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Diffstat (limited to 'OpenSim/Region/Physics/BulletSNPlugin/BSDynamics.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSNPlugin/BSDynamics.cs | 1377 |
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diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSNPlugin/BSDynamics.cs new file mode 100644 index 0000000..415ad4f --- /dev/null +++ b/OpenSim/Region/Physics/BulletSNPlugin/BSDynamics.cs | |||
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1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | * | ||
27 | * The quotations from http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial | ||
28 | * are Copyright (c) 2009 Linden Research, Inc and are used under their license | ||
29 | * of Creative Commons Attribution-Share Alike 3.0 | ||
30 | * (http://creativecommons.org/licenses/by-sa/3.0/). | ||
31 | */ | ||
32 | |||
33 | using System; | ||
34 | using System.Collections.Generic; | ||
35 | using System.Reflection; | ||
36 | using System.Runtime.InteropServices; | ||
37 | using OpenMetaverse; | ||
38 | using OpenSim.Region.Physics.Manager; | ||
39 | |||
40 | namespace OpenSim.Region.Physics.BulletSNPlugin | ||
41 | { | ||
42 | public sealed class BSDynamics | ||
43 | { | ||
44 | private static string LogHeader = "[BULLETSIM VEHICLE]"; | ||
45 | |||
46 | private BSScene PhysicsScene { get; set; } | ||
47 | // the prim this dynamic controller belongs to | ||
48 | private BSPrim Prim { get; set; } | ||
49 | |||
50 | // mass of the vehicle fetched each time we're calles | ||
51 | private float m_vehicleMass; | ||
52 | |||
53 | // Vehicle properties | ||
54 | public Vehicle Type { get; set; } | ||
55 | |||
56 | // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier | ||
57 | private VehicleFlag m_flags = (VehicleFlag) 0; // Boolean settings: | ||
58 | // HOVER_TERRAIN_ONLY | ||
59 | // HOVER_GLOBAL_HEIGHT | ||
60 | // NO_DEFLECTION_UP | ||
61 | // HOVER_WATER_ONLY | ||
62 | // HOVER_UP_ONLY | ||
63 | // LIMIT_MOTOR_UP | ||
64 | // LIMIT_ROLL_ONLY | ||
65 | private Vector3 m_BlockingEndPoint = Vector3.Zero; | ||
66 | private Quaternion m_RollreferenceFrame = Quaternion.Identity; | ||
67 | private Quaternion m_referenceFrame = Quaternion.Identity; | ||
68 | |||
69 | // Linear properties | ||
70 | private BSVMotor m_linearMotor = new BSVMotor("LinearMotor"); | ||
71 | private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time | ||
72 | private Vector3 m_linearMotorOffset = Vector3.Zero; // the point of force can be offset from the center | ||
73 | private Vector3 m_linearMotorDirectionLASTSET = Vector3.Zero; // velocity requested by LSL | ||
74 | private Vector3 m_linearFrictionTimescale = Vector3.Zero; | ||
75 | private float m_linearMotorDecayTimescale = 0; | ||
76 | private float m_linearMotorTimescale = 0; | ||
77 | private Vector3 m_lastLinearVelocityVector = Vector3.Zero; | ||
78 | private Vector3 m_lastPositionVector = Vector3.Zero; | ||
79 | // private bool m_LinearMotorSetLastFrame = false; | ||
80 | // private Vector3 m_linearMotorOffset = Vector3.Zero; | ||
81 | |||
82 | //Angular properties | ||
83 | private BSVMotor m_angularMotor = new BSVMotor("AngularMotor"); | ||
84 | private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor | ||
85 | // private int m_angularMotorApply = 0; // application frame counter | ||
86 | private Vector3 m_angularMotorVelocity = Vector3.Zero; // current angular motor velocity | ||
87 | private float m_angularMotorTimescale = 0; // motor angular velocity ramp up rate | ||
88 | private float m_angularMotorDecayTimescale = 0; // motor angular velocity decay rate | ||
89 | private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular velocity decay rate | ||
90 | private Vector3 m_lastAngularVelocity = Vector3.Zero; | ||
91 | private Vector3 m_lastVertAttractor = Vector3.Zero; // what VA was last applied to body | ||
92 | |||
93 | //Deflection properties | ||
94 | private BSVMotor m_angularDeflectionMotor = new BSVMotor("AngularDeflection"); | ||
95 | private float m_angularDeflectionEfficiency = 0; | ||
96 | private float m_angularDeflectionTimescale = 0; | ||
97 | private float m_linearDeflectionEfficiency = 0; | ||
98 | private float m_linearDeflectionTimescale = 0; | ||
99 | |||
100 | //Banking properties | ||
101 | private float m_bankingEfficiency = 0; | ||
102 | private float m_bankingMix = 0; | ||
103 | private float m_bankingTimescale = 0; | ||
104 | |||
105 | //Hover and Buoyancy properties | ||
106 | private BSVMotor m_hoverMotor = new BSVMotor("Hover"); | ||
107 | private float m_VhoverHeight = 0f; | ||
108 | private float m_VhoverEfficiency = 0f; | ||
109 | private float m_VhoverTimescale = 0f; | ||
110 | private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height | ||
111 | private float m_VehicleBuoyancy = 0f; //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle. | ||
112 | // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity) | ||
113 | // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity. | ||
114 | // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity. | ||
115 | |||
116 | //Attractor properties | ||
117 | private BSVMotor m_verticalAttractionMotor = new BSVMotor("VerticalAttraction"); | ||
118 | private float m_verticalAttractionEfficiency = 1.0f; // damped | ||
119 | private float m_verticalAttractionCutoff = 500f; // per the documentation | ||
120 | // Timescale > cutoff means no vert attractor. | ||
121 | private float m_verticalAttractionTimescale = 510f; | ||
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 | |||
127 | public BSDynamics(BSScene myScene, BSPrim myPrim) | ||
128 | { | ||
129 | PhysicsScene = myScene; | ||
130 | Prim = myPrim; | ||
131 | Type = Vehicle.TYPE_NONE; | ||
132 | } | ||
133 | |||
134 | // Return 'true' if this vehicle is doing vehicle things | ||
135 | public bool IsActive | ||
136 | { | ||
137 | get { return Type != Vehicle.TYPE_NONE && Prim.IsPhysical; } | ||
138 | } | ||
139 | |||
140 | internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue) | ||
141 | { | ||
142 | VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue); | ||
143 | switch (pParam) | ||
144 | { | ||
145 | case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: | ||
146 | m_angularDeflectionEfficiency = Math.Max(pValue, 0.01f); | ||
147 | break; | ||
148 | case Vehicle.ANGULAR_DEFLECTION_TIMESCALE: | ||
149 | m_angularDeflectionTimescale = Math.Max(pValue, 0.01f); | ||
150 | break; | ||
151 | case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE: | ||
152 | m_angularMotorDecayTimescale = ClampInRange(0.01f, pValue, 120); | ||
153 | m_angularMotor.TargetValueDecayTimeScale = m_angularMotorDecayTimescale; | ||
154 | break; | ||
155 | case Vehicle.ANGULAR_MOTOR_TIMESCALE: | ||
156 | m_angularMotorTimescale = Math.Max(pValue, 0.01f); | ||
157 | m_angularMotor.TimeScale = m_angularMotorTimescale; | ||
158 | break; | ||
159 | case Vehicle.BANKING_EFFICIENCY: | ||
160 | m_bankingEfficiency = ClampInRange(-1f, pValue, 1f); | ||
161 | break; | ||
162 | case Vehicle.BANKING_MIX: | ||
163 | m_bankingMix = Math.Max(pValue, 0.01f); | ||
164 | break; | ||
165 | case Vehicle.BANKING_TIMESCALE: | ||
166 | m_bankingTimescale = Math.Max(pValue, 0.01f); | ||
167 | break; | ||
168 | case Vehicle.BUOYANCY: | ||
169 | m_VehicleBuoyancy = ClampInRange(-1f, pValue, 1f); | ||
170 | break; | ||
171 | case Vehicle.HOVER_EFFICIENCY: | ||
172 | m_VhoverEfficiency = ClampInRange(0f, pValue, 1f); | ||
173 | break; | ||
174 | case Vehicle.HOVER_HEIGHT: | ||
175 | m_VhoverHeight = pValue; | ||
176 | break; | ||
177 | case Vehicle.HOVER_TIMESCALE: | ||
178 | m_VhoverTimescale = Math.Max(pValue, 0.01f); | ||
179 | break; | ||
180 | case Vehicle.LINEAR_DEFLECTION_EFFICIENCY: | ||
181 | m_linearDeflectionEfficiency = Math.Max(pValue, 0.01f); | ||
182 | break; | ||
183 | case Vehicle.LINEAR_DEFLECTION_TIMESCALE: | ||
184 | m_linearDeflectionTimescale = Math.Max(pValue, 0.01f); | ||
185 | break; | ||
186 | case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE: | ||
187 | m_linearMotorDecayTimescale = ClampInRange(0.01f, pValue, 120); | ||
188 | m_linearMotor.TargetValueDecayTimeScale = m_linearMotorDecayTimescale; | ||
189 | break; | ||
190 | case Vehicle.LINEAR_MOTOR_TIMESCALE: | ||
191 | m_linearMotorTimescale = Math.Max(pValue, 0.01f); | ||
192 | m_linearMotor.TimeScale = m_linearMotorTimescale; | ||
193 | break; | ||
194 | case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY: | ||
195 | m_verticalAttractionEfficiency = ClampInRange(0.1f, pValue, 1f); | ||
196 | m_verticalAttractionMotor.Efficiency = m_verticalAttractionEfficiency; | ||
197 | break; | ||
198 | case Vehicle.VERTICAL_ATTRACTION_TIMESCALE: | ||
199 | m_verticalAttractionTimescale = Math.Max(pValue, 0.01f); | ||
200 | m_verticalAttractionMotor.TimeScale = m_verticalAttractionTimescale; | ||
201 | break; | ||
202 | |||
203 | // These are vector properties but the engine lets you use a single float value to | ||
204 | // set all of the components to the same value | ||
205 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: | ||
206 | m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue); | ||
207 | m_angularMotor.FrictionTimescale = m_angularFrictionTimescale; | ||
208 | break; | ||
209 | case Vehicle.ANGULAR_MOTOR_DIRECTION: | ||
210 | m_angularMotorDirection = new Vector3(pValue, pValue, pValue); | ||
211 | m_angularMotor.SetTarget(m_angularMotorDirection); | ||
212 | break; | ||
213 | case Vehicle.LINEAR_FRICTION_TIMESCALE: | ||
214 | m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue); | ||
215 | m_linearMotor.FrictionTimescale = m_linearFrictionTimescale; | ||
216 | break; | ||
217 | case Vehicle.LINEAR_MOTOR_DIRECTION: | ||
218 | m_linearMotorDirection = new Vector3(pValue, pValue, pValue); | ||
219 | m_linearMotorDirectionLASTSET = new Vector3(pValue, pValue, pValue); | ||
220 | m_linearMotor.SetTarget(m_linearMotorDirection); | ||
221 | break; | ||
222 | case Vehicle.LINEAR_MOTOR_OFFSET: | ||
223 | m_linearMotorOffset = new Vector3(pValue, pValue, pValue); | ||
224 | break; | ||
225 | |||
226 | } | ||
227 | }//end ProcessFloatVehicleParam | ||
228 | |||
229 | internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue) | ||
230 | { | ||
231 | VDetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue); | ||
232 | switch (pParam) | ||
233 | { | ||
234 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: | ||
235 | m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
236 | m_angularMotor.FrictionTimescale = m_angularFrictionTimescale; | ||
237 | break; | ||
238 | case Vehicle.ANGULAR_MOTOR_DIRECTION: | ||
239 | // Limit requested angular speed to 2 rps= 4 pi rads/sec | ||
240 | pValue.X = ClampInRange(-12.56f, pValue.X, 12.56f); | ||
241 | pValue.Y = ClampInRange(-12.56f, pValue.Y, 12.56f); | ||
242 | pValue.Z = ClampInRange(-12.56f, pValue.Z, 12.56f); | ||
243 | m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
244 | m_angularMotor.SetTarget(m_angularMotorDirection); | ||
245 | break; | ||
246 | case Vehicle.LINEAR_FRICTION_TIMESCALE: | ||
247 | m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
248 | m_linearMotor.FrictionTimescale = m_linearFrictionTimescale; | ||
249 | break; | ||
250 | case Vehicle.LINEAR_MOTOR_DIRECTION: | ||
251 | m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
252 | m_linearMotorDirectionLASTSET = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
253 | m_linearMotor.SetTarget(m_linearMotorDirection); | ||
254 | break; | ||
255 | case Vehicle.LINEAR_MOTOR_OFFSET: | ||
256 | m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
257 | break; | ||
258 | case Vehicle.BLOCK_EXIT: | ||
259 | m_BlockingEndPoint = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
260 | break; | ||
261 | } | ||
262 | }//end ProcessVectorVehicleParam | ||
263 | |||
264 | internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue) | ||
265 | { | ||
266 | VDetailLog("{0},ProcessRotationalVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue); | ||
267 | switch (pParam) | ||
268 | { | ||
269 | case Vehicle.REFERENCE_FRAME: | ||
270 | m_referenceFrame = pValue; | ||
271 | break; | ||
272 | case Vehicle.ROLL_FRAME: | ||
273 | m_RollreferenceFrame = pValue; | ||
274 | break; | ||
275 | } | ||
276 | }//end ProcessRotationVehicleParam | ||
277 | |||
278 | internal void ProcessVehicleFlags(int pParam, bool remove) | ||
279 | { | ||
280 | VDetailLog("{0},ProcessVehicleFlags,param={1},remove={2}", Prim.LocalID, pParam, remove); | ||
281 | VehicleFlag parm = (VehicleFlag)pParam; | ||
282 | if (pParam == -1) | ||
283 | m_flags = (VehicleFlag)0; | ||
284 | else | ||
285 | { | ||
286 | if (remove) | ||
287 | m_flags &= ~parm; | ||
288 | else | ||
289 | m_flags |= parm; | ||
290 | } | ||
291 | } | ||
292 | |||
293 | internal void ProcessTypeChange(Vehicle pType) | ||
294 | { | ||
295 | VDetailLog("{0},ProcessTypeChange,type={1}", Prim.LocalID, pType); | ||
296 | // Set Defaults For Type | ||
297 | Type = pType; | ||
298 | switch (pType) | ||
299 | { | ||
300 | case Vehicle.TYPE_NONE: | ||
301 | m_linearMotorDirection = Vector3.Zero; | ||
302 | m_linearMotorTimescale = 0; | ||
303 | m_linearMotorDecayTimescale = 0; | ||
304 | m_linearFrictionTimescale = new Vector3(0, 0, 0); | ||
305 | |||
306 | m_angularMotorDirection = Vector3.Zero; | ||
307 | m_angularMotorDecayTimescale = 0; | ||
308 | m_angularMotorTimescale = 0; | ||
309 | m_angularFrictionTimescale = new Vector3(0, 0, 0); | ||
310 | |||
311 | m_VhoverHeight = 0; | ||
312 | m_VhoverEfficiency = 0; | ||
313 | m_VhoverTimescale = 0; | ||
314 | m_VehicleBuoyancy = 0; | ||
315 | |||
316 | m_linearDeflectionEfficiency = 1; | ||
317 | m_linearDeflectionTimescale = 1; | ||
318 | |||
319 | m_angularDeflectionEfficiency = 0; | ||
320 | m_angularDeflectionTimescale = 1000; | ||
321 | |||
322 | m_verticalAttractionEfficiency = 0; | ||
323 | m_verticalAttractionTimescale = 0; | ||
324 | |||
325 | m_bankingEfficiency = 0; | ||
326 | m_bankingTimescale = 1000; | ||
327 | m_bankingMix = 1; | ||
328 | |||
329 | m_referenceFrame = Quaternion.Identity; | ||
330 | m_flags = (VehicleFlag)0; | ||
331 | |||
332 | break; | ||
333 | |||
334 | case Vehicle.TYPE_SLED: | ||
335 | m_linearMotorDirection = Vector3.Zero; | ||
336 | m_linearMotorTimescale = 1000; | ||
337 | m_linearMotorDecayTimescale = 120; | ||
338 | m_linearFrictionTimescale = new Vector3(30, 1, 1000); | ||
339 | |||
340 | m_angularMotorDirection = Vector3.Zero; | ||
341 | m_angularMotorTimescale = 1000; | ||
342 | m_angularMotorDecayTimescale = 120; | ||
343 | m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); | ||
344 | |||
345 | m_VhoverHeight = 0; | ||
346 | m_VhoverEfficiency = 10; // TODO: this looks wrong!! | ||
347 | m_VhoverTimescale = 10; | ||
348 | m_VehicleBuoyancy = 0; | ||
349 | |||
350 | m_linearDeflectionEfficiency = 1; | ||
351 | m_linearDeflectionTimescale = 1; | ||
352 | |||
353 | m_angularDeflectionEfficiency = 1; | ||
354 | m_angularDeflectionTimescale = 1000; | ||
355 | |||
356 | m_verticalAttractionEfficiency = 0; | ||
357 | m_verticalAttractionTimescale = 0; | ||
358 | |||
359 | m_bankingEfficiency = 0; | ||
360 | m_bankingTimescale = 10; | ||
361 | m_bankingMix = 1; | ||
362 | |||
363 | m_referenceFrame = Quaternion.Identity; | ||
364 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | ||
365 | | VehicleFlag.HOVER_TERRAIN_ONLY | ||
366 | | VehicleFlag.HOVER_GLOBAL_HEIGHT | ||
367 | | VehicleFlag.HOVER_UP_ONLY); | ||
368 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | ||
369 | | VehicleFlag.LIMIT_ROLL_ONLY | ||
370 | | VehicleFlag.LIMIT_MOTOR_UP); | ||
371 | |||
372 | break; | ||
373 | case Vehicle.TYPE_CAR: | ||
374 | m_linearMotorDirection = Vector3.Zero; | ||
375 | m_linearMotorTimescale = 1; | ||
376 | m_linearMotorDecayTimescale = 60; | ||
377 | m_linearFrictionTimescale = new Vector3(100, 2, 1000); | ||
378 | |||
379 | m_angularMotorDirection = Vector3.Zero; | ||
380 | m_angularMotorTimescale = 1; | ||
381 | m_angularMotorDecayTimescale = 0.8f; | ||
382 | m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); | ||
383 | |||
384 | m_VhoverHeight = 0; | ||
385 | m_VhoverEfficiency = 0; | ||
386 | m_VhoverTimescale = 1000; | ||
387 | m_VehicleBuoyancy = 0; | ||
388 | |||
389 | m_linearDeflectionEfficiency = 1; | ||
390 | m_linearDeflectionTimescale = 2; | ||
391 | |||
392 | m_angularDeflectionEfficiency = 0; | ||
393 | m_angularDeflectionTimescale = 10; | ||
394 | |||
395 | m_verticalAttractionEfficiency = 1f; | ||
396 | m_verticalAttractionTimescale = 10f; | ||
397 | |||
398 | m_bankingEfficiency = -0.2f; | ||
399 | m_bankingMix = 1; | ||
400 | m_bankingTimescale = 1; | ||
401 | |||
402 | m_referenceFrame = Quaternion.Identity; | ||
403 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | ||
404 | | VehicleFlag.HOVER_TERRAIN_ONLY | ||
405 | | VehicleFlag.HOVER_GLOBAL_HEIGHT); | ||
406 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | ||
407 | | VehicleFlag.LIMIT_ROLL_ONLY | ||
408 | | VehicleFlag.LIMIT_MOTOR_UP | ||
409 | | VehicleFlag.HOVER_UP_ONLY); | ||
410 | break; | ||
411 | case Vehicle.TYPE_BOAT: | ||
412 | m_linearMotorDirection = Vector3.Zero; | ||
413 | m_linearMotorTimescale = 5; | ||
414 | m_linearMotorDecayTimescale = 60; | ||
415 | m_linearFrictionTimescale = new Vector3(10, 3, 2); | ||
416 | |||
417 | m_angularMotorDirection = Vector3.Zero; | ||
418 | m_angularMotorTimescale = 4; | ||
419 | m_angularMotorDecayTimescale = 4; | ||
420 | m_angularFrictionTimescale = new Vector3(10,10,10); | ||
421 | |||
422 | m_VhoverHeight = 0; | ||
423 | m_VhoverEfficiency = 0.5f; | ||
424 | m_VhoverTimescale = 2; | ||
425 | m_VehicleBuoyancy = 1; | ||
426 | |||
427 | m_linearDeflectionEfficiency = 0.5f; | ||
428 | m_linearDeflectionTimescale = 3; | ||
429 | |||
430 | m_angularDeflectionEfficiency = 0.5f; | ||
431 | m_angularDeflectionTimescale = 5; | ||
432 | |||
433 | m_verticalAttractionEfficiency = 0.5f; | ||
434 | m_verticalAttractionTimescale = 5f; | ||
435 | |||
436 | m_bankingEfficiency = -0.3f; | ||
437 | m_bankingMix = 0.8f; | ||
438 | m_bankingTimescale = 1; | ||
439 | |||
440 | m_referenceFrame = Quaternion.Identity; | ||
441 | m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | ||
442 | | VehicleFlag.HOVER_GLOBAL_HEIGHT | ||
443 | | VehicleFlag.LIMIT_ROLL_ONLY | ||
444 | | VehicleFlag.HOVER_UP_ONLY); | ||
445 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | ||
446 | | VehicleFlag.LIMIT_MOTOR_UP | ||
447 | | VehicleFlag.HOVER_WATER_ONLY); | ||
448 | break; | ||
449 | case Vehicle.TYPE_AIRPLANE: | ||
450 | m_linearMotorDirection = Vector3.Zero; | ||
451 | m_linearMotorTimescale = 2; | ||
452 | m_linearMotorDecayTimescale = 60; | ||
453 | m_linearFrictionTimescale = new Vector3(200, 10, 5); | ||
454 | |||
455 | m_angularMotorDirection = Vector3.Zero; | ||
456 | m_angularMotorTimescale = 4; | ||
457 | m_angularMotorDecayTimescale = 4; | ||
458 | m_angularFrictionTimescale = new Vector3(20, 20, 20); | ||
459 | |||
460 | m_VhoverHeight = 0; | ||
461 | m_VhoverEfficiency = 0.5f; | ||
462 | m_VhoverTimescale = 1000; | ||
463 | m_VehicleBuoyancy = 0; | ||
464 | |||
465 | m_linearDeflectionEfficiency = 0.5f; | ||
466 | m_linearDeflectionTimescale = 3; | ||
467 | |||
468 | m_angularDeflectionEfficiency = 1; | ||
469 | m_angularDeflectionTimescale = 2; | ||
470 | |||
471 | m_verticalAttractionEfficiency = 0.9f; | ||
472 | m_verticalAttractionTimescale = 2f; | ||
473 | |||
474 | m_bankingEfficiency = 1; | ||
475 | m_bankingMix = 0.7f; | ||
476 | m_bankingTimescale = 2; | ||
477 | |||
478 | m_referenceFrame = Quaternion.Identity; | ||
479 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | ||
480 | | VehicleFlag.HOVER_TERRAIN_ONLY | ||
481 | | VehicleFlag.HOVER_GLOBAL_HEIGHT | ||
482 | | VehicleFlag.HOVER_UP_ONLY | ||
483 | | VehicleFlag.NO_DEFLECTION_UP | ||
484 | | VehicleFlag.LIMIT_MOTOR_UP); | ||
485 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); | ||
486 | break; | ||
487 | case Vehicle.TYPE_BALLOON: | ||
488 | m_linearMotorDirection = Vector3.Zero; | ||
489 | m_linearMotorTimescale = 5; | ||
490 | m_linearFrictionTimescale = new Vector3(5, 5, 5); | ||
491 | m_linearMotorDecayTimescale = 60; | ||
492 | |||
493 | m_angularMotorDirection = Vector3.Zero; | ||
494 | m_angularMotorTimescale = 6; | ||
495 | m_angularFrictionTimescale = new Vector3(10, 10, 10); | ||
496 | m_angularMotorDecayTimescale = 10; | ||
497 | |||
498 | m_VhoverHeight = 5; | ||
499 | m_VhoverEfficiency = 0.8f; | ||
500 | m_VhoverTimescale = 10; | ||
501 | m_VehicleBuoyancy = 1; | ||
502 | |||
503 | m_linearDeflectionEfficiency = 0; | ||
504 | m_linearDeflectionTimescale = 5; | ||
505 | |||
506 | m_angularDeflectionEfficiency = 0; | ||
507 | m_angularDeflectionTimescale = 5; | ||
508 | |||
509 | m_verticalAttractionEfficiency = 1f; | ||
510 | m_verticalAttractionTimescale = 100f; | ||
511 | |||
512 | m_bankingEfficiency = 0; | ||
513 | m_bankingMix = 0.7f; | ||
514 | m_bankingTimescale = 5; | ||
515 | |||
516 | m_referenceFrame = Quaternion.Identity; | ||
517 | |||
518 | m_referenceFrame = Quaternion.Identity; | ||
519 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | ||
520 | | VehicleFlag.HOVER_TERRAIN_ONLY | ||
521 | | VehicleFlag.HOVER_UP_ONLY | ||
522 | | VehicleFlag.NO_DEFLECTION_UP | ||
523 | | VehicleFlag.LIMIT_MOTOR_UP); | ||
524 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | ||
525 | | VehicleFlag.HOVER_GLOBAL_HEIGHT); | ||
526 | break; | ||
527 | } | ||
528 | |||
529 | // Update any physical parameters based on this type. | ||
530 | Refresh(); | ||
531 | |||
532 | m_linearMotor = new BSVMotor("LinearMotor", m_linearMotorTimescale, | ||
533 | m_linearMotorDecayTimescale, m_linearFrictionTimescale, | ||
534 | 1f); | ||
535 | m_linearMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging) | ||
536 | |||
537 | m_angularMotor = new BSVMotor("AngularMotor", m_angularMotorTimescale, | ||
538 | m_angularMotorDecayTimescale, m_angularFrictionTimescale, | ||
539 | 1f); | ||
540 | m_angularMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging) | ||
541 | |||
542 | m_verticalAttractionMotor = new BSVMotor("VerticalAttraction", m_verticalAttractionTimescale, | ||
543 | BSMotor.Infinite, BSMotor.InfiniteVector, | ||
544 | m_verticalAttractionEfficiency); | ||
545 | // Z goes away and we keep X and Y | ||
546 | m_verticalAttractionMotor.FrictionTimescale = new Vector3(BSMotor.Infinite, BSMotor.Infinite, 0.1f); | ||
547 | m_verticalAttractionMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging) | ||
548 | } | ||
549 | |||
550 | // Some of the properties of this prim may have changed. | ||
551 | // Do any updating needed for a vehicle | ||
552 | public void Refresh() | ||
553 | { | ||
554 | if (IsActive) | ||
555 | { | ||
556 | // Remember the mass so we don't have to fetch it every step | ||
557 | m_vehicleMass = Prim.Linkset.LinksetMass; | ||
558 | |||
559 | // Friction affects are handled by this vehicle code | ||
560 | float friction = 0f; | ||
561 | BulletSimAPI.SetFriction2(Prim.PhysBody.ptr, friction); | ||
562 | |||
563 | // Moderate angular movement introduced by Bullet. | ||
564 | // TODO: possibly set AngularFactor and LinearFactor for the type of vehicle. | ||
565 | // Maybe compute linear and angular factor and damping from params. | ||
566 | float angularDamping = BSParam.VehicleAngularDamping; | ||
567 | BulletSimAPI.SetAngularDamping2(Prim.PhysBody.ptr, angularDamping); | ||
568 | |||
569 | // Vehicles report collision events so we know when it's on the ground | ||
570 | BulletSimAPI.AddToCollisionFlags2(Prim.PhysBody.ptr, CollisionFlags.BS_VEHICLE_COLLISIONS); | ||
571 | |||
572 | Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(Prim.PhysShape.ptr, m_vehicleMass); | ||
573 | BulletSimAPI.SetMassProps2(Prim.PhysBody.ptr, m_vehicleMass, localInertia); | ||
574 | BulletSimAPI.UpdateInertiaTensor2(Prim.PhysBody.ptr); | ||
575 | |||
576 | Vector3 grav = PhysicsScene.DefaultGravity * (1f - Prim.Buoyancy); | ||
577 | BulletSimAPI.SetGravity2(Prim.PhysBody.ptr, grav); | ||
578 | |||
579 | VDetailLog("{0},BSDynamics.Refresh,mass={1},frict={2},inert={3},aDamp={4}", | ||
580 | Prim.LocalID, m_vehicleMass, friction, localInertia, angularDamping); | ||
581 | } | ||
582 | else | ||
583 | { | ||
584 | BulletSimAPI.RemoveFromCollisionFlags2(Prim.PhysBody.ptr, CollisionFlags.BS_VEHICLE_COLLISIONS); | ||
585 | } | ||
586 | } | ||
587 | |||
588 | public bool RemoveBodyDependencies(BSPhysObject prim) | ||
589 | { | ||
590 | // If active, we need to add our properties back when the body is rebuilt. | ||
591 | return IsActive; | ||
592 | } | ||
593 | |||
594 | public void RestoreBodyDependencies(BSPhysObject prim) | ||
595 | { | ||
596 | if (Prim.LocalID != prim.LocalID) | ||
597 | { | ||
598 | // The call should be on us by our prim. Error if not. | ||
599 | PhysicsScene.Logger.ErrorFormat("{0} RestoreBodyDependencies: called by not my prim. passedLocalID={1}, vehiclePrimLocalID={2}", | ||
600 | LogHeader, prim.LocalID, Prim.LocalID); | ||
601 | return; | ||
602 | } | ||
603 | Refresh(); | ||
604 | } | ||
605 | |||
606 | #region Known vehicle value functions | ||
607 | // Vehicle physical parameters that we buffer from constant getting and setting. | ||
608 | // The "m_known*" values are unknown until they are fetched and the m_knownHas flag is set. | ||
609 | // Changing is remembered and the parameter is stored back into the physics engine only if updated. | ||
610 | // This does two things: 1) saves continuious calls into unmanaged code, and | ||
611 | // 2) signals when a physics property update must happen back to the simulator | ||
612 | // to update values modified for the vehicle. | ||
613 | private int m_knownChanged; | ||
614 | private int m_knownHas; | ||
615 | private float m_knownTerrainHeight; | ||
616 | private float m_knownWaterLevel; | ||
617 | private Vector3 m_knownPosition; | ||
618 | private Vector3 m_knownVelocity; | ||
619 | private Vector3 m_knownForce; | ||
620 | private Quaternion m_knownOrientation; | ||
621 | private Vector3 m_knownRotationalVelocity; | ||
622 | private Vector3 m_knownRotationalForce; | ||
623 | private Vector3 m_knownForwardVelocity; // vehicle relative forward speed | ||
624 | |||
625 | private const int m_knownChangedPosition = 1 << 0; | ||
626 | private const int m_knownChangedVelocity = 1 << 1; | ||
627 | private const int m_knownChangedForce = 1 << 2; | ||
628 | private const int m_knownChangedOrientation = 1 << 3; | ||
629 | private const int m_knownChangedRotationalVelocity = 1 << 4; | ||
630 | private const int m_knownChangedRotationalForce = 1 << 5; | ||
631 | private const int m_knownChangedTerrainHeight = 1 << 6; | ||
632 | private const int m_knownChangedWaterLevel = 1 << 7; | ||
633 | private const int m_knownChangedForwardVelocity = 1 << 8; | ||
634 | |||
635 | private void ForgetKnownVehicleProperties() | ||
636 | { | ||
637 | m_knownHas = 0; | ||
638 | m_knownChanged = 0; | ||
639 | } | ||
640 | // Push all the changed values back into the physics engine | ||
641 | private void PushKnownChanged() | ||
642 | { | ||
643 | if (m_knownChanged != 0) | ||
644 | { | ||
645 | if ((m_knownChanged & m_knownChangedPosition) != 0) | ||
646 | Prim.ForcePosition = m_knownPosition; | ||
647 | |||
648 | if ((m_knownChanged & m_knownChangedOrientation) != 0) | ||
649 | Prim.ForceOrientation = m_knownOrientation; | ||
650 | |||
651 | if ((m_knownChanged & m_knownChangedVelocity) != 0) | ||
652 | { | ||
653 | Prim.ForceVelocity = m_knownVelocity; | ||
654 | BulletSimAPI.SetInterpolationLinearVelocity2(Prim.PhysBody.ptr, VehicleVelocity); | ||
655 | } | ||
656 | |||
657 | if ((m_knownChanged & m_knownChangedForce) != 0) | ||
658 | Prim.AddForce((Vector3)m_knownForce, false, true); | ||
659 | |||
660 | if ((m_knownChanged & m_knownChangedRotationalVelocity) != 0) | ||
661 | { | ||
662 | Prim.ForceRotationalVelocity = m_knownRotationalVelocity; | ||
663 | // Fake out Bullet by making it think the velocity is the same as last time. | ||
664 | BulletSimAPI.SetInterpolationAngularVelocity2(Prim.PhysBody.ptr, m_knownRotationalVelocity); | ||
665 | } | ||
666 | |||
667 | if ((m_knownChanged & m_knownChangedRotationalForce) != 0) | ||
668 | Prim.AddAngularForce((Vector3)m_knownRotationalForce, false, true); | ||
669 | |||
670 | // If we set one of the values (ie, the physics engine didn't do it) we must force | ||
671 | // an UpdateProperties event to send the changes up to the simulator. | ||
672 | BulletSimAPI.PushUpdate2(Prim.PhysBody.ptr); | ||
673 | } | ||
674 | m_knownChanged = 0; | ||
675 | } | ||
676 | |||
677 | // Since the computation of terrain height can be a little involved, this routine | ||
678 | // is used to fetch the height only once for each vehicle simulation step. | ||
679 | private float GetTerrainHeight(Vector3 pos) | ||
680 | { | ||
681 | if ((m_knownHas & m_knownChangedTerrainHeight) == 0) | ||
682 | { | ||
683 | m_knownTerrainHeight = Prim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos); | ||
684 | m_knownHas |= m_knownChangedTerrainHeight; | ||
685 | } | ||
686 | return m_knownTerrainHeight; | ||
687 | } | ||
688 | |||
689 | // Since the computation of water level can be a little involved, this routine | ||
690 | // is used ot fetch the level only once for each vehicle simulation step. | ||
691 | private float GetWaterLevel(Vector3 pos) | ||
692 | { | ||
693 | if ((m_knownHas & m_knownChangedWaterLevel) == 0) | ||
694 | { | ||
695 | m_knownWaterLevel = Prim.PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(pos); | ||
696 | m_knownHas |= m_knownChangedWaterLevel; | ||
697 | } | ||
698 | return (float)m_knownWaterLevel; | ||
699 | } | ||
700 | |||
701 | private Vector3 VehiclePosition | ||
702 | { | ||
703 | get | ||
704 | { | ||
705 | if ((m_knownHas & m_knownChangedPosition) == 0) | ||
706 | { | ||
707 | m_knownPosition = Prim.ForcePosition; | ||
708 | m_knownHas |= m_knownChangedPosition; | ||
709 | } | ||
710 | return m_knownPosition; | ||
711 | } | ||
712 | set | ||
713 | { | ||
714 | m_knownPosition = value; | ||
715 | m_knownChanged |= m_knownChangedPosition; | ||
716 | m_knownHas |= m_knownChangedPosition; | ||
717 | } | ||
718 | } | ||
719 | |||
720 | private Quaternion VehicleOrientation | ||
721 | { | ||
722 | get | ||
723 | { | ||
724 | if ((m_knownHas & m_knownChangedOrientation) == 0) | ||
725 | { | ||
726 | m_knownOrientation = Prim.ForceOrientation; | ||
727 | m_knownHas |= m_knownChangedOrientation; | ||
728 | } | ||
729 | return m_knownOrientation; | ||
730 | } | ||
731 | set | ||
732 | { | ||
733 | m_knownOrientation = value; | ||
734 | m_knownChanged |= m_knownChangedOrientation; | ||
735 | m_knownHas |= m_knownChangedOrientation; | ||
736 | } | ||
737 | } | ||
738 | |||
739 | private Vector3 VehicleVelocity | ||
740 | { | ||
741 | get | ||
742 | { | ||
743 | if ((m_knownHas & m_knownChangedVelocity) == 0) | ||
744 | { | ||
745 | m_knownVelocity = Prim.ForceVelocity; | ||
746 | m_knownHas |= m_knownChangedVelocity; | ||
747 | } | ||
748 | return (Vector3)m_knownVelocity; | ||
749 | } | ||
750 | set | ||
751 | { | ||
752 | m_knownVelocity = value; | ||
753 | m_knownChanged |= m_knownChangedVelocity; | ||
754 | m_knownHas |= m_knownChangedVelocity; | ||
755 | } | ||
756 | } | ||
757 | |||
758 | private void VehicleAddForce(Vector3 aForce) | ||
759 | { | ||
760 | if ((m_knownHas & m_knownChangedForce) == 0) | ||
761 | { | ||
762 | m_knownForce = Vector3.Zero; | ||
763 | } | ||
764 | m_knownForce += aForce; | ||
765 | m_knownChanged |= m_knownChangedForce; | ||
766 | m_knownHas |= m_knownChangedForce; | ||
767 | } | ||
768 | |||
769 | private Vector3 VehicleRotationalVelocity | ||
770 | { | ||
771 | get | ||
772 | { | ||
773 | if ((m_knownHas & m_knownChangedRotationalVelocity) == 0) | ||
774 | { | ||
775 | m_knownRotationalVelocity = Prim.ForceRotationalVelocity; | ||
776 | m_knownHas |= m_knownChangedRotationalVelocity; | ||
777 | } | ||
778 | return (Vector3)m_knownRotationalVelocity; | ||
779 | } | ||
780 | set | ||
781 | { | ||
782 | m_knownRotationalVelocity = value; | ||
783 | m_knownChanged |= m_knownChangedRotationalVelocity; | ||
784 | m_knownHas |= m_knownChangedRotationalVelocity; | ||
785 | } | ||
786 | } | ||
787 | private void VehicleAddAngularForce(Vector3 aForce) | ||
788 | { | ||
789 | if ((m_knownHas & m_knownChangedRotationalForce) == 0) | ||
790 | { | ||
791 | m_knownRotationalForce = Vector3.Zero; | ||
792 | } | ||
793 | m_knownRotationalForce += aForce; | ||
794 | m_knownChanged |= m_knownChangedRotationalForce; | ||
795 | m_knownHas |= m_knownChangedRotationalForce; | ||
796 | } | ||
797 | // Vehicle relative forward velocity | ||
798 | private Vector3 VehicleForwardVelocity | ||
799 | { | ||
800 | get | ||
801 | { | ||
802 | if ((m_knownHas & m_knownChangedForwardVelocity) == 0) | ||
803 | { | ||
804 | m_knownForwardVelocity = VehicleVelocity * Quaternion.Inverse(Quaternion.Normalize(VehicleOrientation)); | ||
805 | m_knownHas |= m_knownChangedForwardVelocity; | ||
806 | } | ||
807 | return m_knownForwardVelocity; | ||
808 | } | ||
809 | } | ||
810 | private float VehicleForwardSpeed | ||
811 | { | ||
812 | get | ||
813 | { | ||
814 | return VehicleForwardVelocity.X; | ||
815 | } | ||
816 | } | ||
817 | |||
818 | #endregion // Known vehicle value functions | ||
819 | |||
820 | // One step of the vehicle properties for the next 'pTimestep' seconds. | ||
821 | internal void Step(float pTimestep) | ||
822 | { | ||
823 | if (!IsActive) return; | ||
824 | |||
825 | ForgetKnownVehicleProperties(); | ||
826 | |||
827 | MoveLinear(pTimestep); | ||
828 | MoveAngular(pTimestep); | ||
829 | |||
830 | LimitRotation(pTimestep); | ||
831 | |||
832 | // remember the position so next step we can limit absolute movement effects | ||
833 | m_lastPositionVector = VehiclePosition; | ||
834 | |||
835 | // If we forced the changing of some vehicle parameters, update the values and | ||
836 | // for the physics engine to note the changes so an UpdateProperties event will happen. | ||
837 | PushKnownChanged(); | ||
838 | |||
839 | VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", | ||
840 | Prim.LocalID, VehiclePosition, Prim.Force, VehicleVelocity, VehicleRotationalVelocity); | ||
841 | } | ||
842 | |||
843 | // Apply the effect of the linear motor and other linear motions (like hover and float). | ||
844 | private void MoveLinear(float pTimestep) | ||
845 | { | ||
846 | Vector3 linearMotorContribution = m_linearMotor.Step(pTimestep); | ||
847 | |||
848 | // The movement computed in the linear motor is relative to the vehicle | ||
849 | // coordinates. Rotate the movement to world coordinates. | ||
850 | linearMotorContribution *= VehicleOrientation; | ||
851 | |||
852 | // ================================================================== | ||
853 | // Buoyancy: force to overcome gravity. | ||
854 | // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; | ||
855 | // So, if zero, don't change anything (let gravity happen). If one, negate the effect of gravity. | ||
856 | Vector3 buoyancyContribution = Prim.PhysicsScene.DefaultGravity * m_VehicleBuoyancy; | ||
857 | |||
858 | Vector3 terrainHeightContribution = ComputeLinearTerrainHeightCorrection(pTimestep); | ||
859 | |||
860 | Vector3 hoverContribution = ComputeLinearHover(pTimestep); | ||
861 | |||
862 | ComputeLinearBlockingEndPoint(pTimestep); | ||
863 | |||
864 | Vector3 limitMotorUpContribution = ComputeLinearMotorUp(pTimestep); | ||
865 | |||
866 | // ================================================================== | ||
867 | Vector3 newVelocity = linearMotorContribution | ||
868 | + terrainHeightContribution | ||
869 | + hoverContribution | ||
870 | + limitMotorUpContribution; | ||
871 | |||
872 | Vector3 newForce = buoyancyContribution; | ||
873 | |||
874 | // If not changing some axis, reduce out velocity | ||
875 | if ((m_flags & (VehicleFlag.NO_X)) != 0) | ||
876 | newVelocity.X = 0; | ||
877 | if ((m_flags & (VehicleFlag.NO_Y)) != 0) | ||
878 | newVelocity.Y = 0; | ||
879 | if ((m_flags & (VehicleFlag.NO_Z)) != 0) | ||
880 | newVelocity.Z = 0; | ||
881 | |||
882 | // ================================================================== | ||
883 | // Clamp high or low velocities | ||
884 | float newVelocityLengthSq = newVelocity.LengthSquared(); | ||
885 | if (newVelocityLengthSq > 1000f) | ||
886 | { | ||
887 | newVelocity /= newVelocity.Length(); | ||
888 | newVelocity *= 1000f; | ||
889 | } | ||
890 | else if (newVelocityLengthSq < 0.001f) | ||
891 | newVelocity = Vector3.Zero; | ||
892 | |||
893 | // ================================================================== | ||
894 | // Stuff new linear velocity into the vehicle. | ||
895 | // Since the velocity is just being set, it is not scaled by pTimeStep. Bullet will do that for us. | ||
896 | VehicleVelocity = newVelocity; | ||
897 | |||
898 | // Other linear forces are applied as forces. | ||
899 | Vector3 totalDownForce = newForce * m_vehicleMass; | ||
900 | if (!totalDownForce.ApproxEquals(Vector3.Zero, 0.01f)) | ||
901 | { | ||
902 | VehicleAddForce(totalDownForce); | ||
903 | } | ||
904 | |||
905 | VDetailLog("{0}, MoveLinear,done,newVel={1},totDown={2},IsColliding={3}", | ||
906 | Prim.LocalID, newVelocity, totalDownForce, Prim.IsColliding); | ||
907 | VDetailLog("{0}, MoveLinear,done,linContrib={1},terrContrib={2},hoverContrib={3},limitContrib={4},buoyContrib={5}", | ||
908 | Prim.LocalID, | ||
909 | linearMotorContribution, terrainHeightContribution, hoverContribution, | ||
910 | limitMotorUpContribution, buoyancyContribution | ||
911 | ); | ||
912 | |||
913 | } // end MoveLinear() | ||
914 | |||
915 | public Vector3 ComputeLinearTerrainHeightCorrection(float pTimestep) | ||
916 | { | ||
917 | Vector3 ret = Vector3.Zero; | ||
918 | // If below the terrain, move us above the ground a little. | ||
919 | // TODO: Consider taking the rotated size of the object or possibly casting a ray. | ||
920 | if (VehiclePosition.Z < GetTerrainHeight(VehiclePosition)) | ||
921 | { | ||
922 | // TODO: correct position by applying force rather than forcing position. | ||
923 | Vector3 newPosition = VehiclePosition; | ||
924 | newPosition.Z = GetTerrainHeight(VehiclePosition) + 1f; | ||
925 | VehiclePosition = newPosition; | ||
926 | VDetailLog("{0}, MoveLinear,terrainHeight,terrainHeight={1},pos={2}", | ||
927 | Prim.LocalID, GetTerrainHeight(VehiclePosition), VehiclePosition); | ||
928 | } | ||
929 | return ret; | ||
930 | } | ||
931 | |||
932 | public Vector3 ComputeLinearHover(float pTimestep) | ||
933 | { | ||
934 | Vector3 ret = Vector3.Zero; | ||
935 | |||
936 | // m_VhoverEfficiency: 0=bouncy, 1=totally damped | ||
937 | // m_VhoverTimescale: time to achieve height | ||
938 | if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0) | ||
939 | { | ||
940 | // We should hover, get the target height | ||
941 | if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0) | ||
942 | { | ||
943 | m_VhoverTargetHeight = GetWaterLevel(VehiclePosition) + m_VhoverHeight; | ||
944 | } | ||
945 | if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0) | ||
946 | { | ||
947 | m_VhoverTargetHeight = GetTerrainHeight(VehiclePosition) + m_VhoverHeight; | ||
948 | } | ||
949 | if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0) | ||
950 | { | ||
951 | m_VhoverTargetHeight = m_VhoverHeight; | ||
952 | } | ||
953 | |||
954 | if ((m_flags & VehicleFlag.HOVER_UP_ONLY) != 0) | ||
955 | { | ||
956 | // If body is already heigher, use its height as target height | ||
957 | if (VehiclePosition.Z > m_VhoverTargetHeight) | ||
958 | m_VhoverTargetHeight = VehiclePosition.Z; | ||
959 | } | ||
960 | |||
961 | if ((m_flags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0) | ||
962 | { | ||
963 | if (Math.Abs(VehiclePosition.Z - m_VhoverTargetHeight) > 0.2f) | ||
964 | { | ||
965 | Vector3 pos = VehiclePosition; | ||
966 | pos.Z = m_VhoverTargetHeight; | ||
967 | VehiclePosition = pos; | ||
968 | } | ||
969 | } | ||
970 | else | ||
971 | { | ||
972 | // Error is positive if below the target and negative if above. | ||
973 | float verticalError = m_VhoverTargetHeight - VehiclePosition.Z; | ||
974 | float verticalCorrectionVelocity = verticalError / m_VhoverTimescale; | ||
975 | |||
976 | // TODO: implement m_VhoverEfficiency correctly | ||
977 | if (Math.Abs(verticalError) > m_VhoverEfficiency) | ||
978 | { | ||
979 | ret = new Vector3(0f, 0f, verticalCorrectionVelocity); | ||
980 | } | ||
981 | } | ||
982 | |||
983 | VDetailLog("{0}, MoveLinear,hover,pos={1},ret={2},hoverTS={3},height={4},target={5}", | ||
984 | Prim.LocalID, VehiclePosition, ret, m_VhoverTimescale, m_VhoverHeight, m_VhoverTargetHeight); | ||
985 | } | ||
986 | |||
987 | return ret; | ||
988 | } | ||
989 | |||
990 | public bool ComputeLinearBlockingEndPoint(float pTimestep) | ||
991 | { | ||
992 | bool changed = false; | ||
993 | |||
994 | Vector3 pos = VehiclePosition; | ||
995 | Vector3 posChange = pos - m_lastPositionVector; | ||
996 | if (m_BlockingEndPoint != Vector3.Zero) | ||
997 | { | ||
998 | if (pos.X >= (m_BlockingEndPoint.X - (float)1)) | ||
999 | { | ||
1000 | pos.X -= posChange.X + 1; | ||
1001 | changed = true; | ||
1002 | } | ||
1003 | if (pos.Y >= (m_BlockingEndPoint.Y - (float)1)) | ||
1004 | { | ||
1005 | pos.Y -= posChange.Y + 1; | ||
1006 | changed = true; | ||
1007 | } | ||
1008 | if (pos.Z >= (m_BlockingEndPoint.Z - (float)1)) | ||
1009 | { | ||
1010 | pos.Z -= posChange.Z + 1; | ||
1011 | changed = true; | ||
1012 | } | ||
1013 | if (pos.X <= 0) | ||
1014 | { | ||
1015 | pos.X += posChange.X + 1; | ||
1016 | changed = true; | ||
1017 | } | ||
1018 | if (pos.Y <= 0) | ||
1019 | { | ||
1020 | pos.Y += posChange.Y + 1; | ||
1021 | changed = true; | ||
1022 | } | ||
1023 | if (changed) | ||
1024 | { | ||
1025 | VehiclePosition = pos; | ||
1026 | VDetailLog("{0}, MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}", | ||
1027 | Prim.LocalID, m_BlockingEndPoint, posChange, pos); | ||
1028 | } | ||
1029 | } | ||
1030 | return changed; | ||
1031 | } | ||
1032 | |||
1033 | // From http://wiki.secondlife.com/wiki/LlSetVehicleFlags : | ||
1034 | // Prevent ground vehicles from motoring into the sky. This flag has a subtle effect when | ||
1035 | // used with conjunction with banking: the strength of the banking will decay when the | ||
1036 | // vehicle no longer experiences collisions. The decay timescale is the same as | ||
1037 | // VEHICLE_BANKING_TIMESCALE. This is to help prevent ground vehicles from steering | ||
1038 | // when they are in mid jump. | ||
1039 | // TODO: this code is wrong. Also, what should it do for boats (height from water)? | ||
1040 | // This is just using the ground and a general collision check. Should really be using | ||
1041 | // a downward raycast to find what is below. | ||
1042 | public Vector3 ComputeLinearMotorUp(float pTimestep) | ||
1043 | { | ||
1044 | Vector3 ret = Vector3.Zero; | ||
1045 | float distanceAboveGround = 0f; | ||
1046 | |||
1047 | if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0) | ||
1048 | { | ||
1049 | float targetHeight = Type == Vehicle.TYPE_BOAT ? GetWaterLevel(VehiclePosition) : GetTerrainHeight(VehiclePosition); | ||
1050 | distanceAboveGround = VehiclePosition.Z - targetHeight; | ||
1051 | // Not colliding if the vehicle is off the ground | ||
1052 | if (!Prim.IsColliding) | ||
1053 | { | ||
1054 | // downForce = new Vector3(0, 0, -distanceAboveGround / m_bankingTimescale); | ||
1055 | ret = new Vector3(0, 0, -distanceAboveGround); | ||
1056 | } | ||
1057 | // TODO: this calculation is wrong. From the description at | ||
1058 | // (http://wiki.secondlife.com/wiki/Category:LSL_Vehicle), the downForce | ||
1059 | // has a decay factor. This says this force should | ||
1060 | // be computed with a motor. | ||
1061 | // TODO: add interaction with banking. | ||
1062 | } | ||
1063 | VDetailLog("{0}, MoveLinear,limitMotorUp,distAbove={1},colliding={2},ret={3}", | ||
1064 | Prim.LocalID, distanceAboveGround, Prim.IsColliding, ret); | ||
1065 | return ret; | ||
1066 | } | ||
1067 | |||
1068 | // ======================================================================= | ||
1069 | // ======================================================================= | ||
1070 | // Apply the effect of the angular motor. | ||
1071 | // The 'contribution' is how much angular correction velocity each function wants. | ||
1072 | // All the contributions are added together and the resulting velocity is | ||
1073 | // set directly on the vehicle. | ||
1074 | private void MoveAngular(float pTimestep) | ||
1075 | { | ||
1076 | // The user wants this many radians per second angular change? | ||
1077 | Vector3 angularMotorContribution = m_angularMotor.Step(pTimestep); | ||
1078 | |||
1079 | // ================================================================== | ||
1080 | // From http://wiki.secondlife.com/wiki/LlSetVehicleFlags : | ||
1081 | // This flag prevents linear deflection parallel to world z-axis. This is useful | ||
1082 | // for preventing ground vehicles with large linear deflection, like bumper cars, | ||
1083 | // from climbing their linear deflection into the sky. | ||
1084 | // That is, NO_DEFLECTION_UP says angular motion should not add any pitch or roll movement | ||
1085 | if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0) | ||
1086 | { | ||
1087 | angularMotorContribution.X = 0f; | ||
1088 | angularMotorContribution.Y = 0f; | ||
1089 | VDetailLog("{0}, MoveAngular,noDeflectionUp,angularMotorContrib={1}", Prim.LocalID, angularMotorContribution); | ||
1090 | } | ||
1091 | |||
1092 | Vector3 verticalAttractionContribution = ComputeAngularVerticalAttraction(); | ||
1093 | |||
1094 | Vector3 deflectionContribution = ComputeAngularDeflection(); | ||
1095 | |||
1096 | Vector3 bankingContribution = ComputeAngularBanking(); | ||
1097 | |||
1098 | // ================================================================== | ||
1099 | m_lastVertAttractor = verticalAttractionContribution; | ||
1100 | |||
1101 | m_lastAngularVelocity = angularMotorContribution | ||
1102 | + verticalAttractionContribution | ||
1103 | + deflectionContribution | ||
1104 | + bankingContribution; | ||
1105 | |||
1106 | // ================================================================== | ||
1107 | // Apply the correction velocity. | ||
1108 | // TODO: Should this be applied as an angular force (torque)? | ||
1109 | if (!m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f)) | ||
1110 | { | ||
1111 | VehicleRotationalVelocity = m_lastAngularVelocity; | ||
1112 | |||
1113 | VDetailLog("{0}, MoveAngular,done,nonZero,angMotorContrib={1},vertAttrContrib={2},bankContrib={3},deflectContrib={4},totalContrib={5}", | ||
1114 | Prim.LocalID, | ||
1115 | angularMotorContribution, verticalAttractionContribution, | ||
1116 | bankingContribution, deflectionContribution, | ||
1117 | m_lastAngularVelocity | ||
1118 | ); | ||
1119 | } | ||
1120 | else | ||
1121 | { | ||
1122 | // The vehicle is not adding anything angular wise. | ||
1123 | VehicleRotationalVelocity = Vector3.Zero; | ||
1124 | VDetailLog("{0}, MoveAngular,done,zero", Prim.LocalID); | ||
1125 | } | ||
1126 | |||
1127 | // ================================================================== | ||
1128 | //Offset section | ||
1129 | if (m_linearMotorOffset != Vector3.Zero) | ||
1130 | { | ||
1131 | //Offset of linear velocity doesn't change the linear velocity, | ||
1132 | // but causes a torque to be applied, for example... | ||
1133 | // | ||
1134 | // IIIII >>> IIIII | ||
1135 | // IIIII >>> IIIII | ||
1136 | // IIIII >>> IIIII | ||
1137 | // ^ | ||
1138 | // | Applying a force at the arrow will cause the object to move forward, but also rotate | ||
1139 | // | ||
1140 | // | ||
1141 | // The torque created is the linear velocity crossed with the offset | ||
1142 | |||
1143 | // TODO: this computation should be in the linear section | ||
1144 | // because that is where we know the impulse being applied. | ||
1145 | Vector3 torqueFromOffset = Vector3.Zero; | ||
1146 | // torqueFromOffset = Vector3.Cross(m_linearMotorOffset, appliedImpulse); | ||
1147 | if (float.IsNaN(torqueFromOffset.X)) | ||
1148 | torqueFromOffset.X = 0; | ||
1149 | if (float.IsNaN(torqueFromOffset.Y)) | ||
1150 | torqueFromOffset.Y = 0; | ||
1151 | if (float.IsNaN(torqueFromOffset.Z)) | ||
1152 | torqueFromOffset.Z = 0; | ||
1153 | |||
1154 | VehicleAddAngularForce(torqueFromOffset * m_vehicleMass); | ||
1155 | VDetailLog("{0}, BSDynamic.MoveAngular,motorOffset,applyTorqueImpulse={1}", Prim.LocalID, torqueFromOffset); | ||
1156 | } | ||
1157 | |||
1158 | } | ||
1159 | // From http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial: | ||
1160 | // Some vehicles, like boats, should always keep their up-side up. This can be done by | ||
1161 | // enabling the "vertical attractor" behavior that springs the vehicle's local z-axis to | ||
1162 | // the world z-axis (a.k.a. "up"). To take advantage of this feature you would set the | ||
1163 | // VEHICLE_VERTICAL_ATTRACTION_TIMESCALE to control the period of the spring frequency, | ||
1164 | // and then set the VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY to control the damping. An | ||
1165 | // efficiency of 0.0 will cause the spring to wobble around its equilibrium, while an | ||
1166 | // efficiency of 1.0 will cause the spring to reach its equilibrium with exponential decay. | ||
1167 | public Vector3 ComputeAngularVerticalAttraction() | ||
1168 | { | ||
1169 | Vector3 ret = Vector3.Zero; | ||
1170 | |||
1171 | // If vertical attaction timescale is reasonable | ||
1172 | if (m_verticalAttractionTimescale < m_verticalAttractionCutoff) | ||
1173 | { | ||
1174 | // Take a vector pointing up and convert it from world to vehicle relative coords. | ||
1175 | Vector3 verticalError = Vector3.UnitZ * VehicleOrientation; | ||
1176 | |||
1177 | // If vertical attraction correction is needed, the vector that was pointing up (UnitZ) | ||
1178 | // is now: | ||
1179 | // leaning to one side: rotated around the X axis with the Y value going | ||
1180 | // from zero (nearly straight up) to one (completely to the side)) or | ||
1181 | // leaning front-to-back: rotated around the Y axis with the value of X being between | ||
1182 | // zero and one. | ||
1183 | // The value of Z is how far the rotation is off with 1 meaning none and 0 being 90 degrees. | ||
1184 | |||
1185 | // Y error means needed rotation around X axis and visa versa. | ||
1186 | // Since the error goes from zero to one, the asin is the corresponding angle. | ||
1187 | ret.X = (float)Math.Asin(verticalError.Y); | ||
1188 | // (Tilt forward (positive X) needs to tilt back (rotate negative) around Y axis.) | ||
1189 | ret.Y = -(float)Math.Asin(verticalError.X); | ||
1190 | |||
1191 | // If verticalError.Z is negative, the vehicle is upside down. Add additional push. | ||
1192 | if (verticalError.Z < 0f) | ||
1193 | { | ||
1194 | ret.X += PIOverFour; | ||
1195 | ret.Y += PIOverFour; | ||
1196 | } | ||
1197 | |||
1198 | // 'ret' is now the necessary velocity to correct tilt in one second. | ||
1199 | // Correction happens over a number of seconds. | ||
1200 | Vector3 unscaledContrib = ret; | ||
1201 | ret /= m_verticalAttractionTimescale; | ||
1202 | |||
1203 | VDetailLog("{0}, MoveAngular,verticalAttraction,,verticalError={1},unscaled={2},eff={3},ts={4},vertAttr={5}", | ||
1204 | Prim.LocalID, verticalError, unscaledContrib, m_verticalAttractionEfficiency, m_verticalAttractionTimescale, ret); | ||
1205 | } | ||
1206 | return ret; | ||
1207 | } | ||
1208 | |||
1209 | // Return the angular correction to correct the direction the vehicle is pointing to be | ||
1210 | // the direction is should want to be pointing. | ||
1211 | // The vehicle is moving in some direction and correct its orientation to it is pointing | ||
1212 | // in that direction. | ||
1213 | // TODO: implement reference frame. | ||
1214 | public Vector3 ComputeAngularDeflection() | ||
1215 | { | ||
1216 | Vector3 ret = Vector3.Zero; | ||
1217 | return ret; // DEBUG DEBUG DEBUG | ||
1218 | // Disable angular deflection for the moment. | ||
1219 | // Since angularMotorUp and angularDeflection are computed independently, they will calculate | ||
1220 | // approximately the same X or Y correction. When added together (when contributions are combined) | ||
1221 | // this creates an over-correction and then wabbling as the target is overshot. | ||
1222 | // TODO: rethink how the different correction computations inter-relate. | ||
1223 | |||
1224 | if (m_angularDeflectionEfficiency != 0) | ||
1225 | { | ||
1226 | // The direction the vehicle is moving | ||
1227 | Vector3 movingDirection = VehicleVelocity; | ||
1228 | movingDirection.Normalize(); | ||
1229 | |||
1230 | // The direction the vehicle is pointing | ||
1231 | Vector3 pointingDirection = Vector3.UnitX * VehicleOrientation; | ||
1232 | pointingDirection.Normalize(); | ||
1233 | |||
1234 | // The difference between what is and what should be. | ||
1235 | Vector3 deflectionError = movingDirection - pointingDirection; | ||
1236 | |||
1237 | // Don't try to correct very large errors (not our job) | ||
1238 | if (Math.Abs(deflectionError.X) > PIOverFour) deflectionError.X = 0f; | ||
1239 | if (Math.Abs(deflectionError.Y) > PIOverFour) deflectionError.Y = 0f; | ||
1240 | if (Math.Abs(deflectionError.Z) > PIOverFour) deflectionError.Z = 0f; | ||
1241 | |||
1242 | // ret = m_angularDeflectionCorrectionMotor(1f, deflectionError); | ||
1243 | |||
1244 | // Scale the correction by recovery timescale and efficiency | ||
1245 | ret = (-deflectionError) * m_angularDeflectionEfficiency; | ||
1246 | ret /= m_angularDeflectionTimescale; | ||
1247 | |||
1248 | VDetailLog("{0}, MoveAngular,Deflection,movingDir={1},pointingDir={2},deflectError={3},ret={4}", | ||
1249 | Prim.LocalID, movingDirection, pointingDirection, deflectionError, ret); | ||
1250 | VDetailLog("{0}, MoveAngular,Deflection,fwdSpd={1},defEff={2},defTS={3}", | ||
1251 | Prim.LocalID, VehicleForwardSpeed, m_angularDeflectionEfficiency, m_angularDeflectionTimescale); | ||
1252 | } | ||
1253 | return ret; | ||
1254 | } | ||
1255 | |||
1256 | // Return an angular change to rotate the vehicle around the Z axis when the vehicle | ||
1257 | // is tipped around the X axis. | ||
1258 | // From http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial: | ||
1259 | // The vertical attractor feature must be enabled in order for the banking behavior to | ||
1260 | // function. The way banking works is this: a rotation around the vehicle's roll-axis will | ||
1261 | // produce a angular velocity around the yaw-axis, causing the vehicle to turn. The magnitude | ||
1262 | // of the yaw effect will be proportional to the | ||
1263 | // VEHICLE_BANKING_EFFICIENCY, the angle of the roll rotation, and sometimes the vehicle's | ||
1264 | // velocity along its preferred axis of motion. | ||
1265 | // The VEHICLE_BANKING_EFFICIENCY can vary between -1 and +1. When it is positive then any | ||
1266 | // positive rotation (by the right-hand rule) about the roll-axis will effect a | ||
1267 | // (negative) torque around the yaw-axis, making it turn to the right--that is the | ||
1268 | // vehicle will lean into the turn, which is how real airplanes and motorcycle's work. | ||
1269 | // Negating the banking coefficient will make it so that the vehicle leans to the | ||
1270 | // outside of the turn (not very "physical" but might allow interesting vehicles so why not?). | ||
1271 | // The VEHICLE_BANKING_MIX is a fake (i.e. non-physical) parameter that is useful for making | ||
1272 | // banking vehicles do what you want rather than what the laws of physics allow. | ||
1273 | // For example, consider a real motorcycle...it must be moving forward in order for | ||
1274 | // it to turn while banking, however video-game motorcycles are often configured | ||
1275 | // to turn in place when at a dead stop--because they are often easier to control | ||
1276 | // that way using the limited interface of the keyboard or game controller. The | ||
1277 | // VEHICLE_BANKING_MIX enables combinations of both realistic and non-realistic | ||
1278 | // banking by functioning as a slider between a banking that is correspondingly | ||
1279 | // totally static (0.0) and totally dynamic (1.0). By "static" we mean that the | ||
1280 | // banking effect depends only on the vehicle's rotation about its roll-axis compared | ||
1281 | // to "dynamic" where the banking is also proportional to its velocity along its | ||
1282 | // roll-axis. Finding the best value of the "mixture" will probably require trial and error. | ||
1283 | // The time it takes for the banking behavior to defeat a preexisting angular velocity about the | ||
1284 | // world z-axis is determined by the VEHICLE_BANKING_TIMESCALE. So if you want the vehicle to | ||
1285 | // bank quickly then give it a banking timescale of about a second or less, otherwise you can | ||
1286 | // make a sluggish vehicle by giving it a timescale of several seconds. | ||
1287 | public Vector3 ComputeAngularBanking() | ||
1288 | { | ||
1289 | Vector3 ret = Vector3.Zero; | ||
1290 | |||
1291 | if (m_bankingEfficiency != 0 && m_verticalAttractionTimescale < m_verticalAttractionCutoff) | ||
1292 | { | ||
1293 | // This works by rotating a unit vector to the orientation of the vehicle. The | ||
1294 | // roll (tilt) will be Y component of a tilting Z vector (zero for no tilt | ||
1295 | // up to one for full over). | ||
1296 | Vector3 rollComponents = Vector3.UnitZ * VehicleOrientation; | ||
1297 | |||
1298 | // Figure out the yaw value for this much roll. | ||
1299 | float turnComponent = rollComponents.Y * rollComponents.Y * m_bankingEfficiency; | ||
1300 | // Keep the sign | ||
1301 | if (rollComponents.Y < 0f) | ||
1302 | turnComponent = -turnComponent; | ||
1303 | |||
1304 | // TODO: there must be a better computation of the banking force. | ||
1305 | float bankingTurnForce = turnComponent; | ||
1306 | |||
1307 | // actual error = static turn error + dynamic turn error | ||
1308 | float mixedBankingError = bankingTurnForce * (1f - m_bankingMix) + bankingTurnForce * m_bankingMix * VehicleForwardSpeed; | ||
1309 | // TODO: the banking effect should not go to infinity but what to limit it to? | ||
1310 | mixedBankingError = ClampInRange(-20f, mixedBankingError, 20f); | ||
1311 | |||
1312 | // Build the force vector to change rotation from what it is to what it should be | ||
1313 | ret.Z = -mixedBankingError; | ||
1314 | |||
1315 | // Don't do it all at once. | ||
1316 | ret /= m_bankingTimescale; | ||
1317 | |||
1318 | VDetailLog("{0}, MoveAngular,Banking,rollComp={1},speed={2},turnComp={3},bankErr={4},mixedBankErr={5},ret={6}", | ||
1319 | Prim.LocalID, rollComponents, VehicleForwardSpeed, turnComponent, bankingTurnForce, mixedBankingError, ret); | ||
1320 | } | ||
1321 | return ret; | ||
1322 | } | ||
1323 | |||
1324 | // This is from previous instantiations of XXXDynamics.cs. | ||
1325 | // Applies roll reference frame. | ||
1326 | // TODO: is this the right way to separate the code to do this operation? | ||
1327 | // Should this be in MoveAngular()? | ||
1328 | internal void LimitRotation(float timestep) | ||
1329 | { | ||
1330 | Quaternion rotq = VehicleOrientation; | ||
1331 | Quaternion m_rot = rotq; | ||
1332 | if (m_RollreferenceFrame != Quaternion.Identity) | ||
1333 | { | ||
1334 | if (rotq.X >= m_RollreferenceFrame.X) | ||
1335 | { | ||
1336 | m_rot.X = rotq.X - (m_RollreferenceFrame.X / 2); | ||
1337 | } | ||
1338 | if (rotq.Y >= m_RollreferenceFrame.Y) | ||
1339 | { | ||
1340 | m_rot.Y = rotq.Y - (m_RollreferenceFrame.Y / 2); | ||
1341 | } | ||
1342 | if (rotq.X <= -m_RollreferenceFrame.X) | ||
1343 | { | ||
1344 | m_rot.X = rotq.X + (m_RollreferenceFrame.X / 2); | ||
1345 | } | ||
1346 | if (rotq.Y <= -m_RollreferenceFrame.Y) | ||
1347 | { | ||
1348 | m_rot.Y = rotq.Y + (m_RollreferenceFrame.Y / 2); | ||
1349 | } | ||
1350 | } | ||
1351 | if ((m_flags & VehicleFlag.LOCK_ROTATION) != 0) | ||
1352 | { | ||
1353 | m_rot.X = 0; | ||
1354 | m_rot.Y = 0; | ||
1355 | } | ||
1356 | if (rotq != m_rot) | ||
1357 | { | ||
1358 | VehicleOrientation = m_rot; | ||
1359 | VDetailLog("{0}, LimitRotation,done,orig={1},new={2}", Prim.LocalID, rotq, m_rot); | ||
1360 | } | ||
1361 | |||
1362 | } | ||
1363 | |||
1364 | private float ClampInRange(float low, float val, float high) | ||
1365 | { | ||
1366 | return Math.Max(low, Math.Min(val, high)); | ||
1367 | // return Utils.Clamp(val, low, high); | ||
1368 | } | ||
1369 | |||
1370 | // Invoke the detailed logger and output something if it's enabled. | ||
1371 | private void VDetailLog(string msg, params Object[] args) | ||
1372 | { | ||
1373 | if (Prim.PhysicsScene.VehicleLoggingEnabled) | ||
1374 | Prim.PhysicsScene.DetailLog(msg, args); | ||
1375 | } | ||
1376 | } | ||
1377 | } | ||