diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 04fb05bad8..8dca7c65d5 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs @@ -83,7 +83,7 @@ public sealed class BSCharacter : BSPhysObject _velocity = OMV.Vector3.Zero; _buoyancy = ComputeBuoyancyFromFlying(isFlying); Friction = BSParam.AvatarStandingFriction; - Density = BSParam.AvatarDensity; + Density = BSParam.AvatarDensity / BSParam.DensityScaleFactor; // Old versions of ScenePresence passed only the height. If width and/or depth are zero, // replace with the default values. @@ -231,6 +231,15 @@ public sealed class BSCharacter : BSPhysObject PhysicsScene.PE.SetFriction(PhysBody, Friction); } } + else + { + if (Flying) + { + // Flying and not collising and velocity nearly zero. + ZeroMotion(true /* inTaintTime */); + } + } + DetailLog("{0},BSCharacter.MoveMotor,taint,stopping,target={1},colliding={2}", LocalID, _velocityMotor.TargetValue, IsColliding); } else @@ -869,7 +878,7 @@ public sealed class BSCharacter : BSPhysObject * Math.Min(Size.X, Size.Y) / 2 * Size.Y / 2f // plus the volume of the capsule end caps ); - _mass = Density * _avatarVolume; + _mass = Density * BSParam.DensityScaleFactor * _avatarVolume; } // The physics engine says that properties have updated. Update same and inform diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index 1f66b56a3d..4ce58c7d75 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs @@ -399,7 +399,7 @@ public sealed class BSLinksetCompound : BSLinkset // Constraint linksets are rebuilt every time. // Note that this works for rebuilding just the root after a linkset is taken apart. // Called at taint time!! - private bool disableCOM = false; // DEBUG DEBUG: disable until we get this debugged + private bool disableCOM = true; // DEBUG DEBUG: disable until we get this debugged private void RecomputeLinksetCompound() { try @@ -430,10 +430,10 @@ public sealed class BSLinksetCompound : BSLinkset LinksetRoot.ForcePosition = LinksetRoot.RawPosition; // Update the local transform for the root child shape so it is offset from the <0,0,0> which is COM - PhysicsScene.PE.UpdateChildTransform(LinksetRoot.PhysShape, 0, - -centerDisplacement, - LinksetRoot.RawOrientation, - false /* shouldRecalculateLocalAabb */); + PhysicsScene.PE.UpdateChildTransform(LinksetRoot.PhysShape, 0 /* childIndex */, + -centerDisplacement, + OMV.Quaternion.Identity, // LinksetRoot.RawOrientation, + false /* shouldRecalculateLocalAabb (is done later after linkset built) */); DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,COM,com={1},rootPos={2},centerDisp={3}", LinksetRoot.LocalID, centerOfMassW, LinksetRoot.RawPosition, centerDisplacement); @@ -463,7 +463,6 @@ public sealed class BSLinksetCompound : BSLinkset // Use call to CreateGeomNonSpecial(). BulletShape saveShape = cPrim.PhysShape; cPrim.PhysShape.Clear(); // Don't let the create free the child's shape - // PhysicsScene.Shapes.CreateGeomNonSpecial(true, cPrim, null); PhysicsScene.Shapes.CreateGeomMeshOrHull(cPrim, null); BulletShape newShape = cPrim.PhysShape; cPrim.PhysShape = saveShape; @@ -471,6 +470,8 @@ public sealed class BSLinksetCompound : BSLinkset OMV.Vector3 offsetPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation - centerDisplacement; OMV.Quaternion offsetRot = cPrim.RawOrientation * invRootOrientation; PhysicsScene.PE.AddChildShapeToCompoundShape(LinksetRoot.PhysShape, newShape, offsetPos, offsetRot); + DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addNative,indx={1},rShape={2},cShape={3},offPos={4},offRot={5}", + LinksetRoot.LocalID, memberIndex, LinksetRoot.PhysShape, newShape, offsetPos, offsetRot); } else { @@ -484,7 +485,10 @@ public sealed class BSLinksetCompound : BSLinkset } OMV.Vector3 offsetPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation - centerDisplacement; OMV.Quaternion offsetRot = cPrim.RawOrientation * invRootOrientation; - PhysicsScene.PE.AddChildShapeToCompoundShape(LinksetRoot.PhysShape, cPrim.PhysShape, offsetPos, offsetRot); + PhysicsScene.PE.AddChildShapeToCompoundShape(LinksetRoot.PhysShape, cPrim.PhysShape, offsetPos, offsetRot); + DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addNonNative,indx={1},rShape={2},cShape={3},offPos={4},offRot={5}", + LinksetRoot.LocalID, memberIndex, LinksetRoot.PhysShape, cPrim.PhysShape, offsetPos, offsetRot); + } memberIndex++; } @@ -503,6 +507,7 @@ public sealed class BSLinksetCompound : BSLinkset Rebuilding = false; } + // See that the Aabb surrounds the new shape PhysicsScene.PE.RecalculateCompoundShapeLocalAabb(LinksetRoot.PhysShape); } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 3e0b4bca12..329169f79e 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -49,6 +49,7 @@ public static class BSParam public static float MaxLinearVelocity { get; private set; } public static float MaxAngularVelocity { get; private set; } public static float MaxAddForceMagnitude { get; private set; } + public static float DensityScaleFactor { get; private set; } public static float LinearDamping { get; private set; } public static float AngularDamping { get; private set; } @@ -281,29 +282,35 @@ public static class BSParam new ParameterDefn("MinObjectMass", "Minimum object mass (0.0001)", 0.0001f, (s,cf,p,v) => { MinimumObjectMass = cf.GetFloat(p, v); }, - (s) => { return (float)MinimumObjectMass; }, + (s) => { return MinimumObjectMass; }, (s,p,l,v) => { MinimumObjectMass = v; } ), new ParameterDefn("MaxObjectMass", "Maximum object mass (10000.01)", 10000.01f, (s,cf,p,v) => { MaximumObjectMass = cf.GetFloat(p, v); }, - (s) => { return (float)MaximumObjectMass; }, + (s) => { return MaximumObjectMass; }, (s,p,l,v) => { MaximumObjectMass = v; } ), new ParameterDefn("MaxLinearVelocity", "Maximum velocity magnitude that can be assigned to an object", 1000.0f, (s,cf,p,v) => { MaxLinearVelocity = cf.GetFloat(p, v); }, - (s) => { return (float)MaxLinearVelocity; }, + (s) => { return MaxLinearVelocity; }, (s,p,l,v) => { MaxLinearVelocity = v; } ), new ParameterDefn("MaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to an object", 1000.0f, (s,cf,p,v) => { MaxAngularVelocity = cf.GetFloat(p, v); }, - (s) => { return (float)MaxAngularVelocity; }, + (s) => { return MaxAngularVelocity; }, (s,p,l,v) => { MaxAngularVelocity = v; } ), // LL documentation says thie number should be 20f for llApplyImpulse and 200f for llRezObject new ParameterDefn("MaxAddForceMagnitude", "Maximum force that can be applied by llApplyImpulse (SL says 20f)", 20000.0f, (s,cf,p,v) => { MaxAddForceMagnitude = cf.GetFloat(p, v); }, - (s) => { return (float)MaxAddForceMagnitude; }, + (s) => { return MaxAddForceMagnitude; }, (s,p,l,v) => { MaxAddForceMagnitude = v; } ), + // Density is passed around as 100kg/m3. This scales that to 1kg/m3. + new ParameterDefn("DensityScaleFactor", "Conversion for simulator/viewer density (100kg/m3) to physical density (1kg/m3)", + 0.01f, + (s,cf,p,v) => { DensityScaleFactor = cf.GetFloat(p, v); }, + (s) => { return DensityScaleFactor; }, + (s,p,l,v) => { DensityScaleFactor = v; } ), new ParameterDefn("PID_D", "Derivitive factor for motion smoothing", 2200f, diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 8ebb532183..f953c1e085 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs @@ -99,6 +99,9 @@ public abstract class BSPhysObject : PhysicsActor CollisionAccumulation = 0; ColliderIsMoving = false; CollisionScore = 0; + + // All axis free. + LockedAxis = LockedAxisFree; } // Tell the object to clean up. @@ -172,7 +175,8 @@ public abstract class BSPhysObject : PhysicsActor MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, false); Friction = matAttrib.friction; Restitution = matAttrib.restitution; - Density = matAttrib.density; + Density = matAttrib.density / BSParam.DensityScaleFactor; + DetailLog("{0},{1}.SetMaterial,Mat={2},frict={3},rest={4},den={5}", LocalID, TypeName, Material, Friction, Restitution, Density); } // Stop all physical motion. @@ -220,6 +224,9 @@ public abstract class BSPhysObject : PhysicsActor // computed center-of-mass (like in linksets). public OMV.Vector3? UserSetCenterOfMass { get; set; } + public OMV.Vector3 LockedAxis { get; set; } // zero means locked. one means free. + public readonly OMV.Vector3 LockedAxisFree = new OMV.Vector3(1f, 1f, 1f); // All axis are free + #region Collisions // Requested number of milliseconds between collision events. Zero means disabled. @@ -416,9 +423,7 @@ public abstract class BSPhysObject : PhysicsActor { // Clean out any existing action UnRegisterPreStepAction(op, id); - RegisteredPrestepActions[identifier] = actn; - PhysicsScene.BeforeStep += actn; } DetailLog("{0},BSPhysObject.RegisterPreStepAction,id={1}", LocalID, identifier); @@ -464,9 +469,7 @@ public abstract class BSPhysObject : PhysicsActor { // Clean out any existing action UnRegisterPostStepAction(op, id); - RegisteredPoststepActions[identifier] = actn; - PhysicsScene.AfterStep += actn; } DetailLog("{0},BSPhysObject.RegisterPostStepAction,id={1}", LocalID, identifier); @@ -503,7 +506,58 @@ public abstract class BSPhysObject : PhysicsActor } DetailLog("{0},BSPhysObject.UnRegisterAllPostStepActions,", LocalID); } - + + // When an update to the physical properties happens, this event is fired to let + // different actors to modify the update before it is passed around + public delegate void PreUpdatePropertyAction(ref EntityProperties entprop); + public event PreUpdatePropertyAction OnPreUpdateProperty; + protected void TriggerPreUpdatePropertyAction(ref EntityProperties entprop) + { + PreUpdatePropertyAction actions = OnPreUpdateProperty; + if (actions != null) + actions(ref entprop); + } + + private Dictionary RegisteredPreUpdatePropertyActions = new Dictionary(); + public void RegisterPreUpdatePropertyAction(string identifier, PreUpdatePropertyAction actn) + { + lock (RegisteredPreUpdatePropertyActions) + { + // Clean out any existing action + UnRegisterPreUpdatePropertyAction(identifier); + RegisteredPreUpdatePropertyActions[identifier] = actn; + OnPreUpdateProperty += actn; + } + DetailLog("{0},BSPhysObject.RegisterPreUpdatePropertyAction,id={1}", LocalID, identifier); + } + public bool UnRegisterPreUpdatePropertyAction(string identifier) + { + bool removed = false; + lock (RegisteredPreUpdatePropertyActions) + { + if (RegisteredPreUpdatePropertyActions.ContainsKey(identifier)) + { + OnPreUpdateProperty -= RegisteredPreUpdatePropertyActions[identifier]; + RegisteredPreUpdatePropertyActions.Remove(identifier); + removed = true; + } + } + DetailLog("{0},BSPhysObject.UnRegisterPreUpdatePropertyAction,id={1},removed={2}", LocalID, identifier, removed); + return removed; + } + public void UnRegisterAllPreUpdatePropertyActions() + { + lock (RegisteredPreUpdatePropertyActions) + { + foreach (KeyValuePair kvp in RegisteredPreUpdatePropertyActions) + { + OnPreUpdateProperty -= kvp.Value; + } + RegisteredPreUpdatePropertyActions.Clear(); + } + DetailLog("{0},BSPhysObject.UnRegisterAllPreUpdatePropertyAction,", LocalID); + } + #endregion // Per Simulation Step actions // High performance detailed logging routine used by the physical objects. diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index a76f8b9844..0323b0d39f 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -242,6 +242,45 @@ public class BSPrim : BSPhysObject public override void LockAngularMotion(OMV.Vector3 axis) { DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis); + + OMV.Vector3 locking = new OMV.Vector3(1f, 1f, 1f); + if (axis.X != 1) locking.X = 0f; + if (axis.Y != 1) locking.Y = 0f; + if (axis.Z != 1) locking.Z = 0f; + LockedAxis = locking; + + /* Not implemented yet + if (LockedAxis != LockedAxisFree) + { + // Something is locked so start the thingy that keeps that axis from changing + RegisterPreUpdatePropertyAction("BSPrim.LockAngularMotion", delegate(ref EntityProperties entprop) + { + if (LockedAxis != LockedAxisFree) + { + if (IsPhysicallyActive) + { + // Bullet can lock axis but it only works for global axis. + // Check if this prim is aligned on global axis and use Bullet's + // system if so. + + ForceOrientation = entprop.Rotation; + ForceRotationalVelocity = entprop.RotationalVelocity; + } + } + else + { + UnRegisterPreUpdatePropertyAction("BSPrim.LockAngularMotion"); + } + + }); + } + else + { + // Everything seems unlocked + UnRegisterPreUpdatePropertyAction("BSPrim.LockAngularMotion"); + } + */ + return; } @@ -311,7 +350,8 @@ public class BSPrim : BSPhysObject float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition); OMV.Vector3 upForce = OMV.Vector3.Zero; - if (RawPosition.Z < terrainHeight) + float approxSize = Math.Max(Size.X, Math.Max(Size.Y, Size.Z)); + if ((RawPosition.Z + approxSize / 2f) < terrainHeight) { DetailLog("{0},BSPrim.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, RawPosition, terrainHeight); float targetHeight = terrainHeight + (Size.Z / 2f); @@ -576,6 +616,8 @@ public class BSPrim : BSPhysObject } } } + // The simulator/viewer keep density as 100kg/m3. + // Remember to use BSParam.DensityScaleFactor to create the physical density. public override float Density { get { return base.Density; } @@ -1569,7 +1611,8 @@ public class BSPrim : BSPhysObject profileEnd = 1.0f - (float)BaseShape.ProfileEnd * 2.0e-5f; volume *= (profileEnd - profileBegin); - returnMass = Density * volume; + returnMass = Density * BSParam.DensityScaleFactor * volume; + DetailLog("{0},BSPrim.CalculateMass,den={1},vol={2},mass={3}", LocalID, Density, volume, returnMass); returnMass = Util.Clamp(returnMass, BSParam.MinimumObjectMass, BSParam.MaximumObjectMass); @@ -1607,6 +1650,8 @@ public class BSPrim : BSPhysObject // the world that things have changed. public override void UpdateProperties(EntityProperties entprop) { + TriggerPreUpdatePropertyAction(ref entprop); + // A temporary kludge to suppress the rotational effects introduced on vehicles by Bullet // TODO: handle physics introduced by Bullet with computed vehicle physics. if (VehicleController.IsActive) @@ -1619,7 +1664,11 @@ public class BSPrim : BSPhysObject // Assign directly to the local variables so the normal set actions do not happen _position = entprop.Position; _orientation = entprop.Rotation; - _velocity = entprop.Velocity; + // _velocity = entprop.Velocity; + // DEBUG DEBUG DEBUG -- smooth velocity changes a bit. The simulator seems to be + // very sensitive to velocity changes. + if (!entprop.Velocity.ApproxEquals(_velocity, 0.1f)) + _velocity = entprop.Velocity; _acceleration = entprop.Acceleration; _rotationalVelocity = entprop.RotationalVelocity; diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs index b9f2cca22e..f1c3b5c1bb 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs @@ -144,7 +144,7 @@ public class BSPrimDisplaced : BSPrim // Correct for any rotation around the center-of-mass // TODO!!! entprop.Position = entprop.Position + (PositionDisplacement * entprop.Rotation); - entprop.Rotation = something; + // entprop.Rotation = something; } base.UpdateProperties(entprop); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs index 96f976204a..d65d40798e 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs @@ -135,7 +135,8 @@ public class BSPrimLinkable : BSPrimDisplaced // When going from non-physical to physical, this re-enables the constraints that // had been automatically disabled when the mass was set to zero. // For compound based linksets, this enables and disables interactions of the children. - Linkset.Refresh(this); + if (Linkset != null) // null can happen during initialization + Linkset.Refresh(this); } protected override void MakeDynamic(bool makeStatic) diff --git a/bin/lib32/BulletSim.dll b/bin/lib32/BulletSim.dll index 4dd2f3880d..e7a8a41ec0 100755 Binary files a/bin/lib32/BulletSim.dll and b/bin/lib32/BulletSim.dll differ diff --git a/bin/lib32/libBulletSim.so b/bin/lib32/libBulletSim.so index cb8742af34..4bf23a6496 100755 Binary files a/bin/lib32/libBulletSim.so and b/bin/lib32/libBulletSim.so differ diff --git a/bin/lib64/BulletSim.dll b/bin/lib64/BulletSim.dll index c9f5814f9d..63ac1a91aa 100755 Binary files a/bin/lib64/BulletSim.dll and b/bin/lib64/BulletSim.dll differ diff --git a/bin/lib64/libBulletSim.so b/bin/lib64/libBulletSim.so index 19fc7bfdae..422681e423 100755 Binary files a/bin/lib64/libBulletSim.so and b/bin/lib64/libBulletSim.so differ