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-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs137
1 files changed, 75 insertions, 62 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index 61006f0..65b38d6 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -54,18 +54,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
54{ 54{
55 public class BSDynamics 55 public class BSDynamics
56 { 56 {
57 private int frcount = 0; // Used to limit dynamics debug output to 57 private BSScene PhysicsScene { get; set; }
58 // every 100th frame 58 // the prim this dynamic controller belongs to
59 59 private BSPrim Prim { get; set; }
60 private BSScene m_physicsScene;
61 private BSPrim m_prim; // the prim this dynamic controller belongs to
62 60
63 // Vehicle properties 61 // Vehicle properties
64 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind 62 public Vehicle Type { get; set; }
65 public Vehicle Type 63
66 {
67 get { return m_type; }
68 }
69 // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier 64 // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
70 private VehicleFlag m_flags = (VehicleFlag) 0; // Boolean settings: 65 private VehicleFlag m_flags = (VehicleFlag) 0; // Boolean settings:
71 // HOVER_TERRAIN_ONLY 66 // HOVER_TERRAIN_ONLY
@@ -126,14 +121,20 @@ namespace OpenSim.Region.Physics.BulletSPlugin
126 121
127 public BSDynamics(BSScene myScene, BSPrim myPrim) 122 public BSDynamics(BSScene myScene, BSPrim myPrim)
128 { 123 {
129 m_physicsScene = myScene; 124 PhysicsScene = myScene;
130 m_prim = myPrim; 125 Prim = myPrim;
131 m_type = Vehicle.TYPE_NONE; 126 Type = Vehicle.TYPE_NONE;
127 }
128
129 // Return 'true' if this vehicle is doing vehicle things
130 public bool IsActive
131 {
132 get { return Type != Vehicle.TYPE_NONE; }
132 } 133 }
133 134
134 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue) 135 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
135 { 136 {
136 VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); 137 VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue);
137 switch (pParam) 138 switch (pParam)
138 { 139 {
139 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: 140 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
@@ -232,7 +233,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
232 233
233 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue) 234 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
234 { 235 {
235 VDetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); 236 VDetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue);
236 switch (pParam) 237 switch (pParam)
237 { 238 {
238 case Vehicle.ANGULAR_FRICTION_TIMESCALE: 239 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
@@ -267,7 +268,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
267 268
268 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue) 269 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
269 { 270 {
270 VDetailLog("{0},ProcessRotationalVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); 271 VDetailLog("{0},ProcessRotationalVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue);
271 switch (pParam) 272 switch (pParam)
272 { 273 {
273 case Vehicle.REFERENCE_FRAME: 274 case Vehicle.REFERENCE_FRAME:
@@ -281,7 +282,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
281 282
282 internal void ProcessVehicleFlags(int pParam, bool remove) 283 internal void ProcessVehicleFlags(int pParam, bool remove)
283 { 284 {
284 VDetailLog("{0},ProcessVehicleFlags,param={1},remove={2}", m_prim.LocalID, pParam, remove); 285 VDetailLog("{0},ProcessVehicleFlags,param={1},remove={2}", Prim.LocalID, pParam, remove);
285 VehicleFlag parm = (VehicleFlag)pParam; 286 VehicleFlag parm = (VehicleFlag)pParam;
286 if (remove) 287 if (remove)
287 { 288 {
@@ -301,9 +302,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin
301 302
302 internal void ProcessTypeChange(Vehicle pType) 303 internal void ProcessTypeChange(Vehicle pType)
303 { 304 {
304 VDetailLog("{0},ProcessTypeChange,type={1}", m_prim.LocalID, pType); 305 VDetailLog("{0},ProcessTypeChange,type={1}", Prim.LocalID, pType);
305 // Set Defaults For Type 306 // Set Defaults For Type
306 m_type = pType; 307 Type = pType;
307 switch (pType) 308 switch (pType)
308 { 309 {
309 case Vehicle.TYPE_NONE: 310 case Vehicle.TYPE_NONE:
@@ -465,26 +466,37 @@ namespace OpenSim.Region.Physics.BulletSPlugin
465 } 466 }
466 }//end SetDefaultsForType 467 }//end SetDefaultsForType
467 468
469 // Some of the properties of this prim may have changed.
470 // Do any updating needed for a vehicle
471 public void Refresh()
472 {
473 if (Type == Vehicle.TYPE_NONE) return;
474
475 // Set the prim's inertia to zero. The vehicle code handles that and this
476 // removes the torque action introduced by Bullet.
477 Vector3 inertia = Vector3.Zero;
478 BulletSimAPI.SetMassProps2(Prim.BSBody.ptr, Prim.MassRaw, inertia);
479 BulletSimAPI.UpdateInertiaTensor2(Prim.BSBody.ptr);
480 }
481
468 // One step of the vehicle properties for the next 'pTimestep' seconds. 482 // One step of the vehicle properties for the next 'pTimestep' seconds.
469 internal void Step(float pTimestep) 483 internal void Step(float pTimestep)
470 { 484 {
471 if (m_type == Vehicle.TYPE_NONE) return; 485 if (!IsActive) return;
472
473 frcount++; // used to limit debug comment output
474 if (frcount > 100)
475 frcount = 0;
476 486
477 MoveLinear(pTimestep); 487 MoveLinear(pTimestep);
478 MoveAngular(pTimestep); 488 MoveAngular(pTimestep);
479 LimitRotation(pTimestep); 489 LimitRotation(pTimestep);
480 490
481 // remember the position so next step we can limit absolute movement effects 491 // remember the position so next step we can limit absolute movement effects
482 m_lastPositionVector = m_prim.Position; 492 m_lastPositionVector = Prim.Position;
483 493
484 VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", 494 VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}",
485 m_prim.LocalID, m_prim.Position, m_prim.Force, m_prim.Velocity, m_prim.RotationalVelocity); 495 Prim.LocalID, Prim.Position, Prim.Force, Prim.Velocity, Prim.RotationalVelocity);
486 }// end Step 496 }// end Step
487 497
498 // Apply the effect of the linear motor.
499 // Also does hover and float.
488 private void MoveLinear(float pTimestep) 500 private void MoveLinear(float pTimestep)
489 { 501 {
490 // m_linearMotorDirection is the direction we are moving relative to the vehicle coordinates 502 // m_linearMotorDirection is the direction we are moving relative to the vehicle coordinates
@@ -499,8 +511,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
499 Vector3 addAmount = (m_linearMotorDirection - m_lastLinearVelocityVector)/(m_linearMotorTimescale / pTimestep); 511 Vector3 addAmount = (m_linearMotorDirection - m_lastLinearVelocityVector)/(m_linearMotorTimescale / pTimestep);
500 // lastLinearVelocityVector is the current body velocity vector 512 // lastLinearVelocityVector is the current body velocity vector
501 // RA: Not sure what the *10 is for. A correction for pTimestep? 513 // RA: Not sure what the *10 is for. A correction for pTimestep?
502 // m_lastLinearVelocityVector += (addAmount*10); 514 // m_lastLinearVelocityVector += (addAmount*10);
503 m_lastLinearVelocityVector += addAmount; 515 m_lastLinearVelocityVector += addAmount;
504 516
505 // Limit the velocity vector to less than the last set linear motor direction 517 // Limit the velocity vector to less than the last set linear motor direction
506 if (Math.Abs(m_lastLinearVelocityVector.X) > Math.Abs(m_linearMotorDirectionLASTSET.X)) 518 if (Math.Abs(m_lastLinearVelocityVector.X) > Math.Abs(m_linearMotorDirectionLASTSET.X))
@@ -520,18 +532,18 @@ namespace OpenSim.Region.Physics.BulletSPlugin
520 m_linearMotorDirection *= keepfraction; 532 m_linearMotorDirection *= keepfraction;
521 533
522 VDetailLog("{0},MoveLinear,nonZero,origdir={1},origvel={2},add={3},notDecay={4},dir={5},vel={6}", 534 VDetailLog("{0},MoveLinear,nonZero,origdir={1},origvel={2},add={3},notDecay={4},dir={5},vel={6}",
523 m_prim.LocalID, origDir, origVel, addAmount, keepfraction, m_linearMotorDirection, m_lastLinearVelocityVector); 535 Prim.LocalID, origDir, origVel, addAmount, keepfraction, m_linearMotorDirection, m_lastLinearVelocityVector);
524 } 536 }
525 else 537 else
526 { 538 {
527 // if what remains of direction is very small, zero it. 539 // if what remains of direction is very small, zero it.
528 m_linearMotorDirection = Vector3.Zero; 540 m_linearMotorDirection = Vector3.Zero;
529 m_lastLinearVelocityVector = Vector3.Zero; 541 m_lastLinearVelocityVector = Vector3.Zero;
530 VDetailLog("{0},MoveLinear,zeroed", m_prim.LocalID); 542 VDetailLog("{0},MoveLinear,zeroed", Prim.LocalID);
531 } 543 }
532 544
533 // convert requested object velocity to object relative vector 545 // convert requested object velocity to object relative vector
534 Quaternion rotq = m_prim.Orientation; 546 Quaternion rotq = Prim.Orientation;
535 m_newVelocity = m_lastLinearVelocityVector * rotq; 547 m_newVelocity = m_lastLinearVelocityVector * rotq;
536 548
537 // Add the various forces into m_dir which will be our new direction vector (velocity) 549 // Add the various forces into m_dir which will be our new direction vector (velocity)
@@ -539,7 +551,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
539 // add Gravity and Buoyancy 551 // add Gravity and Buoyancy
540 // There is some gravity, make a gravity force vector that is applied after object velocity. 552 // There is some gravity, make a gravity force vector that is applied after object velocity.
541 // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; 553 // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
542 Vector3 grav = m_prim.Scene.DefaultGravity * (m_prim.Mass * (1f - m_VehicleBuoyancy)); 554 Vector3 grav = Prim.PhysicsScene.DefaultGravity * (Prim.Mass * (1f - m_VehicleBuoyancy));
543 555
544 /* 556 /*
545 * RA: Not sure why one would do this 557 * RA: Not sure why one would do this
@@ -548,11 +560,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin
548 m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity 560 m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity
549 */ 561 */
550 562
551 Vector3 pos = m_prim.Position; 563 Vector3 pos = Prim.Position;
552// Vector3 accel = new Vector3(-(m_dir.X - m_lastLinearVelocityVector.X / 0.1f), -(m_dir.Y - m_lastLinearVelocityVector.Y / 0.1f), m_dir.Z - m_lastLinearVelocityVector.Z / 0.1f); 564// Vector3 accel = new Vector3(-(m_dir.X - m_lastLinearVelocityVector.X / 0.1f), -(m_dir.Y - m_lastLinearVelocityVector.Y / 0.1f), m_dir.Z - m_lastLinearVelocityVector.Z / 0.1f);
553 565
554 // If below the terrain, move us above the ground a little. 566 // If below the terrain, move us above the ground a little.
555 float terrainHeight = m_prim.Scene.TerrainManager.GetTerrainHeightAtXYZ(pos); 567 float terrainHeight = Prim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos);
556 // Taking the rotated size doesn't work here because m_prim.Size is the size of the root prim and not the linkset. 568 // Taking the rotated size doesn't work here because m_prim.Size is the size of the root prim and not the linkset.
557 // Need to add a m_prim.LinkSet.Size similar to m_prim.LinkSet.Mass. 569 // Need to add a m_prim.LinkSet.Size similar to m_prim.LinkSet.Mass.
558 // Vector3 rotatedSize = m_prim.Size * m_prim.Orientation; 570 // Vector3 rotatedSize = m_prim.Size * m_prim.Orientation;
@@ -560,8 +572,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
560 if (pos.Z < terrainHeight) 572 if (pos.Z < terrainHeight)
561 { 573 {
562 pos.Z = terrainHeight + 2; 574 pos.Z = terrainHeight + 2;
563 m_prim.Position = pos; 575 Prim.Position = pos;
564 VDetailLog("{0},MoveLinear,terrainHeight,terrainHeight={1},pos={2}", m_prim.LocalID, terrainHeight, pos); 576 VDetailLog("{0},MoveLinear,terrainHeight,terrainHeight={1},pos={2}", Prim.LocalID, terrainHeight, pos);
565 } 577 }
566 578
567 // Check if hovering 579 // Check if hovering
@@ -570,7 +582,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
570 // We should hover, get the target height 582 // We should hover, get the target height
571 if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0) 583 if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0)
572 { 584 {
573 m_VhoverTargetHeight = m_prim.Scene.GetWaterLevelAtXYZ(pos) + m_VhoverHeight; 585 m_VhoverTargetHeight = Prim.PhysicsScene.GetWaterLevelAtXYZ(pos) + m_VhoverHeight;
574 } 586 }
575 if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0) 587 if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
576 { 588 {
@@ -590,7 +602,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
590 { 602 {
591 if ((pos.Z - m_VhoverTargetHeight) > .2 || (pos.Z - m_VhoverTargetHeight) < -.2) 603 if ((pos.Z - m_VhoverTargetHeight) > .2 || (pos.Z - m_VhoverTargetHeight) < -.2)
592 { 604 {
593 m_prim.Position = pos; 605 Prim.Position = pos;
594 } 606 }
595 } 607 }
596 else 608 else
@@ -608,7 +620,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
608 } 620 }
609 } 621 }
610 622
611 VDetailLog("{0},MoveLinear,hover,pos={1},dir={2},height={3},target={4}", m_prim.LocalID, pos, m_newVelocity, m_VhoverHeight, m_VhoverTargetHeight); 623 VDetailLog("{0},MoveLinear,hover,pos={1},dir={2},height={3},target={4}", Prim.LocalID, pos, m_newVelocity, m_VhoverHeight, m_VhoverTargetHeight);
612 } 624 }
613 625
614 Vector3 posChange = pos - m_lastPositionVector; 626 Vector3 posChange = pos - m_lastPositionVector;
@@ -642,9 +654,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin
642 } 654 }
643 if (changed) 655 if (changed)
644 { 656 {
645 m_prim.Position = pos; 657 Prim.Position = pos;
646 VDetailLog("{0},MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}", 658 VDetailLog("{0},MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}",
647 m_prim.LocalID, m_BlockingEndPoint, posChange, pos); 659 Prim.LocalID, m_BlockingEndPoint, posChange, pos);
648 } 660 }
649 } 661 }
650 662
@@ -664,7 +676,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
664 float postemp = (pos.Z - terrainHeight); 676 float postemp = (pos.Z - terrainHeight);
665 if (postemp > 2.5f) 677 if (postemp > 2.5f)
666 grav.Z = (float)(grav.Z * 1.037125); 678 grav.Z = (float)(grav.Z * 1.037125);
667 VDetailLog("{0},MoveLinear,limitMotorUp,grav={1}", m_prim.LocalID, grav); 679 VDetailLog("{0},MoveLinear,limitMotorUp,grav={1}", Prim.LocalID, grav);
668 } 680 }
669 if ((m_flags & (VehicleFlag.NO_X)) != 0) 681 if ((m_flags & (VehicleFlag.NO_X)) != 0)
670 m_newVelocity.X = 0; 682 m_newVelocity.X = 0;
@@ -674,7 +686,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
674 m_newVelocity.Z = 0; 686 m_newVelocity.Z = 0;
675 687
676 // Apply velocity 688 // Apply velocity
677 m_prim.Velocity = m_newVelocity; 689 Prim.Velocity = m_newVelocity;
678 // apply gravity force 690 // apply gravity force
679 // Why is this set here? The physics engine already does gravity. 691 // Why is this set here? The physics engine already does gravity.
680 // m_prim.AddForce(grav, false); 692 // m_prim.AddForce(grav, false);
@@ -683,11 +695,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin
683 Vector3 keepFraction = Vector3.One - (Vector3.One / (m_linearFrictionTimescale / pTimestep)); 695 Vector3 keepFraction = Vector3.One - (Vector3.One / (m_linearFrictionTimescale / pTimestep));
684 m_lastLinearVelocityVector *= keepFraction; 696 m_lastLinearVelocityVector *= keepFraction;
685 697
686 VDetailLog("{0},MoveLinear,done,lmDir={1},lmVel={2},newVel={3},grav={4},1Mdecay={5}", 698 VDetailLog("{0},MoveLinear,done,lmDir={1},lmVel={2},newVel={3},grav={4},1Mdecay={5}",
687 m_prim.LocalID, m_linearMotorDirection, m_lastLinearVelocityVector, m_newVelocity, grav, keepFraction); 699 Prim.LocalID, m_linearMotorDirection, m_lastLinearVelocityVector, m_newVelocity, grav, keepFraction);
688 700
689 } // end MoveLinear() 701 } // end MoveLinear()
690 702
703 // Apply the effect of the angular motor.
691 private void MoveAngular(float pTimestep) 704 private void MoveAngular(float pTimestep)
692 { 705 {
693 // m_angularMotorDirection // angular velocity requested by LSL motor 706 // m_angularMotorDirection // angular velocity requested by LSL motor
@@ -699,7 +712,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
699 // m_lastAngularVelocity // what was last applied to body 712 // m_lastAngularVelocity // what was last applied to body
700 713
701 // Get what the body is doing, this includes 'external' influences 714 // Get what the body is doing, this includes 'external' influences
702 Vector3 angularVelocity = m_prim.RotationalVelocity; 715 Vector3 angularVelocity = Prim.RotationalVelocity;
703 716
704 if (m_angularMotorApply > 0) 717 if (m_angularMotorApply > 0)
705 { 718 {
@@ -715,8 +728,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
715 m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep); 728 m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep);
716 m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep); 729 m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep);
717 730
718 VDetailLog("{0},MoveAngular,angularMotorApply,apply={1},angTScale={2},timeStep={3},origvel={4},dir={5},vel={6}", 731 VDetailLog("{0},MoveAngular,angularMotorApply,apply={1},angTScale={2},timeStep={3},origvel={4},dir={5},vel={6}",
719 m_prim.LocalID, m_angularMotorApply, m_angularMotorTimescale, pTimestep, origAngularVelocity, m_angularMotorDirection, m_angularMotorVelocity); 732 Prim.LocalID, m_angularMotorApply, m_angularMotorTimescale, pTimestep, origAngularVelocity, m_angularMotorDirection, m_angularMotorVelocity);
720 733
721 // This is done so that if script request rate is less than phys frame rate the expected 734 // This is done so that if script request rate is less than phys frame rate the expected
722 // velocity may still be acheived. 735 // velocity may still be acheived.
@@ -737,7 +750,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
737 { 750 {
738 float VAservo = 0.2f / (m_verticalAttractionTimescale / pTimestep); 751 float VAservo = 0.2f / (m_verticalAttractionTimescale / pTimestep);
739 // get present body rotation 752 // get present body rotation
740 Quaternion rotq = m_prim.Orientation; 753 Quaternion rotq = Prim.Orientation;
741 // make a vector pointing up 754 // make a vector pointing up
742 Vector3 verterr = Vector3.Zero; 755 Vector3 verterr = Vector3.Zero;
743 verterr.Z = 1.0f; 756 verterr.Z = 1.0f;
@@ -766,8 +779,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
766 vertattr.X += bounce * angularVelocity.X; 779 vertattr.X += bounce * angularVelocity.X;
767 vertattr.Y += bounce * angularVelocity.Y; 780 vertattr.Y += bounce * angularVelocity.Y;
768 781
769 VDetailLog("{0},MoveAngular,verticalAttraction,verterr={1},bounce={2},vertattr={3}", 782 VDetailLog("{0},MoveAngular,verticalAttraction,verterr={1},bounce={2},vertattr={3}",
770 m_prim.LocalID, verterr, bounce, vertattr); 783 Prim.LocalID, verterr, bounce, vertattr);
771 784
772 } // else vertical attractor is off 785 } // else vertical attractor is off
773 786
@@ -779,18 +792,18 @@ namespace OpenSim.Region.Physics.BulletSPlugin
779 792
780 // Sum velocities 793 // Sum velocities
781 m_lastAngularVelocity = m_angularMotorVelocity + vertattr; // + bank + deflection 794 m_lastAngularVelocity = m_angularMotorVelocity + vertattr; // + bank + deflection
782 795
783 if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0) 796 if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0)
784 { 797 {
785 m_lastAngularVelocity.X = 0; 798 m_lastAngularVelocity.X = 0;
786 m_lastAngularVelocity.Y = 0; 799 m_lastAngularVelocity.Y = 0;
787 VDetailLog("{0},MoveAngular,noDeflectionUp,lastAngular={1}", m_prim.LocalID, m_lastAngularVelocity); 800 VDetailLog("{0},MoveAngular,noDeflectionUp,lastAngular={1}", Prim.LocalID, m_lastAngularVelocity);
788 } 801 }
789 802
790 if (m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f)) 803 if (m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f))
791 { 804 {
792 m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero. 805 m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero.
793 VDetailLog("{0},MoveAngular,zeroSmallValues,lastAngular={1}", m_prim.LocalID, m_lastAngularVelocity); 806 VDetailLog("{0},MoveAngular,zeroSmallValues,lastAngular={1}", Prim.LocalID, m_lastAngularVelocity);
794 } 807 }
795 808
796 // apply friction 809 // apply friction
@@ -798,14 +811,14 @@ namespace OpenSim.Region.Physics.BulletSPlugin
798 m_lastAngularVelocity -= m_lastAngularVelocity * decayamount; 811 m_lastAngularVelocity -= m_lastAngularVelocity * decayamount;
799 812
800 // Apply to the body 813 // Apply to the body
801 m_prim.RotationalVelocity = m_lastAngularVelocity; 814 Prim.RotationalVelocity = m_lastAngularVelocity;
802 815
803 VDetailLog("{0},MoveAngular,done,decay={1},lastAngular={2}", m_prim.LocalID, decayamount, m_lastAngularVelocity); 816 VDetailLog("{0},MoveAngular,done,decay={1},lastAngular={2}", Prim.LocalID, decayamount, m_lastAngularVelocity);
804 } //end MoveAngular 817 } //end MoveAngular
805 818
806 internal void LimitRotation(float timestep) 819 internal void LimitRotation(float timestep)
807 { 820 {
808 Quaternion rotq = m_prim.Orientation; 821 Quaternion rotq = Prim.Orientation;
809 Quaternion m_rot = rotq; 822 Quaternion m_rot = rotq;
810 bool changed = false; 823 bool changed = false;
811 if (m_RollreferenceFrame != Quaternion.Identity) 824 if (m_RollreferenceFrame != Quaternion.Identity)
@@ -840,8 +853,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
840 } 853 }
841 if (changed) 854 if (changed)
842 { 855 {
843 m_prim.Orientation = m_rot; 856 Prim.Orientation = m_rot;
844 VDetailLog("{0},LimitRotation,done,orig={1},new={2}", m_prim.LocalID, rotq, m_rot); 857 VDetailLog("{0},LimitRotation,done,orig={1},new={2}", Prim.LocalID, rotq, m_rot);
845 } 858 }
846 859
847 } 860 }
@@ -849,8 +862,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
849 // Invoke the detailed logger and output something if it's enabled. 862 // Invoke the detailed logger and output something if it's enabled.
850 private void VDetailLog(string msg, params Object[] args) 863 private void VDetailLog(string msg, params Object[] args)
851 { 864 {
852 if (m_prim.Scene.VehicleLoggingEnabled) 865 if (Prim.PhysicsScene.VehicleLoggingEnabled)
853 m_prim.Scene.PhysicsLogging.Write(msg, args); 866 Prim.PhysicsScene.PhysicsLogging.Write(msg, args);
854 } 867 }
855 } 868 }
856} 869}