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authorteravus2012-10-03 02:30:23 -0400
committerteravus2012-10-03 02:30:23 -0400
commite56ef2720ecd603c9b3c81cbb7c3a0d49d24bf85 (patch)
tree0eadc9f514dc5e0372f26204c51a229101bfd9cc
parentMinor Modification, switch /2 to 0.5f in ODEPrim.Velocity (diff)
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I propose that 0.5m/step change for linear velocity is too big of a change to control the reporting of a new angular velocity. I think that this could be here for one of two reasons, 1. vehicles and llMoveToTarget with axis lock, or 2. To attempt to make things look more stable in the physics scene then they really are, however, this also really affects the angular velocity reporting negatively causing things to spin wildly and jump back into place repeatedly. To compromise, if the prim is a vehicle or is being used as a motor target, the original functionality is still applied. If that's not the case, angular velocity is reported with a linear velocity of 0.02m/step. To be clear on the effect of the physical world... When you push things, there's still a lag time where you walk into the object but once the object is in motion, it begins to move as you would expect so results in slightly more realistic motion.
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs16
1 files changed, 15 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index 3056f67..1b47754 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -2600,6 +2600,7 @@ Console.WriteLine(" JointCreateFixed");
2600 { 2600 {
2601 Vector3 pv = Vector3.Zero; 2601 Vector3 pv = Vector3.Zero;
2602 bool lastZeroFlag = _zeroFlag; 2602 bool lastZeroFlag = _zeroFlag;
2603 float m_minvelocity = 0;
2603 if (Body != (IntPtr)0) // FIXME -> or if it is a joint 2604 if (Body != (IntPtr)0) // FIXME -> or if it is a joint
2604 { 2605 {
2605 d.Vector3 vec = d.BodyGetPosition(Body); 2606 d.Vector3 vec = d.BodyGetPosition(Body);
@@ -2752,8 +2753,21 @@ Console.WriteLine(" JointCreateFixed");
2752 _acceleration = ((_velocity - m_lastVelocity) / 0.1f); 2753 _acceleration = ((_velocity - m_lastVelocity) / 0.1f);
2753 _acceleration = new Vector3(_velocity.X - m_lastVelocity.X / 0.1f, _velocity.Y - m_lastVelocity.Y / 0.1f, _velocity.Z - m_lastVelocity.Z / 0.1f); 2754 _acceleration = new Vector3(_velocity.X - m_lastVelocity.X / 0.1f, _velocity.Y - m_lastVelocity.Y / 0.1f, _velocity.Z - m_lastVelocity.Z / 0.1f);
2754 //m_log.Info("[PHYSICS]: V1: " + _velocity + " V2: " + m_lastVelocity + " Acceleration: " + _acceleration.ToString()); 2755 //m_log.Info("[PHYSICS]: V1: " + _velocity + " V2: " + m_lastVelocity + " Acceleration: " + _acceleration.ToString());
2756
2757 // Note here that linearvelocity is affecting angular velocity... so I'm guessing this is a vehicle specific thing...
2758 // it does make sense to do this for tiny little instabilities with physical prim, however 0.5m/frame is fairly large.
2759 // reducing this to 0.02m/frame seems to help the angular rubberbanding quite a bit, however, to make sure it doesn't affect elevators and vehicles
2760 // adding these logical exclusion situations to maintain this where I think it was intended to be.
2761 if (m_throttleUpdates || m_usePID || (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE) || (Amotor != IntPtr.Zero))
2762 {
2763 m_minvelocity = 0.5f;
2764 }
2765 else
2766 {
2767 m_minvelocity = 0.02f;
2768 }
2755 2769
2756 if (_velocity.ApproxEquals(pv, 0.5f)) 2770 if (_velocity.ApproxEquals(pv, m_minvelocity))
2757 { 2771 {
2758 m_rotationalVelocity = pv; 2772 m_rotationalVelocity = pv;
2759 } 2773 }