/* * 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. */ /* Revised Aug, Sept 2009 by Kitto Flora. ODEDynamics.cs replaces * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised: * ODEPrim.cs contains methods dealing with Prim editing, Prim * characteristics and Kinetic motion. * ODEDynamics.cs contains methods dealing with Prim Physical motion * (dynamics) and the associated settings. Old Linear and angular * motors for dynamic motion have been replace with MoveLinear() * and MoveAngular(); 'Physical' is used only to switch ODE dynamic * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_ is to * switch between 'VEHICLE' parameter use and general dynamics * settings use. */ // Extensive change Ubit 2012 using System; using System.Collections.Generic; using System.Reflection; using System.Runtime.InteropServices; using log4net; using OpenMetaverse; using OdeAPI; using OpenSim.Framework; using OpenSim.Region.PhysicsModules.SharedBase; namespace OpenSim.Region.PhysicsModule.ubOde { public class ODEDynamics { public Vehicle Type { get { return m_type; } } private OdePrim rootPrim; private ODEScene _pParentScene; // Vehicle properties // WARNING this are working copies for internel use // their values may not be the corresponding parameter private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier private Quaternion m_RollreferenceFrame = Quaternion.Identity; // what hell is this ? private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind 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; // not sl // Linear properties private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time private Vector3 m_linearFrictionTimescale = new Vector3(1000, 1000, 1000); private float m_linearMotorDecayTimescale = 120; private float m_linearMotorTimescale = 1000; private Vector3 m_linearMotorOffset = Vector3.Zero; //Angular properties private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor private float m_angularMotorTimescale = 1000; // motor angular velocity ramp up rate private float m_angularMotorDecayTimescale = 120; // motor angular velocity decay rate private Vector3 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); // body angular velocity decay rate //Deflection properties private float m_angularDeflectionEfficiency = 0; private float m_angularDeflectionTimescale = 1000; private float m_linearDeflectionEfficiency = 0; private float m_linearDeflectionTimescale = 1000; //Banking properties private float m_bankingEfficiency = 0; private float m_bankingMix = 0; private float m_bankingTimescale = 1000; //Hover and Buoyancy properties private float m_VhoverHeight = 0f; private float m_VhoverEfficiency = 0f; private float m_VhoverTimescale = 1000f; 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 float m_verticalAttractionEfficiency = 1.0f; // damped private float m_verticalAttractionTimescale = 1000f; // Timescale > 300 means no vert attractor. // auxiliar private float m_lmEfect = 0f; // current linear motor eficiency private float m_lmDecay = 0f; // current linear decay private float m_amEfect = 0; // current angular motor eficiency private float m_amDecay = 0f; // current linear decay private float m_ffactor = 1.0f; private float m_timestep = 0.02f; private float m_invtimestep = 50; float m_ampwr; float m_amdampX; float m_amdampY; float m_amdampZ; float m_gravmod; public float FrictionFactor { get { return m_ffactor; } } public float GravMod { set { m_gravmod = value; } } public ODEDynamics(OdePrim rootp) { rootPrim = rootp; _pParentScene = rootPrim._parent_scene; m_timestep = _pParentScene.ODE_STEPSIZE; m_invtimestep = 1.0f / m_timestep; m_gravmod = rootPrim.GravModifier; } public void DoSetVehicle(VehicleData vd) { m_type = vd.m_type; m_flags = vd.m_flags; // Linear properties m_linearMotorDirection = vd.m_linearMotorDirection; m_linearFrictionTimescale = vd.m_linearFrictionTimescale; if (m_linearFrictionTimescale.X < m_timestep) m_linearFrictionTimescale.X = m_timestep; if (m_linearFrictionTimescale.Y < m_timestep) m_linearFrictionTimescale.Y = m_timestep; if (m_linearFrictionTimescale.Z < m_timestep) m_linearFrictionTimescale.Z = m_timestep; m_linearMotorDecayTimescale = vd.m_linearMotorDecayTimescale; if (m_linearMotorDecayTimescale < m_timestep) m_linearMotorDecayTimescale = m_timestep; m_linearMotorDecayTimescale += 0.2f; m_linearMotorDecayTimescale *= m_invtimestep; m_linearMotorTimescale = vd.m_linearMotorTimescale; if (m_linearMotorTimescale < m_timestep) m_linearMotorTimescale = m_timestep; m_linearMotorOffset = vd.m_linearMotorOffset; //Angular properties m_angularMotorDirection = vd.m_angularMotorDirection; m_angularMotorTimescale = vd.m_angularMotorTimescale; if (m_angularMotorTimescale < m_timestep) m_angularMotorTimescale = m_timestep; m_angularMotorDecayTimescale = vd.m_angularMotorDecayTimescale; if (m_angularMotorDecayTimescale < m_timestep) m_angularMotorDecayTimescale = m_timestep; m_angularMotorDecayTimescale *= m_invtimestep; m_angularFrictionTimescale = vd.m_angularFrictionTimescale; if (m_angularFrictionTimescale.X < m_timestep) m_angularFrictionTimescale.X = m_timestep; if (m_angularFrictionTimescale.Y < m_timestep) m_angularFrictionTimescale.Y = m_timestep; if (m_angularFrictionTimescale.Z < m_timestep) m_angularFrictionTimescale.Z = m_timestep; //Deflection properties m_angularDeflectionEfficiency = vd.m_angularDeflectionEfficiency; m_angularDeflectionTimescale = vd.m_angularDeflectionTimescale; if (m_angularDeflectionTimescale < m_timestep) m_angularDeflectionTimescale = m_timestep; m_linearDeflectionEfficiency = vd.m_linearDeflectionEfficiency; m_linearDeflectionTimescale = vd.m_linearDeflectionTimescale; if (m_linearDeflectionTimescale < m_timestep) m_linearDeflectionTimescale = m_timestep; //Banking properties m_bankingEfficiency = vd.m_bankingEfficiency; m_bankingMix = vd.m_bankingMix; m_bankingTimescale = vd.m_bankingTimescale; if (m_bankingTimescale < m_timestep) m_bankingTimescale = m_timestep; //Hover and Buoyancy properties m_VhoverHeight = vd.m_VhoverHeight; m_VhoverEfficiency = vd.m_VhoverEfficiency; m_VhoverTimescale = vd.m_VhoverTimescale; if (m_VhoverTimescale < m_timestep) m_VhoverTimescale = m_timestep; m_VehicleBuoyancy = vd.m_VehicleBuoyancy; //Attractor properties m_verticalAttractionEfficiency = vd.m_verticalAttractionEfficiency; m_verticalAttractionTimescale = vd.m_verticalAttractionTimescale; if (m_verticalAttractionTimescale < m_timestep) m_verticalAttractionTimescale = m_timestep; // Axis m_referenceFrame = vd.m_referenceFrame; m_lmEfect = 0; m_lmDecay = (1.0f - 1.0f / m_linearMotorDecayTimescale); m_amEfect = 0; m_ffactor = 1.0f; } internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue) { float len; switch (pParam) { case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: if (pValue < 0f) pValue = 0f; if (pValue > 1f) pValue = 1f; m_angularDeflectionEfficiency = pValue; break; case Vehicle.ANGULAR_DEFLECTION_TIMESCALE: if (pValue < m_timestep) pValue = m_timestep; m_angularDeflectionTimescale = pValue; break; case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE: if (pValue < m_timestep) pValue = m_timestep; else if (pValue > 120) pValue = 120; m_angularMotorDecayTimescale = pValue * m_invtimestep; m_amDecay = 1.0f - 1.0f / m_angularMotorDecayTimescale; break; case Vehicle.ANGULAR_MOTOR_TIMESCALE: if (pValue < m_timestep) pValue = m_timestep; m_angularMotorTimescale = pValue; break; case Vehicle.BANKING_EFFICIENCY: if (pValue < -1f) pValue = -1f; if (pValue > 1f) pValue = 1f; m_bankingEfficiency = pValue; break; case Vehicle.BANKING_MIX: if (pValue < 0f) pValue = 0f; if (pValue > 1f) pValue = 1f; m_bankingMix = pValue; break; case Vehicle.BANKING_TIMESCALE: if (pValue < m_timestep) pValue = m_timestep; m_bankingTimescale = pValue; break; case Vehicle.BUOYANCY: if (pValue < -1f) pValue = -1f; if (pValue > 1f) pValue = 1f; m_VehicleBuoyancy = pValue; break; case Vehicle.HOVER_EFFICIENCY: if (pValue < 0f) pValue = 0f; if (pValue > 1f) pValue = 1f; m_VhoverEfficiency = pValue; break; case Vehicle.HOVER_HEIGHT: m_VhoverHeight = pValue; break; case Vehicle.HOVER_TIMESCALE: if (pValue < m_timestep) pValue = m_timestep; m_VhoverTimescale = pValue; break; case Vehicle.LINEAR_DEFLECTION_EFFICIENCY: if (pValue < 0f) pValue = 0f; if (pValue > 1f) pValue = 1f; m_linearDeflectionEfficiency = pValue; break; case Vehicle.LINEAR_DEFLECTION_TIMESCALE: if (pValue < m_timestep) pValue = m_timestep; m_linearDeflectionTimescale = pValue; break; case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE: if (pValue < m_timestep) pValue = m_timestep; else if (pValue > 120) pValue = 120; m_linearMotorDecayTimescale = (0.2f +pValue) * m_invtimestep; m_lmDecay = (1.0f - 1.0f / m_linearMotorDecayTimescale); break; case Vehicle.LINEAR_MOTOR_TIMESCALE: if (pValue < m_timestep) pValue = m_timestep; m_linearMotorTimescale = pValue; break; case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY: if (pValue < 0f) pValue = 0f; if (pValue > 1f) pValue = 1f; m_verticalAttractionEfficiency = pValue; break; case Vehicle.VERTICAL_ATTRACTION_TIMESCALE: if (pValue < m_timestep) pValue = m_timestep; m_verticalAttractionTimescale = pValue; 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: if (pValue < m_timestep) pValue = m_timestep; m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue); break; case Vehicle.ANGULAR_MOTOR_DIRECTION: m_angularMotorDirection = new Vector3(pValue, pValue, pValue); len = m_angularMotorDirection.Length(); if (len > 12.566f) m_angularMotorDirection *= (12.566f / len); m_amEfect = 1.0f ; // turn it on m_amDecay = 1.0f - 1.0f / m_angularMotorDecayTimescale; if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body) && !rootPrim.m_isSelected && !rootPrim.m_disabled) d.BodyEnable(rootPrim.Body); break; case Vehicle.LINEAR_FRICTION_TIMESCALE: if (pValue < m_timestep) pValue = m_timestep; m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue); break; case Vehicle.LINEAR_MOTOR_DIRECTION: m_linearMotorDirection = new Vector3(pValue, pValue, pValue); len = m_linearMotorDirection.Length(); if (len > 100.0f) m_linearMotorDirection *= (100.0f / len); m_lmDecay = 1.0f - 1.0f / m_linearMotorDecayTimescale; m_lmEfect = 1.0f; // turn it on m_ffactor = 0.0f; if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body) && !rootPrim.m_isSelected && !rootPrim.m_disabled) d.BodyEnable(rootPrim.Body); break; case Vehicle.LINEAR_MOTOR_OFFSET: m_linearMotorOffset = new Vector3(pValue, pValue, pValue); len = m_linearMotorOffset.Length(); if (len > 100.0f) m_linearMotorOffset *= (100.0f / len); break; } }//end ProcessFloatVehicleParam internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue) { float len; switch (pParam) { case Vehicle.ANGULAR_FRICTION_TIMESCALE: if (pValue.X < m_timestep) pValue.X = m_timestep; if (pValue.Y < m_timestep) pValue.Y = m_timestep; if (pValue.Z < m_timestep) pValue.Z = m_timestep; m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); break; case Vehicle.ANGULAR_MOTOR_DIRECTION: m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); // Limit requested angular speed to 2 rps= 4 pi rads/sec len = m_angularMotorDirection.Length(); if (len > 12.566f) m_angularMotorDirection *= (12.566f / len); m_amEfect = 1.0f; // turn it on m_amDecay = 1.0f - 1.0f / m_angularMotorDecayTimescale; if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body) && !rootPrim.m_isSelected && !rootPrim.m_disabled) d.BodyEnable(rootPrim.Body); break; case Vehicle.LINEAR_FRICTION_TIMESCALE: if (pValue.X < m_timestep) pValue.X = m_timestep; if (pValue.Y < m_timestep) pValue.Y = m_timestep; if (pValue.Z < m_timestep) pValue.Z = m_timestep; m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); break; case Vehicle.LINEAR_MOTOR_DIRECTION: m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); len = m_linearMotorDirection.Length(); if (len > 100.0f) m_linearMotorDirection *= (100.0f / len); m_lmEfect = 1.0f; // turn it on m_lmDecay = 1.0f - 1.0f / m_linearMotorDecayTimescale; m_ffactor = 0.0f; if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body) && !rootPrim.m_isSelected && !rootPrim.m_disabled) d.BodyEnable(rootPrim.Body); break; case Vehicle.LINEAR_MOTOR_OFFSET: m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z); len = m_linearMotorOffset.Length(); if (len > 100.0f) m_linearMotorOffset *= (100.0f / len); 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) { switch (pParam) { case Vehicle.REFERENCE_FRAME: // m_referenceFrame = Quaternion.Inverse(pValue); m_referenceFrame = pValue; break; case Vehicle.ROLL_FRAME: m_RollreferenceFrame = pValue; break; } }//end ProcessRotationVehicleParam internal void ProcessVehicleFlags(int pParam, bool remove) { if (remove) { m_flags &= ~((VehicleFlag)pParam); } else { m_flags |= (VehicleFlag)pParam; } }//end ProcessVehicleFlags internal void ProcessTypeChange(Vehicle pType) { m_lmEfect = 0; m_amEfect = 0; m_ffactor = 1f; m_linearMotorDirection = Vector3.Zero; m_angularMotorDirection = Vector3.Zero; m_BlockingEndPoint = Vector3.Zero; m_RollreferenceFrame = Quaternion.Identity; m_linearMotorOffset = Vector3.Zero; m_referenceFrame = Quaternion.Identity; // Set Defaults For Type m_type = pType; switch (pType) { case Vehicle.TYPE_NONE: m_linearFrictionTimescale = new Vector3(1000, 1000, 1000); m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); m_linearMotorTimescale = 1000; m_linearMotorDecayTimescale = 120 * m_invtimestep; m_angularMotorTimescale = 1000; m_angularMotorDecayTimescale = 1000 * m_invtimestep; m_VhoverHeight = 0; m_VhoverEfficiency = 1; m_VhoverTimescale = 1000; m_VehicleBuoyancy = 0; m_linearDeflectionEfficiency = 0; m_linearDeflectionTimescale = 1000; m_angularDeflectionEfficiency = 0; m_angularDeflectionTimescale = 1000; m_bankingEfficiency = 0; m_bankingMix = 1; m_bankingTimescale = 1000; m_verticalAttractionEfficiency = 0; m_verticalAttractionTimescale = 1000; m_flags = (VehicleFlag)0; break; case Vehicle.TYPE_SLED: m_linearFrictionTimescale = new Vector3(30, 1, 1000); m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); m_linearMotorTimescale = 1000; m_linearMotorDecayTimescale = 120 * m_invtimestep; m_angularMotorTimescale = 1000; m_angularMotorDecayTimescale = 120 * m_invtimestep; m_VhoverHeight = 0; m_VhoverEfficiency = 1; m_VhoverTimescale = 10; m_VehicleBuoyancy = 0; m_linearDeflectionEfficiency = 1; m_linearDeflectionTimescale = 1; m_angularDeflectionEfficiency = 0; m_angularDeflectionTimescale = 10; m_verticalAttractionEfficiency = 1; m_verticalAttractionTimescale = 1000; m_bankingEfficiency = 0; m_bankingMix = 1; m_bankingTimescale = 10; 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_linearFrictionTimescale = new Vector3(100, 2, 1000); m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); m_linearMotorTimescale = 1; m_linearMotorDecayTimescale = 60 * m_invtimestep; m_angularMotorTimescale = 1; m_angularMotorDecayTimescale = 0.8f * m_invtimestep; 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_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_linearFrictionTimescale = new Vector3(10, 3, 2); m_angularFrictionTimescale = new Vector3(10, 10, 10); m_linearMotorTimescale = 5; m_linearMotorDecayTimescale = 60 * m_invtimestep; m_angularMotorTimescale = 4; m_angularMotorDecayTimescale = 4 * m_invtimestep; 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_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); // | // VehicleFlag.LIMIT_ROLL_ONLY); m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_MOTOR_UP | VehicleFlag.HOVER_UP_ONLY | // new sl VehicleFlag.HOVER_WATER_ONLY); break; case Vehicle.TYPE_AIRPLANE: m_linearFrictionTimescale = new Vector3(200, 10, 5); m_angularFrictionTimescale = new Vector3(20, 20, 20); m_linearMotorTimescale = 2; m_linearMotorDecayTimescale = 60 * m_invtimestep; m_angularMotorTimescale = 4; m_angularMotorDecayTimescale = 8 * m_invtimestep; m_VhoverHeight = 0; m_VhoverEfficiency = 0.5f; m_VhoverTimescale = 1000; m_VehicleBuoyancy = 0; m_linearDeflectionEfficiency = 0.5f; m_linearDeflectionTimescale = 0.5f; m_angularDeflectionEfficiency = 1; m_angularDeflectionTimescale = 2; m_verticalAttractionEfficiency = 0.9f; m_verticalAttractionTimescale = 2f; m_bankingEfficiency = 1; m_bankingMix = 0.7f; m_bankingTimescale = 2; 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_linearFrictionTimescale = new Vector3(5, 5, 5); m_angularFrictionTimescale = new Vector3(10, 10, 10); m_linearMotorTimescale = 5; m_linearMotorDecayTimescale = 60 * m_invtimestep; m_angularMotorTimescale = 6; m_angularMotorDecayTimescale = 10 * m_invtimestep; m_VhoverHeight = 5; m_VhoverEfficiency = 0.8f; m_VhoverTimescale = 10; m_VehicleBuoyancy = 1; m_linearDeflectionEfficiency = 0; m_linearDeflectionTimescale = 5 * m_invtimestep; m_angularDeflectionEfficiency = 0; m_angularDeflectionTimescale = 5; m_verticalAttractionEfficiency = 1f; m_verticalAttractionTimescale = 1000f; m_bankingEfficiency = 0; m_bankingMix = 0.7f; m_bankingTimescale = 5; m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_MOTOR_UP | //); VehicleFlag.LIMIT_ROLL_ONLY | // new sl VehicleFlag.HOVER_GLOBAL_HEIGHT); // new sl // m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | // VehicleFlag.HOVER_GLOBAL_HEIGHT); break; } m_lmDecay = (1.0f - 1.0f / m_linearMotorDecayTimescale); m_amDecay = 1.0f - 1.0f / m_angularMotorDecayTimescale; }//end SetDefaultsForType internal void Stop() { m_lmEfect = 0; m_lmDecay = 0f; m_amEfect = 0; m_amDecay = 0; m_ffactor = 1f; } public static Vector3 Xrot(Quaternion rot) { Vector3 vec; rot.Normalize(); // just in case vec.X = 2 * (rot.X * rot.X + rot.W * rot.W) - 1; vec.Y = 2 * (rot.X * rot.Y + rot.Z * rot.W); vec.Z = 2 * (rot.X * rot.Z - rot.Y * rot.W); return vec; } public static Vector3 Zrot(Quaternion rot) { Vector3 vec; rot.Normalize(); // just in case vec.X = 2 * (rot.X * rot.Z + rot.Y * rot.W); vec.Y = 2 * (rot.Y * rot.Z - rot.X * rot.W); vec.Z = 2 * (rot.Z * rot.Z + rot.W * rot.W) - 1; return vec; } private const float pi = (float)Math.PI; private const float halfpi = 0.5f * (float)Math.PI; private const float twopi = 2.0f * pi; public static Vector3 ubRot2Euler(Quaternion rot) { // returns roll in X // pitch in Y // yaw in Z Vector3 vec; // assuming rot is normalised // rot.Normalize(); float zX = rot.X * rot.Z + rot.Y * rot.W; if (zX < -0.49999f) { vec.X = 0; vec.Y = -halfpi; vec.Z = (float)(-2d * Math.Atan(rot.X / rot.W)); } else if (zX > 0.49999f) { vec.X = 0; vec.Y = halfpi; vec.Z = (float)(2d * Math.Atan(rot.X / rot.W)); } else { vec.Y = (float)Math.Asin(2 * zX); float sqw = rot.W * rot.W; float minuszY = rot.X * rot.W - rot.Y * rot.Z; float zZ = rot.Z * rot.Z + sqw - 0.5f; vec.X = (float)Math.Atan2(minuszY, zZ); float yX = rot.Z * rot.W - rot.X * rot.Y; //( have negative ?) float yY = rot.X * rot.X + sqw - 0.5f; vec.Z = (float)Math.Atan2(yX, yY); } return vec; } public static void GetRollPitch(Quaternion rot, out float roll, out float pitch) { // assuming rot is normalised // rot.Normalize(); float zX = rot.X * rot.Z + rot.Y * rot.W; if (zX < -0.49999f) { roll = 0; pitch = -halfpi; } else if (zX > 0.49999f) { roll = 0; pitch = halfpi; } else { pitch = (float)Math.Asin(2 * zX); float minuszY = rot.X * rot.W - rot.Y * rot.Z; float zZ = rot.Z * rot.Z + rot.W * rot.W - 0.5f; roll = (float)Math.Atan2(minuszY, zZ); } return ; } internal void Step() { IntPtr Body = rootPrim.Body; d.Mass dmass; d.BodyGetMass(Body, out dmass); d.Quaternion rot = d.BodyGetQuaternion(Body); Quaternion objrotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object Quaternion rotq = objrotq; // rotq = rotation of object rotq *= m_referenceFrame; // rotq is now rotation in vehicle reference frame Quaternion irotq = Quaternion.Inverse(rotq); d.Vector3 dvtmp; Vector3 tmpV; Vector3 curVel; // velocity in world Vector3 curAngVel; // angular velocity in world Vector3 force = Vector3.Zero; // actually linear aceleration until mult by mass in world frame Vector3 torque = Vector3.Zero;// actually angular aceleration until mult by Inertia in vehicle frame d.Vector3 dtorque = new d.Vector3(); dvtmp = d.BodyGetLinearVel(Body); curVel.X = dvtmp.X; curVel.Y = dvtmp.Y; curVel.Z = dvtmp.Z; Vector3 curLocalVel = curVel * irotq; // current velocity in local dvtmp = d.BodyGetAngularVel(Body); curAngVel.X = dvtmp.X; curAngVel.Y = dvtmp.Y; curAngVel.Z = dvtmp.Z; Vector3 curLocalAngVel = curAngVel * irotq; // current angular velocity in local float ldampZ = 0; // linear motor if (m_lmEfect > 0.01 && m_linearMotorTimescale < 1000) { tmpV = m_linearMotorDirection - curLocalVel; // velocity error tmpV *= m_lmEfect / m_linearMotorTimescale; // error to correct in this timestep tmpV *= rotq; // to world if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != 0) tmpV.Z = 0; if (m_linearMotorOffset.X != 0 || m_linearMotorOffset.Y != 0 || m_linearMotorOffset.Z != 0) { // have offset, do it now tmpV *= dmass.mass; d.BodyAddForceAtRelPos(Body, tmpV.X, tmpV.Y, tmpV.Z, m_linearMotorOffset.X, m_linearMotorOffset.Y, m_linearMotorOffset.Z); } else { force.X += tmpV.X; force.Y += tmpV.Y; force.Z += tmpV.Z; } m_lmEfect *= m_lmDecay; // m_ffactor = 0.01f + 1e-4f * curVel.LengthSquared(); m_ffactor = 0.0f; } else { m_lmEfect = 0; m_ffactor = 1f; } // hover if (m_VhoverTimescale < 300 && rootPrim.prim_geom != IntPtr.Zero) { // d.Vector3 pos = d.BodyGetPosition(Body); d.Vector3 pos = d.GeomGetPosition(rootPrim.prim_geom); pos.Z -= 0.21f; // minor offset that seems to be always there in sl float t = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y); float perr; // default to global but don't go underground perr = m_VhoverHeight - pos.Z; if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == 0) { if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0) { perr += _pParentScene.GetWaterLevel(); } else if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0) { perr += t; } else { float w = _pParentScene.GetWaterLevel(); if (t > w) perr += t; else perr += w; } } else if (t > m_VhoverHeight) perr = t - pos.Z; ; if ((m_flags & VehicleFlag.HOVER_UP_ONLY) == 0 || perr > -0.1) { ldampZ = m_VhoverEfficiency * m_invtimestep; perr *= (1.0f + ldampZ) / m_VhoverTimescale; // force.Z += perr - curVel.Z * tmp; force.Z += perr; ldampZ *= -curVel.Z; force.Z += _pParentScene.gravityz * m_gravmod * (1f - m_VehicleBuoyancy); } else // no buoyancy force.Z += _pParentScene.gravityz; } else { // default gravity and Buoyancy force.Z += _pParentScene.gravityz * m_gravmod * (1f - m_VehicleBuoyancy); } // linear deflection if (m_linearDeflectionEfficiency > 0) { float len = curVel.Length(); if (len > 0.01) // if moving { Vector3 atAxis; atAxis = Xrot(rotq); // where are we pointing to atAxis *= len; // make it same size as world velocity vector tmpV = -atAxis; // oposite direction atAxis -= curVel; // error to one direction len = atAxis.LengthSquared(); tmpV -= curVel; // error to oposite float lens = tmpV.LengthSquared(); if (len > 0.01 || lens > 0.01) // do nothing if close enougth { if (len < lens) tmpV = atAxis; tmpV *= (m_linearDeflectionEfficiency / m_linearDeflectionTimescale); // error to correct in this timestep force.X += tmpV.X; force.Y += tmpV.Y; if ((m_flags & VehicleFlag.NO_DEFLECTION_UP) == 0) force.Z += tmpV.Z; } } } // linear friction/damping if (curLocalVel.X != 0 || curLocalVel.Y != 0 || curLocalVel.Z != 0) { tmpV.X = -curLocalVel.X / m_linearFrictionTimescale.X; tmpV.Y = -curLocalVel.Y / m_linearFrictionTimescale.Y; tmpV.Z = -curLocalVel.Z / m_linearFrictionTimescale.Z; tmpV *= rotq; // to world if(ldampZ != 0 && Math.Abs(ldampZ) > Math.Abs(tmpV.Z)) tmpV.Z = ldampZ; force.X += tmpV.X; force.Y += tmpV.Y; force.Z += tmpV.Z; } // vertical atractor if (m_verticalAttractionTimescale < 300) { float roll; float pitch; float ftmp = m_invtimestep / m_verticalAttractionTimescale / m_verticalAttractionTimescale; float ftmp2; ftmp2 = 0.5f * m_verticalAttractionEfficiency * m_invtimestep; m_amdampX = ftmp2; m_ampwr = 1.0f - 0.8f * m_verticalAttractionEfficiency; GetRollPitch(irotq, out roll, out pitch); if (roll > halfpi) roll = pi - roll; else if (roll < -halfpi) roll = -pi - roll; float effroll = pitch / halfpi; effroll *= effroll; effroll = 1 - effroll; effroll *= roll; torque.X += effroll * ftmp; if ((m_flags & VehicleFlag.LIMIT_ROLL_ONLY) == 0) { float effpitch = roll / halfpi; effpitch *= effpitch; effpitch = 1 - effpitch; effpitch *= pitch; torque.Y += effpitch * ftmp; } if (m_bankingEfficiency != 0 && Math.Abs(effroll) > 0.01) { float broll = effroll; /* if (broll > halfpi) broll = pi - broll; else if (broll < -halfpi) broll = -pi - broll; */ broll *= m_bankingEfficiency; if (m_bankingMix != 0) { float vfact = Math.Abs(curLocalVel.X) / 10.0f; if (vfact > 1.0f) vfact = 1.0f; if (curLocalVel.X >= 0) broll *= (1 + (vfact - 1) * m_bankingMix); else broll *= -(1 + (vfact - 1) * m_bankingMix); } // make z rot be in world Z not local as seems to be in sl broll = broll / m_bankingTimescale; tmpV = Zrot(irotq); tmpV *= broll; torque.X += tmpV.X; torque.Y += tmpV.Y; torque.Z += tmpV.Z; m_amdampZ = Math.Abs(m_bankingEfficiency) / m_bankingTimescale; m_amdampY = m_amdampZ; } else { m_amdampZ = 1 / m_angularFrictionTimescale.Z; m_amdampY = m_amdampX; } } else { m_ampwr = 1.0f; m_amdampX = 1 / m_angularFrictionTimescale.X; m_amdampY = 1 / m_angularFrictionTimescale.Y; m_amdampZ = 1 / m_angularFrictionTimescale.Z; } // angular motor if (m_amEfect > 0.01 && m_angularMotorTimescale < 1000) { tmpV = m_angularMotorDirection - curLocalAngVel; // velocity error tmpV *= m_amEfect / m_angularMotorTimescale; // error to correct in this timestep torque.X += tmpV.X * m_ampwr; torque.Y += tmpV.Y * m_ampwr; torque.Z += tmpV.Z; m_amEfect *= m_amDecay; } else m_amEfect = 0; // angular deflection if (m_angularDeflectionEfficiency > 0) { Vector3 dirv; if (curLocalVel.X > 0.01f) dirv = curLocalVel; else if (curLocalVel.X < -0.01f) // use oposite dirv = -curLocalVel; else { // make it fall into small positive x case dirv.X = 0.01f; dirv.Y = curLocalVel.Y; dirv.Z = curLocalVel.Z; } float ftmp = m_angularDeflectionEfficiency / m_angularDeflectionTimescale; if (Math.Abs(dirv.Z) > 0.01) { torque.Y += - (float)Math.Atan2(dirv.Z, dirv.X) * ftmp; } if (Math.Abs(dirv.Y) > 0.01) { torque.Z += (float)Math.Atan2(dirv.Y, dirv.X) * ftmp; } } // angular friction if (curLocalAngVel.X != 0 || curLocalAngVel.Y != 0 || curLocalAngVel.Z != 0) { torque.X -= curLocalAngVel.X * m_amdampX; torque.Y -= curLocalAngVel.Y * m_amdampY; torque.Z -= curLocalAngVel.Z * m_amdampZ; } force *= dmass.mass; force += rootPrim.m_force; force += rootPrim.m_forceacc; rootPrim.m_forceacc = Vector3.Zero; if (force.X != 0 || force.Y != 0 || force.Z != 0) { d.BodyAddForce(Body, force.X, force.Y, force.Z); } if (torque.X != 0 || torque.Y != 0 || torque.Z != 0) { torque *= m_referenceFrame; // to object frame dtorque.X = torque.X ; dtorque.Y = torque.Y; dtorque.Z = torque.Z; d.MultiplyM3V3(out dvtmp, ref dmass.I, ref dtorque); d.BodyAddRelTorque(Body, dvtmp.X, dvtmp.Y, dvtmp.Z); // add torque in object frame } torque = rootPrim.m_torque; torque += rootPrim.m_angularForceacc; rootPrim.m_angularForceacc = Vector3.Zero; if (torque.X != 0 || torque.Y != 0 || torque.Z != 0) d.BodyAddTorque(Body,torque.X, torque.Y, torque.Z); } } }