* Adds various tweakable avatar control options to the OpenSim.ini.example.
parent
129e7e19c5
commit
afd5da6851
|
@ -67,14 +67,17 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
private PhysicsVector _acceleration;
|
||||
private PhysicsVector m_rotationalVelocity;
|
||||
private float m_mass = 80f;
|
||||
private float m_density = 60f;
|
||||
public float m_density = 60f;
|
||||
private bool m_pidControllerActive = true;
|
||||
private float PID_D = 800.0f;
|
||||
private float PID_P = 900.0f;
|
||||
public float PID_D = 800.0f;
|
||||
public float PID_P = 900.0f;
|
||||
//private static float POSTURE_SERVO = 10000.0f;
|
||||
public static float CAPSULE_RADIUS = 0.37f;
|
||||
public float CAPSULE_RADIUS = 0.37f;
|
||||
public float CAPSULE_LENGTH = 2.140599f;
|
||||
private float m_tensor = 3800000f;
|
||||
public float m_tensor = 3800000f;
|
||||
public float heightFudgeFactor = 0.52f;
|
||||
public float walkDivisor = 1.3f;
|
||||
public float runDivisor = 0.8f;
|
||||
private bool flying = false;
|
||||
private bool m_iscolliding = false;
|
||||
private bool m_iscollidingGround = false;
|
||||
|
@ -115,7 +118,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
public int m_eventsubscription = 0;
|
||||
private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
|
||||
|
||||
public OdeCharacter(String avName, OdeScene parent_scene, PhysicsVector pos, CollisionLocker dode, PhysicsVector size)
|
||||
public OdeCharacter(String avName, OdeScene parent_scene, PhysicsVector pos, CollisionLocker dode, PhysicsVector size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor)
|
||||
{
|
||||
ode = dode;
|
||||
_velocity = new PhysicsVector();
|
||||
|
@ -124,14 +127,15 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
_acceleration = new PhysicsVector();
|
||||
_parent_scene = parent_scene;
|
||||
|
||||
if (Environment.OSVersion.Platform == PlatformID.Unix)
|
||||
{
|
||||
m_tensor = 2000000f;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_tensor = 1300000f;
|
||||
}
|
||||
PID_D = pid_d;
|
||||
PID_P = pid_p;
|
||||
CAPSULE_RADIUS = capsule_radius;
|
||||
m_tensor = tensor;
|
||||
m_density = density;
|
||||
heightFudgeFactor = height_fudge_factor;
|
||||
walkDivisor = walk_divisor;
|
||||
runDivisor = rundivisor;
|
||||
|
||||
|
||||
m_StandUpRotation =
|
||||
new d.Matrix3(0.5f, 0.7071068f, 0.5f, -0.7071068f, 0f, 0.7071068f, 0.5f, -0.7071068f,
|
||||
|
@ -141,7 +145,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
{
|
||||
m_colliderarr[i] = false;
|
||||
}
|
||||
CAPSULE_LENGTH = (size.Z - ((size.Z * 0.52f)));
|
||||
CAPSULE_LENGTH = (size.Z - ((size.Z * height_fudge_factor)));
|
||||
|
||||
lock (OdeScene.OdeLock)
|
||||
{
|
||||
|
@ -391,7 +395,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
float capsuleradius = CAPSULE_RADIUS;
|
||||
//capsuleradius = 0.2f;
|
||||
|
||||
CAPSULE_LENGTH = (SetSize.Z - ((SetSize.Z*0.52f))); // subtract 43% of the size
|
||||
CAPSULE_LENGTH = (SetSize.Z - ((SetSize.Z * heightFudgeFactor))); // subtract 43% of the size
|
||||
//m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
|
||||
d.BodyDestroy(Body);
|
||||
|
||||
|
@ -416,15 +420,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ, float tensor)
|
||||
{
|
||||
|
||||
if (Environment.OSVersion.Platform == PlatformID.Unix)
|
||||
{
|
||||
m_tensor = 2000000f;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_tensor = 550000f;
|
||||
}
|
||||
|
||||
int dAMotorEuler = 1;
|
||||
_parent_scene.waitForSpaceUnlock(_parent_scene.space);
|
||||
Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH);
|
||||
|
@ -662,17 +657,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
// If the PID Controller isn't active then we set our force
|
||||
// calculating base velocity to the current position
|
||||
if (Environment.OSVersion.Platform == PlatformID.Unix)
|
||||
{
|
||||
PID_D = 3200.0f;
|
||||
PID_P = 1400.0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
PID_D = 2200.0f;
|
||||
PID_P = 900.0f;
|
||||
}
|
||||
|
||||
|
||||
|
||||
if (m_pidControllerActive == false)
|
||||
{
|
||||
|
@ -686,11 +671,11 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
if (!m_alwaysRun)
|
||||
{
|
||||
movementdivisor = 1.3f;
|
||||
movementdivisor = walkDivisor;
|
||||
}
|
||||
else
|
||||
{
|
||||
movementdivisor = 0.8f;
|
||||
movementdivisor = runDivisor;
|
||||
}
|
||||
|
||||
// if velocity is zero, use position control; otherwise, velocity control
|
||||
|
@ -830,11 +815,10 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
_velocity.Y = (vec.Y);
|
||||
|
||||
_velocity.Z = (vec.Z);
|
||||
|
||||
if (_velocity.Z < -6 && !m_hackSentFall)
|
||||
{
|
||||
// Collisionupdates will be used in the future, right now the're not being used.
|
||||
m_hackSentFall = true;
|
||||
//base.SendCollisionUpdate(new CollisionEventUpdate());
|
||||
m_pidControllerActive = false;
|
||||
}
|
||||
else if (flying && !m_hackSentFly)
|
||||
|
|
|
@ -166,6 +166,16 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
private float mAvatarObjectContactBounce = 0.1f;
|
||||
|
||||
|
||||
private float avPIDD = 3200f;
|
||||
private float avPIDP = 1400f;
|
||||
private float avCapRadius = 0.37f;
|
||||
private float avStandupTensor = 2000000f;
|
||||
private float avDensity = 80f;
|
||||
private float avHeightFudgeFactor = 0.52f;
|
||||
private float avMovementDivisorWalk = 1.3f;
|
||||
private float avMovementDivisorRun = 0.8f;
|
||||
|
||||
|
||||
private float[] _heightmap;
|
||||
|
||||
private float[] _watermap;
|
||||
|
@ -271,6 +281,21 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
{
|
||||
mesher = meshmerizer;
|
||||
m_config = config;
|
||||
// Defaults
|
||||
|
||||
if (Environment.OSVersion.Platform == PlatformID.Unix)
|
||||
{
|
||||
avPIDD = 3200.0f;
|
||||
avPIDP = 1400.0f;
|
||||
avStandupTensor = 2000000f;
|
||||
}
|
||||
else
|
||||
{
|
||||
avPIDD = 2200.0f;
|
||||
avPIDP = 900.0f;
|
||||
avStandupTensor = 550000f;
|
||||
}
|
||||
|
||||
if (m_config != null)
|
||||
{
|
||||
IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"];
|
||||
|
@ -306,6 +331,26 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", 0.020f);
|
||||
m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", 10);
|
||||
|
||||
avDensity = physicsconfig.GetFloat("av_density", 80f);
|
||||
avHeightFudgeFactor = physicsconfig.GetFloat("av_height_fudge_factor", 0.52f);
|
||||
avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", 1.3f);
|
||||
avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", 0.8f);
|
||||
avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f);
|
||||
|
||||
if (Environment.OSVersion.Platform == PlatformID.Unix)
|
||||
{
|
||||
avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", 3200.0f);
|
||||
avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", 1400.0f);
|
||||
avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_linux", 2000000f);
|
||||
}
|
||||
else
|
||||
{
|
||||
avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", 2200.0f);
|
||||
avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", 900.0f);
|
||||
avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_win", 550000f);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -1054,7 +1099,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
pos.X = position.X;
|
||||
pos.Y = position.Y;
|
||||
pos.Z = position.Z;
|
||||
OdeCharacter newAv = new OdeCharacter(avName, this, pos, ode, size);
|
||||
OdeCharacter newAv = new OdeCharacter(avName, this, pos, ode, size, avPIDD, avPIDP, avCapRadius, avStandupTensor, avDensity, avHeightFudgeFactor, avMovementDivisorWalk, avMovementDivisorRun);
|
||||
_characters.Add(newAv);
|
||||
return newAv;
|
||||
}
|
||||
|
|
|
@ -207,6 +207,41 @@ m_avatarobjectcontact_bounce = 0.1
|
|||
objectcontact_friction = 250.0
|
||||
objectcontact_bounce = 0.2
|
||||
|
||||
; # Avatar Control
|
||||
|
||||
; PID Controller Settings. These affect the math that causes the avatar to reach the
|
||||
|
||||
av_pid_derivative_linux = 3200.0
|
||||
av_pid_proportional_linux = 1400.0
|
||||
|
||||
av_pid_derivative_win = 2200.0
|
||||
av_pid_proportional_win = 900.0;
|
||||
|
||||
|
||||
;girth of the avatar. Adds radius to the height also
|
||||
av_capsule_radius = 0.37
|
||||
|
||||
; Max force permissible to use to keep the avatar standing up straight
|
||||
av_capsule_standup_tensor_win = 550000
|
||||
av_capsule_standup_tensor_linux = 2000000
|
||||
|
||||
; used to calculate mass of avatar.
|
||||
; float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
|
||||
; av_density * AVvolume;
|
||||
|
||||
av_density = 80
|
||||
|
||||
; use this value to cut 52% of the height the sim gives us
|
||||
av_height_fudge_factor = 0.52
|
||||
|
||||
; Movement. Smaller is faster.
|
||||
|
||||
; speed of movement with Always Run off
|
||||
av_movement_divisor_walk = 1.3
|
||||
|
||||
; speed of movement with Always Run on
|
||||
av_movement_divisor_run = 0.8
|
||||
|
||||
|
||||
[RemoteAdmin]
|
||||
enabled = false
|
||||
|
|
Loading…
Reference in New Issue