From 07c113a766278b1b5c801c6735649ccc7a2dccfb Mon Sep 17 00:00:00 2001 From: Teravus Ovares Date: Fri, 17 Apr 2009 21:10:54 +0000 Subject: * Add Implementation of Linear Motor and Linear friction from the LSL Vehicle API in Physics --- .../Region/Physics/OdePlugin/ODEVehicleSettings.cs | 82 +++++++++++++++++++--- 1 file changed, 73 insertions(+), 9 deletions(-) (limited to 'OpenSim/Region/Physics/OdePlugin') diff --git a/OpenSim/Region/Physics/OdePlugin/ODEVehicleSettings.cs b/OpenSim/Region/Physics/OdePlugin/ODEVehicleSettings.cs index 12b623d..b61e1c5 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEVehicleSettings.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEVehicleSettings.cs @@ -54,7 +54,9 @@ namespace OpenSim.Region.Physics.OdePlugin private IntPtr m_body = IntPtr.Zero; private IntPtr m_jointGroup = IntPtr.Zero; private IntPtr m_aMotor = IntPtr.Zero; - private IntPtr m_lMotor = IntPtr.Zero; + private IntPtr m_lMotor1 = IntPtr.Zero; + private IntPtr m_lMotor2 = IntPtr.Zero; + private IntPtr m_lMotor3 = IntPtr.Zero; // Vehicle properties private Quaternion m_referenceFrame = Quaternion.Identity; @@ -80,9 +82,11 @@ namespace OpenSim.Region.Physics.OdePlugin private float m_linearMotorTimescale = 0; private float m_verticalAttractionEfficiency = 0; private float m_verticalAttractionTimescale = 0; - private Vector3 m_lastVector = Vector3.Zero; + private Vector3 m_lastLinearVelocityVector = Vector3.Zero; private VehicleFlag m_flags = (VehicleFlag) 0; + private bool m_LinearMotorSetLastFrame = false; + @@ -169,6 +173,7 @@ namespace OpenSim.Region.Physics.OdePlugin break; case Vehicle.LINEAR_MOTOR_DIRECTION: m_linearMotorDirection = new Vector3(pValue, pValue, pValue); + m_LinearMotorSetLastFrame = true; break; case Vehicle.LINEAR_MOTOR_OFFSET: m_linearMotorOffset = new Vector3(pValue, pValue, pValue); @@ -187,6 +192,7 @@ namespace OpenSim.Region.Physics.OdePlugin break; case Vehicle.ANGULAR_MOTOR_DIRECTION: m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); + m_LinearMotorSetLastFrame = true; break; case Vehicle.LINEAR_FRICTION_TIMESCALE: m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); @@ -247,6 +253,25 @@ namespace OpenSim.Region.Physics.OdePlugin m_body = pBody; m_parentScene = pParentScene; + if (m_jointGroup == IntPtr.Zero) + m_jointGroup = d.JointGroupCreate(3); + + if (pBody != IntPtr.Zero) + { + + if (m_lMotor1 == IntPtr.Zero) + { + d.BodySetAutoDisableFlag(Body, false); + m_lMotor1 = d.JointCreateLMotor(pParentScene.world, m_jointGroup); + d.JointSetLMotorNumAxes(m_lMotor1, 1); + d.JointAttach(m_lMotor1, Body, IntPtr.Zero); + } + + Vector3 dirNorm = m_lastLinearVelocityVector; + dirNorm.Normalize(); + //d.JointSetLMotorAxis(m_lMotor1, 0, 1, dirNorm.X, dirNorm.Y, dirNorm.Z); + //d.JointSetLMotorParam(m_lMotor1, (int)dParam.Vel, m_lastLinearVelocityVector.Length()); + } } internal void Reset() @@ -439,15 +464,54 @@ namespace OpenSim.Region.Physics.OdePlugin private void LinearMotor(float pTimestep) { - /* - float decayval = (m_linearMotorDecayTimescale * pTimestep); - m_linearMotorDirection *= decayval; - m_lastVector += m_linearMotorDirection + if (!m_linearMotorDirection.ApproxEquals(Vector3.Zero, 0.01f)) + { + Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale/pTimestep); + m_lastLinearVelocityVector += (addAmount*10); + + // This will work temporarily, but we really need to compare speed on an axis + if (Math.Abs(m_lastLinearVelocityVector.X) > Math.Abs(m_linearMotorDirection.X)) + m_lastLinearVelocityVector.X = m_linearMotorDirection.X; + if (Math.Abs(m_lastLinearVelocityVector.Y) > Math.Abs(m_linearMotorDirection.Y)) + m_lastLinearVelocityVector.Y = m_linearMotorDirection.Y; + if (Math.Abs(m_lastLinearVelocityVector.Z) > Math.Abs(m_linearMotorDirection.Z)) + m_lastLinearVelocityVector.Z = m_linearMotorDirection.Z; + //System.Console.WriteLine("add: " + addAmount); + + m_linearMotorDirection -= (m_linearMotorDirection*new Vector3(1, 1, 1)/ + (m_linearMotorDecayTimescale/pTimestep)) * 0.10f; + //Console.WriteLine("actual: " + m_linearMotorDirection); + } + //System.Console.WriteLine(m_linearMotorDirection + " " + m_lastLinearVelocityVector); + SetMotorProperties(); - m_lin - m_lastVector - * */ + Vector3 decayamount = new Vector3(1,1,1)/(m_linearFrictionTimescale/pTimestep); + m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount; + + //m_linearMotorDirection *= decayamount; + + } + + private void SetMotorProperties() + { + Vector3 dirNorm = m_lastLinearVelocityVector; + dirNorm.Normalize(); + + d.Mass objMass; + d.BodyGetMass(Body, out objMass); + d.Quaternion rot = d.BodyGetQuaternion(Body); + Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); + dirNorm *= rotq; + if (m_lMotor1 != IntPtr.Zero) + { + + d.JointSetLMotorAxis(m_lMotor1, 0, 1, dirNorm.X, dirNorm.Y, dirNorm.Z); + d.JointSetLMotorParam(m_lMotor1, (int)dParam.Vel, m_linearMotorDirection.Length()); + + d.JointSetLMotorParam(m_lMotor1, (int)dParam.FMax, 35f * objMass.mass); + } + } } } -- cgit v1.1