From 506e62f81548200899b5b4f844f91582ad358962 Mon Sep 17 00:00:00 2001 From: dahlia Date: Fri, 6 Feb 2015 22:36:26 -0800 Subject: llLookAt() and llRotLookAt(): all orientation updates now done via angular velocity manipulation. Also correct some orientation glitches during interpolation. --- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 45 ++++++++++++++-------- 1 file changed, 28 insertions(+), 17 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 887c7fc..ea0245c 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -4881,28 +4881,39 @@ namespace OpenSim.Region.Framework.Scenes { if (APIDTarget != Quaternion.Identity) { - - if (m_APIDIterations <= 1) + PhysicsActor pa = ParentGroup.RootPart.PhysActor; + if (pa == null || !pa.IsPhysical) { - AngularVelocity = Vector3.Zero; - UpdateRotation(APIDTarget); - APIDTarget = Quaternion.Identity; + StopLookAt(); return; } - Quaternion rot = Quaternion.Slerp(RotationOffset,APIDTarget,1.0f/(float)m_APIDIterations); - rot.Normalize(); + Quaternion currRot = GetWorldRotation(); + currRot.Normalize(); + + // difference between current orientation and desired orientation + Quaternion dR = new Quaternion(currRot.X, currRot.Y, currRot.Z, -currRot.W) * APIDTarget; + + // find axis of rotation to rotate to desired orientation + Vector3 axis = Vector3.UnitX; + float s = (float)Math.Sqrt(1.0f - dR.W * dR.W); + if (s >= 0.001) + { + float invS = 1.0f / s; + if (dR.W < 0) invS = -invS; + axis = new Vector3(dR.X * invS, dR.Y * invS, dR.Z * invS) * currRot; + axis.Normalize(); + } - Quaternion dR = rot / RotationOffset; - Vector3 axis; - float angle; - dR.GetAxisAngle(out axis, out angle); - axis *= RotationOffset; - axis.Normalize(); - axis *= angle / 11; // simulator update frequency is 10-11 Hz - AngularVelocity = axis; - - m_APIDIterations--; + // angle between current and desired orientation + float angle = 2.0f * (float)Math.Acos(dR.W); + if (angle > Math.PI) + angle = 2.0f * (float)Math.PI - angle; + + // set angular velocity to rotate to desired orientation + // with velocity proportional to strength and angle + // the factor of 10 seems to make rotation speed closer to LL implementation + AngularVelocity = axis * angle * APIDStrength * (float)Math.PI * 10.0f; // This ensures that we'll check this object on the next iteration ParentGroup.QueueForUpdateCheck(); -- cgit v1.1