#define USEODE 1
#endif
-// recent ODE trunk has dWorldStepFast1 removed
-//#define ODE_USE_STEPFAST
-
#ifdef USEODE
cvar_t physics_ode_quadtree_depth = {0, "physics_ode_quadtree_depth","5", "desired subdivision level of quadtree culling space"};
cvar_t physics_ode_contactsurfacelayer = {0, "physics_ode_contactsurfacelayer","1", "allows objects to overlap this many units to reduce jitter"};
-cvar_t physics_ode_worldstep = {0, "physics_ode_worldstep","2", "step function to use, 0 - dWorldStep, 1 - dWorldStepFast1, 2 - dWorldQuickStep"};
-cvar_t physics_ode_worldstep_iterations = {0, "physics_ode_worldstep_iterations", "20", "parameter to dWorldQuickStep and dWorldStepFast1"};
+cvar_t physics_ode_worldstep_iterations = {0, "physics_ode_worldstep_iterations", "20", "parameter to dWorldQuickStep"};
cvar_t physics_ode_contact_mu = {0, "physics_ode_contact_mu", "1", "contact solver mu parameter - friction pyramid approximation 1 (see ODE User Guide)"};
cvar_t physics_ode_contact_erp = {0, "physics_ode_contact_erp", "0.96", "contact solver erp parameter - Error Restitution Percent (see ODE User Guide)"};
cvar_t physics_ode_contact_cfm = {0, "physics_ode_contact_cfm", "0", "contact solver cfm parameter - Constraint Force Mixing (see ODE User Guide)"};
cvar_t physics_ode_world_damping_angular_threshold = {0, "physics_ode_world_damping_angular_threshold", "0.01", "world angular damping threshold (see ODE User Guide); use defaults when set to -1"};
cvar_t physics_ode_world_gravitymod = {0, "physics_ode_world_gravitymod", "1", "multiplies gravity got from sv_gravity, this may be needed to tweak if strong damping is used"};
cvar_t physics_ode_iterationsperframe = {0, "physics_ode_iterationsperframe", "1", "divisor for time step, runs multiple physics steps per frame"};
-cvar_t physics_ode_constantstep = {0, "physics_ode_constantstep", "1", "use constant step (sys_ticrate value) instead of variable step which tends to increase stability"};
+cvar_t physics_ode_constantstep = {0, "physics_ode_constantstep", "0", "use constant step instead of variable step which tends to increase stability, if set to 1 uses sys_ticrate, instead uses it's own value"};
cvar_t physics_ode_autodisable = {0, "physics_ode_autodisable", "1", "automatic disabling of objects which dont move for long period of time, makes object stacking a lot faster"};
cvar_t physics_ode_autodisable_steps = {0, "physics_ode_autodisable_steps", "10", "how many steps object should be dormant to be autodisabled"};
cvar_t physics_ode_autodisable_time = {0, "physics_ode_autodisable_time", "0", "how many seconds object should be dormant to be autodisabled"};
//dReal (ODE_API *dWorldGetERP)(dWorldID);
void (ODE_API *dWorldSetCFM)(dWorldID, dReal cfm);
//dReal (ODE_API *dWorldGetCFM)(dWorldID);
-void (ODE_API *dWorldStep)(dWorldID, dReal stepsize);
+//void (ODE_API *dWorldStep)(dWorldID, dReal stepsize);
//void (ODE_API *dWorldImpulseToForce)(dWorldID, dReal stepsize, dReal ix, dReal iy, dReal iz, dVector3 force);
void (ODE_API *dWorldQuickStep)(dWorldID w, dReal stepsize);
void (ODE_API *dWorldSetQuickStepNumIterations)(dWorldID, int num);
//dReal (ODE_API *dWorldGetContactMaxCorrectingVel)(dWorldID);
void (ODE_API *dWorldSetContactSurfaceLayer)(dWorldID, dReal depth);
//dReal (ODE_API *dWorldGetContactSurfaceLayer)(dWorldID);
-#ifdef ODE_USE_STEPFAST
-void (ODE_API *dWorldStepFast1)(dWorldID, dReal stepsize, int maxiterations);
-#endif
+//void (ODE_API *dWorldStepFast1)(dWorldID, dReal stepsize, int maxiterations);
//void (ODE_API *dWorldSetAutoEnableDepthSF1)(dWorldID, int autoEnableDepth);
//int (ODE_API *dWorldGetAutoEnableDepthSF1)(dWorldID);
//dReal (ODE_API *dWorldGetAutoDisableLinearThreshold)(dWorldID);
// {"dWorldGetERP", (void **) &dWorldGetERP},
{"dWorldSetCFM", (void **) &dWorldSetCFM},
// {"dWorldGetCFM", (void **) &dWorldGetCFM},
- {"dWorldStep", (void **) &dWorldStep},
+// {"dWorldStep", (void **) &dWorldStep},
// {"dWorldImpulseToForce", (void **) &dWorldImpulseToForce},
{"dWorldQuickStep", (void **) &dWorldQuickStep},
{"dWorldSetQuickStepNumIterations", (void **) &dWorldSetQuickStepNumIterations},
// {"dWorldGetContactMaxCorrectingVel", (void **) &dWorldGetContactMaxCorrectingVel},
{"dWorldSetContactSurfaceLayer", (void **) &dWorldSetContactSurfaceLayer},
// {"dWorldGetContactSurfaceLayer", (void **) &dWorldGetContactSurfaceLayer},
-#ifdef ODE_USE_STEPFAST
- {"dWorldStepFast1", (void **) &dWorldStepFast1},
-#endif
+// {"dWorldStepFast1", (void **) &dWorldStepFast1},
// {"dWorldSetAutoEnableDepthSF1", (void **) &dWorldSetAutoEnableDepthSF1},
// {"dWorldGetAutoEnableDepthSF1", (void **) &dWorldGetAutoEnableDepthSF1},
// {"dWorldGetAutoDisableLinearThreshold", (void **) &dWorldGetAutoDisableLinearThreshold},
Cvar_RegisterVariable(&physics_ode_quadtree_depth);
Cvar_RegisterVariable(&physics_ode_contactsurfacelayer);
- Cvar_RegisterVariable(&physics_ode_worldstep);
Cvar_RegisterVariable(&physics_ode_worldstep_iterations);
Cvar_RegisterVariable(&physics_ode_contact_mu);
Cvar_RegisterVariable(&physics_ode_contact_erp);
float bouncestop1 = 60.0f / 800.0f;
float bouncefactor2 = 0.0f;
float bouncestop2 = 60.0f / 800.0f;
+ float erp;
dVector3 grav;
prvm_edict_t *ed1, *ed2;
dWorldGetGravity((dWorldID)world->physics.ode_world, grav);
bouncestop1 *= fabs(grav[2]);
+ // get erp
+ // select object that moves faster ang get it's erp
+ erp = (VectorLength2(PRVM_gameedictvector(ed1, velocity)) > VectorLength2(PRVM_gameedictvector(ed2, velocity))) ? PRVM_gameedictfloat(ed1, erp) : PRVM_gameedictfloat(ed2, erp);
+
// generate contact points between the two non-space geoms
numcontacts = dCollide(o1, o2, MAX_CONTACTS, &(contact[0].geom), sizeof(contact[0]));
// add these contact points to the simulation
{
contact[i].surface.mode = (physics_ode_contact_mu.value != -1 ? dContactApprox1 : 0) | (physics_ode_contact_erp.value != -1 ? dContactSoftERP : 0) | (physics_ode_contact_cfm.value != -1 ? dContactSoftCFM : 0) | (bouncefactor1 > 0 ? dContactBounce : 0);
contact[i].surface.mu = physics_ode_contact_mu.value * ed1->priv.server->ode_friction * ed2->priv.server->ode_friction;
- contact[i].surface.soft_erp = physics_ode_contact_erp.value;
+ contact[i].surface.soft_erp = physics_ode_contact_erp.value + erp;
contact[i].surface.soft_cfm = physics_ode_contact_cfm.value;
contact[i].surface.bounce = bouncefactor1;
contact[i].surface.bounce_vel = bouncestop1;
prvm_edict_t *ed;
world->physics.ode_iterations = bound(1, physics_ode_iterationsperframe.integer, 1000);
- if (physics_ode_constantstep.integer)
- world->physics.ode_step = sys_ticrate.value / world->physics.ode_iterations;
+ if (physics_ode_constantstep.integer > 0 && physics_ode_constantstep.integer < 1)
+ world->physics.ode_step = physics_ode_constantstep.integer / world->physics.ode_iterations;
+ else if (physics_ode_constantstep.integer)
+ world->physics.ode_step = sys_ticrate.integer / world->physics.ode_iterations;
else
world->physics.ode_step = frametime / world->physics.ode_iterations;
world->physics.ode_movelimit = physics_ode_movelimit.value / world->physics.ode_step;
collisiontime += (Sys_DirtyTime() - tdelta3)*10000;
// run physics (move objects, calculate new velocities)
- if (physics_ode_worldstep.integer == 2)
- {
- dWorldSetQuickStepNumIterations((dWorldID)world->physics.ode_world, bound(1, physics_ode_worldstep_iterations.integer, 200));
+ // be sure not to pass 0 as step time because that causes an ODE error
+ dWorldSetQuickStepNumIterations((dWorldID)world->physics.ode_world, bound(1, physics_ode_worldstep_iterations.integer, 200));
+ if (world->physics.ode_step > 0)
dWorldQuickStep((dWorldID)world->physics.ode_world, world->physics.ode_step);
- }
-#ifdef ODE_USE_STEPFAST
- else if (physics_ode_worldstep.integer == 1)
- dWorldStepFast1((dWorldID)world->physics.ode_world, world->physics.ode_step, bound(1, physics_ode_worldstep_iterations.integer, 200));
-#endif
- else
- dWorldStep((dWorldID)world->physics.ode_world, world->physics.ode_step);
// clear the JointGroup now that we're done with it
dJointGroupEmpty((dJointGroupID)world->physics.ode_contactgroup);