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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs434
1 files changed, 136 insertions, 298 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index 5a9f135..61006f0 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -57,6 +57,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
57 private int frcount = 0; // Used to limit dynamics debug output to 57 private int frcount = 0; // Used to limit dynamics debug output to
58 // every 100th frame 58 // every 100th frame
59 59
60 private BSScene m_physicsScene;
60 private BSPrim m_prim; // the prim this dynamic controller belongs to 61 private BSPrim m_prim; // the prim this dynamic controller belongs to
61 62
62 // Vehicle properties 63 // Vehicle properties
@@ -74,13 +75,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin
74 // HOVER_UP_ONLY 75 // HOVER_UP_ONLY
75 // LIMIT_MOTOR_UP 76 // LIMIT_MOTOR_UP
76 // LIMIT_ROLL_ONLY 77 // LIMIT_ROLL_ONLY
77 private VehicleFlag m_Hoverflags = (VehicleFlag)0;
78 private Vector3 m_BlockingEndPoint = Vector3.Zero; 78 private Vector3 m_BlockingEndPoint = Vector3.Zero;
79 private Quaternion m_RollreferenceFrame = Quaternion.Identity; 79 private Quaternion m_RollreferenceFrame = Quaternion.Identity;
80 // Linear properties 80 // Linear properties
81 private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time 81 private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time
82 private Vector3 m_linearMotorDirectionLASTSET = Vector3.Zero; // velocity requested by LSL 82 private Vector3 m_linearMotorDirectionLASTSET = Vector3.Zero; // velocity requested by LSL
83 private Vector3 m_dir = Vector3.Zero; // velocity applied to body 83 private Vector3 m_newVelocity = Vector3.Zero; // velocity computed to be applied to body
84 private Vector3 m_linearFrictionTimescale = Vector3.Zero; 84 private Vector3 m_linearFrictionTimescale = Vector3.Zero;
85 private float m_linearMotorDecayTimescale = 0; 85 private float m_linearMotorDecayTimescale = 0;
86 private float m_linearMotorTimescale = 0; 86 private float m_linearMotorTimescale = 0;
@@ -124,15 +124,16 @@ namespace OpenSim.Region.Physics.BulletSPlugin
124 private float m_verticalAttractionEfficiency = 1.0f; // damped 124 private float m_verticalAttractionEfficiency = 1.0f; // damped
125 private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor. 125 private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor.
126 126
127 public BSDynamics(BSPrim myPrim) 127 public BSDynamics(BSScene myScene, BSPrim myPrim)
128 { 128 {
129 m_physicsScene = myScene;
129 m_prim = myPrim; 130 m_prim = myPrim;
130 m_type = Vehicle.TYPE_NONE; 131 m_type = Vehicle.TYPE_NONE;
131 } 132 }
132 133
133 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue, float timestep) 134 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
134 { 135 {
135 DetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); 136 VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue);
136 switch (pParam) 137 switch (pParam)
137 { 138 {
138 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: 139 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
@@ -229,9 +230,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin
229 } 230 }
230 }//end ProcessFloatVehicleParam 231 }//end ProcessFloatVehicleParam
231 232
232 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue, float timestep) 233 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
233 { 234 {
234 DetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); 235 VDetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue);
235 switch (pParam) 236 switch (pParam)
236 { 237 {
237 case Vehicle.ANGULAR_FRICTION_TIMESCALE: 238 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
@@ -266,7 +267,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
266 267
267 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue) 268 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
268 { 269 {
269 DetailLog("{0},ProcessRotationalVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); 270 VDetailLog("{0},ProcessRotationalVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue);
270 switch (pParam) 271 switch (pParam)
271 { 272 {
272 case Vehicle.REFERENCE_FRAME: 273 case Vehicle.REFERENCE_FRAME:
@@ -280,164 +281,27 @@ namespace OpenSim.Region.Physics.BulletSPlugin
280 281
281 internal void ProcessVehicleFlags(int pParam, bool remove) 282 internal void ProcessVehicleFlags(int pParam, bool remove)
282 { 283 {
283 DetailLog("{0},ProcessVehicleFlags,param={1},remove={2}", m_prim.LocalID, pParam, remove); 284 VDetailLog("{0},ProcessVehicleFlags,param={1},remove={2}", m_prim.LocalID, pParam, remove);
285 VehicleFlag parm = (VehicleFlag)pParam;
284 if (remove) 286 if (remove)
285 { 287 {
286 if (pParam == -1) 288 if (pParam == -1)
287 { 289 {
288 m_flags = (VehicleFlag)0; 290 m_flags = (VehicleFlag)0;
289 m_Hoverflags = (VehicleFlag)0;
290 return;
291 } 291 }
292 if ((pParam & (int)VehicleFlag.HOVER_GLOBAL_HEIGHT) == (int)VehicleFlag.HOVER_GLOBAL_HEIGHT) 292 else
293 {
294 if ((m_Hoverflags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != (VehicleFlag)0)
295 m_Hoverflags &= ~(VehicleFlag.HOVER_GLOBAL_HEIGHT);
296 }
297 if ((pParam & (int)VehicleFlag.HOVER_TERRAIN_ONLY) == (int)VehicleFlag.HOVER_TERRAIN_ONLY)
298 {
299 if ((m_Hoverflags & VehicleFlag.HOVER_TERRAIN_ONLY) != (VehicleFlag)0)
300 m_Hoverflags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY);
301 }
302 if ((pParam & (int)VehicleFlag.HOVER_UP_ONLY) == (int)VehicleFlag.HOVER_UP_ONLY)
303 {
304 if ((m_Hoverflags & VehicleFlag.HOVER_UP_ONLY) != (VehicleFlag)0)
305 m_Hoverflags &= ~(VehicleFlag.HOVER_UP_ONLY);
306 }
307 if ((pParam & (int)VehicleFlag.HOVER_WATER_ONLY) == (int)VehicleFlag.HOVER_WATER_ONLY)
308 {
309 if ((m_Hoverflags & VehicleFlag.HOVER_WATER_ONLY) != (VehicleFlag)0)
310 m_Hoverflags &= ~(VehicleFlag.HOVER_WATER_ONLY);
311 }
312 if ((pParam & (int)VehicleFlag.LIMIT_MOTOR_UP) == (int)VehicleFlag.LIMIT_MOTOR_UP)
313 {
314 if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != (VehicleFlag)0)
315 m_flags &= ~(VehicleFlag.LIMIT_MOTOR_UP);
316 }
317 if ((pParam & (int)VehicleFlag.LIMIT_ROLL_ONLY) == (int)VehicleFlag.LIMIT_ROLL_ONLY)
318 {
319 if ((m_flags & VehicleFlag.LIMIT_ROLL_ONLY) != (VehicleFlag)0)
320 m_flags &= ~(VehicleFlag.LIMIT_ROLL_ONLY);
321 }
322 if ((pParam & (int)VehicleFlag.MOUSELOOK_BANK) == (int)VehicleFlag.MOUSELOOK_BANK)
323 {
324 if ((m_flags & VehicleFlag.MOUSELOOK_BANK) != (VehicleFlag)0)
325 m_flags &= ~(VehicleFlag.MOUSELOOK_BANK);
326 }
327 if ((pParam & (int)VehicleFlag.MOUSELOOK_STEER) == (int)VehicleFlag.MOUSELOOK_STEER)
328 {
329 if ((m_flags & VehicleFlag.MOUSELOOK_STEER) != (VehicleFlag)0)
330 m_flags &= ~(VehicleFlag.MOUSELOOK_STEER);
331 }
332 if ((pParam & (int)VehicleFlag.NO_DEFLECTION_UP) == (int)VehicleFlag.NO_DEFLECTION_UP)
333 {
334 if ((m_flags & VehicleFlag.NO_DEFLECTION_UP) != (VehicleFlag)0)
335 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP);
336 }
337 if ((pParam & (int)VehicleFlag.CAMERA_DECOUPLED) == (int)VehicleFlag.CAMERA_DECOUPLED)
338 {
339 if ((m_flags & VehicleFlag.CAMERA_DECOUPLED) != (VehicleFlag)0)
340 m_flags &= ~(VehicleFlag.CAMERA_DECOUPLED);
341 }
342 if ((pParam & (int)VehicleFlag.NO_X) == (int)VehicleFlag.NO_X)
343 {
344 if ((m_flags & VehicleFlag.NO_X) != (VehicleFlag)0)
345 m_flags &= ~(VehicleFlag.NO_X);
346 }
347 if ((pParam & (int)VehicleFlag.NO_Y) == (int)VehicleFlag.NO_Y)
348 {
349 if ((m_flags & VehicleFlag.NO_Y) != (VehicleFlag)0)
350 m_flags &= ~(VehicleFlag.NO_Y);
351 }
352 if ((pParam & (int)VehicleFlag.NO_Z) == (int)VehicleFlag.NO_Z)
353 {
354 if ((m_flags & VehicleFlag.NO_Z) != (VehicleFlag)0)
355 m_flags &= ~(VehicleFlag.NO_Z);
356 }
357 if ((pParam & (int)VehicleFlag.LOCK_HOVER_HEIGHT) == (int)VehicleFlag.LOCK_HOVER_HEIGHT)
358 {
359 if ((m_Hoverflags & VehicleFlag.LOCK_HOVER_HEIGHT) != (VehicleFlag)0)
360 m_Hoverflags &= ~(VehicleFlag.LOCK_HOVER_HEIGHT);
361 }
362 if ((pParam & (int)VehicleFlag.NO_DEFLECTION) == (int)VehicleFlag.NO_DEFLECTION)
363 {
364 if ((m_flags & VehicleFlag.NO_DEFLECTION) != (VehicleFlag)0)
365 m_flags &= ~(VehicleFlag.NO_DEFLECTION);
366 }
367 if ((pParam & (int)VehicleFlag.LOCK_ROTATION) == (int)VehicleFlag.LOCK_ROTATION)
368 { 293 {
369 if ((m_flags & VehicleFlag.LOCK_ROTATION) != (VehicleFlag)0) 294 m_flags &= ~parm;
370 m_flags &= ~(VehicleFlag.LOCK_ROTATION);
371 } 295 }
372 } 296 }
373 else 297 else {
374 { 298 m_flags |= parm;
375 if ((pParam & (int)VehicleFlag.HOVER_GLOBAL_HEIGHT) == (int)VehicleFlag.HOVER_GLOBAL_HEIGHT)
376 {
377 m_Hoverflags |= (VehicleFlag.HOVER_GLOBAL_HEIGHT | m_flags);
378 }
379 if ((pParam & (int)VehicleFlag.HOVER_TERRAIN_ONLY) == (int)VehicleFlag.HOVER_TERRAIN_ONLY)
380 {
381 m_Hoverflags |= (VehicleFlag.HOVER_TERRAIN_ONLY | m_flags);
382 }
383 if ((pParam & (int)VehicleFlag.HOVER_UP_ONLY) == (int)VehicleFlag.HOVER_UP_ONLY)
384 {
385 m_Hoverflags |= (VehicleFlag.HOVER_UP_ONLY | m_flags);
386 }
387 if ((pParam & (int)VehicleFlag.HOVER_WATER_ONLY) == (int)VehicleFlag.HOVER_WATER_ONLY)
388 {
389 m_Hoverflags |= (VehicleFlag.HOVER_WATER_ONLY | m_flags);
390 }
391 if ((pParam & (int)VehicleFlag.LIMIT_MOTOR_UP) == (int)VehicleFlag.LIMIT_MOTOR_UP)
392 {
393 m_flags |= (VehicleFlag.LIMIT_MOTOR_UP | m_flags);
394 }
395 if ((pParam & (int)VehicleFlag.MOUSELOOK_BANK) == (int)VehicleFlag.MOUSELOOK_BANK)
396 {
397 m_flags |= (VehicleFlag.MOUSELOOK_BANK | m_flags);
398 }
399 if ((pParam & (int)VehicleFlag.MOUSELOOK_STEER) == (int)VehicleFlag.MOUSELOOK_STEER)
400 {
401 m_flags |= (VehicleFlag.MOUSELOOK_STEER | m_flags);
402 }
403 if ((pParam & (int)VehicleFlag.NO_DEFLECTION_UP) == (int)VehicleFlag.NO_DEFLECTION_UP)
404 {
405 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | m_flags);
406 }
407 if ((pParam & (int)VehicleFlag.CAMERA_DECOUPLED) == (int)VehicleFlag.CAMERA_DECOUPLED)
408 {
409 m_flags |= (VehicleFlag.CAMERA_DECOUPLED | m_flags);
410 }
411 if ((pParam & (int)VehicleFlag.NO_X) == (int)VehicleFlag.NO_X)
412 {
413 m_flags |= (VehicleFlag.NO_X);
414 }
415 if ((pParam & (int)VehicleFlag.NO_Y) == (int)VehicleFlag.NO_Y)
416 {
417 m_flags |= (VehicleFlag.NO_Y);
418 }
419 if ((pParam & (int)VehicleFlag.NO_Z) == (int)VehicleFlag.NO_Z)
420 {
421 m_flags |= (VehicleFlag.NO_Z);
422 }
423 if ((pParam & (int)VehicleFlag.LOCK_HOVER_HEIGHT) == (int)VehicleFlag.LOCK_HOVER_HEIGHT)
424 {
425 m_Hoverflags |= (VehicleFlag.LOCK_HOVER_HEIGHT);
426 }
427 if ((pParam & (int)VehicleFlag.NO_DEFLECTION) == (int)VehicleFlag.NO_DEFLECTION)
428 {
429 m_flags |= (VehicleFlag.NO_DEFLECTION);
430 }
431 if ((pParam & (int)VehicleFlag.LOCK_ROTATION) == (int)VehicleFlag.LOCK_ROTATION)
432 {
433 m_flags |= (VehicleFlag.LOCK_ROTATION);
434 }
435 } 299 }
436 }//end ProcessVehicleFlags 300 }//end ProcessVehicleFlags
437 301
438 internal void ProcessTypeChange(Vehicle pType) 302 internal void ProcessTypeChange(Vehicle pType)
439 { 303 {
440 DetailLog("{0},ProcessTypeChange,type={1}", m_prim.LocalID, pType); 304 VDetailLog("{0},ProcessTypeChange,type={1}", m_prim.LocalID, pType);
441 // Set Defaults For Type 305 // Set Defaults For Type
442 m_type = pType; 306 m_type = pType;
443 switch (pType) 307 switch (pType)
@@ -478,10 +342,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin
478 // m_bankingMix = 1; 342 // m_bankingMix = 1;
479 // m_bankingTimescale = 10; 343 // m_bankingTimescale = 10;
480 // m_referenceFrame = Quaternion.Identity; 344 // m_referenceFrame = Quaternion.Identity;
481 m_Hoverflags &= 345 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
346 m_flags &=
482 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | 347 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
483 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); 348 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
484 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
485 break; 349 break;
486 case Vehicle.TYPE_CAR: 350 case Vehicle.TYPE_CAR:
487 m_linearFrictionTimescale = new Vector3(100, 2, 1000); 351 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
@@ -506,10 +370,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin
506 // m_bankingMix = 1; 370 // m_bankingMix = 1;
507 // m_bankingTimescale = 1; 371 // m_bankingTimescale = 1;
508 // m_referenceFrame = Quaternion.Identity; 372 // m_referenceFrame = Quaternion.Identity;
509 m_Hoverflags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
510 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | 373 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY |
511 VehicleFlag.LIMIT_MOTOR_UP); 374 VehicleFlag.LIMIT_MOTOR_UP);
512 m_Hoverflags |= (VehicleFlag.HOVER_UP_ONLY); 375 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
376 m_flags |= (VehicleFlag.HOVER_UP_ONLY);
513 break; 377 break;
514 case Vehicle.TYPE_BOAT: 378 case Vehicle.TYPE_BOAT:
515 m_linearFrictionTimescale = new Vector3(10, 3, 2); 379 m_linearFrictionTimescale = new Vector3(10, 3, 2);
@@ -534,12 +398,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin
534 // m_bankingMix = 0.8f; 398 // m_bankingMix = 0.8f;
535 // m_bankingTimescale = 1; 399 // m_bankingTimescale = 1;
536 // m_referenceFrame = Quaternion.Identity; 400 // m_referenceFrame = Quaternion.Identity;
537 m_Hoverflags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | 401 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
538 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); 402 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
539 m_flags &= ~(VehicleFlag.LIMIT_ROLL_ONLY); 403 m_flags &= ~(VehicleFlag.LIMIT_ROLL_ONLY);
540 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | 404 m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
541 VehicleFlag.LIMIT_MOTOR_UP); 405 VehicleFlag.LIMIT_MOTOR_UP);
542 m_Hoverflags |= (VehicleFlag.HOVER_WATER_ONLY); 406 m_flags |= (VehicleFlag.HOVER_WATER_ONLY);
543 break; 407 break;
544 case Vehicle.TYPE_AIRPLANE: 408 case Vehicle.TYPE_AIRPLANE:
545 m_linearFrictionTimescale = new Vector3(200, 10, 5); 409 m_linearFrictionTimescale = new Vector3(200, 10, 5);
@@ -564,7 +428,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
564 // m_bankingMix = 0.7f; 428 // m_bankingMix = 0.7f;
565 // m_bankingTimescale = 2; 429 // m_bankingTimescale = 2;
566 // m_referenceFrame = Quaternion.Identity; 430 // m_referenceFrame = Quaternion.Identity;
567 m_Hoverflags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | 431 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
568 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); 432 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
569 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_MOTOR_UP); 433 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_MOTOR_UP);
570 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); 434 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
@@ -592,15 +456,16 @@ namespace OpenSim.Region.Physics.BulletSPlugin
592 // m_bankingMix = 0.7f; 456 // m_bankingMix = 0.7f;
593 // m_bankingTimescale = 5; 457 // m_bankingTimescale = 5;
594 // m_referenceFrame = Quaternion.Identity; 458 // m_referenceFrame = Quaternion.Identity;
595 m_Hoverflags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | 459 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
596 VehicleFlag.HOVER_UP_ONLY); 460 VehicleFlag.HOVER_UP_ONLY);
597 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_MOTOR_UP); 461 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_MOTOR_UP);
598 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); 462 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
599 m_Hoverflags |= (VehicleFlag.HOVER_GLOBAL_HEIGHT); 463 m_flags |= (VehicleFlag.HOVER_GLOBAL_HEIGHT);
600 break; 464 break;
601 } 465 }
602 }//end SetDefaultsForType 466 }//end SetDefaultsForType
603 467
468 // One step of the vehicle properties for the next 'pTimestep' seconds.
604 internal void Step(float pTimestep) 469 internal void Step(float pTimestep)
605 { 470 {
606 if (m_type == Vehicle.TYPE_NONE) return; 471 if (m_type == Vehicle.TYPE_NONE) return;
@@ -613,29 +478,30 @@ namespace OpenSim.Region.Physics.BulletSPlugin
613 MoveAngular(pTimestep); 478 MoveAngular(pTimestep);
614 LimitRotation(pTimestep); 479 LimitRotation(pTimestep);
615 480
616 DetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", 481 // remember the position so next step we can limit absolute movement effects
482 m_lastPositionVector = m_prim.Position;
483
484 VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}",
617 m_prim.LocalID, m_prim.Position, m_prim.Force, m_prim.Velocity, m_prim.RotationalVelocity); 485 m_prim.LocalID, m_prim.Position, m_prim.Force, m_prim.Velocity, m_prim.RotationalVelocity);
618 }// end Step 486 }// end Step
619 487
620 private void MoveLinear(float pTimestep) 488 private void MoveLinear(float pTimestep)
621 { 489 {
622 // requested m_linearMotorDirection is significant 490 // m_linearMotorDirection is the direction we are moving relative to the vehicle coordinates
623 // if (!m_linearMotorDirection.ApproxEquals(Vector3.Zero, 0.01f)) 491 // m_lastLinearVelocityVector is the speed we are moving in that direction
624 if (m_linearMotorDirection.LengthSquared() > 0.0001f) 492 if (m_linearMotorDirection.LengthSquared() > 0.001f)
625 { 493 {
626 Vector3 origDir = m_linearMotorDirection; 494 Vector3 origDir = m_linearMotorDirection;
627 Vector3 origVel = m_lastLinearVelocityVector; 495 Vector3 origVel = m_lastLinearVelocityVector;
628 496
629 // add drive to body 497 // add drive to body
630 // Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale/pTimestep); 498 // Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale / pTimestep);
631 Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale); 499 Vector3 addAmount = (m_linearMotorDirection - m_lastLinearVelocityVector)/(m_linearMotorTimescale / pTimestep);
632 // lastLinearVelocityVector is the current body velocity vector? 500 // lastLinearVelocityVector is the current body velocity vector
633 // RA: Not sure what the *10 is for. A correction for pTimestep? 501 // RA: Not sure what the *10 is for. A correction for pTimestep?
634 // m_lastLinearVelocityVector += (addAmount*10); 502 // m_lastLinearVelocityVector += (addAmount*10);
635 m_lastLinearVelocityVector += addAmount; 503 m_lastLinearVelocityVector += addAmount;
636 504
637 // This will work temporarily, but we really need to compare speed on an axis
638 // KF: Limit body velocity to applied velocity?
639 // Limit the velocity vector to less than the last set linear motor direction 505 // Limit the velocity vector to less than the last set linear motor direction
640 if (Math.Abs(m_lastLinearVelocityVector.X) > Math.Abs(m_linearMotorDirectionLASTSET.X)) 506 if (Math.Abs(m_lastLinearVelocityVector.X) > Math.Abs(m_linearMotorDirectionLASTSET.X))
641 m_lastLinearVelocityVector.X = m_linearMotorDirectionLASTSET.X; 507 m_lastLinearVelocityVector.X = m_linearMotorDirectionLASTSET.X;
@@ -644,120 +510,83 @@ namespace OpenSim.Region.Physics.BulletSPlugin
644 if (Math.Abs(m_lastLinearVelocityVector.Z) > Math.Abs(m_linearMotorDirectionLASTSET.Z)) 510 if (Math.Abs(m_lastLinearVelocityVector.Z) > Math.Abs(m_linearMotorDirectionLASTSET.Z))
645 m_lastLinearVelocityVector.Z = m_linearMotorDirectionLASTSET.Z; 511 m_lastLinearVelocityVector.Z = m_linearMotorDirectionLASTSET.Z;
646 512
513 /*
647 // decay applied velocity 514 // decay applied velocity
648 Vector3 decayfraction = ((Vector3.One/(m_linearMotorDecayTimescale/pTimestep))); 515 Vector3 decayfraction = Vector3.One/(m_linearMotorDecayTimescale / pTimestep);
516 // (RA: do not know where the 0.5f comes from)
649 m_linearMotorDirection -= m_linearMotorDirection * decayfraction * 0.5f; 517 m_linearMotorDirection -= m_linearMotorDirection * decayfraction * 0.5f;
650
651 /*
652 Vector3 addAmount = (m_linearMotorDirection - m_lastLinearVelocityVector)/m_linearMotorTimescale;
653 m_lastLinearVelocityVector += addAmount;
654
655 float decayfraction = (1.0f - 1.0f / m_linearMotorDecayTimescale);
656 m_linearMotorDirection *= decayfraction;
657
658 */ 518 */
519 float keepfraction = 1.0f - (1.0f / (m_linearMotorDecayTimescale / pTimestep));
520 m_linearMotorDirection *= keepfraction;
659 521
660 DetailLog("{0},MoveLinear,nonZero,origdir={1},origvel={2},add={3},decay={4},dir={5},vel={6}", 522 VDetailLog("{0},MoveLinear,nonZero,origdir={1},origvel={2},add={3},notDecay={4},dir={5},vel={6}",
661 m_prim.LocalID, origDir, origVel, addAmount, decayfraction, m_linearMotorDirection, m_lastLinearVelocityVector); 523 m_prim.LocalID, origDir, origVel, addAmount, keepfraction, m_linearMotorDirection, m_lastLinearVelocityVector);
662 } 524 }
663 else 525 else
664 { 526 {
665 // if what remains of applied is small, zero it. 527 // if what remains of direction is very small, zero it.
666 // if (m_lastLinearVelocityVector.ApproxEquals(Vector3.Zero, 0.01f))
667 // m_lastLinearVelocityVector = Vector3.Zero;
668 m_linearMotorDirection = Vector3.Zero; 528 m_linearMotorDirection = Vector3.Zero;
669 m_lastLinearVelocityVector = Vector3.Zero; 529 m_lastLinearVelocityVector = Vector3.Zero;
530 VDetailLog("{0},MoveLinear,zeroed", m_prim.LocalID);
670 } 531 }
671 532
672 // convert requested object velocity to world-referenced vector 533 // convert requested object velocity to object relative vector
673 Quaternion rotq = m_prim.Orientation; 534 Quaternion rotq = m_prim.Orientation;
674 m_dir = m_lastLinearVelocityVector * rotq; 535 m_newVelocity = m_lastLinearVelocityVector * rotq;
675 536
676 // Add the various forces into m_dir which will be our new direction vector (velocity) 537 // Add the various forces into m_dir which will be our new direction vector (velocity)
677 538
678 // add Gravity and Buoyancy 539 // add Gravity and Buoyancy
679 // KF: So far I have found no good method to combine a script-requested
680 // .Z velocity and gravity. Therefore only 0g will used script-requested
681 // .Z velocity. >0g (m_VehicleBuoyancy < 1) will used modified gravity only.
682 Vector3 grav = Vector3.Zero;
683 // There is some gravity, make a gravity force vector that is applied after object velocity. 540 // There is some gravity, make a gravity force vector that is applied after object velocity.
684 // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; 541 // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
685 grav.Z = m_prim.Scene.DefaultGravity.Z * m_prim.Mass * (1f - m_VehicleBuoyancy); 542 Vector3 grav = m_prim.Scene.DefaultGravity * (m_prim.Mass * (1f - m_VehicleBuoyancy));
543
544 /*
545 * RA: Not sure why one would do this
686 // Preserve the current Z velocity 546 // Preserve the current Z velocity
687 Vector3 vel_now = m_prim.Velocity; 547 Vector3 vel_now = m_prim.Velocity;
688 m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity 548 m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity
549 */
689 550
690 Vector3 pos = m_prim.Position; 551 Vector3 pos = m_prim.Position;
691 Vector3 posChange = pos;
692// 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); 552// 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);
693 double Zchange = Math.Abs(posChange.Z);
694 if (m_BlockingEndPoint != Vector3.Zero)
695 {
696 bool changed = false;
697 if (pos.X >= (m_BlockingEndPoint.X - (float)1))
698 {
699 pos.X -= posChange.X + 1;
700 changed = true;
701 }
702 if (pos.Y >= (m_BlockingEndPoint.Y - (float)1))
703 {
704 pos.Y -= posChange.Y + 1;
705 changed = true;
706 }
707 if (pos.Z >= (m_BlockingEndPoint.Z - (float)1))
708 {
709 pos.Z -= posChange.Z + 1;
710 changed = true;
711 }
712 if (pos.X <= 0)
713 {
714 pos.X += posChange.X + 1;
715 changed = true;
716 }
717 if (pos.Y <= 0)
718 {
719 pos.Y += posChange.Y + 1;
720 changed = true;
721 }
722 if (changed)
723 {
724 m_prim.Position = pos;
725 DetailLog("{0},MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}",
726 m_prim.LocalID, m_BlockingEndPoint, posChange, pos);
727 }
728 }
729 553
730 // If below the terrain, move us above the ground a little. 554 // If below the terrain, move us above the ground a little.
731 if (pos.Z < m_prim.Scene.GetTerrainHeightAtXYZ(pos)) 555 float terrainHeight = m_prim.Scene.TerrainManager.GetTerrainHeightAtXYZ(pos);
556 // Taking the rotated size doesn't work here because m_prim.Size is the size of the root prim and not the linkset.
557 // Need to add a m_prim.LinkSet.Size similar to m_prim.LinkSet.Mass.
558 // Vector3 rotatedSize = m_prim.Size * m_prim.Orientation;
559 // if (rotatedSize.Z < terrainHeight)
560 if (pos.Z < terrainHeight)
732 { 561 {
733 pos.Z = m_prim.Scene.GetTerrainHeightAtXYZ(pos) + 2; 562 pos.Z = terrainHeight + 2;
734 m_prim.Position = pos; 563 m_prim.Position = pos;
735 DetailLog("{0},MoveLinear,terrainHeight,pos={1}", m_prim.LocalID, pos); 564 VDetailLog("{0},MoveLinear,terrainHeight,terrainHeight={1},pos={2}", m_prim.LocalID, terrainHeight, pos);
736 } 565 }
737 566
738 // Check if hovering 567 // Check if hovering
739 if ((m_Hoverflags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0) 568 if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
740 { 569 {
741 // We should hover, get the target height 570 // We should hover, get the target height
742 if ((m_Hoverflags & VehicleFlag.HOVER_WATER_ONLY) != 0) 571 if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0)
743 { 572 {
744 m_VhoverTargetHeight = m_prim.Scene.GetWaterLevel() + m_VhoverHeight; 573 m_VhoverTargetHeight = m_prim.Scene.GetWaterLevelAtXYZ(pos) + m_VhoverHeight;
745 } 574 }
746 if ((m_Hoverflags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0) 575 if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
747 { 576 {
748 m_VhoverTargetHeight = m_prim.Scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight; 577 m_VhoverTargetHeight = terrainHeight + m_VhoverHeight;
749 } 578 }
750 if ((m_Hoverflags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0) 579 if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0)
751 { 580 {
752 m_VhoverTargetHeight = m_VhoverHeight; 581 m_VhoverTargetHeight = m_VhoverHeight;
753 } 582 }
754 583
755 if ((m_Hoverflags & VehicleFlag.HOVER_UP_ONLY) != 0) 584 if ((m_flags & VehicleFlag.HOVER_UP_ONLY) != 0)
756 { 585 {
757 // If body is aready heigher, use its height as target height 586 // If body is aready heigher, use its height as target height
758 if (pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z; 587 if (pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z;
759 } 588 }
760 if ((m_Hoverflags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0) 589 if ((m_flags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0)
761 { 590 {
762 if ((pos.Z - m_VhoverTargetHeight) > .2 || (pos.Z - m_VhoverTargetHeight) < -.2) 591 if ((pos.Z - m_VhoverTargetHeight) > .2 || (pos.Z - m_VhoverTargetHeight) < -.2)
763 { 592 {
@@ -770,82 +599,92 @@ namespace OpenSim.Region.Physics.BulletSPlugin
770 // Replace Vertical speed with correction figure if significant 599 // Replace Vertical speed with correction figure if significant
771 if (Math.Abs(herr0) > 0.01f) 600 if (Math.Abs(herr0) > 0.01f)
772 { 601 {
773 m_dir.Z = -((herr0 * pTimestep * 50.0f) / m_VhoverTimescale); 602 m_newVelocity.Z = -((herr0 * pTimestep * 50.0f) / m_VhoverTimescale);
774 //KF: m_VhoverEfficiency is not yet implemented 603 //KF: m_VhoverEfficiency is not yet implemented
775 } 604 }
776 else 605 else
777 { 606 {
778 m_dir.Z = 0f; 607 m_newVelocity.Z = 0f;
779 } 608 }
780 } 609 }
781 610
782 DetailLog("{0},MoveLinear,hover,pos={1},dir={2},height={3},target={4}", m_prim.LocalID, pos, m_dir, m_VhoverHeight, m_VhoverTargetHeight); 611 VDetailLog("{0},MoveLinear,hover,pos={1},dir={2},height={3},target={4}", m_prim.LocalID, pos, m_newVelocity, m_VhoverHeight, m_VhoverTargetHeight);
612 }
783 613
784// m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped 614 Vector3 posChange = pos - m_lastPositionVector;
785// m_VhoverTimescale = 0f; // time to acheive height 615 if (m_BlockingEndPoint != Vector3.Zero)
786// pTimestep is time since last frame,in secs 616 {
617 bool changed = false;
618 if (pos.X >= (m_BlockingEndPoint.X - (float)1))
619 {
620 pos.X -= posChange.X + 1;
621 changed = true;
622 }
623 if (pos.Y >= (m_BlockingEndPoint.Y - (float)1))
624 {
625 pos.Y -= posChange.Y + 1;
626 changed = true;
627 }
628 if (pos.Z >= (m_BlockingEndPoint.Z - (float)1))
629 {
630 pos.Z -= posChange.Z + 1;
631 changed = true;
632 }
633 if (pos.X <= 0)
634 {
635 pos.X += posChange.X + 1;
636 changed = true;
637 }
638 if (pos.Y <= 0)
639 {
640 pos.Y += posChange.Y + 1;
641 changed = true;
642 }
643 if (changed)
644 {
645 m_prim.Position = pos;
646 VDetailLog("{0},MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}",
647 m_prim.LocalID, m_BlockingEndPoint, posChange, pos);
648 }
787 } 649 }
788 650
651 float Zchange = Math.Abs(posChange.Z);
789 if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0) 652 if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0)
790 { 653 {
791 //Start Experimental Values
792 if (Zchange > .3) 654 if (Zchange > .3)
793 {
794 grav.Z = (float)(grav.Z * 3); 655 grav.Z = (float)(grav.Z * 3);
795 }
796 if (Zchange > .15) 656 if (Zchange > .15)
797 {
798 grav.Z = (float)(grav.Z * 2); 657 grav.Z = (float)(grav.Z * 2);
799 }
800 if (Zchange > .75) 658 if (Zchange > .75)
801 {
802 grav.Z = (float)(grav.Z * 1.5); 659 grav.Z = (float)(grav.Z * 1.5);
803 }
804 if (Zchange > .05) 660 if (Zchange > .05)
805 {
806 grav.Z = (float)(grav.Z * 1.25); 661 grav.Z = (float)(grav.Z * 1.25);
807 }
808 if (Zchange > .025) 662 if (Zchange > .025)
809 {
810 grav.Z = (float)(grav.Z * 1.125); 663 grav.Z = (float)(grav.Z * 1.125);
811 } 664 float postemp = (pos.Z - terrainHeight);
812 float terraintemp = m_prim.Scene.GetTerrainHeightAtXYZ(pos);
813 float postemp = (pos.Z - terraintemp);
814 if (postemp > 2.5f) 665 if (postemp > 2.5f)
815 {
816 grav.Z = (float)(grav.Z * 1.037125); 666 grav.Z = (float)(grav.Z * 1.037125);
817 } 667 VDetailLog("{0},MoveLinear,limitMotorUp,grav={1}", m_prim.LocalID, grav);
818 DetailLog("{0},MoveLinear,limitMotorUp,grav={1}", m_prim.LocalID, grav);
819 //End Experimental Values
820 } 668 }
821 if ((m_flags & (VehicleFlag.NO_X)) != 0) 669 if ((m_flags & (VehicleFlag.NO_X)) != 0)
822 { 670 m_newVelocity.X = 0;
823 m_dir.X = 0;
824 }
825 if ((m_flags & (VehicleFlag.NO_Y)) != 0) 671 if ((m_flags & (VehicleFlag.NO_Y)) != 0)
826 { 672 m_newVelocity.Y = 0;
827 m_dir.Y = 0;
828 }
829 if ((m_flags & (VehicleFlag.NO_Z)) != 0) 673 if ((m_flags & (VehicleFlag.NO_Z)) != 0)
830 { 674 m_newVelocity.Z = 0;
831 m_dir.Z = 0;
832 }
833
834 m_lastPositionVector = m_prim.Position;
835 675
836 // Apply velocity 676 // Apply velocity
837 m_prim.Velocity = m_dir; 677 m_prim.Velocity = m_newVelocity;
838 // apply gravity force 678 // apply gravity force
839 // Why is this set here? The physics engine already does gravity. 679 // Why is this set here? The physics engine already does gravity.
840 // m_prim.AddForce(grav, false); 680 // m_prim.AddForce(grav, false);
841 // m_prim.Force = grav;
842 681
843 // Apply friction 682 // Apply friction
844 Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep); 683 Vector3 keepFraction = Vector3.One - (Vector3.One / (m_linearFrictionTimescale / pTimestep));
845 m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount; 684 m_lastLinearVelocityVector *= keepFraction;
846 685
847 DetailLog("{0},MoveLinear,done,pos={1},vel={2},force={3},decay={4}", 686 VDetailLog("{0},MoveLinear,done,lmDir={1},lmVel={2},newVel={3},grav={4},1Mdecay={5}",
848 m_prim.LocalID, m_lastPositionVector, m_dir, grav, decayamount); 687 m_prim.LocalID, m_linearMotorDirection, m_lastLinearVelocityVector, m_newVelocity, grav, keepFraction);
849 688
850 } // end MoveLinear() 689 } // end MoveLinear()
851 690
@@ -870,30 +709,33 @@ namespace OpenSim.Region.Physics.BulletSPlugin
870 // There are m_angularMotorApply steps. 709 // There are m_angularMotorApply steps.
871 Vector3 origAngularVelocity = m_angularMotorVelocity; 710 Vector3 origAngularVelocity = m_angularMotorVelocity;
872 // ramp up to new value 711 // ramp up to new value
873 // current velocity += error / (time to get there / step interval) 712 // current velocity += error / ( time to get there / step interval)
874 // requested speed - last motor speed 713 // requested speed - last motor speed
875 m_angularMotorVelocity.X += (m_angularMotorDirection.X - m_angularMotorVelocity.X) / (m_angularMotorTimescale / pTimestep); 714 m_angularMotorVelocity.X += (m_angularMotorDirection.X - m_angularMotorVelocity.X) / (m_angularMotorTimescale / pTimestep);
876 m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep); 715 m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep);
877 m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep); 716 m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep);
878 717
879 DetailLog("{0},MoveAngular,angularMotorApply,apply={1},origvel={2},dir={3},vel={4}", 718 VDetailLog("{0},MoveAngular,angularMotorApply,apply={1},angTScale={2},timeStep={3},origvel={4},dir={5},vel={6}",
880 m_prim.LocalID,m_angularMotorApply,origAngularVelocity, m_angularMotorDirection, m_angularMotorVelocity); 719 m_prim.LocalID, m_angularMotorApply, m_angularMotorTimescale, pTimestep, origAngularVelocity, m_angularMotorDirection, m_angularMotorVelocity);
881 720
882 m_angularMotorApply--; // This is done so that if script request rate is less than phys frame rate the expected 721 // This is done so that if script request rate is less than phys frame rate the expected
883 // velocity may still be acheived. 722 // velocity may still be acheived.
723 m_angularMotorApply--;
884 } 724 }
885 else 725 else
886 { 726 {
887 // No motor recently applied, keep the body velocity 727 // No motor recently applied, keep the body velocity
888 // and decay the velocity 728 // and decay the velocity
889 m_angularMotorVelocity -= m_angularMotorVelocity / (m_angularMotorDecayTimescale / pTimestep); 729 m_angularMotorVelocity -= m_angularMotorVelocity / (m_angularMotorDecayTimescale / pTimestep);
730 if (m_angularMotorVelocity.LengthSquared() < 0.00001)
731 m_angularMotorVelocity = Vector3.Zero;
890 } // end motor section 732 } // end motor section
891 733
892 // Vertical attractor section 734 // Vertical attractor section
893 Vector3 vertattr = Vector3.Zero; 735 Vector3 vertattr = Vector3.Zero;
894 if (m_verticalAttractionTimescale < 300) 736 if (m_verticalAttractionTimescale < 300)
895 { 737 {
896 float VAservo = 0.2f / (m_verticalAttractionTimescale * pTimestep); 738 float VAservo = 0.2f / (m_verticalAttractionTimescale / pTimestep);
897 // get present body rotation 739 // get present body rotation
898 Quaternion rotq = m_prim.Orientation; 740 Quaternion rotq = m_prim.Orientation;
899 // make a vector pointing up 741 // make a vector pointing up
@@ -924,7 +766,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
924 vertattr.X += bounce * angularVelocity.X; 766 vertattr.X += bounce * angularVelocity.X;
925 vertattr.Y += bounce * angularVelocity.Y; 767 vertattr.Y += bounce * angularVelocity.Y;
926 768
927 DetailLog("{0},MoveAngular,verticalAttraction,verterr={1},bounce={2},vertattr={3}", 769 VDetailLog("{0},MoveAngular,verticalAttraction,verterr={1},bounce={2},vertattr={3}",
928 m_prim.LocalID, verterr, bounce, vertattr); 770 m_prim.LocalID, verterr, bounce, vertattr);
929 771
930 } // else vertical attractor is off 772 } // else vertical attractor is off
@@ -942,13 +784,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
942 { 784 {
943 m_lastAngularVelocity.X = 0; 785 m_lastAngularVelocity.X = 0;
944 m_lastAngularVelocity.Y = 0; 786 m_lastAngularVelocity.Y = 0;
945 DetailLog("{0},MoveAngular,noDeflectionUp,lastAngular={1}", m_prim.LocalID, m_lastAngularVelocity); 787 VDetailLog("{0},MoveAngular,noDeflectionUp,lastAngular={1}", m_prim.LocalID, m_lastAngularVelocity);
946 } 788 }
947 789
948 if (m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f)) 790 if (m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f))
949 { 791 {
950 m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero. 792 m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero.
951 DetailLog("{0},MoveAngular,zeroSmallValues,lastAngular={1}", m_prim.LocalID, m_lastAngularVelocity); 793 VDetailLog("{0},MoveAngular,zeroSmallValues,lastAngular={1}", m_prim.LocalID, m_lastAngularVelocity);
952 } 794 }
953 795
954 // apply friction 796 // apply friction
@@ -958,7 +800,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
958 // Apply to the body 800 // Apply to the body
959 m_prim.RotationalVelocity = m_lastAngularVelocity; 801 m_prim.RotationalVelocity = m_lastAngularVelocity;
960 802
961 DetailLog("{0},MoveAngular,done,decay={1},lastAngular={2}", m_prim.LocalID, decayamount, m_lastAngularVelocity); 803 VDetailLog("{0},MoveAngular,done,decay={1},lastAngular={2}", m_prim.LocalID, decayamount, m_lastAngularVelocity);
962 } //end MoveAngular 804 } //end MoveAngular
963 805
964 internal void LimitRotation(float timestep) 806 internal void LimitRotation(float timestep)
@@ -996,20 +838,16 @@ namespace OpenSim.Region.Physics.BulletSPlugin
996 m_rot.Y = 0; 838 m_rot.Y = 0;
997 changed = true; 839 changed = true;
998 } 840 }
999 if ((m_flags & VehicleFlag.LOCK_ROTATION) != 0)
1000 {
1001 m_rot.X = 0;
1002 m_rot.Y = 0;
1003 changed = true;
1004 }
1005 if (changed) 841 if (changed)
842 {
1006 m_prim.Orientation = m_rot; 843 m_prim.Orientation = m_rot;
844 VDetailLog("{0},LimitRotation,done,orig={1},new={2}", m_prim.LocalID, rotq, m_rot);
845 }
1007 846
1008 DetailLog("{0},LimitRotation,done,changed={1},orig={2},new={3}", m_prim.LocalID, changed, rotq, m_rot);
1009 } 847 }
1010 848
1011 // Invoke the detailed logger and output something if it's enabled. 849 // Invoke the detailed logger and output something if it's enabled.
1012 private void DetailLog(string msg, params Object[] args) 850 private void VDetailLog(string msg, params Object[] args)
1013 { 851 {
1014 if (m_prim.Scene.VehicleLoggingEnabled) 852 if (m_prim.Scene.VehicleLoggingEnabled)
1015 m_prim.Scene.PhysicsLogging.Write(msg, args); 853 m_prim.Scene.PhysicsLogging.Write(msg, args);