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authorRobert Adams2013-01-08 16:09:15 -0800
committerRobert Adams2013-01-08 16:37:49 -0800
commitdf1d7414adbf329e139201cdb7578c7b64bb50c8 (patch)
tree74bed23a9c71702e52b4e6cc156176267ca71dcd /OpenSim
parentminor: Fix command match of "debug script" command to "debug scripts" to matc... (diff)
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BulletSim: Fix hover height (boats float at the correct level).
Fix problem of vehicles going crazy when backing up.
Diffstat (limited to 'OpenSim')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs16
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt4
2 files changed, 12 insertions, 8 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index eb695d9..c34c05a 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -856,6 +856,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
856 // The movement computed in the linear motor is relative to the vehicle 856 // The movement computed in the linear motor is relative to the vehicle
857 // coordinates. Rotate the movement to world coordinates. 857 // coordinates. Rotate the movement to world coordinates.
858 linearMotorContribution *= VehicleOrientation; 858 linearMotorContribution *= VehicleOrientation;
859 // All the contributions after this are world relative (mostly Z modifications)
859 860
860 // ================================================================== 861 // ==================================================================
861 // Buoyancy: force to overcome gravity. 862 // Buoyancy: force to overcome gravity.
@@ -982,14 +983,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin
982 float verticalCorrectionVelocity = verticalError / m_VhoverTimescale; 983 float verticalCorrectionVelocity = verticalError / m_VhoverTimescale;
983 984
984 // TODO: implement m_VhoverEfficiency correctly 985 // TODO: implement m_VhoverEfficiency correctly
985 if (Math.Abs(verticalError) > m_VhoverEfficiency) 986 ret = new Vector3(0f, 0f, verticalCorrectionVelocity);
986 {
987 ret = new Vector3(0f, 0f, verticalCorrectionVelocity);
988 }
989 } 987 }
990 988
991 VDetailLog("{0}, MoveLinear,hover,pos={1},ret={2},hoverTS={3},height={4},target={5}", 989 VDetailLog("{0}, MoveLinear,hover,pos={1},eff={2},hoverTS={3},height={4},target={5},ret={6}",
992 Prim.LocalID, VehiclePosition, ret, m_VhoverTimescale, m_VhoverHeight, m_VhoverTargetHeight); 990 Prim.LocalID, VehiclePosition, m_VhoverEfficiency, m_VhoverTimescale, m_VhoverHeight, m_VhoverTargetHeight, ret);
993 } 991 }
994 992
995 return ret; 993 return ret;
@@ -1238,6 +1236,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin
1238 Vector3 movingDirection = VehicleVelocity; 1236 Vector3 movingDirection = VehicleVelocity;
1239 movingDirection.Normalize(); 1237 movingDirection.Normalize();
1240 1238
1239 // If the vehicle is going backward, it is still pointing forward
1240 movingDirection *= Math.Sign(VehicleForwardSpeed);
1241
1241 // The direction the vehicle is pointing 1242 // The direction the vehicle is pointing
1242 Vector3 pointingDirection = Vector3.UnitX * VehicleOrientation; 1243 Vector3 pointingDirection = Vector3.UnitX * VehicleOrientation;
1243 pointingDirection.Normalize(); 1244 pointingDirection.Normalize();
@@ -1246,6 +1247,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin
1246 Vector3 deflectionError = movingDirection - pointingDirection; 1247 Vector3 deflectionError = movingDirection - pointingDirection;
1247 1248
1248 // Don't try to correct very large errors (not our job) 1249 // Don't try to correct very large errors (not our job)
1250 // if (Math.Abs(deflectionError.X) > PIOverFour) deflectionError.X = PIOverTwo * Math.Sign(deflectionError.X);
1251 // if (Math.Abs(deflectionError.Y) > PIOverFour) deflectionError.Y = PIOverTwo * Math.Sign(deflectionError.Y);
1252 // if (Math.Abs(deflectionError.Z) > PIOverFour) deflectionError.Z = PIOverTwo * Math.Sign(deflectionError.Z);
1249 if (Math.Abs(deflectionError.X) > PIOverFour) deflectionError.X = 0f; 1253 if (Math.Abs(deflectionError.X) > PIOverFour) deflectionError.X = 0f;
1250 if (Math.Abs(deflectionError.Y) > PIOverFour) deflectionError.Y = 0f; 1254 if (Math.Abs(deflectionError.Y) > PIOverFour) deflectionError.Y = 0f;
1251 if (Math.Abs(deflectionError.Z) > PIOverFour) deflectionError.Z = 0f; 1255 if (Math.Abs(deflectionError.Z) > PIOverFour) deflectionError.Z = 0f;
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
index 794a6af..29bd4e4 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
@@ -1,9 +1,9 @@
1CURRENT PRIORITIES 1CURRENT PRIORITIES
2================================================= 2=================================================
3Avatars walking up stairs 3Avatars walking up stairs (HALF DONE)
4Vehicle movement on terrain smoothness 4Vehicle movement on terrain smoothness
5limitMotorUp calibration (more down?) 5limitMotorUp calibration (more down?)
6Preferred orientatino angular correction fix 6Preferred orientation angular correction fix
7Surfboard go wonky when turning 7Surfboard go wonky when turning
8 Angular motor direction is global coordinates rather than local coordinates? 8 Angular motor direction is global coordinates rather than local coordinates?
9Boats float low in the water 9Boats float low in the water