diff options
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 33 |
1 files changed, 17 insertions, 16 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index d347159..96eaa6b 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -143,7 +143,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
143 | { | 143 | { |
144 | enableAngularVerticalAttraction = true; | 144 | enableAngularVerticalAttraction = true; |
145 | enableAngularDeflection = false; | 145 | enableAngularDeflection = false; |
146 | enableAngularBanking = false; | 146 | enableAngularBanking = true; |
147 | if (BSParam.VehicleDebuggingEnabled) | 147 | if (BSParam.VehicleDebuggingEnabled) |
148 | { | 148 | { |
149 | enableAngularVerticalAttraction = true; | 149 | enableAngularVerticalAttraction = true; |
@@ -1280,11 +1280,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1280 | // That is, NO_DEFLECTION_UP says angular motion should not add any pitch or roll movement | 1280 | // That is, NO_DEFLECTION_UP says angular motion should not add any pitch or roll movement |
1281 | // TODO: This is here because this is where ODE put it but documentation says it | 1281 | // TODO: This is here because this is where ODE put it but documentation says it |
1282 | // is a linear effect. Where should this check go? | 1282 | // is a linear effect. Where should this check go? |
1283 | if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0) | 1283 | //if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0) |
1284 | { | 1284 | // { |
1285 | angularMotorContributionV.X = 0f; | 1285 | // angularMotorContributionV.X = 0f; |
1286 | angularMotorContributionV.Y = 0f; | 1286 | // angularMotorContributionV.Y = 0f; |
1287 | } | 1287 | // } |
1288 | 1288 | ||
1289 | VehicleRotationalVelocity += angularMotorContributionV * VehicleOrientation; | 1289 | VehicleRotationalVelocity += angularMotorContributionV * VehicleOrientation; |
1290 | VDetailLog("{0}, MoveAngular,angularTurning,angularMotorContrib={1}", Prim.LocalID, angularMotorContributionV); | 1290 | VDetailLog("{0}, MoveAngular,angularTurning,angularMotorContrib={1}", Prim.LocalID, angularMotorContributionV); |
@@ -1437,24 +1437,25 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1437 | // As the vehicle rolls to the right or left, the Y value will increase from | 1437 | // As the vehicle rolls to the right or left, the Y value will increase from |
1438 | // zero (straight up) to 1 or -1 (full tilt right or left) | 1438 | // zero (straight up) to 1 or -1 (full tilt right or left) |
1439 | Vector3 rollComponents = Vector3.UnitZ * VehicleOrientation; | 1439 | Vector3 rollComponents = Vector3.UnitZ * VehicleOrientation; |
1440 | |||
1441 | // Figure out the yaw value for this much roll. | 1440 | // Figure out the yaw value for this much roll. |
1442 | // Squared because that seems to give a good value | 1441 | // Squared because that seems to give a good value |
1443 | float yawAngle = (float)Math.Asin(rollComponents.Y * rollComponents.Y) * m_bankingEfficiency; | 1442 | // float yawAngle = (float)Math.Asin(rollComponents.X * rollComponents.X) * m_bankingEfficiency; |
1444 | 1443 | float yawAngle = m_angularMotorDirection.X * m_bankingEfficiency; | |
1445 | // actual error = static turn error + dynamic turn error | 1444 | // actual error = static turn error + dynamic turn error |
1446 | float mixedYawAngle = yawAngle * (1f - m_bankingMix) + yawAngle * m_bankingMix * VehicleForwardSpeed; | 1445 | float mixedYawAngle =(yawAngle * (1f - m_bankingMix)) + ((yawAngle * m_bankingMix) * VehicleForwardSpeed); |
1447 | 1446 | // TODO: the banking effect should not go to infinity but what to limit it to? and what should happen when this is | |
1448 | // TODO: the banking effect should not go to infinity but what to limit it to? | 1447 | // being added to a user defined yaw that is already PI*4? |
1449 | mixedYawAngle = ClampInRange(-20f, mixedYawAngle, 20f); | 1448 | mixedYawAngle = ClampInRange(-12, mixedYawAngle, 12); |
1450 | 1449 | ||
1451 | // Build the force vector to change rotation from what it is to what it should be | 1450 | // Build the force vector to change rotation from what it is to what it should be |
1452 | bankingContributionV.Z = -mixedYawAngle; | 1451 | bankingContributionV.Z = -mixedYawAngle; |
1453 | 1452 | ||
1454 | // Don't do it all at once. | 1453 | // Don't do it all at once. 60 becouse 1 second is too fast with most user defined roll as PI*4 |
1455 | bankingContributionV /= m_bankingTimescale; | 1454 | bankingContributionV /= m_bankingTimescale*60; |
1456 | 1455 | ||
1457 | VehicleRotationalVelocity += bankingContributionV * VehicleOrientation; | 1456 | //VehicleRotationalVelocity += bankingContributionV * VehicleOrientation; |
1457 | VehicleRotationalVelocity += bankingContributionV; | ||
1458 | |||
1458 | 1459 | ||
1459 | VDetailLog("{0}, MoveAngular,Banking,rollComp={1},speed={2},rollComp={3},yAng={4},mYAng={5},ret={6}", | 1460 | VDetailLog("{0}, MoveAngular,Banking,rollComp={1},speed={2},rollComp={3},yAng={4},mYAng={5},ret={6}", |
1460 | Prim.LocalID, rollComponents, VehicleForwardSpeed, rollComponents, yawAngle, mixedYawAngle, bankingContributionV); | 1461 | Prim.LocalID, rollComponents, VehicleForwardSpeed, rollComponents, yawAngle, mixedYawAngle, bankingContributionV); |