my broken version of vehicle mouse steer on ubOde (no bank,needs better damp)

This commit is contained in:
UbitUmarov
2016-08-28 03:51:20 +01:00
parent e7b0963db8
commit 804d4971e2
5 changed files with 146 additions and 48 deletions

View File

@@ -648,6 +648,10 @@ namespace OpenSim.Region.PhysicsModule.ubOde
break;
}
// disable mouse steering
m_flags &= ~(VehicleFlag.MOUSELOOK_STEER |
VehicleFlag.MOUSELOOK_BANK |
VehicleFlag.CAMERA_DECOUPLED);
m_lmDecay = (1.0f - 1.0f / m_linearMotorDecayTimescale);
m_amDecay = 1.0f - 1.0f / m_angularMotorDecayTimescale;
@@ -794,6 +798,16 @@ namespace OpenSim.Region.PhysicsModule.ubOde
float ldampZ = 0;
bool mousemode = false;
if((m_flags & (VehicleFlag.MOUSELOOK_STEER |VehicleFlag.MOUSELOOK_BANK)) != 0 )
mousemode = true;
float bankingEfficiency;
if(mousemode)
bankingEfficiency = 0;
else
bankingEfficiency = m_bankingEfficiency;
// linear motor
if (m_lmEfect > 0.01 && m_linearMotorTimescale < 1000)
{
@@ -967,7 +981,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
torque.Y += effpitch * ftmp;
}
if (m_bankingEfficiency != 0 && Math.Abs(effroll) > 0.01)
if (bankingEfficiency != 0 && Math.Abs(effroll) > 0.01)
{
float broll = effroll;
@@ -1018,57 +1032,107 @@ namespace OpenSim.Region.PhysicsModule.ubOde
m_amdampZ = 1 / m_angularFrictionTimescale.Z;
}
// angular motor
if (m_amEfect > 0.01 && m_angularMotorTimescale < 1000)
if(mousemode)
{
tmpV = m_angularMotorDirection - curLocalAngVel; // velocity error
tmpV *= m_amEfect / m_angularMotorTimescale; // error to correct in this timestep
torque.X += tmpV.X * m_ampwr;
torque.Y += tmpV.Y * m_ampwr;
torque.Z += tmpV.Z;
CameraData cam = rootPrim.TryGetCameraData();
if(cam.Valid && cam.MouseLook)
{
Vector3 dirv = cam.CameraAtAxis * irotq;
m_amEfect *= m_amDecay;
}
else
m_amEfect = 0;
float tmp;
if(Math.Abs(dirv.X) > 0.01f)
{
if (Math.Abs(dirv.Z) > 0.01)
{
tmp = -(float)Math.Atan2(dirv.Z, dirv.X) * m_angularMotorDirection.Y;
if(tmp < -4f)
tmp = -4f;
else if(tmp > 4f)
tmp = 4f;
torque.Y += (tmp - curLocalAngVel.Y) / m_angularMotorTimescale;
}
// angular deflection
if (m_angularDeflectionEfficiency > 0)
{
Vector3 dirv;
if (curLocalVel.X > 0.01f)
dirv = curLocalVel;
else if (curLocalVel.X < -0.01f)
// use oposite
dirv = -curLocalVel;
if (Math.Abs(dirv.Y) > 0.01)
{
tmp = (float)Math.Atan2(dirv.Y, dirv.X) * m_angularMotorDirection.Z;
if(tmp < -4f)
tmp = -4f;
else if(tmp > 4f)
tmp = 4f;
torque.Z += (tmp - curLocalAngVel.Z) / m_angularMotorTimescale;
}
}
// angular friction
if (curLocalAngVel.X != 0 || curLocalAngVel.Y != 0 || curLocalAngVel.Z != 0)
{
torque.X -= curLocalAngVel.X * m_amdampX;
torque.Y -= curLocalAngVel.Y * m_amdampY;
torque.Z -= curLocalAngVel.Z * m_amdampZ;
}
}
else
{
// make it fall into small positive x case
dirv.X = 0.01f;
dirv.Y = curLocalVel.Y;
dirv.Z = curLocalVel.Z;
}
float ftmp = m_angularDeflectionEfficiency / m_angularDeflectionTimescale;
if (Math.Abs(dirv.Z) > 0.01)
{
torque.Y += - (float)Math.Atan2(dirv.Z, dirv.X) * ftmp;
}
if (Math.Abs(dirv.Y) > 0.01)
{
torque.Z += (float)Math.Atan2(dirv.Y, dirv.X) * ftmp;
if (curLocalAngVel.X != 0 || curLocalAngVel.Y != 0 || curLocalAngVel.Z != 0)
{
torque.X -= curLocalAngVel.X * 10f;
torque.Y -= curLocalAngVel.Y * 10f;
torque.Z -= curLocalAngVel.Z * 10f;
}
}
}
// angular friction
if (curLocalAngVel.X != 0 || curLocalAngVel.Y != 0 || curLocalAngVel.Z != 0)
else
{
torque.X -= curLocalAngVel.X * m_amdampX;
torque.Y -= curLocalAngVel.Y * m_amdampY;
torque.Z -= curLocalAngVel.Z * m_amdampZ;
// angular motor
if (m_amEfect > 0.01 && m_angularMotorTimescale < 1000)
{
tmpV = m_angularMotorDirection - curLocalAngVel; // velocity error
tmpV *= m_amEfect / m_angularMotorTimescale; // error to correct in this timestep
torque.X += tmpV.X * m_ampwr;
torque.Y += tmpV.Y * m_ampwr;
torque.Z += tmpV.Z;
m_amEfect *= m_amDecay;
}
else
m_amEfect = 0;
// angular deflection
if (m_angularDeflectionEfficiency > 0)
{
Vector3 dirv;
if (curLocalVel.X > 0.01f)
dirv = curLocalVel;
else if (curLocalVel.X < -0.01f)
// use oposite
dirv = -curLocalVel;
else
{
// make it fall into small positive x case
dirv.X = 0.01f;
dirv.Y = curLocalVel.Y;
dirv.Z = curLocalVel.Z;
}
float ftmp = m_angularDeflectionEfficiency / m_angularDeflectionTimescale;
if (Math.Abs(dirv.Z) > 0.01)
{
torque.Y += - (float)Math.Atan2(dirv.Z, dirv.X) * ftmp;
}
if (Math.Abs(dirv.Y) > 0.01)
{
torque.Z += (float)Math.Atan2(dirv.Y, dirv.X) * ftmp;
}
}
if (curLocalAngVel.X != 0 || curLocalAngVel.Y != 0 || curLocalAngVel.Z != 0)
{
torque.X -= curLocalAngVel.X * m_amdampX;
torque.Y -= curLocalAngVel.Y * m_amdampY;
torque.Z -= curLocalAngVel.Z * m_amdampZ;
}
}
force *= dmass.mass;