diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 568 |
1 files changed, 340 insertions, 228 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 117c878..819635a 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -52,7 +52,7 @@ using OpenSim.Region.Physics.Manager; | |||
52 | 52 | ||
53 | namespace OpenSim.Region.Physics.BulletSPlugin | 53 | namespace OpenSim.Region.Physics.BulletSPlugin |
54 | { | 54 | { |
55 | public class BSDynamics | 55 | public sealed class BSDynamics |
56 | { | 56 | { |
57 | private BSScene PhysicsScene { get; set; } | 57 | private BSScene PhysicsScene { get; set; } |
58 | // the prim this dynamic controller belongs to | 58 | // the prim this dynamic controller belongs to |
@@ -72,8 +72,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
72 | // LIMIT_ROLL_ONLY | 72 | // LIMIT_ROLL_ONLY |
73 | private Vector3 m_BlockingEndPoint = Vector3.Zero; | 73 | private Vector3 m_BlockingEndPoint = Vector3.Zero; |
74 | private Quaternion m_RollreferenceFrame = Quaternion.Identity; | 74 | private Quaternion m_RollreferenceFrame = Quaternion.Identity; |
75 | private Quaternion m_referenceFrame = Quaternion.Identity; | ||
76 | |||
75 | // Linear properties | 77 | // Linear properties |
76 | private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time | 78 | private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time |
79 | private Vector3 m_linearMotorOffset = Vector3.Zero; // the point of force can be offset from the center | ||
77 | private Vector3 m_linearMotorDirectionLASTSET = Vector3.Zero; // velocity requested by LSL | 80 | private Vector3 m_linearMotorDirectionLASTSET = Vector3.Zero; // velocity requested by LSL |
78 | private Vector3 m_newVelocity = Vector3.Zero; // velocity computed to be applied to body | 81 | private Vector3 m_newVelocity = Vector3.Zero; // velocity computed to be applied to body |
79 | private Vector3 m_linearFrictionTimescale = Vector3.Zero; | 82 | private Vector3 m_linearFrictionTimescale = Vector3.Zero; |
@@ -86,7 +89,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
86 | 89 | ||
87 | //Angular properties | 90 | //Angular properties |
88 | private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor | 91 | private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor |
89 | private int m_angularMotorApply = 0; // application frame counter | 92 | // private int m_angularMotorApply = 0; // application frame counter |
90 | private Vector3 m_angularMotorVelocity = Vector3.Zero; // current angular motor velocity | 93 | private Vector3 m_angularMotorVelocity = Vector3.Zero; // current angular motor velocity |
91 | private float m_angularMotorTimescale = 0; // motor angular velocity ramp up rate | 94 | private float m_angularMotorTimescale = 0; // motor angular velocity ramp up rate |
92 | private float m_angularMotorDecayTimescale = 0; // motor angular velocity decay rate | 95 | private float m_angularMotorDecayTimescale = 0; // motor angular velocity decay rate |
@@ -95,19 +98,19 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
95 | private Vector3 m_lastVertAttractor = Vector3.Zero; // what VA was last applied to body | 98 | private Vector3 m_lastVertAttractor = Vector3.Zero; // what VA was last applied to body |
96 | 99 | ||
97 | //Deflection properties | 100 | //Deflection properties |
98 | // private float m_angularDeflectionEfficiency = 0; | 101 | private float m_angularDeflectionEfficiency = 0; |
99 | // private float m_angularDeflectionTimescale = 0; | 102 | private float m_angularDeflectionTimescale = 0; |
100 | // private float m_linearDeflectionEfficiency = 0; | 103 | private float m_linearDeflectionEfficiency = 0; |
101 | // private float m_linearDeflectionTimescale = 0; | 104 | private float m_linearDeflectionTimescale = 0; |
102 | 105 | ||
103 | //Banking properties | 106 | //Banking properties |
104 | // private float m_bankingEfficiency = 0; | 107 | private float m_bankingEfficiency = 0; |
105 | // private float m_bankingMix = 0; | 108 | private float m_bankingMix = 0; |
106 | // private float m_bankingTimescale = 0; | 109 | private float m_bankingTimescale = 0; |
107 | 110 | ||
108 | //Hover and Buoyancy properties | 111 | //Hover and Buoyancy properties |
109 | private float m_VhoverHeight = 0f; | 112 | private float m_VhoverHeight = 0f; |
110 | // private float m_VhoverEfficiency = 0f; | 113 | private float m_VhoverEfficiency = 0f; |
111 | private float m_VhoverTimescale = 0f; | 114 | private float m_VhoverTimescale = 0f; |
112 | private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height | 115 | private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height |
113 | private float m_VehicleBuoyancy = 0f; //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle. | 116 | private float m_VehicleBuoyancy = 0f; //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle. |
@@ -138,10 +141,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
138 | switch (pParam) | 141 | switch (pParam) |
139 | { | 142 | { |
140 | case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: | 143 | case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: |
141 | // m_angularDeflectionEfficiency = Math.Max(pValue, 0.01f); | 144 | m_angularDeflectionEfficiency = Math.Max(pValue, 0.01f); |
142 | break; | 145 | break; |
143 | case Vehicle.ANGULAR_DEFLECTION_TIMESCALE: | 146 | case Vehicle.ANGULAR_DEFLECTION_TIMESCALE: |
144 | // m_angularDeflectionTimescale = Math.Max(pValue, 0.01f); | 147 | m_angularDeflectionTimescale = Math.Max(pValue, 0.01f); |
145 | break; | 148 | break; |
146 | case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE: | 149 | case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE: |
147 | m_angularMotorDecayTimescale = Math.Max(pValue, 0.01f); | 150 | m_angularMotorDecayTimescale = Math.Max(pValue, 0.01f); |
@@ -150,20 +153,20 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
150 | m_angularMotorTimescale = Math.Max(pValue, 0.01f); | 153 | m_angularMotorTimescale = Math.Max(pValue, 0.01f); |
151 | break; | 154 | break; |
152 | case Vehicle.BANKING_EFFICIENCY: | 155 | case Vehicle.BANKING_EFFICIENCY: |
153 | // m_bankingEfficiency = Math.Max(pValue, 0.01f); | 156 | m_bankingEfficiency = Math.Max(-1f, Math.Min(pValue, 1f)); |
154 | break; | 157 | break; |
155 | case Vehicle.BANKING_MIX: | 158 | case Vehicle.BANKING_MIX: |
156 | // m_bankingMix = Math.Max(pValue, 0.01f); | 159 | m_bankingMix = Math.Max(pValue, 0.01f); |
157 | break; | 160 | break; |
158 | case Vehicle.BANKING_TIMESCALE: | 161 | case Vehicle.BANKING_TIMESCALE: |
159 | // m_bankingTimescale = Math.Max(pValue, 0.01f); | 162 | m_bankingTimescale = Math.Max(pValue, 0.01f); |
160 | break; | 163 | break; |
161 | case Vehicle.BUOYANCY: | 164 | case Vehicle.BUOYANCY: |
162 | m_VehicleBuoyancy = Math.Max(-1f, Math.Min(pValue, 1f)); | 165 | m_VehicleBuoyancy = Math.Max(-1f, Math.Min(pValue, 1f)); |
163 | break; | 166 | break; |
164 | // case Vehicle.HOVER_EFFICIENCY: | 167 | case Vehicle.HOVER_EFFICIENCY: |
165 | // m_VhoverEfficiency = Math.Max(0f, Math.Min(pValue, 1f)); | 168 | m_VhoverEfficiency = Math.Max(0f, Math.Min(pValue, 1f)); |
166 | // break; | 169 | break; |
167 | case Vehicle.HOVER_HEIGHT: | 170 | case Vehicle.HOVER_HEIGHT: |
168 | m_VhoverHeight = pValue; | 171 | m_VhoverHeight = pValue; |
169 | break; | 172 | break; |
@@ -171,10 +174,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
171 | m_VhoverTimescale = Math.Max(pValue, 0.01f); | 174 | m_VhoverTimescale = Math.Max(pValue, 0.01f); |
172 | break; | 175 | break; |
173 | case Vehicle.LINEAR_DEFLECTION_EFFICIENCY: | 176 | case Vehicle.LINEAR_DEFLECTION_EFFICIENCY: |
174 | // m_linearDeflectionEfficiency = Math.Max(pValue, 0.01f); | 177 | m_linearDeflectionEfficiency = Math.Max(pValue, 0.01f); |
175 | break; | 178 | break; |
176 | case Vehicle.LINEAR_DEFLECTION_TIMESCALE: | 179 | case Vehicle.LINEAR_DEFLECTION_TIMESCALE: |
177 | // m_linearDeflectionTimescale = Math.Max(pValue, 0.01f); | 180 | m_linearDeflectionTimescale = Math.Max(pValue, 0.01f); |
178 | break; | 181 | break; |
179 | case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE: | 182 | case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE: |
180 | m_linearMotorDecayTimescale = Math.Max(pValue, 0.01f); | 183 | m_linearMotorDecayTimescale = Math.Max(pValue, 0.01f); |
@@ -196,7 +199,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
196 | break; | 199 | break; |
197 | case Vehicle.ANGULAR_MOTOR_DIRECTION: | 200 | case Vehicle.ANGULAR_MOTOR_DIRECTION: |
198 | m_angularMotorDirection = new Vector3(pValue, pValue, pValue); | 201 | m_angularMotorDirection = new Vector3(pValue, pValue, pValue); |
199 | m_angularMotorApply = 10; | 202 | // m_angularMotorApply = 100; |
200 | break; | 203 | break; |
201 | case Vehicle.LINEAR_FRICTION_TIMESCALE: | 204 | case Vehicle.LINEAR_FRICTION_TIMESCALE: |
202 | m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue); | 205 | m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue); |
@@ -206,7 +209,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
206 | m_linearMotorDirectionLASTSET = new Vector3(pValue, pValue, pValue); | 209 | m_linearMotorDirectionLASTSET = new Vector3(pValue, pValue, pValue); |
207 | break; | 210 | break; |
208 | case Vehicle.LINEAR_MOTOR_OFFSET: | 211 | case Vehicle.LINEAR_MOTOR_OFFSET: |
209 | // m_linearMotorOffset = new Vector3(pValue, pValue, pValue); | 212 | m_linearMotorOffset = new Vector3(pValue, pValue, pValue); |
210 | break; | 213 | break; |
211 | 214 | ||
212 | } | 215 | } |
@@ -221,15 +224,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
221 | m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); | 224 | m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); |
222 | break; | 225 | break; |
223 | case Vehicle.ANGULAR_MOTOR_DIRECTION: | 226 | case Vehicle.ANGULAR_MOTOR_DIRECTION: |
224 | m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); | ||
225 | // Limit requested angular speed to 2 rps= 4 pi rads/sec | 227 | // Limit requested angular speed to 2 rps= 4 pi rads/sec |
226 | if (m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f; | 228 | pValue.X = Math.Max(-12.56f, Math.Min(pValue.X, 12.56f)); |
227 | if (m_angularMotorDirection.X < - 12.56f) m_angularMotorDirection.X = - 12.56f; | 229 | pValue.Y = Math.Max(-12.56f, Math.Min(pValue.Y, 12.56f)); |
228 | if (m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f; | 230 | pValue.Z = Math.Max(-12.56f, Math.Min(pValue.Z, 12.56f)); |
229 | if (m_angularMotorDirection.Y < - 12.56f) m_angularMotorDirection.Y = - 12.56f; | 231 | m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); |
230 | if (m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f; | 232 | // m_angularMotorApply = 100; |
231 | if (m_angularMotorDirection.Z < - 12.56f) m_angularMotorDirection.Z = - 12.56f; | ||
232 | m_angularMotorApply = 10; | ||
233 | break; | 233 | break; |
234 | case Vehicle.LINEAR_FRICTION_TIMESCALE: | 234 | case Vehicle.LINEAR_FRICTION_TIMESCALE: |
235 | m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); | 235 | m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); |
@@ -239,7 +239,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
239 | m_linearMotorDirectionLASTSET = new Vector3(pValue.X, pValue.Y, pValue.Z); | 239 | m_linearMotorDirectionLASTSET = new Vector3(pValue.X, pValue.Y, pValue.Z); |
240 | break; | 240 | break; |
241 | case Vehicle.LINEAR_MOTOR_OFFSET: | 241 | case Vehicle.LINEAR_MOTOR_OFFSET: |
242 | // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z); | 242 | m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z); |
243 | break; | 243 | break; |
244 | case Vehicle.BLOCK_EXIT: | 244 | case Vehicle.BLOCK_EXIT: |
245 | m_BlockingEndPoint = new Vector3(pValue.X, pValue.Y, pValue.Z); | 245 | m_BlockingEndPoint = new Vector3(pValue.X, pValue.Y, pValue.Z); |
@@ -253,7 +253,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
253 | switch (pParam) | 253 | switch (pParam) |
254 | { | 254 | { |
255 | case Vehicle.REFERENCE_FRAME: | 255 | case Vehicle.REFERENCE_FRAME: |
256 | // m_referenceFrame = pValue; | 256 | m_referenceFrame = pValue; |
257 | break; | 257 | break; |
258 | case Vehicle.ROLL_FRAME: | 258 | case Vehicle.ROLL_FRAME: |
259 | m_RollreferenceFrame = pValue; | 259 | m_RollreferenceFrame = pValue; |
@@ -265,21 +265,16 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
265 | { | 265 | { |
266 | VDetailLog("{0},ProcessVehicleFlags,param={1},remove={2}", Prim.LocalID, pParam, remove); | 266 | VDetailLog("{0},ProcessVehicleFlags,param={1},remove={2}", Prim.LocalID, pParam, remove); |
267 | VehicleFlag parm = (VehicleFlag)pParam; | 267 | VehicleFlag parm = (VehicleFlag)pParam; |
268 | if (remove) | 268 | if (pParam == -1) |
269 | m_flags = (VehicleFlag)0; | ||
270 | else | ||
269 | { | 271 | { |
270 | if (pParam == -1) | 272 | if (remove) |
271 | { | ||
272 | m_flags = (VehicleFlag)0; | ||
273 | } | ||
274 | else | ||
275 | { | ||
276 | m_flags &= ~parm; | 273 | m_flags &= ~parm; |
277 | } | 274 | else |
278 | } | 275 | m_flags |= parm; |
279 | else { | ||
280 | m_flags |= parm; | ||
281 | } | 276 | } |
282 | }//end ProcessVehicleFlags | 277 | } |
283 | 278 | ||
284 | internal void ProcessTypeChange(Vehicle pType) | 279 | internal void ProcessTypeChange(Vehicle pType) |
285 | { | 280 | { |
@@ -288,99 +283,142 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
288 | Type = pType; | 283 | Type = pType; |
289 | switch (pType) | 284 | switch (pType) |
290 | { | 285 | { |
291 | case Vehicle.TYPE_NONE: | 286 | case Vehicle.TYPE_NONE: |
292 | m_linearFrictionTimescale = new Vector3(0, 0, 0); | ||
293 | m_angularFrictionTimescale = new Vector3(0, 0, 0); | ||
294 | m_linearMotorDirection = Vector3.Zero; | 287 | m_linearMotorDirection = Vector3.Zero; |
295 | m_linearMotorTimescale = 0; | 288 | m_linearMotorTimescale = 0; |
296 | m_linearMotorDecayTimescale = 0; | 289 | m_linearMotorDecayTimescale = 0; |
290 | m_linearFrictionTimescale = new Vector3(0, 0, 0); | ||
291 | |||
297 | m_angularMotorDirection = Vector3.Zero; | 292 | m_angularMotorDirection = Vector3.Zero; |
298 | m_angularMotorTimescale = 0; | ||
299 | m_angularMotorDecayTimescale = 0; | 293 | m_angularMotorDecayTimescale = 0; |
294 | m_angularMotorTimescale = 0; | ||
295 | m_angularFrictionTimescale = new Vector3(0, 0, 0); | ||
296 | |||
300 | m_VhoverHeight = 0; | 297 | m_VhoverHeight = 0; |
298 | m_VhoverEfficiency = 0; | ||
301 | m_VhoverTimescale = 0; | 299 | m_VhoverTimescale = 0; |
302 | m_VehicleBuoyancy = 0; | 300 | m_VehicleBuoyancy = 0; |
301 | |||
302 | m_linearDeflectionEfficiency = 1; | ||
303 | m_linearDeflectionTimescale = 1; | ||
304 | |||
305 | m_angularDeflectionEfficiency = 0; | ||
306 | m_angularDeflectionTimescale = 1000; | ||
307 | |||
308 | m_verticalAttractionEfficiency = 0; | ||
309 | m_verticalAttractionTimescale = 0; | ||
310 | |||
311 | m_bankingEfficiency = 0; | ||
312 | m_bankingTimescale = 1000; | ||
313 | m_bankingMix = 1; | ||
314 | |||
315 | m_referenceFrame = Quaternion.Identity; | ||
303 | m_flags = (VehicleFlag)0; | 316 | m_flags = (VehicleFlag)0; |
304 | break; | 317 | break; |
305 | 318 | ||
306 | case Vehicle.TYPE_SLED: | 319 | case Vehicle.TYPE_SLED: |
307 | m_linearFrictionTimescale = new Vector3(30, 1, 1000); | ||
308 | m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); | ||
309 | m_linearMotorDirection = Vector3.Zero; | 320 | m_linearMotorDirection = Vector3.Zero; |
310 | m_linearMotorTimescale = 1000; | 321 | m_linearMotorTimescale = 1000; |
311 | m_linearMotorDecayTimescale = 120; | 322 | m_linearMotorDecayTimescale = 120; |
323 | m_linearFrictionTimescale = new Vector3(30, 1, 1000); | ||
324 | |||
312 | m_angularMotorDirection = Vector3.Zero; | 325 | m_angularMotorDirection = Vector3.Zero; |
313 | m_angularMotorTimescale = 1000; | 326 | m_angularMotorTimescale = 1000; |
314 | m_angularMotorDecayTimescale = 120; | 327 | m_angularMotorDecayTimescale = 120; |
328 | m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); | ||
329 | |||
315 | m_VhoverHeight = 0; | 330 | m_VhoverHeight = 0; |
316 | // m_VhoverEfficiency = 1; | 331 | m_VhoverEfficiency = 10; // TODO: this looks wrong!! |
317 | m_VhoverTimescale = 10; | 332 | m_VhoverTimescale = 10; |
318 | m_VehicleBuoyancy = 0; | 333 | m_VehicleBuoyancy = 0; |
319 | // m_linearDeflectionEfficiency = 1; | 334 | |
320 | // m_linearDeflectionTimescale = 1; | 335 | m_linearDeflectionEfficiency = 1; |
321 | // m_angularDeflectionEfficiency = 1; | 336 | m_linearDeflectionTimescale = 1; |
322 | // m_angularDeflectionTimescale = 1000; | 337 | |
323 | // m_bankingEfficiency = 0; | 338 | m_angularDeflectionEfficiency = 1; |
324 | // m_bankingMix = 1; | 339 | m_angularDeflectionTimescale = 1000; |
325 | // m_bankingTimescale = 10; | 340 | |
326 | // m_referenceFrame = Quaternion.Identity; | 341 | m_verticalAttractionEfficiency = 0; |
342 | m_verticalAttractionTimescale = 0; | ||
343 | |||
344 | m_bankingEfficiency = 0; | ||
345 | m_bankingTimescale = 10; | ||
346 | m_bankingMix = 1; | ||
347 | |||
348 | m_referenceFrame = Quaternion.Identity; | ||
327 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP); | 349 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP); |
328 | m_flags &= | 350 | m_flags &= |
329 | ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | | 351 | ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | |
330 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); | 352 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); |
331 | break; | 353 | break; |
332 | case Vehicle.TYPE_CAR: | 354 | case Vehicle.TYPE_CAR: |
333 | m_linearFrictionTimescale = new Vector3(100, 2, 1000); | ||
334 | m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); | ||
335 | m_linearMotorDirection = Vector3.Zero; | 355 | m_linearMotorDirection = Vector3.Zero; |
336 | m_linearMotorTimescale = 1; | 356 | m_linearMotorTimescale = 1; |
337 | m_linearMotorDecayTimescale = 60; | 357 | m_linearMotorDecayTimescale = 60; |
358 | m_linearFrictionTimescale = new Vector3(100, 2, 1000); | ||
359 | |||
338 | m_angularMotorDirection = Vector3.Zero; | 360 | m_angularMotorDirection = Vector3.Zero; |
339 | m_angularMotorTimescale = 1; | 361 | m_angularMotorTimescale = 1; |
340 | m_angularMotorDecayTimescale = 0.8f; | 362 | m_angularMotorDecayTimescale = 0.8f; |
363 | m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); | ||
364 | |||
341 | m_VhoverHeight = 0; | 365 | m_VhoverHeight = 0; |
342 | // m_VhoverEfficiency = 0; | 366 | m_VhoverEfficiency = 0; |
343 | m_VhoverTimescale = 1000; | 367 | m_VhoverTimescale = 1000; |
344 | m_VehicleBuoyancy = 0; | 368 | m_VehicleBuoyancy = 0; |
345 | // // m_linearDeflectionEfficiency = 1; | 369 | |
346 | // // m_linearDeflectionTimescale = 2; | 370 | m_linearDeflectionEfficiency = 1; |
347 | // // m_angularDeflectionEfficiency = 0; | 371 | m_linearDeflectionTimescale = 2; |
348 | // m_angularDeflectionTimescale = 10; | 372 | |
373 | m_angularDeflectionEfficiency = 0; | ||
374 | m_angularDeflectionTimescale = 10; | ||
375 | |||
349 | m_verticalAttractionEfficiency = 1f; | 376 | m_verticalAttractionEfficiency = 1f; |
350 | m_verticalAttractionTimescale = 10f; | 377 | m_verticalAttractionTimescale = 10f; |
351 | // m_bankingEfficiency = -0.2f; | 378 | |
352 | // m_bankingMix = 1; | 379 | m_bankingEfficiency = -0.2f; |
353 | // m_bankingTimescale = 1; | 380 | m_bankingMix = 1; |
354 | // m_referenceFrame = Quaternion.Identity; | 381 | m_bankingTimescale = 1; |
382 | |||
383 | m_referenceFrame = Quaternion.Identity; | ||
384 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | ||
385 | | VehicleFlag.HOVER_TERRAIN_ONLY | ||
386 | | VehicleFlag.HOVER_GLOBAL_HEIGHT); | ||
355 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | 387 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
356 | | VehicleFlag.LIMIT_ROLL_ONLY | 388 | | VehicleFlag.LIMIT_ROLL_ONLY |
357 | | VehicleFlag.LIMIT_MOTOR_UP); | 389 | | VehicleFlag.LIMIT_MOTOR_UP |
358 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT); | 390 | | VehicleFlag.HOVER_UP_ONLY); |
359 | m_flags |= (VehicleFlag.HOVER_UP_ONLY); | ||
360 | break; | 391 | break; |
361 | case Vehicle.TYPE_BOAT: | 392 | case Vehicle.TYPE_BOAT: |
362 | m_linearFrictionTimescale = new Vector3(10, 3, 2); | ||
363 | m_angularFrictionTimescale = new Vector3(10,10,10); | ||
364 | m_linearMotorDirection = Vector3.Zero; | 393 | m_linearMotorDirection = Vector3.Zero; |
365 | m_linearMotorTimescale = 5; | 394 | m_linearMotorTimescale = 5; |
366 | m_linearMotorDecayTimescale = 60; | 395 | m_linearMotorDecayTimescale = 60; |
396 | m_linearFrictionTimescale = new Vector3(10, 3, 2); | ||
397 | |||
367 | m_angularMotorDirection = Vector3.Zero; | 398 | m_angularMotorDirection = Vector3.Zero; |
368 | m_angularMotorTimescale = 4; | 399 | m_angularMotorTimescale = 4; |
369 | m_angularMotorDecayTimescale = 4; | 400 | m_angularMotorDecayTimescale = 4; |
401 | m_angularFrictionTimescale = new Vector3(10,10,10); | ||
402 | |||
370 | m_VhoverHeight = 0; | 403 | m_VhoverHeight = 0; |
371 | // m_VhoverEfficiency = 0.5f; | 404 | m_VhoverEfficiency = 0.5f; |
372 | m_VhoverTimescale = 2; | 405 | m_VhoverTimescale = 2; |
373 | m_VehicleBuoyancy = 1; | 406 | m_VehicleBuoyancy = 1; |
374 | // m_linearDeflectionEfficiency = 0.5f; | 407 | |
375 | // m_linearDeflectionTimescale = 3; | 408 | m_linearDeflectionEfficiency = 0.5f; |
376 | // m_angularDeflectionEfficiency = 0.5f; | 409 | m_linearDeflectionTimescale = 3; |
377 | // m_angularDeflectionTimescale = 5; | 410 | |
411 | m_angularDeflectionEfficiency = 0.5f; | ||
412 | m_angularDeflectionTimescale = 5; | ||
413 | |||
378 | m_verticalAttractionEfficiency = 0.5f; | 414 | m_verticalAttractionEfficiency = 0.5f; |
379 | m_verticalAttractionTimescale = 5f; | 415 | m_verticalAttractionTimescale = 5f; |
380 | // m_bankingEfficiency = -0.3f; | 416 | |
381 | // m_bankingMix = 0.8f; | 417 | m_bankingEfficiency = -0.3f; |
382 | // m_bankingTimescale = 1; | 418 | m_bankingMix = 0.8f; |
383 | // m_referenceFrame = Quaternion.Identity; | 419 | m_bankingTimescale = 1; |
420 | |||
421 | m_referenceFrame = Quaternion.Identity; | ||
384 | m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | 422 | m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
385 | | VehicleFlag.HOVER_GLOBAL_HEIGHT | 423 | | VehicleFlag.HOVER_GLOBAL_HEIGHT |
386 | | VehicleFlag.LIMIT_ROLL_ONLY | 424 | | VehicleFlag.LIMIT_ROLL_ONLY |
@@ -390,28 +428,35 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
390 | | VehicleFlag.HOVER_WATER_ONLY); | 428 | | VehicleFlag.HOVER_WATER_ONLY); |
391 | break; | 429 | break; |
392 | case Vehicle.TYPE_AIRPLANE: | 430 | case Vehicle.TYPE_AIRPLANE: |
393 | m_linearFrictionTimescale = new Vector3(200, 10, 5); | ||
394 | m_angularFrictionTimescale = new Vector3(20, 20, 20); | ||
395 | m_linearMotorDirection = Vector3.Zero; | 431 | m_linearMotorDirection = Vector3.Zero; |
396 | m_linearMotorTimescale = 2; | 432 | m_linearMotorTimescale = 2; |
397 | m_linearMotorDecayTimescale = 60; | 433 | m_linearMotorDecayTimescale = 60; |
434 | m_linearFrictionTimescale = new Vector3(200, 10, 5); | ||
435 | |||
398 | m_angularMotorDirection = Vector3.Zero; | 436 | m_angularMotorDirection = Vector3.Zero; |
399 | m_angularMotorTimescale = 4; | 437 | m_angularMotorTimescale = 4; |
400 | m_angularMotorDecayTimescale = 4; | 438 | m_angularMotorDecayTimescale = 4; |
439 | m_angularFrictionTimescale = new Vector3(20, 20, 20); | ||
440 | |||
401 | m_VhoverHeight = 0; | 441 | m_VhoverHeight = 0; |
402 | // m_VhoverEfficiency = 0.5f; | 442 | m_VhoverEfficiency = 0.5f; |
403 | m_VhoverTimescale = 1000; | 443 | m_VhoverTimescale = 1000; |
404 | m_VehicleBuoyancy = 0; | 444 | m_VehicleBuoyancy = 0; |
405 | // m_linearDeflectionEfficiency = 0.5f; | 445 | |
406 | // m_linearDeflectionTimescale = 3; | 446 | m_linearDeflectionEfficiency = 0.5f; |
407 | // m_angularDeflectionEfficiency = 1; | 447 | m_linearDeflectionTimescale = 3; |
408 | // m_angularDeflectionTimescale = 2; | 448 | |
449 | m_angularDeflectionEfficiency = 1; | ||
450 | m_angularDeflectionTimescale = 2; | ||
451 | |||
409 | m_verticalAttractionEfficiency = 0.9f; | 452 | m_verticalAttractionEfficiency = 0.9f; |
410 | m_verticalAttractionTimescale = 2f; | 453 | m_verticalAttractionTimescale = 2f; |
411 | // m_bankingEfficiency = 1; | 454 | |
412 | // m_bankingMix = 0.7f; | 455 | m_bankingEfficiency = 1; |
413 | // m_bankingTimescale = 2; | 456 | m_bankingMix = 0.7f; |
414 | // m_referenceFrame = Quaternion.Identity; | 457 | m_bankingTimescale = 2; |
458 | |||
459 | m_referenceFrame = Quaternion.Identity; | ||
415 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | 460 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
416 | | VehicleFlag.HOVER_TERRAIN_ONLY | 461 | | VehicleFlag.HOVER_TERRAIN_ONLY |
417 | | VehicleFlag.HOVER_GLOBAL_HEIGHT | 462 | | VehicleFlag.HOVER_GLOBAL_HEIGHT |
@@ -421,28 +466,36 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
421 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); | 466 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); |
422 | break; | 467 | break; |
423 | case Vehicle.TYPE_BALLOON: | 468 | case Vehicle.TYPE_BALLOON: |
424 | m_linearFrictionTimescale = new Vector3(5, 5, 5); | ||
425 | m_angularFrictionTimescale = new Vector3(10, 10, 10); | ||
426 | m_linearMotorDirection = Vector3.Zero; | 469 | m_linearMotorDirection = Vector3.Zero; |
427 | m_linearMotorTimescale = 5; | 470 | m_linearMotorTimescale = 5; |
471 | m_linearFrictionTimescale = new Vector3(5, 5, 5); | ||
428 | m_linearMotorDecayTimescale = 60; | 472 | m_linearMotorDecayTimescale = 60; |
473 | |||
429 | m_angularMotorDirection = Vector3.Zero; | 474 | m_angularMotorDirection = Vector3.Zero; |
430 | m_angularMotorTimescale = 6; | 475 | m_angularMotorTimescale = 6; |
476 | m_angularFrictionTimescale = new Vector3(10, 10, 10); | ||
431 | m_angularMotorDecayTimescale = 10; | 477 | m_angularMotorDecayTimescale = 10; |
478 | |||
432 | m_VhoverHeight = 5; | 479 | m_VhoverHeight = 5; |
433 | // m_VhoverEfficiency = 0.8f; | 480 | m_VhoverEfficiency = 0.8f; |
434 | m_VhoverTimescale = 10; | 481 | m_VhoverTimescale = 10; |
435 | m_VehicleBuoyancy = 1; | 482 | m_VehicleBuoyancy = 1; |
436 | // m_linearDeflectionEfficiency = 0; | 483 | |
437 | // m_linearDeflectionTimescale = 5; | 484 | m_linearDeflectionEfficiency = 0; |
438 | // m_angularDeflectionEfficiency = 0; | 485 | m_linearDeflectionTimescale = 5; |
439 | // m_angularDeflectionTimescale = 5; | 486 | |
487 | m_angularDeflectionEfficiency = 0; | ||
488 | m_angularDeflectionTimescale = 5; | ||
489 | |||
440 | m_verticalAttractionEfficiency = 1f; | 490 | m_verticalAttractionEfficiency = 1f; |
441 | m_verticalAttractionTimescale = 100f; | 491 | m_verticalAttractionTimescale = 100f; |
442 | // m_bankingEfficiency = 0; | 492 | |
443 | // m_bankingMix = 0.7f; | 493 | m_bankingEfficiency = 0; |
444 | // m_bankingTimescale = 5; | 494 | m_bankingMix = 0.7f; |
445 | // m_referenceFrame = Quaternion.Identity; | 495 | m_bankingTimescale = 5; |
496 | m_referenceFrame = Quaternion.Identity; | ||
497 | |||
498 | m_referenceFrame = Quaternion.Identity; | ||
446 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | 499 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
447 | | VehicleFlag.HOVER_TERRAIN_ONLY | 500 | | VehicleFlag.HOVER_TERRAIN_ONLY |
448 | | VehicleFlag.HOVER_UP_ONLY | 501 | | VehicleFlag.HOVER_UP_ONLY |
@@ -452,21 +505,18 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
452 | | VehicleFlag.HOVER_GLOBAL_HEIGHT); | 505 | | VehicleFlag.HOVER_GLOBAL_HEIGHT); |
453 | break; | 506 | break; |
454 | } | 507 | } |
455 | }//end SetDefaultsForType | 508 | } |
456 | 509 | ||
457 | // Some of the properties of this prim may have changed. | 510 | // Some of the properties of this prim may have changed. |
458 | // Do any updating needed for a vehicle | 511 | // Do any updating needed for a vehicle |
459 | public void Refresh() | 512 | public void Refresh() |
460 | { | 513 | { |
461 | if (!IsActive) | 514 | if (IsActive) |
462 | return; | 515 | { |
463 | 516 | // Friction effects are handled by this vehicle code | |
464 | // Set the prim's inertia to zero. The vehicle code handles that and this | 517 | BulletSimAPI.SetFriction2(Prim.PhysBody.ptr, 0f); |
465 | // removes the motion and torque actions introduced by Bullet. | 518 | BulletSimAPI.SetHitFraction2(Prim.PhysBody.ptr, 0f); |
466 | Vector3 inertia = Vector3.Zero; | 519 | } |
467 | // comment out for DEBUG test | ||
468 | // BulletSimAPI.SetMassProps2(Prim.BSBody.ptr, Prim.MassRaw, inertia); | ||
469 | // BulletSimAPI.UpdateInertiaTensor2(Prim.BSBody.ptr); | ||
470 | } | 520 | } |
471 | 521 | ||
472 | // One step of the vehicle properties for the next 'pTimestep' seconds. | 522 | // One step of the vehicle properties for the next 'pTimestep' seconds. |
@@ -474,10 +524,22 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
474 | { | 524 | { |
475 | if (!IsActive) return; | 525 | if (!IsActive) return; |
476 | 526 | ||
527 | // DEBUG | ||
528 | // Because Bullet does apply forces to the vehicle, our last computed | ||
529 | // linear and angular velocities are not what is happening now. | ||
530 | // Vector3 externalAngularVelocity = Prim.ForceRotationalVelocity - m_lastAngularVelocity; | ||
531 | // m_lastAngularVelocity += (externalAngularVelocity * 0.5f) * pTimestep; | ||
532 | // m_lastAngularVelocity = Prim.ForceRotationalVelocity; // DEBUG: account for what Bullet did last time | ||
533 | // m_lastLinearVelocityVector = Prim.ForceVelocity * Quaternion.Inverse(Prim.ForceOrientation); // DEBUG: | ||
534 | // END DEBUG | ||
535 | |||
477 | MoveLinear(pTimestep); | 536 | MoveLinear(pTimestep); |
478 | MoveAngular(pTimestep); | 537 | MoveAngular(pTimestep); |
479 | LimitRotation(pTimestep); | 538 | LimitRotation(pTimestep); |
480 | 539 | ||
540 | // DEBUG: Trying to figure out why Bullet goes crazy when the root prim is moved. | ||
541 | // BulletSimAPI.SetInterpolationVelocity2(Prim.BSBody.ptr, m_newVelocity, m_lastAngularVelocity); // DEBUG DEBUG DEBUG | ||
542 | |||
481 | // remember the position so next step we can limit absolute movement effects | 543 | // remember the position so next step we can limit absolute movement effects |
482 | m_lastPositionVector = Prim.ForcePosition; | 544 | m_lastPositionVector = Prim.ForcePosition; |
483 | 545 | ||
@@ -489,62 +551,51 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
489 | // Also does hover and float. | 551 | // Also does hover and float. |
490 | private void MoveLinear(float pTimestep) | 552 | private void MoveLinear(float pTimestep) |
491 | { | 553 | { |
492 | // m_linearMotorDirection is the direction we are moving relative to the vehicle coordinates | 554 | // m_linearMotorDirection is the target direction we are moving relative to the vehicle coordinates |
493 | // m_lastLinearVelocityVector is the speed we are moving in that direction | 555 | // m_lastLinearVelocityVector is the current speed we are moving in that direction |
494 | if (m_linearMotorDirection.LengthSquared() > 0.001f) | 556 | if (m_linearMotorDirection.LengthSquared() > 0.001f) |
495 | { | 557 | { |
496 | Vector3 origDir = m_linearMotorDirection; | 558 | Vector3 origDir = m_linearMotorDirection; |
497 | Vector3 origVel = m_lastLinearVelocityVector; | 559 | Vector3 origVel = m_lastLinearVelocityVector; |
560 | Vector3 vehicleVelocity = Prim.ForceVelocity * Quaternion.Inverse(Prim.ForceOrientation); // DEBUG | ||
498 | 561 | ||
499 | // add drive to body | 562 | // add drive to body |
500 | // Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale / pTimestep); | 563 | Vector3 addAmount = (m_linearMotorDirection - m_lastLinearVelocityVector)/(m_linearMotorTimescale) * pTimestep; |
501 | Vector3 addAmount = (m_linearMotorDirection - m_lastLinearVelocityVector)/(m_linearMotorTimescale / pTimestep); | ||
502 | // lastLinearVelocityVector is the current body velocity vector | 564 | // lastLinearVelocityVector is the current body velocity vector |
503 | // RA: Not sure what the *10 is for. A correction for pTimestep? | ||
504 | // m_lastLinearVelocityVector += (addAmount*10); | ||
505 | m_lastLinearVelocityVector += addAmount; | 565 | m_lastLinearVelocityVector += addAmount; |
506 | 566 | ||
507 | // Limit the velocity vector to less than the last set linear motor direction | 567 | float decayFactor = (1.0f / m_linearMotorDecayTimescale) * pTimestep; |
508 | if (Math.Abs(m_lastLinearVelocityVector.X) > Math.Abs(m_linearMotorDirectionLASTSET.X)) | 568 | m_linearMotorDirection *= (1f - decayFactor); |
509 | m_lastLinearVelocityVector.X = m_linearMotorDirectionLASTSET.X; | 569 | |
510 | if (Math.Abs(m_lastLinearVelocityVector.Y) > Math.Abs(m_linearMotorDirectionLASTSET.Y)) | 570 | Vector3 frictionFactor = (Vector3.One / m_linearFrictionTimescale) * pTimestep; |
511 | m_lastLinearVelocityVector.Y = m_linearMotorDirectionLASTSET.Y; | 571 | m_lastLinearVelocityVector *= (Vector3.One - frictionFactor); |
512 | if (Math.Abs(m_lastLinearVelocityVector.Z) > Math.Abs(m_linearMotorDirectionLASTSET.Z)) | 572 | |
513 | m_lastLinearVelocityVector.Z = m_linearMotorDirectionLASTSET.Z; | 573 | // Rotate new object velocity from vehicle relative to world coordinates |
514 | 574 | m_newVelocity = m_lastLinearVelocityVector * Prim.ForceOrientation; | |
515 | /* | 575 | |
516 | // decay applied velocity | 576 | VDetailLog("{0},MoveLinear,nonZero,origdir={1},origvel={2},vehVel={3},add={4},decay={5},frict={6},lmDir={7},lmVel={8},newVel={9}", |
517 | Vector3 decayfraction = Vector3.One/(m_linearMotorDecayTimescale / pTimestep); | 577 | Prim.LocalID, origDir, origVel, vehicleVelocity, addAmount, decayFactor, frictionFactor, |
518 | // (RA: do not know where the 0.5f comes from) | 578 | m_linearMotorDirection, m_lastLinearVelocityVector, m_newVelocity); |
519 | m_linearMotorDirection -= m_linearMotorDirection * decayfraction * 0.5f; | ||
520 | */ | ||
521 | float keepfraction = 1.0f - (1.0f / (m_linearMotorDecayTimescale / pTimestep)); | ||
522 | m_linearMotorDirection *= keepfraction; | ||
523 | |||
524 | VDetailLog("{0},MoveLinear,nonZero,origdir={1},origvel={2},add={3},notDecay={4},dir={5},vel={6}", | ||
525 | Prim.LocalID, origDir, origVel, addAmount, keepfraction, m_linearMotorDirection, m_lastLinearVelocityVector); | ||
526 | } | 579 | } |
527 | else | 580 | else |
528 | { | 581 | { |
529 | // if what remains of direction is very small, zero it. | 582 | // if what remains of direction is very small, zero it. |
530 | m_linearMotorDirection = Vector3.Zero; | 583 | m_linearMotorDirection = Vector3.Zero; |
531 | m_lastLinearVelocityVector = Vector3.Zero; | 584 | m_lastLinearVelocityVector = Vector3.Zero; |
585 | m_newVelocity = Vector3.Zero; | ||
586 | |||
532 | VDetailLog("{0},MoveLinear,zeroed", Prim.LocalID); | 587 | VDetailLog("{0},MoveLinear,zeroed", Prim.LocalID); |
533 | } | 588 | } |
534 | 589 | ||
535 | // convert requested object velocity to object relative vector | 590 | // m_newVelocity is velocity computed from linear motor in world coordinates |
536 | Quaternion rotq = Prim.ForceOrientation; | ||
537 | m_newVelocity = m_lastLinearVelocityVector * rotq; | ||
538 | |||
539 | // Add the various forces into m_dir which will be our new direction vector (velocity) | ||
540 | 591 | ||
541 | // add Gravity and Buoyancy | 592 | // Gravity and Buoyancy |
542 | // There is some gravity, make a gravity force vector that is applied after object velocity. | 593 | // There is some gravity, make a gravity force vector that is applied after object velocity. |
543 | // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; | 594 | // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; |
544 | Vector3 grav = Prim.PhysicsScene.DefaultGravity * (Prim.Linkset.LinksetMass * (1f - m_VehicleBuoyancy)); | 595 | Vector3 grav = Prim.PhysicsScene.DefaultGravity * (1f - m_VehicleBuoyancy); |
545 | 596 | ||
546 | /* | 597 | /* |
547 | * RA: Not sure why one would do this | 598 | * RA: Not sure why one would do this unless we are hoping external forces are doing gravity, ... |
548 | // Preserve the current Z velocity | 599 | // Preserve the current Z velocity |
549 | Vector3 vel_now = m_prim.Velocity; | 600 | Vector3 vel_now = m_prim.Velocity; |
550 | m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity | 601 | m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity |
@@ -567,6 +618,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
567 | } | 618 | } |
568 | 619 | ||
569 | // Check if hovering | 620 | // Check if hovering |
621 | // m_VhoverEfficiency: 0=bouncy, 1=totally damped | ||
622 | // m_VhoverTimescale: time to achieve height | ||
570 | if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0) | 623 | if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0) |
571 | { | 624 | { |
572 | // We should hover, get the target height | 625 | // We should hover, get the target height |
@@ -597,13 +650,19 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
597 | } | 650 | } |
598 | else | 651 | else |
599 | { | 652 | { |
600 | float herr0 = pos.Z - m_VhoverTargetHeight; | 653 | float verticalError = pos.Z - m_VhoverTargetHeight; |
654 | // RA: where does the 50 come from? | ||
655 | float verticalCorrectionVelocity = pTimestep * ((verticalError * 50.0f) / m_VhoverTimescale); | ||
601 | // Replace Vertical speed with correction figure if significant | 656 | // Replace Vertical speed with correction figure if significant |
602 | if (Math.Abs(herr0) > 0.01f) | 657 | if (Math.Abs(verticalError) > 0.01f) |
603 | { | 658 | { |
604 | m_newVelocity.Z = -((herr0 * pTimestep * 50.0f) / m_VhoverTimescale); | 659 | m_newVelocity.Z += verticalCorrectionVelocity; |
605 | //KF: m_VhoverEfficiency is not yet implemented | 660 | //KF: m_VhoverEfficiency is not yet implemented |
606 | } | 661 | } |
662 | else if (verticalError < -0.01) | ||
663 | { | ||
664 | m_newVelocity.Z -= verticalCorrectionVelocity; | ||
665 | } | ||
607 | else | 666 | else |
608 | { | 667 | { |
609 | m_newVelocity.Z = 0f; | 668 | m_newVelocity.Z = 0f; |
@@ -680,19 +739,15 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
680 | 739 | ||
681 | // Apply velocity | 740 | // Apply velocity |
682 | Prim.ForceVelocity = m_newVelocity; | 741 | Prim.ForceVelocity = m_newVelocity; |
683 | // apply gravity force | 742 | // Prim.AddForce(m_newVelocity * Prim.Linkset.LinksetMass, false); |
684 | // Why is this set here? The physics engine already does gravity. | 743 | Prim.AddForce(grav * Prim.Linkset.LinksetMass, false); |
685 | Prim.AddForce(grav, false, true); | ||
686 | 744 | ||
687 | // Apply friction | 745 | VDetailLog("{0},MoveLinear,done,lmDir={1},lmVel={2},newVel={3},grav={4}", |
688 | Vector3 keepFraction = Vector3.One - (Vector3.One / (m_linearFrictionTimescale / pTimestep)); | 746 | Prim.LocalID, m_linearMotorDirection, m_lastLinearVelocityVector, m_newVelocity, grav); |
689 | m_lastLinearVelocityVector *= keepFraction; | ||
690 | |||
691 | VDetailLog("{0},MoveLinear,done,lmDir={1},lmVel={2},newVel={3},grav={4},1Mdecay={5}", | ||
692 | Prim.LocalID, m_linearMotorDirection, m_lastLinearVelocityVector, m_newVelocity, grav, keepFraction); | ||
693 | 747 | ||
694 | } // end MoveLinear() | 748 | } // end MoveLinear() |
695 | 749 | ||
750 | // ======================================================================= | ||
696 | // Apply the effect of the angular motor. | 751 | // Apply the effect of the angular motor. |
697 | private void MoveAngular(float pTimestep) | 752 | private void MoveAngular(float pTimestep) |
698 | { | 753 | { |
@@ -704,94 +759,150 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
704 | // m_angularFrictionTimescale // body angular velocity decay rate | 759 | // m_angularFrictionTimescale // body angular velocity decay rate |
705 | // m_lastAngularVelocity // what was last applied to body | 760 | // m_lastAngularVelocity // what was last applied to body |
706 | 761 | ||
707 | // Get what the body is doing, this includes 'external' influences | 762 | if (m_angularMotorDirection.LengthSquared() > 0.0001) |
708 | Vector3 angularVelocity = Prim.ForceRotationalVelocity; | ||
709 | |||
710 | if (m_angularMotorApply > 0) | ||
711 | { | 763 | { |
712 | // Rather than snapping the angular motor velocity from the old value to | ||
713 | // a newly set velocity, this routine steps the value from the previous | ||
714 | // value (m_angularMotorVelocity) to the requested value (m_angularMotorDirection). | ||
715 | // There are m_angularMotorApply steps. | ||
716 | Vector3 origVel = m_angularMotorVelocity; | 764 | Vector3 origVel = m_angularMotorVelocity; |
717 | Vector3 origDir = m_angularMotorDirection; | 765 | Vector3 origDir = m_angularMotorDirection; |
718 | 766 | ||
719 | // ramp up to new value | 767 | // new velocity += error / ( time to get there / step interval) |
720 | // new velocity += error / ( time to get there / step interval) | 768 | // requested speed - last motor speed |
721 | // requested speed - last motor speed | 769 | m_angularMotorVelocity += (m_angularMotorDirection - m_angularMotorVelocity) / (m_angularMotorTimescale / pTimestep); |
722 | m_angularMotorVelocity.X += (m_angularMotorDirection.X - m_angularMotorVelocity.X) / (m_angularMotorTimescale / pTimestep); | 770 | // decay requested direction |
723 | m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep); | 771 | m_angularMotorDirection *= (1.0f - (pTimestep * 1.0f/m_angularMotorDecayTimescale)); |
724 | m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep); | ||
725 | 772 | ||
726 | VDetailLog("{0},MoveAngular,angularMotorApply,apply={1},angTScale={2},timeStep={3},origvel={4},origDir={5},vel={6}", | 773 | VDetailLog("{0},MoveAngular,angularMotorApply,angTScale={1},timeStep={2},origvel={3},origDir={4},vel={5}", |
727 | Prim.LocalID, m_angularMotorApply, m_angularMotorTimescale, pTimestep, origVel, origDir, m_angularMotorVelocity); | 774 | Prim.LocalID, m_angularMotorTimescale, pTimestep, origVel, origDir, m_angularMotorVelocity); |
728 | |||
729 | m_angularMotorApply--; | ||
730 | } | 775 | } |
731 | else | 776 | else |
732 | { | 777 | { |
733 | // No motor recently applied, keep the body velocity | 778 | m_angularMotorVelocity = Vector3.Zero; |
734 | // and decay the velocity | 779 | } |
735 | m_angularMotorVelocity -= m_angularMotorVelocity / (m_angularMotorDecayTimescale / pTimestep); | 780 | |
736 | if (m_angularMotorVelocity.LengthSquared() < 0.00001) | 781 | #region Vertical attactor |
737 | m_angularMotorVelocity = Vector3.Zero; | 782 | |
738 | } // end motor section | ||
739 | |||
740 | // Vertical attractor section | ||
741 | Vector3 vertattr = Vector3.Zero; | 783 | Vector3 vertattr = Vector3.Zero; |
742 | Vector3 deflection = Vector3.Zero; | 784 | Vector3 deflection = Vector3.Zero; |
743 | Vector3 banking = Vector3.Zero; | 785 | Vector3 banking = Vector3.Zero; |
744 | 786 | ||
745 | if (m_verticalAttractionTimescale < 300 && m_lastAngularVelocity != Vector3.Zero) | 787 | if (m_verticalAttractionTimescale < 300 && m_lastAngularVelocity != Vector3.Zero) |
746 | { | 788 | { |
747 | float VAservo = 0.2f / (m_verticalAttractionTimescale / pTimestep); | 789 | float VAservo = pTimestep * 0.2f / m_verticalAttractionTimescale; |
748 | VAservo *= (m_verticalAttractionEfficiency * m_verticalAttractionEfficiency); | 790 | if (Prim.Linkset.LinksetIsColliding) |
791 | VAservo = pTimestep * 0.05f / (m_verticalAttractionTimescale); | ||
749 | 792 | ||
750 | // get present body rotation | 793 | VAservo *= (m_verticalAttractionEfficiency * m_verticalAttractionEfficiency); |
751 | Quaternion rotq = Prim.ForceOrientation; | ||
752 | // vector pointing up | ||
753 | Vector3 verterr = Vector3.Zero; | ||
754 | verterr.Z = 1.0f; | ||
755 | 794 | ||
756 | // rotate it to Body Angle | 795 | // Create a vector of the vehicle "up" in world coordinates |
757 | verterr = verterr * rotq; | 796 | Vector3 verticalError = Vector3.UnitZ * Prim.ForceOrientation; |
758 | // verterr.X and .Y are the World error amounts. They are 0 when there is no error (Vehicle Body is 'vertical'), and .Z will be 1. | 797 | // verticalError.X and .Y are the World error amounts. They are 0 when there is no |
759 | // As the body leans to its side |.X| will increase to 1 and .Z fall to 0. As body inverts |.X| will fall and .Z will go | 798 | // error (Vehicle Body is 'vertical'), and .Z will be 1. As the body leans to its |
760 | // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body. | 799 | // side |.X| will increase to 1 and .Z fall to 0. As body inverts |.X| will fall |
800 | // and .Z will go // negative. Similar for tilt and |.Y|. .X and .Y must be | ||
801 | // modulated to prevent a stable inverted body. | ||
761 | 802 | ||
762 | // Error is 0 (no error) to +/- 2 (max error) | 803 | // Error is 0 (no error) to +/- 2 (max error) |
763 | if (verterr.Z < 0.0f) | 804 | if (verticalError.Z < 0.0f) |
764 | { | 805 | { |
765 | verterr.X = 2.0f - verterr.X; | 806 | verticalError.X = 2.0f - verticalError.X; |
766 | verterr.Y = 2.0f - verterr.Y; | 807 | verticalError.Y = 2.0f - verticalError.Y; |
767 | } | 808 | } |
768 | // scale it by VAservo | 809 | // scale it by VAservo |
769 | verterr = verterr * VAservo; | 810 | verticalError = verticalError * VAservo; |
770 | 811 | ||
771 | // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so | 812 | // As the body rotates around the X axis, then verticalError.Y increases; Rotated around Y |
772 | // Change Body angular velocity X based on Y, and Y based on X. Z is not changed. | 813 | // then .X increases, so change Body angular velocity X based on Y, and Y based on X. |
773 | vertattr.X = verterr.Y; | 814 | // Z is not changed. |
774 | vertattr.Y = - verterr.X; | 815 | vertattr.X = verticalError.Y; |
816 | vertattr.Y = - verticalError.X; | ||
775 | vertattr.Z = 0f; | 817 | vertattr.Z = 0f; |
776 | 818 | ||
777 | // scaling appears better usingsquare-law | 819 | // scaling appears better usingsquare-law |
820 | Vector3 angularVelocity = Prim.ForceRotationalVelocity; | ||
778 | float bounce = 1.0f - (m_verticalAttractionEfficiency * m_verticalAttractionEfficiency); | 821 | float bounce = 1.0f - (m_verticalAttractionEfficiency * m_verticalAttractionEfficiency); |
779 | vertattr.X += bounce * angularVelocity.X; | 822 | vertattr.X += bounce * angularVelocity.X; |
780 | vertattr.Y += bounce * angularVelocity.Y; | 823 | vertattr.Y += bounce * angularVelocity.Y; |
781 | 824 | ||
782 | VDetailLog("{0},MoveAngular,verticalAttraction,verterr={1},bounce={2},vertattr={3}", | 825 | VDetailLog("{0},MoveAngular,verticalAttraction,verticalError={1},bounce={2},vertattr={3}", |
783 | Prim.LocalID, verterr, bounce, vertattr); | 826 | Prim.LocalID, verticalError, bounce, vertattr); |
784 | 827 | ||
785 | } // else vertical attractor is off | 828 | } |
829 | #endregion // Vertical attactor | ||
786 | 830 | ||
787 | m_lastVertAttractor = vertattr; | 831 | #region Deflection |
832 | |||
833 | //Forward is the prefered direction, but if the reference frame has changed, we need to take this into account as well | ||
834 | if (m_angularDeflectionEfficiency != 0) | ||
835 | { | ||
836 | Vector3 preferredAxisOfMotion = | ||
837 | new Vector3((pTimestep * 10 * (m_angularDeflectionEfficiency / m_angularDeflectionTimescale)), 0, 0); | ||
838 | preferredAxisOfMotion *= Quaternion.Add(Prim.ForceOrientation, m_referenceFrame); | ||
839 | |||
840 | deflection = (preferredAxisOfMotion * (m_angularDeflectionEfficiency) / m_angularDeflectionTimescale) * pTimestep; | ||
841 | |||
842 | VDetailLog("{0},MoveAngular,Deflection,perfAxis={1},deflection={2}", | ||
843 | Prim.LocalID, preferredAxisOfMotion, deflection); | ||
844 | } | ||
845 | |||
846 | #endregion | ||
847 | |||
848 | #region Banking | ||
849 | |||
850 | if (m_bankingEfficiency != 0) | ||
851 | { | ||
852 | Vector3 dir = Vector3.One * Prim.ForceOrientation; | ||
853 | float mult = (m_bankingMix*m_bankingMix)*-1*(m_bankingMix < 0 ? -1 : 1); | ||
854 | //Changes which way it banks in and out of turns | ||
855 | |||
856 | //Use the square of the efficiency, as it looks much more how SL banking works | ||
857 | float effSquared = (m_bankingEfficiency*m_bankingEfficiency); | ||
858 | if (m_bankingEfficiency < 0) | ||
859 | effSquared *= -1; //Keep the negative! | ||
788 | 860 | ||
789 | // Bank section tba | 861 | float mix = Math.Abs(m_bankingMix); |
862 | if (m_angularMotorVelocity.X == 0) | ||
863 | { | ||
864 | /*if (!parent.Orientation.ApproxEquals(this.m_referenceFrame, 0.25f)) | ||
865 | { | ||
866 | Vector3 axisAngle; | ||
867 | float angle; | ||
868 | parent.Orientation.GetAxisAngle(out axisAngle, out angle); | ||
869 | Vector3 rotatedVel = parent.Velocity * parent.Orientation; | ||
870 | if ((rotatedVel.X < 0 && axisAngle.Y > 0) || (rotatedVel.X > 0 && axisAngle.Y < 0)) | ||
871 | m_angularMotorVelocity.X += (effSquared * (mult * mix)) * (1f) * 10; | ||
872 | else | ||
873 | m_angularMotorVelocity.X += (effSquared * (mult * mix)) * (-1f) * 10; | ||
874 | }*/ | ||
875 | } | ||
876 | else | ||
877 | banking.Z += (effSquared*(mult*mix))*(m_angularMotorVelocity.X) * 4; | ||
878 | if (!Prim.Linkset.LinksetIsColliding && Math.Abs(m_angularMotorVelocity.X) > mix) | ||
879 | //If they are colliding, we probably shouldn't shove the prim around... probably | ||
880 | { | ||
881 | float angVelZ = m_angularMotorVelocity.X*-1; | ||
882 | /*if(angVelZ > mix) | ||
883 | angVelZ = mix; | ||
884 | else if(angVelZ < -mix) | ||
885 | angVelZ = -mix;*/ | ||
886 | //This controls how fast and how far the banking occurs | ||
887 | Vector3 bankingRot = new Vector3(angVelZ*(effSquared*mult), 0, 0); | ||
888 | if (bankingRot.X > 3) | ||
889 | bankingRot.X = 3; | ||
890 | else if (bankingRot.X < -3) | ||
891 | bankingRot.X = -3; | ||
892 | bankingRot *= Prim.ForceOrientation; | ||
893 | banking += bankingRot; | ||
894 | } | ||
895 | m_angularMotorVelocity.X *= m_bankingEfficiency == 1 ? 0.0f : 1 - m_bankingEfficiency; | ||
896 | VDetailLog("{0},MoveAngular,Banking,bEff={1},angMotVel={2},banking={3}", | ||
897 | Prim.LocalID, m_bankingEfficiency, m_angularMotorVelocity, banking); | ||
898 | } | ||
899 | |||
900 | #endregion | ||
790 | 901 | ||
791 | // Deflection section tba | 902 | m_lastVertAttractor = vertattr; |
792 | 903 | ||
793 | // Sum velocities | 904 | // Sum velocities |
794 | m_lastAngularVelocity = m_angularMotorVelocity + vertattr; // + bank + deflection | 905 | m_lastAngularVelocity = m_angularMotorVelocity + vertattr + banking + deflection; |
795 | 906 | ||
796 | if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0) | 907 | if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0) |
797 | { | 908 | { |
@@ -806,52 +917,53 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
806 | VDetailLog("{0},MoveAngular,zeroSmallValues,lastAngular={1}", Prim.LocalID, m_lastAngularVelocity); | 917 | VDetailLog("{0},MoveAngular,zeroSmallValues,lastAngular={1}", Prim.LocalID, m_lastAngularVelocity); |
807 | } | 918 | } |
808 | 919 | ||
809 | // apply friction | ||
810 | Vector3 decayamount = Vector3.One / (m_angularFrictionTimescale / pTimestep); | ||
811 | m_lastAngularVelocity -= m_lastAngularVelocity * decayamount; | ||
812 | |||
813 | // Apply to the body | 920 | // Apply to the body |
814 | Prim.ForceRotationalVelocity = m_lastAngularVelocity; | 921 | // The above calculates the absolute angular velocity needed |
922 | // Prim.ForceRotationalVelocity = m_lastAngularVelocity; | ||
923 | |||
924 | // Apply a force to overcome current angular velocity | ||
925 | Vector3 applyAngularForce = (m_lastAngularVelocity - Prim.ForceRotationalVelocity) * Prim.Linkset.LinksetMass; | ||
926 | // Vector3 applyAngularForce = (m_lastAngularVelocity - Prim.ForceRotationalVelocity); | ||
927 | // Prim.AddAngularForce(applyAngularForce, false); | ||
928 | Prim.ApplyTorqueImpulse(applyAngularForce, false); | ||
929 | |||
930 | // Apply friction for next time | ||
931 | Vector3 decayamount = (Vector3.One / m_angularFrictionTimescale) * pTimestep; | ||
932 | m_lastAngularVelocity *= Vector3.One - decayamount; | ||
815 | 933 | ||
816 | VDetailLog("{0},MoveAngular,done,decay={1},lastAngular={2}", Prim.LocalID, decayamount, m_lastAngularVelocity); | 934 | VDetailLog("{0},MoveAngular,done,applyAForce={1},decay={2},lastAngular={3}", |
935 | Prim.LocalID, applyAngularForce, decayamount, m_lastAngularVelocity); | ||
817 | } //end MoveAngular | 936 | } //end MoveAngular |
818 | 937 | ||
819 | internal void LimitRotation(float timestep) | 938 | internal void LimitRotation(float timestep) |
820 | { | 939 | { |
821 | Quaternion rotq = Prim.ForceOrientation; | 940 | Quaternion rotq = Prim.ForceOrientation; |
822 | Quaternion m_rot = rotq; | 941 | Quaternion m_rot = rotq; |
823 | bool changed = false; | ||
824 | if (m_RollreferenceFrame != Quaternion.Identity) | 942 | if (m_RollreferenceFrame != Quaternion.Identity) |
825 | { | 943 | { |
826 | if (rotq.X >= m_RollreferenceFrame.X) | 944 | if (rotq.X >= m_RollreferenceFrame.X) |
827 | { | 945 | { |
828 | m_rot.X = rotq.X - (m_RollreferenceFrame.X / 2); | 946 | m_rot.X = rotq.X - (m_RollreferenceFrame.X / 2); |
829 | changed = true; | ||
830 | } | 947 | } |
831 | if (rotq.Y >= m_RollreferenceFrame.Y) | 948 | if (rotq.Y >= m_RollreferenceFrame.Y) |
832 | { | 949 | { |
833 | m_rot.Y = rotq.Y - (m_RollreferenceFrame.Y / 2); | 950 | m_rot.Y = rotq.Y - (m_RollreferenceFrame.Y / 2); |
834 | changed = true; | ||
835 | } | 951 | } |
836 | if (rotq.X <= -m_RollreferenceFrame.X) | 952 | if (rotq.X <= -m_RollreferenceFrame.X) |
837 | { | 953 | { |
838 | m_rot.X = rotq.X + (m_RollreferenceFrame.X / 2); | 954 | m_rot.X = rotq.X + (m_RollreferenceFrame.X / 2); |
839 | changed = true; | ||
840 | } | 955 | } |
841 | if (rotq.Y <= -m_RollreferenceFrame.Y) | 956 | if (rotq.Y <= -m_RollreferenceFrame.Y) |
842 | { | 957 | { |
843 | m_rot.Y = rotq.Y + (m_RollreferenceFrame.Y / 2); | 958 | m_rot.Y = rotq.Y + (m_RollreferenceFrame.Y / 2); |
844 | changed = true; | ||
845 | } | 959 | } |
846 | changed = true; | ||
847 | } | 960 | } |
848 | if ((m_flags & VehicleFlag.LOCK_ROTATION) != 0) | 961 | if ((m_flags & VehicleFlag.LOCK_ROTATION) != 0) |
849 | { | 962 | { |
850 | m_rot.X = 0; | 963 | m_rot.X = 0; |
851 | m_rot.Y = 0; | 964 | m_rot.Y = 0; |
852 | changed = true; | ||
853 | } | 965 | } |
854 | if (changed) | 966 | if (rotq != m_rot) |
855 | { | 967 | { |
856 | Prim.ForceOrientation = m_rot; | 968 | Prim.ForceOrientation = m_rot; |
857 | VDetailLog("{0},LimitRotation,done,orig={1},new={2}", Prim.LocalID, rotq, m_rot); | 969 | VDetailLog("{0},LimitRotation,done,orig={1},new={2}", Prim.LocalID, rotq, m_rot); |