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author | UbitUmarov | 2016-08-28 03:51:20 +0100 |
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committer | UbitUmarov | 2016-08-28 03:51:20 +0100 |
commit | 804d4971e236a0e75a51358f3d9c43313d140e5f (patch) | |
tree | 8ff7a27cfea2af211cdfa7f0f06ff55c3a7da7d7 /OpenSim/Region/PhysicsModules/ubOde | |
parent | reduce math on use of camerarotation (need to add a lock there). Fix a bug o... (diff) | |
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my broken version of vehicle mouse steer on ubOde (no bank,needs better damp)
Diffstat (limited to 'OpenSim/Region/PhysicsModules/ubOde')
-rw-r--r-- | OpenSim/Region/PhysicsModules/ubOde/ODEDynamics.cs | 142 |
1 files changed, 103 insertions, 39 deletions
diff --git a/OpenSim/Region/PhysicsModules/ubOde/ODEDynamics.cs b/OpenSim/Region/PhysicsModules/ubOde/ODEDynamics.cs index d8a2272..456d9e9 100644 --- a/OpenSim/Region/PhysicsModules/ubOde/ODEDynamics.cs +++ b/OpenSim/Region/PhysicsModules/ubOde/ODEDynamics.cs | |||
@@ -648,6 +648,10 @@ namespace OpenSim.Region.PhysicsModule.ubOde | |||
648 | break; | 648 | break; |
649 | 649 | ||
650 | } | 650 | } |
651 | // disable mouse steering | ||
652 | m_flags &= ~(VehicleFlag.MOUSELOOK_STEER | | ||
653 | VehicleFlag.MOUSELOOK_BANK | | ||
654 | VehicleFlag.CAMERA_DECOUPLED); | ||
651 | 655 | ||
652 | m_lmDecay = (1.0f - 1.0f / m_linearMotorDecayTimescale); | 656 | m_lmDecay = (1.0f - 1.0f / m_linearMotorDecayTimescale); |
653 | m_amDecay = 1.0f - 1.0f / m_angularMotorDecayTimescale; | 657 | m_amDecay = 1.0f - 1.0f / m_angularMotorDecayTimescale; |
@@ -794,6 +798,16 @@ namespace OpenSim.Region.PhysicsModule.ubOde | |||
794 | 798 | ||
795 | float ldampZ = 0; | 799 | float ldampZ = 0; |
796 | 800 | ||
801 | bool mousemode = false; | ||
802 | if((m_flags & (VehicleFlag.MOUSELOOK_STEER |VehicleFlag.MOUSELOOK_BANK)) != 0 ) | ||
803 | mousemode = true; | ||
804 | |||
805 | float bankingEfficiency; | ||
806 | if(mousemode) | ||
807 | bankingEfficiency = 0; | ||
808 | else | ||
809 | bankingEfficiency = m_bankingEfficiency; | ||
810 | |||
797 | // linear motor | 811 | // linear motor |
798 | if (m_lmEfect > 0.01 && m_linearMotorTimescale < 1000) | 812 | if (m_lmEfect > 0.01 && m_linearMotorTimescale < 1000) |
799 | { | 813 | { |
@@ -967,7 +981,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde | |||
967 | torque.Y += effpitch * ftmp; | 981 | torque.Y += effpitch * ftmp; |
968 | } | 982 | } |
969 | 983 | ||
970 | if (m_bankingEfficiency != 0 && Math.Abs(effroll) > 0.01) | 984 | if (bankingEfficiency != 0 && Math.Abs(effroll) > 0.01) |
971 | { | 985 | { |
972 | 986 | ||
973 | float broll = effroll; | 987 | float broll = effroll; |
@@ -1018,58 +1032,108 @@ namespace OpenSim.Region.PhysicsModule.ubOde | |||
1018 | m_amdampZ = 1 / m_angularFrictionTimescale.Z; | 1032 | m_amdampZ = 1 / m_angularFrictionTimescale.Z; |
1019 | } | 1033 | } |
1020 | 1034 | ||
1021 | // angular motor | 1035 | if(mousemode) |
1022 | if (m_amEfect > 0.01 && m_angularMotorTimescale < 1000) | ||
1023 | { | 1036 | { |
1024 | tmpV = m_angularMotorDirection - curLocalAngVel; // velocity error | 1037 | CameraData cam = rootPrim.TryGetCameraData(); |
1025 | tmpV *= m_amEfect / m_angularMotorTimescale; // error to correct in this timestep | 1038 | if(cam.Valid && cam.MouseLook) |
1026 | torque.X += tmpV.X * m_ampwr; | 1039 | { |
1027 | torque.Y += tmpV.Y * m_ampwr; | 1040 | Vector3 dirv = cam.CameraAtAxis * irotq; |
1028 | torque.Z += tmpV.Z; | ||
1029 | 1041 | ||
1030 | m_amEfect *= m_amDecay; | 1042 | float tmp; |
1043 | if(Math.Abs(dirv.X) > 0.01f) | ||
1044 | { | ||
1045 | if (Math.Abs(dirv.Z) > 0.01) | ||
1046 | { | ||
1047 | tmp = -(float)Math.Atan2(dirv.Z, dirv.X) * m_angularMotorDirection.Y; | ||
1048 | if(tmp < -4f) | ||
1049 | tmp = -4f; | ||
1050 | else if(tmp > 4f) | ||
1051 | tmp = 4f; | ||
1052 | torque.Y += (tmp - curLocalAngVel.Y) / m_angularMotorTimescale; | ||
1053 | } | ||
1054 | |||
1055 | if (Math.Abs(dirv.Y) > 0.01) | ||
1056 | { | ||
1057 | tmp = (float)Math.Atan2(dirv.Y, dirv.X) * m_angularMotorDirection.Z; | ||
1058 | if(tmp < -4f) | ||
1059 | tmp = -4f; | ||
1060 | else if(tmp > 4f) | ||
1061 | tmp = 4f; | ||
1062 | torque.Z += (tmp - curLocalAngVel.Z) / m_angularMotorTimescale; | ||
1063 | } | ||
1064 | } | ||
1065 | // angular friction | ||
1066 | if (curLocalAngVel.X != 0 || curLocalAngVel.Y != 0 || curLocalAngVel.Z != 0) | ||
1067 | { | ||
1068 | torque.X -= curLocalAngVel.X * m_amdampX; | ||
1069 | torque.Y -= curLocalAngVel.Y * m_amdampY; | ||
1070 | torque.Z -= curLocalAngVel.Z * m_amdampZ; | ||
1071 | } | ||
1072 | } | ||
1073 | else | ||
1074 | { | ||
1075 | if (curLocalAngVel.X != 0 || curLocalAngVel.Y != 0 || curLocalAngVel.Z != 0) | ||
1076 | { | ||
1077 | torque.X -= curLocalAngVel.X * 10f; | ||
1078 | torque.Y -= curLocalAngVel.Y * 10f; | ||
1079 | torque.Z -= curLocalAngVel.Z * 10f; | ||
1080 | } | ||
1081 | } | ||
1031 | } | 1082 | } |
1032 | else | 1083 | else |
1033 | m_amEfect = 0; | ||
1034 | |||
1035 | // angular deflection | ||
1036 | if (m_angularDeflectionEfficiency > 0) | ||
1037 | { | 1084 | { |
1038 | Vector3 dirv; | 1085 | // angular motor |
1039 | 1086 | if (m_amEfect > 0.01 && m_angularMotorTimescale < 1000) | |
1040 | if (curLocalVel.X > 0.01f) | ||
1041 | dirv = curLocalVel; | ||
1042 | else if (curLocalVel.X < -0.01f) | ||
1043 | // use oposite | ||
1044 | dirv = -curLocalVel; | ||
1045 | else | ||
1046 | { | 1087 | { |
1047 | // make it fall into small positive x case | 1088 | tmpV = m_angularMotorDirection - curLocalAngVel; // velocity error |
1048 | dirv.X = 0.01f; | 1089 | tmpV *= m_amEfect / m_angularMotorTimescale; // error to correct in this timestep |
1049 | dirv.Y = curLocalVel.Y; | 1090 | torque.X += tmpV.X * m_ampwr; |
1050 | dirv.Z = curLocalVel.Z; | 1091 | torque.Y += tmpV.Y * m_ampwr; |
1051 | } | 1092 | torque.Z += tmpV.Z; |
1052 | 1093 | ||
1053 | float ftmp = m_angularDeflectionEfficiency / m_angularDeflectionTimescale; | 1094 | m_amEfect *= m_amDecay; |
1095 | } | ||
1096 | else | ||
1097 | m_amEfect = 0; | ||
1054 | 1098 | ||
1055 | if (Math.Abs(dirv.Z) > 0.01) | 1099 | // angular deflection |
1100 | if (m_angularDeflectionEfficiency > 0) | ||
1056 | { | 1101 | { |
1057 | torque.Y += - (float)Math.Atan2(dirv.Z, dirv.X) * ftmp; | 1102 | Vector3 dirv; |
1103 | |||
1104 | if (curLocalVel.X > 0.01f) | ||
1105 | dirv = curLocalVel; | ||
1106 | else if (curLocalVel.X < -0.01f) | ||
1107 | // use oposite | ||
1108 | dirv = -curLocalVel; | ||
1109 | else | ||
1110 | { | ||
1111 | // make it fall into small positive x case | ||
1112 | dirv.X = 0.01f; | ||
1113 | dirv.Y = curLocalVel.Y; | ||
1114 | dirv.Z = curLocalVel.Z; | ||
1115 | } | ||
1116 | |||
1117 | float ftmp = m_angularDeflectionEfficiency / m_angularDeflectionTimescale; | ||
1118 | |||
1119 | if (Math.Abs(dirv.Z) > 0.01) | ||
1120 | { | ||
1121 | torque.Y += - (float)Math.Atan2(dirv.Z, dirv.X) * ftmp; | ||
1122 | } | ||
1123 | |||
1124 | if (Math.Abs(dirv.Y) > 0.01) | ||
1125 | { | ||
1126 | torque.Z += (float)Math.Atan2(dirv.Y, dirv.X) * ftmp; | ||
1127 | } | ||
1058 | } | 1128 | } |
1059 | 1129 | ||
1060 | if (Math.Abs(dirv.Y) > 0.01) | 1130 | if (curLocalAngVel.X != 0 || curLocalAngVel.Y != 0 || curLocalAngVel.Z != 0) |
1061 | { | 1131 | { |
1062 | torque.Z += (float)Math.Atan2(dirv.Y, dirv.X) * ftmp; | 1132 | torque.X -= curLocalAngVel.X * m_amdampX; |
1133 | torque.Y -= curLocalAngVel.Y * m_amdampY; | ||
1134 | torque.Z -= curLocalAngVel.Z * m_amdampZ; | ||
1063 | } | 1135 | } |
1064 | } | 1136 | } |
1065 | |||
1066 | // angular friction | ||
1067 | if (curLocalAngVel.X != 0 || curLocalAngVel.Y != 0 || curLocalAngVel.Z != 0) | ||
1068 | { | ||
1069 | torque.X -= curLocalAngVel.X * m_amdampX; | ||
1070 | torque.Y -= curLocalAngVel.Y * m_amdampY; | ||
1071 | torque.Z -= curLocalAngVel.Z * m_amdampZ; | ||
1072 | } | ||
1073 | 1137 | ||
1074 | force *= dmass.mass; | 1138 | force *= dmass.mass; |
1075 | 1139 | ||