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-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs33
1 files changed, 15 insertions, 18 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index 5887249..912aadd 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -1003,7 +1003,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin
1003 // Not colliding if the vehicle is off the ground 1003 // Not colliding if the vehicle is off the ground
1004 if (!Prim.IsColliding) 1004 if (!Prim.IsColliding)
1005 { 1005 {
1006 // downForce = new Vector3(0, 0, (-distanceAboveGround / m_bankingTimescale) * pTimestep);
1007 // downForce = new Vector3(0, 0, -distanceAboveGround / m_bankingTimescale); 1006 // downForce = new Vector3(0, 0, -distanceAboveGround / m_bankingTimescale);
1008 ret = new Vector3(0, 0, -distanceAboveGround); 1007 ret = new Vector3(0, 0, -distanceAboveGround);
1009 } 1008 }
@@ -1135,31 +1134,30 @@ namespace OpenSim.Region.Physics.BulletSPlugin
1135 // zero and one. 1134 // zero and one.
1136 // The value of Z is how far the rotation is off with 1 meaning none and 0 being 90 degrees. 1135 // The value of Z is how far the rotation is off with 1 meaning none and 0 being 90 degrees.
1137 1136
1137 // Y error means needed rotation around X axis and visa versa.
1138 // Since the error goes from zero to one, the asin is the corresponding angle.
1139 ret.X = (float)Math.Asin(verticalError.Y);
1140 ret.Y = (float)Math.Asin(verticalError.X);
1141
1138 // If verticalError.Z is negative, the vehicle is upside down. Add additional push. 1142 // If verticalError.Z is negative, the vehicle is upside down. Add additional push.
1139 if (verticalError.Z < 0f) 1143 if (verticalError.Z < 0f)
1140 { 1144 {
1141 verticalError.X = 2f - verticalError.X; 1145 ret.X += (float)Math.PI / 4f;
1142 verticalError.Y = 2f - verticalError.Y; 1146 ret.Y += (float)Math.PI / 4f;
1143 } 1147 }
1144 1148
1145 // Y error means needed rotation around X axis and visa versa. 1149 // Put the signs back on so the rotation is in the correct direction.
1146 ret.X = verticalError.Y; 1150 ret.X *= (float)Math.Sign(verticalError.Y);
1147 ret.Y = - verticalError.X; 1151 // (Tilt forward (positive X) needs to tilt back (rotate negative) around Y axis.)
1148 ret.Z = 0f; 1152 ret.Y *= -(float)Math.Sign(verticalError.X);
1149
1150 // Scale the correction force by how far we're off from vertical.
1151 // Z error of one says little error. As Z gets smaller, the vehicle is leaning farther over.
1152 float clampedSqrZError = ClampInRange(0.01f, verticalError.Z * verticalError.Z, 1f);
1153 float vertForce = 1f / clampedSqrZError;
1154
1155 ret *= vertForce;
1156 1153
1157 // Correction happens over a number of seconds. 1154 // 'ret' is now the necessary velocity to correct tilt in one second.
1155 // Correction happens over a number of seconds.
1158 Vector3 unscaledContrib = ret; 1156 Vector3 unscaledContrib = ret;
1159 ret /= m_verticalAttractionTimescale; 1157 ret /= m_verticalAttractionTimescale;
1160 1158
1161 VDetailLog("{0}, MoveAngular,verticalAttraction,,verticalError={1},unscaled={2},vertForce={3},eff={4},vertAttr={5}", 1159 VDetailLog("{0}, MoveAngular,verticalAttraction,,verticalError={1},unscaled={2},eff={3},vertAttr={4}",
1162 Prim.LocalID, verticalError, unscaledContrib, vertForce, m_verticalAttractionEfficiency, ret); 1160 Prim.LocalID, verticalError, unscaledContrib, m_verticalAttractionEfficiency, ret);
1163 } 1161 }
1164 return ret; 1162 return ret;
1165 } 1163 }
@@ -1172,7 +1170,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin
1172 public Vector3 ComputeAngularDeflection() 1170 public Vector3 ComputeAngularDeflection()
1173 { 1171 {
1174 Vector3 ret = Vector3.Zero; 1172 Vector3 ret = Vector3.Zero;
1175 return ret; // DEBUG DEBUG DEBUG debug one force at a time
1176 1173
1177 if (m_angularDeflectionEfficiency != 0) 1174 if (m_angularDeflectionEfficiency != 0)
1178 { 1175 {