diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 522 |
1 files changed, 313 insertions, 209 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 74eb9ab..be8a502 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -45,9 +45,7 @@ using System; | |||
45 | using System.Collections.Generic; | 45 | using System.Collections.Generic; |
46 | using System.Reflection; | 46 | using System.Reflection; |
47 | using System.Runtime.InteropServices; | 47 | using System.Runtime.InteropServices; |
48 | using log4net; | ||
49 | using OpenMetaverse; | 48 | using OpenMetaverse; |
50 | using OpenSim.Framework; | ||
51 | using OpenSim.Region.Physics.Manager; | 49 | using OpenSim.Region.Physics.Manager; |
52 | 50 | ||
53 | namespace OpenSim.Region.Physics.BulletSPlugin | 51 | namespace OpenSim.Region.Physics.BulletSPlugin |
@@ -100,7 +98,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
100 | private float m_angularMotorTimescale = 0; // motor angular velocity ramp up rate | 98 | private float m_angularMotorTimescale = 0; // motor angular velocity ramp up rate |
101 | private float m_angularMotorDecayTimescale = 0; // motor angular velocity decay rate | 99 | private float m_angularMotorDecayTimescale = 0; // motor angular velocity decay rate |
102 | private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular velocity decay rate | 100 | private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular velocity decay rate |
103 | private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body | 101 | private Vector3 m_lastAngularCorrection = Vector3.Zero; |
104 | private Vector3 m_lastVertAttractor = Vector3.Zero; // what VA was last applied to body | 102 | private Vector3 m_lastVertAttractor = Vector3.Zero; // what VA was last applied to body |
105 | 103 | ||
106 | //Deflection properties | 104 | //Deflection properties |
@@ -113,6 +111,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
113 | private float m_bankingEfficiency = 0; | 111 | private float m_bankingEfficiency = 0; |
114 | private float m_bankingMix = 0; | 112 | private float m_bankingMix = 0; |
115 | private float m_bankingTimescale = 0; | 113 | private float m_bankingTimescale = 0; |
114 | private Vector3 m_lastBanking = Vector3.Zero; | ||
116 | 115 | ||
117 | //Hover and Buoyancy properties | 116 | //Hover and Buoyancy properties |
118 | private float m_VhoverHeight = 0f; | 117 | private float m_VhoverHeight = 0f; |
@@ -127,7 +126,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
127 | //Attractor properties | 126 | //Attractor properties |
128 | private BSVMotor m_verticalAttractionMotor = new BSVMotor("VerticalAttraction"); | 127 | private BSVMotor m_verticalAttractionMotor = new BSVMotor("VerticalAttraction"); |
129 | private float m_verticalAttractionEfficiency = 1.0f; // damped | 128 | private float m_verticalAttractionEfficiency = 1.0f; // damped |
130 | private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor. | 129 | private float m_verticalAttractionTimescale = 600f; // Timescale > 500 means no vert attractor. |
131 | 130 | ||
132 | public BSDynamics(BSScene myScene, BSPrim myPrim) | 131 | public BSDynamics(BSScene myScene, BSPrim myPrim) |
133 | { | 132 | { |
@@ -154,7 +153,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
154 | m_angularDeflectionTimescale = Math.Max(pValue, 0.01f); | 153 | m_angularDeflectionTimescale = Math.Max(pValue, 0.01f); |
155 | break; | 154 | break; |
156 | case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE: | 155 | case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE: |
157 | m_angularMotorDecayTimescale = Math.Max(0.01f, Math.Min(pValue,120)); | 156 | m_angularMotorDecayTimescale = ClampInRange(0.01f, pValue, 120); |
158 | m_angularMotor.TargetValueDecayTimeScale = m_angularMotorDecayTimescale; | 157 | m_angularMotor.TargetValueDecayTimeScale = m_angularMotorDecayTimescale; |
159 | break; | 158 | break; |
160 | case Vehicle.ANGULAR_MOTOR_TIMESCALE: | 159 | case Vehicle.ANGULAR_MOTOR_TIMESCALE: |
@@ -162,7 +161,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
162 | m_angularMotor.TimeScale = m_angularMotorTimescale; | 161 | m_angularMotor.TimeScale = m_angularMotorTimescale; |
163 | break; | 162 | break; |
164 | case Vehicle.BANKING_EFFICIENCY: | 163 | case Vehicle.BANKING_EFFICIENCY: |
165 | m_bankingEfficiency = Math.Max(-1f, Math.Min(pValue, 1f)); | 164 | m_bankingEfficiency = ClampInRange(-1f, pValue, 1f); |
166 | break; | 165 | break; |
167 | case Vehicle.BANKING_MIX: | 166 | case Vehicle.BANKING_MIX: |
168 | m_bankingMix = Math.Max(pValue, 0.01f); | 167 | m_bankingMix = Math.Max(pValue, 0.01f); |
@@ -171,10 +170,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
171 | m_bankingTimescale = Math.Max(pValue, 0.01f); | 170 | m_bankingTimescale = Math.Max(pValue, 0.01f); |
172 | break; | 171 | break; |
173 | case Vehicle.BUOYANCY: | 172 | case Vehicle.BUOYANCY: |
174 | m_VehicleBuoyancy = Math.Max(-1f, Math.Min(pValue, 1f)); | 173 | m_VehicleBuoyancy = ClampInRange(-1f, pValue, 1f); |
175 | break; | 174 | break; |
176 | case Vehicle.HOVER_EFFICIENCY: | 175 | case Vehicle.HOVER_EFFICIENCY: |
177 | m_VhoverEfficiency = Math.Max(0f, Math.Min(pValue, 1f)); | 176 | m_VhoverEfficiency = ClampInRange(0f, pValue, 1f); |
178 | break; | 177 | break; |
179 | case Vehicle.HOVER_HEIGHT: | 178 | case Vehicle.HOVER_HEIGHT: |
180 | m_VhoverHeight = pValue; | 179 | m_VhoverHeight = pValue; |
@@ -189,7 +188,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
189 | m_linearDeflectionTimescale = Math.Max(pValue, 0.01f); | 188 | m_linearDeflectionTimescale = Math.Max(pValue, 0.01f); |
190 | break; | 189 | break; |
191 | case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE: | 190 | case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE: |
192 | m_linearMotorDecayTimescale = Math.Max(0.01f, Math.Min(pValue,120)); | 191 | m_linearMotorDecayTimescale = ClampInRange(0.01f, pValue, 120); |
193 | m_linearMotor.TargetValueDecayTimeScale = m_linearMotorDecayTimescale; | 192 | m_linearMotor.TargetValueDecayTimeScale = m_linearMotorDecayTimescale; |
194 | break; | 193 | break; |
195 | case Vehicle.LINEAR_MOTOR_TIMESCALE: | 194 | case Vehicle.LINEAR_MOTOR_TIMESCALE: |
@@ -197,7 +196,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
197 | m_linearMotor.TimeScale = m_linearMotorTimescale; | 196 | m_linearMotor.TimeScale = m_linearMotorTimescale; |
198 | break; | 197 | break; |
199 | case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY: | 198 | case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY: |
200 | m_verticalAttractionEfficiency = Math.Max(0.1f, Math.Min(pValue, 1f)); | 199 | m_verticalAttractionEfficiency = ClampInRange(0.1f, pValue, 1f); |
201 | m_verticalAttractionMotor.Efficiency = m_verticalAttractionEfficiency; | 200 | m_verticalAttractionMotor.Efficiency = m_verticalAttractionEfficiency; |
202 | break; | 201 | break; |
203 | case Vehicle.VERTICAL_ATTRACTION_TIMESCALE: | 202 | case Vehicle.VERTICAL_ATTRACTION_TIMESCALE: |
@@ -242,9 +241,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
242 | break; | 241 | break; |
243 | case Vehicle.ANGULAR_MOTOR_DIRECTION: | 242 | case Vehicle.ANGULAR_MOTOR_DIRECTION: |
244 | // Limit requested angular speed to 2 rps= 4 pi rads/sec | 243 | // Limit requested angular speed to 2 rps= 4 pi rads/sec |
245 | pValue.X = Math.Max(-12.56f, Math.Min(pValue.X, 12.56f)); | 244 | pValue.X = ClampInRange(-12.56f, pValue.X, 12.56f); |
246 | pValue.Y = Math.Max(-12.56f, Math.Min(pValue.Y, 12.56f)); | 245 | pValue.Y = ClampInRange(-12.56f, pValue.Y, 12.56f); |
247 | pValue.Z = Math.Max(-12.56f, Math.Min(pValue.Z, 12.56f)); | 246 | pValue.Z = ClampInRange(-12.56f, pValue.Z, 12.56f); |
248 | m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); | 247 | m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); |
249 | m_angularMotor.SetTarget(m_angularMotorDirection); | 248 | m_angularMotor.SetTarget(m_angularMotorDirection); |
250 | break; | 249 | break; |
@@ -330,6 +329,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
330 | m_bankingEfficiency = 0; | 329 | m_bankingEfficiency = 0; |
331 | m_bankingTimescale = 1000; | 330 | m_bankingTimescale = 1000; |
332 | m_bankingMix = 1; | 331 | m_bankingMix = 1; |
332 | m_lastBanking = Vector3.Zero; | ||
333 | 333 | ||
334 | m_referenceFrame = Quaternion.Identity; | 334 | m_referenceFrame = Quaternion.Identity; |
335 | m_flags = (VehicleFlag)0; | 335 | m_flags = (VehicleFlag)0; |
@@ -364,6 +364,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
364 | m_bankingEfficiency = 0; | 364 | m_bankingEfficiency = 0; |
365 | m_bankingTimescale = 10; | 365 | m_bankingTimescale = 10; |
366 | m_bankingMix = 1; | 366 | m_bankingMix = 1; |
367 | m_lastBanking = Vector3.Zero; | ||
367 | 368 | ||
368 | m_referenceFrame = Quaternion.Identity; | 369 | m_referenceFrame = Quaternion.Identity; |
369 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | 370 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
@@ -402,6 +403,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
402 | m_bankingEfficiency = -0.2f; | 403 | m_bankingEfficiency = -0.2f; |
403 | m_bankingMix = 1; | 404 | m_bankingMix = 1; |
404 | m_bankingTimescale = 1; | 405 | m_bankingTimescale = 1; |
406 | m_lastBanking = Vector3.Zero; | ||
405 | 407 | ||
406 | m_referenceFrame = Quaternion.Identity; | 408 | m_referenceFrame = Quaternion.Identity; |
407 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | 409 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
@@ -440,6 +442,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
440 | m_bankingEfficiency = -0.3f; | 442 | m_bankingEfficiency = -0.3f; |
441 | m_bankingMix = 0.8f; | 443 | m_bankingMix = 0.8f; |
442 | m_bankingTimescale = 1; | 444 | m_bankingTimescale = 1; |
445 | m_lastBanking = Vector3.Zero; | ||
443 | 446 | ||
444 | m_referenceFrame = Quaternion.Identity; | 447 | m_referenceFrame = Quaternion.Identity; |
445 | m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | 448 | m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
@@ -478,6 +481,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
478 | m_bankingEfficiency = 1; | 481 | m_bankingEfficiency = 1; |
479 | m_bankingMix = 0.7f; | 482 | m_bankingMix = 0.7f; |
480 | m_bankingTimescale = 2; | 483 | m_bankingTimescale = 2; |
484 | m_lastBanking = Vector3.Zero; | ||
481 | 485 | ||
482 | m_referenceFrame = Quaternion.Identity; | 486 | m_referenceFrame = Quaternion.Identity; |
483 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | 487 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
@@ -516,6 +520,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
516 | m_bankingEfficiency = 0; | 520 | m_bankingEfficiency = 0; |
517 | m_bankingMix = 0.7f; | 521 | m_bankingMix = 0.7f; |
518 | m_bankingTimescale = 5; | 522 | m_bankingTimescale = 5; |
523 | m_lastBanking = Vector3.Zero; | ||
524 | |||
519 | m_referenceFrame = Quaternion.Identity; | 525 | m_referenceFrame = Quaternion.Identity; |
520 | 526 | ||
521 | m_referenceFrame = Quaternion.Identity; | 527 | m_referenceFrame = Quaternion.Identity; |
@@ -558,9 +564,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
558 | { | 564 | { |
559 | if (IsActive) | 565 | if (IsActive) |
560 | { | 566 | { |
567 | // Remember the mass so we don't have to fetch it every step | ||
561 | m_vehicleMass = Prim.Linkset.LinksetMass; | 568 | m_vehicleMass = Prim.Linkset.LinksetMass; |
562 | 569 | ||
563 | // Friction effects are handled by this vehicle code | 570 | // Friction affects are handled by this vehicle code |
564 | float friction = 0f; | 571 | float friction = 0f; |
565 | BulletSimAPI.SetFriction2(Prim.PhysBody.ptr, friction); | 572 | BulletSimAPI.SetFriction2(Prim.PhysBody.ptr, friction); |
566 | 573 | ||
@@ -574,6 +581,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
574 | // Vector3 localInertia = new Vector3(1f, 1f, 1f); | 581 | // Vector3 localInertia = new Vector3(1f, 1f, 1f); |
575 | Vector3 localInertia = new Vector3(m_vehicleMass, m_vehicleMass, m_vehicleMass); | 582 | Vector3 localInertia = new Vector3(m_vehicleMass, m_vehicleMass, m_vehicleMass); |
576 | BulletSimAPI.SetMassProps2(Prim.PhysBody.ptr, m_vehicleMass, localInertia); | 583 | BulletSimAPI.SetMassProps2(Prim.PhysBody.ptr, m_vehicleMass, localInertia); |
584 | BulletSimAPI.UpdateInertiaTensor2(Prim.PhysBody.ptr); | ||
577 | 585 | ||
578 | VDetailLog("{0},BSDynamics.Refresh,frict={1},inert={2},aDamp={3}", | 586 | VDetailLog("{0},BSDynamics.Refresh,frict={1},inert={2},aDamp={3}", |
579 | Prim.LocalID, friction, localInertia, angularDamping); | 587 | Prim.LocalID, friction, localInertia, angularDamping); |
@@ -598,31 +606,167 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
598 | Refresh(); | 606 | Refresh(); |
599 | } | 607 | } |
600 | 608 | ||
609 | #region Known vehicle value functions | ||
610 | // Vehicle physical parameters that we buffer from constant getting and setting. | ||
611 | // The "m_known*" variables are initialized to 'null', fetched only if referenced | ||
612 | // and stored back into the physics engine only if updated. | ||
613 | // This does two things: 1) saves continuious calls into unmanaged code, and | ||
614 | // 2) signals when a physics property update must happen back to the simulator | ||
615 | // to update values modified for the vehicle. | ||
616 | private int m_knownChanged; | ||
617 | private float? m_knownTerrainHeight; | ||
618 | private float? m_knownWaterLevel; | ||
619 | private Vector3? m_knownPosition; | ||
620 | private Vector3? m_knownVelocity; | ||
621 | private Quaternion? m_knownOrientation; | ||
622 | private Vector3? m_knownRotationalVelocity; | ||
623 | |||
624 | private const int m_knownChangedPosition = 1 << 0; | ||
625 | private const int m_knownChangedVelocity = 1 << 1; | ||
626 | private const int m_knownChangedOrientation = 1 << 2; | ||
627 | private const int m_knownChangedRotationalVelocity = 1 << 3; | ||
628 | |||
629 | private void ForgetKnownVehicleProperties() | ||
630 | { | ||
631 | m_knownTerrainHeight = null; | ||
632 | m_knownWaterLevel = null; | ||
633 | m_knownPosition = null; | ||
634 | m_knownVelocity = null; | ||
635 | m_knownOrientation = null; | ||
636 | m_knownRotationalVelocity = null; | ||
637 | m_knownChanged = 0; | ||
638 | } | ||
639 | private void PushKnownChanged() | ||
640 | { | ||
641 | if (m_knownChanged != 0) | ||
642 | { | ||
643 | if ((m_knownChanged & m_knownChangedPosition) != 0) | ||
644 | Prim.ForcePosition = VehiclePosition; | ||
645 | if ((m_knownChanged & m_knownChangedOrientation) != 0) | ||
646 | Prim.ForceOrientation = VehicleOrientation; | ||
647 | if ((m_knownChanged & m_knownChangedVelocity) != 0) | ||
648 | Prim.ForceVelocity = VehicleVelocity; | ||
649 | if ((m_knownChanged & m_knownChangedRotationalVelocity) != 0) | ||
650 | { | ||
651 | Prim.ForceRotationalVelocity = VehicleRotationalVelocity; | ||
652 | BulletSimAPI.SetInterpolationAngularVelocity2(Prim.PhysBody.ptr, VehicleRotationalVelocity); | ||
653 | } | ||
654 | // If we set one of the values (ie, the physics engine didn't do it) we must force | ||
655 | // an UpdateProperties event to send the changes up to the simulator. | ||
656 | BulletSimAPI.PushUpdate2(Prim.PhysBody.ptr); | ||
657 | } | ||
658 | } | ||
659 | |||
660 | // Since the computation of terrain height can be a little involved, this routine | ||
661 | // is used ot fetch the height only once for each vehicle simulation step. | ||
662 | private float GetTerrainHeight(Vector3 pos) | ||
663 | { | ||
664 | if (m_knownTerrainHeight == null) | ||
665 | m_knownTerrainHeight = Prim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos); | ||
666 | return (float)m_knownTerrainHeight; | ||
667 | } | ||
668 | |||
669 | // Since the computation of water level can be a little involved, this routine | ||
670 | // is used ot fetch the level only once for each vehicle simulation step. | ||
671 | private float GetWaterLevel(Vector3 pos) | ||
672 | { | ||
673 | if (m_knownWaterLevel == null) | ||
674 | m_knownWaterLevel = Prim.PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(pos); | ||
675 | return (float)m_knownWaterLevel; | ||
676 | } | ||
677 | |||
678 | private Vector3 VehiclePosition | ||
679 | { | ||
680 | get | ||
681 | { | ||
682 | if (m_knownPosition == null) | ||
683 | m_knownPosition = Prim.ForcePosition; | ||
684 | return (Vector3)m_knownPosition; | ||
685 | } | ||
686 | set | ||
687 | { | ||
688 | m_knownPosition = value; | ||
689 | m_knownChanged |= m_knownChangedPosition; | ||
690 | } | ||
691 | } | ||
692 | |||
693 | private Quaternion VehicleOrientation | ||
694 | { | ||
695 | get | ||
696 | { | ||
697 | if (m_knownOrientation == null) | ||
698 | m_knownOrientation = Prim.ForceOrientation; | ||
699 | return (Quaternion)m_knownOrientation; | ||
700 | } | ||
701 | set | ||
702 | { | ||
703 | m_knownOrientation = value; | ||
704 | m_knownChanged |= m_knownChangedOrientation; | ||
705 | } | ||
706 | } | ||
707 | |||
708 | private Vector3 VehicleVelocity | ||
709 | { | ||
710 | get | ||
711 | { | ||
712 | if (m_knownVelocity == null) | ||
713 | m_knownVelocity = Prim.ForceVelocity; | ||
714 | return (Vector3)m_knownVelocity; | ||
715 | } | ||
716 | set | ||
717 | { | ||
718 | m_knownVelocity = value; | ||
719 | m_knownChanged |= m_knownChangedVelocity; | ||
720 | } | ||
721 | } | ||
722 | |||
723 | private Vector3 VehicleRotationalVelocity | ||
724 | { | ||
725 | get | ||
726 | { | ||
727 | if (m_knownRotationalVelocity == null) | ||
728 | m_knownRotationalVelocity = Prim.ForceRotationalVelocity; | ||
729 | return (Vector3)m_knownRotationalVelocity; | ||
730 | } | ||
731 | set | ||
732 | { | ||
733 | m_knownRotationalVelocity = value; | ||
734 | m_knownChanged |= m_knownChangedRotationalVelocity; | ||
735 | } | ||
736 | } | ||
737 | #endregion // Known vehicle value functions | ||
738 | |||
601 | // One step of the vehicle properties for the next 'pTimestep' seconds. | 739 | // One step of the vehicle properties for the next 'pTimestep' seconds. |
602 | internal void Step(float pTimestep) | 740 | internal void Step(float pTimestep) |
603 | { | 741 | { |
604 | if (!IsActive) return; | 742 | if (!IsActive) return; |
605 | 743 | ||
744 | ForgetKnownVehicleProperties(); | ||
745 | |||
606 | MoveLinear(pTimestep); | 746 | MoveLinear(pTimestep); |
607 | MoveAngular(pTimestep); | 747 | MoveAngular(pTimestep); |
608 | 748 | ||
609 | LimitRotation(pTimestep); | 749 | LimitRotation(pTimestep); |
610 | 750 | ||
611 | // remember the position so next step we can limit absolute movement effects | 751 | // remember the position so next step we can limit absolute movement effects |
612 | m_lastPositionVector = Prim.ForcePosition; | 752 | m_lastPositionVector = VehiclePosition; |
753 | |||
754 | // If we forced the changing of some vehicle parameters, update the values and | ||
755 | // for the physics engine to note the changes so an UpdateProperties event will happen. | ||
756 | PushKnownChanged(); | ||
613 | 757 | ||
614 | VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", | 758 | VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", |
615 | Prim.LocalID, Prim.ForcePosition, Prim.Force, Prim.ForceVelocity, Prim.RotationalVelocity); | 759 | Prim.LocalID, VehiclePosition, Prim.Force, VehicleVelocity, VehicleRotationalVelocity); |
616 | } | 760 | } |
617 | 761 | ||
618 | // Apply the effect of the linear motor. | 762 | // Apply the effect of the linear motor and other linear motions (like hover and float). |
619 | // Also does hover and float. | ||
620 | private void MoveLinear(float pTimestep) | 763 | private void MoveLinear(float pTimestep) |
621 | { | 764 | { |
622 | Vector3 linearMotorContribution = m_linearMotor.Step(pTimestep); | 765 | Vector3 linearMotorContribution = m_linearMotor.Step(pTimestep); |
623 | 766 | ||
624 | // Rotate new object velocity from vehicle relative to world coordinates | 767 | // The movement computed in the linear motor is relative to the vehicle |
625 | linearMotorContribution *= Prim.ForceOrientation; | 768 | // coordinates. Rotate the movement to world coordinates. |
769 | linearMotorContribution *= VehicleOrientation; | ||
626 | 770 | ||
627 | // ================================================================== | 771 | // ================================================================== |
628 | // Gravity and Buoyancy | 772 | // Gravity and Buoyancy |
@@ -630,16 +774,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
630 | // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; | 774 | // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; |
631 | Vector3 grav = Prim.PhysicsScene.DefaultGravity * (1f - m_VehicleBuoyancy); | 775 | Vector3 grav = Prim.PhysicsScene.DefaultGravity * (1f - m_VehicleBuoyancy); |
632 | 776 | ||
633 | Vector3 pos = Prim.ForcePosition; | 777 | Vector3 terrainHeightContribution = ComputeLinearTerrainHeightCorrection(pTimestep); |
634 | float terrainHeight = Prim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos); | ||
635 | 778 | ||
636 | Vector3 terrainHeightContribution = ComputeLinearTerrainHeightCorrection(pTimestep, ref pos, terrainHeight); | 779 | Vector3 hoverContribution = ComputeLinearHover(pTimestep); |
637 | 780 | ||
638 | Vector3 hoverContribution = ComputeLinearHover(pTimestep, ref pos, terrainHeight); | 781 | ComputeLinearBlockingEndPoint(pTimestep); |
639 | 782 | ||
640 | ComputeLinearBlockingEndPoint(pTimestep, ref pos); | 783 | Vector3 limitMotorUpContribution = ComputeLinearMotorUp(pTimestep); |
641 | |||
642 | Vector3 limitMotorUpContribution = ComputeLinearMotorUp(pTimestep, pos, terrainHeight); | ||
643 | 784 | ||
644 | // ================================================================== | 785 | // ================================================================== |
645 | Vector3 newVelocity = linearMotorContribution | 786 | Vector3 newVelocity = linearMotorContribution |
@@ -667,42 +808,39 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
667 | newVelocity = Vector3.Zero; | 808 | newVelocity = Vector3.Zero; |
668 | 809 | ||
669 | // ================================================================== | 810 | // ================================================================== |
670 | // Stuff new linear velocity into the vehicle | 811 | // Stuff new linear velocity into the vehicle. |
671 | Prim.ForceVelocity = newVelocity; | 812 | // Since the velocity is just being set, it is not scaled by pTimeStep. Bullet will do that for us. |
672 | // Prim.ApplyForceImpulse((m_newVelocity - Prim.Velocity) * m_vehicleMass, false); // DEBUG DEBUG | 813 | VehicleVelocity = newVelocity; |
673 | 814 | ||
674 | // Other linear forces are applied as forces. | 815 | // Other linear forces are applied as forces. |
675 | Vector3 totalDownForce = grav * m_vehicleMass; | 816 | Vector3 totalDownForce = grav * m_vehicleMass * pTimestep; |
676 | if (totalDownForce != Vector3.Zero) | 817 | if (totalDownForce != Vector3.Zero) |
677 | { | 818 | { |
678 | Prim.AddForce(totalDownForce, false); | 819 | Prim.AddForce(totalDownForce, false); |
679 | } | 820 | } |
680 | 821 | ||
681 | VDetailLog("{0},MoveLinear,done,lmDir={1},lmVel={2},newVel={3},primVel={4},totalDown={5}", | 822 | VDetailLog("{0}, MoveLinear,done,newVel={1},totDown={2},linContrib={3},terrContrib={4},hoverContrib={5},limitContrib={6}", |
682 | Prim.LocalID, m_linearMotorDirection, m_lastLinearVelocityVector, | 823 | Prim.LocalID, newVelocity, totalDownForce, |
683 | newVelocity, Prim.Velocity, totalDownForce); | 824 | linearMotorContribution, terrainHeightContribution, hoverContribution, limitMotorUpContribution |
825 | ); | ||
684 | 826 | ||
685 | } // end MoveLinear() | 827 | } // end MoveLinear() |
686 | 828 | ||
687 | public Vector3 ComputeLinearTerrainHeightCorrection(float pTimestep, ref Vector3 pos, float terrainHeight) | 829 | public Vector3 ComputeLinearTerrainHeightCorrection(float pTimestep) |
688 | { | 830 | { |
689 | Vector3 ret = Vector3.Zero; | 831 | Vector3 ret = Vector3.Zero; |
690 | // If below the terrain, move us above the ground a little. | 832 | // If below the terrain, move us above the ground a little. |
691 | // Taking the rotated size doesn't work here because m_prim.Size is the size of the root prim and not the linkset. | 833 | // TODO: Consider taking the rotated size of the object or possibly casting a ray. |
692 | // TODO: Add a m_prim.LinkSet.Size similar to m_prim.LinkSet.Mass. | 834 | if (VehiclePosition.Z < GetTerrainHeight(VehiclePosition)) |
693 | // Vector3 rotatedSize = m_prim.Size * m_prim.ForceOrientation; | ||
694 | // if (rotatedSize.Z < terrainHeight) | ||
695 | if (pos.Z < terrainHeight) | ||
696 | { | 835 | { |
697 | // TODO: correct position by applying force rather than forcing position. | 836 | // TODO: correct position by applying force rather than forcing position. |
698 | pos.Z = terrainHeight + 2; | 837 | VehiclePosition += new Vector3(0f, 0f, GetTerrainHeight(VehiclePosition) + 2f); |
699 | Prim.ForcePosition = pos; | 838 | VDetailLog("{0}, MoveLinear,terrainHeight,terrainHeight={1},pos={2}", Prim.LocalID, GetTerrainHeight(VehiclePosition), VehiclePosition); |
700 | VDetailLog("{0},MoveLinear,terrainHeight,terrainHeight={1},pos={2}", Prim.LocalID, terrainHeight, pos); | ||
701 | } | 839 | } |
702 | return ret; | 840 | return ret; |
703 | } | 841 | } |
704 | 842 | ||
705 | public Vector3 ComputeLinearHover(float pTimestep, ref Vector3 pos, float terrainHeight) | 843 | public Vector3 ComputeLinearHover(float pTimestep) |
706 | { | 844 | { |
707 | Vector3 ret = Vector3.Zero; | 845 | Vector3 ret = Vector3.Zero; |
708 | 846 | ||
@@ -713,11 +851,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
713 | // We should hover, get the target height | 851 | // We should hover, get the target height |
714 | if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0) | 852 | if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0) |
715 | { | 853 | { |
716 | m_VhoverTargetHeight = Prim.PhysicsScene.GetWaterLevelAtXYZ(pos) + m_VhoverHeight; | 854 | m_VhoverTargetHeight = GetWaterLevel(VehiclePosition) + m_VhoverHeight; |
717 | } | 855 | } |
718 | if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0) | 856 | if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0) |
719 | { | 857 | { |
720 | m_VhoverTargetHeight = terrainHeight + m_VhoverHeight; | 858 | m_VhoverTargetHeight = GetTerrainHeight(VehiclePosition) + m_VhoverHeight; |
721 | } | 859 | } |
722 | if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0) | 860 | if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0) |
723 | { | 861 | { |
@@ -727,45 +865,44 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
727 | if ((m_flags & VehicleFlag.HOVER_UP_ONLY) != 0) | 865 | if ((m_flags & VehicleFlag.HOVER_UP_ONLY) != 0) |
728 | { | 866 | { |
729 | // If body is already heigher, use its height as target height | 867 | // If body is already heigher, use its height as target height |
730 | if (pos.Z > m_VhoverTargetHeight) | 868 | if (VehiclePosition.Z > m_VhoverTargetHeight) |
731 | m_VhoverTargetHeight = pos.Z; | 869 | m_VhoverTargetHeight = VehiclePosition.Z; |
732 | } | 870 | } |
871 | |||
733 | if ((m_flags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0) | 872 | if ((m_flags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0) |
734 | { | 873 | { |
735 | if (Math.Abs(pos.Z - m_VhoverTargetHeight) > 0.2f) | 874 | if (Math.Abs(VehiclePosition.Z - m_VhoverTargetHeight) > 0.2f) |
736 | { | 875 | { |
876 | Vector3 pos = VehiclePosition; | ||
737 | pos.Z = m_VhoverTargetHeight; | 877 | pos.Z = m_VhoverTargetHeight; |
738 | Prim.ForcePosition = pos; | 878 | VehiclePosition = pos; |
739 | } | 879 | } |
740 | } | 880 | } |
741 | else | 881 | else |
742 | { | 882 | { |
743 | float verticalError = pos.Z - m_VhoverTargetHeight; | 883 | // Error is positive if below the target and negative if above. |
744 | // RA: where does the 50 come from? | 884 | float verticalError = m_VhoverTargetHeight - VehiclePosition.Z; |
745 | float verticalCorrectionVelocity = pTimestep * ((verticalError * 50.0f) / m_VhoverTimescale); | 885 | float verticalCorrectionVelocity = verticalError / m_VhoverTimescale; |
746 | // Replace Vertical speed with correction figure if significant | 886 | |
747 | if (verticalError > 0.01f) | 887 | // TODO: implement m_VhoverEfficiency correctly |
888 | if (Math.Abs(verticalError) > m_VhoverEfficiency) | ||
748 | { | 889 | { |
749 | ret = new Vector3(0f, 0f, verticalCorrectionVelocity); | 890 | ret = new Vector3(0f, 0f, verticalCorrectionVelocity); |
750 | //KF: m_VhoverEfficiency is not yet implemented | ||
751 | } | ||
752 | else if (verticalError < -0.01) | ||
753 | { | ||
754 | ret = new Vector3(0f, 0f, -verticalCorrectionVelocity); | ||
755 | } | 891 | } |
756 | } | 892 | } |
757 | 893 | ||
758 | VDetailLog("{0},MoveLinear,hover,pos={1},dir={2},height={3},target={4}", | 894 | VDetailLog("{0}, MoveLinear,hover,pos={1},ret={2},hoverTS={3},height={4},target={5}", |
759 | Prim.LocalID, pos, ret, m_VhoverHeight, m_VhoverTargetHeight); | 895 | Prim.LocalID, VehiclePosition, ret, m_VhoverTimescale, m_VhoverHeight, m_VhoverTargetHeight); |
760 | } | 896 | } |
761 | 897 | ||
762 | return ret; | 898 | return ret; |
763 | } | 899 | } |
764 | 900 | ||
765 | public bool ComputeLinearBlockingEndPoint(float pTimestep, ref Vector3 pos) | 901 | public bool ComputeLinearBlockingEndPoint(float pTimestep) |
766 | { | 902 | { |
767 | bool changed = false; | 903 | bool changed = false; |
768 | 904 | ||
905 | Vector3 pos = VehiclePosition; | ||
769 | Vector3 posChange = pos - m_lastPositionVector; | 906 | Vector3 posChange = pos - m_lastPositionVector; |
770 | if (m_BlockingEndPoint != Vector3.Zero) | 907 | if (m_BlockingEndPoint != Vector3.Zero) |
771 | { | 908 | { |
@@ -796,32 +933,41 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
796 | } | 933 | } |
797 | if (changed) | 934 | if (changed) |
798 | { | 935 | { |
799 | Prim.ForcePosition = pos; | 936 | VehiclePosition = pos; |
800 | VDetailLog("{0},MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}", | 937 | VDetailLog("{0}, MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}", |
801 | Prim.LocalID, m_BlockingEndPoint, posChange, pos); | 938 | Prim.LocalID, m_BlockingEndPoint, posChange, pos); |
802 | } | 939 | } |
803 | } | 940 | } |
804 | return changed; | 941 | return changed; |
805 | } | 942 | } |
806 | 943 | ||
807 | public Vector3 ComputeLinearMotorUp(float pTimestep, Vector3 pos, float terrainHeight) | 944 | // From http://wiki.secondlife.com/wiki/LlSetVehicleFlags : |
945 | // Prevent ground vehicles from motoring into the sky.This flag has a subtle effect when | ||
946 | // used with conjunction with banking: the strength of the banking will decay when the | ||
947 | // vehicle no longer experiences collisions. The decay timescale is the same as | ||
948 | // VEHICLE_BANKING_TIMESCALE. This is to help prevent ground vehicles from steering | ||
949 | // when they are in mid jump. | ||
950 | // TODO: this code is wrong. Also, what should it do for boats? | ||
951 | public Vector3 ComputeLinearMotorUp(float pTimestep) | ||
808 | { | 952 | { |
809 | Vector3 ret = Vector3.Zero; | 953 | Vector3 ret = Vector3.Zero; |
810 | if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0) | 954 | if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0) |
811 | { | 955 | { |
812 | // If the vehicle is motoring into the sky, get it going back down. | 956 | // If the vehicle is motoring into the sky, get it going back down. |
813 | float distanceAboveGround = pos.Z - terrainHeight; | 957 | // float distanceAboveGround = pos.Z - Math.Max(GetTerrainHeight(pos), GetWaterLevel(pos)); |
958 | float distanceAboveGround = VehiclePosition.Z - GetTerrainHeight(VehiclePosition); | ||
814 | if (distanceAboveGround > 1f) | 959 | if (distanceAboveGround > 1f) |
815 | { | 960 | { |
816 | // downForce = new Vector3(0, 0, (-distanceAboveGround / m_bankingTimescale) * pTimestep); | 961 | // downForce = new Vector3(0, 0, (-distanceAboveGround / m_bankingTimescale) * pTimestep); |
817 | // downForce = new Vector3(0, 0, -distanceAboveGround / m_bankingTimescale); | 962 | // downForce = new Vector3(0, 0, -distanceAboveGround / m_bankingTimescale); |
818 | ret = new Vector3(0, 0, -distanceAboveGround); | 963 | ret = new Vector3(0, 0, -distanceAboveGround); |
819 | } | 964 | } |
820 | // TODO: this calculation is all wrong. From the description at | 965 | // TODO: this calculation is wrong. From the description at |
821 | // (http://wiki.secondlife.com/wiki/Category:LSL_Vehicle), the downForce | 966 | // (http://wiki.secondlife.com/wiki/Category:LSL_Vehicle), the downForce |
822 | // has a decay factor. This says this force should | 967 | // has a decay factor. This says this force should |
823 | // be computed with a motor. | 968 | // be computed with a motor. |
824 | VDetailLog("{0},MoveLinear,limitMotorUp,distAbove={1},downForce={2}", | 969 | // TODO: add interaction with banking. |
970 | VDetailLog("{0}, MoveLinear,limitMotorUp,distAbove={1},downForce={2}", | ||
825 | Prim.LocalID, distanceAboveGround, ret); | 971 | Prim.LocalID, distanceAboveGround, ret); |
826 | } | 972 | } |
827 | return ret; | 973 | return ret; |
@@ -830,61 +976,63 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
830 | // ======================================================================= | 976 | // ======================================================================= |
831 | // ======================================================================= | 977 | // ======================================================================= |
832 | // Apply the effect of the angular motor. | 978 | // Apply the effect of the angular motor. |
979 | // The 'contribution' is how much angular correction velocity each function wants. | ||
980 | // All the contributions are added together and the orientation of the vehicle | ||
981 | // is changed by all the contributed corrections. | ||
833 | private void MoveAngular(float pTimestep) | 982 | private void MoveAngular(float pTimestep) |
834 | { | 983 | { |
835 | // m_angularMotorDirection // angular velocity requested by LSL motor | 984 | // The user wants how many radians per second angular change? |
836 | // m_angularMotorVelocity // current angular motor velocity (ramps up and down) | ||
837 | // m_angularMotorTimescale // motor angular velocity ramp up time | ||
838 | // m_angularMotorDecayTimescale // motor angular velocity decay rate | ||
839 | // m_angularFrictionTimescale // body angular velocity decay rate | ||
840 | // m_lastAngularVelocity // what was last applied to body | ||
841 | |||
842 | /* | ||
843 | if (m_angularMotorDirection.LengthSquared() > 0.0001) | ||
844 | { | ||
845 | Vector3 origVel = m_angularMotorVelocity; | ||
846 | Vector3 origDir = m_angularMotorDirection; | ||
847 | |||
848 | // new velocity += error / ( time to get there / step interval) | ||
849 | // requested direction - current vehicle direction | ||
850 | m_angularMotorVelocity += (m_angularMotorDirection - m_angularMotorVelocity) / (m_angularMotorTimescale / pTimestep); | ||
851 | // decay requested direction | ||
852 | m_angularMotorDirection *= (1.0f - (pTimestep * 1.0f/m_angularMotorDecayTimescale)); | ||
853 | |||
854 | VDetailLog("{0},MoveAngular,angularMotorApply,angTScale={1},timeStep={2},origvel={3},origDir={4},vel={5}", | ||
855 | Prim.LocalID, m_angularMotorTimescale, pTimestep, origVel, origDir, m_angularMotorVelocity); | ||
856 | } | ||
857 | else | ||
858 | { | ||
859 | m_angularMotorVelocity = Vector3.Zero; | ||
860 | } | ||
861 | */ | ||
862 | |||
863 | Vector3 angularMotorContribution = m_angularMotor.Step(pTimestep); | 985 | Vector3 angularMotorContribution = m_angularMotor.Step(pTimestep); |
864 | 986 | ||
865 | // ================================================================== | 987 | // ================================================================== |
866 | // NO_DEFLECTION_UP says angular motion should not add any pitch or roll movement | 988 | // From http://wiki.secondlife.com/wiki/LlSetVehicleFlags : |
989 | // This flag prevents linear deflection parallel to world z-axis. This is useful | ||
990 | // for preventing ground vehicles with large linear deflection, like bumper cars, | ||
991 | // from climbing their linear deflection into the sky. | ||
992 | // That is, NO_DEFLECTION_UP says angular motion should not add any pitch or roll movement | ||
867 | if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0) | 993 | if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0) |
868 | { | 994 | { |
869 | angularMotorContribution.X = 0f; | 995 | angularMotorContribution.X = 0f; |
870 | angularMotorContribution.Y = 0f; | 996 | angularMotorContribution.Y = 0f; |
871 | VDetailLog("{0},MoveAngular,noDeflectionUp,angularMotorContrib={1}", Prim.LocalID, angularMotorContribution); | 997 | VDetailLog("{0}, MoveAngular,noDeflectionUp,angularMotorContrib={1}", Prim.LocalID, angularMotorContribution); |
872 | } | 998 | } |
873 | 999 | ||
874 | Vector3 verticalAttractionContribution = ComputeAngularVerticalAttraction(pTimestep); | 1000 | Vector3 verticalAttractionContribution = ComputeAngularVerticalAttraction(); |
875 | 1001 | ||
876 | Vector3 deflectionContribution = ComputeAngularDeflection(pTimestep); | 1002 | Vector3 deflectionContribution = ComputeAngularDeflection(); |
877 | 1003 | ||
878 | Vector3 bankingContribution = ComputeAngularBanking(pTimestep); | 1004 | Vector3 bankingContribution = ComputeAngularBanking(angularMotorContribution.Z); |
879 | 1005 | ||
880 | // ================================================================== | 1006 | // ================================================================== |
881 | m_lastVertAttractor = verticalAttractionContribution; | 1007 | m_lastVertAttractor = verticalAttractionContribution; |
882 | 1008 | ||
883 | // Sum velocities | 1009 | // Sum corrections |
884 | m_lastAngularVelocity = angularMotorContribution | 1010 | m_lastAngularCorrection = angularMotorContribution |
885 | + verticalAttractionContribution | 1011 | + verticalAttractionContribution |
886 | + bankingContribution | 1012 | + deflectionContribution |
887 | + deflectionContribution; | 1013 | + bankingContribution; |
1014 | |||
1015 | // ================================================================== | ||
1016 | // The correction is applied to the current orientation. | ||
1017 | if (!m_lastAngularCorrection.ApproxEquals(Vector3.Zero, 0.01f)) | ||
1018 | { | ||
1019 | Vector3 scaledCorrection = m_lastAngularCorrection * pTimestep; | ||
1020 | |||
1021 | VehicleRotationalVelocity = scaledCorrection; | ||
1022 | |||
1023 | VDetailLog("{0}, MoveAngular,done,nonZero,angMotorContrib={1},vertAttrContrib={2},bankContrib={3},deflectContrib={4},totalContrib={5},scaledCorr={6}", | ||
1024 | Prim.LocalID, | ||
1025 | angularMotorContribution, verticalAttractionContribution, | ||
1026 | bankingContribution, deflectionContribution, | ||
1027 | m_lastAngularCorrection, scaledCorrection | ||
1028 | ); | ||
1029 | } | ||
1030 | else | ||
1031 | { | ||
1032 | // The vehicle is not adding anything velocity wise. | ||
1033 | VehicleRotationalVelocity = Vector3.Zero; | ||
1034 | VDetailLog("{0}, MoveAngular,done,zero", Prim.LocalID); | ||
1035 | } | ||
888 | 1036 | ||
889 | // ================================================================== | 1037 | // ================================================================== |
890 | //Offset section | 1038 | //Offset section |
@@ -914,52 +1062,20 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
914 | torqueFromOffset.Z = 0; | 1062 | torqueFromOffset.Z = 0; |
915 | torqueFromOffset *= m_vehicleMass; | 1063 | torqueFromOffset *= m_vehicleMass; |
916 | Prim.ApplyTorqueImpulse(torqueFromOffset, true); | 1064 | Prim.ApplyTorqueImpulse(torqueFromOffset, true); |
917 | VDetailLog("{0},BSDynamic.MoveAngular,motorOffset,applyTorqueImpulse={1}", Prim.LocalID, torqueFromOffset); | 1065 | VDetailLog("{0}, BSDynamic.MoveAngular,motorOffset,applyTorqueImpulse={1}", Prim.LocalID, torqueFromOffset); |
918 | } | 1066 | } |
919 | 1067 | ||
920 | // ================================================================== | ||
921 | if (m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f)) | ||
922 | { | ||
923 | m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero. | ||
924 | Prim.ZeroAngularMotion(true); | ||
925 | VDetailLog("{0},MoveAngular,zeroAngularMotion,lastAngular={1}", Prim.LocalID, m_lastAngularVelocity); | ||
926 | } | ||
927 | else | ||
928 | { | ||
929 | // Apply to the body. | ||
930 | // The above calculates the absolute angular velocity needed. Angular velocity is massless. | ||
931 | // Since we are stuffing the angular velocity directly into the object, the computed | ||
932 | // velocity needs to be scaled by the timestep. | ||
933 | // Also remove any motion that is on the object so added motion is only from vehicle. | ||
934 | Vector3 applyAngularForce = ((m_lastAngularVelocity * pTimestep) | ||
935 | - Prim.ForceRotationalVelocity); | ||
936 | // Unscale the force by the angular factor so it overwhelmes the Bullet additions. | ||
937 | Prim.ForceRotationalVelocity = applyAngularForce; | ||
938 | |||
939 | VDetailLog("{0},MoveAngular,done,angMotor={1},vertAttr={2},bank={3},deflect={4},newAngForce={5},lastAngular={6}", | ||
940 | Prim.LocalID, | ||
941 | angularMotorContribution, verticalAttractionContribution, | ||
942 | bankingContribution, deflectionContribution, | ||
943 | applyAngularForce, m_lastAngularVelocity | ||
944 | ); | ||
945 | } | ||
946 | } | 1068 | } |
947 | 1069 | ||
948 | public Vector3 ComputeAngularVerticalAttraction(float pTimestep) | 1070 | public Vector3 ComputeAngularVerticalAttraction() |
949 | { | 1071 | { |
950 | Vector3 ret = Vector3.Zero; | 1072 | Vector3 ret = Vector3.Zero; |
951 | 1073 | ||
952 | // If vertical attaction timescale is reasonable and we applied an angular force last time... | 1074 | // If vertical attaction timescale is reasonable and we applied an angular force last time... |
953 | if (m_verticalAttractionTimescale < 500) | 1075 | if (m_verticalAttractionTimescale < 500) |
954 | { | 1076 | { |
955 | Vector3 verticalError = Vector3.UnitZ * Prim.ForceOrientation; | ||
956 | verticalError.Normalize(); | ||
957 | m_verticalAttractionMotor.SetCurrent(verticalError); | ||
958 | m_verticalAttractionMotor.SetTarget(Vector3.UnitZ); | ||
959 | ret = m_verticalAttractionMotor.Step(pTimestep); | ||
960 | /* | ||
961 | // Take a vector pointing up and convert it from world to vehicle relative coords. | 1077 | // Take a vector pointing up and convert it from world to vehicle relative coords. |
962 | Vector3 verticalError = Vector3.UnitZ * Prim.ForceOrientation; | 1078 | Vector3 verticalError = Vector3.UnitZ * VehicleOrientation; |
963 | verticalError.Normalize(); | 1079 | verticalError.Normalize(); |
964 | 1080 | ||
965 | // If vertical attraction correction is needed, the vector that was pointing up (UnitZ) | 1081 | // If vertical attraction correction is needed, the vector that was pointing up (UnitZ) |
@@ -977,63 +1093,70 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
977 | } | 1093 | } |
978 | 1094 | ||
979 | // Y error means needed rotation around X axis and visa versa. | 1095 | // Y error means needed rotation around X axis and visa versa. |
980 | verticalAttractionContribution.X = verticalError.Y; | 1096 | ret.X = verticalError.Y; |
981 | verticalAttractionContribution.Y = - verticalError.X; | 1097 | ret.Y = - verticalError.X; |
982 | verticalAttractionContribution.Z = 0f; | 1098 | ret.Z = 0f; |
983 | 1099 | ||
984 | // scale by the time scale and timestep | 1100 | // scale by the time scale and timestep |
985 | Vector3 unscaledContrib = verticalAttractionContribution; | 1101 | Vector3 unscaledContrib = ret; |
986 | verticalAttractionContribution /= m_verticalAttractionTimescale; | 1102 | ret /= m_verticalAttractionTimescale; |
987 | verticalAttractionContribution *= pTimestep; | 1103 | // This returns the angular correction desired. Timestep is added later. |
1104 | // ret *= pTimestep; | ||
988 | 1105 | ||
989 | // apply efficiency | 1106 | // apply efficiency |
990 | Vector3 preEfficiencyContrib = verticalAttractionContribution; | 1107 | Vector3 preEfficiencyContrib = ret; |
1108 | // TODO: implement efficiency. | ||
1109 | // Effenciency squared seems to give a more realistic effect | ||
991 | float efficencySquared = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency; | 1110 | float efficencySquared = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency; |
992 | verticalAttractionContribution *= (m_verticalAttractionEfficiency * m_verticalAttractionEfficiency); | 1111 | // ret *= efficencySquared; |
993 | 1112 | ||
994 | VDetailLog("{0},MoveAngular,verticalAttraction,,verticalError={1},unscaled={2},preEff={3},eff={4},effSq={5},vertAttr={6}", | 1113 | VDetailLog("{0}, MoveAngular,verticalAttraction,,verticalError={1},unscaled={2},preEff={3},eff={4},effSq={5},vertAttr={6}", |
995 | Prim.LocalID, verticalError, unscaledContrib, preEfficiencyContrib, | 1114 | Prim.LocalID, verticalError, unscaledContrib, preEfficiencyContrib, |
996 | m_verticalAttractionEfficiency, efficencySquared, | 1115 | m_verticalAttractionEfficiency, efficencySquared, |
997 | verticalAttractionContribution); | 1116 | ret); |
998 | */ | ||
999 | |||
1000 | } | 1117 | } |
1001 | return ret; | 1118 | return ret; |
1002 | } | 1119 | } |
1003 | 1120 | ||
1004 | public Vector3 ComputeAngularDeflection(float pTimestep) | 1121 | // Return the angular correction to correct the direction the vehicle is pointing to be |
1122 | // the direction is should want to be pointing. | ||
1123 | public Vector3 ComputeAngularDeflection() | ||
1005 | { | 1124 | { |
1006 | Vector3 ret = Vector3.Zero; | 1125 | Vector3 ret = Vector3.Zero; |
1007 | 1126 | ||
1008 | if (m_angularDeflectionEfficiency != 0) | 1127 | if (m_angularDeflectionEfficiency != 0) |
1009 | { | 1128 | { |
1010 | // Compute a scaled vector that points in the preferred axis (X direction) | 1129 | // Where the vehicle should want to point relative to the vehicle |
1011 | Vector3 scaledDefaultDirection = | 1130 | Vector3 preferredDirection = Vector3.UnitX * m_referenceFrame; |
1012 | new Vector3((pTimestep * 10 * (m_angularDeflectionEfficiency / m_angularDeflectionTimescale)), 0, 0); | ||
1013 | // Adding the current vehicle orientation and reference frame displaces the orientation to the frame. | ||
1014 | // Rotate the scaled default axix relative to the actual vehicle direction giving where it should point. | ||
1015 | Vector3 preferredAxisOfMotion = scaledDefaultDirection * Quaternion.Add(Prim.ForceOrientation, m_referenceFrame); | ||
1016 | 1131 | ||
1017 | // Scale by efficiency and timescale | 1132 | // Where the vehicle is pointing relative to the vehicle. |
1018 | ret = (preferredAxisOfMotion * (m_angularDeflectionEfficiency) / m_angularDeflectionTimescale) * pTimestep; | 1133 | Vector3 currentDirection = Vector3.UnitX * Quaternion.Add(VehicleOrientation, m_referenceFrame); |
1019 | 1134 | ||
1020 | VDetailLog("{0},MoveAngular,Deflection,perfAxis={1},deflection={2}", Prim.LocalID, preferredAxisOfMotion, ret); | 1135 | // Difference between where vehicle is pointing and where it should wish to point |
1136 | Vector3 directionCorrection = preferredDirection - currentDirection; | ||
1021 | 1137 | ||
1022 | // This deflection computation is not correct. | 1138 | // Scale the correction by recovery timescale and efficiency |
1023 | ret = Vector3.Zero; | 1139 | ret = directionCorrection * m_angularDeflectionEfficiency / m_angularDeflectionTimescale; |
1140 | |||
1141 | VDetailLog("{0}, MoveAngular,Deflection,perfDir={1},currentDir={2},dirCorrection={3},ret={4}", | ||
1142 | Prim.LocalID, preferredDirection, currentDirection, directionCorrection, ret); | ||
1024 | } | 1143 | } |
1025 | return ret; | 1144 | return ret; |
1026 | } | 1145 | } |
1027 | 1146 | ||
1028 | public Vector3 ComputeAngularBanking(float pTimestep) | 1147 | // Return an angular change to tip the vehicle (around X axis) when turning (turned around Z). |
1148 | // Remembers the last banking value calculated and returns the difference needed this tick. | ||
1149 | // TurningFactor is rate going left or right (pos=left, neg=right, scale=0..1). | ||
1150 | public Vector3 ComputeAngularBanking(float turningFactor) | ||
1029 | { | 1151 | { |
1030 | Vector3 ret = Vector3.Zero; | 1152 | Vector3 ret = Vector3.Zero; |
1153 | Vector3 computedBanking = Vector3.Zero; | ||
1031 | 1154 | ||
1032 | if (m_bankingEfficiency != 0) | 1155 | if (m_bankingEfficiency != 0) |
1033 | { | 1156 | { |
1034 | Vector3 dir = Vector3.One * Prim.ForceOrientation; | 1157 | Vector3 currentDirection = Vector3.UnitX * VehicleOrientation; |
1158 | |||
1035 | float mult = (m_bankingMix * m_bankingMix) * -1 * (m_bankingMix < 0 ? -1 : 1); | 1159 | float mult = (m_bankingMix * m_bankingMix) * -1 * (m_bankingMix < 0 ? -1 : 1); |
1036 | //Changes which way it banks in and out of turns | ||
1037 | 1160 | ||
1038 | //Use the square of the efficiency, as it looks much more how SL banking works | 1161 | //Use the square of the efficiency, as it looks much more how SL banking works |
1039 | float effSquared = (m_bankingEfficiency * m_bankingEfficiency); | 1162 | float effSquared = (m_bankingEfficiency * m_bankingEfficiency); |
@@ -1041,58 +1164,34 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1041 | effSquared *= -1; //Keep the negative! | 1164 | effSquared *= -1; //Keep the negative! |
1042 | 1165 | ||
1043 | float mix = Math.Abs(m_bankingMix); | 1166 | float mix = Math.Abs(m_bankingMix); |
1044 | if (m_angularMotorVelocity.X == 0) | 1167 | // TODO: Must include reference frame. |
1045 | { | 1168 | float forwardSpeed = VehicleVelocity.X; |
1046 | // The vehicle is stopped | ||
1047 | /*if (!parent.Orientation.ApproxEquals(this.m_referenceFrame, 0.25f)) | ||
1048 | { | ||
1049 | Vector3 axisAngle; | ||
1050 | float angle; | ||
1051 | parent.Orientation.GetAxisAngle(out axisAngle, out angle); | ||
1052 | Vector3 rotatedVel = parent.Velocity * parent.Orientation; | ||
1053 | if ((rotatedVel.X < 0 && axisAngle.Y > 0) || (rotatedVel.X > 0 && axisAngle.Y < 0)) | ||
1054 | m_angularMotorVelocity.X += (effSquared * (mult * mix)) * (1f) * 10; | ||
1055 | else | ||
1056 | m_angularMotorVelocity.X += (effSquared * (mult * mix)) * (-1f) * 10; | ||
1057 | }*/ | ||
1058 | } | ||
1059 | else | ||
1060 | { | ||
1061 | ret.Z += (effSquared * (mult * mix)) * (m_angularMotorVelocity.X) * 4; | ||
1062 | } | ||
1063 | 1169 | ||
1064 | //If they are colliding, we probably shouldn't shove the prim around... probably | 1170 | if (!Prim.IsColliding && forwardSpeed > mix) |
1065 | if (!Prim.IsColliding && Math.Abs(m_angularMotorVelocity.X) > mix) | ||
1066 | { | 1171 | { |
1067 | float angVelZ = m_angularMotorVelocity.X * -1; | 1172 | computedBanking.X = ClampInRange(-3f, turningFactor * (effSquared * mult), 3f); |
1068 | /*if(angVelZ > mix) | ||
1069 | angVelZ = mix; | ||
1070 | else if(angVelZ < -mix) | ||
1071 | angVelZ = -mix;*/ | ||
1072 | //This controls how fast and how far the banking occurs | ||
1073 | Vector3 bankingRot = new Vector3(angVelZ * (effSquared * mult), 0, 0); | ||
1074 | if (bankingRot.X > 3) | ||
1075 | bankingRot.X = 3; | ||
1076 | else if (bankingRot.X < -3) | ||
1077 | bankingRot.X = -3; | ||
1078 | bankingRot *= Prim.ForceOrientation; | ||
1079 | ret += bankingRot; | ||
1080 | } | 1173 | } |
1081 | m_angularMotorVelocity.X *= m_bankingEfficiency == 1 ? 0.0f : 1 - m_bankingEfficiency; | 1174 | |
1082 | VDetailLog("{0},MoveAngular,Banking,bEff={1},angMotVel={2},effSq={3},mult={4},mix={5},banking={6}", | 1175 | // 'computedBanking' is now how much banking that should be happening. |
1083 | Prim.LocalID, m_bankingEfficiency, m_angularMotorVelocity, effSquared, mult, mix, ret); | 1176 | ret = computedBanking - m_lastBanking; |
1177 | |||
1178 | // Scale the correction by timescale and efficiency | ||
1179 | ret /= m_bankingTimescale * m_bankingEfficiency; | ||
1180 | |||
1181 | VDetailLog("{0}, MoveAngular,Banking,computedB={1},lastB={2},bEff={3},effSq={4},mult={5},mix={6},banking={7}", | ||
1182 | Prim.LocalID, computedBanking, m_lastBanking, m_bankingEfficiency, effSquared, mult, mix, ret); | ||
1084 | } | 1183 | } |
1184 | m_lastBanking = computedBanking; | ||
1085 | return ret; | 1185 | return ret; |
1086 | } | 1186 | } |
1087 | 1187 | ||
1088 | |||
1089 | // This is from previous instantiations of XXXDynamics.cs. | 1188 | // This is from previous instantiations of XXXDynamics.cs. |
1090 | // Applies roll reference frame. | 1189 | // Applies roll reference frame. |
1091 | // TODO: is this the right way to separate the code to do this operation? | 1190 | // TODO: is this the right way to separate the code to do this operation? |
1092 | // Should this be in MoveAngular()? | 1191 | // Should this be in MoveAngular()? |
1093 | internal void LimitRotation(float timestep) | 1192 | internal void LimitRotation(float timestep) |
1094 | { | 1193 | { |
1095 | Quaternion rotq = Prim.ForceOrientation; | 1194 | Quaternion rotq = VehicleOrientation; |
1096 | Quaternion m_rot = rotq; | 1195 | Quaternion m_rot = rotq; |
1097 | if (m_RollreferenceFrame != Quaternion.Identity) | 1196 | if (m_RollreferenceFrame != Quaternion.Identity) |
1098 | { | 1197 | { |
@@ -1120,12 +1219,17 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1120 | } | 1219 | } |
1121 | if (rotq != m_rot) | 1220 | if (rotq != m_rot) |
1122 | { | 1221 | { |
1123 | Prim.ForceOrientation = m_rot; | 1222 | VehicleOrientation = m_rot; |
1124 | VDetailLog("{0},LimitRotation,done,orig={1},new={2}", Prim.LocalID, rotq, m_rot); | 1223 | VDetailLog("{0}, LimitRotation,done,orig={1},new={2}", Prim.LocalID, rotq, m_rot); |
1125 | } | 1224 | } |
1126 | 1225 | ||
1127 | } | 1226 | } |
1128 | 1227 | ||
1228 | private float ClampInRange(float low, float val, float high) | ||
1229 | { | ||
1230 | return Math.Max(low, Math.Min(val, high)); | ||
1231 | } | ||
1232 | |||
1129 | // Invoke the detailed logger and output something if it's enabled. | 1233 | // Invoke the detailed logger and output something if it's enabled. |
1130 | private void VDetailLog(string msg, params Object[] args) | 1234 | private void VDetailLog(string msg, params Object[] args) |
1131 | { | 1235 | { |