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-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs31
1 files changed, 16 insertions, 15 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index c27d3f0..82fe267 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -144,7 +144,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
144 public void SetupVehicleDebugging() 144 public void SetupVehicleDebugging()
145 { 145 {
146 enableAngularVerticalAttraction = true; 146 enableAngularVerticalAttraction = true;
147 enableAngularDeflection = false; 147 enableAngularDeflection = true;
148 enableAngularBanking = true; 148 enableAngularBanking = true;
149 if (BSParam.VehicleDebuggingEnable) 149 if (BSParam.VehicleDebuggingEnable)
150 { 150 {
@@ -173,7 +173,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
173 switch (pParam) 173 switch (pParam)
174 { 174 {
175 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: 175 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
176 m_angularDeflectionEfficiency = Math.Max(pValue, 0.01f); 176 m_angularDeflectionEfficiency = ClampInRange(0f, pValue, 1f);
177 break; 177 break;
178 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE: 178 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
179 m_angularDeflectionTimescale = Math.Max(pValue, 0.01f); 179 m_angularDeflectionTimescale = Math.Max(pValue, 0.01f);
@@ -1512,11 +1512,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
1512 // in that direction. 1512 // in that direction.
1513 // TODO: implement reference frame. 1513 // TODO: implement reference frame.
1514 public void ComputeAngularDeflection() 1514 public void ComputeAngularDeflection()
1515 { 1515 {
1516 // Since angularMotorUp and angularDeflection are computed independently, they will calculate
1517 // approximately the same X or Y correction. When added together (when contributions are combined)
1518 // this creates an over-correction and then wabbling as the target is overshot.
1519 // TODO: rethink how the different correction computations inter-relate.
1520 1516
1521 if (enableAngularDeflection && m_angularDeflectionEfficiency != 0 && VehicleForwardSpeed > 0.2) 1517 if (enableAngularDeflection && m_angularDeflectionEfficiency != 0 && VehicleForwardSpeed > 0.2)
1522 { 1518 {
@@ -1531,10 +1527,14 @@ namespace OpenSim.Region.Physics.BulletSPlugin
1531 1527
1532 // The direction the vehicle is pointing 1528 // The direction the vehicle is pointing
1533 Vector3 pointingDirection = Vector3.UnitX * VehicleOrientation; 1529 Vector3 pointingDirection = Vector3.UnitX * VehicleOrientation;
1534 pointingDirection.Normalize(); 1530 //Predict where the Vehicle will be pointing after AngularVelocity change is applied. This will keep
1531 // from overshooting and allow this correction to merge with the Vertical Attraction peacefully.
1532 Vector3 predictedPointingDirection = pointingDirection * Quaternion.CreateFromAxisAngle(VehicleRotationalVelocity, 0f);
1533 predictedPointingDirection.Normalize();
1535 1534
1536 // The difference between what is and what should be. 1535 // The difference between what is and what should be.
1537 Vector3 deflectionError = movingDirection - pointingDirection; 1536 // Vector3 deflectionError = movingDirection - predictedPointingDirection;
1537 Vector3 deflectionError = Vector3.Cross(movingDirection, predictedPointingDirection);
1538 1538
1539 // Don't try to correct very large errors (not our job) 1539 // Don't try to correct very large errors (not our job)
1540 // if (Math.Abs(deflectionError.X) > PIOverFour) deflectionError.X = PIOverTwo * Math.Sign(deflectionError.X); 1540 // if (Math.Abs(deflectionError.X) > PIOverFour) deflectionError.X = PIOverTwo * Math.Sign(deflectionError.X);
@@ -1547,15 +1547,16 @@ namespace OpenSim.Region.Physics.BulletSPlugin
1547 // ret = m_angularDeflectionCorrectionMotor(1f, deflectionError); 1547 // ret = m_angularDeflectionCorrectionMotor(1f, deflectionError);
1548 1548
1549 // Scale the correction by recovery timescale and efficiency 1549 // Scale the correction by recovery timescale and efficiency
1550 deflectContributionV = (-deflectionError) * m_angularDeflectionEfficiency; 1550 // Not modeling a spring so clamp the scale to no more then the arc
1551 deflectContributionV /= m_angularDeflectionTimescale; 1551 deflectContributionV = (-deflectionError) * ClampInRange(0, m_angularDeflectionEfficiency/m_angularDeflectionTimescale,1f);
1552 1552 //deflectContributionV /= m_angularDeflectionTimescale;
1553 VehicleRotationalVelocity += deflectContributionV * VehicleOrientation;
1554 1553
1554 // VehicleRotationalVelocity += deflectContributionV * VehicleOrientation;
1555 VehicleRotationalVelocity += deflectContributionV;
1555 VDetailLog("{0}, MoveAngular,Deflection,movingDir={1},pointingDir={2},deflectError={3},ret={4}", 1556 VDetailLog("{0}, MoveAngular,Deflection,movingDir={1},pointingDir={2},deflectError={3},ret={4}",
1556 ControllingPrim.LocalID, movingDirection, pointingDirection, deflectionError, deflectContributionV); 1557 ControllingPrim.LocalID, movingDirection, pointingDirection, deflectionError, deflectContributionV);
1557 VDetailLog("{0}, MoveAngular,Deflection,fwdSpd={1},defEff={2},defTS={3}", 1558 VDetailLog("{0}, MoveAngular,Deflection,fwdSpd={1},defEff={2},defTS={3},PredictedPointingDir={4}",
1558 ControllingPrim.LocalID, VehicleForwardSpeed, m_angularDeflectionEfficiency, m_angularDeflectionTimescale); 1559 ControllingPrim.LocalID, VehicleForwardSpeed, m_angularDeflectionEfficiency, m_angularDeflectionTimescale, predictedPointingDirection);
1559 } 1560 }
1560 } 1561 }
1561 1562