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author | Melanie | 2012-10-02 23:02:53 +0100 |
---|---|---|
committer | Melanie | 2012-10-02 23:02:53 +0100 |
commit | ca5c0814f4c6e286e24e1971620aec3c0ee1c2d3 (patch) | |
tree | f630648180aca5a498cb674bfb1f967eb9bcb260 /OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |
parent | Attempt to fix Mantis #6311. Honor a destination folder if one is given (diff) | |
parent | correcting typo (diff) | |
download | opensim-SC-ca5c0814f4c6e286e24e1971620aec3c0ee1c2d3.zip opensim-SC-ca5c0814f4c6e286e24e1971620aec3c0ee1c2d3.tar.gz opensim-SC-ca5c0814f4c6e286e24e1971620aec3c0ee1c2d3.tar.bz2 opensim-SC-ca5c0814f4c6e286e24e1971620aec3c0ee1c2d3.tar.xz |
Merge branch 'master' of melanie@opensimulator.org:/var/git/opensim
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 147 |
1 files changed, 73 insertions, 74 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 65b38d6..4ba2f62 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -92,7 +92,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
92 | private float m_angularMotorDecayTimescale = 0; // motor angular velocity decay rate | 92 | private float m_angularMotorDecayTimescale = 0; // motor angular velocity decay rate |
93 | private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular velocity decay rate | 93 | private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular velocity decay rate |
94 | private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body | 94 | private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body |
95 | // private Vector3 m_lastVertAttractor = Vector3.Zero; // what VA was last applied to body | 95 | private Vector3 m_lastVertAttractor = Vector3.Zero; // what VA was last applied to body |
96 | 96 | ||
97 | //Deflection properties | 97 | //Deflection properties |
98 | // private float m_angularDeflectionEfficiency = 0; | 98 | // private float m_angularDeflectionEfficiency = 0; |
@@ -138,74 +138,55 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
138 | switch (pParam) | 138 | switch (pParam) |
139 | { | 139 | { |
140 | case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: | 140 | case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: |
141 | if (pValue < 0.01f) pValue = 0.01f; | 141 | // m_angularDeflectionEfficiency = Math.Max(pValue, 0.01f); |
142 | // m_angularDeflectionEfficiency = pValue; | ||
143 | break; | 142 | break; |
144 | case Vehicle.ANGULAR_DEFLECTION_TIMESCALE: | 143 | case Vehicle.ANGULAR_DEFLECTION_TIMESCALE: |
145 | if (pValue < 0.01f) pValue = 0.01f; | 144 | // m_angularDeflectionTimescale = Math.Max(pValue, 0.01f); |
146 | // m_angularDeflectionTimescale = pValue; | ||
147 | break; | 145 | break; |
148 | case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE: | 146 | case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE: |
149 | if (pValue < 0.01f) pValue = 0.01f; | 147 | m_angularMotorDecayTimescale = Math.Max(pValue, 0.01f); |
150 | m_angularMotorDecayTimescale = pValue; | ||
151 | break; | 148 | break; |
152 | case Vehicle.ANGULAR_MOTOR_TIMESCALE: | 149 | case Vehicle.ANGULAR_MOTOR_TIMESCALE: |
153 | if (pValue < 0.01f) pValue = 0.01f; | 150 | m_angularMotorTimescale = Math.Max(pValue, 0.01f); |
154 | m_angularMotorTimescale = pValue; | ||
155 | break; | 151 | break; |
156 | case Vehicle.BANKING_EFFICIENCY: | 152 | case Vehicle.BANKING_EFFICIENCY: |
157 | if (pValue < 0.01f) pValue = 0.01f; | 153 | // m_bankingEfficiency = Math.Max(pValue, 0.01f); |
158 | // m_bankingEfficiency = pValue; | ||
159 | break; | 154 | break; |
160 | case Vehicle.BANKING_MIX: | 155 | case Vehicle.BANKING_MIX: |
161 | if (pValue < 0.01f) pValue = 0.01f; | 156 | // m_bankingMix = Math.Max(pValue, 0.01f); |
162 | // m_bankingMix = pValue; | ||
163 | break; | 157 | break; |
164 | case Vehicle.BANKING_TIMESCALE: | 158 | case Vehicle.BANKING_TIMESCALE: |
165 | if (pValue < 0.01f) pValue = 0.01f; | 159 | // m_bankingTimescale = Math.Max(pValue, 0.01f); |
166 | // m_bankingTimescale = pValue; | ||
167 | break; | 160 | break; |
168 | case Vehicle.BUOYANCY: | 161 | case Vehicle.BUOYANCY: |
169 | if (pValue < -1f) pValue = -1f; | 162 | m_VehicleBuoyancy = Math.Max(-1f, Math.Min(pValue, 1f)); |
170 | if (pValue > 1f) pValue = 1f; | ||
171 | m_VehicleBuoyancy = pValue; | ||
172 | break; | 163 | break; |
173 | // case Vehicle.HOVER_EFFICIENCY: | 164 | // case Vehicle.HOVER_EFFICIENCY: |
174 | // if (pValue < 0f) pValue = 0f; | 165 | // m_VhoverEfficiency = Math.Max(0f, Math.Min(pValue, 1f)); |
175 | // if (pValue > 1f) pValue = 1f; | ||
176 | // m_VhoverEfficiency = pValue; | ||
177 | // break; | 166 | // break; |
178 | case Vehicle.HOVER_HEIGHT: | 167 | case Vehicle.HOVER_HEIGHT: |
179 | m_VhoverHeight = pValue; | 168 | m_VhoverHeight = pValue; |
180 | break; | 169 | break; |
181 | case Vehicle.HOVER_TIMESCALE: | 170 | case Vehicle.HOVER_TIMESCALE: |
182 | if (pValue < 0.01f) pValue = 0.01f; | 171 | m_VhoverTimescale = Math.Max(pValue, 0.01f); |
183 | m_VhoverTimescale = pValue; | ||
184 | break; | 172 | break; |
185 | case Vehicle.LINEAR_DEFLECTION_EFFICIENCY: | 173 | case Vehicle.LINEAR_DEFLECTION_EFFICIENCY: |
186 | if (pValue < 0.01f) pValue = 0.01f; | 174 | // m_linearDeflectionEfficiency = Math.Max(pValue, 0.01f); |
187 | // m_linearDeflectionEfficiency = pValue; | ||
188 | break; | 175 | break; |
189 | case Vehicle.LINEAR_DEFLECTION_TIMESCALE: | 176 | case Vehicle.LINEAR_DEFLECTION_TIMESCALE: |
190 | if (pValue < 0.01f) pValue = 0.01f; | 177 | // m_linearDeflectionTimescale = Math.Max(pValue, 0.01f); |
191 | // m_linearDeflectionTimescale = pValue; | ||
192 | break; | 178 | break; |
193 | case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE: | 179 | case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE: |
194 | if (pValue < 0.01f) pValue = 0.01f; | 180 | m_linearMotorDecayTimescale = Math.Max(pValue, 0.01f); |
195 | m_linearMotorDecayTimescale = pValue; | ||
196 | break; | 181 | break; |
197 | case Vehicle.LINEAR_MOTOR_TIMESCALE: | 182 | case Vehicle.LINEAR_MOTOR_TIMESCALE: |
198 | if (pValue < 0.01f) pValue = 0.01f; | 183 | m_linearMotorTimescale = Math.Max(pValue, 0.01f); |
199 | m_linearMotorTimescale = pValue; | ||
200 | break; | 184 | break; |
201 | case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY: | 185 | case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY: |
202 | if (pValue < 0.1f) pValue = 0.1f; // Less goes unstable | 186 | m_verticalAttractionEfficiency = Math.Max(0.1f, Math.Min(pValue, 1f)); |
203 | if (pValue > 1.0f) pValue = 1.0f; | ||
204 | m_verticalAttractionEfficiency = pValue; | ||
205 | break; | 187 | break; |
206 | case Vehicle.VERTICAL_ATTRACTION_TIMESCALE: | 188 | case Vehicle.VERTICAL_ATTRACTION_TIMESCALE: |
207 | if (pValue < 0.01f) pValue = 0.01f; | 189 | m_verticalAttractionTimescale = Math.Max(pValue, 0.01f); |
208 | m_verticalAttractionTimescale = pValue; | ||
209 | break; | 190 | break; |
210 | 191 | ||
211 | // These are vector properties but the engine lets you use a single float value to | 192 | // These are vector properties but the engine lets you use a single float value to |
@@ -371,8 +352,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
371 | // m_bankingMix = 1; | 352 | // m_bankingMix = 1; |
372 | // m_bankingTimescale = 1; | 353 | // m_bankingTimescale = 1; |
373 | // m_referenceFrame = Quaternion.Identity; | 354 | // m_referenceFrame = Quaternion.Identity; |
374 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | | 355 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
375 | VehicleFlag.LIMIT_MOTOR_UP); | 356 | | VehicleFlag.LIMIT_ROLL_ONLY |
357 | | VehicleFlag.LIMIT_MOTOR_UP); | ||
376 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT); | 358 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT); |
377 | m_flags |= (VehicleFlag.HOVER_UP_ONLY); | 359 | m_flags |= (VehicleFlag.HOVER_UP_ONLY); |
378 | break; | 360 | break; |
@@ -399,12 +381,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
399 | // m_bankingMix = 0.8f; | 381 | // m_bankingMix = 0.8f; |
400 | // m_bankingTimescale = 1; | 382 | // m_bankingTimescale = 1; |
401 | // m_referenceFrame = Quaternion.Identity; | 383 | // m_referenceFrame = Quaternion.Identity; |
402 | m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | | 384 | m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
403 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); | 385 | | VehicleFlag.HOVER_GLOBAL_HEIGHT |
404 | m_flags &= ~(VehicleFlag.LIMIT_ROLL_ONLY); | 386 | | VehicleFlag.LIMIT_ROLL_ONLY |
405 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | | 387 | | VehicleFlag.HOVER_UP_ONLY); |
406 | VehicleFlag.LIMIT_MOTOR_UP); | 388 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
407 | m_flags |= (VehicleFlag.HOVER_WATER_ONLY); | 389 | | VehicleFlag.LIMIT_MOTOR_UP |
390 | | VehicleFlag.HOVER_WATER_ONLY); | ||
408 | break; | 391 | break; |
409 | case Vehicle.TYPE_AIRPLANE: | 392 | case Vehicle.TYPE_AIRPLANE: |
410 | m_linearFrictionTimescale = new Vector3(200, 10, 5); | 393 | m_linearFrictionTimescale = new Vector3(200, 10, 5); |
@@ -429,9 +412,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
429 | // m_bankingMix = 0.7f; | 412 | // m_bankingMix = 0.7f; |
430 | // m_bankingTimescale = 2; | 413 | // m_bankingTimescale = 2; |
431 | // m_referenceFrame = Quaternion.Identity; | 414 | // m_referenceFrame = Quaternion.Identity; |
432 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | | 415 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
433 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); | 416 | | VehicleFlag.HOVER_TERRAIN_ONLY |
434 | m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_MOTOR_UP); | 417 | | VehicleFlag.HOVER_GLOBAL_HEIGHT |
418 | | VehicleFlag.HOVER_UP_ONLY | ||
419 | | VehicleFlag.NO_DEFLECTION_UP | ||
420 | | VehicleFlag.LIMIT_MOTOR_UP); | ||
435 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); | 421 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); |
436 | break; | 422 | break; |
437 | case Vehicle.TYPE_BALLOON: | 423 | case Vehicle.TYPE_BALLOON: |
@@ -457,11 +443,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
457 | // m_bankingMix = 0.7f; | 443 | // m_bankingMix = 0.7f; |
458 | // m_bankingTimescale = 5; | 444 | // m_bankingTimescale = 5; |
459 | // m_referenceFrame = Quaternion.Identity; | 445 | // m_referenceFrame = Quaternion.Identity; |
460 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | | 446 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
461 | VehicleFlag.HOVER_UP_ONLY); | 447 | | VehicleFlag.HOVER_TERRAIN_ONLY |
462 | m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_MOTOR_UP); | 448 | | VehicleFlag.HOVER_UP_ONLY |
463 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); | 449 | | VehicleFlag.NO_DEFLECTION_UP |
464 | m_flags |= (VehicleFlag.HOVER_GLOBAL_HEIGHT); | 450 | | VehicleFlag.LIMIT_MOTOR_UP); |
451 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | ||
452 | | VehicleFlag.HOVER_GLOBAL_HEIGHT); | ||
465 | break; | 453 | break; |
466 | } | 454 | } |
467 | }//end SetDefaultsForType | 455 | }//end SetDefaultsForType |
@@ -470,7 +458,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
470 | // Do any updating needed for a vehicle | 458 | // Do any updating needed for a vehicle |
471 | public void Refresh() | 459 | public void Refresh() |
472 | { | 460 | { |
473 | if (Type == Vehicle.TYPE_NONE) return; | 461 | if (!IsActive) |
462 | return; | ||
474 | 463 | ||
475 | // Set the prim's inertia to zero. The vehicle code handles that and this | 464 | // Set the prim's inertia to zero. The vehicle code handles that and this |
476 | // removes the torque action introduced by Bullet. | 465 | // removes the torque action introduced by Bullet. |
@@ -489,7 +478,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
489 | LimitRotation(pTimestep); | 478 | LimitRotation(pTimestep); |
490 | 479 | ||
491 | // remember the position so next step we can limit absolute movement effects | 480 | // remember the position so next step we can limit absolute movement effects |
492 | m_lastPositionVector = Prim.Position; | 481 | m_lastPositionVector = Prim.ForcePosition; |
493 | 482 | ||
494 | VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", | 483 | VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", |
495 | Prim.LocalID, Prim.Position, Prim.Force, Prim.Velocity, Prim.RotationalVelocity); | 484 | Prim.LocalID, Prim.Position, Prim.Force, Prim.Velocity, Prim.RotationalVelocity); |
@@ -543,7 +532,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
543 | } | 532 | } |
544 | 533 | ||
545 | // convert requested object velocity to object relative vector | 534 | // convert requested object velocity to object relative vector |
546 | Quaternion rotq = Prim.Orientation; | 535 | Quaternion rotq = Prim.ForceOrientation; |
547 | m_newVelocity = m_lastLinearVelocityVector * rotq; | 536 | m_newVelocity = m_lastLinearVelocityVector * rotq; |
548 | 537 | ||
549 | // Add the various forces into m_dir which will be our new direction vector (velocity) | 538 | // Add the various forces into m_dir which will be our new direction vector (velocity) |
@@ -560,19 +549,19 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
560 | m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity | 549 | m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity |
561 | */ | 550 | */ |
562 | 551 | ||
563 | Vector3 pos = Prim.Position; | 552 | Vector3 pos = Prim.ForcePosition; |
564 | // 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); | 553 | // 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); |
565 | 554 | ||
566 | // If below the terrain, move us above the ground a little. | 555 | // If below the terrain, move us above the ground a little. |
567 | float terrainHeight = Prim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos); | 556 | float terrainHeight = Prim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos); |
568 | // Taking the rotated size doesn't work here because m_prim.Size is the size of the root prim and not the linkset. | 557 | // Taking the rotated size doesn't work here because m_prim.Size is the size of the root prim and not the linkset. |
569 | // Need to add a m_prim.LinkSet.Size similar to m_prim.LinkSet.Mass. | 558 | // Need to add a m_prim.LinkSet.Size similar to m_prim.LinkSet.Mass. |
570 | // Vector3 rotatedSize = m_prim.Size * m_prim.Orientation; | 559 | // Vector3 rotatedSize = m_prim.Size * m_prim.ForceOrientation; |
571 | // if (rotatedSize.Z < terrainHeight) | 560 | // if (rotatedSize.Z < terrainHeight) |
572 | if (pos.Z < terrainHeight) | 561 | if (pos.Z < terrainHeight) |
573 | { | 562 | { |
574 | pos.Z = terrainHeight + 2; | 563 | pos.Z = terrainHeight + 2; |
575 | Prim.Position = pos; | 564 | Prim.ForcePosition = pos; |
576 | VDetailLog("{0},MoveLinear,terrainHeight,terrainHeight={1},pos={2}", Prim.LocalID, terrainHeight, pos); | 565 | VDetailLog("{0},MoveLinear,terrainHeight,terrainHeight={1},pos={2}", Prim.LocalID, terrainHeight, pos); |
577 | } | 566 | } |
578 | 567 | ||
@@ -602,7 +591,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
602 | { | 591 | { |
603 | if ((pos.Z - m_VhoverTargetHeight) > .2 || (pos.Z - m_VhoverTargetHeight) < -.2) | 592 | if ((pos.Z - m_VhoverTargetHeight) > .2 || (pos.Z - m_VhoverTargetHeight) < -.2) |
604 | { | 593 | { |
605 | Prim.Position = pos; | 594 | Prim.ForcePosition = pos; |
606 | } | 595 | } |
607 | } | 596 | } |
608 | else | 597 | else |
@@ -654,12 +643,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
654 | } | 643 | } |
655 | if (changed) | 644 | if (changed) |
656 | { | 645 | { |
657 | Prim.Position = pos; | 646 | Prim.ForcePosition = pos; |
658 | VDetailLog("{0},MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}", | 647 | VDetailLog("{0},MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}", |
659 | Prim.LocalID, m_BlockingEndPoint, posChange, pos); | 648 | Prim.LocalID, m_BlockingEndPoint, posChange, pos); |
660 | } | 649 | } |
661 | } | 650 | } |
662 | 651 | ||
652 | // Limit absolute vertical change | ||
663 | float Zchange = Math.Abs(posChange.Z); | 653 | float Zchange = Math.Abs(posChange.Z); |
664 | if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0) | 654 | if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0) |
665 | { | 655 | { |
@@ -678,6 +668,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
678 | grav.Z = (float)(grav.Z * 1.037125); | 668 | grav.Z = (float)(grav.Z * 1.037125); |
679 | VDetailLog("{0},MoveLinear,limitMotorUp,grav={1}", Prim.LocalID, grav); | 669 | VDetailLog("{0},MoveLinear,limitMotorUp,grav={1}", Prim.LocalID, grav); |
680 | } | 670 | } |
671 | |||
672 | // If not changing some axis, reduce out velocity | ||
681 | if ((m_flags & (VehicleFlag.NO_X)) != 0) | 673 | if ((m_flags & (VehicleFlag.NO_X)) != 0) |
682 | m_newVelocity.X = 0; | 674 | m_newVelocity.X = 0; |
683 | if ((m_flags & (VehicleFlag.NO_Y)) != 0) | 675 | if ((m_flags & (VehicleFlag.NO_Y)) != 0) |
@@ -720,19 +712,19 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
720 | // a newly set velocity, this routine steps the value from the previous | 712 | // a newly set velocity, this routine steps the value from the previous |
721 | // value (m_angularMotorVelocity) to the requested value (m_angularMotorDirection). | 713 | // value (m_angularMotorVelocity) to the requested value (m_angularMotorDirection). |
722 | // There are m_angularMotorApply steps. | 714 | // There are m_angularMotorApply steps. |
723 | Vector3 origAngularVelocity = m_angularMotorVelocity; | 715 | Vector3 origVel = m_angularMotorVelocity; |
716 | Vector3 origDir = m_angularMotorDirection; | ||
717 | |||
724 | // ramp up to new value | 718 | // ramp up to new value |
725 | // current velocity += error / ( time to get there / step interval) | 719 | // new velocity += error / ( time to get there / step interval) |
726 | // requested speed - last motor speed | 720 | // requested speed - last motor speed |
727 | m_angularMotorVelocity.X += (m_angularMotorDirection.X - m_angularMotorVelocity.X) / (m_angularMotorTimescale / pTimestep); | 721 | m_angularMotorVelocity.X += (m_angularMotorDirection.X - m_angularMotorVelocity.X) / (m_angularMotorTimescale / pTimestep); |
728 | m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep); | 722 | m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep); |
729 | m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep); | 723 | m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep); |
730 | 724 | ||
731 | VDetailLog("{0},MoveAngular,angularMotorApply,apply={1},angTScale={2},timeStep={3},origvel={4},dir={5},vel={6}", | 725 | VDetailLog("{0},MoveAngular,angularMotorApply,apply={1},angTScale={2},timeStep={3},origvel={4},origDir={5},vel={6}", |
732 | Prim.LocalID, m_angularMotorApply, m_angularMotorTimescale, pTimestep, origAngularVelocity, m_angularMotorDirection, m_angularMotorVelocity); | 726 | Prim.LocalID, m_angularMotorApply, m_angularMotorTimescale, pTimestep, origVel, origDir, m_angularMotorVelocity); |
733 | 727 | ||
734 | // This is done so that if script request rate is less than phys frame rate the expected | ||
735 | // velocity may still be acheived. | ||
736 | m_angularMotorApply--; | 728 | m_angularMotorApply--; |
737 | } | 729 | } |
738 | else | 730 | else |
@@ -746,25 +738,32 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
746 | 738 | ||
747 | // Vertical attractor section | 739 | // Vertical attractor section |
748 | Vector3 vertattr = Vector3.Zero; | 740 | Vector3 vertattr = Vector3.Zero; |
749 | if (m_verticalAttractionTimescale < 300) | 741 | Vector3 deflection = Vector3.Zero; |
742 | Vector3 banking = Vector3.Zero; | ||
743 | |||
744 | if (m_verticalAttractionTimescale < 300 && m_lastAngularVelocity != Vector3.Zero) | ||
750 | { | 745 | { |
751 | float VAservo = 0.2f / (m_verticalAttractionTimescale / pTimestep); | 746 | float VAservo = 0.2f / (m_verticalAttractionTimescale / pTimestep); |
747 | VAservo *= (m_verticalAttractionEfficiency * m_verticalAttractionEfficiency); | ||
748 | |||
752 | // get present body rotation | 749 | // get present body rotation |
753 | Quaternion rotq = Prim.Orientation; | 750 | Quaternion rotq = Prim.ForceOrientation; |
754 | // make a vector pointing up | 751 | // vector pointing up |
755 | Vector3 verterr = Vector3.Zero; | 752 | Vector3 verterr = Vector3.Zero; |
756 | verterr.Z = 1.0f; | 753 | verterr.Z = 1.0f; |
754 | |||
757 | // rotate it to Body Angle | 755 | // rotate it to Body Angle |
758 | verterr = verterr * rotq; | 756 | verterr = verterr * rotq; |
759 | // verterr.X and .Y are the World error ammounts. They are 0 when there is no error (Vehicle Body is 'vertical'), and .Z will be 1. | 757 | // verterr.X and .Y are the World error amounts. They are 0 when there is no error (Vehicle Body is 'vertical'), and .Z will be 1. |
760 | // As the body leans to its side |.X| will increase to 1 and .Z fall to 0. As body inverts |.X| will fall and .Z will go | 758 | // As the body leans to its side |.X| will increase to 1 and .Z fall to 0. As body inverts |.X| will fall and .Z will go |
761 | // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body. | 759 | // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body. |
760 | |||
761 | // Error is 0 (no error) to +/- 2 (max error) | ||
762 | if (verterr.Z < 0.0f) | 762 | if (verterr.Z < 0.0f) |
763 | { | 763 | { |
764 | verterr.X = 2.0f - verterr.X; | 764 | verterr.X = 2.0f - verterr.X; |
765 | verterr.Y = 2.0f - verterr.Y; | 765 | verterr.Y = 2.0f - verterr.Y; |
766 | } | 766 | } |
767 | // Error is 0 (no error) to +/- 2 (max error) | ||
768 | // scale it by VAservo | 767 | // scale it by VAservo |
769 | verterr = verterr * VAservo; | 768 | verterr = verterr * VAservo; |
770 | 769 | ||
@@ -784,7 +783,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
784 | 783 | ||
785 | } // else vertical attractor is off | 784 | } // else vertical attractor is off |
786 | 785 | ||
787 | // m_lastVertAttractor = vertattr; | 786 | m_lastVertAttractor = vertattr; |
788 | 787 | ||
789 | // Bank section tba | 788 | // Bank section tba |
790 | 789 | ||
@@ -818,7 +817,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
818 | 817 | ||
819 | internal void LimitRotation(float timestep) | 818 | internal void LimitRotation(float timestep) |
820 | { | 819 | { |
821 | Quaternion rotq = Prim.Orientation; | 820 | Quaternion rotq = Prim.ForceOrientation; |
822 | Quaternion m_rot = rotq; | 821 | Quaternion m_rot = rotq; |
823 | bool changed = false; | 822 | bool changed = false; |
824 | if (m_RollreferenceFrame != Quaternion.Identity) | 823 | if (m_RollreferenceFrame != Quaternion.Identity) |
@@ -853,7 +852,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
853 | } | 852 | } |
854 | if (changed) | 853 | if (changed) |
855 | { | 854 | { |
856 | Prim.Orientation = m_rot; | 855 | Prim.ForceOrientation = m_rot; |
857 | VDetailLog("{0},LimitRotation,done,orig={1},new={2}", Prim.LocalID, rotq, m_rot); | 856 | VDetailLog("{0},LimitRotation,done,orig={1},new={2}", Prim.LocalID, rotq, m_rot); |
858 | } | 857 | } |
859 | 858 | ||