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authorVegaslon2013-03-16 17:16:01 -0400
committerRobert Adams2013-03-16 15:13:40 -0700
commitfc84ebb819b590099bbfa5bd357e886ce7460063 (patch)
tree075c828400d620ae03621e60b63788d8675f880b
parent*Yet another HTTPServer update code changes in OpenSim Libs. * This fixes a c... (diff)
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BulletSim: Working Implementation of Angular Banking for Vehicles (Not SL Grade, Other features when implemented should slow it down for now be Strong with Vertical Angular attraction setting and conservative with Angular Velocity on X axis)
Signed-off-by: Robert Adams <Robert.Adams@intel.com>
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs33
1 files changed, 17 insertions, 16 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index d347159..96eaa6b 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -143,7 +143,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
143 { 143 {
144 enableAngularVerticalAttraction = true; 144 enableAngularVerticalAttraction = true;
145 enableAngularDeflection = false; 145 enableAngularDeflection = false;
146 enableAngularBanking = false; 146 enableAngularBanking = true;
147 if (BSParam.VehicleDebuggingEnabled) 147 if (BSParam.VehicleDebuggingEnabled)
148 { 148 {
149 enableAngularVerticalAttraction = true; 149 enableAngularVerticalAttraction = true;
@@ -1280,11 +1280,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin
1280 // That is, NO_DEFLECTION_UP says angular motion should not add any pitch or roll movement 1280 // That is, NO_DEFLECTION_UP says angular motion should not add any pitch or roll movement
1281 // TODO: This is here because this is where ODE put it but documentation says it 1281 // TODO: This is here because this is where ODE put it but documentation says it
1282 // is a linear effect. Where should this check go? 1282 // is a linear effect. Where should this check go?
1283 if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0) 1283 //if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0)
1284 { 1284 // {
1285 angularMotorContributionV.X = 0f; 1285 // angularMotorContributionV.X = 0f;
1286 angularMotorContributionV.Y = 0f; 1286 // angularMotorContributionV.Y = 0f;
1287 } 1287 // }
1288 1288
1289 VehicleRotationalVelocity += angularMotorContributionV * VehicleOrientation; 1289 VehicleRotationalVelocity += angularMotorContributionV * VehicleOrientation;
1290 VDetailLog("{0}, MoveAngular,angularTurning,angularMotorContrib={1}", Prim.LocalID, angularMotorContributionV); 1290 VDetailLog("{0}, MoveAngular,angularTurning,angularMotorContrib={1}", Prim.LocalID, angularMotorContributionV);
@@ -1437,24 +1437,25 @@ namespace OpenSim.Region.Physics.BulletSPlugin
1437 // As the vehicle rolls to the right or left, the Y value will increase from 1437 // As the vehicle rolls to the right or left, the Y value will increase from
1438 // zero (straight up) to 1 or -1 (full tilt right or left) 1438 // zero (straight up) to 1 or -1 (full tilt right or left)
1439 Vector3 rollComponents = Vector3.UnitZ * VehicleOrientation; 1439 Vector3 rollComponents = Vector3.UnitZ * VehicleOrientation;
1440
1441 // Figure out the yaw value for this much roll. 1440 // Figure out the yaw value for this much roll.
1442 // Squared because that seems to give a good value 1441 // Squared because that seems to give a good value
1443 float yawAngle = (float)Math.Asin(rollComponents.Y * rollComponents.Y) * m_bankingEfficiency; 1442 // float yawAngle = (float)Math.Asin(rollComponents.X * rollComponents.X) * m_bankingEfficiency;
1444 1443 float yawAngle = m_angularMotorDirection.X * m_bankingEfficiency;
1445 // actual error = static turn error + dynamic turn error 1444 // actual error = static turn error + dynamic turn error
1446 float mixedYawAngle = yawAngle * (1f - m_bankingMix) + yawAngle * m_bankingMix * VehicleForwardSpeed; 1445 float mixedYawAngle =(yawAngle * (1f - m_bankingMix)) + ((yawAngle * m_bankingMix) * VehicleForwardSpeed);
1447 1446 // TODO: the banking effect should not go to infinity but what to limit it to? and what should happen when this is
1448 // TODO: the banking effect should not go to infinity but what to limit it to? 1447 // being added to a user defined yaw that is already PI*4?
1449 mixedYawAngle = ClampInRange(-20f, mixedYawAngle, 20f); 1448 mixedYawAngle = ClampInRange(-12, mixedYawAngle, 12);
1450 1449
1451 // Build the force vector to change rotation from what it is to what it should be 1450 // Build the force vector to change rotation from what it is to what it should be
1452 bankingContributionV.Z = -mixedYawAngle; 1451 bankingContributionV.Z = -mixedYawAngle;
1453 1452
1454 // Don't do it all at once. 1453 // Don't do it all at once. 60 becouse 1 second is too fast with most user defined roll as PI*4
1455 bankingContributionV /= m_bankingTimescale; 1454 bankingContributionV /= m_bankingTimescale*60;
1456 1455
1457 VehicleRotationalVelocity += bankingContributionV * VehicleOrientation; 1456 //VehicleRotationalVelocity += bankingContributionV * VehicleOrientation;
1457 VehicleRotationalVelocity += bankingContributionV;
1458
1458 1459
1459 VDetailLog("{0}, MoveAngular,Banking,rollComp={1},speed={2},rollComp={3},yAng={4},mYAng={5},ret={6}", 1460 VDetailLog("{0}, MoveAngular,Banking,rollComp={1},speed={2},rollComp={3},yAng={4},mYAng={5},ret={6}",
1460 Prim.LocalID, rollComponents, VehicleForwardSpeed, rollComponents, yawAngle, mixedYawAngle, bankingContributionV); 1461 Prim.LocalID, rollComponents, VehicleForwardSpeed, rollComponents, yawAngle, mixedYawAngle, bankingContributionV);