/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * * The quotations from http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial * are Copyright (c) 2009 Linden Research, Inc and are used under their license * of Creative Commons Attribution-Share Alike 3.0 * (http://creativecommons.org/licenses/by-sa/3.0/). */ using System; using System.Collections.Generic; using System.Reflection; using System.Runtime.InteropServices; using OpenMetaverse; using OpenSim.Region.Physics.Manager; namespace OpenSim.Region.Physics.BulletSPlugin { public sealed class BSDynamics { private static string LogHeader = "[BULLETSIM VEHICLE]"; private BSScene PhysicsScene { get; set; } // the prim this dynamic controller belongs to private BSPrim Prim { get; set; } // mass of the vehicle fetched each time we're calles private float m_vehicleMass; // Vehicle properties public Vehicle Type { get; set; } // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier private VehicleFlag m_flags = (VehicleFlag) 0; // Boolean settings: // HOVER_TERRAIN_ONLY // HOVER_GLOBAL_HEIGHT // NO_DEFLECTION_UP // HOVER_WATER_ONLY // HOVER_UP_ONLY // LIMIT_MOTOR_UP // LIMIT_ROLL_ONLY private Vector3 m_BlockingEndPoint = Vector3.Zero; private Quaternion m_RollreferenceFrame = Quaternion.Identity; private Quaternion m_referenceFrame = Quaternion.Identity; // Linear properties private BSVMotor m_linearMotor = new BSVMotor("LinearMotor"); private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time private Vector3 m_linearMotorOffset = Vector3.Zero; // the point of force can be offset from the center private Vector3 m_linearMotorDirectionLASTSET = Vector3.Zero; // velocity requested by LSL private Vector3 m_linearFrictionTimescale = Vector3.Zero; private float m_linearMotorDecayTimescale = 0; private float m_linearMotorTimescale = 0; private Vector3 m_lastLinearVelocityVector = Vector3.Zero; private Vector3 m_lastPositionVector = Vector3.Zero; // private bool m_LinearMotorSetLastFrame = false; // private Vector3 m_linearMotorOffset = Vector3.Zero; //Angular properties private BSVMotor m_angularMotor = new BSVMotor("AngularMotor"); private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor // private int m_angularMotorApply = 0; // application frame counter private Vector3 m_angularMotorVelocity = Vector3.Zero; // current angular motor velocity private float m_angularMotorTimescale = 0; // motor angular velocity ramp up rate private float m_angularMotorDecayTimescale = 0; // motor angular velocity decay rate private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular velocity decay rate private Vector3 m_lastAngularVelocity = Vector3.Zero; private Vector3 m_lastVertAttractor = Vector3.Zero; // what VA was last applied to body //Deflection properties private BSVMotor m_angularDeflectionMotor = new BSVMotor("AngularDeflection"); private float m_angularDeflectionEfficiency = 0; private float m_angularDeflectionTimescale = 0; private float m_linearDeflectionEfficiency = 0; private float m_linearDeflectionTimescale = 0; //Banking properties private float m_bankingEfficiency = 0; private float m_bankingMix = 0; private float m_bankingTimescale = 0; //Hover and Buoyancy properties private BSVMotor m_hoverMotor = new BSVMotor("Hover"); private float m_VhoverHeight = 0f; private float m_VhoverEfficiency = 0f; private float m_VhoverTimescale = 0f; private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height private float m_VehicleBuoyancy = 0f; //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle. // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity) // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity. // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity. //Attractor properties private BSVMotor m_verticalAttractionMotor = new BSVMotor("VerticalAttraction"); private float m_verticalAttractionEfficiency = 1.0f; // damped private float m_verticalAttractionCutoff = 500f; // per the documentation // Timescale > cutoff means no vert attractor. private float m_verticalAttractionTimescale = 510f; // Just some recomputed constants: static readonly float PIOverFour = ((float)Math.PI) / 4f; static readonly float PIOverTwo = ((float)Math.PI) / 2f; // For debugging, flags to turn on and off individual corrections. private bool enableAngularVerticalAttraction = true; private bool enableAngularDeflection = true; private bool enableAngularBanking = true; public BSDynamics(BSScene myScene, BSPrim myPrim) { PhysicsScene = myScene; Prim = myPrim; Type = Vehicle.TYPE_NONE; } // Return 'true' if this vehicle is doing vehicle things public bool IsActive { get { return Type != Vehicle.TYPE_NONE && Prim.IsPhysical; } } #region Vehicle parameter setting internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue) { VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue); switch (pParam) { case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: m_angularDeflectionEfficiency = Math.Max(pValue, 0.01f); break; case Vehicle.ANGULAR_DEFLECTION_TIMESCALE: m_angularDeflectionTimescale = Math.Max(pValue, 0.01f); break; case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE: m_angularMotorDecayTimescale = ClampInRange(0.01f, pValue, 120); m_angularMotor.TargetValueDecayTimeScale = m_angularMotorDecayTimescale; break; case Vehicle.ANGULAR_MOTOR_TIMESCALE: m_angularMotorTimescale = Math.Max(pValue, 0.01f); m_angularMotor.TimeScale = m_angularMotorTimescale; break; case Vehicle.BANKING_EFFICIENCY: m_bankingEfficiency = ClampInRange(-1f, pValue, 1f); break; case Vehicle.BANKING_MIX: m_bankingMix = Math.Max(pValue, 0.01f); break; case Vehicle.BANKING_TIMESCALE: m_bankingTimescale = Math.Max(pValue, 0.01f); break; case Vehicle.BUOYANCY: m_VehicleBuoyancy = ClampInRange(-1f, pValue, 1f); break; case Vehicle.HOVER_EFFICIENCY: m_VhoverEfficiency = ClampInRange(0f, pValue, 1f); break; case Vehicle.HOVER_HEIGHT: m_VhoverHeight = pValue; break; case Vehicle.HOVER_TIMESCALE: m_VhoverTimescale = Math.Max(pValue, 0.01f); break; case Vehicle.LINEAR_DEFLECTION_EFFICIENCY: m_linearDeflectionEfficiency = Math.Max(pValue, 0.01f); break; case Vehicle.LINEAR_DEFLECTION_TIMESCALE: m_linearDeflectionTimescale = Math.Max(pValue, 0.01f); break; case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE: m_linearMotorDecayTimescale = ClampInRange(0.01f, pValue, 120); m_linearMotor.TargetValueDecayTimeScale = m_linearMotorDecayTimescale; break; case Vehicle.LINEAR_MOTOR_TIMESCALE: m_linearMotorTimescale = Math.Max(pValue, 0.01f); m_linearMotor.TimeScale = m_linearMotorTimescale; break; case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY: m_verticalAttractionEfficiency = ClampInRange(0.1f, pValue, 1f); m_verticalAttractionMotor.Efficiency = m_verticalAttractionEfficiency; break; case Vehicle.VERTICAL_ATTRACTION_TIMESCALE: m_verticalAttractionTimescale = Math.Max(pValue, 0.01f); m_verticalAttractionMotor.TimeScale = m_verticalAttractionTimescale; break; // These are vector properties but the engine lets you use a single float value to // set all of the components to the same value case Vehicle.ANGULAR_FRICTION_TIMESCALE: m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue); m_angularMotor.FrictionTimescale = m_angularFrictionTimescale; break; case Vehicle.ANGULAR_MOTOR_DIRECTION: m_angularMotorDirection = new Vector3(pValue, pValue, pValue); m_angularMotor.SetTarget(m_angularMotorDirection); break; case Vehicle.LINEAR_FRICTION_TIMESCALE: m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue); m_linearMotor.FrictionTimescale = m_linearFrictionTimescale; break; case Vehicle.LINEAR_MOTOR_DIRECTION: m_linearMotorDirection = new Vector3(pValue, pValue, pValue); m_linearMotorDirectionLASTSET = new Vector3(pValue, pValue, pValue); m_linearMotor.SetTarget(m_linearMotorDirection); break; case Vehicle.LINEAR_MOTOR_OFFSET: m_linearMotorOffset = new Vector3(pValue, pValue, pValue); break; } }//end ProcessFloatVehicleParam internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue) { VDetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue); switch (pParam) { case Vehicle.ANGULAR_FRICTION_TIMESCALE: m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); m_angularMotor.FrictionTimescale = m_angularFrictionTimescale; break; case Vehicle.ANGULAR_MOTOR_DIRECTION: // Limit requested angular speed to 2 rps= 4 pi rads/sec pValue.X = ClampInRange(-12.56f, pValue.X, 12.56f); pValue.Y = ClampInRange(-12.56f, pValue.Y, 12.56f); pValue.Z = ClampInRange(-12.56f, pValue.Z, 12.56f); m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); m_angularMotor.SetTarget(m_angularMotorDirection); break; case Vehicle.LINEAR_FRICTION_TIMESCALE: m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); m_linearMotor.FrictionTimescale = m_linearFrictionTimescale; break; case Vehicle.LINEAR_MOTOR_DIRECTION: m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); m_linearMotorDirectionLASTSET = new Vector3(pValue.X, pValue.Y, pValue.Z); m_linearMotor.SetTarget(m_linearMotorDirection); break; case Vehicle.LINEAR_MOTOR_OFFSET: m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z); break; case Vehicle.BLOCK_EXIT: m_BlockingEndPoint = new Vector3(pValue.X, pValue.Y, pValue.Z); break; } }//end ProcessVectorVehicleParam internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue) { VDetailLog("{0},ProcessRotationalVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue); switch (pParam) { case Vehicle.REFERENCE_FRAME: m_referenceFrame = pValue; break; case Vehicle.ROLL_FRAME: m_RollreferenceFrame = pValue; break; } }//end ProcessRotationVehicleParam internal void ProcessVehicleFlags(int pParam, bool remove) { VDetailLog("{0},ProcessVehicleFlags,param={1},remove={2}", Prim.LocalID, pParam, remove); VehicleFlag parm = (VehicleFlag)pParam; if (pParam == -1) m_flags = (VehicleFlag)0; else { if (remove) m_flags &= ~parm; else m_flags |= parm; } } internal void ProcessTypeChange(Vehicle pType) { VDetailLog("{0},ProcessTypeChange,type={1}", Prim.LocalID, pType); // Set Defaults For Type Type = pType; switch (pType) { case Vehicle.TYPE_NONE: m_linearMotorDirection = Vector3.Zero; m_linearMotorTimescale = 0; m_linearMotorDecayTimescale = 0; m_linearFrictionTimescale = new Vector3(0, 0, 0); m_angularMotorDirection = Vector3.Zero; m_angularMotorDecayTimescale = 0; m_angularMotorTimescale = 0; m_angularFrictionTimescale = new Vector3(0, 0, 0); m_VhoverHeight = 0; m_VhoverEfficiency = 0; m_VhoverTimescale = 0; m_VehicleBuoyancy = 0; m_linearDeflectionEfficiency = 1; m_linearDeflectionTimescale = 1; m_angularDeflectionEfficiency = 0; m_angularDeflectionTimescale = 1000; m_verticalAttractionEfficiency = 0; m_verticalAttractionTimescale = 0; m_bankingEfficiency = 0; m_bankingTimescale = 1000; m_bankingMix = 1; m_referenceFrame = Quaternion.Identity; m_flags = (VehicleFlag)0; break; case Vehicle.TYPE_SLED: m_linearMotorDirection = Vector3.Zero; m_linearMotorTimescale = 1000; m_linearMotorDecayTimescale = 120; m_linearFrictionTimescale = new Vector3(30, 1, 1000); m_angularMotorDirection = Vector3.Zero; m_angularMotorTimescale = 1000; m_angularMotorDecayTimescale = 120; m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); m_VhoverHeight = 0; m_VhoverEfficiency = 10; // TODO: this looks wrong!! m_VhoverTimescale = 10; m_VehicleBuoyancy = 0; m_linearDeflectionEfficiency = 1; m_linearDeflectionTimescale = 1; m_angularDeflectionEfficiency = 1; m_angularDeflectionTimescale = 1000; m_verticalAttractionEfficiency = 0; m_verticalAttractionTimescale = 0; m_bankingEfficiency = 0; m_bankingTimescale = 10; m_bankingMix = 1; m_referenceFrame = Quaternion.Identity; m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP); break; case Vehicle.TYPE_CAR: m_linearMotorDirection = Vector3.Zero; m_linearMotorTimescale = 1; m_linearMotorDecayTimescale = 60; m_linearFrictionTimescale = new Vector3(100, 2, 1000); m_angularMotorDirection = Vector3.Zero; m_angularMotorTimescale = 1; m_angularMotorDecayTimescale = 0.8f; m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); m_VhoverHeight = 0; m_VhoverEfficiency = 0; m_VhoverTimescale = 1000; m_VehicleBuoyancy = 0; m_linearDeflectionEfficiency = 1; m_linearDeflectionTimescale = 2; m_angularDeflectionEfficiency = 0; m_angularDeflectionTimescale = 10; m_verticalAttractionEfficiency = 1f; m_verticalAttractionTimescale = 10f; m_bankingEfficiency = -0.2f; m_bankingMix = 1; m_bankingTimescale = 1; m_referenceFrame = Quaternion.Identity; m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT); m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP | VehicleFlag.HOVER_UP_ONLY); break; case Vehicle.TYPE_BOAT: m_linearMotorDirection = Vector3.Zero; m_linearMotorTimescale = 5; m_linearMotorDecayTimescale = 60; m_linearFrictionTimescale = new Vector3(10, 3, 2); m_angularMotorDirection = Vector3.Zero; m_angularMotorTimescale = 4; m_angularMotorDecayTimescale = 4; m_angularFrictionTimescale = new Vector3(10,10,10); m_VhoverHeight = 0; m_VhoverEfficiency = 0.5f; m_VhoverTimescale = 2; m_VehicleBuoyancy = 1; m_linearDeflectionEfficiency = 0.5f; m_linearDeflectionTimescale = 3; m_angularDeflectionEfficiency = 0.5f; m_angularDeflectionTimescale = 5; m_verticalAttractionEfficiency = 0.5f; m_verticalAttractionTimescale = 5f; m_bankingEfficiency = -0.3f; m_bankingMix = 0.8f; m_bankingTimescale = 1; m_referenceFrame = Quaternion.Identity; m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_UP_ONLY); m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_MOTOR_UP | VehicleFlag.HOVER_WATER_ONLY); break; case Vehicle.TYPE_AIRPLANE: m_linearMotorDirection = Vector3.Zero; m_linearMotorTimescale = 2; m_linearMotorDecayTimescale = 60; m_linearFrictionTimescale = new Vector3(200, 10, 5); m_angularMotorDirection = Vector3.Zero; m_angularMotorTimescale = 4; m_angularMotorDecayTimescale = 4; m_angularFrictionTimescale = new Vector3(20, 20, 20); m_VhoverHeight = 0; m_VhoverEfficiency = 0.5f; m_VhoverTimescale = 1000; m_VehicleBuoyancy = 0; m_linearDeflectionEfficiency = 0.5f; m_linearDeflectionTimescale = 3; m_angularDeflectionEfficiency = 1; m_angularDeflectionTimescale = 2; m_verticalAttractionEfficiency = 0.9f; m_verticalAttractionTimescale = 2f; m_bankingEfficiency = 1; m_bankingMix = 0.7f; m_bankingTimescale = 2; m_referenceFrame = Quaternion.Identity; m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_MOTOR_UP); m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); break; case Vehicle.TYPE_BALLOON: m_linearMotorDirection = Vector3.Zero; m_linearMotorTimescale = 5; m_linearFrictionTimescale = new Vector3(5, 5, 5); m_linearMotorDecayTimescale = 60; m_angularMotorDirection = Vector3.Zero; m_angularMotorTimescale = 6; m_angularFrictionTimescale = new Vector3(10, 10, 10); m_angularMotorDecayTimescale = 10; m_VhoverHeight = 5; m_VhoverEfficiency = 0.8f; m_VhoverTimescale = 10; m_VehicleBuoyancy = 1; m_linearDeflectionEfficiency = 0; m_linearDeflectionTimescale = 5; m_angularDeflectionEfficiency = 0; m_angularDeflectionTimescale = 5; m_verticalAttractionEfficiency = 1f; m_verticalAttractionTimescale = 100f; m_bankingEfficiency = 0; m_bankingMix = 0.7f; m_bankingTimescale = 5; m_referenceFrame = Quaternion.Identity; m_referenceFrame = Quaternion.Identity; m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_MOTOR_UP); m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT); break; } // Update any physical parameters based on this type. Refresh(); m_linearMotor = new BSVMotor("LinearMotor", m_linearMotorTimescale, m_linearMotorDecayTimescale, m_linearFrictionTimescale, 1f); m_linearMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging) m_angularMotor = new BSVMotor("AngularMotor", m_angularMotorTimescale, m_angularMotorDecayTimescale, m_angularFrictionTimescale, 1f); m_angularMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging) m_verticalAttractionMotor = new BSVMotor("VerticalAttraction", m_verticalAttractionTimescale, BSMotor.Infinite, BSMotor.InfiniteVector, m_verticalAttractionEfficiency); // Z goes away and we keep X and Y m_verticalAttractionMotor.FrictionTimescale = new Vector3(BSMotor.Infinite, BSMotor.Infinite, 0.1f); m_verticalAttractionMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging) } #endregion // Vehicle parameter setting // Some of the properties of this prim may have changed. // Do any updating needed for a vehicle public void Refresh() { if (IsActive) { // Remember the mass so we don't have to fetch it every step m_vehicleMass = Prim.Linkset.LinksetMass; // Friction affects are handled by this vehicle code float friction = 0f; PhysicsScene.PE.SetFriction(Prim.PhysBody, friction); // Moderate angular movement introduced by Bullet. // TODO: possibly set AngularFactor and LinearFactor for the type of vehicle. // Maybe compute linear and angular factor and damping from params. float angularDamping = BSParam.VehicleAngularDamping; PhysicsScene.PE.SetAngularDamping(Prim.PhysBody, angularDamping); // Vehicles report collision events so we know when it's on the ground PhysicsScene.PE.AddToCollisionFlags(Prim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); Vector3 localInertia = PhysicsScene.PE.CalculateLocalInertia(Prim.PhysShape, m_vehicleMass); PhysicsScene.PE.SetMassProps(Prim.PhysBody, m_vehicleMass, localInertia); PhysicsScene.PE.UpdateInertiaTensor(Prim.PhysBody); // Set the gravity for the vehicle depending on the buoyancy // TODO: what should be done if prim and vehicle buoyancy differ? Vector3 grav = Prim.ComputeGravity(m_VehicleBuoyancy); PhysicsScene.PE.SetGravity(Prim.PhysBody, grav); VDetailLog("{0},BSDynamics.Refresh,mass={1},frict={2},inert={3},aDamp={4},grav={5}", Prim.LocalID, m_vehicleMass, friction, localInertia, angularDamping, grav); } else { PhysicsScene.PE.RemoveFromCollisionFlags(Prim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); } } public bool RemoveBodyDependencies(BSPhysObject prim) { // If active, we need to add our properties back when the body is rebuilt. return IsActive; } public void RestoreBodyDependencies(BSPhysObject prim) { if (Prim.LocalID != prim.LocalID) { // The call should be on us by our prim. Error if not. PhysicsScene.Logger.ErrorFormat("{0} RestoreBodyDependencies: called by not my prim. passedLocalID={1}, vehiclePrimLocalID={2}", LogHeader, prim.LocalID, Prim.LocalID); return; } Refresh(); } #region Known vehicle value functions // Vehicle physical parameters that we buffer from constant getting and setting. // The "m_known*" values are unknown until they are fetched and the m_knownHas flag is set. // Changing is remembered and the parameter is stored back into the physics engine only if updated. // This does two things: 1) saves continuious calls into unmanaged code, and // 2) signals when a physics property update must happen back to the simulator // to update values modified for the vehicle. private int m_knownChanged; private int m_knownHas; private float m_knownTerrainHeight; private float m_knownWaterLevel; private Vector3 m_knownPosition; private Vector3 m_knownVelocity; private Vector3 m_knownForce; private Quaternion m_knownOrientation; private Vector3 m_knownRotationalVelocity; private Vector3 m_knownRotationalForce; private Vector3 m_knownForwardVelocity; // vehicle relative forward speed private const int m_knownChangedPosition = 1 << 0; private const int m_knownChangedVelocity = 1 << 1; private const int m_knownChangedForce = 1 << 2; private const int m_knownChangedOrientation = 1 << 3; private const int m_knownChangedRotationalVelocity = 1 << 4; private const int m_knownChangedRotationalForce = 1 << 5; private const int m_knownChangedTerrainHeight = 1 << 6; private const int m_knownChangedWaterLevel = 1 << 7; private const int m_knownChangedForwardVelocity = 1 << 8; private void ForgetKnownVehicleProperties() { m_knownHas = 0; m_knownChanged = 0; } // Push all the changed values back into the physics engine private void PushKnownChanged() { if (m_knownChanged != 0) { if ((m_knownChanged & m_knownChangedPosition) != 0) Prim.ForcePosition = m_knownPosition; if ((m_knownChanged & m_knownChangedOrientation) != 0) Prim.ForceOrientation = m_knownOrientation; if ((m_knownChanged & m_knownChangedVelocity) != 0) { Prim.ForceVelocity = m_knownVelocity; PhysicsScene.PE.SetInterpolationLinearVelocity(Prim.PhysBody, VehicleVelocity); } if ((m_knownChanged & m_knownChangedForce) != 0) Prim.AddForce((Vector3)m_knownForce, false, true); if ((m_knownChanged & m_knownChangedRotationalVelocity) != 0) { Prim.ForceRotationalVelocity = m_knownRotationalVelocity; // Fake out Bullet by making it think the velocity is the same as last time. PhysicsScene.PE.SetInterpolationAngularVelocity(Prim.PhysBody, m_knownRotationalVelocity); } if ((m_knownChanged & m_knownChangedRotationalForce) != 0) Prim.AddAngularForce((Vector3)m_knownRotationalForce, false, true); // If we set one of the values (ie, the physics engine didn't do it) we must force // an UpdateProperties event to send the changes up to the simulator. PhysicsScene.PE.PushUpdate(Prim.PhysBody); } m_knownChanged = 0; } // Since the computation of terrain height can be a little involved, this routine // is used to fetch the height only once for each vehicle simulation step. private float GetTerrainHeight(Vector3 pos) { if ((m_knownHas & m_knownChangedTerrainHeight) == 0) { m_knownTerrainHeight = Prim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos); m_knownHas |= m_knownChangedTerrainHeight; } return m_knownTerrainHeight; } // Since the computation of water level can be a little involved, this routine // is used ot fetch the level only once for each vehicle simulation step. private float GetWaterLevel(Vector3 pos) { if ((m_knownHas & m_knownChangedWaterLevel) == 0) { m_knownWaterLevel = Prim.PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(pos); m_knownHas |= m_knownChangedWaterLevel; } return (float)m_knownWaterLevel; } private Vector3 VehiclePosition { get { if ((m_knownHas & m_knownChangedPosition) == 0) { m_knownPosition = Prim.ForcePosition; m_knownHas |= m_knownChangedPosition; } return m_knownPosition; } set { m_knownPosition = value; m_knownChanged |= m_knownChangedPosition; m_knownHas |= m_knownChangedPosition; } } private Quaternion VehicleOrientation { get { if ((m_knownHas & m_knownChangedOrientation) == 0) { m_knownOrientation = Prim.ForceOrientation; m_knownHas |= m_knownChangedOrientation; } return m_knownOrientation; } set { m_knownOrientation = value; m_knownChanged |= m_knownChangedOrientation; m_knownHas |= m_knownChangedOrientation; } } private Vector3 VehicleVelocity { get { if ((m_knownHas & m_knownChangedVelocity) == 0) { m_knownVelocity = Prim.ForceVelocity; m_knownHas |= m_knownChangedVelocity; } return (Vector3)m_knownVelocity; } set { m_knownVelocity = value; m_knownChanged |= m_knownChangedVelocity; m_knownHas |= m_knownChangedVelocity; } } private void VehicleAddForce(Vector3 aForce) { if ((m_knownHas & m_knownChangedForce) == 0) { m_knownForce = Vector3.Zero; } m_knownForce += aForce; m_knownChanged |= m_knownChangedForce; m_knownHas |= m_knownChangedForce; } private Vector3 VehicleRotationalVelocity { get { if ((m_knownHas & m_knownChangedRotationalVelocity) == 0) { m_knownRotationalVelocity = Prim.ForceRotationalVelocity; m_knownHas |= m_knownChangedRotationalVelocity; } return (Vector3)m_knownRotationalVelocity; } set { m_knownRotationalVelocity = value; m_knownChanged |= m_knownChangedRotationalVelocity; m_knownHas |= m_knownChangedRotationalVelocity; } } private void VehicleAddAngularForce(Vector3 aForce) { if ((m_knownHas & m_knownChangedRotationalForce) == 0) { m_knownRotationalForce = Vector3.Zero; } m_knownRotationalForce += aForce; m_knownChanged |= m_knownChangedRotationalForce; m_knownHas |= m_knownChangedRotationalForce; } // Vehicle relative forward velocity private Vector3 VehicleForwardVelocity { get { if ((m_knownHas & m_knownChangedForwardVelocity) == 0) { m_knownForwardVelocity = VehicleVelocity * Quaternion.Inverse(Quaternion.Normalize(VehicleOrientation)); m_knownHas |= m_knownChangedForwardVelocity; } return m_knownForwardVelocity; } } private float VehicleForwardSpeed { get { return VehicleForwardVelocity.X; } } #endregion // Known vehicle value functions // One step of the vehicle properties for the next 'pTimestep' seconds. internal void Step(float pTimestep) { if (!IsActive) return; if (PhysicsScene.VehiclePhysicalLoggingEnabled) PhysicsScene.PE.DumpRigidBody(PhysicsScene.World, Prim.PhysBody); ForgetKnownVehicleProperties(); MoveLinear(pTimestep); MoveAngular(pTimestep); LimitRotation(pTimestep); // remember the position so next step we can limit absolute movement effects m_lastPositionVector = VehiclePosition; // If we forced the changing of some vehicle parameters, update the values and // for the physics engine to note the changes so an UpdateProperties event will happen. PushKnownChanged(); if (PhysicsScene.VehiclePhysicalLoggingEnabled) PhysicsScene.PE.DumpRigidBody(PhysicsScene.World, Prim.PhysBody); VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", Prim.LocalID, VehiclePosition, Prim.Force, VehicleVelocity, VehicleRotationalVelocity); } // Apply the effect of the linear motor and other linear motions (like hover and float). private void MoveLinear(float pTimestep) { Vector3 linearMotorContribution = m_linearMotor.Step(pTimestep); // The movement computed in the linear motor is relative to the vehicle // coordinates. Rotate the movement to world coordinates. linearMotorContribution *= VehicleOrientation; // All the contributions after this are world relative (mostly Z modifications) Vector3 terrainHeightContribution = ComputeLinearTerrainHeightCorrection(pTimestep); Vector3 hoverContribution = ComputeLinearHover(pTimestep); ComputeLinearBlockingEndPoint(pTimestep); Vector3 limitMotorUpContribution = ComputeLinearMotorUp(pTimestep); // ================================================================== // Select between velocities and forces. Forces will happen over time and // will take into account inertia, collisions, etc. Velocities are // raw updates to the velocity of the vehicle. Vector3 newVelocity = linearMotorContribution + terrainHeightContribution + hoverContribution + limitMotorUpContribution; Vector3 newForce = Vector3.Zero; // If not changing some axis, reduce out velocity if ((m_flags & (VehicleFlag.NO_X)) != 0) newVelocity.X = 0; if ((m_flags & (VehicleFlag.NO_Y)) != 0) newVelocity.Y = 0; if ((m_flags & (VehicleFlag.NO_Z)) != 0) newVelocity.Z = 0; // ================================================================== // Clamp high or low velocities float newVelocityLengthSq = newVelocity.LengthSquared(); if (newVelocityLengthSq > 1000f) { newVelocity /= newVelocity.Length(); newVelocity *= 1000f; } else if (newVelocityLengthSq < 0.001f) newVelocity = Vector3.Zero; // ================================================================== // Stuff new linear velocity into the vehicle. // Since the velocity is just being set, it is not scaled by pTimeStep. Bullet will do that for us. // Also not scaled by mass since this is a super-physical setting of velocity. VehicleVelocity = newVelocity; // Other linear forces are applied as forces. Vector3 totalDownForce = newForce * m_vehicleMass; if (!totalDownForce.ApproxEquals(Vector3.Zero, 0.01f)) { VehicleAddForce(totalDownForce); } VDetailLog("{0}, MoveLinear,done,linContrib={1},terrContrib={2},hoverContrib={3},limitContrib={4},totDown={5},isColl={6},newVel={7}", Prim.LocalID, linearMotorContribution, terrainHeightContribution, hoverContribution, limitMotorUpContribution, totalDownForce, Prim.IsColliding, newVelocity ); } // end MoveLinear() public Vector3 ComputeLinearTerrainHeightCorrection(float pTimestep) { Vector3 ret = Vector3.Zero; // If below the terrain, move us above the ground a little. // TODO: Consider taking the rotated size of the object or possibly casting a ray. if (VehiclePosition.Z < GetTerrainHeight(VehiclePosition)) { // Force position because applying force won't get the vehicle through the terrain Vector3 newPosition = VehiclePosition; newPosition.Z = GetTerrainHeight(VehiclePosition) + 1f; VehiclePosition = newPosition; VDetailLog("{0}, MoveLinear,terrainHeight,terrainHeight={1},pos={2}", Prim.LocalID, GetTerrainHeight(VehiclePosition), VehiclePosition); } return ret; } public Vector3 ComputeLinearHover(float pTimestep) { Vector3 ret = Vector3.Zero; // m_VhoverEfficiency: 0=bouncy, 1=totally damped // m_VhoverTimescale: time to achieve height if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0) { // We should hover, get the target height if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0) { m_VhoverTargetHeight = GetWaterLevel(VehiclePosition) + m_VhoverHeight; } if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0) { m_VhoverTargetHeight = GetTerrainHeight(VehiclePosition) + m_VhoverHeight; } if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0) { m_VhoverTargetHeight = m_VhoverHeight; } if ((m_flags & VehicleFlag.HOVER_UP_ONLY) != 0) { // If body is already heigher, use its height as target height if (VehiclePosition.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = VehiclePosition.Z; } if ((m_flags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0) { if (Math.Abs(VehiclePosition.Z - m_VhoverTargetHeight) > 0.2f) { Vector3 pos = VehiclePosition; pos.Z = m_VhoverTargetHeight; VehiclePosition = pos; } } else { // Error is positive if below the target and negative if above. float verticalError = m_VhoverTargetHeight - VehiclePosition.Z; float verticalCorrectionVelocity = verticalError / m_VhoverTimescale; // TODO: implement m_VhoverEfficiency correctly ret = new Vector3(0f, 0f, verticalCorrectionVelocity); } VDetailLog("{0}, MoveLinear,hover,pos={1},eff={2},hoverTS={3},height={4},target={5},ret={6}", Prim.LocalID, VehiclePosition, m_VhoverEfficiency, m_VhoverTimescale, m_VhoverHeight, m_VhoverTargetHeight, ret); } return ret; } public bool ComputeLinearBlockingEndPoint(float pTimestep) { bool changed = false; Vector3 pos = VehiclePosition; Vector3 posChange = pos - m_lastPositionVector; if (m_BlockingEndPoint != Vector3.Zero) { if (pos.X >= (m_BlockingEndPoint.X - (float)1)) { pos.X -= posChange.X + 1; changed = true; } if (pos.Y >= (m_BlockingEndPoint.Y - (float)1)) { pos.Y -= posChange.Y + 1; changed = true; } if (pos.Z >= (m_BlockingEndPoint.Z - (float)1)) { pos.Z -= posChange.Z + 1; changed = true; } if (pos.X <= 0) { pos.X += posChange.X + 1; changed = true; } if (pos.Y <= 0) { pos.Y += posChange.Y + 1; changed = true; } if (changed) { VehiclePosition = pos; VDetailLog("{0}, MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}", Prim.LocalID, m_BlockingEndPoint, posChange, pos); } } return changed; } // From http://wiki.secondlife.com/wiki/LlSetVehicleFlags : // Prevent ground vehicles from motoring into the sky. This flag has a subtle effect when // used with conjunction with banking: the strength of the banking will decay when the // vehicle no longer experiences collisions. The decay timescale is the same as // VEHICLE_BANKING_TIMESCALE. This is to help prevent ground vehicles from steering // when they are in mid jump. // TODO: this code is wrong. Also, what should it do for boats (height from water)? // This is just using the ground and a general collision check. Should really be using // a downward raycast to find what is below. public Vector3 ComputeLinearMotorUp(float pTimestep) { Vector3 ret = Vector3.Zero; float distanceAboveGround = 0f; if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0) { float targetHeight = Type == Vehicle.TYPE_BOAT ? GetWaterLevel(VehiclePosition) : GetTerrainHeight(VehiclePosition); distanceAboveGround = VehiclePosition.Z - targetHeight; // Not colliding if the vehicle is off the ground if (!Prim.IsColliding) { // downForce = new Vector3(0, 0, -distanceAboveGround / m_bankingTimescale); ret = new Vector3(0, 0, -distanceAboveGround); } // TODO: this calculation is wrong. From the description at // (http://wiki.secondlife.com/wiki/Category:LSL_Vehicle), the downForce // has a decay factor. This says this force should // be computed with a motor. // TODO: add interaction with banking. } VDetailLog("{0}, MoveLinear,limitMotorUp,distAbove={1},colliding={2},ret={3}", Prim.LocalID, distanceAboveGround, Prim.IsColliding, ret); return ret; } // ======================================================================= // ======================================================================= // Apply the effect of the angular motor. // The 'contribution' is how much angular correction velocity each function wants. // All the contributions are added together and the resulting velocity is // set directly on the vehicle. private void MoveAngular(float pTimestep) { // The user wants this many radians per second angular change? Vector3 angularMotorContribution = m_angularMotor.Step(pTimestep); // ================================================================== // From http://wiki.secondlife.com/wiki/LlSetVehicleFlags : // This flag prevents linear deflection parallel to world z-axis. This is useful // for preventing ground vehicles with large linear deflection, like bumper cars, // from climbing their linear deflection into the sky. // That is, NO_DEFLECTION_UP says angular motion should not add any pitch or roll movement // TODO: This is here because this is where ODE put it but documentation says it // is a linear effect. Where should this check go? if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0) { angularMotorContribution.X = 0f; angularMotorContribution.Y = 0f; VDetailLog("{0}, MoveAngular,noDeflectionUp,angularMotorContrib={1}", Prim.LocalID, angularMotorContribution); } Vector3 verticalAttractionContribution = ComputeAngularVerticalAttraction(); Vector3 deflectionContribution = ComputeAngularDeflection(); Vector3 bankingContribution = ComputeAngularBanking(); // ================================================================== m_lastVertAttractor = verticalAttractionContribution; m_lastAngularVelocity = angularMotorContribution + verticalAttractionContribution + deflectionContribution + bankingContribution; // Add of the above computation are made relative to vehicle coordinates. // Convert to world coordinates. m_lastAngularVelocity *= VehicleOrientation; // ================================================================== // Apply the correction velocity. // TODO: Should this be applied as an angular force (torque)? if (!m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f)) { VehicleRotationalVelocity = m_lastAngularVelocity; VDetailLog("{0}, MoveAngular,done,nonZero,angMotorContrib={1},vertAttrContrib={2},bankContrib={3},deflectContrib={4},totalContrib={5}", Prim.LocalID, angularMotorContribution, verticalAttractionContribution, bankingContribution, deflectionContribution, m_lastAngularVelocity ); } else { // The vehicle is not adding anything angular wise. VehicleRotationalVelocity = Vector3.Zero; VDetailLog("{0}, MoveAngular,done,zero", Prim.LocalID); } // ================================================================== //Offset section if (m_linearMotorOffset != Vector3.Zero) { //Offset of linear velocity doesn't change the linear velocity, // but causes a torque to be applied, for example... // // IIIII >>> IIIII // IIIII >>> IIIII // IIIII >>> IIIII // ^ // | Applying a force at the arrow will cause the object to move forward, but also rotate // // // The torque created is the linear velocity crossed with the offset // TODO: this computation should be in the linear section // because that is where we know the impulse being applied. Vector3 torqueFromOffset = Vector3.Zero; // torqueFromOffset = Vector3.Cross(m_linearMotorOffset, appliedImpulse); if (float.IsNaN(torqueFromOffset.X)) torqueFromOffset.X = 0; if (float.IsNaN(torqueFromOffset.Y)) torqueFromOffset.Y = 0; if (float.IsNaN(torqueFromOffset.Z)) torqueFromOffset.Z = 0; VehicleAddAngularForce(torqueFromOffset * m_vehicleMass); VDetailLog("{0}, BSDynamic.MoveAngular,motorOffset,applyTorqueImpulse={1}", Prim.LocalID, torqueFromOffset); } } // From http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial: // Some vehicles, like boats, should always keep their up-side up. This can be done by // enabling the "vertical attractor" behavior that springs the vehicle's local z-axis to // the world z-axis (a.k.a. "up"). To take advantage of this feature you would set the // VEHICLE_VERTICAL_ATTRACTION_TIMESCALE to control the period of the spring frequency, // and then set the VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY to control the damping. An // efficiency of 0.0 will cause the spring to wobble around its equilibrium, while an // efficiency of 1.0 will cause the spring to reach its equilibrium with exponential decay. public Vector3 ComputeAngularVerticalAttraction() { Vector3 ret = Vector3.Zero; // If vertical attaction timescale is reasonable if (enableAngularVerticalAttraction && m_verticalAttractionTimescale < m_verticalAttractionCutoff) { // Take a vector pointing up and convert it from world to vehicle relative coords. Vector3 verticalError = Vector3.UnitZ * VehicleOrientation; // If vertical attraction correction is needed, the vector that was pointing up (UnitZ) // is now: // leaning to one side: rotated around the X axis with the Y value going // from zero (nearly straight up) to one (completely to the side)) or // leaning front-to-back: rotated around the Y axis with the value of X being between // zero and one. // The value of Z is how far the rotation is off with 1 meaning none and 0 being 90 degrees. // Y error means needed rotation around X axis and visa versa. // Since the error goes from zero to one, the asin is the corresponding angle. ret.X = (float)Math.Asin(verticalError.Y); // (Tilt forward (positive X) needs to tilt back (rotate negative) around Y axis.) ret.Y = -(float)Math.Asin(verticalError.X); // If verticalError.Z is negative, the vehicle is upside down. Add additional push. if (verticalError.Z < 0f) { ret.X += PIOverFour; ret.Y += PIOverFour; } // 'ret' is now the necessary velocity to correct tilt in one second. // Correction happens over a number of seconds. Vector3 unscaledContrib = ret; ret /= m_verticalAttractionTimescale; VDetailLog("{0}, MoveAngular,verticalAttraction,,verticalError={1},unscaled={2},eff={3},ts={4},vertAttr={5}", Prim.LocalID, verticalError, unscaledContrib, m_verticalAttractionEfficiency, m_verticalAttractionTimescale, ret); } return ret; } // Return the angular correction to correct the direction the vehicle is pointing to be // the direction is should want to be pointing. // The vehicle is moving in some direction and correct its orientation to it is pointing // in that direction. // TODO: implement reference frame. public Vector3 ComputeAngularDeflection() { Vector3 ret = Vector3.Zero; // Since angularMotorUp and angularDeflection are computed independently, they will calculate // approximately the same X or Y correction. When added together (when contributions are combined) // this creates an over-correction and then wabbling as the target is overshot. // TODO: rethink how the different correction computations inter-relate. if (enableAngularDeflection && m_angularDeflectionEfficiency != 0 && VehicleVelocity != Vector3.Zero) { // The direction the vehicle is moving Vector3 movingDirection = VehicleVelocity; movingDirection.Normalize(); // If the vehicle is going backward, it is still pointing forward movingDirection *= Math.Sign(VehicleForwardSpeed); // The direction the vehicle is pointing Vector3 pointingDirection = Vector3.UnitX * VehicleOrientation; pointingDirection.Normalize(); // The difference between what is and what should be. Vector3 deflectionError = movingDirection - pointingDirection; // Don't try to correct very large errors (not our job) // if (Math.Abs(deflectionError.X) > PIOverFour) deflectionError.X = PIOverTwo * Math.Sign(deflectionError.X); // if (Math.Abs(deflectionError.Y) > PIOverFour) deflectionError.Y = PIOverTwo * Math.Sign(deflectionError.Y); // if (Math.Abs(deflectionError.Z) > PIOverFour) deflectionError.Z = PIOverTwo * Math.Sign(deflectionError.Z); if (Math.Abs(deflectionError.X) > PIOverFour) deflectionError.X = 0f; if (Math.Abs(deflectionError.Y) > PIOverFour) deflectionError.Y = 0f; if (Math.Abs(deflectionError.Z) > PIOverFour) deflectionError.Z = 0f; // ret = m_angularDeflectionCorrectionMotor(1f, deflectionError); // Scale the correction by recovery timescale and efficiency ret = (-deflectionError) * m_angularDeflectionEfficiency; ret /= m_angularDeflectionTimescale; VDetailLog("{0}, MoveAngular,Deflection,movingDir={1},pointingDir={2},deflectError={3},ret={4}", Prim.LocalID, movingDirection, pointingDirection, deflectionError, ret); VDetailLog("{0}, MoveAngular,Deflection,fwdSpd={1},defEff={2},defTS={3}", Prim.LocalID, VehicleForwardSpeed, m_angularDeflectionEfficiency, m_angularDeflectionTimescale); } return ret; } // Return an angular change to rotate the vehicle around the Z axis when the vehicle // is tipped around the X axis. // From http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial: // The vertical attractor feature must be enabled in order for the banking behavior to // function. The way banking works is this: a rotation around the vehicle's roll-axis will // produce a angular velocity around the yaw-axis, causing the vehicle to turn. The magnitude // of the yaw effect will be proportional to the // VEHICLE_BANKING_EFFICIENCY, the angle of the roll rotation, and sometimes the vehicle's // velocity along its preferred axis of motion. // The VEHICLE_BANKING_EFFICIENCY can vary between -1 and +1. When it is positive then any // positive rotation (by the right-hand rule) about the roll-axis will effect a // (negative) torque around the yaw-axis, making it turn to the right--that is the // vehicle will lean into the turn, which is how real airplanes and motorcycle's work. // Negating the banking coefficient will make it so that the vehicle leans to the // outside of the turn (not very "physical" but might allow interesting vehicles so why not?). // The VEHICLE_BANKING_MIX is a fake (i.e. non-physical) parameter that is useful for making // banking vehicles do what you want rather than what the laws of physics allow. // For example, consider a real motorcycle...it must be moving forward in order for // it to turn while banking, however video-game motorcycles are often configured // to turn in place when at a dead stop--because they are often easier to control // that way using the limited interface of the keyboard or game controller. The // VEHICLE_BANKING_MIX enables combinations of both realistic and non-realistic // banking by functioning as a slider between a banking that is correspondingly // totally static (0.0) and totally dynamic (1.0). By "static" we mean that the // banking effect depends only on the vehicle's rotation about its roll-axis compared // to "dynamic" where the banking is also proportional to its velocity along its // roll-axis. Finding the best value of the "mixture" will probably require trial and error. // The time it takes for the banking behavior to defeat a preexisting angular velocity about the // world z-axis is determined by the VEHICLE_BANKING_TIMESCALE. So if you want the vehicle to // bank quickly then give it a banking timescale of about a second or less, otherwise you can // make a sluggish vehicle by giving it a timescale of several seconds. public Vector3 ComputeAngularBanking() { Vector3 ret = Vector3.Zero; if (enableAngularBanking && m_bankingEfficiency != 0 && m_verticalAttractionTimescale < m_verticalAttractionCutoff) { // Rotate a UnitZ vector (pointing up) to how the vehicle is oriented. // As the vehicle rolls to the right or left, the Y value will increase from // zero (straight up) to 1 or -1 (full tilt right or left) Vector3 rollComponents = Vector3.UnitZ * VehicleOrientation; // Figure out the yaw value for this much roll. // Squared because that seems to give a good value float yawAngle = (float)Math.Asin(rollComponents.Y * rollComponents.Y) * m_bankingEfficiency; // actual error = static turn error + dynamic turn error float mixedYawAngle = yawAngle * (1f - m_bankingMix) + yawAngle * m_bankingMix * VehicleForwardSpeed; // TODO: the banking effect should not go to infinity but what to limit it to? mixedYawAngle = ClampInRange(-20f, mixedYawAngle, 20f); // Build the force vector to change rotation from what it is to what it should be ret.Z = -mixedYawAngle; // Don't do it all at once. ret /= m_bankingTimescale; VDetailLog("{0}, MoveAngular,Banking,rollComp={1},speed={2},rollComp={3},yAng={4},mYAng={5},ret={6}", Prim.LocalID, rollComponents, VehicleForwardSpeed, rollComponents, yawAngle, mixedYawAngle, ret); } return ret; } // This is from previous instantiations of XXXDynamics.cs. // Applies roll reference frame. // TODO: is this the right way to separate the code to do this operation? // Should this be in MoveAngular()? internal void LimitRotation(float timestep) { Quaternion rotq = VehicleOrientation; Quaternion m_rot = rotq; if (m_RollreferenceFrame != Quaternion.Identity) { if (rotq.X >= m_RollreferenceFrame.X) { m_rot.X = rotq.X - (m_RollreferenceFrame.X / 2); } if (rotq.Y >= m_RollreferenceFrame.Y) { m_rot.Y = rotq.Y - (m_RollreferenceFrame.Y / 2); } if (rotq.X <= -m_RollreferenceFrame.X) { m_rot.X = rotq.X + (m_RollreferenceFrame.X / 2); } if (rotq.Y <= -m_RollreferenceFrame.Y) { m_rot.Y = rotq.Y + (m_RollreferenceFrame.Y / 2); } } if ((m_flags & VehicleFlag.LOCK_ROTATION) != 0) { m_rot.X = 0; m_rot.Y = 0; } if (rotq != m_rot) { VehicleOrientation = m_rot; VDetailLog("{0}, LimitRotation,done,orig={1},new={2}", Prim.LocalID, rotq, m_rot); } } private float ClampInRange(float low, float val, float high) { return Math.Max(low, Math.Min(val, high)); // return Utils.Clamp(val, low, high); } // Invoke the detailed logger and output something if it's enabled. private void VDetailLog(string msg, params Object[] args) { if (Prim.PhysicsScene.VehicleLoggingEnabled) Prim.PhysicsScene.DetailLog(msg, args); } } }