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author | Teravus Ovares | 2009-04-20 17:46:37 +0000 |
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committer | Teravus Ovares | 2009-04-20 17:46:37 +0000 |
commit | c5a3ff231f9684b4714861be620920193b14b252 (patch) | |
tree | d404f79b6c1bf55a5c824e48674c1f5061c187e9 | |
parent | It is possible that apacket is recieved before the clint stack is fully ready. (diff) | |
download | opensim-SC_OLD-c5a3ff231f9684b4714861be620920193b14b252.zip opensim-SC_OLD-c5a3ff231f9684b4714861be620920193b14b252.tar.gz opensim-SC_OLD-c5a3ff231f9684b4714861be620920193b14b252.tar.bz2 opensim-SC_OLD-c5a3ff231f9684b4714861be620920193b14b252.tar.xz |
* It turns out vehicle Angular Motor direction is always in global space.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/ODEVehicleSettings.cs | 31 |
1 files changed, 24 insertions, 7 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEVehicleSettings.cs b/OpenSim/Region/Physics/OdePlugin/ODEVehicleSettings.cs index bbd19c8..a4b93a0 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEVehicleSettings.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEVehicleSettings.cs | |||
@@ -49,6 +49,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
49 | get { return m_body; } | 49 | get { return m_body; } |
50 | } | 50 | } |
51 | 51 | ||
52 | private int frcount = 0; | ||
53 | private float frmod = 3.0f; | ||
54 | |||
52 | private Vehicle m_type = Vehicle.TYPE_NONE; | 55 | private Vehicle m_type = Vehicle.TYPE_NONE; |
53 | private OdeScene m_parentScene = null; | 56 | private OdeScene m_parentScene = null; |
54 | private IntPtr m_body = IntPtr.Zero; | 57 | private IntPtr m_body = IntPtr.Zero; |
@@ -312,9 +315,16 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
312 | { | 315 | { |
313 | if (m_body == IntPtr.Zero || m_type == Vehicle.TYPE_NONE) | 316 | if (m_body == IntPtr.Zero || m_type == Vehicle.TYPE_NONE) |
314 | return; | 317 | return; |
318 | frcount++; | ||
319 | if (frcount > 100) | ||
320 | frcount = 0; | ||
321 | |||
315 | VerticalAttractor(pTimestep); | 322 | VerticalAttractor(pTimestep); |
316 | LinearMotor(pTimestep); | 323 | LinearMotor(pTimestep); |
324 | |||
325 | |||
317 | AngularMotor(pTimestep); | 326 | AngularMotor(pTimestep); |
327 | |||
318 | } | 328 | } |
319 | 329 | ||
320 | private void SetDefaultsForType(Vehicle pType) | 330 | private void SetDefaultsForType(Vehicle pType) |
@@ -473,11 +483,16 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
473 | d.BodyGetRelPointPos(m_body, 0.0f, 0.0f, -1.0f, out feet); | 483 | d.BodyGetRelPointPos(m_body, 0.0f, 0.0f, -1.0f, out feet); |
474 | d.BodyGetRelPointPos(m_body, 0.0f, 0.0f, 1.0f, out head); | 484 | d.BodyGetRelPointPos(m_body, 0.0f, 0.0f, 1.0f, out head); |
475 | float posture = head.Z - feet.Z; | 485 | float posture = head.Z - feet.Z; |
486 | |||
487 | //Console.WriteLine(String.Format("head: <{0},{1},{2}>, feet:<{3},{4},{5}> diff:<{6},{7},{8}>", head.X, head.Y, head.Z, feet.X, | ||
488 | // feet.Y, feet.Z, head.X - feet.X, head.Y - feet.Y, head.Z - feet.Z)); | ||
489 | //Console.WriteLine(String.Format("diff:<{0},{1},{2}>",head.X - feet.X, head.Y - feet.Y, head.Z - feet.Z)); | ||
476 | 490 | ||
477 | // restoring force proportional to lack of posture: | 491 | // restoring force proportional to lack of posture: |
478 | float servo = (2.5f - posture) * (objMass.mass * m_verticalAttractionEfficiency / (m_verticalAttractionTimescale * pTimestep)) * objMass.mass; | 492 | float servo = (2.5f - posture) * (objMass.mass * m_verticalAttractionEfficiency / (m_verticalAttractionTimescale * pTimestep)) * objMass.mass; |
479 | d.BodyAddForceAtRelPos(m_body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f); | 493 | d.BodyAddForceAtRelPos(m_body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f); |
480 | d.BodyAddForceAtRelPos(m_body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f); | 494 | d.BodyAddForceAtRelPos(m_body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f); |
495 | //d.BodyAddTorque(m_body, (head.X - feet.X) * servo, (head.Y - feet.Y) * servo, (head.Z - feet.Z) * servo); | ||
481 | //d.Matrix3 bodyrotation = d.BodyGetRotation(Body); | 496 | //d.Matrix3 bodyrotation = d.BodyGetRotation(Body); |
482 | //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22); | 497 | //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22); |
483 | } | 498 | } |
@@ -575,20 +590,21 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
575 | } | 590 | } |
576 | private void SetAngularMotorProperties() | 591 | private void SetAngularMotorProperties() |
577 | { | 592 | { |
578 | |||
579 | |||
580 | 593 | ||
594 | |||
595 | |||
581 | d.Mass objMass; | 596 | d.Mass objMass; |
582 | d.BodyGetMass(Body, out objMass); | 597 | d.BodyGetMass(Body, out objMass); |
583 | d.Quaternion rot = d.BodyGetQuaternion(Body); | 598 | //d.Quaternion rot = d.BodyGetQuaternion(Body); |
584 | Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); | 599 | //Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); |
585 | Vector3 axis0 = Vector3.UnitX; | 600 | Vector3 axis0 = Vector3.UnitX; |
586 | Vector3 axis1 = Vector3.UnitY; | 601 | Vector3 axis1 = Vector3.UnitY; |
587 | Vector3 axis2 = Vector3.UnitZ; | 602 | Vector3 axis2 = Vector3.UnitZ; |
588 | axis0 *= rotq; | 603 | //axis0 *= rotq; |
589 | axis1 *= rotq; | 604 | //axis1 *= rotq; |
590 | axis2 *= rotq; | 605 | //axis2 *= rotq; |
591 | 606 | ||
607 | |||
592 | 608 | ||
593 | if (m_aMotor != IntPtr.Zero) | 609 | if (m_aMotor != IntPtr.Zero) |
594 | { | 610 | { |
@@ -604,5 +620,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
604 | 620 | ||
605 | } | 621 | } |
606 | } | 622 | } |
623 | |||
607 | } | 624 | } |
608 | } | 625 | } |