diff options
Diffstat (limited to 'OpenSim/Region/Physics/ChOdePlugin')
-rw-r--r-- | OpenSim/Region/Physics/ChOdePlugin/ODEDynamics.cs | 187 | ||||
-rw-r--r-- | OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs | 2 |
2 files changed, 102 insertions, 87 deletions
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODEDynamics.cs b/OpenSim/Region/Physics/ChOdePlugin/ODEDynamics.cs index ef2dccc..9e145ec 100644 --- a/OpenSim/Region/Physics/ChOdePlugin/ODEDynamics.cs +++ b/OpenSim/Region/Physics/ChOdePlugin/ODEDynamics.cs | |||
@@ -82,13 +82,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
82 | private IntPtr m_body = IntPtr.Zero; | 82 | private IntPtr m_body = IntPtr.Zero; |
83 | // private IntPtr m_jointGroup = IntPtr.Zero; | 83 | // private IntPtr m_jointGroup = IntPtr.Zero; |
84 | // private IntPtr m_aMotor = IntPtr.Zero; | 84 | // private IntPtr m_aMotor = IntPtr.Zero; |
85 | |||
86 | // Correction factors, to match Sl | ||
87 | private static float m_linearVelocityFactor = 0.9f; | ||
88 | private static float m_linearAttackFactor = 0.4f; | ||
89 | private static float m_linearDecayFactor = 0.5f; | ||
90 | private static float m_linearFrictionFactor = 1.2f; | ||
91 | |||
92 | 85 | ||
93 | // Vehicle properties | 86 | // Vehicle properties |
94 | private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind | 87 | private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind |
@@ -103,15 +96,15 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
103 | // LIMIT_ROLL_ONLY | 96 | // LIMIT_ROLL_ONLY |
104 | 97 | ||
105 | // Linear properties | 98 | // Linear properties |
106 | private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time | 99 | private Vector3 m_linearMotorDirection = Vector3.Zero; // (was m_linearMotorDirectionLASTSET) the (local) Velocity |
107 | private Vector3 m_linearMotorDirectionLASTSET = Vector3.Zero; // velocity requested by LSL, for max limiting | 100 | //requested by LSL |
108 | private Vector3 m_dir = Vector3.Zero; // velocity applied to body | 101 | private float m_linearMotorTimescale = 0; // Motor Attack rate set by LSL |
109 | private Vector3 m_linearFrictionTimescale = Vector3.Zero; | 102 | private float m_linearMotorDecayTimescale = 0; // Motor Decay rate set by LSL |
110 | private float m_linearMotorDecayTimescale = 0; | 103 | private Vector3 m_linearFrictionTimescale = Vector3.Zero; // General Friction set by LSL |
111 | private float m_linearMotorTimescale = 0; | 104 | |
112 | private Vector3 m_lastLinearVelocityVector = Vector3.Zero; | 105 | private Vector3 m_lLinMotorDVel = Vector3.Zero; // decayed motor |
113 | // private bool m_LinearMotorSetLastFrame = false; | 106 | private Vector3 m_lLinObjectVel = Vector3.Zero; // local frame object velocity |
114 | // private Vector3 m_linearMotorOffset = Vector3.Zero; | 107 | private Vector3 m_wLinObjectVel = Vector3.Zero; // world frame object velocity |
115 | 108 | ||
116 | //Angular properties | 109 | //Angular properties |
117 | private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor | 110 | private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor |
@@ -241,7 +234,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
241 | break; | 234 | break; |
242 | case Vehicle.LINEAR_MOTOR_DIRECTION: | 235 | case Vehicle.LINEAR_MOTOR_DIRECTION: |
243 | m_linearMotorDirection = new Vector3(pValue, pValue, pValue); | 236 | m_linearMotorDirection = new Vector3(pValue, pValue, pValue); |
244 | m_linearMotorDirectionLASTSET = new Vector3(pValue, pValue, pValue); | 237 | UpdateLinDecay(); |
245 | break; | 238 | break; |
246 | case Vehicle.LINEAR_MOTOR_OFFSET: | 239 | case Vehicle.LINEAR_MOTOR_OFFSET: |
247 | // m_linearMotorOffset = new Vector3(pValue, pValue, pValue); | 240 | // m_linearMotorOffset = new Vector3(pValue, pValue, pValue); |
@@ -273,9 +266,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
273 | m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); | 266 | m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); |
274 | break; | 267 | break; |
275 | case Vehicle.LINEAR_MOTOR_DIRECTION: | 268 | case Vehicle.LINEAR_MOTOR_DIRECTION: |
276 | pValue *= m_linearVelocityFactor; | 269 | m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); // velocity requested by LSL, for max limiting |
277 | m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); // velocity requested by LSL, decayed by time | 270 | UpdateLinDecay(); |
278 | m_linearMotorDirectionLASTSET = new Vector3(pValue.X, pValue.Y, pValue.Z); // velocity requested by LSL, for max limiting | ||
279 | break; | 271 | break; |
280 | case Vehicle.LINEAR_MOTOR_OFFSET: | 272 | case Vehicle.LINEAR_MOTOR_OFFSET: |
281 | // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z); | 273 | // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z); |
@@ -304,7 +296,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
304 | case Vehicle.TYPE_SLED: | 296 | case Vehicle.TYPE_SLED: |
305 | m_linearFrictionTimescale = new Vector3(30, 1, 1000); | 297 | m_linearFrictionTimescale = new Vector3(30, 1, 1000); |
306 | m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); | 298 | m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); |
307 | m_linearMotorDirection = Vector3.Zero; | 299 | // m_lLinMotorVel = Vector3.Zero; |
308 | m_linearMotorTimescale = 1000; | 300 | m_linearMotorTimescale = 1000; |
309 | m_linearMotorDecayTimescale = 120; | 301 | m_linearMotorDecayTimescale = 120; |
310 | m_angularMotorDirection = Vector3.Zero; | 302 | m_angularMotorDirection = Vector3.Zero; |
@@ -330,7 +322,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
330 | case Vehicle.TYPE_CAR: | 322 | case Vehicle.TYPE_CAR: |
331 | m_linearFrictionTimescale = new Vector3(100, 2, 1000); | 323 | m_linearFrictionTimescale = new Vector3(100, 2, 1000); |
332 | m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); | 324 | m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); |
333 | m_linearMotorDirection = Vector3.Zero; | 325 | // m_lLinMotorVel = Vector3.Zero; |
334 | m_linearMotorTimescale = 1; | 326 | m_linearMotorTimescale = 1; |
335 | m_linearMotorDecayTimescale = 60; | 327 | m_linearMotorDecayTimescale = 60; |
336 | m_angularMotorDirection = Vector3.Zero; | 328 | m_angularMotorDirection = Vector3.Zero; |
@@ -357,7 +349,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
357 | case Vehicle.TYPE_BOAT: | 349 | case Vehicle.TYPE_BOAT: |
358 | m_linearFrictionTimescale = new Vector3(10, 3, 2); | 350 | m_linearFrictionTimescale = new Vector3(10, 3, 2); |
359 | m_angularFrictionTimescale = new Vector3(10,10,10); | 351 | m_angularFrictionTimescale = new Vector3(10,10,10); |
360 | m_linearMotorDirection = Vector3.Zero; | 352 | // m_lLinMotorVel = Vector3.Zero; |
361 | m_linearMotorTimescale = 5; | 353 | m_linearMotorTimescale = 5; |
362 | m_linearMotorDecayTimescale = 60; | 354 | m_linearMotorDecayTimescale = 60; |
363 | m_angularMotorDirection = Vector3.Zero; | 355 | m_angularMotorDirection = Vector3.Zero; |
@@ -385,7 +377,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
385 | case Vehicle.TYPE_AIRPLANE: | 377 | case Vehicle.TYPE_AIRPLANE: |
386 | m_linearFrictionTimescale = new Vector3(200, 10, 5); | 378 | m_linearFrictionTimescale = new Vector3(200, 10, 5); |
387 | m_angularFrictionTimescale = new Vector3(20, 20, 20); | 379 | m_angularFrictionTimescale = new Vector3(20, 20, 20); |
388 | m_linearMotorDirection = Vector3.Zero; | 380 | // m_lLinMotorVel = Vector3.Zero; |
389 | m_linearMotorTimescale = 2; | 381 | m_linearMotorTimescale = 2; |
390 | m_linearMotorDecayTimescale = 60; | 382 | m_linearMotorDecayTimescale = 60; |
391 | m_angularMotorDirection = Vector3.Zero; | 383 | m_angularMotorDirection = Vector3.Zero; |
@@ -412,7 +404,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
412 | case Vehicle.TYPE_BALLOON: | 404 | case Vehicle.TYPE_BALLOON: |
413 | m_linearFrictionTimescale = new Vector3(5, 5, 5); | 405 | m_linearFrictionTimescale = new Vector3(5, 5, 5); |
414 | m_angularFrictionTimescale = new Vector3(10, 10, 10); | 406 | m_angularFrictionTimescale = new Vector3(10, 10, 10); |
415 | m_linearMotorDirection = Vector3.Zero; | ||
416 | m_linearMotorTimescale = 5; | 407 | m_linearMotorTimescale = 5; |
417 | m_linearMotorDecayTimescale = 60; | 408 | m_linearMotorDecayTimescale = 60; |
418 | m_angularMotorDirection = Vector3.Zero; | 409 | m_angularMotorDirection = Vector3.Zero; |
@@ -453,7 +444,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
453 | if (m_body == IntPtr.Zero || m_type == Vehicle.TYPE_NONE) | 444 | if (m_body == IntPtr.Zero || m_type == Vehicle.TYPE_NONE) |
454 | return; | 445 | return; |
455 | frcount++; // used to limit debug comment output | 446 | frcount++; // used to limit debug comment output |
456 | if (frcount > 100) | 447 | if (frcount > 24) |
457 | frcount = 0; | 448 | frcount = 0; |
458 | 449 | ||
459 | MoveLinear(pTimestep, pParentScene); | 450 | MoveLinear(pTimestep, pParentScene); |
@@ -463,63 +454,90 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
463 | internal void Halt() | 454 | internal void Halt() |
464 | { // Kill all motions, when non-physical | 455 | { // Kill all motions, when non-physical |
465 | m_linearMotorDirection = Vector3.Zero; | 456 | m_linearMotorDirection = Vector3.Zero; |
466 | m_linearMotorDirectionLASTSET = Vector3.Zero; | 457 | m_lLinMotorDVel = Vector3.Zero; |
467 | m_dir = Vector3.Zero; | 458 | m_lLinObjectVel = Vector3.Zero; |
468 | m_lastLinearVelocityVector = Vector3.Zero; | 459 | m_wLinObjectVel = Vector3.Zero; |
469 | m_angularMotorDirection = Vector3.Zero; | 460 | m_angularMotorDirection = Vector3.Zero; |
470 | m_angularMotorVelocity = Vector3.Zero; | 461 | m_angularMotorVelocity = Vector3.Zero; |
471 | m_lastAngularVelocity = Vector3.Zero; | 462 | m_lastAngularVelocity = Vector3.Zero; |
472 | } | 463 | } |
464 | |||
465 | private void UpdateLinDecay() | ||
466 | { | ||
467 | if (Math.Abs(m_linearMotorDirection.X) > Math.Abs(m_lLinMotorDVel.X)) m_lLinMotorDVel.X = m_linearMotorDirection.X; | ||
468 | if (Math.Abs(m_linearMotorDirection.Y) > Math.Abs(m_lLinMotorDVel.Y)) m_lLinMotorDVel.Y = m_linearMotorDirection.Y; | ||
469 | if (Math.Abs(m_linearMotorDirection.Z) > Math.Abs(m_lLinMotorDVel.Z)) m_lLinMotorDVel.Z = m_linearMotorDirection.Z; | ||
470 | } // else let the motor decay on its own | ||
473 | 471 | ||
474 | private void MoveLinear(float pTimestep, OdeScene _pParentScene) | 472 | private void MoveLinear(float pTimestep, OdeScene _pParentScene) |
475 | { | 473 | { |
476 | if (!m_linearMotorDirection.ApproxEquals(Vector3.Zero, 0.01f)) // requested m_linearMotorDirection is significant | 474 | Vector3 acceleration = new Vector3(0f, 0f, 0f); |
477 | { | ||
478 | if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); | ||
479 | 475 | ||
480 | // add drive to body | ||
481 | float linfactor = m_linearMotorTimescale/pTimestep; | ||
482 | // Linear accel | ||
483 | Vector3 addAmount1 = (m_linearMotorDirection/linfactor) * 0.8f; | ||
484 | // Differential accel | ||
485 | Vector3 addAmount2 = ((m_linearMotorDirection - m_lastLinearVelocityVector)/linfactor) * 1.6f; | ||
486 | // SL correction | ||
487 | Vector3 addAmount = (addAmount1 + addAmount2) * m_linearAttackFactor; | ||
488 | m_lastLinearVelocityVector += addAmount; // lastLinearVelocityVector is the current body velocity vector | ||
489 | //if(frcount == 0) Console.WriteLine("AL {0} + AD {1} AS{2} V {3}", addAmount1, addAmount2, addAmount, m_lastLinearVelocityVector); | ||
490 | // This will work temporarily, but we really need to compare speed on an axis | ||
491 | // KF: Limit body velocity to applied velocity? | ||
492 | if (Math.Abs(m_lastLinearVelocityVector.X) > Math.Abs(m_linearMotorDirectionLASTSET.X)) | ||
493 | m_lastLinearVelocityVector.X = m_linearMotorDirectionLASTSET.X; | ||
494 | if (Math.Abs(m_lastLinearVelocityVector.Y) > Math.Abs(m_linearMotorDirectionLASTSET.Y)) | ||
495 | m_lastLinearVelocityVector.Y = m_linearMotorDirectionLASTSET.Y; | ||
496 | if (Math.Abs(m_lastLinearVelocityVector.Z) > Math.Abs(m_linearMotorDirectionLASTSET.Z)) | ||
497 | m_lastLinearVelocityVector.Z = m_linearMotorDirectionLASTSET.Z; | ||
498 | |||
499 | // decay applied velocity | ||
500 | Vector3 decayfraction = ((Vector3.One/(m_linearMotorDecayTimescale/pTimestep))); | ||
501 | //Console.WriteLine("decay: " + decayfraction); | ||
502 | m_linearMotorDirection -= m_linearMotorDirection * decayfraction * m_linearDecayFactor; | ||
503 | //Console.WriteLine("actual: " + m_linearMotorDirection); | ||
504 | } | ||
505 | else | ||
506 | { // requested is not significant | ||
507 | // if what remains of applied is small, zero it. | ||
508 | if (m_lastLinearVelocityVector.ApproxEquals(Vector3.Zero, 0.01f)) | ||
509 | m_lastLinearVelocityVector = Vector3.Zero; | ||
510 | } | ||
511 | |||
512 | |||
513 | // convert requested object velocity to world-referenced vector | ||
514 | m_dir = m_lastLinearVelocityVector; | ||
515 | d.Quaternion rot = d.BodyGetQuaternion(Body); | 476 | d.Quaternion rot = d.BodyGetQuaternion(Body); |
516 | Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object | 477 | Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object |
517 | m_dir *= rotq; // apply obj rotation to velocity vector | 478 | Quaternion irotq = Quaternion.Inverse(rotq); |
479 | d.Vector3 velnow = d.BodyGetLinearVel(Body); // this is in world frame | ||
480 | Vector3 vel_now = new Vector3(velnow.X, velnow.Y, velnow.Z); | ||
481 | acceleration = vel_now - m_wLinObjectVel; | ||
482 | m_lLinObjectVel = vel_now * irotq; | ||
483 | |||
484 | if (m_linearMotorDecayTimescale < 300.0f) //setting of 300 or more disables decay rate | ||
485 | { | ||
486 | if ( Vector3.Mag(m_lLinMotorDVel) < 1.0f) | ||
487 | { | ||
488 | float decayfactor = m_linearMotorDecayTimescale/pTimestep; | ||
489 | Vector3 decayAmount = (m_lLinMotorDVel/decayfactor); | ||
490 | m_lLinMotorDVel -= decayAmount; | ||
491 | } | ||
492 | else | ||
493 | { | ||
494 | float decayfactor = 3.0f - (0.57f * (float)Math.Log((double)(m_linearMotorDecayTimescale))); | ||
495 | Vector3 decel = Vector3.Normalize(m_lLinMotorDVel) * decayfactor * pTimestep; | ||
496 | m_lLinMotorDVel -= decel; | ||
497 | } | ||
498 | if (m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) | ||
499 | { | ||
500 | m_lLinMotorDVel = Vector3.Zero; | ||
501 | } | ||
502 | else | ||
503 | { | ||
504 | if (Math.Abs(m_lLinMotorDVel.X) < Math.Abs(m_lLinObjectVel.X)) m_lLinObjectVel.X = m_lLinMotorDVel.X; | ||
505 | if (Math.Abs(m_lLinMotorDVel.Y) < Math.Abs(m_lLinObjectVel.Y)) m_lLinObjectVel.Y = m_lLinMotorDVel.Y; | ||
506 | if (Math.Abs(m_lLinMotorDVel.Z) < Math.Abs(m_lLinObjectVel.Z)) m_lLinObjectVel.Z = m_lLinMotorDVel.Z; | ||
507 | } | ||
508 | } | ||
518 | 509 | ||
519 | // add Gravity and Buoyancy | 510 | if ( (! m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (! m_lLinObjectVel.ApproxEquals(Vector3.Zero, 0.01f)) ) |
520 | // KF: So far I have found no good method to combine a script-requested | 511 | { |
521 | // .Z velocity and gravity. Therefore only 0g will used script-requested | 512 | if(!d.BodyIsEnabled (Body)) d.BodyEnable (Body); |
522 | // .Z velocity. >0g (m_VehicleBuoyancy < 1) will used modified gravity only. | 513 | if (m_linearMotorTimescale < 300.0f) |
514 | { | ||
515 | Vector3 attack_error = m_lLinMotorDVel - m_lLinObjectVel; | ||
516 | float linfactor = m_linearMotorTimescale/pTimestep; | ||
517 | Vector3 attackAmount = (attack_error/linfactor) * 1.3f; | ||
518 | m_lLinObjectVel += attackAmount; | ||
519 | } | ||
520 | if (m_linearFrictionTimescale.X < 300.0f) | ||
521 | { | ||
522 | float fricfactor = m_linearFrictionTimescale.X / pTimestep; | ||
523 | float fricX = m_lLinObjectVel.X / fricfactor; | ||
524 | m_lLinObjectVel.X -= fricX; | ||
525 | } | ||
526 | if (m_linearFrictionTimescale.Y < 300.0f) | ||
527 | { | ||
528 | float fricfactor = m_linearFrictionTimescale.Y / pTimestep; | ||
529 | float fricY = m_lLinObjectVel.Y / fricfactor; | ||
530 | m_lLinObjectVel.Y -= fricY; | ||
531 | } | ||
532 | if (m_linearFrictionTimescale.Z < 300.0f) | ||
533 | { | ||
534 | float fricfactor = m_linearFrictionTimescale.Z / pTimestep; | ||
535 | float fricZ = m_lLinObjectVel.Z / fricfactor; | ||
536 | m_lLinObjectVel.Z -= fricZ; | ||
537 | } | ||
538 | } | ||
539 | m_wLinObjectVel = m_lLinObjectVel * rotq; | ||
540 | // Add Gravity and Buoyancy | ||
523 | Vector3 grav = Vector3.Zero; | 541 | Vector3 grav = Vector3.Zero; |
524 | if(m_VehicleBuoyancy < 1.0f) | 542 | if(m_VehicleBuoyancy < 1.0f) |
525 | { | 543 | { |
@@ -528,10 +546,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
528 | d.Mass objMass; | 546 | d.Mass objMass; |
529 | d.BodyGetMass(Body, out objMass); | 547 | d.BodyGetMass(Body, out objMass); |
530 | // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; | 548 | // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; |
531 | grav.Z = _pParentScene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy); | 549 | grav.Z = _pParentScene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy); // Applied later as a force |
532 | // Preserve the current Z velocity | ||
533 | d.Vector3 vel_now = d.BodyGetLinearVel(Body); | ||
534 | m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity | ||
535 | } // else its 1.0, no gravity. | 550 | } // else its 1.0, no gravity. |
536 | 551 | ||
537 | // Check if hovering | 552 | // Check if hovering |
@@ -567,24 +582,24 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
567 | { | 582 | { |
568 | d.Mass objMass; | 583 | d.Mass objMass; |
569 | d.BodyGetMass(Body, out objMass); | 584 | d.BodyGetMass(Body, out objMass); |
570 | m_dir.Z = - ( (herr0 * pTimestep * 50.0f) / m_VhoverTimescale); | 585 | m_wLinObjectVel.Z = - ( (herr0 * pTimestep * 50.0f) / m_VhoverTimescale); |
571 | //KF: m_VhoverEfficiency is not yet implemented | 586 | //KF: m_VhoverEfficiency is not yet implemented |
572 | } | 587 | } |
573 | else | 588 | else |
574 | { | 589 | { |
575 | m_dir.Z = 0f; | 590 | m_wLinObjectVel.Z = 0f; |
576 | } | 591 | } |
577 | } | 592 | } |
578 | 593 | else | |
594 | { // not hovering, Gravity rules | ||
595 | m_wLinObjectVel.Z = vel_now.Z; | ||
596 | //if(frcount == 0) Console.WriteLine(" Z {0} a.Z {1}", m_wLinObjectVel.Z, acceleration.Z); | ||
597 | } | ||
579 | // Apply velocity | 598 | // Apply velocity |
580 | d.BodySetLinearVel(Body, m_dir.X, m_dir.Y, m_dir.Z); | 599 | d.BodySetLinearVel(Body, m_wLinObjectVel.X, m_wLinObjectVel.Y, m_wLinObjectVel.Z); |
581 | // apply gravity force | 600 | // apply gravity force |
582 | d.BodyAddForce(Body, grav.X, grav.Y, grav.Z); | 601 | d.BodyAddForce(Body, grav.X, grav.Y, grav.Z); |
583 | 602 | //if(frcount == 0) Console.WriteLine("Grav {0}", grav); | |
584 | |||
585 | // apply friction | ||
586 | Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep); | ||
587 | m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount * m_linearFrictionFactor; | ||
588 | } // end MoveLinear() | 603 | } // end MoveLinear() |
589 | 604 | ||
590 | private void MoveAngular(float pTimestep) | 605 | private void MoveAngular(float pTimestep) |
@@ -633,7 +648,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
633 | 648 | ||
634 | if(m_verticalAttractionTimescale < 300) | 649 | if(m_verticalAttractionTimescale < 300) |
635 | { | 650 | { |
636 | float VAservo = 0.2f / (m_verticalAttractionTimescale * pTimestep); | 651 | float VAservo = 0.0167f / (m_verticalAttractionTimescale * pTimestep); |
637 | // get present body rotation | 652 | // get present body rotation |
638 | d.Quaternion rot = d.BodyGetQuaternion(Body); | 653 | d.Quaternion rot = d.BodyGetQuaternion(Body); |
639 | Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); | 654 | Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); |
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs index 60786d4..deb6164 100644 --- a/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs | |||
@@ -229,7 +229,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
229 | 229 | ||
230 | public int bodyFramesAutoDisable = 20; | 230 | public int bodyFramesAutoDisable = 20; |
231 | 231 | ||
232 | protected DateTime m_lastframe = DateTime.UtcNow; | 232 | private DateTime m_lastframe = DateTime.UtcNow; |
233 | 233 | ||
234 | private float[] _watermap; | 234 | private float[] _watermap; |
235 | private bool m_filterCollisions = true; | 235 | private bool m_filterCollisions = true; |