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The problem left is that the vehicle sitting on something needs to press down for gravity and what its sitting on pushes up so the vehicle does not penetrate. The effect is Bullet calculates a lot of random angular motion for the vehicle. Various schemes of damping and zeroing has not resolved the problem.
1080 lines
51 KiB
C#
1080 lines
51 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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/* RA: June 14, 2011. Copied from ODEDynamics.cs and converted to
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* call the BulletSim system.
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*/
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/* Revised Aug, Sept 2009 by Kitto Flora. ODEDynamics.cs replaces
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* ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
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* ODEPrim.cs contains methods dealing with Prim editing, Prim
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* characteristics and Kinetic motion.
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* ODEDynamics.cs contains methods dealing with Prim Physical motion
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* (dynamics) and the associated settings. Old Linear and angular
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* motors for dynamic motion have been replace with MoveLinear()
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* and MoveAngular(); 'Physical' is used only to switch ODE dynamic
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* simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
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* switch between 'VEHICLE' parameter use and general dynamics
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* settings use.
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*/
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using System.Runtime.InteropServices;
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using log4net;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Physics.Manager;
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namespace OpenSim.Region.Physics.BulletSPlugin
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{
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public sealed class BSDynamics
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{
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private static string LogHeader = "[BULLETSIM VEHICLE]";
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private BSScene PhysicsScene { get; set; }
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// the prim this dynamic controller belongs to
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private BSPrim Prim { get; set; }
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// mass of the vehicle fetched each time we're calles
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private float m_vehicleMass;
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// Vehicle properties
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public Vehicle Type { get; set; }
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// private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
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private VehicleFlag m_flags = (VehicleFlag) 0; // Boolean settings:
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// HOVER_TERRAIN_ONLY
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// HOVER_GLOBAL_HEIGHT
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// NO_DEFLECTION_UP
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// HOVER_WATER_ONLY
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// HOVER_UP_ONLY
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// LIMIT_MOTOR_UP
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// LIMIT_ROLL_ONLY
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private Vector3 m_BlockingEndPoint = Vector3.Zero;
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private Quaternion m_RollreferenceFrame = Quaternion.Identity;
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private Quaternion m_referenceFrame = Quaternion.Identity;
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// Linear properties
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private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time
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private Vector3 m_linearMotorOffset = Vector3.Zero; // the point of force can be offset from the center
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private Vector3 m_linearMotorDirectionLASTSET = Vector3.Zero; // velocity requested by LSL
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private Vector3 m_newVelocity = Vector3.Zero; // velocity computed to be applied to body
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private Vector3 m_linearFrictionTimescale = Vector3.Zero;
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private float m_linearMotorDecayTimescale = 0;
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private float m_linearMotorTimescale = 0;
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private Vector3 m_lastLinearVelocityVector = Vector3.Zero;
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private Vector3 m_lastPositionVector = Vector3.Zero;
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// private bool m_LinearMotorSetLastFrame = false;
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// private Vector3 m_linearMotorOffset = Vector3.Zero;
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//Angular properties
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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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private float m_angularMotorTimescale = 0; // motor angular velocity ramp up rate
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private float m_angularMotorDecayTimescale = 0; // motor angular velocity decay rate
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private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular velocity decay rate
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private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
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private Vector3 m_lastVertAttractor = Vector3.Zero; // what VA was last applied to body
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//Deflection properties
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private float m_angularDeflectionEfficiency = 0;
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private float m_angularDeflectionTimescale = 0;
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private float m_linearDeflectionEfficiency = 0;
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private float m_linearDeflectionTimescale = 0;
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//Banking properties
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private float m_bankingEfficiency = 0;
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private float m_bankingMix = 0;
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private float m_bankingTimescale = 0;
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//Hover and Buoyancy properties
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private float m_VhoverHeight = 0f;
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private float m_VhoverEfficiency = 0f;
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private float m_VhoverTimescale = 0f;
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private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
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private float m_VehicleBuoyancy = 0f; //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle.
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// Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
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// KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
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// Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
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//Attractor properties
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private float m_verticalAttractionEfficiency = 1.0f; // damped
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private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor.
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public BSDynamics(BSScene myScene, BSPrim myPrim)
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{
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PhysicsScene = myScene;
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Prim = myPrim;
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Type = Vehicle.TYPE_NONE;
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}
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// Return 'true' if this vehicle is doing vehicle things
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public bool IsActive
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{
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get { return Type != Vehicle.TYPE_NONE; }
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}
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internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
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{
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VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue);
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switch (pParam)
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{
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case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
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m_angularDeflectionEfficiency = Math.Max(pValue, 0.01f);
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break;
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case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
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m_angularDeflectionTimescale = Math.Max(pValue, 0.01f);
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break;
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case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
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m_angularMotorDecayTimescale = Math.Max(pValue, 0.01f);
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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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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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break;
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case Vehicle.BANKING_MIX:
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m_bankingMix = Math.Max(pValue, 0.01f);
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break;
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case Vehicle.BANKING_TIMESCALE:
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m_bankingTimescale = Math.Max(pValue, 0.01f);
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break;
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case Vehicle.BUOYANCY:
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m_VehicleBuoyancy = Math.Max(-1f, Math.Min(pValue, 1f));
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break;
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case Vehicle.HOVER_EFFICIENCY:
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m_VhoverEfficiency = Math.Max(0f, Math.Min(pValue, 1f));
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break;
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case Vehicle.HOVER_HEIGHT:
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m_VhoverHeight = pValue;
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break;
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case Vehicle.HOVER_TIMESCALE:
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m_VhoverTimescale = Math.Max(pValue, 0.01f);
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break;
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case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
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m_linearDeflectionEfficiency = Math.Max(pValue, 0.01f);
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break;
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case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
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m_linearDeflectionTimescale = Math.Max(pValue, 0.01f);
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break;
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case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
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m_linearMotorDecayTimescale = Math.Max(pValue, 0.01f);
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break;
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case Vehicle.LINEAR_MOTOR_TIMESCALE:
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m_linearMotorTimescale = Math.Max(pValue, 0.01f);
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break;
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case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
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m_verticalAttractionEfficiency = Math.Max(0.1f, Math.Min(pValue, 1f));
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break;
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case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
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m_verticalAttractionTimescale = Math.Max(pValue, 0.01f);
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break;
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// These are vector properties but the engine lets you use a single float value to
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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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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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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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break;
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case Vehicle.LINEAR_MOTOR_DIRECTION:
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m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
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m_linearMotorDirectionLASTSET = new Vector3(pValue, pValue, pValue);
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break;
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case Vehicle.LINEAR_MOTOR_OFFSET:
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m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
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break;
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}
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}//end ProcessFloatVehicleParam
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internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
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{
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VDetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue);
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switch (pParam)
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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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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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pValue.X = Math.Max(-12.56f, Math.Min(pValue.X, 12.56f));
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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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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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break;
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case Vehicle.LINEAR_MOTOR_DIRECTION:
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m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
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m_linearMotorDirectionLASTSET = new Vector3(pValue.X, pValue.Y, pValue.Z);
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break;
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case Vehicle.LINEAR_MOTOR_OFFSET:
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m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
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break;
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case Vehicle.BLOCK_EXIT:
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m_BlockingEndPoint = new Vector3(pValue.X, pValue.Y, pValue.Z);
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break;
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}
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}//end ProcessVectorVehicleParam
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internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
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{
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VDetailLog("{0},ProcessRotationalVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue);
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switch (pParam)
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{
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case Vehicle.REFERENCE_FRAME:
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m_referenceFrame = pValue;
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break;
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case Vehicle.ROLL_FRAME:
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m_RollreferenceFrame = pValue;
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break;
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}
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}//end ProcessRotationVehicleParam
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internal void ProcessVehicleFlags(int pParam, bool remove)
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{
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VDetailLog("{0},ProcessVehicleFlags,param={1},remove={2}", Prim.LocalID, pParam, remove);
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VehicleFlag parm = (VehicleFlag)pParam;
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if (pParam == -1)
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m_flags = (VehicleFlag)0;
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else
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{
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if (remove)
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m_flags &= ~parm;
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else
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m_flags |= parm;
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}
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}
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internal void ProcessTypeChange(Vehicle pType)
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{
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VDetailLog("{0},ProcessTypeChange,type={1}", Prim.LocalID, pType);
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// Set Defaults For Type
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Type = pType;
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switch (pType)
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{
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case Vehicle.TYPE_NONE:
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m_linearMotorDirection = Vector3.Zero;
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m_linearMotorTimescale = 0;
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m_linearMotorDecayTimescale = 0;
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m_linearFrictionTimescale = new Vector3(0, 0, 0);
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m_angularMotorDirection = Vector3.Zero;
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m_angularMotorDecayTimescale = 0;
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m_angularMotorTimescale = 0;
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m_angularFrictionTimescale = new Vector3(0, 0, 0);
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m_VhoverHeight = 0;
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m_VhoverEfficiency = 0;
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m_VhoverTimescale = 0;
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m_VehicleBuoyancy = 0;
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m_linearDeflectionEfficiency = 1;
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m_linearDeflectionTimescale = 1;
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m_angularDeflectionEfficiency = 0;
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m_angularDeflectionTimescale = 1000;
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m_verticalAttractionEfficiency = 0;
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m_verticalAttractionTimescale = 0;
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m_bankingEfficiency = 0;
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m_bankingTimescale = 1000;
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m_bankingMix = 1;
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m_referenceFrame = Quaternion.Identity;
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m_flags = (VehicleFlag)0;
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break;
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case Vehicle.TYPE_SLED:
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m_linearMotorDirection = Vector3.Zero;
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m_linearMotorTimescale = 1000;
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m_linearMotorDecayTimescale = 120;
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m_linearFrictionTimescale = new Vector3(30, 1, 1000);
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m_angularMotorDirection = Vector3.Zero;
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m_angularMotorTimescale = 1000;
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m_angularMotorDecayTimescale = 120;
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m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
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m_VhoverHeight = 0;
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m_VhoverEfficiency = 10; // TODO: this looks wrong!!
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m_VhoverTimescale = 10;
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m_VehicleBuoyancy = 0;
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m_linearDeflectionEfficiency = 1;
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m_linearDeflectionTimescale = 1;
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m_angularDeflectionEfficiency = 1;
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m_angularDeflectionTimescale = 1000;
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m_verticalAttractionEfficiency = 0;
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m_verticalAttractionTimescale = 0;
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m_bankingEfficiency = 0;
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m_bankingTimescale = 10;
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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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break;
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case Vehicle.TYPE_CAR:
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m_linearMotorDirection = Vector3.Zero;
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m_linearMotorTimescale = 1;
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m_linearMotorDecayTimescale = 60;
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m_linearFrictionTimescale = new Vector3(100, 2, 1000);
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m_angularMotorDirection = Vector3.Zero;
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m_angularMotorTimescale = 1;
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m_angularMotorDecayTimescale = 0.8f;
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m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
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m_VhoverHeight = 0;
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m_VhoverEfficiency = 0;
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m_VhoverTimescale = 1000;
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m_VehicleBuoyancy = 0;
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m_linearDeflectionEfficiency = 1;
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m_linearDeflectionTimescale = 2;
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m_angularDeflectionEfficiency = 0;
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m_angularDeflectionTimescale = 10;
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m_verticalAttractionEfficiency = 1f;
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m_verticalAttractionTimescale = 10f;
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m_bankingEfficiency = -0.2f;
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m_bankingMix = 1;
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m_bankingTimescale = 1;
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m_referenceFrame = Quaternion.Identity;
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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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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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| VehicleFlag.HOVER_UP_ONLY);
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break;
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case Vehicle.TYPE_BOAT:
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m_linearMotorDirection = Vector3.Zero;
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m_linearMotorTimescale = 5;
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m_linearMotorDecayTimescale = 60;
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m_linearFrictionTimescale = new Vector3(10, 3, 2);
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m_angularMotorDirection = Vector3.Zero;
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m_angularMotorTimescale = 4;
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m_angularMotorDecayTimescale = 4;
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m_angularFrictionTimescale = new Vector3(10,10,10);
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m_VhoverHeight = 0;
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m_VhoverEfficiency = 0.5f;
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m_VhoverTimescale = 2;
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m_VehicleBuoyancy = 1;
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m_linearDeflectionEfficiency = 0.5f;
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m_linearDeflectionTimescale = 3;
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m_angularDeflectionEfficiency = 0.5f;
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m_angularDeflectionTimescale = 5;
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m_verticalAttractionEfficiency = 0.5f;
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m_verticalAttractionTimescale = 5f;
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m_bankingEfficiency = -0.3f;
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m_bankingMix = 0.8f;
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m_bankingTimescale = 1;
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m_referenceFrame = Quaternion.Identity;
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m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY
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| VehicleFlag.HOVER_GLOBAL_HEIGHT
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| VehicleFlag.LIMIT_ROLL_ONLY
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| VehicleFlag.HOVER_UP_ONLY);
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m_flags |= (VehicleFlag.NO_DEFLECTION_UP
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| VehicleFlag.LIMIT_MOTOR_UP
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| VehicleFlag.HOVER_WATER_ONLY);
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break;
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case Vehicle.TYPE_AIRPLANE:
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m_linearMotorDirection = Vector3.Zero;
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m_linearMotorTimescale = 2;
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m_linearMotorDecayTimescale = 60;
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m_linearFrictionTimescale = new Vector3(200, 10, 5);
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m_angularMotorDirection = Vector3.Zero;
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m_angularMotorTimescale = 4;
|
|
m_angularMotorDecayTimescale = 4;
|
|
m_angularFrictionTimescale = new Vector3(20, 20, 20);
|
|
|
|
m_VhoverHeight = 0;
|
|
m_VhoverEfficiency = 0.5f;
|
|
m_VhoverTimescale = 1000;
|
|
m_VehicleBuoyancy = 0;
|
|
|
|
m_linearDeflectionEfficiency = 0.5f;
|
|
m_linearDeflectionTimescale = 3;
|
|
|
|
m_angularDeflectionEfficiency = 1;
|
|
m_angularDeflectionTimescale = 2;
|
|
|
|
m_verticalAttractionEfficiency = 0.9f;
|
|
m_verticalAttractionTimescale = 2f;
|
|
|
|
m_bankingEfficiency = 1;
|
|
m_bankingMix = 0.7f;
|
|
m_bankingTimescale = 2;
|
|
|
|
m_referenceFrame = Quaternion.Identity;
|
|
m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY
|
|
| VehicleFlag.HOVER_TERRAIN_ONLY
|
|
| VehicleFlag.HOVER_GLOBAL_HEIGHT
|
|
| VehicleFlag.HOVER_UP_ONLY
|
|
| VehicleFlag.NO_DEFLECTION_UP
|
|
| VehicleFlag.LIMIT_MOTOR_UP);
|
|
m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
|
|
break;
|
|
case Vehicle.TYPE_BALLOON:
|
|
m_linearMotorDirection = Vector3.Zero;
|
|
m_linearMotorTimescale = 5;
|
|
m_linearFrictionTimescale = new Vector3(5, 5, 5);
|
|
m_linearMotorDecayTimescale = 60;
|
|
|
|
m_angularMotorDirection = Vector3.Zero;
|
|
m_angularMotorTimescale = 6;
|
|
m_angularFrictionTimescale = new Vector3(10, 10, 10);
|
|
m_angularMotorDecayTimescale = 10;
|
|
|
|
m_VhoverHeight = 5;
|
|
m_VhoverEfficiency = 0.8f;
|
|
m_VhoverTimescale = 10;
|
|
m_VehicleBuoyancy = 1;
|
|
|
|
m_linearDeflectionEfficiency = 0;
|
|
m_linearDeflectionTimescale = 5;
|
|
|
|
m_angularDeflectionEfficiency = 0;
|
|
m_angularDeflectionTimescale = 5;
|
|
|
|
m_verticalAttractionEfficiency = 1f;
|
|
m_verticalAttractionTimescale = 100f;
|
|
|
|
m_bankingEfficiency = 0;
|
|
m_bankingMix = 0.7f;
|
|
m_bankingTimescale = 5;
|
|
m_referenceFrame = Quaternion.Identity;
|
|
|
|
m_referenceFrame = Quaternion.Identity;
|
|
m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY
|
|
| VehicleFlag.HOVER_TERRAIN_ONLY
|
|
| VehicleFlag.HOVER_UP_ONLY
|
|
| VehicleFlag.NO_DEFLECTION_UP
|
|
| VehicleFlag.LIMIT_MOTOR_UP);
|
|
m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY
|
|
| VehicleFlag.HOVER_GLOBAL_HEIGHT);
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Some of the properties of this prim may have changed.
|
|
// Do any updating needed for a vehicle
|
|
public void Refresh()
|
|
{
|
|
if (IsActive)
|
|
{
|
|
// Friction effects are handled by this vehicle code
|
|
BulletSimAPI.SetFriction2(Prim.PhysBody.ptr, 0f);
|
|
BulletSimAPI.SetHitFraction2(Prim.PhysBody.ptr, 0f);
|
|
|
|
// BulletSimAPI.SetAngularDamping2(Prim.PhysBody.ptr, 0.8f);
|
|
|
|
VDetailLog("{0},BSDynamics.Refresh,zeroingFriction and adding damping", Prim.LocalID);
|
|
}
|
|
}
|
|
|
|
public bool RemoveBodyDependencies(BSPhysObject prim)
|
|
{
|
|
// If active, we need to add our properties back when the body is rebuilt.
|
|
return IsActive;
|
|
}
|
|
|
|
public void RestoreBodyDependencies(BSPhysObject prim)
|
|
{
|
|
if (Prim.LocalID != prim.LocalID)
|
|
{
|
|
// The call should be on us by our prim. Error if not.
|
|
PhysicsScene.Logger.ErrorFormat("{0} RestoreBodyDependencies: called by not my prim. passedLocalID={1}, vehiclePrimLocalID={2}",
|
|
LogHeader, prim.LocalID, Prim.LocalID);
|
|
return;
|
|
}
|
|
Refresh();
|
|
}
|
|
|
|
// One step of the vehicle properties for the next 'pTimestep' seconds.
|
|
internal void Step(float pTimestep)
|
|
{
|
|
if (!IsActive) return;
|
|
|
|
// DEBUG
|
|
// Because Bullet does apply forces to the vehicle, our last computed
|
|
// linear and angular velocities are not what is happening now.
|
|
// Vector3 externalAngularVelocity = Prim.ForceRotationalVelocity - m_lastAngularVelocity;
|
|
// m_lastAngularVelocity += (externalAngularVelocity * 0.5f) * pTimestep;
|
|
// m_lastAngularVelocity = Prim.ForceRotationalVelocity; // DEBUG: account for what Bullet did last time
|
|
// m_lastLinearVelocityVector = Prim.ForceVelocity * Quaternion.Inverse(Prim.ForceOrientation); // DEBUG:
|
|
// END DEBUG
|
|
|
|
m_vehicleMass = Prim.Linkset.LinksetMass;
|
|
|
|
MoveLinear(pTimestep);
|
|
// Commented out for debug
|
|
MoveAngular(pTimestep);
|
|
// Prim.ApplyTorqueImpulse(-Prim.RotationalVelocity * m_vehicleMass, false); // DEBUG DEBUG
|
|
// Prim.ForceRotationalVelocity = -Prim.RotationalVelocity; // DEBUG DEBUG
|
|
|
|
LimitRotation(pTimestep);
|
|
|
|
// remember the position so next step we can limit absolute movement effects
|
|
m_lastPositionVector = Prim.ForcePosition;
|
|
|
|
VDetailLog("{0},BSDynamics.Step,frict={1},grav={2},inertia={3},mass={4}", // DEBUG DEBUG
|
|
Prim.LocalID,
|
|
BulletSimAPI.GetFriction2(Prim.PhysBody.ptr),
|
|
BulletSimAPI.GetGravity2(Prim.PhysBody.ptr),
|
|
Prim.Inertia,
|
|
m_vehicleMass
|
|
);
|
|
VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}",
|
|
Prim.LocalID, Prim.ForcePosition, Prim.Force, Prim.ForceVelocity, Prim.RotationalVelocity);
|
|
}// end Step
|
|
|
|
// Apply the effect of the linear motor.
|
|
// Also does hover and float.
|
|
private void MoveLinear(float pTimestep)
|
|
{
|
|
// m_linearMotorDirection is the target direction we are moving relative to the vehicle coordinates
|
|
// m_lastLinearVelocityVector is the current speed we are moving in that direction
|
|
if (m_linearMotorDirection.LengthSquared() > 0.001f)
|
|
{
|
|
Vector3 origDir = m_linearMotorDirection; // DEBUG
|
|
Vector3 origVel = m_lastLinearVelocityVector; // DEBUG
|
|
// DEBUG: the vehicle velocity rotated to be relative to vehicle coordinates for comparison
|
|
Vector3 vehicleVelocity = Prim.ForceVelocity * Quaternion.Inverse(Prim.ForceOrientation); // DEBUG
|
|
|
|
// Add (desiredVelocity - lastAppliedVelocity) / howLongItShouldTakeToComplete
|
|
Vector3 addAmount = (m_linearMotorDirection - m_lastLinearVelocityVector)/(m_linearMotorTimescale) * pTimestep;
|
|
m_lastLinearVelocityVector += addAmount;
|
|
|
|
float decayFactor = (1.0f / m_linearMotorDecayTimescale) * pTimestep;
|
|
m_linearMotorDirection *= (1f - decayFactor);
|
|
|
|
// Rotate new object velocity from vehicle relative to world coordinates
|
|
m_newVelocity = m_lastLinearVelocityVector * Prim.ForceOrientation;
|
|
|
|
// Apply friction for next time
|
|
Vector3 frictionFactor = (Vector3.One / m_linearFrictionTimescale) * pTimestep;
|
|
m_lastLinearVelocityVector *= (Vector3.One - frictionFactor);
|
|
|
|
VDetailLog("{0},MoveLinear,nonZero,origlmDir={1},origlvVel={2},vehVel={3},add={4},decay={5},frict={6},lmDir={7},lvVec={8},newVel={9}",
|
|
Prim.LocalID, origDir, origVel, vehicleVelocity, addAmount, decayFactor, frictionFactor,
|
|
m_linearMotorDirection, m_lastLinearVelocityVector, m_newVelocity);
|
|
}
|
|
else
|
|
{
|
|
// if what remains of direction is very small, zero it.
|
|
m_linearMotorDirection = Vector3.Zero;
|
|
m_lastLinearVelocityVector = Vector3.Zero;
|
|
m_newVelocity = Vector3.Zero;
|
|
|
|
VDetailLog("{0},MoveLinear,zeroed", Prim.LocalID);
|
|
}
|
|
|
|
// m_newVelocity is velocity computed from linear motor in world coordinates
|
|
|
|
// Gravity and Buoyancy
|
|
// There is some gravity, make a gravity force vector that is applied after object velocity.
|
|
// m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
|
|
Vector3 grav = Prim.PhysicsScene.DefaultGravity * (1f - m_VehicleBuoyancy);
|
|
|
|
/*
|
|
* RA: Not sure why one would do this unless we are hoping external forces are doing gravity, ...
|
|
// Preserve the current Z velocity
|
|
Vector3 vel_now = m_prim.Velocity;
|
|
m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity
|
|
*/
|
|
|
|
Vector3 pos = Prim.ForcePosition;
|
|
// Vector3 accel = new Vector3(-(m_dir.X - m_lastLinearVelocityVector.X / 0.1f), -(m_dir.Y - m_lastLinearVelocityVector.Y / 0.1f), m_dir.Z - m_lastLinearVelocityVector.Z / 0.1f);
|
|
|
|
// If below the terrain, move us above the ground a little.
|
|
float terrainHeight = Prim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos);
|
|
// Taking the rotated size doesn't work here because m_prim.Size is the size of the root prim and not the linkset.
|
|
// TODO: Add a m_prim.LinkSet.Size similar to m_prim.LinkSet.Mass.
|
|
// Vector3 rotatedSize = m_prim.Size * m_prim.ForceOrientation;
|
|
// if (rotatedSize.Z < terrainHeight)
|
|
if (pos.Z < terrainHeight)
|
|
{
|
|
pos.Z = terrainHeight + 2;
|
|
Prim.ForcePosition = pos;
|
|
VDetailLog("{0},MoveLinear,terrainHeight,terrainHeight={1},pos={2}", Prim.LocalID, terrainHeight, pos);
|
|
}
|
|
|
|
// Check if hovering
|
|
// m_VhoverEfficiency: 0=bouncy, 1=totally damped
|
|
// m_VhoverTimescale: time to achieve height
|
|
if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
|
|
{
|
|
// We should hover, get the target height
|
|
if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0)
|
|
{
|
|
m_VhoverTargetHeight = Prim.PhysicsScene.GetWaterLevelAtXYZ(pos) + m_VhoverHeight;
|
|
}
|
|
if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
|
|
{
|
|
m_VhoverTargetHeight = terrainHeight + m_VhoverHeight;
|
|
}
|
|
if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0)
|
|
{
|
|
m_VhoverTargetHeight = m_VhoverHeight;
|
|
}
|
|
|
|
if ((m_flags & VehicleFlag.HOVER_UP_ONLY) != 0)
|
|
{
|
|
// If body is already heigher, use its height as target height
|
|
if (pos.Z > m_VhoverTargetHeight)
|
|
m_VhoverTargetHeight = pos.Z;
|
|
}
|
|
if ((m_flags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0)
|
|
{
|
|
if (Math.Abs(pos.Z - m_VhoverTargetHeight) > 0.2f)
|
|
{
|
|
pos.Z = m_VhoverTargetHeight;
|
|
Prim.ForcePosition = pos;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
float verticalError = pos.Z - m_VhoverTargetHeight;
|
|
// RA: where does the 50 come from?
|
|
float verticalCorrectionVelocity = pTimestep * ((verticalError * 50.0f) / m_VhoverTimescale);
|
|
// Replace Vertical speed with correction figure if significant
|
|
if (Math.Abs(verticalError) > 0.01f)
|
|
{
|
|
m_newVelocity.Z += verticalCorrectionVelocity;
|
|
//KF: m_VhoverEfficiency is not yet implemented
|
|
}
|
|
else if (verticalError < -0.01)
|
|
{
|
|
m_newVelocity.Z -= verticalCorrectionVelocity;
|
|
}
|
|
else
|
|
{
|
|
m_newVelocity.Z = 0f;
|
|
}
|
|
}
|
|
|
|
VDetailLog("{0},MoveLinear,hover,pos={1},dir={2},height={3},target={4}", Prim.LocalID, pos, m_newVelocity, m_VhoverHeight, m_VhoverTargetHeight);
|
|
}
|
|
|
|
Vector3 posChange = pos - m_lastPositionVector;
|
|
if (m_BlockingEndPoint != Vector3.Zero)
|
|
{
|
|
bool changed = false;
|
|
if (pos.X >= (m_BlockingEndPoint.X - (float)1))
|
|
{
|
|
pos.X -= posChange.X + 1;
|
|
changed = true;
|
|
}
|
|
if (pos.Y >= (m_BlockingEndPoint.Y - (float)1))
|
|
{
|
|
pos.Y -= posChange.Y + 1;
|
|
changed = true;
|
|
}
|
|
if (pos.Z >= (m_BlockingEndPoint.Z - (float)1))
|
|
{
|
|
pos.Z -= posChange.Z + 1;
|
|
changed = true;
|
|
}
|
|
if (pos.X <= 0)
|
|
{
|
|
pos.X += posChange.X + 1;
|
|
changed = true;
|
|
}
|
|
if (pos.Y <= 0)
|
|
{
|
|
pos.Y += posChange.Y + 1;
|
|
changed = true;
|
|
}
|
|
if (changed)
|
|
{
|
|
Prim.ForcePosition = pos;
|
|
VDetailLog("{0},MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}",
|
|
Prim.LocalID, m_BlockingEndPoint, posChange, pos);
|
|
}
|
|
}
|
|
|
|
#region downForce
|
|
Vector3 downForce = Vector3.Zero;
|
|
|
|
if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0)
|
|
{
|
|
// If the vehicle is motoring into the sky, get it going back down.
|
|
// Is this an angular force or both linear and angular??
|
|
float distanceAboveGround = pos.Z - terrainHeight;
|
|
if (distanceAboveGround > 2f)
|
|
{
|
|
// downForce = new Vector3(0, 0, (-distanceAboveGround / m_bankingTimescale) * pTimestep);
|
|
// downForce = new Vector3(0, 0, -distanceAboveGround / m_bankingTimescale);
|
|
downForce = new Vector3(0, 0, -distanceAboveGround);
|
|
}
|
|
// TODO: this calculation is all wrong. From the description at
|
|
// (http://wiki.secondlife.com/wiki/Category:LSL_Vehicle), the downForce
|
|
// has a decay factor. This says this force should
|
|
// be computed with a motor.
|
|
VDetailLog("{0},MoveLinear,limitMotorUp,distAbove={1},downForce={2}",
|
|
Prim.LocalID, distanceAboveGround, downForce);
|
|
}
|
|
#endregion // downForce
|
|
|
|
// If not changing some axis, reduce out velocity
|
|
if ((m_flags & (VehicleFlag.NO_X)) != 0)
|
|
m_newVelocity.X = 0;
|
|
if ((m_flags & (VehicleFlag.NO_Y)) != 0)
|
|
m_newVelocity.Y = 0;
|
|
if ((m_flags & (VehicleFlag.NO_Z)) != 0)
|
|
m_newVelocity.Z = 0;
|
|
|
|
// Clamp REALLY high or low velocities
|
|
if (m_newVelocity.LengthSquared() > 1e6f)
|
|
{
|
|
m_newVelocity /= m_newVelocity.Length();
|
|
m_newVelocity *= 1000f;
|
|
}
|
|
else if (m_newVelocity.LengthSquared() < 1e-6f)
|
|
m_newVelocity = Vector3.Zero;
|
|
|
|
// Stuff new linear velocity into the vehicle
|
|
Prim.ForceVelocity = m_newVelocity;
|
|
// Prim.ApplyForceImpulse((m_newVelocity - Prim.Velocity) * m_vehicleMass, false); // DEBUG DEBUG
|
|
|
|
Vector3 totalDownForce = downForce + grav;
|
|
if (totalDownForce != Vector3.Zero)
|
|
{
|
|
Prim.AddForce(totalDownForce * m_vehicleMass, false);
|
|
// Prim.ApplyForceImpulse(totalDownForce * m_vehicleMass, false);
|
|
}
|
|
|
|
VDetailLog("{0},MoveLinear,done,lmDir={1},lmVel={2},newVel={3},primVel={4},totalDown={5}",
|
|
Prim.LocalID, m_linearMotorDirection, m_lastLinearVelocityVector, m_newVelocity, Prim.Velocity, totalDownForce);
|
|
|
|
} // end MoveLinear()
|
|
|
|
// =======================================================================
|
|
// Apply the effect of the angular motor.
|
|
private void MoveAngular(float pTimestep)
|
|
{
|
|
// m_angularMotorDirection // angular velocity requested by LSL motor
|
|
// m_angularMotorApply // application frame counter
|
|
// m_angularMotorVelocity // current angular motor velocity (ramps up and down)
|
|
// m_angularMotorTimescale // motor angular velocity ramp up rate
|
|
// m_angularMotorDecayTimescale // motor angular velocity decay rate
|
|
// m_angularFrictionTimescale // body angular velocity decay rate
|
|
// m_lastAngularVelocity // what was last applied to body
|
|
|
|
if (m_angularMotorDirection.LengthSquared() > 0.0001)
|
|
{
|
|
Vector3 origVel = m_angularMotorVelocity;
|
|
Vector3 origDir = m_angularMotorDirection;
|
|
|
|
// new velocity += error / ( time to get there / step interval)
|
|
// requested direction - current vehicle direction
|
|
m_angularMotorVelocity += (m_angularMotorDirection - m_angularMotorVelocity) / (m_angularMotorTimescale / pTimestep);
|
|
// decay requested direction
|
|
m_angularMotorDirection *= (1.0f - (pTimestep * 1.0f/m_angularMotorDecayTimescale));
|
|
|
|
VDetailLog("{0},MoveAngular,angularMotorApply,angTScale={1},timeStep={2},origvel={3},origDir={4},vel={5}",
|
|
Prim.LocalID, m_angularMotorTimescale, pTimestep, origVel, origDir, m_angularMotorVelocity);
|
|
}
|
|
else
|
|
{
|
|
m_angularMotorVelocity = Vector3.Zero;
|
|
}
|
|
|
|
#region Vertical attactor
|
|
|
|
Vector3 vertattr = Vector3.Zero;
|
|
Vector3 deflection = Vector3.Zero;
|
|
Vector3 banking = Vector3.Zero;
|
|
|
|
// If vertical attaction timescale is reasonable and we applied an angular force last time...
|
|
if (m_verticalAttractionTimescale < 300 && m_lastAngularVelocity != Vector3.Zero)
|
|
{
|
|
float VAservo = pTimestep * 0.2f / m_verticalAttractionTimescale;
|
|
if (Prim.IsColliding)
|
|
VAservo = pTimestep * 0.05f / (m_verticalAttractionTimescale);
|
|
|
|
VAservo *= (m_verticalAttractionEfficiency * m_verticalAttractionEfficiency);
|
|
|
|
// Create a vector of the vehicle "up" in world coordinates
|
|
Vector3 verticalError = Vector3.UnitZ * Prim.ForceOrientation;
|
|
// verticalError.X and .Y are the World error amounts. They are 0 when there is no
|
|
// error (Vehicle Body is 'vertical'), and .Z will be 1. As the body leans to its
|
|
// side |.X| will increase to 1 and .Z fall to 0. As body inverts |.X| will fall
|
|
// and .Z will go // negative. Similar for tilt and |.Y|. .X and .Y must be
|
|
// modulated to prevent a stable inverted body.
|
|
|
|
// Error is 0 (no error) to +/- 2 (max error)
|
|
if (verticalError.Z < 0.0f)
|
|
{
|
|
verticalError.X = 2.0f - verticalError.X;
|
|
verticalError.Y = 2.0f - verticalError.Y;
|
|
}
|
|
// scale it by VAservo (timestep and timescale)
|
|
verticalError = verticalError * VAservo;
|
|
|
|
// As the body rotates around the X axis, then verticalError.Y increases; Rotated around Y
|
|
// then .X increases, so change Body angular velocity X based on Y, and Y based on X.
|
|
// Z is not changed.
|
|
vertattr.X = verticalError.Y;
|
|
vertattr.Y = - verticalError.X;
|
|
vertattr.Z = 0f;
|
|
|
|
// scaling appears better usingsquare-law
|
|
Vector3 angularVelocity = Prim.ForceRotationalVelocity;
|
|
float bounce = 1.0f - (m_verticalAttractionEfficiency * m_verticalAttractionEfficiency);
|
|
vertattr.X += bounce * angularVelocity.X;
|
|
vertattr.Y += bounce * angularVelocity.Y;
|
|
|
|
VDetailLog("{0},MoveAngular,verticalAttraction,VAservo={1},effic={2},verticalError={3},bounce={4},vertattr={5}",
|
|
Prim.LocalID, VAservo, m_verticalAttractionEfficiency, verticalError, bounce, vertattr);
|
|
|
|
}
|
|
#endregion // Vertical attactor
|
|
|
|
#region Deflection
|
|
|
|
if (m_angularDeflectionEfficiency != 0)
|
|
{
|
|
// Compute a scaled vector that points in the preferred axis (X direction)
|
|
Vector3 scaledDefaultDirection =
|
|
new Vector3((pTimestep * 10 * (m_angularDeflectionEfficiency / m_angularDeflectionTimescale)), 0, 0);
|
|
// Adding the current vehicle orientation and reference frame displaces the orientation to the frame.
|
|
// Rotate the scaled default axix relative to the actual vehicle direction giving where it should point.
|
|
Vector3 preferredAxisOfMotion = scaledDefaultDirection * Quaternion.Add(Prim.ForceOrientation, m_referenceFrame);
|
|
|
|
// Scale by efficiency and timescale
|
|
deflection = (preferredAxisOfMotion * (m_angularDeflectionEfficiency) / m_angularDeflectionTimescale) * pTimestep;
|
|
|
|
VDetailLog("{0},MoveAngular,Deflection,perfAxis={1},deflection={2}",
|
|
Prim.LocalID, preferredAxisOfMotion, deflection);
|
|
// This deflection computation is not correct.
|
|
deflection = Vector3.Zero;
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Banking
|
|
|
|
if (m_bankingEfficiency != 0)
|
|
{
|
|
Vector3 dir = Vector3.One * Prim.ForceOrientation;
|
|
float mult = (m_bankingMix*m_bankingMix)*-1*(m_bankingMix < 0 ? -1 : 1);
|
|
//Changes which way it banks in and out of turns
|
|
|
|
//Use the square of the efficiency, as it looks much more how SL banking works
|
|
float effSquared = (m_bankingEfficiency*m_bankingEfficiency);
|
|
if (m_bankingEfficiency < 0)
|
|
effSquared *= -1; //Keep the negative!
|
|
|
|
float mix = Math.Abs(m_bankingMix);
|
|
if (m_angularMotorVelocity.X == 0)
|
|
{
|
|
/*if (!parent.Orientation.ApproxEquals(this.m_referenceFrame, 0.25f))
|
|
{
|
|
Vector3 axisAngle;
|
|
float angle;
|
|
parent.Orientation.GetAxisAngle(out axisAngle, out angle);
|
|
Vector3 rotatedVel = parent.Velocity * parent.Orientation;
|
|
if ((rotatedVel.X < 0 && axisAngle.Y > 0) || (rotatedVel.X > 0 && axisAngle.Y < 0))
|
|
m_angularMotorVelocity.X += (effSquared * (mult * mix)) * (1f) * 10;
|
|
else
|
|
m_angularMotorVelocity.X += (effSquared * (mult * mix)) * (-1f) * 10;
|
|
}*/
|
|
}
|
|
else
|
|
banking.Z += (effSquared*(mult*mix))*(m_angularMotorVelocity.X) * 4;
|
|
if (!Prim.IsColliding && Math.Abs(m_angularMotorVelocity.X) > mix)
|
|
//If they are colliding, we probably shouldn't shove the prim around... probably
|
|
{
|
|
float angVelZ = m_angularMotorVelocity.X*-1;
|
|
/*if(angVelZ > mix)
|
|
angVelZ = mix;
|
|
else if(angVelZ < -mix)
|
|
angVelZ = -mix;*/
|
|
//This controls how fast and how far the banking occurs
|
|
Vector3 bankingRot = new Vector3(angVelZ*(effSquared*mult), 0, 0);
|
|
if (bankingRot.X > 3)
|
|
bankingRot.X = 3;
|
|
else if (bankingRot.X < -3)
|
|
bankingRot.X = -3;
|
|
bankingRot *= Prim.ForceOrientation;
|
|
banking += bankingRot;
|
|
}
|
|
m_angularMotorVelocity.X *= m_bankingEfficiency == 1 ? 0.0f : 1 - m_bankingEfficiency;
|
|
VDetailLog("{0},MoveAngular,Banking,bEff={1},angMotVel={2},banking={3}",
|
|
Prim.LocalID, m_bankingEfficiency, m_angularMotorVelocity, banking);
|
|
}
|
|
|
|
#endregion
|
|
|
|
m_lastVertAttractor = vertattr;
|
|
|
|
// Sum velocities
|
|
m_lastAngularVelocity = m_angularMotorVelocity + vertattr + banking + deflection;
|
|
|
|
#region Linear Motor Offset
|
|
|
|
//Offset section
|
|
if (m_linearMotorOffset != Vector3.Zero)
|
|
{
|
|
//Offset of linear velocity doesn't change the linear velocity,
|
|
// but causes a torque to be applied, for example...
|
|
//
|
|
// IIIII >>> IIIII
|
|
// IIIII >>> IIIII
|
|
// IIIII >>> IIIII
|
|
// ^
|
|
// | Applying a force at the arrow will cause the object to move forward, but also rotate
|
|
//
|
|
//
|
|
// The torque created is the linear velocity crossed with the offset
|
|
|
|
// NOTE: this computation does should be in the linear section
|
|
// because there we know the impulse being applied.
|
|
Vector3 torqueFromOffset = Vector3.Zero;
|
|
// torqueFromOffset = Vector3.Cross(m_linearMotorOffset, appliedImpulse);
|
|
if (float.IsNaN(torqueFromOffset.X))
|
|
torqueFromOffset.X = 0;
|
|
if (float.IsNaN(torqueFromOffset.Y))
|
|
torqueFromOffset.Y = 0;
|
|
if (float.IsNaN(torqueFromOffset.Z))
|
|
torqueFromOffset.Z = 0;
|
|
torqueFromOffset *= m_vehicleMass;
|
|
Prim.ApplyTorqueImpulse(torqueFromOffset, true);
|
|
VDetailLog("{0},BSDynamic.MoveAngular,motorOffset,applyTorqueImpulse={1}", Prim.LocalID, torqueFromOffset);
|
|
}
|
|
|
|
#endregion
|
|
|
|
if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0)
|
|
{
|
|
m_lastAngularVelocity.X = 0;
|
|
m_lastAngularVelocity.Y = 0;
|
|
VDetailLog("{0},MoveAngular,noDeflectionUp,lastAngular={1}", Prim.LocalID, m_lastAngularVelocity);
|
|
}
|
|
|
|
if (m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f))
|
|
{
|
|
m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero.
|
|
Prim.ZeroAngularMotion(true);
|
|
VDetailLog("{0},MoveAngular,zeroAngularMotion,lastAngular={1}", Prim.LocalID, m_lastAngularVelocity);
|
|
}
|
|
else
|
|
{
|
|
// Apply to the body.
|
|
// The above calculates the absolute angular velocity needed. Angular velocity is massless.
|
|
// Since we are stuffing the angular velocity directly into the object, the computed
|
|
// velocity needs to be scaled by the timestep.
|
|
Vector3 applyAngularForce = ((m_lastAngularVelocity * pTimestep) - Prim.ForceRotationalVelocity);
|
|
Prim.ForceRotationalVelocity = applyAngularForce;
|
|
|
|
// Decay the angular movement for next time
|
|
Vector3 decayamount = (Vector3.One / m_angularFrictionTimescale) * pTimestep;
|
|
m_lastAngularVelocity *= Vector3.One - decayamount;
|
|
|
|
VDetailLog("{0},MoveAngular,done,newRotVel={1},decay={2},lastAngular={3}",
|
|
Prim.LocalID, applyAngularForce, decayamount, m_lastAngularVelocity);
|
|
}
|
|
} //end MoveAngular
|
|
|
|
internal void LimitRotation(float timestep)
|
|
{
|
|
Quaternion rotq = Prim.ForceOrientation;
|
|
Quaternion m_rot = rotq;
|
|
if (m_RollreferenceFrame != Quaternion.Identity)
|
|
{
|
|
if (rotq.X >= m_RollreferenceFrame.X)
|
|
{
|
|
m_rot.X = rotq.X - (m_RollreferenceFrame.X / 2);
|
|
}
|
|
if (rotq.Y >= m_RollreferenceFrame.Y)
|
|
{
|
|
m_rot.Y = rotq.Y - (m_RollreferenceFrame.Y / 2);
|
|
}
|
|
if (rotq.X <= -m_RollreferenceFrame.X)
|
|
{
|
|
m_rot.X = rotq.X + (m_RollreferenceFrame.X / 2);
|
|
}
|
|
if (rotq.Y <= -m_RollreferenceFrame.Y)
|
|
{
|
|
m_rot.Y = rotq.Y + (m_RollreferenceFrame.Y / 2);
|
|
}
|
|
}
|
|
if ((m_flags & VehicleFlag.LOCK_ROTATION) != 0)
|
|
{
|
|
m_rot.X = 0;
|
|
m_rot.Y = 0;
|
|
}
|
|
if (rotq != m_rot)
|
|
{
|
|
Prim.ForceOrientation = m_rot;
|
|
VDetailLog("{0},LimitRotation,done,orig={1},new={2}", Prim.LocalID, rotq, m_rot);
|
|
}
|
|
|
|
}
|
|
|
|
// Invoke the detailed logger and output something if it's enabled.
|
|
private void VDetailLog(string msg, params Object[] args)
|
|
{
|
|
if (Prim.PhysicsScene.VehicleLoggingEnabled)
|
|
Prim.PhysicsScene.DetailLog(msg, args);
|
|
}
|
|
}
|
|
}
|