BulletSim: fix physics repositioning when under ground to only happen
for physical objects. Non-physical objects can go anywhere they want.user_profiles
parent
39700445f2
commit
a61ecee227
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@ -344,6 +344,10 @@ public sealed class BSPrim : BSPhysObject
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{
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bool ret = false;
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// We don't care where non-physical items are placed
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if (!IsPhysicallyActive)
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return ret;
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if (!PhysicsScene.TerrainManager.IsWithinKnownTerrain(RawPosition))
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{
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// The physical object is out of the known/simulated area.
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@ -1643,7 +1647,7 @@ public sealed class BSPrim : BSPhysObject
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// DetailLog("{0},BSPrim.UpdateProperties,afterAssign,entprop={1}", LocalID, entprop); // DEBUG DEBUG
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// The sanity check can change the velocity and/or position.
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if (IsPhysical && PositionSanityCheck(true /* inTaintTime */ ))
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if (PositionSanityCheck(true /* inTaintTime */ ))
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{
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entprop.Position = _position;
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entprop.Velocity = _velocity;
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@ -51,7 +51,7 @@ public class BasicVehicles : OpenSimTestCase
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BSScene PhysicsScene { get; set; }
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BSPrim TestVehicle { get; set; }
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Vector3 TestVehicleInitPosition { get; set; }
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float timeStep = 0.089f;
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float simulationTimeStep = 0.089f;
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[TestFixtureSetUp]
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public void Init()
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@ -87,39 +87,62 @@ public class BasicVehicles : OpenSimTestCase
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}
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}
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[TestCase(25, 0.25f, 0.25f, 0.25f)]
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[TestCase(25, -0.25f, 0.25f, 0.25f)]
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[TestCase(25, 0.25f, -0.25f, 0.25f)]
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[TestCase(25, -0.25f, -0.25f, 0.25f)]
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public void VerticalAttraction(int simSteps, float initRoll, float initPitch, float initYaw)
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[TestCase(2f, 0.2f, 0.25f, 0.25f, 0.25f)]
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[TestCase(2f, 0.2f, -0.25f, 0.25f, 0.25f)]
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[TestCase(2f, 0.2f, 0.25f, -0.25f, 0.25f)]
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[TestCase(2f, 0.2f, -0.25f, -0.25f, 0.25f)]
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// [TestCase(2f, 0.2f, 0.785f, 0.0f, 0.25f) /*, "Leaning 45 degrees to the side" */]
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// [TestCase(2f, 0.2f, 1.650f, 0.0f, 0.25f) /*, "Leaning more than 90 degrees to the side" */]
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// [TestCase(2f, 0.2f, 2.750f, 0.0f, 0.25f) /*, "Almost upside down, tipped right" */]
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// [TestCase(2f, 0.2f,-2.750f, 0.0f, 0.25f) /*, "Almost upside down, tipped left" */]
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// [TestCase(2f, 0.2f, 0.0f, 0.785f, 0.25f) /*, "Tipped back 45 degrees" */]
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// [TestCase(2f, 0.2f, 0.0f, 1.650f, 0.25f) /*, "Tipped back more than 90 degrees" */]
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// [TestCase(2f, 0.2f, 0.0f, 2.750f, 0.25f) /*, "Almost upside down, tipped back" */]
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// [TestCase(2f, 0.2f, 0.0f,-2.750f, 0.25f) /*, "Almost upside down, tipped forward" */]
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public void AngularVerticalAttraction(float timeScale, float efficiency, float initRoll, float initPitch, float initYaw)
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{
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// Enough simulation steps to cover the timescale the operation should take
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int simSteps = (int)(timeScale / simulationTimeStep) + 1;
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// Tip the vehicle
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Quaternion initOrientation = Quaternion.CreateFromEulers(initRoll, initPitch, initYaw);
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TestVehicle.Orientation = initOrientation;
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TestVehicle.Position = TestVehicleInitPosition;
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// The vehicle controller is not enabled directly (set a vehicle type).
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// The vehicle controller is not enabled directly (by setting a vehicle type).
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// Instead the appropriate values are set and calls are made just the parts of the
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// controller we want to exercise. Stepping the physics engine then applies
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// the actions of that one feature.
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TestVehicle.VehicleController.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, 0.2f);
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TestVehicle.VehicleController.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_TIMESCALE, 2f);
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TestVehicle.VehicleController.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, efficiency);
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TestVehicle.VehicleController.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_TIMESCALE, timeScale);
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TestVehicle.VehicleController.enableAngularVerticalAttraction = true;
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TestVehicle.IsPhysical = true;
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PhysicsScene.ProcessTaints();
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// Step the simulator a bunch of times and and vertical attraction should orient the vehicle up
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// Step the simulator a bunch of times and vertical attraction should orient the vehicle up
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for (int ii = 0; ii < simSteps; ii++)
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{
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TestVehicle.VehicleController.ForgetKnownVehicleProperties();
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TestVehicle.VehicleController.ComputeAngularVerticalAttraction();
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TestVehicle.VehicleController.PushKnownChanged();
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PhysicsScene.Simulate(timeStep);
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PhysicsScene.Simulate(simulationTimeStep);
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}
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TestVehicle.IsPhysical = false;
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PhysicsScene.ProcessTaints();
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// After these steps, the vehicle should be upright
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/*
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float finalRoll, finalPitch, finalYaw;
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TestVehicle.Orientation.GetEulerAngles(out finalRoll, out finalPitch, out finalYaw);
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Assert.That(finalRoll, Is.InRange(-0.01f, 0.01f));
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Assert.That(finalPitch, Is.InRange(-0.01f, 0.01f));
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Assert.That(finalYaw, Is.InRange(initYaw - 0.1f, initYaw + 0.1f));
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*/
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Vector3 upPointer = Vector3.UnitZ * TestVehicle.Orientation;
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Assert.That(upPointer.Z, Is.GreaterThan(0.99f));
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}
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@ -26,6 +26,7 @@
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*/
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using System;
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using System.IO;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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@ -65,9 +66,16 @@ public static class BulletSimTestsUtil
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bulletSimConfig.Set(kvp.Key, kvp.Value);
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}
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}
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// bulletSimConfig.Set("PhysicsLoggingEnabled","True");
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// bulletSimConfig.Set("PhysicsLoggingDoFlush","True");
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// bulletSimConfig.Set("VehicleLoggingEnabled","True");
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// If a special directory exists, put detailed logging therein.
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// This allows local testing/debugging without having to worry that the build engine will output logs.
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if (Directory.Exists("physlogs"))
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{
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bulletSimConfig.Set("PhysicsLoggingDir","./physlogs");
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bulletSimConfig.Set("PhysicsLoggingEnabled","True");
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bulletSimConfig.Set("PhysicsLoggingDoFlush","True");
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bulletSimConfig.Set("VehicleLoggingEnabled","True");
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}
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BSPlugin bsPlugin = new BSPlugin();
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