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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs46
1 files changed, 32 insertions, 14 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index c5bee6d..272a162 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -146,7 +146,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
146 enableAngularVerticalAttraction = true; 146 enableAngularVerticalAttraction = true;
147 enableAngularDeflection = false; 147 enableAngularDeflection = false;
148 enableAngularBanking = true; 148 enableAngularBanking = true;
149 if (BSParam.VehicleDebuggingEnabled) 149 if (BSParam.VehicleDebuggingEnable)
150 { 150 {
151 enableAngularVerticalAttraction = true; 151 enableAngularVerticalAttraction = true;
152 enableAngularDeflection = false; 152 enableAngularDeflection = false;
@@ -235,7 +235,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin
235 // set all of the components to the same value 235 // set all of the components to the same value
236 case Vehicle.ANGULAR_FRICTION_TIMESCALE: 236 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
237 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue); 237 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
238 m_angularMotor.FrictionTimescale = m_angularFrictionTimescale;
239 break; 238 break;
240 case Vehicle.ANGULAR_MOTOR_DIRECTION: 239 case Vehicle.ANGULAR_MOTOR_DIRECTION:
241 m_angularMotorDirection = new Vector3(pValue, pValue, pValue); 240 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
@@ -244,7 +243,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin
244 break; 243 break;
245 case Vehicle.LINEAR_FRICTION_TIMESCALE: 244 case Vehicle.LINEAR_FRICTION_TIMESCALE:
246 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue); 245 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
247 m_linearMotor.FrictionTimescale = m_linearFrictionTimescale;
248 break; 246 break;
249 case Vehicle.LINEAR_MOTOR_DIRECTION: 247 case Vehicle.LINEAR_MOTOR_DIRECTION:
250 m_linearMotorDirection = new Vector3(pValue, pValue, pValue); 248 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
@@ -265,7 +263,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin
265 { 263 {
266 case Vehicle.ANGULAR_FRICTION_TIMESCALE: 264 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
267 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); 265 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
268 m_angularMotor.FrictionTimescale = m_angularFrictionTimescale;
269 break; 266 break;
270 case Vehicle.ANGULAR_MOTOR_DIRECTION: 267 case Vehicle.ANGULAR_MOTOR_DIRECTION:
271 // Limit requested angular speed to 2 rps= 4 pi rads/sec 268 // Limit requested angular speed to 2 rps= 4 pi rads/sec
@@ -278,7 +275,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin
278 break; 275 break;
279 case Vehicle.LINEAR_FRICTION_TIMESCALE: 276 case Vehicle.LINEAR_FRICTION_TIMESCALE:
280 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); 277 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
281 m_linearMotor.FrictionTimescale = m_linearFrictionTimescale;
282 break; 278 break;
283 case Vehicle.LINEAR_MOTOR_DIRECTION: 279 case Vehicle.LINEAR_MOTOR_DIRECTION:
284 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); 280 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
@@ -559,14 +555,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin
559 break; 555 break;
560 } 556 }
561 557
562 m_linearMotor = new BSVMotor("LinearMotor", m_linearMotorTimescale, 558 m_linearMotor = new BSVMotor("LinearMotor", m_linearMotorTimescale, m_linearMotorDecayTimescale, 1f);
563 m_linearMotorDecayTimescale, m_linearFrictionTimescale,
564 1f);
565 m_linearMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG DEBUG (enables detail logging) 559 m_linearMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG DEBUG (enables detail logging)
566 560
567 m_angularMotor = new BSVMotor("AngularMotor", m_angularMotorTimescale, 561 m_angularMotor = new BSVMotor("AngularMotor", m_angularMotorTimescale, m_angularMotorDecayTimescale, 1f);
568 m_angularMotorDecayTimescale, m_angularFrictionTimescale,
569 1f);
570 m_angularMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG DEBUG (enables detail logging) 562 m_angularMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG DEBUG (enables detail logging)
571 563
572 /* Not implemented 564 /* Not implemented
@@ -574,7 +566,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin
574 BSMotor.Infinite, BSMotor.InfiniteVector, 566 BSMotor.Infinite, BSMotor.InfiniteVector,
575 m_verticalAttractionEfficiency); 567 m_verticalAttractionEfficiency);
576 // Z goes away and we keep X and Y 568 // Z goes away and we keep X and Y
577 m_verticalAttractionMotor.FrictionTimescale = new Vector3(BSMotor.Infinite, BSMotor.Infinite, 0.1f);
578 m_verticalAttractionMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging) 569 m_verticalAttractionMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging)
579 */ 570 */
580 571
@@ -1050,8 +1041,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
1050 // Add this correction to the velocity to make it faster/slower. 1041 // Add this correction to the velocity to make it faster/slower.
1051 VehicleVelocity += linearMotorVelocityW; 1042 VehicleVelocity += linearMotorVelocityW;
1052 1043
1053 VDetailLog("{0}, MoveLinear,velocity,origVelW={1},velV={2},correctV={3},correctW={4},newVelW={5}", 1044 // Friction reduces vehicle motion
1054 ControllingPrim.LocalID, origVelW, currentVelV, linearMotorCorrectionV, linearMotorVelocityW, VehicleVelocity); 1045 Vector3 frictionFactor = ComputeFrictionFactor(m_linearFrictionTimescale, pTimestep);
1046 VehicleVelocity -= (VehicleVelocity * frictionFactor);
1047
1048 VDetailLog("{0}, MoveLinear,velocity,origVelW={1},velV={2},correctV={3},correctW={4},newVelW={5},fricFact={6}",
1049 ControllingPrim.LocalID, origVelW, currentVelV, linearMotorCorrectionV,
1050 linearMotorVelocityW, VehicleVelocity, frictionFactor);
1055 } 1051 }
1056 1052
1057 public void ComputeLinearTerrainHeightCorrection(float pTimestep) 1053 public void ComputeLinearTerrainHeightCorrection(float pTimestep)
@@ -1342,6 +1338,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin
1342 // } 1338 // }
1343 1339
1344 VehicleRotationalVelocity += angularMotorContributionV * VehicleOrientation; 1340 VehicleRotationalVelocity += angularMotorContributionV * VehicleOrientation;
1341
1342 // Reduce any velocity by friction.
1343 Vector3 frictionFactor = ComputeFrictionFactor(m_angularFrictionTimescale, pTimestep);
1344 VehicleRotationalVelocity -= (VehicleRotationalVelocity * frictionFactor);
1345
1345 VDetailLog("{0}, MoveAngular,angularTurning,angularMotorContrib={1}", ControllingPrim.LocalID, angularMotorContributionV); 1346 VDetailLog("{0}, MoveAngular,angularTurning,angularMotorContrib={1}", ControllingPrim.LocalID, angularMotorContributionV);
1346 } 1347 }
1347 1348
@@ -1629,6 +1630,23 @@ namespace OpenSim.Region.Physics.BulletSPlugin
1629 1630
1630 } 1631 }
1631 1632
1633 // Given a friction vector (reduction in seconds) and a timestep, return the factor to reduce
1634 // some value by to apply this friction.
1635 private Vector3 ComputeFrictionFactor(Vector3 friction, float pTimestep)
1636 {
1637 Vector3 frictionFactor = Vector3.Zero;
1638 if (friction != BSMotor.InfiniteVector)
1639 {
1640 // frictionFactor = (Vector3.One / FrictionTimescale) * timeStep;
1641 // Individual friction components can be 'infinite' so compute each separately.
1642 frictionFactor.X = (friction.X == BSMotor.Infinite) ? 0f : (1f / friction.X);
1643 frictionFactor.Y = (friction.Y == BSMotor.Infinite) ? 0f : (1f / friction.Y);
1644 frictionFactor.Z = (friction.Z == BSMotor.Infinite) ? 0f : (1f / friction.Z);
1645 frictionFactor *= pTimestep;
1646 }
1647 return frictionFactor;
1648 }
1649
1632 private float ClampInRange(float low, float val, float high) 1650 private float ClampInRange(float low, float val, float high)
1633 { 1651 {
1634 return Math.Max(low, Math.Min(val, high)); 1652 return Math.Max(low, Math.Min(val, high));