,16 @@ Vehicle script tuning/debugging
|
|||
Avanti speed script
|
||||
Weapon shooter script
|
||||
Move material definitions (friction, ...) into simulator.
|
||||
osGetPhysicsEngineVerion() and create a version code for the C++ DLL
|
||||
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
|
||||
Small physical objects do not interact correctly
|
||||
Create chain of .5x.5x.1 torui and make all but top physical so to hang.
|
||||
The chain will fall apart and pairs will dance around on ground
|
||||
Chains of 1x1x.2 will stay connected but will dance.
|
||||
Chains above 2x2x.4 are more stable and get stablier as torui get larger.
|
||||
|
||||
VEHICLES TODO LIST:
|
||||
=================================================
|
||||
|
@ -45,14 +47,12 @@ LINEAR_MOTOR_DIRECTION values should be clamped to reasonable numbers.
|
|||
Same for other velocity settings.
|
||||
UBit improvements to remove rubber-banding of avatars sitting on vehicle child prims:
|
||||
https://github.com/UbitUmarov/Ubit-opensim
|
||||
Vehicles (Move smoothly)
|
||||
Some vehicles should not be able to turn if no speed or off ground.
|
||||
Cannot edit/move a vehicle being ridden: it jumps back to the origional position.
|
||||
Neb car jiggling left and right
|
||||
Happens on terrain and any other mesh object. Flat cubes are much smoother.
|
||||
This has been reduced but not eliminated.
|
||||
Implement referenceFrame for all the motion routines.
|
||||
For limitMotorUp, use raycast down to find if vehicle is in the air.
|
||||
Verify llGetVel() is returning a smooth and good value for vehicle movement.
|
||||
llGetVel() should return the root's velocity if requested in a child prim.
|
||||
Implement function efficiency for lineaar and angular motion.
|
||||
|
@ -93,29 +93,15 @@ Revisit CollisionMargin. Builders notice the 0.04 spacing between prims.
|
|||
Duplicating a physical prim causes old prim to jump away
|
||||
Dup a phys prim and the original become unselected and thus interacts w/ selected prim.
|
||||
Scenes with hundred of thousands of static objects take a lot of physics CPU time.
|
||||
BSPrim.Force should set a continious force on the prim. The force should be
|
||||
applied each tick. Some limits?
|
||||
Gun sending shooter flying.
|
||||
Collision margin (gap between physical objects lying on each other)
|
||||
Boundry checking (crashes related to crossing boundry)
|
||||
Add check for border edge position for avatars and objects.
|
||||
Verify the events are created for border crossings.
|
||||
Avatar rotation (check out changes to ScenePresence for physical rotation)
|
||||
Avatar running (what does phys engine need to do?)
|
||||
Small physical objects do not interact correctly
|
||||
Create chain of .5x.5x.1 torui and make all but top physical so to hang.
|
||||
The chain will fall apart and pairs will dance around on ground
|
||||
Chains of 1x1x.2 will stay connected but will dance.
|
||||
Chains above 2x2x.4 are more stable and get stablier as torui get larger.
|
||||
Add PID motor for avatar movement (slow to stop, ...)
|
||||
setForce should set a constant force. Different than AddImpulse.
|
||||
Implement raycast.
|
||||
Implement ShapeCollection.Dispose()
|
||||
Implement water as a plain so raycasting and collisions can happen with same.
|
||||
Implement water as a plain or mesh so raycasting and collisions can happen with same.
|
||||
Add collision penetration return
|
||||
Add field passed back by BulletSim.dll and fill with info in ManifoldConstact.GetDistance()
|
||||
Add osGetPhysicsEngineName() so scripters can tell whether BulletSim or ODE
|
||||
Also osGetPhysicsEngineVerion() maybe.
|
||||
Linkset.Position and Linkset.Orientation requre rewrite to properly return
|
||||
child position. LinksetConstraint acts like it's at taint time!!
|
||||
Implement LockAngularMotion -- implements llSetStatus(ROTATE_AXIS_*, T/F)
|
||||
|
@ -127,9 +113,6 @@ Selecting and deselecting physical objects causes CPU processing time to jump
|
|||
Re-implement buoyancy as a separate force on the object rather than diddling gravity.
|
||||
Register a pre-step event to add the force.
|
||||
More efficient memory usage when passing hull information from BSPrim to BulletSim
|
||||
Avatar movement motor check for zero or small movement. Somehow suppress small movements
|
||||
when avatar has stopped and is just standing. Simple test for near zero has
|
||||
the problem of preventing starting up (increase from zero) especially when falling.
|
||||
Physical and phantom will drop through the terrain
|
||||
|
||||
|
||||
|
@ -172,7 +155,6 @@ Do we need to do convex hulls all the time? Can complex meshes be left meshes?
|
|||
There is some problem with meshes and collisions
|
||||
Hulls are not as detailed as meshes. Hulled vehicles insides are different shape.
|
||||
Debounce avatar contact so legs don't keep folding up when standing.
|
||||
Implement LSL physics controls. Like STATUS_ROTATE_X.
|
||||
Add border extensions to terrain to help region crossings and objects leaving region.
|
||||
Use a different capsule shape for avatar when sitting
|
||||
LL uses a pyrimidal shape scaled by the avatar's bounding box
|
||||
|
@ -205,8 +187,6 @@ Keep avatar scaling correct. http://pennycow.blogspot.fr/2011/07/matter-of-scale
|
|||
|
||||
INTERNAL IMPROVEMENT/CLEANUP
|
||||
=================================================
|
||||
Can the 'inTaintTime' flag be cleaned up and used? For instance, a call to
|
||||
BSScene.TaintedObject() could immediately execute the callback if already in taint time.
|
||||
Create the physical wrapper classes (BulletBody, BulletShape) by methods on
|
||||
BSAPITemplate and make their actual implementation Bullet engine specific.
|
||||
For the short term, just call the existing functions in ShapeCollection.
|
||||
|
@ -365,4 +345,35 @@ After getting off a vehicle, the root prim is phantom (can be walked through)
|
|||
Explore btGImpactMeshShape as alternative to convex hulls for simplified physical objects.
|
||||
Regular triangle meshes don't do physical collisions.
|
||||
(DONE: discovered GImpact is VERY CPU intensive)
|
||||
Script changing rotation of child prim while vehicle moving (eg turning wheel) causes
|
||||
the wheel to appear to jump back. Looks like sending position from previous update.
|
||||
(DONE: redo of compound linksets fixed problem)
|
||||
Refarb compound linkset creation to create a pseudo-root for center-of-mass
|
||||
Let children change their shape to physical indendently and just add shapes to compound
|
||||
(DONE: redo of compound linkset fixed problem)
|
||||
Vehicle angular vertical attraction (DONE: vegaslon code)
|
||||
vehicle angular banking (DONE: vegaslon code)
|
||||
Vehicle angular deflection (DONE: vegaslon code)
|
||||
Preferred orientation angular correction fix
|
||||
Vehicles (Move smoothly)
|
||||
For limitMotorUp, use raycast down to find if vehicle is in the air.
|
||||
(WILL NOT BE DONE: gravity does the job well enough)
|
||||
BSPrim.Force should set a continious force on the prim. The force should be
|
||||
applied each tick. Some limits?
|
||||
(DONE: added physical actors. Implemented SetForce, SetTorque, ...)
|
||||
Implement LSL physics controls. Like STATUS_ROTATE_X. (DONE)
|
||||
Add osGetPhysicsEngineName() so scripters can tell whether BulletSim or ODE
|
||||
Avatar rotation (check out changes to ScenePresence for physical rotation) (DONE)
|
||||
Avatar running (what does phys engine need to do?) (DONE: multiplies run factor by walking force)
|
||||
setForce should set a constant force. Different than AddImpulse. (DONE)
|
||||
Add PID motor for avatar movement (slow to stop, ...) (WNBD: current works ok)
|
||||
Avatar movement motor check for zero or small movement. Somehow suppress small movements
|
||||
when avatar has stopped and is just standing. Simple test for near zero has
|
||||
the problem of preventing starting up (increase from zero) especially when falling.
|
||||
(DONE: avatar movement actor knows if standing on stationary object and zeros motion)
|
||||
Can the 'inTaintTime' flag be cleaned up and used? For instance, a call to
|
||||
BSScene.TaintedObject() could immediately execute the callback if already in taint time.
|
||||
(DONE)
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -2382,6 +2382,32 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
return force;
|
||||
}
|
||||
|
||||
public void llSetVelocity(LSL_Vector velocity, int local)
|
||||
{
|
||||
m_host.AddScriptLPS(1);
|
||||
|
||||
if (!m_host.ParentGroup.IsDeleted)
|
||||
{
|
||||
if (local != 0)
|
||||
velocity *= llGetRot();
|
||||
|
||||
m_host.ParentGroup.RootPart.Velocity = velocity;
|
||||
}
|
||||
}
|
||||
|
||||
public void llSetAngularVelocity(LSL_Vector angularVelocity, int local)
|
||||
{
|
||||
m_host.AddScriptLPS(1);
|
||||
|
||||
if (!m_host.ParentGroup.IsDeleted)
|
||||
{
|
||||
if (local != 0)
|
||||
angularVelocity *= llGetRot();
|
||||
|
||||
m_host.ParentGroup.RootPart.AngularVelocity = angularVelocity;
|
||||
}
|
||||
}
|
||||
|
||||
public LSL_Integer llTarget(LSL_Vector position, double range)
|
||||
{
|
||||
m_host.AddScriptLPS(1);
|
||||
|
|
|
@ -342,6 +342,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
|
|||
void llSetDamage(double damage);
|
||||
void llSetForce(LSL_Vector force, int local);
|
||||
void llSetForceAndTorque(LSL_Vector force, LSL_Vector torque, int local);
|
||||
void llSetVelocity(LSL_Vector velocity, int local);
|
||||
void llSetAngularVelocity(LSL_Vector angularVelocity, int local);
|
||||
void llSetHoverHeight(double height, int water, double tau);
|
||||
void llSetInventoryPermMask(string item, int mask, int value);
|
||||
void llSetLinkAlpha(int linknumber, double alpha, int face);
|
||||
|
|
|
@ -1548,6 +1548,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
|
|||
m_LSL_Functions.llSetForceAndTorque(force, torque, local);
|
||||
}
|
||||
|
||||
public void llSetVelocity(LSL_Vector force, int local)
|
||||
{
|
||||
m_LSL_Functions.llSetVelocity(force, local);
|
||||
}
|
||||
|
||||
public void llSetAngularVelocity(LSL_Vector force, int local)
|
||||
{
|
||||
m_LSL_Functions.llSetAngularVelocity(force, local);
|
||||
}
|
||||
|
||||
public void llSetHoverHeight(double height, int water, double tau)
|
||||
{
|
||||
m_LSL_Functions.llSetHoverHeight(height, water, tau);
|
||||
|
|
|
@ -919,54 +919,72 @@
|
|||
; ## Joint support
|
||||
; ##
|
||||
|
||||
; if you would like physics joints to be enabled through a special naming convention in the client, set this to true.
|
||||
; (see NINJA Physics documentation, http://opensimulator.org/wiki/NINJA_Physics)
|
||||
; default is false
|
||||
; If you would like physics joints to be enabled through a special naming
|
||||
; convention in the client, set this to true.
|
||||
; (See NINJA Physics documentation, http://opensimulator.org/wiki/NINJA_Physics)
|
||||
; Default is false
|
||||
;use_NINJA_physics_joints = true
|
||||
|
||||
; ##
|
||||
; ## additional meshing options
|
||||
; ##
|
||||
|
||||
; physical collision mesh proxies are normally created for complex prim shapes, and collisions for simple boxes and
|
||||
; spheres are computed algorithmically. If you would rather have mesh proxies for simple prims, you can set this to
|
||||
; true. Note that this will increase memory usage and region startup time. Default is false.
|
||||
; Physical collision mesh proxies are normally created for complex prim shapes,
|
||||
; and collisions for simple boxes and spheres are computed algorithmically.
|
||||
; If you would rather have mesh proxies for simple prims, you can set this to
|
||||
; true. Note that this will increase memory usage and region startup time.
|
||||
; Default is false.
|
||||
;force_simple_prim_meshing = true
|
||||
|
||||
[BulletSim]
|
||||
; All the BulletSim parameters can be displayed with the console command "physics get all"
|
||||
; and all are defined in the source file OpenSim/Regions/Physics/BulletSPlugin/BSParam.cs.
|
||||
; All the BulletSim parameters can be displayed with the console command
|
||||
; "physics get all" and all are defined in the source file
|
||||
; OpenSim/Regions/Physics/BulletSPlugin/BSParam.cs.
|
||||
|
||||
; There are two bullet physics libraries, bulletunmanaged is the default and is a native c++ dll
|
||||
; bulletxna is a managed C# dll. They have comparible functionality but the c++ one is much faster.
|
||||
; There are two bullet physics libraries, bulletunmanaged is the default and is a
|
||||
; native c++ dll bulletxna is a managed C# dll. They have comparible functionality
|
||||
; but the c++ one is much faster.
|
||||
BulletEngine = "bulletunmanaged"
|
||||
; BulletEngine = "bulletxna"
|
||||
|
||||
; Terrain Implementation
|
||||
TerrainImplementation = 1 ; 0=Heightfield, 1=mesh
|
||||
; For mesh terrain, the detail of the created mesh. '1' gives 256x256 (heightfield resolution). '2'
|
||||
; gives 512x512. Etc. Cannot be larger than '4'. Higher magnification uses lots of memory.
|
||||
; BulletSim can run on its own thread independent of the simulator's heartbeat
|
||||
; thread. Enabling this will nto let the physics engine slow down avatar movement, etc.
|
||||
UseSeparatePhysicsThread = false
|
||||
|
||||
; Terrain implementation can use either Bullet's heightField or BulletSim can build
|
||||
; a mesh. 0=heightField, 1=mesh
|
||||
TerrainImplementation = 1
|
||||
; For mesh terrain, the detail of the created mesh. '1' gives 256x256 (heightfield
|
||||
; resolution). '2' gives 512x512. Etc. Cannot be larger than '4'. Higher
|
||||
; magnification uses lots of memory.
|
||||
TerrainMeshMagnification = 2
|
||||
|
||||
; Avatar physics height adjustments. http://opensimulator.org/wiki/BulletSim#Adjusting_Avatar_Height
|
||||
; Avatar physics height adjustments.
|
||||
; http://opensimulator.org/wiki/BulletSim#Adjusting_Avatar_Height
|
||||
AvatarHeightLowFudge = -0.2 ; Adjustment at low end of height range
|
||||
AvatarHeightMidFudge = 0.1 ; Adjustment at mid point of avatar height range
|
||||
AvatarHeightHighFudge = 0.1 ; Adjustment at high end of height range
|
||||
|
||||
; Default linkset implmentation
|
||||
; 'Constraint' uses physics constraints to hold linkset together. 'Compound' builds a compound
|
||||
; shape from the children shapes to create a single physical shape. 'Compound' uses a lot less CPU time.
|
||||
; 'Constraint' uses physics constraints to hold linkset together. 'Compound'
|
||||
; builds a compound shape from the children shapes to create a single physical
|
||||
; shape. 'Compound' uses a lot less CPU time.
|
||||
LinkImplementation = 1 ; 0=constraint, 1=compound
|
||||
|
||||
; If 'true', offset a linkset's origin based on mass of linkset parts.
|
||||
LinksetOffsetCenterOfMass = false
|
||||
|
||||
; If 'true', turn scuplties into meshes
|
||||
MeshSculptedPrim = true
|
||||
|
||||
; If 'true', force simple prims (box and sphere) to be meshed
|
||||
; If 'false', the Bullet native special case shape is used for square rectangles and even dimensioned spheres
|
||||
; If 'false', the Bullet native special case shape is used for square rectangles
|
||||
; and even dimensioned spheres.
|
||||
ForceSimplePrimMeshing = false
|
||||
|
||||
; If 'true', when creating meshes, remove all triangles that have two equal vertexes.
|
||||
; Happens often in sculpties. If turned off, there will be some doorways that cannot be walked through.
|
||||
; Happens often in sculpties. If turned off, there will be some doorways
|
||||
; that cannot be walked through.
|
||||
ShouldRemoveZeroWidthTriangles = true
|
||||
|
||||
; If 'true', use convex hull definition in mesh asset if present.
|
||||
|
|
Loading…
Reference in New Issue