diff options
author | Robert Adams | 2012-09-13 08:11:54 -0700 |
---|---|---|
committer | Robert Adams | 2012-09-15 15:31:29 -0700 |
commit | 2c5ff9399063080276a23bcd06fb696d653bef2e (patch) | |
tree | 3428eaff2697b562880c75f5f83eafcbb855c93e /OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |
parent | Add basic asset connector tests to check behaviour for normal, local and temp... (diff) | |
download | opensim-SC-2c5ff9399063080276a23bcd06fb696d653bef2e.zip opensim-SC-2c5ff9399063080276a23bcd06fb696d653bef2e.tar.gz opensim-SC-2c5ff9399063080276a23bcd06fb696d653bef2e.tar.bz2 opensim-SC-2c5ff9399063080276a23bcd06fb696d653bef2e.tar.xz |
BulletSim: Way too many changes in one commit.
Many changes to BSDynamic for readability and commentary.
Linkset hacking for vehicles: don't over mass the root prim.
Add parameter for link constraint solver iterations.
Correct uses of timestep in timescale calculations for vehicles.
Reorganize code/logic for making objects static and dynamic for readability
and use of API2.
Changed most calls in BSPrim to use API2 calls (the new way).
Avatars do not generate default Bullet collision events but do call up
to the simulator for every avatar. Reduces overhead.
Objects added to collision list only if they are processing collisions.
Reduces overhead especially for large numbers of avatars.
Generalize call for water height to GetWaterHeightAtXYZ().
Catch and correct exception getting terrain height when out of bounds.
Correct race condition in Terrain Manager where creation wasn't at taint-time.
Add API calls for constructing compound shapes.
Move NeedsMeshing() logic into object class.
Reorganize logic for object meshing to reduce rebuilding of meshs/hulls.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 218 |
1 files changed, 96 insertions, 122 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 8169e99..098fea7 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -80,7 +80,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
80 | // Linear properties | 80 | // Linear properties |
81 | private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time | 81 | private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time |
82 | private Vector3 m_linearMotorDirectionLASTSET = Vector3.Zero; // velocity requested by LSL | 82 | private Vector3 m_linearMotorDirectionLASTSET = Vector3.Zero; // velocity requested by LSL |
83 | private Vector3 m_dir = Vector3.Zero; // velocity applied to body | 83 | private Vector3 m_newVelocity = Vector3.Zero; // velocity computed to be applied to body |
84 | private Vector3 m_linearFrictionTimescale = Vector3.Zero; | 84 | private Vector3 m_linearFrictionTimescale = Vector3.Zero; |
85 | private float m_linearMotorDecayTimescale = 0; | 85 | private float m_linearMotorDecayTimescale = 0; |
86 | private float m_linearMotorTimescale = 0; | 86 | private float m_linearMotorTimescale = 0; |
@@ -475,32 +475,33 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
475 | frcount = 0; | 475 | frcount = 0; |
476 | 476 | ||
477 | MoveLinear(pTimestep); | 477 | MoveLinear(pTimestep); |
478 | MoveAngular(pTimestep); | 478 | // MoveAngular(pTimestep); |
479 | LimitRotation(pTimestep); | 479 | LimitRotation(pTimestep); |
480 | 480 | ||
481 | // remember the position so next step we can limit absolute movement effects | ||
482 | m_lastPositionVector = m_prim.Position; | ||
483 | |||
481 | VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", | 484 | VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", |
482 | m_prim.LocalID, m_prim.Position, m_prim.Force, m_prim.Velocity, m_prim.RotationalVelocity); | 485 | m_prim.LocalID, m_prim.Position, m_prim.Force, m_prim.Velocity, m_prim.RotationalVelocity); |
483 | }// end Step | 486 | }// end Step |
484 | 487 | ||
485 | private void MoveLinear(float pTimestep) | 488 | private void MoveLinear(float pTimestep) |
486 | { | 489 | { |
487 | // requested m_linearMotorDirection is significant | 490 | // m_linearMotorDirection is the direction we are moving relative to the vehicle coordinates |
488 | // if (!m_linearMotorDirection.ApproxEquals(Vector3.Zero, 0.01f)) | 491 | // m_lastLinearVelocityVector is the speed we are moving in that direction |
489 | if (m_linearMotorDirection.LengthSquared() > 0.0001f) | 492 | if (m_linearMotorDirection.LengthSquared() > 0.001f) |
490 | { | 493 | { |
491 | Vector3 origDir = m_linearMotorDirection; | 494 | Vector3 origDir = m_linearMotorDirection; |
492 | Vector3 origVel = m_lastLinearVelocityVector; | 495 | Vector3 origVel = m_lastLinearVelocityVector; |
493 | 496 | ||
494 | // add drive to body | 497 | // add drive to body |
495 | // Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale/pTimestep); | 498 | // Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale / pTimestep); |
496 | Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale); | 499 | Vector3 addAmount = (m_linearMotorDirection - m_lastLinearVelocityVector)/(m_linearMotorTimescale / pTimestep); |
497 | // lastLinearVelocityVector is the current body velocity vector? | 500 | // lastLinearVelocityVector is the current body velocity vector |
498 | // RA: Not sure what the *10 is for. A correction for pTimestep? | 501 | // RA: Not sure what the *10 is for. A correction for pTimestep? |
499 | // m_lastLinearVelocityVector += (addAmount*10); | 502 | // m_lastLinearVelocityVector += (addAmount*10); |
500 | m_lastLinearVelocityVector += addAmount; | 503 | m_lastLinearVelocityVector += addAmount; |
501 | 504 | ||
502 | // This will work temporarily, but we really need to compare speed on an axis | ||
503 | // KF: Limit body velocity to applied velocity? | ||
504 | // Limit the velocity vector to less than the last set linear motor direction | 505 | // Limit the velocity vector to less than the last set linear motor direction |
505 | if (Math.Abs(m_lastLinearVelocityVector.X) > Math.Abs(m_linearMotorDirectionLASTSET.X)) | 506 | if (Math.Abs(m_lastLinearVelocityVector.X) > Math.Abs(m_linearMotorDirectionLASTSET.X)) |
506 | m_lastLinearVelocityVector.X = m_linearMotorDirectionLASTSET.X; | 507 | m_lastLinearVelocityVector.X = m_linearMotorDirectionLASTSET.X; |
@@ -509,34 +510,29 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
509 | if (Math.Abs(m_lastLinearVelocityVector.Z) > Math.Abs(m_linearMotorDirectionLASTSET.Z)) | 510 | if (Math.Abs(m_lastLinearVelocityVector.Z) > Math.Abs(m_linearMotorDirectionLASTSET.Z)) |
510 | m_lastLinearVelocityVector.Z = m_linearMotorDirectionLASTSET.Z; | 511 | m_lastLinearVelocityVector.Z = m_linearMotorDirectionLASTSET.Z; |
511 | 512 | ||
513 | /* | ||
512 | // decay applied velocity | 514 | // decay applied velocity |
513 | Vector3 decayfraction = ((Vector3.One/(m_linearMotorDecayTimescale/pTimestep))); | 515 | Vector3 decayfraction = Vector3.One/(m_linearMotorDecayTimescale / pTimestep); |
516 | // (RA: do not know where the 0.5f comes from) | ||
514 | m_linearMotorDirection -= m_linearMotorDirection * decayfraction * 0.5f; | 517 | m_linearMotorDirection -= m_linearMotorDirection * decayfraction * 0.5f; |
515 | |||
516 | /* | ||
517 | Vector3 addAmount = (m_linearMotorDirection - m_lastLinearVelocityVector)/m_linearMotorTimescale; | ||
518 | m_lastLinearVelocityVector += addAmount; | ||
519 | |||
520 | float decayfraction = (1.0f - 1.0f / m_linearMotorDecayTimescale); | ||
521 | m_linearMotorDirection *= decayfraction; | ||
522 | |||
523 | */ | 518 | */ |
519 | float keepfraction = 1.0f - (1.0f / (m_linearMotorDecayTimescale / pTimestep)); | ||
520 | m_linearMotorDirection *= keepfraction; | ||
524 | 521 | ||
525 | VDetailLog("{0},MoveLinear,nonZero,origdir={1},origvel={2},add={3},decay={4},dir={5},vel={6}", | 522 | VDetailLog("{0},MoveLinear,nonZero,origdir={1},origvel={2},add={3},notDecay={4},dir={5},vel={6}", |
526 | m_prim.LocalID, origDir, origVel, addAmount, decayfraction, m_linearMotorDirection, m_lastLinearVelocityVector); | 523 | m_prim.LocalID, origDir, origVel, addAmount, keepfraction, m_linearMotorDirection, m_lastLinearVelocityVector); |
527 | } | 524 | } |
528 | else | 525 | else |
529 | { | 526 | { |
530 | // if what remains of applied is small, zero it. | 527 | // if what remains of direction is very small, zero it. |
531 | // if (m_lastLinearVelocityVector.ApproxEquals(Vector3.Zero, 0.01f)) | ||
532 | // m_lastLinearVelocityVector = Vector3.Zero; | ||
533 | m_linearMotorDirection = Vector3.Zero; | 528 | m_linearMotorDirection = Vector3.Zero; |
534 | m_lastLinearVelocityVector = Vector3.Zero; | 529 | m_lastLinearVelocityVector = Vector3.Zero; |
530 | VDetailLog("{0},MoveLinear,zeroed", m_prim.LocalID); | ||
535 | } | 531 | } |
536 | 532 | ||
537 | // convert requested object velocity to object relative vector | 533 | // convert requested object velocity to object relative vector |
538 | Quaternion rotq = m_prim.Orientation; | 534 | Quaternion rotq = m_prim.Orientation; |
539 | m_dir = m_lastLinearVelocityVector * rotq; | 535 | m_newVelocity = m_lastLinearVelocityVector * rotq; |
540 | 536 | ||
541 | // Add the various forces into m_dir which will be our new direction vector (velocity) | 537 | // Add the various forces into m_dir which will be our new direction vector (velocity) |
542 | 538 | ||
@@ -544,60 +540,31 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
544 | // KF: So far I have found no good method to combine a script-requested | 540 | // KF: So far I have found no good method to combine a script-requested |
545 | // .Z velocity and gravity. Therefore only 0g will used script-requested | 541 | // .Z velocity and gravity. Therefore only 0g will used script-requested |
546 | // .Z velocity. >0g (m_VehicleBuoyancy < 1) will used modified gravity only. | 542 | // .Z velocity. >0g (m_VehicleBuoyancy < 1) will used modified gravity only. |
547 | Vector3 grav = Vector3.Zero; | ||
548 | // There is some gravity, make a gravity force vector that is applied after object velocity. | 543 | // There is some gravity, make a gravity force vector that is applied after object velocity. |
549 | // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; | 544 | // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; |
550 | grav.Z = m_prim.Scene.DefaultGravity.Z * m_prim.Mass * (1f - m_VehicleBuoyancy); | 545 | Vector3 grav = m_prim.Scene.DefaultGravity * (m_prim.Mass * (1f - m_VehicleBuoyancy)); |
546 | |||
547 | /* | ||
548 | * RA: Not sure why one would do this | ||
551 | // Preserve the current Z velocity | 549 | // Preserve the current Z velocity |
552 | Vector3 vel_now = m_prim.Velocity; | 550 | Vector3 vel_now = m_prim.Velocity; |
553 | m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity | 551 | m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity |
552 | */ | ||
554 | 553 | ||
555 | Vector3 pos = m_prim.Position; | 554 | Vector3 pos = m_prim.Position; |
556 | Vector3 posChange = pos; | ||
557 | // Vector3 accel = new Vector3(-(m_dir.X - m_lastLinearVelocityVector.X / 0.1f), -(m_dir.Y - m_lastLinearVelocityVector.Y / 0.1f), m_dir.Z - m_lastLinearVelocityVector.Z / 0.1f); | 555 | // Vector3 accel = new Vector3(-(m_dir.X - m_lastLinearVelocityVector.X / 0.1f), -(m_dir.Y - m_lastLinearVelocityVector.Y / 0.1f), m_dir.Z - m_lastLinearVelocityVector.Z / 0.1f); |
558 | double Zchange = Math.Abs(posChange.Z); | ||
559 | if (m_BlockingEndPoint != Vector3.Zero) | ||
560 | { | ||
561 | bool changed = false; | ||
562 | if (pos.X >= (m_BlockingEndPoint.X - (float)1)) | ||
563 | { | ||
564 | pos.X -= posChange.X + 1; | ||
565 | changed = true; | ||
566 | } | ||
567 | if (pos.Y >= (m_BlockingEndPoint.Y - (float)1)) | ||
568 | { | ||
569 | pos.Y -= posChange.Y + 1; | ||
570 | changed = true; | ||
571 | } | ||
572 | if (pos.Z >= (m_BlockingEndPoint.Z - (float)1)) | ||
573 | { | ||
574 | pos.Z -= posChange.Z + 1; | ||
575 | changed = true; | ||
576 | } | ||
577 | if (pos.X <= 0) | ||
578 | { | ||
579 | pos.X += posChange.X + 1; | ||
580 | changed = true; | ||
581 | } | ||
582 | if (pos.Y <= 0) | ||
583 | { | ||
584 | pos.Y += posChange.Y + 1; | ||
585 | changed = true; | ||
586 | } | ||
587 | if (changed) | ||
588 | { | ||
589 | m_prim.Position = pos; | ||
590 | VDetailLog("{0},MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}", | ||
591 | m_prim.LocalID, m_BlockingEndPoint, posChange, pos); | ||
592 | } | ||
593 | } | ||
594 | 556 | ||
595 | // If below the terrain, move us above the ground a little. | 557 | // If below the terrain, move us above the ground a little. |
596 | if (pos.Z < m_prim.Scene.TerrainManager.GetTerrainHeightAtXYZ(pos)) | 558 | float terrainHeight = m_prim.Scene.TerrainManager.GetTerrainHeightAtXYZ(pos); |
559 | // Taking the rotated size doesn't work here because m_prim.Size is the size of the root prim and not the linkset. | ||
560 | // Need to add a m_prim.LinkSet.Size similar to m_prim.LinkSet.Mass. | ||
561 | // Vector3 rotatedSize = m_prim.Size * m_prim.Orientation; | ||
562 | // if (rotatedSize.Z < terrainHeight) | ||
563 | if (pos.Z < terrainHeight) | ||
597 | { | 564 | { |
598 | pos.Z = m_prim.Scene.TerrainManager.GetTerrainHeightAtXYZ(pos) + 2; | 565 | pos.Z = terrainHeight + 2; |
599 | m_prim.Position = pos; | 566 | m_prim.Position = pos; |
600 | VDetailLog("{0},MoveLinear,terrainHeight,pos={1}", m_prim.LocalID, pos); | 567 | VDetailLog("{0},MoveLinear,terrainHeight,terrainHeight={1},pos={2}", m_prim.LocalID, terrainHeight, pos); |
601 | } | 568 | } |
602 | 569 | ||
603 | // Check if hovering | 570 | // Check if hovering |
@@ -606,11 +573,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
606 | // We should hover, get the target height | 573 | // We should hover, get the target height |
607 | if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0) | 574 | if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0) |
608 | { | 575 | { |
609 | m_VhoverTargetHeight = m_prim.Scene.GetWaterLevel() + m_VhoverHeight; | 576 | m_VhoverTargetHeight = m_prim.Scene.GetWaterLevelAtXYZ(pos) + m_VhoverHeight; |
610 | } | 577 | } |
611 | if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0) | 578 | if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0) |
612 | { | 579 | { |
613 | m_VhoverTargetHeight = m_prim.Scene.TerrainManager.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight; | 580 | m_VhoverTargetHeight = terrainHeight + m_VhoverHeight; |
614 | } | 581 | } |
615 | if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0) | 582 | if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0) |
616 | { | 583 | { |
@@ -635,82 +602,92 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
635 | // Replace Vertical speed with correction figure if significant | 602 | // Replace Vertical speed with correction figure if significant |
636 | if (Math.Abs(herr0) > 0.01f) | 603 | if (Math.Abs(herr0) > 0.01f) |
637 | { | 604 | { |
638 | m_dir.Z = -((herr0 * pTimestep * 50.0f) / m_VhoverTimescale); | 605 | m_newVelocity.Z = -((herr0 * pTimestep * 50.0f) / m_VhoverTimescale); |
639 | //KF: m_VhoverEfficiency is not yet implemented | 606 | //KF: m_VhoverEfficiency is not yet implemented |
640 | } | 607 | } |
641 | else | 608 | else |
642 | { | 609 | { |
643 | m_dir.Z = 0f; | 610 | m_newVelocity.Z = 0f; |
644 | } | 611 | } |
645 | } | 612 | } |
646 | 613 | ||
647 | VDetailLog("{0},MoveLinear,hover,pos={1},dir={2},height={3},target={4}", m_prim.LocalID, pos, m_dir, m_VhoverHeight, m_VhoverTargetHeight); | 614 | VDetailLog("{0},MoveLinear,hover,pos={1},dir={2},height={3},target={4}", m_prim.LocalID, pos, m_newVelocity, m_VhoverHeight, m_VhoverTargetHeight); |
615 | } | ||
648 | 616 | ||
649 | // m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped | 617 | Vector3 posChange = pos - m_lastPositionVector; |
650 | // m_VhoverTimescale = 0f; // time to acheive height | 618 | if (m_BlockingEndPoint != Vector3.Zero) |
651 | // pTimestep is time since last frame,in secs | 619 | { |
620 | bool changed = false; | ||
621 | if (pos.X >= (m_BlockingEndPoint.X - (float)1)) | ||
622 | { | ||
623 | pos.X -= posChange.X + 1; | ||
624 | changed = true; | ||
625 | } | ||
626 | if (pos.Y >= (m_BlockingEndPoint.Y - (float)1)) | ||
627 | { | ||
628 | pos.Y -= posChange.Y + 1; | ||
629 | changed = true; | ||
630 | } | ||
631 | if (pos.Z >= (m_BlockingEndPoint.Z - (float)1)) | ||
632 | { | ||
633 | pos.Z -= posChange.Z + 1; | ||
634 | changed = true; | ||
635 | } | ||
636 | if (pos.X <= 0) | ||
637 | { | ||
638 | pos.X += posChange.X + 1; | ||
639 | changed = true; | ||
640 | } | ||
641 | if (pos.Y <= 0) | ||
642 | { | ||
643 | pos.Y += posChange.Y + 1; | ||
644 | changed = true; | ||
645 | } | ||
646 | if (changed) | ||
647 | { | ||
648 | m_prim.Position = pos; | ||
649 | VDetailLog("{0},MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}", | ||
650 | m_prim.LocalID, m_BlockingEndPoint, posChange, pos); | ||
651 | } | ||
652 | } | 652 | } |
653 | 653 | ||
654 | float Zchange = Math.Abs(posChange.Z); | ||
654 | if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0) | 655 | if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0) |
655 | { | 656 | { |
656 | //Start Experimental Values | ||
657 | if (Zchange > .3) | 657 | if (Zchange > .3) |
658 | { | ||
659 | grav.Z = (float)(grav.Z * 3); | 658 | grav.Z = (float)(grav.Z * 3); |
660 | } | ||
661 | if (Zchange > .15) | 659 | if (Zchange > .15) |
662 | { | ||
663 | grav.Z = (float)(grav.Z * 2); | 660 | grav.Z = (float)(grav.Z * 2); |
664 | } | ||
665 | if (Zchange > .75) | 661 | if (Zchange > .75) |
666 | { | ||
667 | grav.Z = (float)(grav.Z * 1.5); | 662 | grav.Z = (float)(grav.Z * 1.5); |
668 | } | ||
669 | if (Zchange > .05) | 663 | if (Zchange > .05) |
670 | { | ||
671 | grav.Z = (float)(grav.Z * 1.25); | 664 | grav.Z = (float)(grav.Z * 1.25); |
672 | } | ||
673 | if (Zchange > .025) | 665 | if (Zchange > .025) |
674 | { | ||
675 | grav.Z = (float)(grav.Z * 1.125); | 666 | grav.Z = (float)(grav.Z * 1.125); |
676 | } | 667 | float postemp = (pos.Z - terrainHeight); |
677 | float terraintemp = m_prim.Scene.TerrainManager.GetTerrainHeightAtXYZ(pos); | ||
678 | float postemp = (pos.Z - terraintemp); | ||
679 | if (postemp > 2.5f) | 668 | if (postemp > 2.5f) |
680 | { | ||
681 | grav.Z = (float)(grav.Z * 1.037125); | 669 | grav.Z = (float)(grav.Z * 1.037125); |
682 | } | ||
683 | VDetailLog("{0},MoveLinear,limitMotorUp,grav={1}", m_prim.LocalID, grav); | 670 | VDetailLog("{0},MoveLinear,limitMotorUp,grav={1}", m_prim.LocalID, grav); |
684 | //End Experimental Values | ||
685 | } | 671 | } |
686 | if ((m_flags & (VehicleFlag.NO_X)) != 0) | 672 | if ((m_flags & (VehicleFlag.NO_X)) != 0) |
687 | { | 673 | m_newVelocity.X = 0; |
688 | m_dir.X = 0; | ||
689 | } | ||
690 | if ((m_flags & (VehicleFlag.NO_Y)) != 0) | 674 | if ((m_flags & (VehicleFlag.NO_Y)) != 0) |
691 | { | 675 | m_newVelocity.Y = 0; |
692 | m_dir.Y = 0; | ||
693 | } | ||
694 | if ((m_flags & (VehicleFlag.NO_Z)) != 0) | 676 | if ((m_flags & (VehicleFlag.NO_Z)) != 0) |
695 | { | 677 | m_newVelocity.Z = 0; |
696 | m_dir.Z = 0; | ||
697 | } | ||
698 | |||
699 | m_lastPositionVector = m_prim.Position; | ||
700 | 678 | ||
701 | // Apply velocity | 679 | // Apply velocity |
702 | m_prim.Velocity = m_dir; | 680 | m_prim.Velocity = m_newVelocity; |
703 | // apply gravity force | 681 | // apply gravity force |
704 | // Why is this set here? The physics engine already does gravity. | 682 | // Why is this set here? The physics engine already does gravity. |
705 | // m_prim.AddForce(grav, false); | 683 | // m_prim.AddForce(grav, false); |
706 | // m_prim.Force = grav; | ||
707 | 684 | ||
708 | // Apply friction | 685 | // Apply friction |
709 | Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep); | 686 | Vector3 keepFraction = Vector3.One - (Vector3.One / (m_linearFrictionTimescale / pTimestep)); |
710 | m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount; | 687 | m_lastLinearVelocityVector *= keepFraction; |
711 | 688 | ||
712 | VDetailLog("{0},MoveLinear,done,pos={1},vel={2},force={3},decay={4}", | 689 | VDetailLog("{0},MoveLinear,done,lmDir={1},lmVel={2},newVel={3},grav={4},1Mdecay={5}", |
713 | m_prim.LocalID, m_lastPositionVector, m_dir, grav, decayamount); | 690 | m_prim.LocalID, m_linearMotorDirection, m_lastLinearVelocityVector, m_newVelocity, grav, keepFraction); |
714 | 691 | ||
715 | } // end MoveLinear() | 692 | } // end MoveLinear() |
716 | 693 | ||
@@ -735,17 +712,18 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
735 | // There are m_angularMotorApply steps. | 712 | // There are m_angularMotorApply steps. |
736 | Vector3 origAngularVelocity = m_angularMotorVelocity; | 713 | Vector3 origAngularVelocity = m_angularMotorVelocity; |
737 | // ramp up to new value | 714 | // ramp up to new value |
738 | // current velocity += error / (time to get there / step interval) | 715 | // current velocity += error / ( time to get there / step interval) |
739 | // requested speed - last motor speed | 716 | // requested speed - last motor speed |
740 | m_angularMotorVelocity.X += (m_angularMotorDirection.X - m_angularMotorVelocity.X) / (m_angularMotorTimescale / pTimestep); | 717 | m_angularMotorVelocity.X += (m_angularMotorDirection.X - m_angularMotorVelocity.X) / (m_angularMotorTimescale / pTimestep); |
741 | m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep); | 718 | m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep); |
742 | m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep); | 719 | m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep); |
743 | 720 | ||
744 | VDetailLog("{0},MoveAngular,angularMotorApply,apply={1},origvel={2},dir={3},vel={4}", | 721 | VDetailLog("{0},MoveAngular,angularMotorApply,apply={1},angTScale={2},timeStep={3},origvel={4},dir={5},vel={6}", |
745 | m_prim.LocalID,m_angularMotorApply,origAngularVelocity, m_angularMotorDirection, m_angularMotorVelocity); | 722 | m_prim.LocalID, m_angularMotorApply, m_angularMotorTimescale, pTimestep, origAngularVelocity, m_angularMotorDirection, m_angularMotorVelocity); |
746 | 723 | ||
747 | m_angularMotorApply--; // This is done so that if script request rate is less than phys frame rate the expected | 724 | // This is done so that if script request rate is less than phys frame rate the expected |
748 | // velocity may still be acheived. | 725 | // velocity may still be acheived. |
726 | m_angularMotorApply--; | ||
749 | } | 727 | } |
750 | else | 728 | else |
751 | { | 729 | { |
@@ -760,7 +738,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
760 | Vector3 vertattr = Vector3.Zero; | 738 | Vector3 vertattr = Vector3.Zero; |
761 | if (m_verticalAttractionTimescale < 300) | 739 | if (m_verticalAttractionTimescale < 300) |
762 | { | 740 | { |
763 | float VAservo = 0.2f / (m_verticalAttractionTimescale * pTimestep); | 741 | float VAservo = 0.2f / (m_verticalAttractionTimescale / pTimestep); |
764 | // get present body rotation | 742 | // get present body rotation |
765 | Quaternion rotq = m_prim.Orientation; | 743 | Quaternion rotq = m_prim.Orientation; |
766 | // make a vector pointing up | 744 | // make a vector pointing up |
@@ -863,16 +841,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
863 | m_rot.Y = 0; | 841 | m_rot.Y = 0; |
864 | changed = true; | 842 | changed = true; |
865 | } | 843 | } |
866 | if ((m_flags & VehicleFlag.LOCK_ROTATION) != 0) | ||
867 | { | ||
868 | m_rot.X = 0; | ||
869 | m_rot.Y = 0; | ||
870 | changed = true; | ||
871 | } | ||
872 | if (changed) | 844 | if (changed) |
845 | { | ||
873 | m_prim.Orientation = m_rot; | 846 | m_prim.Orientation = m_rot; |
847 | VDetailLog("{0},LimitRotation,done,orig={1},new={2}", m_prim.LocalID, rotq, m_rot); | ||
848 | } | ||
874 | 849 | ||
875 | VDetailLog("{0},LimitRotation,done,changed={1},orig={2},new={3}", m_prim.LocalID, changed, rotq, m_rot); | ||
876 | } | 850 | } |
877 | 851 | ||
878 | // Invoke the detailed logger and output something if it's enabled. | 852 | // Invoke the detailed logger and output something if it's enabled. |