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authorRobert Adams2013-01-20 09:33:13 -0800
committerRobert Adams2013-01-20 23:09:53 -0800
commit3b0df52d10c157cd2711d64ef9007d2afccbd468 (patch)
treeff548c66f9ee84933e33988ec21fb6712b6b82c1 /OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
parentThis updates prebuild to remove BulletSimN, implements the BulletSim API in B... (diff)
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BulletSim: modify motors to return correction rather than current value
to better use them for incremental updates. Modify prim and character to use the new motors. Simplify the vehicle linear movement code to just update the velocity directly or the basic movement.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs41
1 files changed, 14 insertions, 27 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index f2c7cec..7c9b83b 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -957,39 +957,25 @@ namespace OpenSim.Region.Physics.BulletSPlugin
957 957
958 public void ComputeLinearVelocity(float pTimestep) 958 public void ComputeLinearVelocity(float pTimestep)
959 { 959 {
960 Vector3 linearMotorStep = m_linearMotor.Step(pTimestep); 960 // Step the motor from the current value. Get the correction needed this step.
961 Vector3 currentVel = VehicleVelocity * Quaternion.Inverse(VehicleOrientation);
962 Vector3 linearMotorCorrection = m_linearMotor.Step(pTimestep, currentVel);
961 963
962 // The movement computed in the linear motor is relative to the vehicle 964 // Motor is vehicle coordinates. Rotate it to world coordinates
963 // coordinates. Rotate the movement to world coordinates. 965 Vector3 linearMotorVelocity = linearMotorCorrection * VehicleOrientation;
964 Vector3 linearMotorVelocity = linearMotorStep * VehicleOrientation;
965 966
966 // If we're a ground vehicle, don't loose any Z action (like gravity acceleration). 967 // If we're a ground vehicle, don't add any upward Z movement
967 float mixFactor = 1f; // 1 means use all linear motor Z value, 0 means use all existing Z
968 if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != 0) 968 if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != 0)
969 { 969 {
970 if (!Prim.IsColliding) 970 if (linearMotorVelocity.Z > 0f)
971 { 971 linearMotorVelocity.Z = 0f;
972 // If a ground vehicle and not on the ground, I want gravity effect
973 mixFactor = 0.2f;
974 }
975 }
976 else
977 {
978 // I'm not a ground vehicle but don't totally loose the effect of the environment
979 mixFactor = 0.8f;
980 } 972 }
981 linearMotorVelocity.Z = mixFactor * linearMotorVelocity.Z + (1f - mixFactor) * VehicleVelocity.Z;
982
983 // What we want to contribute to the vehicle's existing velocity
984 Vector3 linearMotorForce = linearMotorVelocity - VehicleVelocity;
985
986 // Act against the inertia of the vehicle
987 linearMotorForce *= m_vehicleMass;
988 973
989 VehicleAddForceImpulse(linearMotorForce * pTimestep); 974 // Add this correction to the velocity to make it faster/slower.
975 VehicleVelocity += linearMotorVelocity;
990 976
991 VDetailLog("{0}, MoveLinear,velocity,vehVel={1},step={2},stepVel={3},mix={4},force={5}", 977 VDetailLog("{0}, MoveLinear,velocity,vehVel={1},correction={2},force={3}",
992 Prim.LocalID, VehicleVelocity, linearMotorStep, linearMotorVelocity, mixFactor, linearMotorForce); 978 Prim.LocalID, VehicleVelocity, linearMotorCorrection, linearMotorVelocity);
993 } 979 }
994 980
995 public void ComputeLinearTerrainHeightCorrection(float pTimestep) 981 public void ComputeLinearTerrainHeightCorrection(float pTimestep)
@@ -1204,6 +1190,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
1204 { 1190 {
1205 // The user wants this many radians per second angular change? 1191 // The user wants this many radians per second angular change?
1206 Vector3 angularMotorContribution = m_angularMotor.Step(pTimestep); 1192 Vector3 angularMotorContribution = m_angularMotor.Step(pTimestep);
1193 angularMotorContribution = m_angularMotor.CurrentValue;
1207 1194
1208 // ================================================================== 1195 // ==================================================================
1209 // From http://wiki.secondlife.com/wiki/LlSetVehicleFlags : 1196 // From http://wiki.secondlife.com/wiki/LlSetVehicleFlags :
@@ -1234,7 +1221,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
1234 + deflectionContribution 1221 + deflectionContribution
1235 + bankingContribution; 1222 + bankingContribution;
1236 1223
1237 // Add of the above computation are made relative to vehicle coordinates. 1224 // All of the above computation are made relative to vehicle coordinates.
1238 // Convert to world coordinates. 1225 // Convert to world coordinates.
1239 m_lastAngularVelocity *= VehicleOrientation; 1226 m_lastAngularVelocity *= VehicleOrientation;
1240 1227