diff options
Merge branch 'master' into connector_plugin
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 307 |
1 files changed, 149 insertions, 158 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index dbc9039..95a4134 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -80,10 +80,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
80 | private Quaternion m_referenceFrame = Quaternion.Identity; | 80 | private Quaternion m_referenceFrame = Quaternion.Identity; |
81 | 81 | ||
82 | // Linear properties | 82 | // Linear properties |
83 | private BSVMotor m_linearMotor = new BSVMotor("LinearMotor"); | ||
83 | private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time | 84 | private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time |
84 | private Vector3 m_linearMotorOffset = Vector3.Zero; // the point of force can be offset from the center | 85 | private Vector3 m_linearMotorOffset = Vector3.Zero; // the point of force can be offset from the center |
85 | private Vector3 m_linearMotorDirectionLASTSET = Vector3.Zero; // velocity requested by LSL | 86 | private Vector3 m_linearMotorDirectionLASTSET = Vector3.Zero; // velocity requested by LSL |
86 | private Vector3 m_newVelocity = Vector3.Zero; // velocity computed to be applied to body | ||
87 | private Vector3 m_linearFrictionTimescale = Vector3.Zero; | 87 | private Vector3 m_linearFrictionTimescale = Vector3.Zero; |
88 | private float m_linearMotorDecayTimescale = 0; | 88 | private float m_linearMotorDecayTimescale = 0; |
89 | private float m_linearMotorTimescale = 0; | 89 | private float m_linearMotorTimescale = 0; |
@@ -93,6 +93,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
93 | // private Vector3 m_linearMotorOffset = Vector3.Zero; | 93 | // private Vector3 m_linearMotorOffset = Vector3.Zero; |
94 | 94 | ||
95 | //Angular properties | 95 | //Angular properties |
96 | private BSVMotor m_angularMotor = new BSVMotor("AngularMotor"); | ||
96 | private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor | 97 | private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor |
97 | // private int m_angularMotorApply = 0; // application frame counter | 98 | // private int m_angularMotorApply = 0; // application frame counter |
98 | private Vector3 m_angularMotorVelocity = Vector3.Zero; // current angular motor velocity | 99 | private Vector3 m_angularMotorVelocity = Vector3.Zero; // current angular motor velocity |
@@ -152,10 +153,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
152 | m_angularDeflectionTimescale = Math.Max(pValue, 0.01f); | 153 | m_angularDeflectionTimescale = Math.Max(pValue, 0.01f); |
153 | break; | 154 | break; |
154 | case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE: | 155 | case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE: |
155 | m_angularMotorDecayTimescale = Math.Max(pValue, 0.01f); | 156 | m_angularMotorDecayTimescale = Math.Max(0.01f, Math.Min(pValue,120)); |
157 | m_angularMotor.TargetValueDecayTimeScale = m_angularMotorDecayTimescale; | ||
156 | break; | 158 | break; |
157 | case Vehicle.ANGULAR_MOTOR_TIMESCALE: | 159 | case Vehicle.ANGULAR_MOTOR_TIMESCALE: |
158 | m_angularMotorTimescale = Math.Max(pValue, 0.01f); | 160 | m_angularMotorTimescale = Math.Max(pValue, 0.01f); |
161 | m_angularMotor.TimeScale = m_angularMotorTimescale; | ||
159 | break; | 162 | break; |
160 | case Vehicle.BANKING_EFFICIENCY: | 163 | case Vehicle.BANKING_EFFICIENCY: |
161 | m_bankingEfficiency = Math.Max(-1f, Math.Min(pValue, 1f)); | 164 | m_bankingEfficiency = Math.Max(-1f, Math.Min(pValue, 1f)); |
@@ -185,10 +188,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
185 | m_linearDeflectionTimescale = Math.Max(pValue, 0.01f); | 188 | m_linearDeflectionTimescale = Math.Max(pValue, 0.01f); |
186 | break; | 189 | break; |
187 | case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE: | 190 | case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE: |
188 | m_linearMotorDecayTimescale = Math.Max(pValue, 0.01f); | 191 | m_linearMotorDecayTimescale = Math.Max(0.01f, Math.Min(pValue,120)); |
192 | m_linearMotor.TargetValueDecayTimeScale = m_linearMotorDecayTimescale; | ||
189 | break; | 193 | break; |
190 | case Vehicle.LINEAR_MOTOR_TIMESCALE: | 194 | case Vehicle.LINEAR_MOTOR_TIMESCALE: |
191 | m_linearMotorTimescale = Math.Max(pValue, 0.01f); | 195 | m_linearMotorTimescale = Math.Max(pValue, 0.01f); |
196 | m_linearMotor.TimeScale = m_linearMotorTimescale; | ||
192 | break; | 197 | break; |
193 | case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY: | 198 | case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY: |
194 | m_verticalAttractionEfficiency = Math.Max(0.1f, Math.Min(pValue, 1f)); | 199 | m_verticalAttractionEfficiency = Math.Max(0.1f, Math.Min(pValue, 1f)); |
@@ -201,17 +206,20 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
201 | // set all of the components to the same value | 206 | // set all of the components to the same value |
202 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: | 207 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: |
203 | m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue); | 208 | m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue); |
209 | m_angularMotor.FrictionTimescale = m_angularFrictionTimescale; | ||
204 | break; | 210 | break; |
205 | case Vehicle.ANGULAR_MOTOR_DIRECTION: | 211 | case Vehicle.ANGULAR_MOTOR_DIRECTION: |
206 | m_angularMotorDirection = new Vector3(pValue, pValue, pValue); | 212 | m_angularMotorDirection = new Vector3(pValue, pValue, pValue); |
207 | // m_angularMotorApply = 100; | 213 | m_angularMotor.SetTarget(m_angularMotorDirection); |
208 | break; | 214 | break; |
209 | case Vehicle.LINEAR_FRICTION_TIMESCALE: | 215 | case Vehicle.LINEAR_FRICTION_TIMESCALE: |
210 | m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue); | 216 | m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue); |
217 | m_linearMotor.FrictionTimescale = m_linearFrictionTimescale; | ||
211 | break; | 218 | break; |
212 | case Vehicle.LINEAR_MOTOR_DIRECTION: | 219 | case Vehicle.LINEAR_MOTOR_DIRECTION: |
213 | m_linearMotorDirection = new Vector3(pValue, pValue, pValue); | 220 | m_linearMotorDirection = new Vector3(pValue, pValue, pValue); |
214 | m_linearMotorDirectionLASTSET = new Vector3(pValue, pValue, pValue); | 221 | m_linearMotorDirectionLASTSET = new Vector3(pValue, pValue, pValue); |
222 | m_linearMotor.SetTarget(m_linearMotorDirection); | ||
215 | break; | 223 | break; |
216 | case Vehicle.LINEAR_MOTOR_OFFSET: | 224 | case Vehicle.LINEAR_MOTOR_OFFSET: |
217 | m_linearMotorOffset = new Vector3(pValue, pValue, pValue); | 225 | m_linearMotorOffset = new Vector3(pValue, pValue, pValue); |
@@ -227,6 +235,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
227 | { | 235 | { |
228 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: | 236 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: |
229 | m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); | 237 | m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); |
238 | m_angularMotor.FrictionTimescale = m_angularFrictionTimescale; | ||
230 | break; | 239 | break; |
231 | case Vehicle.ANGULAR_MOTOR_DIRECTION: | 240 | case Vehicle.ANGULAR_MOTOR_DIRECTION: |
232 | // Limit requested angular speed to 2 rps= 4 pi rads/sec | 241 | // Limit requested angular speed to 2 rps= 4 pi rads/sec |
@@ -234,14 +243,16 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
234 | pValue.Y = Math.Max(-12.56f, Math.Min(pValue.Y, 12.56f)); | 243 | pValue.Y = Math.Max(-12.56f, Math.Min(pValue.Y, 12.56f)); |
235 | pValue.Z = Math.Max(-12.56f, Math.Min(pValue.Z, 12.56f)); | 244 | pValue.Z = Math.Max(-12.56f, Math.Min(pValue.Z, 12.56f)); |
236 | m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); | 245 | m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); |
237 | // m_angularMotorApply = 100; | 246 | m_angularMotor.SetTarget(m_angularMotorDirection); |
238 | break; | 247 | break; |
239 | case Vehicle.LINEAR_FRICTION_TIMESCALE: | 248 | case Vehicle.LINEAR_FRICTION_TIMESCALE: |
240 | m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); | 249 | m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); |
250 | m_linearMotor.FrictionTimescale = m_linearFrictionTimescale; | ||
241 | break; | 251 | break; |
242 | case Vehicle.LINEAR_MOTOR_DIRECTION: | 252 | case Vehicle.LINEAR_MOTOR_DIRECTION: |
243 | m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); | 253 | m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); |
244 | m_linearMotorDirectionLASTSET = new Vector3(pValue.X, pValue.Y, pValue.Z); | 254 | m_linearMotorDirectionLASTSET = new Vector3(pValue.X, pValue.Y, pValue.Z); |
255 | m_linearMotor.SetTarget(m_linearMotorDirection); | ||
245 | break; | 256 | break; |
246 | case Vehicle.LINEAR_MOTOR_OFFSET: | 257 | case Vehicle.LINEAR_MOTOR_OFFSET: |
247 | m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z); | 258 | m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z); |
@@ -319,6 +330,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
319 | 330 | ||
320 | m_referenceFrame = Quaternion.Identity; | 331 | m_referenceFrame = Quaternion.Identity; |
321 | m_flags = (VehicleFlag)0; | 332 | m_flags = (VehicleFlag)0; |
333 | |||
322 | break; | 334 | break; |
323 | 335 | ||
324 | case Vehicle.TYPE_SLED: | 336 | case Vehicle.TYPE_SLED: |
@@ -351,10 +363,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
351 | m_bankingMix = 1; | 363 | m_bankingMix = 1; |
352 | 364 | ||
353 | m_referenceFrame = Quaternion.Identity; | 365 | m_referenceFrame = Quaternion.Identity; |
354 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP); | 366 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
355 | m_flags &= | 367 | | VehicleFlag.HOVER_TERRAIN_ONLY |
356 | ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | | 368 | | VehicleFlag.HOVER_GLOBAL_HEIGHT |
357 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); | 369 | | VehicleFlag.HOVER_UP_ONLY); |
370 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | ||
371 | | VehicleFlag.LIMIT_ROLL_ONLY | ||
372 | | VehicleFlag.LIMIT_MOTOR_UP); | ||
358 | break; | 373 | break; |
359 | case Vehicle.TYPE_CAR: | 374 | case Vehicle.TYPE_CAR: |
360 | m_linearMotorDirection = Vector3.Zero; | 375 | m_linearMotorDirection = Vector3.Zero; |
@@ -510,6 +525,18 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
510 | | VehicleFlag.HOVER_GLOBAL_HEIGHT); | 525 | | VehicleFlag.HOVER_GLOBAL_HEIGHT); |
511 | break; | 526 | break; |
512 | } | 527 | } |
528 | |||
529 | // Update any physical parameters based on this type. | ||
530 | Refresh(); | ||
531 | |||
532 | m_linearMotor = new BSVMotor("LinearMotor", m_linearMotorTimescale, | ||
533 | m_linearMotorDecayTimescale, m_linearFrictionTimescale, 1f); | ||
534 | m_linearMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging) | ||
535 | m_angularMotor = new BSVMotor("AngularMotor", m_angularMotorTimescale, | ||
536 | m_angularMotorDecayTimescale, m_angularFrictionTimescale, 1f); | ||
537 | m_angularMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging) | ||
538 | |||
539 | // m_bankingMotor = new BSVMotor("BankingMotor", ...); | ||
513 | } | 540 | } |
514 | 541 | ||
515 | // Some of the properties of this prim may have changed. | 542 | // Some of the properties of this prim may have changed. |
@@ -518,13 +545,25 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
518 | { | 545 | { |
519 | if (IsActive) | 546 | if (IsActive) |
520 | { | 547 | { |
521 | // Friction effects are handled by this vehicle code | 548 | m_vehicleMass = Prim.Linkset.LinksetMass; |
522 | BulletSimAPI.SetFriction2(Prim.PhysBody.ptr, 0f); | ||
523 | BulletSimAPI.SetHitFraction2(Prim.PhysBody.ptr, 0f); | ||
524 | |||
525 | // BulletSimAPI.SetAngularDamping2(Prim.PhysBody.ptr, 0.8f); | ||
526 | 549 | ||
527 | VDetailLog("{0},BSDynamics.Refresh,zeroingFriction and adding damping", Prim.LocalID); | 550 | // Friction effects are handled by this vehicle code |
551 | float friction = 0f; | ||
552 | BulletSimAPI.SetFriction2(Prim.PhysBody.ptr, friction); | ||
553 | |||
554 | // Moderate angular movement introduced by Bullet. | ||
555 | // TODO: possibly set AngularFactor and LinearFactor for the type of vehicle. | ||
556 | // Maybe compute linear and angular factor and damping from params. | ||
557 | float angularDamping = PhysicsScene.Params.vehicleAngularDamping; | ||
558 | BulletSimAPI.SetAngularDamping2(Prim.PhysBody.ptr, angularDamping); | ||
559 | |||
560 | // DEBUG DEBUG DEBUG: use uniform inertia to smooth movement added by Bullet | ||
561 | // Vector3 localInertia = new Vector3(1f, 1f, 1f); | ||
562 | Vector3 localInertia = new Vector3(m_vehicleMass, m_vehicleMass, m_vehicleMass); | ||
563 | BulletSimAPI.SetMassProps2(Prim.PhysBody.ptr, m_vehicleMass, localInertia); | ||
564 | |||
565 | VDetailLog("{0},BSDynamics.Refresh,frict={1},inert={2},aDamp={3}", | ||
566 | Prim.LocalID, friction, localInertia, angularDamping); | ||
528 | } | 567 | } |
529 | } | 568 | } |
530 | 569 | ||
@@ -551,97 +590,38 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
551 | { | 590 | { |
552 | if (!IsActive) return; | 591 | if (!IsActive) return; |
553 | 592 | ||
554 | // DEBUG | ||
555 | // Because Bullet does apply forces to the vehicle, our last computed | ||
556 | // linear and angular velocities are not what is happening now. | ||
557 | // Vector3 externalAngularVelocity = Prim.ForceRotationalVelocity - m_lastAngularVelocity; | ||
558 | // m_lastAngularVelocity += (externalAngularVelocity * 0.5f) * pTimestep; | ||
559 | // m_lastAngularVelocity = Prim.ForceRotationalVelocity; // DEBUG: account for what Bullet did last time | ||
560 | // m_lastLinearVelocityVector = Prim.ForceVelocity * Quaternion.Inverse(Prim.ForceOrientation); // DEBUG: | ||
561 | // END DEBUG | ||
562 | |||
563 | m_vehicleMass = Prim.Linkset.LinksetMass; | ||
564 | |||
565 | MoveLinear(pTimestep); | 593 | MoveLinear(pTimestep); |
566 | // Commented out for debug | ||
567 | MoveAngular(pTimestep); | 594 | MoveAngular(pTimestep); |
568 | // Prim.ApplyTorqueImpulse(-Prim.RotationalVelocity * m_vehicleMass, false); // DEBUG DEBUG | ||
569 | // Prim.ForceRotationalVelocity = -Prim.RotationalVelocity; // DEBUG DEBUG | ||
570 | 595 | ||
571 | LimitRotation(pTimestep); | 596 | LimitRotation(pTimestep); |
572 | 597 | ||
573 | // remember the position so next step we can limit absolute movement effects | 598 | // remember the position so next step we can limit absolute movement effects |
574 | m_lastPositionVector = Prim.ForcePosition; | 599 | m_lastPositionVector = Prim.ForcePosition; |
575 | 600 | ||
576 | VDetailLog("{0},BSDynamics.Step,frict={1},grav={2},inertia={3},mass={4}", // DEBUG DEBUG | ||
577 | Prim.LocalID, | ||
578 | BulletSimAPI.GetFriction2(Prim.PhysBody.ptr), | ||
579 | BulletSimAPI.GetGravity2(Prim.PhysBody.ptr), | ||
580 | Prim.Inertia, | ||
581 | m_vehicleMass | ||
582 | ); | ||
583 | VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", | 601 | VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", |
584 | Prim.LocalID, Prim.ForcePosition, Prim.Force, Prim.ForceVelocity, Prim.RotationalVelocity); | 602 | Prim.LocalID, Prim.ForcePosition, Prim.Force, Prim.ForceVelocity, Prim.RotationalVelocity); |
585 | }// end Step | 603 | } |
586 | 604 | ||
587 | // Apply the effect of the linear motor. | 605 | // Apply the effect of the linear motor. |
588 | // Also does hover and float. | 606 | // Also does hover and float. |
589 | private void MoveLinear(float pTimestep) | 607 | private void MoveLinear(float pTimestep) |
590 | { | 608 | { |
591 | // m_linearMotorDirection is the target direction we are moving relative to the vehicle coordinates | 609 | Vector3 linearMotorContribution = m_linearMotor.Step(pTimestep); |
592 | // m_lastLinearVelocityVector is the current speed we are moving in that direction | ||
593 | if (m_linearMotorDirection.LengthSquared() > 0.001f) | ||
594 | { | ||
595 | Vector3 origDir = m_linearMotorDirection; // DEBUG | ||
596 | Vector3 origVel = m_lastLinearVelocityVector; // DEBUG | ||
597 | // DEBUG: the vehicle velocity rotated to be relative to vehicle coordinates for comparison | ||
598 | Vector3 vehicleVelocity = Prim.ForceVelocity * Quaternion.Inverse(Prim.ForceOrientation); // DEBUG | ||
599 | |||
600 | // Add (desiredVelocity - lastAppliedVelocity) / howLongItShouldTakeToComplete | ||
601 | Vector3 addAmount = (m_linearMotorDirection - m_lastLinearVelocityVector)/(m_linearMotorTimescale) * pTimestep; | ||
602 | m_lastLinearVelocityVector += addAmount; | ||
603 | |||
604 | float decayFactor = (1.0f / m_linearMotorDecayTimescale) * pTimestep; | ||
605 | m_linearMotorDirection *= (1f - decayFactor); | ||
606 | |||
607 | // Rotate new object velocity from vehicle relative to world coordinates | ||
608 | m_newVelocity = m_lastLinearVelocityVector * Prim.ForceOrientation; | ||
609 | |||
610 | // Apply friction for next time | ||
611 | Vector3 frictionFactor = (Vector3.One / m_linearFrictionTimescale) * pTimestep; | ||
612 | m_lastLinearVelocityVector *= (Vector3.One - frictionFactor); | ||
613 | |||
614 | VDetailLog("{0},MoveLinear,nonZero,origlmDir={1},origlvVel={2},vehVel={3},add={4},decay={5},frict={6},lmDir={7},lvVec={8},newVel={9}", | ||
615 | Prim.LocalID, origDir, origVel, vehicleVelocity, addAmount, decayFactor, frictionFactor, | ||
616 | m_linearMotorDirection, m_lastLinearVelocityVector, m_newVelocity); | ||
617 | } | ||
618 | else | ||
619 | { | ||
620 | // if what remains of direction is very small, zero it. | ||
621 | m_linearMotorDirection = Vector3.Zero; | ||
622 | m_lastLinearVelocityVector = Vector3.Zero; | ||
623 | m_newVelocity = Vector3.Zero; | ||
624 | |||
625 | VDetailLog("{0},MoveLinear,zeroed", Prim.LocalID); | ||
626 | } | ||
627 | 610 | ||
628 | // m_newVelocity is velocity computed from linear motor in world coordinates | 611 | // Rotate new object velocity from vehicle relative to world coordinates |
612 | linearMotorContribution *= Prim.ForceOrientation; | ||
629 | 613 | ||
614 | // ================================================================== | ||
630 | // Gravity and Buoyancy | 615 | // Gravity and Buoyancy |
631 | // There is some gravity, make a gravity force vector that is applied after object velocity. | 616 | // There is some gravity, make a gravity force vector that is applied after object velocity. |
632 | // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; | 617 | // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; |
633 | Vector3 grav = Prim.PhysicsScene.DefaultGravity * (1f - m_VehicleBuoyancy); | 618 | Vector3 grav = Prim.PhysicsScene.DefaultGravity * (1f - m_VehicleBuoyancy); |
634 | 619 | ||
635 | /* | 620 | // Current vehicle position |
636 | * RA: Not sure why one would do this unless we are hoping external forces are doing gravity, ... | ||
637 | // Preserve the current Z velocity | ||
638 | Vector3 vel_now = m_prim.Velocity; | ||
639 | m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity | ||
640 | */ | ||
641 | |||
642 | Vector3 pos = Prim.ForcePosition; | 621 | Vector3 pos = Prim.ForcePosition; |
643 | // Vector3 accel = new Vector3(-(m_dir.X - m_lastLinearVelocityVector.X / 0.1f), -(m_dir.Y - m_lastLinearVelocityVector.Y / 0.1f), m_dir.Z - m_lastLinearVelocityVector.Z / 0.1f); | ||
644 | 622 | ||
623 | // ================================================================== | ||
624 | Vector3 terrainHeightContribution = Vector3.Zero; | ||
645 | // If below the terrain, move us above the ground a little. | 625 | // If below the terrain, move us above the ground a little. |
646 | float terrainHeight = Prim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos); | 626 | float terrainHeight = Prim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos); |
647 | // Taking the rotated size doesn't work here because m_prim.Size is the size of the root prim and not the linkset. | 627 | // Taking the rotated size doesn't work here because m_prim.Size is the size of the root prim and not the linkset. |
@@ -650,11 +630,14 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
650 | // if (rotatedSize.Z < terrainHeight) | 630 | // if (rotatedSize.Z < terrainHeight) |
651 | if (pos.Z < terrainHeight) | 631 | if (pos.Z < terrainHeight) |
652 | { | 632 | { |
633 | // TODO: correct position by applying force rather than forcing position. | ||
653 | pos.Z = terrainHeight + 2; | 634 | pos.Z = terrainHeight + 2; |
654 | Prim.ForcePosition = pos; | 635 | Prim.ForcePosition = pos; |
655 | VDetailLog("{0},MoveLinear,terrainHeight,terrainHeight={1},pos={2}", Prim.LocalID, terrainHeight, pos); | 636 | VDetailLog("{0},MoveLinear,terrainHeight,terrainHeight={1},pos={2}", Prim.LocalID, terrainHeight, pos); |
656 | } | 637 | } |
657 | 638 | ||
639 | // ================================================================== | ||
640 | Vector3 hoverContribution = Vector3.Zero; | ||
658 | // Check if hovering | 641 | // Check if hovering |
659 | // m_VhoverEfficiency: 0=bouncy, 1=totally damped | 642 | // m_VhoverEfficiency: 0=bouncy, 1=totally damped |
660 | // m_VhoverTimescale: time to achieve height | 643 | // m_VhoverTimescale: time to achieve height |
@@ -694,24 +677,22 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
694 | // RA: where does the 50 come from? | 677 | // RA: where does the 50 come from? |
695 | float verticalCorrectionVelocity = pTimestep * ((verticalError * 50.0f) / m_VhoverTimescale); | 678 | float verticalCorrectionVelocity = pTimestep * ((verticalError * 50.0f) / m_VhoverTimescale); |
696 | // Replace Vertical speed with correction figure if significant | 679 | // Replace Vertical speed with correction figure if significant |
697 | if (Math.Abs(verticalError) > 0.01f) | 680 | if (verticalError > 0.01f) |
698 | { | 681 | { |
699 | m_newVelocity.Z += verticalCorrectionVelocity; | 682 | hoverContribution = new Vector3(0f, 0f, verticalCorrectionVelocity); |
700 | //KF: m_VhoverEfficiency is not yet implemented | 683 | //KF: m_VhoverEfficiency is not yet implemented |
701 | } | 684 | } |
702 | else if (verticalError < -0.01) | 685 | else if (verticalError < -0.01) |
703 | { | 686 | { |
704 | m_newVelocity.Z -= verticalCorrectionVelocity; | 687 | hoverContribution = new Vector3(0f, 0f, -verticalCorrectionVelocity); |
705 | } | ||
706 | else | ||
707 | { | ||
708 | m_newVelocity.Z = 0f; | ||
709 | } | 688 | } |
710 | } | 689 | } |
711 | 690 | ||
712 | VDetailLog("{0},MoveLinear,hover,pos={1},dir={2},height={3},target={4}", Prim.LocalID, pos, m_newVelocity, m_VhoverHeight, m_VhoverTargetHeight); | 691 | VDetailLog("{0},MoveLinear,hover,pos={1},dir={2},height={3},target={4}", |
692 | Prim.LocalID, pos, hoverContribution, m_VhoverHeight, m_VhoverTargetHeight); | ||
713 | } | 693 | } |
714 | 694 | ||
695 | // ================================================================== | ||
715 | Vector3 posChange = pos - m_lastPositionVector; | 696 | Vector3 posChange = pos - m_lastPositionVector; |
716 | if (m_BlockingEndPoint != Vector3.Zero) | 697 | if (m_BlockingEndPoint != Vector3.Zero) |
717 | { | 698 | { |
@@ -749,70 +730,77 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
749 | } | 730 | } |
750 | } | 731 | } |
751 | 732 | ||
752 | #region downForce | 733 | // ================================================================== |
753 | Vector3 downForce = Vector3.Zero; | 734 | Vector3 limitMotorUpContribution = Vector3.Zero; |
754 | |||
755 | if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0) | 735 | if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0) |
756 | { | 736 | { |
757 | // If the vehicle is motoring into the sky, get it going back down. | 737 | // If the vehicle is motoring into the sky, get it going back down. |
758 | // Is this an angular force or both linear and angular?? | ||
759 | float distanceAboveGround = pos.Z - terrainHeight; | 738 | float distanceAboveGround = pos.Z - terrainHeight; |
760 | if (distanceAboveGround > 2f) | 739 | if (distanceAboveGround > 1f) |
761 | { | 740 | { |
762 | // downForce = new Vector3(0, 0, (-distanceAboveGround / m_bankingTimescale) * pTimestep); | 741 | // downForce = new Vector3(0, 0, (-distanceAboveGround / m_bankingTimescale) * pTimestep); |
763 | // downForce = new Vector3(0, 0, -distanceAboveGround / m_bankingTimescale); | 742 | // downForce = new Vector3(0, 0, -distanceAboveGround / m_bankingTimescale); |
764 | downForce = new Vector3(0, 0, -distanceAboveGround); | 743 | limitMotorUpContribution = new Vector3(0, 0, -distanceAboveGround); |
765 | } | 744 | } |
766 | // TODO: this calculation is all wrong. From the description at | 745 | // TODO: this calculation is all wrong. From the description at |
767 | // (http://wiki.secondlife.com/wiki/Category:LSL_Vehicle), the downForce | 746 | // (http://wiki.secondlife.com/wiki/Category:LSL_Vehicle), the downForce |
768 | // has a decay factor. This says this force should | 747 | // has a decay factor. This says this force should |
769 | // be computed with a motor. | 748 | // be computed with a motor. |
770 | VDetailLog("{0},MoveLinear,limitMotorUp,distAbove={1},downForce={2}", | 749 | VDetailLog("{0},MoveLinear,limitMotorUp,distAbove={1},downForce={2}", |
771 | Prim.LocalID, distanceAboveGround, downForce); | 750 | Prim.LocalID, distanceAboveGround, limitMotorUpContribution); |
772 | } | 751 | } |
773 | #endregion // downForce | 752 | |
753 | // ================================================================== | ||
754 | Vector3 newVelocity = linearMotorContribution | ||
755 | + terrainHeightContribution | ||
756 | + hoverContribution | ||
757 | + limitMotorUpContribution; | ||
774 | 758 | ||
775 | // If not changing some axis, reduce out velocity | 759 | // If not changing some axis, reduce out velocity |
776 | if ((m_flags & (VehicleFlag.NO_X)) != 0) | 760 | if ((m_flags & (VehicleFlag.NO_X)) != 0) |
777 | m_newVelocity.X = 0; | 761 | newVelocity.X = 0; |
778 | if ((m_flags & (VehicleFlag.NO_Y)) != 0) | 762 | if ((m_flags & (VehicleFlag.NO_Y)) != 0) |
779 | m_newVelocity.Y = 0; | 763 | newVelocity.Y = 0; |
780 | if ((m_flags & (VehicleFlag.NO_Z)) != 0) | 764 | if ((m_flags & (VehicleFlag.NO_Z)) != 0) |
781 | m_newVelocity.Z = 0; | 765 | newVelocity.Z = 0; |
782 | 766 | ||
767 | // ================================================================== | ||
783 | // Clamp REALLY high or low velocities | 768 | // Clamp REALLY high or low velocities |
784 | if (m_newVelocity.LengthSquared() > 1e6f) | 769 | float newVelocityLengthSq = newVelocity.LengthSquared(); |
770 | if (newVelocityLengthSq > 1e6f) | ||
785 | { | 771 | { |
786 | m_newVelocity /= m_newVelocity.Length(); | 772 | newVelocity /= newVelocity.Length(); |
787 | m_newVelocity *= 1000f; | 773 | newVelocity *= 1000f; |
788 | } | 774 | } |
789 | else if (m_newVelocity.LengthSquared() < 1e-6f) | 775 | else if (newVelocityLengthSq < 1e-6f) |
790 | m_newVelocity = Vector3.Zero; | 776 | newVelocity = Vector3.Zero; |
791 | 777 | ||
778 | // ================================================================== | ||
792 | // Stuff new linear velocity into the vehicle | 779 | // Stuff new linear velocity into the vehicle |
793 | Prim.ForceVelocity = m_newVelocity; | 780 | Prim.ForceVelocity = newVelocity; |
794 | // Prim.ApplyForceImpulse((m_newVelocity - Prim.Velocity) * m_vehicleMass, false); // DEBUG DEBUG | 781 | // Prim.ApplyForceImpulse((m_newVelocity - Prim.Velocity) * m_vehicleMass, false); // DEBUG DEBUG |
795 | 782 | ||
796 | Vector3 totalDownForce = downForce + grav; | 783 | // Other linear forces are applied as forces. |
784 | Vector3 totalDownForce = grav * m_vehicleMass; | ||
797 | if (totalDownForce != Vector3.Zero) | 785 | if (totalDownForce != Vector3.Zero) |
798 | { | 786 | { |
799 | Prim.AddForce(totalDownForce * m_vehicleMass, false); | 787 | Prim.AddForce(totalDownForce, false); |
800 | // Prim.ApplyForceImpulse(totalDownForce * m_vehicleMass, false); | ||
801 | } | 788 | } |
802 | 789 | ||
803 | VDetailLog("{0},MoveLinear,done,lmDir={1},lmVel={2},newVel={3},primVel={4},totalDown={5}", | 790 | VDetailLog("{0},MoveLinear,done,lmDir={1},lmVel={2},newVel={3},primVel={4},totalDown={5}", |
804 | Prim.LocalID, m_linearMotorDirection, m_lastLinearVelocityVector, m_newVelocity, Prim.Velocity, totalDownForce); | 791 | Prim.LocalID, m_linearMotorDirection, m_lastLinearVelocityVector, |
792 | newVelocity, Prim.Velocity, totalDownForce); | ||
805 | 793 | ||
806 | } // end MoveLinear() | 794 | } // end MoveLinear() |
807 | 795 | ||
808 | // ======================================================================= | 796 | // ======================================================================= |
797 | // ======================================================================= | ||
809 | // Apply the effect of the angular motor. | 798 | // Apply the effect of the angular motor. |
810 | private void MoveAngular(float pTimestep) | 799 | private void MoveAngular(float pTimestep) |
811 | { | 800 | { |
812 | // m_angularMotorDirection // angular velocity requested by LSL motor | 801 | // m_angularMotorDirection // angular velocity requested by LSL motor |
813 | // m_angularMotorApply // application frame counter | ||
814 | // m_angularMotorVelocity // current angular motor velocity (ramps up and down) | 802 | // m_angularMotorVelocity // current angular motor velocity (ramps up and down) |
815 | // m_angularMotorTimescale // motor angular velocity ramp up rate | 803 | // m_angularMotorTimescale // motor angular velocity ramp up time |
816 | // m_angularMotorDecayTimescale // motor angular velocity decay rate | 804 | // m_angularMotorDecayTimescale // motor angular velocity decay rate |
817 | // m_angularFrictionTimescale // body angular velocity decay rate | 805 | // m_angularFrictionTimescale // body angular velocity decay rate |
818 | // m_lastAngularVelocity // what was last applied to body | 806 | // m_lastAngularVelocity // what was last applied to body |
@@ -836,18 +824,16 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
836 | m_angularMotorVelocity = Vector3.Zero; | 824 | m_angularMotorVelocity = Vector3.Zero; |
837 | } | 825 | } |
838 | 826 | ||
839 | #region Vertical attactor | 827 | Vector3 angularMotorContribution = m_angularMotor.Step(pTimestep); |
840 | |||
841 | Vector3 vertattr = Vector3.Zero; | ||
842 | Vector3 deflection = Vector3.Zero; | ||
843 | Vector3 banking = Vector3.Zero; | ||
844 | 828 | ||
829 | // ================================================================== | ||
830 | Vector3 verticalAttractionContribution = Vector3.Zero; | ||
845 | // If vertical attaction timescale is reasonable and we applied an angular force last time... | 831 | // If vertical attaction timescale is reasonable and we applied an angular force last time... |
846 | if (m_verticalAttractionTimescale < 300 && m_lastAngularVelocity != Vector3.Zero) | 832 | if (m_verticalAttractionTimescale < 300 && m_lastAngularVelocity != Vector3.Zero) |
847 | { | 833 | { |
848 | float VAservo = pTimestep * 0.2f / m_verticalAttractionTimescale; | 834 | float VAservo = pTimestep * 0.2f / m_verticalAttractionTimescale; |
849 | if (Prim.IsColliding) | 835 | if (Prim.IsColliding) |
850 | VAservo = pTimestep * 0.05f / (m_verticalAttractionTimescale); | 836 | VAservo = pTimestep * 0.05f / m_verticalAttractionTimescale; |
851 | 837 | ||
852 | VAservo *= (m_verticalAttractionEfficiency * m_verticalAttractionEfficiency); | 838 | VAservo *= (m_verticalAttractionEfficiency * m_verticalAttractionEfficiency); |
853 | 839 | ||
@@ -871,24 +857,23 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
871 | // As the body rotates around the X axis, then verticalError.Y increases; Rotated around Y | 857 | // As the body rotates around the X axis, then verticalError.Y increases; Rotated around Y |
872 | // then .X increases, so change Body angular velocity X based on Y, and Y based on X. | 858 | // then .X increases, so change Body angular velocity X based on Y, and Y based on X. |
873 | // Z is not changed. | 859 | // Z is not changed. |
874 | vertattr.X = verticalError.Y; | 860 | verticalAttractionContribution.X = verticalError.Y; |
875 | vertattr.Y = - verticalError.X; | 861 | verticalAttractionContribution.Y = - verticalError.X; |
876 | vertattr.Z = 0f; | 862 | verticalAttractionContribution.Z = 0f; |
877 | 863 | ||
878 | // scaling appears better usingsquare-law | 864 | // scaling appears better usingsquare-law |
879 | Vector3 angularVelocity = Prim.ForceRotationalVelocity; | 865 | Vector3 angularVelocity = Prim.ForceRotationalVelocity; |
880 | float bounce = 1.0f - (m_verticalAttractionEfficiency * m_verticalAttractionEfficiency); | 866 | float bounce = 1.0f - (m_verticalAttractionEfficiency * m_verticalAttractionEfficiency); |
881 | vertattr.X += bounce * angularVelocity.X; | 867 | verticalAttractionContribution.X += bounce * angularVelocity.X; |
882 | vertattr.Y += bounce * angularVelocity.Y; | 868 | verticalAttractionContribution.Y += bounce * angularVelocity.Y; |
883 | 869 | ||
884 | VDetailLog("{0},MoveAngular,verticalAttraction,VAservo={1},effic={2},verticalError={3},bounce={4},vertattr={5}", | 870 | VDetailLog("{0},MoveAngular,verticalAttraction,VAservo={1},effic={2},verticalError={3},bounce={4},vertattr={5}", |
885 | Prim.LocalID, VAservo, m_verticalAttractionEfficiency, verticalError, bounce, vertattr); | 871 | Prim.LocalID, VAservo, m_verticalAttractionEfficiency, verticalError, bounce, verticalAttractionContribution); |
886 | 872 | ||
887 | } | 873 | } |
888 | #endregion // Vertical attactor | ||
889 | |||
890 | #region Deflection | ||
891 | 874 | ||
875 | // ================================================================== | ||
876 | Vector3 deflectionContribution = Vector3.Zero; | ||
892 | if (m_angularDeflectionEfficiency != 0) | 877 | if (m_angularDeflectionEfficiency != 0) |
893 | { | 878 | { |
894 | // Compute a scaled vector that points in the preferred axis (X direction) | 879 | // Compute a scaled vector that points in the preferred axis (X direction) |
@@ -899,18 +884,16 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
899 | Vector3 preferredAxisOfMotion = scaledDefaultDirection * Quaternion.Add(Prim.ForceOrientation, m_referenceFrame); | 884 | Vector3 preferredAxisOfMotion = scaledDefaultDirection * Quaternion.Add(Prim.ForceOrientation, m_referenceFrame); |
900 | 885 | ||
901 | // Scale by efficiency and timescale | 886 | // Scale by efficiency and timescale |
902 | deflection = (preferredAxisOfMotion * (m_angularDeflectionEfficiency) / m_angularDeflectionTimescale) * pTimestep; | 887 | deflectionContribution = (preferredAxisOfMotion * (m_angularDeflectionEfficiency) / m_angularDeflectionTimescale) * pTimestep; |
903 | 888 | ||
904 | VDetailLog("{0},MoveAngular,Deflection,perfAxis={1},deflection={2}", | 889 | VDetailLog("{0},MoveAngular,Deflection,perfAxis={1},deflection={2}", |
905 | Prim.LocalID, preferredAxisOfMotion, deflection); | 890 | Prim.LocalID, preferredAxisOfMotion, deflectionContribution); |
906 | // This deflection computation is not correct. | 891 | // This deflection computation is not correct. |
907 | deflection = Vector3.Zero; | 892 | deflectionContribution = Vector3.Zero; |
908 | } | 893 | } |
909 | 894 | ||
910 | #endregion | 895 | // ================================================================== |
911 | 896 | Vector3 bankingContribution = Vector3.Zero; | |
912 | #region Banking | ||
913 | |||
914 | if (m_bankingEfficiency != 0) | 897 | if (m_bankingEfficiency != 0) |
915 | { | 898 | { |
916 | Vector3 dir = Vector3.One * Prim.ForceOrientation; | 899 | Vector3 dir = Vector3.One * Prim.ForceOrientation; |
@@ -925,6 +908,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
925 | float mix = Math.Abs(m_bankingMix); | 908 | float mix = Math.Abs(m_bankingMix); |
926 | if (m_angularMotorVelocity.X == 0) | 909 | if (m_angularMotorVelocity.X == 0) |
927 | { | 910 | { |
911 | // The vehicle is stopped | ||
928 | /*if (!parent.Orientation.ApproxEquals(this.m_referenceFrame, 0.25f)) | 912 | /*if (!parent.Orientation.ApproxEquals(this.m_referenceFrame, 0.25f)) |
929 | { | 913 | { |
930 | Vector3 axisAngle; | 914 | Vector3 axisAngle; |
@@ -938,9 +922,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
938 | }*/ | 922 | }*/ |
939 | } | 923 | } |
940 | else | 924 | else |
941 | banking.Z += (effSquared*(mult*mix))*(m_angularMotorVelocity.X) * 4; | 925 | { |
926 | bankingContribution.Z += (effSquared * (mult * mix)) * (m_angularMotorVelocity.X) * 4; | ||
927 | } | ||
928 | |||
929 | //If they are colliding, we probably shouldn't shove the prim around... probably | ||
942 | if (!Prim.IsColliding && Math.Abs(m_angularMotorVelocity.X) > mix) | 930 | if (!Prim.IsColliding && Math.Abs(m_angularMotorVelocity.X) > mix) |
943 | //If they are colliding, we probably shouldn't shove the prim around... probably | ||
944 | { | 931 | { |
945 | float angVelZ = m_angularMotorVelocity.X*-1; | 932 | float angVelZ = m_angularMotorVelocity.X*-1; |
946 | /*if(angVelZ > mix) | 933 | /*if(angVelZ > mix) |
@@ -954,22 +941,23 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
954 | else if (bankingRot.X < -3) | 941 | else if (bankingRot.X < -3) |
955 | bankingRot.X = -3; | 942 | bankingRot.X = -3; |
956 | bankingRot *= Prim.ForceOrientation; | 943 | bankingRot *= Prim.ForceOrientation; |
957 | banking += bankingRot; | 944 | bankingContribution += bankingRot; |
958 | } | 945 | } |
959 | m_angularMotorVelocity.X *= m_bankingEfficiency == 1 ? 0.0f : 1 - m_bankingEfficiency; | 946 | m_angularMotorVelocity.X *= m_bankingEfficiency == 1 ? 0.0f : 1 - m_bankingEfficiency; |
960 | VDetailLog("{0},MoveAngular,Banking,bEff={1},angMotVel={2},banking={3}", | 947 | VDetailLog("{0},MoveAngular,Banking,bEff={1},angMotVel={2},effSq={3},mult={4},mix={5},banking={6}", |
961 | Prim.LocalID, m_bankingEfficiency, m_angularMotorVelocity, banking); | 948 | Prim.LocalID, m_bankingEfficiency, m_angularMotorVelocity, effSquared, mult, mix, bankingContribution); |
962 | } | 949 | } |
963 | 950 | ||
964 | #endregion | 951 | // ================================================================== |
965 | 952 | m_lastVertAttractor = verticalAttractionContribution; | |
966 | m_lastVertAttractor = vertattr; | ||
967 | 953 | ||
968 | // Sum velocities | 954 | // Sum velocities |
969 | m_lastAngularVelocity = m_angularMotorVelocity + vertattr + banking + deflection; | 955 | m_lastAngularVelocity = angularMotorContribution |
970 | 956 | + verticalAttractionContribution | |
971 | #region Linear Motor Offset | 957 | + bankingContribution |
958 | + deflectionContribution; | ||
972 | 959 | ||
960 | // ================================================================== | ||
973 | //Offset section | 961 | //Offset section |
974 | if (m_linearMotorOffset != Vector3.Zero) | 962 | if (m_linearMotorOffset != Vector3.Zero) |
975 | { | 963 | { |
@@ -985,8 +973,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
985 | // | 973 | // |
986 | // The torque created is the linear velocity crossed with the offset | 974 | // The torque created is the linear velocity crossed with the offset |
987 | 975 | ||
988 | // NOTE: this computation does should be in the linear section | 976 | // TODO: this computation should be in the linear section |
989 | // because there we know the impulse being applied. | 977 | // because that is where we know the impulse being applied. |
990 | Vector3 torqueFromOffset = Vector3.Zero; | 978 | Vector3 torqueFromOffset = Vector3.Zero; |
991 | // torqueFromOffset = Vector3.Cross(m_linearMotorOffset, appliedImpulse); | 979 | // torqueFromOffset = Vector3.Cross(m_linearMotorOffset, appliedImpulse); |
992 | if (float.IsNaN(torqueFromOffset.X)) | 980 | if (float.IsNaN(torqueFromOffset.X)) |
@@ -1000,8 +988,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1000 | VDetailLog("{0},BSDynamic.MoveAngular,motorOffset,applyTorqueImpulse={1}", Prim.LocalID, torqueFromOffset); | 988 | VDetailLog("{0},BSDynamic.MoveAngular,motorOffset,applyTorqueImpulse={1}", Prim.LocalID, torqueFromOffset); |
1001 | } | 989 | } |
1002 | 990 | ||
1003 | #endregion | 991 | // ================================================================== |
1004 | 992 | // NO_DEFLECTION_UP says angular motion should not add any pitch or roll movement | |
1005 | if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0) | 993 | if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0) |
1006 | { | 994 | { |
1007 | m_lastAngularVelocity.X = 0; | 995 | m_lastAngularVelocity.X = 0; |
@@ -1009,6 +997,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1009 | VDetailLog("{0},MoveAngular,noDeflectionUp,lastAngular={1}", Prim.LocalID, m_lastAngularVelocity); | 997 | VDetailLog("{0},MoveAngular,noDeflectionUp,lastAngular={1}", Prim.LocalID, m_lastAngularVelocity); |
1010 | } | 998 | } |
1011 | 999 | ||
1000 | // ================================================================== | ||
1012 | if (m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f)) | 1001 | if (m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f)) |
1013 | { | 1002 | { |
1014 | m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero. | 1003 | m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero. |
@@ -1021,18 +1010,20 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1021 | // The above calculates the absolute angular velocity needed. Angular velocity is massless. | 1010 | // The above calculates the absolute angular velocity needed. Angular velocity is massless. |
1022 | // Since we are stuffing the angular velocity directly into the object, the computed | 1011 | // Since we are stuffing the angular velocity directly into the object, the computed |
1023 | // velocity needs to be scaled by the timestep. | 1012 | // velocity needs to be scaled by the timestep. |
1024 | Vector3 applyAngularForce = ((m_lastAngularVelocity * pTimestep) - Prim.ForceRotationalVelocity); | 1013 | // Also remove any motion that is on the object so added motion is only from vehicle. |
1014 | Vector3 applyAngularForce = ((m_lastAngularVelocity * pTimestep) | ||
1015 | - Prim.ForceRotationalVelocity); | ||
1025 | Prim.ForceRotationalVelocity = applyAngularForce; | 1016 | Prim.ForceRotationalVelocity = applyAngularForce; |
1026 | 1017 | ||
1027 | // Decay the angular movement for next time | 1018 | VDetailLog("{0},MoveAngular,done,newRotVel={1},lastAngular={2}", |
1028 | Vector3 decayamount = (Vector3.One / m_angularFrictionTimescale) * pTimestep; | 1019 | Prim.LocalID, applyAngularForce, m_lastAngularVelocity); |
1029 | m_lastAngularVelocity *= Vector3.One - decayamount; | ||
1030 | |||
1031 | VDetailLog("{0},MoveAngular,done,newRotVel={1},decay={2},lastAngular={3}", | ||
1032 | Prim.LocalID, applyAngularForce, decayamount, m_lastAngularVelocity); | ||
1033 | } | 1020 | } |
1034 | } //end MoveAngular | 1021 | } |
1035 | 1022 | ||
1023 | // This is from previous instantiations of XXXDynamics.cs. | ||
1024 | // Applies roll reference frame. | ||
1025 | // TODO: is this the right way to separate the code to do this operation? | ||
1026 | // Should this be in MoveAngular()? | ||
1036 | internal void LimitRotation(float timestep) | 1027 | internal void LimitRotation(float timestep) |
1037 | { | 1028 | { |
1038 | Quaternion rotq = Prim.ForceOrientation; | 1029 | Quaternion rotq = Prim.ForceOrientation; |