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-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs18
1 files changed, 15 insertions, 3 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index b6e3594..3a73fba 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -445,9 +445,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin
445 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY 445 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY
446 | VehicleFlag.HOVER_GLOBAL_HEIGHT 446 | VehicleFlag.HOVER_GLOBAL_HEIGHT
447 | VehicleFlag.LIMIT_ROLL_ONLY 447 | VehicleFlag.LIMIT_ROLL_ONLY
448 | VehicleFlag.LIMIT_MOTOR_UP
448 | VehicleFlag.HOVER_UP_ONLY); 449 | VehicleFlag.HOVER_UP_ONLY);
449 m_flags |= (VehicleFlag.NO_DEFLECTION_UP 450 m_flags |= (VehicleFlag.NO_DEFLECTION_UP
450 | VehicleFlag.LIMIT_MOTOR_UP
451 | VehicleFlag.HOVER_WATER_ONLY); 451 | VehicleFlag.HOVER_WATER_ONLY);
452 break; 452 break;
453 case Vehicle.TYPE_AIRPLANE: 453 case Vehicle.TYPE_AIRPLANE:
@@ -805,6 +805,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
805 return changed; 805 return changed;
806 } 806 }
807 807
808 // From http://wiki.secondlife.com/wiki/LlSetVehicleFlags :
809 // Prevent ground vehicles from motoring into the sky.This flag has a subtle effect when
810 // used with conjunction with banking: the strength of the banking will decay when the
811 // vehicle no longer experiences collisions. The decay timescale is the same as
812 // VEHICLE_BANKING_TIMESCALE. This is to help prevent ground vehicles from steering
813 // when they are in mid jump.
814 // TODO: this code is wrong. Also, what should it do for boats?
808 public Vector3 ComputeLinearMotorUp(float pTimestep, Vector3 pos, float terrainHeight) 815 public Vector3 ComputeLinearMotorUp(float pTimestep, Vector3 pos, float terrainHeight)
809 { 816 {
810 Vector3 ret = Vector3.Zero; 817 Vector3 ret = Vector3.Zero;
@@ -818,10 +825,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin
818 // downForce = new Vector3(0, 0, -distanceAboveGround / m_bankingTimescale); 825 // downForce = new Vector3(0, 0, -distanceAboveGround / m_bankingTimescale);
819 ret = new Vector3(0, 0, -distanceAboveGround); 826 ret = new Vector3(0, 0, -distanceAboveGround);
820 } 827 }
821 // TODO: this calculation is all wrong. From the description at 828 // TODO: this calculation is wrong. From the description at
822 // (http://wiki.secondlife.com/wiki/Category:LSL_Vehicle), the downForce 829 // (http://wiki.secondlife.com/wiki/Category:LSL_Vehicle), the downForce
823 // has a decay factor. This says this force should 830 // has a decay factor. This says this force should
824 // be computed with a motor. 831 // be computed with a motor.
832 // TODO: add interaction with banking.
825 VDetailLog("{0},MoveLinear,limitMotorUp,distAbove={1},downForce={2}", 833 VDetailLog("{0},MoveLinear,limitMotorUp,distAbove={1},downForce={2}",
826 Prim.LocalID, distanceAboveGround, ret); 834 Prim.LocalID, distanceAboveGround, ret);
827 } 835 }
@@ -864,7 +872,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin
864 Vector3 angularMotorContribution = m_angularMotor.Step(pTimestep); 872 Vector3 angularMotorContribution = m_angularMotor.Step(pTimestep);
865 873
866 // ================================================================== 874 // ==================================================================
867 // NO_DEFLECTION_UP says angular motion should not add any pitch or roll movement 875 // From http://wiki.secondlife.com/wiki/LlSetVehicleFlags :
876 // This flag prevents linear deflection parallel to world z-axis. This is useful
877 // for preventing ground vehicles with large linear deflection, like bumper cars,
878 // from climbing their linear deflection into the sky.
879 // That is, NO_DEFLECTION_UP says angular motion should not add any pitch or roll movement
868 if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0) 880 if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0)
869 { 881 {
870 angularMotorContribution.X = 0f; 882 angularMotorContribution.X = 0f;