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-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs92
1 files changed, 23 insertions, 69 deletions
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs
index 8999621..80218e7 100644
--- a/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs
@@ -38,6 +38,8 @@
38 * settings use. 38 * settings use.
39 */ 39 */
40 40
41// Ubit 2012
42
41using System; 43using System;
42using System.Collections.Generic; 44using System.Collections.Generic;
43using System.Reflection; 45using System.Reflection;
@@ -57,24 +59,15 @@ namespace OpenSim.Region.Physics.OdePlugin
57 get { return m_type; } 59 get { return m_type; }
58 } 60 }
59 61
60// private OdeScene m_parentScene = null;
61// private IntPtr m_aMotor = IntPtr.Zero;
62
63
64 private OdePrim rootPrim; 62 private OdePrim rootPrim;
65 private OdeScene _pParentScene; 63 private OdeScene _pParentScene;
66 64
67
68
69
70 private Vector3 refUpAxis = new Vector3(0, 0, 1);
71 private Vector3 refAtAxis = new Vector3(1, 0, 0);
72
73
74 // Vehicle properties 65 // Vehicle properties
66 private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
67 private Quaternion m_RollreferenceFrame = Quaternion.Identity; // what hell is this ?
68
75 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind 69 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
76 70
77 private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
78 private VehicleFlag m_flags = (VehicleFlag) 0; // Boolean settings: 71 private VehicleFlag m_flags = (VehicleFlag) 0; // Boolean settings:
79 // HOVER_TERRAIN_ONLY 72 // HOVER_TERRAIN_ONLY
80 // HOVER_GLOBAL_HEIGHT 73 // HOVER_GLOBAL_HEIGHT
@@ -84,7 +77,6 @@ namespace OpenSim.Region.Physics.OdePlugin
84 // LIMIT_MOTOR_UP 77 // LIMIT_MOTOR_UP
85 // LIMIT_ROLL_ONLY 78 // LIMIT_ROLL_ONLY
86 private Vector3 m_BlockingEndPoint = Vector3.Zero; // not sl 79 private Vector3 m_BlockingEndPoint = Vector3.Zero; // not sl
87 private Quaternion m_RollreferenceFrame = Quaternion.Identity;
88 80
89 // Linear properties 81 // Linear properties
90 private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time 82 private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time
@@ -116,7 +108,6 @@ namespace OpenSim.Region.Physics.OdePlugin
116 private float m_VhoverHeight = 0f; 108 private float m_VhoverHeight = 0f;
117 private float m_VhoverEfficiency = 0f; 109 private float m_VhoverEfficiency = 0f;
118 private float m_VhoverTimescale = 1000f; 110 private float m_VhoverTimescale = 1000f;
119 private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
120 private float m_VehicleBuoyancy = 0f; //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle. 111 private float m_VehicleBuoyancy = 0f; //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle.
121 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity) 112 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
122 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity. 113 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
@@ -126,9 +117,6 @@ namespace OpenSim.Region.Physics.OdePlugin
126 private float m_verticalAttractionEfficiency = 1.0f; // damped 117 private float m_verticalAttractionEfficiency = 1.0f; // damped
127 private float m_verticalAttractionTimescale = 1000f; // Timescale > 300 means no vert attractor. 118 private float m_verticalAttractionTimescale = 1000f; // Timescale > 300 means no vert attractor.
128 119
129 // special contact data for vehicles
130 public ContactData VehiculeContactData = new ContactData(0f, 0.1f);
131
132 // auxiliar 120 // auxiliar
133 private Vector3 m_dir = Vector3.Zero; // velocity applied to body 121 private Vector3 m_dir = Vector3.Zero; // velocity applied to body
134 122
@@ -271,7 +259,6 @@ namespace OpenSim.Region.Physics.OdePlugin
271 float timestep = _pParentScene.ODE_STEPSIZE; 259 float timestep = _pParentScene.ODE_STEPSIZE;
272 switch (pParam) 260 switch (pParam)
273 { 261 {
274
275 case Vehicle.ANGULAR_FRICTION_TIMESCALE: 262 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
276 if (pValue.X < timestep) pValue.X = timestep; 263 if (pValue.X < timestep) pValue.X = timestep;
277 if (pValue.Y < timestep) pValue.Y = timestep; 264 if (pValue.Y < timestep) pValue.Y = timestep;
@@ -575,7 +562,6 @@ namespace OpenSim.Region.Physics.OdePlugin
575 return vec; 562 return vec;
576 } 563 }
577 564
578
579 public static void GetRollPitch(Quaternion rot, out float roll, out float pitch) 565 public static void GetRollPitch(Quaternion rot, out float roll, out float pitch)
580 { 566 {
581 // assuming rot is normalised 567 // assuming rot is normalised
@@ -617,23 +603,23 @@ namespace OpenSim.Region.Physics.OdePlugin
617 603
618 d.Vector3 dvtmp; 604 d.Vector3 dvtmp;
619 Vector3 tmpV; 605 Vector3 tmpV;
606 Vector3 curVel; // velocity in world
607 Vector3 curAngVel; // angular velocity in world
608 Vector3 force = Vector3.Zero; // actually linear aceleration until mult by mass in world frame
609 Vector3 torque = Vector3.Zero;// actually angular aceleration until mult by Inertia in vehicle frame
610 d.Vector3 dtorque = new d.Vector3();
611
620 dvtmp = d.BodyGetLinearVel(Body); 612 dvtmp = d.BodyGetLinearVel(Body);
621 Vector3 curVel;
622 curVel.X = dvtmp.X; 613 curVel.X = dvtmp.X;
623 curVel.Y = dvtmp.Y; 614 curVel.Y = dvtmp.Y;
624 curVel.Z = dvtmp.Z; 615 curVel.Z = dvtmp.Z;
625 Vector3 curLocalVel = curVel * irotq; // current velocity in local 616 Vector3 curLocalVel = curVel * irotq; // current velocity in local
626 617
627 dvtmp = d.BodyGetAngularVel(Body); 618 dvtmp = d.BodyGetAngularVel(Body);
628 Vector3 curAngVel;
629 curAngVel.X = dvtmp.X; 619 curAngVel.X = dvtmp.X;
630 curAngVel.Y = dvtmp.Y; 620 curAngVel.Y = dvtmp.Y;
631 curAngVel.Z = dvtmp.Z; 621 curAngVel.Z = dvtmp.Z;
632 Vector3 curLocalAngVel = curAngVel * irotq; // current velocity in local 622 Vector3 curLocalAngVel = curAngVel * irotq; // current angular velocity in local
633
634 Vector3 force = Vector3.Zero; // actually linear aceleration until mult by mass in world frame
635 Vector3 torque = Vector3.Zero;// actually angular aceleration until mult by Inertia in object frame
636 d.Vector3 dtorque = new d.Vector3();
637 623
638 // linear motor 624 // linear motor
639 if (m_lmEfect > 0.01 && m_linearMotorTimescale < 1000) 625 if (m_lmEfect > 0.01 && m_linearMotorTimescale < 1000)
@@ -791,11 +777,6 @@ namespace OpenSim.Region.Physics.OdePlugin
791 } 777 }
792 } 778 }
793 779
794 float r;
795 float p;
796 float y;
797 rotq.GetEulerAngles(out r, out p, out y);
798
799 // vertical atractor 780 // vertical atractor
800 if (m_verticalAttractionTimescale < 300) 781 if (m_verticalAttractionTimescale < 300)
801 { 782 {
@@ -830,7 +811,17 @@ namespace OpenSim.Region.Physics.OdePlugin
830 broll *= -((1 - m_bankingMix) + vfact); 811 broll *= -((1 - m_bankingMix) + vfact);
831 } 812 }
832 broll = (broll - curLocalAngVel.Z) / m_bankingTimescale; 813 broll = (broll - curLocalAngVel.Z) / m_bankingTimescale;
833 torque.Z += broll; 814 // torque.Z += broll;
815
816 // make z rot be in world Z not local as seems to be in sl
817 tmpV.X = 0;
818 tmpV.Y = 0;
819 tmpV.Z = broll;
820 tmpV *= irotq;
821
822 torque.X += tmpV.X;
823 torque.Y += tmpV.Y;
824 torque.Z += tmpV.Z;
834 } 825 }
835 } 826 }
836 827
@@ -853,43 +844,6 @@ namespace OpenSim.Region.Physics.OdePlugin
853 d.MultiplyM3V3(out dvtmp, ref dmass.I, ref dtorque); 844 d.MultiplyM3V3(out dvtmp, ref dmass.I, ref dtorque);
854 d.BodyAddRelTorque(Body, dvtmp.X, dvtmp.Y, dvtmp.Z); // add torque in object frame 845 d.BodyAddRelTorque(Body, dvtmp.X, dvtmp.Y, dvtmp.Z); // add torque in object frame
855 } 846 }
856
857 //end MoveAngular
858
859 // limit rotations
860/*
861 bool changed = false;
862
863 if (m_RollreferenceFrame != Quaternion.Identity)
864 {
865 if (rotq.X >= m_RollreferenceFrame.X)
866 {
867 rot.X = rotq.X - (m_RollreferenceFrame.X / 2);
868 }
869 if (rotq.Y >= m_RollreferenceFrame.Y)
870 {
871 rot.Y = rotq.Y - (m_RollreferenceFrame.Y / 2);
872 }
873 if (rotq.X <= -m_RollreferenceFrame.X)
874 {
875 rot.X = rotq.X + (m_RollreferenceFrame.X / 2);
876 }
877 if (rotq.Y <= -m_RollreferenceFrame.Y)
878 {
879 rot.Y = rotq.Y + (m_RollreferenceFrame.Y / 2);
880 }
881 changed = true;
882 }
883
884 if ((m_flags & VehicleFlag.LOCK_ROTATION) != 0)
885 {
886 rot.X = 0;
887 rot.Y = 0;
888 changed = true;
889 }
890 if (changed)
891 d.BodySetQuaternion(Body, ref rot);
892*/
893 } 847 }
894 } 848 }
895} 849}