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author | Robert Adams | 2013-01-23 14:21:52 -0800 |
---|---|---|
committer | Robert Adams | 2013-01-23 14:25:42 -0800 |
commit | a7b810ddeebda8b13af3ab9fbeb24bef1a8094c6 (patch) | |
tree | e3f9b4f03f712dc63a4aefc5ac389f9b1c36ed8d /OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |
parent | BulletSim: small change to center-of-mass computation left out last commit (diff) | |
download | opensim-SC_OLD-a7b810ddeebda8b13af3ab9fbeb24bef1a8094c6.zip opensim-SC_OLD-a7b810ddeebda8b13af3ab9fbeb24bef1a8094c6.tar.gz opensim-SC_OLD-a7b810ddeebda8b13af3ab9fbeb24bef1a8094c6.tar.bz2 opensim-SC_OLD-a7b810ddeebda8b13af3ab9fbeb24bef1a8094c6.tar.xz |
BulletSim: remove setting of vehicle InterpolationRotationalVelocity.
This doesn't seem to help the vehicle stability.
Rename vehicle internal variables adding a "V" or "W" so it is clear
when coordinates are vehicle or world relative.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 66 |
1 files changed, 32 insertions, 34 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index dbe44de..fe7891e 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -690,7 +690,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
690 | // Bullet does a bunch of smoothing for changing parameters. | 690 | // Bullet does a bunch of smoothing for changing parameters. |
691 | // Since the vehicle is demanding this setting, we override Bullet's smoothing | 691 | // Since the vehicle is demanding this setting, we override Bullet's smoothing |
692 | // by telling Bullet the value was the same last time. | 692 | // by telling Bullet the value was the same last time. |
693 | PhysicsScene.PE.SetInterpolationLinearVelocity(Prim.PhysBody, m_knownVelocity); | 693 | // PhysicsScene.PE.SetInterpolationLinearVelocity(Prim.PhysBody, m_knownVelocity); |
694 | } | 694 | } |
695 | 695 | ||
696 | if ((m_knownChanged & m_knownChangedForce) != 0) | 696 | if ((m_knownChanged & m_knownChangedForce) != 0) |
@@ -702,7 +702,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
702 | if ((m_knownChanged & m_knownChangedRotationalVelocity) != 0) | 702 | if ((m_knownChanged & m_knownChangedRotationalVelocity) != 0) |
703 | { | 703 | { |
704 | Prim.ForceRotationalVelocity = m_knownRotationalVelocity; | 704 | Prim.ForceRotationalVelocity = m_knownRotationalVelocity; |
705 | PhysicsScene.PE.SetInterpolationAngularVelocity(Prim.PhysBody, m_knownRotationalVelocity); | 705 | // PhysicsScene.PE.SetInterpolationAngularVelocity(Prim.PhysBody, m_knownRotationalVelocity); |
706 | } | 706 | } |
707 | 707 | ||
708 | if ((m_knownChanged & m_knownChangedRotationalImpulse) != 0) | 708 | if ((m_knownChanged & m_knownChangedRotationalImpulse) != 0) |
@@ -963,23 +963,23 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
963 | { | 963 | { |
964 | // Step the motor from the current value. Get the correction needed this step. | 964 | // Step the motor from the current value. Get the correction needed this step. |
965 | Vector3 currentVel = VehicleVelocity * Quaternion.Inverse(VehicleOrientation); | 965 | Vector3 currentVel = VehicleVelocity * Quaternion.Inverse(VehicleOrientation); |
966 | Vector3 linearMotorCorrection = m_linearMotor.Step(pTimestep, currentVel); | 966 | Vector3 linearMotorCorrectionV = m_linearMotor.Step(pTimestep, currentVel); |
967 | 967 | ||
968 | // Motor is vehicle coordinates. Rotate it to world coordinates | 968 | // Motor is vehicle coordinates. Rotate it to world coordinates |
969 | Vector3 linearMotorVelocity = linearMotorCorrection * VehicleOrientation; | 969 | Vector3 linearMotorVelocityW = linearMotorCorrectionV * VehicleOrientation; |
970 | 970 | ||
971 | // If we're a ground vehicle, don't add any upward Z movement | 971 | // If we're a ground vehicle, don't add any upward Z movement |
972 | if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != 0) | 972 | if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != 0) |
973 | { | 973 | { |
974 | if (linearMotorVelocity.Z > 0f) | 974 | if (linearMotorVelocityW.Z > 0f) |
975 | linearMotorVelocity.Z = 0f; | 975 | linearMotorVelocityW.Z = 0f; |
976 | } | 976 | } |
977 | 977 | ||
978 | // Add this correction to the velocity to make it faster/slower. | 978 | // Add this correction to the velocity to make it faster/slower. |
979 | VehicleVelocity += linearMotorVelocity; | 979 | VehicleVelocity += linearMotorVelocityW; |
980 | 980 | ||
981 | VDetailLog("{0}, MoveLinear,velocity,vehVel={1},correction={2},force={3}", | 981 | VDetailLog("{0}, MoveLinear,velocity,vehVel={1},correction={2},force={3}", |
982 | Prim.LocalID, VehicleVelocity, linearMotorCorrection, linearMotorVelocity); | 982 | Prim.LocalID, VehicleVelocity, linearMotorCorrectionV, linearMotorVelocityW); |
983 | } | 983 | } |
984 | 984 | ||
985 | public void ComputeLinearTerrainHeightCorrection(float pTimestep) | 985 | public void ComputeLinearTerrainHeightCorrection(float pTimestep) |
@@ -1123,8 +1123,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1123 | // a downward raycast to find what is below. | 1123 | // a downward raycast to find what is below. |
1124 | public void ComputeLinearMotorUp(float pTimestep) | 1124 | public void ComputeLinearMotorUp(float pTimestep) |
1125 | { | 1125 | { |
1126 | Vector3 ret = Vector3.Zero; | ||
1127 | |||
1128 | if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0) | 1126 | if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0) |
1129 | { | 1127 | { |
1130 | // This code tries to decide if the object is not on the ground and then pushing down | 1128 | // This code tries to decide if the object is not on the ground and then pushing down |
@@ -1250,8 +1248,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1250 | private void ComputeAngularTurning(float pTimestep) | 1248 | private void ComputeAngularTurning(float pTimestep) |
1251 | { | 1249 | { |
1252 | // The user wants this many radians per second angular change? | 1250 | // The user wants this many radians per second angular change? |
1253 | Vector3 currentAngular = VehicleRotationalVelocity * Quaternion.Inverse(VehicleOrientation); | 1251 | Vector3 currentAngularV = VehicleRotationalVelocity * Quaternion.Inverse(VehicleOrientation); |
1254 | Vector3 angularMotorContribution = m_angularMotor.Step(pTimestep, currentAngular); | 1252 | Vector3 angularMotorContributionV = m_angularMotor.Step(pTimestep, currentAngularV); |
1255 | 1253 | ||
1256 | // ================================================================== | 1254 | // ================================================================== |
1257 | // From http://wiki.secondlife.com/wiki/LlSetVehicleFlags : | 1255 | // From http://wiki.secondlife.com/wiki/LlSetVehicleFlags : |
@@ -1263,12 +1261,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1263 | // is a linear effect. Where should this check go? | 1261 | // is a linear effect. Where should this check go? |
1264 | if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0) | 1262 | if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0) |
1265 | { | 1263 | { |
1266 | angularMotorContribution.X = 0f; | 1264 | angularMotorContributionV.X = 0f; |
1267 | angularMotorContribution.Y = 0f; | 1265 | angularMotorContributionV.Y = 0f; |
1268 | } | 1266 | } |
1269 | 1267 | ||
1270 | VehicleRotationalVelocity += angularMotorContribution * VehicleOrientation; | 1268 | VehicleRotationalVelocity += angularMotorContributionV * VehicleOrientation; |
1271 | VDetailLog("{0}, MoveAngular,angularTurning,angularMotorContrib={1}", Prim.LocalID, angularMotorContribution); | 1269 | VDetailLog("{0}, MoveAngular,angularTurning,angularMotorContrib={1}", Prim.LocalID, angularMotorContributionV); |
1272 | } | 1270 | } |
1273 | 1271 | ||
1274 | // From http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial: | 1272 | // From http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial: |
@@ -1284,7 +1282,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1284 | // If vertical attaction timescale is reasonable | 1282 | // If vertical attaction timescale is reasonable |
1285 | if (enableAngularVerticalAttraction && m_verticalAttractionTimescale < m_verticalAttractionCutoff) | 1283 | if (enableAngularVerticalAttraction && m_verticalAttractionTimescale < m_verticalAttractionCutoff) |
1286 | { | 1284 | { |
1287 | Vector3 vertContribution = Vector3.Zero; | 1285 | Vector3 vertContributionV = Vector3.Zero; |
1288 | 1286 | ||
1289 | // Take a vector pointing up and convert it from world to vehicle relative coords. | 1287 | // Take a vector pointing up and convert it from world to vehicle relative coords. |
1290 | Vector3 verticalError = Vector3.UnitZ * VehicleOrientation; | 1288 | Vector3 verticalError = Vector3.UnitZ * VehicleOrientation; |
@@ -1299,26 +1297,26 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1299 | 1297 | ||
1300 | // Y error means needed rotation around X axis and visa versa. | 1298 | // Y error means needed rotation around X axis and visa versa. |
1301 | // Since the error goes from zero to one, the asin is the corresponding angle. | 1299 | // Since the error goes from zero to one, the asin is the corresponding angle. |
1302 | vertContribution.X = (float)Math.Asin(verticalError.Y); | 1300 | vertContributionV.X = (float)Math.Asin(verticalError.Y); |
1303 | // (Tilt forward (positive X) needs to tilt back (rotate negative) around Y axis.) | 1301 | // (Tilt forward (positive X) needs to tilt back (rotate negative) around Y axis.) |
1304 | vertContribution.Y = -(float)Math.Asin(verticalError.X); | 1302 | vertContributionV.Y = -(float)Math.Asin(verticalError.X); |
1305 | 1303 | ||
1306 | // If verticalError.Z is negative, the vehicle is upside down. Add additional push. | 1304 | // If verticalError.Z is negative, the vehicle is upside down. Add additional push. |
1307 | if (verticalError.Z < 0f) | 1305 | if (verticalError.Z < 0f) |
1308 | { | 1306 | { |
1309 | vertContribution.X += PIOverFour; | 1307 | vertContributionV.X += PIOverFour; |
1310 | // vertContribution.Y -= PIOverFour; | 1308 | // vertContribution.Y -= PIOverFour; |
1311 | } | 1309 | } |
1312 | 1310 | ||
1313 | // 'vertContrbution' is now the necessary angular correction to correct tilt in one second. | 1311 | // 'vertContrbution' is now the necessary angular correction to correct tilt in one second. |
1314 | // Correction happens over a number of seconds. | 1312 | // Correction happens over a number of seconds. |
1315 | Vector3 unscaledContrib = vertContribution; // DEBUG DEBUG | 1313 | Vector3 unscaledContrib = vertContributionV; // DEBUG DEBUG |
1316 | vertContribution /= m_verticalAttractionTimescale; | 1314 | vertContributionV /= m_verticalAttractionTimescale; |
1317 | 1315 | ||
1318 | VehicleRotationalVelocity += vertContribution * VehicleOrientation; | 1316 | VehicleRotationalVelocity += vertContributionV * VehicleOrientation; |
1319 | 1317 | ||
1320 | VDetailLog("{0}, MoveAngular,verticalAttraction,,verticalError={1},unscaled={2},eff={3},ts={4},vertAttr={5}", | 1318 | VDetailLog("{0}, MoveAngular,verticalAttraction,,verticalError={1},unscaled={2},eff={3},ts={4},vertAttr={5}", |
1321 | Prim.LocalID, verticalError, unscaledContrib, m_verticalAttractionEfficiency, m_verticalAttractionTimescale, vertContribution); | 1319 | Prim.LocalID, verticalError, unscaledContrib, m_verticalAttractionEfficiency, m_verticalAttractionTimescale, vertContributionV); |
1322 | } | 1320 | } |
1323 | } | 1321 | } |
1324 | 1322 | ||
@@ -1336,7 +1334,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1336 | 1334 | ||
1337 | if (enableAngularDeflection && m_angularDeflectionEfficiency != 0 && VehicleForwardSpeed > 0.2) | 1335 | if (enableAngularDeflection && m_angularDeflectionEfficiency != 0 && VehicleForwardSpeed > 0.2) |
1338 | { | 1336 | { |
1339 | Vector3 deflectContribution = Vector3.Zero; | 1337 | Vector3 deflectContributionV = Vector3.Zero; |
1340 | 1338 | ||
1341 | // The direction the vehicle is moving | 1339 | // The direction the vehicle is moving |
1342 | Vector3 movingDirection = VehicleVelocity; | 1340 | Vector3 movingDirection = VehicleVelocity; |
@@ -1363,13 +1361,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1363 | // ret = m_angularDeflectionCorrectionMotor(1f, deflectionError); | 1361 | // ret = m_angularDeflectionCorrectionMotor(1f, deflectionError); |
1364 | 1362 | ||
1365 | // Scale the correction by recovery timescale and efficiency | 1363 | // Scale the correction by recovery timescale and efficiency |
1366 | deflectContribution = (-deflectionError) * m_angularDeflectionEfficiency; | 1364 | deflectContributionV = (-deflectionError) * m_angularDeflectionEfficiency; |
1367 | deflectContribution /= m_angularDeflectionTimescale; | 1365 | deflectContributionV /= m_angularDeflectionTimescale; |
1368 | 1366 | ||
1369 | VehicleRotationalVelocity += deflectContribution * VehicleOrientation; | 1367 | VehicleRotationalVelocity += deflectContributionV * VehicleOrientation; |
1370 | 1368 | ||
1371 | VDetailLog("{0}, MoveAngular,Deflection,movingDir={1},pointingDir={2},deflectError={3},ret={4}", | 1369 | VDetailLog("{0}, MoveAngular,Deflection,movingDir={1},pointingDir={2},deflectError={3},ret={4}", |
1372 | Prim.LocalID, movingDirection, pointingDirection, deflectionError, deflectContribution); | 1370 | Prim.LocalID, movingDirection, pointingDirection, deflectionError, deflectContributionV); |
1373 | VDetailLog("{0}, MoveAngular,Deflection,fwdSpd={1},defEff={2},defTS={3}", | 1371 | VDetailLog("{0}, MoveAngular,Deflection,fwdSpd={1},defEff={2},defTS={3}", |
1374 | Prim.LocalID, VehicleForwardSpeed, m_angularDeflectionEfficiency, m_angularDeflectionTimescale); | 1372 | Prim.LocalID, VehicleForwardSpeed, m_angularDeflectionEfficiency, m_angularDeflectionTimescale); |
1375 | } | 1373 | } |
@@ -1410,7 +1408,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1410 | { | 1408 | { |
1411 | if (enableAngularBanking && m_bankingEfficiency != 0 && m_verticalAttractionTimescale < m_verticalAttractionCutoff) | 1409 | if (enableAngularBanking && m_bankingEfficiency != 0 && m_verticalAttractionTimescale < m_verticalAttractionCutoff) |
1412 | { | 1410 | { |
1413 | Vector3 bankingContribution = Vector3.Zero; | 1411 | Vector3 bankingContributionV = Vector3.Zero; |
1414 | 1412 | ||
1415 | // Rotate a UnitZ vector (pointing up) to how the vehicle is oriented. | 1413 | // Rotate a UnitZ vector (pointing up) to how the vehicle is oriented. |
1416 | // As the vehicle rolls to the right or left, the Y value will increase from | 1414 | // As the vehicle rolls to the right or left, the Y value will increase from |
@@ -1428,15 +1426,15 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1428 | mixedYawAngle = ClampInRange(-20f, mixedYawAngle, 20f); | 1426 | mixedYawAngle = ClampInRange(-20f, mixedYawAngle, 20f); |
1429 | 1427 | ||
1430 | // Build the force vector to change rotation from what it is to what it should be | 1428 | // Build the force vector to change rotation from what it is to what it should be |
1431 | bankingContribution.Z = -mixedYawAngle; | 1429 | bankingContributionV.Z = -mixedYawAngle; |
1432 | 1430 | ||
1433 | // Don't do it all at once. | 1431 | // Don't do it all at once. |
1434 | bankingContribution /= m_bankingTimescale; | 1432 | bankingContributionV /= m_bankingTimescale; |
1435 | 1433 | ||
1436 | VehicleRotationalVelocity += bankingContribution * VehicleOrientation; | 1434 | VehicleRotationalVelocity += bankingContributionV * VehicleOrientation; |
1437 | 1435 | ||
1438 | VDetailLog("{0}, MoveAngular,Banking,rollComp={1},speed={2},rollComp={3},yAng={4},mYAng={5},ret={6}", | 1436 | VDetailLog("{0}, MoveAngular,Banking,rollComp={1},speed={2},rollComp={3},yAng={4},mYAng={5},ret={6}", |
1439 | Prim.LocalID, rollComponents, VehicleForwardSpeed, rollComponents, yawAngle, mixedYawAngle, bankingContribution); | 1437 | Prim.LocalID, rollComponents, VehicleForwardSpeed, rollComponents, yawAngle, mixedYawAngle, bankingContributionV); |
1440 | } | 1438 | } |
1441 | } | 1439 | } |
1442 | 1440 | ||