From 74539659f6f9be557dbd07fdefa1adae1c59ce87 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Fri, 21 Jun 2013 10:46:21 -0700 Subject: BulletSim: move new linear deflection code to own routine. Remove VehicleForwardVelocity changed storage since the value will be modified as movement is processed. --- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 64 ++++++++++++---------- 1 file changed, 35 insertions(+), 29 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 51207f1..07e87d1 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -707,7 +707,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin private Vector3 m_knownRotationalVelocity; private Vector3 m_knownRotationalForce; private Vector3 m_knownRotationalImpulse; - private Vector3 m_knownForwardVelocity; // vehicle relative forward speed private const int m_knownChangedPosition = 1 << 0; private const int m_knownChangedVelocity = 1 << 1; @@ -719,7 +718,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin private const int m_knownChangedRotationalImpulse = 1 << 7; private const int m_knownChangedTerrainHeight = 1 << 8; private const int m_knownChangedWaterLevel = 1 << 9; - private const int m_knownChangedForwardVelocity = 1 <<10; public void ForgetKnownVehicleProperties() { @@ -923,12 +921,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin { get { - if ((m_knownHas & m_knownChangedForwardVelocity) == 0) - { - m_knownForwardVelocity = VehicleVelocity * Quaternion.Inverse(Quaternion.Normalize(VehicleOrientation)); - m_knownHas |= m_knownChangedForwardVelocity; - } - return m_knownForwardVelocity; + return VehicleVelocity * Quaternion.Inverse(Quaternion.Normalize(VehicleOrientation)); } } private float VehicleForwardSpeed @@ -981,6 +974,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin { ComputeLinearVelocity(pTimestep); + ComputeLinearDeflection(pTimestep); + ComputeLinearTerrainHeightCorrection(pTimestep); ComputeLinearHover(pTimestep); @@ -1026,14 +1021,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin { // Step the motor from the current value. Get the correction needed this step. Vector3 origVelW = VehicleVelocity; // DEBUG - Vector3 currentVelV = VehicleVelocity * Quaternion.Inverse(VehicleOrientation); + Vector3 currentVelV = VehicleForwardVelocity; Vector3 linearMotorCorrectionV = m_linearMotor.Step(pTimestep, currentVelV); - //Compute Linear deflection. - Vector3 linearDeflectionFactorV = ComputeLinearDeflection(m_linearDeflectionEfficiency, currentVelV, pTimestep); - linearMotorCorrectionV += linearDeflectionFactorV; - - // Friction reduces vehicle motion + // Friction reduces vehicle motion based on absolute speed. Slow vehicle down by friction. Vector3 frictionFactorV = ComputeFrictionFactor(m_linearFrictionTimescale, pTimestep); linearMotorCorrectionV -= (currentVelV * frictionFactorV); @@ -1050,11 +1041,38 @@ namespace OpenSim.Region.Physics.BulletSPlugin // Add this correction to the velocity to make it faster/slower. VehicleVelocity += linearMotorVelocityW; + VDetailLog("{0}, MoveLinear,velocity,origVelW={1},velV={2},correctV={3},correctW={4},newVelW={5},fricFact={6}", + ControllingPrim.LocalID, origVelW, currentVelV, linearMotorCorrectionV, + linearMotorVelocityW, VehicleVelocity, frictionFactorV); + } + //Given a Deflection Effiency and a Velocity, Returns a Velocity that is Partially Deflected onto the X Axis + //Clamped so that a DeflectionTimescale of less then 1 does not increase force over original velocity + private void ComputeLinearDeflection(float pTimestep) + { + Vector3 linearDeflectionV = Vector3.Zero; + Vector3 velocityV = VehicleForwardVelocity; - VDetailLog("{0}, MoveLinear,velocity,origVelW={1},velV={2},correctV={3},correctW={4},newVelW={5},fricFact={6},LinearDeflec={7}", - ControllingPrim.LocalID, origVelW, currentVelV, linearMotorCorrectionV, - linearMotorVelocityW, VehicleVelocity, frictionFactorV, linearDeflectionFactorV); + // Velocity in Y and Z dimensions is movement to the side or turning. + // Compute deflection factor from the to the side and rotational velocity + linearDeflectionV.Y = SortedClampInRange(0, (velocityV.Y * m_linearDeflectionEfficiency) / m_linearDeflectionTimescale, velocityV.Y); + linearDeflectionV.Z = SortedClampInRange(0, (velocityV.Z * m_linearDeflectionEfficiency) / m_linearDeflectionTimescale, velocityV.Z); + + // Velocity to the side and around is corrected and moved into the forward direction + linearDeflectionV.X += Math.Abs(linearDeflectionV.Y); + linearDeflectionV.X += Math.Abs(linearDeflectionV.Z); + + // Scale the deflection to the fractional simulation time + linearDeflectionV *= pTimestep; + + // Subtract the sideways and rotational velocity deflection factors while adding the correction forward + linearDeflectionV *= new Vector3(1,-1,-1); + + // Correciont is vehicle relative. Convert to world coordinates and add to the velocity + VehicleVelocity += linearDeflectionV * VehicleOrientation; + + VDetailLog("{0}, MoveLinear,LinearDeflection,linDefEff={1},linDefTS={2},linDeflectionV={3}", + ControllingPrim.LocalID, m_linearDeflectionEfficiency, m_linearDeflectionTimescale, linearDeflectionV); } public void ComputeLinearTerrainHeightCorrection(float pTimestep) @@ -1655,19 +1673,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin } return frictionFactor; } - //Given a Deflection Effiency and a Velocity, Returns a Velocity that is Partially Deflected onto the X Axis - //Clamped so that a DeflectionTimescale of less then 1 does not increase force over original velocity - private Vector3 ComputeLinearDeflection(float DeflectionEfficiency,Vector3 Velocity,float pTimestep) - { - Vector3 LinearDeflection = Vector3.Zero; - LinearDeflection.Y = SortedClampInRange(0, (Velocity.Y * DeflectionEfficiency) / m_linearDeflectionTimescale, Velocity.Y); - LinearDeflection.Z = SortedClampInRange(0, (Velocity.Z * DeflectionEfficiency) / m_linearDeflectionTimescale, Velocity.Z); - LinearDeflection.X += Math.Abs(LinearDeflection.Y); - LinearDeflection.X += Math.Abs(LinearDeflection.Z); - LinearDeflection *= pTimestep; - return LinearDeflection*=new Vector3(1,-1,-1); - } private float SortedClampInRange(float clampa, float val, float clampb) { if (clampa > clampb) -- cgit v1.1