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BulletSim: use m_angularMotor to do the basic movement. Add the setting of same. Rename the angular forces and add comments to match MoveAngular to the form of MoveLinear.
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@@ -93,6 +93,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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// private Vector3 m_linearMotorOffset = Vector3.Zero;
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//Angular properties
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private BSVMotor m_angularMotor = new BSVMotor("AngularMotor");
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private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
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// private int m_angularMotorApply = 0; // application frame counter
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private Vector3 m_angularMotorVelocity = Vector3.Zero; // current angular motor velocity
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@@ -153,9 +154,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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break;
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case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
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m_angularMotorDecayTimescale = Math.Max(0.01f, Math.Min(pValue,120));
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m_angularMotor.TargetValueDecayTimeScale = m_angularMotorDecayTimescale;
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break;
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case Vehicle.ANGULAR_MOTOR_TIMESCALE:
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m_angularMotorTimescale = Math.Max(pValue, 0.01f);
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m_angularMotor.TimeScale = m_angularMotorTimescale;
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break;
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case Vehicle.BANKING_EFFICIENCY:
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m_bankingEfficiency = Math.Max(-1f, Math.Min(pValue, 1f));
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@@ -203,10 +206,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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// set all of the components to the same value
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case Vehicle.ANGULAR_FRICTION_TIMESCALE:
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m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
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m_angularMotor.FrictionTimescale = m_angularFrictionTimescale;
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break;
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case Vehicle.ANGULAR_MOTOR_DIRECTION:
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m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
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// m_angularMotorApply = 100;
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m_angularMotor.SetTarget(m_angularMotorDirection);
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break;
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case Vehicle.LINEAR_FRICTION_TIMESCALE:
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m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
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@@ -231,6 +235,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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{
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case Vehicle.ANGULAR_FRICTION_TIMESCALE:
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m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
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m_angularMotor.FrictionTimescale = m_angularFrictionTimescale;
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break;
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case Vehicle.ANGULAR_MOTOR_DIRECTION:
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// Limit requested angular speed to 2 rps= 4 pi rads/sec
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@@ -238,7 +243,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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pValue.Y = Math.Max(-12.56f, Math.Min(pValue.Y, 12.56f));
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pValue.Z = Math.Max(-12.56f, Math.Min(pValue.Z, 12.56f));
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m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
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// m_angularMotorApply = 100;
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m_angularMotor.SetTarget(m_angularMotorDirection);
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break;
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case Vehicle.LINEAR_FRICTION_TIMESCALE:
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m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
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@@ -358,10 +363,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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m_bankingMix = 1;
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m_referenceFrame = Quaternion.Identity;
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m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
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m_flags &=
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~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
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VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
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m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY
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| VehicleFlag.HOVER_TERRAIN_ONLY
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| VehicleFlag.HOVER_GLOBAL_HEIGHT
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| VehicleFlag.HOVER_UP_ONLY);
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m_flags |= (VehicleFlag.NO_DEFLECTION_UP
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| VehicleFlag.LIMIT_ROLL_ONLY
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| VehicleFlag.LIMIT_MOTOR_UP);
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break;
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case Vehicle.TYPE_CAR:
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m_linearMotorDirection = Vector3.Zero;
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@@ -521,8 +529,14 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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// Update any physical parameters based on this type.
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Refresh();
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m_linearMotor = new BSVMotor("LinearMotor", m_linearMotorTimescale, m_linearMotorDecayTimescale, m_linearFrictionTimescale, 1f);
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m_linearMotor = new BSVMotor("LinearMotor", m_linearMotorTimescale,
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m_linearMotorDecayTimescale, m_linearFrictionTimescale, 1f);
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m_linearMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging)
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m_angularMotor = new BSVMotor("AngularMotor", m_angularMotorTimescale,
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m_angularMotorDecayTimescale, m_angularFrictionTimescale, 1f);
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m_angularMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging)
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// m_bankingMotor = new BSVMotor("BankingMotor", ...);
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}
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// Some of the properties of this prim may have changed.
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@@ -577,26 +591,16 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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if (!IsActive) return;
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MoveLinear(pTimestep);
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// Commented out for debug
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MoveAngular(pTimestep);
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// Prim.ApplyTorqueImpulse(-Prim.RotationalVelocity * m_vehicleMass, false); // DEBUG DEBUG
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// Prim.ForceRotationalVelocity = -Prim.RotationalVelocity; // DEBUG DEBUG
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LimitRotation(pTimestep);
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// remember the position so next step we can limit absolute movement effects
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m_lastPositionVector = Prim.ForcePosition;
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VDetailLog("{0},BSDynamics.Step,frict={1},grav={2},inertia={3},mass={4}", // DEBUG DEBUG
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Prim.LocalID,
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BulletSimAPI.GetFriction2(Prim.PhysBody.ptr),
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BulletSimAPI.GetGravity2(Prim.PhysBody.ptr),
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Prim.Inertia,
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m_vehicleMass
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);
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VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}",
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Prim.LocalID, Prim.ForcePosition, Prim.Force, Prim.ForceVelocity, Prim.RotationalVelocity);
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}// end Step
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}
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// Apply the effect of the linear motor.
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// Also does hover and float.
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@@ -789,6 +793,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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} // end MoveLinear()
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// =======================================================================
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// =======================================================================
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// Apply the effect of the angular motor.
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private void MoveAngular(float pTimestep)
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@@ -819,12 +824,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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m_angularMotorVelocity = Vector3.Zero;
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}
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#region Vertical attactor
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Vector3 vertattr = Vector3.Zero;
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Vector3 deflection = Vector3.Zero;
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Vector3 banking = Vector3.Zero;
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Vector3 angularMotorContribution = m_angularMotor.Step(pTimestep);
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// ==================================================================
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Vector3 verticalAttractionContribution = Vector3.Zero;
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// If vertical attaction timescale is reasonable and we applied an angular force last time...
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if (m_verticalAttractionTimescale < 300 && m_lastAngularVelocity != Vector3.Zero)
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{
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@@ -854,24 +857,23 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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// As the body rotates around the X axis, then verticalError.Y increases; Rotated around Y
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// then .X increases, so change Body angular velocity X based on Y, and Y based on X.
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// Z is not changed.
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vertattr.X = verticalError.Y;
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vertattr.Y = - verticalError.X;
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vertattr.Z = 0f;
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verticalAttractionContribution.X = verticalError.Y;
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verticalAttractionContribution.Y = - verticalError.X;
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verticalAttractionContribution.Z = 0f;
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// scaling appears better usingsquare-law
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Vector3 angularVelocity = Prim.ForceRotationalVelocity;
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float bounce = 1.0f - (m_verticalAttractionEfficiency * m_verticalAttractionEfficiency);
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vertattr.X += bounce * angularVelocity.X;
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vertattr.Y += bounce * angularVelocity.Y;
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verticalAttractionContribution.X += bounce * angularVelocity.X;
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verticalAttractionContribution.Y += bounce * angularVelocity.Y;
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VDetailLog("{0},MoveAngular,verticalAttraction,VAservo={1},effic={2},verticalError={3},bounce={4},vertattr={5}",
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Prim.LocalID, VAservo, m_verticalAttractionEfficiency, verticalError, bounce, vertattr);
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Prim.LocalID, VAservo, m_verticalAttractionEfficiency, verticalError, bounce, verticalAttractionContribution);
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}
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#endregion // Vertical attactor
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#region Deflection
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// ==================================================================
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Vector3 deflectionContribution = Vector3.Zero;
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if (m_angularDeflectionEfficiency != 0)
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{
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// Compute a scaled vector that points in the preferred axis (X direction)
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@@ -882,18 +884,16 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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Vector3 preferredAxisOfMotion = scaledDefaultDirection * Quaternion.Add(Prim.ForceOrientation, m_referenceFrame);
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// Scale by efficiency and timescale
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deflection = (preferredAxisOfMotion * (m_angularDeflectionEfficiency) / m_angularDeflectionTimescale) * pTimestep;
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deflectionContribution = (preferredAxisOfMotion * (m_angularDeflectionEfficiency) / m_angularDeflectionTimescale) * pTimestep;
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VDetailLog("{0},MoveAngular,Deflection,perfAxis={1},deflection={2}",
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Prim.LocalID, preferredAxisOfMotion, deflection);
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Prim.LocalID, preferredAxisOfMotion, deflectionContribution);
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// This deflection computation is not correct.
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deflection = Vector3.Zero;
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deflectionContribution = Vector3.Zero;
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}
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#endregion
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#region Banking
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// ==================================================================
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Vector3 bankingContribution = Vector3.Zero;
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if (m_bankingEfficiency != 0)
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{
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Vector3 dir = Vector3.One * Prim.ForceOrientation;
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@@ -923,7 +923,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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}
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else
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{
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banking.Z += (effSquared * (mult * mix)) * (m_angularMotorVelocity.X) * 4;
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bankingContribution.Z += (effSquared * (mult * mix)) * (m_angularMotorVelocity.X) * 4;
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}
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//If they are colliding, we probably shouldn't shove the prim around... probably
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@@ -941,22 +941,23 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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else if (bankingRot.X < -3)
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bankingRot.X = -3;
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bankingRot *= Prim.ForceOrientation;
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banking += bankingRot;
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bankingContribution += bankingRot;
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}
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m_angularMotorVelocity.X *= m_bankingEfficiency == 1 ? 0.0f : 1 - m_bankingEfficiency;
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VDetailLog("{0},MoveAngular,Banking,bEff={1},angMotVel={2},effSq={3},mult={4},mix={5},banking={6}",
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Prim.LocalID, m_bankingEfficiency, m_angularMotorVelocity, effSquared, mult, mix, banking);
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Prim.LocalID, m_bankingEfficiency, m_angularMotorVelocity, effSquared, mult, mix, bankingContribution);
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}
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#endregion
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m_lastVertAttractor = vertattr;
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// ==================================================================
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m_lastVertAttractor = verticalAttractionContribution;
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// Sum velocities
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m_lastAngularVelocity = m_angularMotorVelocity + vertattr + banking + deflection;
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#region Linear Motor Offset
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m_lastAngularVelocity = angularMotorContribution
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+ verticalAttractionContribution
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+ bankingContribution
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+ deflectionContribution;
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// ==================================================================
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//Offset section
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if (m_linearMotorOffset != Vector3.Zero)
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{
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@@ -972,8 +973,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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//
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// The torque created is the linear velocity crossed with the offset
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// NOTE: this computation does should be in the linear section
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// because there we know the impulse being applied.
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// TODO: this computation should be in the linear section
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// because that is where we know the impulse being applied.
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Vector3 torqueFromOffset = Vector3.Zero;
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// torqueFromOffset = Vector3.Cross(m_linearMotorOffset, appliedImpulse);
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if (float.IsNaN(torqueFromOffset.X))
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@@ -987,8 +988,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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VDetailLog("{0},BSDynamic.MoveAngular,motorOffset,applyTorqueImpulse={1}", Prim.LocalID, torqueFromOffset);
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}
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#endregion
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// ==================================================================
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// NO_DEFLECTION_UP says angular motion should not add any pitch or roll movement
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if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0)
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{
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m_lastAngularVelocity.X = 0;
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@@ -996,6 +997,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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VDetailLog("{0},MoveAngular,noDeflectionUp,lastAngular={1}", Prim.LocalID, m_lastAngularVelocity);
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}
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// ==================================================================
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if (m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f))
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{
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m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero.
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@@ -1008,18 +1010,20 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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// The above calculates the absolute angular velocity needed. Angular velocity is massless.
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// Since we are stuffing the angular velocity directly into the object, the computed
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// velocity needs to be scaled by the timestep.
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Vector3 applyAngularForce = ((m_lastAngularVelocity * pTimestep) - Prim.ForceRotationalVelocity);
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// Also remove any motion that is on the object so added motion is only from vehicle.
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Vector3 applyAngularForce = ((m_lastAngularVelocity * pTimestep)
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- Prim.ForceRotationalVelocity);
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Prim.ForceRotationalVelocity = applyAngularForce;
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// Decay the angular movement for next time
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Vector3 decayamount = (Vector3.One / m_angularFrictionTimescale) * pTimestep;
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m_lastAngularVelocity *= Vector3.One - decayamount;
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VDetailLog("{0},MoveAngular,done,newRotVel={1},decay={2},lastAngular={3}",
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Prim.LocalID, applyAngularForce, decayamount, m_lastAngularVelocity);
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VDetailLog("{0},MoveAngular,done,newRotVel={1},lastAngular={2}",
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Prim.LocalID, applyAngularForce, m_lastAngularVelocity);
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}
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} //end MoveAngular
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}
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// This is from previous instantiations of XXXDynamics.cs.
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// Applies roll reference frame.
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// TODO: is this the right way to separate the code to do this operation?
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// Should this be in MoveAngular()?
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internal void LimitRotation(float timestep)
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{
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Quaternion rotq = Prim.ForceOrientation;
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