Physics Engine Interface

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<dt>'''public override float Simulate(float timestep)'''
 
<dt>'''public override float Simulate(float timestep)'''
 
<dd>This is the core function.  This gets called by the main loop when it wants the Physics engine to do its magic and propagate forward the positions and velocities of all the stuff it knows about.  The physics engine should update the Position and Velocity members of the PhysicsActor class it knows about (those things that have been added to it by the methods above).  '''Important:''' when the physics engine thinks that things have changed enough for any given prims that the surrounding scene should updates it's own idea about the positions and velocities of those prims, it should call the RequestPhysicsterseUpdate() method of the changed PhysicsActors().  (The safest, but slowest, way to do this is for Simulate() to call this for every physical prim it knows about every time it is called.)
 
<dd>This is the core function.  This gets called by the main loop when it wants the Physics engine to do its magic and propagate forward the positions and velocities of all the stuff it knows about.  The physics engine should update the Position and Velocity members of the PhysicsActor class it knows about (those things that have been added to it by the methods above).  '''Important:''' when the physics engine thinks that things have changed enough for any given prims that the surrounding scene should updates it's own idea about the positions and velocities of those prims, it should call the RequestPhysicsterseUpdate() method of the changed PhysicsActors().  (The safest, but slowest, way to do this is for Simulate() to call this for every physical prim it knows about every time it is called.)
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</dl>
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 +
== PhysicsActor ==
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 +
PhysicsActor represents both prims and characters.  You may want to make separate classes for the two.
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Members:
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<dl>
 +
<dt>'''int PhysicsActorType'''
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<dd>Needs get and set methods.  Return ActorTypes.Prim or ActorTypes.Agent if it's a prim or an avatar.
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<dt>'''bool IsPhysical'''
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<dd>Needs get and set
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<dt>'''PhysicsVector Position'''
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<dd>Needs get and set.  If an object is physical, the physics engine keeps the "real" position for that object.  However, it's the surrounding scene's impression of the position that gets rendered and sent to the client.  It will pull the position out of the physics engine by looking at this member, and tell the physics engine about any external changes in its position through this member.  Note that the scene doesn't automatically pull out the position, but only when it thinks it needs to.  You can call the RequestPhysicsterseUpdate() method of PhysicsActor to ask the Scene to update its position for any given PhysicsActor.  (See PhysicsScene.Simulate() above.)
 +
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<dt>'''PhysicsVector Velocity'''
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<dd>Need get and set.  Similar considerations to Position
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<dt>'''PhysicsVector RotationalVelocity'''
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<dd>Needs get and set
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<dt>'''PhysicsVector Acceleration'''
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<dd>Needs get; there's no set method.
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<dt>'''void SetAcceleration(PhysicsVector accel)'''
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<dd>Do what you'd think Acceleration.set would do
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<dt>'''PhysicsVector Size'''
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<dd>Needs get and set
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 +
<dt>'''float Mass'''
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<dd>Needs get; there is no set method at the moment
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<dt>'''void SetMass(float mass)'''
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<dd>Instead of Mass.set
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<dt>'''void SetMomentum(PhysicsVector momentum)'''
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<dd>I am disturbed that this exists in addition to Velocity.set and SetMass....
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 +
<dt>'''Quarternion Orientation'''
 +
<dd>Needs get and set
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 +
<dt>'''bool ThrottleUpdates'''
 +
<dd>Needs get and set.  I'm not sure what this means, exactly.
 +
 +
<dt>'''bool IsColliding'''
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<dd>Needs get and set.
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 +
<dt>'''bool CollidingGround'''
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<dd>Needs get and set
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 +
<dt>'''bool CollidingObj'''
 +
<dd>Needs get and set
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 +
<dt>'''bool Stopped'''
 +
<dd>Just needs get
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 +
<dt>'''PhysicsVector CenterOfMass'''
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<dd>Just needs get
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<dt>'''PhysicsVector GeometricCenter'''
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<dd>Just needs get
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<dt>'''PrimitiveBaseShape Shape'''
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<dd>Just needs set
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<dt>'''PhysicsVector Force'''
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<dd>Needs get and set.  I ''think'' this is a steady force (in N) always acting on the object.
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<dt>'''PhysicsVector Torque'''
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<dd>Needs get and set.  Like Force, I think this is a steady torque operating on the object.
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 +
<dt>'''void AddForce(PhysicsVector force, bool pushforce)'''
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<dd>This should apply a one-time impulse to the object of magnitude "force" Newton-seconds.  I am not sure what "pushforce" means....
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<dt>'''void AddAngularForce(PhsyicsVector force, bool pushforce)'''
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<dd>A one-time angular impulse.  I'm not sure the units, nor what pushforce means.
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<dt>'''int VehicleType'''
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<dd>(I don't know anything about the vehicle code requirements)
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<dt>'''void VehicleFloatParam(int param, float value)'''
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<dt>'''void VehicleVectorParam(int param, PhysicsVector value)'''
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<dt>'''void VehicleRotationParam(int param, Quarternion rotation)'''
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<dt>'''void SetVoulumeDetect(int param)'''
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<dd>This is some weird mode that can be set via a LSL function
 +
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<dt>'''float Buoyancy'''
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<dd>Needs get and set
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<dt>'''bool FloatOnWater'''
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<dd>Just needs set
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<dt>'''float CollisionScore'''
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<dd>Needs get and set.  I don't know what this is.
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<dt>'''bool Flying'''
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<dd>Needs get and set
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<dt>'''bool SetAlwaysRun'''
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<dd>Needs get and set
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<dt>'''unit LocalID'''
 +
<dd>Needs set.  I don't know what this is
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 +
<dt>'''bool Grabbed'''
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<dd>Needs set.  I'm not sure what this is, but I'm guessing it's when you control-click on an object?
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<dt>'''void link(PhysicsActor obj)'''
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<dd>I haven't delved into how linking works in the physics engine.  I'm ''guessing'' that this says "link yourself to obj with obj as the root", but I could be wrong.
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<dt>'''void delink()'''
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<dt>'''void LockAngularMomentum(PhysicsVector axis)'''
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<dt>'''bool Selected'''
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<dd>Just needs set
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<dt>'''void CrossingFailure()'''
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<dt>'''PhysicsVector PIDTarget'''
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<dd>Just needs set.  I don't know what this is, but I'm guessing it's a place to which an object is supposed to move.
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<dt>'''bool PIDActive'''
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<dd>Just needs set.
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<dt>'''float PIDTau'''
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<dd>Just needs set.  I'm guessing that this is the timescale (in seconds) in which the object should move to PIDTarget when it is set to be PID Active.
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<dt>'''float PIDHoverHeight'''
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<dt>'''float PIDHoverActive'''
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<dt>'''PIDHoverType PIDHoverType'''
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<dt>'''float PIDHoverTau'''
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<dt>'''void SubscribeEvents(int ms)'''
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<dd>I do not know what sorts of events the PhysicsActor sends... hopefully I'll update this if/when I figure that out!  It looks like you can ask for OnPositionUpdate, OnVelocityUpdate, OnOrientationUpdate, OnRequestTerseUpdate, OnCollisionUpdate, and OnOutOfBounds... but I have yet to fully understand the OpenSim event system, so I may be speaking out of the side of my mouth here.
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<dt>'''bool SubscribedEvents()'''

Revision as of 12:20, 18 September 2009

Contents

Base Classes

Note: I (User:Rknop) am trying to figure this out by looking at some of the code; my main interest is the NewtonPlugin. AS such, there are whole swaths of the physics engine, such as joints, that I have no clue about at the moment

The base classes for a physics module can be found in OpenSim.Region.Physics.Manager. The physics module itself should be a subclass of Physics, e.g. OpenSim.Region.Physics.OdePlugin.

  • PhysicsActor is the base class for both prims and avatars.
  • PhysicsScene is the main base class that interfaces with the region's Scene.
  • (others)

The Physics Scene doesn't access the Region Scene. The region scene will tell the physics engine about prims and avatars, and will send updates to the physics engine. It will then pull positions and velocities of objects and avatars out of the physics engine.

The Plugin Class

If you're writing a Physics engine named Foo, you need to write a class OpenSim.Region.Physics.FooPlugin with the following methods:

  • FooPlugin() — constructor
  • bool Init() — (not sure exactly when this is called. return true)
  • PhysicsScene GetScene(String sceneIdentifier) — return a FooScene, which is derived from PhysicsScene
  • string GetName() — return the name that folks can use in OpenSim.ini to select this physics engine
  • Dispose() — destructor

PhysicsScene

Your class OpenSim.Region.Physics.FooScene must derive from OpenSim.Region.Physics.PhysicsScene. Members include:

public override void Initialize(IMesher meshmerizer, IConfigSource config)

public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying)

public override void SetWaterLevel(float baseheight)

public override void RemovePrim(PhysicsActor prim)
This gets called when a prim is made into something the physics engine no longer needs to know about. The physics engine should remove it from any internal lists of prims it is keeping track of.

public override void RemoveAvatar(PhysicsActor character)
Like RemovePrim, but for avatars.

public override void AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, PhysicsVector size, Quarternion rotation)
Tells the physics engine to add a new prim it needs to keep track of. This prim is not a physical prim, but as long as it's not phantom, physical objects may collide with it, and thus the physics engine (may) need to know about it. (Unless the physics engine punts on collisions, as, for instance, NewtonPlugin does.)

public override void AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, PhysicsVector size, Quarternion rotation, bool isPhysical)
Like the previous one, but you've got the flag that tells you if it's physical or not.

public override void AddPhysicsActorTaint(PhysicsActor prim)
(I don't know what taints are, so I can't document them yet....)

public override void GetResults()

public override bol IsThreaded
A member that needs a get method.

public override void SetTerrain(float[] heightMap)

public override void DeleteTerrain()

public overrid Dictionary<unit, float> GetTopColliders()

public override float Simulate(float timestep)
This is the core function. This gets called by the main loop when it wants the Physics engine to do its magic and propagate forward the positions and velocities of all the stuff it knows about. The physics engine should update the Position and Velocity members of the PhysicsActor class it knows about (those things that have been added to it by the methods above). Important: when the physics engine thinks that things have changed enough for any given prims that the surrounding scene should updates it's own idea about the positions and velocities of those prims, it should call the RequestPhysicsterseUpdate() method of the changed PhysicsActors(). (The safest, but slowest, way to do this is for Simulate() to call this for every physical prim it knows about every time it is called.)

PhysicsActor

PhysicsActor represents both prims and characters. You may want to make separate classes for the two.

Members:

int PhysicsActorType
Needs get and set methods. Return ActorTypes.Prim or ActorTypes.Agent if it's a prim or an avatar.

bool IsPhysical
Needs get and set

PhysicsVector Position
Needs get and set. If an object is physical, the physics engine keeps the "real" position for that object. However, it's the surrounding scene's impression of the position that gets rendered and sent to the client. It will pull the position out of the physics engine by looking at this member, and tell the physics engine about any external changes in its position through this member. Note that the scene doesn't automatically pull out the position, but only when it thinks it needs to. You can call the RequestPhysicsterseUpdate() method of PhysicsActor to ask the Scene to update its position for any given PhysicsActor. (See PhysicsScene.Simulate() above.)

PhysicsVector Velocity
Need get and set. Similar considerations to Position

PhysicsVector RotationalVelocity
Needs get and set

PhysicsVector Acceleration
Needs get; there's no set method.

void SetAcceleration(PhysicsVector accel)
Do what you'd think Acceleration.set would do

PhysicsVector Size
Needs get and set

float Mass
Needs get; there is no set method at the moment

void SetMass(float mass)
Instead of Mass.set

void SetMomentum(PhysicsVector momentum)
I am disturbed that this exists in addition to Velocity.set and SetMass....

Quarternion Orientation
Needs get and set

bool ThrottleUpdates
Needs get and set. I'm not sure what this means, exactly.

bool IsColliding
Needs get and set.

bool CollidingGround
Needs get and set

bool CollidingObj
Needs get and set

bool Stopped
Just needs get

PhysicsVector CenterOfMass
Just needs get

PhysicsVector GeometricCenter
Just needs get

PrimitiveBaseShape Shape
Just needs set

PhysicsVector Force
Needs get and set. I think this is a steady force (in N) always acting on the object.

PhysicsVector Torque
Needs get and set. Like Force, I think this is a steady torque operating on the object.

void AddForce(PhysicsVector force, bool pushforce)
This should apply a one-time impulse to the object of magnitude "force" Newton-seconds. I am not sure what "pushforce" means....

void AddAngularForce(PhsyicsVector force, bool pushforce)
A one-time angular impulse. I'm not sure the units, nor what pushforce means.

int VehicleType
(I don't know anything about the vehicle code requirements)

void VehicleFloatParam(int param, float value)

void VehicleVectorParam(int param, PhysicsVector value)

void VehicleRotationParam(int param, Quarternion rotation)

void SetVoulumeDetect(int param)
This is some weird mode that can be set via a LSL function

float Buoyancy
Needs get and set

bool FloatOnWater
Just needs set

float CollisionScore
Needs get and set. I don't know what this is.

bool Flying
Needs get and set

bool SetAlwaysRun
Needs get and set

unit LocalID
Needs set. I don't know what this is

bool Grabbed
Needs set. I'm not sure what this is, but I'm guessing it's when you control-click on an object?

void link(PhysicsActor obj)
I haven't delved into how linking works in the physics engine. I'm guessing that this says "link yourself to obj with obj as the root", but I could be wrong.

void delink()

void LockAngularMomentum(PhysicsVector axis)

bool Selected
Just needs set

void CrossingFailure()

PhysicsVector PIDTarget
Just needs set. I don't know what this is, but I'm guessing it's a place to which an object is supposed to move.

bool PIDActive
Just needs set.

float PIDTau
Just needs set. I'm guessing that this is the timescale (in seconds) in which the object should move to PIDTarget when it is set to be PID Active.

float PIDHoverHeight

float PIDHoverActive

PIDHoverType PIDHoverType

float PIDHoverTau

void SubscribeEvents(int ms)
I do not know what sorts of events the PhysicsActor sends... hopefully I'll update this if/when I figure that out! It looks like you can ask for OnPositionUpdate, OnVelocityUpdate, OnOrientationUpdate, OnRequestTerseUpdate, OnCollisionUpdate, and OnOutOfBounds... but I have yet to fully understand the OpenSim event system, so I may be speaking out of the side of my mouth here.

bool SubscribedEvents()

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