diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index a369c1f2f6..5c531fcc2f 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -583,8 +583,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin // Some of the properties of this prim may have changed. // Do any updating needed for a vehicle - Vector3 m_physicsLinearFactor = new Vector3(0.2f, 0.2f, 0.2f); // DEBUG DEBUG - Vector3 m_physicsAngularFactor = new Vector3(0.2f, 0.2f, 0.2f); // DEBUG DEBUG public void Refresh() { if (IsActive) @@ -593,16 +591,16 @@ namespace OpenSim.Region.Physics.BulletSPlugin m_vehicleMass = Prim.Linkset.LinksetMass; // Friction affects are handled by this vehicle code - float friction = 0f; - PhysicsScene.PE.SetFriction(Prim.PhysBody, friction); + PhysicsScene.PE.SetFriction(Prim.PhysBody, BSParam.VehicleFriction); + PhysicsScene.PE.SetRestitution(Prim.PhysBody, BSParam.VehicleRestitution); // Moderate angular movement introduced by Bullet. // TODO: possibly set AngularFactor and LinearFactor for the type of vehicle. // Maybe compute linear and angular factor and damping from params. float angularDamping = BSParam.VehicleAngularDamping; PhysicsScene.PE.SetAngularDamping(Prim.PhysBody, angularDamping); - PhysicsScene.PE.SetLinearFactor(Prim.PhysBody, m_physicsLinearFactor); // DEBUG DEBUG - PhysicsScene.PE.SetAngularFactorV(Prim.PhysBody, m_physicsAngularFactor); // DEBUG DEBUG + PhysicsScene.PE.SetLinearFactor(Prim.PhysBody, BSParam.VehicleLinearFactorV); + PhysicsScene.PE.SetAngularFactorV(Prim.PhysBody, BSParam.VehicleAngularFactorV); // Vehicles report collision events so we know when it's on the ground PhysicsScene.PE.AddToCollisionFlags(Prim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); @@ -618,7 +616,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin PhysicsScene.PE.SetGravity(Prim.PhysBody, Vector3.Zero); VDetailLog("{0},BSDynamics.Refresh,mass={1},frict={2},inert={3},aDamp={4},grav={5}", - Prim.LocalID, m_vehicleMass, friction, Prim.Inertia, angularDamping, m_VehicleGravity); + Prim.LocalID, m_vehicleMass, Prim.Inertia, angularDamping, m_VehicleGravity); } else { diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 06186b0101..8de8905656 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -82,9 +82,34 @@ public static class BSParam public static float AvatarStepApproachFactor { get; private set; } public static float AvatarStepForceFactor { get; private set; } + // Vehicle parameters public static float VehicleMaxLinearVelocity { get; private set; } public static float VehicleMaxAngularVelocity { get; private set; } public static float VehicleAngularDamping { get; private set; } + public static float VehicleFriction { get; private set; } + public static float VehicleRestitution { get; private set; } + public static float VehicleLinearFactor { get; private set; } + private static Vector3? vehicleLinearFactorV; + public static Vector3 VehicleLinearFactorV + { + get + { + if (!vehicleLinearFactorV.HasValue) + vehicleLinearFactorV = new Vector3(VehicleLinearFactor, VehicleLinearFactor, VehicleLinearFactor); + return (Vector3)vehicleLinearFactorV; + } + } + public static float VehicleAngularFactor { get; private set; } + private static Vector3? vehicleAngularFactorV; + public static Vector3 VehicleAngularFactorV + { + get + { + if (!vehicleAngularFactorV.HasValue) + vehicleAngularFactorV = new Vector3(VehicleAngularFactor, VehicleAngularFactor, VehicleAngularFactor); + return (Vector3)vehicleAngularFactorV; + } + } public static float VehicleDebuggingEnabled { get; private set; } public static float LinksetImplementation { get; private set; } @@ -454,6 +479,26 @@ public static class BSParam (s,cf,p,v) => { VehicleAngularDamping = cf.GetFloat(p, v); }, (s) => { return VehicleAngularDamping; }, (s,p,l,v) => { VehicleAngularDamping = v; } ), + new ParameterDefn("VehicleLinearFactor", "Fraction of physical linear changes applied to vehicle (0.0 - 1.0)", + 0.2f, + (s,cf,p,v) => { VehicleLinearFactor = cf.GetFloat(p, v); }, + (s) => { return VehicleLinearFactor; }, + (s,p,l,v) => { VehicleLinearFactor = v; } ), + new ParameterDefn("VehicleAngularFactor", "Fraction of physical angular changes applied to vehicle (0.0 - 1.0)", + 0.2f, + (s,cf,p,v) => { VehicleAngularFactor = cf.GetFloat(p, v); }, + (s) => { return VehicleAngularFactor; }, + (s,p,l,v) => { VehicleAngularFactor = v; } ), + new ParameterDefn("VehicleFriction", "Friction of vehicle on the ground (0.0 - 1.0)", + 0.0f, + (s,cf,p,v) => { VehicleFriction = cf.GetFloat(p, v); }, + (s) => { return VehicleFriction; }, + (s,p,l,v) => { VehicleFriction = v; } ), + new ParameterDefn("VehicleRestitution", "Bouncyness factor for vehicles (0.0 - 1.0)", + 0.0f, + (s,cf,p,v) => { VehicleRestitution = cf.GetFloat(p, v); }, + (s) => { return VehicleRestitution; }, + (s,p,l,v) => { VehicleRestitution = v; } ), new ParameterDefn("VehicleDebuggingEnable", "Turn on/off vehicle debugging", ConfigurationParameters.numericFalse, (s,cf,p,v) => { VehicleDebuggingEnabled = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index 801f6908ee..791779591b 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt @@ -2,7 +2,6 @@ CURRENT PRIORITIES ================================================= 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. -Child movement in linkset (don't rebuild linkset) Vehicle angular vertical attraction vehicle angular banking Center-of-gravity @@ -12,6 +11,7 @@ when should angular and linear motor targets be zeroed? when selected? Need a vehicle.clear()? Or an 'else' in prestep if not physical. 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) Nebadon vehicles turning funny in arena limitMotorUp calibration (more down?) llRotLookAt @@ -72,7 +72,11 @@ Incorporate inter-relationship of angular corrections. For instance, angularDefl GENERAL TODO LIST: ================================================= +Avatar standing on a moving object should start to move with the object. llMoveToTarget objects are not effected by gravity until target is removed. +Compute CCD parameters based on body size +Can solver iterations be changed per body/shape? Can be for constraints but what + about regular vehicles? Implement llSetPhysicalMaterial. extend it with Center-of-mass, rolling friction, density Implement llSetForceAndTorque. @@ -321,4 +325,5 @@ Mantis 6040 script http://opensimulator.org/mantis/view.php?id=6040 (DONE) Boats float low in the water (DONE) Boats floating at proper level (DONE) When is force introduced by SetForce removed? The prestep action could go forever. (DONE) - (Resolution: setForce registers a prestep action which keeps applying the force) \ No newline at end of file + (Resolution: setForce registers a prestep action which keeps applying the force) +Child movement in linkset (don't rebuild linkset) (DONE 20130122)) \ No newline at end of file