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author | Melanie | 2012-12-21 22:13:41 +0000 |
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committer | Melanie | 2012-12-21 22:13:41 +0000 |
commit | 569f39e1242044a46693926c31d86fff6b4b228c (patch) | |
tree | 69fb5c2b0ce512336680b48bbf89bb42bb8f5b88 /OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |
parent | Merge branch 'avination' into careminster (diff) | |
parent | BulletSim: small fix to avatar movement motor use which keeps avatar from fly... (diff) | |
download | opensim-SC-569f39e1242044a46693926c31d86fff6b4b228c.zip opensim-SC-569f39e1242044a46693926c31d86fff6b4b228c.tar.gz opensim-SC-569f39e1242044a46693926c31d86fff6b4b228c.tar.bz2 opensim-SC-569f39e1242044a46693926c31d86fff6b4b228c.tar.xz |
Merge branch 'master' into careminster
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 145 |
1 files changed, 90 insertions, 55 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 5887249..a5acd86 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -91,6 +91,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
91 | private Vector3 m_lastVertAttractor = Vector3.Zero; // what VA was last applied to body | 91 | private Vector3 m_lastVertAttractor = Vector3.Zero; // what VA was last applied to body |
92 | 92 | ||
93 | //Deflection properties | 93 | //Deflection properties |
94 | private BSVMotor m_angularDeflectionMotor = new BSVMotor("AngularDeflection"); | ||
94 | private float m_angularDeflectionEfficiency = 0; | 95 | private float m_angularDeflectionEfficiency = 0; |
95 | private float m_angularDeflectionTimescale = 0; | 96 | private float m_angularDeflectionTimescale = 0; |
96 | private float m_linearDeflectionEfficiency = 0; | 97 | private float m_linearDeflectionEfficiency = 0; |
@@ -102,6 +103,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
102 | private float m_bankingTimescale = 0; | 103 | private float m_bankingTimescale = 0; |
103 | 104 | ||
104 | //Hover and Buoyancy properties | 105 | //Hover and Buoyancy properties |
106 | private BSVMotor m_hoverMotor = new BSVMotor("Hover"); | ||
105 | private float m_VhoverHeight = 0f; | 107 | private float m_VhoverHeight = 0f; |
106 | private float m_VhoverEfficiency = 0f; | 108 | private float m_VhoverEfficiency = 0f; |
107 | private float m_VhoverTimescale = 0f; | 109 | private float m_VhoverTimescale = 0f; |
@@ -118,6 +120,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
118 | // Timescale > cutoff means no vert attractor. | 120 | // Timescale > cutoff means no vert attractor. |
119 | private float m_verticalAttractionTimescale = 510f; | 121 | private float m_verticalAttractionTimescale = 510f; |
120 | 122 | ||
123 | // Just some recomputed constants: | ||
124 | static readonly float PIOverFour = ((float)Math.PI) / 4f; | ||
125 | static readonly float PIOverTwo = ((float)Math.PI) / 2f; | ||
126 | |||
121 | public BSDynamics(BSScene myScene, BSPrim myPrim) | 127 | public BSDynamics(BSScene myScene, BSPrim myPrim) |
122 | { | 128 | { |
123 | PhysicsScene = myScene; | 129 | PhysicsScene = myScene; |
@@ -563,9 +569,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
563 | // Vehicles report collision events so we know when it's on the ground | 569 | // Vehicles report collision events so we know when it's on the ground |
564 | BulletSimAPI.AddToCollisionFlags2(Prim.PhysBody.ptr, CollisionFlags.BS_VEHICLE_COLLISIONS); | 570 | BulletSimAPI.AddToCollisionFlags2(Prim.PhysBody.ptr, CollisionFlags.BS_VEHICLE_COLLISIONS); |
565 | 571 | ||
566 | // DEBUG DEBUG DEBUG: use uniform inertia to smooth movement added by Bullet | ||
567 | // Vector3 localInertia = new Vector3(1f, 1f, 1f); | ||
568 | // Vector3 localInertia = new Vector3(m_vehicleMass, m_vehicleMass, m_vehicleMass); | ||
569 | Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(Prim.PhysShape.ptr, m_vehicleMass); | 572 | Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(Prim.PhysShape.ptr, m_vehicleMass); |
570 | BulletSimAPI.SetMassProps2(Prim.PhysBody.ptr, m_vehicleMass, localInertia); | 573 | BulletSimAPI.SetMassProps2(Prim.PhysBody.ptr, m_vehicleMass, localInertia); |
571 | BulletSimAPI.UpdateInertiaTensor2(Prim.PhysBody.ptr); | 574 | BulletSimAPI.UpdateInertiaTensor2(Prim.PhysBody.ptr); |
@@ -599,21 +602,22 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
599 | 602 | ||
600 | #region Known vehicle value functions | 603 | #region Known vehicle value functions |
601 | // Vehicle physical parameters that we buffer from constant getting and setting. | 604 | // Vehicle physical parameters that we buffer from constant getting and setting. |
602 | // The "m_known*" variables are initialized to 'null', fetched only if referenced | 605 | // The "m_known*" values are unknown until they are fetched and the m_knownHas flag is set. |
603 | // and stored back into the physics engine only if updated. | 606 | // Changing is remembered and the parameter is stored back into the physics engine only if updated. |
604 | // This does two things: 1) saves continuious calls into unmanaged code, and | 607 | // This does two things: 1) saves continuious calls into unmanaged code, and |
605 | // 2) signals when a physics property update must happen back to the simulator | 608 | // 2) signals when a physics property update must happen back to the simulator |
606 | // to update values modified for the vehicle. | 609 | // to update values modified for the vehicle. |
607 | private int m_knownChanged; | 610 | private int m_knownChanged; |
608 | private float? m_knownTerrainHeight; | 611 | private int m_knownHas; |
609 | private float? m_knownWaterLevel; | 612 | private float m_knownTerrainHeight; |
610 | private Vector3? m_knownPosition; | 613 | private float m_knownWaterLevel; |
611 | private Vector3? m_knownVelocity; | 614 | private Vector3 m_knownPosition; |
615 | private Vector3 m_knownVelocity; | ||
612 | private Vector3 m_knownForce; | 616 | private Vector3 m_knownForce; |
613 | private Quaternion? m_knownOrientation; | 617 | private Quaternion m_knownOrientation; |
614 | private Vector3? m_knownRotationalVelocity; | 618 | private Vector3 m_knownRotationalVelocity; |
615 | private Vector3 m_knownRotationalForce; | 619 | private Vector3 m_knownRotationalForce; |
616 | private float? m_knownForwardSpeed; | 620 | private Vector3 m_knownForwardVelocity; // vehicle relative forward speed |
617 | 621 | ||
618 | private const int m_knownChangedPosition = 1 << 0; | 622 | private const int m_knownChangedPosition = 1 << 0; |
619 | private const int m_knownChangedVelocity = 1 << 1; | 623 | private const int m_knownChangedVelocity = 1 << 1; |
@@ -621,18 +625,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
621 | private const int m_knownChangedOrientation = 1 << 3; | 625 | private const int m_knownChangedOrientation = 1 << 3; |
622 | private const int m_knownChangedRotationalVelocity = 1 << 4; | 626 | private const int m_knownChangedRotationalVelocity = 1 << 4; |
623 | private const int m_knownChangedRotationalForce = 1 << 5; | 627 | private const int m_knownChangedRotationalForce = 1 << 5; |
628 | private const int m_knownChangedTerrainHeight = 1 << 6; | ||
629 | private const int m_knownChangedWaterLevel = 1 << 7; | ||
630 | private const int m_knownChangedForwardVelocity = 1 << 8; | ||
624 | 631 | ||
625 | private void ForgetKnownVehicleProperties() | 632 | private void ForgetKnownVehicleProperties() |
626 | { | 633 | { |
627 | m_knownTerrainHeight = null; | 634 | m_knownHas = 0; |
628 | m_knownWaterLevel = null; | ||
629 | m_knownPosition = null; | ||
630 | m_knownVelocity = null; | ||
631 | m_knownForce = Vector3.Zero; | ||
632 | m_knownOrientation = null; | ||
633 | m_knownRotationalVelocity = null; | ||
634 | m_knownRotationalForce = Vector3.Zero; | ||
635 | m_knownForwardSpeed = null; | ||
636 | m_knownChanged = 0; | 635 | m_knownChanged = 0; |
637 | } | 636 | } |
638 | private void PushKnownChanged() | 637 | private void PushKnownChanged() |
@@ -671,17 +670,23 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
671 | // is used ot fetch the height only once for each vehicle simulation step. | 670 | // is used ot fetch the height only once for each vehicle simulation step. |
672 | private float GetTerrainHeight(Vector3 pos) | 671 | private float GetTerrainHeight(Vector3 pos) |
673 | { | 672 | { |
674 | if (m_knownTerrainHeight == null) | 673 | if ((m_knownHas & m_knownChangedTerrainHeight) == 0) |
674 | { | ||
675 | m_knownTerrainHeight = Prim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos); | 675 | m_knownTerrainHeight = Prim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos); |
676 | return (float)m_knownTerrainHeight; | 676 | m_knownHas |= m_knownChangedTerrainHeight; |
677 | } | ||
678 | return m_knownTerrainHeight; | ||
677 | } | 679 | } |
678 | 680 | ||
679 | // Since the computation of water level can be a little involved, this routine | 681 | // Since the computation of water level can be a little involved, this routine |
680 | // is used ot fetch the level only once for each vehicle simulation step. | 682 | // is used ot fetch the level only once for each vehicle simulation step. |
681 | private float GetWaterLevel(Vector3 pos) | 683 | private float GetWaterLevel(Vector3 pos) |
682 | { | 684 | { |
683 | if (m_knownWaterLevel == null) | 685 | if ((m_knownHas & m_knownChangedWaterLevel) == 0) |
686 | { | ||
684 | m_knownWaterLevel = Prim.PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(pos); | 687 | m_knownWaterLevel = Prim.PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(pos); |
688 | m_knownHas |= m_knownChangedWaterLevel; | ||
689 | } | ||
685 | return (float)m_knownWaterLevel; | 690 | return (float)m_knownWaterLevel; |
686 | } | 691 | } |
687 | 692 | ||
@@ -689,8 +694,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
689 | { | 694 | { |
690 | get | 695 | get |
691 | { | 696 | { |
692 | if (m_knownPosition == null) | 697 | if ((m_knownHas & m_knownChangedPosition) == 0) |
698 | { | ||
693 | m_knownPosition = Prim.ForcePosition; | 699 | m_knownPosition = Prim.ForcePosition; |
700 | m_knownHas |= m_knownChangedPosition; | ||
701 | } | ||
694 | return (Vector3)m_knownPosition; | 702 | return (Vector3)m_knownPosition; |
695 | } | 703 | } |
696 | set | 704 | set |
@@ -704,8 +712,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
704 | { | 712 | { |
705 | get | 713 | get |
706 | { | 714 | { |
707 | if (m_knownOrientation == null) | 715 | if ((m_knownHas & m_knownChangedOrientation) == 0) |
716 | { | ||
708 | m_knownOrientation = Prim.ForceOrientation; | 717 | m_knownOrientation = Prim.ForceOrientation; |
718 | m_knownHas |= m_knownChangedOrientation; | ||
719 | } | ||
709 | return (Quaternion)m_knownOrientation; | 720 | return (Quaternion)m_knownOrientation; |
710 | } | 721 | } |
711 | set | 722 | set |
@@ -719,8 +730,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
719 | { | 730 | { |
720 | get | 731 | get |
721 | { | 732 | { |
722 | if (m_knownVelocity == null) | 733 | if ((m_knownHas & m_knownChangedVelocity) == 0) |
734 | { | ||
723 | m_knownVelocity = Prim.ForceVelocity; | 735 | m_knownVelocity = Prim.ForceVelocity; |
736 | m_knownHas |= m_knownChangedVelocity; | ||
737 | } | ||
724 | return (Vector3)m_knownVelocity; | 738 | return (Vector3)m_knownVelocity; |
725 | } | 739 | } |
726 | set | 740 | set |
@@ -740,8 +754,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
740 | { | 754 | { |
741 | get | 755 | get |
742 | { | 756 | { |
743 | if (m_knownRotationalVelocity == null) | 757 | if ((m_knownHas & m_knownChangedRotationalVelocity) == 0) |
758 | { | ||
744 | m_knownRotationalVelocity = Prim.ForceRotationalVelocity; | 759 | m_knownRotationalVelocity = Prim.ForceRotationalVelocity; |
760 | m_knownHas |= m_knownChangedRotationalVelocity; | ||
761 | } | ||
745 | return (Vector3)m_knownRotationalVelocity; | 762 | return (Vector3)m_knownRotationalVelocity; |
746 | } | 763 | } |
747 | set | 764 | set |
@@ -755,13 +772,24 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
755 | m_knownRotationalForce += aForce; | 772 | m_knownRotationalForce += aForce; |
756 | m_knownChanged |= m_knownChangedRotationalForce; | 773 | m_knownChanged |= m_knownChangedRotationalForce; |
757 | } | 774 | } |
775 | // Vehicle relative forward velocity | ||
776 | private Vector3 VehicleForwardVelocity | ||
777 | { | ||
778 | get | ||
779 | { | ||
780 | if ((m_knownHas & m_knownChangedForwardVelocity) == 0) | ||
781 | { | ||
782 | m_knownForwardVelocity = VehicleVelocity * Quaternion.Inverse(Quaternion.Normalize(VehicleOrientation)); | ||
783 | m_knownHas |= m_knownChangedForwardVelocity; | ||
784 | } | ||
785 | return (Vector3)m_knownForwardVelocity; | ||
786 | } | ||
787 | } | ||
758 | private float VehicleForwardSpeed | 788 | private float VehicleForwardSpeed |
759 | { | 789 | { |
760 | get | 790 | get |
761 | { | 791 | { |
762 | if (m_knownForwardSpeed == null) | 792 | return VehicleForwardVelocity.X; |
763 | m_knownForwardSpeed = (VehicleVelocity * Quaternion.Inverse(VehicleOrientation)).X; | ||
764 | return (float)m_knownForwardSpeed; | ||
765 | } | 793 | } |
766 | } | 794 | } |
767 | 795 | ||
@@ -832,13 +860,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
832 | // ================================================================== | 860 | // ================================================================== |
833 | // Clamp high or low velocities | 861 | // Clamp high or low velocities |
834 | float newVelocityLengthSq = newVelocity.LengthSquared(); | 862 | float newVelocityLengthSq = newVelocity.LengthSquared(); |
835 | // if (newVelocityLengthSq > 1e6f) | ||
836 | if (newVelocityLengthSq > 1000f) | 863 | if (newVelocityLengthSq > 1000f) |
837 | { | 864 | { |
838 | newVelocity /= newVelocity.Length(); | 865 | newVelocity /= newVelocity.Length(); |
839 | newVelocity *= 1000f; | 866 | newVelocity *= 1000f; |
840 | } | 867 | } |
841 | // else if (newVelocityLengthSq < 1e-6f) | ||
842 | else if (newVelocityLengthSq < 0.001f) | 868 | else if (newVelocityLengthSq < 0.001f) |
843 | newVelocity = Vector3.Zero; | 869 | newVelocity = Vector3.Zero; |
844 | 870 | ||
@@ -1003,7 +1029,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1003 | // Not colliding if the vehicle is off the ground | 1029 | // Not colliding if the vehicle is off the ground |
1004 | if (!Prim.IsColliding) | 1030 | if (!Prim.IsColliding) |
1005 | { | 1031 | { |
1006 | // downForce = new Vector3(0, 0, (-distanceAboveGround / m_bankingTimescale) * pTimestep); | ||
1007 | // downForce = new Vector3(0, 0, -distanceAboveGround / m_bankingTimescale); | 1032 | // downForce = new Vector3(0, 0, -distanceAboveGround / m_bankingTimescale); |
1008 | ret = new Vector3(0, 0, -distanceAboveGround); | 1033 | ret = new Vector3(0, 0, -distanceAboveGround); |
1009 | } | 1034 | } |
@@ -1026,7 +1051,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1026 | // set directly on the vehicle. | 1051 | // set directly on the vehicle. |
1027 | private void MoveAngular(float pTimestep) | 1052 | private void MoveAngular(float pTimestep) |
1028 | { | 1053 | { |
1029 | // The user wants how many radians per second angular change? | 1054 | // The user wants this many radians per second angular change? |
1030 | Vector3 angularMotorContribution = m_angularMotor.Step(pTimestep); | 1055 | Vector3 angularMotorContribution = m_angularMotor.Step(pTimestep); |
1031 | 1056 | ||
1032 | // ================================================================== | 1057 | // ================================================================== |
@@ -1135,31 +1160,26 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1135 | // zero and one. | 1160 | // zero and one. |
1136 | // The value of Z is how far the rotation is off with 1 meaning none and 0 being 90 degrees. | 1161 | // The value of Z is how far the rotation is off with 1 meaning none and 0 being 90 degrees. |
1137 | 1162 | ||
1163 | // Y error means needed rotation around X axis and visa versa. | ||
1164 | // Since the error goes from zero to one, the asin is the corresponding angle. | ||
1165 | ret.X = (float)Math.Asin(verticalError.Y); | ||
1166 | // (Tilt forward (positive X) needs to tilt back (rotate negative) around Y axis.) | ||
1167 | ret.Y = -(float)Math.Asin(verticalError.X); | ||
1168 | |||
1138 | // If verticalError.Z is negative, the vehicle is upside down. Add additional push. | 1169 | // If verticalError.Z is negative, the vehicle is upside down. Add additional push. |
1139 | if (verticalError.Z < 0f) | 1170 | if (verticalError.Z < 0f) |
1140 | { | 1171 | { |
1141 | verticalError.X = 2f - verticalError.X; | 1172 | ret.X += PIOverFour; |
1142 | verticalError.Y = 2f - verticalError.Y; | 1173 | ret.Y += PIOverFour; |
1143 | } | 1174 | } |
1144 | 1175 | ||
1145 | // Y error means needed rotation around X axis and visa versa. | 1176 | // 'ret' is now the necessary velocity to correct tilt in one second. |
1146 | ret.X = verticalError.Y; | 1177 | // Correction happens over a number of seconds. |
1147 | ret.Y = - verticalError.X; | ||
1148 | ret.Z = 0f; | ||
1149 | |||
1150 | // Scale the correction force by how far we're off from vertical. | ||
1151 | // Z error of one says little error. As Z gets smaller, the vehicle is leaning farther over. | ||
1152 | float clampedSqrZError = ClampInRange(0.01f, verticalError.Z * verticalError.Z, 1f); | ||
1153 | float vertForce = 1f / clampedSqrZError; | ||
1154 | |||
1155 | ret *= vertForce; | ||
1156 | |||
1157 | // Correction happens over a number of seconds. | ||
1158 | Vector3 unscaledContrib = ret; | 1178 | Vector3 unscaledContrib = ret; |
1159 | ret /= m_verticalAttractionTimescale; | 1179 | ret /= m_verticalAttractionTimescale; |
1160 | 1180 | ||
1161 | VDetailLog("{0}, MoveAngular,verticalAttraction,,verticalError={1},unscaled={2},vertForce={3},eff={4},vertAttr={5}", | 1181 | VDetailLog("{0}, MoveAngular,verticalAttraction,,verticalError={1},unscaled={2},eff={3},ts={4},vertAttr={5}", |
1162 | Prim.LocalID, verticalError, unscaledContrib, vertForce, m_verticalAttractionEfficiency, ret); | 1182 | Prim.LocalID, verticalError, unscaledContrib, m_verticalAttractionEfficiency, m_verticalAttractionTimescale, ret); |
1163 | } | 1183 | } |
1164 | return ret; | 1184 | return ret; |
1165 | } | 1185 | } |
@@ -1172,7 +1192,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1172 | public Vector3 ComputeAngularDeflection() | 1192 | public Vector3 ComputeAngularDeflection() |
1173 | { | 1193 | { |
1174 | Vector3 ret = Vector3.Zero; | 1194 | Vector3 ret = Vector3.Zero; |
1175 | return ret; // DEBUG DEBUG DEBUG debug one force at a time | 1195 | return ret; // DEBUG DEBUG DEBUG |
1196 | // Disable angular deflection for the moment. | ||
1197 | // Since angularMotorUp and angularDeflection are computed independently, they will calculate | ||
1198 | // approximately the same X or Y correction. When added together (when contributions are combined) | ||
1199 | // this creates an over-correction and then wabbling as the target is overshot. | ||
1200 | // TODO: rethink how the different correction computations inter-relate. | ||
1176 | 1201 | ||
1177 | if (m_angularDeflectionEfficiency != 0) | 1202 | if (m_angularDeflectionEfficiency != 0) |
1178 | { | 1203 | { |
@@ -1184,15 +1209,24 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1184 | Vector3 pointingDirection = Vector3.UnitX * VehicleOrientation; | 1209 | Vector3 pointingDirection = Vector3.UnitX * VehicleOrientation; |
1185 | pointingDirection.Normalize(); | 1210 | pointingDirection.Normalize(); |
1186 | 1211 | ||
1187 | // The difference between what is and what should be | 1212 | // The difference between what is and what should be. |
1188 | Vector3 deflectionError = movingDirection - pointingDirection; | 1213 | Vector3 deflectionError = movingDirection - pointingDirection; |
1189 | 1214 | ||
1215 | // Don't try to correct very large errors (not our job) | ||
1216 | if (Math.Abs(deflectionError.X) > PIOverFour) deflectionError.X = 0f; | ||
1217 | if (Math.Abs(deflectionError.Y) > PIOverFour) deflectionError.Y = 0f; | ||
1218 | if (Math.Abs(deflectionError.Z) > PIOverFour) deflectionError.Z = 0f; | ||
1219 | |||
1220 | // ret = m_angularDeflectionCorrectionMotor(1f, deflectionError); | ||
1221 | |||
1190 | // Scale the correction by recovery timescale and efficiency | 1222 | // Scale the correction by recovery timescale and efficiency |
1191 | ret = (-deflectionError * VehicleForwardSpeed) * m_angularDeflectionEfficiency; | 1223 | ret = (-deflectionError) * m_angularDeflectionEfficiency; |
1192 | ret /= m_angularDeflectionTimescale; | 1224 | ret /= m_angularDeflectionTimescale; |
1193 | 1225 | ||
1194 | VDetailLog("{0}, MoveAngular,Deflection,movingDir={1},pointingDir={2},deflectError={3},ret={4}", | 1226 | VDetailLog("{0}, MoveAngular,Deflection,movingDir={1},pointingDir={2},deflectError={3},ret={4}", |
1195 | Prim.LocalID, movingDirection, pointingDirection, deflectionError, ret); | 1227 | Prim.LocalID, movingDirection, pointingDirection, deflectionError, ret); |
1228 | VDetailLog("{0}, MoveAngular,Deflection,fwdSpd={1},defEff={2},defTS={3}", | ||
1229 | Prim.LocalID, VehicleForwardSpeed, m_angularDeflectionEfficiency, m_angularDeflectionTimescale); | ||
1196 | } | 1230 | } |
1197 | return ret; | 1231 | return ret; |
1198 | } | 1232 | } |
@@ -1308,6 +1342,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1308 | private float ClampInRange(float low, float val, float high) | 1342 | private float ClampInRange(float low, float val, float high) |
1309 | { | 1343 | { |
1310 | return Math.Max(low, Math.Min(val, high)); | 1344 | return Math.Max(low, Math.Min(val, high)); |
1345 | // return Utils.Clamp(val, low, high); | ||
1311 | } | 1346 | } |
1312 | 1347 | ||
1313 | // Invoke the detailed logger and output something if it's enabled. | 1348 | // Invoke the detailed logger and output something if it's enabled. |