From 6d7f66f78192c686f2f9666bbb4c4517310c30a7 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Wed, 5 Dec 2012 09:45:33 -0800 Subject: BulletSim: Don't add gravity to down force -- let Bullet do that. Add VehicleAddForce to set of managed vehicle prim properties. --- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 42 ++++++++++++++-------- 1 file changed, 28 insertions(+), 14 deletions(-) (limited to 'OpenSim/Region/Physics') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index a83d966..09aee17 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -618,15 +618,17 @@ namespace OpenSim.Region.Physics.BulletSPlugin private float? m_knownWaterLevel; private Vector3? m_knownPosition; private Vector3? m_knownVelocity; + private Vector3? m_knownForce; private Quaternion? m_knownOrientation; private Vector3? m_knownRotationalVelocity; private Vector3? m_knownRotationalForce; private const int m_knownChangedPosition = 1 << 0; private const int m_knownChangedVelocity = 1 << 1; - private const int m_knownChangedOrientation = 1 << 2; - private const int m_knownChangedRotationalVelocity = 1 << 3; - private const int m_knownChangedRotationalForce = 1 << 4; + private const int m_knownChangedForce = 1 << 2; + private const int m_knownChangedOrientation = 1 << 3; + private const int m_knownChangedRotationalVelocity = 1 << 4; + private const int m_knownChangedRotationalForce = 1 << 5; private void ForgetKnownVehicleProperties() { @@ -634,6 +636,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin m_knownWaterLevel = null; m_knownPosition = null; m_knownVelocity = null; + m_knownForce = null; m_knownOrientation = null; m_knownRotationalVelocity = null; m_knownRotationalForce = null; @@ -652,6 +655,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin Prim.ForceVelocity = VehicleVelocity; BulletSimAPI.SetInterpolationLinearVelocity2(Prim.PhysBody.ptr, VehicleVelocity); } + if ((m_knownChanged & m_knownChangedForce) != 0) + Prim.AddForce((Vector3)m_knownForce, false, true); + if ((m_knownChanged & m_knownChangedRotationalVelocity) != 0) { Prim.ForceRotationalVelocity = VehicleRotationalVelocity; @@ -730,6 +736,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin } } + private void VehicleAddForce(Vector3 aForce) + { + m_knownForce += aForce; + m_knownChanged |= m_knownChangedForce; + } + private Vector3 VehicleRotationalVelocity { get @@ -784,10 +796,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin linearMotorContribution *= VehicleOrientation; // ================================================================== - // Gravity and Buoyancy - // There is some gravity, make a gravity force vector that is applied after object velocity. + // Buoyancy: force to overcome gravity. // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; - Vector3 grav = Prim.PhysicsScene.DefaultGravity * (1f - m_VehicleBuoyancy); + Vector3 buoyancyContribution = Prim.PhysicsScene.DefaultGravity * (m_VehicleBuoyancy - 1f); Vector3 terrainHeightContribution = ComputeLinearTerrainHeightCorrection(pTimestep); @@ -812,14 +823,16 @@ namespace OpenSim.Region.Physics.BulletSPlugin newVelocity.Z = 0; // ================================================================== - // Clamp REALLY high or low velocities + // Clamp high or low velocities float newVelocityLengthSq = newVelocity.LengthSquared(); - if (newVelocityLengthSq > 1e6f) + // if (newVelocityLengthSq > 1e6f) + if (newVelocityLengthSq > 1000f) { newVelocity /= newVelocity.Length(); newVelocity *= 1000f; } - else if (newVelocityLengthSq < 1e-6f) + // else if (newVelocityLengthSq < 1e-6f) + else if (newVelocityLengthSq < 0.001f) newVelocity = Vector3.Zero; // ================================================================== @@ -828,15 +841,16 @@ namespace OpenSim.Region.Physics.BulletSPlugin VehicleVelocity = newVelocity; // Other linear forces are applied as forces. - Vector3 totalDownForce = grav * m_vehicleMass * pTimestep; - if (totalDownForce != Vector3.Zero) + Vector3 totalDownForce = buoyancyContribution * m_vehicleMass; + if (!totalDownForce.ApproxEquals(Vector3.Zero, 0.01f)) { - Prim.AddForce(totalDownForce, false); + VehicleAddForce(totalDownForce); } - VDetailLog("{0}, MoveLinear,done,newVel={1},totDown={2},linContrib={3},terrContrib={4},hoverContrib={5},limitContrib={6}", + VDetailLog("{0}, MoveLinear,done,newVel={1},totDown={2},linContrib={3},terrContrib={4},hoverContrib={5},limitContrib={6},buoyContrib={7}", Prim.LocalID, newVelocity, totalDownForce, - linearMotorContribution, terrainHeightContribution, hoverContribution, limitMotorUpContribution + linearMotorContribution, terrainHeightContribution, hoverContribution, + limitMotorUpContribution, buoyancyContribution ); } // end MoveLinear() -- cgit v1.1